The Elder Scrolls III: Morrowind - Gotye This guide is set at a width of 72 characters. For ease of use, make sure your browser is displaying all the numbers on the line below. 123456789012345678901234567890123456789012345678901234567890123456789012 o======================================================================o | | | The Elder Scrolls III: Morrowind | | Game of the Year Edition | | | o======================================================================o "Beating Morrowind in ______ Easy Steps!" Version 0.17 Written by: Travis Whitsitt (tarvis79) Email: traviswhitsitt (at) gmail (dot) com If you're going to email me about this guide, make sure you put "MORROWIND" in the title, or I'll probably end up deleting it as junk. 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} 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 {WLK002} Dungeons Around Seyda Neen {WLK003} Balmora {WLK004} Wilderness Around Balmora {WLK005} Hla Oad {WLK006} Pelagiad {WLK007} Suran {WLK008} Bal Ur Wilderness* {WLK009} >>>>>>>>>>>>>>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. 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. 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. In addition to that, I'm a sucker for self-made extra challenges. One of my favorites, introduced in my Skyrim Let's Play, is Ironborn mode. The idea, borrowed from the lore of Game of Thrones, is to pay the iron price (and not the gold) for any item I use. In practice, this means buying nothing from merchants where there is *any* other way to get the item. For Morrowind, that means I spend money on quests, strongholds, and spells. If I run across an item I need that can only be acquired through the actual Barter interface, I will specify that in the body of the walkthrough. That spending prohibition applies to skill training. Why buy training when you can level skills for free yourself? I try to minimize grinding, preferring to level skills as I play. In practice, Morrowind (and Oblivion) make this much more difficult than Skyrim does, due to the way attribute multipliers are calculated when leveling. Nonetheless, I will endeavor to grind as little as possible. Where grinding is actually necessary, I'll specify, along with an explanation as to why. 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 thank to proper race and birthsign choices. Fourth, the additional things it boosts-success rates in 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. 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. Lift (or buy) either the Iron or Steel Shield (they restock, and Heavy Armor is freely usable), 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 absoltuely 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 lift (or buy) all the repair tools he has. I would also suggest having a full suit of armor on-I'd do Heavy Armor, since my plan has it freely usable, but again, anything will suffice. 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 Bladesonce 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). 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 powerful 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. 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. 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 it's the one skill where I recommend a full-on 5-100 grind), 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 firsts 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 Mudcrabswill 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. 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 effect 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 the 50% resistance to *everything* enjoyed by a Breton. 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, Medium 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 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 2) Jiub-Choosing A Name 3) Dock Guard-Choosing A Race 4) Socucius Ergalla-Choosing A Class & Birthsign 5) Engraved Ring of Healing 6) Sellus Gravius-Minimal Direction in a Massive World Imperial Prison Ship-Hold o======================================================================o ***ITEMS*** Common Shirt (start wearing this) Common Pants (start wearing this) Common Shoes (start wearing this) ***NPCs*** Jiub Guards 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." <----------------------------------------------------------------------> 2) 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 ***NPCs*** Guards 3) 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-Building A o======================================================================o ***NPCs*** Socucius Ergalla Ganciele Douar ***ITEMS*** Release Identification Iron Dagger 4) 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. I consider this an exploit, so I'll come back when I can either competently Sneak or I can Taunt these guys into battle and defeat them. Seyda Neen-Census and Excise Courtyard o======================================================================o ***ITEMS*** Engraved Ring of Healing 5) 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 6) 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) Fargoth's Ring 2) Vodunius Nuccius 3) Ingredient & Item Gathering 4) Arrille's Tradehouse-Hrisskar's Quest 5) Lighthouse & Fargoth's Hiding Place 6) Sneak Grinding 7) Getting Outfitted 8) Fargoth's House 9) Killing Spree 10) Draren Thiralas' House 11) Eldafire's House 12) Vodunius Nuccius' House 13) Indrele Rathryon's Shack 14) Erene Llenim's Shack 15) Fine-Mouth's Shack 16) Terurise Girvayne's House 17) Arrille's Tradehouse-Killing 18) Field Trip for Hammers 19) Processus Vitellius 20) Foryn Gilnith's Shack 21) Lighthouse Looting 22) Census & Excise Looting 23) Arrille's Tradehouse-Locks 24) Alchemy Session 1 Seyda Neen o======================================================================o ***NPCs*** Eldafire Indrele Rathryon Fargoth Vodunius Nuccius Teleri Helvi Erene Llenim Darvame Hleran Guards ***QUESTS*** Misc.-Fargoth's Ring ***REWARD*** Disposition Boost-Fargoth Disposition Boost-Arrille 1) First things first. Find a little Wood Elf named Fargoth, and be honest with him about his ring to complete your first quest. His Disposition will soar (not relevant), but so will Arrille's, at the Tradehouse (much more relevant). Don't worry about the ring, you'll get it back soon. NOTE: In general, I suggest running everywhere. It will gradually raise Athletics, which we want. Sneaking everywhere won't do you any good-at our current level, we'll never be undetected, so the skill will never raise. At present, however, we want to raise Acrobatics by 10 before reaching level 2, so jump everywhere until it hits 20. If you will need Fatigue, I'll let you know, so you can let the bar regenerate before attempting a step. <----------------------------------------------------------------------> ***QUESTS*** Misc.-Vodunius Nuccius Bloodmoon Main-An Island to the North 2) Find an Imperial named Vodunius Nuccius, and speak to him. Ask him for a "little advice" and he'll tell you to take the silt strider to get out of Seyda Neen. Ask him for the latest rumors, and if you have Bloodmoon installed, he'll tell you about Solstheim. Ask about Solstheim to learn there's a boat from Khuul that goes there. Hooray. Head out to the strider port (it's the giant bug, tough to miss) and speak to Darvame Hleran, the caravener, about Vodunius Nuccius. She'll mention that he isn't happy in Morrowind. This quest requires 100 gold to complete, so we'll hold off for the moment. Go ahead and ask Darvame for the "latest rumors" and she should mention that the local tax collector, Processus Vitellius, has gone missing. Hmm. <----------------------------------------------------------------------> ***ITEMS*** Iron Shardaxe Silverware Cup Travel Lantern x4 25 Gold ***CONTAINERS*** Luminous Russula x10 Hypha Facia x1 Bungler's Bane x1 Violet Coprinus x3 Draggle-Tail (pod) x3 Draggle-Tail (flower) x1 ***SKILL INCREASES*** Acrobatics x2 ***REWARDS*** Nuccius' Cursed Ring 3) Time to see what we can find outside, free for the taking. First, head down from the strider port, back to town, along the road. Check the two Luminous Russula by the tree on the left. When harvesting ingredients, you'll find anywhere from 0 to 3 of whatever you're harvesting. Unfortunately, it's random. Head back into town. If you're jumping everywhere like I said to, your Acrobatics will raise to 11 somewhere around the bridge. Keep going back to the Census and Excise Office, and nab a Travel Lantern off the wall by the door to the Warehouse. Turn around, head past Census and Excise, and turn left toward the water. Check a Hypha Facia and a Bungler's Bane growing on the tree to your right, then check the three Violet Coprinus growing from the ground behind it. Turn toward the lighthouse, but bypass the steps leading up to it for now and go poke around the coast. There's a Slough Fern to check on the left. Past that, on a little spit of land, are a total of eight more Luminous Russula. Head back to the lighthouse now, and take the wooden steps to the door. Your Acrobatics will raise to 12 at this point. Grab another Travel Lantern next to the lighthouse door, but don't go inside just yet. Instead, peek over the corner into a hollow treestump to notice a Silverware Cup and 25 gold. Grab both of these, then get back to the door and jump atop the rocks to the west. Hug the wall if you're having trouble with the jump. From here, jump to another hollow treestump and grab the Iron Shardaxe sitting inside. Jump out and check the three Draggle-Tail pods and one Draggle-Tail flower for ingredients. Any farther out and you'll run into wildlife, and we need either a Spear or a Destruction spell at this point to kill them inside our plan. We have neither, so head back to town. Go ahead and spend the 100 gold on Vodunius Nuccius' cursed ring to complete his quest, now that we have the money. Hop over to Arrille's Tradehouse now, and grab the Travel Lanterns by both the storage door and the main door before heading inside. Seyda Neen-Arrille's Tradehouse o======================================================================o ***NPCs*** Arrille Tolvise Othralen Hrisskar Flat-Foot Raflod the Braggart Albecius Colollius Tandram Andalen Elone ***ITEMS*** Elone's Directions to Balmora ***SPELLS*** Frostbite Spark ***QUESTS*** Misc.-Fargoth's Hiding Place 4) Plenty to do here, but we're not equipped for much of it yet. First, talk to Arrille and sell off your Travel Lanterns, Directions to Caius Cosades (NOT the package), Nuccius' Cursed Ring (that thing is useless), and Silverware Cup. Sell stacks one at a time-you'll get a lot more gold that way. We're not ready to raise Mercantile, so just take whatever he offers you. Next, go to the Spells menu, and buy Frostbite and Spark. This should be affordable if you've been following me exactly. Now we can kill things with Destruction, but for the moment I suggest only doing that in an emergency. We lack a reliable way to fill our Magicka, and raising Destruction won't help us level. Go upstairs and speak to Hrisskar Flat-Foot. Agree to help him to start another quest. Go speak to Elone about directions to Balmora to receive Elone's Directions to Balmora. Sell these to Arrille on your way out. Seyda Neen-Lighthouse o======================================================================o ***NPCs*** Thavere Vedrano ***ITEMS*** Travel Lantern x3 Journeyman's Lockpick Engraved Ring of Healing 300 Gold ***REWARD*** Engraved Ring of Healing Journeyman's Lockpick 100 Gold ***SKILL INCREASES*** Acrobatics x2 5) Do as Hrisskar said, and go over to the lighthouse and head inside. Acrobatics should raise to 13 along the way. Ignore everything for now and just zip upstairs to head outside. Grab the Travel Lantern by the exit door and wait until nightfall-2 AM usually works for me. You should be able to see Fargoth sneaking from here. Once he goes to the treestump in the middle of the shacks, you can head down and search it to find 300 Gold, a Journeyman's Lockpick, and the Engraved Ring of Healing. Before running back to Arrille's Tradehouse, go over to the Census and Excise Office. Acrobatics should raise to 14 along the way. Note the two Level 10 locked gates. Let your Fatigue recharge, then open them both with your new lockpick. Make sure you're in stealth-no one usually comes over here, and when they do, they wander off quickly. Save scum to avoid failure-the limited use on our thieves' tools means we can't afford it. Grab the Travel Lanterns next to the door from the dock. Now head to Arrille's Tradehouse and speak to Hrisskar to turn in the quest. Talk to Arrille, sell off the Travel Lanterns, then go to the Spells menu and buy the spells Fireball and Hearth Heal. Head back to the Census and Excise Office now, and go inside. Seyda Neen-Census and Excise Office, Building B o======================================================================o ***SKILL INCREASES*** Sneak x90 6) We've done just about everything we can do without killing things. I need a Spear before I can kill things. I also need repair tools, once I start using weapons. Arrille has what we need, but since I don't like buying things with Barter, I need to be able to steal it. It is time to grind Sneak. If it's any consolation, this is the only major grind I really recommend for the entire game, and we're getting it done early. Turn right as you enter the Office, and head to the corner. Make sure Sellus Gravius is facing away from you. Weight that Control key, and go do something else for a good, long while. In several hours, Sneak should be at 100. Head back to Arrille's Tradehouse once it is. Seyda Neen-Arrille's Tradehouse o======================================================================o ***ITEMS*** Iron Spear Journeyman's Armorer's Hammer x7 Journeyman's Lockpick x5 Journeyman's Probe x2 Apprentice's Mortar and Pestle ***SKILL INCREASES*** Acrobatics x1 7) Now we're talking. On your left as you enter, you should notice three baskets against the wall. First, position Tolvise Othralen and Arrille so they're facing away from the baskets-just move as they try to speak with you. Next, raid the basket closest to the door for more items than you can carry. For the moment, take the Iron Spear, the 7 Hammers, the 5 Lockpicks, and the 2 Probes. Next, look up to spy an Apprentice's Mortar and Pestle on the shelf. Grab that too. We're almost ready to start killing and looting in earnest, but first we need storage. Head outside. Go across the bridge as though you were heading to the Silt Strider port, but go to the house on the left instead-Fargoth's house. Acrobatics should hit 15 along the way. Pick the lock and go inside. This pick may require a good deal of save scumming, but we don't want to burn tool uses on failure, so just be patient-the pick is doable, I promise. Seyda Neen-Fargoth's House o======================================================================o ***ITEMS*** Pewter Candlestick Tankard x4 Broom Bucket Bottle x11 Jug Cup x5 Pillow ***CONTAINERS*** Basket x2 Cupboard x2 Cloth Sack x2 Sack x1 Barrel x1 Wooden Barrel x1 ***SPELLS*** Father's Hand Resist Magicka Jack of Trades 8) First, let's store the stuff we won't need until later. I suggest just setting things on the table-they won't disappear. Drop your Iron Shardaxe, Iron Dagger, Engraved Ring of Healing, Apprentice's Mortar and Pestle, all your alchemy ingredients, and all but one of your lockpicks, probes, and hammers. Now, grab everything you can. Drop off any ingredients, then go sell everything else to Arrille. This might take multiple trips-it did for me. Buy the spells Father's Hand, Resist Magicka, and Jack of Trades. Now head back outside. NOTE: We are beginning to find random loot now. You may find something awesome I didn't find, or vice versa. I'll be double-checking as I go to make certain anything my walkthrough actually relies on is a guaranteed find. Seyda Neen o======================================================================o ***CONTAINERS*** Violet Coprinus x5 Luminous Russula x5 Slough Fern x2 Hypha Facia x5 Bungler's Bane ***ITEMS*** Common Pants x3 Common Shirt x4 Common Shoes x4 Common Skirt x2 Common Ring x2 Jug ***SKILL INCREASES*** Acrobatics x2 Spear x5 Armorer x1 Speechcraft x1 9) First up, let's head over behind the lighthouse where we found the Iron Shardaxe. Get out your Iron Spear and chop the Mudcrab here to death. Dispose of the corpse, and don't worry about any hits-Unarmored damage is fine. Next, use the hammer you kept with you to repair your Iron Spear. This also needs save-scumming, as failure must be avoided. However, any success, no matter how small, is good (it took me three to repair from 582 to 600). With that done, head around this peninsula and gather ingredients-you should hit the total I listed in containers. Head back to town-your Acrobatics should hit 16 along the way. Head back to Fargoth's House, drop your new ingredients off, and rest until healed in the bed. Head outside. At this point, I start killing off disposable NPCs for three reasons: i) to help train my skills; ii) to get their stuff; and iii) to make sneaking around easier. If I kill someone in the guide, I'm certain they won't be needed for anything later. If you don't want to do this, the only issue you'll have (for a while, anyway) is keeping up with skill increases-you can work around that by respawning wildlife as needed. To kill someone with no consequence, just use the Taunt option. Use it over and over until the person says "That does it." and a red "goodbye" option appears to exit dialogue. At this point, they will attack you, but you need to wait until they take the first swing. Guards respawn, and some quests need Guards alive, so we'll leave them alone. At this point, I Taunt and kill the following NPCs: Fargoth, Eldafire, Erene Llenim, and Teleri Helvi. We need Darvame Hleran's services, Indrele Rathryon figures in a quest later, and Vodunius Nuccius should have disappeared from the game after we did his quest. After each fight, repair your Iron Spear to full, and rest until healed in Fargoth's House if need be. My first target is Fargoth. Before taunting him, talk to him about anything you wish. I usually exhaust all dialogue options for completion's sake, then save and start Taunting. After successfully Taunting him (and the others), you may want to get next to a door so you can zone away and wait (not rest) one hour to refill Fatigue, as he fights Hand-to-hand. Chop Fargoth to death, and Spear should raise to 31. Dispose of his corpse and repair your Iron Spear when done. Go ahead and equip the Common Ring we got off of Fargoth. It doesn't really do anything, but I like to have my slots filled. My next target is Eldafire. Same idea-talk about everything, save, Taunt, chop to death, dispose, repair. Fighting Eldafire should raise Spear two ranks, to 33. Equip her Common Skirt-it's a separate clothing slot from pants, so you can wear both. Your Armorer skill should increase to 6 while repairing the Iron Spear after killing Eldafire. I also completely consumed my first hammer before the Iron Spear was fully repaired, so I went back to Fargoth's House to get another, leaving 5 on the table. The next target is Erene Llenim, so find him and repeat the process. Speechcraft should increase to 11 while Taunting Erene Llenim. Spear should increase to 34 during the fight with him. He carries a Hound Meat-make sure you drop it off with your other ingredients. Equip his Common Ring to fill your second ring slot. Finally, go track down Teleri Helvi and repeat the same process. Spear should increase to 35 during the fight with her. When that's all handled, go sell any junk to Arrille, then head to Draren Thiralas' House, across from Fargoth's House. For reference, there should be 4 NPCs left outside in Seyda Neen-Indrele Rathryon and three Guards. Acrobatics should increase to 17 while you do so. Seyda Neen-Draren Thiralas' House o======================================================================o ***NPCs*** Draren Thiralas ***ITEMS*** Common Pants Common Ring Common Shirt Common Shoes Bucket Iron Ladle Broom Plate x2 Bottle x4 Flask Iron Candlestick x2 Cup x3 Pillow Pitcher Bowl Fork Knife Spoon ***CONTAINERS*** Wooden Barrel Sack x6 Crate Cupboard Chest ***SKILL INCREASES*** Speechcraft x1 Spear x2 Armorer x1 10) Perform the established routine on Draren Thiralas-talk about everything, save, Taunt him, kill him, loot him, repair. Speechcraft should increase to 12 while Taunting him, and Spear should increase two ranks to 37 during the fight. Armorer should increase to 7 while repairing the Iron Spear afterwards. You should also run out of uses on your current hammer, so go grab another to finish up-there should now be four left on the table at Fargoth's House. Loot Draren's house, making sure not to burn more than one lockpick use getting the chest open. Drop all ingredients and spare thief tools at Fargoth's House, sell all superfluous items to Arrille, and head to Eldafire's House. Make sure to pick the lock from stealth-it's difficult to open at our skill level, but it is doable. Again, save scum to limit it to one use, and head inside. Seyda Neen-Eldafire's House o======================================================================o ***ITEMS*** Pillow x2 Iron Candlestick x2 Plate x8 Pitcher x2 Fork x2 Knife x2 Spoon Bowl Goblet x2 Bottle Platter Flask x3 Bucket Broom Small Key ***CONTAINERS*** Crate x3 Wooden Barrel Basket x3 Barrel Sack x5 Cloth Sack Cupboard x2 Large Chest (guaranteed Silver Longsword and 5 Gold) ***SKILL INCREASES*** Security x1 Acrobatics x1 11) Eldafire's House is empty, so get right to looting. Her Large Chest is the most difficult lock we've tackled so far, but it's still doable, so keep at it until you get it. Security should increase to 11 when you finally get the lock open. Take the Silver Longsword and 5 Gold inside. Do not read the open book on the bed-it is a Restoration Skill Book, so we'll return here when we're ready to raise Restoration. The Small Key hanging under the shelf next to the chimney with the kettle can open the Large Chest, but I recommend getting the Security experience instead. Once the house is clear, drop the Silver Longsword and any ingredients at Fargoth's before selling the rest to Arrille. Now head to Vodunius Nuccius' house, pick the lock from stealth, and head inside. Acrobatics should increase to 18 about now. NOTE: Redundant keys are irritating, as no one will buy them off you and they clutter your inventory. Since they're weightless, I recommend dropping them in a container you've already looted and forgetting about them. Seyda Neen-Vodunius Nuccius' House o======================================================================o ***ITEMS*** Pewter Candlestick x3 Pillow Bucket Broom Plate x3 Bottle x4 Goblet x2 Spoon x2 Bowl x2 Bread x2 Paper Fork Knife Folded Cloth Pitcher Brass Candlestick ***CONTAINERS*** Sack x5 Cloth Sack Crate x2 Cupboard Barrel Basket Small Chest 12) Vodunius Nuccius' House is also empty, so loot away. Pick open the Small Chest-easier than what we've been doing, thankfully. Take any ingredients to Fargoth's House, sell everything else to Arrille, and head over to the shacks. (The Census and Excise Warehouse might have caught your eye, but we can't pick the lock yet). Start with Indrele Rathryon's Shack-pick the lock from stealth and head inside. Seyda Neen-Indrele Rathryon's Shack o======================================================================o ***ITEMS*** Pitcher Bowl Bottle x2 Fork Knife Plate Tankard Bucket Broom Jug Fishing Pole Glass Lantern ***CONTAINERS*** Sack x4 Basket Crate x2 Cloth Sack x2 Barrel ***SKILL INCREASES*** Acrobatics x1 13) Indrele Rathryon's Shack is empty, so just start looting. Drop any ingredients at Fargoth's, and sell everything else to Arrille. Acrobatics should increase to 19 around now. Skip Foryn Gilnith's shack for now, and pick the lock to Erene Llenim's Shack from stealth. Head inside. Seyda Neen-Erene Llenim's Shack o======================================================================o ***ITEMS*** Glass Lantern Fishing Pole Bottle x3 Folded Cloth Cup Bowl Fork Knife Plate Iron Candlestick Bucket ***CONTAINERS*** Sack x8 Barrel x3 Crate Wooden Barrel 14) Erene Llenim's Shack is empty, so just loot away. As usual, drop ingredients at Fargoth's, sell excess to Arrille, then head to Fine-Mouth's Shack. It's unlocked, so go right in. Seyda Neen-Fine-Mouth's Shack o======================================================================o ***NPCs*** Fine-Mouth ***ITEMS*** Common Shirt Common Pants Comman Amulet Travel Lantern Jug Basket Cup x2 Bowl Bottle Plate Fork Knife ***CONTAINERS*** Barrel Cloth Sack x2 Wooden Barrel Sack x2 Crate ***SKILL INCREASES*** Spear x1 Acrobatics x1 15) Follow our routine for Fine-Mouth-exhaust all dialogue, save, Taunt, kill, repair. Spear should increase to 38 during the fight. Equip his Common Amulet after the fight-now all our clothing slots are full, except for a Robe. Realize that you can wear Armor *over* clothing without taking it off for almost every slot, and clothing can carry enchantments separately from armor. Yeah, we're gonna be godlike eventually. For now, loot the shack, drop ingredients at Fargoth's, sell excess to Arrille, then head to Terurise Girvayne's House. Acrobatics should increase to 20 around now. When it does, STOP jumping everywhere and start running instead. It's unlocked, so go right in. Seyda Neen-Terurise Girvayne's House o======================================================================o ***NPCs*** Teruise Girvayne ***ITEMS*** Common Shirt Common Skirt Common Shoes Broom Bucket Iron Ladle Spoon x3 Pillow Silver Dagger Bottle x4 Goblet x3 Pitcher Bowl Rolling Pin Pewter Candlestick Fork x2 Knife x2 Plate x2 Paper Bread x2 Comberry x2 ***CONTAINERS*** Sack x5 Cloth Sack Barrel Basket x2 ***SKILL INCREASES*** Spear x1 Armorer x1 16) Follow our routine for Teruise Girvayne. Spear should increase to 39 during the fight. Loot away, being careful not to miss the Silver Dagger stashed between the crate and its lid next to the bed. Since it's badly damaged, go ahead and repair the Silver Dagger in addition to your Iron Spear. This should burn through your third hammer, so grab number four from Fargoth's house as you offload ingredients. I have three reserve hammers left. Armorer should increase to 8 while repairing the Silver Dagger, as well. When done, drop the Silver Dagger at Fargoth's, but keep the Iron Dagger there as well. When that's all done, head back to Arrille's Tradehouse. Seyda Neen-Arrille's Tradehouse o======================================================================o ***ITEMS*** Common Shirt x5 Common Pants x5 Common Skirt x2 Common Shoes x5 Common Ring Jug Imperial Broadsword Long Bow Iron Arrow x30 Imperial Chain Greaves Imperial Chain Left Pauldron Imperial Chain Right Pauldron Imperial Shield Imperial Steel Boots Imperial Studded Leather Cuirass 200 Gold Steel Broadsword x2 Common Belt x2 Chitin Dagger Steel Axe Iron Boots Iron Greaves Iron Left Bracer Iron Right Bracer Iron Right Pauldron Common Robe Netch Leather Cuirass ***SPELLS*** Absorb Fatigue ***SKILL INCREASES*** Speechcraft x2 Spear x13 Armorer x2 Acrobatics x10 Unarmored x1 17) First, sell off all the junk from Terurise Girvayne's House. This should enable you to buy Absorb Fatigue, Arrille's final spell. Yay! Now, begin by running the usual routine on Tolvise Othralen. Speechcraft should increase to 13 while Taunting her. Spear should increase to 40 during the fight, and we should get our first level-up message. Bigger yay! I usually bail during the fight, run over to Fargoth's, and sleep. ***LEVEL UP*** Level 2 +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: 8 Armorer, 5 Athletics, 15 Enchant, 15 Destruction, 10 Alteration, 10 Illusion, 10 Conjuration, 15 Alchemy, 5 Unarmored, 11 Security, 100 Sneak, 20 Acrobatics, 10 Light Armor, 10 Short Blade, 10 Marksman, 13 Speechcraft, 10 Hand-to-hand Derived Attributes: 46 Health, 225 Magicka, 170 Fatigue Raise Strength and Endurance, which should both have 5x multiplers, and Luck. Check your numbers against mine after the level up. Head back and finish her off, bearing in mind that you should resume jumping to get around. Sell Tolvise's junk to Arrille, since he's right here. That's it for the commoners-the crew of NPCs upstairs are quite a bit tougher, but we can handle them with some strategic zoning. Let's start with our buddy Hrisskar Flat-Foot, the one we found Fargoth's Hiding Place for. He does NOT fight Hand-to-hand, so keep a very close eye on your Health. Hrisskar is more than capable of one-shotting us at the moment. The trick is to run down to the door after Taunting him, but before he attacks you. That way, we can zone dance-dart in, get a hit, leave, save, repeat. It's cheesy, but this is 100 Difficulty Morrowind, in the early levels. The best thing to do is get a hit that staggers him, and immediately zone out and save. Keep it up, and he'll eventually drop. Spear should increase four ranks to 44 during the fight. When he finally goes down, note that ALL of his gear is stuff we want to hang on to. Head back to Fargoth's, repair everything (most of it should have been damaged in the fight), and leave it all for later use-the Imperial Broadsword, the Imperial Chain Greaves, the Imperial Chain Left Pauldron, the Imperial Chain Right Pauldron, the Imperial Steel Boots, the Imperial Studded Leather Cuirass, the Imperial Shield, the Long Bow, and the 30 Iron Arrows. Bonus-we get back the 200 Gold from Fargoth's Hiding Place as well. Repairing this stuff will burn out our fourth hammer, so grab another. Our reserve is down to two. As tempting as that armor is, don't put any on yet. Heavy and Medium have to wait, as they're part of our leveling plan, and I like to get Unarmored done first so I can wear armor freely the rest of the game. Anyway, head back to Arrille's when all that is done and acquaint yourself with the next target, Raflod the Braggart. Talk him through all his dialogue options and save. Taunt him and run outside. Note that he isn't as tough as Hrisskar-I was able to survive a single hit from him. Zone dance him to death, the same way we did Hrisskar. Spear should increase to 45 during the fight. Sell off his clothes, then repair your Iron Spear, as well as Raflod's Steel Broadsword. This burned through my fifth hammer, so head back to Fargoth's and grab another. Down to one reserve. Armorer should increase to 9 during these repairs. If Raflod did manage to hit you, rest until healed while at Fargoth's. Finish the repairs, swap your old Imperial Broadsword for the Steel Broadsword, head back to Arrille's Tradehouse, and sell the Imperial Broadsword before going upstairs to find our next target-Tandram Andalen. Acrobatics should increase to 21 along the way. As usual, exhaust all dialogue options with him and save. Taunt him, and Speechcraft should increase to 14. Head for the door and zone dance, just like before. He's even weaker than Raflod was, and you might be able to take multiple hits. If you do get hit, keep it, as long as it doesn't kill you. After all, we do want to raise Unarmored. Spear should increase to 46 during the fight. Once he's down, equip his Common Belt before selling his other clothes to Arrille. Head back to Fargoth's and rest to heal any damage. Repair your Iron Spear, as well as Tandram's Chitin Dagger. When they're repaired, swap the Chitin Dagger with the Iron Dagger, head back to Arrille's, and sell off the Iron Dagger. Our next target is Albecius Colollius. Be aware that this is our first caster-exciting stuff. He'll cast spells until he runs out of Magicka, then he'll start attacking. Our Spell Absorption will come in very handy here-if a spell gets through, just Quickload. Damage from spells is useless, as it won't raise any armor skills. When he gets his axe out (if it gets that far), run to the door and start zone dancing. He did switch to his axe fairly early with me, and I was able to take one hit-I suggest you do so as well. Spear should increase two ranks to 48 during this fight. When he goes down, dispose of the corpse ,equip the Common Robe, and sell his clothes (not the armor or the axe) before heading back to Fargoth's House to rest. Repair all of Albecius' gear, as well as your Iron Spear. Keep the Iron Greaves, Iron Left Bracer, Iron Right Bracer, and Iron Right Pauldron, but take back the Iron Boots and sell them to Arrille. Remember, "keep" means stash it; "equip" means I want you to wear it. You will chew through hammer number six here, so grab the last reserve. Arrille doesn't restock repair tools, so we'll need to take a field trip soon to get some more. Finally, Elone is our final target, so run through her dialogue options and save. Taunt her, run to the door, and begin zone dancing. She's fairly strong, but you should be able to survive a hit or two. Unarmored should increase to 6 when you do so. Spear should increase to 49 pretty early in the fight. When it does, take a break, head outside, and go over to the lighthouse. If you get to the left edge of the first flight of stairs, under the wooden edge protruding from the wall, hold down the walk forward key, and mash the Jump key, your Acrobatics should skyrocket. Grind it to 30 (should take under 10 minutes) then run (don't jump) back to finish our business with Elone. Let your Fatigue recharge before going back in! Spear should increase to 50, and you should get another level up message. (See why I pick fights with NPCs?) Run over to Fargoth's House and rest 1 hour (rest until healed and Elone regains health too). ***LEVEL UP*** Level 3 +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: 9 Armorer, 5 Athletics, 15 Enchant, 15 Destruction, 10 Alteration, 10 Illusion, 10 Conjuration, 15 Alchemy, 6 Unarmored, 11 Security, 100 Sneak, 30 Acrobatics, 10 Light Armor, 10 Short Blade, 10 Marksman, 14 Speechcraft, 10 Hand-to-hand Derived Attributes: 52 Health, 225 Magicka, 180 Fatigue Raise Endurance and Strength by 5 each, along with 1 Luck. Jump back to Arrille's, let your Fatigue refill, and get back to the dance. Spear should increase two more ranks to 52 before she finally goes down. When she drops, sell her clothes to Arrille before jumping back to Fargoth's to rest and repair. Armorer should increase to 10 during this session. Before I could repair everything, I ran out of hammers, so it's time for that field trip I mentioned. Hurray! Head out to Darvame Hleran and take the silt strider to Balmora. NOTE: Any time you sleep, you may get attacked by a Dark Brotherhood Assassin. If it happens this early, you'll probably die very quickly, so just load the autosave and try to rest again. I'll let you know when I think we can handle this. Balmora o======================================================================o ***NPCs*** Meldor ***ITEMS*** Journeyman's Armorer's Hammer x20 18) We're just here to restock repair tools, for now, so head down the stairs, turn left, go around the corner to the right, then straight to Meldor: Armorer, and go inside. Pickpocket his Hammers-you might as well go for the whole stack, since the broken formula checks as if you did anyway. Once you get it, then head outside, take the silt strider back to Seyda Neen, drop all but one in Fargoth's House, finish repairing, go to Arrille and sell off the Netch Leather Cuirass and Steel Broadsword from Elone. I warn you that pickpocketing is VERY tough, as you have to pass multiple checks-opening the window, lifting an item, and closing the window all perform separate checks, and failing any one of them will get you caught. Bitter Coast Region o======================================================================o ***CONTAINERS*** Violet Coprinus x13 Draggle-Tail (Pod) x10 Draggle-Tail (Flower) x4 Slough Fern x2 Hypha Facia x5 Bungler's Bane x6 Luminous Russula x14 ***ITEMS*** Common Shirt Common Pants Common Shoes Tax Record 200 Gold ***QUESTS*** Misc.-Death of a Taxman ***SKILL INCREASES*** Acrobatics x2 Spear x3 Unarmored x1 19) All right, let's go explore a little bit now that we're level 3 and substantially more competent in a fight. Head out of Seyda Neen past Fargoth's house and turn left. Acrobatics should increase to 31 around now. Cross the first bridge and look uphill to the right-there should be a critter there. For me, it was a scrib. Waste it with impunity. Repair your Iron Spear. Head west back toward the path, but instead of following it north, cross it and continue west. When a peninsula juts out to your left (south), look for two more critters-I had mudcrabs. Kill, repair, kill, repair, then head back to where you turned south and head west again. There will be a critter very close by-I had a Kwama Forager. You know the drill. Spear should increase to 53 during this fight. West of you should be a corpse and another critter, but first loop around the rocks into the muck pond directly to the north and fight an enemy inside-I had a Rat. Head toward the ingredients in the center, and another critter should attack from the north-for me, a Kwama Forager. Kill, rest if needed, repair, then search the plants-3 Violet Coprinus, 2 Draggle-Tail pods, and a Draggle-Tail flower. Look south to find a Slough Fern, a Hypha Facia, and a Bungler's Bane, then look uphill to the northwest for two more critters-Mudcrabs, in my case. Deal with them, one at a time if possible, and Spear should increase to 54. Now, head back to that corpse we noticed earlier. Kill the critter nearby-for me, a Kwama Forager. You might hear another critter-head west around the rocks to find it on the shoreline (usually a Mudcrab). Kill it too. While back here, don't miss the two Violet Coprinus, three Luminous Russula, or Slough Fern. Back again to the corpse. Check around it for six more Luminous Russula, another Slough Fern, another Hypha Facia, and another Bungler's Bane. Finally, check the corpse itself. It's Processus Vitellius, the missing tax collector. Grab everything off him, and hop back to Seyda Neen. On the way, go through the muck pond we already searched. At the northern tip, there is a tree with three more Bungler's Bane and two more Hypha Facia growing from the trunk. There are also two Luminous Russula at the base. Directly east is another muck pond, with another critter-I had a Mudcrab. Kill and repair, resting if necessary. Search this pond for five Violet Coprinus, two Draggle-Tail pods, and a Draggle-Tail flower. Turn north, go up the hill, then turn west to another muck pond. Circle it to the north to find two more critters-both Mudcrabs for me. Kill, rest if needed, and repair. Spear should increase to 55 about now. Unarmored should also increase to 7, if you've been taking hits from the critters like I advise. Turn directly south and enter the muck pond. Fight another critter-I had yet another Mudcrab. Repairing after this fight finished the hammer I was carrying. Search this pond for two Draggle-Tail pods and a Draggle-Tail flower. South of here, spy another critter-for me, a Mudcrab. Kill it and rest if needed, but as we're out of hammers, we can't repair. Fortunately, we're just about ready to return to town. Head east, passing between two muck ponds we've already searched. Continue east, through a third muck pond we already searched, and arrive back at the road. Acrobatics should increase to 32 about now. If you face northwest, you should see a fence along the road to your left. Keep south of that fence-I don't want to trigger Tarhiel just yet. If you do it, you'll know what I mean. Instead, directly north, search three more Violet Coprinus and three more Luminous Russula at the base of a tree. In a muck pond directly to the east, find four more Draggle-Tail pods and another Draggle-Tail flower. Now follow the road south, searching another Hypha Facia and another Bungler's Bane along the way. Back where we first left the road, search the tree for three more Bungler's Bane and two more Luminous Russula. Finally, head all the way back to Seyda Neen. Drop your new ingredients at Fargoth's House, grab another hammer, finish repairing if need be, and go sell Processus Vitellius' clothes to Arrille. Hold on to the Tax Record, and head back to Socucius Ergalla at Census and Excise-the same guy we used in picking a character class. Be honest with him, and he'll ask you to solve Processus Vitellius' murder. Head out and speak to a guard about it to be directed to Thavere Vedrano at the lighthouse. Talking to her will, in turn, direct you to Foryn Gilnith, as well as get you a request for Processus' ring. All right, let's head over to Foryn Gilnith's shack. Seyda Neen-Foryn Gilnith's Shack o======================================================================o ***NPCs*** Foryn Gilnith ***CONTAINERS*** Basket Barrel x2 Sack x3 Wooden Barrel Chest ***ITEMS*** Common Belt Common Pants Common Shirt Common Shoes Tankard Processus Vitellius' Ring Jug Bottle x4 Folded Cloth Bowl Cup Plate Spoon Knife ***SKILL INCREASES*** Spear x1 Acrobatics x1 20) Speak to Gilnith, and immediately notice the dearth of dialogue options. Ask him about Processus, tell him it's not ok, and kill him with your Iron Spear. Spear should increase to 56 during the fight. Dispose of Gilnith's corpse, then loot the rest of his house and repair your Iron Spear. Ignore the book under the hammock-we're not ready to raise Mercantile yet, so we'll come back for it later. When done, head to Fargoth's to stash any ingredients, swing by Arrille's and sell the Tax Record, Gilnith's clothes and tankard, and any other junk, then head back to the lighthouse. Acrobatics should increase to 33 about now. Seyda Neen-Lighthouse o======================================================================o ***CONTAINERS*** Barrel x4 Crate x2 Sack x6 Cloth Sack Chest ***ITEMS*** Common Robe Common Pants Common Shoes Processus Vitellius' Ring Bucket Broom Travel Lantern x3 Bread Paper Greef Tankard The Wraith's Wedding Dowry Paper Lantern Spoon Bowl Cup Bottle x2 ***REWARD*** Standard Restore Health Potion x2 ***SKILL INCREASES*** Speechcraft x1 Unarmored x1 21) Return Processus Vitellius' ring to Thavere Vedrano for a reward. Gosh, that's a crummy reward. What should we do about it? Thavere no longer has a purpose, so exhaust her dialogue, save, Taunt, kill, and repair. Speechcraft should increase to 15 while Taunting her, and Spear should increase to 57 during the fight. Now, loot the lighthouse. Go ahead and read the Unarmored skill book up top-the skill should raise to 8. Spring the lock on the chest, remembering to save scum and avoid failure. Offload at Fargoth's, sell junk to Arrille, then head back to Census and Excise. You can keep Processus' ring if you like, but I usually just sell it. Seyda Neen-Census and Excise Office o======================================================================o ***CONTAINERS*** Sack x5 Basket x4 Small Chest x2 Barrel ***ITEMS*** Steel Shardblade Common Robe Common Shoes Imperial Broadsword x2 Imperial Shield Imperial Steel Boots Imperial Steel Cuirass Imperial Steel Helmet Imperial Steel Left Gauntlet Imperial Steel Left Pauldron Imperial Steel Right Gauntlet Imperial Steel Right Pauldron Imperial Belt Imperial Skirt Basket x2 Bucket x4 Torch x2 Broom x2 Bottle x12 Goblet x20 Pitcher x4 Jug x5 Iron Candlestick Bowl x12 Limeware Platter Vase x2 Tankard x8 Brass Candlestick Quill Pen Inkwell Paper x3 Silver Candlestick x4 Vase Brief History of the Empire v1 Brief History of the Empire v2 Brief History of the Empire v3 Brief History of the Empire v4 Plate x4 The Firmament Pewter Candlestick Mazte x5 Silverware Bowl x2 Silverware Pitcher x2 Flask x5 Large Kwama Egg Bread x4 Note to Hrisskar Fork Crab Meat Knife Apprentice's Lockpick Silverware Plate x5 Silverware Cup Flin Travel Lantern x2 Imperial Templar Boots Imperial Templar Knight Cuirass Imperial Templar Left Bracer Imperial Templar Left Pauldron Imperial Templar Right Bracer Imperial Templar Right Pauldron Common Pants Imperial Templar Belt Warehouse Key Sujamma x2 Folded Cloth ***REWARDS*** 500 Gold ***SKILL INCREASES*** Spear x11 Speechcraft x1 Acrobatics x8 Security x1 Armorer x1 22) Speak to Socucius again to wrap up the Death of a Taxman quest, and get a 500 Gold reward. Nice. Now, both guys in this room are disposable. Let's do Socucius first-he's a caster with an enchanted dagger, but our Spell Absorption will help handle him. Taunt, run, zone dance until he drops. Spear should raise to 58 during the fight. Repair everything when the fight is over, and Armorer should increase to 11. Now go chat with Ganciele Douar. This is the toughest guy we've tried to take on yet, but zoning conquers all. Taunt and kill as usual. Speechcraft should increase to 16 while Taunting him. Spear will increase to 59 early in the fight. When it does, head to the lighthouse and quickly grind Acrobatics up to 40. With that done, head back to Census and Excise and continue whittling away on Ganciele. Spear will hit 60 well before he even drops to half health, so run out to Fargoth's for a one-hour rest and... ***LEVEL UP*** Level 4 +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: 11 Armorer, 5 Athletics, 15 Enchant, 15 Destruction, 10 Alteration, 10 Illusion, 10 Conjuration, 15 Alchemy, 8 Unarmored, 11 Security, 100 Sneak, 40 Acrobatics, 10 Light Armor, 10 Short Blade, 10 Marksman, 16 Speechcraft, 10 Hand-to-hand Derived Attributes: 58 Health, 225 Magicka, 190 Fatigue Raise Strength, Endurance, and Luck, then get back to work. Spear will increase three ranks to 63 during the fight. When he finally goes down, before gleefully looting the office, head back to Fargoth's to rest and repair your gear. When done, you'll want to stash the Imperial Steel Cuirass, Imperial Steel Helmet, Imperial Steel Left Gauntlet, Imperial Steel Left Pauldron, Imperial Steel Right Gauntlet, and Imperial Steel Left Pauldron. Take the old Iron Left Bracer, Iron Right Bracer, and Iron Right Pauldron to sell, along with everything else you got from the two fights. Incidentally, after the repair session, I had burned through three of Meldor's hammers. Now it's time to loot the office. In the first room, don't fret about the door to the docks or the Evidence chest. There's nothing in the chest, and we can get back to the dock from outside-we'll just come back later to pick these open for Security experience. Do pick open the lock level 10 Small Chest, which should raise Security to 12. Pick open the lock level 1 Small Chest as well. You'll have to make trips to offload-just make sure you keep the ingredients and the Apprentice's Lockpick (although I recommend sticking with a Journeyman's for actual use). Note that Arrille may run out of gold-just wait 24 hours and he'll restock. Search the courtyard when done with the first office building. At this point, I found my first empty soul gem-hold onto these, just like ingredients. Next up is Sellus Gravius...who is a disposable NPC. Yep. Exhaust all dialogue, save, Taunt, and...DON'T zone dance. Get behind the table and you can hit him with your Spear even though he can't reach you. Holla! Spear will increase five ranks to 68 during this fight. When he drops, take his stuff and head to Fargoth's to rest and repair it all. You'll want to stash the Imperial Templar gear and sell off the Imperial Steel gear it replaces. Armorer should hit 12 during this session. For reference, you should have the following stashed at Fargoth's house, by category: Marksman-Long Bow, 30 Iron Arrows Short Blade-Chitin Dagger, Silver Dagger Long Blade: Steel Broadsword, Silver Longsword Axe: Steel Axe, Iron Shardaxe Light Armor: Imperial Studded Leather Cuirass Medium Armor: Imperial Chain Left Pauldron, Imperial Chain Right Pauldron, Imperial Chain Greaves Heavy Armor: Iron Greaves, Imperial Shield, Imperial Steel Helmet, Imperial Templar Knight Cuirass, Imperial Templar Left Bracer, Imperial Templar Left Pauldron, Imperial Templar Right Bracer, Imperial Templar Right Pauldron, Imperial Templar Boots Thieves Tools: 1 Apprentice's Lockpick, 6 Journeyman's Lockpick, 2 Journeyman's Probe (plus a Journeyman's Probe (unused) and a Journeyman's Lockpick (12 uses remaining) in inventory) Engraved Ring of Healing Apprentice's Mortar and Pestle Journeyman's Armorer's Hammer x15 (plus one in inventory, 9 uses left, may vary) A HUGE pile of ingredients, random Maybe some empty soul gems, also random Anyway, we still need to loot Sellus' room back at the office. There's a key to the Warehouse in there. Tempting, but I prefer to have the Security experience, so I'll wait. Drop off anything you need to, then head to Arrille's to sell off any junk. Acrobatics should increase to 41 about now. Seyda Neen-Arrille's Tradehouse o======================================================================o ***CONTAINERS*** Sack x3 Small Chest Basket x2 ***ITEMS*** Iron Arrow x2 Silver Staff Silver Shortsword Iron Club Iron Longsword Iron Shortsword Iron War Axe Chitin Arrow x100 Chitin Shield Steel Greaves 23) You might be thinking it's time to loot the Tradehouse in earnest, but now's a bad time. Once we steal from Arrille (or any merchant), we can never sell *any* of that thing back to him, regardless of where it came from. For now, we need to limit ourselves to stealing things we actually have need of-anything that just gets sold should at least wait until we have another merchant to sell it to. We could, of course, make field trips, but we have several dungeons to explore before we truly leave Seyda Neen, and we'll want to use Arrille to sell that loot. However, there are some useful things in here, and we want Security experience as well. On the left as you enter, stealth and grab a Silver Staff, two Iron Arrows, and a Silver Shortsword. Search all three sacks behind and under the table for random alchemy ingredients. Pick open the Small Chest on the nearby shelf (lock level 25), still in stealth. From the nearest basket, grab an Iron Club, Iron Longsword, Iron Shortsword, Iron War Axe, 100 Chitin Arrows, 1 Chitin Shield, and the Steel Greaves. Leave everything else. The next two baskets contain random ingredients. There's nothing worthwhile to do upstairs, so head back to Fargoth's house. Repair the damage on the Silver Staff and Silver Shortsword we just got. (This dropped me to 14 reserve hammers, FYI). Once done, swap the Silver Shortsword for the Silver Dagger in your stash, add the Iron Arrows, Chitin Arrows, Chitin Short Bow, Chitin Shield, Iron Club, Silver Staff, and Iron Shortsword to the stash, substitute the Iron Longsword for the Steel Broadsword, substitute the Iron War Axe for the Steel Axe, and substitute the Steel Greaves for the Iron Greaves. Drop off all ingredients. Phew! Go sell everything to Arrille, and if you've done it right, he should still buy everything. Return to Fargoth's House. Seyda Neen-Fargoth's House o======================================================================o ***SKILL INCREASES*** Alchemy x19 24) You knew it was coming. Gather up your whole pile of ingredients, and your Apprentice's Mortar and Pestle. I can't hold your hand through this too much, as everyone's ingredients are highly randomized, but here are some pointers: -If you can, lead with a potion of Fortify Intelligence. If you can make more than 1, drink the first before you make the second, and so on. It will dramatically empower the remaining steps. To that end, watch for Ash Yam, Bloat, Horker Tusk, and Netch Leather. -Once fortified, the next priority is to make Restore Magicka potions. Since we're using The Atronach, we'll need a bunch of these, so make as many as possible and hold onto them. Watch for Adamantium Ore, Belladonna Berries, Comberry, Daedra's Heart, Frost Salts, Heartwood, and Void Salts. -Early on, we'll want Waterbreathing potions-our Athletics is too low to handle swimming on its own, but we want to explore those grottos nonetheless. Watch for Hackle-Lo Leaf, Kwama Cuttle, Luminous Russula, and Pearl. -If you can make Levitate potions, do so and keep them stashed. Watch for Coda Flower, Racer Plumes, Sweetpulp, and Trama Root. -In grottos and other zones with no dry land, we won't be able to rest if we get damaged, so Restore Health potions are good as well. Watch for Corkbulb Root, Corprus Weepings, Emerald, Marshmerrow, Raw Stalhrim, Resin, Saltrice, Sweetpulp, and Wickwheat. -Other than that, just make as many potions as possible to get the skill up. Trial and error works fine-it will show you if ingredients match "invisible" effects in the interface. -Never allow failure. Save scum like a cheesemaster. Wasting ingredients SUCKS. To summarize, here's a good idea of what's worth holding onto, as opposed to what is just vendor trash. Anything I list is worth keeping, and should be considered descending in priority. Anything I don't list is vendor trash-once you've exhausted the possibilities for good stuff, I only suggest hoarding ingredients for Fortify Intelligence and Restore Magicka-the rest can eventually be tackled with spells, but Intelligence is our road to Enchanting success, and Restore Magicka fuels our godlike Atronach powers. Make anything else you can, then sell it off. 1) Fortify Intelligence (Ash Yam, Bloat, Horker Tusk, Netch Leather) 2) Restore Magicka (Adamantium Ore, Belladonna Berries, Comberry, Daedra's Heart, Frost Salts, Heartwood, Void Salts) 3) Waterbreathing (Hackle-Lo Leaf, Kwama Cuttle, Luminous Russula, Pearl) 4) Levitate (Coda Flower, Racer Plumes, Sweetpulp, Trama Root) 5) Restore Health (Corkbulb Root, Corprus Weepings, Emerald, Marshmerrow, Raw Stalhrim, Resin, Saltrice, Sweetpulp, Wickwheat) 6) Restore Attribute (any) Agility-Bonemeal, Noble Sedge Flowers, Scrib Cabbage, Sload Soap Endurance-Gravedust, Horn Lily Bulb, Timsa-Come-By Flowers, Scales Intelligence-Bittergreen Petals, Ruby, Scrap Metal, Wolfsbane Petals Luck-Crab Meat, Hackle-Lo Leaf, Kresh Fiber Personality-Guar Hide, Heather, Scamp Skin Speed-Meadow Rye, Nirthfly Stalks, Raw Ebony, Resin Strength-Dreugh Wax, Gold Kanet, Horn Lily Bulb, Scamp Skin, Stoneflower Petals Willpower-Meteor Slime, Scathecraw, Scrib Jelly, Trama Root 7) Cure Blight Disease (Ash Salts, Meteor Slime, Scrib Jelly) 8) Cure Common Disease (Chokeweed, Daedra Skin, Gravedust, Green Lichen, Muck, Red Lichen, Willow Anther) 9) Cure Paralyzation (Corkbulb Root, Netch Leather, Scamp Skin, Willow Anther) I don't think the other positive effects merit holding onto. Detect spells are useless, since they miss items anyway. Cure Poison is useful in precisely one dungeon, and by the time we're there we'll have achieved near-godhood anyway. Feather, Fire, Frost, and Lightning Shield are all from the freely-castable Alteration school, and are also all fairly worthless. Attribute fortification apart from Intelligence is only good when it's permanent, something potions can't achieve. Fortify Attack is equally useless when temporary. Fortify Health, Fatigue, and Magicka are actually dangerous, given the bugs in their implementation when temporary effects expire. Invisibility is worthless and there is no Chameleon potion. Light is equally useless, as is Night-Eye. Reflect and Spell Absorption are definitely useful, but as above, only boosting them temporarily is of questionable value. The same is true of resistance effects. Restore Fatigue is pointless since it regenerates from us just standing there. Swift Swim is useless in a world with Waterbreathing, as is Water Walking. Telekinesis is redundant since we maxed Sneak, and I'd rather use traps to raise Security. Finally, since Morrowind doesn't have weapon poisoning (a feature introduced in Oblivion), negative effect potions are truly good ONLY for selling. Even with the above effects, most will be rendered redundant when we have more spells, reliable Magicka restoration, and free use of the Restoration college. The exceptions are, of course, Fortify Intelligence and Restore Magicka. While I recommend using Fortify Intelligence potions now to make raising Alchemy less painful, once we can craft potions with no chance of failure, we'll start hoarding those ingredients and potions for dear life. So, why do I suggest hanging on to those I do? Without freely usable Restoration, which we won't have for a while, the ability to restore attributes and cure diseases will be highly useful. Shrines can solve the problem, but they require us to travel to a shrine, potentially undoing a lot of progress through a wilderness or dungeon. Cure Paralyzation potions are the only option for curing paralysis-you can't cast spells, and you're incredibly vulnerable while stuck. Restore Health is useful for places where we can't rest, which are more frequent than you'd think. Levitate is often necessary for navigation, but will become obsolete as soon as we learn a levitate spell. This is also true for Waterbreathing, but it is also rendered less worthwhile by the gradual progression of the Athletics skill. With no Athletics to speak of and only Arrille's spells to work with, however, these effects are very useful to cultivate at this stage. Some Restore Attribute combinations will carry a Drain Attribute effect as well. This is fine, as the Drain will be temporary. If you see Damage Attribute, on the other hand, do not use that potion. When you get to the "vendor trash" ingredients, start with your biggest pile of ingredients, then find the next biggest pile with a matching effect. Repeat ad nauseum. One last note-there is a bug that sometimes pops up in potion making where, rather than notification of success or failure, it says "you need to type in your name." There is, of course, already a name (assuming you chose a valid set of ingredients). You can overcome this by filling the rest of the box. I usually just fill it with the number "1;" I don't know if other things will work or not. Throughout the session, my Alchemy skill rose by 19, to 34. I came away with the following, but your totals will vary from mine: Stashed 1 Netch Leather and 7 Comberry; 5 Potions of Cure Common Disease; 5 Potions of Restore Willpower; 7 Potions of Restore Strength; 4 Potions of Levitate; 3 Potions of Restore Endurance; 17 Potions of Restore Health; 1 Potion of Restore Luck; 5 Potions of Restore Personality; 39 Potions of Water Breathing; and a mega boatload of vendor trash. Go sell the vendor trash to Arrille, then come back here and grab about 5 Potions of Water Breathing, 5 Potions of Restore Health, and at least 1 repair hammer.You should be decked out in common clothes (yay) and toting an Iron Spear. It's time to explore. o======================================================================o | | | Dungeons Around Seyda Neen | | | o======================================================================o Sequence of Events: {WLK003} 1) En Route to Nimawia Grotto 2) Nimawia Grotto 3) Addamasartus 4) En Route to Thelas Tomb 5) Thelas Ancestral Tomb 6) En Route to Aharunartus 7) Aharunartus 8) En Route to Sarys Ancestral Tomb 9) Sarys Ancestral Tomb 10) En Route to Remote Shipwreck 11) Remote Shipwreck 12) En Route to Akimaes Grotto 13) Akimaes Grotto 14) Ingredient Hunting 15) Alchemy Session II 16) Travel to Balmora Bitter Coast Region o======================================================================o ***CONTAINERS*** Small Kollop ***SKILL INCREASES*** Spear x2 Unarmored x1 Acrobatics x9 Athletics x1 1) Head out as though you were returning to Processus Vitellius' body. We've already searched all the plants, but some creatures will have respawned. After leaving Seyda Neen, turning left, and crossing the first bridge, kill a creature up and to the right-I had a Kwama Forager. Rest until healed and repair your Iron Spear. Turn back, cross the path, and return to Processus' corpse. I ran into my first Cliff Racer along the way. You will learn to HATE these things. Kill it dead, rest until healed, and repair your Iron Spear. Pass Processus and head west along the coast, killing nine creatures as you go. I had a Scrib, a Kwama Forager, a Nix-Hound, a Rat, two Cliff Racers, and three Mudcrabs. If possible, rest and repair between each fight-if not, that's why we brought Restore Health potions. Spear should increase to 69 during these fights. Unarmored should also increase to 9. These should be enough to increase Spear to 70. When you have a gap between battles, grind Acrobatics up to 50-easily done by jumping up a hill. If you are getting pummeled by Cliff Racers and have no break (like me), switch to Destruction, finish them with Frostbite, then grind Acrobatics. It's really easy to grind Acrobatics if you jump south up the steep boulder directly east of Processus' body, then jump down to the west, straight to the water's edge, taking a small amount of fall damage. Rest as needed, loading the autosave if anything attacks you. Once finished, go ahead and allow Spear to hit 70 clearing up the remaining creatures. Then rest... ***LEVEL UP*** Level 5 +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: 12 Armorer, 5 Athletics, 15 Enchant, 15 Destruction, 10 Alteration, 10 Illusion, 10 Conjuration, 34 Alchemy, 9 Unarmored, 12 Security, 100 Sneak, 50 Acrobatics, 10 Light Armor, 10 Short Blade, 10 Marksman, 16 Speechcraft, 10 Hand-to-hand Derived Attributes: 65 Health, 225 Magicka, 200 Fatigue Mop up any remaining creatures, keeping your Spear repaired as you do. When they're finally all gone, turn south and wade into the water. This will likely attract three Slaughterfish-kill them, as usual, one at a time if possible. You'll have to leave the water to rest, if need be. Repair (my hammer ran out here, incidentally). Look underwater, due west of Processus' body, and you should see the entrance to Nimawia Grotto. Check the local map before diving down, checking a Small Kollop in front of the cave, and resurfacing for air. Athletics should increase to 6 about now. Dive again and enter. NOTE: Water Breathing potions or spells should be used just before you run out of breath, as they refill the Breath meter completely, and it starts draining again once they expire. Nimawia Grotto o======================================================================o ***CONTAINERS*** Dead Adventurer Small Kollop x4 Kollop x5 Large Kollop x5 Violet Coprinus x8 Luminous Russula x6 Draggle-Tail (pod) x3 Draggle-Tail (flower) Slough Fern x2 Bungler's Bane x3 ***SKILL INCREASES*** Spear x2 Athletics x1 2) Swim forward and up to catch your breath. Dive again, swim forward until you can surface again, and do so. You shouldn't have needed to use any potions yet. In this second chamber, dive to search a Kollop and a Large Kollop. Turn east and swim into another chamber, wary that you likely be attacked by two Slaughterfish when you enter. Kill them both, and Spear should increase to 71. Heal with potions if needed-we can't rest anywhere in this dungeon. I burned through all five of mine after that fight and still didn't have full Health. This is why we need to raise Alchemy. Look down, and notice there are two levels to the chamber beneath you. First, search the Small Kollop on the east end of the top level. Next, dive to the lower level to search a Kollop and a Dead Adventurer, who will have a random full set of low-level armor, a random low-level weapon, an Apprentice's Lockpick, and an Apprentice's Probe. Take all and swim north into the next chamber-watch your breath, I needed my first potion here. Stay low and look below you and to the left for another Small Kollop. I was attacked by a Dreugh here, as well. Kill it with the Spear, using potions to breathe if necessary, and then swim east into a fully submerged chamber with another Kollop and Large Kollop to search. Turn south from here to find another no-air chamber with an additional Kollop and Large Kollop before turning west and surfacing where we started this little loop. Phew! I had one potion left here, which works out perfectly. Swim east now, into an open-air room, and get attacked by another Dreugh as your Athletics increases to 7. Kill the Dreugh, and Spear should increase to 72. Dive for a Kollop, a Large Kollop, and a Small Kollop in this room. Dive east into one last submerged chamber to search another Large Kollop and another Small Kollop. Use that last potion to get out of here unscathed. That's it. Surface immediately when you exit, as you'll probably get attacked by a respawned Slaughterfish. Kill it, then make your way north back to dry land. Considering how damaged my Spear was, I found it prudent to hop straight back to Fargoth's, ignoring all battles. Offload your Pearls and any other ingredients, rest until healed, get a new hammer and repair your Spear and any gear the Dead Adventurer had, then go sell the stuff to Arrille. Turn right out of Seyda Neen now, and go to the cave across from the silt strider port-Addamasartus. You shouldn't need potions-we can rest here, and we won't be pearl diving. Check around the door for five Violet Coprinus, a Slough Fern, and three Luminous Russula. Check the muck pond right of the door for three Draggle-Tail pods, a Draggle-Tail flower, and a Slough Fern. There's a critter here-I had a Nix-Hound. Kill, rest, repair. South of the pond, check a tree stump for three Bungler's Bane. Head back toward the strider platform. At the base of the tree just east of it, find three more Luminous Russula and three more Violet Coprinus. Now, head into Addamasartus. NOTE: Feel free to keep any upgrades from the Dead Adventurer. I am focusing the walkthrough around guaranteed finds, so I'll assume there was nothing useful other than the thief tools, which should be stashed in favor of the Journeyman grade. NOTE 2: My adventurer had an Iron Shield. For some reason, Arrille thought I had stolen one, even though I double checked and the one he is set to have was still in his basket. If this happens to you, just stash whatever he refuses to buy-we'll sell it to someone else later. Addamasartus o======================================================================o ***CONTAINERS*** Barrel x2 Crate x6 Sack Chest Rusted Chest Luminous Russula x3 Violet Coprinus x5 ***ITEMS*** Chitin Dagger x3 Common Shirt x2 Common Pants x2 Netch Leather Boots x2 Addamasartus Slave Key x2 Torch x7 Bellows Bucket x2 Common Robe Chitin Throwing Star x10 (could vary depending how many she uses) Cloth Left Bracer Common Shoes Apprentice's Lockpick Apprentice's Probe Gold x15 Bowl Goblet x3 Cloth Bottle Cup Iron Saber Basket Fishing Pole Skull Standard Rising Force Potion Netch Leather Left Pauldron Thief Ring Netch Leather Right Pauldron ***SKILL INCREASES*** Spear x2 Armorer x1 Unarmored x1 Acrobatics x1 3) In the first room, kill Tanisie Verethi and dispose of her corpse. Grab the Torch just left of the exit, save, rest, and repair all items. Spear should increase to 73 during the fight, and Armorer should increase to 13 during repairs. Search this room for a Bellows and two Buckets before heading through the Old Gate. A caster named Melar Baram will attack from below you, to your right. Kill him, but don't get drawn into the room he came from. Rest if needed and repair. Head south up the stairs. Pick up the two Torches on the way to the gate, then pick the lock (don't use your key). With the Addamasartus Slave Key in your inventory, discuss "go free" with all three slaves to free them. Pick up their bracers from the ground once you release them. Head to the room Melar Baram came from now, grabbing another Torch along the way. When you head up to the platform on the left, the final smuggler, Mulvisie Othril, will attack you. Unless you've already fought the Dark Brotherhood, she's the first NPC to use Marksman weapons so far. Just close the gap and Spear her to death, always chopping to maximize skill gain. Unarmored should increase to 10 about now, and Spear should increase to 74 during the fight. Rest and repair once she's down. Head back out to the "dock," grab the Torch, and search the Barrel and the two Crates. I found my first Scroll of Fphyggi's Gem Feeder in here. Like empty Soul Gems, hold onto these when you find them. Go ahead and Soultrap critters as you find scrolls and empty soul gems. We won't be raising Enchant for a while, regardless. Search another Crate on the way into Mulvisie's old room. Loot away. There's probably more in here than you can carry, so go ahead and run back to Fargoth's to drop off a) ingredients, b) soul gems and Soultrap scrolls, c) 1 Netch Leather Boots, the Chitin Throwing Stars, the Cloth Left Bracer, and the thief tools, and d) any skooma. Remember, Moon Sugar is a usable ingredient. Sell everything else to Arrille, then come back here. Acrobatics should increase to 51, if you've been faithfully jumping about. Once done, head back out to the "dock" and get in the water. Dive into the next chamber and surface for air. Dive as needed to get the following from around the skeleton: Iron Saber, 3 Gold (hard to see, they form a triangle around the saber), a Basket, and a Fishing Pole. Search the skeleton as well, then surface again. Note a Rusted Chest in the southern part of the room-swim over and search it, too. Swim back to the "dock," return again to Mulvisie's room, and search behind a pillar on the left to find another locked gate. Pick this open as well, and head into the tunnel beyond. Swim through to the next cavern, nabbing the Skull and Standard Rising Force Potion visible under the rock "stairs." When you emerge onto those "stairs," you'll be attacked by a Rat. At our level, it might be a Diseased Rat, but we're still too low to run into Blight creatures. Kill, rest if needed, and repair. Continue to where the Rat came from to find two Luminous Russula and three Violet Coprinus surrounding some remains. Among the remains, find 5 Gold, a Netch Leather Left Pauldron, and a Thief Ring (quite handy). Of course, we can't use Enchanted items yet...oh well. Continue through the cavern, finding a Netch Leather Right Pauldron and another Torch beneath another Luminous Russula and two Violet Coprinus. Continue up another set of rock "stairs" and emerge back in the main tunnel. That's it for Addamasartus, so return to Fargoth's. Stash any new ingredients, the Iron Saber, the Thief Ring, the Netch Leather Left Pauldron, and the Netch Leather Right Pauldron. Sell anything else to Arrille, and head back to the entrance to Seyda Neen. Bitter Coast Region o======================================================================o ***CONTAINERS*** Violet Coprinus x12 Luminous Russula x24 Hackle-Lo x3 Slough Fern x3 Bungler's Bane x11 Hypha Facia x9 ***SKILL INCREASES*** Spear x5 Unarmored x1 Acrobatics x1 4) We're headed to our first tomb, which means, if you don't know, undead. We haven't found a silver or enchanted spear yet (unless you lucked out with a random find), so we'll kill undead with Destruction magic. Accordingly, we're fine to set out with our clothes, Iron Spear, repair hammer (I'd start carrying two), and thief tools (again, stick with Journeyman grade). If you've found random empty soul gems and scrolls of Fphyggi's Gem Feeder, bring those, too. I had four empty Petty Soul Gems and three Scrolls at this point, but I expect some variance there. Head back as though you were returning to Nimawia Grotto, killing anything you run into. I killed and successfully soultrapped a Nix-Hound. You may start to see Bull Netch around, although we're probably not leveled enough for the tougher Betties. These are worth the pain in the ass it is to take down, as they drop Netch Leather, which figures into Fortify Intelligence potions. Since they're docile until attacked, save them for last. Next, I killed a Cliff Racer and a Kwama Forager at Processus' body, both of which I also soul trapped. Spear should increase to 75 during these fights. After resting and repairing, I had a Bull Netch I took down. You might just have another critter-these are the wages of randomness, I fear. You can usually reach them with a Spear, but if not, feel free to use Fireball from the Destruction spell list. When you reach the coast near Nimawia Grotto, keep following it instead of entering the water. I had three more Mudcrabs to kill here. Spear, rest, repair-you know the drill. There were also two additional Bull Netch, but all this is indefinite. Pursuing the first Bull Netch ran me into three MORE Mudcrabs. Kill, rest if needed, and repair. Whatever you run into, Spear should increase to 76 during these fights. As I went after my second Bull Netch, I was accosted by a Cliff Racer. Do our thing. Spear should increase to 77 as these fights keep happening. When you approach a corner of sorts on the coast, notice three Violet Coprinus we haven't harvested yet. Continue north along the coast. Another critter here-I had a Rat. Approaching a tomb, find three Luminous Russula and another Violet Coprinus on the left. Check to the right of the Samarys Ancestral Tomb (NOT our destination) for two more Luminous Russula. Turn directly south from the Samarys Tomb. Follow the coast here as well. Pass Nimawia Grotto on your left, and find three more Luminous Russula at the corner. Keep heading south and deal with another critter-for me, a Cliff Racer. When it drops, search three more Violet Coprinus, three more Luminous Russula, and our first wild Hackle-Lo. Continue advancing south and kill another critter-a Mudcrab for me. The march south continues as I kill another Mudcrab on the left, and find three more Luminous Russula to search. I am also accosted by yet another Cliff Racer here. Oy vey. Spear should increase to 78 about now. Keep moving south to find a Slough Fern, right before ANOTHER GD Cliff Racer attacks (at least in my playthrough). Remember to repair after every fight. Incidentally, my hammers ran out repairing after this fight. Further south, find three more Luminous Russula and a Violet Coprinus on the right. A little further, find a Hackle-Lo and three Bungler's Bane on the right, and a Slough Fern on the left. A little further, and yet another creature appears-a Cliff Racer for me. Unarmored should hit 11 about now. To the left, find another Bungler's Bane and four Hypha Facia. At the water's edge, to the right, find another critter-a Mudcrab for me. Spear should hit 79 during this fight. Find four more Luminous Russula, three more Bungler's Bane, two more Hypha Facia, and one more Violet Coprinus here. Head south to the water's edge for another Hypha Facia, another Bungler's Bane, and another Slough Fern. Acrobatics should increase to 52 about now. Turn around and angle right around the rocks for another Hackle-Lo, two more Hypha Facia, and three more Bungler's Bane. Turn left here and find three more Violet Coprinus and one more Luminous Russula directly above the tomb. Turn right here and hop down to the water's edge, finding two more Luminous Russula at the base of a tree. Go around this tree to find three Violet Coprinus just left of the entrance to Thelas Ancestral Tomb. Ready the Fireball spell and head inside. Thelas Ancestral Tomb o======================================================================o ***CONTAINERS*** Urn x5 Chest Small Chest ***ITEMS*** Scroll of Divine Intervention Hackle-Lo Leaf Guar Hide Fire Petal Thelas Chest Key ***SKILL INCREASES*** Acrobatics x8 Spear x1 5) In the first chamber, you will encounter an Ancestor Ghost and another leveled undead. Your Spear does work on Bonewalkers, and since I had one, I used it. Fireball can handle the Ancestor Ghost nicely. I happened to find a Lesser Soul Gem on my Bonewalker-as always, hoard random Soul Gems just like ingredients, and fill them as you're able with scrolls of Fphyggi's Gem Feeder. Search the three Urns around the Shrine of St. Veloth in this room. The Shrine can be paid to cure any disease, restore damaged attributes, or, if you have Spell Absorption, refill your Magicka. I consider it a violation of my Ironborn mode to buy a blessing, though. I suggest grinding Acrobatics to 60 using the torch to the right of the exit to cap your jump height. You won't be able to rest yet, and there is another Ancestor Ghost along with another leveled undead left to deal with. I had a Skeleton Warrior-try to let one into this room at a time. Like Bonewalkers, you can Spear any flavor of Skeleton. Use Fireball on the second Ancestor Ghost. Spear should increase to 80 now. When the fight is over, go ahead and rest... ***LEVEL UP*** Level 6 +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: 13 Armorer, 7 Athletics, 15 Enchant, 15 Destruction, 10 Alteration, 10 Illusion, 10 Conjuration, 34 Alchemy, 11 Unarmored, 12 Security, 100 Sneak, 60 Acrobatics, 10 Light Armor, 10 Short Blade, 10 Marksman, 16 Speechcraft, 10 Hand-to-hand Derived Attributes: 73 Health, 225 Magicka, 210 Fatigue Head down the stairs to explore the rest of the tomb. Get a Scroll, search two Urns, and grab three ingredients. There's a key in the ashpit, but I suggest picking the locks of both chests. That's it. Hop back to Fargoth's, ignoring whatever you can. I had to fight a Cliff Racer the moment I exited, but was otherwise able to avoid combat. Grab two new hammers after resting, and repair your Spear, along with anything else you found. Drop off all ingredients and soul gems, filled or empty. Sell all else to Arrille, and get ready to head out again. Clothing is fine, along with the Iron Spear, Journeyman grade thief tools, and two hammers. Bitter Coast Region o======================================================================o ***CONTAINERS*** Small Kollop x2 Kollop Hypha Facia x2 Bungler's Bane x3 Luminous Russula x6 Violet Coprinus x3 Hackle-Lo ***SKILL INCREASES*** Spear x4 Armorer x1 Unarmored x1 Athletics x1 6) Follow the route as though you were returning to Thelas Ancestral Tomb, killing anything you run into along the way. Rest and repair after each fight. I ran into the following: a Rat just outside Seyda Neen; a Nix-Hound at Processus' body (that raised Spear to 81); a Cliff Racer, two Kwama Foragers, and five Bull Netch along the Nimawia Grotto coastline (Armorer should increase to 14 during this sequence, and Spear should increase to 82); and two Mudcrabs, a Diseased Cliff Racer, and another Bull Netch after turning south toward Thelas Ancestral Tomb (Spear should increase to 83 here). If you see any Netch you can't reach, use Fireball to turn them hostile, and they'll come to you. We need that Netch Leather! When you reach the southern tip of the peninsula where Thelas Ancestral Tomb is, turn due west. If view distance is maxed, you can just see another island. Wade into the water to attract some aquatic enemies. I had three Small Slaughterfish and two Slaughterfish, and Unarmored increased to 12 and Spear increased to 84 while fighting them. As the critters allow you to, enter the water for real. When you first get in, deviate north to dive for two Small Kollops and a Kollop. Now, swim west to the island. Athletics should increase to 8 during the swim. When you arrive on the island, directly in front of you should be a tree with two Hypha Facia and three Bungler's Bane. To your right, at the water's edge, are three Luminous Russula and a Violet Coprinus. Head west, straight up the hill, to fight another creature (I had a Bull Netch). From here, turn due north and proceed to the tip of the island, where there is another creature (a Mudcrab, in my game). Find two Violet Coprinus and three Luminous Russula at the base of a tree here. Finally, find a Hackle-Lo to the left of the entrance to Aharunartus. Head inside. Aharunartus o======================================================================o ***CONTAINERS*** Sack x2 Wooden Barrel Crate x5 Low Quality Chest Cloth Sack x2 Chest Ancient Chest ***ITEMS*** Steel War Axe Netch Leather Boots x3 Netch Leather Cuirass Common Pants x4 Iron Longsword Nordic Fur Cuirass Common Shirt x2 Common Shoes Iron Ladle Tankard Bowl Empty Vial Iron Dagger Netch Leather Left Gauntlet x2 Common Amulet Iron Battle Axe Netch Leather Greaves Netch Leather Right Gauntlet Bone, Part One Gold x5 Aharunartus Slave Key ***SKILL INCREASES*** Spear x8 Unarmored x2 Security x1 Acrobatics x10 Athletics x2 Destruction x2 Armorer x1 7) You will immediately be attacked by Valund when you enter. Spear should increase two ranks to 86 during this fight. Loot his corpse, rest, and repair all gear. This ran me out of hammers, FYI. Move forward up a ramp to be attacked by Nitterius Rato. Spear him to death. Dispose of his corpse and rest. Turn left at the junction to find an empty room with some loot. Return to the intersection after gathering your goodies and proceed to the west. When you reach the center of the docks, you will be attacked by Brothes Oran. Kill him. Unarmored should increase to 13 about now, and you will notice your armor *rating* rise from 0 to 1 when it does. Hooray! Spear should also increase to 87 during this fight. Dispose of the corpse, and dismay at your Encumbrance. We'll need to offload soon, unfortunately, but we can expedite that to minimize repetitive combat. For now, go straight, into the water, and dive to find an Iron Mace and two Skulls. You should be able to just get them and get back without running out of air. Turn right (south) and pick the lock on the Old Gate. This should increase Security to 13. Unfortunately, we don't have the key to free the slaves yet. Hop back to the entrance and drop everything except the clothes you're wearing, your thief tools, the Package for Caius Cosades, and the Iron Spear on the ground right by the exit. Head back to the docks, turn and enter the final unexplored tunnel, where you will be attacked by Yatur gro-Shak. Kill him. Spear should increase two ranks to 89 during this fight. Dispose of the corpse and rest. Do NOT read the book-we aren't ready to raise Medium Armor just yet. Fortunately, we can take it with us without reading it. Search the three Crates here, and head to the room Yatur came from. I found another Scroll of Fphyggi's Gem Feeder here, and had a few empty soul gems ranging in quality from Petty to Common. Search two Cloth Sacks, an unlocked Chest, and a locked Ancient Chest you should pick open. Don't miss the slave key on top of the Ancient Chest, either. Go back and free the four slaves now. After freeing the second one, your fifth total one, you can ask an already-freed slave about "go free" to learn about the Twin Lamps. Interesting. Don't forget to pick up their bracers after you free them. I recommend taking a moment to grind Acrobatics to 70. The stairs to Yatur's room will work nicely. Return to the exit now, gather everything (this will overencumber you), and transition outside. Drop enough to move at the entrance, making sure you at least hold on to the Iron Spear and the skill book. Go back to Seyda Neen, only fighting when forced to. I had to fight a Cliff Racer as I emerged from the cave, as well as two Slaughterfish and a Small Slaughterfish in the water near this island. This should raise Spear to 90, so step back to shore and rest... ***LEVEL UP*** Level 7 +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: 14 Armorer, 8 Athletics, 15 Enchant, 15 Destruction, 10 Alteration, 10 Illusion, 10 Conjuration, 34 Alchemy, 13 Unarmored, 13 Security, 100 Sneak, 70 Acrobatics, 10 Light Armor, 10 Short Blade, 10 Marksman, 16 Speechcraft, 10 Hand-to-hand Derived Attributes: 81 Health, 225 Magicka, 220 Fatigue Swim across now, only fighting when forced to. Athletics should increase to 9 during the swim. I had to deal with another Slaughterfish during the swim back. Hop back to Fargoth's, only fighting when forced to. I had to fight another Cliff Racer, but that was all. Drop everything save your book, clothes, and spear at the entrance to Fargoth's without going inside. Now, return to Aharunartus for the rest. This way, you avoid triggering additional respawns. I was cornered by another Cliff Racer on the return trip. Spear should increase to 91 during that fight. I had to fight a Mudcrab and a Diseased Cliff Racer as well, which raised Spear to 92. Back in the water, I still managed to get attacked by three Slaughterfish and a Dreugh. Unarmored should increase to 14 here. My spear actually broke while dealing with the Dreugh, so I finished it with Frostbite. I was attacked by two more Dreugh and another Slaughterfish as I approached the island, and killed them all with Frostbite as well. Destruction should increase to 16 as a result. Once you're finally across, gather everything you left at the Aharunartus entrance and return again to Seyda Neen. Athletics should increase to 10 during your return swim. I got attacked again by five Cliff Racers on the way back. Kill them with Fireball, before they even reach you. If they do get close, switch to Frostbite-it does more damage. Destruction should increase to 17 here. Finally, with our weapon broken and about 20% of our Magicka pool remaining, arrive back at Fargoth's House, pick up everything (overencumbered), and head inside. Grab your hammers and repair everything. This should increase Armorer to 15. Stash all ingredients. Replace the Cloth Left Bracer with a Netch Leather Left Gauntlet, and stash a Netch Leather Right Gauntlet and Netch Leather Greaves along with it. Stash any empty Soul Gems, except those you can fill on the next outing with scrolls. Also stash anything that overlaps with what we've previously stolen from Arrille-for me, that included an Iron Shield, Steel Greaves, and an Iron Longsword. Finally, stash your copy of Bone, Part One. Go sell everything to Arrille. While there, go upstairs and open the level 35 locked Small Chest-it is now possible with a Journeyman's Lockpick at full Fatigue. It's time to set out again, and I've learned my lesson about having enough stuff with me. Bring all the Common Clothes you've been wearing, all Journeyman grade thief tools, all hammers, any scrolls of Fphyggi's Gem Feeder, and enough empty soul gems to fill with those scrolls (I had one, and brought a Petty gem to fill). We're going back to that island again. Bitter Coast Region o======================================================================o ***CONTAINERS*** Slough Fern x2 Hypha Facia x6 Bungler's Bane x5 Hackle-Lo x2 Luminous Russula x3 Violet Coprinus ***SKILL INCREASES*** Spear x3 Unarmored x1 8) So, head back to the island, fighting whatever comes your way (and soultrapping when possible). You should still make a point of attacking any Bull Netch, especially if you're missing Magicka-their Poisonblooms can go a long way toward refilling it via our Spell Absorption. I set out with 59/225, for reference. We're heading to a tomb, so we may need our Destruction magic. My first battle was at Processus' body and involved two Cliff Racers, one of which I soultrapped. Rest and repair, as usual. I also found a Scrib, a Diseased Scrib, and a Bull Netch here, all of which I killed. Absorbing both of the Netch's Poisonblooms put me at 137/225. Nice! Rest and repair in each lull. Spear should increase to 93 during these fights. I attracted a Bull Netch from over the water with a Fireball. Absorb spells, kill, rest, repair. He got me to 210/225-almost full already. See why The Atronach kicks ass? I was attacked by a Nix-Hound as I passed Nimawia Grotto. The game just doesn't quit with the critters, does it? Around the southward turn on the coast, I was able to attract and kill two more Bull Netch with Fireball spells. The first one put me back at full Magicka-what a relief. Rest and repair, as always. At the southern tip of the peninsula, I was attacked by a Diseased Cliff Racer. This fight should raise Unarmored to 15, and Spear to 94. Another Bull Netch was also in Fireball range here. Rest and repair, and then it's time to cross the water. Wading into the water attracted three Slaughterfish for me. Kill, rest, and repair. I ran afoul of a Small Slaughterfish about halfway through the swim, and another Slaughterfish as I approached the shore. The last one should raise Spear to 95. When I reached the shore, there was a Bull Netch I pulled to me with Fireball. Almost due west of where you arrive, find a Hackle-Lo, a Slough Fern, a Hypha Facia, and a Bungler's Bane. Near here is a critter-I had a Mudcrab. Kill it, then check the southern tip of the island for five Hypha Facia, a Bungler's Bane, three Luminous Russula, a Violet Coprinus, and a Slough Fern. Follow the west edge of the island north to find three more Bungler's Bane and a Hackle-Lo. Continue north, up the hill, to find the Sarys Ancestral Tomb. Enter. Sarys Ancestral Tomb o======================================================================o ***CONTAINERS*** Urn x11 Small Chest x3 Chest ***ITEMS*** Moon Sugar Saltrice Quality Fire Resistance Bargain Potion of Frost Shield Standard Fortify Personality Book of Rest and Endings Heather Crab Meat Ash Yam Ampoule Pod Black Lichen Sarys chest key ***SKILL INCREASES*** Spear x5 Security x1 Acrobatics x10 Unarmored x1 Athletics x1 Destruction x1 Armorer x1 9) At the bottom of the ramp in front of you is an undead. I had a Bonewalker, so I killed it with my Spear. Be very careful not to let their curses hit you-we don't have reliable attribute restoration yet, so use your Spell Absorption and your Quicksave key to protect yourself. Kill this opponent. We can't rest yet, so repair and continue to an intersection. Straight ahead is a hole in the ground, and to our left is a tunnel. Jump over the hole (should be cake with 70 Acrobatics) and proceed around the corner to a closed door. Disarm the trap with a probe and open the door, fighting another undead in the room beyond (I had a Skeleton Champion, so my Spear worked just fine). Spear should increase to 96 during this fight. Once down, repair all gear. Advance into the room, searching three Urns and picking up some Moon Sugar and Saltrice at the ashpit. Disarm the trap on the Small Chest before looting it. We still can't rest, so head back out and turn left to proceed. In the next hall, look up to see the hole we jumped over earlier. Around the next corner, find another undead. I had a Greater Bonewalker, so I Speared my way to glory. Spear should increase to 97 during this fight. Repair when done. There is a Shrine of St. Veloth here, should you feel like buying a blessing. Check the bier for three potions and a Cloth Sack, and the podium for a copy of the Book of Rest and Endings. Unfortunately, we still can't rest. The stairs around the corner lead back to the entrance, so disarm the trap on the left door and open it to proceed. There is a fourth undead in the next room. I had a Skeleton Warrior, so I used my Spear. Once done, repar all gear. Search four Urns on the biers, check the left ashpit for two ingredients, then the right ashpit for an ingredient and a Small Chest. We still can't rest, so open the door here to face your final undead opponent. I had a Bone Lord, so I used Fireball to kill him. With the fifth undead down, we can finally rest. Do so, then loot the final room. There are four more Urns on the biers, two ingredients and a Small Chest at the ashpit, and a Sarys chest key inside the ashpit. Skip the key in favor of disarming the trap and lockpicking the Chest. This should increase Security to 14. We're done now, but before leaving, I suggest another 10-point Acrobatics grind. As strange as it seems, jumping directly into the Shrine of St. Veloth gets you a good "stick" where the skill raises very quickly. Once done, head outside (remember to stop jumping). Cross the island to the east. Over the water to the north, I had a Bull Netch. Fireball, Spear, rest, repair. Cross the water to the east, bearing in mind that slow (non-Fatigue-draining) swimming is just as effective at raising Athletics. Entering the water got me attacked by a Slaughterfish and a Small Slaughterfish. Spear should increase to 98 during this fight. Rest and repair. Two more Small Slaughterfish and a Dreugh came at me before I passed the rocks, so Spear them, head back west, rest, and repair. Yet another Small Slaughterfish was just on the other side of the rocks. Unarmored should increase to 16. Head back west to rest and repair once more. ANOTHER Small Slaughterfish attacked me here, so follow the same routine. When you finally do make it across the water, return to Fargoth's House. Athletics should increase to 11 about now, if you're running like you should be. I was attacked by a Diseased Cliff Racer as I rounded the corner to the north, and fighting this critter should increase Spear to 99. A little farther, and another Diseased Cliff Racer gets the same treatment. At Nimawia Grotto, I was able to fight a Bull Netch. Full Magicka, thank you very much. Rest and repair. I got attacked by a Mudcrab, of all things, as I moved by Nimawia Grotto. Proceeding north, between the muck ponds, I had another Cliff Racer, another Diseased Cliff Racer, and two Bull Netch. This raised Destruction to 18, and Spear to 100. Hallelujah. Rest... ***LEVEL UP*** Level 8 +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: 100 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: 15 Armorer, 11 Athletics, 15 Enchant, 18 Destruction, 10 Alteration, 10 Illusion, 10 Conjuration, 34 Alchemy, 16 Unarmored, 14 Security, 100 Sneak, 80 Acrobatics, 10 Light Armor, 10 Short Blade, 10 Marksman, 16 Speechcraft, 10 Hand-to-hand Derived Attributes: 89 Health, 225 Magicka, 230 Fatigue Repair and note that, since we are no longer trying to raise a weapon skill (for the moment), you should feel free to thrust with the Spear. Fights will go much, much, much faster when you do. Resume jumping, and keep heading back toward town. Another Diseased Cliff Racer attacked me on the way. I was attacked by one last critter, a Nix-Hound, on my way into town. The resultant repair increased Armorer to 16. Enter Fargoth's House. Drop off all soul gems and ingredients, as well as anything Arrille won't buy (I had two Iron Shields and a Silver Staff). Equip your Imperial Chain Greaves (which should raise your armor *rating* to 2), pick up the Imperial Templar Left Pauldron and the Imperial Templar Right Pauldron (since I now notice that Imperial Chain Pauldrons are Heavy and have a better armor rating), and go sell everything to Arrille. Head outside, make sure you have your clothes, Chain Greaves, Iron Spear, hammers, and thief tools, then head to the lighthouse. Go as far southeast as you can, and you should spot another island in the distance. That's our next target. NOTE: Now that we have a weapon skill at 100 and are, for the moment, using an armor skill for leveling, the pace becomes much more leisurely. Go ahead and use the best attack with your Spears. Since we are trying to raise armor skills, I suggest fighting by striking the enemy within one hit of death, letting it do the same to you, and then finishing it off. Keep jumping everywhere for now, as well. Bitter Coast Region o======================================================================o ***CONTAINERS*** Luminous Russula x11 Violet Coprinus x4 Hypha Facia Bungler's Bane Slough Fern Cloth Sack Sack Wooden Chest x3 ***SKILL INCREASES*** Unarmored x3 10) Entering the water, I got attacked by two Dreugh and two Small Slaughterfish. Let them hit you as much as possible, then Spear them to death and repair. We can't rest here, so start swimming toward the island. As you approach, you're likely to be attacked again-I had a Small Slaughterfish and a Slaughterfish. Spear, repair, continue swimming. You'll arrive at the northern tip of the western island in a pair. Rest. Explore this island. To the south, spy a dock and fight a creature-a Mudcrab in my game. Keep allowing creatures to hit you until you're near death-thrusting with 100 Spear skill will annihilate them near-instantly when you're ready to end the fight. Don't forget to be jumping as you explore, either. When this creature is dead, rest and repair. At the base of a tree to your right, find three Luminous Russula and a Violet Coprinus. South and west, around some rocks, is another creature-I had a Diseased Cliff Racer. Unarmored should increase to 17 during this fight. Rest and repair. You can see the shipwreck in the water here, but first let's finish exploring this island. South of you are two creatures-both Mudcrabs for me. Handle them as usual. Unarmored should increase to 18 about now, and your armor *rating* should increase to 3. Turn east at the island's southern edge to find a Hypha Facia, a Bungler's Bane, three Luminous Russula, and a Slough Fern. Turn north and take a narrow path uphill through the rocks to find three more Luminous Russula. Continue around the tree for three Violet Coprinus. On your right, you should see a dock and a bridge to the other island. Find two more Luminous Russula at the base of a tree, and fight a creature on this side of the bridge-I had a Mudcrab. Deal with it, rest, and repair. Find three more Luminous Russula and a Violet Coprinus at the edge of the bridge, but don't cross it yet. Turn north to explore the dock. Search a Slough Fern at the south edge of the dock, then venture east. Search the containers in the little boat, then turn west to explore the shipwreck. First, wade into the water south of the wreck to deal with the enemies-I had a Small Slaughterfish (Unarmored should increase to 19), a Slaughterfish, and a Dreugh. Kill, rest, and repair. There are two entrances to the shipwreck, to the Upper Level or the Cabin. Enter the Cabin first. Remote Shipwreck o======================================================================o ***CONTAINERS*** Crate x6 Floating Barrel x2 Corpse x2 Barrel Wooden Barrel x2 ***SKILL INCREASES*** Unarmored x2 Athletics x1 Medium Armor x2 11) Incredibly, there's nothing at all in the cabin. Head outside, and we'll probably get attacked by respawned critters. I suggest swimming like hell for shore, where you'll probably be attacked by a Cliff Racer. Kill, rest, and repair, letting yourself get hit as usual. In the water, I had two Slaughterfish and two Dreugh. Usual routine. Enter the Upper Level when the coast is clear. You'll be attacked by two critters inside (I had Small Slaughterfish). Unarmored should increase to 20 during this fight. You cannot rest in here, but do repair when the fight is over. Navigate behind the stairs leading to the exit to search two floating Crates. In front of those same stairs, search two Floating Barrels. Athletics should increase to 12 about now. Search another Crate in the next room, with the beds. Leave the Worn Imperial Key if you find it-I believe its presence here is a bug. Dive into the next room-there is a pocket of air, so don't panic. Dive behind the ladder here to search two more Crates, then search the skeletal Corpse. You can't quite swim behind the partition, but if you angle it correctly, you should be able to search one final Crate there. Save in the air pocket, then dive into the Lower Level. There's air available here, too, so don't worry. Swim to the ship's north end and dive to search another Corpse, a Barrel, and two Wooden Barrels. That's all there is-lame, isn't it? Save before heading outside, as the critters will have respawned again. Swim like crazy for shore so you can rest before fighting anything. You'll probably still have to take out a Cliff Racer (mine was Diseased) before you can rest and repair. Head north now-we want to swim to Seyda Neen. I got attacked by another Cliff Racer along the way. When you reach the water, beging by wading in and dealing with the aquatic creatures that attack one at a time. I had three Small Slaughterfish, sufficient to raise Unarmored to 21 and Medium Armor to 16. I also got a Dreugh as I approached Seyda Neen. Once back, return to Fargoth's House to rest and repair. Drop off all ingredients. Grab all potions of Restore Health and Water Breathing you still have stashed. Go ahead and read Bone, Part One to advance Medium Armor to 17. Bring it with you as you go sell stuff to Arrille. Depart with your clothes, Iron Spear, Imperial Chain Greaves, thief tools, repair hammers, and potions of Restore Health and Waterbreathing. Return to the same launch point as before, south of the lighthouse. Bitter Coast Region o======================================================================o ***CONTAIERS*** Luminous Russula x19 Violet Coprinus x5 Bungler's Bane x7 Slough Fern x2 Hypha Facia Hackle-Lo Small Kollop Kollop ***SKILL INCREASES*** Unarmored x1 Athletics x1 12) Let's swim back now and explore the other island. On the swim, I had three Slaughterfish as I entered the water. Since we can't rest here, use Restore Health potions to heal between fights. I burned through all of mine without even getting back to half health. Oh well. Another creature will attack as you approach the island-I had a fourth Slaughterfish. I suggest swimming to shore and resting prior to dealing with this critter. Rest and repair when done. Head south to the bridge we noticed last time. Along the way, I pulled a Bull Netch to me from over the water with a Fireball spell. Kill, rest, and repair. I had two Mudcrabs as I approached the bridge, and a third on the dock. Same treatment as usual. Unarmored should increase two ranks to 23 during these fights, and your armor *rating* should increase to 4. I was able to get another Bull Netch here, as well (Fireball, as usual). Cross the bridge to the other island. I found my first Betty Netch here. Fireball still attracts them, but they lack Poisonbloom spells and are stronger melee combatants than the Bulls. How much stronger? At this phase, a Betty could still one-shot me and soak up eleven thrusts with the Iron Spear. Yeah, they're tough. I also had a Bull in sight, and handled him as well. By way of comparison, I could take three hits from the Bull, and he died in three thrusts. Once clear, head east from the bridge to find three Luminous Russula. Follow the path between the rocks to find four more Luminous Russula and a Violet Coprinus on the right. At this fork, turn left-there's nothing but a dead end to the right. Heading north, you should be opposite the dock, and can find three Bungler's Bane, a Slough Fern, three Luminous Russula, and a Violet Coprinus before getting attacked by a critter (a Diseased Cliff Racer for me). Kill, rest, and repair. Find three more Luminous Russula and another Violet Coprinus on the right before continuing north, to the tip of this island. Here, find a Slough Fern, a Hypha Facia, four Bungler's Bane, two Violet Coprinus, six Luminous Russula, and a Hackle-Lo. Now, head back to the boat and dive underwater to find the entrance to Akimaes Grotto. Before going inside, check a Small Kollop and a Kollop for pearls, and fight off a creature (I had a Small Slaughterfish). Athletics should increase to 13 around now. Kill, rest, repair. Now enter the grotto. Akimaes Grotto o======================================================================o ***CONTAINERS*** Small Kollop x4 Kollop x8 Large Kollop x6 ***SKILL INCREASES*** Athletics x1 Unarmored x1 13) Swim a bit south and surface for air. In this first chamber, dive for a Small Kollop. Turn west and dive into the next room. Surface for air. On the top level is a Kollop, and if you dive down there is a Small Kollop. Dive south into the next room for two Kollops and a Large Kollop, and be wary-there's no air here, so be quick with the potions of water breathing. West and north, in a little antechamber of sorts, is another Large Kollop. Now, swim to the east wall, then south, where you can surface for air. This large room has three exits, but first, dive to the bottom for a Large Kollop. Let's go clockwise. Dive to the east exit first. There's air in the next room, and I got attacked by my first critter-a Dreugh. Bear in mind that we can't rest anywhere, so just kill things as quickly as possible and repair. Dive deep in this chamber for a Small Kollop-you'll probably need a potion. Turn north and dive into the next room; there's no air, so use potions as needed to search two Kollops and a Large Kollop before swimming all the way back to the three-way intersection. Let's go south next. Dive deep to find an airless room with a Large Kollop, a Small Kollop, and two Kollops. Return once again to the three-way intersection. West is last, so let's do it. I was attacked by a Small Slaughterfish on my way in. Kill and repair. The final chamber does have air, but it's huge, so surface and get your bearings. My first dive ran me afoul of another Small Slaughterfish, so kill, surface, and repair. Along the west wall, near the midpoint, is a Large Kollop. Athletics should increase to 14 around now. Near the midpoint of the northern wall, dive for a Kollop. That's it-lame, right? At least we got some Athletics experience. Make your way out of the grotto. Immediately swim northwest to shore, where we can rest. From here, just continue northwest to start the swim back to town. Wade in to deal with critters one at a time, as usual. I got a Slaughterfish, a Small Slaughterfish, and a Dreugh, which between them raised Unarmored to 24. Return to Fargoth's House to offload all ingredients, as well as any leftover Water Breathing potions. Since Diseased creatures are only going to become more common, I suggest you start taking your stash of Cure Common Disease potions with you. I actually had nothing to sell to Arrille after this offload. We're almost done around Seyda Neen. There are no more dungeons before we leave, but there's one island I'd like to clear-it has a ton of ingredients. Head out to the lighthouse again, but this time go southwest-where the Iron Shardaxe was. There will be a critter here-since we can't rest, kill it as fast as possible and repair. I had a Cliff Racer. Face due west, and the island should be visible. Bitter Coast Region o======================================================================o ***CONTAINERS*** Luminous Russula x14 Bungler's Bane x11 Hypha Facia x6 Violet Coprinus x3 Hackle-Lo ***SKILL INCREASES*** Armorer x1 Unarmored x1 Medium Armor x1 Athletics x1 14) Wade into the water, like usual. We can't rest, so kill anything that attacks as quickly as you can. I had a Slaughterfish and three Small Slaughterfish. Repair, and try the swim. I got attacked by a Slaughterfish about halfway across, but was able to mount up onto a rock and rest when done. Another Small Slaughterfish attacked as I neared the shore, but I let him chew on me. I was lucky enough to get another after swimming back to the rock to rest and repair. Fortunately, the repair resulting from that second one raised Armorer to 17. A third Small Slaughterfish came after me when I entered the water again. After that, I got an ordinary Slaughterfish and a Dreugh as I approached the shore. Unarmored increased to 25. When I finally reached the shore, I was immediately attacked by a Diseased Cliff Racer that raised Medium Armor to 18. Nice. When I searched his body, I contracted Helljoint! Good thing I brought my Cure Common Disease potions. West of here, find five Luminous Russula, three Bungler's Bane, and two Hypha Facia as you follow the path around the tree. Head west over the rocks, where I was hassled by another Cliff Racer. Once he's handled, dispose of the other creature on the island-I had a Bull Netch. The west part of the island forms a U of sorts around the rocks. Starting from the northern end of the U, find: two Luminous Russula and a Violet Coprinus near a fern; two Hypha Facia, two Bungler's Bane, and a Luminous Russula at the base of a tree; a Hackle-Lo and three Bungler's Bane at a tree stump; two Luminous Russula and a Violet Coprinus near a fern; four Luminous Russula, a Violet Coprinus, three Bungler's Bane, and two Violet Coprinus at the base of a tree; and four Luminous Russula, two Violet Coprinus, and a Slough Fern at the southern end of the U. That's it, so head back to the east of the island and swim back to the Seyda Neen lighthouse. I was attacked by a Dreugh during the swim-how silly to think the coast might stay clear. Athletics should increase to 15 during the return swim. Return to Fargoth's House and gather up all your ingredients, along with your Apprentice's Mortar & Pestle. It's time for another Alchemy session. Seyda Neen-Fargoth's House o======================================================================o ***SKILL INCREASES*** Alchemy x12 15) Nothing has changed since last time. Begin by chaining Fortify Intelligence potions (make, drink, make, etc.) until you run out of ingredients (Ash Yam, Bloat, Horker Tusk, and Netch Leather). Stash any of those ingredients when finished, and proceed to Restore Magicka potions (Adamantium Ore, Belladonna Berries, Comberry, Daedra's Heart, Frost Salts, Heartwood, Void Salts). Stash any potions and all remaining Restore Magicka ingredients, and switch to Water Breathing (Hackle-Lo Leaf, Kwama Cuttle, Luminous Russula, Pearl). Stash those potions and switch to Levitate (Coda Flower, Racer Plumes, Sweetpulp, Trama Root). Stash those and switch to Restore Health (Corkbulb Root, Corprus Weepings, Emerald, Marshmerrow, Raw Stalhrim, Resin, Saltrice, Sweetpulp, Wickwheat). Stash those and go for Restore Attribute as follows: Endurance (Gravedust, Horn Lily Bulb, Timsa-Come-By Flowers, Scales); Luck (Crab Meat, Hackle-Lo Leaf, Kresh Fiber); Strength (Dreugh Wax, Gold Kanet, Horn Lily Bulb, Scamp Skin, Stoneflower Petals); Agility (Bonemeal, Noble Sedge Flowers, Scrib Cabbage, Sload Soap); Speed (Meadow Rye, Nirthfly Stalks, Raw Ebony, Resin); Willpower (Meteor Slime, Scathecraw, Scrib Jelly, Trama Root); Intelligence (Bittergreen Petals, Ruby, Scrap Metal, Wolfsbane Petals); and Personality (Guar Hide, Heather, Scamp Skin). Stash those and switch to Cure Blight Disease (Ash Salts, Meteor Slime, Scrib Jelly). Keep those with you and switch to Cure Common Disease (Chokeweed, Daedra Skin, Gravedust, Green Lichen, Muck, Red Lichen, Willow Anther). Keep those and switch to Cure Paralyzation (Corkbulb Root, Scamp Skin, Willow Anther). Keep those, and grab any you had stashed from Session 1 as well. Now, just make as many potions as possible with whatever ingredients you have. Throughout the session, my Alchemy advanced 12 ranks, to 46. When finished, stash any remaining ingredients as well as the Apprentice's Mortar and Pestle. Go sell all your vendor trash potions to Arrille. Step outside when done. Seyda Neen o======================================================================o 16) It's time to move on. But to where? Let's check our journal. If you click "Options" on the lower left of the journal, followed by "Quests," you can see everything currently active. You should have two-Report to Caius Cosades, and An Island to the North. (If you already killed one of those assassins, you will have a third-Dark Brotherhood Attacks.) I plan on doing the expansions after the base game, so let's stick with the Main Quest and head to Balmora. Balmora serves as an excellent base until we build our stronghold, especially due to Hlaalo Manor and the presence of a perma-corpse inside we can use for storage. We also have fast travel access to pretty much everywhere from there. To get started, load up all potions, all ingredients, all soul gems, the Apprentice's Mortar and Pestle, all thief tools, the Engraved Ring of Healing, the Thief Ring, any Skooma, and anything you've kept because Arrille won't buy it. You can leave spare weapons and armor here for now. Take the Silt Strider to Balmora. o======================================================================o | | | Balmora | | | o======================================================================o Sequence of Events: {WLK004} 1) Offloading 2) New Digs 3) Medium Armor 4) Repair Tools 5) Balmora-Exterior 6) Dralasa Nithryon-Pawnbroker 7) Clagius Clanler-Outfitter 8) Looting Arrille's Tradehouse 9) Meldor: Armorer 10) Dorisa Darvel: Bookseller 11) Western Guard Tower South 12) Tyravel Manor 13) Hlaalu Council Manor 14) Morag Tong Guild 15) Census and Excise Warehouse 16) Milie Hastien: Fine Clothier 17) Nalcarya of White Haven: Fine Alchemist 18) Nerano Manor 19) Hlaalo Manor 20) Western Guard Tower North 21) Temple 22) Lucky Lockup 23) Ra'Virr: Trader 24) Guild of Mages 25) Questing for Ajira 26) Guild of Fighters 27) The Razor Hole 28) Eight Plates 29) Fast Eddie's House 30) Itan's House 31) Vori's House 32) Karlirah's House 33) Tsiya's House 34) Council Club 35) Dura gra-Bol's House 36) Drarayne Thelas' House 37) Dralosa Athren's House 38) Hecerinde's House 39) South Wall Cornerclub 40) Dralcea Arethi's House 41) Nine-Toes' House 42) Balyn Omarel's House 43) Rarayn Radarys' House 44) Eastern Guard Tower 45) Caius Cosades' House 46) Vorar Helas' House 47) Tyermaillin's House 48) Rithleen's House 49) Astius Hanotepelus' House 50) Alchemy Session III 51) Where To Next? Balmora o======================================================================o ***NPCs*** Dralosa Athren Dralsea Arethi Dranas Dradas Heddvild Hlaalu Guards Hul Llandras Belaal Rararyn Radarys Selvil Sareloth Shargam gro-Shagdulg Stargel Tedryn Brenur 1) We begin on the silt strider platform. We'll get to exploring this big new place in earnest in a bit. For now, head down, turn left, and round the corner to the right, looking for Ra'Virr-Trader. Head inside and sell him your Skooma, and everything else Arrille wouldn't buy. Back outside, turn right and head down the street until a big staircase appears to your left. Head up these stairs and turn right to find Hlaalo Manor. Pick the lock and head inside. Balmora-Hlaalo Manor o======================================================================o ***NPCs*** Uryne Nirith ***ITEMS*** Silver Longsword Extravagant Belt Extravagant Left Glove Extravagant Pants Extravagant Right Glove Extravagant Ring Extravagant Sapphire Amulet Extravagant Shirt Extravagant Shoes ***QUESTS*** House Hlaalu-The Death of Ralen Hlaalo 2) Inside, find the corpse of Ralen Hlaalo to start a quest. Take all of his stuff, and finally upgrade past the Common clothes we've been wearing. Perma-corpses like Ralen's are the best storage in the game. They never respawn, and they have infinite carry weight. Accordingly, use him from now on to store all ingredients, alchemy gear, soul gems, magic items, spare weapons, spare armor-anything. For now, dump the Engraved Ring of Healing, Thief Ring, all potions, all ingredients, the Apprentice's Mortar and Pestle, all soul gems, and your spare thief tools on him and head back outside. We'll explore the manor in earnest later on. Head back to Ra'Virr and sell off Ralen's Silver Longsword and your old common clothes (but keep anything we didn't replace, like the Robe). Enter the Western Guard Tower North, just next to Hlaalo Manor. Balmora-Various o======================================================================o ***NPCs*** Hlaalu Guards ***ITEMS*** Armun-An Bonemold Left Pauldron Bonemold Right Pauldron Dreugh Helm Orcish Boots Orcish Cuirass Bonemold Left Bracer Bonemold Right Bracer ***SKILL INCREASES*** Acrobatics x1 3) We're getting some more Medium Armor to train with. Head upstairs and steal the Armun-An Bonemold Left Pauldron from the table. Leave everything else, but equip your new pauldron. Again, we'll loot this place in earnest later on. Head to Meldor-Armorer. Steal and equip the Bonemold Right Pauldron from the counter, and the Dreugh Helm from his shelves. Step behind the counter to steal and equip the Orcish Boots and Orcish Cuirass. Finally, search the crate behind the counter to steal and equip a Bonemold Left Bracer and a Bonemold Right Bracer. Now we're in business. Return to Hlaalo Manor to drop off your Extravagant Left Glove, Extravangant Right Glove, and Extravagant Shoes (for now). Acrobatics should increase to 81 if you've been jumping around. Head back outside. Your Armor Rating should be at 9 now. Balmora-Guild of Fighters o======================================================================o ***NPCs*** Eydis Fire-Eye Fasile Charascel Flaenia Amiulusus Hasphat Antabolis Wayn ***ITEMS*** Repair Prongs x10 4) One last bit of housekeeping before we start tackling Balmora in earnest. I was almost out of repair tools at this point, and Meldor hadn't restocked like he is supposed to. Drop by the Guild of Fighters instead (across the street from Meldor's), and pickpocket Wayn. I suggest going for the Repair Prongs-weaker tools=more repairs=more Armorer experience. Plus, they're easier to steal. Step outside. We're ready to explore now. Balmora o======================================================================o ***CONTAINERS*** Basket x18 Urn x14 Crate x59 ***ITEMS*** Bowl Broom Bucket Bottle x5 Jug x2 Goblet x3 Common Robe Common Shoes x4 Common Ring x2 Common Shirt x5 Common Skirt Steel Spear Bonemold Boots Bonemold Greaves Bonemold Left Bracer Bonemold Right Bracer Common Pants x6 Extravagant Shirt Nordic Battle-Axe Nordic Fur Cuirass Nordic Fur Boots Nordic Fur Left Pauldron Nordic Fur Right Pauldron Nordic Fur Left Bracer Nordic Fur Right Bracer Common Belt x3 Common Left Glove x2 Common Right Glove x2 Iron Mace Boiled Netch Leather Cuirass' Cloth Left Bracer Cloth Right Bracer Netch Leather Boots ***QUESTS*** Misc.-Larrius Varro Tells a Little Story ***SKILL INCREASES*** Security x1 Acrobatics x3 Medium Armor x3 Speechcraft x2 5) Being so much bigger than Seyda Neen, it should be obvious that we'll find a great deal more goodies lying around in Balmora. Head back to the strider platform to get started. As we go about our business, keep the following in mind: all ingredients and empty soul gems should be stashed at Ralen Hlaalo, and any time your Encumbrance flirts with the maximum, sell everything you've found to Ra'Virr. In front of the strider platform is the Council Club. Beneath the banner, search two Baskets and an Urn. Turn left to search three more Urns and pick up a Bowl in front of the Lucky Lockup. A bit farther, at the bottom of the stairs to the Lucky Lockup's upper level, search three Crates. Just around the corner are four more Crates to search. Head west across the open space to Dralasa Nithryon: Pawnbroker, and search outside her shop for three more Crates, two more Baskets, and four more Urns. Back across that plaza, search at Ra'Virr's for another Crate, another Basket, and another Urn. Head to Meldor's for three more Crates, then keep a bit west and search outside Clagius Clanler's for two more Urns and another Basket. Cross over to the Guild of Mages to search four more Crates. A little farther, at the Guild of Fighters, you can find four more. Pass the stairs to find two more Crates on your right, at Eight Plates. Continue toward the Temple, but turn right to find four more Crates against the wall. Head down the stairs, turn right, and enter the alley between all the buildings. About halfway down, on the right, you can find four more Crates. A little farther, still on the right, are three more. Turn around from these, head down to the river, and turn right to find three more Crates. Turn around and head north to find two more Crates on your left. A little farther, there's one more. Pass the stairs on your left to find two Urns outside Itan's House. Cross the closest bridge to find two Baskets and an Urn outside Hecerinde's House. Turn south to find an Urn and a Basket outside Drarayne Thelas' House. A bit farther, near an arch, find four more Crates. Keep south for four more Crates outside Dura gra-Bol's House. Now, head through the arch mentioned previously to search four more Crates outside the South Wall Cornerclub. Head north up this street for three more Crates outside Dralsea Arethi's House, and a Basket outside Nine-Toes' House. A bit farther, find three more Crates and a Basket. A bit farther north, past some stairs, find four more Crates and a Basket outside Rarayn Radary's House. Now, head up those stairs. Directly across from you, outside Vorar Helas' House, find three Baskets. Head south to find two more Baskets outside Tyermaillin's House. At the south end of this street, find three final Baskets outside Astius Hanotepelus' House. Phew. Offload all that. Head back to the Council Club now, and go to the upstairs patio. There should be two NPCs here, Tedryn Brenur and Dranas Dradas. Sneak around to get the stuff up here. Go sell it off as well. Let's pick what locks we can for Security experience. Start with the level 35 lock upstairs at The Razor Hole (across the street and north from the Guilds). Next, head to Nalcarya of White Haven: Fine Alchemist (north of Hlaalo Manor), and pick the level 10 lock on her upstairs door. This should finish your first Journeyman's Lockpick, so head to Hlaalo Manor and get another. Go across the river and pick the level 30 lock on Dralosa Athren's House. Go east another row and, just north of the South Wall Cornerclub, pick the level 30 lock on Dralcea Arethi's House. A bit farther south, pick a level 30 lock upstairs at Balyn Omarel's House. Head downstairs to do the same for the level 30 lock on Rarayn Radarys' House. This should increase Security to 15. Head back one more row and pick the level 35 lock on Vorar Helas' House. Do the same for the upstairs door. On your way out, check the balcony of the South Wall Cornerclub for one last Crate. Now, it's time to deal with disposable NPCs. Remember that, at the moment, our focus is on training Medium Armor, so you should 1) taunt them into attacking you, 2) use the Iron Spear to get them within one hit of dying, 3) let them hit you within one hit of dying, 4) finish them off, 5) head to Hlaalo Manor and rest, and 6) repair all stuff and offload as needed. For the Hand-to-Hand users, you'll have to let them drain away your Fatigue. At 100 Spear, that's not a concern-you'll still be able to land that last hit. Let's begin with Dralosa Athren, who can be found wandering around somewhere. I apologize for the lack of specificity, but she really does wander all over, as do most of Balmora's exterior NPCs. Exhaust all dialogue with her, as always, before Taunting. When you ask her about a "little secret," it will start a quest, directing us to speak with Larrius Varro at Fort Moonmoth. You can also progress The Death of Ralen Hlaalo by asking about him-she will point you to Nine-Toes. At this point, the Hand-to-Hand users might have trouble hitting you-you can help them out by doing some Jumping to drain off your Fatigue. In doing so, your Acrobatics skill should increase to 82. Note that I neglected to repair the Orcish Cuirass when we first picked it up-at full condition, your current Armor Rating should increase to 13. Next, find Dralsea Arethi, who is usually at the far east end of town. Run her through the process, as normal. Medium Armor should increase to 19 while fighting her. This should, in turn, raise your armor rating to 14. Next up is Dranas Dradas, on the roof of the Council Club. He has a weapon, and hits pretty hard with it. Speechcraft should increase to 17 while Taunting him. His Steel Spear is an upgrade which we will use from now on. Awesome. Next up is Heddvild, who could be anywhere. Acrobatics should increase to 83 as you jump around looking for her. She hits hard with her Nordic Battle-Axe, so be careful. The next target is Hul, who typically wanders around near the strider platform. Medium Armor should increase to 20 during this fight, and that should raise your armor rating to 15. Next up is Shargam gro-Shagdulg. The next target is Stargel, who you can probably find close to Hlaalo Manor. Speechcraft should increase to 18 while taunting him. Medium Armor should increase to 21 while fighting him, in turn raising armor rating to 16. The final target, for now, is Tedryn Brenur, on the roof of the Council Club. Acrobatics should increase to 84 as you go to rest in Hlaalo Manor. We're just getting started-there's a lot to explore here. Head to Dralasa Nithryon-Pawnbroker, just west of the south gate. Balmora-Dralasa Nithryon: Pawnbroker o======================================================================o ***NPCs*** Dralasa Nithryon ***CONTAINERS*** Crate x4 Basket x2 Sack x5 Cloth Sack x2 Wooden Chest Worn Chest Small Chest ***ITEMS*** Pillow x3 Spoiled Slowfall Potion Spoiled Cure Disease Potion Bargain Poison Resistance Bargain Fortify Health Potion Candle x4 Redware Pot x7 Peach Glass Pot x6 Drum Bellows Apprentice's Armorer's Hammer x2 Repair Prongs Apprentice's Mortar & Pestle Journeyman's Retort Aedra and Daedra The Annotated Anuad Biography of Barenziah, v1 The True Nature of Orcs Bowl Blue Clay Pot Blue Glass Pot x2 Ceramic Bowl x2 Green Pot x3 Bottle x8 Jug Goblet x6 Decorative Bowl Glass Lantern Silver Longsword Iron Cuirass The Real Barenziah, v2 Redware Bowl Large Redware Bowl Greef Cyrodiilic Brandy Flin Mazte ***SKILL INCREASES*** Armorer x1 6) Begin by talking to Dralasa, exhausting all dialogue options as usual. Next, turn left and search four Crates, two Baskets, and two Sacks, all from stealth. Next, loot the first set of shelves. Continue clockwise for two Cloth Sacks and three Sacks before the next set of shelves. Now, loot the countertop. Dip behind the counter, and start with all the loose items, including those on the shelves. Offload at Ra'Virr and Hlaalo Manor as needed, of course. The second Apprentice's Mortar and Pestle should be sold to Nalcarya of White Haven, and be sure to repair the Silver Longsword and Iron Cuirass before selling them off. This should increase Armorer to 18. Keep the Journeyman's Retort at Hlaalo Manor. We can pick open the Worn Chest and Small Chest, so do so. When all is said and done, proceed clockwise around the plaza and enter Clagius Clanler: Outfitter. Balmora-Clagius Clanler: Outfitter o======================================================================o ***NPCs*** Clagius Clanler ***CONTAINERS*** Basket x2 Sack x4 Cloth Sack x2 Urn x2 Small Chest x2 Chest Table ***ITEMS*** Broom Bucket Redware Pot x7 Blue Glass Pot x4 Green Pot x2 Peach Glass Pot x7 Large Redware Bowl x2 Blue Clay Pot x3 Ceramic Bowl x2 Redware Bowl Goblet x2 Pitcher Plate x2 Fork x2 Knife x2 Folded Cloth The Book of Dawn and Dusk Ceramic Candlestick x2 Brass Candlestick Bug Lamp Basket x2 Gold x6 Bowl x3 Peach Glass Bowl Decorative Bowl Bottle x7 Flask x3 Sujamma x3 Shein Mazte x5 Jug Cup Tankard Spoon Pillow ***SKILL INCREASES*** Security x1 7) Begin by going through all dialogue with Clagius. Note that, when he is asked about Ralen Hlaalo, he will say that a red-haired Dunmer was seen on the day of the murder, rather than Nine-Toes. Hmmm. Begin looting the shop by going clockwise from the door. Pick the locks on the two Small Chests, each level 15, before heading upstairs. Loot this room, picking the level 15 lock on the Chest and the level 35 lock on the Table. This should increase Security to 16. Leave and offload, like usual. Note that we are now capable of picking level 40 locks. Open the upstairs door to Hlaalo Manor before quickly riding the Silt Strider back to Seyda Neen. Enter Arrille's Tradehouse when you arrive. Seyda Neen-Arrille's Tradehouse o======================================================================o ***CONTAINERS*** Sack x3 Basket x3 Cupboard Low Quality Chest ***ITEMS*** Common Robe Common Shirt Common Shoes Common Pants Lives of the Saints Silverware Plate Pitcher x4 Bottle x7 Goblet x6 Flask Cyrodiilic Brandy x2 Mazte x4 Iron Candlestick x3 Bowl x8 Tankard x9 Sujamma x3 Cup x2 Plate x2 Fork x2 Spoon x2 Knife x2 Folded Cloth tradehouse notice Jug Broom Bucket Pewter Candlestick Pillow Steel Dagger of Swiftblade Imperial Newtscale Cuirass ***SKILL INCREASES*** Acrobatics x1 8) You didn't think I'd forgotten about all the stuff in here, did you? Start by looting everything on the ground floor. Head upstairs now, and loot everything here too. Open the level 40 lock on the Sturdy Arched Door. Once through, don't miss the Steel Dagger of Swiftblade under the Pillow, or the Imperial Newtscale Cuirass under the bed. Pick the level 20 lock on the Low Quality Chest, as well. Take these ill-gotten gains back to Balmora and offload however you like. Keep the Steel Dagger of Swiftblade, though. Now is a good time to go ahead and shuttle your remaining weapons and armor from Fargoth's House to Hlaalo Manor, however many trips that takes. Before you're done, Acrobatics should increase to 85. When finished, head back into Meldor: Armorer. Balmora-Meldor: Armorer o======================================================================o ***CONTAINERS*** Crate x3 Sack x5 Basket Cloth Sack Chest of Drawers Small Chest ***ITEMS*** Nordic Trollbone Helm Iron Helmet Dreugh Shield Chitin Cuirass Bonemold Boots Bonemold Cuirass x2 Iron Boots Redware Pot x3 The Cantatas of Vivec The Anticipations Saryoni's Sermons The Pilgrim's Path Bonemold Helm Bonemold Shield Netch Leather Left Gauntlet Netch Leather Right Gauntlet Bottle x2 Goblet x3 Gold x34 Candle x2 Common Shirt Common Pants The Affairs of Wizards Pillow x2 Folded Cloth x2 ***QUESTS*** Temple: Pilgrimages of the Seven Graces 9) Begin by speaking to Meldor. Be aware that there is a Guard here in addition to Meldor himself. Go clockwise from the door, as usual. Be aware, as you loot the shelves, that the Nordic Trollbone Helmet is an upgrade, and the Dreugh Shield is our first Medium Armor shield. It shouldn't be equipped, however, as we aren't ready to train Block just yet. The Chitin Cuirass is also an upgrade-although the armor rating is the same as Imperial Studded Leather or Imperial Newtscale, it is three pounds lighter. Score. You will start a quest when you read The Pilgrim's Path on his shelves. The first Crate will contain an Armun-An Bonemold Right Pauldron, an upgrade from the standard Bonemold we have on that should be equipped immediately. The Boiled Netch Leather Helm in that same crate is our first guaranteed Light Armor helmet, and should be saved. In the second Crate, the Chitin Boots are superior to our stashed Netch Leather Boots, as are the Chitin Greaves, Chitin Helmet, Chitin Left Gauntlet, Chitin Right Gauntlet, Chitin Left Pauldron, Chitin Right Pauldron, and Chitin Tower Shield. Swap those out for all our old Netch Leather gear at Hlaalo Manor. Once done upstairs, head downstairs and keep going. When done, offload and continue to Dorisa Darvel: Bookseller. Balmora-Dorisa Darvel: Bookseller o======================================================================o ***NPCs*** Dorisa Darvel ***CONTAINERS*** Small Chest x2 Sack x3 Urn Basket Chest ***ITEMS*** Redware Candle Redware Pot x6 Green Pot x7 The Annotated Anuad x4 The Anticipations x3 Special Flora of Tamriel x2 The Ruins of Kemel-Ze x2 Lives of the Saints Mixed Unit Tactics v1 Saryoni's Sermons Invocation of Azura x2 Overview of Gods and Worship x2 On Oblivion x2 Vampires of Vvardenfell, v1 x2 The Wild Elves x2 Reflections on Cult Worship The Brothers of Darkness Biography of Barenziah vI Biography of Barenziah vII Biography of Barenziah vIII Limeware Flask Limeware Platter Paper Quill Pen Inkwell Paper Lantern Brief History of the Empire, v1 Brief History of the Empire, v2 Brief History of the Empire, v3 Brief History of the Empire, v4 Aedra and Daedra x3 Galerion the Mystic The True Nature of Orcs x2 Blue Clay Pot x2 ABCs for Barbarians The Pig Children x2 The Pilgrim's Path Vivec and Mephala x4 Mysterious Akavir x2 Mysticism x2 Frontier, Conquest Origin of the Mages Guild x2 Nchunak's Fire and Faith The Changed Ones x2 Children of the Sky x2 Yellow Book of Riddles Jug Goblet x2 Bottle Redware Bowl Pitcher Pillow 10) Like Meldor, Dorisa has a Guard in her shop, so be wary. Begin, as usual, by speaking to Dorisa. Begin looting in a clockwise fashion. Pick the level 25 lock of the Small Chest on the first set of shelves. Also pick the level 30 lock of the Small Chest on the counter. Head upstairs and loot there, too. Pick the level 15 lock on the Chest up here. When done, offload like usual, but head up now to the plaza where Hlaalo Manor is. Let's go clockwise from the stairs down to the Guilds. Enter Western Guard Tower South. Balmora-Western Guard Tower South o======================================================================o ***CONTAINERS*** Drawers Crate x2 Basket x3 Wooden Barrel Barrel x2 Cloth Sack ***ITEMS*** Bottle x2 Goblet Pillow Blue Clay Pot x2 The Book of Dawn and Dusk Saryoni's Sermons Lives of the Saints Brass Candlestick x2 Silver Claymore Paper Lantern Tankard x2 Spoon Folded Cloth Bowl x3 Peach Glass Pot x2 Blue Glass Pot x2 Blue Clay Pot Redware Pot x3 Ceramic Bowl x2 Decorative Bowl Green Pot Platter Cup x2 11) Let's head to to the top and work our way down. Note that the Silver Claymore can and should be repaired. Head downstairs now, and loot around here too. Nothing too special. Offload and continue clockwise to Tyravel Manor. Balmora-Tyravel Manor o======================================================================o ***NPCs*** Briras Tyravel ***CONTAINERS*** Basket x2 Urn Closet Sack x6 Small Chest Drawers Barrel x3 Cloth Sack x2 Crate x4 Wooden Barrel ***ITEMS*** Ebony Longsword Bonemold Left Bracer Bonemold Right Bracer Bonemold Left Pauldron Bonemold Right Pauldron Bonemold Boots Bonemold Cuirass Nordic Trollbone Shield Exquisite Pants Pillow x2 Bottle x77 Goblet x14 Bowl x13 Ash Yam x2 Mystery of Talara, Part 3 Folded Cloth x6 Jug x28 Blue Glass Pot x3 Decorative Bowl x2 Blue Clay Pot Greef x3 Large Kwama Egg x3 ***SKILL INCREASES*** Armorer x1 Security x1 Destruction x1 12) First things first. Find Briras Tyravel, and exhaust all dialogue options with him. When you ask him about Ralen Hlaalo, he actually directs you to Uryne Nirith, Hlaalo's servant, who is still upstairs in Hlaalo Manor. This guy is useless, but be wary-at level 21, he is the toughest NPC we've fought yet. Taunt, kill (remembering to take as many hits as possible, which will be one or none), loot, and repair. That Ebony Longsword sure is tasty-make sure to stash it as a replacement for the Silver Longsword, along with the Nordic Trollbone Shield, which is better than our Imperial Shield. Equip his Exquisite Pants-this is the best grade of clothing in the game. These repairs should increase Armorer to 19. In the bedroom, although we can't open it, go ahead and disarm the trap on the Chest. Pick the level 15 lock on the Closet, and Security should increase to 17. Pick the level 35 lock on the Small Chest in here. Go ahead and read Mystery of Talara, Part 3-it should raise Destruction to 19. Back downstairs, loot everything else, but do be wary of the guards. When done, offload as usual and head to the Hlaalu Council Manor. Balmora-Hlaalu Council Manor o======================================================================o ***NPCs*** Aurnie Vanne Bolnor Andrani Danar Dalomo Dondos Driler Falvel Arenim Imare Mervs Uvayn Nileno Dorvayn ***CONTAINERS*** Crate x4 Barrel x6 Wooden Barrel x2 Cloth Sack x2 Sack x5 ***ITEMS*** Netch Leather Cuirass x2 Netch Leather Greaves Extravagant Robe Exquisite Shoes Silver Dagger Netch Leather Boots x2 Common Pants x3 Common Shirt x3 Common Shoes x2 Cruel Vipersword Extravagant Pants Extravagant Shirt Extravagant Shoes Chitin Short Bow Steel Tanto Bonemold Arrow x~ Boiled Netch Leather Cuirass Expensive Shoes Chitin Dagger Yellow Book of 3E426 x2 Peach Glass Pot x4 The Anticipations The Consolations of Prayer The Cantatas of Vivec The True Noble's Code Ancestors and the Dunmer The Annotated Anuad Aedra and Daedra Varieties of Faith Frontier, Conquest Decorative Bowl x2 Bottle x39 Jug x14 Pitcher Folded Cloth Silverware Cup x2 Guylaine's Architecture Bowl ***SPELLS*** Crushing Burden of Sin Third Barrier Fourth Barrier Exhausting Touch Ordeal of St. Olms Wild Exhaustion Gash Spirit Shadowmask Concealment Strong Reflect Wild Reflect Strong Spelldrinker Shalidor's Mirror ***SKILL INCREASES*** Medium Armor x3 Acrobatics x5 Speechcraft x4 13) If you intend to join House Hlaalu, this is the place to do it. You have to choose one of the three Great Houses, absent glitches, and this walkthrough will go with House Telvanni because they have the coolest stronghold by far. Let's start by finding Aurnie Vanne, exhausting all dialogue, Taunting her, and killing her. She will, rather hilariously, cast Heal Companion on you, sustaining you and allowing many more Medium Armor hits than would otherwise be possible. Medium Armor should increase to 22 during this fight. When she drops, equip her Extravagant Robe, stash her Exquisite Shoes at Hlaalo Manor in exchange for the Extravagant variety, repair your gear, rest, and offload. Acrobatics should increase to 86 about now. Back at the manor, return to the top floor and talk to Falvel Arenim. Exhaust all dialogue, then head downstairs and speak to Mervs Uvayn. For this one, after exhausting all dialogue, Taunt and kill him. Speechcraft should increase to 19 while Taunting him, and Medium Armor should increase to 23 during the fight. Repair all gear, and note that your armor rating should now be 17. Go rest and offload, then return here to find Bolnor Andrani. Exhaust all dialogue and go downstairs. The ones we are not killing, FYI, are the merchants. Find Dondos Driler, exhaust all dialogue, Taunt, and kill. His Cruel Vipersword means business, so take care. Once down, repair, rest, and offload. Back at the manor, find Danar Dalomo. Exhaust all dialogue, Taunt, and kill. Stash however many Bonemold arrows he had left, rest, repair, and offload. Back at the manor, speak to Imare. Exhaust all dialogue, and Admire her Disposition up above 90. This may require some quickloading if she ever dips below 20 or so, which is fine. This should increase Speechcraft two ranks, to 21. Now buy all of her spells. With that done, Taunt and kill her. Harsh, I know. Speechcraft should increase to 22 while Taunting her, and Medium Armor should increase to 24 during the battle, increasing your armor rating to 18. Repair, rest, and offload. Use the stairs inside any of the houses to grind Acrobatics four quick ranks, to 90. Once there, of course, you should begin running instead of jumping. Back at the manor, speak with Nileno Dorvayn. Don't join House Hlaalu, but go ahead and exhaust all other dialogue with her. Asking her about Hlaalu councilors will get you a copy of the Yellow Book of 3E426. Don't bother bribing her. She will also ask you to bring Ralen Hlaalo's murderer to justice. Yahoo. Let's loot the manor now. The top floor is empty, so start on the second floor. There are still NPCs here, so be careful to stay stealthy. With all that done, offload as usual. Now, head northwest of the Hlaalu Council Manor and enter the Morag Tong Guild. Balmora-Morag Tong Guild o======================================================================o ***NPCs*** Angahran Ethasi Rilvayn Gilyan Sedas Nachael Shannat Pansamsi ***CONTAINERS*** Desk x4 Trama Root x5 Chest of Books for General Sale Chest x2 Small Chest ***ITEMS*** Glass Jinkblade Netch Leather Boots x2 Netch Leather Cuirass x2 Netch Leather Left Gauntlet Netch Leather Right Gauntlet Netch Leather Left Pauldron Netch Leather Right Pauldron Common Pants x2 Common Shirt x2 Netch Leather Greaves Common Belt Common Shoes x2 Common Robe Apprentice's Armorer's Hammer x2 Apprentice's Lockpick x10 Apprentice's Probe x10 Journeyman's Lockpick x6 Journeyman's Probe x6 Master's Lockpick x3 Master's Probe x3 The Black Glove Bowl x11 Goblet x12 Folded Cloth x5 Blue Clay Pot x2 Jug x14 Bottle x37 Small Kwama Egg x5 Decorative Bowl x2 Blue Glass Pot x3 Greef x3 Inkwell x2 Quill Pen x2 ***SKILL INCREASES*** Medium Armor x1 Security x1 14) Begin by heading to the top level and speaking to Ethasi Rilvayn. We can't do it here, but we will be joining the Morag Tong, and she is one of the questgivers. Besides that, she is a spell merchant, but she won't sell to us until we're in the guild and have advanced to a particular rank. Nonetheless, exhaust all her dialogue, and then head downstairs. On the middle level, we can't open the door, but go ahead and disarm the trap from stealth. Once downstairs, find Angahran. Exhaust all dialogue, Taunt, and kill. Her dagger has a Paralyze enchantment, so be very wary. Once done, repair, rest, and offload everything but the Glass Jinkblade as usual. For that, let's have a little adventure. Run into the Mages' Guild, go downstairs to find Masalinie Merian, and have her transport you to Caldera. Run outside and find Ghorak Manor, which is down the hill and a little to the right. Sell the Glass Jinkblade to the scamp inside, named Creeper. Creeper is one of two creature merchants in the game, the other being a talking mudcrab on a random island outside Vivec. They both buy all items at value, regardless of your Mercantile skill. The mudcrab has 10000 gold to Creeper's 5000. 5000 is still less than the Glass Jinkblade is worth, but the only better option is the talking mudcrab, and he's comparatively very difficult to find. Head all the way back to the Morag Tong Guild when done. The best we could've done in Balmora is 2000 gold, from Wayn at the Fighter's Guild. I'd say the 3000 more than offsets the 20 we just spent on guild guides. Back at the Morag Tong Guild, find Gilyan Sedas and exhaust all dialogue. Cross the room and speak to Nachael. Exhaust all dialogue, Taunt, and kill him. Repair, rest, and offload when finished. Finally, track down Shannat Pansamsi. Exhaust all dialogue, Taunt, and kill him. Medium Armor should increase to 25 during this fight, and you should get the level up message. Your armor rating should now be 19. Loot, repair, and rest... ***LEVEL UP*** Level 9 +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: 100 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: 19 Armorer, 15 Athletics, 15 Enchant, 19 Destruction, 10 Alteration, 10 Illusion, 10 Conjuration, 46 Alchemy, 25 Unarmored, 17 Security, 100 Sneak, 90 Acrobatics, 10 Light Armor, 10 Short Blade, 10 Marksman, 22 Speechcraft, 10 Hand-to-hand Derived Attributes: 98 Health, 225 Magicka, 240 Fatigue Start jumping again. Offload his stuff, and take a minute to run back by Dralasa Nithryon. Pickpocket her for two Apprentice's Armorer's Hammers. Now, run by the Hlaalu Council Manor and pickpocket Bolnor Andrani for 10 Apprentice's Lockpicks, 10 Apprentice's Probes, 5 Journeyman's Lockpicks, and 5 Journeyman's Probes. Run downstairs and pickpocket Nileno Dorvayn for 3 Master's Lockpicks and 3 Master's Probes. Stash spare hammers and thief tools, now carrying Master grade with you. Back at the Morag Tong guildhall, pickpocket Gilyan Sedas for another Journeyman's Lockpick and Journeyman's Probe. Now start looting the hall. We can't open either chest, but do disarm both traps. Now go offload. Note that we can now open level 45 locks, since I wised up and had us grab Master picks. Open and loot the Chest of Books for General Sale at Dorisa Darvel: Bookseller, the Small Chest at Meldor: Armorer, and the Chest in the Hlaalu Council Manor. We should also pick the lock on Drarayne Thelas' Storage, although we aren't going in yet. This should raise Security to 18. Now, head back to Seyda Neen. Hehehe. Pick the lock of the Census and Excise Warehouse, and head inside. Seyda Neen-Census and Excise Warehouse o======================================================================o ***NPCs*** Adraria Vandacia ***CONTAINERS*** Crate x17 Cloth Sack Sack x5 Barrel Wooden Barrel x2 Basket x3 Chest Chest marked "Evidence" Small Chest Chest ***ITEMS*** Travel Lantern x3 Bottle x5 Cup x5 Warehouse shipping log x2 Torch Bucket x2 Plate x8 Flask x3 Pitcher x2 Platter Bowl x2 Basket Goblet x2 Paper Gold x100 ***SKILL INCREASES*** Acrobatics x1 Security x1 15) Start by turning left and heading to the top of the tower to loot your way down. You'll find plenty of good stuff here, but as far as I know, it's randomized. As usual, stash any ingredients, soul gems, repair tools, thief tools, or Marksman ammo. Repair any damaged weapons or armor you find before selling them. Finish looting the ground floor, then take the other stairs up. Exhaust all dialogue with Adraria Vandacia, but she needs to be left alive. Loot this room as well. When finished, head out to the balcony, hop down, and reenter the Census and Excise Office from the dock. We can pick level 50 locks now, so unlock the Chest marked "Evidence." Back in Arrille's Tradehouse, we can open the level 50 lock on the final Small Chest. Head back to Balmora now, where we can unlock (but shouldn't enter) six more level 50 locked doors-both entrances to Tsiya's House, the upstairs entrance to Karlirah's House, the entrance to Vori's House, the entrance to Itan's House, and the roof trapdoor to Balyn Omarel's House. Acrobatics should increase to 91 as you jump around Balmora. Head back to Meldor: Armorer and open the level 50 locked Chest in his basement. This should increase Security to 19. Offload everything you still have, and head to Milie Hastien: Fine Clothier to continue. Balmora-Milie Hastien: Fine Clothier o======================================================================o ***NPCs*** Milie Hastien ***CONTAINERS*** Gold Kanet Flower Stoneflower Willow Flower Small Chest x2 Worn Chest Sack x6 Cloth Sack Crate x4 ***ITEMS*** Bolt of Cloth x3 Shears x2 Green Pot Expensive Shirt x2 Expensive Skirt Exquisite Skirt x2 Extravagant Robe x4 Extravagant Shirt Expensive Shoes Extravagant Shoes x2 Expensive Left Glove Expensive Right Glove Common Robe Exquisite Robe Spool x3 Cloth Brass Candlestick Yellow Glass Bowl Large Redware Bowl x3 Redware Bowl Bottle x6 Vase x2 Green Glass x3 Folded Cloth x3 Flask x3 Peach Glass Bowl Bamboo Candlestick x2 The Book of Dawn and Dusk Pillow 16) As usual, begin by exhausting all dialogue options with Milie. Now, start looting. Pick the level 50 lock of the Small Chest on her counter, as well as the second level 50 Small Chest behind her and the level 45 Worn Chest underneath it. The Small Chest should contain an Exquisite Amulet and Exquisite Ring, which should be equipped in place of the Common Ring and Extravagant Sapphire Amulet we are currently wearing. The Exquisite Skirt off the shelves should be equipped in place of the Common Skirt we are currently wearing. The Exquisite Robe from the shelves should also be equipped in place of our Extravagant Robe. Neat. Loot the upstairs now. Pick the level 30 lock on the Door downstairs, and loot that room too. Offload everything and go next door to Nalcarya of White Haven: Fine Alchemist. Balmora-Nalcarya of White Haven: Fine Alchemist o======================================================================o ***NPCs*** Nalcarya of White Haven ***CONTAINERS*** Crate x2 Small Chest x5 Urn x2 Cloth Sack Chest x2 ***ITEMS*** Quality Fortify Fatigue Standard Potion of Burden Decorative Bowl Cyrodiilic Brandy Exclusive Invisibility Exclusive Disease Resistance Standard Potion of Shadow x3 Greef Quality Restore Intelligence Shein Quality Restore Strength Standard Fortify Intelligence Quality Potion of Silence Standard Potion of Fire Shield Cheap Potion of Fortify Luck Exclusive Potion of Swift Swim Potion of Cure Paralyzation Redware Pot Flin Diamond x2 Journeyman's Alembic Journeyman's Retort Candle x2 Apprentice's Calcinator Apprentice's Mortar and Pestle Master's Mortar and Pestle Grandmaster's Mortar and Pestle Large Redware Bowl Pillow Goblet x5 Bottle x6 Green Glass x5 Ceramic Bowl Peach Glass Pot x3 Folded Cloth x2 Green Pot x3 Pitcher Redware Bowl 17) As always, begin by exhausting all dialogue with Nalcarya of White Haven. Once done, start looting her shop. Once upstairs, pick the level 20 lock on the Small Chest, but leave one of the three Diamonds in there for a later Thieves' Guild quest. When offloading, be sure to stash the Grandmaster's Mortar and Pestle, Master's Alembic, Master's Retort, and Master's Calcinator found inside in place of all old Alchemy equipment. Keep any Potions with effects I've previously told you to hold onto during Alchemy sessions, as well. Ra'Virr won't buy Alchemy equipment, and neither will Creeper. For now, head into the Guild of Mages and sell it to Ajira. You'll take a big hit on the extra Master's Mortar and Pestles, but there's naught to be done about it. Head back out now, and enter Nerano Manor through the ground level door. Balmora-Nerano Manor o======================================================================o ***NPCs*** Ondres Nerano ***CONTAINERS*** Wooden Barrel x2 Cloth Sack Sack Small Chest x2 Basket x3 Chest of Drawers Closet Chest ***ITEMS*** Goblet x25 Bowl x20 Pitcher x5 Peach Glass Bowl x2 Decorative Bowl x5 Large Redware Bowl x3 Bottle x11 Basket Jug x8 Bucket Redware Bowl x7 Folded Cloth x7 Yellow Glass Bowl Yellow Glass x6 Green Glass x3 Tankard x6 Redware Pot x3 Blue Clay Pot x3 Blue Glass Pot x3 Greef x3 Peach Glass Pot x11 The Book of Dawn and Dusk Ancestors and the Dunmer The Eastern Provinces Saryoni's Sermons Lives of the Saints The Cantatas of Vivec The True Noble's Code Frontier, Conquest Varieties of Faith The Anticipations The Annotated Anuad The House of Troubles Clay Pot Pillow x2 ***SKILL INCREASES*** Security x1 18) As usual, begin by exhausting all dialogue with Ondres Nerano. He also figures in later quests, so leave him be and start looting his house. Head to the second floor and continue. Pick the level 10 lock on the Small Chest here. Head to the top floor and pick the level 25 lock on the Door. Loot the bedroom, making sure to equip the Exquisite Belt and Exquisite Shirt found in the Chest of Drawers. Pick the level 20 lock on the Closet, the level 40 lock on the Small Chest, and the level 25 lock on the Chest. This will raise Security to 20. Be sure to disarm the trap on the Small Chest as well. Go offload. I think it's high time we actually explored our current home. Balmora-Hlaalo Manor o======================================================================o ***CONTAINERS*** Crate x4 Sack x5 Cloth Sack x2 Barrel x6 Wooden Barrel x2 Drawers ***ITEMS*** Green Glass x4 Pitcher x3 Mazte x3 Redware Bowl x7 Folded Cloth x10 Vase x3 Bowl x6 Bottle x44 Jug x14 Vintage Brandy Blue Clay Pot Decorative Bowl x2 Blue Glass Pot x3 Goblet x14 Greef x3 Plate x6 Yellow Glass Bowl Ceramic Bowl Pillow x2 Candle The Thirty-Six Lessons of Vivec, Sermon Twenty-Two Common Shirt Common Shoes Common Skirt Hlaalo Manor Key Peach Glass Pot ***SKILL INCREASES*** Medium Armor x1 19) Treat it like normal, and loot the ground floor first. Head to the second floor when done, where the only point of interest is Uryne Nirith's room. Run through all dialogue options to get a description of Hlaalo's real killer. Of course, once we have that from her, she's useless...not to mention I don't like sharing my house. Taunt her, kill her, repair, and rest. When finished, loot her bedroom, and don't fear the skill book-we want to raise Medium Armor anyway. This book should raise it to 26. Dump the key wherever, as usual. To the top floor now. When done, go offload. Yahoo. If you like, ask Ra'Virr about the murderer's description while offloading and he'll direct you to the Council Club. Intriguing. Ask a guard, and he'll tell you a name- Thanelen Velas at the Council Club. He's actually part of a different quest, so we won't kill him until both quests direct us to. Let's tackle the other guard tower here next. Enter Western Guard Tower North. Balmora-Western Guard Tower North o======================================================================o ***CONTAINERS*** Urn x2 ***ITEMS*** Armun-An Bonemold Cuirass Gah-Julan Bonemold Cuirass Bonemold Greaves Bonemold Shield Chitin War Axe Iron Dagger x4 Silver Shortsword x3 Steel Katana x2 Chitin Shortsword Steel Staff Iron Warhammer Iron Longsword Journeyman's Armorer's Hammer x10 Bottle x3 Goblet x7 Redware Bowl Decorative Bowl Folded Cloth Pillow x2 Pitcher ***SKILL INCREASES*** Armorer x3 Acrobatics x1 20) Start at the top floor here, and let's work our way down. Repair everything, as most of it is badly damaged. This could well exhaust your supply of repair tools-it did mine. If that happens, duck into the Fighters Guild and swipe the 10 Journeyman's Armorer's Hammers from the equipment chest. Finish repairing everything. This should increase Armorer three ranks, to 22. Now, go offload. We should stash the Chitin War Axe in place of the Iron War Axe. Acrobatics should increase to 92 as you jump around. The skill book here should be skipped for now-we aren't ready to raise Long Blade. When finished with everything, head to the Temple. Balmora-Temple o======================================================================o ***NPCs*** Dralval Andrano Feldrelo Sadri Ilen Favaran Llarara Omayn Llathyno Hlaalu Telis Salvani ***CONTAINERS*** Chest x3 Table x2 Closet Small Chest x4 Sack x3 Crate x3 ***ITEMS*** Torch x5 Candle x8 Pillow x8 Goblet x2 Bottle x4 Scroll of Fphyggi's Gem Feeder Mazte x2 Redware Bowl x3 Green Pot Redware Pot Yellow Glass Bowl Shein Bamboo Candlestick x5 Bowl Clay Pot Cheap Rising Force Potion x2 Cheap Restore Fatigue Cheap Restore Health Cheap Potion of Swift Swim Cheap Poison Resistance Cheap Disease Resistance Blue Clay Pot Blue Glass Pot Journeyman's Mortar and Pestle The Pilgrim's Path x2 The Anticipations Lives of the Saints The Cantatas of Vivec Homilies of Blessed Almalexia The Consolations of Prayer The Thirty-Six Lessons of Vivec, Sermon Thirty-Four Fellowship of the Temple The Thirty-Six Lessons of Vivec, Sermon Fourteen The Doors of the Spirit ***SPELLS*** Vivec's Mercy Rest of St. Merris Veloth's Grace Restore Willpower Restore Intelligence Restore Luck Restore Endurance Cure Common Disease Vivec's Tears Free Action Heal Companion Energy Leech Shield of the Armiger Flameguard Frostguard Shockguard Poisonguard Divine Aid Wisdom Fortitude Mark Tranasa's Spelltrap Absorb Fatigue (Ranged) Crimson Despair Daedric Fatigue Recall Almsivi Intervention Magickguard Vitality Powerwell Vigor ***FACTIONS*** Temple-Layman ***SKILL INCREASES*** Speechcraft x1 Unarmored x1 21) Time to join our first faction. Others will follow very shortly. Loot the first room, then take the first door going clockwise from the entrance. Loot this empty bedroom, then proceed to the second door clockwise from the entrance. Speak to Ilen Faveran here, and exhaust all dialogue. Pickpocket him for a Scroll of Fphyggi's Gem Feeder, then stealthily loot the room. The Closet in this room has some great stuff, which we will want to hold onto. Pick the level 25 lock on the Small Chest here before leaving. This should exhaust the current Master's Lockpick, so let's do a quick offload. Grab another Master's Lockpick, stash the two Holy Shields, the Holy Tower Shield, the two Veloth's Tower Shields, and the Scroll of Fphyggi's Gem Feeder. Sell everything else to Ra'Virr, then head back in and go through the last unexplored door. Loot this room, and check the shrines-35 gold for nonmembers. Not an option. Go counterclockwise this time to find Dralval Andrano. Exhaust all dialogue, and loot his room. There's another level 25 locked Small Chest to open. Head for the one passage we haven't explored now. At the three way junction, begin by looting the Crates to your left, then head straight down the hall. Continue up the ramp to the second floor. Turn left to find Telis Salvani. Exhaust all dialogue, then Admire him above 90. As before, quicksave every time you succeed, and you only need to quickload if his Disposition drops below 10. This should increase Speechcraft to 23. Buy all of his spells when done. Across from him, find Feldrelo Sadri. Exhaust all dialogue, and go ahead and join the Temple. The initial rank is Layman. To advance to Novice, we require 30 Intelligence and 30 Personality, as well as one favored skill at 10. We already meet these requirements, but we need to perform more duties first. Your first quest is one we already have, the Pilgrimages of the Seven Graces. That'll take a good deal of exploring, but we'll get it done. Check the Shrine of the Tribunal in this room and note that the cost of a blessing has dropped to 5. Neat. Go ahead and read the skill book on the middle shelf-it will raise Unarmored to 26. The bottom skill book is for Spear, which we've already maxed. Now, let's make our way to the basement. First, speak to Llarara Omayn on the left. Exhaust all dialogue, then Admire her to above 90. Buy all of her Spells. Note that she is the first Spellmaker we've run into. We'll be back, rest assured. Turn now to Llathyno Hlaalu, the final NPC. Exhaust all dialogue, then Admire her Disposition above 90. Buy all of her spells as well. She is also a Spellmaker. Go offload now (you'll need to sell the Mortar and Pestle to Ajira), then head into the Lucky Lockup across from the silt strider. Balmora-Lucky Lockup o======================================================================o ***NPCs*** Benunius Agrudilius Chuna Culumaire Hickim Todwendy ***CONTAINERS*** Scathecraw Plant x2 Small Chest Barrel Sack x4 Basket x4 Wooden Barrel x2 Chest ***ITEMS*** Common Robe Common Shoes Expensive Amulet Expensive Ring Silver Dagger Common Belt Common Shirt x2 Common Pants x2 Apprentice's Lockpick x6 Apprentice's Probe x6 Journeyman's Lockpick x3 Journeyman's Probe x3 Iron Arrow x50 Bottle x33 Goblet x10 Pitcher Glass Lantern Tankard x3 Folded Cloth x2 Drum Guarskin Drum Lute Jug x4 Bowl x2 Bread x2 Paper Rolling Pin Spoon Small Kwama Egg Glass Jinkblade Netch Leather Boots Netch Leather Greaves Netch Leather Cuirass Netch Leather Left Pauldron Netch Leather Right Pauldron Netch Leather Left Gauntlet Netch Leather Right Gauntlet Netch Leather Shield Pitcher Redware Bowl Grandmaster's Pick Grandmaster's Probe Pillow x2 Brass Candlestick ***SKILL INCREASES*** Medium Armor x2 Speechcraft x1 Armorer x1 Unarmored x1 22) Straight ahead as you enter, speak to Culumaire. Exhaust all dialogue, Taunt, and kill her. Medium Armor should increase to 27 during this fight, raising your armor rating to 20. When done, loot, repair, and rest. Back inside, speak to Chuna, just behind Culumaire's old spot. Exhaust all dialogue, Taunt, and kill him. Speechcraft should increase to 24 while Taunting him. Loot, repair, rest, and offload when done. Armorer should increase to 23 while repairing. Next, speak to Hickim. Exhaust all dialogue, then pickpocket all of his thief tools and his Iron Arrows. With those in hand, speak to Benunius Agrudilius. Exhaust all dialogue, then stealthily loot this room. Pick the level 45 lock on the Small Chest on the corner shelves. When finished, head through the door on this level and loot the room. Head upstairs now, and open the unlocked door on the right to find Todwendy. Note that she is the Master Trainer for Short Blade, if you're using trainers. It will be a very difficult fight-be warned. Exhaust all dialogue, Taunt, and kill. During the fight, Medium Armor should increase to 28, and Unarmored should increase to 27. This will increase your armor rating to 21. Loot, repair, rest, and offload. Use Creeper, which you should get used to doing as a matter of course since we're about to rob Ra'Virr and render him useless. He can still be used at the moment for anything Creeper won't take. Don't worry about the trenchant commentary passing through the Mages Guilds. Our disposition with them took a hit when we joined the Temple, but we'll be joining them too soon enough. Once done, loot Todwendy's room, noting the Grandmaster's Pick and Grandmaster's Probe on the table. Swap these for your current Master tools. Across from this room, pick the level 50 lock on the door with your new Grandmaster's Pick. Loot what little there is, offload, then head to Ra'Virr: Trader. Balmora-Ra'Virr: Trader o======================================================================o ***CONTAINERS*** Crate x2 Sack x5 Wooden Barrel Urn Basket ***ITEMS*** Decorative Bowl Cloth x2 Bottle Candle x3 Paper Gold x22 Redware Pot x11 Peach Glass Pot x4 Blue Clay Pot x6 Ceramic Bowl Redware Bowl x2 Large Redware Bowl x4 Blue Glass Pot Green Pot x2 Green Glass x7 Yellow Glass x4 Glass Lantern Silver Throwing Star x2 Steel Tanto Iron Shortsword Silver Dagger Iron Dagger Nordic Leather Shield Nordic Fur Helm Nordic Iron Helm Netch Leather Greaves Chitin Right Gauntlet Chitin Left Gauntlet Pitcher x2 Goblet Plate Fork Knife Bowl x2 Folded Cloth x3 Tankard Pillow ***SKILL INCREASES*** Acrobatics x1 23) First things first. It's time to exhaust all dialogue with Ra'Virr. When done, begin looting his shop. Acrobatics should increase to 93 as you move about in here. When the ground floor is otherwise clear, pick the level 40 lock on the door and loot this room as well. Now head upstairs. Loot here, then repair all the stuff-much of it is badly damaged. You'll want to stash the Throwing Stars. Creeper won't buy clothes or light sources, so they go to Clagius Clanler, who bought everything I had with no trouble. When finished, head to the Guild of Mages. Balmora-Guild of Mages o======================================================================o ***NPCs*** Ajira Estirdalin Galbedir Marayn Dren Masalinie Merian Ranis Athrys Sharn gra-Muzgob ***CONTAINERS*** Mages Guild Supply Chest Small Chest Basket x2 Barrel Wooden Barrel Sack Cloth Sack Galbedir's Desk Chest Closet Desk x2 Sack x4 ***ITEMS*** Candle x2 Redware Pot x3 Origin of the Mages Guild Limeware Platter Petty Soul Gem (Alit) Petty Soul Gem (Rat) Petty Soul Gem (Skeleton Warrior) Lesser Soul Gem Lesser Soul Gem (Guar) Lesser Soul Gem (Blighted Kagouti) Common Soul Gem (Skeleton Warrior) Common Soul Gem (Ogrim Titan) Greater Soul Gem (Dremora) Grand Soul Gem (Winged Twilight) Bottle x22 Goblet x13 Folded Cloth x4 Brass Candlestick x5 Pitcher Blue Glass Pot x2 Decorative Bowl Jug x4 Basket Green Glass x7 Brief History of the Empire, v1 Brief History of the Empire, v2 Brief History of the Empire, v3 Brief History of the Empire, v4 Mages Guild Charter Fragment: On Artaeum Galerion the Mystic Where Were You When the Dragon Broke Pillow x4 Redware Bowl x2 Expensive Belt Expensive Shoes Extravagant Robe Paper x2 Saltrice x2 Scrap Metal Ceramic Candlestick x2 Master's Mortar and Pestle The House of Troubles Peach Glass Pot x4 Journeyman's Retort Journeyman's Alembic Green Lichen Emerald Bonemeal Crab Meat Apprentice's Calcinator ***SPELLS*** Fire Bite Shock Paralysis Poison Earwig Fleabite Fuddle Burden Feather Poisonous Touch Bound Boots Bound Dagger Bound Helm Bound Longbow Summon Ancestral Ghost Strong Feather Fifth Barrier Calm Creature Spell Absorption Strong Resist Fire Strong Resist Frost Strong Resist Magicka Strong Resist Poison Strong Resist Shock Dispel Cure Common Disease on Other Balyna's Soothing Balm Balyna's Antidote Fire Shield Charming Touch Calm Humanoid Frost Shield Buoyancy Water Walking Water Breathing Ondusi's Open Door First Barrier Second Barrier Levitate Lightning Shield Summon Least Bonewalker Summon Skeletal Minion Dire Weakness to Fire Dire Weakness to Frost Dire Weakness to Magicka Dire Weakness to Poison Dire Weakness to Shock Bound Longsword Bound Mace Bound Battle-Axe Bound Spear Reflect Soultrap Weak Spelldrinker Poet's Whim Great Resist Common Disease Variable Resist Corpus Disease Great Resist Fire ***FACTIONS*** Mages Guild-Associate ***QUESTS*** Mages Guild: I'm NOT A Necromancer! Mages Guild: Four Types of Mushrooms ***REWARDS*** Spell: Summon Ancestral Ghost OR Spell: Summon Skeletal Minion ***SKILL INCREASES*** Speechcraft x1 24) Right in front of you is Ranis Athrys. Speak to her, exhaust all dialogue, and go ahead and join the Mages Guild as an Associate. The next rank is Apprentice, and requires 30 Intelligence, 30 Willpower, and one skill at 10. We already meet these benchmarks, but need to perform more duties. Some things are actually free to take now, but some aren't-just be careful as you loot around. You'll actually want to leave the Ceramic Bowl next to Ranis Athrys for a later quest. The Mages Guild Supply Chest is free to use and respawns every four months. Not ideal, but better than nothing. Pick the level 15 lock on the Small Chest above it-this must still be done from stealth. Finish looting this floor, then head upstairs to meet Galbedir. Exhaust all dialogue, then loot her area, being stealthy about it. You should also pickpocket Galbedir for her Scrolls of Fphyggi's Gem Feeder. When done, head to the basement. Straight ahead, find Estirdalin. Exhaust all dialogue and Admire her Disposition to above 90. Buy all of her spells. She is also a Spellmaker-yahoo. To her left is Sharn gra-Muzgob. All the clutter on the tables and shelves in this area is free to take, but don't pick the level 25 locked Chest just yet. Exhaust all dialogue with Sharn to get a new quest. Now, turn around and pick that Chest from stealth. Now, confront Sharn with Sharn's Legions of the Dead and she'll teach you one of two spells. Go with the ghost summoning-when we can freely use Conjuration, Ancestral Ghosts are a great way to refill our Magicka. With that little quest done, Admire Sharn's Disposition to above 90. This should increase Speechcraft to 25. Now, buy all of her spells. On the east side of the room, some items are owned, so loot from stealth. Pick the level 15 lock on the Closet near the beds, also from stealth. When done looting, speak to Marayn Dren. Exhaust all dialogue, and Admire his Disposition to above 90. When done, buy all of his spells. With THAT done, Taunt him and kill him. When done, rest and repair, and enter the guild guide chamber. Start by speaking to Masalinie Merian. Exhaust all dialogue, then Admire her Disposition to above 90. Buy all of her spells. Loot this room, being stealthy as you do. You will likely need to offload at least once, so do so. Sell Creeper whatever he'll buy, sell clothing, books, and light sources to Verick Gemain (across the street in Caldera), and sell alchemy equipment to Ernand Thierry in the Caldera Mages Guild. You'll take a big hit on the Master's Mortar and Pestle, but there's naught to be done. Finally, speak to Ajira. Exhaust all dialogue for a quest. Offload at Hlaalo Manor now, making certain to stash all ingredients as well as all soul gems and scrolls. Thanks to the spells we've learned, any potions of Water Breathing or Levitate you have stashed are now redundant, and should be sold to Nalcarya of White Haven. I didn't have any of Ajira's mushrooms stashed, so make a quick run to the silt strider and take it to Seyda Neen. Bitter Coast Region o======================================================================o ***CONTAINERS*** Luminous Russula x6 Slough Fern Hypha Facia x2 Bungler's Bane x2 Violet Coprinus x3 ***ITEMS*** Fake Soul Gem Ajira's Flower Report Ajira's Mushroom Report ***REWARD*** Cheap Restore Health x4 Cheap Restore Magicka x6 Exclusive Potion of Fire Shield Exclusive Frost Shield Exclusive Lightning Shield Exclusive Spell Absorption x2 1 Reputation Point ***FACTIONS*** Mages Guild: Apprentice Mages Guild: Journeyman Mages Guild: Evoker ***QUESTS*** Mages Guild: Fake Soul Gem Mages Guild: Manwe's Dues Mages Guild: Recruit or Kill Llarar Bereloth Mages Guild: Four Types of Flowers Mages Guild: Ceramic Bowl Mages Guild: Stolen Reports 25) Follow the coast past Addamasartus until you cross a fence. Turn left and find three Luminous Russula and a Slough Fern near a rock. Loop around, back toward Addamasartus, to find three more Luminous Russula at the base of a signpost. Continue back toward Addamasartus to find two Hypha Facia and two Bungler's Bane on two trees opposite each other. A little farther, on the left, are three Violet Coprinus. There's a critter here-I had a Rat. Kill, repair, rest, done. Head back to Ajira to turn in the quest. The potions can be sold right back to her. Go speak to Ranis Athrys about advancement to be promoted to Apprentice. The next rank is Journeyman. It requires 30 Intelligence, 30 Willpower, and one skill at 20. We meet these benchmarks, but need to perform more duties. Speak to Ajira about duties again for another quest. This couldn't be easier. Go put the gem in Galbedir's Desk, and return to Ajira once again. Turn in the quest-no reward this time. Speak with Ranis Athrys again about advancement to be promoted to Journeyman. Our next rank is Evoker, and requires 30 Intelligence, 30 Willpower, one skill at 30, and two skills at 5. We meet these benchmarks, but need to perform more duties. Speak to Ranis Athrys about duties for two new quests, then speak to Ajira for a third. We won't be getting to Ranis' quests for a while, but you should already have samples of those four flowers in your stash. Go grab them and turn them in to Ajira. I will suggest holding on to those Potions. This is still insufficient to advance, so speak to Ajira again for another quest. This is why we left that Ceramic Bowl with Ranis. Grab it and bring it to Ajira. Make sure to discuss the topic "ceramic bowl" with her to get credit for the quest. No reward. No advancement either, so go ahead and ask about the stolen reports for another quest from Ajira. Discuss the stolen reports with Masalinie Merian to be directed to the flower report. The mushroom report is stashed among the baskets on the ground floor. Return them both to Ajira for some nice potions, which I promptly sell right back to her. This also earns our first point of Reputation. Cool! That's it for Ajira for a good long while. If you ask about duties, she'll tell you to come back when you are a Warlock. An aside-this was our first real bout of questing. See what I mean about all those guides that limit themselves to quests? You barely scratch the surface of the game's content if you play that way! With that done, speak to Ranis about advancement to be promoted to Evoker. The next rank is Conjurer, and requires 30 Intelligence, 30 Willpower, one skill at 40, and two skills at 10. We meet these benchmarks, but need to perform more duties. That was fun, wasn't it? Let's do more. Drop off the Magicka potions at Hlaalo Manor, then head to the Guild of Fighters. Balmora-Guild of Fighters o======================================================================o ***NPCs*** Eydis Fire-Eye Flaenia Amiulusus Fasile Charascel Hasphat Antabolis Wayn ***CONTAINERS*** Crate x5 Sack x3 Cloth Sack Fighter's Guild Equipment Chest Chest x2 ***ITEMS*** Jug Candle x2 Tankard x3 Steel Throwing Knife x30 Steel Throwing Star x20 Silver Arrow x100 Steel Arrow x100 Apprentice's Armorer's Hammer x10 Journeyman's Armorer's Hammer x8 Basket Chitin Shortsword Netch Leather Boots Netch Leather Cuirass Common Shirt x2 Common Pants x2 Common Shoes x2 Bottle x2 Goblet x2 Pillow x4 Glass Lantern x2 Iron Spear x2 Chitin Spear Wooden Staff Silver Staff Bucket Fighters Guild Charter Common Belt Common Left Glove Common Right Glove ***FACTIONS*** Fighters Guild: Associate ***QUESTS*** Fighters Guild: Exterminator ***SKILL INCREASES*** Medium Armor x1 Security x1 Speechcraft x1 Acrobatics x1 26) Start by going upstairs and speaking to Eydis Fire-Eye. Go ahead and join the Fighters Guild, then exhaust all dialogue for a quest. We start as an Associate. The next rank is Apprentice, which requires 30 Strength, 30 Endurance, and one skill at 10. We meet these benchmarks, but must complete more duties. So it goes. Loot the table behind her and head downstairs. Exhaust all dialogue with Wayn. Pickpocket him for his Steel Throwing Knives, Steel Throwing Stars, Silver Arrows, Steel Arrows, Apprentice's Armorer's Hammers, and Journeyman's Armorer's Hammers. Lots of goodies! Stealthily loot the stuff behind him, then head out and loot the front hall. This should trigger an offload. Creeper should buy everything but light sources-we want to stash the ammunition and hammers. When done, return and speak to Fasile Charascel. Exhaust all dialogue, Taunt, and kill her. Medium Armor should increase to 29 during this fight. Loot, repair, and rest. Your armor rating should be 22 when all your gear is in perfect shape. Head downstairs and loot this hallway. Check the bedroom on the left, and pick the two level 5 locks. This should increase Security to 21. Proceed to the end of the hall, and begin by stealthily looting this room. The stuff in this room was damaged, so be sure to repair it. We can't open the door in the back, but do disarm the trap from stealth. Speak to Hasphat Antabolis, and exhaust all dialogue. Do the same with Flaenia Amiulusus, but then follow it up by Taunting and killing her. Speechcraft should increase to 26 while Taunting her. Kill, loot, rest, and repair. Offload everything once again. Acrobatics should increase to 94 about now. Our next target is The Razor Hole, but before we do that, we can now pick level 60 locks. We've only run across two so far. Unlock the upstairs door from both sides at Nerano Manor. When done, head to The Razor Hole. Balmora-The Razor Hole o======================================================================o ***NPCs*** Thorek ***CONTAINERS*** Crate x3 Wooden Chest x2 Small Chest Cloth Sack Urn ***ITEMS*** Steel Arrow x50 Steel Bolt x40 Apprentice's Armorer's Hammer x15 Journeyman's Armorer's Hammer x10 Repair Prongs x10 Paper Lantern Iron Battle-Axe Long Bow Steel Crossbow Steel Claymore Steel Katana Nordic Broadsword Green Glass x5 Folded Cloth x4 Spoon Candle Large Redware Bowl x2 Blue Clay Pot x3 Bowl x2 Pitcher Redware Bowl x2 Redware Pot x3 Pillow Green Glass Bottle Ceramic Candlestick Silver Dagger ***SKILL INCREASES*** Armorer x1 27) Begin by speaking with Thorek and exhausting all dialogue. Next, pickpocket him for 50 Steel Arrows, 40 Steel Bolts, 15 Apprentice's Armorer's Hammers, 10 Journeyman's Armorer's Hammers, and 10 Repair Prongs. Next, loot this level, which will require multiple offloads. There are three level 50 locks to open-two Wooden Chests and a Small Chest. You should find a Steel Crossbow on one of the shelves, which I recommend you stash, along with all Marksman ammunition. Some of the gear on the shelves is damaged, so be sure to repair it before selling it off. This should increase Armorer to 24. When done, go loot upstairs. The Silver Dagger here is also damaged and in need of repairs. Offload when done, then cross the street and head into Eight Plates. Balmora-Eight Plates o======================================================================o ***NPCs*** Alvis Teri Dulnea Ralaal Meril Hlaano Traven Marvos ***CONTAINERS*** Small Chest Chest x3 Barrel x2 Wooden Barrel Cloth Sack x2 Sack x3 Basket x2 Crate x3 ***ITEMS*** Torch x2 Steel Shortsword Bonemold Boots Bonemold Greaves Bonemold Cuirass Bonemold Left Pauldron Bonemold Right Pauldron Bonemold Left Bracer Bonemold Right Bracer Hlaalu Guard Shield Redoran Founder's Helm Expensive Pants Iron Longsword Common Pants x2 Common Ring Extravagant Shirt Extravagant Shoes Silver War Axe Netch Leather Boots Netch Leather Greaves Common Shirt Common Shoes Bottle x31 Jug x8 Goblet x26 Folded Cloth x4 Tankard x18 Candle x3 Bucket Green Pot x2 Pitcher x2 Yellow Glass Bowl Bowl x2 Blue Clay Pot x2 Redware Pot x6 Large Redware Bowl Redware Bowl x3 Clay Pot Blue Glass Pot x3 Ceramic Bowl x3 Peach Glass Pot x2 Decorative Bowl Platter Cup x2 Pillow x2 ***SKILL INCREASES*** Acrobatics x1 Security x1 28) Grab the Torch by the door, then head down the hall. Straight ahead as you enter the main room, find Alvis Teri. Exhaust all dialogue, Taunt, and kill him. Loot, repair, rest, and offload. Next, find Meril Hlaano. Exhaust all dialogue, Taunt, and kill him. Loot, repair, rest, and offload. Acrobatics should increase to 95 around now. Back at Eight Plates, locate Traven Marvos. Exhaust all dialogue, Taunt, and kill him. When done, loot, repair, rest, and offload. Stash his Silver War Axe in place of our old Iron Shardaxe. Next, speak to Dulnea Ralaal and exhaust all dialogue. Loot this room. Next, head downstairs. Pick the two level 50 locks on the doors. Loot both rooms, then head to the top floor. Loot this little hallway, then pick the level 35 lock on the door. Loot this storeroom, picking the level 25 and level 30 locks on the Chests. This should raise Security to 22. Now go offload. Head east and enter Fast Eddie's House. Balmora-Fast Eddie's House o======================================================================o ***NPCs*** Edd "Fast Eddie" Theman ***CONTAINERS*** Urn x2 Basket x3 Sack x4 Crate Small Chest x2 ***ITEMS*** Ceramic Candlestick Folded Cloth x3 Goblet x7 Pitcher Bottle x5 Yellow Glass x3 Plate x2 Fork x2 Spoon x2 Knife x2 Small Kwama Egg x5 Glass Lantern Blue Clay Pot x2 Vase Large Redware Bowl x3 Peach Glass Pot x2 Redware Bowl Peach Glass Bowl Flask x3 Pillow Apprentice's Lockpick Journeyman's Lockpick 29) We'll be dealing more with Fast Eddie once we join House Telvanni. For now, just exhaust all dialogue and loot his house. Don't miss the two Small Chests just visible in the crate behind the hammock. Unlock both and disarm the one trap. Offload, then head into Itan's House. Balmora-Itan's House o======================================================================o ***NPCs*** Itan ***CONTAINERS*** Draggle-Tail (flower) x2 Basket x3 Cloth Sack x2 ***ITEMS*** Moon Sugar x4 Common Pants Common Shirt Common Ring Pillow x2 Bottle x7 Green Glass Candle x2 Pitcher x2 Folded Cloth Redware Pot x5 Large Redware Bowl x3 Plate Fork Spoon Knife Tankard x2 Broom Bowl Clay Pot Redware Bowl x5 Goblet x6 Jug Blue Clay Pot Green Pot ***SKILL INCREASES*** Medium Armor x1 30) Speak with Itan, exhaust all dialogue, Taunt, and kill him. Medium Armor should increase to 30 during the fight. Loot, repair, and rest, then set about looting the house. Don't miss the Moon Sugar hiding in the flower pot. When done, go offload. South once more to Vori's House. Go inside. Balmora-Vori's House o======================================================================o ***CONTAINERS*** Stoneflower Chest Cloth Sack x2 Basket x3 Small Chest ***ITEMS*** Pillow x2 Green Glass x2 Pitcher x2 Folded Cloth x3 Candle x2 Bottle x4 Goblet x6 Jug x2 Plate Fork Spoon Knife Yellow Glass Bowl Blue Glass Pot x2 Peach Glass Pot x2 Bowl x2 Blue Clay Pot Ceramic Bowl x2 Redware Pot x2 Green Pot Decorative Bowl Platter Cup x2 31) Who's Vori? I don't know, and we'll never find out. Just loot the empty home, picking the lock on the Small Chest. Offload when done, then enter the next building going south-Karlirah's House. Balmora-Karlirah's House o======================================================================o ***NPCs*** Karlirah ***CONTAINERS*** Sack x3 Black Anther Plant x2 Basket Urn x2 Chest Small Chest ***ITEMS*** Common Left Glove Common Right Glove Common Shirt Common Skirt Common Shoes Common Ring Folded Cloth Glass Lantern Bottle x26 Jug x5 Decorative Bowl x2 Brass Candlestick x3 Bowl x2 Blue Clay Pot x2 Blue Glass Pot x2 Peach Glass Pot x7 Redware Pot x3 Ceramic Bowl x3 Green Pot x3 Platter Cup x2 Candle Large Redware Bowl Pitcher Redware Bowl Green Glass x5 Folded Cloth x2 Pillow ***SKILL INCREASES*** Speechcraft x1 Acrobatics x1 32) Speak to Karlirah, exhaust all dialogue, Taunt, and kill her. Speechcraft should increase to 27 while Taunting her. Loot, repair, and rest, then loot the house. Leave the skill book for now-Conjuration is on hold. Pick both locks here. Offload. Acrobatics should increase to 96 about now. Head into the next building to the south-Tsiya's House. Balmora-Tsiya's House o======================================================================o ***NPCs*** Tsiya ***CONTAINERS*** Cloth Sack Sack x4 ***ITEMS*** Pillow Bottle x10 Yellow Glass x2 Pitcher Skooma x2 Ceramic Candlestick Flask x3 Peach Glass Bowl x2 Large Redware Bowl x4 Folded Cloth x4 Green Glass x4 Redware Bowl Yellow Glass Bowl x2 Vase x2 Blue Clay Pot x2 Bowl x2 Blue Glass Pot x2 Peach Glass Pot x2 Ceramic Bowl x2 Redware Pot x3 Platter Cup x2 Green Pot Decorative Bowl Clay Pot x2 Basket Jug Goblet x2 33) The ground floor is empty, so get to looting. Upstairs, Tsiya doesn't have much to say. She factors in a later quest, so just leave her be as you loot the rest of her house. Offload, then head into the Council Club. Balmora-Council Club o======================================================================o ***NPCs*** Banor Seran Madrale Thirith Marasa Aren Sovor Trandel Thanelen Velas Vadusa Sathryon ***CONTAINERS*** Small Chest x2 Cloth Sack x2 Sack x2 Barrel Wooden Barrel Basket x2 Crate x2 Chest ***ITEMS*** Bottle x12 Ceramic Bowl Goblet x8 Folded Cloth x5 Iron Arrow x50 Tankard x4 Fork x2 Knife x2 Jug Glass Lantern Bucket Broom Apprentice's Lockpick x11 Journeyman's Lockpick x5 Apprentice's Probe x10 Journeyman's Probe x5 Green Glass Pitcher Pillow x2 Brass Candlestick Redware Candle Saltrice x16 Apprentice's Armorer's Hammer x11 Journeyman's Armorer's Hammer x10 Corkbulb Root x10 Scrib Jerky x10 Shalk Resin x10 Marshmerrow x6 Kwama Cuttle x16 Large Kwama Egg x3 Black Lichen x5 Bungler's Bane x5 Green Lichen x10 Hypha Facia x5 Kagouti Hide x5 Red Lichen x5 Scathecraw x5 Wickwheat x10 Ash Salts x5 Bittergreen Petals x5 Chokeweed x5 Comberry x10 Netch Leather x5 Rat Meat x5 Ectoplasm x5 Hackle-Lo Leaf x5 Gravedust x5 Kresh Fiber x5 Muck x15 Resin x5 Scrib Jelly x5 Scuttle x5 Stoneflower Petals x5 Trama Root x15 Willow Anther x10 Alit Hide x10 Black Anther x15 Bloat x10 Daedra Skin Daedra's Heart Diamond Fire Salts x5 Frost Salts x5 Pearl x3 Racer Plumes x10 Ruby x3 Scales x15 Scrap Metal x10 Sload Soap x10 Vampire Dust Void Salts x7 Bread x10 Crab Meat x5 Heather x5 Hound Meat x5 Small Kwama Egg x5 Ash Yam x12 ***SKILL INCREASES*** Acrobatics x1 34) Well, we eventually murder just about everyone here, but the quests haven't progressed that far. Begin by speaking to Thanelen Velas in the first room. Exhaust all dialogue. He denies killing Ralen Hlaalo, directing you again to Nine-Toes. Leave him be for now, as he figures into a second quest. Loot the table behind him from stealth and head downstairs. Speak to everyone and exhaust all dialogue-Banor Seran, Sovor Trandel, Vadusa Sathryon, and Marasa Aren. Go ahead and pickpocket 50 Iron Arrows from Marasa Aren, then stealthily loot this room. Leave the room, loot this hallway, then go through the door. Loot this room, but leave one of the five Cyrodiilic Brandy inside the crate for an Imperial Cult quest down the line. Go to the lowest level now and speak with Madrale Thirith. Pickpocket her thief tools-10 Apprentice's Lockpicks, 5 Journeyman's Lockpicks, 10 Apprentice's Probes, and 5 Journeyman's Probes. Loot the unlocked room down here, then pick open the level 50 locked Room Door. About here, it occurred to me that I've been neglecting to pickpocket many things, so start by pickpocketing 10 Saltrice off of Banor Seran. Next, we should get Thanelen Velas' repair tools-10 Apprentice's Armorer's Hammers and 10 Journeyman's Armorer's Hammers. Head out, exhaust all dialogue with Selvil Sareloth, and head back to Seyda Neen for a moment. Pickpocket some gold from Indrele Rathryon, then enter the Census and Excise Warehouse to get some gold from Adraria Vandacia. In Arrille's Tradehouse, pickpocket 5 Corkbulb Root, 5 Scrib Jerky, and 5 Shalk Resin from Arrille. Back outside in Balmora, get some gold, a Kwama Cuttle, a Marshmerrow, a Saltrice, 3 Large Kwama Eggs, and an Apprentice's Armorer's Hammer from Llandras Belaal. Head to the Temple and get 5 Black Lichen, 5 Bungler's Bane, 5 Green Lichen, 5 Hypha Facia, 5 Kagouti Hide, 5 Marshmerrow, 5 Red Lichen, 5 Scathecraw, and 5 Wickwheat from Dralval Andrano. Get 5 Ash Salts, 5 Bittergreen Petals, 5 Chokeweed, 5 Comberry, 5 Green Lichen, 5 Netch Leather, and 5 Rat Meat from Telis Salvani. Get 5 Corkbulb Root, 5 Ectoplasm, 5 Hackle-Lo Leaf, 5 Saltrice, 5 Scrib Jerky, 5 Shalk Resin, and 5 Wickwheat from Llarara Omayn. Get 5 Gravedust, 5 Kresh Fiber, 5 Muck, 5 Resin, 5 Scrib Jelly, 5 Scuttle, 5 Stoneflower Petals, 5 Trama Root, and 5 Willow Anther from Llathyno Hlaalu. Now, head to Nalcarya of White Haven. Get 10 Alit Hide, 10 Black Anther, 10 Bloat, a Daedra Skin, a Daedra's Heart, a Diamond, 5 Fire Salts, 5 Frost Salts, 10 Kwama Cuttle, 10 Muck, 3 Pearl, 10 Racer Plumes, 3 Ruby, 10 Scales, 10 Scrap Metal, 10 Sload Soap, 10 Trama Root, a Vampire Dust, and 7 Void Salts from her. At the Morag Tong Guild, get some gold from Ethasi Rilvayn. At Nerano Manor, get some gold from Ondres Nerano. At the Hlaalu Council Manor, get some gold from Falvel Arenim. At the Lucky Lockup, get 10 Bread from Benunius Agrudilius. At the Guild of Mages, get 5 Black Anther, 5 Comberry, 5 Crab Meat, 5 Heather, 5 Hound Meat, 5 Kwama Cuttle, 5 Scales, 5 Small Kwama Egg, and 5 Willow Anther from Ajira. At the Guild of Fighters, get some gold from Eydis Fire-Eye. At Eight Plates, get 12 Ash Yam from Dulnea Ralaal. At Fast Eddie's House, get an Apprentice's Lockpick from him. That's it, so go forth and offload. When ready, cross the river at the south end and enter Dura gra-Bol's House. Acrobatics should increase to 97 around now. Balmora-Dura gra-Bol's House o======================================================================o ***NPCs*** Dura gra-Bol ***CONTAINERS*** Chest Crate x2 Cloth Sack Basket x3 Barrel x2 Wooden Barrel ***ITEMS*** Ceramic Bowl Folded Cloth x3 Green Glass x3 Green Pot x2 Peach Glass Pot Goblet x5 Bottle x7 Jug Pitcher x2 Ceramic Candlestick Tankard x2 Pillow Torch x4 35) Assuming you entered at ground level, loot the empty room you're in. Pick the level 45 lock on the chest here, then head upstairs. There's a Torch on level 2, and you could run into Dura gra-Bol here. Exhaust her dialogue, but let's not kill her before we get the quest to do so. The third floor has two more Torches. Loot the top level and go offload. When finished, head north and enter Drarayne Thelas' House. Balmora-Drarayne Thelas' House o======================================================================o ***NPCs*** Drarayne Thelas Balyn Omavel ***CONTAINERS*** Basket x2 Basket of Pillows x4 Sack x6 Cloth Sack x3 Chest Barrel Crate x3 ***ITEMS*** Green Pot Goblet x6 Pitcher Bottle x5 Jug x2 Yellow Glass Bowl Blue Clay Pot Redware Pot x5 Bowl Clay Pot Redware Bowl x3 Large Redware Bowl Pillow x15 Tankard x2 Plate Fork Knife Spoon Candle The Cantatas of Vivec The Anticipations Gold ***REWARDS*** Gold x100 ***SKILL INCREASES*** Medium Armor x1 ***FACTIONS*** Fighters Guild: Apprentice ***QUESTS*** Fighters Guild: The Egg Poachers 36) Begin by speaking to Drarayne Thelas and exhausting all dialogue. We need to keep her around for a while (in addition to her rat problem, she has a miscellaneous quest later), so loot this room in stealthy fashion. Ditch the key she gave us-we already picked the storage lock anyway. Open the bedroom door and kill the first Cave Rat, but remember to let it chew on you before landing the final blow. Loot, rest, and repair when done. Now loot the bedroom, leaving the skill book for when we're ready to raise Long Blade. Pick the level 20 lock on the Small Chest, exhausting our Grandmaster's Lockpick, and head outside. Run to Hlaalo Manor to grab a Master's Lockpick (the one we were previously using) as well as two empty Petty Soul Gems and two Scrolls of Fphyggi's Gem Feeder. On the way, see if you can find Balyn Omavel. He figures into a quest later, so simply exhaust all dialogue and pickpocket some gold from him. Back at Drarayne's, enter her storage area. Try to fight the Cave Rats one at a time, or at least exit and rest after killing the first so you get chewed twice. Soul Trap both of them. Repair and rest for each, then loot the storage room. Medium Armor should increase to 31 during the fights, raising armor rating to 23. Sweet. Speak to Drarayne for a reward, then head back to the Guild of Fighters to report to Eydis. Turn in the quest, then ask about advancement to be promoted to Apprentice. The next rank is Journeyman, which requires 30 Strength, 30 Endurance, and one skill at 20. We meet the benchmarks, but must perform more duties. Ask Eydis about orders for another quest, then go offload all the stuff from Drarayne's house. Good thing Creeper buys pillows. When done, head north of Drarayne's to Dralosa Athren's House. Balmora-Dralosa Athren's House o======================================================================o ***CONTAINERS*** Cloth Sack x3 Basket x3 Chest ***ITEMS*** Green Pot Redware Pot x5 Jug x2 Bottle x7 Goblet x7 Pitcher x2 Yellow Glass Bowl x2 Blue Clay Pot Bowl Clay Pot Redware Bowl x3 Large Redware Bowl x2 Plate Fork Knife Spoon Candle Folded Cloth Green Glass Brass Candlestick Pillow x2 37) We already killed Dralosa Athren outside, so just loot the empty home. Offload, and head next door to Hecerinde's House. Balmora-Hecerinde's House o======================================================================o ***NPCs*** Hecerinde ***CONTAINERS*** Chest Sack x4 Cloth Sack ***ITEMS*** Pillow Shein x2 Gold x20 Folded Cloth x2 Jug Bottle x8 Candle x2 Goblet x2 Pitcher ***SKILL INCREASES*** Security x1 38) Begin by talking to Hecerinde, but do NOT discuss "South Wall" with him or you'll trigger a bug in the Thieves' Guild questline. Nick some gold from him, then loot his house from stealth. Pick the level 20 lock on his Chest to raise Security to 23. Offload when done, then let's head to the South Wall Cornerclub. Balmora-South Wall Cornerclub o======================================================================o ***NPCs*** Arathor Bacola Closcius Chirranirr Only-He-Stands-There Phane Rielle Sottilde Sugar-Lips Habasi Tappius Esdrecus ***CONTAINERS*** Sack x2 Cloth Sack Crate Wooden Barrel Barrel Small Chest ***ITEMS*** Iron Throwing Knife x20 Iron Arrow x50 Saltrice x12 Pillow Ceramic Candlestick Goblet x9 Pitcher x2 Bottle x31 Cloth Left Bracer Cloth Right Bracer Netch Leather Boots x2 Netch Leather Cuirass Common Pants Common Shirt x2 Apprentice's Lockpick x19 Journeyman's Lockpick x12 Master's Lockpick x6 Apprentice's Probe x18 Journeyman's Probe x11 Master's Probe x5 Honor Among Thieves Large Redware Bowl Tankard Folded Cloth x2 Jug x6 Lute Guarskin Drum Drum Candle Steel Longsword Netch Leather Greaves Netch Leather Shield Extravagant Belt Extravagant Pants Extravagant Left Glove Extravagant Right Glove Extravagant Sapphire Amulet Extravagant Ring Extravagant Shirt Extravagant Shoes ***FACTIONS*** Thieves Guild: Toad Thieves Guild: Wet Ear Thieves Guild: Footpad ***QUESTS*** Thieves Guild: Diamonds For Habasi Thieves Guild: Nerano Manor Key Thieves Guild: Ra'Zhid's Dwemer Artifacts ***SKILL INCREASES*** Acrobatics x1 Athletics x1 Medium Armor x1 ***REWARDS*** Exclusive Invisibility Gold x500 39) Yep, time for another faction, as well as a nudge on *gasp* the Main Quest. Immediately in front of you is Sottilde. Exhaust all dialogue, then pickpocket her 20 Iron Throwing Knives and 50 Iron Arrows. She'll also tell you that Bacola Closcius knows where to find Caius Cosades. Go upstairs and speak to Bacola Closcius, who will give you directions to Caius' house as you exhaust all dialogue with him. Pickpocket him for 12 Saltrice, then pick the level 50 lock on the Room Door up here. Loot the little bedroom, then the table behind Sottile as you progress into the building. Past her, speak with Arathor. Exhaust all dialogue, then Taunt and kill him. If you are tiring yourself out by jumping, like you should be with Hand-to-Hand fighters, Acrobatics should increase to 98 during the fight. Athletics should also increase to 16 about now. When done, loot, repair, and rest. Loot your way over to Sugar-Lips Habasi. Exhaust all dialogue, and join the Thieves Guild as a Toad. Don't ask about Nerano Manor or there will be a bug; stick to jobs for now, and get a new quest. Our next rank is Wet Ear, and it requires 30 Agility, 30 Personality, and one skill at 10. We meet the benchmarks, but need to do more jobs. Pickpocket Sugar-Lips for lots of tools: 15 Apprentice's Lockpicks, 10 Journeyman's Lockpicks, 5 Master's Lockpicks, 15 Apprentice's Probes, 10 Journeyman's Probes, and 5 Master's Probes. Keep looting deeper into the building when done. Loot the last room from stealth. When done, speak with Phane Rielle. Exhaust all dialogue, then speak with Tappius Esdrecus. Exhaust all dialogue, Taunt, and kill him. Loot, repair, and rest, then speak with Only-He-Stands-There. Exhaust all dialogue, then go speak with Chirranirr. Exhaust all dialogue, then pickpocket her tools: 4 Apprentice's Lockpicks, 2 Journeyman's Lockpicks, a Master's Lockpick, 3 Apprentice's Probes, and a Journeyman's Probe. When done, let's tackle the first two jobs. Head back to Nalcarya's, grab the Diamond we left behind, and bring it to Habasi to complete the quest. Ask about advancement to be promoted to Wet Ear. The next rank is Footpad, and it requires 30 Agility, 30 Personality, and one skill at 20. We meet these benchmarks, but need to do more jobs. Ask for another job to, well, get one. You can lift the key from either Ondres Nerano or Sovor Trandel. I use Ondres, but it really doesn't matter. Turn in the key for 500 gold, then ask about advancement to be promoted to Footpad. The next rank is Blackcap, and it requires 30 Agility, 30 Personality, one skill at 30, and two skills at 5. We meet these benchmarks, but need to do more jobs. Ask for another job to get sent out of town. Ondres Nerano no longer needs to be alive, so head back to the manor, Taunt him, and kill him. Medium Armor should increase to 32 during the fight, raising armor rating to 24. Loot, repair, and rest, then offload all gear. Head north now, to Dralcea Arethi's House. Balmora-Dralcea Arethi's House o======================================================================o ***CONTAINERS*** Cloth Sack x2 Basket x3 Urn Chest Table ***ITEMS*** Jug Bottle Goblet x8 Large Redware Bowl x2 Plate Fork Knife Spoon Redware Pot x6 Folded Cloth Candle x2 Pitcher x2 Green Pot Yellow Glass Bowl Blue Clay Pot Bowl Clay Pot Redware Bowl x3 Green Glass x2 Pillow x2 ***SKILL INCREASES*** Acrobatics x1 40) Another empty house to loot. Do so, picking locks on the chest and table. Offload when done, and proceed north to Nine-Toes' House. Acrobatics should increase to 99 around now. Balmora-Nine-Toes' House o======================================================================o ***NPCs*** Nine-Toes ***CONTAINERS*** Cloth Sack Urn x2 Chest Small Chest ***ITEMS*** Peach Glass Pot x5 Blue Glass Pot x2 Blue Clay Pot x2 Bowl x2 Redware Pot x4 Ceramic Bowl x4 Decorative Bowl Green Pot Platter Cup x2 Paper Lantern Jug x2 Folded Cloth Steel Crossbow Steel Bolt x~78 Common Shirt Common Pants Common Belt Pillow A Dance in Fire, Chapter 3 Bottle x4 Goblet x4 Candle Redware Bowl Lives of the Saints ***SKILL INCREASES*** Athletics x1 41) The ground floor is empty, so loot away. Upstairs, talk to Nine-Toes. Exhaust all dialogue, and he will deny killing Ralen Hlaalo, as well he should. Taunt and kill him when done. Loot, repair, and rest, then loot the upstairs of his house. Raising Athletics is fine, so go ahead and read the skill book. Pick the lock on the Small Chest. Offload when done, and head north to Balyn Omarel's House. Balmora-Balyn Omarel's House o======================================================================o ***CONTAINERS*** Urn x2 Basket x3 Sack x6 Chest Crate Cloth Sack ***ITEMS*** Ceramic Candlestick Folded Cloth Pitcher Goblet x2 Plate x2 Fork x2 Spoon x2 Knife x2 Tankard x3 Bottle x10 Vase Yellow Glass Bowl Large Redware Bowl x4 Redware Bowl Peach Glass Bowl x2 Flask x3 Small Kwama Egg x5 Aedra and Daedra Special Flora of Tamriel Iron Ladle Yellow Glass Gold x13 Bowl Pillow x2 42) An empty house to loot. Leave the skill book on the bed, as Illusion is a factor later. Pick the lock on the Chest. Offload when done, then enter Rarayn Radarys' House on the first floor. Balmora-Rarayn Radarys' House o======================================================================o ***CONTAINERS*** Basket x3 Sack x4 Crate Chest ***ITEMS*** Plate x2 Fork x2 Knife x2 Spoon x2 Goblet x5 Bottle x8 Small Kwama Egg x5 Vase Blue Clay Pot x3 Yellow Glass Bowl Large Redware Bowl x3 Peach Glass Pot x2 Redware Bowl Peach Glass Bowl Jug Flask x3 Pitcher x2 Folded Cloth x2 Pillow x2 Common Pants Gold x16 Glass Lantern 43) Another empty house, so loot away. Offload when done, then head into the Eastern Guard Tower. Balmora-Eastern Guard Tower o======================================================================o ***CONTAINERS*** Chest Closet Sack x2 Urn x2 ***ITEMS*** Pillow x2 Sword of White Woe Iron Longsword x2 Iron Dagger x2 Steel Staff x2 Chitin Short Bow Chitin War Axe Chitin Shortsword Iron Warhammer Folded Cloth x2 Tankard x7 Bottle x6 Bowl x5 Beaker Candle Basket Jug Pitcher Goblet Blue Glass Pot Blue Clay Pot Green Pot Ceramic Bowl x2 Peach Glass Pot x4 Redware Pot x4 Decorative Bowl Platter Cup x4 ***SKILL INCREASES*** Armorer x1 Acrobatics x1 44) Start at the top. The big prize is the Sword of White Woe atop the Closet. I prefer the Ebony Longsword, however. One level down, get the weapons off the wall. Head to the bottom level and loot there, too. A lot of the gear is damaged, so repair everything before selling it off. Armorer should increase to 25 during these repairs. Acrobatics should increase to 100 around now as well. Accordingly, you should start running everywhere, waiting 1 hour to recharge Fatigue as needed. Offload when finished, then head to Caius Cosades' House. It's finally time. Balmora-Caius Cosades' House o======================================================================o ***NPCs*** Caius Cosades ***CONTAINERS*** Small Chest Sack x2 ***ITEMS*** A Short History of Morrowind Moon Sugar x6 Bottle x4 Basket Common Shirt Redware Pot Redware Bowl Bamboo Candlestick Apprentice's Probe x3 Journeyman's Probe Goblet x2 Plate Fork Knife Bucket Blue Glass Pot Glass Lantern Pillow Good Skooma Pipe Spoon The War of the First Council On Morrowind ***FACTIONS*** Blades: Novice ***QUESTS*** Main: Antabolis Informant 45) Speak with Caius Cosades and exhaust all dialogue. Handing in the package will finally complete the quest, and he will induct you into the Blades and send you on another quest. Exhaust all dialogue for directions to some trainers and a copy of A Short History of Morrowind. The Blades don't work like an ordinary faction, so don't worry about advancement. Pickpocket Caius for 5 Moon Sugar, then stealthily loot his house. Pick the lock on the Small Chest, and disarm the trap on the Chest even though we can't open it yet. When done, run over to the Guild of Fighters to speak with Hasphat Antabolis, who will direct you to Arkngthand. Exhaust all dialogue for a copy of On Morrowind. The Main Quest is once again on hold. Offload your stuff (Ajira will buy the Good Skooma Pipe) and head to Vorar Helas' house, just south of Caius. Balmora-Vorar Helas' House o======================================================================o ***NPCs*** Vorar Helas ***CONTAINERS*** Basket x2 Sack x4 Cloth Sack ***ITEMS*** Blue Clay Pot Bowl x2 Blue Glass Pot x2 Peach Glass Pot x3 Redware Pot x3 Ceramic Bowl x2 Cup x2 Platter Green Pot x2 Decorative Bowl Candle x4 Basket Dwemer Tube Pillow Bottle x6 Pitcher Folded Cloth x2 Goblet x2 Jug 46) Begin by speaking to Vorar Helas. Exhaust all dialogue. He factors into a quest later, so just pickpocket him for some gold. Loot his house from stealth. Go offload when done, then enter Tyermaillin's House to the south. Balmora-Tyermaillin's House o======================================================================o ***NPCs*** Tyermaillin ***CONTAINERS*** Cloth Sack x2 Basket x3 ***ITEMS*** Common Robe Common Shoes Pitcher x2 Green Glass Pillow x2 Glass Lantern Redware Pot x6 Folded Cloth Plate Fork Spoon Knife Bottle Goblet x8 Jug Large Redware Bowl x2 Green Pot Yellow Glass Bowl Blue Clay Pot Bowl Clay Pot Redware Bowl x3 ***SPELLS*** Heavy Burden Great Burden of Sin Crushing Burden Touch Ulms' Juicedaw's Feather Tinur's Hoptoad Sixth Barrier Sotha's Mirror Vivec's Feast Seryn's Blessing 47) Speak to Tyermaillin, exhaust all dialogue, Admire his Disposition to 90+, and buy all of his spells. Next, Taunt and kill him. Loot, repair, and rest when done. Now loot the house. Offload, and head to Rithleen's House on the second floor. Balmora-Rithleen's House o======================================================================o ***NPCs*** Rithleen ***CONTAINERS*** Basket x2 Sack x6 ***ITEMS*** Iron Broadsword Bonemold Boots Bonemold Cuirass Bonemold Greaves Bonemold Left Pauldron Bonemold Right Pauldron Peach Glass Pot x4 Blue Glass Pot x2 Blue Clay Pot x2 Bowl x2 Redware Pot x4 Ceramic Bowl x3 Decorative Bowl Green Pot Platter Cup x2 Tankard x2 Bottle x3 Yellow Glass Pitcher Ceramic Candlestick Pillow ***SKILL INCREASES*** Speechcraft x1 Athletics x1 48) Speak to Rithleen and exhaust all dialogue. Taunt and kill her. Speechcraft should increase to 28 while Taunting her. Loot, repair, and rest, then loot her house. Skip the skill book for now-Block is a factor later. Do pick the level 15 lock on the Chest. Offload when done, then enter the final place to explore in Balmora-Astius Hanotepelus' House. Athletics should increase to 18 around now. Balmora-Astius Hanotepelus' House o======================================================================o ***NPCs*** Astius Hanotepelus ***CONTAINERS*** Sack x4 Urn x2 Small Chest Chest ***ITEMS*** Common Shirt Common Pants Common Shoes Blue Clay Pot Bottle x14 Blue Glass Pot x2 Tankard x6 Redware Pot x4 Peach Glass Pot x6 Ceramic Bowl x7 Cup x4 Bowl Platter Green Pot x3 Goblet x6 Pillow Brass Candlestick x2 Green Glass x3 Folded Cloth x2 Pitcher Sujamma Jug ***SKILL INCREASES*** Medium Armor x1 49) Speak to Astius, exhaust all dialogue, Taunt, and kill him. Medium Armor should increase to 33 while fighting him, raising armor rating to 25. Loot, repair, and rest, then loot this final house. Pick the level 15 lock on the Small Chest and the level 10 lock on the Chest. Offload when done. Yahoo! Head to Hlaalo Manor now for some Alchemy. Yep. Balmora-Hlaalo Manor o======================================================================o ***SKILL INCREASES*** Alchemy x25 50) Get your Grandmaster's Mortar and Pestle, Master's Alembic, Master's Calcinator, Master's Retort, and all the ingredients you've gathered in Balmora. That's a lot! Make potions just like we have before, except we no longer need to hold or prioritize making the Water Breathing and Levitate effects. This means we start by chaining Fortify Intelligence (Ash Yam, Bloat, Horker Tusk, Netch Leather), then making and stashing Restore Magicka (Adamanitum Ore, Belladonna Berries, Comberry, Daedra's Heart, Frost Salts, Heartwood, Void Salts), Restore Endurance (Gravedust, Horn Lily Bulb, Timsa-Come-By Flowers, Scales), Restore Luck (Crab Meat, Hackle-Lo Leaf, Kresh Fiber), Restore Strength (Dreugh Wax, Gold Kanet, Horn Lily Bulb, Scamp Skin, Stoneflower Petals), Restore Agility (Bonemeal, Noble Sedge Flowers, Scrib Cabbage, Sload Soap), Restore Speed (Meadow Rye, Nirthfly Stalks, Raw Ebony, Resin), Restore Willpower (Meteor Slime, Scathecraw, Scrib Jelly, Trama Root), Restore Intelligence (Bittergreen Petals, Ruby, Scrap Metal, Wolfsbane Petals), Restore Personality (Guar Hide, Heather, Scamp Skin), Cure Blight Disease (Ash Salts, Meteor Slime, Scrib Jelly), Cure Common Disease (Chokeweed, Daedra Skin, Gravedust, Green Lichen, Muck, Red Lichen, Willow Anther), Restore Health (Corkbulb Root, Corprus Weepings, Emerald, Marshmerrow, Raw Stalhrim, Resin, Saltrice, Sweetpulp, Wickwheat), and Cure Paralyzation (Corkbulb Root, Netch Leather, Scamp Skin, Willow Anther). After Fortify Intelligence and Restore Magicka, stash all remaining ingredients. Stop chaining Fortify Intelligence when it hits 490-at 46 Alchemy and 58 Luck, that's enough to guarantee success in potion crafting. After Cure Paralyzation, just make the maximum quantity of anything you can out of everything you have left. In this session, my Alchemy increased 25 ranks to 71. Offload when done. To prepare for our next outing, bring at least 5 repair tools, any Scrolls of Fphyggi's Gem Feeder and an empty soul gem, all Restore Magicka potions (there should be 15), and 15 Restore Health potions. Make a quick stop at the Guild of Mages. Balmora-Guild of Mages o======================================================================o 51) Since we have a nice stock of Restore Magicka potions (each one is more than enough to completely refill our Magicka), it's prudent to do a little Destruction and Alteration training over the next sequence. Visit Estirdalin (or any other spellmaker) to create a couple of training spells. Here's what I'd do: Destruction Training Cantrip: Damage Fatigue 1 pt to 1 pt on Touch Alteration Training Cantrip: Feather 1 pt to 1 pt on Self Start with Destruction, and just spam cast it as you move around. When the Magicka bar is empty, quaff a potion. Easy, right? We'll make new spells for power when our skills are up to snuff. For now, head outside, and go to Balmora's south gate. Time for some exploring. Do save scum to avoid wasted Magicka. o======================================================================o | | | Balmora Wilderness | | | o======================================================================o Sequence of Events: {WLK005} 1) A Falling Wizard 2) Samarys Ancestral Tomb 3) To The Unexplored Shipwreck 4) Unexplored Shipwreck 5) To Zainsipilu 6) Zainsipilu 7) Escorting Nevrasa Dralor 8) Lleran Ancestral Tomb 9) Ulummusa 10) Adanumuran 11) Shurdan-Raplay Egg Mine 12) Vassir-Didanat Cave 13) Tharys Ancestral Tomb 14) Andrethi Ancestral Tomb 15) Zanabi 16) Shrine of Boethiah 17) Arrille's Tradehouse Storage 18) Moonmoth Legion Fort 19) Prison Towers 20) Fort Moonmoth Interior 21) Balmora Lockpicking 22) Larrius Varro's Little Bloodbath 23) Fjol the Outlaw 24) Grytewake 25) Heran Ancestral Tomb 26) The Corpse and the Skooma Pipe 27) Alchemy Session IV Odai River o======================================================================o ***CONTAINERS*** Willow Flower x2 Heather x34 Gold Kanet x2 Corkbulb x8 Comberry Luminous Russula x8 Slough Fern x3 Violet Coprinus x6 Draggle-Tail (pod) x2 Draggle-Tail (flower) Hypha Facia x3 Bungler's Bane x4 ***ITEMS*** Iron Sparksword Colovian Fur Helm Extravagant Robe Extravagant Shoes Scroll of Icarian Flight x3 Journal of Tarhiel Firebite Dagger Gold x50 ***SKILL INCREASES*** Destruction x13 Medium Armor x6 Unarmored x1 Athletics x1 1) Follow the river south, sticking to the west bank for now. Destruction should increase to 20 if you're spamming your cantrip. The river will curve to the west-keep following it. On your right, find two Gold Kanet, two Willow Flower, and two Heather. Ignore the path to the tomb for now, but do get a Corkbulb, two more Heather, and a Comberry. There should also be a critter here-deal with it, loot, repair, and rest. I had a Scrib, and as a bonus, his paralyze spells refilled my Magicka for me. Soultrap the critter if you can, using what should be your last scroll, then keep moving. Find another Heather and another Corkbulb on the right. Even farther ahead, there's another Corkbulb on the left, as well as another critter (I had another Scrib). Deal with the critter, loot, repair, and rest. Medium Armor should increase to 34 during this fight. Straight ahead and to the right, find two more Corkbulb and a whopping 16 more Heather. Ignore the guys to the right and keep tracking the river to find six more Heather on the left and another Corkbulb at the path to a mine. Skip the bridge and keep following the river, finding seven more Heather on the left. Follow the river to find another Corkbulb on the right, followed by another Corkbulb at the base of a path you should ignore in favor of following the river. Destruction should increase to 21 about now. Soon, you'll cross into the Bitter Coast. Keep going until you reach a bridge. There will likely be a critter here-I had a Cliff Racer. Handle it, loot, repair, rest, and continue by crossing the bridge and following the path east along the coast. Around the time you reach the signpost, Destruction should hit 22 and you should find another critter (a Diseased Rat for me). Deal with it, loot, repair, rest, and continue, tracking the sign back toward Seyda Neen. Uphill to the right (south) should be another critter-I had a Kwama Forager. Deal with it as usual, and Medium Armor should hit 35, raising armor rating to 26 and triggering the level-up message. Loot, repair, and rest... ***LEVEL UP*** Level 10 +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: 100 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: 25 Armorer, 18 Athletics, 15 Enchant, 22 Destruction, 10 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 27 Unarmored, 23 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 10 Marksman, 28 Speechcraft, 10 Hand-to-hand Derived Attributes: 108 Health, 225 Magicka, 250 Fatigue Outstanding. Keep going, hugging the hills to your right. As you approach the final tar pit, you'll probably get attacked again-I had a Kwama Forager. Handle it. Pass a cave entrance to the left and continue toward this canyon's east end, fighting another critter on the way (in my game, a Scrib, and another free Magicka refill). Kill, loot, repair, and rest. There will be another critter right before the canyon crests at the top of the hill-I had a Bull Netch, so my Magicka refilled again. Handle it, per the usual routine. Destruction should increase to 23 if you're faithfully spamming the cantrip. As you reach another signpost, you should realize we've reached familiar territory, and Destruction should increase to 24. Deal with a critter to the left-I had a Scrib. Medium Armor should increase to 36, raising armor rating to 27. While you're letting weak critters chew on you, keep spamming your cantrip. Destruction should increase to 25 during this fight. Follow the path east, and a shrieking elf will fall from the sky. Loot Tarhiel's corpse, making sure to grab his journal. Head northwest up the hill for two Luminous Russula at the base of a tree, along with three Bungler's Bane and two Hypha Facia on the trunk. Southeast now for three more Russula and a Slough Fern near a rock. East along the road are three more Russula, and the point where we cross into already explored territory. Nice! Do continue a bit east, where there are two muck ponds. Check the tree stump at the east end of the east pond for a Firebite Dagger and 50 gold. Destruction should increase to 26 about now. Fight a critter between the two ponds (I had a Mudcrab). Unarmored should increase to 28 about now (if you wonder how this is happening, it's because our shield slot is empty). Destruction should also increase to 27 during this fight. There should be another critter in the western pond (I had a Diseased Rat). You know what to do. Medium Armor should increase to 37 during this fight, raising armor rating to 28. Search that western pond now for five Violet Coprinus, two Draggle-Tail pods, and a Draggle-Tail flower. North from here, find a Hypha Facia and a Bungler's Bane on a tree. Athletics should hit 19 about now. Farther north should be another critter (I had a Nix-Hound). Handle it like usual. Destruction should increase to 28 during the fight. Loot, repair, and rest, then search this little clearing clockwise for a Slough Fern, three Luminous Russula, a Violet Coprinus, and another Slough Fern. Head back toward the road now, but hug the hill to the east as you do to fight another critter (for me, another Nix-Hound). Destruction should hit 29 during this fight. Loot, repair, and rest. Keep hugging the hill until you get back to the road, then cross it while continuing to hug the hill. Just across the road should be a critter-I had a Bull Netch. Do what we do. Medium Armor should increase to 38 during the fight, raising armor rating to 29. Continue west to find another critter (I had a Scrib) near some rocks on the hillside. Destruction should increase two ranks to 31 during this fight. Continue west, hugging the hills, and you'll probably get attacked as you approach the tomb (I had a Diseased Cliff Racer). Handle whatever's here. At the tomb door, I had another Diseased Cliff Racer. Destruction should hit 32 during this fight, and Medium Armor should hit 39. When all is said and done, enter Samarys Ancestral Tomb. Samarys Ancestral Tomb o======================================================================o ***CONTAINERS*** Urn x13 Small Chest Chest Urn labeled "Lord Brinne" ***ITEMS*** Scroll of Telvin's Courage Hypha Facia Kresh Fiber Scroll of Hellfire Bargain Fortify Health Potion ***SKILL INCREASES*** Destruction x11 Security x1 Medium Armor x2 Armorer x1 ***ARTIFACTS*** Mentor's Ring 2) Head down the ramp. On the other side of this door are two random undead, and two others that wander in and out. Do your best to fight them one at a time. I had a Greater Bonewalker, a Skeleton Champion, and two Skeleton Warriors, so my Steel Spear was just fine. Loot and repair-you can't rest, so quaff one of our Restore Health potions between battles. The Greater Bonewalker can be used to refill Magicka-just do NOT accidentally let one of the curses hit. When all four are down, loot this hallway. Round the corner into another room, and loot it as well. The final undead is beyond the next door. I had a Bonelord, so Destruction magic was needed-Fireball still works just fine. Rest and repair once the final undead is down and looted, then loot the final room. Destruction should increase to 33 if you're still spamming the cantrip. Pick the level 20 lock on the chest, and disarm the trap on the urn labeled "Lord Brinne." This should increase Security to 24. Get our first Artifact out of the urn, Mentor's Ring. This thing is definitely worth wearing in place of our Extravagant Ring, as it has Constant Effects of Fortify Intelligence and Fortify Willpower. Cool. Don't worry about the Ashes of Lord Brinne. They might seem important, but they aren't. Time to return to Balmora, the way we came. I had a Mudcrab as I exited the tomb. Destruction should increase to 34 during this fight. Destruction should hit 35 around the time you transition out of the swamp back on the road. Near the cave entrance to Zainsipilu, I had a Kwama Forager. Medium Armor should hit 40 during this fight, raising armor rating to 30, and Destruction should also increase to 36. Deeper in the canyon, I encountered a Rat. In repairing after that fight, Armorer should increase to 26. A little farther yet, I ran into a Scrib. Destruction should hit 37 during this fight. As you head past the tar pits, Destruction should hit 38. As I reached the river again, I found a Bull Netch. Medium Armor should hit 41 during this fight, raising armor rating to 31. Destruction should hit 39 shortly after crossing the bridge back over the Odai River. Destruction should hit 40 around the time you pass Shulk Egg Mine heading north. This is also where I finally had to drink my first Restore Magicka potion. Make absolutely sure you're spamming the cantrip when you do drink a potion. It will endure way past what is necessary to completely restore our Magicka, and we want to maximize our benefit. Just as I rounded the corner and the Silt Strider came into view, I ran into a Blighted Scrib, my first Blight creature. Protocol doesn't change, of course, but be aware that they are several levels higher than their Diseased and ordinary counterparts. If you get infected with a Blight disease, don't panic-you should have potions stashed away, and we're almost home. Destruction should hit 41 right when you enter the city gates. Back in Balmora, rest if needed, then grab some Marksman weapons. I am bringing all of my Chitin Throwing Stars, my Chitin Short Bow, and all Chitin Arrows, and leaving the Steel Spear behind. Offload, then return to the south gate. Destruction should hit 42 somewhere in Caldera during the offload, and 43 around the time we hit the south gate. Odai River o======================================================================o ***CONTAINERS*** Wooden Barrel x3 Large Chest Luminous Russula x6 Cloth Sack Bungler's Bane x3 Hypha Facia x2 Violet Coprinus ***ITEMS*** Bucket Bottle ***SKILL INCREASES*** Destruction x5 Marksman x2 Medium Armor x2 Athletics x1 3) As we switch gears to killing things with Marksman weapons, I suggest you save scum to avoid wasted ammunition. Also note that there is no attack type variance, so don't worry about choosing weak attacks for skill gain or strong ones for tough monsters. Burn through the Chitin Throwing Stars first. Follow the same route we took last time. My first encounter was with a Diseased Rat, right where I fought the Blighted Scrib in the last trip. Rest when you need, but note that no repairs will be needed until you switch to the bow. Keep going all the way to where we crossed the river last time. Destruction should hit 44 around when the terrain switches to the ash waste. When you reach the bridge, don't cross, but keep following the river south instead. As the terrain switches back to swamp, look left-there should be a path on the other side of the river. Before crossing, deal with any critters on this side-I had two Mudcrabs and a Bull Netch. Destruction should hit 45 while fighting the Mudcrab. Marksman should increase to 11 during the Bull Netch battle, which happened between the Mudcrabs for me. This should also exhaust your Throwing Stars, so switch to the bow & arrow. Medium Armor should also increase to 42 during that fight, raising armor rating to 32. Between battles, I was attacked by a Cliff Racer, who should be dealt with according to protocol. After that, deal with the second Mudcrab. Destruction should increase to 46 during that fight. Cross the river and follow it south, stopping to fight a third Mudcrab along the way. I had to use my second Restore Magicka potion here. Destruction should increase to 47 during this fight, and Marksman should increase to 12. A little farther south, you'll find the shipwreck that is our destination. First, however, pass it by and continue following the coast. There is some loot on the ground (a Bucket and a Wooden Barrel), and some more a little way into the water. First, however, deal with a Cliff Racer. Destruction should increase to 48, Medium Armor should increase to 43, and Unarmored should increase to 29 during this fight. Finish looting the vicinity now, and continue east along the coast. Find two Luminous Russula near a tree on the left, then engage a Diseased Cliff Racer. Once done, continue east along the coast until you find a tree stump to your left. Check inside for a Cloth Sack full of gold. Continuing along the coast, you can find three Bungler's Bane, two Hypha Facia, a Violet Coprinus, and two Luminous Russula at a tree stump to your left. Further along, Destruction should hit 49 as you find two more Russula on the right. With that, you should run out of coast to explore, so turn around and return to the Unexplored Shipwreck. Athletics should hit 20 about now, and there should be a Bull Netch hovering near the wreck. Handle it. There are two entrances to the Unexplored Shipwreck. Let's start with the cabin. Go inside. Unexplored Shipwreck o======================================================================o ***CONTAINERS*** Floating Barrel Crate x3 Barrel Small Chest Corpse ***ITEMS*** Bottle Bucket Jug ***SKILL INCREASES*** Destruction x6 Marksman x1 4) The cabin has almost nothing. Loot what's here and return outside. Head to the trapdoor and enter the Upper Level. Not much here either, but the loot is easy to see. A Crate near the door to the Lower Level should have some Moon Sugar in it, and Destruction should hit 50 around now. Head for the Lower Level. There's one Crate beneath the water, but the goodies are at the dry end. A Crate of Ash Statues and a Small Chest of Diamonds make this worthwhile, at least relative to our first Shipwreck. Time to trek back to Balmora. I had to fight a Diseased Cliff Racer upon exit. Marksman should increase to 13 during this fight. Another Mudcrab will attack when you cross to the west river bank. Destruction should increase to 51 during this battle, and Medium Armor should increase to 44, raising armor rating to 33. I had two Bull Netch near the west end of the bridge-handle both. Destruction should hit 52 during the second battle. Destruction should hit 53 as you approach the second bridge. Once back in Balmora, Destruction should hit 54. Head to Hlaalo Manor. In addition to dropping off all ingredients, soul gems, and the like, grab the stack of 70 Iron Throwing Knives and unequip (but keep) all of your Medium Armor. This will drop our armor rating to 5. Make sure you have 5 repair hammers-I needed to grab a couple. Now, go offload. You should exhaust your Magicka during the offload, using a third potion. Destruction should hit 55 as your Magicka is refilling. Head back to the south gate yet again. Odai River o======================================================================o ***SKILL INCREASES*** Marksman x2 Destruction x3 5) Retrace the route once again. We know where Zainsipilu is-the cave near the tar pits on the way to Seyda Neen. Head there. At the bend in the river, I had both a Diseased Scrib and a Bull Netch. Tackling the Scrib first, Marksman increased to 14. Destruction should increase two ranks, to 57, during the second fight, with the Bull Netch. Destruction should hit 58 about the time you pass the Shulk Egg Mine. After crossing the bridge, near the signpost, there should be another critter. I had a Scrib. Handle it, then move on. Destruction should hit 59 as you move through the tar pits, and there should be a few critters near Zainsipilu. I had a Betty Netch, a Bull Netch, and a Diseased Scrib. Handle all comers. The Betty was still able to one-shot me without armor on. Marksman should increase to 15 during the fight. I tackled my Diseased Scrib next, then my Bull Netch. When all is said and done, enter Zainsipilu. Zainsipilu o======================================================================o ***CONTAINERS*** Barrel x16 Crate x19 Worn Chest x5 ***ITEMS*** Steel Broadsword x2 Netch Leather Boots x4 Netch Leather Greaves x3 Netch Leather Cuirass Common Pants x8 Common Shirt x8 Steel Shortsword Boiled Netch Leather Cuirass Common Shoes x4 Journeyman's Lockpick x2 Apprentice's Probe Iron Battle Axe Netch Leather Left Gauntlet Netch Leather Right Gauntlet Nordic Battle Axe Zainsipilu Slave Key Steel Battle Axe Chitin Cuirass x2 Torch x12 Iron Boots Iron Greaves Iron Cuirass Thief Ring Steel Dagger Apprentice's Lockpick x2 Long Bow Chitin Arrow x~37 Chitin Boots Glass Lantern x5 Sujamma Goblet x3 The Locked Room Brass Candlestick ***SKILL INCREASES*** Marksman x8 Destruction x20 Athletics x3 Security x1 Medium Armor x1 Unarmored x3 6) The moment you enter, you'll see Nistacey down below you. Head down the ramp to engage him (if you shoot from here, you'll crit and get less Marksman experience). He'll be quite tough to shoot down, especially without getting killed. A good trick is retreating to the door-he seems to get confused at the bottom of the ramp, running back and forth instead of coming at you. That, mixed with some save scumming, will allow you to take him down with low Marksman. Marksman should increase to 16 while fighting him. Repair and rest once he's down, then advance into the cave. It will turn to the right, then to the left. Around that second turn is Fervas Reloro, who will also be quite difficult to handle. Fortunately, he has the same difficulty with ramps. Loot, rest, and repair. Rounding the corner will attract the third bandit, Aranwen. Same idea. Loot, rest, and repair once she's down. Be careful at the T-junction, as you can attract two bandits if you aren't careful. Try to start with Snadir, the Nord to the left. Marksman should increase to 17 during this fight. Once he's down, loot, rest, and repair. Note that he has the Slave Key for this place, which we do need. I suggest dropping excess stuff at the entrance before heading to the room Snadir came from. Disarm the trap and pick the lock on the slave pen, then speak to and free the five slaves. This is 12 total, of the 20 needed to access the Twin Lamps quests. With that done, head up the stairs in here. You'll spot a structure at the end of the next tunnel, and our fifth bandit, Agrob gra-Bogharz, is on top of it. She's easily handled if you get under the platform, as she'll get stuck on the columns and you can shoot her at will. Deal with her, then loot, rest, and repair before climbing the stairs and looting the platform. Note that the last three bandits have all been capable of one-shotting me, so there's no Unarmored gain happening. Marksman, however, should increase to 18 while fighting Agrob. There is usually some good stuff in the crates, but it's randomized. I did find an empty Greater Soul Gem and a Scroll of Fphyggi's Gem-Feeder. If you take the next stairs, you'll find the leader, Maros Gimayn. I suggest saving him for last, and instead backtracking-first to the entrance to drop excess loot, then turning right at the T-junction near the slave pen. As you step onto the bridge, the sixth bandit, Lurius Lalelius, will attack you. You can probably take one hit from him, so do so before you finish shooting him down. I ran out of Chitin Arrows during this fight-switch to the Iron Throwing Knives I had you bring when it happens to you. Marksman should hit 19 during this fight. Loot, rest, and repair when done. Cross the bridge, and note the steps down into the water. Dive down and check near the plants for a Thief Ring, then advance to the next room. There's a lot of loot in Lurius' room-shuttle back to the entrance as needed. Destruction should increase two ranks to 61 while shuttling loot to the entrance, and you should require another Magicka potion. I have 11 left now. When done, head back to where Maros is and engage him. Athletics should hit 21 about now. Marksman should hit 20 while fighting Maros, at which point you should put your Medium Armor back on and finish him off with Destruction magic (I'd use Poison or Spark, doesn't matter which). When done, loot, rest, and repair. Advance into the room he came from, loot it, and spy our final bandit, Darvala Romothran, across one last bridge. Take as many hits as you can before killing her with Destruction magic. I'd roll with Poisonous Touch this time. Once done, loot, rest, and repair, then loot the bridge and the final room across it. Read the skill book to raise Security to 25. Pick the level 5 lock on the Worn Chest. Don't miss the last hoard below the platform, with one level 8 lock to pick. Head to the entrance, and Destruction should hit 62 along the way. Load everything up, and transition outside. Time to haul it all to Balmora. Drop stuff outside until you can move, then try to make all your trips in one game session (so nothing respawns). On the first trip, try to drop to 350 so you can pick up parts from any critters you kill. At the exit, I had a Scrib. Kill it with Poisonous Touch after letting it chew on you, and don't forget to spam the Destruction cantrip. For Scribs and Bull Netch, don't forget that they can replenish your Magicka, either. When the first critter drops, rest, repair, and move on. I had a Rat very close to Zainsipilu. Same idea. Medium Armor should increase to 45 during this fight, briefly raising armor rating to 34 before you should unequip all of your Medium Armor. Destruction should increase to 63 during this fight. When it's over, rest... ***LEVEL UP*** Level 11 +5 Endurance, +5 Agility, +1 Luck Attributes: 75 Strength, 50 Intelligence, 40 Willpower, 45 Agility, 30 Speed, 100 Endurance, 40 Personality, 60 Luck Major Skills: 100 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: 26 Armorer, 21 Athletics, 15 Enchant, 63 Destruction, 10 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 29 Unarmored, 25 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 20 Marksman, 28 Speechcraft, 10 Hand-to-hand Derived Attributes: 118 Health, 225 Magicka, 260 Fatigue Outstanding. Now, I suggest starting a fight by shooting one shot with the bow (so we can repair it and keep increasing Armorer) before switching to our Throwing Knives. Keep running, and keep spamming the Destruction cantrip, and keep that armor off. Head back toward Balmora. There should be a third critter when you approach the river-I had a Bull Netch. Kill it as described above, remembering to take hits if you can. Rest, repair, and move on when done. Destruction should hit 64 around the transition out of the ash waste. There should be another critter as you pass the tomb on the left-I had a Betty Netch. Deal with it. Marksman should increase to 21 during this fight. Past that, as Balmora comes into view, should be another critter-I had a Kwama Forager. Deal with it as well. You should exhaust your Magicka during this fight. I had 10 potions left after refilling it. Destruction should increase to 65 during this fight. Rest and repair, then go back to Balmora. Drop anything that needs to be stashed at the door to Hlaalo Manor-your Medium Armor, all ingredients, soul gems, thief tools, Scrolls of Fphyggi's Gem Feeder, and the Thief Ring. Anything else, that's just getting sold off, should be dropped at the door to the Guild of Mages. Now head back and forth as many times as needed to get all the stuff. As long as you don't leave the exterior cell or the game, nothing should respawn. Destruction should hit 66 at about Shulk Egg Mine on the first return trip to Zainsipilu. Despite my efforts, I had a critter at the signpost in the ash wastes-a Nix-Hound. Handle it. Unarmored should increase to 30 during this fight, and Destruction should hit 67 shortly thereafter. I had respawns at Zainsipilu as well; a Diseased Scrib and a Kwama Forager. Handle both. Marksman should increase to 22 during the second fight. Grab a second load of loot and start the journey back. Destruction should hit 68 shortly after leaving Zainsipilu for the second time. I had to quaff a Magicka potion at about Shulk Egg Mine-9 to go. Destruction should hit 69 at about the same time. Once you reach Balmora, do the same as before regarding dropping stuff off, then set out again. Destruction should hit 70 shortly after this departure. I had a Scrib respawn on me on the way out as well, which needs to be handled. Once done, keep moving. Athletics should hit 22 around the time you cross the bridge, and Destruction should hit 71. I had another respawn at the signpost-a Rat. Handle it. Unarmored should increase to 31 during the fight, raising armor rating to 6. At Zainsipilu, I had a Scrib, a Rat, and a Bull Netch. Handle your respawns. Destruction should hit 72 during the first fight, and Marksman should hit 23 during the third. Grab a third haul of loot, and start back toward Balmora again. Destruction should hit 73 after you cross the bridge, and 74 after an uneventful run back to Balmora. Drop this load and head out one last time. I had to quaff a Magicka potion as I left, leaving me with 8. I had a respawned Kwama Forager shortly after the exit-handle it. Destruction should hit 75 during this fight. Back at the ash waste signpost, I had a Scrib. Handle whatever it gives you. Unarmored should increase to 32 during this fight, and Destruction should increase to 76. At Zainsipilu, I had two Kwama Foragers and a Rat. Deal with your respawns. Destruction should hit 77 during the third fight. Rejoice when done, for you should now be able to pick up all remaining loot. Head back to Balmora. I had to quaff a potion at about Shulk Egg Mine-only 7 left. Destruction should hit 78 around the same time. Back in Balmora, make however many trips to Creeper/Verick as necessary to offload all the sale loot. I needed four trips. Destruction should increase two ranks to 80 during the process, and Athletics should increase to 23. When finished, head to Hlaalo Manor, bringing inside everything we need to stash. Leave behind all ingredients, all of your Medium Armor, your Thief Ring, and all thief tools save our current Master's Lockpick and our Grandmaster's Probe. Keep enough empty Petty Soul Gems to fill with all Scrolls of Fphyggi's Gem Feeder (I had 6), and stash the rest of your soul gems. Keep your Restore Health and Restore Magicka potions, your Chitin Short Bow, any Chitin Arrows, and any Iron Throwing Knives you still have. From the stash, get your Exquisite Shoes, Extravagant Left Glove, and Extravagant Right Glove, and equip them. Keep at least 5 full-use repair hammers with you, as well as your current one. Finally, you should have over 500 Iron Arrows. Grab 200 of them to bring with you, as well as all Steel Darts, Steel Throwing Stars, and Steel Throwing Knives. Grab your Iron Club, too. Finally, this long step is complete. Return to the south gate. Odai River o======================================================================o ***NPCs*** Nevrasa Dralor Maurrie Aurmine ***CONTAINERS*** Heather x33 Comberry x12 Corkbulb x20 Gold Kanet Flower x25 Stoneflower x9 Willow Flower x17 Black Anther Plant x14 Kreshweed x6 Chokeweed x3 Roobrush x2 ***ITEMS*** Maurrie's Left Glove Common Shirt Common Shoes Common Skirt ***SKILL INCREASES*** Unarmored x2 Destruction x8 Marksman x4 ***QUESTS*** Misc.-To The Fields of Kummu Misc.-The Beauty and the Bandit ***REWARDS*** Gold x150 7) Follow the same route again, but don't worry, we'll change it up. I did have a Kwama Forager just out the south gate, which should be dealt with (and soultrapped). Unarmored should hit 33 during this fight, raising armor rating to 7. I exhausted my Iron Throwing Knives here, and switched to Steel Throwing Knives. Approaching Shulk Egg Mine, I had to use another Magicka potion. 6 to go. When you reach the bridge across from Shulk Egg Mine, cross it. Follow the path on the other side, checking a Heather on the left and a Comberry on the right as Destruction increases to 81. On the left, find three more Heathers, two more Comberry, and a Corkbulb a bit off the track. A bit farther, find three Gold Kanet Flowers and two Stoneflowers. There should be a critter behind here-I had my first Kagouti. Marksman should increase to 24 during this fight. Don't forget to soultrap. Skip the mine (Vassir-Didanat) you see back there for now, and instead keep to the path. To the left, find three more Heather and a Corkbulb. Further along, there's a Gold Kanet Flower and a Heather to the left, and another Heather to the right. Still farther along, find a Corkbulb on your right. Skip the Shurdan-Raplay Egg Mine to the right and keep going, finding three Willow Flowers on your left. Ahead, find a Corkbulb and four Heather on the right, and two Gold Kanet Flowers on the left. A bit farther, find a Corkbulb and Heather to the left and a Comberry to the right. Keep going for two Stoneflowers and a Willow Flower to the left, and a Corkbulb to the right. A bit more to find two Willow Flowers on the right. You should see an NPC ahead, but around here I get attacked by a Cliff Racer. Handle it, remembering to soultrap. I was actually barred from resting thanks to another Cliff Racer, so I quaff a Restore Health and repair my bow to prep for number two. I take some extra hits since the Restore Health is still active while he's attacking. In the end, he, of course, also gets soultrapped. On the left now are two Gold Kanet Flowers, two Black Anther Plants, and a Comberry. To the right, find three more Heather and a Corkbulb. Finally, speak to the NPC-this is Nevrasa Dralor. Exhaust all dialogue, and agree to escort her. Yes, Morrowind has escort quests. Keep moving the way you were going, and you will probably be ambushed-I had a Diseased Cliff Racer. Deal with it, remembering to soultrap. Be wary of Nevrasa-she thinks she can hang with her fists, but she'll die very easily if it turns its attention to her. Marksman should increase to 25 and Destruction to 82 during this fight. Proceed east when done. To your right is the Lleran Ancestral Tomb. Leave it for now, but do get the two Willow Flowers, two Black Anther Plants, and Gold Kanet Flower at the door, as well as the Comberry across the path. Further, I get attacked by another critter-a Kwama Forager. Handle it-I used my final Scroll of Fphyggi's Gem Feeder on it. Right where it attacked, on the right, find a Gold Kanet Flower, a Comberry, and four Heather. Across the path, find a Corkbulb. Now continue east. Farther along, find another Corkbulb on the right and three Heather on the left, followed by yet another Corkbulb on the right. Push ahead to a signpost and a T intersection to find two Gold Kanet Flowers and a Willow Flower on the right, and a Heather and a Corkbulb on the left at the signpost. Head left at the T junction and spot an NPC up ahead. This is Maurrie Aurmine. Exhaust all dialogue and agree to her quest-no escorting, don't worry. Destruction should hit 83 around now. Keep Maurrie's Left Glove with you for now-we'll handle her quest much later, when I head to Pelagiad. For now, continue past her to the north. You'll find a Corkbulb, a Heather, and two Gold Kanet Flowers on the left. At another intersection, there are four Willow Flowers and four Black Anther Plants on the right, plus a Comberry and a Corkbulb on the left. Skip the cave entrance to Adanumuran for now, and keep going east instead. You'll find two more Gold Kanet Flowers and a Heather on the right. Press on for two more Gold Kanet Flowers and two more Heathers on the left. Approach a signpost, and you'll probably see at least two critters on the right. I had a Nix-Hound and my first Wild Guar. Handle all comers. Unarmored should increase to 34 during the second fight. Advance to an intersection now, and find two Corkbulb and a Comberry around this point. I had a Bull Netch nearby-deal with whatever the game gives you. Marksman should increase to 26 during this fight. When done, follow the road to the southeast, keeping Lake Amaya on your right. Soon, you'll find two Gold Kanet Flowers, two Heathers, and a Corkbulb on the right. Across from them are two more Gold Kanet Flowers and two Stoneflowers. Keep moving to find two Black Anther Plants and two Heathers on the left. I got attacked by a Cliff Racer here. When done, I also had a Scrib nearby. Destruction should hit 84 during this fight. Nevrasa actually managed to punch it to death while I was trying to let it chew on me-go figure. Anyway, when done, keep moving to find a Corkbulb, a Comberry, and a Stoneflower on the left. Across from them are four Willow Flowers and four Black Anther Plants. Advance to find another Corkbulb on the left. Still farther, find another Corkbulb, a Comberry, and three Gold Kanet Flowers on the left. It's a bit farther to two Stoneflowers on the left, across from a Comberry and a Corkbulb. I had to quaff a Magicka potion here-5 to go. Approach the Fields of Kummu shrine at last, spotting one more Corkbulb on the left and three Willow Flowers at the shrine itself. I don't have any Muck to complete the pilgrimage just now, but Nevrasa should thank you and reward you with 150 gold. Destruction should increase to 85 around now. Of course, now that Nevrasa has no further purpose, I Taunt her and kill her. This fight exhausted my supply of Steel Throwing Knives, so I switched to Steel Darts. Run back to the last four-way intersection when done. There will be respawns-I had a Nix-Hound and a Scrib. Deal with them. Destruction should hit 86 during the second fight, and Unarmored should increase to 35. When done, head northwest into the gray canyon. There will be a critter here, too-I had a Rat. Handle it. Marksman should increase to 27 during this fight. This canyon is the Foyada Mamaea that several NPCs have mentioned in dialogue. Run forward to a signpost and a T-junction. There should be a critter nearby-I had a Diseased Scrib. Deal with it, then head right, to the northeast. It's a short distance to another signpost and intersection-take the left turn toward Balmora. Pass the Moonmoth Legion Fort on the right and search a Kreshweed, as Destruction hits 87. There's a Chokeweed ahead to the left, and another Kreshweed, another Chokeweed, and a Roobrush by the sign to the right. Ahead, there's a Kreshweed on the left, and another Kreshweed on the right with a Roobrush. Keep going to see another Kreshweed on the left, plus a Kreshweed and a Chokeweed on the right. You can see Balmora now. Head there, stopping to deal with a critter between the two stone bridges (I had a Diseased Scrib). When done, offload all the soul gems you filled and all ingredients gathered at Hlaalo Manor. Grab 10 Silver Arrows and your stack of Silver Throwing Stars, as well as your Silver Staff. Yep-we're headed to a tomb. Rest if needed, then sell off everything else. Head to the south gate, and follow the loop we just completed until you reach the Lleran Ancestral Tomb. Along the way, Destruction should hit 88 (just out of the Balmora gate) and you should deal with a critter as the path goes by Vassir-Didanat Cave (I had a Bull Netch). Enter the Lleran Ancestral Tomb. Lleran Ancestral Tomb o======================================================================o ***CONTAINERS*** Urn x6 Chest x2 Heather x2 Gold Kanet Flower x2 Comberry Corkbulb ***ITEMS*** Kresh Fiber The Thirty-Six Lessons of Vivec, Sermon Five Guar Hide Messenger Scroll Scroll of Red Despair ***SKILL INCREASES*** Marksman x3 Destruction x5 Athletics x1 Blunt Weapon x5 Unarmored x1 8) There will be an undead below you immediately upon entry. I had a Bonelord-if yours also requires it, use a Silver Arrow and Silver Throwing Stars to kill it, mindful that it can refill your Magicka. It could still one-shot me, however. Repair once it's down. No resting, so quaff a Restore Health if needed. Down the ramp, find a hole in front of you, a level 50 lock on the left, and another ramp on the right. Pick the lock on the door, but take the ramp down to the right. Pass under the pit to find a Wooden Door. There's another undead beyond it. I had another Bonelord. Same routine. Marksman should increase to 28 during this fight. Repair, quaff a health potion if needed, and loot this room when done. We don't want to read the book yet, but we also don't want to have to revisit a dungeon. You can get it into your inventory without reading it by opening the inventory screen, clicking on the book out in the world, and dropping it into your inventory. Ignore the key-we already unlocked the door. Speaking of which, head back and go through that door and the passage beyond. Go through the door and down the ramp, and pick the level 10 lock on this door. Beyond is the third and final undead-I had a Skeleton Champion, so my Chitin Arrow/Steel Dart combo was fine. This guy could also still one-shot me, so no Unarmored experience was had. Oh well. Marksman should increase to 29 during this fight. With that one down, you're free to rest, as well as repair. Loot the final room now. Destruction should hit 89 as you do. Nothing too special here after the Axe book. Go outside. Immediately on exit, I was attacked by my first Blighted Cliff Racer. Yay. Handle it, but be aware that they are TOUGH at this level. When finished, head back the way we came. Athletics should increase to 24 around now. There should be one other critter near Balmora's south gate-I had a Betty Netch. Deal with yours. This fight exhausted my supply of Steel Darts, so I switched to Steel Throwing Stars. Marksman should increase to 30 during this fight; when it does, switch to your Iron Club. Thrust with it to maximize experience gain. Destruction should increase to 90 during this fight as well. Drop all ingredients, all soul gems, your Silver weapons, and the Axe skill book at Hlaalo Manor. Rest if needed, and offload all other gear. Return to Balmora's south gate when done. Destruction should increase to 91 along the way. I had to use another Magicka potion here-four remain. Head back along the same route, all the way to Lleran Ancestral Tomb and past it. You'll probably have a critter right outside the gate-I had a Blighted Nix-Hound. Handle it. Blunt Weapon should increase to 31 during this fight. As you approach Lleran Ancestral Tomb, you will probably be attacked again-I had a Blighted Cliff Racer. Destruction should increase to 92 and Blunt Weapon should increase three ranks to 34 during this fight. Past the tomb, find another critter-I had a Bull Netch. Unarmored should increase to 36 during this fight, raising armor rating to 8. When you reach the T-junction near Maurrie Aurmine, turn right this time. A bit off the path to the left are two Heather, two Gold Kanet Flowers, and a critter-I had a Kwama Forager. Blunt Weapon should increase to 35 and Destruction should increase to 93 during this fight. Still above the path, you can find a Comberry. Return to the path now and continue until it branches to the right. There should be another critter nearby-I had another Kwama Forager. Leave the branched path to the right for a Corkbulb, then follow it to the end and enter Ulummusa. Ulummusa o======================================================================o ***CONTAINERS*** Cloth Sack Worn Chest Crate x2 Chest ***ITEMS*** Iron Shortsword Common Shirt x2 Common Shoes x2 Common Pants x2 Travel Lantern Steel Warhammer Nordic Fur Boots Nordic Ringmail Cuirass Belt of Northern Knuck Knuck Common Ring Cup x3 Gold x8 Iron Candlestick Beluelle's Silver Bowl Kagouti Hide x4 ***SKILL INCREASES*** Blunt Weapon x5 Marksman x2 Destruction x6 Armorer x1 Unarmored x1 ***QUESTS*** Misc.-The Silver Bowl 9) This bandit cave is much less of a task than Zainsipilu was. Head down the tunnel to be attacked by Terenu Uveran. Blunt Weapon should increase two ranks to 37 during this fight. You can rest if you retreat to the entrance. A little deeper in the cave, find the much tougher Godrod Hairy-Breeks. Blunt Weapon should increase two ranks to 39 during this fight. When it hits 40, flee outside and rest for one hour... ***LEVEL UP*** Level 12 +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: 100 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: 26 Armorer, 24 Athletics, 15 Enchant, 93 Destruction, 10 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 36 Unarmored, 25 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 30 Marksman, 28 Speechcraft, 10 Hand-to-hand Derived Attributes: 128 Health, 225 Magicka, 270 Fatigue Switch back to Marksman weapons, head back inside, and finish him off. Rest, repair, and loot their room. Pick up Beluelle's Silver Bowl to start a quest we'll deal with later. Pick the lock on the Worn Chest. Don't miss the Kagouti Hides inside the pot. Yep, pretty lame. Exit and return to Balmora the way we came. As you exit, there will be a critter to the left-I had a Diseased Kagouti. Near Lleran Tomb, I had two respawns-a Cliff Racer and a Nix-Hound. Marksman should increase to 31 during the first fight, which also exhausted my Steel Throwing Stars. I switched to the Chitin Short Bow with a small supply of Chitin Arrows. Destruction should also increase to 94, and I had to burn another Magicka potion-3 left. Past the tomb, I got attacked again, this time by a Diseased Cliff Racer. Destruction should increase to 95 during this fight, and Armorer should increase to 27 when repairing the bow afterwards. Near Balmora, I had a Bull Netch and a Betty Netch. I fought the Bull first. This exhausted my Chitin Arrows, so I switched to my Iron stack. Destruction should increase two ranks to 97 during the second fight. I also had to quaff another Magicka potion, leaving me with two. At Hlaalo Manor, stash all soul gems, all ingredients, Maurrie's Left Glove, Beluelle's Silver Bowl, and the Belt of Northern Knuck Knuck. Take at least five repair hammers and at least 200 Iron Arrows with you. Head to the Morag Tong Guild, as we can now open the level 65 lock on the Chest there. Destruction should increase to 98 along the way. Open that Chest, and stash the thief tools inside. Sell off everything else, then return to Balmora's south gate. Head east, toward Fort Moonmoth. I had a Bull Netch on the middle island. Pass Fort Moonmoth and turn right at the intersection. Turn left at the next intersection. Destruction should increase to 99 around now. You'll have a critter as you approach the terrain change-I had a Scrib. Unarmored should increase to 37 and Marksman should increase to 32 during this fight. Turn right at the next intersection, back toward Maurrie. There will be two critters near the intersection-I had a Nix-Hound and a Kagouti. A little ways down the path will be another-I had a Betty Netch. Afterwards, continue until you can turn right. Do so and enter Adanumuran. Adanumuran o======================================================================o ***CONTAINERS*** Crate x2 Rusted Chest Chest x2 Wooden Barrel x2 Basket Cloth Sack x2 Urn ***ITEMS*** Torch x3 Steel Claymore Netch Leather Cuirass Common Pants x5 Common Shirt x5 Common Shoes x5 Candle Rat Meat x3 Large Redware Bowl x2 Chitin Shortsword Common Skirt Fat Lute Chitin War Axe Cloth Left Bracer Cloth Right Bracer Netch Leather Greaves Common Belt Pitcher Bamboo Candlestick Bottle x3 Ceramic Candlestick x2 Ash Yam x2 Plate Mazte The Thirty-Six Lessons of Vivec, Sermon Sixteen Glass Lantern x2 Chitin Club Netch Leather Left Gauntlet Netch Leather Right Gauntlet Bowl Large Kwama Egg Guarskin Drum Drum Bread ***SKILL INCREASES*** Destruction x1 Alteration x23 Athletics x1 Unarmored x3 Marksman x1 Security x1 10) Bigger than Ulummusa, but smaller than Zainsipilu (and closer to civilization). We have five bandits to handle, as well as some Nix-Hounds. Head down and disarm the trap on the Worn Cavern Door. Open that door, and a Nix-Hound should attack you. There's no space to rest, so quaff a Restore Health potion and advance into the room. The first bandit is visible on the platform to the right, Thurisea Thando. You can snipe her before opening the gate, which is a good move since she can one-shot us. Disarm the trap on the Old Gate, head through, and loot both the corpse and the platform. Another Nix-Hound will attack from the tunnel ahead. Destruction should increase to 100 during this fight. Retreat to the Worn Cavern Door, and you should be able to rest. Delete the Destruction Training Cantrip from your spell list, and start spamming the Alteration Training Cantrip instead. Failure will be an issue again-I realize quickloads are tedious, but don't waste Magicka. Head down the tunnel the second Nix-Hound attacked from. You'll come to a three-way intersection. First, clear the open jail cell to your right (east). Next, open the Worn Cavern Door across from the cell, and you'll be attacked by the second bandit, Marilia Saram. The Fat Lute, while unique, is nothing more than a tongue-in-cheek pun on "phat loot." Retreat until you can rest and repair, then return here. Alteration should increase to 11. Both the third Nix-Hound and the third bandit, Gilyn Drobar, can wander into this tunnel. Try to fight them one at a time, of course. I do the Nix-Hound first. Retreat, rest, repair, and take on Gilyn. Remember, as with all hand-to-hand fighters, to let your Fatigue drain away (by running) and take as many hits as possible before landing the killshot. Athletics should increase to 25 and Alteration should increase five ranks to 16 during this fight. I also had to burn my second-to-last Magicka potion. Unarmored should also increase three ranks to 40, raising armor rating to 10. Retreat to rest and repair-Alteration should increase to 17 as you do. Return to the intersection, and proceed through the door on the left. The fourth bandit, Fendel Alam, will attack you. Marksman should increase to 33 during this fight. You can rest and repair on the platform he came from. Loot this room when done. Pick the lock on the Rusted Chest, disarm the trap on the Chest, and Security should increase to 26. Take the Axe skill book without reading it, then go loot below the platform. Disarm the trap and pick the lock on this Chest as well. Return to the intersection and take the only path we haven't explored yet. Alteration should increase to 18 as you go. Pass through the Worn Cavern Door and loot this room. The final bandit, Llaalsa Dralor, will see you and attack now. Note that her Chitin Club should replace the Iron Club as our trainer Blunt Weapon. Rest and repair, then go loot the room she came from. With all that done, head outside. Alteration should increase to 19 along the way. Return to Balmora the way we came, dealing with all respawned critters like usual. Alteration should increase to 20 shortly after returning to the main road. I had a Nix-Hound at the intersection. Alteration should increase to 21 during this fight. Nearby, I was also attacked by a Diseased Rat. I had a Bull Netch as I entered the Foyada Mamaea. Almost out of potions, it's more important than ever to absorb as much Magicka as possible so we can keep training Alteration. Alteration should increase to 22 during this fight. At the signpost in the foyada, I was attacked by a Diseased Alit, a new critter for me. They have a Poison attack that can refill Magicka. Alteration should increase to 23 as you approach Fort Moonmoth, and to 24 as Balmora comes into view. My bridge critter was a Nix-Hound. Alteration should increase to 25 as you pass through the Balmora gates, and to 26 as you enter Hlaalo Manor. Drop off all ingredients and the Axe book, make sure you have 5 repair hammers, and grab a fresh Master's Lockpick (the one you have should be down to 3 uses). Rest if needed, then go offload everything else. Alteration should increase to 27 on the way to Creeper. Remember to keep the Chitin Club-feel free to sell the Iron Club. Alteration should increase to 28 on the way back to Balmora. You're probably tempted to stop and make some cool Destrution spells. I won't stop you, but it'll be hard to use anything good until we have a bigger Magicka pool and a consistent way to refill it (read: freely usable Conjuration). I skip this for now. Return to Balmora's south gate. We're headed to Shurdan-Raplay Egg Mine, which we've seen before. Act as though we were going back to Lleran Ancestral Tomb. I had a Bull Netch just outside the Balmora gate. Alteration should increase three ranks to 31 during this fight. Alteration should increase to 32 about the time you cross the wooden bridge. Just outside the mine is a Kwama Worker, which is new save the fact that you might've seen it on previous trips past here. Kill it. I ran out of Magicka here, and had to quaff the last potion. This means cantrip spamming is on a hiatus, except for when we run into monsters with absorbable spells. Of course, we should still spam it until the Restore Magicka effect wears off, which is sufficient to increase Alteration to 33. Enter the Shurdan-Raplay Egg Mine. Shurdan-Raplay Egg Mine o======================================================================o ***CONTAINERS*** Kwama Egg Sack x30 Corkbulb x3 Heather x5 Willow Flower x13 Comberry ***SKILL INCREASES*** Marksman x2 Unarmored x2 Athletics x1 Alteration x11 11) You'll be attacked immediately on entry by a Kwama-mine was a Forager. Retreat to the door to rest and repair. Advance into the mine. Around the corner will be another Kwama-I had a Worker. Marksman should increase to 34 during this fight. I could no longer rest, so repair and quaff a Restore Health potion before advancing and finding another Kwama-I had a Forager. Unarmored should increase to 41 during this fight. Afterwards, retreating to the entrance allowed for resting again. Rest and repair. Athletics should increase to 26 about now. Before advancing into the room, cast the Alteration cantrip 98 times. Alteration should increase two ranks to 35 as you do this. Now, at this point, another Kwama Forager had entered the room at the opposite end, so handle it first. I was barred from resting again (they move around), so quaff a Restore Health and repair. Around the corner to the left is a unique Blighted Kwama Warrior. Save scum to absorb all of his Spark attacks and completely refill your Magicka. Neat! Notice how slow he is? That's his particular Blight disease. Rest and repair when he's down, then loot the seven Kwama Egg Sacks where we entered this room and the six to the left of that entrance. Pause here and cast the Alteration cantrip another 98 times, as there's another of those critters coming up. Alteration should increase two ranks to 37 as you do. When done, head around the corner to attract another Blighted Kwama Warrior. Absorb all of his Spark spells and kill him, being careful not to attract any of the other Kwama in that room with him. Rest and repair when done, then try to lure out the next Kwama-I had a Forager. Once he's down, get six more eggs from a cluster at the southeast corner of this hall, and yet six more from the southwest. Rest and repair, then do another 98 casts of the Alteration cantrip. Alteration should increase two ranks to 39 as you do this. Advance to find the third (and final) Blighted Kwama Warrior. Absorb his spells and kill him. Retreat, rest, and repair. Advance into that room to find another Kwama-I had a Worker. Deal with him. Retreat, rest, and repair. Loot five more egg sacks in that room, then advance to the final room and engage the Kwama Queen. She's an utterly helpless pincushion. Repair and loot the room for fourteen more egg sacks once she's down. That's it, so head out and head back to Balmora the way we came. The Kwama Worker outside has respawned, so handle him first. I had a Bull Netch near the Balmora gate. When you find one, cast the Alteration cantrip 78 times before engaging to completely refill off their Poisonblooms. Alteration should increase two ranks to 41 as you do so. I had a Betty Netch here too. Marksman should increase to 35 during that fight. Back at Hlaalo Manor, drop off all ingredients, restock to 200 Iron Arrows, and grab your Silver Throwing Stars, Silver Darts, and Silver Staff as well. It's not undead this time-we're about to fight our first Daedra. You shouldn't have any loot to sell, so go ahead and return to the south gate. We're headed to Vassir-Didanat Cave, which is just over the bridge across from Shulk Egg Mine and to the left. I was attacked by a Nix-Hound just outside the south gate. Before making a beeline to Vassir-Didanat itself, let's explore the clearing to the west of it. There's an obvious entrance between two rocks, where you can find a Corkbulb. Head uphill to the right for a Heather. Straight ahead should be a critter-I had a Kwama Forager. Unarmored should increase to 42 during this fight, raising armor rating to 11. Search this little space for 13 Willow Flowers, 3 Heather, a Corkbulb, and a Comberry. Continue north to find two critters-I had a Bull Netch and my first Diseased Shalk. Before engaging a Diseased Shalk, cast the Alteration cantrip 60 times. This should increase Alteration to 42. Absorb its Fire Bite attacks and kill it. As you turn back north, there's another Heather on the ground to the right. As before, the Bull Netch can refill 78 Magicka, so cast the Alteration cantrip 78 times. This should increase Alteration to 43. Continuing north into the foyada, all I found was a dead end and a pair of Cliff Racers. Talk about disappointing. When they're both dead, turn around and head to Vassir-Didanat itself. On the way back, grab one last Corkbulb on your right. There will be two more critters outside. I had a Nix-Hound and a Scrib. Obviously, hostiles should be handled first. Cast the Alteration cantrip 60 times for a Scrib. This should increase Alteration to 44. An Iron Arrow will kill a Scrib in one hit, so turn it hostile with the Chitin Club, absorb its Paralyze attacks, then kill it. Rest and repair, then enter Vassir-Didanat Cave. Vassir-Didanat Cave o======================================================================o ***CONTAINERS*** Trama Root x2 Raw Ebony x20 ***ITEMS*** Travel Lantern Bucket Bottle x2 ***SKILL INCREASES*** Alteration x7 Marksman x2 Unarmored x2 Athletics x1 12) Prepare yourself for Daedra! Just Atronachs, though. As you enter, check either side of the passage for a Trama Root. Rounding the first corner, you'll encounter a high activity room-I had a Shalk, a Blighted Shalk, and two Flame Atronachs. Before advancing, cast the Alteration cantrip 221 times. Each Atronach can refill 78, the Shalk can refill 60, and the Blighted Shalk only 5. Alteration should increase four ranks to 48 as you do this. With that done, try to engage the monsters one at a time. You'll need your Silver Throwing Stars for the Atronachs. I pulled the first Atronach first. Marksman should increase to 36 during this fight. You should be able to rest at the entrance, and you shouldn't need any repairs. I pulled the second Atronach next. Next up was the Blighted Shalk. By this time, the Shalk had wandered deeper into the cave. This first room has five Raw Ebony deposits in it. I suggest dropping all the Ebony at the entrance, then taking the right branch to a room with six more deposits (two are on the ceiling, but should easily be reachable with 100 Acrobatics). Drop that Ebony at the entrance, then head straight, deeper into the mine. Get another Ebony deposit at the first turn, then go down the ramp. The final room has anything we haven't fought yet, including the Shalk I saw earlier and three more critters-I had three Rats. Take everyone on, one at a time, resting and repairing between fights. I went Rat, Rat, Shalk, Rat. Unarmored should increase to 43 on the second Rat, raising armor rating to 12. When everything is down, loot the final room for eight more Ebony deposits. We'll have to make multiple trips to Balmora. Stack everything at the entrance to transition it all out at once. I was immeditely attacked by a Nix-Hound. Drop the Ebony and engage it. When done, pick up as much Ebony as you can carry and head back towards Balmora. I had a Diseased Scrib between Vassir-Didanat and the road. Cast the Alteration cantrip 60 times before engaging it. Alteration should increase to 49 as you do so. Turn it hostile with the Chitin Club so you can take some hits before one-shotting it with Iron Arrows. Note that, while there was no journal entry, entering Vassir-Didanat started a hidden quest. We can report the location of the lost Ebony mine to any of three individuals. I'll remind you of this when the time is right, but there is no doubt that the best option is to disclose it to Dram Bero in Vivec. Head back to Balmora now. Drop all ingredients, Ebony included, at the door to Hlaalo Manor. Whatever else you have should be dropped at the door to the Guild of Mages. Run back to Vassir-Didanat to get more Ebony. I had respawns outside Vassir-Didanat, a Betty Netch and a Diseased Rat. Handle the hostile one first. Marksman should increase to 37 while fighting the Betty. Grab another load of Ebony and head back to Balmora. Athletics should increase to 27 along the way. Drop off the ingredients and head back one more time. My final respawns were a Rat and a Scrib. Handle the Rat first. Cast the Alteration cantrip 60 times before engaging the Scrib, turning it hostile with the Chitin Club. Alteration should increase to 50 as you do so. Unarmored should increase to 44 as you battle the Scrib. Get the rest of the Ebony and head back to Balmora. I had a Bull Netch and a Betty Netch just outside Balmora. Cast the Alteration cantrip 78 times before engaging the Bull Netch. This should increase Alteration to 51. After those two, I was attacked by a Nix-Hound right at the gate. Cart all the Ebony and any other ingredients into Hlaalo Manor and stash them. Refresh your stock of Iron Arrows to 200, and repair hammers to 5. Keep your Silver Throwing Stars and Silver Darts, as we have undead coming up next. Rest if needed, then head to the Guild of Mages to sell off the little loot we found to Creeper. With that done, it's time to explore that little tomb so close to Balmora. Leave out the south gate and take the first right. I had another Betty Netch here. When ready, enter Tharys Ancestral Tomb. Tharys Ancestral Tomb o======================================================================o ***CONTAINERS*** Urn x5 Small Chest Chest Luminous Russula x42 Violet Coprinus x71 Draggle-Tail (pod) x37 Draggle-Tail (flower) x15 Bungler's Bane x38 Hypha Facia x58 Slough Fern x12 Marshmerrow x2 Hackle-Lo ***ITEMS*** Scroll of Lesser Domination Standard Restore Fatigue Exclusive Invisibility Iron Dagger The Book of Dawn and Dusk Comberry Emerald ***SKILL INCREASES*** Alteration x22 Marksman x6 Unarmored x6 Blunt Weapon x10 Armorer x1 Athletics x1 13) Head down the ramp and disarm the trap on the door. The first of three undead is through the door-I had a Bonelord. Accordingly, I cast the Alteration cantrip a full 270 times, as he has more than enough Magicka to refill us completely. (If you're confused by the 270 Magicka when our base is still 225, remember that you should be wearing Mentor's Ring!) Alteration should increase four ranks to 55 as you do this. Marksman should increase to 38 in the battle afterwards. We can't rest, so quaff a Restore Health and loot the room the Bonelord was in. Turn right first and open the door to find the second undead-I had a Skeleton Champion. You still can't rest, so quaff another Restore Health, repair, then loot that room. When done, return to the prior area and open the other door to encounter the last undead-I had another Skeleton Champion. Once he is dead and looted, rest, repair, then enter the final room. Loot away, picking the level 10 lock on the Chest and disarming the trap on the Small Chest. There's an Emerald mistakenly placed inside the rim of the ash pit. PC players can overcome this bug with the console command TCL to turn collision off, but Xbox players have to live without it. Leave when finished, and return to Balmora. At Hlaalo Manor, offload all ingredients and soul gems, replenish your stacks of Iron Arrows (to 200), repair hammers (to 5), and Restore Health potions (to 10), and grab 100 Silver Arrows-we're going to face our first vampires, and I'm not sure our thrown weapons can handle them all. Sell off everything else to Creeper/Verick, return to Balmora, and head out the south gate. Be warned-we have several long trips ahead of us to explore more of the west coast. Begin by following the Odai River south, like we've done before. Head all the way down to the bridge that leads back to Seyda Neen, but this time stay on this side and follow the river out to the coast. Across the river, I had a Bull Netch and a Betty Netch. Cast the Alteration cantrip 78 times before engaging the Bull. Alteration should increase to 56 as you do this. Marksman should increase to 39 while fighting the Betty. Further along, I encountered the first of what will be many Cliff Racers. There was a second Bull Netch nearby, as well. 78 more castings of the Alteration cantrip! Alteration should increase to 57 as you do this. As you approach the southern tip of this peninsula, find two Luminous Russula at the base of a tree and two more at the base of the next one. Right at the mouth of the Odai River, I had a Mudcrab. Turning west, there's a muck pond on your right. Before searching it, I could spot both a Bull Netch and a Diseased Cliff Racer farther west. I handled the Racer first. The aforementioned pond has five Violet Coprinus, two Draggle-Tail pods, and a Draggle-Tail flower in it. Heading west reveals a tree on the left with three Bungler's Bane, two Hypha Facia, two Luminous Russula, and a Violet Coprinus. I sighted another Diseased Cliff Racer here. Now, I had also caught up to the Bull Netch, so 78 castings of the Alteration cantrip were in order. Alteration should increase to 58 as you do this. With that handled, turn north. A tree on the right has three Bungler's Bane, two Hypha Facia, two Luminous Russula, and a Violet Coprinus. Before exploring a second pond to the right, I could spot three Cliff Racers nearby, two normal and one Diseased. Use arrows to call them over and handle them one at a time. Unarmored should increase to 45 during these battles, raising armor rating to 13. Now, to the pond, find a Slough Fern on the west edge before entering, two Draggle-Tail pods, one Draggle-Tail flower, and one critter (I had a Mudcrab) inside. Marksman should increase to 40 during this fight, meaning it's time to switch to the Chitin Club. You can now return to the road to continue heading west, but before long there will be a pond on your right. I was attacked by a Rat here. Before searching the pond, I spotted another Cliff Racer to the west. Blunt Weapon should increase to 41 during this fight. The pond has a cave we'll get to later (Yasamsi) as well as two Slough Ferns, four Draggle-Tail pods, five Violet Coprinus, and a Draggle-Tail flower. Continuing west, a tree on the left has four Hypha Facia and a Bungler's Bane. I had a Betty Netch near here. Blunt Weapon should increase three ranks to 44 during this fight. With that done, get back to following the coast. Find two Luminous Russula and two Violet Coprinus near a tree to the right. Skip Heran Ancestral Tomb for now, but find a Slough Fern just past it. Skip the ship here, as well, and find a Mudcrab as the coast turns north again. Unarmored should increase to 46 during this fight. Once done, search a tree on the left for four Hypha Facia and a Bungler's Bane. Continue north for two Luminous Russula near a tree. Search the pond on the right for five Violet Coprinus, two Draggle-Tail pods, and a Draggle-Tail flower. Search the east edge of the pond for two Luminous Russula and two Violet Coprinus to the south. North of here is a tree with three Bungler's Bane, two Hypha Facia, two Luminous Russula, and a Violet Coprinus. Search another pond directly east of the village you've probably noticed for two Draggle-Tail pods and a Draggle-Tail flower. Return to the road and follow it north, passing through (but ignoring, for the moment) the village of Hla Oad. East is an empty pond, but it should have a critter nearby-I had a Kwama Forager. Blunt Weapon should increase to 45 during this fight. From the northern tip of that pond, head directly east to find a Slough Fern. Continue east to a tree with four Hypha Facia and a Bungler's Bane. When you reach a path up to the Odai Plateau, take it back to the west and find two Luminous Russula and two Violet Coprinus on the right. I had a Diseased Scrib nearby, warranting 60 casts of the Alteration cantrip. Alteration should increase to 59 as you do this. Just north of this spot was another Cliff Racer. Blunt Weapon should increase to 46 during this fight, and Armorer should increase to 28 as you repair the Chitin Club. There is a Slough Fern very close by, and if you continue down westward there is another pond with two Draggle-Tail pods and a Draggle-Tail flower inside. Continuing west, back toward Hla Oad, there should be a critter-I had a Nix-Hound. West of that spot is another pond with five Violet Coprinus, two Draggle-Tail pods, and a Draggle-Tail flower. Head west across the road (Hla Oad should be south, on the left) to find three critters. First, I had a Cliff Racer. Blunt Weapon should increase to 47 during this fight. Athletics should increase to 28 around now. That pond just north of Hla Oad has three Draggle-Tail pods, two Violet Coprinus, and a Slough Fern inside. I had another Diseased Cliff Racer here. Blunt Weapon should increase to 48 during this fight. North of that pond are two Luminous Russula at the base of a tree. I had a Betty Netch near here. North and a bit west is a tree with four Hypha Facia and a Bungler's Bane. I had a Betty Netch here. Blunt Weapon should increase two ranks to 50 during this fight. When it does, switch back to Iron Arrows to finish it off. Repair and rest... ***LEVEL UP*** Level 13 +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: 100 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: 28 Armorer, 28 Athletics, 15 Enchant, 100 Destruction, 59 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 46 Unarmored, 26 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 40 Marksman, 28 Speechcraft, 10 Hand-to-hand Derived Attributes: 138 Health, 225 Magicka, 280 Fatigue After this, I was almost immediately attacked by another Cliff Racer. When it's down, glance northwest to see some strange architecture across a plank bridge. That's one of Vvardenfell's many Daedric shrines. Ignore it for now and turn back east to see a Nord near a bridge. That's Fjol, who should also be ignored for now in favor of heading east from the south end of his bridge. I was attacked by a Nix-Hound here. There's a little land bridge between a pond to the east and Fjol's bridge to the west. I was attacked by another Nix-Hound here. Find a Slough Fern here once it's down. I had a Bull Netch in a pond to the north. 78 castings of the Alteration cantrip should raise Alteration to 60. Just north of Fjol's bridge is a tree with three Hypha Facia. Directly east of the Netch's pond, I had a Kwama Forager. Unarmored should increase to 47 during this fight, raising armor rating to 14. Just south of this spot are two Luminous Russula and two Violet Coprinus. A pond to the north had two Nix-Hounds in it. The southwest corner of that pond has a tree with four Hypha Facia and a Bungler's Bane. Follow the southern edge of that pond east to reach a tree with two Marshmerrow, four Hypha Facia, and a Luminous Russula. I had a Bull Netch nearby, meaning 78 casts of the Alteration cantrip and an increase in Alteration to 61. The southeast corner of this pond has a tree with three Bungler's Bane, two Hypha Facia, two Luminous Russula, and a Violet Coprinus. Track the pond counterclockwise to bump into a critter-I had a Nix-Hound. Search a Slough Fern when he's down, then enter the pond to the left for four Violet Coprinus, two Draggle-Tail pods, and a Draggle-Tail flower. I had another Bull Netch nearby. 78 castings should raise Alteration to 62. Head north, hugging the mountains, to find two Luminous Russula and a Violet Coprinus. West of here is a tree with another Luminous Russula. A bit further west is another tree with three Bungler's Bane, two Hypha Facia, and six Violet Coprinus. I had another Bull Netch nearby. 78 castings should raise Alteration to 63. Head south between two ponds to find a tree stump with two Violet Coprinus, two Luminous Russula, and two Hypha Facia. Turn back north to find a rock formation and a fallen tree where there are a total of four Luminous Russula, five Bungler's Bane, two Hypha Facia, and a Violet Coprinus. I was attacked by a Nix-Hound here. Head west from this spot, around a rock formation, and directly into a pond with five Violet Coprinus, two Draggle-Tail pods, and a Draggle-Tail flower. I had a Betty Netch nearby. Marksman should increase to 41 during this fight. Inside this pond, I also had a Scrib. 60 Alteration cantrips should raise Alteration to 64. Continue west until you're back on the road, then turn north. I had a Bull Netch here, so 78 castings were sufficient to raise Alteration to 65. Just west of the road is a tree with two Luminous Russula, a Violet Coprinus, and three Bungler's Bane. A bit further west is another tree with four Hypha Facia and a Bungler's Bane. Don't cross the bridge just yet. I did get attacked by a Blighted Cliff Racer here. I also had a Betty Netch very close by. Head back east, across the road, going around the fence you see at its north end. Head due east to find a Slough Fern, a Hypha Facia, and a Bungler's Bane. Continue east, through a pond we've already searched, to encounter another creature-I found a Rat. Unarmored should increase to 48 during this fight. Keep heading east to the mountains, and find a critter-I had a Nix-Hound. Turn north now, and advance to another pond. I had a Betty Netch, two Scribs, a Diseased Rat, and a Cliff Racer near here. I tackled the Racer first, then the Betty. Marksman should increase to 42 during this fight. Next came the Diseased Rat. Finally, 120 castings of the Alteration cantrip should raise it to 66. When done, keep north, hugging the hills, to find a tree with three Hypha Facia. Duck left into the pond and search it for four Draggle-Tail pods, two Draggle-Tail flowers, and a critter-I had a Kwama Forager. Unarmored should increase to 49 during this fight, raising armor rating to 15. Exit this pond at the north end, search the tree for three Bungler's Bane and three Hypha Facia, then look behind it for a Hackle-Lo, a Luminous Russula, and three Violet Coprinus. Just west of that tree are two Violet Coprinus, and just east of it is a Slough Fern. I had a Bull Netch and a Betty Netch here. I took on the Betty first. 78 castings of the Alteration cantrip should raise it to 67. West and a bit north, find two more Luminous Russula near the southern tip of a pond. There should also be a critter here-I had a Mudcrab. Head southwest from here to a rock formation with two Luminous Russula and two Violet Coprinus. Enter the pond on your right for two Draggle-Tail pods, a Draggle-Tail flower, and a Scrib. 60 castings should raise Alteration to 68. Head southwest until you hit a tree, then turn west and advance to another tree. I had a Bull Netch here. 78 cantrip castings should raise Alteration to 69. Search the pond directly north of you for a Slough Fern, four Draggle-Tail pods, two Draggle-Tail flowers, and two Violet Coprinus. Get out at the north end and find a critter on the left-I had a Nix-Hound. Go south from here, between two ponds, to find a tree with three Hypha Facia and a Bungler's Bane. Head south one tree, then west to the next to find a Hypha Facia, a Bungler's Bane, and a Slough Fern. Enter the pond north of you to find five Violet Coprinus, two Draggle-Tail pods, and a Draggle-Tail flower. There were also two critters here-I had a Betty Netch and a Scrib. 60 castings of the cantrip should raise Alteration to 70. Unarmored should increase to 50 during the fight with the Scrib, raising armor rating to 16. Head west back to the road, follow it north until there's a fence on your left, and there should be a critter here. I had a Bull Netch, so 78 castings of the cantrip are in order. Marksman should increase to 43 in the ensuing battle. Enter the pond to your right. It's empty, so exit it at the south end. Head east over some rocks, continue east to some more rocks, then enter the pond to the north. Search it for two Draggle-Tail pods, a Draggle-Tail flower, and a critter-I had a Kwama Forager. Ignore the cave entrance (Zanabi) for now and enter the next pond to the east. Search it for two Violet Coprinus, three Draggle-Tail pods, a Draggle-Tail flower, and a Slough Fern. I had a Betty Netch nearby. Exit this pond to the southwest and enter the next one to the south. It's empty, so exit at the south tip and go north on land to find three Violet Coprinus and a tree with two Hypha Facia. Enter the next pond to the north to find another critter-I had a Scrib. 60 cantrips should raise Alteration to 71. Exit this one at the south end, head east to the next one, and enter it. I was attacked by a Kagouti here, and shortly thereafter by a Cliff Racer. On the pond's east edge, find a tree with three Bungler's Bane and three Luminous Russula. Search the pond itself for five Violet Coprinus, two Draggle-Tail pods, and a Draggle-Tail flower. Near the north end, I got attacked by a Blighted Kagouti. Enter another pond to the northwest for three Draggle-Tail pods, two Violet Coprinus, and two critters-I had a Bull Netch and a Betty Netch. 78 cantrip castings should raise Alteration to 72. Enter the next pond to the east to find two Draggle-Tail pods, a Draggle-Tail flower, and two critters-I had a Blighted Kagouti and a Scrib. Deal with the hostile one first. Marksman should increase to 44 during this fight. East of the pond, find two Luminous Russula, two Violet Coprinus, and, a bit north, a Slough Fern. 60 cantrip castings should increase Alteration to 73. The Andrethi Ancestral Tomb is actually our target here (!), but I'm very nearly out of repair tools. There's an easy solution. Head directly east, straight over the mountains, to arrive at Hlaalo Manor. Offload all ingredients, replenish your stock of arrows and hammers, then head back over, take a deep breath, and enter the tomb. Ignore any respawns on the way in-this has taken long enough! Andrethi Ancestral Tomb o======================================================================o ***CONTAINERS*** Urn x18 Chest x2 Small Chest Bungler's Bane x4 Hypha Facia x6 Luminous Russula x2 Violet Coprinus ***ITEMS*** Scrib Jerky Saltrice Muck Rat Meat Red Lichen ***SKILL INCREASES*** Unarmored x2 Marksman x4 Athletics x1 Alteration x7 Armorer x1 14) Gird your loins. Let's chat about vampires. First, they are only 50% resistant, not immune, to normal weapons, so our Iron Arrows will work. I had us bring silver as a backup. Second, they're very fast and much stronger than ordinary NPCs. Be careful. Third, the game treats vampirism like a disease. Called Porphyric Hemophilia, you can contract it anytime a vampire hits you or anytime you search a vampire corpse. It does almost nothing for 72 hours, your window to cure it. If the 72 hour mark goes by, the next time you rest, you'll turn into a vampire. Fourth, if you do become a vampire, you too will be incredibly strong and fast, but most NPCs will either attack you on sight or at minimum refuse to deal with you. There are a few exceptions, which give rise to the ten vampire quests in the game, which we will get to, fear not. Finally, two of those ten will be specifically associated with one of three vampire clans. The clans (Aundae, Berne, and Quarra) are geared toward magic, stealth, and combat respectively, with facilities, quests, and extra bonuses set up accordingly. However, your clan is not a matter of choice-your sire vampire (the one that infects you) determines your clan in advance. I intend to join Aundae, and the vampires in this particular tomb are of the Berne lineage. If Clan Berne is more your speed, feel free, but I'll be avoiding vampirism until later in this guide. With all that said, head down the ramp and disarm the trap on the door. There are two vampires on the other side. As always, try to engage them one at a time. You won't be able to rest between battles, so quaff a Restore Health, repair everything, and then engage the second vampire. You still won't be able to rest, so drink another Restore Health, repair, then advance into the room. Loot it, then approach the door. There are three vampires in the next room. Try to engage them one at a time, as always. In addition, one of the vampires is an Imperial. Save him for last, as he will cast some spells. There is still no resting between battles, unfortunately, so quaff a Restore Health, repair, then lure vampire four. Unarmored should increase to 51 when fighting the Hand-to-Hand vampire. Still no resting, so quaff another Restore Health and repair. Since the final vampire is a mage, cast the Alteration cantrip 75 times. Marksman should increase to 45 during this final fight. Rest and repair, then advance into the final room and loot away. Pick the level 10 lock on the Small Chest. Anticlimactic loot, I know. Head out, and take the long way back to Balmora. It'll be much faster, I promise-just take the road back toward the Odai River. I was attacked by a Kwama Forager immediately upon exiting. I couldn't rest after the fight, so quaff a Restore Health, repair, and engage the next critter-I had a Blighted Kagouti already attacking me. Athletics should increase to 29 around now. Rest and repair when done, then head northwest to intersect the road. Turn left and follow the road past a huge structure on the right-that's Hlormaren, a Dunmer stronghold we'll get to on a Morag Tong quest much later. I was attacked by a critter around here-a Nix-Hound. Kill it, rest, repair, and continue west. I was very shortly attacked by a Diseased Rat. Just west (in the pool northwest of Zanabi) was a Diseased Scrib. 60 Alteration cantrips should raise it to 74. Continue west. As you approach a signpost, check the tree to the right for three Bungler's Bane, two Hypha Facia, two Luminous Russula, and a Violet Coprinus. Turn left and follow the road south, stopping at a tree on the left for four Hypha Facia and a Bungler's Bane. Keep heading south, toward Hla Oad. I saw a Bull Netch along the way. 78 cantrip castings should raise Alteration to 75. Other than that, I got back to Hla Oad without incident. Keep running to the Odai River. I was attacked by a Diseased Cliff Racer very quickly. There was a second one before I got to Yasamsi on the left. I reached the Odai without further incident. Return to Balmora. Just south of Balmora, I was attacked by a Nix-Hound. At Hlaalo Manor, you can stash all the Silver weapons, all ingredients, and any soul gems. Ensure you have five hammers, 10 Restore Health potions, and 200 Arrows-as many Iron as you have left, and Steel for the remainder. Rest if needed, then offload all loot at Creeper/Verick. Back at the Mages Guild in Balmora, note that the supply chest should have restocked by now. Grab the soul gems inside, then pop over to the Fighters Guild for the repair hammers and arrows. Drop all these extras off at Hlaalo Manor, then begin running the long way back to Zanabi. I had a Betty Netch outside the south gate. At the bridge toward Zainsipilu, I had a Betty Netch and a Bull Netch. Tackling the Betty first, Marksman should increase to 46. 78 castings of the Alteration cantrip should raise it to 76. Just south, I had a Betty Netch, a Cliff Racer, and a Diseased Cliff Racer. Around Yasamsi, apparently in retaliation for my uneventful trip home, I had three Bull Netch, two Betty Netch, a Diseased Cliff Racer, and a Cliff Racer, which I handled in the reverse of that order. Unarmored should increase to 52 during the first Cliff Racer fight. Marksman should increase to 47 while fighting the second Betty. 234 castings of the Alteration cantrip should raise it two ranks to 78. Just a little farther along the road, I had a Mudcrab. Following the road north, past Yasamsi, I had another Diseased Cliff Racer. Continue north through Hla Oad, and back until Zanabi is off the road to the right. Just past town, I had two more Diseased Cliff Racers. Somewhat past Fjol's bridge, I had a Betty Netch. A bit farther still, when the fences along the road reappeared, I had a Nix-Hound. Watch the local map, and turn right off the road when Zanabi is due east of you. A Nix-Hound attacked me right at the entrance to Zanabi. Armorer should increase to 29 as you repair after this fight. Finally, I had two Bull Netch in sight of Zanabi. 156 casts should raise Alteration two ranks to 80. Marksman should increase to 48 during the second fight. Enter Zanabi when done. Zanabi o======================================================================o ***CONTAINERS*** Crate x31 Barrel x16 Worn Chest x2 Wooden Barrel Floating Barrel ***ITEMS*** Steel Dagger Common Robe Common Shoes Bargain Potion of Feather Torch x8 Steel Longsword Iron Left Pauldron Iron Right Pauldron Iron Cuirass Iron Greaves Iron Boots Common Pants x3 Common Shirt x3 Nordic Battle Axe Netch Leather Boots Nordic Ringmail Cuirass Iron Arrow x~27 Chitin Short Bow Chitin Boots Chitin Cuirass Chitin Greaves Chitin Left Gauntlet Chitin Right Gauntlet Imperial Broadsword Ash Statue x3 ***SKILL INCREASES*** Alteration x20 Unarmored x4 Marksman x12 Athletics x2 Blunt Weapon x14 Armorer x1 15) Around the first corner is a Nix-Hound. No resting, so potion, repair, and advance. When you come to the intersection, there will be a critter to the right-I had a Blighted Shalk. That only allows 5 cantrip castings, as you may recall. Still no resting, so another potion, repair, and return to the intersection. Head straight, and around a corner to the left for another critter-I had a Blighted Nix-Hound. Now you can rest and repair. Enter the room it was in and loot. You should notice a big jump in quality from anything we've found previously, including Dwarven gear and Grand Soul Gems. It's still randomized, though, so the walkthrough won't assume anything-however, feel free to incorporate any upgrades you find. Drop the goodies at the entrance, then return to the intersection. Take the other path and find the first of four bandits, a mage named Gilmyn Andrilo. Before engaging him, cast the Alteration cantrip 117 times. This should raise Alteration to 81. Approach with no weapon drawn (otherwise he'll cast Sanctuary spells), and he should attempt three Poisonblooms for you to absorb. Unarmored should increase to 53 while fighting him, raising armor rating to 18. Rest and repair, then loot this room. More shockingly good stuff, (I had a Dwemer Jinksword, Dwarven Spear, and several Grand Soul Gems) but it does remain random. Drop all these awesome goodies at the entrance, then continue up the stairs in Gilmyn's room. Down this hall, you'll be attacked by the warrior Sitialius Catanius. Rest and repair when he's down. Loot the end of the hall for more great (random) loot, then go back downstairs and take the tunnel to the northeast. Just down the hall, you'll be attacked by the warrior Hamlof Red-Tooth. Marksman should increase to 49 during this fight. Rest, repair, and advance until you get attacked by the archer Tilena Thalor. Rest and repair when she's down, then loot her chamber. Pick the level 5 lock on the Worn Chest, which should exhaust your current Master's Lockpick, then return to the entrance and transition everything out. Athletics should increase to 30 around now. Drop stuff at the entrance until you can move, along with 50 spare pounds for critter parts. Yes, we're going the long way. Turn right and head due west to the road. I was attacked by a Nix-Hound before getting there. I could just see a Bull Netch off to the west. 78 cantrips should raise Alteration to 82. A Diseased Rat attacked as I resumed my trip west to the road. I had a Diseased Cliff Racer as soon as I got to the road. I had another Bull Netch on the way south. 78 additional castings are in order. Just north of Fjol's bridge, I had both a Betty Netch and a Bull Netch. 78 more castings should raise Alteration to 83. Just before Hla Oad was another Bull Netch. 78 more castings should raise Alteration to 84. Just past Hla Oad was another Bull Netch. 78 more castings should raise Alteration to 85. Just past that were two Diseased Cliff Racers. Marksman should hit 50 fighting the first one, at which point you should switch to the Chitin Club. A bit further along, I had a Betty Netch. Blunt Weapon should increase three ranks to 53 during this fight. With her down, I was immediately attacked by another Diseased Cliff Racer. There was also a Bull Netch nearby. 78 castings later, engage it. Blunt Weapon should increase to 54 during this fight. At Yasamsi, things were crowded. I had a Kwama Forager first, followed by two Diseased Cliff Racers and three Cliff Racers. Blunt Weapon should increase to 55 during the first Diseased Cliff Racer fight, Unarmored should increase to 54 and Blunt Weapon to 56 during the second, Blunt Weapon should increase to 57 fighting the second Cliff Racer, and to 58 while fighting the third. I had an uneventful trip up the Odai after that. Stash any ingredients and soul gems, replenish your stock of hammers, arrows (get to 200 with Iron and Steel), and Restore Health potions, and go ahead and offload everything else. Take the long way back (I know, I know, but it's great skill practice). Approaching the road, I had two Diseased Cliff Racers. Blunt Weapon should increase to 59 while fighting the second one. At Yasamsi, I had a Kwama Forager, a Cliff Racer, and a Bull Netch, in that order. Blunt Weapon should increase to 60 while fighting the Cliff Racer. When it does, finish him with your bow and arrows, repair, then rest... ***LEVEL UP*** Level 14 +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: 100 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: 29 Armorer, 30 Athletics, 15 Enchant, 100 Destruction, 85 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 54 Unarmored, 26 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 50 Marksman, 28 Speechcraft, 10 Hand-to-hand Derived Attributes: 148 Health, 225 Magicka, 290 Fatigue Hooray. For the Bull Netch, 78 cantrips first. This should increase Alteration to 86. I had another Diseased Cliff Racer very close by. The next Diseased Cliff Racer was INSIDE Hla Oad. Strange things are afoot at the Circle K. It was at this point that I realized, at least when they are at point blank range, you CAN revise Marksman damage down by simply clicking instead of fully drawing the bow. Go figure. I immediately begin doing this. I next had a Cliff Racer and two Bull Netch just past Hla Oad. 156 castings should raise Alteration to 87. Marksman should increase to 51 while fighting the second Netch. I spotted another Bull Netch after crossing Fjol's bridge. 78 castings should raise Alteration to 88. With him down, I spied another to the east. 78 castings should raise Alteration to 89. Past the bridge, I had yet another Bull Netch. 78 additional castings later, Alteration should just hit 90. As I was about to leave the road for Zanabi, there was another Bull Netch. 78 more castings! Marksman should increase to 52 in the ensuing battle. At Zanabi, two more Bull Netch were visible. 156 additional castings should raise Alteration two ranks to 92. I was attacked by a Nix-Hound during my castings. Unarmored should increase to 55 during the second Netch fight, raising armor rating to 19. When all is said and done, grab another load of loot, leaving about 25 spare pounds of encumbrance. Head back! I had a Betty Netch early in the return trip, just near the first fence on the left. Marksman should increase to 53 during this fight. My next encounter was a Mudcrab just north of Hla Oad. Leaving Hla Oad to the south, I had a Mudcrab,a Bull Netch, and a Cliff Racer, in that order. Don't forget 78 cantrips. Marksman should increase to 54 while fighting the Cliff Racer. At Yasamsi, I had a Rat and a Betty Netch. Unarmored should increase to 56 while fighting the Rat, raising armor rating to 20. I was down to 15 Steel Arrows after the Betty, FYI. Accordingly, I skipped another Betty near the bridge, but did have to engage a Diseased Cliff Racer. Marksman should increase to 55 during this fight. Afterwards, I made it to Balmora with no further encounters. Offload all ingredients at Hlaalo Manor, replenish your stock of hammers, and stash any Steel Arrows. Go offload everything else. Athletics should increase to 31 around now. When you get back to the Caldera Mages Guild, don't go back to Balmora just yet. I don't know about you, but the dwindling arrow supply has me anxious. Make some quick trips to the Fighters Guilds in Vivec, Ald'Ruhn, and Sadrith Mora to raid their equipment chests for arrows, bolts, and repair hammers. You should go ahead and nab the soul gems from the Mages Guild chests, too. With that done, stash all but 5 hammers and 300 Iron Arrows at Hlaalo Manor, then head back out. At Yasamsi, I was attacked by a Diseased Cliff Racer. Then, I found a Scrib. 60 cantrips should raise Alteration to 93. I was attacked by a Cliff Racer while casting. I had in sight, at this point, a Betty Netch and four Bull Netch. I tackled the Betty first. Marksman should increase to 56 during this fight. A whopping 312 cantrips should raise Alteration two ranks to 95. Obviously, you'll have to recharge. I got attacked by a Diseased Cliff Racer after the first Netch. Marksman should increase to 57 while fighting the second Netch. Just past Yasamsi, when all that was over, I had a Mudcrab. Approaching Hla Oad, I had a Diseased Cliff Racer. Just past Hla Oad was a Cliff Racer. At Fjol's bridge, I had two Betty Netch and a Bull Netch, in that order. Marksman should increase to 58 during the first Betty fight. When I reached the first fence, I found two Bull Netch and a Scrib. 216 cantrips should raise Alteration two ranks to 97. Marksman should increase to 59 and Unarmored to 57 (raising armor rating to 21) while fighting the first Netch. At Zanabi, I had another Scrib. 60 cantrips should raise Alteration to 98. At this point, I was *just* able to carry all remaining loot. Start back, one last time. A Bull Netch had appeared at Fjol's bridge. 78 cantrips later, engage it. I was attacked by a Nix-Hound approaching Hla Oad, and also spotted a Bull Netch. 78 cantrips should raise Alteration to 99. Marksman should increase to 60 during this fight-switch to the Chitin Club when it does. I was exactly at my encumbrance limit when I reached Hla Oad. We're coming back here, so drop something in town if you need to, as I did. Just past Hla Oad, I had another Bull Netch. It should take less than 78 cantrips to raise Alteration to 100, at which point you can delete the Alteration cantrip from your spell list. Approaching Yasamsi, I was attacked by a Cliff Racer and a Diseased Cliff Racer. Blunt Weapon should increase to 61 during the first fight. Advancing, I was shortly attacked by another Diseased Cliff Racer who helped raise Blunt Weapon to 62. Armorer should increase to 30 as you repair the Chitin Club afterwards. He was followed by a Blighted Cliff Racer who should help raise Blunt Weapon to 63. I had yet another Cliff Racer near the bridge. Blunt Weapon should increase to 64 during this fight. In Balmora, drop all ingredients at Hlaalo Manor, replenish your stock of hammers, grab all Iron Arrows, Steel Arrows, Bonemold Arrows, Silver Darts, and Silver Throwing Stars, then go offload everything else. Return to Balmora's south gate when done. Shrine of Boethiah o======================================================================o ***CONTAINERS*** Small Kollop x2 ***SKILL INCREASES*** Blunt Weapon x11 Unarmored x4 Marksman x3 Athletics x3 ***QUESTS*** Misc.-Boethiah's Quest 16) Head back to Hla Oad. I was attacked by a Kwama Forager outside the gate. It was exceedingly strong-I think it was a glitch, maybe a Blighted creature that somehow didn't get the name. Blunt Weapon should increase to 65 during this fight. I also had a Nix-Hound and a Blighted Nix-Hound before Tharys Ancestral Tomb. Blunt Weapon should increase to 66 while fighting the Blighted Nix-Hound. Nearing the bridge toward Seyda Neen, I was attacked by a Rat. Unarmored should increase to 58 during this fight. At Yasamsi, I was attacked by a Cliff Racer. Blunt Weapon should increase to 67 during this fight. In the same area, I next fought two Diseased Cliff Racers. Blunt Weapon should increase to 68 while fighting the second one. Moving along, I shortly had another Diseased Cliff Racer. Not finished harassing me, I had a Cliff Racer next. Blunt Weapon should increase to 69 during this fight. Next was another Diseased Cliff Racer. Finally, I had a lowly Mudcrab. Blunt Weapon should increase to 70 during this fight. Repair and rest when the fight is over... ***LEVEL UP*** Level 15 +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: 100 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: 30 Armorer, 31 Athletics, 15 Enchant, 100 Destruction, 100 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 58 Unarmored, 26 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 60 Marksman, 28 Speechcraft, 10 Hand-to-hand Derived Attributes: 158 Health, 225 Magicka, 300 Fatigue Switch back to your bow & arrows. I had oodles of Netch around, as well-why not keep training? I had six Bull Netch and two Betties nearby. Of course, things go faster since we're done with cantrips (at least for now). Marksman should increase two ranks to 62 during this sequence of battles, and Unarmored should increase to 59, raising armor rating to 22. I also ran out of Iron Arrows during this sequence, and began to fight by leading with one Bonemold Arrow before switching to my silver throwing weapons. At Hla Oad, I had three more Bull Netch and a Diseased Cliff Racer. With that done, grab any Zanabi loot you left in Hla Oad and head a tad north, then west, to the start of the plank bridge leading to the Daedric shrine Ashurnibibi. Don't cross it-instead, enter the water directly west and swim north around the shrine. You'll doubtless be attacked by critters here, and they'll need to be killed with the Chitin Club. I had three Small Slaughterfish immediately upon entry. Just as the land turned north, Athletics increased to 32 and I was attacked by a Slaughterfish. Afterwards, there is a tiny spot of land outside the shrine walls you can safely rest on. Swim a bit southwest for two Small Kollops before continuing to follow the coast. I was attacked by two Dreugh and a Small Slaughterfish as I continued north. Blunt Weapon should increase to 71 during the first fight, and to 72 during the second. I could no longer find a spot to rest, so I end up quaffing a Restore Health potion. After the second fight, the critter must've wandered off, because I could rest on my spot again. I was also able to rest after the third battle. At this point, if you look northwest, you should be able to see an underwater Daedric shrine. This is our target. Around here, I was attacked by a third Dreugh. Blunt Weapon should increase to 73 during this fight. I could still rest here. Approaching the sunken shrine, I was attacked by three Small Slaughterfish. Fortunately, I could swim back to shore and rest between battles. Unarmored should increase to 60 during the third fight, raising armor rating to 23. Unfortunately, as I tried to draw nearer to the shrine, I was attacked once more, by a Small Slaughterfish and then by a Slaughterfish. Blunt Weapon should increase to 74 during the second of these fights. Incremental advancement, amirite? At least the trips back to rest are worth Athletics experience, as evidenced by the increase to 33 I enjoyed on the second one. As I swam to the center of the shrine, I was attacked by another Slaughterfish and another Small Slaughterfish. Le sigh. After all that, I was almost directly above the target-a shattered statue in the center of the ruins-when I was attacked by a Dreugh. Blunt Weapon should increase to 75 during this fight. Position yourself above the statue's head, ready the Water Breathing spell (which you don't need to cast until you're almost out of air), swim down, and activate the head to speak with Boethiah and receive a new quest. Swim back to the surface (start swimming as soon as Boethiah starts talking), then back to shore, where we originally entered the water. Don't worry about loot in the ruins-there's nothing there. Head back to Hla Oad now, then back to Balmora. The rest of Boethiah's quest is quite easy, but we'll get to it later. I did begin having respawns past Hla Oad. Switch back to Marksman weapons! I had a Mudcrab, four Cliff Racers, two Diseased Cliff Racers, and a Diseased Scrib. Marksman should increase to 63 during this set of battles, and Unarmored should increase to 61, raising armor rating to 24. Finally, past the Seyda Neen bridge, I had a Betty Netch. Just south of Balmora, I had another Betty Netch. Rest up and offload all ingredients at Hlaalo Manor. Add all your Silver Arrows to your current stock, replenish stocks of hammers and Restore Health potions, then head out. Offload anything else. Athletics should increase to 34 around now. Head to Balmora's south gate once again. Take the Silt Strider back to Seyda Neen. We can now pick level 70 locks, so hit the storage door on Arrille's Tradehouse from stealth. Enter. Seyda Neen-Arrille's Tradehouse, Storage o======================================================================o ***CONTAINERS*** Sack x5 Cloth Sack x4 Crate x4 ***ITEMS*** Travel Lantern x2 Notes on Racial Phylogeny A Dance in Fire, Chapter 6 17) Never forget an unpicked lock. Loot this area. It will probably require two trips, which is fine. Nothing in here merits holding onto at this point save a few Iron Arrows and whatever ingredients you find. I also suggest taking this opportunity to grab the skill books from Foryn Gilnith's Shack and Eldafire's House (without reading them yet) and stash them at Hlaalo Manor. Offload everything else, and return to Balmora's south gate. Head over to the Moonmoth Legion Fort-time for some more thievery. Moonmoth Legion Fort-Exterior o======================================================================o ***CONTAINERS*** Barrel x2 Wooden Barrel x6 Crate x8 18) Begin by looting the courtyard, but do it from stealth. This should probably suffice to trigger an offload. I found a bunch of Iron Arrows and ingredients to keep, plus one soul gem-the rest is free to sell. When you get back, let's start by exploring the Prison Towers. Moonmoth Legion Fort-Prison Towers o======================================================================o ***CONTAINERS*** Crate x3 Barrel ***ITEMS*** Torch x19 19) Loot this tower-not much here. When you exit, drop to the wall below you. Search the wall, and note that there are two entrances back to the Prison Towers flanking either side of the main fort. Take the west trap door. Loot this area, skipping the Interior door for now. Once back on the roof, hop down and take the eastern trap door. Same idea here. It would probably behoove you to offload again-I had nothing worth keeping. When finished, come back and enter the fort's Interior. Moonmoth Legion Fort-Interior o======================================================================o ***NPCs*** Amarie Charien Crulius Pontanian Erla Larrius Varro Naspis Apinia Peragon Radd Hard-Heart Solea Nuccusius Somutis Vunnis Urfing ***CONTAINERS*** Small Chest x4 Chest x7 Chest Marked "Evidence" Wooden Chest x3 ***ITEMS*** Basket x3 Pitcher x3 Goblet x9 Bottle x33 Journeyman's Armorer's Hammer x11 Repair Prongs Imperial Shield Travel Lantern Imperial Chain Coif Iron Throwing Knife x3 Iron Dagger x2 Imperial Shortsword Iron Battle Axe Imperial Steel Right Pauldron Imperial Broadsword Imperial Chain Cuirass Imperial Steel Right Gauntlet Pewter Candlestick x6 Telvanni Bug Musk x5 Paper The Anticipations x2 The Annotated Anuad x6 Iron Helmet Iron Right Bracer Jug Iron Cuirass Steel Club Common Pants x3 Common Shirt x3 Mazte x4 Greef x4 Sujamma Apprentice's Mortar and Pestle x2 Special Flora of Tamriel Plate x7 Tankard x7 Knife x2 Fork x2 Bowl x6 Lives of the Saints Frontier, Conquest...x3 Ordo Legionis x2 Aedra and Daedra x5 Spoon x4 Small Kwama Egg Comberry x3 Marshmerrow x2 Iron Arrow x4 Steel Crossbow Iron Claymore Iron Spear Iron Halberd Iron Mace Iron Saber Imperial Chain Greaves Imperial Chain Left Pauldron Imperial Steel Left Gauntlet Bucket x7 Broom x2 Steel Katana For My Gods and Emperor x2 The Pilgrim's Path Steel Dagger Imperial Steel Helmet x2 Steel Mace Journeyman's Retort Flin x3 Cheap Potion of Fire Shield Journeyman's Alembic Shein Standard Fortify Agility Potion Apprentice's Calcinator Scroll of Fphyggi's Gem-Feeder x2 Coda Flower x5 Gold Kanet x5 Heather x5 Luminous Russula x5 Pearl x2 Sload Soap x5 Spore Pod x5 Silver Candlestick Silverware Cup Silverware Plate Gold x100 Silverware Bowl Pillow x6 Travel Lantern x2 Ash Salts x5 Black Lichen x5 Dreugh Wax x5 Fire Petal x5 Kresh Fiber x5 Roobrush x5 Torch x6 Cup x4 Silver Viperaxe Imperial Steel Boots Imperial Steel Cuirass Common Shoes ***QUESTS*** Fjol the Outlaw ***FACTIONS*** Imperial Cult-Layman ***SPELLS*** Daedric Willpower Mother's Kiss Balyna's Perfect Balm Cure Blight Disease Feet of Notorgo Troll Strength Nimbleness Dire Weary Wild Distraction Drain Blood Summon Frost Atronach Drain Athletics Drain Block Drain Destruction Summon Flame Atronach Summon Hunger Summon Storm Atronach Bound Shield Soulpinch Bound Cuirass ***SKILL INCREASES*** Security x1 Armorer x1 Athletics x1 Speechcraft x1 Marksman x1 20) Start by looting this room from stealth-an involved task, but you'll notice how much easier it is with our improved Agility attribute. When done, repair all the damaged stuff you've found. Speak to Amarie Charien now. Exhaust all dialogue, then Admire her Disposition to 90 or higher, then buy all of her spells. Speak with Radd Hard-Heart next. Exhaust all dialogue, then go speak with Urfing. Exhaust all dialogue with him, then go speak with Erla. Exhaust all dialogue with her, then pick her pockets for 10 Journeyman's Armorer's Hammers. At this point, an offload is probably in order. Stash all but 5 hammers and all ingredients, keep all Marksman ammo with you, then sell everything else. Return, then enter the next room. I found Larrius Varro wandering here, so go ahead and speak to him. Exhaust all dialogue to progress his "little story" quest and get a new one to deal with Fjol the Outlaw. Sweet. Loot the second room of merchants now, also from stealth. Pick the level 25 lock on Peragon's Small Chest. Now, speak with Naspis Apinia. Exhaust all dialogue, then speak with Crulius Pontanian. Exhaust all dialogue, then pickpocket two Scrolls of Fphyggi's Gem-Feeder from him. Speak with Peragon, exhaust all dialogue, then pickpocket all of his ingredients. Open the Wooden Door and proceed to the Imperial Cult altar, which you should also loot from stealth. When finished, speak to Somutis Vunnis. Exhaust all dialogue, and go ahead and join the Imperial Cult. You'll join as a Layman, but tasks and advancement are only available at the Imperial Cult headquarters in Ebonheart. Next, admire his Disposition to 90 or above. Buy all of his spells. Pickpocket all of his ingredients. Head downstairs now and loot the barracks room. There are two level 15 locked Chests to pick open, and this should raise Security to 27. Enter the final Prison Towers section, and loot it too. Although it's empty, disarm the trap and pick the level 50 lock on the evidence chest. It's probably about time for another offload now, before you can get to the cells. First, repair any damaged gear you snagged. This should increase Armorer to 31. Drop off all ingredients at Hlaalo Manor, restock to 5 hammers, and grab two empty Petty Soul Gems to go with your scrolls. Athletics should increase to 35 around now. Go offload everything else. Back at Fort Moonmoth, finish looting the cells and speak with Solea Nuccusius. Exhaust all dialogue, then Admire her Disposition to 90+. This should increase Speechcraft to 29. Buy all of her spells. Now, Taunt her into attacking you and kill her. Marksman should increase to 64 during this fight. When done, loot, rest in any of the cells, and repair. Before you leave, I have some mixed news. It's bad in that we're about to have some serious tedium, but it's good in that we can get a lot of great loot. We can now open level 75 locks. Start with everything here in the Fort on your way out. There are seven level 75 locks here in the Fort. The first I open is by Naspis Apinia. Lots of stuff! We can now lockpick our way into merchants' entire bartering inventory. Sweeeeeeeeeeeeet. It's probably time for an offload, so stash all the Marksman ammo except your Iron Arrows and throwing weapons (we did just get a major restock) while selling off everything else. When back, hit Peragon's chest next. His stuff is uninspiring-a load of cheap potions. I hit Somutis Vunnis' Wooden Chest next. He also has an assortment of uninspiring potions. Next, I try Urfing's Chest. He has more Marksman ammo, especially in the thrown weapons department. Next, head over to Erla. She has both a Chest and a Wooden Chest. The Chest has some outclassed armor, and the Wooden Chest some redundant weapons. I needed another offload to finish looting her Wooden Chest. Nothing worth stashing except some crossbow bolts and steel arrows. That leaves Amarie Charien's Chest when you get back. It is also full of uninspiring potions. Head back to Balmora and offload when done-we have a few things to do here. Balmora o======================================================================o ***CONTAINERS*** Wooden Chest x9 Chest x6 ***ITEMS*** The Mirror Incident in Necrom The Thirty-Six Lessons of Vivec, Sermon Twenty The Warrior's Charge Words and Philosophy ***SKILL INCREASES*** Security x1 21) Let's sweep around and get all the new goodies, along with consolidating some skill books. If you haven't already, grab The Mirror from Rithleen's House, Incident in Necrom from Balyn Omarel's House, 36 Lessons of Vivec, Sermon 20 from Drarayne Thelas' House, The Warrior's Charge from Karlirah's House, and Words and Philosophy from Western Guard Tower North, and stash them at Hlaalo Manor. Don't read any yet. Next, we have several level 75 locks to open. I begin with the Wooden Chest in Tyermaillin's House. A bunch of uninspiring potions. Next, I hit the one in Caius Cosades' House. He has some Moon Sugar and a Greater Soul Gem, among other things-actually useful! Next, I head for the Wooden Chest in the South Wall Cornerclub. More lame potions. Next, I go after the two Chests in the Guild of Fighters. The one nearer to Wayn contains some Light Armor we've long since surpassed. The other has some uninspiring Heavy Armor, but it should raise Security to 28. I needed an offload here, which works anyway because my next target is the two Wooden Chests in the Guild of Mages. Ajira has the usual array of lame potions (some have useful effects, but they don't come anywhere near the quality of self-made versions). The same is true of the other chest in here. Next, I go after the Chest and Wooden Chest at Ra'Virr's shop. The Chest contains only some outclassed Light Armor, while the Wooden Chest has some worthless weapons along with 200 Chitin Arrows, which we should equip immediately. Next, head to the Temple-two Wooden Chests await. Dralval Andrano has an assortment of mediocre potions, as does Llathyno Hlaalu. Next, I need an offload, wherein I stash my Iron Arrows, then head to Nalcarya's and get her Wooden Chest. She has many Exclusive potions, which are still dramatically outclassed by what we make ourselves. Head to Tyravel Manor next. There's a Chest upstairs; this should exhaust your current Master's Lockpick, so grab another and head to Clagius Clanler's. He has 500 Chitin Arrows, in addition to less noteworthy things. Finally, head to Dralasa Nithryon's. She has some useless stuff, along with 200 Chitin Arrows. Offload all but your Chitin Arrows and thrown weapons, then head into the Council Club. Balmora-Council Club o======================================================================o ***CONTAINERS*** Chest ***ITEMS*** Dwarven War Axe Common Shirt x3 Common Pants x3 Common Shoes x3 Steel Vipersword Common Belt Boiled Netch Leather Cuirass Netch Leather Boots x2 Expensive Belt Torch x3 Expensive Shirt Extravagant Belt Extravagant Left Glove Extravagant Right Glove Extravagant Pants Extravagant Shoes Guide to Balmora Guide to Vvardenfell The Book of Dawn and Dusk The House of Troubles Iron Sparkblade Cloth Left Bracer Cloth Right Bracer Netch Leather Cuirass Expensive Amulet Expensive Pants ***REWARDS*** Gold x1000 Biography of the Wolf Queen Reputation Point x2 ***ARTIFACTS*** Ring of Surroundings ***SKILL INCREASES*** Athletics x1 Marksman x1 Speechcraft x2 22) Time to make Larrius Varro's wish come true. Start by taunting Thanelen Velas into attacking you. Head to Hlaalo Manor, rest, repair, and swap out the Dwarven War Axe for the Silver War Axe. Go ahead and run by the Hlaalu Council Manor on your way back, and speak with Nileno Dorvayn to resolve The Death of Ralen Hlaalo. She'll give you 1000 Gold, you'll earn a Reputation Point, and you'll have the opportunity to join House Hlaalu, which I ignore. Head to the South Wall Cornerclub and ask about "bad people" to confirm that Larrius wants you to slaughter everyone else in the Council Club, save the bartender. Athletics should increase to 36 around now. Return to the Council Club, and target Sovor Trandel next. When he comes after you, the other two in the room (Vadusa Sathryon and Marasa Aren) may attack as well. If this happens, run upstairs and hide at the back corner of the table. Kill one, leave, rest, repair, and repeat until all three are down. I'd kill Vadusa first, as the other two are Hand-to-Hand fighters and easily dealt with. Marksman should increase to 65 while fighting Vadusa. Go repair and rest, head back in, kill one, let the other punch as much as possible, then escape out the door. Repair and rest, then repeat to kill the fourth bad person. Loot, leave, repair, and rest. Head to the basement to deal with the final target, Madrale Thirith. Speechcraft should increase to 30 as you taunt her. Loot and repair, and you should be able to rest in the bed here. Spring the level 75 lock on this Chest before you head out and return to Fort Moonmoth. Ask him for your "nice present" to receive the truly outstanding artifact the Ring of Surroundings, a Reputation Point, and a Speechcraft skill book you can go ahead and read (assuming you kept a zero bounty), raising Speechcraft to 31. Go home and stash the Ring of Surroundings; everything else can be offloaded. With all that handled, return to Balmora's south gate. It's time to go handle Fjol. Bitter Coast Region o======================================================================o ***NPCs*** Fjol ***ITEMS*** Nordic Battle Axe Nordic Fur Boots Nordic Fur Cuirass Nordic Fur Helm Common Pants Common Shirt ***SKILL INCREASES*** Unarmored x4 Marksman x5 Athletics x1 Blunt Weapon x3 ***REWARDS*** Gold x100 23) I ran into a Kwama Forager just out the gate. Rest and repair as able. I ran into a Diseased Scrib right around the transition out of Balmora. Unarmored should increase to 62 during this battle. Continue along our established route to Hla Oad. As usual, it was a party when I reached the Seyda Neen bridge. I had two Bull Netch and a Betty Netch near the bridge. Marksman should increase to 66 during this fight sequence. This should also exhaust your supply of Steel Throwing Knives-I switched to Steel Throwing Stars during the third fight. Moving along the road, I encountered two Mudcrabs. I had two Cliff Racers and two Diseased Cliff Racers nearby as well. Unarmored should increase to 63 during this sequence, raising armor rating to 25, and Marksman should also increase to 67. Near Yasamsi's swamp, I had an additional Diseased Cliff Racer, a Rat, and a Cliff Racer. Nearing Hla Oad, I had a Betty Netch and another Cliff Racer. Proceed through Hla Oad. Nearing Fjol himself, I had a Diseased Cliff Racer and a Betty Netch. Finally, there was a Mudcrab just west of him I also took care of. Of course, after that, I was attacked by another Diseased Cliff Racer. This fight should increase Marksman to 68. Speak with Fjol. Refuse to hand over the gold, and he'll attack you. Loot, repair, and rest when done. Back to Balmora. Mostly clear, but I did hit two Mudcrabs outside Yasamsi. This time, I remembered to Soul Trap the second one, since I am lugging two empty gems around. Unarmored should increase to 64 during this sequence, raising armor rating to 26. I also had three Betty Netch, two Mudcrabs, two Diseased Cliff Racers, and a Cliff Racer nearby. I remember to soultrap one of the Mudcrabs. Marksman should increase to 69 during this sequence, and Unarmored should hit 65, raising armor rating to 27. Finally, near the bridge toward Seyda Neen, I had a Bull Netch. When you reach Balmora, head over to Fort Moonmoth to turn in the Fjol quest. Larrius Varro will reward you with 100 gold. Now head to Hlaalo Manor. Stash all ingredients and soul gems, replenish your stock of repair hammers, and grab (but don't equip just yet) your Chitin Tower Shield. Offload everything else. At this point, my Guild Chests had all restocked, so I do a quick tour of the Mages and Fighters Guilds in Vivec, Sadrith Mora, and Ald'Ruhn to grab all soul gems, repair hammers, and Marksman ammo from the supply chests. I do the same in Balmora, and stash all the goodies I just nabbed. Athletics should increase to 37 around now. Head to Balmora's south gate again. We're headed to the Grytewake to deal with Velfred and his crew. They are part of a House Hlaalu quest, but since I'm not joining House Hlaalu, they're ripe for killing and looting right now. Approaching the bridge toward Seyda Neen, I had a Cliff Racer and a Betty Netch. At Yasamsi, I had a Bull Netch, three Cliff Racers, a Betty Netch, a Mudcrab, and two Diseased Cliff Racers. Marksman should increase to 70 during this sequence-when it does, switch to your Chitin Club. However, note that Marksman is freely usable from this point, so it's a good idea to shoot Netch and the like to pull them to you before engaging them in melee. Blunt Weapon should increase three ranks to 78 during this sequence. Unarmored should also increase to 66, raising armor rating to 28. Nearing the Grytewake itself, I had one last Cliff Racer. Blunt Weapon should increase to 79 during this battle. Step aboard the Grytewake now. Grytewake o======================================================================o ***NPCs*** Bedrir Hefadmir Ilfhild Sittar Velfred the Outlaw ***CONTAINERS*** Barrel x11 Small Stone Chest Large Chest Chest x3 Crate x12 Wooden Barrel x7 Floating Barrel ***ITEMS*** Common Pants x7 Common Shirt x8 Nordic Fur Boots x4 Nordic Ringmail Cuirass x2 Steel Battle Axe Dragonscale Tower Shield Imperial Shortsword Imperial Chain Cuirass Imperial Chain Greaves Imperial Chain Left Pauldron Imperial Chain Right Pauldron Imperial Steel Boots Common Shoes Paper Lantern Iron War Axe Nordic Leather Shield Bottle Tankard x3 Silver Candlestick x2 Paper x2 Rolled Paper Charwich-Koniinge, Volume I Bone, Part Two Nordic Fur Cuirass x2 Imperial Broadsword Common Ring Goblet Plate x3 Knife x2 Cup Glass Lantern x3 Bucket Nordic Claymore Chitin War Axe Nordic Fur Left Bracer Nordic Fur Right Bracer Travel Lantern Ash Statue x2 ***SKILL INCREASES*** Blunt Weapon x1 Marksman x14 Hand-to-Hand x57 Block x50 Athletics x2 Armorer x1 Unarmored x9 Light Armor x6 24) Out on deck, start by talking to Ilfhild. Exhaust all dialogue, Taunt, and kill her. Velfred will attack at the same time, unfortunately. If you run far enough away, you can usually isolate Velfred-he's faster than Ilfhild. Blunt Weapon should increase to 80 during this fight. When it does, finish him with your Marksman weapons. Marksman should increase two ranks to 72 as you do (Velfred is tough). When he finally drops, loot, repair, run far enough away for the combat music to stop, and rest... ***LEVEL UP*** Level 16 +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: 100 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: 31 Armorer, 37 Athletics, 15 Enchant, 100 Destruction, 100 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 66 Unarmored, 28 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 72 Marksman, 31 Speechcraft, 10 Hand-to-hand Derived Attributes: 168 Health, 225 Magicka, 310 Fatigue As I mentioned, Marksman is now freely usable. At this point, ready your fists, equip the Chitin Tower Shield (lowering armor rating to 25), and head back to find Ilfhild and punch her to death. I still suggest taking one shot with the Chitin Bow per battle, just to keep Marksman and Armorer increasing slowly, but steadily. Hand-to-Hand should increase ten ranks to 20 during this fight. When that happens, switch to Marksman weapons (I hadn't even knocked her down yet) and bring her within one shot of death. Marksman should increase to 73 as you do so. Take as many hits as you can-save scumming should, in fact, allow you to raise Block a full ten ranks to 40 before killing her. Her Short Blade is atrociously unskilled, however-she actually cannot hit you at all (assuming you have the same stats as me) unless you drain off some of your Fatigue. First, let her take 700 swings so her shortsword breaks and she switches to Hand-to-Hand. Next, start running backwards to drain off Fatigue and (bonus) get Athletics experience. She'll become capable of hitting you around 75% Fatigue, but even when it's completely drained her odds are around 10%. Meanwhile, if a hit does come through, our Block chance is about 40% even at low Fatigue (we've just about crossed the Agility rubicon into total awesomeness). Once Fatigue is at 0, just save scum to make sure you actually Block instead of getting knocked down. Athletics should increase to 38 as this goes on. Once it does hit 40, let her knock you down (we don't want to forego Unarmored training!) and hit you as many times as you can survive. With all that done, go ahead and make the killshot. Loot, repair, and rest... ***LEVEL UP*** Level 17 +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: 100 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: 31 Armorer, 38 Athletics, 15 Enchant, 100 Destruction, 100 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 66 Unarmored, 28 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 73 Marksman, 31 Speechcraft, 20 Hand-to-hand Derived Attributes: 178 Health, 225 Magicka, 315 Fatigue Our leveling pace is really going to take off, as you can probably tell. Loot the ship's deck, then enter the Cabin. Go ahead and chat with Bedrir before taunting him into attacking you. Punch him-you should get 10 ranks of Hand-to-Hand easily, although I did manage to knock him down around rank 28. When it hits 30, switch to Marksman weapons and shoot him within one shot of dying. Marksman should increase two ranks to 75 as you do this. You will be able to raise Block two ranks to 42 before he breaks the Chitin Tower Shield. At that point, soak up as many hits as you can and finish him off. Loot, repair, and rest when done. Armorer should increase to 32 during these repairs. Now, loot the cabin. There's an Unarmored skill book here, which should raise it to 67. This should raise your current armor rating (with your Chitin Tower Shield equipped) to 26. There's also a Medium Armor skill book which should be picked up without reading it. Finally, there's a level 20 lock to pick on a Chest. I suggest dropping excess loot on the deck before venturing into the Upper Level. Here, speak with Sittar, and taunt him into attacking you. Whittle him within one shot of death via your Chitin Arrows (I am long since out of thrown weapons), then Block as much as you can. Marksman should increase to 76 as you do this. You can increase Block two ranks to 44 before he breaks your shield. Loot the Upper Level now. I suggest dropping the excess gear on deck again before heading down to the Lower Level. Speak to Hefadmir and taunt him into attacking you. Again, bring him within one shot of death with your Chitin Arrows. Once done, Block as much as you can. It should increase to 45 before the shield breaks. Loot, repair, and rest, then clear out the lower level. That's it, so head out to the deck. There's too much to carry in one go, of course, so grab whatever you can carry and leave about a 25 pound gap, as usual. Start heading back to Balmora. I had a Betty Netch just off the boat, sufficient to raise Marksman to 77 and Block to 46. Next up were two Bull Netch. The first one should raise Block two ranks to 48. Before the second one, I was attacked by a Diseased Cliff Racer. This should raise Block two ranks to 50. When that happens, kill the critter, loot, repair, and rest... ***LEVEL UP*** Level 18 +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: 100 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: 32 Armorer, 38 Athletics, 15 Enchant, 100 Destruction, 100 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 67 Unarmored, 28 Security, 100 Sneak, 100 Acrobatics, 10 Light Armor, 10 Short Blade, 77 Marksman, 31 Speechcraft, 30 Hand-to-hand Derived Attributes: 188 Health, 225 Magicka, 320 Fatigue Continue along. Next, I punch a Bull Netch. Unarmored should increase to 68 during this fight, raising armor rating to 27. Hand-to-Hand should increase three ranks to 33 before it dies (yes, we are becoming capable of punching things to death). Near Yasamsi, I had a Cliff Racer, a Mudcrab, a Bull Netch, and a Betty Netch, which I tackle in that order. Hand-to-Hand should increase three ranks to 36 while fighting the Cliff Racer. Light Armor should increase to 11 while fighting the Mudcrab (the shield is a slot, remember?), and Hand-to-Hand should increase to 37. Hand-to-Hand should increase two ranks to 39 while fighting the Bull Netch. I exhaust my last repair hammer after this fight, incidentally (I'm still leading with single bow shots). I'm attacked by another Cliff Racer before reaching the Betty Netch. Hand-to-Hand should hit 40 during this fight. At that point, I get to within a single shot of killing it with Chitin Arrows. With that done, you can raise Block two ranks to 52 before it breaks your shield. Lacking the ability to fix the shield, we'll focus on raising Marksman and Unarmored until we get back to Balmora. In addition to the aforementioned Betty Netch, I had two Bulls, a Cliff Racer, two Mudcrabs, another Betty Netch, and a Diseased Cliff Racer in the area around the mouth of the Odai River. Marksman should increase two ranks to 79 during this sequence, and Unarmored should increase to 69. Without the shield, armor rating should be at 30. Finally, I had two Betty Netch past the bridge to Seyda Neen. Marksman should increase two ranks to 81 while fighting them. I had one last Betty Netch and a Kwama Forager just outside Balmora. This should raise Marksman to 82. At Hlaalo Manor, stash the Chitin Club, the Medium Armor skill book, all ingredients, and all soul gems. Restock on repair hammers and repair all your gear. Grab all your Iron Arrows and reequip the Chitin Tower Shield. Finally, grab your copy of The Mirror and read it to raise Block to 53. Rest if needed, offload everything else, and head back out. Athletics should increase to 39 around now. I had a Diseased Rat just outside Balmora. Unarmored should increase to 70 during this fight, raising armor rating to 29 (with the shield), and Block should increase four ranks to 57 before the shield breaks. I also had a Kwama Forager here. Block should increase three ranks to 60 during this fight, at which point you should finish off the critter, repair, and rest... ***LEVEL UP*** Level 19 +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: 100 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: 32 Armorer, 39 Athletics, 15 Enchant, 100 Destruction, 100 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 70 Unarmored, 28 Security, 100 Sneak, 100 Acrobatics, 11 Light Armor, 10 Short Blade, 82 Marksman, 31 Speechcraft, 40 Hand-to-hand Derived Attributes: 198 Health, 225 Magicka, 325 Fatigue Time to start punching again (with a single bow shot, of course). At the Seyda Neen bridge, I had a Bull Netch. Hand-to-Hand should increase to 41 during this fight. I had three Betties and a Cliff Racer near here as well. Hand-to-Hand should increase three ranks to 44 fighting the first Betty. It should increase twice more, to 46, fighting the second Betty. I took on the Cliff Racer next, and it increased to 47. The third Betty raised it two ranks to 49. Near Yasamsi, I had a Mudcrab and a Diseased Cliff Racer. The Diseased Cliff Racer raised it to 50, at which point I switched to the bow within one shot of killing before blocking as much as possible. Unarmored should increase to 71 here, Light Armor should increase to 12, and Block should increase two ranks to 62 before the shield breaks. Fighting the Mudcrab next, Block should increase eight ranks to 70 without breaking the shield. When it does, finish it off, repair, and rest... ***LEVEL UP*** Level 20 +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: 100 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: 32 Armorer, 39 Athletics, 15 Enchant, 100 Destruction, 100 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 71 Unarmored, 28 Security, 100 Sneak, 100 Acrobatics, 12 Light Armor, 10 Short Blade, 82 Marksman, 31 Speechcraft, 50 Hand-to-hand Derived Attributes: 208 Health, 225 Magicka, 330 Fatigue Told you the pace would skyrocket. On this peninsula, I had a Bull Netch and another Mudcrab. Hand-to-Hand should increase to 51 fighting the Netch. With that done, heading back toward Grytewake, I ran into another Bull Netch, a Cliff Racer, and two Betty Netch. Hand-to-Hand should increase to 52 fighting the Bull Netch, Unarmored should increase to 72, and Light Armor should increase to 13. Hand-to-Hand should hit 53 on the Cliff Racer, 55 fighting the first Betty, and 56 fighting the second. Continuing along, I had a Diseased Cliff Racer and a Cliff Racer. The Diseased Cliff Racer should increase Hand-to-Hand to 57, and the Cliff Racer should increase it to 58. Next, I encountered a pair of Mudcrabs. The first should raise Light Armor to 14 and Unarmored to 73. Finally, at the Grytewake dock, I had one last Bull Netch. Hand-to-Hand should increase to 59 during this battle. This got me back to Grytewake, and I could (barely) carry the rest of the loot. Just outside Balmora, I had a Betty Netch. It should be trivial to raise Hand-to-Hand to 60 in this fight. When you do, shoot her within 1 shot of dying, then Block until the shield breaks. This should increase Marksman to 83. Next, I hit a Kwama Forager. Same routine here. I was able to raise Block to 71 before the shield broke. Back in Balmora, head to Hlaalo Manor. Stash all ingredients, replenish your stock of repair hammers, and grab your Silver Arrows-the next target has daedra. Rest if needed, and offload everything else. Return to Balmora's south gate. Our target is the Heran Ancestral Tomb, which we've seen before. Head out along our usual route. I encounter a Betty Netch, a Nix-Hound, a Bull Netch, a Mudcrab, and three Cliff Racers at the bridge toward Seyda Neen. The first racer can raise Block two ranks to 73 and Unarmored to 74. The second raises Block two ranks to 75, and the third raises Block two ranks to 77 and Marksman to 84. The Nix-Hound should raise Block three ranks to 80. When that happens, finish it, repair, and rest... ***LEVEL UP*** Level 21 +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: 100 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: 32 Armorer, 39 Athletics, 15 Enchant, 100 Destruction, 100 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 74 Unarmored, 28 Security, 100 Sneak, 100 Acrobatics, 14 Light Armor, 10 Short Blade, 84 Marksman, 31 Speechcraft, 60 Hand-to-hand Derived Attributes: 218 Health, 225 Magicka, 335 Fatigue I tackle the Betty Netch next, switching back to Hand-to-Hand. It increases to 61 during this fight, and Light Armor increases to 15. I hit the Bull Netch next, then the Mudcrab. The latter raises Hand-to-Hand to 62, and Unarmored to 75. A bit past Yasamsi, I have three more Cliff Racers, a Bull Netch, and a Diseased Cliff Racer. The second of these three racers will raise Hand-to-Hand to 63, and the third will raise it to 64. I hit the Diseased Racer next, and it raises Unarmored to 76 and Hand-to-Hand to 65. The Bull Netch, for his part, raises Light Armor to 16 and Hand-to-Hand to 66. With the mouth of the Odai finally clear, I move past Yasamsi and encounter another Mudcrab. At our target, the Heran Ancestral Tomb, I had a Betty Netch. Hand-to-Hand should increase to 67 here. Afterwards, repair, rest, and enter Heran Ancestral Tomb. Heran Ancestral Tomb o======================================================================o ***CONTAINERS*** Urn x17 Small Chest x2 Cloth Sack x2 Chest x4 Small Stone Chest Sack x3 Crate x2 ***ITEMS*** Exclusive Fortify Strength Gravedust Gold Kanet Frost Salts Scroll of Invisibility Ectoplasm Gold x14 Emerald x2 Bloat Ash Salts The Thirty-Six Lessons of Vivec, Sermon Twenty-Eight Bottle Green Glass Pitcher Pillow Silver Longsword x2 Silver Claymore x2 Dwarven Claymore Dwemer Pneuma-Trap Steel Katana Silver Spear Silver War Axe Silver Shortsword Steel Dai-Katana Steel Claymore of Hewing ***SKILL INCREASES*** Hand-to-Hand x4 Block x10 Armorer x1 Marksman x2 Security x1 Light Armor x2 Unarmored x1 25) There are three leveled Daedra to deal with in here. Pick the level 10 lock on the first door and open it to face the first-I had a Frost Atronach. Remember, fists cut through their normal weapon immunity, so you can punch him to death. Hand-to-Hand should increase to 68 during this fight. Unfortunately, he drops no Frost Salts. Retreat to the entrance, repair, and rest. Loot the first and second rooms. The remaining two Daedra are both through the next door. I had a Golden Saint first, sufficient to increase Hand-to-Hand two ranks to 70 and Block to 81. They're capable of carrying astonishingly good gear, FYI-mine had a Glass Staff and a Feather Shield. I assume nothing, of course. Repair and rest. The repairs should raise Armorer to 33. My third Daedra was a Dremora. Marksman should increase to 85 during this fight, and Block should increase to 82. They're also capable of great weapons-mine, in fact, had a Daedric Wakizashi, the best generic Short Blade in the game. As always, I assume nothing, however. Loot, repair, and rest once he's down. Loot this room now, then advance deeper into the tomb, looting as you go. Note the final room is propped open with a rock-we haven't found a copy yet, but we're in the tomb from the book Chance's Folly. Disarm the trap on the Small Chest in here, and Security should increase to 29. Go ahead and read the skill book to raise Light Armor to 17. That's it-time to head out. Back to Balmora, fighting critters as always. Getting back to the road, I had two Diseased Cliff Racers and a Betty Netch. The first Racer raised my Unarmored skill to 77 and Block to 83. The second one raised Block two ranks to 85. The Betty raised Block to 86. At the road, I found a Bull Netch. He raised Light Armor to 18 and Block to 87. At Yasamsi, I had a Cliff Racer and a Bull Netch. The Racer raised Marksman to 86 and Block to 88. The Bull Netch raised Block to 89. Past the bridge to Seyda Neen, I had both a Bull Netch and a Betty Netch. This Bull raises Block to 90 (at which point you should unequip the shield) and Unarmored to 78, after which it's time to repair and rest... ***LEVEL UP*** Level 22 +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: 100 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: 33 Armorer, 39 Athletics, 15 Enchant, 100 Destruction, 100 Alteration, 10 Illusion, 10 Conjuration, 71 Alchemy, 78 Unarmored, 29 Security, 100 Sneak, 100 Acrobatics, 18 Light Armor, 10 Short Blade, 86 Marksman, 31 Speechcraft, 70 Hand-to-hand Derived Attributes: 228 Health, 225 Magicka, 340 Fatigue I continue to lead with a single bow shot, and get ready for more punching. In that respect, the Betty Netch raises Hand-to-Hand to 71. Approaching Balmora, I had another Betty Netch. Back in Balmora, head to Hlaalo Manor. Stash the Silver Arrows, Chitin Tower Shield, and all ingredients, restock on repair hammers, rest if needed, then go offload everything else. At the Balmora Mages Guild, I suggest you visit Estirdalin to make training cantrips for the remaining four magic schools. Here's what I do: Restoration Training Cantrip: Restore Health 1 point to 1 point for 1 second on Self Mysticism Training Cantrip: Dispel 1 point to 1 point on Self Conjuration Training Cantrip: Bound Dagger for 1 second Illusion Training Cantrip: Sanctuary 1 point to 1 point for 1 second on Self Hold off on spamming anything, though. With that done, it's time for some more tedium with good rewards, as we can now open level 90 locks. I start with the Chest at the Morag Tong Guild. You'll have some excellent weapons and gems here, but it isn't preset, so I have to ignore it. Go drop off the gems and sell the weapons (or keep them, if they're upgrades-I just can't make assumptions about what you'll find). Go for Galbedir's Chest at the Guild of Mages next. There may be some good magic items in here, but I don't know that anything is preset. Sell everything off. Head to the Guild of Fighters next, and go for the door behind Hasphat Antabolis. Loot this little bedroom, and become curious about that level 100 Trap Door that is still beyond us. Head to the Razor Hole next for it's level 90 door. Lots of good stuff in here. Much of it is damaged, so be sure to repair it before doing anything else. The guaranteed Silver Spear should replace the Steel Spear in our stash. Stash the Steel Claymore of Hewing as well as any ingredients, restock your repair hammers, and go sell off everything else. Lastly, head to Fort Moonmoth and go for Crulius Pontanian's Chest. Random, possibly useful magic items. Sell all this off, too. With that done, head to Balmora's NORTH gate (I know!) for a brief little diversion. Odai River o======================================================================o ***CONTAINERS*** Bittergreen Plant x5 Kreshweed x14 Roobrush x2 Chokeweed x6 ***ITEMS*** Common Shirt x2 Common Shoes Common Pants Note from Ernil Tsiya's Skooma Pipe Skooma x3 Common Amulet Common Skirt ***SKILL INCREASES*** Hand-to-Hand x3 Restoration x1 Athletics x1 ***QUESTS*** The Corpse and the Skooma Pipe ***REWARDS*** Gold x50 Moon Sugar x10 26) Along the path a bit, to the left, find five searchable Bittergreen Plants and a Kreshweed. Further along, find a Kreshweed and a Roobrush on the right along with a Chokeweed and three Kreshweeds on the left. There are two more Kreshweeds on the left before the bridge, and another on the right immediately after crossing. Here, I had a Betty Netch. Hand-to-Hand should increase to 72 while fighting it. You can find two additional Kreshweed flanking the road ahead. I was attacked by a Blighted Nix-Hound here. Hand-to-Hand should increase to 73 during this fight. Around this intersection, you can find five Chokeweed, three Kreshweed, and a Roobrush. A bit farther along, find a Kreshweed and a critter-I had a Scrib. Up the hill to the left, near a natural stone arch, find the corpse of Ernil Omoran. Search it and read the note, then head back to Balmora and go to Tsiya's House. Speak to her about "someone in particular" and then advance through the dialogue. I choose to give her the pipe-there's no reward if you don't. Of course, Tsiya now serves no purpose, so I Taunt and kill her. Hand-to-Hand should increase to 74 during this fight. Rest when done, and offload all your stuff. We're now able to use Restoration spells, incidentally, so you can offload all the Restore Attribute and Restore Health potions you've been stashing. You can also go ahead and read Notes on Racial Phylogeny-this will raise Restoration to 16. When all is offloaded, head back to Hlaalo Manor for an Alchemy session. Athletics should increase to 40 around now. Balmora-Hlaalo Manor o======================================================================o ***SKILL INCREASES*** Alchemy x14 Hand-to-Hand x5 27) I currently have 71 Alchemy, 60 Intelligence (with Mentor's Ring), and 71 Luck. This gives us an 84% success rate at potion crafting. Begin by chaining enough Fortify Intelligence potions together to hit 200 Intelligence-that will give us 100% success. Next, stash all Fortify Intelligence ingredients and Restore Magicka ingredients before just making whatever potions you can. This session should suffice to raise Alchemy to 85. Go offload all those potions, then come back here and make Restore Magicka-you should be able to make about 3 from the Daedra Hearts/Salts you got in Heran Ancestral Tomb, and your surplus of Comberry. I had 3, personally. With that all done, let's head to Hla Oad, this time to actually explore the town. I quickly find a Betty Netch just outside Balmora's south gate. Hand-to-Hand should increase to 75 during this fight. I also had a Blighted Scrib near here. I had a Bull Netch at the bridge to Seyda Neen. Hand-to-Hand should increase to 76 during this fight. I had a Betty here, and a Bull near Yasamsi. Hand-to-Hand should increase to 77 during the second fight. I had a Cliff Racer attack shortly thereafter, naturally. On the road past Yasamsi, I was attacked by a Diseased Cliff Racer. Hand-to-Hand should increase to 78 during this fight. Approaching Hla Oad, I have a Cliff Racer and three Bull Netch. Hand-to-Hand should increase to 79 during the second Bull Netch fight. With that, I reach Hla Oad, ready to actually explore it. o======================================================================o | | | Hla Oad | | | o======================================================================o Sequence of Events: {WLK006} 1) Outdoors 2) Murudius Flaeus' House 3) Relien Rirne's House 4) Fadile Balvel's House 5) Shurkul gro-Sharga's House 6) Okur's House 7) Fatleg's Drop Off 8) Alchemy Session V Hla Oad o======================================================================o ***NPCs*** Baleni Salavel Fadile Balvel Glonagoth Pallia Ceno Relien Rirne ***CONTAINERS*** Barrel x5 Crate x7 Sack x5 Cloth Sack x2 Worn Chest x2 Slough Fern x2 Hypha Facia x3 Bungler's Bane Violet Coprinus x3 ***ITEMS*** Glass Lantern Fishing Pole Travel Lantern Chitin Shortsword Common Shirt x4 Common Pants x4 Common Shoes x3 Common Belt Expensive Amulet Imperial Shortsword Netch Leather Boots Netch Leather Cuirass Common Skirt Common Robe ***SKILL INCREASES*** Unarmored x1 Hand-to-Hand x3 Restoration x9 Speechcraft x1 1) This place is tiny-even smaller than Seyda Neen. Run around and loot all the exterior containers, including any plants inside the village boundaries. Some things are owned, so be stealthy about it. If you're thorough, you may find a Murudius' Chest underneath Fadila Balvel's House. Go ahead and pick the lock, but skip it otherwise-it relates to a quest we'll get later. Don't miss the goodies on the ship The Harpy, including the level 5 locked Worn Chest. Pick the level 20 locked door on Relien Rirne's House as well. Not a whole lot to see here. Let's get to NPCs. Start by exhausting all dialogue with Baleni Salavel. Next, exhaust all dialogue with Fadile Balvel. Afterwards, Taunt and kill her. Unarmored should increase to 79 during this fight, and Hand-to-Hand should increase to 80. Finish her with your Iron Arrows when that happens. Repair, and duck into Relien Rirne's House to rest. Ready your Restoration cantrip and spam it. Restoration should increase nine ranks to 25 without depleting your magicka. When it does, duck into Relien Rirne's house and rest again... ***LEVEL UP*** Level 23 +5 Speed, +5 Willpower, +1 Luck Attributes: 100 Strength, 50 Intelligence, 45 Willpower, 100 Agility, 65 Speed, 100 Endurance, 40 Personality, 72 Luck Major Skills: 100 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: 33 Armorer, 40 Athletics, 15 Enchant, 100 Destruction, 100 Alteration, 10 Illusion, 10 Conjuration, 85 Alchemy, 79 Unarmored, 29 Security, 100 Sneak, 100 Acrobatics, 18 Light Armor, 10 Short Blade, 86 Marksman, 31 Speechcraft, 80 Hand-to-hand Derived Attributes: 238 Health, 225 Magicka, 345 Fatigue With that done, let's find Glonagoth. Exhaust all dialogue, Taunt, and kill him. Speechcraft should increase to 32 while taunting him. Loot, repair, and rest in Relien Rirne's House. Find Pallia Ceno next. Exhaust all dialogue, Taunt, and kill her. Hand-to-Hand should increase to 81 during this fight. Loot, repair, and rest in Relien Rirne's House. Speaking of Relien Rirne, he's the last outdoor NPC to handle. Exhaust all dialogue, Taunt, and kill him. Unarmored should increase to 80 during this fight, and Hand-to-Hand should increase to 82. Loot, repair, and rest in Relien Rirne's House. Head to Fatleg's Drop Off, sell anything you need to offload to Trasteve, then come outside and head to Murudius Flaeus' House. Go inside. Hla Oad-Murudius Flaeus' House o======================================================================o ***NPCs*** Murudius Flaeus ***CONTAINERS*** Sack x5 Wooden Barrel x2 Basket Crate ***ITEMS*** Bottle x4 Glass Lantern Small Kwama Egg x2 Large Kwama Egg Spoon Fork Plate Bowl Cup Jug Bucket Fishing Pole Charwich-Koniinge, Volume 2 ***SKILL INCREASES*** Hand-to-Hand x1 2) Murudius Flaeus features in a later quest, so just exhaust all dialogue and loot the place from stealth for now. Go ahead and read the skill book-it should raise Hand-to-Hand to 83. Offload with Trasteve and head to Relien Rirne's House. Hla Oad-Relien Rirne's House o======================================================================o ***CONTAINERS*** Sack x4 Barrel x2 Crate x2 Chest ***ITEMS*** Bucket Broom Small Kwama Egg x4 Large Kwama Egg Spoon Knife Plate Cup Bottle Jug 3) Loot. The only really noteworthy thing is the level 50 locked Chest. Offload with Trasteve, and head to Fadile Balvel's House. Hla Oad-Fadile Balvel's House o======================================================================o ***NPCs*** Hrondar Highlander ***CONTAINERS*** Barrel x2 Crate Wooden Barrel x2 Cloth Sack Sack x2 Rusted Chest ***ITEMS*** Iron Shortsword Cloth Left Bracer Cloth Right Bracer Netch Leather Boots Netch Leather Cuirass Common Pants Common Shirt Broom Bucket Bottle x3 Cup x2 Jug Glass Lantern Bowl Spoon Fork Knife Plate A Dance in Fire, Chapter 1 Pillow ***SKILL INCREASES*** Hand-to-Hand x1 4) Set aside the oddity, and speak to Hrondar Highlander. Exhaust all dialogue, Taunt, and kill him. Hand-to-Hand should increase to 84 during this fight. Loot, repair, and rest-here will work fine. The book is for Acrobatics, which is already maxed, so go ahead and read it. Pick the level 25 lock on the Rusted Chest as well. Offload with Trasteve and head to Shurkul gro-Sharga's House. Hla Oad-Shurkul gro-Sharga's House o======================================================================o ***NPCs*** Shurkul gro-Sharga ***CONTAINERS*** Sack x5 Barrel Crate Wooden Barrel ***ITEMS*** Common Pants Common Shoes Fishing Pole Cup Jug Bowl Plate Spoon Fork 5) Speak with Shurkul gro-Sharga, exhaust all dialogue, Taunt, and kill him. Loot, repair, and rest. Loot the house. Not much here. Offload with Trasteve and head to Okur's House. Hla Oad-Okur's House o======================================================================o ***NPCs*** Okur ***CONTAINERS*** Cloth Sack Sack x7 Barrel x2 Wooden Barrel Chest ***ITEMS*** Bottle x2 Cup x2 Jug Bowl Plate Fork Spoon Lives of the Saints 6) Okur features in a quest later, so just exhaust all dialogue for now and loot the house from stealth. The only noteworthy thing is the level 25 lock on the Chest. Offload with Trasteve, then enter the trap door in Fatleg's Drop Off. Hla Oad-Fatleg's Drop Off o======================================================================o ***NPCs*** Dalam Gavyn Falvis Tunel Llemisa Marys Perien Aurelie Ra'Zhid Rabinna Relam Arinith Trasteve ***CONTAINERS*** Drowned Corpse Crate x18 Barrel x9 Wooden Barrel x4 Chest x4 Wooden Chest Small Chest ***ITEMS*** Apprentice's Lockpick x5 Journeyman's Lockpick x10 Master's Lockpick Apprentice's Probe x10 Journeyman's Probe x5 Journeyman's Armorer's Hammer x10 Repair Prongs x10 Chitin Dagger Common Belt Common Left Glove Common Right Glove Common Pants x5 Common Shirt x4 Common Shoes Mazte Ring of Medusa's Gaze Slave's Right Bracer Moon Sugar x20 Iron Shardblade Iron Boot Iron Cuirass Iron Greaves Steel Shortsword Extravagant Shirt Extravagant Shoes Surfeit of Thieves Cloth Left Bracer Cloth Right Bracer Netch Leather Boots Netch Leather Cuirass Jug x2 Bottle x4 Gold x5 Glass Lantern Small Kwama Egg Bowl Knife x2 Spoon x3 Fork x3 Bowl Plate x3 Goblet x3 Pitcher Paper Lantern ***QUESTS*** Misc.-Rabinna's Inner Beauty Thieves' Guild-The Vintage Brandy Thieves' Guild-Free New-Shoes Bragor ***SKILL INCREASES*** Hand-to-Hand x16 Speechcraft x1 Security x1 Athletics x1 Marksman x3 Restoration x30 Unarmored x5 Armorer x1 Short Blade x11 ***REWARDS*** Gold x1400 Master's Lockpick x2 Journeyman's Probe x2 Journeyman's Armorer's Hammer ***FACTIONS*** Thieves' Guild-Blackcap 7) Starting here in the basement, move forward and find Llemisa Marys. Exhaust all dialogue, then pick her pockets-she has a bunch of thief tools. Head past her until you reach an intersection. Go down to the water, and swim to the next cave. There will be a critter here-I had a Dreugh. Hand-to-Hand should increase to 85 during this fight. Search the Drowned Corpse in the next cave, then surface and enter the tunnel. Search the three Crates, repair, and swim back. I suggest a quick offload with Trasteve and rest in one of the empty houses before coming back to explore the other forks. Go left first, and find Dalam Gavyn. Exhaust all dialogue, then pick his pockets for repair tools. Next, speak with Perien Aurelie. Exhaust all dialogue, then loot this room from stealth. You may need an offload to accomplish this. Head for the right fork when done. Speak to Relam Arinith, exhaust all dialogue, and agree to take Rabinna to Balmora for a quest. She's as suicidal as most escort quest targets, so I suggest you take a boat to Vivec and a silt strider to Balmora immediately. This affords you the chance to stash all your useful stuff (I only keep 500 of the near-1500 Iron Arrows I now have) before heading to Vorar Helas' House. He'll attack Rabinna on sight, so defend her. Loot his body and repair, then speak with Rabinna and agree to take her to Im-Kilaya at the Argonian Mission in Ebonheart. Go stash the Ring of Medusa's Gaze, then take the silt strider to Vivec, then the boat to Ebonheart. Head straight to the Argonian Mission and speak to Im-Kilaya to complete this quest. The 400 Gold reward is the same as Helas would've given you if you let him kill her, and you're not an evil prick...yet. Rabinna doesn't disappear from the game, but she no longer has a purpose, and we can't actually free her-she wanders the mission forever. Speak to her, Taunt her, and kill her. Hand-to-Hand should increase to 86 during this fight. Loot, repair, take the ship to Hla Oad, rest someplace, offload clutter with Trasteve, and go back to Relam Arinith. Taunt and kill him. Speechcraft should increase to 33 while Taunting him. Repair, go offload (keep his Iron Shardblade), and rest, then come back down here. Speak to Falvis Tunel. Exhaust all dialogue, Taunt, and kill him. Hand-to-Hand should increase to 87 during this fight. Loot and repair. Loot this last little room. The skill book will raise Security to 30. Offload again, and rest. In the upper room, exhaust all dialogue with Trasteve, then do the same with Ra'Zhid. Taunt Ra'Zhid and kill him. Athletics should increase to 41 around now, and Unarmored should increase to 81 during this fight. Loot and repair, go rest, then loot this room from stealth-Trasteve is still here, after all. You'll get lots of Iron Arrows, at least. There are two locked chests to open. The level 75 is Trasteve's merchant chest, and the level 35 holds the dwemer artifacts we need for our current Thieves' Guild quest. Get what you can, although you'll probably need multiple trips. Head for Balmora when you're ready. For the first trip, as I leave, I have a Bull Netch and two Diseased Cliff Racers. Marksman increases to 87 as I start the first of these fights. The Bull also refills some magicka for me. Hand-to-Hand should increase to 88 during this fight. I had five Betties, a Rat, two Mudcrabs, three Diseased Cliff Racers, a Bull, and five Cliff Racers outside Yasamsi. The first Betty helps me raise Hand-to-Hand to 89. I fight the second Betty and the Rat with no increases, but the third Betty raises Hand-to-Hand to 90 pretty easily. When that happens, finish it with Chitin Arrows (there were 500 at Fatleg's Drop Off). Once down, rest and repair, and start spamming the Restoration cantrip. Restoration should increase five ranks to 30 before you need a Restore Magicka potion. Drinking one here leaves me with two. Restoration should increase five ranks to 35 quite easily now. When it does, rest... ***LEVEL UP*** Level 24 +5 Speed, +5 Willpower, +1 Luck Attributes: 100 Strength, 50 Intelligence, 50 Willpower, 100 Agility, 70 Speed, 100 Endurance, 40 Personality, 73 Luck Major Skills: 100 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: 33 Armorer, 41 Athletics, 15 Enchant, 100 Destruction, 100 Alteration, 10 Illusion, 10 Conjuration, 85 Alchemy, 81 Unarmored, 30 Security, 100 Sneak, 100 Acrobatics, 18 Light Armor, 10 Short Blade, 87 Marksman, 33 Speechcraft, 90 Hand-to-hand Derived Attributes: 248 Health, 225 Magicka, 350 Fatigue Proceed now, noting that Hand-to-Hand is freely usable (it factors into the next level, but it will hit 100 anyway). I engage two Cliff Racers next, followed by the two Diseased Racers, the second of which raised Hand-to-Hand to 91. Racer next, then a Bull Netch (magicka!), then another Racer. The last of those should raise Unarmored to 82. Next is a Betty that raises Hand-to-Hand to 92. Next comes one of the Mudcrabs, then the last Diseased Racer, then the last Racer. Hand-to-Hand should increase to 93 while fighting that Racer, and Armorer should increase to 34 as your repair the Chitin Short Bow (I'm still doing single shots). Next, I tackle the second Mudcrab, and finally the final Betty. At the bridge to Seyda Neen, I had a Bull-cast enough Restoration cantrips to take full advantage of his 78 magicka before killing him. Unarmored should increase to 83 during this fight. Coming back near Balmora, I had a Betty. Hand-to-Hand should increase to 94 during this fight. I reach Balmora at this point. Drop off all ingredients, all but 500 arrows (keep the weakest versions), the Iron Shardblade, and the three dwemer artifacts (a tube, an ornate bowl, and an ornate goblet). Grab your Chitin Dagger-we'll be starting on Short Blade pretty soon. Restock on repair hammers, offload everything else, visit the Mages and Fighters Guild supply chests in all four cities for ammo, repair tools, and soul gems, drop those off, and begin heading back to Hla Oad. I have another Betty just outside Balmora. Hand-to-Hand should increase to 95 during this fight. Another party at the bridge to Seyda Neen, where I have a Bull Netch and a Cliff Racer to start things off. Racer first, then 78 Restoration cantrips (which should raise it two ranks to 37), then the Bull Netch. I have two more Cliff Racers shortly. The second one raises Hand-to-Hand to 96. Past them, I have four Betties, a Cliff Racer, and a Bull. The Racer goes first, then the Betties, the second of which raises Hand-to-Hand to 97 and the fourth of which raises it to 98. I go for the Bull next, after 78 Restoration cantrips (which raise it two ranks to 39). At Yasamsi, I have two Diseased Cliff Racers, two Betties, and two Bulls. I go for the Betties first; the first raises Hand-to-Hand to 99. I go for the Diseased Racers next, the second of which raises Hand-to-Hand to 100 (switch to Marksman when it does!). With two Bulls up next, I cast 156 Restoration cantrips, which raise it four ranks to 43. The first Bull should raise Marksman to 88. Finally, just before getting back to Hla Oad, I have another Betty. Before engaging her, I go ahead and spam the cantrip until Restoration hits 45. When it does, I take a rest... ***LEVEL UP*** Level 25 +5 Speed, +5 Willpower, +1 Luck Attributes: 100 Strength, 50 Intelligence, 55 Willpower, 100 Agility, 75 Speed, 100 Endurance, 40 Personality, 74 Luck Major Skills: 100 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: 34 Armorer, 41 Athletics, 15 Enchant, 100 Destruction, 100 Alteration, 10 Illusion, 10 Conjuration, 85 Alchemy, 83 Unarmored, 30 Security, 100 Sneak, 100 Acrobatics, 18 Light Armor, 10 Short Blade, 88 Marksman, 33 Speechcraft, 100 Hand-to-hand Derived Attributes: 258 Health, 225 Magicka, 355 Fatigue With that, I still engage Netch with a single bow shot, but for everything else, it's Chitin Dagger time-chop or slash, either is fine. The Betty raises Short Blade two ranks to 12. Grab whatever you left behind, and start heading back to Balmora again. You will have an assortment of random critters, as always-I document what I run into so you know how I get to my benchmarks. While your particulars will vary, the assortment of critters should roughly balance out. I run into two Diseased Cliff Racers, two Betties, and a Bull Netch on my way out of Hla Oad. I engage the Betties first. The first raises Short Blade two ranks to 14. The second raises Short Blade to 15. Next, I go after the Diseased Racers. The first raises Short Blade to 16. I cast enough cantrips to make full use of the poisonbloom spells before going after the Bull. He raises Short Blade to 17. Moving toward Yasamsi, I had four Diseased Cliff Racers (the second of which raises Unarmored to 84 and Short Blade to 18, and the fourth of which raises Short Blade to 19), a Cliff Racer, a Mudcrab (which raises Short Blade to 20), five Bull Netch (78 Restoration cantrips per Netch, fighting with Marksman weapons, the first raises Restoration to 46, the second raises it two ranks to 48, the third raises it two ranks to 50, the fourth raises it to 51, and the fifth raises it two ranks to 53, as well as raising Marksman to 89), two more Mudcrabs, and a Betty Netch. After the fifth Bull, I pause to go ahead and raise Restoration two more ranks to 55, ignoring the final two Mudcrabs and Betty Netch. Rest... ***LEVEL UP*** Level 26 +5 Speed, +5 Willpower, +1 Luck Attributes: 100 Strength, 50 Intelligence, 60 Willpower, 100 Agility, 80 Speed, 100 Endurance, 40 Personality, 75 Luck Major Skills: 100 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: 34 Armorer, 41 Athletics, 15 Enchant, 100 Destruction, 100 Alteration, 10 Illusion, 10 Conjuration, 85 Alchemy, 84 Unarmored, 30 Security, 100 Sneak, 100 Acrobatics, 18 Light Armor, 20 Short Blade, 89 Marksman, 33 Speechcraft, 100 Hand-to-hand Derived Attributes: 268 Health, 225 Magicka, 360 Fatigue Now, switch back to the Chitin Dagger and engage the critters you have left. I do the Mudcrabs first. The first one raises Unarmored to 85. Finally, the Betty raises Short Blade to 21. Back to Balmora now. Hlaalo Manor first. Stash all ingredients, restock arrows and repair hammers, grab the three dwemer artifacts, and roll out. Offload all other stuff. Run to the South Wall and turn in the dwemer artifacts. No advancement yet, so take another job. This is easy-run to Hlaalo Manor, stash your new tools, grab the Brandy out of the dresser on the top floor, and return to Habasi. (If it doesn't spawn, you can lift it off of whatever merchant you sold the first bottle to.) You can now advance to Blackcap. The next rank is Operative-again, we already have the skills, but need to do more jobs. Take another job to be directed to Pelagiad. We're headed there next, but first, head to Hlaalo Manor for some alchemy. Balmora-Hlaalo Manor o======================================================================o ***CONTAINERS*** Corkbulb x3 Comberry x5 Heather x4 Stoneflower x2 Gold Kanet x3 ***SKILL INCREASES*** Alchemy x3 Short Blade x4 8) We only need 20 extra Intelligence to guarantee success, so one potion should suffice. Hoard all Restore Magicka and Fortify Intelligence ingredients. Apart from that, make whatever you can. Alchemy should increase to 88 here. Go offload the potions. We've cleared out another segment of the Vvardenfell map, so it's time to decide where to go next. Checking the journal, we have six quests pointing east to the Bal Ur region, one pointing north to the Ald'Ruhn region, the expansions (not yet), the Fighters Guild (on hold until we get the second Shulk Egg Mine quest from the Imperial Cult), and the Temple (all over, but one of the shrines is also in the Bal Ur region). The majority is clear-we're heading east. We'll start by heading to Pelagiad. Before leaving, grab Beluelle's Silver Bowl and Maurrie's Left Glove from your stash. Head to Pelagiad by way of Fort Moonmoth. It's all familiar territory until we get past Ulummusa, but here are the critters I run into: two Betty Netch (the first raises Short Blade to 22 and the second raises it to 23), a Wild Guar (that raises it to 24), a Bull Netch (who doesn't quite fully refill my magicka from before), another Betty Netch (that raises Short Blade to 25), another Bull Netch (that I get 50 cantrips out of). Past Ulummusa, continue along the road to the next intersection, grabbing a Corkbulb and Comberry as you go. This intersection has another Corkbulb; stick to the main road and grab a Comberry on the left and another Comberry on the right. The next intersection is Pelagiad's main entrance, where you can find a Corkbulb, four Heather, and two Comberry across from the town and two Stoneflowers and three Gold Kanets at the signpost. Enter the town. o======================================================================o | | | Pelagiad | | | o======================================================================o Sequence of Events: {WLK007} 1) Outdoors 2) Junal-Lei's House 3) Erval's House 4) Farusea Salas' House 5) Madres Navur's House 6) Halfway Tavern 7) Dralas Gilu's House 8) Murberius Harmevus' House 9) Mebestien Ence: Trader 10) Uulernil: Armorer 11) Ahnassi's House 12) Adanja's House 13) Guard Tower 14) South Wall 15) North Wall 16) Fort Pelagiad 17) Alchemy Session VI Pelagiad o======================================================================o ***NPCs*** Dralas Gilu Farusea Salas Junal-Lei Kunthar ***CONTAINERS*** Heather x2 Barrel x4 Crate x16 Corkbulb x5 Gold Kanet Flower x2 Heather x4 Willow Flower x3 Black Anther Plant x4 Comberry ***ITEMS*** Travel Lantern x4 Common Shirt x2 Common Shoes Common Skirt Common Pants x2 Iron Longsword Leather Left Bracer Leather Right Bracer Nordic Bearskin Cuirass Nordic Fur Boots ***SKILL INCREASES*** Athletics x1 Security x1 Short Blade x4 Unarmored x1 Restoration x4 1) Seyda Neen sized with less to do. First, loot all containers and plants within the town borders. Athletics should hit 42 as you run around. Next, pick all the locks: Junal-Lei's House (30), Farusea Salas' House (25), Guard Tower (50, should raise Security to 31), Dralas Gilu's House (30), and Ahnassi's House (45). Find Dralas Gilu, speak with him, and exhaust all dialogue. Do the same with Farusea Salas, but Taunt and kill her when done. Short Blade should increase to 26 and Unarmored to 86 during this fight. You can duck into her house to rest. Speak to Junal-Lei and do the same thing. Short Blade should increase to 27 during this fight. Finally, track down Kunthar and do the same with him. Short Blade should increase to 28 during this fight. We're ready to start raiding houses, but my Master's Lockpick is down to two uses and Pelagiad, annoyingly, has no fast travel options. It's actually closer to Seyda Neen than Balmora, so let's explore that road en route to the Silt Strider. Leave town and turn left on the main road. I was attacked by a Nix-Hound shortly out of town. Short Blade should increase to 29 during this fight. Find two Gold Kanet on the right, then four Heather, three Willow Flowers, four Black Anther Plants, a Comberry, and a Corkbulb on the right (ignore the side path). A bit farther up, on the right, find four Black Anther Plants, four Willow Flowers, and a Corkbulb. Skip the tomb you see and turn right at the fork. I was attacked by a Kwama Forager here. I found a Bull Netch hovering near here. 78 Restoration cantrips should raise it two ranks to 57. As you cross into the Bitter Coast, you should realize we're in familiar territory. I had another Bull Netch here; 78 cantrips raise Restoration to 58. Head for the Silt Strider. Stash all ingredients at Hlaalo Manor, restock on hammers, grab a fresh Master's Lockpick, and offload everything else before heading back to Pelagiad by way of Seyda Neen. I have a Scrib on the way back. 60 cantrips should raise Restoration to 59. Back in Pelagiad, start at Junal-Lei's House. Pelagiad-Junal-Lei's House o======================================================================o ***CONTAINERS*** Urn x3 Sack x14 Chest x3 Basket x6 Cloth Sack x3 Cupboard Pot Hutch Small Chest Barrel x3 Crate x3 ***ITEMS*** Saltrice x2 Ash Yam Paper x2 Pewter Candlestick Bottle x6 Goblet x5 Pitcher x3 Iron Ladle x2 Basket Tankard x3 Plate x2 Broom Travel Lantern Bucket Pillow 2) Place is empty, so go ahead and loot. Pick the level 15 locked Chest and the level 5 locked Chest to exhaust your current pick. Don't miss the level 25 Small Chest either. Head downstairs when done. Loot this room too, especially the level 30 Chest. Pretty uneventful. Head to Mebestien Ence to sell anything you don't need, then come back to this part of town and enter Erval's House. Pelagiad-Erval's House o======================================================================o ***NPCs*** Erval ***CONTAINERS*** Sack x8 Cloth Sack x2 Barrel Basket x3 Cupboard Chest ***ITEMS*** Common Pants Common Shirt Common Shoes Bucket Fork Knife Spoon Bowl x2 Tankard Jug x2 Bottle x6 Basket Pillow Gold x14 ***SKILL INCREASES*** Short Blade x1 Unarmored x1 3) Give Erval the usual useless NPC treatment. Short Blade should increase to 30 during this fight-switch to the Chitin Short Bow when it does. Unarmored should also increase to 87. Mebestien, then Farusea Salas' House. Pelagiad-Farusea Salas' House o======================================================================o ***CONTAINERS*** Basket x4 Pot Sack x7 Urn x2 Chest Corkbulb Cloth Sack ***ITEMS*** Basket Pitcher Cup x3 Bottle x4 Spoon Knife Iron Candlestick Yellow Glass Peach Glass Pot x2 Bucket Broom Pillow ***SKILL INCREASES*** Restoration x6 4) Empty, so loot at will. The 60 locked, trapped Chest looks more interesting than it usually is, unfortunately. Spam your Restoration cantrip here. You should be able to raise it four ranks to 63 before needing a potion-this leaves me with one. Raise it the remaining two ranks to 65 and rest... ***LEVEL UP*** Level 27 +5 Speed, +5 Willpower, +1 Luck Attributes: 100 Strength, 50 Intelligence, 65 Willpower, 100 Agility, 85 Speed, 100 Endurance, 40 Personality, 76 Luck Major Skills: 100 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: 34 Armorer, 42 Athletics, 15 Enchant, 100 Destruction, 100 Alteration, 10 Illusion, 10 Conjuration, 88 Alchemy, 87 Unarmored, 31 Security, 100 Sneak, 100 Acrobatics, 18 Light Armor, 30 Short Blade, 89 Marksman, 33 Speechcraft, 100 Hand-to-hand Derived Attributes: 278 Health, 225 Magicka, 365 Fatigue Mebestien, then hit Madres Navur's House. Pelagiad-Madres Navur's House o======================================================================o ***NPCs*** Madres Navur ***CONTAINERS*** Sack x9 Basket x5 Cupboard x3 Pot Chest Crate x3 Closet ***ITEMS*** Common Shirt Common Pants Standard Disease Resistance Standard Fortify Agility Potion Bottle x9 Greef Iron Candlestick x3 Cup x6 The Black Arrow, Volume 1 Tankard Basket Knife Spoon Cloth Jug Broom Pillow Travel Lantern Repair Prongs Apprentice's Armorer's Hammer ***SKILL INCREASES*** Speechcraft x1 5) Exhaust all dialogue, then give him the usual treatment. Speechcraft should increase to 34 as you taunt him. Loot the house now. The skill book is fine, Acrobatics is already maxed. Don't miss the 12 locked Chest downstairs. Offload with Mebestien, then head to the Halfway Tavern. Pelagiad-Halfway Tavern o======================================================================o ***NPCs*** Ahnassi Drelasa Ramothran Hrordis Ladia Flarugrius Nelos Onmar Samia Yakum Hairshashishi ***CONTAINERS*** Chest x3 Closet x2 Comberry Hutch Sack x18 Cupboard Small Chest ***ITEMS*** Quality Potion of Feather Note from Nelos Extravagant Robe Netch Leather Boots x2 Netch Leather Greaves x2 Netch Leather Left Gauntlet Netch Leather Right Gauntlet Cruel Sparkblade Chitin Spear Chitin Cuirass Netch Leather Shield Common Shirt Common Pants Pewter Candlestick x4 Pillow x3 Bowl x6 Pitcher x9 Iron Tanto Iron Candlestick x6 Knife x10 Spoon x10 Plate x24 Fork x9 Tankard x9 Jug Bottle x26 Cup x12 Goblet Basket x2 Broom Bucket x3 Torch x2 Quality Restore Health Extravagant Ring Extravagant Shirt Extravagant Shoes Extravagant Skirt Maurrie's Right Glove Dire Flameblade Bonemold Boots Bonemold Greaves Expensive Pants Expensive Shirt Extravagant Ring Extravagant Sapphire Amulet ***QUESTS*** Misc.-Ahnassi, a Special Friend ***SKILL INCREASES*** Restoration x3 Short Blade x4 Unarmored x2 Athletics x1 6) A fair bit to do here, actually. Start by speaking with Ahnassi to begin a quest. Exhaust all dialogue to wind up with a potion, a tip about Hrordis upstairs, and a quest to deal with a dude in Gnaar Mok. Sweet. Speak with Drelasa Ramothran next. Pickpocket any ingredients she has, then go upstairs and "speak" with Hrordis. Her belt is actually part of a different quest, so despite Ahnassi's tip we'll leave her be for now. Speak with Ladia Flarugrius next, followed by Nelos Onmar. Hand over Maurrie's glove to get a note in return. Yay. If you're getting annoyed at all this "not killing people" beeswax, I have good news. After exhausting all dialogue with Samia, you can Taunt and kill her. First, though, you should cast enough cantrips to take advantage of the 120 magicka you can absorb from her. This should raise Restoration to 66. Short Blade should increase to 31 during this fight. Speak to Yakum Hairshashishi next. Exhaust all dialogue, Taunt, and kill him. Short Blade should increase to 32 during this fight. You'll have to run off some Fatigue before he can hit you, so do that as needed to get that precious Unarmored experience. Time to loot now! I start upstairs, in Hrordis' room. Pick the 12 locked Closet. Next, pick the 20 locked Room Door. Loot here, then repeat for the other 20 lock. Now, loot the main tavern area. Lots of NPCs still kicking, so be careful. Don't miss the 23 locked Small Chest. Do the basement last; it's empty and easy. Offload with Mebestien, then run out to see Maurrie and give her Nelos' note. She'll direct you to an Emusette Bracques in Tel Aruhn. Fair enough. You can get your reward from Emusette without Maurrie or Nelos, though, and I think you know what that means. Before taunting Maurrie, cast 188 cantrips-this should raise Restoration two ranks to 68. With that done, taunt and kill her. Short Blade should increase to 33 during this fight. You'll have to run off your fatigue to let her hit you, which is fine of course. Unarmored should increase two ranks to 89 during this fight, and Athletics should increase to 43 as well. With that done, head back and do the same to Nelos Onmar. Short Blade should increase to 34 during this fight. Offload again, and head to Dralas Gilu's House. Pelagiad-Dralas Gilu's House o======================================================================o ***CONTAINERS*** Chest Cupboard Barrel Cloth Sack x2 Urn Basket ***ITEMS*** Ash Yam x3 Pillow Silver Shardblade Basket Bottle x11 Jug x2 Apprentice's Probe Folded Cloth Flask Cup x5 Pitcher Iron Candlestick Tankard x2 Fork Knife Spoon Bucket 7) Empty, so loot at will. Don't miss the 20 locked Chest, of course. The Silver Shardblade under the Pillow should be repaired. Offload, and head for Murberius Harmevus' House. Pelagiad-Murberius Harmevus' House o======================================================================o ***NPCs*** Murberius Harmevus ***CONTAINERS*** Wooden Barrel x2 Sack x9 Cupboard x2 Cloth Sack x3 Basket x5 Urn x2 Small Chest Chest ***ITEMS*** Common Shoes Common Shirt Common Pants Bottle x9 Basket Plate x7 Pewter Candlestick x2 Goblet x2 Fork x2 Knife x2 Spoon x2 Folded Cloth x2 Pitcher x2 Tankard x3 Jug Flask x3 Bowl x2 Vase Pillow ***SKILL INCREASES*** Short Blade x1 Unarmored x1 Security x1 8) Speak with Murberius, then taunt and kill him. Short Blade should increase to 35 during this fight. You'll have to run off some fatigue before he can hit you. Unarmored should increase to 90 as well. Loot away, naturally picking the 20 lock Trap Door to the basement. Loot here too, picking both locks (Security should increase to 32) before heading to Mebestien and offloading. Stay here-Mebestien is our next target. Pelagiad-Mebestien Ence: Trader o======================================================================o ***NPCs*** Mebestien Ence ***CONTAINERS*** Sack x3 Basket x4 Barrel x2 Wooden Barrel Chest Crate x2 Urn x3 Cloth Sack x4 Rusted Chest Closet Small Chest ***ITEMS*** Common Left Glove x3 Common Belt x5 Common Pants x5 Common Robe x2 Expensive Shirt Expensive Robe Expensive Amulet x2 Mazte x3 Shein x3 Greef x4 Chitin Short Bow Bonemold Shield Bottle x9 Ash Yam Cup Iron Halberd Vase x2 Pitcher x4 Pewter Candlestick x4 Iron Candlestick x3 Flask x5 Bowl x6 Cup x9 Plate x4 Iron Ladle Goblet x15 Platter x2 The Alchemist's Formulary Jug Fork Knife Spoon The Pilgrim's Path Folded Cloth x2 Pillow Silver Candlestick Paper Bucket ***SKILL INCREASES*** Restoration x2 Armorer x1 9) Exhaust all dialogue with Mebestien, then loot his shop. You'll have to offload at Uulernil multiple times (for weapons and armor), and make sure to repair the bow and shield from his counter and the Iron Halberd behind it. Drelasa Ramothran will buy alcohol, as well. I can just manage to loot the entire store this way, save one thing. The 50 locked Small Chest upstairs contains the dwemer coherer we need for our current Thieves' Guild quest. It weighs 40 pounds-too much for me without an offload. To offload the rest, you'll have to make the run to Seyda Neen/Balmora/Creeper. It's quick, but you might encounter critters. I had a Scrib along the way-60 cantrips are good to raise Restoration to 69. I got a Nix-Hound right by the silt strider. Armorer increases to 35 when I repair my dagger after this fight. Head to Hlaalo Manor and stash any Marksman ammo (save your 500 weakest arrows), ingredients, thief tools, soul gems, and repair tools. Restock to 5 hammers, and go offload the rest. I also think it prudent to sweep the mages guild supply chests for 40 standard restore magicka potions. Now, take the strider back to Seyda Neen and run back to Pelagiad. I get a Bull Netch along the way. 78 cantrips should raise Restoration to 70. Once back, grab Mebestien's dwemer coherer. This thing weighs 40 pounds, and it doesn't vanish during the quest. Oh well, more offloads coming. Head to Uulernil's next. Pelagiad-Uulernil: Armorer o======================================================================o ***NPCs*** Uulernil ***CONTAINERS*** Small Chest x2 Chest x3 Cloth Sack x4 Sack x2 Crate x3 Wooden Chest Urn x2 ***ITEMS*** Apprentice's Armorer's Hammer x11 Repair Prongs x11 Pewter Candlestick x2 Nordic Leather Shield Chitin Shield Imperial Broadsword Imperial Shortsword Iron Broadsword Bread Cup x3 Bottle x12 Chitin Boots Imperial Steel Helmet Iron Helmet Nordic Fur Helm Bonemold Helm Nordic Fur Boots Bonemold Boots Imperial Chain Right Pauldron Bonemold Left Bracer Bonemold Right Bracer Fork x2 Plate x2 Bowl Knife x2 Spoon x2 Pitcher Folded Cloth Pillow Goblet ***SKILL INCREASES*** Restoration x1 Short Blade x1 10) Exhaust all dialogue with Uulernil. Pickpocket his repair tools, then start looting the shop. There are several locked chests (two Small Chests at 25, two Chests at 75, and a Wooden Chest at 75), all of which we are able to pick. Much of this needs to be repaired prior to offloading; weapons and armor can be sold to Shadbak gra-Burbug in Fort Pelagiad, lessening the need to leave town. Head upstairs and loot there too, making sure to hit the 10 locked door to the bedroom and the 15 locked chest inside. Time for another offload, but before you head to Balmora, confront Shadbak gra-Burbug with the dwemer coherer so you can offload it as well. You can also show Beluelle's Silver Bowl to Ygfa for a journal entry. On the way to Seyda Neen/Balmora, I run into a Bull Netch. 78 cantrips should raise Restoration to 71, and the fight should raise Short Blade to 36. Stash ammo (save 500 weak arrows), all ingredients, Beluelle's Silver Bowl, and all but 5 repair hammers. I also suggest grabbing a fresh Master's Lockpick-the current one should be down to 5 uses. Go offload everything else. At this point, the supply chests had restocked, so another tour to the guilds for ammo, repair hammers, soul gems, and standard restore magicka potions was in order. Keep your 500 weakest arrows, 10 standard potions, any custom potions (I still had one), and 5 hammers-stash the rest. I got a Diseased Kagouti on the way back. Head into Ahnassi's House. Pelagiad-Ahnassi's House o======================================================================o ***CONTAINERS*** Basket x7 Chest of Drawers Cloth Sack x4 Small Chest x2 Sack x4 Wooden Barrel Barrel Closet Chest x2 ***ITEMS*** Plate x5 Fork x4 Knife x4 Spoon x4 Tankard x12 Silver Candlestick x4 Pitcher x2 Bottle x21 Flask Gold x5 Silverware Cup Silverware Pitcher Flin x2 Greef x2 Sujamma x2 Shein Goblet x6 Jug x3 Bowl x4 Platter Basket Mazte Pillow x2 Pewter Candlestick Cup x2 11) Empty house, so loot at will. Don't miss the 30 lock Chest on the first floor before heading downstairs. There's a 5 locked Closet, a 15 locked Chest, a 25 lock Small Chest, and 35 lock Chest down here. This should exhaust your current Master's Lockpick. When done, most of this can be offloaded by visiting a combination of Pelagiad's merchants. Head to Adanja's House when done. Pelagiad-Adanja's House o======================================================================o ***NPCs*** Adanja ***CONTAINERS*** Sack x11 Basket x6 Cloth Sack Small Chest Chest Barrel Urn x2 Crate x2 ***ITEMS*** Common Pants Common Shirt Bottle x16 Jug x3 Iron Ladle Bucket Broom Basket Vase x2 Cup x21 Bowl x3 Pitcher x3 Plate x3 Tankard Fork Knife Spoon Pewter Candlestick Pillow Poison Song V Poison Song VI ***SKILL INCREASES*** Restoration x2 Speechcraft x1 12) Speak with Adanja and exhaust all dialogue. She will rather hilariously cast Restore Health spells on YOU after she takes some damage, so cast 96 cantrips before you taunt her. This should raise Restoration two ranks to 73. Speechcraft should then increase to 35 as you taunt her. Loot once she's down. Hit the cellar too. There's a 15 lock Small Chest here. When done, sell all you can here in town and head for the Guard Tower. Pelagiad-Guard Tower o======================================================================o ***CONTAINERS*** Crate Cloth Sack x2 Sack x3 Basket x3 Chest ***ITEMS*** Pillow Imperial Steel Helmet Bowl Goblet x2 Iron Candlestick Jug Bottle x3 Steel Staff Iron Dagger Steel Broadsword Imperial Shortsword Iron Longsword 13) Loot! There's nothing upstairs, so head downstairs. Don't miss the 40 lock Chest. Lots of this gear is damaged, so repair it. Weapons and armor can be offloaded to Shadbak; offload whatever else you can to Mebestien. Enter the fort courtyard, climb the steps, and quickly dart through the North Wall to explore the South Wall first. Pelagiad-South Wall o======================================================================o ***NPCs*** Morbash gro-Shagdub New-Shoes Bragor ***CONTAINERS*** Crate x4 Basket x2 Cloth Sack Chest x4 Chest marked "Evidence" ***ITEMS*** Steel Arrow x2 Steel Longbow x2 Broom Pillow x4 Steel Broadsword Travel Lantern x3 Fort Pelagiad Prisoner Log Bottle x5 Iron Candlestick Imperial Steel Cuirass Imperial Steel Left Pauldron Imperial Steel Right Pauldron Cup Bucket x5 Common Belt Common Pants x2 Common Shirt ***SKILL INCREASES*** Security x1 Short Blade x1 Athletics x1 ***REWARDS*** Exquisite Shoes 14) Nothing upstairs, so head down. Head left first, looting as you go. One of those Steel Longbows is an upgrade relative to the Long Bow you should have stashed, FYI. Repair them, then go head further downstairs. Loot the barracks in here, picking the locks on all four Chests. This should raise Security to 33. Lots of this is damaged, so repair it. Head behind the Cell Door now. Loot this little hallway, picking the 50 locked Evidence chest. Check behind the Cell Doors, too. You can open the level 95 locks here, and you should, but as to New-Shoes Bragor's door, this doesn't count as freeing him if you haven't spoken to Shadbak. Nonetheless, chat with him to receive a pair of Exquisite Shoes. Now, for some hilarity, go ahead and Taunt and kill New-Shoes. Short Blade should increase to 37 during this fight. Don't worry, this has no adverse effect on completing the quest. Repair and rest on a bedroll before opening the next cell to find Morbash gro-Shagdub. Exhaust all dialogue, taunt, and kill him. Athletics should increase to 44 as you run down your fatigue. At this point, I realize he actually can't hit me, even at zero fatigue. Ah well. Repair, but no need to rest. Pick the lock to the main fort, but don't go in yet. Exit the barracks, turn left, and enter the main fort. Offload what you can with Shadbak and Mebestien, making sure to keep one of the Steel Longbows. Head to the North Wall, taking the west upper level entrance. Pelagiad-North Wall o======================================================================o ***CONTAINERS*** Crate x3 15) Nothing upstairs, so head down. At the intersection, go south first. Loot the crates here, then head back and go east. Nab the crate under the stairs here. That's it. Offload what you can at Mebestien, then head into Fort Pelagiad proper. Pelagiad-Fort Pelagiad o======================================================================o ***NPCs*** Angoril Shadbak gra-Burbug Ygfa ***CONTAINERS*** Crate x4 Chest of Drawers Cloth Sack x5 Basket x6 Sack x3 Chest x4 Small Chest x4 Wooden Chest ***ITEMS*** Imperial Broadsword x2 Imperial Templar Boots Imperial Templar Greaves Imperial Templar Knight Cuirass Imperial Templar Left Bracer Imperial Templar Left Pauldron Imperial Templar Right Bracer Imperial Templar Right Pauldron Imperial Templar Skirt Pewter Candlestick x3 Mazte x2 Standard Fortify Fatigue Potion Cheap Restore Health Greef Flin x2 Jug x2 Bottle x8 Folded Cloth Plate x2 Cup Spoon Knife Fork Paper Bread x3 Steel Greaves Steel Cuirass Steel Helm Imperial Chain Coif Imperial Chain Cuirass Imperial Chain Greaves Iron Arrow x60 Apprentice's Armorer's Hammer x10 Repair Prongs x10 Silverware Bowl Ordo Legionis Stoneflower Petals x3 Flask Gold x31 Silverware Plate x2 Silverware Cup Silver Candlestick Bowl x3 Pillow x2 Broom Goblet x2 Small Kwama Egg Apprentice's Mortar and Pestle Common Robe Common Shoes Potion of Cure Blight Disease Potion of Cure Common Disease Potion of Cure Paralyzation Potion of Cure Poison Ash Yam x5 Bittergreen Petals x5 Chokeweed x5 Marshmerrow x5 Guar Hide x4 ***SPELLS*** Balyna's Efficacious Balm Blessed Touch Restore Speed Restore Strength Righteousness Rilm's Cure ***SKILL INCREASES*** Unarmored x1 Short Blade x3 Restoration x2 16) Start by turning right and exploring this tower, going top to bottom. Only goodies are two crates under the stairs. Pick the lock to South Wall, then head up to the second level and enter Angoril's room. Speak with him and exhaust all dialogue. Taunt and kill him. Unarmored should increase to 91 during this fight, and Short Blade should increase two ranks to 39. Note that the Imperial Templar Greaves are an upgrade to the Steel Greaves we currently have stashed. Do all available repairs, rest, then loot the room. You can easily pick all three locks in here. Explore the north tower from top to bottom. Now, enter the main room and sell what you can to Shadbak, remembering to keep the Imperial Templar Greaves and Steel Longbow. Pickpocket Shadbak for her iron arrows and repair tools, exhaust all dialogue with her, then loot the room. You will need an offload here, but you can sell enough to Uulernil, Mebestien, and Dralasa to keep functioning. Of the remaining two doors, head to the altar room first and loot it. Do another local offload, then head to Ygfa's room. Loot it first, then speak with Ygfa. Exhaust all dialogue, then Admire her disposition up to 90+. Cast 72 cantrips now-this should raise Restoration to 74. Taunt and kill Ygfa. Short Blade should increase to 40 during this fight. Note that I miss Unarmored training here-she takes a potion of fortify health at some point, and dies while I'm letting her attack me. I also *just* need another local offload to loot her completely. Repair when done, then cast the cantrip until Restoration increases to 75. Rest once it does... ***LEVEL UP*** Level 28 +5 Speed, +5 Willpower, +1 Luck Attributes: 100 Strength, 50 Intelligence, 70 Willpower, 100 Agility, 90 Speed, 100 Endurance, 40 Personality, 77 Luck Major Skills: 100 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: 35 Armorer, 44 Athletics, 15 Enchant, 100 Destruction, 100 Alteration, 10 Illusion, 10 Conjuration, 88 Alchemy, 91 Unarmored, 33 Security, 100 Sneak, 100 Acrobatics, 18 Light Armor, 40 Short Blade, 89 Marksman, 35 Speechcraft, 100 Hand-to-hand Derived Attributes: 288 Health, 225 Magicka, 370 Fatigue Head back to Seyda Neen now. I get a Scrib along the way, who can't quite fully refill my magicka. I am also attacked by a Nix-Hound at Addamasartus. Head back to Balmora and head to Hlaalo Manor. Replace the Long Bow and Steel Greaves in your stash with the Steel Longbow and Imperial Templar Greaves. Stash all ingredients, all soul gems, and all but 5 repair hammers. Before offloading, head to Hlaalu Council Manor and pick open the 94 lock Chest. Drop the gems off at Hlaalo Manor, then go open the 95 lock door at the Morag Tong Guild. There's a 100 locked Door beyond it that is still beyond our reach, but do disarm the trap. Go offload all your goodies now. Head back to Hlaalo Manor, grab a fresh Master's Lockpick, and get ready for an alchemy session. Balmora-Hlaalo Manor o======================================================================o ***SKILL INCREASES*** Alchemy x6 ***REWARDS*** Gold x1000 ***QUESTS*** Thieves Guild-Master of Security ***FACTIONS*** Thieves Guild-Operative 17) At this point, our success rate is 100%. Leave stashed all ingredients for Fortify Intelligence and Restore Magicka, and make whatever else you can. Alchemy should increase to 94 during this session. Go offload all the resultant potions. Go to the South Wall and speak to Sugar-Lips about New-Shoes Bragor to complete that quest and get another. No advancement for that. The security master is Hecerinde, so head to his house and speak to him about "South Wall" to advance the quest. Return to Sugar-Lips to complete it. The reward is a cleared bounty-useless if you're competent. She'll promote you to Operative now, and inform you that she has no more jobs for you. Sweet. Go take the silt strider to Suran-we're going straight for another town. o======================================================================o | | | Suran | | | o======================================================================o Sequence of Events: {WLK008} 1) Outdoors 2) Guard Tower 3) House of Earthly Delights 4) Ranosa Gilvayn: Outfitter 5) Garothmuk gro-Muzgub: Smith 6) Goldyn Belaram: Pawnbroker 7) Suran Slave Market 8) Verara Rendo: Clothier 9) Ralds Oril: Trader 10) Ibarnadad Assirnarari: Apothecary 11) Suran Tradehouse 12) Suran Temple 13) Oran Manor 14) Alchemy Session VII Suran o======================================================================o ***NPCs*** Bula gra-Muk Elvil Vidron Folsi Thendas Neldris Llervu ***CONTAINERS*** Kreshweed x2 Gold Kanet Flower x2 ***ITEMS*** Journeyman's Armorer's Hammer Orcish Greaves Orcish Tower Shield Orcish Right Bracer Iron Left Bracer Iron Left Gauntlet Orcish Boots Orcish Cuirass Glass Longsword Glass Left Pauldron Glass Right Pauldron Muck Bittergreen Petals Black Anther ***SKILL INCREASES*** Short Blade x3 1) Begin by exhausting all dialogue with Folsi Thendas, the caravaner. Loot around outside-Suran is pretty small and all you'll find is plants near the Temple and one repair hammer at the smithy, but don't let that deceive you-there's cool stuff here. You may have spotted Bula gra-Muk, wearing some Glass Armor. This is the strongest Light Armor in the game, and we need not keep her kicking for any reason. Exhaust all dialogue, Taunt, and kill her. Short Blade should increase three ranks to 43 during this fight. My Chitin Dagger breaks before I can finish her off, so I switch to my Chitin Short Bow and Chitin Arrows. Get that good gear! Repair it all, then sneak into Oran Manor to rest. Be aware that the Glass Left Pauldron, Glass Right Pauldron, Orcish Greaves, and Orcish Right Bracer are all upgrades relative to our current stash. Next, find Neldris Llervu. He factors into a quest later, so simply exhaust all dialogue. The same is true for Elvil Vidron, although you can and should pickpocket a few ingredients from him. Head to the Guard Tower when done. Suran-Guard Tower o======================================================================o ***CONTAINERS*** Closet ***ITEMS*** Torch x6 Pillow x2 Silver Dagger Sword of White Woe Tankard x8 Iron Dagger Pitcher x2 Bread Paper Folded Cloth x2 Bowl x5 Bottle x8 Candle Beaker Basket Jug Goblet Blue Clay Pot Blue Glass Pot Glass Lantern The Mirror Redware Pot x3 Peach Glass Pot x2 Ceramic Bowl x2 Cup x2 Platter Green Pot Decorative Bowl 2) Loot from the top down. Don't miss the Sword of White Woe under the bed at the top. Repair all the damaged gear. At this point, I hop the strider back to Balmora. Stash the Glass Pauldrons, Orcish Greaves, Orcish Right Bracer, and all ingredients. Restock on arrows and hammers, then offload everything else. Back in Suran, head to Desele's House of Earthly Delights. Suran-Desele's House of Earthly Delights o======================================================================o ***NPCs*** Caminda Daric Bielle Helviane Desele Khinjarsi Marelle Muvis Moran Runa Snorri Tirnur Thirano ***CONTAINERS*** Small Chest Corkbulb x6 Urn x2 Chest Basket Sack x2 Crate x2 Wooden Crate ***ITEMS*** Chitin Shortsword Common Pants x2 Common Shirt x2 Common Shoes x2 Steel Boots Bonemold Long Bow Silver Arrow x30 Gold x450 Slave's Right Bracer Common Skirt Common Robe Redware Candle Drum x2 Guarskin Drum x2 Lute x2 Good Skooma Pipe Bowl x2 Moon Sugar Bucket x4 Broom Shein x2 Goblet x14 Skooma x4 Brass Candlestick x3 Mazte Cyrodiilic Brandy x5 Bottle x42 Folded Cloth Greef x2 Tankard x14 Sujamma x4 Plate x2 Fork x2 Knife x2 Pillow x2 Mystery of Talara, Part 1 Ash Yam x2 Expensive Shirt Extravagant Pants Extravagant Shoes Methas Hlaalu's Amulet Jug x5 Torch ***SKILL INCREASES*** Speechcraft x1 Security x1 Short Blade x3 Unarmored x2 Athletics x1 ***QUESTS*** Misc.-The Drunken Bounty Hunter Misc.-Umbra 3) Behold, a strip club in 2001 graphics! Enter on the ground floor to find a Dunmer named Muvis Moran. Exhaust all dialogue with him, then Taunt and kill him. Speechcraft should increase to 36 as you taunt him. Loot, repair, and rest-there's a bed in here, upstairs, behind the 45 locked door. Picking this lock should raise Security to 34. Back downstairs, go have a chat with Snorri. Exhaust all dialogue. He's a caster, so use enough cantrips to take advantage of 75 absorbable magicka. Taunt and kill him. Short Blade should increase to 44 during this fight. Loot, repair, and rest when done. I visit the three dancers next, starting with Caminda, the Redguard. Exhaust all dialogue, taunt, and kill her. Short Blade should increase to 45 during this fight, and Unarmored should increase to 92. Repair and rest, then go chat with Runa. Same deal. Marelle is up next. She won't dialogue with you, so just attack her from stealth. Talk to Daric Bielle next to start a quest. Agree to find the slave. Obviously, he is tied to a quest, so just pickpocket him. All three items he carries are worthy. His Bonemold Long Bow is an upgrade, FYI. Go visit Khinjarsi now. Unfortunately, there's no way to free her. Exhaust all dialogue, Taunt, and kill her. Short Blade should increase to 46 during this fight, and Unarmored should increase to 93. Talk to Helviane Desele next. She also plays into a later quest, so just exhaust all dialogue to start another quest. Pickpocket her gold, then go chat with Tirnur Thirano upstairs. He has no real dialogue, so just Taunt and kill him. That makes the place as clear as it's going to get, so start looting. The skill book is for the already-maxed Acrobatics. I like to make another run to Balmora here, making sure to swap the Bonemold Long Bow for the Steel Longbow and restocking/stashing/offloading as needed. You should know the routine by now. Athletics should increase to 45 around now. Before leaving, head to the Morag Tong Guildhall. Yes, we can unlock level 100 doors-no lock can stop us now. Open the cell door. Loot the mysterious corpse of Methas Hlaalu (this is never explained or tied to any quest) and head to the Guild of Fighters. Pick open the trap door downstairs. Hope you didn't expect anything exciting-loot this little room. Stash and offload what little there was, and head to the silt strider. Before heading back to Suran, head to Seyda Neen, go to Census and Excise, and unlock the door out to the docks. We have no locks left in the backlog! At this point, I'm going to stop declaring when things are locked or trapped; you should always pick or disarm as you encounter them. Head back to Suran now, and enter Ranosa Gilvayn: Outfitter. Suran-Ranosa Gilvayn: Outfitter o======================================================================o ***NPCs*** Ranosa Gilvayn ***CONTAINERS*** Small Chest Sack x4 Crate x4 Cloth Sack Desk ***ITEMS*** Netch Leather Left Gauntlet Netch Leather Right Gauntlet Imperial Newtscale Cuirass Iron Cuirass Repair Prongs Apprentice's Armorer's Hammer x2 Journeyman's Armorer's Hammer x2 Master's Armorer's Hammer Netch Leather Helm Apprentice's Lockpick x2 Journeyman's Lockpick x2 Master's Lockpick x2 Apprentice's Probe x2 Journeyman's Probe x2 Master's Probe Chitin Shield Chitin Mask Helm Chitin Boots Small Kwama Egg x3 Bowl x2 Paper Lantern Travel Lantern x2 Common Pants x4 Common Shirt x4 Common Shoes x4 Silver Dart x12 Steel Bolt x17 Steel Crossbow Chitin Arrow x8 Chitin Short Bow Steel Arrow x9 Steel Longbow Steel Tanto Steel Mace Iron Longsword Sujamma Telvanni Bug Musk x2 Flin Cheap Restore Health x2 Bargain Restore Fatigue Bargain Fortify Fatigue Potion of Cure Common Disease Cheap Disease Resistance x2 Potion of Detect Creatures Vernaccus and Bourlor Redware Bowl x3 Redware Pot x4 Peach Glass Bowl Bamboo Candlestick Goblet x4 Tankard x6 Bottle x6 Plate x5 Gold x11 Pitcher Fork x2 Knife x2 Pillow Mysterious Akavir Frontier, Conquest... ***SKILL INCREASES*** Marksman x1 Armorer x1 4) As you can see, there are substantial goodies here. Start by speaking with Ranosa, exhausting all dialogue. There's nothing to pickpocket, so just loot the shop (and what a smorgasbord it is). The Marksman skill book is actually helpful-it should raise it to 90. Go offload-you know the drill by now. Much of the gear is repairable, bear in mind. In fact, as you perform these repairs, Armorer should increase to 36. When done, head back to Suran and head to Garothmuk gro-Muzgub: Smith. Suran-Garothmuk gro-Muzgub: Smith o======================================================================o ***NPCs*** Garothmuk gro-Muzgub ***CONTAINERS*** Sack x2 Crate x2 Cloth Sack Large Chest Small Chest Closet ***ITEMS*** Chitin Throwing Star x44 Apprentice's Armorer's Hammer x3 Journeyman's Armorer's Hammer x11 Master's Armorer's Hammer x8 Repair Prongs Steel Boots Steel Greaves Silver Spear Imperial Broadsword Iron Battle Axe Nordic Claymore Ceramic Candlestick x2 Redware Pot The Buying Game 2920, Sun's Dusk Brief History of the Empire, v2 Provinces of Tamriel Boiled Netch Leather Helm Nordic Fur Helm Nordic Fur Greaves Netch Leather Greaves Netch Leather Boots Chitin Right Pauldron Steel Right Pauldron Iron Shield Iron Tower Shield Iron Saber Iron Tanto Steel Club Plate x3 Bottle x2 Cup x2 Orcish Left Pauldron x2 Orcish Helm Steel Halberd Goblet x2 Fork x2 Knife x2 Pillow Bowl Pitcher Silver Dagger Ice and Chiton ***SKILL INCREASES*** Short Blade x1 Light Armor x1 5) Begin by exhausting all dialogue-he has a lot to say about weapon and armor types. Pickpocket him next-he has Chitin Throwing Stars and repair tools we'll want. With that done, loot the store from stealth. Don't read The Buying Game yet-just grab it for our stash. The Short Blade skill book, on the other hand, is fine, and should raise Short Blade to 47. Either of the Orcish Left Pauldrons are an upgrade relative to the Armun-An Bonemold Left Pauldron in our Medium Armor stash. Some of this gear is damaged, and should naturally be repaired. The Light Armor skill book is also fine, and should raise Light Armor to 19. You'll need to offload to loot everything-make sure to stash The Buying Game and an Orcish Left Pauldron in addition to the usual routine. Do a final offload when done, then head to Goldyn Belaram: Pawnbroker. Suran-Goldyn Belaram: Pawnbroker o======================================================================o ***NPCs*** Goldyn Belaram ***CONTAINERS*** Small Chest Chest x2 Sack x6 Basket Crate x3 Urn x3 ***ITEMS*** Glass Lantern x3 Paper Lantern Bamboo Candlestick x3 Candle x2 Ceramic Candlestick Silver Spear Silver Throwing Star x2 Glass Dagger Ebony Dart x5 Ebony Right Bracer Gah-Julan Bonemold Left Pauldron Armun-An Bonemold Cuirass Repair Prongs Apprentice's Armorer's Hammer Bottle x6 Plate x3 Pitcher x2 Cup x5 Platter Roobrush Red Lichen Resin Willow Anther Scathecraw Wickwheat x2 Cheap Restore Health Bargain Lightning Shield Cheap Frost Resistance Standard Fortify Speed Bargain Fortify Strength Mysterious Akavir The Consolations of Prayer Biography of Barenziah vII Bucket Broom Basket x2 Gold x28 Small Kwama Egg x2 Redware Pot Blue Glass Pot x2 6) Begin, as usual, by speaking to Goldyn Belaram and exhausting all dialogue. Loot the shop from stealth afterwards. You will exhaust your current Master's Lockpick in here. The Glass Dagger is an upgrade relative to the Silver Shortsword I currently have stashed, and the Ebony Right Bracer is an upgrade from the Imperial Templar Right Bracer in the Heavy Armor stash. Those Ebony Darts are also the best Marksman weapons we've laid eyes on so far. Told you Suran had good stuff. Repair the Glass Dagger and Silver Spear before offloading. Back in Suran, head to the Suran Slave Market. Suran-Suran Slave Market o======================================================================o ***NPCs*** Dranas Sarathram Jeelus-Tei Seewul Tim-Jush Yakov ***CONTAINERS*** Small Chest Closet Drawers Black Anther Plant ***ITEMS*** Extravagant Pants Extravagant Shirt Extravagant Shoes Bucket x4 Slave's Left Bracer x2 Common Pants x3 Slave's Right Bracer x2 Pillow x3 Boiled Netch Leather Helm Plate x5 Ceramic Candlestick x4 Greef x2 Goblet x5 Pitcher Flin x3 Bottle x2 Fork x3 Knife x3 Spoon x3 Comberry x3 Hound Meat x3 Bread x3 Basket Silver Candlestick Redware Pot x4 Biography of the Wolf Queen ***SKILL INCREASES*** Short Blade x2 Unarmored x2 Speechcraft x1 Athletics x1 7) Start by speaking with Dranas Sarathram to advance The Drunken Bounty Hunter. You'll need to Admire his disposition up to 60+ to learn that Hides-His-Eyes is the translation of Haj-Ei, so do so. With that done, he is no longer relevant and he's a slaver to boot. Taunt and kill him. Short Blade should increase to 48 during this fight. You'll need to run your Fatigue down to allow him to hit you for defensive experience, so do so. Unarmored should increase to 94 during this fight. Loot, repair, and rest when done. Before general looting, let's deal with the slaves. Unfortunately, we can't free them, so...beginning with the first cell door going clockwise from the entrance, we find Jeelus-Tei. Exhaust all dialogue, then Taunt and end his misery. Speechcraft should increase to 37 as you Taunt him. Unarmored should increase to 95 during this fight. Loot, repair, and rest. The next cell houses Tim-Jush; same thing. Loot, repair, and rest. The next cell houses Seewul; once more, with feeling! Short Blade should increase to 49 during this fight. Loot, repair, and rest. Open the final cell to find Yakov. Athletics should increase to 46 about now. Yakov is interestingly dressed, but other than that is totally normal. Repeat the process again. Loot, repair, and rest, then loot the now-empty building. Offload when done. Back in Suran, head to Verara Rendo: Clothier. Suran-Verara Rendo: Clothier o======================================================================o ***NPCs*** Verara Rendo ***CONTAINERS*** Small Chest Sack x4 Cloth Sack Crate x3 Closet ***ITEMS*** Bolt of Cloth x5 Spool x6 Shears x2 Expensive Ring Common Ring x6 Expensive Shirt x3 Expensive Amulet x2 Common Amulet x2 Common Robe Expensive Belt Common Belt Extravagant Shirt Expensive Left Glove Expensive Right Glove Expensive Skirt Extravagant Belt Extravagant Robe x2 Common Left Glove Common Right Glove Extravagant Pants x2 Expensive Shoes x4 Basket Gold x2 Pillow 8) Begin by speaking with Verara Rendo. When done, loot the shop from stealth. Not much here, I know. Go offload. Head for Ralds Oril: Trader next. Suran-Ralds Oril: Trader o======================================================================o ***NPCs*** Ralds Oril ***CONTAINERS*** Wooden Crate Urn x2 Chest Ash Yam Fire Fern Crate Barrel Basket Cloth Sack Sack x2 Chest of Drawers ***ITEMS*** Expensive Pants Expensive Shirt Expensive Shoes Imperial Shortsword Steel Vipersword Steel Broadsword of Hewing Silver Shardaxe Dreugh Helm Dreugh Cuirass Journeyman's Calcinator Apprentice's Retort Greater Soul Gem Common Soul Gem x2 Lesser Soul Gem x2 Petty Soul Gem x2 Fire Petal Gold Kanet Dreugh Wax Gravedust Common Robe x3 Bargain Fortify Magicka Potion of Detect Key Potion of Cure Common Disease Cheap Potion of Fire Shield Potion of Cure Poison Bamboo Candlestick x2 Candle x2 Special Flora of Tamriel Spirit of Nirn, God of Mortals Blue Clay Pot Blue Glass Pot Redware Pot x4 Peach Glass Pot x2 Pillow The Wolf Queen, Book VII Paper Lantern Limeware Flask Brief History of the Empire, v1 The Blue Book of Riddles Bottle Goblet Plate Fork Knife Spoon Gold x16 ***SKILL INCREASES*** Speechcraft x1 9) Speak with Ralds and exhaust all dialogue. Loot his shop from stealth. Note that the Dreugh Cuirass is an upgrade from the Orcish Cuirass in our stash. The skill book upstairs should raise Speechcraft to 38. Repair everything that's damaged. Go offload, remembering to stash the Dreugh Cuirass and the Steel Broadsword of Hewing. You should also have lots of soul gems, Marksman ammo, and ingredients. Back in Suran, head to Ibarnadad Assirnarari: Apothecary. Suran-Ibarnadad Assirnarari: Apothecary o======================================================================o ***NPCs*** Ibarnadad Assirnarari ***CONTAINERS*** Sack x7 Wooden Chest Crate x2 Urn x3 Small Chest Chest Draggle-Tail (pod) x3 Draggle-Tail (flower) x2 Corkbulb Ash Yam x3 Bittergreen Plant x3 Black Anther Plant x2 Desk ***ITEMS*** Plate x8 Pearl x3 Netch Leather x2 Large Kwama Egg Bowl x4 Kagouti Hide Bargain Restore Strength Potion of Telekinesis Bargain Potion of Silence Cheap Spell Absorption Greef Mazte x2 Ghoul Heart Fire Salts Telvanni Bug Musk Candle Dreugh Wax x2 Chokeweed x3 Bittergreen Petals x2 Ash Yam x3 Standard Potion of Night-Eye Quality Lightning Shield Bargain Potion of Invisibility Standard Fortify Willpower Bargain Potion of Fire Shield Potion of Cure Paralyzation Quality Disease Resistance Potion of Cure Common Disease x2 Cheap Potion of Shadow x2 Cheap Potion of Burden Master's Calcinator Journeyman's Alembic Racer Plumes Scales Scathecraw Roobrush x2 Red Lichen x2 Scrap Metal Tankard x3 Redware Pot x2 Pitcher x3 Bottle x6 Jug Fork x6 Knife x6 Spoon x6 Gold x16 Ceramic Candlestick Skull Goblet The House of Troubles Lives of the Saints Pillow 10) Speak to Ibarnadad and exhaust all dialogue. Loot his shop from stealth. Go offload. Back in Suran, head to the Suran Tradehouse. Suran-Suran Tradehouse o======================================================================o ***NPCs*** An-Zaw Ashumanu Eraishah Jamie Sakin Sanammasour Hides-His-Eyes Movisa Andas ***CONTAINERS*** Chest of Drawers x2 ***ITEMS*** Silver Longsword Chitin Boots Chitin Greaves Common Pants x6 Common Shirt x6 Common Shoes Bread x11 Iron Ladle Bucket Broom Tankard x9 Bottle x60 Folded Cloth x2 Jug x16 Goblet x2 Plate x3 Fork x2 Knife x2 Cup x4 Silver Viperaxe Armun-An Bonemold Cuirass Bonemold Boots Bonemold Greaves Steel Left Gauntlet Steel Left Pauldron Steel Right Gauntlet Steel Right Pauldron Pillow x2 Lives of the Saints x2 Saryoni's Sermons x2 The Consolations of Prayer x2 Redware Pot x4 Decorative Bowl Blue Clay Pot x2 Redware Candle Silver Shardblade Good Skooma Pipe x2 Skooma x4 Moon Sugar x4 Bowl x2 Blue Glass Pot Chokeweed x2 Silver Dagger Netch Leather Boots Netch Leather Cuirass Netch Leather Left Pauldron Netch Leather Right Pauldron Iron Saber ***SKILL INCREASES*** Restoration x12 Short Blade x3 Unarmored x1 Speechcraft x1 11) I chat with Jamie first. Exhaust all dialogue, cast 80 Restoration cantrips, Taunt, and kill her. Restoration should increase to 76 as you cast. Loot, repair, and rest. Speak with Sakin Sanammasour next. Exhaust all dialogue, Taunt, and kill him. Short Blade should increase to 50 during this fight. Loot, repair, and rest. If you've been following me exactly, you should have 1 custom Restore Magicka potion and 10 Standard Potions on you. Spam the Restoration cantrip until the skill hits 85, restoring as needed (each Standard potion restores exactly 50 magicka). I use my last custom potion and seven standard potions to accomplish this, with 248/270 magicka at the end. Rest... ***LEVEL UP*** Level 29 +5 Speed, +5 Willpower, +1 Luck Attributes: 100 Strength, 50 Intelligence, 75 Willpower, 100 Agility, 95 Speed, 100 Endurance, 40 Personality, 78 Luck Major Skills: 100 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: 36 Armorer, 46 Athletics, 15 Enchant, 100 Destruction, 100 Alteration, 10 Illusion, 10 Conjuration, 94 Alchemy, 95 Unarmored, 34 Security, 100 Sneak, 100 Acrobatics, 19 Light Armor, 50 Short Blade, 90 Marksman, 38 Speechcraft, 100 Hand-to-hand Derived Attributes: 298 Health, 225 Magicka, 375 Fatigue Although it does factor into the next level, note that Short Blade is now freely usable. Next, go speak with Ashumanu Eraishah. Exhaust all dialogue, then pickpocket her ingredients. Loot this level and head upstairs. Speak with Movisa Andas. Exhaust all dialogue. Before Taunting, cast enough cantrips to take full advantage of 135 absorbable magicka. Restoration should increase to 86 as you do this. Once done, Taunt and kill her. Unarmored should increase to 96 during this fight, and Short Blade should increase to 51. Loot, repair, and rest. Loot this level, bedrooms included, and head up to the top floor. Speak to An-Zaw first, and exhaust all dialogue. Cast 90 Restoration cantrips, which should raise Restoration to 87. Now, taunt and kill An-Zaw. Loot, repair, and rest. Now speak to Hides-His-Eyes, and confront him with the fact that he is the escaped slave. Promise to keep his secret, then loot the top floor. Go back to the House of Earthly Delights to Taunt and kill Daric Bielle. Speechcraft should increase to 39 as you Taunt him, and Short Blade should increase to 52 during this fight. Loot, repair, and rest. Now go Taunt and kill Hides-His-Eyes. Loot, repair, rest, and go offload. Restock on standard magicka potions and hammers, as well as anything else you need. Back in Suran, head to the Suran Temple. Suran-Suran Temple o======================================================================o ***NPCs*** Elynu Saren ***CONTAINERS*** Barrel x2 Sack x2 Cloth Sack Crate Wooden Chest Closet ***ITEMS*** Bamboo Candlestick x9 Homilies of Blessed Almalexia Torch Plate x5 Cup x5 Bottle x3 Jug x2 Fork x2 Spoon x2 Bread x2 The Cantatas of Vivec 2920, Frostfall Pillow The Book of Dawn and Dusk ***SPELLS*** Burden of Sin Great Feather Blood Despair Almalexia's Grace Saintly Word Greater Resist Poison ***SKILL INCREASES*** Speechcraft x1 12) Speak with Elynu Saren and exhaust all dialogue. Admire her disposition to 90+. Speechcraft should increase to 40 as you do. Buy all of her spells. Now, loot the modest temple. Don't read 2920, Frostfall-grab it for the stash until we're ready to raise Conjuration. Go offload, stashing the skill book. Back in Suran, head to Oran Manor. Suran-Oran Manor o======================================================================o ***NPCs*** Ravoso Aryon Serjo Avon Oran ***CONTAINERS*** Sack x2 Crate x5 Urn x3 Barrel x3 Closet x2 Wooden Barrel Basket x3 Cloth Sack Drawers ***ITEMS*** Steel Arrow x100 Steel Bolt x50 Apprentice's Lockpick Mazte Greef Telvanni Bug Musk Cheap Restore Fatigue Bargain Restore Health Standard Shock Resistance Shockbite Battle Axe Dire Shardblade Iron Mace Steel Shortsword Iron War Axe Iron Wakizashi Steel Wakizashi Extravagant Shirt x2 Expensive Left Glove Expensive Right Glove Expensive Pants Nordic Fur Left Bracer Nordic Fur Right Gauntlet Nordic Fur Cuirass Hunter's Belt Expensive Belt Extravagant Robe Steel Helm Nordic Bearskin Cuirass Steel Left Pauldron Ash Yam x2 Shalk Resin Gold Kanet Black Lichen Netch Leather Black Anther Emerald Ruby The Eastern Provinces Grasping Fortune Glass Lantern Journeyman's Lockpick x5 Master's Lockpick x2 Journeyman's Probe x5 Master's Probe x2 Ceramic Candlestick x4 Plate x9 Bowl x6 Bottle x6 Crab Meat Bread x6 Small Kwama Egg Rat Meat x2 Goblet x6 Fork x4 Knife x5 Pillow x3 Tankard x2 Spoon Cup x6 Rolling Pin Folded Cloth Comberry Paper x2 Basket x2 Peach Glass Pot x2 Blue Glass Pot x2 Blue Clay Pot x3 Redware Pot x3 Green Pot Ceramic Bowl x2 Platter Decorative Bowl x2 Iron Ladle Bucket Broom Pitcher Lives of the Saints Saryoni's Sermons The Book of Dawn and Dusk Clay Pot x2 Inkwell Quill Pen The House of Troubles 13) Begin by speaking with Ravoso Aryon. Exhaust all dialogue, then pickpocket her arrows, bolts, and lockpick. Loot this ground level-this will certainly require an offload, so don't neglect to repair damaged stuff. Also be sure to stash the Hunter's Belt and the Shockbite Battle Axe. When finished, head upstairs. On this middle level, open the door to speak to Serjo Avon Oran. Exhaust all dialogue, then pick his pockets for some thief tools. Loot his bedroom, then head downstairs to another bedroom. Loot it too, then head to the top floor. Loot this last bedroom, and go offload. That's it for Suran, but before we set off into the wilderness (!), let's do an alchemy session. Head to Hlaalo Manor. Balmora-Hlaalo Manor o======================================================================o ***SKILL INCREASES*** Alchemy x2 14) Our purpose here is very basic. Leave aside all Fortify Intelligence and Restore Magicka ingredients, and make whatever you can from everything else. Alchemy should increase two ranks to 96 during this session. Sell off the potions, grab your Glass Dagger and about 100 Silver Arrows, and head out toward Fort Moonmoth. Stop at the three-way intersection with a signpost pointing toward Caldera, Balmora, and Pelagiad. We are now going to progress the main quest! o======================================================================o | | | Bal Ur Wilderness | | | o======================================================================o Sequence of Events: {WLK009} 1) Snowy Granius 2) Arkngthand, Hall of Centrifuge 3) Arkngthand, Cells of Hollow Hand 4) Arkngthand, Weepingbell Hall 5) Arkngthand, Heaven's Gallery 6) Arkngthand, Land's Blood Gallery 7) Arkngthand, Deep Ore Passage Foyada Mamaea o======================================================================o ***CONTAINERS*** Kreshweed Roobrush Steel Keg Crate x3 Trama Root x20 ***ITEMS*** Iron War Axe Iron Cuirass Nordic Fur Boots Common Pants ***SKILL INCREASES*** Short Blade x1 1) Head left at the intersection, then immediately turn right and follow the path above Fort Moonmoth. There's a Kreshweed and a Roobrush here, along with a sign for Molag Mar. You'll come to a metal bridge. The NPC at the far end is hostile; while he is magically inclined, he likes summons and has an unpredictable spell pattern, so I suggest simply engaging him. His Skeletons will assault you while he spellcasts, so don't worry too much about finesse. Loot his corpse and the stuff on the bridge when done, then repair and rest. Head up the hill now, where you'll likely find a critter-I had a Kagouti. Deal with it, repair, rest, then turn right to find the entrance to Arkngthand. Before going inside, head up the hill to scope out some cool architecture and grab a bunch of Trama Root. You'll probably get attacked up here-I had a Diseased Cliff Racer. Short Blade should increase to 53 during this fight. Repair and rest when done, then head to the entrance. The door is opened with a crank about halfway down to the bridge. Arkngthand, Hall of Centrifuge o======================================================================o ***CONTAINERS*** Crate x2 Rusted Dwemer Cabinet Steel Keg Steel Quarter Keg ***ITEMS*** Common Belt x3 Common Pants x3 Common Shirt x3 Common Shoes x3 Steel Dagger x3 Paper Dwarven Spear Flin Travel Lantern Ornate Dwemer Goblet x2 Ornate Dwemer Pitcher Dwemer Mug ***SKILL INCREASES*** Armorer x1 2) Welcome to our first *real* dungeon. This baby has six zones to explore, and it's also our first Dwemer ruin, the coolest dungeons in the game if you ask me. Nab a Crate on the left as you enter, then head forward into the big central chamber. You should be able to attract the first bandit, Frink Ruuz, from the ramp without alerting anyone else. Loot, repair and rest (it's fine to step outside) when he's down. You can probably attract the second bandit, Surus Velvus, the same way, but feel free to descend to the bottom and engage him there. Loot, repair, and rest (you should be able to do so in the western half of the cavern) when he's down. You should notice three "exits" from this cave; a tunnel to the east, a middle level to the west, and a ground level to the west. Head to the middle western level first, and loot the platform. The guaranteed Dwarven Spear here is an upgrade from our stashed Silver Spear. You'll quickly notice that Dwarven loot is heavy; many trips will be needed to offload. Don't enter the Cells of Hollow Hand just yet; go explore the ground level on the west side. No loot, but three exits. Head for the eastern tunnel now, looting the first room before following the tunnel around a corner. Descend several ramps to find the third bandit, Cristus Lync. Loot, repair, and rest (the zone is now empty) when he's down. Armorer should increase to 37 as you make these repairs. At the bottom, note the two exits as well as the cave-ins. Loot the room with the tables. When done, I suggest stacking up everything you've found at the exit, then entering the Cells of Hollow Hand through the lower-level entrance in the eastern tunnel. Arkngthand, Cells of Hollow Hand o======================================================================o ***CONTAINERS*** Crate x11 Steel Keg x2 Steel Quarter Keg ***ITEMS*** Common Belt Common Pants x2 Common Shirt Common Shoes Steel Dagger Sujamma Mazte Travel Lantern Apprentice's Armorer's Hammer Rusty Dwemer Cog x10 Dwemer Tube Pewter Candlestick x2 A Dance in Fire, Chapter 4 Iron War Axe Iron Cuirass Netch Leather Boots Expensive Belt Bargain Fire Resistance Bargain Potion of Shadow Bargain Rising Force Potion Potion of Cure Common Disease Potion of Dispel Scroll of Ondusi's Unhinging x3 Dwemer Mug x5 Ornate Dwemer Goblet x9 Ornate Dwemer Pitcher x2 Ornate Dwemer Bowl x2 Dwemer Puzzle Box ***SKILL INCREASES*** Short Blade x1 3) You'll immediately be attacked by Idhdean Tailas, another bandit. Short Blade should increase to 54 during this fight. Loot, repair, and rest (in the Hall of Centrifuge) when he's down, then loot this small area. I happened to find Frost Salts here, but we're nearing the point in character development where we needn't worry about magicka potions anymore. The skill book is for the already-maxed Acrobatics, so feel free to read it. Head out and stash all your loot at the entrance, then go to the other door leading to the Cells of Hollow Hand. In this separate area, you'll encounter a tougher bandit named Boss Crito. Loot, repair, and rest, then loot this room, running out to the entrance as needed. In particular, find the Dwemer Puzzle Box we need for the main quest in this room. When everything is stashed at the entrance, head to the three Weepingbell Hall doors in the main room of the Hall of Centrifuge. Take the one on the right. Arkngthand, Weepingbell Hall o======================================================================o ***CONTAINERS*** Crate x2 ***ITEMS*** Steel Spear Common Belt x3 Common Left Glove Common Pants x3 Common Right Glove Common Shirt x3 Common Shoes x3 Apprentice's Armorer's Hammer Journeyman's Lockpick Dwemer Mug x4 Travel Lantern Rusty Dwemer Cog x2 Steel Dagger Iron Tanto ***SKILL INCREASES*** Security x1 Short Blade x1 Athletics x1 4) Head down the stairs, disarm the trap on the door, and fight a bandit, Red Livia, in the room to the right. Loot, repair, and rest. Loot this room, then proceed down the hall. Take the door on your right to see an empty bedroom. Disarm the trap on the next door and Security should increase to 35. Head through to be attacked by another bandit, Dathman Mochtuis. Short Blade should increase to 55 during this fight. Loot, repair, and rest. Proceed through the tunnel he was guarding to encounter another bandit, Lalaine Essagan. Loot, repair, and rest. You'll soon arrive at a fork. Go left first to return to the Hall of Centrifuge. Drop off your loot at the entrance, then return to the three doors and take the center one. Athletics should increase to 47 around now. Turn left and take the door into Heaven's Gallery. Arkngthand, Heaven's Gallery o======================================================================o ***CONTAINERS*** Crate x10 Steel Keg x6 Rusted Dwemer Cabinet x3 Heavy Dwemer Desk x3 Ornate Dwemer Chest ***ITEMS*** Ornate Dwemer Bowl x2 Chitin Dagger Common Belt x3 Common Pants x3 Common Shirt x3 Common Shoes x3 Candle Rusty Dwemer Cog x2 Travel Lantern Steel Warhammer Iron Dagger Cloth Left Bracer Cloth Right Bracer Ornate Dwemer Pitcher Dwemer Mug ***SKILL INCREASES*** Unarmored x1 5) Loot this upper platform, then drop through the hole in the center to engage a bandit, Coirtene Liore. Unarmored should increase to 97 during this fight. Loot, repair, and rest, then loot this room. There are two exit tunnels here. Take the west one first. Take advantage of our 100 Acrobatics to navigate the lava and get on the bridge. Continue through the tunnel ahead. In a neat observatory, find another bandit, Bato Veranius. Loot, repair, and rest once he's down, then loot the observatory. You'll need to jump onto the stones to the right of the entrance to reach the upper ledge, where the goodies are. Head back to the fork now, and take the northern tunnel. Find the final bandit, Irbran Kirbatha, here. Loot, rest, and repair when he's down. Loot this last room, then go stash everything at the dungeon entrance. When done, prepare for a toughness spike as you pick open the doors to the Land's Blood Gallery. Head inside. Arkngthand, Land's Blood Gallery o======================================================================o ***CONTAINERS*** Heavy Dwemer Desk Steel Dwemer Table Ornate Dwemer Chest Steel Dwemer Closet Steel Quarter Keg x7 Heavy Dwemer Chest Steel Keg x3 ***ITEMS*** Ornate Dwemer Bowl Ornate Dwemer Pitcher Ornate Dwemer Goblet x3 Dwemer Coin ***SKILL INCREASES*** Restoration x1 Short Blade x3 6) We need to revise our tactics a bit here, as our opponents are now leveled Dwemer creatures. This means we have respawns to contend with, for one thing, so we want to minimize transitions in and out of the zone. For another, we might run into Dwarven Spectres, which is why I had you bring the Glass Dagger and Silver Arrows. Finally, they're all a lot tougher than the low-level bandits we've been knocking around. Descend the steps in front of you to reach a fork. Turn right to find your first critter-I happened to have a Dwarven Spectre, so before engaging I cast 70 Restoration cantrips. This should raise Restoration to 88. The Glass Dagger does a real number relative to the Chitin Dagger when I kill this thing. Short Blade nonetheless increases to 56 here. Repair once he's down; you won't be able to rest, so cast Hearth Heal until your health is restored (took me six casts). I have another Dwarven Spectre wandering nearby, who gets the same treatment and refills my magicka. Repair and heal up again using Hearth Heal, then explore to the left of the fork (leave all doors closed until I say otherwise). I have a Steam Centurion in this tunnel-these guys are tough, be wary. They are vulnerable to normal weapons, but they hit hard. Repair and heal up when done-resting is still not an option. I find another Steam Centurion next (FYI, I haven't really left the initial fork yet-these are all the wanderers!). Short Blade should increase to 57 during this fight. Repair and heal up (still no resting). I run into a Centurion Sphere, still at the same fork. They're tough, but not as bad as Steam Centurions. Once he's down, repair and heal up-I get another Dwarven Spectre in the same tunnel. At least he restores some magicka-I had to quaff a potion to accomplish the last round of healing. With him down, I can finally rest by wandering down the left fork. Descend the stairs to another fork, then turn left to descent another set of stairs. Loot this room, then head through the doors here. This ultimately loops back to the entrance, so take what was the right fork from there. When you reach two doors, disarm both traps on the left one and open it to find the zone's last two enemies-I had two Steam Centurions. Do your best to fight them one at a time, repairing and resting between fights. Short Blade should increase to 58 during the first fight. With them down, go loot the room they were in. I suggest dropping all loot at the door back to Heaven's Gallery, then take the final fork to enter the Deep Ore Passage. o======================================================================o | | | Items {ITM001} | | | o======================================================================o 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-Dungeons Around Seyda Neen. 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. 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***