The Elder Scrolls 3: Morrowind (TESM)
Mage's Guild Guide v1.6 6/xx/02
(c) 2002 by Zelgadis-sama (Daniel Guidotti)
Email: klaxxin@hotmail.com
CONTENTS:
0.0 Version History
0.1 News (READ!)
1.0 Introduction
2.0 Preparation
3.0 Skills
4.0 Mages Guild Ranks and Requirements
5.0 The Missions
5.1 Balmora
5.2 Ald-Ruhn
5.3 Sadrith Mora: Wolverine Hall
5.4 Vivec
5.5 Getting a Wizard's Staff (Sud)
6.0 Usage of this FAQ
7.0 Credits & Acknowledgements
8.0 Feedback
9.0 Miscellaneous
10.0 Closing
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0.0 VERSION HISTORY
6/05/02 v1.0 Initial Release.
6/07/02 v1.1 Added additional formatting, fixed grammar and spelling errors
added quests for Edwinna Elbert, Skink-in-His-Shade, and Trebonius Artorius.
Also added master trainers to skills section.
6/08/02 v1.2 Extensive grammar and name spelling and format fixes. Also reworked
the sneak and athletics section. See Credits for more additions to certain
missions.
6/10/02 v1.3 Updated Ajira's missions in Balmora (including the Staff of Magnus
and the Warlock's ring and added correct mission rewards for many missions. Also
updated All of Ranis' missions and added rewards. Updated the Ranks and
Requirements section. Fixed many incorrect name and location spellings.
6/11/02 v1.4 Even more grammar and spelling fixes (hopefully, most names and
places should be correct...). Doubled the size of section two. Added alternate
ways to complete several missions. Updated credits section. Fixed minor factual
errors. Fixed some formatting problems. Finalized Ajira, Ranis, and Edwinna
missions. Added Wizard's Staff mission. Finally added first mission from
Trebonius.
6/13/02 v1.45 Added a way to get around accidentally selling the Chimarvamidium.
Rearranged some sections to make presentation more logical. Fixed numbering
inconsistencies. Removed some useless paragraphs. Updated Credits. Added extra
information to many missions. Fixed a contradiction in 5.7.1. Reformatted
ENEMIES, NOTE, and REWARD headings. Fixed more grammar and spelling errors.
Added section 2.1.2.1 Added more info on Trebonius.
6/19/02 v1.5 Arbitrarily added news section. Fixed errors that tons of people
emailed me about!! Fixed more numbering inconsistencies. Updated info on
Neminda, and recovering stolen loot.
6/xx/02 v1.6 Standardized credits and removed redundant references. Added TONS
of credits. Further formatted NOTES, REWARD, and ENEMIES headings. Added counter
to credits section. Fixed yet more grammar and spelling errors. Removed
parenthetical references to smooth flow. Updated miscellaneous section with
patch info. Clarified section 5.1.12.
0.1 News
Sorry about this, but v1.6 is *another* interim edit. I feel obligated to
release it now so I don't keep everyone waiting. I just haven't had the time to
play recently. However, I WILL have time to play this weekend, so rest assured
that I will probably release v1.7 sometime Sunday. In the meantime, I've fixed a
number of random issues. I've also added a lot of the simpler email feedback. A
lot of the interesting stuff still needs to be confirmed, but I will be adding
it shortly.
I don't know how many of you will notice this, but I completely overhauled the
Credits system. Credits are now listed AFTER each paragraph in which the
creditor's information was used. I tried citing the in the FAQ, but ruined
continuity. Never fear. I have listed each individual contributor and their
respective contributions to the FAQ in alphabetical order, at the end of the FAQ
in section 7.0. The credits are now mostly up-to-date. If you don't see your
name now, you probably won't. I've used all of the relevant information that I
could, and have given proper credit for its usage in the FAQ.
I've also added some interesting formatting for you power users. The NOTES,
REWARD, and ENEMIES heading are now exclusive. This means that anytime you
search for these words, you will reach a bold faced word (with a few impossible
exceptions). I hope this helps a little.
E-mail has dropped off (thank god) so I'm not as busy. This also tells me that
although this FAQ is not complete, it is getting mature. I will probably release
2-3 more versions before I finish, but no promises.
In other news, the Morrowind patch, v1.1.0605 was released a while back, and it
introduced some important changes regarding gameplay, mostly for the better, I
think. I encourage all users to get this patch, as it eliminates many of the
'cheats' in Morrowind, and adds some much-needed features. For the full list of
features, read the file that comes with the Patch. It can be found at
www.elderscolls.com. If you just can't wait, some of the most pertinent changes
are listed in section 9.0
Finally, this NOTE is for all of you X-Box users out there. Please don't email
me with your questions about names and locations. As far as I know, the X-Box
version is IDENTICAL to the PC version, except that many of the names/places
have different names. When in doubt, follow the directions in the FAQ (this
applies to PC users as well). If that doesn't work, talk to the NPC who gives
the quest. Remember that I discovered much of the information in this FAQ
myself. I don't have the time or the energy to reply in detail to every request
that I receive. If you can convince me that you are truly stuck, then I may make
an exception, but PLEASE be considerate.
Welcome to my Mage's Guild Guide for Morrowind. This is my first attempt at
writing a strategy guide, so please bear with me if everything isn't perfect.
Since the game is still new, there isn't much info on completing many of the
missions. I've decided to write an all-inclusive guide for those of you who wish
to become the Arch-Mage of the Mage's Guild. I hope to provide a complete list
of all related Mage's Guild missions and any alternate ways completing them.
Please be aware that I still have to add and retouch a few more missions. I
expect the FAQ to be complete in a month or so.
Here are some recommended preparations, in terms of skills, armor etc. that you
might want to know about while you quest. It is likely that you are just
starting out and won't have access to many of the things that I describe here,
however, having them at some point will make your life a *LOT* easier.
Although this IS a Mage's Guild FAQ, I still feel that it is necessary to
include some in-depth strategy, so these following sections are going to be
somewhat lengthy, but quite informative. If none of this interests you, skip
right to section 5.0.
2.1 Running is Good, and Sneaking is Better
First, you might want to train your athletics skill. Being a slowpoke is no fun,
and can considerably increase the time it takes to get from point A to B. You
can't outrun the local fauna if you are too slow. My recommendation is to find a
room and face a corner. Jam the run key down on your keyboard and go to bed,
school, or work. When you come back in ~8 hours, your athletics skill should be
55-60+ if Morrowind doesn't crash in the meantime. This is plenty for now. If
you *must* have 100 athletics, be warned it can take 24 hours or more to max out
the skill.
The sneak skill can be trained in the same way. Find a lone NPC indoors and get
behind him/her/it. Find a way to mash your sneak key down and do something else.
It takes ~6-10 hours (it seems to vary) to get the sneak skill to 100. (You do
NOT have to hold the move key down for this. Just the sneak key.) This is
important because there are many things that you may want to steal, and being
caught can cause many problems. A high sneak skill is essential no matter what
class you are. (Dan Lethcoe)
NOTE: If your copy of Morrowind crashes a lot like mine, you have a better
chance of successfully training your skills if you do it indoors. There isn't
any evidence supporting this claim, just my personal experience.
2.1.1 Lessons in Sneakin' and Thievin' (or How Not to Be Seen) =P
(Credit goes to Monty Python for that one)
Sneaking and Thievery are so important in Morrowind that I'm going to dedicate
more space to describing ways to avoid capture, or salvage your game if you are
caught. Most of this is stuff that I learned the hard way.
Lesson: Read this FAQ (sheeesh, no hate mail for this, please)
In general, save your game each and every time you plan on doing something
illegal. This means that before every theft, pickpocket, and out and out murder,
you SAVE your game... this can save you mucho heartbreak if your only option is
to restore your game. A good example of when this might be necessary is killing
Temple Guards in Vivec. If you kill more than five of them, every guard in the
game will try to kill you, and no one will talk to you or give you missions. You
MUST restore your game. Just try not to kill that many people, and especially
not people who can give you training.
Lesson: Don't randomly kill everyone.
When you are stealing, try to stay out of the line of sight of your target. If
you can get the target to turn the other way by talking to him/her/it, so much
the better. Also, make sure that the yellow sneak icon is visible before you
attempt to steal anything. A simple rule of thumb: When stealing, if the yellow
sneak icon is showing, you probably won't be caught. This isn't the law though.
Sometimes if you steal something expensive, or an NPC enters the room just as
you steal, you'll be caught regardless of whether you are sneaking. Just restore
the game if that happens.
Lesson: The yellow sneak icon is your friend
When you try to pickpocket from people, the game is much different. Many times,
the only way to get what you want, without too much effort, is murder. A good
example of this is during a mission from Ranis Athrys. She asks you to get some
papers from Itermeral. If you can't steal from him, lead him into the middle of
nowhere and kill him. There are also other NPCs in Morrowind, which are tough or
near impossible to pickpocket. An example of this is the Slavemaster at the Dren
Plantation. The are lots of slaves that want to be freed. If you want to free
them, you need the key from the Slavemaster, but there are too many people
around (why on EARTH would the slaves report your crime??). It is impossible to
get the sneak icon to appear. So kill the man and take his key. (Here you aren't
penalized for some reason. Btw, does anyone know how to join the Twin Lamps?
I'll write a FAQ for that too if anyone can tell me how).
Lesson: If you can't steal, try killing the target.
This brings me to my next point. You can kill certain people with no
repercussions. Any thief, bandit, necromancer, or other form of outlaw can be
killed and looted from with no consequence. Anybody in town with no name (e.g.
Ordinators and Hlaalu/Redoran/Telvanni guards) can generally be killed with no
repercussions. Just make sure that you don't kill them in crowded places. If you
kill someone in a closed room, you will be caught if there are people on the
other side of the door or wall. You won't have to pay a fine, but everyone will
attack you anyway. This is where removing the corpse might come in handy, but I
don't know anything about that. If anyone knows, help me out. Don't loot from
corpses either. If you kill someone without being caught, and then loot the
corpse in public, you'll have to pay a fine.
Lesson: Kill people who won't cause problems, but don't loot corpses when you
can Be Seen.
NOTE: I updated to the patch. It seems as though just about every time you kill
someone now, you get fined. I do recommend patching, but remember that it is now
even easier to get caught.
The best way to get out of a Jam is the Thieves' Guild. If you become a member
(talk to Sweet-Lips Habasi in Balmora at the South Wall Cornerclub), you can
have your fines easily removed without talking to the guards. This is important
because if you must be caught, you'll lose everything that you ever stole,
regardless of the town. This doesn't apply to treasure from caves or bandits.
This DOES apply to everything that you steal from stores in towns, or from any
barrels and crates. Example: If you steal a soulgem in Balmora, and have to pay
a fine in Vivec, you'll lose the soulgem. This is especially troublesome when
you steal armor, rings, or other good equipment. It doesn't make much sense
either. How can a guard in Vivec know exactly what you stole in Balmora? Stolen
items are relocated to the nearest 'evidence' chest. Finding those is up to you.
Lesson: Join the Thieves Guild
If you want to be really sneaky, find yourself a house. If you really want to
feel secure, kill whomever is inside the house (making sure that the target is
ALONE). You can also get a house in Balmora by completing the main quest. Drop
all of your stolen goodies in the house. This is especially good if you've been
Seen and the guards are chasing you. Run indoors and drop your things, and head
outside and pay the fine. Pick up the goods later after you've paid the fine.
Make sure that when you're being chased that the guard is far enough away.
Otherwise some guards can actually follow you through doors and catch you
anyway. (James Foster)
Lesson: Drop stolen items before getting caught.
2.1.2 If You Are Seen... (and have to fight)
If you have to fight, and can't avoid it, let the OTHER person strike first. I
can't stress this enough. The game reminds you of this fact frequently, but I
often found myself being attacked first, but I was the one who struck the first
blow. Remember, being attacked DOESN'T matter. It's the person that strikes the
first blow that determines whether or not you've committed a crime.
NOTE: You don't always have to fight. Many times you can run away from whomever
saw you. Find a guard and turn yourself in or restore the game. This will reset
everyone to normal.
2.1.3 Getting Your Stuff Back When You Are Seen
HELP!!! I was SEEN! And I lost all of my stuff!
So you got seen. And the guards took everything that you ever stole. Tough
break. Luckily, there is hope for you. You can still get everything back.
Whenever you are caught stealing, everything you stole is placed in a locked
chest marked 'evidence'. The location of this chest varies from location to
location. There should be an evidence chest in most towns and forts. The items
you stole will be in an evidence chest in the town you stole from (or the
nearest chest marked 'evidence'. Many NPCs will happily inform you of this
fact). So if you were caught stealing in Seyda Neen, everything you stole would
be relocated to a chest with a lock level of 50 in the Customs and Excise Office
in Seyda Neen. There is usually a guard near these chests, so that can be quite
a problem. To get rid of the guard near the evidence chest, 'taunt' him (this is
under the persuasion subcategory). You'll need a minimum personality skill of 80
for this. If you taught him successfully after his affection level reaches '0'
the guard will attack you. Allow him to strike the first blow and kill him.
Remember not to steal from the downed guard or the evidence chest unless there
is no one else around, or you are in a situation where you Cannot Be Seen (such
as sneaking). (Chimpiechanga, GatorAJ, JIM, ManaElf, Mark Boyle, Robin Sequira,
Todd Carnes)
NOTE: I've also been informed by several people that if you join the Imperial
Legion and reach a high enough rank, you will get a key that will allow you to
access all of your stolen loot. I haven't confirmed this (Andrew Miles, Drizzt)
2.1.4 Using Magic to Not Be Seen (Kaboom)
Use of Magic can also help in sticky situations. Your chief mainstay will be
telekinesis. This spell is important because sometimes you need to steal an
object that is Being Seen by many NPCs. A good strategy is manufacturing your
own spell from a spellmaker with a range of at least 20. When you steal, hide in
a corner, under a table, or anywhere that places you outside of the line of
sight of whoever can see you, but still see your target object. Use the sneak
button, and then use telekinesis. Presto, you stole from 20 feet.
Lesson: Use Telekinesis to steal and Not Be Seen
For those of you who think that invisibility might help, it won't. The moment
you act, your invisibility will be broken, and you will be caught at the exact
moment you steal!
Lesson: Don't use invisibility to Not Be Seen
I was also thinking that you could levitate above everyone's line of vision. If
you levitate, you can probably also steal without being caught.
Lesson: You might be able to levitate and Not Be Seen.
I'm also sure there are other ingenious methods of stealing. Tell me your
favorites and I'll add them.
2.2 Well Protected is Best! (or many ways to get glass armor)
Perhaps the most important thing is Armor. Armor keeps you from taking damage in
fights; it keeps you alive. Even with good armor, I still recommend saving
often, but at least you won't be reloading as much. The best place to get great
armor early in the game is in Ald-Ruhn. If don't you happen to have a scroll of
Ekash's Lock-Splitter, a magnitude 100 lock killer, then I recommend that you
find one as soon as you can. There is a door on the lower floor of the fighter's
Guild in Ald-Ruhn (behind Precius Marcius) with a lock level of 80 that contains
Glass Armor. This is good for mages or other magic users who are most likely
going to use light armor anyway. Even at low light armor levels, Glass Armor
gives large armor bonuses, and still allows you to jump. This is where the sneak
skill comes in handy. If you can sneak and unlock this door, there is a chest
containing glass greaves, a glass cuirass, a glass helm, and some glass boots.
This should give you a starting armor rating around 10-20. This is almost the
best armor in the game, so keep that in mind. Although it doesn't looks so great
now, when your light armor skill reaches 40-50 you WILL notice the difference.
If you can't get the glass armor now, you can always do this the cheap way.
**CHEATER ALERT**
So you want that awesome glass armor now, eh? Well, don't say I didn't warn you.
Hit the '~' key on the keyboard while standing in front of the locked door in
the Ald-Ruhn Fighter's Guild. Then type 'tcl', hit enter, and press '~' again.
This turns the wall collisions, or 'clipping', off. Now just walk through the
locked door behind Precius and grab the armor in the chest. Walk back outside
and turn collisions on by reopening the console, typing 'tcl' again, and
pressing enter. Presto, you have cheated your way to awesome armor. Keep in mind
that since you stole the armor, if you ever get busted for stealing, you'll lose
the armor. Make sure you remove your ill-gotten armor before paying fines.
**END CHEATING**
More ways to get glass armor: I finally finished the game and found a vendor
that sells a full set of glass armor. Its still a good idea to steal all the
glass armor that you can, BUT you can buy what you can't steal. The location in
question is Ghostgate, in the Tower of Dusk (could be Dawn, correct me if I'm
wrong) in the basement. Search around to find a room full of glass armor. Talk
to the vendor inside to buy the armor. If you can steal the armor you need, more
power to ya, but I suggest that you pay in this situation, or end up killing a
bunch of people. It'll cost you about 16k if you stole the armor I mentioned in
the preceding paragraph. If you insist on being a completist, there is also a
glass staff on this same floor in another room. Talk to the weapons dealer, or
steal it.
Getting the tower shield: There are two types of glass shield, the round version
that gives the same defense as the glass cuirass, and there is a tower version,
which is larger, looks cooler, and gives a little more defense. The only place
I've ever seen one of these is on a Golden Saint. Fortunately, do know of a
guaranteed place to find some Golden Saints. I found that Ald Daedroth has at
least three of them. When you do find a Golden Saint, beware. Some of them carry
Glass Jinkblades which can paralyze you quite easily. Since Golden Saints also
have a high enchant skill are extremely very fast, they can use a Glass
Jinkblade to paralyze you and whittle your health down until you die. If you see
one of these, make like the knight's from Monty Python and "Run away, run
away..." or find a way to kill the thing without getting hit. (Another good idea
is soultrapping the Golden Saint. Besides Ascended Sleepers, these are the only
souls that will allow you to create constant effects. I will go over this
further down.) When you see the Golden Saint, you will be able to tell what type
of shield it/she is wielding. I've typically seen a 50/50 split of tower shield
vs. round shield, and occasionally no shield. Keep searching until you find one.
If you don't want one, it's no big deal. At a light armor level of 80, the only
difference between a tower shield and normal glass shield is one AC.
Unfortunately, there isn't an easy way to level up the light armor skill unless
you have health regen or can take lots of damage w/o dying. This skill will
level up on its own as you take hits in combat. If you manage to complete a set
of glass armor, when you light armor skill approaches 80 you will have an AC of
150, so it is certainly worth it.
2.3 Money Makes the World Go Round
Cash is also important, and sometimes it can be a pain to obtain. The best place
that I've found to get the much-needed cash is in Ghorak Manor in Caldera. There
is a scamp on the second floor named Creeper, who will buy anything for full
price even if your skill is terrible. He carries 5k, which replenishes every 24
hours. But wait, I have more items worth more than 5k that I want to sell!
That's easy. Sell 5k worth of stuff to Creeper. Wait 24 hours by pressing 'T',
and waiting, then talk to Creeper again. He now has 5k more cash. Sell the more
expensive item (for this example 10k) to creeper and buy back your 5k worth of
stuff previously sold. Then click offer. You now have 10k in cash! Wait 24 more
hours and sell your 5k items again. You now have 15k total. To sell even more
valuable items, make sure that you have items that total 5k less than the most
expensive items value (30k needs 25k of other salable items, preferably in 5k
increments). I found that Creeper buys almost everything, except soulgems,
alchemy ingredients, and books. This is helpful when you need many cash to train
skills or purchase soulgems. You can also mercantile skill by raising and
lowering the prices of items when you barter. I'd also like to add that this
doesn't work for Creeper. (Haze1973)
NOTE: Whatever you do, don't steal soulgems. Just don't do it. You can find
plenty later in the game, and at higher level trapping creatures is a cinch. If
you steal soulgems (even one), and if you ever get caught stealing, the guards
will take ALL of your soulgems no matter what type, and ANY member of the
faction that you stole from will report you for stealing. If you managed to
recover your loot from the Imperial Legion, you can STILL be reported again, so
beware.
2.3.1 Getting Better at Taking Other People's Money
This just in! You can raise your mercantile skill by raising and lower the
prices of items when you barter. When you buy, lower the price of the item you
purchase. When selling, raise your sale price. This should raise your mercantile
skill. As your skill goes up, you will be able to add more to the sale price,
and pay less on the buying price. There is a book in Caldera that outlines the
art of mercantile. This book has a red cover. If anyone can give me further info
on where to find it, please tell me. Unfortunately, mercantile doesn't work with
Creeper. Since you already get the best price when you deal with him, it would
be unfair if you could actually make a profit by buying for 5k and selling for
6k. Imagine that... (Haze 1973)
2.4 A little charm is worth 1000 Septims
Fourth is your persuasion skill. Throughout your travels, you will meet many,
many people who won't give you the information that you want, or let you
complete quests. In order to soften them up, admire them, or give them cash. Its
best if you only give cash in 10 Septim increments, although sometimes you may
need to give a little more. Usually 75 favor is enough to get what you want, but
there are some cases where you may need to bribe up to 80 or 90 favor. Having a
high personality score is a must, and Speechcraft is even more important. You
really need 40+ in Speechcraft early on in the game; otherwise, your biggest
expenditure will be bribery. Also keep in mind that 100 Septims of bribery has
the potential to save $$$ when dealing with larger training and barter prices.
The only way to raise your speechcraft skill is to continually bribe and admire
everyone that you meet. Telvanni Bug Musk also helps in a pinch, but I've never
needed it.
2.5 Do You Believe in Magic? (and I hope you do)
Magic is also critical to your success as a Mage. If you have the cash, buy all
of the spells that you can (and bribe the sellers first...). You never know when
you might need a spell that seemed like a waste. Especially recommended: Restore
attribute, heath, fatigue, Almsivi intervention, divine intervention, levitate,
telekinesis, invisibility, open, 1-6th barrier, soul trap, and fortify
attribute. Most of these spells will allow you to reach unreachable places, get
by without being attacked, or get yourself out of sticky situations.
2.6 Success is the SOUL of a Golden Saint
Not that the soul of a Golden Saint is worth much by itself, its what you do
with it that counts...
If you have ~300k (you'll be spending time at Creeper's, I'm sure) then soulgems
are the way to go. If you've managed to accumulate 300k, you should have some
grand soulgems, and hopefully some souls of Golden Saints. You should keep any
exquisite clothing that you find. This stuff has the highest enchanting
capacity, and for some enchantments, you'll need to have the large capacity.
NOTE: A good place to get exquisite clothing is Milie Hestien's Fine Clothier
shop in the Manor District of Balmora. She sells shirts, pants, shoes, rings,
and amulets, all exquisite.
Golden Saints are important because they allow you to use a type of spell called
"Constant Effect". This can turn you into a veritable god if you use these
enchantments right.
I'll leave deciding which things to enchant up to you, but here are two
suggestions, which will make it so you never die again.
2.6.1 The Glass Tower Shield
This shield has an enchant capacity of 45. I use this for a Constant Restore
Fatigue effect. The regular glass shield has an enchant level of 30, but you can
use it if you don't mind losing part of your fatigue bonus. Set upper and lower
magnitudes to nine, or whatever value suits. This will cost a bit, but +9
fatigue every second will make it so you never have to rest again. This does
mean that you will be restricted to one-handed weapons. If you're a long-sword
user like me, it doesn't matter.
NOTE: If you are an actual Mage (I used a Rogue so I don't assume anything),
this isn't such a good idea since you can't use a shield while casting spells.
Use an amulet or a ring instead, or possibly a shirt or pants (Don't use boots
or you can't wear armor glass boots). Just make sure you use exquisite clothing
items.
2.6.2 The Exquisite Ring of Restore Health aka The Ring of Godly Power
For this bad boy, you need an exquisite ring, and 50k. Enchant the ring with a
Golden Saint, constant effect, 4-4 Restore Health enchantment. It will take an
army to take you down, as few monsters in Morrowind can deal enough damage fast
enough to kill you. If you have glass armor then you are invincible. A
substitute for this might be constant effect Sixth Barrier, but I haven't tried
this. I THINK it will add 60 to your AC, but I'm not sure. Someone tell me if it
works. Another suggestion is a ring of restore magicka... it works just like the
health ring, and may actually be worth more to a mage than a restore health
ring.
NOTE: If you manage to get both of these (or more) then you'll never need to
rest again, and the only time you'll have to restore is a random crash, or
failed thievery =P. They seem to seriously imbalance the game.
I'll try to include real prices for the enchantments sometime.
Here is a list of the favored Mage's Guild skills, and perhaps ways to level
them up. I hope to eventually include trainers for these skills, and what their
'max' training levels are, as well as the 'Ultimate Trainers for each skill. I
haven't located any of these people yet, so if you know, please tell me. Keep in
mind that as you train a skill, it can never go higher than its governing
attribute, and that all skills and attributes max out at 100.
In order to raise this skill, you have to make potions. This involves finding
someone who will sell you a mortar and pestle (or stealing... in this case you
can steal mortar and pestles and get away with it, and if you ever want the best
ones, its a must). Alembics, Calcinators, and Retorts are also a good idea, but
consult someone else's FAQ for that. This is a Mage Guild FAQ, not an alchemy
FAQ.
3.2 Alteration, GA: Willpower
Master Trainer: Seryne Relas, Tel Branora, Seryne Relas's House
Cast many Alteration collage spells. Better yet, make a spell that costs one
magicka to cast, and use it repeatedly. Rest until your magicka regenerates and
repeat until you die, get bored, or go crazy.
3.3 Destruction, GA: Willpower
Master Trainer: Leles Birian, somewhere East of Peliagad
See 5.2 for skill raising.
3.4 Enchant, GA: Intelligence
Master Trainer: Qorwynn, in the Dunmer Stronghold of Indornayon
This one is a little different, and raising this skill requires you to capture
souls. If you explore most of the caverns that you come across, you shouldn't
have too much trouble finding grand, large, or any other variety of soulgem. Use
a scroll, or make a spell to capture the souls of weak monsters and use them to
recharge the item. Recharging items and enchanting items yourself will raise the
enchant skill. You can also raise your enchant skill by using any enchanted
item. Anytime you use a charge, your enchant skill will rise. (DrSwing72,
Mallon-Blackfield)
NOTE: I highly advise that you not attempt to enchant items yourself, unless you
plan on saving and reloading a lot. You can enchant many low-level effects
easily, but once the value of the soul you use crosses about 5k, your chances of
success drastically decrease. Don't even THINK about trying to enchant constant
effects yourself. Just for grins I jacked up my enchant and intelligence skills
to 1000, and I STILL couldn't do it. Pay the cash, as it will save you some
grief. I suspect it is easier to obtain 40k than it is to enchant a constant
effect yourself.
3.5 Illusion, GA: Personality
Master Trainer: Erer Darothril, Dirty Muriel's in Sadrith Mora
See 5.2 for skill raising
3.6 Mysticism, GA: Willpower
Master Trainer: Erer Darothril, at the Vos Chapel in Vos
Whether or not these are your major, minor, or miscellaneous skills will
determine your focus. Keep in mind that in order to raise your secondary skills
that it is a wise idea to raise your Personality, Willpower, and Intelligence
skills at each level up.
NOTE: The Patch to 1.1.0605 has made it much easier to gain levels, as now all
misc. skills will help you level up. I think it's dumb. Now people will be able
to make godly characters in half the time. It's funny. The people at Bethesda
fixed a lot of the lame bugs and cheats, and then they nullify it all by making
it super easy to level up. You can't have everything...
Additional trainers and training levels Coming Sometime!!!
You should also know about the requirements of the mage Guild, as there are
'duties' you must fulfill, as well as certain requirements for each new rank.
Does anybody know if certain missions are tied directly to rank advancement?
Generally, you will need to gain a level in order to advance your main
attributes, and have favored skills at certain levels. This list is complete.
Note: These skill levels are based off a Rogue. If they are different for other
classes, please let me know
Novice: Intelligence: 30; Willpower: 30
Associate: Intelligence: 30; Willpower: 30
One favored skill @ 10
Journey(wo)man: Intelligence 30; Willpower: 30
One favored skill @ 20
Evoker: Intelligence 30; Willpower: 30
One favored skill @ 30, two @ 5
Conjuror: Intelligence 30; Willpower: 30
One favored skill @ 40, two @ 10
Special: 200 Septim Surcharge (Uselesscrap007_)
Magician: Intelligence 31; Willpower: 31
One favored skill @ 50, two @ 15
Warlock: Intelligence 32; Willpower: 32
One favored skill @ 60, two @ 20
Wizard: Intelligence 33; Willpower: 33
One favored skill @ 70, two @ 25
Special: Get a Wizard's Staff (Uselesscrap007_)
Master-Wizard: Intelligence: 34; Willpower: 34
One favored skill @ 80, two @ 30
Arch-Mage: Intelligence: 35; Willpower: 35
One favored skill @ 90, two @ 35
Special: Somehow take care of Trebonius
------------------------------------------------------------------------------
5.0 THE MISSIONS
5.0.1 Random Thoughts about Missions and Reputation
I'm not too sure about this, but I think reputation is affected by the way you
complete a given mission. I've noticed that some missions give you increases in
reputation, while others do not. It is possible that killing and stealing will
not all you to increase your reputation rating, while completing missions
honorably might. For now I've indicated whenever completed a mission gave me an
increase in reputation, but this is subject to change once I find out how the
reputation system works. I will put any new information that I find on the
subject here, all though this will remain a low priority until the main body of
the FAQ is complete.
Whenever you accept a mission make sure that you see a message saying: "YOUR
JOURNAL HAS BEEN UPDATED." If you don't see these words, talk to whoever is
giving the mission until you do. You won't have officially accepted the mission
until you see those words, and your journal is modified. Many missions cannot be
completed unless your journal is updated correctly, so be careful.
Also, keep in mind that whenever you complete a mission, the favor of the person
you took the mission from always goes up. I suppose it could be rewward [sic],
but I've chosen not to treat it like that since disposition can so easily be
changed with bribery or admiration.
5.0.2 Joining the Mage's Guild
This one's easy. If you are just starting out, visit the Mage's Guild on the
upper thoroughfare in Balmora. Its right next the Fighter's Guild. If you can't
find it, check the local map (by right clicking) and mouse over the tan boxes
that appear in town. If you can't find it, explore Balmora a little more. Once
inside the Mage's Guild, head down the Stairs to the middle floor, assuming you
came in through the top door), and turn the corner and head down the hall. There
you should see the Guild Steward for Balmora, Ranis Athrys. Talk to her, and ask
to join the guild.
Keep in mind that the missions you accept from each character get increasingly
longer and any monsters you might face become stronger. You will probably level
up a few times during the quests, but it also might be a good idea to explore
any ruins/tombs/towers you come across in the mean time. You'll probably be
level 20 or so before you can even hope to become Arch-Mage. If you really feel
strong, try doing the Fighter's Guild quests in the meantime. I won't detail
those here.
5.1 Missions in Balmora
The way I've listed the missions is a suggested order of completion. The Guild
Stewards do give the missions in a set order, but missions from multiple
Stewards can be carried simultaneously. This helps when some of the missions are
close to one another.
5.1.1 Ajira's Missions
I recommend doing these first. They are all short, easy, and can quickly earn
you a rank or two. Remember that you can still complete these missions even if
you can't advance in rank. Ajira can by found by descending to the bottom floor
of the Mage's Guild and entering the room directly across from the point where
you first enter the lower room. Ajira, a Khajit, is in the same room as the
Guild Guide, partially hidden behind a large desk.
5.1.2 'Shrooms for Ajira
ENEMIES: Rats, Nix Hounds, Kagouti, Alit, occasionally diseased/blighted
The first thing that Ajira will ask you to do in her quest to become a Journey
(wo)man apprentice before Galbedir (the enchanter chick dressed in red and
yellow on the top floor of the Mage's guild), is to locate 4 types of mushrooms.
These mushrooms can be found in the Bitter Coast region. For now, just follow
the directions that Ajira gives by heading south along the river and head west
after you see the bridge. You know you are in the Bitter Coast Region when you
see green swamps. The mushrooms that you need are the Luminous Russula (blue and
brown toadstool), the Violet Coprinus (purple toadstool), the Hypha Faeria
(brown shelf fungus on a tree), and the Bunglers Bane (also a brown shelf
fungus). These mushrooms are common and can be found almost anywhere in the
Bitter Coast Region. I also found an alternate way to get to the Bitter Coast.
If you are feeling lazy, take the Silt Strider from Balmora to Seyda Neen. Seyda
Neen is in the Bitter Coast region, and all of the mushrooms you want can be
found around town. This can actually save time walking and fighting monsters.
Once you are done, show your finds to Ajira.
REWARD: Four Cheap Restore Health Potions
NOTE: I've also heard that the mushrooms can be found in Vivec in crates in the
upper plaza of the foreign quarter. This is unconfirmed. If it works for you
please let me know. I suspect it may work based on chance, since the boxes spawn
their contents randomly... (Kevin Fournier)
5.1.3 The Fake soulgem
ENEMIES: None!
Now Ajira wants you to Sabotage Galbedir. Ajira gives you a fake soulgem (looks
like a lesser soulgem) and tells you to place it in Galbedir's desk. Galbedir's
desk is on the top floor with soulgems on it. (You didn't steal them did you?).
Put the soulgem in Galbedir's desk and return to Ajira. Galbedir will actually
come back to her desk during this time, so make sure you are quick or Galbedir
will catch you and you'll be expelled from the Mage's Guild. After you finish,
report to Ajira.
REWARD: None! (I think...)
NOTE: Galbedir WON'T leave her desk again to be quick. (Mike Paulus)
5.1.4 Flowers for Ajira
ENEMIES: Rats, Nix Hounds, Kagouti, Alit
Now Ajira wants you to do more of her dirty work, and this time she wants
flowers. Ajira gives decent directions to the North shore of Lake Amaya. Lake
Amaya is the large body of water a little ways to the East of Fort Moonmoth. On
the path along the North face of the lake, you should find the four flowers the
Ajira requests. To get to Lake Amaya, start out by heading east from the south
entrance of Balmora toward Fort Moonmoth. Once you see the fort, head right on
the path toward Peliagad. Keep going and take a right at the next fork (toward
Peliagad). Take a left at the next fork toward Peliagad. At the final fork in
the road, take the middle path (of three). You should now be heading parallel to
Lake Amaya. Ajira wants a Gold Kanet (gold... duh), Stoneflower Petals (blue),
Heather (pink clusters), and Willow Anther (pink), (This is slightly deceiving.
you actually want WILLOW flowers, which contain the Willow Anther). There is a
black anther flower, but you can ignore this. When you find the flowers, use a
Almsivi Intervention to take you back to Balmora. Otherwise, hoof it back to
Ajira.
REWARD: Six Cheap Restore Magicka Potions
5.1.4.1 Flowers for Ajira (the Super Cheap Way)
ENEMIES: None!
If you are feeling exceptionally lazy, the clothier, Milie Hestien, in Balmora
has all of the flowers you need for Ajira, except heather (Milie's is in the
Manor District next to the alchemist). Also, keep in mind that the flowers spawn
randomly. If you can't get one of the flowers from Milie's the first time,
reload the game until you do. In order to find heather, search other homes and
businesses in Balmora, on the left side of the river. Heather spawns frequently,
but randomly in crates, chests, baskets, and barrels. This 'shortcut' can either
cut the time it takes to do the mission in half, or it can double it due to the
random factor. (Haze1973)
REWARD: Six Cheap Restore Magicka Potions
5.1.5 Ajira needs a bowl (no not THAT bowl...)
ENEMIES: None!
Now Ajira needs a ceramic bowl. She gives you 10 Septims and tells you to talk
to Ra'Virr the trader. Ra'Virr's is one building down from the Mage's Guild.
Talk to Ra'Virr and buy a Ceramic Bowl, then return to Ajira. She thanks you and
gives you another mission.
REWARD: None!
5.1.6 Galbedir's Revenge
ENEMIES: None!
Ajira's 'Shroom and flower reports have been stolen!! Apparently, Galbedir is
taking this bet seriously after we booby-trapped her soulgem. Galbedir has
hidden those purloined reports somewhere in the Mage's Guild. The mushroom
report is on the middle floor under a basket by the stairs leading up to the
upper entrance. The flower report is in the upper left-enclosed area of the big
room on the bottom floor, to the left of the door to the guild guide. The report
is under a cabinet with lock-level 15. Once you find the reports, talk to Ajira
again to claim your prize. One you complete this mission, Ajira won't give you
any more missions until you become a Warlock.
REWARD: one potion each of Exclusive Fire, Frost, and Lighting, two Exclusive
Spell Absorption, and one Reputation
NOTE: If you do all of these missions, you can advance to the Rank of Evoker.
You should become Apprentice, Journeyman, then Evoker.
5.1.7 Ajira knows a Secr-r-r-et
NOTE: You must be a Warlock to complete this mission.
ENEMIES: Several Daedroth, and some tough Necromancers, Atronochs etc.
Special: You will need some strong levitate spells/potions/scrolls. Bring ones
with at least a magnitude 30 on them.
Once you've done the first five missions, Ajira tells you to come back when you
become a Warlock and she will have some secrets to tell you. Ajira will first
talk about the Staff of Magnus, which can be found in Assu on the slopes of
Mount Kand. Although it seems obscure, Assu is rather easy to find. Start out by
taking the Silt Strider from Balmora to Suran, and then to Molag Mar. Once
you're in Molag Mar, take the path going North past the Silt Strider, and keep
going north at the fork in the road. After going north for a little while
longer, the path will fork again. Don't miss it. Take the left part of the fork,
which should be sloping upward. The path will begin to turn westward and
eventually it will be heading almost due west. At one point, the path will come
to a shar7p turn and abruptly head north again. The Mt. Kand cavern is here.
Explore it if you like, but there is nothing worthwhile inside. The path will
split after a short distance. Take right path. It will almost do a u-turn, and
head south. You should approach the cavern of Assu. There are several annoying
Dremora and some powerful sorceress's in there, so tread cautiously. Search
around Assu. Eventually you will find a room where you must levitate to get up
the wall. Do so, and you will be attacked by a sorceress. She will summon a
Greater Bonewalker. Kill her, and take the Staff of Magnus. You can also take
this opportunity to search for scrolls of Ekash's Lock-Splitter. These 100
magnitude lock-breakers are good to have. Although they randomly spawn in crates
and urns, there is still high probability of finding one here. Use Almsivi
Intervention to return to Molag Mar, and take the Silt Striders back to Balmora.
Report to Ajira. (Hop Bounce)
REWARD: Staff of Magnus (worth 210k!), one Reputation
NOTE: The Staff of Magnus cannot be used to satisfy the requirement of obtaining
a Wizard's Staff. Even if you have the Staff of Magnus, you still have to get
one from Sud, or buy one from the Guild Steward that you talk to about the
subject.
5.1.8 Ajira Knows More Secr-r-r-ets
ENEMIES: Atronochs, Powerful Sorceresses, any high level annoyance
Special: You will need high magnitude levitation potions again, and more than
one.
Ajira's not finished yet. After your last success, Ajira feels that you are
ready for another adventure. This time Ajira tells you about the Warlock's ring,
held by a Vindamea Drethen in a cave called Ashirbadon east of Bal Fell. Ajira
also adds that she doesn't exactly like Vindamea. If Bal Fell has been marked on
your map, head there now. Otherwise, follow the directions below.
Start by taking the Silt Strider to Vivec. Once you're there, jump in the water
and swim to the boomerang-shaped island east of Vivec. If you happen to find the
Omani Manor while you are running around, you are in the right place. Head to
the east side of this island and jump in the water again. The next medium-sized
island east is the island of Bal Fell. Swim over there and make sure you find
the Daedric ruins. If you explore the ruins, there are some boots in the inner
sanctuary worth 22k, otherwise head to the east side of this island as well. The
island with Ashirbadon on it is directly east of Bal Fell. Swim out to it and
search in the middle of the island. Once inside Ashirbadon, you will need to
fall to the ground. Search below for an old chest with an old key. Then levitate
to the ceiling and look for the next passage. Head down it, kill the sorceress,
and take the ring. Unlock the chests with the key and search for good scrolls.
Almsivi Intervention will take you back to Molag Mar.
REWARD: Warlock's Ring, one Reputation
5.1.9 Missions from Ranis Athrys, Balmora Guild Steward
Once you're done with Ajira, talk to Ranis Athrys again for another reasonably
easy set of missions, and possibly some advancement if you qualify.
5.1.10 Double Trouble
ENEMIES: Rats, Cliff Racers, Kagouti, Nix Hounds, Alit, sometimes diseased, or
blighted, and Manwe and Llarar if you aren't tactful enough or just feel mean.
The first thing that Ranis asks you to do is double duty. She has two problems
that are very close to each other. The first problem is Manwe, who can be found
in a cave called Punabi. She hasn't paid here 2000 Septims of guild dues in
three months. Ranis offers you half of the cut if you fix the problem. Your
second problem is Llarar Bereloth whom Ranis would like to join the guild.
Llarar is in the domed hideout of Sulipund. Ranis explains that these two
locations are near an old Dunmer stronghold called Marandus, which she marks it
on the world map for you. From Balmora head southeast toward Moonmoth fort, but
take a left at the first fork toward Caldera. This will take you around the top
of Fort Moonmoth to a large Dwemar bridge. Cross the bridge. Now head East
toward Marandus any way you can. Following roads doesn't matter and you'll get
there faster if you don't. Once you are in sight of Marandus head to the
northernmost corner of the fort (its at an angle). From here, go a little
northeast and take the path that heads directly north. You should see the cave
of Punabi shortly. Manwe is just inside. Talk/Bribe/Kill Manwe. I didn't even
need to bribe here to get the cash. A little ways north on this same road is
Sulipund. Once you find the entrance, head to the top floor to find Llarar. He
doesn't like you very much and you will need to bribe him in order to avoid
killing him. Otherwise, kill him and his followers. They won't give much of a
fight. There is no penalty for killing them. Use Almsivi Intervention if you
have one. It will take you back to Ald-Ruhn. From there, use the guild guide to
get back to Balmora. Talk to Ranis
REWARD: 1000 Septims (1/2 of Manwe's Guild dues), 4 Quality Restore magicka for
taking care of Llarar, and 1 Reputation.
NOTE: When you finish these missions, assuming that you did Ajira's missions
first, you can now become a Conjuror if you pay Ranis 200 Septims (or any other
Guild Steward for that matter).
5.1.11 Only-He-Restores-There
ENEMIES: None!
Next, Ranis will inform you that an Argonian (Only-He-Stands-There) is at the
South Wall teaching unsanctioned restoration. The South wall is located across
the river, near the Silt Strider. Once inside the South Wall, go to the bottom
floor and find the lizard. Talk to him about unsanctioned training. He will
offer you his skills. You may need to bribe him first. Tell him to stop teaching
restoration, and he will agree. If you accept his offer of training you can lie
to Ranis about it and take training from the Argonian later. Return to Ranis to
complete the quest. (Beaginator, Teh Hoe Yue)
REWARD: Training from Only-He-Stands-There if you lie, otherwise nothing.
5.1.12 Easy Prey
ENEMIES: None! or Rats, Cliff Racers, or even Itermeral.
Ranis now wants you to escort a scholar named Itermeral to Peliagad, however,
she informs you that all she really wants are his notes. The scholar is waiting
at the Eight Plates just North of the Mage's Guild. This is where a good sneak
skill comes in handy. I simply stole the notes from him inside the Eight Plates.
If you can't STEAL Itermeral's notes at the Eight Plates, lead him to an
isolated location and steal from him, or kill him. Otherwise, ask Itermeral
about his notes. You will probably need to bribe Itermeral before he will listen
to you. 80+ favor should to the trick. Itermeral will then inform you that he
needs to be escorted to the Halfway Tavern in Peliagad. Once you arrive at the
tavern, Itermeral will inform you that he will now give you access to his notes.
When finished, return to Ranis. (Brian, Kaine Andrews)
REWARD: None!
5.1.13 The Nix on Necromancy?
ENEMIES: None! Or Tashpi Ashibael
It seems that Tashpi Ashibael has turned to Necromancy, or has she? Ranis asks
you to go to Maar Gan and take her out. Take the Silt Strider to Ald-Ruhn and
then to Maar Gan. Check around the south end of town to find Tashpi's hut. Once
you find her hut, and ask her about necromancy, you will be asked a series of
questions. Tashpi will first ask you who told you she was a necromancer. If you
say 'Ranis,' Tashpi will say that Ranis is taking revenge for Tashpi's not
joining the Mage's Guild and ask another question. If you say 'none of your
concern', Tashpi will tell you to ask around town. Your next choice will be to
'learn more' or 'die, necromancer'. You can talk to Tashpi or kill her. If you
take the first choice, Tashpi will tell you how she helps the local citizens,
and you will be offered a final choice, to let Tashpi go, or to kill her. Take
your pick. If you choose not to kill Tashpi, she will leave Maar Gan. Return to
Balmora and talk to Ranis. If you didn't kill Tashpi, you will need to lie in
order to complete this quest.
REWARD: Two Scrolls of Elemental Burst Fire, two Scrolls of Fourth Barrier, and
one Reputation.
NOTE: If you did Ajira's missions and Ranis' missions, you can become a Magician
at this point if your stats are good enough.
5.1.14 Hide-n-Seek
ENEMIES: None!
It seems that there is a spy in the Mage's Guild, and Ranis wants you to find
the Telvanni spy. The spy in question is located in the Vivec Mage's Guild. Use
the guild guide in Balmora and head on over to Vivec. On the lower level of the
Vivec Guild is a man named Tiram Gader. Ask him about the Telvanni Spy. He will
be insulted and deny your accusation. Now talk to Arch-Mage Trebonius about the
problem. He will ask about the identity of the spy. If you say that it is Ranis
Athrys then Trebonius will thank you and when you return to Balmora, Ranis will
be gone. This isn't too bad because you have finished all of the Balmora
missions anyway. If you say it is Tiram Gader, Trebonius will hand you Tiram
Gader's Credentials. Take these to Ranis as proof that the spy is in Vivec.
Ranis will thank you and inform you that she has no more jobs for you.
(Beaginator)
REWARD: Two Scrolls of Summon Golden Saint and the Soul Drinker, an enchanted
short blade
5.2 Missions from Edwinna Elbert, Ald-Ruhn Guild Steward
Edwinna has a PILE of missions for you. Some are easy, and some may take hours.
Be warned that the later missions may require you to be level 20+ in order to
survive long enough to finish the mission.
5.2.1 A Rare Find
ENEMIES: None!
The first thing that Edwinna Elbert will ask you to do is locate a rare book
known as The Chronicles of Nchuleft. She says that none of the other Guild
locations have a copy of this book. Edwinna will give you 250 Septims to cover
the charge. This book can be obtained in Vivec at Jobasha's Rare Books (it's
green if you want to steal it). Use the guild guide and go down to the lower
waistworks of the Foreign to find Jobasha's rare books. He has several copies of
The Chronicles of Nchuleft. Return to Edwinna once you have the prize.
REWARD: None!
NOTE: At this point you can become a warlock and head back to Balmora and finish
up Ajira's 2 remaining missions
5.2.2 Creature Feature
ENEMIES: None!
Next Edwinna informs you that she desires a certain Reveal Creature potion form
Only-He-Stands-There, the Guild Steward in Sadrith Mora. Use the guild guide and
talk to Only-He-Stands-There about the potion. He will hand you the potion with
a little bribery. One you have it, Return to Edwinna.
REWARD: One potion of Exclusive Shadow
NOTE: This just in! Neminda is actually the Redoran Steward in Ald-Ruhn, located
in the Redoran Council Hall. This makes sense in terms of the mission, since
Neminda is also in Ald-Ruhn. This is good proof that Edwinna's mission is
probably defective. (Dan Lethcoe, Ghetto, Kuran, Richard P, Steve Cook)
5.2.3 The Chimarvamidium Caper
ENEMIES: None! (or the whole Mage's guild if Sirlonwe catches you)
Edwinna's gotten a little jealous of Sirlonwe over in Vivec. Apparently,
Sirlonwe has a copy of a book known as the Chimarvamidium, and it has rare
Dwemar information. Your mission is to swipe this book and bring it to Edwinna
for inspection. Edwinna will slide you two Scrolls of Ondusi's Unhinging to help
you out. Take the guild guide to Vivec. Sirlonwe's room is the first left after
you leave the guild guide's, and down the hall. If you ask Sirlonwe about the
Chimarvamidium, she denies everything. We know better. There is a closed door in
Sirlonwe's room. Open it, step inside, and close the door, as we don't want her
to see our thievery. Open the locked chest (level 30) and grab the book. Make
sure you don't talk to Sirlonwe after you steal the Chimarvamidium or she will
sound the alarm, and you will be expelled from the Guild. Return to Ald-Ruhn and
give the book to Edwinna. She asks if you have the book. Give it to her to
complete the mission. (Uselesscrap007_)
REWARD: None!
NOTE: 'R S' asked me an interesting question. What happens when you find the
Chimarvamidium before Edwinna gives the quest, and you sell it? The good news is
that you can still complete the rest of Edwinna's missions. Just move on to the
next mission (5.2.4 in this FAQ). Head to Mar Gaan and find Huleen's hut to the
right of the Silt Strider, and out of town. Kill the Scamp, take his key, open
the door, and talk to Listien. Go back to Edwinna and mention that you killed
the Scamp. When you ask Edwinna for more duties, she will give you ANOTHER
Chimarvamidium (sorta funny, it must be a bug or perhaps the programmers
intended it to be this way, who knows?), and tell you to return it to Galbedir.
Do so, and the missions will progress like normal. All you lose is two scrolls
of Fifth Barrier. Furthermore, I plan to check if this can be done with other
Guild Stewards and other missions. (R S)
5.2.4 Just a little Scamp-ering Around
ENEMIES: A Scamp
I recommend that you be at least level seven for this mission, otherwise you
won't be able to kill the Scamp.
Edwinna is busy with the Chimarvamidium, so she sends you to deal with a problem
in Maar Gan in her stead. There have been strange reports of monster activity in
Huleen's hut, a local sorceress in Maar Gan. Edwinna asks if you will do this
mission for her. Say yes. Take the guild guide to Caldera and then to Maar Gan.
Huleen's hut is outside of town down the road that runs in front of the Silt
Strider. Once you open the door, a Scamp will attack you. Kill it, search it for
the key to Huleen's Hut, and open the locked door (lock-level 30) at the back of
the hut. Listien Bierles, Huleen's apprentice will be inside shaking in fear. He
informs you that he summoned the Scamp to impress Huleen, but that it disobeyed
him and went out of control. He promises never to summon another Daedra. Return
to Edwinna with the good news. (Matt Campbell)
REWARD: Two Scrolls of Fifth Barrier
5.2.5 The Return-the-Chimarvamidium Caper
ENEMIES: None!
Guess what? Edwinna want you to return the Chimarvamidium. So do it already.
When you arrive back, Edwinna informs you that she has tougher jobs coming, and
gives you some amulets to help you avoid sticky situations.
REWARD: one reputation, an Amulet of Almsivi Intervention, and an Amulet of
Divine Intervention.
5.2.6 The Dwemar Tube Job
ENEMIES: Steam, Spider, and Sphere Centurions
You'll want to be a minimum of level 11-12 for this mission, as Steam Centurions
can really dish it out. You'll also want a scroll of Almsivi Intervention if you
don't want to travel back to Khuul.
Edwinna is an ardent scholar of Dwemar artifacts. As such, she asks you to
locate a rare Dwemar tube in Arkngthunch-Stardumz. This Dwemar ruin is West of
Ald-Velothi. To get there, take the Guild Guide to Sadrith Mora, and from there
catch a boat to Dagon Fel. Then take the boat from Dagon Fel to Khuul. In Khuul,
head west, staying along the coast near the water's edge. If you follow the
coast, you will eventually find Ald-Velothi, a very small coastal town. Go
through Ald-Velothi and continue following the Coast. A little ways southwest of
Ald-Velothi you will eventually see two huge Dwemar Bridges. There are difficult
to miss if you are following reasonably the coast. Climb the hill and cross the
bridges to Arkngthunch-Stardumz. Once inside, the Dwemar tube is in the furthest
room on a shelf. Grab it. Use the scroll of Almsivi Intervention, which will
take you to Gnisis. Catch the local Silt Strider to Ald-Ruhn. Otherwise
backtrack to Khuul and return to Sadrith Mora. One you find your way back to
Ald-Ruhn, give the tube to an ecstatic Edwinna.
REWARD: None!
NOTE: Your Dwemar Tube doesn't have to be from this particular ruin, but you are
guaranteed to find one here. If you have explored other Dwemar ruins up to this
point, and you have a Dwemar Tube, you can give it to Edwinna and be done with
the mission.
NOTE 2: I've just learned that you can steal a Dwemar Tube from Vorar Helas'
house. It is the house just to the right of Caius Cosades' house. Happy
stealing. (MasPlumb)
5.2.7 Finding Nchuleftingth is harder to find than it is to spell!
NOTE: While you are one this mission, make sure you grab the Hanging Gardens
from these ruins if you want to complete a quest for Trebonius later in the
game. (Dbarnes.4, Kuran, Teh Hoe Yue)
ENEMIES: Sphere, Spider, and Steam Centurions and other high level monsters
Well, there's always one of these. You get some ambiguous directions, and a task
to find some random location. Nchuleftingth is almost exactly 45 degrees NE of
Suran. Keep this in mind if you get lost along the way. Bring potions and
anything you might need for a long walk. You will also be fighting Atronochs,
Winged Twilights and the like, so be prepared for a fight. If you are a real
opportunist, bring along some grand soul gems and capture some of the monsters.
Edwinna never seems to run out of things for you to do. Now she wants you to
find the Dwemar ruin of Nchuleftingth Northeast of Suran and chat with Senilias
Cadiusus about an excavation report. You can also go Northwest from Molag Mar,
but I won't include those directions unless someone gives them to me, or there
are many requests. For now, take the local Silt Strider to Balmora and then to
Suran. Remember to stay on the light-gray path (the foyada) at all times, or you
will get lost quickly.
Once in Suran exit the town to the South, and head Southeast around the hills.
You should now be heading Northeast as you enter the Ashlands. If you continue,
the road should narrow into a foyada, a narrow lava ravine and head due north.
Go straight at the first fork (the right path). Take this path (away from
Telasero) north past the cave of Saturan and head north for a while. At the next
fork, go right at the signpost and you should be headed southeast. The road will
eventually turn north again. When you reach the next fork, go left at the
signpost and head North. You should be heading downhill a little toward a fork
and another signpost. Go right. Three paths branch off this ravine. The first
leads to Piran on the left, the second to Mabobi on the right, and the third
loops to the left. Ignore them unless you want to explore. At this point, you
want to stay close to the hills on your right. Follow the hills and they will
arc to the right. The road will become vague and vanish. Follow the hills to the
south and you will eventually find Nchuleftingth It should now show up as a
large square on the world map. I may edit these directions again, so please let
me know if they are wrong.
Enter Nchuleftingth and enter the first door on the right. Talk with Senilias
about the excavation plans. He will inform you that he does not have the report
and that his assistant Anes Vendu has disappeared. Leave the room and go around
the corner. Enter the Test of Pattern. In the large room, find the Dwarves Crank
on left wall to open the passage going down. Enter Lower Nchuleftingth and find
the body of Anes Vendu. Take the report from Anes, and make sure you grab the
red book sitting next to him. Talk to Senilias again. He will thank you and
instruct you to return to Edwinna. If you use Almsivi Intervention, it will take
you to Molag Mar. Take the Silt Strider to Balmora, and then to Ald-Ruhn.
Otherwise, return any way you can, and Edwinna will thank you.
REWARD: One Reputation, The Hanging Gardens
5.2.8 The Ruin Goes On...
NOTE: Make sure you grab the Egg of Time on this mission. If you take the easy
way, you won't be able to get the book. This will make it impossible to complete
a mission from Trebonius later, so plan accordingly. (Dbarnes.4, Kuran, Teh Hoe
Yue)
ENEMIES: Hopefully None (the easy method)
Edwinna never grows tired of Dwemar ruins. Now you need to find Scarab Plans at
the ruins of Mzuleft near Dagon Fel. Lucky for us, the Scarab plans are even
closer than they seem. Take the boat to Dagon Fel and run NE along the coast
until you find the vacant tower. Enter it and go to the top floor. Khargol gro-
Boguk is the master trainer for the unarmored skill should you need it. There
are some Dwemar scarab plans in this room. Steal them and return to Edwinna.
REWARD: None!
5.2.8.1 The Ruin Goes On... (the right way)
ENEMIES: Strong Orcs and Dwemar Machinery
I recommend this method. Mzuleft is very close to Dagon Fel, to the southwest.
Follow the road leaving west from the lower portion of Dagon Fel. Take a left at
the fork, and a left at the next fork. The next road you see should be a green
path heading north. Follow it to the entrance of Mzuleft. Once inside you will
encounter Dwemar machines, and some Orcs that carry powerful weapons. It can be
very easy to die if you aren't careful. Search the ruins for the Scarab Plans.
Once you find the plans, check to find the Egg of Time nearby. Don't leave the
ruins without it. When you are finished, use Almsivi intervention, which will
take you straight to Ald-Ruhn. Talk to Edwinna to finish the mission
REWARD: Egg of Time
5.2.9 And On and On...
NOTE: Make sure you grab the Divine Metaphysics on this mission. It is crucial
in solving a quest for Trebonius. (Dbarnes.4, Kuran, Teh Hoe Yue)
ENEMIES: Kwarma Warriors, Imperial Legion
Edwinna ain't done yet. She found another Dwemar ruin, and you guess it, she
wants you to go investigate. Egg-mine workers in Gnisis have discovered
Bethamez, an old underground Dwemar ruin. Naturally, the workers are inept, so
its up to you to find the Dwarven Airship plans that are located somewhere in
the mine. Take the local Silt Strider to Gnisis. Once there, the mine is located
across a bridge in the right wall of Gnisis. Bribe the Imperial Legion guard to
give you the key and enter the mine. Find the door to the lower egg-mine and
enter it. Once inside you will be confronted by an Orcish member of the Imperial
Legion named Lugrub gro-Ogdum. He will inevitably attack you so be prepared for
a tough fight. Once you win, locate the door to Bethamez. Enter and look for a
table on you left. Find the Divine Metaphysics and some Dwarven Airship Plans.
Grab them both and return to the Ald-Ruhn Mage's Guild. Edwinna will inform you
that there are no more missions.
REWARD: One Reputation, Divine Metaphysics
NOTE: You can also get the key to the mine by doing missions to the Imperial
Legion. If you are having trouble bribing the guard to give you the key, this
might be an easier solution. (Optus)
5.2.10 Trebonius Baloney
ENEMIES: Trebonius
If you complete all of the Balmora, Ald-Ruhn, and some of the Sadrith Mora
Missions, that should be enough to raise your rank to Master-Wizard. Once you
are a Master-Wizard, talk to Edwinna again, and she will complain about
Trebonius not caring for Dwemar artifacts, and ask you to speak with him about
it. When you talk to Trebonius again about advancement, he will offer to duel
with you in the Arena in Vivec for the honor of Arch-Mage. Accept and defeat
Trebonius for the top spot.
REWARD: Advancement to Arch-Mage
NOTE: This update's your journal. It's not really a mission, but more of a
director to tell you what to do next. I don't know if there is any effect if you
talk to Edwinna again after defeating Trebonius.
5.3 Missions from Skink-in-his-Shade, Sadrith Mora Guild Steward
Leapin' Lizards. How does it feel to be taking orders from a purse?
5.3.1 Day Job
ENEMIES: None!
Skink seems to think that you qualify as a Gigolo. You have escort duty.
Tenyeminme needs to be escorted to Cal Arethi's ship, the Elf-Skerring on the
Telvanni docks. Tenyeminme is staying at Dirty Muriel's Cornerclub Northeast the
Wolverine Hall. Take Tenyeminme through town to her destination and return to
Skink.
REWARD:??
NOTE: Don't forget to talk to Tenyeminme again. She gives you a reward! This
also holds true for other people that you help/escort. Don't forget to talk to
the people you help before you return to the guild hall.
(Derek Henderson)
REWARD:??
5.3.2 The secrets of the Forbidden Book
ENEMIES: None!
Now Skink wants a rare book, called Vampires of the Vvardenfall, Vol. II, and it
seems that it is not quite legal. Skink gives you 1000 Septims and sends you
off. We know where to get rare books. Use the Guild Guide and head on over to
Jobasha's Rare Books (again) in the lower waistworks of the Foreign Quarter of
Vivec. Jobasha is reluctant to talk, but admits he has the forbidden book and
will sell you a copy. Give Skink the book.
REWARD: 750 Septims (-250 for the book)
NOTE: You could steal the book from Jobasha, but why? This is one of those cases
where buying is better than stealing.
5.3.3 A Meeting of Minds
ENEMIES: All types
Skink wants to talk to an Ashlander Wisewoman, and he suggests that you find the
Ahemmusa camp. Skink also mentions the Zenaib, Erchenimsun, and Urshilaku camps,
but says that those Ashlanders will be less willing to help.
NOTE: I have talked with the Wisewoman in all four of the Ashlander camps, and
ONLY the Ahemmusa Wisewoman will help you. Take the boat from Sadrith Mora to
Tel Mora.
From Tel Mora head Northwest across the Islands to the rightmost tip of the
large continent. The Ahemmusa camp shouldn't be hard to find. The Wise Woman is
in the largest Yurt. Sinnamu Mirna is the local Wisewoman. Chat her up, but she
won't agree to help so easily.
Instead, Sinnamu sends you to the Favel Tomb to find her apprentice Wisewoman,
Minabi. She says that Minabi needs to find out what the outsiders are really
like. Leave the camp heading East and follow the coast close to the water.
Eventually you will pass a Deadric ruin called Kushtashpi, enter if you dare,
but there are several Dremora Lords inside, which can be a pain to kill. Keep
heading east until you are just at the rightmost edge of the lowest extension of
Sheogorad Island, the second largest landmass. From here, search Southward until
you find the Favel Ancestral Tomb and enter. Minabi is just inside and she will
ask you to kill an evil spirit in the tomb named Kanit Ashurnisammis. He is an
easy kill. Talk to Minabi again after you kill it, and she will send you back to
Sinnamu. Return to the Ahemmusa camp and talk to Sinnamu again. She will ask you
if you killed the ghost. Tell the truth and she will allow Minabi to meet with
Skink. Return to the Mage's Guild in Sadrith Mora and tell Skink of your
success.
REWARD:??
5.3.4 Necromancy is bad for business
ENEMIES:??
Skink is upset. Telura Ulver has become a necromancer, and everybody knows
necromancy is bad. Your mission is to find Shal and eliminate her. Skink warns
that Shal may be hard to find, but fortunately, it's not. The quickest way to
Hla Oad is taking the Guild Guide to Vivec. Leave the Foreign Quarter Canton,
head to the bottom of the canton to the North, and take a left to reach the
boat. Take the boat to Hla Oad. Once in Hla Oad, take the road going north until
you cross a bridge. After the bridge, stay to the left along the coast until you
reach another bridge on your left. Take this bridge and once you cross it, head
slightly southwest. The entrance to Shal is on the edge of the water. Kill
Telura Ulver and return to Skink for the next quest.
REWARD: None!
5.3.5 Yappin' about Yakin
ENEMIES: Skeletons, Sleepers, Dreamers, and Ash Ghouls (oh my!)
Some of these monsters are at level 20, so be aware that you need to be pretty
powerful to get by in Yakin.
The lizard informs you that he would like to study the soul of an Ash Ghoul. He
is also kind enough to provide the location of the Ash Ghouls: Yakin. Skink will
provide two grand soulgems and two scrolls of Ephyggi's Gem Feeder to help you
out. To reach Yakin, take the boat in Sadrith Mora to Tel Aruhn an Island over.
From Tel Ahrun, head almost exactly NW over the water until you reach the coast
of the mainland. Yakin is almost at the water's edge, so if you don't see Yakin
right away, move up and down along the edge of the coast. Yakin is large and
contains many monsters, many of which are tough. The Ash Ghouls move around, so
run around Yakin until you find one. Once you do, use the Gem Feeder Scroll on
it, and kill it as quickly as possible. If you do it right, you should receive a
message saying that you successfully trapped a soul. The Ash Ghoul soul is worth
50k if you need cash. Return your prey to Skink to complete the quest.
REWARD: None!
5.3.6 The Vampire Chronicles
ENEMIES: None!
Skink wants you to find yet another Vampire book for him. This one talks about
an Ordinator from Bal Ur who was cured of vampirism. The book is called Galor
Rither's Papers. Skink doesn't give much to go on, but when it comes to rare
books, there is only one place to go. Jobasha's Rare Books in the lower
waistworks of the Foreign Quarter of Vivec. Use the guild guide. Upon talking to
Jobasha, he informs you that he doesn't have a copy. Instead, Jobasha suggests
that you can find what you are looking for in the library in the Hall of
Justice. Thanks to everyone who pointed this out. There IS a library in the Hall
of Justice in the Office of the Watch. Check the Office of the Watch for a
trapdoor under the rug. This door is both locked and trapped, and you'll need to
sneak to avoid being caught. Once you get inside the library, Galor Rither's
Papers is a smallish red book. Grab it and take it back to Skink. (Haze 1973,
Matt Campbell, Matt Wells, r s, Rainox)
REWARD:??
NOTE: Here is another method of obtaining Galor Rither's Papers. If you enter
inside the Ghostgate, there are several large Dwemar Strongholds. One of them,
Tureynulal, has a location called the Library of Kagrenac inside (its
misspelled). You can find Galor Rither's Papers at the back of the Library. Only
use this if you are far along in the main plotline. It is MUCH easier (and less
time-consuming) to search the Hall of Justice in Vivec. (Dave Baker)
5.3.7 Trebonius' Walking Papers
ENEMIES: None!
After you fulfill all of your other duties, Skink will tell you that he has a
letter to deliver to Trebonius from Ocato, the person who appointed Trebonius to
the head of the Mage's Guild. Deliver the letter for Skink by using the guild
guide to reach Vivec. I haven't completed this mission yet.
REWARD: Advancement to Arch-Mage
NOTE: Skink's letter makes you a SECOND Arch-Mage along with Trebonius. You can
still complete Trebonius's other missions as well, so if you are in a hurry to
become the Arch-Mage, you can do both. (John Long, LmpBzktWlt)
More Updates Coming Soon!!!
5.4 Missions from Trebonius, Vivec Guild Steward
5.4.1 Dwemar Insanity
ENEMIES: Corprus Beasts (don't kill them), Slaughterfish
The high Guild Steward, Trebonius, randomly tells you to find out what happened
to the Dwemar. The locals in Vivec think he's a little loco, and there isn't
much to go on. Trebonius tells you to talk to the local Mages in Vivec. If you
talk to Trebonius again, he will suggest talking to Edwinna in Ald-Ruhn. Edwinna
isn't much help. Remember how you picked up those three books, the Hanging
Gardens, Egg of time, and Divine Metaphysics? You need them now. Take the local
guild guide to Sadrith Mora. Once you leave the Wolverine Hall, head southwest
into the water. Swim directly southwest until you approach a small island with a
dock. On this island is the Telvanni tower of Tel Fyr. Enter Tel Fyr and find
the Corprusarium. Go straight ahead through the wooden gate, and find the door
to the Corprusarium Bowels. Search around in here for an ugly fat Dwarf called
Yagrum Bagarn. He has the distinction of being the last living dwarf. As such,
he seems to know what happened to the dwarves. Talk to him until your journal is
updated. Once it has, use Almsivi Intervention. This will take you to Molag Mar.
Take the Silt Strider here to Vivec. From here, find the Mage's Guild and talk
with Trebonius. He talks big, but he doesn't understand what really happened. He
thanks you, and promises another mission later. (Dbarnes.4, Kuran, Teh Hoe Yue)
REWARD: One Reputation
5.4.2 The Telvanni Weedwhacker
NOTE: In order to be able to accept this mission, you must first complete the
main quest. Otherwise, the Telvanni Wizards that Trebonius asks you to kill will
prevent you from finishing the game. If you haven't finished the main story,
then Trebonius will say something to the effect of "I will have more duties for
you when this dies down."
ENEMIES: Powerful Old Mean Obnoxious Cunning Telvanni Mages
For some reason, Trebonius doesn't like the Telvanni. He asks you to 'remove'
six of the most powerful Telvanni Mage's. I have not completed this mission yet,
but explanations on how to find the Telvanni will eventually be included
REWARD: Trebonius' Amulet and Ring, and Advancement to Arch-Mage.
(Uselesscrap007_)
5.4.3 Death to Trebonius
ENEMIES: Trebonius
This is what you have been waiting for. Once you reach the rank of Master-
Wizard, you can challenge Trebonius to a duel to see who will be Arch-Mage of
the Mage's Guild. Trebonius challenges you to fight him in the Vivec Arena.
Search around central Vivec until you find the Arena Canton. Enter the Arena Pit
and Trebonius will be waiting for you. If you win the fight against Trebonius,
then the Mage's Guild is yours. (Andy Scott)
REWARD: Advancement to Arch-Mage, Trebonius' cool robe.
5.4.4 Yet another way to remove Trebonius
ENEMIES: None!
Remember the letter that Skink gave you? If you give that letter to Trebonius,
you will become Arch-Mage. (Teh Hoe Yue)
REWARD: Title of Arch-Mage
NOTE: If you use this method, you can't fight Trebonius in the Arena and take
his things. If you still want his cool stuff, 'taunt' him into fighting you.
When he attacks, kill him and take his stuff. (John Long)
5.5 Sud-sing it Up
I'm placing the mission to Sud after everything else so it can be easily found,
and also because it can be obtained from any of the Guild Stewards.
ENEMIES: Lots of Skeletons, Atronochs, and Powerful Sorceresses.
When you ask advancement to become a Wizard, you are given a choice. You can buy
a Wizard's Staff from whomever you are talking to (for 5000 Septims) or you can
go on a trip to find one.
It's much easier to buy the staff, and the staff itself it worth 10k. If you
sell the staff to Creeper, you can make a nice 5k profit.
Otherwise, you will be given directions to find a rogue Mage's Guild member,
Anirne, in Sud. The directions to Sud aren't too difficult. Head out to Dagon
Fel. Once you're there, head west, and keep heading west until you reach the
western coast of Sheogorad Island. Make sure that you go past the large finger-
shaped area of Sheogorad. Once you reach the coast, Sud is on a large beach, at
about the same level as the split between the 'finger' and the rest of Sheogorad
(where the water ends). Searching shouldn't be much of a problem, because Sud is
very close to the coast. Once inside there will be many Skeleton Archers. These
can be a problem if you aren't at a high enough level. You may need levitation
to get by at some point if your acrobatics skill isn't high enough. Search
around until you find Anirne. She will attack you with powerful spells. Kill her
and grab the staff. Then talk to any Guild Steward to be promoted to Wizard
REWARD: A Wizard's Staff and advancement to Wizard
NOTE: The Wizard Staff you get from Anirne is the same as the one you purchase
from the Guild Steward. It's probably not a bad idea to get the one from Sud and
sell it. Although the Guild Steward implies that you should keep the staff with
you at all times, I've seen no indication that this is true. I sold the staff
and didn't have any problems.
------------------------------------------------------------------------------
6.0 USAGE OF THIS FAQ
The only sites with permission to post this FAQ are:
www.GameFAQs.com
DLH.net
If you would like permission to use this FAQ, all or in part, please CONTACT ME
FIRST! I will most likely allow you to use this FAQ, as long as you are nice to
me, and plan to give proper credit. If you can't understand this, don't even
THINK about using this FAQ on your site. You may not sell this FAQ, print,
publish, plagiarize, or otherwise alter this FAQ without first consulting me
(Daniel Guidotti). My email address is klaxxin@hotmail.com. Please feel free to
email me if you have any questions.
NOTE: If you would like to print this FAQ, or use it for yourself, that is fine.
If you want to do ANYTHING else, ask first.
Don't worry if you don't see yourself listed as a contributor yet. Unless some
issue gets done to death, I'd like to credit everyone who helps me out with this
FAQ. I promise that everyone who helps me improve this FAQ will have their name
(or handle) in this section at some point. If you don't see your name and want
to know why, email me: klaxxin@hotmail.com. If you don't see your name, it
probably falls into one of these categories: you submitted something after I
sent in the next version of the FAQ, I already fixed the problem, or your info
didn't help me significantly.
*Andrew Miles: Joining Imperial Legion to retrieve loot.
*Andy Scott: Fighting Trebonius at the Arena.
*Beaginator: Info on restoration trainer mission, Info on Telvanni Spy mission.
*Brian: Info on Itermeral's notes (the reason that I reworked the section).
*Chimpiechanga: Retrieving stolen items.
*Dan Lethcoe: Info on Sneaking.
*Dave Baker: Alternate way to Galor Rither's Papers.
*Dbarnes.4: Info on Trebonius quest for Dwemar.
*Derek Henderson: Info on getting rewards from NPCs.
*Drizzt: Joining Imperial Legion to retrieve loot.
*DrSwing72: Raising enchant skill.
*GatorAJ: Retrieving stolen items.
*Ghetto: Info on Neminda.
*Haze1973: Info on raising mercantile skill, finding mercantile book, explaining
an alternate way to complete Ajira's quest, Milie Hestien flower shortcut, Info
on Galor Rither's Papers.
*Hop Bounce: Info on Staff of Magnus requirements.
*James Foster: Dropping items when stealing.
*JIM: Retrieving stolen items.
*John Long: Skink's letter to Trebonius, Taunting Trebonius to fight him.
*Kaine Andrews: Info on Itermeral mission.
*Kevin Fournier: ANOTHER way to complete Ajira's quest.
*Kuran: Info on Neminda, Info on Trebonius quest for Dwemar.
*LmpBzktWlt: Skink's letter to Trebonius.
*Mallon-Blackfield: Raising enchant skill.
*ManaElf: Retrieving stolen items.
*Mark Boyle: Retrieving stolen items.
*MasPlumb: Another way to get a Dwemar Tube.
*Matt Campbell: Info on Huleen's Hut, Info on Galor Rither's Papers.
*Matt Wells: Info on Galor Rither's Papers.
*Mike Paulus: Info on Galbedir leaving desk.
*Monty Python: For some great (and extended) jokes.
*Optus: Joining imperial legion for easy access to Bethamez.
*R S: Getting another Chimarvamidium question, Info on Galor Rither's Papers.
*Rainox: Info on Galor Rither's Papers.
*Richard P: Info on Neminda.
*Robin Sequira: Info about NPCs and 'evidence' chests.
*Steve Cook: Info on Neminda.
*Teh Hoe Yue: Info on restoration trainer mission, Info on Trebonius quest for
Dwemar, Giving Trebonius Skink's letter.
*Todd Carnes: Retrieving stolen items.
*Uselesscrap007_: Info on rank requirements, Info on Chimarvamidium, Info on
Trebonius' second mission.
Total # of Contributors: 39
A great big Thanks goes out to all of you who have contributed so far!
An Extra Special Thanks goes out to GameFAQs!
Please give me your feedback. This is my first shot at writing a FAQ, and I
want/need to know how I'm doing. Compliments are welcome, and INTELLIGENT (and I
stress this word) criticism is definitely appreciated. I plan on filling in all
the gaps in this FAQ that I can find, but if you can help supply me with any
pertinent information, I will be most grateful and give you proper credit.
NOTE: At this time, I would like help with any 'bad grammar' and any name and
location spelling errors. This will help me polish the overall look and feel of
the FAQ. Any information that will improve sections NOT RELATING to the actual
quests will also much appreciated. Good ways to help are locations and training
levels of trainers, places to find armor, new ways to steal etc.
Please try not to send anything already covered in this FAQ! It wastes my time
and yours.
I plan to post game bugs, and other random tidbits that I find in Morrowind
here. I may include humorous or other interesting things.
PATCH INFO!! For Morrowind v1.1.0605
Improvements:
*Health Bar for mobs added. 'Nuff said.
*Difficulty slider (for those who cheat too much).
Bug Fixes:
*Infinite stats on summoned items fixed (yay!).
*Conjured weapons can't be dropped (yay!).
*Training skills now adds level up bonus for misc. skills (??).
*Frost Atronoch is nastier (yay!).
*Robe of St. Roris now Cast When Used (Booooo!).
*Can't lose soulgems by equipping them in combat (yay!).
*Constant effects no longer permanently add to bonuses (yay!).
*NPCs are smarter in general (yay!).
*Bounty given for one-hit kills (yay!).