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FAQ/Walkthrough

by tarvis79

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o======================================================================o
|								       |
|		    The Elder Scrolls III: Morrowind	 	       |
|			Game of the Year Edition		       |
|								       |
o======================================================================o
      		"Beating Morrowind in ______ Easy Steps!"

Version 0.05
Written by: Travis Whitsitt (tarvis79)
Email: traviswhitsitt (at) gmail (dot) com
If you're going to email me about this guide, make sure you put
"MORROWIND" in the title, or I'll probably end up deleting it as 
junk.

Guide Information
<---------------------------------------------------------------------->
This FAQ was made in Notepad, and is best viewed in a simple text
editor. The default text is Lucida Console at size 10 font, but any
fixed-width font will work... if not with the intended aesthetics
intact.

Note that this is an incredibly large FAQ, and depending on your 
computer, internet speed, and the restlessness of computer gremlins,
you may have to refresh this file several times to get the whole thing
to load. Look for the ***END OF FILE*** line at the bottom to ensure
you've got the whole thing.

Legal
<---------------------------------------------------------------------->
I have no affiliation with Bethesda Softworks or any other parties
involved with this game. This is a not-for-profit fan-made guide. If
you wish to post, mirror, or quote this guide, feel free to do so.
Credit would make me happy, an email would make me feel good. Let
your conscience be your guide, just like all good people.

tarvis79 on YouTube
<---------------------------------------------------------------------->
Text just doesn't cut it for you? You ever wish you could watch Travis
play, and hear his soothing voice as he enlightened you with gaming
wisdom? Your wish has been granted. Check out the tarvis79 YouTube
channel at http://www.youtube.com/user/tarvis79 for video
walkthroughs and gameplay videos.

Table of Contents (*Coming Soon/Incomplete)
o======================================================================o
>>>>>>>>>>>>>>GAMEPLAY INFORMATION*<<<<<<<<<<<<<

I. Introduction				{INT001}
	1. tarvis79 on YouTube		{INT002}
	2. Using this FAQ		{INT003}
	3. Items			{INT004}
	4. Rewards			{INT005}
	5. Mods				{INT006}
	6. Options			{INT007}
	7. Difficulty Settings		{INT008}
	8. Playthrough Notes		{INT009}
II. Character Creation			{CHR001}
	1. Fixed Attributes		{CHR002}
	2. Derived Attributes		{CHR003}
	3. Skills			{CHR004}
	4. Leveling			{CHR005}
	5. Races			{CHR006}
	6. Classes			{CHR007}
	7. Birthsigns			{CHR008}
	8. Optimized Build		{CHR009}
III. Spells				{SPL001}
	1. Alteration			{SPL002}
	2. Conjuration			{SPL003}
	3. Destruction			{SPL004}
	4. Illusion			{SPL005}
	5. Mysticism			{SPL006}
	6. Restoration			{SPL007}
IV. General Tips			{TIP001}
>>>>>>>>>>>>>>>>MAIN WALKTHROUGH*<<<<<<<<<<<<<<<

Imperial Prison Ship			{WLK001}
Seyda Neen				{WLK002}

>>>>>>>>>>>>>>LISTS AND APPENDICES*<<<<<<<<<<<<<
V.  Items*				{ITM001}
VI. Bestiary*				{BST001}
VII.Updates/Thanks			{UPD001}


*Note: When searching for items in the FAQ, be sure to include the
{} brackets. When I reference other parts of the FAQ outside of the
index, I put them in [] brackets, so as to make general searches using 
the index more efficient. For example, when I refer to later parts of
the Walkthrough in the Walkthrough, I'll refer to those referred
sections as [WLK###], when it should be understood to search for
{WLK###}. This is an organizational scheme used to prevent you from
having to scroll through several referential brackets in order to find
what you're looking for, as I reference other parts of the FAQ very 
frequently in this guide. 

o======================================================================o
|								       |
|			Introduction {INT001}			       |
|								       |
o======================================================================o
Welcome to the tarvis79 guide "Beating Morrowind in _____ Steps" of 
varying length, complexity, and importance! I love the Elder Scrolls
games, I won't even try to hide it. This is my first FAQ, and it's 
certainly a massive endeavor. This guide is built right on top of a 
template established by the inestimable Haeravon. I find his formatting
and organizational skills impeccable, and the actual structure of the
guide is owed entirely to him. Naturally, I have made changes where
necessary, but I would be remiss not to give credit where it is most
certainly due. In that vein, it is critical to acknowledge the biggest 
source of information about this game out there: the UESPWiki. Almost 
any pure information in this guide, like statistics, spell effects, 
locations, and what have you comes straight from that website. A few 
things they didn't have came from the Elder Scrolls Wiki.

The character optimization information and the actual route through the 
game are my original contributions to the world of information about 
Morrowind that's out there in the status quo.

tarvis79 on Youtube						{INT002}
o======================================================================o
I actually began with a YouTube channel, performing video walkthroughs
of the Thief, System Shock, Deus Ex, and Bioshock series before getting
around to Elder Scrolls. I am currently working on a Skyrim playthrough,
but I find that for my own purposes, I actually prefer text walkthroughs
to video walkthroughs. If this goes well, I'll probably do text
walkthroughs for all the games currently on YouTube, and I'll eventually
do a Let's Play of Morrowind on the channel. However, sometimes it gets
tiresome having to wait to play a game because you need time to process
and upload video segments, and you cannot neglect to record any portion
of your playthrough. I've been playing Morrowind in my downtime, and
because I enjoy it so much and I find there's a total absence of usable
walkthroughs on the Internet (more on that later), I decided to make
this my first text guide. Huzzah!

Using this FAQ							{INT003}
o======================================================================o
Below I will list some of my quirks, organizational methods, and various
other tidbits that will help you navigate this guide. For starters,
during the main FAQ I'll break up the various chapters and 
organizational components of the guide with a large heading:

o======================================================================o
|								       |
|		              Large Heading  			       |
|								       |
o======================================================================o

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

Thick line
o======================================================================o

Multiple parts of a mission in the same area will be broken up with a 
thin line. This breaks up the missions into a series of steps, and 
limits how much unbroken text you'll have to read at once. Nobody likes
wordiness:

Thin line
<---------------------------------------------------------------------->

Of course, I reserve the right to break my own rules during the FAQ...
mostly due to being scatter-brained and working on the FAQ in shifts
over the course of time. Life and all. So cut me some slack. Besides,
this organizational scheme is mostly for consistency and ease-of-use.

Sequence of Events						
<---------------------------------------------------------------------->
Unlike literally every other Morrowind guide on the internet, this FAQ 
does hold your hand through the game. As I go through areas I will list 
what I do sequentially. To help streamline the guide and make your life 
easier, I've included a list of steps at the beginning of each section, 
so you can see in what order I am about to do things. Each different 
Sequence of Events is separated by a large heading, while each step is 
divided by a thick line (if we travel to a different area) or a thin 
line (if we don't.)

Items 								{INT004}
o======================================================================o
Most containers in this game contain randomized loot, and as such I will
have separate categories for each area. There will be a ***CONTAINERS***
category identifying any containers in an area. For randomized 
containers, I'll leave it at a list. If a given container does have
predetermined loot in it, I'll specify that. All static loot, including
fixed container rewards, will be listed in a second ***ITEMS*** category.

Rewards								{INT005}
o======================================================================o
When you complete a quest, or otherwise gain some story award, I will
list it in the ***REWARDS*** section in the appropriate step in the FAQ.
I WILL go out of my way to label the start, end, and intermediate 
progress steps of all quests, particularly any action that triggers a 
journal update completion. I will tell you to go activate the quest 
(even if you don't need to activate it to complete it), but I typically 
include the reward upon the quests conclusion. Where needed, I will
instruct you to return to the quest's assigner.

Mods 								{INT006}
o======================================================================o
For the purposes of this guide, I will assume that you are playing the
game unmodified with both expansions installed and active.

Options								{INT007}
o======================================================================o
Mostly, I recommend playing with the best visual settings that won't
choke your machine. Morrowind is an old enough game that most people
shouldn't have trouble maxing everything out. However, for those of you
with older machines, I advise you to cut corners on everything else so
you can maximize View Distance and AI Distance. This is important so you
can identify threats when the music switches to battle mode. The only
other important option is Always Use Best Attack. I actually recommend
you leave this off. Depending on what kind of enemy you're battling, it
sometimes behooves you to use weaker attacks so you can gain extra skill
experience. For more serious threats, you'll want to maximize damage
output. Accordingly, keeping the ability to vary your attack types is a
good idea.

Difficulty Settings						{INT008}
o======================================================================o
The game technically has 201 difficulty settings, adjustable from -100
(easiest) to 100 (hardest), 0 being the default. The difficulty slider,
much like the Luck attribute, effects every action in the game. I cannot
find any good information that gives more detailed mechanics than that.
Don't be a wimp; crank it to 100 at the start and don't look back. This 
FAQ is written on the assumption that you play at 100 Difficulty. Things 
will, obviously, be much easier if you do otherwise.

Playthrough Notes						{INT009}
o======================================================================o
The basic goal of this guide is to walk you through accomplishing 
everything you possibly can in Morrowind, from the very start at the 
Imperial Prison Ship through the final encounters with Dagoth Ur, 
Almalexia, and Hircine. All the other guides I've seen organize 
themselves around quests. I find that useless. The game itself tells you 
how to finish quests, at least in terms of laying out the steps you need
to accomplish. Walkthroughs that only do that are, in my mind, useless 
(no offense intended to the other authors). The challenge is in deciding 
where to go, when to go there, and *how* to tackle each of those steps, 
all of which are entirely left out of the other guides I've seen for 
this game. Here are some particular notes on what I mean by "accomplish
everything," which may be familiar to you if you've seen any of my prior
work on YouTube:

-Most powerful character possible. In Elder Scrolls land, this means I
want every attribute at 100, every skill at 100, and to reach the
maximum possible level. This aspect will be discussed in much greater
detail below, in the Character Creation section.

-Complete every quest.

-Explore and clear every location in the game. By "clear," I mean take
(or at least create the option of taking) every item, while killing
every non-respawning hostile in the game.

-Read every book.

-Learn every spell.

In addition to that, I'm a sucker for self-made extra challenges. One of
my favorites, introduced in my Skyrim Let's Play, is Ironborn mode. The
idea, borrowed from the lore of Game of Thrones, is to pay the iron
price (and not the gold) for any item I use. In practice, this means
buying nothing from merchants where there is *any* other way to get the
item. For Morrowind, that means I spend money on quests, strongholds, 
and spells. If I run across an item I need that can only be acquired
through the actual Barter interface, I will specify that in the body of
the walkthrough.

That spending prohibition applies to skill training. Why buy training
when you can level skills for free yourself?

I try to minimize grinding, preferring to level skills as I play. In
practice, Morrowind (and Oblivion) make this much more difficult than
Skyrim does, due to the way attribute multipliers are calculated when
leveling. Nonetheless, I will endeavor to grind as little as possible.
Where grinding is actually necessary, I'll specify, along with an
explanation as to why.

o======================================================================o
|								       |
|			Character Creation {CHR001}		       |
|								       |
o======================================================================o
Below are details, sourced from personal experience and the inestimable
UESPWiki, on all aspects of character creation in Morrowind. I give both
the (very minimal and unhelpful) in-game descriptions of each option, 
along with my personal assessment of that option and what I consider to
be the nigh-indisputable optimal build for the game. Either blindly 
follow my lead in the walkthrough or read up on the section below
and make your own choices. I'll explain what does matter, what doesn't,
and why there are really only two main options for optimal development
along with the reason I elect the option I do.

Fixed Attributes						{CHR002}
o======================================================================o
Morrowind retains the system of eight attributes pioneered by The Elder
Scrolls: Arena, which was finally abandoned in Skyrim. Each of the eight
attributes is discussed below-what it does and where it ranks against 
the others.
For each attribute, I will first list how the game itself describes it.
I will supplement that description with details on what the attribute
actually does. I will then list all the skills governed by that 
attribute. An important note here: I mean only that increases in those
skills affect multipliers for that attribute when leveling. The actual
formulas detailing the relationships between attributes and skills may
and sometimes do vary from what the game lists as a governing attribute,
and this will be discussed in the Details section. Next, I list the base
racial values for each attribute. Next, I list any potential bonuses to 
that attribute, either from choosing a preset Class that favors it or, 
when applicable, a Birthsign that boosts it. Finally, I discuss how 
important the attribute is relative to the others, and establish 
priority rankings from 1-7 based on that discussion. 1 should be raised 
first, 7 can be delayed to last. For the impatient, here are my 
rankings:

1: Endurance and Luck (tied)
2: Strength
3: Agility
4: Speed (debatable, could drop as low as 6)
5: Willpower
6: Intelligence
7: Personality

Strength
<---------------------------------------------------------------------->
In-game text: "Affects your starting Health, how much you can carry, 
your maximum Fatigue, and how much damage you do in Melee."

Details: The in-game text is actually pretty accurate on this one.
Strength and Endurance combine to determine your starting Health-you add
the two together and divide them in half, and you do NOT count any
bonuses received from a birthsign. Strength is the exclusive factor in
calculating your maximum Encumbrance, which will always be 5x your
current Strength (plus any modifiers from Feather or Burden effects).
Maximum Fatigue has the most factors, but is simply the sum of your
current Strength, Endurance, Agility, and Willpower. Finally, the text
is inaccurate regarding weapon damage-it isn't limited to melee, as
Strength also effects the damage done by Marksman weapons. Note that
damage is separate from hit chance, which is governed by Agility.

Skills Governed: Strength governs the skills of Acrobatics, Axe, 
Armorer, Blunt Weapon, and Long Blade. Governing 5 of the 27 skills, it
governs the most skills of any of the attributes.

Base Values: Each possible race/gender combination has its Strength
value listed below.
Male Argonian: 40			Female Argonian: 40		
Male Breton:   40			Female Breton:   30
Male Dark Elf: 40			Female Dark Elf: 40
Male High Elf: 30			Female High Elf: 30
Male Imperial: 40			Female Imperial: 40
Male Khajiit:  40			Female Khajiit:  30
Male Nord:     50			Female Nord:     50
Male Orc:      45			Female Orc:      45
Male Redguard: 50			Female Redguard: 40
Male Wood Elf: 30			Female Wood Elf: 30

Classes That Favor Strength: The following preset Classes favor
Strength, boosting it an additional 10 points above the base racial
values.
Archer, Barbarian, Battlemage, Crusader, Knight, Warrior

Discussion: I consider Strength second only to Endurance and Luck (tied 
for first)in terms of importance. It's a very close race between 
Strength and Agility, because the ability to hit is just as important as
the amount of damage done. However, a low hit rate from a low Agility 
can be offset by the value of the skill itself, whereas skill values 
don't affect the damage calculation at all. Moreover, maximum 
Encumbrance is critical-it isn't simply a matter of hauling off loot 
(although that, too, is very important). Movement speed is noticeably 
affected by the ratio of current to maximum Encumbrance. Raising 
Strength, then, gives you extra damage, extra looting, AND extra 
movement speed, all in one attribute. Very handy.

Priority: 2/7

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

Details: The in-game text is fairly accurate here. An ordinary character
has a maximum Magicka equal to his or her Intelligence. This can be
boosted by a Magicka Multiplier, which can be gained by choosing certain
races or birthsigns. The only thing left out in this description is that
Intelligence also determines the regeneration rate for Magicka during
rest. A character will regain 15% of their Intelligence attribute in
Magicka per hour of rest.

Skills Governed: Intelligence governs the skills of Alchemy, 
Conjuration, Enchant, and Security.

Base Values: Each possible race/gender combination has its Intelligence
value listed below.
Male Argonian: 40			Female Argonian: 50		
Male Breton:   50			Female Breton:   50
Male Dark Elf: 40			Female Dark Elf: 40
Male High Elf: 50			Female High Elf: 50
Male Imperial: 40			Female Imperial: 40
Male Khajiit:  40			Female Khajiit:  40
Male Nord:     30			Female Nord:     30
Male Orc:      30			Female Orc:      40
Male Redguard: 30			Female Redguard: 30
Male Wood Elf: 40			Female Wood Elf: 40

Classes That Favor Intelligence: The following preset Classes favor
Intelligence, boosting it an additional 10 points above the base racial
values.
Assassin, Bard, Battlemage, Mage, Sorcerer, Witchhunter

Discussion: I consider Intelligence ahead of Personality alone in terms
of importance. First, it only governs one derived aspect of a character.
Second, the boost is fully retroactive-maximum Magicka is attainable at
any time, no matter when Intelligence is raised. Third, maximum Magicka
is the least important of the combat-relevant derived attributes, 
especially when it starts out sufficiently high thank to proper race and
birthsign choices. Fourth, the additional things it boosts-success rates
in Alchemy and Enchanting-are offset by the values of those skills 
themselves. It's therefore the sixth attribute we'll focus on raising.

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

Willpower
<---------------------------------------------------------------------->
In-game text: "Affects your ability to resist magic, and your maximum
Fatigue."

Details: The in-game text doesn't do this attribute justice. First, it
would be a mistake to assume you have a chance to resist *all* magic-you
can innately resist the effects of Paralyze and Silence only, and that
innate resistance is controlled by this attribute. As stated before, the
sum of Strength, Agility, Endurance, and Willpower determines maximum
Fatigue. The thing left out by the text, however, is probably the most
important point of all. Willpower affects the chance to successfully 
cast any spell in the game. This *does* include spells in the colleges 
of Conjuration and Illusion, even though those skills are not governed 
by Willpower.

Skills Governed: Willpower governs the skills of Alteration, 
Destruction, Mysticism, and Restoration.

Base Values: Each possible race/gender combination has its Willpower
value listed below.
Male Argonian: 30			Female Argonian: 40		
Male Breton:   50			Female Breton:   50
Male Dark Elf: 30			Female Dark Elf: 30
Male High Elf: 40			Female High Elf: 40
Male Imperial: 30			Female Imperial: 40
Male Khajiit:  30			Female Khajiit:  30
Male Nord:     40			Female Nord:     50
Male Orc:      50			Female Orc:      45
Male Redguard: 30			Female Redguard: 30
Male Wood Elf: 30			Female Wood Elf: 30

Classes That Favor Willpower: The following preset Classes favor
Willpower, boosting it an additional 10 points above the base racial
values.
Healer, Mage, Monk, Nightblade, Spellsword

Discussion: Willpower is the last of the six "heck yes, this is 
important" attributes. It ranks behind Agility because I typically focus
on melee combat in my character's early development, making better hit
rates and stagger avoidance more important. It ranks ahead of 
Intelligence because it is the final component of the sum that
determines maximum Fatigue, and the fact that it affects the chance to
successfully cast any spell adds to its value. The sticking point is 
Speed, and ranking these two against each other is a tough choice. I
ultimately go with Speed for two reasons-stealth is a higher early
priority, and being slow is annoying as hell so I want to raise Speed as
early as is feasible. That said, if you wanted to prioritize Willpower
over Speed, I wouldn't blame you.

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

Agility
<---------------------------------------------------------------------->
In-game text: "Affects your ability to dodge and hit targets in melee as
well as your maximum Fatigue."

Details: The in-game text doesn't fully describe this attribute, either.
It does, in fact, control the ability to dodge attacks (but not magical
ones). In tandem with the actual skill values for each weapon, it
affects the chance to hit on any given attack. It is also a portion of 
the four-attribute sum that determines maximum Fatigue. In addition, a
massive undisclosed benefit is that Agility is exclusively responsible
for your resistance to being staggered in combat. Finally, it affects 
the chance of success when using the Block, Sneak (including 
pickpocketing), Security, and Acrobatics skills (despite the latter two 
being governed by Intelligence and Strength, respectively).

Skills Governed: Agility governs the skills of Block, Light Armor, 
Marksman, and Sneak.

Base Values: Each possible race/gender combination has its Agility
value listed below.
Male Argonian: 50			Female Argonian: 40		
Male Breton:   30			Female Breton:   30
Male Dark Elf: 40			Female Dark Elf: 40
Male High Elf: 40			Female High Elf: 40
Male Imperial: 30			Female Imperial: 30
Male Khajiit:  50			Female Khajiit:  50
Male Nord:     30			Female Nord:     30
Male Orc:      35			Female Orc:      35
Male Redguard: 40			Female Redguard: 40
Male Wood Elf: 50			Female Wood Elf: 50

Classes That Favor Agility: The following preset Classes favor
Agility, boosting it an additional 10 points above the base racial
values.
Acrobat, Agent, Archer, Crusader, Monk, Thief, Witchhunter

Birthsigns That Boost Agility: Agility can be boosted 25 points at the
outset by selecting The Lover as your birthsign.

Discussion: Agility is vital, ranking third in priority behind Strength,
Endurance, and Luck. It only loses to Strength because the hit rates it
affects can be more directly boosted by actual skill values. It clocks
in well ahead of Willpower or Speed because stagger resistance, its
"invisible" benefit, is a huge boost to combat survivability. Of course,
even with the direct benefit of skills, hit rate is a great value. Dodge
chance is nothing to scoff at, either.

Priority: 3/7

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

Details: The in-game text is fully adequate here. The movement speed
calculation from Speed affects movements rates when walking, running,
swimming, or levitating.

Skills Governed: Speed governs the skills of Athletics, Hand-to-Hand, 
Short Blade, and Unarmored.

Base Values: Each possible race/gender combination has its Speed
value listed below.
Male Argonian: 50			Female Argonian: 40		
Male Breton:   30			Female Breton:   40
Male Dark Elf: 50			Female Dark Elf: 50
Male High Elf: 30			Female High Elf: 40
Male Imperial: 40			Female Imperial: 30
Male Khajiit:  40			Female Khajiit:  40
Male Nord:     40			Female Nord:     40
Male Orc:      30			Female Orc:      30
Male Redguard: 40			Female Redguard: 40
Male Wood Elf: 50			Female Wood Elf: 50

Classes That Favor Speed: The following preset Classes favor
Speed, boosting it an additional 10 points above the base racial
values.
Assassin, Barbarian, Nightblade, Rogue, Scout, Thief

Birthsigns That Boost Speed: Speed can be boosted 25 points at the
outset by selecting The Steed as your birthsign.

Discussion: Speed is awesomely convenient, but not too impactful in 
actual combat. It's annoying as hell to be slow, but annoying is all it
is. Of course, in real life, time is valuable, so being able to move
faster is great. Accordingly, it ranks behind Strength, Endurance, Luck,
and Agility without question. It could easily be ranked behind Willpower
and arguably even Intelligence. I tend to raise it before those because
I can delay magic indefinitely with no real detriment to my endgame
character, and I prefer to get faster sooner rather than later. If you
want to raise Willpower and even Intelligence before Speed, I wouldn't
argue with you.

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

Endurance
<---------------------------------------------------------------------->
In-game text: "Affects your starting Health, your Health gain per level,
and your maximum Fatigue."

Details: The in-game text is not quite comprehensive here. Starting
Health is determined by summing your Endurance and Strength (BEFORE any
Birthsign boost) and dividing by two. Endurance is summed with Strength,
Agility, and Willpower to derive maximum Fatigue. Undisclosed is that
Endurance actually slows down Fatigue loss from all actions, like 
running or swinging weapons. The most important aspect of Endurance is
its exclusive control over Health gain per level. Your Health increase 
is equal to 10% of your current Endurance. If you raise Endurance on a
given level up, your new Endurance is used in the calculation. The 
calculation itself does not round; 45 Endurance leads to a gain of 4.5
Health in the game's files. However, the Health pool does round down, 
so that level will show a gain of 4 Health. The next level, assuming
Endurance stays at 45, will again register a 4.5 Health gain in the
game's files. However, the Health pool will increase by 5, reflecting
the summation of the two half-point gains. Importantly, the calculation
uses base Endurance only. While this does factor in Birthsign boosts,
Fortify Endurance effects from enchantments or potions will be ignored.

Skills Governed: Endurance governs the skills of Spear, Heavy Armor, and
Medium Armor. Only governing 3 of 27, it is tied with Personality for
fewest governed skills.

Base Values: Each possible race/gender combination has its Endurance
value listed below.
Male Argonian: 30			Female Argonian: 30		
Male Breton:   30			Female Breton:   30
Male Dark Elf: 40			Female Dark Elf: 30
Male High Elf: 40			Female High Elf: 30
Male Imperial: 40			Female Imperial: 40
Male Khajiit:  30			Female Khajiit:  40
Male Nord:     50			Female Nord:     40
Male Orc:      50			Female Orc:      50
Male Redguard: 50			Female Redguard: 50
Male Wood Elf: 30			Female Wood Elf: 30

Classes That Favor Endurance: The following preset Classes favor
Endurance, boosting it an additional 10 points above the base racial
values.
Acrobat, Pilgrim, Scout, Sorcerer, Spellsword, Warrior

Birthsigns That Boost Endurance: Endurance can be boosted 25 points at 
the outset by selecting The Lady as your birthsign.

Discussion: Endurance must be raised first. Period. The reason is 
simple; Endurance is directly responsible for the size of your health
pool, and its bonuses are *not* retroactive. This makes it the only 
attribute whose benefits are truly time-sensitive. From Level 1 onward, 
Endurance should have a 5x multiplier at each level up until it hits 
100.

Priority: 1/7 (tied with Luck)

Personality
<---------------------------------------------------------------------->
In-game text: "Affects your ability to deal with other characters and 
how much they like you."

Details: The in-game text is lacking detail. Personality controls three
main things; the disposition of characters you encounter before any
faction or racial modifiers (every two points of Personality boosts NPC
dispostion by one), your ability to persuade by any of the four methods
(Admire, Intimidate, Taunt, and Bribe), and the base prices you get when
buying or selling goods. The latter two are more directly influenced by
the Speechcraft and Mercantile skills, respectively.

Skills Governed: Personality governs the skills of Illusion, Mercantile, 
and Speechcraft. Only governing 3 of 27, it is tied with Endurance for
fewest governed skills.

Base Values: Each possible race/gender combination has its Personality
value listed below.
Male Argonian: 30			Female Argonian: 30		
Male Breton:   40			Female Breton:   40
Male Dark Elf: 30			Female Dark Elf: 40
Male High Elf: 40			Female High Elf: 40
Male Imperial: 50			Female Imperial: 50
Male Khajiit:  40			Female Khajiit:  40
Male Nord:     30			Female Nord:     30
Male Orc:      30			Female Orc:      25
Male Redguard: 30			Female Redguard: 40
Male Wood Elf: 40			Female Wood Elf: 40

Classes That Favor Personality: The following preset Classes favor
Personality, boosting it an additional 10 points above the base racial
values.
Agent, Bard, Healer, Knight, Pilgrim, Rogue

Birthsigns That Boost Personality: Personality can be boosted 25 points 
at the outset by selecting The Lady as your birthsign.

Discussion: Personality, like Charisma before it, is an easy dump stat.
Save scumming can solve any persuasion problems, which also solve any
disposition problems. Money is eventually no object, even if you leave
Personality at 30 and Mercantile at 5 for the entire game. Raise this
last.

Priority: 7/7

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

Details: The in-game text is spot-on. Though the magnitude is small, 
raising Luck improves your odds at everything in the game. Note, 
however, that the persistent myth that Luck somehow affects randomized
loot is false.

Skills Governed: Luck governs no skills.

Base Values: All characters, regardless of race or gender, begin with a
base Luck of 40.

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

Discussion: Luck is a great investment, as it makes you better at 
everything when you raise it. The issue that makes it a top-priority
attribute, however, is that it governs no skills. This means that it
never has any multipliers, and can only be raised by 1 at each level up.
This, in turn, means that anyone who wants to max Luck should begin
raising it immediately and do so until it is maxed.

Priority: 1/7 (tied with Endurance)

Derived Attributes						{CHR003}
o======================================================================o
Characters in Morrowind have four visible derived attributes. These are
listed below, along with the formulas for their derivations.

Health
<---------------------------------------------------------------------->
In-game Text: "The amount of damage you can take before you die. 
Increases every time you gain a level."

As in every video game, Health represents the amount of damage you can
take before dying. An initial Health value is determined *after* you 
select your race, gender, and favored attributes but *before* you choose
a Birthsign. Starting Health is equal to half the sum of Strength and 
Endurance. 

For example, a male Nord with Strength and Endurance as his favored 
attributes and The Lady as his birthsign would have a starting Health 
of 60. His Strength and Endurance, 60 each as favored attributes, 
are added to the sum, but the additional 25 Endurance from The Lady is
not.

After character creation, Health is raised by 10% of your Endurance at
each level up. Note that here, bonuses from Birthsigns will count, as 
they are part of your base Endurance. However, any Fortify Endurance 
effect, whether from enchantments or potions, is not factored in. If 
you raise Endurance on a given level up, your new Endurance is used to 
calculate your Health gain. While the game stores decimal Health gains 
in its memory, your actual Health pool always rounds down. There is no 
retroactive Health gain for raising Endurance, making it vital to raise 
Endurance as early as possible.

Health is visually represented by the red bar in the bottom left corner
of the screen. When drained, it can be restored by spells, potions, or
resting.

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

Magicka is the energy used to cast spells. The derivation is simple; 
your current Intelligence is multiplied by your Magicka Multiplier, 
which is 1 by default but can be raised by choosing certain races and
Birthsigns at character creation. Unlike Health, your maximum endgame
Magicka is locked in at character creation. This leads to two mutually
exclusive options for endgame builds: maximize Health, or maximize 
Magicka. I always choose Magicka, and I'll discuss why in greater detail
below.

Magicka is visually represented by the blue bar in the bottom left
corner of the screen. It can be restored by potions, resting, or spell
absorption.

Fatigue
<---------------------------------------------------------------------->
In-game text: "How tired you are. Low Fatigue makes it harder to 
successfully perform actions."

Virtually every action in the game is subject to a Fatigue multiplier, 
which generally uses the ratio of your current to maximum Fatigue. Many
actions lower your current Fatigue, the main ones being jumping, 
running, and swinging weapons. Fatigue will restore naturally over time,
with no need to rest. However, resting, spells, and potions can all also
be used to restore Fatigue.

Maximum Fatigue is derived by adding together your current Strength,
Agility, Willpower, and Endurance. It is not subject to anything else, 
so all builds have a base Fatigue cap of 400. This can be meaningfully
fortified by both enchantments and potions.

Fatigue is visually represented by the green bar in the bottom left 
corner of the screen.

Encumbrance
<---------------------------------------------------------------------->
Encumbrance has no in-game text, but is listed as a ratio in the 
Inventory menu, above the character doll.

Encumbrance is simply the amount your character can carry. A character
burdened in excess of his or her maximum Encumbrance cannot move. 
Additionally, the ratio of current Encumbrance to maximum Encumbrance 
has an appreciable effect on movement speed, even at values well below
the maximum.

Encumbrance is derived by multiplying a character's current Strength by
5. It can be lowered or raised by Burden and Feather effects, 
respectively.

Skills								{CHR004}
o======================================================================o
Morrowind has 27 skills, compared to 21 in Oblivion and 18 in Skyrim.
Each of these skills is discussed in some depth below. They are not
given priority rankings, however, as those are more typically tied to
the attributes they can multiply when leveling. However, it is important
that a few skills be freely usable from the outset. These will be 
identified in the discussions. For each skill, the following will be
listed:

The in-game text describing the skill;
The details of what the skill actually does;
The specialization (Combat, Magic, or Stealth) that skill is part of;
The skill's governing attribute;
The way (or ways) to increase the skill through use;
Bonuses available to the skill from races;
Preset classes that have the skill tagged as major or minor;
Top three trainers of that skill, along with their locations and their 
maximum trainable value*;
Books that raise that skill when read; 
Joinable Factions that favor that skill;
Any miscellaneous comments I have on the skill; and
How to grind the skill, if you're so inclined.

*Note on Trainers: Several skills have many, many low-level trainers,
which I won't list here. Check the UESPWiki for the full list.

Block
<---------------------------------------------------------------------->
In-game text: "Block skill allows one to use shields to block any melee
attack. A successful block removes all damage from the attack."

Details: Unlike later games, Blocking is not under the player's control.
Rather, when the player has a shield equipped, the Block skill 
is used to calculate a chance that an attack will be entirely blocked,
negating all damage. There is no chance to block ranged attacks, be 
they magical or from Marksman weapons. Blocking can only occur in a 120
degree arc in front of your character, but the implementation of the 
actual angles is bugged. The Block chance varies from 10% to a cap of 
50%. Blocking is only possible with shields; use of a two-handed weapon 
disables Blocking entirely.

Specialization: Combat

Governing attribute: Agility

Increase: Successful Block (+2.5)

Racial bonuses: Orc (+10)

Classes with Block as a Major Skill: Archer, Barbarian, Bard, Crusader, 
Knight, Scout, Spellsword, Warrior

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

Top Trainers: Ulms Drathen, Armigers Stronghold, Molag Mar (up to 71);
Khargol gro-Boguk, Vacant Tower, Dagon Fel (up to 82);
Shardie, Buckmoth Legion Fort (up to 100, Master Trainer).

Books that raise Block: Death Blow of Abernanit; The Mirror; A Dance in
Fire, Chapter 2; 36 Lessons of Vivec, Sermon 7; 36 Lessons of Vivec, 
Sermon 32.

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

Miscellaneous comments: Block raises pretty quickly with a shield 
equipped. Unlike other skills, skill gain actually speeds up as the
skill raises. Only successful blocks raise the skill, and as the skill 
increases, the additional block success more than makes up for the 
steady increase in experience requirements. The skill is easy to raise
when you want to raise it. Just equip a shield and go fight stuff. 

Grinding: If you want to grind Block, you need to absorb as many hits 
as possible with a shield equipped. You therefore want to find the 
weakest possible enemy (a Mudcrab) and let it wail on you. While this is
possible as early as the lighthouse outside Seyda Neen, you also need to
be able to keep your shield in good repair, which means you have to go 
as far as Pelagiad since Arrille does not restock any repair tools. Lift
(or buy) either the Iron or Steel Shield (they restock, and Heavy Armor
is freely usable), along with a stack of repair tools, from Uulernil. 
Also be sure you get restore health potions from Ygfa at Fort Pelagiad, 
as she restocks them. Head a bit south to the beach outside Mannammu, 
where there are a few respawning Mudcrabs. Equip your shield, attract 
a Mudcrab's attention, and let it wail on you. Just be sure to keep the 
shield repaired (as long as it's equippable, it works), and keep your 
health up.

Armorer
<---------------------------------------------------------------------->
In-game text: "Armorer skill is used to maintain weapons and armor at 
top effectiveness. Worn weapons do less damage. Worn armor provides less
protection against attacks. As wear increases, the diminishing 
effectiveness of weapons and armor is dramatic."

Details: Those who started in Skyrim didn't have to deal with the hassle
of equipment degradation. While it is present in Oblivion, it is less 
annoying there because your repair hammers had a chance to break-you
could avoid wearing them out. Here, whether repairs succeed or fail, 
repair tools are only good for 20-25 uses. To attempt repair of damaged
equipment, you go to the Inventory menu and drop your chosen repair tool
onto the paper doll. This opens up a separate menu where all damaged
gear in your inventory is displayed. You then click on the piece of
equipment you want to try and repair, and you can either succeed or fail.
This is the first layer of how the skill effects equipment repair. If 
you fail, that's it-you burn a use of the tool with no benefit. If you 
succeed, a second check is performed-also reliant on the skill-to 
determine the magnitude of the successful repair. The repair tools 
include, in ascending order of quality, Repair Prongs, followed by 
Apprentice's, Journeyman's, Master's, and Grandmaster's Armorer's Hammer,
topped out by Sirollus Saccus' Hammer.

Specialization: Combat

Governing attribute: Strength

Increase: Successful Repair (+0.4)

Racial bonuses: Orc (+10)

Classes with Armorer as a Major Skill: None

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

Top Trainers*: Wayn, Fighters Guild, Balmora (up to 54);
Abibael Timsar-Dadisun, Zainab Camp (up to 68); and
Avus Belvilo, Storage Shack, Dren Plantation (up to 70).
*There is no Master Trainer for Armorer. It was supposed to be Sirollus
Saccus at the Hawkmoth Legion Garrison in Ebonheart, but he offers no
training at all thanks to a glitch.

Books that raise Armorer: 36 Lessons of Vivec, Sermon 6; 36 Lessons of 
Vivec, Sermon 25; 36 Lessons of Vivec, Sermon 29; The Armorer's 
Challenge; Last Scabbard of Akrash.

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

Miscellaneous comments: Armorer is a gigantic pain in the butt to 
raise. For starters, anytime you fail, you gain no experience at all.
Second, the experience gain for successful repairs is tiny, making the
skill level as slow as molasses. Third, it consumes a resource to work
on it; even if you save scum to avoid failures, you'll chew through all
25 uses of hundreds of hammers getting this skill maxed out. Finally, 
even if you did pay for training, you're capped at 70 due to a glitch.
It's a nightmare. I keep it freely usable in my plan so you can start
right away-your best bet is just to repair absoltuely everything, both
your own gear and what you pick up from enemies, after every battle, 
from the beginning. You'll max it eventually.

Grinding: If you want to grind Armorer, you need a respawning source of
repair tools as well as a respawning source of enemies to fight. 
Ideally, those enemies will drop repairable gear of their own. While I 
would never recommend grinding Armorer (it levels SO SLOWLY, and it will
progress naturally as long as you make a point of repairing things), if 
you absolutely insist, the best place is in Vivec's Foreign Quarter. 
Grab the Iron Shardaxe from the stump near Seyda Neen's lighthouse (it's
enchanted, and Axe is freely usable, but you can use any silver or 
enchanted weapon you like). Go to Alusaron, in the Foreign Quarter 
Plaza in Vivec, and lift (or buy) all the repair tools he has. I would 
also suggest having a full suit of armor on-I'd do Heavy Armor, since
my plan has it freely usable, but again, anything will suffice. Finally,
head down and clear the Foreign Quarter Tomb. Any Skeletons you fight
will drop weapons and shields, and you can repair those in addition to
your own gear. The magic weapon is necessary for any Bonelords or Ghosts
you might encounter. Dispose of all corpses, and you can clear the place
repeatedly, heading upstairs to sell off loot and get more tools as 
needed. It takes an eternity, though-for me, this was the slowest skill
to raise in the entire game.

Medium Armor
<---------------------------------------------------------------------->
In-game text: "Medium Armor skill lets one move and defend while wearing
durable but flexible armors like chain, scale, bonemold and Orcish 
armor. To use any style of armor effectively, the wearer must be 
trained, conditioned, and skilled in its use."

Details: Those who started in Oblivion or Skyrim only saw two armor
skills compared to Morrowind's four. It really only divides armor into
three classes, with another skill allowing you some protection with no
armor at all. As should be obvious to anyone who speaks English, medium
armor falls between light and heavy in terms of both weight and 
protection. As the skill gets higher, each piece of medium armor you
wear receives a boost to its armor rating. 

Specialization: Combat

Governing attribute: Endurance

Increase: Hit By Opponent (+1.0)

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

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

Classes with Medium Armor as a Minor Skill: Archer, Bard, Crusader, 
Knight, Rogue, Sorcerer, Spellsword

Top Trainers*: Alfhedil Elf-Hewer, Upper Level, Falenserano (up to 78);
Khargol gro-Boguk, Vacant Tower, Dagon Fel (up to 82).
*There is no Master Trainer for Medium Armor. It was supposed to be 
Cinia Urtius, who would appear at the docks at Tel Fyr. However, this
NPC never appears at all due to a glitch.

Books that raise Medium Armor: Cherim's Heart of Anequina; Bone, Part
One; Bone, Part Two; 36 Lessons of Vivec, Sermon 22; 36 Lessons of 
Vivec, Sermon 33.

Joinable Factions that favor Medium Armor: Ashlanders, East Empire
Company, House Redoran.

Miscellaneous comments: Medium Armor is no harder or easier to raise
than the other three skills. Prior to the expansions, it was a silly
skill to actually use, as the best Medium Armor in the game was 
actually inferior to the best Light Armor in terms of protection. The
expansions fixed that, so it actually serves as an in-between in terms 
of weight and protection. I always use Heavy, because Daedric Armor 
gives the best protection in the game and I don't mind the encumbrance
once my strength hits 100. You can, of course, do whatever you wish.

Grinding: If you want to grind Medium Armor, I suggest getting a full 
set of Medium Armor (although, because Unarmored is freely usable, a 
partial set is acceptable). The easiest way to do this is to lift a full
set of Bonemold Armor from the Eastern Guard Tower in Balmora. When that
is done, follow the Block strategy from above. Go to Pelagiad, as you 
have restocking repair tools (Uulernil) and healing potions (Ygfa). Head
south to the beach near Mannammu and let the Mudcrabs wail on you, 
keeping the armor in decent repair and healing as necessary.

Heavy Armor
<---------------------------------------------------------------------->
In-game text: "Heavy Armor skill is used to move and defend while 
wearing massive and rigid armors like iron, steel, silver, Dwemer, 
ebony, and Daedric armor. To use any style of armor effectively, the 
wearer must be trained, conditioned, and skilled in its use."

Details: As should be obvious to anyone who speaks English, heavy armor
offers the best protection at the cost of weighing the most. As the 
skill gets higher, each piece of heavy armor you wear receives a boost 
to its armor rating. 

Specialization: Combat

Governing attribute: Endurance

Increase: Hit By Opponent (+1.0)

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

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

Classes with Heavy Armor as a Minor Skill: Sorcerer

Top Trainers: Ulms Drathen, Armigers Stronghold, Molag Mar (up to 71);
Shardie, Buckmoth Legion Fort (up to 76);
Seanwen, Arena Fighters Training, Vivec (Master Trainer, up to 100).

Books that raise Heavy Armor: Hallgerd's Tale; 2920, Mid Year; 
Chimarvamidium; How Orsinium Passed to the Orcs; 36 Lessons of Vivec, 
Sermon 12.

Joinable Factions that favor Heavy Armor: Fighters Guild, House 
Redoran, Imperial Legion.

Miscellaneous comments: Heavy Armor is no harder or easier to raise
than the other three skills. Prior to the expansions, it required some
trickery to get a full set of Daedric armor, the most protective armor
in the game. The expansions made it so you could find, one piece at a
time, the full Daedric set without having to screw with Divayth Fyr. 
I always use Heavy, because Daedric Armor gives the best protection in 
the game and I don't mind the encumbrance once my strength hits 100. 
You can, of course, do whatever you wish.

Grinding: If you want to grind Heavy Armor, I suggest getting a full 
set of Heavy Armor (although, because Unarmored is freely usable, a 
partial set is acceptable). The easiest way to do this is to lift a full
set of Steel Armor, minus the greaves, from Shadbak gra-Burbug in Fort
Pelagiad. You can get heavy boots, along with needed repair tools, from
Uulernil out in Pelagiad proper. When that is done, follow the Block 
strategy from above. Go to Pelagiad, as you have restocking repair tools 
(Uulernil) and healing potions (Ygfa). Head south to the beach near 
Mannammu and let the Mudcrabs wail on you, keeping the armor in decent 
repair and healing as necessary.

Blunt Weapon
<---------------------------------------------------------------------->
In-game text: "Blunt Weapon skill makes you more effective when using 
heavy bashing weapons like maces, hammers, clubs, or staves."

Details: This is pretty self-explanatory. While skill only contributes
to hit rate, raising this skill makes it easier to hit enemies when 
wielding anything classed as a Blunt Weapon. In ascending order of 
power, this category covers clubs, staves, maces, and warhammers. 

Specialization: Combat

Governing attribute: Strength

Increase: Successful Attack (+1.0)

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

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

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

Top Trainers: Eydis Fire-Eye, Fighters Guild, Balmora (up to 72);
Alfhedil Elf-Hewer, Upper Level, Falenserano (up to 78);
Ernse Llervu, Abbey of St. Delyn the Wise, Vivec (Master Trainer, up to 
100).

Books that raise Blunt Weapon: The Hope of the Redoran; The Importance 
of Where; Night Falls on Sentinel; 36 Lessons of Vivec, Sermon 3; 36 
Lessons of Vivec, Sermon 9.

Joinable Factions that favor Blunt Weapon: Fighters Guild, Imperial 
Cult, Imperial Legion, Tribunal Temple.

Miscellaneous comments: Blunt Weapon is no harder or easier to raise
than the other melee skills. If you're grinding, I suggest finding a
Chitin Club, the weakest option. The Daedric Mace is the best option
here; I can see no good reason to ever use a two-handed weapon, given
both the availability of blocking and the superior enchantment 
capacity of shields. You're required to use a Blunt Weapon successfully
in the final battle of the Main Quest, so even if you're ignoring my 
leveling plan, you'll want to at least be competent by then. I 
generally go for Long Blades once everything is maxed, but your 
preference may vary.

Grinding: If you want to grind Blunt Weapon, I suggest getting the 
weakest possible weapon and killing things by thrusting, the weakest 
attack. You can get a guaranteed Chitin Club at Ralen Tilvur's shop in
Vivec's Foreign Quarter. An Iron Club is almost as good for grinding, 
and that's available from Arrille in Seyda Neen. I will actually suggest
sticking with the Pelagiad option, as the Mudcrabs will take plenty of 
hits to drop at high difficulty with weak weapons, and trying to grind
on anything stronger would require better weapons and wouldn't really be
grinding. Pelagiad, of course, gives you restocking repair tools 
(Uulernil) and healing potions (Ygfa), which should be everything you
need. Kill the Mudcrabs, repair, heal, respawn, repeat. Easy.

Long Blade
<---------------------------------------------------------------------->
In-game text: "Long Blade skill lets one use broadswords, sabers, 
longswords, claymores, katanas, and dai-katanas more effectively."

Details: This is pretty self-explanatory. While skill only contributes
to hit rate, raising this skill makes it easier to hit enemies when 
wielding anything classed as a Long Blade. In ascending order of 
power, this category covers broadswords, sabres, longswords, katanas, 
claymores, and dai-katanas. 

Specialization: Combat

Governing attribute: Strength

Increase: Successful Attack (+1.0)

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

Classes with Long Blade as a Major Skill: Archer, Bard, Crusader, 
Knight, Scout, Spellsword, Warrior

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

Top Trainers: Larrius Varro, Moonmoth Legion Fort (up to 74);
Shardie, Buckmoth Legion Fort (up to 86);
Ulms Drathen, Armigers Stronghold, Molag Mar (Master Trainer, up to 
100).

Books that raise Long Blade: Words and Philosophy; 2920, Morning 
Star; 36 Lessons of Vivec, Sermon 17; 36 Lessons of Vivec, Sermon 
20; 36 Lessons of Vivec, Sermon 23.

Joinable Factions that favor Long Blade: Blades, East Empire Company, 
Fighters Guild, House Redoran, Imperial Legion, Quarra Clan.

Miscellaneous comments: Long Blade is no harder or easier to raise
than the other melee skills. If you're grinding, I suggest finding an
Iron Saber, the weakest option. The Daedric Katana is the best generic 
option here; I can see no good reason to ever use a two-handed weapon, 
given both the availability of blocking and the superior enchantment 
capacity of shields. I generally go for Long Blades once everything is 
maxed, but your preference may vary.

Grinding: If you want to grind Long Blade, I suggest getting the 
weakest possible weapon and killing things by thrusting, the weakest 
attack. You can get a guaranteed Iron Saber at Moonmoth Legion Fort
outside Balmora. I will actually suggest sticking with the Pelagiad 
option, as the Mudcrabs will take plenty of hits to drop at high 
difficulty with weak weapons, and trying to grind on anything stronger 
would require better weapons and wouldn't really be grinding. Pelagiad, 
of course, gives you restocking repair tools (Uulernil) and healing 
potions (Ygfa), which should be everything you need. Kill the Mudcrabs, 
repair, heal, respawn, repeat. Easy.

Axe
<---------------------------------------------------------------------->
In-game text: "Axe skill helps a user wield heavy chopping weapons like 
war axes and battleaxes more effectively."

Details: This is pretty self-explanatory. While skill only contributes
to hit rate, raising this skill makes it easier to hit enemies when 
wielding anything classed as an Axe. In ascending order of 
power, this category covers war axes and battleaxes. 

Specialization: Combat

Governing attribute: Strength

Increase: Successful Attack (+1.2)

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

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

Classes with Axe as a Minor Skill: Spellsword, Warrior

Top Trainers: Eydis Fire-Eye, Fighters Guild, Balmora (up to 72);
Alfhedil Elf-Hewer, Upper Level, Falenserano (Master Trainer, up 
to 100).

Books that raise Axe: The Third Door; The Axe Man; The Seed; 36 Lessons 
of Vivec, Sermon 5; 36 Lessons of Vivec, Sermon 16.

Joinable Factions that favor Axe: Fighters Guild.

Miscellaneous comments: Axe raises a little bit faster than the other
melee skills, for whatever reason. If you're grinding, I suggest 
finding a Chitin War Axe, the weakest option. The Daedric War Axe 
is the best generic option here; I can see no good reason to ever use 
a two-handed weapon, given both the availability of blocking and the 
superior enchantment capacity of shields. I generally go for Long Blades
once everything is maxed, but your preference may vary.

Grinding: If you want to grind Axe, I suggest getting the weakest 
possible weapon and killing things by thrusting, the weakest 
attack. You can get a guaranteed Chitin War Axe from the Eastern Guard 
Tower in Balmora. I will actually suggest sticking with the Pelagiad 
option, as the Mudcrabs will take plenty of hits to drop at high 
difficulty with weak weapons, and trying to grind on anything stronger 
would require better weapons and wouldn't really be grinding. Pelagiad, 
of course, gives you restocking repair tools (Uulernil) and healing 
potions (Ygfa), which should be everything you need. Kill the Mudcrabs, 
repair, heal, respawn, repeat. Easy.

Spear
<---------------------------------------------------------------------->
In-game text: "Spear skill permits effective use of long-hafted 
thrusting weapons like spears and halberds."

Details: This is pretty self-explanatory. While skill only contributes
to hit rate, raising this skill makes it easier to hit enemies when 
wielding anything classed as a Spear. In ascending order of power, this 
category covers spears and halberds. 

Specialization: Combat

Governing attribute: Endurance

Increase: Successful Attack (+1.0)

Racial bonuses: Argonian, Nord (+5)

Classes with Spear as a Major Skill: None

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

Top Trainers: Flaenia Amiulusus, Fighters Guild, Balmora (up to 44);
Mertis Falandas, Tower of Dusk, Lower Level, Ghostgate (Master Trainer, 
up to 100).

Books that raise Spear: Smuggler's Island; 2920, First Seed; 36 Lessons 
of Vivec, Sermon 14; 36 Lessons of Vivec, Sermon 24; 36 Lessons of 
Vivec, Sermon 35.

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

Miscellaneous comments: Spear is no easier or harder to raise than the
other melee skills. If you're grinding, I suggest finding a Chitin 
Spear, the weakest option. The Daedric Spear is the best generic option 
here. It's neat that, unlike in Oblivion, there's a weapon skill 
governed by Endurance. However, once everything is maxed, I can see no 
good reason to ever use a two-handed weapon, given both the 
availability of blocking and the superior enchantment capacity of 
shields. I generally go for Long Bladesonce everything is maxed, but 
your preference may vary.

Grinding: If you want to grind Spear, I suggest getting the weakest 
possible weapon and killing things by chopping, the weakest attack. 
You can get a guaranteed Chitin Spear from the Fighters Guild in 
Balmora. I will actually suggest sticking with the Pelagiad option, as 
the Mudcrabs will take plenty of hits to drop at high difficulty with 
weak weapons, and trying to grind on anything stronger would require 
better weapons and wouldn't really be grinding. Pelagiad, of course, 
gives you restocking repair tools (Uulernil) and healing potions (Ygfa),
which should be everything you need. Kill the Mudcrabs, repair, heal, 
respawn, repeat. Easy.

Athletics
<---------------------------------------------------------------------->
In-game text: "Athletics skill trains and conditions one for running and
swimming. Skilled athletes move short and long distances over land with 
speed and efficiency, and they also swim swiftly underwater."

Details: This, along with your Speed attribute, determines how fast you
can move while running or swimming. I'm not certain if it also boosts 
walking or levitating speed. 

Specialization: Combat

Governing attribute: Speed

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

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

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

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

Top Trainers: Huleeya, Black Shalk Cornerclub, Foreign Quarter, Vivec 
(up to 75);
Delyna Mandas, Onyx Hall, Tel Fyr (up to 75);
Adibael Hainnabibi, Kaushtababi Camp (Master Trainer, up to 100).

Books that raise Athletics: The Ransom of Zarek; A Dance in Fire, 
Chapter 3; 36 Lessons of Vivec, Sermon 1; 36 Lessons of Vivec, Sermon 
8; 36 Lessons of Vivec, Sermon 31.

Joinable Factions that favor Athletics: Clan Aundae, Clan Berne, House
Redoran, Imperial Legion, Quarra Clan, Twin Lamps.

Miscellaneous comments: While Athletics is painfully slow to raise, it
tends to take care of itself, so long as you spend most of your time 
running. Swimming raises it a full 50% faster, so don't neglect to spend
some time diving through the various grottos and other underwater areas.
This will take a long time to max, but most people don't need to focus 
on raising it.

Grinding: If you want to grind Athletics, find a nice spot in the water
clear of enemies, point yourself someplace you can swim into a corner 
without submerging, and just press Q (auto-move) and leave. It took me 
about 3 real-life days (yeah).

Enchant
<---------------------------------------------------------------------->
In-game text: "This skill governs the creation, use, and recharging of 
enchanted items. Skilled enchanters are more successful at creating new 
items. Enchanted items burn less power, and are recharged more 
efficiently from soul gems, for a trained user."

Details: The in-game text adequately describes all the benefits of the
Enchant skill. Higher Enchant means more energy is gained from 
recharging items with soul gems, less energy is burned per use of 
enchanted items, and the success rate for creating new enchanted items 
increases.

Specialization: Magic

Governing attribute: Intelligence

Increases: Recharge Item (+5.0); Create Magic Item (+5.0); Use Magic
Item (+0.1)

Racial bonuses: High Elf (+10)

Classes with Enchant as a Major Skill: Sorcerer, Witchhunter

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

Top Trainers*: Qorwynn, Indoranyon (Master Trainer, up to 100).
*There are no other high-level Enchant trainers in the game, and 
Qorwynn is hostile by default. He can be spoken to for training either 
by i) Calming him and raising his disposition high enough to stop him 
from attacking, or ii) attaining 100% Chameleon and simply speaking to
him.

Books that raise Enchant: Feyfolken I; The Wolf Queen, Book VIII; 
Palla, Book II; 36 Lessons of Vivec, Sermon 19; The Final Lesson.

Joinable Factions that favor Enchant: House Telvanni, Imperial Cult, 
Mages Guild.

Miscellaneous comments: You should be aware that, even with 100 Enchant
and 100 Intelligence, you are only capable of creating modestly 
powerful enchantments. If you want to guarantee success regardless of 
powerful level, you'll need to use Alchemy to fortify Intelligence
to a whopping 4900. You should also be aware that, for purposes of 
raising the skill, recharging an item is *just as effective* as creating
a new one.

Grinding: If you want to grind Enchant, you need soul gems, a way to 
fill them, and something to use them on. The simplest method by far is 
to acquire Azura's Star, enchant a weapon with a cast-on-strike Soul 
Trap, kill something that respawns using that weapon (like those 
Mudcrabs outside Mannammu), and recharging that weapon with Azura's 
Star. Repeat ad nauseum and the skill will raise quite fast. If you 
can't get Azura's Star, you can get restocking soul gems from Galbedir 
at the Balmora Mage's Guild. You can buy the Soul Trap spell from 
Masalinie Merian at the Balmora Mage's Guild, and have Galbedir enchant 
the weapon you want to use.

Destruction
<---------------------------------------------------------------------->
In-game text: "The destruction skill is the mastery of the spell effects
of the College of Destruction. Their spells harm living and unliving 
things, and include elemental damage, draining, damaging, vulnerability,
and disintegration magical effects."

Details: As the Destruction skill increases, the chance to successfully
cast any known Destruction spell rises.

Specialization: Magic

Governing attribute: Willpower

Increase: Successful Cast (+1.0)

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

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

Classes with Destruction as a Minor Skill: Nightblade

Top Trainers: Seryne Relas, Tel Branora (up to 81);
Erer Darothril, Dirty Muriel's Cornerclub, Sadrith Mora (up to 81);
Ardarume, Gateway Inn: West Wing, Sadrith Mora (up to 81);
Leles Birian, Piernette's Farmhouse (Master Trainer, up to 100).

Books that raise Destruction: The Horror of Castle Xyr; Response to 
Bero's Speech; A Hypothetical Treachery; The Art of War Magic; 
Mystery of Talara, Part 3.

Joinable Factions that favor Destruction: House Telvanni, Mages Guild, 
Quarra Clan.

Miscellaneous comments: Premade spells kind of stink, custom spells are 
game-breakingly overpowered. This comment will apply to all of the 
Colleges of magic. Be aware that, in order to make an enchantment or a 
custom spell with a given magical effect, you must already know a spell
which uses that effect. The difference between effects and spells is 
important to understand, and all spells will be categorized by their 
effect in the spell list below.

Grinding: If you want to grind Destruction, just make a custom spell of 
any effect that only costs 1 Magicka, stand next to a bed, and spam it. 
Unlike Oblivion and Skyrim, you do not need to hit valid targets to 
raise the skill; you need only successfully cast. If you're smart and 
have the Atronach birthsign, you should instead stand next to a merchant
who restocks Restore Magicka potions. Nalcarya of White Haven in 
Balmora, who has restocking Exclusive-quality potions, is an excellent 
choice.

Alteration
<---------------------------------------------------------------------->
In-game text: "Students of the College of Alteration manipulate the 
physical world and its natural properties. Alteration effects include 
water breathing and walking, jumping, levitating, burdening, opening and
locking, and creating shield barriers against physical damage."

Details: As the Alteration skill increases, the chance to successfully
cast any known Alteration spell rises.

Specialization: Magic

Governing attribute: Willpower

Increase: Successful Cast (+1.0)

Racial bonuses: Breton, High Elf (+5)

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

Classes with Alteration as a Minor Skill: Acrobat, Scout

Top Trainers: Yakin Bael, Vos Chapel, Vos (up to 71);
Ardarume, Gateway Inn: West Wing, Sadrith Mora (up to 76);
Seryne Relas, Tel Branora (Master Trainer, up to 100).

Books that raise Alteration: Breathing Water; The Dragon Break 
Re-Examined; Sithis; 36 Lessons of Vivec, Sermon 13; The Lunar Lorkhan.

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

Miscellaneous comments: Premade spells kind of stink, custom spells are 
game-breakingly overpowered. This comment will apply to all of the 
Colleges of magic. Be aware that, in order to make an enchantment or a 
custom spell with a given magical effect, you must already know a spell
which uses that effect. The difference between effects and spells is 
important to understand, and all spells will be categorized by their 
effect in the spell list below.

Grinding: If you want to grind Alteration, just make a custom spell of 
any effect that only costs 1 Magicka, stand next to a bed, and spam it. 
If you're smart and have the Atronach birthsign, you should instead 
stand next to a merchant who restocks Restore Magicka potions. Nalcarya 
of White Haven in Balmora, who has restocking Exclusive-quality potions,
is an excellent choice.

Illusion
<---------------------------------------------------------------------->
In-game text: "Spell effects of the College of Illusion alter the 
perceptions and thoughts of living subjects. Illusion effects blind, 
illuminate, paralyze, and silence, calm or enrage, charm, distract and 
camouflage, and render invisible."

Details: As the Illusion skill increases, the chance to successfully
cast any known Illusion spell rises.

Specialization: Magic

Governing attribute: Personality

Increase: Successful Cast (+1.0)

Racial bonuses: Argonian, Breton, High Elf (+5)

Classes with Illusion as a Major Skill: Mage, Nightblade

Classes with Illusion as a Minor Skill: Agent, Bard, Healer, Pilgrim, 
Sorcerer

Top Trainers: Erer Darothril, Dirty Muriel's Cornerclub, Sadrith Mora
(Master Trainer, up to 100).

Books that raise Illusion: The Wolf Queen, Book III; Silence; Incident 
in Necrom; Palla, Book I; Mystery of Talara, Part 4.

Joinable Factions that favor Illusion: Clan Aundae, House Telvanni, 
Mages Guild, Morag Tong

Miscellaneous comments: Premade spells kind of stink, custom spells are 
game-breakingly overpowered. This comment will apply to all of the 
Colleges of magic. Be aware that, in order to make an enchantment or a 
custom spell with a given magical effect, you must already know a spell
which uses that effect. The difference between effects and spells is 
important to understand, and all spells will be categorized by their 
effect in the spell list below.

Grinding: If you want to grind Illusion, just make a custom spell of 
any effect that only costs 1 Magicka, stand next to a bed, and spam it. 
If you're smart and have the Atronach birthsign, you should instead 
stand next to a merchant who restocks Restore Magicka potions. Nalcarya 
of White Haven in Balmora, who has restocking Exclusive-quality potions,
is an excellent choice.

Conjuration
<---------------------------------------------------------------------->
In-game text: "The spell effects of the College of Conjuration include 
the mental domination of mundane and magical creatures, summonation of 
otherworldly weapons and armor, and summonation of Daedric or undead 
servants and powers to serve and protect the caster."

Details: As the Conjuration skill increases, the chance to successfully
cast any known Conjuration spell rises.

Specialization: Magic

Governing attribute: Intelligence

Increase: Successful Cast (+1.0)

Racial bonuses: Breton (+10); High Elf (+5)

Classes with Conjuration as a Major Skill: Battlemage, Sorcerer, 
Witchhunter

Classes with Conjuration as a Minor Skill: Agent, Mage

Top Trainers*: Avus Belvilo, Storage Shack, Dren Plantation (up to 70);
Abelle Chriditte, Propylon Chamber, Valenvaryon (up to 81);
Methal Seran, Temple, Ald'ruhn (Master Trainer, up to 100).
*You must be a member of the Tribunal Temple faction to receive 
Master Training from Methal Seran.

Books that raise Conjuration: Feyfolken II; Feyfolken III; 2920, 
Hearth Fire; 2920, FrostFall; The Warrior's Charge.

Joinable Factions that favor Conjuration: Clan Aundae, House Telvanni, 
Imperial Cult, Tribunal Temple

Miscellaneous comments: Premade spells kind of stink, custom spells are 
game-breakingly overpowered. This comment will apply to all of the 
Colleges of magic. Be aware that, in order to make an enchantment or a 
custom spell with a given magical effect, you must already know a spell
which uses that effect. The difference between effects and spells is 
important to understand, and all spells will be categorized by their 
effect in the spell list below.

Grinding: If you want to grind Conjuration, just make a custom spell of 
any effect that only costs 1 Magicka, stand next to a bed, and spam it. 
If you're smart and have the Atronach birthsign, you should instead 
stand next to a merchant who restocks Restore Magicka potions. Nalcarya 
of White Haven in Balmora, who has restocking Exclusive-quality potions,
is an excellent choice.

Mysticism
<---------------------------------------------------------------------->
In-game text: "The spells of the College of Mysticism shape and focus 
otherworldly forces to bind souls in gems, or teleport the caster's 
body, or manipulate the world with telekinesis, or absorb or reflect 
magical energies, or sense unseen objects at a distance."

Details: As the Mysticism skill increases, the chance to successfully
cast any known Mysticism spell rises.

Specialization: Magic

Governing attribute: Willpower

Increase: Successful Cast (+1.0)

Racial bonuses: Breton (+10); Argonian, Dark Elf (+5)

Classes with Mysticism as a Major Skill: Healer, Mage, Nightblade, 
Sorcerer

Classes with Mysticism as a Minor Skill: Battlemage, Witchhunter

Top Trainers: Leles Birian, Piernette's Farmhouse (up to 81);
Abelle Chriditte, Propylon Chamber, Valenvaryon (up to 81);
Ardarume, Gateway Inn: West Wing, Sadrith Mora (Master Trainer, up to 
100).

Books that raise Mysticism: The Firsthold Revolt; 2920, Sun's Dawn; 36
Lessons of Vivec, Sermon 4; 36 Lessons of Vivec, Sermon 36; 
Charwich-Koniinge, Volume 3.

Joinable Factions that favor Mysticism: Ashlanders, Clan Aundae, House 
Telvanni, Imperial Cult, Mages Guild, Tribunal Temple

Miscellaneous comments: Premade spells kind of stink, custom spells are 
game-breakingly overpowered. This comment will apply to all of the 
Colleges of magic. Be aware that, in order to make an enchantment or a 
custom spell with a given magical effect, you must already know a spell
which uses that effect. The difference between effects and spells is 
important to understand, and all spells will be categorized by their 
effect in the spell list below.

Grinding: If you want to grind Mysticism, just make a custom spell of 
any effect that only costs 1 Magicka, stand next to a bed, and spam it. 
If you're smart and have the Atronach birthsign, you should instead 
stand next to a merchant who restocks Restore Magicka potions. Nalcarya 
of White Haven in Balmora, who has restocking Exclusive-quality potions,
is an excellent choice.

Restoration
<---------------------------------------------------------------------->
In-game text: "Adepts of the College of Restoration heal, restore, and 
fortify the body's attributes and abilities, cure disease, and protect 
it from other malign influences. Restoration spells can also augment or 
absorb strength, endurance, intelligence, agility, and other bodily 
attributes."

Details: As the Restoration skill increases, the chance to successfully
cast any known Restoration spell rises.

Specialization: Magic

Governing attribute: Willpower

Increase: Successful Cast (+1.0)

Racial bonuses: Breton (+10)

Classes with Restoration as a Major Skill: Healer, Mage, Pilgrim, 
Spellsword

Classes with Restoration as a Minor Skill: Archer, Crusader, Knight, 
Monk

Top Trainers: Leles Birian, Piernette's Farmhouse (up to 81);
Yakin Bael, Vos Chapel, Vos (Master Trainer, up to 100).

Books that raise Restoration: Withershins; Notes on Racial Phylogeny; 
The Four Suitors of Benitah; 2920, Rain's Hand; Mystery of Talara, 
Part 2.

Joinable Factions that favor Restoration: Blades, Imperial Cult, 
Tribunal Temple

Miscellaneous comments: Premade spells kind of stink, custom spells are 
game-breakingly overpowered. This comment will apply to all of the 
Colleges of magic. Be aware that, in order to make an enchantment or a 
custom spell with a given magical effect, you must already know a spell
which uses that effect. The difference between effects and spells is 
important to understand, and all spells will be categorized by their 
effect in the spell list below.

Grinding: If you want to grind Restoration, just make a custom spell of 
any effect that only costs 1 Magicka, stand next to a bed, and spam it. 
If you're smart and have the Atronach birthsign, you should instead 
stand next to a merchant who restocks Restore Magicka potions. Nalcarya 
of White Haven in Balmora, who has restocking Exclusive-quality potions,
is an excellent choice.

Alchemy
<---------------------------------------------------------------------->
In-game text: "Alchemy identifies magical properties in mundane 
substances. Substances are consumed directly, or prepared as potions to 
provide long-lasting benefits like healing and curing disease, 
water-walking, magical shielding, and fortifying bodily attributes."

Details: The in-game text alludes to all of the effects this skill has.
First, an ingredient can have anywhere between one and four effects. As 
the skill rises, your identification ability progresses as follows: 
0-14, no effects visible; 15-29, one effect visible; 30-44, two effects
visible; 45-59, three effects visible; 60+, all effects visible. Note, 
however, that the identification system can be somewhat circumvented by
simple trial and error. Even if you can't visually identify an effect, 
if you go to the Alchemy interface, it will always indicate whether a 
combination of two ingredients shares an effect or not. Second, as the 
skill increases, your chance of successfully experiencing an 
ingredient's first effect when that ingredient is consumed goes up. 
Third, as the skill increases, your chance of successfully creating 
potions increases. Fourth, as the skill increases, the magnitude, 
duration, and value of created potions all increase. Those values are 
further effected by the presence of calcinators, alembics, and/or 
retorts in addition to the required mortar & pestle. The quality of any
equipment also impacts potion quality.

Specialization: Magic

Governing attribute: Intelligence

Increases: Create Potion (+2.0); Eat Ingredient (+0.5)

Racial bonuses: High Elf (+10); Argonian, Breton, Wood Elf (+5)

Classes with Alchemy as a Major Skill: Bard, Witchhunter

Classes with Alchemy as a Minor Skill: Assassin, Battlemage, Crusader, 
Healer, Mage, Pilgrim, Scout, Spellsword

Top Trainers: Abelle Chriditte, Propylon Chamber, Valenvaryon 
(Master Trainer, up to 100).

Books that raise Alchemy: A Game at Dinner; The Cake and the Diamond; 
Song of the Alchemists; 36 Lessons of Vivec, Sermon 2; 36 Lessons of 
Vivec, Sermon 18; The Song of Uncle Sweetshare.

Joinable Factions that favor Alchemy: Mages Guild, Tribunal Temple

Miscellaneous comments: Alchemy, in combination with enchanting, is the
way to make yourself powerful. Apart from your raw levels, power comes 
from great enchantments. Great enchantments either cost literally 
thousands of gold, or require that Intelligence be fortified to 4900. 
That fortification happens through Alchemy. You can make sufficiently 
powerful potions by using a Fortify Intelligence loop; make a potion 
of Fortify Intelligence, drink it, make another potion of Fortify 
Intelligence, and repeat until Intelligence reaches at least 4900. 
Once it hits that threshold, enchant away. The critical ingredients to 
fortify Intelligence are ash yams, bloat, netch leather, and horker 
tusks. One merchant who restocks at least two ingredients is Aunius 
Autrus at the Imperial Shrine in Wolverine Hall in Sadrith Mora. As far 
as raising the skill to 100 for simple build purposes, the easiest thing
to do is grab the Apprentice's Mortar and Pestle from Arrille's 
Tradehouse before leaving Seyda Neen. With that, just make sure to 
spend time harvesting ingredients as you move through the game, and turn
them into potions as you can. Note that potion quality is irrelevant to
skill gain, unlike Skyrim. 

Grinding: If you want to grind Alchemy, make sure you have at least a 
Mortar and Pestle, get next to an alchemy merchant who restocks a nice 
set of ingredients (Nalcarya of White Haven in Balmora is a good 
choice), get ingredients that share an effect, turn them into potions, 
sell them to your chosen merchant, and repeat ad nauseum. Gains can be 
slow when you're still failing a lot, but creating potions raises this 
skill pretty quickly.

Unarmored
<---------------------------------------------------------------------->
In-game text: "Unarmored skill lets one avoid or reduce injury during 
combat while not wearing any armor by evading, deflecting, or absorbing 
blows. Those versed in this skill are better defended wearing no armor 
at all than they are when wearing armor."

Details: The in-game text is a bit misleading. As this skill increases, 
any portion of your body that is unprotected by armor gains some 
inherent armor rating, up to a maximum of 65 when the skill reaches 100.
Obviously, anything with a better armor rating than that will still 
provide better protection, regardless of the description's claim that 
you're better protected wearing no armor at all. However, that 65 is 
better than a lot of lower-quality armors. 

Specialization: Magic

Governing attribute: Speed

Increase: Hit By Opponent (+1.0)

Racial bonuses: Argonian (+5)

Classes with Unarmored as a Major Skill: Acrobat, Monk

Classes with Unarmored as a Minor Skill: Agent, Archer, Barbarian, 
Healer, Mage, Nightblade, Scout, Witchhunter

Top Trainers: Caius Cosades, Balmora (up to 70);
Khargol gro-Boguk, Vacant Tower, Dagon Fel (Master Trainer, up to 
100).

Books that raise Unarmored: The Wraith's Wedding Dowry; 
Charwich-Koniinge, Volume 1; 36 Lessons of Vivec, Sermon 11; 36 
Lessons of Vivec, Sermon 15; 36 Lessons of Vivec, Sermon 34.

Joinable Factions that favor Unarmored: Clan Aundae, Clan Berne, 
Quarra Clan, Imperial Cult, Tribunal Temple, Twin Lamps

Miscellaneous comments: Unarmored is no harder or easier to raise
than the other three skills. As stated above, it only provides better 
protection than lower-tier armors, and that assumes the skill is maxed.
It can be difficult to raise this skill before you have a decent health
pool, especially at high difficulties.

Grinding: If you want to grind Unarmored, I suggest waiting until you 
have a decent health pool, although you're welcome to try it whenever 
you wish. When you're ready, take off all your armor and go find some
Mudcrabs. I'll stick with my suggestion of the group outside Mannammu, 
near Pelagiad. The lack of armor means you don't need to worry about 
repair tools, but you'll still need healing, and Ygfa restocks potions
at Fort Pelagiad.

Security
<---------------------------------------------------------------------->
In-game text: "Security skill lets one open locked doors and containers 
with lock-picks or disarm traps with probes. This skill is essential 
for agents and thieves alike."

Details: The in-game text is pretty accurate. Security, along with 
Agility (despite being governed by Intelligence) and the quality of the 
lockpick or probe being used, determines the chance of successfully 
opening a lock or disarming a trap. If your success chance is 0, you 
will get a message stating "lock too complex." Security has one other, 
very minor use. There are four sealed scrolls in the game, and after 
opening them, you have the option to try and reseal them. Your chance to
do so successfully is also governed by the Security skill. 

Specialization: Stealth

Governing attribute: Intelligence

Increases: Disarm Trap (+3.0); Open Lock (+2.0)

Racial bonuses: Khajiit (+5)

Classes with Security as a Major Skill: Thief

Classes with Security as a Minor Skill: Assassin, Bard, Nightblade

Top Trainers*: Hecerinde, Balmora (Master Trainer, up to 100).
*You must be at least Operative rank in the Thieves Guild before
Hecerinde will train you.

Books that raise Security: The Locked Room; The Wolf Queen, Book I; The 
Dowry; Chance's Folly; Surfeit of Thieves; Bloody Note; Thauraver's 
Orders.

Joinable Factions that favor Security: East Empire Company, 
House Hlaalu, Thieves Guild, Twin Lamps

Miscellaneous comments: Security has no minigame like it does in 
Oblivion or Skyrim-it's a success or failure proposition. Further, 
even when there is a success, you burn one of the limited uses each 
lockpick or probe has. Consequently, you'll need to stay well-stocked 
on thieves' tools. Fortunately, that isn't a very tall order. Note that
disarming traps raises the skill 50% faster than opening locks does.
This skill levels quite naturally as you go, so long as you use it to 
open any locks and disarm any traps you find.

Grinding: If you want to grind Security, you need to be at a point where
you can also raise Alteration. The only way to grind the skill is to 
cast a Lock spell on something (I suggest a custom level 1 Lock spell) 
and then pick it open. You should ideally be near someone who restocks
lockpicks; Bolnor Andrani at the Hlaalu Council Manor in Balmora is a 
good source, but there are lots out there. You will also, of course, 
need the Lock effect-it's available from Medila Indaren at the Caldera
Mages Guild, in the form of Fenrick's Doorjam. You can then have a 
spellmaker make your custom spell.

Sneak
<---------------------------------------------------------------------->
In-game text: "The Sneak discipline is the art of moving unseen and 
unheard. Skilled sneaks are also adept pickpockets."

Details: The in-game text is pretty accurate. Sneak, along with Agility,
determines your odds of remaining undetected in Sneak mode and of 
successfully picking pockets undetected. Note that pickpocketing is 
rather broken (they actually didn't finish coding it), and it's almost 
impossible to successfully pickpocket anything until Sneak is nearly 
maxed. Also note that a successful attack while sneaking and undetected 
will result in critical damage. You should also note that line-of-sight
matters a great deal-enemies are three times more likely to detect you 
if you're in front of them.

Specialization: Stealth

Governing attribute: Agility

Increases: Successful Pickpocket (+2.0); Avoid Notice (+0.25)

Racial bonuses: Wood Elf (+10); Khajiit (+5)

Classes with Sneak as a Major Skill: Acrobat, Agent, Assassin, Monk, 
Nightblade, Scout, Thief

Classes with Sneak as a Minor Skill: Archer, Witchhunter

Top Trainers*: Aerin, Andus Tradehouse, Maar Gan (up to 84);
Wadarkhu, Dreugh-Jigger's Rest, Gnaar Mok (Master Trainer, up to 100);
Ri'Shajirr, Shenk's Shovel, Caldera (Master Trainer, up to 100).
*Sneak is the only skill in the game with two Master Trainers.

Books that raise Sneak: The Wolf Queen, Book VI; 2920, Last Seed; 
Azura and the Box; Trap; 36 Lessons of Vivec, Sermon 26.

Joinable Factions that favor Sneak: Clan Berne, Blades, Morag Tong, 
Thieves Guild, Twin Lamps

Miscellaneous comments: Sneak is almost useless until it reaches very 
high levels, where it's like the engine finally turns over and it 
becomes an incredibly useful tool. If you intend to play without buying 
anything, like my walkthrough advocates, you'll be heavily reliant on 
thievery, and especially on picking pockets. Accordingly, I usually 
start the game by grinding Sneak from 5 to 100. It's the only skill 
where I grind that dramatically, I get it done at the very start, and it
is most certainly worth it. While picking pockets is ostensibly a better
way to raise the skill, you just won't succeed at low levels, making it 
a fool's errand to try and raise the skill that way.

Grinding: If you want to grind Sneak (and it's the one skill where I 
recommend a full-on 5-100 grind), find somebody who's alone, weight 
the sneak key, and leave for about 8 hours. I usually turn around and 
head back into Census and Excise right after character creation ends 
and use Sellus Gravius to max my skill for the rest of the game.

Acrobatics
<---------------------------------------------------------------------->
In-game text: "Acrobatics skill enables one to jump long distances and 
to avoid damage when falling from great heights. Nimble acrobats can 
reach areas others cannot get to and can direct their paths while 
falling."

Details: The in-game text is pretty accurate. Higher Acrobatics means 
you both jump farther and can fall farther without taking damage.

Specialization: Stealth

Governing attribute: Strength

Increases: Fall (+3.0); Jump (+0.15)

Racial bonuses: Khajiit (+15); Wood Elf (+5)

Classes with Acrobatics as a Major Skill: Acrobat, Agent, Assassin, 
Bard, Monk, Thief

Classes with Acrobatics as a Minor Skill: Barbarian

Top Trainers: Sugar-Lips Habasi, South Wall Cornerclub, Balmora (up 
to 77);
Aerin, Andus Tradehouse, Maar Gan (up to 79);
Senyndie, Arena Fighters Quarters, Vivec (Master Trainer, up to 100).

Books that raise Acrobatics: Realizations of Acrobacy; A Dance in Fire, 
Chapter 1; A Dance in Fire, Chapter 4; The Black Arrow, Volume 1; 
Mystery of Talara, Part 1.

Joinable Factions that favor Acrobatics: Clan Aundae, Clan Berne, 
Morag Tong, Quarra Clan, Thieves Guild

Miscellaneous comments: Acrobatics is fun, and very easy to raise. When
it gets high, you can make some pretty ludicrous jumps, and there are 
plenty of dungeon areas that are only accessible with either high 
Acrobatics or the ability to levitate. Note that, for a fall to 
increase skill experience, it must be a fall sufficient to cause damage.
Once it is, the amount of damage is irrelevant.

Grinding: If you want to grind Acrobatics, find a nice steep hill you 
can repeatedy jump up. It's important that the jump get interrupted so 
you can mash the bejeezus out of that Jump key. The classic place to 
grind Acrobatics is on any one of the big ramps on the exterior of 
Vivec's cantons.

Light Armor
<---------------------------------------------------------------------->
In-game text: "Light armor skill lets one move and defend while wearing 
light-weight, flexible armors like leather, boiled leather, fur, chitin,
and glass armor. To use any style of armor effectively, the wearer must 
be trained, conditioned, and skilled in its use."

Details: As should be obvious to anyone who speaks English, light armor
offers the lowest protection with the benefit of weighing the least. As 
the skill gets higher, each piece of light armor you wear receives a 
boost to its armor rating. 

Specialization: Stealth

Governing attribute: Agility

Increase: Hit By Opponent (+1.0)

Racial bonuses: Wood Elf (+10); Dark Elf, Imperial, Khajiit (+5)

Classes with Light Armor as a Major Skill: Agent, Archer, Assassin, 
Rogue, Thief, Witchhunter

Classes with Light Armor as a Minor Skill: Acrobat, Barbarian, Healer, 
Monk, Nightblade, Scout

Top Trainers: Ruccia Conician, Grand Council Chambers, Ebonheart (up 
to 70);
Aerin, Andus Tradehouse, Maar Gan (Master Trainer, up to 100).

Books that raise Light Armor: The Rear Guard; Ice and Chitin; Lord 
Jornibret's Last Dance; 36 Lessons of Vivec, Sermon 21; 36 Lessons of 
Vivec, Sermon 28.

Joinable Factions that favor Light Armor: Ashlanders, Blades, House 
Hlaalu, Morag Tong, Thieves Guild

Miscellaneous comments: Light Armor is no harder or easier to raise
than the other three skills. If you have Tribunal, once you survive the 
first Dark Brotherhood attack, you'll have a killer set of Light Armor.
I typically prefer Heavy Armor once all is maxed, as it has both a 
better protection rating and a higher enchantment potential. Of course, 
if you like the Light Armor aesthetic, you'll do just fine in glass 
with maxed stats.

Grinding: If you want to grind Light Armor, I suggest getting a full 
set of Light Armor (although, because Unarmored is freely usable, a 
partial set is acceptable). The easiest way to do this is to rest until 
your first Dark Brotherhood attack. Kill the assassin and presto, you 
have a (very good) set of Light Armor. I then suggest going 
to Pelagiad, as you have restocking repair tools (Uulernil) and healing
potions (Ygfa). Head south to the beach near Mannammu and let the 
Mudcrabs wail on you, keeping the armor in decent repair and healing as
necessary.

Short Blade
<---------------------------------------------------------------------->
In-game text: "Characters with great short-blade skill are more 
effective with short, quick, thrusting weapons like daggers, tantos, 
short swords, and wakizashis."

Details: This is pretty self-explanatory. While skill only contributes
to hit rate, raising this skill makes it easier to hit enemies when 
wielding anything classed as a Short Blade. In ascending order of power,
this category covers daggers, tantos, short swords, and wakizashis. 

Specialization: Stealth

Governing attribute: Speed

Increase: Successful Attack (+0.75)

Racial bonuses: Dark Elf (+10); Khajiit, Redguard (+5)

Classes with Short Blade as a Major Skill: Agent, Assassin, Nightblade, 
Rogue, Thief

Classes with Short Blade as a Minor Skill: Mage, Pilgrim, Sorcerer

Top Trainers: Athyn Sarethi, Sarethi Manor, Ald'ruhn (up to 70);
Nileno Dorvayn, Hlaalu Council Manor, Balmora (up to 74);
Todwendy, Lucky Lockup, Balmora (Master Trainer, up to 100).

Books that raise Short Blade: Unnamed Book; 2920, Sun's Dusk; 2920, 
Evening Star; 36 Lessons of Vivec, Sermon 10; 36 Lessons of Vivec, 
Sermon 30.

Joinable Factions that favor Short Blade: Clan Berne, House Hlaalu, 
Morag Tong, Thieves Guild

Miscellaneous comments: Short Blade, for whatever reason, raises 25% 
more slowly than the other melee skills. If you're grinding, I suggest 
finding a Chitin Dagger, the weakest option. The Daedric Wakizashi is 
the best generic option here. Short Blades are quick and cool, and I 
actually like them quite a bit even though I generally go for Long 
Blades once everything is maxed.

Grinding: If you want to grind Short Blade, I suggest getting the 
weakest possible weapon and killing things by chopping, the weakest 
attack. You can get a guaranteed Chitin Dagger from Addamasartus, the
smuggler cave and traditional first dungeon just outside Seyda Neen. I 
will actually suggest sticking with the Pelagiad option, as the Mudcrabs
will take plenty of hits to drop at high difficulty with weak weapons, 
and trying to grind on anything stronger would require better weapons 
and wouldn't really be grinding. Pelagiad, of course, gives you 
restocking repair tools (Uulernil) and healing potions (Ygfa), which 
should be everything you need. Kill the Mudcrabs, repair, heal, 
respawn, repeat. Easy.

Marksman
<---------------------------------------------------------------------->
In-game text: "With the marksman skill, one is more effective with 
ranged weapons like the short bow, long bow, crossbow, throwing star, 
and throwing knife."

Details: This is pretty self-explanatory. While skill only contributes
to hit rate, raising this skill makes it easier to hit enemies when 
wielding any ranged weapon. In ascending order of power, this category 
covers throwing knives, darts/throwing stars (equal in power), short 
bows, long bows, and crossbows. 

Specialization: Stealth

Governing attribute: Agility

Increase: Successful Attack (+1.0)

Racial bonuses: Wood Elf (+15); Dark Elf (+5)

Classes with Marksman as a Major Skill: Acrobat, Archer, Assassin, 
Pilgrim, Witchhunter

Classes with Marksman as a Minor Skill: Barbarian, Battlemage, Monk, 
Nightblade, Scout, Sorcerer, Thief, Warrior

Top Trainers: Missun Akin, Falasmaryon (Master Trainer, up to 100).

Books that raise Marksman: The Gold Ribbon of Merit; A Dance in Fire, 
Chapter 5; Vernaccus and Bourlor; The Marksmanship Lesson; The Black 
Arrow, Volume II.

Joinable Factions that favor Marksman: Ashlanders, Clan Berne, Blades, 
House Hlaalu, Morag Tong, Thieves Guild

Miscellaneous comments: Marksman increases at the same rate as the
standard melee skills. If you're grinding, I suggest finding a Chitin 
Short Bow and shooting Chitin Arrows. While this isn't the weakest 
option (that'd be an Iron Throwing Knife), it's the weakest that's 
practical, given the need for ammunition. The Daedric Long Bow is 
the best generic option here. I always end up toting a Daedric Long 
Bow, as I find Marksman to be a much more practical ranged option than
Destruction magic, especially for Cliff Racers.

Grinding: If you want to grind Marksman, I suggest getting the 
weakest practical weapon, considering ammo availability, and killing 
things. You can get a guaranteed Chitin Short Bow from Mebestien Ence 
in Pelagiad. Conveniently, you also have restocking Iron Arrows from 
Shadbak gra-Burbug in Fort Pelagiad. I then suggest sticking with the 
Pelagiad option, as the Mudcrabs will take plenty of hits to drop at 
high difficulty with weak weapons, and trying to grind on anything 
stronger would require better weapons and wouldn't really be grinding. 
Pelagiad, of course, gives you restocking repair tools (Uulernil), 
restocking arrows (Shadbak gra-Burbug), and healing potions (Ygfa), 
which should be everything you need. Kill the Mudcrabs, repair, heal, 
respawn, repeat. Easy.

Mercantile
<---------------------------------------------------------------------->
In-game text: "Mercantile skill is the art of buying low and selling 
high. This skill guarantees lower initial prices for goods, equipment, 
and services, and improves chances of getting better deals by 
bargaining."

Details: The in-game text is fairly accurate. Mercantile skill combines
with a merchant's disposition toward your character to determine the 
initial modifier applied to an item's base value. That modified value 
becomes the initial buying or selling price. This applies to objects in
the barter menu as well as all services, including spell or training 
purchases. Additionally, you can take that initial offer and attempt to
haggle. The success chance depends on the percentage you attempt to 
haggle by, the Personality attribute, and the Mercantile skill.

Specialization: Stealth

Governing attribute: Personality

Increase: Successful Bargain (+0.3); Successful Max Bargain (+30.0)

Racial bonuses: Imperial (+10)

Classes with Mercantile as a Major Skill: Pilgrim, Rogue

Classes with Mercantile as a Minor Skill: Agent, Bard, Knight, Thief

Top Trainers: Ababael Timsar-Dadisun, Zainab Camp (Master Trainer, 
up to 100).

Books that raise Mercantile: The Buying Game; The Wolf Queen, Book IV; 
2920, Sun's Height; A Dance in Fire, Chapter 6; A Dance in Fire, 
Chapter 7.

Joinable Factions that favor Mercantile: East Empire Company, House 
Hlaalu.

Miscellaneous comments: Mercantile is supremely easy to raise. Just 
move the slider a little bit on each transaction, and it will creep up 
throughout the entire game. Note that skill increase is based on the 
percentage of the bargain. This means that selling a 3 gold item for 
4 gold will give more experience than selling a 900 gold item for 1000
gold. Note that when the UESPWiki refers to a "successful max 
bargain," this refers to either selling a single cheap item for all 
of a merchant's gold or successfully buying an expensive item for 1 
gold.

Grinding: If you want to grind Mercantile, pick a merchant with a good 
disposition toward you. Next, pick an item. Haggle him or her down a 
bit, and buy the item. Now, sell it back to them, only haggle up. You'll
probably eat some gold early on, but as the skill rises, you'll be able 
to break even and eventually profit. Remember that higher percentage 
bargains, while more likely to fail, also grant more skill experience.

Speechcraft
<---------------------------------------------------------------------->
In-game text: "Those skilled in speechcraft influence others by 
admiring, intimidating, and taunting them. Listeners are more willing to
divulge information or entrust important tasks to the skilled speaker."

Details: The in-game text is fairly accurate. There are four ways to 
attempt to persuade NPCs. Admire is the most straightforward, and when 
it succeeds, it simply raises the NPC's dispostion in a persistent 
manner. It relies on your Personality attribute, the NPC's beginning 
disposition toward your character, the NPC's own Speechcraft skill, and 
your Speechcraft skill. The second option is Intimidate. When it 
succeeds, it raises the NPC's disposition, but only until the dialogue 
box is closed. When you open it again, disposition will be substantially
lower than it was before. In addition to the above factors, Intimidate 
is also partially reliant on your Strength, as well as the NPC's. The 
third option is Taunt. Taunt will dramatically lower disposition 
whether it succeeds or fails, but only a successful series of Taunts 
will goad an NPC into attacking you. This can be desirable if you want 
to kill someone who is not hostile without incurring a bounty, as if 
they attack first, the killing is in self-defense. Taunt relies on the 
same factors as Admire. Finally, you can Bribe NPCs with 10, 100, or 
1000 gold. Bribes raise disposition permanently, like Admiring. Bribe 
success, although it raises Speechcraft skill, actually uses Mercantile 
instead of Speechcraft to calculate success chance. Of course, the size
of the bribe also matters.

Specialization: Stealth

Governing attribute: Personality

Increase: Successful Persuasion (+1.0)

Racial bonuses: Imperial (+10)

Classes with Speechcraft as a Major Skill: Agent, Bard, Healer, Knight, 
Pilgrim

Classes with Speechcraft as a Minor Skill: Acrobat, Rogue, Thief

Top Trainers: Caius Cosades, Balmora (up to 70);
Ruccia Conician, Grand Council Chambers, Ebonheart up to 75);
Skink-in-Tree's-Shade, Mages Guild, Wolverine Hall, Sadrith Mora 
(Master Trainer, up to 100).

Books that raise Speechcraft: Biography of the Wolf Queen; The Wolf 
Queen, Book V; 2920, Second Seed; The Wolf Queen, Book VII; 36 Lessons 
of Vivec, Sermon 27.

Joinable Factions that favor Speechcraft: Blades, East Empire Company, 
House Hlaalu, Imperial Cult, Twin Lamps

Miscellaneous comments: Speechcraft is supremely easy to raise. Just 
persuade everybody you need to deal with to 100 disposition, and it 
will max in a jiffy. Alternatively, taunt anybody who doesn't serve a 
purpose into attacking you, and raise your weapon skills to boot! If 
you need to buy anything at all from anyone, having their disposition 
at 100 will help immensely.

Grinding: If you want to grind Speechcraft, pick literally any NPC. 
Move the dialogue box so that Persuade shows up right underneath Admire.
Click the mouse many, many times and watch your Speechcraft soar.

Hand-to-Hand
<---------------------------------------------------------------------->
In-game text: "Hand-to-hand skill is the martial art of unarmed combat. 
Hand-to-hand attacks damage only the fatigue of a standing opponent, but
hand-to-hand attacks damage health when a target has been knocked 
unconscious by fatigue loss."

Details: The in-game text is actually spot-on. If you want to kill 
things hand-to-hand, you'll have to drain away their fatigue first. It's
actually more viable than it sounds-as you whittle away their fatigue, 
they become almost incapable of hitting you, and once they're knocked 
down, they're helpless. Interestingly, Hand-to-Hand is not classed as a 
normal weapon, so it does full damage to undead and werewolves. 

Specialization: Stealth

Governing attribute: Speed

Increase: Successful Attack (+1.0)

Racial bonuses: Imperial, Khajiit (+5)

Classes with Hand-to-Hand as a Major Skill: Healer, Monk, Rogue

Classes with Hand-to-Hand as a Minor Skill: Acrobat, Crusader, 
Pilgrim, Thief

Top Trainers: Caius Cosades, Balmora (up to 70);
Taren Omothan, Holamayan Monastery (Master Trainer, up to 100).

Books that raise Hand-to-Hand: The Prayers of Baranat; The Wolf Queen, 
Book II; Charwich-Koniinge, Volume 2; Charwich-Koniinge, Volume 4; 
Master Zoaraym's Tale.

Joinable Factions that favor Hand-to-Hand: Quarra Clan

Miscellaneous comments: Hand-to-Hand increases at the same rate as most
of the other weapon skills. Of course, you're not using a weapon. 
There is at least one quest that requires you to win a Hand-to-Hand 
match, but because the damage of your firsts is so low, it is never more
than a backup option.

Grinding: If you want to grind Hand-to-Hand, you just need to punch 
things. I will actually suggest sticking with the Pelagiad option, as 
the Mudcrabswill take plenty of hits to drop at high difficulty, 
and trying to grind on anything stronger would be quite difficult, 
especially at low levels. Pelagiad, of course, gives you restocking 
healing potions (Ygfa), which should be everything you need. Kill the 
Mudcrabs, heal, respawn, repeat. Easy.

Leveling							{CHR005}
o======================================================================o
Morrowind and Oblivion share the same leveling system. In order to gain 
a level, you must get a total of 10 increases across your major and 
minor skills. When you gain a level, two things happen. First, your 
maximum Health increases by 10% of your Endurance. Second, you get to 
raise three of your attributes, by a value between 1 and 5. I'll discuss
how those multipliers are calculated in a moment, but Morrowind gave 
birth to the idea of "efficient leveling." Essentially, you either want 
to get three 5x multipliers (if you don't care to raise Luck) or two 5x 
multipliers if you do. In Oblivion, it is vital to do this with minimal 
"wasted" skill increases. You have more wiggle room in Morrowind due to 
the higher number of skills. Morrowind also doesn't suffer from 
Oblivion's level scaling problem. That's why so many things are freely 
usable at the outset. Still, I don't see why you wouldn't want to get 
the most out of each level up, at least in terms of getting +5/+5/+1 
each time.

Attribute multipliers depend on which skills you have increased for the 
duration of the current level. It is vital to note that miscellaneous 
skill increases *do* add to attribute multipliers, despite not 
contributing to the level up. To understand what will get a multiplier, 
you need to examine the relationship between a skill and its governing 
attribute. For instance, if you raise Acrobatics while level 2, you'll 
get a multiplier to Strength whenever you advance to level 3. Luck can 
never get a multiplier, because it governs no skills. The amount of the 
multiplier depends on the number of skill increases. You can accrue the 
multiplier from any combination of skills that share a governing 
attribute, and the amount of the multiplier is calculated as follows:
1-4 skill increases: 2x
5-7 skill increases: 3x
8-9 skill increases: 4x
10+ skill increases: 5x

The most efficient way to level, then, is to have a 10 point increase in
your miscellaneous skills for the first attribute you want to raise, and
then get the 10 points for the actual level up inside your major and 
minor skills for the second attribute you want to raise. Although I 
don't know why you'd ignore Luck, if you prefer, you can go for a third
5x multiplier, which should also come from your miscellaneous skills. 
Timing is important, however. When you achieve that 10th skill increase,
a message will appear that "You should rest and meditate on what you've 
learned." At that point, the multipliers for the level up are locked in,
and any further skill increases will contribute to multipliers for the 
next level up.

The maximum level for a given character varies depending on how their 
major and minor skills are configured. While I'll discuss this more in 
the Optimized Build section below, the maximum level is 78, with one
caveat. If you commit a crime and go to jail for it, three random skills
will decrease. You can theoretically go to jail many times, trying to 
get major or minor skills to decrease. New skill gains after such a 
decrease will contribute to further levels.

There is also one bug that you should be aware. When attempting to raise
an attribute from 95 to 100, sometimes the game fails to give you the 
multiplier you've earned. I play on PC, and I usually fix this with the 
console and a clean conscience. If this happens to you on Xbox, your 
only recourse is to stop at a 4x multiplier (raising the attribute to 
99) and finishing it off at the next level. You have enough cushion 
levels that this shouldn't be a problem, but make sure you keep a backup
save every time you level up in case you need to tweak your plan.

Races								{CHR006}
o======================================================================o
Now, we get to the part where actual choices begin to be made. Every 
character can eventually get 100 in all skills and 100 in all 
attributes, but you can only be one of the ten races. You have to make 
this choice at the very beginning, after choosing your name. You will 
concurrently choose your sex and your appearance. I'll lead with a 
discussion of what does and doesn't matter in race selection, along with 
all the different ways it can effect your games, before giving the 
details for each choice.

A note about sex: there are very, very few differences in the game 
based on sex. A few quests proceed differently depending on whether 
you're male or female, but those are few and far between and are always 
amiable to multiple solutions. The biggest difference is your starting 
attributes.

Each of the ten races has bonuses to certain skills. This is fairly 
irrelevant, since everyone can eventually get all skills to 100. 
However, if you're in pursuit of the maximum level, you should do your 
best to keep any skills with a racial bonus outside your majors and 
minors. The absolute floor is 30 for major skills and 15 for minor 
skills, which allows you to reach level 78 and get 5 increases toward 
level 79. Those 5 points are all the wiggle room you have if maximum 
level is important to you, so racial bonuses can cheat you out of a few
levels if you aren't careful. Skill bonuses are identical regardless of
the sex you choose.

Each race also has a different set of starting attributes, somewhere 
between 30 and 50 for each. These do vary based on sex. The only truly 
relevant consideration here is Endurance. A higher starting Endurance 
means more health at the end, so if you're going max Health or bust, you
should pick something that has that 50 point base.

Every race has a few special chracteristics that make it unique. I'll 
discuss those in the detailed segments below. They fall into three 
categories. A Spell is just what it sounds like-a spell you get in 
your magic menu from the start. A Power is like a spell, except it has 
no Magicka cost and can instead be used once every 24 in-game hours. 
Finally, an Ability is a passive bonus that is always active. 
Generally, it should be obvious that good Abilities are the most useful.
Be aware, that the two "beast races" (Argonian and Khajiit) can't wear 
certain helmets and can't wear boots at all. This is a *huge* drawback, 
enough to pretty much eliminate them from serious consideration.

Finally, out in the game world, you get an automatic 5 point disposition
boost with all members of the same race. This is a (weak) argument in 
favor of being a Dark Elf, because despite the repeated statements that 
they hate outland Dunmer, the Dunmer of Vvardenfell still give you the 
same 5-point disposition boost, and they dramatically outnumber all 
other races.

I'll be pretty clinical about my personal race choice, but I will say 
that the lore and storyline make a compelling case for choosing a Dark 
Elf. If you're not so concerned about min/maxing, I wouldn't blame you 
for a second if you did that. Without further ado, the races:

Argonian
<---------------------------------------------------------------------->
In-game text: "At home in water and on land, the Argonians of Black 
Marsh are well-suited to the treacherous swamps of their homeland, with 
natural immunities protecting them from disease and poison. The female 
life-phase is highly intelligent, and gifted in the magical arts. The 
more aggressive male phase has the traits of the hunter: stealth, 
speed, and agility. Argonians are reserved with strangers, yet fiercely 
loyal to those they accept as friends. Like the Khajiit, Argonians are 
limited to some headgear and no footwear."

Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower; 
50 Agility; 50 Speed; 30 Endurance; 30 Personality; 40 Luck

Base Attributes, Female: 40 Strength; 50 Intelligence; 40 Willpower; 
40 Agility; 40 Speed; 30 Endurance; 30 Personality; 40 Luck

Skill Bonuses: +15 Athletics; +5 Alchemy; +5 Illusion; +5 Medium Armor; 
+5 Mysticism; +5 Spear; +5 Unarmored

Specials: Spell-Water Breathing 120 Seconds on Self, Cost: 5 Points
Ability: Resist Poison 100%
Ability: Resist Common Disease 75%

Discussion: In this game, Argonians just suck. Both sexes start with 30 
Endurance, nerfing your health pool in those tender early levels. They 
don't have any Magicka multiplier to make up for it, either. Their Water
Breathing spell can be replicated as soon as you get to a spellmaker, 
and the resistance to Common Disease becomes irrelevant fairly early in 
the Main Quest (spoiler-you become immune to all diseases). Their only 
really beneficial ability is the innate Resistance to Poison, but that's
not enough to overcome the huge drawback that is the inability to wear 
any kind of boots. I don't recommend this race at all.

Breton
<---------------------------------------------------------------------->
In-game text: "Passionate and eccentric, poetic and flamboyant, 
intelligent and willful, the Bretons feel an inborn, instinctive bond 
with the mercurial forces of magic and the supernatural. Many great 
sorcerers have come out of their home province of High Rock, and in 
addition to their quick and perceptive grasp of spellcraft, 
enchantment, and alchemy, even the humblest of Bretons can boast a high 
resistance to destructive and dominating magical energies."

Base Attributes, Male: 40 Strength; 50 Intelligence; 50 Willpower; 
30 Agility; 30 Speed; 30 Endurance; 40 Personality; 40 Luck

Base Attributes, Female: 30 Strength; 50 Intelligence; 50 Willpower; 
30 Agility; 40 Speed; 30 Endurance; 40 Personality; 40 Luck

Skill Bonuses: +10 Conjuration; +10 Mysticism; +10 Restoration; 
+5 Alchemy; +5 Alteration; +5 Illusion

Specials: Power-Dragon Skin-Shield 50 Points for 60 Seconds on Self
Ability: Resist Magicka 50%
Ability: Fortify Maximum Magicka 0.5x Intelligence (50% extra Magicka)

Discussion: As Haeravon himself said before me, somebody at Bethesda 
loves Bretons. They've been a great choice in Morrowind, Oblivion, and 
Skyrim. While both sexes start with 30 Endurance, they more than make 
up for that with their two abilities. They're one of the two races that 
get a Magicka multiplier, which makes them a compelling choice all by 
itself. Their innate 50% resistance to Magicka makes them beastly, but 
it should be noted that, unlike Oblivion and Skyrim, Resist Magicka is 
a separate effect than elemental resistance. It covers all 
non-elemental offensive magic, but does nothing to the four elements of 
Fire, Frost, Poison, and Shock. It also does nothing against Paralyze, 
Silence, or any other effects with no magnitude. The only reason I 
prefer High Elves, in spite of their weaknesses, is that they have 
better maximum Magicka. Bretons are a great choice if you're scared off 
by the High Elf's weaknesses.

Dark Elf
<---------------------------------------------------------------------->
In-game text: "In the Empire, "Dark Elves" is the common usage, but in 
their Morrowind homeland, they call themselves the "Dunmer". The 
dark-skinned, red-eyed Dark Elves combine powerful intellect with 
strong and agile physiques, producing superior warriors and sorcerers. 
On the battlefield, Dark Elves are noted for their skilled and balanced 
integration of swordsmen, marksmen, and war wizards. In character, they 
are grim, distrusting, and disdainful of other races."

Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower; 
40 Agility; 50 Speed; 40 Endurance; 30 Personality; 40 Luck

Base Attributes, Female: 40 Strength; 40 Intelligence; 30 Willpower; 
40 Agility; 50 Speed; 30 Endurance; 40 Personality; 40 Luck

Skill Bonuses: +5 Long Blade; +10 Destruction; +5 Light Armor; 
+5 Athletics; +5 Mysticism; +5 Marksman; +10 Short Blade

Specials: Power-Ancestor Guardian-Sanctuary 50 points for 60 seconds on
Self
Ability: Resist Fire 75%

Discussion: Dark Elves arent bad, but they aren't great either. Both 
sexes start with 40 Endurance, so while Health isn't nerfed, it isn't 
stellar either. The lack of a Magicka multiplier makes this an even 
bigger drawback. The 75% resistance to fire is undeniably useful, but 
pales in comparison to the 50% resistance to *everything* enjoyed by a 
Breton. There's more elemental diversity in Morrowind than SKyrim (in 
addition to fire, frost, and shock, you must also contend with poison 
and direct magic damage), so single-element resistance is less useful. 
One side benefit is that there are way more Dark Elves than any other 
race in the game, so you get a tangible (but minor) benefit in the 5 
point disposition boost with all of them. The most compelling argument 
in favor of choosing a Dark Elf is the storyline/lore aspect. If that 
speaks to you, go for it. You'll be fine.

High Elf
<---------------------------------------------------------------------->
In-game text: "The High Elves consider themselves the most civilized 
culture of Tamriel; the common tongue of the Empire, Tamrielic, is 
based on Altmer speech and writing, and most of the Empire's arts, 
crafts, and sciences derive from High Elven traditions. Deft, 
intelligent, and strong-willed, High Elves are often gifted in the 
arcane arts, and High Elves boast that their sublime physical natures 
make them far more resistant to disease than the 'lesser races.'"

Base Attributes, Male: 30 Strength; 50 Intelligence; 40 Willpower; 
40 Agility; 30 Speed; 40 Endurance; 40 Personality; 40 Luck

Base Attributes, Female: 30 Strength; 50 Intelligence; 40 Willpower; 
40 Agility; 40 Speed; 30 Endurance; 40 Personality; 40 Luck

Skill Bonuses: +10 Destruction; +10 Enchant; +10 Alchemy; 
+5 Alteration; +5 Conjuration; +5 Illusion

Specials: Ability-Resist Common Disease-75%
Ability: Weakness to Shock 25%
Ability: Weakness to Frost 25%
Ability: Weakness to Fire 50%
Ability: Weakness to Magicka 50%
Ability: Fortify Maximum Magicka 1.5x Intelligence (150% more Magicka)

Discussion: I always play a High Elf. A male starts with 40 Endurance, 
so while there's no Health boost, it isn't nerfed either. This is more 
than compensated for by their giant Magicka multiplier. Triple that of 
the Breton, it makes them the uncontested winners in the race for maxed 
Magicka. The disease resistance is irrelevant thanks to the Main Quest. 
The other issue, of course, is their slew of weaknesses. Many people 
find this offputting, and I don't blame them for that. However, note 
that pursuing maximum Magicka entails taking the Atronach birthsign for
its second Magicka multiplier. The Atronach confers 50% innate Spell 
Absorption. This is more than enough to make up for the Shock and Frost 
weaknesses, and is sufficient to make the Fire and Magicka weaknesses a 
wash. The bottom line, for me, is that a male High Elf Atronach has his 
weaknesses cancelled and has-by far-the most Magicka in the game. This 
is what I recommend.

Imperial
<---------------------------------------------------------------------->
In-game text: "The well-educated and well-spoken native of Cyrodiil are 
known for the discipline and training of their citizen armies. Though 
physically less imposing than the other races, Imperials are shrewd 
diplomats and traders, and these traits, along with their remarkable 
skill and training as light infantry, have enabled them to subdue all 
the other nations and races, and to have erected the monument to peace 
and prosperity that comprises the Glorious Empire."

Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower; 
30 Agility; 40 Speed; 40 Endurance; 50 Personality; 40 Luck

Base Attributes, Female: 40 Strength; 40 Intelligence; 40 Willpower; 
30 Agility; 30 Speed; 40 Endurance; 50 Personality; 40 Luck

Skill Bonuses: +10 Speechcraft; +10 Mercantile; +10 Long Blade; 
+5 Blunt Weapon; +5 Light Armor; +5 Hand-to-Hand

Specials: Power-Star of the West-Absorb Fatigue 200 points on Target
Power-Voice of the Emperor-Charm 25 to 50 Points for 15 seconds on 
Target

Discussion: Imperials...meh. No innate abilities, coupled with middling 
Endurance for both sexes, means there's nothing compelling here. They 
also have no serious drawbacks, but is that really an argument to take 
them when you could pick a race that actually helps you? Powers are less
useful in Morrowind than in later games thanks to spellmaking, but with 
that said, Star of the West is actually quite good, and Voice of the 
Emperor has its uses as well. I wouldn't use them, but if you do, you 
won't be actively hurting yourself like with Argonians or Khajiit.

Khajiit
<---------------------------------------------------------------------->
In-game text: "The Khajiit of Elsweyr can vary in appearance from 
nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. 
The most common breed found in Morrowind, the suthay-raht, is 
intelligent, quick, and agile. Khajiit of all breeds have a weakness 
for sweets, especially the drug known as skooma. Many Khajiit disdain 
weapons in favor of their natural claws. They make excellent thieves 
due to their natural agility and unmatched acrobatics ability."

Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower; 
50 Agility; 40 Speed; 30 Endurance; 40 Personality; 40 Luck

Base Attributes, Female: 30 Strength; 40 Intelligence; 30 Willpower; 
50 Agility; 40 Speed; 40 Endurance; 40 Personality; 40 Luck

Skill Bonuses: +15 Acrobatics; +5 Athletics; +5 Hand-to-Hand; 
+5 Light Armor; +5 Security; +5 Short Blade; +5 Sneak

Specials: Spell-Eye of Night-Night Eye 50 points for 30 seconds on Self
Power-Eye of Fear-Demoralize Humanoid 100 points for 30 seconds on 
Target

Discussion: Khajiit are, for my money, the worst race you could choose. 
Nerfed to middling Endurance, no innate abilities at all, relatively 
useless powers, and the equipment drawbacks of a beast race, all in one 
massively disadvantaged package. Just don't go this route. Even 
Argonians have one good ability.

Nord
<---------------------------------------------------------------------->
In-game text: "The citizens of Skyrim are aggressive and fearless in 
war, industrious and enterprising in trade and exploration. Strong, 
stubborn, and hardy, Nords are famous for their resistance to cold, 
even magical frost. Violence is an accepted and comfortable aspect of 
Nord culture; Nords of all classes are skilled with a variety of weapon 
and armor styles, and they cheerfully face battle with an ecstatic 
ferocity that shocks and appalls their enemies."

Base Attributes, Male: 50 Strength; 30 Intelligence; 40 Willpower; 
30 Agility; 40 Speed; 50 Endurance; 30 Personality; 40 Luck

Base Attributes, Female: 50 Strength; 30 Intelligence; 50 Willpower; 
30 Agility; 40 Speed; 40 Endurance; 30 Personality; 40 Luck

Skill Bonuses: +10 Axe; +10 Blunt Weapon; +10 Medium Armor; 
+5 Heavy Armor; +5 Long Blade; +5 Spear

Specials: Power-Thunder Fist-Frost Damage 25 Points on Touch
Power-Woad-Shield 30 Points for 60 Seconds on Self
Ability-Resist Shock 50%
Ability-Resist Frost 100%

Discussion: If you want maximum Health and don't care about Magicka, 
Nords, along with Orcs, are terrific choices. A male Nord has that 
critical 50 Endurance for maximizing Health. Although there's no 
Magicka multiplier, Nords have great abilities. Innate 50% Shock 
resistance coupled with innate *immunity* to Frost is nothing short of 
outstanding. Orcs are also pretty fantastic if you want max Health, but 
I think the magnitude of the Nord's two resistances edges out the 25% 
non-elemental magic resistance enjoyed by the Orc. Although less 
relevant, the Orc power is useless, whereas the Nord's two are each 
modestly beneficial. You might disagree, and you'll do just fine either 
way. It should be said that Nords and Orcs dramatically outclass the 
third maximum Health option-the Redguard. Their resistances to poison 
and disease are far less useful. 

Orc
<---------------------------------------------------------------------->
In-game text: "These sophisticated barbarian beast peoples of the 
Wrothgarian and Dragontail Mountains are noted for their unshakeable 
courage in war and their unflinching endurance of hardships. Orc 
warriors in heavy armor are among the finest front-line troops in the 
Empire. Most Imperial citizens regard Orc society as rough and cruel, 
but there is much to admire in their fierce tribal loyalties and 
generous equality of rank and respect among the sexes."

Base Attributes, Male: 45 Strength; 30 Intelligence; 50 Willpower; 
35 Agility; 30 Speed; 50 Endurance; 30 Personality; 40 Luck

Base Attributes, Female: 45 Strength; 40 Intelligence; 45 Willpower; 
35 Agility; 30 Speed; 50 Endurance; 25 Personality; 40 Luck

Skill Bonuses: +10 Armorer; +10 Block; +10 Heavy Armor;
+10 Medium Armor; +5 Axe

Specials: Ability-Resist Magicka 25%
Power-Berserk:
-Fortify Health 20 points for 60 seconds on Self
-Fortify Fatigue 200 points for 60 seconds on Self
-Fortify Attack 100 points for 60 seconds on Self
-Drain Agility 100 points for 60 seconds on Self

Discussion: If you want maximum Health and don't care about Magicka, 
Orcs, along with Nords, are great choices. Both sexes start with that 
critical 50 Endurance. Orcs also begin with a 25% resistance to 
non-elemental Magic (so long as it has a magnitude). While this is 
half of what a Breton's is, it is still pretty compelling. Nords get 
50% shock resistance and outright immunity to Frost. I think that just 
edges the Orc, but you may disagree, and you'll do fine with either 
choice. It should be noted, however, that the Drain Agility aspect of 
the Berserk power makes it worse than useless. Draining Agility to 0 
destroys your dodge chance and your stagger resistance. This means that 
the first swing your enemy takes will almost certainly hit you, and it's 
guaranteed to knock you down, making you helpless even with all of 
those nice-looking buffs. While Powers don't matter much anyway, the 
Nord's two are both actually beneficial. I would still recommend a 
Breton or High Elf, but if you're positive you don't want to use magic 
at all, a Nord or an Orc becomes the better choice.

Redguard
<---------------------------------------------------------------------->
In-game text: "The most naturally talented warriors in Tamriel, the 
dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, 
though their pride and fierce independence of spirit makes them more 
suitable as scouts or skirmishers, or as free-ranging heroes and 
adventurers, than as rank-and-file soldiers. In addition to their 
cultural affinities for many weapon and armor styles, Redguards are 
also physically blessed with hardy constitutions and quickness of 
foot."

Base Attributes, Male: 50 Strength; 30 Intelligence; 30 Willpower; 
40 Agility; 40 Speed; 50 Endurance; 30 Personality; 40 Luck

Base Attributes, Female: 40 Strength; 30 Intelligence; 30 Willpower; 
40 Agility; 40 Speed; 50 Endurance; 40 Personality; 40 Luck

Skill Bonuses: +15 Long Blade; +5 Athletics; +5 Axe; +5 Blunt Weapon; 
+5 Heavy Armor; +5 Medium Armor; +5 Short Blade

Specials: Power-Adrenaline Rush:
-Fortify Agility 50 points for 60 seconds on Self
-Fortify Endurance 50 points for 60 seconds on Self
-Fortify Speed 50 points for 60 seconds on Self
-Fortify Strength 50 points for 60 seconds on Self
-Fortify Health 25 points for 60 seconds on Self
Ability-Resist Poison 75%
Ability-Resist Common Disease 75%

Discussion: With 50 Endurance for both sexes, Redguards can attain the 
Health maximum, along with Orcs and Nords. Additionally, they have what 
is indisputably the best Power of all the races. However, Powers are, 
as I've mentioned, fairly irrelevant, given their limitation to one use 
per day. Redguards also possess two modestly beneficial abilities. The 
disease resistance becomes irrelevant thanks to the Main Quest, and the 
Poison resistance is just thoroughly outclassed by the resistances 
granted to Nords or Orcs. Redguards will do just fine, but if you're 
playing for maximum Health, I'd recommend a Nord instead.

Wood Elf
<---------------------------------------------------------------------->
In-game text: "The Wood Elves are the various barbarian Elven clanfolk 
of the Western Valenwood forests. These country cousins of the High 
Elves and Dark Elves are nimble and quick in body and wit, and because 
of their curious natures and natural agility, Wood Elves are especially 
suitable as scouts, agents, and thieves. But most of all, the Wood 
Elves are known for their skills with bows; there are no finer archers 
in all of Tamriel."

Base Attributes, Male: 30 Strength; 40 Intelligence; 30 Willpower; 
50 Agility; 50 Speed; 30 Endurance; 40 Personality; 40 Luck

Base Attributes, Female: 30 Strength; 40 Intelligence; 30 Willpower; 
50 Agility; 50 Speed; 30 Endurance; 40 Personality; 40 Luck

Skill Bonuses: +15 Marksman; +10 Sneak; +10 Light Armor; 
+5 Alchemy; +5 Acrobatics

Specials: Power-Beast Tongue-Command Creature 5 points for 600 seconds
Ability-Resist Common Disease 75%

Discussion: With 30 Endurance for both sexes, no Magicka multiplier, and
fairly useless abilities, there's little to recommend Wood Elves. Their 
Power is worthless, and their disease resistance is irrelevant thanks to
the Main Quest. They're better than Argonians and Khajiit, but that's 
not saying much. Pick a race that actually helps you out.

Classes								{CHR007}
o======================================================================o
There are several elements that define the classes in Morrowind. At the 
outset, let me just say this: the predefined classes all suck. I'll 
list their details below, but there is never a reason to use one of 
them instead of a custom class.

Classes are defined by a specialization, favored attributes, major 
skills, and minor skills. 

The specialization is the first element. There are three 
specializations-Combat, Magic, and Stealth. Each one covers 9 of the 27 
skills in the game. Skills within your specialization each receive a 5 
point bonus. They also level faster than skills outside that 
specialization. Your specialization can vary based on your racial skill 
bonuses. If you're going for maximum level, you need to keep most of 
your specialized skills in the miscellaneous category.

Each class has two favored attributes. These attributes receive a 10 
point bonus beyond their base racial values. That's all. I'll note 
here, and again below, that there's no good reason to choose favored 
attributes that aren't Endurance and Luck.

Finally, each class is primarily defined by its array of major and 
skills. Major skills receive a 25 point bonus, and level faster than 
all others. Minor skills receive a 10 point bonus, and level faster 
than miscellaneous skills, including those inside a specialization. 
Skill growth bonuses from specialization and major/minor *are* 
cumulative, so a major skill from your specialization will get the 
largest possible growth bonus, while a miscellaneous skill outside 
your specialization levels the most slowly. The problem is that each 
class tends to be too specialized, making it difficult to get the right 
attribute multipliers when you need them. There is more detail in the 
Optimized Build section below, but these are my objectives in creating 
a class:

i) Avoid major or minor skills with a specialization or racial bonus, 
so that your maximum level remains at 78. You have exactly 5 points of 
wiggle room here.

ii) Try to have at least one skill governed by each attribute somewhere 
in your majors and minors. Likewise, try to ensure at least one remains 
miscellaneous. This makes it easy to level efficiently.

iii) On a similar note, try to make sure anything you need to freely use
doesn't factor into your efficient leveling plan. I have a critical need 
to Sneak the entire game, so I make sure I never need Sneak for 
anything else, like character levels or Agility multipliers. Likewise, I 
highly recommend making sure you keep Unarmored and Athletics freely 
usable. No one likes walking, sometimes you have to swim, and you're 
going to take some hits before you find a full suit of armor. Finally, 
make sure you have at least one freely usable actual armor type, and a 
freely usable way to kill things. The Optimized Build below will 
discuss, in detail, how I actually achieve all of these goals.

None of the preset classes come close to achieving the objectives laid 
out above. You may want to answer Socucius Ergalla's questions for 
character creation once, just for the novelty of it. After that, I 
cannot emphasize the need for a custom class strongly enough. Even if 
you aren't a powergamer, and you're all about roleplaying, I guarantee
you can come up with a custom class that better suits your needs.
Nonetheless, for your edification, I have listed the features of the 
game's 21 preset classes below.

Acrobat
<---------------------------------------------------------------------->
In-game text: "Acrobat is a polite euphemism for agile burglars and 
second-story men. These thieves avoid detection by stealth, and rely on 
mobility and cunning to avoid capture."

Specialization: Stealth

Favored Attributes: Agility, Endurance

Major Skills: Acrobatics, Athletics, Marksman, Sneak, Unarmored

Minor Skills: Speechcraft, Alteration, Spear, Hand-to-Hand, Light Armor

Agent
<---------------------------------------------------------------------->
In-game text: "Agents are operatives skilled in deception and 
avoidance, but trained in self-defense and the use of deadly force. 
Self-reliant and independent, agents devote themselves to personal 
goals, or to various patrons or causes."

Specialization: Stealth

Favored Attributes: Personality, Agility

Major Skills: Speechcraft, Sneak, Acrobatics, Light Armor, Short Blade

Minor Skills: Mercantile, Conjuration, Block, Unarmored, Illusion

Archer
<---------------------------------------------------------------------->
In-game text: "Archers are fighters specializing in long-range combat 
and rapid movement. Opponents are kept at distance by ranged weapons 
and swift maneuver, and engaged in melee with sword and shield after 
the enemy is wounded and weary."

Specialization: Combat

Favored Attributes: Agility, Strength

Major Skills: Marksman, Long Blade, Block, Athletics, Light Armor

Minor Skills: Unarmored, Spear, Restoration, Sneak, Medium Armor

Assassin
<---------------------------------------------------------------------->
In-game text: "Assassins are killers who rely on stealth and mobility 
to approach victims undetected. Execution is with ranged weapons or 
with short blades for close work. Assassins include ruthless murderers 
and principled agents of noble causes."

Specialization: Stealth

Favored Attributes: Speed, Intelligence

Major Skills: Sneak, Marksman, Light Armor, Short Blade, Acrobatics

Minor Skills: Security, Long Blade, Alchemy, Block, Athletics

Barbarian
<---------------------------------------------------------------------->
In-game text: "Barbarians are the proud, savage warrior elite of the 
plains nomads, mountain tribes, and sea reavers. They tend to be brutal 
and direct, lacking civilized graces, but they glory in heroic feats, 
and excel in fierce, frenzied single combat."

Specialization: Combat

Favored Attributes: Strength, Speed

Major Skills: Axe, Medium Armor, Blunt Weapon, Athletics, Block

Minor Skills: Acrobatics, Light Armor, Armorer, Marksman, Unarmored

Bard
<---------------------------------------------------------------------->
In-game text: "Bards are loremasters and storytellers. They crave 
adventure for the wisdom and insight to be gained, and must depend on 
sword, shield, spell and enchantment to preserve them from the perils 
of their educational experiences."

Specialization: Stealth

Favored Attributes: Personality, Intelligence

Major Skills: Speechcraft, Alchemy, Acrobatics, Long Blade, Block

Minor Skills: Mercantile, Illusion, Medium Armor, Enchant, Security

Battlemage
<---------------------------------------------------------------------->
In-game text: "Battlemages are wizard-warriors, trained in both lethal 
spellcasting and heavily armored combat. They sacrifice mobility and 
versatility for the ability to supplement melee and ranged attacks with 
elemental damage and summoned creatures."

Specialization: Magic

Favored Attributes: Intelligence, Strength

Major Skills: Alteration, Destruction, Conjuration, Axe, Heavy Armor

Minor Skills: Mysticism, Long Blade, Marksman, Enchant, Alchemy

Crusader
<---------------------------------------------------------------------->
In-game text: "Any heavily armored warrior with spellcasting powers and 
a good cause may call himself a Crusader. Crusaders do well by doing 
good. They hunt monsters and villains, making themselves rich by 
plunder as they rid the world of evil."

Specialization: Combat

Favored Attributes: Agility, Strength

Major Skills: Blunt Weapon, Long Blade, Destruction, Heavy Armor, Block

Minor Skills: Restoration, Armorer, Hand-to-Hand, Medium Armor, Alchemy

Healer
<---------------------------------------------------------------------->
In-game text: "Healers are spellcasters who swear solemn oaths to heal 
the afflicted and cure the diseased. When threatened, they defend 
themselves with reason and disabling attacks and magic, relying on 
deadly force only in extremity."

Specialization: Magic

Favored Attributes: Willpower, Personality

Major Skills: Restoration, Mysticism, Alteration, Hand-to-Hand, 
Speechcraft

Minor Skills: Illusion, Alchemy, Unarmored, Light Armor, Blunt Weapon

Knight
<---------------------------------------------------------------------->
In-game text: "Of noble birth, or distinguished in battle or tourney, 
knights are civilized warriors, schooled in letters and courtesy, 
governed by the codes of chivalry. In addition to the arts of war, 
knights study the lore of healing and enchantment."

Specialization: Combat

Favored Attributes: Strength, Personality

Major Skills: Long Blade, Axe, Speechcraft, Heavy Armor, Block

Minor Skills: Restoration, Mercantile, Medium Armor, Enchant, Armorer

Mage
<---------------------------------------------------------------------->
In-game text: "Most mages claim to study magic for its intellectual 
rewards, but they also often profit from its practical applications. 
Varying widely in temperament and motivation, mages share but one thing 
in common - an avid love of spellcasting."

Specialization: Magic

Favored Attributes: Intelligence, Willpower

Major Skills: Mysticism, Destruction, Alteration, Illusion, Restoration

Minor Skills: Enchant, Alchemy, Unarmored, Short Blade, Conjuration

Monk
<---------------------------------------------------------------------->
In-game text: "Monks are students of the ancient martial arts of 
hand-to-hand combat and unarmored self defense. Monks avoid detection 
by stealth, mobility, and Agility, and are skilled with a variety of 
ranged and close-combat weapons."

Specialization: Stealth

Favored Attributes: Agility, Willpower

Major Skills: Hand-to-Hand, Unarmored, Athletics, Acrobatics, Sneak

Minor Skills: Block, Marksman, Light Armor, Restoration, Blunt Weapon

Nightblade
<---------------------------------------------------------------------->
In-game text: "Nightblades are spellcasters who use their magics to 
enhance mobility, concealment, and stealthy close combat. They have a 
sinister reputation, since many nightblades are thieves, enforcers, 
assassins, or covert agents."

Specialization: Magic

Favored Attributes: Willpower, Speed

Major Skills: Mysticism, Illusion, Alteration, Sneak, Short Blade

Minor Skills: Light Armor, Unarmored, Destruction, Marksman, Security

Pilgrim
<---------------------------------------------------------------------->
In-game text: "Pilgrims are travellers, seekers of truth and 
enlightenment. They fortify themselves for road and wilderness with 
arms, armor, and magic, and through wide experience of the world, they 
become shrewd in commerce and persuasion."

Specialization: Stealth

Favored Attributes: Personality, Endurance

Major Skills: Speechcraft, Mercantile, Marksman, Restoration, 
Medium Armor

Minor Skills: Illusion, Hand-to-Hand, Short Blade, Block, Alchemy

Rogue
<---------------------------------------------------------------------->
In-game text: "Rogues are adventurers and opportunists with a gift for 
getting in and out of trouble. Relying variously on charm and dash, 
blades and business sense, they thrive on conflict and misfortune, 
trusting to their luck and cunning to survive."

Specialization: Combat

Favored Attributes: Speed, Personality

Major Skills: Short Blade, Mercantile, Axe, Light Armor, Hand-to-Hand

Minor Skills: Block, Medium Armor, Speechcraft, Athletics, Long Blade

Scout
<---------------------------------------------------------------------->
In-game text: "Scouts rely on stealth to survey routes and opponents, 
using ranged weapons and skirmish tactics when forced to fight. By 
contrast with barbarians, in combat scouts tend to be cautious and 
methodical, rather than impulsive."

Specialization: Combat

Favored Attributes: Speed, Endurance

Major Skills: Sneak, Long Blade, Medium Armor, Athletics, Block

Minor Skills: Marksman, Alchemy, Alteration, Light Armor, Unarmored

Sorcerer
<---------------------------------------------------------------------->
In-game text: "Though spellcasters by vocation, sorcerers rely most on 
summonings and enchantments. They are greedy for magic scrolls, rings, 
armor and weapons, and commanding undead and Daedric servants gratifies 
their egos."

Specialization: Magic

Favored Attributes: Intelligence, Endurance

Major Skills: Enchant, Conjuration, Mysticism, Destruction, Alteration

Minor Skills: Illusion, Medium Armor, Heavy Armor, Marksman, Short Blade

Spellsword
<---------------------------------------------------------------------->
In-game text: "Spellswords are spellcasting specialists trained to 
support Imperial troops in skirmish and in battle. Veteran spellswords 
are prized as mercenaries, and well-suited for careers as adventurers 
and soldiers-of-fortune."

Specialization: Magic

Favored Attributes: Willpower, Endurance

Major Skills: Block, Restoration, Long Blade, Destruction, Alteration

Minor Skills: Blunt Weapon, Enchant, Alchemy, Medium Armor, Axe

Thief
<---------------------------------------------------------------------->
In-game text: "Thieves are pickpockets and pilferers. Unlike robbers, 
who kill and loot, thieves typically choose stealth and subterfuge over 
violence, and often entertain romantic notions of their charm and 
cleverness in their acquisitive activities."

Specialization: Stealth

Favored Attributes: Speed, Agility

Major Skills: Security, Sneak, Acrobatics, Light Armor, Short Blade

Minor Skills: Marksman, Speechcraft, Hand-to-Hand, Mercantile, Athletics

Warrior
<---------------------------------------------------------------------->
In-game text: "Warriors are the professional men-at-arms, soldiers, 
mercenaries, and adventurers of the Empire, trained with various 
weapons and armor styles, conditioned by long marches, and hardened by 
ambush, skirmish, and battle."

Specialization: Combat

Favored Attributes: Strength, Endurance

Major Skills: Long Blade, Medium Armor, Heavy Armor, Athletics, Block

Minor Skills: Armorer, Spear, Marksman, Axe, Blunt Weapon

Witchhunter
<---------------------------------------------------------------------->
In-game text: "Witchhunters are dedicated to rooting out and destroying 
the perverted practices of dark cults and profane sorcery. They train 
for martial, magical, and stealthy war against vampires, witches, 
warlocks, and necromancers."

Specialization: Magic

Favored Attributes: Intelligence, Agility

Major Skills: Conjuration, Enchant, Alchemy, Light Armor, Marksman

Minor Skills: Unarmored, Block, Blunt Weapon, Sneak, Mysticism

Birthsigns							{CHR008}
o======================================================================o
The final step in creating your character is to choose one of the 13 
birthsigns. All birthsigns are available to each character, but there 
are two that stand head and shoulders above the rest. I'll describe 
what each of the 13 does here. I'll get into more detail in the 
Optimized Build section below, but know that if you're going for 
maximum Health, you'll want The Lady. Maximum Magicka is The Atronach, 
no contest. I see no compelling reason to choose anything else.

Like the racial Specials, the effects of a Birthsign come in three 
categories: Spells (just like any spell), Powers (a once-a-day "spell" 
with no Magicka cost), and Abilities (passive effects that are always 
on).

The Warrior
<---------------------------------------------------------------------->
In-game text: "The Warrior is the first Guardian Constellation and he 
protects his charges during their Seasons. The Warrior's own season is 
Last Seed when his Strength is needed for the harvest. His Charges are 
the Lady, the Steed, and the Lord. Those born under the sign of the 
Warrior are skilled with weapons of all kinds, but prone to short 
tempers."

Effects: Ability-Warwyrd-Fortify Attack 10 Points

Discussion-This is certainly useful, it's just outclassed by other 
options. The Fortify Attack effect grants a universal to-hit bonus with 
all weapons, including fists. This becomes irrelevant in the endgame, as
your to-hit chance reaches or exceeds 100% (although you'll still 
sometimes miss, thanks to enemy Agility, Luck, Blocking, etc.) with 
every weapon as you max out the relevant skills. I'd give it a pass.

The Mage
<---------------------------------------------------------------------->
In-game text: "The Mage is a Guardian Constellation whose Season is 
Rain's Hand when magicka was first used by men. His Charges are the 
Apprentice, the Golem, and the Ritual. Those born under the Mage have 
more magicka and talent for all kinds of spellcasting, but are often 
arrogant and absent-minded."

Effects: Ability-Fay-Fortify Maximum Magicka 0.5x Intelligence

Discussion-This is definitely a good one, but I think it's dramatically 
outclassed by The Atronach. Still, it's hard to find fault with a flat 
Magicka multiplier that has no downsides.

The Thief
<---------------------------------------------------------------------->
In-game text: "The Thief is the last Guardian Constellation, and her 
Season is the darkest month of Evening Star. Her Charges are the Lover, 
the Shadow, and the Tower. Those born under the sign of the Thief are 
not typically thieves, though they take risks more often and only 
rarely come to harm. They will run out of luck eventually, however, and 
rarely live as long as those born under other signs."

Effects: Ability-Akaviri Danger-sense-Sanctuary 10 Points

Discussion-This is a good one, but outclassed by others (noticing the 
theme?). The Sanctuary effect makes you harder to hit with physical 
attacks. There are other ways to raise dodge chance (namely by raising 
Agility), and if you like Sanctuary, you can get it from spells and 
enchantments. Still, this is a benefit with no downsides.


The Serpent
<---------------------------------------------------------------------->
In-game text: "The Serpent wanders about in the sky and has no Season, 
though its motions are predictable to a degree. No characteristics are 
common to all who are born under the sign of the Serpent. Those born 
under this sign are the most blessed and the most cursed."

Effects: Spell-Star Curse:
-Poison 3 Points for 30 Seconds on Touch;
-Damage Health 1 Point for 30 Seconds on Self

Discussion-Finally, I can say something besides "pretty good, but 
outclassed." This one sucks donkey balls. Sure, it's a pretty powerful 
Poison element spell, but if you're a 30 Strength/30 Endurance 
character, the Damage Health effect is enough to *kill you* in a single 
casting. Just make a better spell yourself, and forget all about this 
crappy Birthsign.

The Lady
<---------------------------------------------------------------------->
In-game text: "The Lady is one of the Warrior's Charges and her Season 
is Heartfire. Those born under the sign of the Lady are kind and 
tolerant."

Effects: Ability-Lady's Favor-Fortify Personality 25 Points
Ability-Lady's Grace-Fortify Endurance 25 Points

Discussion-The Lady is one of the two Birthsigns I can recommend with a 
straight face, and it's easy to see why. She's the most popular choice 
among beginners for a reason, and there's even a compelling argument for
powergamers to take her if they're totally uninterested in magic. She is
the only way to achieve the maximum possible Health, and there is no 
downside at all to starting with a whopping 50 point boost across your 
attributes, *especially* when you're getting 25 to Endurance. A great 
birthsign, although I still recommend The Atronach.

The Steed
<---------------------------------------------------------------------->
In-game text: "The Steed is one of the Warrior's Charges, and her 
Season is Mid Year. Those born under the sign of the Steed are 
impatient and always hurrying from one place to another."

Effects: Ability-Charioteer-Fortify Speed 25 Points

Discussion-The Steed is nice, but if you want attribute fortification, 
go with The Lady. You get 50 total points, and Endurance is 
time-sensitive where Speed is not.

The Lord
<---------------------------------------------------------------------->
In-game text: "The Lord's Season is First Seed and he oversees all of 
Tamriel during the planting. Those born under the sign of the Lord are 
stronger and healthier than those born under other signs."

Effects: Spell-Blood of the North-Restore Health 2 Points for 30 
Seconds on Self
Ability-Trollkin-Weakness to Fire 100%

Discussion-Holy crap, really? Sure, it's a good healing spell, but in 
exchange for a *100%* elemental weakness? Pick something else, get a 
similar or better healing spell in-game, and never look back.

The Apprentice
<---------------------------------------------------------------------->
In-game text: "The Apprentice's Season is Sun's Height. Those born 
under the sign of the apprentice have a special affinity for magick of 
all kinds, but are more vulnerable to magick as well."

Effects: Ability-Elfborn:
-Fortify Maximum Magicka 1.5x Intelligence
-Weakness to Magicka 50%

Discussion-This is pretty good, actually. That 50% Weakness to Magicka 
is rough, though, considering that by choosing this birthsign, you're 
giving up the ability to overcome that weakness with 50% Spell 
Absorption and an even better Magicka multiplier to boot. Speaking of...

The Atronach
<---------------------------------------------------------------------->
In-game text: "The Atronach (often called the Golem) is one of the 
Mage's Charges. Its season is Sun's Dusk. Those born under this sign 
are natural sorcerers with deep reserves of magicka, but they cannot 
generate magicka of their own."

Effects: Ability-Wombburn:
-Spell Absorption 50 Points
-Fortify Maximum Magicka 2.0x Intelligence
-Stunted Magicka

Discussion-The poor, misunderstood Atronach. This ridiculously 
overpowered Birthsign is, in my mind, the clear winner for best in the 
game. Let's look at what we get. First, we get the best Magicka 
multiplier available. Combine it with a High Elf's, and you have the 
maximum possible Magicka in the game. Second, we get a whopping 50 
points of innate Spell Absorption. That means that, no matter what kind 
or power level of spell is being cast at us, half the time it not only 
won't hurt us, but will actually refill our Magicka. Spell Absorption is
an incredibly powerful and rare effect, and we get *50 innate points* 
of it with this beast. Nothing is free, unfortunately, so we have the 
Stunted Magicka. This is such an easy drawback to overcome, especially 
in Morrowind. Unlike Oblivion, Magicka only regenerates when you rest, 
so you're not sacrificing real-time regeneration. All you need is to 
carry some Restore Magicka potions around or, if you want to be really 
cheeky, use any Shrine. The blessings count as spells, so half the time 
they'll absorb and refill your Magicka. You can therefore refill your 
Magicka for free as soon as you advance sufficiently in the Tribunal 
Temple or Imperial Cult. Enough merchants restock Restore Magicka 
potions that you can get them that way, too. Finally, you can create 
your own, because you should use Alchemy anyway and they'll be far more 
powerful than anything available elsewhere. The Atronach is *Awesome,* 
and only a fool would be frightened away by the Stunted Magicka.

The Ritual
<---------------------------------------------------------------------->
In-game text: "The Ritual is one of the Mage's Charges and its Season 
is Morning Star. Those born under this sign have a variety of abilities 
depending on the aspects of the moons and the Divines."

Effects: Spell-Blessed Word-Turn Undead 100 Points for 30 Seconds on 
Target
Spell-Blessed Touch-Turn Undead 100 Points for 30 Seconds on Touch
Power-Mara's Gift-Restore Health 100 Points on Self

Discussion-This is kind of lame. The Restore Health is a once-a-day 
Power, nerfing its usefulness considerably. Turn Undead is a worthless 
effect. Just use The Atronach. You know you want to.

The Lover
<---------------------------------------------------------------------->
In-game text: "The Lover is one of the Thief's Charges and her season 
is Sun's Dawn. Those born under the sign of the Lover are graceful and 
passionate."

Effects: Ability-Mooncalf-Fortify Agility 25 Points
Power-Lover's Kiss:
-Paralyze 60 Seconds on Target
-Damage Fatigue 200 Points on Self

Discussion-This is kind of lame. Although fortifying Agility is more 
useful than fortifying Speed, if you're bent on fortifying attributes, 
there's no reason not to go with The Lady. That paralysis looks 
outstanding, but you won't be able to do much to a paralyzed enemy. At 
low levels, this will set you to 0 Fatigue, and even at max level it 
will put you at half. I don't recommend it at all.

The Shadow
<---------------------------------------------------------------------->
In-game text: "The Shadow's Season is Second Seed. The Shadow grants 
those born under her sign the ability to hide in shadows."

Effects: Power-Moonshadow-Invisibility for 60 Seconds

Discussion-This is pretty lame, too. First, being a once-a-day Power, 
its utility is nerfed no matter what it does. Second, Invisibility is 
not nearly as useful as you'd imagine. Typically, you want to turn 
invisible to accomplish something-either thievery or a backstab. The 
problem is your Invisibility is negated the moment you do *anything* 
other than move. You can use it to get across a room, but you can't use 
it to nab items. The Chameleon effect is far, far more useful. Give 
this one a pass.

The Tower
<---------------------------------------------------------------------->
In-game text: "The Tower is one of the Thief's Charges and its Season 
is Frostfall. Those born under the sign of the Tower have a knack for 
finding gold and can open locks of all kinds."

Effects: Spell-Beggar's Nose:
-Detect Animal for 60 Seconds in 200 Feet
-Detect Key for 60 Seconds in 200 Feet
-Detect Enchantment for 60 Seconds in 200 Feet
Power-Tower Key-Open 50 Points on Touch

Discussion-Another lame birthsign. Who needs to waste their birthsign 
on detection effects when you can just learn the Mysticism spell? Why 
waste your Birthsign on an Open *Power* when you could do any of i) get 
your own Open spell, ii) buy a Scroll of Ondusi's Unhinging, or iii) 
train Security and pick the lock yourself? Taking this Birthsign would 
be a total waste.

Optimized Build							{CHR009}
o======================================================================o
All right. Hopefully, you read all of the above and will have some 
understanding of why I make the choices I do below. First, some notes 
on my philosophy, particularly what I mean when I say "optimized." 
Assuming you pursue maximum proficiency over the course of the game, 
all characters end up with 100 in every attribute and 100 in every 
skill. Optimization must instead look at what might be different for 
various characters at the endgame. The biggest possible differences are 
in derived attributes. A character who didn't properly invest in 
Endurance as early as possible could have a substantially smaller 
health pool than a character who did. Maximum Magicka, unlike Health, 
is locked in at character creation. It ranges from 100-450, for any 
character with no multipliers at all to a High Elf Atronach, 
respectively. Maximum Fatigue is 400 for everybody, so it doesn't factor
in either. Of course, there are other aspects-powers, spells, resists, 
what have you-but all of that can be compensated for by making spells 
and enchantments. Accordingly, two possible paths for optimization 
present themselves: 

Maximum Health *or* Maximum Magicka.

There is obviously some overlap. We would still want our max Magicka 
character to have as much Health as possible. Some of you are saying 
"What about maximum Level?" That's encompassed in maximizing Health. 
I'll present both options below, then explain why I prefer the maximum 
Magicka route. Reaching maximum level requires that we keep our major 
and minor skills as close to the 30/15 floors as possible, with 5 
points of wiggle room. We also need to pursue attribute coverage, while
ideally keeping some skills freely usable.

Build Optimized for Maximum Health:
Race: Male Nord (or Redguard or Orc-see Races sections for details)
Class: Custom
Specialization: Stealth
Favored Attributes: Endurance, Luck
Major Skills: Spear, Armorer, Block, Unarmored, Conjuration
Minor Skills: Destruction, Illusion, Mysticism, Restoration, Enchant
Birthsign: The Lady

The Race choice is made to have 50 base Endurance. The favored 
Attributes raise the base Endurance to 60, and base luck to 50. This is 
needed because i) we want to absolutely maximize Endurance above all 
else, and ii) since Luck can never have multipliers, it needs all the 
help it can get. Because all of the Endurance skills are in the Combat 
specialization, and all of the Willpower skills are in the Magic 
specialization, the only way to completely avoid using a specialized 
skill is to specialize in Stealth. While the Magicka build has other 
options, the Health build is further constrained by the fact that the 
Nord has racial bonuses to all of the Endurance skills, and two of those
are 10-point bonuses. He therefore must use his 5 points of wiggle-room 
on his racial bonus to Spear. He can't specialize in combat or magic, 
since he'll have to take at least one magic skill to cover Willpower. 
He therefore specializes in Stealth, which makes everything else fall 
neatly into place. For Strength coverage, Armorer is the only option-
Acrobatics has a specialization bonus, and Axe, Long Blade, and Blunt 
Weapon all have racial bonuses. For Agility coverage, we have to use 
Block, since the others are in our specialization. For Speed, we have 
to choose either Unarmored or Athletics. Both of those are a pain to 
completely avoid raising, but Unarmored is more doable and Athletics is 
more vital to keep freely usable-we have to swim to get through several 
dungeons. Intelligence coverage has three options. I like to keep 
Alchemy freely usable over the other two, so Conjuration and Enchant 
are easy grabs. Willpower coverage has four options, so I grab three of 
them as free usability isn't terribly important for any of them. 
Finally, Personality coverage has to come from Illusion, as the other 
two options have specialization bonuses. Finally, we have to take The 
Lady for a starting Endurance of 85. Here's what the Health build looks 
like at level 78:
Health: 834
Magicka: 100
Fatigue: 400

I'll admit I haven't put nearly as much thought into the skill 
configuration of the Health build, especially in terms of how it 
actually plays and accomplishes all needed leveling. This is because I 
think you'd be insane to use it, given the alternative. Now, let me 
present the Magicka build.

Build Optimized for Maximum Magicka:
Race: Male High Elf
Class: Custom
Specialization: Stealth
Favored Attributes: Endurance, Luck
Major Skills: Spear, Blunt Weapon, Long Blade, Block, Mercantile
Minor Skills: Axe, Medium Armor, Mysticism, Restoration, Medium Armor
Birthsign: The Atronach

We take the Race because of the maximum Magicka multiplier. The favored 
Attributes raise his base Endurance to 50, along with his base Luck. We 
need a male because it's 10 extra Endurance relative to a female, and 
we still want to max Endurance as fast as we can. Luck, as with any 
character, needs all the boosting we can give it. Why specialize in 
Stealth, and why not have total attribute coverage in my majors and 
minors? This build allows me to do a few critical things while still 
maxing my attributes on schedule and hitting the maximum level. Mainly, 
it keeps the key skills of Sneak, Security, Speechcraft, Athletics, 
Armorer, Unarmored, and Alchemy freely usable from the outset. 
Unarmored is "key" because it is so difficult to avoid leveling it at 
least a little bit. The rest are necessary in order to do everything 
needed to advance through the game. I also have freely usable Light 
Armor and Destruction, giving me a way to kill things and a measure 
of protection. Finally, I have freely usable Alteration-critical for 
levitating, occasional waterbreathing, and Opening/Locking. My 5 
point hit comes by using Mercantile. Finally, our birthsign has to be 
The Atronach, to max out the Magicka multiplier. Here's what this guy 
looks like at level 78:
Health: 787
Magicka: 450
Fatigue: 400

Note how small the Health gap is (47) compared to the whopping Magicka 
gap (350). That, my friends, is the reason the Magicka build is the way 
to go. Next, I detail the leveling plan for taking this guy from Level 
1 all the way to Level 78. A tilde ~ means that, at that point, the 
skill is freely usable (and I have no set plan for what it should be). 
Next to each level, I list the skill increases that I plan to have 
contribute to that level-up. Here is the plan: 

LEVEL 1

Name: Travis
Race: High Elf
Sex: Male
Class: Custom
Specialization: Stealth
Favored Attributes: Endurance, Luck
Major Skills: Spear, Blunt Weapon, Long Blade, Block, Mercantile
Minor Skills: Axe, Medium Armor, Restoration, Mysticism, Heavy Armor
Birthsign: The Atronach

ATTRIBUTES
30 Strength
50 Intelligence
40 Willpower
40 Agility
30 Speed
50 Endurance
40 Personality
50 Luck

MAJOR SKILLS
30 Spear
30 Blunt Weapon
30 Long Blade
30 Block
35 Mercantile

MINOR SKILLS
15 Axe
15 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
5 Armorer
5 Athletics
15 Enchant
15 Destruction
10 Alteration
10 Illusion
10 Conjuration
15 Alchemy
5 Unarmored
10 Security
10 Sneak
10 Acrobatics
10 Light Armor
10 Short Blade
10 Marksman
10 Speechcraft
10 Hand-to-hand

FREELY USABLE SKILLS: Armorer, Sneak, Light Armor, Athletics,
Unarmored, Destruction, Alteration, Alchemy, Security, 
Speechcraft

LEVEL 2: +10 Acrobatics, +10 Spear, 
+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES
35 Strength
50 Intelligence
40 Willpower
40 Agility
30 Speed
55 Endurance
40 Personality
51 Luck

MAJOR SKILLS
40 Spear
30 Blunt Weapon
30 Long Blade
30 Block
35 Mercantile

MINOR SKILLS
15 Axe
15 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
20 Acrobatics
~ Light Armor
10 Short Blade
10 Marksman
~ Speechcraft
10 Hand-to-hand

LEVEL 3: +10 Acrobatics, +10 Spear, 
+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES
40 Strength
50 Intelligence
40 Willpower
40 Agility
30 Speed
60 Endurance
40 Personality
52 Luck

MAJOR SKILLS
50 Spear
30 Blunt Weapon
30 Long Blade
30 Block
35 Mercantile

MINOR SKILLS
15 Axe
15 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
30 Acrobatics
~ Light Armor
10 Short Blade
10 Marksman
~ Speechcraft
10 Hand-to-hand

LEVEL 4: +10 Acrobatics, +10 Spear, 
+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES
45 Strength
50 Intelligence
40 Willpower
40 Agility
30 Speed
65 Endurance
40 Personality
53 Luck

MAJOR SKILLS
60 Spear
30 Blunt Weapon
30 Long Blade
30 Block
35 Mercantile

MINOR SKILLS
15 Axe
15 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
40 Acrobatics
~ Light Armor
10 Short Blade
10 Marksman
~ Speechcraft
10 Hand-to-hand

LEVEL 5: +10 Acrobatics, +10 Spear, 
+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES
50 Strength
50 Intelligence
40 Willpower
40 Agility
30 Speed
70 Endurance
40 Personality
54 Luck

MAJOR SKILLS
70 Spear
30 Blunt Weapon
30 Long Blade
30 Block
35 Mercantile

MINOR SKILLS
15 Axe
15 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
50 Acrobatics
~ Light Armor
10 Short Blade
10 Marksman
~ Speechcraft
10 Hand-to-hand

LEVEL 6: +10 Acrobatics, +10 Spear, 
+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES
55 Strength
50 Intelligence
40 Willpower
40 Agility
30 Speed
75 Endurance
40 Personality
55 Luck

MAJOR SKILLS
80 Spear
30 Blunt Weapon
30 Long Blade
30 Block
35 Mercantile

MINOR SKILLS
15 Axe
15 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
60 Acrobatics
~ Light Armor
10 Short Blade
10 Marksman
~ Speechcraft
10 Hand-to-hand

LEVEL 7: +10 Acrobatics, +10 Spear, 
+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES
60 Strength
50 Intelligence
40 Willpower
40 Agility
30 Speed
80 Endurance
40 Personality
56 Luck

MAJOR SKILLS
90 Spear
30 Blunt Weapon
30 Long Blade
30 Block
35 Mercantile

MINOR SKILLS
15 Axe
15 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
70 Acrobatics
~ Light Armor
10 Short Blade
10 Marksman
~ Speechcraft
10 Hand-to-hand

LEVEL 8: +10 Acrobatics, +10 Spear, 
+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES
65 Strength
50 Intelligence
40 Willpower
40 Agility
30 Speed
85 Endurance
40 Personality
57 Luck

MAJOR SKILLS
~ Spear
30 Blunt Weapon
30 Long Blade
30 Block
35 Mercantile

MINOR SKILLS
15 Axe
15 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
80 Acrobatics
~ Light Armor
10 Short Blade
10 Marksman
~ Speechcraft
10 Hand-to-hand

LEVEL 9: +10 Acrobatics, +10 Medium Armor, 
+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES
70 Strength
50 Intelligence
40 Willpower
40 Agility
30 Speed
90 Endurance
40 Personality
58 Luck

MAJOR SKILLS
~ Spear
30 Blunt Weapon
30 Long Blade
30 Block
35 Mercantile

MINOR SKILLS
15 Axe
25 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
90 Acrobatics
~ Light Armor
10 Short Blade
10 Marksman
~ Speechcraft
10 Hand-to-hand

LEVEL 10: +10 Acrobatics, +10 Medium Armor, 
+5 Strength, +5 Endurance, +1 Luck

ATTRIBUTES
75 Strength
50 Intelligence
40 Willpower
40 Agility
30 Speed
95 Endurance
40 Personality
59 Luck

MAJOR SKILLS
~ Spear
30 Blunt Weapon
30 Long Blade
30 Block
35 Mercantile

MINOR SKILLS
15 Axe
35 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
10 Short Blade
10 Marksman
~ Speechcraft
10 Hand-to-hand

LEVEL 11: +10 Marksman, +10 Medium Armor, 
+5 Agility, +5 Endurance, +1 Luck

ATTRIBUTES
75 Strength
50 Intelligence
40 Willpower
45 Agility
30 Speed
100 Endurance
40 Personality
60 Luck

MAJOR SKILLS
~ Spear
30 Blunt Weapon
30 Long Blade
30 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
10 Short Blade
20 Marksman
~ Speechcraft
10 Hand-to-hand

LEVEL 12: +10 Marksman, +10 Blunt Weapon, 
+5 Strength, +5 Agility, +1 Luck

ATTRIBUTES
80 Strength
50 Intelligence
40 Willpower
50 Agility
30 Speed
100 Endurance
40 Personality
61 Luck

MAJOR SKILLS
~ Spear
40 Blunt Weapon
30 Long Blade
30 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
10 Short Blade
30 Marksman
~ Speechcraft
10 Hand-to-hand

LEVEL 13: +10 Marksman, +10 Blunt Weapon, 
+5 Strength, +5 Agility, +1 Luck

ATTRIBUTES
85 Strength
50 Intelligence
40 Willpower
55 Agility
30 Speed
100 Endurance
40 Personality
62 Luck

MAJOR SKILLS
~ Spear
50 Blunt Weapon
30 Long Blade
30 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
10 Short Blade
40 Marksman
~ Speechcraft
10 Hand-to-hand

LEVEL 14: +10 Marksman, +10 Blunt Weapon, 
+5 Strength, +5 Agility, +1 Luck

ATTRIBUTES
90 Strength
50 Intelligence
40 Willpower
60 Agility
30 Speed
100 Endurance
40 Personality
63 Luck

MAJOR SKILLS
~ Spear
60 Blunt Weapon
30 Long Blade
30 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
10 Short Blade
50 Marksman
~ Speechcraft
10 Hand-to-hand

LEVEL 15: +10 Marksman, +10 Blunt Weapon, 
+5 Strength, +5 Agility, +1 Luck

ATTRIBUTES
95 Strength
50 Intelligence
40 Willpower
65 Agility
30 Speed
100 Endurance
40 Personality
64 Luck

MAJOR SKILLS
~ Spear
70 Blunt Weapon
30 Long Blade
30 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
10 Short Blade
60 Marksman
~ Speechcraft
10 Hand-to-hand

LEVEL 16: +10 Marksman, +10 Blunt Weapon, 
+5 Strength, +5 Agility, +1 Luck

ATTRIBUTES
100 Strength
50 Intelligence
40 Willpower
70 Agility
30 Speed
100 Endurance
40 Personality
65 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
30 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
10 Short Blade
70 Marksman
~ Speechcraft
10 Hand-to-hand

LEVEL 17: +10 Hand-to-hand, +10 Block, 
+5 Agility, +5 Speed, +1 Luck

ATTRIBUTES
100 Strength
50 Intelligence
40 Willpower
75 Agility
35 Speed
100 Endurance
40 Personality
66 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
40 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
10 Short Blade
~ Marksman
~ Speechcraft
20 Hand-to-hand

LEVEL 18: +10 Hand-to-hand, +10 Block, 
+5 Agility, +5 Speed, +1 Luck

ATTRIBUTES
100 Strength
50 Intelligence
40 Willpower
80 Agility
40 Speed
100 Endurance
40 Personality
67 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
50 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
10 Short Blade
~ Marksman
~ Speechcraft
30 Hand-to-hand

LEVEL 19: +10 Hand-to-hand, +10 Block, 
+5 Agility, +5 Speed, +1 Luck

ATTRIBUTES
100 Strength
50 Intelligence
40 Willpower
85 Agility
45 Speed
100 Endurance
40 Personality
68 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
60 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
10 Short Blade
~ Marksman
~ Speechcraft
40 Hand-to-hand

LEVEL 20: +10 Hand-to-hand, +10 Block, 
+5 Agility, +5 Speed, +1 Luck

ATTRIBUTES
100 Strength
50 Intelligence
40 Willpower
90 Agility
50 Speed
100 Endurance
40 Personality
69 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
70 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
10 Short Blade
~ Marksman
~ Speechcraft
50 Hand-to-hand

LEVEL 21: +10 Hand-to-hand, +10 Block, 
+5 Agility, +5 Speed, +1 Luck

ATTRIBUTES
100 Strength
50 Intelligence
40 Willpower
95 Agility
55 Speed
100 Endurance
40 Personality
70 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
80 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
10 Short Blade
~ Marksman
~ Speechcraft
60 Hand-to-hand

LEVEL 22: +10 Hand-to-hand, +10 Block, 
+5 Agility, +5 Speed, +1 Luck

ATTRIBUTES
100 Strength
50 Intelligence
40 Willpower
100 Agility
60 Speed
100 Endurance
40 Personality
71 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
15 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
10 Short Blade
~ Marksman
~ Speechcraft
70 Hand-to-hand

LEVEL 23: +10 Hand-to-hand, +10 Restoration, 
+5 Willpower, +5 Speed, +1 Luck

ATTRIBUTES
100 Strength
50 Intelligence
45 Willpower
100 Agility
65 Speed
100 Endurance
40 Personality
72 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
25 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
10 Short Blade
~ Marksman
~ Speechcraft
80 Hand-to-hand

LEVEL 24: +10 Hand-to-hand, +10 Restoration, 
+5 Willpower, +5 Speed, +1 Luck

ATTRIBUTES
100 Strength
50 Intelligence
50 Willpower
100 Agility
70 Speed
100 Endurance
40 Personality
73 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
35 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
10 Short Blade
~ Marksman
~ Speechcraft
90 Hand-to-hand

LEVEL 25: +10 Hand-to-hand, +10 Restoration, 
+5 Willpower, +5 Speed, +1 Luck

ATTRIBUTES
100 Strength
50 Intelligence
55 Willpower
100 Agility
75 Speed
100 Endurance
40 Personality
74 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
45 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
10 Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 26: +10 Short Blade, +10 Restoration, 
+5 Willpower, +5 Speed, +1 Luck

ATTRIBUTES
100 Strength
50 Intelligence
60 Willpower
100 Agility
80 Speed
100 Endurance
40 Personality
75 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
55 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
20 Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 27: +10 Short Blade, +10 Restoration, 
+5 Willpower, +5 Speed, +1 Luck

ATTRIBUTES
100 Strength
50 Intelligence
65 Willpower
100 Agility
85 Speed
100 Endurance
40 Personality
76 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
65 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
30 Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 28: +10 Short Blade, +10 Restoration, 
+5 Willpower, +5 Speed, +1 Luck

ATTRIBUTES
100 Strength
50 Intelligence
70 Willpower
100 Agility
90 Speed
100 Endurance
40 Personality
77 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
75 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
40 Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 29: +10 Short Blade, +10 Restoration, 
+5 Willpower, +5 Speed, +1 Luck

ATTRIBUTES
100 Strength
50 Intelligence
75 Willpower
100 Agility
95 Speed
100 Endurance
40 Personality
78 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
85 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
50 Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 30: +10 Short Blade, +10 Restoration, 
+5 Willpower, +5 Speed, +1 Luck

ATTRIBUTES
100 Strength
50 Intelligence
80 Willpower
100 Agility
100 Speed
100 Endurance
40 Personality
79 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
95 Restoration
15 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
10 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
60 Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 31: +10 Conjuration, +5 Restoration, 
+5 Mysticism, +5 Intelligence, +5 Willpower, +1 Luck

ATTRIBUTES
100 Strength
55 Intelligence
85 Willpower
100 Agility
100 Speed
100 Endurance
40 Personality
80 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
20 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
20 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 32: +10 Conjuration, +10 Mysticism, 
+5 Intelligence, +5 Willpower, +1 Luck

ATTRIBUTES
100 Strength
60 Intelligence
90 Willpower
100 Agility
100 Speed
100 Endurance
40 Personality
81 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
30 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
30 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 33: +10 Conjuration, +10 Mysticism, 
+5 Intelligence, +5 Willpower, +1 Luck

ATTRIBUTES
100 Strength
65 Intelligence
95 Willpower
100 Agility
100 Speed
100 Endurance
40 Personality
82 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
40 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
40 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 34: +10 Conjuration, +10 Mysticism, 
+5 Intelligence, +5 Willpower, +1 Luck

ATTRIBUTES
100 Strength
70 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
40 Personality
83 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
35 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
50 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 35: +10 Conjuration, +10 Mercantile, 
+5 Intelligence, +5 Personality, +1 Luck

ATTRIBUTES
100 Strength
75 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
45 Personality
84 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
45 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
60 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 36: +10 Conjuration, +10 Mercantile, 
+5 Intelligence, +5 Personality, +1 Luck

ATTRIBUTES
100 Strength
80 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
50 Personality
85 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
55 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
70 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 37: +10 Conjuration, +10 Mercantile, 
+5 Intelligence, +5 Personality, +1 Luck

ATTRIBUTES
100 Strength
85 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
55 Personality
86 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
65 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
80 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 38: +10 Conjuration, +10 Mercantile, 
+5 Intelligence, +5 Personality, +1 Luck

ATTRIBUTES
100 Strength
90 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
60 Personality
87 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
75 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
90 Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 39: +10 Conjuration, +10 Mercantile, 
+5 Intelligence, +5 Personality, +1 Luck

ATTRIBUTES
100 Strength
95 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
65 Personality
88 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
85 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
15 Enchant
~ Destruction
~ Alteration
10 Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 40: +10 Enchant, +10 Mercantile, 
+5 Intelligence, +5 Personality, +1 Luck

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
70 Personality
89 Luck

MAJOR SKILLS
~ Spear
80 Blunt Weapon
30 Long Blade
90 Block
95 Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
25 Enchant
~ Destruction
~ Alteration
10 Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 41: +5 Illusion, +5 Mercantile, 
+5 Blunt Weapon, +5 Personality, +1 Luck

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
75 Personality
90 Luck

MAJOR SKILLS
~ Spear
85 Blunt Weapon
30 Long Blade
90 Block
~ Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
15 Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 42: +10 Illusion, +10 Blunt Weapon, 
+5 Personality, +1 Luck

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
80 Personality
91 Luck

MAJOR SKILLS
~ Spear
95 Blunt Weapon
30 Long Blade
90 Block
~ Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
25 Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 43: +10 Illusion, +5 Blunt Weapon, 
+5 Long Blade, +5 Personality, +1 Luck

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
85 Personality
92 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
35 Long Blade
90 Block
~ Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
35 Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 44: +10 Illusion, +10 Long Blade, 
+5 Personality, +1 Luck

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
90 Personality
93 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
45 Long Blade
90 Block
~ Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
45 Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 45: +10 Illusion, +10 Long Blade, 
+5 Personality, +1 Luck

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
95 Personality
94 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
55 Long Blade
90 Block
~ Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
55 Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 46: +10 Illusion, +10 Long Blade, 
+5 Personality, +1 Luck

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
95 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
65 Long Blade
90 Block
~ Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
65 Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 47: +10 Long Blade, +1 Luck

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
96 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
75 Long Blade
90 Block
~ Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 48: +10 Long Blade, +1 Luck

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
97 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
85 Long Blade
90 Block
~ Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 49: +10 Long Blade, +1 Luck

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
98 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
95 Long Blade
90 Block
~ Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 50: +5 Long Blade, +5 Block, +1 Luck

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
99 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
95 Block
~ Mercantile

MINOR SKILLS
15 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 51: +5 Block, +5 Axe, +1 Luck

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
20 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 52: +10 Axe

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
30 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 53: +10 Axe

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
40 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 54: +10 Axe

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
50 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 55: +10 Axe

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
60 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 56: +10 Axe

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
70 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 57: +10 Axe

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
80 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 58: +10 Axe

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
90 Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 59: +10 Axe

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
45 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 60: +10 Medium Armor

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
55 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft

LEVEL 61: +10 Medium Armor

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
65 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft

LEVEL 62: +10 Medium Armor

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
75 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft

LEVEL 63: +10 Medium Armor

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
85 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft

LEVEL 64: +10 Medium Armor

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
95 Medium Armor
~ Restoration
50 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

LEVEL 65: +5 Medium Armor, +5 Mysticism

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
~ Medium Armor
~ Restoration
55 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft

LEVEL 66: +10 Mysticism

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
~ Medium Armor
~ Restoration
65 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft

LEVEL 67: +10 Mysticism

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
~ Medium Armor
~ Restoration
75 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft

LEVEL 68: +10 Mysticism

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
~ Medium Armor
~ Restoration
85 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft

LEVEL 69: +10 Mysticism

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
~ Medium Armor
~ Restoration
95 Mysticism
15 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft

LEVEL 70: +5 Mysticism, +5 Heavy Armor

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
~ Medium Armor
~ Restoration
~ Mysticism
20 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft

LEVEL 71: +10 Heavy Armor

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
~ Medium Armor
~ Restoration
~ Mysticism
30 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft

LEVEL 72: +10 Heavy Armor

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
~ Medium Armor
~ Restoration
~ Mysticism
40 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft

LEVEL 73: +10 Heavy Armor

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
~ Medium Armor
~ Restoration
~ Mysticism
50 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft

LEVEL 74: +10 Heavy Armor

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
~ Medium Armor
~ Restoration
~ Mysticism
60 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft

LEVEL 75: +10 Heavy Armor

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
~ Medium Armor
~ Restoration
~ Mysticism
70 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft

LEVEL 76: +10 Heavy Armor

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
~ Medium Armor
~ Restoration
~ Mysticism
80 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft

LEVEL 77: +10 Heavy Armor

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
~ Medium Armor
~ Restoration
~ Mysticism
90 Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft

LEVEL 78: +10 Heavy Armor

ATTRIBUTES
100 Strength
100 Intelligence
100 Willpower
100 Agility
100 Speed
100 Endurance
100 Personality
100 Luck

MAJOR SKILLS
~ Spear
~ Blunt Weapon
~ Long Blade
~ Block
~ Mercantile

MINOR SKILLS
~ Axe
~ Medium Armor
~ Restoration
~ Mysticism
~ Heavy Armor

MISC SKILLS
~ Armorer
~ Athletics
~ Enchant
~ Destruction
~ Alteration
~ Illusion
~ Conjuration
~ Alchemy
~ Unarmored
~ Security
~ Sneak
~ Acrobatics
~ Light Armor
~ Short Blade
~ Marksman
~ Speechcraft
~ Hand-to-hand

o======================================================================o
|								       |
|		             Spells {SPL001}			       |
|								       |
o======================================================================o
In this section, I will describe the spells that are available in the 
game. I will break the spells down by the six Colleges of magic they 
belong to. Within each College, I will list all available spell effects.
Each effect will have the following listed: 
-A basic description of the effect
-The effect's base cost
-A detailed discussion of the effect
-A list of alchemy ingredients having the effect
-A list of premade spells with the effects

For the premade spells, I will list the details of what they do along 
with the locations where they can be purchased. If an alchemy 
ingredient is marked with an asterisk, that means the effect is its 
first effect, and is what will occur when the ingredient is eaten.

Note at the outset that custom spells are almost always more useful 
than any particular premade spell. I will endeavour to learn every 
premade spell nonetheless, but when there's an effect you actually want 
to use, I strongly recommend making a custom spell and/or enchantment. 
I'll describe the spells I make in the body of the walkthrough, but be 
aware at the outset that real utility comes from thinking things 
through and customizing them. You will be better at making good spells 
for your character than the designers were, no matter what your build 
is. I promise.

*An asterisk next to a premade spell means that a character with that 
spell's College as a major skill will start with that spell.

Alteration							{SPL002}
o======================================================================o

Burden
<---------------------------------------------------------------------->
Burden M points for D seconds

Base Cost: 1.0

Burden will increase the target's current Encumbrance by M points for D 
seconds. If you break through the target's maximum Encumbrance, they 
will be rendered immobile for the duration of the effect. 

Note that Burden can be resisted with Resist Magicka and, 
alternatively, can be amplified by Weakness to Magicka. Largely the 
same effect can be achieved by using Drain Strength, which may be a 
more helpful option because it will also lower a target's maximum 
Fatigue and weapon damage.

Ingredients: Adamantium Ore*, Gold Kanet, Resin, Scrib Jerky

Premade Spells:

Burden-20 points for 10 seconds on Target
Cost: 15
Available from: Estirdalin, Balmora, Guild of Mages; 
Malven Romori, Vivec, Guild of Mages

Heavy Burden Touch-40 points for 10 seconds on Touch
Cost: 20
Available from: Dulian, Buckmoth Legion Fort, Interior;
Vaval Selas, Vivec, St. Olms Temple;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks

Crushing Burden Touch-60 points for 10 seconds on Touch
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Tyermaillin, Balmora, Tyermaillin's House;
Gildan, Ald'ruhn, Gildan's House;
Ranis Athrys, Balmora, Guild of Mages;
Uvele Berendas, Indarys Manor, Berendas' House

Great Burden of Sin-40 points for 10 seconds on Target
Cost: 30
Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison
Gildan, Ald'ruhn, Gildan's House
Tyermaillin, Balmora, Tyermaillin's House
Fanildil, Ebonheart, Hawkmoth Legion Garrison
Ranis Athrys, Balmora, Guild of Mages
Uvele Berendas, Indarys Manor, Berendas' House

Heavy Burden-40 points for 10 seconds on Target
Cost: 30
Available from: Gildan, Ald'ruhn, Gildan's House;
Tyermaillin, Balmora, Tyermaillin's House; 
Ranis Athrys, Balmora, Guild of Mages

Weary-30-60 points for 10 seconds on Target
Cost: 34
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison
Heem-La, Ald-ruhn, Guild of Mages
Uvele Berendas, Indarys Manor, Berendas' House
Gildan, Ald'ruhn, Gildan's House
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Cruel Weary-50-70 points for 10 seconds on Target
Cost: 45
Available from: Leles Birian, Ascadian Isles Region

Crushing Burden-60 points for 10 seconds on Target
Cost: 45
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild
Milar Mayon, Tel Vos, Services Tower
Leles Birian, Ascadian Isles Region
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry

Burden of Sin-40-60 points for 20 seconds on Touch
Cost:50
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Eraamion, Caldera, Guild of Mages;
Leles Birian, Ascadian Isles Region;
Mehra Drora, Gnisis, Temple;
Rilvase Avani, Ghostgate, Tower of Dawn;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Elynu Saren, Suran, Suran Temple; 
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; 
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Namanian Facian, Sadrith Mora, Morag Tong Guild; 
Salen Ravel, Maar Gan, Shrine; 
Tinaso Alan, Tel Mora, Tower Services

Dire Weary-60-90 points for 10 seconds on Target
Cost: 56
Available from: Aldaril, Buckmoth Legion Fort, Interior; 
Leles Birian, Ascadian Isles Region; 
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; 
Diren Vendu, Tel Mora, Tower Services; 
Only-He-Stands-There, Balmora, South Wall Cornerclub

Crushing Burden of Sin-60-80 points for 30 seconds on Target
Cost: 158
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; 
Imare, Balmora, Hlaalu Council Manor; 
Somutis Vunnis, Moonmoth Legion Fort, Interior; 
Ethasi Rilvayn, Balmora, Morag Tong Guild; 
Leles Birian, Ascadian Isles Region

Feather
<---------------------------------------------------------------------->
Feather M points for D seconds

Base Cost: 1.0

Reduces the target's encumbrance by M poins, allowing them to carry 
more without becoming encumbered. Their Fatigue will also drain more 
slowly. 

Generally speaking, Fortify Strength is a more effective alternative, 
as it has the same base cost but each point of Strength adds 5 to 
maximum encumbrance. Fortify Strength is thereby 5x more effective 
than Feather.

Ingredients: Heather, Ruby, Scuttle

Premade spells:

Feather-20 points for 10 seconds on Self
Cost: 10
Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House
Uleni Heleran, Wolverine Hall, Mages Guild
Estirdalin, Balmora, Guild of Mages

Strong Feather-50 points for 10 seconds on Self
Cost: 25
Available from: Dulian, Buckmoth Legion Fort, Interior; 
Ranis Athrys, Balmora, Guild of Mages; 
Tyermaillin, Balmora, Tyermaillin's House; 
Gildan, Ald'ruhn, Gildan's House; 
Sharn gra-Muzgob, Balmora, Guild of Mages; 
Vaval Selas, Vivec, St. Olms Temple

Ulms's Juicedaw's Feather-50 points for 10 seconds on Self
Cost: 25
Available from: Dulian, Buckmoth Legion Fort, Interior;
Ranis Athrys, Balmora, Guild of Mages
Vaval Selas, Vivec, St. Olms Temple;
Gildan, Ald'ruhn, Gildan's House;
Tyermaillin, Balmora, Tyermaillin's House

Great Feather-100 points for 10 seconds on Self
Cost: 50
Available from: Aldaril, Buckmoth Legion Fort, Interior
Eraamion, Caldera, Guild of Mages
Ferise Varo, Vos, Varo Tradehouse Entrance
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Only-He-Stands-There, Balmora, South Wall Cornerclub; 
Tinaso Alan, Tel Mora, Tower Services; 
Elynu Saren, Suran, Suran Temple; 
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; 
Leles Birian, Ascadian Isles Region; 
Namanian Facian, Sadrith Mora, Morag Tong Guild; 
Threvul Serethi, Sadrith Mora, Thervul Serethi: Healer; 
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Fire Shield
<---------------------------------------------------------------------->
Fire Shield M points for D seconds

Base Cost: 3.0

This effect does two things while active. First, it grants M% Resist 
Fire, or M% reduction in Fire damage. Second, enemies next to the 
caster will be damaged at 1 point Fire damage per 10 points of spell 
strength.

Ingredients: Comberry, Fire Salts, Raw Glass, Sload Soap

Premade Spells:

Fire Barrier-1-10 points for 10 seconds on Self
Cost: 8
Available from: Malven Romori, Vivec, Guild of Mages; 
Uleni Heleran, Wolverine Hall, Mages Guild; 
Tinaso Alan, Tel Mora, Tower Services

Fire Shield-10 points for 30 seconds on Self
Cost: 45
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Namanian Facian, Sadrith Mora, Morag Tong Guild; 
Marayn Dren, Balmora, Guild of Mages;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Strong Fire Shield-12 points for 30 seconds on Self
Cost: 54
Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Frost Shield
<---------------------------------------------------------------------->
Frost Shield M points for D seconds

Base Cost: 3.0

This effect does two things while active. First, it grants M% Resist 
Frost, or M% reduction in Frost damage. Second, enemies next to the 
caster will be damaged at 1 point Frost damage per 10 points spell 
strength.

Ingredients: Frost Salts, Holly Berries, Large Kwama Egg, Raw Ebony, 
Willow Anther

Premade spells:

Frost Barrier-3 points for 10 seconds on Self
Cost: 5
Available from: Malven Romori, Vivec, Guild of Mages;
Uleni Heleran, Wolverine Hall, Mages Guild

Frost Shield-10 points for 30 seconds on Self
Cost: 45
Available from: Dulian, Buckmoth Legion Fort, Interior;
Marayn Dren, Balmora, Guild of Mages;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Namanian Facian, Sadrith Mora, Morag Tong Guild;
Vaval Selas, Vivec, St. Olms Temple

Strong Frost Shield-12 points for 30 seconds on Self
Cost: 54
Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Jump
<---------------------------------------------------------------------->
Jump M points for D seconds

Base Cost: 3.0

Increases the maximum jumping height of the target, where the existing 
maximum height is multiplied by the magnitude of the effect.

This is not identical to fortifying Acrobatics, and it will not 
increase the height from which you can fall before taking damage. It is 
possible to hurt yourself in a Jump-augmented fall, so you should be 
careful with high magnitudes of this effect.

Ingredients: None

Premade spell:

Tinur's Hoptoad-20 points for 10 seconds on Self
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Llaros Uvayn, Caldera, Governor's Hall;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Sirilonwe, Vivec, Guild of Mages;
Tyermaillin, Balmora, Tyermaillin's House; 
Gildan, Ald'ruhn, Gildan's House;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Ranis Athrys, Balmora, Guild of Mages;
Tinaso Alan, Tel Mora, Tower Services;
Uvele Berendas, Indarys Manor, Berendas' House

Levitate
<---------------------------------------------------------------------->
Levitate M points for D seconds

Base Cost: 3.0

Causes the target to be able to walk on air. The speed of movement 
through the air is determined by the value M, and also by the 
character's Speed attribute. This can be used both to reach high 
inaccessible places and also to gain an advantage in combat. Attacking 
non-flying, non-archer/mage opponents while levitating will often cause 
them to run away in terror since they are unable to hit you. Casting 
levitate on friendly targets does not start combat.

Levitation can also be used as an offensive spell if its strength is set 
to a low value. It costs little magicka and renders enemies almost 
immobile, similar to burden. Such a spell is particularly effective 
against flying enemies like Cliff Racers, as it causes them to crash to 
the ground and take falling damage.

You may not rest on the ground while levitating, but you can rest in a 
bed. You may also find that in some cramped quarters, it will be 
impossible to move while levitating, as your head gets stuck in the 
ceiling. You should also be careful to keep an eye on the duration of the 
spell so that it does not wear off while you are in mid-air, causing you 
to fall and get hurt or even killed. (A Slowfall spell or any other 
method can help prevent this.) There does not seem to be any known height 
ceiling to levitation. You can keep going up for a very long time, long 
after the game-fog completely obscures your view of the ground. If you 
cast a Levitate spell, and then use fast travel, the spell will continue 
to its full duration as if the travel was instantaneous, even though in 
game-time it can take hours on certain routes.

You cannot levitate in Mournhold. The in-universe reason given is that 
levitation offends the goddess Almalexia, but the technical reason is 
presumably because the city is in an interior cell, and levitation would 
make it possible to fly over the walls and see the unrendered world 
beyond.

Ingredients: Coda Flower, Racer Plumes, Sweetpulp, Trama Root

Premade spells:

Strong Levitate-20 points for 10 seconds on Self
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Uvele Berendas, Indarys Manor, Berendas' House; 
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Levitate-10 points for 30 seconds on Self
Cost: 45
Available from: Fevyn Ralen, Vivec, Telvanni Mage;
Marayn Dren, Balmora, Guild of Mages

Wild Levitate-1-50 points for 30 seconds on Self
Cost: 115
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Namanian Facian, Sadrith Mora, Morag Tong Guild;
Heem-La, Ald'ruhn, Guild of Mages;
Salver Lleran, Vivec, Telvanni Sorcerer

Lightning Shield
<---------------------------------------------------------------------->
Lightning Shield M points for D seconds

Base Cost: 3.0

This effect does two different things. First, it gives M% Resist Shock, 
or M% reduction in Shock damage. Second, enemies next to the caster 
will suffer 1 point of Shock damage per 10 points of spell strength.

Ingredients: Corkbulb Root, Crab Meat, Scrap Metal

Premade spells:

Shock Barrier-1-10 points for 10 seconds on Self
Cost: 8
Available from: Uleni Heleran, Wolverine Hall, Mages Guild

Lightning Shield-10 points for 30 seconds on Self
Cost: 45
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Marayn Dren, Balmora, Guild of Mages;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Malven Romori, Vivec, Guild of Mages;
Namanian Facian, Sadrith Mora, Morag Tong Guild;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Strong Shock Shield-12 points for 30 seconds on Self
Cost: 54
Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Lock
<---------------------------------------------------------------------->
Lock M points

Base Cost: 2.0

Locks a door or container by M points. The effect is permanent until the 
lock is opened, either by lockpick or the Open effect.

There are not too many practical uses for this effect. It is handy to 
practice Security, and you can also use it to trap hostile creatures or 
NPCs in a particular room of a cell. It is highly effective for that 
purpose, as no creatures or NPCs will ever open a locked door of any 
level.

Ingredients: None

Premade spells:

Fenrick's Doorjam-10 points on Touch
Cost: 1
Available from: Fevyn Ralen, Vivec, Telvanni Mage;
Tinaso Alan, Tel Mora, Tower Services;
Medila Indaren, Caldera, Guild of Mages

Open
<---------------------------------------------------------------------->
Open M points

Base Cost: 6.0

Opens a locked door or container. The magnitude is the level of the 
lock that the spell can successfully open. Note that, much like the 
distinction between lockpicks and probes, this effect does nothing 
about traps.

Casting any Open spell as a touch or target effect will qualify as a 
crime if witnessed, just like using a lockpick.

Ingredients: None

Premade spells: 

Ondusi's Open Door-50 points on Touch
Cost: 15
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
J'Rasha, Vivec, J'Rasha: Healer;
Namanian Facian, Sadrith Mora, Morag Tong Guild;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
Marayn Dren, Balmora, Guild of Mages;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Sirilonwe, Vivec, Guild of Mages

Strong Open-50 points on Touch
Cost: 15
Available from: J'Rasha, Vivec, J'Rasha: Healer

Wild Open-1-100 points on Touch
Cost: 15
Available from: J'Rasha, Vivec, J'Rasha: Healer

Shield
<---------------------------------------------------------------------->
Shield M points for D seconds

Base Cost: 2.0

Increases the target's armor rating by M points for D seconds.

Most of the time, it is more effective to fortify the relevant armor 
skill instead. Assuming that the character is entirely covered in the 
particular armor type and the armor rating of each piece is at least 
15, the fortify skill effect applied to the armor type will give a 
bigger armor rating boost for less Magicka.

Ingredients: None

Premade spells:

Shield*-5 points for 30 seconds on Self
Cost: 15
Available from: J'Rasha, Vivec, J'Rasha: Healer

First Barrier-10 points for 30 seconds on Self
Cost: 30
Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
Folvys Andalor, Ald'ruhn, Temple;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Zanmulk Sammalamus, Gnisis, Temple;
Fevyn Ralen, Vivec, Telvanni Mage;
Marayn Dren, Balmora, Guild of Mages;
Uvele Berendas, Indarys Manor, Berendas' House

Second Barrier-20 points for 30 seconds on Self
Cost: 60
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Elynu Saren, Suran, Temple;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Folvys Andalor, Ald'ruhn, Temple;
Malven Romori, Vivec, Guild of Mages;
Milar Maryon, Tel Vos, Services Tower;
Rilvase Avani, Ghostgate, Tower of Dawn;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Uleni Heleran, Wolverine Hall, Mages Guild;
Diren Vendu, Tel Mora, Tower Services;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Fevyn Ralen, Vivec, Telvanni Mage;
Heem-La, Ald'ruhn, Guild of Mages;
Marayn Dren, Balmora, Guild of Mages;
Only-He-Stands-There, Balmora, South Wall Cornerclub;
Salen Ravel, Maar Gan, Shrine;
Tinaso Alan, Tel Mora, Tower Services

Third Barrier-30 points for 30 seconds on Self
Cost: 90
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Farena Arelas, Tel Uvirith, Arelas' House;
Fevyn Ralen, Vivec, Telvanni Mage;
Imare, Balmora, Hlaalu Council Manor;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Uleni Heleran, Wolverine Hall, Mages Guild;
Ethasi Rilvayn, Balmora, Morag Tong Guild;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Heem-La, Ald'ruhn, Guild of Mages;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Tinaso Alan, Tel Mora, Tower Services;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Fourth Barrier-40 points for 30 seconds on Self
Cost: 120
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;
Imare, Balmora, Hlaalu Council Manor;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
Tyermaillin, Balmora, Tyermaillin's House;
Farena Arelas, Tel Uvirith, Arelas' House;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Tunila Omavel, Tel Uvirith, Omavel's House

Fifth Barrier-50 points for 30 seconds on Self
Cost: 150
Available from: Gildan, Ald'ruhn, Gildan's House;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Tyermaillin, Balmora, Tyermaillin's House;
Ranis Athrys, Balmora, Guild of Mages;
Tunila Omavel, Tel Uvirith, Omavel's House

Sixth Barrier-60 points for 30 seconds on Self
Cost: 180
Available from: Gildan, Ald'ruhn, Gildan's House;
Tyermaillin, Balmora, Tyermaillin's House;
Ranis Athrys, Balmora, Guild of Mages

Slowfall
<---------------------------------------------------------------------->
Slowfall M points for D seconds

Base Cost: 3.0

Reduces fall damage by slowing the rate of descent.

Magnitude is functionally irrelevant. Any value of Slowfall makes you 
immune to fall damage for the effect's duration.

Ingredients: None

Premade spells:

Slowfall-30 points for 10 seconds on Self
Cost: 45
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Leles Birian, Ascadian Isles Region;
Milar Maryon, Tel Vos, Services Tower;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Sirilonwe, Vivec, Guild of Mages;
Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Llaros Uvayn, Caldera, Governor's Hall;
Namanian Facian, Sadrith Mora, Morag Tong Guild;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Swift Swim
<---------------------------------------------------------------------->
Swift Swim M points for D seconds

Base Cost: 2.0

Allows the target to swim more quickly in the water.

Generally speaking, using the Fortify Attribute effect for Speed is 
more effective in two ways. First, it is equally effective at raising 
swim speed for half the Magicka cost. Second, it is equally effective
on land.

Ingredients: Daedra Skin, Golden Sedge Flowers, Scales, Scrib Jerky

Premade spells:

Buoyancy-1 point for 20 seconds on Self
Cost: 2
Available from: Marayn Dren, Balmora, Guild of Mages;
Fevyn Ralen, Vivec, Telvanni Mage;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry

Swimmer's Blessing-5 points for 30 seconds on Self
Cost: 15
Available from: Dulian, Buckmoth Legion Fort, Interior;
Vaval Selas, Vivec, St. Olms Temple;
Medila Indaren, Caldera, Guild of Mages

Water Breathing
<---------------------------------------------------------------------->
Water Breathing for D seconds

Base Cost: 3.0

Allows the target to breathe underwater. This allows them to stay 
submerged for the effect's duration without drowning.

There is one quest for the Tribunal Temple that requires you to drown 
yourself. Be wary of abusing Alchemy to get permanent Water Breathing, 
at least until that quest is complete. Given the presence of over-water 
escort missions, a Touch/Target version of this effect actually can be 
quite useful. All creatures can breathe underwater by default, but most 
NPCs can drown. When the duration expires, you will not immediately 
begin drowning. Rather, the breath meter will appear at full.

Ingredients: Hackle-Lo Leaf, Kwama Cuttle, Luminous Russula*, Pearl

Premade spells: 

Water Breathing-30 seconds on Self
Cost: 5
Available from: Marayn Dren, Balmora, Guild of Mages

Vivec's Kiss-100 seconds on Self
Cost: 15
Available from: Uleni Heleran, Wolverine Hall, Mages Guild

Water Walking
<---------------------------------------------------------------------->
Water Walking for D seconds

Base Cost: 3.0

Allows the target to walk on water. Normal speed applies, just as if on 
land. If you are seeking to avoid combat, this is a great way to do it, 
as it prevents underwater creatures from attacking you and flying 
creatures generally don't spawn over water.

Again, beware making this effect permanent by Alchemy abuse. It 
prevents you from swimming under water, and many times full exploration 
requires that this be done. If you attempt to cast this effect while 
underwater, you get a message that "You cannot cast this effect at the 
moment."

Ingredients: Ampoule Pod*, Kwama Cuttle, Scales, Violet Coprinus*

Premade spells: 

Water Walking*-60 seconds on Self
Cost: 9
Available from: Marayn Dren, Balmora, Guild of Mages;
Uleni Heleran, Wolverine Hall, Mages Guild;
Tinaso Alan, Tel Mora, Tower Services

Conjuration							{SPL003}
o======================================================================o

Bound Battle Axe
<---------------------------------------------------------------------->
Bound Battle Axe for D seconds

Base Cost: 2.0

Summons a magical Daedric Battle-Axe. This automatically becomes 
equipped and drawn, replacing whatever weapon you previously had 
equipped. When the spell expires, the old weapon will be re-equipped 
and the Bound Battle-Axe will disappear. The Bound Battle-Axe has the 
same statistics as a Daedric Battle-Axe, save that it is weightless and 
carries a Constant Effect enchantment of Fortify Axe 10 points on Self. 
The Bound Battle-Axe may not be dropped, sold, or given to other people. 

The Bound Battle-Axe can become damaged, just like other items. The 
duration of the spell normally runs out before this becomes an issue. 
However, if you repair the Bound Battle-Axe before it disappears, you 
can end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Battle-Axe. 
This will give you the Bound Battle-Axe whenever worn. Since the item is 
now a constant effect, you can keep the Bound Battle-Axe much longer. 
You can also instantly repair the Bound Battle-Axe merely by removing 
and re-equipping the enchanted item. It is imperative that you do not 
repair items gotten in this way. This can cause you to be stuck with the 
items forever. Rings, belts and amulets are the best items to enchant. 
Players should not repair a constant effect Bound Battle-Axe. A broken 
Bound Battle-Axe cannot be repaired, disabled or deleted in the player 
save file without causing severe glitching (a bug that roots the player 
save to the spot and causes the player's model to vanish altogether). 
Only the "removeitem" command will successfully eliminate a broken Bound 
Battle-Axe.

Ingredients: None

Premade spells:

Bound Battle-Axe-60 seconds on Self
Cost: 6
Available from: Diren Vendu, Tel Mora, Tower Services;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Masalinie Merian, Balmora, Guild of Mages;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Bound Boots
<---------------------------------------------------------------------->
Bound Boots for D seconds

Base Cost: 2.0

Summons a magical set of Daedric Boots. They automatically become 
equipped, replacing whatever boots you previously had equipped. When 
the spell expires, the old boots will be re-equipped and the Bound 
Boots will disappear. The Bound Boots have the same statistics as 
Daedric Boots, save that they are weightless and carry a Constant 
Effect enchantment of Fortify Speed 10 points on Self. The Bound Boots 
may not be dropped, sold, or given to other people.

The Bound Boots can become damaged, just like other items. The duration 
of the spell normally runs out before this becomes an issue. However, 
if you repair the Bound Boots before they disappear, you can end up 
with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Boots. This 
will give you the Bound Boots whenever worn. Since the item is now a 
constant effect, you can keep the Bound Boots much longer. You can also 
instantly repair the Bound Boots merely by removing and re-equipping 
the enchanted item. However, you must avoid two things: First, never 
enchant a set of boots with a Bound Boots Constant Effect. Wearing such 
boots will cause them to be permanently in your inventory. Similarly, 
two items which cancel each other out is an equally bad idea. (Thus a 
Helm with Bound Boots and Boots with Bound Helm enchantments should 
never be worn at the same time). Secondly, it is even more imperative 
that you do not repair items gotten in this way. This can cause you to 
be stuck with the items forever. Thus, rings, belts and amulets are the 
best items to enchant. Players should not repair constant effect Bound 
Boots. Broken Bound Boots cannot be repaired, disabled or deleted in the 
player save file without causing severe glitching (a bug that roots the 
player save to the spot and causes the player's model to vanish 
altogether). Only the "removeitem" command will successfully eliminate 
broken Bound Boots.

Ingredients: None

Premade spells:

Bound Boots-60 seconds on Self
Cost: 6
Available from: Estirdalin, Balmora, Guild of Mages;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Farena Arelas, Tel Uvirith, Arelas' House;
Heem-La, Ald'ruhn, Guild of Mages

Bound Cuirass
<---------------------------------------------------------------------->
Bound Cuirass for D seconds

Base Cost: 2.0

Summons a magical Daedric Cuirass. It automatically becomes equipped, 
replacing whatever cuirass you previously had equipped. When the spell 
expires, the old cuirass will be re-equipped and the Bound Cuirass will 
disappear. The Bound Cuirass has the same statistics as a Daedric 
Cuirass, save that it is weightless and carries a Constant Effect 
enchantment of Fortify Light Armor 5 points on Self, Fortify Medium 
Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and 
Fortify Unarmored 5 points on Self. The Bound Cuirass may not be 
dropped, sold, or given to other people.

The Bound Cuirass can become damaged, just like other items. The 
duration of the spell normally runs out before this becomes an issue. 
However, if you repair the Bound Cuirass before it disappears, you can 
end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Cuirass. 
This will give you the Bound Cuirass whenever worn. Since the item is 
now a constant effect, you can keep the Bound Cuirass much longer. You 
can also instantly repair the Bound Cuirass merely by removing and 
re-equipping the enchanted item. However, you must avoid two things: 
First, never enchant a cuirass with a Bound Cuirass Constant Effect. 
Wearing such a cuirass will cause it to be permanently in your 
inventory. Similarly, two items which cancel each other out is an 
equally bad idea. (Thus a Helm with Bound Cuirass and a Cuirass with 
Bound Helm enchantments should never be worn at the same time). Secondly, 
it is even more imperative that you do not repair items gotten in this 
way. This can cause you to be stuck with the items forever. Thus, rings, 
belts and amulets are the best items to enchant. Players should not 
repair a constant effect Bound Cuirass. A broken Bound Cuirass cannot 
be repaired, disabled or deleted in the player save file without causing 
severe glitching (a bug that roots the player save to the spot and 
causes the player's model to vanish altogether). Only the "removeitem" 
command will successfully eliminate a broken Bound Cuirass.

Ingredients: None

Premade spells:

Bound Cuirass-60 seconds on Self
Cost: 6
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry

Bound Dagger
<---------------------------------------------------------------------->
Bound Dagger for D seconds

Base Cost: 2.0

Summons a magical Daedric Dagger. This automatically becomes equipped 
and drawn, replacing whatever weapon you previously had equipped. When 
the spell expires, the old weapon will be re-equipped and the Bound 
Dagger will disappear. The Bound Dagger has the same statistics as a 
Daedric Dagger, save that it is weightless and carries a Constant Effect 
enchantment of Fortify Short Blade 10 points on Self. The Bound Dagger 
may not be dropped, sold, or given to other people. 

The Bound Dagger can become damaged, just like other items. The duration 
of the spell normally runs out before this becomes an issue. However, 
if you repair the Bound Dagger before it disappears, you can end up with 
a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Dagger. This 
will give you the Bound Dagger whenever worn. Since the item is now a 
constant effect, you can keep the Bound Dagger much longer. You can also 
instantly repair the Bound Dagger merely by removing and 
re-equipping the enchanted item. It is imperative that you do not repair 
items gotten in this way. This can cause you to be stuck with the items 
forever. Rings, belts and amulets are the best items to enchant. Players 
should not repair a constant effect Bound Dagger. A broken Bound Dagger 
cannot be repaired, disabled or deleted in the player save file without 
causing severe glitching (a bug that roots the player save to the spot 
and causes the player's model to vanish altogether). Only the 
"removeitem" command will successfully eliminate a broken Bound Dagger.

Ingredients: None

Premade spells:

Bound Dagger*-60 seconds on Self
Cost: 6
Available from: Diren Vendu, Tel Mora, Tower Services;
Felen Maryon: Tel Branora, Upper Tower: Therana's Chamber;
Masalinie Merian, Balmora, Guild of Mages;
Estirdalin, Balmora, Guild of Mages;
Heem-La, Ald'ruhn, Guild of Mages;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Bound Gauntlets
<---------------------------------------------------------------------->
Bound Gauntlets for D seconds

Base Cost: 2.0

Summons a magical pair of Daedric Gauntlets. They automatically become 
equipped, replacing whatever gauntlets you previously had equipped. 
When the spell expires, the old gauntlets will be re-equipped and the 
Bound Gauntlets will disappear. The Bound Gauntlets have the same 
statistics as Daedric Gauntlets, save that they are weightless and 
carry a Constant Effect enchantment of Fortify Hand-to-Hand 10 points 
on Self for the left gauntlet and Fortify Agility 10 points on Self for 
the right gauntlet. The Bound Gauntlets may not be dropped, sold, or 
given to other people.

The Bound Gauntlets can become damaged, just like other items. The 
duration of the spell normally runs out before this becomes an issue. 
However, if you repair the Bound Gauntlets before they disappear, you 
can end up with permanent duplicates in your inventory.

It is possible to enchant items with Constant Effect Bound Gauntlets. 
This will give you the Bound Gauntlets whenever worn. Since the item is 
now a constant effect, you can keep the Bound Gauntlets much longer. 
You can also instantly repair the Bound Gauntlets merely by removing 
and re-equipping the enchanted item. However, you must avoid two things: 
First, never enchant a gauntlet with a Bound Gauntlets Constant Effect. 
Wearing such a gauntlet will cause it to be permanently in your 
inventory. Similarly, two items which cancel each other out is an 
equally bad idea. (Thus a Helm with Bound Gauntlets and a Gauntlet with 
Bound Helm enchantments should never be worn at the same time). 
Secondly, it is even more imperative that you do not repair items 
gotten in this way. This can cause you to be stuck with the items 
forever. Thus, rings, belts and amulets are the best items to enchant. 
Players should not repair constant effect Bound Gauntlets. Broken Bound 
Gauntlets cannot be repaired, disabled or deleted in the player save 
file without causing severe glitching (a bug that roots the player save 
to the spot and causes the player's model to vanish altogether). Only the 
"removeitem" command will successfully eliminate broken Bound Gauntlets.

Ingredients: None

Premade spells:

Bound Gauntlets-60 seconds on Self
Cost: 6
Available from: Farena Arelas, Tel Uvirith, Arelas' House;
Heem-La, Ald'ruhn, Guild of Mages;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Medila Indaren, Caldera, Guild of Mages

Bound Helm
<---------------------------------------------------------------------->
Bound Helm for D seconds

Base Cost: 2.0

Summons a magical Daedric Helmet. It automatically becomes equipped, 
replacing whatever helmet you previously had equipped. When the spell 
expires, the old helmet will be re-equipped and the Bound Helmet will 
disappear. The Bound Helmet has the same statistics as a Daedric 
Cuirass, save that it is weightless and carries a Constant Effect 
enchantment of Fortify Light Armor 5 points on Self, Fortify Medium 
Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and 
Fortify Unarmored 5 points on Self. The Bound Helmet may not be 
dropped, sold, or given to other people.

The Bound Helmet can become damaged, just like other items. The 
duration of the spell normally runs out before this becomes an issue. 
However, if you repair the Bound Helmet before it disappears, you can 
end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Helm. 
This will give you the Bound Helmet whenever worn. Since the item is 
now a constant effect, you can keep the Bound Helmet much longer. You 
can also instantly repair the Bound Helmet merely by removing and 
re-equipping the enchanted item. However, you must avoid two things: 
First, never enchant a helmet with a Bound Helm Constant Effect. 
Wearing such a helmet will cause it to be permanently in your 
inventory. Similarly, two items which cancel each other out is an 
equally bad idea. (Thus a Helm with Bound Cuirass and a Cuirass with 
Bound Helm enchantments should never be worn at the same time). Secondly, 
it is even more imperative that you do not repair items gotten in this 
way. This can cause you to be stuck with the items forever. Thus, rings, 
belts and amulets are the best items to enchant. Players should not 
repair a constant effect Bound Helmet. A broken Bound Helmet cannot 
be repaired, disabled or deleted in the player save file without causing 
severe glitching (a bug that roots the player save to the spot and 
causes the player's model to vanish altogether). Only the "removeitem" 
command will successfully eliminate a broken Bound Helmet.

Ingredients: None

Premade spells:

Bound Helm-60 seconds on Self
Cost: 6
Available from: Estirdalin, Balmora, Guild of Mages;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Farena Arelas, Tel Uvirith, Arelas' House;
Medila Indaren, Caldera, Guild of Mages

Bound Longbow
<---------------------------------------------------------------------->
Bound Longbow for D seconds

Base Cost: 2.0

Summons a magical Daedric Longbow. This automatically becomes equipped 
and drawn, replacing whatever weapon you previously had equipped. When 
the spell expires, the old weapon will be re-equipped and the Bound 
Longbow will disappear. The Bound Longbow has the same statistics as a 
Daedric Longbow, save that it is weightless and carries a Constant 
Effect enchantment of Fortify Marksman 10 points on Self. The Bound 
Longbow may not be dropped, sold, or given to other people. 

The Bound Longbow can become damaged, just like other items. The 
duration of the spell normally runs out before this becomes an issue. 
However, if you repair the Bound Longbow before it disappears, you can 
end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Longbow. This 
will give you the Bound Longbow whenever worn. Since the item is now a 
constant effect, you can keep the Bound Longbow much longer. You can also 
instantly repair the Bound Longbow merely by removing and re-equipping 
the enchanted item. It is imperative that you do not repair items gotten 
in this way. This can cause you to be stuck with the items forever. 
Rings, belts and amulets are the best items to enchant. Players should 
not repair a constant effect Bound Longbow. A broken Bound Longbow 
cannot be repaired, disabled or deleted in the player save file without 
causing severe glitching (a bug that roots the player save to the spot 
and causes the player's model to vanish altogether). Only the 
"removeitem" command will successfully eliminate a broken Bound Longbow.

Ingredients: None

Premade spells:

Bound Longbow-60 seconds on Self
Cost: 6
Available from: Estirdalin, Balmora, Guild of Mages;
Masalinie Merian, Balmora, Guild of Mages

Bound Longsword
<---------------------------------------------------------------------->
Bound Longsword for D seconds

Base Cost: 2.0

Summons a magical Daedric Longsword. This automatically becomes 
equipped and drawn, replacing whatever weapon you previously had 
equipped. When the spell expires, the old weapon will be re-equipped 
and the Bound Longsword will disappear. The Bound Longsword has the 
same statistics as a Daedric Longsword, save that it is weightless and 
carries a Constant Effect enchantment of Fortify Long Blade 10 points 
on Self. The Bound Longsword may not be dropped, sold, or given to other 
people. 

The Bound Longsword can become damaged, just like other items. The 
duration of the spell normally runs out before this becomes an issue. 
However, if you repair the Bound Longsword before it disappears, you can 
end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Longsword. 
This will give you the Bound Longsword whenever worn. Since the item is 
now a constant effect, you can keep the Bound Longsword much longer. You 
can also instantly repair the Bound Longsword merely by removing and 
re-equipping the enchanted item. It is imperative that you do not repair 
items gotten in this way. This can cause you to be stuck with the items 
forever. Rings, belts and amulets are the best items to enchant. Players 
should not repair a constant effect Bound Longsword. A broken Bound 
Longsword cannot be repaired, disabled or deleted in the player save 
file without causing severe glitching (a bug that roots the player save 
to the spot and causes the player's model to vanish altogether). Only the 
"removeitem" command will successfully eliminate a broken Bound 
Longsword.

Ingredients: None

Premade spells:

Bound Longsword-60 seconds on Self
Cost: 6
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Masalinie Merian, Balmora, Guild of Mages;
Farena Arelas, Tel Uvirith, Arelas' House;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Bound Mace
<---------------------------------------------------------------------->
Bound Mace for D seconds

Base Cost: 2.0

Summons a magical Daedric Mace. This automatically becomes equipped and 
drawn, replacing whatever weapon you previously had equipped. When the 
spell expires, the old weapon will be re-equipped and the Bound Mace 
will disappear. The Bound Mace has the same statistics as a Daedric 
Mace, save that it is weightless and carries a Constant Effect 
enchantment of Fortify Blunt Weapon 10 points on Self. The Bound Mace 
may not be dropped, sold, or given to other people. 

The Bound Mace can become damaged, just like other items. The duration 
of the spell normally runs out before this becomes an issue. However, 
if you repair the Bound Mace before it disappears, you can end up with 
a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Mace. This 
will give you the Bound Mace whenever worn. Since the item is now a 
constant effect, you can keep the Bound Mace much longer. You can also 
instantly repair the Bound Mace merely by removing and re-equipping the 
enchanted item. It is imperative that you do not repair items gotten in 
this way. This can cause you to be stuck with the items forever. Rings, 
belts and amulets are the best items to enchant. Players should not 
repair a constant effect Bound Mace. A broken Bound Mace cannot be 
repaired, disabled or deleted in the player save file without causing 
severe glitching (a bug that roots the player save to the spot and 
causes the player's model to vanish altogether). Only the "removeitem" 
command will successfully eliminate a broken Bound Mace.

Ingredients: None

Premade spells:

Bound Mace-60 seconds on Self
Cost: 6
Available from: Diren Vendu, Tel Mora, Tower Services;
Masalinie Merian, Balmora, Guild of Mages;
Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Medila Indaren, Caldera, Guild of Mages

Bound Shield
<---------------------------------------------------------------------->
Bound Shield for D seconds

Base Cost: 2.0

Summons a magical Daedric Shield. It automatically becomes equipped, 
replacing whatever shield you previously had equipped. When the spell 
expires, the old shield will be re-equipped and the Bound Shield will 
disappear. The Bound Shield has the same statistics as a Daedric 
Shield, save that it is weightless and carries a Constant Effect 
enchantment of Fortify Block 5 points on Self, Fortify Medium 
Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and 
Fortify Unarmored 5 points on Self. The Bound Shield may not be 
dropped, sold, or given to other people.

The Bound Shield can become damaged, just like other items. The 
duration of the spell normally runs out before this becomes an issue. 
However, if you repair the Bound Shield before it disappears, you can 
end up with a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Shield. 
This will give you the Bound Shield whenever worn. Since the item is 
now a constant effect, you can keep the Bound Shield much longer. You 
can also instantly repair the Bound Shield merely by removing and 
re-equipping the enchanted item. However, you must avoid two things: 
First, never enchant a shield with a Bound Shield Constant Effect. 
Wearing such a shield will cause it to be permanently in your 
inventory. Similarly, two items which cancel each other out is an 
equally bad idea. (Thus a Helm with Bound Shield and a Shield with 
Bound Helm enchantments should never be worn at the same time). Secondly, 
it is even more imperative that you do not repair items gotten in this 
way. This can cause you to be stuck with the items forever. Thus, rings, 
belts and amulets are the best items to enchant. Players should not 
repair a constant effect Bound Shield. A broken Bound Shield cannot 
be repaired, disabled or deleted in the player save file without causing 
severe glitching (a bug that roots the player save to the spot and 
causes the player's model to vanish altogether). Only the "removeitem" 
command will successfully eliminate a broken Bound Shield.

Ingredients: None

Premade spells:

Bound Shield-60 seconds on Self
Cost: 6
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Bound Spear
<---------------------------------------------------------------------->
Bound Spear for D seconds

Base Cost: 2.0

Summons a magical Daedric Spear. This automatically becomes equipped and 
drawn, replacing whatever weapon you previously had equipped. When the 
spell expires, the old weapon will be re-equipped and the Bound Spear 
will disappear. The Bound Spear has the same statistics as a Daedric 
Spear, save that it is weightless and carries a Constant Effect 
enchantment of Fortify Spear 10 points on Self. The Bound Spear may not 
be dropped, sold, or given to other people. 

The Bound Spear can become damaged, just like other items. The duration 
of the spell normally runs out before this becomes an issue. However, 
if you repair the Bound Spear before it disappears, you can end up with 
a permanent duplicate in your inventory.

It is possible to enchant items with Constant Effect Bound Spear. This 
will give you the Bound Spear whenever worn. Since the item is now a 
constant effect, you can keep the Bound Spear much longer. You can also 
instantly repair the Bound Spear merely by removing and re-equipping the 
enchanted item. It is imperative that you do not repair items gotten in 
this way. This can cause you to be stuck with the items forever. Rings, 
belts and amulets are the best items to enchant. Players should not 
repair a constant effect Bound Spear. A broken Bound Spear cannot be 
repaired, disabled or deleted in the player save file without causing 
severe glitching (a bug that roots the player save to the spot and 
causes the player's model to vanish altogether). Only the "removeitem" 
command will successfully eliminate a broken Bound Spear.

Ingredients: None

Premade spells:

Bound Spear-60 seconds on Self
Cost: 6
Available from: Diren Vendu, Tel Mora, Tower Services
Masalinie Merian, Balmora, Guild of Mages
Heem-La, Ald'ruhn, Guild of Mages
Medila Indaren, Caldera, Guild of Mages

Command Creature
<---------------------------------------------------------------------->
Command Creature M levels for D seconds

Base Cost: 15

Makes the target fight for you and follow you for D seconds, where M 
stands for the target's level. This effect will work on all creatures, 
provided the spell strength is sufficiently high to capture their level. 
The afflicted will behave much like a summoned creature; ignoring your 
presence, engaging hostiles, and turning hostile if you hit them three 
times.

Commanded creatures are excellent targets for backstabs. Command spells 
that have become permanent can be broken by leaving the target in a 
cell, teleporting away, waiting three days, and returning. Commanded 
targets that respawn won't remain where you left them once the respawn 
is initiated. Even a low-duration Command spell can be effective at 
breaking up large groups of enemies if cast from stealth or a long 
distance. Enemies that turn against each other will continue fighting 
after the spell wears off, so long as you don't present yourself as a 
new target.

Ingredients: None

Premade spells:

Command Creature-5 points for 30 seconds on Target
Cost: 169
Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's 
Chamber

Command Humanoid
<---------------------------------------------------------------------->
Command Humanoid M levels for D seconds

Base Cost: 15

Makes the target fight for you and follow you for D seconds, where M 
stands for the target's level. This effect will work on all humanoid 
NPCs, provided the spell strength is sufficiently high to capture their 
level. The afflicted will behave much like a summoned creature; 
ignoring your presence, engaging hostiles, and turning hostile if you 
hit them three times.

Command Humanoid is a good means of bringing NPCs to different 
locations, as they will follow you, even into different cells, so long 
as the effect is active. You can use this to lure vendors out of their 
shops and loot the place, lure intended murder victims away from any 
potential witnesses, or bring non-freeable slaves into a location where 
you can free slaves, and free them there. It is also good just to bring 
service providers somewhere more convenient. You can bring a Guild Guide 
straight to your house, as well as a merchant, enchanter, spellmaker, 
and anyone else you might need. Another useful trick is to move NPCs 
who block doors, hallways, or other areas you need to get through. 
However, you should never use the effect in conjunction with the 
services of a transportation NPC or a trainer. If the effect is still 
active when you travel/train, the NPC may permanently vanish. Do not use 
those services until you are positive the spell is no longer in effect. 
Commanding a humanoid can make them non-hostile, even after the 
duration has ended.

Ingredients: None

Premade spells:

Commanding Touch-5 points for 10 seconds on Touch
Cost: 38
Available from: Estoril, Ald'ruhn, The Rat in the Pot;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Command Humanoid-5 points for 30 seconds on Target
Cost: 169
Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's 
Chamber

Summon Ancestral Ghost
<---------------------------------------------------------------------->
Summon Ancestral Ghost for D seconds

Base Cost: 7.0

Summons an Ancestral Ghost to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Ancestral Ghost to 
replenish their Magicka, by summoning a creature, striking it three 
times, and then absorbing the spells it casts. Combining a 1 second 
summon and a 1 second Soultrap on Target into one spell and firing it 
at the ground will result in a permanent summon. Multiple creatures can 
be summoned at once, as long as they are different creatures or are in 
separate spells.

The Ancestral Ghost drops nothing, has 23 Health, 100 Resist Common 
Disease, 100 Resist Frost, 100 Resist Normal Weapons, and 100 Resist 
Poison. It deals 1-5 points Melee Damage and can cast Ghost Curse, a 
spell with Damage Health 1-10 points for 1 second, Drain Fatigue 10 
points for 30 seconds, and Drain Endurance 5 points for 30 seconds, on 
Touch. It has a soul value of 100 (Common).

Ingredients: None

Premade spells:

Summon Ancestral Ghost*: 60 seconds on Self
Cost: 21
Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
Malven Romori, Vivec, Guild of Mages;
Heem-La, Ald'ruhn, Guild of Mages

Summon Bonelord
<---------------------------------------------------------------------->
Summon Ancestral Ghost for D seconds

Base Cost: 7.0

Summons an Ancestral Ghost to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Bonelord to 
replenish their Magicka, by summoning a creature, striking it three 
times, and then absorbing the spells it casts. Combining a 1 second 
summon and a 1 second Soultrap on Target into one spell and firing it 
at the ground will result in a permanent summon. Multiple creatures can 
be summoned at once, as long as they are different creatures or are in 
separate spells.

The Bonelord drops nothing, has 90 Health, 75 Resist Frost, 100 Resist 
Normal Weapons, 75 Resist Poison, and 75 Resist Shock. It deals 8-24 
points Melee Damage, can cast Grave Curse: Speed, a spell with Drain 
Speed 2-4 points for 60 seconds on Target, and can cast Second Barrier, 
a spell with Shield 20 points for 30 seconds on Self. It has a soul 
value of 100 (Common).

Ingredients: None

Premade spells:

Summon Bonelord-60 seconds on Self
Cost: 75
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Salver Lleran, Vivec, Telvanni Sorcerer;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Summon Bonewalker
<---------------------------------------------------------------------->
Summon Bonewalker for D seconds

Base Cost: 13.0

Summons a Bonewalker to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Bonewalker to 
replenish their Magicka, by summoning a creature, striking it three 
times, and then absorbing the spells it casts. Combining a 1 second 
summon and a 1 second Soultrap on Target into one spell and firing it at 
the ground will result in a permanent summon. Multiple creatures can be 
summoned at once, as long as they are different creatures or are in 
separate spells.

The Bonewalker drops nothing, has 60 Health, 75 Resist Frost, 75 Resist 
Poison, and 75 Resist Shock. It deals 4-12 points Melee Damage and can 
cast Grave Curse: Endurance, a spell with Drain Endurance 2-4 points for 
60 seconds on Target, Grave Curse: Strength, a spell with Drain Strength 
2-4 points for 60 seconds on Target, and can transmit Brown Rot Disease, 
a disease that drains Personality and Strength 10 points. It has a soul 
value of 75 (Common).

Ingredients: None

Premade spells:

Summon Least Bonewalker-60 seconds on Self
Cost: 39
Available from: Estoril, Ald'ruhn, The Rat in the Pot;
Heem-La, Ald'ruhn, Guild of Mages;
Masalinie Merian, Balmora, Guild of Mages;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Marayn Dren, Balmora, Guild of Mages;
Malven Romori, Vivec, Guild of Mages

Summon Centurion Sphere
<---------------------------------------------------------------------->
Summon Centurion Sphere for D seconds

Base Cost: 25.0

Summons a Centurion Sphere to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

There is a short period of time after a summoned creature is killed 
during which you can loot its corpse just before it vanishes. While 
most summons do not carry anything of much value, a few can be 
exploited in this way to harvest their gear. When exploiting this 
glitch, you should save, as the game sometimes freezes when you attempt 
to loot the creature. When you do successfully loot a summoned corpse, 
never choose the "Dispose Of Corpse" option. This will always freeze 
the game, as it creates a conflict with the script that makes the 
corpse disappear. Combining a 1 second summon and a 1 second Soultrap 
on Target into one spell and firing it at the ground will result in a 
permanent summon. Multiple creatures can be summoned at once, as long 
as they are different creatures or are in separate spells.

The Centurion Sphere drops Scrap Metal and has 75 Health. It deals 
5-15 points of Melee Damage and can cast Shock Shield, a spell with 
Lightning Shield 3 points for 20 seconds on Self. It has no soul.

Ingredients: None

Premade spells:

Dwemer Animunculi-Summon Centurion Sphere for 120 seconds
Cost: 75
Available from: the book Secrets of Dwemer Animunculi, Galom Daeus, 
Observatory

Summon Clannfear
<---------------------------------------------------------------------->
Summon Clannfear for D seconds

Base Cost: 22.0

Summons a Clannfear to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Combining a 1 
second summon and a 1 second Soultrap on Target into one spell and 
firing it at the ground will result in a permanent summon. Multiple 
creatures can be summoned at once, as long as they are different 
creatures or are in separate spells.

The Clannfear drops nothing and has 113 Health. It deals 6-18 points 
Melee Damage. It has a soul value of 100 (Common).

Ingredients: None

Premade spells:

Summon Clannfear-60 seconds on Self
Cost: 66
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Salver Lleran, Vivec, Telvanni Sorcerer;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Summon Daedroth
<---------------------------------------------------------------------->
Summon Daedroth for D seconds

Base Cost: 32.0

Summons a Daedroth to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Daedroth to 
replenish their Magicka, by summoning a creature, striking it three 
times, and then absorbing the spells it casts. Combining a 1 second 
summon and a 1 second Soultrap on Target into one spell and firing it 
at the ground will result in a permanent summon. Multiple creatures can 
be summoned at once, as long as they are different creatures or are in 
separate spells.

The Daedroth drops nothing, has 180 Health, and 100 Resist Normal 
Weapons. It deals 12-36 points Melee Damage and can cast Shockbloom, a 
spell with Shock Damage 1-25 points in 10 feet for 5 seconds on Target, 
Poisonbloom, a spell with Poison 1-20 points in 10 feet for 5 seconds 
on Target, Third Barrier, a spell with Shield 30 points for 30 seconds 
on Self, and Regenerate, a spell with Restore Health 1-5 points for 20 
seconds on Self. It has a soul value of 195 (Grand).

Ingredients: None

Premade spells:

Summon Daedroth-60 seconds on Self
Cost: 96
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Salver Lleran, Vivec, Telvanni Sorcerer;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber

Summon Dremora
<---------------------------------------------------------------------->
Summon Dremora for D seconds

Base Cost: 28.0

Summons a Dremora to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. There is a short 
period of time after a summoned creature is killed during which you can 
loot its corpse just before it vanishes. While most summons do not carry 
anything of much value, a few can be exploited in this way to harvest 
their gear. Most notable for this are the Dremora, which carry a random 
high-quality weapon (Dwarven, Ebony, or even Daedric). When exploiting 
this glitch, you should save, as the game sometimes freezes when you 
attempt to loot the creature. When you do successfully loot a summoned 
corpse, never choose the "Dispose Of Corpse" option. This will always 
freeze the game, as it creates a conflict with the script that makes 
the corpse disappear. Combining a 1 second summon and a 1 second 
Soultrap on Target into one spell and firing it at the ground will 
result in a permanent summon. Multiple creatures can be summoned at 
once, as long as they are different creatures or are in separate spells.

The Dremora drops a Daedra Heart and a random leveled weapon, which 
progresses as follows according to player level: PC Level 1 can be a 
Dreugh Club, Dreugh Staff, Dwarven Battle Axe, Dwarven Claymore, Dwarven 
Halberd, Dwarven Mace, Dwarven Shortsword, Dwarven Spear, Dwarven War 
Axe, or Dwarven Warhammer; at PC level 14, it adds an Ebony Shortsword, 
Ebony War Axe, or Ebony Broadsword; at PC level 15, it adds an Ebony 
Longsword, Ebony Mace, Ebony Spear, or Ebony Staff; at PC level 16, it 
adds a Daedric Staff, Daedric Tanto, Daedric Club, Daedric Dagger, or 
Daedric Shortsword; at PC level 17, it adds a Daedric Spear, Daedric 
Wakizashi, Daedric War Axe, Daedric Battle Axe, Daedric Katana, Daedric 
Mace, or Daedric Longsword; and at PC level 18, it adds a Daedric 
Warhammer, Daedric Dai-katana, or Daedric Claymore.  The Dremora has 
160 Health, 100 Resist Normal Weapons, and 20 Reflect. It deals 9-27 
points of Melee Damage, plus its weapon, and can cast Second Barrier, a 
spell with Shield 20 points for 30 seconds on Self. It has a soul value 
of 100 (Common).

Ingredients: None

Premade spells:

Summon Dremora-60 seconds on Self
Cost: 84
Available from: Diren Vendu, Tel Mora, Tower Services;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub

Summon Flame Atronach
<---------------------------------------------------------------------->
Summon Flame Atronach for D seconds

Base Cost: 23.0

Summons a Flame Atronach to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Flame Atronach to 
replenish their Magicka, by summoning a creature, striking it three 
times, and then absorbing the spells it casts. Combining a 1 second 
summon and a 1 second Soultrap on Target into one spell and firing it 
at the ground will result in a permanent summon. Multiple creatures can 
be summoned at once, as long as they are different creatures or are in 
separate spells.

The Flame Atronach drops nothing, has 75 Health, 100 Resist Fire, -60 
Resist Frost (or 60 Weakness to Frost), 100 Resist Normal Weapons, and 
20 Reflect. It deals 7-21 points Melee Damage and can cast Firebloom, a 
spell with Fire Damage 1-25 points in 10 feet for 5 seconds on Target. 
It has a soul value of 105 (Common).

Ingredients: None

Premade spells:

Summon Flame Atronach-60 seconds on Self
Cost: 69
Available from: Malven Romori, Vivec, Guild of Mages;
Salver Lleran, Vivec, Telvanni Sorcerer;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Medila Indaren, Caldera, Guild of Mages;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Summon Frost Atronach
<---------------------------------------------------------------------->
Summon Frost Atronach for D seconds

Base Cost: 27.0

Summons a Frost Atronach to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Frost Atronach to 
replenish their Magicka, by summoning a creature, striking it three 
times, and then absorbing the spells it casts. Combining a 1 second 
summon and a 1 second Soultrap on Target into one spell and firing it 
at the ground will result in a permanent summon. Multiple creatures can 
be summoned at once, as long as they are different creatures or are in 
separate spells.

The Frost Atronach drops nothing, has 105 Health, -50 Resist Fire (or 
50 Weakness to Fire), 100 Resist Frost, 100 Resist Normal Weapons, and 
20 Reflect. It deals 9-27 points Melee Damage and can cast Frostbloom, a 
spell with Frost Damage 1-25 points in 10 feet for 5 seconds on Target. 
It has a soul value of 138 (Greater).

Ingredients: None

Premade spells:

Summon Frost Atronach-60 seconds on Self
Cost: 81
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Salver Lleran, Vivec, Telvanni Sorcerer;
Uleni Heleran, Wolverine Hall, Mages Guild

Summon Golden Saint
<---------------------------------------------------------------------->
Summon Golden Saint for D seconds

Base Cost: 55.0

Summons a Golden Saint to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Golden Saints 
are the best for this, as they have the largest souls available short of 
a few unique deities. There is a short period of time after a summoned 
creature is killed during which you can loot its corpse just before it 
vanishes. While most summons do not carry anything of much value, a 
few can be exploited in this way to harvest their gear. Most notable 
for this is the Golden Saint, which is armed with a good weapon and 
shield. (This is one of the only ways to acquire a Daedric Tower 
Shield.) When exploiting this glitch, you should save, as the game 
sometimes freezes when you attempt to loot the creature. When you do 
successfully loot a summoned corpse, never choose the "Dispose Of 
Corpse" option. This will always freeze the game, as it creates a 
conflict with the script that makes the corpse disappear. Combining a 
1 second summon and a 1 second Soultrap on Target into one spell and 
firing it at the ground will result in a permanent summon. Multiple 
creatures can be summoned at once, as long as they are different 
creatures or are in separate spells.

The Golden Saint drops a random weapon and random shield from the 
following lists. The weapon can be a Glass Claymore, Glass Dagger, 
Glass Firesword, Glass Frostsword, Glass Halberd, Glass Jinkblade, Glass 
Longsword, Glass Poisonsword, Glass Staff, Glass Stormsword, Ebony 
Broadsword, Ebony Longsword, Ebony Mace, Ebony Shortsword, Ebony Spear, 
Ebony Staff, Daedric Dagger, or Daedric Katana. The shield can be a 
Daedric Shield, Daedric Tower Shield, Dragonscale Tower Shield, Dreugh 
Shield, Dwemer Shield, Ebony Shield, Ebony Tower Shield, Feather Shield, 
Glass Shield, Glass Tower Shield, Imperial Shield, Indoril Shield, Iron 
Shield, Iron Tower Shield, Netch Leather Shield, Netch Leather Tower 
Shield, Nordic Leather Shield, Orcish Tower Shield, Shield of Wounds, or 
Shield of Light. The Golden Saint has 250 Health, 50 Resist Fire, 50 
Resist Frost, 100 Resist Normal Weapons, 50 Resist Shock, and 20 
Reflect. It deals 20-60 points Melee Damage plus its weapon and can 
cast Dispel, a spell with Dispel 100 points on Self, and Shock Shield, 
a spell with Lightning Shield 3 points for 20 seconds on Self. It has a 
soul value of 400 (Grand).

Ingredients: None

Premade spells:

Summon Golden Saint-60 seconds on Self
Cost: 165
Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's 
Chamber

Summon Greater Bonewalker
<---------------------------------------------------------------------->
Summon Greater Bonewalker for D seconds

Base Cost: 15.0

Summons a Greater Bonewalker to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Greater Bonewalker 
to replenish their Magicka, by summoning a creature, striking it three 
times, and then absorbing the spells it casts. There is a short period 
of time after a summoned creature is killed during which you can loot 
its corpse just before it vanishes. While most summons do not carry 
anything of much value, a few can be exploited in this way to harvest 
their gear. When exploiting this glitch, you should save, as the game 
sometimes freezes when you attempt to loot the creature. When you do 
successfully loot a summoned corpse, never choose the "Dispose Of 
Corpse" option. This will always freeze the game, as it creates a 
conflict with the script that makes the corpse disappear. Combining a 
1 second summon and a 1 second Soultrap on Target into one spell and 
firing it at the ground will result in a permanent summon. Multiple 
creatures can be summoned at once, as long as they are different 
creatures or are in separate spells.

The Greater Bonewalker drops 0-5 Bonemeal and some random loot, has 100 
Health, 75 Resist Frost, 75 Resist Poison, and 75 Resist Shock. It deals 
5-15 points Melee Damage and can cast Dread Curse: Endurance, a spell 
with Damage Endurance 5-12 points for 1 second on Touch, Dread Curse: 
Strength, a spell with Damage Strength 5-12 points for 1 second on 
Touch, and can transmit Brown Rot disease, a disease with Drain 
Personality & Strength 10 Points. It has a soul value of 75 (Common).

Ingredients: None

Premade spells:

Summon Greater Bonewalker-60 seconds on Self
Cost: 45
Available from: Uleni Heleran, Wolverine Hall, Mages Guild;
Malven Romori, Vivec, Guild of Mages

Summon Hunger
<---------------------------------------------------------------------->
Summon Hunger for D seconds

Base Cost: 29.0

Summons a Hunger to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Hunger to replenish 
their Magicka, by summoning a creature, striking it three times, and 
then absorbing the spells it casts. Combining a 1 second summon and a 1 
second Soultrap on Target into one spell and firing it at the ground 
will result in a permanent summon. Multiple creatures can be summoned 
at once, as long as they are different creatures or are in separate 
spells.

The Hunger drops nothing, has 170 Health, 100 Resist Fire, 100 Resist 
Frost, 100 Resist Normal Weapons, 100 Resist Poison, and 100 Resist 
Shock. It deals 11-33 Melee Damage and can cast Disintegrate Armor, a 
spell with Disintegrate Armor 6-25 points for 1 second on Target, 
Disintegrate Weapon, a spell with Disintegrate Weapon 6-25 points for 1 
second on Target, and Paralysis, a spell with Paralyze for 5 seconds 
on Touch. It has a soul value of 250 (Grand).

Ingredients: None

Premade spells:

Summon Hunger-60 seconds on Self
Cost: 87
Available from: Diren Vendu, Tel Mora, Tower Services;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Salver Lleran, Vivec, Telvanni Sorcerer

Summon Scamp
<---------------------------------------------------------------------->
Summon Scamp for D seconds

Base Cost: 12.0

Summons a Scamp to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Combining a 1 
second summon and a 1 second Soultrap on Target into one spell and 
firing it at the ground will result in a permanent summon. Multiple 
creatures can be summoned at once, as long as they are different 
creatures or are in separate spells.

The Scamp drops nothing, has 45 Health, 50 Resist Fire, 50 Resist Frost, 
100 Resist Normal Weapons, 75 Resist Poison, and 50 Resist Shock. It 
deals 5-15 points Melee Damage. It has a soul value of 100 (Common).

Ingredients: None

Premade spells:

Summon Scamp-60 seconds on Self
Cost: 36
Available from: Leles Birian, Ascadian Isles Region;
Medila Indaren, Caldera, Guild of Mages;
Malven Romori, Vivec, Guild of Mages;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Summon Skeletal Minion
<---------------------------------------------------------------------->
Summon Skeletal Minion for D seconds

Base Cost: 13.0

Summons a Skeletal Minion to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. There is a 
short period of time after a summoned creature is killed during which 
you can loot its corpse just before it vanishes. While most summons do 
not carry anything of much value, a few can be exploited in this way to 
harvest their gear. When exploiting this glitch, you should save, 
as the game sometimes freezes when you attempt to loot the creature. 
When you do successfully loot a summoned corpse, never choose the 
"Dispose Of Corpse" option. This will always freeze the game, as it 
creates a conflict with the script that makes the corpse disappear. 
Combining a 1 second summon and a 1 second Soultrap on Target into 
one spell and firing it at the ground will result in a permanent 
summon. Multiple creatures can be summoned at once, as long as they 
are different creatures or are in separate spells.

The Skeletal Minion drops Bonemeal, an Iron Shield, and a random weapon, 
has 38 Health, 100 Resist Common Disease, 100 Resist Frost, 100 Resist 
Poison, and 50 Resist Shock. It deals 1-9 Melee Damage plus its weapon. 
It has a soul value of 30 (Petty).

Ingredients: None

Premade spells:

Summon Skeletal Minion-60 seconds on Self
Cost: 39
Available from: Estoril, Ald'ruhn, The Rat in the Pot;
Heem-La, Ald'ruhn, Guild of Mages;
Marayn Dren, Balmora, Guild of Mages;
Uleni Heleran, Wolverine Hall, Mages Guild;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Malven Romori, Vivec, Guild of Mages;
Medila Indaren, Caldera, Guild of Mages

Summon Storm Atronach
<---------------------------------------------------------------------->
Summon Storm Atronach for D seconds

Base Cost: 38.0

Summons a Storm Atronach to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. Those born under 
the Atronach birthsign can use summons such as the Storm Atronach to 
replenish their Magicka, by summoning a creature, striking it three 
times, and then absorbing the spells it casts. Combining a 1 second 
summon and a 1 second Soultrap on Target into one spell and firing it 
at the ground will result in a permanent summon. Multiple creatures can 
be summoned at once, as long as they are different creatures or are in 
separate spells.

The Storm Atronach drops nothing, has 200 Health, 100 Resist Normal 
Weapons, 75 Resist Poison, 100 Resist Shock, and 20 Reflect. It deals 
15-45 points Melee Damage and can cast Shockbloom, a spell with Shock 
Damage 1-25 in 10 feet for 5 seconds on Target, and Shock Shield, a 
spell with Lightning Shield 3 points for 20 seconds on Self. It has a 
soul value of 150 (Greater).

Ingredients: None

Premade spells:

Summon Storm Atronach-60 seconds on Self
Cost: 114
Available from: Diren Vendu, Tel Mora, Tower Services;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Salver Lleran, Vivec, Telvanni Sorcerer;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Summon Winged Twilight
<---------------------------------------------------------------------->
Summon Winged Twilight for D seconds

Base Cost: 52.0

Summons a Winged Twilight to fight for the caster for a limited time. 
Summoned creatures will disappear when the spell expires, when they are 
killed, or when the character who cast the spell is killed.

You can harvest souls from summoned creatures if you cast Soultrap on 
them before they are killed. You will not receive a soul if the summon 
spell expires, only if the summoned creature is killed. There is a 
short period of time after a summoned creature is killed during which 
you can loot its corpse just before it vanishes. While most summons do 
not carry anything of much value, a few can be exploited in this way to 
harvest their gear. When exploiting this glitch, you should save, 
as the game sometimes freezes when you attempt to loot the creature. 
When you do successfully loot a summoned corpse, never choose the 
"Dispose Of Corpse" option. This will always freeze the game, as it 
creates a conflict with the script that makes the corpse disappear. 
Combining a 1 second summon and a 1 second Soultrap on Target into 
one spell and firing it at the ground will result in a permanent 
summon. Multiple creatures can be summoned at once, as long as they 
are different creatures or are in separate spells.

The Winged Twilight drops 0-3 Void Salt, has 220 Health, 50 Resist Fire, 
50 Resist Frost, 75 Resist Poison, 50 Resist Shock, and 20 Reflect. It 
deals 15-45 points Melee Damage. It has a soul value of 300 (Grand).

Ingredients: None

Premade spells:

Summon Winged Twilight-60 seconds on Self
Cost: 156
Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's 
Chamber

Turn Undead
<---------------------------------------------------------------------->
Turn Undead M points for D seconds

Base Cost: 0.2

Decrease the confidence (willingness to fight) of an undead creature. 
Afflicted targets will disengage combat and attempt to run away in fear. 

Turn Undead is among the game's most powerful disabling effects. Any 
fleeing creature cannot damage you. A good spell can send an entire 
army of undead running. This makes, for instance, excellent Marksman 
practice. If you get in the target's way, it may still attack you. 
Likewise, any target you attack repeatedly may come back to retaliate. 
Casting the spell on NPCs will qualify as assault.

Ingredients: None

Premade spells:

Holy Word-5 points for 60 seconds on Target
Cost: 5
Available from: Folvys Andalor, Ald'ruhn, Temple;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer

Turn Undead-50 points for 10 seconds on Touch
Cost: 5
Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
Lloros Sarano, Ald'ruhn, Temple;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Relms Gilvilo, Vivec, Redoran Temple Shrine

Holy Touch-10 points for 60 seconds on Touch
Cost: 6
Available from: Eldrilu Dalen, Vos, Vos Chapel;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Mehra Drora, Gnisis, Temple

Saintly Touch-25 points for 60 seconds on Touch
Cost: 15
Available from: Nilvyn Drothan, Ghostgate, Temple

Saintly Word-25 points for 60 seconds on Target
Cost: 23
Available from: Elynu Saren, Suran, Temple

Destruction							{SPL004}
o======================================================================o

Damage Attribute
<---------------------------------------------------------------------->
Damage Attribute M points

Base Cost: 8

Permanently lowers one of the eight Attributes of the target by M 
points. Derived attributes such as Fatigue, Magicka, and Encumbrance 
will be recalculated. The attribute can only be restored by the use of a 
Restore Attribute effect.

Ingredients: Wickwheat**
**Because no other ingredient in the game has this effect, you cannot 
make a potion with this effect.

Premade spells:

Clench-Damage Speed 1-20 points on Touch
Cost: 4
Available from: Farena Arelas, Tel Uvirith, Arelas' House;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Fevyn Ralen, Vivec, Telvanni Mage

Emasculate-Damage Endurance 1-20 points on Touch
Cost: 4
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Salver Lleran, Vivec, Telvanni Sorcerer;
Mertisi Andavel, Tel Branora, Upper Tower

Evil Eye-Damage Personality 1-10 points on Touch
Cost: 2
Available from: Farena Arelas, Tel Uvirith, Arelas' House;
Salver Lleran, Vivec, Telvanni Sorcerer

Fuddle-Damage Intelligence 1-20 points on Touch
Cost: 4
Available from: Elynu Seran, Suran, Temple;
Estirdalin, Balmora, Guild of Mages;
Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Farena Arelas, Tel Uvirith, Arelas' House

Hex-Damage Luck 1-20 points on Touch
Cost: 4
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Salver Lleran, Vivec, Telvanni Sorcerer;
Orrent Geontene, Ald'ruhn, Guild of Mages

Stumble-Damage Agility 1-20 points on Touch
Cost: 4
Available from: Fevyn Ralen, Vivec, Telvanni Mage

Woe-Damage Willpower 1-20 points on Touch
Cost: 4
Available from: Farena Arelas, Tel Uvirith, Arelas' House;
Fevyn Ralen, Vivec, Telvanni Mage

Damage Fatigue
<---------------------------------------------------------------------->
Damage Fatigue M points

Base Cost: 4

Permanently lowers the target's Fatigue by M points. If the target's 
Fatigue is reduced below 0, they will pass out and collapse to the 
ground. 

Spells that reduce Fatigue will not reduce the value below 0, so the 
knockout blow must always come from a physical attack. There are quests 
in the game that require you to physically disable an opponent without 
killing them. The only ways to do that are with the Hand-to-Hand skill 
and with this effect.

Ingredients: Poison**
**Since no other ingredients carry this effect, you can never make a 
potion with this effect.

Premade spells:

Fleabite-1-10 points on Touch
Cost: 1
Available from: Estirdalin, Balmora, Guild of Mages

Doze-1-20 points on Touch
Cost: 2
Available from: Medila Indaren, Caldera, Guild of Mages

Hornhand-15-36 points on Touch
Cost: 5
Available from: Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Damage Health
<---------------------------------------------------------------------->
Damage Health M points

Base Cost: 8

Permanently lowers the Health of the target by M points. This is one 
means of attacking creatures that are resistant to elemental damage 
such as Fire and Frost, though it is considerably more expensive in 
terms of casting cost.

Absorb Health is generally a better effect to use, as it has the same 
casting cost but has the added benefit of restoring your Health.

Ingredients: Meadow Rye, Nirthfly Stalks*, Noble Sedge Flowers*, 
Poison, Scrib Cabbage

Premade spells:

Spirit Knife-1-20 points on Touch
Cost: 4
Available from: Farena Arelas, Tel Uvirith, Arelas' House;
Medila Indaren, Caldera, Guild of Mages;
Malven Romori, Vivec, Guild of Mages;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Stormhand-5-12 points on Touch, Shock Damage 5-12 points on Touch
Cost: 6
Available from: Nelso Salenim, Sadrith Mora, Telvanni Council House, 
Entry

Blackhand-5-12 points on Touch, Poison 5-12 points on Touch
Cost: 7
Available from: Mertisi Andavel, Tel Branora, Upper Tower;
Orrent Geontene, Ald'ruhn, Guild of Mages

Heartbite-10-50 points on Touch
Cost: 12
Available from: Aldaril, Buckmoth Legion Fort, Interior

Daedric Bite-50 points on Target
Cost: 30
Available from: Uvele Berendas, Indarys Manor, Berendas' House

Damage Magicka
<---------------------------------------------------------------------->
Damage Magicka M points

Base Cost: 8

Permanently lowers the Magicka of the target by M points.

Ingredients: Durzog Meat**
**Since there are no other ingredients that carry this effect, it is 
impossible to create potions with this effect.

Premade spells:

Soulpinch-1-20 points on Touch
Cost: 4
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Llaros Uvayn, Caldera, Governor's Hall;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Disintegrate Armor
<---------------------------------------------------------------------->
Disintegrate Armor M points for D seconds

Base Cost: 6

Damages the armor of the target, decreasing its effectiveness. M is the 
number of points of damage the item will receive for the duration. It 
damages one piece of equipment at a time, in the following order: 
Shield, Cuirass, Left Pauldron, Right Pauldron, Left Gauntlet, Right 
Gauntlet, Helm, Greaves, and finally Boots. If the armor is damaged to 
the point of breaking, it will immediately be unequipped, and the 
target will automatically equip the next-most-valuable item of that 
type in their inventory (if they have one).

Disintegrate Armor can be one way to acquire a target's armor without 
killing them. Once it is broken, you can cast Calm on them, pickpocket 
the armor from them, and repair it to use yourself. When applied on 
Self, this effect will only work if it targets equipment which has 
already sustained some damage. This applies both to custom spells and 
enchanted items using this effect.

Ingredients: None

Premade spells: 

Armor Eater-10-30 points on Touch
Cost: 6
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;
Medila Indaren, Caldera, Guild of Mages;
Heem-La, Ald'ruhn, Guild of Mages;
Salver Lleran, Vivec, Telvanni Sorcerer

Disintegrate Weapon
<---------------------------------------------------------------------->
Disintegrate Weapon M points for D seconds

Base Cost: 6

This effect will damage the target's weapon, decreasing its 
effectiveness. M is the number of points of damage the item will 
receive per second for the duration. The effect will only damage a 
weapon if it is equipped and drawn. Enemies not in combat will not be 
affected by this effect, but because it is a hostile effect, the first 
casting will cause them to draw their weapon and attack. Casting this 
effect on a non-hostile target is a crime. If the weapon is damaged to 
the point of breaking, it will immediately be unequipped, and the 
target will automatically equip the next-most-valuable weapon in their 
inventory (if they have one).

When applied on Self, this effect will only work if it targets 
equipment which has already sustained some damage. This applies both to 
custom spells and enchanted items.

Ingredients: None

Premade spells:

Weapon Eater-6-25 points on Touch
Cost: 5
Available from: Fevyn Ralen, Vivec, Telvanni Mage;
Medila Indaren, Caldera, Guild of Mages;
Heem-La, Ald'ruhn, Guild of Mages;
Salver Lleran, Vivec, Telvanni Sorcerer

Drain Attribute
<---------------------------------------------------------------------->
Drain Attribute M points for D seconds

Base Cost: 1

Temporarily lowers one of the target's attributes by M points for D 
seconds. Derived attributes such as Fatigue, Health, Magicka, and 
Encumbrance will be recalculated if needed. After the spell expires, 
the attribute will be restored to its former value.

There is a bug with this effect if you are under the Fortify Attribute 
effect when it hits you. Your attribute will not restore like it is 
supposed to, making this effect behave more like Damage Attribute. The 
only way to solve this is to remove the Fortify Attribute effect and 
then cast a Restore Attribute effect. You may then restore the Fortify 
Attribute effect to return the attribute to its former value. If you 
drain your own Intelligence to zero, your Magicka bar will restore to 
full when your Intelligence returns to normal. This is very useful for 
those with the Atronach birthsign, although many (myself included) 
consider it cheating.

Ingredients: Drain Agility: Ash Salts*, Black Anther*, Daedra's Heart, 
Diamond*, Emerald, Hypha Facia, Pearl*, Raw Ebony*, Ruby;
Drain Endurance: Bittergreen Petals, Black Anther, Bungler's Bane, 
Emerald, Moon Sugar, Void Salts, Wolfsbane Petals;
Drain Intelligence: Alit Hide*, Coda Flower, Gravedust*, Human Flesh, 
Muck*, Raw Glass*, Scrib Cabbage;
Drain Luck: Chokeweed*, Dreugh Wax, Gold Kanet, Gravetar, Hypha Facia*, 
Moon Sugar, Stoneflower Petals;
Drain Personality: Bonemeal, Coda Flower*, Heather, Human Flesh, Muck, 
Netch Leather, Scales*, Shalk Resin, Sload Soap*, Willow Anther*;
Drain Speed: Black Lichen, Bungler's Bane*, Frost Salts*, Heather, 
Kresh Fiber, Meadow Rye, Nirthfly Stalks, Raw Glass, Red Lichen*, 
Trama Root;
Drain Strength: Black Lichen*, Bungler's Bane, Ectoplasm, Green Lichen, 
Heartwood, Raw Glass, Saltrice, Scathecraw*, Spore Pod*;
Drain Willpower: Ampoule Pod, Chokeweed, Corprus Weepings, Dreugh Wax, 
Marshmerrow, Racer Plumes*, Roobrush*

Premade spells:

Clumsy Touch-Drain Agility 5-20 points for 30 seconds on Touch
Cost: 19
Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
Orrent Geontene, Ald'ruhn, Guild of Mages

Distraction-Drain Intelligence 5-20 points for 30 seconds on Target
Cost: 28
Available from: Heem-La, Ald'ruhn, Guild of Mages

Enervate-Drain Endurance 5-20 points for 30 seconds on Target
Cost: 28
Available from: Heem-La, Ald'ruhn, Guild of Mages

Spite-Drain Personality 5-20 points for 30 seconds on Target
Cost: 28
Available from: Heem-La, Ald'ruhn, Guild of Mages

Temptation-Drain Willpower 5-20 points for 30 seconds on Target
Cost: 28
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Torpor-Drain Speed 5-20 points for 30 seconds on Target
Cost: 28
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt

Strength Leech-Drain Strength 5-20 points for 30 seconds on Touch
Cost: 30
Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Distracting Touch-Drain Intelligence 5-20 points for 60 seconds on Touch
Cost: 38
Available from: Estoril, Ald'ruhn, The Rat in the Pot

Blood Despair-Drain Willpower 7-14 points for 60 seconds on Target
Cost: 47
Available from: Elynu Saren, Suran, Temple;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Farena Arelas, Tel Uvirith, Arelas' House

Wild Distraction-Drain Intelligence 5-20 points for 60 seconds on Target
Cost: 56
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Diren Vendu, Tel Mora, Tower Services;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Drain Fatigue
<---------------------------------------------------------------------->
Drain Fatigue M points for D seconds

Base Cost: 2

Temporarily lowers the target's Fatigue. The target will collapse to 
the ground if Fatigue drops below zero. When the spell expires, the 
target regains the lost Fatigue.

Ingredients: Bear Pelt*, Bonemeal, Comberry*, Corprus Weepings*, 
Corprusmeat*, Guar Hide*, Hypha Facia, Kagouti Hide*, Kwama Cuttle, 
Luminous Russula, Marshmerrow, Shalk Resin*, Snow Bear Pelt*, Snow 
Wolf Pelt*, Spore Pod, Violet Coprinus, Wolf Pelt*

Premade spells:

Wearying Touch-5-20 points for 30 seconds on Touch
Cost: 38
Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Uvele Berendas, Indarys Manor, Berendas' House

Sleep-5-15 points for 30 seconds on Target
Cost: 45
Available from: Eraamion, Caldera, Guild of Mages;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Salama Andrethi, Tel Mora, Tower Services;
Tinaso Alan, Tel Mora, Tower Services;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Estoril, Ald'ruhn, The Rat in the Pot;
Heem-La, Ald'ruhn, Guild of Mages;
Salen Ravel, Maar Gan, Shrine;
Uleni Heleran, Wolverine Hall, Mages Guild

Exhausting Touch-5-20 points for 60 seconds on Touch
Cost: 75
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Imare, Balmora, Hlaalu Council Manor;
Diren Vendu, Tel Mora, Tower Services;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Ordeal of St. Olms-5-20 points for 60 seconds on Touch
Cost: 75
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Ethasi Rilvayn, Balmora, Morag Tong Guild;
Lloros Sarano, Ald'ruhn, Temple;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Diren Vendu, Tel Mora, Tower Services;
Imare, Balmora, Hlaalu Council Manor;
Nilvyn Drothan, Ghostgate, Temple

Wild Exhaustion-5-15 points for 60 seconds on Touch
Cost: 90
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Ethasi Rilvayn, Balmora, Morag Tong Guild;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Diren Vendu, Tel Mora, Tower Services;
Imare, Balmora, Hlaalu Council Manor

Drain Health
<---------------------------------------------------------------------->
Drain Health M points for D seconds

Base Cost: 4

Temporarily lowers the target's Health. If the victim is still alive 
when the spell expires, they will regain the lost Health.

This effect will deliver a killing blow if it drops Health below 0. An 
excellent way to kill enemies is to Drain Health 100 points for 1 
second. It can be compounded by adding a Soultrap for 1 second effect, 
or it can have its magnitude doubled by combining with Weakness to 
Magicka 100 points for 1 second. While this can be somewhat costly in 
terms of Magicka, Drain Health has the lowest base cost in the entire 
College of Destruction and very few creatures have blanket Resist 
Magicka. Drain Health deals non-elemental damage. You can take this 
even further and create a spell of Weakness to Magicka 400% combined 
with Drain Health 400 points for a spell that deals 2000 damage, the 
highest possible damage in the game. Such a spell costs 240 Magicka to 
cast. This is sufficient to kill anything vulnerable to Magicka-even 
Dagoth Ur himself. However, to cast it, you will need to fortify either 
Willpower, Luck, or Destruction to sufficient levels to successfully 
cast the spell.

Ingredients: Coda Flower, Corprusmeat, Ectoplasm, Fire Petal, Fire 
Salts*, Gold Kanet*, Gravetar, Green Lichen, Horn Lily Bulb*, Roobrush, 
Ruby*, Scathecraw, Scrap Metal*

Premade spells:

Drain Blood-5 points for 30 seconds on Touch, Drain Magicka 5 points 
for 30 seconds on Touch
Cost: 60
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Uleni Heleran, Wolverine Hall, Mages Guild;
Diren Vendu, Tel Mora, Tower Services;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Tinaso Alan, Tel Mora, Tower Services;
Urtiso Maryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Drain Magicka
<---------------------------------------------------------------------->
Drain Magicka M points for D seconds

Base Cost: 4

Temporarily lowers the target's Magicka. If done at sufficient 
magnitude, this can severely cripple spellcasters. When the spell 
expires, the victim will regain the lost Magicka.

Ingredients: Belladonna Berries, Bittergreen Petals, Bloat*, 
Corprusmeat, Golden Sedge Flowers*, Grahl Eyeball, Gravedust, Kresh 
Fiber, Rat Meat*, Red Lichen, Scamp Skin*, Timsa-Come-By Flowers, 
Trama Root

Premade spells:

Wild Flay Spirit-1-20 points for 3 seconds on Target
Cost: 9
Available from: Heem-La, Ald'ruhn, Guild of Mages

Drain Blood-5 points for 30 seconds on Touch, Drain Health 5 points 
for 30 seconds on Touch
Cost: 60
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
Uleni Heleran, Wolverine Hall, Mages Guild;
Diren Vendu, Tel Mora, Tower Services;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Tinaso Alan, Tel Mora, Tower Services;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Gash Spirit-5-20 points for 30 seconds on Touch
Cost: 75
Available from: Aldaril, Buckmoth Legion Fort, Interior;
Imare, Balmora, Hlaalu Council Manor;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Diren Vendu, Tel Mora, Tower Services;
Salver Lleran, Vivec, Telvanni Sorcerer;
Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Gash Spirit (Ranged)-5-20 points for 30 seconds on Target
Cost: 113
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild

Magicka Leech-6-15 points for 60 seconds on Touch
Cost: 126
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub

Flay Spirit-5-20 points for 60 seconds on Touch
Cost: 150
Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's 
Chamber

Drain Skill
<---------------------------------------------------------------------->
Drain Skill M points for D seconds

Base Cost: 1

Temporarily lowers one of the target's skills by M points for D 
seconds. When the spell expires, the skill will be restored to its 
former value.

There is a bug with this effect. If you are hit with it while under a 
Fortify Skill effect, it will not return to its former value like it is 
supposed to. The only way to solve this is to remove the Fortify Skill 
effect, cast a Restore Skill effect, and replace the Fortify Skill 
effect. This will return the skill to its former value. It should be 
noted that Restore Skill is unavailable for learning or through 
potions; it exists only at the shrines and altars throughout the game.

This effect is the source of a famous exploit called "Drain and Train." 
If you wish, you may create a custom spell that drains a given skill by 
100 for 1 second on Self. If you speak to a trainer for that skill while 
under the effect, they will train you for 1 gold, but when the effect 
expires your skill will be one rank higher than before you cast the 
spell. This exploit can be used to have any trainer, regardless of their 
intended maximum, train any skill to 100, and do so for 1 gold per rank. 
Needless to say, most people, including myself, consider this cheating.

Ingredients: Horker Tusk**
**No other ingredient carries this effect, so you can never create a 
potion with this effect.

Premade spells:

Drain Athletics-Drain Athletics 5-20 points for 60 seconds on Target
Cost: 56
Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Drain Block-Drain Block 5-20 points for 60 seconds on Target
Cost: 56
Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Drain Destruction-Drain Destruction 5-20 points for 60 seconds on 
Target
Cost: 56
Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers

Scourge Blade-Drain Short & Long Blade 5-20 points each for 30 
seconds on Target
Cost: 56
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub

Fire Damage
<---------------------------------------------------------------------->
Fire Damage M points for D seconds

Base Cost: 5

Damages the target using fire by M points for D seconds.

Dark Elves are 75% resistant to fire. Since they are by far the most 
populous race in the game, Fire Damage is of somewhat limited utility 
in battling NPCs. However, enough creatures are weak to Fire or immune 
to other elements to ensure that Fire Damage retains a great deal of 
usefulness.

Ingredients: None

Premade spells:

Cruel Firebloom-10-16 points in 10 feet on Target
Cost: 7
Available from: Malven Romori, Vivec, Guild of Mages

Fireball-2-20 points in 5 feet on Target
Cost: 5
Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
Salver Lleran, Vivec, Telvanni Sorcerer;
Malven Romori, Vivec, Guild of Mages

Fire Bite*-15-30 points on Touch
Cost: 6
Available from: Estirdalin, Balmora, Guild of Mages

Greater Fireball-2-40 points in 10 feet on Target
Cost: 10
Available from: Heem-La, Ald'ruhn, Guild of Mages;
Malven Romori, Vivec, Guild of Mages;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber

Firestorm-1-10 points for 10 seconds in 10 feet on Target
Cost: 23
Available from: Fevyn Ralen, Vivec, Telvanni Mage;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber

God's Fire-11-60 points for 10 seconds in 10 feet on Target
Cost: 135
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub

Frost Damage
<---------------------------------------------------------------------->
Frost Damage M points for D seconds

Base Cost: 5

Damages the target using frost by M points for D seconds.

Nords are immune to Frost, so avoid using this effect against them. 
This is especially relevant in the Bloodmoon expansion, as Solstheim is 
mostly populated by Nords and other frost-resistant creatures. Most 
undead are resistant or immune to frost, as well.

Ingredients: Bristleback Leather, Holly Berries, Raw Stalhrim

Premade spells:

Frost Bite-15-30 points on Touch
Cost: 6
Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
Estirdalin, Balmora, Guild of Mages

Greater Frostball-2-40 points in 10 feet on Target
Cost: 10
Available from: Heem-La, Ald'ruhn, Guild of Mages;
Salver Lleran, Vivec, Telvanni Sorcerer

Frost Storm-1-10 points for 10 seconds in 10 feet on Target
Cost: 23
Available from: Diren Vendu, Tel Mora, Tower Services;
Fevyn Ralen, Vivec, Telvanni Mage

God's Frost-11-60 points for 10 seconds in 10 feet on Target
Cost: 135
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub

Poison
<---------------------------------------------------------------------->
Poison M points for D seconds

Base Cost: 9

Damages the target using poison by M points for D seconds.

Of the elemental damage effects, Poison is the least useful. First, it 
is the most expensive in terms of Magicka cost. Second, there are more 
creatures with Poison immunity than any of the other three elements 
(for example, most undead). Finally, there is a Cure Poison effect, 
which immediately arrests any ongoing Poison damage when cast. There is 
no equivalent effect for the other three elements.

Ingredients: Adamantium Ore, Lloramor Spines, Luminous Russula, 
Noble Sedge Flowers, Poison, Violet Coprinus

Premade spells: 

Black Hand-5-12 points on Touch, Damage Health 5-12 points on Touch
Cost: 7
Available from: Mertisi Andavel, Tel Branora, Upper Tower;
Orrent Geontene, Ald'ruhn, Guild of Mages

Poison-2-20 points in 5 feet on Target
Cost: 9
Available from: Estirdalin, Balmora, Guild of Mages

Poisonous Touch-15-40 points on Touch
Cost: 12
Available from: Estirdalin, Balmora, Guild of Mages

Poisonbloom-1-20 points in 5 seconds in 10 feet on Target
Cost: 39
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Mertisi Andavel, Tel Branora, Upper Tower;
Uvele Berendas, Indarys Manor, Berendas' House;
Estoril, Ald'ruhn, The Rat in the Pot;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Viperbolt-10-50 points for 2 seconds in 10 feet on Target
Cost: 44
Available from: Estoril, Ald'ruhn, The Rat in the Pot;
Salama Andrethi, Tel Mora, Tower Services

Deadly Poison-1-20 points for 10 seconds on Touch
Cost: 47
Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Estoril, Ald'ruhn, The Rat in the Pot

Toxic Cloud-2-15 points for 10 seconds in 10 feet on Target
Cost: 61
Available from: Diren Vendu, Tel Mora, Tower Services;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Mertisi Andavel, Tel Branora, Upper Tower;
Tinaso Alan, Tel Mora, Tower Services;
Eraamion, Caldera, Guild of Mages;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Salver Lleran, Vivec, Telvanni Sorcerer;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Potent Poison-20-40 points for 5 seconds on Touch
Cost: 68
Available from: Namanian Facian, Sadrith Mora, Morag Tong Guild;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Shock Damage
<---------------------------------------------------------------------->
Shock Damage M points for D seconds

Base Cost: 7

Damages the target using shock by M points for D seconds.

Shock damage is more expensive to cast than fire or frost, but fewer 
enemies resist it, making it more universally useful

Ingredients: None

Premade spells:

Shock-1-15 points on Touch
Cost: 3
Available from: Estirdalin, Balmora, Guild of Mages

Stormhand-5-12 points on Touch, Damage Health 5-12 points on Touch
Cost: 6
Available from: Nelso Salenim, Sadrith Mora, Telvanni Council House: 
Entry

Spark-2-20 points in 5 feet on Target
Cost: 7
Available from: Arrille, Seyda Neen, Arrille's Tradehouse

Greater Shockball-2-40 points in 10 feet on Target
Cost: 14
Available from: Heem-La, Ald'ruhn, Guild of Mages

Shockball-2-40 points in 10 feet on Target
Cost: 14
Available from: Salver Lleran, Vivec, Telvanni Sorcerer

Lightning Bolt-10-50 points for 2 seconds in 10 feet on Target
Cost: 34
Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Uvele Berendas, Indarys Manor, Berendas' House;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry

Lightning Storm-2-10 points for 10 seconds in 10 feet on Target
Cost: 34
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Fevyn Ralen, Vivec, Telvanni Mage;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Uvele Berendas, Indarys Manor, Berendas' House

Shockbloom-1-25 points for 5 seconds in 10 feet on Target
Cost: 37
Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Uvele Berendas, Indarys Manor, Berendas' House

Weakness to Common Disease
<---------------------------------------------------------------------->
Weakness to Common Disease M% for D Seconds

Base Cost: 2

This effect reduces the target's resistance to Common Diseases, making 
them M% more likely to contract them. This effect is only relevant to 
the player, as no one else ever catches diseases.

The main use of this spell effect is to allow characters with innate 
disease resistance (an Argonian, a High Elf, or anyone sufficiently far 
through the Main Quest) to contract Vampirism, if they wish.

Ingredients: None

Premade spells:

Weakness to Common Disease-1-20 points for 10 seconds on Target
Cost-16
Available from: Medila Indaren, Caldera, Guild of Mages

Weakness to Fire
<---------------------------------------------------------------------->
Weakness to Fire M% for D seconds

Base Cost: 2

This effect increases the damage dealt by the Fire Damage effect. M is 
the percentage of resistance reduction. At 100%, the target will 
receive double damage. High Elves have natural 50% Weakness to Fire, so 
they will be particularly interested in Resist Fire spells or items that 
counteract this weakness.

If the target is naturally immune to Fire, 100% Weakness to Fire will 
remove that immunity. This is a good way to make Fire more universally 
useful. Higher magnitudes will still be necessary to amplify base 
damage. When Weakness to Fire is used in conjunction with a Fire Damage 
effect that does damage over several seconds, the weakness only needs a 
duration of 1 to allow the damage to take effect.

Ingredients: Heartwood, Holly Berries

Premade spells:

Weakness to Fire-10 points for 5 seconds on Target
Cost: 8
Available from: Malven Romori, Vivec, Guild of Mages

Dire Weakness to Fire-2-60 points for 10 seconds on Target
Cost: 47
Available from: Elynu Saren, Suran, Temple;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Marayn Dren, Balmora, Guild of Mages;
Tinaso Alan, Tel Mora, Tower Services;
Eraamion, Caldera, Guild of Mages;
Estoril, Ald'ruhn, The Rat in the Pot;
Mertisi Andavel, Tel Branora, Upper Tower;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Weakness to Frost
<---------------------------------------------------------------------->
Weakness to Frost M% for D seconds

Base Cost: 2

This effect increases the damage dealt by the Frost Damage effect. M is 
the percentage of resistance reduction. At 100%, the target will 
receive double damage. High Elves have natural 25% Weakness to Frost, so 
they will be particularly interested in Resist Frost spells or items 
that counteract this weakness.

If the target is naturally immune to Frost, 100% Weakness to Frost will 
remove that immunity. This is a good way to make Frost more universally 
useful. Higher magnitudes will still be necessary to amplify base 
damage. When Weakness to Frost is used in conjunction with a Frost 
Damage effect that does damage over several seconds, the weakness only 
needs a duration of 1 to allow the damage to take effect.

Ingredients: None

Premade spells:

Dire Weakness to Frost-2-60 points for 10 seconds on Target
Cost: 47
Available from: Elynu Seran, Suran, Temple;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Marayn Dren, Balmora, Guild of Mages;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Eraamion, Caldera, Guild of Mages;
Estoril, Ald'ruhn, The Rat in the Pot;
Mertisi Andavel, Tel Branora, Upper Tower

Weakness to Magicka
<---------------------------------------------------------------------->
Weakness to Magicka M% for D Seconds

Base Cost: 2

Weakness to Magicka increases the negative effects of certain spells on 
the target. M is the percentage of resistance reduction. Weakness to 
Magicka does not affect the damage taken from elemental spells, nor 
increase the duration of any effect, nor make any difference to the 
effects of Paralyze or Silence. It does increase the effects of Absorb 
Health, Damage Health, and Drain Health, as well as non-damaging but 
hostile effects such as any other Absorb, Damage, or Drain effects, 
Blind, Burden, Disintegrate, Sound, and any other Weakness effects. 

High Elves and characters with The Apprentice birthsign have an innate 
Weakness to Magic effect. This is not too threatening, as not many 
attacks fall under the purview of the effect. The most dangerous 
enemies are those who use Absorb Health or Damage Health effects. These 
are quite rare, with Vampires being the most notable example.

Ingredients: None

Premade spells:

Dire Weakness to Magicka-2-60 points for 10 seconds on Target
Cost: 47
Available from: Elynu Saren, Suran, Temple;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Mertisi Andavel, Tel Branora, Upper Tower;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Eraamion, Caldera, Guild of Mages;
Estoril, Ald'ruhn, The Rat in the Pot;
Marayn Dren, Balmora, Guild of Mages;
Tinaso Alan, Tel Mora, Tower Services

Weakness to Poison
<---------------------------------------------------------------------->
Weakness to Poison M% for D seconds

Base Cost: 2

This effect increases the damage dealt by the Poison effect. M is the 
percentage of resistance reduction. At 100%, the target will receive 
double damage.

If the target is naturally immune to Poison, 100% Weakness to Poison 
will remove that immunity. This is a good way to make Poison more 
universally useful. Higher magnitudes will still be necessary to 
amplify base damage. When Weakness to Poison is used in conjunction with 
a Poison effect that does damage over several seconds, the weakness only 
needs a duration of 1 to allow the damage to take effect.

Ingredients: Poison*,**
**This is the only ingredient in the game with this effect, so you will 
never be able to create potions with this effect.

Premade spells:

Dire Weakness to Poison-2-60 points for 10 seconds on Target
Cost: 47
Available from: Elynu Saren, Suran, Temple;
Eraamion, Caldera, Guild of Mages;
Marayn Dren, Balmora, Guild of Mages;
Salama Andrethi, Tel Mora, Tower Services;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
Estoril, Ald'ruhn, The Rat in the Pot;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Mertisi Andavel, Tel Branora, Upper Tower;
Tinaso Alan, Tel Mora, Tower Services

Weakness to Shock
<---------------------------------------------------------------------->
Weakness to Shock M% for D seconds

Base Cost: 2

This effect increases the damage dealt by the Shock Damage effect. M is 
the percentage of resistance reduction. At 100%, the target will 
receive double damage. High Elves have natural 25% Weakness to Shock, 
so they will be particularly interested in Resist Shock spells or items 
that counteract this weakness.

If the target is naturally immune to Shock, 100% Weakness to Shock will 
remove that immunity. This is a good way to make Shock more universally 
useful. Higher magnitudes will still be necessary to amplify base 
damage. When Weakness to Shock is used in conjunction with a Shock Damage 
effect that does damage over several seconds, the weakness only needs a 
duration of 1 to allow the damage to take effect.

Ingredients: None

Premade spells:

Dire Weakness to Shock-2-60 points for 10 seconds on Target
Cost: 47
Available from: Elynu Saren, Suran, Temple
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison
Marayn Dren, Balmora, Guild of Mages
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer
Eraamion, Caldera, Guild of Mages
Estoril, Ald'ruhn, The Rat in the Pot
Mertisi Andavel, Tel Branora, Upper Tower

Illusion							{SPL005}
o======================================================================o

Blind
<---------------------------------------------------------------------->
Blind M% for D Seconds

Base Cost: 1

Causes the target's vision to be obscured, making it harder for them to 
see. M is the degree of blindness. At 100%, they will be completely 
unable to see anything. However, as the effect is hostile, they will 
still try to find and attack you. If you are within melee range, they 
can still attack and even hit you. If you attack a blinded target, they 
may attempt to flee. A blinded target should have a lower hit rate and 
decreased ability to detect sneaking targets.

Note that the effect is bugged, and actually increases hit rate instead 
of decreasing it.

Ingredients: Durzog Meat, Bristleback Leather

Premade spells: 

Crying Eye-1-10 points for 5 seconds on Target
Cost: 2
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild
Llaros Uvayn, Caldera, Governor's Hall
Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House

Erelvam's Wild Sty-1-40 points for 10 seconds on Touch
Cost: 10
Available from: Minnibi Selkin-Adda, Vivec, Arena, Hidden Area;
Sirilonwe, Vivec, Guild of Mages;
Namanian Facian, Sadrith Mora, Morag Tong Guild

Alad's Caliginy-10-30 points for 30 seconds on Touch
Cost: 30
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;
Farena Arelas, Tel Uvirith, Arelas' House;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Mertisi Andavel, Tel Branora, Upper Tower

Calm Creature
<---------------------------------------------------------------------->
Calm Creature M points for D seconds

Base Cost: 1

Stops the target from fighting. While under this effect, attacking them 
will not cause them to retaliate.

Calm is useful if you are trying to fight with ranged weapons or spells 
in an enclosed area. Calm the enemy, and run to put some distance 
between you. Calm is basically a crowd controlling effect. These are 
particularly useful in for combat in high difficulty games. On normally 
hostile targets, expect them to re-enter combat when the spell expires. 
A magnitude of 1 is enough to work on any target; this is a bug.

Ingredients: None

Premade spells:
 
Calm Creature-30 points for 10 seconds on Target
Cost: 23
Available from: Dulian, Buckmoth Legion Fort, Interior;
Medila Indaren, Caldera, Guild of Mages;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Vaval Selas, Vivec, St. Olms Temple;
Marayn Dren, Balmora, Guild of Mages;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Tyermaillin, Balmora, Tyermaillin's House

Calm Humanoid
<---------------------------------------------------------------------->
Calm Humanoid M points for D seconds

Base Cost: 1

Stops the target from fighting. While under this effect, attacking them 
will not cause them to retaliate. Calm Humanoid works on NPCs. 

Calm is useful if you are trying to fight with ranged weapons or spells 
in an enclosed area. Calm the enemy, and run out to put some distance 
between you. Calm is a crowd controlling effect. These effects are 
exceptionally useful in high difficulty games. Calm Humanoid is a 
useful spell when you want to do hostile things to NPCs without killing 
them. For instance, you can get equipped armor by casting Disintegrate 
Armor until it breaks, casting Calm Humanoid to stop them from 
attacking you, and pickpocketing the armor for yourself. On normally 
hostile targets, expect them to re-enter combat when the spell expires. 
You can avoid this by raising NPC disposition while the effect is still 
active. A magnitude of 1 is sufficient to work any NPC, but this is a 
bug.

Ingredients: None

Premade spells:

Calming Touch-30 points for 10 seconds on Touch
Cost: 15
Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
Tinaso Alan, Tel Mora, Tower Services;
Nilvyn Drothan, Ghostgate, Temple

Calm Humanoid-30 points for 10 seconds on Target
Cost: 23
Available from: Dulian, Buckmoth Legion Fort, Interior;
Medila Indaren, Caldera, Guild of Mages;
Vaval Selas, Vivec, St. Olms Temple;
Marayn Dren, Balmora, Guild of Mages;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Chameleon
<---------------------------------------------------------------------->
Chameleon M% for D Seconds

Base Cost: 1

Causes the target to become partially transparent and to blend into the 
background for the duration of the spell. This has three effects: 1) If 
the magnitude of the Chameleon effect is high enough, no object will be 
able to spot you under various conditions. 2) If you are sneaking, the 
magnitude of all current Chameleon effects is added to your chance to 
sneak (after all other factors, including distance). Note that even if 
you fail your Sneak check, the enemy may still fail to notice you due 
to the first effect. 3) If you attempt to talk to an NPC, that NPC 
might not see you. In this case, they will immediately disengage the 
conversation and lose 5 Disposition. Since this is not a true Sneak 
effect, the target may move at normal speed. If you are under a 
Chameleon effect and talk to an NPC, you will attempt to enter dialogue 
(subject to the third effect above) rather than picking their pocket.

While Chameleon is listed as a percentage, it does not work that way in 
its mechanics. Unlike Invisibility, Chameleon does not wear off when 
interacting with objects, talking with NPCs, casting spells, or taking 
other actions. Blind effects can be used in conjunction with Chameleon 
and Sneaking to further reduce the chance that a target will see you. Be 
warned that Blind is a hostile action, and will initiate combat with any 
targets you are trying to avoid. If you are struggling to speak to an NPC, 
be sure you are speaking from the front and not using too strong a 
Chameleon effect. Many enemies will flee if they lose sight of you in 
combat. Rally or Calm spells can help in these situations. Strong 
Chameleon effects can be used to approach hostile NPCs and speak to 
them before they initiate combat. This allows access to services from 
NPCs that would normally attack you, such as Qorwynn, the Master Trainer 
for Enchant. It is suggested to raise the Dispositions of such NPCs to a 
high enough level that they will not resume hostilities as soon as the 
Chameleon effect ends.

Ingredients: None

Premade spells:

Golanar's Eye-Maze-10-40 points for 10 seconds on Self
Cost: 13
Available from: Eraamion, Caldera, Guild of Mages;
Sirilonwe, Vivec, Guild of Mages

Chameleon*-10 points for 30 seconds on Self
Cost: 15
Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
Salver Lleran, Vivec, Telvanni Sorcerer

Shadowform-6-15 points for 30 seconds on Self
Cost: 16
Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
Salama Andrethi, Tel Mora, Tower Services

Shadowweave-20 points for 10 seconds on Self, Sanctuary 20 points for 
10 seconds on Self
Cost: 20
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Salama Andrethi, Tel Mora, Tower Services;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Llaros Uvayn, Caldera, Governor's Hall;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Shadowmask-40-70 points for 30 seconds on Self
Cost: 83
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;
Imare, Balmora, Hlaalu Council Manor;
Ranis Athrys, Balmora, Guild of Mages;
Gildan, Ald'ruhn, Gildan's House;
Llaros Uvayn, Caldera, Governor's Hall;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Charm
<---------------------------------------------------------------------->
Charm M points for D seconds

Base Cost: 5

Temporarily increases the target's disposition towards the caster. 
When the effect ends, the target's disposition returns to its original 
value.

Ingredients: None

Premade spells:

Charming Touch-30 points for 30 seconds on Touch
Cost: 225
Available from: Eraamion, Caldera, Guild of Mages;
Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Marayn Dren, Balmora, Guild of Mages

Charm Mortal-10-30 points for 30 seconds on Target
Cost: 225
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Salver Lleran, Vivec, Telvanni Sorcerer

Demoralize Creature
<---------------------------------------------------------------------->
Demoralize M points for D seconds

Base Cost: 1

Decreases the target's confidence (willingness to fight). This works on 
all non-undead, non-Daedra, non-mechanical creatures (for undead, use 
the Conjuration effect Turn Undead). Afflicted targets will disengage 
and attempt to run away in fear. 

Demoralize is among the most powerful disabling effects in the game. An 
enemy who is running away is an enemy who isn't fighting you. With a 
good spell, you can send entire armies running for the hills. This makes 
for excellent bow practice. If you get in a target's way while he's 
trying to run away, he may still take a few swings at you. Continual 
attacks may also still bring an enemy to retaliate. Fleeing enemies can 
bring in all sorts of trouble, so be wary of using lengthy Demoralize 
effects on fast runners.

Ingredients: None

Demoralize Beast-5 points for 10 seconds on Target
Cost: 4
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild
Llaros Uvayn, Caldera, Governor's Hall

Demoralize Creature-5 points for 10 seconds on Target
Cost: 4
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guildhall;
Sirilonwe, Vivec, Guild of Mages

Frenzy Creature
<---------------------------------------------------------------------->
Frenzy Creature M points for D seconds

Base Cost: 1

Increases the target's Fight (its inclination to attack). A strong 
enough Frenzy will make the target attack the player. Frenzy Creature 
affects all non-undead, non-Daedra, non-mechanical creatures.

Frenzy Creature is not terribly useful, as the vast majority of 
creatures will attack you anyway. Furthermore, those creatures that 
don't attack you be default can generally be attacked with no assault 
charge. Frenzy does cause them to attack anything nearby (not just you), 
so it can be somewhat useful in that respect. If Command spells are 
proving too unworkable for the few non-hostile unique creatures with 
proper names in the game, Frenzy Creature is the best alternative. 
In general, targets should return to normal a few days after being 
left in a cell. Even a 100 point spell should not be very expensive, as 
there is little reason to create Frenzy spells with long duration.

Ingredients: None

Premade spells:

Frenzy Beast-5 points for 10 seconds on Touch
Cost: 3
Available from: Uleni Heleran, Wolverine Hall, Mages Guild

Frenzy Creature-5 points for 10 seconds on Target
Cost: 4
Available from: Minnibi Selkin-Adda, Vivec, Arena Hidden Area

Frenzy Humanoid
<---------------------------------------------------------------------->
Frenzy Humanoid M points for D seconds

Base Cost: 1

Increase the target's Fight (its inclination to attack). A strong 
enough Frenzy will make the target attack the player. Frenzy Humanoid 
affects NPCs. When you successfully cast this spell on someone, it is 
not considered an assault.

Some situations require killing someone who is not open to persuasion, 
but who is surrounded by people who will witness an assault. Frenzy 
Humanoid is perfect for these situations. Frenzy Humanoid is very 
useful for making NPCs follow you large distances, if you are unable to 
Command them. Keep in mind that they may break off the fight to flee. 
Rally Humanoid can prevent this. Save if the target is not expendable, 
as NPCs can sometimes become permanently Frenzied. In general, targets 
return to normal after they are left alone inside a cell for a few 
in-game days. Even a 100 point spell should not be very expensive, as 
there is little reason to give Frenzy spells a long duration.

Ingredients: None

Premade spells:

Frenzying Touch-5 points for 10 seconds on Touch
Cost: 4
Available from: Uleni Heleran, Wolverine Hall, Mages Guild

Invisibility
<---------------------------------------------------------------------->
Invisibility for D seconds

Base Cost: 20

Causes the target to become completely invisible and undetectable for 
the duration of the spell. Activating anything, such as talking to or 
attacking somebody, picking up an item, opening a door or container, or 
any other action apart from just moving will cancel the spell. Your 
Sneak skill is irrelevant when you are invisible. You are completely 
undetectable unless you activate something.

Unlike other stealth options, there's no need to stay in sneak mode. On 
the contrary, it may be wiser to run, so you can reach your destination 
before the spell expires. Even though nobody can see you while you're 
invisible, you can still bump into them without being detected. In fact, 
you can use this technique to push people around, maybe moving them 
around a corner or turning them to face the wall in order that you won't 
be detected doing something after you reappear. Of course, this only 
works with stationary targets. NPCs who have somewhere to go will just 
continue on their way after an invisible obstacle is removed. Some 
(myself included) strongly prefer high Chameleon to Invisibility 
because performing actions does not cancel Chameleon. Invisibility's 
only special advantage is that it truly renders you 100% undetectable. 
A handy use of invisibility is to zip through a dungeon full of 
enemies without fighting anyone until you've reached your target. This 
is especially useful when there are lots of annoying fights with no 
promise of good loot. It is also useful in places like the Ministry of 
Truth or the Corprusarium. Invisibility is excellent for assassination 
quests. You can close the gap with a foe who uses ranged or magical 
attacks and ensure you get the first strike. A key to successfully 
using invisibility is planning your casting point. If you do anything 
to shatter the illusion, it ends. Use any other magic you want active, 
including potions, before going invisible. Be sure you are not in 
anyone's line of sight before casting (although being in stealth may be 
allowable). Be sure there are no closed doors between you and your 
goal. Strategic use of invisibility can be helpful for completing 
stealth-related guild quests at low levels, before Sneak has become a 
viable option on its own. Constant effect invisibility only effects 
duration-the effect still ends if you do anything to break the 
illusion. If you have ended the effect in this manner, you will need 
to uneequip and reequip the item to go invisible again.

Ingredients: Bittergreen Petals, Diamond, Lloramor Spines, 
Wolfsbane Petals

Premade spells:

Brevusa's Averted Eyes-10 seconds on Self
Cost: 10
Available from: Eraamion, Caldera, Guild of Mages

Hide-30 seconds on Self
Cost: 30
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Llaros Uvayn, Caldera, Governor's Hall;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
Heem-La, Ald'ruhn, Guild of Mages;
Namanian Facian, Sadrith Mora, Morag Tong Guild;
Salama Andrethi, Tel Mora, Tower Services;
Sirilonwe, Vivec, Guild of Mages

Invisibility-30 seconds on Self
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison

Concealment-90 seconds on Self
Cost: 90
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Gildan, Ald'ruhn, Gildan's House;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Ethasi Rilvayn, Balmora, Morag Tong Guild;
Imare, Balmora, Hlaalu Council Manor;
Mertisi Andavel, Tel Branora, Upper Tower;
Ranis Athrys, Balmora, Guild of Mages

Light
<---------------------------------------------------------------------->
Light M points for D seconds in A feet

Base Cost: 0.2

Creates a glowing light around the target. When cast on a living 
creature or humanoid (including yourself), that creature will glow for 
the duration (or until they are killed). The magnitude determines the 
range of the light. Additionally, if the spell is cast with a large 
area rating, it can affect multiple targets which will produce an 
overall larger amount of light. Note that the spell is no different 
from other spells in that it can only affect an object-if it is cast on 
Touch or Target and does not hit a humanoid or creature, the spell has 
no effect.

The need for a Light spell depends greatly on the viewer. The gamma 
settings inside the game and the brightness/contrast settings on your 
monitor or television all have an effect on the amount of light you 
see. By default, there are very few, if any, areas in Morrowind that 
are dark enough to require additional light. Many mods and other 
plugins respec the game's lighting settings to make this effect more 
useful. Furthermore, even if it is dark enough to require extra light, 
the Light effect compromises stealth, and it is probably better to 
consider Night-Eye instead. Finally, it is also quite easy to carry a 
light source such as a torch or lantern as yet another substitute for 
this effect, although that of course prevents use of a shield or 
two-handed weapon.

Ingredients: Black Anther, Red Lichen

Premade spells:

Light-20 points for 30 seconds in 30 feet on Target
Cost: 9
Available from: Eldrilu Dalen, Vos, Vos Chapel;
Heem-La, Ald'ruhn, Guild of Mages;
Salver Lleran, Vivec, Telvanni Sorcerer;
Eraamion, Caldera, Guild of Mages;
Mehra Drora, Gnisis, Temple

Night-Eye
<---------------------------------------------------------------------->
Night-Eye M points for D seconds

Base Cost: 0.2

Causes you to be able to see in the dark by effectively raising the 
ambient light levels. This affects only the caster, so it is more 
conducive to stealth than the Light spell. However, it does suffer from 
some drawbacks. Having everything evenly lit tends to flatten out the 
three-dimensionality of the world, which effectively makes small items 
such as jewelry harder to see. Additionally, areas that are already 
well lit may be overly bright to look at.

The need for a Night-Eye spell depends greatly on the viewer. The gamma 
setting in the game, the brightness/contrast settings on your monitor or 
television, the lighting of the room, and even your eyes have an effect 
on the amount of lighting in the game. By default, very few areas in 
Morrowind are truly dark enough to require extra light to see. There 
are many mods and plugins that respec lighting, which can make this 
effect more useful. Night-Eye is very useful for seeing through the 
murk when swimming underwater. It is a good idea to cast Night-Eye 
before taking screenshots. The spell is a bad idea for vampires, as it 
makes it more difficult to tell the difference between night and day, 
compromising your safety from sun damage while outside. You can always 
simply carry a light source such as a torch or lantern, but this does 
prevent the use of a shield or two-handed weapon.

Ingredients: Bear Pelt, Grahl Eyeball, Kagouti Hide, Daedra's Heart, 
Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt

Premade spells:

Night-Eye-20 points for 30 seconds on Self
Cost: 6
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Salver Lleran, Vivec, Telvanni Sorcerer

Paralyze
<---------------------------------------------------------------------->
Paralyze for D seconds

Base Cost: 40

Causes the target to become completely immobile for the duration. When 
paralzyed, you may not move, attack, cast spells, or use enchanted 
items or scrolls. You may, however, still use potions or eat 
ingredients. You can also equip and un-equip items, which can be 
helpful in the case of items that are scripted to cast spells when 
equipped. Note that some enemies, most notably vampires, are 
completely immune to paralysis.

Paralyzed opponents become immediately vulnerable to Health damage from 
Hand-to-hand attacks, which normally only damage an opponent after they 
have fallen unconscious due to Fatigue loss. When the paralysis wears 
off, Hand-to-hand attacks will once again damage Fatigue first. 
Paralyze can be resisted by having high Willpower. If you successfully 
paralyze a Cliff Racer while it is airborne, it will fall from the sky, 
but will not take any damage upon collision with the ground. Paralyzed 
water creatures (dreugh and slaughterfish) will float to the surface as 
though dead.

Ingredients: Ampoule Pod, Daedra Skin, Fire Petal, Ghoul Heart*, 
Hackle-Lo Leaf, Large Kwama Egg, Rat Meat, Raw Stalhrim, Spore Pod, 
Sweetpulp*, Void Salts, Wickwheat

Premade spells:

Paralysis-5 seconds on Touch
Cost: 10
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Estirdalin, Balmora, Guild of Mages;
Namanian Facian, Sadrith Mora, Morag Tong Guildhall;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
Malven Romori, Vivec, Guild of Mages;
Orrent Geontene, Ald'ruhn, Guild of Mages

Medusa's Gaze-15 seconds on Target
Cost: 45
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Ethasi Rilvayn, Balmora, Morag Tong Guildhall;
Llaros Uvayn, Caldera, Governor's Hall

Rally Creature
<---------------------------------------------------------------------->
Rally Creature M points for D seconds

Base Cost: 0.2

Increase target's Confidence (willingness to attack). Rally Creature 
will work on all non-undead, non-Daedra, non-mechanical creatures. 
Fleeing targets will stop running and return to combat.

Rally is an excellent spell to stop a mortally wounded enemy from 
fleeing. Enemies who cannot fly or use ranged attacks will often flee 
from you if you attack them while levitating. Rally can help keep them 
in range so you can finish the job. If you're trying to relocate a 
creature by having it chase you in hostile conditions, it may break off 
the chase to flee instead. Cast Rally Creature on it to prevent this.

Ingredients: None

Premade spells:

Rally Beast-5 points for 30 seconds on Target
Cost: 2
Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Sedris Omalen, Maar Gan, Outpost;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage

Rally Creature-5 points for 30 seconds on Target
Cost: 2
Available from: Rirnas Athren, Vivec, Hlaalu Temple;
Synnolian Tunifus, Ebonheart, Imperial Chapels

Rally Humanoid
<---------------------------------------------------------------------->
Rally Humanoid M points for D seconds

Base Cost: 0.2

Increase target's Confidence (willingness to attack). Rally Humanoid 
will work on all NPCs. Fleeing targets will stop running and return to 
combat.

Rally is an excellent spell for stopping a mortally wounded enemy from 
fleeing. Enemies who cannot fly or use ranged attacks will often flee 
from you if you attack them while levitating. Rally can help keep them 
in range so you can finish the job. If you're trying to relocate an NPC 
by having them chase you in hostile conditions, they may break off the 
chase to flee instead. Cast Rally Humanoid on them to prevent this.

Ingredients: None

Premade spells:

Rally Humanoid-5 points for 30 seconds on Target
Cost: 2
Available from: Rirnas Athren, Vivec, Hlaalu Temple

Rallying Touch-5 points for 30 seconds on Touch
Cost: 2
Available from: Guls Llervu, Ald'ruhn, Guls Llervu's House;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Sedris Omalen, Maar Gan, Outpost;
Lalatia Varian, Ebonheart, Imperial Chapels;
Nilvyn Drothan, Ghostgate, Temple

Sanctuary
<---------------------------------------------------------------------->
Sanctuary M points for D seconds

Base Cost: 1

Causes the target to be more difficult to hit with physical attacks. 
The magnitude is the value that is added to the target's chance to dodge 
attacks (magical attacks are unaffected).

Ingredients: None

Premade spells:

Sotha's Grace-1-20 points for 5 seconds on Self
Cost: 3
Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Folvys Andalor, Ald'ruhn, Temple

Father's Hand-1-40 points for 5 seconds on Self
Cost: 5
Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
Nilvyn Drothan, Ghostgate, Temple;
Ethasi Rilvayn, Balmora, Morag Tong Guildhall

Sanctuary*-10 points for 30 seconds on Self
Cost: 15
Available from: Zanmulk Sammalamus, Gnisis, Temple

Shadow Weave-20 points for 10 seconds on Self, Chameleon 20 points for 
10 seconds on Self
Cost: 20
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Salama Andrethi, Tel Mora, Tower Services;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Llaros Uvayn, Caldera, Governor's Hall;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Silence
<---------------------------------------------------------------------->
Silence for D seconds

Base Cost: 40

Prevents the target from casting spells for the duration.

The Paralyze effect has the same casting cost as Silence. Since it 
blocks spellcasting, along with a slew of other useful effects, you're 
generally better off using Paralyze. The only exception is with enemies 
immune to Paralyze, like vampires.

Ingredients: None

Premade spells:

Silence-5 seconds on Target
Cost: 15
Available from: Llaros Uvayn, Caldera, Governor's Hall;
Namanian Facian, Sadrith Mora, Morag Tong Guildhall;
Salama Andrethi, Tel Mora, Tower Services;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Far Silence-10 seconds on Target
Cost: 30
Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Ethasi Rilvayn, Balmora, Morag Tong Guildhall;
Gildan, Ald'ruhn, Gildan's House;
Ranis Athrys, Balmora, Guild of Mages

Sound
<---------------------------------------------------------------------->
Sound M points for D seconds

Base Cost: 3

Creates a distracting noise in the mind of the target, decreasing their 
chance of successfully casting spells by M%.

Sound has certain advantages over Silence. First, it always affects the 
target, where Silence can be successfully resisted by Willpower. Second, 
an enemy affected by Sound will still attempt to cast spells, wasting 
Magicka with each failed attempt. In contrast, a Silenced enemy will not 
attempt casting at all, leaving their Magicka pool intact when the spell 
wears off. However, high-magnitude Sound spells are not as Magicka 
efficient as Silence is, and unless you use an expensive 100 magnitude 
Sound spell, enemies retain some chance of getting their spells off 
successfully. Other methods of dealing with spellcasters are more 
efficient than either of these options. Damage Magicka and Damage 
Intelligence are both more direct and more efficient.

Ingredients: None

Premade spells:

Earwig-3-8 points for 5 seconds on Target
Cost: 6
Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
Estirdalin, Balmora, Guild of Mages

Cruel Noise-10-22 points for 5 seconds on Touch
Cost: 12
Available from: Salama Andrethi, Tel Mora, Tower Services

Dire Earwig-8-15 points for 5 seconds on Target
Cost: 13
Available from: Eraamion, Caldera, Guild of Mages

Wild Earwig-1-30 points for 5 seconds on Target
Cost: 17
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guildhall;
Llaros Uvayn, Caldera, Governor's Hall

Dire Noise-2-60 points for 5 seconds on Target
Cost: 35
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Mertisi Andavel, Tel Branora, Upper Tower;
Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Namanian Facian, Sadrith Mora, Morag Tong Guildhall;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Mysticism							{SPL006}
o======================================================================o

Absorb Attribute
<---------------------------------------------------------------------->
Absorb Attribute M points for D seconds

Base Cost: 2

Temporarily lowers one of the target's attributes, and raises the 
caster's attribute by the same amount. When the spell expires, both 
attributes return to their previous values. The effects are not 
cumulative. For instance, if a sword is enchanted with a long-duration 
magnitude 1 Absorb Luck, and he hits an opponent 20 times, his Luck 
will be boosted by 1, not 20.

Ingredients: None

Premade spells:

Absorb Agility-Absorb Agility 5-20 points for 30 seconds on Touch
Cost: 38
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Orrent Geontene, Ald'ruhn, Guild of Mages

Absorb Endurance-Absorb Endurance 5-20 points for 30 seconds on Touch
Cost: 38
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine

Absorb Intelligence-Absorb Intelligence 5-20 points for 30 seconds on 
Touch
Cost: 38
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Felara Andrethi, Tel Aruhn, Tower Living Quarters

Absorb Luck-Absorb Luck 5-20 points for 30 seconds on Touch
Cost: 38
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine

Absorb Personality-Absorb Personality 5-20 points for 30 seconds on 
Touch
Cost: 38
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Orrent Geontene, Ald'ruhn, Guild of Mages

Absorb Speed-Absorb Speed 5-20 points for 30 seconds on Touch
Cost: 38
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Uvele Berendas, Indarys Manor, Berendas' House

Absorb Strength-Absorb Strength 5-20 points for 30 seconds on Touch
Cost: 38
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Absorb Willpower-Absorb Willpower 5-20 points for 30 seconds on Touch
Cost: 38
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Chaplain Ogrul, Gnisis, Fort Darius;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Uvele Berendas, Indarys Manor, Berendas' House

Absorb Speed (Ranged)-Absorb Speed 5-20 points for 30 seconds on 
Target
Cost: 56
Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub

Crimson Despair-Absorb Willpower 5-20 points for 60 seconds on 
Target
Cost: 113
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Nilvyn Drothan, Ghostgate, Temple;
Llathyno Hlaalu, Balmora, Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior

Absorb Fatigue
<---------------------------------------------------------------------->
Absorb Fatigue M points for D seconds

Base Cost: 4

Transfer Fatigue from the target to the caster, tiring the target and 
revitalizing the caster. The caster may not exceed their own natural 
maximum Fatigue value, but even if the caster is at full Fatigue, this 
spell will still drain the target's Fatigue.

If this effect is Reflected by the target, the target does not absorb 
Fatigue from the caster. Rather, the spell simply drains and 
replenishes the caster in equal amounts, essentially having no effect. 
The effect can be devastating if used in a Hand-to-hand fight.

Ingredients: None

Premade spells:

Absorb Fatigue-5-20 points for 30 seconds on Touch
Cost: 75
Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
Mertisi Andavel, Tel Branora, Upper Tower;
Telis Salvani, Balmora, Temple;
Aunius Autrus, Wolverine Hall, Imperial Shrine;
Only-He-Stands-There, Balmora, South Wall Cornerclub;
Tunila Omavel, Tel Uvirith, Omavel's House

Energy Leech-5-20 points for 30 seconds on Touch
Cost: 75
Available from: Danso Indules, Vivec, Temple;
Llarara Omayn, Balmora, Temple;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Folvys Andalor, Ald'ruhn, Temple;
Lloros Sarano, Ald'ruhn, Temple;
Only-He-Stands-There, Balmora, South Wall Cornerclub;
Tunila Omavel, Tel Uvirith, Omavel's House

Absorb Fatigue (Ranged)-5-20 points for 30 seconds on Target
Cost: 113
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Llathyno Hlaalu, Balmora, Temple

Absorb Health
<---------------------------------------------------------------------->
Absorb Health M points for D seconds

Base Cost: 8

Transfer Health from the target to the caster, injuring the target and 
revitalizing the caster. The caster may not exceed their own natural 
maximum Health, but even if the caster is at full Health, this spell 
will still damage the target's Health.

Although this effect makes an effective "on strike" enchantment for a 
weapon, beware making it an "on Target" spell effect. This opens it up 
to Reflect, the result of which will be damage to you. This is a fairly 
powerful effect, even considering its relatively high cost compared to 
other offensive effects. For instance, if you use a large number of 
summons, a one-to-two point Absorb Health spell with a moderate 
duration and maximum area that hit three of four summons would grant a 
good deal of Health. This doesn't even account for enemies also in the 
area of effect. Multiple castings will, of course, turn the summons 
hostile.

Ingredients: None

Premade spells:

Righteousness-10 points on Touch
Cost: 4
Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Mehra Drora, Gnisis, Temple;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Saras Orelu, Molag Mar, Temple;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Ygfa, Pelagiad, Fort Pelagiad;
Folvys Andalor, Ald'ruhn, Temple;
Milar Maryon, Tel Vos, Services Tower;
Relms Gilvilo, Vivec, Redoran Temple Shrine;
Sedris Omalen, Maar Gan, Outpost;
Tunila Omavel, Tel Uvirith, Omavel's House

Absorb Health-5-52 points on Touch
Cost: 11
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Felara Andrethi, Tel Aruhn, Tower Living Quarters

Almsivi Intervention
<---------------------------------------------------------------------->
Almsivi Intervention

Teleports you instantly to the nearest Tribunal Temple. Good for 
escaping from a sticky situation, or just a means for fast 
transportation. The temples to which you can be transported are in 
Ald'ruhn, Balmora, Gnisis, Molag Mar, Mournhold, and Vivec.

Any followers you have will not be teleported along with you. This 
cannot be used to facilitate escort missions. Almsivi Intervention is 
disabled in a few locations. They are Magas Volar, the Akulakhan chamber 
in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the inside of 
the Mortrag Glacier. The logic of what is and isn't a Temple for 
teleportation services can be confusing, as many places called Temple 
facilities are not eligible teleport destinations. Almsivi Intervention 
will take you to the temple nearest your last exterior location. For 
example, if you enter the Mages Guild in Ald'ruhn, take the Guild Guide 
to Balmora, and cast the spell before you exit, you will end up at the 
Ald'ruhn Temple. Distance calculation is sometimes off, taking you to a 
Temple that isn't actually the closest one.

Ingredients: None

Premade spells:

Almsivi Intervention-Almsivi Intervention
Cost: 8
Available from: Danso Indules, Vivec, Temple;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Lloros Sarano, Ald'ruhn, Temple;
Milar Maryon, Tel Vos, Services Tower;
Relms Gilvilo, Vivec, Redoran Temple Shrine;
Elynu Saren, Suran, Suran Temple;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Llathyno Hlaalu, Balmora, Temple;
Mehra Drora, Gnisis, Temple;
Nilvyn Drothan, Ghostgate, Temple;
Rirnas Athren, Vivec, Hlaalu Temple

Demoralize Humanoid
<---------------------------------------------------------------------->
Demoralize Humanoid M points for D seconds

Base Cost: 1

Decrease target's Confidence (willingness to fight). Demoralize 
Humanoid works on NPCs. It is the counterpart to Illusion's Demoralize 
Creature, but it tagged as a Mysticism spell due to a developer mistake. 
Afflicted targets will disengage combat and attempt to run away in fear. 

Demoralize is among the most powerful disabling effects in the game. An 
enemy that is running away is an enemy that isn't fighting you. With a 
good spell, you can send entire armies running for the hills. Makes for 
excellent bow practice. If you get in your target's way while they are 
running, they may still take a swing or two at you. Continual attacks 
may also bring the enemy back to retaliate. Fleeing enemies can bring 
trouble. Be careful of long-duration Demoralize spells on fast runners. 

Ingredients: None

Premade spells:

Demoralizing Touch-5 points for 10 seconds on Touch
Cost: 3
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Llaros Uvayn, Caldera, Governor's Hall;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
Folvys Andalor, Ald'ruhn, Temple;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area

Demoralize Humanoid-5 points for 10 seconds on Target
Cost: 4
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild

Detect Animal
<---------------------------------------------------------------------->
Detect Animal M feet for D seconds

Base Cost: 0.75

Causes you to detect all living creatures in the vicinity. They will 
show up on your map as small red circles. The Magnitude is the maximum 
range of detection. This spell will not detect NPCs, only creatures. 
One possible method of detecting NPCs is by using both Detect 
Enchantment and Detect Key, as they routinely carry magical items 
and/or keys. This is by no means a guarantee, however.

Ingredients: Alit Hide, Ampoule Pod, Bloat, Ectoplasm, Horker Tusk

Premade spells:

Detect Creature*-50-150 points for 5 seconds on Self
Cost: 19
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Sedris Omalen, Maar Gan, Outpost;
Dulian, Buckmoth Legion Fort, Interior;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;
Relms Gilvilo, Vivec, Redoran Temple Shrine

Detect Enchantment
<---------------------------------------------------------------------->
Detect Enchantment M feet for D seconds

Base Cost: 1

Causes you to detect all enchanted items in the vicinity, whether out 
in the open, inside containers, or worn/carried by NPCs. They will show 
up on your map as small blue circles. The Magnitude is the maximum 
range of detection. Items in your inventory are not detected.

Only items with enchantments are detected. Valuable and powerful items 
will be overlooked by this spell if they are not enchanted, such as 
Daedric items and the like.

Ingredients: Hound Meat, Hypha Facia, Lloramor Spines, Marshmerrow

Premade spells:

Detect Enchantment-10 points for 10 seconds on Self
Cost: 5
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Llaros Uvayn, Caldera, Governor's Hall;
Synnolian Tunifus, Ebonheart, Imperial Chapels;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt

Detect Key
<---------------------------------------------------------------------->
Detect Key M feet for D seconds

Base Cost: 1

Causes you to detect all keys in the vicinity, whether out in the open, 
inside containers, or carried by NPCs. They will show up on your map as 
small green circles. The Magnitude is the maximum range of detection. 
Items in your inventory are not detected.

In the game, a key is defined as any object which opens a door or chest. 
Some keys are not detected by this spell, either because they don't open 
anything at all (as with certain quest items) or because they are only 
used by dialogues or scripts. Slave keys, for example, are generally not 
detectable. Also, since any item of "Miscellaneous" type can be 
designated to open a door, some items added by mods which may not 
appear to be keys will still be detected as such by this spell if they 
have been set to open locks.

Ingredients: Ash Yam, Diamond, Muck, Spore Pod

Premade spells:

Tevral's Hawkshaw-10 points for 10 seconds on Self
Cost: 5
Available from: Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Namanian Facian, Sadrith Mora, Morag Tong Guildhall

Detect Key-50 points for 5 seconds on Self
Cost: 13
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Llaros Uvayn, Caldera, Governor's Hall;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Sirilonwe, Vivec, Guild of Mages

Dispel
<---------------------------------------------------------------------->
Dispel M%

Base Cost: 5

Cancels all temporary magic effects on the target (effects from 
abilities, potions, Constant Effect enchantments, and diseases are all 
unaffected). This can be used either to remove an enemy's defenses, or 
to remove negative effects from yourself or your allies. Note that in 
either case, it will remove both good and bad effects. The magnitude 
determines the chance an effect is removed. Dispel 100% will always 
cleanse all the temporary effects on a target.

This works on all effects, regardless of being positive (e.g. Chameleon, 
Levitate, and Fortify Attribute) or negative (e.g. Paralyze and Drain 
Health). This can be a disadvantage compared to effects like Cure 
Paralyzation when used on an ally or self, but a big advantage when 
used on enemies, as it can remove their positive effects. Dispel can 
even get rid of an enemy's Bound Items or Summoned creatures.

Ingredients: Bungler's Bane, Pearl, Moon Sugar, Timsa-Come-By Flowers*

Premade spells:

Purge Magic-5 points on Target
Cost: 2
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
Chaplain Ogrul, Gnisis, Fort Darius;
Salver Lleran, Vivec, Telvanni Sorcerer;
Synnolian Tunifus, Ebonheart, Imperial Chapels

Almalexia's Grace-20 points on Self
Cost: 5
Available from: Elynu Saren, Suran, Suran Temple;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Nilvyn Drothan, Ghostgate, Temple;
Salen Ravel, Maar Gan, Shrine;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Mehra Drora, Gnisis, Temple;
Salama Andrethi, Tel Mora, Tower Services

Dispel-100 points on Self
Cost: 25
Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Tyermaillin, Balmora, Tyermaillin's House;
Dulian, Buckmoth Legion Fort, Interior;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Vaval Selas, Vivec, St. Olms Temple

Divine Intervention
<---------------------------------------------------------------------->
Divine Intervention

Transports you instantly to the nearest Imperial Cult shrine, usually 
found within an Imperial Legion fort. Good for escaping from a sticky 
situation, or just as a means of fast transportation. You can be 
transported to the following locations: Buckmoth Legion Fort (Ald'ruhn), 
Ebonheart, Fort Darius (Gnisis), Moonmoth Legion Fort (Balmora), Fort 
Pelagiad (Pelagiad), Wolverine Hall (Sadrith Mora), Mournhold, or Fort 
Frostmoth.

Any followers you may have will not be teleported with you. Thus, this 
cannot be used to facilitate escort missions. Divine Intervention is 
disabled in a few locations. These are Magas Volar, the Akulakhan 
chamber in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the 
inside of the Mortrag Glacier. Divine Intervention will take you to the 
Imperial Cult shrine nearest your last exterior location. This means 
that if you are closer to another location, but are still indoors 
(Guild Guide travel, for example), you will arrive at the shrine nearest 
the last exterior zone you were in. Certain locations teleport you to 
the wrong shrine, in terms of distance, due to oddities in how the game 
calculates distances.

Ingredients: None

Premade spells:

Divine Intervention-Divine Intervention
Cost: 8
Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
Lalatia Varian, Ebonheart, Imperial Chapels;
Aunius Autrus, Wolverine Hall, Imperial Shrine;
Synnolian Tunifus, Ebonheart, Imperial Chapels

Mark
<---------------------------------------------------------------------->
Mark

Base Cost: 350

Places a marker at your current location to be used with the Recall 
spell, which will instantly teleport you back to that marker from any 
distance. You may only place one mark at a time. Casting the spell will 
override your previous mark location. Any location where you cast a Mark 
spell will be signified by a white cross on your local map.

Any followers you may have will not accompany you when you teleport. 
Thus, this cannot be used to facilitate escort missions. 

Ingredients: None

Premade spells:

Mark-Mark
Cost: 18
Available from: Farena Arelas, Tel Uvirith, Arelas' House;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;
Salama Andrethi, Tel Mora, Tower Services;
Sirilonwe, Vivec, Guild of Mages;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Llarara Omayn, Balmora, Temple;
Sedris Omalen, Maar Gan, Outpost

Recall
<---------------------------------------------------------------------->
Recall

Base Cost: 350

Instantly transports you to the location placed by the Mark spell, from 
any distance. Good for escaping from a sticky situation, or quickly 
transporting yourself to a chosen location. Casting the spell if you 
have never cast Mark will have no effect.

Any followers you may have will not accompany you when you teleport. 
Thus, this cannot be used to facilitate escort missions. Recall is 
disabled in a few locations. These are Magas Volar, the Akulakhan 
chamber in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the 
inside of the Mortrag Glacier.

Ingredients: Bristleback Leather**
**This is the only ingredient in the game with Recall as an effect, so 
you will never be able to make a potion with this effect.

Premade spells:

Recall-Recall
Cost: 18
Available from: Eraamion, Caldera, Guild of Mages;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Salama Andrethi, Tel Mora, Tower Services;
Sirilonwe, Vivec, Guild of Mages;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Llathyno Hlaalu, Balmora, Temple;
Rirnas Athren, Vivec, Hlaalu Temple;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall

Reflect
<---------------------------------------------------------------------->
Reflect M% for D seconds

Base Cost: 10

Gives a M% chance that incoming hostile spells will be reflected back 
at their caster. Spells that are not reflected will behave normally, 
having their full effect.

Reflect works as a percentage chance based on the total on a given 
target. Unlike Spell Absorption, separate instances of Reflect are 
additive. As such, 100% Reflect can be created by using multiple items 
at the same time. Also, this means that more than 100% Reflect does not 
have any extra value. If a spell is reflected, the caster will be 
immediately subjected to its effects, regardless of the means the spell 
was cast. Reflected spells cannot be dodged or avoided, since they have 
no projectile or range. Spells can only be reflected once. 100% Reflect 
will make you basically immune to all magical damage, with the exception 
of damage reflected back to you by an enemy who is also using spell 
reflection. If both the caster and the target have 100% Reflect spells 
in effect, the spell can only be reflected once, so the caster will end 
up being hit with the spell. Reflect will work in combination with Spell 
Absorption, but Spell Absorption takes precedence, so only spells which 
are not absorbed may be reflected. Having more Spell Absorption makes 
Reflect less effective, so if you 50% of both Absorption and Reflect, 
it does not make you immune to all spells. Rather, half of spells will 
be absorbed, and of the half that are not, half of those will be 
reflected. So on average, a total of 75% will be stopped by these 
effects. Spells which are not reflected or absorbed can still be 
Resisted by the appropriate Resist spell. The strength of the spells 
are not first reduced by the original (pre-reflection) target's 
resistances. They are effected by the resistances of the new 
(post-reflection) target.

Ingredients: Adamantium Ore, Comberry, Diamond, Hound Meat

Premade spells:

Sotha's Mirror-10 points for 5 seconds on Self
Cost: 25
Available from: Dulian, Buckmoth Legion Fort, Interior;
Folvys Andalor, Ald'ruhn, Temple;
Orrent Geontene, Ald'ruhn, Guild of Mages;
Tyermaillin, Balmora, Tyermaillin's House;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Gildan, Ald'ruhn, Gildan's House;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Vaval Selas, Vivec, St. Olms Temple

Reflect-10-20 points for 5 seconds on Self
Cost: 38
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Masalinie Merian, Balmora, Guild of Mages;
Namanian Facian, Sadrith Mora, Morag Tong Guildhall;
Uvele Berendas, Indarys Manor, Berendas' House;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Mertisi Andavel, Tel Branora, Upper Tower;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Zanmulk Sammalamus, Gnisis, Temple

Strong Reflect-20-30 points for 5 seconds on Self
Cost: 63
Available from: Diren Vendu, Tel Mora, Tower Services;
Imare, Balmora, Hlaalu Council Manor;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Milar Maryon, Tel Vos, Services Tower;
Salama Andrethi, Tel Mora, Tower Services;
Tinaso Alan, Tel Mora, Tower Services;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Leles Birian, Ascadian Isles Region;
Mertisi Andavel, Tel Branora, Upper Tower;
Only-He-Stands-There, Balmora, South Wall Cornerclub;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer

Shalidor's Mirror-10-30 points for 10 seconds on Self
Cost: 100
Available from: Dileno Lloran, Vivec, High Fane;
Imare, Balmora, Hlaalu Council Manor;
Llaros Uvayn, Caldera, Governor's Hall;
Lloros Sarano, Ald'ruhn, Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Ethasi Rilvayn, Balmora, Morag Tong Guild;
Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Llathyno Hlaalu, Balmora, Temple;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Tunila Omavel, Tel Uvirith, Omavel's House

Wild Reflect-1-40 points for 10 seconds on Self
Cost: 103
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;
Imare, Balmora, Hlaalu Council Manor

Llivam's Reversal-20-30 points for 10 seconds on Self
Cost: 125
Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild

Soultrap
<---------------------------------------------------------------------->
Soultrap for D seconds

Base Cost: 2

The Soultrap spell is used to gather Souls in order to use for 
Enchanting. To use it, cast the spell on the creature whose soul you 
wish to capture before killing it, and then kill it while the spell is 
still active. You can tell the spell is active by the cloud of smoke 
that will circle the creature until the duration expires. Additionally, 
you must also have a Soul Gem in your inventory to capture the creature 
in. The soul will automatically be captured in the smallest empty Soul 
Gem in your inventory which is large enough for that soul. If you are 
successful, a note on the bottom of the screen will inform you that you 
have captured a soul.

You cannot capture NPC souls with this spell, only creatures. Also, 
some creatures do not have souls, such as Dwemer Centurions. Attempting 
to capture a soul from an NPC or a creature without a soul will cause a 
failure message to appear when you cast the spell. Soultrapping NPCs 
also has the unusual side effect of causing swirling clouds of smoke to 
spin around empty places in the area-sometimes very far away from where 
you actually cast the spell. These are harmless, but will not go away 
until you save and reload. An unlimited number of the three small soul 
gems (Common, Lesser, and Petty) can be purchased from trader Fadase 
Selvayn in Tel Branora. The seller restocks continually: 3 Common Soul 
Gems, 5 Lesser Soul Gems, and 10 Petty Soul Gems. It is possible to 
capture more than one soul from the same creature. To do so, however, 
you must have multiple Soul Trap effects. Casting the same Soul Trap 
spell repeatedly will not work. If you create multiple Soul Trap spells 
(or a single spell with multiple iterations of the Soul Trap effect), or 
mix spells with Soul Trap enchantments or scrolls, you can capture a 
large number of souls-provided you have enough Soul Gems for all of them 
and all of the multiple Soul Trap effects are still active when the 
creature is killed. The Soul Trap spell is commonly used for what is 
known as the "Soul Trap Glitch," though it is known to work with many 
spells other than Soul Trap. By creating a spell which has Soultrap on 
Target and any beneficial spell on Self, for 1 second each, and then 
casting the spell at the ground below you, the beneficial spell will 
end up being permanent. You can do this repeatedly to increase your 
skills and attributes to godly levels. Of course, almost anybody would 
agree that this is blatant cheating (I certainly do). When Summoning and 
Soul Trapping any creature, be sure to stand about six feet away if you 
plan to cast spells on it. Should you be too close, the game code will 
have the spell target you instead of the summoned creature. This bug is 
in effect only before the summoned creature switches from ally to 
enemy, which ordinarily takes three strikes. When enchanting weapons 
with Soul Trap set to Cast When Strikes, be sure to set the duration to 
at least 2 seconds. A duration of 1 second is insufficient to capture a 
soul due to how the engine handles spell timers. The text that displays 
when you capture a soul is misspelled-it says "Your have captured a 
soul" when it should be "You have captured a soul". 

Ingredients: None

Premade spells:

Soultrap-60 seconds on Touch
Cost: 6
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Farena Arelas, Tel Uvirith, Arelas' House;
Llaros Uvayn, Caldera, Governor's Hall;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
Arnand Liric, Buckmoth Legion Fort, Interior;
Gildan, Ald'ruhn, Gildan's House;
Masalinie Merian, Balmora, Guild of Mages;
Ranis Athrys, Balmora, Guild of Mages

Spell Absorption
<---------------------------------------------------------------------->
Spell Absorption M points for D seconds

Base Cost: 10

Gives a M% chance that incoming spells will be absorbed, and their 
casting cost will be used to restore the subject's Magicka pool instead 
of taking effect. Spells that are not absorbed will behave normally, 
doing their full effect.

For each active source of this effect, a check is made to see if an 
incoming spell is absorbed. The check is done on a scale of 100, 
meaning 1 point equals 1 percent. Unlike Reflect, if you are affected 
by two spells of 50 point Spell Absorption, the total chance to absorb 
spells is not 100%. After the initial check of 50%, another check of 
50% makes the total chance 75% to absorb. This effect is very useful to 
those born under the Atronach birthsign, since their Magicka does not 
regenerate with rest as normal due to Stunted Magicka. Fortunately, a 
50% Spell Absorption is part of this birthsign's benefits. Although 
additional Spell Absorption would have lesser effect on characters with 
this birthsign, more is still better, as it's a good way to regain 
Magicka while avoiding hostile spells. Spell Absorption will work in 
combination with Reflect, but Spell Absorption takes precedence, so 
only spells that are not absorbed may be reflected. Having more Spell 
Absorption makes Reflect do less, so if you have 50% of both Absorption 
and Reflect, it does not make you immune to spells. Rather, half of 
spells will be absorbed, and of the half that are not, half of those 
will be reflected. So a total of 75% will be stopped by these effects. 
Spells which are not absorbed or reflected can still be Resisted by the 
appropriate Resist spell. Spells which are absorbed are absorbed at 
full strength. In the case of reflected spells, they are not first 
reduced by the original (pre-reflection) target's resistances. They are 
affected by the resistances of the new (post-reflection) target. Spells 
with no magnitude such as Silence and Paralyze are not immune to Spell 
Absorption, since it is their casting cost, not their magnitude, which 
is absorbed. Tips for using Spell Absorption to regenerate Magicka 
include: i) Summon a creature who attacks using spells. An Ancestor 
Ghost works especially well. Attack the summon three times so it turns 
on you, then absorb its spells. ii) Beneficial spells as well as 
attacks can be absorbed, including blessings and cures such as those 
provided by Shrines. Constant absorption effects may prove detrimental 
when you actually need a Shrine's blessing.

Ingredients: Fire Petal, Lloramor Spines*, Vampire Dust, Void Salts

Premade spells:

Spell Absorption-10 points for 5 seconds on Self
Cost: 25
Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
Dulian, Buckmoth Legion Fort, Interior;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Tyermaillin, Balmora, Tyermaillin's House;
Aunius Autrus, Wolverine Hall, Imperial Shrine;
Eldrilu Dalen, Vos, Vos Chapel;
Folvys Andalor, Ald'ruhn, Temple;
Sirilonwe, Vivec, Guild of Mages;
Vaval Selas, Vivec, St. Olms Temple

Vivec's Feast-10 points for 5 seconds on Self
Cost: 25
Available from: Danso Indules, Vivec, Temple;
Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Tunila Omavel, Tel Uvirith, Omavel's House;
Vaval Selas, Vivec, St. Olms Temple;
Dulian, Buckmoth Legion Fort, Interior;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Lloros Sarano, Ald'ruhn, Temple;
Tyermaillin, Balmora, Tyermaillin's House

Weak Spelldrinker-10-20 points for 5 seconds on Self
Cost: 38
Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
Masalinie Merian, Balmora, Guild of Mages;
Uvele Berendas, Indarys Manor, Berendas' House;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Wild Spelldrinker-1-40 points for 5 seconds on Self
Cost: 51
Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
Mertisi Andavel, Tel Branora, Upper Tower;
Only-He-Stands-There, Balmora, South Wall Cornerclub;
Tinaso Alan, Tel Mora, Tower Services;
Leles Birian, Ascadian Isles Region;
Namanian Facian, Sadrith Mora, Morag Tong Guild;
Salen Ravel, Maar Gan, Shrine;
Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer

Strong Spelldrinker-20-30 points for 5 seconds on Self
Cost: 63
Available from: Diren Vendu, Tel Mora, Tower Services;
Imare, Balmora, Hlaalu Council Manor;
Only-He-Stands-There, Balmora, South Wall Cornerclub;
Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
Leles Birian, Ascadian Isles Region

Tranasa's Spelltrap-20-30 points for 10 seconds on Self
Cost: 125
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Lalatia Varian, Ebonheart, Imperial Chapels;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Ethasi Rilvayn, Balmora, Morag Tong Guildhall;
Llathyno Hlaalu, Balmora, Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior

Telekinesis
<---------------------------------------------------------------------->
Telekinesis M feet for D seconds

Base cost: 1

Causes you to be able to manipulate objects from a distance. You can 
open containers or interior doors, pick up objects, or operate switches 
from far away. The magnitude determines the maximum distance from which 
you can interact with objects.

This spell can be used to avoid trapped chests and doors. Instead of 
using Security and a probe, you can set the trap off from a distance, 
and then dodge the effects. This will not work on doors that transport 
between cells, however. This spell effect is also useful for stealing 
objects for characters with low Sneak skill, in cases where getting 
close enough to take it normally would cause you to be seen. 
Telekinesis does not allow you to pick up any light sources or paper 
items at a distance.

Ingredients: Alit Hide, Bonemeal, Scuttle

Premade spells:

Telekinesis-25 points for 5 seconds on Self
Cost: 6
Available from: Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
Llaros Uvayn, Caldera, Governor's Hall;
Orrent Geontene, Ald'ruhn, Guild of Mages

Restoration							{SPL007}
o======================================================================o

Cure Blight Disease
<---------------------------------------------------------------------->
Cure Blight Disease

Base Cost: 2000

Removes the effects of Blight Disease from the target. This effect is 
absolutely vital to have if you explore the Ashlands, Molag Amur, or 
Red Mountain regions, as blighted creatures are common there, and some 
blight diseases can be quite debilitating. Black-Heart Blight in 
particular can stop you dead in your tracks by reducing your Strength 
and causing you to become overencumbered and unable to move.

Ingredients: Ash Salts, Meteor Slime, Scrib Jelly

Premade spells:

Rilm's Gift-Cure Blight Disease on Touch, Cure Common Disease on Touch
Cost: 30
Available from: Folvys Andalor, Ald'ruhn, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House;
Saras Orelu, Molag Mar, Temple

Cure Blight Disease-Cure Blight Disease on Self
Cost: 100
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Synnolian Tunifus, Ebonheart, Imperial Chapels;
Arnand Liric, Buckmoth Legion Fort, Interior

Vivec's Tears-Cure Blight Disease on Self
Cost: 100
Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Lloros Sarano, Ald'ruhn, Temple;
Telis Savani, Balmora, Temple;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Llathyno Hlaalu, Balmora, Temple;
Saras Orelu, Molag Mar, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House

Panacea-Cure Blight Disease on Self, Cure Common Disease on Self, 
Cure Poison on Self
Cost: 120
Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
Chambers;
Melie Frenck, Vivec, Telvanni Temple;
Guls Llervu, Ald'ruhn, Guls Llervu's House

Vivec's Touch-Cure Blight Disease on Touch, Cure Common Disease on 
Touch
Cost: 10
Available from: Vivec's Ashmask, Gnisis, Tribunal Temple (free)

Cure Common Disease
<---------------------------------------------------------------------->
Cure Common Disease

Base Cost: 300

Removes the effects of Common Disease from the target. This effect is 
generally a good idea to have available wherever you go, as diseased 
creatures are everywhere, and some diseases are somewhat debilitating. 
This is less of an issue if you are one of the races that has natural 
disease resistance (Argonian, High Elf, Redguard, or Wood Elf), but 
even for them it is still wise to have access to this in case of 
emergency. Of particular note is the Porphyric Hemophilia disease, 
which will turn into Vampirism if not cured within 3 days of 
contracting it. If you do not wish to turn into a vampire, you need to 
cure yourself before this happens.

Ingredients: Chokeweed, Daedra Skin, Gravedust, Green Lichen, Muck, 
Red Lichen, Willow Anther

Premade spells: 

Cure Common Disease-Cure Common Disease on Self
Cost: 15
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Llathyno Hlaalu, Balmora, Temple;
Telis Salvani, Balmora, Temple;
Chaplain Ogrul, Gnisis, Fort Darius;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;
Synnolian Tunifus, Ebonheart, Imperial Chapels

Cure Common Disease on Other-Cure Common Disease on Touch
Cost: 15
Available from: Sharn gra-Muzgob, Balmora, Guild of Mages

Rilm's Cure-Cure Common Disease on Self
Cost: 15
Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Milar Maryon, Tel Vos, Services Tower;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Zanmulk Sammalamus, Gnisis, Temple;
Folvys Andalor, Ald'ruhn, Temple;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;
Rilvase Avani, Ghostgate, Tower of Dawn;
Ygfa, Pelagiad, Fort Pelagiad

Cure Common Disease Victim-Cure Common Disease on Target
Cost: 23
Available from: Dulian, Buckmoth Legion Fort, Interior;
Vaval Selas, Vivec, St. Olms Temple

Rilm's Gift-Cure Blight Disease on Touch, Cure Common Disease 
on Touch
Cost: 30
Available from: Folvys Andalor, Ald'ruhn, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House;
Saras Orelu, Molag Mar, Temple

Panacea-Cure Blight Disease on Self, Cure Common Disease 
on Self, Cure Poison on Self
Cost: 120
Available from: Galero Andaram, Sadrith Mora, Telvanni Council 
House, Chambers;
Melie Frenck, Vivec, Telvanni Temple;
Guls Llervu, Ald'ruhn, Guls Llervu's House

Vivec's Touch-Cure Blight Disease on Touch, Cure Common Disease 
on Touch
Cost: 10
Available from: Vivec's Ashmask, Gnisis, Tribunal Temple (free)

Cure Paralyzation
<---------------------------------------------------------------------->
Cure Paralyzation

Base Cost: 100

Cures the target of the effects of Paralyzation. It is mostly useful 
for curing other people of this affliction, as it is, of course, 
impossible to cast any spells or use any items while you yourself are 
paralyzed. The only way you can possibly use this effect on yourself is 
by means of a potion or Corkbulb Root, as these can be consumed while 
paralyzed.

Ingredients: Corkbulb Root*, Scamp Skin, Willow Anther, Netch Leather

Premade spells:

Free Action-Cure Paralyzation on Self
Cost: 5
Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Telis Salvani, Balmora, Temple;
Folvys Andalor, Ald'ruhn, Temple;
Llathyno Hlaalu, Balmora, Temple

Cure Poison
<---------------------------------------------------------------------->
Cure Poison

Base Cost: 100

Dispels any long-duration Poison effects currently affecting the 
target. Instant-damage Poison effects cannot be stopped, and Health 
lost due to Poison damage is not restored.

This effect has relatively limited use, since most Poison effects are 
instant or have a very short duration. An example of a rare situation 
where a Cure Poison spell can be effective is in Bamz-Amschend, beneath 
Mournhold. There are several Poison traps and spells there which have 
long duration, they can potentially become fatal for characters 
exploring the ruin. Another potential use for potions is when fighting 
Daedroth, which use the powerful Poisonbloom spell to great effect.

Ingredients: Black Lichen, Ghoul Heart, Meteor Slime, Rat Meat, 
Raw Ebony, Roobrush, Scathecraw, Scrib Jelly

Premade spells:

Balyna's Antidote-Cure Poison on Self
Cost: 5
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Ygfa, Pelagiad, Fort Pelagiad;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Synnolian Tunifus, Ebonheart, Imperial Chapels

Cure Poison-Cure Poison on Self
Cost: 5
Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
Rilvase Avani, Ghostgate, Tower of Dawn;
Chaplain Ogrul, Gnisis, Fort Darius;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt

Seryn's Gift-Cure Poison on Touch
Cost: 5
Available from: Danso Indules, Vivec, Temple;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Milar Maryon, Tel Vos, Services Tower;
Saras Orelu, Molag Mar, Temple;
Zanmulk Sammalamus, Gnisis, Temple;
Folvys Andalor, Ald'ruhn, Temple;
Melie Frenck, Vivec, Telvanni Temple;
Rilvase Avani, Ghostgate, Tower of Dawn;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer

Panacea-Cure Blight Disease on Self, Cure Common Disease on Self, 
Cure Poison on Self
Cost: 120
Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
Chambers;
Melie Frenck, Vivec, Telvanni Temple;
Guls Llervu, Ald'ruhn, Guls Llervu's House

Fortify Attribute
<---------------------------------------------------------------------->
Fortify Attribute M points for D seconds

Base Cost: 1

Temporarily raises one of the target's attributes by M points for D 
seconds. Derived attributes such as Health, Magicka, Fatigue, and 
Encumbrance will be recalculated if appropriate. After the spell 
expires, the attribute will be restored to its former value.

There is a somewhat irritating bug with this effect, that if you are 
under the effect of a Fortify Attribute, and then are hit with a Drain 
Attribute for the same effect, then when the Drain spell expires, the 
attribute will NOT return to its former value, making the Drain spell 
behave more like a Damage Attribute. The only way to solve this is to 
remove whatever was causing the Fortify Attribute effect, and then cast 
a Restore Attribute effect. You may then put the Fortify Attribute 
effect back on to be returned to your former values. Another bug exists 
specifically with the Fortify Personality effect. Any person who sees 
you while under the influence of a Fortify Personality effect (even if 
you don't talk to them), regardless of how much they liked you before, 
will have their Disposition lowered by the amount of the effect (one 
Disposition point per two Personality points) after the effect expires. 
So even if somebody has 100 Disposition toward you, if you cast a 90 
point Fortify Personality spell and they see you while the spell is 
active, then when the spell wears off their Disposition will be lowered 
to 55. Thus, you should only use such an effect with people you don't 
plan to talk to ever again (though this can be fixed with Speechcraft 
and/or Charm. In fact, it's probably easier just to use Charm in the 
first place). Another note of interest with this effect is that it can 
be added up to eight times in the same spell (because of the eight 
effect limit), regardless of whether or not the same attribute is 
selected, unlike other magic effects. Because of this, it is easy to 
make a spell that boosts any one of your attributes 800 points for one 
second. This trick is useful for Alchemy, if you boost your Intelligence 
and then immediately go to the inventory screen to make super potions.

Ingredients: Fortify Agility: Durzog Meat*, Ectoplasm*, Fire Salts,
Heartwood, Noble Sedge Flowers, Roobrush, Scrib Cabbage, Sload Soap;
Fortify Endurance: Daedra's Heart, Guar Hide, Netch Leather*;
Fortify Intelligence: Ash Yam*, Bloat, Horker Tusk, Netch Leather;
Fortify Luck: Corkbulb Root, Corprus Weepings, Guar Hide;
Fortify Personality: Green Lichen*, Kresh Fiber, Stoneflower Petals;
Fortify Speed: Kagouti Hide, Meadow Rye*, Moon Sugar*, Nirthfly Stalks, 
Shalk Resin, Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt;
Fortify Strength: Ash Yam, Bear Pelt, Daedra Skin*, Dreugh Wax*, 
Durzog Meat, Golden Sedge Flowers, Grahl Eyeball, Vampire Dust;
Fortify Willpower: Bloat, Meteor Slime*, Scrib Jelly*, Wickwheat

Premade spells:

Turn of the Wheel-Fortify Luck 5-20 points for 30 seconds on Self
Cost: 19
Available from: Dileno Lloran, Vivec, High Fane;
Relms Gilvilo, Vivec, Redoran Temple Shrine

Charisma-Fortify Personality 10 points for 60 seconds on Self
Cost: 30
Available from: Dileno Lloran, Vivec, High Fane;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Rirnas Athren, Vivec, Hlaalu Temple;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Lloros Sarano, Ald'ruhn, Temple;
Nilvyn Drothan, Ghostgate, Temple;
Salen Ravel, Maar Gan, Shrine

Fortitude-Fortify Endurance 10 points for 60 seconds on Self
Cost: 30
Available from: Dileno Lloran, Vivec, High Fane;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Llarara Omayn, Balmora, Temple;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Eldrilu Dalen, Vos, Vos Chapel;
Lalatia Varian, Ebonheart, Imperial Chapels;
Lloros Sarano, Ald'ruhn, Temple;
Relms Gilvilo, Vivec, Redoran Temple Shrine;
Sedris Omalen, Maar Gan, Outpost

Iron Will-Fortify Willpower 10 points for 60 seconds on Self
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Mehra Drora, Gnisis, Temple;
Salen Ravel, Maar Gan, Shrine;
Uvele Berendas, Indarys Manor, Berendas' House;
Lalatia Varian, Ebonheart, Imperial Chapels;
Nilvyn Drothan, Ghostgate, Temple;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Jack of Trades-Fortify Luck 10 points for 60 seconds on Self
Cost: 30
Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Nimbleness-Fortify Agility 10 points for 60 seconds on Self
Cost: 30
Available from: Eldrilu Dalen, Vos, Vos Chapel;
Lalatia Varian, Ebonheart, Imperial Chapels;
Rirnas Athren, Vivec, Hlaalu Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Lloros Sarano, Ald'ruhn, Temple;
Sedris Omalen, Maar Gan, Outpost

Quicksilver-Fortify Speed 10 points for 60 seconds on Self
Cost: 30
Available from: Dileno Lloran, Vivec, High Fane;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Rirnas Athren, Vivec, Hlaalu Temple

Troll Strength-Fortify Strength 10 points for 60 seconds on Self
Cost: 30
Available from: Dileno Lloran, Vivec, High Fane;
Relms Gilvilo, Vivec, Redoran Temple Shrine;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Salen Ravel, Maar Gan, Shrine

Wisdom-Fortify Intelligence 10 points for 60 seconds on Self
Cost: 30
Available from: Dileno Lloran, Vivec, High Fane;
Llarara Omayn, Balmora, Temple;
Mehra Drora, Gnisis, Temple;
Sedris Omalen, Maar Gan, Outpost;
Eldrilu Dalen, Vos, Vos Chapel;
Lloros Sarano, Ald'ruhn, Temple;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Orc Strength-Fortify Strength 5-20 points for 60 seconds on Self
Cost: 38
Available from: Lloros Sarano, Ald'ruhn, Temple;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison

Feet of Notorgo-Fortify Speed 10 points for 90 seconds on Self
Cost: 45
Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Zenithar's Gospel-Fortify Personality 10 points for 90 seconds on Self
Cost: 45
Available from: Niras Farys, Sadrith Mora, Telvanni Council House, 
Chambers;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Divine Aid-Fortify Luck & Willpower 10 points for 60 seconds on Self
Cost: 60
Available from: Dileno Lloran, Vivec, High Fane;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Llarara Omayn, Balmora, Temple;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Lalatia Varian, Ebonheart, Imperial Chapels;
Lloros Sarano, Ald'ruhn, Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Tunila Omavel, Tel Uvirith, Omavel's House

Daedric Willpower-Fortify Willpower 20 points for 90 seconds on Self
Cost: 90
Available from: Amarie Charien, Moonmoth Legion Fort, Interior

Fortify Fatigue
<---------------------------------------------------------------------->
Fortify Fatigue M points for D seconds

Base Cost: 0.5

Temporarily raises the target's Fatigue by M points for D seconds. 
After the spell expires, their Fatigue will be restored to its former 
value, minus any lost while the spell was active.

When this effect expires, Fatigue can be reduced below zero. Using 
temporary Fortify Fatigue effects can lead to exhaustion at 
unexpected moments. This effect fortifies the "current Fatigue" 
variable, while the derived "maximum Fatigue" stays the same, so skills 
which depend on Fatigue can increase in effectiveness from this 
attribute. By making a super Fortify Fatigue potion (fortifying your 
Intelligence to make better potions, then making extremely effective 
potions) will grant you the ability to jump incredibly high and far, 
without a jump potion. The only difference is that when you land and 
would normally take fall damage, you will instead gain health, even 
above 100%.

Ingredients: Gravetar, Hound Meat, Scrib Jerky, Scuttle

Premade spells:

Enrichment-5-20 points for 30 seconds on Self
Cost: 9
Available from: Niras Farys, Sadrith Mora, Telvanni Council House, 
Chambers;
Rirnas Athren, Vivec, Hlaalu Temple

Vigor-5-20 points for 30 seconds on Self
Cost: 9
Available from: Lalatia Varian, Ebonheart, Imperial Chapels;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Llathyno Hlaalu, Balmora, Temple

Daedric Fatigue-50 points for 90 seconds on Self
Cost: 113
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Llathyno Hlaalu, Balmora, Temple

Fortify Health
<---------------------------------------------------------------------->
Fortify Health M points for D seconds

Base Cost: 1

Temporarily raises the target's Health by M points for D seconds. After 
the spell expires, their Health will be restored to its former value, 
minus any damage received while the spell was active.

This effect has an unfortunate bug which can make it very dangerous to 
use in large doses. When the spell is active, your natural health is 
lowered first when you are damaged. As soon as it expires, the amount 
of health you added is then subtracted from whatever you have at that 
time, regardless of how much damage you have taken. Thus you should be 
very careful not to cast any spell or use any item which more than 
doubles your natural Health maximum. If you do so, and then take more 
than your natural Health value in damage before the spell runs out, 
you will drop dead as soon as it expires. One way to prevent this is to 
get a piece of clothing (NOT armor) enchanted with a constant effect 
Fortify Health, and wear it all the time when using such spells. (Armor 
with this enchantment will work as well, but if the armor ever becomes 
damaged to the point of breaking, you may experience the same bug when 
it does.)

Ingredients: Human Flesh, Large Kwama Egg, Shalk Resin, Vampire Dust

Premade spells:

Vitality-5-20 points for 30 seconds on Self
Cost: 19
Available from: Dulian, Buckmoth Legion Fort, Interior;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Lalatia Varian, Ebonheart, Imperial Chapels;
Lloros Sarano, Ald'ruhn, Temple;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
Chaplain Ogrul, Gnisis, Fort Darius;
J'Rasha, Vivec, Foreign Quarter, J'Rasha, Healer;
Llathyno Hlaalu, Balmora, Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior

Blood Gift-10-40 points for 30 seconds on Self
Cost: 38
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Saras Orelu, Molag Mar, Temple;
Uvele Berendas, Indarys Manor, Berendas' House;
Ferise Varo, Vos, Varo Tradehouse Entrance;
Mehra Drora, Gnisis, Temple;
Nilvyn Drothan, Ghostgate, Temple;
Relms Gilvilo, Vivec, Redoran Temple Shrine;
Sedris Omalen, Maar Gan, Outpost;
Zanmulk Sammalamus, Gnisis, Temple

Daedric Health-25 points for 60 seconds on Self
Cost: 75
Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub

Fortify Magicka
<---------------------------------------------------------------------->
Fortify Magicka M points for D seconds

Base Cost: 1

Temporarily raises the target's Magicka by M points for D seconds. 
After the spell expires, their Magicka will be restored to its former 
value, minus any lost by casting spells while the spell was active.

Ingredients: Belladonna Berries, Emerald*, Saltrice, Stoneflower Petals, 
Wolfsbane Petals

Premade spells:

Powerwell-5-20 points for 60 seconds on Self
Cost: 38
Available from: Chaplain Ogrul, Gnisis, Fort Darius;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Llathyno Hlaalu, Balmora, Temple;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Saras Orelu, Molag Mar, Temple;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Eldrilu Dalen, Vos, Vos Chapel;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Lalatia Varian, Ebonheart, Imperial Chapels;
Mehra Drora, Gnisis, Temple;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Sedris Omalen, Maar Gan, Outpost;
Uvele Berendas, Indarys Manor, Berendas' House

Resist Blight Disease
<---------------------------------------------------------------------->
Resist Blight Disease M% for D seconds

Base Cost: 5

This effect decreases your chance of catching blight diseases by M%.

Ingredients: None

Premade spells:

Poet's Whim-1-30 points for 10 seconds on Self
Cost: 39
Available from: Chaplain Ogrul, Gnisis, Fort Darius;
Masalinie Merian, Balmora, Guild of Mages;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Milar Maryon, Tel Vos, Services Tower;
Uvele Berendas, Indarys Manor, Berendas' House

Vivec's Mercy-20 points for 10 seconds on Self
Cost: 50
Available from: Elynu Saren, Suran, Temple;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Llathyno Hlaalu, Balmora, Temple;
Mehra Drora, Gnisis, Temple;
Only-He-Stands-There, Balmora, South Wall Cornerclub;
Saras Orelu, Molag Mar, Temple;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Leles Birian, Ascadian Isles Region;
Milar Maryon, Tel Vos, Services Tower;
Salen Ravel, Maar Gan, Shrine;
Telis Salvani, Balmora, Temple;
Tinaso Alan, Tel Mora, Tower Services

Shield of the Armiger-30 points for 10 seconds on Self
Cost: 75
Available from: Eldrilu Dalen, Vos, Vos Chapel;
Lloros Sarano, Ald'ruhn, Temple;
Nilvyn Drothan, Ghostgate, Temple;
Rilvase Avani, Ghostgate, Tower of Dawn;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Llarara Omayn, Balmora, Temple;
Mehra Drora, Gnisis, Temple;
Only-He-Stands-There, Balmora, South Wall Cornerclub;
Salen Ravel, Maar Gan, Shrine

Resist Common Disease
<---------------------------------------------------------------------->
Resist Common Disease M% for D seconds

Base Cost: 2

This effect decreases your chances of catching common diseases by M%. 
If you are playing an Argonian, High Elf, Redguard, or Wood Elf, you 
are already 75% resistant to disease, so you only need an additional 
25% to make yourself completely immune to common diseases. Note that 
this will protect you from Vampirism as well.

Ingredients: Ash Yam, Bear Pelt, Kagouti Hide, Pearl, Resin, 
Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt

Premade spells:

Resist Common Disease-10 points for 5 seconds on Self
Cost: 5
Available from: Chaplain Ogrul, Gnisis, Fort Darius;
Lalatia Varian, Ebonheart, Imperial Chapels;
Dileno Lloran, Vivec, High Fane

Variable Resist Common Disease-1-30 points for 10 seconds on Self
Cost: 16
Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer

Seryn's Blessing-20 points for 10 seconds on Self
Cost: 20
Available from: Dulian, Buckmoth Legion Fort, Interior;
Folvys Andalor, Ald'ruhn, Temple;
Nilvyn Drothan, Ghostgate, Temple;
Relms Gilvilo, Vivec, Redoran Temple Shrine;
Sedris Omalen, Maar Gan, Outpost;
Tyermaillin, Balmora, Tyermaillin's House;
Vaval Selas, Vivec, St. Olms Temple;
Elynu Saren, Suran, Temple;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
Salen Ravel, Maar Gan, Shrine;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Great Resist Common Disease-30 points for 10 seconds on Self
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Uvele Berendas, Indarys Manor, Berendas' House;
Masalinie Merian, Balmora, Guild of Mages

Resist Corprus Disease
<---------------------------------------------------------------------->
Resist Corprus Disease M% for D seconds

Base Cost: 5

This effect decreases your chance of catching Corprus Disease by M%. 
However, since your chance of catching Corprus Disease is exactly 0, 
this effect is completely useless. The only way to catch Corprus is 
during the Sixth House Base mission on the Main Quest, and no amount of 
resistance will protect you from it, since it's a scripted effect, 
rather than a standard disease. The only known purpose of this effect 
is that after you are cured of Corprus, this effect appears to let you 
know that you are now "immune" to Corprus, never mind that there was 
never any chance you could catch it in the first place. Even so, there 
is at least one spell in the game that makes use of this effect. This 
would seem to suggest that the designers had originally intended it to 
be possible for player characters to contract this disease without 
proceeding through the main storyline, and was thus removed for 
instability issues.

Ingredients: None

Premade spells:

Variable Resist Corprus Disease-1-30 points for 10 seconds on Self
Cost: 39
Available from: Masalinie Merian, Balmora, Guild of Mages

Strong Resist Corprus Disease-20 points for 10 seconds on Self
Cost: 50
Available from: Leles Birian, Ascadian Isles Region;
Only-He-Stands-There, Balmora, South Wall Cornerclub

Great Resist Corprus Disease-30 points for 10 seconds on Self
Cost: 75
Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub

Resist Fire
<---------------------------------------------------------------------->
Resist Fire M% for D seconds

Base Cost: 2

This effect decreases the damage dealt by the Fire Damage effect. M is 
the percentage of damage reduction. At 100%, you will be immune to Fire.

Dark Elves have 75% natural Resist Fire. High Elves have 50% natural 
Weakness to Fire, so spells or items that counteract this weakness will 
be significant for a High Elf character. Note that a spell of Weakness 
to Fire whose magnitude is equal to or greater than any Resist Fire 
effect currently active will completely nullify it, and any subsequent 
Fire Damage will not be affected by it.

Ingredients: Black Anther, Fire Petal*, Frost Salts

Premade spells:

Resist Fire-10 points for 5 seconds on Self
Cost: 5
Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
Chambers;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Variable Resist Fire-1-30 points for 10 seconds on Self
Cost: 16
Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; 
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer

Strong Resist Fire-20 points for 10 seconds on Self
Cost: 20
Available from: Dulian, Buckmoth Legion Fort, Interior;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Vaval Selas, Vivec, St. Olms Temple

Great Resist Fire-30 points for 10 seconds on Self
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Uvele Berendas, Indarys Manor, Berendas' House;
Masalinie Merian, Balmora, Guild of Mages

Flameguard-20-40 points for 30 seconds on Self
Cost: 90
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Elynu Saren, Suran, Temple;
Lloros Sarano, Ald'ruhn, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House;
Dileno Lloran, Vivec, High Fane;
Llarara Omayn, Balmora, Temple;
Masalinie Merian, Balmora, Guild of Mages;
Ygfa, Pelagiad, Fort Pelagiad

Resist Frost
<---------------------------------------------------------------------->
Resist Frost M% for D seconds

Base Cost: 2

This effect decreases the damage dealt by the Frost Damage effect. M is 
the percentage of damage reduction. At 100% you will be immune to Frost.

Nords have natural 100% Resist Frost. High Elves have natural 25% 
Weakness to Frost, so spells or items that counteract this weakness 
will be significant for a High Elf character. Note that a spell of 
Weakness to Frost whose magnitude is equal to or greater than any 
Resist Frost effect currently active will completely nullify it, and 
any subsequent Frost Damage will not be affected by it.

Ingredients: Black Lichen, Bristleback Leather, Fire Salts, 
Grahl Eyeball*, Gravetar*, Holly Berries*, Raw Stalhrim*

Premade spells:

Resist Frost-10 points for 5 seconds on Self
Cost: 5
Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
Chambers;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Variable Resist Frost-1-30 points for 10 seconds on Self
Cost: 16
Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer

Strong Resist Frost-20 points for 10 seconds on Self
Cost: 20
Available from: Dulian, Buckmoth Legion Fort, Interior;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Vaval Selas, Vivec, St. Olms Temple

Great Resist Frost-30 points for 10 seconds on Self
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison

Frostguard-20-40 points for 30 seconds on Self
Cost: 90
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Elynu Saren, Suran, Temple;
Lloros Sarano, Ald'ruhn, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House;
Dileno Lloran, Vivec, High Fane;
Llarara Omayn, Balmora, Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Ygfa, Pelagiad, Fort Pelagiad

Resist Magicka
<---------------------------------------------------------------------->
Resist Magicka M% for D seconds

Base Cost: 2

Resist Magicka decreases the damage or other negative effects done by 
most spell effects. These include Absorb Health, Damage Health, Drain 
Health, Absorb Fatigue, Damage Fatigue, Drain Fatigue, Absorb 
Attribute, Damage Attribute, Drain Attribute, Absorb Skill, Damage 
Skill, Drain Skill, Blind, Burden, Disintegrate, Sound, and any 
Weakness effects. It protects against disease as well, as all diseases 
apply only these resisted effects. This does not reduce Fire, Frost, 
Poison, or Shock Damage. It does not protect against effects with no 
magnitude either, such as Paralyze or Silence. Bretons have natural 50% 
Resist Magicka, and Orcs have natural 25%. High Elves have natural 50% 
Weakness to Magicka, so they in particular may want spells and items 
with this effect in order to counteract that weakness.

Certain magical items have negative effects which can be resisted, but 
Resist Magicka will not nullify the positive effects. Creating a custom 
100% Resist Magicka spell that lasts 3 seconds costs about 280 gold. 
Opening the inventory immediately after casting this spell will allow 
time to equip constant effect items and resist their negative effects 
for the remaining time the items are equipped. This trick is most 
popular to use with the Boots of Blinding Speed. Once Resist Magicka 
reaches 100%, it is the only type of resistance that can't be broken by 
a Weakness effect, since Weakness is itself a Magicka type spell.

Ingredients: Ash Salts, Belladonna Berries*

Premade spells:

Resist Magicka-10 points for 5 seconds on Self
Cost: 5
Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers

Variable Resist Magicka-1-30 points for 10 seconds on Self
Cost: 16
Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer

Strong Resist Magicka-20 points for 10 seconds on Self
Cost: 20
Available from: Dulian, Buckmoth Legion Fort, Interior;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Vaval Selas, Vivec, St. Olms Temple

Great Resist Magicka-30 points for 10 seconds on Self
Cost: 30
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison

Magickguard-20-40 points for 10 seconds on Self
Cost: 30
Available from: Eldrilu Dalen, Vos, Chapel;
Lloros Sarano, Ald'ruhn, Temple;
Niras Farys, Sadrith Mora, Telvanni Council House;
Salen Ravel, Maar Gan, Shrine;
Llathyno Hlaalu, Balmora, Temple;
Nelso Salenim, Sadrith Mora, Telvanni Council House;
Rilvase Avani, Ghostgate, Tower of Dawn;
Somutis Vunnis, Moonmoth Legion Fort, Interior

Resist Paralysis
<---------------------------------------------------------------------->
Resist Paralysis M% for D seconds

Base Cost: 0.2

Reduces the chance of being paralyzed by M%. Contrary to some sources, 
this does not reduce the duration of Paralysis effects. Any Paralyze 
effect which is not resisted will still work at full strength. Vampires 
are 100% immune to Paralysis.

Ingredients: Horn Lily Bulb*, Timsa-Come-By Flowers, Sweetpulp

Premade spells:

Resist Paralysis-50 points for 30 seconds on Self
Cost: 300
Available from: Eldrilu Dalen, Vos, Chapel;
Scelian Plebo, Wolverine Hall, Imperial Shrine;
Rirnas Athren, Vivec, Hlaalu Temple

Resist Poison
<---------------------------------------------------------------------->
Resist Poison M% for D seconds

Base Cost: 2

This effect decreases the damage dealt by Poison. M is the percentage 
of damage reduction. At 100% you will be immune to Poison.

Argonians have natural 100% Resist Poison, and Redguards have 75%. Note 
that a spell of Weakness to Poison whose magnitude is equal to or 
greater than any Resist Poison effect currently active will completely 
nullify it, and any subsequent elemental damage will not be affected by 
it.

Ingredients: Alit Hide, Kwama Cuttle*, Rat Meat

Premade spells:

Resist Poison-20 points for 5 seconds on Self
Cost: 10
Available from: Eldrilu Dalen, Vos, Chapel;
Rirnas Athren, Vivec, Hlaalu Temple;
Relms Gilvilo, Vivec, Redoran Temple Shrine;
Scelian Plebo, Wolverine Hall, Imperial Shrine

Variable Resist Poison-1-30 points for 10 seconds on Self
Cost: 16
Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer

Strong Resist Poison-20 points for 10 seconds on Self
Cost: 20
Available from: Dulian, Buckmoth Legion Fort, Interior;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Vaval Selas, Vivec, St. Olms Temple

Greater Resist Poison-30 points for 10 seconds on Self
Cost: 30
Available from: Elynu Saren, Suran, Temple

Poisonguard-20-40 points for 30 seconds on Self
Cost: 90
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Lloros Sarano, Ald'ruhn, Temple;
Rilvase Avani, Ghostgate, Tower of Dawn;
Tunila Omavel, Tel Uvirith, Omavel's House;
Dileno Lloran, Vivec, High Fane;
Llarara Omayn, Balmora, Temple;
Nilvyn Drothan, Ghostgate, Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Ygfa, Pelagiad, Fort Pelagiad

Resist Shock
<---------------------------------------------------------------------->
Resist Shock M% for D seconds

Base Cost: 2

This effect decreases the damage dealt by the effect Shock Damage. M is 
the percentage of damage reduction. At 100% you will be immune to Shock.

Nords have natural 50% Resist Shock. High Elves, on the other hand, 
have natural 25% Weakness to Shock, so spells or items that counteract 
this weakness will be significant for a High Elf character. Note that a 
spell of Weakness to Shock whose magnitude is equal to or greater than 
any Resist Shock effect currently active will completely nullify it, 
and any subsequent Shock Damage will not be affected by it.

Ingredients: Crab Meat, Scrap Metal

Premade spells:

Resist Shock-20 points for 5 seconds on Self
Cost: 10
Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
Chambers

Variable Resist Shock-1-30 points for 10 seconds on Self
Cost: 16
Available from: J'Rasha, Vivec, Foreign Quarter, J'Rasha, Healer

Strong Resist Shock-20 points for 10 seconds on Self
Cost: 20
Available from: Dulian, Buckmoth Legion Fort, Interior;
Sharn gra-Muzgob, Balmora, Guild of Mages;
Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
Vaval Selas, Vivec, St. Olms Temple

Shockguard-20-40 points for 30 seconds on Self
Cost: 90
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Eldrilu Dalen, Vos, Chapel;
Llarara Omayn, Balmora, Temple;
Somutis Vunnis, Moonmoth Legion Fort, Interior;
Ygfa, Pelagiad, Fort Pelagiad;
Dileno Lloran, Vivec, High Fane;
Elynu Saren, Suran, Temple;
Lloros Sarano, Ald'ruhn, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House

Restore Attribute
<---------------------------------------------------------------------->
Restore Attribute M points for D seconds

Base Cost: 1

Returns one of the target's attributes to their normal value if they 
have been lowered by a Damage Attribute effect.

Restore Attribute will only work up to the natural maximum for the 
attribute, even if a Fortify Attribute effect is present. In other 
words, Restore Attribute only takes effect if the Attribute stat is 
red on the status screen. For example, if your Strength has been 
damaged 25 points, but you're wearing the Fist of Randagulf (right), 
Restore Strength would only give you back 5 points. To get around this, 
remove the Fortify effect (in the above example, remove the gauntlet) 
before invoking the Restore Attribute effect.

Ingredients: Restore Agility: Bonemeal*, Noble Sedge Flowers, 
Scrib Cabbage, Sload Soap;
Restore Endurance: Gravedust, Horn Lily Bulb, Timsa-Come-By Flowers, 
Scales;
Restore Intelligence: Bittergreen Petals*, Ruby, Scrap Metal, 
Wolfsbane Petals*;
Restore Luck: Crab Meat, Hackle-Lo Leaf, Kresh Fiber*;
Restore Personality: Guar Hide, Heather*, Scamp Skin;
Restore Speed: Meadow Rye, Nirthfly Stalks, Raw Ebony, Resin;
Restore Strength: Dreugh Wax, Gold Kanet, Horn Lily Bulb, Scamp Skin, 
Stoneflower Petals*;
Restore Willpower: Meteor Slime, Scathecraw, Scrib Jelly, Trama Root*

Premade spells:

Restore Agility-Restore Agility 5-20 points for 30 seconds on Self
Cost: 19
Available from: Danso Indules, Vivec, Temple;
Saras Orelu, Molag Mar, Temple;
Synnolian Tunifus, Ebonheart, Imperial Chapels;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
Folvys Andalor, Ald'ruhn, Temple;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
Tunila Omavel, Tel Uvirith, Omavel's House;
Zanmulk Sammalamus, Gnisis, Temple

Restore Endurance-Restore Endurance 5-20 points for 30 seconds on 
Self
Cost: 19
Available from: Danso Indules, Vivec, Temple;
Rilvase Avani, Ghostgate, Tower of Dawn;
Synnolian Tunifus, Ebonheart, Imperial Chapels;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Ygfa, Pelagiad, Fort Pelagiad;
Folvys Andalor, Ald'ruhn, Temple;
Saras Orelu, Molag Mar, Temple;
Telis Salvani, Balmora, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House;
Zanmulk Sammalamus, Gnisis, Temple;

Restore Intelligence-Restore Intelligence 5-20 points for 30 seconds 
on Self
Cost: 19
Available from: Danso Indules, Vivec, Temple;
Saras Orelu, Molag Mar, Temple;
Synnolian Tunifus, Ebonheart, Imperial Chapels;
Tunila Omavel, Tel Uvirith, Omavel's House;
Ygfa, Pelagiad, Fort Pelagiad;
Folvys Andalor, Ald'ruhn, Temple;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
Telis Salvani, Balmora, Temple;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
Zanmulk Sammalamus, Gnisis, Temple

Restore Luck-Restore Luck 5-20 points for 30 seconds on Self
Cost: 19
Available from: Danso Indules, Vivec, Temple;
Rilvase Avani, Ghostgate, Tower of Dawn;
Telis Salvani, Balmora, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House;
Folvys Andalor, Ald'ruhn, Temple;
Saras Orelu, Molag Mar, Temple;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Ygfa, Pelagiad, Fort Pelagiad

Restore Personality-Restore Personality 5-20 points for 30 seconds
on Self
Cost: 19
Available from: Danso Indules, Vivec, Temple;
Rilvase Avani, Ghostgate, Tower of Dawn;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
Folvys Andalor, Ald'ruhn, Temple;
Saras Orelu, Molag Mar, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House

Restore Speed-Restore Speed 5-20 points for 30 seconds on Self
Cost: 19
Available from: Danso Indules, Vivec, Temple;
Saras Orelu, Molag Mar, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House;
Ygfa, Pelagiad, Fort Pelagiad;
Folvys Andalor, Ald'ruhn, Temple;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Restore Strength-Restore Strength 5-20 points for 30 seconds on
Self
Cost: 19
Available from: Danso Indules, Vivec, Temple;
Rilvase Avani, Ghostgate, Tower of Dawn;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Ygfa, Pelagiad, Fort Pelagiad;
Folvys Andalor, Ald'ruhn, Temple;
Saras Orelu, Molag Mar, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House

Restore Willpower-Restore Willpower 5-20 points for 30 seconds 
on Self
Cost: 19
Available from: Danso Indules, Vivec, Temple;
Saras Orelu, Molag Mar, Temple;
Tunila Omavel, Tel Uvirith, Omavel's House;
Zanmulk Sammalamus, Gnisis, Temple;
Folvys Andalor, Ald'ruhn, Temple;
Telis Salvani, Balmora, Temple;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Restore Fatigue
<---------------------------------------------------------------------->
Restore Fatigue M points for D seconds

Base Cost: 1

Returns the target's Fatigue by M points per second for the duration.

Ingredients: Bread*, Chokeweed, Crab Meat*, Hackle-Lo Leaf*, 
Hound Meat*, Large Kwama Egg*, Saltrice*, Scrib Jerky*, Scuttle*, 
Small Kwama Egg*

Premade spells:

Rest of St. Merris-1-10 points for 20 seconds on Self
Cost: 6
Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;
Sedris Omalen, Maar Gan, Outpost;
Galero Andarem, Sadrith Mora, Telvanni Council House, Chambers;
Telis Salvani, Balmora, Temple

Stamina-10-30 points for 30 seconds on Self
Cost: 30
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Saras Orelu, Molag Mar, Temple;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
Chaplain Ogrul, Gnisis, Fort Darius;
Synnolian Tunifus, Ebonheart, Imperial Chapels;
Tunila Omavel, Tel Uvirith, Omavel's House;
Zanmulk Sammalamus, Gnisis, Temple

Restore Health
<---------------------------------------------------------------------->
Restore Health M points for D seconds

Base Cost: 5

Returns the target's Health by M points per second for the duration.

Ingredients: Corkbulb Root, Corprus Weepings, Emerald, Marshmerrow*, 
Raw Stalhrim, Resin*, Saltrice, Sweetpulp, Wickwheat*

Premade spells:

Balyna's Soothing Balm-3-12 points on Self
Cost: 2
Available from: Sharn gra-Muzgob, Balmora, Guild of Mages

Balyna's Efficacious Balm-3-22 points on Self
Cost: 3
Available from: Synnolian Tunifus, Ebonheart, Imperial Chapels;
Ygfa, Pelagiad, Fort Pelagiad

Veloth's Benison-10 points on Self
Cost: 3
Available from: Melie Frenck, Vivec, Telvanni Temple

Heal Companion-6-15 points on Touch
Cost: 3
Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
Folvys Andalor, Ald'ruhn, Temple;
Telis Salvani, Balmora, Temple;
Arnand Liric, Buckmoth Legion Fort, Interior;
Saras Orelu, Molag Mar, Temple;
Zanmulk Sammalamus, Gnisis, Temple

Balyna's Perfect Balm-3-30 points on Self
Cost: 4
Available from: Amarie Charien, Moonmoth Legion Fort, Interior

Mother's Kiss-10-20 points on Self
Cost: 4
Available from: Amarie Charien, Moonmoth Legion Fort, Interior
Aunius Autrus, Wolverine Hall, Imperial Shrine;
Danso Indules, Vivec, Temple;
Arnand Liric, Buckmoth Legion Fort, Interior;
Chaplain Ogrul, Gnisis, Fort Darius

Troll's Blood-1-3 points for 10 seconds on Self
Cost: 3
Available from: Nowhere

Veloth's Grace-10 points for 2 seconds on Self
Cost: 5
Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
Chambers;
Melie Frenck, Vivec, Telvanni Temple;
Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
Guls Llervu, Ald'ruhn, Guls Llervu's House;
Telis Salvani, Balmora, Temple;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level

Hearth Heal*-20-80 points on Self
Cost-13
Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Danso Indules, Vivec, Temple;
Milar Maryon, Tel Vos, Services Tower

Regenerate-1-5 points for 20 seconds on Self
Cost: 15
Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
Milar Maryon, Tel Vos, Services Tower;
Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
Chaplain Ogrul, Gnisis, Fort Darius;
Melie Frenck, Vivec, Telvanni Temple;
Saras Orelu, Molag Mar, Temple

Rapid Regenerate-5-10 points for 20 seconds on Self
Cost: 38
Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
Uvele Berendas, Indarys Manor, Berendas' House;
Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
Tunila Omavel, Tel Uvirith, Omavel's House

o======================================================================o
|								       |
|			   General Tips {TIP001}		       |
|								       |
o======================================================================o
In melee combat, there are three types of attacks-chopping, slashing, 
and thrusting. Each melee weapon has a different damage range for each 
of the three attacks. There is an Always Use Best Attack option in the 
Options menu that removes all the effort from this. I suggest leaving 
it off, as you may want to perform weaker attacks to get easy shots on 
weak enemies and get extra skill experience. If you leave the option 
off, you control which attack is done as follows. For a chop, attack 
while standing still. For a slash, attack while moving left or right. 
For a thrust, attack while moving forward or backward.
<---------------------------------------------------------------------->
If you've played Oblivion or Skyrim, you're used to a red warning when
you're about to steal something. Morrowind doesn't give you that 
luxury, but it's pretty obvious most of the time. If you're in 
someone's house, they probably own everything in it, so be sure you're 
in stealth before you take anything. What makes it complicated is that, 
while you can't see any difference, the game does track stolen items. 
While you don't need to find fences for all stolen goods as in later 
games, you will immediately be accused of theft if you attempt to sell 
someone's own items back to them. This cool effect is bugged, however, 
in that the ownership tag applies to *all* items of a given type, even 
if you've long since gotten rid of the one you actually stole. For 
instance, say you steal one of Arrille's bottles of Mazte in Seyda Neen. 
You head over to Balmora and offload it. Nonetheless, you can never 
sell Arrille *any* Mazte due to this bug. You have to keep careful 
track of what you steal from merchants to keep this glitch handled.
<---------------------------------------------------------------------->
As with items, it's usually pretty obvious when a door or container is 
owned. Any attempt to open a lock, whether by the Security skill or 
with an Open effect, counts as a crime if you are detected. The same is 
true untrapping an object. However, if you successfully unlock and open 
a door, subsequently entering it and being detected inside the formerly 
locked area is fine.
<---------------------------------------------------------------------->
Be careful of owned beds. If you're detected attempting to sleep in 
one, the game actually counts it as a crime, and it can generate a 
bounty and an arrest attempt.
<---------------------------------------------------------------------->
Attacking and killing NPCs is not a crime *if* they attack you first. 
The Taunt option in the Persuasion menu means you can kill pretty much 
anyone with no consequence by getting them to attack you. Of course, 
you only want to do this if you're positive you won't need an NPC alive 
later, so be careful. If you follow my guide, I'll tell you who can and 
can't be killed. Note that, when Taunting, you can't attack until they 
actually take the first swing-if you attack after exiting the dialog, 
but before they take the first swing, you will still be charged with 
assault and/or murder.
<---------------------------------------------------------------------->
There are two controlled substances in Morrowind-Moon Sugar and the 
drug refined from it, Skooma. Most merchants will refuse to Barter with 
you if you have either in your inventory, but there are two 
workarounds. First, you can just drop it on the floor, do your 
business, pick it up, and be on your way. Second, any Khajiit 
merchants, as well as the Creeper and the Talking Mudcrab, will still 
do business and even buy it from you.
<---------------------------------------------------------------------->
Storage is a serious issue in Morrowind. First, every container has a 
limit on the amount of items you can store in it by weight. These 
limits range from 10-100 pounds, but it's pretty easy to hit that limit 
in a hurry. Second, it's very difficult to identify containers that are 
truly safe from respawning. There are two good ways around this 
problem. First, oddly enough, even when a cell resets (which respawns 
enemies and containers), anything left out in the open world will 
persist. Accordingly, you can just store things inside any cell you 
like, so long as you don't put them into containers. Second, a corpse 
is the only container with no weight limit, and the game has a few 
permanent corpses that never disappear. This makes Hlaalo Manor in 
Balmora one of the best houses in the game, as it is central to any 
services you might need, has lots of space, *and* has a permanent 
corpse inside (Ralen Hlaalo) for limitless storage.
<---------------------------------------------------------------------->
While you can't move at all when overencumbered, teleportation spells 
will still work. This means you can carry everything out of a dungeon 
in one go by dropping everything onto a corpse as you find it, then 
taking all the items and casting a teleportation spell when you're 
done. Just don't leave the cell, or the corpse may disappear!
<---------------------------------------------------------------------->
The game has many, many bugs. Fortunately, there is no limit on save 
slots. I suggest making what I refer to as an "anchor save" at all 
following points, at minimum:
i) Each level up, in case something goes wrong with attribute 
multipliers or skill planning;
ii) The beginning of each quest, in case you run into a glitch;
iii) Prior to entering any new dungeon, for the same reason.
<---------------------------------------------------------------------->
Be aware that Morrowind predates the very idea of level scaling 
(crudely born in Oblivion and refined in Skyrim). This means that some 
areas will have enemies that are simply too powerful for you, and 
you'll need to return with levels and gear.

o======================================================================o
|								       |
|			Imperial Prison Ship			       |
|		   (Character Creation/Tutorial)		       |
o======================================================================o
Sequence of Events:						{WLK001}
		1) A Mysterious Voice
		2) Jiub-Choosing A Name
		3) Dock Guard-Choosing A Race
		4) Socucius Ergalla-Choosing A Class & Birthsign
		5) Engraved Ring of Healing
		6) Sellus Gravius-Minimal Direction in a Massive World

Imperial Prison Ship-Hold
o======================================================================o
***ITEMS***
Common Shirt (start wearing this)
Common Pants (start wearing this)
Common Shoes (start wearing this)

***NPCs***
Jiub
Guards

1) The game begins with a cutscene. Enjoy it. "Each Event is preceded 
by Prophecy. But without the Hero, there is no Event."-Zurin Arctus, 
the Underking. How cryptic. "In the waning years of the Third Era of 
Tamriel, a prisoner born on a certain day to uncertain parents was sent 
under guard, without explanation, to Morrowind, ignorant of the role he 
was to play in that nation's history..." Interesting. Next, a 
mysterious female voice is heard: "They have taken you from the 
Imperial City's prison. First by carriage, and now by boat. To the 
East, to Morrowind. Fear not, for I am watchful. You have been chosen." 
As she speaks, a passage of Daedric text scrolls by, and the final 
sentence becomes readable: "Many fall, but one remains." Then, a male 
voice: "Wake up. We're here. Why are you shaking? Are you ok? Wake up."

<---------------------------------------------------------------------->
2) The male voice belongs to a Dark Elf named Jiub, who tells you to 
stand up and asks you for your name. Here, you can type in your name. 
None of your character choices are locked in yet (I'll tell you when 
they are), but I'd be surprised if you screwed up your name. After you 
finish naming yourself (I'm using Travis), a guard will come and fetch 
you. After he speaks to you, a tutorial message will let you know that 
your movement controls have unlocked. Follow the guard up a level and to 
an exit hatch. Another tutorial message will instruct you on opening the
hatch, and when you do, you will emerge on the ship's deck.

Imperial Prison Ship-Deck
o======================================================================o
***NPCs***
Guards

3) As you emerge, try to imagine the graphics are impressive (they were 
pretty mind-blowing when the game was released). A new guard will 
direct you down to the docks, where yet another guard will ask where 
you are from. This segues into selecting your race, sex, and 
appearance. For the race, I recommend a male High Elf (read the 
Character Creation section to understand why). Tweak your appearance 
however you wish, then follow the guard up to the Census and Excise 
Office.

Note: Wave goodbye to all that neat-looking loot on the Imperial Prison 
Ship. It disappears when you enter Census and Excise, and you can't get 
anything while you're there because you still don't have an inventory 
menu and you can't pick anything up until you do.

Seyda Neen-Census and Excise Office-Building A
o======================================================================o
***NPCs***
Socucius Ergalla
Ganciele Douar

***ITEMS***
Release Identification
Iron Dagger

4) Speak to the man in front of you, Socucius Ergalla. He will take you 
through the remaining aspects of Character Creation, selecting your 
class and birthsign. Read the Character Creation section to understand 
why I make the following choices: 

Class-Custom
Class Name-Adventurer
Specialization-Stealth
Favored Attributes-Endurance, Luck
Major Skills-Spear, Blunt Weapon, Long Blade, Block, Mercantile
Minor Skills-Axe, Medium Armor, Restoration, Mysticism, Heavy Armor
Birthsign-The Atronach

At this time, you are given the opportunity to review your statistics 
(because the game creates your Stats menu). When you confirm the stats,
your character creation choices are locked in. Socucius will then give 
you a Release Identification, which you should pick up. This causes the 
game to create your inventory menu, and you can now pick up items. With 
the papers in hand, the guard, Ganciele Douar, will unlock the door and 
allow you to proceed. In the next room, the game prompts you to pick up 
an Iron Dagger and learn how to do combat. Pick it up and head through 
the door to Seyda Neen.

NOTE: It is quite easy to pick up everything past Ganciele Douar-I just 
wait until character creation is over and I'm able to save before 
coming back for it. There is also an exploit that allows you to pick up 
the items in the first room. If you pick anything up, Ganciele warns 
you that this will be a crime once you leave, and takes the item from 
you. However, if you drop the item on the ground before he speaks to 
you, you may then freely take it. I consider this an exploit, so I'll 
come back when I can either competently Sneak or I can Taunt these 
guys into battle and defeat them.

Seyda Neen-Census and Excise Courtyard
o======================================================================o
***ITEMS***
Engraved Ring of Healing

5) The game creates your map menu at this point, and gives you a 
tutorial message about it. The game will then force you to search the 
barrel next to the other door before you leave. Take the Engraved Ring 
of Healing inside, and make sure you hold onto it! This causes the game 
to create your magic menu. You now have all your menus, but still 
lack a journal and the ability to save. Head through the second door.

Seyda Neen-Census and Excise Office, Building B
o======================================================================o
***NPCs***
Sellus Gravius

***QUESTS***
Main Quest-Report to Caius Cosades

***ITEMS***
Directions to Caius Cosades
Package for Caius Cosades
87 Gold

6) The game will prompt you to speak to Sellus Gravius, so do so. He 
will take your Release Identification. Ask about Morrowind, and then 
duties. He will give you a package for a man named Caius Cosades, which 
you are not to open. He gives you Directions to Caius Cosades, which 
tell you to go to the city of Balmora and ask at the South Wall 
Cornerclub. Finally, he gives you 87 gold. This kicks off the Main 
Quest! Head outside. You now have a journal, and the final tutorial 
message tells you that you should probably check out Arrille's 
Tradehouse up on the left. "You're on your own now. Good luck." Indeed.

Save your game. Welcome to Morrowind.

Note: You might as well obey them regarding not reading the package for 
Caius Cosades. If you do read it, it's coded, and reads like total 
nonsense.

o======================================================================o
|								       |
|			       Seyda Neen			       |
|								       |
o======================================================================o
Sequence of Events:						{WLK002}
		1) Fargoth's Ring
		2) Vodunius Nuccius
		3) Ingredient & Item Gathering
		4) Arrille's Tradehouse-Hrisskar's Quest
		5) Lighthouse & Fargoth's Hiding Place
		6) Sneak Grinding
		7) Getting Outfitted
		8) Fargoth's House
		9) Killing Spree
		10) Draren Thiralas' House
		11) Eldafire's House
		12) Vodunius Nuccius' House
		13) Census and Excise Office Revisited
		14) Census and Excise Warehouse
		15) Indrele Rathryon's Shack
		16) Erene Llenim's Shack
		17) Fine-Mouth's Shack
		18) Terurise Girvayne's House

Seyda Neen
o======================================================================o
***NPCs***
Eldafire
Indrele Rathryon
Fargoth
Vodunius Nuccius
Teleri Helvi
Erene Llenim
Darvame Hleran
Guards

***QUESTS***
Misc.-Fargoth's Ring

***REWARD***
Disposition Boost-Fargoth
Disposition Boost-Arrille

1) First things first. Find a little Wood Elf named Fargoth, and be 
honest with him about his ring to complete your first quest. His 
Disposition will soar (not relevant), but so will Arrille's, at the 
Tradehouse (much more relevant). Don't worry about the ring, you'll 
get it back soon.

NOTE: In general, I suggest running everywhere. It will gradually 
raise Athletics, which we want. Sneaking everywhere won't do you any 
good-at our current level, we'll never be undetected, so the skill will 
never raise. At present, however, we want to raise Acrobatics by 10 
before reaching level 2, so jump everywhere until it hits 20. If you 
will need Fatigue, I'll let you know, so you can let the bar regenerate 
before attempting a step.

<---------------------------------------------------------------------->
***QUESTS***
Misc.-Vodunius Nuccius
Bloodmoon Main-An Island to the North

2) Find an Imperial named Vodunius Nuccius, and speak to him. Ask him 
for a "little advice" and he'll tell you to take the silt strider to 
get out of Seyda Neen. Ask him for the latest rumors, and if you have 
Bloodmoon installed, he'll tell you about Solstheim. Ask about Solstheim 
to learn there's a boat from Khuul that goes there. Hooray. Head out to 
the strider port (it's the giant bug, tough to miss) and speak to 
Darvame Hleran, the caravener, about Vodunius Nuccius. She'll mention 
that he isn't happy in Morrowind. This quest requires 100 gold to 
complete, so we'll hold off for the moment. Go ahead and ask Darvame 
for the "latest rumors" and she should mention that the local tax 
collector, Processus Vitellius, has gone missing. Hmm.

<---------------------------------------------------------------------->
***ITEMS***
Iron Shardaxe
Silverware Cup
Travel Lantern x4
25 Gold

***CONTAINERS***
Luminous Russula x10
Hypha Facia x1
Bungler's Bane x1
Violet Coprinus x3
Draggle-Tail (pod) x3
Draggle-Tail (flower) x1

***SKILL INCREASES***
Acrobatics x2

***REWARDS***
Nuccius' Cursed Ring

3) Time to see what we can find outside, free for the taking. First, 
head down from the strider port, back to town, along the road. Check 
the two Luminous Russula by the tree on the left. When harvesting 
ingredients, you'll find anywhere from 0 to 3 of whatever you're 
harvesting. Unfortunately, it's random. Head back into town. If you're 
jumping everywhere like I said to, your Acrobatics will raise to 11 
somewhere around the bridge. Keep going back to the Census and Excise 
Office, and nab a Travel Lantern off the wall by the door to the 
Warehouse. Turn around, head past Census and Excise, and turn left 
toward the water. Check a Hypha Facia and a Bungler's Bane growing on 
the tree to your right, then check the three Violet Coprinus growing 
from the ground behind it. Turn toward the lighthouse, but bypass the 
steps leading up to it for now and go poke around the coast. There's a 
Slough Fern to check on the left. Past that, on a little spit of land, 
are a total of eight more Luminous Russula. Head back to the lighthouse 
now, and take the wooden steps to the door. Your Acrobatics will raise 
to 12 at this point. Grab another Travel Lantern next to the lighthouse 
door, but don't go inside just yet. Instead, peek over the corner into 
a hollow treestump to notice a Silverware Cup and 25 gold. Grab both of 
these, then get back to the door and jump atop the rocks to the west. 
Hug the wall if you're having trouble with the jump. From here, jump to 
another hollow treestump and grab the Iron Shardaxe sitting inside. 
Jump out and check the three Draggle-Tail pods and one Draggle-Tail 
flower for ingredients. Any farther out and you'll run into wildlife, 
and we need either a Spear or a Destruction spell at this point to kill 
them inside our plan. We have neither, so head back to town. Go ahead 
and spend the 100 gold on Vodunius Nuccius' cursed ring to complete his 
quest, now that we have the money. Hop over to Arrille's Tradehouse 
now, and grab the Travel Lanterns by both the storage door and the main 
door before heading inside.

Seyda Neen-Arrille's Tradehouse
o======================================================================o
***NPCs***
Arrille
Tolvise Othralen
Hrisskar Flat-Foot
Raflod the Braggart
Albecius Colollius
Tandram Andalen
Elone

***ITEMS***
Elone's Directions to Balmora

***SPELLS***
Frostbite
Spark

***QUESTS***
Misc.-Fargoth's Hiding Place

4) Plenty to do here, but we're not equipped for much of it yet. First, 
talk to Arrille and sell off your Travel Lanterns, Directions to Caius 
Cosades (NOT the package), Nuccius' Cursed Ring (that thing is 
useless), and Silverware Cup. Sell stacks one at a time-you'll get a lot 
more gold that way. We're not ready to raise Mercantile, so just take 
whatever he offers you. Next, go to the Spells menu, and buy Frostbite 
and Spark. This should be affordable if you've been following me 
exactly. Now we can kill things with Destruction, but for the moment I 
suggest only doing that in an emergency. We lack a reliable way to fill 
our Magicka, and raising Destruction won't help us level. Go upstairs 
and speak to Hrisskar Flat-Foot. Agree to help him to start another 
quest. Go speak to Elone about directions to Balmora to receive Elone's 
Directions to Balmora. Sell these to Arrille on your way out.

Seyda Neen-Lighthouse
o======================================================================o
***NPCs***
Thavere Vedrano

***ITEMS***
Travel Lantern x3
Journeyman's Lockpick
Engraved Ring of Healing
300 Gold

***REWARD***
Engraved Ring of Healing
Journeyman's Lockpick
100 Gold

***SKILL INCREASES***
Acrobatics x2

5) Do as Hrisskar said, and go over to the lighthouse and head inside. 
Acrobatics should raise to 13 along the way. Ignore everything for now 
and just zip upstairs to head outside. Grab the Travel Lantern by the 
exit door and wait until nightfall-2 AM usually works for me. You should 
be able to see Fargoth sneaking from here. Once he goes to the treestump 
in the middle of the shacks, you can head down and search it to find 300 
Gold, a Journeyman's Lockpick, and the Engraved Ring of Healing. Before 
running back to Arrille's Tradehouse, go over to the Census and Excise 
Office. Acrobatics should raise to 14 along the way. Note the two Level 
10 locked gates. Let your Fatigue recharge, then open them both with 
your new lockpick. Make sure you're in stealth-no one usually comes 
over here, and when they do, they wander off quickly. Save scum to 
avoid failure-the limited use on our thieves' tools means we can't 
afford it. Grab the Travel Lanterns next to the door from the dock. Now 
head to Arrille's Tradehouse and speak to Hrisskar to turn in the 
quest. Talk to Arrille, sell off the Travel Lanterns, then go to the 
Spells menu and buy the spells Fireball and Hearth Heal. Head back to 
the Census and Excise Office now, and go inside.

Seyda Neen-Census and Excise Office, Building B
o======================================================================o
***SKILL INCREASES***
Sneak x90

6) We've done just about everything we can do without killing things. 
I need a Spear before I can kill things. I also need repair tools, once 
I start using weapons. Arrille has what we need, but since I don't like 
buying things with Barter, I need to be able to steal it. It is time to 
grind Sneak. If it's any consolation, this is the only major grind I 
really recommend for the entire game, and we're getting it done early. 
Turn right as you enter the Office, and head to the corner. Make sure 
Sellus Gravius is facing away from you. Weight that Control key, and go 
do something else for a good, long while. In several hours, Sneak 
should be at 100. Head back to Arrille's Tradehouse once it is.

Seyda Neen-Arrille's Tradehouse
o======================================================================o
***ITEMS***
Iron Spear
Journeyman's Armorer's Hammer x7
Journeyman's Lockpick x5
Journeyman's Probe x2
Apprentice's Mortar and Pestle

***SKILL INCREASES***
Acrobatics x1

7) Now we're talking. On your left as you enter, you should notice 
three baskets against the wall. First, position Tolvise Othralen and 
Arrille so they're facing away from the baskets-just move as they try to 
speak with you. Next, raid the basket closest to the door for more 
items than you can carry. For the moment, take the Iron Spear, the 7 
Hammers, the 5 Lockpicks, and the 2 Probes. Next, look up to spy an 
Apprentice's Mortar and Pestle on the shelf. Grab that too. We're almost 
ready to start killing and looting in earnest, but first we need 
storage. Head outside. Go across the bridge as though you were heading 
to the Silt Strider port, but go to the house on the left 
instead-Fargoth's house. Acrobatics should hit 15 along the way. Pick 
the lock and go inside. This pick may require a good deal of save 
scumming, but we don't want to burn tool uses on failure, so just be 
patient-the pick is doable, I promise.

Seyda Neen-Fargoth's House
o======================================================================o
***ITEMS***
Pewter Candlestick
Tankard x4
Broom
Bucket
Bottle x11
Jug
Cup x5
Pillow

***CONTAINERS***
Basket x2
Cupboard x2
Cloth Sack x2
Sack x1
Barrel x1
Wooden Barrel x1

***SPELLS***
Father's Hand
Resist Magicka
Jack of Trades

8) First, let's store the stuff we won't need until later. I suggest 
just setting things on the table-they won't disappear. Drop your Iron 
Shardaxe, Iron Dagger, Engraved Ring of Healing, Apprentice's Mortar 
and Pestle, all your alchemy ingredients, and all but one of your 
lockpicks, probes, and hammers. Now, grab everything you can. Drop off 
any ingredients, then go sell everything else to Arrille. This might 
take multiple trips-it did for me. Buy the spells Father's Hand, 
Resist Magicka, and Jack of Trades. Now head back outside.

NOTE: We are beginning to find random loot now. You may find something 
awesome I didn't find, or vice versa. I'll be double-checking as I go 
to make certain anything my walkthrough actually relies on is a 
guaranteed find.

Seyda Neen
o======================================================================o

o======================================================================o
|								       |
|			       Items {ITM001}			       |
|								       |
o======================================================================o

o======================================================================o
|								       |
|			    Bestiary {BST001}			       |
|								       |
o======================================================================o

o======================================================================o
|								       |
|			Updates/Thanks {UPD001}			       |
|								       |
o======================================================================o

Version History (*Uploaded Versions)
<---------------------------------------------------------------------->
Version 0.01*
2-19-2015

Started! Did the intro and character sections, and uploaded it because 
the character creation stuff alone is quite useful and, IMHO, better 
than anything else currently on the site. Walkthrough is coming.

Version 0.02
2-20-2015
Started the Spells section. Got through Alteration and part of 
Conjuration.

Version 0.03
2-21-2015
Continued adding to Spells section. Finished Conjuration, Destruction, 
and started Illusion. 

Version 0.04
2-22-2015
Continued adding to Spells section. Finished Illusion and began 
Mysticism.

Version 0.05*
2-23-2015
Continued adding to Spells section. Finished Mysticism and started 
Restoration. Also corrected some misinformation in the Character 
Creation section regarding the Resist Magicka effect-it covers all 
non-elemental offensive magic, but does nothing against the four 
elemental damage effects, nor does it protect against effects with no 
magnitude, such as Paralysis or Silence.

Version 0.10*
2-23-2015
Finished the Spells section. Added General Tips and began writing the 
main walkthrough. Got through the introductory sequence and part of the 
Seyda Neen sequence.

Version 0.11
2-24-2015
Continued work on the main walkthrough.

Special Thanks
o======================================================================o

Haeravon-For inspiring me to write a detailed, front-to-back, maximum-
power guide like this. He also graciously permitted me to use his 
old guides as a formatting template.

The UESPWiki, for all the information I relied on to create my 
strategies. Almost all of the information collected here was transposed 
from their website.

The Elder Scrolls Wiki, for a few tidbits of information (mainly set 
locations of particular generic items) not documented on UESP.

			   ***END OF FILE***