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o======================================================================o

| |

| The Elder Scrolls III: Morrowind |

| Game of the Year Edition |

| |

o======================================================================o

"Beating Morrowind in ______ Easy Steps!"

Version 1.00

Written by: Travis Whitsitt

Guide Information

<---------------------------------------------------------------------->

This FAQ was made in Notepad, and is best viewed in a simple text

editor. The default text is Lucida Console at size 10 font, but any

fixed-width font will work... if not with the intended aesthetics

intact.

Note that this is an incredibly large FAQ, and depending on your

computer, internet speed, and the restlessness of computer gremlins,

you may have to refresh this file several times to get the whole thing

to load. Look for the ***END OF FILE*** line at the bottom to ensure
you've got the whole thing.

Legal

<---------------------------------------------------------------------->

I have no affiliation with Bethesda Softworks or any other parties

involved with this game. This is a not-for-profit fan-made guide. If

you wish to post, mirror, or quote this guide, feel free to do so.

Credit would make me happy, an email would make me feel good. Let

your conscience be your guide, just like all good people.

tarvis79 on YouTube

<---------------------------------------------------------------------->

Text just doesn't cut it for you? You ever wish you could watch Travis

play, and hear his soothing voice as he enlightened you with gaming

wisdom? Your wish has been granted. Check out the tarvis79 YouTube

channel at http://www.youtube.com/user/tarvis79 for video

walkthroughs and gameplay videos.

Table of Contents (*Coming Soon/Incomplete)

o======================================================================o

>>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<<

I. Introduction {INT001}

1. tarvis79 on YouTube {INT002}

2. Using this FAQ {INT003}


3. Items {INT004}

4. Rewards {INT005}

5. Mods {INT006}

6. Options {INT007}

7. Difficulty Settings {INT008}

8. Playthrough Notes {INT009}

II. Character Creation {CHR001}

1. Fixed Attributes {CHR002}

2. Derived Attributes {CHR003}

3. Skills {CHR004}

4. Leveling {CHR005}

5. Races {CHR006}

6. Classes {CHR007}

7. Birthsigns {CHR008}

8. Optimized Build {CHR009}

9. Equipment Notes {CHR010}

III. Spells {SPL001}

1. Alteration {SPL002}

2. Conjuration {SPL003}

3. Destruction {SPL004}

4. Illusion {SPL005}

5. Mysticism {SPL006}

6. Restoration {SPL007}

IV. General Tips {TIP001}


>>>>>>>>>>>>>>>>MAIN WALKTHROUGH*<<<<<<<<<<<<<<<

Imperial Prison Ship {WLK001}

Seyda Neen & Wilderness {WLK002}

Pelagiad & Wilderness {WLK003}

Suran & Wilderness {WLK004}

Balmora & Wilderness {WLK005}

Hla Oad & Wilderness {WLK006}

Vivec & Wilderness {WLK007}

Ebonheart & Wilderness {WLK008}

Caldera & Wilderness {WLK009}

Gnaar Mok & Wilderness {WLK010}

Ald'Ruhn & Wilderness {WLK011}

Maar Gan & Wilderness {WLK012}

Urshilaku Camp & Wilderness {WLK013}

Khuul & Wilderness {WLK014}

Ald Velothi & Wilderness {WLK015}

Gnisis & Wilderness {WLK016}

Ghostgate & Wilderness {WLK017}

Dagon Fel & Wilderness {WLK018}

Ahemmusa Camp & Wilderness {WLK019}

Zainab Camp & Wilderness {WLK020}

Vos & Tel Vos {WLK021}

Tel Mora & Wilderness {WLK022}

Tel Aruhn & Wilderness {WLK023}


Tel Fyr & Wilderness {WLK024}

Sadrith Mora & Wilderness {WLK025}

Molag Mar & Wilderness {WLK026}

Erabenimsun Camp & Wilderness {WLK027}

Tel Branora & Wilderness {WLK028}

Progressing the Main Quest {WLK029}

Tribunal {WLK030}

Bloodmoon {WLK031}

>>>>>>>>>>>>>>LISTS AND APPENDICES*<<<<<<<<<<<<<

V. Items* {ITM001}

VI. Bestiary* {BST001}

VII.Updates/Thanks {UPD001}

Note: When searching for items in the FAQ, be sure to include the

{} brackets. When I reference other parts of the FAQ outside of the

index, I put them in [] brackets, so as to make general searches using

the index more efficient. For example, when I refer to later parts of

the Walkthrough in the Walkthrough, I'll refer to those referred

sections as [WLK###], when it should be understood to search for

{WLK###}. This is an organizational scheme used to prevent you from

having to scroll through several referential brackets in order to find

what you're looking for, as I reference other parts of the FAQ very

frequently in this guide.


*In Progress

o======================================================================o

| |

| Introduction {INT001} |

| |

o======================================================================o

Welcome to the tarvis79 guide "Beating Morrowind in _____ Steps" of

varying length, complexity, and importance! I love the Elder Scrolls

games, I won't even try to hide it. This is my first FAQ, and it's

certainly a massive endeavor. This guide is built right on top of a

template established by the inestimable Haeravon. I find his formatting

and organizational skills impeccable, and the actual structure of the

guide is owed entirely to him. Naturally, I have made changes where

necessary, but I would be remiss not to give credit where it is most

certainly due. In that vein, it is critical to acknowledge the biggest

source of information about this game out there: the UESPWiki. Almost

any pure information in this guide, like statistics, spell effects,

locations, and what have you comes straight from that website. A few

things they didn't have came from the Elder Scrolls Wiki.

The character optimization information and the actual route through the

game are my original contributions to the world of information about

Morrowind that's out there in the status quo.


tarvis79 on Youtube {INT002}

o======================================================================o

I actually began with a YouTube channel, performing video walkthroughs

of the Thief, System Shock, Deus Ex, and Bioshock series before getting

around to Elder Scrolls. I am currently working on a Skyrim playthrough,

but I find that for my own purposes, I actually prefer text walkthroughs

to video walkthroughs. If this goes well, I'll probably do text

walkthroughs for all the games currently on YouTube, and I'll eventually

do a Let's Play of Morrowind on the channel. However, sometimes it gets

tiresome having to wait to play a game because you need time to process

and upload video segments, and you cannot neglect to record any portion

of your playthrough. I've been playing Morrowind in my downtime, and

because I enjoy it so much and I find there's a total absence of usable

walkthroughs on the Internet (more on that later), I decided to make

this my first text guide. Huzzah!

Using this FAQ {INT003}

o======================================================================o

Below I will list some of my quirks, organizational methods, and various

other tidbits that will help you navigate this guide. For starters,

during the main FAQ I'll break up the various chapters and

organizational components of the guide with a large heading:

o======================================================================o
| |

| Large Heading |

| |

o======================================================================o

During the FAQ, I'll break up different areas with a thick line:

Thick line

o======================================================================o

Multiple parts of a mission in the same area will be broken up with a

thin line. This breaks up the missions into a series of steps, and

limits how much unbroken text you'll have to read at once. Nobody likes

wordiness:

Thin line

<---------------------------------------------------------------------->

Of course, I reserve the right to break my own rules during the FAQ...

mostly due to being scatter-brained and working on the FAQ in shifts

over the course of time. Life and all. So cut me some slack. Besides,

this organizational scheme is mostly for consistency and ease-of-use.

Sequence of Events

<---------------------------------------------------------------------->
Unlike literally every other Morrowind guide on the internet, this FAQ

does hold your hand through the game. As I go through areas I will list

what I do sequentially. To help streamline the guide and make your life

easier, I've included a list of steps at the beginning of each section,

so you can see in what order I am about to do things. Each different

Sequence of Events is separated by a large heading, while each step is

divided by a thick line (if we travel to a different area) or a thin

line (if we don't.)

Items {INT004}

o======================================================================o

Most containers in this game contain randomized loot, and as such I will

have separate categories for each area. There will be a ***CONTAINERS***

category identifying any containers in an area. For randomized

containers, I'll leave it at a list. If a given container does have

predetermined loot in it, I'll specify that. All static loot, including

fixed container rewards, will be listed in a second ***ITEMS*** category.

Rewards {INT005}

o======================================================================o

When you complete a quest, or otherwise gain some story award, I will

list it in the ***REWARDS*** section in the appropriate step in the FAQ.

I WILL go out of my way to label the start, end, and intermediate

progress steps of all quests, particularly any action that triggers a

journal update completion. I will tell you to go activate the quest


(even if you don't need to activate it to complete it), but I typically

include the reward upon the quests conclusion. Where needed, I will

instruct you to return to the quest's assigner.

Mods {INT006}

o======================================================================o

For the purposes of this guide, I will assume that you are playing the

game unmodified with both expansions installed and active. I will also

assume that you have all of the official plugins. The easiest way to

play in line with this walkthrough is to download the Game of the Year

edition from GOG.com.

Options {INT007}

o======================================================================o

Mostly, I recommend playing with the best visual settings that won't

choke your machine. Morrowind is an old enough game that most people

shouldn't have trouble maxing everything out. However, for those of you

with older machines, I advise you to cut corners on everything else so

you can maximize View Distance and AI Distance. This is important so you

can identify threats when the music switches to battle mode. The only

other important option is Always Use Best Attack. I actually recommend

you leave this off. Depending on what kind of enemy you're battling, it

sometimes behooves you to use weaker attacks so you can gain extra skill

experience. For more serious threats, you'll want to maximize damage

output. Accordingly, keeping the ability to vary your attack types is a


good idea.

Difficulty Settings {INT008}

o======================================================================o

The game technically has 201 difficulty settings, adjustable from -100

(easiest) to 100 (hardest), 0 being the default. The difficulty slider,

much like the Luck attribute, effects every action in the game. I cannot

find any good information that gives more detailed mechanics than that.

Don't be a wimp; crank it to 100 at the start and don't look back. This

FAQ is written on the assumption that you play at 100 Difficulty. Things

will, obviously, be much easier if you do otherwise.

Playthrough Notes {INT009}

o======================================================================o

The basic goal of this guide is to walk you through accomplishing

everything you possibly can in Morrowind, from the very start at the

Imperial Prison Ship through the final encounters with Dagoth Ur,

Almalexia, and Hircine. All the other guides I've seen organize

themselves around quests. I find that useless. The game itself tells you

how to finish quests, at least in terms of laying out the steps you need

to accomplish. Walkthroughs that only do that are, in my mind, useless

(no offense intended to the other authors). The challenge is in deciding

where to go, when to go there, and *how* to tackle each of those steps,

all of which are entirely left out of the other guides I've seen for

this game. Here are some particular notes on what I mean by "accomplish
everything," which may be familiar to you if you've seen any of my prior

work on YouTube:

-Most powerful character possible. In Elder Scrolls land, this means I

want every attribute at 100, every skill at 100, and to reach the

maximum possible level. This aspect will be discussed in much greater

detail below, in the Character Creation section.

-Complete every quest.

-Explore and clear every location in the game. By "clear," I mean take

(or at least create the option of taking) every item, while killing

every non-respawning hostile in the game.

-Read every book.

-Learn every spell.

Don't pay trainers. Why buy training when you can level skills for free

yourself?

Don't mind the grind. There are a few skills that just have to be maxed

to be any good, and at least two of these are necessary to stay sane-

Sneak for any and all thieving, and Athletics because you start out

moving about half as fast as the average slug. There are also weapons
and magic schools that just don't get a lot of "natural" use. If you

don't care about maxing everything, then Sneak and Athletics are

probably all you need to consider grinding. Just be aware there will be

plenty of it.

Lots of loot is random. As such, I will write the guide around things

like "best spear you've found" or "best heavy armor you've found" when

talking about outfitting characters. I'll name specific gear if we've

encountered a guaranteed instance of it. You can eventually find

guaranteed instances of all the final gear I target, save one item

that must come from a random drop. I'll discuss this more in the

Character section, but essentially I recommend holding onto

a) both the weakest AND strongest versions of whatever weapon skill

you're working on (so you can skill train on trash monsters and more

quickly deal with dangerous ones); and

b) the strongest pieces of all three armor types you've found, at

least until everything is raised and then you can collapse to the best

all-around.

Don't dispose of corpses. Take the items you want and leave them, as

disposing of the corpse WILL cause a new critter to spawn the next

time you enter the zone. Leaving the corpses won't prevent respawning,

but it will slow it to a much more manageable rate. Of course, you can

also use corpse disposal to create an endless source of creatures to

skill grind with, so be aware of the option.


The Tribunal expansion causes invasive Dark Brotherhood attacks to

happen *frequently* when you rest. However, this is a blessing in

disguise, as their armor is the second-best light armor in the entire

game and they drop exceedingly powerful paralyzing weapons. You can

stop the attacks anytime by heading to Ebonheart and progressing the

questline a bit, but I recommend letting them keep coming and getting

all that phat lewt.

The encounters in the wilderness *and* in most dungeons are random.

As such, it is impossible for me to tell you exactly what you'll face

and when. I will give you progression benchmarks from my own

playthrough, along the lines of "fighting critters en route to

Arkngthand gave me 2 ranks in Long Blade," but that's all I can do.

Generally, I'll instruct you to pick up and sell absolutely everything.

Because listing all the clutter would get incredibly unwieldy, however,

I'll only specifically list noteworthy or easy-to-miss items.

Lots of locations will be skipped until we get sent there on a quest.

Lots of quests will be skipped until we solve a different quest that

relies on involved characters still being alive/not hating us yet/etc.

It is impossible to do *everything* in a single playthrough, but I aim

to maximize content exposure.


Finally, a note on thieving. Because the stolen tags in this game are

screwed up, it is always a bad idea to steal anything you aren't

actually going to use from a shopkeeper. This is because a stolen tag

is buggedly applied to *all* instances of any item you steal from a

shopkeeper. For example, say you steal a copy of Lives of the Saints

from Arrille in Seyda Neen. You go sell it in Balmora. Later, you're

back in Seyda Neen with four completely unrelated copies of Lives of

the Saints. If you try to sell them to Arrille, he will declare that he

owns it and call the guards on you. Therefore, we will deviate from the

"steal everything" protocol when it comes to vendors, and only steal

things we will actually use, rather than items we merely intend to sell.

This means alchemy ingredients, thief tools, repair tools, soul gems,

and weapon/armor upgrades are fair game, while clutter, books, and

inferior gear should be left alone. This only applies to vendors, of

course-feel free to rob anyone you never intend to sell to blind.

Additionally, be careful when pickpocketing vendors; anything you lift

off of them will no longer restock. As such, it's usually better to

just buy what you need. Money becomes no object very quickly in

Morrowind.

o======================================================================o

| |

| Character Creation {CHR001} |

| |

o======================================================================o
Below are details, sourced from personal experience and the inestimable

UESPWiki, on all aspects of character creation in Morrowind. I give both

the (very minimal and unhelpful) in-game descriptions of each option,

along with my personal assessment of that option and what I consider to

be the nigh-indisputable optimal build for the game. Either blindly

follow my lead in the walkthrough or read up on the section below

and make your own choices. I'll explain what does matter, what doesn't,

and why there are really only two main options for optimal development

along with the reason I elect the option I do.

Fixed Attributes {CHR002}

o======================================================================o

Morrowind retains the system of eight attributes pioneered by The Elder

Scrolls: Arena, which was finally abandoned in Skyrim. Each of the eight

attributes is discussed below-what it does and where it ranks against

the others.

For each attribute, I will first list how the game itself describes it.

I will supplement that description with details on what the attribute

actually does. I will then list all the skills governed by that

attribute. An important note here: I mean only that increases in those

skills affect multipliers for that attribute when leveling. The actual

formulas detailing the relationships between attributes and skills may

and sometimes do vary from what the game lists as a governing attribute,

and this will be discussed in the Details section. Next, I list the base

racial values for each attribute. Next, I list any potential bonuses to
that attribute, either from choosing a preset Class that favors it or,

when applicable, a Birthsign that boosts it. Finally, I discuss how

important the attribute is relative to the others, and establish

priority rankings from 1-7 based on that discussion. 1 should be raised

first, 7 can be delayed to last. For the impatient, here are my

rankings:

1: Endurance and Luck (tied)

2: Strength

3: Agility

4: Speed (debatable, could drop as low as 6)

5: Willpower

6: Intelligence

7: Personality

Strength

<---------------------------------------------------------------------->

In-game text: "Affects your starting Health, how much you can carry,

your maximum Fatigue, and how much damage you do in Melee."

Details: The in-game text is actually pretty accurate on this one.

Strength and Endurance combine to determine your starting Health-you add

the two together and divide them in half, and you do NOT count any

bonuses received from a birthsign. Strength is the exclusive factor in

calculating your maximum Encumbrance, which will always be 5x your


current Strength (plus any modifiers from Feather or Burden effects).

Maximum Fatigue has the most factors, but is simply the sum of your

current Strength, Endurance, Agility, and Willpower. Finally, the text

is inaccurate regarding weapon damage-it isn't limited to melee, as

Strength also effects the damage done by Marksman weapons. Note that

damage is separate from hit chance, which is governed by Agility.

Skills Governed: Strength governs the skills of Acrobatics, Axe,

Armorer, Blunt Weapon, and Long Blade. Governing 5 of the 27 skills, it

governs the most skills of any of the attributes.

Base Values: Each possible race/gender combination has its Strength

value listed below.

Male Argonian: 40 Female Argonian: 40

Male Breton: 40 Female Breton: 30

Male Dark Elf: 40 Female Dark Elf: 40

Male High Elf: 30 Female High Elf: 30

Male Imperial: 40 Female Imperial: 40

Male Khajiit: 40 Female Khajiit: 30

Male Nord: 50 Female Nord: 50

Male Orc: 45 Female Orc: 45

Male Redguard: 50 Female Redguard: 40

Male Wood Elf: 30 Female Wood Elf: 30

Classes That Favor Strength: The following preset Classes favor


Strength, boosting it an additional 10 points above the base racial

values.

Archer, Barbarian, Battlemage, Crusader, Knight, Warrior

Discussion: I consider Strength second only to Endurance and Luck (tied

for first) in terms of importance. It's a very close race between

Strength and Agility, because the ability to hit is just as important as

the amount of damage done. However, a low hit rate from a low Agility

can be offset by the value of the skill itself, whereas skill values

don't affect the damage calculation at all. Moreover, maximum

Encumbrance is critical-it isn't simply a matter of hauling off loot

(although that, too, is very important). Movement speed is noticeably

affected by the ratio of current to maximum Encumbrance. Raising

Strength, then, gives you extra damage, extra looting, AND extra

movement speed, all in one attribute. Very handy.

Priority: 2/7

Intelligence

<---------------------------------------------------------------------->

In-game text: "Determines your maximum amount of Magicka."

Details: The in-game text is fairly accurate here. An ordinary character

has a maximum Magicka equal to his or her Intelligence. This can be

boosted by a Magicka Multiplier, which can be gained by choosing certain


races or birthsigns. The only thing left out in this description is that

Intelligence also determines the regeneration rate for Magicka during

rest. A character will regain 15% of their Intelligence attribute in

Magicka per hour of rest.

Skills Governed: Intelligence governs the skills of Alchemy,

Conjuration, Enchant, and Security.

Base Values: Each possible race/gender combination has its Intelligence

value listed below.

Male Argonian: 40 Female Argonian: 50

Male Breton: 50 Female Breton: 50

Male Dark Elf: 40 Female Dark Elf: 40

Male High Elf: 50 Female High Elf: 50

Male Imperial: 40 Female Imperial: 40

Male Khajiit: 40 Female Khajiit: 40

Male Nord: 30 Female Nord: 30

Male Orc: 30 Female Orc: 40

Male Redguard: 30 Female Redguard: 30

Male Wood Elf: 40 Female Wood Elf: 40

Classes That Favor Intelligence: The following preset Classes favor

Intelligence, boosting it an additional 10 points above the base racial

values.

Assassin, Bard, Battlemage, Mage, Sorcerer, Witchhunter


Discussion: I consider Intelligence ahead of Personality alone in terms

of importance. First, it only governs one derived aspect of a character.

Second, the boost is fully retroactive-maximum Magicka is attainable at

any time, no matter when Intelligence is raised. Third, maximum Magicka

is the least important of the combat-relevant derived attributes,

especially when it starts out sufficiently high thanks to proper race

and birthsign choices. Fourth, the additional things it boosts-success

ratesin Alchemy and Enchanting-are offset by the values of those skills

themselves. It's therefore the sixth attribute we'll focus on raising.

Priority: 6/7 (could be 5, ahead of Speed)

Willpower

<---------------------------------------------------------------------->

In-game text: "Affects your ability to resist magic, and your maximum

Fatigue."

Details: The in-game text doesn't do this attribute justice. First, it

would be a mistake to assume you have a chance to resist *all* magic-you

can innately resist the effects of Paralyze and Silence only, and that

innate resistance is controlled by this attribute. As stated before, the

sum of Strength, Agility, Endurance, and Willpower determines maximum

Fatigue. The thing left out by the text, however, is probably the most

important point of all. Willpower affects the chance to successfully


cast any spell in the game. This *does* include spells in the colleges

of Conjuration and Illusion, even though those skills are not governed

by Willpower.

Skills Governed: Willpower governs the skills of Alteration,

Destruction, Mysticism, and Restoration.

Base Values: Each possible race/gender combination has its Willpower

value listed below.

Male Argonian: 30 Female Argonian: 40

Male Breton: 50 Female Breton: 50

Male Dark Elf: 30 Female Dark Elf: 30

Male High Elf: 40 Female High Elf: 40

Male Imperial: 30 Female Imperial: 40

Male Khajiit: 30 Female Khajiit: 30

Male Nord: 40 Female Nord: 50

Male Orc: 50 Female Orc: 45

Male Redguard: 30 Female Redguard: 30

Male Wood Elf: 30 Female Wood Elf: 30

Classes That Favor Willpower: The following preset Classes favor

Willpower, boosting it an additional 10 points above the base racial

values.

Healer, Mage, Monk, Nightblade, Spellsword


Discussion: Willpower is the last of the six "heck yes, this is

important" attributes. It ranks behind Agility because I typically focus

on melee combat in my character's early development, making better hit

rates and stagger avoidance more important. It ranks ahead of

Intelligence because it is the final component of the sum that

determines maximum Fatigue, and the fact that it affects the chance to

successfully cast any spell adds to its value. The sticking point is

Speed, and ranking these two against each other is a tough choice. I

ultimately go with Speed for two reasons-stealth is a higher early

priority, and being slow is annoying as hell so I want to raise Speed as

early as is feasible. That said, if you wanted to prioritize Willpower

over Speed, I wouldn't blame you.

Priority: 5/7 (could be 4, ahead of Speed)

Agility

<---------------------------------------------------------------------->

In-game text: "Affects your ability to dodge and hit targets in melee as

well as your maximum Fatigue."

Details: The in-game text doesn't fully describe this attribute, either.

It does, in fact, control the ability to dodge attacks (but not magical

ones). In tandem with the actual skill values for each weapon, it

affects the chance to hit on any given attack. It is also a portion of

the four-attribute sum that determines maximum Fatigue. In addition, a


massive undisclosed benefit is that Agility is exclusively responsible

for your resistance to being staggered in combat. Finally, it affects

the chance of success when using the Block, Sneak (including

pickpocketing), Security, and Acrobatics skills (despite the latter two

being governed by Intelligence and Strength, respectively).

Skills Governed: Agility governs the skills of Block, Light Armor,

Marksman, and Sneak.

Base Values: Each possible race/gender combination has its Agility

value listed below.

Male Argonian: 50 Female Argonian: 40

Male Breton: 30 Female Breton: 30

Male Dark Elf: 40 Female Dark Elf: 40

Male High Elf: 40 Female High Elf: 40

Male Imperial: 30 Female Imperial: 30

Male Khajiit: 50 Female Khajiit: 50

Male Nord: 30 Female Nord: 30

Male Orc: 35 Female Orc: 35

Male Redguard: 40 Female Redguard: 40

Male Wood Elf: 50 Female Wood Elf: 50

Classes That Favor Agility: The following preset Classes favor

Agility, boosting it an additional 10 points above the base racial

values.
Acrobat, Agent, Archer, Crusader, Monk, Thief, Witchhunter

Birthsigns That Boost Agility: Agility can be boosted 25 points at the

outset by selecting The Lover as your birthsign.

Discussion: Agility is vital, ranking third in priority behind Strength,

Endurance, and Luck. It only loses to Strength because the hit rates it

affects can be more directly boosted by actual skill values. It clocks

in well ahead of Willpower or Speed because stagger resistance, its

"invisible" benefit, is a huge boost to combat survivability. Of course,

even with the direct benefit of skills, hit rate is a great value. Dodge

chance is nothing to scoff at, either.

Priority: 3/7

Speed

<---------------------------------------------------------------------->

In-game text: "Determines how fast you can move."

Details: The in-game text is fully adequate here. The movement speed

calculation from Speed affects movements rates when walking, running,

swimming, or levitating.

Skills Governed: Speed governs the skills of Athletics, Hand-to-Hand,

Short Blade, and Unarmored.


Base Values: Each possible race/gender combination has its Speed

value listed below.

Male Argonian: 50 Female Argonian: 40

Male Breton: 30 Female Breton: 40

Male Dark Elf: 50 Female Dark Elf: 50

Male High Elf: 30 Female High Elf: 40

Male Imperial: 40 Female Imperial: 30

Male Khajiit: 40 Female Khajiit: 40

Male Nord: 40 Female Nord: 40

Male Orc: 30 Female Orc: 30

Male Redguard: 40 Female Redguard: 40

Male Wood Elf: 50 Female Wood Elf: 50

Classes That Favor Speed: The following preset Classes favor

Speed, boosting it an additional 10 points above the base racial

values.

Assassin, Barbarian, Nightblade, Rogue, Scout, Thief

Birthsigns That Boost Speed: Speed can be boosted 25 points at the

outset by selecting The Steed as your birthsign.

Discussion: Speed is awesomely convenient, but not too impactful in

actual combat. It's annoying as hell to be slow, but annoying is all it

is. Of course, in real life, time is valuable, so being able to move


faster is great. Accordingly, it ranks behind Strength, Endurance, Luck,

and Agility without question. It could easily be ranked behind Willpower

and arguably even Intelligence. I tend to raise it before those because

I can delay magic indefinitely with no real detriment to my endgame

character, and I prefer to get faster sooner rather than later. If you

want to raise Willpower and even Intelligence before Speed, I wouldn't

argue with you.

Priority: 4/7 (could drop to 5, behind Willpower, or even 6, also

behind Intelligence)

Endurance

<---------------------------------------------------------------------->

In-game text: "Affects your starting Health, your Health gain per level,

and your maximum Fatigue."

Details: The in-game text is not quite comprehensive here. Starting

Health is determined by summing your Endurance and Strength (BEFORE any

Birthsign boost) and dividing by two. Endurance is summed with Strength,

Agility, and Willpower to derive maximum Fatigue. Undisclosed is that

Endurance actually slows down Fatigue loss from all actions, like

running or swinging weapons. The most important aspect of Endurance is

its exclusive control over Health gain per level. Your Health increase

is equal to 10% of your current Endurance. If you raise Endurance on a

given level up, your new Endurance is used in the calculation. The
calculation itself does not round; 45 Endurance leads to a gain of 4.5

Health in the game's files. However, the Health pool does round down,

so that level will show a gain of 4 Health. The next level, assuming

Endurance stays at 45, will again register a 4.5 Health gain in the

game's files. However, the Health pool will increase by 5, reflecting

the summation of the two half-point gains. Importantly, the calculation

uses base Endurance only. While this does factor in Birthsign boosts,

Fortify Endurance effects from enchantments or potions will be ignored.

Skills Governed: Endurance governs the skills of Spear, Heavy Armor, and

Medium Armor. Only governing 3 of 27, it is tied with Personality for

fewest governed skills.

Base Values: Each possible race/gender combination has its Endurance

value listed below.

Male Argonian: 30 Female Argonian: 30

Male Breton: 30 Female Breton: 30

Male Dark Elf: 40 Female Dark Elf: 30

Male High Elf: 40 Female High Elf: 30

Male Imperial: 40 Female Imperial: 40

Male Khajiit: 30 Female Khajiit: 40

Male Nord: 50 Female Nord: 40

Male Orc: 50 Female Orc: 50

Male Redguard: 50 Female Redguard: 50

Male Wood Elf: 30 Female Wood Elf: 30


Classes That Favor Endurance: The following preset Classes favor

Endurance, boosting it an additional 10 points above the base racial

values.

Acrobat, Pilgrim, Scout, Sorcerer, Spellsword, Warrior

Birthsigns That Boost Endurance: Endurance can be boosted 25 points at

the outset by selecting The Lady as your birthsign.

Discussion: Endurance must be raised first. Period. The reason is

simple; Endurance is directly responsible for the size of your health

pool, and its bonuses are *not* retroactive. This makes it the only

attribute whose benefits are truly time-sensitive. From Level 1 onward,

Endurance should have a 5x multiplier at each level up until it hits

100.

Priority: 1/7 (tied with Luck)

Personality

<---------------------------------------------------------------------->

In-game text: "Affects your ability to deal with other characters and

how much they like you."

Details: The in-game text is lacking detail. Personality controls three

main things; the disposition of characters you encounter before any


faction or racial modifiers (every two points of Personality boosts NPC

dispostion by one), your ability to persuade by any of the four methods

(Admire, Intimidate, Taunt, and Bribe), and the base prices you get when

buying or selling goods. The latter two are more directly influenced by

the Speechcraft and Mercantile skills, respectively.

Skills Governed: Personality governs the skills of Illusion, Mercantile,

and Speechcraft. Only governing 3 of 27, it is tied with Endurance for

fewest governed skills.

Base Values: Each possible race/gender combination has its Personality

value listed below.

Male Argonian: 30 Female Argonian: 30

Male Breton: 40 Female Breton: 40

Male Dark Elf: 30 Female Dark Elf: 40

Male High Elf: 40 Female High Elf: 40

Male Imperial: 50 Female Imperial: 50

Male Khajiit: 40 Female Khajiit: 40

Male Nord: 30 Female Nord: 30

Male Orc: 30 Female Orc: 25

Male Redguard: 30 Female Redguard: 40

Male Wood Elf: 40 Female Wood Elf: 40

Classes That Favor Personality: The following preset Classes favor

Personality, boosting it an additional 10 points above the base racial


values.

Agent, Bard, Healer, Knight, Pilgrim, Rogue

Birthsigns That Boost Personality: Personality can be boosted 25 points

at the outset by selecting The Lady as your birthsign.

Discussion: Personality, like Charisma before it, is an easy dump stat.

Save scumming can solve any persuasion problems, which also solve any

disposition problems. Money is eventually no object, even if you leave

Personality at 30 and Mercantile at 5 for the entire game. Raise this

last.

Priority: 7/7

Luck

<---------------------------------------------------------------------->

In-game text: "Affects every action you do in a small way."

Details: The in-game text is spot-on. Though the magnitude is small,

raising Luck improves your odds at everything in the game. Note,

however, that the persistent myth that Luck somehow affects randomized

loot is false.

Skills Governed: Luck governs no skills.


Base Values: All characters, regardless of race or gender, begin with a

base Luck of 40.

Classes That Favor Luck: None of the preset classes have Luck as a

favored attribute.

Discussion: Luck is a great investment, as it makes you better at

everything when you raise it. The issue that makes it a top-priority

attribute, however, is that it governs no skills. This means that it

never has any multipliers, and can only be raised by 1 at each level up.

This, in turn, means that anyone who wants to max Luck should begin

raising it immediately and do so until it is maxed.

Priority: 1/7 (tied with Endurance)

Derived Attributes {CHR003}

o======================================================================o

Characters in Morrowind have four visible derived attributes. These are

listed below, along with the formulas for their derivations.

Health

<---------------------------------------------------------------------->

In-game Text: "The amount of damage you can take before you die.

Increases every time you gain a level."


As in every video game, Health represents the amount of damage you can

take before dying. An initial Health value is determined *after* you

select your race, gender, and favored attributes but *before* you choose

a Birthsign. Starting Health is equal to half the sum of Strength and

Endurance.

For example, a male Nord with Strength and Endurance as his favored

attributes and The Lady as his birthsign would have a starting Health

of 60. His Strength and Endurance, 60 each as favored attributes,

are added to the sum, but the additional 25 Endurance from The Lady is

not.

After character creation, Health is raised by 10% of your Endurance at

each level up. Note that here, bonuses from Birthsigns will count, as

they are part of your base Endurance. However, any Fortify Endurance

effect, whether from enchantments or potions, is not factored in. If

you raise Endurance on a given level up, your new Endurance is used to

calculate your Health gain. While the game stores decimal Health gains

in its memory, your actual Health pool always rounds down. There is no

retroactive Health gain for raising Endurance, making it vital to raise

Endurance as early as possible.

Health is visually represented by the red bar in the bottom left corner

of the screen. When drained, it can be restored by spells, potions, or

resting.
Magicka

<---------------------------------------------------------------------->

In-game text: "Used to cast spells. Magicka is naturally restored by

resting."

Magicka is the energy used to cast spells. The derivation is simple;

your current Intelligence is multiplied by your Magicka Multiplier,

which is 1 by default but can be raised by choosing certain races and

Birthsigns at character creation. Unlike Health, your maximum endgame

Magicka is locked in at character creation. This leads to two mutually

exclusive options for endgame builds: maximize Health, or maximize

Magicka. I always choose Magicka, and I'll discuss why in greater detail

below.

Magicka is visually represented by the blue bar in the bottom left

corner of the screen. It can be restored by potions, resting, or spell

absorption.

Fatigue

<---------------------------------------------------------------------->

In-game text: "How tired you are. Low Fatigue makes it harder to

successfully perform actions."

Virtually every action in the game is subject to a Fatigue multiplier,


which generally uses the ratio of your current to maximum Fatigue. Many

actions lower your current Fatigue, the main ones being jumping,

running, and swinging weapons. Fatigue will restore naturally over time,

with no need to rest. However, resting, spells, and potions can all also

be used to restore Fatigue.

Maximum Fatigue is derived by adding together your current Strength,

Agility, Willpower, and Endurance. It is not subject to anything else,

so all builds have a base Fatigue cap of 400. This can be meaningfully

fortified by both enchantments and potions.

Fatigue is visually represented by the green bar in the bottom left

corner of the screen.

Encumbrance

<---------------------------------------------------------------------->

Encumbrance has no in-game text, but is listed as a ratio in the

Inventory menu, above the character doll.

Encumbrance is simply the amount your character can carry. A character

burdened in excess of his or her maximum Encumbrance cannot move.

Additionally, the ratio of current Encumbrance to maximum Encumbrance

has an appreciable effect on movement speed, even at values well below

the maximum.
Encumbrance is derived by multiplying a character's current Strength by

5. It can be lowered or raised by Burden and Feather effects,

respectively.

Skills {CHR004}

o======================================================================o

Morrowind has 27 skills, compared to 21 in Oblivion and 18 in Skyrim.

Each of these skills is discussed in some depth below. They are not

given priority rankings, however, as those are more typically tied to

the attributes they can multiply when leveling. However, it is important

that a few skills be freely usable from the outset. These will be

identified in the discussions. For each skill, the following will be

listed:

The in-game text describing the skill;

The details of what the skill actually does;

The specialization (Combat, Magic, or Stealth) that skill is part of;

The skill's governing attribute;

The way (or ways) to increase the skill through use;

Bonuses available to the skill from races;

Preset classes that have the skill tagged as major or minor;

Top three trainers of that skill, along with their locations and their

maximum trainable value*;

Books that raise that skill when read;

Joinable Factions that favor that skill;


Any miscellaneous comments I have on the skill; and

How to grind the skill, if you're so inclined.

*Note on Trainers: Several skills have many, many low-level trainers,

which I won't list here. Check the UESPWiki for the full list.

*Note on grinding combat skills: You can really do it just about

anywhere. Just find a zone populated with creatures, fight them,

dispose of the corpses, leave, and reenter. They're all immediately

back, leaving you with limitless training fodder.

Block

<---------------------------------------------------------------------->

In-game text: "Block skill allows one to use shields to block any melee

attack. A successful block removes all damage from the attack."

Details: Unlike later games, Blocking is not under the player's control.

Rather, when the player has a shield equipped, the Block skill

is used to calculate a chance that an attack will be entirely blocked,

negating all damage. There is no chance to block ranged attacks, be

they magical or from Marksman weapons. Blocking can only occur in a 120

degree arc in front of your character, but the implementation of the

actual angles is bugged. The Block chance varies from 10% to a cap of

50%. Blocking is only possible with shields; use of a two-handed weapon

disables Blocking entirely.


Specialization: Combat

Governing attribute: Agility

Increase: Successful Block (+2.5)

Racial bonuses: Orc (+10)

Classes with Block as a Major Skill: Archer, Barbarian, Bard, Crusader,

Knight, Scout, Spellsword, Warrior

Classes with Block as a Minor Skill: Agent, Assassin, Monk, Pilgrim,

Rogue, Witchhunter

Top Trainers: Ulms Drathen, Armigers Stronghold, Molag Mar (up to 71);

Khargol gro-Boguk, Vacant Tower, Dagon Fel (up to 82);

Shardie, Buckmoth Legion Fort (up to 100, Master Trainer).

Books that raise Block: Death Blow of Abernanit; The Mirror; A Dance in

Fire, Chapter 2; 36 Lessons of Vivec, Sermon 7; 36 Lessons of Vivec,

Sermon 32.

Joinable Factions that favor Block: Fighters Guild, Imperial Legion.


Miscellaneous comments: Block raises pretty quickly with a shield

equipped. Unlike other skills, skill gain actually speeds up as the

skill raises. Only successful blocks raise the skill, and as the skill

increases, the additional block success more than makes up for the

steady increase in experience requirements. The skill is easy to raise

when you want to raise it. Just equip a shield and go fight stuff.

Grinding: If you want to grind Block, you need to absorb as many hits

as possible with a shield equipped. You therefore want to find the

weakest possible enemy (a Mudcrab) and let it wail on you. While this is

possible as early as the lighthouse outside Seyda Neen, you also need to

be able to keep your shield in good repair, which means you have to go

as far as Pelagiad since Arrille does not restock any repair tools. Buy

any shield, along with a stack of repair tools, from Uulernil. Also be

sure you get restore health potions from Ygfa at Fort Pelagiad, as she

restocks them. Head a bit south to the beach outside Mannammu, where

there are a few respawning Mudcrabs. Equip your shield, attract a

Mudcrab's attention, and let it wail on you. Just be sure to keep the

shield repaired (as long as it's equippable, it works), and keep your

health up.

Armorer

<---------------------------------------------------------------------->

In-game text: "Armorer skill is used to maintain weapons and armor at

top effectiveness. Worn weapons do less damage. Worn armor provides less
protection against attacks. As wear increases, the diminishing

effectiveness of weapons and armor is dramatic."

Details: Those who started in Skyrim didn't have to deal with the hassle

of equipment degradation. While it is present in Oblivion, it is less

annoying there because your repair hammers had a chance to break-you

could avoid wearing them out. Here, whether repairs succeed or fail,

repair tools are only good for 20-25 uses. To attempt repair of damaged

equipment, you go to the Inventory menu and drop your chosen repair tool

onto the paper doll. This opens up a separate menu where all damaged

gear in your inventory is displayed. You then click on the piece of

equipment you want to try and repair, and you can either succeed or fail.

This is the first layer of how the skill effects equipment repair. If

you fail, that's it-you burn a use of the tool with no benefit. If you

succeed, a second check is performed-also reliant on the skill-to

determine the magnitude of the successful repair. The repair tools

include, in ascending order of quality, Repair Prongs, followed by

Apprentice's, Journeyman's, Master's, and Grandmaster's Armorer's Hammer,

topped out by Sirollus Saccus' Hammer.

Specialization: Combat

Governing attribute: Strength

Increase: Successful Repair (+0.4)


Racial bonuses: Orc (+10)

Classes with Armorer as a Major Skill: None

Classes with Armorer as a Minor Skill: Barbarian, Crusader, Knight,

Warrior

Top Trainers*: Wayn, Fighters Guild, Balmora (up to 54);

Abibael Timsar-Dadisun, Zainab Camp (up to 68); and

Avus Belvilo, Storage Shack, Dren Plantation (up to 70).

*There is no Master Trainer for Armorer. It was supposed to be Sirollus

Saccus at the Hawkmoth Legion Garrison in Ebonheart, but he offers no

training at all thanks to a glitch.

Books that raise Armorer: 36 Lessons of Vivec, Sermon 6; 36 Lessons of

Vivec, Sermon 25; 36 Lessons of Vivec, Sermon 29; The Armorer's

Challenge; Last Scabbard of Akrash.

Joinable Factions that favor Armorer: Fighters Guild, House Redoran.

Miscellaneous comments: Armorer is a gigantic pain in the butt to

raise. For starters, anytime you fail, you gain no experience at all.

Second, the experience gain for successful repairs is tiny, making the

skill level as slow as molasses. Third, it consumes a resource to work


on it; even if you save scum to avoid failures, you'll chew through all

25 uses of hundreds of hammers getting this skill maxed out. Finally,

even if you did pay for training, you're capped at 70 due to a glitch.

It's a nightmare. I keep it freely usable in my plan so you can start

right away-your best bet is just to repair absolutely everything, both

your own gear and what you pick up from enemies, after every battle,

from the beginning. You'll max it eventually.

Grinding: If you want to grind Armorer, you need a respawning source of

repair tools as well as a respawning source of enemies to fight.

Ideally, those enemies will drop repairable gear of their own. While I

would never recommend grinding Armorer (it levels SO SLOWLY, and it will

progress naturally as long as you make a point of repairing things), if

you absolutely insist, the best place is in Vivec's Foreign Quarter.

Grab the Iron Shardaxe from the stump near Seyda Neen's lighthouse (it's

enchanted, and Axe is freely usable, but you can use any silver or

enchanted weapon you like). Go to Alusaron, in the Foreign Quarter

Plaza in Vivec, and buy all the repair tools he has. I would also

suggest having a full suit of armor on. Finally, head down and clear

the Foreign Quarter Tomb. Any Skeletons you fight will drop weapons and

shields, and you can repair those in addition to your own gear. The

magic weapon is necessary for any Bonelords or Ghosts you might

encounter. Dispose of all corpses, and you can clear the place

repeatedly, heading upstairs to sell off loot and get more tools as

needed. It takes an eternity, though-for me, this was the slowest skill
to raise in the entire game.

Medium Armor

<---------------------------------------------------------------------->

In-game text: "Medium Armor skill lets one move and defend while wearing

durable but flexible armors like chain, scale, bonemold and Orcish

armor. To use any style of armor effectively, the wearer must be

trained, conditioned, and skilled in its use."

Details: Those who started in Oblivion or Skyrim only saw two armor

skills compared to Morrowind's four. It really only divides armor into

three classes, with another skill allowing you some protection with no

armor at all. As should be obvious to anyone who speaks English, medium

armor falls between light and heavy in terms of both weight and

protection. As the skill gets higher, each piece of medium armor you

wear receives a boost to its armor rating.

Specialization: Combat

Governing attribute: Endurance

Increase: Hit By Opponent (+1.0)

Racial bonuses: Orc, Nord (+10); Argonian, Redguard (+5)


Classes with Medium Armor as a Major Skill: Barbarian, Pilgrim, Scout,

Warrior

Classes with Medium Armor as a Minor Skill: Archer, Bard, Crusader,

Knight, Rogue, Sorcerer, Spellsword

Top Trainers*: Alfhedil Elf-Hewer, Upper Level, Falenserano (up to 78);

Khargol gro-Boguk, Vacant Tower, Dagon Fel (up to 82).

*There is no Master Trainer for Medium Armor. It was supposed to be

Cinia Urtius, who would appear at the docks at Tel Fyr. However, this

NPC never appears at all due to a glitch.

Books that raise Medium Armor: Cherim's Heart of Anequina; Bone, Part

One; Bone, Part Two; 36 Lessons of Vivec, Sermon 22; 36 Lessons of

Vivec, Sermon 33.

Joinable Factions that favor Medium Armor: Ashlanders, East Empire

Company, House Redoran.

Miscellaneous comments: Medium Armor is no harder or easier to raise

than the other three skills. Prior to the expansions, it was a silly

skill to actually use, as the best Medium Armor in the game was

actually inferior to the best Light Armor in terms of protection. The

expansions fixed that, so it actually serves as an in-between in terms

of weight and protection. I always use Heavy, because Daedric Armor


gives the best protection in the game and I don't mind the encumbrance

once my strength hits 100. You can, of course, do whatever you wish.

Grinding: If you want to grind Medium Armor, I suggest getting a full

set of Medium Armor (although, because Unarmored is freely usable, a

partial set is acceptable). The easiest way to do this is to lift a full

set of Bonemold Armor from the Eastern Guard Tower in Balmora. When that

is done, follow the Block strategy from above. Go to Pelagiad, as you

have restocking repair tools (Uulernil) and healing potions (Ygfa). Head

south to the beach near Mannammu and let the Mudcrabs wail on you,

keeping the armor in decent repair and healing as necessary.

Heavy Armor

<---------------------------------------------------------------------->

In-game text: "Heavy Armor skill is used to move and defend while

wearing massive and rigid armors like iron, steel, silver, Dwemer,

ebony, and Daedric armor. To use any style of armor effectively, the

wearer must be trained, conditioned, and skilled in its use."

Details: As should be obvious to anyone who speaks English, heavy armor

offers the best protection at the cost of weighing the most. As the

skill gets higher, each piece of heavy armor you wear receives a boost

to its armor rating.

Specialization: Combat
Governing attribute: Endurance

Increase: Hit By Opponent (+1.0)

Racial bonuses: Orc (+10); Nord, Redguard (+5)

Classes with Heavy Armor as a Major Skill: Battlemage, Crusader,

Knight, Warrior

Classes with Heavy Armor as a Minor Skill: Sorcerer

Top Trainers: Ulms Drathen, Armigers Stronghold, Molag Mar (up to 71);

Shardie, Buckmoth Legion Fort (up to 76);

Seanwen, Arena Fighters Training, Vivec (Master Trainer, up to 100).

Books that raise Heavy Armor: Hallgerd's Tale; 2920, Mid Year;

Chimarvamidium; How Orsinium Passed to the Orcs; 36 Lessons of Vivec,

Sermon 12.

Joinable Factions that favor Heavy Armor: Fighters Guild, House

Redoran, Imperial Legion.

Miscellaneous comments: Heavy Armor is no harder or easier to raise

than the other three skills. Prior to the expansions, it required some
trickery to get a full set of Daedric armor, the most protective armor

in the game. The expansions made it so you could find, one piece at a

time, the full Daedric set without having to screw with Divayth Fyr.

I always use Heavy, because Daedric Armor gives the best protection in

the game and I don't mind the encumbrance once my strength hits 100.

You can, of course, do whatever you wish.

Grinding: If you want to grind Heavy Armor, I suggest getting a full

set of Heavy Armor (although, because Unarmored is freely usable, a

partial set is acceptable). The easiest way to do this is to lift a full

set of Steel Armor, minus the greaves, from Shadbak gra-Burbug in Fort

Pelagiad. You can get heavy boots, along with needed repair tools, from

Uulernil out in Pelagiad proper. When that is done, follow the Block

strategy from above. Go to Pelagiad, as you have restocking repair tools

(Uulernil) and healing potions (Ygfa). Head south to the beach near

Mannammu and let the Mudcrabs wail on you, keeping the armor in decent

repair and healing as necessary.

Blunt Weapon

<---------------------------------------------------------------------->

In-game text: "Blunt Weapon skill makes you more effective when using

heavy bashing weapons like maces, hammers, clubs, or staves."

Details: This is pretty self-explanatory. While skill only contributes

to hit rate, raising this skill makes it easier to hit enemies when
wielding anything classed as a Blunt Weapon. In ascending order of

power, this category covers clubs, staves, maces, and warhammers.

Specialization: Combat

Governing attribute: Strength

Increase: Successful Attack (+1.0)

Racial bonuses: Nord (+10); Imperial, Redguard (+5)

Classes with Blunt Weapon as a Major Skill: Barbarian, Crusader

Classes with Blunt Weapon as a Minor Skill: Healer, Monk, Spellsword,

Warrior, Witchhunter

Top Trainers: Eydis Fire-Eye, Fighters Guild, Balmora (up to 72);

Alfhedil Elf-Hewer, Upper Level, Falenserano (up to 78);

Ernse Llervu, Abbey of St. Delyn the Wise, Vivec (Master Trainer, up to

100).

Books that raise Blunt Weapon: The Hope of the Redoran; The Importance

of Where; Night Falls on Sentinel; 36 Lessons of Vivec, Sermon 3; 36

Lessons of Vivec, Sermon 9.


Joinable Factions that favor Blunt Weapon: Fighters Guild, Imperial

Cult, Imperial Legion, Tribunal Temple.

Miscellaneous comments: Blunt Weapon is no harder or easier to raise

than the other melee skills. If you're grinding, I suggest finding a

Chitin Club, the weakest option. The Daedric Mace is the best option

here; I can see no good reason to ever use a two-handed weapon, given

both the availability of blocking and the superior enchantment

capacity of shields. You're required to use a Blunt Weapon successfully

in the final battle of the Main Quest, so even if you're ignoring my

leveling plan, you'll want to at least be competent by then. I

generally go for Long Blades once everything is maxed, but your

preference may vary.

Grinding: If you want to grind Blunt Weapon, I suggest getting the

weakest possible weapon and killing things by thrusting, the weakest

attack. You can get a guaranteed Chitin Club at Ralen Tilvur's shop in

Vivec's Foreign Quarter. An Iron Club is almost as good for grinding,

and that's available from Arrille in Seyda Neen. I will actually suggest

sticking with the Pelagiad option, as the Mudcrabs will take plenty of

hits to drop at high difficulty with weak weapons, and trying to grind

on anything stronger would require better weapons and wouldn't really be

grinding. Pelagiad, of course, gives you restocking repair tools

(Uulernil) and healing potions (Ygfa), which should be everything you

need. Kill the Mudcrabs, repair, heal, respawn, repeat. Easy.


Long Blade

<---------------------------------------------------------------------->

In-game text: "Long Blade skill lets one use broadswords, sabers,

longswords, claymores, katanas, and dai-katanas more effectively."

Details: This is pretty self-explanatory. While skill only contributes

to hit rate, raising this skill makes it easier to hit enemies when

wielding anything classed as a Long Blade. In ascending order of

power, this category covers broadswords, sabres, longswords, katanas,

claymores, and dai-katanas.

Specialization: Combat

Governing attribute: Strength

Increase: Successful Attack (+1.0)

Racial bonuses: Redguard (+15); Imperial (+10); Dark Elf, Nord (+5)

Classes with Long Blade as a Major Skill: Archer, Bard, Crusader,

Knight, Scout, Spellsword, Warrior

Classes with Long Blade as a Minor Skill: Assassin, Battlemage,

Rogue
Top Trainers: Larrius Varro, Moonmoth Legion Fort (up to 74);

Shardie, Buckmoth Legion Fort (up to 86);

Ulms Drathen, Armigers Stronghold, Molag Mar (Master Trainer, up to

100).

Books that raise Long Blade: Words and Philosophy; 2920, Morning

Star; 36 Lessons of Vivec, Sermon 17; 36 Lessons of Vivec, Sermon

20; 36 Lessons of Vivec, Sermon 23.

Joinable Factions that favor Long Blade: Blades, East Empire Company,

Fighters Guild, House Redoran, Imperial Legion, Quarra Clan.

Miscellaneous comments: Long Blade is no harder or easier to raise

than the other melee skills. If you're grinding, I suggest finding an

Iron Saber, the weakest option. The Daedric Katana is the best generic

option here; I can see no good reason to ever use a two-handed weapon,

given both the availability of blocking and the superior enchantment

capacity of shields. I generally go for Long Blades once everything is

maxed, but your preference may vary.

Grinding: If you want to grind Long Blade, I suggest getting the

weakest possible weapon and killing things by thrusting, the weakest

attack. You can get a guaranteed Iron Saber at Moonmoth Legion Fort

outside Balmora. I will actually suggest sticking with the Pelagiad


option, as the Mudcrabs will take plenty of hits to drop at high

difficulty with weak weapons, and trying to grind on anything stronger

would require better weapons and wouldn't really be grinding. Pelagiad,

of course, gives you restocking repair tools (Uulernil) and healing

potions (Ygfa), which should be everything you need. Kill the Mudcrabs,

repair, heal, respawn, repeat. Easy.

Axe

<---------------------------------------------------------------------->

In-game text: "Axe skill helps a user wield heavy chopping weapons like

war axes and battleaxes more effectively."

Details: This is pretty self-explanatory. While skill only contributes

to hit rate, raising this skill makes it easier to hit enemies when

wielding anything classed as an Axe. In ascending order of

power, this category covers war axes and battleaxes.

Specialization: Combat

Governing attribute: Strength

Increase: Successful Attack (+1.2)

Racial bonuses: Nord (+10); Orc, Redguard (+5)


Classes with Axe as a Major Skill: Barbarian, Battlemage, Knight,

Rogue

Classes with Axe as a Minor Skill: Spellsword, Warrior

Top Trainers: Eydis Fire-Eye, Fighters Guild, Balmora (up to 72);

Alfhedil Elf-Hewer, Upper Level, Falenserano (Master Trainer, up

to 100).

Books that raise Axe: The Third Door; The Axe Man; The Seed; 36 Lessons

of Vivec, Sermon 5; 36 Lessons of Vivec, Sermon 16.

Joinable Factions that favor Axe: Fighters Guild.

Miscellaneous comments: Axe raises a little bit faster than the other

melee skills, for whatever reason. If you're grinding, I suggest

finding a Chitin War Axe, the weakest option. The Daedric War Axe

is the best generic option here; I can see no good reason to ever use

a two-handed weapon, given both the availability of blocking and the

superior enchantment capacity of shields. I generally go for Long Blades

once everything is maxed, but your preference may vary.

Grinding: If you want to grind Axe, I suggest getting the weakest

possible weapon and killing things by thrusting, the weakest

attack. You can get a guaranteed Chitin War Axe from the Eastern Guard
Tower in Balmora. I will actually suggest sticking with the Pelagiad

option, as the Mudcrabs will take plenty of hits to drop at high

difficulty with weak weapons, and trying to grind on anything stronger

would require better weapons and wouldn't really be grinding. Pelagiad,

of course, gives you restocking repair tools (Uulernil) and healing

potions (Ygfa), which should be everything you need. Kill the Mudcrabs,

repair, heal, respawn, repeat. Easy.

Spear

<---------------------------------------------------------------------->

In-game text: "Spear skill permits effective use of long-hafted

thrusting weapons like spears and halberds."

Details: This is pretty self-explanatory. While skill only contributes

to hit rate, raising this skill makes it easier to hit enemies when

wielding anything classed as a Spear. In ascending order of power, this

category covers spears and halberds.

Specialization: Combat

Governing attribute: Endurance

Increase: Successful Attack (+1.0)

Racial bonuses: Argonian, Nord (+5)


Classes with Spear as a Major Skill: None

Classes with Spear as a Minor Skill: Acrobat, Archer, Warrior

Top Trainers: Flaenia Amiulusus, Fighters Guild, Balmora (up to 44);

Mertis Falandas, Tower of Dusk, Lower Level, Ghostgate (Master Trainer,

up to 100).

Books that raise Spear: Smuggler's Island; 2920, First Seed; 36 Lessons

of Vivec, Sermon 14; 36 Lessons of Vivec, Sermon 24; 36 Lessons of

Vivec, Sermon 35.

Joinable Factions that favor Spear: Ashlanders, House Redoran, Imperial

Legion.

Miscellaneous comments: Spear is no easier or harder to raise than the

other melee skills. If you're grinding, I suggest finding a Chitin

Spear, the weakest option. The Daedric Spear is the best generic option

here. It's neat that, unlike in Oblivion, there's a weapon skill

governed by Endurance. However, once everything is maxed, I can see no

good reason to ever use a two-handed weapon, given both the

availability of blocking and the superior enchantment capacity of

shields. I generally go for Long Blades once everything is maxed, but

your preference may vary.


Grinding: If you want to grind Spear, I suggest getting the weakest

possible weapon and killing things by chopping, the weakest attack.

You can get a guaranteed Chitin Spear from the Fighters Guild in

Balmora. I will actually suggest sticking with the Pelagiad option, as

the Mudcrabs will take plenty of hits to drop at high difficulty with

weak weapons, and trying to grind on anything stronger would require

better weapons and wouldn't really be grinding. Pelagiad, of course,

gives you restocking repair tools (Uulernil) and healing potions (Ygfa),

which should be everything you need. Kill the Mudcrabs, repair, heal,

respawn, repeat. Easy.

Athletics

<---------------------------------------------------------------------->

In-game text: "Athletics skill trains and conditions one for running and

swimming. Skilled athletes move short and long distances over land with

speed and efficiency, and they also swim swiftly underwater."

Details: This, along with your Speed attribute, determines how fast you

can move while running or swimming. I'm not certain if it also boosts

walking or levitating speed.

Specialization: Combat

Governing attribute: Speed


Increases: One second running (+0.02), One second swimming (+0.03)

Racial bonuses: Argonian (+15); Dark Elf, Khajiit, Redguard (+5)

Classes with Athletics as a Major Skill: Acrobat, Archer, Barbarian,

Monk, Scout, Warrior

Classes with Athletics as a Minor Skill: Assassin, Rogue, Thief

Top Trainers: Huleeya, Black Shalk Cornerclub, Foreign Quarter, Vivec

(up to 75);

Delyna Mandas, Onyx Hall, Tel Fyr (up to 75);

Adibael Hainnabibi, Kaushtababi Camp (Master Trainer, up to 100).

Books that raise Athletics: The Ransom of Zarek; A Dance in Fire,

Chapter 3; 36 Lessons of Vivec, Sermon 1; 36 Lessons of Vivec, Sermon

8; 36 Lessons of Vivec, Sermon 31.

Joinable Factions that favor Athletics: Clan Aundae, Clan Berne, House

Redoran, Imperial Legion, Quarra Clan, Twin Lamps.

Miscellaneous comments: While Athletics is painfully slow to raise, it

tends to take care of itself, so long as you spend most of your time

running. Swimming raises it a full 50% faster, so don't neglect to spend


some time diving through the various grottos and other underwater areas.

This will take a long time to max, but most people don't need to focus

on raising it.

Grinding: If you want to grind Athletics, find a nice spot in the water

clear of enemies, point yourself someplace you can swim into a corner

without submerging, and just press Q (auto-move) and leave. It took me

about 3 real-life days (yeah). If you don't mind taking an extra day or

so, you can do it by running into a corner in the Census & Excise

Office, which I actually do in the walkthrough.

Enchant

<---------------------------------------------------------------------->

In-game text: "This skill governs the creation, use, and recharging of

enchanted items. Skilled enchanters are more successful at creating new

items. Enchanted items burn less power, and are recharged more

efficiently from soul gems, for a trained user."

Details: The in-game text adequately describes all the benefits of the

Enchant skill. Higher Enchant means more energy is gained from

recharging items with soul gems, less energy is burned per use of

enchanted items, and the success rate for creating new enchanted items

increases.

Specialization: Magic
Governing attribute: Intelligence

Increases: Recharge Item (+5.0); Create Magic Item (+5.0); Use Magic

Item (+0.1)

Racial bonuses: High Elf (+10)

Classes with Enchant as a Major Skill: Sorcerer, Witchhunter

Classes with Enchant as a Minor Skill: Bard, Battlemage, Knight, Mage,

Spellsword

Top Trainers*: Qorwynn, Indoranyon (Master Trainer, up to 100).

*There are no other high-level Enchant trainers in the game, and

Qorwynn is hostile by default. He can be spoken to for training either

by i) Calming him and raising his disposition high enough to stop him

from attacking, or ii) attaining 100% Chameleon and simply speaking to

him.

Books that raise Enchant: Feyfolken I; The Wolf Queen, Book VIII;

Palla, Book II; 36 Lessons of Vivec, Sermon 19; The Final Lesson.

Joinable Factions that favor Enchant: House Telvanni, Imperial Cult,

Mages Guild.
Miscellaneous comments: You should be aware that, even with 100 Enchant

and 100 Intelligence, you are only capable of creating modestly

powerful enchantments. If you want to guarantee success regardless of

power level, you'll need to use Alchemy to fortify Intelligence

to a whopping 4900. You should also be aware that, for purposes of

raising the skill, recharging an item is *just as effective* as creating

a new one.

Grinding: If you want to grind Enchant, you need soul gems, a way to

fill them, and something to use them on. The simplest method by far is

to acquire Azura's Star, enchant a weapon with a cast-on-strike Soul

Trap, kill something that respawns using that weapon (like those

Mudcrabs outside Mannammu), and recharging that weapon with Azura's

Star. Repeat ad nauseum and the skill will raise quite fast. If you

can't get Azura's Star, you can get restocking soul gems from Galbedir

at the Balmora Mage's Guild. You can buy the Soul Trap spell from

Masalinie Merian at the Balmora Mage's Guild, and have Galbedir enchant

the weapon you want to use.

Be aware that you can also raise the Enchant skill (very slowly) by

using "cast on use" enchanted items. Occasionally, we'll need to raise

it this way, so I suggest acquiring and holding onto *every* cast on

use item available until the skill is maxed. This has an added

advantage in that items are highly preferable to spells; they have no


casting animation, no failure rate, and they recharge more quickly

based on the skill-even for Atronachs, who can't recharge their magicka.

Destruction

<---------------------------------------------------------------------->

In-game text: "The destruction skill is the mastery of the spell effects

of the College of Destruction. Their spells harm living and unliving

things, and include elemental damage, draining, damaging, vulnerability,

and disintegration magical effects."

Details: As the Destruction skill increases, the chance to successfully

cast any known Destruction spell rises.

Specialization: Magic

Governing attribute: Willpower

Increase: Successful Cast (+1.0)

Racial bonuses: Dark Elf, High Elf (+10)

Classes with Destruction as a Major Skill: Battlemage, Crusader, Mage,

Sorcerer, Spellsword

Classes with Destruction as a Minor Skill: Nightblade


Top Trainers: Seryne Relas, Tel Branora (up to 81);

Erer Darothril, Dirty Muriel's Cornerclub, Sadrith Mora (up to 81);

Ardarume, Gateway Inn: West Wing, Sadrith Mora (up to 81);

Leles Birian, Piernette's Farmhouse (Master Trainer, up to 100).

Books that raise Destruction: The Horror of Castle Xyr; Response to

Bero's Speech; A Hypothetical Treachery; The Art of War Magic;

Mystery of Talara, Part 3.

Joinable Factions that favor Destruction: House Telvanni, Mages Guild,

Quarra Clan.

Miscellaneous comments: Premade spells kind of stink, custom spells are

game-breakingly overpowered. This comment will apply to all of the

Colleges of magic. Be aware that, in order to make an enchantment or a

custom spell with a given magical effect, you must already know a spell

which uses that effect. The difference between effects and spells is

important to understand, and all spells will be categorized by their

effect in the spell list below.

Grinding: If you want to grind Destruction, just make a custom spell of

any effect that only costs 1 Magicka, stand next to a bed, and spam it.

Unlike Oblivion and Skyrim, you do not need to hit valid targets to

raise the skill; you need only successfully cast. If you're smart and
have the Atronach birthsign, you should instead stand next to a merchant

who restocks Restore Magicka potions. Nalcarya of White Haven in

Balmora, who has restocking Exclusive-quality potions, is an excellent

choice.

Alteration

<---------------------------------------------------------------------->

In-game text: "Students of the College of Alteration manipulate the

physical world and its natural properties. Alteration effects include

water breathing and walking, jumping, levitating, burdening, opening and

locking, and creating shield barriers against physical damage."

Details: As the Alteration skill increases, the chance to successfully

cast any known Alteration spell rises.

Specialization: Magic

Governing attribute: Willpower

Increase: Successful Cast (+1.0)

Racial bonuses: Breton, High Elf (+5)

Classes with Alteration as a Major Skill: Battlemage, Healer, Mage,

Nightblade, Sorcerer, Spellsword


Classes with Alteration as a Minor Skill: Acrobat, Scout

Top Trainers: Yakin Bael, Vos Chapel, Vos (up to 71);

Ardarume, Gateway Inn: West Wing, Sadrith Mora (up to 76);

Seryne Relas, Tel Branora (Master Trainer, up to 100).

Books that raise Alteration: Breathing Water; The Dragon Break

Re-Examined; Sithis; 36 Lessons of Vivec, Sermon 13; The Lunar Lorkhan.

Joinable Factions that favor Alteration: Ashlanders, Mages Guild, House

Telvanni.

Miscellaneous comments: Premade spells kind of stink, custom spells are

game-breakingly overpowered. This comment will apply to all of the

Colleges of magic. Be aware that, in order to make an enchantment or a

custom spell with a given magical effect, you must already know a spell

which uses that effect. The difference between effects and spells is

important to understand, and all spells will be categorized by their

effect in the spell list below.

Grinding: If you want to grind Alteration, just make a custom spell of

any effect that only costs 1 Magicka, stand next to a bed, and spam it.

If you're smart and have the Atronach birthsign, you should instead

stand next to a merchant who restocks Restore Magicka potions. Nalcarya


of White Haven in Balmora, who has restocking Exclusive-quality potions,

is an excellent choice.

Illusion

<---------------------------------------------------------------------->

In-game text: "Spell effects of the College of Illusion alter the

perceptions and thoughts of living subjects. Illusion effects blind,

illuminate, paralyze, and silence, calm or enrage, charm, distract and

camouflage, and render invisible."

Details: As the Illusion skill increases, the chance to successfully

cast any known Illusion spell rises.

Specialization: Magic

Governing attribute: Personality

Increase: Successful Cast (+1.0)

Racial bonuses: Argonian, Breton, High Elf (+5)

Classes with Illusion as a Major Skill: Mage, Nightblade

Classes with Illusion as a Minor Skill: Agent, Bard, Healer, Pilgrim,

Sorcerer
Top Trainers: Erer Darothril, Dirty Muriel's Cornerclub, Sadrith Mora

(Master Trainer, up to 100).

Books that raise Illusion: The Wolf Queen, Book III; Silence; Incident

in Necrom; Palla, Book I; Mystery of Talara, Part 4.

Joinable Factions that favor Illusion: Clan Aundae, House Telvanni,

Mages Guild, Morag Tong

Miscellaneous comments: Premade spells kind of stink, custom spells are

game-breakingly overpowered. This comment will apply to all of the

Colleges of magic. Be aware that, in order to make an enchantment or a

custom spell with a given magical effect, you must already know a spell

which uses that effect. The difference between effects and spells is

important to understand, and all spells will be categorized by their

effect in the spell list below.

Grinding: If you want to grind Illusion, just make a custom spell of

any effect that only costs 1 Magicka, stand next to a bed, and spam it.

If you're smart and have the Atronach birthsign, you should instead

stand next to a merchant who restocks Restore Magicka potions. Nalcarya

of White Haven in Balmora, who has restocking Exclusive-quality potions,

is an excellent choice.
Conjuration

<---------------------------------------------------------------------->

In-game text: "The spell effects of the College of Conjuration include

the mental domination of mundane and magical creatures, summonation of

otherworldly weapons and armor, and summonation of Daedric or undead

servants and powers to serve and protect the caster."

Details: As the Conjuration skill increases, the chance to successfully

cast any known Conjuration spell rises.

Specialization: Magic

Governing attribute: Intelligence

Increase: Successful Cast (+1.0)

Racial bonuses: Breton (+10); High Elf (+5)

Classes with Conjuration as a Major Skill: Battlemage, Sorcerer,

Witchhunter

Classes with Conjuration as a Minor Skill: Agent, Mage

Top Trainers*: Avus Belvilo, Storage Shack, Dren Plantation (up to 70);

Abelle Chriditte, Propylon Chamber, Valenvaryon (up to 81);


Methal Seran, Temple, Ald'ruhn (Master Trainer, up to 100).

*You must be a member of the Tribunal Temple faction to receive

Master Training from Methal Seran.

Books that raise Conjuration: Feyfolken II; Feyfolken III; 2920,

Hearth Fire; 2920, FrostFall; The Warrior's Charge.

Joinable Factions that favor Conjuration: Clan Aundae, House Telvanni,

Imperial Cult, Tribunal Temple

Miscellaneous comments: Premade spells kind of stink, custom spells are

game-breakingly overpowered. This comment will apply to all of the

Colleges of magic. Be aware that, in order to make an enchantment or a

custom spell with a given magical effect, you must already know a spell

which uses that effect. The difference between effects and spells is

important to understand, and all spells will be categorized by their

effect in the spell list below.

Grinding: If you want to grind Conjuration, just make a custom spell of

any effect that only costs 1 Magicka, stand next to a bed, and spam it.

If you're smart and have the Atronach birthsign, you should instead

stand next to a merchant who restocks Restore Magicka potions. Nalcarya

of White Haven in Balmora, who has restocking Exclusive-quality potions,

is an excellent choice.
Mysticism

<---------------------------------------------------------------------->

In-game text: "The spells of the College of Mysticism shape and focus

otherworldly forces to bind souls in gems, or teleport the caster's

body, or manipulate the world with telekinesis, or absorb or reflect

magical energies, or sense unseen objects at a distance."

Details: As the Mysticism skill increases, the chance to successfully

cast any known Mysticism spell rises.

Specialization: Magic

Governing attribute: Willpower

Increase: Successful Cast (+1.0)

Racial bonuses: Breton (+10); Argonian, Dark Elf (+5)

Classes with Mysticism as a Major Skill: Healer, Mage, Nightblade,

Sorcerer

Classes with Mysticism as a Minor Skill: Battlemage, Witchhunter

Top Trainers: Leles Birian, Piernette's Farmhouse (up to 81);

Abelle Chriditte, Propylon Chamber, Valenvaryon (up to 81);


Ardarume, Gateway Inn: West Wing, Sadrith Mora (Master Trainer, up to

100).

Books that raise Mysticism: The Firsthold Revolt; 2920, Sun's Dawn; 36

Lessons of Vivec, Sermon 4; 36 Lessons of Vivec, Sermon 36;

Charwich-Koniinge, Volume 3.

Joinable Factions that favor Mysticism: Ashlanders, Clan Aundae, House

Telvanni, Imperial Cult, Mages Guild, Tribunal Temple

Miscellaneous comments: Premade spells kind of stink, custom spells are

game-breakingly overpowered. This comment will apply to all of the

Colleges of magic. Be aware that, in order to make an enchantment or a

custom spell with a given magical effect, you must already know a spell

which uses that effect. The difference between effects and spells is

important to understand, and all spells will be categorized by their

effect in the spell list below.

Grinding: If you want to grind Mysticism, just make a custom spell of

any effect that only costs 1 Magicka, stand next to a bed, and spam it.

If you're smart and have the Atronach birthsign, you should instead

stand next to a merchant who restocks Restore Magicka potions. Nalcarya

of White Haven in Balmora, who has restocking Exclusive-quality potions,

is an excellent choice.
Restoration

<---------------------------------------------------------------------->

In-game text: "Adepts of the College of Restoration heal, restore, and

fortify the body's attributes and abilities, cure disease, and protect

it from other malign influences. Restoration spells can also augment or

absorb strength, endurance, intelligence, agility, and other bodily

attributes."

Details: As the Restoration skill increases, the chance to successfully

cast any known Restoration spell rises.

Specialization: Magic

Governing attribute: Willpower

Increase: Successful Cast (+1.0)

Racial bonuses: Breton (+10)

Classes with Restoration as a Major Skill: Healer, Mage, Pilgrim,

Spellsword

Classes with Restoration as a Minor Skill: Archer, Crusader, Knight,

Monk
Top Trainers: Leles Birian, Piernette's Farmhouse (up to 81);

Yakin Bael, Vos Chapel, Vos (Master Trainer, up to 100).

Books that raise Restoration: Withershins; Notes on Racial Phylogeny;

The Four Suitors of Benitah; 2920, Rain's Hand; Mystery of Talara,

Part 2.

Joinable Factions that favor Restoration: Blades, Imperial Cult,

Tribunal Temple

Miscellaneous comments: Premade spells kind of stink, custom spells are

game-breakingly overpowered. This comment will apply to all of the

Colleges of magic. Be aware that, in order to make an enchantment or a

custom spell with a given magical effect, you must already know a spell

which uses that effect. The difference between effects and spells is

important to understand, and all spells will be categorized by their

effect in the spell list below.

Grinding: If you want to grind Restoration, just make a custom spell of

any effect that only costs 1 Magicka, stand next to a bed, and spam it.

If you're smart and have the Atronach birthsign, you should instead

stand next to a merchant who restocks Restore Magicka potions. Nalcarya

of White Haven in Balmora, who has restocking Exclusive-quality potions,

is an excellent choice.
Alchemy

<---------------------------------------------------------------------->

In-game text: "Alchemy identifies magical properties in mundane

substances. Substances are consumed directly, or prepared as potions to

provide long-lasting benefits like healing and curing disease,

water-walking, magical shielding, and fortifying bodily attributes."

Details: The in-game text alludes to all of the effects this skill has.

First, an ingredient can have anywhere between one and four effects. As

the skill rises, your identification ability progresses as follows:

0-14, no effects visible; 15-29, one effect visible; 30-44, two effects

visible; 45-59, three effects visible; 60+, all effects visible. Note,

however, that the identification system can be somewhat circumvented by

simple trial and error. Even if you can't visually identify an effect,

if you go to the Alchemy interface, it will always indicate whether a

combination of two ingredients shares an effect or not. Second, as the

skill increases, your chance of successfully experiencing an

ingredient's first effect when that ingredient is consumed goes up.

Third, as the skill increases, your chance of successfully creating

potions increases. Fourth, as the skill increases, the magnitude,

duration, and value of created potions all increase. Those values are

further effected by the presence of calcinators, alembics, and/or

retorts in addition to the required mortar & pestle. The quality of any

equipment also impacts potion quality.


Specialization: Magic

Governing attribute: Intelligence

Increases: Create Potion (+2.0); Eat Ingredient (+0.5)

Racial bonuses: High Elf (+10); Argonian, Breton, Wood Elf (+5)

Classes with Alchemy as a Major Skill: Bard, Witchhunter

Classes with Alchemy as a Minor Skill: Assassin, Battlemage, Crusader,

Healer, Mage, Pilgrim, Scout, Spellsword

Top Trainers: Abelle Chriditte, Propylon Chamber, Valenvaryon

(Master Trainer, up to 100).

Books that raise Alchemy: A Game at Dinner; The Cake and the Diamond;

Song of the Alchemists; 36 Lessons of Vivec, Sermon 2; 36 Lessons of

Vivec, Sermon 18; The Song of Uncle Sweetshare.

Joinable Factions that favor Alchemy: Mages Guild, Tribunal Temple

Miscellaneous comments: Alchemy, in combination with enchanting, is the

way to make yourself powerful. Apart from your raw levels, power comes

from great enchantments. Great enchantments either cost literally


thousands of gold, or require that Intelligence be fortified to 4900.

That fortification happens through Alchemy. You can make sufficiently

powerful potions by using a Fortify Intelligence loop; make a potion

of Fortify Intelligence, drink it, make another potion of Fortify

Intelligence, and repeat until Intelligence reaches at least 4900.

Once it hits that threshold, enchant away. The critical ingredients to

fortify Intelligence are ash yams, bloat, netch leather, and horker

tusks. One merchant who restocks at least two ingredients is Aunius

Autrus at the Imperial Shrine in Wolverine Hall in Sadrith Mora. As far

as raising the skill to 100 for simple build purposes, the easiest thing

to do is grab the Apprentice's Mortar and Pestle from Arrille's

Tradehouse before leaving Seyda Neen. With that, just make sure to

spend time harvesting ingredients as you move through the game, and turn

them into potions as you can. Note that potion quality is irrelevant to

skill gain, unlike Skyrim.

Grinding: If you want to grind Alchemy, make sure you have at least a

Mortar and Pestle, get next to an alchemy merchant who restocks a nice

set of ingredients (Nalcarya of White Haven in Balmora is a good

choice), get ingredients that share an effect, turn them into potions,

sell them to your chosen merchant, and repeat ad nauseum. Gains can be

slow when you're still failing a lot, but creating potions raises this

skill pretty quickly.

Unarmored
<---------------------------------------------------------------------->

In-game text: "Unarmored skill lets one avoid or reduce injury during

combat while not wearing any armor by evading, deflecting, or absorbing

blows. Those versed in this skill are better defended wearing no armor

at all than they are when wearing armor."

Details: The in-game text is a bit misleading. As this skill increases,

any portion of your body that is unprotected by armor gains some

inherent armor rating, up to a maximum of 65 when the skill reaches 100.

Obviously, anything with a better armor rating than that will still

provide better protection, regardless of the description's claim that

you're better protected wearing no armor at all. However, that 65 is

better than a lot of lower-quality armors.

Specialization: Magic

Governing attribute: Speed

Increase: Hit By Opponent (+1.0)

Racial bonuses: Argonian (+5)

Classes with Unarmored as a Major Skill: Acrobat, Monk

Classes with Unarmored as a Minor Skill: Agent, Archer, Barbarian,


Healer, Mage, Nightblade, Scout, Witchhunter

Top Trainers: Caius Cosades, Balmora (up to 70);

Khargol gro-Boguk, Vacant Tower, Dagon Fel (Master Trainer, up to

100).

Books that raise Unarmored: The Wraith's Wedding Dowry;

Charwich-Koniinge, Volume 1; 36 Lessons of Vivec, Sermon 11; 36

Lessons of Vivec, Sermon 15; 36 Lessons of Vivec, Sermon 34.

Joinable Factions that favor Unarmored: Clan Aundae, Clan Berne,

Quarra Clan, Imperial Cult, Tribunal Temple, Twin Lamps

Miscellaneous comments: Unarmored is no harder or easier to raise

than the other three skills. As stated above, it only provides better

protection than lower-tier armors, and that assumes the skill is maxed.

It can be difficult to raise this skill before you have a decent health

pool, especially at high difficulties.

Grinding: If you want to grind Unarmored, I suggest waiting until you

have a decent health pool, although you're welcome to try it whenever

you wish. When you're ready, take off all your armor and go find some

Mudcrabs. I'll stick with my suggestion of the group outside Mannammu,

near Pelagiad. The lack of armor means you don't need to worry about

repair tools, but you'll still need healing, and Ygfa restocks potions
at Fort Pelagiad.

A note on Unarmored: due to a glitch, the game effectively gives you an

armor rating of 0 despite what's listed in your inventory if you are

entirely unarmorer. This bug can be negated by wearing a single piece

of a different armor type, which I highly recommend-0 armor on 100

difficulty is a recipe for instant death.

Security

<---------------------------------------------------------------------->

In-game text: "Security skill lets one open locked doors and containers

with lock-picks or disarm traps with probes. This skill is essential

for agents and thieves alike."

Details: The in-game text is pretty accurate. Security, along with

Agility (despite being governed by Intelligence) and the quality of the

lockpick or probe being used, determines the chance of successfully

opening a lock or disarming a trap. If your success chance is 0, you

will get a message stating "lock too complex." Security has one other,

very minor use. There are four sealed scrolls in the game, and after

opening them, you have the option to try and reseal them. Your chance to

do so successfully is also governed by the Security skill.

Specialization: Stealth
Governing attribute: Intelligence

Increases: Disarm Trap (+3.0); Open Lock (+2.0)

Racial bonuses: Khajiit (+5)

Classes with Security as a Major Skill: Thief

Classes with Security as a Minor Skill: Assassin, Bard, Nightblade

Top Trainers*: Hecerinde, Balmora (Master Trainer, up to 100).

*You must be at least Operative rank in the Thieves Guild before

Hecerinde will train you.

Books that raise Security: The Locked Room; The Wolf Queen, Book I; The

Dowry; Chance's Folly; Surfeit of Thieves; Bloody Note; Thauraver's

Orders.

Joinable Factions that favor Security: East Empire Company,

House Hlaalu, Thieves Guild, Twin Lamps

Miscellaneous comments: Security has no minigame like it does in

Oblivion or Skyrim-it's a success or failure proposition. Further,

even when there is a success, you burn one of the limited uses each

lockpick or probe has. Consequently, you'll need to stay well-stocked


on thieves' tools. Fortunately, that isn't a very tall order. Note that

disarming traps raises the skill 50% faster than opening locks does.

This skill levels quite naturally as you go, so long as you use it to

open any locks and disarm any traps you find.

Grinding: If you want to grind Security, you need to be at a point where

you can also raise Alteration. The only way to grind the skill is to

cast a Lock spell on something (I suggest a custom level 1 Lock spell)

and then pick it open. You should ideally be near someone who restocks

lockpicks; Bolnor Andrani at the Hlaalu Council Manor in Balmora is a

good source, but there are lots out there. You will also, of course,

need the Lock effect-it's available from Medila Indaren at the Caldera

Mages Guild, in the form of Fenrick's Doorjam. You can then have a

spellmaker make your custom spell.

Sneak

<---------------------------------------------------------------------->

In-game text: "The Sneak discipline is the art of moving unseen and

unheard. Skilled sneaks are also adept pickpockets."

Details: The in-game text is pretty accurate. Sneak, along with Agility,

determines your odds of remaining undetected in Sneak mode and of

successfully picking pockets undetected. Note that pickpocketing is

rather broken (they actually didn't finish coding it), and it's almost

impossible to successfully pickpocket anything until Sneak is nearly


maxed. Also note that a successful attack while sneaking and undetected

will result in critical damage. You should also note that line-of-sight

matters a great deal-enemies are three times more likely to detect you

if you're in front of them.

Specialization: Stealth

Governing attribute: Agility

Increases: Successful Pickpocket (+2.0); Avoid Notice (+0.25)

Racial bonuses: Wood Elf (+10); Khajiit (+5)

Classes with Sneak as a Major Skill: Acrobat, Agent, Assassin, Monk,

Nightblade, Scout, Thief

Classes with Sneak as a Minor Skill: Archer, Witchhunter

Top Trainers*: Aerin, Andus Tradehouse, Maar Gan (up to 84);

Wadarkhu, Dreugh-Jigger's Rest, Gnaar Mok (Master Trainer, up to 100);

Ri'Shajirr, Shenk's Shovel, Caldera (Master Trainer, up to 100).

*Sneak is the only skill in the game with two Master Trainers.

Books that raise Sneak: The Wolf Queen, Book VI; 2920, Last Seed;

Azura and the Box; Trap; 36 Lessons of Vivec, Sermon 26.


Joinable Factions that favor Sneak: Clan Berne, Blades, Morag Tong,

Thieves Guild, Twin Lamps

Miscellaneous comments: Sneak is almost useless until it reaches very

high levels, where it's like the engine finally turns over and it

becomes an incredibly useful tool. If you intend to play without buying

anything, like my walkthrough advocates, you'll be heavily reliant on

thievery, and especially on picking pockets. Accordingly, I usually

start the game by grinding Sneak from 5 to 100. It's the only skill

where I grind that dramatically, I get it done at the very start, and it

is most certainly worth it. While picking pockets is ostensibly a better

way to raise the skill, you just won't succeed at low levels, making it

a fool's errand to try and raise the skill that way.

Grinding: If you want to grind Sneak (and trust me, you do), find

somebody who's alone, weight the sneak key, and leave for about 8

hours. I usually turn around and head back into Census and Excise right

after character creation ends and use Sellus Gravius to max my skill

for the rest of the game.

Acrobatics

<---------------------------------------------------------------------->

In-game text: "Acrobatics skill enables one to jump long distances and

to avoid damage when falling from great heights. Nimble acrobats can
reach areas others cannot get to and can direct their paths while

falling."

Details: The in-game text is pretty accurate. Higher Acrobatics means

you both jump farther and can fall farther without taking damage.

Specialization: Stealth

Governing attribute: Strength

Increases: Fall (+3.0); Jump (+0.15)

Racial bonuses: Khajiit (+15); Wood Elf (+5)

Classes with Acrobatics as a Major Skill: Acrobat, Agent, Assassin,

Bard, Monk, Thief

Classes with Acrobatics as a Minor Skill: Barbarian

Top Trainers: Sugar-Lips Habasi, South Wall Cornerclub, Balmora (up

to 77);

Aerin, Andus Tradehouse, Maar Gan (up to 79);

Senyndie, Arena Fighters Quarters, Vivec (Master Trainer, up to 100).

Books that raise Acrobatics: Realizations of Acrobacy; A Dance in Fire,


Chapter 1; A Dance in Fire, Chapter 4; The Black Arrow, Volume 1;

Mystery of Talara, Part 1.

Joinable Factions that favor Acrobatics: Clan Aundae, Clan Berne,

Morag Tong, Quarra Clan, Thieves Guild

Miscellaneous comments: Acrobatics is fun, and very easy to raise. When

it gets high, you can make some pretty ludicrous jumps, and there are

plenty of dungeon areas that are only accessible with either high

Acrobatics or the ability to levitate. Note that, for a fall to

increase skill experience, it must be a fall sufficient to cause damage.

Once it is, the amount of damage is irrelevant.

Grinding: If you want to grind Acrobatics, find a nice steep hill you

can repeatedy jump up. It's important that the jump get interrupted so

you can mash the bejeezus out of that Jump key. The classic place to

grind Acrobatics is on any one of the big ramps on the exterior of

Vivec's cantons.

Light Armor

<---------------------------------------------------------------------->

In-game text: "Light armor skill lets one move and defend while wearing

light-weight, flexible armors like leather, boiled leather, fur, chitin,

and glass armor. To use any style of armor effectively, the wearer must

be trained, conditioned, and skilled in its use."


Details: As should be obvious to anyone who speaks English, light armor

offers the lowest protection with the benefit of weighing the least. As

the skill gets higher, each piece of light armor you wear receives a

boost to its armor rating.

Specialization: Stealth

Governing attribute: Agility

Increase: Hit By Opponent (+1.0)

Racial bonuses: Wood Elf (+10); Dark Elf, Imperial, Khajiit (+5)

Classes with Light Armor as a Major Skill: Agent, Archer, Assassin,

Rogue, Thief, Witchhunter

Classes with Light Armor as a Minor Skill: Acrobat, Barbarian, Healer,

Monk, Nightblade, Scout

Top Trainers: Ruccia Conician, Grand Council Chambers, Ebonheart (up

to 70);

Aerin, Andus Tradehouse, Maar Gan (Master Trainer, up to 100).

Books that raise Light Armor: The Rear Guard; Ice and Chitin; Lord
Jornibret's Last Dance; 36 Lessons of Vivec, Sermon 21; 36 Lessons of

Vivec, Sermon 28.

Joinable Factions that favor Light Armor: Ashlanders, Blades, House

Hlaalu, Morag Tong, Thieves Guild

Miscellaneous comments: Light Armor is no harder or easier to raise

than the other three skills. If you have Tribunal, once you survive the

first Dark Brotherhood attack, you'll have a killer set of Light Armor.

I typically prefer Heavy Armor once all is maxed, as it has both a

better protection rating and a higher enchantment potential. Of course,

if you like the Light Armor aesthetic, you'll do just fine in glass

with maxed stats.

Grinding: If you want to grind Light Armor, I suggest getting a full

set of Light Armor (although, because Unarmored is freely usable, a

partial set is acceptable). The easiest way to do this is to rest until

your first Dark Brotherhood attack. Kill the assassin and presto, you

have a (very good) set of Light Armor. I then suggest going

to Pelagiad, as you have restocking repair tools (Uulernil) and healing

potions (Ygfa). Head south to the beach near Mannammu and let the

Mudcrabs wail on you, keeping the armor in decent repair and healing as

necessary.

Short Blade
<---------------------------------------------------------------------->

In-game text: "Characters with great short-blade skill are more

effective with short, quick, thrusting weapons like daggers, tantos,

short swords, and wakizashis."

Details: This is pretty self-explanatory. While skill only contributes

to hit rate, raising this skill makes it easier to hit enemies when

wielding anything classed as a Short Blade. In ascending order of power,

this category covers daggers, tantos, short swords, and wakizashis.

Specialization: Stealth

Governing attribute: Speed

Increase: Successful Attack (+0.75)

Racial bonuses: Dark Elf (+10); Khajiit, Redguard (+5)

Classes with Short Blade as a Major Skill: Agent, Assassin, Nightblade,

Rogue, Thief

Classes with Short Blade as a Minor Skill: Mage, Pilgrim, Sorcerer

Top Trainers: Athyn Sarethi, Sarethi Manor, Ald'ruhn (up to 70);

Nileno Dorvayn, Hlaalu Council Manor, Balmora (up to 74);

Todwendy, Lucky Lockup, Balmora (Master Trainer, up to 100).


Books that raise Short Blade: Unnamed Book; 2920, Sun's Dusk; 2920,

Evening Star; 36 Lessons of Vivec, Sermon 10; 36 Lessons of Vivec,

Sermon 30.

Joinable Factions that favor Short Blade: Clan Berne, House Hlaalu,

Morag Tong, Thieves Guild

Miscellaneous comments: Short Blade, for whatever reason, raises 25%

more slowly than the other melee skills. If you're grinding, I suggest

finding a Chitin Dagger, the weakest option. The Daedric Wakizashi is

the best generic option here. Short Blades are quick and cool, and I

actually like them quite a bit even though I generally go for Long

Blades once everything is maxed.

Grinding: If you want to grind Short Blade, I suggest getting the

weakest possible weapon and killing things by chopping, the weakest

attack. You can get a guaranteed Chitin Dagger from Addamasartus, the

smuggler cave and traditional first dungeon just outside Seyda Neen. I

will actually suggest sticking with the Pelagiad option, as the Mudcrabs

will take plenty of hits to drop at high difficulty with weak weapons,

and trying to grind on anything stronger would require better weapons

and wouldn't really be grinding. Pelagiad, of course, gives you

restocking repair tools (Uulernil) and healing potions (Ygfa), which

should be everything you need. Kill the Mudcrabs, repair, heal,


respawn, repeat. Easy.

Marksman

<---------------------------------------------------------------------->

In-game text: "With the marksman skill, one is more effective with

ranged weapons like the short bow, long bow, crossbow, throwing star,

and throwing knife."

Details: This is pretty self-explanatory. While skill only contributes

to hit rate, raising this skill makes it easier to hit enemies when

wielding any ranged weapon. In ascending order of power, this category

covers throwing knives, darts/throwing stars (equal in power), short

bows, long bows, and crossbows.

Specialization: Stealth

Governing attribute: Agility

Increase: Successful Attack (+1.0)

Racial bonuses: Wood Elf (+15); Dark Elf (+5)

Classes with Marksman as a Major Skill: Acrobat, Archer, Assassin,

Pilgrim, Witchhunter
Classes with Marksman as a Minor Skill: Barbarian, Battlemage, Monk,

Nightblade, Scout, Sorcerer, Thief, Warrior

Top Trainers: Missun Akin, Falasmaryon (Master Trainer, up to 100).

Books that raise Marksman: The Gold Ribbon of Merit; A Dance in Fire,

Chapter 5; Vernaccus and Bourlor; The Marksmanship Lesson; The Black

Arrow, Volume II.

Joinable Factions that favor Marksman: Ashlanders, Clan Berne, Blades,

House Hlaalu, Morag Tong, Thieves Guild

Miscellaneous comments: Marksman increases at the same rate as the

standard melee skills. If you're grinding, I suggest finding a Chitin

Short Bow and shooting Chitin Arrows. While this isn't the weakest

option (that'd be an Iron Throwing Knife), it's the weakest that's

practical, given the need for ammunition. The Daedric Long Bow is

the best generic option here. I always end up toting a Daedric Long

Bow, as I find Marksman to be a much more practical ranged option than

Destruction magic, especially for Cliff Racers.

Grinding: If you want to grind Marksman, I suggest getting the

weakest practical weapon, considering ammo availability, and killing

things. You can get a guaranteed Chitin Short Bow from Mebestien Ence

in Pelagiad. Conveniently, you also have restocking Iron Arrows from


Shadbak gra-Burbug in Fort Pelagiad. I then suggest sticking with the

Pelagiad option, as the Mudcrabs will take plenty of hits to drop at

high difficulty with weak weapons, and trying to grind on anything

stronger would require better weapons and wouldn't really be grinding.

Pelagiad, of course, gives you restocking repair tools (Uulernil),

restocking arrows (Shadbak gra-Burbug), and healing potions (Ygfa),

which should be everything you need. Kill the Mudcrabs, repair, heal,

respawn, repeat. Easy.

Mercantile

<---------------------------------------------------------------------->

In-game text: "Mercantile skill is the art of buying low and selling

high. This skill guarantees lower initial prices for goods, equipment,

and services, and improves chances of getting better deals by

bargaining."

Details: The in-game text is fairly accurate. Mercantile skill combines

with a merchant's disposition toward your character to determine the

initial modifier applied to an item's base value. That modified value

becomes the initial buying or selling price. This applies to objects in

the barter menu as well as all services, including spell or training

purchases. Additionally, you can take that initial offer and attempt to

haggle. The success chance depends on the percentage you attempt to

haggle by, the Personality attribute, and the Mercantile skill.


Specialization: Stealth

Governing attribute: Personality

Increase: Successful Bargain (+0.3); Successful Max Bargain (+30.0)

Racial bonuses: Imperial (+10)

Classes with Mercantile as a Major Skill: Pilgrim, Rogue

Classes with Mercantile as a Minor Skill: Agent, Bard, Knight, Thief

Top Trainers: Ababael Timsar-Dadisun, Zainab Camp (Master Trainer,

up to 100).

Books that raise Mercantile: The Buying Game; The Wolf Queen, Book IV;

2920, Sun's Height; A Dance in Fire, Chapter 6; A Dance in Fire,

Chapter 7.

Joinable Factions that favor Mercantile: East Empire Company, House

Hlaalu.

Miscellaneous comments: Mercantile is supremely easy to raise. Just

move the slider a little bit on each transaction, and it will creep up

throughout the entire game. Note that skill increase is based on the
percentage of the bargain. This means that selling a 3 gold item for

4 gold will give more experience than selling a 900 gold item for 1000

gold. Note that when the UESPWiki refers to a "successful max

bargain," this refers to either selling a single cheap item for all

of a merchant's gold or successfully buying an expensive item for 1

gold.

Grinding: If you want to grind Mercantile, pick a merchant with a good

disposition toward you. Next, pick an item. Haggle him or her down a

bit, and buy the item. Now, sell it back to them, only haggle up. You'll

probably eat some gold early on, but as the skill rises, you'll be able

to break even and eventually profit. Remember that higher percentage

bargains, while more likely to fail, also grant more skill experience.

Speechcraft

<---------------------------------------------------------------------->

In-game text: "Those skilled in speechcraft influence others by

admiring, intimidating, and taunting them. Listeners are more willing to

divulge information or entrust important tasks to the skilled speaker."

Details: The in-game text is fairly accurate. There are four ways to

attempt to persuade NPCs. Admire is the most straightforward, and when

it succeeds, it simply raises the NPC's dispostion in a persistent

manner. It relies on your Personality attribute, the NPC's beginning

disposition toward your character, the NPC's own Speechcraft skill, and
your Speechcraft skill. The second option is Intimidate. When it

succeeds, it raises the NPC's disposition, but only until the dialogue

box is closed. When you open it again, disposition will be substantially

lower than it was before. In addition to the above factors, Intimidate

is also partially reliant on your Strength, as well as the NPC's. The

third option is Taunt. Taunt will dramatically lower disposition

whether it succeeds or fails, but only a successful series of Taunts

will goad an NPC into attacking you. This can be desirable if you want

to kill someone who is not hostile without incurring a bounty, as if

they attack first, the killing is in self-defense. Taunt relies on the

same factors as Admire. Finally, you can Bribe NPCs with 10, 100, or

1000 gold. Bribes raise disposition permanently, like Admiring. Bribe

success, although it raises Speechcraft skill, actually uses Mercantile

instead of Speechcraft to calculate success chance. Of course, the size

of the bribe also matters.

Specialization: Stealth

Governing attribute: Personality

Increase: Successful Persuasion (+1.0)

Racial bonuses: Imperial (+10)

Classes with Speechcraft as a Major Skill: Agent, Bard, Healer, Knight,


Pilgrim

Classes with Speechcraft as a Minor Skill: Acrobat, Rogue, Thief

Top Trainers: Caius Cosades, Balmora (up to 70);

Ruccia Conician, Grand Council Chambers, Ebonheart up to 75);

Skink-in-Tree's-Shade, Mages Guild, Wolverine Hall, Sadrith Mora

(Master Trainer, up to 100).

Books that raise Speechcraft: Biography of the Wolf Queen; The Wolf

Queen, Book V; 2920, Second Seed; The Wolf Queen, Book VII; 36 Lessons

of Vivec, Sermon 27.

Joinable Factions that favor Speechcraft: Blades, East Empire Company,

House Hlaalu, Imperial Cult, Twin Lamps

Miscellaneous comments: Speechcraft is supremely easy to raise. Just

persuade everybody you need to deal with to 100 disposition, and it

will max in a jiffy. Alternatively, taunt anybody who doesn't serve a

purpose into attacking you, and raise your weapon skills to boot! If

you need to buy anything at all from anyone, having their disposition

at 100 will help immensely.

Grinding: If you want to grind Speechcraft, pick literally any NPC.

Move the dialogue box so that Persuade shows up right underneath Admire.
Click the mouse many, many times and watch your Speechcraft soar.

Hand-to-Hand

<---------------------------------------------------------------------->

In-game text: "Hand-to-hand skill is the martial art of unarmed combat.

Hand-to-hand attacks damage only the fatigue of a standing opponent, but

hand-to-hand attacks damage health when a target has been knocked

unconscious by fatigue loss."

Details: The in-game text is actually spot-on. If you want to kill

things hand-to-hand, you'll have to drain away their fatigue first. It's

actually more viable than it sounds-as you whittle away their fatigue,

they become almost incapable of hitting you, and once they're knocked

down, they're helpless. Interestingly, Hand-to-Hand is not classed as a

normal weapon, so it does full damage to undead and werewolves.

Specialization: Stealth

Governing attribute: Speed

Increase: Successful Attack (+1.0)

Racial bonuses: Imperial, Khajiit (+5)

Classes with Hand-to-Hand as a Major Skill: Healer, Monk, Rogue


Classes with Hand-to-Hand as a Minor Skill: Acrobat, Crusader,

Pilgrim, Thief

Top Trainers: Caius Cosades, Balmora (up to 70);

Taren Omothan, Holamayan Monastery (Master Trainer, up to 100).

Books that raise Hand-to-Hand: The Prayers of Baranat; The Wolf Queen,

Book II; Charwich-Koniinge, Volume 2; Charwich-Koniinge, Volume 4;

Master Zoaraym's Tale.

Joinable Factions that favor Hand-to-Hand: Quarra Clan

Miscellaneous comments: Hand-to-Hand increases at the same rate as most

of the other weapon skills. Of course, you're not using a weapon.

There is at least one quest that requires you to win a Hand-to-Hand

match, but because the damage of your fists is so low, it is never more

than a backup option.

Grinding: If you want to grind Hand-to-Hand, you just need to punch

things. I will actually suggest sticking with the Pelagiad option, as

the Mudcrabs will take plenty of hits to drop at high difficulty,

and trying to grind on anything stronger would be quite difficult,

especially at low levels. Pelagiad, of course, gives you restocking

healing potions (Ygfa), which should be everything you need. Kill the
Mudcrabs, heal, respawn, repeat. Easy.

Leveling {CHR005}

o======================================================================o

Morrowind and Oblivion share the same leveling system. In order to gain

a level, you must get a total of 10 increases across your major and

minor skills. When you gain a level, two things happen. First, your

maximum Health increases by 10% of your Endurance. Second, you get to

raise three of your attributes, by a value between 1 and 5. I'll discuss

how those multipliers are calculated in a moment, but Morrowind gave

birth to the idea of "efficient leveling." Essentially, you either want

to get three 5x multipliers (if you don't care to raise Luck) or two 5x

multipliers if you do. In Oblivion, it is vital to do this with minimal

"wasted" skill increases. You have more wiggle room in Morrowind due to

the higher number of skills. Morrowind also doesn't suffer from

Oblivion's level scaling problem. That's why so many things are freely

usable at the outset. Still, I don't see why you wouldn't want to get

the most out of each level up, at least in terms of getting +5/+5/+1

each time.

Attribute multipliers depend on which skills you have increased for the

duration of the current level. It is vital to note that miscellaneous

skill increases *do* add to attribute multipliers, despite not

contributing to the level up. To understand what will get a multiplier,

you need to examine the relationship between a skill and its governing
attribute. For instance, if you raise Acrobatics while level 2, you'll

get a multiplier to Strength whenever you advance to level 3. Luck can

never get a multiplier, because it governs no skills. The amount of the

multiplier depends on the number of skill increases. You can accrue the

multiplier from any combination of skills that share a governing

attribute, and the amount of the multiplier is calculated as follows:

1-4 skill increases: 2x

5-7 skill increases: 3x

8-9 skill increases: 4x

10+ skill increases: 5x

The most efficient way to level, then, is to have a 10 point increase in

your miscellaneous skills for the first attribute you want to raise, and

then get the 10 points for the actual level up inside your major and

minor skills for the second attribute you want to raise. Although I

don't know why you'd ignore Luck, if you prefer, you can go for a third

5x multiplier, which should also come from your miscellaneous skills.

Timing is important, however. When you achieve that 10th skill increase,

a message will appear that "You should rest and meditate on what you've

learned." At that point, the multipliers for the level up are locked in,

and any further skill increases will contribute to multipliers for the

next level up.

The maximum level for a given character varies depending on how their

major and minor skills are configured. While I'll discuss this more in
the Optimized Build section below, the maximum level is 78, with one

caveat. If you commit a crime and go to jail for it, three random skills

will decrease. You can theoretically go to jail many times, trying to

get major or minor skills to decrease. New skill gains after such a

decrease will contribute to further levels.

There is also one bug that you should be aware of. When attempting to

raise an attribute from 95 to 100, sometimes the game fails to give you

the multiplier you've earned. I play on PC, and I usually fix this with

the console and a clean conscience. If this happens to you on Xbox, your

only recourse is to stop at a 4x multiplier (raising the attribute to

99) and finishing it off at the next level. You have enough cushion

levels that this shouldn't be a problem, but make sure you keep a backup

save every time you level up in case you need to tweak your plan.

Races {CHR006}

o======================================================================o

Now, we get to the part where actual choices begin to be made. Every

character can eventually get 100 in all skills and 100 in all

attributes, but you can only be one of the ten races. You have to make

this choice at the very beginning, after choosing your name. You will

concurrently choose your sex and your appearance. I'll lead with a

discussion of what does and doesn't matter in race selection, along with

all the different ways it can affect your games, before giving the

details for each choice.


A note about sex: there are very, very few differences in the game

based on sex. A few quests proceed differently depending on whether

you're male or female, but those are few and far between and are always

amiable to multiple solutions. The biggest difference is your starting

attributes.

Each of the ten races has bonuses to certain skills. This is fairly

irrelevant, since everyone can eventually get all skills to 100.

However, if you're in pursuit of the maximum level, you should do your

best to keep any skills with a racial bonus outside your majors and

minors. The absolute floor is 30 for major skills and 15 for minor

skills, which allows you to reach level 78 and get 5 increases toward

level 79. Those 5 points are all the wiggle room you have if maximum

level is important to you, so racial bonuses can cheat you out of a few

levels if you aren't careful. Skill bonuses are identical regardless of

the sex you choose.

Each race also has a different set of starting attributes, somewhere

between 30 and 50 for each. These do vary based on sex. The only truly

relevant consideration here is Endurance. A higher starting Endurance

means more health at the end, so if you're going max Health or bust, you

should pick something that has that 50 point base.

Every race has a few special chracteristics that make it unique. I'll
discuss those in the detailed segments below. They fall into three

categories. A Spell is just what it sounds like-a spell you get in

your magic menu from the start. A Power is like a spell, except it has

no Magicka cost and can instead be used once every 24 in-game hours.

Finally, an Ability is a passive bonus that is always active.

Generally, it should be obvious that good Abilities are the most useful.

Be aware that the two "beast races" (Argonian and Khajiit) can't wear

certain helmets and can't wear boots at all. This is a *huge* drawback,

enough to pretty much eliminate them from serious consideration.

Finally, out in the game world, you get an automatic 5 point disposition

boost with all members of the same race. This is a (weak) argument in

favor of being a Dark Elf, because despite the repeated statements that

they hate outland Dunmer, the Dunmer of Vvardenfell still give you the

same 5-point disposition boost, and they dramatically outnumber all

other races.

I'll be pretty clinical about my personal race choice, but I will say

that the lore and storyline make a compelling case for choosing a Dark

Elf. If you're not so concerned about min/maxing, I wouldn't blame you

for a second if you did that. Without further ado, the races:

Argonian

<---------------------------------------------------------------------->

In-game text: "At home in water and on land, the Argonians of Black
Marsh are well-suited to the treacherous swamps of their homeland, with

natural immunities protecting them from disease and poison. The female

life-phase is highly intelligent, and gifted in the magical arts. The

more aggressive male phase has the traits of the hunter: stealth,

speed, and agility. Argonians are reserved with strangers, yet fiercely

loyal to those they accept as friends. Like the Khajiit, Argonians are

limited to some headgear and no footwear."

Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower;

50 Agility; 50 Speed; 30 Endurance; 30 Personality; 40 Luck

Base Attributes, Female: 40 Strength; 50 Intelligence; 40 Willpower;

40 Agility; 40 Speed; 30 Endurance; 30 Personality; 40 Luck

Skill Bonuses: +15 Athletics; +5 Alchemy; +5 Illusion; +5 Medium Armor;

+5 Mysticism; +5 Spear; +5 Unarmored

Specials: Spell-Water Breathing 120 Seconds on Self, Cost: 5 Points

Ability: Resist Poison 100%

Ability: Resist Common Disease 75%

Discussion: In this game, Argonians just suck. Both sexes start with 30

Endurance, nerfing your health pool in those tender early levels. They

don't have any Magicka multiplier to make up for it, either. Their Water

Breathing spell can be replicated as soon as you get to a spellmaker,


and the resistance to Common Disease becomes irrelevant fairly early in

the Main Quest (spoiler-you become immune to all diseases). Their only

really beneficial ability is the innate Resistance to Poison, but that's

not enough to overcome the huge drawback that is the inability to wear

any kind of boots. I don't recommend this race at all.

Breton

<---------------------------------------------------------------------->

In-game text: "Passionate and eccentric, poetic and flamboyant,

intelligent and willful, the Bretons feel an inborn, instinctive bond

with the mercurial forces of magic and the supernatural. Many great

sorcerers have come out of their home province of High Rock, and in

addition to their quick and perceptive grasp of spellcraft,

enchantment, and alchemy, even the humblest of Bretons can boast a high

resistance to destructive and dominating magical energies."

Base Attributes, Male: 40 Strength; 50 Intelligence; 50 Willpower;

30 Agility; 30 Speed; 30 Endurance; 40 Personality; 40 Luck

Base Attributes, Female: 30 Strength; 50 Intelligence; 50 Willpower;

30 Agility; 40 Speed; 30 Endurance; 40 Personality; 40 Luck

Skill Bonuses: +10 Conjuration; +10 Mysticism; +10 Restoration;

+5 Alchemy; +5 Alteration; +5 Illusion


Specials: Power-Dragon Skin-Shield 50 Points for 60 Seconds on Self

Ability: Resist Magicka 50%

Ability: Fortify Maximum Magicka 0.5x Intelligence (50% extra Magicka)

Discussion: As Haeravon himself said before me, somebody at Bethesda

loves Bretons. They've been a great choice in Morrowind, Oblivion, and

Skyrim. While both sexes start with 30 Endurance, they more than make

up for that with their two abilities. They're one of the two races that

get a Magicka multiplier, which makes them a compelling choice all by

itself. Their innate 50% resistance to Magicka makes them beastly, but

it should be noted that, unlike Oblivion and Skyrim, Resist Magicka is

a separate effect than elemental resistance. It covers all

non-elemental offensive magic, but does nothing to the four elements of

Fire, Frost, Poison, and Shock. It also does nothing against Paralyze,

Silence, or any other effects with no magnitude. The only reason I

prefer High Elves, in spite of their weaknesses, is that they have

better maximum Magicka. Bretons are a great choice if you're scared off

by the High Elf's weaknesses.

Dark Elf

<---------------------------------------------------------------------->

In-game text: "In the Empire, "Dark Elves" is the common usage, but in

their Morrowind homeland, they call themselves the "Dunmer". The

dark-skinned, red-eyed Dark Elves combine powerful intellect with

strong and agile physiques, producing superior warriors and sorcerers.


On the battlefield, Dark Elves are noted for their skilled and balanced

integration of swordsmen, marksmen, and war wizards. In character, they

are grim, distrusting, and disdainful of other races."

Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower;

40 Agility; 50 Speed; 40 Endurance; 30 Personality; 40 Luck

Base Attributes, Female: 40 Strength; 40 Intelligence; 30 Willpower;

40 Agility; 50 Speed; 30 Endurance; 40 Personality; 40 Luck

Skill Bonuses: +5 Long Blade; +10 Destruction; +5 Light Armor;

+5 Athletics; +5 Mysticism; +5 Marksman; +10 Short Blade

Specials: Power-Ancestor Guardian-Sanctuary 50 points for 60 seconds on

Self

Ability: Resist Fire 75%

Discussion: Dark Elves arent bad, but they aren't great either. Both

sexes start with 40 Endurance, so while Health isn't nerfed, it isn't

stellar either. The lack of a Magicka multiplier makes this an even

bigger drawback. The 75% resistance to fire is undeniably useful, but

pales in comparison to other available abilities. There's more

elemental diversity in Morrowind than Skyrim (in addition to fire,

frost, and shock, you must also contend with poison and direct magic

damage), so single-element resistance is less useful. One side benefit


is that there are way more Dark Elves than any other race in the game,

so you get a tangible (but minor) benefit in the 5 point disposition

boost with all of them. The most compelling argument in favor of

choosing a Dark Elf is the storyline/lore aspect. If that speaks to

you, go for it. You'll be fine.

High Elf

<---------------------------------------------------------------------->

In-game text: "The High Elves consider themselves the most civilized

culture of Tamriel; the common tongue of the Empire, Tamrielic, is

based on Altmer speech and writing, and most of the Empire's arts,

crafts, and sciences derive from High Elven traditions. Deft,

intelligent, and strong-willed, High Elves are often gifted in the

arcane arts, and High Elves boast that their sublime physical natures

make them far more resistant to disease than the 'lesser races.'"

Base Attributes, Male: 30 Strength; 50 Intelligence; 40 Willpower;

40 Agility; 30 Speed; 40 Endurance; 40 Personality; 40 Luck

Base Attributes, Female: 30 Strength; 50 Intelligence; 40 Willpower;

40 Agility; 40 Speed; 30 Endurance; 40 Personality; 40 Luck

Skill Bonuses: +10 Destruction; +10 Enchant; +10 Alchemy;

+5 Alteration; +5 Conjuration; +5 Illusion


Specials: Ability-Resist Common Disease-75%

Ability: Weakness to Shock 25%

Ability: Weakness to Frost 25%

Ability: Weakness to Fire 50%

Ability: Weakness to Magicka 50%

Ability: Fortify Maximum Magicka 1.5x Intelligence (150% more Magicka)

Discussion: I always play a High Elf. A male starts with 40 Endurance,

so while there's no Health boost, it isn't nerfed either. This is more

than compensated for by their giant Magicka multiplier. Triple that of

the Breton, it makes them the uncontested winners in the race for maxed

Magicka. The disease resistance is irrelevant thanks to the Main Quest.

The other issue, of course, is their slew of weaknesses. Many people

find this offputting, and I don't blame them for that. However, note

that pursuing maximum Magicka entails taking the Atronach birthsign for

its second Magicka multiplier. The Atronach confers 50% innate Spell

Absorption. This is more than enough to make up for the Shock and Frost

weaknesses, and is sufficient to make the Fire and Magicka weaknesses a

wash. The bottom line, for me, is that a male High Elf Atronach has his

weaknesses cancelled and has-by far-the most Magicka in the game. This

is what I recommend.

Imperial

<---------------------------------------------------------------------->

In-game text: "The well-educated and well-spoken native of Cyrodiil are


known for the discipline and training of their citizen armies. Though

physically less imposing than the other races, Imperials are shrewd

diplomats and traders, and these traits, along with their remarkable

skill and training as light infantry, have enabled them to subdue all

the other nations and races, and to have erected the monument to peace

and prosperity that comprises the Glorious Empire."

Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower;

30 Agility; 40 Speed; 40 Endurance; 50 Personality; 40 Luck

Base Attributes, Female: 40 Strength; 40 Intelligence; 40 Willpower;

30 Agility; 30 Speed; 40 Endurance; 50 Personality; 40 Luck

Skill Bonuses: +10 Speechcraft; +10 Mercantile; +10 Long Blade;

+5 Blunt Weapon; +5 Light Armor; +5 Hand-to-Hand

Specials: Power-Star of the West-Absorb Fatigue 200 points on Target

Power-Voice of the Emperor-Charm 25 to 50 Points for 15 seconds on

Target

Discussion: Imperials...meh. No innate abilities, coupled with middling

Endurance for both sexes, means there's nothing compelling here. They

also have no serious drawbacks, but is that really an argument to take

them when you could pick a race that actually helps you? Powers are less

useful in Morrowind than in later games thanks to spellmaking, but with


that said, Star of the West is actually quite good, and Voice of the

Emperor has its uses as well. I wouldn't use them, but if you do, you

won't be actively hurting yourself like with Argonians or Khajiit.

Khajiit

<---------------------------------------------------------------------->

In-game text: "The Khajiit of Elsweyr can vary in appearance from

nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger.

The most common breed found in Morrowind, the suthay-raht, is

intelligent, quick, and agile. Khajiit of all breeds have a weakness

for sweets, especially the drug known as skooma. Many Khajiit disdain

weapons in favor of their natural claws. They make excellent thieves

due to their natural agility and unmatched acrobatics ability."

Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower;

50 Agility; 40 Speed; 30 Endurance; 40 Personality; 40 Luck

Base Attributes, Female: 30 Strength; 40 Intelligence; 30 Willpower;

50 Agility; 40 Speed; 40 Endurance; 40 Personality; 40 Luck

Skill Bonuses: +15 Acrobatics; +5 Athletics; +5 Hand-to-Hand;

+5 Light Armor; +5 Security; +5 Short Blade; +5 Sneak

Specials: Spell-Eye of Night-Night Eye 50 points for 30 seconds on Self

Power-Eye of Fear-Demoralize Humanoid 100 points for 30 seconds on


Target

Discussion: Khajiit are, for my money, the worst race you could choose.

Nerfed to middling Endurance, no innate abilities at all, relatively

useless powers, and the equipment drawbacks of a beast race, all in one

massively disadvantaged package. Just don't go this route. Even

Argonians have one good ability.

Nord

<---------------------------------------------------------------------->

In-game text: "The citizens of Skyrim are aggressive and fearless in

war, industrious and enterprising in trade and exploration. Strong,

stubborn, and hardy, Nords are famous for their resistance to cold,

even magical frost. Violence is an accepted and comfortable aspect of

Nord culture; Nords of all classes are skilled with a variety of weapon

and armor styles, and they cheerfully face battle with an ecstatic

ferocity that shocks and appalls their enemies."

Base Attributes, Male: 50 Strength; 30 Intelligence; 40 Willpower;

30 Agility; 40 Speed; 50 Endurance; 30 Personality; 40 Luck

Base Attributes, Female: 50 Strength; 30 Intelligence; 50 Willpower;

30 Agility; 40 Speed; 40 Endurance; 30 Personality; 40 Luck

Skill Bonuses: +10 Axe; +10 Blunt Weapon; +10 Medium Armor;
+5 Heavy Armor; +5 Long Blade; +5 Spear

Specials: Power-Thunder Fist-Frost Damage 25 Points on Touch

Power-Woad-Shield 30 Points for 60 Seconds on Self

Ability-Resist Shock 50%

Ability-Resist Frost 100%

Discussion: If you want maximum Health and don't care about Magicka,

Nords, along with Orcs, are terrific choices. A male Nord has that

critical 50 Endurance for maximizing Health. Although there's no

Magicka multiplier, Nords have great abilities. Innate 50% Shock

resistance coupled with innate *immunity* to Frost is nothing short of

outstanding. Orcs are also pretty fantastic if you want max Health, but

I think the magnitude of the Nord's two resistances edges out the 25%

non-elemental magic resistance enjoyed by the Orc. Although less

relevant, the Orc power is useless, whereas the Nord's two are each

modestly beneficial. You might disagree, and you'll do just fine either

way. It should be said that Nords and Orcs dramatically outclass the

third maximum Health option-the Redguard. Their resistances to poison

and disease are far less useful.

Orc

<---------------------------------------------------------------------->

In-game text: "These sophisticated barbarian beast peoples of the

Wrothgarian and Dragontail Mountains are noted for their unshakeable


courage in war and their unflinching endurance of hardships. Orc

warriors in heavy armor are among the finest front-line troops in the

Empire. Most Imperial citizens regard Orc society as rough and cruel,

but there is much to admire in their fierce tribal loyalties and

generous equality of rank and respect among the sexes."

Base Attributes, Male: 45 Strength; 30 Intelligence; 50 Willpower;

35 Agility; 30 Speed; 50 Endurance; 30 Personality; 40 Luck

Base Attributes, Female: 45 Strength; 40 Intelligence; 45 Willpower;

35 Agility; 30 Speed; 50 Endurance; 25 Personality; 40 Luck

Skill Bonuses: +10 Armorer; +10 Block; +10 Heavy Armor;

+10 Medium Armor; +5 Axe

Specials: Ability-Resist Magicka 25%

Power-Berserk:

-Fortify Health 20 points for 60 seconds on Self

-Fortify Fatigue 200 points for 60 seconds on Self

-Fortify Attack 100 points for 60 seconds on Self

-Drain Agility 100 points for 60 seconds on Self

Discussion: If you want maximum Health and don't care about Magicka,

Orcs, along with Nords, are great choices. Both sexes start with that

critical 50 Endurance. Orcs also begin with a 25% resistance to


non-elemental Magic (so long as it has a magnitude). While this is

half of what a Breton's is, it is still pretty compelling. Nords get

50% shock resistance and outright immunity to Frost. I think that just

edges the Orc, but you may disagree, and you'll do fine with either

choice. It should be noted, however, that the Drain Agility aspect of

the Berserk power makes it worse than useless. Draining Agility to 0

destroys your dodge chance and your stagger resistance. This means that

the first swing your enemy takes will almost certainly hit you, and it's

guaranteed to knock you down, making you helpless even with all of

those nice-looking buffs. While Powers don't matter much anyway, the

Nord's two are both actually beneficial. I would still recommend a

Breton or High Elf, but if you're positive you don't want to use magic

at all, a Nord or an Orc becomes the better choice.

Redguard

<---------------------------------------------------------------------->

In-game text: "The most naturally talented warriors in Tamriel, the

dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle,

though their pride and fierce independence of spirit makes them more

suitable as scouts or skirmishers, or as free-ranging heroes and

adventurers, than as rank-and-file soldiers. In addition to their

cultural affinities for many weapon and armor styles, Redguards are

also physically blessed with hardy constitutions and quickness of

foot."
Base Attributes, Male: 50 Strength; 30 Intelligence; 30 Willpower;

40 Agility; 40 Speed; 50 Endurance; 30 Personality; 40 Luck

Base Attributes, Female: 40 Strength; 30 Intelligence; 30 Willpower;

40 Agility; 40 Speed; 50 Endurance; 40 Personality; 40 Luck

Skill Bonuses: +15 Long Blade; +5 Athletics; +5 Axe; +5 Blunt Weapon;

+5 Heavy Armor; +5 Medium Armor; +5 Short Blade

Specials: Power-Adrenaline Rush:

-Fortify Agility 50 points for 60 seconds on Self

-Fortify Endurance 50 points for 60 seconds on Self

-Fortify Speed 50 points for 60 seconds on Self

-Fortify Strength 50 points for 60 seconds on Self

-Fortify Health 25 points for 60 seconds on Self

Ability-Resist Poison 75%

Ability-Resist Common Disease 75%

Discussion: With 50 Endurance for both sexes, Redguards can attain the

Health maximum, along with Orcs and Nords. Additionally, they have what

is indisputably the best Power of all the races. However, Powers are,

as I've mentioned, fairly irrelevant, given their limitation to one use

per day. Redguards also possess two modestly beneficial abilities. The

disease resistance becomes irrelevant thanks to the Main Quest, and the

Poison resistance is just thoroughly outclassed by the resistances


granted to Nords or Orcs. Redguards will do just fine, but if you're

playing for maximum Health, I'd recommend a Nord instead.

Wood Elf

<---------------------------------------------------------------------->

In-game text: "The Wood Elves are the various barbarian Elven clanfolk

of the Western Valenwood forests. These country cousins of the High

Elves and Dark Elves are nimble and quick in body and wit, and because

of their curious natures and natural agility, Wood Elves are especially

suitable as scouts, agents, and thieves. But most of all, the Wood

Elves are known for their skills with bows; there are no finer archers

in all of Tamriel."

Base Attributes, Male: 30 Strength; 40 Intelligence; 30 Willpower;

50 Agility; 50 Speed; 30 Endurance; 40 Personality; 40 Luck

Base Attributes, Female: 30 Strength; 40 Intelligence; 30 Willpower;

50 Agility; 50 Speed; 30 Endurance; 40 Personality; 40 Luck

Skill Bonuses: +15 Marksman; +10 Sneak; +10 Light Armor;

+5 Alchemy; +5 Acrobatics

Specials: Power-Beast Tongue-Command Creature 5 points for 600 seconds

Ability-Resist Common Disease 75%


Discussion: With 30 Endurance for both sexes, no Magicka multiplier, and

fairly useless abilities, there's little to recommend Wood Elves. Their

Power is worthless, and their disease resistance is irrelevant thanks to

the Main Quest. They're better than Argonians and Khajiit, but that's

not saying much. Pick a race that actually helps you out.

Classes {CHR007}

o======================================================================o

There are several elements that define the classes in Morrowind. At the

outset, let me just say this: the predefined classes all suck. I'll

list their details below, but there is never a reason to use one of

them instead of a custom class.

Classes are defined by a specialization, favored attributes, major

skills, and minor skills.

The specialization is the first element. There are three

specializations-Combat, Magic, and Stealth. Each one covers 9 of the 27

skills in the game. Skills within your specialization each receive a 5

point bonus. They also level faster than skills outside that

specialization. Your specialization can vary based on your racial skill

bonuses. If you're going for maximum level, you need to keep most of

your specialized skills in the miscellaneous category.

Each class has two favored attributes. These attributes receive a 10


point bonus beyond their base racial values. That's all. I'll note

here, and again below, that there's no good reason to choose favored

attributes that aren't Endurance and Luck.

Finally, each class is primarily defined by its array of major and

skills. Major skills receive a 25 point bonus, and level faster than

all others. Minor skills receive a 10 point bonus, and level faster

than miscellaneous skills, including those inside a specialization.

Skill growth bonuses from specialization and major/minor *are*

cumulative, so a major skill from your specialization will get the

largest possible growth bonus, while a miscellaneous skill outside

your specialization levels the most slowly. The problem is that each

class tends to be too specialized, making it difficult to get the right

attribute multipliers when you need them. There is more detail in the

Optimized Build section below, but these are my objectives in creating

a class:

i) Avoid major or minor skills with a specialization or racial bonus,

so that your maximum level remains at 78. You have exactly 5 points of

wiggle room here.

ii) Try to have at least one skill governed by each attribute somewhere

in your majors and minors. Likewise, try to ensure at least one remains

miscellaneous. This makes it easy to level efficiently.


iii) On a similar note, try to make sure anything you need to freely use

doesn't factor into your efficient leveling plan. I have a critical need

to Sneak the entire game, so I make sure I never need Sneak for

anything else, like character levels or Agility multipliers. Likewise, I

highly recommend making sure you keep Unarmored and Athletics freely

usable. No one likes walking, sometimes you have to swim, and you're

going to take some hits before you find a full suit of armor. Finally,

make sure you have at least one freely usable actual armor type, and a

freely usable way to kill things. The Optimized Build below will

discuss, in detail, how I actually achieve all of these goals.

None of the preset classes come close to achieving the objectives laid

out above. You may want to answer Socucius Ergalla's questions for

character creation once, just for the novelty of it. After that, I

cannot emphasize the need for a custom class strongly enough. Even if

you aren't a powergamer, and you're all about roleplaying, I guarantee

you can come up with a custom class that better suits your needs.

Nonetheless, for your edification, I have listed the features of the

game's 21 preset classes below.

Acrobat

<---------------------------------------------------------------------->

In-game text: "Acrobat is a polite euphemism for agile burglars and

second-story men. These thieves avoid detection by stealth, and rely on

mobility and cunning to avoid capture."


Specialization: Stealth

Favored Attributes: Agility, Endurance

Major Skills: Acrobatics, Athletics, Marksman, Sneak, Unarmored

Minor Skills: Speechcraft, Alteration, Spear, Hand-to-Hand, Light Armor

Agent

<---------------------------------------------------------------------->

In-game text: "Agents are operatives skilled in deception and

avoidance, but trained in self-defense and the use of deadly force.

Self-reliant and independent, agents devote themselves to personal

goals, or to various patrons or causes."

Specialization: Stealth

Favored Attributes: Personality, Agility

Major Skills: Speechcraft, Sneak, Acrobatics, Light Armor, Short Blade

Minor Skills: Mercantile, Conjuration, Block, Unarmored, Illusion

Archer
<---------------------------------------------------------------------->

In-game text: "Archers are fighters specializing in long-range combat

and rapid movement. Opponents are kept at distance by ranged weapons

and swift maneuver, and engaged in melee with sword and shield after

the enemy is wounded and weary."

Specialization: Combat

Favored Attributes: Agility, Strength

Major Skills: Marksman, Long Blade, Block, Athletics, Light Armor

Minor Skills: Unarmored, Spear, Restoration, Sneak, Medium Armor

Assassin

<---------------------------------------------------------------------->

In-game text: "Assassins are killers who rely on stealth and mobility

to approach victims undetected. Execution is with ranged weapons or

with short blades for close work. Assassins include ruthless murderers

and principled agents of noble causes."

Specialization: Stealth

Favored Attributes: Speed, Intelligence


Major Skills: Sneak, Marksman, Light Armor, Short Blade, Acrobatics

Minor Skills: Security, Long Blade, Alchemy, Block, Athletics

Barbarian

<---------------------------------------------------------------------->

In-game text: "Barbarians are the proud, savage warrior elite of the

plains nomads, mountain tribes, and sea reavers. They tend to be brutal

and direct, lacking civilized graces, but they glory in heroic feats,

and excel in fierce, frenzied single combat."

Specialization: Combat

Favored Attributes: Strength, Speed

Major Skills: Axe, Medium Armor, Blunt Weapon, Athletics, Block

Minor Skills: Acrobatics, Light Armor, Armorer, Marksman, Unarmored

Bard

<---------------------------------------------------------------------->

In-game text: "Bards are loremasters and storytellers. They crave

adventure for the wisdom and insight to be gained, and must depend on

sword, shield, spell and enchantment to preserve them from the perils

of their educational experiences."


Specialization: Stealth

Favored Attributes: Personality, Intelligence

Major Skills: Speechcraft, Alchemy, Acrobatics, Long Blade, Block

Minor Skills: Mercantile, Illusion, Medium Armor, Enchant, Security

Battlemage

<---------------------------------------------------------------------->

In-game text: "Battlemages are wizard-warriors, trained in both lethal

spellcasting and heavily armored combat. They sacrifice mobility and

versatility for the ability to supplement melee and ranged attacks with

elemental damage and summoned creatures."

Specialization: Magic

Favored Attributes: Intelligence, Strength

Major Skills: Alteration, Destruction, Conjuration, Axe, Heavy Armor

Minor Skills: Mysticism, Long Blade, Marksman, Enchant, Alchemy

Crusader
<---------------------------------------------------------------------->

In-game text: "Any heavily armored warrior with spellcasting powers and

a good cause may call himself a Crusader. Crusaders do well by doing

good. They hunt monsters and villains, making themselves rich by

plunder as they rid the world of evil."

Specialization: Combat

Favored Attributes: Agility, Strength

Major Skills: Blunt Weapon, Long Blade, Destruction, Heavy Armor, Block

Minor Skills: Restoration, Armorer, Hand-to-Hand, Medium Armor, Alchemy

Healer

<---------------------------------------------------------------------->

In-game text: "Healers are spellcasters who swear solemn oaths to heal

the afflicted and cure the diseased. When threatened, they defend

themselves with reason and disabling attacks and magic, relying on

deadly force only in extremity."

Specialization: Magic

Favored Attributes: Willpower, Personality


Major Skills: Restoration, Mysticism, Alteration, Hand-to-Hand,

Speechcraft

Minor Skills: Illusion, Alchemy, Unarmored, Light Armor, Blunt Weapon

Knight

<---------------------------------------------------------------------->

In-game text: "Of noble birth, or distinguished in battle or tourney,

knights are civilized warriors, schooled in letters and courtesy,

governed by the codes of chivalry. In addition to the arts of war,

knights study the lore of healing and enchantment."

Specialization: Combat

Favored Attributes: Strength, Personality

Major Skills: Long Blade, Axe, Speechcraft, Heavy Armor, Block

Minor Skills: Restoration, Mercantile, Medium Armor, Enchant, Armorer

Mage

<---------------------------------------------------------------------->

In-game text: "Most mages claim to study magic for its intellectual

rewards, but they also often profit from its practical applications.

Varying widely in temperament and motivation, mages share but one thing
in common - an avid love of spellcasting."

Specialization: Magic

Favored Attributes: Intelligence, Willpower

Major Skills: Mysticism, Destruction, Alteration, Illusion, Restoration

Minor Skills: Enchant, Alchemy, Unarmored, Short Blade, Conjuration

Monk

<---------------------------------------------------------------------->

In-game text: "Monks are students of the ancient martial arts of

hand-to-hand combat and unarmored self defense. Monks avoid detection

by stealth, mobility, and Agility, and are skilled with a variety of

ranged and close-combat weapons."

Specialization: Stealth

Favored Attributes: Agility, Willpower

Major Skills: Hand-to-Hand, Unarmored, Athletics, Acrobatics, Sneak

Minor Skills: Block, Marksman, Light Armor, Restoration, Blunt Weapon


Nightblade

<---------------------------------------------------------------------->

In-game text: "Nightblades are spellcasters who use their magics to

enhance mobility, concealment, and stealthy close combat. They have a

sinister reputation, since many nightblades are thieves, enforcers,

assassins, or covert agents."

Specialization: Magic

Favored Attributes: Willpower, Speed

Major Skills: Mysticism, Illusion, Alteration, Sneak, Short Blade

Minor Skills: Light Armor, Unarmored, Destruction, Marksman, Security

Pilgrim

<---------------------------------------------------------------------->

In-game text: "Pilgrims are travellers, seekers of truth and

enlightenment. They fortify themselves for road and wilderness with

arms, armor, and magic, and through wide experience of the world, they

become shrewd in commerce and persuasion."

Specialization: Stealth

Favored Attributes: Personality, Endurance


Major Skills: Speechcraft, Mercantile, Marksman, Restoration,

Medium Armor

Minor Skills: Illusion, Hand-to-Hand, Short Blade, Block, Alchemy

Rogue

<---------------------------------------------------------------------->

In-game text: "Rogues are adventurers and opportunists with a gift for

getting in and out of trouble. Relying variously on charm and dash,

blades and business sense, they thrive on conflict and misfortune,

trusting to their luck and cunning to survive."

Specialization: Combat

Favored Attributes: Speed, Personality

Major Skills: Short Blade, Mercantile, Axe, Light Armor, Hand-to-Hand

Minor Skills: Block, Medium Armor, Speechcraft, Athletics, Long Blade

Scout

<---------------------------------------------------------------------->

In-game text: "Scouts rely on stealth to survey routes and opponents,

using ranged weapons and skirmish tactics when forced to fight. By


contrast with barbarians, in combat scouts tend to be cautious and

methodical, rather than impulsive."

Specialization: Combat

Favored Attributes: Speed, Endurance

Major Skills: Sneak, Long Blade, Medium Armor, Athletics, Block

Minor Skills: Marksman, Alchemy, Alteration, Light Armor, Unarmored

Sorcerer

<---------------------------------------------------------------------->

In-game text: "Though spellcasters by vocation, sorcerers rely most on

summonings and enchantments. They are greedy for magic scrolls, rings,

armor and weapons, and commanding undead and Daedric servants gratifies

their egos."

Specialization: Magic

Favored Attributes: Intelligence, Endurance

Major Skills: Enchant, Conjuration, Mysticism, Destruction, Alteration

Minor Skills: Illusion, Medium Armor, Heavy Armor, Marksman, Short Blade
Spellsword

<---------------------------------------------------------------------->

In-game text: "Spellswords are spellcasting specialists trained to

support Imperial troops in skirmish and in battle. Veteran spellswords

are prized as mercenaries, and well-suited for careers as adventurers

and soldiers-of-fortune."

Specialization: Magic

Favored Attributes: Willpower, Endurance

Major Skills: Block, Restoration, Long Blade, Destruction, Alteration

Minor Skills: Blunt Weapon, Enchant, Alchemy, Medium Armor, Axe

Thief

<---------------------------------------------------------------------->

In-game text: "Thieves are pickpockets and pilferers. Unlike robbers,

who kill and loot, thieves typically choose stealth and subterfuge over

violence, and often entertain romantic notions of their charm and

cleverness in their acquisitive activities."

Specialization: Stealth

Favored Attributes: Speed, Agility


Major Skills: Security, Sneak, Acrobatics, Light Armor, Short Blade

Minor Skills: Marksman, Speechcraft, Hand-to-Hand, Mercantile, Athletics

Warrior

<---------------------------------------------------------------------->

In-game text: "Warriors are the professional men-at-arms, soldiers,

mercenaries, and adventurers of the Empire, trained with various

weapons and armor styles, conditioned by long marches, and hardened by

ambush, skirmish, and battle."

Specialization: Combat

Favored Attributes: Strength, Endurance

Major Skills: Long Blade, Medium Armor, Heavy Armor, Athletics, Block

Minor Skills: Armorer, Spear, Marksman, Axe, Blunt Weapon

Witchhunter

<---------------------------------------------------------------------->

In-game text: "Witchhunters are dedicated to rooting out and destroying

the perverted practices of dark cults and profane sorcery. They train

for martial, magical, and stealthy war against vampires, witches,


warlocks, and necromancers."

Specialization: Magic

Favored Attributes: Intelligence, Agility

Major Skills: Conjuration, Enchant, Alchemy, Light Armor, Marksman

Minor Skills: Unarmored, Block, Blunt Weapon, Sneak, Mysticism

Birthsigns {CHR008}

o======================================================================o

The final step in creating your character is to choose one of the 13

birthsigns. All birthsigns are available to each character, but there

are two that stand head and shoulders above the rest. I'll describe

what each of the 13 does here. I'll get into more detail in the

Optimized Build section below, but know that if you're going for

maximum Health, you'll want The Lady. Maximum Magicka is The Atronach,

no contest. I see no compelling reason to choose anything else.

Like the racial Specials, the effects of a Birthsign come in three

categories: Spells (just like any spell), Powers (a once-a-day "spell"

with no Magicka cost), and Abilities (passive effects that are always

on).
The Warrior

<---------------------------------------------------------------------->

In-game text: "The Warrior is the first Guardian Constellation and he

protects his charges during their Seasons. The Warrior's own season is

Last Seed when his Strength is needed for the harvest. His Charges are

the Lady, the Steed, and the Lord. Those born under the sign of the

Warrior are skilled with weapons of all kinds, but prone to short

tempers."

Effects: Ability-Warwyrd-Fortify Attack 10 Points

Discussion-This is certainly useful, it's just outclassed by other

options. The Fortify Attack effect grants a universal to-hit bonus with

all weapons, including fists. This becomes irrelevant in the endgame, as

your to-hit chance reaches or exceeds 100% (although you'll still

sometimes miss, thanks to enemy Agility, Luck, Blocking, etc.) with

every weapon as you max out the relevant skills. I'd give it a pass.

The Mage

<---------------------------------------------------------------------->

In-game text: "The Mage is a Guardian Constellation whose Season is

Rain's Hand when magicka was first used by men. His Charges are the

Apprentice, the Golem, and the Ritual. Those born under the Mage have

more magicka and talent for all kinds of spellcasting, but are often

arrogant and absent-minded."


Effects: Ability-Fay-Fortify Maximum Magicka 0.5x Intelligence

Discussion-This is definitely a good one, but I think it's dramatically

outclassed by The Atronach. Still, it's hard to find fault with a flat

Magicka multiplier that has no downsides.

The Thief

<---------------------------------------------------------------------->

In-game text: "The Thief is the last Guardian Constellation, and her

Season is the darkest month of Evening Star. Her Charges are the Lover,

the Shadow, and the Tower. Those born under the sign of the Thief are

not typically thieves, though they take risks more often and only

rarely come to harm. They will run out of luck eventually, however, and

rarely live as long as those born under other signs."

Effects: Ability-Akaviri Danger-sense-Sanctuary 10 Points

Discussion-This is a good one, but outclassed by others (noticing the

theme?). The Sanctuary effect makes you harder to hit with physical

attacks. There are other ways to raise dodge chance (namely by raising

Agility), and if you like Sanctuary, you can get it from spells and

enchantments. Still, this is a benefit with no downsides.


The Serpent

<---------------------------------------------------------------------->

In-game text: "The Serpent wanders about in the sky and has no Season,

though its motions are predictable to a degree. No characteristics are

common to all who are born under the sign of the Serpent. Those born

under this sign are the most blessed and the most cursed."

Effects: Spell-Star Curse:

-Poison 3 Points for 30 Seconds on Touch;

-Damage Health 1 Point for 30 Seconds on Self

Discussion-Finally, I can say something besides "pretty good, but

outclassed." This one sucks donkey balls. Sure, it's a pretty powerful

Poison element spell, but if you're a 30 Strength/30 Endurance

character, the Damage Health effect is enough to *kill you* in a single

casting. Just make a better spell yourself, and forget all about this

crappy Birthsign.

The Lady

<---------------------------------------------------------------------->

In-game text: "The Lady is one of the Warrior's Charges and her Season

is Heartfire. Those born under the sign of the Lady are kind and

tolerant."

Effects: Ability-Lady's Favor-Fortify Personality 25 Points


Ability-Lady's Grace-Fortify Endurance 25 Points

Discussion-The Lady is one of the two Birthsigns I can recommend with a

straight face, and it's easy to see why. She's the most popular choice

among beginners for a reason, and there's even a compelling argument for

powergamers to take her if they're totally uninterested in magic. She is

the only way to achieve the maximum possible Health, and there is no

downside at all to starting with a whopping 50 point boost across your

attributes, *especially* when you're getting 25 to Endurance. A great

birthsign, although I still recommend The Atronach.

The Steed

<---------------------------------------------------------------------->

In-game text: "The Steed is one of the Warrior's Charges, and her

Season is Mid Year. Those born under the sign of the Steed are

impatient and always hurrying from one place to another."

Effects: Ability-Charioteer-Fortify Speed 25 Points

Discussion-The Steed is nice, but if you want attribute fortification,

go with The Lady. You get 50 total points, and Endurance is

time-sensitive where Speed is not.

The Lord

<---------------------------------------------------------------------->
In-game text: "The Lord's Season is First Seed and he oversees all of

Tamriel during the planting. Those born under the sign of the Lord are

stronger and healthier than those born under other signs."

Effects: Spell-Blood of the North-Restore Health 2 Points for 30

Seconds on Self

Ability-Trollkin-Weakness to Fire 100%

Discussion-Holy crap, really? Sure, it's a good healing spell, but in

exchange for a *100%* elemental weakness? Pick something else, get a

similar or better healing spell in-game, and never look back.

The Apprentice

<---------------------------------------------------------------------->

In-game text: "The Apprentice's Season is Sun's Height. Those born

under the sign of the apprentice have a special affinity for magick of

all kinds, but are more vulnerable to magick as well."

Effects: Ability-Elfborn:

-Fortify Maximum Magicka 1.5x Intelligence

-Weakness to Magicka 50%

Discussion-This is pretty good, actually. That 50% Weakness to Magicka

is rough, though, considering that by choosing this birthsign, you're

giving up the ability to overcome that weakness with 50% Spell


Absorption and an even better Magicka multiplier to boot. Speaking of...

The Atronach

<---------------------------------------------------------------------->

In-game text: "The Atronach (often called the Golem) is one of the

Mage's Charges. Its season is Sun's Dusk. Those born under this sign

are natural sorcerers with deep reserves of magicka, but they cannot

generate magicka of their own."

Effects: Ability-Wombburn:

-Spell Absorption 50 Points

-Fortify Maximum Magicka 2.0x Intelligence

-Stunted Magicka

Discussion-The poor, misunderstood Atronach. This ridiculously

overpowered Birthsign is, in my mind, the clear winner for best in the

game. Let's look at what we get. First, we get the best Magicka

multiplier available. Combine it with a High Elf's, and you have the

maximum possible Magicka in the game. Second, we get a whopping 50

points of innate Spell Absorption. That means that, no matter what kind

or power level of spell is being cast at us, half the time it not only

won't hurt us, but will actually refill our Magicka. Spell Absorption is

an incredibly powerful and rare effect, and we get *50 innate points*

of it with this beast. Nothing is free, unfortunately, so we have the

Stunted Magicka. This is such an easy drawback to overcome, especially


in Morrowind. Unlike Oblivion, Magicka only regenerates when you rest,

so you're not sacrificing real-time regeneration. All you need is to

carry some Restore Magicka potions around or, if you want to be really

cheeky, use any Shrine. The blessings count as spells, so half the time

they'll absorb and refill your Magicka. You can therefore refill your

Magicka for free as soon as you advance sufficiently in the Tribunal

Temple or Imperial Cult. Enough merchants restock Restore Magicka

potions that you can get them that way, too. Finally, you can create

your own, because you should use Alchemy anyway and they'll be far more

powerful than anything available elsewhere. The Atronach is *Awesome,*

and only a fool would be frightened away by the Stunted Magicka.

The Ritual

<---------------------------------------------------------------------->

In-game text: "The Ritual is one of the Mage's Charges and its Season

is Morning Star. Those born under this sign have a variety of abilities

depending on the aspects of the moons and the Divines."

Effects: Spell-Blessed Word-Turn Undead 100 Points for 30 Seconds on

Target

Spell-Blessed Touch-Turn Undead 100 Points for 30 Seconds on Touch

Power-Mara's Gift-Restore Health 100 Points on Self

Discussion-This is kind of lame. The Restore Health is a once-a-day

Power, nerfing its usefulness considerably. Turn Undead is a worthless


effect. Just use The Atronach. You know you want to.

The Lover

<---------------------------------------------------------------------->

In-game text: "The Lover is one of the Thief's Charges and her season

is Sun's Dawn. Those born under the sign of the Lover are graceful and

passionate."

Effects: Ability-Mooncalf-Fortify Agility 25 Points

Power-Lover's Kiss:

-Paralyze 60 Seconds on Target

-Damage Fatigue 200 Points on Self

Discussion-This is kind of lame. Although fortifying Agility is more

useful than fortifying Speed, if you're bent on fortifying attributes,

there's no reason not to go with The Lady. That paralysis looks

outstanding, but you won't be able to do much to a paralyzed enemy. At

low levels, this will set you to 0 Fatigue, and even at max level it

will put you at half. I don't recommend it at all.

The Shadow

<---------------------------------------------------------------------->

In-game text: "The Shadow's Season is Second Seed. The Shadow grants

those born under her sign the ability to hide in shadows."


Effects: Power-Moonshadow-Invisibility for 60 Seconds

Discussion-This is pretty lame, too. First, being a once-a-day Power,

its utility is nerfed no matter what it does. Second, Invisibility is

not nearly as useful as you'd imagine. Typically, you want to turn

invisible to accomplish something-either thievery or a backstab. The

problem is your Invisibility is negated the moment you do *anything*

other than move. You can use it to get across a room, but you can't use

it to nab items. The Chameleon effect is far, far more useful. Give

this one a pass.

The Tower

<---------------------------------------------------------------------->

In-game text: "The Tower is one of the Thief's Charges and its Season

is Frostfall. Those born under the sign of the Tower have a knack for

finding gold and can open locks of all kinds."

Effects: Spell-Beggar's Nose:

-Detect Animal for 60 Seconds in 200 Feet

-Detect Key for 60 Seconds in 200 Feet

-Detect Enchantment for 60 Seconds in 200 Feet

Power-Tower Key-Open 50 Points on Touch

Discussion-Another lame birthsign. Who needs to waste their birthsign

on detection effects when you can just learn the Mysticism spell? Why
waste your Birthsign on an Open *Power* when you could do any of i) get

your own Open spell, ii) buy a Scroll of Ondusi's Unhinging, or iii)

train Security and pick the lock yourself? Taking this Birthsign would

be a total waste.

Optimized Build {CHR009}

o======================================================================o

All right. Hopefully, you read all of the above and will have some

understanding of why I make the choices I do below. First, some notes

on my philosophy, particularly what I mean when I say "optimized."

Assuming you pursue maximum proficiency over the course of the game,

all characters end up with 100 in every attribute and 100 in every

skill. Optimization must instead look at what might be different for

various characters at the endgame. The biggest possible differences are

in derived attributes. A character who didn't properly invest in

Endurance as early as possible could have a substantially smaller

health pool than a character who did. Maximum Magicka, unlike Health,

is locked in at character creation. It ranges from 100-450, for any

character with no multipliers at all to a High Elf Atronach,

respectively. Maximum Fatigue is 400 for everybody, so it doesn't factor

in either. Of course, there are other aspects-powers, spells, resists,

what have you-but all of that can be compensated for by making spells

and enchantments. Accordingly, two possible paths for optimization

present themselves:
Maximum Health *or* Maximum Magicka.

There is obviously some overlap. We would still want our max Magicka

character to have as much Health as possible. Some of you are saying

"What about maximum Level?" That's encompassed in maximizing Health.

I'll present both options below, then explain why I prefer the maximum

Magicka route. Reaching maximum level requires that we keep our major

and minor skills as close to the 30/15 floors as possible, with 5

points of wiggle room. We also need to pursue attribute coverage, while

ideally keeping some skills freely usable.

Build Optimized for Maximum Health:

Race: Male Nord (or Redguard or Orc-see Races sections for details)

Class: Custom

Specialization: Stealth

Favored Attributes: Endurance, Luck

Major Skills: Spear, Armorer, Block, Unarmored, Conjuration

Minor Skills: Destruction, Illusion, Mysticism, Restoration, Enchant

Birthsign: The Lady

The Race choice is made to have 50 base Endurance. The favored

Attributes raise the base Endurance to 60, and base luck to 50. This is

needed because i) we want to absolutely maximize Endurance above all

else, and ii) since Luck can never have multipliers, it needs all the

help it can get. Because all of the Endurance skills are in the Combat
specialization, and all of the Willpower skills are in the Magic

specialization, the only way to completely avoid using a specialized

skill is to specialize in Stealth. While the Magicka build has other

options, the Health build is further constrained by the fact that the

Nord has racial bonuses to all of the Endurance skills, and two of those

are 10-point bonuses. He therefore must use his 5 points of wiggle-room

on his racial bonus to Spear. He can't specialize in combat or magic,

since he'll have to take at least one magic skill to cover Willpower.

He therefore specializes in Stealth, which makes everything else fall

neatly into place. For Strength coverage, Armorer is the only option-

Acrobatics has a specialization bonus, and Axe, Long Blade, and Blunt

Weapon all have racial bonuses. For Agility coverage, we have to use

Block, since the others are in our specialization. For Speed, we have

to choose either Unarmored or Athletics. Both of those are a pain to

completely avoid raising, but Unarmored is more doable and Athletics is

more vital to keep freely usable-we have to swim to get through several

dungeons. Intelligence coverage has three options. I like to keep

Alchemy freely usable over the other two, so Conjuration and Enchant

are easy grabs. Willpower coverage has four options, so I grab three of

them as free usability isn't terribly important for any of them.

Finally, Personality coverage has to come from Illusion, as the other

two options have specialization bonuses. Finally, we have to take The

Lady for a starting Endurance of 85. Here's what the Health build looks

like at level 78:

Health: 834
Magicka: 100

Fatigue: 400

I'll admit I haven't put nearly as much thought into the skill

configuration of the Health build, especially in terms of how it

actually plays and accomplishes all needed leveling. This is because I

think you'd be insane to use it, given the alternative. Now, let me

present the Magicka build.

Build Optimized for Maximum Magicka:

Race: Male High Elf

Class: Custom

Specialization: Stealth

Favored Attributes: Endurance, Luck

Major Skills: Spear, Blunt Weapon, Long Blade, Block, Mercantile

Minor Skills: Axe, Medium Armor, Mysticism, Restoration, Heavy Armor

Birthsign: The Atronach

We take the Race because of the maximum Magicka multiplier. The favored

Attributes raise his base Endurance to 50, along with his base Luck. We

need a male because it's 10 extra Endurance relative to a female, and

we still want to max Endurance as fast as we can. Luck, as with any

character, needs all the boosting we can give it. Why specialize in

Stealth, and why not have total attribute coverage in my majors and

minors? This build allows me to do a few critical things while still


maxing my attributes on schedule and hitting the maximum level. Mainly,

it keeps the key skills of Sneak, Security, Speechcraft, Athletics,

Armorer, Unarmored, and Alchemy freely usable from the outset.

Unarmored is "key" because it is so difficult to avoid leveling it at

least a little bit. The rest are necessary in order to do everything

needed to advance through the game. I also have freely usable Light

Armor and Destruction, giving me a way to kill things and a measure

of protection. Finally, I have freely usable Alteration-critical for

levitating, occasional waterbreathing, and Opening/Locking. My 5

point hit comes by using Mercantile. Finally, our birthsign has to be

The Atronach, to max out the Magicka multiplier. Here's what this guy

looks like at level 78:

Health: 787

Magicka: 450

Fatigue: 400

Note how small the Health gap is (47) compared to the whopping Magicka

gap (350). That, my friends, is the reason the Magicka build is the way

to go. Next, I detail the leveling plan for taking this guy from Level

1 all the way to Level 78. A tilde ~ means that, at that point, the

skill is freely usable (and I have no set plan for what it should be).

Next to each level, I list the skill increases that I plan to have

contribute to that level-up. Here is the plan:

LEVEL 1
Name: Travis

Race: High Elf

Sex: Male

Class: Custom

Specialization: Stealth

Favored Attributes: Endurance, Luck

Major Skills: Spear, Blunt Weapon, Long Blade, Block, Mercantile

Minor Skills: Axe, Medium Armor, Restoration, Mysticism, Heavy Armor

Birthsign: The Atronach

ATTRIBUTES

30 Strength

50 Intelligence

40 Willpower

40 Agility

30 Speed

50 Endurance

40 Personality

50 Luck

MAJOR SKILLS

30 Spear

30 Blunt Weapon

30 Long Blade
30 Block

35 Mercantile

MINOR SKILLS

15 Axe

15 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

5 Armorer

5 Athletics

15 Enchant

15 Destruction

10 Alteration

10 Illusion

10 Conjuration

15 Alchemy

5 Unarmored

10 Security

10 Sneak

10 Acrobatics

10 Light Armor

10 Short Blade
10 Marksman

10 Speechcraft

10 Hand-to-hand

FREELY USABLE SKILLS: Armorer, Sneak, Light Armor, Athletics,

Unarmored, Destruction, Alteration, Alchemy, Security,

Speechcraft

LEVEL 2: +10 Acrobatics, +10 Spear,

+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES

35 Strength

50 Intelligence

40 Willpower

40 Agility

30 Speed

55 Endurance

40 Personality

51 Luck

MAJOR SKILLS

40 Spear

30 Blunt Weapon

30 Long Blade
30 Block

35 Mercantile

MINOR SKILLS

15 Axe

15 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

20 Acrobatics

~ Light Armor

10 Short Blade
10 Marksman

~ Speechcraft

10 Hand-to-hand

LEVEL 3: +10 Acrobatics, +10 Spear,

+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES

40 Strength

50 Intelligence

40 Willpower

40 Agility

30 Speed

60 Endurance

40 Personality

52 Luck

MAJOR SKILLS

50 Spear

30 Blunt Weapon

30 Long Blade

30 Block

35 Mercantile

MINOR SKILLS
15 Axe

15 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

30 Acrobatics

~ Light Armor

10 Short Blade

10 Marksman

~ Speechcraft

10 Hand-to-hand
LEVEL 4: +10 Acrobatics, +10 Spear,

+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES

45 Strength

50 Intelligence

40 Willpower

40 Agility

30 Speed

65 Endurance

40 Personality

53 Luck

MAJOR SKILLS

60 Spear

30 Blunt Weapon

30 Long Blade

30 Block

35 Mercantile

MINOR SKILLS

15 Axe

15 Medium Armor

15 Restoration

15 Mysticism
15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

40 Acrobatics

~ Light Armor

10 Short Blade

10 Marksman

~ Speechcraft

10 Hand-to-hand

LEVEL 5: +10 Acrobatics, +10 Spear,

+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES
50 Strength

50 Intelligence

40 Willpower

40 Agility

30 Speed

70 Endurance

40 Personality

54 Luck

MAJOR SKILLS

70 Spear

30 Blunt Weapon

30 Long Blade

30 Block

35 Mercantile

MINOR SKILLS

15 Axe

15 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer
~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

50 Acrobatics

~ Light Armor

10 Short Blade

10 Marksman

~ Speechcraft

10 Hand-to-hand

LEVEL 6: +10 Acrobatics, +10 Spear,

+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES

55 Strength

50 Intelligence

40 Willpower

40 Agility
30 Speed

75 Endurance

40 Personality

55 Luck

MAJOR SKILLS

80 Spear

30 Blunt Weapon

30 Long Blade

30 Block

35 Mercantile

MINOR SKILLS

15 Axe

15 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration
10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

60 Acrobatics

~ Light Armor

10 Short Blade

10 Marksman

~ Speechcraft

10 Hand-to-hand

LEVEL 7: +10 Acrobatics, +10 Spear,

+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES

60 Strength

50 Intelligence

40 Willpower

40 Agility

30 Speed

80 Endurance

40 Personality

56 Luck
MAJOR SKILLS

90 Spear

30 Blunt Weapon

30 Long Blade

30 Block

35 Mercantile

MINOR SKILLS

15 Axe

15 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored
~ Security

~ Sneak

70 Acrobatics

~ Light Armor

10 Short Blade

10 Marksman

~ Speechcraft

10 Hand-to-hand

LEVEL 8: +10 Acrobatics, +10 Spear,

+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES

65 Strength

50 Intelligence

40 Willpower

40 Agility

30 Speed

85 Endurance

40 Personality

57 Luck

MAJOR SKILLS

~ Spear

30 Blunt Weapon
30 Long Blade

30 Block

35 Mercantile

MINOR SKILLS

15 Axe

15 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

80 Acrobatics

~ Light Armor
10 Short Blade

10 Marksman

~ Speechcraft

10 Hand-to-hand

LEVEL 9: +10 Acrobatics, +10 Medium Armor,

+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES

70 Strength

50 Intelligence

40 Willpower

40 Agility

30 Speed

90 Endurance

40 Personality

58 Luck

MAJOR SKILLS

~ Spear

30 Blunt Weapon

30 Long Blade

30 Block

35 Mercantile
MINOR SKILLS

15 Axe

25 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

90 Acrobatics

~ Light Armor

10 Short Blade

10 Marksman

~ Speechcraft

10 Hand-to-hand
LEVEL 10: +10 Acrobatics, +10 Medium Armor,

+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES

75 Strength

50 Intelligence

40 Willpower

40 Agility

30 Speed

95 Endurance

40 Personality

59 Luck

MAJOR SKILLS

~ Spear

30 Blunt Weapon

30 Long Blade

30 Block

35 Mercantile

MINOR SKILLS

15 Axe

35 Medium Armor

15 Restoration
15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

10 Short Blade

10 Marksman

~ Speechcraft

10 Hand-to-hand

LEVEL 11: +10 Marksman, +10 Medium Armor,

+5 Agility, +5 Endurance, +1 Luck


ATTRIBUTES

75 Strength

50 Intelligence

40 Willpower

45 Agility

30 Speed

100 Endurance

40 Personality

60 Luck

MAJOR SKILLS

~ Spear

30 Blunt Weapon

30 Long Blade

30 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS
~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

10 Short Blade

20 Marksman

~ Speechcraft

10 Hand-to-hand

LEVEL 12: +10 Marksman, +10 Blunt Weapon,

+5 Strength, +5 Agility, +1 Luck

ATTRIBUTES

80 Strength

50 Intelligence

40 Willpower
50 Agility

30 Speed

100 Endurance

40 Personality

61 Luck

MAJOR SKILLS

~ Spear

40 Blunt Weapon

30 Long Blade

30 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction
~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

10 Short Blade

30 Marksman

~ Speechcraft

10 Hand-to-hand

LEVEL 13: +10 Marksman, +10 Blunt Weapon,

+5 Strength, +5 Agility, +1 Luck

ATTRIBUTES

85 Strength

50 Intelligence

40 Willpower

55 Agility

30 Speed

100 Endurance

40 Personality
62 Luck

MAJOR SKILLS

~ Spear

50 Blunt Weapon

30 Long Blade

30 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy
~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

10 Short Blade

40 Marksman

~ Speechcraft

10 Hand-to-hand

LEVEL 14: +10 Marksman, +10 Blunt Weapon,

+5 Strength, +5 Agility, +1 Luck

ATTRIBUTES

90 Strength

50 Intelligence

40 Willpower

60 Agility

30 Speed

100 Endurance

40 Personality

63 Luck

MAJOR SKILLS

~ Spear
60 Blunt Weapon

30 Long Blade

30 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics
~ Light Armor

10 Short Blade

50 Marksman

~ Speechcraft

10 Hand-to-hand

LEVEL 15: +10 Marksman, +10 Blunt Weapon,

+5 Strength, +5 Agility, +1 Luck

ATTRIBUTES

95 Strength

50 Intelligence

40 Willpower

65 Agility

30 Speed

100 Endurance

40 Personality

64 Luck

MAJOR SKILLS

~ Spear

70 Blunt Weapon

30 Long Blade

30 Block

35 Mercantile
MINOR SKILLS

15 Axe

45 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

10 Short Blade

60 Marksman

~ Speechcraft
10 Hand-to-hand

LEVEL 16: +10 Marksman, +10 Blunt Weapon,

+5 Strength, +5 Agility, +1 Luck

ATTRIBUTES

100 Strength

50 Intelligence

40 Willpower

70 Agility

30 Speed

100 Endurance

40 Personality

65 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

30 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor
15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

10 Short Blade

70 Marksman

~ Speechcraft

10 Hand-to-hand

LEVEL 17: +10 Hand-to-hand, +10 Block,

+5 Agility, +5 Speed, +1 Luck


ATTRIBUTES

100 Strength

50 Intelligence

40 Willpower

75 Agility

35 Speed

100 Endurance

40 Personality

66 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

40 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor
MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

10 Short Blade

~ Marksman

~ Speechcraft

20 Hand-to-hand

LEVEL 18: +10 Hand-to-hand, +10 Block,

+5 Agility, +5 Speed, +1 Luck

ATTRIBUTES

100 Strength

50 Intelligence
40 Willpower

80 Agility

40 Speed

100 Endurance

40 Personality

67 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

50 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant
~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

10 Short Blade

~ Marksman

~ Speechcraft

30 Hand-to-hand

LEVEL 19: +10 Hand-to-hand, +10 Block,

+5 Agility, +5 Speed, +1 Luck

ATTRIBUTES

100 Strength

50 Intelligence

40 Willpower

85 Agility

45 Speed

100 Endurance
40 Personality

68 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

60 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration
~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

10 Short Blade

~ Marksman

~ Speechcraft

40 Hand-to-hand

LEVEL 20: +10 Hand-to-hand, +10 Block,

+5 Agility, +5 Speed, +1 Luck

ATTRIBUTES

100 Strength

50 Intelligence

40 Willpower

90 Agility

50 Speed

100 Endurance

40 Personality

69 Luck

MAJOR SKILLS
~ Spear

80 Blunt Weapon

30 Long Blade

70 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak
~ Acrobatics

~ Light Armor

10 Short Blade

~ Marksman

~ Speechcraft

50 Hand-to-hand

LEVEL 21: +10 Hand-to-hand, +10 Block,

+5 Agility, +5 Speed, +1 Luck

ATTRIBUTES

100 Strength

50 Intelligence

40 Willpower

95 Agility

55 Speed

100 Endurance

40 Personality

70 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

80 Block
35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

10 Short Blade

~ Marksman
~ Speechcraft

60 Hand-to-hand

LEVEL 22: +10 Hand-to-hand, +10 Block,

+5 Agility, +5 Speed, +1 Luck

ATTRIBUTES

100 Strength

50 Intelligence

40 Willpower

100 Agility

60 Speed

100 Endurance

40 Personality

71 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

90 Block

35 Mercantile

MINOR SKILLS

15 Axe
45 Medium Armor

15 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

10 Short Blade

~ Marksman

~ Speechcraft

70 Hand-to-hand

LEVEL 23: +10 Hand-to-hand, +10 Restoration,


+5 Willpower, +5 Speed, +1 Luck

ATTRIBUTES

100 Strength

50 Intelligence

45 Willpower

100 Agility

65 Speed

100 Endurance

40 Personality

72 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

90 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

25 Restoration

15 Mysticism

15 Heavy Armor
MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

10 Short Blade

~ Marksman

~ Speechcraft

80 Hand-to-hand

LEVEL 24: +10 Hand-to-hand, +10 Restoration,

+5 Willpower, +5 Speed, +1 Luck

ATTRIBUTES

100 Strength
50 Intelligence

50 Willpower

100 Agility

70 Speed

100 Endurance

40 Personality

73 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

90 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

35 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics
15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

10 Short Blade

~ Marksman

~ Speechcraft

90 Hand-to-hand

LEVEL 25: +10 Hand-to-hand, +10 Restoration,

+5 Willpower, +5 Speed, +1 Luck

ATTRIBUTES

100 Strength

50 Intelligence

55 Willpower

100 Agility

75 Speed
100 Endurance

40 Personality

74 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

90 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

45 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion
10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

10 Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 26: +10 Short Blade, +10 Restoration,

+5 Willpower, +5 Speed, +1 Luck

ATTRIBUTES

100 Strength

50 Intelligence

60 Willpower

100 Agility

80 Speed

100 Endurance

40 Personality

75 Luck
MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

90 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

55 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security
~ Sneak

~ Acrobatics

~ Light Armor

20 Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 27: +10 Short Blade, +10 Restoration,

+5 Willpower, +5 Speed, +1 Luck

ATTRIBUTES

100 Strength

50 Intelligence

65 Willpower

100 Agility

85 Speed

100 Endurance

40 Personality

76 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade
90 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

65 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

30 Short Blade
~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 28: +10 Short Blade, +10 Restoration,

+5 Willpower, +5 Speed, +1 Luck

ATTRIBUTES

100 Strength

50 Intelligence

70 Willpower

100 Agility

90 Speed

100 Endurance

40 Personality

77 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

90 Block

35 Mercantile

MINOR SKILLS
15 Axe

45 Medium Armor

75 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

40 Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand
LEVEL 29: +10 Short Blade, +10 Restoration,

+5 Willpower, +5 Speed, +1 Luck

ATTRIBUTES

100 Strength

50 Intelligence

75 Willpower

100 Agility

95 Speed

100 Endurance

40 Personality

78 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

90 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

85 Restoration

15 Mysticism
15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

50 Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 30: +10 Short Blade, +10 Restoration,

+5 Willpower, +5 Speed, +1 Luck

ATTRIBUTES
100 Strength

50 Intelligence

80 Willpower

100 Agility

100 Speed

100 Endurance

40 Personality

79 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

90 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

95 Restoration

15 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer
~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

10 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

60 Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 31: +10 Conjuration, +5 Restoration,

+5 Mysticism, +5 Intelligence, +5 Willpower, +1 Luck

ATTRIBUTES

100 Strength

55 Intelligence

85 Willpower

100 Agility
100 Speed

100 Endurance

40 Personality

80 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

90 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration

20 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration
10 Illusion

20 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 32: +10 Conjuration, +10 Mysticism,

+5 Intelligence, +5 Willpower, +1 Luck

ATTRIBUTES

100 Strength

60 Intelligence

90 Willpower

100 Agility

100 Speed

100 Endurance

40 Personality

81 Luck
MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

90 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration

30 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

30 Conjuration

~ Alchemy

~ Unarmored
~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 33: +10 Conjuration, +10 Mysticism,

+5 Intelligence, +5 Willpower, +1 Luck

ATTRIBUTES

100 Strength

65 Intelligence

95 Willpower

100 Agility

100 Speed

100 Endurance

40 Personality

82 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon
30 Long Blade

90 Block

35 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration

40 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

40 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor
~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 34: +10 Conjuration, +10 Mysticism,

+5 Intelligence, +5 Willpower, +1 Luck

ATTRIBUTES

100 Strength

70 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

40 Personality

83 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

90 Block

35 Mercantile
MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

50 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand
LEVEL 35: +10 Conjuration, +10 Mercantile,

+5 Intelligence, +5 Personality, +1 Luck

ATTRIBUTES

100 Strength

75 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

45 Personality

84 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

90 Block

45 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration
50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

60 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 36: +10 Conjuration, +10 Mercantile,

+5 Intelligence, +5 Personality, +1 Luck


ATTRIBUTES

100 Strength

80 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

50 Personality

85 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

90 Block

55 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS
~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

70 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 37: +10 Conjuration, +10 Mercantile,

+5 Intelligence, +5 Personality, +1 Luck

ATTRIBUTES

100 Strength

85 Intelligence

100 Willpower
100 Agility

100 Speed

100 Endurance

55 Personality

86 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

90 Block

65 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction
~ Alteration

10 Illusion

80 Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 38: +10 Conjuration, +10 Mercantile,

+5 Intelligence, +5 Personality, +1 Luck

ATTRIBUTES

100 Strength

90 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

60 Personality
87 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

90 Block

75 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

90 Conjuration

~ Alchemy
~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 39: +10 Conjuration, +10 Mercantile,

+5 Intelligence, +5 Personality, +1 Luck

ATTRIBUTES

100 Strength

95 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

65 Personality

88 Luck

MAJOR SKILLS

~ Spear
80 Blunt Weapon

30 Long Blade

90 Block

85 Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

15 Enchant

~ Destruction

~ Alteration

10 Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics
~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 40: +10 Enchant, +10 Mercantile,

+5 Intelligence, +5 Personality, +1 Luck

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

70 Personality

89 Luck

MAJOR SKILLS

~ Spear

80 Blunt Weapon

30 Long Blade

90 Block

95 Mercantile
MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

25 Enchant

~ Destruction

~ Alteration

10 Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft
~ Hand-to-hand

LEVEL 41: +5 Illusion, +5 Mercantile,

+5 Blunt Weapon, +5 Personality, +1 Luck

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

75 Personality

90 Luck

MAJOR SKILLS

~ Spear

85 Blunt Weapon

30 Long Blade

90 Block

~ Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor
~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

15 Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 42: +10 Illusion, +10 Blunt Weapon,

+5 Personality, +1 Luck
ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

80 Personality

91 Luck

MAJOR SKILLS

~ Spear

95 Blunt Weapon

30 Long Blade

90 Block

~ Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor
MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

25 Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 43: +10 Illusion, +5 Blunt Weapon,

+5 Long Blade, +5 Personality, +1 Luck

ATTRIBUTES

100 Strength

100 Intelligence
100 Willpower

100 Agility

100 Speed

100 Endurance

85 Personality

92 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

35 Long Blade

90 Block

~ Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant
~ Destruction

~ Alteration

35 Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 44: +10 Illusion, +10 Long Blade,

+5 Personality, +1 Luck

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance
90 Personality

93 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

45 Long Blade

90 Block

~ Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

45 Illusion

~ Conjuration
~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 45: +10 Illusion, +10 Long Blade,

+5 Personality, +1 Luck

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

95 Personality

94 Luck

MAJOR SKILLS
~ Spear

~ Blunt Weapon

55 Long Blade

90 Block

~ Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

55 Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak
~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 46: +10 Illusion, +10 Long Blade,

+5 Personality, +1 Luck

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

95 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

65 Long Blade

90 Block
~ Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

65 Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman
~ Speechcraft

~ Hand-to-hand

LEVEL 47: +10 Long Blade, +1 Luck

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

96 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

75 Long Blade

90 Block

~ Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor
~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 48: +10 Long Blade, +1 Luck


ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

97 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

85 Long Blade

90 Block

~ Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS
~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 49: +10 Long Blade, +1 Luck

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility
100 Speed

100 Endurance

100 Personality

98 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

95 Long Blade

90 Block

~ Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration
~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 50: +5 Long Blade, +5 Block, +1 Luck

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

99 Luck
MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

95 Block

~ Mercantile

MINOR SKILLS

15 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security
~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 51: +5 Block, +5 Axe, +1 Luck

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block
~ Mercantile

MINOR SKILLS

20 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman
~ Speechcraft

~ Hand-to-hand

LEVEL 52: +10 Axe

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

30 Axe

45 Medium Armor
~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 53: +10 Axe


ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

40 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS
~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 54: +10 Axe

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility
100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

50 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration
~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 55: +10 Axe

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck
MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

60 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security
~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 56: +10 Axe

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block
~ Mercantile

MINOR SKILLS

70 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman
~ Speechcraft

~ Hand-to-hand

LEVEL 57: +10 Axe

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

80 Axe

45 Medium Armor
~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 58: +10 Axe


ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

90 Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS
~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 59: +10 Axe

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility
100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

~ Axe

45 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration
~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 60: +10 Medium Armor

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck
MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

~ Axe

55 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security
~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

LEVEL 61: +10 Medium Armor

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile
MINOR SKILLS

~ Axe

65 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft
LEVEL 62: +10 Medium Armor

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

~ Axe

75 Medium Armor

~ Restoration

50 Mysticism
15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

LEVEL 63: +10 Medium Armor

ATTRIBUTES

100 Strength

100 Intelligence
100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

~ Axe

85 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant
~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

LEVEL 64: +10 Medium Armor

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck
MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

~ Axe

95 Medium Armor

~ Restoration

50 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored
~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand

LEVEL 65: +5 Medium Armor, +5 Mysticism

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade
~ Block

~ Mercantile

MINOR SKILLS

~ Axe

~ Medium Armor

~ Restoration

55 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade
~ Marksman

~ Speechcraft

LEVEL 66: +10 Mysticism

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

~ Axe

~ Medium Armor
~ Restoration

65 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

LEVEL 67: +10 Mysticism

ATTRIBUTES
100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

~ Axe

~ Medium Armor

~ Restoration

75 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer
~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

LEVEL 68: +10 Mysticism

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance
100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

~ Axe

~ Medium Armor

~ Restoration

85 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration
~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

LEVEL 69: +10 Mysticism

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon
~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

~ Axe

~ Medium Armor

~ Restoration

95 Mysticism

15 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor
~ Short Blade

~ Marksman

~ Speechcraft

LEVEL 70: +5 Mysticism, +5 Heavy Armor

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

~ Axe
~ Medium Armor

~ Restoration

~ Mysticism

20 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

LEVEL 71: +10 Heavy Armor


ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

~ Axe

~ Medium Armor

~ Restoration

~ Mysticism

30 Heavy Armor

MISC SKILLS
~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

LEVEL 72: +10 Heavy Armor

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed
100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

~ Axe

~ Medium Armor

~ Restoration

~ Mysticism

40 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion
~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

LEVEL 73: +10 Heavy Armor

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear
~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

~ Axe

~ Medium Armor

~ Restoration

~ Mysticism

50 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics
~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

LEVEL 74: +10 Heavy Armor

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS
~ Axe

~ Medium Armor

~ Restoration

~ Mysticism

60 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

LEVEL 75: +10 Heavy Armor


ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

~ Axe

~ Medium Armor

~ Restoration

~ Mysticism

70 Heavy Armor
MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

LEVEL 76: +10 Heavy Armor

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility
100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

~ Axe

~ Medium Armor

~ Restoration

~ Mysticism

80 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration
~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

LEVEL 77: +10 Heavy Armor

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS
~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile

MINOR SKILLS

~ Axe

~ Medium Armor

~ Restoration

~ Mysticism

90 Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak
~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

LEVEL 78: +10 Heavy Armor

ATTRIBUTES

100 Strength

100 Intelligence

100 Willpower

100 Agility

100 Speed

100 Endurance

100 Personality

100 Luck

MAJOR SKILLS

~ Spear

~ Blunt Weapon

~ Long Blade

~ Block

~ Mercantile
MINOR SKILLS

~ Axe

~ Medium Armor

~ Restoration

~ Mysticism

~ Heavy Armor

MISC SKILLS

~ Armorer

~ Athletics

~ Enchant

~ Destruction

~ Alteration

~ Illusion

~ Conjuration

~ Alchemy

~ Unarmored

~ Security

~ Sneak

~ Acrobatics

~ Light Armor

~ Short Blade

~ Marksman

~ Speechcraft

~ Hand-to-hand
Equipment Notes {CHR010}

o======================================================================o

As with builds, Morrowind contains things I consider the objective best

gear in the game. There are two aspects to consider: i) armor/damage

rating and ii) enchantment capacity. By the end, we want a full suite

of the most resistant, most damaging weapons enchanted to capacity. You

should also note that most clothing can be worn under your armor, giving

you additional opportunities for enchantments. I will point out when

you are guaranteed to find something you should keep, but given the

likelihood of finding things randomly, be on the lookout for the

following:

i) Any Exquisite clothes other than shoes, including *two* rings and an

amulet

ii) Any Daedric weapon

iii) a Daedric Tower Shield

iv) Grand Soul Gems-17 total-trap Golden Saints only!

v) All other soul gems, alchemy ingredients, thief tools, & repair tools

vi) Any upgrades relative to what you've found so far

By the end of the game, we want to gear ourselves in the following:

i) Exquisite Shirt

ii) Exquisite Pants

iii) Exquisite Belt


iv) Exquisite Skirt

v) Exquisite Robe

vi) first Exquisite Ring

vii) second Exquisite Ring

viii) Exquisite Amulet

ix) Daedric Boots

x) Daedric Greaves

xi) Daedric Cuirass

xii) Daedric Left Pauldron

xiii) Daedric Right Pauldron

xiv) Daedric Left Gauntlet

xv) Daedric Right Gauntlet

xvi) Daedric Face of God

xvii) Daedric Tower Shield

xviii) Daedric Wakizashi

xix) Daedric Long Bow

Daedric Armor never drops randomly, save the Tower Shield, which is

exclusively found as a random drop from Golden Saints. You can

potentially find random Daedric weapons and Exquisite clothes, as well

as Grand Soul Gems and Golden Saints. We will want to enchant all of

this gear with the most powerful souls possible. You may notice that I

said 17 Golden Saint-filled Grand Soul Gems, but there are 19 pieces of

gear. We will want to use the two most powerful souls in the game-

Vivec's and Almalexia's-for the two items with the best enchantment
capacity, the Wakizashi and Tower Shield. Those two souls can only be

trapped within Azura's Star.

Recommended enchantments will take three basic forms. First, I suggest

a Constant Effect Restore Fatigue sufficient to counteract the drain

from running. Though you may wish to counteract the High Elf's magic

weaknesses with resists, but I find this largely unnecessary with the

Atronach's spell absorption. Second, we'll want damaging enchantments

on the weapons; I recommend Shock or Poison, since Nords are immune to

Frost entirely and there are a *lot* of Fire-resistant Dunmer in the

game. Third, I usually recommend flat Strength or Speed fortification,

because nobody likes Encumbrance and moving faster kicks butt.

o======================================================================o

| |

| Spells {SPL001} |

| |

o======================================================================o

In this section, I will describe the spells that are available in the

game. I will break the spells down by the six Colleges of magic they

belong to. Within each College, I will list all available spell effects.

Each effect will have the following listed:

-A basic description of the effect

-The effect's base cost

-A detailed discussion of the effect


-A list of alchemy ingredients having the effect

-A list of premade spells with the effects

For the premade spells, I will list the details of what they do along

with the locations where they can be purchased. If an alchemy

ingredient is marked with an asterisk, that means the effect is its

first effect, and is what will occur when the ingredient is eaten.

Note at the outset that custom spells are almost always more useful

than any particular premade spell. I will endeavour to learn every

premade spell nonetheless, but when there's an effect you actually want

to use, I strongly recommend making a custom spell and/or enchantment.

I'll describe the spells I make in the body of the walkthrough, but be

aware at the outset that real utility comes from thinking things

through and customizing them. You will be better at making good spells

for your character than the designers were, no matter what your build

is. I promise.

*An asterisk next to a premade spell means that a character with that

spell's College as a major skill will start with that spell.

Alteration {SPL002}

o======================================================================o

Burden
<---------------------------------------------------------------------->

Burden M points for D seconds

Base Cost: 1.0

Burden will increase the target's current Encumbrance by M points for D

seconds. If you break through the target's maximum Encumbrance, they

will be rendered immobile for the duration of the effect.

Note that Burden can be resisted with Resist Magicka and,

alternatively, can be amplified by Weakness to Magicka. Largely the

same effect can be achieved by using Drain Strength, which may be a

more helpful option because it will also lower a target's maximum

Fatigue and weapon damage.

Ingredients: Adamantium Ore*, Gold Kanet, Resin, Scrib Jerky

Premade Spells:

Burden-20 points for 10 seconds on Target

Cost: 15

Available from: Estirdalin, Balmora, Guild of Mages;

Malven Romori, Vivec, Guild of Mages

Heavy Burden Touch-40 points for 10 seconds on Touch


Cost: 20

Available from: Dulian, Buckmoth Legion Fort, Interior;

Vaval Selas, Vivec, St. Olms Temple;

Idonea Munia, Vivec, Foreign Quarter Upper Waistworks

Crushing Burden Touch-60 points for 10 seconds on Touch

Cost: 30

Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;

Tyermaillin, Balmora, Tyermaillin's House;

Gildan, Ald'ruhn, Gildan's House;

Ranis Athrys, Balmora, Guild of Mages;

Uvele Berendas, Indarys Manor, Berendas' House

Great Burden of Sin-40 points for 10 seconds on Target

Cost: 30

Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison

Gildan, Ald'ruhn, Gildan's House

Tyermaillin, Balmora, Tyermaillin's House

Fanildil, Ebonheart, Hawkmoth Legion Garrison

Ranis Athrys, Balmora, Guild of Mages

Uvele Berendas, Indarys Manor, Berendas' House

Heavy Burden-40 points for 10 seconds on Target

Cost: 30
Available from: Gildan, Ald'ruhn, Gildan's House;

Tyermaillin, Balmora, Tyermaillin's House;

Ranis Athrys, Balmora, Guild of Mages

Weary-30-60 points for 10 seconds on Target

Cost: 34

Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison

Heem-La, Ald-ruhn, Guild of Mages

Uvele Berendas, Indarys Manor, Berendas' House

Gildan, Ald'ruhn, Gildan's House

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Cruel Weary-50-70 points for 10 seconds on Target

Cost: 45

Available from: Leles Birian, Ascadian Isles Region

Crushing Burden-60 points for 10 seconds on Target

Cost: 45

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild

Milar Mayon, Tel Vos, Services Tower

Leles Birian, Ascadian Isles Region

Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry

Burden of Sin-40-60 points for 20 seconds on Touch

Cost:50
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;

Eraamion, Caldera, Guild of Mages;

Leles Birian, Ascadian Isles Region;

Mehra Drora, Gnisis, Temple;

Rilvase Avani, Ghostgate, Tower of Dawn;

Scelian Plebo, Wolverine Hall, Imperial Shrine;

Elynu Saren, Suran, Suran Temple;

Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Namanian Facian, Sadrith Mora, Morag Tong Guild;

Salen Ravel, Maar Gan, Shrine;

Tinaso Alan, Tel Mora, Tower Services

Dire Weary-60-90 points for 10 seconds on Target

Cost: 56

Available from: Aldaril, Buckmoth Legion Fort, Interior;

Leles Birian, Ascadian Isles Region;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;

Diren Vendu, Tel Mora, Tower Services;

Only-He-Stands-There, Balmora, South Wall Cornerclub

Crushing Burden of Sin-60-80 points for 30 seconds on Target

Cost: 158

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Imare, Balmora, Hlaalu Council Manor;


Somutis Vunnis, Moonmoth Legion Fort, Interior;

Ethasi Rilvayn, Balmora, Morag Tong Guild;

Leles Birian, Ascadian Isles Region

Feather

<---------------------------------------------------------------------->

Feather M points for D seconds

Base Cost: 1.0

Reduces the target's encumbrance by M poins, allowing them to carry

more without becoming encumbered. Their Fatigue will also drain more

slowly.

Generally speaking, Fortify Strength is a more effective alternative,

as it has the same base cost but each point of Strength adds 5 to

maximum encumbrance. Fortify Strength is thereby 5x more effective

than Feather.

Ingredients: Heather, Ruby, Scuttle

Premade spells:

Feather-20 points for 10 seconds on Self

Cost: 10
Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House

Uleni Heleran, Wolverine Hall, Mages Guild

Estirdalin, Balmora, Guild of Mages

Strong Feather-50 points for 10 seconds on Self

Cost: 25

Available from: Dulian, Buckmoth Legion Fort, Interior;

Ranis Athrys, Balmora, Guild of Mages;

Tyermaillin, Balmora, Tyermaillin's House;

Gildan, Ald'ruhn, Gildan's House;

Sharn gra-Muzgob, Balmora, Guild of Mages;

Vaval Selas, Vivec, St. Olms Temple

Ulms's Juicedaw's Feather-50 points for 10 seconds on Self

Cost: 25

Available from: Dulian, Buckmoth Legion Fort, Interior;

Ranis Athrys, Balmora, Guild of Mages

Vaval Selas, Vivec, St. Olms Temple;

Gildan, Ald'ruhn, Gildan's House;

Tyermaillin, Balmora, Tyermaillin's House

Great Feather-100 points for 10 seconds on Self

Cost: 50

Available from: Aldaril, Buckmoth Legion Fort, Interior

Eraamion, Caldera, Guild of Mages


Ferise Varo, Vos, Varo Tradehouse Entrance

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Only-He-Stands-There, Balmora, South Wall Cornerclub;

Tinaso Alan, Tel Mora, Tower Services;

Elynu Saren, Suran, Suran Temple;

Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;

Leles Birian, Ascadian Isles Region;

Namanian Facian, Sadrith Mora, Morag Tong Guild;

Threvul Serethi, Sadrith Mora, Thervul Serethi: Healer;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Fire Shield

<---------------------------------------------------------------------->

Fire Shield M points for D seconds

Base Cost: 3.0

This effect does two things while active. First, it grants M% Resist

Fire, or M% reduction in Fire damage. Second, enemies next to the

caster will be damaged at 1 point Fire damage per 10 points of spell

strength.

Ingredients: Comberry, Fire Salts, Raw Glass, Sload Soap

Premade Spells:
Fire Barrier-1-10 points for 10 seconds on Self

Cost: 8

Available from: Malven Romori, Vivec, Guild of Mages;

Uleni Heleran, Wolverine Hall, Mages Guild;

Tinaso Alan, Tel Mora, Tower Services

Fire Shield-10 points for 30 seconds on Self

Cost: 45

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Namanian Facian, Sadrith Mora, Morag Tong Guild;

Marayn Dren, Balmora, Guild of Mages;

Scelian Plebo, Wolverine Hall, Imperial Shrine

Strong Fire Shield-12 points for 30 seconds on Self

Cost: 54

Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;

Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Frost Shield

<---------------------------------------------------------------------->

Frost Shield M points for D seconds

Base Cost: 3.0


This effect does two things while active. First, it grants M% Resist

Frost, or M% reduction in Frost damage. Second, enemies next to the

caster will be damaged at 1 point Frost damage per 10 points spell

strength.

Ingredients: Frost Salts, Holly Berries, Large Kwama Egg, Raw Ebony,

Willow Anther

Premade spells:

Frost Barrier-3 points for 10 seconds on Self

Cost: 5

Available from: Malven Romori, Vivec, Guild of Mages;

Uleni Heleran, Wolverine Hall, Mages Guild

Frost Shield-10 points for 30 seconds on Self

Cost: 45

Available from: Dulian, Buckmoth Legion Fort, Interior;

Marayn Dren, Balmora, Guild of Mages;

Scelian Plebo, Wolverine Hall, Imperial Shrine;

Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Namanian Facian, Sadrith Mora, Morag Tong Guild;

Vaval Selas, Vivec, St. Olms Temple

Strong Frost Shield-12 points for 30 seconds on Self


Cost: 54

Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;

Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Jump

<---------------------------------------------------------------------->

Jump M points for D seconds

Base Cost: 3.0

Increases the maximum jumping height of the target, where the existing

maximum height is multiplied by the magnitude of the effect.

This is not identical to fortifying Acrobatics, and it will not

increase the height from which you can fall before taking damage. It is

possible to hurt yourself in a Jump-augmented fall, so you should be

careful with high magnitudes of this effect.

Ingredients: None

Premade spell:

Tinur's Hoptoad-20 points for 10 seconds on Self

Cost: 30

Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;


Llaros Uvayn, Caldera, Governor's Hall;

Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;

Sirilonwe, Vivec, Guild of Mages;

Tyermaillin, Balmora, Tyermaillin's House;

Gildan, Ald'ruhn, Gildan's House;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;

Ranis Athrys, Balmora, Guild of Mages;

Tinaso Alan, Tel Mora, Tower Services;

Uvele Berendas, Indarys Manor, Berendas' House

Levitate

<---------------------------------------------------------------------->

Levitate M points for D seconds

Base Cost: 3.0

Causes the target to be able to walk on air. The speed of movement

through the air is determined by the value M, and also by the

character's Speed attribute. This can be used both to reach high

inaccessible places and also to gain an advantage in combat. Attacking

non-flying, non-archer/mage opponents while levitating will often cause

them to run away in terror since they are unable to hit you. Casting

levitate on friendly targets does not start combat.

Levitation can also be used as an offensive spell if its strength is set


to a low value. It costs little magicka and renders enemies almost

immobile, similar to burden. Such a spell is particularly effective

against flying enemies like Cliff Racers, as it causes them to crash to

the ground and take falling damage.

You may not rest on the ground while levitating, but you can rest in a

bed. You may also find that in some cramped quarters, it will be

impossible to move while levitating, as your head gets stuck in the

ceiling. You should also be careful to keep an eye on the duration of the

spell so that it does not wear off while you are in mid-air, causing you

to fall and get hurt or even killed. (A Slowfall spell or any other

method can help prevent this.) There does not seem to be any known height

ceiling to levitation. You can keep going up for a very long time, long

after the game-fog completely obscures your view of the ground. If you

cast a Levitate spell, and then use fast travel, the spell will continue

to its full duration as if the travel was instantaneous, even though in

game-time it can take hours on certain routes.

You cannot levitate in Mournhold. The in-universe reason given is that

levitation offends the goddess Almalexia, but the technical reason is

presumably because the city is in an interior cell, and levitation would

make it possible to fly over the walls and see the unrendered world

beyond.

Ingredients: Coda Flower, Racer Plumes, Sweetpulp, Trama Root


Premade spells:

Strong Levitate-20 points for 10 seconds on Self

Cost: 30

Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Uvele Berendas, Indarys Manor, Berendas' House;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Levitate-10 points for 30 seconds on Self

Cost: 45

Available from: Fevyn Ralen, Vivec, Telvanni Mage;

Marayn Dren, Balmora, Guild of Mages

Wild Levitate-1-50 points for 30 seconds on Self

Cost: 115

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;

Namanian Facian, Sadrith Mora, Morag Tong Guild;

Heem-La, Ald'ruhn, Guild of Mages;

Salver Lleran, Vivec, Telvanni Sorcerer

Lightning Shield

<---------------------------------------------------------------------->

Lightning Shield M points for D seconds


Base Cost: 3.0

This effect does two different things. First, it gives M% Resist Shock,

or M% reduction in Shock damage. Second, enemies next to the caster

will suffer 1 point of Shock damage per 10 points of spell strength.

Ingredients: Corkbulb Root, Crab Meat, Scrap Metal

Premade spells:

Shock Barrier-1-10 points for 10 seconds on Self

Cost: 8

Available from: Uleni Heleran, Wolverine Hall, Mages Guild

Lightning Shield-10 points for 30 seconds on Self

Cost: 45

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Marayn Dren, Balmora, Guild of Mages;

Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;

Malven Romori, Vivec, Guild of Mages;

Namanian Facian, Sadrith Mora, Morag Tong Guild;

Scelian Plebo, Wolverine Hall, Imperial Shrine

Strong Shock Shield-12 points for 30 seconds on Self

Cost: 54
Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;

Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Lock

<---------------------------------------------------------------------->

Lock M points

Base Cost: 2.0

Locks a door or container by M points. The effect is permanent until the

lock is opened, either by lockpick or the Open effect.

There are not too many practical uses for this effect. It is handy to

practice Security, and you can also use it to trap hostile creatures or

NPCs in a particular room of a cell. It is highly effective for that

purpose, as no creatures or NPCs will ever open a locked door of any

level.

Ingredients: None

Premade spells:

Fenrick's Doorjam-10 points on Touch

Cost: 1

Available from: Fevyn Ralen, Vivec, Telvanni Mage;


Tinaso Alan, Tel Mora, Tower Services;

Medila Indaren, Caldera, Guild of Mages

Open

<---------------------------------------------------------------------->

Open M points

Base Cost: 6.0

Opens a locked door or container. The magnitude is the level of the

lock that the spell can successfully open. Note that, much like the

distinction between lockpicks and probes, this effect does nothing

about traps.

Casting any Open spell as a touch or target effect will qualify as a

crime if witnessed, just like using a lockpick.

Ingredients: None

Premade spells:

Ondusi's Open Door-50 points on Touch

Cost: 15

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;

J'Rasha, Vivec, J'Rasha: Healer;


Namanian Facian, Sadrith Mora, Morag Tong Guild;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;

Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;

Marayn Dren, Balmora, Guild of Mages;

Orrent Geontene, Ald'ruhn, Guild of Mages;

Sirilonwe, Vivec, Guild of Mages

Strong Open-50 points on Touch

Cost: 15

Available from: J'Rasha, Vivec, J'Rasha: Healer

Wild Open-1-100 points on Touch

Cost: 15

Available from: J'Rasha, Vivec, J'Rasha: Healer

Shield

<---------------------------------------------------------------------->

Shield M points for D seconds

Base Cost: 2.0

Increases the target's armor rating by M points for D seconds.

Most of the time, it is more effective to fortify the relevant armor

skill instead. Assuming that the character is entirely covered in the


particular armor type and the armor rating of each piece is at least

15, the fortify skill effect applied to the armor type will give a

bigger armor rating boost for less Magicka.

Ingredients: None

Premade spells:

Shield*-5 points for 30 seconds on Self

Cost: 15

Available from: J'Rasha, Vivec, J'Rasha: Healer

First Barrier-10 points for 30 seconds on Self

Cost: 30

Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;

Folvys Andalor, Ald'ruhn, Temple;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;

Zanmulk Sammalamus, Gnisis, Temple;

Fevyn Ralen, Vivec, Telvanni Mage;

Marayn Dren, Balmora, Guild of Mages;

Uvele Berendas, Indarys Manor, Berendas' House

Second Barrier-20 points for 30 seconds on Self

Cost: 60

Available from: Aldaril, Buckmoth Legion Fort, Interior;


Elynu Saren, Suran, Temple;

Ferise Varo, Vos, Varo Tradehouse Entrance;

Folvys Andalor, Ald'ruhn, Temple;

Malven Romori, Vivec, Guild of Mages;

Milar Maryon, Tel Vos, Services Tower;

Rilvase Avani, Ghostgate, Tower of Dawn;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;

Uleni Heleran, Wolverine Hall, Mages Guild;

Diren Vendu, Tel Mora, Tower Services;

Felara Andrethi, Tel Aruhn, Tower Living Quarters;

Fevyn Ralen, Vivec, Telvanni Mage;

Heem-La, Ald'ruhn, Guild of Mages;

Marayn Dren, Balmora, Guild of Mages;

Only-He-Stands-There, Balmora, South Wall Cornerclub;

Salen Ravel, Maar Gan, Shrine;

Tinaso Alan, Tel Mora, Tower Services

Third Barrier-30 points for 30 seconds on Self

Cost: 90

Available from: Aldaril, Buckmoth Legion Fort, Interior;

Farena Arelas, Tel Uvirith, Arelas' House;

Fevyn Ralen, Vivec, Telvanni Mage;

Imare, Balmora, Hlaalu Council Manor;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;

Uleni Heleran, Wolverine Hall, Mages Guild;


Ethasi Rilvayn, Balmora, Morag Tong Guild;

Felara Andrethi, Tel Aruhn, Tower Living Quarters;

Heem-La, Ald'ruhn, Guild of Mages;

Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;

Tinaso Alan, Tel Mora, Tower Services;

Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Fourth Barrier-40 points for 30 seconds on Self

Cost: 120

Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;

Imare, Balmora, Hlaalu Council Manor;

Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;

Tyermaillin, Balmora, Tyermaillin's House;

Farena Arelas, Tel Uvirith, Arelas' House;

Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;

Tunila Omavel, Tel Uvirith, Omavel's House

Fifth Barrier-50 points for 30 seconds on Self

Cost: 150

Available from: Gildan, Ald'ruhn, Gildan's House;

Sharn gra-Muzgob, Balmora, Guild of Mages;

Tyermaillin, Balmora, Tyermaillin's House;

Ranis Athrys, Balmora, Guild of Mages;

Tunila Omavel, Tel Uvirith, Omavel's House


Sixth Barrier-60 points for 30 seconds on Self

Cost: 180

Available from: Gildan, Ald'ruhn, Gildan's House;

Tyermaillin, Balmora, Tyermaillin's House;

Ranis Athrys, Balmora, Guild of Mages

Slowfall

<---------------------------------------------------------------------->

Slowfall M points for D seconds

Base Cost: 3.0

Reduces fall damage by slowing the rate of descent.

Magnitude is functionally irrelevant. Any value of Slowfall makes you

immune to fall damage for the effect's duration.

Ingredients: None

Premade spells:

Slowfall-30 points for 10 seconds on Self

Cost: 45

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;

Leles Birian, Ascadian Isles Region;


Milar Maryon, Tel Vos, Services Tower;

Orrent Geontene, Ald'ruhn, Guild of Mages;

Sirilonwe, Vivec, Guild of Mages;

Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Llaros Uvayn, Caldera, Governor's Hall;

Namanian Facian, Sadrith Mora, Morag Tong Guild;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Swift Swim

<---------------------------------------------------------------------->

Swift Swim M points for D seconds

Base Cost: 2.0

Allows the target to swim more quickly in the water.

Generally speaking, using the Fortify Attribute effect for Speed is

more effective in two ways. First, it is equally effective at raising

swim speed for half the Magicka cost. Second, it is equally effective

on land.

Ingredients: Daedra Skin, Golden Sedge Flowers, Scales, Scrib Jerky

Premade spells:
Buoyancy-1 point for 20 seconds on Self

Cost: 2

Available from: Marayn Dren, Balmora, Guild of Mages;

Fevyn Ralen, Vivec, Telvanni Mage;

Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry

Swimmer's Blessing-5 points for 30 seconds on Self

Cost: 15

Available from: Dulian, Buckmoth Legion Fort, Interior;

Vaval Selas, Vivec, St. Olms Temple;

Medila Indaren, Caldera, Guild of Mages

Water Breathing

<---------------------------------------------------------------------->

Water Breathing for D seconds

Base Cost: 3.0

Allows the target to breathe underwater. This allows them to stay

submerged for the effect's duration without drowning.

There is one quest for the Tribunal Temple that requires you to drown

yourself. Be wary of abusing Alchemy to get permanent Water Breathing,

at least until that quest is complete. Given the presence of over-water


escort missions, a Touch/Target version of this effect actually can be

quite useful. All creatures can breathe underwater by default, but most

NPCs can drown. When the duration expires, you will not immediately

begin drowning. Rather, the breath meter will appear at full.

Ingredients: Hackle-Lo Leaf, Kwama Cuttle, Luminous Russula*, Pearl

Premade spells:

Water Breathing-30 seconds on Self

Cost: 5

Available from: Marayn Dren, Balmora, Guild of Mages

Vivec's Kiss-100 seconds on Self

Cost: 15

Available from: Uleni Heleran, Wolverine Hall, Mages Guild

Water Walking

<---------------------------------------------------------------------->

Water Walking for D seconds

Base Cost: 3.0

Allows the target to walk on water. Normal speed applies, just as if on

land. If you are seeking to avoid combat, this is a great way to do it,
as it prevents underwater creatures from attacking you and flying

creatures generally don't spawn over water.

Again, beware making this effect permanent by Alchemy abuse. It

prevents you from swimming under water, and many times full exploration

requires that this be done. If you attempt to cast this effect while

underwater, you get a message that "You cannot cast this effect at the

moment."

Ingredients: Ampoule Pod*, Kwama Cuttle, Scales, Violet Coprinus*

Premade spells:

Water Walking*-60 seconds on Self

Cost: 9

Available from: Marayn Dren, Balmora, Guild of Mages;

Uleni Heleran, Wolverine Hall, Mages Guild;

Tinaso Alan, Tel Mora, Tower Services

Conjuration {SPL003}

o======================================================================o

Bound Battle Axe

<---------------------------------------------------------------------->

Bound Battle Axe for D seconds


Base Cost: 2.0

Summons a magical Daedric Battle-Axe. This automatically becomes

equipped and drawn, replacing whatever weapon you previously had

equipped. When the spell expires, the old weapon will be re-equipped

and the Bound Battle-Axe will disappear. The Bound Battle-Axe has the

same statistics as a Daedric Battle-Axe, save that it is weightless and

carries a Constant Effect enchantment of Fortify Axe 10 points on Self.

The Bound Battle-Axe may not be dropped, sold, or given to other people.

The Bound Battle-Axe can become damaged, just like other items. The

duration of the spell normally runs out before this becomes an issue.

However, if you repair the Bound Battle-Axe before it disappears, you

can end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Battle-Axe.

This will give you the Bound Battle-Axe whenever worn. Since the item is

now a constant effect, you can keep the Bound Battle-Axe much longer.

You can also instantly repair the Bound Battle-Axe merely by removing

and re-equipping the enchanted item. It is imperative that you do not

repair items gotten in this way. This can cause you to be stuck with the

items forever. Rings, belts and amulets are the best items to enchant.

Players should not repair a constant effect Bound Battle-Axe. A broken

Bound Battle-Axe cannot be repaired, disabled or deleted in the player


save file without causing severe glitching (a bug that roots the player

save to the spot and causes the player's model to vanish altogether).

Only the "removeitem" command will successfully eliminate a broken Bound

Battle-Axe.

Ingredients: None

Premade spells:

Bound Battle-Axe-60 seconds on Self

Cost: 6

Available from: Diren Vendu, Tel Mora, Tower Services;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;

Masalinie Merian, Balmora, Guild of Mages;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Bound Boots

<---------------------------------------------------------------------->

Bound Boots for D seconds

Base Cost: 2.0

Summons a magical set of Daedric Boots. They automatically become

equipped, replacing whatever boots you previously had equipped. When

the spell expires, the old boots will be re-equipped and the Bound
Boots will disappear. The Bound Boots have the same statistics as

Daedric Boots, save that they are weightless and carry a Constant

Effect enchantment of Fortify Speed 10 points on Self. The Bound Boots

may not be dropped, sold, or given to other people.

The Bound Boots can become damaged, just like other items. The duration

of the spell normally runs out before this becomes an issue. However,

if you repair the Bound Boots before they disappear, you can end up

with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Boots. This

will give you the Bound Boots whenever worn. Since the item is now a

constant effect, you can keep the Bound Boots much longer. You can also

instantly repair the Bound Boots merely by removing and re-equipping

the enchanted item. However, you must avoid two things: First, never

enchant a set of boots with a Bound Boots Constant Effect. Wearing such

boots will cause them to be permanently in your inventory. Similarly,

two items which cancel each other out is an equally bad idea. (Thus a

Helm with Bound Boots and Boots with Bound Helm enchantments should

never be worn at the same time). Secondly, it is even more imperative

that you do not repair items gotten in this way. This can cause you to

be stuck with the items forever. Thus, rings, belts and amulets are the

best items to enchant. Players should not repair constant effect Bound

Boots. Broken Bound Boots cannot be repaired, disabled or deleted in the

player save file without causing severe glitching (a bug that roots the
player save to the spot and causes the player's model to vanish

altogether). Only the "removeitem" command will successfully eliminate

broken Bound Boots.

Ingredients: None

Premade spells:

Bound Boots-60 seconds on Self

Cost: 6

Available from: Estirdalin, Balmora, Guild of Mages;

Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;

Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;

Farena Arelas, Tel Uvirith, Arelas' House;

Heem-La, Ald'ruhn, Guild of Mages

Bound Cuirass

<---------------------------------------------------------------------->

Bound Cuirass for D seconds

Base Cost: 2.0

Summons a magical Daedric Cuirass. It automatically becomes equipped,

replacing whatever cuirass you previously had equipped. When the spell

expires, the old cuirass will be re-equipped and the Bound Cuirass will
disappear. The Bound Cuirass has the same statistics as a Daedric

Cuirass, save that it is weightless and carries a Constant Effect

enchantment of Fortify Light Armor 5 points on Self, Fortify Medium

Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and

Fortify Unarmored 5 points on Self. The Bound Cuirass may not be

dropped, sold, or given to other people.

The Bound Cuirass can become damaged, just like other items. The

duration of the spell normally runs out before this becomes an issue.

However, if you repair the Bound Cuirass before it disappears, you can

end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Cuirass.

This will give you the Bound Cuirass whenever worn. Since the item is

now a constant effect, you can keep the Bound Cuirass much longer. You

can also instantly repair the Bound Cuirass merely by removing and

re-equipping the enchanted item. However, you must avoid two things:

First, never enchant a cuirass with a Bound Cuirass Constant Effect.

Wearing such a cuirass will cause it to be permanently in your

inventory. Similarly, two items which cancel each other out is an

equally bad idea. (Thus a Helm with Bound Cuirass and a Cuirass with

Bound Helm enchantments should never be worn at the same time). Secondly,

it is even more imperative that you do not repair items gotten in this

way. This can cause you to be stuck with the items forever. Thus, rings,

belts and amulets are the best items to enchant. Players should not
repair a constant effect Bound Cuirass. A broken Bound Cuirass cannot

be repaired, disabled or deleted in the player save file without causing

severe glitching (a bug that roots the player save to the spot and

causes the player's model to vanish altogether). Only the "removeitem"

command will successfully eliminate a broken Bound Cuirass.

Ingredients: None

Premade spells:

Bound Cuirass-60 seconds on Self

Cost: 6

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;

Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry

Bound Dagger

<---------------------------------------------------------------------->

Bound Dagger for D seconds

Base Cost: 2.0

Summons a magical Daedric Dagger. This automatically becomes equipped

and drawn, replacing whatever weapon you previously had equipped. When

the spell expires, the old weapon will be re-equipped and the Bound
Dagger will disappear. The Bound Dagger has the same statistics as a

Daedric Dagger, save that it is weightless and carries a Constant Effect

enchantment of Fortify Short Blade 10 points on Self. The Bound Dagger

may not be dropped, sold, or given to other people.

The Bound Dagger can become damaged, just like other items. The duration

of the spell normally runs out before this becomes an issue. However,

if you repair the Bound Dagger before it disappears, you can end up with

a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Dagger. This

will give you the Bound Dagger whenever worn. Since the item is now a

constant effect, you can keep the Bound Dagger much longer. You can also

instantly repair the Bound Dagger merely by removing and

re-equipping the enchanted item. It is imperative that you do not repair

items gotten in this way. This can cause you to be stuck with the items

forever. Rings, belts and amulets are the best items to enchant. Players

should not repair a constant effect Bound Dagger. A broken Bound Dagger

cannot be repaired, disabled or deleted in the player save file without

causing severe glitching (a bug that roots the player save to the spot

and causes the player's model to vanish altogether). Only the

"removeitem" command will successfully eliminate a broken Bound Dagger.

Ingredients: None

Premade spells:
Bound Dagger*-60 seconds on Self

Cost: 6

Available from: Diren Vendu, Tel Mora, Tower Services;

Felen Maryon: Tel Branora, Upper Tower: Therana's Chamber;

Masalinie Merian, Balmora, Guild of Mages;

Estirdalin, Balmora, Guild of Mages;

Heem-La, Ald'ruhn, Guild of Mages;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Bound Gauntlets

<---------------------------------------------------------------------->

Bound Gauntlets for D seconds

Base Cost: 2.0

Summons a magical pair of Daedric Gauntlets. They automatically become

equipped, replacing whatever gauntlets you previously had equipped.

When the spell expires, the old gauntlets will be re-equipped and the

Bound Gauntlets will disappear. The Bound Gauntlets have the same

statistics as Daedric Gauntlets, save that they are weightless and

carry a Constant Effect enchantment of Fortify Hand-to-Hand 10 points

on Self for the left gauntlet and Fortify Agility 10 points on Self for

the right gauntlet. The Bound Gauntlets may not be dropped, sold, or

given to other people.


The Bound Gauntlets can become damaged, just like other items. The

duration of the spell normally runs out before this becomes an issue.

However, if you repair the Bound Gauntlets before they disappear, you

can end up with permanent duplicates in your inventory.

It is possible to enchant items with Constant Effect Bound Gauntlets.

This will give you the Bound Gauntlets whenever worn. Since the item is

now a constant effect, you can keep the Bound Gauntlets much longer.

You can also instantly repair the Bound Gauntlets merely by removing

and re-equipping the enchanted item. However, you must avoid two things:

First, never enchant a gauntlet with a Bound Gauntlets Constant Effect.

Wearing such a gauntlet will cause it to be permanently in your

inventory. Similarly, two items which cancel each other out is an

equally bad idea. (Thus a Helm with Bound Gauntlets and a Gauntlet with

Bound Helm enchantments should never be worn at the same time).

Secondly, it is even more imperative that you do not repair items

gotten in this way. This can cause you to be stuck with the items

forever. Thus, rings, belts and amulets are the best items to enchant.

Players should not repair constant effect Bound Gauntlets. Broken Bound

Gauntlets cannot be repaired, disabled or deleted in the player save

file without causing severe glitching (a bug that roots the player save

to the spot and causes the player's model to vanish altogether). Only the

"removeitem" command will successfully eliminate broken Bound Gauntlets.


Ingredients: None

Premade spells:

Bound Gauntlets-60 seconds on Self

Cost: 6

Available from: Farena Arelas, Tel Uvirith, Arelas' House;

Heem-La, Ald'ruhn, Guild of Mages;

Ferise Varo, Vos, Varo Tradehouse Entrance;

Medila Indaren, Caldera, Guild of Mages

Bound Helm

<---------------------------------------------------------------------->

Bound Helm for D seconds

Base Cost: 2.0

Summons a magical Daedric Helmet. It automatically becomes equipped,

replacing whatever helmet you previously had equipped. When the spell

expires, the old helmet will be re-equipped and the Bound Helmet will

disappear. The Bound Helmet has the same statistics as a Daedric

Cuirass, save that it is weightless and carries a Constant Effect

enchantment of Fortify Light Armor 5 points on Self, Fortify Medium

Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and

Fortify Unarmored 5 points on Self. The Bound Helmet may not be


dropped, sold, or given to other people.

The Bound Helmet can become damaged, just like other items. The

duration of the spell normally runs out before this becomes an issue.

However, if you repair the Bound Helmet before it disappears, you can

end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Helm.

This will give you the Bound Helmet whenever worn. Since the item is

now a constant effect, you can keep the Bound Helmet much longer. You

can also instantly repair the Bound Helmet merely by removing and

re-equipping the enchanted item. However, you must avoid two things:

First, never enchant a helmet with a Bound Helm Constant Effect.

Wearing such a helmet will cause it to be permanently in your

inventory. Similarly, two items which cancel each other out is an

equally bad idea. (Thus a Helm with Bound Cuirass and a Cuirass with

Bound Helm enchantments should never be worn at the same time). Secondly,

it is even more imperative that you do not repair items gotten in this

way. This can cause you to be stuck with the items forever. Thus, rings,

belts and amulets are the best items to enchant. Players should not

repair a constant effect Bound Helmet. A broken Bound Helmet cannot

be repaired, disabled or deleted in the player save file without causing

severe glitching (a bug that roots the player save to the spot and

causes the player's model to vanish altogether). Only the "removeitem"

command will successfully eliminate a broken Bound Helmet.


Ingredients: None

Premade spells:

Bound Helm-60 seconds on Self

Cost: 6

Available from: Estirdalin, Balmora, Guild of Mages;

Ferise Varo, Vos, Varo Tradehouse Entrance;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;

Farena Arelas, Tel Uvirith, Arelas' House;

Medila Indaren, Caldera, Guild of Mages

Bound Longbow

<---------------------------------------------------------------------->

Bound Longbow for D seconds

Base Cost: 2.0

Summons a magical Daedric Longbow. This automatically becomes equipped

and drawn, replacing whatever weapon you previously had equipped. When

the spell expires, the old weapon will be re-equipped and the Bound

Longbow will disappear. The Bound Longbow has the same statistics as a

Daedric Longbow, save that it is weightless and carries a Constant

Effect enchantment of Fortify Marksman 10 points on Self. The Bound


Longbow may not be dropped, sold, or given to other people.

The Bound Longbow can become damaged, just like other items. The

duration of the spell normally runs out before this becomes an issue.

However, if you repair the Bound Longbow before it disappears, you can

end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Longbow. This

will give you the Bound Longbow whenever worn. Since the item is now a

constant effect, you can keep the Bound Longbow much longer. You can also

instantly repair the Bound Longbow merely by removing and re-equipping

the enchanted item. It is imperative that you do not repair items gotten

in this way. This can cause you to be stuck with the items forever.

Rings, belts and amulets are the best items to enchant. Players should

not repair a constant effect Bound Longbow. A broken Bound Longbow

cannot be repaired, disabled or deleted in the player save file without

causing severe glitching (a bug that roots the player save to the spot

and causes the player's model to vanish altogether). Only the

"removeitem" command will successfully eliminate a broken Bound Longbow.

Ingredients: None

Premade spells:

Bound Longbow-60 seconds on Self


Cost: 6

Available from: Estirdalin, Balmora, Guild of Mages;

Masalinie Merian, Balmora, Guild of Mages

Bound Longsword

<---------------------------------------------------------------------->

Bound Longsword for D seconds

Base Cost: 2.0

Summons a magical Daedric Longsword. This automatically becomes

equipped and drawn, replacing whatever weapon you previously had

equipped. When the spell expires, the old weapon will be re-equipped

and the Bound Longsword will disappear. The Bound Longsword has the

same statistics as a Daedric Longsword, save that it is weightless and

carries a Constant Effect enchantment of Fortify Long Blade 10 points

on Self. The Bound Longsword may not be dropped, sold, or given to other

people.

The Bound Longsword can become damaged, just like other items. The

duration of the spell normally runs out before this becomes an issue.

However, if you repair the Bound Longsword before it disappears, you can

end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Longsword.


This will give you the Bound Longsword whenever worn. Since the item is

now a constant effect, you can keep the Bound Longsword much longer. You

can also instantly repair the Bound Longsword merely by removing and

re-equipping the enchanted item. It is imperative that you do not repair

items gotten in this way. This can cause you to be stuck with the items

forever. Rings, belts and amulets are the best items to enchant. Players

should not repair a constant effect Bound Longsword. A broken Bound

Longsword cannot be repaired, disabled or deleted in the player save

file without causing severe glitching (a bug that roots the player save

to the spot and causes the player's model to vanish altogether). Only the

"removeitem" command will successfully eliminate a broken Bound

Longsword.

Ingredients: None

Premade spells:

Bound Longsword-60 seconds on Self

Cost: 6

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Masalinie Merian, Balmora, Guild of Mages;

Farena Arelas, Tel Uvirith, Arelas' House;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Bound Mace
<---------------------------------------------------------------------->

Bound Mace for D seconds

Base Cost: 2.0

Summons a magical Daedric Mace. This automatically becomes equipped and

drawn, replacing whatever weapon you previously had equipped. When the

spell expires, the old weapon will be re-equipped and the Bound Mace

will disappear. The Bound Mace has the same statistics as a Daedric

Mace, save that it is weightless and carries a Constant Effect

enchantment of Fortify Blunt Weapon 10 points on Self. The Bound Mace

may not be dropped, sold, or given to other people.

The Bound Mace can become damaged, just like other items. The duration

of the spell normally runs out before this becomes an issue. However,

if you repair the Bound Mace before it disappears, you can end up with

a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Mace. This

will give you the Bound Mace whenever worn. Since the item is now a

constant effect, you can keep the Bound Mace much longer. You can also

instantly repair the Bound Mace merely by removing and re-equipping the

enchanted item. It is imperative that you do not repair items gotten in

this way. This can cause you to be stuck with the items forever. Rings,

belts and amulets are the best items to enchant. Players should not
repair a constant effect Bound Mace. A broken Bound Mace cannot be

repaired, disabled or deleted in the player save file without causing

severe glitching (a bug that roots the player save to the spot and

causes the player's model to vanish altogether). Only the "removeitem"

command will successfully eliminate a broken Bound Mace.

Ingredients: None

Premade spells:

Bound Mace-60 seconds on Self

Cost: 6

Available from: Diren Vendu, Tel Mora, Tower Services;

Masalinie Merian, Balmora, Guild of Mages;

Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Medila Indaren, Caldera, Guild of Mages

Bound Shield

<---------------------------------------------------------------------->

Bound Shield for D seconds

Base Cost: 2.0

Summons a magical Daedric Shield. It automatically becomes equipped,

replacing whatever shield you previously had equipped. When the spell
expires, the old shield will be re-equipped and the Bound Shield will

disappear. The Bound Shield has the same statistics as a Daedric

Shield, save that it is weightless and carries a Constant Effect

enchantment of Fortify Block 5 points on Self, Fortify Medium

Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and

Fortify Unarmored 5 points on Self. The Bound Shield may not be

dropped, sold, or given to other people.

The Bound Shield can become damaged, just like other items. The

duration of the spell normally runs out before this becomes an issue.

However, if you repair the Bound Shield before it disappears, you can

end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Shield.

This will give you the Bound Shield whenever worn. Since the item is

now a constant effect, you can keep the Bound Shield much longer. You

can also instantly repair the Bound Shield merely by removing and

re-equipping the enchanted item. However, you must avoid two things:

First, never enchant a shield with a Bound Shield Constant Effect.

Wearing such a shield will cause it to be permanently in your

inventory. Similarly, two items which cancel each other out is an

equally bad idea. (Thus a Helm with Bound Shield and a Shield with

Bound Helm enchantments should never be worn at the same time). Secondly,

it is even more imperative that you do not repair items gotten in this

way. This can cause you to be stuck with the items forever. Thus, rings,
belts and amulets are the best items to enchant. Players should not

repair a constant effect Bound Shield. A broken Bound Shield cannot

be repaired, disabled or deleted in the player save file without causing

severe glitching (a bug that roots the player save to the spot and

causes the player's model to vanish altogether). Only the "removeitem"

command will successfully eliminate a broken Bound Shield.

Ingredients: None

Premade spells:

Bound Shield-60 seconds on Self

Cost: 6

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;

Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Bound Spear

<---------------------------------------------------------------------->

Bound Spear for D seconds

Base Cost: 2.0

Summons a magical Daedric Spear. This automatically becomes equipped and


drawn, replacing whatever weapon you previously had equipped. When the

spell expires, the old weapon will be re-equipped and the Bound Spear

will disappear. The Bound Spear has the same statistics as a Daedric

Spear, save that it is weightless and carries a Constant Effect

enchantment of Fortify Spear 10 points on Self. The Bound Spear may not

be dropped, sold, or given to other people.

The Bound Spear can become damaged, just like other items. The duration

of the spell normally runs out before this becomes an issue. However,

if you repair the Bound Spear before it disappears, you can end up with

a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Spear. This

will give you the Bound Spear whenever worn. Since the item is now a

constant effect, you can keep the Bound Spear much longer. You can also

instantly repair the Bound Spear merely by removing and re-equipping the

enchanted item. It is imperative that you do not repair items gotten in

this way. This can cause you to be stuck with the items forever. Rings,

belts and amulets are the best items to enchant. Players should not

repair a constant effect Bound Spear. A broken Bound Spear cannot be

repaired, disabled or deleted in the player save file without causing

severe glitching (a bug that roots the player save to the spot and

causes the player's model to vanish altogether). Only the "removeitem"

command will successfully eliminate a broken Bound Spear.


Ingredients: None

Premade spells:

Bound Spear-60 seconds on Self

Cost: 6

Available from: Diren Vendu, Tel Mora, Tower Services

Masalinie Merian, Balmora, Guild of Mages

Heem-La, Ald'ruhn, Guild of Mages

Medila Indaren, Caldera, Guild of Mages

Command Creature

<---------------------------------------------------------------------->

Command Creature M levels for D seconds

Base Cost: 15

Makes the target fight for you and follow you for D seconds, where M

stands for the target's level. This effect will work on all creatures,

provided the spell strength is sufficiently high to capture their level.

The afflicted will behave much like a summoned creature; ignoring your

presence, engaging hostiles, and turning hostile if you hit them three

times.

Commanded creatures are excellent targets for backstabs. Command spells


that have become permanent can be broken by leaving the target in a

cell, teleporting away, waiting three days, and returning. Commanded

targets that respawn won't remain where you left them once the respawn

is initiated. Even a low-duration Command spell can be effective at

breaking up large groups of enemies if cast from stealth or a long

distance. Enemies that turn against each other will continue fighting

after the spell wears off, so long as you don't present yourself as a

new target.

Ingredients: None

Premade spells:

Command Creature-5 points for 30 seconds on Target

Cost: 169

Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's

Chamber

Command Humanoid

<---------------------------------------------------------------------->

Command Humanoid M levels for D seconds

Base Cost: 15

Makes the target fight for you and follow you for D seconds, where M
stands for the target's level. This effect will work on all humanoid

NPCs, provided the spell strength is sufficiently high to capture their

level. The afflicted will behave much like a summoned creature;

ignoring your presence, engaging hostiles, and turning hostile if you

hit them three times.

Command Humanoid is a good means of bringing NPCs to different

locations, as they will follow you, even into different cells, so long

as the effect is active. You can use this to lure vendors out of their

shops and loot the place, lure intended murder victims away from any

potential witnesses, or bring non-freeable slaves into a location where

you can free slaves, and free them there. It is also good just to bring

service providers somewhere more convenient. You can bring a Guild Guide

straight to your house, as well as a merchant, enchanter, spellmaker,

and anyone else you might need. Another useful trick is to move NPCs

who block doors, hallways, or other areas you need to get through.

However, you should never use the effect in conjunction with the

services of a transportation NPC or a trainer. If the effect is still

active when you travel/train, the NPC may permanently vanish. Do not use

those services until you are positive the spell is no longer in effect.

Commanding a humanoid can make them non-hostile, even after the

duration has ended.

Ingredients: None
Premade spells:

Commanding Touch-5 points for 10 seconds on Touch

Cost: 38

Available from: Estoril, Ald'ruhn, The Rat in the Pot;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Command Humanoid-5 points for 30 seconds on Target

Cost: 169

Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's

Chamber

Summon Ancestral Ghost

<---------------------------------------------------------------------->

Summon Ancestral Ghost for D seconds

Base Cost: 7.0

Summons an Ancestral Ghost to fight for the caster for a limited time.

Summoned creatures will disappear when the spell expires, when they are

killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on

them before they are killed. You will not receive a soul if the summon

spell expires, only if the summoned creature is killed. Those born under
the Atronach birthsign can use summons such as the Ancestral Ghost to

replenish their Magicka, by summoning a creature, striking it three

times, and then absorbing the spells it casts. Combining a 1 second

summon and a 1 second Soultrap on Target into one spell and firing it

at the ground will result in a permanent summon. Multiple creatures can

be summoned at once, as long as they are different creatures or are in

separate spells.

The Ancestral Ghost drops nothing, has 23 Health, 100 Resist Common

Disease, 100 Resist Frost, 100 Resist Normal Weapons, and 100 Resist

Poison. It deals 1-5 points Melee Damage and can cast Ghost Curse, a

spell with Damage Health 1-10 points for 1 second, Drain Fatigue 10

points for 30 seconds, and Drain Endurance 5 points for 30 seconds, on

Touch. It has a soul value of 100 (Common).

Ingredients: None

Premade spells:

Summon Ancestral Ghost*: 60 seconds on Self

Cost: 21

Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;

Malven Romori, Vivec, Guild of Mages;

Heem-La, Ald'ruhn, Guild of Mages


Summon Bonelord

<---------------------------------------------------------------------->

Summon Ancestral Ghost for D seconds

Base Cost: 7.0

Summons an Ancestral Ghost to fight for the caster for a limited time.

Summoned creatures will disappear when the spell expires, when they are

killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on

them before they are killed. You will not receive a soul if the summon

spell expires, only if the summoned creature is killed. Those born under

the Atronach birthsign can use summons such as the Bonelord to

replenish their Magicka, by summoning a creature, striking it three

times, and then absorbing the spells it casts. Combining a 1 second

summon and a 1 second Soultrap on Target into one spell and firing it

at the ground will result in a permanent summon. Multiple creatures can

be summoned at once, as long as they are different creatures or are in

separate spells.

The Bonelord drops nothing, has 90 Health, 75 Resist Frost, 100 Resist

Normal Weapons, 75 Resist Poison, and 75 Resist Shock. It deals 8-24

points Melee Damage, can cast Grave Curse: Speed, a spell with Drain

Speed 2-4 points for 60 seconds on Target, and can cast Second Barrier,
a spell with Shield 20 points for 30 seconds on Self. It has a soul

value of 100 (Common).

Ingredients: None

Premade spells:

Summon Bonelord-60 seconds on Self

Cost: 75

Available from: Aldaril, Buckmoth Legion Fort, Interior;

Salver Lleran, Vivec, Telvanni Sorcerer;

Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Summon Bonewalker

<---------------------------------------------------------------------->

Summon Bonewalker for D seconds

Base Cost: 13.0

Summons a Bonewalker to fight for the caster for a limited time.

Summoned creatures will disappear when the spell expires, when they are

killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on
them before they are killed. You will not receive a soul if the summon

spell expires, only if the summoned creature is killed. Those born under

the Atronach birthsign can use summons such as the Bonewalker to

replenish their Magicka, by summoning a creature, striking it three

times, and then absorbing the spells it casts. Combining a 1 second

summon and a 1 second Soultrap on Target into one spell and firing it at

the ground will result in a permanent summon. Multiple creatures can be

summoned at once, as long as they are different creatures or are in

separate spells.

The Bonewalker drops nothing, has 60 Health, 75 Resist Frost, 75 Resist

Poison, and 75 Resist Shock. It deals 4-12 points Melee Damage and can

cast Grave Curse: Endurance, a spell with Drain Endurance 2-4 points for

60 seconds on Target, Grave Curse: Strength, a spell with Drain Strength

2-4 points for 60 seconds on Target, and can transmit Brown Rot Disease,

a disease that drains Personality and Strength 10 points. It has a soul

value of 75 (Common).

Ingredients: None

Premade spells:

Summon Least Bonewalker-60 seconds on Self

Cost: 39

Available from: Estoril, Ald'ruhn, The Rat in the Pot;


Heem-La, Ald'ruhn, Guild of Mages;

Masalinie Merian, Balmora, Guild of Mages;

Ferise Varo, Vos, Varo Tradehouse Entrance;

Marayn Dren, Balmora, Guild of Mages;

Malven Romori, Vivec, Guild of Mages

Summon Centurion Sphere

<---------------------------------------------------------------------->

Summon Centurion Sphere for D seconds

Base Cost: 25.0

Summons a Centurion Sphere to fight for the caster for a limited time.

Summoned creatures will disappear when the spell expires, when they are

killed, or when the character who cast the spell is killed.

There is a short period of time after a summoned creature is killed

during which you can loot its corpse just before it vanishes. While

most summons do not carry anything of much value, a few can be

exploited in this way to harvest their gear. When exploiting this

glitch, you should save, as the game sometimes freezes when you attempt

to loot the creature. When you do successfully loot a summoned corpse,

never choose the "Dispose Of Corpse" option. This will always freeze

the game, as it creates a conflict with the script that makes the

corpse disappear. Combining a 1 second summon and a 1 second Soultrap


on Target into one spell and firing it at the ground will result in a

permanent summon. Multiple creatures can be summoned at once, as long

as they are different creatures or are in separate spells.

The Centurion Sphere drops Scrap Metal and has 75 Health. It deals

5-15 points of Melee Damage and can cast Shock Shield, a spell with

Lightning Shield 3 points for 20 seconds on Self. It has no soul.

Ingredients: None

Premade spells:

Dwemer Animunculi-Summon Centurion Sphere for 120 seconds

Cost: 75

Available from: the book Secrets of Dwemer Animunculi, Galom Daeus,

Observatory

Summon Clannfear

<---------------------------------------------------------------------->

Summon Clannfear for D seconds

Base Cost: 22.0

Summons a Clannfear to fight for the caster for a limited time.

Summoned creatures will disappear when the spell expires, when they are
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on

them before they are killed. You will not receive a soul if the summon

spell expires, only if the summoned creature is killed. Combining a 1

second summon and a 1 second Soultrap on Target into one spell and

firing it at the ground will result in a permanent summon. Multiple

creatures can be summoned at once, as long as they are different

creatures or are in separate spells.

The Clannfear drops nothing and has 113 Health. It deals 6-18 points

Melee Damage. It has a soul value of 100 (Common).

Ingredients: None

Premade spells:

Summon Clannfear-60 seconds on Self

Cost: 66

Available from: Aldaril, Buckmoth Legion Fort, Interior;

Salver Lleran, Vivec, Telvanni Sorcerer;

Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Summon Daedroth
<---------------------------------------------------------------------->

Summon Daedroth for D seconds

Base Cost: 32.0

Summons a Daedroth to fight for the caster for a limited time.

Summoned creatures will disappear when the spell expires, when they are

killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on

them before they are killed. You will not receive a soul if the summon

spell expires, only if the summoned creature is killed. Those born under

the Atronach birthsign can use summons such as the Daedroth to

replenish their Magicka, by summoning a creature, striking it three

times, and then absorbing the spells it casts. Combining a 1 second

summon and a 1 second Soultrap on Target into one spell and firing it

at the ground will result in a permanent summon. Multiple creatures can

be summoned at once, as long as they are different creatures or are in

separate spells.

The Daedroth drops nothing, has 180 Health, and 100 Resist Normal

Weapons. It deals 12-36 points Melee Damage and can cast Shockbloom, a

spell with Shock Damage 1-25 points in 10 feet for 5 seconds on Target,

Poisonbloom, a spell with Poison 1-20 points in 10 feet for 5 seconds

on Target, Third Barrier, a spell with Shield 30 points for 30 seconds


on Self, and Regenerate, a spell with Restore Health 1-5 points for 20

seconds on Self. It has a soul value of 195 (Grand).

Ingredients: None

Premade spells:

Summon Daedroth-60 seconds on Self

Cost: 96

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Salver Lleran, Vivec, Telvanni Sorcerer;

Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber

Summon Dremora

<---------------------------------------------------------------------->

Summon Dremora for D seconds

Base Cost: 28.0

Summons a Dremora to fight for the caster for a limited time.

Summoned creatures will disappear when the spell expires, when they are

killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on

them before they are killed. You will not receive a soul if the summon
spell expires, only if the summoned creature is killed. There is a short

period of time after a summoned creature is killed during which you can

loot its corpse just before it vanishes. While most summons do not carry

anything of much value, a few can be exploited in this way to harvest

their gear. Most notable for this are the Dremora, which carry a random

high-quality weapon (Dwarven, Ebony, or even Daedric). When exploiting

this glitch, you should save, as the game sometimes freezes when you

attempt to loot the creature. When you do successfully loot a summoned

corpse, never choose the "Dispose Of Corpse" option. This will always

freeze the game, as it creates a conflict with the script that makes

the corpse disappear. Combining a 1 second summon and a 1 second

Soultrap on Target into one spell and firing it at the ground will

result in a permanent summon. Multiple creatures can be summoned at

once, as long as they are different creatures or are in separate spells.

The Dremora drops a Daedra Heart and a random leveled weapon, which

progresses as follows according to player level: PC Level 1 can be a

Dreugh Club, Dreugh Staff, Dwarven Battle Axe, Dwarven Claymore, Dwarven

Halberd, Dwarven Mace, Dwarven Shortsword, Dwarven Spear, Dwarven War

Axe, or Dwarven Warhammer; at PC level 14, it adds an Ebony Shortsword,

Ebony War Axe, or Ebony Broadsword; at PC level 15, it adds an Ebony

Longsword, Ebony Mace, Ebony Spear, or Ebony Staff; at PC level 16, it

adds a Daedric Staff, Daedric Tanto, Daedric Club, Daedric Dagger, or

Daedric Shortsword; at PC level 17, it adds a Daedric Spear, Daedric

Wakizashi, Daedric War Axe, Daedric Battle Axe, Daedric Katana, Daedric
Mace, or Daedric Longsword; and at PC level 18, it adds a Daedric

Warhammer, Daedric Dai-katana, or Daedric Claymore. The Dremora has

160 Health, 100 Resist Normal Weapons, and 20 Reflect. It deals 9-27

points of Melee Damage, plus its weapon, and can cast Second Barrier, a

spell with Shield 20 points for 30 seconds on Self. It has a soul value

of 100 (Common).

Ingredients: None

Premade spells:

Summon Dremora-60 seconds on Self

Cost: 84

Available from: Diren Vendu, Tel Mora, Tower Services;

Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;

Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub

Summon Flame Atronach

<---------------------------------------------------------------------->

Summon Flame Atronach for D seconds

Base Cost: 23.0

Summons a Flame Atronach to fight for the caster for a limited time.

Summoned creatures will disappear when the spell expires, when they are
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on

them before they are killed. You will not receive a soul if the summon

spell expires, only if the summoned creature is killed. Those born under

the Atronach birthsign can use summons such as the Flame Atronach to

replenish their Magicka, by summoning a creature, striking it three

times, and then absorbing the spells it casts. Combining a 1 second

summon and a 1 second Soultrap on Target into one spell and firing it

at the ground will result in a permanent summon. Multiple creatures can

be summoned at once, as long as they are different creatures or are in

separate spells.

The Flame Atronach drops nothing, has 75 Health, 100 Resist Fire, -60

Resist Frost (or 60 Weakness to Frost), 100 Resist Normal Weapons, and

20 Reflect. It deals 7-21 points Melee Damage and can cast Firebloom, a

spell with Fire Damage 1-25 points in 10 feet for 5 seconds on Target.

It has a soul value of 105 (Common).

Ingredients: None

Premade spells:

Summon Flame Atronach-60 seconds on Self

Cost: 69
Available from: Malven Romori, Vivec, Guild of Mages;

Salver Lleran, Vivec, Telvanni Sorcerer;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;

Medila Indaren, Caldera, Guild of Mages;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Summon Frost Atronach

<---------------------------------------------------------------------->

Summon Frost Atronach for D seconds

Base Cost: 27.0

Summons a Frost Atronach to fight for the caster for a limited time.

Summoned creatures will disappear when the spell expires, when they are

killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on

them before they are killed. You will not receive a soul if the summon

spell expires, only if the summoned creature is killed. Those born under

the Atronach birthsign can use summons such as the Frost Atronach to

replenish their Magicka, by summoning a creature, striking it three

times, and then absorbing the spells it casts. Combining a 1 second

summon and a 1 second Soultrap on Target into one spell and firing it

at the ground will result in a permanent summon. Multiple creatures can

be summoned at once, as long as they are different creatures or are in


separate spells.

The Frost Atronach drops nothing, has 105 Health, -50 Resist Fire (or

50 Weakness to Fire), 100 Resist Frost, 100 Resist Normal Weapons, and

20 Reflect. It deals 9-27 points Melee Damage and can cast Frostbloom, a

spell with Frost Damage 1-25 points in 10 feet for 5 seconds on Target.

It has a soul value of 138 (Greater).

Ingredients: None

Premade spells:

Summon Frost Atronach-60 seconds on Self

Cost: 81

Available from: Aldaril, Buckmoth Legion Fort, Interior;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;

Salver Lleran, Vivec, Telvanni Sorcerer;

Uleni Heleran, Wolverine Hall, Mages Guild

Summon Golden Saint

<---------------------------------------------------------------------->

Summon Golden Saint for D seconds

Base Cost: 55.0


Summons a Golden Saint to fight for the caster for a limited time.

Summoned creatures will disappear when the spell expires, when they are

killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on

them before they are killed. You will not receive a soul if the summon

spell expires, only if the summoned creature is killed. Golden Saints

are the best for this, as they have the largest souls available short of

a few unique deities. There is a short period of time after a summoned

creature is killed during which you can loot its corpse just before it

vanishes. While most summons do not carry anything of much value, a

few can be exploited in this way to harvest their gear. Most notable

for this is the Golden Saint, which is armed with a good weapon and

shield. (This is one of the only ways to acquire a Daedric Tower

Shield.) When exploiting this glitch, you should save, as the game

sometimes freezes when you attempt to loot the creature. When you do

successfully loot a summoned corpse, never choose the "Dispose Of

Corpse" option. This will always freeze the game, as it creates a

conflict with the script that makes the corpse disappear. Combining a

1 second summon and a 1 second Soultrap on Target into one spell and

firing it at the ground will result in a permanent summon. Multiple

creatures can be summoned at once, as long as they are different

creatures or are in separate spells.


The Golden Saint drops a random weapon and random shield from the

following lists. The weapon can be a Glass Claymore, Glass Dagger,

Glass Firesword, Glass Frostsword, Glass Halberd, Glass Jinkblade, Glass

Longsword, Glass Poisonsword, Glass Staff, Glass Stormsword, Ebony

Broadsword, Ebony Longsword, Ebony Mace, Ebony Shortsword, Ebony Spear,

Ebony Staff, Daedric Dagger, or Daedric Katana. The shield can be a

Daedric Shield, Daedric Tower Shield, Dragonscale Tower Shield, Dreugh

Shield, Dwemer Shield, Ebony Shield, Ebony Tower Shield, Feather Shield,

Glass Shield, Glass Tower Shield, Imperial Shield, Indoril Shield, Iron

Shield, Iron Tower Shield, Netch Leather Shield, Netch Leather Tower

Shield, Nordic Leather Shield, Orcish Tower Shield, Shield of Wounds, or

Shield of Light. The Golden Saint has 250 Health, 50 Resist Fire, 50

Resist Frost, 100 Resist Normal Weapons, 50 Resist Shock, and 20

Reflect. It deals 20-60 points Melee Damage plus its weapon and can

cast Dispel, a spell with Dispel 100 points on Self, and Shock Shield,

a spell with Lightning Shield 3 points for 20 seconds on Self. It has a

soul value of 400 (Grand).

Ingredients: None

Premade spells:

Summon Golden Saint-60 seconds on Self

Cost: 165

Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's


Chamber

Summon Greater Bonewalker

<---------------------------------------------------------------------->

Summon Greater Bonewalker for D seconds

Base Cost: 15.0

Summons a Greater Bonewalker to fight for the caster for a limited time.

Summoned creatures will disappear when the spell expires, when they are

killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on

them before they are killed. You will not receive a soul if the summon

spell expires, only if the summoned creature is killed. Those born under

the Atronach birthsign can use summons such as the Greater Bonewalker

to replenish their Magicka, by summoning a creature, striking it three

times, and then absorbing the spells it casts. There is a short period

of time after a summoned creature is killed during which you can loot

its corpse just before it vanishes. While most summons do not carry

anything of much value, a few can be exploited in this way to harvest

their gear. When exploiting this glitch, you should save, as the game

sometimes freezes when you attempt to loot the creature. When you do

successfully loot a summoned corpse, never choose the "Dispose Of

Corpse" option. This will always freeze the game, as it creates a


conflict with the script that makes the corpse disappear. Combining a

1 second summon and a 1 second Soultrap on Target into one spell and

firing it at the ground will result in a permanent summon. Multiple

creatures can be summoned at once, as long as they are different

creatures or are in separate spells.

The Greater Bonewalker drops 0-5 Bonemeal and some random loot, has 100

Health, 75 Resist Frost, 75 Resist Poison, and 75 Resist Shock. It deals

5-15 points Melee Damage and can cast Dread Curse: Endurance, a spell

with Damage Endurance 5-12 points for 1 second on Touch, Dread Curse:

Strength, a spell with Damage Strength 5-12 points for 1 second on

Touch, and can transmit Brown Rot disease, a disease with Drain

Personality & Strength 10 Points. It has a soul value of 75 (Common).

Ingredients: None

Premade spells:

Summon Greater Bonewalker-60 seconds on Self

Cost: 45

Available from: Uleni Heleran, Wolverine Hall, Mages Guild;

Malven Romori, Vivec, Guild of Mages

Summon Hunger

<---------------------------------------------------------------------->
Summon Hunger for D seconds

Base Cost: 29.0

Summons a Hunger to fight for the caster for a limited time.

Summoned creatures will disappear when the spell expires, when they are

killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on

them before they are killed. You will not receive a soul if the summon

spell expires, only if the summoned creature is killed. Those born under

the Atronach birthsign can use summons such as the Hunger to replenish

their Magicka, by summoning a creature, striking it three times, and

then absorbing the spells it casts. Combining a 1 second summon and a 1

second Soultrap on Target into one spell and firing it at the ground

will result in a permanent summon. Multiple creatures can be summoned

at once, as long as they are different creatures or are in separate

spells.

The Hunger drops nothing, has 170 Health, 100 Resist Fire, 100 Resist

Frost, 100 Resist Normal Weapons, 100 Resist Poison, and 100 Resist

Shock. It deals 11-33 Melee Damage and can cast Disintegrate Armor, a

spell with Disintegrate Armor 6-25 points for 1 second on Target,

Disintegrate Weapon, a spell with Disintegrate Weapon 6-25 points for 1

second on Target, and Paralysis, a spell with Paralyze for 5 seconds


on Touch. It has a soul value of 250 (Grand).

Ingredients: None

Premade spells:

Summon Hunger-60 seconds on Self

Cost: 87

Available from: Diren Vendu, Tel Mora, Tower Services;

Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;

Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Salver Lleran, Vivec, Telvanni Sorcerer

Summon Scamp

<---------------------------------------------------------------------->

Summon Scamp for D seconds

Base Cost: 12.0

Summons a Scamp to fight for the caster for a limited time.

Summoned creatures will disappear when the spell expires, when they are

killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on
them before they are killed. You will not receive a soul if the summon

spell expires, only if the summoned creature is killed. Combining a 1

second summon and a 1 second Soultrap on Target into one spell and

firing it at the ground will result in a permanent summon. Multiple

creatures can be summoned at once, as long as they are different

creatures or are in separate spells.

The Scamp drops nothing, has 45 Health, 50 Resist Fire, 50 Resist Frost,

100 Resist Normal Weapons, 75 Resist Poison, and 50 Resist Shock. It

deals 5-15 points Melee Damage. It has a soul value of 100 (Common).

Ingredients: None

Premade spells:

Summon Scamp-60 seconds on Self

Cost: 36

Available from: Leles Birian, Ascadian Isles Region;

Medila Indaren, Caldera, Guild of Mages;

Malven Romori, Vivec, Guild of Mages;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Summon Skeletal Minion

<---------------------------------------------------------------------->

Summon Skeletal Minion for D seconds


Base Cost: 13.0

Summons a Skeletal Minion to fight for the caster for a limited time.

Summoned creatures will disappear when the spell expires, when they are

killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on

them before they are killed. You will not receive a soul if the summon

spell expires, only if the summoned creature is killed. There is a

short period of time after a summoned creature is killed during which

you can loot its corpse just before it vanishes. While most summons do

not carry anything of much value, a few can be exploited in this way to

harvest their gear. When exploiting this glitch, you should save,

as the game sometimes freezes when you attempt to loot the creature.

When you do successfully loot a summoned corpse, never choose the

"Dispose Of Corpse" option. This will always freeze the game, as it

creates a conflict with the script that makes the corpse disappear.

Combining a 1 second summon and a 1 second Soultrap on Target into

one spell and firing it at the ground will result in a permanent

summon. Multiple creatures can be summoned at once, as long as they

are different creatures or are in separate spells.

The Skeletal Minion drops Bonemeal, an Iron Shield, and a random weapon,

has 38 Health, 100 Resist Common Disease, 100 Resist Frost, 100 Resist
Poison, and 50 Resist Shock. It deals 1-9 Melee Damage plus its weapon.

It has a soul value of 30 (Petty).

Ingredients: None

Premade spells:

Summon Skeletal Minion-60 seconds on Self

Cost: 39

Available from: Estoril, Ald'ruhn, The Rat in the Pot;

Heem-La, Ald'ruhn, Guild of Mages;

Marayn Dren, Balmora, Guild of Mages;

Uleni Heleran, Wolverine Hall, Mages Guild;

Ferise Varo, Vos, Varo Tradehouse Entrance;

Malven Romori, Vivec, Guild of Mages;

Medila Indaren, Caldera, Guild of Mages

Summon Storm Atronach

<---------------------------------------------------------------------->

Summon Storm Atronach for D seconds

Base Cost: 38.0

Summons a Storm Atronach to fight for the caster for a limited time.

Summoned creatures will disappear when the spell expires, when they are
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on

them before they are killed. You will not receive a soul if the summon

spell expires, only if the summoned creature is killed. Those born under

the Atronach birthsign can use summons such as the Storm Atronach to

replenish their Magicka, by summoning a creature, striking it three

times, and then absorbing the spells it casts. Combining a 1 second

summon and a 1 second Soultrap on Target into one spell and firing it

at the ground will result in a permanent summon. Multiple creatures can

be summoned at once, as long as they are different creatures or are in

separate spells.

The Storm Atronach drops nothing, has 200 Health, 100 Resist Normal

Weapons, 75 Resist Poison, 100 Resist Shock, and 20 Reflect. It deals

15-45 points Melee Damage and can cast Shockbloom, a spell with Shock

Damage 1-25 in 10 feet for 5 seconds on Target, and Shock Shield, a

spell with Lightning Shield 3 points for 20 seconds on Self. It has a

soul value of 150 (Greater).

Ingredients: None

Premade spells:

Summon Storm Atronach-60 seconds on Self


Cost: 114

Available from: Diren Vendu, Tel Mora, Tower Services;

Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;

Salver Lleran, Vivec, Telvanni Sorcerer;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;

Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Summon Winged Twilight

<---------------------------------------------------------------------->

Summon Winged Twilight for D seconds

Base Cost: 52.0

Summons a Winged Twilight to fight for the caster for a limited time.

Summoned creatures will disappear when the spell expires, when they are

killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on

them before they are killed. You will not receive a soul if the summon

spell expires, only if the summoned creature is killed. There is a

short period of time after a summoned creature is killed during which

you can loot its corpse just before it vanishes. While most summons do

not carry anything of much value, a few can be exploited in this way to
harvest their gear. When exploiting this glitch, you should save,

as the game sometimes freezes when you attempt to loot the creature.

When you do successfully loot a summoned corpse, never choose the

"Dispose Of Corpse" option. This will always freeze the game, as it

creates a conflict with the script that makes the corpse disappear.

Combining a 1 second summon and a 1 second Soultrap on Target into

one spell and firing it at the ground will result in a permanent

summon. Multiple creatures can be summoned at once, as long as they

are different creatures or are in separate spells.

The Winged Twilight drops 0-3 Void Salt, has 220 Health, 50 Resist Fire,

50 Resist Frost, 75 Resist Poison, 50 Resist Shock, and 20 Reflect. It

deals 15-45 points Melee Damage. It has a soul value of 300 (Grand).

Ingredients: None

Premade spells:

Summon Winged Twilight-60 seconds on Self

Cost: 156

Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's

Chamber

Turn Undead

<---------------------------------------------------------------------->
Turn Undead M points for D seconds

Base Cost: 0.2

Decrease the confidence (willingness to fight) of an undead creature.

Afflicted targets will disengage combat and attempt to run away in fear.

Turn Undead is among the game's most powerful disabling effects. Any

fleeing creature cannot damage you. A good spell can send an entire

army of undead running. This makes, for instance, excellent Marksman

practice. If you get in the target's way, it may still attack you.

Likewise, any target you attack repeatedly may come back to retaliate.

Casting the spell on NPCs will qualify as assault.

Ingredients: None

Premade spells:

Holy Word-5 points for 60 seconds on Target

Cost: 5

Available from: Folvys Andalor, Ald'ruhn, Temple;

Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer

Turn Undead-50 points for 10 seconds on Touch

Cost: 5
Available from: Arnand Liric, Buckmoth Legion Fort, Interior;

Lloros Sarano, Ald'ruhn, Temple;

Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;

Relms Gilvilo, Vivec, Redoran Temple Shrine

Holy Touch-10 points for 60 seconds on Touch

Cost: 6

Available from: Eldrilu Dalen, Vos, Vos Chapel;

Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;

Mehra Drora, Gnisis, Temple

Saintly Touch-25 points for 60 seconds on Touch

Cost: 15

Available from: Nilvyn Drothan, Ghostgate, Temple

Saintly Word-25 points for 60 seconds on Target

Cost: 23

Available from: Elynu Saren, Suran, Temple

Destruction {SPL004}

o======================================================================o

Damage Attribute

<---------------------------------------------------------------------->

Damage Attribute M points


Base Cost: 8

Permanently lowers one of the eight Attributes of the target by M

points. Derived attributes such as Fatigue, Magicka, and Encumbrance

will be recalculated. The attribute can only be restored by the use of a

Restore Attribute effect.

Ingredients: Wickwheat**

**Because no other ingredient in the game has this effect, you cannot

make a potion with this effect.

Premade spells:

Clench-Damage Speed 1-20 points on Touch

Cost: 4

Available from: Farena Arelas, Tel Uvirith, Arelas' House;

Ferise Varo, Vos, Varo Tradehouse Entrance;

Fevyn Ralen, Vivec, Telvanni Mage

Emasculate-Damage Endurance 1-20 points on Touch

Cost: 4

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Salver Lleran, Vivec, Telvanni Sorcerer;

Mertisi Andavel, Tel Branora, Upper Tower


Evil Eye-Damage Personality 1-10 points on Touch

Cost: 2

Available from: Farena Arelas, Tel Uvirith, Arelas' House;

Salver Lleran, Vivec, Telvanni Sorcerer

Fuddle-Damage Intelligence 1-20 points on Touch

Cost: 4

Available from: Elynu Seran, Suran, Temple;

Estirdalin, Balmora, Guild of Mages;

Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Farena Arelas, Tel Uvirith, Arelas' House

Hex-Damage Luck 1-20 points on Touch

Cost: 4

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Salver Lleran, Vivec, Telvanni Sorcerer;

Orrent Geontene, Ald'ruhn, Guild of Mages

Stumble-Damage Agility 1-20 points on Touch

Cost: 4

Available from: Fevyn Ralen, Vivec, Telvanni Mage

Woe-Damage Willpower 1-20 points on Touch

Cost: 4
Available from: Farena Arelas, Tel Uvirith, Arelas' House;

Fevyn Ralen, Vivec, Telvanni Mage

Damage Fatigue

<---------------------------------------------------------------------->

Damage Fatigue M points

Base Cost: 4

Permanently lowers the target's Fatigue by M points. If the target's

Fatigue is reduced below 0, they will pass out and collapse to the

ground.

Spells that reduce Fatigue will not reduce the value below 0, so the

knockout blow must always come from a physical attack. There are quests

in the game that require you to physically disable an opponent without

killing them. The only ways to do that are with the Hand-to-Hand skill

and with this effect.

Ingredients: Poison**

**Since no other ingredients carry this effect, you can never make a

potion with this effect.

Premade spells:
Fleabite-1-10 points on Touch

Cost: 1

Available from: Estirdalin, Balmora, Guild of Mages

Doze-1-20 points on Touch

Cost: 2

Available from: Medila Indaren, Caldera, Guild of Mages

Hornhand-15-36 points on Touch

Cost: 5

Available from: Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Damage Health

<---------------------------------------------------------------------->

Damage Health M points

Base Cost: 8

Permanently lowers the Health of the target by M points. This is one

means of attacking creatures that are resistant to elemental damage

such as Fire and Frost, though it is considerably more expensive in

terms of casting cost.

Absorb Health is generally a better effect to use, as it has the same

casting cost but has the added benefit of restoring your Health.
Ingredients: Meadow Rye, Nirthfly Stalks*, Noble Sedge Flowers*,

Poison, Scrib Cabbage

Premade spells:

Spirit Knife-1-20 points on Touch

Cost: 4

Available from: Farena Arelas, Tel Uvirith, Arelas' House;

Medila Indaren, Caldera, Guild of Mages;

Malven Romori, Vivec, Guild of Mages;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Stormhand-5-12 points on Touch, Shock Damage 5-12 points on Touch

Cost: 6

Available from: Nelso Salenim, Sadrith Mora, Telvanni Council House,

Entry

Blackhand-5-12 points on Touch, Poison 5-12 points on Touch

Cost: 7

Available from: Mertisi Andavel, Tel Branora, Upper Tower;

Orrent Geontene, Ald'ruhn, Guild of Mages

Heartbite-10-50 points on Touch

Cost: 12
Available from: Aldaril, Buckmoth Legion Fort, Interior

Daedric Bite-50 points on Target

Cost: 30

Available from: Uvele Berendas, Indarys Manor, Berendas' House

Damage Magicka

<---------------------------------------------------------------------->

Damage Magicka M points

Base Cost: 8

Permanently lowers the Magicka of the target by M points.

Ingredients: Durzog Meat**

**Since there are no other ingredients that carry this effect, it is

impossible to create potions with this effect.

Premade spells:

Soulpinch-1-20 points on Touch

Cost: 4

Available from: Aldaril, Buckmoth Legion Fort, Interior;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;

Llaros Uvayn, Caldera, Governor's Hall;


Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Disintegrate Armor

<---------------------------------------------------------------------->

Disintegrate Armor M points for D seconds

Base Cost: 6

Damages the armor of the target, decreasing its effectiveness. M is the

number of points of damage the item will receive for the duration. It

damages one piece of equipment at a time, in the following order:

Shield, Cuirass, Left Pauldron, Right Pauldron, Left Gauntlet, Right

Gauntlet, Helm, Greaves, and finally Boots. If the armor is damaged to

the point of breaking, it will immediately be unequipped, and the

target will automatically equip the next-most-valuable item of that

type in their inventory (if they have one).

Disintegrate Armor can be one way to acquire a target's armor without

killing them. Once it is broken, you can cast Calm on them, pickpocket

the armor from them, and repair it to use yourself. When applied on

Self, this effect will only work if it targets equipment which has

already sustained some damage. This applies both to custom spells and

enchanted items using this effect.

Ingredients: None
Premade spells:

Armor Eater-10-30 points on Touch

Cost: 6

Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;

Medila Indaren, Caldera, Guild of Mages;

Heem-La, Ald'ruhn, Guild of Mages;

Salver Lleran, Vivec, Telvanni Sorcerer

Disintegrate Weapon

<---------------------------------------------------------------------->

Disintegrate Weapon M points for D seconds

Base Cost: 6

This effect will damage the target's weapon, decreasing its

effectiveness. M is the number of points of damage the item will

receive per second for the duration. The effect will only damage a

weapon if it is equipped and drawn. Enemies not in combat will not be

affected by this effect, but because it is a hostile effect, the first

casting will cause them to draw their weapon and attack. Casting this

effect on a non-hostile target is a crime. If the weapon is damaged to

the point of breaking, it will immediately be unequipped, and the

target will automatically equip the next-most-valuable weapon in their


inventory (if they have one).

When applied on Self, this effect will only work if it targets

equipment which has already sustained some damage. This applies both to

custom spells and enchanted items.

Ingredients: None

Premade spells:

Weapon Eater-6-25 points on Touch

Cost: 5

Available from: Fevyn Ralen, Vivec, Telvanni Mage;

Medila Indaren, Caldera, Guild of Mages;

Heem-La, Ald'ruhn, Guild of Mages;

Salver Lleran, Vivec, Telvanni Sorcerer

Drain Attribute

<---------------------------------------------------------------------->

Drain Attribute M points for D seconds

Base Cost: 1

Temporarily lowers one of the target's attributes by M points for D

seconds. Derived attributes such as Fatigue, Health, Magicka, and


Encumbrance will be recalculated if needed. After the spell expires,

the attribute will be restored to its former value.

There is a bug with this effect if you are under the Fortify Attribute

effect when it hits you. Your attribute will not restore like it is

supposed to, making this effect behave more like Damage Attribute. The

only way to solve this is to remove the Fortify Attribute effect and

then cast a Restore Attribute effect. You may then restore the Fortify

Attribute effect to return the attribute to its former value. If you

drain your own Intelligence to zero, your Magicka bar will restore to

full when your Intelligence returns to normal. This is very useful for

those with the Atronach birthsign, although many (myself included)

consider it cheating.

Ingredients: Drain Agility: Ash Salts*, Black Anther*, Daedra's Heart,

Diamond*, Emerald, Hypha Facia, Pearl*, Raw Ebony*, Ruby;

Drain Endurance: Bittergreen Petals, Black Anther, Bungler's Bane,

Emerald, Moon Sugar, Void Salts, Wolfsbane Petals;

Drain Intelligence: Alit Hide*, Coda Flower, Gravedust*, Human Flesh,

Muck*, Raw Glass*, Scrib Cabbage;

Drain Luck: Chokeweed*, Dreugh Wax, Gold Kanet, Gravetar, Hypha Facia*,

Moon Sugar, Stoneflower Petals;

Drain Personality: Bonemeal, Coda Flower*, Heather, Human Flesh, Muck,

Netch Leather, Scales*, Shalk Resin, Sload Soap*, Willow Anther*;

Drain Speed: Black Lichen, Bungler's Bane*, Frost Salts*, Heather,


Kresh Fiber, Meadow Rye, Nirthfly Stalks, Raw Glass, Red Lichen*,

Trama Root;

Drain Strength: Black Lichen*, Bungler's Bane, Ectoplasm, Green Lichen,

Heartwood, Raw Glass, Saltrice, Scathecraw*, Spore Pod*;

Drain Willpower: Ampoule Pod, Chokeweed, Corprus Weepings, Dreugh Wax,

Marshmerrow, Racer Plumes*, Roobrush*

Premade spells:

Clumsy Touch-Drain Agility 5-20 points for 30 seconds on Touch

Cost: 19

Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;

Orrent Geontene, Ald'ruhn, Guild of Mages

Distraction-Drain Intelligence 5-20 points for 30 seconds on Target

Cost: 28

Available from: Heem-La, Ald'ruhn, Guild of Mages

Enervate-Drain Endurance 5-20 points for 30 seconds on Target

Cost: 28

Available from: Heem-La, Ald'ruhn, Guild of Mages

Spite-Drain Personality 5-20 points for 30 seconds on Target

Cost: 28

Available from: Heem-La, Ald'ruhn, Guild of Mages


Temptation-Drain Willpower 5-20 points for 30 seconds on Target

Cost: 28

Available from: Aldaril, Buckmoth Legion Fort, Interior;

Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Torpor-Drain Speed 5-20 points for 30 seconds on Target

Cost: 28

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt

Strength Leech-Drain Strength 5-20 points for 30 seconds on Touch

Cost: 30

Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Distracting Touch-Drain Intelligence 5-20 points for 60 seconds on Touch

Cost: 38

Available from: Estoril, Ald'ruhn, The Rat in the Pot

Blood Despair-Drain Willpower 7-14 points for 60 seconds on Target

Cost: 47

Available from: Elynu Saren, Suran, Temple;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Farena Arelas, Tel Uvirith, Arelas' House


Wild Distraction-Drain Intelligence 5-20 points for 60 seconds on Target

Cost: 56

Available from: Aldaril, Buckmoth Legion Fort, Interior;

Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;

Diren Vendu, Tel Mora, Tower Services;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Drain Fatigue

<---------------------------------------------------------------------->

Drain Fatigue M points for D seconds

Base Cost: 2

Temporarily lowers the target's Fatigue. The target will collapse to

the ground if Fatigue drops below zero. When the spell expires, the

target regains the lost Fatigue.

Ingredients: Bear Pelt*, Bonemeal, Comberry*, Corprus Weepings*,

Corprusmeat*, Guar Hide*, Hypha Facia, Kagouti Hide*, Kwama Cuttle,

Luminous Russula, Marshmerrow, Shalk Resin*, Snow Bear Pelt*, Snow

Wolf Pelt*, Spore Pod, Violet Coprinus, Wolf Pelt*

Premade spells:

Wearying Touch-5-20 points for 30 seconds on Touch


Cost: 38

Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;

Uvele Berendas, Indarys Manor, Berendas' House

Sleep-5-15 points for 30 seconds on Target

Cost: 45

Available from: Eraamion, Caldera, Guild of Mages;

Ferise Varo, Vos, Varo Tradehouse Entrance;

Salama Andrethi, Tel Mora, Tower Services;

Tinaso Alan, Tel Mora, Tower Services;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;

Estoril, Ald'ruhn, The Rat in the Pot;

Heem-La, Ald'ruhn, Guild of Mages;

Salen Ravel, Maar Gan, Shrine;

Uleni Heleran, Wolverine Hall, Mages Guild

Exhausting Touch-5-20 points for 60 seconds on Touch

Cost: 75

Available from: Aldaril, Buckmoth Legion Fort, Interior;

Imare, Balmora, Hlaalu Council Manor;

Diren Vendu, Tel Mora, Tower Services;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Ordeal of St. Olms-5-20 points for 60 seconds on Touch

Cost: 75
Available from: Aldaril, Buckmoth Legion Fort, Interior;

Ethasi Rilvayn, Balmora, Morag Tong Guild;

Lloros Sarano, Ald'ruhn, Temple;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;

Diren Vendu, Tel Mora, Tower Services;

Imare, Balmora, Hlaalu Council Manor;

Nilvyn Drothan, Ghostgate, Temple

Wild Exhaustion-5-15 points for 60 seconds on Touch

Cost: 90

Available from: Aldaril, Buckmoth Legion Fort, Interior;

Ethasi Rilvayn, Balmora, Morag Tong Guild;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;

Diren Vendu, Tel Mora, Tower Services;

Imare, Balmora, Hlaalu Council Manor

Drain Health

<---------------------------------------------------------------------->

Drain Health M points for D seconds

Base Cost: 4

Temporarily lowers the target's Health. If the victim is still alive

when the spell expires, they will regain the lost Health.
This effect will deliver a killing blow if it drops Health below 0. An

excellent way to kill enemies is to Drain Health 100 points for 1

second. It can be compounded by adding a Soultrap for 1 second effect,

or it can have its magnitude doubled by combining with Weakness to

Magicka 100 points for 1 second. While this can be somewhat costly in

terms of Magicka, Drain Health has the lowest base cost in the entire

College of Destruction and very few creatures have blanket Resist

Magicka. Drain Health deals non-elemental damage. You can take this

even further and create a spell of Weakness to Magicka 400% combined

with Drain Health 400 points for a spell that deals 2000 damage, the

highest possible damage in the game. Such a spell costs 240 Magicka to

cast. This is sufficient to kill anything vulnerable to Magicka-even

Dagoth Ur himself. However, to cast it, you will need to fortify either

Willpower, Luck, or Destruction to sufficient levels to successfully

cast the spell.

Ingredients: Coda Flower, Corprusmeat, Ectoplasm, Fire Petal, Fire

Salts*, Gold Kanet*, Gravetar, Green Lichen, Horn Lily Bulb*, Roobrush,

Ruby*, Scathecraw, Scrap Metal*

Premade spells:

Drain Blood-5 points for 30 seconds on Touch, Drain Magicka 5 points

for 30 seconds on Touch

Cost: 60
Available from: Aldaril, Buckmoth Legion Fort, Interior;

Ferise Varo, Vos, Varo Tradehouse Entrance;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;

Uleni Heleran, Wolverine Hall, Mages Guild;

Diren Vendu, Tel Mora, Tower Services;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Tinaso Alan, Tel Mora, Tower Services;

Urtiso Maryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Drain Magicka

<---------------------------------------------------------------------->

Drain Magicka M points for D seconds

Base Cost: 4

Temporarily lowers the target's Magicka. If done at sufficient

magnitude, this can severely cripple spellcasters. When the spell

expires, the victim will regain the lost Magicka.

Ingredients: Belladonna Berries, Bittergreen Petals, Bloat*,

Corprusmeat, Golden Sedge Flowers*, Grahl Eyeball, Gravedust, Kresh

Fiber, Rat Meat*, Red Lichen, Scamp Skin*, Timsa-Come-By Flowers,

Trama Root

Premade spells:
Wild Flay Spirit-1-20 points for 3 seconds on Target

Cost: 9

Available from: Heem-La, Ald'ruhn, Guild of Mages

Drain Blood-5 points for 30 seconds on Touch, Drain Health 5 points

for 30 seconds on Touch

Cost: 60

Available from: Aldaril, Buckmoth Legion Fort, Interior;

Ferise Varo, Vos, Varo Tradehouse Entrance;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;

Uleni Heleran, Wolverine Hall, Mages Guild;

Diren Vendu, Tel Mora, Tower Services;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Tinaso Alan, Tel Mora, Tower Services;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Gash Spirit-5-20 points for 30 seconds on Touch

Cost: 75

Available from: Aldaril, Buckmoth Legion Fort, Interior;

Imare, Balmora, Hlaalu Council Manor;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;

Diren Vendu, Tel Mora, Tower Services;

Salver Lleran, Vivec, Telvanni Sorcerer;

Solea Nuccusius, Moonmoth Legion Fort, Prison Towers


Gash Spirit (Ranged)-5-20 points for 30 seconds on Target

Cost: 113

Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild

Magicka Leech-6-15 points for 60 seconds on Touch

Cost: 126

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub

Flay Spirit-5-20 points for 60 seconds on Touch

Cost: 150

Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's

Chamber

Drain Skill

<---------------------------------------------------------------------->

Drain Skill M points for D seconds

Base Cost: 1

Temporarily lowers one of the target's skills by M points for D

seconds. When the spell expires, the skill will be restored to its

former value.

There is a bug with this effect. If you are hit with it while under a
Fortify Skill effect, it will not return to its former value like it is

supposed to. The only way to solve this is to remove the Fortify Skill

effect, cast a Restore Skill effect, and replace the Fortify Skill

effect. This will return the skill to its former value. It should be

noted that Restore Skill is unavailable for learning or through

potions; it exists only at the shrines and altars throughout the game.

This effect is the source of a famous exploit called "Drain and Train."

If you wish, you may create a custom spell that drains a given skill by

100 for 1 second on Self. If you speak to a trainer for that skill while

under the effect, they will train you for 1 gold, but when the effect

expires your skill will be one rank higher than before you cast the

spell. This exploit can be used to have any trainer, regardless of their

intended maximum, train any skill to 100, and do so for 1 gold per rank.

Needless to say, most people, including myself, consider this cheating.

Ingredients: Horker Tusk**

**No other ingredient carries this effect, so you can never create a

potion with this effect.

Premade spells:

Drain Athletics-Drain Athletics 5-20 points for 60 seconds on Target

Cost: 56

Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers


Drain Block-Drain Block 5-20 points for 60 seconds on Target

Cost: 56

Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Drain Destruction-Drain Destruction 5-20 points for 60 seconds on

Target

Cost: 56

Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Scourge Blade-Drain Short & Long Blade 5-20 points each for 30

seconds on Target

Cost: 56

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub

Fire Damage

<---------------------------------------------------------------------->

Fire Damage M points for D seconds

Base Cost: 5

Damages the target using fire by M points for D seconds.

Dark Elves are 75% resistant to fire. Since they are by far the most

populous race in the game, Fire Damage is of somewhat limited utility


in battling NPCs. However, enough creatures are weak to Fire or immune

to other elements to ensure that Fire Damage retains a great deal of

usefulness.

Ingredients: None

Premade spells:

Cruel Firebloom-10-16 points in 10 feet on Target

Cost: 7

Available from: Malven Romori, Vivec, Guild of Mages

Fireball-2-20 points in 5 feet on Target

Cost: 5

Available from: Arrille, Seyda Neen, Arrille's Tradehouse;

Salver Lleran, Vivec, Telvanni Sorcerer;

Malven Romori, Vivec, Guild of Mages

Fire Bite*-15-30 points on Touch

Cost: 6

Available from: Estirdalin, Balmora, Guild of Mages

Greater Fireball-2-40 points in 10 feet on Target

Cost: 10

Available from: Heem-La, Ald'ruhn, Guild of Mages;


Malven Romori, Vivec, Guild of Mages;

Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber

Firestorm-1-10 points for 10 seconds in 10 feet on Target

Cost: 23

Available from: Fevyn Ralen, Vivec, Telvanni Mage;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;

Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber

God's Fire-11-60 points for 10 seconds in 10 feet on Target

Cost: 135

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub

Frost Damage

<---------------------------------------------------------------------->

Frost Damage M points for D seconds

Base Cost: 5

Damages the target using frost by M points for D seconds.

Nords are immune to Frost, so avoid using this effect against them.

This is especially relevant in the Bloodmoon expansion, as Solstheim is

mostly populated by Nords and other frost-resistant creatures. Most

undead are resistant or immune to frost, as well.


Ingredients: Bristleback Leather, Holly Berries, Raw Stalhrim

Premade spells:

Frost Bite-15-30 points on Touch

Cost: 6

Available from: Arrille, Seyda Neen, Arrille's Tradehouse;

Estirdalin, Balmora, Guild of Mages

Greater Frostball-2-40 points in 10 feet on Target

Cost: 10

Available from: Heem-La, Ald'ruhn, Guild of Mages;

Salver Lleran, Vivec, Telvanni Sorcerer

Frost Storm-1-10 points for 10 seconds in 10 feet on Target

Cost: 23

Available from: Diren Vendu, Tel Mora, Tower Services;

Fevyn Ralen, Vivec, Telvanni Mage

God's Frost-11-60 points for 10 seconds in 10 feet on Target

Cost: 135

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub

Poison
<---------------------------------------------------------------------->

Poison M points for D seconds

Base Cost: 9

Damages the target using poison by M points for D seconds.

Of the elemental damage effects, Poison is the least useful. First, it

is the most expensive in terms of Magicka cost. Second, there are more

creatures with Poison immunity than any of the other three elements

(for example, most undead). Finally, there is a Cure Poison effect,

which immediately arrests any ongoing Poison damage when cast. There is

no equivalent effect for the other three elements.

Ingredients: Adamantium Ore, Lloramor Spines, Luminous Russula,

Noble Sedge Flowers, Poison, Violet Coprinus

Premade spells:

Black Hand-5-12 points on Touch, Damage Health 5-12 points on Touch

Cost: 7

Available from: Mertisi Andavel, Tel Branora, Upper Tower;

Orrent Geontene, Ald'ruhn, Guild of Mages

Poison-2-20 points in 5 feet on Target


Cost: 9

Available from: Estirdalin, Balmora, Guild of Mages

Poisonous Touch-15-40 points on Touch

Cost: 12

Available from: Estirdalin, Balmora, Guild of Mages

Poisonbloom-1-20 points in 5 seconds in 10 feet on Target

Cost: 39

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;

Mertisi Andavel, Tel Branora, Upper Tower;

Uvele Berendas, Indarys Manor, Berendas' House;

Estoril, Ald'ruhn, The Rat in the Pot;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Viperbolt-10-50 points for 2 seconds in 10 feet on Target

Cost: 44

Available from: Estoril, Ald'ruhn, The Rat in the Pot;

Salama Andrethi, Tel Mora, Tower Services

Deadly Poison-1-20 points for 10 seconds on Touch

Cost: 47

Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;

Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;

Estoril, Ald'ruhn, The Rat in the Pot


Toxic Cloud-2-15 points for 10 seconds in 10 feet on Target

Cost: 61

Available from: Diren Vendu, Tel Mora, Tower Services;

Ferise Varo, Vos, Varo Tradehouse Entrance;

Mertisi Andavel, Tel Branora, Upper Tower;

Tinaso Alan, Tel Mora, Tower Services;

Eraamion, Caldera, Guild of Mages;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Salver Lleran, Vivec, Telvanni Sorcerer;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Potent Poison-20-40 points for 5 seconds on Touch

Cost: 68

Available from: Namanian Facian, Sadrith Mora, Morag Tong Guild;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Shock Damage

<---------------------------------------------------------------------->

Shock Damage M points for D seconds

Base Cost: 7

Damages the target using shock by M points for D seconds.


Shock damage is more expensive to cast than fire or frost, but fewer

enemies resist it, making it more universally useful

Ingredients: None

Premade spells:

Shock-1-15 points on Touch

Cost: 3

Available from: Estirdalin, Balmora, Guild of Mages

Stormhand-5-12 points on Touch, Damage Health 5-12 points on Touch

Cost: 6

Available from: Nelso Salenim, Sadrith Mora, Telvanni Council House:

Entry

Spark-2-20 points in 5 feet on Target

Cost: 7

Available from: Arrille, Seyda Neen, Arrille's Tradehouse

Greater Shockball-2-40 points in 10 feet on Target

Cost: 14

Available from: Heem-La, Ald'ruhn, Guild of Mages

Shockball-2-40 points in 10 feet on Target


Cost: 14

Available from: Salver Lleran, Vivec, Telvanni Sorcerer

Lightning Bolt-10-50 points for 2 seconds in 10 feet on Target

Cost: 34

Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;

Uvele Berendas, Indarys Manor, Berendas' House;

Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry

Lightning Storm-2-10 points for 10 seconds in 10 feet on Target

Cost: 34

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;

Fevyn Ralen, Vivec, Telvanni Mage;

Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;

Uvele Berendas, Indarys Manor, Berendas' House

Shockbloom-1-25 points for 5 seconds in 10 feet on Target

Cost: 37

Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;

Uvele Berendas, Indarys Manor, Berendas' House

Weakness to Common Disease

<---------------------------------------------------------------------->
Weakness to Common Disease M% for D Seconds

Base Cost: 2

This effect reduces the target's resistance to Common Diseases, making

them M% more likely to contract them. This effect is only relevant to

the player, as no one else ever catches diseases.

The main use of this spell effect is to allow characters with innate

disease resistance (an Argonian, a High Elf, or anyone sufficiently far

through the Main Quest) to contract Vampirism, if they wish.

Ingredients: None

Premade spells:

Weakness to Common Disease-1-20 points for 10 seconds on Target

Cost-16

Available from: Medila Indaren, Caldera, Guild of Mages

Weakness to Fire

<---------------------------------------------------------------------->

Weakness to Fire M% for D seconds

Base Cost: 2
This effect increases the damage dealt by the Fire Damage effect. M is

the percentage of resistance reduction. At 100%, the target will

receive double damage. High Elves have natural 50% Weakness to Fire, so

they will be particularly interested in Resist Fire spells or items that

counteract this weakness.

If the target is naturally immune to Fire, 100% Weakness to Fire will

remove that immunity. This is a good way to make Fire more universally

useful. Higher magnitudes will still be necessary to amplify base

damage. When Weakness to Fire is used in conjunction with a Fire Damage

effect that does damage over several seconds, the weakness only needs a

duration of 1 to allow the damage to take effect.

Ingredients: Heartwood, Holly Berries

Premade spells:

Weakness to Fire-10 points for 5 seconds on Target

Cost: 8

Available from: Malven Romori, Vivec, Guild of Mages

Dire Weakness to Fire-2-60 points for 10 seconds on Target

Cost: 47

Available from: Elynu Saren, Suran, Temple;


Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;

Marayn Dren, Balmora, Guild of Mages;

Tinaso Alan, Tel Mora, Tower Services;

Eraamion, Caldera, Guild of Mages;

Estoril, Ald'ruhn, The Rat in the Pot;

Mertisi Andavel, Tel Branora, Upper Tower;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Weakness to Frost

<---------------------------------------------------------------------->

Weakness to Frost M% for D seconds

Base Cost: 2

This effect increases the damage dealt by the Frost Damage effect. M is

the percentage of resistance reduction. At 100%, the target will

receive double damage. High Elves have natural 25% Weakness to Frost, so

they will be particularly interested in Resist Frost spells or items

that counteract this weakness.

If the target is naturally immune to Frost, 100% Weakness to Frost will

remove that immunity. This is a good way to make Frost more universally

useful. Higher magnitudes will still be necessary to amplify base

damage. When Weakness to Frost is used in conjunction with a Frost

Damage effect that does damage over several seconds, the weakness only
needs a duration of 1 to allow the damage to take effect.

Ingredients: None

Premade spells:

Dire Weakness to Frost-2-60 points for 10 seconds on Target

Cost: 47

Available from: Elynu Seran, Suran, Temple;

Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;

Marayn Dren, Balmora, Guild of Mages;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;

Eraamion, Caldera, Guild of Mages;

Estoril, Ald'ruhn, The Rat in the Pot;

Mertisi Andavel, Tel Branora, Upper Tower

Weakness to Magicka

<---------------------------------------------------------------------->

Weakness to Magicka M% for D Seconds

Base Cost: 2

Weakness to Magicka increases the negative effects of certain spells on

the target. M is the percentage of resistance reduction. Weakness to

Magicka does not affect the damage taken from elemental spells, nor
increase the duration of any effect, nor make any difference to the

effects of Paralyze or Silence. It does increase the effects of Absorb

Health, Damage Health, and Drain Health, as well as non-damaging but

hostile effects such as any other Absorb, Damage, or Drain effects,

Blind, Burden, Disintegrate, Sound, and any other Weakness effects.

High Elves and characters with The Apprentice birthsign have an innate

Weakness to Magic effect. This is not too threatening, as not many

attacks fall under the purview of the effect. The most dangerous

enemies are those who use Absorb Health or Damage Health effects. These

are quite rare, with Vampires being the most notable example.

Ingredients: None

Premade spells:

Dire Weakness to Magicka-2-60 points for 10 seconds on Target

Cost: 47

Available from: Elynu Saren, Suran, Temple;

Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;

Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;

Mertisi Andavel, Tel Branora, Upper Tower;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;

Eraamion, Caldera, Guild of Mages;

Estoril, Ald'ruhn, The Rat in the Pot;


Marayn Dren, Balmora, Guild of Mages;

Tinaso Alan, Tel Mora, Tower Services

Weakness to Poison

<---------------------------------------------------------------------->

Weakness to Poison M% for D seconds

Base Cost: 2

This effect increases the damage dealt by the Poison effect. M is the

percentage of resistance reduction. At 100%, the target will receive

double damage.

If the target is naturally immune to Poison, 100% Weakness to Poison

will remove that immunity. This is a good way to make Poison more

universally useful. Higher magnitudes will still be necessary to

amplify base damage. When Weakness to Poison is used in conjunction with

a Poison effect that does damage over several seconds, the weakness only

needs a duration of 1 to allow the damage to take effect.

Ingredients: Poison*,**

**This is the only ingredient in the game with this effect, so you will

never be able to create potions with this effect.

Premade spells:
Dire Weakness to Poison-2-60 points for 10 seconds on Target

Cost: 47

Available from: Elynu Saren, Suran, Temple;

Eraamion, Caldera, Guild of Mages;

Marayn Dren, Balmora, Guild of Mages;

Salama Andrethi, Tel Mora, Tower Services;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;

Estoril, Ald'ruhn, The Rat in the Pot;

Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;

Mertisi Andavel, Tel Branora, Upper Tower;

Tinaso Alan, Tel Mora, Tower Services

Weakness to Shock

<---------------------------------------------------------------------->

Weakness to Shock M% for D seconds

Base Cost: 2

This effect increases the damage dealt by the Shock Damage effect. M is

the percentage of resistance reduction. At 100%, the target will

receive double damage. High Elves have natural 25% Weakness to Shock,

so they will be particularly interested in Resist Shock spells or items

that counteract this weakness.


If the target is naturally immune to Shock, 100% Weakness to Shock will

remove that immunity. This is a good way to make Shock more universally

useful. Higher magnitudes will still be necessary to amplify base

damage. When Weakness to Shock is used in conjunction with a Shock Damage

effect that does damage over several seconds, the weakness only needs a

duration of 1 to allow the damage to take effect.

Ingredients: None

Premade spells:

Dire Weakness to Shock-2-60 points for 10 seconds on Target

Cost: 47

Available from: Elynu Saren, Suran, Temple

Ervona Barys, Ebonheart, Hawkmoth Legion Garrison

Marayn Dren, Balmora, Guild of Mages

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Eraamion, Caldera, Guild of Mages

Estoril, Ald'ruhn, The Rat in the Pot

Mertisi Andavel, Tel Branora, Upper Tower

Illusion {SPL005}

o======================================================================o

Blind
<---------------------------------------------------------------------->

Blind M% for D Seconds

Base Cost: 1

Causes the target's vision to be obscured, making it harder for them to

see. M is the degree of blindness. At 100%, they will be completely

unable to see anything. However, as the effect is hostile, they will

still try to find and attack you. If you are within melee range, they

can still attack and even hit you. If you attack a blinded target, they

may attempt to flee. A blinded target should have a lower hit rate and

decreased ability to detect sneaking targets.

Note that the effect is bugged, and actually increases hit rate instead

of decreasing it.

Ingredients: Durzog Meat, Bristleback Leather

Premade spells:

Crying Eye-1-10 points for 5 seconds on Target

Cost: 2

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild

Llaros Uvayn, Caldera, Governor's Hall

Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House


Erelvam's Wild Sty-1-40 points for 10 seconds on Touch

Cost: 10

Available from: Minnibi Selkin-Adda, Vivec, Arena, Hidden Area;

Sirilonwe, Vivec, Guild of Mages;

Namanian Facian, Sadrith Mora, Morag Tong Guild

Alad's Caliginy-10-30 points for 30 seconds on Touch

Cost: 30

Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;

Farena Arelas, Tel Uvirith, Arelas' House;

Orrent Geontene, Ald'ruhn, Guild of Mages;

Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Mertisi Andavel, Tel Branora, Upper Tower

Calm Creature

<---------------------------------------------------------------------->

Calm Creature M points for D seconds

Base Cost: 1

Stops the target from fighting. While under this effect, attacking them

will not cause them to retaliate.

Calm is useful if you are trying to fight with ranged weapons or spells
in an enclosed area. Calm the enemy, and run to put some distance

between you. Calm is basically a crowd controlling effect. These are

particularly useful in for combat in high difficulty games. On normally

hostile targets, expect them to re-enter combat when the spell expires.

A magnitude of 1 is enough to work on any target; this is a bug.

Ingredients: None

Premade spells:

Calm Creature-30 points for 10 seconds on Target

Cost: 23

Available from: Dulian, Buckmoth Legion Fort, Interior;

Medila Indaren, Caldera, Guild of Mages;

Sharn gra-Muzgob, Balmora, Guild of Mages;

Vaval Selas, Vivec, St. Olms Temple;

Marayn Dren, Balmora, Guild of Mages;

Scelian Plebo, Wolverine Hall, Imperial Shrine;

Tyermaillin, Balmora, Tyermaillin's House

Calm Humanoid

<---------------------------------------------------------------------->

Calm Humanoid M points for D seconds

Base Cost: 1
Stops the target from fighting. While under this effect, attacking them

will not cause them to retaliate. Calm Humanoid works on NPCs.

Calm is useful if you are trying to fight with ranged weapons or spells

in an enclosed area. Calm the enemy, and run out to put some distance

between you. Calm is a crowd controlling effect. These effects are

exceptionally useful in high difficulty games. Calm Humanoid is a

useful spell when you want to do hostile things to NPCs without killing

them. For instance, you can get equipped armor by casting Disintegrate

Armor until it breaks, casting Calm Humanoid to stop them from

attacking you, and pickpocketing the armor for yourself. On normally

hostile targets, expect them to re-enter combat when the spell expires.

You can avoid this by raising NPC disposition while the effect is still

active. A magnitude of 1 is sufficient to work any NPC, but this is a

bug.

Ingredients: None

Premade spells:

Calming Touch-30 points for 10 seconds on Touch

Cost: 15

Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;

Tinaso Alan, Tel Mora, Tower Services;


Nilvyn Drothan, Ghostgate, Temple

Calm Humanoid-30 points for 10 seconds on Target

Cost: 23

Available from: Dulian, Buckmoth Legion Fort, Interior;

Medila Indaren, Caldera, Guild of Mages;

Vaval Selas, Vivec, St. Olms Temple;

Marayn Dren, Balmora, Guild of Mages;

Scelian Plebo, Wolverine Hall, Imperial Shrine

Chameleon

<---------------------------------------------------------------------->

Chameleon M% for D Seconds

Base Cost: 1

Causes the target to become partially transparent and to blend into the

background for the duration of the spell. This has three effects: 1) If

the magnitude of the Chameleon effect is high enough, no object will be

able to spot you under various conditions. 2) If you are sneaking, the

magnitude of all current Chameleon effects is added to your chance to

sneak (after all other factors, including distance). Note that even if

you fail your Sneak check, the enemy may still fail to notice you due

to the first effect. 3) If you attempt to talk to an NPC, that NPC

might not see you. In this case, they will immediately disengage the
conversation and lose 5 Disposition. Since this is not a true Sneak

effect, the target may move at normal speed. If you are under a

Chameleon effect and talk to an NPC, you will attempt to enter dialogue

(subject to the third effect above) rather than picking their pocket.

While Chameleon is listed as a percentage, it does not work that way in

its mechanics. Unlike Invisibility, Chameleon does not wear off when

interacting with objects, talking with NPCs, casting spells, or taking

other actions. Blind effects can be used in conjunction with Chameleon

and Sneaking to further reduce the chance that a target will see you. Be

warned that Blind is a hostile action, and will initiate combat with any

targets you are trying to avoid. If you are struggling to speak to an NPC,

be sure you are speaking from the front and not using too strong a

Chameleon effect. Many enemies will flee if they lose sight of you in

combat. Rally or Calm spells can help in these situations. Strong

Chameleon effects can be used to approach hostile NPCs and speak to

them before they initiate combat. This allows access to services from

NPCs that would normally attack you, such as Qorwynn, the Master Trainer

for Enchant. It is suggested to raise the Dispositions of such NPCs to a

high enough level that they will not resume hostilities as soon as the

Chameleon effect ends.

Ingredients: None

Premade spells:
Golanar's Eye-Maze-10-40 points for 10 seconds on Self

Cost: 13

Available from: Eraamion, Caldera, Guild of Mages;

Sirilonwe, Vivec, Guild of Mages

Chameleon*-10 points for 30 seconds on Self

Cost: 15

Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;

Salver Lleran, Vivec, Telvanni Sorcerer

Shadowform-6-15 points for 30 seconds on Self

Cost: 16

Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;

Salama Andrethi, Tel Mora, Tower Services

Shadowweave-20 points for 10 seconds on Self, Sanctuary 20 points for

10 seconds on Self

Cost: 20

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Salama Andrethi, Tel Mora, Tower Services;

Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Llaros Uvayn, Caldera, Governor's Hall;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall


Shadowmask-40-70 points for 30 seconds on Self

Cost: 83

Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;

Imare, Balmora, Hlaalu Council Manor;

Ranis Athrys, Balmora, Guild of Mages;

Gildan, Ald'ruhn, Gildan's House;

Llaros Uvayn, Caldera, Governor's Hall;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Charm

<---------------------------------------------------------------------->

Charm M points for D seconds

Base Cost: 5

Temporarily increases the target's disposition towards the caster.

When the effect ends, the target's disposition returns to its original

value.

Ingredients: None

Premade spells:

Charming Touch-30 points for 30 seconds on Touch


Cost: 225

Available from: Eraamion, Caldera, Guild of Mages;

Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Marayn Dren, Balmora, Guild of Mages

Charm Mortal-10-30 points for 30 seconds on Target

Cost: 225

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Minnibi Selkin-Adda, Vivec, Arena Hidden Area;

Salver Lleran, Vivec, Telvanni Sorcerer

Demoralize Creature

<---------------------------------------------------------------------->

Demoralize M points for D seconds

Base Cost: 1

Decreases the target's confidence (willingness to fight). This works on

all non-undead, non-Daedra, non-mechanical creatures (for undead, use

the Conjuration effect Turn Undead). Afflicted targets will disengage

and attempt to run away in fear.

Demoralize is among the most powerful disabling effects in the game. An

enemy who is running away is an enemy who isn't fighting you. With a
good spell, you can send entire armies running for the hills. This makes

for excellent bow practice. If you get in a target's way while he's

trying to run away, he may still take a few swings at you. Continual

attacks may also still bring an enemy to retaliate. Fleeing enemies can

bring in all sorts of trouble, so be wary of using lengthy Demoralize

effects on fast runners.

Ingredients: None

Demoralize Beast-5 points for 10 seconds on Target

Cost: 4

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild

Llaros Uvayn, Caldera, Governor's Hall

Demoralize Creature-5 points for 10 seconds on Target

Cost: 4

Available from: Ethasi Rilvayn, Balmora, Morag Tong Guildhall;

Sirilonwe, Vivec, Guild of Mages

Frenzy Creature

<---------------------------------------------------------------------->

Frenzy Creature M points for D seconds

Base Cost: 1
Increases the target's Fight (its inclination to attack). A strong

enough Frenzy will make the target attack the player. Frenzy Creature

affects all non-undead, non-Daedra, non-mechanical creatures.

Frenzy Creature is not terribly useful, as the vast majority of

creatures will attack you anyway. Furthermore, those creatures that

don't attack you be default can generally be attacked with no assault

charge. Frenzy does cause them to attack anything nearby (not just you),

so it can be somewhat useful in that respect. If Command spells are

proving too unworkable for the few non-hostile unique creatures with

proper names in the game, Frenzy Creature is the best alternative.

In general, targets should return to normal a few days after being

left in a cell. Even a 100 point spell should not be very expensive, as

there is little reason to create Frenzy spells with long duration.

Ingredients: None

Premade spells:

Frenzy Beast-5 points for 10 seconds on Touch

Cost: 3

Available from: Uleni Heleran, Wolverine Hall, Mages Guild

Frenzy Creature-5 points for 10 seconds on Target

Cost: 4
Available from: Minnibi Selkin-Adda, Vivec, Arena Hidden Area

Frenzy Humanoid

<---------------------------------------------------------------------->

Frenzy Humanoid M points for D seconds

Base Cost: 1

Increase the target's Fight (its inclination to attack). A strong

enough Frenzy will make the target attack the player. Frenzy Humanoid

affects NPCs. When you successfully cast this spell on someone, it is

not considered an assault.

Some situations require killing someone who is not open to persuasion,

but who is surrounded by people who will witness an assault. Frenzy

Humanoid is perfect for these situations. Frenzy Humanoid is very

useful for making NPCs follow you large distances, if you are unable to

Command them. Keep in mind that they may break off the fight to flee.

Rally Humanoid can prevent this. Save if the target is not expendable,

as NPCs can sometimes become permanently Frenzied. In general, targets

return to normal after they are left alone inside a cell for a few

in-game days. Even a 100 point spell should not be very expensive, as

there is little reason to give Frenzy spells a long duration.

Ingredients: None
Premade spells:

Frenzying Touch-5 points for 10 seconds on Touch

Cost: 4

Available from: Uleni Heleran, Wolverine Hall, Mages Guild

Invisibility

<---------------------------------------------------------------------->

Invisibility for D seconds

Base Cost: 20

Causes the target to become completely invisible and undetectable for

the duration of the spell. Activating anything, such as talking to or

attacking somebody, picking up an item, opening a door or container, or

any other action apart from just moving will cancel the spell. Your

Sneak skill is irrelevant when you are invisible. You are completely

undetectable unless you activate something.

Unlike other stealth options, there's no need to stay in sneak mode. On

the contrary, it may be wiser to run, so you can reach your destination

before the spell expires. Even though nobody can see you while you're

invisible, you can still bump into them without being detected. In fact,

you can use this technique to push people around, maybe moving them
around a corner or turning them to face the wall in order that you won't

be detected doing something after you reappear. Of course, this only

works with stationary targets. NPCs who have somewhere to go will just

continue on their way after an invisible obstacle is removed. Some

(myself included) strongly prefer high Chameleon to Invisibility

because performing actions does not cancel Chameleon. Invisibility's

only special advantage is that it truly renders you 100% undetectable.

A handy use of invisibility is to zip through a dungeon full of

enemies without fighting anyone until you've reached your target. This

is especially useful when there are lots of annoying fights with no

promise of good loot. It is also useful in places like the Ministry of

Truth or the Corprusarium. Invisibility is excellent for assassination

quests. You can close the gap with a foe who uses ranged or magical

attacks and ensure you get the first strike. A key to successfully

using invisibility is planning your casting point. If you do anything

to shatter the illusion, it ends. Use any other magic you want active,

including potions, before going invisible. Be sure you are not in

anyone's line of sight before casting (although being in stealth may be

allowable). Be sure there are no closed doors between you and your

goal. Strategic use of invisibility can be helpful for completing

stealth-related guild quests at low levels, before Sneak has become a

viable option on its own. Constant effect invisibility only effects

duration-the effect still ends if you do anything to break the

illusion. If you have ended the effect in this manner, you will need

to uneequip and reequip the item to go invisible again.


Ingredients: Bittergreen Petals, Diamond, Lloramor Spines,

Wolfsbane Petals

Premade spells:

Brevusa's Averted Eyes-10 seconds on Self

Cost: 10

Available from: Eraamion, Caldera, Guild of Mages

Hide-30 seconds on Self

Cost: 30

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;

Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Llaros Uvayn, Caldera, Governor's Hall;

Orrent Geontene, Ald'ruhn, Guild of Mages;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;

Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;

Heem-La, Ald'ruhn, Guild of Mages;

Namanian Facian, Sadrith Mora, Morag Tong Guild;

Salama Andrethi, Tel Mora, Tower Services;

Sirilonwe, Vivec, Guild of Mages

Invisibility-30 seconds on Self

Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison

Concealment-90 seconds on Self

Cost: 90

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Gildan, Ald'ruhn, Gildan's House;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Minnibi Selkin-Adda, Vivec, Arena Hidden Area;

Ethasi Rilvayn, Balmora, Morag Tong Guild;

Imare, Balmora, Hlaalu Council Manor;

Mertisi Andavel, Tel Branora, Upper Tower;

Ranis Athrys, Balmora, Guild of Mages

Light

<---------------------------------------------------------------------->

Light M points for D seconds in A feet

Base Cost: 0.2

Creates a glowing light around the target. When cast on a living

creature or humanoid (including yourself), that creature will glow for

the duration (or until they are killed). The magnitude determines the

range of the light. Additionally, if the spell is cast with a large

area rating, it can affect multiple targets which will produce an

overall larger amount of light. Note that the spell is no different


from other spells in that it can only affect an object-if it is cast on

Touch or Target and does not hit a humanoid or creature, the spell has

no effect.

The need for a Light spell depends greatly on the viewer. The gamma

settings inside the game and the brightness/contrast settings on your

monitor or television all have an effect on the amount of light you

see. By default, there are very few, if any, areas in Morrowind that

are dark enough to require additional light. Many mods and other

plugins respec the game's lighting settings to make this effect more

useful. Furthermore, even if it is dark enough to require extra light,

the Light effect compromises stealth, and it is probably better to

consider Night-Eye instead. Finally, it is also quite easy to carry a

light source such as a torch or lantern as yet another substitute for

this effect, although that of course prevents use of a shield or

two-handed weapon.

Ingredients: Black Anther, Red Lichen

Premade spells:

Light-20 points for 30 seconds in 30 feet on Target

Cost: 9

Available from: Eldrilu Dalen, Vos, Vos Chapel;

Heem-La, Ald'ruhn, Guild of Mages;


Salver Lleran, Vivec, Telvanni Sorcerer;

Eraamion, Caldera, Guild of Mages;

Mehra Drora, Gnisis, Temple

Night-Eye

<---------------------------------------------------------------------->

Night-Eye M points for D seconds

Base Cost: 0.2

Causes you to be able to see in the dark by effectively raising the

ambient light levels. This affects only the caster, so it is more

conducive to stealth than the Light spell. However, it does suffer from

some drawbacks. Having everything evenly lit tends to flatten out the

three-dimensionality of the world, which effectively makes small items

such as jewelry harder to see. Additionally, areas that are already

well lit may be overly bright to look at.

The need for a Night-Eye spell depends greatly on the viewer. The gamma

setting in the game, the brightness/contrast settings on your monitor or

television, the lighting of the room, and even your eyes have an effect

on the amount of lighting in the game. By default, very few areas in

Morrowind are truly dark enough to require extra light to see. There

are many mods and plugins that respec lighting, which can make this

effect more useful. Night-Eye is very useful for seeing through the
murk when swimming underwater. It is a good idea to cast Night-Eye

before taking screenshots. The spell is a bad idea for vampires, as it

makes it more difficult to tell the difference between night and day,

compromising your safety from sun damage while outside. You can always

simply carry a light source such as a torch or lantern, but this does

prevent the use of a shield or two-handed weapon.

Ingredients: Bear Pelt, Grahl Eyeball, Kagouti Hide, Daedra's Heart,

Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt

Premade spells:

Night-Eye-20 points for 30 seconds on Self

Cost: 6

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Orrent Geontene, Ald'ruhn, Guild of Mages;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;

Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;

Minnibi Selkin-Adda, Vivec, Arena Hidden Area;

Salver Lleran, Vivec, Telvanni Sorcerer

Paralyze

<---------------------------------------------------------------------->

Paralyze for D seconds


Base Cost: 40

Causes the target to become completely immobile for the duration. When

paralzyed, you may not move, attack, cast spells, or use enchanted

items or scrolls. You may, however, still use potions or eat

ingredients. You can also equip and un-equip items, which can be

helpful in the case of items that are scripted to cast spells when

equipped. Note that some enemies, most notably vampires, are

completely immune to paralysis.

Paralyzed opponents become immediately vulnerable to Health damage from

Hand-to-hand attacks, which normally only damage an opponent after they

have fallen unconscious due to Fatigue loss. When the paralysis wears

off, Hand-to-hand attacks will once again damage Fatigue first.

Paralyze can be resisted by having high Willpower. If you successfully

paralyze a Cliff Racer while it is airborne, it will fall from the sky,

but will not take any damage upon collision with the ground. Paralyzed

water creatures (dreugh and slaughterfish) will float to the surface as

though dead.

Ingredients: Ampoule Pod, Daedra Skin, Fire Petal, Ghoul Heart*,

Hackle-Lo Leaf, Large Kwama Egg, Rat Meat, Raw Stalhrim, Spore Pod,

Sweetpulp*, Void Salts, Wickwheat


Premade spells:

Paralysis-5 seconds on Touch

Cost: 10

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;

Estirdalin, Balmora, Guild of Mages;

Namanian Facian, Sadrith Mora, Morag Tong Guildhall;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;

Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;

Malven Romori, Vivec, Guild of Mages;

Orrent Geontene, Ald'ruhn, Guild of Mages

Medusa's Gaze-15 seconds on Target

Cost: 45

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Ethasi Rilvayn, Balmora, Morag Tong Guildhall;

Llaros Uvayn, Caldera, Governor's Hall

Rally Creature

<---------------------------------------------------------------------->

Rally Creature M points for D seconds

Base Cost: 0.2


Increase target's Confidence (willingness to attack). Rally Creature

will work on all non-undead, non-Daedra, non-mechanical creatures.

Fleeing targets will stop running and return to combat.

Rally is an excellent spell to stop a mortally wounded enemy from

fleeing. Enemies who cannot fly or use ranged attacks will often flee

from you if you attack them while levitating. Rally can help keep them

in range so you can finish the job. If you're trying to relocate a

creature by having it chase you in hostile conditions, it may break off

the chase to flee instead. Cast Rally Creature on it to prevent this.

Ingredients: None

Premade spells:

Rally Beast-5 points for 30 seconds on Target

Cost: 2

Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;

Sedris Omalen, Maar Gan, Outpost;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage

Rally Creature-5 points for 30 seconds on Target

Cost: 2

Available from: Rirnas Athren, Vivec, Hlaalu Temple;

Synnolian Tunifus, Ebonheart, Imperial Chapels


Rally Humanoid

<---------------------------------------------------------------------->

Rally Humanoid M points for D seconds

Base Cost: 0.2

Increase target's Confidence (willingness to attack). Rally Humanoid

will work on all NPCs. Fleeing targets will stop running and return to

combat.

Rally is an excellent spell for stopping a mortally wounded enemy from

fleeing. Enemies who cannot fly or use ranged attacks will often flee

from you if you attack them while levitating. Rally can help keep them

in range so you can finish the job. If you're trying to relocate an NPC

by having them chase you in hostile conditions, they may break off the

chase to flee instead. Cast Rally Humanoid on them to prevent this.

Ingredients: None

Premade spells:

Rally Humanoid-5 points for 30 seconds on Target

Cost: 2

Available from: Rirnas Athren, Vivec, Hlaalu Temple


Rallying Touch-5 points for 30 seconds on Touch

Cost: 2

Available from: Guls Llervu, Ald'ruhn, Guls Llervu's House;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Sedris Omalen, Maar Gan, Outpost;

Lalatia Varian, Ebonheart, Imperial Chapels;

Nilvyn Drothan, Ghostgate, Temple

Sanctuary

<---------------------------------------------------------------------->

Sanctuary M points for D seconds

Base Cost: 1

Causes the target to be more difficult to hit with physical attacks.

The magnitude is the value that is added to the target's chance to dodge

attacks (magical attacks are unaffected).

Ingredients: None

Premade spells:

Sotha's Grace-1-20 points for 5 seconds on Self

Cost: 3
Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;

Orrent Geontene, Ald'ruhn, Guild of Mages;

Folvys Andalor, Ald'ruhn, Temple

Father's Hand-1-40 points for 5 seconds on Self

Cost: 5

Available from: Arrille, Seyda Neen, Arrille's Tradehouse;

Nilvyn Drothan, Ghostgate, Temple;

Ethasi Rilvayn, Balmora, Morag Tong Guildhall

Sanctuary*-10 points for 30 seconds on Self

Cost: 15

Available from: Zanmulk Sammalamus, Gnisis, Temple

Shadow Weave-20 points for 10 seconds on Self, Chameleon 20 points for

10 seconds on Self

Cost: 20

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Salama Andrethi, Tel Mora, Tower Services;

Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Llaros Uvayn, Caldera, Governor's Hall;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Silence
<---------------------------------------------------------------------->

Silence for D seconds

Base Cost: 40

Prevents the target from casting spells for the duration.

The Paralyze effect has the same casting cost as Silence. Since it

blocks spellcasting, along with a slew of other useful effects, you're

generally better off using Paralyze. The only exception is with enemies

immune to Paralyze, like vampires.

Ingredients: None

Premade spells:

Silence-5 seconds on Target

Cost: 15

Available from: Llaros Uvayn, Caldera, Governor's Hall;

Namanian Facian, Sadrith Mora, Morag Tong Guildhall;

Salama Andrethi, Tel Mora, Tower Services;

Minnibi Selkin-Adda, Vivec, Arena Hidden Area;

Orrent Geontene, Ald'ruhn, Guild of Mages;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall


Far Silence-10 seconds on Target

Cost: 30

Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;

Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Ethasi Rilvayn, Balmora, Morag Tong Guildhall;

Gildan, Ald'ruhn, Gildan's House;

Ranis Athrys, Balmora, Guild of Mages

Sound

<---------------------------------------------------------------------->

Sound M points for D seconds

Base Cost: 3

Creates a distracting noise in the mind of the target, decreasing their

chance of successfully casting spells by M%.

Sound has certain advantages over Silence. First, it always affects the

target, where Silence can be successfully resisted by Willpower. Second,

an enemy affected by Sound will still attempt to cast spells, wasting

Magicka with each failed attempt. In contrast, a Silenced enemy will not

attempt casting at all, leaving their Magicka pool intact when the spell

wears off. However, high-magnitude Sound spells are not as Magicka

efficient as Silence is, and unless you use an expensive 100 magnitude
Sound spell, enemies retain some chance of getting their spells off

successfully. Other methods of dealing with spellcasters are more

efficient than either of these options. Damage Magicka and Damage

Intelligence are both more direct and more efficient.

Ingredients: None

Premade spells:

Earwig-3-8 points for 5 seconds on Target

Cost: 6

Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;

Estirdalin, Balmora, Guild of Mages

Cruel Noise-10-22 points for 5 seconds on Touch

Cost: 12

Available from: Salama Andrethi, Tel Mora, Tower Services

Dire Earwig-8-15 points for 5 seconds on Target

Cost: 13

Available from: Eraamion, Caldera, Guild of Mages

Wild Earwig-1-30 points for 5 seconds on Target

Cost: 17

Available from: Ethasi Rilvayn, Balmora, Morag Tong Guildhall;


Llaros Uvayn, Caldera, Governor's Hall

Dire Noise-2-60 points for 5 seconds on Target

Cost: 35

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;

Mertisi Andavel, Tel Branora, Upper Tower;

Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;

Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Namanian Facian, Sadrith Mora, Morag Tong Guildhall;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Mysticism {SPL006}

o======================================================================o

Absorb Attribute

<---------------------------------------------------------------------->

Absorb Attribute M points for D seconds

Base Cost: 2

Temporarily lowers one of the target's attributes, and raises the

caster's attribute by the same amount. When the spell expires, both

attributes return to their previous values. The effects are not

cumulative. For instance, if a sword is enchanted with a long-duration

magnitude 1 Absorb Luck, and he hits an opponent 20 times, his Luck


will be boosted by 1, not 20.

Ingredients: None

Premade spells:

Absorb Agility-Absorb Agility 5-20 points for 30 seconds on Touch

Cost: 38

Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;

Orrent Geontene, Ald'ruhn, Guild of Mages

Absorb Endurance-Absorb Endurance 5-20 points for 30 seconds on Touch

Cost: 38

Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine

Absorb Intelligence-Absorb Intelligence 5-20 points for 30 seconds on

Touch

Cost: 38

Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;

Felara Andrethi, Tel Aruhn, Tower Living Quarters

Absorb Luck-Absorb Luck 5-20 points for 30 seconds on Touch

Cost: 38

Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine


Absorb Personality-Absorb Personality 5-20 points for 30 seconds on

Touch

Cost: 38

Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;

Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Orrent Geontene, Ald'ruhn, Guild of Mages

Absorb Speed-Absorb Speed 5-20 points for 30 seconds on Touch

Cost: 38

Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;

Uvele Berendas, Indarys Manor, Berendas' House

Absorb Strength-Absorb Strength 5-20 points for 30 seconds on Touch

Cost: 38

Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Absorb Willpower-Absorb Willpower 5-20 points for 30 seconds on Touch

Cost: 38

Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;

Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;

Chaplain Ogrul, Gnisis, Fort Darius;

Felara Andrethi, Tel Aruhn, Tower Living Quarters;


Uvele Berendas, Indarys Manor, Berendas' House

Absorb Speed (Ranged)-Absorb Speed 5-20 points for 30 seconds on

Target

Cost: 56

Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub

Crimson Despair-Absorb Willpower 5-20 points for 60 seconds on

Target

Cost: 113

Available from: Amarie Charien, Moonmoth Legion Fort, Interior;

Nilvyn Drothan, Ghostgate, Temple;

Llathyno Hlaalu, Balmora, Temple;

Somutis Vunnis, Moonmoth Legion Fort, Interior

Absorb Fatigue

<---------------------------------------------------------------------->

Absorb Fatigue M points for D seconds

Base Cost: 4

Transfer Fatigue from the target to the caster, tiring the target and

revitalizing the caster. The caster may not exceed their own natural

maximum Fatigue value, but even if the caster is at full Fatigue, this

spell will still drain the target's Fatigue.


If this effect is Reflected by the target, the target does not absorb

Fatigue from the caster. Rather, the spell simply drains and

replenishes the caster in equal amounts, essentially having no effect.

The effect can be devastating if used in a Hand-to-hand fight.

Ingredients: None

Premade spells:

Absorb Fatigue-5-20 points for 30 seconds on Touch

Cost: 75

Available from: Arrille, Seyda Neen, Arrille's Tradehouse;

Mertisi Andavel, Tel Branora, Upper Tower;

Telis Salvani, Balmora, Temple;

Aunius Autrus, Wolverine Hall, Imperial Shrine;

Only-He-Stands-There, Balmora, South Wall Cornerclub;

Tunila Omavel, Tel Uvirith, Omavel's House

Energy Leech-5-20 points for 30 seconds on Touch

Cost: 75

Available from: Danso Indules, Vivec, Temple;

Llarara Omayn, Balmora, Temple;

Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;

Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;


Folvys Andalor, Ald'ruhn, Temple;

Lloros Sarano, Ald'ruhn, Temple;

Only-He-Stands-There, Balmora, South Wall Cornerclub;

Tunila Omavel, Tel Uvirith, Omavel's House

Absorb Fatigue (Ranged)-5-20 points for 30 seconds on Target

Cost: 113

Available from: Amarie Charien, Moonmoth Legion Fort, Interior;

Somutis Vunnis, Moonmoth Legion Fort, Interior;

Llathyno Hlaalu, Balmora, Temple

Absorb Health

<---------------------------------------------------------------------->

Absorb Health M points for D seconds

Base Cost: 8

Transfer Health from the target to the caster, injuring the target and

revitalizing the caster. The caster may not exceed their own natural

maximum Health, but even if the caster is at full Health, this spell

will still damage the target's Health.

Although this effect makes an effective "on strike" enchantment for a

weapon, beware making it an "on Target" spell effect. This opens it up

to Reflect, the result of which will be damage to you. This is a fairly


powerful effect, even considering its relatively high cost compared to

other offensive effects. For instance, if you use a large number of

summons, a one-to-two point Absorb Health spell with a moderate

duration and maximum area that hit three of four summons would grant a

good deal of Health. This doesn't even account for enemies also in the

area of effect. Multiple castings will, of course, turn the summons

hostile.

Ingredients: None

Premade spells:

Righteousness-10 points on Touch

Cost: 4

Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;

Mehra Drora, Gnisis, Temple;

Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;

Saras Orelu, Molag Mar, Temple;

Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;

Ygfa, Pelagiad, Fort Pelagiad;

Folvys Andalor, Ald'ruhn, Temple;

Milar Maryon, Tel Vos, Services Tower;

Relms Gilvilo, Vivec, Redoran Temple Shrine;

Sedris Omalen, Maar Gan, Outpost;

Tunila Omavel, Tel Uvirith, Omavel's House


Absorb Health-5-52 points on Touch

Cost: 11

Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;

Felara Andrethi, Tel Aruhn, Tower Living Quarters

Almsivi Intervention

<---------------------------------------------------------------------->

Almsivi Intervention

Teleports you instantly to the nearest Tribunal Temple. Good for

escaping from a sticky situation, or just a means for fast

transportation. The temples to which you can be transported are in

Ald'ruhn, Balmora, Gnisis, Molag Mar, Mournhold, and Vivec.

Any followers you have will not be teleported along with you. This

cannot be used to facilitate escort missions. Almsivi Intervention is

disabled in a few locations. They are Magas Volar, the Akulakhan chamber

in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the inside of

the Mortrag Glacier. The logic of what is and isn't a Temple for

teleportation services can be confusing, as many places called Temple

facilities are not eligible teleport destinations. Almsivi Intervention

will take you to the temple nearest your last exterior location. For

example, if you enter the Mages Guild in Ald'ruhn, take the Guild Guide

to Balmora, and cast the spell before you exit, you will end up at the
Ald'ruhn Temple. Distance calculation is sometimes off, taking you to a

Temple that isn't actually the closest one.

Ingredients: None

Premade spells:

Almsivi Intervention-Almsivi Intervention

Cost: 8

Available from: Danso Indules, Vivec, Temple;

Felara Andrethi, Tel Aruhn, Tower Living Quarters;

Guls Llervu, Ald'ruhn, Guls Llervu's House;

Lloros Sarano, Ald'ruhn, Temple;

Milar Maryon, Tel Vos, Services Tower;

Relms Gilvilo, Vivec, Redoran Temple Shrine;

Elynu Saren, Suran, Suran Temple;

Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;

Llathyno Hlaalu, Balmora, Temple;

Mehra Drora, Gnisis, Temple;

Nilvyn Drothan, Ghostgate, Temple;

Rirnas Athren, Vivec, Hlaalu Temple

Demoralize Humanoid

<---------------------------------------------------------------------->

Demoralize Humanoid M points for D seconds


Base Cost: 1

Decrease target's Confidence (willingness to fight). Demoralize

Humanoid works on NPCs. It is the counterpart to Illusion's Demoralize

Creature, but it tagged as a Mysticism spell due to a developer mistake.

Afflicted targets will disengage combat and attempt to run away in fear.

Demoralize is among the most powerful disabling effects in the game. An

enemy that is running away is an enemy that isn't fighting you. With a

good spell, you can send entire armies running for the hills. Makes for

excellent bow practice. If you get in your target's way while they are

running, they may still take a swing or two at you. Continual attacks

may also bring the enemy back to retaliate. Fleeing enemies can bring

trouble. Be careful of long-duration Demoralize spells on fast runners.

Ingredients: None

Premade spells:

Demoralizing Touch-5 points for 10 seconds on Touch

Cost: 3

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;

Llaros Uvayn, Caldera, Governor's Hall;

Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;


Folvys Andalor, Ald'ruhn, Temple;

Minnibi Selkin-Adda, Vivec, Arena Hidden Area

Demoralize Humanoid-5 points for 10 seconds on Target

Cost: 4

Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild

Detect Animal

<---------------------------------------------------------------------->

Detect Animal M feet for D seconds

Base Cost: 0.75

Causes you to detect all living creatures in the vicinity. They will

show up on your map as small red circles. The Magnitude is the maximum

range of detection. This spell will not detect NPCs, only creatures.

One possible method of detecting NPCs is by using both Detect

Enchantment and Detect Key, as they routinely carry magical items

and/or keys. This is by no means a guarantee, however.

Ingredients: Alit Hide, Ampoule Pod, Bloat, Ectoplasm, Horker Tusk

Premade spells:

Detect Creature*-50-150 points for 5 seconds on Self


Cost: 19

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;

Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;

Orrent Geontene, Ald'ruhn, Guild of Mages;

Sedris Omalen, Maar Gan, Outpost;

Dulian, Buckmoth Legion Fort, Interior;

J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;

Relms Gilvilo, Vivec, Redoran Temple Shrine

Detect Enchantment

<---------------------------------------------------------------------->

Detect Enchantment M feet for D seconds

Base Cost: 1

Causes you to detect all enchanted items in the vicinity, whether out

in the open, inside containers, or worn/carried by NPCs. They will show

up on your map as small blue circles. The Magnitude is the maximum

range of detection. Items in your inventory are not detected.

Only items with enchantments are detected. Valuable and powerful items

will be overlooked by this spell if they are not enchanted, such as

Daedric items and the like.

Ingredients: Hound Meat, Hypha Facia, Lloramor Spines, Marshmerrow


Premade spells:

Detect Enchantment-10 points for 10 seconds on Self

Cost: 5

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;

Llaros Uvayn, Caldera, Governor's Hall;

Synnolian Tunifus, Ebonheart, Imperial Chapels;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt

Detect Key

<---------------------------------------------------------------------->

Detect Key M feet for D seconds

Base Cost: 1

Causes you to detect all keys in the vicinity, whether out in the open,

inside containers, or carried by NPCs. They will show up on your map as

small green circles. The Magnitude is the maximum range of detection.

Items in your inventory are not detected.

In the game, a key is defined as any object which opens a door or chest.

Some keys are not detected by this spell, either because they don't open

anything at all (as with certain quest items) or because they are only
used by dialogues or scripts. Slave keys, for example, are generally not

detectable. Also, since any item of "Miscellaneous" type can be

designated to open a door, some items added by mods which may not

appear to be keys will still be detected as such by this spell if they

have been set to open locks.

Ingredients: Ash Yam, Diamond, Muck, Spore Pod

Premade spells:

Tevral's Hawkshaw-10 points for 10 seconds on Self

Cost: 5

Available from: Minnibi Selkin-Adda, Vivec, Arena Hidden Area;

Namanian Facian, Sadrith Mora, Morag Tong Guildhall

Detect Key-50 points for 5 seconds on Self

Cost: 13

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;

Llaros Uvayn, Caldera, Governor's Hall;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Orrent Geontene, Ald'ruhn, Guild of Mages;

Sirilonwe, Vivec, Guild of Mages

Dispel
<---------------------------------------------------------------------->

Dispel M%

Base Cost: 5

Cancels all temporary magic effects on the target (effects from

abilities, potions, Constant Effect enchantments, and diseases are all

unaffected). This can be used either to remove an enemy's defenses, or

to remove negative effects from yourself or your allies. Note that in

either case, it will remove both good and bad effects. The magnitude

determines the chance an effect is removed. Dispel 100% will always

cleanse all the temporary effects on a target.

This works on all effects, regardless of being positive (e.g. Chameleon,

Levitate, and Fortify Attribute) or negative (e.g. Paralyze and Drain

Health). This can be a disadvantage compared to effects like Cure

Paralyzation when used on an ally or self, but a big advantage when

used on enemies, as it can remove their positive effects. Dispel can

even get rid of an enemy's Bound Items or Summoned creatures.

Ingredients: Bungler's Bane, Pearl, Moon Sugar, Timsa-Come-By Flowers*

Premade spells:

Purge Magic-5 points on Target


Cost: 2

Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;

Chaplain Ogrul, Gnisis, Fort Darius;

Salver Lleran, Vivec, Telvanni Sorcerer;

Synnolian Tunifus, Ebonheart, Imperial Chapels

Almalexia's Grace-20 points on Self

Cost: 5

Available from: Elynu Saren, Suran, Suran Temple;

Guls Llervu, Ald'ruhn, Guls Llervu's House;

Nilvyn Drothan, Ghostgate, Temple;

Salen Ravel, Maar Gan, Shrine;

Felara Andrethi, Tel Aruhn, Tower Living Quarters;

Mehra Drora, Gnisis, Temple;

Salama Andrethi, Tel Mora, Tower Services

Dispel-100 points on Self

Cost: 25

Available from: Arnand Liric, Buckmoth Legion Fort, Interior;

Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;

Felara Andrethi, Tel Aruhn, Tower Living Quarters;

Tyermaillin, Balmora, Tyermaillin's House;

Dulian, Buckmoth Legion Fort, Interior;


Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Sharn gra-Muzgob, Balmora, Guild of Mages;

Vaval Selas, Vivec, St. Olms Temple

Divine Intervention

<---------------------------------------------------------------------->

Divine Intervention

Transports you instantly to the nearest Imperial Cult shrine, usually

found within an Imperial Legion fort. Good for escaping from a sticky

situation, or just as a means of fast transportation. You can be

transported to the following locations: Buckmoth Legion Fort (Ald'ruhn),

Ebonheart, Fort Darius (Gnisis), Moonmoth Legion Fort (Balmora), Fort

Pelagiad (Pelagiad), Wolverine Hall (Sadrith Mora), Mournhold, or Fort

Frostmoth.

Any followers you may have will not be teleported with you. Thus, this

cannot be used to facilitate escort missions. Divine Intervention is

disabled in a few locations. These are Magas Volar, the Akulakhan

chamber in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the

inside of the Mortrag Glacier. Divine Intervention will take you to the

Imperial Cult shrine nearest your last exterior location. This means

that if you are closer to another location, but are still indoors

(Guild Guide travel, for example), you will arrive at the shrine nearest

the last exterior zone you were in. Certain locations teleport you to
the wrong shrine, in terms of distance, due to oddities in how the game

calculates distances.

Ingredients: None

Premade spells:

Divine Intervention-Divine Intervention

Cost: 8

Available from: Arnand Liric, Buckmoth Legion Fort, Interior;

Lalatia Varian, Ebonheart, Imperial Chapels;

Aunius Autrus, Wolverine Hall, Imperial Shrine;

Synnolian Tunifus, Ebonheart, Imperial Chapels

Mark

<---------------------------------------------------------------------->

Mark

Base Cost: 350

Places a marker at your current location to be used with the Recall

spell, which will instantly teleport you back to that marker from any

distance. You may only place one mark at a time. Casting the spell will

override your previous mark location. Any location where you cast a Mark

spell will be signified by a white cross on your local map.


Any followers you may have will not accompany you when you teleport.

Thus, this cannot be used to facilitate escort missions.

Ingredients: None

Premade spells:

Mark-Mark

Cost: 18

Available from: Farena Arelas, Tel Uvirith, Arelas' House;

Guls Llervu, Ald'ruhn, Guls Llervu's House;

J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;

Salama Andrethi, Tel Mora, Tower Services;

Sirilonwe, Vivec, Guild of Mages;

Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;

Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;

Llarara Omayn, Balmora, Temple;

Sedris Omalen, Maar Gan, Outpost

Recall

<---------------------------------------------------------------------->

Recall

Base Cost: 350


Instantly transports you to the location placed by the Mark spell, from

any distance. Good for escaping from a sticky situation, or quickly

transporting yourself to a chosen location. Casting the spell if you

have never cast Mark will have no effect.

Any followers you may have will not accompany you when you teleport.

Thus, this cannot be used to facilitate escort missions. Recall is

disabled in a few locations. These are Magas Volar, the Akulakhan

chamber in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the

inside of the Mortrag Glacier.

Ingredients: Bristleback Leather**

**This is the only ingredient in the game with Recall as an effect, so

you will never be able to make a potion with this effect.

Premade spells:

Recall-Recall

Cost: 18

Available from: Eraamion, Caldera, Guild of Mages;

Guls Llervu, Ald'ruhn, Guls Llervu's House;

J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;

Minnibi Selkin-Adda, Vivec, Arena Hidden Area;

Salama Andrethi, Tel Mora, Tower Services;


Sirilonwe, Vivec, Guild of Mages;

Felara Andrethi, Tel Aruhn, Tower Living Quarters;

Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;

Llathyno Hlaalu, Balmora, Temple;

Rirnas Athren, Vivec, Hlaalu Temple;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Reflect

<---------------------------------------------------------------------->

Reflect M% for D seconds

Base Cost: 10

Gives a M% chance that incoming hostile spells will be reflected back

at their caster. Spells that are not reflected will behave normally,

having their full effect.

Reflect works as a percentage chance based on the total on a given

target. Unlike Spell Absorption, separate instances of Reflect are

additive. As such, 100% Reflect can be created by using multiple items

at the same time. Also, this means that more than 100% Reflect does not

have any extra value. If a spell is reflected, the caster will be

immediately subjected to its effects, regardless of the means the spell

was cast. Reflected spells cannot be dodged or avoided, since they have

no projectile or range. Spells can only be reflected once. 100% Reflect


will make you basically immune to all magical damage, with the exception

of damage reflected back to you by an enemy who is also using spell

reflection. If both the caster and the target have 100% Reflect spells

in effect, the spell can only be reflected once, so the caster will end

up being hit with the spell. Reflect will work in combination with Spell

Absorption, but Spell Absorption takes precedence, so only spells which

are not absorbed may be reflected. Having more Spell Absorption makes

Reflect less effective, so if you 50% of both Absorption and Reflect,

it does not make you immune to all spells. Rather, half of spells will

be absorbed, and of the half that are not, half of those will be

reflected. So on average, a total of 75% will be stopped by these

effects. Spells which are not reflected or absorbed can still be

Resisted by the appropriate Resist spell. The strength of the spells

are not first reduced by the original (pre-reflection) target's

resistances. They are effected by the resistances of the new

(post-reflection) target.

Ingredients: Adamantium Ore, Comberry, Diamond, Hound Meat

Premade spells:

Sotha's Mirror-10 points for 5 seconds on Self

Cost: 25

Available from: Dulian, Buckmoth Legion Fort, Interior;

Folvys Andalor, Ald'ruhn, Temple;


Orrent Geontene, Ald'ruhn, Guild of Mages;

Tyermaillin, Balmora, Tyermaillin's House;

Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;

Gildan, Ald'ruhn, Gildan's House;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;

Vaval Selas, Vivec, St. Olms Temple

Reflect-10-20 points for 5 seconds on Self

Cost: 38

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;

Masalinie Merian, Balmora, Guild of Mages;

Namanian Facian, Sadrith Mora, Morag Tong Guildhall;

Uvele Berendas, Indarys Manor, Berendas' House;

Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Mertisi Andavel, Tel Branora, Upper Tower;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;

Zanmulk Sammalamus, Gnisis, Temple

Strong Reflect-20-30 points for 5 seconds on Self

Cost: 63

Available from: Diren Vendu, Tel Mora, Tower Services;

Imare, Balmora, Hlaalu Council Manor;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Milar Maryon, Tel Vos, Services Tower;

Salama Andrethi, Tel Mora, Tower Services;


Tinaso Alan, Tel Mora, Tower Services;

Ferise Varo, Vos, Varo Tradehouse Entrance;

Leles Birian, Ascadian Isles Region;

Mertisi Andavel, Tel Branora, Upper Tower;

Only-He-Stands-There, Balmora, South Wall Cornerclub;

Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer

Shalidor's Mirror-10-30 points for 10 seconds on Self

Cost: 100

Available from: Dileno Lloran, Vivec, High Fane;

Imare, Balmora, Hlaalu Council Manor;

Llaros Uvayn, Caldera, Governor's Hall;

Lloros Sarano, Ald'ruhn, Temple;

Somutis Vunnis, Moonmoth Legion Fort, Interior;

Ethasi Rilvayn, Balmora, Morag Tong Guild;

Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Llathyno Hlaalu, Balmora, Temple;

Minnibi Selkin-Adda, Vivec, Arena Hidden Area;

Tunila Omavel, Tel Uvirith, Omavel's House

Wild Reflect-1-40 points for 10 seconds on Self

Cost: 103

Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;

Imare, Balmora, Hlaalu Council Manor


Llivam's Reversal-20-30 points for 10 seconds on Self

Cost: 125

Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild

Soultrap

<---------------------------------------------------------------------->

Soultrap for D seconds

Base Cost: 2

The Soultrap spell is used to gather Souls in order to use for

Enchanting. To use it, cast the spell on the creature whose soul you

wish to capture before killing it, and then kill it while the spell is

still active. You can tell the spell is active by the cloud of smoke

that will circle the creature until the duration expires. Additionally,

you must also have a Soul Gem in your inventory to capture the creature

in. The soul will automatically be captured in the smallest empty Soul

Gem in your inventory which is large enough for that soul. If you are

successful, a note on the bottom of the screen will inform you that you

have captured a soul.

You cannot capture NPC souls with this spell, only creatures. Also,

some creatures do not have souls, such as Dwemer Centurions. Attempting

to capture a soul from an NPC or a creature without a soul will cause a

failure message to appear when you cast the spell. Soultrapping NPCs
also has the unusual side effect of causing swirling clouds of smoke to

spin around empty places in the area-sometimes very far away from where

you actually cast the spell. These are harmless, but will not go away

until you save and reload. An unlimited number of the three small soul

gems (Common, Lesser, and Petty) can be purchased from trader Fadase

Selvayn in Tel Branora. The seller restocks continually: 3 Common Soul

Gems, 5 Lesser Soul Gems, and 10 Petty Soul Gems. It is possible to

capture more than one soul from the same creature. To do so, however,

you must have multiple Soul Trap effects. Casting the same Soul Trap

spell repeatedly will not work. If you create multiple Soul Trap spells

(or a single spell with multiple iterations of the Soul Trap effect), or

mix spells with Soul Trap enchantments or scrolls, you can capture a

large number of souls-provided you have enough Soul Gems for all of them

and all of the multiple Soul Trap effects are still active when the

creature is killed. The Soul Trap spell is commonly used for what is

known as the "Soul Trap Glitch," though it is known to work with many

spells other than Soul Trap. By creating a spell which has Soultrap on

Target and any beneficial spell on Self, for 1 second each, and then

casting the spell at the ground below you, the beneficial spell will

end up being permanent. You can do this repeatedly to increase your

skills and attributes to godly levels. Of course, almost anybody would

agree that this is blatant cheating (I certainly do). When Summoning and

Soul Trapping any creature, be sure to stand about six feet away if you

plan to cast spells on it. Should you be too close, the game code will

have the spell target you instead of the summoned creature. This bug is
in effect only before the summoned creature switches from ally to

enemy, which ordinarily takes three strikes. When enchanting weapons

with Soul Trap set to Cast When Strikes, be sure to set the duration to

at least 2 seconds. A duration of 1 second is insufficient to capture a

soul due to how the engine handles spell timers. The text that displays

when you capture a soul is misspelled-it says "Your have captured a

soul" when it should be "You have captured a soul".

Ingredients: None

Premade spells:

Soultrap-60 seconds on Touch

Cost: 6

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;

Farena Arelas, Tel Uvirith, Arelas' House;

Llaros Uvayn, Caldera, Governor's Hall;

Minnibi Selkin-Adda, Vivec, Arena Hidden Area;

Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;

Arnand Liric, Buckmoth Legion Fort, Interior;

Gildan, Ald'ruhn, Gildan's House;

Masalinie Merian, Balmora, Guild of Mages;

Ranis Athrys, Balmora, Guild of Mages

Spell Absorption
<---------------------------------------------------------------------->

Spell Absorption M points for D seconds

Base Cost: 10

Gives a M% chance that incoming spells will be absorbed, and their

casting cost will be used to restore the subject's Magicka pool instead

of taking effect. Spells that are not absorbed will behave normally,

doing their full effect.

For each active source of this effect, a check is made to see if an

incoming spell is absorbed. The check is done on a scale of 100,

meaning 1 point equals 1 percent. Unlike Reflect, if you are affected

by two spells of 50 point Spell Absorption, the total chance to absorb

spells is not 100%. After the initial check of 50%, another check of

50% makes the total chance 75% to absorb. This effect is very useful to

those born under the Atronach birthsign, since their Magicka does not

regenerate with rest as normal due to Stunted Magicka. Fortunately, a

50% Spell Absorption is part of this birthsign's benefits. Although

additional Spell Absorption would have lesser effect on characters with

this birthsign, more is still better, as it's a good way to regain

Magicka while avoiding hostile spells. Spell Absorption will work in

combination with Reflect, but Spell Absorption takes precedence, so

only spells that are not absorbed may be reflected. Having more Spell

Absorption makes Reflect do less, so if you have 50% of both Absorption


and Reflect, it does not make you immune to spells. Rather, half of

spells will be absorbed, and of the half that are not, half of those

will be reflected. So a total of 75% will be stopped by these effects.

Spells which are not absorbed or reflected can still be Resisted by the

appropriate Resist spell. Spells which are absorbed are absorbed at

full strength. In the case of reflected spells, they are not first

reduced by the original (pre-reflection) target's resistances. They are

affected by the resistances of the new (post-reflection) target. Spells

with no magnitude such as Silence and Paralyze are not immune to Spell

Absorption, since it is their casting cost, not their magnitude, which

is absorbed. Tips for using Spell Absorption to regenerate Magicka

include: i) Summon a creature who attacks using spells. An Ancestor

Ghost works especially well. Attack the summon three times so it turns

on you, then absorb its spells. ii) Beneficial spells as well as

attacks can be absorbed, including blessings and cures such as those

provided by Shrines. Constant absorption effects may prove detrimental

when you actually need a Shrine's blessing.

Ingredients: Fire Petal, Lloramor Spines*, Vampire Dust, Void Salts

Premade spells:

Spell Absorption-10 points for 5 seconds on Self

Cost: 25

Available from: Arnand Liric, Buckmoth Legion Fort, Interior;


Dulian, Buckmoth Legion Fort, Interior;

Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;

Sharn gra-Muzgob, Balmora, Guild of Mages;

Tyermaillin, Balmora, Tyermaillin's House;

Aunius Autrus, Wolverine Hall, Imperial Shrine;

Eldrilu Dalen, Vos, Vos Chapel;

Folvys Andalor, Ald'ruhn, Temple;

Sirilonwe, Vivec, Guild of Mages;

Vaval Selas, Vivec, St. Olms Temple

Vivec's Feast-10 points for 5 seconds on Self

Cost: 25

Available from: Danso Indules, Vivec, Temple;

Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;

Guls Llervu, Ald'ruhn, Guls Llervu's House;

Tunila Omavel, Tel Uvirith, Omavel's House;

Vaval Selas, Vivec, St. Olms Temple;

Dulian, Buckmoth Legion Fort, Interior;

Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;

Lloros Sarano, Ald'ruhn, Temple;

Tyermaillin, Balmora, Tyermaillin's House

Weak Spelldrinker-10-20 points for 5 seconds on Self

Cost: 38

Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;


Masalinie Merian, Balmora, Guild of Mages;

Uvele Berendas, Indarys Manor, Berendas' House;

Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Wild Spelldrinker-1-40 points for 5 seconds on Self

Cost: 51

Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;

Mertisi Andavel, Tel Branora, Upper Tower;

Only-He-Stands-There, Balmora, South Wall Cornerclub;

Tinaso Alan, Tel Mora, Tower Services;

Leles Birian, Ascadian Isles Region;

Namanian Facian, Sadrith Mora, Morag Tong Guild;

Salen Ravel, Maar Gan, Shrine;

Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Strong Spelldrinker-20-30 points for 5 seconds on Self

Cost: 63

Available from: Diren Vendu, Tel Mora, Tower Services;

Imare, Balmora, Hlaalu Council Manor;

Only-He-Stands-There, Balmora, South Wall Cornerclub;

Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;

Leles Birian, Ascadian Isles Region

Tranasa's Spelltrap-20-30 points for 10 seconds on Self


Cost: 125

Available from: Amarie Charien, Moonmoth Legion Fort, Interior;

Lalatia Varian, Ebonheart, Imperial Chapels;

Minnibi Selkin-Adda, Vivec, Arena Hidden Area;

Ethasi Rilvayn, Balmora, Morag Tong Guildhall;

Llathyno Hlaalu, Balmora, Temple;

Somutis Vunnis, Moonmoth Legion Fort, Interior

Telekinesis

<---------------------------------------------------------------------->

Telekinesis M feet for D seconds

Base cost: 1

Causes you to be able to manipulate objects from a distance. You can

open containers or interior doors, pick up objects, or operate switches

from far away. The magnitude determines the maximum distance from which

you can interact with objects.

This spell can be used to avoid trapped chests and doors. Instead of

using Security and a probe, you can set the trap off from a distance,

and then dodge the effects. This will not work on doors that transport

between cells, however. This spell effect is also useful for stealing

objects for characters with low Sneak skill, in cases where getting

close enough to take it normally would cause you to be seen.


Telekinesis does not allow you to pick up any light sources or paper

items at a distance.

Ingredients: Alit Hide, Bonemeal, Scuttle

Premade spells:

Telekinesis-25 points for 5 seconds on Self

Cost: 6

Available from: Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;

Minnibi Selkin-Adda, Vivec, Arena Hidden Area;

Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;

Llaros Uvayn, Caldera, Governor's Hall;

Orrent Geontene, Ald'ruhn, Guild of Mages

Restoration {SPL007}

o======================================================================o

Cure Blight Disease

<---------------------------------------------------------------------->

Cure Blight Disease

Base Cost: 2000

Removes the effects of Blight Disease from the target. This effect is
absolutely vital to have if you explore the Ashlands, Molag Amur, or

Red Mountain regions, as blighted creatures are common there, and some

blight diseases can be quite debilitating. Black-Heart Blight in

particular can stop you dead in your tracks by reducing your Strength

and causing you to become overencumbered and unable to move.

Ingredients: Ash Salts, Meteor Slime, Scrib Jelly

Premade spells:

Rilm's Gift-Cure Blight Disease on Touch, Cure Common Disease on Touch

Cost: 30

Available from: Folvys Andalor, Ald'ruhn, Temple;

Tunila Omavel, Tel Uvirith, Omavel's House;

Saras Orelu, Molag Mar, Temple

Cure Blight Disease-Cure Blight Disease on Self

Cost: 100

Available from: Amarie Charien, Moonmoth Legion Fort, Interior;

Synnolian Tunifus, Ebonheart, Imperial Chapels;

Arnand Liric, Buckmoth Legion Fort, Interior

Vivec's Tears-Cure Blight Disease on Self

Cost: 100

Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;


Guls Llervu, Ald'ruhn, Guls Llervu's House;

Lloros Sarano, Ald'ruhn, Temple;

Telis Savani, Balmora, Temple;

Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;

Llathyno Hlaalu, Balmora, Temple;

Saras Orelu, Molag Mar, Temple;

Tunila Omavel, Tel Uvirith, Omavel's House

Panacea-Cure Blight Disease on Self, Cure Common Disease on Self,

Cure Poison on Self

Cost: 120

Available from: Galero Andaram, Sadrith Mora, Telvanni Council House,

Chambers;

Melie Frenck, Vivec, Telvanni Temple;

Guls Llervu, Ald'ruhn, Guls Llervu's House

Vivec's Touch-Cure Blight Disease on Touch, Cure Common Disease on

Touch

Cost: 10

Available from: Vivec's Ashmask, Gnisis, Tribunal Temple (free)

Cure Common Disease

<---------------------------------------------------------------------->

Cure Common Disease


Base Cost: 300

Removes the effects of Common Disease from the target. This effect is

generally a good idea to have available wherever you go, as diseased

creatures are everywhere, and some diseases are somewhat debilitating.

This is less of an issue if you are one of the races that has natural

disease resistance (Argonian, High Elf, Redguard, or Wood Elf), but

even for them it is still wise to have access to this in case of

emergency. Of particular note is the Porphyric Hemophilia disease,

which will turn into Vampirism if not cured within 3 days of

contracting it. If you do not wish to turn into a vampire, you need to

cure yourself before this happens.

Ingredients: Chokeweed, Daedra Skin, Gravedust, Green Lichen, Muck,

Red Lichen, Willow Anther

Premade spells:

Cure Common Disease-Cure Common Disease on Self

Cost: 15

Available from: Amarie Charien, Moonmoth Legion Fort, Interior;

Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;

Llathyno Hlaalu, Balmora, Temple;

Telis Salvani, Balmora, Temple;

Chaplain Ogrul, Gnisis, Fort Darius;


J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;

Synnolian Tunifus, Ebonheart, Imperial Chapels

Cure Common Disease on Other-Cure Common Disease on Touch

Cost: 15

Available from: Sharn gra-Muzgob, Balmora, Guild of Mages

Rilm's Cure-Cure Common Disease on Self

Cost: 15

Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;

Guls Llervu, Ald'ruhn, Guls Llervu's House;

Milar Maryon, Tel Vos, Services Tower;

Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;

Zanmulk Sammalamus, Gnisis, Temple;

Folvys Andalor, Ald'ruhn, Temple;

J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;

Rilvase Avani, Ghostgate, Tower of Dawn;

Ygfa, Pelagiad, Fort Pelagiad

Cure Common Disease Victim-Cure Common Disease on Target

Cost: 23

Available from: Dulian, Buckmoth Legion Fort, Interior;

Vaval Selas, Vivec, St. Olms Temple

Rilm's Gift-Cure Blight Disease on Touch, Cure Common Disease


on Touch

Cost: 30

Available from: Folvys Andalor, Ald'ruhn, Temple;

Tunila Omavel, Tel Uvirith, Omavel's House;

Saras Orelu, Molag Mar, Temple

Panacea-Cure Blight Disease on Self, Cure Common Disease

on Self, Cure Poison on Self

Cost: 120

Available from: Galero Andaram, Sadrith Mora, Telvanni Council

House, Chambers;

Melie Frenck, Vivec, Telvanni Temple;

Guls Llervu, Ald'ruhn, Guls Llervu's House

Vivec's Touch-Cure Blight Disease on Touch, Cure Common Disease

on Touch

Cost: 10

Available from: Vivec's Ashmask, Gnisis, Tribunal Temple (free)

Cure Paralyzation

<---------------------------------------------------------------------->

Cure Paralyzation

Base Cost: 100


Cures the target of the effects of Paralyzation. It is mostly useful

for curing other people of this affliction, as it is, of course,

impossible to cast any spells or use any items while you yourself are

paralyzed. The only way you can possibly use this effect on yourself is

by means of a potion or Corkbulb Root, as these can be consumed while

paralyzed.

Ingredients: Corkbulb Root*, Scamp Skin, Willow Anther, Netch Leather

Premade spells:

Free Action-Cure Paralyzation on Self

Cost: 5

Available from: Arnand Liric, Buckmoth Legion Fort, Interior;

Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;

Telis Salvani, Balmora, Temple;

Folvys Andalor, Ald'ruhn, Temple;

Llathyno Hlaalu, Balmora, Temple

Cure Poison

<---------------------------------------------------------------------->

Cure Poison

Base Cost: 100


Dispels any long-duration Poison effects currently affecting the

target. Instant-damage Poison effects cannot be stopped, and Health

lost due to Poison damage is not restored.

This effect has relatively limited use, since most Poison effects are

instant or have a very short duration. An example of a rare situation

where a Cure Poison spell can be effective is in Bamz-Amschend, beneath

Mournhold. There are several Poison traps and spells there which have

long duration, they can potentially become fatal for characters

exploring the ruin. Another potential use for potions is when fighting

Daedroth, which use the powerful Poisonbloom spell to great effect.

Ingredients: Black Lichen, Ghoul Heart, Meteor Slime, Rat Meat,

Raw Ebony, Roobrush, Scathecraw, Scrib Jelly

Premade spells:

Balyna's Antidote-Cure Poison on Self

Cost: 5

Available from: Amarie Charien, Moonmoth Legion Fort, Interior;

Sharn gra-Muzgob, Balmora, Guild of Mages;

Ygfa, Pelagiad, Fort Pelagiad;

Scelian Plebo, Wolverine Hall, Imperial Shrine;

Synnolian Tunifus, Ebonheart, Imperial Chapels


Cure Poison-Cure Poison on Self

Cost: 5

Available from: Arnand Liric, Buckmoth Legion Fort, Interior;

Rilvase Avani, Ghostgate, Tower of Dawn;

Chaplain Ogrul, Gnisis, Fort Darius;

Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt

Seryn's Gift-Cure Poison on Touch

Cost: 5

Available from: Danso Indules, Vivec, Temple;

Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;

Milar Maryon, Tel Vos, Services Tower;

Saras Orelu, Molag Mar, Temple;

Zanmulk Sammalamus, Gnisis, Temple;

Folvys Andalor, Ald'ruhn, Temple;

Melie Frenck, Vivec, Telvanni Temple;

Rilvase Avani, Ghostgate, Tower of Dawn;

Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer

Panacea-Cure Blight Disease on Self, Cure Common Disease on Self,

Cure Poison on Self

Cost: 120

Available from: Galero Andaram, Sadrith Mora, Telvanni Council House,

Chambers;

Melie Frenck, Vivec, Telvanni Temple;


Guls Llervu, Ald'ruhn, Guls Llervu's House

Fortify Attribute

<---------------------------------------------------------------------->

Fortify Attribute M points for D seconds

Base Cost: 1

Temporarily raises one of the target's attributes by M points for D

seconds. Derived attributes such as Health, Magicka, Fatigue, and

Encumbrance will be recalculated if appropriate. After the spell

expires, the attribute will be restored to its former value.

There is a somewhat irritating bug with this effect, that if you are

under the effect of a Fortify Attribute, and then are hit with a Drain

Attribute for the same effect, then when the Drain spell expires, the

attribute will NOT return to its former value, making the Drain spell

behave more like a Damage Attribute. The only way to solve this is to

remove whatever was causing the Fortify Attribute effect, and then cast

a Restore Attribute effect. You may then put the Fortify Attribute

effect back on to be returned to your former values. Another bug exists

specifically with the Fortify Personality effect. Any person who sees

you while under the influence of a Fortify Personality effect (even if

you don't talk to them), regardless of how much they liked you before,

will have their Disposition lowered by the amount of the effect (one
Disposition point per two Personality points) after the effect expires.

So even if somebody has 100 Disposition toward you, if you cast a 90

point Fortify Personality spell and they see you while the spell is

active, then when the spell wears off their Disposition will be lowered

to 55. Thus, you should only use such an effect with people you don't

plan to talk to ever again (though this can be fixed with Speechcraft

and/or Charm. In fact, it's probably easier just to use Charm in the

first place). Another note of interest with this effect is that it can

be added up to eight times in the same spell (because of the eight

effect limit), regardless of whether or not the same attribute is

selected, unlike other magic effects. Because of this, it is easy to

make a spell that boosts any one of your attributes 800 points for one

second. This trick is useful for Alchemy, if you boost your Intelligence

and then immediately go to the inventory screen to make super potions.

Ingredients: Fortify Agility: Durzog Meat*, Ectoplasm*, Fire Salts,

Heartwood, Noble Sedge Flowers, Roobrush, Scrib Cabbage, Sload Soap;

Fortify Endurance: Daedra's Heart, Guar Hide, Netch Leather*;

Fortify Intelligence: Ash Yam*, Bloat, Horker Tusk, Netch Leather;

Fortify Luck: Corkbulb Root, Corprus Weepings, Guar Hide;

Fortify Personality: Green Lichen*, Kresh Fiber, Stoneflower Petals;

Fortify Speed: Kagouti Hide, Meadow Rye*, Moon Sugar*, Nirthfly Stalks,

Shalk Resin, Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt;

Fortify Strength: Ash Yam, Bear Pelt, Daedra Skin*, Dreugh Wax*,

Durzog Meat, Golden Sedge Flowers, Grahl Eyeball, Vampire Dust;


Fortify Willpower: Bloat, Meteor Slime*, Scrib Jelly*, Wickwheat

Premade spells:

Turn of the Wheel-Fortify Luck 5-20 points for 30 seconds on Self

Cost: 19

Available from: Dileno Lloran, Vivec, High Fane;

Relms Gilvilo, Vivec, Redoran Temple Shrine

Charisma-Fortify Personality 10 points for 60 seconds on Self

Cost: 30

Available from: Dileno Lloran, Vivec, High Fane;

Guls Llervu, Ald'ruhn, Guls Llervu's House;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;

Rirnas Athren, Vivec, Hlaalu Temple;

Scelian Plebo, Wolverine Hall, Imperial Shrine;

Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Lloros Sarano, Ald'ruhn, Temple;

Nilvyn Drothan, Ghostgate, Temple;

Salen Ravel, Maar Gan, Shrine

Fortitude-Fortify Endurance 10 points for 60 seconds on Self

Cost: 30

Available from: Dileno Lloran, Vivec, High Fane;

Guls Llervu, Ald'ruhn, Guls Llervu's House;


Llarara Omayn, Balmora, Temple;

Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;

Scelian Plebo, Wolverine Hall, Imperial Shrine;

Somutis Vunnis, Moonmoth Legion Fort, Interior;

Eldrilu Dalen, Vos, Vos Chapel;

Lalatia Varian, Ebonheart, Imperial Chapels;

Lloros Sarano, Ald'ruhn, Temple;

Relms Gilvilo, Vivec, Redoran Temple Shrine;

Sedris Omalen, Maar Gan, Outpost

Iron Will-Fortify Willpower 10 points for 60 seconds on Self

Cost: 30

Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Mehra Drora, Gnisis, Temple;

Salen Ravel, Maar Gan, Shrine;

Uvele Berendas, Indarys Manor, Berendas' House;

Lalatia Varian, Ebonheart, Imperial Chapels;

Nilvyn Drothan, Ghostgate, Temple;

Scelian Plebo, Wolverine Hall, Imperial Shrine

Jack of Trades-Fortify Luck 10 points for 60 seconds on Self

Cost: 30

Available from: Arrille, Seyda Neen, Arrille's Tradehouse;

Somutis Vunnis, Moonmoth Legion Fort, Interior;

Scelian Plebo, Wolverine Hall, Imperial Shrine


Nimbleness-Fortify Agility 10 points for 60 seconds on Self

Cost: 30

Available from: Eldrilu Dalen, Vos, Vos Chapel;

Lalatia Varian, Ebonheart, Imperial Chapels;

Rirnas Athren, Vivec, Hlaalu Temple;

Somutis Vunnis, Moonmoth Legion Fort, Interior;

Guls Llervu, Ald'ruhn, Guls Llervu's House;

Lloros Sarano, Ald'ruhn, Temple;

Sedris Omalen, Maar Gan, Outpost

Quicksilver-Fortify Speed 10 points for 60 seconds on Self

Cost: 30

Available from: Dileno Lloran, Vivec, High Fane;

Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;

Guls Llervu, Ald'ruhn, Guls Llervu's House;

Rirnas Athren, Vivec, Hlaalu Temple

Troll Strength-Fortify Strength 10 points for 60 seconds on Self

Cost: 30

Available from: Dileno Lloran, Vivec, High Fane;

Relms Gilvilo, Vivec, Redoran Temple Shrine;

Somutis Vunnis, Moonmoth Legion Fort, Interior;

Guls Llervu, Ald'ruhn, Guls Llervu's House;

Salen Ravel, Maar Gan, Shrine


Wisdom-Fortify Intelligence 10 points for 60 seconds on Self

Cost: 30

Available from: Dileno Lloran, Vivec, High Fane;

Llarara Omayn, Balmora, Temple;

Mehra Drora, Gnisis, Temple;

Sedris Omalen, Maar Gan, Outpost;

Eldrilu Dalen, Vos, Vos Chapel;

Lloros Sarano, Ald'ruhn, Temple;

Scelian Plebo, Wolverine Hall, Imperial Shrine

Orc Strength-Fortify Strength 5-20 points for 60 seconds on Self

Cost: 38

Available from: Lloros Sarano, Ald'ruhn, Temple;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Feet of Notorgo-Fortify Speed 10 points for 90 seconds on Self

Cost: 45

Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub;

Somutis Vunnis, Moonmoth Legion Fort, Interior;

Scelian Plebo, Wolverine Hall, Imperial Shrine

Zenithar's Gospel-Fortify Personality 10 points for 90 seconds on Self

Cost: 45

Available from: Niras Farys, Sadrith Mora, Telvanni Council House,


Chambers;

Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;

Scelian Plebo, Wolverine Hall, Imperial Shrine

Divine Aid-Fortify Luck & Willpower 10 points for 60 seconds on Self

Cost: 60

Available from: Dileno Lloran, Vivec, High Fane;

Guls Llervu, Ald'ruhn, Guls Llervu's House;

Llarara Omayn, Balmora, Temple;

Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;

Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;

Felara Andrethi, Tel Aruhn, Tower Living Quarters;

Lalatia Varian, Ebonheart, Imperial Chapels;

Lloros Sarano, Ald'ruhn, Temple;

Somutis Vunnis, Moonmoth Legion Fort, Interior;

Tunila Omavel, Tel Uvirith, Omavel's House

Daedric Willpower-Fortify Willpower 20 points for 90 seconds on Self

Cost: 90

Available from: Amarie Charien, Moonmoth Legion Fort, Interior

Fortify Fatigue

<---------------------------------------------------------------------->

Fortify Fatigue M points for D seconds


Base Cost: 0.5

Temporarily raises the target's Fatigue by M points for D seconds.

After the spell expires, their Fatigue will be restored to its former

value, minus any lost while the spell was active.

When this effect expires, Fatigue can be reduced below zero. Using

temporary Fortify Fatigue effects can lead to exhaustion at

unexpected moments. This effect fortifies the "current Fatigue"

variable, while the derived "maximum Fatigue" stays the same, so skills

which depend on Fatigue can increase in effectiveness from this

attribute. By making a super Fortify Fatigue potion (fortifying your

Intelligence to make better potions, then making extremely effective

potions) will grant you the ability to jump incredibly high and far,

without a jump potion. The only difference is that when you land and

would normally take fall damage, you will instead gain health, even

above 100%.

Ingredients: Gravetar, Hound Meat, Scrib Jerky, Scuttle

Premade spells:

Enrichment-5-20 points for 30 seconds on Self

Cost: 9

Available from: Niras Farys, Sadrith Mora, Telvanni Council House,


Chambers;

Rirnas Athren, Vivec, Hlaalu Temple

Vigor-5-20 points for 30 seconds on Self

Cost: 9

Available from: Lalatia Varian, Ebonheart, Imperial Chapels;

Scelian Plebo, Wolverine Hall, Imperial Shrine;

Llathyno Hlaalu, Balmora, Temple

Daedric Fatigue-50 points for 90 seconds on Self

Cost: 113

Available from: Amarie Charien, Moonmoth Legion Fort, Interior;

Llathyno Hlaalu, Balmora, Temple

Fortify Health

<---------------------------------------------------------------------->

Fortify Health M points for D seconds

Base Cost: 1

Temporarily raises the target's Health by M points for D seconds. After

the spell expires, their Health will be restored to its former value,

minus any damage received while the spell was active.

This effect has an unfortunate bug which can make it very dangerous to
use in large doses. When the spell is active, your natural health is

lowered first when you are damaged. As soon as it expires, the amount

of health you added is then subtracted from whatever you have at that

time, regardless of how much damage you have taken. Thus you should be

very careful not to cast any spell or use any item which more than

doubles your natural Health maximum. If you do so, and then take more

than your natural Health value in damage before the spell runs out,

you will drop dead as soon as it expires. One way to prevent this is to

get a piece of clothing (NOT armor) enchanted with a constant effect

Fortify Health, and wear it all the time when using such spells. (Armor

with this enchantment will work as well, but if the armor ever becomes

damaged to the point of breaking, you may experience the same bug when

it does.)

Ingredients: Human Flesh, Large Kwama Egg, Shalk Resin, Vampire Dust

Premade spells:

Vitality-5-20 points for 30 seconds on Self

Cost: 19

Available from: Dulian, Buckmoth Legion Fort, Interior;

Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;

Lalatia Varian, Ebonheart, Imperial Chapels;

Lloros Sarano, Ald'ruhn, Temple;

Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;


Chaplain Ogrul, Gnisis, Fort Darius;

J'Rasha, Vivec, Foreign Quarter, J'Rasha, Healer;

Llathyno Hlaalu, Balmora, Temple;

Somutis Vunnis, Moonmoth Legion Fort, Interior

Blood Gift-10-40 points for 30 seconds on Self

Cost: 38

Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Guls Llervu, Ald'ruhn, Guls Llervu's House;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;

Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;

Saras Orelu, Molag Mar, Temple;

Uvele Berendas, Indarys Manor, Berendas' House;

Ferise Varo, Vos, Varo Tradehouse Entrance;

Mehra Drora, Gnisis, Temple;

Nilvyn Drothan, Ghostgate, Temple;

Relms Gilvilo, Vivec, Redoran Temple Shrine;

Sedris Omalen, Maar Gan, Outpost;

Zanmulk Sammalamus, Gnisis, Temple

Daedric Health-25 points for 60 seconds on Self

Cost: 75

Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub

Fortify Magicka
<---------------------------------------------------------------------->

Fortify Magicka M points for D seconds

Base Cost: 1

Temporarily raises the target's Magicka by M points for D seconds.

After the spell expires, their Magicka will be restored to its former

value, minus any lost by casting spells while the spell was active.

Ingredients: Belladonna Berries, Emerald*, Saltrice, Stoneflower Petals,

Wolfsbane Petals

Premade spells:

Powerwell-5-20 points for 60 seconds on Self

Cost: 38

Available from: Chaplain Ogrul, Gnisis, Fort Darius;

Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Guls Llervu, Ald'ruhn, Guls Llervu's House;

Llathyno Hlaalu, Balmora, Temple;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;

Saras Orelu, Molag Mar, Temple;

Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;

Eldrilu Dalen, Vos, Vos Chapel;

Felara Andrethi, Tel Aruhn, Tower Living Quarters;


Lalatia Varian, Ebonheart, Imperial Chapels;

Mehra Drora, Gnisis, Temple;

Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;

Sedris Omalen, Maar Gan, Outpost;

Uvele Berendas, Indarys Manor, Berendas' House

Resist Blight Disease

<---------------------------------------------------------------------->

Resist Blight Disease M% for D seconds

Base Cost: 5

This effect decreases your chance of catching blight diseases by M%.

Ingredients: None

Premade spells:

Poet's Whim-1-30 points for 10 seconds on Self

Cost: 39

Available from: Chaplain Ogrul, Gnisis, Fort Darius;

Masalinie Merian, Balmora, Guild of Mages;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;

Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Milar Maryon, Tel Vos, Services Tower;


Uvele Berendas, Indarys Manor, Berendas' House

Vivec's Mercy-20 points for 10 seconds on Self

Cost: 50

Available from: Elynu Saren, Suran, Temple;

Guls Llervu, Ald'ruhn, Guls Llervu's House;

Llathyno Hlaalu, Balmora, Temple;

Mehra Drora, Gnisis, Temple;

Only-He-Stands-There, Balmora, South Wall Cornerclub;

Saras Orelu, Molag Mar, Temple;

Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;

Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;

Leles Birian, Ascadian Isles Region;

Milar Maryon, Tel Vos, Services Tower;

Salen Ravel, Maar Gan, Shrine;

Telis Salvani, Balmora, Temple;

Tinaso Alan, Tel Mora, Tower Services

Shield of the Armiger-30 points for 10 seconds on Self

Cost: 75

Available from: Eldrilu Dalen, Vos, Vos Chapel;

Lloros Sarano, Ald'ruhn, Temple;

Nilvyn Drothan, Ghostgate, Temple;

Rilvase Avani, Ghostgate, Tower of Dawn;

Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;


Llarara Omayn, Balmora, Temple;

Mehra Drora, Gnisis, Temple;

Only-He-Stands-There, Balmora, South Wall Cornerclub;

Salen Ravel, Maar Gan, Shrine

Resist Common Disease

<---------------------------------------------------------------------->

Resist Common Disease M% for D seconds

Base Cost: 2

This effect decreases your chances of catching common diseases by M%.

If you are playing an Argonian, High Elf, Redguard, or Wood Elf, you

are already 75% resistant to disease, so you only need an additional

25% to make yourself completely immune to common diseases. Note that

this will protect you from Vampirism as well.

Ingredients: Ash Yam, Bear Pelt, Kagouti Hide, Pearl, Resin,

Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt

Premade spells:

Resist Common Disease-10 points for 5 seconds on Self

Cost: 5

Available from: Chaplain Ogrul, Gnisis, Fort Darius;


Lalatia Varian, Ebonheart, Imperial Chapels;

Dileno Lloran, Vivec, High Fane

Variable Resist Common Disease-1-30 points for 10 seconds on Self

Cost: 16

Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;

J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer

Seryn's Blessing-20 points for 10 seconds on Self

Cost: 20

Available from: Dulian, Buckmoth Legion Fort, Interior;

Folvys Andalor, Ald'ruhn, Temple;

Nilvyn Drothan, Ghostgate, Temple;

Relms Gilvilo, Vivec, Redoran Temple Shrine;

Sedris Omalen, Maar Gan, Outpost;

Tyermaillin, Balmora, Tyermaillin's House;

Vaval Selas, Vivec, St. Olms Temple;

Elynu Saren, Suran, Temple;

Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;

Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;

Salen Ravel, Maar Gan, Shrine;

Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;

Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Great Resist Common Disease-30 points for 10 seconds on Self


Cost: 30

Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Uvele Berendas, Indarys Manor, Berendas' House;

Masalinie Merian, Balmora, Guild of Mages

Resist Corprus Disease

<---------------------------------------------------------------------->

Resist Corprus Disease M% for D seconds

Base Cost: 5

This effect decreases your chance of catching Corprus Disease by M%.

However, since your chance of catching Corprus Disease is exactly 0,

this effect is completely useless. The only way to catch Corprus is

during the Sixth House Base mission on the Main Quest, and no amount of

resistance will protect you from it, since it's a scripted effect,

rather than a standard disease. The only known purpose of this effect

is that after you are cured of Corprus, this effect appears to let you

know that you are now "immune" to Corprus, never mind that there was

never any chance you could catch it in the first place. Even so, there

is at least one spell in the game that makes use of this effect. This

would seem to suggest that the designers had originally intended it to

be possible for player characters to contract this disease without

proceeding through the main storyline, and was thus removed for

instability issues.
Ingredients: None

Premade spells:

Variable Resist Corprus Disease-1-30 points for 10 seconds on Self

Cost: 39

Available from: Masalinie Merian, Balmora, Guild of Mages

Strong Resist Corprus Disease-20 points for 10 seconds on Self

Cost: 50

Available from: Leles Birian, Ascadian Isles Region;

Only-He-Stands-There, Balmora, South Wall Cornerclub

Great Resist Corprus Disease-30 points for 10 seconds on Self

Cost: 75

Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub

Resist Fire

<---------------------------------------------------------------------->

Resist Fire M% for D seconds

Base Cost: 2

This effect decreases the damage dealt by the Fire Damage effect. M is
the percentage of damage reduction. At 100%, you will be immune to Fire.

Dark Elves have 75% natural Resist Fire. High Elves have 50% natural

Weakness to Fire, so spells or items that counteract this weakness will

be significant for a High Elf character. Note that a spell of Weakness

to Fire whose magnitude is equal to or greater than any Resist Fire

effect currently active will completely nullify it, and any subsequent

Fire Damage will not be affected by it.

Ingredients: Black Anther, Fire Petal*, Frost Salts

Premade spells:

Resist Fire-10 points for 5 seconds on Self

Cost: 5

Available from: Galero Andaram, Sadrith Mora, Telvanni Council House,

Chambers;

Scelian Plebo, Wolverine Hall, Imperial Shrine

Variable Resist Fire-1-30 points for 10 seconds on Self

Cost: 16

Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;

J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer

Strong Resist Fire-20 points for 10 seconds on Self


Cost: 20

Available from: Dulian, Buckmoth Legion Fort, Interior;

Sharn gra-Muzgob, Balmora, Guild of Mages;

Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;

Vaval Selas, Vivec, St. Olms Temple

Great Resist Fire-30 points for 10 seconds on Self

Cost: 30

Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Uvele Berendas, Indarys Manor, Berendas' House;

Masalinie Merian, Balmora, Guild of Mages

Flameguard-20-40 points for 30 seconds on Self

Cost: 90

Available from: Amarie Charien, Moonmoth Legion Fort, Interior;

Elynu Saren, Suran, Temple;

Lloros Sarano, Ald'ruhn, Temple;

Tunila Omavel, Tel Uvirith, Omavel's House;

Dileno Lloran, Vivec, High Fane;

Llarara Omayn, Balmora, Temple;

Masalinie Merian, Balmora, Guild of Mages;

Ygfa, Pelagiad, Fort Pelagiad

Resist Frost

<---------------------------------------------------------------------->
Resist Frost M% for D seconds

Base Cost: 2

This effect decreases the damage dealt by the Frost Damage effect. M is

the percentage of damage reduction. At 100% you will be immune to Frost.

Nords have natural 100% Resist Frost. High Elves have natural 25%

Weakness to Frost, so spells or items that counteract this weakness

will be significant for a High Elf character. Note that a spell of

Weakness to Frost whose magnitude is equal to or greater than any

Resist Frost effect currently active will completely nullify it, and

any subsequent Frost Damage will not be affected by it.

Ingredients: Black Lichen, Bristleback Leather, Fire Salts,

Grahl Eyeball*, Gravetar*, Holly Berries*, Raw Stalhrim*

Premade spells:

Resist Frost-10 points for 5 seconds on Self

Cost: 5

Available from: Galero Andaram, Sadrith Mora, Telvanni Council House,

Chambers;

Scelian Plebo, Wolverine Hall, Imperial Shrine


Variable Resist Frost-1-30 points for 10 seconds on Self

Cost: 16

Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;

J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer

Strong Resist Frost-20 points for 10 seconds on Self

Cost: 20

Available from: Dulian, Buckmoth Legion Fort, Interior;

Sharn gra-Muzgob, Balmora, Guild of Mages;

Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;

Vaval Selas, Vivec, St. Olms Temple

Great Resist Frost-30 points for 10 seconds on Self

Cost: 30

Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison

Frostguard-20-40 points for 30 seconds on Self

Cost: 90

Available from: Amarie Charien, Moonmoth Legion Fort, Interior;

Elynu Saren, Suran, Temple;

Lloros Sarano, Ald'ruhn, Temple;

Tunila Omavel, Tel Uvirith, Omavel's House;

Dileno Lloran, Vivec, High Fane;

Llarara Omayn, Balmora, Temple;

Somutis Vunnis, Moonmoth Legion Fort, Interior;


Ygfa, Pelagiad, Fort Pelagiad

Resist Magicka

<---------------------------------------------------------------------->

Resist Magicka M% for D seconds

Base Cost: 2

Resist Magicka decreases the damage or other negative effects done by

most spell effects. These include Absorb Health, Damage Health, Drain

Health, Absorb Fatigue, Damage Fatigue, Drain Fatigue, Absorb

Attribute, Damage Attribute, Drain Attribute, Absorb Skill, Damage

Skill, Drain Skill, Blind, Burden, Disintegrate, Sound, and any

Weakness effects. It protects against disease as well, as all diseases

apply only these resisted effects. This does not reduce Fire, Frost,

Poison, or Shock Damage. It does not protect against effects with no

magnitude either, such as Paralyze or Silence. Bretons have natural 50%

Resist Magicka, and Orcs have natural 25%. High Elves have natural 50%

Weakness to Magicka, so they in particular may want spells and items

with this effect in order to counteract that weakness.

Certain magical items have negative effects which can be resisted, but

Resist Magicka will not nullify the positive effects. Creating a custom

100% Resist Magicka spell that lasts 3 seconds costs about 280 gold.

Opening the inventory immediately after casting this spell will allow
time to equip constant effect items and resist their negative effects

for the remaining time the items are equipped. This trick is most

popular to use with the Boots of Blinding Speed. Once Resist Magicka

reaches 100%, it is the only type of resistance that can't be broken by

a Weakness effect, since Weakness is itself a Magicka type spell.

Ingredients: Ash Salts, Belladonna Berries*

Premade spells:

Resist Magicka-10 points for 5 seconds on Self

Cost: 5

Available from: Arrille, Seyda Neen, Arrille's Tradehouse;

Scelian Plebo, Wolverine Hall, Imperial Shrine;

Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers

Variable Resist Magicka-1-30 points for 10 seconds on Self

Cost: 16

Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;

J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer

Strong Resist Magicka-20 points for 10 seconds on Self

Cost: 20

Available from: Dulian, Buckmoth Legion Fort, Interior;

Sharn gra-Muzgob, Balmora, Guild of Mages;


Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;

Vaval Selas, Vivec, St. Olms Temple

Great Resist Magicka-30 points for 10 seconds on Self

Cost: 30

Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison

Magickguard-20-40 points for 10 seconds on Self

Cost: 30

Available from: Eldrilu Dalen, Vos, Chapel;

Lloros Sarano, Ald'ruhn, Temple;

Niras Farys, Sadrith Mora, Telvanni Council House;

Salen Ravel, Maar Gan, Shrine;

Llathyno Hlaalu, Balmora, Temple;

Nelso Salenim, Sadrith Mora, Telvanni Council House;

Rilvase Avani, Ghostgate, Tower of Dawn;

Somutis Vunnis, Moonmoth Legion Fort, Interior

Resist Paralysis

<---------------------------------------------------------------------->

Resist Paralysis M% for D seconds

Base Cost: 0.2

Reduces the chance of being paralyzed by M%. Contrary to some sources,


this does not reduce the duration of Paralysis effects. Any Paralyze

effect which is not resisted will still work at full strength. Vampires

are 100% immune to Paralysis.

Ingredients: Horn Lily Bulb*, Timsa-Come-By Flowers, Sweetpulp

Premade spells:

Resist Paralysis-50 points for 30 seconds on Self

Cost: 300

Available from: Eldrilu Dalen, Vos, Chapel;

Scelian Plebo, Wolverine Hall, Imperial Shrine;

Rirnas Athren, Vivec, Hlaalu Temple

Resist Poison

<---------------------------------------------------------------------->

Resist Poison M% for D seconds

Base Cost: 2

This effect decreases the damage dealt by Poison. M is the percentage

of damage reduction. At 100% you will be immune to Poison.

Argonians have natural 100% Resist Poison, and Redguards have 75%. Note

that a spell of Weakness to Poison whose magnitude is equal to or


greater than any Resist Poison effect currently active will completely

nullify it, and any subsequent elemental damage will not be affected by

it.

Ingredients: Alit Hide, Kwama Cuttle*, Rat Meat

Premade spells:

Resist Poison-20 points for 5 seconds on Self

Cost: 10

Available from: Eldrilu Dalen, Vos, Chapel;

Rirnas Athren, Vivec, Hlaalu Temple;

Relms Gilvilo, Vivec, Redoran Temple Shrine;

Scelian Plebo, Wolverine Hall, Imperial Shrine

Variable Resist Poison-1-30 points for 10 seconds on Self

Cost: 16

Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;

J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer

Strong Resist Poison-20 points for 10 seconds on Self

Cost: 20

Available from: Dulian, Buckmoth Legion Fort, Interior;

Sharn gra-Muzgob, Balmora, Guild of Mages;

Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;


Vaval Selas, Vivec, St. Olms Temple

Greater Resist Poison-30 points for 10 seconds on Self

Cost: 30

Available from: Elynu Saren, Suran, Temple

Poisonguard-20-40 points for 30 seconds on Self

Cost: 90

Available from: Amarie Charien, Moonmoth Legion Fort, Interior;

Felara Andrethi, Tel Aruhn, Tower Living Quarters;

Lloros Sarano, Ald'ruhn, Temple;

Rilvase Avani, Ghostgate, Tower of Dawn;

Tunila Omavel, Tel Uvirith, Omavel's House;

Dileno Lloran, Vivec, High Fane;

Llarara Omayn, Balmora, Temple;

Nilvyn Drothan, Ghostgate, Temple;

Somutis Vunnis, Moonmoth Legion Fort, Interior;

Ygfa, Pelagiad, Fort Pelagiad

Resist Shock

<---------------------------------------------------------------------->

Resist Shock M% for D seconds

Base Cost: 2
This effect decreases the damage dealt by the effect Shock Damage. M is

the percentage of damage reduction. At 100% you will be immune to Shock.

Nords have natural 50% Resist Shock. High Elves, on the other hand,

have natural 25% Weakness to Shock, so spells or items that counteract

this weakness will be significant for a High Elf character. Note that a

spell of Weakness to Shock whose magnitude is equal to or greater than

any Resist Shock effect currently active will completely nullify it,

and any subsequent Shock Damage will not be affected by it.

Ingredients: Crab Meat, Scrap Metal

Premade spells:

Resist Shock-20 points for 5 seconds on Self

Cost: 10

Available from: Galero Andaram, Sadrith Mora, Telvanni Council House,

Chambers

Variable Resist Shock-1-30 points for 10 seconds on Self

Cost: 16

Available from: J'Rasha, Vivec, Foreign Quarter, J'Rasha, Healer

Strong Resist Shock-20 points for 10 seconds on Self

Cost: 20
Available from: Dulian, Buckmoth Legion Fort, Interior;

Sharn gra-Muzgob, Balmora, Guild of Mages;

Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;

Vaval Selas, Vivec, St. Olms Temple

Shockguard-20-40 points for 30 seconds on Self

Cost: 90

Available from: Amarie Charien, Moonmoth Legion Fort, Interior;

Eldrilu Dalen, Vos, Chapel;

Llarara Omayn, Balmora, Temple;

Somutis Vunnis, Moonmoth Legion Fort, Interior;

Ygfa, Pelagiad, Fort Pelagiad;

Dileno Lloran, Vivec, High Fane;

Elynu Saren, Suran, Temple;

Lloros Sarano, Ald'ruhn, Temple;

Tunila Omavel, Tel Uvirith, Omavel's House

Restore Attribute

<---------------------------------------------------------------------->

Restore Attribute M points for D seconds

Base Cost: 1

Returns one of the target's attributes to their normal value if they

have been lowered by a Damage Attribute effect.


Restore Attribute will only work up to the natural maximum for the

attribute, even if a Fortify Attribute effect is present. In other

words, Restore Attribute only takes effect if the Attribute stat is

red on the status screen. For example, if your Strength has been

damaged 25 points, but you're wearing the Fist of Randagulf (right),

Restore Strength would only give you back 5 points. To get around this,

remove the Fortify effect (in the above example, remove the gauntlet)

before invoking the Restore Attribute effect.

Ingredients: Restore Agility: Bonemeal*, Noble Sedge Flowers,

Scrib Cabbage, Sload Soap;

Restore Endurance: Gravedust, Horn Lily Bulb, Timsa-Come-By Flowers,

Scales;

Restore Intelligence: Bittergreen Petals*, Ruby, Scrap Metal,

Wolfsbane Petals*;

Restore Luck: Crab Meat, Hackle-Lo Leaf, Kresh Fiber*;

Restore Personality: Guar Hide, Heather*, Scamp Skin;

Restore Speed: Meadow Rye, Nirthfly Stalks, Raw Ebony, Resin;

Restore Strength: Dreugh Wax, Gold Kanet, Horn Lily Bulb, Scamp Skin,

Stoneflower Petals*;

Restore Willpower: Meteor Slime, Scathecraw, Scrib Jelly, Trama Root*

Premade spells:
Restore Agility-Restore Agility 5-20 points for 30 seconds on Self

Cost: 19

Available from: Danso Indules, Vivec, Temple;

Saras Orelu, Molag Mar, Temple;

Synnolian Tunifus, Ebonheart, Imperial Chapels;

Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;

Folvys Andalor, Ald'ruhn, Temple;

Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;

Tunila Omavel, Tel Uvirith, Omavel's House;

Zanmulk Sammalamus, Gnisis, Temple

Restore Endurance-Restore Endurance 5-20 points for 30 seconds on

Self

Cost: 19

Available from: Danso Indules, Vivec, Temple;

Rilvase Avani, Ghostgate, Tower of Dawn;

Synnolian Tunifus, Ebonheart, Imperial Chapels;

Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;

Ygfa, Pelagiad, Fort Pelagiad;

Folvys Andalor, Ald'ruhn, Temple;

Saras Orelu, Molag Mar, Temple;

Telis Salvani, Balmora, Temple;

Tunila Omavel, Tel Uvirith, Omavel's House;

Zanmulk Sammalamus, Gnisis, Temple;


Restore Intelligence-Restore Intelligence 5-20 points for 30 seconds

on Self

Cost: 19

Available from: Danso Indules, Vivec, Temple;

Saras Orelu, Molag Mar, Temple;

Synnolian Tunifus, Ebonheart, Imperial Chapels;

Tunila Omavel, Tel Uvirith, Omavel's House;

Ygfa, Pelagiad, Fort Pelagiad;

Folvys Andalor, Ald'ruhn, Temple;

Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;

Telis Salvani, Balmora, Temple;

Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;

Zanmulk Sammalamus, Gnisis, Temple

Restore Luck-Restore Luck 5-20 points for 30 seconds on Self

Cost: 19

Available from: Danso Indules, Vivec, Temple;

Rilvase Avani, Ghostgate, Tower of Dawn;

Telis Salvani, Balmora, Temple;

Tunila Omavel, Tel Uvirith, Omavel's House;

Folvys Andalor, Ald'ruhn, Temple;

Saras Orelu, Molag Mar, Temple;

Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;

Ygfa, Pelagiad, Fort Pelagiad


Restore Personality-Restore Personality 5-20 points for 30 seconds

on Self

Cost: 19

Available from: Danso Indules, Vivec, Temple;

Rilvase Avani, Ghostgate, Tower of Dawn;

Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;

Folvys Andalor, Ald'ruhn, Temple;

Saras Orelu, Molag Mar, Temple;

Tunila Omavel, Tel Uvirith, Omavel's House

Restore Speed-Restore Speed 5-20 points for 30 seconds on Self

Cost: 19

Available from: Danso Indules, Vivec, Temple;

Saras Orelu, Molag Mar, Temple;

Tunila Omavel, Tel Uvirith, Omavel's House;

Ygfa, Pelagiad, Fort Pelagiad;

Folvys Andalor, Ald'ruhn, Temple;

Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;

Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Restore Strength-Restore Strength 5-20 points for 30 seconds on

Self

Cost: 19

Available from: Danso Indules, Vivec, Temple;

Rilvase Avani, Ghostgate, Tower of Dawn;


Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;

Ygfa, Pelagiad, Fort Pelagiad;

Folvys Andalor, Ald'ruhn, Temple;

Saras Orelu, Molag Mar, Temple;

Tunila Omavel, Tel Uvirith, Omavel's House

Restore Willpower-Restore Willpower 5-20 points for 30 seconds

on Self

Cost: 19

Available from: Danso Indules, Vivec, Temple;

Saras Orelu, Molag Mar, Temple;

Tunila Omavel, Tel Uvirith, Omavel's House;

Zanmulk Sammalamus, Gnisis, Temple;

Folvys Andalor, Ald'ruhn, Temple;

Telis Salvani, Balmora, Temple;

Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Restore Fatigue

<---------------------------------------------------------------------->

Restore Fatigue M points for D seconds

Base Cost: 1

Returns the target's Fatigue by M points per second for the duration.
Ingredients: Bread*, Chokeweed, Crab Meat*, Hackle-Lo Leaf*,

Hound Meat*, Large Kwama Egg*, Saltrice*, Scrib Jerky*, Scuttle*,

Small Kwama Egg*

Premade spells:

Rest of St. Merris-1-10 points for 20 seconds on Self

Cost: 6

Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;

Sedris Omalen, Maar Gan, Outpost;

Galero Andarem, Sadrith Mora, Telvanni Council House, Chambers;

Telis Salvani, Balmora, Temple

Stamina-10-30 points for 30 seconds on Self

Cost: 30

Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;

Saras Orelu, Molag Mar, Temple;

Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;

Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;

Chaplain Ogrul, Gnisis, Fort Darius;

Synnolian Tunifus, Ebonheart, Imperial Chapels;

Tunila Omavel, Tel Uvirith, Omavel's House;

Zanmulk Sammalamus, Gnisis, Temple

Restore Health
<---------------------------------------------------------------------->

Restore Health M points for D seconds

Base Cost: 5

Returns the target's Health by M points per second for the duration.

Ingredients: Corkbulb Root, Corprus Weepings, Emerald, Marshmerrow*,

Raw Stalhrim, Resin*, Saltrice, Sweetpulp, Wickwheat*

Premade spells:

Balyna's Soothing Balm-3-12 points on Self

Cost: 2

Available from: Sharn gra-Muzgob, Balmora, Guild of Mages

Balyna's Efficacious Balm-3-22 points on Self

Cost: 3

Available from: Synnolian Tunifus, Ebonheart, Imperial Chapels;

Ygfa, Pelagiad, Fort Pelagiad

Veloth's Benison-10 points on Self

Cost: 3

Available from: Melie Frenck, Vivec, Telvanni Temple


Heal Companion-6-15 points on Touch

Cost: 3

Available from: Amarie Charien, Moonmoth Legion Fort, Interior;

Folvys Andalor, Ald'ruhn, Temple;

Telis Salvani, Balmora, Temple;

Arnand Liric, Buckmoth Legion Fort, Interior;

Saras Orelu, Molag Mar, Temple;

Zanmulk Sammalamus, Gnisis, Temple

Balyna's Perfect Balm-3-30 points on Self

Cost: 4

Available from: Amarie Charien, Moonmoth Legion Fort, Interior

Mother's Kiss-10-20 points on Self

Cost: 4

Available from: Amarie Charien, Moonmoth Legion Fort, Interior

Aunius Autrus, Wolverine Hall, Imperial Shrine;

Danso Indules, Vivec, Temple;

Arnand Liric, Buckmoth Legion Fort, Interior;

Chaplain Ogrul, Gnisis, Fort Darius

Troll's Blood-1-3 points for 10 seconds on Self

Cost: 3

Available from: Nowhere


Veloth's Grace-10 points for 2 seconds on Self

Cost: 5

Available from: Galero Andaram, Sadrith Mora, Telvanni Council House,

Chambers;

Melie Frenck, Vivec, Telvanni Temple;

Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;

Guls Llervu, Ald'ruhn, Guls Llervu's House;

Telis Salvani, Balmora, Temple;

Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Hearth Heal*-20-80 points on Self

Cost-13

Available from: Arrille, Seyda Neen, Arrille's Tradehouse;

Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;

Danso Indules, Vivec, Temple;

Milar Maryon, Tel Vos, Services Tower

Regenerate-1-5 points for 20 seconds on Self

Cost: 15

Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;

Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;

Milar Maryon, Tel Vos, Services Tower;

Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;

Chaplain Ogrul, Gnisis, Fort Darius;

Melie Frenck, Vivec, Telvanni Temple;


Saras Orelu, Molag Mar, Temple

Rapid Regenerate-5-10 points for 20 seconds on Self

Cost: 38

Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;

Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;

Uvele Berendas, Indarys Manor, Berendas' House;

Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;

Tunila Omavel, Tel Uvirith, Omavel's House

o======================================================================o

| |

| General Tips {TIP001} |

| |

o======================================================================o

In melee combat, there are three types of attacks-chopping, slashing,

and thrusting. Each melee weapon has a different damage range for each

of the three attacks. There is an Always Use Best Attack option in the

Options menu that removes all the effort from this. I suggest leaving

it off, as you may want to perform weaker attacks to get easy shots on

weak enemies and get extra skill experience. If you leave the option

off, you control which attack is done as follows. For a chop, attack

while standing still. For a slash, attack while moving left or right.

For a thrust, attack while moving forward or backward.

<---------------------------------------------------------------------->
If you've played Oblivion or Skyrim, you're used to a red warning when

you're about to steal something. Morrowind doesn't give you that

luxury, but it's pretty obvious most of the time. If you're in

someone's house, they probably own everything in it, so be sure you're

in stealth before you take anything. What makes it complicated is that,

while you can't see any difference, the game does track stolen items.

While you don't need to find fences for all stolen goods as in later

games, you will immediately be accused of theft if you attempt to sell

someone's own items back to them. This cool effect is bugged, however,

in that the ownership tag applies to *all* items of a given type, even

if you've long since gotten rid of the one you actually stole. For

instance, say you steal one of Arrille's bottles of Mazte in Seyda Neen.

You head over to Balmora and offload it. Nonetheless, you can never

sell Arrille *any* Mazte due to this bug. You have to keep careful

track of what you steal from merchants to keep this glitch handled.

<---------------------------------------------------------------------->

As with items, it's usually pretty obvious when a door or container is

owned. Any attempt to open a lock, whether by the Security skill or

with an Open effect, counts as a crime if you are detected. The same is

true untrapping an object. However, if you successfully unlock and open

a door, subsequently entering it and being detected inside the formerly

locked area is fine.

<---------------------------------------------------------------------->

Be careful of owned beds. If you're detected attempting to sleep in

one, the game actually counts it as a crime, and it can generate a


bounty and an arrest attempt.

<---------------------------------------------------------------------->

Attacking and killing NPCs is not a crime *if* they attack you first.

The Taunt option in the Persuasion menu means you can kill pretty much

anyone with no consequence by getting them to attack you. Of course,

you only want to do this if you're positive you won't need an NPC alive

later, so be careful. If you follow my guide, I'll tell you who can and

can't be killed. Note that, when Taunting, you can't attack until they

actually take the first swing-if you attack after exiting the dialog,

but before they take the first swing, you will still be charged with

assault and/or murder.

<---------------------------------------------------------------------->

There are two controlled substances in Morrowind-Moon Sugar and the

drug refined from it, Skooma. Most merchants will refuse to Barter with

you if you have either in your inventory, but there are two

workarounds. First, you can just drop it on the floor, do your

business, pick it up, and be on your way. Second, any Khajiit

merchants, as well as the Creeper and the Talking Mudcrab, will still

do business and even buy it from you.

<---------------------------------------------------------------------->

Storage is a serious issue in Morrowind. First, every container has a

limit on the amount of items you can store in it by weight. These

limits range from 10-100 pounds, but it's pretty easy to hit that limit

in a hurry. Second, it's very difficult to identify containers that are

truly safe from respawning. There are two good ways around this
problem. First, oddly enough, even when a cell resets (which respawns

enemies and containers), anything left out in the open world will

persist. Accordingly, you can just store things inside any cell you

like, so long as you don't put them into containers. Second, a corpse

is the only container with no weight limit, and the game has a few

permanent corpses that never disappear. This makes Hlaalo Manor in

Balmora one of the best houses in the game, as it is central to any

services you might need, has lots of space, *and* has a permanent

corpse inside (Ralen Hlaalo) for limitless storage.

<---------------------------------------------------------------------->

While you can't move at all when overencumbered, teleportation spells

will still work. This means you can carry everything out of a dungeon

in one go by dropping everything onto a corpse as you find it, then

taking all the items and casting a teleportation spell when you're

done. Just don't leave the cell, or the corpse may disappear!

<---------------------------------------------------------------------->

The game has many, many bugs. Fortunately, there is no limit on save

slots. I suggest making what I refer to as an "anchor save" at all

following points, at minimum:

i) Each level up, in case something goes wrong with attribute

multipliers or skill planning;

ii) The beginning of each quest, in case you run into a glitch;

iii) Prior to entering any new dungeon, for the same reason.

<---------------------------------------------------------------------->

Be aware that Morrowind predates the very idea of level scaling


(crudely born in Oblivion and refined in Skyrim). This means that some

areas will have enemies that are simply too powerful for you, and

you'll need to return with levels and gear.

o======================================================================o

| |

| Imperial Prison Ship |

| (Character Creation/Tutorial) |

o======================================================================o

Sequence of Events: {WLK001}

1) A Mysterious Voice, Jiub, & Choosing a Name

2) Dock Guard-Choosing A Race

3) Socucius Ergalla-Choosing A Class & Birthsign

4) Engraved Ring of Healing

5) Sellus Gravius-Minimal Direction in a Massive World

Imperial Prison Ship-Hold

o======================================================================o

***NOTABLE LOOT***

Common Shirt (start wearing this)

Common Pants (start wearing this)

Common Shoes (start wearing this)

***NPCs***

Jiub
1) The game begins with a cutscene. Enjoy it. "Each Event is preceded

by Prophecy. But without the Hero, there is no Event."-Zurin Arctus,

the Underking. How cryptic. "In the waning years of the Third Era of

Tamriel, a prisoner born on a certain day to uncertain parents was sent

under guard, without explanation, to Morrowind, ignorant of the role he

was to play in that nation's history..." Interesting. Next, a

mysterious female voice is heard: "They have taken you from the

Imperial City's prison. First by carriage, and now by boat. To the

East, to Morrowind. Fear not, for I am watchful. You have been chosen."

As she speaks, a passage of Daedric text scrolls by, and the final

sentence becomes readable: "Many fall, but one remains." Then, a male

voice: "Wake up. We're here. Why are you shaking? Are you ok? Wake up."

The male voice belongs to a Dark Elf named Jiub, who tells you to

stand up and asks you for your name. Here, you can type in your name.

None of your character choices are locked in yet (I'll tell you when

they are), but I'd be surprised if you screwed up your name. After you

finish naming yourself (I'm using Travis), a guard will come and fetch

you. After he speaks to you, a tutorial message will let you know that

your movement controls have unlocked. Follow the guard up a level and to

an exit hatch. Another tutorial message will instruct you on opening the

hatch, and when you do, you will emerge on the ship's deck.

Imperial Prison Ship-Deck


o======================================================================o

2) As you emerge, try to imagine the graphics are impressive (they were

pretty mind-blowing when the game was released). A new guard will

direct you down to the docks, where yet another guard will ask where

you are from. This segues into selecting your race, sex, and

appearance. For the race, I recommend a male High Elf (read the

Character Creation section to understand why). Tweak your appearance

however you wish, then follow the guard up to the Census and Excise

Office.

Note: Wave goodbye to all that neat-looking loot on the Imperial Prison

Ship. It disappears when you enter Census and Excise, and you can't get

anything while you're there because you still don't have an inventory

menu and you can't pick anything up until you do.

Seyda Neen-Census and Excise Office

o======================================================================o

***NPCs***

Socucius Ergalla

Ganciele Douar

***ITEMS***

Release Identification

Iron Dagger
3) Speak to the man in front of you, Socucius Ergalla. He will take you

through the remaining aspects of Character Creation, selecting your

class and birthsign. Read the Character Creation section to understand

why I make the following choices:

Class-Custom

Class Name-Adventurer

Specialization-Stealth

Favored Attributes-Endurance, Luck

Major Skills-Spear, Blunt Weapon, Long Blade, Block, Mercantile

Minor Skills-Axe, Medium Armor, Restoration, Mysticism, Heavy Armor

Birthsign-The Atronach

At this time, you are given the opportunity to review your statistics

(because the game creates your Stats menu). When you confirm the stats,

your character creation choices are locked in. Socucius will then give

you a Release Identification, which you should pick up. This causes the

game to create your inventory menu, and you can now pick up items. With

the papers in hand, the guard, Ganciele Douar, will unlock the door and

allow you to proceed. In the next room, the game prompts you to pick up

an Iron Dagger and learn how to do combat. Pick it up and head through

the door to Seyda Neen.

NOTE: It is quite easy to pick up everything past Ganciele Douar-I just

wait until character creation is over and I'm able to save before
coming back for it. There is also an exploit that allows you to pick up

the items in the first room. If you pick anything up, Ganciele warns

you that this will be a crime once you leave, and takes the item from

you. However, if you drop the item on the ground before he speaks to

you, you may then freely take it. However, because I start the game

proper by grinding Sneak, I'll just wait and properly steal this stuff.

Seyda Neen-Census and Excise Courtyard

o======================================================================o

***ITEMS***

Engraved Ring of Healing

4) The game creates your map menu at this point, and gives you a

tutorial message about it. The game will then force you to search the

barrel next to the other door before you leave. Take the Engraved Ring

of Healing inside, and make sure you hold onto it! This causes the game

to create your magic menu. You now have all your menus, but still

lack a journal and the ability to save. Head through the second door.

Seyda Neen-Census and Excise Office, Building B

o======================================================================o

***NPCs***

Sellus Gravius

***QUESTS***
Main Quest-Report to Caius Cosades

***ITEMS***

Directions to Caius Cosades

Package for Caius Cosades

87 Gold

5) The game will prompt you to speak to Sellus Gravius, so do so. He

will take your Release Identification. Ask about Morrowind, and then

duties. He will give you a package for a man named Caius Cosades, which

you are not to open. He gives you Directions to Caius Cosades, which

tell you to go to the city of Balmora and ask at the South Wall

Cornerclub. Finally, he gives you 87 gold. This kicks off the Main

Quest! Head outside. You now have a journal, and the final tutorial

message tells you that you should probably check out Arrille's

Tradehouse up on the left. "You're on your own now. Good luck." Indeed.

Save your game. Welcome to Morrowind.

Note: You might as well obey them regarding not reading the package for

Caius Cosades. If you do read it, it's coded, and reads like total

nonsense.

o======================================================================o

| |
| Seyda Neen |

| |

o======================================================================o

Sequence of Events: {WLK002}

1) Beginning Grinding

2) Seyda Neen-Outdoors

3) Seyda Neen-Interiors

4) Seyda Neen Wilderness

5) Aharunartus

6) Sarys Ancestral Tomb

7) Thelas Ancestral Tomb

8) Nimawia Grotto

9) Remote Shipwreck

10) Akimaes Grotto

11) Addamasartus

12) The Road to Pelagiad

Seyda Neen-Census and Excise Office

o======================================================================o

***SKILL INCREASES***

Sneak x90

Athletics x95

Speechcraft x90

Acrobatics x10

Alchemy x1
***QUESTS***

Bloodmoon Main-An Island in the North

***NOTABLE LOOT***

Limeware Platter

Apprentice's Lockpick

***SPELLS***

Absorb Fatigue

Father's Hand

Fireball

Frostbite

Hearth Heal

Jack of Trades

Resist Magicka

Spark

1) First things first. Turn around, head back inside, get behind

Sellus Gravius, weight the Sneak key, and go to work. Have a sandwich.

Go on a date. Wait for Sneak to hit 100. It will take about eight

hours, but now you can steal things. Sneak is almost impossible to

raise "naturally" because you can't stay undetected for any appreciable

amount of time until the skill hits 90+, especially if multiple AIs

are present. I imagine Bethesda intended you to hit the early levels
with pickpocketing, but the coding is messed up on that, too, making it

virtually impossible to succeed at Sneak levels lower than 90 and

exceedingly difficult even at 100, with 100 Agility and 100 Luck to

boot. You either have to train it or grind it. Them's the breaks.

Similarly, you may have already noticed that you move slightly slower

than the average glacier. Athletics takes *forever* to raise, but you'll

love the extra movement speed for the rest of the game. Download GOG

galaxy. Run the game on a laptop. Hit Q to auto-move, hit caps lock to

auto-run, turn toward a corner, and come back in 3-4 days to 100

Athletics. I know, I know, but you'll thank me, and so will your

sanity. We also have some grottos to explore early on, and without a

Waterbreathing spell we'll need the swimming speed.

We're still not done, but those were the most grueling. Head back to the

first room, and enter dialogue with Ganciele Douar, the guard. (He has

no plot significance, so we can afford to make him hate us.) Click

"Persuasion" and a box with certain options will come up. We want to

"Admire" him over and over again until Speechcraft hits 100. This can

be sped up dramatically if you reposition the dialogue box so

"Persuasion" and "Admire" are in the same spot. Then just click many,

many times. Now we can solve dialogue-based quests and get sweet deals

when we buy stuff. Not bad for level 1.

Finally, just jump in place to raise Acrobatics by 10 ranks. That one


will help later, but is also part of our build-designed to raise

Strength. Stop when the skill hits 20. It will go a bit faster if you

jump up the stairs in the southwest of the building.

We're done grinding for now! Let's see what we can accomplish now that

the tutorial is done. Chat with Socucius and Ganciele again, and

exhaust all dialogue options with each. We won't learn much, but we

will be notified of a boat from Khuul to the Bloodmoon expansion by

Ganciele. He will also tell us to head to Fort Darius in Gnisis if we

want to join the Imperial Legion.

Time to put that 100 Sneak to use. Loot this room. While I suggest

picking up everything, everywhere you go (except shops!), and will

assume that you do, I'll only point out noteworthy items. In this room,

that includes the Limeware Platter on the shelves. There are three

locked objects in this room, but we have no thief tools yet. Leave and

loot the rest of the areas, pausing to run out to Arrille's Tradehouse

and sell some items if needed (max his Disposition with Admire before

bartering!).

You'll find an Apprentice's Lockpick in the room where we picked up the

Iron Dagger. You should be able to open two Small Chests at lock level

1 and 10 with it, so do that now. At Arrille, go ahead and buy all his

spells, the Iron Halberd, a Journeyman's Probe, a Journeyman's

Armorer's Hammer, and the Apprentice's Mortar and Pestle. Make all
potions you can from the ingredients you've found so far-I raised

Alchemy to 16 this way. Make sure NOT to use any Comberry, Ash Yam, or

Netch Leather you may find.

Loot the final room, but do not take the Warehouse Key. Speak with

Sellus Gravius again if you wish, but do not discuss Firemoth with him

yet. Now, head outside again.

To recap, you should be carrying the following:

-Common Shirt, Pants, and Shoes (Equipped)

-Engraved Ring of Healing

-Iron Dagger

-Iron Halberd

-Various alchemy ingredients, including all Comberry, Netch Leather, &

Ash Yams found so far

-Apprentice's Mortar & Pestle

-Apprentice's Lockpick

-Journeyman's Probe

-Journeyman's Armorer's Hammer

-Some gold

You should also have all of Arrille's spells.

Seyda Neen

o======================================================================o
***NPCs***

Aronil

Darvame Hleran

Eldafire

Erene Llenim

Fargoth

Hjrondir

Indrele Rathryon

Mara

Silm-Dar

Teleri Helvi

Vodunius Nuccius

***QUESTS***

Miscellaneous-Siege at Firemoth

Miscellaneous-Fargoth's Ring

Miscellaneous-Vodunius Nuccius

Tribunal Main-Dark Brotherhood Attacks

***SKILL INCREASES***

Security x1

Alchemy x4

Unarmored x1

Spear x1
***NOTABLE LOOT***

Nuccius' Cursed Ring

Iron Shardaxe

Dark Brotherhood Armor

Silver Dagger

2) Start by turning right and picking open both Level 10 Census &

Excise gates. You may now speak to Sellus Gravius about Firemoth,

kicking off that quest.

Chat with all the NPCs. Give Fargoth his ring when he asks, and be sure

to ask Vodunius Nuccius for a little advice. Mention his name to

Darvame Hleran, then go talk to him again and buy his ring off him.

Check around the Lighthouse to fight a Mudcrab. Chop with your spear

and take as many Unarmored hits as you can-do this for all fights

unless I say otherwise.

Still near the Lighthouse, find an Iron Shardaxe in one tree stump and

a Silverware Cup with 25 gold in another. Harvest all alchemy

ingredients in town, and pick up all travel lanterns.

Pick the locks on Erene Llenim's Shack (level 20), Indrele Rathryon's

Shack (level 15), Eldafire's House (level 25), and Fargoth's House

(level 25). The others are too complex for now, but this should raise
Security to 11.

Loot out Fargoth's House. This will be our first base. Do another

Alchemy session-it should hit 20. Sell the potions and buy all of

Arrille's remaining thief tools and repair hammers. With a Journeyman's

Lockpick, you can now lockpick Vodunius Nuccius' house (level 30), so

do so.

Go to Fargoth's House and rest until a Dark Brotherhood Assassin

attacks. Kill him-Unarmored should hit 6 and Spear should hit 31.

Repair all the gear, and enjoy the Silver Dagger he was carrying. Sell

your old Iron Dagger. Equip one Dark Brotherhood Gauntlet, and stash

the rest.

When you leave Fargoth's, you should have stashed your Alchemy

ingredients and Mortar & Pestle, spare lockpicks and probes, Iron

Shardaxe, Silver Dagger, Nuccius' Cursed Ring, and all but one gauntlet

of the Dark Brotherhood armor. You should carry:

-Common Shirt, Shoes, & Pants (equipped)

-Dark Brotherhood Gauntlet (equipped, doesn't matter which)

-Iron Halberd (equipped)

-All repair hammers

-Journeyman's Lockpick & Probe

-Directions & Package for Caius Cosades

-Gold
Seyda Neen-Interiors

o======================================================================o

***NPCs***

Draren Thiralas

Arrille

Tolvise Othralen

Hrisskar Flat-Foot

Raflod the Braggart

Albecius Colollius

Tandram Andalen

Elone

Teruise Girvayne

Foryn Gilnith

Fine-Mouth

Thavere Vedrano

***QUESTS***

Miscellaneous-Fargoth's Hiding Place

***SKILL INCREASES***

Alchemy x11

Armorer x1

Security x1

Unarmored x1
***NOTABLE LOOT***

Notes on Racial Phylogeny

Silver Longsword

A Dance In Fire, Chapter 6

The Wraith's Wedding Dowry

Engraved Ring of Healing

3) Start in Draren Thiralas' House. Talk to him, unlock his level 10

chest, and take the goodies inside. I found a Steel Viperskewer, which

becomes my default weapon, and some Journeyman thief tools. Drop off

& sell any excess, and run an Alchemy session. It should hit 21.

Head to the Tradehouse. Speak with everyone. Nick the Iron Arrows off

the front table. Unlock the level 25 small chest above that table. From

the baskets, take the 100 Chitin Arrows and any alchemy ingredients.

Upstairs, talk to Hrisskar and accept his quest. Chat with everyone

else, getting detailed directions to Balmora from Elone. Do another

Alchemy session-it should hit 22.

Go to Teruise Girvayne's house. Get the Silver Dagger under the open

crate lid, repair it, and loot the rest of her gear. Talk to her. Do an

Alchemy session-it should hit 23. Sell the potions to Arrille, then buy

his damaged Silver Shortsword and Silver Staff. Repair them, and keep

them-Armorer should hit 6. Sell him your Silver Daggers.


Check Eldafire's house next. Pick up Notes on Racial Phylogeny without

reading it by entering the inventory screen and manually transferring

it in. Unlock the level 30 large chest-this should raise Security to

12. Take the Silver Longsword inside. Do an Alchemy session-it should

hit 25.

Hit Vodunius Nuccius' house next. I found some Bloat here, another

ingredient to hoard. Unlock the level 20 small chest. Do another

Alchemy session. It should hit 26.

Next, let's tackle Indrele Rathryon's shack, followed by Foryn

Gilnith's shack. Pick up A Dance In Fire, Chapter 6 without reading it.

Hit Fine-Mouth's shack, talking to him. Hit Erene Llenim's shack, too,

then do an Alchemy session-it should hit 30.

Now go tackle the lighthouse. Speak with Thavere Vedrano. Loot the

area, unlocking the level 25 quest and both reading and taking The

Wraith's Wedding Dowry to raise Unarmored to 7. Head out and wait until

10 PM to see Fargoth sneak around, pausing at a tree stump in a little

stagnant pond. When he makes that stop, go loot the stump to get the

Engraved Ring of Healing back, as well as 300 gold and a Journeyman's

Lockpick. Go ahead and return to Hrisskar to finish the quest, then

go do an Alchemy session-it should hit 31.


At this point, you should take a Silt Strider to Vivec, then take the

nearby boat to Ebonheart. Head toward the Duke's Palace and speak with

Apelles Matius about the Dark Brotherhood. Proceed until he tells you

to speak with Asciene Rane, and you are now free of random Dark

Brotherhood attacks. Take the ship back to Vivec, then take the Silt

Strider back to Seyda Neen. Time to start exploring.

Seyda Neen Wilderness

o======================================================================o

***NPCs***

Tarhiel

Processus Vitellius

***SKILL INCREASES***

Unarmored x10

Spear x6

Armorer x2

Alchemy x9

***QUESTS***

Miscellaneous-Death of a Taxman

***NOTABLE LOOT***

Extravagant Shoes

Extravagant Robe
Scroll of Icarian Flight x3

Tax Record

4) Head out of Seyda Neen by road and turn left. Search the area for

ingredients and critters. Unarmored should increase to 8 as you fight.

When you see a screaming man fall from the sky (wow), you've gone too

far north. Go ahead and loot Tarhiel, putting on his Extravagant Shoes

and Extravagant Robe. Spear should hit 32 out here. Repair your weapon

after every fight, and rest to heal up-you should be letting things hit

you to within one blow of dying. Work your way west, and Unarmored

should hit 10. Turn south when you hit the coast-Unarmored should hit

11 and Armorer should hit 7.

Soon, you should find the body of Processus Vitellius, the missing tax

collector, surrounded by critters. Unarmored should hit 12 and Spear

should hit 33 about now. Take the 200 Gold and the Tax Record.

Continuing south will take you to Seyda Neen, so push west instead,

hugging the coast. Unarmored should hit 13. Push south to find (but not

enter) the Thelas Ancestral Tomb. Head west into the water, wary of

Slaughterfish. Spear should hit 34 and Unarmored should hit 14. Soon,

you'll reach an island with the Sarys Ancestral Tomb and cave of

Aharunartus. Just clear the island for now, and head back to Seyda

Neen, avoiding any respawned critters.

Do an Alchemy session. It should hit 37. Sell potions to Arrille, and


take the Tax Record back to Census & Excise. Be honest with Socucius to

advance the quest. Ask anyone in town until they direct you to Thavere

Vedrano, who will in turn direct you to Foryn Gilnith. He admits the

murder, so deal with him accordingly. Return the ring to Thavere, and

report back to Processus.

Head southeast from the lighthouse, across the water, to another

island. Spear should hit 35, Armorer 8 and Unarmored 15 fighting

slaughterfish. Clear the island of wildlife. Unarmored should hit 16

and Spear should hit 36. Clear out the island, noting (but not

entering) Akimaes Grotto and the Remote Shipwreck.

Swim back to Seyda Neen and strike out due west from the lighthouse.

Unarmored should hit 17 fighting slaughterfish. Clear this island out.

Spear should hit 37. Return to Seyda Neen. Do an Alchemy session. It

should hit 39. Take the Silt Strider, quickly, to Vivec. Head to the

top of the Foreign Quarter and enter Ralen Tilvur: Smith. Buy all of

his Repair Prongs (after admiring his Disposition to 100). Head back to

Seyda Neen. Explore the road up to where it crosses the ridge,

discovering the cave of Addamasartus. Do one last Alchemy session-it

should hit 40. Now, return to Aharunartus, avoiding fights when

possible, and head inside.

Aharunartus

o======================================================================o
***NPCs***

Valund

Nitterius Rato

Brothes Oran

Yatur gro-Shak

Aravi

Kishni

Bahdahna

Wuleen-Shei

***SKILL INCREASES***

Light Armor x1

Spear x2

Unarmored x1

Alchemy x1

***NOTABLE LOOT***

Bone, Part One

Aharunartus Slave Key

5) Immediately, you'll be attacked by Valund. Light Armor should hit 11

around now. Kill, loot, repair. Up the ramp past him is Nitterius Rato,

who should help raise Spear to 38. Head straight at the intersection

and you'll aggro Brothes Oran. Unarmored should hit 18 around now. Turn

right at the intersection on the bridge to face Yatur gro-Shak. Spear


should hit 39 around now. Make sure to get Bone, Part One off Yatur,

but do NOT read it yet. Loot this room, opening the level 10 lock and

getting the Aharunartus Slave Key. Check out the underwater passage for

an Iron Mace, then pick the level 5 lock and use the key to free the

slaves Aravi, Kishni, Bahdahna, and Wuleen-Shei. Loot the rest of the

cave, with nothing too noteworthy, and head back to Seyda Neen.

Do an Alchemy session-it should hit 41. Sell to Arrille, then head back

out and into the Sarys Ancestral Tomb.

Sarys Ancestral Tomb

o======================================================================o

***SKILL INCREASES***

Armorer x1

Security x1

Alchemy x1

6) Head down the stairs, then turn left. In this room, there's a copy

of The Book of Rest and Endings, as well as a few potions. Take the

southeast exit, disarm the trapped door, and loot the room, disarming

the trapped chest. This should raise Security to 13, and Armorer should

hit 9 about now from repairs. Head back to the room where the book was

and disarm the trapped door. Head through to the next room. Loot and

move on. Disarm the trap and unlock the level 10 chest. That's it.
Head back to Seyda Neen. Do an Alchemy session-it should hit 42. Sell

to Arrille, then go unlock the small chest (level 35) upstairs in the

Tradehouse. You only have a 1/100 chance of doing so with a

Journeyman's Pick at the moment, so if you lack the patience, that's

ok-just remember it, as you'll be a bit behind on Security skill

progression and I won't mention it again. When you do (or don't) get it

open, head back out and proceed to the Thelas Ancestral Tomb.

Thelas Ancestral Tomb

o======================================================================o

***SKILL INCREASES***

Spear x1

Acrobatics x10

Security x1

7) Head down the ramp and loot the room. Spear should hit 40, so go

rest and level up, raising Strength, Endurance, and Luck at 5/5/1 each.

***LEVEL 2***

+5 Strength (35), +5 Endurance (55), +1 Luck (51)

Now, use the entrance ramp to grind Acrobatics up to 30. When that's

done, proceed through the next door. Loot the room, opening two level

10 locks, and we're done. Security should hit 14 now. Head back to

Seyda Neen, do an Alchemy session, sell off excess loot, then head to
Nimawia Grotto. Dive down and enter the cave.

Nimawia Grotto

o======================================================================o

***SKILL INCREASES***

Unarmored x1

Spear x1

8) Air holes are plentiful early. The second cavern has kollops to

search on the bottom. Pass some shallow water into the third cavern.

More kollops and a dead adventurer in the bottom of this one. Other

caverns have more kollops, but there's not much else here. Back to

Seyda Neen for an Alchemy session when done. If you've found any soul

gems AND soul trap scrolls, take any combat opportunity to fill the

soul gems and add them to your stash. Sell, and head over to the Remote

Shipwreck. Unarmored should hit 19, and Spear should hit 41. Check the

kollops near the wreck, then enter the cargo hold (the cabin is empty).

Remote Shipwreck

o======================================================================o

***SKILL INCREASES***

Alchemy x1

9) The cargo hold has two levels and various random loot. Get it all,

head back to Seyda Neen, and do an Alchemy session-it should hit 43.
Offload and head back, and enter Akimaes Grotto.

Akimaes Grotto

o======================================================================o

***SKILL INCREASES***

Spear x1

10) Slaughterfish and kollops in here. Search everything and head back

to Seyda Neen. Spear should hit 42 in the grotto. Offload, then head

over to Addamasartus.

Addamasartus

o======================================================================o

***NPCs***

Tanisie Verethi

Melar Baram

Baadargo

Banalz

Okaw

Mulvisie Othril

***NOTABLE LOOT***

Addamasartus Slave Key

Thief Ring
***SKILL INCREASES***

Alchemy x1

11) You'll immediately be attacked by Tanisie Verethi. Kill, loot, and

repair, noting the Addamasartus Slave Key, then deal with Melar Baram

through the first gate. Turn left, unlock the level 10 gate, then free

the slaves Baadargo, Banalz, and Okaw. Turn around and head straight

until you encounter Mulvisie Othril. Defeat her, then loot the caves.

When done, swim from where you fought Melar for a bit more loot, then

find an obscured passage from Mulvisie's chamber to open a level 10

locked gate. Head through this tunnel, noting the hard-to-spot Thief

Ring by the first patch of mushrooms. Soon, you'll drop down in the

main passage. Head back to Seyda Neen. Do an Alchemy session-it should

hit 44. Offload, grab everything from your stash that you can carry,

and get ready to switch bases.

Road to Pelagiad

o======================================================================o

***SKILL INCREASES***

Unarmored x1

Alchemy x1

12) Head out past Addamasartus and start following the road. Unarmored

should hit 20 around now. Get all plants, take the "back road" into

Pelagiad, and pick the level 30 lock on Junal-Lei's house. This is our
next temporary base, so drop here and then run back to Seyda Neen for

whatever you couldn't carry. Once you're fully moved, do an Alchemy

session-it should hit 45. Use Mebestien Ence, the general trader, to

offload, then get ready to explore this new town.

o======================================================================o

| |

| Pelagiad & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK003}

1) Pelagiad Homes

2) Halfway Tavern

3) Fort Pelagiad

4) Panat

5) Punammu

6) Llovyn's Farmhouse

7) Desolate Shipwreck

8) Manat's Farmhouse

9) Dirara's Farmhouse

10) Small Farmhouse

11) Nilera's Farmhouse

12) Arano Plantation

Pelagiad
o======================================================================o

***NPCs***

Dralas Gilu

Farusea Salas

Junal-Lei

Kunthar

Erval

Madres Navur

Adanja

Murberius Harmevus

Mebestien Ence

Uulernil

Yakum Hairshashishi

Samia

Drelasa Ramothran

Nelos Onmar

Ahnassi

Ladia Flarugrius

Hrordis

***SKILL INCREASES***

Security x2

Alchemy x6

Armorer x91
***NOTABLE LOOT***

The Black Arrow, Volume 1

Steel Dagger of Swiftblade

Steel Longbow

***QUESTS***

Temple: Pilgrimages of the Seven Graces

1) Speak with everyone outside, including at the fort, and loot any

plants and other objects. Pick the level 25 lock on Farusea Salas'

house and the level 30 lock on Dralas Gilu's house.

Head back into Junal-Lei's house and loot everything. Unlock the level

25 chest by the door, the level 5 locked chest in the room, and the

level 15 locked chest across from it. Security should hit 15. In the

basement, open the level 30 locked chest. Do an Alchemy session when

done-it should hit 47.

Hit Erval's house next. Same deal-Alchemy session.

Farusea Salas' house is next. You can't unlock the chest yet, but go

ahead and disarm the trap. Loot the house and do an Alchemy session-it

should hit 48.

Hit Madres Navur's house next. Pick up The Black Arrow, Volume 1
without reading it. Unlock the level 12 chest in the basement, as well

as nicking the Repair Prongs and Apprentice's Armorer's Hammer. Do an

Alchemy session and offload.

Hit Dralas Gilu's house next. Unlock the level 20 chest. There's a

damaged Silver Shardblade you should repair under his pillow, and an

Apprentice's Probe on his table. Armorer should increase to 10 from

these repairs. Do an Alchemy session and offload.

Hit Adanja's house next. Unlock the level 15 small chest in the

basement. Loot everything and do an Alchemy session-it should hit 49.

Offload.

Head to Murberius Harmevus' house. Unlock the level 20 door to the

basement, the level 25 locked small chest, and the level 15 locked

chest, which should increase Security to 16. Do an Alchemy session-it

should hit 50. Offload, then return to Seyda Neen.

16 Security is sufficient to open the Sturdy Arched Door (lock level

40) in Arrille's Tradehouse, so do so. Unlock the level 20 chest behind

the door, and make sure to get the Steel Dagger of Swiftblade from

under the pillow. There is also an Imperial Newtscale Cuirass under the

bed, but it isn't as good as our Dark Brotherhood armor. Back to

Pelagiad.
Head to Mebestien Ence's. Steal any ingredients, and the 20 Glass

Arrows from his chest. Buy the Chitin Short Bow, Bonemold Shield, and

Iron Halberd, repair them, and sell the weapons back to him (keep the

Bonemold Shield). Armorer should increase to 12. Make sure to read The

Pilgrim's Path to start a quest. Do an Alchemy session-it should hit

51. Go offload at Mebestien, buy his second Chitin Short Bow, and

repair it as well. Armorer should hit 13.

Head to Uulernil, the armorer, now. Unlock the level 25 small chest

behind the counter. Take the Iron Arrows inside, steal the repair tools

on the counter, and unlock the level 25 small chest on the counter.

Head upstairs and unlock the level 10 door and the level 15 chest

behind it. Buy the damaged Imperial Steel Helmet and Imperial

Shortsword he carries. Repair them both, keep the Helmet and sell back

the sword. Do an Alchemy session.

Now, it's time for some serious grinding. You can hold off on this if

you like-it'll make for some tedious save scumming later on, of course.

We are going to max out Armorer. Uulernil sells restocking repair prongs

and Mebestien restocks a damaged Chitin Short Bow. You'll actually

profit as you buy damaged bows and sell repaired ones, even accounting

for rebuying Repair Prongs. By combining trips to and from these two,

we have everything we need to max Armorer. Do so.

Halfway Tavern
o======================================================================o

***NPCs***

Yakum Hairshashishi

Samia

Drelasa Ramothran

Nelos Onmar

Ahnassi

Ladia Flarugrius

Hrordis

***SKILL INCREASES***

Alchemy x1

Security x1

***QUESTS***

Miscellaneous-Ahnassi, A Special Friend

2) Head to the Halfway Tavern when done. Speak with Yakum

Hairshashishi, Samia, Drelasa Ramothran, and Nelos Onmar. Open the

level 23 locked Small Chest behind the bar, and steal any ingredients.

Speak with Ahnassi and exhaust all dialogue to kick off a quest chain.

Head upstairs to speak with Ladia Flarugrius, who will give you a copy

of Honor Among Thieves. Open the level 20 Reinforced Wooden Door.

Behind an unlocked door, speak with Hrordis, but don't mess with her

yet. Open the level 12 locked Closet in her room. This should raise
Security to 17. Unlock the level 20 Room Door up here, then head to the

basement. Loot around, then do an Alchemy session with all the

ingredients from the tavern. It should increase to 52. Offload and head

to Fort Pelagiad.

Fort Pelagiad

o======================================================================o

***NPCs***

New-Shoes Bragor

Morbash gro-Shagdub

Ygfa

Shadbak gra-Burbug

Angoril

***SKILL INCREASES***

Alchemy x48

Unarmored x80

Spear x58

Light Armor x89

Acrobatics x60

Medium Armor x1

***NOTABLE LOOT***

Steel Longbow
***SPELLS***

Flameguard

Frostguard

Shockguard

Poisonguard

Balyna's Antidote

Balyna's Efficacious Balm

Blessed Touch

Restore Endurance

Restore Intelligence

Restore Luck

Restore Speed

Restore Strength

Righteousness

Rilm's Cure

***FACTIONS***

Imperial Cult-Layman

3) Check out the North and South Walls for minor loot, including a

Steel Longbow which may be an upgrade. You can probably cobble

together a full set of Imperial Steel armor in the South Wall, which

may be a Heavy upgrade. Read the Fort Pelagiad Prisoner Log, open

the four level 25 locked chests, and head to the cells. Speak with

New-Shoes Bragor and Morbash gro-Shagdub. Repair any damaged gear,


offload, do an Alchemy session, and enter the main fort.

First, run back to Ygfa, Admire her disposition up to 100, and use her

restocking Chokeweed and Marshmerrow to max Alchemy out. It'll be

quick, and offloading the potions will make money a nonissue for

essentially the rest of the game. Now buy all of Ygfa's spells and chat

with her to join the Imperial Cult. Loot the room for any useful

ingredients (I'd take Water Breathing, Cure Common Disease, Cure Blight

Disease, Levitate, Restore Health, and Restore Magicka), then go out

and chat with Shadbak gra-Burbug. Get any gear upgrades off her table

(Imperial Chain and Steel for Medium and Heavy, respectively). Loot the

rest of this level, then head upstairs to unlock two Level 40 chests

and a level 12 Closet. Talk with Angoril, then we're done here.

Offload and head south of town. There's a respawning, guaranteed

Mudcrab here, and we're going to raise some combat skills. Let it chew

on you until you're near death, then kill it. Heal and repeat until

Unarmored hits 100. As you do this, Spear should increase 8 ranks to

50, and Light Armor should increase 3 ranks to 14. Unarmored will be

around 43 at this juncture. This will get you to level 3-raise

Strength, Endurance, and Luck.

Now, just make sure you jump up the hill on your return trips to rest

so you boost Acrobatics ten ranks to 40. At this point, you'll start

encountering a leveled creature halfway down to the shore, so your

trips can be shorter as well. Light Armor should increase 5 ranks to 19,
and Spear should increase 10 ranks to 60. You should hit level 4 when

Unarmored is around 63. Raise Strength, Endurance, and Luck.

Repeat what you were doing. Raise Acrobatics to 50 and keep working on

Unarmored. Spear should increase 10 ranks, hitting 70 when Unarmored is

at about 83. Light Armor should increase 4 ranks to 23. When you hit

level 5, raise Strength, Endurance, and Luck.

Keep going! Raise Acrobatics to 60 and keep working on Unarmored. Spear

should increase 8 ranks to 78, and Light Armor should increase 4 ranks

to 27. At this point, Unarmored should hit 100...

So we should put on our suit of Dark Brotherhood Armor and max out

Light Armor the same way. Spear should increase 2 ranks to 80, leveling

you up when Light Armor is around 36. Raise Strength, Endurance, and

Luck.

Continue. Raise Acrobatics to 70 and keep working on Light Armor. At

level 6, you may start encountering Bull Netch, so remember to save any

Netch Leather they drop. Spear should increase 10 ranks to 90, leveling

you up when Light Armor is around 77. Raise Strength, Endurance, and

Luck.

Annnnnnd...continue! Raise Acrobatics to 80 and keep working on Light

Armor. Spear should increase 6 ranks to 96 by the time Light Armor hits
100.

We're not quite done. We might as well finish raising Spear, so kill

respawning critters until it hits 100. This will level you up, so raise

Strength, Endurance, and Luck.

Raise Acrobatics to 89. Put on all the Medium Armor you have-at this

point, I had a Bonemold Shield (keep a Spear equipped so you don't

prematurely raise Block), Imperial Chain Coif, Imperial Chain Cuirass,

and Imperial Chain Greaves. Buy Bonemold Boots, a Bonemold Left Bracer,

and a Bonemold Right Bracer from Uulernil. We still need a set of

medium pauldrons before we can grind it, so we're finally done for now

and ready to resume exploring. Go ahead and read your copy of The Black

Arrow, v1 to raise Acrobatics to 90. Read your copy of Bone, Part 1 to

raise Medium Armor to 16. Sell those books. Bring a Levitate potion.

Now, due north of Fort Pelagiad is a cave called Panat. Head inside.

Panat

o======================================================================o

***NPCs***

Bum gra-Logob

Dravil Omavel

Ekapi

Lorchel

Sor
Tsabhi

Ula

***NOTABLE LOOT***

Dwarven Halberd

Orcish Battle-Axe

The Axe Man

***SKILL INCREASES***

Security x1

4) You'll immediately be attacked by Lorchel. Deal with her, and move

on-she has nothing worth taking. Use your Levitate potion to get a

Dwarven Halberd from the overhanging ledge above the entrance bridge.

Head left at the intersection, killing some Nix-Hounds, and pick the

level 15 lock. Through the door, deal with Bum gra-Logob-she has

nothing we need, so move on. Behind her are the slaves Ekapi, Tsabhi,

and Ula-we need to come back with the key, but fortunately it's on

a stool in this room. Free the slaves, check the containers for random

goodies, then head back to the tunnel, disarm the other gate's trap,

and head through. Deal with Sor, who also has nothing worthwhile, and

continue. Deal with Dravil Omavel, who has an Orcish Battle-Axe we'll

want to sell. Take his scrolls, his potions, and his copy of The Axe

Man without reading it. Pick the lock and disarm the trap on his Chest.

Finish looting, head back to Pelagiad, offload and do any other


housekeeping, and get ready to move on. Our next stop is Punammu,

so follow the coast east from Panat and head inside when ready.

Punammu

o======================================================================o

***NPCs***

Darvynea Hleran

Derayna Llervu

Fanuse Ferano

Fendros Varys

Galdres Ienith

Llavam Adas

***NOTABLE LOOT***

The Prayers of Baranat

5) At the outset, kill a few critters and make your way to a three-way

junction. Head right first, and enter the water. Swim all the way

through to the back, and use either Levitate or Water Walking to

harvest both diamond veins. Keep swimming to come in behind the

bandits, and you'll be attacked by Darvynea Hleran. She has nothing

worthwhile, so climb the stairs and loop around to find some random

loot and Derayna Llervu in the next tunnel. She has nothing worthwhile,

so advance and disarm the trap on the Worn Cavern Door. Head through

and fight Galdres Ienith and Faruse Ferano. Neither have anything good,
so loot the room (don't read The Prayers of Baranat yet), unlocking an

Ancient Chest, and head back to where you left the water. Head through

the Old Gate to fight Fendros Varys and Llavam Adas. Neither have

anything worthwhile, so loot the room and proceed back to the original

three-way junction. Take the last gate if you like, but nothing is back

there so let's go offload. Head due east from Fort Pelagiad now to

arrive at Llovyn's Farmhouse, our next destination.

Llovyn's Farmhouse

o======================================================================o

***NPCs***

Llovyn Andus

6) Speak with Llovyn. Not much here, but loot some ingredients. Offload

if needed, then bypass Dren Plantation on the right as you head north

to the Desolate Shipwreck.

Desolate Shipwreck

o======================================================================o

7) You'll need a Potion of Water Breathing or two. The only really

notable loot is a crate full of Raw Ebony on the upper level, along

with a locked chest to pick open. Loot and offload, then bypass Dren

Plantation on the south to find Manat's Farmhouse across from the Arvel

Plantation.
Manat's Farmhouse

o======================================================================o

***NPCs***

Manat Varnan-Adda

Teris Raledran

Leles Birian

Paur Maston

***QUESTS***

Miscellaneous-A Man and His Guar

Miscellaneous-An Escort to Molag Mar

***SPELLS***

Burden of Sin

Crushing Burden

Crushing Burden of Sin

Cruel Weary

Dire Weary

Great Feather

Summon Scamp

Strong Reflect

Strong Spelldrinker

Wild Spelldrinker

Vivec's Mercy
Strong Resist Corprus Disease

Slowfall

8) Speak with Manat and loot his farmhouse. Offload as needed, then

go to the very southeast corner of Dren Plantation. Cross the river

where it narrows, then head up on this side of the water. Nearby, you

should find and speak to Teris Raledran. Accept his quest, and we'll

take him to Vivec right quick. Follow the signs to get there with no

trouble. Cross the bridge, go up one ramp, and enter the Foreign

Quarter Lower Waistworks. Go down some stairs and enter the Canalworks,

making sure to enter on the west side. From here, check signs until you

find Agrippina's shop, and Teris will reward you and complete the

quest. Go offload again if needed, then head back to where you met

Teris. Take the southeast road from the intersection, skipping

Piernette's Farmhouse for now, and meet and speak with Leles Birian.

Note that she is the Master Trainer for Destruction. Admire her

disposition to 90+ and buy all of her spells. You should also use her

spellmaking service to create single-point-cost cantrips for all six

schools of magic for eventual training. Go due east, bypassing another

farm, to find F. Speak to him and accept his quest. Next,

we'll duck into the nearby Dirara's Farmhouse.

Dirara's Farmhouse

o======================================================================o

***NPCs***
Dirara Drom

***SKILL INCREASES***

Medium Armor x1

9) Speak with Dirara, harvest useful crops, and check the farmhouse.

Not much here. Cross the water to the town you can see (Suran). Don't

enter, but take the road out of the south wall and follow the coast

east (a pretty long way) until the beach trail runs out. Turn north a

bit to find a road, and follow the signs east to Molag Mar. Medium

Armor should increase to 17 around now. At Molag Mar, you can find

Vanjirra on the bridge into the city and complete the quest. Now, head

back to Dirara's Farmhouse. Head back toward Vivec, and look south to

spy a small farmhouse. Literally.

Small Farmhouse

o======================================================================o

***NPCs***

Travelling-New-Woman

10) Speak with Travelling-New-Woman, harvest useful crops, check the

farmhouse, and keep returning west. Across from Piernette's Farmhouse,

find Nilera's Farmhouse.

Nilera's Farmhouse
o======================================================================o

***NPCs***

Nilera Ieneth

11) Speak with Nilera, harvest useful crops, and head west some more.

When you reach the intersection where Teris and Rollie were, turn

northeast to find the Arano Plantation.

Arano Plantation

o======================================================================o

***NPCs***

Llerusa Hlaalu

Daynasa Telandas

Direr Arano

Tul

***QUESTS***

Miscellaneous-Tul's Escape

12) Harvest useful crops, speak with Llerusa and Daynasa, then check

the house. Speak with Direr, hunt useful loot, and leave. Head back

again to where you found Teris and Rollie, then proceed all the way

back to Pelagiad. Offload here, then head back all the way past Manat's

Farmhouse. Pass Sterdecan's Farmhouse on the left, pass Ules Manor, and

find an Argonian named Tul. Speak with him and accept his quest, then
take him back to Sterdecan's Farmhouse. Refuse to let him kill

Sterdecan, and kill Tul instead. Speak with Sterdecan for a reward,

then head back east and into Suran.

o======================================================================o

| |

| Suran & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK004}

1) Suran, part 1

2) Big, Long Skill Grind

3) Siege at Firemoth

4) Suran, part 2

5) Inanius Egg Mine

6) Umbra

7) Vandus Ancestral Tomb

8) Aran Ancestral Tomb

9) Marandus

10) Saren Ancestral Tomb

11) Missamsi

12) Nissintu

13) Sandas Ancestral Tomb

14) Ulummusa

15) Adanumuran
16) Moonmoth Legion Fort

Suran

o======================================================================o

***NPCs***

Elvil Vidron

Folsi Thendas

Bula gra-Muk

Neldris Llervu

Ranosa Gilvayn

Muvis Moran

Snorri

Caminda

Runa

Marelle

Daric Bielle

Khinjarsi

Helviane Desele

Tirnur Thirano

Adraria Vandacia

Garothmuk gro-Muzgub

***NOTABLE LOOT***

The Mirror

Vernaccus and Bourlor


Mystery of Talara, v1

Orcish Left Pauldron x2

Orcish Helm

The Buying Game

Ice and Chiton

***SKILL INCREASES***

Security x1

***QUESTS***

Miscellaneous-Umbra

Miscellaneous-The Drunken Bounty Hunter

1) Start by speaking with Elvil Vidron, to the right down some stairs

after you enter. Next, speak with Folsi Thendas, the silt strider

pilot. Head up the stairs near the entrance, past the slave market, to

find and speak with Bula gra-Muk. Finally, talk with Neldris Llervu

near the Suran Tradehouse to finish with outdoor NPCs.

Head to the Guard Tower by the strider port first. Take the copy of The

Mirror from the basement without reading it. Check the closet on the

top floor for armor-I found a Bonemold Right Pauldron, leaving me one

piece shy of a full Medium Armor set.

Now head to Ranosa Gilvayn: Outfitter. Speak with Ranosa and loot the
shop for useful goodies. In particular, there's a set of thief and

repair tools on the shelves and a Steel Crossbow with bunches of

marksman ammo on the counter. Use the newly acquired Master's Lockpicks

on the locked small chest behind the counter. Steal the copy of

Vernaccus and Bourlor on the mantel without reading it, then head

upstairs. Check here for goodies, then head out and across into Desele's

House of Earthly Delights.

On the top floor, start by stealing Mystery of Talara, v1 without

reading it. Speak with Tirnur Thirano, then take a moment to pick the

level 45 lock on this level. Now, pop out and ride the silt strider to

Seyda Neen and pick the lock on the Census and Excise Warehouse, then

run back to Pelagiad and pick the lock on Ahnassi's House. The Master's

picks will make this doable-you can actually get level 50 locks, but

they're abysmally hard so we'll wait a bit. Security should increase to

19. Get useful loot in Ahnassi's House, including unlocking the small

chest on the entry floor, a small chest in the bedroom, a chest in the

bedroom, another chest in the bedroom, and the closet in the bedroom.

Now explore the Census and Excise Warehouse in Seyda Neen, getting

useful loot and speaking with Adraria Vandacia. Now, back in Suran,

keep exploring the House of Earthly Delights. Loot the ground level,

then speak with Marelle, Runa, Caminda, Snorri, and Muvis Moran in the

main room. Go to the bar to chat with Khinjarsi and Helviane Desele,

who will start a quest. Next, speak with Daric Bielle and accept his

quest as well. Speak to anybody about Haj-Ei to be directed to the


Suran slave market.

Now enter Garothmuk gro-Muzgub: Smith and speak with the owner. Get

useful loot, including Orcish Pauldrons and an Orcish Helm. Steal The

Buying Game and 2920, Sun's Dusk without reading either one. You now

have a full set of Medium Armor, so it is time to grind up that skill.

Big, Long Skill Grind

o======================================================================o

***SKILL INCREASES***

Medium Armor x28

Acrobatics x10

Marksman x90

Blunt Weapon x50

Hand-to-Hand x70

Block x60

Security x1

2) Back to Pelagiad, offload and do what we did for Unarmored and Light

Armor. Raise Medium Armor 8 ranks to 25, and level up. Raise Strength,

Endurance and Luck.

Raise Acrobatics to 100 (you can read your copy of Mystery of Talara v1

for one of those increases) and grind Medium Armor up to 35. Raise

Strength, Endurance, and Luck.


Now, we'll take a little break from Strength for one level. Grab the

stuff you've been hoarding (and plenty of vendors sell arrows if you

run out) and raise Marksman 10 ranks to 20. Go ahead and read Vernaccus

and Bourlor for one of those. Raise Medium Armor to 45, and raise

Agility, Endurance, and Luck.

Put your Light Armor back on, grab your Blunt Weapon (at this point I

had a Firebite Club), and raise Marksman 10 ranks to 30 and Blunt

Weapon 10 ranks to 40. Raise Strength, Agility, and Luck.

Yes, it continues. 10 Marksman to 40, 10 Blunt Weapon to 50, raise

Strength, Agility, and Luck.

Onward and upward. Raise Marksman 10 ranks to 50, Blunt Weapon 10 ranks

to 60, and raise Strength, Agility, and Luck.

Still going. Marksman gets 10 more ranks to 60, and Blunt Weapon gets

10 ranks to 70. Raise Strength, Agility, and Luck.

Ever onward to the end. Marksman gets 10 more ranks to 70, and Blunt

Weapon gets 10 ranks to 80. Raise Strength, Agility, and Luck.

That should max out Strength. We're done using Marksman to level, so go

ahead and raise it 30 more ranks to 100. You can sell off your Steel
Crossbow and Steel Longbow, and put away any remaining ammunition. Put

away your Blunt Weapon as well, and grab your best Light Armor shield

(I had a Netch Leather Tower Shield). Raise Hand-to-Hand 10 ranks to

20, and raise Block 10 ranks to 40. You should read The Prayers of

Baranat for a Hand-to-Hand rank and The Mirror for a Block rank, then

you can sell those books. Raise Agility, Speed, and Luck.

We're still trucking for now. Raise Hand-to-Hand 10 ranks to 30, and

raise Block 10 ranks to 50. Raise Agility, Speed, and Luck.

More! Raise Hand-to-Hand 10 ranks to 40, and raise Block 10 ranks to 60.

Raise Agility, Speed, and Luck.

Again. Raise Hand-to-Hand 10 ranks to 50, and raise Block 10 ranks to

70. Raise Agility, Speed, and Luck.

You guessed it! Raise Hand-to-Hand 10 ranks to 60, and raise Block 10

ranks to 80. Raise Agility, Speed, and Luck.

This is it-we're about to max Agility, which is huge. Raise

Hand-to-Hand 10 ranks to 70, and raise Block 10 ranks to 90. Raise

Agility, Speed, and Luck.

We're almost done for now. You can put your shield away. Go ahead and

raise Hand-to-Hand 10 more ranks to 80.


Now that we've maxed out Agility, we can open many more locks. Begin by

unlocking the Guard Tower in Pelagiad and the chest in its basement.

Next, open the Small Chest in Mebestien Ence, Trader, which should

raise Security to 20. Pick open the Chest marked "Evidence" in Fort

Pelagiad's South Wall, and the Chest in Farusea Salas' House in

Pelagiad.Open the Chest marked "Evidence" at the Census and Excise

Office in Seyda Neen and the Small Chest in Arrille's Tradehouse in

Seyda Neen. We're ready!

You should be in Seyda Neen already. Head to the docks, chat with

Silm-Dar, and agree to head to Fort Firemoth.

Siege at Firemoth

o======================================================================o

***NPCs***

J'Hanir

***NOTABLE LOOT***

Ward of Akavir

***SKILL INCREASES***

Restoration +1

3) Run around the island chain, fighting a TON of skeletons. Your


companions will either keep up with you and almost certainly die, or

get left in the dust-the best way to keep them alive. Don't worry too

much about it either way. Gather all the marshmerrow, trama root, and

Iron Arrows from the archers.

When you reach the towers, you can duck inside if you need to rest.

Just past them is bridge leading to the Fort itself. Before entering,

head down the hill behind the fort and note the door under the water.

You can skip most of the dungeon this way, but you'll miss out on a lot

of goodies. Instead, head to the Fort's courtyard, kill the rest of the

skellies, and enter the Keep.

More skeletons to kill, of course. Go straight, up the stairs, and

enter the Upper Chambers. Kill a couple of rats, but ignore the

Firemoth Dungeon Key-we want to pick those locks. Head back to the

Keep, make sure to explore both side passages, check under both spiral

staircases for random loot, then head to the bottom floor and take

either passage into the Great Hall.

More skellies. Kill them all and enter the Guard Quarters. Kill a few

more skeletons, search the bedrooms for minor loot, and proceed to the

staircase leading down to the dungeon. At the top of the stairs, turn

around and find a hidden door. Search this area for lots of good

treasure, including potions and a ton of gold. Now pick the lock and

enter the Dungeon.


Fight about 30 Diseased Rats, then pick the locks on both cell doors.

Take the one on the right to find a hidden door to the Mine. Up on this

ledge, meet J'Hanir, who will also accompany you (and die) if you let

him keep up. These cave sections are loaded with mushrooms you should

take, and with Raw Ebony-take as much as you can carry just to sell,

but it's first on the chopping block to leave behind when you run out

of carry space. Jump down from J'Hanir's ledge and enter the Upper

Cavern.

Whip through the Upper Cavern, killing some skeletons, before entering

the Lower Cavern (where the secret door outside the Fort leads) and

killing some more. Through the lower cavern is the Tomb, and inside is

Grurn.

Grurn is TOUGH, mostly because he constantly regenerates health and

magicka and hits hard. Kill all of his minions first, use restore

health and fatigue potions, and stab him over and over with the Dwarven

Halberd. You'll almost certainly have to save scum to get through this

fight, but you are strong enough at this point. Keep it up and he'll

eventually fall. Take the Ward of Akavir from his corpse, loot the tomb

(a few scrolls and lots of Fire Petals), then make your way back to the

ship and sail back to Seyda Neen.

Go see Sellus Gravius and give him the shield to finish the quest,
gaining 3000 gold and 2 reputation points. Head to Pelagiad and

offload, read Notes on Racial Phylogeny for a Restoration rank and sell

it off, and then return to Suran. Let's get back to exploring.

Suran

o======================================================================o

***NPCs***

Goldyn Belaram

Dranas Sarathram

Verara Rendo

Ralds Oril

Ibarnadad Assirnarari

Jamie

Ashumanu Eraishah

Sakin Sanammasour

Movisa Andas

An-Zaw

Hides-His-Eyes

Elynu Saren

Ravoso Aryon

Serjo Avon Oran

Yakov

Jeelus-Tei

Tim-Jush

See-Wul
***NOTABLE LOOT***

Glass Dagger

Ebony Dart x5

Ebony Right Bracer

Biography of the Wolf Queen

Dreugh Cuirass

Dreugh Helm

The Wolf Queen, Book VII

Journeyman's Calcinator

Journeyman's Alembic

Master's Calcinator

2920, Frostfall

Shockbite Battle Axe

Hunter's Belt

Exquisite Ring

Exquisite Robe

***SPELLS***

Second Barrier

Dire Weakness to Fire

Dire Weakness to Frost

Dire Weakness to Magicka

Dire Weakness to Poison

Dire Weakness to Shock


Blood Despair

Almalexia's Grace

Seryn's Blessing

Saintly Word

Greater Resist Poison

Fuddle

Almsivi Intervention

***SKILL INCREASES***

Security x2

4) Begin at Goldyn Belaram, Pawnbroker. Speka with him and loot his

shop. At minimum, we'll want his Ebony Right Bracer, Glass Dagger, and

Ebony Darts. Get anything else you find useful as well, being sure to

unlock the Chest upstairs. Leave, take the stairs out of the market

area, and enter the Suran Slave Market on the ground level.

Start by speaking with Dranas Sarathram. You'll need to boost his

disposition up to 70 or so, and he'll tell you more about Haj-Ei and

Hides-His-Eyes. Loot the building, noting the copy of Biography of the

Wolf Queen upstairs, and leave.

Up another set of stairs, we can enter Verara Rendo: Clothier. Speak

with Verara and loot her shop, making sure to check the Closet upstars,

where I found an Exquisite Belt, Exquisite Shirt, and Exquisite Ring


(all useful for eventual enchanting). Leave and enter Ralds Oril:

Trader.

Speak with Ralds and loot his shop. You'll definitely want the Steel

Broadsword of Hewing, the Dreugh Cuirass, and the Dreugh Helm off his

counter. Note the copy of The Wolf Queen, Book VII upstairs. Leave and

enter Ibarnadad Assirnarari: Apothecary.

Speak with Ibarnadad, and loot the shop. Lots of good alchemy

ingredients to find-you should also buy the Journeyman's Alembic and

Master's Calcinator, selling off the Good Skooma Pipe and Journeyman's

Calcinator from before. Enter the Suran Tradehouse.

Talk with everyone. There really isn't much to steal, so just speak

with Jamie, Ashumanu Eraishah, and Sakin Sanammasour on the ground

floor. Up top, chat with Movisa Andas and An-Zaw before finally

chatting with Hides-His-Eyes. I elect to keep his secret. Head to the

Suran Temple.

Speak with Elynu Saren, admire her disposition up to 90+, and buy all of

her spells. Loot the temple, noting the locked Wooden Chest and the

locked basement door. Steal 2920, Frostfall without reading it. Leave

and head to Oran Manor, our final building.

On the ground floor, speak to Ravoso, then loot the area. Get the
Shockbite Battle Axe and Hunter's Belt, at least, as well as anything

else you want. In Serjo Avon Oran's room, check the Closet-I got a

second Exquisite Ring and an Exquisite Robe. Speak with Serjo Avon

Oran, noting that he sells restocking Master's Lockpicks and Master's

Probes. Buy some Master's Lockpicks, at least.

Now, it's time for some unlocking with those Master's Lockpicks. We can

unlock the level 70 door at Arrille's Tradehouse in Seyda Neen, which

will raise Security to 21. Take anything you want-there isn't much in

there-then head back to Pelagiad. Go to Uulernil's shop and unlock the

three level 75 chests (getting more Master's Lockpicks as needed).

Enter Fort Pelagiad to unlock Ygfa's chest and Shadbak's chest. Now,

return to Suran, and unlock the chests in Goldyn Belaram's shop, Ralds

Oril's shop, and Ibarnadad Assirnarari's shop. Finally, head to the

Suran Slave Market and unlock the four doors, speaking with Yakov,

Jeelus-Tei, Tim-Jush, and See-Wul. Security should increase to 22 on

the third door.

Head out behind Oran Manor when done, as if going to Molag Mar. Turn

left when you can, hugging the hills, and enter the cave door to the

Inanius Egg Mine.

Inanius Egg Mine

o======================================================================o
5) Not much happening here. Advance to a pool of water and explore the

other two branches, harvesting eggs and fighting kwama as desired. The

queen can be found in a third, underwater passage. That's really it.

Head back outside, and continue north, hugging the mountains to the

left. You'll soon come across an orc warrior if you turn left at each

opportunity.

Umbra

o======================================================================o

***NPCs***

Umbra

***ARTIFACTS***

Umbra

***NOTABLE LOOT***

Orcish Armor (Full Set)

6) Talk to Umbra, and agree to fight him. He's tough, but a cakewalk

next to Grurn. Take his armor and the Umbra Sword when done. Take a

break and go offload, then come back to the last fork where a left led

to Umbra. Head right instead. You'll pass an egg mine on the right and

the cave of Saturan on the left, both of which you should ignore for

now. Follow the signs and paths toward Balmora as you make your way

north. Watch to your left as you go; when you see water, loop around
and enter the Vandus Ancestral Tomb.

Vandus Ancestral Tomb

o======================================================================o

***NOTABLE LOOT***

Hallgerd's Tale

7) Unlock the door at the bottom of the stairs and head through. Kill

some critters and proceed down the hall to the next room. Take the east

door first, loot the room, then backtrack and take the south door.

Unlock the west door in this hallway, kill any critters, and loot the

room. On the floor to the left, take the copy of Hallgerd's Tale

without reading it. Loot the room at the end of the hall, then

backtrack a bit and take the only unexplored door to the south. Loot

and leave the tomb. Take the roads leading east back to a north-south

split at a signpost, and head north. Eventually, just right of the

path, you should find the Aran Ancestral Tomb. Head inside.

Aran Ancestral Tomb

o======================================================================o

***NOTABLE LOOT***

Dragonscale Tower Shield

8) Unlock the door and proceed down the hall, fighting critters. To the

left is a Dragonscale Tower Shield and a Shrine of St. Veloth. Head


right and go through the door. In the next room, go south first. Loot

this chamber, then head back, disarm the trap, and go east. Loot this

room, and you're done. Head back to Vandus Ancestral Tomb and go north,

hugging the lakeshore. On the lake's northern edge, turn right to take

a path farther north (following signs toward Balmora). Follow the path

as it curves west, until you reach another sign. A bit further west is

Sulipund-we'll ignore this for now. Just past it on the left is Punabi,

another place to save for later. Hug the waterline when you see it and

head south, watching for stairs on the big building to your right. When

you see them, ascend to the Dunmer stronghold of Marandus.

Marandus

o======================================================================o

***NPCs***

Tevyn Athin

Ruthrisu Andoril

Milvonu Terandas

Raldenu Ienith

Vuldronu Girith

Relamu Ulom

Trivon Llaren

Nathyn Ilnith

Ferynu Indrano

Balynu Teran

Nethyn Valno
Norus Marvel

Golven Hleran

Driloru Uvaram

Sodres Nerethi

Dorynu Verendas

Tavilu Moren

Virvyn Athren

Tanel Faren

Dathus Selvilo

***NOTABLE LOOT***

Sithis

Feyfolken I

Glass Stormsword

Realizations of Acrobacy

Dwarven War Axe

***SKILL INCREASES***

Alteration +1

9) Chat with Tevyn Athin, then enter the Propylon Chamber. Loot, and

head out and enter the Marandus Lower Level. Around the corner,

Ruthrisu Andoril will attack you. Proceed until you find a door on the

left, through which you'll be attacked by Milvonu Terandas. Ignore the

Upper Level for now and proceed to the next door on the left. Raldenu
Ienith and Vuldronu Girith will attack. Loot the room once they're

dealt with, being sure to unlock the Old Chest and Small Chest. Down

the hall, fight Relamu Ulom. Through the door past her, fight Trivon

Llaren, Nathyn Ilnith, and Ferynu Indrano. Loot this room, then

backtrack and enter the Upper Level. Fight Balynu Teran at the top of

the stairs. Around the corner, fight Nethyn Valno. In the next opening

on the right, fight Norus Marvel, Golven Hleran, and Driloru Uvaram.

Go ahead and both read and take the copy of Sithis as you loot the

room, unlocking two Chests. Steal the copy of Feyfolken I without

reading it and unlock another Chest as you loot the back room. Back in

the hall, proceed to fight Sodres Nerethi. Ignore the stairs and

explore the back of the hallway, fighting Dorynu Verendas in the next

room on the right, making sure to nick her Glass Stormsword. Read and

take Realizations of Acrobacy as you loot this room. Loot the back

room and return to the stairs we skipped. At the top, fight Tavilu

Moren and take her Dwarven War Axe. Head outside and speak with Virvyn

Athren, Tanel Faren, and Dathus Selvilo. Enter the Dome and loot the

room for a random Ebony weapon in one of the chests. That's it for

here. You probably need to offload, so head due south along the river

to hit Sterdecan's Farmhouse and make your way back to Pelagiad. Once

done, return here. Head west to a 3-way intersection, and keep going

west. Ignore the almost-immediate left turn and keep following the path

straight. After a while, you'll see another left turn-skip it and go

straight. Turn right at the next intersection, then turn left, and find

yourself at the Saren Ancestral Tomb. Head inside.


Saren Ancestral Tomb

o======================================================================o

***SKILL INCREASES***

Security x1

***NOTABLE LOOT***

The Hope of the Redoran

10) Proceed through the first room, killing daedra. Take the right door

first and loot the room, unlocking the door and chest and disarming the

door's trap. Security should increase to 23. Take the copy of The Hope

of the Redoran without reading it, then backtrack and take the other

door out of the first room. Loot the area and leave, turning right and

hugging the mountains on the right until you hit a cave called

Missamsi. Head inside once you get there.

Missamsi

o======================================================================o

***NPCs***

Snowy Granius

11) Turn left, fighting Sixth House monsters, and cross the stones over

the lava. Head to the dead end and climb the stairs, searching the

corpse you find. Backtrack to the intersection and head the other way.
Kill several enemies and loot the area, unlocking two chests as you do.

Explore north first, then backtrack to the altar and head east, toward

the bells. Head up the winding pathway, looting what you want, and

you're done in this area. Leave and turn right, following the path to

and past Arkngthand. Turn around after killing Snowy Granius, returning

most of the way to Saren Ancestral Tomb. Turn south toward Pelagiad

when you see the signs, then follow all available left turns in the

path to find the cave of Nissintu. Head inside.

Nissintu

o======================================================================o

***NPCs***

Llondryn Hlaalo

Ravos Relarys

Rirns Uveran

Galsu Tedas

***NOTABLE LOOT***

Feyfolken I

***SKILL INCREASES***

Destruction x18

12) Kill Llondryn Hlaalo when he rushes you. Down the hall, fight Ravos

Relarys and Rirns Uveran. Loot this room, unlocking and disarming the
chest, then continue. Proceed and unlock an underwater chest before

climbing the central column. Loot the area, fighting Galsu Tedas. Don't

read the copy of Feyfolken I by mistake. Unlock a chest, then leave.

Now, just follow the signs all the way back to Pelagiad and offload.

You should have found some Frost Salts and/or Void Salts and/or Daedra

Hearts during the outing-I had enough to make 7 Restore Magicka

potions. Cast your Destruction cantrip until you run out of Magicka-

this should raise the skill 18 ranks to 33. Head out again, bringing

the Muck you should have stashed, and go all the way back to

Sterdecan's Farmhouse. Turn left, rather than going to Suran, and on

the right you'll see the Sandas Ancestral Tomb. Enter.

Sandas Ancestral Tomb

o======================================================================o

***NPCs***

Edras Oril

***QUESTS***

Miscellaneous-The Scholars and the Mating Kagouti

13) Head down the stairs, kill the critters, and loot the area. Don't

take the key. Take the north door first, and loot the room. Don't take

the key in here either. Backtrack and head south, unlocking the door.

Loot this area, unlocking the chest, and kill two new Skeletons. The

Nordic Trollbone Shield carried by one is probably a Heavy Armor shield


upgrade. Leave the tomb and continue west along the road, speaking with

Edras Oril when you meet him. Agree to get rid of the kagouti, then

kill them and talk with Edras again, then escort him west along the

road to his friend, Thoronor. Conclude their quest, ignore Alof's

Farmhouse and the Sarano Ancestral Tomb for now, and proceed to the

Fields of Kummu shrine. Donate your Muck to complete the first of seven

pilgrimages. If you don't have Muck, there's a bunch on an island a bit

to the south. Now, follow the road all the way to Pelagiad and offload

once again. Now, take the road toward Balmora. The first dungeon to the

left is Ulummusa. Enter.

Ulummusa

o======================================================================o

***NPCs***

Terenu Uveran

Godrod Hairy-Breeks

Maurrie Aurmine

***QUESTS***

Miscellaneous-The Silver Bowl

Miscellaneous-The Beauty and the Bandit

***SKILL INCREASES***

Security x1
***NOTABLE LOOT***

Belt of Northern Knuck-Knuck

14) Down the first ramp, fight Terenu Uveran. Past her, fight Godrod

Hairy-Breeks. Note the unique Belt of Northern Knuck-Knuck. That's it

for hostiles, so loot the small cave, noting Beluelle's Silver Bowl-it

starts a quest. Unlock a chest, which should increase Security to 24,

and leave. Before heading back, continue up the road and speak with

Maurrie Aurmine for another quest. Now return to Pelagiad. You can get

info on the bowl from Ygfa, but stash it for now-we'll turn it in once

we're raising Mercantile. Nelos can be found at the Halfway Tavern.

Speak to him for a note, and return to Maurrie. Turn in Nelos' note to

be done for now. Keep going up the road, and enter the cave of

Adanumuran at your next left.

Adanumuran

o======================================================================o

***NPCs***

Thurisea Thando

Marilia Saram

Fendel Alam

Gilyn Drobar

Llaalsa Dralor

***NOTABLE LOOT***
36 Lessons of Vivec, Sermon 16

15) Disarm the trap, head through the door, disarm the next trap, head

through the gate, and fight Thurisea Thando. At the intersection, head

left through the door and fight Marilia Saram and Fendel Alam. Loot the

area, taking 36 Lessons of Vivec, Sermon 16 without reading it. Disarm

the trap on the chest, unlock another chest, then unlock and disarm

another chest under the platform. Back at the intersection, proceed

north through the door, and fight Gilyn Drobar. Loot the room and

proceed to fight Llaalsa Dralor, the final combatant. Loot the last

room and exit. Follow the signs toward Balmora until you enter a gray

canyon, and hit a left-right intersection. To the left is Hassour,

which we'll ignore for now, so head right and follow the signs to reach

the Moonmoth Legion Fort. Loot the courtyard and head inside, Prison

Towers first.

Moonmoth Legion Fort

o======================================================================o

***NPCs***

Amarie Charien

Radd Hard-Heart

Erla

Urfing

Naspis Apinia

Crulius Pontanian
Peragon

Somutis Vunnis

Larrius Varro

***SPELLS***

Tranasa's Spelltrap

Absorb Fatigue [Ranged]

Crimson Despair

Daedric Willpower

Daedric Fatigue

Cure Common Disease

Mother's Kiss

Balyna's Perfect Balm

Heal Companion

Cure Blight Disease

Shalidor's Mirror

Magickguard

Feet of Notorgo

Vitality

Troll Strength

Divine Aid

Fortitude

Nimbleness

Third Barrier

Exhausting Touch
Ordeal of St. Olms

Wild Exhaustion

Wild Distraction

Gash Spirit

Drain Blood

Summon Frost Atronach

Drain Athletics

Drain Block

Drain Destruction

Summon Flame Atronach

Summon Hunger

Summon Storm Atronach

Bound Longsword

Bound Shield

Soulpinch

Bound Cuirass

Bound Battle-Axe

***SKILL INCREASES***

Security x1

***QUESTS***

Miscellaneous-Fjol the Outlaw

Miscellaneous-Larrius Varro Tells a Little Story


16) There isn't actually much in the Prison Towers, so explore and head

over to the main fort. Take useful stuff, then talk to Amarie Charien.

Admire her disposition to 90+ and buy all of her spells. Unlock her

Wooden Chest, then go speak with Radd Hard-Heart. Go speak with Erla

next, and unlock her chests. Talk to Urfing now, and unlock his chest

as well. In the next room, speak with Naspis Apinia and unlock his

chest. Security should increase to 25. Speak with Crulius Pontanian

next, then with Peragon, who has two chests to unlock. Head through the

west door (NOT to the Prison Towers) and speak with Somutis Vunnis.

Admire his disposition to 90+ and buy all of his spells. Unlock his

chest, then head downstairs to speak with Larrius Varro. Exhaust all

dialogue for two new quests. Loot the rest of the area, unlocking two

chests, then take the west (upper level) entrance to the Prison Towers.

Explore, loot a bit, and do the same for the east one. Finally, take

the basement entrance, disarm and unlock the chest marked "Evidence,"

and speak with Solea Nuccusius. Admire her disposition to 90+ and buy

all of her spells. That's it for now, so head outside and follow the

signs a bit further to finally arrive? in Balmora.

o======================================================================o

| |

| Balmora & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK005}


1) Hlaalo Manor-A New Base

2) Skill Grinding

3) Piernette's Farmhouse

4) Balmora (Exterior)

5) South Wall Cornerclub

6) Caius Cosades' House

7) Balmora Temple

8) Morag Tong Guild

9) Hlaalu Council Manor

10) Guild of Fighters

11) Guild of Mages

12) Lucky Lockup

13) Punabi & Sulipund

14) Arkngthand

15) Andrano Ancestral Tomb

16) Tharys Ancestral Tomb

17) Zainsipilu

18) Samarys Ancestral Tomb

Hlaalo Manor

o======================================================================o

***QUESTS***

House Hlaalu-The Death of Ralen Hlaalo

***NOTABLE LOOT***
36 Lessons of Vivec, Sermon 22

***NPCs***

Uryne Nirith

1) Before doing anything else, head to the northwest part of town,

unlock the door to Hlaalo Manor, and head inside. This is going to be

our home base for most of the game due to its convenient location and

the presence of Ralen Hlaalo's corpse-an infinite storage container.

Examine that corpse to start a new quest. Now, we need to move

everything from Pelagiad to here. This may take several trips, so be

patient. When that's done, we can loot around the actual manor, but

leave that expensive Vintage Brandy alone for now. Make sure to unlock

the second floor door as well, and don't miss the 36 Lessons of Vivec,

Sermon 22-which you should steal without reading. Chat with Uryne

Nirith to learn more about the murder. Loot the rest of the manor and

head out to Nalcarya of White Haven: Fine Alchemist. Unlock her top

level door, but enter at the main level.

Nalcarya of White Haven: Fine Alchemist

o======================================================================o

***NPCs***

Nalcarya of White Haven

***NOTABLE LOOT***
Grandmaster's Mortar and Pestle

Master's Calcinator

Master's Alembic

Master's Retort

***SKILL INCREASES***

Destruction +67

Alteration +89

Restoration +84

Hand-to-Hand +20

Short Blade +90

Conjuration +90

Mysticism +35

Mercantile +65

Enchant +85

Illusion +90

Blunt Weapon +20

Long Blade +70

Block +10

Axe +85

Medium Armor +55

Mysticism +50

Heavy Armor +85

***SPELLS***
Rest of St. Merris

Water Breathing

2) First off, loot the shop, only taking useful things. You can easily

upgrade to Master's category in everything, and even to Grandmaster's

Mortar and Pestle. Speak with Nalcarya. She restocks Daedra's Hearts,

Frost Salts, and Void Salts-more than enough to make Restore Magicka

potions. Admire her disposition to 90+ and get to work. First, we want

to max out Destruction. When that's done, you can delete the

Destruction Cantrip from your spell list (shift-click). Now, max out

Alteration. Delete the Alteration Cantrip when done, and raise

Restoration 9 ranks to 25 to level up. Raise Speed, Willpower, and

Luck.

Head out to the little island on the road to Fort Moonmoth to find

something punchable. Kill, dispose, enter (to respawn), repeat, raising

Hand-to-Hand 10 ranks to 90. Feel free to range farther, of course.

When done, head back to Nalcarya's and raise Restoration 10 ranks to

35. Raise Speed, Willpower, and Luck.

Repeat again, raising Hand-to-Hand 10 ranks to 100 and Restoration 10

ranks to 45. Raise Speed, Willpower, and Luck.

To keep working on Speed, do Short Blade 10 ranks to 20 and Restoration

10 ranks to 55. Raise Speed, Willpower, and Luck. At this point, I sold
my Dwarven Halberd, as the Ebony Shortsword was a better option going

forward. Assess what you've found so far and act accordingly. You can

use your copy of 2920, Sun's Dusk for one of those Short Blade ranks.

Feel free to sell it afterward.

10 more ranks in Short Blade to 30, and 10 more ranks in Restoration to

65. Raise Speed, Willpower, and Luck. It's a good idea to do your Short

Blade training in the Saren Ancestral Tomb-dispose of corpses, and you

can collect Daedra Hearts, Frost Salts, and Void Salts from the

respawning critters. You can also get great loot from Dremora and/or

Golden Saints-I found a Daedric Katana (my end-game weapon) in this

segment.

10 more ranks in Short Blade to 40, and 10 more ranks in Restoration to

75. Raise Speed, Willpower, and Luck. Keep using the Saren Tomb for

combat training, as we need both the Restore Magicka ingredients and

the possibility of Daedric gear. I found an Ebony Tower Shield (Heavy

Armor shield upgrade) during this segment on a Golden Saint.

Same deal. 10 ranks in Short Blade to 50, and 10 ranks in Restoration

to 85. Raise Speed, Willpower, and Luck. On this trip, I found a

Daedric Shield, one degree lower than my endgame (a Daedric Tower

Shield). I also found an Ebony Mace, an upgrade from the Dreugh Club

in the Blunt Weapon department, a Glass Shield (wayyyyy better than my

Netch Leather Tower Shield), an Indoril Shield (upgrade to the Orcish


Tower Shield) and an Ebony War Axe, an upgrade from the Dwarven

version.

Once more. 10 ranks to raise Short Blade to 60, and 10 ranks in

Restoration to 95. Raise Speed, Willpower, and Luck. I found a Daedric

Spear on this outing, which becomes my go-to freely usable weapon (for

now).

Go ahead and max out Short Blade now that Speed is done. I found a

Daedric Wakizashi (the best available Short Blade), a Daedric War Axe

(the best Axe), a Glass Tower Shield (best Light shield), and a

Daedric Mace (the best Blunt Weapon) during this run, as well as the

critical Daedric Tower Shield (which can ONLY be found in random drops,

and has the highest Enchant capacity of all items in the game). With

that done, raise Conjuration 10 ranks to 20, max out Restoration, and

raise Mysticism 5 ranks to 20. Raise Willpower, Intelligence, and Luck.

You should use your copy of 2920, Frostfall for one of the Conjuration

ranks. Go ahead and delete the Restoration Cantrip, too.

Now, let's keep working. Raise Conjuration 10 ranks to 30, and

Mysticism 10 ranks to 30. Raise Willpower, Intelligence, and Luck.

Again. 10 ranks in Conjuration to 40, and 10 ranks in Mysticism to 40.

Raise Willpower, Intelligence, and Luck.


Once more. 10 ranks in Conjuration to 50, and 10 ranks in Mysticism to

50. Raise Willpower, Intelligence, and Luck.

Now that Willpower is maxed, do 10 more ranks in Conjuration to 60, and

do 10 ranks in Mercantile to 45. To raise Mercantile, just pick a

cheapish item and haggle the price up a bit, sell it, buy it back after

haggling down a bit, and repeat. Raise Intelligence, Personality, and

Luck. You should read A Dance in Fire, Chapter 6, 2920, Sun's Height,

and The Buying Game for three of the Mercantile ranks.

Do it again. 10 more ranks in Conjuration to 70, and 10 ranks in

Mercantile to 55. Raise Intelligence, Personality, and Luck.

Again! 10 ranks in Conjuration to 80, and 10 ranks in Mercantile to 65.

Raise Intelligence, Personality, and Luck.

And again. 10 ranks in Conjuration to 90, and 10 ranks in Mercantile

to 75. Raise Intelligence, Personality, and Luck.

Yep. Max out Conjuration, and 10 ranks in Mercantile to 85. Raise

Intelligence, Personality, and Luck. Go ahead and delete the

Conjuration Cantrip if you like.

It is now time to start on Enchant, and there are two main ways to

raise it. First, read Feyfolken I. Second, use up all the charges in
all the cast-on-use magic items you've been hoarding. Third, recharge

those with any soul gems you've managed to fill. Fourth, wait so the

items recharge and use them again. Doing this, you should raise Enchant

10 ranks to 25, then raise Mercantile 10 ranks to 95. Raise

Intelligence, Personality, and Luck. Also note that you can use the

Umbra Sword, along with summoned monsters, to fill any empty soul gems

you still have.

You may now max Enchant. This will take awhile, but it's worth it. You

may now sell off anything you don't want to use, but keep the Umbra

Sword if nothing else. When that's done, raise Illusion 5 ranks to 15,

max out Mercantile, and raise Blunt Weapon 5 ranks to 85. Raise

Personality and Luck. You may use The Hope of the Redoran for one of

those ranks, and feel free to train weapon skills on summons now that

Conjuration is maxed. However, I do recommend heading to Saren Tomb and

using the Umbra Sword to fill any Grand Soul Gems you've collected with

Golden Saints (I had 6 at this point, you could have more or less-we

need 17 total). I elect to keep training here to farm Restore Magicka

ingredients, but its up to you.

Keep it going. 10 ranks in Illusion to 25, and 10 in Blunt Weapon to

95. Raise Personality and Luck.

MOAR. 10 ranks in Illusion to 35, 5 ranks to max out Blunt Weapon, then

5 ranks in Long Blade to 35. (I had my Daedric Katana at this point


from farming the Saren Tomb). Raise Personality and Luck.

Yep, still going. 10 ranks in Illusion to 45, 10 ranks in Long Blade

to 45. Raise Personality and Luck.

And again! 10 ranks in Illusion to 55, 10 ranks in Long Blade to 55.

Raise Personality and Luck.

You know it, you love it. 10 ranks in Illusion to 65, 10 ranks in Long

Blade to 65. Raise Personality and Luck.

With all stats but Luck maxed, go ahead and max Illusion. When that's

done, delete the cantrip and raise Long Blade 10 ranks to 75. Raise

Luck.

Things get pretty streamlined now. Raise Long Blade 10 ranks to 85,

and raise Luck. Do it again, for 95 Long Blade, and raise Luck. Now,

max out Long Blade, grab your best Light shield (I had a Glass Tower

Shield from all my combat grinding in the Saren Tomb), raise Block 5

ranks to 95, and raise Luck. Max Block, grab your best Axe (again, I

had a Daedric War Axe from Saren Tomb by now), and raise Axe 5 ranks to

20. Two of those ranks should come from the books The Axe Man and 36

Lessons of Vivec, Sermon 16. This will allow you to max Luck, and with

it your attributes.
With that done, we can get working on some endgame maneuvers. Gather up

all the Fortify Intelligence ingredients you've been hoarding, and

start chaining potions until you're making potions that Fortify

Intelligence to 4900 (yes, 4-9-0-0). Make 19 of them. Nalcarya has a

restocking supply of Bloat, and Ygfa at Fort Pelagiad has a restocking

supply of Ash Yams, if you are short on ingredients. When you are able

to get your Intelligence to 4900 or higher, you can start enchanting

gear. We'll cover these in more detail later, but run to the Temple and

buy Rest of St. Merris (the spell) from Telis Salvani, and buy Water

Breathing from Marayn Dren at the Mages Guild. I had six Golden Saint

souls, which I used to create the following:

Daedric Katana: Absorb Health 46 Points on Touch (Cast When Strikes)

Exquisite Ring: Restore Health 4 Points on Self (Constant Effect)

Exquisite Ring: Restore Fatigue 10 Points on Self (Constant Effect);

SlowFall 1 Point on Self (Constant Effect)

Exquisite Shirt: Fortify Strength 4 Points on Self (Constant Effect);

Fortify Speed 4 Points on Self (Constant Effect)

Exquisite Robe: Waterbreathing on Self (Constant Effect); Fortify

Strength 2 Points on Self (Constant Effect)

Exquisite Belt: Fortify Intelligence 8 Points on Self (Constant Effect)

With all that done, we can get back to grinding. Leveling up still

raises maximum health. Raise Axe 80 points to 100, gaining eight

levels. Go put on your best Medium Armor (by now, likely a Dreugh
Cuirass, Dreugh Helm, Indoril Shield, Orcish Boots, Orcish Left Bracer,

Orcish Right Bracer, Orcish Left Pauldron, and Orcish Right Pauldron)

and max it out, gaining five more levels in the process. Use your copy

of 36 Lessons of Vivec, Sermon 22 for one of those ranks. Raising it

should be pretty easy with the Restore Health enchantment we made.

Know that the only weapon you need to hold onto now is the Daedric

Katana we enchanted-you may sell everything else. You can also sell

your Orcish gear (Dark Brotherhood is as good, but weighs less), your

Dark Brotherhood Helm and Cuirass (Dreugh is better), and your Indoril

Shield (Glass Tower Shield is actually better). Go ahead and max out

Mysticism next, gaining five more levels in the process. You can

delete the Mysticism cantrip now, then strap on your Heavy Armor for

the final round (I had a Daedric Tower Shield, Ebony Right Bracer,

Imperial Steel Boots, Imperial Steel Cuirass, Imperial Steel Helmet,

Imperial Steel Left Pauldron, Imperial Steel Right Pauldron, Iron Left

Bracer, and Steel Greaves). Max out Heavy Armor, gaining the final

nine levels as you do. Go ahead and read Hallgerd's Tale, which should

be the final stashed book, for one of those ranks. When ALL of that is

done, get back to Balmora, sell off excess gear, and load yourself out

more or less as follows:

Weapon: Daedric Katana (enchanted as above)

Shield: Daedric Tower Shield

Helmet: Dreugh Helm

Neck: Extravagant Sapphire Amulet


Left Pauldron: Dark Brotherhood Left Pauldron

Right Pauldron: Dark Brotherhood Right Pauldron

Left Hand: Dark Brotherhood Left Gauntlet, Exquisite Ring (enchanted

as above)

Right Hand: Ebony Right Bracer, Exquisite Ring (enchanted as above)

Chest: Exquisite Shirt (enchanted as above), Dreugh Cuirass

Waist: Exquisite Belt (enchanted as above)

Legs: Extravagant Pants, Dark Brotherhood Greaves

Feet: Dark Brotherhood Boots

Body: Exquisite Robe (enchanted as above)

Carry with you 10 Restore Magicka potions, the Package for Caius

Cosades, Beluelle's Silver Bowl, two Master's Lockpicks, two Master's

Probes, and 10 Repair Prongs. Leave stashed on Ralen Hlaalo your

Grandmaster's Mortar and Pestle, Master's Alembic, Master's Calcinator,

Master's Retort, all spare thief tools, all excess Restore Magicka

potions (you may now sell off any and all others), all arrows, and all

Restore Magicka ingredients. Yahoo! We're done grinding, for good! Time

to explore Balmora. Head outside.

Beluelle's Farmhouse

o======================================================================o

***NPCs***

Piernette Beluelle
3) First things first, let's take care of one nagging loose end. Head

back to Beluelle's Farmhouse (we pointed it out earlier-between

Pelagiad and Suran, near Leles Birian) and head inside. Loot the area

and speak with Piernette. Hand over the Silver Bowl without asking for

a reward to finish the quest. Now head back to Balmora.

Balmora (Exterior)

o======================================================================o

***NPCs***

Selvil Sareloth

Tedryn Brenur

Dranas Dradas

Hul

Heddvild

Stargel

Shargam gro-Shagdulg

Llandras Belaal

Dralosa Athren

Rararyn Radarys

Balyn Omavel

Dralsea Arethi

***SKILL INCREASES***

Security x2
4) Might as well start at the strider port, so speak with Selvil

Sareloth. Across from him, on the roof of the council club, speak with

Tedryn Brenur and Dranas Dradas. By the entrance gate, find and speak

with Hul. In the open space here, find and speak with Heddvild. You

should be checking urns and crates for useful stuff, but at this point

that's pretty limited to gold and maybe arrows. Run down this street,

and unlock the second level entrance to The Razor Hole. This should

raise Security to 26. Near our current residence, unlock the second

level entrance to Nerano Manor. Speak with Stargel nearby. Also nearby,

wandering, is an Orc named Shargam gro-Shagdulg, who should be spoken

with. Head down to the river now, and on this side, find and speak with

Llandras Belaal. Pick the locks on Itan's House, Vori's House, and the

upper level of Karlirah's House, then speak with Dralosa Athren and

Rararyn Radarys. Pick both locks on Tsiya's House, then cross the river.

Over here, unlock the upper level door to Drarayne Thelas' Storage, the

door to Dralosa Athren's House, and speak with Balyn Omavel. Unlock

Rarayn Radarys' House, Balyn Omarel's House on the upper level, and

Dralcea Arethi's House. Head up one more flight of stairs and speak

with Dralsea Arethi. Unlock Vorar Helas' House, both levels, and the

trapdoor on top of Balyn Omavel's House to raise Security to 27. Now is

a good time to enter the South Wall Cornerclub, following the Main

Quest.

South Wall Cornerclub

o======================================================================o
***NPCs***

Bacola Closcius

Sottilde

Arathor

Sugar-Lips Habasi

Phane Rielle

Tappius Esdrecus

Only-He-Stands-There

Chirranirr

Astius Hanotepelus

***FACTION***

Thieves Guild-Toad

Thieves Guild-Wet Ear

***QUESTS***

Thieves Guild-Diamonds for Habasi

Thieves Guild-Nerano Manor Key

***NOTABLE LOOT***

Incident in Necrom

5) Up the stairs to the left, unlock the Room Door. Speak with Bacola

Closcius for directions to Caius Cosades and some clarity on Larrius

Varro's bad people. Speak with Sottilde and Arathor on your way down
the hall. Speak with Sugar-Lips Habasi, agree to join the Thieves

Guild, and accept your first job. Go downstairs to speak with Phane

Rielle, Tappius Esdrecus, Only-He-Stands-There, and Chirranirr. Unlock

the Wooden Chest and head out. Jog over to Nalcarya's and grab a

diamond from the Small Chest upstairs. Turn it in to Habasi, ask about

advancement to be promoted to Wet Ear, then ask for another job. Leave,

and explore inside Dralcea Arethi's house next door, unlocking her

chest and table. Skip Nine-Toes for the moment, but explore Rarayn

Radary's house, Balyn Omarel's house (a chest to unlock as well as a

copy of Incident in Necrom), the Eastern Guard Tower (a Sword of White

Woe on top of a closet), Dralosa Athren's House, Astius Hanotepelus'

House (speak to him and unlock his Small Chest and Chest), and skip any

others (for now) and enter Caius Cosades' House.

Caius Cosades' House

o======================================================================o

***NPCs***

Caius Cosades

Vorar Helas

Tyermaillin

Rithleen

Nine-Toes

Hecerinde

Dura gra-Bol

Tsiya
Karlirah

Itan

Edd "Fast Eddie" Theman

***FACTIONS***

Blades-Novice

***QUESTS***

Main Quest-Antabolis Informant

***SPELLS***

Heavy Burden

Great Burden of Sin

Crushing Burden Touch

Strong Feather

Ulms's Juicedaw's Feather

Tinur's Hoptoad

Fourth Barrier

Fifth Barrier

Sixth Barrier

Calm Creature

Sotha's Mirror

Vivec's Feast

Spell Absorption

Dispel
***NOTABLE LOOT***

The Mirror

A Dance in Fire, Chapter 3

The Warrior's Charge

***SKILL INCREASES***

Security x1

6) Speak with Caius Cosades to advance the Main Quest and learn a lot.

Loot his house, getting some thief tools, disarming a trap, and picking

two locks. Quickly take the silt strider to Seyda Neen and chat with

Elone again at Arrille's Tradehouse before coming back to Balmora.

Check out Vorar Helas' House (speak with him), Tyermaillin's House

(speak with him, buy all his spells, unlock his Wooden Chest),

Rithleen's House (speak with her, unlock her Chest), Nine-Toes' House

(speak with him, read his copy of A Dance in Fire, Chapter 3, unlock

his Small Chest), Hecerinde's House (speak with him BUT DO NOT MENTION

"SOUTH WALL", unlock his Chest, raising Security to 28), Dura gra-Bol's

House (speak with her, unlock a Chest). Cross the river and check

Tsiya's House (speak with her), Karlirah's House (speak with her,

unlock a Chest and a Small Chest, read The Warrior's Charge), Vori's

House (unlock a Small Chest), Itan's House (speak with him), Fast

Eddie's House (speak with him, unlock two Small Chests in a crate in

the corner), then head up a level and enter the Temple.


Temple

o======================================================================o

***NPCs***

Ilen Faveran

Dralval Andrano

Telis Salvani

Feldrelo Sadri

Llarara Omayn

Llathyno Hlaalu

Milie Hastien

***SPELLS***

Veloth's Grace

Restore Willpower

Vivec's Tears

Free Action

Energy Leech

Shield of the Armiger

Wisdom

Mark

Recall

Powerwell

Vigor
***FACTIONS***

Temple-Layman

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 34

36 Lessons of Vivec, Sermon 14

Exquisite Amulet

Exquisite Skirt

***SKILL INCREASES***

Security x1

7) Loot the area. In the second room on the left, unlock a Small Chest

and speak with Ilen Faveran. In the shrine room, turn right and speak

with Dralval Andrano. Loot his room, unlocking a Small Chest and a

Wooden Chest, then head upstairs to speak with Telis Salvani. Admire

his disposition to 100 and buy all of his spells. Next, speak with

Feldrelo Sadri and join the Temple. Loot the area (note the copies of 36

Lessons of Vivec, Sermons 34 and 14), and head to the basement. Speak

with Llarara Omayn, admire her disposition to 90+, and buy all of her

spells. Speak with Llathyno Hlaalu now, admire her disposition to 90+,

and buy all of her spells. Unlock the Wooden Chest and head out. Go to

Milie Hastien: Fine Clothier next to Nalcarya's shop next. Speak with

Milie Hastien, then loot her shop, unlocking two Small Chests, a Door,

a Worn Chest, raising Security to 29. Be sure to steal the Exquisite


Amulet from the Small Chest behind the counter, and the Exquisite Skirt

from her shelves. Leave and enter the nearby Morag Tong Guild.

Morag Tong Guild

o======================================================================o

***NPCs***

Angahran

Gilyan Sedas

Nachael

Shannat Pansamsi

Ethasi Rilvayn

Ondres Nerano

Briras Tyravel

***SKILL INCREASES***

Security x1

***FACTIONS***

Thieves Guild-Footpad

***QUESTS***

Thieves Guild-Ra'Zhid's Dwemer Artifacts

***NOTABLE LOOT***

Words and Philosophy


Mystery of Talara, Part 3

8) Start by speaking with Angahran, Gilyan Sedas, Nachael, and Shannat

Pansamsi in the entrance room. Disarm two traps and unlock both chests.

Since we can now unlock level 90 locks, take a quick jog to Fort

Moonmoth and unlock the last chest there. But wait-we can handle level

95 locks too, so head back to Fort Pelagiad. There are 4 locks to pick.

A Wooden Door in the main fort, two Cell Doors just past that, and the

same Wooden Door going the other way. When that diversion is done, head

back to Balmora's Morag Tong Guild and go upstairs. Disarm the trap and

unlock this door. Disarm the trap, but skip the level 100 lock for now

and head back upstairs instead. This should raise Security to 30. Speak

with Ethasi Rilvayn. That's it for here, so go check out Nerano Manor.

Speak with Ondres Nerano, then pickpocket the Key to Nerano Manor from

him. Loot the rest of the manor, unlocking a Small Chest, a Chest, a

Closet, and two Doors, disarming and unlocking another Small Chest,

then go turn in the key to Habasi. Note that I found a set of Exquisite

Pants in his Chest of Drawers. Speak to Sugar-Lips about advancement

for a promotion, then take another job before leaving. Go explore the

Western Guard Tower North (note the copy of Words and Philosophy in the

basement), Western Guard Tower South, and Tyravel Manor. Speak with

Briras Tyravel, then loot the area, noting the copy of Mystery of

Talara, Part 3, and unlocking a Small Chest, a Closet, and disarming

and unlocking a Chest. With all that done, head into the Hlaalu Council

Manor.
Hlaalu Council Manor

o======================================================================o

***NPCs***

Nileno Dorvayn

Danar Dalomo

Imare

Dondos Driler

Bolnor Andrani

Mervs Uvayn

Falvel Arenim

Aurnie Vanne

Dralasa Nithryon

Clagius Clanler

Meldor

Dorisa Darvel

Thorek

Meril Hlaano

Traven Marvos

Alvis Teri

Dulnea Ralaal

***SPELLS***

Shadowmask

Concealment
Wild Reflect

***SKILL INCREASES***

Security x2

***NOTABLE LOOT***

Adamantium Boots

Adamantium Cuirass

Adamantium Greaves

Adamantium Left Bracer

Adamantium Left Pauldron

Adamantium Right Bracer

Adamantium Right Pauldron

Dwemer Pneuma-Trap

9) Speak with Nileno Dorvayn, who restocks Master-level thief tools.

Bribe her about the Hlaalu councilors when prompted, but do not join

House Hlaalu. Speak with Danar Dalomo, Imare (who you should admire to

90+ disposition and buy spells from), and Dondos Driler. Head upstairs

to speak with Bolnor Andrani and Mervs Uvayn. Unlock two chests in

here. Ascend more stairs to speak with Falvel Arenim and Aurnie Vanne.

Leave here and head down to visit Dralasa Nithryon-Pawnbroker. Speak

with her and loot her shop, unlocking three chests, raising Security to

31. Now head to Clagius Clanler: Outfitter. Speak with him and loot his

shop, unlocking two Small Chests, a Table, and two Chests. Enter
Meldor: Armorer, speak with him, and loot his shop. Unlock a Small

Chest and a Chest. There will be Adamantium Armor here, which is equal

to Dreugh and superior to Dark Brotherhood pieces, so upgrade

accordingly. Next, head to Dorisa Darvel: Bookseller. Speak with her

and loot her shop, unlocking two Small Chests, a Chest, and a Chest of

Books for General Sale. Head next door to The Razor Hole. Speak with

Thorek and loot the shop, unlocking two Wooden Chests, a door, and a

Small Chest. Security should increase to 32. Get the unique Dwemer

Pneuma-Trap from in here. Cross the street now and enter Eight Plates.

Speak with Meril Hlaano, Traven Marvos, Alvis Teri, and Dulnea Ralaal.

She'll allow you to entertain the patrons; at this point, you can make

some gold with any of the options. Loot the area, unlocking two doors,

two chests, and a room door. Go next door now to the Guild of Fighters.

Guild of Fighters

o======================================================================o

***NPCs***

Fasile Charascel

Wayn

Eydis Fire-Eye

Flaenia Amiulusus

Hasphat Antabolis

Drarayne Thelas

***FACTIONS***
Fighters Guild-Associate

Fighters Guild-Apprentice

***QUESTS***

Fighters Guild-Exterminator

Fighters Guild-The Egg Poachers

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 20

10) Speak with Fasile Charascel and Wayn. Unlock two chests behind him,

then head upstairs to speak with Eydis Fire-Eye, join the Fighters

Guild, and get your first orders. Head downstairs, unlock two chests in

the bedroom, then enter the sparring room. Speak with Flaenia Amiulusus

first, then speak with Hasphat Antabolis to advance the main quest.

Disarm and unlock the door in here, then unlock the trap door behind

it. Loot the area, then make a quick run back to Seyda Neen and unlock

the level 100 dock door in the Census and Excise Office. Run back to

Balmora, go visit the Morag Tong Guild, and unlock the level 100 door

in there. Cross the river and visit Drarayne Thelas' house now. Speak

with her, then tour the house and kill the rats. Unlock a Small Chest,

and note the copy of 36 Lessons of Vivec, Sermon 20 in the bedroom.

When the three rats are dead, speak with Drarayne again, then head back

and report to Eydis for advancement and new orders. Head next door to

the Guild of Mages now.


Guild of Mages

o======================================================================o

***NPCs***

Ranis Athrys

Galbedir

Estirdalin

Sharn gra-Muzgob

Marayn Dren

Masalinie Merian

Ajira

Ra'Virr

***FACTIONS***

Mages Guild-Associate

Mages Guild-Apprentice

Mages Guild-Journeyman

Mages Guild-Evoker

***QUESTS***

Mages Guild-I'm NOT a Necromancer!

Mages Guild-Four Types of Mushrooms

Mages Guild-Fake Soul Gem

Mages Guild-Four Types of Flowers

Mages Guild-Manwe's Dues


Mages Guild-Recruit or Kill Llarar Bereloth

Mages Guild-Ceramic Bowl

Mages Guild-Stolen Reports

***SPELLS***

Fire Bite

Shock

Paralysis

Poison

Earwig

Fleabite

Burden

Feather

Poisonous Touch

Bound Boots

Bound Dagger

Bound Helm

Bound Longbow

Strong Resist Fire

Strong Resist Frost

Strong Resist Magicka

Strong Resist Poison

Strong Resist Shock

Cure Common Disease on Other

Balyna's Soothing Balm


Summon Ancestral Ghost

Fire Shield

Charming Touch

Calm Humanoid

Frost Shield

Buoyancy

Water Walking

Ondusi's Open Door

First Barrier

Levitate

Lightning Shield

Summon Least Bonewalker

Summon Skeletal Minion

Bound Mace

Bound Spear

Reflect

Soul Trap

Weak Spelldrinker

Poet's Whim

Great Resist Common Disease

Variable Resist Corprus Disease

Great Resist Fire

***SKILL INCREASES***

Security x1
11) Speak with Ranis Athrys and join the Mages Guild. Past her, unlock

a Small Chest, raising Security to 33, then head upstairs and speak

with Galbedir. Unlock her chest, then head downstairs and speak with

Estirdalin. Admire her disposition to 90+ and buy all of her spells,

then speak with Sharn gra-Muzgob. Admire her disposition to 90+ and buy

all of her spells, then unlock the two chests near her. Snag Sharn's

Legions of the Dead and chat with her again to wrap up a little quest

and choose a free spell. Unlock a closet near the beds, then speak with

Marayn Dren. Admire his disposition to 90+ and buy all of his spells.

In the back room, speak with Masalinie Merian, admire her disposition

to 90+, and buy all of her spells. Unlock the chest behind Ajira, then

speak with her for duties. Just hop a silt strider to Seyda Neen,

collect the mushrooms, and report back for more duties. Speak with

Ranis for advancement, then place the fake gem in Galbedir's desk and

return to Ajira. Accept more duties, speak with Ranis for advancement,

speak with her further for two more quests, then head out. Finding the

flowers anywhere near Pelagiad is a breeze, so do so and run on back.

Visit Ajira and get more duties, then head next door to Ra'Virr:

Trader. Speak with Ra'Virr, buy the ceramic bowl, and loot his shop,

unlocking a chest, a door, and a wooden chest. Head back to the Guild

and visit Ajira for still more duties. Find the reports (one in the

bedroom, one at the base of the stairs up to Galbedir) and return them

to Ajira. That's it for now, so speak with Ranis once more for

advancement and head outside to visit the Lucky Lockup.


Lucky Lockup

o======================================================================o

***NPCs***

Culumaire

Hickim

Chuna

Benunius Agrudilius

Todwendy

Thanelen Velas

Banor Seran

Sovor Trandel

Vadusa Sathryon

Marasa Aren

Madrale Thirith

***NOTABLE LOOT***

Biography of the Wolf Queen

Ring of Surroundings

12) Speak with Culumaire, Hickim, Chuna, and Benunius Agrudilius. Loot

the area, unlocking a small chest and a room door. Speak with Todwendy

(note that she is the master trainer for Short Blade), noting the

Grandmaster's thief tools on her end table. Leave and head next door to

the Council Club. First off, just speak with Thanelen Velas and head
downstairs. Speak with Banor Seran, Sovor Trandel, Vadusa Sathryon, and

Marasa Aren. Loot the area and head down more stairs to speak with

Madrale Thirith. Loot this area too, unlocking a room door and a chest.

Now save. Taunt Madrale into attacking and kill her, taking those thief

tools as a prize. Head upstairs and taunt Marasa, which will prompt not

only her but Vadusa and Sovor to attack as well. Kill all three, taking

Marasa's iron arrows. Upstairs, taunt Thanelen and kill him as well.

Leave and go visit Nileno Dorvayn at Hlaalu Council Hall to be rewarded

for avenging Ralen Hlaalo. Decline to join House Hlaalu, and head to

Fort Moonmoth to report back to Larrius Varro. With all that done,

we're finished in Balmora for now. Next, let's follow Ranis Athrys'

directions back to Punabi and Sulipund (we've passed them before). When

you get there, head into Punabi first.

Punabi & Sulipund

o======================================================================o

***NPCs***

Manwe

Darene Bienne

Sjarnfid

Eldrasea Helas

Malielle Broles

Brithroth

Cuunel

Nael
Llarar Bereloth

Itermerel

***NOTABLE LOOT***

The Firsthold Revolt

Scroll of Summon Golden Saint

***SKILL INCREASES***

Security x1

***FACTIONS***

Mages Guild-Conjurer

***SPELLS***

Far Silence

Absorb Speed (Ranged)

Great Resist Corprus Disease

Daedric Health

***QUESTS***

Mages Guild-Unsanctioned Training

Mages Guild-Escort Itermerel

Mages Guild-Kill Necromancer Tashpi Ashibael

13) Head down the ramp and speak with Manwe to get the dues. Proceed,
ignoring her warning, to fight a Daedra and Darene Bienne. Keep going

to fight Sjarnfid, then proceed up a ramp and cross a bridge to fight

another Daedra. Through the door, fight Eldrasea Helas. Loot the area,

disarming and unlocking a chest, unlocking a worn chest and a chest,

noting the copy of The Firsthold Revolt, the Scroll of Summon Golden

Saint (keep this with you to fill a Grand Soul Gem), and leave.

Continue northeast along the road and enter Sulipund on your left. Head

down the hall, speak with Malielle Broles, then head through a door

(disarm the trap) that appears on your right. Security should increase

to 34. Speak with Brithroth, then head out and continue up to the

second level. Speak with Cuunel and Nael, then head to the top. Loot

the room, then speak with Llarar Bereloth. Admire his disposition to

70+ and he'll agree to join the Mages Guild. Head back to Balmora now.

Turn in both of Ranis' quests, ask about advancement, pay the dues,

and become a Conjurer. Buy Ranis' spells now, then accept more duties.

Head over to the South Wall and speak to Only-He-Stands-There. Agree to

his proposal, return to Ranis for more duties, return here, admire his

disposition to 90+, and buy his spells. Now head to the Eight Plates,

meet Itermerel, and agree to escort him. Get him to Pelagiad, enter the

Halfway Tavern, and get a copy of his notes. Head back to Balmora and

turn them in to Ranis, accept new duties, and we're done with the Mages

Guild for a while. Now head to Arkngthand (we've seen it many times) to

continue the Main Quest. Turn a crank near the entrance to get inside.

Arkngthand
o======================================================================o

***NPCs***

Frink Ruuz

Surus Velvus

Cristus Lync

Boss Crito

Red Livia

Dathman Mochtuis

Lalaine Essagan

Coirtene Liore

Bato Veranius

Irbran Kirbatha

Idhdean Tailas

***NOTABLE LOOT***

A Dance in Fire, Chapter 4

***QUESTS***

Mages Guild-Nchuleftingth Expedition

Main Quest-Gra-Muzgob Informant

14) Head down the ramp. When you have a choice, go left to the floor of

the big cavern and fight Frink Ruuz and Surus Velvus. Note the three

entrances to Weepingbell Hall, and one level above note the door to the

Cells of Hollow Hand. Check out the tunnel we skipped to fight Cristus
Lync. Note another entrance to the Cells of Hollow Hand on the right,

and another entrance to Weepingbell Hall on the left. Head back to the

main room and take the second level entrance to the Cells of Hollow

Hand and fight Boss Crito. The Dwemer Puzzle Box we're after is on the

left, on the bottom shelf. Grab it and loot the room. Outside, drop a

level and take the far right door to Weepingbell Hall. Down the stairs,

disarm a trap to the right and enter to fight Red Livia. Loot around,

then leave and head down the hall. Disarm another trap before heading

through a door to fight Dathman Mochtuis. Just past him, fight Lalaine

Essagan. Going left returns us to the Hall of Centrifuge, so head right

and enter Heaven's Gallery. Fight Coirtene Liore, then head straight.

Jump over the lava to fight Bato Veranius. Head back and take the other

tunnel to fight Irbran Kirbatha. Unlock a chest to the left, a door to

Land's Blood Gallery, then head all the way back to the main room of

the Hall of Centrifuge. Take the center door back into Weepingbell

Hall, then head left to find the upper level of Heaven's Gallery. Loot,

drop down, take the nearby exit to Weepingbell Hall, take the nearby

exit to the Hall of Centrifuge, then take the nearby door to a new

portion of the Cells of Hollow Hand. Fight Idhdean Tailas, note the

copy of A Dance in Fire, Chapter 4, then head back and enter the Land's

Blood Gallery. You'll start fighting Dwarven ghosts and machines now,

so be ready.

Turn left first, descend the stairs, turn right, and follow the hall.

Head through a door to find a lootable room, then proceed to complete a


loop back to the entrance. Head north now, then go left first, disarm

both traps, and loot the area, unlocking a heavy dwemer chest. Turn

back and take the other door to enter the Deep Ore Passage. Past the

first room, make sure to hit the ledge on the left before proceeding

through the tunnel. When you reach the back, levitate to the top level,

disarm the trap on the heavy dwemer chest, and loot it. We're done, so

head back to Balmora and go turn in the puzzle box to Hasphat. Exhaust

all new dialogue for two letters and a new quest, then head back to

Caius. Report in, accept new duties, go chat with Hasphat again for a

key (if you like), then head to the Mages Guild and speak with Sharn

gra-Muzgob. Exhaust all new dialogue, then head out to the Andrano

Ancestral Tomb near Pelagiad (we've seen it before). Enter.

Andrano Ancestral Tomb

o======================================================================o

***NOTABLE LOOT***

Dagger of Judgement

36 Lessons of Vivec, Sermon 15

***QUESTS***

Main Quest-Sleepers Awake

Main Quest-Vivec Informants

***FACTIONS***

Blades-Apprentice
15) Descend the steps and loot the room, then head right through two

doors and kill the critters. Head back and down the hallway, stopping

to go through a door on the right. Loot this room, head down to the

next one, loot it, and head straight past the door to loot another side

room before returning and heading down a curved hallway. Loot a side

room to the right for the unique Dagger of Judgement and the Skull of

Llevule Andrano we're here for. There's also a copy of 36 Lessons of

Vivec, Sermon 15. That's it-there's one more room to loot, then head

back to Balmora. Before taking the skull to Sharn, sleep in a bed-you

should get a dream and a new quest. From here on, you may have random

people (Sleepers) walk up to you and start ranting about Dagoth Ur.

Their disposition drops each time and for most dialogue options, so to

prevent them turning fully hostile admire them to 50+ whenever it dips

below that threshold. Now go speak with Sharn, then report back to

Caius. Ask about Blades Apprentice for a little gift, then go ahead and

ask for new orders. With all that, head out the south gate and follow

the river. Yes, we're exploring again. Hug the rock wall to the right

to find Tharys Ancestral Tomb. Head inside.

Tharys Ancestral Tomb

o======================================================================o

***NPCs***

Findulain

Dinok
Nevrasa Dralor

***QUESTS***

Miscellaneous-To the Fields of Kummu

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 5

16) Descend the stairs, disarm the trap, and head through the door.

Kill critters, loot the side room to the right, then go straight and

loot, disarm the trap on the small chest (I found an empty Grand Soul

Gem here, which I filled with the Scroll of Summon Golden Saint from

Punabi), unlock the other chest, and leave.

Further down, skip Shulk Egg Mine-although the Fighters Guild has sent

us here, we're also sent on an Imperial Cult quest, and I prefer to

only visit once. Go ahead and speak with Findulain and Dinok, though.

When you reach a bridge, cross it and follow the path. Watch the left

side; when the hill dips low, you should be able to see a cave in the

distance. Head there to enter Vassir-Didanat Cave.

Follow the tunnel down to the first open room with raw ebony, kill the

Daedra, go right to kill more, then return and head straight. Proceed

to the back, killing all critters, and we're done. Head back to the

road and watch the right side for the entrance to the Shurdan-Raplay
Egg Mine. This place does feature in a House Hlaalu quest, but since

we're going Telvanni I'll go ahead and explore it now. Head inside.

Literally nothing here but the kwama. Kill, take any eggs you want, and

leave. Keep following the path until you bump into Nevrasa Dralor. Chat

with her, accept her quest, and quickly jog her over to the Fields of

Kummu. Keep your eyes peeled for the Lleran Ancestral Tomb on the right

as you go; once you safely deliver Nevrasa, head back to the tomb and

head inside.

Down the ramp, fight an undead. Unlock the door to the left, bypass the

hole, and proceed down the hall. Unlock another door, kill another

undead, and loot this room. Back toward the entrance, descend the ramp

across from the first door we unlocked. Go through a door, kill another

undead, and loot this final room, noting the copy of 36 Lessons of

Vivec, Sermon 5. I found my eighth Grand Soul Gem here. At this point,

I filled it in the Saren Tomb with a Golden Saint and used two more

potions to enchant the following:

Exquisite Skirt: Fortify Speed 12 Points on Self

Exquisite Pants: Fortify Strength 12 Points on Self

For another loop, head back to Shulk Egg Mine but follow the river

south. Take the first path on your right, to the hilltop, to mark the

Odai Plateau on your world map. Back to the river, keep tracking it
south. Cross the next bridge you see and follow the signs toward Seyda

Neen. Past the tar pits, notice a cave entrance on the left-Zainsipilu.

Head inside.

Zainsipilu

o======================================================================o

***NPCs***

Nistacey

Fervas Reloro

Aranwen

Lurius Lalelius

Snadir

Haran

Bahdrashi

Anjari

Ahnisa

Muz-Ra

Agrob gra-Bogharz

Darvala Romothran

Maros Gimayn

***SKILL INCREASES***

Security x2

***NOTABLE LOOT***
The Locked Room

17) Fight Nistacey at the entrance. Past him, fight Fervas Reloro. At

the intersection, fight Aranwen and then turn right, looting the water

and fighting Lurius Lalelius. Loot his room, (I found my ninth Grand

Soul Gem here) then head back to where we fought Aranwen and go the

unexplored route. Fight Snadir, take the Zainsipilu Slave Key, pick the

lock and disarm the trap on the slave pen (raising Security to 35), and

release Haran, Bahdrashi, Anjari, Ahnisa, and Muz-Ra. Proceed and fight

Agrob gra-Bogharz. Proceed to fight Darvala Romothran, then finish up

by fighting Maros Gimayn. Loot this last room, noting the copy of The

Locked Room, unlocking two worn chests, then leave.

Turn left and follow the road to eventually find Tarhiel's landing

spot, knowing with that you've closed the loop back to Seyda Neen. Now,

backtrack to the Odai River and follow it to the coast. Cross back to

the east side when you can and check out the Unexplored Shipwreck.

Check out the cabin and below decks for minor loot, then follow the

coastline to the east. Notice the containers behind the ship, then swim

when you have to to follow the coast to the Samarys Ancestral Tomb.

Enter.

Samarys Ancestral Tomb

o======================================================================o
***NOTABLE LOOT***

Mentor's Ring

Ashes of Lord Brinne

36 Lessons of Vivec, Sermon 28

Charwich-Koniinge, Volume I

Bone, Part Two

***NPCs***

Ilfhild

Velfred the Outlaw

Bedrir

Sittar

Hefadmir

18) Through the first door, fight up to four undead. Loot the area and

pass through another door and fight another undead. Disarm the trap on

the urn labeled Lord Brinne and fish the artifact Mentor's Ring out of

it. Take the ashes if you're out to collect every unique item, unlock

the chest, then leave and head back to the river. Now, follow the signs

toward Hla Oad. When you see the cave of Yasamsi, skip it for now and

head due north. On the edge of the pond, spy a chest, disarm the trap,

and loot it. Now head south to the coast, follow it west, and enter the

Heran Ancestral Tomb.

Unlock the first door, kill a Daedra, pass two more doors, fight two
more Daedra, then proceed to the final room. Disarm the trapped small

chest, note the copy of 36 Lessons of Vivec, Sermon 28, and leave. I

reentered until I got a Golden Saint to fill my ninth Grand Soul Gem.

Keep tracking the coast west to find a ship called the Grytewake. Speak

with Ilfhild and Velfred the Outlaw, loot the deck, and check out the

cabin. Speak with Bedrir and loot, unlocking a large chest and noting

the copies of Charwich-Koniinge, Volume I and Bone, Part Two. Head out

and head below decks. Speak with Sittar and loot the upper level, then

hit the lower level to speak with Hefadmir. Now leave, and follow the

road and signs into Hla Oad.

o======================================================================o

| |

| Hla Oad & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK006}

1) Hla Oad

2) Lost Shrine of Boethiah

3) Assemanu

4) Othrelas Ancestral Tomb

Hla Oad

o======================================================================o
***NPCs***

Baleni Salavel

Fadile Balvel

Glonagoth

Pallia Ceno

Relien Rirne

Shurkul gro-Sharga

Murudius Flaeus

Okur

Hrondar Highlander

Trasteve

Ra'Zhid

Llemisa Marys

Dalam Gavyn

Perien Aurelie

Falvis Tunel

Rabinna

Relam Arinith

***NOTABLE LOOT***

Charwich-Koniinge Letters, v2

A Dance in Fire, Chapter 1

Surfeit of Thieves

***SKILL INCREASES***
Security x2

***QUESTS***

Miscellaneous-Rabinna's Inner Beauty

Thieves Guild-The Vintage Brandy

Thieves Guild-Free New-Shoes Bragor

Thieves Guild-Master of Security

***FACTIONS***

Thieves Guild-Blackcap

Thieves Guild-Operative

1) Start by speaking with Baleni Salavel at the docks. Loot the boat,

unlocking a worn chest. Speak with Fadile Balvel next, then Glonagoth,

then Pallia Ceno, then Relien Rirne. Let's check out some homes.

Unlock Relien Rirne's house and loot it, unlocking a chest as you do

so. Next, enter Shurkul gro-Sharga's house, speak with him, and loot,

then do the same at Murudius Flaeus' house (speak with him and note the

copy of Charwich-Koniinge Letters, Volume 2), Fadila Balvel's house

(speak with Hrondar Highlander, unlock a rusted chest, and note the

copy of A Dance in Fire, v1), and Okur's house (speak with her and

unlock a chest). Also check under the docks to find and unlock

Murudius' chest. Now enter Fatleg's Drop Off.


Speak with Trasteve and Ra'Zhid. You'll get nowhere regarding the

Thieves Guild quest in dialogue, so loot the area and steal the Dwemer

artifacts, unlocking two chests and raising Security to 37. Before

leaving, check out the trap door. Speak with Llemisa Marys, then head

left at the intersection. Loot around, then speak with Dalam Gavyn and

Perien Aurelie. Exit and swim through the tunnel for a drowned corpse

and a few crates, then swim back and check the northeast room. Loot,

noting the copy of Surfeit of Thieves (which will raise Security to

38), then speak with Falvis Tunel. Speak with Rabinna, then speak with

Relam Arinith and accept his quest. Walk Rabinna back to Balmora along

the Odai River, offload if needed, then head to Vorar Helas' house. He

will attack her immediately, so go ahead and kill him. Loot the body,

then speak with Rabinna to advance the quest. Head back to Pelagiad,

then quickly follow the signs to Ebonheart. We won't explore this place

yet-just head straight for the Argonian mission and hand her over to

Im-Kilaya to finish the quest.

Back in Balmora, turn in the Dwemer artifacts to Sugar Lips to complete

that quest. Ask about jobs to get another one. Run over to Hlaalo

Manor, grab the brandy off a ground floor shelf, and run it back. Nice

and easy. Ask about advancement for a promotion, then take the next

job. Head to Pelagiad, enter Mebestien's shop, head upstairs, and nick

the Dwemer Coherer from the small chest. Take it to the fort and show

it to Shadbak to secure her cooperation, then head back to Balmora to

turn the quest in to Habasi. Ask about jobs for another quest, then
head to Hecerinde's house and speak to him about the South Wall. Return

to Habasi once again to wrap up her quest chain completely. Ask about

advancement for another promotion, then head back to Hla Oad. Time to

go exploring.

Lost Shrine of Boethiah

o======================================================================o

***NPCs***

Fjol

Gilmyn Andrilo

Sitialius Catanius

Hamlof Red-tooth

Tilena Thalor

Nels Llendo

***QUESTS***

Miscellaneous-Boethiah's Quest

2) Just north of Hla Oad, find a fellow named Fjol. He's the bandit

Larrius Varro asked us to kill, so refuse to pay him and kill him when

he attacks you. Next, head west to the daedric shrine of Ashurnibibi.

Don't go inside yet; instead, head west and take a nice long swim to

discover the Lost Shrine of Boethiah. Find the statue's head and speak

to it to kick off a quest. Back at the shore, head north, ignoring the

cave of Shal for now, and get back to the road. When you see a path to
the left, ignore it-it leads to Ashalmimilkala, where we'll eventually

be sent on quests. Keep to the road instead, and further ignore the

huge Dunmer stronghold of Hlormaren. You guessed it, another quest.

South of Hlormaren, however, is a place we actually will explore. Find

the cave entrance at Zanabi and head inside.

Straight on at the first intersection, loot the platform (I found my

tenth and eleventh Grand Soul Gems here and filled them with Golden

Saints at Ashalmimilkala), then return to the intersection and head

northeast. Loot the next room (I found my twelfth, thirteenth,

fourteenth, fifteenth, and sixteenth Grand Soul Gems here and filled

them the same way), then head up the stairs in here to fight Gilmyn

Andrilo. Loot the platform (I found my seventeenth and final needed

Grand Soul Gem, which of course I filled), then proceed to fight

Sitialius Catanius. Loot and backtrack to the bottom of the stairs, and

proceed northeast to fight Hamlof Red-tooth and Tilena Thalor. Loot

their room, picking one lock, and we're done. Follow the road farther

to spot the Andrethi Ancestral Tomb on the right. Head inside.

Disarm the first door's trap, then head through and fight the vampires.

They're from Clan Berne; I intend to join Aundae, so if you get

infected with Porphyric Hemophilia be sure to cure yourself. Through

the next door, fight three more. Loot the tomb, picking one lock, and

leave. Now, without deviating, follow the road and all the signage back

toward Balmora. Follow the road through the mountains to the east and
turn back south toward Balmora, ignoring the Band Egg Mine on the left.

Proceed along the road, ignoring Kudanat on your right, and ignore

Hlormar Wine-Sot at the next intersection. Zip right through Caldera

(we'll explore it later) and follow the signs back toward Balmora. When

you reach an intersection where left goes to Pelagiad and right goes to

Balmora, check under a ledge north of the road to find the corpse of

Ernil Omoran. Take Tsiya's Skooma Pipe and the Note from Ernil off his

body, then head back to Balmora. Offload, head to Tsiya's House, and

hand over the pipe for a small reward. Stop by Fort Moonmoth to turn in

the Fjol quest to Larrius Varro, then start following signs down to

Vivec.

Look to the right of the road to see Nels Llendo. Talk with him. If

you're male, it's 50 gold or fight; if female, it's kiss or don't kiss.

Any option other than fighting results in him appearing at the Halfway

Tavern and offering training, but I usually just kill him. Do as you

will. At the first intersection, begin by turning toward Ebonheart,

then follow signs toward Seyda Neen to explore the southern tip of the

Bitter Coast. Cross a bridge and find the Abaesen-Pulu Egg Mine on the

right. Head inside.

It's a straight shot to the end with nothing to find but eggs, so clean

house and leave. Head south to the tip of the current spot of land to

spot a tiny island, on which is the cave of Assemanu. An endgame Hlaalu

quest sends you here, but we won't be getting it, so we'll handle it
now. Head inside.

Assemanu

o======================================================================o

***NPCs***

Dagoth Hlevul

***NOTABLE LOOT***

Robe of St. Roris

3) Head left at the first intersection. Kill a critter, turn around,

head north, and kill some more. Take the plunge and keep exploring,

stumbling on a dead Ordinator (and you should take his Indoril Boots).

Ascend the catwalk to find a second one-take the Indoril Right Pauldron

next to him, then proceed to the end of this path to find a third dead

Ordinator. Further ahead is a locked door to the Assemanu Shrine. Pick

it and enter. Kill a critter and proceed, hopping up the rocks (or

levitating) when you reach a wall. Kill a Dreamer, then several more,

as you proceed past an unopenable door back to the first zone. Finally,

kill Dagoth Hlevul. Although we don't know it yet, we just rescued

seven Sleepers-five in Vivec we haven't met yet, and one in Suran and

one in Arano Plantation that we have. Look southeast from Hlevul to

spot a chest you should jump or levitate over to. Disarm the trap and

unlock it for the Robe of St. Roris. Recall to Balmora and silt stride

to Suran. Find Neldris Llervu and speak with him for thanks and a
reputation point. Head to Arano Plantation and do the same with Daynasa

Telandas. From here, it's a relatively straight shot to the Vivec silt

strider. Head there, but track back toward Pelagiad until you reach the

intersection where it's simply west to Ebonheart or east to Vivec. You

should be near Balur's Farmhouse. Cross one (not both) bridges back

toward Vivec. Explore the island if you wish, but the point of interest

is the Othrelas Ancestral Tomb. Enter.

Othrelas Ancestral Tomb

o======================================================================o

***NPCs***

Adondasi Sadalvel

Ano Andaram

Devas Irano

***QUESTS***

Miscellaneous-Mysterious Killings in Vivec

4) Head through the first door, kill the vampire, and unlock the next

one. Kill the next two vampires and loot. Leave and get back on the

road. Head toward Vivec, but stop by the Hawia Egg Mine near the silt

strider en route. Speak with the egg miners, kill critters, harvest

eggs if you like, and head out.

Time to actually chat with Adondasi Sadalvel, Vivec's silt strider


pilot. With that done, speak with Ano Andaram, the shipmaster. Finally,

take a deep breath and cross the bridge south into Vivec proper. Turn

right and chat with Devas Irano, the gondolier. He should give a new

quest when asked about rumors. To get started in earnest, head to the

top level and enter the Foreign Quarter Plaza. Buckle down, this will

take a while.

o======================================================================o

| |

| Vivec & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK007}

1) Foreign Quarter Plaza

2) Foreign Quarter Waistworks

3) Foreign Quarter Canalworks

4) Hlaalu Plaza

5) Hlaalu Waistworks

6) Hlaalu Canalworks

7) Redoran Plaza

8) Redoran Waistworks

9) Redoran Canalworks

10) Arena Pit

11) Arena Waistworks

12) Arena Canalworks


13) Telvanni Plaza

14) Telvanni Waistworks

15) Telvanni Canalworks

16) St. Delyn Plaza

17) St. Delyn Waistworks

18) St. Delyn Canalworks

19) St. Olms Plaza

20) St. Olms Waistworks

21) St. Olms Canalworks

22) Hall of Justice

23) Hall of Wisdom

24) High Fane

25) Puzzle Canal

26) Beshara

27) Sinsibadon

28) Nund

29) Ansi

Foreign Quarter Plaza

o======================================================================o

***NPCs***

Chalone

Domalen

Favise Selaren

Tsrazami
Alusaron

Ralen Tilvur

Raig

Baurin

Bashag gro-Snagdu

Lorbumol gro-Aglakh

Sjoring Hard-Heart

Malven Romori

Janand Maulinie

Trebonius Artorius

Tiram Gadar

Flacassia Fauseius

Sirilonwe

***QUESTS***

Miscellaneous-An Apothecary Slandered

Miscellaneous-A Friend in Deed

Fighters Guild-Juicedaw Ring

Mages Guild-Mystery of the Dwarves

***NOTABLE LOOT***

The Wraith's Wedding Dowry

Gold Cuirass

Gold Helm

Gold Left Pauldron


Gold Right Pauldron

A Game at Dinner

Breathing Water

Chimarvamidium

The Firsthold Revolt

***SKILL INCREASES***

Security x1

***SPELLS***

Fire Barrier

Frost Barrier

Cruel Firebloom

Spirit Knife

Weakness to Fire

Summon Greater Bonewalker

Greater Fireball

Erelvam's Wild Sty

Hide

Golanar's Eye-Maze

Detect Key

Demoralize Creature

1) Speak with Chalone, then with Domalen. Accept his leaflet and read

it for a miscellaneous quest. Speak with Favise Selaren, then with


Tsrazami. Loot the plaza, then head into Alusaron: Smith.

Speak with Alusaron, accept his quest, and loot his shop, unlocking two

Chests, a Small Chest, and the Wooden Door to his private quarters.

When done, head next door to Ralen Tilvur: Smith. Speak with him and

loot his shop, grabbing Alusaron's contract and unlocking a wooden

door. Deliver the contract to Alusaron to wrap up that short quest. Now

enter the Fighters Guild.

Speak with Raig, then head left for some loot (and a chest to unlock)

prior to descending some stairs. Speak with Baurin, head through the

door to chat with Bashag gro-Snagdu, loot (unlocking a chest), then

head down a hall to speak with Lorbumol gro-Aglakh and accept a quest.

Loot the room, unlocking a chest and a closet, equipping any Gold Armor

from the closet, then proceed to speak with Sjoring Hard-Heart. Loot

his room, unlocking a small chest and noting the copy of The Wraith's

Wedding Dowry, then leave and head to the Mages Guild.

Speak with Malven Romori and buy all of her spells. Disarm and unlock

the small chest, then speak with Janand Maulinie. Unlock the other

chest, turn right and descend the steps, loot the bedroom, then descend

more steps. Speak with Trebonius Artorius for some difficult orders,

then speak to Tiram Gadar. Loot this level, unlocking two chests and

noting the copy of A Game at Dinner, then ascend the steps and speak

with Flacassia Fauseius. Turn right, go through the door, and speak
with Sirilonwe. Buy all of her spells, then loot her room, unlocking

four chests. Although Breathing Water and Chimarvamidium are valuable,

put them back in the chest after reading-they factor in a quest later

on. To the last room. Loot, unlocking a chest and noting the copy of

The Firsthold Revolt, and speak with Creatia Jullalian. With that,

we're done here. Use the guild guide to go offload if you like, then

leave the Foreign Quarter Plaza and head down to the Upper Waistworks.

Foreign Quarter Waistworks

o======================================================================o

***NPCs***

Baissa

Rolasa Oren

Idonea Munia

Sevyni Saryon

Marcel Maurard

Seryn Othralen

Miun-Gei

Andilu Drothan

Aradraen

Aurane Frernis

Raril Giral

Felvos Droryn

Hylf the Harrier

Urven Davor
Favel Gobor

Ethys Savil

Huleeya

Jobasha

***SPELLS***

Heavy Burden Touch

Variable Resist Common Disease

Variable Resist Fire

Variable Resist Frost

Variable Resist Magicka

Variable Resist Poison

Detect Creature

***QUESTS***

Miscellaneous-The Bad Actor

***SKILL INCREASES***

Security x1

***NOTABLE LOOT***

Daedric Long Bow

Cherim's Heart of Anequina

A Dance in Fire, v1

A Dance in Fire, v2
A Dance in Fire, v3

A Dance in Fire, v4

A Dance in Fire, v5

A Dance in Fire, v6

A Dance in Fire, v7

2) Speak with Biassa and loot her stand, picking two locks. Do the

same, down to the two locks, with Rolasa Oren. Finally, do the same,

again with two locks, with Idonea Munia. Admire her disposition to 90+

and buy all of her spells. With that done, descend to the Lower

Waistworks and head inside.

Speak with Sevyni Saryon, Marcel Maurard, and Seryn Othralen, then

enter Miun-Gei: Enchanter. Speak with him, do NOT ask about the Dark

Brotherhood yet, accept his other quest, and loot his shop, disarming

and unlocking a small chest, unlocking a desk, and heading downstairs

to disarm and unlock a closet and raise Security to 40. Unlock the

chest of drawers as well, making sure to leave the Letter from Tsrazami

inside, then head out and speak with Marcel again. After updating the

quest, head to Andilu Drothan: Alchemist.

Speak with Andilu and loot the shop, unlocking a chest-if you pursue

rumors and other dialogue at this point, you should advance Miun-Gei's

quest. Head downstairs to check out Aradraen: Fletcher. Speak with her

and loot the shop, unlocking five chests. Steal the Daedric Long Bow
off the wall to suddenly possess our ultimate ranged weapon. Awesome.

When done, head upstairs and go to Aurane Frernis: Apothecary. Speak

with her to advance a quest, loot the shop (unlocking two chests and

disarming one), then go back to the Plaza briefly to speak with Domalen

again. Head back down now-don't report to Frernis yet-and enter the

Black Shalk Cornerclub.

Loot the area first, unlocking a small chest, and speak with Raril

Giral. Head downstairs now, unlocking a room door and a chest, and

speak with Felvos Droryn and Hylf the Harrier. Speak with Urven Davor,

Favel Gobor, Ethys Savil, and finally with Huleeya. Don't travel

together just yet; instead, speak with Ethys again, and they can be

persuaded to let you both leave. Speak with Huleeya again, ask to

travel together, and head over to Jobasha's Rare Books.

Huleeya will speak with you automatically, so exhaust all his dialogue.

One informant down, two to go. Go speak with Jobasha next, then loot

his shop. Leave books where you find them, though-several of them are

items for later quests. Note the copies of Cherim's Heart of Anequina

and all seven volumes of A Dance in Fire, as well as the small chest to

unlock. You should earn another level up reading these books. Go ahead

and sleep in Jobasha's bed-no reason to decline 10 extra health. Finish

up and head out, then take the western door into the Foreign Quarter

Canalworks.
Foreign Quarter Canalworks

o======================================================================o

***NPCs***

Letreius Muco

Agrippina Herennia

Jeanne

J'Rasha

Simine Fralinie

Crazy-Legs Arantamo

Gentleman Jim Stacey

Murkub gro-Ushul

Azuk gro-Rugob

Garzonk gro-Mulakh

Aren Maren

Nalami Veleth

Vedran Balen

***SKILL INCREASES***

Security x1

***SPELLS***

Strong Open

Wild Open

Shield

Variable Resist Shock


***QUESTS***

Thieves Guild: Bal Molagmer, The Hlervu Locket

3) Head south to the Imperial Cult shrine, speak with Letreius Muco,

and loot the room, unlocking a wooden chest. Head into Agrippina

Herennia: Clothier. Speak with her and loot the shop, unlocking a small

chest and two closets. Leave and enter Jeanne: Trader. Speak with her

and loot the shop, unlocking a small chest. Security should increase to

41. Unlock the door and search the bedroom, unlocking a closet and a

chest, then leave and enter the Foreign Quarter Tomb.

Up the stairs, killing critters, and through the first door. Kill

undead and go through the second door, then up some stairs and through

a third door. Loot, unlocking the chest, kill more undead, and proceed

through another door. Kill critters and take the left (north) door.

Kill, loot, and proceed into one last room. Kill two more undead, then

exit to the eastern canalworks. Enter J'Rasha: Healer. Speak with him,

admire his disposition to 90+ and buy his spells, loot the shop

(unlocking a small chest), then head into Simine Fralinie: Bookseller.

Speak with him, loot the shop, then unlock the back door and head

inside. Loot the room, disarming and unlocking two chests and unlocking

a small chest, then speak with Crazy-Legs Arantamo and then with

Gentleman Jim Stacey. Put on the gloves and speak with him again for a

quest. Leave the shop and head down to the Underworks.


Clear the sewers first, looting as needed. Speak with Murkub gro-Ushul

when done, then enter Ibishammus. Fight Azuk gro-Rugob and Garzonk

gro-Mulakh, then loot the area, disarming and unlocking a chest and

unlocking a second one. When done, head ALL the way outside and head

south, then west, to the Hlaalu Canton. Speak with Aren Maren, then

head west to speak with Nalami Veleth. Ascend to the top level now and

speak with Vedran Balen on the west side. When done, enter the Hlaalu

Plaza.

Hlaalu Plaza

o======================================================================o

***NPCs***

Tumsa Darethi

Drulvan Rindo

Nar gro-Shagramph

Fasele Viralaine

Arvama Rathri

Sovali Uvayn

Glathel

Gadela Andus

Brethas Deras

Nalasa Sarothren

Feruren Oran

Ganalyn Saram
Bronosa Nedalor

Hlenil Neladren

Balen Sedrethi

Forvse Nerethi

Crassius Curio

Traldrisa Tervayn

Brathus Dals

Lliram Alvor

Belos Falos

Rarvela Teran

Gilan Daynes

Llavesa Drom

Nevos Urns

Gadayn Andarys

Telvon Llethan

Alveno Andules

***FACTIONS***

Fighters Guild-Journeyman

***QUESTS***

Fighters Guild-Silence Tongue-Toad

Miscellaneous-For the Love of a Bosmer

***NOTABLE LOOT***
Lord Jornibret's Last Dance

***SKILL INCREASES***

Security x1

4) Speak with Tumsa Darethi, Drulvan Rindo, and then Nar gro-Shagramph.

The latter is easily persuaded to give up the Juicedaw Feather Ring for

Lorbumol. Don't miss the Letter from Gadayn in a planter in the

southeast. Speak with Fasele Viralaine, loot the area, and then cast

Recall. Offload, and enchant your new Daedric Long Bow (with a potion

and a Golden Saint soul) as follows: Soultrap for 19 seconds and Absorb

Health 19 to 20 points, Cast When Strikes. Use the guild guide to get

back to Vivec, then go turn in the ring to Lorbumol and accept his next

task. Ask about advancement for a promotion to Journeyman as well. Now

return to the Hlaalu Plaza and enter the Elven Nations Cornerclub.

Speak with Arvama Rathri, Sovali Uvayn, Glathel, and Gadela Andus. Loot

the area, unlocking a door, then head downstairs. Loot both sides, then

speak with Brethas Deras, Nalasa Sarothren, and Feruren Oran. Head back

to the plaza, enter the Hlaalu Alchemist, and speak with Ganalyn Saram.

Loot his shop, unlocking a wooden chest, then leave and head into Curio

Manor.

Speak with Bronosa Nedalor and Hlenil Neladren, then loot the area and

head downstairs. Speak with Balen Sedrethi, then explore south, west
(speak with Forvse Nerethi), and finally north to meet Crassius Curio.

Speak with him to advance a quest, but DO NOT mention Vassir-Didanat to

him. Loot the room (noting the copy of Lord Jornibret's Last Dance). Go

back to Marcel Maurard now to get him to leave (the Foreign Quarter

waistworks, if you forgot), then speak with Miun-Gei about the annoying

fool to finish the quest. Head back to the Hlaalu Plaza again and enter

the No Name Club.

Speak with Traldrisa Tervayn, Brathus Dals, and Lliram Alvor. Loot the

room, then unlock the door and head further in. Speak with Belos Falos,

loot the room, speak with Rarvela Teran, loot her room (unlocking a

small chest), speak with Gilan Daynes, loot his room, then loop

counterclockwise. Speak with Llavesa Drom and Nevos Urns, then loot

this bigger room. Leave the No Name Club now and head to Hlaalu General

Goods.

Speak with Gadayn Andarys and show the love letter for a new quest.

Loot his shop (unlocking three chests and raising Security to 42), and

leave, heading for the Hlaalu Weaponsmith. Speak with Telvon Llethan,

loot his shop (unlocking two chests), then head to the Hlaalu

Pawnbroker. Speak with Alveno Andules, loot her shop (unlocking a door

and two chests)

Hlaalu Waistworks

o======================================================================o
***NPCs***

Elo Arethan

Eraldil

Eloroth

Erirvase Drinith

Rirnas Athren

Llaalamu Sathren

Guarg gro-Yarzol

Garer Danoran

Galasa Uvayn

Urandile Selandas

Valvosa Maryon

Tenisi Lladri

Baren Alen

Ralyn Farothran

Bratheru Oran

Edryno Arethi

Tarvyn Faren

***SPELLS***

Charisma

Resist Poison

Resist Paralysis

Rally Humanoid

Rally Creature
Enrichment

Quicksilver

Sotha's Grace

Crying Eye

Night-Eye

Shadow Form

***NOTABLE LOOT***

Glass Helmet

Glass Left Pauldron

Glass Right Pauldron

Glass Boots

Glass Cuirass

Glass Greaves

Glass Tower Shield

***QUESTS***

House Hlaalu-Bank Courier

House Hlaalu-Murudius Flaeus's Debt

House Hlaalu-Escort Tarvyn Faren

5) Speak with Elo Arethan, then with Eraldil to advance the love letter

quest. Speak with Eloroth , then head into the Elven Nations Cornerclub

again. Chat with Glathel, exit to the plaza, and report back to Gadayn.

Refer him to Eraldil's cousin, Glathel, then wait outside for 10 days
(24 hours, 10 times). Head back and speak with Gadayn to finish the

quest, then head back to the waistworks and enter the Hlaalu Temple.

Speak with Erirvase Drinith, then Rirnas Athren. Admire his disposition

to 90+ and buy all of his spells, then loot this room, unlocking a

chest. Proceed farther in to speak with Llaalamu Sathren and Guarg

gro-Yarzol. Leave and head to the Hlaalu Treasury.

Speak with Garer Danoran and loot this room, then go speak with Galasa

Uvayn before heading into the Hlaalu Records. Speak with Urandile

Selandas, then head downstairs and speak with Valvosa Maryon. Loot the

area-feel free to read the Ascadian Isles Land Deed, but make sure you

successfully reseal it and put it back in the chest. Head into the

Hlaalu Vaults and speak with Tenisi Lladri and Baren Alen, then loot

the vaults, disarming and unlocking two doors. There is a full set of

Glass Armor in here (beats Adamantium and Indoril, but not as good as

Gold), as well as tons of gold and nice random loot. Take the door to

the treasury when done, and enter the Hlaalu Prison Cells. Loot the

area, unlocking eight cell doors and speaking with Ralyn Farothran.

Exit to the waistworks and enter Edryno Arethi's House.

Loot the room, unlocking one chest, then speak with Bratheru Oran.

Admire his disposition to 90+ and buy all of his spells, and then speak

with Edryno Arethi. The latter will give a few quests even if we aren't

members of House Hlaalu, so accept her first one. Read and reseal the
Treasury Report if you like, then run it over to Baren Alen. Report

back and you can take a second quest. Do so. Now, run to the ship

outside the Foreign Quarter, sail to Hla Oad, and confront Murudius

Flaeus. Get his disposition above 90 and he'll give you a key, but we

already raided the chest so report back to Edryno to complete the

quest. Take her next quest, then run out to the strider port to meet

Tarvyn Faren. Walk him to Pelagiad, then report back to finish the

quest. Head into the Hlaalu Canalworks by way of the south door-Edryno

won't give any more quests to nonmembers.

Hlaalu Canalworks

o======================================================================o

***NPCs***

Relur Faryon

Dreamer

Daroso Sethri

***SKILL INCREASES***

Security x1

6) Speak with Relur Faryon, an awakened Sleeper, for a reputation

point. Skip the Hlaalu Ancestral Vaults for now and head down to the

Underworks. Explore, speaking with the non-hostile Dreamer. Don't miss

the extra tunnel in the southeast corner, unlocking a chest and raising

Security to 43. Now head out and up to the Redoran Canton. Speak with
Daroso Sethri on the west side of the top level, then head into the

Redoran Plaza.

Redoran Plaza

o======================================================================o

***NPCs***

Tedur Hlarar

Brevosi Indalen

Saruse Hloran

Tenaru Romoren

Galviso Heran

Favela Dralor

Uthrel Sarys

Toris Saren

Thoryn Samori

Danasi Ralen

Arns Saren

Faral Retheran

Beldrose Dralor

Drelse Dralor

***NOTABLE LOOT***

Charwich-Koniinge Volume 1

2920, Second Seed, v5


***QUESTS***

House Redoran-Meril Hlaano's Slanders

***NOTABLE LOOT***

Ebony Greaves

***SKILL INCREASES***

Security x1

7) Speak with Tedur Hlarar, Brevosi Indalen, Saruse Hloran, and Tenaru

Romoren. Loot the plaza and head into Dralor Manor. Speak with Galviso

Heran, then head upstairs and speak with Favela Dralor. Head down two

levels now and loot, unlocking two closets, and speak with Uthrel

Sarys. Note the copy of Charwich-Koniinge Volume 1, loot the storage

room to unlock two small chests, and leave. Head into the east entrance

to Saren Manor next.

Speak with Toris Saren and Thoryn Samori, then head upstairs to loot

before going downstairs and speaking with Danasi Ralen. Loot the

storeroom then head up through the trapdoor to speak with Arns Saren.

Loot around, noting the copy of 2920, Second Seed, v5, and head out and

into the Redoran Treasury.

Speak with Faral Retheran and accept a quest-like Edryno, she'll give a

few to nonmembers of her house. Unlock two small chests behind her, and
head to the Redoran Prison Cells. Unlock five cell doors, then head

back through the treasury to the Redoran Vaults. Speak with Beldrose

Dralor and Drelse Dralor, and then loot the vaults, disarming two traps

and unlocking two doors. Unlock six chests on the bottom level and

grab the Ebony Greaves, which should be an upgrade when repaired.

Security should now increase to 44. On the middle level, unlock five

chests and recall to Balmora. Offload and go to Eight Plates to chat

with Meril Hlaano (boost disposition if needed), then make your way

back to Vivec via guild guide to report back to Faral Retheran. That's

all we can do for her, so head on down to the Redoran Waistworks.

Redoran Waistworks

o======================================================================o

***NPCs***

Nelmil Hler

Elms Llervu

Ulveni Daram

Hlavora Sadas

Rathyne Thirano

Relms Gilvilo

Sorosi Radobar

Talis Drurel

Rothis Nethan

Guril Retheran

Brildraso Nethan
Ulyno Uvirith

Minglos

Savard

Balen Andrano

***SPELLS***

Blood Gift

Turn of the Wheel

Turn Undead

***NOTABLE LOOT***

A Dance in Fire, Chapter 3

2920, Sun's Height

***QUESTS***

Miscellaneous-The Dwemer's Bone

8) Speak with Nelmil Hler, a rescued Sleeper, for a reputation point.

Speak with Elms Llervu and Ulveni Daram, then head into Redoran

Records. Speak with Hlavora Sadas and Rathyne Thirano, and loot the

area, then head across the way to the Redoran Temple Shrine. Speak with

Relms Gilvilo, admire his disposition to 90+, and buy all of his

spells. Loot the area, unlocking a chest, then leave and head to the

Flowers of Gold.
Speak with Sorosi Radobar and Talis Drurel, then loot this room,

unlocking the room door and a chest, then head downstairs. Speak with

Rothis Nethan and Guril Retheran, then leave and visit the Redoran

Scout and Drillmaster. Speak with Brildraso Nethan and Ulyno Uvirith,

loot the area, noting the copy of A Dance in Fire, Chapter 3, speak

with Minglos, and leave. Head into the Redoran Smith.

Speak with Savard and loot the shop, unlocking a chest, then head to

the Redoran Trader. Speak with Balen Andrano and accept his quest. Loot

his shop, unlocking a door and a chest as well as noting the copy of

2920, Sun's Height, then hoof it over to Jeanne's in the Foreign

Quarter canalworks. Put the bone in the chest next to the bed, making

sure you aren't seen, then head back to Balen to complete the quest.

For a follow-up, head back to Jeanne's again. Speak with her for a new

quest, then head to the bedroom and kill the Dwarven Specter. Speak

with Jeanne for another reward, then head back to Redoran Canton and

down into the canalworks.

Redoran Canalworks

o======================================================================o

***NPCs***

Dalse Adren

***NOTABLE LOOT***

Daedric Dagger
9) On the west side, head into the Redoran Ancestral Vaults. Kill the

critters and loot, unlocking three chests and a door, then head down to

the Redoran Underworks. Kill and loot, noting the Daedric Dagger at the

Sixth House altar in the northwest corner, then leave and head east to

the Arena Canton. Speak with Dalse Adren, the gondolier, then head into

the Arena Pit.

Arena Pit

o======================================================================o

***NPCs***

Vilyn Rervam

Morusu Varen

Tanusea Veloth

Snat gro-Ushug

10) Speak with Vilyn Rervam, Morusu Varen, Tanusea Veloth, and Snat

gro-Ushug. Loot and head down to the Arena Waistworks.

Arena Waistworks

o======================================================================o

***NPCs***

Farmin

Alvura Othrenim

Senyndie
Ultis Salam

Mevil Molor

Seanwen

***NOTABLE LOOT***

A Dance in Fire, Chapter 1

2920, Evening Star

***SKILL INCREASES***

Security x1

11) In this area, speak with Farmin and Alvura Othrenim, the latter of

which is a rescued sleeper who will grant a reputation point. Check out

the floor of the Arena Pit, then head into Arena Fighters Quarters and

speak with Senyndie. Unlock her closet, then speak with Ultis Salam as

you loot the rest of the area, noting the copy of A Dance in Fire, v1,

and leave. Head to the Arena Holding Cells, unlock six cell doors, and

leave. Head to the Arena Fighters Training next.

Loot the area, unlocking a small chest (and raising Security to 45).

Note the copy of 2920, Evening Star. Speak with Mevil Molor and

Seanwen, then head down to the canalworks via the west entrance.

Arena Canalworks

o======================================================================o
***NPCs***

Ulmesi Baryon

Taros Dral

Serul Dathren

Rogdul gro-Bularz

Minnibi Selkin-Adda

Eno Hlaalu

Aron Andaren

Fendryn Delvi

***FACTIONS***

Morag Tong-Associate

***QUESTS***

Miscellaneous: Mephala's Quest

Morag Tong: Writ for Feruren Oran

Morag Tong: Writ for Odaishah Yasalmibaal

Morag Tong: Writ for Toris Saren

Miscellaneous: The Enchanter's Rats

***NOTABLE LOOT***

Chance's Folly

Ring of Khajiit

***SKILL INCREASES***
Security x1

12) Take either entrance to Arena Storage. Loot around and kill rats,

unlocking and disarming a chest, unlocking a second chest, noting the

copy of Chance's Folly (which will raise Security to 46), unlock the

northeast door, loot, unlocking two chests and disarming one of them,

then disarm and unlock the southern door, then unlock and enter the

trapdoor to the Arena Hidden Area.

Head down the hall, up the stairs, and loot the room, unlocking three

chests, then speak with Ulmesi Baryon and Taros Dral for a Daedric

quest on behalf of Mephala. Head west to Mephala's shrine and speak

with Serul Dathren. Head east now to speak with Rogdul gro-Bularz. Loot

the room, unlocking a chest, and head east to speak with Minnibi

Selkin-Adda. Loot his room, unlocking a chest, then head south and up

the stairs to eventually find Eno Hlaalu. Loot the room, unlocking two

chests, and speak with him to join the Morag Tong. Accept your first

writ, then Recall to Balmora. Offload as needed, grab your silver

longsword and rising force potion you should've stashed earlier, then

cross the river and head to Balyn Omavel's house. Find his kettle and

treat it with the poison, then head to the Mages Guild and go back to

Vivec. Head to the Elven Nations Cornerclub in Hlaalu Canton, find

Feruren Oran, strip naked so he'll talk with you, taunt him into

attacking you, and kill him. Head back to Morag Tong HQ and speak with

Eno again to be promoted to full-fledged membership. Exhaust dialogue


for two more writs. Report back to Taros Dral, then to Mephala's shrine

for the artifact Ring of Khajiit. Zip over to Saren Manor in the

Redoran Plaza to deal with Toris Saren (he'll attack when you speak to

him), and report back to Eno Hlaalu. That's all we can do for the Tong

for quite a while, so head out and down to the Arena Underworks.

There is a dead body in the water on the south side, and a Dreamer as

well. Not much to this one. Head out and go east once more to the

Telvanni Canton. Speak with Aron Andaren for a new quest, and then

speak to Fendryn Delvi, the gondolier. With that, head upstairs and

enter Telvanni Plaza.

Telvanni Plaza

o======================================================================o

***NPCs***

Tendren Hlervu

Deldasa Thirandus

Avoni Dren

Landa

Cirwedh

Cirges Adrard

Ciel Nestal

Tolmera Relenim

Silius Fulcinius

Ferarilie Riscel
Salora Salobar

Dals Sadri

Mavon Drenim

Femer Veralor

Fendel Hlaren

Kalorter

Tadas Llendu

Gonk gra-Gurub

Idroso Vendu

Ethal Seloth

Nannithon

***NOTABLE LOOT***

Azura and the Box

The Importance of Where

The Dowry

Words and Philosophy

How Orsinium Passed to the Orcs

Greed

Karpal's Friend

Maryon's Staff

***SKILL INCREASES***

Security x2
13) Speak with Tendren Hlervu, Deldasa Thirandus, Avoni Dren, and

Landa, then enter the Telvanni Tower. Turn left to speak with Cirwedh,

Cirges Adrard, and Ciel Nestal, then head to the center to speak with

Tolmera Relenim, Silius Fulcinius, and Ferarilie Riscel, then loot this

room, noting the copies of Azura and the Box, The Importance of Where,

and The Dowry (which will raise Security to 47). Head upstairs now and

speak with Salora Salobar, Dals Sadri, and Mavon Drenim. Loot this

room, then head down to the Telvanni Prison Cells. On the right, note

the copies of Words and Philosophy and How Orsinium Passed to the Orcs.

Unlock seven cell doors, raising Security to 48, speak with Femer

Veralor, then leave and head to the Telvanni Vault next door.

Disarm and unlock both doors, take the left one first, kill the

critters, check the chests, disarm and unlock the door behind you, and

loot the actual vault. Make sure to get Greed, the unique spear,

Karpal's Friend, the unique axe, Maryon's Staff, the unique staff, and

the Ebony Boots, which are probably an upgrade. Head all the way back

out to the plaza, then into the Hlaren Residence.

Speak with Fendel Hlaren and Kalorter, loot the area, and leave. Check

out Telvanni Upper Storage to speak with Tadas Llendu. Loot the area

and leave, heading to Temporary Telvanni Housing. Speak with Gonk

gra-Gurub, Idroso Vendu, Ethal Seloth, and Nannithon, then loot the

area. Unlock five chests, then leave and head down to the waistworks.
Telvanni Waistworks

o======================================================================o

***NPCs***

Golveso Senim

Favani Faryon

Endul Rothandus

Ennbjof

Teegla

Manara Othan

Arvyn Llerayn

Maesa Gabinia

Garas Seloth

Galuro Belan

Salver Lleran

Fevyn Ralen

Audenian Valius

Melie Frenck

***NOTABLE LOOT***

The Head of Scourge

The Cake and the Diamond

The Wolf Queen, Book III

***QUESTS***

Miscellaneous-Roland's Tear
***SPELLS***

Frost Storm

Lightning Storm

Fenrick's Doorjam

Stumble

Clench

Woe

Weapon Eater

Fire Storm

Seryn's Gift

Veloth's Benison

Panacea

Regenerate

***SKILL INCREASES***

Security x52

14) Speak with Golveso Senim, Favani Faryon, and Endul Rothandus, then

enter the Lizard's Head. Speak with Ennbjof, Teegla, and Manara Othan.

Loot the area, finding Mazte for Ennbjof in a cupboard, then go give it

to him for a neat little quest. You should unlock a small chest and a

room door. Downstairs, speak with Arvyn Llerayn and Maesa Gabinia. In

the back, nab the unique Head of Scourge, then leave. Head to the

Telvanni Alchemist.
Speak with Garas Seloth, loot the shop, unlocking a wooden chest and

chest, then leave. Head to the Telvanni Apothecary next. Speak with

Galuro Belan, accept her bribe, loot the shop, unlocking five chests and

noting the copy of The Cake and the Diamond, and leave. Run back to the

Foreign Quarter and turn Belan into Aurane Frernis anyway for double

the reward, then speak with her again for a new quest. Head back now

and enter the Telvanni Sorcerer.

Speak with Salver Lleran, then loot, finding a copy of The Wolf Queen,

Book III through the trapdoor. Next, head into the Telvanni Mage. Speak

with Fevyn Ralen, admire his disposition to 90+, and buy all of his

spells. Note that Fenrick's Doorjam allows you to lock doors or

containers, and by extension grind Security. I suggest doing so, buying

thief tools as needed, until it hits 100. With that done, head to the

Telvanni Enchanter.

Speak with Audenian Valius to update a quest, then loot the shop

and kill the rats. Speak with him again, and head out and down to the

Telvanni Temple. Speak with Melie Frenck, admire her disposition to

90+, buy all of her spells, and loot the area. When done, head out and

down to the canalworks.

Telvanni Canalworks

o======================================================================o
***NPCs***

Eldrar Fathryon

Mim-Jeen

Wud-Neeus

Inerri

El-Lurasha

Dro'Qanar

15) Speak with Eldrar Fathryon, pickpocket his key, and free the slaves

Mim-Jeen, Wud-Neeus, Inerri, El-Lurasha, and Dro'Qanar. With that, loot

the area and head into the Telvanni Monster Lab. Kill critters and

loot, staying wary of traps. Loot as desired, and head down to the

underworks.

Move through the sewers and kill all of the rats-you'll get a journal

update when it's done. Return to Audenian Valius for a reward, then

head out, west, and south to the St. Delyn canton. Just head on up to

the upper level and enter the plaza.

St. Delyn Plaza

o======================================================================o

***NPCs***

Cassius Olcinius

Delmus Rurvyn

Faven Arns
Dedaenc

Dro'Barri

Tarani Dralno

Lucretinaus Olcinius

Mevel Fererus

Alarvyne Indalas

Rathal Barus

Elmera Verethi

Drurile Valaai

Satheri Rothandus

Bradil Elarven

Drelayn Dredayn

Gols Nilvon

Faralenu Henim

Orvona Vadryon

Llonas Felder

Artisa Arelas

Ernse Llervu

Tervur Braven

Gomeso Sarano

Dolyn Rols

Rilos Delms

Drelis Ondyn

Badbog gra-Shug

Dolsa Gilvani
Elethus Tobor

***QUESTS***

Miscellaneous-An Invisible Son

Miscellaneous-Liberate the Limeware

***NOTABLE LOOT***

2920, Last Seed, v8

16) Find Cassius Olcinius (he's chameleoned) on the west end of the

plaza and speak with him for a quest. Speak with Delmus Rurvyn, Faven

Arns, Dedaenc, Dro'Barri, and Tarani Dralno. Loot the plaza, then head

into Lucretinaus Olcinius: Trader. Loot the shop and chat with him,

then head back to Telvanni Canton to speak with Fevyn Ralen. Refuse to

pay, return to Lucretinaus, and receive the gold. Return to Fevyn and

pay him, then return to Lucretinaus one last time to finish the quest.

Head next door to Mevel Fererus: Trader.

Loot the shop and speak with Mevel, then head into the Glassworkers

Hall. Speak with Alarvyne Indalas for a quest, then speak with Rathal

Barus and Elmera Verethi. Loot, then head downstairs to speak with

Drurile Valaai, Satheri Rothandus, and Bradil Elarven. Head out and

into the Abbey of St. Delyn the Wise.

Speak with Drelayn Dredayn, Gols Nilvon, Faralenu Henim, and Orvona
Vadryon. Head downstairs to speak with Llonas Felder, Artisa Arelas,

and Ernse Llervu (the master trainer for Blunt Weapon). Back in the

plaza, head to Tervur Braven: Trader. Speak with him and loot the shop,

then head to the St. Delyn Potter's Hall. Speak with Gomeso Sarano,

Dolyn Rols, and Rilos Delms. Loot, then head downstairs to speak with

Drelis Ondyn, Badbog gra-Shug, Dolsa Gilvani, and Elethus Tobor. Loot

this area, noting the copy of 2920, Last Seed, v8, then head

outside-we'll start with the apartments on the waistworks level. Enter

St. Delyn Waist North-One.

St. Delyn Waistworks

o======================================================================o

***NPCs***

Niden Naros

Amili Llaram

Deras Girando

Vivyne Andrano

17) Kill the ghost, loot, and head to Waist North-Two. Loot, then head

for Waist South-One. Speak with Niden Naros, loot the apartment, and

head to Waist South-Two. Speak with Amili Llaram, loot the apartment,

then enter the waistworks proper. Speak with Deras Girando, then go to

the lower level to speak with Vivyne Andrano, another awakened Sleeper.

With that, head outside to start tackling the canalworks level. Enter

St. Delyn Canal North-One.


St. Delyn Canalworks

o======================================================================o

***NPCs***

Drilame Githrano

Higil

Ilmeni Dren

Dro'Zaymar

Haki

18) Speak with Drilame Githrano, loot the apartment, and head to Canal

North-Two. Kill one hostile Dreamer, loot, and head to Canal

North-Three. Speak with Higil, loot the apartment, and head over to

Canal South-One. Loot the apartment and speak with Ilmeni Dren. We'll

be back later, in case one of her dialogue options seems cryptic. Head

to Canal South-Two, loot, and head to Canal South-Three. Speak with

Dro'Zaymar, loot the apartment, then head through the waistworks into

the canalworks proper. Take the west entrance, then pass through into

St. Delyn storage. Loot this whole area, killing rats and undead, then

pass back through the waistworks to explore the eastern canalworks.

Pass through to the underworks. Loot the underworks, noting the side

cavern someone's been living in, and speak with Haki. Don't enter the

shrine just yet, as a later quest will send us here. Instead, head all

the way out and cruise over to St. Olms.


St. Olms Plaza

o======================================================================o

***NPCs***

Girvani Sedas

Falso Sadrys

Ginadura Andrethi

Busheeus

Galis Seleth

Faulgor

Star

Shagar gra-Snagarz

Yngling Half-Troll

Vaval Selas

Relosa Tharyon

Ienase Relnim

Garding the Bold

Arvela Falas

Omesu Hlarys

Dram Bero

***QUESTS***

Miscellaneous-The Short Unhappy Life of Danar Uvelas

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 30


36 Lessons of Vivec, Sermon 27

Lord Jornibret's Last Dance

Marandus Propylon Index

***SPELLS***

Frost Shield

Swimmer's Blessing

Cure Common Disease Victim

19) Speak with Girvani Sedas, whose rumor dialogue should kick off a

new quest. Speak with Falso Sadrys, Ginadura Andrethi, and Busheeus as

you loot the plaza. Head into St. Olms Upper North-One. Loot the

apartment, speak with Galis Seleth, then leave and enter Yngling Manor.

Speak with Faulgor, spy a copy of 36 Lessons of Vivec, Sermon 30 on the

shelf behind him, then speak with Star, Shagar gra-Snagarz, and Yngling

Half-Troll, then head downstairs to the basement. Loot around, leaving

the game rats in the cell alone, then leave and head to the St. Olms

Temple.

Go downstairs and speak with Vaval Selas, admiring his disposition to

90+ and buying all of his spells. Loot the area, noting the copy of 36

Lessons of Vivec, Sermon 27, and (VERY important) the Marandus Propylon

Index, then head out and into Upper South-One. Speak with Relosa

Tharyon, loot the apartment, then head into Upper North-Two. Loot the
apartment, noting the copy of Lord Jornibret's Last Dance, speak with

Ienase Relnim, then leave and head into the Haunted Manor.

Don't be deterred by the sounds; head down and through the door to

speak with Garding the Bold, Arvela Falas, Omesu Hlarys, and Dram Bero.

Dram is the man to speak to about Vassir-Didanat mine. On the offchance

you don't have one yet, pick a Daedric Katana-otherwise, get whatever

you like. Head out now and tackle the waistworks, beginning by entering

St. Olms Waist North-One.

St. Olms Waistworks

o======================================================================o

***NPCs***

Tralayn Vavas

Favona Gilnith

Melvuli Hlaalu

Dalvus Helothran

Adaves Therayn

Duvianus Platorius

Aldyne Arenim

Nalis Gals

Bervyn Lleryn

Noldrasi Bedas

Nivos Drivam

Fedura Sethan
Gindas Ildram

Mevure Hlen

Tirele Aralas

Relvese Velni

Moroni Uvelas

***NOTABLE LOOT***

Biography of the Wolf Queen

20) Speak with Tralayn Vavas, loot the apartment, and head to Waist

North-Two. Speak with Favona Gilnith, loot the apartment (noting the

copy of Biography of the Wolf Queen), then head to Waist South-One.

Speak with Melvuli Hlaalu, loot the apartment, and head to Waist

South-Two. Speak with Dalvus Helothran, loot the apartment, and head

into the waistworks proper.

Speak with Adaves Therayn for a clue about Addhiranirr. Speak with

Duvianus Platorius, then loot the lower level and speak with Aldyne

Arenim, Nalis Gals, and Bervyn Lleryn, then head into the Tanners and

Miners Hall. Speak with Noldrasi Bedas and Nivos Drivam, loot the hall,

and head to the Farmers and Laborers Hall. Speak with Fedura Sethan and

Gindas Ildram, loot the hall, and head to the Tailors and Dyers Hall.

Speak with Mevure Hlen and Tirele Aralas, loot the hall, and head to

the Brewers and Fishmongers Hall. Speak with Relvese Velni and Moroni

Uvelas (the latter advancing a quest), loot the hall, and leave. Head
outside to start the canalworks level by entering St. Olms Canal

North-One.

St. Olms Canalworks

o======================================================================o

***NPCs***

Eralane Hledas

Golvyni Faryon

Hlaroi Faryon

Inera Faryon

Hroa

Nalvilie Saren

Dro'Sakhar

Achel

J'Dhannar

Sevisa Teran

Addhiranirr

Gulvilie Arinith

Nalosi Alari

Talsi Uvayn

Danso Indules

***SPELLS***

Restore Personality

Restore Agility
21) Speak with Eralane Hledas, another awakened Sleeper. Loot the

apartment and head to Canal North-Two. Speak with Golvyni Faryon,

Hlaroi Faryon, and Inera Faryon, loot the apartment, and head to Canal

North-Three. Speak with Hroa, loot the apartment, and head to Canal

South-One. Speak with Nalvilie Saren, loot the apartment, and head to

Canal South-Two. Speak with Dro'Sakhar, loot the apartment, and head to

Canal South-Three. Speak with Achel, loot the apartment, then head

through the waistworks to enter the canalworks proper.

Speak with J'Dhannar and Sevisa Teran, then head into St. Olms Storage.

Kill rats and undead and loot, then head down to the underworks. Kill

rats and a Corprus Stalker, making sure to grab Danar's Ring off of the

corpse. Speak with Addhiranirr and Gulvilie Arinith, then head up to

the waistworks. Give Moroni Uvelas Danar's Ring to complete that quest,

then speak with Duvianus Platorius again. Lie to him to get rid of him,

then go back to Addhiranirr for more info. Find a bed to nap in for

your second disturbing dream, then leave and head out to the High Fane.

Speak with Nalosi Alari, Talsi Uvayn, and Danso Indules. With the

latter, admire her disposition to 90+ and buy all of her spells, then

visit the Shrine to Stop the Moon. Offer it the Rising Force potion I

told you (ages ago) to tote-if you don't have one, Danso Indules sells

them-to complete pilgrimage 2 of 7. With that, head into the Hall of

Justice.
Hall of Justice

o======================================================================o

***NPCs***

Melvure Rindu

Radene Hlaalu

Nervana Verelas

Nedeni Tenim

Nalmila Thelas

Elam Andas

Tarer Braryn

Brerayne Reloran

Felmena Falavel

Berel Sala

Suryn Athones

Aroa Nethalen

Dreamer Prophet

***NOTABLE LOOT***

Indoril Left Gauntlet

2920, Second Seed

36 Lessons of Vivec, Sermon 35

36 Lessons of Vivec, Sermon 11

36 Lessons of Vivec, Sermon 17

36 Lessons of Vivec, Sermon 3


36 Lessons of Vivec, Sermon 20

36 Lessons of Vivec, Sermon 26

36 Lessons of Vivec, Sermon 36

36 Lessons of Vivec, Sermon 4

36 Lessons of Vivec, Sermon 5

***QUESTS***

Miscellaneous-A Rash of Insults

22) Speak with Melvure Rindu, then head into the Ordinator Barracks.

Speak with Radene Hlaalu, Nervana Verelas, Nedeni Tenim, and Nalmila

Thelas, then loot the barracks. An Indoril Left Gauntlet is an upgrade

from Adamantium for me. Leave and enter the Office of the Watch. Speak

with Elam Andas to progress a quest, then speak with Tarer Braryn for

another quest. Head through the (almost) covered trapdoor, then into

the Hall of Justice Secret Library.

Do NOT speak with Brerayne Reloran. Look around as you like (noting the

copies of 2920, Second Seed, 36 Lessons of Vivec, Sermon 11, 36 Lessons

of Vivec, Sermon 17, 36 Lessons of Vivec, Sermon 3, 36 Lessons of Vivec,

Sermon 20, 36 Lessons of Vivec, Sermon 26, 36 Lessons of Vivec, Sermon

36, 36 Lessons of Vivec, Sermon 4, 36 Lessons of Vivec, Sermon 5, and

36 Lessons of Vivec, Sermon 35, also receiving a journal update if you

read Galur Rithari's Papers), then head into the Justice Offices.
Speak with Felmena Falavel and Berel Sala, loot, explore and speak with

Suryn Athones and Aroa Nethalen, finish looting, then head out. Before

exploring the Temple compound further, head back to the Foreign Quarter

and to the Mages Guild. Speak with Trebonius to progress Tarer's quest,

then ask around about a woman in the dagger to be directed to the

underworks. Head down there and kill the Dreamer Prophet, then return

to the Hall of Justice to turn in both quests (choose the unique Belt

of the Armor of God). With that, head through to the Hall of Wisdom.

Hall of Wisdom

o======================================================================o

***NPCs***

Midar Aravel

Delmene Helas

Nevil Malvayn

Garyne Uvenim

Adrusu Rothrano

Balver Sarethan

Velms Sadryon

Mehra Milo

***NOTABLE LOOT***

The Wolf Queen, v5

36 Lessons of Vivec, Sermon 27


23) Speak with Midar Aravel and Delmene Helas, then enter the Canon

Quarters. Speak with Nevil Malvayn and Garyne Uvenim, loot, leave, and

head into the Canon Offices. Speak with Adrusu Rothrano, then loot,

noting the copy of The Wolf Queen, v5. Leave and enter Milo's Quarters.

Loot, then head to the Library of Vivec.

Speak with Balver Sarethan, Velms Sadryon, and Mehra Milo. Follow her

as requested and speak with her again, then loot the library, stealing

a copy of Progress of Truth and noting the copy of 36 Lessons of

Vivec, Sermon 27. Find a bed and sleep for your third disturbing dream,

then go check out the Hall Underworks.

Kill rats and loot, then head up and into the High Fane.

High Fane

o======================================================================o

***NPCs***

Eris Telas

Dileno Lloran

Llandris Thirandus

Endryn Llethan

Tholer Saryoni

Vivec

***NOTABLE LOOT***
36 Lessons of Vivec, Sermon 10

36 Lessons of Vivec, Sermon 2

36 Lessons of Vivec, Sermon 28

36 Lessons of Vivec, Sermon 6

36 Lessons of Vivec, Sermon 24

24) Speak with Eris Telas and loot the room, noting the copies of 36

Lessons of Vivec, Sermon 10 and 36 Lessons of Vivec, Sermon 2. Now

speak with Dileno Lloran, Llandris Thirandus, and Endryn Llethan, and

in the locked room speak with Tholer Saryoni. Avoid asking about Four

Corners or you'll break a later quest. Loot, noting the copies of 36

Lessons of Vivec, Sermon 28, 36 Lessons of Vivec, Sermon 6, and 36

Lessons of Vivec, Sermon 24, then head out to the Palace of Vivec, the

final canton.

First, head to the top of the steps and donate 100 gold at the Shrine

of Generosity to complete pilgrimage 3 of 7. Check out the palace right

quick, but you can't do much yet. Feel free to speak with Vivec and

read the notes behind him, then head out and enter Level 1 of the

Puzzle Canal.

Puzzle Canal

o======================================================================o

***NPCs***

Krazzt
Tinos Drothan

***QUESTS***

Main Quest-Zainsubani Informant

Miscellaneous-The Angry Trader

***FACTIONS***

Blades-Journeyman

25) Kill rats, then leave and check out Level 2. Clear it, leave, and

check out Level 4 (yes, skip 3). Clear it, jump underwater, and enter

Level 5. Clear it, exit south to arrive on level 2, then drop down to

level 3. Kill the rat and head to the Center. Examine the shrine, then

strip off any restore health or waterbreathing enchantments and let

yourself drown. Give Krazzt the silver longsword you should be carrying

(there's one in the nearby chest if you missed that), then examine the

shrine to complete pilgrimage 4 of 7. With that, we've done everything

we can currently do in Vivec. Recall to Balmora, offload, and report

back to Caius. Speak with him again for more orders. Now for some

exploration.

From Vivec's strider port, head east then turn south along the coast.

Speak with Tinos Drothan for a miscellaneous quest, then head south.

Ignore Ald Sotha for now, and enter the cave of Beshara.
Beshara

o======================================================================o

***NPCs***

Laire

Fanasa Ienith

Rerilie Llandu

Varasa Dreloth

Urnel Relas

Galam Llendu

Dondir

Glannison

Alvur Hleran

Nirtunus Crunus

***NOTABLE LOOT***

Realizations of Acrobacy

26) Down the first ramp, fight Laire, then up the steps to fight Fanasa

Ienith and Rerilie Llandu. Loot, then head through the tunnel and fight

Varasa Dreloth, Urnel Relas, Galam Llendu, Dondir, Glannison, and

Alvur Hleran. Loot and explore (not much here), then head down the

final tunnel to fight Nirtunus Crunus. Loot when done, noting the 10

pieces of raw glass in a chest and the copy of Realizations of

Acrobacy, and take the 10 pieces of raw glass back to Tinos Drothan to

complete his quest. From here, head east, skirting along the north edge
of Ald Sotha, cross the river, and follow the coast. Watch the opposite

shore for a Dwemer tower-when you see it, swim across and follow the

coast west to enter the cave of Sinsibadon.

Sinsibadon

o======================================================================o

***NPCs***

Herd

Dridyn Berethi

Borug gro-Lazgarn

Kaasha

Am-Ra

J'Jarsha

Wusha

On-Wazei

Ahdni

***QUESTS***

House Hlaalu-The Twin Lamps

27) Fight Herd and advance into the cave. Past some critters, fight

Dridyn Berethi. Loot and continue up the steps to fight Borug

gro-Lazgarn, who carries the Sinsibadon Slave Key. Free the slaves

Kaasha, Am-Ra, J'Jarsha, Wusha, On-Wazei, and Ahdni. Speaking with one

will get you a passcode related to the Twin Lamps. That means...yes,
back to Vivec. Head to St. Delyn and speak with Ilmeni Dren again for a

quest. Now head back to where we met Tinos Drothan and proceed south,

hugging the coast to the west. When you find a cave called Nund, head

inside.

Nund

o======================================================================o

***NPCs***

Mecilvus Gabenagus

Gwen

Lesley

Dothasi Mothryon

Caccian Hers

Belas Othren

***NOTABLE LOOT***

Notes on Racial Phylogeny

A Dance in Fire, Chapter 1

28) Fight Mecilvus Gabenagus, then head down the hall and fight Gwen.

Beneath the platform, you can speak with Lesley, interestingly enough.

Note the copy of Notes on Racial Phylogeny, then proceed. Kill Dothasi

Mothryon when she attacks, then proceed to the end to fight Caccian

Hers and Belas Othren. That's it, so loot, noting the copy of A Dance

in Fire, Chapter 1. Leave.


Head east all the way to the coast, then turn south to spot Omani Manor.

Ignore it for now and proceed south along the road to the cave of Ansi.

Before entering, head east and swim a little ways to an island where

you can see an overturned rowboat. Loot the crate and barrel if you

like, then return to Ansi and head inside.

Ansi

o======================================================================o

***NPCs***

Lunia Menanius

Llondresa Reloth

Taves Aralen

Bolvus Ieneth

Kanet

Tuvenie Varam

29) Fight Lunia Menanius in the first tunnel, and proceed. Turn left at

the fork and fight Llondresa Reloth. Fight Taves Aralen in the next

room, loot, then proceed to fight Bolvus Ieneth and Kanet. Loot and

proceed, eventually returning to the first intersection. Head south now

to fight Tuvenie Varam (might need your bow). Loot her platform and

leave. We're now ready to head to Ebonheart, so just recall to Balmora

and offload if needed then get there, either by boat or by road.


o======================================================================o

| |

| Ebonheart & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK008}

1) East Empire Company Plaza

2) Castle Ebonheart Outer Courtyard

3) Grand Council Chambers

4) Imperial Chapels

5) Mudan Grotto

6) Uncharted Shipwreck

7) Norvayn Ancestral Tomb

8) Sennananit

9) Aleft

10) Addadshashanammu

11) Band Egg Mine

12) Kudanat

13) Uveran Ancestral Tomb

East Empire Company Plaza

o======================================================================o

***NPCs***

Olfin gro-Logrob

Gaeldol
Fainertil

Ian

Blatta Hateria

Nevosi Hlan

Fiiriel

Haening

Thoromlallor

Siltalaure

Okan-Shei

J'Zhirr

Bolrin

Shazgob gra-Luzgan

Canctunian Ponius

***NOTABLE LOOT***

Servant's Skull

2920, First Seed, v3

A Dance in Fire, Chapter 6

1) On the way in, speak with Olfin gro-Logrob, Gaeldol, Fainertil, and

Ian in what you'll learn is the East Empire Company Plaza. Go explore

the north dock next to meet Blatta Hateria and loot the two boats.

Check the south dock to meet Nevosi Hlan, then loot out the Chun-Ook.

Note the Servant's Skull in the cabin and the copy of 2920, First Seed

in the upper level. Nab the 10 pieces of limeware from the lower level,
and feel free to run them to Alarvyne Indalas at St. Delyn since it's

so close by. Now, explore the East Empire South Warehouse (the northern

tower portion) before entering the East Empire North Warehouse. Speak

with Fiiriel and Haening, loot, then head into the East Empire South

Warehouse. Explore the tower, then enter the warehouse proper. Speak

with Thoromlallor and Siltalaure, loot, and head out and into the East

Empire Company Hall.

Speak with Okan-Shei, and J'Zhirr, loot this room and the closet on the

right, and head deeper into the hall. Speak with Bolrin and Shazgob

gra-Luzgan, then head deeper still to speak with Canctunian Ponius.

Loot the room, noting the copy of A Dance in Fire, Chapter 6, then

leave and cross the bridge to Castle Ebonheart.

Castle Ebonheart Outer Courtyard

o======================================================================o

***NPCs***

Maline Masolaude

Pilus Amatius

Vilamon

Apelles Matius

Jonus Maximus

Augurius Sialius

Joslin

Chanil-Lee
Agning

Vinnus Laecinnius

Lassinia Mussillius

Ukawei

Im-Kilaya

Geel-Lah

Onasha

An-Deesei

On-Wan

Briring

Eiruki Hearth-Healer

Bedraflod

Ingokning

Heidmir

Joshur

Alodie Jes

Norring

Sirollus Saccus

Nebia Amphia

Fanildil

Aumsi

Ervona Barys

Frald the White

Nedhelorn

Landorume
***NOTABLE LOOT***

The Marksmanship Lesson

A Dance in Fire, Chapter 4

The Wolf Queen, v2

***SPELLS***

Weary

Strong Levitate

Wearying Touch

Strength Leech

Shockbloom

Lightning Bolt

Commanding Touch

Absorb Personality

Absorb Strength

Absorb Willpower

Orc Strength

Rapid Regenerate

Alad's Caliginy

Invisibility

Dire Noise

Iron Will

Great Resist Frost

Great Resist Magicka


Shadow Weave

2) Outside, speak with Maline Masolaude, Pilus Amatius, Vilamon,

Apelles Matius, and Jonus Maximus. I suggest starting by exploring all

the various Hawkmoth Towers (there are six, some with OK loot inside,

and Augurius Sialius to speak to), then enter the Six Fishes. Speak

with Joslin, Chanil-Lee, and Agning. Loot and head upstairs to speak

with Vinnus Laecinnius and Lassinia Mussillius, loot, and head to the

basement. Loot here too, then leave and head to the Argonian Mission.

Speak with Ukawei, Im-Kilaya, Geel-Lah, and Onasha. Loot the room, then

go deeper to speak with An-Deesei, then go through the waterlogged

passage to find and speak to On-Wan. Note the copy of The Marksmanship

Lesson, and leave the mission. Head to the Skyrim Mission next door.

Speak with Briring, Eiruki Hearth-Healer, Bedraflod, and Ingokning,

then loot, noting the copies of A Dance in Fire, Chapter 4 and The Wolf

Queen, v2. Speak with Heidmir through the one door, then leave and head

into the Hawkmoth Legion Garrison.

In the prison area, speak with Joshur, Alodie Jes, and Norring, then

head over to the smithy to speak with Sirollus Saccus. Loot and head

upstairs. At the fork, head right and down into the barracks. Speak

with Nebia Amphia, admire her disposition to 90+, and buy all of her

spells. Speak with Fanildil, admire his disposition to 90+, and buy all

of his spells. Speak with Aumsi and loot the room, then head further
upstairs. Speak with Ervona Barys, Frald the White, Nedhelorn, and

Landorume, loot the room, and leave. Time to cross the bridge and enter

the Grand Council Chambers.

Grand Council Chambers

o======================================================================o

***NPCs***

Llerar Mandas

Asciene Rane

Llivas Othravel

Ruccia Conician

Galas Drenim

Relen Hlaalu

Varus Vantinius

Llaalam Dredil

Duke Vedam Dren

Matus Mido

Tuvene Arethan

Rufinus Alleius

Frostien Ephine

Viccia Claevius

Cavortius Albuttian

Glallian Maraennius

Ekkhi

Sader
Jelin

Birard Adrognese

***QUESTS***

Miscellaneous-Dredil's Delivery

Miscellaneous-The Client List

***NOTABLE LOOT***

The Alchemist's Formulary

The Wolf Queen, v5

Elvul's Black Blindfold

3) Speak with Llerar Mandas, Asciene Rane (but DON'T go to Mournhold

yet), Llivas Othravel, Ruccia Conician, Galas Drenim, and Relen Hlaalu.

Head up the stairs to the southeast or southwest and speak with Varus

Vantinius, Llaalam Dredil (who will give a quest), and Duke Vedam Dren.

Run back out to the East Empire Company Hall and deliver the letter to

J'Zhirr, then run the next letter back to Dredil. Run back to the Hall

again and speak with Bolrin once again for a new quest. Hoof it over to

the Telvanni canton in Vivec, nick the client list from Audenian

Valius' bedroom, kill the Hunger that spawns, then run it back to

Bolrin. Now head back to the Grand Council Chambers, up the southwest

tower (all the way), and out into the Grand Council Chambers Tower.

Speak with Matus Mido, then loot and head back out into the main
council chambers. Head north into the Imperial Commission. Speak with

Tuvene Arethan and Rufinus Alleius, loot (noting the copies of The

Alchemist's Formulary and The Wolf Queen, v5, and noting but LEAVING

HERE Elvul's Black Blindfold). Although you should unlock the way,

don't enter the Underground Caves yet; head into the Imperial Guard

Garrison instead.

Speak with Frostien Ephine, Viccia Claevius, Cavortius Albuttian, and

Glallian Maraennius, loot, and head downstairs. Speak with Ekkhi,

Sader, Jelin, and Birard Adrognese. Head up, out, and into the Imperial

Chapels.

Imperial Chapels

o======================================================================o

***NPCs***

Lalatia Varian

Sauleius Cullian

Sarmosia Vant

Frik

Iulus Truptor

Synnolian Tunifus

Kaye

Balur Salvu

***NOTABLE LOOT***
The Dowry

The Cake and the Diamond

Shoes of Conviction

Maran Amulet

Zenithar's Frock

Stendarran Belt

***SPELLS***

Stamina

Detect Enchantment

Purge Magic

Divine Intervention

Rallying Touch

Resist Common Disease

***QUESTS***

Imperial Cult-Alms from the Skyrim Mission

Imperial Cult-Gathering Marshmerrow

Imperial Cult-Missing Limeware

Imperial Cult-Gathering Muck

Imperial Cult-Alms from the Argonian Mission

Imperial Cult-Buckmoth Alms

Imperial Cult-Ring in Darkness

***FACTIONS***
Imperial Cult-Novice

Imperial Cult-Initiate

Imperial Cult-Acolyte

4) Speak with Lalatia Varian, Sauleius Cullian, Sarmosia Vant, and

Frik, loot the area (noting the copy of The Dowry), then speak with

Iulus Truptor, Synnolian Tunifus, and Kaye, all of whom will offer

quests (and you should accept all three). With Synnolian, make sure to

admire his disposition to 90+ and buy all of his spells. Head out to

Balur's Farmhouse (it's nearby and we've seen it before). Speak with

Balur Salvu, then explore and loot the farmhouse, making sure to grab

the five marshmerrow. Ask Salvu to teach you something for a copy of

The Cake and the Diamond. Head back to Ebonheart, and ask any High Elf

(I used Fainertil) about Caryarel for some clues. Head to the Skyrim

Mission and bother everyone about alms. Head back to the Chapels and

report to Synnolian for a reward, a new quest, and a promotion to

Novice. Report to Iulus that you've doubled the goal for the unique

Shoes of Conviction, ask about advancement for a promotion to Initiate,

speak with him again for the unique Maran Amulet, and speak with him

AGAIN for a new quest. Head to the Argonian Mission and bother everyone

for alms, then return to Iulus and tell him you've doubled the goal

(even if you didn't). Ask about advancement for a promotion to Acolyte,

speak to him again for the unique Stendarran Belt, then speak with him

one more time for a new quest. That's it for questing for now, but note

that Lalatia Varian will now sell spells and offer quests of her own.
Take the first one.

Go speak with Llaalam Dredil in Ebonheart and Nalasa Sarothren at the

Elven Nations Cornerclub in Vivec's Hlaalu Canton to progress this

quest. Now, head back to the docks in Ebonheart. Leave town to the

south and when the path dead-ends on some rocks swim due west. From the

first island you hit, swim west and a bit south and you should find the

Mudan Grotto. Head inside.

Mudan Grotto

o======================================================================o

***NOTABLE LOOT***

Dragonbone Cuirass

5) Just swim through the tunnels, killing critters, and enter the Lost

Dwemer Checkpoint. Go upstairs first, fighting and looting, then head

for the submerged lower center passage. To the left is the Mudan Right

Tower, and straight ahead is the Vault. Head to the tower first to

visit Peke Utchoo (heh), then head into the Vault. Kill the unique

Steam Guardian and loot, paying particular attention to the artifact

Dragonbone Cuirass. I suggest equipping it, as it by far the best thing

we've found so far. Leave when done, get back to shore, and to the

southern tip of the land. You should be able to see the Palace of

Vivec; swim out to an island due south of it. The shipwreck is easily

visible; head inside.


Uncharted Shipwreck

o======================================================================o

6) Loot the cabin for some gold, then loot the lower levels for

miscellany. We're done, so I suggest offloading in Balmora. Just head

due west over the ridge to return to Hlormaren. Follow the road north

and enter the Norvayn Ancestral Tomb on the left.

Norvayn Ancestral Tomb

o======================================================================o

7) Just move through, killing as you go. At the first fork, loot the

room to the left and go straight. Go right at the next fork, loot, then

return and go straight. With that, this little tomb is done. Leave and

offroad to the west until you find the cave of Sennananit (about due

north of Hlormaren). Head inside.

Sennananit

o======================================================================o

8) Not much in this little cave. Kill everything and loot, then head

out. Head north and track the coast east, eventually looping around a

cove, to find a dwarven ruin called Aleft. Head inside.


Aleft

o======================================================================o

***NPCs***

Holmgeira

9) The path is straightforward, so just go right through, killing

critters and looting. When done, go south along your current peninsula

to reach Addaddshashanammu. Clear the exterior, speak with Holmgeira,

and head inside-we're finally entering a Daedric ruin for the first

time.

Addadshashanammu

o======================================================================o

***NPCs***

Dortodd

Irinwe

Eradan

Jolding

Pelena Acicius

***NOTABLE LOOT***

The Third Door

The Lunar Lorkhan

10) Fight Dortodd, Irinwe, Eradan, Jolding, and Pelena Acicius, then
loot this shrine to Sheogorath. Note the copies of The Lunar Lorkhan

and The Third Door, the latter of which should raise you to Level 80.

Use the bedroll by the entrance to rest, then leave. Head back to the

road (east), then follow it north to the Band Egg Mine. Head inside.

Band Egg Mine

o======================================================================o

11) Turn left at the first intersection, then head back when you

dead-end and turn left (northeast). When you hit the queen, turn around

and go left once more (southeast). Loot if anything appeals, then

leave. Follow the road through the ridge going east, then hug the right

path to find the cave of Kudanat. Head inside.

Kudanat

o======================================================================o

***NPCs***

Falion

Throknolf the Craven

Tandasea Salas

Murag gro-Atumph

Ulenea Beloren

Vianis Tiragrius

Nalur Indrano

Ra'Sava
Ah-Meesei

Adharanji

Heedul

Oleen-Gei

Bugrol gro-Bagul

Hlormar Wine-Sot

Sosia Caristiana

***NOTABLE LOOT***

Unnamed Book

Cloudcleaver

***QUESTS***

Miscellaneous-Favors for Orcs

Miscellaneous-Recovering Cloudcleaver

12) Fight Falion, Throknolf the Craven, Tandasea Salas, then loot the

water pool. Proceed to fight Murag gro-Atumph and Ulenea Beloren. Loot

this room, then proceed to fight Vianis Tiragrius and Nalur Indrano.

Loot the last room, being sure to nab the slave key from the table and

noting the copy of the Unnamed Book, then go free the slaves Ra'Sava,

Ah-Meesei, Adharanji, Heedul, and Oleen-Gei. That's it for here, so

leave and stick with the road toward Caldera. Before the intersection

with the naked Nord, veer off-road a bit northwest and speak with

Bugrol gro-Bagul for a quest. With that, go ahead and chat with the
naked Nord, Hlormar Wine-Sot, for another. Head almost due north and

just *slightly* west fo find Sosia Caristiana. The best reward comes

from (wrongly) siding with Hlormar, so do as you will-I'll take the

unique Axe over potions or an (irrelevant) Strength boost. With that

done, backtrack to where you met Hlormar and follow the road toward

Caldera Mining Company. Skip Alveleg and Ashanammu, and proceed through

the Caldera Mine (yes, we're skipping it too) to the Uveran Ancestal

Tomb. Head inside.

Uveran Ancestral Tomb

o======================================================================o

13) Kill undead and loot this very straightforward little tomb. The

first two side rooms hold nothing of particular interest, and frankly,

the final room does not either. When you've explored to your

satisfaction, leave, go through the mining company back to the road,

and enter the town of Caldera. We've passed through once before, but

now it's time to explore.

o======================================================================o

| |

| Caldera & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK009}


1) Caldera

2) Guild of Mages

3) Ghorak Manor

4) Shushishi

5) Abaelun Mine

6) Indalen Ancestral Tomb

Caldera

o======================================================================o

***NPCs***

Keel-Raniur

Nedhelas

Dro'Shavir

Valvius Mevureius

Surane Leoriane

Odairan Ashummi-Ammus

Bashuk gra-Bat

Elmussa Damori

Canodia Felannus

Olumba gro-Boglar

Foves Arenim

Llaros Uvayn

Cunius Pelelius

Odral Helvi
***NOTABLE LOOT***

Mystery of Talara, Part 1

Mystery of Talara, Part 2

Mystery of Talara, Part 5

Chance's Folly

***SPELLS***

Demoralize Beast

Demoralizing Touch

Telekinesis

Medusa's Gaze

Silence

Wild Earwig

1) Speak with Keel-Raniur and Nedhelas, then head into the North Guard

Towers. Loot and head to Dro'Shavir's House. Speak with Dro'Shavir,

loot (note the copy of Mystery of Talara, Part 1), and head to Valvius

Mevureius' House. Speak with him, loot (noting the copies of Mystery of

Talara, Part 2 and Mystery of Talara, Part 5), then head into

Keel-Raniur's House. Loot and head to Surane Leoriane's House. Speak

with her, loot, and head to Odairan Ashummi-Ammus' House. Speak with

him, loot, and head to Bashuk gra-Bat's House. Speak with her, loot,

then run her note out to Bugrol. Hand it over to finish the quest, then

head back to Caldera and head to Elmussa Damori's house. Speak with

her, loot (noting the copy of Chance's Folly and leaving the Caldera
Mining Contract where it is), then leave and head to Canodia Felannus'

House. Enter, speak with her, loot, and head to Nedhelas' House. Loot

(ignore the tomb for now), leave, and head to the South Guard Towers.

Loot them as well, then head to the Governor's Hall.

First, head up either tower and speak with Olumba gro-Boglar. On the

main level, speak with Foves Arenim and Llaros Uvayn. With the latter,

admire her disposition to 90+ and buy all of her spells. Speak with

Cunius Pelelius, loot the back center tower, then head up either of the

other back towers to Odral Helvi's rooms. Speak with him, loot (leave

all books in his chest), and head out to the Mages Guild.

Guild of Mages

o======================================================================o

***NPCs***

Medila Indaren

Ernand Thierry

Eraamion

Folms Mirel

Emelia Duronia

Falanaamo

Irgola

Hodlismod

Verick Gemain
***NOTABLE LOOT***

2920, Hearth Fire, v9

Hlormaren Propylon Index

The Buying Game

The Armorer's Challenge

***SPELLS***

Weakness to Common Disease

Armor Eater

Doze

Bound Gauntlets

Sleep

Toxic Cloud

Brevusa's Averted Eyes

Light

Dire Earwig

2) Loot the room (noting the copy of 2920, Hearth Fire, v9), then speak

with Medila Indaren (buying all of her spells) and Ernand Thierry. Loot

the door behind him, then head upstairs to speak with Eraamion (whose

spells you should buy), Folms Mirel (who has a new quest), and Emelia

Duronia. Use her to offload in Balmora if needed, then come back and

head to Falanaamo: Clothier. Speak with him, loot his shop, then head

to Irgola: Pawnbroker. Loot (the Hlormaren Proplyon Index is in the

ground floor windowsill, and a copy of The Buying Game is upstairs),


speak with him, then go turn the index in to Folms Mirel. We already

found the Marandus Propylon Index, so get it from wherever it's stashed

and bring it to him as well. Now head to Hodlismod: Armorer. Speak with

him, loot the shop (noting the copy of The Armorer's Challenge), and

leave. Head to Verick Gemain: Trader. Speak with him loot his shop, and

leave. Head over to Ghorak Manor.

Ghorak Manor

o======================================================================o

***NPCs***

Lorzub gro-Bogla

Urul gro-Ghorak

Creeper

Ghoragdush gro-Kashug

Gulfim gra-Borbul

Duma gro-Lag

Shenk

Iratian Albarnian

Ri'Shajirr

Aeta Wave-Breaker

***NOTABLE LOOT***

The Wolf Queen, v7

Night Falls on Sentinel

The Armorer's Challenge


Realizations of Acrobacy

The Marksmanship Lesson

***QUESTS***

Miscellaneous-Aeta Wave-Breaker's Jewels

3) Speak with Lorzub gro-Bogla, note the copy of The Wolf Queen, v7 in

the fireplace, speak with Urul gro-Ghorak, note the copy of Night Falls

on Sentinel in the windowsill, then head upstairs. Creeper, the scamp,

will buy goods at full value and has 5000 gold in reserve-very useful

if you still need to make money. After acquainting yourself with him,

speak with Ghoragdush gro-Kashug, Gulfim gra-Borbul, and head to the

top floor to speak with Duma gro-Lag. Ask him to recreate the Shrine of

Boethiah to progress that quest. Use the guild guide to get to Vivec,

head to Jobasha's Rare Books, and buy or steal a copy of Boethiah's

Glory. Speak with him about the Twin Lamps for a few rare books we've

already read, then head back to Caldera. Turn the book and gold over to

Duma, then leave and head to Shenk's Shovel.

Speak with Shenk, loot the bar, speak with Iratian Albarnian, head

upstairs one floor to speak with Ri'Shajirr (a master trainer in

Sneak), loot the area, and leave. That's it for Caldera, so let's go

explore some more. Just out of town to the east, find and speak with

Aeta Wave-Breaker for a new quest. For the sake of mapping paths, head

out of Caldera to the north, ignore anything you see, and follow signs
toward Ald'Ruhn. Eventually, you'll start to see signs for Buckmoth

Legion Fort-follow those. When you spot the fort to your right, follow

the path from the fort doors, turn right, and head directly through the

Daedric ruin at Ramimilk. Keep going, following the paths downhill, and

you'll arrive at the cave of Shushishi just a bit east of Aeta (but

over a ridge). If you don't care about path mapping, just levitate east

from Aeta. Head inside.

Shushishi

o======================================================================o

***NPCs***

Atulg gro-Largum

Galdiir

Halof

Vilvyni Uveran

Monsey

Ma'Jidarr

Tsajadhi

Meeh-Mei

Deesh-Meeus

4) Immediately, fight Atulg gro-Largum, then proceed a bit to fight

Galdiir. Further in, fight Halof (who has the slave key) and levitate

up to fight Vilvyni Uveran. Loot up here, then proceed through the loop

to eventually fight Monsey. Go straight, ignoring the door, to find two


slaves to free, Ma'Jidarr and Tsajadhi. Proceed to find Dro'Zhirr, who

is not hostile and can actually be convinced to return Aeta's property.

Loot this last room, freeing the slaves Meeh-Mei and Deesh-Meeus, and

leave. Levitate to Aeta, then back to Dro'Zhirr, then you'll be done.

Exit. Run along the path now, watching the left, to discover Abaelun

Mine. Head inside.

Abaelun Mine

o======================================================================o

***NPCs***

Davas Aralas

Alvor Andas

Mervis

Rernel Arano

5) Explore the relatively unremarkable mine, speaking with Davas

Aralas, Alvor Andas, Mervis, and Rernel Arano, then leave. Head left to

Ramimilk, which we're still skipping. Schlep back to Caldera by your

method of choice, then look northeast of town, outside the walls, for

the Indalen Ancestral Tomb. Head inside.

Indalen Ancestral Tomb

o======================================================================o

***NPCs***

Pemenie
Sjorvar Horse-Mouth

***QUESTS***

Miscellaneous-Pemenie and the Boots of Blinding Speed

***NOTABLE LOOT***

Boots of Blinding Speed

6) Proceed, killing Daedra and looting, through this very

straightforward little tomb. Turn right at the first intersection,

loot, head back to the other fork, loot, and rejoice in being done.

Leave and follow the road north out of Caldera. Follow signs first

along the "main road" to Ald'Ruhn, and on the left you should soon spot

Pemenie. Speak with her and agree to the quest, then head back south

and follow road signs to quickly rush her to Gnaar Mok. Head back

toward where you met her after you get the Boots of Blinding Speed (I

know), and proceed north along the road when you get back there. Take

the first left to find Sjorvar Horse-Mouth. Speak with him, loot his

shack, then proceed north along the road. Eventually, you'll find a

fork with signs; turn left to head toward Gnaar Mok again. On the left,

before long, you'll spot the Telvayn Ancestral Tomb. Skip it, follow

the road toward Gnaar Mok (skip the mudcrabs and the cave of Mallapi

and any netch-just trust me), and when you arrive from the north we're

actually ready to explore the village.


o======================================================================o

| |

| Gnaar Mok & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK010}

1) Gnaar Mok

2) Shurinbaal

3) Shunned Shipwreck

4) Khartag Point

5) Drulene Falen's Guar Ranch

6) Andasreth

7) Saramisun-Assa Egg Mine

8) Milk

9) Hleran Ancestral Tomb

10) Buckmoth Legion Fort

Gnaar Mok

o======================================================================o

***NPCs***

Valveli Arelas

Nadene Rotheran

Anglalos

Caryarel

Jerian Dolbanitte
Mush-Mere

Rostlogi

Daren Adryn

Selvura Andrano

Anas Ulven

Sodrara Andalas

Dridas Salvani

Almse Arenim

Drarus Berano

Andilo Thelas

Hinald

Balan

Wadarkhu

***NOTABLE LOOT***

2920, First Seed, v3

The Rear Guard

36 Lessons of Vivec, Sermon 30

The Black Arrow, v1

Elvul's Black Blindfold

***FACTIONS***

Imperial Cult-Adept

***QUESTS***
Imperial Cult-The Haunting

Imperial Cult-Thelsa Dral the Witch

1) Gnaar Mok is reachable via fast travel, so feel free to recall to

Balmora and offload if needed before coming back here. Start by looting

the boats and speaking with Valveli Arelas, Nadene Rotheran, Anglalos,

and Caryarel to update a quest. Head into Jerian Dolbanitte's shack,

speak with him, and loot. Do the same in Mush-Mere's shack (noting the

copy of 2920, First Seed, v3), then head to Caryarel's shack. Get the

Chapel Limeware Bowl from a barrel by his bed, then head to Rostlogi's

shack. Speak with her and loot, then loot Anglalos' Shack next door

(noting the copy of The Rear Guard). Now head into Nadene Rotheran's

shack.

Speak with Daren Adryn for Ahnassi's quest. Before speaking with him

again, speak with Selvura Andrano, Anas Ulven, and Sodrara Andalas. Now

ask Adryn about Ahnassi again, and you'll have to kill all four Camonna

Tong. Loot them and the shack, then head over to Arenim Manor. Explore

this level, speaking with Dridas Salvani before heading downstairs.

Speak with Almse Arenim, then head to the stairs up. Speak with Drarus

Berano, then head out to the balcony to speak with Andilo Thelas. Now

head to the Dreugh-Jigger's Rest.

Speak with Hinald, Balan, and Wadarkhu (the second master trainer in

Sneak), loot the place, and we're done in Gnaar Mok. Head to Pelagiad
and chat with Ahnassi to move her quest along, noting that you get

notified of a key to the already-looted Redoran Treasury and a copy of

36 Lessons of Vivec, Sermon 30, then head to St. Olms Canton Canalworks

in Vivec and speak with J'Dhannar. Head to the Foreign Quarter now and

chat with Jobasha. Buy or steal Confessions of a Dunmer Skooma-Eater

and take it back to J'Dhannar. Now head back to Pelagiad to report back

to Ahnassi again, then go speak with her at her house. Head to Vivec

Arena Fighters Quarters and chat with Senyndie, receiving a copy of The

Black Arrow, v1, then return to Ahnassi for another task. Gold Kanet

and Coda Flowers are both plentiful in the Ascadian Isles and Bitter

Coast respectively, so just grab some and bring them back for another

task. Head to the Telvanni Tower in Vivec and steal Mavon Drenim's

Flamemirror Robe from the closet by the beds. Take it back to Ahnassi,

trade it for 20 Ebony Throwing Stars, and speak with her again for yet

another task. Head to Ebonheart now, snag Elvul's Black Blindfold from

the Imperial Commission, and go turn in the Chapel Limeware Bowl to

Kaye at the Imperial Chapels while you're here. Ask him about

advancement to be promoted to Adept, then ask for another mission to be

sent to Caldera. Visit Ahnassi one last time to end her quest chain.

Recall to Balmora, offload, then head to Caldera and speak with

Nedhelas outside. Enter his house, and head through the trapdoor to the

Heleran Ancestral Tomb. Loot this very straightforward tomb, destroy

the Ghost of Galos Heleran, report back to Nedhelas, then back to Kaye.

Now take a boat back to Gnaar Mok-let's get back to exploring.


To the south, check tree stumps for loot, then head into the cave of

Shurinbaal.

Shurinbaal

o======================================================================o

***NPCs***

Enjine

Sethesi Adas

Talamu Sethandas

Dovrosi Varyon

Gancolm

Galtus Serethi

Crottus Cedus

Eponis Vinipter

Daroder Helni

***NOTABLE LOOT***

Ice and Chiton

Unnamed Book

2) Fight Enjine, Sethesi Adas, Talamu Sethandas, Dovrosi Varyon, and

Gancolm by simply moving forward. The intersection only has two

tunnels; go right first to swim and fight Galtus Serethi and Crottus

Cedus. Loot the platform, then head back to the intersection, head
through the gate, and fight Eponis Vinipter and Daroder Helni (who

carries copies of Ice and Chiton and Unnamed Book). Leave and swim

across to an island to the south.

Check out the tree stumps, then head into An Abandoned Shack. Loot

inside, then head southwest to find the Shunned Shipwreck.

Shunned Shipwreck

o======================================================================o

3) Check out the cabin and lower levels-nothing too special. Head back

to Gnaar Mok and head north from Arenim Manor to find a cave called

Ilunibi. Check the tree stumps, but skip this and swim north. There's

some Orcish armor underwater as you swim over to a big rock-this is

Khartag Point.

Khartag Point

o======================================================================o

***NPCs***

Shulong gro-Azorku

Dumburz gro-Bulfish

Lazgar gra-Durog

Ugdumph gro-Lumbuk

Rasha
***NOTABLE LOOT***

Goldbrand

***QUESTS***

Miscellaneous-The Shirt of His Back

4) If, like me, you arrived before the shrine is finished, swim west

and explore the Neglected Shipwreck. Before going in, check the nearby

island and capsized longboat for a fair bit of loot. Now go inside.

Explore and loot as you like, but the real point is to wait in 24-hour

increments and keep checking for the Shrine of Boethiah at Khartag

Point to be completed. Once it is (you can visit with workers Shulong

gro-Azorku, Dumburz gro-Bulfish, Lazgar gra-Durog, Ugdumph gro-Lumbuk,

and Duma gro-Lag as work progresses), interact with the shrine to

receive Goldbrand and complete the quest.

Get on the road and follow it all the way back into the West Gash, up

until a T-intersection with a signpost, and turn left toward Gnisis and

Ald'Ruhn. Speak with Rasha along the road for a miscellaneous quest,

then continue north until you see an unmarked trail to the left. Follow

it to Drulene Falen's guar ranch.

Drulene Falen's Guar Ranch

o======================================================================o

***NPCs***
Drulene Falen

Glaum

Gaban

***QUESTS***

House Redoran-Mudcrab Pests

House Redoran-Trouble with Bandits

***NOTABLE LOOT***

The Hope of the Redoran

Hallgerd's Tale

5) Speak with Drulene Falen for a House Redoran quest. Loot her ranch

and hut (noting the copy of The Hope of the Redoran), then head back

to the Bitter Coast. You should see the offending mudcrabs straight

ahead by a guar corpse, so kill them and report back to Drulene. Speak

with her again for another quest, then head to the previously-skipped

Telvayn Ancestral Tomb and head inside.

Head through this very straightforward tomb, fight Glaum and Gaban,

loot (noting the copy of Hallgerd's Tale), and return to Drulene again.

With that done, go a little south from Drulene's hut to see another

unmarked path heading west through the hills. You'll cross some ash

waste before arriving at the Dunmer stronghold of Andasreth.


Andasreth

o======================================================================o

***NPCs***

Dareru Omalas

Andril Othran

Dinor Thilandas

Nalsie Radas

Ildos Rothren

Beleru Hledri

Raynilie Andromo

Brelar Andas

Athesie Andas

Llelan Andoril

Folvalie Omalor

Gilas Llervu

Aloie Indaram

Giryn Nirith

Sulis Rendas

***NOTABLE LOOT***

The Wolf Queen, v4

The Dragon Break Re-Examined

The Rear Guard

6) Start in the Propylon Chamber if you like, but there's nothing


there, so head into the Lower Level ready to rumble. Turn left, and

explore the first side room to fight Dareru Omalas. Loot the room,

noting the copy of The Wolf Queen, v4, then head out and continue

clockwise. In the next side room, fight Andril Othran and loot. Return

to the hall and proceed clockwise to fight Dinor Thilandas. The next

side room has four dead Redoran guards (they feature in a Redoran quest

if you're joining that house), and after that you'll find an open room

where you'll fight Nalsie Radas and Ildos Rothren. Loot the room, but

don't go upstairs yet. Continuing clockwise on the lower level, you can

finish mapping it out. Now head to the Upper Level.

Turn right and go clockwise to fight Beleru Hledri. Fight Raynilie

Andromo in the first side room, then loot, noting the copy of The

Dragon Break Re-Examined. Proceed, skipping the stairs, and in the next

side room fight Brelar Andas and Athesie Andas. Note the copy of The

Rear Guard as you continue, fighting Llelan Andoril in the next room.

Continue to the next room to fight Folvalie Omalor. Proceed to fight

Gilas Llervu in the hallway, then finish the loop. Return to the stairs

and go up and outside. Fight Aloie Indaram, Giryn Nirith, and Sulis

Rendas to finish clearing the stronghold. Head back to the main road

past Drulene Falen's hut and continue north. Turn left toward Gnisis at

the next fork, and follow the road a long way to the next signpost.

Turn left on the unmarked path, then left again at the next fork, and

follow this path south to the Saramisun-Assa Egg Mine. Head inside.
Saramisun-Assa Egg Mine

o======================================================================o

7) No noteworthy loot here, so just explore, kill the critters, do the

same in the Queen's Lair, and leave. Back outside, head back toward the

main road, and back toward Ald'Ruhn. After the first signpost, watch

the left for an unmarked path. When you spot it, take it to the

Salothran Ancestral Tomb and head inside.

Down the first ramp, kill critters and turn right to head to the lower

level. Loot near the shrine, then head back up and through the doors

around the hole to proceed. Loot the corpses and leave. Back on the

main road again, continue back toward Ald'Ruhn, but note the next

unmarked path, again on the left. Follow it to Milk. This is the site

of another Redoran quest we'll never get, so go ahead and enter.

Milk

o======================================================================o

***NPCs***

Llarel Llenim

Faver Seran

Dramis Maryon

Danaronea Daryon

Gandela Indoran

Ilmyna Romoren
Arethan Mandas

Ivela Uvenim

Hisin Deep-Raed

Drerel Indaren

Falanu Indaren

***NOTABLE LOOT***

Vernaccus and Bourlor

Mystery of Talara, v5

The Icecap

A Dance in Fire, Chapter 2

***QUESTS***

House Redoran-Delyna Mandas in Tel Fyr

Miscellaneous-The Paralyzed Barbarian

Miscellaneous-Divided by Nix-Hounds

8) Fight Llarel Llenim and Faver Seran. Loot and continue, fighting

Dramis Maryon and Danaronea Daryon. Turn left at the intersection,

loot, then proceed. Fight Gandela Indoran, loot, and continue to fight

Ilmyna Romoren. Loot and continue, skipping the room with the

non-hostile Arethan Mandas for now, and fight Ivela Uvenim. Loot her

room and the underwater passage, then return to Arethan. Loot his room,

noting the copies of Vernaccus and Bourlor and Mystery of Talara, v5,

and speak to him-I leave him alive and exit the cave, with a quest in
hand. Back at the main road, continue toward Ald'Ruhn, but almost

immediately break right back toward Caldera. Speak to the naked Nord

Hisin Deep-Raed for a miscellaneous quest. Complete it immediately by

casting Cure Common Disease on Other on him, receiving The Icecap for

your trouble. Proceed toward Ald'Ruhn again, passing a sign toward

Maar Gan, then watch off road to the left to meet Drerel Indaren. Speak

with him for a new quest, head east and a hair south to kill two

nix-hounds and find Falanu Indaren. Drerel will give you a copy of A

Dance in Fire, Chapter 2 to complete the quest. Chat with Falanu if you

like, then get back to the main road. Head back toward where you met

Drerel, looking for a signpost with three signs to the west (Maar Gan,

Caldera, and Gnisis) and two to the east (Ald-Ruhn and Buckmoth Legion

Fort). Across from the sign, there should be an unmarked path heading

south. Take this path to the Hleran Ancestral Tomb, and head inside.

Hleran Ancestral Tomb

o======================================================================o

***NPCs***

Viatrix Petilia

***NOTABLE LOOT***

Trap

***QUESTS***

Miscellaneous-Viatrix, the Annoying Pilgrim


9) This is a Quarra vampire den, so take care to avoid infection

(unless you want to depart from this guide and join that clan). Head

down the ramp, kill vamps, and loot, noting the copy of Trap. Head

through the other door, kill, loot, and leave. Head back to the main

road, and follow it toward and past Ald'Ruhn, following signs to the

Buckmoth Legion Fort. You'll bump into Viatrix Petilia, so speak with

her and agree to her quest.

Keep following signs for the fort until you get there, then proceed as

if you were going to Ramimilk. Instead, when Ramimilk is on your right,

turn left and follow the path, and before long you'll reach the

Ghostfence. Admire it if you like, then follow the trail east alongside

it to eventually reach Ghostgate. We're not going to explore this place

yet, so just rush through the center gates and take Viatrix to the

shrine (just inside and up a hill to the right) to complete her quest.

When that's done, head back to the Buckmoth Legion Fort.

Buckmoth Legion Fort

o======================================================================o

***NPCs***

Shardie

Rulfim gra-Ogdub

Eldil Bradyn

Thetrard Phirrienele
Raesa Pullia

Syloria Siruliulus

Cocistian Quaspus

Segunivus Mantedius

Olquar

Aldaril

Yambagorn gro-Shulor

Hingor

Attelivupus Catius

Arnand Liric

Imsin the Dreamer

Dulian

***SPELLS***

Summon Bonelord

Summon Clannfear

Temptation

Heartbite

Cure Poison

10) In the courtyard, loot and speak with Shardie (the master trainer

in Block). Head up onto the wall and enter the Towers. Explore this

zone, then exit to the balcony and enter the prison. In the cells, you

can speak with Rulfim gra-Ogdub and Eldil Bradyn before heading down

through a trapdoor. Down here, you can meet Thetrard Phirrienele before
making your way back through the Towers to the Interior.

Speak with Raesa Pullia, Syloria Siruliulus, Cocistian Quaspus,

Segunivus Mantedius, and Olquar. Loot this room, as well as the two

towers to the east, then head through the northwest door to descend to

the Fort's lower level. Speak with Aldaril, admire his disposition to

90+, and buy his spells. Speak with Yambagorn gro-Shulor, Hingor,

Attelivupis Catius, and loot the room. Head north to speak with Arnand

Liric, admire his disposition to 90+, and buy his spell. Loot the room,

then head south. Loot this room and speak with Imsin the Dreamer and

Dulian, then leave. Do note that our advancement in the Imperial Cult is

high enough for free blessings, so we can use altars to cure any disease

AND refill magicka (if you're an Atronach) with no expense. We're now

ready to go to Ald'Ruhn, so follow the signs and stroll into town. Just

to unlock fast travel, head to the Manor District (the HUGE building),

go to Bivale Teneran: Clothier, and hand over your Exquisite Shirts.

Now you can recall to Balmora, offload as needed, and take a strider or

guild guide to Ald'Ruhn. Let's start outside.

o======================================================================o

| |

| Ald'Ruhn & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK011}


1) Ald'Ruhn Shops and Homes

2) Ald'Ruhn Manors

3) Redoran Council Hall

4) Morag Tong Guildhall

5) Temple

6) Guild of Fighters

7) Guild of Mages

8) The Rat in the Pot

9) Mallapi

10) Randas Ancestral Tomb

11) Dushariran

12) Alen Ancestral Tomb

13) Odibaal

14) Bthanchend

15) Rothan Ancestral Tomb

Ald'Ruhn Shops and Homes

o======================================================================o

***NPCs***

Navam Veran

Louis Beauchamp

Tauryon

Braynas Hlervu

Galthragoth

Pellecia Aurrus
Ilmiril

Dravasa Andrethi

Aryni Orethi

Gindrala Hleran

Gildan

Ienas Sarandas

Drinar Varyon

Tiras Sadus

Bevene Releth

Dandera Selaro

Codus Callonus

Daynes Redothril

Bivale Teneran

Cienne Sintieve

Lledsa Vari

Llether Vari

***NOTABLE LOOT***

The Third Door

A Dance in Fire, Chapter 2

A Dance in Fire, Chapter 7

Realizations of Acrobacy

The Alchemist's Formulary

36 Lessons of Vivec, Sermon 22

36 Lessons of Vivec, Sermon 16


36 Lessons of Vivec, Sermon 25

The Wolf Queen, v4

36 Lessons of Vivec, Sermon 6

Last Scabbard of Akrash

Bthuangth's Harvester

The Mirror

Mystery of Talara, v5

The Buying Game

***QUESTS***

Miscellaneous-The Patchwork Airship

Miscellaneous-Tiras Sadus and Ienas Sarandus

Miscellaneous-Bevene Releth and Ienas Sarandus

Miscellaneous-Daynes Redothril and Ienas Sarandus

Miscellaneous-Bivale Teneran and Ienas Sarandus

Miscellaneous-Llether Vari and Ienas Sarandus

1) Speak with Navam Veran at the silt strider port, then check out

Guard Towers 2 and 1 just south of him, noting the copy of The Third

Door in Tower 1. Speak with Louis Beauchamp outside the Mages Guild for

a Bloodmoon quest we'll do MUCH later. Speak with Tauryon next, who

will give alms for our current Imperial Cult almoner quest. Now, head

to the east end of town, south of the temple, and check out Braynas

Hlervu's house. Loot it, then speak with Braynas outside, while wearing

your Bal Molagmer gloves. Now, enter Galthragoth's House next door,
speak with him for some more alms, loot the house (noting the copy of A

Dance in Fire, Chapter 2), then leave. Next door is Pellecia Aurrus'

House, so speak with her, loot, and leave. Head next door to Ilmiril's

House, speak with him, loot, and leave. Next door is Dravasa Andrethi's

house. Speak with her, loot (noting the copy of A Dance in Fire,

Chapter 7), and leave. Outside, to the west, find and speak with Aryni

Orethi and Gindrala Hleran, then enter Gildan's House. Speak with her,

loot, and leave, then loot Tauryon's House and Gindrala Hleran's House.

Go north to Hanarai Assutlanipal's House, engage and kill her, then

loot her house and leave. West is Aryni Orethi's House-loot, noting the

copies of Realizations of Acrobacy and The Alchemist's Formulary, and

leave. Now, go next door to Ienas Sarandas' House. Loot the house, then

speak with Ienas and leave. Next door is Drinar Varyon's House; loot,

then speak with Drinar and leave. Go chat with Dravasa Andrethi for a

reputation point. Now, head north of the temple to Morvayn Manor and

head inside.

Kill the many critters, loot the place (noting the copies of 36 Lessons

of Vivec, Sermon 22, 36 Lessons of Vivec, Sermon 16, and 36 Lessons of

Vivec, Sermon 25. Leave. Near Skar, head to Tiras Sadus: General

Merchandise. Speak with Tiras, loot, and leave, getting a quest for the

trouble and noting the copy of The Wolf Queen, v4. Go chat with Ienas

Sarandas again, offering a sympathetic ear and friendly advice. He'll

give you several items, one of which is Tiras' belt, so go deliver it.

Now, go next door to Bevene Releth: Clothier. Speak with her, get a
quest, speak with her again to return Ienas' amulet, then loot the

shop. Next door, speak with Dandera Selaro, loot around, then loot the

inside of the house as well. Note the copies of 36 Lessons of Vivec,

Sermon 6 and Last Scabbard of Akrash. Get the unique spear Bthuangth's

Harvester from behind the bed, then leave. Now head to Codus Callonus:

Bookseller. Loot (noting the copies of The Mirror and Mystery of

Talara, v5), speak with Codus (who will give alms), and leave. Head

next door to Daynes Redothril: Pawnbroker. Loot, speak with Daynes for

a miscellaneous quest, speak with him again to return his items, and

leave. Now head into the Manor District.

Start at the ground level and enter Bivale Teneran: Clothier. Loot the

shop, speak with her for a quest, speak with her again to return the

goods, and leave. Next, head to Cienne Sintieve: Alchemist. Loot the

shop, speak with Cienne (who will give alms), and leave. Head to Vari:

Enchanter. Loot (noting the copy of The Buying Game), speak with Lledsa

and Llether for a quest, speak with him again to return Ienas' last

item, and leave. Let's start exploring manors now. Head to Ramoran

Manor on the top level.

Ald'Ruhn Manors

o======================================================================o

***NPCs***

Garvs Ramarys

Raryn Daren
Nalvyna Sarinith

Hlaren Ramoran

Favilea Sathendas

Athyn Sarethi

Domesea Sarethi

Dinara Othrelas

Eindel

Llanel Brenos

Fathasa Llethri

Sanvyn Llethri

Tens Nolar

Ureval Dralayn

Garisa Llethri

Ethes Evos

Bolyn Elval

Vindyne Belvani

Gandosa Arobar

Llavane Hlas

Miner Arobar

Ralam Vilas

Irver Fevur

Vevul Alver

Velsa Orethi

Novor Gorvas

Tereri Irethi
Malsa Ules

Varvur Sarethi

Tidras Deltis

Nathyne Uvelas

Idros Givyn

Bevadar Bels

Vendrela Aravel

Veresa Salvani

Nidryne Redas

Bolvyn Venim

Dilvene Venim

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 17

The Marksmanship Lesson

36 Lessons of Vivec, Sermon 20

The Wolf Queen, v1

2920, Morning Star, v1

***QUESTS***

Thieves Guild-Bal Molagmer, Yngling's Ledger

Thieves Guild-Bal Molagmer, Land Deed

Thieves Guild-Bal Molagmer, Enamor

2) Speak with Garvs Ramarys, loot the area, and head to the private
quarters. Speak with Raryn Daren, Nalvyna Sarinith, and Hlaren Ramoran,

go downstairs to speak with Favilea Sathendas and loot, then leave.

Go clockwise to Sarethi Manor. Speak with Athyn Sarethi and Domesea

Sarethi, loot their bedroom, and head to the guard quarters. Loot,

noting the copy of 36 Lessons of Vivec, Sermon 17, and leave. Head to

the Llethri Manor Entrance. Speak with Dinara Othrelas, Eindel, and

Llanel Brenos, then enter the guard quarters to the left. Loot, noting

the copy of The Marksmanship Lesson, making sure to leave the four

Darts of Judgment where they are. Enter the bedrooms now, speaking with

Fathasa Llethri and Sanvyn Llethri. Loot, but leave the Redoran Master

Helm where it is. Enter the private quarters. Speak with Tens Nolar,

Ureval Dralayn, and Garisa Llethri. Loot, leaving Redoran Cooking

Secrets where it is, and leave. Head to the Arobar Manor Entrance.

Speak with Ethes Evos and enter the guard quarters. Speak with Bolyn

Elval, then loot, noting the copy of 36 Lessons of Vivec, Sermon 20.

Enter the private quarters. Speak with Vindyne Belvani, loot, and enter

the bedrooms. Speak with Gandosa Arobar, Llavane Hlas, and Miner

Arobar, loot (leave Boethiah's Pillow Book where it is), and leave.

Enter the Venim Manor Entrance now. Speak with Ralam Vilas, Irver

Fevur, Vevul Alver, and Velsa Orethi, then enter the guard quarters.

Speak with Novor Gorvas and Tereri Irethi, loot, nicking the Hlervu

Locket, noting the copy of The Wolf Queen, v1, and head out and enter

the right wing. Speak with Malsa Ules, read the note on the bench,

then head northwest to find a locked door behind a tapestry. Speak with

Varvur Sarethi, but don't ask him to travel yet-we'll be back on the
quest later. Instead, head southeast down a ramp to speak with Tidras

Deltis, then head back up, under the stairs, up and around to enter the

private quarters. Speak with Nathyne Uvelas, Idros Givyn, Bevadar Bels,

Vendrela Aravel, Veresa Salvani, Nidryne Redas, and Bolvyn Venim. Don't

mention the Hlervu Locket to him. Loot, then head downstairs and take

the first door to the bedrooms. Speak with Dilvene Venim, loot (noting

the copy of 2920, Morning Star, v1), then head out and take the other

door. Loot the four rooms in here, then leave the manor. Take a second

to return the Hlervu Locket to Braynas Hlervu (wear the gloves and

mention the Bal Molagmer), then take a quick trip to Jim Stacey for

the next Bal Molagmer quest.

Head to Yngling Manor in St. Olms, go downstairs, nick the ledger, and

return it to Jim for another quest. Head to the Hall of Wisdom, search

the Library for the deed, then deliver it to Indrele Rathryon in Seyda

Neen (again, make sure you're wearing the gloves). Back to Jim again

for the next quest. Now, offload in Balmora if you like, then head back

to Ald'Ruhn to keep exploring. Head into the Redoran Council Hall.

Redoran Council Hall

o======================================================================o

***NPCs***

Neminda

Mivanu Retheran

Vonden Mano
Galsa Gindu

Goras Andrelo

Mivanu Andrelo

Guls Llervu

Malpenix Blonia

Tuveso Beleth

Deval Beleth

Nilos Talds

Mondros Balur

Mistress Brara Morvayn

Boldrisa Andrano

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 23

36 Lessons of Vivec, Sermon 27

The Wolf Queen, v7

The Alchemist's Formulary

2920, Sun's Dusk, v11

3) At the entrance, speak with Neminda, but don't join House Redoran.

When done, head through to the Hall proper. Speak with Mivanu Retheran,

then enter the practice room. Speak with Vonden Mano, note the copy of

36 Lessons of Vivec, Sermon 23, then head out and into Galsa Gindu's

House. Speak with Galsa, loot, leave, and enter Goras Andrelo's House.

Speak with Goras, as well as Mivanu Andrelo, loot, then head out and
into Guls Llervu's House. Speak with Guls, loot (noting the copy of 36

Lessons of Vivec, Sermon 27), leave, and enter Malpenix Blonia: Trader.

Speak with Malpenix (who will give alms), loot, then leave and head to

Tuveso Beleth: Smith. Speak with Tuveso, as well as Deval Beleth, loot,

then leave and enter the Morvayn Quarters. Speak with Nilos Talds,

Mondros Balur, and Mistress Brara Morvayn, loot (noting the copy of The

Wolf Queen, v7), then leave and enter the Council Hostel. Loot, leave,

and enter Boldrisa Andrano's House. Speak with Boldrisa, loot (noting

the copies of The Alchemist's Formulary and 2920, Sun's Dusk, v11),

then leave. Out in the Manor District, let's check out the Morag Tong.

Morag Tong Guildhall

o======================================================================o

***NPCs***

Goren Andarys

Hoki

Salyni Nelvayn

Lassour Zenammu

Darvam Hleran

Thengil

Bralas Mels

Dather Manel

Volene Llervu

***SPELLS***
Poisonbloom

Potent Poison

Hornhand

***NOTABLE LOOT***

The Prayers of Baranat

4) Speak with Goren Andarys, Hoki (who will give alms), and Salyni

Nelvayn (buy all of her spells). Loot (noting the copy of The Prayers

of Baranat), go through the door, speak with Lassour Zenammu, loot, and

leave. That's it (for now) for Skar, so head out and go check out the

Ald'Ruhn Council Club.

Speak with Darvam Hleran, Thengil, Bralas Mels, Dather Manel, and

Volene Llervu, then loot and leave. Now, head over to the Ald'Ruhn

Temple.

Temple

o======================================================================o

***NPCs***

Tuls Valen

Lloros Sarano

Ureso Drath

Methal Seran

Folvys Andalor
Danoso Andrano

Sadryn Volos

Skeetul

Boderi Farano

Shashev

Fathusa Girethi

Tuundir

Merthierry Laelippe

Hassour Zainsubani

***QUESTS***

Temple-False Incarnate

Temple-Pilgrimage to Maar Gan

Main Quest-Meet Sul-Matuul

***SPELLS***

Rilm's Gift

Holy Word

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 9

36 Lessons of Vivec, Sermon 8

***FACTIONS***

Temple-Novice
5) Speak with Tuls Valen for a quest, then speak with Lloros Sarano and

Ureso Drath. Loot, then head downstairs and speak with Methal Seran.

Upstairs, speak with Folvys Andalor (buy his spells) and Danoso

Andrano, loot (noting the copies of 36 Lessons of Vivec, Sermon 9 and

36 Lessons of Vivec, Sermon 8), then pass through Balmora and hop a

silt strider to Suran. Elvil Vidron is easy to persuade, so do so and

head back to Tuls Valen. Ask about advancement to be promoted to

Novice. Ask about Maar Gan for another quest, then head out and enter

the Ald Skar Inn.

Go up the stairs and speak with Sadryn Volos, Skeetul, and Boderi

Farano. Head down the stairs by the entrance to speak with Shashev and

Fathusa Girethi. Loot and head down the stairs by the bar. Speak with

Tuundir, Merthierry Laelippe (who will give alms), and Hassour

Zainsubani. Begin by asking about gift giving customs on the "business"

topic, then "thoughtful gift," and he should be willing to talk about

Ashlanders and the Nerevarine cult. Ask about his life as a trader and

his son for a journal update. Run the notes back to Caius, take in the

info, sleep for the final disturbing dream, and head to Fort Moonmoth.

Speak with Somutis Vunnis and Crulius Pontanian for some freebies, then

head back to Ald'Ruhn. Enter the Guild of Fighters.

Guild of Fighters

o======================================================================o
***NPCs***

Baradras

Percius Mercius

Ergnir

Tralan

***NOTABLE LOOT***

The Third Door

6) Speak with Baradras, who will give alms, loot this floor, and head

downstairs. Speak with Percius Mercius for alms, and you can also

discuss the orders received from other stewards with him (if they seem

ethically questionable). Loot the area and the adjacent bedroom (noting

the copy of The Third Door), then chat with Ergnir. Loot the smithy and

take the stairs here up to two rooms. Speak with Tralan on the north,

loot the rooms, then leave and head into the Guild of Mages.

Guild of Mages

o======================================================================o

***NPCs***

Orrent Geontene

Heem-La

Erranil

Movis Darys

Tremona Maren
Vala Catraso

Tanar Llervi

Anarenen

Edwinna Elbert

***SPELLS***

Hex

Clumsy Touch

Absorb Agility

Black Hand

Greater Frostball

Greater Shockball

Wild Flay Spirit

Wild Levitate

Distraction

Enervate

Spite

***NOTABLE LOOT***

2920, Sun's Dawn, v2

Withershins

***QUESTS***

Mages Guild-Chronicles of Nchuleft

Mages Guild-A Potion from Skink-in-Tree's-Shade


***FACTIONS***

Mages Guild-Magician

7) Speak with Orrent Geontene and buy his spells. In the bedroom on

this floor, loot, speak with Heem-La, buy his spells, then head

downstairs. Loot around the catwalk, speak with Erranil (who will give

alms), then head downstairs another level. Speak with Movis Darys, loot

this room (noting the copy of 2920, Sun's Dawn, v2), then speak with

Tremona Maren and Vala Catraso. Loot this side room, noting the copy of

Withershins, then go to the back and speak with Tanar Llervi. Loot her

room, then go speak with Anarenen. Loot his niche, but do NOT mess with

his locked small chest. Speak with Edwinna Elbert for a quest. She will

give alms, and for her quest I'd go to Balmora and offload, then make a

stop at Dorisa Darvel's for the book. Return to Edwinna, ask about

advancement to be promoted, then get another quest. That's it for now,

so head over to The Rat in the Pot.

The Rat in the Pot

o======================================================================o

***NPCs***

Tongue-Toad

Allding

Estoril

Dular gro-Buzga
Tee-Lan

Yak gro-Skandar

Dro'Tasarr

Narile Sadoro

Thadar Ertis

Lirielle Stoine

Galtis Guvron

Aengoth the Jeweler

Manis Virmaulese

***SPELLS***

Distracting Touch

Deadly Poison

Viperbolt

***NOTABLE LOOT***

The Black Arrow, v1

***FACTIONS***

Thieves Guild-Bandit

Fighters Guild-Swordsman

***QUESTS***

Thieves Guild-Loot the Mages Guild

Thieves Guild-Retrieve the Scrap Metal


Thieves Guild-Redoran Master Helm

Thieves Guild-Naughty Gandosa

Thieves Guild-Withershins

Fighters Guild-Dro'Sakhar's Bounty

Fighters Guild-Lirielle's Debt

Fighters Guild-The Necromancer of Vas

8) Head downstairs first to speak with Tongue-Toad. He'll give alms,

then you should let him leave for Lorbumol's quest. While here, let's

finish exploring. Speak with Allding, Estoril (buy her spells-she also

gives alms), Dular gro-Buzga (who will give alms), Tee-Lan, and Yak

gro-Skandar (who will give alms) on this level. Loot down here (noting

the copy of The Black Arrow, v1), then head upstairs to the bar level.

Here, speak with Dro'Tasarr, Narile Sadoro, Thadar Ertis, and Lirielle

Stoine (who will give alms). Loot and head down under the bar. Loot as

needed, then speak with Galtis Guvron and finally to Aengoth the

Jeweler, who will promote you to Bandit, give a hefty alms donation,

and issue a quest.

Enter the Mages Guild, fight Manis Virmaulese, get Anarenen's Devil

Tanto, and return it to Aengoth for a new quest. Head to Arobar Manor,

snag the helm (on top of a closet near Miner Arobar), and bring it to

Aengoth. Get another quest, then head back to Arobar Manor and snag

Boethiah's Pillow Book from Gandosa Arobar's bedroom chest. Turn it in

to Aengoth for another quest that sends us to Maar Gan, meaning we're
done for now.

Head to Vivec and turn in Lorbumol's quest to silence Tongue-Toad. Get

a new quest. Percius Mercius will tell you it's legit, so head to St.

Olms Canal South-Two, kill Dro'Sakhar, and report back to Lorbumol.

He'll promote you to Swordsman and give you a new quest. Go ask Percius

about it, get a quest from him, then speak with Lirielle Stoine as

well. We've spotted Mallapi before (I told you to ignore it-well, now

we have the quest), so let's head over there now.

Mallapi

o======================================================================o

***NPCs***

Marthe Arthe

Girara Teran

Elumabi Maliiran

Midnabi Sobdishapal

***NOTABLE LOOT***

Feyfolken, v3

The Buying Game

Septim Ring

Tailored Trousers

A Dance in Fire, v7

Akatosh's Ring
Left Hand of Zenithar

Right Hand of Zenithar

***FACTIONS***

Imperial Cult-Disciple

Imperial Cult-Oracle

Imperial Cult-Invoker

***QUESTS***

Imperial Cult-Shirt and Vest for Harvest's End

Imperial Cult-Brandy for the Fundraising Dinner

Imperial Cult-Donation from Cunius Pelelius

Imperial Cult-Pledge from Canctunian Ponius

9) At the first intersection (after killing some daedra), turn right to

find Ruran Stoine's corpse with some of the missing gold. Return, turn

right, and fight Marthe Arthe. Loot the room, noting the copy of

Feyfolken, v3, return, turn right again, and fight Girara Teran. Loot,

leave, and report back to Lorbumol. That's it for now, so let's head to

Ebonheart.

Report to Iulus Truptor that you doubled the fundraising goal. He'll

give you a copy of The Buying Game and some scrolls. Speak with him

about advancement to be promoted to Disciple, speak with him again for

the unique Septim Ring, then once more for a new mission. Upstairs, be
observant and notice that Frik has what you need. Ask him about it to

be directed to Caldera, and head there. Speak with Falanaamo and he'll

donate what you need, with extras, including the unique Tailored

Trousers. Report back to Iulus for a copy of A Dance in Fire, v7. Speak

with him again for a promotion to Oracle, again for the unique

Akatosh's Ring, and once more for another quest. Head to Balmora and

visit the Eight Plates, Lucky Lockup, Council Club, and South Wall

Cornerclub for 4 of the 5 bottles we need. Steal the fifth bottle from

the room to the right of the bar in the Council Club, and report back

to Iulus for the unique Hands of Zenithar. Speak with him again for a

new quest, and make your way to Caldera. Speak to Cunius in the

Governor's Hall, then speak with Olumba gro-Boglar for some leverage.

Go to Odral Helvi's office upstairs and steal the ledger, then confront

Cunius with it for three pieces of ebony. Put the ledger back, go sell

the ebony off, then report back to Iulus. Speak with him for a

promotion to Invoker, then again for another quest. Head to the East

Empire Company Hall and speak with Canctunian. Speak with Shazgob

gra-Luzgan for some info, then head to Vivec and speak with Flacassia

Fauseius for more. That's it until we go to Sadrith Mora, so head to

Ald'Ruhn. Time for some exploration.

Follow the road back out, ignore the turn to Maar Gan, and take the

first branch that leads toward Gnisis. Follow the signs until you have

a left turn with signs for Ald Velothi, Khuul, and Gnisis, and an

unmarked path to the right. Follow the unmarked path to the Ashimanu
Egg Mine, but don't enter just yet. Proceed east, off road, to the

ridge, fighting the mabrigash Elumabi Maliiran and Midnabi Sobdishapal,

then turn south until you find the Randas Ancestral Tomb. Head inside.

Randas Ancestral Tomb

o======================================================================o

***NPCs***

Lucan Ostorius

Orbul gra-Lumob

Shat gro-Shazog

***QUESTS***

Miscellaneous-The Weapon Delivery

10) Descend the steps, kill critters, and loot. Not much here. Leave,

return to the Ashimanu Egg Mine, and head inside. This place is pretty

barren, so explore as you like and leave. Head a bit east, north in the

valley, and chat with Lucan Ostorius for a quest. Run the weapons to

Yak in Ald'Ruhn, then come back here. The daedric ruin on the right is

rather obvious. Kill the critters outside, speak with Orbul gra-Lumob

and Shat gro-Shazog, then enter.

Dushariran

o======================================================================o

***NPCs***
Shamob gro-Shatub

Murob gra-Loghash

Pilun Ashapaladdon

Maeonius Yentimilal

Shinammu Radansour

Sason

***NOTABLE LOOT***

2920, Sun's Dawn

Response to Bero's Speech

***QUESTS***

Miscellaneous-Kidnapped by Cultists

11) Head to the shrine and fight Shamob gro-Shatub and Murob

gra-Loghash, then loot (noting the copies of 2920, Sun's Dawn and

Response to Bero's Speech) and leave. Across from here, to the west,

with no obvious paths, is a cave called Mamaea. Note the location, but

don't enter. Instead, return to the main road and proceed toward

Gnisis. Track the road until you reach an intersection with signs

pointing northeast and an unmarked path southeast. Head southeast, and

watch the left of the path for the Salothan Ancestral Tomb. Enter.

Explore, kill, loot, and leave-there's nothing of note here. Keep

following the path and it will eventually loop back to the main road.
Resume heading toward Gnisis, and watch left for another rogue

Ashlander camp. Fight Pilun Ashapaladdon, Maeonius Yentimilal, and

Shinammu Radansour, loot their camp, and continue. Way north, across a

bridge, to the left of the road, speak with Sason for a quest. Across

from him is the Alen Ancestral Tomb. Enter.

Alen Ancestral Tomb

o======================================================================o

***NPCs***

Nevusa Veleth

Merta

12) Kill the Quarra vampires here. There is no noteworthy loot, so

leave when done. Track the ridge directly to find the shrine of

Maelkashishi, but don't enter yet. You may be attacked by Nevusa Veleth

if you get too close, so go ahead and kill her. Head southwest from

here to find the Reloth Ancestral Tomb. Go inside.

Head to the end and kill the vampire Merta. Chat with the cattle if you

like, loot, leave, and head alllllllll the way back to the road sign

pointing toward Maar Gan. Take that road now, watching the ridge on the

left for the cave of Odibaal. Enter.

Odibaal

o======================================================================o
***NPCs***

Dandynea Rothalen

Daynasa Tharen

Duldresi Senim

Ulvon Uleni

Rasamsi Esurarnat

Adairan Lalansour

Manat Shimmabadas

Beden Giladren

Assamanu Shashipal

Pilu Shilansour

Nirai Ashishpalirdan

***NOTABLE LOOT***

Surfeit of Thieves

***QUESTS***

House Redoran-Find Beden Giladren

13) Fight Daynasa Tharen, proceed a ways and fight Dandynea Rothalen,

and loot. There are three paths at the top of the stairs here.

Southwest is some unremarkable loot, as is northeast. Northwest, fight

Duldresi Senim and Ulvon Uleni, then loot (noting the copy of Surfeit

of Thieves). Leave and continue north toward Maar Gan. On the right,

you'll spot an empty plain called Bal Isra. It'll be important later,
but just blow past it for now. On the left, you'll spot an Ashlander

yurt called Mila-Nipal.

Speak with Rasamsi Esurarnat and Adairan Lalansour outside, then enter

the yurt. Speak with Manat Shimmabadas and Beden Giladren. Speak with

Manat again, and respond with "Who?" when he insists Beden is a famous

noble. Say "He is not famous." for a quest, then speak with Beden

again. Finally, speak with Manat again and pay the 5 gold. That's all

we can do, so loot and leave. Continue north, but watch for a path

southeast to another rogue Ashlander camp. Approach it to fight

Assamanu Shashipal, Pilu Shilansour, and Nirai Ashishpalirdan. Loot

their camp and proceed east; the path will curve up and around, over a

bridge, and terminate at the Ghostfence. Levitate over the fence and

proceed a short distance to the Dwemer ruin of Bthanchend. Head inside.

Bthanchend

o======================================================================o

***NPCs***

Fonus Rathryon

***QUESTS***

Miscellaneous-Lead the Pilgrim to Koal Cave

14) Explore this fairly small ruin, turning right at the first

intersection for a storeroom and then down the hall. Take the left door
first, then go straight. From here it's a straight shot to the end, so

kill and loot as you go, then leave. From here, levitate back over the

Ghostfence and return all the way to the main road toward Maar Gan.

Proceed north until you meet Fonus Rathryon. Agree to escort him to

Koal Cave, then turn around and head all the way back to the Ald'Ruhn

road. Follow the signs most of the way to Gnisis, but watch your world

map. When you're due east of the Koal Cave, you should be at a signpost

with a path to the west. Take this path, and follow the fenceposts down

to the water. Enter the Koal Cave with Fonus to complete the quest,

then schlep alllllllll the way back to where you found him. Proceed,

and you should see Maar Gan, but skirt it for now and head north, then

west, to the Rothan Ancestral Tomb. Head inside.

Rothan Ancestral Tomb

o======================================================================o

***NPCs***

Zanat Assarnuridan

Dakin Kuntarnammu

15) Loot this little tomb, killing critters as you go-it's very

straightforward with nothing noteworthy inside. Leave and head toward

Maar Gan. Before entering the village, follow the path along the

outside of the south wall to another rogue Ashlander camp. Fight Zanat

Assarnuridan and Dakin Kuntarnammu, loot their little camp, and head

into Maar Gan.


o======================================================================o

| |

| Maar Gan & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK012}

1) Maar Gan

2) Hairat-Vassamsi Egg Mine

3) Yesamsi

4) Falasmaryon

5) Sha-Adnius

6) Derelict Shipwreck

7) Ashir-Dan

8) Ibar-Dad

9) Drath Ancestral Tomb

10) Abinabi

Maar Gan

o======================================================================o

***NPCs***

Daras Aryon

Assi Serimilk

Kind Erushara

Shilipuran Zama-Rasour
Mabrelle Geles

Ulisamsi Saddarnuran

Assirari Zama-Rasour

Yeherradad

Alds Baro

Saryn Sarothril

Arvso Tharen

Nuleno Tedas

Sedris Omalen

Bugdurash gra-Gashel

Manse Andus

Aerin

Uram gro-Glorzuf

Miles Gloriosus

Tralas Rendas

Breyns Othravel

Sinia

Garry

Salen Ravel

Anhaedra

Tashpi Ashibael

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 29

Withershins
Falasmaryon Propylon Index

Death Blow of Abernanit

Soul Drinker

***SPELLS***

Rally Beast

***FACTIONS***

Thieves Guild-Captain

Temple-Initiate

Thieves Guild-Ringleader

Mages Guild-Warlock

***QUESTS***

Thieves Guild-The Darts of Judgement

Mages Guild-Catch a Spy

Thieves Guild-Find Brother Nads

Thieves Guild-Speak With Percius

Mages Guild-The Staff of Magnus

Thieves Guild-The Bitter Cup

1) Speak with Daras Aryon at the strider platform, then enter the

village proper. Outside, find and speak with Assi Serimilk, Kind

Erushara, and Shilipuran Zama-Rasour. Now, go loot Garry's Hut, Assi

Serimilk's Hut, and Mabrelle Geles' Hut. Speak to Mabrelle, then go


loot Ulisamsi Shaddarnuran's hut. Speak with Ulisamsi, then loot

Assirari Zama-Rasour's Hut. Speak with Assirari, then loot Yeherradad's

Hut. Speak with Yeherradad, then loot Shilipuran Zama-Rasour's Hut and

Kind Erushara's Hut. Loot Guard Towers 1 through 3, then head back out

to the town entrance and enter the Outpost.

Enter the Smith, loot (noting the copy of 36 Lessons of Vivec, Sermon

29) and speak with Alds Baro. Head across the way to speak with Saryn

Sarothril and loot his shop, then head downstairs. Speak with Arvso

Tharen, loot, then go through the door on the left. Speak with Nuleno

Tedas, loot, then go through the last door. Speak with Sedris Omalen,

admire her disposition to 90+, buy her spells, loot her room, and

leave. Head to the Andus Tradehouse next.

Upstairs, speak with Bugdurash gra-Gashel and Manse Andus. Loot here

and under the bar, then go to the basement. Speak with Aerin (the

master trainer in Light Armor) and Uram gro-Glorzuf, then loot the two

rooms. Speak with Miles Gloriosus, and make sure to steal his copy of

Withershins for Aengoth the Jeweler. Head to the Shrine.

Loot this room, making sure to grab the Falasmaryon Propylon Index for

Folms Mirel, then speak with Tralas Rendas (accepting the blessings)

and Breyns Othravel. Ignore the Dremora for now and head southeast.

Speak with Sinia on the left, loot, turn around, speak with Garry,

loot, then go back up to the shrine and through the opposite door. Loot
the room, speak with Salen Ravel, then head upstairs. Examine the rock

for a clue, then speak with Anhaedra, the Dremora. Taunt him until he

attacks you, kill him, then examine the rock again. Finally, let's go

see Tashpi Ashibael. Loot her hut and agree to let her leave town.

Hop the strider to Ald'Ruhn and visit Aengoth to turn in Withershins.

Ask about advancement for a promotion to Captain, then your duties will

actually be the scrap metal quest. I'd just run back to Bthanchend and

grab four pieces, then come back and hand them in. Ask for another job

to get sent to Llethri Manor. Head there, to the Guard Quarters, nick

the four Darts of Judgment, and return to Aengoth to complete his quest

line. Go see Tuls Valen at the Temple next to turn in the Maar Gan

pilgrimage. You will receive a copy of Death Blow of Abernanit. Ask

about advancement for a promotion to Initiate, read the skill book to

trigger a level up, rest for some health, then take a guild guide to

Caldera. Note that we can now get free blessings at both Temple and

Imperial Shrines. Deliver the Index to Folms Mirel, get directions to

the next one, and head to Balmora. Tell Ranis Tashpi is dead to

complete the quest, and ask about duties for a new quest. Head to the

Foreign Quarter of Vivec. Ask Flacassia about the spy to be directed to

Trebonius, then ask him about Tiram Gadar and credentials. Before

leaving, go see Gentleman Jim for an actual Thieves Guild job.

Go to the Hlaalu Compound, then the Elven Nations Cornerclub, and ask

Sovali Uvayn about Nads and then about Arvama Rathri. Speak with Arvama
about Nads, then speak with Gadela Andus about Nads after getting her

disposition over 90 to be directed to St. Delyn. Go to Nads' apartment,

St. Delyn Canal South-Two, take the key off Nads' body, and return to

Gentleman Jim. Ask about advancement for a promotion to Ringleader,

then ask about a job to be sent to Percius Mercius. Go to Balmora first

and turn in Tiram Gadar to Ranis Athrys. You will receive the unique

dagger Soul Drinker. Ask about advancement for a promotion to Warlock,

then go see Ajira (yes, Ajira) for a new quest. Go to Ald'Ruhn now and

chat with Percius, then take the information back to Gentleman Jim.

He'll give us a new job. That's it for now, so make your way back to

Maar Gan. Time to explore some more.

Leave town, head back to the main road, and follow it north. Pay

attention to the ridge on your left. When you spot the Hairat-Vassamsi

Egg Mine, go inside.

Hairat-Vassamsi Egg Mine

o======================================================================o

***NPCs***

Salmus Kaushmamanu

Mamaea Ularshanentus

Shanit Ashar-Don

2) Not much here, but you can cure the kwama queen for nothing but

pride if you like (use Rilm's Gift). Explore, leave, and continue
north. Keep watching left to spot another rogue Ashlander camp in a

switchback to the south. Fight Salmus Kaushmamanu, Mamaea

Ularshanentus, and Shanit Ashar-Don. Loot their camp and continue

north, watching right for a cave called Yesamsi. Enter.

Yesamsi

o======================================================================o

***NPCs***

Dralisi Ienith

Iirenoore

Nirait Shin-Ilu

Kanat Assalatamis

3) Move forward, killing critters, and fight Dralisi Ienith. Loot this

room, then proceed to the end to fight Iirenoore. Loot this room and

leave. Head back to the south, watching for a path to the left. Take it

when you get there and proceed to the next canyon-this is the Foyada

Bani-Dad. Follow it southeast to a rogue Ashlander camp. Fight Nirait

Shin-Ilu and Kanat Assalatamis, loot their camp, and proceed, turning

east when you can. Follow this path as it curves north to the Dunmer

stronghold of Falasmaryon.

Falasmaryon

o======================================================================o

***NPCs***
Missun Akin

Dagoth Ganel

Dagoth Tanis

Dagoth Mulyn

***NOTABLE LOOT***

The Marksmanship Lesson

The Wolf Queen, v2

Smuggler's Island

4) First, enter Missun Akin's Hut. Speak with him-he's the Master

Trainer in Marksman. Loot his hut, noting the copy of The Marksmanship

Lesson, then enter the Propylon Chamber. It's empty, so look around and

head to the Lower Level. Proceed down the hall, killing Sixth House

monsters. The first side room contains Irer Nervion's corpse and the

quest item Nervion Ancestor Ring (a quest we'll never get, as it's

House Redoran). Continue down the hall, fighting Dagoth Ganel. Skip the

sewers for now, and continue down the hall instead. The next side room

holds a bunch of treasure and Dagoth Tanis. Loot, noting the copies of

Smuggler's Island and The Wolf Queen, v2, then proceed into the Upper

Level. Go clockwise, killing critters. The first side room is empty,

the second has just one chest, the third (past the stairs) is empty,

the fourth is empty, the fifth has a chest. Complete the loop, then

head upstairs and outside. Just dive back down and go through the Lower

Level to enter the Sewers. They're big, but pretty simple, so just
thoroughly explore them, killing Dagoth Mulyn as you do. When you're

done poking around, leave and head back to the last Ashlander camp we

cleared. Head northwest, following the Foyada Bani-Dad. You'll spot a

Velothi tower called Shishi on your left. Skip it for now and continue

northwest. Soon, you'll pass a Dwemer ruin on the right (no entrance

here though) and spot the cave of Sha-Adnius on your left. Head inside.

Sha-Adnius

o======================================================================o

***NPCs***

Bormir

Naris Selaren

Han-Tulm

Jeer-Maht

Tsani

Gih-Ja

Sholani

Ri'Vassa

Giningil

5) Fight Bormir through the first door and go left. Fight Naris Selaren

through the next door, loot (get the slave key from the bench), and

proceed. Through the next door, free the slaves Han-Tulm, Jeer-Maht,

Tsani, Gih-Ja, Sholani, and Ri'Vassa. Back at the first intersection,

go left again. It dead-ends, so return and take the final, north


tunnel. Fight Giningil, loot, leave, and keep following the foyada

northwest. Pass another entranceless Dwemer ruin on the right, and head

all the way to the water. Enter the Derelict Shipwreck on the left.

Derelict Shipwreck

o======================================================================o

***NPCs***

Malay Ranarbatus

Ainab Yassabisun

Ainat Maissabibi

6) You should know the layout by now, so explore at will-not much here.

When done, swim WEST (away from Urshilaku Camp for the moment) into the

West Gash. Hug the ridge, keeping it on your left, to find another

rogue Ashlander camp. Fight Malay Ranarbatus, Ainab Yassabisun, and

Ainat Maissabibi. Loot their camp, then venture southwest to find the

Panud Egg Mine. Head inside, quickly explore (there's nothing of note),

and leave. Head north from here to find the cave of Ashir-Dan. Head

inside.

Ashir-Dan

o======================================================================o

***NPCs***

Brelayne Verano

Balsa Girith
Daracy

Varenu Indaram

Varis Ginith

Ariulcabor Leontiulonus

Benar Neleth

Cinda

7) Fight Brelayne Verano, loot the room, fight Balsa Girith atop the

stairs, speak with Daracy (non-hostile!), then go back to the bottom

and take the west tunnel. Fight Varenu Indaram, loot, head back

upstairs, and go west. Fight Varis Ginith and Ariulcabor Leontiulonus,

loot, and take the final eastern tunnel. Fight Benar Neleth and Cinda,

loot the room, and leave. Return to the Derelict Shipwreck, go a bit

southeast, watch for a path through the ridge on the left, and take it.

Straight ahead, just before the daedric ruin, you should spot a cave

called Ibar-Dad. Go inside.

Ibar-Dad

o======================================================================o

***NPCs***

Badama Andarys

Elante

***NOTABLE LOOT***

Daedric Face of Inspiration


Eleidon's Ward

Mystery of Talara, v3

36 Lessons of Vivec, Sermon 16

8) Head in, fight Badama Andarys, and loot. Take the west door, fight

Elante, loot, then return to the previous room and head south into the

Daedric architecture. Swim southeast first, kill the Daedra, check the

Ancient Chest, return, and swim northwest. Kill the Daedra, open the

door, and loot, getting the helmet upgrade Daedric Face of Inspiration

and the artifact Eleidon's Ward. Note also the copies of Mystery of

Talara, v3 and 36 Lessons of Vivec, Sermon 16. Awesome score. Leave.

Head a bit southwest to find a path marked by cairn stones. Follow it

southeast. The first ruin, Druscashti, should be skipped for now.

Instead, proceed to the Drath Ancestral Tomb on your left. Head inside.

Drath Ancestral Tomb

o======================================================================o

***NOTABLE LOOT***

The Hope of the Redoran

9) The layout of this tomb is simple, and the only notable loot is a

copy of The Hope of the Redoran. Explore and leave, continuing

southeast on the path. The next Dwemer ruin, Bthungthumz, should also

be skipped for now, and the path will continue to a cave called

Abinabi. Head inside.


Abinabi

o======================================================================o

10) This place is actually very straightforward with no noteworthy

loot, so clear it out, leave, and return to Ibar-Dad. Now, zip through

Assurnabitashpi, but don't explore it yet-a quest will send us here

later. Past the ruin, you will arrive at the Urshilaku Camp.

o======================================================================o

| |

| Urshilaku Camp & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK013}

1) Urshilaku Camp

2) Urshilaku Burial Caverns

3) Madas Grotto

4) Valenvaryon

5) Andavel Ancestral Tomb

6) Ald Redaynia

7) Onnissiralis

8) Obscure Shipwreck

9) Veloth Ancestral Tomb

10) Koal Cave


11) Falas Ancestral Tomb

12) Rethandus Ancestral Tomb

Urshilaku Camp

o======================================================================o

***NPCs***

Hainab

Shabinbael

Shallath-Piremus

Tussurradad

Sakiran

Yen

Ninirrasour

Shara

Ahasour

Senipu

Shimsun

Maeli

Kurapli

Zanummu

Zabamund

Sul-Matuul

1) While outside, speak with Hainab (who will request a gift of trama

root), Shabinbael (who will request the same), Shallath-Piremus (who


requests the same), and Tussurradad (who will request a kwama egg).

Gather two trama roots for Hainab, give them to her, and she'll direct

you to Zabamund's yurt. Before doing that, enter Sakiran's Yurt. Speak

with Sakiran (who will request gold) and Yen (who wants gold), loot the

yurt, then enter Shara's Yurt. Speak with Ninirrasour (who wants gold)

and Shara (who wants gold), loot the yurt, then enter Ahasour's Yurt.

Speak with Ahasour (who wants gold) and Senipu (who wants gold), loot

the yurt, and enter Shimsun's Yurt. Speak with Shimsun (who wants

gold), loot the yurt, and head to the big tent with five yurts

clustered beneath it. Enter Maeli's Yurt, speak with Maeli (who wants

gold), loot the yurt, and enter Kurapli's Yurt. Speak with Kurapli (who

wants gold), loot the yurt, then enter Zanummu's Yurt. Speak with

Zanummu (who wants gold), loot the yurt, then enter Zabamund's Yurt as

directed. Loot his yurt and speak with him (he wants gold). I choose to

explain my knowledge of the prophecies, but whatever you choose, he

will send you to Sul-Matuul. Leave, enter the Ashkhan's Yurt, loot, and

speak with Sul-Matuul. He'll send you to the Urshilaku Burial Caverns.

Let's go. Head back to Abinabi and continue east along the path to find

the caverns. If you reach Falasmaryon, backtrack to the last cairn you

saw and head north, off the path, to find the cave. Head inside.

Urshilaku Burial Caverns

o======================================================================o

***NPCs***

Nibani Maesa
***NOTABLE LOOT***

The Four Suitors of Benitah

Silence

Magebane

Feyfolken I

Mystery of Talara, v4

Bonebiter Bow of Sul-Senipul

***FACTIONS***

Ashlanders-Clanfriend

***QUESTS***

Main Quest-Sixth House Base

Miscellaneous-Kurapli Seeks Justice

2) Proceed down the hall in Astral Burial, noting the passage you can

levitate to about halfway through. Loot each end, then go back to the

lower level and proceed to Karma Burial. Proceed to a watery room with

several stepping stones. Loot, head north, loot, head south, and enter

Laterus Burial. You'll just have to levitate to loot the mummies on the

central column and surrounding platforms, so do so, noting the copies

of The Four Suitors of Benitah and Silence, and the unique claymore

Magebane. Back at the bottom, work your way up the stairs. Take the

first exit into Fragile Burial. In the above-water areas, note the copy
of Feyfolken I. Head through the underwater door after exploring the

tunnels, fight the unique Worm Lord, loot this room, noting the copy of

Mystery of Talara, v4, then head back to Laterus Burial. Heading up,

enter the next zone, Kefka Burial. This one's pretty straightforward,

with nothing interesting at this point, so explore and return to

Laterus Burial. Proceed up to the next one, Kakuna Burial. Not much of

interest here, although there is a passage behind the waterfall.

Explore and loot, then return to Laterus Burial. Up at the top, enter

Juno Burial, the final zone. This one is straightforward, so head to

the back, kill the Wraith of Sul-Senipul, and take the Bonebiter Bow.

Schlep it back to Sul-Matuul for initiation into the Ashlanders and

permission to visit the wise woman.

Loot the yurt first, making sure to get the Valenvaryon Propylon Index,

then chat with Nibani for loads of info. When done, I suggest recalling

to Balmora. Take the index to Folms for 500 gold and a new target, then

report back to Caius. He'll give you a new quest. Go to Ald'Ruhn, then

Fort Buckmoth, and speak with Raesa Pullia. We are now abandoning the

Main Quest for quite some time. Make your way back to the Urshilaku

Camp. Speak with Kurapli for a quest, and then we'll get back to

exploring. Head northeast to the coast, and look for the Madas Grotto

underwater. Head inside.

Madas Grotto

o======================================================================o
3) Nothing in here but critters and kollops. Use the local map to

explore as you like, then leave. Head east, loop north around the

ridge, then hug it back south to find the Llando Ancestral Tomb. Enter.

This tomb is straightforward and has nothing of real consequence

inside, so explore, loot, and leave. Loop around a hill to the south,

finding a narrow canyon running west. At the back is the

Akimaes-Ilanipu Egg Mine. Enter.

This is another useless place, so just use the local map to explore and

leave when done. From the end of the canyon, head north and a bit east,

following a path. Pass a daedric ruin on the right en route to the

stronghold of Valenvaryon.

Valenvaryon

o======================================================================o

***NPCs***

Kharzug gra-Gat

Bumbub gro-Murgol

Yam gro-Muzgur

Urzul gra-Agum

Yadba gro-Khash

Abelle Chriditte

Grat gra-Sharolg
Lurog gro-Khagdum

Lambug gra-Lurn

Gashna gro-Mogduk

Umug gro-Mashnar

Snaglak gro-Yak

Durz gro-Olor

Ogrumbu gro-Bugarn

***NOTABLE LOOT***

Grandmaster's Alembic

Grandmaster's Calcinator

Grandmaster's Retort

4) Outside, fight Kharzug gra-Gat, Bumbub gro-Murgol, Yam gro-Muzgur,

and Urzul gra-Agum. Speak with Yadba gro-Khash, then enter the Propylon

Chamber. Loot and speak with Abelle Chriditte, the master trainer in

Alchemy. Make sure to grab the Grandmaster's Alembic, Calcinator, and

Retort (you should already have a Mortar & Pestle). Leave and enter

Lurog's Hut. Fight Grat gra-Sharolg and Lurog gro-Khagdum, loot, and

enter Lambug's Hut. Fight Lambug gra-Lurn, loot, and enter Gashna's

Hut. Fight Gashna gro-Mogduk, loot, and enter Umug's Hut. Fight Umug

gro-Mashnar and Snaglak gro-Yak, loot, and enter Durz's Hut. Fight Durz

gro-Olor and Ogrumbu gro-Bugarn, loot, and exit. We're done here, so

leave and swim north to the next island. When you hit a footpath,

follow it west. Leave the cave of Sargon alone for now, and when the
path splits, go south first to discover the cave of Assumanu. Leave it

for now, go back to the split, and follow the north fork. When you find

Andavel Ancestral Tomb on the left, head inside.

Andavel Ancestral Tomb

o======================================================================o

5) Proceed until you get to a column surrounded by four torches. Go

south first, then east. Not much here, so leave when done. Follow the

path west to the tip of the island to find Ald Redaynia. Head inside.

Ald Redaynia

o======================================================================o

***NOTABLE LOOT***

Vampiric Ring

Bittercup

A Dance in Fire, Chapter 4

6) In the tower, take the right door to fight several undead, including

the Skeleton War-Wizard. Loot the room, noting the artifact Vampiric

Ring on the War-Wizard's corpse and the quest target Bittercup.

Downstairs, check the dead body behind the other door, then go further

downstairs. In the underwater chest, note the copy of A Dance in Fire,

Chapter 4. Loot the rest of this level and leave. Head back east along

the island until, watching the world map, you are just south of another,
smaller island (not Vas, but one island west). Swim north to that

island.

Onnissiralis

o======================================================================o

***NPCs***

Tasellis Burtilius

Thunmund

Jathlanie

Ernard Genis

Hyring

Hlar

Torline

Rithrannir

***QUESTS***

Helm of Tohan

***NOTABLE LOOT***

2920, Rain's Hand, v4

Adamantium Helm of Tohan

***NOTE***

I am presenting this as I did it in my playthrough. However, I later

learned that I broke a quest. To do the quest properly, don't come


here until you've been to Dagon Fel and received the Helm of Tohan

quest. You'll find two new NPCs outside. Speak with them, enter the

shrine with them, and THEN get the Helm to do the quest properly.

7) Outside, speak with Tasellis Burtilius and Thunmund, then go

northeast to enter the shrine. Fight Jathlanie, go straight, and fight

Ernard Genis (who carries a copy of 2920, Rain's Hand, v4). Back at the

entrance, descend the western stairs to fight Hyring, Hlar, Torline,

and Rithrannir. Make sure to grab the Adamantium Helm of Tohan from the

chest behind the statue, and leave. Swim northwest from here, toward

the island you can see on the world map, but stop at the Obscure

Shipwreck about halfway there (on the seafloor). Head inside.

Obscure Shipwreck

o======================================================================o

8) Check the cabin first, then the cargo hold levels. Nothing too

noteworthy, so head back northwest when done. When you spot Big Head's

Shack, give it a pass for now and recall to Balmora instead. Do not

hand in the Bittercup yet, however. Offload as you like, then go to

Ald'Ruhn and start on the road toward Gnisis. We've explored a lot of

this already, but return to where we left the main road to go to Koal

Cave. Backtrack south by one trail, then go west to find the Veloth

Ancestral Tomb. Enter.


Veloth Ancestral Tomb

o======================================================================o

***NPCs***

Dagoth Draven

Elitlaya Assonirishpal

Hinummu Siddurnanit

Hansi Saharnatturapli

9) This straightforward tomb contains nothing noteworthy, so explore,

loot, and leave. Follow the path west, but when it turns north, leave

it and continue west to the tip of this peninsula. Swim due west to an

island, and enter the cave of Subdun.

Proceed to the first intersection, then go straight. Levitate to an

alcove for some loot, then return to thr intersection and go south.

When you get to some water, go straight first to find a body in an

alcove, then go south in the water room for some rats and a bit of

loot, and finally enter the door to the Shrine. This is

straightforward, so move through and kill Dagoth Draven to free more

Sleepers. Loot, noting the copy of 2920, Last Seed, and recall to

Balmora. Grab your Dreugh Wax and Potion of Cure Common Disease, then

make your way to Maar Gan to visit Assi Serimilk, one of the Sleepers

we just freed. After talking to her, get back to Ald'Ruhn and the road

to Gnisis. Go to where we left the main road last time, go north one

branch, and follow the unmarked path west. Ignore Berandas, the
stronghold, but do look at the northeast corner of it for a rogue

Ashlander camp. Fight Elitlaya Assonirishpal, Hinummu Siddurnanit, and

Hansi Saharnatturapli. Loot their camp, make your way back to Koal

Cave. This time, head inside.

Koal Cave

o======================================================================o

***NPCs***

Hentus Yansurnummu

***QUESTS***

Miscellaneous-Hentus Needs Pants

10) Donate the Dreugh Wax at the shrine at the entrance. 5 down, 2 to

go. Enter the cave. At the first intersection, explore each tunnel in

counterclockwise sequence. In the third tunnel, go up top to find a

Dead Adventurer. Through the next tunnel, fight the unique Dreugh

Warlord. Another Dead Body lies at the bottom of the cave. With all

that done, go ahead and leave. Head north and look right in the river

to spot Hentus Yansurnummu. Speak with him for a quest. Stay in the

water and follow it east to find the Falas Ancestral Tomb. Head inside.

Falas Ancestral Tomb

o======================================================================o

***NOTABLE LOOT***
36 Lessons of Vivec, Sermon 1

Ashes of D. Bryant

Denstagmer's Ring

11) This tomb is not complicated, but does have neat loot, notably a

copy of 36 Lessons of Vivec, Sermon 1, and the unique item Ashes of D.

Bryant and the artifact Denstagmer's Ring. Leave when done. Follow the

main road north, following the signs toward Gnisis. You'll eventually

see a stone arch over the water to your left. Past that, leave the road

to the west, and look for the Rethandus Ancestral Tomb. Head inside.

Rethandus Ancestral Tomb

o======================================================================o

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 11

12) This tomb isn't complicated, and holds a copy of 36 Lessons of

Vivec, Sermon 11. Leave when finished, get back to the road, and

proceed toward Gnisis. However, the road twists and turns in such a way

that the first town we'll arrive at is actually Khuul. This is not a

problem.

o======================================================================o

| |

| Khuul & Wilderness |


| |

o======================================================================o

Sequence of Events: {WLK014}

1) Khuul

2) Saren Ancestral Tomb

Khuul

o======================================================================o

***NPCs***

Seldus Nerendus

Rivame Samandas

Svadstar

Talmeni Drethan

S'virr

Shotherra

Ondi

Thongar

Miron Garer

Helga

Endris Dilmyn

Aldi

Nelmyne Andules

Brurid

***NOTABLE LOOT***
2920, Evening Star

1) Speak with Seldus Nerendus at the strider platform. Go offload if

needed, as we can now fast travel back here. Speak with Rivame

Samandas, Svadstar, Talmeni Drethan, and S'Virr outside. Unlock

Svadstar's Shack and Rivame Samandas' Shack, then enter Thongar's

Tradehouse. Speak with Shotherra, Ondi, and Thongar, then loot and

leave. Let's just go clockwise from here. Loot Miron Garer's Shack and

speak with him; loot Helga's Shack and speak with her (she has a copy

of 2920, Evening Star); loot Rivame Samandas' Shack; loot Endris

Dilmyn's Shack and speak with him, a liberated Sleeper; loot Aldi's

Shack and speak with her; loot Nelmyne Andules' Shack and speak with

her; loot Brurid's Shack and speak with him; then loot Svadstar's

Shack. Before leaving Khuul, swim around from the docks to the west.

There's a chest here, and the next island to the west has an abandoned

camp to loot. Return to Khuul and head out on the road toward Ald

Velothi and Gnisis. Take the unmarked path west, south of Khuul's

strider platform, to reach the Saren Ancestral Tomb. Head inside.

Saren Ancestral Tomb

o======================================================================o

***NPCs***

Haakon

Gulena Girith

Thelsa Dral
Zalabelk Saladnius

Minisun Ulirbabi

Anit Eramarellaku

***QUESTS***

Imperial Cult-The Silver Staff of Shaming

2) This tiny tomb has nothing of note, so loot and leave. Follow the

road toward Ald Velothi and Gnisis, and you'll shortly reach the

Asha-Ahhe Egg Mine. Enter.

Proceed down the tunnel, and you'll soon fight Haakon, Gulena Girith,

and Thelsa Dral. Loot when they're dead (not much here), then run back

to Khuul and hop ships to Ebonheart. Report back to Kaye to complete

this quest, then accept another. Head back to Khuul and continue south

to reach the Shashmanu Camp, home to the hostile outcast Ashlanders

Zalabelk Saladnius and Minisun Ulirbabi outside, and Anit Eramarellaku

inside. Loot and leave. Continue to follow the signs, skipping

Ashalmawia (briefly), and enter the little village of Ald Velothi.

Already another settlement!

o======================================================================o

| |

| Ald Velothi & Wilderness |

| |
o======================================================================o

Sequence of Events: {WLK015}

1) Ald Velothi

2) Ashalmawia

3) Eluba-Addon Egg Mine

4) Ginith Ancestral Tomb

5) Ashinabi

6) Llervu Ancestral Tomb

7) Mat

Ald Velothi

o======================================================================o

***NPCs***

Orero Omothan

Sadal Doren

Lledsea Relas

Ganus Lloryn

Sathus Rivul

Vireveri Darethran

Galyn Arvel

Llerar Vinden

Serila Arval

Fevila Bethrano

Garyn Girith

Anes Hlaren
Theldyn Virith

Trivura Arenim

Lauravenya

Sedam Omalen

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 27

1) Outside, speak with Orero Omothan, Sadal Doren (lie about J'Saddha),

Lledsea Relas, Ganus Lloryn, Sathus Rivul, Virevari Darethran (a

rescued Sleeper), and Galyn Arvel (who will actually progress our Twin

Lamps quest). Unlock Lledsea Relas' Shack, Ganus Lloryn's Shack,

Vireveri Darethran's Shack, Sathas Rivul's Shack, and the Upper Level

and Cabin of the Fair Helas. Loot the Cabin first, then the cargo

holds, then Vireveri Darethran's Shack, then Ganus Lloryn's Shack, then

Llerar Vinden's Shack (speak with him), Lledsea Relas' Shack (with a

copy of 36 Lessons of Vivec, Sermon 27), Sathas Rivul's Shack, Ienas

Arvel's Shack (speak with Serila Arval), and Fevila Bethrano's Shack

(speak with her). Speak with Garyn Girith outside, lie about J'Saddha,

and find Anes Hlaren and do the same. Now head to the Outpost.

In the Watchtower, speak with Theldyn Virith and loot. Downstairs,

speak with Trivura Arenim, Lauravenya, and Sedam Omalen. When done

looting, head over to Ashalmawia.


Ashalmawia

o======================================================================o

***NPCs***

J'Saddha

Bodean

Trelam Falvani

Felisi Serano

Erns Maren

Malexa

Gordol

Synette Jeline

Tavynu Tedran

***NOTABLE LOOT***

Response to Bero's Speech

Amulet of Shadows

***QUESTS***

Miscellaneous-The Lady's Ring

2) Speak with J'Saddha, just outside, when you arrive. Take him to the

ship in Ald Velothi. Back at the ruin, outside, fight Bodean, then

enter the shrine. Fight Trelam Falvani and Felisi Serano in the main

shrine room, loot, and take the side door down a tunnel to find and

rescue Malexa. Once she's out, run her east back to Sason, then return
to the shrine. Head downstairs to fight Erns Maren and enter the Sunken

Vaults. At the bottom, kill Gordol. Loot and leave, noting the copy of

Response to Bero's Speech. Offload if needed before returning to Ald

Velothi, then follow the road toward Gnisis. Skip the Ashlander camp

just to the south for now, and continue on the road. Soon, you'll see

an unmarked road north, leading to a Dwemer bridge. Across the bridge

is Arkngthunch-Sturdumz, where we'll be sent on a later Mages Guild

quest. Accordingly, skip it for now. Head back to the main road, and

proceed just a bit to meet Synette Jeline, who has a miscellaneous

quest. Find the expensive ring in the pool to be attacked by Synette

and the near-invisible Tavynu Tedran. Kill them both and nick the

unique Amulet of Shadows from Tavynu's corpse. Back on the road, ignore

the south turn and take the unmarked path west. Continue west at the

next intersection, then cross the water and head south to find the

Eluba-Addon Egg Mine. Head inside.

Eluba-Addon Egg Mine

o======================================================================o

***NPCs***

Mubdan Assantinalit

Massour Asserrumusa

3) Kill the blighted kwama in this small mine and leave. Head north now

to find a rogue Ashlander camp. Fight Mubdan Assantinalit and Massour

Aserrumusa, loot their camp, and swim northeast. You're looking for the
Forgotten Shipwreck, a difficult-to-spot half-buried wreck due north of

the bridge to Arkngthunch-Sturdumz. Loot the cabin, all you can access,

and swim back to the camp. Ignore the big daedric ruin of Yasammidan

for now, but swim out north of it to find the Unmarked Shipwreck. Loot

the cargo hold and return to shore. Head back toward the main road, but

before getting back to the signs, take the south path we ignored

previously, where you can see the Ginith Ancestral Tomb. Enter.

Ginith Ancestral Tomb

o======================================================================o

***NPCs***

Sarvil Sadus

Anden Thilarvel

Ervis Ules

Tredere Llaren

Vulyne Rothari

Irarak

Shargon Odin-Ahhe

Assamanut Sonnerralit

4) Loot around, and speak with Sarvil Sadus, Anden Thilarvel, Ervis

Ules, Tredere Llaren, Vulyne Rothari, and the non-hostile vampire

Irarak. Leave and continue south, linking back with the main road.

You'll come to an unmarked bridge going west-take it to a rogue

Ashlander camp. Fight Shargon Odin-Ahhe and Assamanut Sonnerralit, loot


their camp, and continue south from here. Enter the smuggler's cave of

Ashinabi.

Ashinabi

o======================================================================o

***NPCs***

Thaden Ralas

Hussonia

Esdrufus Harsinia

Thraccenia Urgusiso

Davur Githendas

Teryne Hlaalu

Torosi Othreloth

Gadasu Serothan

Jine

Din

***NOTABLE LOOT***

Smuggler's Island

***QUESTS***

Miscellaneous-The Man Who Spoke to Slaughterfish

5) Loot the nook above you, behind you, to the left, then head down the

tunnel. Fight Thaden Ralas, swim south to loot and discover an


alternative entrance, then swim back and levitate up to where we fought

Thaden. Proceed west and go through the tunnel, fighting Hussonia. When

you have a choice, take the door (not the tunnel), fight Esdrufus

Harsinia and Thraccenia Urgusiso, loot, and take the door. Fight Davur

Githendas, loot, and return to the last intersection. Take the tunnel

down to the Smuggler Den. Fight Teryne Hlaalu and proceed, fighting

Torosi Othreloth. Drop down to the next tunnel to fight Gadasu Serothan

and speak with Jine. Loot the area, noting the copy of Smuggler's

Island, and leave. Head back to where we left the main road, and

continue toward Gnisis, following the signs. When you see a sign

denoting the Guar Trail, take it and follow it until you meet a fellow

named Din. Speak with him, say you'll cure him with a spell, and use

Cure Common Disease on Other to finish his little quest. Backtrack one

bridge (the Guar Trail dead-ends soon), and drop down into the canyon.

Go east, again following signs to Gnisis. At the first bridge, drop

into the canyon and go north, turning east the first opportunity. Watch

north for a little boat with a "Viciously clawed dead smuggler" in it.

Loot, then backtrack. Go west at the last intersection, then north up

the hill as soon as you're able. Look to the east for the Llervu

Ancestral Tomb. Enter.

Llervu Ancestral Tomb

o======================================================================o

***NPCs***

Inwold
***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 19

***QUESTS***

Miscellaneous-The Sad Sorcerer

6) Loot this tiny tomb and leave. Head back to the dead smuggler,

proceed southeast on the trail, and arrive at the cave of Palansour. In

the first room, kill scamps and loot. Take the northwest passage first

and loot, making sure to grab one of the rising force potions on the

table. Take the south passage next and loot, noting the copy of 36

Lessons of Vivec, Sermon 19. Take the west passage from the pit now.

Loot the docks, return to the pit, and levitate up to find Inwold

behind a locked gate. Speak to him for a quest, and give him the rising

force potion to complete it. Refuse any reward to get reputation (more

valuable) instead, then leave the cave. Head south along the river,

then curve around northwest after passing under a large stone arch. Go

through this canyon to an alit den, clear it, then ascend the hills to

get back on the main road at a cave called Mat. Head inside.

Mat

o======================================================================o

***NPCs***

Boler Bandas
Novrynea Falen

Ruvene Ulven

Bilen Velothril

Bazgulub gro-Ulfish

Bun-Teemeeta

Ra'Karim

Ra'Mhirr

Akish

Ri'Darsha

Huzei

Idronea Sadri

Sarvur Sadri

Filbeneth

***QUESTS***

House Hlaalu-Free Hides-His-Foot

7) Fight Boler Bandas, loot a room, fight Novrynea Falen, turn left at

the intersection, fight Ruvene Ulven, loot, return to the intersection

and go straight, ascend the stairs, fight Bilen Velothril, loot, and

leave. Very straightforward. Proceed toward Gnisis to find another cave

called Assarnud. Head inside.

Immediately fight Bazgulub gro-Ulfish and get the slave key off his

body. Free the slaves Bun-Teemeeta, Ra'Karim, Ra'Mhirr, Akish,


Ri'Darsha, and Huzei. Loot this room and proceed. Fight Idronea Sadri,

Sarvur Sadri, and enter the water. There's some good loot in one corner

of these passages, but they're pretty straightforward and eventually

dead-end. Turn around and proceed through the gate when you've explored

the water to your satisfaction, and fight Filbeneth. Leave the cave and

proceed to Gnisis.

Before exploring, I recommend heading to Balmora to offload and grab

the four Restore Health potions you should have stashed for Chaplain

Ogrul, then to Vivec to report to Ilmeni Dren regarding the Twin Lamps.

Accept a new quest (which we won't do for a long time) and make your

way back to Gnisis via fast-travel. Time to explore.

o======================================================================o

| |

| Gnisis & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK016}

1) Gnisis

2) Madach Tradehouse

3) Aidanat Camp

4) Barracks

5) gro-Bagrat Plantation

6) Shulk Egg Mine


7) Caldera Mines

8) Alof's Farmhouse

9) Mannammu

10) Sarano Ancestral Tomb

11) Arvel Plantation

12) Ashurnibibi

13) Assumanu

14) Fadathram Ancestral Tomb

Gnisis

o======================================================================o

***NPCs***

Punibi Yahaz

Hainab Lasamsi

Abishpulu Shand

Ughash gro-Batul

Maeonius Man-Ilu

Molvirian Palenix

Zebba Benamamat

Shulki Ashunbabi

Hannabi Zabynatus

Largakh gro-Bulfim

Yashnarz gro-Ufthamph

Ashuma-Nud Matluberib

Dul gro-Dush
Vatollia Apo

Assumanu Mantiti

Asharapli Almu

Ilasour Tansumiran

Vabbar Dinadad

Musa Yahaz

Hinammu Shishara

Nammu Man-Ilu

Uloth gra-Ushar

Sharkub gro-Khashnar

Mug gro-Dulob

Yambul gro-Bogrol

Bagamul gro-Dumul

Bogdub gra-Gurakh

Ulumpha gra-Sharob

Chaplain Ogrul

Zanmulk Sammalamus

Esib-Nummu Assunudadnud

Mehra Drora

***NOTABLE LOOT***

The Black Arrow, v2

36 Lessons of Vivec, Sermon 21

36 Lessons of Vivec, Sermon 22

36 Lessons of Vivec, Sermon 23


***SPELLS***

Ogrul's Strong-Again

Sanctuary

Holy Touch

Vivec's Touch

1) Speak with Punibi Yahaz at the strider platform, then explore

outside, looting containers and speaking with Hainab Lasamsi (who will

return Hentus' pants to you if you admire his disposition to 80+). Run

them to Hentus to complete his quest, then continue exploring outside,

speaking with Abishpulu Shand, who will direct you to harvest muck

outside his house. Gather five muck outside the Yahaz Hut, then

continue exploring. Speak with Ughash gro-Batul, Maeonius Man-Ilu,

Molvirian Palenix, Zebba Benamamat, Shulki Ashunbabi, Hannabi

Zabynatus, Largakh gro-Bulfim, Yashnarz gro-Ufthamph, Ashuma-Nud

Matluberib, Dul gro-Dush, and Vatollia Apo. Now, move around and unlock

the Gnisis Eggmine, the Shand Hut, and the Lasamsi Cave Dwelling. Now,

enter the Mantiti Cave Dwelling, speak with Assumanu Mantiti, loot, and

leave. Enter the Almu Cave Dwelling, speak with Asharapli Almu, loot,

and leave. Enter the Lasamsi Cave Dwelling, loot, and leave. Enter the

Tansumiran Cave Dwelling, speak with Ilasour Tansumiran, loot, and

leave. Enter the Dinadad Hut, speak with Vabbar Dinadad, loot, and

leave. Enter the Yahaz Hut, speak with Musa Yahaz, loot, and leave.

Enter the Shishara Hut, speak with Hinammu Shishara, loot, and leave.
Enter the Man-Ilu Hut, speak with Nammu Man-Ilu, loot, and leave. Enter

the Shand Hut, loot (noting the copy of The Black Arrow, v2), and

leave. Enter Fort Darius now.

Speak with Uloth gra-Ushar, loot, head upstairs, speak with Sharkub

gro-Khashnar and Mug gro-Dulob. Loot, check out the top of the wall,

then reenter and go downstairs instead. Through the first door, speak

with Yambul gro-Bogrol and Bagamul gro-Dumul, loot, and continue down.

Speak with Bogdub gra-Gurakh and Ulumpha gra-Sharob, then proceed to

the shrine. Note the copy of 2920, First Seed, and speak with Chaplain

Ogrul to hand over the potions in exchange for a spell-I'd take Restore

Strength. With that done, head over to the Temple.

Loot around, speak with Zanmulk Sammalamus, buy his spell, speak with

Esib-Nummu Assunudadnud, head downstairs, speak with Mehra Drora, buy

her spell, head upstairs, loot (noting the copies of 36 Lessons of

Vivec, Sermon 21, 36 Lessons of Vivec, Sermon 22, and 36 Lessons of

Vivec, Sermon 23), then donate the Potion of Cure Disease you should

still be carrying to complete the pilgrimage. Only one more to go.

Open a secret panel in the shrine to find the real Vivec Ashmask (the

one on the altar is a replica) and touch it for a new spell, Vivec's

Touch, by far the best disease-cure on other in the game. Leave now and

head to the Madach Tradehouse-time to join the Legion.

Madach Tradehouse
o======================================================================o

***NPCs***

Fenas Madach

Talms Dralor

Clilias Pullia

Utadeek

Ertius Fulbenus

Asha-Ammu Kutebani

Athal Nerano

Snakha gro-Marob

Nash gro-Khazor

Darius

Shullay Vabdas

Widow Vabdas

Hetman Abelmawia

Mausur Ababael

Shanud Ududnabia

Zebdusipal Mantiti

Kummi-Namus Almu

Lugrub gro-Ogdum

***NOTABLE LOOT***

The Alchemist's Formulary

Death Blow of Abernanit

The Ransom of Zarek


***FACTIONS***

Imperial Legion-Recruit

Imperial Legion-Spearman

Imperial Legion-Trooper

***QUESTS***

Imperial Legion-Widow Vabdas' Deed

Imperial Legion-Gnisis Eggmine

Imperial Legion-Rescure Madura Seran

2) Upstairs first. Speak with Fenas Madach, Talms Dralor, and Clilias

Pullia. Beneath the bar, speak with Utadeek, then return to the

entrance and go downstairs. Speak with Ertius Fulbenus and Asha-Ammu

Kutebani. Through the northeast door, speak with Athal Nerano. Through

the southwest door, speak with Snakha gro-Marob. Finally, through the

southeast door, speak with Nash gro-Khazor, loot (noting the copies of

The Alchemist's Formulary and Death Blow of Abernanit), and finally,

speak with Darius to join the Imperial Legion. You are immediately

eligible for promotion to Spearman, and ask about orders for a quest.

Keep toting the chain cuirass wherever you go, as you'll need to wear

it to speak to Legion questgivers. With that done, leave and head to

the Vabdas Hut, just outside of town past Arvs-Drelen.

Loot the hut (do NOT steal the deed) and speak with Shullay Vabdas and
Widow Vabdas. Hear her allegations, then go enter the Abelmawia Hut.

Loot and speak with Hetman Abelmawia. Buy the Gnisis Eggmine Pass off

of him, then head up to the eggmine and go inside. You can also speak

to Vatollia in uniform for a key.

Head up the ramp and speak with Mausur Ababael. Skip the water for now

and speak with Shanud Ududnabia, Zebdusipal Mantiti, and Kummi-Namus

Almu. Enter the Lower Eggmine. Lugrub gro-Ogdum will, in fact, attack

you after ten seconds, so kill him. Kill kwama, but don't cure the

queen yet. Ignore Bethamez (we'll be sent there on a Mages Guild quest)

and proceed through either entrance to the Underground Stream. You

should spot the mine's secret entrance as you explore, but more

importantly, you can find a copy of The Ransom of Zarek on a nearby

ledge. Levitate into the tunnel and head west. In the water, you can

find Mansilamat Vabdas' corpse, and you should pick up Lugrub's Axe

next to it. Just past that, Vabdas' ghost will speak to you. Take the

axe to Darius now, exit dialogue and speak with him again to complete

the quest. Ask about advancement to be promoted to Trooper, then get

more orders. Pop back into the mine and cure the queen with Vivec's

Touch, then report back to Darius. Get new orders, then run back to

Ald Velothi and head to the rogue Ashlander camp, Aidanat Camp, just

south of town.

Aidanat Camp

o======================================================================o
***NPCs***

Kund Assarnibani

Rawia Ashirbibi

Abassel Asserbassalit

Madura Seran

Baladas Demnevanni

Ragash gra-Shuzgub

***FACTIONS***

Imperial Legion-Agent

***QUESTS***

Imperial Legion-Rescue Ragash gra-Shuzgub

Imperial Legion-Talos Cult Conspiracy

***NOTABLE LOOT***

The Wolf Queen, v5

Berandas Propylon Index

2920, Rain's Hand

Sithis

3) Speak with Kund Assarnibani and Rawia Ashirbibi, then enter the

yurt. Speak with Abassel Asserbassalit, refuse to pay, and kill the

three of them. Loot the camp, then speak with Madura Seran. Escort her

to the Ald Velothi outpost, then report back to Darius. He'll promote
you to Agent and send you to Arvs-Drelen. Head on over.

Turn right at the first intersection, then take the door at the bottom

of the ramp. You'll find Ragash in here, but leave her for now and loot

the bedroom at the top of the ramp, noting the copy of The Wolf Queen,

v5. Go to the tower and loot the lower-level storage rooms, then

proceed to the top. Loot the room (making sure to get the Berandas

Propylon Index and noting the copies of 2920, Rain's Hand and Sithis),

and speak with Baladas Demnevanni. Get his disposition above 60 and

he'll agree to free Ragash. Go escort her out of Arvs-Drelen and report

back to Darius for another quest. You can speak with Nash gro-Khazor in

the same room to be directed to Oritius Maro in the barracks, so head

over there.

Barracks

o======================================================================o

***NPCs***

Oritius Maro

Allian Carbo

Dumbuk gro-Bolak

Vantustius Pundus

Vertilvius Cines

Varian Angius

Strillian Macro

Optio Bologra
Arius Rulician

***NOTABLE LOOT***

The Locked Room

The Alchemist's Formulary

***FACTION***

Imperial Legion-Champion

***QUESTS***

Imperial Cult-Gathering Willow Anther

Imperial Legion-Courtesy

***SPELLS***

Strong Fire Shield

Strong Frost Shield

Strong Shock Shield

4) You'll find Oritius in the first room, so speak with him and

indicate interest in joining to be directed to Arius Rulician in a

shrine downstairs. Speak with Allian Carbo in this room, then enter the

door behind him. Loot, then head across to the other door. Speak with

Dumbuk gro-Bolak, loot (noting the copy of The Locked Room), and head

downstairs. Speak with Vantustius Pundus behind the stairs, loot, and

head to the intersection. In the north room, speak with Vertilvius


Cines, Varian Angius, and Strillian Macro. Loot, and go to the south

room to speak with Optio Bologra. Finally, head east, loot the

storeroom, and enter the trap door. Speak with Arius Rulician, loot the

shrine, read the Note from Oritius Maro, kill Arius, exit, kill

Oritius, and report back to Darius to finish his quest chain. Ask about

advancement for promotion to Champion, and we're done in Gnisis. We

have unlocked a substantial quest backlog, however, so recall to

Balmora.

Offload, keeping your five muck, and head to Ebonheart to turn in the

lay healer mission at the Imperial Chapels. Speak with Synnolian again

for your next mission, and you'll be sent to gro-Bagrat plantation. On

the way there, drop by the Hawkmoth Legion Garrison. Speak with Frald

the White for a Legion quest, and buy three spells off of Ervona Barys.

Now, head to gro-Bagrat Plantation.

gro-Bagrat Plantation

o======================================================================o

***NPCs***

Favasa Saryon

Irvama Othrelas

Gakkenfeld

Dreggs

Llaynasa Othran

Gurak gro-Bagrat
Velsa Salaron

***NOTABLE LOOT***

The Four Suitors of Benitah

***QUESTS***

Imperial Cult-Gathering Scrib Jelly

Imperial Legion-Scrap Metal

5) Outside, get the five willow anther and speak with Favasa Saryon and

Irvama Othrelas. Ignore Synnolian's warnings and head inside. Speak

with Gakkenfeld and Dreggs in the entrance room, head upstairs and

speak with Llaynasa Othran, then open the door behind Dreggs to find a

basement skooma lab. Kill Gurak gro-Bagrat and Velsa Salaron, loot, and

return to Ebonheart. See Synnolian for another quest, directing you to

Shulk Egg Mine. Eydis Fire-Eye sent us there ages ago, and we're

finally ready to head there. Recall to Balmora and offload, but before

going straight to Shulk, go visit Radd Hard-Heart at Moonmoth Legion

Fort (in uniform) for a Legion quest. Run to Arkngthand and kill a

centurion in the lower levels for the scrap, and return it to Radd.

His next quest will send you to the Erabenimsun Camp, so we'll leave

his line for a while. Now head to the Shulk Egg Mine.

Shulk Egg Mine

o======================================================================o
***NPCs***

Miner Gor

Miner Kati

Miner Juillen

Miner Lisaa

Savilo Othan

Daynila Valas

***QUESTS***

Fighters Guild-Telvanni Agents

6) In the mine, kill any Scribs you see until you get five jellys for

Synnolian. Explore the first tunnel, then enter the Mining Camp. Speak

with Miner Gor, Miner Kati, Miner Juillen, and Miner Lisaa as you

explore. Enter the Queen's Lair at the far end. Kill Savilo Othan and

Daynila Valas, the egg poachers, then explore to finish this place off.

If you didn't find five jellies, Dinok, outside, will give you more if

you ask him about it. Let's head to Balmora now and report back to

Eydis Fire-Eye. She'll give you new orders, sending you to the Caldera

mines. Head over there right away. Hop a guild guide to Caldera, exit

north, and follow the signs.

Caldera Mines

o======================================================================o

***NPCs***
Alveleg

Fothyna Herothran

Alynu Aralen

Sathasa Nerothren

Stlennius Vibato

Elynea Norvayn

Meanen

Kiseena

Dahleena

Gilm

Ahanabi Assullinbanud

Neesha

Khazura

Inorra

Ohibaal Assintashiran

Dun-Ilu Assurnumausur

***FACTIONS***

Fighters Guild-Protector

Fighters Guild-Defender

***QUESTS***

Fighters Guild-The Code Book

Fighters Guild-Desele's Debt

Fighters Guild-Gra-Bol's Bounty


Fighters Guild-Alof and the Orcs

7) As you approach, you'll see Alveleg off to the right. Speak with

him, and the topic "Telvanni agents" will start a fight. Kill him and

enter the cave of Ashanammu behind him. Speak with Fothyna Herothran,

and the same thing occurs. Alynu Aralen and Sathasa Nerothren will also

attack, so kill them too. Before reporting back to Eydis, explore the

rest of Ashanammu, and then go check out the Caldera Mining Company.

Enter the Mining Company Office. Speak with Stlennius Vibato, head

upstairs to speak with Elynea Norvayn and Meanen. Loot and leave. Enter

the Mining Bunkhouse. It's empty, so loot both levels, making sure to

get the Caldera Slave Key, and exit from the lower one. Enter Slave

Shack One, speak with and free Kiseena, loot, and enter Slave Shack

Two. Speak with and free Dahleena, loot, and enter the Mining Guard

Tower. It's empty, so loot and leave, and go enter the Mine. Head left

at the first intersection, speak to and free Gilm, speak with Ahanabi

Assullinbanud, speak with and free Neesha, and return to the

intersection. Head east, speak with and free Khazura, and go left at

the next intersection. Speak with and free Inorra, speak with Ohibaal

Assintashiran, then take the last tunnel to speak with Dun-Ilu

Assurnumausur. That's it, so recall to Balmora and report back to

Eydis. Ask about advancement for a promotion to Protector, then accept

a new quest. Head to the South Wall and pickpocket the book from

Sottilde to keep everything clean, and report back to Eydis. Hop a


strider to Suran and get the money from Desele-should be easy-and

report back to Eydis. Ask about advancement for a promotion to

Defender, then get another quest. Now's a good time to give her the

Bitter Cup-the rest of her quests are legit-so do so. Head to Dura

gra-Bol's house, kill her, and report back to Eydis. She'll send us to

Alof's Farmhouse. Head toward the Fields of Kummu, and Alof's Farmhouse

is just to the east. Head inside.

Alof's Farmhouse

o======================================================================o

***NPCs***

Alof the Easterner

Burub gra-Bamog

Mauhul gor-Burish

Baronk gro-Uzuk

Grat gho-Gholfim

***FACTIONS***

Fighters Guild-Warder

***QUESTS***

Fighters Guild-The Verethi Gang

8) Loot, speak with Alof the Easterner, then head to Ashunartes. It is

just west of the stronghold of Marandus, which we previously explored.


It has two entrances. Take the isolated back entrance first, and kill

Burub gra-Bamog. Drop to the lower level and kill Mauhul gor-Burish,

Baronk gro-Uzuk, and Grat gro-Gholfim. Loot the shrine area and recall

to Balmora to report to Eydis. Ask about advancement for a promotion

to Warder, then get her next quest. Head to Mannammu, just outside

Pelagiad.

Mannammu

o======================================================================o

***NPCs***

Ena

Unisea Benethran

Selvia Famalius

Penald

Brelyn Indarys

Thalurea Thirvayn

Dovres Verethi

***NOTABLE LOOT***

The Firsthold Revolt

The Wolf Queen, v1

***QUESTS***

Fighters Guild-Hunger in the Sarano Tomb


9) Fight Ena, proceed, fight Unisea Benethran, proceed to a bridge,

fight Selvia Famalius and Penald, then hit the water. Head west first,

surface, fight Brelyn Indarys, loot (noting the copy of The Firsthold

Revolt), and exit by land, coming across Thalurea Thirvayn. Kill her,

loot, and proceed, eventually coming across Dovres Verethi. Kill him,

loot (noting the copy of The Wolf Queen, v1), and recall to Balmora to

report in to Eydis. Head to the Sarano Tomb-we've spotted it in the

past, but it's northwest of the Fields of Kummu. Head there.

Sarano Ancestral Tomb

o======================================================================o

***NOTABLE LOOT***

Sarano Ebony Helm

***QUESTS***

Fighters Guild-Vandacia's Bounty

Fighters Guild-Alleius' Bounty

Thieves Guild-Hrundi's Lover

***FACTIONS***

Fighters Guild-Guardian

Imperial Cult-Theurgist

10) Head down the hall, killing critters. When you have a choice, go

left first, then across from that room to find and kill the Hunger and
get the unique Sarano Ebony Helm. Loot the final two rooms, then head

back to Balmora and report to Eydis. Her quest line is now done, so

let's head to Vivec. Speak with Lorbumol for a quest, then hop a silt

strider to Seyda Neen. Find Adraria in the Census and Excise warehouse,

taunt her, and kill her, then report back to Lorbumol. He'll promote

you to Guardian and give you another quest. We need to hold on this one

for now, so head down to Simine Fralinie's and visit Gentleman Jim.

He'll give you a new quest. Now head to Ebonheart. Deliver the scrib

jelly to Synnolian, ask for advancement to be promoted to Theurgist,

then get another quest. Head to the Arvel Plantation.

Arvel Plantation

o======================================================================o

***NPCs***

Kal-Ma

Shatalg

Kasa

Affri

J'Kara

Ma'Dara

Breyns Randas

Relyn Sarano

Sedrane Arvel

Rovone Arvel

Urene Arvel
Dredase Arvel

Talare Arvel

***NOTABLE LOOT***

Biography of the Wolf Queen

The Wraith's Wedding Dowry

Charwich-Koniinge, Volume 1

***QUESTS***

Imperial Cult-Gathering Rat Meat

Imperial Cult-Gathering Netch Leather

Imperial Legion-Dwemer Artifacts at Drinar Varyon's Place

***FACTIONS***

Imperial Legion-Knight Errant

11) Outside, you can speak with Kal-Ma, Shatalg, Kasa, Affri, J'Kara,

Ma'Dara, Breyns Randas, Relyn Sarano, Sedrane Arvel, and Rovone Arvel.

Unfortunately, there is no slave key to free the slaves. Get your 5

corkbulb, then enter Arvel Manor. Speak with Urene Arvel, head

upstairs, note the copy of Biography of the Wolf Queen, speak with

Dredase Arvel, head up another level, speak with Talare Arvel, and

leave. Loot the Slavemaster's Shack, the Slave Shack, and the Storage

Shack, then return to Synnolian. He'll give you another quest. Head to

the Foreign Quarter Underworks to harvest five rat meat, then return to
Synnolian. He'll reward you with copies of The Wraith's Wedding Dowry

and Charwich-Koniinge, Volume 1. Take another quest (his last), then

just head out to find and kill a netch. Bring the leather to Synnolian.

That's it for him, so head to Ald'Ruhn now. Go to Fort Buckmoth and

speak to Imsin the Dreamer in uniform for a Legion quest. Head to

Drinar Varyon's in town, find a Dwemer Tube on the biggest table of

pots, and report back to Imsin. She'll promote you to Knight Errant

and give you another quest. Make your way to Hla Oad, and from there go

northwest to Ashurnibibi.

Ashurnibibi

o======================================================================o

***NPCs***

Ushug gra-Olurba

Muzgonk gro-Borbog

Durgash gro-Rushub

Rolfish gra-Dugul

Joncis Dalomax

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 26

A Game at Dinner

The Horror of Castle Xyr

***QUESTS***
Imperial Legion-Maiden's Token

12) Outside, speak with Ushug gra-Olurba and Muzgonk gro-Borbog, then

enter the shrine. Note a small stone chest as you swim, which contains

a copy of 36 Lessons of Vivec, Sermon 26. Surface to fight Durgash

gro-Rushub and Rolfish gra-Dugul. Loot the area, noting the copies of

A Game at Dinner and The Horror of Castle Xyr. Through the door, speak

with Joncis Dalomax. Explore the tunnel behind him before leaving and

reporting back to Imsin. We've seen Assumanu before-head to Khuul, head

northeast over water to Sheogorad, and find the cave southeast of Ald

Redaynia. Head inside.

Assumanu

o======================================================================o

***NPCs***

Vienne Gilelle

Calmaninde

Allimir

Varona Nelas

13) Head left at the first intersection, fighting Daedra, then fight

Vienne Gilelle past the water. Through the door, fight Calmaninde and

loot, then return to the entrance and proceed northeast. Speak with

Allimir, then past him, speak with Varona Nelas. Take the glove to

Ilmeni in Vivec, then report back to Imsin. That's her final quest.
Head due east out of Ald'Ruhn, and take the southern branch when the

path forks. You'll arrive at the Fadathram Ancestral Tomb right at the

base of the Ghostfence. Head inside.

Fadathram Ancestral Tomb

o======================================================================o

***NPCs***

Mils Andrethi

Golana Giralvel

Belvis Sedri

Galeri Uveleth

Bralyn Androthi

Darns Tedalen

Danel Indaren

14) Move straight through this small tomb, killing and looting as you

go. Leave when done, and levitate over the Ghostfence. Head south to

quickly find the Panabanit-Nimawia Egg Mine. Head inside and explore;

no loot here but eggs, so just fill out the map and leave when done.

Hop over the Ghostfence here and head south, then west when you can, to

find the Sudanit Mine. Enter.

At the entrance, speak with Mils Andrethi. Follow the tracks to speak

with Golana Giralvel, and when the tunnel opens up, head clockwise to

speak with Belvis Sedri, Galeri Uveleth, and Bralyn Androthi. Follow
the next tunnel to speak with Darns Tedalen and Danel Indaren, then

loot and leave. Now, track the Ghostfence until you arrive at

Ghostgate. We're going to explore this place now.

o======================================================================o

| |

| Ghostgate & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK017}

1) Tower of Dawn

2) Tower of Dusk

3) Maelkashishi

4) Yassu Mine

5) Sharapli

6) Shishara

7) Sanabi

8) Maelu Egg Mine

9) Helas Ancestral Tomb

10) Omalen Ancestral Tomb

11) Hassour

12) Assurdirapal

13) Abandoned Shipwreck

14) Sargon

15) Saturan
16) Nelas Ancestral Tomb

Tower of Dawn

o======================================================================o

***NPCs***

Rilvase Avani

Teril Savani

Ralyn Othravel

Selmen Relas

Faras Thirano

Ulmiso Maloren

Ferone Veran

Nilvyn Drothan

Uvoo Llaren

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 21

36 Lessons of Vivec, Sermon 13

36 Lessons of Vivec, Sermon 18

The Wolf Queen, v2

The Rear Guard

***SPELLS***

Zenithar's Gospel

Calming Touch
Saintly Touch

***FACTIONS***

Temple-Acolyte

Temple-Adept

1) First things first, hop through the fence and donate a Petty Soul

Gem at the shrine to finish the Pilgrimages of the Seven Graces. Enter

the Tower of Dawn when done. Head to the middle room and speak with

Rilvase Avani, then loot (noting the copies of 36 Lessons of Vivec,

Sermon 21, 36 Lessons of Vivec, Sermon 13, and 36 Lessons of Vivec,

Sermon 18. Speak with Teril Savani, then head upstairs to speak with

Ralyn Othravel and Selmen Relas. Now, head down to the Tower of Dawn

Lower Level. Speak with Faras Thirano, loot (noting the copy of The

Wolf Queen, v2), then explore clockwise. Speak with Ulmiso Maloren,

buy her spell, loot, and continue. There's not much in the vault, and

in the third room, you can speak with Ferone Veran. Loot this barracks

(noting the copy of The Rear Guard), then head back to the main level

of the Tower of Dawn. From here, enter the Temple. Speak with Nilvyn

Drothan, buy her spells, then speak with Uvoo Llaren. Report your

completion of the Seven Graces and she'll promote you to Acolyte, then

straight to Adept, but your rank is insufficient for more quests at

this time. Head over to the Tower of Dusk.

Tower of Dusk
o======================================================================o

***NPCs***

Fonas Retheran

Galore Salvi

Drelyne Llenim

Galdal Omayn

Elvasea Thalas

Mandran Indrano

Berela Andrano

Enar Dralor

Salyn Sarethi

Mertis Falandas

Taluro Athren

Dronos Llervu

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 14

36 Lessons of Vivec, Sermon 15

Amulet of Usheeja

Left Glass Bracer

2920, Second Seed

***QUESTS***

Thieves Guild-Bal Molagmer, Brallion's Ring

Temple-Disease Carrier
Temple-Silent Pilgrimage

Imperial Legion-Honthjolf is a Traitor

Temple-Compassion

***FACTIONS***

Imperial Legion-Knight Bachelor

2) In the center room, loot and speak with Fonas Retheran and Galore

Salvi. Loot the bedroom, head upstairs, and speak with Drelyne Llenim

and Galdal Omayn. Loot, noting the copies of 36 Lessons of Vivec,

Sermon 14 and 36 Lessons of Vivec, Sermon 15, then head down to the

Tower of Dusk Lower Level. Speak with Elvasea Thalas, Mandran Indrano,

and Berela Andrano, then explore clockwise. In the first room, speak

with Enar Dralor and Salyn Sarethi. For the courtesy quest, answer

"It must be a drake," "Then it's not a book of poetry," and "It must

have been a great hit." Place Enamor and the Note to Salyn Sarethi in

his chest, then go to the next room. Speak with Mertis Falandas (the

master trainer in Spear), then make sure to get the artifact Amulet of

Usheeja from the vault. In the next room, speak with Taluro Athren,

then with Dronos Llervu in the final room. Loot (the Left Glass Bracer

is better than the Indoril Gauntlet I had on). We're done here, and

we've unlocked several quests. Recall to Balmora, then make your way to

Vivec to report to Gentleman Jim. He'll direct you to Sadrith Mora for

the next Bal Molagmer quest. While in Vivec, head to the High Fane and

speak with Endryn Llethan for a Temple quest. Tanusea Veloth is in the
Arena Pit, so head over there now. She'll refuse you, so head to

Jobasha's in the Foreigh Quarter for a copy of Saryoni's Sermons and

head back. She'll agree to leave, so report back to Endryn Llethan.

Wait on the vow of silence-we'll come back to this after we've explored

up to Dagon Fel. Go now to Ebonheart, and report in to Frald the White.

He'll give you a copy of 2920, Second Seed, and promote you to Knight

Bachelor. Get his next quest, which we won't complete for some time.

Now head to Ald'Ruhn and speak with Tuls Valen. You'll need to use the

console to fix some bugs in his coding, so enter "player->addtopic

"compassion"" into the console, then ask about compassion to start the

quest. With that handled, hop a strider to Gnisis and make your way to

Maelkashishi (we've seen it before).

Maelkashishi

o======================================================================o

***NPCs***

Bulfim gra-Shugarz

Depusanis Denian

Lloden Tenim

Horulia Jannus

Zallit Assattadaishah

Tunipy Shamirbasour

Assantus Hansar

***NOTABLE LOOT***
A Hypothetical Treachery

Falensarano Propylon Index

The Four Suitors of Benitah

***FACTIONS***

Temple-Curate

***QUESTS***

Temple-Cure the Outcast Ashlander

Temple-Food and Drink for the Hermit

3) Right away, find Bulfim gra-Shugarz. Speak with her, then cure her

with Vivec's Touch. Proceed to fight Depusanis Denian and Lloden Tenim,

loot the shrine (noting the copy of A Hypothetical Treachery), then

levitate to the upper level. Fight Horulia Jannus, then enter the

Forgotten Galleries. Levitate to the very top to find the Falensarano

Propylon Index and some loot. Recall to Balmora, and go report back to

Tuls Valen. He'll give you a copy of The Four Suitors of Benitah. Turn

in the potion as well, and ask about advancement to be promoted to

Curate. Head back to Ghostgate now, and accept a quest from Uvoo

Llaren. Head just south of Ghostgate to find an Ashlander camp. Speak

with Zallit Assattadaishah, Tunipy Shamirbasour, and Assantus Hansar.

Cure him with a spell, then report back to Uvoo for another quest.

That's all the questing for a bit, so cruise through the actual

Ghostgate and go due north to find Yassu Mine. Head inside.


Yassu Mine

o======================================================================o

***NPCs***

Umbacano

Gadyni Rethan

Dolmyn Thirelas

Brelyna Andoril

Taluri Rothalor

Sorcalin

Tubilalk Mirathrernenum

Yan-Ahhe Darirnaddunumm

Assallit Assunbahanammu

4) Head inside, fighting Nix-Hounds, and go left at the three-way

intersection. Keep north at the next intersection and speak to

Umbacano, Gadyni Rethan, Dolmyn Thirelas, Brelyna Andoril, Taluri

Rothalor, and Sorcalin. Go explore the rest of the tunnels now, getting

glass if you wish, then leave. Head north (paths are visible, but steep

enough that you'll need to levitate) until you see the dwarven ruin of

Odrosal on your right. Ignore it, but bypass it to the east to find the

Yanemus Mine. Head inside.

This is a working ebony mine staffed by Ashlanders. Go forward to speak

with Tubilalk Mirathrernenum, go left and down to speak with Yan-Ahhe


Darirnaddunumm, and go left again to speak with Assallit

Assunbahanammu. That's it for here, and this little foray into the

Ghostfence, so explore the remaining tunnels if you like and make your

way back to Ghostgate. Once back outside the fence, follow it due east

(you'll need to levitate) into the next valley over. Enter the cave of

Sharapli.

Sharapli

o======================================================================o

***NPCs***

Taarie

Fervsie Girothran

***NOTABLE LOOT***

Feyfolken, v3

5) This straightforward Sixth House base has nothing noteworthy, save

the (useless) Pool of Forgetfulness, so explore at your leisure, leave,

and head back to Ghostgate. Head southwest, passing the Ashlander camp

on your left. When you reach a daedric ruin (Assarnatamat), turn around

and backtrack, looking for a path to the right. Take that path, and

find the cave of Odaishah. Enter.

Proceed through the water to find an intersection. Left, fight Taarie

and loot; straight, fight Fervsea Girothran and loot (noting the copy
of Feyfolken, v3); and right is just critters. Leave, and follow a

trail that meanders a bit but goes southwest. It'll take you to the

Thalas Ancestral Tomb. Enter.

This tomb is small, straightforward, and lacks notable loot, so explore

at your leisure and exit. Backtrack a bit and angle east, staying on

trails. Before long, you should find a Velothi tower called Shishara.

Head inside.

Shishara

o======================================================================o

***NPCs***

Belene Yvienne

Erradan

Distel

Arbene Gernis

Iingail

Medyn Gilnith

Yashour Hairshumusa

Hibaddar Ilath-Pal

Telinturco

Undil

Dissu Ashalkimallit

Berapli Ashumallit

Shali Assannabalit
***NOTABLE LOOT***

The Lunar Lorkhan

6) Fight Belene Yvienne and proceed. Fight Erradan through the first

door and head down the ramp. Fight Distel in the bedroom, then

backtrack and go up. Fight Arbene Gernis and Iingail in the tower base,

then ascend to fight Medyn Gilnith. Loot and leave. Make your way north

from here to find and enter the Aryon Ancestral Tomb.

This is just a long hall with three side rooms. The side rooms have

nothing noteworthy, but the end chamber has a copy of The Lunar

Lorkhan. Leave when done. Look for a pair of netch just east of

Shishara. Cross the ridge due south of them to find an Ashlander camp.

Fight Yashour Hairshumusa and Ilath-Pal, loot, and go back to the pair

of netch. Head east, then north, then west (following actual paths) to

find the Dunirai Caverns. Don't go in yet, but do chat with Telinturco

and Undil. From here, head southeast, following paths, to find an

Ashlander camp. Fight Dissu Ashalkimallit, Berapli Ashumallit, and

Shali Assannabalit. Loot, then head south to find a cave called Sanabi.

Enter.

Sanabi

o======================================================================o

***NPCs***
Sulen Sarandus

Arelvam Sadrano

Rilasi Ralvayn

Felsa Hlaren

Madaynu Aravel

Golor Omoran

Boryn Varen

Dredyni Salvani

Zelaku Assarrapanat

Abibaal Assillariran

7) Fight Sulen Sarandus, proceed a bit, and fight Arelvam Sadrano,

Rilasi Ralvayn, and Felsa Hleran. Check the platform and the side rooms

(left and straight), then go right to fight Madaynu Aravel, Golor

Omoran, Boryn Varen, and Dredyni Salvani. That's it, so loot and leave.

Head due east and a bit south, crossing a valley (you may need to

levitate), and find the Dulo Ancestral Tomb. You'll know you're in the

right spot after crossing into Molag Amur when you see some steam

coming from the ground. Enter.

This is an Aundae vampire den-while it's the right bloodline, I'm not

ready to get turned yet, so stay on your guard. Kill four vampires in

the first area, loot, and kill a fifth through the only door. Leave

when done. Due north of here is another Ashlander camp. Fight Zelaku

Assarrapanat and Abibaal Assillariran, loot, and continue due north and
a hair west to find a new valley (NOT the one on the path from the

ashlanders-this one is farther east and starts farther north)

containing nix-hounds and the Maelu Egg Mine. Head inside.

Maelu Egg Mine

o======================================================================o

***NPCs***

Selk Muddumummu

Antu Assarrimisun

Zairan Enturnabaelul

Salay Yessur-Disadon

Nund Assurnipilu

Yenabi Laserbillahemmi

8) This straightforward mine has nothing noteworthy, so explore and

exit. Follow the current valley north to the Sandus Ancestral Tomb and

enter.

This tomb is straightforward, so use the local map to explore, loot,

and leave. Head southwest, and cross the ridge when the valley turns.

Follow the next valley southeast until you spot a stand of trees on the

right with a couple of rats in it. From there, cross the ridge south

and slightly west and look for an Ashlander camp. (If you find a prior

camp with three mabrigash, you're too far south; go north from there.)

Fight Selk Muddumummu, Antu Assarrimisun, and Zairan Enturnabaelul.


Loot their camp and head north and somewhat west to another one. Fight

Salay Yessur-Disadon, Nund Assurnipilu, and Yenabi Laserbillahemmi.

Loot their camp, then head north and east along a path to the Helas

Ancestral Tomb. Enter.

Helas Ancestral Tomb

o======================================================================o

***NPCs***

Velyn Farethan

Llevel Seri

Bredasu Gilaram

Dartis Dreleth

Falam Hlaalu

Mevrenea Aryon

Feralea Ramori

Dolmesa Sarano

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 26

36 Lessons of Vivec, Sermon 34

9) Loot the straightforward tomb, noting the copies of 36 Lessons of

Vivec, Sermon 26 and 36 Lessons of Vivec, Sermon 34. Leave and head

west and slightly north to find the Halit Mine. Go inside.


Explore here (no loot besides the raw glass) and speak with Velyn

Farethan, Llevel Seri, Bredasu Gilaram, Dartis Dreleth, Falam Hlaalu,

Mevrenea Aryon, Feralea Ramori, and Dolmesa Sarano. Recall to Balmora

when done-this exploration jaunt is finished. Offload, head to Khuul,

then Urshilaku Camp, then Valenvaryon. We're going to make our way to

Dagon Fel. From here, continue east on the main island's coast to find

Ebernanit, a Daedric ruin you should skirt for now. Southeast of

Ebernanit is the Omalen Ancestral Tomb. Head inside.

Omalen Ancestral Tomb

o======================================================================o

***NPCs***

Sendus Sathis

***NOTABLE LOOT***

Death Blow of Abernanit

Bone, Part 1

***FACTIONS***

Temple-Disciple

***QUESTS***

Temple-Hair Shirt of St. Aralor

Temple-Dark Cult in Hassour


10) The tomb is easy to navigate, with a few side rooms, so loot it out

(noting the copy of Death Blow of Abernanit), then leave and head due

east (a good ways) to find and enter the Indaren Ancestral Tomb.

Proceed through the tomb, fighting Daedra, picking locks, until you

reach the end. Leave, and head east, swimming over to the first island.

Enter the cave of Ainab.

Head down the tunnel, fighting Sixth House monsters, until you reach an

intersection. Go right first to explore a water hazard, then return and

proceed the other way into the Shrine. To the right is some treasure

(note the copy of Bone, Part 1), so loot, explore the shrine, and

leave. Swim east another island, and go to the northern tip to find the

Ilanipu Grotto. Head inside.

In the third chamber, levitate to a ledge to find a dead body with

loot. Make your way to the end of the grotto, finding one more body,

then turn around and leave. Head north one island, spotting the

stronghold of Rotheran. Skip it for now, going west one island to find

Sendus Sathis, the hermit. Deliver his food, then recall, offload, and

go to Ghostgate to report to Uvoo Llaren. She'll promote you to

Disciple and give you another quest. We can now do Tuls Valen's final

quest, so go see him in Ald'Ruhn. Hassour is a place we spotted long

ago, so follow Tuls Valen's directions to get there. Head inside.


Hassour

o======================================================================o

***NPCs***

Dagoth Fovon

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 36

Fat Lute

11) To the left is the door to the shrine, straight ahead is another,

and to the right is a bit of loot and a tunnel full of critters. Take

the lower level door to the shrine, fight critters, then head left to

the other door, right to a lave pit, or straight to continue. Kill

Dagoth Fovon to free some Sleepers, loot (noting the copy of 36 Lessons

of Vivec, Sermon 36 and the unique Fat Lute), and leave. Visit Dralas

Gilu in Pelagiad, Rararyn Radarys in Balmora, and Llandras Belaal in

Balmora, as they're all now freed Sleepers. Report back to Tuls Valen

in Ald'Ruhn to finish his quest chain. Head all the way back to Sendus

Sathis, and hop one island west to find a tomb called Ashmelech. Skip

it for now (this is the Aundae Vampire Clan home base), and hop

northwest one island to find the Daedric shrine of Assurdirapal. Head

inside (take the water door).

Assurdirapal

o======================================================================o
***NPCs***

Grazob gra-Kharz

Shakh gro-Durga

Ghob gra-Gholob

Durz gra-Rimph

Farvyn Oreyn

Vala Herennius

Dreynis Nothro

Llirala Sendas

***NOTABLE LOOT***

How Orsinium Passed to the Orcs

Helm of Oreyn Bearclaw

Silence

36 Lessons of Vivec, Sermon 9

The Four Suitors of Benitah

36 Lessons of Vivec, Sermon 27

***QUESTS***

Miscellaneous-Malacath's Quest

Temple-Shoes of St. Rilms

12) Head down the tunnel to fight Grazob gra-Kharz. Loot this room and

proceed to fight Shakh gro-Durga. Enter the Inner Shrine to fight Ghob

gra-Gholob, loot (note her copy of How Orsinium Passed to the Orcs),
levitate up top to fight Durz gra-Rimph, interact with the statue of

Malacath for a quest, then exit through the upper level door. Before

heading to Vivec, hop one island east to find the Sanctus Shrine-the

destination of Endryn Llethan's silent pilgrimage. Make your way to

Vivec now, and ask Flacassia Fauseius about Oreyn Bearclaw to progress.

Hop over to Gnaar Mok now, ask Valveli Arelas about Farvyn Oreyn to be

directed south of town, then head over there to find him. Speak with

him, admit you're here at Malacath's behest, and fight him and his two

servants, Vala Herennius and Dreynis Nothro. Now, head back to Vivec

and take Endryn Llethan's vow of silence. Begin the long, long schlep

to the Sanctus Shrine. Not really a big deal, just tedious. Enter

Llirala's Shack, speak with her, loot, and head back to Assurdirapal to

report back to Malacath. The Helm of Oreyn Bearclaw is awesome and an

upgrade, so wear it for now. Recall to Balmora, offload, head to Vivec,

and report to Endryn Llethan for four skill books, Silence, 36 Lessons

of Vivec, Sermon 9, The Four Suitors of Benitah, and 36 Lessons of

Vivec, Sermon 27. Speak to him again for another quest, then make your

way back to the Sanctus Shrine again to continue exploring. Head

northwest to find Vas, which is marked on your map. Before going in,

though, head to the northeast corner of this island to find the

Abandoned Shipwreck. Check it out.

Abandoned Shipwreck

o======================================================================o

***NPCs***
Ulyne Henim

Debentien Sylbenitte

Derelle Ysciele

Jeberilie Moniel

Daris Adram

***NOTABLE LOOT***

Extra-Comfy Pillow

***QUESTS***

Fighters Guild-Beneran's Bounty

13) Pick up the invoice in the cabin, loot the wreck, and head back

over to Vas. Speak with Ulyne Henim outside, then enter the tower. The

Entry Level is straightforward, so just keep Ulyne behind you as you

plow through the critters. At the end, fight Debentien Sylbenitte and

speak with Derelle Ysciele and Jeberilie Moniel. Enter the Tower. It's

also straightforward, so plow ahead and fight Daris Adram. Speak with

Ulyne, loot, and recall to Balmora. Go back to Drarayne Thelas' house,

use the console command "addtopic "pillow shipment"" (yes, the quest is

bugged), and speak with her for the unique Extra-Comfy Pillow. Head to

Ald'Ruhn now and report in to Percius Mercius. Speak with him again for

another quest, and although we've seen Sargon already, we can head to

Maar Gan for directions. You'll be directed to Nuleno Tedas, who gives

detailed directions. From there, make your way to Sargon and head
inside.

Sargon

o======================================================================o

***NPCs***

Gavesu Arelas

Milynea Andrethi

Dalmil Varen

Llero Lloran

Varon Sadralo

Varvsa Athram

Raynila Aryon

Nerer Beneran

***QUESTS***

Fighters Guild-Bandits in Suran

14) Enter and fight Gavesu Arelas. Enter the water and swim

counterclockwise; on the east end of the cave, you'll find some loot

guarded by a Skeleton Champion. When you reach the end, you can

levitate, but I'd swim back to the entrance. Go clockwise now to the

end for a cauldron with some more loot, then return to the entrance,

leave the water, and proceed. Fight Milynea Andrethi and Dalmil Varen,

then go through the door on the left to fight Llero Lloran. Loot and

continue, staying out of the water, to fight Varon Sadralo. Continue to


fight Varvsa Athram and Raynila Aryon. Go right and cross the bridge to

fight Nerer Beneran. Loot the area and circle back to where we fought

Dalmil Varen, and this time cross the bridge. Loot this storage cave,

and we're finished. Return to Ald'Ruhn and report in to Percius. He'll

give you another quest, so head to Suran and talk to Avon Oran. He'll

send you to Saturan, a cave we've spotted before, so head there and go

inside.

Saturan

o======================================================================o

***NPCs***

Tiela

Ilver Aralas

Muk gro-Dula

Dothiel

Vevos Nerethi

Daldur Sarys

Jolgeir

Ubaasi

Eutei

Peeradeeh

Udarra

J'Zamha

Weeltul
***NOTABLE LOOT***

The Axe Man

***QUESTS***

Fighters Guild-Flin for Elith-Pal

15) Fight Tiela and Ilver Aralas, and proceed. Fight Muk gro-Dula,

loot, then go left at the intersection to fight Dothiel. In the next

room, fight Vevos Nerethi and Daldur Sarys, loot (noting the copy of

The Axe Man), return to the intersection, and go through the door.

Fight Jolgeir, grab his slave key, loot, and free the slaves Ubaasi,

Eutei, Peeradeeh, Udarra, J'Zamha, and Weeltul (not imprisoned). That's

it, so head back to Suran and report to Serjo Avon Oran. Now report

back to Percius. He'll give another quest we won't do for a while. Time

for more exploring. Make your way back to Vas again, and go north one

island. On the west end is the Nelas Ancestral Tomb. Enter.

Nelas Ancestral Tomb

o======================================================================o

***NPCs***

Andre Maul

***NOTABLE LOOT***

The Wolf Queen, v8


16) This tomb is straightforward, so clear it and head out. Head to the

next island to the southeast. Find Rayna Drolan's Shack, but leave it

for now (there's a quest here later). Head east to another small island

north of the big one. On the south coast, head east to find and enter

Malmus Grotto.

This is straightforward, so loot to the far end and leave. Head a bit

southeast now, to our final ancillary island. Enter Andre Maul's Tower.

Loot the ground level and head upstairs. Speak with Andre and loot,

noting the copy of The Wolf Queen, v8. With that, head out. Proceed

southeast, across a tiny bit of water, to the main island and the

village of Dagon Fel.

o======================================================================o

| |

| Dagon Fel & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK018}

1) Dagon Fel

2) Surirulk

3) Nchardahrk

4) Orethi Ancestral Tomb

5) Sarethi Ancestral Tomb


6) Ancient Shipwreck

7) Kushtashpi

Dagon Fel

o======================================================================o

***NPCs***

Khargol gro-Boguk

Anja Swift-Sailer

Haema Farseer

Hjoldir

Itar the Gentle

Mette

Fanar Fork-Beard

Fjorrod

Greidil Half-Troll

Hurg

Onmi Hard-Mouth

Thalestris

Heifnir

Fryfnhild

Sarnir the Clerk

Vongvild

Sold Fine-Hair

Hreirek the Lean

Hjotra the Peacock


***NOTABLE LOOT***

Dwemer Scarab Plans

Mystery of Talara, v4

Hallgerd's Tale

36 Lessons of Vivec, Sermon 28

A Dance in Fire, v3

The Third Door

1) Offload if needed, as you can get here by boat from Khuul. Explore

the Vacant Tower where we entered town to kill rats on the first level

and meet Khargol gro-Boguk, the master trainer for Unarmored. Speak

with him, loot his room (nicking the unique Dwemer Scarab Plans), and

leave to enter the town proper. (Ignore Sorkvild's Tower, as we'll be

sent on a later Legion quest). Speak with Anja Swift-Sailer, Haema

Farseer, Hjoldir, Itar the Gentle, and Mette outside. Now, enter

Fanar Fork-Beard's house, speak with him, loot, and leave. Do the same

with Fjorrod's house, Greidil Half-Troll's house, Hurg's house, and

Onmi Hard-Mouth's house (note the copy of Mystery of Talara, v4).

Lockpick and loot Itar the Gentle's house (note the copy of Hallgerd's

Tale), Anja Swift-Sailer's house (note the copy of 36 Lessons of Vivec,

Sermon 28), Arrow (the ship), and Mette's house. Enter the Watch Tower

and loot (noting the copy of A Dance in Fire, v3). Now enter Heifnir:

Trader. Speak with Thalestris and Heifnir, loot the shop (noting the

copy of The Third Door), leave, and enter The End of the World. Speak
with Fryfnhild and Sarnir the Clerk, loot, and head upstairs. Speak to

Vongvild and Sold Fine-Hair, loot, and enter the Renter Rooms. Loot,

speak with Hreirek the Lean and Hjotra the Peacock, and that's it for

this village. Leave town on the west road, and follow it as it turns

south. Skip the turn to the right, and when this road ends at a

T-junction, go left. The next left leads to Mzuleft, which we'll skip

for now until a Mages Guild quest sends us back. Take the next right to

return to Rotheran. We're still not ready for it, but we can enter

Surirulk, the bandit cave just north of it. Do so.

Surirulk

o======================================================================o

***NPCs***

Ginur Marys

Mirnelea Terilu

Giren Avilo

Adosi Darano

Bedynea Gimalvel

Rinori Ienith

Rilver Andothan

Ulvena Arobar

Tilore Andrethi

Medresi Ofemalen

Vadramea Farano

Dalnorea Arvel
Kirginia

Fralvia Sibassius

***NOTABLE LOOT***

A Hypothetical Treachery

The Seed

2) Fight Ginur Marys and proceed, fighting Mirnelea Terilu and Giren

Avilo. At the junction, fight Adosi Darano, go left, fight Bedynea

Gimalvel, and loot. Cross to the other side, fight Rinori Ienith, and

loot. Finally, descend the steps, fight Rilver Andothan, loot, and

we're finished. Head north, take the switchback down to the beach, and

spot the cave of Punsabanit on your right. Go inside.

Proceed until you find an intersection. Go through the door to the left

to fight Ulvena Arobar and Tilore Andrethi. Loot (noting the copies of

A Hypothetical Treachery and The Seed), then return to the tunnel and

proceed. Through the next door, fight Medresi Ofemalen and Vadramea

Farano. Loot and continue, fighting Dalnorea Arvel. Through the next

door, fight Kirginia and Fralvia Sibassius. Loot and leave. Proceed

east along the path to the small Dwemer ruin of Nchardahrk. Head

inside.

Nchardahrk

o======================================================================o
***NPCs***

Tibdan Shalarnetus

Shanat Kaushminipu

Zallay Subaddamael

Bulak gra-Murug

Murzol gro-Ulfimph

Urzog gro-Shadbuk

Bugharz gro-Ular

Glob gra-Ghasharzol

***NOTABLE LOOT***

Airan-Ahhe's Spirit Spear

3) Head right, killing centurions and looting. Back at the

intersection, go east. Loot and kill as you circle back to the

entrance, then leave. Head back west and when you reach the path to

Mzuleft, head south, directly over the ridge. Go east to the coast,

then follow it to the Dralas Ancestral Tomb. Head inside.

Kill the undead, loot the area (noting the copy of Words and

Philosophy), and leave. Head west to the end of this beach to find an

Ashlander camp. Speak with Tibdan Shalarnetus and Shanat Kaushminipu

outside, then enter the yurt to speak with Zallay Subaddamael. Kill him

for Kurapli back at the Urshilaku Camp, then leave the yurt. Might as

well jog over there and report in to her. She'll give you the unique
Airan-Ahhe's Spirit Spear. Head back to Dagon Fel, leave west, go

south, but this time, take the first right turn. Speak with Bulak

gra-Murug in the road, take the next right, and fight Murzol

gro-Ulfimph, Urzog gro-Shadbuk, Bugharz gro-Ular, and Glob

gra-Ghasharzol. Ignore the Malacath Statue (we'll be sent here on a

temple quest), but return to the main path and continue west. Stay

west at the next split, then west at the next one. Pass the Pudai Egg

Mine (we'll be sent here on a Fighters Guild quest), then head south at

the next intersection. Cross a little inlet, bypass the tomb on the

right, and note the Velothi tower of Shara. We'll be sent here on a

Morag Tong quest. Return to that last tomb, the Orethi Ancestral Tomb,

and head inside.

Orethi Ancestral Tomb

o======================================================================o

***NPCs***

Sifknir

Almsi Oren

Folyni Dran

Matuk gro-Magrish

Kisimba

Aina

Ri'Dumiwa

Olank-Neeus

Valvesu Indaram
***NOTABLE LOOT***

The Third Door

4) Clear this very straightforward tomb and leave. Head north, back

across the inlet and along the path. Left at the next intersection,

spot the cavern of Sud, site of a later Mages Guild quest. Go east

along the path and continue east at the next intersection to find the

Madas-Zebba Egg Mine. Enter.

Not much here, so explore, loot the lone corpse, and leave. Return to

the last intersection and head north. Follow the path as it turns east

and spot the cave of Habinbaes on the left. Enter.

Proceed to the first stairs, and enter the door on this level. Fight

Sifknir and proceed. Pass the slave pen, ascend some stairs, and fight

Almsi Oren. Loot (note the copy of The Third Door), then proceed to

fight Folyni Dran. Past him, fight Matuk gro-Magrish, who has the slave

key. Loot his room, then go free the slaves Kisimba, Aina, Ri'Dumiwa,

and Olank-Neeus. Ascend the stairs we skipped to fight Valvesu Indaram,

loot, and leave. Continue east along the path to find the Sarethi

Ancestral Tomb, another Aundae vampire den. Enter.

Sarethi Ancestral Tomb

o======================================================================o
***NPCs***

Relinda

Draron Benelas

Bertis Uvani

Orval Llaren

***NOTABLE LOOT***

Bone from Pop Je

Pop's Amulet

Ring of Phynaster

The Seed

2920, Sun's Dawn, v2

5) Explore and loot this inconsequential tomb-not much here besides

the vampires. Take care not to get turned yet. When done, make your way

back to Dagon Fel. Go to Sorkvild's Tower and head south to the Senim

Ancestral Tomb. Enter.

This tomb is big, but straightforward. The corpse at the end has a Bone

from Pop Je, Pop's Amulet, and the artifact Ring of Phynaster. Leave

and continue south, following a beach to the bandit cave of Odirnamat.

Enter.

Immediately, fight Relinda. At the intersection, go left to fight

Draron Benelas and loot (noting the copy of The Seed). Continue
clockwise and ascend some stairs to fight Bertis Uvani. Loot and

explore the last tunnel to fight Orval Llaren. Loot (noting the copy of

2920, Sun's Dawn), and leave. Backtrack north a bit and look east-you

should spot a shipwreck soon. Swim over to the Ancient Shipwreck and

enter.

Ancient Shipwreck

o======================================================================o

***NPCs***

M'Aiq the Liar

Rianciene Aurilie

Merard Geves

Relie Jeannie

Jo'Thri-Dar

Bravosi Henim

Manirai Mirshamammu

Shishi Yanumibaal

***NOTABLE LOOT***

Song of the Alchemists

6) The only notable loot is the easter egg book Capn's Guide to the

Fishy Stick. Explore and leave. Swim north one island to meet M'Aiq the

Liar. Speak with the original, then swim east and a bit south. The

daedric ruin here, Ald Daedroth, features in later Temple, Morag Tong,
AND main quests, so skip it for now. Swim southwest one island to find

a Velothi tower called Sanni and the Setus Egg Mine. Enter Sanni first.

Hold left at first to find a bedroom and speak with Rianciene Aurilie.

Loot and proceed to another bedroom with a cell. Fight Merard Geves and

speak with Relie Jeannie. Speak with Jo'Thri-Dar in the cell, then

leave and make your way up to the dome. Fight Bravosi Henim, loot

(noting the copy of Song of the Alchemists), and leave. Follow the

beach to the Setus Egg Mine and enter.

Head to the back of this mine for the right to say you explored it,

then leave. Head west to the next island, where the cave of Shallit and

the Drethan Ancestral Tomb reside. The Drethan Tomb is the site of a

later vampire quest, and Shallit is the site of a later Fighters Guild

quest. Swim south all the way back to Vvardenfell proper. Just west of

us is Favel Ancestral Tomb, site of a later Mages Guild quest. Ignore

it and head east, finding the mabrigash camp of Manirai Mirshamammu and

Shishi Yanumibaal. Kill them, loot, and continue east, arriving at the

Daedric ruin of Kushtashpi.

Kushtashpi

o======================================================================o

***NPCs***

Ranmir the Seal

Maner Uvaren
Ulms Saren

Sticey

7) Clear the outside, speak with Ranmir the Seal, and enter the shrine.

Proceed down the tunnel, levitating to a ledge above for loot when you

reach a bridge, then reach the shrine. Fight Maner Uvaren, Ulms Saren,

and Sticey, then loot the shrine. Leave when done and continue east.

When you spot a big Ashlander camp, cut a bit south and switch back

along a path to find the Sinamusa Egg Mine. Enter.

This egg mine is short and uneventful. Clear it and leave. Go to the

coast, and to the very northeast tip of Vvardenfell Island, to find the

Eluba-Addon Grotto.

Nothing in here but kollops, so explore it and leave. Now we're ready

to head to the Ahemmusa Camp, so do so.

o======================================================================o

| |

| Ahemmusa Camp & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK019}

1) Ahemmusa Camp

2) Mausur Caverns
3) Sur Egg Mine

4) Ahanibi-Malmus Egg Mine

5) Zergonipal

6) Dareleth Ancestral Tomb

Ahemmusa Camp

o======================================================================o

***NPCs***

Kammu

Sen

Zallit

Urshamusa Rapli

Addammus

Ulabael

Nummu

Mausur

Mamaea

Mabarrabael

Lanabi

Kausi

Dutadalk

Yenammu

Assamma-Idan

Sinnammu Mirpal

Missun Hainterari
Samsi Ulannanit

Maesat Shinirbael

***QUESTS***

Miscellaneous-Dreams of a White Guar

1) Outside, speak with Kammu, Sen, Zallit, and then Urshamusa Rapli for

a quest. Enter Addammus' Yurt, speak with him and Ulabael, loot, and

leave. Enter Nummu's Yurt, speak with her and Mausur, loot, and leave.

Enter Mamaea's Yurt, speak with her and Mabarrabael, loot, and leave.

Enter Lanabi's Yurt, speak with her, loot, and leave. Enter Kausi's

Yurt, speak with him, loot, and leave. Enter Dutadalk's Yurt, speak

with him and Yenammu, loot, and leave. Enter Assamma-Idan's Yurt, speak

with him, loot, and leave. Loot the empty Ashkhan's Yurt, then enter

the Wise Woman's Yurt. Speak with Sinnammu Mirpal, loot, and leave.

We're done here.

Recall to Balmora, offload, then make your way to Maar Gan. From there,

get to Falasmaryon, a stronghold we previously explored. Head due east

from Falasmaryon until you spot another stronghold, Kogoruhn. Skip it

for now, and continue east to find a couple of rogue Ashlanders. Fight

Missun Hainterari and Samsi Ulannanit, then enter the yurt to fight

Maesat Shinirbael. Loot and leave. Head south until you hit the

Ghostfence, then levitate over it, as well as the next ridge to the

south. The ruin here is Vemynal, a site for the main quest's endgame.
Continue due south of Vemynal (just levitate) to find the Mausur

Caverns. Head inside.

Mausur Caverns

o======================================================================o

***NPCs***

Levus Musilchiotus

Jart

Hurnfing

***NOTABLE LOOT***

The Importance of Where

2) This abandoned ebony mine is big, but straightforward and lacking

notable loot, so explore at your leisure and leave. Follow southward

paths until you reach a Daedric ruin, Ularradallaku. We have to come

here later for the Morag Tong, so skip it and continue east. You'll

eventually come to Dagoth Ur. Obviously, we aren't ready for this yet.

Backtrack to the last bridge we crossed, get under it, and follow the

foyada until you see a Daedric ruin on the left. This is Assalkushalit.

Enter.

Fight Levus Musilchiotus, Jart, and Hurnfing. Loot the shrine (noting

the copy of The Importance of Where), and leave. Follow the path from

the bridge northwest of the shrine and turn right when you can to
stumble on to Kogoruhn, Charma's Breath. This is the back entrance.

Backtrack to Assalkushalit, head east to a foyada, north until it turns

east, then take the first southern fork you see. You'll find a Dwemer

ruin called Tureynulal, site of a late-stage Main Quest and Temple

quest. Backtrack north and continue east, eventually finding the Salvel

Ancestral Tomb. This is the site of a vampire quest, so leave it and

we're done mapping the inside of the Ghostfence. Follow the path south

until it starts curving west, then levitate over the Ghostfence to the

east and continue east until you find a new foyada. You should be

fairly close to the Sur Egg Mine. Enter.

Sur Egg Mine

o======================================================================o

***NPCs***

Addarnat Assardidairan

Mut Urshan-Adairan

Manu Odirnapal

Fothas Thirandus

Alanil Llaram

Lleras Andalen

Nalmen Athren

Astien Masoriane

Dangor

3) This is a straight shot to the queen with no loot, so explore and


leave. Head north to a rogue Ashlander camp. Fight Addarnat

Assardidairan, Mut Urshan-Adairan, and Manu Odirnapal, and continue

north. On the left is Elith-Pal Mine. Enter.

Proceed through the mine, speaking to Fothas Thirandus, Alanil Llaram,

Lleras Andalen, Nalmen Athren, Astien Masoriane, and Dangor, who will

accept your flin shipment. Recall to Balmora and make your way to

Ald'Ruhn to report to Percius. Accept his brandy and gold, but don't

take his new orders yet-we want to finish Lorbumol's quests before we

kill him. Make your way back to Kogoruhn, then southeast to the

Ahanibi-Malmus Egg Mine. Enter.

Ahanibi-Malmus Egg Mine

o======================================================================o

***NPCs***

Zebba Asharnalit

Tissamsi Asharapli

Ulam gro-Shugham

Yargol gro-Bashnag

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 30

4) This straightforward mine has no loot, so explore and leave. Go due

north, levitating if needed, to find a cave called Kora-Dur. We'll be


sent here on a later Daedric quest, so skip it and go north and

slightly west to find the Drinith Ancestral Tomb. Enter.

Big but straightforward, so loot (noting the copy of 36 Lessons of

Vivec, Sermon 30), and leave. East of here is a cave called Bensamsi.

Enter.

A big but straightforward Sixth House cave. No notable loot, so explore

and leave. South of here is an Ashlander camp. Fight Zebba Asharnalit

and Tissamsi Asharapli, loot the camp, then go northeast to spot a

Dwemer ruin called Bthuand. A vampire quest will send us here, so leave

it and continue east to the Daedric ruin of Zergonipal. Clear the

outside, speak with Ulam gro-Shugham and Yargol gro-Bashnag, and enter.

Zergonipal

o======================================================================o

***NPCs***

Ghorlorz gro-Moghakh

Shelur gra-Yargul

Sevame Saryon

Elenwen

Man-Ilu Ashananapal

Mausur Assaplit

Anasour Selitbael
***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 12

Feyfolken II

5) Go to the shrine, fight Ghorlorz gro-Moghakh and Shelur gra-Yargul,

loot (noting the copy of 36 Lessons of Vivec, Sermon 12), and leave.

Head east and take the first path to the south to find the cave of

Dun-Ahhe. Enter.

Proceed, fighting Sevame Saryon early, checking the water for loot,

fight Elenwen in the back, loot (noting the copy of Feyfolken II), and

leave. Continue west, following the foyada, to an Ashlander camp. Fight

Man-Ilu Ashananapal, Mausur Assaplit, and Anasour Selitbael, loot the

camp, and backtrack out of this foyada. Head east, and go south into

the next foyada. Enter the Dareleth Ancestral Tomb on your left.

Dareleth Ancestral Tomb

o======================================================================o

***NPCs***

Delmon Famori

Bodsa Nothryon

Manel Amori

Mubdan Esurnadarpal

Shirerib Ashi-Iddan

Santinti Assarbeberib
6) Loot the very straightforward tomb, leave, and continue south.

You'll arrive at the Cavern of the Incarnate, a pretty obvious later

Main Quest site. Levitate south over the ridge, then head west to find

the cave of Tin-Ahhe. Enter.

Fight Delmon Famori, Bodsa Nothryon, and Manel Amori, loot, and leave.

Head east to the cave of Maran-Adon. Enter.

Proceed to the first intersection. Go left first, loot, then return and

go right. Finish off all hostiles and leave. Keep tracking this foyada

to find another Ashlander camp. Fight Mubdan Esurnadarpal, Shirerib

Ashi-Iddan, and Santinti Assarbeberib. Loot the camp, head south, then

take the east path to leave the foyada (and the Ashlands). Due east is

the Zainab Camp.

o======================================================================o

| |

| Zainab Camp & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK020}

1) Zainab Camp

2) Venim Ancestral Tomb

3) Pulk
4) Andalor Ancestral Tomb

5) Pinsun

6) Hanud

7) Esutanamus

8) Sanit

Zainab Camp

o======================================================================o

***NPCs***

Zaba

Sakulerib

Ababael Timsar-Dadisun

Tussi

Ashur-Dan

Patababi

Ashibaal

Minassour

Kaushad

Somummu Zabamat

***SPELLS***

Torpor

1) Outside, speak with Zaba and Sakulerib. Loot Kuda's Yurt, enter

Ababael Timsar-Dadisun's yurt, speak with him (he's the master trainer
for Mercantile), loot, and leave. Loot Kummu's Yurt, enter Tussi's

Yurt, speak with her, loot, and leave. Do the same with Ashur-Dan's

Yurt, Patababi's Yurt, Ashibaal's Yurt, and Minassour's Yurt. Enter the

Ashkhan's Yurt, speak with Kaushad, loot, and leave. Do the same in the

Wise Woman's Yurt (buy her spell) and we'll be done. Head north to the

road, then east, then take the first north fork to find the Venim

Ancestral Tomb. Head inside.

Venim Ancestral Tomb

o======================================================================o

***NPCs***

Luven

Goris the Maggot King

***NOTABLE LOOT***

Bow of Shadows

The Prayers of Baranat

The Wolf Queen, v6

2) Proceed through this small tomb. At the back, fight Luven and Goris

the Maggot King. Loot for the artifact Bow of Shadows, then leave.

Continue east, go south at the fork, and go west when able to find the

Sethan Ancestral Tomb. Enter.

Loot this small, straightforward tomb (noting the copies of The Prayers
of Baranat and The Wolf Queen, v6), and leave. Return to the last

intersection and go south, spotting the bandit cave of Pulk on the

left. Go inside.

Pulk

o======================================================================o

***NPCs***

Hathei

Gam-Kur

Maering

Moghakh gro-Bagdub

S'Radirr

Yanibi Abur-Dan

Benudni Ilurnubishpal

Yanabani Ashushshirari

Manabi Kummimmidan

Yahaz Ashurnasaddas

Teshmus Assebiriddan

Sargon Santumatus

***NOTABLE LOOT***

Palla, v2

3) Fight Hathei, Gam-Kur, and Maering as you proceed. Check the water

for loot, then continue to fight Moghakh gro-Bagdub and S'Radirr. Loot
and leave. Continue south and east on the path to find the Aralen

Ancestral Tomb, another Aundae vampire den. Enter.

Fight the vampires and loot (noting the copy of Palla, v2), and leave.

Return to the last intersection and go east, watching north for a rogue

Ashlander camp. Fight Yanibi Abur-Dan, Benudni Ilurnubishpal, and

Yanabani Ashushshirari. Return to the path and go south at the next

intersection. You'll soon see another rogue Ashlander camp to the

north. Speak with Manabi Kummimmidan, Yahaz Ashurnasaddas, and Teshmus

Assebiriddan, then enter the yurt to speak with Sargon Santumatus. Loot

and leave, continuing east. At the end of this path is the Dunmer

stronghold of Indoranyon. We'll be here later for the Morag Tong, so

return to the last intersection and take the north fork instead. Watch

the left side for the Andalor Ancestral Tomb. Head inside.

Andalor Ancestral Tomb

o======================================================================o

***NPCs***

Botrir

Iveri Llothri

Seba Anurnudai

Tis Abalkala

Zalit Salkatanat

Zelay Sobbinisun

Hemus Zelma-Alit
***QUESTS***

Miscellaneous-Widowmaker

***NOTABLELOOT***

Widowmaker

4) Very straightforward with nothing notable, so loot and leave, and

return to the path. Proceed to find Botrir in the road, and accept his

quest. Head back to Andalor Ancestral Tomb and go northwest from there

to find Iveri Llothri. Kill her and retrieve Widowmaker, then tell

Botrir you're keeping it and kill him too. From here, head east to some

rocks (there will be Kagouti around), then head north to a renegade

Ashlander camp. Fight Seba Anurnudai and Tis Abalkala outside, then

fight Zalit Salkatanat, Zelay Sobbinisun, and Hemus Zelma-Alit in the

yurts. Head east from here to find a smuggler cave called Pinsun. Head

inside.

Pinsun

o======================================================================o

***NPCs***

Jaline

Birama Andaram

Savure Uvalor

Ahetotis Furotis
Fovus Faravel

Rilas Arethan

Clecentor Aerius

Cluson

***NOTABLE LOOT***

Notes on Racial Phylogeny

5) Fight Jaline, Birama Andaram, and Savure Uvalor. Left at the

intersection, fight Ahetotis Furotis and Fovus Faravel, loot, and

return to the intersection. Go northwest to fight Rilas Arethan, then

go through the door to fight Clecentor Aerius and Cluson. Loot (noting

the copy of Notes on Racial Phylogeny) and leave. Take note of the

island nearby-we're headed there soon-but first go south to the Velothi

dome of Hanud.

Hanud

o======================================================================o

***NPCs***

Aglaril

Faric Panoit

Noleon Sele

Treras Dres

6) Use the local map to explore this somewhat convoluted dungeon,


speaking with Aglaril, killing critters, and looting. Nothing much

here, so jump the gap you find to enter the Tower. Fight Faric Panoit,

explore the pit, go down a ramp to fight Noleon Sele, loot, then go up

a ramp to the tower proper. Fight Treras Dres up top, loot (noting the

copy of 36 Lessons of Vivec, Sermon 4), and leave. Go southeast from

here, entering the water, to find the Vassamsi Grotto. Head inside.

Not much here, so explore and leave. Now head back to that island we

noted earlier. Go back to Pinsun and swim east to arrive at the Daedric

ruin of Esutanamus.

Esutanamus

o======================================================================o

***NPCs***

Adding

Virgerd

Arvamea Dalvani

Arrinis Cerunia

Drathyn Andavel

Chark

Zennammu Urshumusa

Kanud Odimabesser

Yan Assinabi

Sur Surishpi

Patus Assumanallit
Nind Dudnebisun

Kitbael Assurnumanit

Ansu Senatbael

Zabi Adidshina

***NOTABLE LOOT***

The Art of War Magic

Mystery of Talara, v2

Amulet of Ashamanu

7) Outside, speak with Adding and Virgerd, then enter the shrine. Fight

Arvamea Dalvani (who has a copy of The Art of War Magic) and Arrinis

Cerunea in the first room, then proceed to fight Drathyn Andavel and

Chark (who has a copy of Mystery of Talara, v2). Loot the chests behind

the statue and leave. From here, head due east to the water to find the

Lost Shipwreck. Check it out.

Nothing much to say, so clear it out and leave. There's a rogue

Ashlander camp north of Esutanamus, so head there to fight Zennammu

Urshumusa and Kanud Odimabesser. From here, head northwest (back to the

main island) and continue northwest for another rogue Ashlander camp.

Fight Yan Assinabi and Sur Surishpi, then head southwest. You will find

a cave called Dubdilla, site of a later vampire quest. Continue

southwest to find the road again, near where we first left Zainab Camp.

This time, go north, following the signs for Tel Vos. Soon, on the
left, you'll find more rogue Ashlanders. Fight Patus Assumanallit and

Nind Dudnebisun outside, then enter the yurt to fight Kitbael

Assurnumanit. Loot and continue north, then turn left at the next

intersection. Left again at the next one, and you'll soon find yet

another rogue Ashlander camp. Fight Ansu Senatbael and Zabi Adidshina,

then continue. This path ends at Nchuleft, the site of a later House

Telvanni quest. Turn around and return to the last intersection, and

head northwest. At the next split, head right first. Skip the Tel Vos

Dungeon, and proceed to the Mudan-Mul Egg Mine. This is also the site

of a Telvanni quest, so return to the last intersection and head west.

You'll soon spot the Nerano Ancestral Tomb, which we'll visit later in

the Main Quest. Continue north until you spot Urshumusa Rapli's white

guar. Follow it to a corpse and take the Amulet of Ashamanu. Now head

northwest to the cave you see. This is Sanit. Head inside.

Sanit

o======================================================================o

***NPCs***

Athanden Girith

Emul-Ran

Kashtes Ilabael

***NOTABLE LOOT***

The Wolf Queen, v3

Shield of the Undaunted


***QUESTS***

Miscellaneous-Girith's Stolen Hides

8) Turn left and proceed all the way to the Shrine. Loot, noting the

copy of The Wolf Queen, v3, and exit the other side. Proceed to arrive

back at the entrance, and leave. Head back to where you found the white

guar and follow the path east to meet Athanden Girith. Talk to him and

accept his quest, then head back to the Ahemmusa Camp. Turn in the

white guar quest to Urshamusa Rapli, trade in the amulet for the Shield

of the Undaunted, then ask about the attack on a guar hide trader to

be directed south. Head that way to find and fight Emul-Ran and Kashtes

Ilabael. Get the ten Girith's Guar Hide off of Emul-Ran and return to

Athanden (more or less due west). He'll take the hides; in the

meantime, follow signs back toward Tel Vos and Vos. At the final

intersection, head right (break from the signs) to quickly explore the

Sinarralit Egg Mine.

Nothing of interest in here, so just explore and leave. Follow the

signs to Vos.

o======================================================================o

| |

| Vos & Tel Vos |

| |
o======================================================================o

Sequence of Events: {WLK021}

1) Vos

2) Tel Vos

Vos

o======================================================================o

***NPCs***

Dreynos Elvul

Ienasa Radas

Ulvil Llothas

Sedyni Veran

Ferise Varo

Burcanius Varo

Smokey Morth

Hairan Mannanalit

Menus Felas

Mandyn Ralas

Maela Kaushad

Fanisea Irano

Yakin Bael

Eldrilu Dalen

Trilam Drolnor

Thilse Aralas

Runethyne Andas
***SPELLS***

Chameleon

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 31

36 Lessons of Vivec, Sermon 24

1) Outside, speak with Dreynos Elvul, Ienasa Radas, Ulvil Llothas, and

Sedyni Veran (at the docks). Explore and loot her ship, then head to

the Varo Tradehouse Entrance. Speak with Ferise Varo, buy her spell,

loot, and enter the Tradehouse proper. Speak with Burcanius Varo,

Smokey Morth, and Hairan Mannanalit, loot, and enter the Varo

Tradehouse Storage. You'll find a copy of 36 Lessons of Vivec, Sermon

31 in a crate. Back in the main village, enter Menus Velas' Farmhouse,

speak with him, loot, and leave. Loot Ulvil Llothas' Farmhouse across

from here (noting the copy of 36 Lessons of Vivec, Sermon 24), then

enter Mandyn Ralas' Farmhouse. Speak with him, loot, and enter Maela

Kaushad's Farmhouse. Speak with her, loot, and enter Ienasa Radas'

Farmhouse. Loot and enter Fanisea Irano's Farmhouse. Speak with her,

loot, and enter the Vos Chapel. Speak with Yakin Bael (the master

trainer in Restoration) and Eldrilu Dalen, loot, and enter Trilam

Drolnor's Farmhouse. Speak with him, loot, and enter Thilse Aralas'

Farmhouse. Speak with her, loot, and enter Runethyne Andas' Farmhouse.

Speak with her, loot, and enter Dreynos Elvul's Farmhouse. Loot, leave,
and head up the road to Tel Vos.

Tel Vos

o======================================================================o

***NPCs***

Telvanni Sharpshooter

Ra'Kothre

Dro'Zharim

Goler Andrethi

Ronerelie Philulanie

Smokeskin-Killer

Rimintil

Andil

Milar Maryon

Alenus Vendu

Mirvon Andrethi

Esar-Don Dunsamsi

Cania Mico

Cidius Caro

Luspinian Hertarian

Turedus Talanian

Aryon

***NOTABLE LOOT***

Dwemer Scarab Schematics


Dwemer Airship Plans

Anumidium Plans

36 Lessons of Vivec, Sermon 11

Amulet of Levitating

***QUESTS***

Miscellaneous-Trade Mission to the Zainab

2) Jump up the wall and talk with the Telvanni Sharpshooter, then enter

the Southern Tower to start exploring this madhouse. Explore the tower,

speak with Ra'Kothre, then take the midlevel exit. In the Jail, speak

with Dro'Zharim and Goler Andrethi, then proceed to the dungeon. To the

right is an exit to the Grazelands, and straight and left is some

exploration. When done, head back through the jail to the Southern

Tower, take the upper level exit, and enter the Central Tower. Speak

with Ronerelie Philulanie, get the Dwemer Scarab Schematics, Dwemer

Airship Plans, and Anumidium Plans off the wall, speak with

Smokeskin-Killer, then head downstairs. Speak with Rimintil, loot the

area (noting the copy of 36 Lessons of Vivec, Sermon 11), then exit and

head into the Services Tower. Nab the Grandmaster's Retort in this

room, then speak to Andil and Milar Maryon. Loot the rest of the room

and head downstairs. Speak with Alenus Vendu and Mirvon Andrethi, loot,

then return to the Central Tower. Take the third exit going up to find

and enter the Northeastern Tower. Loot, return to the Central Tower,

and take the next exit up to find the Barracks and Armory. Speak with
Esar-Don Dunsamsi outside, then enter. Speak with Cania Mico, loot, and

go downstairs. Speak with Cidius Caro and Luspinian Hertarian, loot,

and take the exit we didn't enter through. You can see Aryon's Chambers

from here, so hop over and go inside. Speak with Turedus Talanian for a

quest, then proceed to speak with Aryon. Loot and leave, then run back

to the Zainab Camp.

Ask Zaba about trade goods wanted for a quest update. You can also

speak with Kaushad and Sonummu Zabamat for further updates. Return to

Tel Vos and report back to Turedus Talanian for a unique Amulet of

Levitating. Head back to Vos now, and from the docks you can actually

see the next settlement, Tel Mora. Head over there now.

o======================================================================o

| |

| Tel Mora & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK022}

1) Tel Mora

2) Lonesome Shipwreck

Tel Mora

o======================================================================o

***NPCs***
Tonas Telvani

Nina

Emelin

Lette

Liette

Radras

Jolda

Nona

Berwen

Kirsty

Elegnan

Celria

Natesse

Thaeril

Borwen

Margonet

Daynali Dren

Gelduin

Katie

Tinaso Alan

Salama Andrethi

Diren Vendu

Nanine

Elphiron

Nathien
Sadela Areth

Dratha

***NOTABLE LOOT***

The Black Arrow, v1

The Black Arrow, v2

Palla, v2

The Wolf Queen, v8

36 Lessons of Vivec, Sermon 24

2920, Hearth Fire, v9

***SPELLS***

Scourge Blade

Cruel Noise

Summon Dremora

1) Outside, speak with Tonas Telvani, Nina, Emelin, and Lette (but

don't discuss swamp fever with her). Enter Liette's House, speak with

her, loot, and enter Radras: Smith. Speak with her, loot, and enter

Jolda: Apothecary. Speak with her, loot, and enter Nona's House. Speak

with her, loot, and enter Berwen: Trader. Speak with her (but do not

discuss the corprus stalker or go upstairs) for the Girith's Hides

reward. Loot downstairs, leave, and enter Kirsty's House. Speak with

her, loot (noting the copies of The Black Arrow, v1 and v2), and enter

Elegnan: Clothier. Speak with Elegnan and Celria, loot, and enter The
Covenant. Speak with Natesse, loot, head upstairs, speak with Thaeril

and Borwen, loot, and enter the Lower Tower of Tel Mora itself. Speak

with Margonet and Daynali Dren, loot, and levitate to the next level.

Speak with Gelduin and Katie, loot (noting the copy of Palla, v2), and

levitate again to find the entrance to Tower Services. Speak with

Tinaso Alan, admire her disposition to 90+, buy her spell, and loot her

room (noting the copy of The Wolf Queen, v8). Speak with Salama

Andrethi, admire her disposition to 90+, buy her spell, loot her room,

and speak with Diren Vendu. Admire her disposition to 90+, buy her

spell, loot her room (noting the copy of 36 Lessons of Vivec, Sermon

24), return to the Lower Tower, and take the exit in Katie's room.

Ascend to the Upper Tower. Speak with Nanine, loot (noting the copy of

2920, Hearth Fire, v9), and proceed to a barracks. Speak with Elphiron,

loot, and proceed to speak with Nathien, Sadela Areth, and Dratha.

That's it for Tel Mora, so leave and exit town to the north.

Underwater, between two islands, is the Lonesome Shipwreck. Let's check

it out.

Lonesome Shipwreck

o======================================================================o

***NPCs***

Nothasea Beni

Termanwe

Nummu Assudiraplit

Manu Zainab
Kausha Mantashpi

***NOTABLE LOOT***

Feyfolken, v1

2920, Hearth Fire, v9

BanHammer

2) Not much here, so just explore and leave. When done, head back to Vos

and follow the coast a good, long way to the south. When you're further

south than we've previously explored, start watching inland to see a

cave entrance surrounded by hackle-lo. This is Yakin, site of a later

Mages Guild quest. Head northwest from here to find the Thiralas

Ancestral Tomb. Head inside.

Straightforward with nothing noteworthy, so explore and leave. Head due

southeast and cross a bit of water to an island. Enter the cave of

Nallit.

Head left at the intersection to fight Nothasea Beni. Loot, backtrack,

and head through the door to fight Termanwe. Loot here (noting the

copies of Feyfolken, v1 and 2920, Hearth Fire, v9), and leave. Head

south to the next island to spot rogue Ashlanders. Speak with Nummu

Assudiraplit and Manu Zainab, get the unique BanHammer off the corpse,

enter the yurt, speak with Kausha Mantashpi, loot, and leave. Head east

now to arrive at Tel Aruhn.


o======================================================================o

| |

| Tel Aruhn & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK023}

1) Tel Aruhn

2) Yansirramus

3) Kora-Dur

4) Nammu

5) Berandas

6) Rotheran

7) Ienith Ancestral Tomb

8) Falensarano

9) Massama Cave

10) Andules Ancestral Tomb

11) Zalkin-Sul Egg Mine

12) Zenarbael

13) Zaintirari

14) Shara

15) Ebernanit

16) Indoranyon

17) Hlormaren

18) Ashalmimilkala
19) Yasammidan

20) Missir-Dadalit Egg Mine

Tel Aruhn

o======================================================================o

***NPCs***

Daynas Darys

Urzoth gra-Bargamph

Mogak gra-Ugruma

Llaals Ores

Manilian Scerius

Davina

Menelras

Ciralinde

Jadier Mannick

Shuzug gro-Bug

Shagdub gra-Murz

S'Bakha

Savile Imayn

Stentus Tullius

Bildren Areleth

Ferele Athram

Aryne Telnim

Drarayne Girith

Emusette Bracques
Maren Uvaren

Brarayni Sarys

Irna Maryon

Anora

Barusi Venim

Senise Thindo

Felara Andrethi

Rinina

Endase Avel

Brolmir

Gothren

***NOTABLE LOOT***

The Axe Man

36 Lessons of Vivec, Sermon 19

2920, Frostfall, v10

The Final Lesson

***SPELLS***

Absorb Intelligence

Absorb Health

1) Speak with Daynas Darys at the docks, then enter the Underground.

Speak with Urzoth gra-Bargamph, Mogak gra-Ugruma, Llaals Ores, Manilian

Scerius, Davina, Menelras, Ciralinde, and Jadier Mannick. Leave through


the other door to enter the town proper. Speak with Shuzug gro-Bug,

Shagdub gra-Murz, open the slave door to speak with S'Bakha, and speak

with Savile Imayn. Purchase all six slaves from her, one at a time, and

you can free them afterwards. Do so. In town, speak with Stentus

Tullius outside, then we need to explore buildings. Start with Bildren

Areleth: Apothecary. Speak with him, loot, and enter Ferele Athram:

Trader. Speak with him, loot (noting the copy of The Axe Man), and

enter Aryne Telnim: Smith. Speak with her, loot, and enter the Plot and

Plaster. Speak with Drarayne Girith, a liberated Sleeper, then go

downstairs to speak with Emusette Bracques and FINALLY finish The

Beauty and the Bandit. Loot, leave, and enter Maren Uvaren: Enchanter.

Speak with her, loot (noting the copy of 36 Lessons of Vivec, Sermon

19), and head to the Tower Entry. Speak with Brarayni Sarys and Irna

Maryon, loot, and levitate up. Speak with Anora and enter the Tower

Living Quarters. Turn right to speak with Barusi Venim and Senise

Thindo, loot, and head down the hall. Speak with Felara Andrethi,

admire her disposition to 90+, buy her spells, loot, and levitate up a

level. Speak with Rinina, loot, and head outside. Enter the Upper

Tower. Speak with Endase Avel, go down the hall to speak with Brolmir,

head upstairs, loot (noting the copies of 2920, Frostfall, v10 and The

Final Lesson), and speak with Gothren. We're done here, so head back

west to the Ashlander camp, and west once again to a new island. This

island holds a Daedric ruin called Yansirramus.

Yansirramus
o======================================================================o

***NPCs***

Thurek

Idlami

Ghamborz gro-Bagdub

Bralis Seralas

Nelyn Sadri

***QUESTS***

Miscellaneous-Molag Bal's Quest

2) Outside, speak with Thurek and Idlami, then enter the shrine. Fight

Ghamborz gro-Bagdub and Bralis Seralas, loot, and inspect the statue

for Molag Bal's Daedric quest. Head down the hall to fight Nelyn Sadri,

loot, and leave. Return to Tel Aruhn, and sail to Vos. Return to Tel

Vos and search for a Secret Door in the Central Tower. (Yes, I missed

this on the first go-round.) Loot it (it's just outside the Imperial

Museum), then head to the Northeastern Tower. There's another Hidden

Door which leads to some nice loot. Now strike out west, toward

Kogoruhn, to make your way to Kora-Dur. Head inside.

Kora-Dur

o======================================================================o

***NPCs***

Menta Na
***NOTABLE LOOT***

Mace of Molag Bal

3) All roads lead to the same place, so just head through until you

find and kill Menta Na. Return to Yansirramus and report back to Molag

Bal for the artifact Mace of Molag Bal. Head west back to the main

island. Follow the coast north to find the cave of Nammu. Head inside.

Nammu

o======================================================================o

***NPCs***

Sulesa

Mornsu Omalor

Galar Baren

Galmis Dren

Jon Hawker

Moria Uulentanis

Seliulus Lanius

***NOTABLE LOOT***

Ring of the Wind

The Final Lesson

The Warrior's Charge

Zenithar's Warning
Zenithar's Wiles

***FACTIONS***

Imperial Cult-Primate

***QUESTS***

Imperial Cult-Boots of the Apostle

4) Fight Sulesa and Mornsu Omalor, loot, and continue straight. Fight

Galar Baren and proceed, climbing up to fight Galmis Dren, who holds

the Ring of the Wind. Loot the area, noting the copies of The Final

Lesson and The Warrior's Charge, make sure to grab a Scroll of Divine

Intervention, and speak to Jon Hawker. Give him the Scroll to receive

Zenithar's Warning and Zenithar's Wiles. Go explore the other tunnel to

fight Moria Uulentanis and Seliulus Lanius, loot, and leave. Report

back to Ebonheart for a new Oracle Quest. She'll also promote you to

Primate, the highest available rank. Go speak with Llaalam Dredil about

the boots for an update, then head to Berandas-we've seen it before,

south of Gnisis.

Berandas

o======================================================================o

***NPCs***

Ama Nin
***NOTABLE LOOT***

Boots of the Apostle

Mara's Skirt

Mara's Blouse

5) Explore the Propylon Chamber first, then enter the Keep, Top Level.

This level is pretty empty, with just a key and two Daedric Arrows on

a skeleton. Explore at will and enter the Keep, Bottom Level. Just

Daedra to kill here, so explore and enter the Underground. Head left

first and search the dead hero to find the Boots of the Apostle, which

I suggest wearing. From here, levitate up to find some loot and Ama Nin.

Speak with her and give her a Divine Intervention scroll for the unique

Explore the other two paths, then leave and head

back to Lalatia Varian. She'll give us another quest. Make for Dagon

Fel, then hike south to the stronghold of Rotheran.

Rotheran

o======================================================================o

***NPCs***

Dolvasie Veloren

Tirasie Andalen

Rols Ienith

Fevus Aryon

Ereven Velas

Irvsie Othran
Maralie Ares

Llaren Terano

Daynil Farandas

J'Raksa

Wih-Eius

Chiwish

Nakuma

Nam-La

Tanan

M'Shan

Ma'Khar

Kisisa

Idhassi

Adusamsi Assurnarairan

Elibael Puntumisun

Shipal Zansatanit

***NOTABLE LOOT***

Rotheran Propylon Index

Adusamsi's Ring

Adusamsi's Robe

Ice Blade of the Monarch

***QUESTS***

Imperial Cult-The Scroll of Fiercely Roasting


6) Outside, speak with Dolvasie Veloren and Tirasie Andalen. Explore

the Propylon Chamber and fight Rols Ienith for the Rotheran Propylon

Index. Loot and enter the Arena. Fight Fevus Aryon and Ereven Velas,

head left to fight Irvsie Othran (get the Rotheran Slave Key off of

her) and Maralie Ares, continue to fight Llaren Terano (who carries

Adusamsi's Ring, Adusamsi's Robe, and the Ice Blade of the Monarch) and

Daynil Farandas, then jump down into the arena to kill Daedra and speak

with and free J'Raksa and Wih-Eius. Check the other doors to speak with

and free Chiwish, Nakuma, Nam-La, Tanan, M'Shan, Ma'Khar, Kisisa,

Idhassi, and Adusamsi Assurnarairan. That's it, so report back to

Lalatia. Get another quest, which we won't do for a while, and it's

back to exploring. Make your way back to Nammu, west of Tel Aruhn. From

here, continue north along the coast to find two renegade Ashlanders.

Fight Elibael Puntumisun and Shipal Zansatanit, then head west and

slightly north to find the Ienith Ancestral Tomb. Head inside.

Ienith Ancestral Tomb

o======================================================================o

***NPCs***

Zainat Ahalkalun

Shara Atinsabia

Yapal Esatliballit

Adaishah Ahanidiran

Shin Assemmus
Shullay Malman-Ammu

Musan Zaintashara

7) Straightforward with no notable loot, so explore and leave. Head

northwest to more renegade Ashlanders. Fight Zainat Ahalkalun and Shara

Atinsabia, then enter the yurt to fight Yapal Esatliballit. Loot,

leave, and head due west until you find an actual path. Follow it

south, approaching a stronghold. Before you find the steps, a path to

the left will lead to Dissapla Mine. This is the site of a Fighters

Guild quest, so continue on. East of the path are two more rogue

Ashlanders. Fight Adaishah Ahanidiran and Shin Assemmus, then follow

the path to the stronghold of Falensarano. Just south are two more

rogue Ashlanders. Fight Shullay Malman-Ammu and Musan Zaintashara, loot

their camp, then head up to the stronghold.

Falensarano

o======================================================================o

***NPCs***

Alfhedil Elf-Hewer

Ardhil

Camandil

Viraninde

Ylbert Meric

***NOTABLE LOOT***
Incident in Necrom

8) The Propylon Chamber is empty, so head to the Upper Level. Go left

and find Alfhedil Elf-Hewer in a side room. Speak with him, loot, and

continue on. Head the other way now and clear out the Daedra

downstairs. You'll find Ardhil, so speak with her and proceed. Enter

the Lower Level through the locked door. To the right, fight Camandil,

then head back and go down the stairs. Continue along to fight

Viraninde, loot the room (noting the copy of Incident in Necrom), then

backtrack and take the other entrance to the Lower Level. Fight Ylbert

Meric, then backtrack past Alfhedil and take the exit to the roof.

We're done, so get back on the road and continue west. You'll soon spot

Massama Cave. Enter.

Massama Cave

o======================================================================o

***NPCs***

Koffutto Gilgar

***NOTABLE LOOT***

Staff of Hasedoki

9) Not much here. Proceed to the first intersection. At the end of the

left path, in the water, is some loot. The other two paths loop past a

bit more loot. Other than that, it's just glass deposits, so leave when
done exploring. Proceed south to leave the Grazelands and cross into

Molag Amur. Soon, you'll see the Gimothran Ancestral Tomb. Enter.

This place is pretty straightforward, so proceed to the end, fight

Koffutto Gilgar, and retrieve the artifact Staff of Hasedoki. Leave and

continue. When you reach an intersection, turn left. Turn left at the

next sign and proceed to reach the Andules Ancestral Tomb. Enter.

Andules Ancestral Tomb

o======================================================================o

***NPCs***

Marsus Tullius

Lanald

Fentula Pevengius

Drorayni Tharam

Felara Thimalvel

Golmerea Othravel

Breynis Faryon

Odaishah Yasalmibaal

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 10

Azura and the Box

***QUESTS***
Miscellaneous-Marsus Tullius' Missing Hides

Morag Tong-Writ for Sarayn Sadus

Morag Tong-Writ for Ethal Seloth and Idroso Vendu

***FACTIONS***

Morag Tong-Blind Thrall

10) Explore this little tomb, noting the copy of 36 Lessons of Vivec,

Sermon 10, and leave. From here, follow the road south, then east to

find Marsus Tullius. Speak with him, accept his quest, and continue

east. Stay north of the water to find the cave of Ahinipalit. Head

inside.

Fight Lanald and proceed to fight Fentula Pevengius, Drorayni Tharam,

Felara Thimalvel, and loot. Levitate at the dead end to fight Golmerea

Othravel, and proceed to fight Breynis Faryon. Loot, noting the copy of

Azura and the Box, and leave. Follow the coast northeast (south of the

water) to find a yurt. This is Odaishah Yasalmibaal, target of our

Morag Tong writ. End him and make your way alllllll the way back to Eno

Hlaalu in Vivec. He'll promote you to Blind Thrall, and give you two

new writs. Head over to Temporary Telvanni Housing in Telvanni Plaza

and take care of Ethal Seloth and Idroso Vendu, then report back to Eno

Hlaalu. To continue exploring, make your way back to Gimothran

Ancestral Tomb. Head east, and this time take the southwest path at the

first fork. Stick to the path and turn right at the first fork to find
the Zalkin-Sul Egg Mine. Enter.

Zalkin-Sul Egg Mine

o======================================================================o

***NPCs***

Penglithil

Bidsi Gilvayn

Dunius Valodius

Evilu Indrano

Bunish

Ashidasha

Bhusari

Olink-Nur

***NOTABLE LOOT***

Ice and Chiton

Master Zoaraym's Tale

11) This mine is small and lootless, so explore and leave. Return to

the last intersection and head south, turning left when able to find

the Dwemer ruin of Mzanchend. This features in a Telvanni quest, so

skip it for now and continue south. Turn right at the next intersection

to find the Serano Ancestral Tomb, a Quarra vampire lair. Enter.

Explore this tomb, and as you do, collect three portions of Vampire
Dust and hold onto them for a later quest. Other than that, there's

nothing of interest here, so explore, loot, and leave. Note a Dwemer

ruin to the south. This is Galom Daeus, headquarters of Clan Berne and

site of two later quests, so skip it for now and instead follow the

road signs to the east. Continue until you spot a bridge. Without

crossing, turn left and head over the ridge to a cave called Shushan.

Head inside.

Proceed to fight Penglithil, Bidsi Gilvayn, and Dunius Valodius. Loot

and go upstairs to fight Evilu Indrano, who holds the slave key and

copies of Ice and Chiton and Master Zoaraym's Tale. Loot, and on the

way out, speak to and free Bunish, Ashidasha, Bhusari, and Olink-Nur.

Leave. Head northeast to get a map marker for Uvirith's Grave, future

site of our very own wizard tower. From here, head due east until you

hit a path, then head a bit north to the cave of Zenarbael. Head

inside.

Zenarbael

o======================================================================o

***NPCs***

Brelora Relavel

Dravynea Fatheran

Aras Girendas

Alms Helothren
12) Proceed to fight Brelora Relavel and Dravynea Fatheran, then head

left. Levitate above the mudcrab pool for some ebony if you like, then

return to the main cave and proceed. Go west to fight Aras Girendas and

loot, then go east through the door to fight Alms Helothren. Loot and

leave. Head south from here to find a long string of pages from Brief

History of the Empire. Hmmm....odd. Follow them east (we'll figure out

what they're for later), then head north to the cave of Zaintirari.

Enter.

Zaintirari

o======================================================================o

***NPCs***

Dils Heladren

Mals Faralen

Nelvon Radas

Direr Velendas

Sarayn Sadus

***FACTIONS***

Morag Tong-Thrall

Morag Tong-White Thrall

Morag Tong-Thinker

***QUESTS***

Morag Tong-Writ for Guril Retheran


Morag Tong-Writ for Galasa Uvayn

Mages Guild-A Contact in the Dark Brotherhood

Morag Tong-Writ for Mavon Drenim

Morag Tong-Writ for Tirer Belvayn

***SPELLS***

Tevral's Hawkshaw

Charm Mortal

Frenzy Creature

Gash Spirit (Ranged)

Llivam's Reversal

Demoralize Humanoid

***NOTABLE LOOT***

Hellfire Staff

13) Proceed to fight Dils Heladren, Mals Faralen, Nelvon Radas, and

Direr Velendas. Loot and head through the door to fight Sarayn Sadus.

Loot and report back to Eno Hlaalu in Vivec. He'll promote you to

Thrall, issue two new writs, and issue a "special duty" quest as well

(mislabeled as a Mages Guild quest in the journal). Minnibi Selkin-Adda

will now sell spells, so buy them before leaving. Head to the Flowers

of Gold and deal with Guril Retheran, making sure you take his Glove of

Sanguine Horny Fist for a later quest. Now head to the Hlaalu Treasury

and deal with Galasa Uvayn. Now head to the Foreign Quarter and speak
with Miun-Gei, the enchanter. He'll direct you to Tsrazami in the

plaza, so go speak with her as well (you will need to raise her

disposition). Now report back to Eno Hlaalu. Turn in all three quests,

and he will promote you to White Thrall. He'll assign two new writs and

a new special quest. Finally, turn in the Glove of Sanguine Horny Fist

to get yet another quest, and enable promotion to Thinker. Go deal with

Mavon Drenim in Telvanni Plaza, take his unique Hellfire Staff, then

recall to Balmora. Offload and go see Ethasi Rilvayn, who will now sell

you some spells. Buy them all, then head over to Pelagiad. Deal with

Hrordis and take the Belt of Sanguine Fleetness. Before heading back to

Eno, let's deal with Tirer Belvayn. We've already spotted Shara before,

so head to Dagon Fel. However, pause in Khuul to visit Thongar's

Tradehouse. You'll need to kill Shotherra to take the Amulet of

Sanguine Glib Speech. Do so, then head to Dagon Fel and make your way

to the cave of Shara. Head inside.

Shara

o======================================================================o

***NPCs***

Tirer Belvayn

Llavelea Nelvani

Drireri Berano

Inganar

Uradras Sadalas
***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 17

14) This place is pretty straightforward, so just bust on through and

kill Tirer Belvayn. Loot and leave. Now we want to head back inside the

Ghostfence to the Daedric ruin Ularradallaku, which we spotted before.

It's just west of Dagoth Ur, if you've forgotten. Speak with Llavelea

Nelvani outside, then enter the shrine. This is pretty straightforward,

so head in to fight Drireri Berano, Inganar (take his Glove of Sanguine

Safekeeping!), and Uradras Sadalas. Loot (noting the copy of 36 Lessons

of Vivec, Sermon 17), and recall out. Now we need to go to Ebernanit,

so make your way to the Urshilaku Camp and from there to Valenvaryon.

Ebernanit is a Daedric shrine to the southeast.

Ebernanit

o======================================================================o

***NPCs***

Badala Velothren

Iner Raledran

Talis Veran

Ienaso Adren

Earmil

Sanyon

Hyarnarenquar

Tonasi Belas
Thovasi Alen

***NOTABLE LOOT***

A Hypothetical Treachery

36 Lessons of Vivec, Sermon 12

15) Outside, speak with Badala Velothren and Iner Raledran, then enter

the shrine. Fight Talis Veran (who has the Ring of Sanguine Golden

Wisdom) and Ienaso Adren. Loot (not much here) then leave and head back

to Urshilaku Camp. From here, head west to the shrine of

Assurnabitashpi. Head inside.

In the main shrine, fight Sanyon and Earmil for the Ring of Sanguine

Silver Wisdom. Levitate to fight Hyarnarenquar, loot, then head out. Go

north to find another cell in the shrine. Loot (noting the copy of A

Hypothetical Treachery), then recall and make your way northeast to

Assarnatamat, another ruin we previously spotted. Enter.

Fight Tonasi Belas (who has a copy of 36 Lessons of Vivec, Sermon 12)

and Thovasi Alen (who has the Shoes of Sanguine Stalking). Loot and

make your way to Tel Aruhn. From there, head to Indoranyon, a Dunmer

stronghold we spotted to the north.

Indoranyon

o======================================================================o
***NPCs***

Erundil

Qorwynn

Arven Nalyn

Nurisea Selarys

Mathyn Bemis

Broris Fals

***FACTIONS***

Morag Tong-Brother

Morag Tong-Knower

Morag Tong-Master

***QUESTS***

Morag Tong-Writ for Mathyn Bemis

Morag Tong-Writ for Brilnosu Llarys

Morag Tong-Ultimatum for Movis Darys

16) Enter the Propylon Chamber first, then Indoranyon proper. You'll

have to jump or levitate to leave the first cave. When you reach the

statue, you'll have to levitate to proceed. Head west first, then

south. Speak with Erundil, then kill him for the Ring of Sanguine

Unseen Wisdom. You can then fight Qorwynn (he is the master trainer for

Enchant, but is hostile) and leave. Recall and head back to Vivec.
One last thing before going to Eno. Head to St. Delyn Canal South-Three

and kill Dro'Zaymar for the Shoes of Sanguine Leaping. Now, report back

to Eno. Turn in both writs and the eight Sanguine items we just

collected. He'll promote you three ranks to Master. He'll issue two new

writs and a new special duty, all of which we can presently do. Head to

the Hlaalu Ancestral Vaults first.

Explore this little area to fight Arven Nalyn, Nurisea Selarys, Mathyn

Bemis, and Broris Fals. Loot and sail to Hla Oad, then go north to

Hlormaren.

Hlormaren

o======================================================================o

***NPCs***

Ushat gra-Gulfim

Meven Uvaren

Arnskar

Avon Ravel

Lorod

Thelama Indalas

Orakh gro-Badbu

Ondar Sarendas

Bilos Andrethi

Bauril

Nag gro-Shumba
Dothruviel

Arkming the Flayer

Durzum gro-Shagrak

Sharog gra-Ulfish

Smart-Snake

Dreaded-Water

Meer

Reemukeeus

S'Renji

Shivani

Nisaba

Milbereth

Melsu Indalas

Thelvamu Sarano

Rarusu Berethi

Girynu Gilnith

Felsu Telas

Fillin

Miluru Andus

Nevon Verilnith

Brilnosu Llarys

S'Vandra

Dahnara

***NOTABLE LOOT***
The Locked Room

Stormforge

Andasreth Propylon Index

Mystery of Talara, v3

***FACTIONS***

Morag Tong-Exalted Master

***QUESTS***

Morag Tong-Writ for Navil and Ranes Ienith

Morag Tong-Ultimatum for Carecalmo

17) Check out the Propylon Chamber first, then enter the Keep, Bottom

Level. Fight Ushat gra-Gulfim and Meven Uvaren right away, then go

counterclockwise to explore. Fight Arnskar and Avon Ravel in the hall,

then Lorod and Thelama Indalas in the first side room. Loot (grab the

Hlormaren Slave Key) and continue to fight Orakh gro-Badbu. Fight

Ondar Sarendas and Bilos Andrethi in the second side room. Loot and

proceed to fight Bauril. Fight Nag gro-Shumba and Dothruviel in the

third side room. Loot and the circle is complete. Head to the

Underground next. Speak with Arkming the Flayer, Durzum gro-Shagrak,

and Sharog gra-Ulfish. Loot and unlock doors to free the slaves

Smart-Snake, Dreaded-Water, Meer, Reemukeeus, S'Renji, Shivani, and

Nisaba. Enter the Sewers now. Nothing much in here, so just explore

your way to the exit, then backtrack to the Bottom Level and head to
the Top Level of the Keep. Fight Milbereth, then explore

counterclockwise. Fight Melsu Indalas, loot, and fight Thelvamu Sarano

in the first side room. Loot and proceed to fight Rarusu Berethi. In

the next side room, fight Girynu Gilnith and Felsu Telas. Loot and

continue to the next side room to fight Fillin. Loot and proceed to the

next room to fight Miluru Andus, loot (noting the copy of The Locked

Room), and head outside to the roof. Speak with Nevon Verilnith and

Brilnosu Llarys, then kill them. Loot Brilnosu's unique spear

Stormforge, then enter the Dome. Free the slaves S'Vandra and Dahnara

and loot, making sure to get the Andasreth Propylon Index off the

shelf and noting the copy of Mystery of Talara, v3. Recall to Balmora

and head to Ald'Ruhn to speak with Movis Darys. He'll give you the Belt

of Sanguine Denial. Head back to Eno Hlaalu to turn in all three quests

and the belt. He'll promote you to Exalted Master, and although you can

now challenge him for the title of Grandmaster, we should wait until

all of his quests are finished. He will issue the final writ, and a new

special task. We're ready now to head to Ashalmimilkala, so follow his

directions to get there.

Ashalmimilkala

o======================================================================o

***NPCs***

Norionil

Meryaran

Carecalmo
***NOTABLE LOOT***

Song of the Alchemists

Left Gauntlet of Glory

Right Gauntlet of Glory

***QUESTS***

Imperial Cult-Skull-Crusher

18) Outside, speak with Norionil, then enter the shrine. Fight

Meryaran, then go left to speak with (and kill) Carecalmo. Make sure to

take the Belt of Sanguine Martial Craft from his body, then loot,

noting the copy of Song of the Alchemists. Proceed to the end of this

passage, then levitate to find Urjorad's corpse and grab the Scroll of

Fiercely Roasting. Recall, go report to Eno for a new special quest

(remember to turn in the Belt), and he'll give you a new quest. Report

in to Lalatia Varian for a new Oracle quest as well. Speak with Llaalam

Dredil in the Council chambers to be directed to any ancestral tomb.

Speak with Nalasa Serothren at the Elven Nations in Vivec to be

directed to Anudnabia. We actually haven't been there yet, so let's

make our way to Yasammidan. Travel to Khuul and head to Ald Velothi,

then west to Yasammidan.

Yasammidan

o======================================================================o
***NPCs***

Anel Rethelas

Mindeli Saren

Relas Arothan

Sovisa Adas

Durus Marius

***NOTABLE LOOT***

A Game at Dinner

***QUESTS***

Daedric-Mehrunes Dagon's Quest

Morag Tong-Execute Durus Marius

Morag Tong-Execute Severa Magia

19) Enter the shrine and proceed to fight Anel Rethelas and loot the

Ring of Sanguine Sublime Wisdom. Continue into the shrine to fight

Mindeli Saren, who carries the Belt of Sanguine Stolid Armor. Take it,

loot the shrine (noting the copy of A Game at Dinner), then interact

with the statue to start a quest. Report back to Eno, turn in both

items, and receive a new quest. Head over to Assernerairan beneath St.

Olms.

Fight Relas Arothan (get the Belt of Sanguine Deep Biting and the Belt

of Sanguine Balanced Armor from him), Sovisa Adas, and Durus Marius
(who carries the Belt of Sanguine Hewing and the Belt of Sanguine

Sureflight). Loot the shrine and report back to Eno, making sure to

turn in all four items we just got. He'll give his final quest, which

we won't be doing for some time. Make your way back to Zaintirari so we

can resume exploring. Go directly north over the ridge to reach the

Missir-Dadalit Egg Mine. Head inside.

Missir-Dadalit Egg Mine

o======================================================================o

***NPCs***

Subenend Urshummarnamus

Mi-Ilu Massitisun

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 2

20) This straightforward mine has no loot, so explore to the back and

leave. Follow the path north to the coast, then follow the coast east,

watching for a path to the south. When you spot it, take it to the

Andas Ancestral Tomb. Enter.

Not much in this straightforward little tomb except a copy of 36

Lessons of Vivec, Sermon 2, so loot and leave. Continue along the coast

to a rogue Ashlander camp. Fight Subenend Urshummarnamus and Mi-Ilu

Massitisun outside, then enter the yurt to fight Mal Mibishanit. Loot,
then cross the water to the Telvanni tower of Tel Fyr, our next

settlement.

o======================================================================o

| |

| Tel Fyr & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK024}

1) Tel Fyr

2) Ramimilk

3) Baram Ancestral Tomb

4) Verelnim Ancestral Tomb

5) Omaren Ancestral Tomb

Tel Fyr

o======================================================================o

***NPCs***

Beyte Fyr

Delyna Mandas

Delte Fyr

Alfe Fyr

Divayth Fyr

Vistha-Kai

Uupse Fyr
Yagrum Bagarn

***NOTABLE LOOT***

The Lunar Lorkhan

Cuirass of the Savior's Hide

Scourge

Indoranyon Propylon Index

Daedric Sanctuary Amulet

Volendrung

Azura and the Box

Song of the Alchemists

The Dowry

The Importance of Where

The Ransom of Zarek

The Seed

Daedric Crescent

***QUESTS***

House Redoran-The Mad Lord of Milk

1) Enter the Onyx Hall and go straight to speak with Beyte Fyr. Go left

from the entrance, down a ramp, and open the locked door to find Delyna

Mandas. Agree to escort her and take her outside. We'll take the locket

back later; head back to where we found her. Loot around-we can ignore

the keys, but they are interesting indeed for low-Security characters.
Also down there is Delte Fyr, so speak with her and then head upstairs.

Enter the Hall of Fyr, and Tanusea Veloth, who relocated here from

Vivec, is straight ahead of you. Note her copy of The Lunar Lorkhan,

then explore the rest of this level. Levitate up when done. In a

heavily locked closet to the east is the artifact Cuirass of the

Savior's Hide. Just outside this room, speak with Alfe Fyr. North is

Divayth Fyr's study. Loot it for the artifact weapon Scourge, the

Indoranyon Propylon Index, and the Daedric Sanctuary Amulet. Speak with

Divayth Fyr, then head down to the Corprusarium. Speak with Vistha-Kai,

then enter the cavern proper. To the left are two chests and a door to

the Bowels; straight ahead is another door to the Bowels; and to the

right are two more chests and a Guarskin Drum you should grab. Now head

into the Bowels via the middle entrance. Straight ahead is a chest;

right is a loop that eventually requires a jump and will lead you to

two people. Loot this area for the artifact weapon Volendrung, copies

of Azura and the Box, Song of the Alchemists, The Dowry, The Importance

of Where, The Ransom of Zarek, and The Seed. Speak with Uupse Fyr,

leave the guarskin drum next to her for later, and speak with Yagrum

Bagarn. Now, use the Daedric Sanctuary Amulet to teleport to Magas

Volar. Kill the unique Dremora to be teleported out and receive the

artifact weapon Daedric Crescent. Now, recall to Balmora and offload,

head to Caldera to turn in the Indoranyon, Berandas, Andasreth,

Rotheran, and Falensarano Propylon Indices to Folms Mirel. He'll direct

you to the final one, and you should head to Ald'Ruhn and then to Milk.

Give Delyna's Locket to Arethan Mandas, then return to Ald'Ruhn and


speak with Athyn Sarethi in Sarethi Manor to clear the quest and get a

disposition boost. While here, head out past the Buckmoth Legion Fort

to the Daedric ruin of Ramimilk. Head inside.

Ramimilk

o======================================================================o

***NPCs***

Shamar gro-Ogar

Vavran Reni

Fevris Senoril

Horstar Home-Wrecker

Haesmar

Zenabi Samma

Salmat Elarrapal

***NOTABLE LOOT***

The Armorer's Challenge

Mystery of Talara, v3

36 Lessons of Vivec, Sermon 4

2) Speak with Shamar gro-Ogar outside, then enter the shrine. Fight

Vavran Reni and Fevris Senoril, loot, and proceed through the door.

Fight Horstar Home-Wrecker and Haesmar, loot (noting the copies of The

Armorer's Challenge, Mystery of Talara, v3, and 36 Lessons of Vivec,

Sermon 4), and make your way to Ebonheart. Speak with Llerar Mandas in
the Grand Council Chambers to clear the Delyna Mandas quest from your

journal, then sail to Tel Aruhn. Head one island east to find some

rogue Ashlanders. Fight Zenabi Samma and Salmat Elarrapal, loot the

camp, and head north one island. On the southeast corner of this island

is the Baram Ancestral Tomb. Head inside.

Baram Ancestral Tomb

o======================================================================o

***NPCs***

Talkin Ashar-Dad

Raishi Erarbadon

Sal Pudashara

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 16

3) Loot the straightforward tomb, noting the copy of 36 Lessons of

Vivec, Sermon 16, and leave. Head east three islands to find the Hlervi

Ancestral Tomb. Enter.

Nothing much in this tiny tomb, so loot and leave. Backtrack to where

we fought the Ashlanders, head south one island, and check out the

Unknown Shipwreck.

Not much here either, so explore and leave. Head south two islands to
find the cave of Abanabi, which we should leave alone for a later

quest. Head south until you hit Vvardenfell again, and look around for

the Dreloth Ancestral Tomb. Enter.

Small and lootless, so explore and leave. Now head east to find more

rogue Ashlanders. Fight Talkin Ashar-Dad, Raishi Erarbadon, and Sal

Pudashara. Loot the camp and go due east one island (keep the Daedric

ruin to the north) until you reach the Verelnim Ancestral Tomb. Enter.

Verelnim Ancestral Tomb

o======================================================================o

***NPCs***

Moghakh gro-Bar

Borul gro-Orbuma

Shura gro-Urgak

Bogakh gro-Mar

4) Sizeable, but straightforward with no noteworthy loot, so explore

and leave. Head back to the Daedric ruin northwest of here,

Kaushtarari.

Speak with Moghakh gro-Bar and Borul gro-Orbuma outside, then enter the

shrine. Swim through to the shrine to fight Shura gro-Urgak and Bogakh

gro-Mar, then loot the shrine and leave. Head north to Sadrith Mora's

island. You'll pass the city itself, but ignore it for now (although
I'll consider this sufficient exploration for fast travel purposes) and

head to the northwest corner of the island to find the Sadryon

Ancestral Tomb. Enter.

This place is straightforward with no notable loot, so clear it out and

leave. Now head to the northeast corner of the island to locate the

Strange Shipwreck.

Nothing much here, so loot and leave. Now go southeast two islands,

then south one more island, to find the Omaren Ancestral Tomb. Enter.

Omaren Ancestral Tomb

o======================================================================o

***NPCs***

***NOTABLE LOOT***

The Armorer's Challenge

36 Lessons of Vivec, Sermon 25

Skull Crusher

Last Scabbard of Akrash

Daedric Face of Terror

Foe-Quern

5) Not much of note in here, save the passage into the sealed Daedric

ruin of Anudnabia. Make your way there and enter the Forge of
Hilbongard. Swim through the passage and enter the locked door to reach

the actual forge. Loot (noting the copies of The Armorer's Challenge

and 36 Lessons of Vivec, Sermon 25), then pick open the floating chest

for the artifact Skull Crusher. Levitate on the north wall to find a

copy of Last Scabbard of Akrash and a Daedric Face of Terror. With

that, recall to Balmora and make your way back to Lalatia Varian.

She'll give you the unique Foe-Quern, and that is her final quest. Now,

recall again to offload if needed, and hop a guild guide to Sadrith

Mora. Finally.

o======================================================================o

| |

| Sadrith Mora & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK025}

1) Wolverine Hall

2) Sadrith Mora

3) Questing

4) Sud

5) Arkngthunch-Sturdumz

6) Favel Ancestral Tomb

7) Nchuleft

8) Shal

9) Yakin
10) Mzanchend

11) Bthungthumz

12) Velas Ancestral Tomb

Wolverine Hall

o======================================================================o

***NPCs***

Arielle Phiencel

Iniel

Tusamircil

Dabienne Mornardl

Uleni Heleran

Procyon Nigilius

Skink-in-Tree's-Shade

Scelian Plebo

Aunius Autrus

Hasell

Sondryn Irathi

Hrundi

Dumbuk gro-Bolak

Vori

Fandus Puruseius

Rissinia

Both gro-Durug

Muriel Sette
Celegorn

Erer Darothril

Big Helende

***QUESTS***

Miscellaneous-Gateway Ghost

Fighters Guild-Battle at Nchurdamz

Thieves Guild-Potion Recipe

***SPELLS***

Vivec's Touch

Shock Barrier

Frenzying Touch

Frenzy Beast

Resist Fire

Resist Frost

Absorb Speed

Absorb Luck

Absorb Endurance

God's Fire

God's Frost

Summon Daedroth

Magicka Leech

Emasculate
1) We'll start in the Mages Guild. Speak with Arielle Phiencel, who

will start a quest when asked about rumors. Speak with Iniel,

Tusamircil, Dabienne Mornardl, Uleni Heleran (buy her spells), Procyon

Nigilius, and finally Skink-in-Tree's-Shade, who will give you

Edwinna's potion. Exit and head down one level (nothing much upstairs)

to the Imperial Shrine. Inside, speak with Scelian Plebo (buy his

spells) and Aunius Autrus (buy his spells too). Exit back to the

stairwell and descend one more level to the Fighters Guild. Speak with

Hasell, Sondryn Irathi, and then to Hrundi, who will join your cause

immediately without need of messing with his woman. He'll also give his

own Fighters Guild orders. To exit properly, go back to the Imperial

Shrine and take the other door there, then cross the bridge over to

Dirty Muriel's Cornerclub. Before entering, find and speak with Dumbuk

gro-Bolak and Vori, then enter the cornerclub. Speak with Fandus

Puruseius, Rissinia, and Both gro-Durug on the first floor, then head

upstairs to speak with Muriel Sette, Celegorn, Erer Darothril (buy his

spells), and Big Helende, who will give a new Thieves Guild job. With

that, let's do this "properly." Swim around to the Sadrith Mora docks

to begin exploring the main part of town.

Sadrith Mora

o======================================================================o

***NPCs***

Gals Arethi

Angaredhel
S'Rava

Reesa

Sinyaramen

Ahdahni

Ery

Clibergus Ergelian

Nalion

Inee

Gluronk gra-Shula

J'Jazha

Wanan-Dum

Ardarume

Anruin

Arangaer

Elegal

Milos

Qa'Dar

Ereel-Lei

Manicky

Ancola

Nirasa Aren

Madran Ulvel

Threvul Serethi

Urtisa Romayn

Hleras Gidran
Llaalam Madalas

Volmyni Dral

Mossanon

Pierlette Rostorard

Trendrus Drals

Rerynea Salas

Drodos Galen

Vanel Serven

Faldan

Berengeval

Endar Drenim

Ivramie Sarandas

Engaer

Vares Reram

Neloth

Balen Vendu

Meluria Seleth

Vaden Belas

Urtiso Faryon

Dunsalipal Dun-Ahhe

Alven Salas

Namanian Facian

Vaveli Dralas

Rolis Garvon

Nevrila Areloth
Meder Nulen

Llevas Fels

Minasi Bavani

Milara Vedran

Anis Seloth

Falena Hlaren

Tolvone Sarendas

Fara

Tedril Vandram

Ridena Othren

Brallion

Dalyne Arvel

Nelso Salenim

Galar Rothan

Miraso Seran

Tendris Vedran

Hloris Farano

Galero Andaram

Niras Farys

Llunela Hleran

Felisa Ulessen

Raven Omayn

Mallam Ryon

Arara Uvulas

Galos Mathendis
***NOTABLE LOOT***

The Alchemist's Formulary x2

Mystery of Talara, v1

Withershins

The Horror of Castle Xyr

The Final Lesson

The Four Suitors of Benitah

Charwich-Koniinge, v4

2920, Frostfall, v10

***SPELLS***

Stormhand

Resist Shock

***FACTIONS***

Great House Telvanni-Hireling

***QUESTS***

House Telvanni-New Clothes

House Telvanni-Muck

House Telvanni-Three Questions for Baladas Demnevanni

House Telvanni-Sload Soap

House Telvanni-Coded Message


2) Speak with Gals Arethi and explore his ship, the Elf-Skerring,

before proceeding to town. Enter the Gateway Inn at the top of the

steps. Note the copy of The Alchemist's Formulary on the desk and speak

with Angaredhel. Progress a quest, then go ahead and buy Hospitality

Papers from him. Head upstairs to speak with S'Rava, Reesa, and

Sinyaramen, who will update a quest. Go up another level to speak with

Ahdahni, Ery, Clibergus Ergelian, and Nalion. Now go to the South Wing

to speak with Inee, then feel free to kill the Gateway Haunt once (it

respawns each time you leave) before heading over to the North Wing.

Speak with Gluronk gra-Shula, then kill her for the Belt of Sanguine

Impaling Thrust. Go downstairs to speak with J'Jazha, then return to

enter the West Wing. Speak with Wanan-Dum, then go upstairs to speak

with Ardarume, the master trainer in Mysticism. Now, head out to

Sadrith Mora itself. Outside, find and speak with Anruin, Arangaer, and

Elegal at the market. In the slave cages, speak with Milos, Qa'Dar, and

Ereel-Lei. Continue clockwise through town to find and speak with

Manicky, then continue to close the loop and speak with Ancola. Let's

do buildings now. Start with Nirasa Aren's house, where we can speak

with her, loot, and leave. Next is Madran Ulvel's house, where we can

speak with him, loot (noting the copy of Mystery of Talara, v1), and

leave. Now enter Thervul Serethi: Healer, speak with him, loot, and

leave. Head to Urtisa Romayn's house, speak with her, loot, and head to

Hleras Gidren's house. Speak with him, loot, and head to Llaalam

Madalas: Mage. Speak with him, loot (noting the copy of Withershins),

and head to Volmyni Dral's house. Speak with her, loot, speak with
Mossanon for the money for our pending almoner mission, leave, and

enter Pierlette Rostorard: Apothecary. Speak with her, loot, and go to

Trendrus Dral's house. Speak with him, loot, and enter the Great Hall

at Tel Naga. Speak with Rerynea Salas and Drodos Galen, loot (noting

the copy of The Horror of Castle Xyr), then head upstairs to enter the

Tel Naga General Quarters. Speak with Vanel Serven, loot the area

(noting the copy of The Alchemist's Formulary), and proceed further

upstairs. Speak with Faldan, then return to the first room and levitate

(or jump) to the next level. Speak with Berengeval and enter the Tel

Naga Upper Tower. In the bedroom, speak with Endar Drenim, loot (noting

the copy of The Final Lesson), then levitate to the top level. Loot the

locked storeroom, speak with Ivramie Sarandas, check two more locked

rooms to loot and speak with Engaer, then head to the top to speak with

Vares Reram and Neloth. Descend one level to enter the Tel Naga Upper

Hall. Loot and leave, then enter Balen Vendu: Monk. Speak with her,

loot, and enter Meluria Seleth's house. Speak with her, loot, then

enter Vaden Belas' house. Speak with him, loot (noting the copy of The

Four Suitors of Benitah), and enter Urtiso Faryon: Sorcerer. Speak with

her, loot, and enter the Morag Tong Guild. Speak with Dunsalipal

Dun-Ahhe, head upstairs and loot, then proceed to speak with Alven

Salas, Namanian Facian, and Vaveli Dralas. Loot, then leave and enter

Rolis Garvon's house. Speak with him, loot, and enter Nevrila Areloth's

house. Speak with her, loot upstairs (noting the copy of

Charwich-Koniinge, v4), then proceed into a cave to speak with Meder

Nulen, Llevas Fels, and Minasi Bavani. Loot, leave, and enter Milara
Vedran's house. Speak with her, loot, and enter Anis Seloth: Alchemist.

Speak with her, loot (get the Dispel Potion Formula for Big Helende),

and leave. Enter Fara's Hole in the Wall, speak with Falena Hlaren,

Tolvone Sarendas, and Fara, loot, go downstairs, and speak with Tedril

Vandram, Ridena Othren, and Brallion. Rather than buying his ring, just

pickpocket it. Now, leave and enter the Telvanni Council House. Speak

with Dalyne Arvel, then head downstairs. Speak with Nelso Salenim (buy

her spell) and Galar Rothan, loot (noting the copy of 2920, Frostfall,

v10), and go further down to speak with Miraso Seran and Tendris

Vedran, loot, and enter the Telvanni Council House Chambers. Proceed

down to speak with Hloris Farano and Galero Andaram (buy her spell),

loot, and go deeper to speak with Niras Farys. Loot and enter the

Hermitage. Speak with Llunela Hleran, who will allow you to join House

Telvanni. Now, head all the way back upstairs and enter the main

Council House. Speak with the Mouths, all of whom will assign

quests-Felisa Ulessen, Raven Omayn, Mallam Ryon, Arara Uvulas (who will

also progress the Gateway Haunting quest), and Galos Mathendis. Phew!

Questing

o======================================================================o

***NPCs***

Listien Bierles

***FACTIONS***

Great House Telvanni-Retainer


Great House Telvanni-Oathman

Great House Telvanni-Lawman

Thieves Guild-Mastermind

***QUESTS***

House Telvanni-Black Jinx

House Telvanni-Staff of the Silver Dawn

Thieves Guild-The Grandmaster's Retort

House Redoran-Drake's Pride

Thieves Guild-Bal Molagmer, Books for Vala

Mages Guild-Steal Chimarvamidium

Thieves Guild-The Brothers Ienith

Thieves Guild-Bal Molagmer, The Dwemer Goblet

Mages Guild-Huleen's Hut

Mages Guild-Return Chimarvamidium

Mages Guild-A Wizard's Staff

Mages Guild-Dwemer Tube from Arkngthunch-Sturdumz

***NOTABLE LOOT***

Zenithar Whispers

***SPELLS***

Shockball

Evil Eye
3) A lot to do now before we go back to exploring. First, here in town,

go see Anis Seloth to buy five muck and five sload soap, and turn them

in to Raven Omayn and Arara Uvulas for two new quests and a promotion

two ranks to Oathman. Head to the Mages Guild and deliver the potion

recipe to Tusamircil. Ask him about the Staff of the Silver Dawn as

well to be directed to Arielle Phiencel. Ask her about a conjuration

expert to be directed to Uleni Heleran, and also ask about the staff

to be allowed to buy it. I just pickpocket it, but that's your choice.

Speak with Uleni now, who can be asked about the Black Jinx to be

directed to the Morag Tong. Ask about the Gateway Haunting to get some

Ghost-Free Papers. On your way out, drop by Dirty Muriel's for a new

quest from Big Helende, then go to the Gateway Inn and see Angaredhel

to finish that quest (take whichever ring, they're all pretty meh). Go

see the Morag Tong now and ask Alven Salas about the Black Jinx to

simply receive it. Go turn it in to Raven Omayn (and give the Silver

Staff to Arara Uvulas) to be promoted to Lawman. They're both out of

chores already. Before leaving town, go see Neloth again for a quest

(mislabeled as House Redoran). Now sail to Ebonheart and go see Iulus

Truptor to complete the final Imperial Cult almoner mission and receive

Zenithar Whispers. Now go to Vivec. Wear the Bal Molagmer gloves and

give Brallion's Ring to Ilmeni Dren in St. Delyn. Go see Eno Hlaalu and

turn in the Sanguine Belt from Sadrith Mora. Go to the Telvanni

Sorcerer in Telvanni Waistworks, Salver Lleran, and buy his spells. Now

report to Gentleman Jim in the Foreign Quarter for a new regular quest

and a new Bal Molagmer quest. He'll also promote you to Mastermind. Go
to Caldera and steal the four books from Odral Helvi's bedroom, then go

to Ald'Ruhn. Deliver the books and, while there, deliver Skink's potion

to Edwinna Elbert and get another quest. Head back to Vivec, visit Jim

for the final Bal Molagmer quest, and nick the book from Sirilonwe. Go

nick the Dwemer Goblet and give it to Danso Indules, then report back

to Jim to finish the Bal Molagmer quest line. Now go to Ald'Ruhn to

turn the book in to Edwinna for another quest. We'll do this now, so

head to Maar Gan and go to Huleen's Hut. Kill the scamp and check the

hut to speak with Listien Bierles, then return to Edwinna for another

quest. Quickly return the book, and report back to Edwinna for another

quest, a much meatier one. If you ask about advancement, you'll get

another quest as well. Let's go to Sud for the staff first. Make your

way to Dagon Fel, then head west to the caverns of Sud. Enter.

Sud

o======================================================================o

***NPCs***

Anirne

Gorenea Andrano

***QUESTS***

House Telvanni-Dwemer Books

4) Proceed until you see manmade architecture, then levitate to the

west side. Go south through a door, then another, to fight Anirne and
take her Wizard's Staff. Loot (noting the copy of Feyfolken, v3) and go

back to the first levitation room. Take the tunnel north and follow the

loop to fight Gorenea Andrano. We're finished, so recall and head to

Ald'Ruhn to chat with Edwinna and get promoted to Wizard. Travel to

Gnisis. While here, visit Baladas Demnevanni on behalf of Mallam Ryon,

and he'll give a Telvanni quest of his own to boot. Now head to Ald

Velothi, and west to Arkngthunch-Sturdumz. Head inside.

Arkngthunch-Sturdumz

o======================================================================o

***NPCs***

Natalinus Flavonius

Tenyeminwe

***NOTABLE LOOT***

Ondusi's Key

Amulet of Admonition

Surefeet

***QUESTS***

Mages Guild-Nchuleftingth Expedition

House Telvanni-Flesh Made Whole

House Telvanni-Baladas Demnevanni

House Telvanni-Mission to Nchuleft

House Telvanni-Cure Blight


Mages Guild-Escort Tenyeminwe

Thieves Guild-Redoran Cookbook

Mages Guild-Vampires of Vvardenfell, Vol II

Thieves Guild-Felen's Ebony Staff

5) This place is actually very small and straightforward, so clear it

out, grab a tube, and recall to Balmora. Stop by Dorisa Darvel's to

steal a copy of Nchunak's Fire and Faith, then head to Vivec. Get

Antecedents of Dwemer Law from Jobasha's shop, then head to the Hall of

Wisdom for Chronicles of Nchuleft. Head back to Gnisis and give the

books to Baladas for the unique items Surefeet, Ondusi's Key, and the

Amulet of Admonition, then return to Ald'Ruhn and give Edwinna the

Dwemer Tube. She'll send us to a ruin we actually haven't spotted

before, ending her quest chain for now. Now, let's go to Tel Mora. Go

to Berwen's to steal the Grandmaster's Retort, then talk to Dratha in

the tower for another Telvanni quest. Now go to Tel Vos and see Aryon

to get another quest. Before doing that, go to Tel Aruhn and find

Senise Thindo in the Tower Living Quarters. You'll have to taunt her

into attacking you and kill her for the Drake's Pride robe. Now go to

Tel Fyr and deliver the coded message to Divayth Fyr. He'll give you a

response. Let's head back to Sadrith Mora now. Head back to Neloth to

turn in the robe, and while in Tel Naga visit Berengeval and taunt him

and kill him to get the Amulet of Flesh Made Whole for Dratha. Go to

Galos Mathendis in the Council Hall to deliver Divayth Fyr's response,

and report to Mallam Ryon on Baladas' answers for a new quest from
each. Stop by Threvul Serethi, the healer, to buy three Cure Blight

potions, then head to Wolverine Hall. Turn in the retort at Dirty

Muriel's for another quest, then head to the Mages Guild. Talk to

Arielle Phiencel about hiring a wizard, then talk to Skink for a new

quest. Head to Anis Seloth's to grab four pieces of ebony (in a small

chest on the store shelves), and bring them back to Arielle to hire the

wizard. Head to Dirty Muriel's, speak with Natalinus Flavonius, and

report to Big Helende for a new quest. Now speak with Tenyeminwe and

escort her to the docks. She'll reward you, and you can return to Skink

for a new quest. Take the guild guide to Vivec, head to Jobasha's, grab

Vampires of Vvardenfell, v2 by pickpocketing or buying, and report back

to Skink for a new quest. Now head to Llethri Manor in Ald'Ruhn and

steal Redoran Cooking Secrets from the Llethri Private Quarters. Report

back to Big Helende for her final quest. Now head to Tel Mora and give

the Amulet of Flesh Made Whola to Mistress Dratha. Go to Tel Vos and

visit the apothecary to deliver the Cure Blight potions to Andil in the

Services Tower. Now head to the Ahemmusa Camp and speak with Sinnammu

Mirpal about Skink's request. Head west to the Favel Ancestral Tomb,

and head inside.

Favel Ancestral Tomb

o======================================================================o

***NPCs***

Minabibi Assardarainat
***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 35

6) Speak with Minabibi Assardarainat to send her off to see Skink, then

explore the rest of the tomb (noting the copy of 36 Lessons of Vivec,

Sermon 35), kill the ghost, speak with Minabibi again, then head back

to Ahemmusa Camp and speak with Sinnammu again. Be honest, and she'll

agree to the meeting. Now head to Nchuleft, which should be on your map

to the southwest.

Nchuleft

o======================================================================o

***QUESTS***

House Telvanni-Daedra Skin

Mages Guild-Kill Necromancer Telura Ulver

7) Get the Dwemer Scarab Schematics from the south room, loot the rest

of this small dungeon, leave, and head back to Sadrith Mora. Report to

the Telvanni Council House to turn in quests to Mallam Ryon and Galos

Mathendis, the latter of whom has another quest to give. Buy a Daedra

Skin from Anis Seloth and go see Skink for a new quest. Take the Daedra

Skin to Aryon in Tel Vos, then report back to Galos Mathendis to learn

that he, too, is out of chores. Now head to Hla Oad and follow Skink's

directions to get back to Shal. Head inside.


Shal

o======================================================================o

***NPCs***

Telura Ulver

***NOTABLE LOOT***

Song of the Alchemists

***FACTIONS***

Mages Guild-Master Wizard

***QUESTS***

Mages Guild-Soul of an Ash Ghoul

8) This small dungeon is very straightforward. Kill Telura Ulver, loot

(noting the copy of Song of the Alchemists), leave, and return to

Sadrith Mora. Skink will promote you to Master Wizard and give another

quest. Head to Tel Aruhn, and go northwest to Yakin. Head inside.

Yakin

o======================================================================o

***NPCs***

Dagoth Velos

Enar Releth

Gashnakh gra-Mughol
***QUESTS***

Mages Guild-Galur Rithari's Papers

Mages Guild-Arch-Mage

House Telvanni-Mudan-Mul Egg Mine

House Telvanni-Stronghold

***NOTABLE LOOT***

Skink's Amulet

***FACTIONS***

Great House Telvanni-Mouth

Great House Telvanni-Spellwright

9) Turn right at the first intersection, fighting critters. Just

capture the soul of the first Ash Ghoul you see-several are guaranteed

to spawn here. You'll soon enter the Shrine. Turn right and proceed to

kill Dagoth Velos, then continue to loop through some tunnels and

return to the entrance. Leave and report back to Skink for his final

quest. Go to Vivec and speak with Jobasha, then go to the secret

library in the Hall of Justice to steal the book and report back to

Skink to receive Skink's Amulet. Finally, he'll give you a letter for

Trebonius, which we should just hold on to for now. Instead, head to

Gnisis to visit Baladas on Aryon's behalf. He'll agree to join the

council, and we should head back to Aryon. He'll promote you two ranks
to Spellwright, and ask you to build a stronghold if you want to

advance again. He'll also assign a new task. Keep the Silver Staff of

Peace he gives you-it is important later on. First, head to Sadrith

Mora and enter the Council House. Speak with Enar Releth, Baladas' new

Mouth, then head to the hermitage to speak with Llunela about our

stronghold. Just summon and soul trap two Storm Atronachs right now,

then make your way to Ebonheart to visit Vedam Dren. He'll give you the

contract, and you should report back to Llunela. Head out to the

chambers, wait 5 days, then go speak to her again. Now head to

Uvirith's Grave and speak with Gashnakh gra-Mughol, recast your Mark

at the stronghold here, then return to Sadrith Mora (cast Divine

Intervention) to see Llunela again. Wait 5 more days, then speak with

Llunela again. Recall to Tel Uvirith, explore your new digs, then head

northwest to Mzanchend. Head inside.

Mzanchend

o======================================================================o

***NPCs***

Gorven Menas

Farena Arelas

***NOTABLE LOOT***

Dwemer Schematic

***QUESTS***
House Telvanni-Dahrk Mezalf

10) Explore clockwise to hit everything, making sure you nick the

Dwemer Schematic, then return to Llunela in Sadrith Mora. Wait 5 days,

Recall to Tel Uvirith, explore Menas' House (speaking with Gorven

Menas), Arelas' House (speaking with Farena Arelas), the Tower Lower,

then make your way to Gnisis. Ask Baladas about chores for a new quest,

then head to Maar Gan and follow the directions back to Bthungthumz.

Head inside.

Bthungthumz

o======================================================================o

***NPCs***

Dahrk Mezalf

***FACTIONS***

Great House Telvanni-Wizard

***NOTABLE LOOT***

Breathing Water

The Art of War Magic

***QUESTS***

House Telvanni-Wizard Spells

House Telvanni-Odirniran
11) Head to the back, kill Dahrk Mezalf, take the ring, and haul it in

to Baladas. We'll get a buddy who will tail us until he dies-pretty

cool. Now head to Tel Vos, then west to the Mudan-Mul Egg Mine. Enter.

Head straight to the back, cure the queen, and report in to Aryon.

He'll give a quest to learn spells we already know, so turn it in

immediately to get another one. That's every loose end we can tie up

without further exploration, so let's get after the southeast quadrant

of Vvardenfell. Make your way to Suran, leave to the east toward Molag

Mar, and move east, keeping the first steam field to your right. As you

approach Telasero on your map, look just southwest of it for the Velas

Ancestral Tomb. Head inside.

Velas Ancestral Tomb

o======================================================================o

***NPCs***

Vaves Virith

Drendrisa Fareloth

Breves Omoril

Vadeni Rethan

Lleris Rathryon

Alurue Saryon

***NOTABLE LOOT***
Last Scabbard of Akrash

36 Lessons of Vivec, Sermon 36

The Gold Ribbon of Merit

The Wolf Queen, v8

36 Lessons of Vivec, Sermon 25

12) This is small and straightforward, so loot (noting the copy of Last

Scabbard of Akrash) and leave. Follow the path, hugging the ridge to

the right, and you'll soon reach Vansunalit Egg Mine. Enter.

To the left in this flooded mine is a loop where you can pearl dive if

you like. Straight ahead is the queen. No other loot, so leave when

finished. Head north and slightly east to find a bandit cave called

Kunirai. Enter.

Fight Vaves Virith and proceed to fight Drendrisa Fareloth. Loot and

continue. Go left at the intersection to fight Breves Omoril, then

speak with Vadeni Rethan. Loot (noting the copies of 36 Lessons of

Vivec, Sermon 36 and The Gold Ribbon of Merit) and continue to fight

Lleris Rathryon and Alurue Saryon. Loot the area (noting the copy of

The Wolf Queen, v8), then return to the intersection. Explore the other

path (noting the copy of 36 Lessons of Vivec, Sermon 25), leave the

cave, and head southeast to the stronghold of Telasero. Skip it for now

and continue east along the path. Skip the northward turn for now,

continuing east, until you spot the Raviro Ancestral Tomb on the right.
Head inside.

Clear this small tomb of the Berne vampires that infest it, then

continue east to arrive at Molag Mar. We're finally going to explore

it.

o======================================================================o

| |

| Molag Mar & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK026}

1) Molag Mar Plaza

2) Molag Mar Waistworks

3) Yasamsi

4) Mount Kand

5) Assu

6) Piran

7) Nchuleftingth

8) Mzuleft

9) Bethamez

Molag Mar Plaza

o======================================================================o

***NPCs***
Dilami Androm

Vanjirra

Rindral Dralor

Nande

Rumare

Zabarbael

Breech-Star

Stream-Murk

Tern-Feather

Abanji

Khamuzi

High-Heart

Tadara Indaram

Goron Lleran

Menelin

Orns Omaren

Geor Matreinace

Gudling the Rascal

Stenet

Hakar the Candle

Raviso Andalas

Elvas Savel

Mandur Omalen

Sortis Rathryon

Saras Orelu
Tharer Rotheloth

Farvam Faram

Dethresa Saren

Llevana Salaren

***NOTABLE LOOT***

The Seed

A Dance in Fire, v5

A Dance in Fire, v7

36 Lessons of Vivec, Sermon 13

36 Lessons of Vivec, Sermon 7

36 Lessons of Vivec, Sermon 8

36 Lessons of Vivec, Sermon 9

***QUESTS***

Temple-Cure Lette

1) Start by looting the strider platform-one of the crates holds a copy

of The Seed-and speaking with Dilami Androm. Head toward the canton,

revisit Paur Maston and Vanjirra if you wish, then circle around to

speak with the shipmaster Rindral Dralor. Now head to the top (it's

open, rather than a plaza). Outside, speak with Nande, Rumare, and

Zabarbael. You can speak with the slaves Breech-Star, Stream-Murk,

Tern-Feather, Abanji, Khamuzi, and High-Heart, but there is no way to

free them. Head into St. Veloth's Hostel. Speak with Tadara Indaram,
Goron Lleran, Menelin, and Orns Omaren in the first room. Loot this

floor and head downstairs to speak with Geor Matreinace, Gudling the

Rascal, and Stenet, then loot, leave, and enter the Redoran Stronghold.

Speak with Hakar the Candle, loot, and head downstairs. Speak with

Raviso Andalas (noting the copies of A Dance in Fire, v5, A Dance in

Fire, v7, and 36 Lessons of Vivec, Sermon 13 in his room), Elvas Savel,

and Mandur Omalen, loot, leave, and enter the Temple. Speak with Sortis

Rathryon, Saras Orelu, and Tharer Rotheloth, who is a Temple questgiver

and will issue one right now. Head downstairs. Loot the first room

(noting the copies of 36 Lessons of Vivec, Sermon 7, 36 Lessons of

Vivec, Sermon 8, and 36 Lessons of Vivec, Sermon 9) and speak with

Farvam Faram. In the next room, speak with Dethresa Saren, then Llevana

Salaren in the next one, and Bervaso Thenim in the last one. That's it

for the Temple and for the Plaza, so head down and enter the

Waistworks.

Molag Mar Waistworks

o======================================================================o

***NPCs***

Dunel Saryon

Selkirnemus

Miniel

Nilioniel

Mundrila Ienith

Ales Julalanie
Tidros Indaram

Birer Indaram

Ervesa Romandas

Ulms Drathen

Llevena Sendas

Giras Indaram

Dreyns Nelas

Odron Omoran

Vuvil Senim

Masque

Saetring

Vasesius Viciulus

***NOTABLELOOT***

36 Lessons of Vivec, Sermon 33

36 Lessons of Vivec, Sermon 1

2920, Rain's Hand, v4

Restoration Shirt

***QUESTS***

Temple-Pilgrimage to Mount Kand

Imperial Cult-Restless Spirit

2) Start with The Pilgrim's Rest off the southern hallway. Speak with

Dunel Saryon, Selkirnemus, Miniel, Nilioniel, Mundrila Ienith, and Ales


Julalanie. Loot, leave, and enter the Armigers Stronghold. Speak with

Tidros Indaram, Birer Indaram, Ervesa Romandas, Ulms Drathen, Llevena

Sendas, Giras Indaram, Dreyns Nelas, Odron Omoran, and finally, in the

jail cell, Vuvil Senim. Leave and enter Saetring the Nord: Smith. Speak

with Masque and Saetring, loot his shop (noting the copy of 36 Lessons

of Vivec, Sermon 33), leave, and enter Vasesius Viciulus: Trader. Speak

with him, loot his shop (noting the copy of 36 Lessons of Vivec, Sermon

1), leave, and enter the Canalworks. Nothing here, so proceed to the

Underworks. Explore them, leave, and we're done exploring Molag Mar.

Quickly head to Tel Mora, find and cure Lette, and report back to

Tharer Rotheloth for another quest and a copy of 2920, Rain's Hand, v4.

Head outside, backtrack to the SECOND northern fork we ignored (skip

the first one with Mount Kand signage), and take it. You'll need to

levitate to reach the very top of this mountain, where a skeletal

corpse holds the targets for our current Imperial Cult quest. Report

back to Kaye for another quest and the unique Restoration Shirt. Head

to Hla Oad and speak with Okur, who will direct you to Yasamsi. Head

south and enter the cave.

Yasamsi

o======================================================================o

***NPCs***

Dudley

Thervam Drelas

Larisus Dergius
Ralos Othrenim

3) Immediately fight Dudley and Thervam Drelas, then proceed. Fight

Larisus Dergius and Ralos Othrenim, loot (grab Julielle's amulet), and

return to Okur and then to Kaye. That's it for him, and by extension,

the Imperial Cult. Return to Molag Mar now, and get on the path to

Mount Kand. The signs aren't hard to follow-enter the cavern when you

find it.

Mount Kand

o======================================================================o

***QUESTS***

Temple-Necromancer in Mawia

4) Proceed. Do not attack the Atronachs you see, but speak to them to

answer riddles. The first answer is Lead, the second is you will slay

me with your sword, and the third is the Orc. Visit the shrine at the

back and report back to Tharer Rotheloth for a new quest. Now head back

to Mount Kand again and continue past the cavern to find the cave of

Assu on the right. Enter.

Assu

o======================================================================o

***NPCs***

Fistelle
Dreveni Hlaren

***NOTABLE LOOT***

Staff of Magnus

***QUESTS***

Mages Guild-Warlock's Ring

5) Proceed to fight Fistelle. Loot the room and continue to fight

Dreveni Hlaren (you'll need to levitate to reach her, as well as the

cavern's loot). Take the Staff of Magnus from her body and report back

to Ajira (!) in the Balmora Mages Guild for another quest. Return to

Molag Mar again and continue north from Assu, until you hit a junction

with an east-west path. Turn west and follow the path, turning north

when you can. Continue north toward Mount Assarnibibi at the next sign,

then take the next left to find the cave of Piran. Head inside.

Piran

o======================================================================o

***NPCs***

Lielle Vette

Dondreth

Arannir

Reron Rinith
***NOTABLE LOOT***

Breathing Water

6) This cave is pretty straightforward. The loot bin holds a copy of

Breathing Water. Explore and leave. Continue on the path, and head

right at the next junction to enter the Velothi dome called Mababi.

Speak with Lielle Vette, Dondreth, Arannir, and Reron Rinith. Loot,

leave, and proceed. Bear right at each turn to reach the Dwemer ruin of

Nchuleftingth. Head inside.

Nchuleftingth

o======================================================================o

***NPCs***

Pania Cadiusus

Senilias Cadiusus

***QUESTS***

Mages Guild-Scarab Plans in Mzuleft

7) Speak with Pania Cadiusus and Senilias Cadiusus on the right to

update a quest, then enter the Test of Pattern. Use the third crank

(the one beneath an intact light) to open a passage to the Lower

Levels. Head there to loot, making sure to pick up both Senilius'

Report and the copy of Hanging Gardens.... Report to Senilius, then to


Edwinna in Ald'Ruhn for a new quest. Take the copy of Hanging Gardens

to Baladas in Gnisis for an update, then to Yagrum in Tel Fyr's

Corprusarium for more. Now, head to Dagon Fel and make your way to

Mzuleft.

Mzuleft

o======================================================================o

***NPCs***

Mugdul gro-Yagarz

Glasha gra-Magar

Lagakh gra-Lorga

Khadba gro-Uzgurn

Durgat gra-Glurkub

Duluk gro-Ghash

Bughash gro-Gorzog

***QUESTS***

Mages Guild-Bethamez

8) To the right, fight Mugdul gro-Yagarz. Grab the Dwemer Scarab Plans

and proceed to fight Glasha gra-Magar and Lagakh gra-Lorga. Grab The

Egg of Time in this room, backtrack to the entrance, and take the other

path. Fight Khadba gro-Uzgurn, Durgat gra-Glurkub, Duluk gro-Ghash, and

Bughash gro-Gorzog. Loot the area, and report back to Edwinna for

another quest. Take The Egg of Time to Yagrum first, then to Baladas in
Gnisis. From here, enter the eggmine and proceed down to the ruins of

Bethamez.

Bethamez

o======================================================================o

***NPCs***

Mimanu Zeba-Adad

Mamaea Ashun-Idantus

Zennammu

Jocien Ancois

Reeh-Jah

***QUESTS***

Mages Guild-Arch-Mage

Miscellaneous-The Runaway Slave

***NOTABLE LOOT***

Trebonius' Staff

Necromancer's Amulet

9) Grab the Dwemer Airship Plans and the copy of Divine Metaphysics

here. Visit Baladas about the book, then visit Yagrum to "solve" the

mystery of the Dwarves, then report back to Edwinna. She'll direct you

to Trebonius-her final quest. Head to Vivec and report to Trebonius.

First, turn in Mystery of the Dwarves, then you have a choice. Don't
give him the letter, and ask him about Arch-Mage. We'll challenge him

to a duel because we want his stuff. Head over to the Arena Pit to kill

Trebonius, taking his unique staff and the artifact Necromancer's

Amulet. That's basically it for the Mages Guild, save Ajira's pending

quest, so head back out to Nchuleftingth to continue exploring. Head

north from here to find a rogue Ashlander camp. Speak with Mimanu

Zeba-Adad and Mamaea Ashun-Idantus outside, then enter the yurt to

speak with Zennammu and Jocien Ancois to update a quest. From here,

head east until you spot an Argonian named Reeh-Jah. Agree to his

escort quest, and schlep it back to Molag Mar. Then you can fast travel

to Ebonheart to drop him off. Speak to Im-Kilaya for a reward. Come

back to where you found him when done, continue east a bit, then cut

south when you see yurts to arrive at the Erabenimsun Camp.

o======================================================================o

| |

| Erabenimsun Camp & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK027}

1) Erabenimsun Camp

2) Abernanit

3) Abanabi

4) Maren Ancestral Tomb

5) Alas Ancestral Tomb


6) Zebabi

7) Nchardumz

8) Matus-Akin Egg Mine

9) Arenim Ancestral Tomb

10) Ainat

11) Nchurdamz

12) Dissapla Mine

13) Shallit

14) Dunirai Caverns

15) Telasero

16) Pudai Egg Mine

17) Aharnabi

18) Odirniran

19) Shishi

20) Rethan Manor

21) Indarys Manor

22) Minabi

23) Hinnabi

24) Bal Fell

25) Ashirbadon

26) Yakanalit

27) Redas Ancestral Tomb

28) Marvani Ancestral Tomb

Erabenimsun Camp
o======================================================================o

***NPCs***

Kummu

Kushishi

Tinti

Hairan

Hirarend

Assaba-Bentus

Assemmus

Zebba

Salattanat

Ainab

Addut-Lamanu

Massarapal

Ulibabi

Ranabi

Han-Ammu

Yantus

Ashu-Ahhe

Ahaz

Ulath-Pal

Manirai

***FACTIONS***

Imperial Legion-Knight Protector


***QUESTS***

Imperial Legion-Rescue Dandsa

1) Outside, speak to Kummu to update a quest, then speak to Kushishi,

then Tinti for more quest updates. Let them keep the hides for a

Herder's Belt. Speak to Hairan, Hirarend, and Assaba-Bentus, who can be

persuaded to go to the mabrigash for Jocien's quest. Accuse him of

being afraid, and he'll follow you to the camp. Schlep it out there

right quick to exchange him for Jocien, and while we're out here run

northish to report back to Marsus Tullius and clear his quest from the

journal. Now head back to the camp, enter Assemmus' Yurt, speak with

him and Zebba, and leave. Enter Salattanat's Yurt, speak him, and

leave. Repeat with Ainab's Yurt and Addut-Lamanu's Yurt. Now enter

Massarapal's Yurt to speak with him and Ulibabi, then repeat for

Ranabi's Yurt, then enter Han-Ammu's Yurt to speak with him and with

Yantus. Enter Ashu-Ahhe's Yurt to speak with him, then enter the

Ashkhan's Yurt. Speak with Ahaz and Ulath-Pal, then enter the Wise

Woman's Yurt. Speak with Manirai, and we're done here for now. Head to

Moonmoth Fort near Balmora and report to Radd Hard-Heart for a new

Legion quest. He'll also promote you to Knight Protector. Head to Gnaar

Mok and go southeast to find and enter the cave of Abernanit.

Abernanit

o======================================================================o
***NPCs***

Alonisea Varys

Balis Sari

Thelama Indaren

Dandsa

Hlora Long-Leg

Minedhel

Gilse Darethi

Sorkvild the Raven

Furius Acilius

***NOTABLE LOOT***

The Axe Man

Masque of Clavicus Vile

Night Falls on Sentinel

Charwich-Koniinge, v4

Lord's Mail

***QUESTS***

Imperial Legion-Breeding Netch

Imperial Legion-Sorkvild the Raven

Imperial Legion-Lord's Mail

Fighters Guild-Remove Sjoring's Supporters

Fighters Guild-Kill Hard-Heart


2) Proceed to fight Alonisea Varys, who has a copy of The Axe Man. Take

the high path to fight Balis Sari. Loot, ignore Dandsa for now, and go

take the low path to fight Thelama Indaren. Now return to Dandsa and

escort her outside. Report back to Radd Hard-Heart for another quest,

and return to Gnaar Mok. Kill the netch just north of town and report

back for his final quest. Make your way to Dagon Fel and enter

Sorkvild's Tower. Fight Hlora Long-Leg, Minedhel, and Gilse Darethi in

the initial area, then climb the ladder to fight Sorkvild the Raven.

Take the artifact Masque of Clavicus Vile from his corpse, note the

copies of Night Falls on Sentinel and Charwich-Koniinge, v4, and report

back to Radd Hard-Heart to finish his quest line. Now head to Ebonheart

and speak with Varus Vantinius for a quest. Head down to the shrine (we

already did many pieces of this quest) and take the secret entrance to

the Underground Caves. Explore to find Furius Acilius, who will attack

when spoken to. Kill him, retrieve the Lord's Mail, and take it back to

Varus for another quest. Head into the Commission, taunt Rufinus

Alleius into attacking you, and kill him. Head to the Vivec Fighters

Guild and report in to Lorbumol, completing his final quest. With that,

head to Percius in Ald'Ruhn and accept his quest to kill Lorbumol. Go

do that, report back to Percius, accept the quest, but drop it-we'll

wait until we have the directive from the Thieves Guild as well. Head

to Sadrith Mora now, go southwest to Abanabi, and enter the cave.

Abanabi

o======================================================================o
***NPCs***

Maranique Jolvanne

Draramu Hloran

***NOTABLE LOOT***

Feyfolken II

Chrysamere

Horror of Castle Xyr

***FACTIONS***

Imperial Legion-Knight of the Garland

Imperial Legion-Grandmaster Duel

3) Go straight at the intersection to fight Maranique Jolvanne. Loot

(noting the copy of Feyfolken II), take the other path, and kill

Draramu Hloran. Take Chrysamere off her corpse, loot (noting the copy

of Horror of Castle Xyr), and return to Ebonheart. Report to Varus for

a promotion, and another quest. Go kill Varus in the Arena to reclaim

the artifacts and secure a final promotion. We still have quests to do

for Frald the White, so that's not quite it for the Legion. Now return

to the Erabenimsun Camp and leave on the path going west. You'll come

almost immediately to the Maren Ancestral Tomb. Enter.

Maren Ancestral Tomb

o======================================================================o
***NPCs***

Crazy Batou

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 6

Bloodworm Helm

4) This place is pretty straightforward. Find a copy of 36 Lessons of

Vivec, Sermon 6, fight Crazy Batou (don't worry about the message-it's

a bug, he isn't actually essential to anything), take the unique

Bloodworm Helm off his corpse, and leave. Go south, and turn right when

you can to find and enter the Arethan Ancestral Tomb.

Small with no notable loot, so clear it out, leave, and return to the

last intersection. This time, head south to find the Alas Ancestral

Tomb. Head inside.

Alas Ancestral Tomb

o======================================================================o

***NPCs***

Gils Oril

Val

Barirrid

Nargol gra-Uftharz
***NOTABLE LOOT***

Withershins

Mehrunes' Razor

Hallgerd's Tale

5) Explore the fairly small tomb, noting the copy of Withershins and

being sure to get A Rusty Dagger off the corpse in the back. Now, make

your way all the way back to Yasammidan and Mehrunes Dagon will

restore the razor, completing the quest. Make your way back to the Alas

Tomb now, return to the intersection to the north, and go east. Go east

again at the next intersection to arrive at Tusenend. Enter.

Fight Gils Oril, Val, Barirrid, and Nargol gra-Uftharz, loot the shrine

(noting the copy of Hallgerd's Tale), and leave. Now go northeast as

the crow flies, over a ridge, to find the cave of Zebabi. Enter.

Zebabi

o======================================================================o

***NPCs***

Ghamonk gro-Agadbu

Hamvir

Arnsi Nerandas

Draryn Andrano

Gish

Nuralg
Zahraji

Ma'Zahn

Chalureel

***NOTABLE LOOT***

The Seed

6) Fight Ghamonk gro-Agadbu and proceed, fighting Hamvir at an

intersection. Go left first for loot, then return and go west to fight

Arnsi Nerandas. Loot, then return and go south (we'll come back with

the slave key). In the back, fight Draryn Andrano for the slave key,

loot his room, (don't miss the nook in back-you'll need to levitate,

and there's a copy of The Seed), then go back to free the slaves Gish,

Nuralg, Zahraji, Ma'Zahn, and Chalureel. Leave, return to Tusenend, and

return west to an intersection. Go south this time and bear left at

every opportunity to reach the Maesa-Shammus Egg Mine. Enter.

This straightforward mine is noteworthy for one reason-the dead hero in

the Queen's chamber has a guaranteed Daedric Dai-Katana, even at level

1. Leave when done exploring and head west a bit to find Mount

Assarnibibi, which we'll visit in a later Temple quest. Head south a

ways to another intersection, and turn left to find and enter the Helan

Ancestral Tomb.

Not much here. Loot, leave, and head east to follow a path north to the
Dwemer ruin of Nchardumz. Head inside.

Nchardumz

o======================================================================o

***NPCs***

Stlubo Otiustiris

Methulu Ienith

Terer Helothan

Camas

Aralosea Romori

Missamsi Timmiriran

Munbebi Addarari

Mamusa Shashmassamsi

***NOTABLE LOOT***

Unnamed Book

The Art of War Magic

7) The upper level is easy to explore and has nothing noteworthy, so

check everything out and head to the Lower Level. Not much here either,

so loot and leave when done. Head south to exit the canyon, head east

across the water, and find the Savel Ancestral Tomb on the northern

part of this island. Head inside.

Loot the small tomb (noting the copy of Unnamed Book), leave, and head
a bit south to find the shrine of Almurbalarammi. Enter.

Fight Stlubo Otiustiris, Methulu Ienith, Terer Helothan, Camas, and

Aralosea Romori (who has a copy of The Art of War Magic). Loot the

shrine, leave, and cross the water to the north. Keep left, going over

a ridge. You'll soon find a rogue Ashlander camp. Fight Missamsi

Timmiriran, Munbebi Addarari, and Mamusa Shashmassamsi. Go due north of

here to find the Matus-Akin Egg Mine. Head inside.

Matus-Akin Egg Mine

o======================================================================o

***NPCs***

Assatlit Assudnilamat

Sannit Kil

Ibasour Sershurrapal

***NOTABLE LOOT***

2920, Mid Year, v6

8) Not much here, in either the entrance or the Queen's Lair, so

explore until content and then leave. Head due north again to spot a

rogue Ashlander camp. Fight Assatlit Assudnilamat, Sannit Kil, and

Ibasour Sershurrapal. Just west of them is the Andalen Ancestral Tomb.

Enter.
This place is straightforward, so loot (noting the copy of 2920, Mid

Year, v6), and leave. Head east and a bit north, crossing the water and

one island to spot the Lonely Shipwreck. Check it out.

Nothing much noteworthy in here, so explore and leave. Head south and a

bit west, back onto Vvardenfell, to find the Arenim Ancestral Tomb.

Enter.

Arenim Ancestral Tomb

o======================================================================o

***NPCs***

Satyana

***QUESTS***

Miscellaneous-Search for Her Father's Amulet

***NOTABLE LOOT***

A Dance in Fire, v5

9) Speak with Satyana for a miscellaneous quest, then clear the tomb.

Note the copy of A Dance in Fire, v5 in the first room, then head north

to find Augustus' Amulet on a corpse and finish the quest. Explore the

south wing, and leave. Head to the southeast corner of this spit of

land to find a cave called Salmantu. Head inside.


Explore the lootless first cavern, then enter the Shrine. Not much here

either, so loot it out and leave. Cross the water to the south and

check out the island. In the center is the Holamayan Monastery, which

we'll visit as part of the Main Quest much later. Check the northwest

corner of this island to find the Zalkin Grotto. Head inside.

There is absolutely nothing interesting in here, so map it out and

leave. Head west from here, crossing the water onto the big peninsula,

and continue inland a bit (keep north of the Daedric ruins) to find a

cave called Ainat. Head inside.

Ainat

o======================================================================o

***NPCs***

Madsu Dreth

Dranos Sandus

Ulves Marvel

Llanas Drilvi

Glush gro-Dul

Durzol gro-Dumulg

Yazgash gra-Boga

Dur gro-Grambak

Larienna Macrina

***NOTABLE LOOT***
The Cake and the Diamond

Ashes of G. Lyngas

10) Fight Madsu Dreth, proceed, fight Dranos Sandus, loot, proceed,

speak with Ulves Marvel, loot to the left, go through the door, fight

Llanas Drilvi, loot (noting the copy of The Cake and the Diamond), and

leave the cave. Head south to Shashpilamat, and take the east entrance

(NOT the one labeled Shrine).

Fight Glush gro-Dul, loot, and head over to the Shrine. Fight Durzol

gro-Dumulg and Yazgash gra-Boga, loot the shrine, and leave. Past the

shrine, along the path, speak with Dur gro-Grambak, then leave the path

to the east to find the Ravel Ancestral Tomb about halfway to the

coast. Enter.

In this tomb, you can find the unique Ashes of G. Lyngas. Nothing else

is terribly noteworthy, so explore, loot, and leave. Now, return to the

path, follow it south, and turn right when you can to arrive at

Nchurdamz. Speak with Larienna Macrina outside, agree to work with her,

and enter the ruin.

Nchurdamz

o======================================================================o

***NPCs***

Hrelvesuu
***NOTABLE LOOT***

Illkurok

***QUESTS***

Fighters Guild-The Dissapla Mine

11) This place is straightforward. Clear it out, making sure to nick

the unique spear Illkurok, kill Hrelvesuu in the back, speak with

Larienna, and leave when done. Offload, report in to Hrundi, and

receive another quest. Head to Dissapla Mine now and enter.

Dissapla Mine

o======================================================================o

***NPCs***

Dalami Hlaalu

Ralmyn Othren

Novor Drethan

Rervam Farethi

Riraynea Reladren

Tarar Doran

Tarynili Senim

Teres Arothan

***QUESTS***
Fighters Guild-Berwen's Stalker

Fighters Guild-Tenim's Bounty

12) Speak with Dalami Hlaalu, Ralmyn Othren, and Novor Drethan, who

will update your quest. Proceed to speak with Rervam Farethi, Riraynea

Reladren, Tarar Doran, and Traynili Senim. Go right to loop to the

higher ledge, then continue to find Teres Arothan. Escort him to the

entrance, speak with Novor, and report back to Hrundi. He'll give two

new quests. Head to Berwen's in Tel Mora, speak with her, head

upstairs, and kill the Corprus Stalker. Speak with her again, then head

to Vos. Sedyni Veran will direct us to speak to farmers about Rels

Tenim, and if you speak to one of them (I used Dreynos Elvul), you'll

be directed to the Ahemmusa. Head to their camp and speak to anyone to

be directed to Shallit. Follow their directions, and head inside.

Shallit

o======================================================================o

***NPCs***

Muvrulea Daryon

Vilval Relvani

Brevasu Heran

Giden Nelvilo

Rels Tenim

***NOTABLE LOOT***
36 Lessons of Vivec, Sermon 32

Words and Philosophy

***QUESTS***

Fighters Guild-Sujamma to Dunirai

13) Explore this level to the Drethan tomb entrance, but don't go

inside. Return to the first room and levitate up to find and fight

Muvrulea Daryon and Vilval Relvani, loot, and go through the door to

fight Brevasu Heran and Giden Nelvilo. Loot and proceed to fight Rels

Tenim. Loot, noting the copies of 36 Lessons of Vivec, Sermon 32 and

Words and Philosophy, and report back to Hrundi. Turn in both quests

and receive another. Head to Ghostgate, then southeast to the Dunirai

Caverns. Head inside.

Dunirai Caverns

o======================================================================o

***NPCs***

Daryn Vedralu

Naral Othreleth

Gaden Llarys

Reynis Ralvani

Volanaro

Nelacar
***QUESTS***

Fighters Guild-Sondaale

14) Enter and speak with Daryn Vedralu, proceed to speak with Naral

Othreleth and Gaden Llarys, head all the way to the back to speak with

Reynis Ralvani, then backtrack one room to speak with Volanaro and

Nelacar, who will take the sujamma. Report back to Hrundi for another

quest. Head to Molag Mar, then go west to Telasero. Head inside.

Telasero

o======================================================================o

***NPCs***

Sondaale of Shimmerene

Rayna Drolan

***NOTABLE LOOT***

Breathing Water

Telasero Propylon Index

Master Propylon Index

***QUESTS***

Fighters Guild-Engaer's Bounty

Fighters Guild-The Pudai Eggmine

15) Start with the Propylon Chamber, then enter the upper level. Big
fight upon entry. When done, explore the area (nothing significant) and

head through to the Lower Level. Ignore Sondaale and clear the level,

noting the copy of Breathing Water and the Telasero Propylon Index in

the loot bin, then speak with Sondaale. Take her outside, head to

Caldera to hand in the final index and receive the Master Index, then

report back to Hrundi for another quest. Head out to Tel Naga to deal

with Engaer, then report back to Hrundi for his final quest. Sail to

Dagon Fel. While we're up here, return to Rayna Drolan's Shack and

explore it (although I was right earlier about a quest, the quest

forbids us to enter the shack), speak with her, loot, then head to the

Pudai Egg Mine, which we spotted earlier. Head inside.

Pudai Egg Mine

o======================================================================o

***NOTABLE LOOT***

Death Blow of Abernanit

***QUESTS***

Daedric-Azura's Quest

16) Explore the top level and head to the Queen's Lair. Find her, grab

all seven golden eggs (cast a Feather or Fortify Strength if needed),

and report back to Hrundi. With that, we're finished with his quests,

so make your way back to Nchurdamz. Once there, take the path east,

skipping the south fork, to find the Hlervu Ancestral Tomb. Head
inside.

Loot the straightforward tomb, noting the copy of Death Blow of

Abernanit, and leave. Return to the south fork we skipped and take it,

then take a left at the intersection to find the Ahallaraddon Egg Mine.

Head inside.

Nothing substantial here, so explore and leave, returning to the prior

intersection and going west. Go south at the next fork, then south

again, then turn left and go off road to find and enter the Shrine of

Azura. Speak with the statue to start a quest. Now, head south a bit to

find and enter Aharnabi.

Aharnabi

o======================================================================o

***NPCs***

Erissare

Dirding

Llarusea Andrethi

Honthjolf

Saprius Entius

Staada

***NOTABLE LOOT***

Sithis
A Game at Dinner

Helm of Graff the White

Sheogorath's Signet Ring

Azura's Star

***QUESTS***

Imperial Legion-Suryn Athones' Slanders

Imperial Legion-Saprius Entius

17) Kill Erissare, proceed, kill Dirding, turn right, kill Llarusea

Andrethi, loot (noting the copy of A Game at Dinner), head the other

way, kill Honthjolf, loot (noting the copy of Sithis), and leave.

Report to Frald the White in Ebonheart for a new quest, head to the

Justice Offices in Vivec, deal with Suryn Athones, and report back to

Frald for his final quest. Head back to Vivec, ask an Ordinator to be

directed to the Arena, go there, ask Dalse Adren to be directed to a

Canalworks storeroom, head there to speak to Saprius, assist him, and

escort him back to Frald the White. DO NOT speak to ANY Ordinators

along the way. You'll receive the unique Helm of Graff the White. That

is all for the Imperial Legion! Now head back to Rayna Drolan's Shack,

kill all of the Daedra outside, including a unique Golden Saint named

Staada, who carries the unique Sheogorath's Signet Ring. Bring that

back to the Shrine of Azura to finish the quest and receive Azura's

Star. Now go west to find Odirniran. Head inside.


Odirniran

o======================================================================o

***NPCs***

Haleneri Salor

Remasa Othril

Valyne Vedaran

Vedelea Othril

Milyn Faram

***NOTABLE LOOT***

Othril Ring

Incident in Necrom

Silver Staff of War

Aryon's Dominator

***QUESTS***

House Telvanni-Mages Guild Monopoly

House Telvanni-Shishi

18) Sorta complex. Near the southwest corner of the initial area, find

Farare Othril's corpse and nick the unique Othril Ring. Right from the

entrance, fight Haleneri Salor, Remasa Othril, and Valyne Vedaran. Loot

that room, then head into the Tower. Clear the pit, ignore Vedelea

Othril in the side room, and ascend the tower to speak with Milyn

Faram. He'll thank and reward you. Loot, and return to Aryon in Tel Vos
for a copy of Incident in Necrom, the unique Silver Staff of War, and

a new quest. Head to Ald'Ruhn and begin with Athyn Sarethi in Sarethi

Manor, then visit everyone but Bolvyn Venim with your appeal to

fairness. This includes Hlaren Ramoran in Ramoran Manor, Garisa Llethri

in Llethri Manor, Mistress Brara Morvayn in the Redoran Council Hall,

and Miner Arobar in Arobar Manor. Report back to Aryon to receive

Aryon's Dominator and a new quest. Head to Maar Gan, and from there

follow the directions to Shishi. Head inside.

Shishi

o======================================================================o

***NPCs***

Anise Romoran

Temis Romavel

Brerama Selas

Faves Andas

***NOTABLE LOOT***

The Alchemist's Formulary

The Lunar Lorkhan

A Hypothetical Treachery

Aryon's Helper

Ring of Equity

Amulet of Unity
***QUESTS***

House Telvanni-Recruit a Mouth

House Telvanni-Kill Raynasa Rethan

House Telvanni-Ring of Equity

House Telvanni-Amulet of Unity

***FACTIONS***

Great House Telvanni-Master

19) Nothing to the right but corpses and minor loot. Head left to fight

Anise Romoran, then go upstairs to fight Temis Romavel and Brerama

Selas. Loot the room (noting the copy of The Alchemist's Formulary),

then interact with the Breton Skull to open a passage. Go downstairs

and through the trapdoor to speak with Faves Andas. He will give you

copies of The Lunar Lorkhan and A Hypothetical Treachery. Now report

back to Aryon for a new quest. Return to Balmora, grab your Silver

Staff of Peace, and go see Fast Eddie in his house. He'll take the

staff and relocate to Sadrith Mora. Report to Aryon first for a

promotion, Aryon's Helper, and a new quest. Go to Sadrith Mora and see

Fast Eddie for a new quest. Head to Tel Naga, lift the key from Neloth,

and report back to Eddie. While we're waiting, go see Llunela in the

Hermitage to start phase 3 on Tel Uvirith. We won't go to Galom Daeus

for a while yet, so wait a week until your journal updates and go get

the ring from Eddie. He'll kick off another quest. To get five Standard

Potions of Invisibility, see Anis Seloth and Arangaer in Sadrith Mora


(1 each), and then hit the Mages Guild alchemists in Balmora, Caldera,

and Ald'Ruhn for 1 each, totalling five. Report back to Eddie, wait a

week, then retrieve the Amulet of Unity from him. That's it for him, so

head to Balmora and then south to the Odai Plateau, which has changed.

Rethan Manor

o======================================================================o

***NPCs***

Avron Gols

Lliryn Fendyn

Hlodala Savel

Raynasa Rethan

***QUESTS***

House Telvanni-Kill Banden Indarys

20) First, enter Gols' House. Speak with Avron Gols, loot, and enter

Rethan Manor. Speak with Lliryn Fendyn and Hlodala Savel, loot, head

upstairs, kill Raynasa Rethan, loot, and report back to Aryon for a new

quest. Now go to Ald'Ruhn and out to Bal Isra, which has also changed.

Indarys Manor

o======================================================================o

***NPCs***

Hetman Guls
Broder Garil

Gaden Folvyn

Arvs Raram

Garila Vedas

Galvene Othrobar

Mavis Nadram

Treram Milar

Ienas Nadus

Banden Indarys

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 3

2920, Morning Star, v1

2920, Mid Year, v6

21) Outside, speak with Hetman Guls, Broder Garil, and Gaden Folvyn,

then enter Raram's House. Speak with Arvs Raram, loot (noting the copy

of 36 Lessons of Vivec, Sermon 3), then enter Indarys Manor. Speak with

Garila Vedas, loot, head downstairs, speak with Galvene Othrobar and

Mavis Nadram, check southeast to speak with Treram Milar and Ienas

Nadus, loot, and go to the last room. Kill Banden Indarys, loot (noting

the copies of 2920, Morning Star, v1 and 2920, Mid Year, v6), and

report back to Aryon. Decline to fight Gothren for now (we'll do it

later in the Main Quest to kill two birds with one stone), and that's

it for Aryon. Back to exploring! Head to Molag Mar, and this time go
south over the ridge. Follow the ridge west almost all the way to Ald

Sotha, past Telasero, and you'll spot a cave called Minabi on the

right. Head inside.

Minabi

o======================================================================o

***NPCs***

Fjori the Stout

Drandryn Omoran

Bedenea Nethan

Lugdum gro-Lagdub

Chrelm

Ahjara

Shaba

S'Raverr

Beekatan

Meen-Sa

Jeed-Ei

***NOTABLE LOOT***

Surfeit of Thieves

The Gold Ribbon of Merit

22) Proceed to fight Fjori the Stout and Drandryn Omoran. Downstairs,

fight Bedenea Nethan, loot, and enter the Bandit Lair. Fight Lugdum
gro-Lagdub and Chrelm (who carries the slave key). Loot (noting the

copies of Surfeit of Thieves and The Gold Ribbon of Merit), free the

slaves Ahjara, Shaba, S'Raverr, Beekatan, Meen-Sa, and Jeed-Ei. Leave.

Head southeast one island to the Releth Ancestral Tomb. Enter.

Not much here. Loot, leave, and head west one island to Mzahnch. Enter.

Clear the upper level, which has good but minor loot, and enter the

Lower Level. Clear this small level, leave, and head southeast one

island to find the infamous Mudcrab Merchant. He is just like Creeper,

but with double the gold. Neat! Now head southwest two islands to the

bandit cave of Hinnabi. Head inside.

Hinnabi

o======================================================================o

***NPCs***

Alnas Sendu

Nivel Madryon

Audania Afronia

Tels Girano

Bralsea Seloth

Gogrek

Heir-Zish

J'Ram-Dar

Tasha
Cheesh-Meeus

23) Fight Alnas Sendu and proceed to fight Nivel Madryon. Go downstairs

and go west to fight Audania Afronia and Tels Girano (who has the slave

key). Now go east to fight Bralsea Seloth, loot, proceed past the

slaves to kill Gogrek, then free Heir-Zish, J'Ram-Dar, Tasha, and

Cheesh-Meeus, then leave. Head due east, past an island, to find the

Deserted Shipwreck. Check it out.

Not much here. Explore, leave, and head south to the big ruin of Bal

Fell.

Bal Fell

o======================================================================o

***NPCs***

Abbard the Wild

Roggvar Blue-Tooth

Edril Vules

Ringvild

Hirnir

Murzush gra-Bulfim

Urim gro-Bulag

Gilas Inlador

Durzub gro-Bogamakh

Darane Mencele
***NOTABLE LOOT***

Ten Pace Boots

24) Outside, speak with Abbard the Wild, Roggvar Blue-Tooth, Edril

Vules, Ringvild, and Hirnir, then enter the Outer Shrine. Speak with

Murzush gra-Bulfim, Urim gro-Bulag, and Gilas Inlador. Head to the West

Wing next. Head north to speak with Durzub gro-Bogamakh and Darane

Mencele, head south to find another entrance to the Inner Shrine,

backtrack, and check the East Wing. Poke around in here, then take this

wing's entrance into the Inner Shrine. Loot for the unique Ten Pace

Boots, then leave the ruins. Head east one island to find the cave of

Ashirbadon, home of the Warlock's Ring. Head inside.

Ashirbadon

o======================================================================o

***NPCs***

Vindamea Drethan

***NOTABLE LOOT***

Warlock's Ring

A Game at Dinner

Response to Bero's Speech

25) Proceed through this cave (you'll need to levitate) to fight


Vindamea Drethan, who holds the Warlock's Ring. Loot (noting the copies

of A Game at Dinner and Response to Bero's Speech), leave, and head

east one island to find a cave called Rissun. Head inside.

This small cave has loot, but nothing noteworthy, so clear it out and

leave. Just southeast, you can see the Wreck of the Prelude. Check it

out.

Not much here, so clear it out and leave. Return to Ashirbadon and go

north one island to find a cave called Yakanalit. Head inside.

Yakanalit

o======================================================================o

***NPCs***

Hurolf

Tininnus Scinia

Lidebras

Tedysa Andarys

Gazalem

Harassa

Milah

Ahndahra

Ahdri

Ahaht

Weer
Khagra gro-Lurkul

Pritia Plalocius

Davis Nelaram

Pilper Muspidius

Alavesa Samori

Yanit Sehabani

Kanit Neladon

Ibanammu Assutladainab

Assurdan Serdimapal

Adibael Hainnabibi

***NOTABLE LOOT***

Horror of Castle Xyr

26) Fight Hurolf, proceed, fight Tininnus Scinia, proceed, fight

Lidebras and Tedysa Andarys, loot clockwise to fight Gazalem, loot his

room (get the slave key from the table), then free the slaves Harassa,

Milah, Ahndahra, Ahdri, Ahaht, and Weer. Leave the cave, head north one

island, and look on the west coast for the Mul Grotto. Head inside.

Nothing here but pearls and critters, so map it out and leave when

done. Head to the east side of the island now to find a cave called

Masseranit. Head inside.

Fight Khagra gro-Lurkul and proceed. Fight Pritia Plalocius, loot, and
go clockwise through the tunnels. Fight Davis Nelaram, loot his room

(noting the copy of Horror of Castle Xyr), fight Pilper Muspidius, loot

his room, fight Alavesa Samori, and leave. I offload here, report back

to Ajira to be DONE with the Mages Guild, and head back to Molag Mar.

Hop the ridge to the south again, then head east to an Ashlander camp.

Speak with Yanit Sehabani, Kanit Neladon, and Ibanammu Assutladainab

outside, then enter the yurt to speak with Assurdan Serdimapal and

Adibael Hainnabibi (the master trainer in Athletics). Next to the camp

is the Redas Ancestral Tomb. Head inside.

Redas Ancestral Tomb

o======================================================================o

***NPCs***

Dryngheid

Haki the Halt

Burzob gra-Sharbag

Tunengore

Agarond

27) Interesting stuff here due to a Redoran quest we obviously won't

do. You can nick a Redas Robe of Deeds, Redas War Axe, and Redas Goblet

in this straightforward (though partially flooded) tomb. Leave and go

east and a bit south to find the Hlaalu Ancestral Tomb. Enter.

Not really anything noteworthy, so clear it out and leave. Head back to
the Ashlanders and go a bit west to find the Daedric ruin of

Zaintiraris. Check it out.

Speak with Dryngheid outside, then enter the shrine. Fight Haki the

Halt, Burzob gra-Sharbag, Tunengore, and Agarond, then loot the shrine.

Leave and head southeast to find the Eretammus-Sennammu Egg Mine. Head

inside.

Nothing here but eggs, so explore and leave when ready. Head to the

southwest tip of this peninsula and cross to an island to find the

Marvani Ancestral Tomb. Head inside.

Marvani Ancestral Tomb

o======================================================================o

***NPCs***

***NOTABLE LOOT***

Daedric Face of God

Stormkiss

28) Not much in this straightforward tomb, but head through to

Tukushapal at the bottom. This is what Ennbjof told us about way back

in Vivec. The first room is a lootless maze filled with skeletons. Make

your way to the center and enter the Sepulcher. The corpse has an Ebony

Left Bracer, which should be an upgrade, and the unique axe Stormkiss.
Levitate up to find the Daedric Face of God, which is my endgame helm

once I enchant it. Leave the tomb, head south one island, east one

island, and enter the Arys Ancestral Tomb.

Nothing noteworthy in here, so loot it out and head east to arrive at

Tel Branora, the final settlement in the base game. I offload, enchant

my Daedric Face of God with 15 points of Fortify Speed, and sail back

here.

o======================================================================o

| |

| Tel Branora & Wilderness |

| |

o======================================================================o

Sequence of Events: {WLK028}

1) Tel Branora

2) Tel Branora, Tower

3) Arano Ancestral Tomb

4) Abebaal Egg Mine

5) Mawia

6) Ald Sotha

7) Ihinipalit

8) Ashmelech

9) Drethan Ancestral Tomb

10) Druscashti
11) Galom Daeus

12) Bal Ur

13) Dubdilla

Tel Branora

o======================================================================o

***NPCs***

Nireli Farys

Ervyna Hlervu

Giron Manas

Irwaen

Endring

Estinan

Foronir

Cun

Trerayna Dalen

Ennah

Balis Favani

Mollimo of Cloudrest

Fadase Selvayn

Barnand Erelie

Llorayna Sethan

Manos Vavyn

Evos Goran

Fedar Davus
Galen Berer

Seryne Relas

***QUESTS***

Miscellaneous-A Bounty for Trerayna Dalen

1) Speak with Nireli Farys, the shipmaster, then enter Ervyna Hlervu's

shack. Speak with her, loot, leave, and enter Giron Manas' Shack. Speak

with him, loot, leave, and proceed to the town proper. Along the way,

speak with Irwaen, Endring, Estinan, Foronir, Cun, and Trerayna Dalen.

Now enter the town. Outside, speak with Ennah, Balis Favani, and

Mollimo of Cloudrest, who will offer a quest. Accept it, head back, and

kill Trerayna and her entire posse. Report back to Mollimo for your

reward, and enter Fadase Selvayn: Trader. Loot the shop, speak with

her, leave, and enter Sethan's Tradehouse. Loot, speak with Barnand

Erelie and Llorayna Sethan, leave, and enter Manos Vavyn's House. Loot,

speak with him, leave, and enter Evos Goran's House. Loot, speak with

him, leave, and enter Fedar Davus' House. Loot, speak with him, leave,

and enter Galen Berer: Armorer. Loot, speak with him, leave, and enter

Seryne Relas' House. Loot, speak with her (she's the master trainer for

Alteration), leave, and enter the Lower Tower.

Tel Branora, Tower

o======================================================================o

***NPCs***
Aredhel

Dreyns Telmon

Seras Gavos

Darvasa Vedas

Monthadan

Godros

Muldroni Rendas

Gorchalas

Mertisi Andavel

Gaelion

Felen Maryon

Gils Drelas

Ra'Zahr

Therana

***SPELLS***

Summon Winged Twilight

Summon Golden Saint

Command Creature

Command Humanoid

Flay Spirit

***BOOKS***

The Wolf Queen, v4


***QUESTS***

House Telvanni-Auriel's Bow

2) Speak with Aredhel and Dreyns Telmon, loot, levitate to speak with

Seras Gavos, and proceed out the door and into the Tower Guardpost.

Speak with Darvasa Vedas, Monthadan, and Godros, loot, and return to

the Lower Tower's entrance room. Now head through the door and

downstairs to the Tower Dungeon. Clear this little mini-dungeon out,

then return to the entrance again, levitate even higher through a shaft

near the Guardpost exit, and enter the Upper Tower. Speak with Muldroni

Rendas and Gorchalas, ignore the stairs (they just go outside), and

take the passage instead. Speak with Mertisi Andavel and Gaelion, and

proceed through either door. Levitate up, go north to speak to Felen

Maryon, buy his spells, nick his staff for Big Helende, head south to

speak with Gils Drelas, then head to the center to speak with Ra'Zahr

and Therana. Speak to her about the clothes, and have Ra'Zahr wear the

skirt. Get a quest from Therana herself, note her copy of The Wolf

Queen, v4, and leave. Before heading back to Sadrith Mora, head to the

southwest corner of the island to find the Arano Ancestral Tomb. Enter.

Arano Ancestral Tomb

o======================================================================o

***NPCs***

Adil Norvayn

Daynila Andrano
Tanur Llaram

Alvos Sadri

Idula Moren

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 12

Ring of Far Reaching

Auriel's Bow

Daedric Cuirass (Therana)

Daedric Greaves (Therana)

***QUESTS***

House Telvanni-Slave Rebellion

3) Not much here save a copy of 36 Lessons of Vivec, Sermon 12. Explore

and leave, then track the coast east to find the Beran Ancestral Tomb.

Enter.

Clear this straightforward tomb, leave, and return to Sadrith Mora.

Turn the Ebony Staff in to Big Helende to end her questline and receive

the Ring of Far Reaching, then visit Felisa Ulessen in the Council

Hall to receive one more quest from her. Before doing it, let's head to

Ghostgate. Find Ralyn Othravel atop the Tower of Dawn, taunt him into

attacking you, kill him, and grab Auriel's Bow. Now return to Tel

Branora. Turn the bow in to Therana for a Daedric Cuirass and Daedric
Greaves, the latter being an upgrades. Now head north one island from

Tel Branora's island's northern tip to find a bandit cave called

Kumarahaz. Head inside.

Fight Adil Norvayn and proceed, fighting Daynila Andrano and Tanur

Llaram. Hit the tunnels clockwise to loot and fight Alvos Sadri and

Idula Moren. Nothing noteworthy here, so leave when done and head west

one island. Find the Abebaal Egg Mine on this island, and head inside.

Abebaal Egg Mine

o======================================================================o

***NPCs***

Seen-Rei

Dan-Ru

J'Dato

Eleedal-Lei

Dro'Zah

Ahnarra

Odairan Addaribantes

Truan Tibashipal

Voneri Renim

Faire

***NOTABLE LOOT***

Feyfolken, v3
4) Proceed to speak with Seen-Rei, Dan-Ru, J'Dato, and Eleedal-Lei, who

can update the quest (listen to their grievances). Past him, speak with

Dro'Zah and Ahnarra. Get the slave key from the crate near the queen,

and return to Eleedal-Lei to free the slaves. Now return to Sadrith

Mora and report to Felisa Ulessen to finish out her quests. Return to

Molag Mar now, and head south and east until you find a rogue Ashlander

camp (east of the Athletics trainer). Fight Odairan Addaribantes and

Truan Tibashipal, then head southeast to find the cave of Maba-Ilu.

Head inside.

Fight Voneri Renim, proceed, fight Faire, loot (noting the copy of

Feyfolken III), and leave. Just south is Mawia, site of a Temple quest.

We're done exploring!!! It's just questing from here on out. Head

inside.

Mawia

o======================================================================o

***NPCs***

Delvam Andarys

***NOTABLE LOOT***

Shimsil

Ring of Regeneration

Palla, v1
Palla, v2

Veloth's Judgment

***FACTIONS***

Temple-Diviner

***QUESTS***

Temple-Slay Raxle Berne

Temple-Malacath of the House of Troubles

Temple-Mehrunes Dagon of the House of Troubles

5) Pretty straightforward, with decent random loot. Roll through and

kill Delvam Andarys, loot the unique items Shimsil and Ring of

Regeneration from his corpse, loot the area (noting the copies of

Palla, v1 and Palla, v2), and leave. Report to Tharer in Molag Mar for

a promotion, Veloth's Judgment, and a quest. Offload in Balmora, head

to Vivec, and visit Tholer Saryoni in the High Fane for another Temple

quest. Get four Hearts (you should have them stashed, or else Nalcarya

of White Haven in Balmora sells them) and head to the Statue of

Malacath on Sheogorad. Report back to Tholer for another quest. We are

finally ready to visit Ald Sotha, so head there now.

Ald Sotha

o======================================================================o

***NPCs***
Mivul Urvon

Nathala Herendas

Llathise Dralas

Nilas Brilyn

Nidara Herandus

Severa Magia

Llandrale Varam

***NOTABLE LOOT***

The Wolf Queen, v6

Chance's Folly

Shoes of St. Rilms

Black Hands Dagger

***QUESTS***

Temple-Molag Bal of the House of Troubles

Temple-Foul Cult Beneath St. Delyn Canton

6) Outside, speak with Mivul Urvon and Nathala Herendas, gather five of

the special gold kanet flowers Roland's Tear, and enter the Upper

Level. Take the first left to fight Llathise Dralas, turn around and go

east to fight Nilas Brilyn and Nidara Herandus, then proceed to the

Lower Level. On this level is Severa Magia, target of our Morag Tong

quest. Kill her and get the Amulet of Sanguine Nimble Armor, the Glove

of Sanguine Swiftblade, and the Ring of Sanguine Fluid Evasion from her
corpse. Loot her room (noting the copies of The Wolf Queen, v6 and

Chance's Folly), and proceed to the Shrine. Kill Llandrale Varam, get

the Ring of Sanguine Red Wisdom, the Ring of Sanguine Transcendence,

and the Ring of Sanguine Transfiguring from her corpse, loot the area

for the Shoes of St. Rilms, pray at the statue, and head back to Vivec.

Start by seeing Tholer Saryoni and Endryn Llethan for two new quests,

then report to Eno Hlaalu. Turn in all six items and the Severa Magia

quest, receive the Black Hands Dagger, but do NOT ask about Grandmaster

yet. Now go see Aurane Frernis in the Foreign Quarter to hand in the

Roland's Tear plants. Finally, head to the St. Delyn underworks and

kill Haki (who will attack you now). Enter the shrine.

Ihinipalit

o======================================================================o

***NPCs***

Ormax Geles

Gulitte Cienne

Bjadmund

***QUESTS***

Daedric-Sheogorath's Quest

***NOTABLE LOOT***

Ancestral Wisdom Staff

Fork of Horripilation
Spear of Bitter Mercy

7) Kill Ormax Geles, Gulitte Cienne, and Bjadmund, loot the shrine,

then talk to the statue to start Sheogorath's Quest. Report back to

Endryn Llethan for the Ancestral Wisdom Staff and to end his questline,

then head to Dagon Fel. Go west and north to Big Head's Shack (we've

seen it before), and go inside. Speak with him, get the Fork of

Horripilation from the table, and head east one island. You can kill

the netch however you like; just equip the Fork during the death

animation. Return to Ihinipalit and speak with the statue for the Spear

of Bitter Mercy. It is now time to contract vampirism. Offload in

Balmora, and return to Dagon Fel. Head to the Sarethi Ancestral Tomb,

just northwest on the peninsula. The vampires here should have

respawned by now. Kill one and repeatedly search it until you contract

Porphyric Hemophilia. Head south of Dagon Fel now until you're just

outside of Ashmelech, and sleep 72 hours. Time it so you wake up during

the night. You are now an Aundae vampire. You have the following buffs

and debuffs: a 50% weakness to fire; 100% resistance to common disease;

20 points of fortify strength; 20 points of fortify speed; 40 points of

fortify willpower; 30 points each of fortify sneak, athletics,

acrobatics, hand-to-hand, unarmored, and illusion; 50 points of fortify

mysticism and fortify destruction; 20 points of fortify short blade;

100% resist paralysis; 50% resist normal weapons; and 5 points of sun

damage. Additionally, you will now be shunned by almost all NPCs, save

the Mages Guild and House Telvanni. Finally, we've gained a new spell
called Vampire Touch. Enter Ashmelech.

Ashmelech

o======================================================================o

***NPCs***

Iroroon

Gladroon

Jeanciele Macile

Lorurmend

Moranarg

Mororurg

Mirkrand

Tragrim

Tarerane

Odmi

Iminda

Ticemius Conciatius

Toranu Rothalnim

Dhaunayne Aundae

***NOTABLE LOOT***

A Game at Dinner

***QUESTS***

Vampiric-Murder Rimintil
8) Speak to Iroroon, and explore. The room on the left has some Cattle,

and Gladroon the smith. Speak with him, loot, and explore the side

rooms here to speak with Jeanciele Macile. Head east through the curved

hallway, then keep right at all forks to find and speak with Lorurmend.

Explore a bit toward the southwest to find another lootable room with a

copy of A Game at Dinner, and speak with Moranarg and Mororurg. Go

south now to descend and speak with Mirkrand, proceed to speak with

Tragrim, continue and look west to speak with Tarerane, and descend

even further to find the last room. Open the gate to speak with Odmi,

Iminda, and Ticemius Conciatius. Toranu Rothalnim will attack, so kill

her. Finally, speak with Dhaunayne Aundae for your first task. Recall

to Balmora, run north to Caldera, and have Folms Mirel send you to

Falensarano. From there, run over to Sadrith Mora. Iniel at the Mages

Guild will point you to the Gateway Inn. Speak with Tusamircil for a

potion that will get Sinyaramen to speak with you. Head there and speak

with Sinyaramen for another update. While here, go to the Council Hall

and speak with Raven Omayn for a quest. Head north now toward Tel Vos,

and drop by the Central Tower to kill Rimintil. While we're up here,

head north back to the Drethan Ancestral Tomb. We're ready to go

inside.

Drethan Ancestral Tomb

o======================================================================o

***NPCs***
Marara

Mastrius

Kjeld

Ano Vando

***NOTABLE LOOT***

Marara's Ring

Spell Breaker

Fathasa's Ring

Aundae Amulet

***QUESTS***

Vampiric-The Weary Vampire

Vampiric-The Imprisonment of Mastrius

Vampiric-Blood for Mistress Dratha

Clan Aundae-The Vampire Hunter

Vampiric-The Boy Who Would Be Undead

9) Speak to Marara at the back of this small tomb, kill her, and get

Marara's Ring from her corpse. Leave. While we're here, report back to

Dhaunayne to be directed to Druscashti to kill Kjeld. Before doing

anything else, head south and cross the Ghostfence at its northeastern

corner to enter the Salvel Ancestral Tomb.

Explore this tomb with no noteworthy loot to find and speak with
Mastrius, who will issue a new quest. Leave and head north to Bthuand.

Head inside. Try to get a Daedra Heart along the way.

Head to the back and get Spell Breaker from this small, unremarkable

ruin, clear the rest out, and return to Mastrius. Agree to his request,

kill him (duh) and Spell Breaker is now yours. Return to Sadrith Mora

and report to Raven Omayn for a new quest. We want to head to

Druscashti now, so recall to Balmora, run to Caldera, and have Folms

send you to Falasmaryon. Head west and north to Druscashti. We aren't

going to fully explore it yet-this is a surgical strike. Enter, kill

Kjeld (to the right) AND NO ONE ELSE, and leave. Return to Ashmelech

and report to Dhaunayne for use of clan services and a new quest. To

get to Ald'Ruhn, cast Almsivi Intervention. Enter the Mages Guild and

wait until noon, then head outside and kill Ano Vando. Before leaving

Ald'Ruhn, head to Llethri Manor and speak to Fathasa Llethri in the

Bedrooms for a new quest. Speak to Sanvyn, insult him until he attacks,

and let him win (you may need to remove your armor). When your health

is halved, he'll stop. Return to Fathasa for Fathasa's Ring, then

return to Ashmelech and report back to Dhaunayne for the Aundae Amulet.

Now we're ready to tackle Druscashti in earnest, so head back there.

Druscashti

o======================================================================o

***NPCs***

Knurguri
Pelf

Siri

Igna

Areas

Volrina Quarra

***NOTABLE LOOT***

Trap

10) Head left to kill Knurguri, then look northwest of there to kill

Pelf. Note the copy of Trap in this room, loot the room where we killed

Kjeld, and enter the Lower Level. Kill Siri and Igna to the left, then

go straight from the Upper Level door to climb some stairs and kill

Areas. Return to where Siri was and proceed to kill Volrina Quarra.

Loot the area, being sure to nab the Quarra Blood, then head to Galom

Daeus, just west of Tel Uvirith.

Galom Daeus

o======================================================================o

***NPCs***

Eloe

Ildogesto

Gergio

Arenara

Germia
Leone

Clasomo

Fammana

Reberio

Raxle Berne

***NOTABLE LOOT***

Flawed Dwemer Jinksword

Shashev's Ring

Eltonbrand

Amulet of Gem Feeding

***QUESTS***

Vampiric-Shashev's Key

Vampiric-Dust of the Vampire

11) Kill Eloe in the entry, then proceed to kill Ildogesto. Kill Gergio

and Arenara behind the locked door, loot (noting the Daedric Boots on

the shelf), and proceed to kill Germia and Leone. Loot this room, then

backtrack and enter the Observatory. Proceed to kill Clasomo, Fammana,

and Reberio, loot this room, and proceed to kill Raxle Berne. Loot this

room (noting Secrets of Dwemer Animunculi, which we need for our

stronghold), and recall to Balmora. I enchant the Daedric Boots with 5

points of Fortify Speed, then use the Aundae Amulet to return to

Ashmelech. Report to Dhaunayne to be granted use of the cattle, which


ends her questline. Get to Sadrith Mora and hand the Quarra Blood to

Raven Omayn to finish out her quests and receive the Flawed Dwemer

Jinksword. Now recall to Balmora, grab Goldbrand (important!), and make

your way to Vivec. Go to the Mages Guild and speak with Sirilonwe for a

quest. Get to Ald'Ruhn and head to the Ald Skar Inn. Speak to Shashev,

kill him, and get his ring and his key. Get back to Sirilonwe, but

before speaking to her, drop gold until you have exactly 11171 gold on

you. When you speak to her, Goldbrand will be replaced with the

superior Eltonbrand. Retrieve your gold, and accept another quest. Turn

in the dust (I told you to carry it a while ago), receive the Amulet of

Gem Feeding, and that's it for all vampire quests. It's time to get

cured. Recall to Balmora, offload, and have Folms Mirel send you to

Marandus. From here, head east and south to Bal Ur.

Bal Ur

o======================================================================o

***NPCs***

Dinuro Ienith

Arns Uvalas

Svog

Barri

Rakoslod

Derar Hlervu

***NOTABLE LOOT***
Lord Jornibret's Last Dance

12) Outside, kill Dinuro Ienith and Arns Uvalas, then enter the shrine.

Kill Svog, Barri (who has a copy of Lord Jornibret's Last Dance), and

Rakoslod, then go underground. Proceed and speak with Derar Hlervu.

Interact with the statue to progress our Temple quest, then do it again

to be directed to Dubdilla. To get there, return to Marandus, and have

Folms Mirel send you to Falensarano. Dubdilla is just northeast of the

Zainab Camp, so head there and enter the cave.

Dubdilla

o======================================================================o

***NPCs***

Cumanya

Molag Grunda

Nomeg Gwai

Hlendrisa Seleth

Tunila Omavel

Sernsi Drelas

Unila Berendas

Uvren Tures

Uvele Berendas

Heniele Milielle

Gilyne Omoren

Lliros Tures
***NOTABLE LOOT***

Feyfolken, v2

The Cake and the Diamond

Master Zoaraym's Tale

The Four Suitors of Benitah

Charwich-Koniinge, v3

The Wraith's Wedding Dowry

How Orsinium Passed to the Orcs

Last Scabbard of Akrash

***QUESTS***

Temple-Sheogorath of the House of Troubles

***FACTIONS***

Temple-Master

13) Proceed and speak with Cumanya. Loot her room (noting the copies of

Feyfolken, v2 and The Cake and the Diamond), then proceed into the

Uncharted Caverns. This isn't too hard to navigate if you use your

local map, and there's no loot to speak of, so make your way to the

Uncharted Caverns, Lower. Here, there are two chests in the map's

northwest corner, a demon longbow in the southeast corner, and our

target to the east. Head there to kill Molag Grunda and Nomeg Gwai,

then make your way back to Bal Ur. Molag Bal will cure you, and we are
now locked out of vampirism forever. Go see Tholer Saryoni to receive a

new quest, report to Tharer Rotheloth in Molag Mar to end his

questline and get promoted, then head to Sadrith Mora and deliver

Secrets of Dwemer Animunculi to Llunela Hleran and start phase 3 of the

stronghold. Wait five days, speak to her one more time, and go check

out Tel Uvirith again. Enter Seleth's House, speak with her, loot,

enter Omavel's House, speak with her, loot (noting the copies of Master

Zoaraym's Tale and The Four Suitors of Benitah), then enter the tower.

Explore the new Tower Dungeon and Upper Tower, noting the copy of

Charwich-Koniinge v3, which should actually level us up. Now, return

to Rethan Manor near Balmora, as it has also grown. Enter Drelas'

House, speak with her, loot, and enter Berendas' House. Speak with her,

loot, and enter Tures' House. Speak with him, loot (noting the copy of

The Wraith's Wedding Dowry), leave, and make your way to Indarys Manor.

Enter Berendas' House, speak with him and with Heniele Milielle, loot,

and enter Manor Services. Speak with Gilyne Omoren, loot (noting the

copies of How Orsinium Passed to the Orcs and Last Scabbard of Akrash),

go downstairs to speak with Lliros Tures, loot, and recall to Balmora.

We're FINALLY ready to continue the Main Quest, so offload, head to

Gnaar Mok, and head north to Ilunibi. Enter.

o======================================================================o

| |

| Progressing the Main Quest |

| |
o======================================================================o

Sequence of Events: {WLK029}

1) Ilunibi

2) Ministry of Truth

3) Holamayan

4) Kogoruhn

5) Cavern of the Incarnate

6) Hlaalu Hortator

7) Redoran Hortator

8) Telvanni Hortator

9) Ahemmusa Nerevarine

10) Zainab Nerevarine

11) Erabenimsun Nerevarine

12) Reconciling with the Temple

13) The Citadels of the Sixth House

14) Kagrenac's Tools

15) Dagoth Ur

16) Tying Up Loose Ends

Ilunibi

o======================================================================o

***NPCs***

Dagoth Gares

***NOTABLE LOOT***
Fist of Randagulf Left Gauntlet

Fist of Randagulf Right Gauntlet

Caius' Black Shirt

Caius' Black Pants

Caius' Ring

***FACTIONS***

Blades-Traveler

Blades-Operative

***QUESTS***

Main Quest-Corprus Cure

Main Quest-Mehra Milo and the Lost Prophecies

1) Explore the entrance area, Carcass of the Saint, where there is no

loot. Take the exit into Tainted Marrow. Explore this lootless cave and

take either entrance into Marowak's Spine. Explore this lootless area

and take the entrance into Blackened Heart. This area is also lootless,

so explore it and enter Soul's Rattle. Press onward to speak with

Dagoth Gares. When done, kill him and he'll infect you with Corprus as

he dies. Loot the room, noting the Fists of Randagulf (which I wear),

and recall to Balmora to visit Caius Cosades. He'll promote you and

direct you to Tel Fyr. Head there and speak to Divayth, who will send

you to the corprusarium. Go down there and head to the bowels. Speak

with Uupse Fyr, then give her the drum I told you to stash here. Speak
with Yagrum to get the boots, then return to Divayth. He'll cure your

corprus, so recall to Balmora and report back to Caius. He'll issue

one last quest, give you his black shirt, black pants, and ring, all

unique, and promote you. Wave goodbye, as he disappears from the game

now, and head to Vivec. Look in Mehra's quarters and read the Note to

Amaya. Buy a Divine Intervention scroll if you need to, then levitate

up to the Ministry of Truth. Yes, it's time.

Ministry of Truth

o======================================================================o

***NPCs***

Alvela Saram

Brelo Athelvis

Tamira Vian

Grand Inquisitor

Miara Viake

Ilet Tistar

Trevyn Fedos

Andalin Hardil

Ervas Aradil

Favas Nilem

Fadren Dalis

Duldrar Saren

Daglin Selarar

Vobend Dulfass
Hyna Dorn'ke

Ilden Mirel

Frizkav Brutya

2) Speak to Alvela Saram, then enter the Hall of Processing. Speak with

Brelo Athelvis, then kill him. Head left to speak with Tamira Vian,

then kill her too. Loot the room, then go through the door across the

way to speak with the Grand Inquisitor. Kill him, loot his room, then

exit and go through the third door here. Down to the left is Miara

Viake. Speakk to her and kill her, then proceed to find Ilet Tistar and

another exit. Speak with him, kill him, then continue on to close a

loop. Onward, to the right, we can speak with and kill Trevyn Fedos and

Andalin Hardil, then enter the Prison Cells. When you enter, you'll

immediately be attacked by Ervas Aradil, Favas Nilem, and Fadren Dalis.

Duldrar Saren will speak with you before attacking, so kill him too.

Now speak with Daglin Selarar, Vobend Dulfass, and Hyna Dorn'ke, then

start on the cells left to right. Speak with Ilden Mirel, Frizkav

Brutya, and finally to Mehra Milo. Hand over the scroll, and do as

Mehra says-Divine Intervention to Ebonheart, and Blatta Hateria will

sail you to Holamayan.

Holamayan

o======================================================================o

***NPCs***

Vevrana Aryon
Tivam Sadri

Evesa Omalas

Daynillo Lleran

Beraren Sadri

Taren Omothan

Felayn Andral

Fraki

Mibdinahaz Addunipu

Gilvas Barelo

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 31

36 Lessons of Vivec, Sermon 32

36 Lessons of Vivec, Sermon 33

***QUESTS***

Main Quest-The Path of the Incarnate

3) Speak to Vevrana Aryon, wait until dusk or dawn, and enter the

Monastery. Speak with Tivam Sadri, then go left to speak with Evesa

Omalas, Daynillo Lleran, and Beraren Sadri, then proceed through here

to speak with Taren Omothan, the master trainer in Hand-to-Hand.

Continue to speak with Felayn Andral, loot his room, and proceed to

speak with Fraki and Mibdinahaz Addunipu, loot, and continue to find

the library. Speak with Mehra, then with Gilvas Barelo, who will
progress our quest and give us the prophecies we need. Check the

library for copies of 36 Lessons of Vivec, Sermon 31, 36 Lessons of

Vivec, Sermon 32, and 36 Lessons of Vivec, Sermon 33, then recall to

Balmora, offload as needed, and make your way back to the Urshilaku

Camp. Speak to Nibani Maesa to progress the story, wait two days and go

speak to her again, then go speak to Sul-Matuul to be directed to

Kogoruhn. It should already be on our map, so head there now.

Kogoruhn

o======================================================================o

***NPCs***

Dagoth Girer

Dagoth Reler

Dagoth Uvil

Dagoth Delnus

Dagoth Baler

Dagoth Ulen

Dagoth Ralas

Dagoth Elam

***NOTABLE LOOT***

House Dagoth Cup

Fury

Shadow Shield

Malipu-Ataman's Belt
***FACTIONS***

Ashlanders-Hearthfriend

4) Enter the Dome of Pollock's Eve first and kill Dagoth Girer. Get the

House Dagoth Cup, then leave and enter the Dome of Urso. Kill Dagoth

Reler, leave, and enter the Temple of Fey. Kill Dagoth Uvil, loot, and

enter the Hall of Phisto. You should be able to find a corprus weeping

here-don't forget to grab one. Go clockwise, killing Dagoth Delnus in

the first side room. Head upstairs to the Hall of the Watchful Touch.

Go clockwise again, killing Dagoth Baler in the first side room, then

go to the roof. Clear it off, then backtrack downstairs and enter the

Hall of Maki. Go right when able, and find the unique claymore Fury on

a dead hero. As you backtrack and go north, enter the Vault of Aerode

after filling in the map. Explore this small area and kill Dagoth Ulen.

Back in the Hall of Maki, descend and enter the Nabith Waterway. The

north tunnels are just a big loop, so explore and take the south tunnel

to proceed. Kill Dagoth Ralas near the central column, loot the area,

and enter Charma's Breath. SNEAK through here, as we'll be back later,

and take the first right to enter Bleeding Heart. Once here, you're

fine to fight again, so head clockwise. You'll find a pair of Daedric

Gauntlets in here I'll be enchanting shortly. You'll also find the

Shadow Shield, Sul-Matuul's third token, and you can kill Dagoth Elam.

With that done, I recall to Balmora and enchant the Daedric Gauntlets

with Fortify Speed. Now return to Urshilaku Camp and go see Sul-Matuul.
He will progress the quest and give you Malipu-Ataman's belt. We'll

also get a promotion in the Ashlander faction. Speak to Tussurradad for

some info on the location, then speak to Nibani Maesa for the rest of

what you need. Now head to the Cavern of the Incarnate-we spotted it

before, but you can use the riddle answers to find it again. Wait until

dawn or dusk, then head inside.

Cavern of the Incarnate

o======================================================================o

***NPCs***

Peakstar

Ane Teria

Erur-Dan

Conoon Chodala

Idrenie Nerothan

Hort Ledd

***NOTABLE LOOT***

Moon-and-Star

Embroidered belt

Travel-Stained Pants

36 Lessons of Vivec, Sermon 12

Ane Teria's Mace

Erud-Dan's Spear

Erur-Dan's Cuirass
Conoon Chodala's Axe

Conoon Chodala's Boots

Sithis

Hort-Ledd's Robe

Teeth of the Urshilaku

Hair Shirt of St. Aralor

***QUESTS***

Main Quest-Hortator and Nerevarine

Main Quest-Hlaalu Hortator

Main Quest-Redoran Hortator

Main Quest-Telvanni Hortator

Main Quest-Urshilaku Nerevarine

5) Grab Moon-and-Star to trigger a cutscene. You are now subject to the

Persecution of the Nerevarine, meaning that you are shunned by House

Redoran and the Temple until you complete the fifth trial. Before

leaving, speak with the spirits who have appeared in the cavern.

Peakstar will give you the Embroidered belt and Travel-stained Pants.

Ane Teria will give a copy of 36 Lessons of Vivec, Sermon 12 and her

mace. Erur-Dan will give his spear and cuirass. Conoon Chodala will

give his axe and boots. Idrenie Nerothan will give some thief tools,

and Hort Ledd will give a copy of Sithis and Hort-Ledd's Robe. I recall

to Balmora and offload this boatload of stuff, but you should keep

Moon-and-Star with you for the rest of the game. Get back to the
Urshilaku Camp and see Nibani Maesa again. You'll get the dialogue for

skipping the fourth and fifth trials, but we won't do that. Go see

Sul-Matuul, take his advice, and he will name you Urshilaku Nerevarine,

gifting you the Teeth of the Urshilaku. Quickly run back to Kogoruhn,

and outside, on the corpse of Feril Salmyn, grab the Hair Shirt of St.

Aralor. We won't be able to turn this in until the Fifth Trial is over,

though, so recall to Balmora and stash it. Let's get to work on the

fourth trial.

Hlaalu Hortator

o======================================================================o

***NPCs***

Gah Julan

Mavus Ules

Hides-His-Foot

Frinnius Posuceius

Neetinei

Hrargal the Crow

Ahzini

Aebondeius Jucanis

Manos Othreleth

Llaro Llethri

Hlevala Madalvel

Suvryn Doves

Arabhi
Bolayn Rethan

Avus Belvilo

Guldrise Dralor

Ivrosa Verethi

Mathesa Helvi

Gathal Llethri

Virene Mene

Arver Rethul

Vaval Orethi

Ushamph gro-Shamub

Mash gro-Burol

Galos Farethi

Navil Ienith

Ranes Ienith

Orvas Dren

Sterdecan

Jo'Ren-Dar

Serer Andrano

Twice-Bitten

Drolora Salen

Morning-Star-Steals-Away-Clouds

Grey-Throat

Ri'Zaadha

Unjara

Tsalani
Fruscia Abitius

Nevena Ules

Ranor Dralas

Tredyn Venim

Melvona Marvayn

Velanda Omani

***NOTABLE LOOT***

2920, Sun's Height, v7

The Skeleton Key

Belt of the Hortator

***QUESTS***

Thieves Guild-Kill Hard-Heart

***FACTIONS***

Fighters Guild-Master

Thieves Guild-Master Thief

6) Per Nileno Dorvayn's long-ago advice, let's start with Crassius

Curio in Vivec. He'll give dialogue for skipping the fourth and fifth

trials, but ignore that and ask about Hlaalu Hortator. He'll just ask

for a kiss if you boost his disposition above 70. Go to St. Olms to

deal with Yngling-just taunt him into fighting, and kill him. Go see

Dram Bero in the Haunted Manor nearby to get his vote, then its finally
time to head to Dren Plantation.

Outside, speak with Gah Julan, Mavus Ules, Hides-His-Foot (let's not

travel yet, though), Frinnius Posuceius (pickpocket a slave key from

him), Neetinei, Hrargal the Crow, Ahzini, Aebondeius Jucanis, and Manos

Othreleth. Now, start freeing slaves, but you'll have to kill all the

guards. Do so, freeing all but Hides-His-Foot, then enter the Tower

Shack. Speak to Llaro Llethri, loot, and enter Hlevala's Shack. Speak

with Hlevala Madalvel, loot, and enter Doves' Shack. Speak with Suvryn

Doves, then speak with and free Arabhi. Enter Rethan's Shack, speak

with him, loot, and enter the Storage Shack. Speak with Avus Belvilo,

loot, and enter Verethi and Dralor. Speak with both of them, loot, and

enter Helvi's Shack. Speak with her, loot, and enter the Guardhouse. On

the bottom level, speak with Gathal Llethri, loot, speak to Virene Mene

upstairs, and head out to the roof. Speak with Arver Rethul, then hop

up to the top to speak with Vaval Orethi. Now go enter the Shipping

House. In the basement, speak with Ushamph gro-Shamub, go upstairs and

speak with Mash gro-Burol, loot, and go enter Dren's Villa. Speak with

Galos Farethi, then head to the basement. Close the doors behind you,

and kill Navil and Ranes Ienith. Get Dren's Note from the locked small

chest, then head upstairs to Orvas Dren's room. Before speaking, get

the Daedric Greaves off the shelf behind him, then speak with him.

He'll immediately attack, so kill him. Now, go outside and agree to

escort Hides-His-Foot. Take him northeast to Sterdecan's Farmhouse, and

drop him off. Speak to him, and explore here now, speaking with
Sterdecan and Jo'Ren-Dar, then head toward Suran to visit Ules Manor.

Outside, speak with Serer Andrano, Twice-Bitten, Drolora Salen,

Morning-Star-Steals-Away-Clouds, Grey-Throat, Ri'Zaadha, Unjara, and

Tsalani, then enter the Slavemaster's Shack. Loot, and enter the Slave

Shack. Loot, and enter the manor proper. On the middle level, speak

with Fruscia Abitius, then up top, speak with Nevena Ules, who is all

to eager to give us her vote for Hortator. Head back toward Vivec, and

stop by Omani Manor just to the east.

Speak with Ranor Dralas and Tredyn Venim on the second level, then go

to the top level to speak with Melvona Marvayn and Velanda Omani, who

will give us the last Hlaalu vote we need. Loot the room (noting the

copy of 2920, Sun's Height, v7) and leave, returning to Vivec. First,

report back to Ilmeni Dren to finish out the Twin Lamps quests. Next,

go report to Eno Hlaalu to hand in our final Morag Tong writ. Next,

report to Gentleman Jim to be directed to kill Sjoring Hard-Heart. Head

upstairs and do so, then use a guild guide to Ald'Ruhn and report to

Percius to be named Master of the Fighters Guild and finish out the

faction. Return to Vivec and do the same with Jim to be promoted to

Master Thief and receive the Skeleton Key. Finally, head over to Curio

Manor and speak with Crassius to be named Hlaalu Hortator and receive

the Belt of the Hortator. Head to Balmora and offload, enchant the

Daedric Greaves with Fortify Speed, and gear up to do Redoran next.


Redoran Hortator

o======================================================================o

***NPCs***

Varvur Sarethi

***NOTABLE LOOT***

Ring of the Hortator

7) Head to Ald'Ruhn, go to Sarethi Manor, and start by speaking with

Athyn Sarethi. He, too, offers the skip dialogue, but ignore it and ask

about Redoran Hortator to be asked to rescue his son. We already

spotted him in Venim Manor, so head over there and escort him out,

fighting guards as you go and taking care to avoid Bolvyn Venim

himself. (Sometimes the game glitches and gives you a bounty for

defending yourself here-just use the console "setpccrimelevel 0" to axe

it if you need to). Return to Sarethi Manor and speak to Athyn to get

his vote, and guidance on the others. Now go visit the other

councilors-Garisa Llethri, Miner Arobar, Brara Morvayn, and Hlaren

Ramoran, all of whom will give their votes. Finally, go speak to Bolvyn

Venim, who will challenge you to a duel. Accept, head over to Vivec's

Arena, kill him, then report back to Athyn Sarethi, who will name you

Redoran Hortator and give you the Ring of the Hortator. With that,

we're ready for Telvanni, so offload.

Telvanni Hortator
o======================================================================o

***NPCs***

***FACTIONS***

Great House Telvanni-Magister

Great House Telvanni-Archmagister

***NOTABLE LOOT***

Robe of the Hortator

8) Begin by speaking to Aryon in Tel Vos. Next, sail to Tel Mora, get

Dratha's disposition above 80, hurl yourself at her feet and plead, and

she'll give you her vote as well. Head over to Gnisis and get Baladas'

vote, then go to Sadrith Mora and get Neloth's. Head to Tel Branora to

get Therana's, (amuse her), and then head to Tel Aruhn. Talk to Gothren

twice, and he'll actually be honest with you. Go see Aryon, and ask

about advancement, and agree to challenge Gothren for the rank of

Archmagister. Return to Tel Aruhn and kill Gothren, then return to

Aryon to both be named Archmagister and Telvanni Hortator, receiving

the Robe of the Hortator as a reward. Go to Balmora and offload, and we

can now turn our attention to the Fifth Trial.

Ahemmusa Nerevarine

o======================================================================o

***NPCs***
Fieryra

Drores Arvel

Bethes Sarothril

Fore Paw

Sloomalah

Oisig

Domba

Endroni Dalas

Gnaw Tooth

Bovkinna

Clendil

Daral Thireloth

Salvas Areleth

Eigma

Nals Indrano

Brelda Quintella

Hlireni Indavel

Je Tee

Kar Alber

Kardryn

Lustidrike

Ra'Gruzgob

***QUESTS***

Main Quest-Ahemmusa Nerevarine


Morag Tong-Grandmaster

***NOTABLE LOOT***

Madstone of the Ahemmusa

Black Left Glove

Black Right Glove

***SPELLS***

Mephala's Skill

***FACTIONS***

Morag Tong-Grandmaster

9) Head to the Ahemmusa Camp and speak with anyone to be referred to a

gulakhan. Speak to Yenammu, Kausi, and Dutadalk (the gulakhans) to be

granted leave to see the Wise Woman, then go speak with Sinnammu

Mirpal. When done, head north to Ald Daedroth.

Outside, speak with Fieryra and Drores Arvel. Tell him you're here to

loot the shrine to keep things peaceful, then find and speak with

Bethes Sarothril and Fore Paw. (Fieryra and Fore Paw may be dead if

they've gotten into fights with the Ordinators). Enter the Outer

Shrine. Kill Sloomalah and Oisig, then enter the Right Wing. Wait for

the dust to settle, then see who's left. We have here Domba (hostile),

Endroni Dalas (friendly), Gnaw Tooth (hostile), and Uresa Omoril


(friendly). When the fight is over, kill any hostiles or speak to any

surviving friendlies, then loot. Domba and Gnaw Tooth carry the Belt of

Sanguine Smiting and the Ring of Sanguine Green Wisdom, the final two

Threads of the Webspinner. Loot the rest of the area, and head over to

the Left Wing. Here, we have Bovkinna (hostile), Clendil (hostile),

Daral Thireloth (friendly), and Salvas Areleth (friendly). Wait for the

fight to end, speak to friendlies/kill hostiles, loot, and enter the

Inner Shrine. Here, we have Eigma (hostile), and Nals Indrano

(friendly). Speak to Nals/kill Eigma, loot, and head into the

Antechamber. Here we have Brelda Quintella (hostile), Hlireni Indavel

(friendly), Je Tee (hostile), Kar Alber (hostile), Kardryn (hostile),

Lustidrike (a friendly scamp), and Ra'Gruzgob (friendly). Kill any

hostiles, then speak with Ra'Gruzgob, play along, and ask about a

little secret. There's moon sugar right next to him, so give it to him

for an update. Speak to Lustidrike, then to Hlireni. Look under a

pillow in here to find Gambolpuddy, and present it to the Sheogorath

statue on your way out for Tholer Saryoni's current quest. Now go grab

Sinnammu and escort her to the statue, and she'll name you Nerevarine

and give you the Madstone of the Ahemmusa. With that, recall to Balmora

and make your way to Vivec. Turn in the final two threads to Eno Hlaalu

(check that you receive Mephala's Skill, the reward spell), then speak

to him about Grandmaster. I choose to slay him, as that allows you to

reclaim all 27 Threads of the Webspinner, as well as his unique Black

Gloves. Now, head to Balmora and offload. We'll go tackle the Zainab

next.
Zainab Nerevarine

o======================================================================o

***NPCs***

Calvario

Falura Llervu

***QUESTS***

Main Quest-Zainab Nerevarine

***NOTABLE LOOT***

The Ransom of Zarek

Thong of Zainab

Ashkhan's Wedding Gift

10) Anyone outside will direct you to speak to Ashkhan Kaushad, so go

ahead and do so. Ask him to set a task to be directed to Nerano

Ancestral Tomb. Head there now.

The tomb is small and straightforward, containing a copy of The Ransom

of Zarek. Kill Calvario in the back, then return to Kaushad. Speak to

Sonummu next for some guidance, then head to Tel Aruhn. Ask Savile

about "something special," then head to Tel Mora. Buy (or steal) an

exquisite shirt, skirt, and shoes from Elegnan, then return to Savile.

Head to Bildren Areleth's in Tel Aruhn for the Bug Musk (you can steal
it off the shelf), then head back to Savile again. You can get away

with only paying 600 gold, so do so, then speak to Falura Llervu. Ask

her to travel with you, then sail to Vos and escort her to Kaushad from

there. When you get there, speak to Falura, then to Kaushad, who will

name you Zainab Nerevarine and give you the Thong of Zainab. Leave the

yurt, enter, and speak to each one final time to receive the Ashkhan's

Wedding Gift. One tribe left! Make your way to the Erabenimsun Camp to

get started.

Erabenimsun Nerevarine

o======================================================================o

***NPCs***

***QUESTS***

Main Quest-Erabenimsun Nerevarine

***NOTABLE LOOT***

Racerbeak

Bitter Hand

Ember Hand

Robe of Erur-Dan the Wise

Mountain Spirit

Wind of Ahaz

Sanit-Kil's Heart of Fire

War Axe of Airan Ammu


The Seizing of the Erabenimsun

11) No one will speak to you outside, so follow Nibani Maesa's

advice and go straight to the wise woman. She'll instruct you to kill

the current tribal leaders, so let's do so. Start with Ranabi in his

yurt, taking Racerbeak, Bitter Hand, Ember Hand, and the Robe of

Erur-Dan the Wise from his corpse. Next, kill Ashu-Ahhe in his yurt,

taking Mountain Spirit from his corpse. Finally, enter the Ashkhan's

Yurt to kill Ahaz and Ulath-Pal, taking Wind of Ahaz, Sanit-Kil's Heart

of Fire, and the War Axe of Airan Ammu from the bodies. Return to

Manirai, then go see Han-Ammu. Give him the Robe of Erur-Dan the Wise,

Sanit-Kil's Heart of Fire, and the War Axe of Airan-Ammu to persuade

him. He will name you Erabenimsun Nerevarine and send you back to

Manirai, who will give you The Seizing of the Erabenimsun. Offload now,

and begin the next phase by speaking to Nibani Maesa at Urshilaku Camp.

Reconciling with the Temple

o======================================================================o

***NPCs***

Vivec

Wulf

***QUESTS***

Temple-Ebony Mail

Main Quest-The Citadels of the Sixth House


Temple-Cleaver of St. Felms

***NOTABLE LOOT***

Wraithguard

Auriel's Shield

Old Man's Lucky Coin

12) Nibani will direct you to accept the Temple's offer and see Tholer

Saryoni, so head to Vivec. Speak with Danso Indules outside the High

Fane first, then go see Tholer Saryoni. He'll direct you to go speak

with Vivec himself, so let's do so. This character is fascinating, so

engage in all available dialogue with him to progress the story

substantially and receive Wraithguard. When you're done talking, visit

Tholer to turn in his earlier Temple quest and receive one more.

Although we've been to Mount Assarnibibi, we need to finish Uvoo

Llaren's quests before doing this one, so leave it for now. Head to

Ghostgate. First, go to the Tower of Dusk and head up top to speak with

Drelyne Llenim. Taunt her into attacking you and kill her when done to

claim Auriel's Shield from her corpse, then go downstairs and speak to

Wulf. Speak with him (he is actually an avatar of Tiber Septim!) and

accept his coin. Now, go see Uvoo Llaren to hand in the Hair Shirt of

St. Aralor and receive a new Temple quest. Now we're ready to start

raiding Ash Vampires, but let's quickly tie up one loose end. Head to

Ebonheart and speak to Lalatia Varian to learn the truth about Wulf.

Return to Ghostgate, and from there head toward Vemynal. Just northeast
of it on the map is a back entrance to Kogoruhn, Charma's Breath. Head

inside.

The Citadels of the Sixth House

o======================================================================o

***NPCs***

Dagoth Uthol

Dagoth Fervas

Dagoth Daynil

Dagoth Goral

Dagoth Mendras

Dagoth Endus

Dagoth Molos

Dagoth Tureynul

Dagoth Galmis

Dagoth Fandril

Dagoth Araynys

Hannat Zainsubani

Zula

***NOTABLE LOOT***

Belt of Heartfire

Amulet of Heartrime

Dwemer Centurion Plans

Silence
Amulet of Heartthrum

Bone, v2

36 Lessons of Vivec, Sermon 3

36 Lessons of Vivec, Sermon 31

36 Lessons of Vivec, Sermon 7

36 Lessons of Vivec, Sermon 18

Cleaver of St. Felms

36 Lessons of Vivec, Sermon 10

Soul Ring

Fang of Haynekhtnamet

***QUESTS***

Temple-Crosier of St. Llothis the Pious

Miscellaneous-Hannat Zainsubani

13) Just inside, kill Dagoth Uthol and claim the Belt of Heartfire.

Explore the area to kill Dagoth Fervas and Dagoth Daynil, then leave.

Head south from here to find the citadel of Endusal, west and a bit

north of Ghostgate. Head inside.

Down the steps to either side, kill Dagoth Goral and loot the room.

Back to the entrance, go through the other doors and kill Dagoth

Mendras. Loot, and continue on to kill Dagoth Endus and claim the

Amulet of Heartrime. This room also holds the unique Dwemer Centurion

Plans, so grab them, note the copy of Silence, and leave. Next, head to
Tureynulal, which is on your map.

Straight ahead, kill Dagoth Molos, then continue to kill Dagoth

Tureynul and claim the Amulet of Heartthrum. Note the copies of Bone,

v2, 36 Lessons of Vivec, Sermon 3, 36 Lessons of Vivec, Sermon 31, 36

Lessons of Vivec, Sermon 7, and 36 Lessons of Vivec, Sermon 18, then

return to the entrance and enter the Eye of Thom Wye. Kill Dagoth

Galmis, loot, and enter the Bladder of Clovis. Kill Dagoth Fandril,

loot (getting the Cleaver of St. Felms from the corpse of Mendel Eves),

then head upstairs and enter the Eye of Duggan. Kill Dagoth Fals, loot

(noting the copy of 36 Lessons of Vivec, Sermon 10), and head back to

Ghostgate. Turn the Cleaver in to Uvoo Llaren to receive her final

quest, then recall to Balmora and offload. Now, have Folms in Caldera

send you to Berandas, and head east from there to find the caverns of

Mamaea. Head inside.

This place is pretty big, so explore the Sanctum of Awakening using the

local map, then enter the Sanctum of Black Hope. Clear this area,

killing Dagoth Araynys and claiming the Soul Ring, then speak to

Hannat Zainsubani. Escort him to the entrance, then return here and

enter the Shrine of Pitted Dreams. Explore this area, killing Zula in

the back, and loot to find the Fang of Haynekhtnamet. Now, head to

Ald'Ruhn and see Hassour Zainsubani for a reward, then return to

Ghostgate for our final push.


Kagrenac's Tools

o======================================================================o

***NPCs***

Dagoth Odros

Dagoth Nilor

Dagoth Garel

Dagoth Felmis

Dagoth Soler

Beldoh the Undying

Dagoth Vemyn

***NOTABLE LOOT***

Amulet of Heartfire

Keening

Amulet of Heartheal

Sunder

14) In the initial area, explore to kill Dagoth Odros and claim the

Amulet of Heartfire. When done, enter the Tower to claim Keening, then

head over to Vemynal.

Starting in the Outer Fortress, go right and kill Dagoth Nilor in the

first side room. Before going deeper, finish the entrance loop to kill

Dagoth Garel in another side room. Proceed to enter the Hall of Torque

and kill Dagoth Felmis. Proceed down to the lower level to kill Dagoth
Soler, skirt the central area to kill Beldoh the Undying and claim his

Blood Feat Shield, then enter the central area to kill Dagoth Vemyn and

claim the Amulet of Heartheal and Sunder. Finally, head to the crater

of Dagoth Ur and enter the Outer Facility (the crank to open it is just

a bit to the left).

Dagoth Ur

o======================================================================o

***NPCs***

Dagoth Vaner

Dagoth Ienas

Dagoth Drals

Dagoth Rather

Dagoth Irvyn

Dagoth Muthes

Dagoth Gilvoth

Dagoth Ur

***NOTABLE LOOT***

Crosier of St. Llothis

Blood Ring

Heart Ring

Ring of Azura

15) In the Outer Facility, find and kill Dagoth Vaner and Dagoth Ienas,
loot around, then enter the Inner Facility. At the intersection, go

left to kill Dagoth Drals, go right to kill Dagoth Rather, then

backtrack a bit and enter the Inner Tower. Kill Dagoth Irvyn, get the

Crosier of St. Llothis off the corpse of Voruse Bethrimo, then head

through the Inner Facility to the Lower Facility. Kill Dagoth Muthes

and Dagoth Gilvoth, and claim the Blood Ring from the latter. Proceed

to the Facility Cavern, and speak with Dagoth Ur. When ready, attack

and kill him, get the Heart Ring off the floor by the door, then

proceed to Akulakhan's Chamber. Equip Wraithguard and Sunder, hit the

Heart of Lorkhan once, then switch to Keening and keep hitting the

Heart until it disappears. Now, run back out to the Facility Cavern

(you'll have to hit a crank to open the door), and speak with Azura to

receive her ring and complete the Main Quest. Nicely done.

Tying Up Loose Ends

o======================================================================o

***NOTABLE LOOT***

Ebony Mail

Temreki, Shackler of Souls

***FACTIONS***

Temple-Patriarch

***QUESTS***

Miscellaneous-Strange Man at Gindrala Hleran's House


Morag Tong-Writ for Baladas Demnevanni

Morag Tong-Writ for Dram Bero

Morag Tong-Writ for Larrius Varro

Morag Tong-Writ for Mistress Therana

16) Head to Ghostgate and hand in the Crosier of St. Llothis to finish

out Uvoo Llaren's questline. Now, head to Mount Assarnibibi and pray at

the shrine to receive the Ebony Mail, then report to Tholer Saryoni to

be made Patriarch of the Temple. Go speak with Vivec now, for some

interesting dialogue. Now, go to Ald'Ruhn and speak with Gindrala

Hleran for a new miscellaneous quest. Kill the Dreamer in her house and

chat with her again, then go to the Morag Tong Guildhall. You can now

take writs for Baladas Demnevanni, Dram Bero, Larrius Varro, and

Mistress Therana. Go execute all of the Writs, looting Temreki,

Shackler of Souls from Larrius Varro, and report in to be rewarded.

Now, we are truly done on Vvardenfell, so head to Ebonheart and have

Asciene Rane send you to Mournhold.

o======================================================================o

| |

| Tribunal |

| |

o======================================================================o

Sequence of Events: {WLK030}

1) Royal Palace
2) Temple Courtyard

3) Godsreach

4) Plaza Brindisi Dorom

5) Bazaar Sewers

6) Residential Sewers

7) Temple Sewers

8) Bamz-Amschend

9) Norenen-Dur

10) Clockwork City

Royal Palace

o======================================================================o

***NPCs***

Effe-Tei

Diradeni Farano

Drusus Gratus

Ivulen Irano

Evo Othreloth

Karrod

Tienius Delitian

Crito Olcinius

Laurina Maria

Alusannah

Barenziah

Aleri Alen
Calvus Horatius

Plitinius Mero

***SPELLS***

Drain Alteration

Drain Conjuration

Drain Mysticism

Drain Restoration

Drain Alchemy

Drain Unarmored

Absorb Personality (Ranged)

Absorb Strength (Ranged)

Masterful Sublime Wisdom

Masterful Golden Wisdom

Masterful Transcendent Wisdom

Masterful Red Wisdom

Masterful Unseen Wisdom

Masterful Green Wisdom

Masterful Fluid Evasion

Masterful Red Wisdom

1) You appear in the Reception Area of the Royal Palace. Speak with

Effe-Tei, then a Royal Guard for a journal update. Enter the Basement,

loot, note the entrance to the Palace Sewers, backtrack, and enter the

Legion Depot. Explore, loot, head back to the Reception Area, and try
Helseth's Chambers. Note the lock, then enter the Throne Room. Speak

with Diradeni Farano, Drusus Gratus, Ivulen Irano, Evo Othreloth,

Karrod, and Tienius Delitian. Now enter Imperial Cult Services, behind

the throne. Speak with Crito Olcinius, buy all of his spells, and speak

to Laurina Maria. Loot, and enter Barenziah's Chambers. Speak with

Alusannah and Barenziah, loot, then backtrack and enter the Guards'

Quarters. Loot around, speak to Aleri Alen, then enter the Jail. Loot

it out, then make your way to the Courtyard. Speak with Calvus Horatius

and Plitinius Mero, and we're done here in the Royal Palace (for now).

Head back to the basement and enter the Palace Sewers.

Nothing significant down here. Explore, and note entrances to the West

Sewers, Residential Sewers, and Bazaar Sewers, all of which have

associated quests later on. Make your way back to the Palace Courtyard,

and head north to the Temple Courtyard.

Temple Courtyard

o======================================================================o

***NPCs***

Gaenor

Mehra Helas

Goval Ralen

Gee-Pop Varis

Bels Uvenim

Forven Berano
Granny Varis

Fedris Hler

Galsa Andrano

Nerile Andaren

Urvel Dulni

Gavas Drin

***QUESTS***

Miscellaneous-The Natural

Miscellaneous-The MatchMaker

Tribunal-The Goblin Army

Tribunal-Shrine of the Dead

***SPELLS***

Great Levitate

Masterful Silver Wisdom

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 6

36 Lessons of Vivec, Sermon 24

36 Lessons of Vivec, Sermon 28

2) Speak with Gaenor to start a quest. Don't give him any money-just

leave. Return to the Palace Courtyard, wait three days, head back in,

and kill Gaenor to finish the quest. He's extremely tough, but just
cheese him and it will eventually get done. Loot him for Gaenor's

Amulet, then explore the rest of the courtyard. Speak to Mehra Helas,

Goval Ralen (who starts a quest), Gee-Pop Varis, Bels Uvenim, and

Forven Berano, then enter the Temple Reception Area. Speak to Granny

Varis and Fedris Hler for a quest, loot, and enter the Infirmary. Loot,

speak to Galsa Andrano, and enter the Hall of Ministry. Loot, speak to

Nerile Andaren (buy her spells), and enter the Temple Basement. Loot,

note the Temple Sewers (site of later quests), and backtrack to enter

the Office of the Lord Archcanon. Loot (noting the copies of 36 Lessons

of Vivec, Sermon 6, 36 Lessons of Vivec, Sermon 24, and 36 Lessons of

Vivec, Sermon 28), speak with Urvel Dulni and Gavas Drin (who gives a

quest). Don't do this yet, but just note the locked High Chapel, exit

the Temple, and take the door into Godsreach.

Godsreach

o======================================================================o

***NPCs***

Venasa Sarano

Thrud

Dilborn

Alam Merys

Melur Savil

Drathas Nerus

Elanande

Velyna Seran
Salas Valor

High-Pockets

Holmar

Denegor

Ra'Tesh

Mitanne Limax

Galms Seles

Soscean

Therdon

Hession

Ilnori Faustus

Yagak gro-Gluk

Bols Indalen

Elbert Nermarc

Detritus Caria

Veros Nerethi

Feranos Hlando

Sendel Tedas

Trels Varis

Torasa Aram

Deldrise Andoren

Taren Andoren

Ignatius Flaccus

Anrel

Ravani Llethan
Donus Serethi

Alvan Llarys

Tadera Andules

Golena Sadri

Geon Auline

Arnsa Thendas

Dovor Oren

Olvyne Dobar

Felvan Ienith

***QUESTS***

Miscellaneous-The Barbarian and the Book

Miscellaneous-Wood Elf with a Grievance

Miscellaneous-Bouncer

Miscellaneous-The Smith's Apprentice

Miscellaneous-The Champion of Clutter

Miscellaneous-The Museum

Miscellaneous-Infidelities

Miscellaneous-Dwemer Warbots

Miscellaneous-The Thief

Miscellaneous-Estate Sale

Miscellaneous-The Warlords

***NOTABLE LOOT***

Trap
Stendarr's Hammer

A Game at Dinner x2

The Alchemist's Formulary x2

Cherim's Heart of Anequina x2

The Wolf Queen, v5

Mace of Slurring

Othril Dagger

Rathalas Dagger

Iryon Dagger

3) Outside, speak with Venasa Sarano, then Thrud, who has a quest.

He'll follow us until it's done, so let's take care of it right quick.

Enter the Residential Sewers. Go straight east and speak to Dilborn,

Alam Merys, Melur Savil, and Drathas Nerus. I pay, get the reward from

Thrud, then kill them to get my money back. Head back up to Godsreach.

Still outside, speak with Elanande, Velyna Seran, Salas Valor, and

High-Pockets (who has a quest). Accept and duck into the Winged Guar,

and run upstairs to speak with Holmar. I talk him down, and get the

reward from High-Pockets. Since we're here, speak with Denegor,

Ra'Tesh, Mitanne Limax, Galms Seles (don't play, the game is rigged),

Soscean, Therdon, and finally Hession, who offers a quest. Accept, then

speak to everyone again. Toss Denegor out (you'll need to knock him out

with Hand-to-Hand, don't kill him), persuades Galms to offer fair odds,

and report back to Hession for a reward. Loot the bar, then head to the

Craftsmen's Hall next. Speak with Ilnori Faustus to begin a new quest.
Loot the room, then speak to Yagak gro-Gluk and Bols Indalen. Head

upstairs now, loot around, and speak with Elbert Nermarc and Detritus

Caria, who offers a quest. When done, head into the Secret Office

downstairs. Speak to Veros Nerethi, Feranos Hlando, Sendel Tedas, and

Trels Varis (any option works). Loot the office, then speak with Bols

again on the way out. Head back to the Winged Guar and speak with

Therdon to send him to Bols, then head back and talk to both Therdon

and Bols again. Leave again, and enter the Museum of Artifacts. Speak

with Torasa Aram for a quest, and you can sell the Ebony Mail and steal

it right back. Stendarr's Hammer is already here-leave it or steal it

as you wish, but it weighs 1000 pounds. If you want to turn other stuff

in, Torasa will buy the following: Auriel's Bow, Bow of Shadows,

Chrysamere, Fang of Haynekhtnamet, Goldbrand (but NOT Eltonbrand), Ice

Blade of the Monarch, Mace of Molag Bal, Skull Crusher, Spear of Bitter

Mercy, Staff of Hasedoki, Staff of Magnus, Umbra Sword, Veloth's

Judgment, Auriel's Shield, Bloodworm Helm, Boots of Blinding Speed,

Boots of the Apostle, Cuirass of the Savior's Hide, Dragonbone Cuirass,

Eleidon's Ward, Helm of Oreyn Bearclaw, Lord's Mail, Ring of Phynaster,

Spell Breaker, Ten Pace Boots, Vampiric Ring, and Warlock's Ring. I

usually sell all of the above, then steal it all back and drop it back

in Balmora. When you're done messing around, leave the Museum and head

over to the houses. Start with Andoren Manor. Speak to Deldrise Andoren

for a quest, then loot the manor and leave. Wait until 8 PM, then head

to the front of the Winged Guar. Follow Taren Andoren at a distance,

and when your journal updates, go speak to him, and then to Velyna
Seran. Kill Velyna-but NOT Taren-and report to Deldrise for the best

possible reward. Leave the manor, and enter Ignatius Flaccus' House.

Loot (noting the copy of A Game at Dinner) and speak with him, getting

a quest. Leave and enter Llethan Manor. Speak to Anrel, Ravani Llethan,

and Donus Serethi, loot (noting the copies of The Alchemist's

Formulary, A Game at Dinner, The Wolf Queen, v5, and Cherim's Heart of

Anequina), leave, and enter Sadri Manor. Speak to Alvan Llarys, Tadera

Andules, and Golena Sadri to start a quest. Loot, then speak to Alvan

again, then go back to the Craftsmen's Hall and speak to Elbert

Nermarc. Return to Sadri Manor and speak to Alvan again, outside.

Enter, get the Her Hands Pauldrons off the dead guard (should be

upgrades), and enter the trapdoor. Find Tadera's corpse, and proceed to

the Forgotten Sewer. Hit the crank in this room to raise the water

level, then enter another trapdoor in the middle of all the crates.

Swim through this tunnel and enter another one. Proceed, avoiding the

devices as best you can. Sneaking works. At the intersection, go left

first for treasure, then go right to kill Golena Sadri. Take the Mace

of Slurring from her corpse, then backtrack out and speak to Alvan a

final time to end the quest. Don't sell off the Mace of Slurring yet.

Instead, just enter Geon Auline's House. Get the unique Othril Dagger,

Rathalas Dagger, and Iryon Dagger as you loot, then speak to him for a

quest. Go right to Thendas Manor, loot (ignoring the Droth Dagger), and

speak to Arnsa. Bump her disposition above 80, and she'll give you the

dagger for free (say you knew her husband in the Imperial Legion). Take

it to Geon to finish the quest, then enter the Vacant Manor. Loot, and
speak to Dovor Oren to start a quest. Speak with Olvyne Dobar and

Felvan Ienith, then head to the Winged Guar. Kill Soscean from stealth

and return to Dovor with his sword and cuirass. Speak to Felvan for an

update, then go kill Elanande from stealth outside in Godsreach. Take

her axe and robe to Felvan, then speak to Dovor, then Olvyne. Go kill

Bels Uvenim in the Temple district from stealth, and bring his spear

and helmet to Olvyne. Speak to Dovor again, and leave for now. Enter

Velas Manor. Loot (noting the copies of Cherim's Heart of Anequina and

The Alchemist's Formulary), and we're finally done exploring Godsreach.

Enter Plaza Brindisi Dorom.

Plaza Brindisi Dorom

o======================================================================o

***NPCs***

Forstaag the Sweltering

Suldreni Salandas

Meralyn Othan

Fons Beren

Drathas Reyas

Ovis Velas

Gavis Velas

Rerlas Mon

Fonari Indaren

Roner Arano

Daron
Marena Gilnith

Gureryne Selvilo

Dravil Indrano

Nevama Sarobar

Jodhur

Meryn Othralas

Sunel Hlas

'Ten-Tongues' Weerhat

Belwen

Bedal Alen

Sanaso Sarothran

Catia Sosia

Jeanne Andre

Ungeleb

***QUESTS***

Miscellaneous-The Summoner

Miscellaneous-A Star is Born

Miscellaneous-Scroll Sales

***NOTABLE LOOT***

Amulet of Verbosity

BiPolar Blade

4) Speak to Forstaag the Sweltering, and enter the Great Bazaar. Speak
to Suldreni Salandas, kill her from stealth, take her amulet and mace

back to Dovor Oren, and his quest is finished. However, speak to Felvan

again, and persuade him to turn himself in. Back in the Bazaar, speak

to Meralyn Othan, Fons Beren (who will update a quest), and Drathas

Reyas. Leave the area and return, and kill Ovis Velas when he attacks

you. Speak to Drathas again, then return to Godsreach and enter Velas

Manor. Speak to Gavis Velas, kill him, and the quest is over. Return to

the Bazaar and speak with Rerlas Mon. No need to bother with a pet.

Go west, loot the market, and speak with Fonari Indaren, Roner Arano,

Daron, and Marena Gilnith for a quest. Speak to Gureryne Selvilo,

Dravil Indrano, Nevama Sarobar, Jodhur, and Meryn Othralas, who gives

another quest. Speak to him again, and enter the door. The lines are

"Good evening. Is your master home?", "Possibly. Would you mind if I

came in?", "No, thank you. What's your name?", "Anara, when did your

master leave Scath Anud?", "Do you know an Ashlander named

Sul-Kharifa?", "He's dead. He last said 'castle' and 'Xyr.'", "Could I

look in your master's library?", and "As, I hear, are all Telvanni."

At this point, Dravil Indrano attacks you, so kill him. Speak to Meryn

again to finish the quest, receiving the Amulet of Verbosity, then go

enter the trader. Loot the shop and speak to Sunel Hlas, and mention

Marena Gilnith to him. Go talk to Marena, then return to Sunel. SAVE.

Talk about Marena twice, tell him to be optimistic, wait three days,

and speak to him again. You have a 67% chance of the date going well,

in which case you'll be rewarded with the BiPolar Blade, another

weapon you should hold on to rather than sell. Go upstairs and speak
with Marena to end the quest. Enter the Pawnbroker. Loot-making sure to

grab the Silverware Pitcher-and speak to 'Ten-Tongues' Weerhat to start

a quest. Now enter the Clothier. Loot-getting the correct Bolt of Cloth

for the Champion of Clutter quest-and speak to Belwen. Run back to

Detritus in Godsreach to advance his quest, then return to Velas Manor

to get the silverware out of a chest, and to Sunel Hlas' shop for the

redware pot. Stop in the Pawnbroker and ask Weerhat about special

offers, and ask why it's so cheap to progress the quest. Recall to

Balmora, offload as needed, grab a yellow plate from the Council Club,

and return to Detritus in Mournhold to advance his quest again. Back in

the Bazaar, enter the Bookseller. Loot, speak to Bedal Alen and Sanaso

Sarothran, and enter the Armory. Loot, speak to Catia Sosia, and enter

the Magic Shop. Loot, speak to Jeanne Andre and Ungeleb, and leave.

That's it for the city, so head down into the Bazaar Sewers.

Bazaar Sewers

o======================================================================o

***NPCs***

Ahnia

Narisa Adus

Dandras Vules

***QUESTS***

Miscellaneous-The Black Dart Gang

Tribunal-Hunt the Dark Brotherhood


Tribunal-Speak to the People

Tribunal-A Temple Informant

Tribunal-Disloyalty Among the Guards

Tribunal-Evidence of Conspiracy

Tribunal-Muckraking Journalist

***NOTABLE LOOT***

Sithis

King's Oath

5) Speak to Ahnia and kill her, and read the note next to her. Return

to Weerhat to progress the quest, then take the book to Nermarc in

Godsreach to finish it. Return to the sewers and proceed, exploring

with the local map to find two entrances to the Manor District and

speak with Narisa Adus for a quest. Take the entrance near her. Not

much here but about a dozen assassins, although there is a copy of

Sithis. Clear the cavern out and enter the East Building. Clear it out

and enter the North Building. Clear the first room, then enter the

Courtyard. Clear this place out, then return to the North Building and

proceed. In the tall room with the waterfall, you can levitate for

adamantium armor and a note. The bridge near the entrance has assassins

and an adamantium helmet. Return to the North Building and proceed,

killing Dandras Vules and searching his corpse to be directed to speak

to a guard. A High Ordinator in the Bazaar will send you to Fedris at

the Temple, while a Royal Guard will send you to Tienius Delitian. Go
visit the latter for a new quest. Start asking around about King

Llethan's death-I go to the Temple courtyard and speak with Goval

Ralen, who, with high disposition, will mention The Common Tongue.

Return to Tienius, and get a new quest. First, head to the Bazaar and

grab a copy of The Common Tongue behind Roner's stall, then head to the

Temple Infirmary and speak with Galsa Andrano. Mention Mehra Milo, and

you can report to Tienius. Give him the Common Tongue, and mention

Galsa, and he'll give another quest. If you ask about specifics, he

names three guards, so begin with Evo Othreloth, who says nothing

suspicious. Next, try Ivulen Irano, also here, who will direct you to

Aleri Aren if you mention Hlaalu. Go speak to her in the guard

quarters, then search under Ivulen Irano's chest for a note. Grab it

and Irano's copy of The Common Tongue (under the pillow), and bring

them to Tienius for another quest. Head to Llethan Manor in Godsreach,

and grab the letter off the desk behind Ravani. Take it to Tienius, and

he'll ask you to execute all three. Forven is in the Temple courtyard,

Bedal is at the bookseller in the Bazaar, and head to the West Sewers

through the Palace Sewers to find and kill Hloggar the Bloody. Go ahead

and fully explore these sewers-we'll be back soon enough-then return to

Tienius for a new quest. Speak to Goval Ralen in the Temple courtyard

to be directed to a writer or pawnbroker. Speak to Sanaso at the

bookseller first, then to Weerhat at the pawnbroker to learn the name

Trels Varis. Before going to the Craftsmen's Hall, head to the temple.

Speak with Gee-Pop Varis in the courtyard and Granny Varis in the

reception area, then return to Trels in the Secret Office in the


Craftsmen's Hall. Threaten his parents to persuade him, then return to

Tienius for the best reward-5000 gold and King's Oath. Speak to

Barenziah in her chambers, then I typically drop King's Oath in Balmora

before speaking to Plitinius Mero en route to entering the Residential

Sewers beneath Godsreach.

Residential Sewers

o======================================================================o

***NPCs***

Warchief Kurog

Warchief Durgoc

Armion

Yarnar

***NOTABLE LOOT***

Goblin Buckler

6) Explore the whole of this small system, then head through the West

Sewers (should still be clear) and enter the Battlefield. Clear this

treasureless expanse and proceed to the City Gate. Clear this area and

enter the Armory Ruins. There's some random treasure in this tunnel,

but nothing too noteworthy-clear it out and proceed to the Tears of

Amun-Shae. This is the main Goblin Army lair, so clear it out, killing

Warchief Kurog and Warchief Durgoc. There's some treasure at the top of

the first waterfall, as well as by Warchief Durgoc, including the


Goblin Buckler. When this area is clear, proceed to the Residential

Ruins. Explore everywhere here (no notable loot), and enter Teran Hall

East Building. Clear this area, killing Armion and Yarnar, then enter

Teran Hall. Loot this area, then backtrack out to the Residential Ruins

and re-enter a different section of Teran Hall. Decent treasure here,

so loot thoroughly as you clear the area and enter the Abandoned

Passageway. Head through here to arrive back at the Battlefield, and

from here make your way all the way out to Mournhold and report to

Fedris Hler at the Temple. He'll end this quest and direct you to Gavas

Drin for the next one. We've already spoken to him, so just head down

and enter the Temple Sewers.

Temple Sewers

o======================================================================o

***NPCs***

Variner's Ghost

Black Dart Urvyn

Black Dart Gilur

Black Dart Malar

Black Dart Adren

Black Dart Draren

Athelyn Malas

Shunari Eye-Fly

Gedna Relvel

Barilzar
Hand Sadas Mavandes

Hand Savor Hlan

Hand Vonos Veri

Hand Arnas Therethi

Hand Drals Indobar

Almalexia

***NOTABLE LOOT***

Variner's Ring

Blessed Spear

Robe of the Lich

Barilzar's Mazed Band

***QUESTS***

Tribunal-Barilzar's Mazed Band

Miscellaneous-Crimson Plague

Tribunal-An Attack on Mournhold

Tribunal-Investigate Bamz-Amschend

7) Explore this area, looting and speaking to Variner's Ghost. From

here, enter Temple Sewers West. You can sneak-kill the Darts, which I

recommended, so take out Black Dart Urvyn, Black Dart Gilur, Black Dart

Malar, and Black Dart Adren. Loot the area, and head out to report to

Narisa Adus in the Bazaar Sewers. Return now, and enter Temple Sewers

East. Kill Black Dart Draren and explore this area, finding two exits.
Enter the Temple Catacombs. This place has some random loot, so clear

it out and take the south entrance to the Temple Shrine. Clear out the

area, noting that the Profane Acolytes tend to summon Bonewalkers.

You'll get a journal entry when all five are dead. Backtrack a bit and

enter the Temple Crypt. This side area has good random loot, so clear

it out and head back through the Temple Shrine to the Temple Gardens.

Clear this area-ignore Gedna Relvel's Tomb for the moment-and proceed

to arrive back in Temple Sewers East. Backtrack to the Temple, fetch

Urvel Dulni, and escort him all the way in to the Shrine of the Dead.

Agree to escort him back out, but have him wait outside Gedna Relvel's

Tomb and enter it this time. Clear everything you can access, then

backtrack out to the Temple. Report to Gavas Drin to receive the

Blessed Spear, then speak with him again to be referred to Fedris Hler.

He'll give a new quest, and you can get more info from Gavas Drin. Head

outside for now and speak to Mehra Helas for a miscellaneous quest.

Back in the Temple, speak to Nerile Andaren. Take the potion to Geon in

Godsreach and return to Nerile. Along the way, stop by the Royal Palace

Courtyard for more info on Barilzar from Plitinius Mero. Kill the seven

Infected Rats in the Hall of Ministry, and speak to Nerile again. Take

the potion outside to Athelyn, speaking with him, then return to Nerile

again. Head to the basement and speak with Shunari Eye-Fly. Return to

Nerile again, then go find Shunari in the Temple Gardens. Now it's time

to enter Gedna Relvel's Tomb again, and find a secret door at the

bottom of the ladder. Stand on the stone in front of it, then clear

everything out. Gedna herself is extremely difficult; however, you can


kill her if you keep her staggered. Loot the Robe of the Lich when she

drops, then go see Nerile a final time to finish the quest. Head back

to the Sewers a final time, and enter the Abandoned Crypt. Head to the

back, carving up liches, and kill Barilzar. Don't be alarmed if the

screen goes dark; he casts 100% Blind, so it isn't a glitch. Report

back to Fedris, then to Gavas Drin, then enter the High Chapel. Speak

with Hand Sadas Mavandes, Hand Savor Hlan, Hand Vonos Veri, Hand Arnas

Therethi, Hand Drals Indobar, and finally to Almalexia herself. Hand

over the ring to finish the quest, then head back to the Royal Palace

courtyard and speak with Plitinius Mero. When done, wait 24 hours, and

speak to anyone to be directed to Plaza Brindisi Dorom. Help the guards

kill the creatures, speak to a Royal Guard and a High Ordinator, then

go to the Royal Palace and speak to Tienius. Head back to the Plaza and

enter Bamz-Amschend.

Bamz-Amschend

o======================================================================o

***NPCs***

Ervis Verano

Milvela Dralen

King Hlaalu Helseth

Bakh gro-Sham

Eno Romari

Radac Stungnthumz
***NOTABLE LOOT***

Mystery of Talara, v3

Helseth's Collar

Dagger of Symmachus

Trueflame

***QUESTS***

Tribunal-An Assassination Attempt

Tribunal-Helseth's Champion

Tribunal-A Show of Power

Miscellaneous-Robot Arena

Tribunal-The Missing Hand

Tribunal-The Blade of Nerevar

8) Proceed until you get a journal update, then turn around and report

back to Tienius. On the way back, note that you can now explore

Helseth's Chambers, so do so, speaking to Ervis Verano and Milvela

Dralen, note the copy of Mystery of Talara, v3, and report to Tienius.

Now, you may speak to King Hlaalu Helseth for a quest. Head to the

Winged Guar and speak with Bakh gro-Sham. Report back to Helseth, then

head to Barenziah's chambers. Wait until 9 PM the following evening,

and deal with the assassins (but listen to what they say). Report to

Helseth again for Helseth's Collar and a new quest. Go to the Winged

Guar and speak to Ra'Tesh. Agree not to harm Karrod, and you'll have a

huge advantage in the fight. Return to the throne room, wait 24 hours,
and speak to Helseth. Fight Karrod until he surrenders, then speak to

Helseth again. He will give you the Dagger of Symmachus and send you to

the Temple. Go speak to Almalexia for a new quest, then head to the

Bazaar and speak with Meralyn Othan. Note the foreshadowing of the

sequel in this whole quest. Go to Godsreach and speak with Eno Romari,

then report back to Almalexia. After some dialogue, head back to

Bamz-Amschend. Clear out this room, and start collecting scrap metal-we

need 10. Use respawns here in Hearthfire Hall to get them, then return

to Ignatius Flaccus in Godsreach. He'll ask for three cogs, so return

to Bamz-Amschend again and keep your eyes open for them. Proceed to the

Hall of Winds, looting for three cogs and a Dwemer Satchel Pack. Take

the three cogs out to Ignatius Flaccus to complete his quest, leave,

come back, bet on a bot, leave, speak with Venasa Sarano for a new

quest, enter again, kill the bots, speak with Ignatius, and return

again to Bamz-Amschend. This time, enter the Passage of Whispers. Clear

this area and enter the Hall of Wails. Clear this, nicking the Ornate

Dwemer Bowl, the Dwemer Mug, and one of each Ornate Dwemer Goblet, then

backtrack through the Passage of Whispers to Radac's Forge. Clear this

area out, grabbing an Ornate Dwemer Pitcher and one more Satchel

Charge. Use a Satchel Charge to demolish the collapsed rocks, then

head to the surface and deliver the tableware to Detritus Caria to

complete his quest. Return to Bamz-Amschend and proceed to the Passage

of the Walker. Place the second charge to open Norenen-Dur, but we

needn't go there yet. Instead, proceed to King's Walk. This linear area

leads to the Skybreak Gallery. Clear the area and approach the weather
machine in the center. Place the Powered Dwemer Coherer in the junction

box, then with a little trial-and-error on the levers (watch for the

volcano symbol) you'll get a journal update. Return to the surface.

Report to Almalexia, then speak to her again for a new quest. Go deal

with Salas in Godsreach, then return to the Temple and report to

Almalexia. Choose the iron skin blessing, then speak with her again for

another quest. Speak to Fedris to be directed to Yagak gro-Gluk, so

talk with him in the Craftsmen's Hall. Go speak to Barenziah now, then

to Karrod, who will give you the second piece. Go to the Museum in

Godsreach next, and speak to Torasa. Donate two Tribunal artifacts for

the shield, then sell the other two to "finish" the Museum (it never

disappears from your journal, and the artifacts are the BiPolar Blade,

the Dagger of Symmachus, the Mace of Slurring, and the Robe of the

Lich). Take the shield to Yagak for the third piece, then have him

forge the blade. Leave, wait two days, and return for the sword. Head

back to Bamz-Amschend with Trueflame, and proceed to Radac's Forge.

Speak with Radac's ghost, then proceed to Norenen-Dur.

Norenen-Dur

o======================================================================o

***NPCs***

Khash-Ti Dhrur

***NOTABLE LOOT***

Daedric Left Pauldron


Daedric Cuirass

The Black Arrow, v2

***QUESTS***

Tribunal-The Mad God

9) Explore and clear the first zone, then enter The Grand Stair. Kill

the undead (the only good loot is the archers' enchanted arrows), then

head back through the first zone and enter The Teeth That Gnash. No

loot here, so kill the daedra and proceed to the Citadel of Myn Dhrur.

Fight the daedra, including the unique Khash-Ti Dhrur, and claim the

Pyroil Tar from his corpse. Proceed to the Basilica of Divine Whispers,

clear it out, then backtrack to the Citadel. Levitate above the passage

to The Teeth That Gnash and enter the Wailingdelve. Along the

waterfall, find a Daedric Left Pauldron, a Daedric Cuirass, and a copy

of The Black Arrow, v2. With that, we're finished here, so return to

Radac and he'll enchant Trueflame. With that, we can report in to

Almalexia. She'll send us to the ending of this expansion, the

Clockwork City. Before going, I like to recall to Balmora and enchant

my two new Daedric pieces with Fortify Strength or Speed.

Clockwork City

o======================================================================o

***NOTABLE LOOT***

Hopesfire
10) You arrive in the Outer Flooded Halls. The doors are controlled by

levers, usually nearby. Explore this area and proceed to the Inner

Flooded Halls. This area is also lootless, so explore it and enter the

Hall of Delirium. This area is also lootless, so explore it (avoid the

spike traps) and enter the Central Gearworks. This lootless area has

two exits; enter the Chamber of Sohleh first. Clear this lootless area,

return to the Central Gearworks, and proceed through the bashed door to

the Hall of Theuda. This linear, lootless zone leads into the Dome of

Kasia. Avoid the trap (just be fast, or levitate if you're having

issues) and proceed to the Dome of Serlyn. To solve the puzzle, hit

the right switch twice, then the left switch twice, then the right

switch once, then run through the machine and enter the Hall of

Sallaemu. This linear, lootless area leads us to the Dome of Udok. Flip

the lever to make a bridge, and enter the Hall of Mileitho. Another

linear, lootless zone leads to the Dome of the Imperfect. In here,

you'll fight the very tough Imperfect before proceeding to the Dome of

Sotha Sil. Enter, listen to Almalexia's villain speech, and kill her.

MAKE SURE YOU SOULTRAP HER. Only Azura's Star is big enough to hold her

soul. When she dies, take Hopesfire and the Mazed Band from her corpse.

You can use the Band to return to Mournhold. Leave the Temple to get a

speech from Azura. Report to Helseth to get a set of Royal Guard armor,

then return to Balmora. Enchant the Daedric Tower Shield using

Almalexia's soul. I use it for 45 points of Fortify Strength,

personally. Now, go see Vivec. He will believe you about Almalexia, the
only other NPC in the game who will. Now, kill Vivec and soul trap him

in Azura's Star. I enchant my Exquisite Amulet with his soul, and do

24 points of Fortify Speed. We're now ready for the second expansion.

Head to Khuul, and take the boat to Solstheim.

o======================================================================o

| |

| Bloodmoon |

| |

o======================================================================o

Sequence of Events: {WLK031}

1) Fort Frostmoth

2) Gandrung Caverns

3) Raven Rock

4) Supply Ship

5) Frosselmane Barrow

6) Thirsk

7) Patchwork Airship

8) Graring's House

9) Skaal Village

10) Lair of the Udyrfrykte

11) Tombs of Skaalara

12) Castle Karstaag

13) Mortrag Glacier


Fort Frostmoth

o======================================================================o

***NPCs***

Basks-In-The-Sun

Sabinus Oranius

Gamin Girith

Gidar Verothan

Reinhardt Red-Spear

Raccan

Vilbia Herennia

Zeno Faustus

Jeleen

Antonius Nuncius

Carnius Magius

Captain Falx Carius

Gaea Artoria

Saenus Lusius

Severia Gratius

***NOTABLE LOOT***

36 Lessons of Vivec, Sermon 16

A Dance in Fire, v1

A Dance in Fire, v2

A Dance in Fire, v3

A Dance in Fire, v4
A Dance in Fire, v5

A Dance in Fire, v6

A Dance in Fire, v7

Cherim's Heart of Anequina

***QUESTS***

Miscellaneous-The Missing Missionary

East Empire Company-Establish the Mine

Bloodmoon-Rebellion at Frostmoth

Bloodmoon-The Frostmoth Smugglers

Miscellaneous-The Moon Sugar Mystery

***FACTIONS***

East Empire Company-Underling

1) Loot the ship, speak to Basks-In-The-Sun, and proceed toward the

fort. Along the way, speak to Sabinus Oranius, Gamin Girith, and Gidar

Verothan, then proceed to the fort. Run out behind it to speak with

Reinhardt Red-Spear, then go enter the courtyard. Loot around and speak

to Raccan and Vilbia Herennia, then explore all four sections of the

Curtain Wall. With that done, enter the Armory. Loot around and speak

to Zeno Faustus, then go enter the Imperial Cult Shrine. Speak to

Jeleen for a quest, loot (noting the copy of 36 Lessons of Vivec,

Sermon 16), speak to Antonius Nuncius, then head upstairs to loot and

speak to Carnius Magius. He kicks off one of the two main questlines in
the expansion when you join the East Empire Company, so do so and

receive the first quest. Now head to the General Quarters. Loot around

and go check out the Prison. Look around, then go the the General

Quarters Upper Level. Loot around, then head back to the General

Quarters and enter the Supply Room. Loot here, then head back to the

General Quarters and enter Carius' Chambers. Loot (noting all seven

volumes of A Dance in Fire and Cherim's Heart of Anequina), then speak

to Captain Falx Carius to kick off the main quest. Speak to a guard,

then steal some liquor (Antonius Nuncius' desk is a great place in the

Armory), then talk to a guard again. Give him the booze, and he'll

progress the quest. Return to Carius, then go speak to Antonius again.

Tell him you'll keep his secret to get a key to his closet, which you

can go open, then report in to Carius for a reward and a new quest. Go

to the Upper Level to speak with Gaea Artoria, but don't bring her. Go

speak with Saenus Lusius in the General Quarters, who we will work

with. Go speak with Zeno, as he suggests, but along the way, speak with

Severia Gratius outside for a new quest. Chat with Jeleen to progress

that, then go speak to Zeno. He'll direct you out to the Gandrung

Caverns northeast of the fort. It's time to leave, so head there now.

They aren't too hard to find. Head inside when you get there.

Gandrung Caverns

o======================================================================o

***NPCs***

Mus Roscius
Mazorn gro-Gar

Mol gro-Shat

Sorian

Gualtierus Spurius

Falco Galenus

Hroldar the Strange

***NOTABLE LOOT***

Nordic Axe of Paralysis

***QUESTS***

Bloodmoon-The Disappearance of Captain Carius

East Empire Company-A Blocked Door

East Empire Company-Missing Supply Ship

***FACTIONS***

East Empire Company-Clerk

East Empire Company-Steward

2) Take a left to kill Mus Roscius, then loot this passage. Continue

westish to find and kill Mazorn gro-Gar, Mol gro-Shat, and Sorian.

Continue to speak with Gualtierus Spurius, and take his deal to get the

Nordic Axe of Paralysis. Then I kill him anyway. Loot the rest of the

cave and return to Fort Frostmoth. Head to Carius' Chambers to find

them empty, then head to the Upper Level and speak to Artoria for a new
quest. Now, however, we should handle other business. Leave the fort

and head northwest to find Stormpfund Barrow. (Skip Kolbjorn Barrow for

now if you find it). Head inside.

Clear this small barrow, then exit and go west to the water. Follow it

north to Raven Rock, killing all critters, then head back to Fort

Frostmoth to escort the miners from the docks to Raven Rock. Speak to

Falco Galenus when you arrive, harvest four more Raw Ebony, then head

back to Fort Frostmoth. Report to Carnius and give him the ebony, and

he'll promote you to Clerk. Wait three days and ask for another

assignment, then head back to Raven Rock. Note the construction and

talk to the miners, then to Hroldar the Strange, then to Falco. Go back

and forth until it's time to punch Hroldar out, then do so. Report to

Falco, then explore the Raven Rock Mine. Nothing here but ebony, so

report back to Carnius at the Fort. He'll promote you to Steward, and

tell you to wait again. Give it three days, then speak to Carnius

again. Head back to Raven Rock as instructed.

Raven Rock

o======================================================================o

***NPCs***

Veresa Alver

Uryn Maren

Geilir the Mumbling


***QUESTS***

Miscellaneous-The Sad Seer

3) The colony now exists! Start by speaking with Veresa Alver, then

explore and loot the SouthEast Storehouse, Sabinus Oranius' House,

Gidar Verothan's House, Uryn Maren's House, and the South Storehouse.

Pop into the mine to speak with Uryn Maren, then head out and talk to

Falco. Next, ask Gamin Girith if he's seen anything for a quest update.

Report to Falco, then head northwest. Ignore the Earth Stone if you see

it (again, later quests), but check out Bloodskal Barrow.

Loot this empty cave, then head south. The bit of land due west of

Raven Rock holds Kelsedolk Barrow. Head inside.

Clear the single room, leave, and head north to find Geilir the

Mumbling's Dwelling. Enter.

Speak to Geilir for a miscellaneous quest. Head southeast, back to

Kolbjorn Barrow, and head inside.

Clear the small barrow, grab Oddfrid White-Lip, and return to Geilir.

He'll finish out the quest. Proceed northwest to find the supply ship.

Supply Ship

o======================================================================o
***NPCs***

Apronia Alfena

Baro Egnatius

Sathyn Andrano

Aldam Berendus

Gratian Caerellius

Dralora Favelnim

Alcedonia Amnis

Seler Favelnim

Athellor

***FACTIONS***

East Empire Company-Fixer

East Empire Company-Agent

East Empire Company-Negotiator

East Empire Company-Officer

East Empire Company-Deputy

***QUESTS***

East Empire Company-Making a Choice

East Empire Company-Setting up Shop

East Empire Company-Supply Route Problems

East Empire Company-To Catch a Thief

Miscellaneous-In Search of the Falmer


East Empire Company-Bar Brawl

East Empire Company-Discovery in the Mine

4) Speak with Apronia Alfena, agree to have her come with you, but have

her wait while you explore the ship. There's nothing noteworthy inside,

so escort Apronia to Falco when you're done poking around. Return to

the ship and grab six picks, and Falco will buy them from you. When

that's done, report to Carnius. He'll promote you to Fixer. Wait three

days and speak to him again to be directed to Falco. Go see him and

(for this walkthrough) side with him. He'll ask you to make a choice:

trader or smithy. Go talk to everyone, then choose (for this guide) the

trader. Report to Falco, then Carnius. After the standard wait, return

to Raven Rock. Speak with Baro Egnatius, then enter the new Trader

shop. Speak to Sathyn Andrano and loot the shop, then see Falco. He'll

promote us to Agent, and give a new quest. Go to Baro again, then Falco,

then Apronia, then Falco, then Baro. Equip and hold the saber to talk

to Baro, then go back to Falco. He will promote you to Negotiator, and

give a new quest. Check the house, then report to Falco, then sneak

into the mine and follow Uryn. Talk to him when your journal updates,

speak with Aldam Berendus and Gratian Caerellius, then report to Falco,

then to Carnius. Now back to Falco. He'll promote us two ranks to

Deputy. Wait three days, then explore the colony again. Speak with

Dralora Favelnim, explore and loot the North Storehouse, Sados

Relothan's House, Seler Favelnim's House, and enter the Bar. Speak with

Alcedonia Amnis, Seler Favelnim, and Athellor for a new quest. Loot,
leave, and speak to Falco for a new quest. Dralora will speak to you as

you approach the bar. Just let Seler hit you several times, and he'll

wear himself out. Refuse to kill him, and report to Falco for a new

quest. Now, return to Fort Frostmoth, and get ready for some

exploration. To the east (southeast of Gandrung Caverns) is Frosselmane

Barrow. Head inside.

Frosselmane Barrow

o======================================================================o

***NPCs***

Ingmar

Uncle Sweetshare

***NOTABLE LOOT***

Seasplitter

The Song of Uncle Sweetshare

***QUESTS***

Miscellaneous-Ingmar in a Bind

5) Loot the small barrow and leave. Go east over a river to find and

enter Himmelhost Barrow. Clear it, getting the unique Seasplitter and

reading the pirate captain's note. Leave now and head north to find the

Sun Stone, which we'll visit in a later quest. Just north of it is

Skogsdrake Barrow. Head inside. Clear this small barrow, then head
north to Valbrandr Barrow. While outside, check the base of the arch

for the pirate captain's treasure, then speak to Ingmar and accept his

quest. He'll also update Jeleen's quest. Enter the barrow and let

Ingmar kill the draugr. Loot and follow the coast northeast to

Connorflenge Barrow. Head inside, clear it out (werewolf!), then head

northwest to find Glenschul's Tomb. Simply note it (a quest goes here

later), then head southwest to find and enter Lukesturm Barrow. Clear

this one too, then head west to find and enter Uncle Sweetshare's

Workshop.

The Song of Uncle Sweetshare, on the corpse outside, is an Alchemy

skill book. Speak to Uncle Sweetshare inside, spare him, and report

back to Severia in Fort Frostmoth to finish this quest. Come back to

the workshop, then push a bit further north to find the mead hall at

Thirsk.

Thirsk

o======================================================================o

***NPCs***

Brynjolfr

Ulfrun

Olfeigr the Fair

Andrelheim

Svenja Snow-Song

Bereditte Jastal
Skjoldr Wolf-Runner

Erich the Unworthy

Mirisa

Thauraver

Rogue Necromancer

Sigvatr the Strong

***NOTABLE LOOT***

Shadowsting

Ebony Arrow of Slaying x5

Deceit

Treachery

Ring of Raven Eye

Thauraver's Orders

Staff of Carnal Channeling

Ancient Steel Helm

Whitewalker

***SPELLS***

Resist Frost

6) Out back is a hollow treestump with good gear, including

Shadowsting, five Ebony Arrows of Slaying, Deceit, Treachery, and the

Ring of Raven Eye. Speak to Brynjolfr in a side building to update a

quest. Loot it, then enter the main hall. Speak to Ulfrun, Olfeigr the
Fair, Andrelheim, Svenja Snow-Song, Bereditte Jastal (upstairs),

Skjoldr Wolf-Runner, and finally Erich the Unworthy. Go upstairs and

open the locked door to find Mirisa, who you should escort back to Fort

Frostmoth. Buy a spell from her, too. You'll have to fight Erich on the

way out-just kill him, no one will interfere. When back, report to

Jeleen to finish the quest, then return to Thirsk. Northwest, on the

lake, you can find the Caves of Fjalding, but ignore them for now.

North and a bit west of Thirsk is the Beast Stone, another site we'll

visit in a later quest. From here, northwest is a cave called Rimhull,

which we'll also hold off entering. From here, head west across the

water and enter a cave called Legge.

Clear this small ice cave, leave, return to the Beast Stone, and go

east to another cave called Sjobal. Head inside. In the back, kill

Thauraver, read his orders (a Security skill book), and loot the cave.

East of Sjobal are the Tombs of Skaalara, site of a later quest. East

of here, on an island, is Gyldenhul Barrow, site of a later quest (so

skip it for now). West (back across the water) and a bit north is

Frossel. Head inside. Clear this place out, then follow the coast

(circling the Skaal Village) until, on the north shore, you find

another ice cave, Skygge. Head inside. Kill the Necromancer's

Apprentices and undead, then the Rogue Necromancer. Loot his Staff of

Carnal Channeling and the rest of the cave, and leave. Head west and a

bit south to another ice cave called Frykte. Head inside. Check the

ceiling for Angria's Corpse and the unique Ancient Steel Helm, then
leave. From here, head north to Benkongerike, another ice cave. Enter.

Explore, loot Fryssa for Whitewalker, and leave. West is Castle

Karstaag, which we'll visit later. Further west is Mortrag Glacier,

which we'll also visit later. Southeast of here is Hrothmund's Barrow,

another site we'll return to later. East of here is the Wind Stone,

which we'll return to in the main quest. South of here is an ice cave

called Bjorn, which we can enter. Clear it out, loot, and leave, going

southwest to the Altar of Thrond. Nearby, speak to Sigvatr the Strong,

then head west to the Patchwork Airship.

Patchwork Airship

o======================================================================o

***NPCs***

Thormoor Gray-Wave

Kjolver

Ulfgar the Unending

Kolfinna

Berserker Denmother

Aldam Berendus

***QUESTS***

Miscellaneous-The Cursed Captain

Miscellaneous-A Woman Scorned

Miscellaneous-Betrayal at Brodir Grove

Miscellaneous-A Wife's Retribution


***NOTABLE LOOT***

Ancient Steel Cuirass

Ancient Steel Left Pauldron

Ancient Steel Right Pauldron

Ancient Steel Left Gauntlet

Ancient Steel Right Gauntlet

Ancient Steel Greaves

Ancient Steel Boots

Spear of the Snow Prince

The Wolf Queen, v8 x2

The Wolf Queen, v1

The Wolf Queen, v2

Helm of Bear Scent

Stormfang

Helmet of Bearkind

7) Loot around, taking the captain's journal. From here, head

northwest to an ice cave called Domme, and head inside. Explore, loot,

and leave, going southwest to the Varstaad Caves. Head inside. Loot and

leave, then go south to find the Water Stone, which we'll visit later

on. From here, head west and a bit south on the coast to find

Thormoor's Watch. Speak to Thormoor Gray-Wave for a quest, then head

south to find Geilir again. He'll remove the curse, so return to

Thormoor to be directed to Thirsk. Return there, speak to Thormoor,


then head northeast to Gyldenhul Barrow. Head inside. Loot, leave,

return to the airship, and go south to find and enter Jolgeirr Barrow.

Loot the place for the Ancient Steel Cuirass, Ancient Steel Left

Pauldron, Ancient Steel Right Pauldron, Ancient Steel Left Gauntlet,

Ancient Steel Right Gauntlet, Ancient Steel Greaves, Ancient Steel

Boots, Spear of the Snow Prince, and the book Fall of the Snow Prince.

You'll get a journal update. Run to Raven Rock and report this to

Athellor, then go back to Jolgeirr Barrow. A bit southwest is the Cave

of Hidden Music, which we'll return to later. A bit southeast is

Kjolver's Dwelling, which you should enter. Loot and speak to Kjolver

for a quest. Leave and go east to enter Eddard Barrow. Loot this

wealthy little barrow for two copies of The Wolf Queen, v8, a copy of

The Wolf Queen, v1, a copy of The Wolf Queen, v2, and the unique Helm

of Bear Scent. A bit farther east is an ice cave called Fjell. Enter.

Kill the Grahl, loot, and leave. Just southeast is the Tree Stone,

which we'll revisit later. Go southwest to find Ulfgar the Unending's

Dwelling, and head inside. Loot the cave and speak with Ulfgar for a

quest. Head south a bit to get Brodir Grove on the map, then return to

Thirsk. Visit Bereditte and buy Sovngarde, A Reexamination from him,

and bring it to Ulfgar. Agree to fight him, then kill him to finish the

quest. Take Stormfang from him, then go outside to the grove to speak

to his spirit. Now head east and enter a cave called Solvjord. Loot the

small cave, leave, and continue east to Kolfinna's Dwelling. Head

inside, loot, and speak to Kolfinna for a quest. Go back to the Altar

of Thrond to see Sigvatr again, raise his disposition for the gem, and
return to Kolfinna to finish the quest. Finally, just west of here is

the Halls of Penumbra, which we'll visit later. Return to the Tree

Stone and head northeast, following between the two rivers, to find the

Gloomy Cave. Head inside. Loot the small, empty cave, then continue

northeast to find and enter a cave called Gronn. Kill the berserkers,

loot the Denmother for the Helmet of Bearkind, loot the cave, and

leave. Now continue north to Graring's House.

Graring's House

o======================================================================o

***NPCs***

Hidar

Aenar

Graring

Coventina Celata

Constans Atrius

Baslod

Cimber Valerius

Capiton Popillius

Valgeir

Eifid

Balfring

Bryngrim

Vigunn

Fjrokvar
Ormvard

Alfbrand

Audmund

Toralf

***QUESTS***

East Empire Company-Race Against the Clock

East Empire Company-Razing the Forest

East Empire Company-Hiring Guards

East Empire Company-Protect Falco

East Empire Company-Under Siege

***FACTIONS***

East Empire Company-Factor

8) Speak to Hidar, Aenar, and Graring. Go east to kill Coventina Celata

behind a boulder, then speak to Graring again. Head to the mine and get

some stalhrim from the new wing, then return to Graring. Now Aenar and

Hidar will make Stalhrim items if you want them. Return to Falco for a

new quest. Head to Fort Frostmoth, speak to Constans Atrius, but be

careful-jump over the rug in Carnius' office on the way out, and head

to the supply ship. Give the report to Carnius, and report back to

Falco. He'll give a new quest. Head east and hunt down every Spriggan

you can. You'll get a journal update when it's done. Enter the bar and

speak to Unel, then enter the mine. You can now enter a new Abandoned
Mine Shaft, so do so. Return to Unel when your journal updates, and

escort him to the roots. When the journal updates, recall to Balmora

and buy the petals from the Gnisis Temple. Get back to Raven Rock and

give them to Unel, then report to Falco for a new quest. Speak to Afer

Flaccus, Garnas Uvalen, and Gratian Caerellius, all three of which will

volunteer for guard duty. Report to Falco, then go redeem your stock

certificate for 12000 gold (the maximum possible). Wait here for a

journal update, then return to Raven Rock. Explore the new buildings

(Gratian Caerellius' House, Vacant House, Afer Flaccus' House, and

Garnas Uvalen's House), then talk to Falco for a new quest. Kill

Baslod, Cimber Valerius, and Capiton Popillius when they appear, then

report in, wait two days, and speak to Falco for another new quest.

Head to Fort Frostmoth and see Constans, then return to Falco. Enter

the mine and kill all ten "Skaal," including Valgeir, Eifid, Balfring,

Bryngrim, Vigunn, Fjrokvar, Ormvard, Alfbrand, Audmund, and Toralf, who

carries a note we need. Take it to Falco, and he'll send you to

Carnius. Kill him when he attacks and return to Falco, who will make

you the new Factor. Wait three days and talk to Falco for one last

thing-the Factor's Estate. Find Aldam and speak to him, then choose

any site you like. Leave, wait three days, then come back to explore

your new home. When done, it's time to progress. Head to the Skaal

Village.

Skaal Village

o======================================================================o
***NPCs***

Horski Tallowhand

Engar Ice-Mane

Hagrad the Stone

Alvring Whitebeard

Snedbrir the Smith

Rigmor Halfhand

Bronrod the Roarer

Risi Ice-Mane

Lassnr

Korst Wind-Eye

Tymvaul

Erna the Quiet

Brandr

Tharsten Heart-Fang

***NOTABLE LOOT***

Lord Jornibret's Last Dance

A Dance in Fire, v1

Mantle of Woe

Mace of Aevar Stone-Singer

Helm of the Wolf's Heart

Paws of the Wolf-Runner

***QUESTS***
Miscellaneous-Tymvaul in the Well

Bloodmoon-The Skaal Test of Loyalty

Bloodmoon-The Ritual of Water

Bloodmoon-The Ritual of Earth

Bloodmoon-The Ritual of Beasts

Bloodmoon-The Ritual of Trees

Bloodmoon-The Ritual of the Sun

Bloodmoon-The Ritual of the Winds

Bloodmoon-The Skaal Test of Wisdom

Bloodmoon-The Skaal Test of Strength

Miscellaneous-The Mead Hall Massacre

9) Outside, speak to Horski Tallowhand, Engar Ice-Mane, Hagrad the

Stone, and Alvring Whitebeard. Loot around, then enter Snedbrir the

Smith. Speak with him, loot (note the copy of Lord Jornibret's Last

Dance), and enter Rigmor's Hut. Speak with him, loot (note the copy of

A Dance in Fire, v1), and enter Bronrod the Roarer's House. Speak with

him, loot, and enter Ingmar's House. Speak with him to finally finish

his quest, loot, then enter Ice-Mane's Hut. Speak with her, loot, and

enter Erna the Quiet's House. Read the note to update a quest, loot,

and enter Lassnr's House. Loot, speak with him for a quest, and enter

the Shaman's Hut. Loot, speak with Korst Wind-Eye, then enter Rimhull

through the well. Clear the place out, then speak to Tymvaul. Mention

his father to receive the Mantle of Woe without a fight, then leave the

cave. Brandr and Erna the Quiet are just south of here, so go see them.
Speak to both, then kill Erna, take her ring, and flee to Kjolver's

dwelling. Turn in the ring to end that quest, then return to the Skaal

Village to see Lassnr and finish that one as well. Finally, enter the

Greathall, loot, and speak to Tharsten Heart-Fang. When done, speak to

Korst again, read the books, and set out for the stones. Follow the

story and go to the Water Stone first. Follow its instructions, and the

Swimmer (a black horker) will lead you to an underwater cave. Enter

Stahlman's Gorge and swim to the back to find the Waters of Life. Bring

them back to the Water Stone to finish the first ritual. Head to the

Earth Stone next, south of the Water Stone. Head northeast as

instructed and enter the Cave of Hidden Music. Clear the sizeable cave

and enter the Chamber of Song. Clear it out, then strike the

stalactites in the correct order. Do it again when the pattern changes,

then return to the Earth Stone to finish the second ritual. Head to the

Beast Stone now, a bit north of Thirsk. Head south as instructed, and

kill the rieklings attacking the bear. Remove the arrow from the bear,

rest as needed, then return to the Beast Stone. Now head to the Tree

Stone, to the southwest. Go east and kill the riekling and attendant

spriggans. Return to the Tree Stone with the riekling's Strange Seeds

and go a bit northwest for a prompt to plant the seeds. Do so and

interact with the Stone to finish the fourth ritual. Now head to the

Sun Stone, southeast of here. Head west as instructed, and enter the

Halls of Penumbra. Clear this sizeable cave, using the Flaming Eye of

the Lightkeeper from the Lightkeeper Grahl to free the sun. Return to

the Sun Stone to finish the fifth ritual, then head to the Wind Stone,
just southwest of the Skaal Village. Head to Lake Fjalding and go

southeast to enter Glenschul's Tomb. Clear it out, opening the bag, and

return to the Wind Stone to complete the final ritual. Now return to

the village and report to Tharsten to advance the main quest and

receive the Mace of Aevar Stone-Singer. Head outside and speak first to

Hagrad the Stone, then to Engar Ice-Mane. Next, speak to Rigmor in his

hut, then to Risi in the Ice-Mane's Hut. Get the letter off of the bed

in the hut, then talk to Risi again. Speak to Rigmor again, then go to

Tharsten. I choose the wolves, receive the Helm of the Wolf's Heart,

watch the sentence, then speak to Tharsten again to advance. Head to

Lake Fjalding and talk to Korst, then divert to Thirsk to find everyone

dead. Take the Paws of the Wolf-Runner from Skjoldr's corpse, and speak

to Svenja for a new quest. Head to the shore to find and enter the Lair

of the Udyrfrykte.

Lair of the Udyrfrykte

o======================================================================o

***NPCs***

Bergljot

Bathmar Bold-Lute

The Udyrfrykte

Aesliip

***NOTABLE LOOT***

Severed Nord Leg


Haakon's Lucky Break

Clanbringer

Aesliip's Ring

***QUESTS***

Miscellaneous-A Shipment of Mead

Miscellaneous-Thirsk Hunters

Bloodmoon-The Siege of the Skaal Village

Bloodmoon-The Totem of Claw and Fang

10) Kill the Udryfrykte, take the Severed Nord Leg and the beast's

heart, loot, and return to Thirsk. Svenja will send you west to

Hrothmund's Barrow, so go there and enter. Along the way, search the

bottom of Lake Fjalding for the unique staff Haakon's Lucky Break. The

answer to the question is Ondjage. Grab the Amulet of Infectious Charm,

then interact with the axe. With that, recall to Vvardenfell and visit

Louis Beauchamp in Ald'Ruhn. Hand over the airship captain's journal

and the amulet to complete his quest, then return to Thirsk. Speak to

Bergljot, Bathmar Bold-Lute, and Svenja to finish the quest. Have her

order mead AND send hunters for pelts, go upstairs to get Clanbringer,

then head outside and wait seven days. Reenter to collect the pelts and

profit, ending the Thirsk quests, then enter the Caves of Fjalding near

the pillar of fire. Explore, loot, and proceed to Aesliip's Lair.

Explore, loot, and speak to Aesliip. Agree to help him, enter the

caverns, explore, loot, and kill the daedra, and Aesliip will give you
his ring. Make your way to the surface and return to Korst. Return to

the Skaal Village now, and note that everyone just says to wait.

However, after speaking to Tharsten, his guard will tell you werewolves

are attacking. Go outside and kill them, then enter the Greathall and

kill two more. Speak to Korst to advance the questline. Now, you can

choose between completing the main quest as a human or a werewolf-I

will choose human for this walkthrough. Cure yourself and speak to

Korst again, then go east and south to find and enter the Tombs of

Skaalara.

Tombs of Skaalara

o======================================================================o

***NPCs***

Grerid Axe-Wife

Sattir the Bold

Rolf Long-Tooth

***QUESTS***

Bloodmoon-The Ristaag

Bloodmoon-The Castle Karstaag

***SPELLS***

Call Wolf

Call Bear
11) Explore, kill the werewolves, loot (the totem is easy to find), and

return to the village. Korst will teach you a spell and advance the

questline. Head to the western shore of Lake Fjalding and go pretty far

west from the northern tip of the lake. Find and speak with Grerid

Axe-Wife, Sattir the Bold, and Rolf Long-Tooth around 10 PM, then

follow his directions. It's all fairly straightforward, except you take

the lead once the werewolves attack. The spirit bear is south and a bit

west from here, so kill it and take its heart back to Korst. He'll

teach another spell and advance the questline. Head to Castle Karstaag,

and go north to enter the Caverns of Karstaag through an underwater

cave.

Castle Karstaag

o======================================================================o

***NPCs***

Krish

Dulk

***NOTABLE LOOT***

Stalhrim Longsword of Flame

***QUESTS***

Bloodmoon-Hircine's Hunt

12) Speak to Krish the riekling, then escort him through the caverns,
killing grahl as you go. Turn right first to find some loot, then

backtrack to the intersection and go the other way, avoiding the hole

as you go. Enter the Banquet Hall when all the grahl are dead, kill the

hostile rieklings, loot, and enter the Throne Room. Speak to Dulk to

learn more, loot the area, check out Karstaag's Chambers for more loot,

leave, and report to Korst to receive the Stalhrim Longsword of Flame

and advance the questline. Now, all you need to do is rest, and you'll

wake up in...

Mortrag Glacier

o======================================================================o

***NPCs***

Hircine

Karstaag

***NOTABLE LOOT***

Hircine's Ring

Spear of the Hunter

Daedric Right Pauldron

BlueDev's Ring of Viewing

13) Hircine will tell you what's what, and although it may not be clear

we are inside the Mortrag Glacier. Head forward into the Outer Ring to

begin. Speak with Carius and agree to work together, then solve the

maze. It isn't too hard to find the key, or the gate afterwards. Carius
will stay behind, so go through to find Tharsten. Agree to work with

him as well, but before long he'll turn on you. Kill him to get both

the next key and the Ring of Hircine. It can turn you into a werewolf

at will. Proceed through the maze and advance at the center. Kill

Karstaag (he attacks on sight), then you can choose an aspect of

Hircine to battle. I choose guile, for the best reward. Kill Hircine's

Aspect of Guile, take the Spear of the Hunter and the final key, then

advance to end the game's final quest. There are a couple of items we

can still get. Head to Castle Karstaag, and levitate atop it to find

a Daedric Right Pauldron at last inside the tower. In the Skaal

Village, you can find BlueDev's Ring of Viewing in a cliff racer's

mouth in the Greathall. That's it. If you like completion, go enchant

the Daedric Right Pauldron as you choose, but you have done everything

you can do in Morrowind. Congratulations!

o======================================================================o

| |

| Bestiary {BST001} |

| |

o======================================================================o

o======================================================================o

| |

| Updates/Thanks {UPD001} |

| |
o======================================================================o

Version History

<---------------------------------------------------------------------->

Version 0.01

2-19-2015

Started! Did the intro and character sections, and uploaded it because

the character creation stuff alone is quite useful and, IMHO, better

than anything else currently on the site. Walkthrough is coming.

Version 0.10

2-24-2015

Finished the Spells section. Added General Tips and began writing the

main walkthrough. Got through Sequence 1-Character Creation.

Version 0.11

2-27-2015

Chugging away on the main walkthrough. Completed Sequence 2-Seyda Neen.

Version 0.12

3-7-2015

Completed walkthrough sequence 3-Seyda Neen Wilderness.

Version 0.13

3-16-2015
Completed Walkthrough Sequence 4-Balmora.

Version 0.14

4-8-2015

Completed Walkthrough Sequence 5-Balmora Wilderness.

Version 0.15

4-11-2015

Completed Walkthrough Sequence 6-Hla Oad.

Version 0.16

4-15-2015

Completed Walkthrough Sequence 7-Pelagiad.

Version 0.17

4-21-2015

Complete Walkthrough Sequence 8-Suran.

Version 0.18

11-30-2015

Completed Walkthrough Sequence 9-Bal Ur Wilderness.

Version 0.19

11-15-2016

Overhauled the previous walkthrough sections and completed new Sequence


7-Vivec & Wilderness.

Version 0.20

11-19-2016

Completed Walkthrough Sequence 8-Ebonheart & Wilderness.

Version 0.21

11-27-2016

Completed Walkthrough Sequences 9 and 10, Caldera & Gnaar Mok and

Wilderness, and portions of Sequence 11, Ald'Ruhn.

Version 0.22

12-7-2016

Completed Walkthrough Sequence 11-Ald'Ruhn & Wilderness.

Version 0.23

Completed Walkthrough Sequence 12-Maar Gan & Wilderness.

Version 0.24

12-11-2016

Completed Walkthrough Sequence 13-Urshilaku Camp & Wilderness.

Version 0.25

12-16-2016

Completed Walkthrough Sequence 14-Khuul & Wilderness.


Version 0.26

12-19-2016

Completed Walkthrough Sequence 15-Ald Velothi & Wilderness.

Version 0.27

1-1-2017

Completed Walkthrough Sequence 16-Gnisis & Wilderness.

Version 0.28

1-8-2017

Completed Walkthrough Sequence 17-Ghostgate & Wilderness.

Version 0.29

1-12-2017

Completed Walkthrough Sequence 18-Dagon Fel & Wilderness.

Version 0.30

1-14-2017

Completed Walkthrough Sequence 19-Ahemmusa Camp & Wilderness.

Version 0.31

1-17-2017

Completed Walkthrough Sequence 20-Zainab Camp & Wilderness.


Version 0.32

1-19-2017

Completed Walkthrough Sequence 21-Vos & Tel Vos.

Version 0.33

1-22-2017

Completed Walkthrough Sequence 22-Tel Mora & Wilderness.

Version 0.34

1-29-2017

Completed Walkthrough Sequence 23-Tel Aruhn & Wilderness.

Version 0.35

2-1-2017

Completed Walkthrough Sequence 24-Tel Fyr & Wilderness.

Version 0.36

2-8-2017

Completed Walkthrough Sequence 25-Sadrith Mora & Wilderness.

Version 0.37

2-11-2017

Completed Walkthrough Sequence 26-Molag Mar & Wilderness.

Version 0.38
2-15-2017

Completed Walkthrough Sequence 27-Erabenimsum Camp & Wilderness.

Version 0.39

2-19-2017

Completed Walkthrough Sequence 28-Tel Branora & Wilderness.

Version 0.40

2-27-2017

Completed Walkthrough Sequence 29-Progressing the Main Quest.

Version 0.41

3-18-2017

Completed Walkthrough Sequence 30-Tribunal.

Version 1.00

3-30-2017

Completed Walkthrough Sequence 31-Bloodmoon. Walkthrough complete.

Special Thanks

o======================================================================o

Haeravon-For inspiring me to write a detailed, front-to-back, maximum-

power guide like this. He also graciously permitted me to use his

old guides as a formatting template.


The UESPWiki, for all the information I relied on to create my

strategies. Almost all of the information collected here was transposed

from their website.

The UHS (Universal Hint System), for their Region Maps, which assisted

me in deciding when to tackle which dungeons.

The Elder Scrolls Wiki, for a few tidbits of information (mainly set

locations of particular generic items) not documented on UESP.

***END OF FILE***

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