Elder Scrolls 3: Morrowind
Walkthrough and FAQ V1.7 (Updated 12-17-02)
By Stevmill
This file is Copyright (c)2002 Steve Miller. All rights reserved.
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Table Of Contents
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Section 1 : Message From The Author
Section 2 : Walkthrough Version Description
Section 3 : Game Version Notes
3.1 : Version 1.0
3.2 : Version 1.1.0605 Additions
3.3 : Version 1.1.0605 Bug Fixes
3.4 : Version 1.1.0605 Quest Fixes
3.5 : Version 1.2.0722 Additions
3.6 : Version 1.2.0722 Bug Fixes
3.7 : Version 1.2.0722 Quest Fixes
Section 4 : Blades Quest
4.1 : Deliver a Package
4.2 : Dwemer Puzzle Box
4.3 : The Skull of Llewle
4.4 : Vivec Interviews
4.5 : Ashlander Informant
4.6 : Urshilaku Camp
4.7 : SixthHouse Base
4.8 : Corprus Cure
4.9 : Lost Prophecies
4.10 : Third Trial
4.11 : Fifth Trial Urshilku
4.12 : Fifth Trial Ahemmusa
4.13 : Fifth Trial Zainab
4.14 : Fifth Trial Erabenimsum
4.15 : Fourth Trial House Redoran
4.16 : Fourth Trial Telvanni House
4.17 : Fourth Trial Hlaalu House
4.18 : The Archcanon, Vivec, And The Wraithguard
4.19 : Ghostgate
4.20 : First Vampire
4.21 : Second Vampire
4.22 : Third Vampire
4.23 : Fourth Vampire and The Keening
4.24 : Fifth Vampire and The Sunder
4.25 : Sixth Vampire
4.26 : Seventh Vampire and Dagoth Ur
Section 5 : Fighters Guild Quests
5.1 : The Rats
5.2 : Egg Poachers
5.3 : Trouble at Caldera Mine
5.4 : The Code Book
5.5 : Debt Money
5.6 : Orc Bounty
5.7 : Ald-Ruhn Fighters Guild
5.8 : Neromancers
5.9 : Nerer Beneran The Outlaw
5.10 : Suran Bandits
5.11 : Delivering Flin
5.12 : Sadrith Mora Fighters Guild
5.13 : Dwemer Ruins Of Nchurdamz
5.14 : Dissapla Mine
5.15 : Corprus Stalker And Rels Tenim
5.16 : Sujamma Courier
5.17 : Escort Sondaale of Shimmerene
5.18 : Engaer
5.19 : Pudai Egg Mine And The Golden Eggs
5.20 : Orcs At A Daedric Ruin
5.21 : Verethi Gang
5.22 : Sarano Tomb
5.23 : Decision
5.24 : Option 1 Save the Fighters Guild
5.25 : Option 2 Vivec Fighters Guild
5.26 : Option 2 The Thieves Guild Bosses
5.27 : Option 2 The Theives Guild Master
Section 6 : Guide To Vvardenfell
6.1 : Ascadian Isles
6.2 : The Ashlands
6.3 : Azura's Coast
6.4 : The Bitter Coast
6.5 : The Grazelands
6.6 : Molag Amur
6.7 : Red Mountain
6.8 : West Gash
6.9 : Sheogorad
Section 7 : Seyda Neen Quests and Notes
7.1 : Fargoth's Ring
7.2 : Fargoth's Hiding Place
7.3 : The Dead Taxman
7.4 : Cursed Ring Of Vodunius Nuccius
7.5 : Seyda Neen Travel
7.6 : Seyda Neen Trainers
7.7 : Seyda Neen Merchants
7.8 : Seyda Neen Notes
Section 11 : FAQ
11.1 : How Do I sell High Priced Items?
11.2 : How Do I Use Vampire Dust To Make A Vampire Potion?
11.3 : Can I Join More Than One Guild?
11.4 : Why Do The Ordinators Attack Me?
11.5 : Where Is Creeper, And What Is So Special About Him?
11.6 : I Messed Up The Bonebitter Bow Quest, What Do I Do?
11.7 : Where Are The Propolyon Index Stones
11.8 : Why Are Some Of My Stats (or Skills) Listed In Red?
11.9 : How Do I Get To The Puzzle Canal Temple Shrine?
11.10: What Are All Of The "X's" On The Map That Came With The Game?
11.11: Is It True That You Can Get Your Own House In This Game?
11.12: I Killed Someone In The In The Corprusarium, What Do I Do?
11.13: Where Can I Find Grand Soul Gems?
11.14: What Is Leveled Loot?
11.15: Where Do I Find The Morag Tong?
11.16: All Of My Armor Skills Are Zero, What Happened?
Section 12: : Stat and Skill Tips
12.1 : Easy Acrobatics Skill
12.2 : Another Easy Acrobatics
12.3 : Ye Olde Breadbutt's Easy Athletics
12.4 : Easy Mercantile
12.5 : Easy Sneak skill
12.6 : Another Easy Way To Raise Sneak Skill
12.7 : Easy Security Skill
12.8 : Easy Speechcraft
12.9 : Stat Training Quirks
12.10: Another Stat Training Quirk
12.11: Raise A Stat And Make Money
Section 13 : Miscellaneous Tips
13.1 : WarEagle's Easy Golden Saint Soultrap
13.2 : The Thieves, The Fighters, And The Codebook
13.3 : The Talking Mudcrab
13.4 : Vampire Info
13.5 : Good Souls
13.6 : Easy Way Over Lava
13.7 : The Wonders Of Sujamma
13.8 : Permanent Bound Item (Non Bug)
13.9 : M'Aiq the Liar
13.10: Cheaper Constant Effect Enchantment
13.11: High level Conjuration Spells
13.12: Ordinator Armor
13.13: Death to Ordinators!!!!!!! (Kwik Kash)
13.14: Calm The Ordinator
13.15: Daedric Quests
13.16: Slave Key Locations
13.17: free bounty removal
13.18: Great Map Program
13.19: The Taunt-Bribe Trick
13.20: Good use of Mark and Recall
Section 14 : Reader Submitted Loot
14.1 : Master Alchemy Equipment
14.2 : Pelagiad Armor Ready To Be Stolen
14.3 : The Sword of White Woe
14.4 : Good Loot
14.5 : More Good Loot
14.6 : Azuras Servant Shield
14.7 : Yagrums Book Of Great Arifacts Locations
14.8 : Daedric Cressent
14.9 : Daedric Dai Katana
14.10: Ebony Armor Set Location
14.11: Glass Armor Set
14.12: Dragonbone Cuirass
14.13: Indoril Armour
14.14: Umbra Sword
14.15: Super Gauntlets
14.16: Amulet of Shadows
14.17: Eleidon's Ward Shield
14.18: Dengstagmer's Ring
14.19: Ice Blade of Monarch, Skull Crusher
14.20: Easy Daedric Weapons
14.21: Grand Soul Gems
14.22: Scroll of Golden Saint
14.23: Grandmaster lockpicks
14.24: Resistance Ring
14.25: Ebony weapons
14.26: Good Daedric shortsword and much more
14.27: Fists of Randolf and More
14.28: Glass Armor and Daedric Claymore
14.29: Dwarven Claymore
14.30: Chryshamere
14.31: Lords Armor
14.32: Bittergreen Cup
Section 15 : Reader Submitted X-Box Cheats
15.1 : Xbox Weapon Skill Cheat
15.2 : Xbox Enchanting Cheat
15.3 : Permanent Fortify Stat or Skill
15.4 : Morgans Instant Heal Trick
Section 16 : Magic Effects
Section 17 : Books
17.1 : Books That Raise Skills
17.2 : Books That Have Other Effects
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Section 1: Message From The Author
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Welcome and thank you for reading my second FAQ: Elder Scrolls 3: Morrowind
"The Walkthrough and FAQ". This is not a complete Walkthrough for every quest
and side quest in the game (at least not yet), but at the moment just the
main quest needed to finish the game, and the Fighters Guild. Later on I will
add lists for the other guild quests and misc. quests found throughout the
game. This FAQ was written using the PC version of this game. There might be
some differences when I talk about things that have been added in a patch, or
an official add-on for the PC, I will try to note when a difference is caused
by a patch, but I am sure I will not get them all (if you are wondering what
has changed in the patches take a look at the game version section of this
FAQ). Official add-on references will always be noted.
Following revisions will be a little slower in being released, as College,
work and my daughter take up 99.99% of my days.
If you have questions that are not covered in this FAQ a good place to get
the answer is the Gamefaqs.com Morrowind Message board. As I am getting so
much email asking questions about this game I need to state that I will no
longer be answering questions that already covered in the FAQ, so be sure to
carefully read the table of contents to see if what you need is in here, also
make sure you read the FAQ section. The other types of questions I will not
be answering are: questions about quests for factions not covered in my FAQ,
where can I find a certain type of armor/weapon, what is the best
armor/weapon, etc... This guide is not finished, and I do not know where
everything is. Try looking for it in the editor. Sorry for the rant, but I
need to thin out the email I receive.
If you like this FAQ, or have a comment you can send me a note to my
email address found down below in the contact information section. If you
contribute to this FAQ, I will give you due credit in this section in later
revisions. I get many tips from readers, and when I receive the same tip from
more than one reader I will only post the first received (unless there is
some pertinent info that was missed.)
Please note, I get a lot of email regarding this game, so I might not be able
to return every email, and when replying to an email that I send you please
include the previous text, so I can remember who you are and what we were
talking about.
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Section 2: Walkthrough Version Description
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05-31-02 V1.0: The initial offering
06-08-02 V1.1: Finished the Blades walkthrough, added some reader submissions
Fixed a lot of spelling errors, re-formatted a bunch of stuff.
06-09-02 V1.2: Added some notes on Pelagiad, along with some Misc. book
to notes. Added a few more Seyda Neen notes. Added a little
06-18-02 more to the Cavern of the Incarnate and Dwemer Puzzle box
sections. Added a reader Submission Section. Added a section
for the Fighters Guild Quests. I also added a section for
General Tips and a FAQ section to address some of the more
frequently asked questions I have been receiving via Email.
06-20-02 V1.3 Was informed that part of section 3.26 got deleted, so I put
to it back in. Added some more reader submitted hints. Finished
06-25-02 the Fighters Guild quests. Added a reader contribution
for the code book quest, and one for the Urshilaku Camp.
06-29-02 V1.4 Added some more reader submissions. Added a reader submitted
to Seyda Neen note. Fixed spelling of Pelagaid throughout the
07-02-02 FAQ. Added the Guide to Vvardenfell section. Added Hla Oad
and Gnaar Mok sections.
07-04-02 V1.5 Added some more reader submissions (Keep them coming, I will
to keep adding them. If they are for a quest line I will probably
07-10-02 wait until I write a walkthrough for the whole quest line.)
Added a note to the Gnaar Mok section. Added a note about the
Secretmaster level alchemy equipment. Updated the FAQ section.
Edited the Master Trainer Section a little. Fixed the Blunt
Weapon Master Trainer. Updated the credits section. Added a
new section to the alchemy section: Two Item Multiple Effect
Potions. Added a missed quest in Seyda Neen, and a Seyda Neen
Travel Section. Changed some of the town notes to reflect the
fact that the boxes, barrels, etc.. contain Random loot, and
not necessarily the items I had listed.
07-11-02 V1.6 Added tons more reader submissions, a section on races, a
to section on classes, a section on magic effects and a section
12-12-2002 on skills, changed the formatting, added a copyright and
authorized distribution site section. I updated my forward to
reflect some requests I am making to my readers. Changed the
reader submission sections into a few separate categories for
easier navigation, and removed the title "reader submitted"
and just have separate tips sections (the submitted tips are
still denoted with the credit at the end, and are still
unverified). Added some information to the books sections.
12-17-02 V1.7 Seems I deleted the book section when rebuilding V1.6, so I
put it back in.
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Section 3: Game Version Notes
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This game originally shipped with many bugs. If you are experiencing a
problem that should not be happening, or would like to see what things are
fixed within the newest patches, you can read the following section.
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3.1: Version 1.0
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Original release.
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3.2: Version 1.1.0605 Additions
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When a default cell is created, water creatures are added to the cell. This
means as you swim further and further away from the mainland, and new water
cells are created, they will be populated by water creatures.
An auto run feature has been added. You can now continue to run forward when
you press the Q key on your keyboard once. This will cause you to run
forward until you press the autorun key a second time or the back or forward
movement keys.
A version number has been added to main menu screen.
A health Bar for NPCs and creatures has been added for when you are in
combat. An orange health bar for the creature or NPC you are currently in
combat with will now appear above your own health bar on the lower left part
of the screen. This health bar will only appear when you are attacking a
creature or NPC and will slowly fade out if you stop attacking. It will also
update to a different creature or NPC's health if you switch targets in the
middle of combat.
Added Difficulty slider to Preference menu under Options. The Difficulty
slider has 200 different settings that will either increase the amount of
damage you deal and receive or reduce the amount of damage you deal or
receive, depending on where you set the slider.
The user can now load multiple plug-ins without losing references when both
plug-ins affect the same cell. This means that if you have 2 or more plug-
ins that add or remove references from, for example, Fort Moonmoth, you will
be able to keep all of the additions or removals from all the loaded plug-
ins.
Added a "DirectX Diagnostic" button in the Morrowind Launcher that allows you
to run the DirectX Diagnostic tool directly from our interface. This can be
reached in the Morrowind launcher. Click on Technical Support in the
launcher and you will see a DirectX Diagnostic button that will run this
handy tool. The DirectX Diagnostic tool is very helpful for problem shooting
any technical problems you may be having with the game.
Added a sound quality button to the Options menu. The two available choices
are Hardware Acceleration and Software Mode. Those of you that are still
experiencing sound problems should set this Software Mode.
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3.3: Version 1.1.0605 Bug Fixes
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Fixed a crash bug involving the purchase and equipping of the Imperial Chain
Cuirass.
Fixed several sound problems with several lower quality sound cards. You
should be able to play the game with your Hardware Acceleration set at full
from now on.
Fixed a bug that was causing problems when you attempted to save with a
container open.
Only guards marked as re-spawn will re-spawn now.
Plug-ins will no longer come up with a warning in the launcher saying that
that plugin/save uses a different version of master file than is present when
they do not.
Jumping up slopes will no longer cause you to float and glide.
Summoned bound items no longer give you infinite stats.
You will no longer crash to desktop if you press Enter while making potions.
You can no longer drop conjured weapons if they un-equip then equip them.
Health numbers for weapons in the quick keys menu pop up help will now
display accurately.
Loading while the container menu is open will no longer create multiple
cloned containers.
Fixed some menu bugs with saving a game by only allowing saves to occur if
you have no other menus open.
Memory leak when summoning bound items has been fixed.
Fixed a crash when canceling barter.
Fixed a freeze that locked the game in a bad menu mode after Sleeper dreams.
Training skills will now add to level up bonus for misc. skills.
Armor weight will no longer shift between Heavy, Medium, or Light.
Restore and Drain abilities now affect the current value, not the base value,
of attributes being modified.
Inventory change of pc during an attack no longer causes bad animations.
The frost atronach will now attack faster than before.
ALT, SHIFT, and CTRL keys were rarely getting stuck down in menu mode. This
will no longer happen.
Fixed a bug where you could gain money when buying something instead of
paying money for it.
The launcher will not gray out options any longer.
Robe of St. Roris changed to Cast When Used.
Equipping a soul gem/apparatus, etc, during combat will no longer remove them
from your inventory.
Fixed a crash when hitting F1 with the quick keys selection menus open.
Fixed a problem with sounds persisting after a cell change.
Fixed a bug in the Berserk ability that was draining all of your fatigue
after its use.
Fixed a bug with beast races and the spell cycle function. Now when a beast
race has an item they cannot wear (full helm, boots), it will not show up in
this menu.
Fixed a bug in the weapon cycle function that was allowing constant effect
weapons to add bonuses to you permanently.
Corrected a bug that would cause an NPC to sometimes run inexplicably while
wandering.
NPCs/Creatures, which bump into an obstacle while wandering without the
presence of a pathgrid, will select a new point to go to rather than trying
to work around the obstruction.
Corrected a bug where the vertical movement distance was not calculated for
followers and they could lag behind excessively.
NPCs will no longer attempt to open trapped doors to reach you.
Fixed a bug where you could kill an NPC responding to a crime, with a single
blow, and not receive a bounty for murder.
Fixed a bug where you, as a vampire with a high bounty, could commit
additional crimes, and guards would fail to respond.
Corrected a bug where an NPC would fail to respond if you were in a crouch
and hit them with a projectile weapon.
Fixed a bug concerning trying to equip multiple repair items during combat
would cause a crash.
Fixed a bug with the way dispel worked in conjunction with good and bad
effects on you.
Fixed a crash bug involving shooting a projectile at an actor that was far
enough away that they were not active.
Fixed a missing art file with the Redas War Axe.
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3.4: Version 1.1.0605 Quest Fixes
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Fixed a bug in Cunius Pelelius' script that would cause a lock up if you
clicked on the (evidence of corruption) topic.
Fixed a bug that prevented you from speaking to the Daedric Statue of
Boethiah if you had spoken to M'Aiq the Liar about (Shrine of Boethiah).
Fixed a bug where you were falsely being recognized as Hortator of all
houses.
If you kill Marcel Maurard, you no longer can get a reward from Miun-Gei over
and over.
Fixed a House Telvanni quest that was not allowing you to complete Master
Aryon's quest involving the collection of wizard spells.
Fixed a bug with Dwemer Puzzle box and Hasphat not giving you a key.
Bug in the CloudCleaver quest where you could take cloudcleaver from the
witch before she dies (thus breaking the quest) has been fixed.
Fixed an infinite dialogue loop in Wine-Sot/Cloudcleaver quest.
You can no longer receive unlimited gold for solving the murder of Ralen
Hlallo.
Fixed an infinite dialogue loop in (law in Morrowind) topic.
A confirmation box was added to the Magister topic in the Telvanni house
quest line to ensure that you do not wish to continue any further in this
line.
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3.5: Version 1.2.0722 Additions
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Saved games now know which language they are and the Save and Load menus will
not display saves that do not match the current language.
Imperial Altars and Temple Shrines now restore damaged skills as well as
attributes. [PCs with skills reduced by the 'Fury' weapon can visit Imperial
Altars and Temple Shrines to restore their damaged skills.]
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3.6: Version 1.2.0722 Bug Fixes
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Fixed a bug involving Teleportation spells not extrapolating correct exterior
location.
Running and jumping through a teleport door no longer damages player when
they land on the other side.
Fixed a bug involving a crash when mousing over your Faction while in menu
mode.
The weapon "Fury" now has a "Drain Skill" effect instead of a "Damage Skill"
effect.
Imperial Altars and Temple Shrines now restore damaged skills as well as
attributes. [PCs with skills reduced by the 'Fury' weapon can visit Imperial
Altars and Temple Shrines to restore their damaged skills.]
The Bound Cuirass can no longer be dropped.
Fixed a bug involving a container disappearing if you had its contents menu
open and then loaded a save game that would place you in the same room as the
container.
Objects dropped, while you are swimming with no objects beneath you, will no
longer disappear to the center of the world.
Stacks of repair objects will now show their quantity when moused over in the
world.
You will no longer be able to right click out of the Silt Strider travel
menu. This was causing a bug that left the travel menu open after all other
menus had been closed.
Fixed a bug that would allow you to place and remove alchemy objects multiple
times in the alchemy menu and create copies of this object in your inventory.
Fixed a bug that was deleting alchemy objects if you had a container open at
the same time you had the alchemy menu open. If both menus contained the
same object, the object was being removed from the world. Opening an alchemy
menu will now close any open container menus.
Fixed a crash bug involving the creation of new leveled creatures in a plug-
in. If you saved your game with a new leveled creature in view from a custom
plug-in, then chose to load your save without the plug-in, you would crash.
Now if you load this save game you will no longer crash.
Fixed a bug involving mouse buttons not responding in menu mode.
Fixed the resurrect function to no longer resurrect disabled NPC's or
creatures.
Fixed a small memory leak when summoning bound items.
Items stuck on your mouse pointer will no longer disappear if you click on a
spell or magic item in the magic menu.
6th House Amulets no longer drain your fatigue.
NPCs now correctly report the presence of publicans and beds for rent in
Seyda Neen, Suran, and Dagon Fel.
Fixed an art file problem with the Redas War Axe.
Script sealedtreasuryreport revised to permit scroll to be closed or picked
up from the world if the seal has been broken.
Saved games now know which language they are and the Save and Load menus will
not display saves that do not match the current language.
Fixed a crash bug that occurred when you selected a scroll as active magic
then moused over the image of the scroll in the active magic slot on the
multi menu.
Ingredients in Alchemy menu are sorted alphabetically by name, not ID.
Objects in inventory and containers are now sorted alphabetically.
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3.7: Version 1.2.0722 Quest Fixes
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Fixed a problem in an alternate path of the main quest involving an NPC named
Addhiranhir.
Fixed a bug dealing with the killing of Bolvyn Venim. Now if he is slain
[except in a proper duel], an 'Essential NPC Killed' message warns the player
he has broken the main quest.
Fixed a bug dealing with entering Sul-Matuul's yurt without permission before
beginning his part of the main quest. This made him hostile, preventing
advancement in the main quest. Now when Zabamund first tells the PC to speak
to Sul-Matuul, a hostile Sul-Matuul is reset to not be hostile.
Fixed a bug in script VivecArenaScript for NPCs transported to fight duels in
the Arena which occasionally caused the NPC to appear below the Arena,
breaking the duels and quests. Also added a check and fix to restore NPCs in
saved games where dueling NPCs had fallen through the Arena floor and
disappeared.
Fixed a bug concerning the killing of important NPC's and creatures to the
building of your stronghold in House Hlaalu. You should now receive a
message saying you can no longer continue with your stronghold if you kill
someone important to this quest line.
Completing the "Ice Blade of the Monarch" out of sequence for the Imperial
Cult as a freeform activity no longer causes the player to lose the earlier
'Ring in Darkness' and "Boots of the Apostle' quests in the faction sequence.
Improved directions to the cavern of Milk in dialog and journal for the Mad
Lord of Milk quest.
Fixed a bug when Dram Bero's champion is slain, but not slain in an Arena
duel, Dram Bero's greeting falsely implied that Dram Bero now had given his
support for the PC on Hlaalu council. Now the greeting accurately indicates
Dram Bero's anger, and other dialog topics indicate that Dram Bero will not
support the PC for House Hlaalu council.
Residents of Sadrith Mora will now acknowledge when the PC has ended the
Gateway hauntings.
Added condition 'Journal a2_3_corpruscure 50' to 'Dwemer piece' topic.
Prevents giving misc_dwrv_artifact50 before quest has begun, preventing Caius
from skipping quests.
Fixed a bug in Vedam Dren's dialogue options that was checking a journal
without checking the player's faction. It allowed the non-Hlaalu player to be
raised in rank in House Hlaalu by killing Orvis Dren, making the player a
member of two of the Great Houses.
Fixed a bug in a Morag Tong quest that was causing Darys Adram to give quest
dialogue to players not currently completing the quest.
Fixed a bug that allowed the VA_VampAmulet quest in the Quarra Vampire
questline to be restarted after completion.
Added a condition to the Morag Tong greeting the player receives from faction
members upon becoming Grandmaster. Because a Main Quest character was in the
faction, she was not using her appropriate Main Quest greetings, stopping the
Main Quest.
The Blades quests are the quests for the main story line of the game. There
are many more quests throughout the game, but these are the quests that you
need to complete to beat the game. There is no time limit, and you may
complete other quests while doing these quests.
Note: the areas that say you should be promoted in rank are assuming you meet
the skill requirements for the promotion.
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4.1: Deliver a Package
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After finishing your character, Socuelus Ergalla in the Census and Excise
Office in Seyda Neen will ask you to deliver a package to a man named Caius
Cosades in a town named Balmora.
Go to the Silt Strider (the giant tick) and pay the operator to take you to
Balmora. Caius is located in a house in the northeast corner of town on the
east side of the river that divides the town.
Upon delivering the package, Caius will induct you into the Blades and give
you 200 gold to equip yourself before giving you your orders.
After getting equipped, return to Caius and ask about your "orders". Caius
will mention that he needs information from a man named Hasphat Antabolis in
the Balmora Fighters Guild. Caius will also mention that you will most likely
need to do a favor for Hasphat before he will tell you anything. Before you
go, Caius will give you access to any books in his house.
To get to the Fighters Guild, cross the northernmost bridge to the west side
of town, go up the first flight of stairs and turn south before you get to
the second flight. The Fighters Guild is on the left, and Hasphat is
downstairs in the lower level. Once you speak with Hasphat you will find out
that he will be happy to give up the information.... For a price. He requests
you to retrieve a Dwemer Puzzle Box from a ruin named Arkngthand.
To get to Arkngthand, head south out of town past the Silt Strider port, then
cross the bridges east over the Odai River. At the signpost, head north
towards Caldera. Immediately on the right you will see a signpost for Molag
Mar, turn right and head uphill on an old road to cross an ancient Dwemer
Bridge over Foyada Mamaca (note that a wizard will attack you the first time
you cross this bridge, he will summon a skeleton, defeat the wizard and both
will disappear). The entrance is on the east side of the foyada, south of the
bridge. Turn a crank on a pipe nearby to open the door.
To find the cube, follow the rocks on the side of the wall all the way to the
bottom floor of the room. There will be rocks in front of you, climb them
until you are on the second floor on the west side of the cavern. Go through
the door into the "Cells of Hollow Hand" (If you follow the above directions
you should end up in the Cells of Hollow Hand near the beginning of the
dungeon, not deep within the dungeon). Defeat the guy inside, his name is
Boss Citra (if he is not in the room, then you are in the wrong room.), the
Puzzle Box is on the bottom shelf to the left of the door (as you enter,
right if you are facing the door. I assure you that the box is in this room
on one of the shelves, It is the size of a rubics cube. If you can't find it,
check every shelf). Grab the box and backtrack out of the dungeon.
Return the box to Hasphat in Balmora.
Note: Please read and follow the directions above before writing me asking
where the box is. Thank you.
Hasphat will take the box and give you some notes to take back to Caius.
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4.3: The Skull of Llewle
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Caius will ask you to speak with Sharn gra-Muzgb in the Balmora Mages Guild
and get some additional information. Again you will need to do a favor before
the info will be given. The Mages Guild is one door south of the Fighters
Guild. Sharn Gra-Muzgob is the Orc Wizard downstairs and to the left in the
lower level of the Mage Guild.
Sharn will ask you to retrieve the skull of Llewle Andrano from the Andrano
Ancestral Tomb. If you ask about the tomb, Sharn will give you a Fireblade, 2
scrolls of Taldam's Scorcher, and 2 scrolls of Vitality.
The tomb is south of Pelagiad, just off the road, just before you reach the
fork in the road that goes southwest towards Seyda Neen and southeast to
Vivec.
To find the skull, go down the stairs, and then follow the hallway on the
left until you come to a room with 2 skeletons. There is a door in the
hallway on the other side of the room. Go through the door and follow the
hallway down. The skull is in a room on the right side behind the door. Grab
the skull and return to Sharn in Balmora. Give him the skull and ask about
"Nerevarine" and Sharn will give you some notes to take back to Caius.
Upon returning the notes to Caius you will be promoted to Blades Apprentice
and you will be given a few scrolls.
Sleep on night, and you will have a strange dream. Go back and talk with
Caius and get your next orders. There are 3 more people that he wants you to
interview.
Addhiranirr - a khajiit Thieves Guild member in the St. Olms section in
Vivec, Huleeya - an argonian in the Morag Tong member in the Black Shalk Bar
located in the lower waistworks of the Foreign Quarter section of Vivec, and
Mehra Milo - a temple priestace in the library of the Hall of wisdom and
Justice in Vivec (she has copper hair and eyes). Caius will give you a
parchment with this info and 200 gold to aid you in your journey.
Take the Silt Strider to Vivec. When you get there you will be near the
Foreign Quarter, so the first person to interview will be Huleeya.
Huleeya - To get to the lower waistworks, take one of the four ramps up to
the next level of the canton, and enter one of the doors labeled Lower
Waistworks. The Black Shalk is in the middle hallway on the east side.
Huleeya is the only Argonian in the place. When you speak with him, he will
mention that he wants to go to his friends' bookstore, but some troublesome
fools are preventing him. Ask him about each topic and you will learn that
his friend's bookstore is Jobasha's Rare Books, but you need to persuade the
troublesome fools to let him go. Talk to one of the fools and use bribes (or
admiration if you are the opposite sex) to get a good rep with them, then ask
about the filthy lizard. If they say, "they don't care" then you have done
your job. Talk once again to Huleeya. He wants you to escort him to the
bookstore. Jobasha's Bookstore is in the middle hallway on the west side of
the Lower Waistworks. Once inside, talk to him about the Nerevarine Cult, and
he will give you some notes to take to Caius.
Next we look for Addhirnirr. Leave the Lower Waistworks and go back
downstairs and cross the bridge to the south to get to the Redoran canton.
Now walk across the east bridge to the Arena canton, once again cross the
south bridge to the St. Olms canton. Once there you will need to go to either
the east or west side of the canton to go up to the Waistwork level and
enter. Next go downstairs and into the Canal Works. Go down the stairs and
you will see a trap door to the St. Olms Underworks and enter. Addhiranirr is
on the northeast side of the canals. Talk to her and she will mention that
she is in a little spot of trouble. Ask her about the Census and Excise
Agent. She wants you to make this person go away before she will give up any
info. The taxman is upstairs in the St. Olms Waistworks near where you came
in. His name is Duvianus Platorius and he is on the north side. Talk to him
and lie to him, saying, "she went to the mainland". Now go back and talk to
Addhiranirr. Ask Addhiranirr about the Sixth House Cult. She will give you
all the information that she knows. Since you are done with Addhiranirr you
should leave and return to the outside of the St. Olms canton.
Now for the last interview.... Mehra Milo. Head to the southwest corner and
cross the bridge to the Temple canton. Enter the Hall of Wisdom straight
ahead. Go down the hallway about half way (next to an Ordinator), there are
two ramps to your left and right that lead to the Library. Mehra is the woman
with copper hair and eyes, talk with her and she will want to talk to you at
the back of the Library. Follow her and talk with her again. Ask her about
the Nerevarine Cult and the book "Progress of Truth". She tells you to get a
copy of "Progress of Truth" for Caius. There is a copy on the top shelf in
the southwest corner of the library, if you can steal it. If your thieving
skills are not up to par, you can buy (or steal) a copy from Jobasha's Rare
Bookstore in the Foreign Quarter.
Return to Caius. Upon talking with him you will be promoted to Journeyman of
the Blades. You will also get 200 gold.
Caius will tell you that you are in need of an Ashlander Informant, and
someone by the name of Hassour Zainsubani fits the bill. Caius tells you that
Hassour likes gifts, so Caius gives you 100 gold to get him a little
something.
Take the Silt Strider to Ald-Ruhn. Hassour Zainsubani is in the Ald Kkar Inn.
The inn is in the northwest corner of the city next to the Council Club. To
find Hassour, go up the stairs to the bar, on the right side of the bar is a
staircase down. Go downstairs and Hassour is in the back of the room.
Talk to Hassour about business. Ask about "Gift giving customs" (the other
two options will offend him and lower your Rep), next ask about a "thoughtful
gift" and if your speechcraft skill is good enough will take your earnest
thought and effort as an acceptable gift. If your skill is not high enough,
he will ask you to find him a book of poetry, if this is the case you can go
to the local bookstore in the market district of Ald'Ruhn. You'll find
several, there is Ashlander Hymns and some other books with 'Songs' in the
title of it, if you've got the money buy all three if you want but you can
just buy Ashlander Hymns. Return to Hassour and give him the book. Ask about
the "Ashlanders", and he will give you some notes to take back to
Caius.
Return to Caius and show him the notes. You will be promoted to Blades
Finder, and told what was in the package that you delivered to Caius. He says
that the Emperor feels that you might be the one to fulfill the Nerevarine
prophecies. He will give you a decoded copy of the package and 200 gold.
Caius now wants you to go to the Urshilaku Camp to speak with some Ashlanders
named Sul-Matuul and Nibani Maesa.
To get to the Urshilaku Camp, take the Silt Strider to Ald-Rhun, and then
take a Silt Strider to Maar Gan. Leave Maar Gan due east, then take a trail
north to the Foyada Bani-Dad. Follow the Foyada northwest to the sea. A
shipwreck at the sea mouth of the ravine is a landmark. Swim east through the
ruins of Assurnabitashpi Shrine. Avoid the Daedra here, as they are powerful
and aggressive. Urshilaku Camp lies east of the ruins, inland in a low
hollow.
When you get to the Urshilaku Camp you must speak with any of the wandering
Ashlanders. Choose to "talk" with one then discuss the "Nerevarine
Prophecies" Tell them that "you fulfill the prophecies, and wish to speak
with Sul-Matuul and Nibani Maesa". They will send you to Zabamund to decide
if there is truth to what you say. Zabamund's Yurt is the second Yurt from
the right in the Large tent containing multiple Yurts to the south. Speak
with Zabamund about the "Nerevarine Prophecies" and offer to pay a 200 gold
tribute, and he will direct you to the Ashkhan's Yurt to speak with Sul-
Matuul.
Note: Reader Digisciple sent in the following:
I own Morrowind for the Xbox and I noticed a difference from your
walkthrough. When you first get to the Urshilaku camp, I had to bribe the
snot out of one of them (any will work) before they would even talk to me. I
think I spent around 300 or so before they would talk about the Nereveraine
The Ashkhan's Yurt is next door to the south. Speak with Sul-Matuul about the
prophecies, next ask about the initiation rite. Sul-Matuul wants you to
retrieve a family heirloom.... Sul-Senipul's Bonebiter Bow from the Urshilaku
Burial Caverns, before he will let you speak with the wisewoman, Nibani
Maesa.
The burial ground lies south- southeast of the camp, a north-facing door in a
little hill halfway between the camp and the slopes of the Red Mountains. The
easiest way to find the Burialground id to go north to the water, then turn
east. At a rock carin (a little pile of rocks that looks like a pile of dog
crap) on the beach, turn and walk directly south until you find the door to
the cavern.
To find the bow once you are in the burialgrounds keep moving south and
go through the door. Follow the cave until you come to a large chamber
filled with water, then turn south and go through the door into the
Laterus Burial Chamber. Navigate your way up the stone spiral to the
top and through the door into the Juno Burial Chamber. At the end of
this chamber is a ghost, which you must kill. After you kill the ghost,
search it's remains to find the bow. Now backtrack out of the Cavern
and return to Sul-Matuul. Upon returning and showing the bow to
Sul-matuul, you will be initiated into the tribe, be named "Clanfriend
of the Ashlanders", you will also be allowed to keep the bow. Since
you are now part of the tribe, you will be allowed to see Nibani Maesa.
Nibani Maesa is located in the northernmost Yurt, called the Wise Woman's
Yurt. Speak with her about the prophecies, you may then ask many questions to
find out much history about the prophecies, but all you have to ask is if
"you pass the test". She will tell you that you are not the Nerevarine, but
you could be. She asks you to find a book called "The Lost Prophecies" and
return it to her. She will give you to books to read, "The Seven Visions" and
"The Stranger".
For the time being, you have done enough to please Caius, so return and speak
with him. Caius will send word to Mehra Milo to look for the "Lost
Prophecies", and will give you a task to keep you busy until he gets an
answer.
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4.7: SixthHouse Base
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Caius wants you to go to Fort Buckmoth and speak with Champion Raesa Pullia
and find out about a SixthHouse Base. Once she tells you where it is, Caius
wants you to go there and kill Dagoth Gares and return a full report. Before
you go, Caius will give you 400 gold to get equipped.
Fort Buckmoth is a short walk south from the southern gate of Ald-Rhun. Once
you are at the fort, enter the door to the interior and Raesa Pullia is
straight ahead. Raesa tells you that a trooper came back from the SixthHouse
Base with Corprus disease and died, but not before he talked about a cavern
near Gnaar Mok called "Ilunibi", that is the SixthHouse Base. Gnaar Mok
locals might have a better idea of where the cavern is.
To get to Gnaar Mok from Ald-Rhun, take the Balmora Road west, At the Gnisis-
Balmora-Ald-Rhun signpost go south, then immediately west on a side road to
Drulene Falen's Cottage. Then head cross-country west to the coast, with the
Dunmer stronghold at Andasreth as a landmark. When you hit the coast, turn
south. Gnaar Mok is an island off the coast with a plank bridge connecting it
to the mainland. Ilunibi is a little island on the north side of Gnaar Mok.
Once inside Ilunibi, walk straight ahead until the fork in the road; turn
left and go through the door into Tainted Marrow. Continue straight past the
crossroads until you reach the door into Marowak's Spine. Walk to the
crossroad and turn right and go through the door into Blackened Heart.
Follow the cavern and turn Left at the crossroad, and left again at the next
crossroad, continue straight until you reach a door to Souls Rattle. Go
through the door and continue to the second set of crossroads, and Dagoth
Gares will comeout to meet you. After you kill him, you will get corprus
(there is nothing you can do about this, it will happen no matter what). Loot
his body. Now that you have killed Dagoth, you are finished here. Return to
Balmora.
Once you talk with Caius, you will be promoted to Blades Traveler.
Caius tells you that he has a lead on a Corprus cure. Divayth Fyr, an ancient
Telvanni wizard, runs a Corprusarium. Caius will give you a Dwemer Artifact,
1000 gold, and a few levitation potions before he sends you on your way.
To get to Tel Fyr, go to the Balmora Mage Guild and use the Guild Guide to
travel to Sadrith Mora (actually Wolverine Hall), walk outside of the
building, swim southwest until you see a large tower. You will need
levitation potions or spells in the tower, because there are no stairs. The
entrance to the tower is on the north side at water level. Enter the tower
via the door marked Onynx Hall, turn to the right before you enter the room
ahead of you, and follow the hall upstairs and through the door into the Hall
of Fyr. Walk forward a few steps and look up. Use one of the levitation
spells or potions to get up to the next level and go north to find Divayth
Fyr. Talk with Divayth and offer the Dwemer piece as a gift. Ask about the
"divine disease" and "corprus disease". He will mention that corprus makes
you immune to disease...Just like the Nerevarine. Tell him "you may fulfill
the prophecy", and he will send you to the Corprusarium to retrieve some
boots from Yagrum Bagarn, and return them to him, before he will give you a
potion that might cure you of your corprus disease.
To get to the Corprusarium you must go back to the Onynx Hall, follow the
hallway downstairs until you come to a crossroad, turn right and the door to
the Corprusarium is in the back of that room. DO NOT attack anyone in the
corprusarium. Enter the Corprusarium and turn left at the crossroad, follow
the hall and turn right at the next crossroad and go through to door into the
Corprusairum Bowles. Turn left at the next crossroads and follow the path.
Yagrum Bagarn will be the guy with the spider legs. Talk with him to get the
boots.
Return the boots and Divayth Fyr will give you the potion on one condition,
that you take the potion in front of him. Do so and you will no longer have
any symptoms of Corprus, but retain all of the immunities that corprus
provided.
Return to Caius in Balmora via the mage guide in Wolverine Hall near Sadrith
Mora. Upon returning you will be promoted to Blades Operative and receive 750
gold, magic black pants, magic black shirt, and Caius' Ring. Caius is giving
you all of this stuff because he has been recalled to the Imperial City. He
is leaving you in charge, and with full access to his house. He will give you
one more set of instructions before he leaves.
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4.9: Lost Prophecies
-----------------------------------------------------------------------------
Now that you no longer have corprus, you need to finis finding the Lost
Prophecies. Caius tells you to go and talk with Mehra Miro back in
Vivec City. She is being watched, so you might have to find her private
quarters. She will leave you a message under the codeword "Amaya". Once you
have the prophecies, take them back to Nibani Maesa. From that point on you
will be following Nibani's direction in fulfilling the prophecy.
Take the Silt Strider back to Vivec, then go to the Hall of Wisdom. Go midway
down the hall, and then take a few steps south and go down the hall to the
right. Make a U-turn and go up the stairs, turn right, and Mehra's door is
the last door on the right. Pick the 20th level lock on the door and enter.
The note is on the dresser. The note tells you that she went to see the
Inquisitor in the Ministry of Truth. Meet her there and bring a couple of
Divine Intervention Scrolls. (If you don't have 2, you can get them from
Janad Maulinie at the Mage Guild in the northwest corner of the very top of
the Foreign Quarter). Before you go to the Ministry of Truth, grab the
levitation potions on the dresser.
The Ministry of Truth is the floating rock above the Temple Canton. Use a
levitation potion and fly up to it. Speak with Alvela Saram, and tell him
that you are going to visit someone, and he will give you his key and tell
you where Mehra is. Go all the way around and in the back door into The
Ministry of Truth. Once in you will have to sneak around, because if you are
spotted the sentries will sound the alarm and you will be attacked. At the
first crossroad turn left or right and follow the path up and around, the
door to the prison keep is directly ahead. Go through the door, you will be
spotted right away (I don't know what the penalty for killing the guard is,
so I just avoided them), run past the guards and unlock the southern most
holding cell. Mehra is inside. Talk with her and tell her you brought the
scrolls. She will take one. She wants you to meet her in Holamayan. She tells
you talk to a woman named Blatta Hatera on the east docks of Ebonheart and
tell her "you want to go fishing" and you will be taken to Holamayn. She will
meet you when you get there. When you get there you will be able to get the
"Lost Prophecies" from Master Gilvas Barelo. Speak with Vevrana Aryon, a monk
at the dock to find the entrance to Holamayn.
Use the Divine Intervention scroll to take you to Ebonheart. Go to the east
docks, Blatta Hatera is on the northern dock. Tell her you want to go
fishing, then travel to the Azura's Coast Region. Vevrana Aryon will be
straight ahead. Vevrana will tell you how to get to the monastery and tell
you that she can send you back to Vivec when you are ready. To get to the
monastery follow the path uphill until you come to the foot of the monastery.
Wait until 6 am or 6 pm, and the monastery will open up for you. Once inside,
take the stairs to the right down, you will find Mhera and Master Barelo in
the room. Speak with master Barelo about the "Lost Prophecies" and he will
give them to you. He will also give you "The Seven Curses" and "Kagrenae's
Tools".
Return to Nibani Maesa in the Urshilaku Camp. Speak with her, and she will
tell you to return in a while, so she can think about what you have told her.
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4.10: Third Trial
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Talk with Nibani again and ask her about "her judgment". She will tell you
that you have passed the first and second trials. She sends you to Sul-Matuul
to learn of the third trial, and return to her after it has been completed.
Speak with Sul-Matuul and ask about the third trial. Before he will tell you
what the third trial is he wants you to prove yourself and bring back three
tokens from Kogoruhn: some corprus weepings, a cup with the mark of the house
of Dagoth, and the shadow shield.
To get to Kogoruhn, walk south out of camp until you come to a path going
east-west to the foot of the mountains, follow this path east. Walk past
Falasmaryon (it will be on your right), follow the path around the bend until
the path forms a T, take the east path and Kogoruhn will be on your left.
Enter the Dome of Pollock's Eye on the south east corner of Kogoruhn. Defeat
the Dagoth Girer inside. You will find a Dagoth cup on one of the tables,
along with some Corprus Weepings under an urn directly across from the door.
Exit and go to the door marked Hall of Phisto and enter. Turn left and follow
the hall until you see stairs leading to the door to the Hall of Maki. Go
through the door and walk straight, through the wooden door and into the
large chamber, take the left walkway down and through the wooden door. Turn
north and go through the door, go down to the lower level and continue north
to the locked door into Nabith Waterway. Take the left side walkway around
until you come to the tube on the left, and go into the tunnel and follow it
until you come to the room, go around the room and through the door into
Charma's Breath (in this chamber is a Vampire named Dagoth Uthol. You will
have to kill him later in the quest, or you can kill him now if you want to.
If you decide to kill him, loot his body and take the Belt of Heartfire).
Follow the path around until the crossroads, turn right and go through the
door marked Bleading Heart. Go forward and turn right at the crossroads,
continue forward until you come to the next crossroad and turn right again.
The Shadow shield is straight ahead. Grab it and return to Sul-Matuul. (
Ask Sul-Matuul about the third trial again, and he will reply with a riddle.
Basically you must gain the moon and star and return it to Nibani. The third
trial takes place in the Cavern Incarnate.
Leave the camp and head east along the coast until you come up to the
mountains (it is a bit of a hike. I have recieved a few comments that these
directions are not accurate, but they are, people have not been walking far
enough, you have to walk about 1/3rd the way across the continent, like I
said it is a loooong hike. ;) - If you have the paper map that came with the
game, look on the north coast, look where the crappy wasteland area meets up
with the Grazelands. On the west side of that mountain range is a path, that
is the path that leads to the Cavern.), when you get to the mountains there
will be a path going south, follow that path (if you see two large spikes of
rock (they are huge compared to all the other rocks sticking up from the
ground, like 3 times the size) flanking the path you are on the right path,
if not the path is east of you). Follow this path until you come to the
Cavern of the Incarnate. Wait until 6 am or 6 pm, and then the door will be
able to be opened. Walk forward and take the Moon and Star, at this point a
movie will play and describe the next two trials. You may speak with all of
the failed Nerevarines and receive all of the various items they give you.
(If you have better directions to the Cavern from the Camp, please email them
to me, and I will add them to the FAQ and give you credit).
-Bloodrose's alternate diections to the cavern-
The Cavern of the Incarnate is a lot easier to find if you go west from Tel
Vos. Take a boat from Sadrith Mora (teleport from any Mage Guild to the Mage
Guild in Sadrith Mora) to Tel Aruhn, then from Tel Aruhn to Tel Mora.
Alternative boat route - go to Gnisis (Almsivi Intervention from Urshilaku
Camp) and walk north to Khuul. Take a boat to Dagon Fel, then a boat to Tel
Mora. From there, go west until you reach Tel Vos. Continue going due west
till you reach the mountains. If you have Levitation (easily gotten from a
potion), fly over the mountains and land in the valley. Go south and you'll
find the Cavern. If you don't have Levitation, follow the mountains north to
the coast, and then swim around them (if you get back to land and find a
Daedric ruin, you've gone too far west). You'll find a valley. Follow it
south to the Cavern
Return to Nibani and ask her about the seven trials and she will acknowledge
that you have passed the third trial.
She will also tell you about the Fourth and Fifth Trials.
The Fourth Trial is to unite the three Great Houses: Redorian, Hlaalu, and
Telvanni by having them all pronounce you Hortator.
The Fifth Trial is to unite the four Ashlander Tribes: The Urshilaku, the
Ahemmusa, the Zainab, and the Erabenimsum by pronouncing you Nerevarine.
You may complete these next two trials in any order you wish, but since we
are already in an Ashlander camp, we will start with the Fifth Trial first.
Urshilaku - Speak with Sul-Matuul. Ask about being "Urshilaku Nerevarine"
then ask about the "need" and "duty". Ask once more about being the Urshilaku
Nerevarine. He will name you Nerevarine and give you the Teeth of the
Urshilaku to prove that the tribe named you Nerevarine. Leave his yurt and
speak with Nibani once more, and ask her about the three remaining tribes so
she will mark there locations on your world map.
Ahemmusa - To get to this camp, leave the Urshilaku camp to the north and
walk to the coast, then follow the coast west to the city of Khuul (you may
need to swim some of the way). Go to the docks in Khuul and speak with
Talmeni Drethan and travel to Dagon Fel. Talk with Haema Farseer on the dock
and travel to Tel Mora. Then speak with Tonas Telvani on the dock and travel
to Vos. Leave Vos and travel north along the coast until the coast starts to
go west (near the underwater entrance to Eluba- Addon Grotto). From this
point the camp is a short walk southwest.
Once you are in the camp speak with Sinnammu Mirpal in the Wise Woman's Yurt
in the northwest corner of the camp. She wants you to speak with some people
before she will speak with you, they are: Kausi, Dutadalk, and Yenammu. Kausi
is in her yurt, which is the first yurt on the left of the big tent. Go in
and ask her about the "Nerevarine". Next go next-door to Dutadalk's yurt and
speak with both Dutadalk and Yenammu about the "Nerevarine". Now that you
have spoken with these people, go back to Sinnammu and tell her you wish to
be named Nerevarine. Ask her about the "safe place". She now wants you to
go to Ald Daedroth and make it safe for the ashlander tribe to go, then come
back and escort her to Ald Daedroth to prove it is safe. Once this is done
she will name you Nerevarine.
To get to Ald Daedroth exit the camp heading north to the coast. Ald
Daedroth is on an island directly north of the camp (a looong swim or
waterwalk).
Once you get to the shrine you will watch a Ordinator named Drores Arvel
engauge in a little fight, sit back and wait until he wins, then approach him
and speak with him. Tell him that you have come to "Loot the Shrine" and he
will tell you that the Ordinators inside will leave you alone. Enter the door
to go into the Outer Shrine and kill the two people that will attack you (One
of them has a sword that casts paralyze for 10 seconds, so be careful and be
prepared with a couple of cure paralyzation potions). Go straight to the back
of the room and through the door into the Inner Shrine. Inside you will find
another Ordinator doing battle, leave him alone, but do kill the Golden
Saint, and the Dremora Lord in this room. Once this is done you may exit the
shrine and go back to Sinnammu and get her to follow you back to the shrine.
you don't have to worry about her getting attacked on the swim to the shrine,
as she waterwalks. Take her back to the Inner Shrine and go behind the large
statue in the middle of the room. She will speak with you and offer to
pronounce you Nerevarine of the Ahemmusa Tribe, and give you the Madstone of
the Ahemmusa. Now return to the Ahemmusa Camp.
Zainab - From the Ahemmusa camp walk southwest to find a path. Follow the
path southwest, you will walk past the Nerano Ancestral tomb (it will be on
the left side "I think") enter the tomb and clear it out, it isn't very big
and only has a Greater Bonebiter, two skeletons, an ancestral ghost, and
Calvario who is a vampire. Make sure you kill the vampire, and exit the tomb.
Continue down the path as it wraps around toward the east. When you come to
the crossroad take the southeast fork, walk a few steps until you come to
another fork in the road, continue on the southeast path. At the next
crossroad take the south path, Follow the path until you come to a T, go west
then take the south path at the next fork (you can check your world map if
you get lost). Keep going south and you will end up in the camp.
Go to the Wise Woman's Yurt on the east side of the camp, and ask for her
counsel. She will tell you to talk to the Ashkhan Kaushad. The Ashkhan's yurt
is in the middle of the large tent. Speak with him and get your Rep with him
up by bribing him. Tell him about the "Nerevarine" and then "tell your story
and ask to be named Nerevarine".
He will scoff at your claims, so ask him to set you a task. He wants you to
go to the Nerano Ancestral Tomb and kill a Vampire. Since you have already
done that talk to him again and he will acknowledge that you killed the
vampire, but before he names you Nerevarine he wants a gift from you..... A
Telvanni Wife. Go and speak with Sunnammu to find out about his tastes. She
will tell you to go to Tel Aruhn and by a slave from Savile Imayn and pass
her off as a Telvanni Bride.
Tel Aruhn is southeast of the camp, but before we go there we will need to
pick up an exquisite shirt, skirt, and shoes. So we will first travel
northeast to Vos first. Leave the camp to the north and follow the signposts
to Vos. Go to the docks and speak with Sedyni Veran to travel to Tel Mora.
Got to Eleynan the Clothiers in the south side of town to buy the Exquisite
shirt, skirt, and shoes. Return to the dock and speak with Tonas Telvanni to
travel to Tel Aruhn. Find Bildren Areleth the Apothecary at the north end of
town and buy some Telvanni Bug Musk. Now go and find Savile Imayn. She is in
the northwest side of town near the underground entrance. Speak with her and
ask for "something special", next talk about "exquisite clothes" and then
about "something special" again. Now she wants you to buy some bug musk, but
since we already got that, so ask for "something special" again and pay 1200
gold to buy Falura Llervu. Falura is just to the left, speak with her and
give her the gifts and have her follow you.
From Tel Aruhn travel northwest to get to the Zainab camp (you will have to
protect her as you swim across the sea). Once you get into Kushad's Yurt,
Falura Llervu will ask you if this is her bridegroom, then talk with Kushad
about his "Telvanni Bride" and he will pronounce you Nerevarine and give you
the Thong of Zainab.
Erabenimsum - Go to Sadrith Mora via a boat ride from Vos, and then swim to
Tel Fyr in the southwest. When you get to Tel Fyr swim west to the shore of
the mainland. Erabenimsum is to the southwest (use your map to help guide the
way).
Go to the wise woman's yurt in the center of the camp and speak with her
about the "Nerevarine Prophecies". She wants you to kill Ulath-Pal, Ahaz,
Ranabi, and Ashu-Ahhe, then convince Han-Ammu to be the next Ashkhan. First
take out Ranabi, his yurt is the first on the left in the large tent. Go
inside and kill him, then loot his body and take the Robe of Erur-Dan. Now go
next-door to Ashu-Ahhe's yurt and kill him, Next go next-door to the
Ashkhan's yurt and kill both men inside. Loot the bodies and take the War Axe
of Airan Ammu from Ulath-Pal, and Saint-Kil's Heart of Fire from the body of
Ahaz. Go back and talk with the wise woman again, she will ask you to
convince Han-Ammu to be the next ashkhan. Han-Ammu is next-door to the
Ashkhan's yurt. Speak with him about "want to be ashkhan". Give the robe to
Han-Ammu and make a little speech, talk again about "want to be ashkhan" and
give the Heart of fire and make another speech, finally speak again about
"want to be ashkhan" and give the axe and give another speech. Now ask to be
named Nerevarine. Go back and talk with the wise woman about the
"Nerevarine Prophecies" then about the "Sizing of the Erabenimsum" and she
will give you the magic belt. (note: if you have a high speechcraft or rep
with Han-Ammu, you can just give the speech and keep the items.)
Now you have completed the Fifth Trial, now we are going to unite the three
Dunmer houses to complete the Fourth Trial.
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4.15: Fourth Trial House Redoran
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House Redoran - Travel to Ald-Ruhn by whatever means you choose. Once you are
there travel to the Manor District (which is the huge building in the north
of the city). Enter the Sarethi Mannor, which is on the upper level at the 9
o'clock position. Speak with Athyn Sarethi (the guy in the red robe), and ask
him about the "Redoran Hortator", then "tell him your story and ask to be
named". Athyn will ask you to rescue his son before he will vote you as
Hortator. * If you already belong to House Redoran, you will not have to
rescue his son to get Athyn's vote.
Athyn's son is in the Venim Mannor, which is on the upper level of the Mannor
district in the 5 o'clock position. Once you are in the main hall turn right
and go into the door marked "right wing". Go down the stairs, to your right
on a bench is a note and a key, steal the key if your sneak skill is high
enough, if your sneaking skill isn't up to par you can just lockpick the door
(50th lvl. lock). To the right of the staircase is a short hallway with a
tapestry hanging at the end. Go to the tapestry and look behind it, you will
find the door leading to the room with Athyn's son. Unlock the door (either
with the key or lockpick) and go speak with Varvur Sarethi, Athyn's son, and
tell him you want to travel together. Once you leave the room with Varvus
following you, the guards will attack you. You can choose to run away from
the guards or fight and kill them. If you want to kill them, DO NOT KILL
BOLVYN. I usually choose to run away as you can usually make it to the door
with Varvur before they do. Leave the Mannor the same way you came in and
return to Sarethi Mannor. When you get close enough to Athyn with his son
following he will thank you (without having to enter a conversation), once he
thanks you speak with him about the "Redoran Hortator" and he will give you
his vote.
For most of the other Redoran councilors all you have to do is ask them and
they will give you there vote.
Miner Arobar - Arobar Mannor is in the Mannor District, upper level, in the
2o'clock position. Enter the manor and walk straight back and into the Guard
bedrooms, continue straight through into the private bedrooms, turn right and
enter the manor bedrooms, go into the bedroom on the left Miner Arobar is
inside, Speak with him about the "Redoran Hortator" to get his vote.
Garisa Llethri - Llethri Mannor is in the Mannor District, upper level, in
the 11 o'clock position. Enter the Mannor and go downstairs and straight
through to the manor bedrooms, follow the hallway and enter the first door on
the right. Garisa is straight ahead. Speak with her about the "Redoran
Hortator" to get her vote.
Barara Morvayn - Barara is in the council Hall located in the Mannor
District upper level, 12 o'clock position. It is the manor with three doors.
Enter the manor and walk straight to the back and go through the doors into
the Council Hall. Walk downstairs and to the northwest corner, there you will
find the door to Morvayn's Quarters. Enter and go to the back room to find
Barara. Speak with her about the "Redoran Hortator" to get her vote.
Hlaren Ramoren - Ramnren Mannor is in the Mannor District, upper level,in the
7 o'clock position. Enter the manor and walk straight back into the private
quarters. Hlaren is in the Bonemold Armor. Speak with him about the "Redoran
Hortator" to receive his vote.
Bolvyn Venim - Venim Mannor is in the Mannor District, upper level, in the 5
o'clock position. Walk straight to the back and enter the private quarters.
Go down then up the stairs and turn to the left. Bolvyn is in the room
straight ahead of you. Bolvyn will not give you his vote for Hortator,
instead he wants to meet you in the Arena section of Vivec and engauge you in
a duel to the death. He tells you that he will meet you there. Go to the
Arena Section of Vivec via Stilt Strider and Gondola ride. When you get off
of the Gondola in Arena, walk up the ramp to the upper level and enter the
waistworks. Take the northern hallway and then go east or west, as there are
stairs that wrap around going up, follow them and go to the door to the Arena
Pit. (before you go in make sure you are ready for a fight, as Bolvyn will
attack you as soon as you enter). Enter the door and Bolvyn will attack you
(make sure you have plenty of healing spells, scrolls, potions because Bolvyn
is strong and well armored). Defeat Bolvyn and loot his body.
Return to Ald-Ruhn and speak with Athyn about the "Redoran Hortator" again,
this time you will be named Hortator and given a public notice revealing you
as an Imperial spy, a note from Archeanon, and the ring of the Hortator.
Now that we are Hortator of the Redoran House we are off to the Telvanni
House
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4.16: Fourth Trial Telvanni House
-----------------------------------------------------------------------------
From Ald-Ruhn take the Silt Strider to Khuul, Then a boat from Khuul to Dagon
Fel, then take the boat from Dagon Fel to Tel Mora, then take the boat from
Tel Mora to Vos. Leave Vos heading northwest until you reach Tel Vos. (for
this part of the quest you will need a good amount of Levitation scrolls or
potions, or a levitation spell).
Master Aryon - Walk next the entrance to the south tower in Tel Vos, but do
not enter, instead cast a levitation spell and fly up to the top of the
tallest tower. The Entrance to Master Aryons room is facing south. Speak with
Aryon and tell him why you want to be named Hortator, he will give you his
vote. You can also talk with him about the other councilors if you want to.
When you are finished speaking with him return to Tel Mora.
Mistress Dratha - When you are back in Tel Mora, walk up the spiral of the
main tower and enter the door into the "upper tower". Walk up the staircase
to your right and follow the hallway; Dratha is at the end of the hall.
*If your character is a woman, she will give you her vote without a problem.
*If your character is a man you must use persuasion (bribes, not admiration)
to get your rep with her up really high, then "hurl yourself at her feet and
beg" before she will give you her vote.
Once she gives you her vote she will also give you a Summon Golden Saint
Scroll. Leave Tel Mora and take a boat to Tel Aruhn.
Gothren - When you are in the Tel Aruhn docks go toward Tel Aruhn and go
through the underground passage into Tel Aruhn. Levitate to the top of the
tower and enter the door to the upper tower. Walk up the stairs and Gothren
is in the back with two Dremora guards. Speak with Gothren about being the
"Telvanni Hortator" and he will tell you he needs more time to decide (no
matter how long you wait he will always tell you this, so we have to kill
him). keep insulting him until he attacks you (If your Rep is down to zero
and he has not attacked you, bribe him to get your rep up again then insult
him again. Once you kill him you will get your money back), Kill him and the
Dremora guards (you will need a lot of healing and cure paralysis). Once he
is dead leave Tel Aruhn and take a boat to Sadrith Mora.
Master Neloth - Once in Sadrith Mora docks, walk east and you will come to
the Tel Naga Tower, levitate to the top and enter the "upper tower" door.
Neltoh is straight ahead. Raise your rep with whim to ~70 and ask him to vote
for you as "Telvanni Hortator", he will give you his vote. Leave the tower,
and go back to the docks. Take a boat to Tel Branora.
Mistress Therana - After your boat ride to the Tel Branora docks head east to
the tower. Walk up the spiral walkway and go through the door into the "upper
tower". Go down the stairs and through the hall on your left, enter the door
on your right into Therama's chamber. Levitate up the chute; go down the hall
into the room on your left. Hopefully you have a speechcraft of 30, if not
find a way to boost it and speak with Therama. Amuse her, then ask for her
vote to be "Telvanni Hortator" and she will agree. You can also kill her if
you don't have the necessary speeechcraft skill. Leave Tel Branora tower and
go back to the docks and travel back to Vivec Foreign Quarter. Walk to the
Silt Strider and take it to Balmora, then Ald-Ruhn, then Gnisis.
Master Baladas - When you get to Gnisis walk to Arvs-Drelen, just northwest
of the Gnisis Temple. Enter Arvs- Drelen and go straight through the wooden
door, turn left and follow the hall, turn left again and the hall will start
to go up. Untrap and unlock the door (50th lvl.) and enter. Go to the back of
the room and up the stairs, Baladas is in the room. Speak with him and get
your Rep with him up, then ask for his vote to be "Telvanni Hortator", and he
will give you his vote. Exit Arvs-Drelen and return to Tel Vos.
Now that we have all of the votes to be named Telvanni Hortator we need to
return to Master Aryon. Speak with him and mention "Telvanni Hortator" again
and he will pronounce you Hortator, and give you a robe to prove it.
Note: If you have any trouble getting any of the councilors to give you there
vote you may kill them. The Telvanni don't seem to mind. The Only councilor
you can't kill is Master Aryon, as he is the one to finally pronounce you
Hortator.
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4.17: Fourth Trial Hlaalu House
-----------------------------------------------------------------------------
Convincing the Hlaalu House to name you Hortator can be costly, you will need
about 3000 gold to help you plead your case. The Hlaalu councilors are in and
around Vivec, so travel back to Vivec.
Crassius Curio - Take the gondola from the Foreign Quarter to the Hlaalu
section of Vivec. Walk to the top of the canton and enter the Hlaalu Plaza.
Enter the Curio manor on the mideast side of the plaza. Crassius is in a room
downstairs and to the right and back. Speak with Crassius, tell him your
story, and give him 1000 gold to get his vote for Hortator. Exit the canton
and go back to the lowest level.
Yngling Half-Troll - Take the gondola to the Arena Section of Vivec. Walk
from the gondola east, then south across the bridge to the St. Olms Canton.
Walk up to the top and enter the Plaza. Enter Yngling's Mannor on the midwest
side of the plaza Yngling is behind the door on the left. Tell him your story
and pay him off with 2000 gold (If you talk to all of the other councilors
first, you can kill Yngling instead of paying him, but I just paid) to get
his vote. Leave the Mannor.
Dram Bero - Go into the Haunted manor on the southeast corner of the plaza.
Dram is locked away in the basement behind a locked door (50th lvl.). There
are some lockpicks at the bottom of the table in the southwest corner of the
room. Pick the lock and enter the basement. Dram is behind the door on the
right, past the dining room.Talk with him and tell your story to get his vote
for Hortator.
Orvas Dren - Leave Vivec heading north, and head toward the Dren Plantation
(the plantation is directly north of Vivec, use your world map to help guide
you in case you get lost).Dren's Villa is in the southeast corner of the
plantation. Enter the villa, turn left and follow the hallway, turn right and
go up the stairs, follow the hall and you will see a desk in front of you. On
the desk is a key to the villa and some gold. Back up a few steps and turn
right, go up the stairs and Dren will be straight ahead. There are three ways
to get Dren's vote for Hortator.
*Persuade him enough to get a 90 rep with him, and tell him you want to
protect Morrowind from the EMPIRE (this is the option I choose)
*Tell him you wish to bring peace to Morrowind, let him attack you, then kill
him.
*Use the key you found on the desk on the basement door, Kill the guards,
then open the locked and trapped small chest on the shelves to the left.
Inside there is a note (which you will use to blackmail Dren, 2 grand soul
gems, and some other goodies. Then go and talk to Dren and use the note to
blackmail him into giving you his vote.
Nevena - Leave the Dren Plantation on the east road heading north, follow the
path until you come to a sign post pointing toward Suran. Follow the road
toward Suran, when you come to the bridge turn around and you will see Ules
Mannor to the south, enter the manor. Go all the way upstairs to find Nevena
and ask for her vote for Hortator and she will agree. Exit the manor and
continue to Suran.
Velanda - Take the Suran Silt Strider back to Vivec, and then take the
Foreign Quarter gondola to the Telvanni Canton. Then use the bridge to the
east to leave Vivic. Continue east until you come to the road going north
south. Take this road south, continue until you come to Omari Mannor, enter
the manor. Go all the way upstairs to find Velanda, ask for her vote for
Hortator and she will agree. Leave the manor and retrace your steps back to
Vivec.
Go back to the Hlaalu Canton and speak with Crassius again about being named
"Hlaalu Hortator", He will name you Hortator and give you the Belt of the
Hortator.
Congratulations, you have fulfilled the Fourth Trial.
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4.18: The Archcanon, Vivec, And The Wraithguard
-----------------------------------------------------------------------------
Now we have to see Lord Tholer Saryoni, Archpriest of the High Fane. Go to
the Temple Canton, which is the southernmost canton. Speak with Danso Indules
atop of the temple in front of the hallway through the middle of the canton,
tell her you "wish to meet the Archcanon". She will tell you that the
Archcanon wants to meet you, but you are wanted by the ordinators, so you
should avoid them by magic or stealth. (as a side note, I spoke with many
ordinators after I was told this, and they did nothing. Might be a little
glitch.)
Go to the Hall of Wisdom and walk a few paces south of the midpoint of the
hallway, walk west toward the door to the Hall of Justice, then turn south
and go up the stairs. Pick the lock to the High Fanes room (50th lvl.) Go
inside and speak with Tholer Saryoni about the "Temple's Doctrine" and agree
to meet Vivec. He will give you a key to Vivec's Temple, and a key to his
back door (the door whose lock we just picked).
Leave the Hall of Wisdom and cross the south bridge to go to Vivec's Temple,
go in and speak with Lord Vivec about business and accept the Wraithgaurd,
now ask how to defeat Dagoth Ur and Vivec will give you a detailed plan. When
you are done with Vivec it is time to head to Ghostgate. Leave Vivec and take
the Silt Strider to Balmora.
Leave Balmora south, and take the road going east. When you come to the
signpost take the road toward Caldera for a few feet then turn east and go
uphill. Cross the Old Dwemer Bridge, then turn around and go down into the
ravine. Follow the Ravine north past the Deadric Shrine. Eventually you will
come to Ghostgate. Explore the two towers of Dawn and Dusk to stock up on
supplies, such as restore health, and restore stat potions, Levitation
scrolls or potions, and get armor fixed. Make sure you speak with one of the
priests or Ordinator about the "Red Mountain" to get a map of the mountain,
which will update your world map with the temple locations (very helpful for
navigating since my directions for this area are really vague for this part).
When you are done leave the towers and hit the switches to enter the Red
Mountain area.
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4.20: First Vampire
-----------------------------------------------------------------------------
Killing this Vampire is optional, but it will make fighting Dagoth Ur much
easier.
The First Vampire Dagoth Uthol is in the Charmara's Breath section of the
Kogoruhun Cavern, just east of Vemynal. Enter the cavern, and Dagoth Uthol
will be right in front of you. The easiest way to kill him is run past him
and jump over the lava, turn around and pick him off with arrows when he gats
stuck in, or at the edge of the lava. Kill him and loot his body. Take the
Belt of Heartfire and exit the cavern. (You might have killed him while doing
the precursor to the Third Trial for Sul-Matuul)
-----------------------------------------------------------------------------
4.21: Second Vampire
-----------------------------------------------------------------------------
Killing this Vampire is optional, but it will make fighting Dagoth Ur much
easier.
Walk Directly north from Ghostgate, when you reach the Yassu Mine turn
northwest and follow the path, When you approach the wall turn north, then
veer east at the fork. Continue following the path to reach Endusal, Enter
the Temple. Walk straight through the door and turn left then go through the
next door. Dagoth Endus is inside, kill him and take the Amulet of Heartrime
from his body. Exit Endusal.
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4.22: Third Vampire
-----------------------------------------------------------------------------
Killing this Vampire is optional, but it will make fighting Dagoth Ur much
easier.
The Third Vampire is Dagoth Tureynul, and he is located in Tureynulal, just
northeast of Dagoth Ur's Citadel. Enter Kagrenac's Library in Tureynulal.
Dagoth Tureynul is straight ahead, behind a couple of doors. Kill him and
loot his body for the Amulet of Heartthrum. Leave the Temple.
-----------------------------------------------------------------------------
4.23: Fourth Vampire and The Keening
-----------------------------------------------------------------------------
The fourth Vampire, Dagoth Ordos, is in the Dwemer Training Academy in
Odrosal. Enter the Academy, walk straight ahead through the door, and Dagoth
Ordos is inside. Kill him and loot his body for the Amulet of Heartfire, and
Ordos Key. Leave the room and go down the hall to the left. Unlock the door
with Ordos' Key and enter the room. Go up the ladder on the left wall to find
the Keening. Exit the Training Hall.
-----------------------------------------------------------------------------
4.24: Fifth Vampire and The Sunder
-----------------------------------------------------------------------------
The next Vampire is Dagoth Vemyn located in Vemynal, which is northeast of
Dagoth Ur's Citadel. Enter the outer Fortress and turn right, follow the hall
around and turn down the first hallway on your right. Continue straight ahead
and into the Hall of Torque. Turn right and follow the hall and turn into the
first door on the right. Follow the stairs down and go through two sets of
doors. Dagoth Vemyn is in this room, kill him and loot his body for The
Sunder and the Amulet of Heartheal. Exit the Dungeon.
Killing this Vampire is optional, but it will make fighting Dagoth Ur much
easier.
The sixth vampire, Dagoth Araynys, is not in the Red Mountains; he is located
near Berandas, which is southeast of Gnisis. You can get there by casting
Almsivi Intervention which should place you in Ald-Ruhn, then taking a silt
strider to Gnisis. Swim across the river to the southeast; continue going
southeast until you come to Berandas (use your world map to help guide you).
Now travel east, the place you are looking for is called Mamaca, Sanctum of
Awakening, this cavern faces east and is before the Dusharian Shrine. Enter
and walk straight ahead into the Sanctum of Black Hope. Turn right after
going through the door and follow the hall, when you get to the locked door,
go past and turn right again. Follow the path and Dagoth Araynys will be
ahead, Kill him and loot his body for the Soul Ring. Leave the cavern and
return to the Red Mountains.
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4.26: Seventh Vampire and Dagoth UR
-----------------------------------------------------------------------------
The best way to approach Dagoth Ur's Citidel (which is directly north of
Ghostgate) is from the north. Drop down into the crater and you will see a
door with a steel bubble around it (it looks like the door to the Dwemer
Dungoen where you found the Puzzle Box), south of this door is a pipe with a
crank on it, turn the crank to open the door, quickly return north and enter
the door into the Citidel. Go down the stairs and through the door, walk
around the hole in the floor and go through the door ahead. Jump down the
hole in the floor and continue straight ahead into the inner facility. Go
down the stairs and through the door on the right, continue straight through
two doors, then turn right, before the third door. Go through the door on the
right and go down the stairs and through the door into the lower facility.
Dagoth Gilvoth is straight ahead, kill him and loot his body for the Blood
Ring. Continue straight and stand in front of the door to the Facility
cavern. Dagoth Ur is behind this door, so rest up, and fortify yourself whit
as much magic, potions, and magic items as you want. Enter the door. Dagoth
Ur is standing there. Speak with him. If you do not posses the Wraithsguard,
The Keening, and The Sunder, Dagoth Ur will not fight you, if you do have all
these items, end your conversation with Dagoth Ur and Kill him. When you
defeat him he will just disappear and the door to Akulakhan's Chamber will
open. As you walk to the door heal yourself again and prepare for another
fight. In the entrance of the door there is a Heart Ring on the floor. Before
you enter the door, equip the Wraithguard, then the Sunder. You must equip in
this order or you will take damage. Also equip a levitate or slowfall spell
or potion. once this is done, enter the chamber and immediately cast levitate
or slowfall. Forget the enemies around and fly (if levitating) or run and
jump (if you are using slowfall) toward the giant robot straight ahead. Jump
or fly off the ledge and land on the bridge below. Run up to the heart and
hit it once with The Sunder. Switch weapons to the Keening, and strike the
heart five times. Once you do this all of the enemies will disappear. Run
across the bridge then turn around to watch the robot blow up and crumble.
Follow the ledge around the cavern until you are back where you started. Turn
the crank on a pipe near the ledge to open the door back to the Facility
Cavern, and then go through the door. As you try to leave the Facility cavern
you will meet Azura, and the ending movie will play. When the movie is over
Azura will give you a ring. Exit Dagoth Ur's Citadel and the sky will clear.
The world is safe from Dagoth Ur and his evil plans, but the game still
continues. You can still go and finish (or start) any remaining quests.
Go to Balmora via the Silt Strider, go down the ramp and go west, turn
north after the Lucky Lockup. The Fighters Guild is the Last building on
the right. Enter and go up stairs and speak with Eydis Fire-Eye who is
the Guild steward, and ask about joining the Fighters Guild. Once you
have joined, you can ask for your first set of orders.
Note: the areas that say you should be promoted in rank are assuming you
meet the skill requirements for the promotion.
-----------------------------------------------------------------------------
5.1: The Rats
-----------------------------------------------------------------------------
For your first set of orders you will get to play exterminator. You are
asked to get rid of the rats that have infested Drarayne Thelas' house.
Her house is along the river on the east side. Go there and speak with
Drarayne about the rats. She will tell you that the rats have taken over
the storeroom upstairs and she will give you a key. Before you go
upstairs to kill the rats, there is a rat behind a closed door in this
room, kill it, then go upstairs and kill all of the remaining rats. Go
back downstairs and speak with Drarayns about the "cave rats", she will
give you 100 gold.
Return to the Fighters Guild and speak with Fire-Eye about the rats. Ask
about advancement to be pronounced Fighters Guild Apprentice. Now ask for
your next orders.
Fire-Eye wants you to go to the Shulk Egg Mine and Kill Sevilo Othan and
Daynila Valas, a couple of people that have been charged as being egg
poachers.
Shulk Egg Mine is southwest of Balmora, on the west bank of the river.
Leave Balmora and follow the river south, when you see the suspension
bridge crossing the river, turn west and you will find the mine.
Enter the mine and follow the cave all the way, until you find the door
to the "Queens Lair" Enter the door and go west following the cave.
Somewhere along the line, Sevilo and daynila will attack you, kill them
and return to the Fighters Guild to speak with Fire-Eye.
Speak with Fire-Eye about the poachers to receive 100 gold and four
potions of restore fatigue. Ask about advancement to be pronounced
Fighters Guild Journeyman. Get your next set of orders.
-----------------------------------------------------------------------------
5.3: Trouble at Caldera Mine
-----------------------------------------------------------------------------
Four Telvanni agents are causing trouble in the Calders Mines. They are
Alynu Aralen, Sathasu Nerothren, Fothyna Herothran, and Alveleg. Kill them
and return.
To get to the mine, exit the Fighters Guild, go south one door and enter
the mages guild. Go downstairs and speak with Masalinie Merian the mage
guide to travel to Caldera. You will be transported to the Caldera Mages
Guild. Leave the town from the northwest gate and follow the path until
you come to the signpost (near the naked guy). At the signpost take the
southern path, then at the next split, take the southeast path. Before
you get to the bridge to the Caldera Mining Post, turn to face northwest
and you should see a cave entrance with someone standing guard. Talk to
the person standing guard (Alveleg) about the Telvanni agents, once you
do, he will attack you, Kill him and enter the cave "Ashanammu". Follow
the cave until you come to three people standing around, these are the
remaining agents. Speak with on about the Telvanni Agents to get them to
attack, then kill them all.
Return to the Fighters Guild and speak with Fire-Eye about the agents
and you will get 400 gold for your troubles. Ask about your next orders.
-----------------------------------------------------------------------------
5.4: The Code Book
-----------------------------------------------------------------------------
Fire-Eye wants you to retrieve a code book from Sottilde at the SouthWall
Cornerclub. The cornerclub is in the southeast corner of town on the east
side of the river. Go there and enter the club. Speak with Sottilde about the
codebook, and if you have a good enough rep with her, she will hand the book
over, use persuasion if needed.
Note: If you belong to both the Thieves Guild and the Fighters Guild at the
same time when you attempt this mission, Sottilde will not give you the book
at all. In this case you must taunt her until she attacks you, then kill her
and take the book. When you do this you will be booted from the Thieves
Guild. To rejoin the Thieves Guild you must pay 1000 gold.
Note: Reader Bojangles sent in a tip for when you are in both guilds. After a
few days of playing, I arrived at the last leg of the Thieves' Guild quests,
with Gentleman Jim Stacey in Vivec. He starts asking you to bribe the heads
of the Fighter's Guild so they can protect the Thieves' Guild. One of the
people you bribe is Fire-Eye, the head of the Balmora Fighter's Guild. After
you bribe her with a certain sacred relic, she pledges to aid the Thieves'
Guild -- thus she doesn't request you to do any jobs against the Thieves'
Guild, and omits the quest for the codebook. Then you can ask her for the
next job, because she called the one for the codebook a success even though
you didn't finish it! This is a great solution to the quest if the Fighter's
Guild isn't really your "thing" and you want to get stronger before you do
the higher Fighter's Guild quests, because the Thieves' Guild quests are not
real combat related.
Return to Fire-Eye and speak about the codebook, give her the code book and
you will receive 50 gold. Ask about advancement to be proclaimed Fighters
Guild Swordsman. Get your next orders.
Your next mission is to get 200 gold in debt money from Helviane Descle in
Suran. Once you bring back the money, Fire-Eye will split the money with you.
Take the Silt Strider to Suran. Go to Desele's House of Earthly Delights (It
is the building with the red porch light). Desele is behind the bar, speak
with her, and if you have a high enough rep with her she will give you the
money, you may have to persuade her.
Once you have the money return to the Fighters Guild and speak with Fire-Eye
about it. Fire-Eye will give you 100 gold as your cut. Get your next orders.
Fire-Eye tells you of a 250 gold bounty to kill an orc named Dura gra-Bol.
Dura gra-Bol lives on the east side of the river in Balmora, on the southern
end. Enter the house and go upstairs to find Dura. Speak with him and taunt
him until he attacks you, then kill him.
Return to Fire-Eye and tell her that you have killed Dura to receive your 250
gold bounty.
When you try to get some more orders, Fire-Eye will tell you that she has no
more for anyone under the level of Fighters Guild Protector. She tells you to
check with the Guild chapters in Ald-Ruhn, Sadrith Mora, or Vivec.
Percius wants you to help Ulune Henim kill some necromancers in Vas. If you
ask about Vas, percius will mark it on your map. Leave the guild and go to
Khuul, then go to the docks and take a boat to Dagon Fel. Exit Dagon Fel to
the west, go south when the path splits. At the next split go west (If you
pass an orc named Bulak gra-Murug you are heading in the right direction).
Continue west past a few forks in the road, you will pass Pudai Egg Mine on
your right, keep going west until you get to the next fork (where the south
path leads to the water). Go north, and then follow the path west at the next
fork. Water-walk or swim west to Vas (use your world map to help guide you).
When you get there Ulyne Henim will be waiting in front of the entrance.
Speak with her about fighting together, and enter the cave. (There are
ancestral ghosts in here, to kill them you need to use magic, a magic weapon,
or a silver weapon). Walk forward, and turn down the hallway on your left,
then down the hall on your right, continue down to the lower level. Enter the
door o your right into the Vas, Tower (there is a Dremora in here, so be
careful). Turn to the right and follow the walkway leading up, go up the
stairs and around the back of the room, and up the stairs again. Daris Alram
(the necromancer that must be killed) is in this room. Get him to attack you,
then kill him. Once he is dead Ulyne will thank you, now you must return to
Ald-Ruhn and speak with Percius about the necromancers. Once you do you will
be given 500 gold. Ask about advancement to be named Fighters Guild
Protector. Ask for your next orders.
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5.9: Nerer Beneran The Outlaw
-----------------------------------------------------------------------------
Percius wants you to kill Nerer Beneran, an outlaw hiding in Sargon, north of
Maar Gan.
Leave the guild and travel to Khuul via Silt Strider, then to Dagon Fel via
boat ride. Follow the same path to the coast as you did in the last mission,
and swim to Vas again. Swim southwest to the island with the Onnissiralis
Shrine on it, and then swim south to the large island, the Assurdirapal
Shrine is on this island. Walk to the path and follow the path west (it will
change direction, but will generally go west) and eventually Sargon will be
on your right.
Enter the cavern and follow the cave until you come to Milynea Andrethi, go
through the door behind and to the left of her, go around the room to get to
the top of the platform, and then walk across the wooden walkway into the
next room. Walk up the ladder behind Varon Sadralo, turn right and cross the
bridge. The next room you come to will have Nerer Beneran in it, get him to
attack you, and then kill him (If you loot his body you will find an ebony
cuirass). Return to the guild and speak with Percius about Nerer to receive
your 500 gold reward. Ask about your next orders.
Avon Oran is having problems with bandits in Suran; ask about the "bandits".
Leave the guild and travel to Balmora, and then go to Suran via the Sit
Strider. Avon Oran's Manor is in the south of town, next to the temple. When
you enter the courtyard, turn right and go up the stairs and enter the manor.
Speak with Avon about the bandits. He wants you to kill Daldur Sarys in
Saturan to end the raids, and then report back to him to collect a 1000 gold
bounty.
Leave the Manor courtyard from the southern exit, following the river. When
you get to the driftwood on the ground turn and go to the northeast. There
will be two paths branching off to the north, the first goes to the Inanius
Egg Mines, we want to walk north along the second path. Walk north and the
path will bend around a grove of dead trees and steam pits, and then come to
a fork splitting north and west. Saturan is west.
Enter the cavern and follow the cave until you reach the wooden walkway, go
down the stairs, turn left and walk to the end of the walkway, Daldur Sarys
is upstairs to the left. Get him to attack you, and then kill him. Return to
Avon Oran in Suran to claim your bounty, and then return to Percius in Ald-
Ruhn and speak with him about the bandits and advancement to be proclaimed
Fighters Guild Defender. Get your next orders.
Percius wants you to deliver 20 bottles of Flin to Dangor in the Elith-Pal
Mine, near the Zainab camp. Leave the guild and take the Silt Strider to
Khuul, then take a boat to Dagon Fel, and another boat to Tel Mora, and one
more boat to Vos. Leave the docks using the path that goes west, when the
path splits go southwest, continue southwest past the first signpost and you
will come to another fork, go south, past the Yakaridan camp. When the path
splits go west until the path splits again, this time go south. At the next
fork, the south path will go to the Zainab Camp and the west path will lead
to the Red Mountains, go toward the mountains. When the mountain path splits
go south, and the Elith-Pal Mine will be on your right.
Enter the mine and follow the path straight until you come to the first
chamber. Climb the stairs; there is a small stone walkway that leads to the
upper level, climb that and continue straight (the stone path is hard to see,
a torch or light spell might help). Dangor is in the very back of the mine,
speak with him about the Flin, and he will take it.
Return to Percius in Ald-Ruhn and speak with him about the mine. Percius will
then offer you some brandy, accept it and you will receive some brandy and
500 gold. When you ask for your next orders Percius will tell you that he has
no orders for anyone under Guardian and to check in Sadrith Mora.
-----------------------------------------------------------------------------
5.12: Sadrith Mora Fighters Guild
-----------------------------------------------------------------------------
Take the Silt Strider to Khuul, then a boat to Dagon Fel, then another boat
to Sadrith Mora. The Fighters Guild is in Wolverine Hall, just south of
Sadrith Mora. Enter Wolverine Hall through the Imperial Shrine, walk forward
a few steps and go through the door on your left. Go down the stairs one
level and the Fighters Guild is on your left. Speak with Hrundi the guild
steward.
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5.13: Dwemer Ruins Of Nchurdamz
-----------------------------------------------------------------------------
Hrundi wants you to help Larienna Macrina clear out the Nehurdamz ruins of
necromancers, he will mark the ruins on your map.
Leave the guild and take a boat to Molag Mar. Leave Molag Mar swimming
northeast, cross the strip of land to the east, when you get to the next body
of water swim along the coast, keeping the land to your left. After a few
twists and turns and a long swim you will eventually come to Nehurdamz (Use
your world map to help guide you, as my directions are lacking). Note: There
is another ruin nearby named Nehardumz, make sure you go to the right ruin.
Once at the ruin, speak with Larienna Macrina about exploring together and
she will tell you that she wants your help to kill Hrelvesu, tell her you are
ready and enter the ruin. Walk straight downstairs, then up the next flight
of stairs, turn right and continue up the stairs. Go down the hall and
through the door on your left. Go down the stairs and kill the Steam
Centurion, untrap and open the ornate Dwemer chest in the room with the lava
and take the key inside. (There is also a magic spear named Iiikurok in this
room). Leave this room and go down the hall to the left. Unlock the door
using the key and enter, Hrelvesu is inside. Kill him and Larienna will thank
you and leave. Exit the ruin and return to Hrundi in the Fighters Guild,
speak with him to get your 500 gold. Get your next orders.
Hrundi wants you to help Novor Drethan clear the Dissapla Mines, ask about
the mines to find out that the mines are northeast of Falensarano, ask about
Falensarano to have him mark it on your map.
Leave the guild and head to the docks, take a boat to Tel Mora, then a boat
to Tel Aruhn. Jump off the docks and swim west, you will come to an island
with a Daedric Ruin named Yansirramus on it, keep going west until you get to
the mainland and a cavern called Nammu. Go north a little ways until you are
back on land, turn west and walk until you come to a path in front to
Falensarano. Follow the path north, when the path splits go north to the
mine.
Enter the mine and walk into the first room and speak with Novor about the
mine. Novor wants you to rescue Teres Arothan and kill all the Nix Hounds.
Follow the cave until you come to a room with a ladder going up and a hall to
your right. Go right and follow the cave, killing all the nix hounds that you
come across. You will come to another ladder; Teres Arothan is above, talk
with her and have her follow you back to Novor. Speak with Novor about the
mines and he will give you four Raw Glass. Return to the Sadrith Mora
Fighters Guild and speak with Hruidi about the mine and he will give you 250
gold. Ask about advancement to be named Fighters Guild Warder. Get your next
orders.
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5.15: Corprus Stalker And Rels Tenim
-----------------------------------------------------------------------------
Hrundi says he will pay you 200 gold to kill a corprus stalker in the Berwen
Trader Shop of Tel Mora, and 200 gold to kill Rels Tenim near Tel Vos.
Leave the guild and take a boat to Tel Mora. The entrance to the trader shop
is just east of the entrance to the Lower Tower. Enter the shop and speak
with Berwen about the Corprus Stalker, go upstairs and kill the monster, then
return to Berwen and talk about the Stalker again. Leave the shop and take a
boat to Vos.
Leave Vos to the north and go to the coast past the Ahemmusa Camp, cross the
water to the first island, from there travel northwest two more islands. On
the second island go the north side; there you will find the entrance to
Shallit at the waters edge in a small cove. Enter the cavern and walk forward
until you come to a room with large rocks hanging from the ceiling (remember
this room as you will need to come back to it). Note that there is a high
ledge on the south wall; we need to get up there so we have to find a potion.
Follow the cave around, past the barrel with the note and sword, and go up
the flight of stairs. There is a bed roll and some boxes on the ground, mixed
around the boxes are two potions of rising force, grab them and return to the
large room with the ledge. Use on of the potions to fly up the south wall
onto the ledge, and then follow the cave. Rels Tenim is a few rooms back, get
him to attack you, and then kill him. Return to Hrundi in the Fighters Guild
and speak with him about the Corprus Stalker and Rels Tenim to get your
rewards. Get your Next orders.
Hrundi wants you to deliver 20 bottles of Sujamma to Nelacar in the Dunirai
Caverns, southeast of Ghostgte, between the Foyada Esannudan and Foyda Ashur-
Dan.
Leave the guild and take a boat to Ebonheart, then leave the town and walk to
Seyda Neen. Take the Silt Strider to Balmora. Leave Balmora south, and take
the road going east. When you come to the signpost take the road toward
Caldera for a few feet then turn east and go uphill. Cross the Old Dwemer
Bridge, then turn around and go down into the ravine. Follow the Ravine north
past the Deadric Shrine. On your right, before Ghostgate there will be a path
flanked by two large spires, turn east and when you get to the next two
spires head east and continue past the first northern path. Take the next
path north, and look for a path on your left that leads to the Denirar
Caverns.
Enter the caverns and follow the cavern back and speak with Nelacar about the
sujamma, give him the bottles. Return to Hrundi in the Fighters Guild and
speak with him about the cavern to get your 500 gold. Get your next orders.
-----------------------------------------------------------------------------
5.17: Escort Sondaale of Shimmerene
-----------------------------------------------------------------------------
Hrundi wants you to help Sondaale of Shimmerene through the Temple of
Telascro.
To get there, take a boat to Tel Bramora, then a boat to Molag Mar. Leave
Molag Mar to the west and follow the path until you come to Telascro.
When you get there, Sondaale is nowhere to be seen, but if you look on the
smaller entrance door, you will see a note stating that she went in ahead of
you and to meet her inside. Enter the door with the note and follow the halls
until you get to the lower level. Go through the hall to the south, continue
straight and enter the door to the lower level. Enter the first door on your
left to find Sondale. Speak with her and she will ask you to escort her out
of the temple. Have her follow you, and leave the temple.
Return to the Fighters Guild and speak with Hrundi about Sondaale to get your
500 gold. Ask for your next orders.
Hrundi wants you to kill Engaer, a Bosmer mercenary. Engaer is in the Tel
Naga Tower in Sadrith Mora. Leave the guild and enter the Great Hall of the
Tel Naga Tower at the center of town. Go down the stairs and steal a couple
of Rising Force Potions on one of the desks in this room. Use one of the
potions to levitate to the door to the Upper Tower on the east wall. Levitate
up the shaft to the top level, and then go down the west hallway. There are
three doors here, two locked and trapped golden doors and a door to Sadrith
Mora. Engaer is behind the north door, so untrap and unlock it, go inside,
close the door and get Engaer to attack you then kill him. (Loot his body to
find a complete set of bonemould armor and a ring enchanted with the third
barrier spell).
Return to the Fighters Guild and speak with Hrundi to receive your 1000 gold
bounty. Ask about your next orders.
-----------------------------------------------------------------------------
5.19: Pudai Egg Mine And The Golden Eggs
-----------------------------------------------------------------------------
Hrundi wants you to retrieve seven golden eggs from the Pudai Egg Mine.
Leave the guild and take a boat to Dagon Fel. Exit Dagon Fel to the west; go
south when the path splits. At the next split go west (If you pass an orc
named Bulak gra-Murug you are heading in the right direction). Continue west
past a few forks in the road, the Pudai Egg Mine will be on your right.
Enter the mine and follow the cave until you get to the main room, take the
south branch and enter the Queens Lair. Go left and follow the cave until you
reach the Queen but don't kill her. The golden eggs are behind the Queen,
grab them all (they weigh 30 pounds each) and return to Hrundi in the
Fighters Guild.
Give Hrundi the eggs and he will pay you a whopping 10,000 gold. Ask about
advancement to be named Fighters Guild Guardian. When you try to get your
next orders he will tell you that he doesn't have any for you, and that you
should check in Ald-Ruhn, but since we know Fire-Eye in Balmora has more
orders for us, we will return to the Balmora Fighters Guild.
-----------------------------------------------------------------------------
5.20: Orcs At A Daedric Ruin
-----------------------------------------------------------------------------
Speak with Fire-Eye about orders and she will tell you to visit Alof in his
farm northwest of Pelagiad and just north of the Arvel Plantation to get more
info about your mission. Leave the guild and take a Silt Strider to Seyda
Neen, then walk to Pelagiad. Walk east past the Fort until you get to the
Dren Plantation. Go north until you get to the Arvel Plantation, then swim
across the lake to Alofs farm. Enter and talk to Alof about the Orcs. He will
tell you that you have to kill the orc leader Burub gra-Bamog.
Leave the farm and go north along the path until you come to the crossroad,
then go west. When you get to a clearing near the mountains with a signpost
take the northeast path toward Molag Mar. The path will curve around quite a
bit and you will pass a clearing in the mountains with a dead log on the
ground, keep going north. At the next signpost go east, then southeast at the
next crossroad and follow that path past a steam pit of two. At the next
intersection go south, then west, pass the ruin and continue down the path
(Yes I said pass the ruin). At the end of this path is a second entrance to
the ruin, and Burub gra-Bamog is inside. Enter and get Burub to attack you,
and then kill him. Return to Fire-eye and talk about the orcs to receive 500
gold. Get your next orders.
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5.21: Verethi Gang
-----------------------------------------------------------------------------
Fire-Eye wants you to kill Dovres Verethi, the head of the Verethi Gang.
He is located in Mannammu, southeast of Pelagiad.
Leave the guild and take the Silt Strider to Seyda Neen, then walk to
Pelagiad. Leave Pelagiad and walk south, you will find Mannammu near the
pond across a mud walkway. Enter the cave. Follow the cave all the way
to the back. You will come to a room with a raised platform surrounded
by water, Dovres is on the platform. Get him to attack you, then kill
him. Return to Fire-Eye and speak about the gang to get a 1000 gold
reward. Get your next orders.
Fire-Eye tells you of a dangerous creature, a hunger, that has made a
home in the Sarano Tomb. She wants you to go and kill the beast and
return.
Leave Balmora south and follow the path as it goes east across the
bridges, until you come to some signposts. Go southeast toward Pelagiad.
You will walk down into the Foyda you will come to another signpost,
go southwest, then southeast at the next signpost. When you get back to
the lush area and the next signpost keep going southeast toward Suran.
Shortly after you pass the Fields of Kummu Shrine, you will come to
another crossroad, the tomb is north.
Enter the tomb and go through the first door on your right, it is locked
with a low level lock. Go down stairs and kill the hunger (Loot the body
to find the Sarano Ebony Helm, a Drough shield is also in this room).
Return to Fire-Eye and talk about the tomb to collect your 1000 gold.
Fire-Eye has no more quests for you.
Here is where you have a decision to make about the future of the
Fighters Guild. As it turns out the Fighters Guild is divided and has
two groups trying to take control. The Camanna Tong is influencing one
side, and the old Fighters Guild is the other. So you have two ways of
going. Option 1 is to help Percius end the Camonna Tong influence of the
Fighters Guild, and option 2 is to ally with the Camonna Tong against
the Thieves Guild. At the end of both paths lies your spot as the Head
of the Fighters Guild.
-----------------------------------------------------------------------------
5.24 Option 1 Save the Fighters Guild
-----------------------------------------------------------------------------
Go to Ald-Ruhn and speak with Percius about orders. He will tell you
that the Fighters Guild is being influenced by the Camonna Tong, and
the only way to save it is to kill Sjoring Hard Heart the Guildmaster
and his supporters Fire-Eye and Lorbumol gro-Aglakh. If you do so,
Percius will name you the Fighters Guild Guildmaster.
Go to the Balmora Fighters Guild and get Fire-Eye to attack you, then
kill her (loot her body for a Dwarven Mace).
Next go the Vivec Fighters Guild by taking the Silt Strider to Vivec.
Walk to the Vivec Foreign Quarter Canton, then go to the top of the
canton and enter the Foreign Quarter Plaza. The Guild of Fighters is
in the Northeast corner of the plaza. Enter the guild and go through the
doorway on the left, go down the stairs, turn to the right and follow
the hall. In this room is Lorbumol gro-Aglakh, and behind the door at
the other end of the room is Sjoring Hard Heart. Get them to attack you
then kill them both (If you loot Hard Hearts body, you will find a magic
hammer).
Return to Percius in Ald-Ruhn and talk to him about each of the people
you just killed, and he will name you the Fighters Guild Guildmaster.
Leave Balmora by taking the Silt Strider to Vivec. Walk to the Vivec
Foreign Quarter Canton, then go to the top of the canton and enter the
Foreign Quarter Plaza. The Guild of Fighters is in the Northeast corner
of the plaza. Enter the guild and go through the doorway on the left, go
down the stairs, turn to the right and follow the hall. Sjoring Hard
Heart is behind the door at the other end of this room. Speak with Hard
Heart about orders.
-----------------------------------------------------------------------------
5.26 Option 2 The Thieves Guild Bosses
-----------------------------------------------------------------------------
Hard Heart tells you that he has allied the Fighters Guild with the
Camonna Tong, and that he wants you to kill the Thieves Guild bosses.
Helende in the Dirty Mureils Cornerclub at Sadrith Mora ..... Dead
Habasi in the Southwall Cornerclub at Balmora ...... Dead
Aengoth in The Rat In The Pot at Ald-Ruhn...... Dead
Heard Heart gives you 5000 gold to pay off guards as needed.
Take the Silt Strider to Balmora, go down the stairs and turn right,
cross the bridge, then go down the ally to the left of Dura gra-Bols
House. The Southwall Cornerclub is to the right of the stairs. Enter the
club and Sugar Lips Habasi is around the corner. Get him to attack you,
then kill him (loot his body for a bunch of picks and probes, and a
glass dagger).
Take the Silt Strider to Ald-Ruhn. The Rat in the Pot is one door east
of the Fighters Guild, enter the guild and go upstairs to the bar. Near
the wall across the bar is a stairway down, go down and Aengoth the
Jeweler is down here, get him to attack you, then kill him.
Take the Silt Strider to Khuul, then take a boat to Dagon Fel, then a
boat to Sadrith Mora. Dirty Mureils Cornerclub is across from the bridge
leading to the Wolverine Hall. Enter the club and go upstairs and find
Big Helende, get her to attack you, then kill her (you can loot her body
for more picks and probes).
Return to Sjoring Hard Heart in Vivec and talk to him about the bosses
and he will make you his second in command Fighters Guild Champion.
Note: Once you are Champion, Lorbumol gro-Aglakh will attack you when
you try to speak with him.
-----------------------------------------------------------------------------
5.27 Option 2 The Thieves Guild Master
-----------------------------------------------------------------------------
Now Hard Heart wants you to kill Gentelman Jim the Thieves Guild Master
and his flunky Crazy Legs. Ask about this and he will tell you that they
can be found in Fralinie's Bookstore.
Leave the guild and the Foreign Quarter Plaza and head down to the
Foreign Quarter Lower Waistworks, then use the eastern entrance to the
Foreign Quarter Canalworks. go to the Simine Fralinie Bookseller shop on
the south end. Enter the shop and go the back and pick the 65 level lock
on the door. In this room are Gentleman Jim and Crazy Legs. Get them to
attack you, then kill them both (loot Jim's body for a Daedric
shortsword, a skeleton key, and a set of exquisite clothes).
Return to Hard Heart to tell him of your achievements, he will be happy,
but will then double-cross you and attack you. Kill him to become the
Fighters Guild Guildmaster.
=============================================================================
Section 6: Guide To Vvardenfell
=============================================================================
Morrowind is the northeastmost province of the Tamrielic Empire, bounded
on the north and east by the Sea of Ghosts, on the west by Skyrim, on the
southwest by Cyrodiil (also known as the Imperial Province), and on the
south by Black Marsh (also known as Argonia). Vvardenfell District
encompasses Vvardefell Island, a great land mass dominated by the giant
volcano Red Mountain and cut off from mainland Morrowind by the
surrounding Inner Sea.
Only recently open to settlement and trade, most of the island's
population is confined to the relatively hospitable west and southwest
coast, centered on the ancient city of Vivec and the old Great House
district centers at Balmora, Ald'ruhn, and Sadrith Mora. The rest of the
island is covered by hostile desert wastes, arid grasslands, and
volcanic badlands, and thinly populated by the nomadic Ashlander tribes.
Vvardenfell has nine basic geographic regions, each with their own
distinctive plants and terrain features. Scholars have based their
classifications on the different types of land described by the native
Ashlanders, so the designations are recognized by most local traders,
travelers, and adventurers. These geographic regions are called: the
Ascadian Isles, the Ashlands, Azura's Coast, the Bitter Coast, the
Grazelands, Molag Amur, Red Mountain, the West Gash, and Sheogorad.
The Ascadian Isles is a region of lush, green, well-watered southern
lowlands where most of Vvardenfell's agriculture is found. The area
includes Pelagiad, Suran, Vivec City, and Ald Sotha along with the inland
lakes and waterways of the Ascadian Isles proper. The urban areas of
Vivec and Ebonheart of the southern coast are densely populated; the
inland Ascadian Isles are dotted with small farms and large plantations.
The climate is temperate and comfortable, with moderate rainfall.
-Ebonheart-
The seat of the Imperial government for Vvardenfell district,
and a busy center of maritime trade. Castle Ebonheart is the home of Duke
Vedam Dren, the district's ruler and Emperor's representative. Also
located at Castle Ebonheart are the Vvardenfell District Council chambers
and the Hawk Moth Legion garrison. The officers, docks, and warehouses
of the East Empire Company are also found in Ebonheart.
-Vivec City-
The largest settlement on Vvardenfell, and one of the largest
cities in the East. Each of the great cantons is the size of a complete
town. The High Fane and the palace of Vivec are visited by hundreds of
tourists and pilgrims daily. Citizens flock to the Arena for
entertainments and war games. Outlanders mostly confine themselves to the
Foreign Canton, while natives live, work, and shop in the Great House
compounds and residential cantons.
-Ald Sotha-
A splendid Daedric ruin within sight of Vivec City. Though exotic and
picturesque, it is a dangerous site, haunted by old magics, dark
cultists, and their Daedric summonings, and not recommended for
Sightseers.
-Suran-
An agricultural village in the northeastern corner of the fertile
Ascadian Isles region. Two popular pilgrimage sites are nearby -- the
Fields of Kummu and the Shrine of Molag Bal.
-Pelagiad-
A newly chartered Imperial village between Balmora and Vivec City on the
western edge of the Ascadian Isles region. The village is right outside
the Imperial Legion garrison at Fort Pelagiad. The houses and shops are
built in the Western Imperial style, and Pelagiad looks more like a
village in the western Empire than a Morrowind settlement.
-----------------------------------------------------------------------------
6.2 The Ashlands
-----------------------------------------------------------------------------
The Ashlands are the dry, inhospitable wastelands surrounding the lower
slopes of Red Mountain. The Ashlands extend to the Sea of Ghosts in the
north, and elsewhere form a wide margin between the blighted Red Mountain
region and other geographic regions. The village of Maar Gan is the only
sizable permanent Ashlands settlement; Ald'ruhn, the district seat of
House Redoran, is on the margin of the region. Ashlanders hunt for game
here, and their herds find sparse grazing. It rains rarely, and suffers
frequent ash storms.
-Maar Gan-
A small isolated village in a remote region north of Ald'ruhn. The Maar
Gan shrine is an important Temple pilgrimage site.
-The Ashlander Urshilaku Tribe-
Has a permanent settlement at Urshilaku camp in the Ashlands region north
of Maar Gan village.
The rugged coast and islands of northern and eastern Vvardenfell are
called Azura's Coast. The region is rocky, infertile, and largely
uninhabited, except for the outpost at Molag Mar, the Telvanni
settlements at Sadrith Mora, the wizard towers at Tel Aruhn, Tel Mora,
and Tel Branora, and Ahemmusa camp and the remote fishing villages of
Ald Redaynia and Dagon Fel on the north coast. There are no roads; most
travel is by boat. Despite the rocky terrain, a variety of plants thrive
on the regular rainfall.
-Sadrith Mora-
The district seat of House Telvanni, and home of the Telvanni Council,
though only one Telvanni councilor actually lives in Sadrith Mora.
Sadrith Mora is an island settlement, and accessible only by sea and
teleportation. The town is large, with many services, but it is open only
to Telvanni retainers; outsiders must confine themselves to the Gateway
Inn.
-Tel Branora-
The tower and seat of the eccentric Telvanni wizard named Mistress
Therana. The tower and its tiny village are located on a rocky
promontory at the southeasternmost tip of Azura's Coast.
-Tel Fyr-
The Telvanni tower of Sorcerer-Lord Divayth Fyr. Beneath the tower
is the Corprusarium, a refuge-prison where the deranged, distorted
victims of the deadly corprus disease are housed and tended.
-Tel Aruhn-
The Telvanni tower of Archmagister Gothren, Telvanni Sorcerer-Lord and
head of the Telvanni Council. The associated settlement is a sizable
village, and the site of the Festival Slave Market, the largest slave
market on Vvardenfell.
-Tel Mora-
The Telvanni tower of Mistress Dratha, an ancient wizard of the
Telvanni Council. The small settlement includes a few craftsfolk and a
tradehouse.
-Tel Vos-
The tower of Telvanni wizard and council member Master Aryon.
Tel Vos is a peculiar blend of Telvanni and Western architectural styles,
and is close to Vos village.
-Bal Fell-
The "City of Stone," an ancient First Era ruin in the southeastern
islands and promontories of Azura's Coast. The site has a nasty
reputation, and several Telvanni wizards currently have competing camps
of hirelings and adventurers exploring and looting there. Legend says
that Bal Fell was built on the site of an ancient Daedric worship
center.
-The Ashlander Ahemmusa Tribe-
A permanent settlement at Ahemmusa camp on a rocky promontory at the
northeastern tip of the Vvardenfell mainland in the Azura's Coast region.
-----------------------------------------------------------------------------
6.4 The Bitter Coast
-----------------------------------------------------------------------------
The western coast of Vvardenfell from Seyda Neen north to Gnaar Mok is
called the Bitter Coast. The salt marshes and humid swamps of this region
are uninhabited, with the only settlements found at the good harbors of
Gnaar Mok, Hla Oad, and Seyda Neen. Also called the Smuggler's Coast, the
region's secluded coves and islands provide refuge for criminal trade,
and the frequent rain and fog hides small boats from Excise cutters.
-Seyda Neen-
The piercing light of the Grand Pharos at the mouth of the harbor of the
port village of Seyda Neen is a beacon to mariners throughout the Inner
Sea. Most visitors from the Empire make landfall at the port of Seyda
Neen, where they are processed by the Imperial Census and Excise
Commission agents of the Coastguard station. The Coastguard cutters
docked here control smuggling and piracy on the Inner Sea.
-Hla Oad-
A tiny isolated fishing village on western Vvardenfell in the Bitter
Coast region. A rough track along the River Odai connects Hla Oad with
the town of Balmora.
-Gnaar Mok-
A tiny island fishing village in the Bitter Coast region of
western Vvardenfell.
-----------------------------------------------------------------------------
6.5 The Grazelands
-----------------------------------------------------------------------------
The regular rain and dark soils of the Grazelands produce the rich
grazing for Ashlander herds that give the region its name. The region
lies in the northeast of Vvardenfell, sandwiched between the Ashlands and
Azura's Coast. Permanent settlements include Vos village and the towers
of Tel Vos and Tel Fyr. The Ashlanders of Zainab camp move their herds
across the plains in search of fresh grazing. There are no roads or
tracks, but travel is easy across the open plains.
-The Ashlander Zainab Tribe-
A permanent settlement at Zainab camp, near the village of Vos in the
Grazelands region.
Located inland in the southeast of Vvardenfell, Molag Amur is an
uninhabited wasteland of rocky hills, steep-sided ravines, lava pools,
and barren ash pavements. Pathfinding and travel is extremely difficult
in this trackless wilderness, and is complicated by frequent ash storms.
The Ashlanders of Erabenimsun camp hunt game here, but few others venture
into this region. The worst part of Molag Amur, called the Great Scathes,
is considered impassible even by the Ashlanders.
-The outpost at Molag Mar-
A fortified stronghold on the southeastern edge of the desolate Molag
Amur region. Pilgrims bound for the nearby pilgrimage sites at Mount
Assarnibibi and Mount Kand take refuge at the outpost's hostels,
comforted by the garrison of Redoran and Buoyant Armiger crusaders
stationed at the stronghold.
-The Ashlander Erabenimsun Tribe-
A permanent settlement at Erabenimsun camp, an isolated hut settlement in
the middle of the desolate Molag Amur region.
-----------------------------------------------------------------------------
6.7 Red Mountain
-----------------------------------------------------------------------------
The dominant feature of Vvardenfell, Red Mountain, is a vast volcano in
the center of Vvardenfell. The outer slopes are steep and rugged, and the
crater is deep and dotted with surface lava. The Ghostfence, a magical
barrier which blocks travel as well as seals in the harmful,
disease-laden weather called 'blight,' rings the volcano's outer slopes,
and is broken only at Ghostgate. Within the Ghostfence, rain never falls
and the sun never shines; the only weather is the red and deadly
ash-blight.
-Ghostgate-
The gate citadel of the Ghostfence Ordinator and Buoyant Armiger
garrisons. Ghostgate sits astride the only gap through which the
monstrous hosts of Dagoth Ur might emerge from Red Mountain to threaten
the rest of Morrowind. The Ghostfence itself is a colossal magical
artifact that completely encircles Red Mountain and prevents the Blight
from spilling its corruption across the rest of Vvardenfell.
-----------------------------------------------------------------------------
6.8 West Gash
-----------------------------------------------------------------------------
The western highlands of Vvardefell are called the West Gash. The region
extends from the Sea of Ghosts on the northwest coast to the inland town
of Balmora, where the region is sandwiched between the Bitter Coast and
the Ashlands. The trading village of Gnisis is north of Ald'ruhn, and the
fishing villages of Ald Veloth and Khuul lie on the north coast. The town
of Caldera lies near Balmora. The herds of the Ashlanders of Urshilaku
camp graze on the sparse but hardy highland vegetation.
-Balmora-
The district seat of House Hlaalu, and the largest settlement on
Vvardenfell after Vivec City. Good roads lead north to Ald'ruhn and south
to Caldera, Seyda Neen, and Vivec City. The Imperial Legion garrison of
Fort Moonmoth lies south of Balmora.
-Caldera-
A recently chartered Imperial town and mining corporation. The Caldera
Mining Company has been granted an Imperial monopoly to remove raw ebony
from the rich deposits here. Caldera has the appearance and flavor of a
Western Imperial town.
-Ald'ruhn-
The district seat of House Redoran, and a large settlement. The Redoran
Council chambers are located inside the shell of an ancient extinct giant
crab. Tracks lead north to Maar Gan and Gnisis villages and south to
Balmora.
-Gnisis-
A small mining and trade village astride the silt strider caravan route
between the northwest West Gash and Ald'ruhn.
-Ald Velothi and Khuul-
Tiny fishing villages on the northern coast of the West Gash.
The large island of Sheogorad lies north of Vvardenfell. This island and
its associated lesser islands are a maritime wilderness extending north
from Vvardenfell into the Sea of Ghosts. The region is largely hostile
and uninhabited, with two small villages at Ald Redaynia and Dagon Fel.
Only Dagon Fel is reached by ship services; all other island-to-island
transport must be provided by the traveler.
=============================================================================
Section 7: Seyda Neen Quests and Notes
=============================================================================
The piercing light of the Grand Pharos at the mouth of the harbor of the port
village of Seyda Neen is a beacon to mariners throughout the Inner Sea. Most
visitors from the Empire make landfall at the port of Seyda Neen, where they
are processed by the Imperial Census and Excise Commission agents of the
Coastguard station. The Coastguard cutters docked here control smuggling and
piracy on the Inner Sea.
-----------------------------------------------------------------------------
7.1 Fargoth's Ring Quest
-----------------------------------------------------------------------------
Fargoth wants you to find his magic ring, it is a Engraved ring of
healing which restores 1-5 pts. of health on self.
The ring is located in a barrel in the courtyard of the Census and
Excise Office (before you enter the building with Sellus Gravius).
*If you return it your Rep with both Fargoth and Arrill in the
tradehouse will go up.
*You can also decide not to return the ring, (but it if you do return
it, you have another chance of getting it back when you find Fargoth's
Hiding place).
-----------------------------------------------------------------------------
7.2 Fargoth's Hiding Place
-----------------------------------------------------------------------------
Hrisskar Flat-Foot has A quest for you. He is located at the top of
the stairs in Arrille's' Tradehouse. He wants you to find Fargoth's
Hiding place, and he will split any money you find.
To find the hiding place go to the top of the Lighthouse, look toward
the middle of town and wait until 11pm, Fargoth will move from the
town center toward the lighthouse then double back to a stump in the
middle of a pond north of the lighthouse. After he leaves go to the
stump and look inside. You will find Fargoth's Ring (If you gave it
back to him), a journeyman's lockpick, and 300 gold.
*If you return to Hrisskar Flat-Foot and give him the gold, he will
give you back 100 gold and anything else you found in the stump as
your cut, He will also tell you where you can find Fargoth's ring.
*Or you can not talk to Hrisskar again, leave that quest unfinished
and keep the 300 Gold (my favored Option).
-----------------------------------------------------------------------------
7.3 The Dead Taxman
-----------------------------------------------------------------------------
You will hear rumors of a dead taxman. To find the body, follow the
road out of Seyda Neen to the north, then follow the signs toward
Gnaar Mok and Hla Oad. The path will bend toward the west, you will
see a tree directly in front of you, go off the path past the tree
until you come to the pond. When you get to the pond turn south and
walk. There two piles of rocks with a space between them going
southwest. Go between the rocks and you will see the corps on the
left. Loot the body to get 200 gold, and the tax record.
Return to Sedya Neen and go to the Census and Excise Office and talk
to Socucius Ergalla (the guy who gave you your class and birthsign)
about the murder of Processus Vitellius. he will ask you if you found
the money.
*If you say you found the money you will lose 200 gold and he will send
you to find the murderer with a reward of 500 gold.
*If you tell him that you found nothing (and keep the gold) he will not
offer the reward (but if you find the murderer, he will still pay the
reward. Possible game bug).
The murderer is Foryn Gilnith in one of the shacks west of Arrille's
Tradehouse. He will freely admit that he Killed Processus Vitellius.
*If you tell him that you believe him and don't punish him he will
give you Processus' Ring
*If you tell him that he needs to be punished, he will attack you. Kill
him (since he attacked you, you will not receive a bounty on your head)
and loot the body. You will find Processus' Ring.
Return to Socueius Ergalla an he will reward you 500 gold (regardless
of weather you gave him the original 200 in gold)
Now you can do one of three things with Processus' Ring:
*You can sell it (it has a value of 240 gold)
*You can keep it to enchant later (It is an Exquisite ring)
*You can return it to Thavere Vedrano in the lighthouse. She will give
you 2 standard restore health potions (which restore 10 pts of health
for 5 sec.)
-----------------------------------------------------------------------------
7.4 Cursed Ring Of Vodunius Nuccius
-----------------------------------------------------------------------------
Speak with Vodunis Nuccius (he is walking around in front of the Cencus
and Excise Office) about a "Little Advice". He will tell you to Check out
the Silt Strider, and to tell Darvame Heleran the Silt Strider operator
that Vodunius sent you.
Go to the Silt Strider just outside of town and speak with Darvame,
select "Vodunius Nuccius" from the dialog options, and Darvame will tell
you that he often steers business his way, but he seems unhappy here.
Return to Vodunius and ask about "Vodunis Nuccius" to lear that he is
indeed unhappy here, but has no money to leave, all he has ia a cursed
ring. He will then offer to sell you his ring for 100 gold. You may buy
the ring if you want.
The Ring will fortify your speed 5 points for 60 seconds, but will also
damage your health 10 points.
** Evidence chest in Census & Excise Office, in the same room as Socucius
Ergallas.
** 25 gold and silverware cup in the top of a tree stump next to the
lighthouse walkway
** There is a copy of "The Wraith's Wedding Day" (a book that will raise
your Unarmored skill level by 1) located upstairs in the lighthouse.
** There is an Imperial Newcastle Cuiras under the bed in the room upstairs
of Arilles Tradehouse.
** There is 100 gold on a table upstairs in the Census & Excise Wherehouse.
** 31 gold in a small locked chest in the first Census & Excise bldg.
** 31 gold in a small locked chest on Socucius Ergallas desk
** Big stash of weapons and armor in the locked room under Arrille's
Tradehouse
** The Locked chest in Draren Thiralas house has a Journeyman's lockpick and
probe in it.
** Copy of the book "Notes on Racial Phylogeny" (Restoration skill +1) on bed
in Eldafires House.
** Silver Longsword in a locked chest in Eldafires House.
** There is an enchanted iron axe in a watered tree stump near the
lighthouse... You have to jump on it to access it! (nice weapon for
beginner warrior!) -Jumping Jack
** There is 100 gold in a cloth sack in a tree stump on the coast just before
the wrecked ship! -Jumping Jack
** In ariells room (spelling?) under the pillow there is an echanted dagger
as well. –Mark
=============================================================================
Section 8: Pelagiad Quests and Notes
=============================================================================
Pelagiad is a newly chartered Imperial village between Balmora and Vivec
City on the western edge of the Ascadian Isles region. The village is right
outside the Imperial Legion garrison at Fort Pelagiad. The houses and shops
are built in the Western Imperial style, and Pelagiad looks more like a
village in the western Empire than a Morrowind settlement.
** Evidence Chest is in the Jail area of Fort Pelagiad in the south wall
** Journeyman's probe and lockpick in a locked chest (30 lvl.) under the trap
door in Junal-Lei's house.
** Journeyman's probe and lockpick in locked chest (60 lvl.) in Farusea
Sala's house.
** Random Loot in a box in front of the Halfway Tavern
** Ahnassi in the Halfway Tavern talks about "smooth moves" then
"Theives Guild", then she will give you a copy of Honor Among Thieves
($100 value)
** Iron Tanto behind the bed in the northernmost locked room upstairs in the
Halfway Tavern.
** Quality restore health on lower right wine rack in the basement of the
Halfway Tavern.
** Random Loot in the basket next to the wine rack in the basement of the
Halfway Tavern.
** Black Arrow Vol. 1 (+1 Acrobatics) is on the table in Madres Navur's House
** Random Loot in boxes under the trap door in Madres Navur's House.
** Repair Tongs on box under the trap door in Madres Navur's House.
** The books Poison Song V and Poison Song VI are in the basement of
Adanja's House.
** A copy of Pilgrims Path (which will add Gnisis, Vivec, Ghostgate, Koal
Cave Entrance, and Fields of Kummu to your map) is located upstairs in
Mebestien Ence: Trader shop.
** A Dwemer Coherer is in a small locked chest (50 lvl.) upstairs in
Mebestian Ence: Trader Shop.
** Random loot is in a box behind Vulernil: Armorer shop.
** Random loot is upstairs in the Vulernil: Armorer Shop in a locked
chest at the foot of the bed.
** 50 gold in a locked chest on the desk of Vulernil: Armorer.
** There is a Pelagiad Gusrd Tower Key on the table behind some bottles in
the downstairs of the Pelagiad Guard Tower.
** There are many weapons and Armor laving about and in boxes (waiting to be
stolen) in the Pelagiad Guard Tower.
** Random loot located in a box to the right of the Fort Pelagiad main
entrance.
** 30 gold in an offering plate on the ground in front of the Imperial Cult
Altair in Fort Pelagiad.
** Two Steel Bows and some Steel Arrows are in the West side of the South
Wall section of Fort Pelagiad.
** Hrodis in one of the rooms upstsirs in the halfway Taven has the
Sanguine belt of Fleetness, which has a constant effect of Fortify
athletics by 5 points.
** Imperial Steel Curiass and Pauldrins on a bed downstairs of south wall
section of Frot Pelagiad.
** Imperial Steel Helm on table downstairs in Guard Tower.
=============================================================================
Section 9 Hla Oad Quests And Notes
=============================================================================
Hla Oad is a tiny isolated fishing village on western Vvardenfell in the
Bitter Coast region. A rough track along the River Odai connects Hla Oad
with the town of Balmora.
Speak with Relam Arinith under Fat Leg's Dropoff about "doing some
business". He wants you to deliver a slave to someone named Vorar Helas
in Balmora. Tell him that you will deliver the slave, then have Rabbina
follow you. Leave Fat Leg's Dropoff and head to Balmora. Vorar Helas is
in a house just south of Caius' house on the far east side of Balmora.
Pick the lock to the house. As soon as you enter Vorar will start to
attack Rabbina. You have a choice to make. Either help Vorar or Rabina,
no matter which option you choose the quest can be completed.
If you choose to help Vorar then you should help to kill Rabbina. Once
you do this Vorar will thank you, then tell you that Rabbina was full of
Moon Sugar and he needed to kill her to get it out. Ask him about Rabbina
to get your reward, a Medusa's Gaze Ring, and 400 gold.
If you choose to help Rabbina, you should help kill Vorar. Once you do
this speak to Rabbina about her "hope to escape". She will then ask you
to escort her to Im-Kilaya at the ArgonianMission in Ebonheart. Take the
Silt Strider to Vivec, then walk southeast to Ebonheart. Once there go to
the southernmost building on the central island of Ebonheart, this is the
Argonian Mission. Enter and Rabbina will thank you. Speak with Im-Kilaya
about Rabbina to get you 400 gold reward.
-----------------------------------------------------------------------------
11.1 How Do I sell High Priced Items?
-----------------------------------------------------------------------------
Q- I've read a lot about selling things to a fellow named Creeper. Somebody
mentioned that Ordinator's Maces go for about 12k, but I have yet to find
anybody with more money than Creeper. I am baffled. I have located
Creeper, but he has only 5000 gold. I attempted to sell a Fiend Katana
to him, but he said it was too expensive. When I bought a few things from
him, he still only had 5000 gold. I am ever so baffled! How do I sell
expensive things to him without having to sell them for 4000 less than
they are worth?
A- Try some creative selling, Sell him an expensive item and buy some things
from him so that you get some items and his 5000 gold. Wait untill the
next day, and sell the items you bought back to him for another 5000
gold. wait another day and repeat the process. And for those that don't
know, Creeper is a merchant that buys items for full price despite your
Merchant skill.
-----------------------------------------------------------------------------
11.2 How Do I Use Vampire Dust To Make A Vampire Potion?
-----------------------------------------------------------------------------
Q- What do I do with the vampire dust to become a vampire?
A- As far as anyone can tell, vampire dust does not make you a vampire. At
least not yet, there might be a further official addon that adds another
item that has the vampire effect.
-----------------------------------------------------------------------------
11.3 Can I Join More Than One Guild?
-----------------------------------------------------------------------------
Q- Can I join more then one Guild?
A- Yes, you can, but some guilds have quests that conflict with eachother.
-----------------------------------------------------------------------------
11.4 Why Do The Ordinators Attack Me?
-----------------------------------------------------------------------------
Q- I have no bounty on my head, but every ordinator I see attacks me, why?
A- If you have ever equopped a piece of Ordinator armor, the Ordinators feel
like you have disgraced them, and will from then on attack you on sight.
Even if you remove the armor and get rid of it, they will still attack
you. The only way to get them to stop is to use a console cheat command.
These commands are found in the Reader Submitted Tips Section.
-----------------------------------------------------------------------------
11.5 Where Is Creeper, And What Is So Special About Him?
-----------------------------------------------------------------------------
Q- Where can I find Creeper the scamp? And why does everyone tell me to sell
my stuff to him?
A- Creeper is Located in Caldera, Ghorak Manor, 2nd floor. The thing that
makes him special is the fact that he will buy all of your items at full
value, although you will still need to do some creative selling.
-----------------------------------------------------------------------------
11.6 I Messed Up The Bonebitter Bow Quest, What Do I Do?
-----------------------------------------------------------------------------
Q- I went into the tomb like I was supposed to, but I didn't search the
remains of the Ancestor Ghost, then I left the tomb. When I came back, the
remains are gone, how do I get the bow?
A- I don't know if the bow is gone for good, but if you have the PC version
of the game, you can enter the console by typing the ~ key, then typing
the following:
player->additem bonebiter_bow_unique 1
-----------------------------------------------------------------------------
11.7 Where Are The Propolyon Index Stones?
-----------------------------------------------------------------------------
Q- What are the locations of the Propolyon Index Stones?
A- Hlormaren, Dome
Gnisis, Arvs-Drelen
Maar Gan, Shrine
Maelkashishi, Shrine, Forgotten Galleries
Caldera, Irgola, Pawnbroker
Tower of Tel Fyr, Hall of Fyr
Vivec, St. Olms Temple
Rols Ienith, In the Rotheran, Communal Hut
Telasero, Lower Level
Urshilaku Camp, Wise Womans Yurt
-----------------------------------------------------------------------------
11.8 Why Are Some Of My Stats (or Skills) Listed In Red?
-----------------------------------------------------------------------------
Q- Some of my stats (or skills) are listed in red, what does this mean and
how do I fix it?
A- If a skill or stat is listed in red, this means that it has been affected
and reduced by some form of magic or disease. To return it to its normal
value you might try curing the disease, or using a restore attribute (or
skill) spell or potion.
-----------------------------------------------------------------------------
11.9 How Do I Get To The Puzzle Canal Temple Shrine?
-----------------------------------------------------------------------------
Q- How in the heck do I get to the temple shrine in the canal puzzle?
A- First, don't enter the maze unless you are on the third level. Then,
simply go inside. In the middle of the "H" shaped room, there is a door to
the inner canal. Go inside and you will find a room full of water, and a
stone telling you to breathe in the waters. Do it. Simply sit in the water
until you run out of breath and life. Your life will be restored, and the
bridge will appear. Don't have a silver longsword? Don't worry; there is
one in the chest next to the shrine. Simply hand it over and the shrine is
all yours.
-Warpedtpf
-----------------------------------------------------------------------------
11.10 What Are All Of The "X's" On The Map That Came With The Game?
-----------------------------------------------------------------------------
Q- What are all of the little "X's" on the map that came with the game?
A- The "X's" are the locations of shipwrecks. They usually hold some sort of
treasure, the value of this treasure varies. There are also some
shipwrecks that are not marked on the map, these usually have better
treasure.
-----------------------------------------------------------------------------
11.11 Is It True That You Can Get Your Own House In This Game?
-----------------------------------------------------------------------------
Q- I have heard that you can get your own house in this game, is it true?
A- Yes, there are a few ways that you can get a house of your own. First
you can kill someone and take over his or her house as your own, or you
can earn a stronghold. To earn a stronghold, you must join on of the
Great Dunmer Houses and work your way through their quests. As you
advance through the quests you will receive the stronghold, as well as
have it upgraded.
-----------------------------------------------------------------------------
11.12 I Killed Someone In The In The Corprusarium, What Do I Do?
-----------------------------------------------------------------------------
Q- I killed on of the guys in the Corprusarium, now Fyr will not cure me of
the Corprus disease, what can I do?
A- Find a spell merchant that sells a Charm spell, then visit a spell maker
and have him create a version of the spell that has a 70 to 100 point
magnitude. Use this spell on Fyr, then talk to him again. If you do not
have enough magic to cast a spell of that magnitude, you can have a spell
made with a lesser magnatude and cast it multiple times for the same
effect.
-----------------------------------------------------------------------------
11.13 Where Can I Find Grand Soul Gems?
-----------------------------------------------------------------------------
Q- Where is the best place to find Grand soul gems?
A- Grand soul gems are leveled loot, often found in bandit caves.
-----------------------------------------------------------------------------
11.14 What Is Leveled Loot?
-----------------------------------------------------------------------------
Q- What is leveled loot?
A- Leveled loot is random loot that you can find that changes depending on
what level your character is. For example: As a level 1 character you
might find a petty soul gem in a chest in a cave, but if you were level 15
you might find a grand soul gem instead.
-----------------------------------------------------------------------------
11.15 Where Do I Find The Morag Tong?
-----------------------------------------------------------------------------
Q- Where do I find the entrance to the Morag Tong Guildhouse?
A- It's in the storage area of the Arena canalworks in Vivec. The
canalworks you should be looking for is nearest to the Fighter's
Training Area with the little banners with a circle and three swords
around it. Go through the door leading to the canalworks and when
you head down the steps you should see a door on the other end of
the hallway go through that door. The next door is locked, I think,
so unlock it. A rat is behind the door so kill it, now there are
three doors in this room one on the right side and two on the left.
The door on the left nearest to you has a sleeping bag you can sleep
in, the door on the left farthest from you has a rat in it, the door
on the right has another rat but this room has a trapdoor that's
locked, kill the rat then get past the locked trapdoor. You're in
the Morag Tong Guildhouse now.
-----------------------------------------------------------------------------
11.16 All Of My Armor Skills Are Zero, What Happened?
-----------------------------------------------------------------------------
Q- Something happened to turn all of my armor skills to zero, I have tried
everything to get them back to their original level, but nothing works.
What happened, and how do I fix it?
A- Most likely you have picked up and equipped the Sword of Fury. This sword
damages all of your armor skills. In the original version of the game
there was a bug that caused these skills to be incapable of being
restored.
If you have the Xbox version of the game, the only thing you can do is
rebuild the skills manually.
If you have the PC version of the game you can do a few different things.
-You can use the console to fix the skill levels.
-If you have the 1.2.0722 patch installed, you can use Imperial Altars and
Temple Shrines to restore the skills. I believe this only works if you
equip the sword after you have installed the patch. If you equipped the
sword before the patch was installed you should use the first option to
restore your skills, then the shrines and alters will work from that point
on.
=============================================================================
Section 12: Stat and Skill Tips
=============================================================================
This section contains some reader submitted emails that inform about Stat and
Skill tips (the ones with a credit at the end). I did not write the submitted
information, nor have I verified the information. These may contain some
duplicate information, which I will revise at a later time. Many people
emailed me about some of the same items, I tried to include the first
submissions, and so you may not see your name here. But I would still like to
say thank you for sending the info even if it did not make it to the FAQ.
The fastest way to raise this skill is to "bunny-hop" everywhere you go.
This has the added benefit of being a fairly speedy way to travel. Just keep
an eye on your fatigue level if you know a fight is coming up.
-----------------------------------------------------------------------------
12.2 Another Easy Acrobatics
-----------------------------------------------------------------------------
I figured out a small trick for really jacking up acrobatics quickly. Instead
of simply jumping everywhere you go, find yourself a nice large hill that you
wouldn't have any trouble walking up and then start slowly walking up the
hill. As you move up the hill hit the jump key as fast as you can and you'll
usually be able to rattle off about 3 or 4 jumps per second. I want to be
like Mike.
-emeraldvale
-----------------------------------------------------------------------------
12.3 Ye Olde Breadbutt's Easy Athletics
-----------------------------------------------------------------------------
This is halfway between a cheat and just really cheap play, but it works.
Swimming is supposed to be the fastest way to raise athletics, right?
so go to Balmora hop in the river and swim in deep enough water that you're
defiantly swimming and not just walking. Swim directly into one of the bridge
columns so that you're at a right angle to the columns flat side and still
swimming but not going anywhere. if you aim yourself properly, you should
just be able to hold down the forward key/button and swim indefinitely. I
play Morrowind on the Xbox, so I used a rubber band to hold the analog stick
forward, but I'm sure you can use something weighted to hold down the
appropriate PC key. anyway, get this set up and SAVE your game. then you can
go make a sandwich, watch a movie or whatever while your character builds up
that athletic skill. I actually watched a movie and went to bed. when I got
up the next morning, my athletic skill had raised from 28 to 46. Not the
most amazing change, but I didn't have to wait for it to happen. Also and
obviously, it's important to save before doing this, your char. could slip
off of the column and run out into a monster or off of a cliff or you slip
and dive and stay down and drown, computer/Xbox crashes...
You can get infinite gold and raise your mercantile skill from The Creeper.
He will barter at 1% in your favor. For example, sell him 5000 base price
worth of stuff, he'll buy it for 5050 gold. And you can buy it back at 4951
gold giving you a profit of 99 gold. I know its cheap and tedious, but it
does work and if you have the time, you can have as much gold as you want and
buy anything. Just takes a while.
Find a NPC that does not walk around or have anyone else around. A good
example would be one of the NPCs in the shacks at Seyda Neen. Walk up to
them and they will address you, now back away and quickly run behind them.
Hit the sneak key (you will know when you are sneaking because there will
be a small icon on the lower left of your screen) and hold it. You can put
something on your keyboard if you want, then leave and return later.
-----------------------------------------------------------------------------
12.6 Another Easy Way To Raise Sneak Skill
-----------------------------------------------------------------------------
Go into one of the bodies of water around the first town. You will get
attacked by some fish. (I can't remember exactly what their name is.)
Walk barely out of the water far enough so the fish isn't attacking you and
put your character in sneak mode. It will flicker in and out of sneak mode.
Try to find a spot of land where you are surrounded by rocks or trees so you
don't get attacked by mudcrabs or anything else.
Save your game and go do something else for a while. When you come back your
stealth skill will have increased drastically. I went from a 40 in stealth
to 100 in about 6 hours.
Buy a lock spell and a bunch of low-level lock picks. Once you have bought
the spell, use a spell maker and make a lock spell with a magnitude of 1.
Now lock any chest, then open, and repeat. Since the lock level is so low,
you should always be able to open it, and this will raise your security
skill.
To raise your Speech-Craft like crazy, go up to someone, and keep admiring
him or her nonstop. I did this for 2 hours and got my speechcraft to level
100
-Morgan Weiner
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12.9 Stat Training Quirks
-----------------------------------------------------------------------------
If you wear the boots of blinding speed and have a major or minor skill
based on speed, then you can increase it to the maximum level with a master
trainer, and then, since the masters don't have a limit to how high a level
they can train you (or something like that), and since your speed attribute
will not prevent it from being trained further, you can constantly train it
ten points with the master. The result? The skill will always stay at 100,
but since your speed is more than 100, you can gain levels infinitely this
way WITHOUT going to jail. This works with any item which enhances stats
permanently (or with a temporary stat-enhancer, if you talk to them during
the effect's duration, but you'll need to reapply the effect before every
session).
-Demens Ignis
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12.10 Another Stat Training Quirk
-----------------------------------------------------------------------------
The female trainer in one of the rooms at the top of the stairs in the Lucky
Lockup in Balmora is able to train your shortblade skill to 100.....and then
some. If shortblade is one of your major or minor skills when you continue
to train past 100 your skill will not go up but you will get the skill
points counted toward your level. If you have enough money, you could
theoretically max out all your stats, hp, etc. It will cost a ton of money
to train but it is worth it for leveling if you advanced all your other
major and minors to 100 and still have some stats below 100.
-Senaldun
-----------------------------------------------------------------------------
12.11 Raise A Stat And Make Money
-----------------------------------------------------------------------------
To raise athletics and make good money fairly easily ..swim around Seyda Neen
and look for kollops! They have a chance to hold a pearl! 100 gold per pearl
and all that swimming will raise your athletics quickly!
This section contains some reader submitted emails that inform about
Miscellaneous Tips (the ones with a credit at the end). I did not write the
submitted information, nor have I verified the information. These may contain
some duplicate information, which I will revise at a later time. Many people
emailed me about some of the same items, I tried to include the first
submissions, and so you may not see your name here. But I would still like to
say thank you for sending the info even if it did not make it to the FAQ.
-----------------------------------------------------------------------------
13.1 WarEagle's Easy Golden Saint Soultrap
-----------------------------------------------------------------------------
While playing Morrowind I spoke SoulTrap on nearly everything because I
wanted to see what happens. By doing this I found a way how you can trap
Golden Saints Soul very easy. The only thing you need is a Scroll of Summon
Golden Saint. Please don't ask where I had it from, but I found two of them
in my backpack. Summon the scroll and then cast SoulTrap on the Golden Saint.
Although it's a summoned being, you trap its soul when it dies. This also
works with the other summon-spells I've tried. By doing this, you can easily
get many souls for enchanting.
-WarEagle
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13.2 The Thieves, The Fighters, And The Codebook
-----------------------------------------------------------------------------
This is a bit lengthy, and if the Fighter's Guild isn't your thing, then it
shouldn't be a problem. Also, there is a bit of a Thieves' Guild spoiler in
this tip as well, but here goes. When I did this quest, I ended up joining
the Thieves' Guild and not getting the codebook at all. I soon found out that
my abilities for my character were actually better suited fora thief then a
fighter, so I progressed through all of the Thieves' Guild missions.
*Spoiler* After a few days of playing, I arrived at the last leg of the
Thieves' Guild quests, with Gentleman Jim Stacey in Vivec. He starts asking
you to bribe the heads of the Fighter's Guild so they can protect the
Thieves' Guild. One of the people you bribe is Fire-Eye, the head of the
Balmora Fighter's Guild. After you bribe her with a certain sacred relic, she
pledges to aid the Thieves' Guild -- thus she doesn't request you to do any
jobs against the Thieves' Guild, and omits the quest for the codebook. Then
you can ask her for the next job, because she called the one for the codebook
a success even though you didn't finish it! This is a great solution to the
quest if the Fighter's Guild isn't really your "thing" and you want to get
stronger before you do the higher Fighter's Guild quests, because the
Thieves' Guild quests are not real combat related.
-Bojangles
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13.3 The Talking Mudcrab
-----------------------------------------------------------------------------
There's a talking Mudcrab with 10K on an island just southeast of Mzahnch
northeast of Vivec, east of Ald Sotha, north of Bal Fel southeast of Suran.
My Note: I have heard that this crab will buy anything, and you can barter
with it to raise your merchant skill.
-Robin Sequira
My Note: He is on the island under the "H" in Mzahnch on your paper map.
-----------------------------------------------------------------------------
13.4 Vampire Info
-----------------------------------------------------------------------------
There are three clans. Berne, Aunde, and Quarra. To become a vampire, fight
one, don't kill it, and become diseased. Rest three days and you will belong
to the clan of whatever vampire bit you. 20-point boosts to strength, speed
and willpower and 30-point boosts to sneak, athletics, acrobatics, hand-to-
hand, unarmored, mysticism, illusion, and destruction. Each clan also gives a
20-point boost to skills according to the clan. Very awesome.
You can do quests for the clans you joined, the mages guild and house
Telvanni only, anyone else will attack you. Oh all three clans are enemies to
the others.
To cure Vampirism in those three days before you become a vampire you can use
a common cure to cure it and still be able to become one again. But after the
final cure you cant become a vampire again. Go to Bal Ur. It's located north
of the mountains of Suran. Talk to the man in the shrine then to the statue.
Bal gives you a quest. Complete the quest and the vampirism will be gone for
good.
My note: I you are in the sunlight you take a low level of constant damage.
-Josh Aldrich
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13.5 Good Souls
-----------------------------------------------------------------------------
Only ascended sleepers and golden saints can give you constant effect when
enchanting items.
-Josh Aldrich
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13.6 Easy Way Over Lava
-----------------------------------------------------------------------------
Try making stepping-stones over lava with books.
-Josh Aldrich
-----------------------------------------------------------------------------
13.7 The Wonders Of Sujamma
-----------------------------------------------------------------------------
Sujamma can be consumed in huge quantities with negligible side effects
(Only temporary loss of int., sometimes minor draining effects), allowing
ANY character to kill just about anything at any level (think of the effects
of around 300-700 strength with nearly ANY weapon)
I got a permanent bound axe by enchanting a ring with a bound axe spell, with
constant effect, it was about 11,000 septims, and I wasn't even on good
standards with the enchanter. You need a golden saint, which I got from a
scroll.
-Victor
-----------------------------------------------------------------------------
13.9 M'Aiq the Liar
-----------------------------------------------------------------------------
This is cool, another surreal Morrowind character. In between Dagon
Fel and Ald Daedroth (SE of DF, NW of AD) is a tiny island. Actually, it's
more of a large rock. It's off the mainland where Dragon Fel is. On it is a
Khajiit (and a chair and a fishing pole), M'Aiq the Liar. You can ask him
about many things, including the talking mudcrab, rope climbing, multiplayer,
and nudity. But be sure to ask about the Shrine of Boethial.
...Okay, he might be really hard to find, so I'll give that one away for
those who want to find it. "You seek the shrine that is no longer there? ...
Looks to the seas to the West... take a deep breath and search".
Remember that woman is Sedya Neen who said her cousin saw a city in the water
near Gnaar Mok? According to my journal, though, it's closer to Hla Oad.
When you enchant an item with a constant effect, instead of making the
magnitude go from 30-30 for example, you can make it go from 1-59.... that
way you can just keep equipping the item until you get something close to the
59, thus increasing the power dramatically. Be warned however that this can
take a very long time because you have to equip the item, check the effect,
then if you don't like it, unequip then equip, etc. Just keep doing this
until you get a high number and don't take off the item after that point.
I hope that wasn't too confusing.
-Blue99BMW
-----------------------------------------------------------------------------
13.11 High level Conjuration Spells
-----------------------------------------------------------------------------
An easy place to get great conjuration spells is in Tel Branora. To get
there take a boat from Ebonheart or Vivec. Once there, ask around to find
where the Telvanni councilor is. You need to levitate to Upper Tower About
half way up the strange spiraling thing. Once there, go into her chambers
and levitate up. One of the people there will teach you almost every high
level conjuration spell. They have Summon Dremora, Hunger, and even GOLDEN
SAINT.
*spoiler*For easy trapping of Golden Saints, make a spell after buying the
summon where the duration is equal to 10 or 15 seconds and just make sure you
have a Grand Soul Gem handy.
Don't wear ordinator armor in front of ordinators. They will attack you
from that point on even if you take it off.
-Josh Aldrich
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13.13 Death to Ordinators!!!!!!! (Kwik Kash)
-----------------------------------------------------------------------------
In the foreign quarter plaza there are 2 spots where nobody can touch you.
They are behind 2 flower things and it forms a right angle. Jump behind it
and whip out your bow and arrow. Shoot the ordinator. Sometimes the game
glitches and the ordinator comes running towards you and goes straight
through the wall. Just resist arrest and jump to the other side. Anyway
when he doesn't go through the wall which is most of the time, just whip out
your sword, axe, staff whatever and hack away. he will eventually die.
take all his crap and use the mages guild to warp to caldera. go outside
and drop al your stolen stuff. Pay your bounty of 40 (yes its still 40 I
don't know why) after you do that pick everything up and go sell it to the
Scamp, Creeper. This is real easy to do if you're low level too. I did it
when I was level 1. Yes 1.
-The Great Gerstacker
-----------------------------------------------------------------------------
13.14 Calm The Ordinator
-----------------------------------------------------------------------------
To calm the ordinators type the following into the console.
--
"ordinator stationary"->SetFight 30
"ordinator wander"->SetFight 30
"ordinator wander_hp"->SetFight 30
"ordinator_high fane"->SetFight 30
"ordinator_wander_hvault"->SetFight 30
"ordinator_wander_tvault"->SetFight 30
--
circumstances:
-must be typed exactly as above
-must be in Vivec <-(My note: I don't think this is true)
-must not be in the sight of an Ordinator
-must not be in combat
There are seven of them at certain shrines: Azuras, Boethiah (under water,
west of Hla Oad), Malacath, Mehrunes Dagon, Mephala (sensitive matters
in the Morag Tong), Molag Bal, Sheogorath (under St. Delyn in Vivec).
All give you good items. I know that Azura gives you a soul gem that is both
huge and reusable. Boetiah gives you a golden sword, Mephala the ring
of Khajiit, and Sheogorath gives you the spear of bitter mercy.
Ok, here it is. You can find keys to free slaves ONLY at the following
locations (Arvel Plantation is NOT one of them. They may ask you for a key,
but I assure you it doesn't exist.):
Abebaal Egg Mine, Addamasartus, Aharunartus, the Caldera mine, Dren
Plantation, Habinbaes, Hinnabi, Assarnud, strongholds Hlormaren and Rotheran,
Minabi, Panat, Kudanat, Sha-Adnius, Shushan, Shushishi, Saturan, Sinsibadon,
Zainsipilu, Zebabi, and Yakanalit.
So, there are no keys for Arvel plantation, Sadrith Mora or Suran slaves, and
no vampire cattle. You CAN, however, buy slaves in Tel Aruhn and then release
them.
In Balmora, if you are joined with the thieves' guild, whenever you have a
bounty on your head, get to the thieves' guild without getting killed, and
talk to the old guy downstairs. He can remove the bounty off your head for
half the price of the bounty, but, before you talk to him, drop all you money
on the ground in the same room. Then when you talk to him, he will take the
bounty off of your head. The message will say that the amount has been taken
off. Now go get your money you dropped, and it is all there. Free bounty
removal
-Dan Blocker- ruptionx
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13.18 Great Map Program
-----------------------------------------------------------------------------
-----------------------------------------------------------------------------
13.19 The Taunt-Bribe Trick
-----------------------------------------------------------------------------
To kill someone without recieving a bounty on your head, you must get them
to attack you first. The easiest way to do this is to use Persuasion-Taunt.
If your rep with the NPC gets to zero before they attack you, you can
bribe them, then taunt again. Eventually they will attack you, and once
you kill them, check their bodies to retrieve the money that you bribed
them with. (A note from reader Blue99BMW let me know that taunting when
the disposition is 0 still works.)
-----------------------------------------------------------------------------
13.20 Good use of Mark and Recall
-----------------------------------------------------------------------------
Having the Mark and Recall spell makes doing guild quests much faster. Cast
Mark near the person giving you the quest, that way when you complete the
mission you can cast Recall to get back instead of walking all that way.
This section contains reader submitted emails that inform about loot
locations. I did not write these, nor have I verified the information. There
may contain some duplicate information, which I will revise at a later time.
Many people emailed me about some of the same items, I tried to include the
first submissions, and so you may not see your name here. But I would still
like to say thank you for sending the info even if it did not make it to the
FAQ.
There are master-level of all the alchemical tools in the caldera mage's
guild. They are up a twisting staircase through a wood door. there is no
one there to see you take the stuff.
-sam
-----------------------------------------------------------------------------
14.2 Pelagiad Armor Ready To Be Stolen
-----------------------------------------------------------------------------
In pelagiad fort, there is a table with plate mail armor and chain mail on
it, right behind the orc smith and near a patrolling guard. when the smith
turns away and the guard is walking the other way, you can quietly take all
the stuff except the imperial broadsword (i dont know why, but they'll
always see you take it). but don't sell it to the orc, she'll reconize it
and call the guard.
-sam
My Note: You can steal any shopkeepers inventory, but if the merchant was
set to have unlimited inventory of an item, and you steal it, it will no
longer be unlimited.
-----------------------------------------------------------------------------
14.3 The Sword of White Woe
-----------------------------------------------------------------------------
...In Balmora, i found this super sword. I found the same sword in Suran,
but the one in Balmora is really easy to get. In the East Guard tower (i
think it's east....but it's the only building named a guard tower in Balmora)
on the top floor is a guard who won't move. There is a bed, closet and on
top of the closet is this sword called the White Woe sword. I mean it may
not seem all that impressive, but seeing as I got it pretty soon in the game
(and i'm not that far in the game either due to just working on guild quests
more), it's a kick ass sword to me. The way to get it is right before you go
up the last set of steps, go into first person view, then become invisible
(whether you have the spell or potion), and work quickly. Go right behind
the guard use the crosshairs to target the sword. Grab it and run down the
steps and the guard won't even know the sword is gone.
-JABIGDODS2000
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14.4 Good Loot
-----------------------------------------------------------------------------
Not sure if you are including notable items or not, but after you kill Dagoth
Gares (section 3.7 in your faq), look behind (not in) one of the trough-like
things in his room. You will find a most excellent set of bracers. One
boosts strength by 20 (continual!), the other agility. Plus they have an
armor factor of over 100.
-Scott Kelley
-----------------------------------------------------------------------------
14.5 More Good Loot
-----------------------------------------------------------------------------
Another random thing, If you want to find some of the craziest armor in
the game go to Tel Fyr in the upper study and look for a level 100
locked cabinet that is also trapped. Open it and find some Insane light
armor that gives 60% resit magika as a constant effect. Just in
reference at that point glass armor had 93 armor rating and this armor
had 147... It's that good...
In Tel Vos in the northeastern tower behind a hidden door there is a
trap door go down use invisibility or kill the dremora and take the Azuras
Servant Shield. Its Daedric and enchanted.
-Josh Aldrich
-----------------------------------------------------------------------------
14.7 Yagrums Book Of Great Arifacts Locations
-----------------------------------------------------------------------------
Bloodworm helm: Owner Crazy Batou found in Maren Ancestral Tomb west
of Erabenimsun Ashlander Camp.
Bow of Shadows: In the Venim Ancestral Tomb north of Zianab Ashlander
Camp.
Cuirass of Saviors Hide: In a locked closet in the Hall of Fyr in Tel
Fyr Tower.
Daedric Scourge: In a chest in the Hall of Fyr.
Denstagmer's Ring: In a trapped cremation urn marked D. Bryant in
lowest chamber of the Falas Ancestral Tomb east of Gnisis.
Eleidon's Ward: Mounted on a wall in Ibar-Dad west of the Urshilaku
Ashlander Camp.
Fang of Haynekhtnamet: Found in the Shrine of Pitted Dreams in the
Sixth House base in Mamaea north of the stronghold Berandas.
Fists of Randagulf: Both are in souls rattle the innermost recess of
the Sixth House base Ilunibi.
Masque of Clavicus Vile: In possession of Sorkvild the Raven who is in
a tower east of Dagon Fel. You can pick-pocket it.
The Mentor's Ring: In Samarys Ancestral Tomb southeast of Hla Oad in
an urn marked Lord Brinne.
The Ring of Phynaster: In the Senim Ancestral Tomb southeast of Dagon
Fel.
Staff of Hasedoki: In possession of Koffutto Gilgar in Gimothran
Ancestral Tomb in mountains south of the stronghold Falensarano.
Vampiric Ring: On the skeletal wizard who rules the Velothi dome in Ald
Redaynia in western Sheogorad.
There is a hidden boss like person, Dregas Volar, who, if you beat
him, gets you his weapon the daedric crescent. Go to Tel Fyr. Levitate up
to Fyr's chamber get the key on his table (he wont fight you). Don't kill
the corprus people. Go down into the corprusarium and turn left at the
first intersection you will see a lockk 100 chest. Open it to get the
678 key. Head back the way you came and keep straight. You will come to a
pool on the right, dive in to open the 2nd chest. Get the 738 key,
backtrack and go through the gate on your left. In the shallow pool is the
third chest and the 802 key. Head back to the first chest but turn left.
The left corner is where the 4th chest is. Go back to the onyx hall and
at the golden door turn right. behind the pillar is the 1008 key.now go
to the bowels of the corium through the door straight infront. Keep
going to the 1092 key. Go back up to Fyrs chamber and open the small chest
on the bookshelf to get 50 dwemer coins, 1155 key and that amulet.
To fight Volar equip the amulet and choose yes. He can paralyze you,
blind you and over encumber you, or just stand there and take a
beating.
-Josh Aldrich
-----------------------------------------------------------------------------
14.9 Daedric Dai Katana
-----------------------------------------------------------------------------
In an egg mine north of molag mar( go towards mt. ass.)is a daedric dai
katana worth 120000 gold. Its on the dead hero over some rocks to the
right.
-Josh Aldrich
-----------------------------------------------------------------------------
14.10 Ebony Armor Set Location
-----------------------------------------------------------------------------
The daedric ruins which I BELIEVE are southwest of Khuul have an area called
the "Sunken Vaults", in which a guy whose name and existence are completely
meaningless lives. He happens to have all of the ebony armor pieces except
the helmet, and although he can summon daedroths and has a daedric war axe,
if you can buy around 10-15 jugs of sujamma and get three hits off, then
he'll die, and you'll get a full suit of ebony armor and the axe.
-Demens Ignis
-----------------------------------------------------------------------------
14.11 Glass Armor Set
-----------------------------------------------------------------------------
if you're a theif...a great place to go is the ghostgate tower of dusk(on
left when facing ghostgate from south) go in there and find the guy who does
blacksmithing, when i was there i was only on level three or four, i found
an entire set of glass armor stuff...each of which are worth a few thousand
bucks a piece, so you could sell'em for cash, or you could wear'em like i am,
considering the armor rating on them is upper 70's to late 80's...i know the
glass towershield i stole was a whopping 99 in armor class, when i wear the
entire set my armor class is just about 90, before i stole that i had stuff
on that was only armor rating of 10...so it was very helpful, the dude also
has a glass jinkblade(shortsword) which has 200 paralyze charges, or a glass
sword(longsword) and that's a sweet weapon as well
Southwest of Vivec on one of the small islands there is a place called Mudan
grotto, swimming through the grotto will bring you to Mudan: Lost Dwemer
Checkpoint, once inside, you must continuie swimming to reach the Mudan
vault, which is protected by a steam guardian. Deafeat it and open the
closet to get the Dragonbone cuirass, heavy armor with a 330+ AR and
a 100% resist fire. Make sure to bring along a scroll of ekash's lock
splitter and some potions of water breathing, it will be a long swim and the
door to the vault is level 100 and trapped.
I found a great way to get a set of Indoril Armour and 2 ebony pauldrons and
an ebony shield. First go into the tower of Dawn at Ghostgate. Then Go
downstairs and enter a door with some chests. Sneak and steal some indoril
pauldrons and helm. Next go into the room with and ordinator and a key to the
vault. DO NOT TALK TO THE ORDINATOR. Wait till he leaves the room or sneak
and take the key. Enter the door and talk to the ordinator in that room. He
will attack you. Kill him. Its no crime but you get his full set of armour
to sell or wear, plus the ebony stuff on the table and whatever else is in
the room. Dont worry if you dont have a high sneak skill. Mine is 5 and i
could do it.
Umbra Sword
The sword that I am using now I got by killing an orc named Umbra who is
standing on a path east of Suran over the mountains. Had to use a crossbow
and stay away to kill him. His two handed sword has an attack of approx. 10-
45, also auto casts soultrap for 60 sec. It's worth
110,000.
-Podmage
-----------------------------------------------------------------------------
14.15 Super Gauntlets
-----------------------------------------------------------------------------
Super Gauntlets
I also just found an amazing pair of gloves in the cavern just north of Gnaar
Mok. They both have an armour rating of 210, they are worth 35 000, one adds
30 points to strenght, the other 20 points to agility. They are hidden behind
one of the tubs of loot at the very bottom of the cavern.
-Podmage
-----------------------------------------------------------------------------
14.16 Amulet of Shadows
-----------------------------------------------------------------------------
80% Chemeolon for 60 seconds!
This means you would be invisible to pretty much every character in the
game! Plus because its not actually an "invisible" spell, you can still use
any item like a weapon or lockpick or you can pick pocket people, you can
even open doors and the spell won't be disturbed.
Heres how you find it:
Travel to Gnisis anyway you can, then exit Gnisis by the east side and
follow the signs to Khuul. Keep following those until you find a woman
next to a pond ( if you talk to her she will ask you to find her ring in the
pond but the amulet doesn't deal with this)Stand next to the woman and wait.
you will hear footsteps but you nor the woman will make them, look around and
you will just barely see a person using the amulet. Kill the person and the
amulet is all yours! Good luck!
I was on my way to Urshilaku camp when i ran by the Ibar-Dad Tomb ( just
South-east of the ashurnubitashpi ruins ). If you Open the rusty gate and
swim your way in the water tunnel you will find another tunnel guarded by two
dremora lord and then a golden saint, Kill them and open the giant door ( you
need good lockpick skill or open lock spell/scroll ) beyond the door is a
tomb! Look around the corpse to find a Daedric helmet and shield. BUT if you
look up a bit you will notice a glowing shield! drink up a levitation potion
and grab it. its a Eleidon's ward shield! SL 320 with Restore health spell (
When Used )
-Spacelord
-----------------------------------------------------------------------------
14.18 Dengstagmer's Ring
-----------------------------------------------------------------------------
I found dengstagmer's ring! resist 30% shock , Fire and Frost CONSTANT! its
in The Falas ancestral Tomb its right in the middle of gnisis/berandas ..Its
guarded by a Fire and frost atronach.
-Spacelord
-----------------------------------------------------------------------------
14.19 Ice Blade of Monarch, Skull Crusher
-----------------------------------------------------------------------------
If you can spare some time on side quest, get these weapons. It will help you
a lot in adventure (whole lot better than daedric or dwemer weapons). All of
them is involved in Imperial cult's Oracle quest, but you can get it at any
time. but you better have ability to take out some tough mobs. First is in
Rotheran (fortress, south of Dagon Fel) go there and enter hut called
'Arena', kill all guards, some daedra mobs and mage with robe. (don't kill
slaves.. they are harmless) After major fire fight, loot the mage. He have
magical ring, magical robe and superb 2 hand sword called 'Ice blade of
Monarch' which is awesome in damage and enchant(frost damage when strikes).
Give the ring to darkelf slave in cell if you wish to finish one of Oracle's
quest. Second is the 'Skull-Crusher', best 1 hand hammer I ever seen in this
game (best cause you can use shield :P, ok.. actualy this hammer have awesome
damage plus constant Feather and Fortify Attack enchantment). To get this you
need to goto north east from Sadrith Mora, there is Daedric ruin but its
entrance is sealed (don't hang around near ruin cause mob there are not
friendly), to go in there you need to find ancestor tomb which is located
little island north from ruin, this tomb is connected to ruin in underground,
little warning: there is lots of Daedra mobs so use invisiblity or prepare
for fight. Deep in dungeon, you will see little volcano and forge and hanging
(levitated) chest in very big cave with stone structure, you need to pick or
cast spell to open chest to get 'Skull-Crusher'. There is some magical items
if you can fly around.
This is a little trick I call "Easy Daedric Weapons". If you have a weapon
(like the Scourge gotten from the tower in Tel Fyr)or a spell that summons a
Dremora, cast the spell or use the item to summon him. Keep summoning until
the Dremora is holding a weapon you would like to have, say a Daedric axe or
staff, etc. Once you summon one with a weapon you would like, proceed to
pummel the crap out of him. Since you summoned him, he won't attack you.
Here's the trick, though: as soon as you deliver the death blow, mash on the
"A" button to gain access to his inventory, much like looting a body. If done
quickly enough, you can take his Daedric weapon for your own before it and
the body dissappears. About two minutes of practicing this trick, and you're
loaded to the gills with a Daedric arsenal. It's how I got my Daedric
Warhammer and Battle Axe. Happy Hunting,
-BigDumbStriker
-----------------------------------------------------------------------------
14.21 Grand Soul Gems
-----------------------------------------------------------------------------
In Tel Fyr (the same place where you get the Cuirass of the Saviors Hide,
some really awesome light armor, there are two empty grand soul gems just
laying on a bookcase shelf.
-Jagoros
-----------------------------------------------------------------------------
14.22 Scroll of Golden Saint
-----------------------------------------------------------------------------
In the Urshilaku burial tomb, there is a scroll of Golden Saint. I recommend
waiting until you actually have to go here as part of the Blades quest due to
the glitchiness related to the bone-biter bow, but obviously you can go there
at any time. The tomb is located s/se of the Urshilaku camp which is listed
on the map. Once inside the tomb, get into the room with the large
mountainous structure that has the little water falls on it. Once there,
climb up the path until you're at the very top. Walk towards the door and
then turn fully around. In the upper right hand corner of the screen you'll
see a large boulder ledge that's relatively far away. You'll need a
levitation potion to reach it. The scroll is inside of the urn/pot.
Note: There is also a pretty awesome staff up there.
In Balmora, there is a Grandmaster lockpick on the top floor of Lucky's
Lockup. It is in TodWendy's room. Just jump on top of her bed so that she
talks to you and faces away from the pick, and then walk around, sneak and
swipe it. Might wanna save before you try, just in case.
There is also another grandmasters pick that's a bit harder to get in the
Urshilaku burial tomb. In the room where you have to jump from platform to
platform to avoid falling into the shallow water, there is a corpse of a
"Dead Adventurer" on one of the platforms. Save BEFORE you go inside the
tomb, and go search the body. It is a randomly generated item, so sometimes
his body will have just a plain ol' Journeymans Lockpick or a Masters
lockpick. Once again, save BEFORE you enter the tomb at all, and if he
doesn't have the grandmaster, just reload your save and try again.
Note: He also has a pretty decent set of light armor for the beginning of the
game, and if nothing more it's worth 5250. There is also another set of it in
the bottom of a lake in one of the rooms in the tomb. Look into the water and
you'll see air bubbles coming from below, dive in, and the armor is on the
bottom.
-Jagoros
-----------------------------------------------------------------------------
14.24 Resistance Ring
-----------------------------------------------------------------------------
There is a pretty nice ring that has a constant effect of 30% resist elements
(frost, fire, lightning) in a tomb near Gnisis. It is right next to Fort
Darius off to the side of the town. Walk outside of the gate towards the
signpost, then turn to your right side (south on the map). Cross the river
and there is a door to the tomb. There is a hunger in here as well as some
Dremora guys, so watch it if you can't kill them. Go through the first door
on your left and down a bit and you'll see an urn. Inside the urn is the
ring.
In the tower of Dawn which is 'in' Ghostgate there is a chest with a 75 lock
that has a random ebony weapon inside of it. It is a big room just upstairs
of the place where you can rent the bed. Spend the 10 gold, she'll tell you
where the bed is (like, straight ahead towards your right) and you'll see a
ramp leading upstairs. That's the room with the chest. Once inside you'll
have three guards there. Have them talk to you so that their back is towards
the chest and then walk over and save before trying anything. Once you save,
try to open the lock (either pick it, or use a scroll or enchanted item..
etc. ) Open it and see if it's the weapon you want. It will either be an
ebony staff, an ebony mace, an ebony longsword, an ebony shortsword or some
other ebony weapon. I kept doing it until I got an ebony shortsword. The
weapon does 10-20 damage (10-25 thrust) and weighs 16 pounds. Once you get
this item, head on down into the basement and grab the full set of glass
armor that was all ready mentioned in the tips section of the FAQ. You'll
need it for the next set of broken stuff I found :-).
-Jagoros
-----------------------------------------------------------------------------
14.26 Good Daedric shortsword and much more
-----------------------------------------------------------------------------
Okay. Here's the big one. Make sure you have healing potions, and a scroll of
divine intervention or the mark/recall spell because you're gonna get a lot
of stuff here. First, go to Khuul. You can get there by taking the Silt
Strider in Balmora to Ald'ruhn and then taking that to Khuul. Once there,
turn your back to the silt-strider, and then head directly straight until you
see a little mound of rocks that has a Kwamma warrior guarding it. From
there, continue to go straight ahead and you'll see a small fire with a bunch
of random hostile NPC's around it. Kill them, and continue to head straight.
Once you hit the mountain, stray to your left a bit and hug the coastline.
You'll eventually come to an abandoned ship named "derelict ship", go ahead
and clean that place out if you want and then come out and head towards the
main path right in front of it. Walk just a bit until you feel you can cross
the mountain to your left. Once over it, walk around a bit until you see a
worn cavern door to "Ibar-dad". Save your game.
Walk inside and kill two scamps, and two mage women (one is behind a door).
Read the journal on the table and you'll find out that this is actually a
tomb of some ancient guy (hey, I can't remember his name, give me a break :-)
). You'll see a locked wooden gate and a pool of water. Dive into the water
and resurface and you'll be greeted by two daedric guards (they're not too
hard if you got the Ebony shortsword I mentioned in my previous tip). The
first one I killed had a Daedric shortsword which is actually 'better' in my
opinion than the ebony one, you decide. Now kill the second guy and he had a
daedric spear for me. Stop (trust me). Take your loot and go bring it back to
town or to your house or sell it to the creeper, whatever you want. Now, get
a grand soul gem, and a spell or scroll of soul trap, you're gonna need it.
Go back to Ibar-dad and head back into the same room the daedric guards were
in. You'll see a big door that has a like -70 or -100 lock on it and it's
also trapped. Save your game. Disarm it, pick it, whatever. Open the door.
Inside is a Golden Saint with a Glass Claymore. Big and beefy. Have your soul
trap spell ready, cast it and try to kill it before the duration expires. If
you're successful, you now have a soul of Golden Saint which allows you to
put Constant Effects onto your enchanted items (ooohh, ahhh). Now, you're far
from done here. I recommend saving, because, hell you just got one of the
best items in the game. Okay, head on into the room. Lots of chests, lots of
items. I'll leave you to sort through it all, but they include scrolls of
locksplitter and a Daedric battle axe, daedric helm, daedric shield, daedric
armor, daedric staff, and in the chest to the right an ebony longsword. Now,
you better hope you have some mark and recall stuff because each one of those
items range from 16-90 pounds.
I'm almost done, really. Now, from here there are 4 skulls on either side of
you with daggers stuck into them. They are pretty good fast dagger weapons
with a poison effect of 10-20 points of damage. However, when you remove one,
an ancestral ghost will appear behind you. So, be aware and don't take them
all at once unless you happen to like fighting a room full of undead beasts.
Now, after you're done (or so you thought) you'll notice two books on either
side of the dead body. Each one teaches you something (I believe Axe and
spear, but I don't recall). Look up on the wall, notice something shiny?
Well, that is an amazing shield you might want to get. Jump up onto the
corpse, then jump in the air, quickly press spacebar (or whatever your action
button may be) and get it. You now have an amazing shield that is heavy armor
class, heals 50-100 health per use, and is worth a WHOPPING 200,000 gold.
-Jagoros
-----------------------------------------------------------------------------
14.27 Fists of Randolf and More
-----------------------------------------------------------------------------
I found the fists of Randolf in the Urshilaku Burial ground BEHIND the chests
in the room with the Bonebiter Bow in it. THere is a ton of stuff in that
burial ground...also, one of the Mummies that you can levitate up to has a
glass Claymore called the Megabone which is pretty awesome.
-Austin Pearl
-----------------------------------------------------------------------------
14.28 Glass Armor and Daedric Claymore
-----------------------------------------------------------------------------
If you kill Ulms Drathanat the Armigers Stronghold in Molag Mar (he is the
same person the can teach you Long Blade to level 100, and you loot his body
you can find glass curass,greaves,and boots and also a Daedric claymore that
is worth 80,000 drakes and does 1-60 damage. (the downside is that it weighs
81 pounds).
You can buy a Dwarven Claymore(1-33 damage and worth 1200 drakes and weighs
27 pounds), from the guild steward in Sadrith Mora,Wolverine Hall but you
have to be a high ranking guild member.
Chryshamere resides in "Cave Abanabi" on an island south, south-west from
Sadith Mora. Cave entrance is north on the island at a very small beach. (5-
70,5-60,5-40 demage. Restore 5-20 health, reflect 5-20%, resist fire 5-20 in
30 sec when cast.)
Lords armor (or something like that) can be find in a hidden cave under
Ebonheart. the caves can be entered through a door in the base of the plateau
on which the counsel building is built or through a secret door inside the
castle. It is worth 100000 or something.
-Cerial Killa
-----------------------------------------------------------------------------
14.32 Bittergreen Cup
-----------------------------------------------------------------------------
Bittergreen golden cup can be found in a ruin on the biggest island to the
west of dagon fel on the westernmost tip of the island. it's a really cool
artifact that raises your best attribute and lowers your worst (one time use,
permanent).
This Section contains X-Box Cheats that were emailed to me from readers of
the FAQ. I did not write these, nor have I verified the information, as I do
not own an X-Box. I have received multiple emails about the same cheats, but
have only posted the first received, unless there was some additional
information not contained in an earlier submission. If you sent me a hint and
do not see it posted, it is most likely because it was not the first, but I
would still like to thank you for sending the information.
-----------------------------------------------------------------------------
15.1 Xbox Weapon Skill Cheat
-----------------------------------------------------------------------------
I don't know if you know about this trick but I thought I'd send it to
you. It's for the XBox version of Morrowind.
First, You need to bind a weapon, nothing else will work but a weapon.
I used Bound Longsword. Equip the weapon, Hold X+L trigger+R Trigger for a
while. The L and R Trigger buttons have to be pressed at the same time. If
Done correctly You should here the sound of your weapon switch but it won't.
The skill for the type of weapon, (i.e. Long Blade, Axe) will increase
rapidly. I'm am a level 6 imperial with a level 197 Long Blade Skill. I Never
paid a single gold piece in training. This trick is AWESOME!
-Carcanel
-DemonicSavior
Note Added:
This trick does work; however I found that one does not need to hold
down the left and right trigger. I unequipped all my weapons except
for
a long sword, then I cast Bound Longsword. Hold X then the Right
Trigger, and it will attempt to cycle through your weapons. Once it
starts making the swooshing sound, you know the weapon level is going
up. You just keep holding both buttons down until it turns off on its
own due to having reached the "maximum level". There is no need to
hold
down the left trigger whatsoever ever.
I tried this with the Long Sword (Major Skill), and tried it with a
Dagger (Miscellaneous Skill). There is opinion out there that it can't
be a major or minor skill with the above trick. Hogwash...
-Raddogz
Note Added:
I realized that the points go up every time that you switch back to that
bound weapon... not necessarily when you pull the triggers @ the same time.
when you pull the triggers at the same time, it switches from and back to the
bound weapon quickly... however it is hard to do that fast and
consistently... it is WAY easier to alternate pulling the L then R triggers
as fast as possible, cycling from and back to the bound weapon rapidly...
works best with only one (non-bound) weapon in the inventory so that it's
just one cycle away from the bound weapon...
The object isn't to physically alternate the triggers as fast as possible...
but to alternate as fast as the game will allow you to cycle... I found that
I was alternating triggers faster than the game would allow me to switch
which was inefficient as far as amount on cycles per second... I had to slow
my pace down to match how fast the game allowed me to switch...
-Jamily Gray
-----------------------------------------------------------------------------
15.2 Xbox Enchanting Cheat
-----------------------------------------------------------------------------
I have found out a way to cheat on the game Morrowind for the Xbox. It allows
you to enchant items with a very low grade soul. First you must have a Golden
Saint (or something higher, I am not that far in the game). On the enchant
item screen, choose an item and select the golden saint. Then change the
effect to either constant effect or cast when strikes. Now change the gem to
a lesser soul gem, as long as you never change the effect it will stay as
constant effect allowing you to enchant many items with a constant effect
with only one Golden Saint.
-MaconBacon
-----------------------------------------------------------------------------
15.3 Permanent Fortify Stat or Skill
-----------------------------------------------------------------------------
If you have a constant effect weapon and another weapon take out one and keep
switching between them the constant effect will become permanent. I only
tested it on Xbox I don't know about pc. Sunder and Keening work the best.
To Restore Magicka, Highlight your magicka at the stat screen, and press the
following buttons. Black, White, White, Black, White. Then hold A. this will
completely restore you magicka.
To Restore Health height light it at the stat screen, Press Black, White,
Black, Black, Black. Then Hold A. This will completely restore your health.
To restore fatigue high light it at the stat screen press, Black, Black,
White, White, Black. Then Hold A. This will completely restore your fatigue.
-----------------------------------------------------------------------------
17.1: Books That Raise Skills
-----------------------------------------------------------------------------
There are certain books across the world that when read will raise one of your skills by one point. There are five books for each skill, and multiple copies of those books. Reading a particular title that will raise your skill, will do so only once, For example if you read “A Game At Dinner” twice, or two copies of that book you will only gain one point of alchemy, but if you read “A Game At Dinner” and “The Cake And The Diamond” you will get two points in alchemy.
-------------------------------+---------------+-----------------------------
| |# IN
NAME OF BOOK |SKILL RAISED |WORLD
-------------------------------+---------------+-----------------------------
Realizations of Acrobacy Acrobatics 5
A Dance in Fire, Chapter 1 Acrobatics 6
A Dance in Fire, Chapter 4 Acrobatics 6
The Black Arrow, Volume I Acrobatics 4
Mystery of Talara, Part 1 Acrobatics 4
A Game at Dinner Alchemy 8
The Cake and the Diamond Alchemy 5
Song of the Alchemists Alchemy 6
36 Lessons of Vivec, Sermon 2 Alchemy 5
36 Lessons of Vivec, Sermon 18 Alchemy 4
Breathing Water Alteration 5
The Dragon Break Re-Examined Alteration 5
Sithis Alteration 5
36 Lessons of Vivec, Sermon 13 Alteration 4
The Lunar Lorkhan Alteration 5
The Armorer's Challenge Armorer 5
Last Scabbard of Akrash Armorer 6
36 Lessons of Vivec, Sermon 6 Armorer 5
36 Lessons of Vivec, Sermon 25 Armorer 5
36 Lessons of Vivec, Sermon 29 Armorer 4
The Ransom of Zarek Athletics 6
A Dance in Fire, Chapter 3 Athletics 6
36 Lessons of Vivec, Sermon 1 Athletics 4
36 Lessons of Vivec, Sermon 8 Athletics 3
36 Lessons of Vivec, Sermon 29 Athletics 4
The Third Door Axe 7
The Axe Man Axe 6
The Seed Axe 6
36 Lessons of Vivec, Sermon 5 Axe 4
36 Lessons of Vivec, Sermon 16 Axe 3
Death Blow of Abernanit Block 4
The Mirror Block 5
A Dance in Fire, Chapter 2 Block 5
36 Lessons of Vivec, Sermon 7 Block 4
36 Lessons of Vivec, Sermon 32 Block 4
The Hope of the Redoran Blunt Weapon 6
The Importance of Where Blunt Weapon 5
Night Falls On Sentinel Blunt Weapon 3
36 Lessons of Vivec, Sermon 3 Blunt Weapon 5
36 Lessons of Vivec, Sermon 9 Blunt Weapon 3
Feyfolken II Conjuration 5
Feyfolken III Conjuration 6
2920, Hearth Fire Conjuration 5
2920, FrostFall Conjuration 5
The Warrior's Charge Conjuration 3
The Horror of Castle Xyr Destruction 6
Response to Bero's Speech Destruction 5
A Hypothetical Treachery Destruction 5
The Art of War Magic Destruction 5
Mystery of Talara, Part 3 Destruction 3
Feyfolken I Enchant 6
The Wolf Queen, Book VIII Enchant 5
Palla, Book II Enchant 6
36 Lessons of Vivec, Sermon 19 Enchant 4
The Final Lesson Enchant 5
The Prayers of Baranat Hand-to-Hand 5
The Wolf Queen, Book II Hand-to-Hand 5
Charwich-Koniinge, Volume 2 Hand-to-Hand 4
Charwich-Koniinge, Volume 4 Hand-to-Hand 3
Master Zoaraym's Tale Hand-to-Hand 3
Hallgerd's Tale Heavy Armor 6
2920, MidYear Heavy Armor 4
Chimarvamidium Heavy Armor 3
How Orsinium Passed to the Orcs Heavy Armor 5
36 Lessons of Vivec, Sermon 12 Heavy Armor 4
The Wolf Queen, Book III Illusion 4
Silence Illusion 4
Incident in Necrom Illusion 4
Palla, Book I Illusion 4
Mystery of Talara, Part 4 Illusion 4
The Rear Guard Light Armor 5
Ice and Chilton Light Armor 5
Lord Jornibret's Last Dance Light Armor 4
36 Lessons of Vivec, Sermon 21 Light Armor 3
36 Lessons of Vivec, Sermon 28 Light Armor 5
Words and Philosophy Long Blade 6
2920, Morning Star Long Blade 4
36 Lessons of Vivec, Sermon 17 Long Blade 5
36 Lessons of Vivec, Sermon 20 Long Blade 4
36 Lessons of Vivec, Sermon 23 Long Blade 3
The Gold Ribbon of Merrit Marksman 4
A Dance in Fire, Chapter 5 Marksman 5
Vernaccus and Bourlor Marksman 4
The Marksmanship Lesson Marksman 5
The Black Arrow, Volume II Marksman 3
Cherim's Heart of Anequina Medium Armor 5
Bone, Part One Medium Armor 4
Bone, Part Two Medium Armor 4
36 Lessons of Vivec, Sermon 22 Medium Armor 4
36 Lessons of Vivec, Sermon 33 Medium Armor 4
The Buying Game Mercantile 5
The Wolf Queen, Book IV Mercantile 5
2920, Sun's Height Mercantile 4
36 Lessons of Vivec, Sermon 6 Mercantile 5
36 Lessons of Vivec, Sermon 7 Mercantile 4
Mystery of Talara, Part 5 Unknown 3
The Firsthold Revolt Mysticism 5
2920, Sun's Dawn Mysticism 5
36 Lessons of Vivec, Sermon 4 Mysticism 5
36 Lessons of Vivec, Sermon 36 Mysticism 5
Charwich-Koniinge, Volume 3 Mysticism 4
Withershins Restorations 6
Notes on Racial Phylogeny Restorations 5
The Four Suitors of Benitah Restorations 5
2920, Rain's Hand Restorations 5
Mystery of Talara, Part 2 Restorations 3
The Locked Room Security 5
The Wolf Queen, Book I Security 5
The Dowry Security 5
Chance's Folly Security 5
Surfeit of Thieves Security 4
Unnamed Book Short Blade 5
2920, Sun's Dusk Short Blade 4
2920, Evening Star Short Blade 4
36 Lessons of Vivec, Sermon 10 Short Blade 5
36 Lessons of Vivec, Sermon 30 Short Blade 4
The Wolf Queen, Book VI Sneak 4
2920, Last Seed Sneak 4
Azura and the Box Sneak 5
Trap Sneak 3
36 Lessons of Vivec, Sermon 26 Sneak 5
Smuggler's Island Spear 4
2920, First Seed Spear 4
36 Lessons of Vivec, Sermon 14 Spear 3
36 Lessons of Vivec, Sermon 24 Spear 5
36 Lessons of Vivec, Sermon 35 Spear 4
Biography of the Wolf Queen Speechcraft 5
The Wolf Queen, Book V Speechcraft 5
2920, Second Seed Speechcraft 4
The Wolf Queen, Book VII Speechcraft 5
36 Lessons of Vivec, Sermon 27 Speechcraft 6
The Wraith's Wedding Dowry Unarmored 5
Charwich-Koniinge, Volume I Unarmored 3
36 Lessons of Vivec, Sermon 11 Unarmored 5
36 Lessons of Vivec, Sermon 15 Unarmored 3
36 Lessons of Vivec, Sermon 34 Unarmored 3
-----------------------------------------------------------------------------
17.2: Books That Have Other Effects
-----------------------------------------------------------------------------
While reading these books will not give you a stat boost, they will give you some other benefit.
-------------------------------+---------------------------------------------
Book |Effect
-------------------------------+---------------------------------------------
The Pilgrims Path Adds the following places on your map: Gnisis,
Vivec, Ghostgate, Koal Cave Entrance, and the
Fields of Kummu
Devine Metaphysics Adds the topic "Devine Metaphysics" as a
conversation topic.
The Egg of Time Adds the topic "The Egg of Time" as a
conversation topic.
Secrets of Dwemer Animunculi Gives you the spell "Summon Centurian"
This section a list of races and their starting attributes for a given class.
If you know what race you want to be then this guide will help you choose a
class that will best use your skills.
The format is as follows:
Race name:
Description: A brief overview of the races history
Skill bonuses: A list of the bonuses to skills that are added to the classes
base stats
Specials: A list of special spells and powers that the race gets
Class list: A chart of the stats the race gets in every class
Little known and less is understood about the reptilian denizens of Black
Marsh. Years of defending their borders have made the Argonians experts in
guerilla warfare, and their natural abilities make them equally at home in
water or on land. They are well suited for the treacherous swamps of their
homeland, and have developed natural immunities to the diseases and poisons
that have doomed many would-be explorers of the region.
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.
-----------------------------------------------------------------------------
18.3 Dark Elf
-----------------------------------------------------------------------------
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.
-----------------------------------------------------------------------------
18.4 High Elf
-----------------------------------------------------------------------------
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."
Specials: Fortified Maximum Magicka 15 Points
Resistant to Disease 75 Points
Weakness to Magicka 50 Points
Weakness to Fire 50 Points
Weakness to Frost 25 Points
Weakness to Shock 25 Points
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.
Skill Bonuses: Speechcraft +10
Mercantile +10
Long Blade +10
Blunt Weapon + 5
Light Armor + 5
Hand to Hand + 5
Specials: Star of the West (Absorb Fatigue 200 Points From Target)
Voice of the Emperor (Charm 25-50 Points for 15 Seconds)
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.
Skill Bonuses: Acrobatics +15
Athletics +5
Hand to Hand +5
Light Armor +5
Security +5
Short Blade +5
Sneak +5
Specials: Eye of Fear (Demoralize Humanoid 100 Points for 30
seconds)
Eye of Night (Night Eye 50 Points for 30 Seconds)
-----------------------------------------------------------------------------
18.7 Nord
-----------------------------------------------------------------------------
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.
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.
Skill Bonuses: Armorer: +10
Axe: + 5
Heavy Armor: +10
Medium Armor: +10
Block: +10
Specials: Resistant to Magicka 25 points
Berserk (Fortify Health, Fatigue, Attack and Drain Agility
for one minute.)
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.
Skill Bonuses: Long Blade +15
Short Blade + 5
Heavy Armor + 5
Med. Armor + 5
Axe + 5
Blunt Weapon + 5
Athletics + 5
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.
The following is a list of pre-created classes in the game along with a
chart that shows the skill points that each race gets if they pick it.
I created this as a way to compare which race is best suited for each
particular class.
The format is as follows:
-Class Name
-Description
-Primary Attributes: The attributes which most effect this classes skills
-Specialization: Which skill group dominates this class
-Major Skills: Skills that get a 0.25 bonus on leveling up
-Minor Skills: Skills that get a 0 bonus on leveling up
'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.
Primary Attributes: Agility, Endurance
Specialization: Stealth
Major Skills: Acrobatics, Athletics, Marksman, Sneak, Unarmored
Minor Skills: Speechcraft, Light Armor, Hand to Hand, Alteration,
Spear
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.
Primary Attributes: Agility, Personality
Specialization: Stealth
Major Skills: Speechcraft, Sneak, Acorbatics, Light Armor,
Short Blade
Minor Skills: Mercantile, Illusion, Unarmored, Conjuration, Block
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.
Primary Attributes: Agility, Strength
Specialization: Combat
Major Skills: Marksman, Long Blade, Block, Athletics, Light Armor
Minor Skills: Unarmored, Medium Armor, Sneak, Spear, Restoration
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.
Primary Attributes: Speed, Intelligence
Specialization: Stealth
Major Skills: Sneak, Marksman, Light Armor, Short Blade,
Acrobatics
Minor Skills: Security, Athletics, Block, Long Blade, Alchemy
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.
Primary Attributes: Strength, Speed
Specialization: Combat
Major Skills: Axe, Med. Armor, Blunt Weapon, Athletics, Block
Minor Skills: Acrobatics, Unarmored, Marksman, Light Armor,
Armorer
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.
Primary Attributes: Personality, Intelligence
Specialization: Stealth
Major Skills: Speechcraft, Alchemy, Acrobatics, Long Blade, Block
Minor Skills: Mercantile, Security, Enchant, Illusion, Med. Armor
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.
Primary Attributes: Intelligence, Strength
Specialization: Magic
Major Skills: Alteration, Destruction, Conjuration, Axe,
Heavy Armor
Minor Skills: Mysticism, Alchemy, Enchant, Long Blade, Marksman
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.
Primary Attributes: Agility, Strength
Specialization: Combat
Major Skills: Blunt Weapon, Long Blade, Destruction, Heavy Armor,
Block
Minor Skills: Restoration, Alchemy, Medium Armor, Armorer,
Hand to Hand
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.
Primary Attributes: Willpower, Personality
Specialization: Magic
Major Skills: Restoration, Mysticism, Alteration, Hand to Hand,
Speechcraft
Minor Skills: Illusion, Blunt Weapon, Light Armor, Alchemy,
Unarmored
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.
Primary Attributes: Strength, Personality
Specialization: Combat
Major Skills: Long Blade, Axe, Speechcraft, Heavy Armorm Block
Minor Skills: Restoration, Armorer, Enchant, Mercantile,
Med. Armor
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.
Primary Attributes: Intelligence, Willpower
Specialization: Magic
Major Skills: Mysticism, Destruction, Alteration, Illusion,
Restoration
Minor Skills: Enchant, Conjuration, Short Blade, Alchemy,
Unarmored
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.
Primary attributes: Agility, Willpower
Specialization: Stealth
Major Skills: Hand to Hand, Unarmored, Athletics, Acrobatics,
Sneak
Minor Skills: Block, Blunt Weapon, Restoration, Marksman,
Light Armor
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.
Primary Attributes: Willpower, Speed
Specialization: Magic
Major Skills: Mysticism, Illusion, Alteration, Sneak, Short Blade
Minor Skills: Light Armor, Security, Marksman, unarmored,
Destruction
Pilgrims are travelers, 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.
Primary Attributes: Personality, Endurance
Specialization: Stealth
Major Skills: Speechcraft, Mercantile, Marksman, Restoration,
Med. Armor
Minor Skills: Illusion, Alchemy, Block, Hand to Hand, Short Blade
Rogues are adventurers and opportunists with a gift for getting into
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.
Primary Attributes: Speed, Personality
Specialization: Combat
Major Skills: Short Blade, Mercantile, Axe, Light Armor,
Hand to Hand
Minor Skills: Block, Long Blade, Athletics, Med. Armor,
Speechcraft
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.
Primary Attributes: Speed, Endurance
Specialization: Combat
Major Skills: Sneak, Long Blade, Med. Armor, Athletics, Block
Minor Skills: Marksman, Unarmored, Light Armor, Alchemy,
Alteration
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.
Primary Attributes: Intelligence, Endurance
Specialization: Magic
Major Skills: Enchant, Conjuration, Mysticism, Destruction,
Alteration
Minor Skills: Illusion, Short Blade, Marksman, Med. Armor,
Heavy Armor
Spellswords are spellcasting specialists trained to support Imperial
troops in skirmish and battle. Veteran spellswords are prized as
mercenaries, and well suited for careers as adventurers and soldiers-
of-fortune.
Primary Attributes: Willpower, Endurance
Specialization: Magic
Major Skills: Block, Restoration, Long Blade, Destruction,
Alteration
Minor Skills: Blunt Weapon, Axe, Med. Armor, Enchant, Alchemy
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.
Primary Attributes: Speed, Agility
Specialization: Stealth
Major Skills: Security, Sneak, Acrobatics, Light Armor,
Short Blade
Minor Skills: Marksman, Athletics, Mercantile, Speechcraft,
Hand to Hand
Warriors are the professional men-at-arms, soldiers, mercenaries, and
adventurers of the Empire, trained with various weapon and armor
styles, conditioned by long marches, and hardened by ambush, skirmish,
and battle.
Primary Attributes: Strength, Endurance
Specialization: Combat
Major Skills: Long Blade, Med. Armor, Heaby Armor, Athletics,
Block
Minor Skills: Armorer, Blunt Weapon, Axe, Spear, Marksman
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.
Primary Attributes: Intelligence, Agility
Specialization: Magic
Major Skills: Conjuration, Enchant, Alchemy, Light Armor,
Marksman
Minor Skills: Unarmored, Mysticism, Sneak, Block, Blunt Weapon
Description: A brief description of the skill and it's uses.
Governing Attribute: This is the attribute that will receive the multiplier
at level up.
Raising Action: What you can do (other than train) to raise this skill.
Use Value: The value of that raising action to raising your level
in the skill.
Note: There is also a bonus to raising your skill based on if the skill is a
Major, Minor or Misc. skills.
Major skills have a 0.25 bonus applied to the raising actions.
Minor skills have a 0 bonus applied to the raising actions.
Misc. skills have a 0.25 penalty applied to the raising actions.
+-----------+--------------------------------+---------+------------+-------+
| Skill | Description |Governing| Raising | Use |
| Name | |Attribute| Action | Value |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Acrobatics | Acrobatics skill enables one | Str. | Jump | 0.15 |
| | to jump long distances and to | | | |
| | avoid damage when falling from | | Fall | 3.00 |
| | great heights. Nimble acrobats | | | |
| | can reach areas others cannot | | | |
| | get to and can direct their | | | |
| | paths while falling. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Alchemy | Alchemy identifies magical | Int. | Potion | 2.00 |
| | properties in mundane | | Creation | |
| | substances. Substances are | | | |
| | consumed directly, or prepared | | Ingredient | 0.50 |
| | as potions to provide | | Use | |
| | long-lasting benefits like | | | |
| | healing and curing disease, | | | |
| | water-walking, magical | | | |
| | shielding, and fortifying | | | |
| | bodily attributes. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Alteration | Students of the College of | Wil. | Successful | 1.00 |
| | Alteration manipulate the | | Cast | |
| | 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. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Armorer | Armorer skill is used to | Str. | Successful | 0.40 |
| | maintain weapons and armor at | | Repair | |
| | 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. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Athletics | Athletics skill trains and | Speed | Second of | 0.02 |
| | conditions one for running and | | Running | |
| | swimming. Skilled athletes | | | |
| | move short and long distances | | Second of | 0.03 |
| | over land with speed and | | Swimming | |
| | efficiency, and they also swim | | | |
| | swiftly underwater. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Axe | Axe skill helps a user wield | Str. | Successful | 1.20 |
| | heavy chopping weapons like | | Attack | |
| | war axes and battleaxes more | | | |
| | effectively. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Block | Block skill allows one to use | Str. | Successful | 2.50 |
| | shields to block any melee | | Block | |
| | attack. A successful block | | | |
| | removes all damage from the | | | |
| | attack. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Blunt | Blunt Weapon skill makes you | Str. | Successful | 1.00 |
|Weapon | more effective when using | | Attack | |
| | heavy bashing weapons like | | | |
| | maces, hammers, clubs, or | | | |
| | staves. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Conjuration| The spell effects of the | Int | Successful | 1.00 |
| | College of Conjuration include | | Cast | |
| | 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. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Destruction| The destruction skill is the | Wil. | Successful | 1.00 |
| | mastery of the spell effects | | Cast | |
| | of the College of Destruction. | | | |
| | Their spells harm living and | | | |
| | unliving things, and include | | | |
| | elemental damage, draining, | | | |
| | damaging, vulnerability, and | | | |
| | disintegration magical | | | |
| | effects. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Enchant | This skill governs the | Int. | Recharge | 5.00 |
| | creation, use, and recharging | | Item | |
| | of enchanted items. Skilled | | | |
| | enchanters are more successful | | Use Magic | 0.10 |
| | at creating new items. | | Item | |
| | Enchanted items burn less | | | |
| | power, and are recharged more | | Create | 5.00 |
| | efficiently from soul gems, | | Magic Item | |
| | for a trained user. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | ----- |
|Hand to | Hand-to-hand skill is the | Speed | Successful | 1.00 |
|Hand | martial art of unarmed combat. | | Attack | |
| | 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. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Heavy | Heavy Armor skill is used to | End. | Hit by | 1.00 |
|Armor | move and defend while wearing | | Opponent | |
| | 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. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Illusion | Spell effects of the College | Per. | Successful | 1.00 |
| | of Illusion alter the | | Cast | |
| | perceptions and thoughts of | | | |
| | living subjects. Illusion | | | |
| | effects blind, illuminate, | | | |
| | paralyze, and silence, calm or | | | |
| | enrage, charm, distract and | | | |
| | camouflage, and render | | | |
| | invisible. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Light | Light armor skill lets one | Agi. | Hit by | 1.00 |
|Armor | move and defend while wearing | | Opponent | |
| | 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. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Long | Long Blade skill lets one use | Str. | Successful | 1.00 |
|Blade | broadswords, sabers, | | Attack | |
| | longswords, claymores, | | | |
| | katanas, and dai-katanas | | | |
| | effectively. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Marksman | With the marksman skill, one | Agi. | Successful | 1.00 |
| | is more effective with ranged | | Attack | |
| | weapons like the short bow, | | | |
| | long bow, crossbow, throwing | | | |
| | star, and throwing knife. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Medium | Medium Armor skill lets one | End. | Hit by | 1.00 |
|Armor | move and defend while wearing | | Opponent | |
| | 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. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Mercantile | Mercantile skill is the art of | Per. | Successful | 0.30 |
| | buying low and selling high. | | Bargain | |
| | This skill guarantees lower | | | |
| | initial prices for goods, | | Successful | 1.00 |
| | equipment, and services, and | | Bribe | |
| | improves chances of getting | | | |
| | better deals by bargaining. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Mysticism | The spells of the College of | Wil. | Successful | 1.00 |
| | Mysticism shape and focus | | Cast | |
| | 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. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Restoration| Adepts of the College of | Wil. | Successful | 1.00 |
| | Restoration heal, restore, and | | Cast | |
| | 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. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Security | Security skill lets one open | Int. | Defeat | 3.00 |
| | locked doors and containers | | Trap | |
| | with lock-picks or disarm | | | |
| | traps with probes. This skill | | Pick Lock | 2.00 |
| | is essential for agents and | | | |
| | thieves alike. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Short | Characters with great | Agi. | Successful | 1.00 |
|Blade | short-blade skill are more | | Attack | |
| | effective with short, quick, | | | |
| | thrusting weapons like | | | |
| | daggers, tantos, short swords, | | | |
| | and wakazashis. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Sneak | The Sneak discipline is the | Agi. | Avoid | 0.25 |
| | art of moving unseen and | | Notice | |
| | unheard. Skilled sneaks are | | | |
| | also adept pickpockets. | | Successful | 2.00 |
| | | | Pickpocket | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Spear | Spear skill permits effective | End. | Successful | 1.00 |
| | use of long-hafted thrusting | | Attack | |
| | weapons like spears and | | | |
| | halberds. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Speechcraft| Those skilled in speechcraft | Per. | Successful | 1.00 |
| | influence others by admiring, | | Persuasion | |
| | intimidating, and taunting | | | |
| | them. Listeners are more | | | |
| | willing to divulge information | | | |
| | or to entrust important tasks | | | |
| | to the skilled speaker. | | | |
| | | | | |
+-----------+--------------------------------+---------+------------+-------+
| | | | | |
|Unarmored | Unarmored skill lets one avoid | Speed | Hit by | 1.00 |
| | or reduce injury during combat | | Opponent | |
| | 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. | | | |
+-----------+--------------------------------+---------+------------+-------+
The following list was taken from the Official Strategy Guide, with the
exception of the Faction Info and the notes.
The Format for the Master Trainers is as follows:
Skill:
Name:
Faction:
Location:
Notes:
Acrobatics:
Senyndie
None
Fighters guild on the waistworks level of the Vivec Arena canton
Alchemy:
Abelle Chriditte
None
In the Propylon Chamber at the stronghold Valenvaryon
Alteration:
Seryne Relas
None
At her home in Tel Branora
Armorer:
Sirollus Saccus
Imperial Legion
On the lower level of the Hawkmoth Legion Garrison in Ebonheart
Note: In the editor, the training check box is unchecked, you will need to
fix this in order to have him train you.
Athletics:
Adibael Hainnabibi
None
In Adibael's yurt at the kaushtababi camp, south of Molag Mor.
Axe:
Alfhedil Elf-Hewer
None
On the upper level of the stronghold Falensarano.
Block:
Shardie
Imperial Legion
In the courtyard of the Buckmoth Legion Fort outside Ald'ruhn
Blunt Weapon:
Ernse Llervu
None
Vivec, The Abbey of St. Delyn the Wise
Conjuration:
Methal Seran
Temple
On the lowest level of the Ald-Ruhn Temple.
Destruction:
Leles Birian
None
East of Piernette's Farmhouse (located east of Pelagiad)
Enchant:
Qorwynn
None
Near the exit from the stronghold Indoranyon
Hand-to-Hand:
Taren Omothan
None
In the soutwestern bedroom on the lowest level of the Holamayan monastery
Heavy Armor:
Seanwen
None
At Arena Fighters training in Vivec
Illusion:
Erer Darothril
None
At Dirty Muriel's Cornerclub in Sadrith Mora
Light Armor:
Aerin
None
In the Andus Tradehouse in Maar Gan
Long Blade:
Ulms Drathan
None
At the Armigers Stronghold in Molag Mar
Marksman:
Missun Akin
None
In Missun Akins Hut atop the stronghold Falasmaryon.
Medium Armored Defense:
Cinia Urtius
None
On the deck of the boat at the Tel Fyre dock
Note: Bethesda forgot to place him in the game
Mercantile:
Ababael Timsar-Dadisun
Ashlanders
In a yurt in the Zainab Ashlander Camp
Mysticism:
Ardarume
None
In the west wing of the Gateway Inn in Sadrith Mora
Restoration:
Yakin Bael
None
At the Vos chapel
Security:
Heccerinde
Thieves Guild
At his house in Balmora
Short Blade:
Todwendy
None
At the Lucky Lockup Cornerclub in Balmora
Sneak:
Wadarkhu
Theives Guild
At the Druegh-jigger's Rest in Gnaar Mok
Spear:
Mertis Falandas
None
On the lower level of the Tower of Dusk at Ghostgate
Speechcraft:
Skink-in-Tree's-Shade
Mage Guild
At the Mages Guild in Wolverine Hall at Sadrith Mora
Unarmored:
Khargol gro-Boguk
None
In the Vacant Tower in Dragon Fel.
There are 4 types of equipment that are used in creating Alchemy potions.
(Descriptions are from the manual)
1: Mortar and Pestle - Required to mix a potion, and determines the
initial potion strength.
2: Retort - Increases the magnitude and duration of all
positive effects in a potion.
3: Alembic - Decreases the magnitude and duration of all
negative effects in a potion.
4: Calcaiator - Increases the magnitude and duration of all
effects in a potion
Not: you only need the Mortar and pestle, the other items just
increase the effectiveness of the potion.
There are also different levels of Quality of these items, they are:
1: Apprentice
2: Journeyman
3: Master
4: Grandmaster
5: SecretMaster ( I don't think this is avail. in the game, but it is listed
because it is in the editor.)
The higher the quality of the apparatus the more it effects the
outcome of your potion.
The format for the Equipment is as follows:
--Equipment Name--
Wt=weight each V=value each Q=Quality
*Mortar and Pestle*
--Apprentice's Mortar and Pestle--
Wt=5 V=100 Q=0.5
--Journeyman's Mortar and Pestle--
Wt=4 V=400 Q=1
--Master's Mortar and Pestle--
Wt=3 V=2400 Q=1.2
--Grandmaster's Mortar and Pestle--
Wt=2 V=4000 Q=1.5
--SecretMaster's Mortar and Pestle--
Wt=1 V=6000 Q=5
*Retort*
--Apprentice's Retort--
Wt=8 V=20 Q=0.5
--Journeyman's Retort--
Wt=6 V=80 Q=1
--Master's Retort--
Wt=4 V=480 Q=1.2
--Grandmaster's Retort--
Wt=3 V=1600 Q=1.5
--SecretMaster's Retort--
Wt=2 V=100 Q=2
*Alembic*
Note: Skooma pipes work as an Alembic apparatus
--Tsiya's Skooma pipe--
Wt=2 V=30 Q=0.15
--Good Skooma Pipe--
Wt=2 V=50 Q=0.15
--Apprentice's Alembic--
Wt=10 V=50 Q=0.5
--Journeyman's Alembic--
Wt=7 V=200 Q=1
--Master's Alembic--
Wt=5 V=1200 Q=1.2
--Grandmaster's Alembic--
Wt=3 V=4000 Q=1.5
--SecretMaster's Alembic--
Wt=3 V=1600 Q=2
*Calcinator*
--Apprentice's Calcinator--
Wt=25 V=10 Q=0.5
--Journeyman's Calcinator--
Wt=18 V=40 Q=1
--Master's Calcinator--
Wt=13 V=240 Q=1.2
--Grandmaster's Calcinator--
Wt=8 V=4000 Q=1.5
--SecretMaster's Calcinator--
Wt=6 V=3200 Q=2
-----------------------------------------------------------------------------
22.2 Component List
-----------------------------------------------------------------------------
The format for the components is as follows:
--Component Name--
Wt=weight each V=value each
Note: the value listed is the base value, not what you will pay or
sell for. Purchase and sell prices are set by a combination
of your merchant skill and the Merchants disposition toward
you.
--Vampire Dust--
Wt=0.1 V=500
Fortify Health - Fortify Strength - Spell Absorption
Vampirism (hmm.. only ingredient that has it.. wonder how you make a
vampire potion)
**Potion Name**
--Potion Effect—
Weight Value (If provided)
Ingredients needed
Description (if any)
Submitted by
**Gift of Speed**
--Fortify Speed, Restore Fatigue--
Use Moon Sugar and Kagouti Hide, Hackle-Lo Leaf and Saltrice (or Crab Meat)
This potion lets you run at an accelerated rate without tiring
Submitted by Eevle
**Comeback Kid**
--Lightning Shield, Fortify Mana, Restore Health, Restore, Fatigue--
Use Corkbulb Root, Crab Meat, Saltrice, and Stoneflower Petals.
This potion will put you back in fighting shape in a hurry, and
protects you from further injury with a lightning shield.
Submitted by Eevle
**Iron Man**
--Fortify Health, Fortify Strength--
Use Ash Yam, Dreugh Wax, Shalk Resin, and a Large Kwama Egg.
This potion will make you stronger and tougher, perfect for tough brawls.
Submitted by Eevle
**Lead Wall**
--Absorb, Reflect, Restore Mana, Paralyze--
Use Void Salts, Comberry, Fire Petal, and Hound Meat.
Intended for magic duels, this potion protects you with both absorb and
reflect, and also recharges your own magicka. Be sure to use an alembic
when preparing this potion though, as it does have the unfortunate side
effect of briefly paralyzing the user.
Submitted by Eevle
**Protector**
--Fortify Agility, Fire Shield, Lightning Shield--
Use Sload Soap, Fire Salts, Crab Meat, and Corkbulb Root.
This potion makes you harder to hit three different ways, and offers
resistance to fire and lightning as well. (Note that it is possible to
replace the lightning shield with a frost shield, by substituting the
corkbulb root and crab meat with willow anther and a large kwama egg).
Submitted by Eevle
**Eevle's Elixer**
--Fortify Health, Restore Health, Restore Fatigue, Fortify Magicka--
Use Emerald, Shalk Resin, Saltrice, and a Large Kwama Egg.
By combining the effects of fortify health and restore health, your health
will rise rapidly enough to survive most close calls. This potion also
restores fatigue and provides a magicka boost.
Submitted by Eevle
**Torpedo Juice**
--Swift Swim, Water Breathing, Restore Fatigue--
Use Scales, Scrib Jerky, Luminous Russula, and Hackle-Lo Leaf.
This potion will speed you through the water.
Submitted by Eevle
**Jacques Cousteau**
--Light, Water Breathing--
Use Hackle-Lo Leaf, Red Lichen, Luminous Russula, and Black Anther.
This potion is ideal for exploring shipwrecks, grottos and other dark
underwater areas.
Note From Aanar:
Between those two you can pack all four cures into 2 stacks of 0.1 weight
potions, they have other sidebenifits, and all the ingrediants are cheap.
**Cheap Restore**
--Restore Health, Restore Fatigue—
Wt=0.1 V-3
Saltrice, Chokeweed, Wickwheat
Cheap potion and easy to make sine all ingredients are available at the
Balmora temple.
Submitted by Aanar
**Water Special**
--Water Breathing, Water Walking, Restore Fatigue, Swift Swim—
Wt=0.1 V=39
Hackle-Lo Leaf, Scrib Jerky, Scales, Kwamma Cuttle
If you drink it out of water, you get the water walking, if you're already
under it says something about "you can't cast this now" (the water walking
part of the potion). I like this since the same potion stack has multiple
uses.
Submitted by Aanar
**Rejuvination**
--Restore Magicka, Fortify Magicka, Restore Health—
Wt=0.1 V228
Frost Salts, Comberry, Emerald, Saltrice
A bit pricey, but useful if money isn't a problem
Submitted by Aanar
**Runner's Food**
--Restore Fatigue, Fortify Fatigue, Feather—
Wt=0.1 V=16
Scrib Jerky, Scuttle, Heather
Fortifying speed may be more useful for travel, but this is cheap and uses
easy to find ingrediants.
--Lightning Shield, Restore Health, Restore Ftigue, Fortify Magicka--
Wt=0.2 V=8
Crab Meat, Corkbulb Root, Saltrice, Stoneflower Petals
(Think someone used this combo already, just listed here for comparison,
since it is the cheapest shield.)
The weight of a homemade potion is the mean of the ingredients you mixed, so
ingredients like Scrap Metal and Raw Ebony gives very heavy potions. To
obtain lighter potions, you have to mix some light "neutral" ingredients to
your potion, this way you can almost obtain a half-weighting potion. For
example, mix Cormberry and raw glass and you obtain a fire shield potion
weighting about 1. Add racer plumes and bittergreen petals, and you obtain
the exact same potion but weighting 0.6.
I would like to thank and give credit to the following people:
Credit to Skedar Janitor from gamefaqs.com for giving a Critique of this FAQ,
which has led to many changes for the (hopefully) better.
Credit for the component list of the Alchemy section goes to Tito13KFM
and Randomer for giving Tito13KFM the inspiration to create the list in
the first place.
Credit for the reader submitted potion recipes goes to Eevle and Aanar.
Credit to Cilobaid from the Gamefaqs Morrowind message board for the master
trainer locations.
Credit to furball and JMooney for letting me know how to get Elone to
admit she trains.
Credit to Jumping Jack and Mark for some of the Seyda Neen notes.
Credit to Digisciple for sending me a possible X-Box difference in the
Urehilaku Camp.
Credit to Karen for informing me about the Breeding Netches being part of
the imperial legion quests.
Credit to WarEagle, Ye Olde Breadbutt, Sam, Scott Kelley, Bojangles, Jesus,
Robin Sequira, Josh Aldrich, Carcanel, DemonicSavior, Demens Ignis, Senaldun,
Alex, Victor, God Magnus, SpaceLord, The Great Gerstacker, Jerome, Blue99BMW,
dogami, shock_ZERO, giznot, MaconBacon, Dave Marchetti, Podmage, opfer_gv,
BigDumbStriker, Jagoros, P3ss1m15t, War123, Morgan Weiner, Robin Sequira,
DoubleAction, Dan Blocker- ruptionx, Austin Pearl, Zeezoo, Bjarne, Cerial
Killa, Raddogz, Jamily Gray, Bryan DeVore, and JABIGDOGS2000 for contributing
to the Reader Submission Sections.
Credit to Bloodrose from the Gamefaqs forum for sending in a few alternate
directions to the Cavern of the Incarnate
Credit to LordMagus on the gamefaqs.com message board for helping me fix the
Blunt Weapons Master Trainer.
Credit to Mad Marduk for the Two Item Multiple Effect Potions part of the
Alchemy Section, and to Silk for the potion mixing tip.
Credit to BETHESDA for the guide to Vvardenfell, as it came directly from the
in game scroll, as well as the game version note which came with the patches.
Thanks go to BETHESDA for making such a great game.
Thanks toGameFaqs.com and all the people who post on the Morrowind message
board for giving me the inspiration to write this FAQ.
Thanks to my girlfriend and daughter for letting me spend so much time
playing this game.
This file is Copyright (c)2002 Steve Miller. All rights reserved. This file
was entirely written by me, unless otherwise noted in the Credits section of
this file. This file may NOT be posted, or sold (complete or in part), on ANY
website or media without express written consent from myself. This file May
not be altered in any way by anyone other than myself without express written
consent. If this copyright is broken, action will be taken.
=============================================================================
Section 25: Contact Info
=============================================================================
If you want to send me any ideas, congrats, or anything else, you can Email
me at Stevmill@yahoo.com. Thank you
If you email me, please include which version of the FAQ you are referring to
(even if you are sending in a submission, as it might already be in a newer
release), where you read the FAQ, and what platform you are using. If you use
the PC it would also be helpful if you tell me what patch version you are
using.