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Treasure Guide

by YuSaKu

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|      The Ultimate Treasure Hunter's Guide      |
|                  to Morrowind                  |
| Version 2.0                                    |
| System: Xbox                                   |
| Author: YuSaKu                                 |
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-=Dedication=-


This guide is dedicated to my son, who has overcome
great obstacles in order to survive.

I love you Piglet, 

Daddy.



-=Copyrights=-
  
 This FAQ is copyrighted by me, and nobody can use it, blah
blah. I don't give a crap what you do with it, as long as you don't
profit from it (in a monetary, not intellectual way). Contact me
if you want to use this FAQ on your site, as I want to keep track
of where it is posted.


-=Version Info=-

Version 2.0 - This is the second version.


If some parts of this FAQ look goofy, blame it on Gamefaq's
Idiotic 80-charcter margin rule.


This FAQ is quite lengthy, so to make life easier, use Crtl+F

-=Table of contents=-
1.  A Hastily Scrawled Note
2.  Picking A Base
2a. Stealing a home to use as a Base
2b. Stealing a home with guards
2c. Alternative options about your base
3.  Best Characters to use for treasure hunters
3a. Census and Excise
3b. The Races of Tamriel
3c. Skills
3d. Birthsigns
3e. Sample Characters
4.  Final Advice
5.  The Good Shit
5a. Weapons
5b. Armor
5c. Calculating Your Armor Rating
5d. How to get Custom Armor Made
5e. Misc. Items
6.  Plug-ins, and how to use them
7.  Walkthrough Section
7a. The Blades, otherwise known as "The Main Quest"
7b. The Thieves Guild
8.  Contact Information and Contributions
9.  Locations
10.  Copyright
11. Other Works
12. A special note about Morrowind and Reading


I have been, and continue to be, amazed at the overwhelming popularity
of this guide. What started out as a pet project for me grew into a
five-year long obsession, which shows no signs of slowing down. I 
began writing this guide when Morrowind was released for PC, and 
adapted it when the game was re-released for the Xbox.


What also amazes me is, dispite the fact that this guide got 87,000 views 
in 2005, 53,000 views in 2006, and is averaging 165-245 views per day so 
far this year, not one single person has bothered to rate it. Come on guys, 
it only take one vote to let me know you care.


If you really enjoy this guide, please visit the Gamefaqs Contribution rating
page (http://www.gamefaqs.com/contribute/contrib_ratings.php) and give
me a few good reviews. I appreciate it in advance.

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ALWAYS LOOK FOR THE NEWEST VERSION OF MY FAQS at: 

http://www.text-heaven.com/faqs.html
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1. A Hastily Scrawled Note

  The main reason I decided to do this, especially so long after the game
was released was, (and still is) that I wasn't (and still am not) satisfied
with the selection of treasure FAQs available for this game. The typical
FAQs I have found are disorganized, incomplete, and full of grammatical
mistakes and misinformation. I wanted something, for myself as well as
for others, that would, once and for all, catalog all the good loot that
Morrowind has to offer. Anyone can see just by looking at the paper map
included with this game that Vvardenfel is a HUGE place with hardly any
easy means of travel between the ruins, full of loot, and the civilized
towns of the Empire. By giving people the option of knowing exactly where
an item is and how to get it, it allows them a chance to formulate a 
strategy on how best for them to go about retrieving it. Much better than 
stumbling around in a dark cave or burial cavern, hoping to come across 
something good. Now, on with the show. 


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2. Picking A Base

  The first thing you are going to want to do before you begin your life as a 
treasure hunter, and I mean the very FIRST thing, is to pick out a location
for a base. Your base is going to be invaluable to you. Even if your 
character has a full 100 points of strength, you will quickly amass so
much loot that there is no feasible way to get it back to town. Therein lies
the solution of the base. There are at least two ways of gaining your own 
estate. 
You could take up residence in an empty or abandoned house, or kill the 
owner of the house you want. If you are to chose the latter, make sure that 
the place has a good amount of containers, shelves, or anything else that 
can be used for storage. Try and choose a place that is close to the silt 
strider service or a dock for quick travel. A good option for beginners just 
starting out in Balmora is Ralen Hlaalo's house. The house is huge, and 
other than a servant upstairs in a closed room, the only other person there 
is Ralen, who is dead. This has an unseen advantage as well,  as Ralen's 
corpse is a bottomless container, just waiting to be filled with Daedric and 
Glass goodies.

2a. Method #1, Stealing a home to use as a base

  To steal someone's home in Morrowind is to actually kill them off and
anyone else inside the house. The average home has one to three people 
living inside it. The reason for this is that you do not want the owners to 
accuse you of stealing something that belongs to you in the first place. 
It is a pain in the ass to have them keep questioning your presence there 
as well. 

2b. A Note about stealing a home with guards

 "Don't attempt to take over a house in which there are any generic 
guard NPCs. I killed Tyravel in Balmora and his two guards because 
I liked the house for its massive storage area, but when I came back 
from adventuring, the guards had respawned and tried to kill me for 
retrieving my items from the crates. They won't complain if you pick up 
things that are on the ground, but they can really be a son of a bitch to
deal with, and plus it makes you feel like your house is being invaded."

Polcari


2c. Alternative options about your base

Here's the best system to use for effective treasure hunting:

 For picking permanent bases, Firstly, some, but not all, locked 
houses are completely empty, and are usually of adequate space, 
so they make good bases. 

Second, having just one base is quite impractical. 
It's much better to have a base in each town. This makes for quick 
and easy retrieval of key items during quests. 

Third, try and make a note of what is stored in each town. 
Mark it down in a notebook somewhere, in list style, with all 
the special and key items highlighted. That way you have a 
handy reference close by at hand for easy use. 

Fourth, try and keep a full array of herbs and a full set of 
Grandmaster Alchemy apparatuses to make potions in each of 
your bases. Only carry one Grandmaster Mortar and Pestle, 
and maybe a Good Skooma Pipe to make an emergency potion 
in case of an unforeseen crisis. 

Fifth, when just starting out, I suggest that everyone spend 
all of their gold enchanting everything they are 
wearing with Constant Effect Fortify Health, Strength, etc.
Even one point can help you in the long run. Buy the appropriate 
"Summon Golden Saint" Scrolls in the Caldera Mages Guild, and 
create a soul trap spell with a longer duration than the one that 
you can buy (Because in the beginning, Golden Saints can really 
mess you up), and be stocked with lots of restore health 
potions. For enchanting with Constant Effect, don't do from 0 to 10, 
I.E. as an example, it almost never comes up 10. Pick a solid 
number like from 5 to 5. You'll not only be able to carry a full load of 
stuff early on, but you can beat the living hell out of most anybody. 

Finally, make a constant effect amulet for Water Breathing, one for 
Levitation, and one for Telekinesis. Later you'll want to enchant the 
high-level clothes you get in Ald'Ruhn with Constant Effect 
Chameleon for full body camouflage. This allows you to steal items 
without repercussions (So long as you sneak). See the guide to doing
this below.



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3. Best Classes as treasure hunters

  The best characters to play are classes that gain strength quickly and
specialize in lock picking and stealth. The rouge, assassin, and warrior
are the most qualified standard classes, but I find creating a custom class
to be most effective overall. The stats that are needed are strength,
endurance, intelligence and agility. Some of your treasure hunting involves
some breaking and entering, pick pocketing, and grand larceny, so it would be
nice if you could actually get away with it. You can be a full mage and still
make a decent treasure hunter, but not as easily as with thief-type classes.
Mark and Recall are the only two really important spells used for treasure
hunting anyway. This is obviously so that you can instantly come back to your
base, drop loot and continue treasure hunting without having to leave stuff 
behind. Almsivi, Devine Intervention, and Chameleon don't hurt either.
Weaponry needed for raids on monster-infested ruins is another big deal.
I'm a Long Sword man myself, but most medieval RPG fans whine endlessly
about Short Swords being superior. It's your call, but stay away from
marksman weapons, clubs, axes, and maces. To lighten your overall
load, pick Medium or Light Armor as a major skill, and Unarmored
(Especially if you plan to use the thief-savvy Khajiit or Argonian
as your race of choice).


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3a. Census and Excise

As we all know, when you first get off the ship in Seyda Neen, your
character has to be "processed" by the Imperial Census and Excise Office.
This is like the DINS of the Morrowind world, only slightly better.

Here you will decide on which race your character will be, their
class in life, and their birth sign.

The following sections are designed to help you in creating the
right type of character for you. Remember, you're going to be with
this character a long time. You want to make the right decisions
so that you don't get 4 hours into the game and realize you made
mistakes.


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3b. The Races of Tamriel

There are 10 different races which are commonly found in Morrowind.
That means that *we* have 10 different possible choices for who
we are going to be.


Argonian:

From the book: Little is known and less is understood about the
reptilian denizens of Black Marsh. Years of defending their borders
have made the Argonians experts in Guerrilla warfare, and their natural
abilities make them equally at home in water and on land. They are well
suited for the treacherous swamps of their homeland, and have developed
natural immunities to the diseases and poisons that have doomed many
would-be explorers of the region.

Strength:      40/40
Intelligence:  40/50
Willpower:     30/40
Agility:       50/40
Speed:         50/40
Endurance:     30/30
Personality:   30/30

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

Race-Specific Specials: Resist Disease, Immune to Poison, Water Breathing

With a fairly good mix of stat and skill bonuses, the Argonians are a
generalist race. They are also one of two beast races, along with the
Khajiit. Beast races cannot wear boots of any kind (Including shoes) or 
closed-face helms, which limits your armor choices somewhat. 
The Unarmored Skill is a must-have Major when playing as a beast race.
The Argonians Race-Specific Specials are pretty good: Immunity to Poison 
will help you often throughout the game, and the Water Breathing spell 
lasts a full two minutes. Resist Disease, on the other hand, is less useful
than you would think. I didn't run into disease very much in the game, and
you get 100% Disease Immunity later anyway, as part of the Main Quest.

On a side note: If any of you are from South Carolina, you have probably
heard of the "Lizard Man". For those of you who aren't, he/it is supposed
to be a combination of the Mothman and Bigfoot. Anyway, this is what I
have always imaginged the "creature" to look like.  



Breton:

From the book: Bretons feel an inborn, instinctive bond with the mercurial
forces of magic and the supernatural. Many great sorcerers have come from
the home province of High Rock, and in addition to their quick and
perceptive grasp of spellcraft, enchantments, and alchemy, even the 
humblest of Bretons boast a high resistance to destructive and dominating 
magical energies.

Strength:      40/30
Intelligence:  50/50
Willpower:     50/50
Agility:       30/30
Speed:         30/40
Endurance:     30/30
Personality:   40/40

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

Race-Specific Specials: Fortified Maximum Magicka, Dragon Skin, Resist Magicka

Bretons are one of two straight-up "magic user" races. While they can, 
of course, become great fighters, they are better suited to focusing on 
spell craft. This goes double for a female Breton, who has a lower Strength 
Attribute. Their Race-Specific Specials are all great, with a 0.5x INT magicka 
multiplier, 50% Magicka Resistance, and a 50-point Shield Spell. If you're 
planning on playing as a magic user in this game, I strongly recommend 
this class.



Dark Elf (Dunmer):

From the book: In the Empire, "Dark Elf" is the common usage, but in their
Morrowind homeland, they call themselves the "Dunmer". The dark-skinned,
red-eyed Dunmer 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.

Strength:      40/40
Intelligence:  40/40
Willpower:     30/30
Agility:       40/40
Speed:         50/50
Endurance:     40/30
Personality:   30/40

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

Race-Specific Specials: Ancestor Guardian, Resistant to Fire

The Dunmer are another generalist class, and the race class that
Bethesda expects most players to use. They have twice as
many facial choices, partly to reflect the "Ashlanders" as well 
as the "Dignified" Dunmer, and their skill set lends itself towards 
many skills that you'll find useful in the game. 
Their Race-Specific Specials are: Ancestor Guardian, a 
50 point-60 second Sanctuary Spell, and Resistance to Fire 75%. 
There is one additional benefit to playing as a Dark Elf; 
they are the native race of Morrowind. Most of the NPCs you will 
encounter in Vvardenfell are Dunmer, which means you'll get a slightly 
larger reaction bonus when you deal with another Dunmer. 
This is particularly helpful when dealing with the Ashlander Tribes, 
who don't tend to like anyone, let alone outlanders.



High Elf (Altmer/Altmeri):

The High Elves, or Altmer, are the proud, tall, golden-skinned peoples
of Summerset Isle. The common tongue of the Empire, Tamrielic, is based
on their speech and writing, and most of the Empire's arts, crafts, and 
sciences are derived from High Elven traditions. Deft, intelligent, and 
strong-willed, High Elves are often gifted in the arcane arts, and are 
far more resistant to disease than the lesser races. 

Strength:      30/30
Intelligence:  50/50
Willpower:     40/40
Agility:       40/40
Speed:         30/40
Endurance:     40/30
Personality:   40/40

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

Race-Specific Specials: Fortified Maximum Magicka, Weakness to Magicka, 
Fire, Frost and Shock, Resistant to Disease

Oh the poor, overlooked Altmeri. Even with their 1.5x INT magicka multiplier 
and their 75% Resistance to Common Disease bonuses, having a 50% magicka 
weakness AND a 25% weakness towards Fire, Frost and Shock means always 
being afraid of magic. The funny thing is, they are the second of the two 
Racial Classes that were designed to be pure mages. A way to undo some of 
the damage inflicted upon this race is to combine them with the Atronach 
birth sign. That way, you can start out with an insanely high magicka pool 
(Somewhere around 270 at level 1, when most characters start with about 40 
by comparison), and the added bonus of Spell Absorption 50% helps to negate 
the Magicka weaknesses. 



Imperial:

From the book: Natives of the civilized, cosmopolitan province of Cyrodiil,
the Imperials are well-educated and well-spoken. Though physically less 
imposing then the other races, the Imperials have proved to be shrewd
diplomats and traders. These traits, along with their remarkable skill 
and training as light infantry, have enabled them to subdue all the
other provinces and to have erected the monument to peace and prosperity 
that comprises the Glorious Empire.

Strength:      40/40
Intelligence:  40/40
Willpower:     30/40
Agility:       30/30
Speed:         40/30
Endurance:     40/40
Personality:   50/50

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

Race-Specific Specials: Star of the West, Voice of the Emperor

Originality at its greatest. The Imperial is nothing more than a 
thinly-veiled copies of an Ancient Roman character type. The 
Imperial is a generalist class with a focus on being "Pro Social". 
Their Race-Specific Specials are: Star of the West, which saps 200 
fatigue from an enemy (Wow, *NEAT*), and Voice of the Emperor,  a 
minor charm spell (Which always works, mind you. The regular charm 
spell has a high failure rate). It's not all bad though; their 
starting skill bonuses are great for a beginner that doesn't really 
have any directionality in the game. Always good weapon bonus, 
Long Blade skills here will help, plus the added Speechcraft, 
Mercantile and Light Armor bonuses mean that you'll be pretty well 
balanced in being able to deal with enemies right up front and 
personal, be they at sword point, or across the bartering table. 
For generalists, this class is right up there with the
Dark Elves.



Khajiit:

From the book: Khajiit hail from the province of Elsweyr and can
vary in appearance from nearly Elven to the Cathay-Raht "Jaguar Men"
to the great Senche-Tiger. The most common breed, the Suthay-Raht, is
intelligent, quick, and agile. Many Khajiit disdain weapons in favor
of their natural claws. They make excellent thieves due to their 
natural agility and unmatched acrobatics skill.

Strength:      40/30
Intelligence:  40/40
Willpower:     30/30
Agility:       50/50
Speed:         40/40
Endurance:     30/40
Personality:   40/40

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

Race-Specific Specials: Eye of Fear, Eye of Night

There is a very good reason that many of the thieves you'll meet 
in this game are Khajiit; they're just so damned good at it. 
All of their skill set, except Athletics, come straight out of the 
"stealth" category, and both of their Race-Specific Specials 
adapt very well to thievery. The Eye of Fear power causes humanoids 
to "Bug Out" and flee from you, while the Eye of Night spell helps 
you see in the dark. Don't look for this race to adapt well to 
wizardry, or to become a "Hack N' Slash" fighter. Their inability to
wear shoes will always leave you at a disadvantage to non-Beast races. 
No closed helms either.



Nord:

From the book: The citizens of Skyrim are a tall and fair-haired
people, aggressive and fearless in war, industrious and enterprising
in trade and exploration. Skilled sailors, Nords can be found in 
seaports and settlements along all the coasts and rivers of Tamriel.
Strong, willful, and hardy, Nords are famous for their resistance to
cold, even magical frost. Violence is an accepted and comfortable 
aspect of Nord culture; they cheerfully face battle with an ecstatic 
ferocity that shocks and appalls their enemies.

Strength:      50/50
Intelligence:  30/30
Willpower:     40/50
Agility:       30/30
Speed:         40/40
Endurance:     50/40
Personality:   30/30

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

Race-Specific Specials: Thunder Fist, Woad, Resist Shock, Immune to Frost

Conan!, the Adventurer! Conan!, warrior without fear! ... Erm, sorry, couldn't 
resist. Okay, to business. Jah, its our friends from the frosty north. 
Now, you'd think having a 100% immunity to frost and a 50% resistance 
to shock would put the Nord at the top of the list for the Warrior
Class, but their prospective Race-Specific Specials are only so-so at best: 
Frost Touch for 25 Points, and a 50 point Shield Spell. Honestly though, if you 
just have an urge to pound the hell out of stuff, or have a thing for blondes, 
this is a decent racial choice (I'd pick the Orc though).



Orc:

From the book: These sophisticated barbarian beast peoples of the Wrothgarian
and Dragontail Mountains are noted for their unshakable courage in war and
their unflinching endurance of hardships. In the past, Orcs have been widely
feared and hated by the other nations and races of Tamriel, but they have
slowly won acceptance in the Empire. Orcish Armorers are prized for their
craftsmanship, and Orc warriors in heavy armor are among the finest
front-line troops in the Empire.

*Note* Ok, let's ignore the fact that Orcish Armor is Medium and not
Heavy :)

Strength:      45/45
Intelligence:  30/40
Willpower:     50/45
Agility:       35/35
Speed:         30/30
Endurance:     50/50
Personality:   30/25

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

Race-Specific Specials: Berserk, Resistant to Magicka

Surprisingly, the Orcs of Vvardenfell are nothing like 
the ones you read about in fables or fantasy novels. They have 
very good Skill Bonuses, and their Race-Specific Specials are 
respectable: Magicka Resistance 25%, and Berserk, which raises 
health, fatigue and attack power, while only lowering agility. 
Orcs don't need to be agile anyway. Orcs are versatile, useful 
characters to play, and even if you choose not to use axes, 
their other skills will come in handy throughout the game. 
The drawbacks? They are at the ass-end of ugly, and if you 
want your Orc to be a mage, think again.



Redguard:

From the book: 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
make 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.

Strength:      50/40
Intelligence:  30/30
Willpower:     30/30
Agility:       40/40
Speed:         40/40
Endurance:     50/50
Personality:   30/40

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

Race-Specific Specials: Adrenalin Rush, Resist Poison, Resist Disease

Redguards have almost every combat skill in the game as a Skill Bonus.
Their Race-Specific Specials are: Resist Poison and Common Disease 75% 
(not bad), and Adrenaline Rush, a power that fortifies all of your 
combat-related stats for 60 seconds. Their biggest selling point,
however, is their +15 Long Blade bonus, which gives them a big 
head start over any other melee class in this category. 
Their only downside is the fact that the majority of their
Skill Bonuses are weapons, which means you'll be wasting most of 
your points in unused skills. A funny true story: I once had an
African-American friend spend two hours online trying to explain
to me that the Redguard character is a prime example of racial 
stereotyping in video games. According to his logic, the Redguards
skill with weaponry proves a bias towards thinking that most blacks
enjoy violence. He also mentioned that the Adrenalin Rush power
suggests that most other races see blacks as more athletic and
"fast" because of their skin color (Which oddly enough has been
in the news lately). Ah well, can't please everyone I guess.
Now excuse me, I have to go level up my three Redguard characters:
Kobe, T.O., and Diddy. ;) 



Wood Elf (Bosmer/Bosmeri):

From the book: The clanfolk of the Western Valenwood forests in
the Empire, they are called "Wood Elves", but call themselves
the Bosmer, or the "Tree-Sap" people. Wood Elves are nimble and 
quick in body and wit, and their curious natures and natural
agility make them good scouts, agents, and theives, and there
are no finer archers in all of Tamriel.

Strength:      30/30
Intelligence:  40/40
Willpower:     30/30
Agility:       50/50
Speed:         50/50
Endurance:     30/30
Personality:   40/40

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

Race-Specific Specials: Beast Tongue, Resist Disease

The Bosmer are natural thieves, on par with the Khajiit, though perhaps more
inclined to sneaking and fighting than straight-up stealing. Beast Tongue 
is a junk spell. I mean, Command 5 creature-levels for ten minutes? Get real. 
The Resist Disease Special has been adequately mentioned previously. 
Some of their skill bonuses are noteworthy, however, in the fact that 
they are designed to make you very good at three very important abilities
for thieves: Sneaking, Marksmanship, and Light Armor. The only real 
drawback is that they are very short in stature, only about 4'-5' 
tall in-game. Makes for some hilarious fight scenes when dealing with 
Altmer, Nords, or Orcs.



Now that you have a breakdown of the races, you'll be better able to
choose the one most suited to your playing style. Now we can move on
to...

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
3c. The Skills

Let's face it: Whether it be in the real world or in the world of
Vvardenfell, you just can't make it in life without skills. To become
the best at whatever you have chosen as your character's profession,
you must learn to balance the skills you desire along with the in-born
skills of your chosen race. Sometimes sacrifices have to be made, but
if you play your cards right, you can use this knowledge to your
advantage and fill in the leftover gaps with some of the extra
skills that you want your character to possess. 

Let's Go over the different skill sets.


Defense Skills


Block: This is a pretty useful skill, unless you plan on using spells or 
two-handed weapons. If you succeed in blocking an attack, you completely 
negate any damage that would have been done to you. If you intend to rush
enemies head-on, this is a good choice for a skill - but be sure to put it 
in as a major skill rather than minor skill, because as a minor skill it 
will probably be too low initially to train via use (By which I mean you 
won't block much, which means it won't raise itself much, which means it 
won't be much use to you unless you pay trainers to improve it.)


Armorer: If you're a spellcaster, pass on this skill. If you're a thief, 
and wear Light or Medium armor this skill's value is debatable. But
if you wear heavy armor this is a good skill to take on. It can cost a 
hell of a lot of gold to repair expensive and rare armor, and since
the Armorer skill is associated with the Strength Attribute, training it 
means you'll be improving that Attribute (which you're going to want if 
you wear heavy armor types). But even still, I would only use this as a 
minor skill.


Light Armor: Light Armor is far more common that either of the other two armor 
types, but is also the weakest, cheapest, and has the least enchant points.
However, Stealth or Magic users will find Light Armor best suited to their 
style of playing. Combat-oriented players should go for heavier armor types, 
otherwise, Light Armor is a solid major skill to pick. It does have one 
downside though - unlike Medium and Heavy Armor types there is really only 
one kind of Light Armor that is even worth having, and that of course 
is Glass Armor. But besides being in the Light Armor class, Glass Armor 
is one of the best Armor types in the game. Most of the other Light Armor 
types are pretty useless after the early stages of the game. Luckily for 
us, Glass Armor isn't impossible to find at the beginning, and it 
enchants very well.


Medium Armor: Medium Armor mostly benefits combination classes, such as 
thief-mage, fighter-archer, Warrior-Monk, etc. Bonemold, a decent 
Medium Armor, is worn by Dunmer guards, and you can find it for sale 
in almost every town. However, its protective value is not exceptionally 
higher than light armor, and on average it weighs only slightly less 
than average heavy armor, so the value of this skill is debatable. 
I only recommend take on this skill if you want to be a warrior, 
but don't plan on focusing on your Strength Attribute.


Heavy Armor: The best protection in the game, the highest enchantment value,
and it weighs a metric ton. High-end cuirasses usually weigh around 90lbs. 
whole suits, several hundred pounds easily. However, by the time you find 
this kind of gear you'll be more than strong enough to carry it. If you're 
going to be a Fighter class, this is the armor type you should take, and 
like the other two armor choices, it should be a major skill.


Unarmored: This skill will be useless to you, unless you're playing a beast 
race. Beasts, of course, can't wear closed helms or boots, so this skill is
actually a requirement for them, which is why I can't imagine a non-Beast 
taking this over a secondary armor skill. The benefit of this skill at high 
levels does not negate the superior protection of wearing light/Medium armor, 
as even mages are better served donning something other than just Exquisite 
Robes. If you're playing a beast race, or going for a monk-type or Karate-type 
character, then this skill would be a major selection for you, otherwise skip 
it.


Weapon Skills


Blunt Weapon: One of the two important story weapons you find in this
game (Sunder), is a blunt weapon, but don't let that influence your decision. 
Blunt weapons have their place, being neither great nor useless. They're mostly 
Two-handed, and do respectable damage, but aren't exceptionally common 
throughout the game.


Long Blade: This should be your first choice for a weapon skill. There
are a wide variety of weapon types that fall under the long blade category
(one and two-handed), and they are the second-most common weapon
in the game (short blades being number one). Unless you have some burning 
desire to take a specific weapon type, put this into a minor skill slot.


Short Blade: Easily the most common weapon in the game, and also one the  
legendary weapons you find in the game (Keening). Short Blade is
probably your best weapon choice (After Long Blade), as it is also
fairly easy to train. Stealth types should pick this as a major skill
by default.


Axe: Axes are more common than blunt weapons, but slightly less useful. 
If you're playing an Orc or Nord you might want to use
axes only to capitalize on their racial skill bonuses.


Spear: The Spear skill in this game presents itself as a severe handicap. 
For starters, they are all two-handed, so they offer no shield usage 
(that means no blocking, and a lower overall character armor rating). 
They have no versatility in their attack methods (thrust, thrust, thrust, 
rinse, repeat), they are fairly uncommon and unremarkable, and almost 
always underpowered in their damage capacity, enchantment, and damage 
delivery. None of the high-end magical weapons are spears (With the 
exception of one that you can pick up in Mournhold, and even that 
one sucks). Only the Argonian character type should even consider this 
skill, I do not recommend anyone else to try it.


Marksman: Marksmanship weapons are a mixed bag; on one hand, 
they give you the option for long-distance attacks, but on the other 
hand they aren't very powerful, and attack fairly slowly (reloading). 
Still, there are times when a tough opponent is best killed by someone 
standing very high up and out of reach, and since you can carry much 
more ammo for a bow than magicka for an attack spell, that makes 
this a nice little addition. Recommended for Robin Hood wannabes, 
and people who are afraid of getting poked by sharp swords.


Hand to Hand: This was a great skill concept, but it doesn't work out
very well. Instead of unleashing Jet-Li-esque fury, all this
does is damage an enemy's fatigue. Once drained completely, they fall
to the ground, thus allowing your next blows to hurt their health bar.
It would be nice if it were easier to train, but early on in the game, 
you won't be able to withstand enough hits from monsters and/or guards 
to be able to drain their fatigue enough to physically harm them. Unless
you want to play as a Monk, Kung-Fu master, or a dumbass who gets
killed a lot, skip this.


Physical Skills


Athletics: This skill determines how fast and efficiently you run, 
walk and swim, which means it's a fundamental skill. Most FAQs 
suggest you not pick this skill as a major or minor skill because 
of how quickly (NOT EASILY - GODDAMN IT, NO LEVEL GAINS ARE 
EASY IN THIS GAME WITHOUT CHEATING) it raises your levels. 
Raising your Speed Attribute too far too fast in this game raises the
possibility of getting DDE/Freezes, so raising Athletics quickly is 
A MUST. That is what makes it a good choice for a minor skill, 
if you have the room, and don't need anything else.


Acrobatics: Like Athletics, this skill helps determine how you move; in this
case, vertically rather than horizontally. High levels in this skill make for
some pretty spectacular leaps and falls, and many people find they move faster
jumping than they do walking. Unlike Athletics, however, I don't normally
recommend giving this skill a skill slot, simply because it actually trains
faster than Athletics, even though you spend more time walking than jumping,
which in turn means that Athletics needs the bigger initial point boost. For 
thief types, however, this is a useful skill to have from the start. Jumping 
from roof to roof, escaping danger at every turn, and reaching items in high 
places, all of that falls under this category. Give it a minor skill slot 
(in place of Athletics).


Magical Skills


Destruction: Simply put, the art of blowing shit up. 
There are a variety of other effects (weapon/armor eater, Attribute draining,
and vulnerability to damage effects) that are encompassed within this skill, 
but at its heart this skill is all about damage. If you intend to be a straight
mage, or battlemage combo, then you should place it in a major slot. 
If you don't intend to be a spellcaster, then this is probably not going 
to be a useful skill to you. Some Dunmer players will take it for their
fighter or thief types and use it in place of Marksman Skill, since the 
Dunmer get a +10 racial skill bonus towards Destruction, but it won't 
see much use later on when you have weapons that are more 
powerful than spells.


Alteration: This is a great skill for people who play non-magic using characters
but still want a little magic. Including such valuable (and needed) spells as
Open, Water Breathing, Water Walking, Levitation, and Shield, this skill gives
characters a wide selection of spells that offer effects often used in the game.
Straight mages can benefit from this skill as well, although they will probably
take better to Enchanting instead (crafting these effects into items). 
Alteration also trains up your Willpower Attribute, the one attribute that 
most fighter or thief classes don't train enough.


Illusion: This skill, to me, is the MOST CRITICAL. But, depending on how you
decide to play, straight, crooked, or in-between, it can be everything, or
totally useless to you. In addition to Invisibility, Chameleon and Paralyze
spells, this class offers defense, command and charm spells. While these are
all useful effects, they generally duplicate skills a character might have
otherwise taken. A high personality and Speechcraft negate a need for a charm
spell. Paralyze is better suited to weapons than a straight spell. I would
restrict Illusion to people planning to follow my guide, as they will
benefit most from the Chameleon spell, until they are ready to create my
Chameleon suit. Other character types will have much less use for the effects
this skill offers.


Conjuration: This skill offers four effects: Turning Undead (useless - kill
them instead), Summon Creature (summoned creatures are generally stupid and
useless, with badly designed A.I.s), Command (might have its uses), and Bound
Item. Only the last effect has any real value in my opinion, and even then is
most useful for a mage who wants to permanently enchant himself some weightless
Daedric equipment. Normal fighter and thief types can find and use better gear
than this spell can summon - with one exception. If you're a Marksman, purchase
Bound Longbow (buy it at the Balmora Mage Guild from the Guild Guide), and get
it enchanted into an item. Good magical bows are very, very uncommon, and the
longbow summoned by this effect is as good as any you'll find. You'll have a
weightless, powerful bow at your disposal (that will fortify your skill 10
points), and all you'll have to do is supply the arrows.


Mysticism: Like Alteration, this skill offers spells representing several
highly-used effects, such as Mark & Recall, the two Intervention spells,
Telekinesis, and Soul Trap. I find this skill to be slightly more useful than
Alteration only because many of the Alteration effects I like to use are better
as enchantments than spells, whereas all of the spells in this group make
better spells than enchantments. If you're only planning to take one spell
skill, than I suggest you make it this one, and place it in a major slot (to
reduce spell costs and increase successful casting probability).


Restoration: This skill, to me, is a tricky one. Most, if not all of the
spells in this group (healing, poison and disease removal, attribute restoring)
are extremely handy and valuable effects to have access to. However, you can
readily buy potions that duplicate all of these effects (like you can for 
almost every other skill), and these potions are very common, inexpensive, 
and easy to find. In addition, when you're in combat, taking the time to
switch to a healing spell usually means death, whereas with a potion you simply
pause, and activate it from the item menu. Healing magic is critical to
survival in this game, but I personally feel you can get access to that healing
more efficiently with Alchemy (or just buying potions and scrolls outright).


Enchant: This skill is great to have, necessary for my FAQ, but damn near 
impossible to train. It's not usually worth enchanting your own magical 
objects in this game, as the really cool items you want are generally too 
difficult for an Enchant skill of less than 90. This skill has other uses 
that might come in handy though. In addition to enchanting items, it 
also makes you a more efficient user of magically charged items, which
means you can squeeze more power out of things. Also, it makes you better at
recharging items from Soul Gems (The only way to do so other than waiting for
charges to come back naturally). Toss this skill in a major slot if
you plan on using my FAQ, a minor skill slot if you're not, and only 
leave it out completely if you desperately need room for something else.


Alchemy: Like Enchant, only much easier to train. This skill is exercised
merely by eating potion ingredients, as well as making the potions themselves.
If you decide to take no other magical skills I would suggest you at least take
this one, since potions can duplicate the effects of practically every other
spell available (including some that have no business being potions, like Mark
and Recall). Ingredients for most potions are so common they literally grow on
the trees in this game, although materials for the more esoteric effects are
slightly harder to find. (Daedra Hearts don't, unfortunately, grow on trees.)
Later on, when you're shamefully wealthy you may just decide to buy your
potions rather than home-grow them, but even at that certain potions are
actually easier to make than track down and buy (good restore magicka potions,
for example, are hard to locate).


Other Skills


Security: There is no reason not to take this skill on as a major. Sure, you
could just enchant an Open 100 points amulet and let magic do all the
work, or carry a bundle of Ondusi's Unhinging or Ekash's Locksplitter 
scrolls around with you everywhere, but taking on the Security skill is a 
hell of a lot more efficient. Scrolls run out, enchantments run dry, magicka 
depletes, and unless you're cheating, those cost time and gold to replenish. 
But lockpicks are cheap, have 25 uses each, and most locks in the game have 
a lock level of 50 or under, which means with very little practice 
(or a good pick) you'll pop 70% of them without even really trying. 
If you do take this skill, put it in a major slot, to ensure you have a 
much better rating right from the beginning.


Sneak: A requirement if you want to pick people's pockets, or sneak around 
without being seen. Also a requirement for this FAQ. The debate over Sneak
vs. Spell has gone on for a while, but what the Mage players don't realize
is that this skill is a lot more than it seems. Sneaking up on monsters
allows for you to perform a critical hit, which later in the game equals up
to a very high one-hit kill ratio. Also, Invisibility, Telekinesis, and
Chameleon, the three 'substitute' spells aren't very good when used on
their own without a high Sneak skill. Combined though, and you can walk
away with most any treasure, right under an Ordinator's nose even. For
Thief types and people following this FAQ, major skill slot, everyone
else, minor.


Mercantile: Many FAQs suggest taking a pass on this skill, but I disagree.
Money makes the world of Vvardenfel go around, and people with high levels 
in this skill are masters at getting the best prices. It's just not possible 
to go through this game without shopping at some point, and a high Mercantile 
skill gives you the ability to both buy low and sell high. No character in 
this game will be able to avoid dealing with merchants, and therefore no player 
should pass on this skill. Place in a minor skill slot, unless you detest
thievery. 


Speechcraft: The other skill that people endlessly debate over. I strongly 
suggest players consider including this in their skill set. There are 
many times during the game when you will need people to like you enough to 
divulge secrets, and this skill makes getting people to like you MUCH easier. 
Granted, you could just bribe the hell out of someone until their disposition 
is high enough, but this skill makes that cost you 100 gold, not thousands 
(and with successful "admire" attempts, it can potentially cost you nothing),
OR you can corner the market on Telvanni Bug Musk, but at 100 Gold a pop, I
ain't buying. Unless you really want to focus exclusively on beating things 
up, toss this skill in a major or minor skill slot.


-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
3d. Birthsigns

This is also part of the Census and Excise office's version of INS. The
Nerevarrine was reportedly born under a certain sign, and you are of course
allowed to pick from a list of Birthsigns that could present your character 
with either an early stats boost, or a weird handicap that follows you 
throughout the game.


The Apprentice

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

The magicka bonus is nice, but you should shy away from star
signs that penalize the character unduly. I wouldn't recommend this as a 
starting sign simply because A) there are better choices to be made, and 
B) as a new player, you don't want to worry about getting whomped by 
magic-using foes more easily than necessary. If you're going as a straight 
magic using class this might be a decent sign for you to use, but a 
fair warning: straight magic-using classes can be a bitch to play, and if 
you're starting out from that direction you might be asking for trouble.
Players looking for a challenge will want to try creating an Altmer
character and assigning him/her this as a birthsign. 100% weakness
to Magicka? Now that IS a challenge :) Overall though, as 'The Donald'
would say, this Apprentice is fired.


The Atronach

Ability:   Wombburn - Spell Absorption 50 points
                      Fortify Maximum Magicka 2.0x INT
                      Stunted Magicka (Unable to regenerate Magicka by resting)

There are some who suggest players avoid this sign since Stunted Magicka 
means you can't rest to gain back your magicka pool. Let me tell you now 
that taking this sign more often than not means the difference between 
getting your ass handed to you up and down Vvardenfell, and laughing off 
the pitiful efforts of powerful mages and magic-using creatures. With 
50 points of spell absorption, you essentially throw off or suck up half of 
all magical attacks thrown at you. I don't mean you ignore 50% of the damage 
done. I mean 50% of all magic attacks don't work on you, AND those deflected 
attacks refuel your magicka pool. Most people don't realize how amazing 
and useful it can be to half every magical attack that hits you. Lots of 
things toss magic effects your way, other characters, monsters, traps, etc. 
This refuels your magicka. Truthfully, you never rest that much in-game anyway, 
so I highly recommend this sign as a starter - doubly so if you don't intend to 
use much magic, or only to use it as a secondary to your weapon of choice.


The Lady

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

This sign is really strong. Endurance and Personality are important attributes, 
and they aren't the easiest to raise, since both only have three skills 
associated with leveling them. Having a high Endurance at the beginning means 
more initial hit points, while a higher Personality means NPCs tend to act 
more favorably towards you. An Imperial with this sign and Personality as a 
main attribute can start with their Personality at 85. There are only two 
reasons not to take this sign: one, taking this means you
can't take The Atronach, and since monsters don't care how charming you are, 
that's a big loss. Two involves managing your stat leveling bonuses. Many other 
guides will detail at length exactly how you can get those amazing 5x stat 
multipliers when you gain levels, and explain how important it is to make sure 
you exercise the right skills to get that bonus every single time. I don't 
intend to waste my time here trying to educate you treasure-happy grunts, so I'm
copping out. For this guide, you do not need to spend much time leveling up that
carefully, you'll mostly level at random, so you won't need 
to be that retentive. BUT, If you plan to carefully level your 
attributes, then getting that initial stat bonus may end up 
being wasted on you in the long run, as you could
easily level those two stats with a little time and care.


The Lord

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

Weakness to Fire 100%?! That makes you about as flammable 
as a keg of gunpowder or a gallon of high-test gasoline. The 
attempted counter-balance? A POS weak healing spell that 
you could buy from practically any mages guild in the game. 
Of course, one could argue that this spell has a 100% success 
rate, whereas a non-Restoration magic user could struggle with 
a comparative spell for ages before they can successfully 
cast it. My response to that: STFU-KTHX, before 
I flick a lit cigarette at you. You're essentially accepting a
spell that heals 60 health in return for bathing your character 
in lighter fluid. Buy a few healing potions, choose another sign, 
and smoke 'em if you've got 'em. Someone suggested 
combining this sign with a Dark Elf racial pick, thereby mostly 
negating the fire penalty (Dunmer have 75% fire resistance.) 
I have a response to this, too: don't be an idiot. Trade away one
of your racial bonuses, still have a slight weakness to fire, 
and leave yourself with nothing to show for it but the powers 
of a weak healing potion! While you're at it, why not go the
chellenge route as I stated above, and choose The Apprentice 
star sign while playing as a High Elf? Incredible starting 
Magicka, and 100% weakness to it, too. Good for those Bipolar 
players, like me.


The Lover

Ability:   Mooncalf - Fortify Agility 25 points
Power:     Lover's Kiss - Paralyze for 60 seconds on Target
                          Damage Fatigue 200 points on Self

Most of my comments about The Lover apply to the Mooncalf
ability. A higher Agility means you hit things more often early on, but careful
stat selection can negate this at higher levels. The Lover's Kiss is pretty
much a waste; Paralyze can be really useful throughout the game, but there are
better ways to get this power. (Jinkblades, which paralyze on contact with an
opponent, are as common as flies in this game.) Not the worst sign, but not the
best, either.


The Mage

Ability: Fay - Fortify Maximum Magicka 0.5x INT

This sign doesn't offer much, but it doesn't penalize you, either.
If you don't want stat bonuses, and you plan to use magic heavily in the game,
then this is probably a reasonable pick. (More adventurous players might want
to pick The Apprentice instead.)


The Ritual

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

Let's just mention right off that you can buy Blessed Touch for less
than 50 gold in a town next door to where you start the game. (And I'm going to
bet you can buy Blessed Word somewhere close-by also). And truthfully, 
I prefer the spell "Turn Undead... to dust" (material components: A BIG 
ass fireball and a lot of Magicka :). And while Mara's Gift is a really good 
power, you only get to use it once per day. That doesn't go very far, and 
if you've gotten to the point when your only healing option left is a 
once-a-day spell, then you made a bad choice somewhere earlier in 
your adventures. I heartily suggest not choosing a sign that doesn't 
grant at least one permanent effect, which would put this
sign in the shithouse.


The Serpent

Spell: Star-Curse - Poison 3 points for 30 seconds on Touch
                      Damage Health 1 point for 30 seconds on Self

I think Bethesda Softworks put in this sign simply to see if
anyone was dumb enough to choose it. If you selected this for your character,
your computer or Xbox sends out a signal to the government to let them know
that you're probably too stupid to drive, vote, or carry sharp objects. 
Poison is definitely good stuff to use on bad guys, but you can enchant 
or acquire a better effect on a weapon, and it won't damage you. Granted, 
the damage isn't severe, but it sure as hell isn't worth the effect it 
deals to the enemy.


The Shadow

Power: Moonshadow - Invisibility for 60 seconds on Self

Who knows what evil lurks in the hearts of men? The answer: not
people with this sign. While choosing this doesn't put you in the same category
as people who went with The Serpent, you're still taking a sign that doesn't
really offer you any benefit. Powers only work once per day, and Invisibility
only works as long as you don't do anything other than move. (Attacking or
picking up something deactivates the effect, so don't think you'll be sneaking
through lairs looting and pillaging unseen. *That* power is called "Chameleon",
and it's a different spell altogether.) This sign essentially duplicates the
effects of an 80 gold piece potion. Get my point?


The Steed

Ability: Charioteer - Fortify Speed 25 points

Same as for other stat increasing signs, but this one will make you
move a little faster (and improve your functional Unarmored ability somewhat).


The Thief

Ability: Akaviri Danger-Sense - Sanctuary 10 points

You dodge better. That's about it. Sanctuary is a very common spell
to find enchanted on items, and while those spells aren't constant effects, you
don't really need a defense bonus when you're not fighting, do you? I'd steer
clear of this sign.


The Tower

Spell: Beggar's Nose -   Detect Animal 200 feet for 60 seconds on Self
                         Detect Enchantment 200 feet for 60 seconds on Self
                         Detect Key 200 feet for 60 seconds on Self
Power: Tower Key - Open 50 points on touch

If Tower Key were a spell instead of a once-a-day power, I'd highly
recommend this sign. But it isn't, so I don't. Beggar's Nose may seem like a
solid spell (and it is, I suppose), but in my experience the little on-screen
map is so small that by the time this spell would "detect" anything, you could
probably see the object or enchantment in question. I rate this alongside The
Thief, which means just say no.


The Warrior

Ability: Waywyrd - Fortify Attack 10 points

This gives you a 10% better chance (I believe) to hit things with
weapons. If you plan to be a fairly straight-forward hack-and-slash player, and
you don't want stat increases, then this is probably a decent choice for a
sign. (It's about as useful as The Mage is for spell users.)

-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
3e. Sample Characters

Here are a few examples of what I'm talking about

Only-Sleeps-With-Butterflies
Race: Argonian
Sex: Female
Major Skills: Blunt Weapon, Unarmored, Mysticism, Medium Armor, and Alchemy
Minor Skills: Sneak, Destruction, Short Blade, Armorer, and Acrobatics
Birth sign: The Warrior
Weapon of Choice: Trebonius Staff, or if you like that idiotic SOB
for some reason and want him alive, Stormforge.

This is what I envisioned for this character's background bio:
A lone Argonian, fresh off a ship from the Black Marsh. No one
in Vvardenfell knows her true name. They all mistake her for an
escaped slave or a Skooma junkie. They're all wrong. For years
she has trained in the arts of the warrior Monk, and now she has
arrived to free her kindred from the clutches of the Ashland
slavers. Orvas Dren, your worst nightmare is about to come true...

Well, it sounds good in theory, but the limitations within the game
engine keep me from unleashing her real potential. Most traditional
Monk characters use Blunt Weapons, such as clubs, but I like the way
mine looks holding a staff. Likewise, Medium Armor seems to fit both
her character class and her beast body better than Light or Heavy.

She's spoiling for a fight, with her Shield spell up one sleeve,
her fireball up the other, creeping up behind her opponent with
the ease of stealth, legs taught and poised to unleash her acrobatic
fury. Once in combat, she's a blur, smashing and bashing, her opponent's
feeble strikes bouncing off her naturally armored legs. Once she is
victorious, she downs a Restore Health potion from her hip flask,
repairs her gear, and then she's gone, into the horizon, in search
of her next challenge.

Now all of you Beast Race haters tell me, what can you possibly find
wrong with that?


Drizzt Do'Urden
Race: Dark Elf
Sex: Male
Major Skills: Long Blade, Light Armor, Illusion, Block, and Sneak
Minor Skills: Athletics, Heavy Armor, Alteration, Short Blade, and Marksman
Birth sign: The Atronach
Weapon of Choice: Her Hands Ebony Scimitar

The pitfalls of creating a character from a pre-existing model, especially
one so famous, is that your choices as far as skills and abilities are limited.
Taking that into consideration, I believe I have created a Drizzt which is both
balanced and true to his character. The five Major skills are all comprised
of abilities which the real Drizzt uses: Long Blade, for his bitchin' 
Scimitar usage, Light Armor for mobility during swordplay, Illusion, for
using of his trademark blinding spells, Block, which explains itself, and
Sneak, for creeping up on enemies. 

In the Minor Skills, I have given him Athletics, because Drizzt is in
perfect shape, and Alteration, for his inborn Levitation. I did take some 
minor liberties with the remainder of his Minor Skill bank though, 
but only because it takes a while to build up your character before 
you're ready to try and get yourself a Her Hands Ebony Scimitar, and hey, 
Drizzt looks totally BADASS in Daedric Armor. While Drizzt himself 
doesn't use bows, his Dark Elf kin do. They also use darts, which falls 
under the Marksman category. I also threw in the Short Blade skill, so that
he remains versatile and doesn't become too class-specific. I threw in
"The Atronach" as a birth sign because Drizzt doesn't rely on magic very 
often, and his ability to shrug off most spells effectively rounds him out.


Maia Sarana
Race: Imperial
Sex: Female
Major Skills: Short Blade, Illusion, Enchant, Light Armor, and Sneak
Minor Skills: Athletics, Alteration, Security, Acrobatics, and Mercantile
Birth sign: The Lady
Weapon of Choice: Hopesfire

This is my signature character, and the one with whom I have done most
of my explorations of Vvardenfell. I already know what you're thinking,
"He broke his own rule!". Yeah, I took on both Athletics AND Acrobatics,
but only as Minor Skills. Both are necessary to the complete following
of my FAQ, and by taking them both on as Minors, I've slowed down the
rapid level gaining without compromising my character's innate ability
to function as a straight-up thief. 

A second argument against Maia is that she is too Magic-heavy for a Thief. 
True enough, but all of those Magic Skills have uses: Illusion gives you 
the ability to use Chameleon effectively early on, Alteration lets you 
fly and swim to your hearts content, and later on, Enchant assures that 
you can create the necessary and totally awesome Chameleon Suit, 
which saves you AT LEAST 20 hours of game time. That's time that 
you can use to save your job and your marriage/relationship, 
because we all know that Morrowind is a definite
life-stealing force that will suck you in and destroy your life.

Now you all know why I've been working on this FAQ for five years :)


So there you have it. You should be more than prepared to begin your
journey into the dark depths of Vvardenfel. I really hope that my
examples of character creation have bee of use to you, but if they
have not, then there is always room for improvement.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

4. Final Advice
  
 For novice/beginner treasure hunters: Don't pick up items that most
merchants could never afford, especially if your mercantile skill is poor.
Most rare items tend to weigh a lot, and you need every little bit 
of strength you have to carry health and magicka restoring supplies early on. 
Until you are a seasoned vet, stick to picking up gems and moon sugar to
earn your profits. Also, don't try to steal from under a guards nose before
you are strong enough to make him regret calling you an N'wa. There is at 
least two of everything in this game (With very few exceptions), so if you
want something bad early in the game but you can't get it because you'll get
caught, try searching around for the same item in another location. I have 
listed multiple locations for some items, but even I don't know every location.

To whet your appetite for rare and valuable goods, here is a complete copy of
"Tamrielic Lore", an in-game book which lists off 33 of the most coveted 
items in all of Tamriel. Enjoy.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
"Tamrielic Lore"
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


Tamrielic Artifacts

The following are notes I have gathered, over the past centuries, of items of
unimaginable significance. All have been seen, owned, and lost, again and
again throughout Tamriel. Some may be myth, others may be hoax, but
regardless, many have lost their lives attempting to find or protect these
very coveted items.


Lord's Mail

Sometimes called the Armor of Morihaus or the gift of Kynareth, this is an
ancient cuirass of unsurpassable quality. It grants the wearer power to
absorb health, resist the effects of spells, and cure oneself of poison when
used. It is said that whenever Kynareth deigns the wearer unworthy, the
Lord's Mail will be taken away and hidden for the next chosen one.


Ebony Mail

The Ebony Mail is a breastplate created before recorded history by the Dark
Elven goddess Boethiah. It is she who determines who should possess the Ebony
Mail and for how long a time. If judged worthy, its power grants the wearer
added resistance of fire, magicka, and grants a magical shield. It is
Boethiah alone who determines when a person is ineligible to bear the Ebony
Mail any longer, and the goddess can be very capricious.


Spell Breaker

Spell Breaker, superficially a Dwemer tower shield, is one of the most
ancient relics of Tamriel. Aside from its historical importance in the Battle
of Rourken-Shalidor, the Spell Breaker protects its wielder almost completely
from any spell caster, either by reflecting magicks or silencing any mage
about to cast a spell. It is said that Spell Breaker still searches for its
original owner, and will not remain the property of anyone else for long. For
most, possessing Spell Breaker for any length of time is power enough.


Chrysamere

The Paladin's Blade is an ancient claymore with offensive capabilities
surpassed only by its own defenses. It lends the wielder health, protects him
or her from fire, and reflects any spells cast against the wielder back to
the caster. Seldom has Chrysamere been wielded by any bladesman for any
length of time, for it chooses not to favor one champion.


Staff of Magnus

The Staff of Magnus, one of the elder artifacts of Tamriel, was a
metaphysical battery of sorts for its creator, Magnus. When used, it absorbs
an enemy's health and mystical energy. In time, the Staff will abandon the
mage who wields it before he becomes too powerful and upsets the mystical
balance it is sworn to protect.


Warlock's Ring

The Warlock's Ring of the Archmage Syrabane is one of the most popular relics
of myth and fable. In Tamriel's ancient history, Syrabane saved all of the
continent by judicious use of his Ring, and ever since, it has helped
adventurers with less lofty goals. It is best known for its ability to
reflect spells cast at its wearer and to improve his or her speed and to
restore health. No adventurer can wear the Warlock's Ring for long, for it is
said that the Ring is Syrabane's alone to command.


Ring of Phynaster

The Ring of Phynaster was made hundreds of years ago by a man who needed good
defenses to survive his adventurous life. Thanks to the Ring, Phynaster lived
for hundreds of years, and since then it has passed from person to person.
The Ring improves its wearer's overall resistance to poison, magicka, and
shock. Still, Phynaster was cunning and cursed the ring so that it eventually
disappears from its holder's possessions and returns to another resting
place, discontent to stay anywhere but with Phynaster himself.


Ring of Khajiit

The Ring of the Khajiit is an ancient relic, hundreds of years older than
Rajhin, the thief that made the Ring famous. It was Rajhin who used the
Ring's powers to make himself invisible and as quick as the breath of wind.
Using the Ring, he became the most successful burglar in Elsweyr's history.
Rajhin's eventual fate is a mystery, but according to legend, the Ring
rebelled against such constant use and disappeared, leaving Rajhin helpless
before his enemies.


Mace of Molag Bal

Also known as the Vampire's Mace, the Mace of Molag Bal drains its victims of
magicka and gives it to the bearer. It also has the ability to transfer an
enemy's strength to its wielder. Molag Bal has been quite free with his
artifact. There are many legends about the Mace. It seems to be a favorite
for vanquishing wizards.


Masque of Clavicus Vile

Ever the vain one, Clavicus Vile made a masque suited to his own personality.
The bearer of the Masque is more likely to get a positive response from the
people of Tamriel. The higher his personality, the larger the bonus. The best
known story of the Masque tells the tale of Avalea, a noblewoman of some
renown. As a young girl, she was grossly disfigured by a spiteful servant.
Avalea made a dark deal with Clavicus Vile and received the Masque in return.
Though the Masque did not change her looks, suddenly she had the respect and
admiration of everyone. A year and a day after her marriage to a well
connected baron, Clavicus Vile reclaimed the Masque. Although pregnant with
his child, Avalea was banished from the Baron's household. Twenty one years
and one day later, Avalea's daughter claimed her vengeance by slaying the
Baron.


Mehrunes Razor

The Dark Brotherhood has coveted this ebony dagger for generations. This
mythical artifact is capable of slaying any creature instantly. History does
not record any bearers of Mehrune's Razor. However, the Dark Brotherhood was
once decimated by a vicious internal power struggle. It is suspected that the
Razor was involved.


Cuirass of the Savior's Hide

Another of Hircine's artifacts was the Cuirass of the Savior's Hide. The
Cuirass has the special ability to resist magicka. Legend has it that Hircine
rewarded his peeled hide to the first and only mortal to have ever escaped
his hunting grounds. This unknown mortal had the hide tailored into this
magical Cuirass for his future adventures. The Savior's Hide has a tendency
to travel from hero to hero as though it has a mind of its own.


Spear of Bitter Mercy

One of the more mysterious artifacts is the Spear of Bitter Mercy. Little to
nothing is known about the Spear. There are no recorded histories but many
believe it to be of Daedric origin. The only known legend about it is its use
by a mighty hero during the fall of the Battlespire. The hero was aided by
the Spear in the defeat of Mehrunes Dagon and the recapturing of the
Battlespire. Since that time, the Spear of Bitter Mercy has made few
appearances within Tamriel.


Daedric Scourge

The Daedric Scourge is a mighty mace forged from sacred ebony in the Fires of
Fickledire. The legendary weapon of Mackkan, it was once a fierce weapon used
to send spirits of black back into Oblivion. The weapon lhas the ability to
summon creatures from Oblivion, Once a tool used against the Daedric Lords in
the Battlespire, it now roams the land with adventurers.


Bow of Shadows

Legend has it that the Bow of Shadows was forged by the Daedra Nocturnal. The
legendary ranger, Raerlas Ghile, was granted the Bow for a secret mission
that failed, and the Bow was lost. Raerlas did not go down without a hearty
fight and is said to have, with the aid of the Bow, taken scores of his foes
with him. The Bow grants the user the ability of invisibility and increased
speed. Many sightings of the Bow of Shadows have been reported, and it is
even said that the sinister Dark Elf assassin of the Second Era, Dram, once
wielded this bow.


Fists of Randagulf

Randagulf of Clan Begalin goes down in Tamrielic history as one of the
mightiest warriors from Skyrim. He was known for his courage and ferocity in
battle and was a factor in many battles. He finally met his fate when King
Harald conquered Skyrim. King Harald respected this great hero and took
Randagulf's gauntlets for his own. After King Harald died, the gauntlets
disappeared. The King claimed that the Fists granted the bearer added
strength.


Ice Blade of the Monarch

The Ice Blade of the Monarch is truly one of Tamriel's most prized artifacts.
Legend has it that the Evil Archmage Almion Celmo enchanted the claymore of a
great warrior with the soul of a Frost Monarch, a stronger form of the more
common Frost Atronach. The warrior, Thurgnarr Assi, was to play a part in the
assassination of a great king in a far off land, and become the new leader.
The assassination failed and the Archmage was imprisoned. The Ice Blade
freezes all who feel its blade. The Blade circulates from owner to owner,
never settling in one place for long.


Ring of Surroundings

Little is known of this prize but it is said that it lends the wearer the
ability to blend in with their surroundings.


Boots of the Apostle

The Boots of the Apostle are a true mystery. The wearer of the boots is
rumored to be able to levitate, though nobody has ever seen them used.


The Mentor's Ring

This ring is a prized possession for any apprentice to magic. It lends the
wearer the ability to increase their intelligence and wisdom, thus making
their use of magic more efficient. The High Wizard Carni Asron is said to be
the creator of the Ring. It was a construct for his young apprentices while
studying under his guidance. After Asron's death, the Ring and several other
possessions vanished and have been circulated throughout Tamriel.


Ring of the Wind

No facts are known about this Ring, but the title and the few rumors lend one
to think it grants the wearer added speed.


Vampiric Ring

One of the more deadly and rare artifacts in Tamriel is the Vampiric Ring. It
is said that the Ring has the power to steal its victim's health and grant it
to the wearer. The exact nature and origin of the Ring is wholly unknown, but
many elders speak of its evil creation in Morrowind long, long ago by a cult
of Vampire followers. The Vampiric Ring is an extremely rare artifact and is
only seen every few hundred cycles of the moons.


Eleidon's Ward

Eleidon was a holy knight of legend in Breton history. He was a sought after
man for his courage and determination to set all wrongs right. In one story,
it is said that he rescued a Baron's daughter from sure death at the hands of
an evil warlord. For his reward, the Baron spent all of his riches to have an
enchanted shield built for Eidelon. The Shield granted Eleidon the
opportunity to heal his wounds.


Staff of Hasedoki

Hasedoki was said to have been a very competitive wizard. He wandered the
land in search for a wizard who was greater than he. To the best of all
knowledge, he never found a wizard who could meet up to his challenge. It is
said that he felt so lonely and isolated because so many feared his power,
that he bonded his life-force into his very own staff, where his soul remains
to this very day. Magic users all over Tamriel have been searching for this
magical staff. Granting its wielder a protection of magicka, it is a sure
prize for any magic user.


Bloodworm Helm

The King of Worms was said to have left behind one of his prized possessions,
the Bloodworm Helm. The Helm is a construct of magically formed bone. The
Helm allows the user to summon skeletons and control the undead. It would be
a prized artifact to a necromancer.


Dragonbone Mail

This cuirass is one of the greatest artifacts any collector or hero could
own. It is constructed of real dragon bone and was enchanted by the first
Imperial Battlemage, Zurin Arctus, in the early years of the Third Era. It is
a truly exquisite piece of work and many have sought to possess it. The
properties of the Cuirass allow the wearer to be resist fire, and to damage
an enemy with a blast of fire. Little is known about the involvement of Zurin
Arctus with the enchantment of the Cuirass, but an old tale speaks of a debt
that he owed to a traveling warrior. Like the warrior, the Dragonbone Mail
never stays put for long.


Skull Crusher

The Skull Crusher is an amazingly large, and powerful weapon. The Warhammer
was created in a fire, magically fueled by the Wizard, Dorach Gusal, and was
forged by the great weaponsmith, Hilbongard Rolamus. The steel is magically
hardened and the weight of the weapon is amazingly light, which makes for
more powerful swings and deadly blows. The Warhammer was to be put on display
for a festival, but thieves got it first. The Skull Crusher still travels
Tamriel in search of its creators.


Goldbrand

This magical Sword is almost a complete mystery. Thieves tell tales about its
golden make and how it was actually forged by ancient dragons of the North.
Their tales claim that it was given to a great knight who was sworn to
protect the dragons. The Sword lends its wielder the ability to do fire
damage on an enemy. Goldbrand has not been sighted in recent history and is
said to be awaiting a worthy hero.


Fang of Haynekhtnamet

Black Marsh was once known to be inhabited with what the Argonians called the
Wamasus. Northern men considered them to be intelligent dragons with
lightning for blood. One such mighty beast, Haynekhtnamet, was slain by the
Northern men, though it took 7 days and nights, and a score of men. One of
the surviving men took a fang home as a trophy. The fang was carved down into
a blade and fashioned into a small dagger. The Dagger mysteriously houses
some of the beast's magical properties and grants the user the ability to do
shock damage on an opponent. This unique Dagger is seen occasionally by
traveling heroes.


Umbra Sword

The Umbra Sword was enchanted by the ancient witch Naenra Waerr, and its sole
purpose was the entrapment of souls. Used in conjunction with a soul gem, the
Sword allows the wielder the opportunity to imprison an enemy's soul in the
gem. Naenra was executed for her evil creation, but not before she was able
to hide the Sword. The Umbra Sword is very choosy when it comes to owners and
therefore remains hidden until a worthy one is found.


Denstagmer's Ring

All that is known of this Ring is that it may grant the user protection from
certain elements. Even the name Denstagmer is a mystery.


Helm of Oreyn Bearclaw

One of Valenwood's legendary heroes is Oreyn Bearclaw. Son of King Faume
Toad-Eye, he was a respected clan hunter and a future leader. Wood Elven
legend claims Oreyn single handedly defeated Glenhwyfaunva, the witch-serpent
of the Elven wood, forever bringing peace to his clan. Oreyn would go on to
accomplish numerous other deeds, eventually losing his life to the Knahaten
Flu. His Helm stood as a monument of his stature for future generations to
remember. The Helm was lost eventually, as the Clan split, and is now a
treasured artifact for adventurers. The Helm of Oreyn Bearclaw is rumored to
improve the wearer�s agility and endurance.


Daedric Crescent Blade

Probably the most rare and even outlawed item of all the great prizes is the
Daedric Crescent Blade. The Blade was used by Mehrunes Dagon's Daedric forces
in the capture of the Imperial Battlespire. These extremely unique Blades
were gathered up and destroyed after the Battlespire was recaptured by the
Empire. All but one it seems. Though the Empire believes them all to be
destroyed, it is rumored that one still remains in existence, somewhere in
Tamriel, though none have ever seen it. The Blade lends it's wielder the
ability to do great damage on an enemy and allows him to paralyze and put
heavy wear on his enemy's armor. Quite the prize for any mighty warrior, if
it does indeed exist.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


5. The Good Shit

This is the only section anybody is going to read. So sad. Anyway, I'm pretty
sure everything is here, all broken down into neat sections. Have fun 
exploring. 

All armor ratings are based on whatever character I happened to be using
at the time. If you want more information on figuring up your own armor
ratings, read below.

I now officially welcome you to the Ultimate Treasure Hunter's guide to
             ___  ___                             _           _
             |  \/  |                            (_)         | |
             | .  . | ___  _ __ _ __ _____      ___ _ __   __| |
             | |\/| |/ _ \| '__| '__/ _ \ \ /\ / / | '_ \ / _` |
             | |  | | (_) | |  | | | (_) \ V  V /| | | | | (_| |
             \_|  |_/\___/|_|  |_|  \___/ \_/\_/ |_|_| |_|\__,_|

Enjoy.


5a.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-Weapons=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=Green Glass Weapons=-

Green Glass Dagger:

Type: Dagger, 1 hand
Chop 7-12
Slash 7-12
Thrust 6-12
Condition 400
Weight 1.8
Value 4,100

Location: Most Green Glass Daggers found are of the common
variety, but some are unique, like the Netch Dagger. They can be 
found in almost any city in Vvardenfell. They come in all varieties, 
with all sorts of enchantments. They can be easily found in Vivec, 
Balmora, Suran, Pelagiad, and all the major outposts.



Green Glass War Axe:

Type: Axe, 1 hand
Chop 1-33
Slash 1-18
Thrust 1-5
Condition 640
Weight 14.4
Value 12,000

Location: This can be found in the Hlaalu, Redoran, and Telvanni vaults in
Vivec.



Green Glass Mace

Type: Blunt, 1 hand
Chop 6-15
Slash 6-15
Thrust 6-12
Condition 300
Weight 1.8
Value 4,000

Location: I found one, but I can't remember where.



Green Glass Throwing Stars

Type: Marksman

Location: In Suran, at "Ralds Oril: Trader" or in Vivec, at the Redoran 
Vaults in the Redoran Canton Waistworks.



Green Glass Throwing Knives

Type: Marksman

Location: In Suran, at "Ralds Oril: Trader" or in Vivec, at the Redoran 
Vaults in the Redoran Canton Waistworks.



Green Glass Long sword

Type: Long Sword, 1 hand
Chop 2-24
Slash 1-33
Thrust 4-30
Condition 480
Weight 12.0
Value 16,000

Location: Like the Green Glass Dagger, the Long Sword comes in many 
different varieties. The easiest place to find one is the Hlaalu Vaults in 
the Hlaalu Canton in Vivec.


Green Glass Staff

Type: Staff, 2 Hands

Location: At Trerayna Dalen's, just outside of Tel Branora, and at 
Ghost Gate, in the Tower of Dusk.


Green Glass Claymore

Type: Long Sword, 2 Hands

Location: In Tel Branora in a desk in the Tradehouse. To get
there, Climb to the top of the tower and go down the adjacent side.


Green Glass Halberd

Location: Found in "Bal Ur, Underground", and in Kogoruhn, in the Hall 
of Maki.



-=Ebony Weapons=-


Ebony Broadsword

Type: Long Sword, 1 hand
Chop 4-26
Slash 4-26
Thrust 4-26
Condition 1800
Weight 24.0
Value 15,000

Location: Mano Orhreleth, a Dren Plantation guard, has it.



Ebony Spear

Type, Spear, 2 hands
Chop 2-8
Slash 2-8
Thrust 5-32
Condition 1200
Weight 28.0
Value 10,000

Location: The Guard House at Dren Plantation.



Ebony Short Sword

Type: Short Sword, 1 hand
Chop 10-20
Slash 10-22
Thrust 15-25
Condition 1200
Weight 16.0
Value 10,000

Location: Ivrosa Verethis's trunk in Dren plantation.  A shack that 
goes by Verethis and Dralor shack is the place to look for it.



Ebony Long Sword

Type, Long Sword, 1 hand

Location: The Ebony Long sword can be gotten off of Seanwen in 
the Fighters Training area in Vivec Arena Canton. 



Ebony War Axe 

Type: Axe, 2 Hands

Location: There are random ebony containers in the Telvanni, Redoran, 
and Hlaalu vaults in Vivec, the Morag Tong Guildhall in Balmora, and 
the Tower of Dusk, Ghostgate. Random ebony containers randomly 
generate ebony weapons. To change the contents of the chest, simply 
leave the area (until you get the loading bar) and when you come back, 
the chest contents will have changed (except in fluke instances).


Ebony Mace

Type: Blunt Weapon, One Hand
Chop 3-30
Slash 3-30
Thrust 2-4
Condition 4800
Weight 45
Value 24,000

Location: The easiest way to get one is to off an Ordinator. 
Just go down to the Canal Works of any Vivec canton, summon 
a powerful creature, then go find an Ordinator nearby and 
taunt him into a fight. Not only do you get the mace, but also 
a complete Indoril Armor set, a nice deal. Just don't make a habit 
out of it, as you will be marked for death *FOREVER* if you kill 
more than three Ordinators. That goes for ANY city guarded by them. 
They will attack and kill you ON SIGHT, regardless if you leave 
and come back, or use a glitched Calm Humanoid spell.



Ebony Dart:

Type: Marksman
Attack 2-10
Weight 0.4
Value 2,000

Location: In Suran, at "Ralds Oril: Trader", or in your stronghold if you
are of adequate rank in Great House Hlaalu.



Ebony Arrows

Type: Marksman

Location: Once you are the Grandmaster of House Hlaalu and have a stronghold,
you will find these on the shelf in your bedroom. You can also find Ebony darts,
an Ebony Long Sword, an Ebony Short Sword, and Ebony Armor all within the 
stronghold's grounds. Just look around.




-=Daedric Weapons=-

You can find a lot of these weapons left behind by Daedric lords at their 
shrines.  Also check the Dren Plantation near Pelagiad to the west and 
north west of Vivec for a nice selection, but you cannot obtain a Daedric 
dagger, tanto, waraxe, or staff there.

An easy way to get a Daedric weapon of your choice: Follow the Odai River south 
from Balmora. You will eventually see a swinging bridge. Head towards the hills 
and you should see the lost Ebony mine Vassir-Didant. You just need to step 
inside. Now go to the St. Olms canton in Vivec and then to the Haunted manor in 
the plaza. There will be a locked door for 50 points. Open it. Inside, behind a 
wooden door, you will find Dram Bero. Talk to him about the mine, and he will 
reward you with a Daedric weapon of your choice.


Daedric Staff

Type: Staff, 2 Hands
Chop 3-30
Slash 3-30
Thrust 2-4
Condition 4800
Weight 45.0
Value 4,800

A Daedric Staff, War Axe, and Shield can be found in the cavern of 
Ibar-Dad, which is two squares west of Urshilaku camp, NE of Khuul.



Daedric War Axe

Type: Axe, 1 handed
Chop 1-44
Slash 1-24
Thrust 1-6
Condition 3200
Weight 7.2
Value 30,000

A Daedric Staff, War Axe, and Shield can be found in the cavern of 
Ibar-Dad, which is two squares west of Urshilaku camp, NE of Khuul.



Daedric Dagger

Type: Dagger, 1 Hand
Chop 8-12
Slash 8-12
Thrust 8-12
Condition 700
Weight 9.0


Daedric War Hammer

Type: Hammer, 2 Hands
Chop 1-70
Slash 1-60
Thrust 1-4
Condition 8000
Weight 96.0
Value 30,000


Daedric Tanto

Type: Short Sword, 1 Hand
Chop 9-20
Slash 9-20
Thrust 9-20
Condition 1100
Weight 12.0
Value 14,000



Daedric Claymore

Type: Long Sword, 2 Handed
Chop 1-60
Slash 1-52
Thrust 1-36
Condition 5600
Weight 81.0
Value 80,000

Location: Dren Plantation, and the Telvanni Vaults in Vivec.


Daedric Wakizashi

Type: Short Sword, 1 Hand
Chop 10-30
Slash 10-25
Thrust 7-11
Condition 1100
Weight 30.0
Value 48,000

Location: It can be found inside the tombs on the island of Dragon Ur.
You can also find one inside a wrecked ship called The Prelude in 
the Azura's Coast region, on an island southeast of the talking mudcrab. 
This is a quest given to you by Edryno Arethi in the Hlaalu Canton of Vivec.



Daedric Dai Katana

Type: Long Sword, 1 Hand
Chop 3-44
Slash 1-40
Thrust 1-14
Condition 4800
Weight 54.0
Value 50,000

Location: Found at Dren Plantation, inside the guard tower.



Daedric Long sword

Type: Long Sword, 1 Hand
Chop 2-32
Slash 1-44
Thrust 4-40
Condition 3200
Weight 60.0
Value 40,000

Location: On a man Called Arver Rethul on the top floor of the guard house in
Dren plantation, and on Relas Arthan in the Assernairan in St. Olms canton in 
Vivec.


Daedric Mace

Type: Blunt Weapon, 1 Hand
Chop 3-30
Slash 3-30
Thrust 2-4
Condition 4800
Weight 45
Value 24,000

Location: There are random Daedric chests in the Lower Redoran, Telvanni, and
Hlaalu vaults in Vivec. They also have a 20% chance of producing Ebony, Dwemer, 
and Dreugh weapons. The same rules apply to this as with the Ebony chests.



Daedric Crescent

Type: Long Blade, 2 Hands
Value 180,000


Location: In Tel Fyr, in a locked in a chest right beside Divyeth Fyr.
There's an amulet inside the chest. When you put it on, a message box
pops up and asks you if you want to go "Magus Volar". Answer yes, and 
you will be transported into a battle with a Daedra lord. He's using
the Crescent on you. Kill him, and loot his body of the Crescent to be 
transported back to Tel Fyr. The amulet disappears after this one use.



-=Dwemer Weapons=-


Most of these can be found by entering any Dwemer ruin, but if you 
want a complete set of Dwemer weapons with the least amount of work 
involved, follow these directions: From Balmora, go due west, straight 
over the mountains (Levitate) and follow the path to the northwest. 
You should come across a cavern door in the middle of a swamp (if you reach 
the Dunmer stronghold, you went too far, go south). This is a smugglers cave, 
with about 5 people inside, along with a couple of Nix-hounds (How the hell did 
they fit in the door?) and a Shalk. Do the usual bandit/smuggler/Daedra 
worshipper thing and kill everyone, and then search the containers. I got a 
complete Dwemer weapons set, some Dwemer Armor, a ton of moon sugar 
and Skooma, and at least 17 Grand Soul Gems, easily the best haul I ever got 
from a plain smuggler's cave. The name of the place starts with a Z, and
it's due west from the Ancestral Tomb nearby. 



-=Fiend Weapons=-


Fiend Battle Axe

Type: Axe, 1 Hand
Chop 1-36
Slash 1-27
Thrust 1-4
Condition 1800
Weight 30
Value 9,000


Fiend Tanto

Type: Dagger, 1 Hand
Chop 1-20
Slash 1-20
Thrust 1-20

Location: Both can be found in Balmora, at Ra'Virr: Trader. 


-=Orcish Weapons=-

Orcish War Hammer

Type: Hammer, 2 hands
Chop 1-42
Slash 1-36
Thrust 1-2
Condition 4000
Weight 38.4
Value 1,600


Orcish Battle Axe:

Type: Axe, Two-handed
Chop 17-28
Slash 2-23
Thrust 0-2
Condition 2400
Weight 15.0
Value 2,000

Locations: To find the Orcish War Hammer and the Battle Axe, you 
need to head to the Daedric ruins that are northwest of Hla Oad. 
There should be two Orcs patrolling the area. They usually don't 
attack though. Enter the door labeled "Daedric shrine". Inside, 
there will be a narrow corridor. Follow this until you see some 
water. Dive down to the bottom and you should see a hole, through 
it is another small corridor with an altar at the end. 
Head around the altar to the right and you will see another Orc who will
attack you on sight. Kill him and search his body for the War Hammer. 
Upon further inspection of the altar area, you will find another Orc wearing 
a near complete set of Orcish armor. She will also attack you on sight, so 
kill her quickly and search her body to find the only Orcish battle axe in the 
game (That I have seen anyway). You can also take the armor and sell it to 
creeper for a nice profit. Note: When you leave, the other two Orcs may
attack you, so be prepared.



-=Goblin Weapons=-

If you've been in the sewers underneath Mournhold, then you've met a 
Goblin or two. Their weapons aren't overly great, but if you're a treasure 
hunter, that shouldn't matter much.


Goblin Club

Type: Blunt Weapon, One Hand
Chop 1-60
Slash 1-60
Thrust 1-5
Condition 5000
Weight 25.0
Value 3,000




-=Special Weapons=-

Ice Blade of the Monarch:

Type: Long Sword, 2 hands
Chop 5-50
Slash 4-40
Thrust 3-30
Condition 6000
Value 95,000

Location: This can be found in the city of Rotheran, on Llaren 
Terano, who is wandering around the arena.



Hellfire Staff

Type: Staff, 2 hands
Chop 3-16
Slash 3-16
Thrust 1-10
Condition 900
Weight 16
Value 9,500



Wizard's Staff:

Type: Staff 2 Hands
Chop 2-16
Slash 3-16
Thrust 1-10
Condition 1000
Weight 16
Value 10,000

Location: This is found in Vivec in the Hlaalu Canton district, in
the tower. The owner is Mavon Drenim. You can also get one
from the Telvanni stronghold Vas in the Sheogorad Region, or
you can purchase one for 5,000 gold from Trebonius at the Vivec
mages guild (Only if you are a member, and of appropriate rank).
If you are of adequate rank in the Mages Guild, you will get a
quest to go and get a Wizard's Staff from Silipund eventually.


Chrysamere

Type: Long Blade 2-Handed
Chop 1-70
Slash 1-60
Thrust 5-30
Condition 6000
Weight 60.0
Value 95,000

Location: It's located in the cave of Anabainanni which lies between
Tel Fyr and Wolverine Hall. There's a Daedroth hanging around outside,
and you will almost certainly have to kill it to get inside the cave door.
Once inside, there's a Hunger almost immediately in front of you who will
destroy your armor unless you kill it quickly. I recommend soul trapping it
before you kill it, as its soul is worth 90,000 Gold. Continue through the cave,
killing Atronachs as you come to them, until you reach a roughly circular room
with water surrounding a large boulder, connected to the edges by a bridge of
stone. Cross over to the boulder, from which you should see a wooden platform
with a wizard on it. Try to take him out with a ranged weapon, as he has the
sword on him, and he doesn't mind using it on you, along with some powerful
summoning spells. Aside from other minor treasure, there's a few urns filled
with scrolls, some of which are quite good.



Magebane

Type: Long Blade 2-Handed
Chop 1-45
Slash 1-39
Thrust 1-27
Condition 840
Weight 16.2
Value 32,000
Constant Effect
Resist Magicka 20-40% for 10 seconds
Charge 150

Location: This one is an easy grab fairly early in the game. It is located
in the Urshilaku Burial Caverns near the Urshilaku Ashlander Camp. It's
in the main chamber, about halfway up the cliff. Either use a scroll to get up,
or go to the top and drop down.


Dwemer Pneuma-Trap

Type: Axe, two handed
Cast When Strikes
Soultrap for 30 seconds on Touch

Location: Inside a storage closet in the Razor Hole in Balmora, which is 
directly across from the eight plates. The door has a lock level of 90, and 
there is a guard. Try to put the post in between you and the guard before 
attempting to pick the lock.



Stormkiss

Type: Axe

Location: In the Telvanni Waistworks of Vivec, at the Lizards Head, there
is a man named Ennbjof who will ask you for a matze. Bring it to him, and he
will give you a Rusty Old Key, and tell you about Olmgerd the Outlaw, who 
was buried in his ship with his axe Stormkiss by his side. He is buried in 
the Sepulcher of Tukushapal. The Sepulcher is connected to the Marvani 
Ancestral Tomb. To locate this tomb, find the Daedric runs of Zaintiraris, 
which are located three squares south of Molag Mar. Just off the coast of 
the mainland, due south of Zaintiraris, is a large island. On that island 
is the Marvani Ancestral Tomb. The Rusty Old Key will unlock all the 
locked and trapped doors necessary to reach the Sepulcher. Once inside 
Marvani, make your way to Tukushapal. Upon entering, you will see a maze. 
At its center is a door leading to the Sepulcher of Tukushapal. 
Inside, you will see the ship, the Stormkiss axe, and many more 
valuable items. Face the rest of the sepulcher from in front of the door. 
Look left and find a broken pillar jutting out from the staircase. 
Stand on the pillar, and look across the staircase to the 
unbroken one across the room. Look straight up. You can't see it that well, 
but there is a space big enough to levitate through. Through the space is a 
chest with the Daedric Face of God and a Daedric Warhammer lying beside 
it.



The Saint's Black Sword 

Type: Short Sword, One Hand
Chop 10-17 
Slash 10-17 
Thrust 12-20 
Weight 16.0 
Value 12,500 
Cast when used 
Restore Fatigue 10-20 points for 20 seconds on self 
Restore Health 10 points on self

Location: Lying on a table in the Telvanni Vaults in the Telvanni Canton 
of Vivec, and also found on one of Sorkvlid the Raven's servants near 
Dagon Fel in the Sheogorad Region.




Sword of White Woe

Type: Long Blade, one Hand
Chop 1-26
Slash 1-26
Thrust 1-26
Cast when strikes
Drain health 1-30 pt. for 30 sec. on touch.
Charge 500

Location #1: Inside the guard tower in Balmora nearest Caius Casides 
house, on top of a closet. Very hard to notice, and just as hard to get, as 
there is a stationary guard. The best way to go about stealing it is to either 
use chameleon and sneak, or use telekinesis.

Location #2: There is another one in the Hlaalu guard tower in Suran, 
under the bed. This one is a little easier to grab, but not much.



Umbra Sword

Type: Claymore, 2 Hands
Constant Effect 
Soultrap for 120 seconds

Location: To get Umbra, you have to search around the mountains near 
Suran Until you find an Orc dressed in full armor (which includes an ebony 
cuirass, a nice bonus).  Talk to him, and he will say that he's the veteran of 
countless wars, and he wants to end his suffering. All you have to do is kill 
him.  When you kill him, search his body to get Umbra.



Goldbrand

Type: Long Sword, One Hand
Chop 10-60 
Slash 5-55 
Thrust 5-25 
weight 40.0
Cast When Strikes
Fire Damage 10-30 points

Location: Go to Vivec and to the foreign quarter.  Go to Jobashas rare 
bookstore in the Waistworks and buy the book Boethrahs Glory. Go SW 
from Balmora to Hla Oad and then travel north to the Daedric ruins near 
there. Swim off the coast from the middle of that island and then dive down 
to the bottom of the ocean. You will find some ruins there. Look for the big 
head on the ocean floor and talk to it. He wants his shrine restored to its 
former glory. Go from hereto Ghorak Manor in Caldera and talk to the Orc 
on the very top floor. Give him the book and $2000 and he will go to work 
rebuilding. You have to wait a month before the work is completed. Go out 
to Karthag Point and talk to the statue that was built and you shall receive 
Goldbrand.



Eltonbrand 

Type: Long Sword, One Hand
Chop 10-60 
Slash 5-55 
Thrust 5-25 
weight 40.0 
Value 150,000 
Cast when strikes 
Fire Damage 10-30 points 
Fortify Attack 30 points for 30 seconds 
Restore Fatigue 10 points

Location: After you get Goldbrand, you must become a vampire. 
Don't know how? Easy. Go find some vampires, piss them off, get 
scratched, and then sleep. Afterwards, go to the Mage's Guild in 
Vivec and talk to Sirilonwe about "someone's been killed". She will 
send you to Ald'ruhn to kill Shashev, a vampire hunter. Shashev is 
located in the Ald Skar Inn. Go in there and kill his ass. 
When he is dead, loot his body to find a key, and bring this key 
back to Sirilonwe. Here's where it gets tricky. You must have 
Goldbrand in your inventory, and EXACTLY 11171 gold. 
The best way to go about doing this is to drop 11171 gold 
in a pile on the floor, and drop the rest of it in another pile. 
Pick up the 11171 gold and you should see the message, 
"Go to hell, Carolina!" (<-- The fu...?) and Goldbrand now 
becomes Eltonbrand.



Keening

Type: Short Blade, One Hand
Chop 9-15
Slash 9-15
Thrust 9-18
Condition 1300
Weight 9.0
Value 400,000
Constant Effect
Fortify magicka 50 points on self
Fortify health 30 points on self
Fortify attack 30 points on self
Fortify agility 20 points on self
Fortify speed 20 points on self

Location:  To find the second of Kagrenac's Tools you need to travel 
through Ghost Gate to Citadel Odrosal (Ordrosal is due northeast 
of Ghostgate). Once inside, look for a ladder going up. This takes 
you to a small room with two pillars filled with Ash Statues and a 
sword standing on point in the middle. This is Keening. Note that 
you cannot equip Keening without first obtaining Wraithguard 
from Vivec. Doing so will KILL YOU. For more information, see
"Wraithguard".



Sunder

Type: Hammer, 2 Hands
Chop 10-70 
Slash 10-60 
Thrust 1-4 
Weight 40.0 
Value 400,000 
Constant Effect 
Fortify Attack 30 Points on self 
Fortify Strength 20 points on self 
Drain Fatigue 1 point on self
Fortify Endurance 20 points on self, 
Fortify Luck 20 points on self

Location: To find the third and final of Kagrenac's tools, you need to go to 
Citadel Vemynal (Due northwest of Dagoth Ur). Inside the ruins, find and 
kill Dagoth Venym, as he has the hammer on him. Note that you cannot 
equip Sunder without first obtaining Wraithguard from Vivec.




Bow of Shadows

Type: Longbow
Cast when used
Invisibility for 30 seconds on self
Fortify Speed 20 to 30 pts for 30 seconds on self

Location: In Venim Ancestral Tomb just north of Zainab Camp.
It's located in the innermost part of the tomb. You will
also meet a Necromancer there with the alias of
"The Maggot King". On one of the tables there you will 
find the Bow of Shadows.



Shimsil 

Type: Short Sword
Chop 10-14 
Slash 10-14 
Thrust 12-17 
Weight 16.0 
Value 10,000 
Cast when used 
Fortify Sneak 5 points for 30 seconds on self 
Chameleon 10-30% for 30 seconds on self

Location: Delvam Andarys in Mawia, a large tomb on an island north of 
Tel Branora, has this unique sword. You have to kill him for it.




Common Tongue Bloodskal 

Type: Long Sword
Chop 12-25 
Slash 15-20 
Thrust 12-20 
Condition 800 
Weight 20.0 
Value 1,000
Cast When Strikes
Frost Damage 10 to 30 pts on Target

Location: Found in the Bloodskal Barrow (North from Raven Rock, 
due Northeast from the Earth Stone) during the main quest in Solthsteim. 



Staff of Hasedoki

Type: Staff, 2-Hands
Cast When Used
Resist Magicka 30% to 40% for 30 seconds on Self

Location: Carried by Koffutto Gilgar in the Gimothran Ancestral Tomb
(Just south of the Ancient Dunmer Stronghold of Falensarano)



Scourge

Type: Mace
Cast When Used
Summon Dremora for 30 seconds on Self
Summon Scamp for 30 seconds on Self


Location: In Hall of Fyr in Tel Fyr inside the larger
chest on the floor in the room where Divath Fyr is located. 
Of course, the chest is trapped and locked with a level of 100.
To learn more about this weapon, read "The legendary Scourge"
in Jobasha's Rare Books in the Vivec Foreign Quarter Waistworks.
On a side note, you can find the 'Head of Scourge' inside a
closet at the Lizard's Head. The previous owner, maybe?


Staff of Magnus

Type: Staff, 2-Hands
Cast When Used
Spell Absorption 25 to 50 pts for 60 seconds on Self
Restore Health 1 pt for 60 sec on Self

Location: It is carried by Hlaren, who can be found in the Cavern of 
Assu, very near the Mount Kand shrine (travel northwest from Molag Mar). 
Just kill her and recover the Staff from her body.



Skull Crusher

Type: Hammer, 2 Hands
Constant Effect
Feather 15 pts on self
Fortify attack 5 pts on self

Location: inside the Anudabia Daedric Ruin, which is just east of Sadrith 
Mora. The door of the ruin is blocked, so find the Omaren Ancestral Tomb 
which is near the ruin to the north. Enter the tomb and travel until you 
reach the bottom. You will find the "Forgotten Vaults of Anudabia, Forge 
of Hilbonguard" Inside you will see a floating chest. Levitate up and open 
the chest. Inside is the Skull Crusher.



Fork of Horripilation

Type: A Fork?
Constant Effect
Drain Magicka 200 pts on self

Location: To get this weapon, which is in a class of its own, you need 
to go to the island where the mad hermit Big Head lives. It's on the 
northwestern most island in the Sheogorad region. Once there, locate 
and enter his shack (It's in the middle of the island). The fork is easy 
to find, just look on the table to see a glowing fork. If you talk to
Big Head, he'll tell you crazy things. One of the things he will tell 
you is that there is a Netch that gives him something... The Giant 
Netch in question is located just east on another island to the east. 
Go there and kill it with the Fork. After killing it, go to the shrine 
located in the Underworks of the St. Delyn Canton in Vivec and trade 
the Fork for the Spear of Bitter Mercy.


Spear of Bitter Mercy

Type: Spear, 2 Hands
Chop 1-15
Slash 1-15
Thrust 16-60
Cast when used:
Reflect 20 to 30% for 30 seconds on self
Summon Storm Atronach for 30 seconds on self
Charge 2160
     
Location: See above.



Mehrunes Razor

Type: Dagger
Cast When strikes
Disintegrate Armor 6 to 25 pts
Weakness to Poison 5% for 20 sec
Poison 6 to 20 pts

Location: Go to the Shrine of Mehrunes Dagon, which is located
northwest of Gnisis or southwest of Ald Velothi, your choice. 
The shrine is located inside a Daedric Ruin named Yassamidan. 
It's easy to see, as it's on a small island on the outskirts 
of the continent. After getting there, interact with the Statue 
of Mehrunes Dagon and he will give you a quest to find his dagger.
He'll tell you that his dagger is in the possession of an
unworthy elf soldier, so he wants you to find it and
give it back to him. He'll ask you to find the Alas Ancestral 
Tomb, which is just west-northwest of Mt. Asarnibibi. Go in until 
you find Varner Hlerag's corpse. On it, you will find a "Rusty Old 
Dagger". Go back to Mehrunes Shrine to return the dagger, and he 
will restore it and imbue it with magical powers. The "Rusty Old 
Dagger" will then become Mehrunes Razor.



Clanbringer 

Type: Long Sword
Chop 2-20 Slash 6-17 Thrust 5-17 
Condition 800 
Weight 20.0 
Value 1,000
Cast When Used
Rally Humanoid 10 to 20 points in 20 feet for 120 seconds on Target
Sanctuary 1 to 5 points for 120 seconds on Self
Fortify Personality 1 to 5 points for 120 seconds on Self

Location: Received as a reward for completing the "Restore Thirsk" 
quest in Solthsteim.



Trebonius Staff

Type: Staff, 2 Hands
Cast when strikes
Weakness to Fire 7 to 15% for 6 seconds  5 ft
Weakness to Shock 7 to 15% for 6 seconds  5 ft
Fire Damage 7 to 15 pts in 5 ft
Shock Damage 7 to 15 pts in 5 ft

Location: You have to kill Archmage Trebonius in the Mages Guild in 
the Vivec Foreign Quarter in order to obtain this staff. You have to kill 
Trebonius anyway before you can be named as the Archmage of the 
Mage's Guild (unless you delivered Ocato's letter, which then removes 
the option to duel Trebonius forever).



Redas War Axe

Type: Axe, 2 Hands
Cast When Strikes
Shock Damage 5 to 15 pts

Location: Inside the Redas Ancestral Tomb, which is just west of Molag 
Mar. There's an outcast Ashlander Settlement near it to use as a landmark.



Fury

Type: Long Sword, 2 Hands
Constant Effect
Blind 20% on self
Drain Heavy Armor 20 pts on self
Drain Medium Armor 20 pts on self
Drain Light Armor 20 pts on self
Drain Unarmored 20 pts on self
Fortify Attack 20 pts on self

Location: You can find this on a corpse in 
Kogoruhn, which is located northwest of Maar Gan



Veloth's Judgement

Type: Daedric War Hammer
Cast when strikes
Fire Damage 4 to 10 pts for 10 seconds
Drain Agility 25 pts for 10 seconds
Absorb Fatigue 5 pts for 10 seconds

Location: Given to you by Tharer Rothelot in the Vivec High Fane after
completion of the "Slay Raxle Berne" quest for the Tribunal Temple.



Cleaver of St. Felms

Type: Axe
Cast When Strikes
Feather 20 pts
Drain Magicka 15 pts

Location: Found on the corpse of a Buoyant Armiger in Tureynunal, 
Which is located northeast of Dagoth Ur.



Crosier of St. Lothis

Cast When Strikes
Damage Health 10 to 20 pts
Blind 50% for 10 seconds
Disintegrate Armor 2 pts

Location: Found on the corpse of a Buoyant Armiger inside Dagoth Ur.



Sixth House Bell Hammer

Type: Hammer, 2 Hands

Location: Go into any major 6th House Base and look for a room 
with a set of bells that you can play. Leaning against these will be 
a hammer that is pretty close to being the strongest blunt weapon
in the game, as well as being worth a small fortune. The easiest 
one to find is located in Hassour, which is directly south of 
Balmora.



Mace of Molag Bal

Type: Blunt, 2 Hands
Chop 3-20
Slash 3-35
Thrust 1-4
Cast When Strikes
Absorb Strength 1 to 15 pts for 30 seconds
Absorb Magicka 1  to 20 pts for 30 seconds
Charge 1500

Location: Complete the quest given to you by Molag Bal in 
Yansirramus shrine.



Felen's Ebony Staff 

Type: Staff, 2 Hands 
Chop 2-16 
Slash 3-16 
Thrust 1-10 Weight 16.0 
Value 4,300
Cast When Strikes
Fire Damage 3-7 points
Frost Damage 3-7 points
Shock Damage 3-7 points


Location: In Tel Branora. Go into the upper level of the main 
tower. Enter Therena's Chamber and levitate up to the top. The 
staff is behind Felen Maryon. You have to steal the staff for
a Thieves Guild quest, but have the option to keep it.



Boethiah's Walking Stick

Type: Staff, 2 Hands
Chop 2-16 
Slash 3-16 
Thrust 1-12 
Weight 24.0 
Value 21,075 
Cast When Used 
Summon Ancestral Ghost for 60 seconds on self 
Fire Shield 3 points for 5 seconds on self

Location: This staff is found in Vivec. Go to the High Fane in the Vivec 
Temple. Behind a locked door is the master of the Temple, Tholer 
Saryoni. Beside him is a locked chest. Open the chest and see what's 
inside, if the staff doesn't appear, leave the building and go back in. 
Repeat this process until the staff appears. Now, you can steal the 
staff, but that will cause the chest to stop regenerating items (and many 
good items could appear in the chest). The alternative is that you can 
buy whatever is in the chest from a guy in the other room. So if you 
have a lot of money, buy what you want, then leave, re-enter and try 
again. That way, you can get all of the good items.



Shadowsting 

Type: Long Sword
Chop 2-27 
Slash 1-37 
Thrust 10-50 
Condition 1600 
Weight 40.0 
Value 5,000
Cast When Strikes
Poison 5 points for 20 seconds on Target
Chameleon 20 to 100 points for 20 seconds on Target
Charge 2930 

Location: Found in a hollow tree stump on the Eastern end of the 
Thirsk Mead Hall, East of Lake Fjalding in Solthsteim.


Anareren's Devil Tanto

Type: Short Sword, One Hand

Location: Ald'ruhn Mages Guild, in an open closet space filled 
with alchemy ingredients, in a small chest on the shelf behind the 
old wizard. Part of a Thieves Guild quest.



Stormforge 

Type: Staff, 2 Hands
Chop 3-17 
Slash 1-13 
Thrust 5-28 
Weight 24.0 
Value 600 
Cast when strikes 
shock Damage 15-25 points 
Lightning Shield 50 points for 5 seconds on self

Location: A Dunmer woman on top of the Hlormaren stronghold 
(on the outside) has this. You have to kill her for it.



Trueflame

Type: Long Sword, One Hand
Chop 30 - 70
Slash 50 - 55
Thrust 10 - 30
Condition 2000
Weight 15.0
Value 150,000
Cast When Strikes 
Fire Damage 30 points on Touch 

Location: In Mournhold. This is Lord Nerevar's legendary sword, 
and part of the main quest in Tribunal.




Hopesfire

Type: Short Sword, One Hand
Chop 30 - 70
Slash 50 - 55
Thrust 10 - 30
Condition 2000
Weight 15.0
Value 150,000
Cast When Strikes 
Shock Damage 30 points on Touch 
Charge 100 

Location: Almalexia's sword, obtained by killing Almalexia at the end 
of the main quest in Tribunal.




Bipolar Blade 

Type: Short Sword, One Hand
Chop 5 - 61 
Slash 1 - 50 
Thrust 1 - 35 
Condition 4300
Weight 42.0  
Value 40,000 
Cast When Strikes 
Frenzy Humanoid 30 pts for 15 seconds on Touch 
Calm Humanoid 30 pts for 15 seconds on Touch 
Charge 450

Location: A quest you receive in the Great Bazaar of Mournhold. Marena 
Gilnith needs to find a husband, and if you pair her up with the trader Sunel 
Hlas, you will get the Bipolar Blade as the reward (So long as you speak 
with him twice before they go on the date).



Gavel of the Ordinator 

Type: Mace, One Hand 
Chop 3-17 
Slash 3-17 
Thrust 1-2 
Weight 15.0 
Value 375 
Cast when strikes 
Drain Health 1-10 points for 30 seconds

Location: Ralyn Othravel (Located on the top level of the Tower of Dawn 
in Ghostgate) has it. You have to kill him for it.



Grave Digger

Type: Short Sword, One Hand
Chop 1 - 70 
Slash 1 - 62 
Thrust 1 - 40 
Weight 60.0 
Value 120,000 
Cast When Strikes 
Damage Health 40 points for 3 seconds on Touch 
Paralyze 3 seconds on Touch 
Charge 1080 

Location: It is wielded by the Captain of the Royal Guards, Tienius 
Delitian, in the Royal Palaza Throne room in Mournhold.



King's Oath 

Type: Short Sword, One Hand
Chop 1 - 60 
Slash 1 - 52 
Thrust 1 - 36 
Weight 81.0 
Value 80,000 
Cast When Strikes 
Damage Health 20 points for 3 seconds on Touch 
Paralyze 3 seconds on Touch 
Fire Damage 20 pts for 3 seconds on Self 
Charge 450

Location: This blade is only obtainable through completion of 
the main quest in Mournhold. A poor man's version of Grave 
Digger.



Temreki, Shackler of Souls 

Type: Short Sword, One Hand
Chop 1-27 
Slash 1-23 
Thrust 1-16 
Weight 27.0 
Value 1500 
Cast when strikes 
Soultrap 10 seconds 
Absorb Strength 0-20 points for 10 seconds
Absorb Endurance 0-20 points for 10 seconds

Location: This sword can be found on Larrius Varro at 
Moonmoth Legion Fort. You can only get the sword by 
killing him or stealing it from him.



Stalhrim Longsword of Flame 

Type: Long Sword, One Hand
Chop 4-50 
Slash 5-55 
Thrust 4-50 
Condition 2500 
Weight 70.0 
Value 65,000
Cast When Strikes
Fire Damage 5 to 10 points for 5 seconds on Touch
Weakness to Fire 50 points for 5 seconds on Touch
Charge 340 

Location: This can only be obtained as a reward for completing 
the Castle Karstaad/Horker main quest received from Korst 
Wind-Eye of Skaal Village in Solthsteim. 





Stormfang 

Type: Long Sword, 2 Hands
Chop 1-30 
Slash 1-25 
Thrust 1-18 
Condition 2000 
Weight 30.0 
Value 10,000 
Cast When Strikes 
Shock Damage 1 to 25 points
 
Location: Held by Ulfgar the Unending in his cave in 
Brodir Grove.




Light of Day Mace 

Type: Mace, One Hand 
Chop 5-30 
Slash 5-30 
Thrust 1-2 
Weight 15.0 
Value 2,500 
Cast when strikes 
Fire Damage 4-20 points 
Shield 20 points for 5 seconds on self 
Resist Magicka 30% for 5 seconds 
Drain Magicka 100 points

Location: Join the Vampire clan Aundae. The second quest will 
be to kill a vampire hunter in Ald'ruhn. The vampire hunter has 
the mace. One you kill him it's yours.



Her Hands Ebony Scimitar 

Type: Long Sword, One Hand
Chop 2-27
Slash 1-45
Thrust 3-34 
Condition 3000 
Weight 40.0 
Value 25,000 

Location: Kill a High Ordinator who's wearing Her Hands 
Armor in Mournhold. Beware though, when they respawn, they 
will find you and mess you up. You Can get one in the clear 
if you follow the main quest in Mournhold.



Spirit-Eater 

Type: Short Sword, One Hand
Chop 2-27 
Slash 1-37 
Thrust 4-34 
Weight 40.0 
Value 25,000 
Cast when used 
Drain Magicka 1-10 points for 30 seconds on target

Location: This sword is found in Vivec. Go to the High Fane in the 
Vivec Temple. Behind a locked door is the master of the Temple, 
Tholer Saryoni. Beside him is a locked chest. Open the chest and 
see what's inside, if the sword doesn't appear, leave the building 
and go back in. Repeat this process until the sword appears. Now, 
you can steal the sword, but that will cause the chest to stop 
regenerating items (and many good items could appear in the chest). 
The alternative is that you can buy whatever is in the chest from a 
guy in the other room. So if you have a lot of money, buy what you 
want, then leave, re-enter and try again. That way, you can get all 
of the good items.



Dagger of Symmachus 


Type: Dagger
Chop 12-17 
Slash 12-16 
Thrust 13-13 
Condition 3000 
Weight 1.40 
Value 20,000 
Constant Effect 
Fortify Short Blade 10 points on Self 
Fortify Endurance 10 points on Self 
Reflect 10 points on Self 

Location: Obtained as a reward during the "Shrine of the Dead" 
main quest of the Tribunal Temple.





Frostgore 

Type: Short Sword
Chop 1-10 
Slash 1-15 
Thrust 13-24 
Condition 300 
Weight 10.0 
Value 100
Cast When Strikes
Frost Damage 10 to 30 pts on Target

Location: Found in the middle of the river in the Moesring 
Mountains area. Use a Detect Enchantment spell to find it. 




Stendarr's Hammer 

Type: Hammer, 2 Hands
Chop 20 - 100 
Slash 10 - 80 
Thrust 8 - 10 
Condition 100
Weight 1000.0 
Value 130,000 
Cast When Strikes 
Damage Health 1 to 10 pts on Touch
Drain Fatigue on Self 1 to 20 pts 
Charge 20 

Location: Hanging in the Museum of Artifacts in the Godsreach 
District of Mournhold. The sheer weight of this thing, plus
its delicate condition makes this very impractical to use
as a weapon. Nevertheless, it DID belong to a god, and what
treasure collection would be complete without that? Mine
is sitting on the table in the bedroom of my Hlaalu Manor.



Maryon's Staff 

Type: Staff, 2 Hands
Chop 2-16 
Slash 3-16 
Thrust 1-10
Weight 16.0 
Value 4,300 
cast when strikes 
Fire Damage 3-7 points
Frost Damage 3-7 points
Shock Damage 3-7 points

Location: Found in the Telvanni vault in the Waistworks of the 
Telvanni Canton of Vivec.



Cloudcleaver 

Type: Axe, One hand 
Chop 1-36 
Slash 1-27 
Thrust 1-4 
Weight 30.0 
Value 1,630
Cast when strikes 
Shock Damage 1-25 points

Location: On the road that goes east out of Caldera, you will meet
a Nord who is standing around. His name is Hlormar Wine-Sot, and 
he will give you a quest. He wants you to find the witch who robbed 
him. The witch is slightly north-north west of Hlormar. Lead Hlormar 
to the witch, and then talk to her about Cloudcleaver. She will offer 
to meet him in the Caldera Mage's Guild in three days, but he won't 
like her offer. He wants you to take sides. Choose to take Hlormar's 
side, and kill Sosia. Take the axe back from Sosia's corpse. As soon 
as you take the axe, Hlormar will demand the axe back. Give it to him 
and he will give you a two-point strength boost. Then kill him and take 
back the axe. What? Don't look at me like that, it's out in the 
wilderness, nobody gives a shit if he's dead. This way, you get the
reward AND the axe. Stupid morally-correct gamers....




Demon Mace 

Type: Mace, One Hand 
Chop 5-26 
Slash 5-26 
Thrust 1-3 
Weight 25.0 
Value 10,000 
Cast when used 
Bound Mace for 60 seconds on self

Location: Found on a dead hero in Dagoth Ur. Go through Dagoth Ur's 
Outer Facility, through the Inner Facility and find the Lower Facility. 
Go inside, go to the end of the hall, turn left and go down some stairs, 
and turn right at the bottom. Go straight through the first two doors, 
and you come to an area where you will be surrounded by doors. Go in 
the left one. Grab the mace from the body.





Ane Teria's Mace 

Type: Mace, One Hand 
Chop 3-17 
Slash 3-17 
Thrust 1-2 
Weight 15.0 
Value 360 
Cast when strikes 
Damage Speed 5-12 points
Damage Agility 5-12 points

Location: After you take Moon and Star from Azura's hands, the ghosts 
of the failed Nerevarines of the past will appear in the cavern. 
Ask them all about "my story", and Ane Teria's spirit will give you 
the mace.



Soul Drinker 

Type: Short Sword, One Hand
Chop 8-12 
Slash 8-12 
Thrust 8-12 
Weight 9.0 
Value 11,000 
Cast when strikes 
Soultrap for 30 seconds

Location: Given as a reward for completing Ranis Athrys' sixth quest for 
the Balmora Mage's Guild.




Cleaver of St. Felms 

Type: Axe, One Hand 
Chop 1-37 
Slash 1-20 
Thrust 1-5 
Weight 48.0 
Value 12,000 
Cast when strikes 
Feather 20 points 
Drain Magicka 15 points

Location: In Tureynulal, a Dwemer ruin north-Northeast of Dagoth 
Ur. Go inside and find and enter a trap door to the Bladder of Clovis. 
Look on the floor to find a body with the cleaver.




Fang of Haynekhtnamet 

Type: Dagger
Chop 11-20 
Slash 11-20 
Thrust 13-30 
Weight 5.0 
Value 32,000 
Cast when strikes 
Shock Damage 20-40 points

Location: Found in the Mamaea cave. To get there, go west of Bal Isra 
or southeast from Gnisis. Once there, travel through the Sanctum of 
Black Hope, and enter the Shrine of Pitted Dreams. You will find the 
dagger in a box near a Sixth House base.




Ancestral Wisdom Staff 

Type: Staff, 2 hands 
Chop 2-7 
Slash 3-7 
Thrust 1-5 
Weight 8.0 
Value 7,000 
Cast when used 
Summon Ancestral Ghost for 100 seconds on self 
Fortify Conjuration 10 points for 100 seconds on self

Location: Given as a reward for a Temple quest. Given to you when you 
complete Endryn Llethri's fourth quest. You can find him in the High 
Fane in Vivec. 



Mace of Slurring 

Type: Mace, One Hand 
Chop 8-28 
Slash 8-28 
Thrust 1-6 
Condition: 3500 
Weight 23.0 
Value 20,000 
Cast When Strikes 
Drain Speechcraft 10 to 20 pts for 15 seconds on Touch 

Location: Carried by Golena Sadri in the Old Mournhold, Forgotten 
Sewers area. You come here during the Golena Sadri quest.



Ancient Silver Dagger 

Type: Short Sword, One Hand
Chop 4-5 
Slash 4-5 
Thrust 5-5 
Weight 2.4 
Value 100 
Cast when strikes 
Poison 10-20 points for 5 seconds

Location: Found in Ibar-Dad, a cave west of Urshilaku Ashlander 
Camp. 



Mace of Aevar Stone-Singer 

Type: Mace, One Hand
Chop 30-90 
Slash 30-90 
Thrust 10-10 
Condition 10000 
Weight 90.0 
Value 50,000 
Cast When Strikes 
Frost Damage 8 pts on Touch

Location: Can only be obtained as a reward for the Ritual of the 
Gifts main quest from Tharsteb Heart-Fang in the Skaal village 
in Solthsteim. 



Black Hands Dagger 

Type: Dagger
Chop 9-20 
Slash 9-20 
Thrust 9-20 
Weight 9.0 
Value 15,000 
Cast when strikes 
Absorb Health 10-25 points for 30 seconds 
Blind 10-50 points for 30 seconds

Location: Given as a reward for becoming the Grandmaster of the
Morag Tong.



Greed

Type: Spear, 2 hands 
Chop 1-4 
Slash 1-4 
Thrust 5-23 
Weight 11.2 
Value 800 
Constant Effect 
Spell Absorption 20 points on self 
Drain Personality 5 points on self

Location: Can be found leaning against the wall in the Telvanni Vaults 
in the plaza of the Telvanni Canton of Vivec.



5b.
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-Armor=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


Armor Sets



-=Green Glass Armor=-


 The full set is located in the Ald'Ruhn fighter's guild, in a chest at the 
foot of the bed in a room with a lock level of 80. Also in the St. Delyn 
Canton Underworks in Vivec (In Sheogorad's falsely named Shrine, 
look for a female Orc who is wearing it). Some pieces can also be 
found in one of the Great House vaults in Vivec. This is probably 
the best light armor set in the game, making it pretty much the best 
set overall, which is why it gets the place of honor at the top.



Green Glass Helm

Armor Rating: 113
Condition 500
Weight 3.0 (light)
Value 12,000

Location: Hlaalu Vaults, in the Hlaalu Canton in Vivec.



Green Glass Cuirass

Armor Rating: 113
Condition: 1500
Weight: 18.0 (light)
Value: 28,000

Location: The Hlaalu Canton Vaults, the lower level of the Tower of Dusk 
at Ghostgate, Suran (Several Orcs are wearing it), and in the Ald'Ruhn 
fighter's guild (In the room behind the door with a lock level of 80, well 
worth several Grandmasters' lock picks or a spell of opening of that level).


Green Glass Left Pauldron

Armor Rating: 113
Condition 500
Weight 3.0 (light)
Value 9,600

Location: Hlaalu Vaults, in the Hlaalu Canton of Vivec.



Green Glass Right Pauldron

Armor Rating: 113
Condition 500
Weight 3.0 (light)
Value 9,600

Location: Hlaalu Vaults, in the Hlaalu Canton of Vivec.



Green Glass Left Bracer 

Armor Rating: 166
Condition 400
Weight 3.0 (light)
Value 4,000



Green Glass Right Bracer 

Armor Rating: 166
Condition 400
Weight 3 (light)
Value 4,000

Location: The Glass Bracers can be obtained on the lower level of the 
Tower of Dusk at Ghostgate.



Green Glass Greaves

Armor Rating: 113
Condition 5000
Weight 9.0 (light)
Value 17,600

Location: Hlaalu Vaults, in the Hlaalu Canton in Vivec.




Green Glass Boots

Armor Rating: 113
Condition 5000
Weight 3.0 (light)
Value 8,000

Location: Hlaalu Vaults, in the Hlaalu Canton in Vivec.



Green Glass Shield 

Armor Rating: 166
Condition 1000
Weight 9 (light)
Value 13,600 

Location: The regular Glass Shield can be obtained on the lower level of the 
Tower of Dusk at Ghostgate. It can be bought, or you can kill someone there 
for it.



Green Glass Tower Shield

Armor Rating: 124
Condition 1100
Weight 9.0 (light)
Value 20,000

Location: Hlaalu Vaults, in the Hlaalu Canton of Vivec.



-=Indoril Armor=-

They can be found on Ordinators in Vivec, Molag Mar, and Gnisis. The 
easiest way to get it is to off one, but doing that is risky, as they WILL 
become permanently pissed at you after you kill a few, and it will remain 
like that forever, no matter what you do to the game. Also, if the Indoril 
guards find you wearing their stuff, they will do the same thing. If you're 
stealthy or have a death wish, you can pick up scattered pieces in the 
Ordinators Barracks in the Hall of Justice in Vivec. You can get the boots, 
the helmet, and 2 each of the Left and Right gauntlets in the chests there. 
They a lock level of 10,and those are just the unwatched ones. There is a 
merchant in the lower level of the Tower of Dawn at Ghostgate that sells 
some pieces of Indoril armor, and you can steal a helm off of the bookcase 
beside Orvas Dren at Dren Plantation.


Indoril Helmet

Armor Rating: 82
Condition 450
Weight 4.5
Value 3,000



Indoril Cuirass

Armor Rating: 82
Condition 1350
Weight 27.0
Value 7,000



Indoril Left Gauntlet

Armor Rating: 82
Condition 225
Weight 4.5
Value 1,400


Indoril Right Gauntlet

Armor Rating: 82
Condition 225
Weight 4.5
Value 1,400



Indoril Left Pauldron

Armor Rating: 82
Condition 450
Weight 9
Value 2,400



Indoril Left Pauldron

Armor Rating: 82
Condition 450
Weight 9
Value 2,400



Indoril Boots

Armor Rating: 82
Condition 450
Weight 18.0
Value 2,000



Indoril Shield
Armor Rating: 82
Condition 900
Weight 13.5
Value: 2,000



Indoril Belt (To complete the set)
Weight 2.0
Value 5



-=Ebony Armor=-


This set is very nice.  Of course, it is very rare, and generally guarded. 
It looks great on characters of all races. Seanwen, an Altmer off of 
which you can get a full set of Ebony Armor can be found in the Arena 
Fighters Training area in the Vivec Arena canton. Search him out for the 
fastest pickup. There is also a Khajiit in the Halfway Tavern in 
Pelagiad named Anhassi, and once you do a couple of quests for her, 
she'll tell you a secret: Some moron keeps a key for his treasury vault 
in his wife's closet. It's for one of the Redoran or Telvanni 
(I forget which) vault doors, a rate of 95 and a trapped one at that. 
In it, there is a ton of Ebony armor.



Ebony Cuirass

Armor Rating: 130
Condition 1800
Weight 60.0 (Heavy)
Value 3.500

Location: Seanwen the Altmer has an complete set, and is in the Vivec Arena's 
fighter training area. Be very careful when going for his stuff, as he is well 
trained and has several guards around him.  Another is on one of the last 
assassin missions for the Morag Tong. The target, (Tirer Belvayn in Shana) 
has an Ebony Cuirass for you, as well as the closed helm.



Ebony Shield

Armor Rating: 130
Condition 1200
Weight 30.0 (Heavy)
Value 17,000

Location: Mournhold Temple Courtyard, worn by Gaenor the Bosmer. 
Talk to him the first time, refuse to give him any money, and then leave 
and come back a few days later. He will be wearing a full set of Ebony 
Armor, and will fight you. Kick his ass and then clean him out.




Ebony Tower Shield

Armor Rating: 130
Condition 1200
Weight 30.0 (Heavy)
Value 25,000

Location: Vivec Arena's Fighter Training area, and at Ghostgate, 
behind a trapped door locked a level of 100, with an Indoril guard 
patrolling inside.



Ebony Closed Helmet

Armor Rating: 130
Condition 600
Weight 10.0 (Heavy)
Value 15,000

Location: Dragon Ur, and on Tirer Belvayn in Shana.



Ebony Boots

Armor Rating: 130
Condition 600
Weight 40.0 (Heavy)
Value 10,000

Location: On Seanwen, Vivec Arena's fighter's training area.



Ebony Greaves

Armor Rating: 130
Weight 36.0 (Heavy)
Condition 600
Value 22,000

Location: On Seanwen, Vivec Arena's fighter training area



Ebony Paldron

Armor Rating: 130
Condition 600
Weight 20.0 (Heavy)
Value 1,200

Location: On Seanwen, Vivec Arena's Fighter Training Area, and 
at Ghostgate.



Ebony Mail 

Armor Rating: 333
Condition 3000
Weight 20.0 (Heavy)
Value 120,000

Location: On Seanwen, Vivec Arena's Fighter Training Area.




Ebony Bracers

Armor Rating: 130
Condition 300
Weight 10.0 (Heavy)
Value 5,000

Location: On Seanwen, Vivec Arena's Fighter Training Area, and 
in Suran, at the pawnbrokers.






-=Daedric Armor=-


Complete Set Location: All Daedric Armor can be found on Divyath Fyr 
(Just make sure you wait to kill him after Caius leaves Balmora). An 
alternate way of getting Fyr's armor is to enchant an ebony staff with 
calm humanoid and disintegrate armor 100 points. It will take a long 
time, but after many days of hitting Fyr then recharging your weapon, 
his armor will be fully disintegrated, and can be pick pocketed from him. 
Also note that the Daedric Greaves are not *on* Orvas Dren, they 
are on the shelf right beside him. I can't tell you how many e-mails
I received about that one, -_-;



Daedric Cuirass

Armor Rating: 173
Condition 2,400
Weight 90.0 (Heavy)
Value 70,000

Location: Complete the quest for Auriel's Bow for House Telvanni.



Daedric Left Pauldron
Armor Rating: 133
Condition 800
Weight 30.0 (Heavy)
Value 24,000



Daedric Right Pauldron
Armor Rating: 133
Condition 800
Weight 30.0 (Heavy)
Value 24,000



Daedric Left Gauntlet 

Armor Rating: 173
Condition 400
Weight 15.0 (Heavy)
Value 14,000



Daedric Right Gauntlet 

Armor Rating: 173
Condition 400
Weight 15.0 (Heavy)
Value 14,000

Location: Kogoruhn, Bleeding Heart. Kogoruhn is almost directly to the
northeast of Maar Gan. The Gauntlets are on the lowest level, sitting 
on a rock close to Dagoth Elam. Go through the Hall of Phisto, Hall of 
Maki, Nabith Waterway, Charma's Breath, and then into the Bleeding 
Heart section to get there.



Daedric Greaves

Armor Rating: 173
Condition: 800
Weight: 54.0 (Heavy)
Value: 44,000

Location: Orvas Dren is standing next to some. Find him at Dren Plantation, 
in the basement.



Daedric Boots

Armor Rating: 173
Condition 800
Weight 60.0 (Heavy)
Value 20,000

Location: Galom Daeus, which is located Southwest of the Erabenimsun 
Ashlander Camp. Fair warning: This is the headquarters for the Berne 
Vampire Clan, so come prepared.



Daedric Shield

Armor Rating: 173
Condition 1600
Weight 45
Value 34,000

Location: In the basement of Dren Manor, on the shelf right behind 
Orvas Dren.




Daedric Tower Shield

Armor Rating: 173
Condition: 1,600
Weight: 45.0 (Heavy)
Value: 50,000

Location: I found it in a Daedric Ruin, I don't remember which one. 




Daedric Masks



Daedric Face of Inspiration

Armor Rating: 266
Condition: 800
Weight: 15(Heavy)
Value: 15,000

Location: The Tower of Dusk at Ghostgate, a Buoyant Armiger is
wearing it. Also found beside the Fang of Haynekhtnamet in Shrine 
of Pitted Dreams in Mamaea and in the cavern of Ibar Dad near where 
Eleidon's Ward can be found.



Daedric Face of Terror 

Armor Rating: 266
Condition: 800
Weight: 15(Heavy)
Value: 15,000

Location: The Tower of Dusk at Ghostgate, a Buoyant Armiger is
wearing it. Also found in the "Forgotten Vaults of Anudabia, 
Forge of Hilbonguard". To get there, enter the Omaren Ancestral 
Tomb and go down until you reach a Daedric Ruin (the same place 
where you find Skull Crusher).



Daedric Face of God:

Armor Rating: 266
Condition: 800
Weight: 15(Heavy)
Value: 15,000

Location: In the Marvani Ancestral Tomb, Tukushapal, Sepulcher. 
At the Lizard's Head in the Telvanni Waistworks section of Vivec, 
talk to Ennbjof with a bottle of Matze in your inventory, and he'll 
give you the key to the tomb. It's located on a small island south of the 
Daedric shrine of Zaintiraris, which is just to the south of Molag Mar. 
The entrance to the tomb is on the southern end of the island. Proceed down 
the tomb, into Tukushapal, and then into Sepulcher. Once you enter 
Sepulcher, levitate up and to the right, following the hum of the 
crystals. 



-=Dwemer Armor=-

The best place to get a complete set of Dwemer Armor is Venim Manor 
in Ald'Ruhn. You have to go there as part of the Fourth Trial of the 
Nerevarrine, and you will most definitely be killing some guards, 
so if you follow the main story, you will eventually get a full set.



Dwemer Helm

Armor Rating: 33
Condition 200
Weight 5.0 (Heavy)
Value 450



Dwemer Cuirass

Armor Rating: 33
Condition 600
Weight 30.0 (Heavy)
Value 1,050



Dwemer Left Pauldron

Armor Rating: 33
Condition 200
Weight 10.0 (Heavy)
Value 360


Dwemer Right Pauldron

Armor Rating: 33
Condition 200
Weight 10.0 (Heavy)
Value 360



Dwemer Left Bracer

Armor Rating: 33
Condition 100
Weight 5.0 (Heavy)
Value 150



Dwemer Right Bracer

Armor Rating: 33
Condition 100
Weight 5.0 (Heavy)
Value 150



Dwemer Greaves

Armor Rating: 33
Condition 200
Weight 18.0 (Heavy)
Value 660



Dwemer Boots

Armor Rating: 33
Condition 200
Weight 20.0 (Heavy)
Value 300



Dwemer Shield

Armor Rating: 33
Condition 400
Weight 15.0 (Heavy)
Value 510






-=Orcish Armor=-

Complete Set Location: All Orcish Armor can be found on Umbra the Orc, who is on
the Eastern side of the mountains near Suran. You also get the Umbra Sword for 
killing him. Also, some Orcish Armor can be found in the Armorer Shop in Suran, 
the Armorer Shop in Balmora, and in Caldara in Ghorak Manor in a crate at the 
top of the stairs.




Orcish Helm: 

Armor Rating: 92
Condition: 300
Weight: 4.4 (Medium)
Value: 1,200



Orcish Cuirass

Armor Rating: 92
Condition: 900
Weight: 26.5 (Medium)
Value: 2,800



Orcish Left Pauldron

Armor Rating: 92
Condition: 300
Weight: 8 (Medium)
Value: 960



Orcish Right Pauldron

Armor Rating: 92
Condition: 300
Weight: 8 (Medium)
Value: 960



Orcish Left Bracer

Armor Rating: 92
Condition: 150
Weight: 4.4 (Medium)
Value: 400



Orcish Right Bracer

Armor Rating: 92
Condition: 150
Weight: 4.4 (Medium)
Value: 400



Orcish Greaves 

Armor Rating: 92
Condition: 300
Weight: 13.4 (Medium)
Value: 1,760



Orcish Boots

Armor Rating: 92
Condition: 300
Weight: 17.0 (Medium)
Value: 800



Orcish Tower Shield

Armor Rating: 98
Condition: 640
Weight: 13.4 (Medium)
Value: 2,000
 


Just to clarify:

Light Armor Rating is Based on a 95 Light Armor Skill
Medium Armor Rating is Based on 95 Medium Armor Skill
Heavy Armor Rating is Based on a 95 Heavy Armor Skill



-=Goblin Armor=-

The only piece of Goblin Armor is a shield. I guess it sucks to be a Goblin.


Goblin Buckler

Armor Rating: 33
Condition 500
Weight 5.0 (Light)
Value 1,000




-=Dreugh Armor=-

Not one of my favorites, mostly because it is incomplete. 
This armor falls into the medium category.



Dreugh Helm 

Armor Rating: 125
Condition: 400
Weight: 4.5 (medium)
Value: 2,250



Dreugh Cuirass

Medium Armor
Armor Rating: 125
Condition: 1200
Weight: 27.0 (medium)
Value: 5,250



Dreugh Shield

Armor Rating: 125
Condition: 800
Weight: 13.5 (medium)
Value: 2,550



Location: A woman in the Redoran Stronghold at Bal Isra has a 
Dreugh Helm, Cuirass, and Shield. Kill her for them.





-=Royal Guard Armor=-

This is my favorite Medium Armor. Shiny, red, and just overly badass. 
The easiest way to get a set is to find one of the generic Royal Guards 
in Mournhold, cast a Command Humanoid spell on him, lure him down in 
front of the Palace Basement door, and kill him. One of these guys took 
7 hits from Keening before he went down (I had a Strength rating of 100, 
and a Short Blade skill rating of 74), so you might have to whack away 
for a while.


Royal Guard Helm

Armor Rating: 73
Condition 550
Weight 4.0
Value 550



Royal Guard Cuirass

Armor Rating: 73
Condition 1500
Weight 27.0
Value 8,000



Royal Guard Left Pauldron

Armor Rating: 73
Condition 550
Weight 9.0
Value 3,000



Royal Guard Right Pauldron

Armor Rating: 73
Condition 550
Weight 9.0
Value 3,000



Royal Guard Left Gauntlet

Armor Rating: 73
Condition 225
Weight 4.0
Value 2,000



Royal Guard Right Gauntlet

Armor Rating: 73
Condition 225
Weight 4.0
Value 2,000



Royal Guard Greaves

Armor Rating: 55
Condition 300
Weight 12.0
Value 2,000



Royal Guard Boots

Armor Rating: 66
Condition 500
Weight 18.0
Value 2,500






-=Her Hands Armor=-


The ultimate in Ordinator apparel. As the Arch Cannon of Almalexia's High Fane
points out, the Ordinators in Morrowind were REJECTS who failed to live up to
High Ordinator status. That tells us that the men (and women?) we see wearing
this armor are the most elite warriors in the land. It also makes us want this
set even more, doesn't it? Pulling off a stealth kill on a High Ordinator has
to be one of THE hardest things to do. Why? Because there's so many of them.
Piss even one off, and buddy you have a whole army kicking your ass with Ebony
Scimitars. One of my favorite cures for boredom is seeing how many High 
Ordinators I can have chasing me before the game crashes. I think my record 
stands at 17.Anyway if you want this armor with the least amount of work, 
you'd better think up something creative, because you can't levitate in 
Mournhold, and you can�t hide either. And let's not forget the Ordinator 
glitch, or the fact that if you are ever seen wearing Her Hands Armor by a 
High Ordinator, they will kill you ON SIGHT.   



Her Hand's Helmet

Armor Rating: 125
Condition: 700
Weight: 15.0 (Heavy)
Value: 12,000





Her Hand's Cuirass

Armor Rating: 116
Condition: 2,800
Weight: 90.0 (Heavy)
Value: 50,000




Her Hand's Greaves

Armor Rating: 116
Condition: 700
Weight: 45.0 (Heavy)
Value: 33,000




Her Hand's Left Pauldron

Armor Rating: 116
Condition: 700
Weight: 30.0 (Heavy)
Value: 20,000



Her Hand's Right Pauldron

Armor Rating: 116
Condition: 700
Weight: 30.0 (Heavy)
Value: 20,000



Her Hand's Left Gauntlet

Armor Rating: 116
Condition: 300
Weight: 15.0 (Heavy)
Value: 13,000



Her Hand's Right Gauntlet

Armor Rating: 116
Condition: 300
Weight: 15.0 (Heavy)
Value: 13,000



Her Hand's Boots

Armor Rating: 116
Condition: 700
Weight: 60.0 (Heavy)
Value: 15,000



Her Hand's Shield

Armor Rating: 91
Condition: 350
Weight: 17.0 (Heavy)
Value: 2,500



-=Dark Brotherhood Armor=-

After you progress in the main Nerevarrine story a bit, you will be attacked by
an assassin in your sleep one night. This is a Dark Brotherhood member. After 
you kill him, you're free to loot his armor. The armor is light, pretty good for
stealth characters, but it's weak.


Dark Brotherhood Helm

Armor Rating: 50
Condition 300
Weight 1.0 (Light)
Value 200



Dark Brotherhood Cuirass

Armor Rating: 50
Condition 300
Weight 6.0 (Light)
Value 1,000



Dark Brotherhood Left Pauldron

Armor Rating: 50
Condition 250
Weight 1.0 (Light)
Value 500



Dark Brotherhood Right Pauldron

Armor Rating: 50
Condition 250
Weight 1.0 (Light)
Value 500



Dark Brotherhood Left Gauntlet

Armor Rating: 50
Condition 100
Weight 1.0 (Light)
Value 200



Dark Brotherhood Right Gauntlet

Armor Rating: 50
Condition 100
Weight 1.0 (Light)
Value 200



Dark Brotherhood Greaves

Armor Rating: 50
Condition 250
Weight 3.0 (Light)
Value 100



Dark Brotherhood Boots

Armor Rating: 50
Condition 200
Weight 2.0 (Light)
Value 500



-=Ancient Steel Armor=-

The complete set of this armor can be found in Jolgeirr Barrow in Solthsteim.



Ancient Steel Helm

Armor Rating: 26
Condition 75
Weight 5.0 (Heavy)
Value 60



Ancient Steel Cuirass

Armor Rating: 26
Condition 225
Weight 30.0 (Heavy)
Value 150



Ancient Steel Left Pauldron
Armor Rating: 26
Condition 75
Weight 10.0 (Heavy)
Value 48




Ancient Steel Right Pauldron

Armor Rating: 26
Condition 75
Weight 10.0 (Heavy)
Value 48




Ancient Steel Left Gauntlet

Armor Rating: 26
Condition 37
Weight 5.0 (Heavy)
Value 28




Ancient Steel Right Gauntlet

Armor Rating: 26
Condition 37
Weight 5.0 (Heavy)
Value 28




Ancient Steel Greaves

Armor Rating: 26
Condition 75
Weight 18.0 (Heavy)
Value 88




Ancient Steel Tower Shield

Armor Rating: 31
Condition 180
Weight 20.0 (Heavy)
Value 100




Ancient Steel Boots

Armor Rating: 26
Condition 75
Weight 20.0 (Heavy)
Value 40



-=Bear Armor=-

A near complete set of this armor can be gotten from Brynjolfr, near Thirsk.



Bear Helm

Armor Rating: 25
Condition 100
Weight 4.0 (Medium)
Value 40

Location: Berserkers roaming around Solthsteim.



Bear Cuirass

Armor Rating: 25
Condition 325
Weight 25.0 (Medium)
Value 150


Bear Left Pauldron

Armor Rating: 25
Condition 100
Weight 7.0 (Medium)
Value 60



Bear Right Pauldron
Armor Rating: 25
Condition 100
Weight 7.0 (Medium)
Value 60



Bear Left Gauntlet

Armor Rating: 25
Condition 80
Weight 4.0 (Medium)
Value 40



Bear Right Gauntlet

Armor Rating: 25
Condition 80
Weight 4.0 (Medium)
Value 40


Bear Greaves

Armor Rating: 25
Condition 220
Weight 10.0 (Medium)
Value 120


Bear Boots

Armor Rating: 25
Condition 105
Weight 14.0 (Medium)
Value 50



Bear Shield

Armor Rating: 25
Condition 150
Weight 10.0 (Medium)
Value 100



-=Wolf Armor=-

Same as above.


Wolf Helm

Armor Rating: 25
Condition 100
Weight 2.0 (Light)
Value 40



Wolf Cuirass

Armor Rating: 25
Condition 325
Weight 9.0 (Light)
Value 150



Wolf Left Pauldron

Armor Rating: 25
Condition 100
Weight 2.4 (Light)
Value 60



Wolf Right Pauldron

Armor Rating: 25
Condition 100
Weight 2.4 (Light)
Value 60



Wolf Left Gauntlet

Armor Rating: 25
Condition 80
Weight 1.5 (Light)
Value 40



Wolf Right Gauntlet

Armor Rating 25
Condition 80
Weight 1.5 (Light)
Value 40


Wolf Greaves

Armor Rating: 25
Condition 220
Weight 7.0 (Light)
Value 120



Wolf Boots

Armor Rating: 25
Condition 105
Weight 4.0 (Light)
Value 50



Common Armor Sets


-=Bonemold Armor=-

There are several different types of Bonemold Armor available, 
and while this isn't exactly a treasure per se, this FAQ is geared 
towards the treasure collectors as much as the hardcore dungeon 
explorers.



Armun-An Bonemold Left Pauldron

Armor Rating: 25
Condition 150
Weight 8.0 (Medium)
Value 120

Location: Balmora, Armorer Shop.




Armun-An Bonemold Right Pauldron

Armor Rating: 25
Condition 150
Weight 8.0 (Medium)
Value 120

Location: Balmora, Armorer Shop.



Bonemold Helm

Armor Rating: 30
Condition 180
Weight 4.0 (Medium)
Value 150

Location: Balmora, Armorer Shop.



Bonemold Cuirass

Armor Rating: 26
Condition 480
Weight 24.0 (Medium)
Value 350

Location: Balmora, Armorer Shop.



Bonemold Left Pauldron

Armor Rating: 25
Condition 150
Weight 8.0 (Medium)
Value 120

Location: Balmora, Armorer Shop.




Bonemold Right Pauldron

Armor Rating: 25
Condition 150
Weight 8.0 (Medium)
Value 120

Location: Balmora, Armorer Shop.




Bonemold Left Bracer

Armor Rating: 25
Condition 75
Weight 4.0 (Medium)
Value 50

Location: Balmora, Armorer Shop.




Bonemold Right Bracer

Armor Rating: 25
Condition 75
Weight 4.0 (Medium)
Value 50

Location: Balmora, Armorer Shop.




Bonemold Greaves

Armor Rating: 25
Condition 150
Weight 13.4 (Medium)
Value 220

Location: Balmora, Armorer Shop.




Bonemold Boots

Armor Rating: 25
Condition 150
Weight 16.0 (Medium)
Value 100

Location: Balmora, Armorer Shop.




Bonemold Shield

Armor Rating: 25
Condition 300
Weight 10.0 (Medium)
Value 170

Location: Balmora, Armorer Shop.




Bonemold Tower Shield

Armor Rating: 28
Condition 340
Weight 12.0 (Medium)
Value 250

Location: Balmora, Armorer Shop.



Gah-Julan Bonemold Cuirass

Armor Rating: 28
Condition 510
Weight 24.0 (Medium)
Value 360

Location: Ald'Ruhn Fighter's Guild. 



Gah-Julan Bonemold Left Pauldron

Armor Rating: 28
Condition 170
Weight 8.0 (Medium)
Value 140

Location: Ald'Ruhn Fighter's Guild.




Gah-Julan Bonemold Right Pauldron

Armor Rating: 28
Condition 170
Weight 8.0 (Medium)
Value 140

Location: Ald'Ruhn Fighter's Guild.




Native Armun-An Bonemold Helm

Armor Rating: 30
Condition 180
Weight 4.0 (Medium)
Value 150

Location: Tel Mora, Weapon Smith.





Native Chuzei Bonemold Helm

Armor Rating: 28
Condition 170
Weight 4.0 (Medium)
Value 175

Location: Ald'Ruhn Fighter's Guild.





Native Gah-Julan Bonemold Helm

Armor Rating: 26
Condition 160
Weight 4.0 (Medium)
Value 165

Location: Ald'Ruhn Fighter's Guild.



-=Chitin Armor=-




Chitin Helm

Armor Rating: 16
Condition 100
Weight 1.0 (Light)
Value 19

Location: In Balmora, at the Armorer Shop.



Chitin Mask Helm

Armor Rating: 16
Condition 100
Weight 1.0 (Light)
Value 19

Location: In Balmora, at the Armorer Shop.



Chitin Cuirass

Armor Rating: 16
Condition 300
Weight 6.0 (Light)
Value 45

Location: In Seyda Neen, at Arrille's Tradehouse.




Chitin Left Pauldron

Armor Rating: 16
Condition 100
Weight 2.0 (Light)
Value 16

Location: In Seyda Neen, at Arrille's Tradehouse.




Chitin Right Pauldron

Armor Rating: 16
Condition 100
Weight 2.0 (Light)
Value 16

Location: In Seyda Neen, at Arrille's Tradehouse.




Chitin Left Gauntlet

Armor Rating: 16
Condition 50
Weight 1.0 (Light)
Value 9

Location: In Seyda Neen, at Arrille's Tradehouse.




Chitin Right Gauntlet

Armor Rating: 16
Condition 50
Weight 1.0 (Light)
Value 9

Location: In Seyda Neen, at Arrille's Tradehouse.




Chitin Greaves

Armor Rating: 16
Condition: 100
Weight 5.4 (Light)
Value 29

Location: In Balmora, at the Armorer Shop.



Chitin Boots

Armor Rating: 16
Condition 100
Weight 6.0 (Light)
Value 13

Location: In Seyda Neen, at Arrille's Tradehouse.



Chitin Shield

Armor Rating: 16
Condition 200
Weight 4.0 (Light)
Value 22

Location: In Seyda Neen, at Arrille's Tradehouse.



Chitin Tower Shield

Armor Rating: 20
Condition 240
Weight 6.0 (Light)
Value 32

Location: In Balmora, at the Armorer Shop.




-=Imperial Armor=-



Imperial Chain Coif

Armor Rating: 16
Condition 100
Weight 3.5 (Medium)
Value 35

Location: In Seyda Neen, at Arrille's Tradehouse.



Imperial Chain Cuirass

Armor Rating: 20
Condition 300
Weight 21.0 (Medium)
Value 90

Location: In Seyda Neen, at Arrille's Tradehouse.



Imperial Chain Greaves

Armor Rating: 33
Condition 200
Weight 10.0 (Medium)
Value 50

Location: In Caldera, at the Armorer Shop.



Imperial Chain Left Pauldron
Armor Rating: 33
Condition 200
Weight 10.0 (Heavy)
Value 28

Location: In Caldera, at the Armorer Shop.



Imperial Chain Right Pauldron

Armor Rating: 33
Condition 200
Weight 10.0 (Heavy)
Value 28

Location: In Caldera, at the Armorer Shop.



Imperial Dragonscale Cuirass

Armor Rating: 33
Condition 600
Weight 24.0 (Medium)
Value 340

Location: In Caldera, at the Trader Shop.



Imperial Dragonscale Helm

Armor Rating: 33
Condition 200
Weight 4.0 (Medium)
Value 130

Location: In Ald'Ruhn, at the Fighter's Guild.




Imperial Dragonscale Tower Shield

Armor Rating: 36
Condition 440
Weight 12.0 (Medium)
Value 230

Location: In Caldera, at Verick Gemain: Trader.




Imperial Newtscale Cuirass

Armor Rating: 16
Condition 300
Weight 9.0 (Light)
Value 100

Location: In Seyda Neen, at Arrille's Tradehouse.



Imperial Shield

Armor Rating: 26
Condition 320
Weight 14.0 (Heavy)
Value 78

Location: In Pelagiad, at the Armorer Shop.




Imperial Silver Cuirass

Armor Rating: 30
Condition 540
Weight 30.0 (Heavy)
Value 280

Location: In Caldera, at the Armorer Shop.




Imperial Silver Helm

Armor Rating: 28
Condition 170
Weight 5.0 (Heavy)
Value 120

Location: In Caldera, at the Armorer Shop.



Imperial Steel Boots

Armor Rating: 26
Condition 170
Weight 19.0 (Heavy)
Value 50

Location: In Seyda Neen, in the Excise Warehouse.



Imperial Steel Cuirass

Armor Rating: 26
Condition 460
Weight 29.0 (Heavy)
Value 150

Location: In Seyda Neen, in the Excise Warehouse.



Imperial Steel Greaves

Armor Rating: 26
Condition 170
Weight 17.0 (Heavy)
Value 98

Location: In Caldera, at the Trader Shop.



Imperial Steel Helmet

Armor Rating: 26
Condition 160
Weight 5.0 (Heavy)
Value 70

Location: In Pelagiad, at the Armorer Shop.



Imperial Steel Left Gauntlet

Armor Rating: 26
Condition 80
Weight 5.0 (Heavy)
Value 33

Location: In Moonmoth Legion Fort, from Erla.



Imperial Steel Left Pauldron

Armor Rating: 26
Condition 160
Weight 10.0 (Heavy)
Value 53

Location: In Moonmoth Legion Fort, from Erla.




Imperial Steel Right Gauntlet

Armor Rating: 26
Condition 80
Weight 5.0 (Heavy)
Value 33

Location: In Moonmoth Legion Fort, from Erla.



Imperial Steel Right Pauldron

Armor Rating: 26
Condition 160
Weight 10.0 (Heavy)
Value 53

Location: In Moonmoth Legion Fort, from Erla.




Imperial Studded Leather Cuirass

Armor Rating: 16
Condition 300
Weight 9.0 (Light)
Value 65

Location: In Caldera, at the Armorer Shop.




Imperial Templar Boots

Armor Rating: 30
Condition 180
Weight 20.0 (Heavy)
Value 50

Location: In Ebonheart, Jonus Maximus is wearing it.



Imperial Templar Greaves

Armor Rating: 30
Condition 180
Weight 18.0 (Heavy)
Value 110

Location: In Ebonheart, Jonus Maximus is wearing it.




Imperial Templar Helmet

Armor Rating: 30
Condition 180
Weight 5.0 (Heavy)
Value 75

Location: In Ebonheart, Jonus Maximus is wearing it.




Imperial Templar Knight Cuirass

Armor Rating: 30
Condition 540
Weight 30 (Heavy)
Value 175

Location: In Ebonheart, Jonus Maximus is wearing it.




Imperial Templar Left Bracer

Armor Rating: 30
Condition 90
Weight 5.0 (Heavy)
Value 25

Location: In Caldera, at the Armorer Shop.



Imperial Templar Left Pauldron

Armor Rating: 30
Condition 180
Weight 10.0 (Heavy)
Value 60

Location: In Ebonheart, Jonus Maximus is wearing it.



Imperial Templar Right Bracer

Armor Rating: 30
Condition 90
Weight 5.0 (Heavy)
Value 25

Location: In Caldera, at the Armorer Shop.



Imperial Templar Right Pauldron

Armor Rating: 30
Condition 180
Weight 10.0 (Heavy)
Value 60

Location: In Ebonheart, Jonus Maximus is wearing it.




-=Netch Armor=-



Boiled Netch Leather Cuirass

Armor Rating: 11
Condition 210
Weight 12.0 (Light)
Value 37

Location: In Balmora, at the Fighter's Guild, from Wayn.
.


Boiled Netch Leather Helm

Armor Rating: 11
Condition 70
Weight 3.0 (Light)
Value 17

Location: In Balmora, at Ra'Virr: Trader.




Netch Leather Boots

Armor Rating: 8
Condition 50
Weight 8.0 (Light)
Value 10

Location: In Balmora, at Meldor: Armorer.




Netch Leather Cuirass

Armor Rating: 8
Condition 150
Weight 12.0 (Light)
Value 35

Location: In Seyda Neen, at Arrille's Tradehouse.




Netch Leather Greaves

Armor Rating: 8
Condition 50
Weight 7.0 (Light)
Value 22

Location: In Balmora, at Ra'Virr: Trader.




Netch Leather Helm

Armor Rating: 8
Condition 50
Weight 3.0 (Light)
Value 15

Location: In Balmora, at Meldor: Armorer.




Netch Leather Left Gauntlet

Armor Rating: 8
Condition 25
Weight 3.0 (Light)
Value 7

Location: In Balmora, at Ra'Virr: Trader.




Netch Leather Left Pauldron

Armor Rating: 8
Condition 50
Weight 4.0 (Light)
Value 12

Location: In Balmora, at Meldor: Armorer.




Netch Leather Right Gauntlet

Armor Rating: 8
Condition 25
Weight 3.0 (Light)
Value 7

Location: In Balmora, at Ra'Virr: Trader.




Netch Leather Right Pauldron

Armor Rating: 8
Condition 50
Weight 4.0 (Light)
Value 12

Location: In Balmora, at Meldor: Armorer.




Netch Leather Shield

Armor Rating: 8
Condition 100
Weight 6.0 (Light)
Value 17

Location: In Seyda Neen, at Arrille's Tradehouse.




Netch Leather Tower Shield

Armor Rating: 8
Condition 100
Weight 9.0 (Light)
Value 25

Location: In Balmora, at Ra'Virr: Trader.



-=Iron Armor=-


Iron Boots

Armor Rating: 16
Condition 450
Weight 19.0 (Heavy)
Value 20

Location: In the Balmora Fighter's Guild, from Wayn.



Iron Cuirass

Armor Rating: 16
Condition 2,000
Weight 30.0 (Heavy)
Value 70

Location: In Seyda Neen, at Arrille's Tradehouse.



Iron Greaves

Armor Rating: 16
Condition 100
Weight 18.0 (Heavy)
Value 44

Location: In Seyda Neen, at Arrille's Tradehouse.



Iron Helmet

Armor Rating: 16
Condition 100
Weight 5.0 (Heavy)
Value 30

Location: In Balmora, at Meldor: Armorer.



Iron Left Bracer

Armor Rating: 16
Condition 50
Weight:5.0 (Heavy)
Value 10

Location: In Ald'Ruhn, at Tiras Sadus: General Merchandise



Iron Left Gauntlet

Armor Rating: 16
Condition 50
Weight 7.0 (Heavy)
Value 14

Location: In Caldera, at Hodlismod: Armorer.



Iron Left Pauldron

Armor Rating: 16
Condition 100
Weight 10.0 (Heavy)
Value 24

Location: In Caldera, at Verick Gemain: Trader.



Iron Right Bracer

Armor Rating: 16
Condition 50
Weight 5.0 (Heavy)
Value 10

Location: In Ald-Ruhn, at Tiras Sadus: General Merchandise.



Iron Right Gauntlet

Armor Rating: 16
Condition 50
Weight 7.0 (Heavy)
Value 14

Location: In Caldera, at Hodlismod: Armorer.



Iron Right Pauldron

Armor Rating: 16
Condition 100
Weight 10.0 (Heavy)
Value 24

Location: In Caldera, at Verick Gemain: Trader.



Iron Shield

Armor Rating: 16
Condition 200
Weight 15.0 (Heavy)
Value 34

Location: In Seyda Neen, at Arrille's Tradehouse.



Iron Tower Shield

Armor Rating: 20
Condition 240
Weight 18.0 (Heavy)
Value 50

Location: In Ald-Ruhn, at Dandera Selaro: Smith.


-=Steel Armor=-


Steel Boots

Armor Rating: 25
Condition 150
Weight 20.0 (Heavy)
Value 40

Location: In the Balmora Fighter's Guild, from Wayn.



Steel Cuirass

Armor Rating: 25
Condition 450
Weight 30.0 (Heavy)
Value 150

Location: In Seyda Neen, at Arrille's Tradehouse.



Steel Greaves

Armor Rating: 25
Condition 150
Weight 18.0 (Heavy)
Value 88

Location: In Seyda Neen, at Arrille's Tradehouse.



Steel Helm

Armor Rating: 25
Condition 150
Weight 5.0 (Heavy)
Value 60

Location: In Sadrith Mora, from Anruin



Steel Left Gauntlet

Armor Rating: 25
Condition 75
Weight 5.0 (Heavy)
Value 28

Location: Location: In Seyda Neen, at Arrille's Tradehouse.



Steel Left Pauldron

Armor Rating: 25
Condition 150
Weight 10.0 (Heavy)
Value 48

Location: Location: In Seyda Neen, at Arrille's Tradehouse.



Steel Right Gauntlet

Armor Rating: 25
Condition 75
Weight 5.0 (Heavy)
Value 28

Location: In Seyda Neen, at Arrille's Tradehouse.



Steel Right Pauldron

Armor Rating: 25
Condition 150
Weight 10.0 (Heavy)
Value 48

Location: In Seyda Neen, at Arrille's Tradehouse.



Steel Shield

Armor Rating: 25
Condition 300
Weight 15.0 (Heavy)
Value 68

Location: In the Balmora Fighter's Guild, from Wayn.



Steel Tower Shield

Armor Rating: 30
Condition 360
Weight 20.0 (Heavy)
Value 100

Location: In the Balmora Fighter's Guild, from Wayn.



-=Nordic Armor=-



Nordic Bearskin Cuirass

Armor Rating: 8
Condition 150
Weight 9.0 (Light)
Value 35

Location: In the Balmora Fighter's Guild, from Wayn.



Nordic Fur Boots

Armor Rating: 8
Condition 50
Weight 6.0 (Light)
Value 10

Location: In Balmora, at Ra'Virr: Trader.



Nordic Fur Cuirass

Armor Rating: 8
Condition 150
Weight 9.0 (Light)
Value 35

Location: In Seyda Neen, at Arrille's Tradehouse.



Nordic Fur Greaves

Armor Rating: 8
Condition 50
Weight 5.4 (Light)
Value 22

Location: In the Balmora Fighter's Guild, from Wayn.



Nordic Fur Helm

Armor Rating: 8
Condition 50
Weight 1.5 (Light)
Value 15

Location: In Balmora, at Ra'Virr: Trader.



Nordic Fur Left Bracer

Armor Rating: 8
Condition 25
Weight 1.5 (Light)
Value 5




Nordic Fur Left Gauntlet

Armor Rating: 8
Condition 25
Weight 1.5 (Light)
Value 7

Location: In Balmora, at Ra'Virr: Trader.



Nordic Fur Left Pauldron

Armor Rating: 8
Condition 50
Weight 3.0 (Light)
Value 12

Location: In the Balmora Fighter's Guild, from Wayn.



Nordic Fur Right Bracer

Armor Rating: 8
Condition 25
Weight 1.5 (Light)
Value 5




Nordic Fur Right Gauntlet

Armor Rating: 8
Condition 25
Weight 1.5 (Light)
Value 7

Location: In Balmora, at Ra'Virr: Trader.



Nordic Fur Right Pauldron

Armor Rating 8
Condition 50
Weight 3.0 (Light)
Value 12

Location: In the Balmora Fighter's Guild, from Wayn.



Nordic Iron Cuirass

Armor Rating: 26
Condition 480
Weight 35.0 (Heavy)
Value 130

Location: In Ebonheart, worn by Fainertil and Olfin Gro-Logrob.



Nordic Iron Helm

Armor Rating: 26
Condition 160
Weight 8.0 (Heavy)
Value 50

Location: In Balmora, at Ra'Virr: Trader.



Nordic Leather Shield

Armor Rating: 8
Condition 100
Weight 4.5 (Light)
Value 25

Location: In Balmora, at Ra'Virr: Trader.



Nordic Ringmail Cuirass

Armor Rating: 16
Condition 300
Weight 21.0 (Medium)
Value 80

Location: In Seyda Neen, at Arrille's Tradehouse.



Nordic Trollbone Cuirass

Armor Rating: 30
Condition 540
Weight 32.0 (Heavy)
Value 165

Location: In Maar Gan, at Andus Tradehouse, from Uram 
Gro-Glorzuf. He's wearing it, so you'll have to kill him or use 
an Armor Eating spell.



Nordic Trollbone Helm

Armor Rating: 30
Condition 180
Weight 8.0 (Heavy)
Value 65

Location: In Balmora, at Meldor: Armorer.



Nordic Trollbone Shield

Armor Rating: 30
Condition 360
Weight 16.0 (Heavy)
Value 78

Location: In Tel Aruhn, at Aryne Telnim: Smith.



Nordic Mail Boots

Armor Rating: 110
Condition 500
Weight 20.0 (Heavy)
Value 5,000




Nordic Mail Cuirass

Armor Rating: 110
Condition 1,000
Weight 30.0 (Heavy)
Value 5,000




Nordic Mail Greaves

Armor Rating: 110
Condition 300
Weight 18.0 (Heavy)
Value 2,000




Nordic Mail Helmet

Armor Rating: 110
Condition 350
Weight 8.0 (Heavy)
Value 1,000




Nordic Mail Left Gauntlet

Armor Rating: 110
Condition 100
Weight 8.0 (Heavy)
Value 1,000




Nordic Mail Left Pauldron

Armor Rating: 110
Condition 100
Weight 10.0 (Heavy)
Value 1,000




Nordic Mail Right Gauntlet

Armor Rating: 110
Condition 100
Weight 8.0 (Heavy)
Value 1,000




Nordic Mail Right Pauldron

Armor Rating: 110
Condition 100
Weight 10.0 (Heavy)
Value 1,000




Nordic Mail Shield

Armor Rating: 110
Condition 500
Weight 20.0 (Heavy)
Value 1,000



-=Colovian=-


Colovian Fur Helm

Armor Rating: 13
Condition: 70
Weight: 2.0 (Light)
Value 25

Location: In Ald-Ruhn, at Tiras Sadus: General Merchandise. 
Also found on Tariel.



Red Colovian Fur Helm

Armor Rating: 13
Condition 70
Weight 2.0 (Light)
Value 25

Location: Inside a Barrow on the 
island of Solthsteim.



White Colovian Fur Helm

Armor Rating: 13
Condition 70
Weight 2.0 (Light)
Value 25

Location: Worn by Uncle Sweetshare.
Please don't kill Uncle Sweetshare.



-=Reikling=-


Reikling Shield

Armor Rating: 20
Condition: 200
Weight: 2.0 (Light)
Value: 50

Location: Kill a Reikling to get one.
Yes, it really is that simple.


-=Hlaalu=-


Hlaalu Guard Shield

Armor Rating: 28
Condition 340
Weight 13.0 (Medium)
Value 250

Location: In Tel Mora, at Radras: Smith.



-=Redoran=-


Redoran Banner Shield

Armor Rating: 30
Condition 340
Weight 13.0 (Medium)
Value 250



Redoran Founder's Helm

Armor Rating: 30
Condition 180
Weight 4.4 (Medium)
Value 150

Location: In Tel Branora, at Galen Berer: Armorer.



Redoran Guard Shield

Armor Rating: 28
Condition 340
Weight 13.0 (Medium)
Value 250

Location: In Ald'Ruhn, at Dandera Selaro's house.



Redoran Master Helm

Armor Rating: 75
Condition 450
Weight 4.5 (Medium)
Value 3,000

Location: Ald'ruhn, Manor District, Under Skar, in Arobar Manor. 
Sitting on top of a closet in Miner Arobar's bedroom. This is a 
quest you receive from the Ald'ruhn Thieves Guild. If you rescue 
his daughter (A House Redoran Quest), he will give you the one 
he is wearing. After he gives it to you, you can then steal the one 
on top of the closet for the Thieves Guild.



Redoran Watchman's Helm

Armor Rating: 18
Condition 110
Weight 1.0 (Light)
Value 24

Location: In the Ald'Ruhn Fighter's Guild.



-=Telvanni=-


Telvanni Cephalopod Helm

Armor Rating: 13
Condition 80
Weight 2.0 (Light)
Value 50

Location: In Dagon Fel, at End of the World Renter Rooms, 
from Hjotra the Peacock.



Telvanni Dust Adept Helm

Armor Rating: 8
Condition 50
Weight 1.5 (Light)
Value 30

Location: in the Releth Ancestral Tomb, which is located 
Southeast of Suran.



Telvanni Guard Shield

Armor Rating: 28
Condition 340
Weight 13.0 (Medium)
Value 250

Location: In Sadrith Mora, from Anruin.



Telvanni Mole Crab Helm

Armor Rating: 10
Condition 60
Weight 2.0 (Light)
Value 19



-=The Rest=-


Cloth Left Bracer

Armor Rating: 6
Condition 20
Weight 1.5 (Light)
Value 3

Location: In Gnaar Mok, at Dreugh-Jigger's Rest, from Hinald.



Cloth Right Bracer

Armor Rating: 6
Condition 20
Weight 1.5 (Light)
Value 3

Location: In Gnaar Mok, at Dreugh-Jigger's Rest, from Hinald.



Duke's Guard Silver Cuirass

Armor Rating: 33
Condition 600
Weight 30.0 (Heavy)
Value 350

Location: In Caldera, at Hodlismod: Armorer.





Gondolier's Helm

Armor Rating: 1
Condition 100
Weight 4.0 (Medium)
Value 10

Location: Worn by the various Gondolier's (The boat guys) in the 
game. I wouldn't suggest killing any of them, because that would 
cancel boat travel from that location.




Heavy Leather Boots

Armor Rating: 83
Condition 500
Weight 8.0 (Light)
Value 100

Location: In Caldera, at Shenk's Shovel, from Iratian Albarnian. 
He's wearing them, so kill him.




Left Leather Bracer

Armor Rating: 8
Condition 20
Weight 1.5 (Light)
Value 5



Right Leather Bracer

Armor Rating: 8
Condition 25
Weight 1.5 (Light)
Value 5



Morag Tong Helm

Armor Rating: 20
Condition 120
Weight 3.0 (Light)
Value 20



-=Misc. Armor, Jewelry, and Clothes=-



Wraithguard, or how to use Keening and Sunder without dying

As you all (Should) know, Wraithguard is a gauntlet, one whos
only purpose is to let you yield Keeining and Sunder. You'll
get it during the completion of the main quest anyway, but
if you don't want to complete the main quest, follow this guide
below.

Location: Vivec, Palace of Vivec

How to obtain it:

-The Main Quest Way-

During the Sixth Trial of the Nerrevarine, you end up meeting 
with Thayler Saryoni, the Archcanon of the Tribunal Temple.
Nibani will wonder why you have yet to complete the prophecy 
and will send you to Thalyer. Talk to him about the temples 
doctrine and he will ask you to meet with Vivec himself. 
Well all right then, we're off to see the Wizard! 
He'll give you a key that will let you into Vivec's
Palace, that is if you haven't already jimmied the 
lock yourself. Pop inside and start up a conversation with 
your old pal. Most of the conversational stuff is junk, 
all you need to do is talk to him about all of that stuff
highlighted in blue and he'll give you Wraithguard.

-The Back Door Method-

If you don't feel like going through all of that Main Quest
crap, here's how to get the good stuff. Hop a Strider over 
to Vivec, race to the Palace, and use a Master's Lockpick 
OR a 100-100 Open spell to unlock the door. Once inside, 
you now have to perform a dangerous task; Kill Vivec. 
I know right, just how does one kill a god? It's not easy, 
but at the same time it's easier than you'd think. 
Just "Hack, Slash, Heal" and he'll fall. 

Once he's dead, Loot his body for the "Unique Dwemer Artifact".
Run/Walk/Fly to Tel Fyr, and go see the last living dwarf 
in the Corprusarium. He'll tell you he needs two books to 
get the artifact charged up, but you should already know
where to find those. Bring them back, let him do his work, 
and the Artifact becomes Wraithguard. The drawback? The 
first time you equip it, THIS Wraithguard damages your 
character PERMANATLY. It's ultimately up to you if you 
think the penalty outweighs the time-consuming alternative,
but if you want Keening or Sunder, you HAVE TO HAVE
WRAITHGUARD.



-=Sanguine Items=-

Location: Eno Hlaalu, the Grandmaster of the Morag Tong
Assassins Guild, gives you a quest titled the "Threads of the Webspinner." 
This quest involves the collection of the 27 Sanguine items (Of which Eno 
already owns one, so you need to find 26 more), each of which bears the name 
"Sanguine", and is a constant effect item. To complete the quest, you must 
return all 26 items to him. If you are attempting to play a "straight" game,
this quest may bother you, because to gain back all 26 Sanguine items, you have
to outright kill almost everyone in possession of them (Unless you are a DAMN 
good sneak). Just be SURE to complete this quest before Eno leaves 
(Once you complete the Grandmaster of the Morag Tong quest by letting him 
retire), Because if you fail to do so, the quest is impossible to complete. 
A way to complete the quest and keep the items is once you have attained 
Grandmaster status (or if you have decided not to join the Morag Tong), 
you may kill Eno and take back the items you have given to him. This is 
relatively easy to do once you've completed the Morag Tong quests, as Eno 
will serve no more purpose. Check below in the Misc. section to find out
what the reward is for completing this quest.



Amulet of Sanguine Interprise

Weight 1.0
Value 1,500
Constant Effect
Fortify Mercantile 5 points

Grandmaster Eno already has this one in his possession.




Belt of Sanguine Sureflight

Weight 1.0
Value 1,500
Constant Effect
Fortify mark by 5 points

Location: Duries Marias in the Assernerairan in St. Olms


Belt of Sanguine Hewing

Weight 1.0
Value 1,500
Constant Effect
Fortify Long sword 5 points

Location: Duries Marias in the Assernerairan in St. Olms




Amulet of Sanguine Glib Speech

Weight 1.0
Value 1,500
Constant Effect
Fortify Speechcraft 5 points

Location: In Khuul at Throngar's establishment, on Shotherra.



Amulet of Sanguine Nimble Armor

Weight 1.0
Value 1,500
Constant Effect
Fortify Light Armor 5 points

The Northeast of Vivec in the Daedric shrine of Ald Sotha, on 
Severa Magia, the Night Mother of the Dark Brotherhood.


Belt of Sanguine Balanced Armor

Weight 1.0
Value 1,500
Constant Effect
Fortify Medium Armor 5 points

Location: In the shrine of Assernerairen (Located Beneath the St. 
Olms Canton in Vivec), on Relas Arothan.




Belt of Sanguine Deep Biting

Weight 1.0
Value 1,500
Constant Effect
Fortify Axe 5 points

Location: In the shrine of Assernerairen (Located Beneath the 
St. Olms Canton in Vivec), on Relas Arothan.


Belt of Sanguine Denial

Weight 1.0
Value 1,500
Constant Effect
Fortify Block 5 points

Location: On Movis Darys (A  Dark Brotherhood operative) 
in the Ald'ruhn Mages' Guild.



Belt of Sanguine Fleetness

Weight 1.0
Value 1,500
Constant Effect
Fortify Athletics 5 points

Location: In the Halfway Tavern in Pelagiad, on Hrordis.



Belt of Sanguine Impaling Thrust

Weight 1.0
Value 1,500
Constant Effect
Fortify Spear 5 points

Location: In Sadrith Mora, on Gluronk gra-Shula.



Belt of Sanguine Martial Craft

Weight 1.0
Value 1,500
Constant Effect
Fortify Armorer 5 points

Location: In the Daedric priest shrine of Ashalmimilkala, 
on Carecalmo.



Belt of Sanguine Smiting

Weight 1.0
Value 1,500
Constant Effect
Fortify Blunt Weapon 5 points

Location: In Ald Daedroth, on Domba.



Belt of Sanguine Stolid Armor

Weight 1.0
Value 1,500
Constant Effect
Fortify Heavy Armor 5 points

In the Daedric shrine of Yasammidan (found far to the 
Northwest of Gnisis), on Mindeli Saren.



Glove of Sanguine Horny Fist

Right Hand
Weight 1.0
Value 1,500
Constant Effect
Fortify Hand-to-Hand 5 points

Location: In The Flowers of Gold Cornerclub in the 
Redoran Canton of Vivec, on Guril Retheran.



Glove of Sanguine Safekeeping

Left Hand
Weight 1.0
Value 1,500
Constant Effect
Fortify Security 5 points

Location: In the Daedric shrine of Ularradallaku 
(Northeast of Ald'ruhn), on Inganar.




Glove of Sanguine Swiftblade

Right Hand
Weight 1.0
Value 1,500
Constant Effect
Fortify Short Blade 5 points

Location: The Northeast of Vivec in the Daedric shrine 
of Ald Sotha, on Severa Magia, the Night Mother of 
the Dark Brotherhood.



Ring of Sanguine Fluid Evasion

Weight 1.0
Value 1,500
Constant Effect
Fortify Unarmored 5 points

Location: The Northeast of Vivec in the Daedric shrine 
of Ald Sotha, on Severa Magia, the Night Mother of the 
Dark Brotherhood.



Ring of Sanguine Golden Wisdom

Weight 1.0
Value 1,500
Constant Effect
Fortify Alteration 5 points

Location: In the shrine of Ebernanit, on Talis Veran.



Ring of Sanguine Green Wisdom

Weight 1.0
Value 1,500
Constant Effect
Fortify Restoration 5 points

Location: In Ald Daedroth, on Gnaw Tooth. He's one of 
the participants in "The Dance".



Ring of Sanguine Red Wisdom

Constant Effect
Fortify Destruction 5 points

Location: In Ald Sotha, on Llandrale Varam.



Ring of Sanguine Silver Wisdom

Weight 1.0
Value 1,500
Constant Effect
Fortify Illusion 5 points

Location: In the shrine of Assurnabitashpi, on Earmil.




Ring of Sanguine Sublime Wisdom

Weight 1.0
Value 1,500
Constant Effect
Fortify Alchemy 5 points

Location: Held by Anel Rethelas.



Ring of Sanguine Transcendance

Weight 1.0
Value 1,500
Constant Effect
Fortify Conjuration 5 points

Location: In Ald Sotha, on Llandrale Varam.



Ring of Sanguine Transfiguring

Weight 1.0
Value 1,500
Constant Effect
Fortify Enchant 5 Points

Location: In Ald Sotha, on Llandrale Varam.



Ring of Sanguine Unseen Wisdom

Weight 1.0
Value 1,500
Constant Effect
Fortify Mysticism 5 points

Location: The Stronghold of Indoranyon (Located south 
from Tel Vos), on Erundil. 


Shoes of Sanguine Leaping

Weight 1.0
Value 1,500
Constant Effect
Fortify Acrobatics 5 points

Location: Found in Vivec, St. Delyn Canton, Canal 
South-Three, on Dro'Zaymar.


Shoes of Sanguine Stalking

Weight 1.0
Value 1,500
Constant Effect
Fortify Sneak 5 points

Location: Found in the Daedric Shrine of Assarnatamat 
on Thovasi Alen. 2 south and 2 east from Caldera.



The Boots of Blinding Speed

Constant Effect
Fortify speed 2000 (Zoom, Zoom.) on self
Blind 100% on self

Location: The Boots of Blinding Speed can be found by 
following the North road out of Caldera. Kill the lady and 
take her boots after she asks for your help, or, help her 
out to get them. You can use a Resist Magika potion or 
spell to counter the blindness effect.



Ten Pace Boots

Type: Boots, Heavy Armor
Cast When Used
Fortify Speed 20 points for 120 seconds on self
Fortify Athletics 20 points for 120 seconds on self
Drain Fatigue 5 points for 120 seconds on self
Slowfall 1 point for 120 seconds on self
Value 140,000

Location: Found in Bal Fell, in the locked chest
at the feet of the statue. I'm told that there is 
a bug in the game, that, when you wear the boots, 
your feet disappear and the boots abilities will 
not be usable.



Flame Mirror Robe

Cast when Used
Resist Flame 20-40%
Reflect 20-30%
Charge 4000
Value 4,250

Location: In Vivec, go to the Hlaalu Plaza and search 
around for a love letter from Gadayn in the planters. 
Take it and ask Gadayn, who runs the Hlaalu General 
Goods store, about it. He will tell you to explain how he 
feels to a female wood elf in the upper level of the Hlaalu 
Waistworks (near an exit in a hallway). Her name escapes
 me. She'll refuse him, but she recommends Glathel 
of the Elven Nations Club. Then, give her refusal back to 
Gadayn. When he asks you to take a potion to the wood elf, 
instead recommend Glathel to him. You won't get a reward 
right away, but come back some time later, and Glathel will 
be behind the counter with him. Talk to Gadayn, and choose 
"Couldn't be Happier." He will give you the robe.



Masque of Clavicus Vile

Armor Rating: 120
Condition 800
Weight 15.0
Value 15,000
Constant Effect 
Fortify Personality 30 points

Location: In a mage tower just east of Dagon Fel, on Sorkvild 
The Raven.  




Mountain Spirit

Type: Medium Armor
Constant Effect
Shield 20% on self

Location: On one of the Gulakhans in the Erabenimsun Ashlander 
Camp. Talk to the Ashkhan there to start a fight. After you kill him, 
go around to the other yurts nearby and kill the Gulakhans, who attack 
you (They will only attack you after you talk to them, so this gives you 
a chance to be prepared). One of them is carrying this useful cuirass 
(You can tell which one it is because he is surrounded by a pinkish-purple 
bubble). Cut him a new asshole and loot his corpse. You have to do this 
as part of the fifth trial of the Nerevarrine main quest. 




Dragonbone Cuirass

Type: Heavy Armor
Constant Effect
Resist Fire 100% on Self

Location: Found inside the Mudan Grotto, which is just southwest of 
Ebonheart. Swim through the grotto until you reach "Mudan, Lost 
Dwemer Checkpoint". The artifact is inside a Steel Dwemer Closet 
there. This armor comes in mighty handy if you plan on becoming a 
vampire.




Lord's Mail

Type: Heavy Armor
Cast when used
Cure Poison
Resist Magicka 20% to 30% for 30 seconds on self

Location: The Underground Caves at Ebonheart. The cave is located 
North of the Grand Council Chambers. When you've entered the caves, 
kill the imperial soldier who stole the armor. This is part of a quest you 
receive from the Imperial Legion.



Cuirass of Savior's Hide

Light Armor
Constant Effect
Resist Magicka 60% on Self 

Location: The Hall of Fyr in Tel Fyr.
Go to the upper chambers where Divath Fyr is
located. There you will see four
separate rooms. The cuirass is located in the room with 
a dresser in it. There's nobody's in that room, so stealing
it isn't much of a problem. The only thing is that it is in a 
closet that is trapped and locked with a level of 100.
Just make sure that you have take a Scroll of Ekash's
Locksplitter, or have a security level of around 40-43 and a 
Master Lock pick and you'll be able to open the dresser with 
ease.



Spell Breaker

Type: Shield, Heavy Armor
Cast When Used
Silence 30 ft for 30 seconds on Target
Reflect 10% to 20% for 30 seconds on self

Location: This shield is one of the oldest relics of Tamriel, and
can be found in Bthuand, which is located near the coast far west 
from the Ahemmusa Ashlander Camp. Make sure that you have the 
night eye spell, because the shield is lying on the rocks in the 
southeastern part of the ruin, and is hard to spot without an aid. 
A detect enchantment spell will also work.



Eleidon's Ward

Type: Shield, Heavy Armor
Cast When Used
Restore Health 50 to 100 pts on Self

Location: This artifact is located in the Cavern of Ibar-Dad, 
which is located east and slightly north of the Urshilaku 
Ashlander Camp. In one of the deeper parts of this cavern 
you'll find a burial chamber with a corpse in it (Mordin Hanin's 
Tomb). Look around, and you'll find a lot of Daedric items 
scattered about (shield, staff, Battle Axe, 8 Ancient Silver Daggers, 
and the Daedric Face of Inspiration). When you look up, you'll 
notice something glowing above you, so levitate up and when you 
grab it you'll find that it is Eleidon's Ward.



Vampiric Ring

Type: Ring
Cast when used
Absorb Fatigue 20 to 30 points for 10 seconds on Touch
Absorb Health 20 to 30 points for 10 seconds on Touch
Resist Shock 20% on Self 

Location: This ring is found in Ald Redaynia, which is in the 
Sheogorad region. Kill the Skeleton War-Wizard at the top 
of the Tower to get it.



Boots of the Apostle

Type: Boots
Light Armor
Cast When Used
Levitate 30 to 40 pts for 30 seconds on self

Location: Found in the Berandas Stronghold south of 
Gnisis. It is located in the underground section of the 
stronghold on a dead hero's corpse. Just search the 
corpse and you'll find the boots.



Azura's Servant Shield

Type: Daedric Shield
Cast When Used
Frost Damage 1 to 15 pts on Touch
Drain Magicka 1 to 10 pts for 30 seconds on Touch

Location: Tel Vos, Northeastern Tower. Look for a 
hidden door that leads you to a trap door. Go down 
and you'll find a Dremora. Kill the Dremora and 
search its corpse. You'll find Azura's Servant Shield.



Necromancer's Amulet

Constant Effect
Resist Normal Weapons 25% on self
Fortify Intelligence 25 pts on self
Restore Health 1 pt on self
Spell Absorption 25 pts on self

Location: This can be obtained from Archmage Trebonius 
in the Mages Guild in Vivec Foreign Quarters. But there is 
a catch: you have to kill him for it. You have to kill Trebonius 
anyway before you can be named Archmage of the Mage's 
Guild (Only if you do not deliver Ocato's letter, if you deliver 
the letter, the option to battle Trebonius in the Vivec Arena 
disappears forever). These can also be found on various 
Necromancers hiding out in caves scattered around Morrowind.



Gambolpuddy

Type: Expensive Glove
Constant Effect
Fortify Agility 15 to 30 points for 30 seconds on Self
Fortify Intelligence 15 to 30 points for 30 seconds on Self
Fortify Personality 15 to 30 points for 30 seconds on Self
Fortify Luck 15 to 30 points for 30 seconds on Self
Drain Endurance 15 to 30 points for 30 seconds on Self
Drain Speed 15 to 30 points for 30 seconds on Self
Drain Strength 15 to 30 points for 30 seconds on Self
Drain Willpower 15 to 30 points for 30 seconds on Self

Location: This glove has been blessed by Sheogorath, the 
Mad Prince. It can be found in Ald Daedroth, which is on an 
island southeast of Dagon Fel in the Sheogorath Region.
Enter the ruin and go to the deepest part. The artifact is 
located in the middle chamber where there are 3 people standing 
around a chunk of fallen rock (a Dunmer Daedra worshipper, an 
Orc who thinks he is a Khajiit and a scamp who's running a bar). 
If you talk to the Orc, he'll tell you that if you give him some 
Moon Sugar, he'll tell you a secret. Lucky for you, there's some 
lying right beside him on a rock, so pick it up and give it to him. 
After that, he'll tell you that he picked up something that you 
would surely like, and he kept it hidden under his pillow.
So go around the chamber and you'll see two beds in the corner. 
Pick up the pillow on one of the beds, and you'll see the glove 
tucked underneath it. This artifact will *DISAPPEAR* if you click 
on or interact with the statue of Sheogorath in any way. 
The reason for this is that the statue in Ald Daedroth is one of 
the "Four Corners of the House of Troubles". You have to make
a pilgrimage here if you want to be the patriarch of the 
Tribunal Temple, so make use of the glove before then. You also
have to come here as a part of the fifth trial of the Nerevarrine
main quest.



Belt of Heartfire

Type: Belt
Constant Effect
Fortify Health 10 to 20 points for 30 seconds on self
Resist Poison 10 to 20% for 30 seconds on self
Fire Shield 10 points for 30 seconds on self
Fortify Fatigue 20 points for 30 seconds on self

Location: It is in the Stronghold of Kogoruhn,
on one of the Dagoth's there. Kill it and loot
its corpse.


Ring of Surrounding

Type: Ring
Weight .1
Value 12,000
Cast when used
Chameleon 20-30% for 30 seconds on self
Charge 190

Location: Dren Plantation Guard Tower. The guard in the tower has 
the key to the chest that contains the ring.


The Amulet of Shadows

Type: Extravagant Ruby Amulet
Value 226
Cast when used
Chameleon 80% for 60 sec. on self
Charge 250

Location: The Amulet of Shadows can be found by leaving Gnisis 
from the west and following the path. A woman standing by a 
pond will tell you that she dropped her ring and it rolled into the 
water. She wants you to retrieve it for her, but don't buy her bullshit. 
Find and kill the partially invisible man standing near the woman and 
then loot the corpse. He's *almost* invisible, but if you come during 
the day (on a clear day), you can see him straight off. It can also be 
found in Muin-Gei's bedroom (The enchanter in the Vivec Foreign 
Quarter's Lower Waistworks). Use it and the pants you get from 
Caius Casides together to make yourself 100% chameleon. You 
can now steal anything whenever you like (So long as you sneak).


6th House Amulet

Type: Extravagant Sapphire Amulet
Weight 1.0
Value 2,000
Cast When Used
Drain Fatigue 100 points for 5 seconds on Self
Charge 250

Location: On just about every named "Dagoth" creature
found in 6th house bases and citadels. I had amassed about 20
of these by the time I finished the main quest. Good to sell to
Creeper for a quick profit.



Ienas Sarandas' Clothes


The Sarandas family was once very noble and well-liked
in Ald'ruhn. That is, until both parents died, and left
their estate to their son, Ienas Sarandas. Ienas lost
all of his inherited gold betting on the Guar races, and
was forced to sell off most of his possessions to pay his
gambling debts. All he has left are the clothes on his
back. Unfortunately, those clothes haven't been paid for,
and we want them for ourselves.

To get this quest started, talk to one of the following 
merchants in Ald'ruhn about "work":

Daynes Redothril in the Pawnbroker Shop.
Bevene Releth in the Clothier Shop.
Tiras Sadus in the General Merchandise Shop.
Bivale Teneran in the Clothier Shop "Under Skar".
Llether Vari in the Enchanters Shop "Under Skar".

They will all tell you that Ienas Sarandas bought a certain item from 
them, that he has yet to pay for them, and they want you to recover 
them. Ienas Sarandas lives almost directly across from the Ald Skar 
Inn. From here, You have two options:

One: Taunt him into attacking you, kill him, and then loot the items off 
of his corpse. 

or
 
Two: Bribe him to get his disposition up and then talk to him about his 
debts. Choose to listen to him, and give him comforting words, and he'll 
find truth in what you say and give the items to you.

The latter makes you well liked in town and gives your reputation a boost.

Now you can go back and talk to each of the vendors and ask them about 
"work" again. You'll automatically return the correct item to the right 
person. They'll each give you some gold for returning the items.

Daynes Redothril will give you 50 gold. 
Bevene Releth will give you 25 gold.
Tiras Sadus will give you 25 gold. 
Bivale Teneran will give you 50 gold. 
and Llethri Vari will give you 50 gold.

But wait, you're not actually going to do that are you? These clothes are
by far the best in the entire game. Combine them with Azura's Star, a 
Summon Golden Saint spell, a Soultrap spell (Or a weapon with a decent 
Soultrap enchantment), and a high Enchant skill, and you can create an 
enchanted clothing ensemble that you can do practically anything with. 

The best enchantment to use is Chameleon, obviously for criminal 
purposes, but also so you can sneak around enemies and never be seen. 
Hell, with an outfit like this, Dagoth Ur doesn't stand a chance, just sneak 
up and whack away on him with Sunder and Keening. But if you want to be 
an honest John, be my guest. It's all up to you...

*UPDATE*

I had a few e-mails requesting an exact formulation for my patented 100%
Chameleon clothing ensemble, so I now present it to you, dear reader.

The correct formula is:

Brocade Shirt � Constant Effect Chameleon 8%
Silk Pants �  Constant Effect Chameleon 12%
Exquisite Robe �  Constant Effect Chameleon 12%
Racer Suede Belt �  Constant Effect Chameleon 8%
2 Exquisite Rings - Constant Effect Chameleon 17% each
Exquisite Amulet - Constant Effect Chameleon 17%
Exquisite Skirt - Constant Effect Chameleon 8%

If you�re doing this early on, it would be easier to use Summon Golden
Saint scrolls if you can find them, but if you have the cash and the 
Skill level, just pop over to Tel Branora and buy the Summon Golden 
Saint spell from Felen Maryon. It�d probably also be easier to find 
7 empty Grand Soul Gems Than to do the quest for Azura�s Star. 
Be sure to save before attempting To create the items, because even 
with an Enchant skill level of 100, Constant Effect Chameleon has a 
high failure rate. 

Note: Even with this Super outfit, it is still 
necessary to sneak in certain situations. There are Some NPC�s and 
guards who almost always see, and some will become Aggressive and 
chase you. I�ve had a few who refused to stop whacking Me even after 
I used a glitched Calm Humanoid spell on them. Rule of Thumb is, be 
careful, but have fun. 



Belt of the Armor of God

Type: Belt

Location: Go to the Temple Canton in Vivec, and then to the Hall of Justice. 
Once inside, head to the Office of the Watch and speak to Elam Andas.
He'll tell you that two Ordinators and five outlanders were murdered by
having their throats slashed. He also says that the Ordinators didn't
even have time to draw their weapons. Elam wants you to find out what
is going on. The only thing you have to go on is what an eyewitness saw.
They claim they saw a female Dunmer carrying a dagger, dressed in a 
skirt and boiled Netch armor. If you ask around Vivec, other people will 
tell you they have seen a woman of that description in the Foreign Quarter 
Underworks. Go to the Foreign Quarter Underworks and have a look 
around. You should come across the murderer. Kill her and report back 
to Elamfor your reward. He will give you two choices: An Indoril Helm 
and Cuirass, or The Belt of the Armor of God. Since you can get 
Indoril in other places, go for the belt.



-=5c. Calculating Your Armor Rating=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This mini-section deals with determining your character's Armor Rating
through complex but worthwile calculations.

To calculate your Armor Rating, follow this equation, done up by 
Monica21 & Elric_Melnibone:  

 
Determining your Armor Rating:


Base Armor Rating x ( Armor Skill / 30 )  

This will give you the armor rating for an individual piece of armor. 
Assume a character has a Light Armor skill of 91 and wears only 
Light Armor pieces with a base Armor Rating of 50.  

50 x ( 91 / 30 ) = An Armor Rating of 151.67 for each piece. The 
game will round this down, and the individual Armor Rating will 
appear as 151.  

To determine your total Armor Rating, multiply each armor piece by its 
weight, and then total them up. The factors (shown as Percent of Total 
Armor Rating) are actually listed incorrectly in the manual. Following 
are the correct weight factors:  

Helm - 10%
Cuirass - 30%  
Left Pauldron - 10% 
Right Pauldron - 10%  
Left Gauntlet or Bracer - 5% 
Right Gauntlet or Bracer - 5%  
Greaves - 10% 
Boots - 10% 
Shield - 10%

  
For the cuirass, multiply (151 x 0.30). This equals out to 45. Repeat this for 
each piece of armor you have equipped, and then total the numbers. If your 
character does not wear a helm or equip a shield, the total Armor Rating 
would be 121.  

Note: These numbers do not take into account how your Unarmored skill 
factors in for any unarmored body parts, and the numbers also assume that 
you are using fully repaired armor.  


To determine your Unarmored Armor Rating:  


( Unarmored Skill x 0.10 ) x ( Unarmored Skill x 0.065 )  

Assuming that your Unarmored skill is 100, this will yield a maximum Armor 
Rating of 65 with no armored body parts.  


To determine Armor Damage:  

To determine how much damage is absorbed by your armor, and how much 
damage to your health is taken, use the following formula:  

( Damage / ( Damage + Armor Rating ) ) x Damage  

Assuming that a 25 point blow is landed by your opponent, using the above 
Armor Rating, we can determine that you would take

( 25 / ( 25 + 121 ) ) x 25 = 4.28 damage to your health.

That means your armor absorbed 20.72 points.



-=5d. How to get Custom Armor Made=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


One of the greatest edition to Morrowind in the GOTY Edition comes in the form
of custom Armorers. These smiths, located in both Mournhold and Solthsteim
can help you to create sets of some of the more difficult to find Armors
in the game.
 

-=Mournhold Custom Armor=- 

 In the Craftmen's Hall, you will meet a man named Ibhori Fautus, a great
 adventurer. Well, at least he THINKS he is a great adventurer, and has 
 promptly deserted his apprenticeship position. Bols Indalen, his master,  
 is highly pissed off that Ibhori has deserted him, and now wants to find 
 a suitable replacement.

 Go inside the Winged Guar, then downstairs towards the bar. Look for
 a Redguard named Therdon, and speak to him. He tells you of his failure 
 in the pillow industry. Tell him about the available apprenticeship position
 for Bols Indalen, and he will immediately say he'll head to Craftmen's Hall. 
 Return there, and Bols will now create custom armor for you. You can have 
 lots of nice custom pieces made here, depending on if you have enough raw 
 materials on you. This of course leads us to...



-=Types of Custom Armor That Can Be Made, And The Location Of The Materials=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


Ebony Armor


Ebony Helm: 12 pieces of raw ebony and 10,500 Gold
Ebony Cuirass: 30 pieces of raw ebony and 24,500 Gold
Ebony Left Pauldron: 21 pieces of raw ebony and 16,800 Gold
Ebony Right Pauldron: 21 pieces of raw ebony and 16,800 Gold
Ebony Left Bracer: 12 pieces of raw ebony and 7,000 Gold
Ebony Right Bracer: 12 pieces of raw ebony and 7,000 Gold
Ebony Greaves: 18 pieces of raw ebony and 15,400 Gold
Ebony Boots: 9 pieces of raw ebony and 7,000 Gold


See the Ebony Armor section above for stats


-=Where To Find Raw Ebony=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Ebony is abundant in all of Morrowind. You need only to look 
around for Ebony Mines. Just don't get caught stealing by guards.



Green Glass Armor


Green Glass Helm: 12 pieces of raw glass and 8,400 Gold
Green Glass Cuirass: 30 pieces of raw glass and 19,600 Gold
Green Glass Left Pauldron: 21 pieces of raw glass and 13,400 Gold
Green Glass Right Pauldron: 21 pieces of raw glass and 13,400 Gold
Green Glass Left Bracer: 12 pieces of raw glass and 5,600 Gold
Green Glass Right Bracer: 12 pieces of raw glass and 5,600 Gold
Green Glass Greaves: 18 pieces of raw glass and 12,300 Gold
Green Glass Boots: 9 pieces of raw glass and 5,600 Gold

See the Green Glass Armor section above for stats


Where To Find Raw Glass
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Raw Glass isn't as common as Ebony, but you should still be able 
to find pieces scattered around the world in different shops, and in 
ruins. There are also some Glass Mines scattered about, but they 
are a little rarer than Ebony Mines. The easiest one to find is 
located inside of the Ghostgate. Just follow the path straight north, 
and you will see a worn cavern door on your right. Again watch out 
for guards.



Adamantium Armor

Adamantium Helm: 4 pieces of raw Adamantium and 3,000 Gold
Adamantium Cuirass: 10 pieces of raw Adamantium and 6,000 Gold
Adamantium Left Pauldron: 7 pieces of raw Adamantium and 500 Gold
Adamantium Right Pauldron: 7 pieces of raw Adamantium and 500 Gold
Adamantium Left Bracer: 4 pieces of raw Adamantium and 600 Gold
Adamantium Right Bracer: 4 pieces of raw Adamantium and 600 Gold
Adamantium Greaves: 6 pieces of raw Adamantium and 6,000 Gold
Adamantium Boots: 3 pieces of raw Adamantium and 4,200 Gold


Adamantium Armor Stats


Adamantium Helm

Armor Rating: 116
Condition 900
Weight 4.0 (Medium)
Value 5,000



Adamantium Cuirass

Armor Rating: 66
Condition 900
Weight 25.0 (Medium)
Value 10,000



Adamantium Left Pauldron

Armor Rating: 66
Condition 400
Weight 7.0 (Medium)
Value 800



Adamantium Right Pauldron

Armor Rating: 66
Condition 400
Weight 7.0 (Medium)
Value 800



Adamantium Left Bracer

Armor Rating: 66
Condition 200
Weight 4.0 (Medium)
Value 1,000



Adamantium Greaves

Armor Rating: 66
Condition 400
Weight 13.0 (Medium)
Value 10,000



Adamantium Boots

Armor Rating: 66
Condition 400
Weight 15.0 (Medium)
Value 7,000




-=Where To Find Adamantium Ore=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

This ore, which is used in the forging of the Adamantium armor (See above) 
is found in the Armory Ruins, the Temple Catacombs, in the Temple Crypt 
and on Norenen-dur. Don't expect to find much, as it is really rare. When you 
do find some Adamantium, think about what you want to make ahead of time.


-=Solthsteim Custom Armor=-

Snow Animal Armor


Location:
Brynjolfr, located in a Hut near Thirsk

Brynjolfr makes Snow Animal Armor for you. All the Snow Bear and Snow 
Wolf armor that he makes is enchanted with Constant Effect: Resist Frost 
5% on Self. That means if you equip an entire set of Snow Animal Armor, 
you should have a base Frost Resistance of 40%. Not a bad deal, and the 
armor itself looks pretty awesome, especially on Nord characters.


Snow Bear Armor

Snow Bear Helm: 2 snow bear pelts and 2,000 Gold
Snow Bear Cuirass: 5 snow bear pelts and 6,000 Gold
Snow Bear Left Pauldron: 2 snow bear pelts and 1,000 Gold
Snow Bear Right Pauldron: 2 snow bear pelts and 1,000 Gold
Snow Bear Left Gauntlet: 2 snow bear pelts and 1,000 Gold
Snow Bear Right Gauntlet: 2 snow bear pelts and 1,000 Gold
Snow Bear Greaves: 4 snow bear pelts and 5,000 Gold
Snow Bear Boots: 3 snow bear pelts and 3,000 Gold



Snow Wolf Armor

Snow Wolf Helm: 2 snow wolf pelts and 2,000 Gold
Snow Wolf Cuirass: 5 snow wolf pelts and 6,000 Gold
Snow Wolf Left Pauldron: 2 snow wolf pelts and 1,000 Gold
Snow Wolf Right Pauldron: 2 snow wolf pelts and 1,000 Gold
Snow Wolf Left Gauntlet: 2 snow wolf pelts and 1,000 Gold
Snow Wolf Right Gauntlet: 2 snow wolf pelts and 1,000 Gold
Snow Wolf Greaves: 4 snow wolf pelts and 5,000 Gold
Snow Wolf Boots: 3 snow wolf pelts and 3,000 Gold



Snow Animal Armor Stats


-=Snow Bear=-



Snow Bear Helmet

Armor Rating: 58
Condition: 100
Weight: 4.0 (Medium)
Value: 3,500
Constant Effect 
Resist Frost 5% on Self



Snow Bear Cuirass

Armor Rating: 58
Condition: 325
Weight: 25.0 (Medium)
Value: 10,000
Constant Effect 
Resist Frost 5% on Self



Snow Bear Left Pauldron

Armor Rating: 58
Condition 100
Weight 7.0 (Medium)
Value 2,000
Constant Effect 
Resist Frost 5% on Self



Snow Bear Right Pauldron

Armor Rating: 58
Condition 100
Weight 7.0 (Medium)
Value 2,000
Constant Effect 
Resist Frost 5% on Self



Snow Bear Left Gauntlet

Armor Rating: 58
Condition 80
Weight 4.0 (Medium)
Value 2,000
Constant Effect 
Resist Frost 5% on Self



Snow Bear Right Gauntlet

Armor Rating: 58
Condition 80
Weight 4.0 (Medium)
Value 2,000
Constant Effect 
Resist Frost 5% on Self



Snow Bear Greaves

Armor Rating: 58
Condition 220
Weight 10.0 (Medium)
Value 8,500
Constant Effect 
Resist Frost 5% on Self




Snow Bear Boots

Armor Rating: 58
Condition 105
Weight 14.0 (Medium)
Value 5,000
Constant Effect 
Resist Frost 5% on Self





-=Snow Wolf=-



Snow Wolf Helm

Armor Rating: 58
Condition 100
Weight 2.0 (Light)
Value 3,500
Constant Effect 
Resist Frost 5% on Self



Snow Wolf Cuirass

Armor Rating: 58
Condition 325
Weight 9.0 (Light)
Value 10,000
Constant Effect 
Resist Frost 5% on Self



Snow Wolf Left Pauldron

Armor Rating: 58
Condition 100
Weight 2.4 (Light)
Value 2,000
Constant Effect 
Resist Frost 5% on Self



Snow Wolf Right Pauldron

Armor Rating: 58
Condition 100
Weight 2.4 (Light)
Value 2,000
Constant Effect 
Resist Frost 5% on Self



Snow Wolf Left Gauntlet

Armor Rating: 58
Condition 80
Weight 1.5 (Light)
Value 2,000
Constant Effect 
Resist Frost 5% on Self




Snow Wolf Right Gauntlet

Armor Rating: 58
Condition 80
Weight 1.5 (Light)
Value 2,000
Constant Effect 
Resist Frost 5% on Self




Snow Wolf Greaves

Armor Rating: 58
Condition 220
Weight 7.0 (Light)
Value 8,500
Constant Effect 
Resist Frost 5% on Self




Snow Wolf Boots

Armor Rating: 58
Condition 105
Weight 4.0 (Light)
Value 5,000
Constant Effect 
Resist Frost 5% on Self




-=Where To Find Snow Animal Pelts=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

You can get Snow Wolf and Snow Bear Pelts by finding and killing either a 
Snow Wolf or Snow Bear. They each drop about 2 pelts. You can get 5 of 
each snow pelt by becoming the Chieftain of Thirsk.



Stalhrim Ice Armor


LOCATION:
Aenar, Standing outside of Graring's House, located North of Lake Fjalding 
(where the river forks).


Aenar makes the Ice Armor, found only in Solstheim. This is the only way to 
get any Ice Armor (With the exception of Shields). Stalhrim is rare, but 
there is more than enough on Solthsteim to make one of each piece of armor. 
In order to make each piece of Stalhrim Armor, you only need one piece of 
Stalhrim. It doesn't cost you anything to have them made either, which is 
very good.


Ice Armor

Ice Helm
Ice Cuirass
Ice Left Pauldron
Ice Right Pauldron
Ice Left Gauntlet
Ice Right Gauntlet
Ice Greaves
Ice Boots

All FREE, and 1 piece of Stalhrim each.




Ice Armor Stats



Ice Armor Helm

Armor Rating: 83
Condition 500
Weight 4.0 (Medium)
Value 2,000



Ice Armor Cuirass

Armor Rating: 83
Condition 1,000
Weight 27.0 (Medium)
Value 5,000



Ice Armor Left Pauldron

Armor Rating: 83
Condition 550
Weight 8.0 (Medium)
Value 2,000



Ice Armor Right Pauldron

Armor Rating: 83
Condition 550
Weight 8.0 (Medium)
Value 2,000



Ice Armor Left Gauntlet

Armor Rating: 83
Condition 300
Weight 4.0 (Medium)
Value 1,000



Ice Armor Right Gauntlet

Armor Rating: 83
Condition 300
Weight 4.0 (Medium)
Value 1,000



Ice Armor Greaves

Armor: 83
Condition 600
Weight 600
Weight 12.0 (Medium)
Value 1,000



Ice Armor Boots

Armor Rating: 83
Condition 200
Weight 17.0 (Medium)
Value 5,000



Ice Shield

Armor Rating: 83
Condition 400
Weight 13.0 (Medium)
Value 1,000



-=Where To Find Stalhrim=-
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Stalhrim is what the Skaal use to bury their dead in because it protects 
their corpses from grave robbery, and this is the material we need for 
our armor. You will need an Ancient Nordic Pickaxe in order to extract 
Stalhrim. You get the Pickaxe from Graring, during the East Empire Mining 
Colony Mission. With the Pickaxe in hand, start looking all over Solthsteim 
for burial chambers (called "Burrows"). Already been out exploring? Seen 
a corpse encased in what looks like a huge block of ice? That is what 
we're looking for.





-=5e. Misc. Items=-
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

-=Books, Scrolls, and other items of interest=-


The Bitter Cup

The sacred artifact of Clavicus Vile

Location: This can be found in Ald Redaynia, an old Telvanni ruin in the 
Sheogorad region. The cup is on an altar guarded by the same Skeleton 
War Wizard who owns the Vampiric Ring. The cup increases your best 
stat by quite a bit, but at the same time it lowers your worst stat by 
the same amount. This is a quest given to you by Gentleman Jim Stacey for 
the Thieves Guild. If you want to complete the Thieves Guild, you have 
to deliver the cup to Eydis Fire-Eye in Balmora. A way around this is to 
complete the Fighter's Guild first (You have to kill Eydis Fire-Eye 
anyway to be named Guildmaster, *IF* you chose Percius Mercius' way 
instead of Sjoring Hard-Hearts), so that you may drink from the cup if 
you so wish. Once you drink, the cup disappears forever.


Dwemer Schematic
Weight .1
Value 1,200


Scroll of Wind Walker
Weight .2
Value 1,762
Effects 
Invisible for 60 seconds, Levitation 500 points for 60 seconds


Rethan Manor Land Deed
Weight .2
Value 5,000

Location: On Baron Aleh in the Hlaalu vaults. Needed to build your
Stronghold for Great House Hlaalu.



At least one of every Dwemer Artifact in the game

Location: Inside Tel Vos. Apparently Master Aryon has some sort of
Dwemer Museum going on. If you feel brave, you can rip off all of
the Dwemer stuff you need for various quests from right here.


Fortify Skill Spell

The ability to fortify any skill past 100

Location: You get the Fortify Skill Spell from Eno Hlaalu for completing
the Sanguine artifact quest. Eno Hlaalu is, of course, the Grandmaster of
the Morag Tong Assassins Guild. He is located in the Waistworks of the
Vivec Arena Canton. The title of the quest is the "Threads of the
Webspinner." This quest involves the collection of the 27 Sanguine items
(Of which Eno already owns one, so you need to find the other 26), each of
which bears the name "Sanguine", and is a constant effect item. Return
all 26 items to him to get the spell. Be SURE to complete this quest before
Eno leaves (Once you complete the Grandmaster of the Morag Tong quest
by letting him retire), Because if you fail to do so, the quest is impossible to
complete as it requires Eno alive and present, and this is the *ONLY* place
in the entire game to get this spell. A way to get the spell and keep the items
is once you have attained Grandmaster status (or if you have decided not to
join the Morag Tong), you may kill Eno and take back the items you have
given to him. This is relatively easy to do once you've completed the Morag
Tong quests, as Eno will serve no more purpose. The spells name is
"Mephala's Skill". An important note: In the PAL Xbox version of the
game, the spell costs 30 magicka to cast and provides 50% chameleon for
60 seconds and fortify attack 10 points for 60 seconds. (Making it the only
spell which gives the fortify attack effect), but no fortify skill. In the NTSC
Xbox version of the game, the spell is different. The Chameleon effect will
only last for 30 seconds, but in addition to the fortify attack effect, it also
fortifies your short blade skill, thereby making it the only spell to render
the fortify skill spell effect. You can then go to any spell maker and create
spells to fortify any skill.


*UPDATE*


Apparently there is someone in Mournhold who sells Fortify Skill spells.
I don't remember seeing any, but one can hardly ignore 50 emails.
My suggestion: Search around. Anything is easier than doing the
Sanguine quest.



Summon Golden Saint Spell

Location: The Summon Golden Saint Spell can be purchased in Tel 
Branora, "Therana's Chamber" From Felen Maryon.



Ascadian Isles Land Deed:
Value: 100

Location: Hlaalu Records, get there through the Hlaalu Treasury in the 
Hlaalu Waistworks. It on a shelf in a chest marked, Ascadian Isles Land 
Deeds.

-=Alchemy Equipment=-

Grandmaster Alchemy Equipment and Good Skooma Pipe

A full set can be found in Tel Mora, lower tower, on Daynali Dren, and 
also in the Valenvaryon Propylon chamber. You can find Valenvaryon on 
your paper map, it's a Dunmer stronghold.

Grandmaster Alembic 

1. Valenvaryon Propylon chamber.
2. Vemynal, Outer fortress, located inside the Ghostgate region.
3. Tel Mora, Lower Tower. Daynali Dren has it.


Grandmaster Mortar and Pestle 

1. Ahemmusa Camp, Wise Woman's Yurt 
2. Balmora, Nalcarya of White Haven: Fine Alchemist 
3. Dren Plantation, Guardhouse
4. Erabenimsun Camp, Wise Woman's Yurt
5. Holamayan Monastery 
6. Sadrith Mora, Anis Seloth: Alchemist (Anis Seloth)
7. Sadrith Mora, Tel Naga Upper Hall
8. Tel Branora, Upper Tower: Therana's Chamber
9. Tel Mora, Jolda: Apothecary
10. Tel Mora, Lower Tower (Daynali Dren) 
11. Valenvaryon, Propylon Chamber


Grandmaster's Calcinator

1. Sadrith Mora, on Anis Seloth
2. Valenvaryon Propylon chamber
3. Tel Mora, lower tower, on Daynali Dren.


Grandmasters Retort

1. Tel Mora, Berwen: Trader
2. Tel Mora, Lower Tower (Daynali Dren)
3. Tel Vos, Services Tower 
4. Valenvaryon, Propylon Chamber


Good Skooma Pipe

1. Sadrith Mora, Anis Seloth: Alchemist 
2. Sadrith Mora, Madran Ulvel's House 
3. Sadrith Mora, Urtisa Romayn's House 
4. Suran, Desele's House of Earthly Delights
5. Suran, Suran Tradehouse 
6. Balmora, Caius Casides' House 
7. Balmora, Itan's House

Tysias Skooma Pipe

Location: Follow the road north out of Balmora towards
Caldera until you see a fork off to the right. Follow 
this until you see a giant rock formation in the shape
of a doughnut on the left. There's a body lying beneath
it. Check the corpse to find the pipe and a note.


-=Alcohol=-

Ancient Dagoth brandy

Weight 0.5
Value 1,500
Effects: Damages intelligence and willpower for 20 points over 60 seconds.

Location: Try looking in Dwemer ruins or in 6th House bases.


Vintage Brandy

Weight 0.5
Value 500

Location: Ralen Hlaalu's house in Balmora. This is a Thieves Guild quest
from Sugar-Lips Habashi. If you want to get it back after you complete the
quest, pick her pocket, run out the door, come back in, and pay the 1,000
fine. Stupid, I know, but some people want to collect one of everything.

*UPDATE*

In the GOTY Edition, there are two bottles of Vintage Brandy located
in Ralen Hlaalu's House. One is upstairs in the bedroom, for people
who came in the back door, and one downstairs on a shelf, for those
who came in the front. I guess people were having trouble locating
it? 



-=Soul gems (Grand, Greater, Lesser, Common, and Petty)=-


Weight 0.2
Value 10-96000 (Depends if you catch a soul or not and the type.)


Petty Soul Gem

Appears randomly in crates and urns all over Morrowind. Only useful for
trapping very weak souls, like rats


Common Soul Gem

Found randomly in crates and urns, but also in houses, and in Mages Guilds.
A step up from Petty.


Lesser Soul Gem

Houses and Mages Guilds. 



Greater Soul Gems

Found in smuggler's caves, strongholds, Daedric Ruins, and Mages Guilds. 
These are the bright purple things that look like rock candy clusters. The 
next best thing to having a Grand Soul Gem. Can hold all but the very 
strongest of souls.



Grand Soul Gem 

Location: The easiest one to get is located in the mages guild in Balmora, 
on the top floor, on the desk next to Galbedir (The round golden disk).
It seems hard to steal at first on account of Galbedir is looking right at 
you, but with a Chameleon spell, Galbedir will not see you take it.
There is an easier way to go about getting that
soul gem, though. First, do a couple of quests for Ajira, and you will get a
quest where you are supposed to put a "fake soul gem" in Galbedir's desk.
Galbedir will go downstairs, and you can freely take ALL the soul gems. She
will come back upstairs once you place the fake soul gem in her desk.

A Soul Gem Bonanza: If you go the smugglers cave just southwest of Gnaar Mok
(Look along the coast), you will find a metric ton of stuff. First kill
all the smugglers in the cave, around 5 or 6, which are not that hard as they 
are weak and poorly armed, and look around for a trapped "Oily door". Break 
out a probe, and once inside, you'll find a lot of treasure being guarded
by a couple more smugglers. Amongst the tons of barrels and crates, you can find
upwards of 10-20 Grand Soul Gems, Greater Soul Gems, Open 100 point scrolls, and
Daedric weapons. This is a quest for Great House Redoran.




Azura's Star 

A reusable Grand Soul Gem that never vanishes

Go to Azura's shrine (Located on the southeastern most tip of the island of 
Morrowind), and she will ask you to do a mission for her. Azura made a bet 
with Sheogorath that 100 years of isolation would not drive her most devout 
follower insane. So she set her most devout follower on an island in the 
Sheogorath region (Probably the moist remote place she could find), and
Sheogorath set his (Big Head) on another island. The 100 years is almost up, 
but it seems Sheogorath intends to try and cheat (Why I don't know, Azura 
already won, as Big Head is insane already) by sending a legion of 
Daedra, led by Staada, the Golden Saint, to interfere with Azura's faithful 
follower. Azura wants you to go to the island and kill all the Daedra, and then 
return to her with proof of your deed. The island is located to the
northwest of Dagon Fel. Kill every monster in sight, and then take the 
Sheogorath Signet ring from the body of Staada. DO NOT enter the shack of 
Azura's follower, or you will void the quest. Likewise, don't lose the Signet 
Ring. Return to Azura with your proof, and she will reward you with Azura's 
Star, a re-usable grand soul gem that will quickly become your best friend. 
Note that this is the only soul gem that will hold the soul of Vivec, should 
you decide to kill him. 



Scroll of Icarian Flight
Cast once
Effect: Fortify acrobatics 1000 points (yes, 1000) on self

Location: From the Silt Strider in Seyda Neen, follow the path downwards 
Towards Hla Oad. Once you get to Seyda Neen, go left (facing away from 
the village). Continue down this path until you see a book in the pathway. 
Walk towards it, but don't get to close to it because a wood elf named Tariel 
will fall out of the sky and land  near it. He has three of these scrolls on 
him. 
Also Golden Saints occasionally drop these scrolls as well.

Note: This is kind of pointless, though it lets you travel across Morrowind
very quickly, but when you land you will most likely end up like poor Tariel.


*UPDATE*
If you want, you can save Tariel with a well-timed Slowfall spell. He won't
talk to you though, all he says is "I don't want to talk about it". Ungrateful
bastard. If you enchant some Expensive or Exquisite clothes with Constant
Effect Slowfall, you should have no problems using the Icarian Flight
scrolls.


-=Books=-

This is my favorite section. There's nothing quite as satisfying as reading
a good book, and surprisingly, Morrowind is full of great reads. It seems
like every new game I start, one of the first things I do is start collecting
rare books.


-=Series=-

The Black Arrow
Value - 400g each

      Both volumes are in Tel Mora, at Kirsty's House


Bone
Value - 300g each

      Part 1- Ainab, Shrine. Ainab is a Sixth house base, It�s on a small 
      island to the south-Southwest of Rotheran, in the Sheogorad region.
      Part 2- Grytewake, Cabin (the Grytewake is Southwest of Hla Oad).


Brief History of the Empire
Value - 50g each

      All 4 volumes can be bought from Jobasha in Vivec or can be
      found in the Balmora Mages Guild.


Charwich- Koniinge
Value - 300g each

       Volume 1- Vivec, Dralor Manor
       Volume 2- Hla Oad- Murudius Flaeus� House
       Volume 3- Tel Uvirith, in Tower Upper, or on Farena Arelas
       Volume 4- Nevrila Areloth�s House, Sadrith Mora


Corpse Preparation
Value - 50g each

      All 3 volumes can be found in Sorkvild the Raven�s tower in
      Dagon Fel.


A Dance in Fire
Value - 150g each

      All 7 volumes can be bought from Jobasha in Vivec.


Feyfolken
Value - 300g each

      Feyfolken 1- Marandus, Upper
      Feyfolken 2- Dubdilla, south of Vos set in the south side of a
      hill.
      Feyfolken 3- Sud, where you go for a Mages Guild quest. It's
      basically due west from Dagon Fel on the opposite coast.


Mystery of Talara
Value - 250g each

      Part 1- Dro�Shavir�s House, Caldera
      Part 2- Valvius Mevureius� House, Caldera
      Part 3- South Guard Towers, Caldera
      Part 4- Omni Hard-Mouth�s Shack, Dagon Fel
      Part 5- Valvius Mevureius� House, Caldera


Palla
Value - 400g each

      Both volumes can be found in Aryon�s Chambers in Tel Vos. You
      have to levitate to reach him.


Poison Song
Value - 30g each

      Book 1- Nevrila Areloth�s House, Sadrith Mora
      Book 2- Trendus Dral�s House, Sadrith Mora
      Book 3- Nevrila Areloth�s House, Sadrith Mora
      Book 4- Ules Manor, Suran
      Book 5- Trendus Dral�s House, Sadrith Mora
      Book 6- Ules Manor, Suran
      Book 7- Madren Ulvel�s House, Sadrith Mora


The Real Barenziah
Value - 20g each

      All versions may be bought from Jobasha in Vivec.


Vampires of Vvardenfell
Value - Volume 1: 50g, Volume 2: 400g

      Both volumes can be found in the Vivec Secret Library, which is
      located under a locked trapdoor in the Office of the Watch in the
      Hall of Justice.


Wolf Queen
Value - 250g each

      Book 1- Nedhelas' House, Caldera
      Book 2- Skyrim Mission, Ebonheart
      Book 3- Vivec, Telvanni Sorcerer
      Book 4- Tiras Sadus, Ald-Ruhn
      Book 5- Ebonheart, Imperial Commission
      Book 6- Ald Sotha lower
      Book 7- Ghorak Manor, Caldera
      Book 8- Tel Mora Services


2920: The Last Year of the First Era
Value - 275g each

      First Seed- Gnaar Mok, Mush-Mere's shack
      Last Seed- St. Delyn Potter's Hall
      Evening Star- Khuul, Helga's Shack
      Sun's Dusk- Garothmuk gro-Muzgub, Smith- Suran
      Rain's Hand- Gnisis, Arvs-Drelen
      Sun's Height- Vivec, Redoran Trader
      Morning Star- Venim Manor Bedrooms, Ald-ruhn: "Under-Skar"
      Mid Year- Andalen Ancestral Tomb
      Frost Fall- Suran Temple, or Telvanni Council House
      Hearth Fire- Caldera Guild of Mages
      Second Seed- Vivec Secret Library
      Sun's Dawn- Ald-ruhn Guild of Mages


36 Lessons of Vivec
Value - 200g each

      Sermon 1- Molag Mar- Vaseiseus Viciulus, trader
      Sermon 2- Vivec, High Fane
      Sermon 3- Vivec Secret Library
      Sermon 4- Vivec Secret Library
      Sermon 5- Vivec Secret Library
      Sermon 6- Vivec, High Fane
      Sermon 7- Molag Mar, Temple
      Sermon 8- Molag Mar, Temple
      Sermon 9- Molag Mar, Temple
      Sermon 10- Vivec, High Fane
      Sermon 11- Tel Vos Central Tower
      Sermon 12- Arano Ancestral Tomb
      Sermon 13- Ghostgate Tower of Dawn
      Sermon 14- Balmora, Temple
      Sermon 15- Ghostgate, Tower of Dusk
      Sermon 16- Morvayn Manor, Ald-ruhn
      Sermon 17- Ald-Ruhn Sarethi Guard Quarters
      Sermon 18- Ghostgate Tower of Dawn
      Sermon 19- Tel Aruhn: Maren Uvaren, Enchanter
      Sermon 20- Ald-Ruhn Arobar Guard Quarters
      Sermon 21- Gnisis, Temple
      Sermon 22- Balmora, Hlaalo Manor
      Sermon 23- Gnisis, Temple
      Sermon 24- Vos: Ulvil Llothas' Farmhouse
      Sermon 25- Morvayn Manor
      Sermon 26- Vivec Secret Library
      Sermon 27- Vivec St. Olms Temple
      Sermon 28- Vivec, High Fane
      Sermon 29- Maar Gan Outpost
      Sermon 30- Vivec, St. Olms Yngling Manor
      Sermon 31- Holamayan Monastery
      Sermon 32- Holamayan Monastery
      Sermon 33- Molag Mar- Saetring the Nord, Smith
      Sermon 34- Balmora, Temple
      Sermon 35- Vivec Secret Library
      Sermon 36- Vivec Secret Library

      
-=Individual Books=-


The Alchemist�s Formulary
Value - 300g

Found in Pelagiad, at Mebestien Ence: Trader, and in the Gateway
Inn at Sadrith Mora.


The Armorer's Challenge
Value - 325g

Found at Hodlismod: Armorer, in Caldera.


Azura and the Box
Value - 200g

Found in the Telvanni Tower at the Telvanni Canton of Vivec.


Breathing Water
Value - 400g

It can be found in Sirlonwe�s chest, in the Vivec Guild of Mages.


The Cake and the Diamond
Value - 200g

Found in the Telvanni Apothecary, in the Telvanni Canton of Vivec.


Chance's Folly
Value - 250g

Can be found in the Arena Storage area of the Arena Canton of Vivec.


Chimarvamidium
-Cannot Be Sold?-

Found in Sirlonwe�s chest, in the Vivec Guild of Mages.


Death Blow of Abernanit
Value - 300g

Found in the Madach Tradehouse in Gnisis.


The Dowry
Value - 300g

Found in the Telvanni Tower, in the Telvanni Canton of Vivec.


The Dragon Break Reexamined
Value - 250g

Can be found in Gnisis: Arvs-Drelen, or at Seryne Relas� House
in Sadrith Mora.


The Final Lesson
Value - 350g

Found in Tel Aruhn�s Upper Tower.


The Four Suitors of Benitah
Value - 300g

Found in Sadrith Mora, at Vaden Belas� House.


A Game at Dinner
Value - 200g

Can be found in Vivec�s Guild of Mages.


The Gold Ribbon of Merit
Value - 250g

Found in Kunirai, a base just N-NW of Telasero.


Hallgerd's Tale
Value - 325g

Can be found in Itan the Gentle's Shack, at Dagon Fel.


The Hope of the Redoran
Value - 250g

Found in Ghostgate, Tower of Dusk.


The Horror of Castle Xyr
Value - 250g

Can be found in Tel Naga�s Great Hall, in Sadrith Mora.


How Orsinium Passed to the Orcs
Value - 200g

Found in Vivec, in the Telvanni Prison Cells.


Ice and Chiton
Value - 325g

It can be found in Suran, at Garothmuk: Smith.


The Importance of Where
Value - 200g

Can be found in the Telvanni Tower, in the Telvanni Canton of Vivec.


Incident in Necrom
Value - 225g

Found in Balyn Omarel's House, in Balmora.


The Last Scabbard of Akrash
Value - 250g

Found at Dandera Selaro, Smith, in Ald-ruhn.


The Legendary Scourge
Value - 200g

Can be found in Tel Fyr, in the Hall of Fyr.


The Locked Room
Value - 200g

Found in the Barracks at Gnisis


Lord Jornibret�s Last Dance
Value - 300g

Can be found in the St. Olms canton of Vivec, in Upper North-Two.


The Lunar Lorkhan
Value - 350g

Can be found in Tel Fyr, in the Hall of Fyr.


The Marksmanship Lesson
Value - 250g

Found in Ald-ruhn, in the Llethri Guard Quarters, and in the
Argonian Mission at Ebonheart.


Master Zoaraym's Tale
Value - 300g

Found at the stronghold Tel Uvirith, in Omavel�s House.


The Mirror
Value - 225g

It can be bought from Codus Callonus in Ald-ruhn, or found in
Suran�s Guard Tower.


Night Falls on Sentinel
Value - 275g

Can be found in Ghorak Manor, in Caldera. Sitting on a windowsill.


Notes on Racial Phylogeny and Biology
Value - 275g

Found in Seyda Neen, at Eldafire�s House.


Prayers of Baranat
Value - 250g

Can be found in Ald-Ruhn�s Morag Tong Guildhall.


Ransom of Zarek
Value - 200g

Found in Tel Fyr, in the Hall of Fyr. 


Realizations of Acrobacy
Value - 200g

Can be found in Aryni Orethi's House, in Ald-Ruhn.


The Rear Guard
Value - 200g

Can be found in Gnaar, Mok, in Anglalos� Shack


Secrets of Dwemer Animunculi - This book gives you the �Summon Sphere 
Centurion." spell, a nice addition for Conjuration majors ^_^
Value - 450g

Can be found in Galom Daeus, a Dwemer ruin S-SW of Uvirith�s
Grave. Also the Berne Vampire Base, so beware.


The Seed
Value - 200g

Found in Punsabanit, a smuggler�s cave south of the Mzuleft Dwemer ruins.


Silence
Value - 230g

Can be found in the Laterus Burial section of the Urshilaku Burial Caverns.


Sithis
Value - 275g

Found at Arvs-Drelen in Gnisis.


Smuggler's Island
Value - 250g

Found in the lower level of the Dunmer stronghold of Falasmaryon.


Song of the Alchemists
Value - 200g

Can be found in Ashalmimikala�s Shrine. It is a Daedric ruin
found west of the stronghold Andraseth.


Starlover�s Log
Value - 350g

Found in Tel Fyr, in the Hall of Fyr.


Surfeit of Thieves
Value - 350

Can be found in Hla Oad, at Fatleg's Drop Off (underground).


The Third Door
Value - 250g

Can be found in Ald-Ruhn�s Guard Tower 1.


Trap
Value - 250g

Found in Drushcashti, the Quarra Vampire base. Druscashti is 
the northernmost of two Dwemer ruins drawn north of the city of 
Maar Gan on the paper map, in the Foyada Bani-Dad.


Unnamed Book
Value - 225g

Found in the Savel Tomb, which is a good walk SW from Holamayan
Monastery. You have to travel across a small island, and continue
SW to the mainland. The Savel tomb should be there.


Vernaccus and Bourlor
Value - 250g

Found in Suran, at Ralnosa Gilvayn, Outfitter.


The Wraith's Wedding Dowry
Value - 300g

Found in Vivec�s Fighters Guild (in Sjoring Hard-Heart's Room), or
in the lighthouse at Seyda Neen.


Withershins
Value - 250g

Can be found in the Ald-Ruhn Guild of Mages.


Words and Philosophy
Value - 225g

It can be found in the Vivec Telvanni Prison Cells and in
Balmora, Western Guard Tower North.




-=Propylon Indexs=-


A Propylon Index allows you to use the Propylon Chambers found at Dunmer
Strongholds to travel quickly throughout the major uninhabited regions
of Morrowind. Here are the locations of the 10 individual Propylons, and
information about the "Master Propylon" quest.


Andasreth Propylon Index

Location: Found on a shelf on the left wall of the Ancient Dunmer
Stronghold of Hlormaren. It's hard to see, so bring a light spell.


Berandas Propylon Index

Location: Go to Arvs Drelen in Gnisis, The index is lying on a
bookshelf on the top floor.


Falasmaryon Propylon Index

Location: Go to the Temple in Maar Gan and look at the offerings. 
You'll find the Propylon Index there.



Falensarano Propylon Index

Location: Found in Maelkashishi (Located southeast of Khuul). 
Enter and make your way to deepest part of the Daedric Ruin, 
through the "Forgotten Galleries". Levitate to the very top 
ledge, and you'll see a corpse there. Beside that corpse are 
some Daedric Arrows, a Daedric Longbow, and if you look closely, 
you'll see the Falensarano Propylon Index.



Hlormaren Propylon Index

Location: Can be bought in Irgola's Pawnshop in Caldera.
If you'd rather get a 5-finger discount, it is lying on
the window sill right beside him. There's a guard, but if 
you leave the door at the top of the stairs open, he'll
go inside, and you can trap him there long enough to grab
the index, calm Irgola, and get out the door. Suffice it
to say that using Chameleon is best.



Indoranyon Propylon Index

Location: Found in Tel Fyr, lying on a table just beside 
Divath Fyr. You might want to Chameleon up before going
for it, because he almost always sees, and he's pretty 
tough, and you can't fight him because he's crucial to
the main quest.



Marandus Propylon Index

Location: This index is located in the St. Olms Temple in Vivec, St. 
Olms Canton. It is lying on the floor next to a crate in a 
storage area. Go to the bottom level of the Temple and 
enter a room at the end of the hallway. There are a two rooms 
there, but the one you are looking for is the room that has two 
rats (you'll here the sound of the rats when you stand in 
front of the door). This one can be a son of a bitch to spot,
so bring a light spell and be prepared to search.



Rotheran Propylon Index

Location: Found in the Ancient Dunmer Stronghold of Rotheran, 
on Rols Ienith inside the Communal Hut. You can pick his pocket,
or simply kill him for it.



Telasero Propylon Index

Location: Found inside the Ancient Dunmer Stronghold of Telasero, 
on one of the troughs. It's hard to see, so bring a light spell (Are
you sick of hearing that yet?).



Valenvaryon Propylon Index

Location: Found on the table beside Nibaena Maesa, in the Wise Woman's 
Yurt of the Urshilaku Ashlander Camp. 


Note: If you play the PC version of this game, you can 
go to the Official Elder Scrolls Website (http://www.ElderScrolls.com)
and download an "Official" Plug-in called "The Master Index Quest", in 
which Folms Mirel of the Caldera Mages Guild will give you a quest to 
find the 10 Propylon Indexes. After collecting
all of them, he will give you a "Master Index", which enables
you to Travel from the Caldera Mages Guild to any of the Ancient
Dunmer Strongholds. I've heard that you can use this plug-in with a
hacked copy of GOTY for Xbox once it has been cleaned.



6. Plug-ins, and how to use them
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

No, this section has nothing to do with Glade or Air Wick. This section
will (Eventually) deal with explaining just exactly what .ESP's and
.ESM's are, how to use them with your Xbox version of GOTY, and what
sorts of things that they can do to change (Or in some instances, 
improve) your game. Just keep checking back, I'll have the update
done by around mid-to-late spring, or early summer. I promise.



7. Walkthrough Section
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Ok, alright, you can stop emailing me now. By popular demand, I am
(Reluctantly) adding a walkthrough section here. My philosophy about
walkthrough guides for Morrowind is that they suck all of the fun
out of doing the quests on your own. Sure, I have no problem telling
you where the treasure is, but if you can't follow the simple and
easy directions given to you by the in-game characters, then you
must be a mental defective. But if you really insist, then I yield.

7a. The Blades, otherwise known as "The Main Quest"

Of course we all know that "The Blades", in addition to being a guild of sorts
is also the "Main Quest" of this game.  After this, everyone will treat
You a little differently, and have newfound respect for your character.  You
Get a couple nice items along the way, but it's nothing you can't live without
(Or get on your own through other means), plus it is long, very boring,
and requires An insane amount of travel. Alright, let's kick this off.


Caius Casides's missions:

The very first thing that you are told to do in Morrowind is to bring a document
to Caius Casides. Go to his house in Balmora and give him the note. He'll talk
to you at length about a Lot of shit. The he'll give you some gold and tell you
to check out some guilds before he gives you orders. Whenever you are ready,
ask him about Orders. He'll tell you to...


Go see Hashphat Antabolis in the Balmora Fighter's Guild:

Go talk to Hasphat Antabolis at the Balmora Fighter�s guild. He's in the very
bottom in the training room. He'll Tell you that you need to do him a favor
before he gives you the information that Caius needs. He'll tell you to go to
Arkngthand, A nearby Dwemer ruin, find a "Dwemer Puzzle Box", and bring it
back to him.  Head south out of town and head towards caldera. When the road
Splits, take the right fork that goes behind Moonmoth Legion Fort.
Cross the bridge, and kill the Necromancer on the other side. Run up and
hit the Dwarven crank to move the rock that Protects the door to the Dwemer
ruin. Once inside the Hall of Centrifuge head down the Rocks. You can go
inside and try to make your way to the Cells of Hollow hand By going into
Weepingbell Hall and then down a long hallway that leads to The other side of
the Hall of Centrifuge and then into the Cells of Hollowhand, OR you can simply
jump up the curvy rock that obviously leads to the higher tier of the Dwemer 
stronghold, just before you enter Weepingbell Hall. Take that door to The 
left and the Dwemer puzzle box is on the bottom shelf on the north east Side 
of the room. Then head back to the fighter�s guild and down the stairs to 
Back to Hasphat. Talk to him about the puzzle box, the Nerevarrine, and the 
sixth House, and then the sixth house references. Then head back to Caius 
and talk To him about orders. Now he tells you to...


Visit Sharn Gro-Muzgub in the Balmora Mage's Guild:

Head on over to the mages guild on the west side of town next to the fighter's
Guild.  Talk to Sharn Gro-Muzgub, she's the Orc in the bottom of the stairs.
She'll tell you that you need to run an errand for her.  She'll tell you to get
The skull of Llevule Andrano for her from the Andrano ancestral tomb. It's 
located across the road from Pelagiad, so get there the quickest way possible:
Silt Strider to Seyda Neen, and then walk. just check your Journal if you get 
lost.  Once inside the tomb, walk down the stairs and Continue your way around 
the tomb while killing off bone walkers and skeletons. Just keep going 
downstairs. On the second flight of stairs, open the wooden Door and you 
should find a bone walker and see a large pit of dirt with a large skull and a
Dagger of Judgement. Pick up the skull and anything else you find interesting
And head back to Sharn.  Talk to her about 'errands' and she'll answer your
Questions about the Nerevarrine Cult, and even give you some notes about it
to take back to Caius, how sweet.  Go back to Caius and he'll update your 
journal, promote you, and give you a scroll of Almsivi AND a Scroll of 
Divine Intervention.


"These dreams go on when I close my eyes...":

Hop into bed and rest. You'll have a disturbing dream.

Shortly afterwards, every time you rest, little men in black suits try to cut 
off your ba...err I mean, kill you.

Tell Caius about the dream, and he tells you about how the Tribunal Temple
deals with people who have 'visions'. Next, Caius orders you to...


Conduct a series of Interviews in Vivec:

Caius wants you to go and talk to three very important people in Vivec about 
the Nerevarrine And Sixth House cults. So hop your favorite mode of 
transportation down to Vivec (Scroll of Icarian Flight!) and find these People.


Addhirannir (a Khajiit from the thieves guild):  

Addhirannir is located in the St. Olm's Canton. Head there, and duck into the
Canalworks.  Once inside, head to the east Side of the canton and look for a 
trap door to the Underworks. Head down and you should find the female Khajiit.  
She'll tell You about a Census and Excise agent on her back. Head back up into 
the Waistworks and talk to Dvuianius Platorius about Addhirannir. Lie to him 
and Tell him that she went on a Gondola to the mainland and he'll leave both 
of you alone. Head back to Addhirannir and ask her about the Nerevarrine and
Sixth House Cults.



Huleeya (an Argonian in the Morag Tong): 

He is located in the Black Shalk Cornerclub, on the east side of the Foreign 
Quarter Conton's Lower Waistworks.  If you talk to him, he will tell you that 
he needs to be escorted to Jobasha's Rare Book store across the Waistworks, 
but he wants you to do him another favor to Stop the racism against free 
Argonians from the people in the Cornerclub. Talk to the other three Dunmer 
in the club about 'filthy lizard' and if your Disposition with them is high 
enough, they will change their minds about Argonians (at least temporarily).  
If not, it's on. Afterwards, travel with Huleeya across the Waistworks  
into Jobasha's.  Your journal will update and you can then talk to him 
about the Nerevarrine Cult, and he gives you some notes.



Mehra Milo (a Dunmer priestess for the Tribunal Temple):

She is located in the Library of Vivec, inside the Hall of Wisdom of the Temple 
Canton in Vivec. Damn what a mouthfull. When you talk to her, she'll tell you 
to meet her in the back of the library, you know, to keep things hush-hush.  
Talk to her there, and she'll tell you about the Nerevarrine cult.
Your entire screen should be full of blue-highlighted topics, so talk to her 
about each one.  She'll tell you to pick up a copy of "Progress
Of Truth" for Caius Casides.   You'll also learn that she might have to go 
into Hiding soon, and to tell Caius about "Amaya". However, the most 
important Issue right now is finding a copy of "Progress of Truth". 
You can find a copy In the southwest corner of the Library, on the top 
shelf (an Ordinator is Nearby), OR you can buy a copy at Jobasha�s for 
150 gold.

Once you've done all this, go back to Caius, and he'll give
You 200 gold Septims.



Giving Gifts for information:

Caius Casides wants you to give Hassour Zainsubani in Ald�Ruhn a gift so that 
he will tell you some information about the Nerevarrine cult. Head to Ald�Ruhn 
and ask around. You'll discover that Hassour likes to read books, so it's a 
safe bet that if you go to the bookstore and buy him a cheap book, he
Might like you. Pop into the local bookseller and purchase a copy of 
"Ashlander Hymns", then head down the stairs next to the bar in the 
Ald Skar Inn. You should find Hassour there.  Ask him about the Ashlanders 
and their gift giving Customs. Then talk to him about courtesy and a 
thoughtful gift. Then you can talk to him About Ashlanders, and the 
Nerevarrine prophecies and you should get his notes. Head back to Caius
once you have the notes. Your next quest sends you to...



Urshilaku Ashlander Camp:

Your quest to become the Nerevarrine starts to unfold here.  Caius sends
to the Urshilaku camp, but first drop in to see Somutis Vunnis and Crulius 
Pontanian Moonmoth Legion Fort. Somutius Vunnis will give you some potions, 
and crulius will give you some scrolls. When you are ready, Head to Maar Gan. 
Head north there, straight up the Foyada (In front of Huleen's Hut) and then 
once you hit the coast, go slightly west.

Once inside the camp, find Nibani Maesa (She's located inside of the Wise
Woman's Yurt - ASK SOMEONE ABOUT THE WISE WOMAN FIRST. Ashlanders will attack
you if you enter a Yurt without asking) and talk to her about the 
Nerevarrine Prophecies. You will have to either bribe her or find another 
way to raise her disposition towards you before she talks.
She tells you to speak with Zabamand in his Yurt and he will give you
Permission to enter the Ashkan's Yurt. His Yurt is one of the three under 
the big tarp at the rear of the camp. Talk to him about the
Nerevarrine prophecies, and then pick one of the options he gives you. 
The easiest thing to do is to tell him everything you know about the 
Sixth House. He'll grant you permission to speak with Ashkan Sul-Matuul, 
in the next hut over.



The First Trial - The Bonebiter Bow:

Talk to Sul-Matuul about the "Nerevarrine Prophecies" and he will let you 
join the tribe if you Agree to do an initiation rite to see if you are 
truly the Nerevarrine.  He will Tell you that you need to fetch the Bonebiter 
Bow from the Urshilaku Burial Caverns.Head south-southeast right out of camp. 
You should stumble upon a door called "Urshilaku, Astral Burial". Head inside, 
and you should find a bunch of monsters waiting for you. Fight your way down 
into the Karma Burial Chamber. Inside here, you can either go north or south. 
North leads you to some more monsters and some Corpses with decent items. 
South leads you to the "Laterus Burial Chamber", which is where we need to go.  
Once inside, jump onto the rocks and make your way all the Way up the spiral 
to the door to the "Juno Burial Chamber". Go east, then south, and then 
southeast to find the Wraith of Sul-Senipul (He looks like a normal 
Ancestor Ghost, except he's more powerful, can damage your attributes, 
and can resist yourmagic). Kill him and then take the Bonebiter Bow off 
of his corpse. Head backTo Sul-Matuul in the Urshilaku camp. You can then 
meet with Nibani Maesa in the Wise Woman's Yurt to discuss the Nerevarrine. 
Talk with her about ALL of the highlighted topics and then head back to 
see Caius.



Dagoth Gares and the Sixth House base:

Head to Fort Buckmoth and speak to Resa Pullia, who says she's found a 
hidden Sixth House base. Fort Buckmoth is located right next to Ald�Ruhn, 
so you should take the Silt Strider there first. Raesa tells you the 
sixth house base is located near Gnaar Mok and is called Ilunibi. 
The exact location of the base can be found by asking the Locals around 
Gnaar Mok, so head out there from Fort Buckmoth. By foot, head due southwest
All the way to the coast. If you're like me and despise traveling by foot, 
you can get there by boat from Khuul or Hla Oad. Once there, you soon 
realize that Ilunibi is on Khartag point, on the northern part of the 
island. It'sReally easy to find, just head due north, across the floating 
wooden stick bridge and you Should find Ilunibi, Carcass of the Saint, 
right next to some big rocks.  Once inside, Fight your way to the southwest 
into Marowak�s Spine. Fight  all the way Through to the south, and then at 
the very bottom take the path north into The Blackened Heart section.  
Yet again, fight your way south into the Soul's Rattle. Once in here, 
head into the north east of  this section and you'll be
Approached by Dagoth Gares. Pick from the options what to say to him, 
and then You will fight him. I picked the option to swear allegiance 
to Dagoth Ur and he still attacked me. Once he is dead, go back to 
Caius and you will discover that you have contracted Corprus Disease.



The Second Trial - Dealing with Corprus Disease:

Caius will tell you that you have a serious case of Corpus, the "Divine 
Disease" that causes people to become Corprus Beasts. The only possibility
of a cure is at the Corprusarium, located in Tel Fyr. Tel Fyr itself is 
located off the east coast, on an island southwest of Sadrith Mora. It is 
a Telvanni tower, owned by Divath Fyr. You can get there fastest by boat 
from Sadrith Mora. Once you get there, head into Onyx Hall and then into the
Hall of Fyr. From there, levitate up (if you look up you should see a
circular hole in the ceiling), and you should see Divath Fyr. Now I know 
what you're thinking. I shouldn't have to remind you that Fyr is a key 
character, and killing him is against the rules. You can get Daedric 
Armor later. Talk to him, and then give him the Dwemer Artifact and then 
talk to him about the Divine Disease. Talk to him about Corprus Disease 
and he'll tell you he'll give you a potion that either kills you
or cures you, but first you have to go into the Corprusarium and get 
some Dwemer Boots for him from Yagrum Bogorn. Head into the Corprusarium, 
open up the old gate and then head into the Corupsarium Bowels section. 
From here head into thenorthwest section (It's a little more west 
than north) to find Yagrum, the lastliving Dwarf. Yes, the Last living 
Dwarf. I SAID DWARF. OKAY! the little fat guy with the mechanical legs, 
there, are you happy? You sick bastards! Anyway, Talk to him about the 
Dwemer boots and then head back to Divath Fyr. Talk to him about the 
potion and then give him the boots. Choose "Get cured" and he will cure 
you of your symptoms. Yes, but not from your immunity to disease. You 
are now immune to every disease in the game, which means it's impossible 
to become a Vampire or a Werewolf (Note that you can become a Werewolf 
at will if you complete the Bloodmoon Expansion). Head back to Caius.



Caius' Departure:

Oh shit. Caius is being recalled to deal with a potential war back in Tamriel. 
But before he goes back to the city, he'll promote you to operative, give you
750 gold, and his black pants (OMG, what is that white stain...wait, these 
cast chameleon 20% when used? Nevermind), Black Shirt (Full of Skooma-smokin' 
MAN SWEAT...and they fortify your Sneak 20% when used) and a nice ring 
(That fortifies both your security and luck 20% when used). Although he's
leaving, he'll give you your final orders to find the lost Nerevarrine 
Prophecies from Mehra Milo at the Temple in Vivec. 

*REST BREAK #1*

I don't know about you, but by now, I've worked up a Nerevarrine-sized
appetite, so I'm popping into the kitchen to whip up some gamer fuel.

What, you want to know what I'm eating? Fair enough. I present to you, my

________________________________________
"Groto" Greek Pizza
________________________________________

INGREDIENTS:

1 Thin Ready-made Pizza Crust (Mama Mary's)

1 Jar of Pesto

1 Jar of Red Sauce (Mama Mary's Also)

1 Can of Diced Tomatoes

1 Container of Feta Cheese

1 (Small) Bag of Shredded Mozzerella Cheese

1 Jar of Martini Olives (Remove the Pimentos)

1 Jar of Kalamata Olives (Pitted)

1 Jar of Diced Artichoke

1 (Small) Bag of Fresh Spinach

1 Canister of Cavender's Greek Seasoning

Pre-heat your oven to 425�

Start by spreading the Pesto evenly across your crust. Add the red sauce
next, followed by the Diced Tomatoes. Grab a knife, or a Lil' Chopper
(A food processor), chop the Spinach really fine, and spread it across
there. Next comes the Feta, the pitted olives (Cut these in half first),
the Artichoke, and finally the Mozzerella. Sprinkle with copious amounts
of Cavender's, and we're ready to bake.

Bake 12-15 minutes, or until cheese is melted, and outer crust is crispy.

I usually enjoy (Quite a few) bottle(s) of �odorn�u Pinot Noir Brut Ros� with
this, but if you are underage, a Mountain Dew Code Red or a Cherry-Lemon
Sun-drop will do the job nicely.


Alright, now that we're fed, it's time to get back to questing.



"Tonight there's gonna be a jailbreak...":

Head to the library, and you discover that that Mehra is not there.
Ask around and you will be told that her office is located across 
the hall from the Canon offices. Break into her office and read the 
note on top of the dresser. The note says to meet Mehra in the 
Ministry of Truth (The floating prison above the temple), and to bring
two scrolls of Divine Intervention with you. The scrolls can be bought 
in the Vivec Mages Guild from Janand Maulinie. You have to levitate 
to get up there, so use a potion or a spell of Levitation. Once you're up 
there, head around to where the guard (Alvela Saram) is standing. 
Tell her you're "visiting someone" and she'll give you the key to the 
door. Open up the door to the hall of processing and head into the 
Grand Inquisitor's office.  In his desk there is another key that will 
let you open the 10 point locked door.  That key will also let you
open all the doors. Now we want to head to the Prison Keep, which is 
located around the north side. Once Inside, check the guards desk
for the cell key. Head into the cell on the far right and talk 
to Mehra.  She'll tell you to meet her at Holamayan Monastary so 
that you can get the info you need on the Lost Prophecies.



"You and me's goin' Fishin' in the dark...":


Divine intervention out and you'll be in Ebonheart. Head down to the docks 
at the other end of the town and talk to Blatta Hateria about "Knowing you" 
and then "going fishing". You'll travel to Holamayan Monastary. From the boat 
dock, head up the rocks and... wait. At either dawn or at dusk, Holamayan 
will open up its doors for you to enter.  Once inside, head right to find 
Mehra. Then talk to Gilvsa Barelo about the "lost Prophecies". Then 
talk about the "Seven Curses". 

After this, head all the way back to the Urshilaku Ashlander camp and talk 
to Nibani.



The Third Trial:

Once inside of the wise woman's yurt talk to Nibani Maesa about the "Lost
Prophecies". Then talk to her about her about Judgement as to whether or 
not you are the Nerevarrine. She'll talk to you about the "Second
Trial" and "Corprus Disease", and then she tells you to talk to Sul Matull 
about the "Third Trial". Head to the Ashkan's Yurt and he'll tell you that 
you need to go to Kogoruhn and get him a cup, Corpus Weepings, and the 
legendary Shadow Shield.


The Lost Fortress:


Kogoruhn is located to the southeast of the camp about two-thirds of the way
back towards Maar Gan. Once you are at Kogoruhn, head into the "Dome of
Pollock�s Eve" and kill the Dagoth inside. Then look on the table for a
House Dagoth cup, it should be next to a ceramic bowl. On your way to the 
tomb of Dagoth Marin, fight and kill a Lame Corprus and take some Corprus 
Weepings off of its corpse. Head into the Hall of Phisto, and fight your 
way to the Hall of Maki and then fight your way from there into the lost
Nabith Waterway. Once you are in here, head south to "Charma's Breath". 
There are plenty of Lame Corprus and Corprus Stalkers in the waterway, 
so you can get your Corprus Weepings here if you missed them earlier. 
In "Charma's Breath", head straight to "Bleeding Heart". The Shadow 
Shield is in here, lying on top of a rock right next to an Orcish
Warhammer. It's enchanted, so its glow makes it pretty easy to find.  
If you have trouble, try a Detect Enchantment Potion. Once you have 
all three items, exit out of the south of Charma's Breath and head back 
to Sul-Matuul in the Urshilaku camp  Talk to him about the third
trial and he'll point you to the cavern of the incarnate for the trial of
wisdom.



The Cavern of the Incarnate:


The Cavern of the Incarnate is actually pretty difficult to find but not if you
know where to look.  If you have the map that comes with the game look towards
Rotheran and then south/southeast into the Ashland.  You should see a path that
goes down the mountain range and then curves back up again at the end.  This is
the cave of the incarnate.  So head due east out of the camp and then due east
for a very long time.  The cavern of the incarnate is down the path on the
other side of the mountains from the Nchuleft Ruin and the Zainab camp if
you've been there before.    The door to the cavern itself is due west of the
Nchuleft ruins. Once you are there, wait or rest until six am or six pm.  
Enter the door and Azura will talk and you can enter the cavern.

Inside you will see a large statue of Azura. Resting on her hands is Lord 
Nerevar's legendary ring, "Moon and Star". Take it, and a short cinematic 
will Play. Azura will speak to you directly and lay out your next two trials.  
You must be recognized as Hortator of the three Great Houses AND Named 
Nerevarrine by the four Ashlander Tribes. Nothing too big, no pressure here.



The Fourth Trial: Becoming Hortator of the 3 Great Houses of Morrowind.

Yeah, just be glad that House Dres and House Indoril aren't in the picture
or else this really would be a pain in the ass.


In order to complete the fourth trial you must be named the hortator of all
Three of the Great Houses that do business in Morrowind. Sound easy? Heh,
you'll see.



Great House Redoran:

In the Ald'Ruhn Manor District ("Under Skar"), go into the main Redoran 
Council Center and talk To Neminda to get a book of all of the locations 
of the Redoran councilors. Luckily, all of the House Redoran councilors 
are located within the Manor District.


Councilor Athyn Sarethi:

Let's kick things off with Athyn Sarethi. He tells you he will vote for you as
House Redoran hortator if you save his son. Athyn tells you that his son has
been taken hostage by Bolvyn Venim (the Archmagister) for a
Crime that he didn�t commit. Varvur Sarethi is imprisoned within Venim manor,
so lets Head over there. Venim Manor is the first manor on your right when you
enter the district. Ask you ask about Varvur, everyone will stop talking to you.
That's fine and good, for now. Find the entrance to the right wing of the manor
and head down the stairs. Turn right, and there should be a cloth hanging over
a wall at the dead end. Hidden behind it is a door with a 50 point lock.
Unlock it, and you will find Varvur Sarethi. Speak to him, and choose
"Travel together" and lead him out of the room. Now we're in business.
Every guard is the place is try to kill you both, so RUN as fast as you can,
but DON'T LOSE Varvur. Head up the stairs and head directly to the entrance.
You will have to shed some blood here, unless you're wicked fast, AND you cast
a Fortify Speed on Target spell on Varvur. Once outside, head back to Sarethi
Manor a quickly as you can. Athyn then agrees to give you his vote.

*NOTE*

If You have already done this quest as part of the House Redoran quest,
then you are already a step ahead of the game.



Miner Arobar: 

Located in the bedroom of his manor, in the northeast section of the manor
district. Head into the guard quarters, take the door from there into the
Private Quarters, and then pop into his Bedroom. His is on the left.
He'll vote for you ONLY if you've done the Athyn Sarethi quest, and
not before.



Hlaren Romaron: 

Also in his manor, in the southwest section of the Manor District.
Just head straight in and go all the way down to the bottom of the stairs,
through the door there. In case you can't read names, he�s the one wearing
Bonemold armor and looking stoic. Like Miner, he won't Vote for you until
you have done the Athyn Sarethi quest.



Garisa Llethri: 

In the private quarters of his manor, this one located in the northwest part of
The manor district. Head straight into the bedrooms then take a right into the
Private quarters and you will find him. Ditto about Athyn Sarethi.



Brara Moravyn: 

Come to her last. She is located in the Redoran Council Hall. Head northwest 
from The entrance door, through the next door, then drop down and head to 
the northwest To find her quarters.


Archmagister Venim:

After getting all of the Council member votes, you are told that you have
to have a duel to the death with Bolvyn Venim, because he will never allow an
Outlander to become the Hortator of House Redoran. Of course we already know
Venim is located in the private quarters of his manor. Go and speak with him
about "Redoran Hortator". He will immediately challenge you to a duel in the
Vivec Arena. Head to the Arena Canton of Vivec and jump down into the arena
pit where Venim is waiting. Whup him good, and make sure to loot his
Body for his Daedric Dai-Katana AND near-complete set of Ebony Armor.


Go back to Ald'ruhn and speak with Athyn Sarethi again to be named Hortator
of Great House Redoran.



One down, two to go.



Great House Hlaalu:

Head to Balmora and talk to Nileno Doravyn in order to get the Hlaalu Yellow
Book of 3E....ah fark, the book that lists the councilors. :P


Crassius Curio: 

Of course Uncle Crassius has to be your first stop. He is located in 
Curio Manor in the Hlaalu plaza on top of the canton. If you really 
needed me to tell you that, stop playing now. He goes a step further 
than wanting you naked, this time he wants a kiss. Yeah. He tells 
you that Dram Bero can be persuaded, Yngling Half-Troll can be 
bribed, and that Orvas Dren is your big obstacle. Dren has control 
over councilors Nevena Ules and Velanda Omani, so you have to 
go through Orvas to get to them.


Dram Bero:

This mofo is hard to find if you don't know where to go. Ask around Vivec about 
him and you'll be told that he is in the St. Olms Canton. Head over
there to the plaza on top of the canton and have look around. Still can't 
find him?  Try heading into the haunted manor and down the stairs. 
Open up the 50 point locked door and then go through the next wooden door.  
Ask him about "Hlaalu Hortator" and he'll give you his vote solely because 
you were resourceful enough to find out where he was. Yeah, really
resourceful.



Yngling Half-Troll:


Mr. Yngling (Like the beer, only with a thicker head), is located in the 
St. Olm�s Canton plaza. Pop into Yngling Manor and open up the wooden door on
the left. Talk to Yngling, and he will say you can buy his vote for 2000 gold. 
You do have a choice here: You can either give him the gold for his vote, or 
you can just straight out kill him, no one will even care.



Orvas Dren:


If you don't know where Dren Plantation is, calmly put down the controller, 
ejectyour Morrowind disc from your Xbox, place it in a toaster oven, and 
turn it on.Once there,  head into "Dren's Villa". You should find 
Jefferson Davis, err I mean Orvas Dren, downstairs. When you speak to him, 
ONLY SAY "To save Morrowind from Dagoth Ur and the empire" and nothing else, 
because he will attack you. When he gives you his vote for hortator, he use 
his influence with Nevena Ules and Velanda Omani to get you their votes. 
You still have to go visit them, however, and get confirmation in person.

On a side-note about Dren Plantation:

I was messing around with the Construction Kit and made a mod I like to call
"Uncle Dren's Cabin". Maybe one day I'll get up the courage to post some
snapshots (Think "Fat Leg's Dropoff", only located at Dren Plantation, with
the interior filled with Redguard slaves...ok, I'll STFU now :x)



Nevena Ules:


Nevena Ules is inside of her manor, located to the west of Suran 
(Just across the lake). If you've had your little talk with Orvas 
Dren, talk to her about "Hlaalu Hortator" and she'll gladly vote 
for you as Hortator. That's a good little Cretin.



Velanda Omani:


Velanda is on an island due east of Vivec. Head to the Telvanni
Canton and then jump off and swim to the east, or you can simply use 
the bridge to the island. Once there, head south across another bridge 
to yet ANOTHER island, and follow the path there to Omani manor.  
Talk to Velanda and she'll agree to vote for you, if you've already 
gotten to her boss.


Once you have spoken to all of these people, you can then return to 
Curio Manor and speak to Crassius. He will give you the Belt of the 
Hortator.


That's two down, only one more to go!



Great House Telvanni:

This one is pretty simple, it just involves a lot of painful traveling, but 
(thankfully) no weird quests. 

Head to Sadrith Mora and then go to the Telvanni Council Hall. Head through 
the door into the room where all of the mouths hang. Talk to them to find the 
locations of all of the councilors.



Master Aryon:

He is in Tel Vos, the humongous Telvanni outpost just west of Vos. Take the 
boat to Vos from Tel Mora. You have to fly up to the top of the center spire to 
get to his chambers, so bring a spell/item/potion of Levitation. The entrance 
faces south, so levitate your way the south side of the spire and you should 
see the platform above you. His chambers are directly behind the door, so 
once inside, head up the stairs and through the little tunnel to find Master 
Aryon.Ask him about "Telvanni Hortator" and he will not only give you his 
vote, he also tell you how to deal with Archmagister Gothren, all of the other
councilors.  He'll also give you the brown book of Council members if you 
talk to him about "Telvanni Councilors".


Neloth:


He is located at Tel Naga, in the middle of Sadrith Mora. You can find him in 
the upper tower. You will need to levitate all the way up to find him. He's the
one standing there in yellow robes. Raise his disposition all, and then speak 
to him about becoming the Telvanni Hortator. He'll give you his vote out of 
apathy.



Mistress Therana:


Oh yeah, crazy Biotch time. Mistress Therana is located in her chambers 
in the upper tower of Tel Branora, which you can reach by boat from 
Sadrith Mora. The tower is just to the east of the docks. Levitate up and 
find her. Talk to her about Telvanni Hortator. Ignore all of her insane 
ramblings, she'll give you her vote.


Mistress Dratha:


She is located in the upper part of her tower, Tel Mora.  You can get there by
boat from Sadrith Mora.  Head all the way up to the upper tower, and then once
inside head all the way up and you should find her wearing a blue robe in a
room.  She does not like men, so you will have to get her disposition up if you
are a male.  If not you should be fine just asking for her vote for you as 
Hortator. If you are a male, talk to her about "Telvanni Hortator" ONLY after 
her disposition is high, and you hurl yourself at her feet and plead for a 
hearing. She'll give you her vote and her scroll of Summon Golden Saint, 
a much better deal I think.


Gothren:

He is located in the upper part of his tower, Tel Aruhn, just northwest of
Sadrith Mora.  Once inside, head upstairs and then down the hallway to 
find him. Talk to him about "Telvanni Hortator", and he will stall. Attack 
him and the Dremora that are guarding him (Don't worry, it won't be a 
crime). Once he's dead, make sure you loot his body of the Daedric 
Dagger.


Once you have gotten all of these votes, and killed Gothren you can 
head back to Master Aryon for the robe of the Hortator.



The Fifth Trial: Become recognized as the Nerevarrine by the four 
Ashlander Tribes

This one is easy enogh to start. Head to each of the four camps and 
talk to the Ashkan.


Zainab camp:

Nearby to the cave of the Incarnate.  Head there and talk to Ashkan 
Kaushad in the Ashkan yurt. Speak to him about "Nerevarrine" and 
about "Setting you to a task". He'll tell you that you have to slay the 
vampire Calvario in the Nerano ancestral tomb. To get to the tomb 
head northwest to Nchuleft and then head northeast from there. You 
should find a path that has the Nerano ancestral tomb on the 
right-hand side of it (Its marked off by some rocks and is surrounded 
by two trees). Once inside, just head down the stairs and open the 
trapped door to find Calvario. He should die pretty quickly.  
Once he's dead head back to Kaushad.


"Get in the kitchen and make me a sandwich, Telvanni Slave!":


Kaushad will then ask you to get him a Telvanni wife. Like anybody 
really wants to marry one of those lunatics. Head to the Wise Woman's 
Yurt. She tells you to go to the Festival Slave Market in Tel Aruhn and
talk to Savile Imayn. Tel Aruhn is located southeast of the Zainab camp 
right next to Sadrith Mora. You'll need some Telvanni Bug
Musk, an Exquisite Shirt, a pair of Exquisite Shoes, and an Exquisite 
Skirt  (But no Exquisite Panties, ;_;). Savile Imayn will tell you to go 
see Elegnan the clothier in Tel Mora and Jolda at the Apothecary in 
Tel Mora. Once you are back in Tel Aruhn, you can now buy your slave. 
Give her the presents, then tell her to travel with you, ALL the way back 
to the Zainab Camp and into the Ashkan hut. You can travel with her by 
boat to Vos just to get back on the mainland, but getting her to the Zainab 
Camp can prove to be difficult. Try and find a way to keep from being seen
by any monsters, and keep a low profile. I can't tell you how many times 
this stupid slave got creamed by Golden Saints and Ogrim Titans before 
I finally got her there safely. Once you have delivered the slave to 
Kaushad, talk to him about "Telvanni Bride" and he'll update your 
journal and give you the Thong of Zainab. Okay GODDESS, I was just 
JOKING ABOUT THE PANTIES. Seriously, I hope these didn't come off 
of the Wise Woman...



Ahemmusa camp:

Ahemmusa camp on the northeastern part of the main island, near the 
coast. Once you get there talk to one of the "Gulakhans" in the yurts 
near the Ashkan about Nerevarrine.  Then head into the wise woman's 
yurt and talk to Sinammu Mirpal about "Nerevarrine". She'll agree to 
name you Nerevarrine, but first you need to provide them a 
"safe place" for the tribe to relocate.


The Orc who thinks he's a Khajiit:

You now have to head to Ald Daedroth, which is due north from the 
camp on the large circular island in the Sheogorad Region. 
The Wise Woman is coming with you. Don't worry, she walks on 
water. It's YOU who needs a pick-me-up, so chug a potion
or two and head off. Once you reach the ruins, head into the outer 
shrine and then the inner shrine. When you reach the base of the 
statue, she will name you Nerevarrine and give you the 
Madstone of Ahemusa.

While you are in here, take the opportunity to speak to the insane 
Orc over in the corner who thinks he's a Skooma-addicted Khajiit. 
He'll also give you Gambolpuddy, the glove of the Mad Prince 
Sheogorath.




Erabenimsun camp:


No one at this camp wants anything to do with you, so head 
straight to the Wise Woman's Yurt and talk to Manirai. She 
will tell you that you'll never be named Nerevarrine unless 
you kill Ashkan Ulath-Pal and his three Gulakhans, Ahaz, 
Ranabi, and Ashu-Anhe. You must do this in order to bring 
Han-Ammu to power as the new Ashkan. Basically, just head 
into the Ashkan's Yurt and talk to Ulath Pal to get things started. 
He will attack you, and Ahaz will join in. Show them that two 
against you is fair odds indeed. Afterwards head into Ranabi 
and Ashu-Anhe's respective Yurts, speak to them to get them 
going, and then kill them both. Then go back to Manirai and 
talk to her about the "Nerevarrine Prophecies". She will tell 
you to go to Han-Ammu, and that he needs the tokens of 
strength, willpower, and intelligence.  Hand over Ranabi�s 
"Erur-dan the wise" robe, Ahaz's "Saint's Heart of Fire" 
amulet, and Ulath's "War Axe of Airan Ammu". 
Keep "Mountain Spirit" for yourself. One of
my favorite Cuirasses in the game. Once you have these 
items, go to Han-Ammu'shut and talk to him about "wanting 
to be Ashkan".  Do this once for all three items and he will 
name you Nerevarrine. You can then go back to Manirai 
to receive the Seizing of the Erabenimsun.



Urshilaku Camp:


Talk to Sul Matuul about "Need and Duty", and then about 
"Urshilaku Nerevarrine" and he will name you the 
Urshilaku Nerevarrine and give you the Teeth of 
Urshilaku.



The Sixth and Seventh trials (The End?):


Meeting with Thayler Saryoni 
(The Archcanon of the Tribunal Temple):

Nibani will wonder why you have yet to complete the 
prophecy and will send you to Thayler Saryoni.  
Talk to him about the temples doctrine and he will ask you
to meet with Vivec himself. He'll give you a key that will let 
you into Vivec�s palace.  Talk to him about all of that stuff 
in blue and he will give you the Wraithguard a gauntlet 
that lets you wield Kagrenac�s tools: Keening and Sunder. 
He'll also give you a detailed plan about how to kill 
Dagoth Ur.

You'll receive four documents, including information on 
Kagrenac�s Tools, the real story of Lord Indoril Nerevar' death,
and the plan to defeat Dagoth Ur. Head to Ghostgate, the 
Towers of Dusk and Dawn, located in the middle of Vvardenfell 
at the foot of Red Mountain. Talk to people inside of there 
about the inside of the Ghostfence and they will give you 
a map. The easiest way to get there is from Ald�Ruhn.


*REST BREAK #2*

We're almost there, but wouldn't you know it, I'm hungry again.
This time I'm only fixing a snack.  ..Oh ok, if you insist.

________________________________________
The ORIGINAL Tortizza
________________________________________

1 Medium-sized floured Tortilla (Pepito's)

2 Tbsp Red Sauce (Mama Mary's)

1/4 Cup Mix of Parmeseano Reggiano, Romano, Asiago, 
      and White Cheddar

5 pieces of Pepperoni (Bridgton)


Pre-heat oven to 350�


Lay out your Tortilla on a small baking sheet.
Spread out 2 Tbsp of Red Sauce, all the way to
the edge. Add the Pepperoni, then the cheeses.
Bake about 6-8 minutes. Enjoy.

I've been making these for years on my own.
I found out last year that Tropical Smoothie
Caf� makes a killing selling a "healthy"
version of my recipe. Well I'm here to tell
you that there's NO WAY to make these things
healthy. They're calorie BOMBS, around 1500-1750
depending on the size of the tortilla and how
much cheese you use. I toned it down a bit,
but it's still over 1,000 calories, so I
wouldn't recommend eating these in bulk
while sitting on your ass playing Morrowind. 
 
Okay, now I think I have enough energy to go the
rest of the way. On to...



Killing the Seven "Ash Vampires", and 
recapturing Sunder and Keening:

You only need to kill two of the Ashkin in order to 
complete the main quest, as they are the ones who 
stole Keening and Sunder from the Tribunal. However, 
there are five other that are completely optional. If you 
read the notes you received from Vivec, you already 
know that killing any of the Ashkin, including Dagoth Ur 
doesn't do any good; They just respawn after a month
or so. BUT since you are on your way to destroy the 
Heart of Lorkhan, there won't be a morning after for 
these suckers. Go down the list and let them
HAVE IT!


#1 Dagoth Uthol: He's located in Charma�s Breath, 
at the bottom of Kogoruhn near the exit to the 
Red Mountain region.


#2 Dagoth Endues: He's in Endusal, located 
North/Northwest of Ghostgate.


#3 Dagoth Tureynul: He's in Tureynulal, located in 
the northeast of Ghostgate.

#4 Dagoth Araynys: He's in Mamea, located 
South/Southeast of Gnisis, near Berandas.

#5 Dagoth Gilvoth: He's located inside Dagoth Ur 
(The building), on your way to the final confrontation 
with Dagoth Ur (The Man-God with manly man-boobs).



Once you are inside the Ghostfence, head northwest 
towards Maar Gan. You should stumble upon Vemynal.  
Enter the outer fortress, head to the southeast,
laying waste to the bonewalkers and Ash Slaves, and 
fight your way into the Hall of Torque. Once inside, drop 
down a level and fight Dagoth Vemynal. Kill him and loot 
his body to find Sunder.


Head Southeast from Vemynal to find Odrosal 
(The old Dwemer training academy).  It looks just like a 
normal Dwemer ruin, so it should be very easy to find.
Once inside, head through the steel and iron doors to the 
north to find Dagoth Odros waiting for you. Waste him, 
loot his body for an amulet and a key, and head east, down 
the stairs. Use the key to unlock the door. Find the ladder 
inside and take it to the tower. Here you will find Keening, 
plunged down in the middle of a pit. Take it and then head 
back out into the Red Mountain Region.


Now it's time to visit the Crack of Doom. Head towards 
the dark center of Red Mountain to find Dagoth Ur 
(The Building). When you get there, search around for a 
Dwarven crank just south of the entrance to the 
Outer Facility.  Once you are inside, Dagoth Ur will 
start talking to you. Ignore him and head west, killing 
all his minions as he speaks. Drop down a level and 
go into the Inner Facility. Dagoth Ur will keep talking, 
even becoming cocky.  Head through a series of metal 
and iron doors to the west and go down the stairs into 
the Lower Facility. Head south and you'll fight 
Dagoth Gilvoth, the last of the Ashkin.  Take his blood 
ring and continue going south into the facility cavern. 
Here you will *FINALLY* find Dagoth Ur. I know, he 
looks just like "The Flesh" from "Action League Now!", 
except for that golden Inca-style mask. Talk to him about 
parting words and then final questions. After that, it's time 
TO GET IT ON! Kick his ass up so high he'll need an 
elevator just to take a shit, then head on into 
Akulakhan's Chamber.

Once you're in here, head down the ramp and then go 
across the bridge to the heart. Smack it with Sunder 
once and then with Keening repeatedly. Ignore 
Dagoth Ur's disembodied voice and don't let up. 
Once it's done, run back across the bridgeand it will 
explode.  You can then escape back up through 
the Facility (afterpulling a nearby Dwemer Crank) and 
Azura will be waiting for you. She will give you her ring. 
With the arcane magic of Lorkhan gone, 
the Tribunal have lost their divine status. You�ll see the 
end of the blight storm over Red Mountain, and the 
failing of the Ghost Fence. From now on wherever you 
go, people will address you asLord Nerevar, and your 
reputation will max out. If you waited until you 
completedThe Main Quest before you decided to 
tackle any Side Quests of Guilds, you will Find that 
some are now much easier than they would have been, 
while others are nowImpossible to complete. It�s all 
a game of checks and balances in Morrowind my
Friends.


*The short SHORT version*

As detailed above in the "Wraithguard" section, you 
can accomplish the same goal as the Main Quest by 
using the "Shortcut Method" to bypass ALL of the
Blades quests and the first five Nerevarrine Trials 
and go straight to the sixth and seventh Trials. 
This is what you do:

Hop a Strider over to Vivec, race to the Palace, and use 
a Master's Lockpick OR a 100-100 Open spell to unlock the 
door. Once inside, you now have to perform a dangerous 
task; Kill Vivec. I know right, just how does one kill 
a god? It's not easy, but at the same time it's easier 
than you'd think. Just "Hack, Slash, Heal" and he'll fall. 
Once he's dead, Loot his body for the "Unique Dwemer 
Artifact". Run/Walk/Fly to Tel Fyr, and go see the last 
living dwarf in the Corprusarium. He'll tell you he needs 
two books to get the artifact charged up, but you should 
already know where to find those. Bring them back, 
let him do his work, and the Artifact becomes 
Wraithguard. The drawback? The first time you equip 
it, THIS Wraithguard damages your character 
PERMANATLY. It's ultimately up to you if you think 
the penalty outweighs the time-consuming alternative.




7b. The Thieves Guild:

If you�ve been paying attention to my Treasure FAQ, 
you should Know that this is my favorite guild.


My suggestion to you is to follow my guide on creating
the Chameleon Suit before you even begin your first
job. Why? Because it can mean the difference between 
two hours and twenty, according to how you play. It's
still plenty challenging enough afterwards. I always 
remove pieces when there are enemies around to be
challenged. I love fighting fair, because my kills
are lethal :)

You can find all the info you need in the section titled
"Ienas Sarandas' Clothes" 


Let�s get started, shall we?

Joining the Thieves Guild:

All you have to do to join up is talk to Sugar Lips 
Habashi in Balmora, Aengoth the Jeweler in Ald�Ruhn, 
or Big Helene in Sadrith Mora about 
"Join the Thieves Guild".


Balmora location: South Wall Cornerclub

Sugar-Lips Habashi's jobs:

Find a Diamond:

Habashi�s friend wants a diamond, and the word is Nacalarya 
of White Haven, the town Alchemist has one. Actually, she has 
at least 6. Head to the northwestern part of town to find the 
Alchemist's shop.  Enter the shop from the upstairs door. Look 
inside the small chest above the bed to find the diamonds. Once 
you have at least one in your possession, head back to Sugar 
Lips to complete your first job.


Fat Leg�s Drop-off:

Ra'zhid, a Guild member from Hla Oad stole some expensive Dwemer 
artifacts , so you must now travel to Fat Leg�s Drop-off to steal 
them back.  Head to Hla Oad (due southwest of Balmora, right off 
of Odai Plateau, if you didn�t know) and slip into Fat Leg's 
Drop-off. Talk to Ra'zhid about the Artifacts. No matter what 
your disposition is, he will always say �What Artifacts?". 
That�s okay, sniff them out. Look around next to Ra'zhid to find 
a 35 point locked chest. Stand beside the trapdoor so Ra'zhid 
can�t reach you and open it to find the stash of Dwemer artifacts 
that you are looking for. Ignore Ra'zhid�s pitiful attempts to 
scratch you, but run from his spell-casting buddy. Don�t harm 
either of them, just head back to Sugar Lips to complete the job.


Ralen Hlaalo's Vintage Brandy:

Sugar Lips Habashi wants a vintage brandy. It just so happens that 
local celebrity corpse Ralen Hlaalo has some. Head over to Hlaalo 
Manor. You can find the vintage brandy in tone of two places, 
depending on whether you came in the front door or the back way.  
If you came in the front, look on the shelves along the right-hand 
wall to find the Brandy hidden amongst the cheap alcohol. If you 
came in from upstairs, you can find the Brandy inside the dresser 
in the trashed master bedroom. Head back to Sugar Lips with
the Vintage Brandy to finish the job and move on.


The Key to Nerano Manor:

Sugar Lips wants the key to Nerano Manor, and I don�t mean the one 
for the front door. To get it, you can either head to the  Commona 
Tong�s council club and bribe or steal it off of Ondres Nerano�s 
manservant, Sovor Trandel, or you can go to Nerano Manor and steal 
the key from Ondres Nerano himself.  Once you have the key, head
back to Sugar Lips Habashi for the next job.


Free New-Shoes Bragor:

Sugar Lips Habashi wants you to free guild member New-Shoes Bragor 
from his stint in the dungeons of Fort Pelagiad. In order to do this, 
you must employ a little blackmail. Head over to the shop of Mebestien 
Ence, trader. It�s in the western part of town. Go upstairs and pick 
the lock on the small chest to find a Dwemer Coherer. Take it to Fort 
Pelagiad and find Shadbak Gar-Burbug. Talk to her about New-Shoes 
Bragor. Why that cocky whore.  To wipe the smile off her face, ask 
her how she knew about the Dwemer Artifact in Mebestien's shop, 
and she'll agree to let New-Shoes go in exchange for silence. 
Head back to Sugar Lips for your final job.


Secure the South Wall Cornerclub:

Habashi wants an Altmer to help secure the Cornerclub. The Problem is,
she can�t remember which one is a member of the guild. There are a few
living in town, but the one we want is named Hecerinde. Hecerinde's house
is located just northwest of the club. Head over and talk to him about
�South wall". He will say he has been negligent in his guild duties,
and your journal will update. Go back to Habashi to complete the job.



Ald�ruhn Location: The Rat in the Pot



Aengoth the Jeweler's quests:


Anareren's Devil Tanto:

The entire Ald�Ruhn Mages� Guild is out for the day, so now is your 
chance to Show some loyalty to your brethren' thieves and steal 
something important For a client while they are away.  Head into the 
Mages Guild. You will be greeted by a mage  on guard duty who now wants 
to kill you.  Kill him first and then head downstairs. Look for a 
locked small chest on the top shelf in the small closet space normally 
occupied by the resident Alchemist. Unlock it and take the Devil Tanto. 
What, you�re leaving already? LOOT THE JOINT. Steal anything not nailed 
down. Once the place is barren, head back to Aengoth with the Devil Tanto 
to collect your reward.


The Redoran Master Helm:

Miner Arobar has a Redoran Master Helm, and another client wants it. 
So head �Under Skar" and find Arobar Manor, located in the northeast 
corner of the manor district. Once you are inside, Head into the Guard 
Quarters, then into the Private Quarters, then hang a right into the 
Bedroom Area.  Miner Arobar�s room is the one on the left. Open 
the wooden door and then look on top of the closet for the helm. 
This is VERY IMPORTANT: DO NOT HARM MINER. If you are seen, 
RUN AWAY and do NOT fight. Head straight back to Aengoth with 
the Helm for your reward.


Boethiah�s Pillow book:

This time our client wants a rare book entitled �Boethiah�s Pillow Book". 
The book Is reported to be located in the bedroom of Miner Arobar�s daughter 
in�Arobar Manor. Shit, we JUST LEFT THERE! We�ll know better next time. 
Head BACK into Arobar Manor, and back into the Bedroom Area, this time 
entering the door across the hall from Miner�s room. The book is located 
in the 75 point locked and trapped chest near the closet at the back of the 
room. You can put the pillar between you and Ms. Arobar quite easily 
and avoid being seen. Once you get it head back to Aengoth for 
your reward.


Withershins:

More books. Miles Gloriousus at the Andus Tradehouse in Maar Gan has 
a copy of a book that Aengoth's client wants.  Head to Maar Gan 
(You can get there by silt strider from Vivec) and to the northern part of 
town into the Andus Tradehouse. Head down the stairs and open the 
wooden door to the southwest. Inside of here you'll find Miles Gloriousus 
and a 70 lock crate. Open the crate to find Withershins. Take the book and 
the gold inside if you want, and head back to Ald'ruhn to Aengoth for your 
reward. Of course, you can avoid this completely If you are willing to give 
up the copy you swiped from the Mages Guild earlier. You DID swipe it, 
didn�t you? GET OVER THERE, SWIPE THAT DAMN BOOK, AND READ IT 
RIGHT NOW!  ...moving on.	


Scrap Metal:

Aengoth needs 4 pieces of Scrap Metal so that the Guild can build some 
Spiders to help Protect the Rat in the Pot. Scrap Metal is VERY easy to 
find, you can find it in every Dwemer ruin inside the kegs or by killing 
Centurions. You can also buy Scrap Metal In every single town, even 
Ald�Ruhn.  So you have a choice: By wallet or by sword. If you choose 
By wallet: Go visit Ajira at the Balmora Mage�s Guild and buy all of her 
Scrap Metal, or visit the Alchemy shop "Under Skar" and do the same. 
If you choose By sword: The nearest Dwemer ruin to Ald�Ruhn is the 
one northeast of Balmora, Arkngthand. Steamroll through, killing every 
Dwemer machine in sight, all the while looking inside the cabinets and 
steel kegs for bonus Scrap Metal. When you have your 
4 pieces, head back to Aengoth.


The Darts of Judgement (Optional):

Eindel, a guard at Llethri Manor, has some nice arrows that he imported 
from Valenwood that the Thieves� Guild wants.  Head �Under Skar" to 
find Llethri Manor, located in the northwest corner. Once inside, take a 
left to get to the guard quarters. The bed at the far end on the left-hand 
side bed will have four black darts lying on it.  Watch the pattern of the 
guard�s movements and time your grab for each one when they have 
their backs to you. Take the darts back to Aengoth, who is completely 
stunned, because he didn�t really expect you to get them. He offers to 
either let you keep the darts, or to sell them for you to the Guild for 
2,000 gold.


Sadrith Mora



Big Helene (Dirty Muriel's Tradehouse) quests:



Dispel Potion Recipe:

Tusamircil at the mages guild wants a potion of dispel magic recipe.  
You can find this at Anis Seloth's Alchemy shop there in Sadrith Mora.  
The shop itself is located in the northern section of Sadrith Mora , 
right next to Fara's Hole in the Wall.  Once inside head up the stairs 
and look under a black anther plan and in a crate you should find the 
dispel magic potion formula. Take it and head to the mages guild inside 
of wolverine hall, and find the high elf Tusamircil, and talk to him about 
the potion recipe.  Your journal will update and you can head back to 
Big Helene for your reward of 500 gold.



Grandmaster's Retort:

Berwen the Trader has a Grandmaster�s Retort, and Big Helene 
wants it for a client. so head to Tel Mora by boat from the dock. 
Once there, head straight into the town and you should find 
Berwen's shop. You can find the retort on the right, just as you 
walk in. Steal it (Or buy it if you want, even though you will lose 
1,400 gold in the process) and head back to Sadrith Mora. 
Present  it to Big Helene to complete your mission.

You can also complete this quest by presenting Big Helene 
with one of the other Three Grandmaster Retorts that are in 
the game. You can find them at:

2. Tel Mora, Lower Tower, on Daynali Dren
3. Tel Vos, inside the Services Tower 
4. Valenvaryon, inside the Propylon Chamber



Hire a Wizard:

Helene wants protection from the Comonna Tong, so she wants you to hire 
a wizard to protect Dirty Muriel�s.  Head over to wolverine hall and into 
the Mages Guild. Ask  Arielle Phiencel about �hiring a wizard". She'll tell 
you to bring her 4 pieces of Raw Ebony and she�ll send a war wizard over to 
protect Dirty Muriel�s. You can go to any ebony mine and mine the Ebony 
yourself, or you can go to Anis Seloth's Alchemy shop open the 40 point 
locked small chest (Located on the far right-hand side of the bottom shelf 
nearest the door) and get all the Ebony you need.  Once you have the goods, 
head back to Arielle and talk to her again. She�ll send her thug, and you 
can return to Dirty Muriel�s and get your next job from Big Helene



Redoran Cooking Secrets:

Farad, from Fara�s Hole in the Wall, is entering a cooking contest, and she 
wants a book to get an edge on her competition, so you have to go steal 
the book of Redoran Cooking Secrets.  The book is located in Llethri manor 
in the northwest corner Ald'ruhn  manor district (it's easiest to get to 
Ald�Ruhn via mage guild transport).  Once inside Llethri manor head into 
to the northeast all the way into the private quarters. Once inside of here, 
head northwest through the wooden door and open up the chest on the 
northeast side (It has a bunch of gold stacked up on top of it). Inside 
of here you should find the book that you are looking for. Head back to 
Big Helene all the way in Sadrith Mora  and deliver the book for your 
reward of a potion of shadow.



Felen Maryon's Ebony Staff (Optional):

This is an optional challenge. Big Helene wants you to steal Felen Maryon�s 
prized Ebony Staff. Sounds easy, right? Wrong. Felen is one of the most 
powerful sorcerers in the game.  If you think you�re up to it, hop a boat 
to Tel Branora. Head all the way into Mistress Therana�s Chamber.  
Felen is down the hall from her room. You should spot the staff leaning 
against the bookshelf directly beside Felen.  There�s almost no way to 
sneak this one, and Chameleon isn�t totally foolproof, so my suggestion 
is to just take it and RUN as fast as possible, or take it and immediately 
cast Divine/Almsivi Intervention. Either way, one you have the Staff, 
head back to Big Helene. She will be in total disbelief, as she didn�t 
really expect you to come back with the Staff. She gives you the option 
to keep the Staff.




Vivec Location: Vivec Foreign Quarter Waistworks; 
Simine Fralinie, Bookseller



Gentleman Jim Stacey's jobs:

Gentleman  Jim Stacey has two very different types of jobs for you: 
The normal Thieves Guild jobs, and the Bal Molagmer jobs. To start 
the normal jobs, you must be at least at Captain rank.



Find Nads Tharen:

Nads Tharen used is a guild informant, and was supposed to deliver a
Key to Gentleman Jim Stacey, but he never showed up. Your task is to 
investigate his sudden disappearance. Head over to the Hlaalu Canton 
and  ask about Nads in the Elven Nations.  They tell you that Arvama 
Rathri and Nads Tharen had a minor disagreement. The scary bitch in 
question, Arvama,  is there, but you won�t get her to talk. With
enough bribery, someone will tell you that Nads Tharen lives in 
St. Delyn South-Two.  Head over there, and you will find Nads' body 
sprawled on the floor. Loot his body for that all-important key and 
then return it to Gentleman Jim Stacey for your next job.



Get Percius Mercius to help fight:

Gentleman Jim Stacey wants you to convince Percius Mercius to help 
the Thieves Guild in their fight against Sjoring Hard-Heart and the 
Comonna Tong. Head to the Ald�Ruhn Fighters Guild to find Percius. 
Talk him, and he will tell you that Hrundi,
who lives in Sadrith Mora, may be persuaded into fighting. Of course
there�s a catch, and some more blackmail involved. Hrundi has a Dunmer 
lover, and you have to find her.  Head back to Vivec and tell GJS about 
�Help us fight", and he'll give you
your next assignment.



The Bitter Cup:

Jim Stacey wants you to get fire-eye to join you by bribing her with the bitter
cup, which is located in the depths of Ald Redaynia. To get to Ald Redaynia
you'll need to get up to the northern coast of the large island and then float
across to the island north of the Urshilaku camp. It's marked on your map so I
wont go into more detail.   Once you get there open up the 75 trapped lock door
on your right as soon as you walk in.  Inside of here kill all of the skeletons
(the skeleton war-wizard has some nice items) and take the Bittercup on top of
the altar.   Don't drink from it as it will be lost forever, instead, pick it
up and head to Balmora into the fighters guild.  You'll find Eydis on the top
floor wearing Bonemold armor.  Talk to her about the bitter cup and she'll
swear allegiance to the thieves� guild.  Jim Stacey will give you a
grandmaster's pick as a reward.



Hrundi's woman:

Based on the info you got earlier from Percius, Gentleman Jim Stacey thinks 
that Hrundi will join your cause as well, so head to Sadrith Mora and talk 
to him in the fighters� guild.  It is a better idea to go and talk to his 
woman in Fara's Hole in the wall on the northern part of town in order to 
get her involved first. Talk to Falena Hlaren inside of here  (the
Dunmer woman, who if you ask around about Hrundi�s woman, they'll point you to
her basically), about Hrundi�s woman and your journal will update.  Head to
wolverine hall and talk to Hrundi about joining the cause and if you talked to
Falena before he'll join your cause. Once Hrundi joins you, head back to 
Gentleman Jim Stacey.


Before we go any further along this path, we must stop and complete GJS� second
(And totally optional) set of jobs, the� 


Bal Molagmer Quests

To start getting jobs, talk to Gentleman Jim Stacey about the Bal Molagmer. 
He will give you the Bal Molagmer gloves, and explain to you the history and 
the legacy of the Bal Molagmer.



Bal Molagmer Quest #1 -Return the Hlervu Locket:

It�s been a hard year for Braynas Hllervu. He had to give up his family�s 
heirloom locket to tax baron Venim�s goons. This injustice shall not stand. 
Head to Ald�Ruhn, "Under Skar", and then march into Venim Manor. Head 
to the guard quarters. Open the Only locked door there and go inside. 
Look on TOP of the chest there to find the Hllervu Locket.  You'll see 
Braynas Hllervu standing outside of his house, just east of the temple.  
Talk to him about the locket and give it to him in the name of the 
Bal Molagmer.



Bal Molagmer Quest #2: Prove Yngling's corruption:

Head to Yngling manor in St. Olm's plaza in Vivec. Head inside and down into the
basement (The door is locked with 85 points), and you should find what you are
looking for on the table near the entrance to the door with the game rats.
Head back upstairs and talk to Yngling about corruption. Keep the 
evidence and fight him to the death. Afterwards, head back to Gentleman Jim
Stacey.



Bal Molagmer Quest #3: Indrele Rathyron and the forged land deed:

Indrele Rathyron's land is being taken from her because Velanada Omani forged a 
land deed. The forged land deed can be found in the Library of
Vivec, right below �Darkest Darkness" on the bottom  shelf of a bookcase in the 
left-rear corner. Take the deed and then head to Seyda Neen. You should find 
Indrele walking around town somewhere near her home. Give her the land deed 
and tell her that it belongs in her hands.



Bal Molagmer Quest #4: Return Enamor to Salyn Sarethi:

A fellow thief has flucked up. A very special sword named Enamor was wrongfully 
stolen, so it is now your job to go and return it, in the name of the Bal 
Molagmer, of course. Enamor is a short sword, given by Vivec himself to Salyn 
Sarethi, a Buoyant Armiger at Ghostgate.  You can find him in the
Tower of Dusk . Once inside head inside, head to the lower level. Go through 
the wooden doors and you should see the Armigers standing around near their 
beds. Next to one of these beds you will find Salyn's chest.  Place Enamor 
and the note GJS gave you inside, and then head back to Gentleman Jim Stacey.



Bal Molagmer Quest #5: Brallion's Ring:

Brallion, a slaver in Sadrith Mora, has a nice ring that GJS wants you to 
liberate from him. Head to Sadrith Mora, and then north to Fara�s Hole in 
the Wall. You�ll find him hanging out downstairs. You can either buy the 
ring from him, or you can straight out steal it from him. Either way, once 
you have it, you must donate it to Ilmeni Dren, the secret leader of the 
Twin Lamps. Head back to Vivec and go to St. Delyn's South-One  
to find Ilmeni. Give her the ring, IN the name of the Bal Molagmer, and 
then head back to Gentleman Jim Stacey.



Bal Molagmer Quest #6: Steal Odrai Helvi's history books:

Odrai Helvi is one corrupt bastard, so in order to stop the corruption 
and help make the people of Morrowind more literate, Gentleman Jim Stacey 
wants you to steal the solid gold bound set of �A Brief History of the 
Empire" that belonged to Odrai Helvi�s family.  Head to Caldera, and enter 
the Governor's Hall.  Head upstairs in the upper left-hand corner of the 
hall and go through the wooden door at the top to find Odrai's bedroom.  
Open up the 40 point locked and trapped chest here and take the books.
Your job is to then head to the Ald�Ruhn Mages Guild. You are to donate 
the history books to Vala Catraso in the name of the Bal Molagmer. 
You can find Vala Catraso standing behind the Imperial Cult Altar. 
Talk to her, give her the history books, and then head back to 
Gentleman Jim Stacey.



Bal Molagmer Quest #7: Berel Sala's Dwemer Goblet:

Berel Sala has an Ornate Dwemer Goblet in his office that Gentleman Jim 
Stacey wants you to donate to Danso Indules as Alms for the Poor.  
Head to the Hall of Justice near the High Fane and then go into the 
Justice Offices. The goblet is located right in front of Berel, so it 
is not very easy to steal. See, this is where my Chameleon Suit comes 
in handy. Very carefully steal it right from under his nose, then take 
it and head outside. Go up the stairs in front of the High Fane to find 
Danso.  Give her the goblet in the name of the Bal Molagmer, and then 
head back to Gentleman Jim Stacey to finish off the Bal Molagmer Quests.


If you are at the Mastermind rank (You should be), you may now resume the
Normal Thieves Guild quests.


Kill the Lenith Brothers:

This is an extremely difficult mission, as one of the brother's has a glass
Jinkblade, which means you may become paralyzed during the fight. If you
ask Gentleman Jim about Dren Plantation, he will mark it on your map 
(If it is not there already). Head there and go into Dren�s Villa.  
Head downstairs and try to kill Ranes Lenith first. He�s the one with the 
Jinkblade. He tends to move left a lot, so try and stay to the right and 
keep swinging. Afterwards,  go upstairs to find Navil. He does a bit more 
damage than Ranes did, so keep your distance.  Once they are both dead, 
head back to GJS for your final job.


Kill Sjoring Hard-Heart:

The is it, the last job. Your mission is to kill Sjoring Hard-Heart any 
damn way you please. Head to the Vivec Fighters Guild and pay Sjoring 
a visit. When he sees you coming, he�ll come on fast. Kill him quickly, 
and then go see GJS. Well, since the boss is going on a semi-permanent 
vacation, it looks like you�re the HNIC of the Guild. For your ultimate 
reward, you will receive the Skeleton Key, a versatile, never-fails key 
to open any lock, and the title of Grandmaster. Congrats.


I'm afraid that this is as far as I can go in this version. The Mrs.
is starting to complain about my constant writing, so I'm being
forced into taking a break.

At this rate, I'll probably update again in another three years.

See you then! j/k

COMING MARCH/APRIL 2007:

Mages Guild Quests

Fighter's Guild Quests

Morag Tong Assasins Guild Quests

Imperial Legion Quests

Imperial Cult Quests

Tribunal Temple Quests

Great House Hlaalu Quests

Great House Redoran Quests

Great House Telvanni Quests

Vampire Clan Quests

Twin Lamps Quests

Bloodmoon Expansion Walkthrough

Tribunal (Mournhold) Expansion Walkthrough

and

A special surprise section 


8. Contact Information and Contributions
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

If anyone needs to contact me to ask questions or make a contribution,
I can be reached most easily by these means:

WWW:
http://www.text-heaven.com/
http://freedom-irc.cjb.net/
http://www.livejournal.com/users/k0s_m0s/
http://www.livejournal.com/users/gossamerwing/
http://www.milkfaerie.com/
http://www.livejournal.com/community/milliken_babies
http://www.stfu-kthx.net/
http://www.geocities.com/yusakuchancaws/
http://www.myspace.com/ Display Name Milkywhitefaerie

IM:
AIM: Yusakuchan3, ToxicPuffyLips, MuunDreamerJem
Yahoo: Queenetteashley, Milkfaerie, MuunDreamerJem
MSN: Yusakuchan

E-mail: 
[email protected]
[email protected]
[email protected] 
[email protected] 
[email protected]

mIRC: 
irc.nabiki.com:6667 
irc.darkmyst.org:6667 
irc.stfu-kthx.net:6667 
irc.prstudios.com:6667 
/msg YuSaKu or /msg K0S-M0S

Text Message: 
19102096705

Basically what I need contribution-wise is anything you don't see listed, or
stuff that has incomplete (Or incorrect) information. Examples: "Hey, I know
<Book A> is found here, but I also found a copy <Location>" or "You got the
weight of <Item> wrong, here is the correct information". Don't email me
just to tell me something isn't listed correctly, or you'll be ignored.
All contributors will see their names listed here in the next version.



9. Locations Authorized to Display This FAQ
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

http://www.text-heaven.com/faqs.html - The Original Home of my FAQs

Gamefaqs.com - http://www.gamefaqs.com

Neoseeker - http://www.neoseeker.com/

DLH - http://dlh.net/
    
Justin's Website - http://ircanime.cjb.net/
    
Supercheats - http://www.supercheats.com/

Cheat Book - http://www.cheatbook.com/

Gamefly - http://www.gamefly.com/

If you want to display this FAQ on your website E-mail me at:
[email protected]

REPORT ALL UNAUTHORIZED USES OF
THIS FAQ TO ME AT ONE OF MY
CONTACT ADDRESSES!!!


10. Copyright
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


All � trademarks and copyrights contained in this document are owned by 
their respective trademark and copyright holders.

Copyright �2001-2007 YuSaKu, Anime Universe Inc., and Shut-the-Fuck-
Up-K-Thx IRC Inc. All �ights reserved.

This document may not be posted, copied, reproduced, or printed in any 
manner without MY prior written consent. That goes for all you gaming
sites that have listed it without my consent. I WILL find you, don't
worry :)



11. Other Works
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

If you enjoyed my guide to Morrowind GOTY Edition,
then please be sure to check out my other guides for:


The Adventures of Willy Beamish - Sega CD

Come See Me Tonight - PC

Come See Me Tonight 2 - PC

Chrono Cross - PSX*

Crescendo - PC

Day Of Love - PC

Divi-Dead - PC

Do You Like Horny Bunnies? - PC

Do You Like Horny Bunnies? 2 - PC

Earthbound - SNES*

Fatal Relations - PC

Gloria - PC

Gundam Battle Online - DC

Harvest Moon: Friends of Mineral Town - GBA*

Heart De Roommate - PC

Hitomi - My Stepsister - PC

Kana ~Little Sister~ - PC

Kana ~Little Sister~ Endings Guide - PC

Lakers - PC*

Let's Meow Meow! - PC

Nocturnal Illusion - PC

Persona 2: Eternal Punishment - PSX*

Pokemon Ruby and Sapphire - GBA*

Pokemon XD - GCN

Princess Tomato in the Salad Kingdom - NES*

Runaway City - PC

Seasons of the Sakura - PC

Snow Drop - PC

Sweet Apricot - PC*

Tecmo Secret of the Stars - SNES*

The Sagara Family - PC

Three Sisters Story - PC

Tokimek Check In! - PC

Virgin Roster - PC

WWE Smackdown!: Here Comes the Pain - PS2

WWE Smackdown!: Shut Your Mouth - PS2*

Xenosaga Perfect Works*

X-Change - PC

X-Change 2 - PC

X-Change 3 - PC

Yin-Yang! X-Change Alternative - PC

* = Only available on my personal FAQ website



12. A special note about Morrowind and Reading
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-


This section is optional reading. It's just me rambling about
an issue that is important to me. You can skip it if you'd like.


I have always been a huge advocate for teaching children 
to read early on in life, and keeping their love of books fired 
up all the way into adulthood. From the time I learned to read 
at four years of age (semi self-taught, with some assistance 
from my mother), I have always gone off in search of the 
most difficult reads, and often finding them. That is not to 
say that I have ever had any trouble reading, it comes to me 
quite naturally in fact, but I have always viewed reading as 
not only a fundamental in life, but often as a chore. 


Is it strange to simultaneously love doing something and 
dread it at the same time? If so then I plead guilty. I often 
sit here and reminisce about my childhood days of reading, 
when I could most often be found mulling over such books 
as The Phantom Tollbooth, Mrs. Pickerel goes to the Moon, 
or The Wind in the Willows. During that time, reading was 
my hobby, the thing I did best (and the most, yes even more 
than sleeping) in the world. I had a sizeable collection of 
books back then too, almost enough to rival my current 
library. But a funny thing happened that changed both things 
quickly. 


To accurately explain this though, you must know a little 
bit of my history. I'll try not to bore you too much, but 
unless you are curious, you can go ahead and skip this 
whole section.


During my years attending Elementary School, I never 
bothered trying to fit in at all. My teachers and my 
classmates alike knew that I was �different�. 
I was intelligent and bright, full of a sense of learning 
that they just could not accept, or understand. To them, 
the idea of even attending school was either, in the 
case of the teacher, just a job, and in the case of my 
classmates, a chore one must do, a minor necessity 
one must get out of the way before one got on to 
�The Real World� and �The Rest of Your Life�. 


I was different from them in that way, yes. If, as you 
sit and read this you find this fact hard to believe, 
then I challenge you to do two things. One is 
to ask your parents if they really and truly wanted 
to go to school and get an education when they were 
young (Elementary school here runs from ages 5-14), 
and two is to go to your own school, take a step back, 
and observe your own classmates. It won�t be hard 
at all to spot us, the true learners of the world. 
We�re usually the ones sitting alone. 


But to get back to my story, my worst experiences 
throughout my tenure in Elementary School could 
fill a small novel all on their own, but some of 
the worst by far pertain to reading. 


Trials, 1-4


The first of these incidents occurred during my 3rd 
grade year. My teacher, the (Thankfully) late Christine 
Brummett, read to the class off and on (When the old 
bitch was sober) from a book by Mr. Shel Silverstein. 

I fairly enjoyed the stories, and wanted to read more, 
so one day I took the book from its resting place by the 
teacher�s desk and paged through it during lunch hour. 
Sometime between then and the end of lunch however, 
someone (I later found out who) had the bright idea 
to take the book, drop it onto the floor, and urinate 
on it. Of course, the blame fell squarely on my 
shoulders, and why shouldn�t it? I was different, 
after all. 


Coincidentally, the real perpetrator, Chris Norris, 
was shortly shipped off to the �Tard classes�. 
I wondered later why it took them so long to move 
him, as he had already spent two thirds of the 
school year flicking snot-laden boogers across 
the classroom, and, I�m sorry to say, digging 
great wads of crap out of his asshole with his 
fingers, sniffing at them, and then wiping the 
mess underneath his desk. No, I could never 
make this Up.



The second sorrowful incident involved my 4th 
grade teacher, Thelma Little. She was a horrible 
midget of a woman who was, by the time I got to 
her grade level, an over-sixty devout Christian 
whose moral ideals were on par with the early 
Victorian age. I often brought personal books 
with me to school to read during lunch. usually 
three or four, sometimes as many as six. 
On the day in question, I had brought six. 


I was sitting quietly at my desk during lunch 
break reading a Zork book (One that would 
come back to haunt me later), and as such 
I wasn�t paying attention when Mrs. 
(I assume she was a Mrs., although how 
anyone could have married that woman is 
beyond me) Little snuck up behind me. She 
questioned me about the other books laid 
out on my desk. I told her that they were 
mine, but she still insisted on confiscating them. 


While she was at her desk examining the books, 
I walked over, quickly thinking up a plan to get my 
books back. I asked her if she would consider reading 
a few of the books out loud to the class one day, 
maybe as a �treat�. She said nothing,only continued 
paging through the books. Eventually she put down 
the books, got up,and dragged me to the principal�s 
office. Apparently a few of the books I was reading 
at that time were some of the lot that I had received 
as gifts from my 2nd gradeteacher, Debra Simmons. 
Mrs. Simmons was one of my favorite teachers, not 
only forher gift of vision and her love of reading, 
but for the potential she saw in me.I went through a 
great deal of bullying because of her insistence that 
I be her �teacher�s pet�. 


Upon our arrival to the principal�s office, Mrs. Little
reported to the principal that I was a thief. According
to her, the books that she found in my possession
belonged to a boy two grades ahead of me,
Davis Simmons. The inside covers of some (but not all)
of the books were hand-signed �D. Simmons�, and
that was where the confusion arose. Of course I
vehemently denied this fact, and tempted several times
to explain how I had come into possession of the books,
but they would hear none of that. After all, the
grownups were in charge of the zoo, and in this particular
zoo, when one of the animals misbehaves, it was dealt
with quickly and quietly.
 

I got 20 licks with the paddle, which wasn�t too bad by 
the standards of the day, if you ignored the fact that I 
was innocent, of course, and I got 5 more across the 
wrist with a metal-lined wooden ruler. These last 
5 came from Mrs. Little herself. When we left the 
principal�s office, I was dragged over to the sixth 
grade corridor and made to wait outside while 
Mrs. Little fetched Davis Simmons. She spent five 
minutes talking with the boy in a hushed whisper 
just up the hall before she turned to me and pulled 
me over. She handed me back my books, and I 
thought for a fleeting minute that the situation had 
resolved itself, but I was wrong. Then the rotten 
whore said to me "I want you to hand these back 
to Davis and apologize". I could not believe what
I was hearing. Not only had I been needlessly 
beaten, but my own property was being taken 
from me, AND I had to apologize? I looked 
up at her and said flatly, "No". 


She reached into her pocket and produced her 
trusty ruler, with which she had dolled out her 
form of punishment for quite a number of years. 
If you�ve ever had the displeasure to get hit 
across the wrist by one of these school-type 
rulers, the ones with the metal lining on the 
side for drawing straight lines, you know that 
it�s much worse than 20 licks across the soft 
padding that makes up your ass cheeks. She 
insisted that I hand over the books and 
apologize, and I kept refusing. After the 5th hit, 
I threw the books down in the hallway and went 
back to class. I never forgot the look on Davis 
Simmons�s face, a look of sheer glee. That son 
of a bitch was happy as a pig in shit that day. 
Not only had he scored six books that never 
belonged to him in the first place, he�d gotten 
to witness a beating, something that was on 
par with winning the lottery during my school 
days, as it gave you sole bragging rights, 
and made you the veritable center of attention, 
with all of the students coming up to you asking 
"Who was it? Who got it this time?". 
I never got any of my books back, a fact 
that nags at me to this day, only 
because one of the books was a special 
present from my grandmother, a book that 
she had read growing up. I suppose that if I 
saw Mr. Davis today, I�d make sure that the 
next time he ever smiled, It would most surely be 
out of the other side of his face, assuming that 
he had one left after I finished with him. 




My third, and potentially most horrifying 
�bad book experience� came when I was in 
the 5th grade. My teacher, Patricia Evans, 
was out sick for the week, and we had a 
substitute, of sorts. It was my bus driver, 
Leona Tripp. Mrs. Tripp was a member 
of the 5-person group of faculty that struck 
fear into most of the student body in those 
days, at least if you were �different� like me. 
I�d even go so far as to say that 
besides Christine Brummett and Brenda Russ, she 
was the worst. The woman had, so far as I know, 
no license to teach whatsoever, yet here she was. 


In the week prior, I had run afoul of a large, hateful late 
transfer student, a black girl whose name I have forgotten, 
but her kind can be seen today lobbying for the ACLU 
and the NAACP, the kind of �Black Power� jumped-up, 
prejudice, racist, bigotrist bitch right out of your worse 
nightmares (unless you�re a racist black yourself). 
We had assigned cleanup areas in our classroom, 
one of which was underneath our own desks. I was 
almost finished cleaning up my area, when this girl 
proceeds to sweep all of her filth, which was quite a bit, 
under my desk. I regarded this small pile for a minute, 
and then started sweeping it back the way it had come. 
The girl turned to me, hands on her hips, and started 
shouting at me. 


Of course the teacher hadn�t seen a thing, and my word 
was quickly disregarded as an outright lie. I was 
punished by having to clean everyone�s area for three 
days. Thankfully, the next day the teacher became ill, 
and I neglected to carry out my sentence, but that girl 
didn�t forget, and she would get me back. On the second 
day of Mrs. Tripp�s stint as a sub, I was casually reading 
a book at my desk, having already finished my assigned 
work, when I heard in my ear the shrill, self-righteous voice 
of the black girl. She was telling me that I wasn�t allowed 
to read in class when I was supposed to be doing my work, 
and that she was going to tell. You�d think that a future 
ACLU liberal would be able to come up with something a 
bit more threatening than �I�m going to tell�, but in a sense 
that�s all that left-wing politics boils down to anyway. 


I ignored her, but her fascination with my book reading 
continued. Eventually she plucked the book from my 
hands, that now-infamous Book of Zork, and studied 
the front cover. In case you never get the chance to 
view the cover art for �Zork: The Malifestro Quest�, 
it features a very prominent demon-figure rising 
out of a cracked sphere centered inside an 
upside-down pentagram. Pretty standard fantasy 
fare, but in the eyes of an ACLU radical, it was a sure sign 
of devil worship. The book made at least two trips around 
the classroom before someone shouted out �Mrs. Tripp, 
he�s reading a book about the devil!�. 


When Leona Tripp glimpsed the cover of that book, I honestly 
thought the woman was having a heart attack. Her skin went the 
color of freshly dried parchment, and she swayed on her feet. 
The woman was large, at least 400 pounds of loose blubber, with 
an ass roughly the size of the Titanic. She staggered backwards, 
meaning to plop down into the chair behind the teacher�s desk, 
but it was one of those executive models with the wheels, so of 
course it rolled out from under her, and she came crashing down 
onto the floor, to the glee of the entire class. That was the capper 
though, the absolute last straw. She was a card-carrying 
bible-thumping Christian, by god, and nobody paid tribute to 
the Lord Satan under her watch, no sir. 


When she managed to get to her feet, she came to me, her eyes 
burning with the fires of damnation you see in such famous 
televangelists as Jerry Faldwell and Jimmy Swaggert. 
If my memory serves, her only words, ones that sounded 
choked back, as if she were going to vomit soon, were 
�Oh god� and �You little bastard�. Of course if I had any 
thoughts of reporting this new way for a teacher, sub or not, 
to refer to one of the students under her care, I banished 
them quickly. She was careful, that one, and 
she would have made sure that any witnesses testified 
on her behalf and not mine. 


I was dragged, by my ear, all the way across campus to a 
small area behind the teacher�s lounge, where we were met 
by the other four members of the Fab 5. After all of the 
teachers had had a chance to view the blasphemous tome, 
and have a roundtable discussion, Christine Brummett went 
back inside the teacher�s lounge and wheeled out a barbecue 
grill. What happened next I will remember until my dying day. 
I watched silently as 5 schoolteachers, grown women all well 
into their careers, placed my book in the center of this grill, 
doused it with lighter fluid, and set it afire. They then formed a 
circle around the grill and joined hands, reciting prayers over 
the dying remains of my book. I was never formally punished, 
but I was, I think, scarred for life by that incident all the same, 
because ever since I have never been able to take Christianity 
seriously.
 
That could also be why I became a Pagan. If so, then I owe the 
b�tch a thanks, I guess.




My fourth (and final, I assure you) �bad book experience� 
happened the following school year. Yes, I know, they all 
happened in progression. In the spring of my 6th grade 
year, I happened to be among a small group of people 
�on punishment� for taking part in a sort
of �meeting of the minds� in the boy�s bathroom. Someone 
had brought to school a canister of food that he had 
purchased from a joke shop the day before, one that was
labeled �South Carolina Road-Dried Possum � Ready to Eat!�. 
Now of course nobody really believed that the can contained 
anything of the sort, but rather than silently speculate, we all 
wanted to see for ourselves just what the hell was in there. 

So that day, we all blew off lunch and met in the bathroom. 
When the can was finally opened, and the contents displayed, 
we were met with a shocking revelation; the can most certainly 
did contain at least one species of rat, be it possum or otherwise, 
its tail clearly visible poking out of the wad of chunky meat. 
The sounds of sick revulsion must have been what led Brenda 
Russ into the bathroom, but I kind of think that maybe she had
been following us all along. Right as the boy in question, 
Joseph Stoddard, dumped the can into the trash bin, Ms. Russ 
walked in, not a bit shy or caring if someone was taking a 
piss (or a shit for that matter; Back then the toilets in both 
sets of bathrooms had no stalls), paddle in hand.

She didn�t even wait for an explanation before she formed 
her own opinion about just what it was we were up to. 
She took one look at the Road-Dried Possum (Ready to Eat!), 
and our fates were sealed. We each got our usual 20, but 
Joe Stoddard got 50, and a promise for some more later, 
just because he laughed. That boy was a glutton for 
punishment. By the end of that year, he held the record 
for the most licks by far, having gotten more that 1,000. 
When our teacher, Michael Stanley, broke his favorite paddle 
across Joe Stoddard�s bony, narrow ass halfway through 
the school year, Stoddard went home that night and crafted 
a new one and presented it the next day with a request that he 
get 20 licks for breaking the old one (a request granted).
Joe died in a terrible car accident a few weeks ago. He was
king of the losers club in school, I only hope he made
something good of his life before he ate the front grill
of that semi.


Here I was, �on punishment� for something I didn�t do 
(again), but I didn�t mind. The punishment was that we 
were to sit quietly alone for 30 minutes after lunch while 
the rest of the class took part in the daily sports activity. 
I was glad for the chance to get out of this, for I dreaded 
the daily sports. Michael Stanley was a hateful man whose 
only joy in life was seeing someone get hurt. In the days 
before Intramurals and extended PE, we had what was 
called the �daily sports activity�. This ranged from kickball 
to dodge ball, from baseball to flag football. Sometimes 
our daily sports activity was picking up trash around 
the school, or running laps around the field. It might 
not sound that bad, but believe me, it 
was, only because Michael Stanley was there. 


With him in charge, suddenly all of our daily sports 
became contact sports. Dodge balls were hurled like 
discus towards the players; baseballs were thrown 
wildly, with people actually aiming at your vital organs 
(especially the balls, oh how they loved a good nut 
shot with a baseball back then), and football? Forget it. 
I absolutely refused to take part in these activities at all, 
and was content sitting on the sidelines with the girls 
(whose daily sports consisted of time on the playground 
equipment, or sitting on their asses and gossiping). 
No fecking way was I going to actually volunteer to 
become cannon fodder. 


But Mr. Stanley saw things differently. Every day we 
had the same discussion, and every day it ended the 
same way, with my flat refusal to ever take part in a 
game of anything involving the insane assholes that 
I went to school with, or one that was being supervised 
by him (as opposed to the gym teacher, who was able 
to keep the games civilized and did not actually 
encourage bloodshed). During my punishment, I was 
somehow dragged into a conversation with two other 
boys who were being punished (both for farting in class)
about god. 

I had been reading a book around that time which 
called into question the existence of god, the name 
of it slips my mind. One of the boys asked me what 
it was about, and when I told him, he spouted off the 
nonsensical Christian bullshit of the time, about how 
everyone must be saved to ensure the safety of their 
immortal souls from damnation and the fires of hell, 
about how everything under the sun was �the devil� 
(for more on this subject, watch Adam Sandler�s �
The Waterboy�). My response to all of this was to 
pose a question which people have been asking 
since time out of mind; �If there is a god, prove it�. 
I am not Atheistic by any means. I believe that there 
is a both a god and a goddess of some form, though 
I am also inclined to believe that either of them could 
give a crap about the human race most of the time. 
My question sent the boy into such a fury that the 
second jumped in to back him up. I was told in no 
short order that the fires were stoked, and Satan�s 
imps were waiting for me. 

I reached into my backpack and produced my science
book, and the proceeded to read off every word it
contained about Darwin�s Theory of Evolution. By the
time I was finished, the class was returning from their
�daily sports�, and as Mr. Stanley slipped inside the
classroom, who should appear but none other than
Ms. Brenda Russ. She told Mr. Stanley that she had
overheard �by accident� an interesting conversation
among students who �were supposed to be on
punishment� about the existence of god. This led to
me getting the worst beating I ever received at a
public school. 200 licks. No, you heard right. Two
hundred licks, ones that sent me sailing at least 2
feet up the wall with each crack of the
paddle against my ass bone.


I was tough though, even back then when it was
easier for me to just give in. I took all of Ms. Russ�s
worst, took it like a champ. But even though I could
withstand the physical hurt, the mental hurt just ate
at me. I gave up on reading, on trying to better myself.
I went home and packed all of my beloved books into
a box and placed them outside in the storage shed.
Later they would all be ruined, thanks to a leak
in the roof. 



Redemption, Part 1


I didn�t come back to the world of literature
(outside of class-mandated reading that is)
until late in my final year of Elementary school.
I had been placed in the school�s AG (That�s
Academically Gifted to you great unwashed)
English program, and my teacher, Ms. Amelia
Gearhart, saw in me that spark, that special
something. What she did though, rather than
push me to the side, away from the other
students as if I were a rabid animal, or
carrying a contagious disease of some
sort, was to nurture that spark. She assigned
me special reading projects, one of which
changed my life.


While I and the rest of the class were assigned to
do an EOG report on �Catcher in the Rye�, I was
assigned an extra book, one by an author I hated
at the time, loathed beyond all comparison:
Stephen King. I had to read �The Shining� in
two weeks, and I had to write a paper on it.
With the prospect of having extra work, and
on top of that, a King book, I looked like
someone who was just told that they had to
clean all of the toilets at Yankee stadium
right after game seven of the world series,
and oh yeah, all of the plumbing was backed up,
so �none of the johns got flushed�.



Reading �Catcher� was a breeze, as anyone who
knows me knows that I swear like a sailor who�s
had his blood exchanged for Everclear, like all of
the air that is sucked into my lungs comes back
out as pure unadulterated filth. The King book,
however, I didn�t touch. Something about King
rubbed me the wrong way early on in my life.
I think it was probably his critic�s harsh words,
the constant barrage of assholes who insist on
comparing his works to the literary geniuses of
the age and claiming that they just don�t stack up.
But lucky for me, a sudden surprise trip to Florida
fixed all of that. I was going to be missing my
English EOG, and would have to take a make-up,
and certainly I wouldn�t be expected to hand in
that King paper now. Something about the look in Ms.
Gearhart�s eyes when I told her this news bothered me.


She looked wounded, as if she had placed all of her 
hopes as a teacher in me, and I had failed her. I 
decided that I would read the King after all, and I 
brought it along with me to Florida. Once I got going, 
I hardly ever put the book down. It practically read itself. 
Was I converted then? Not quite. Give the devil his due, 
but don�t join his farking fan club. I had to admit though 
that the book, while not the best I had read (and certainly 
not King�s best by far), was pretty good, and I was 
interested in reading more, but I quickly forgot all 
about the book when I returned to school and was 
told that I could not make up my missed EOG. 


I WAS able to tell Ms. Gearhart that I read the book, 
and that I liked it. She ended up passing me on my 
EOG after all, probably just because it wasn�t my 
fault, but I also like to think that she thought I 
deserved it. 



Redemption, Part 2


I delved back into reading a bit more after that, but it 
wasn�t until 1995 that I came full circle. It was Clive 
Barker tough, not Stephen King, who was responsible 
for the madness that Overtook me. I was staying at 
a friend�s house, when he suddenly had to leave on family
business. Left to my own devices, I looked for something 
to do, and that�s when I stumbled across the books. He 
had a modest library, mostly horror books (he later told 
me that stealing books was his hobby, I found out much 
later that stealing anything not nailed down was more like 
it), lots of Stephen King hardcovers, but one book in 
particular peaked my interest. It was titled 
�The Thief of Always: A Fable�. I sat and read the 
entire book in a span of two or three hours. I then 
immediately flipped to page one and started again. 
When my friend returned and saw me reading, he 
remarked about how good the book was. It was his 
favorite, but since he had memorized it, he said that 
I could have it. I was more than happy to take it, and 
soon, it had friends. The next week at 
school, he began bringing me new Barker books: 
�Cabal�, �The Damnation Game�, �The Books of Blood�, 
etc. Suddenly, books were my friend all over again. 
On any special occasion when I was to receive a 
present, I asked for books. Before long, my shelves 
were filling up. I gorged myself on Barker, Tolkien, 
hell anything I could get my hands on. 


Sometime in the early winter of 1997, I made an 
amazing discovery at school that helped to round 
out my library. I had been assigned to shop class 
as my morning elective, a class made up of most 
of the smokers in the school. It was 33 degrees out, 
and the building that housed the school shop was 
dilapidated and half falling down. My hands numb, 
I decided to skive off the cabinet I was making and 
duck inside an unused room to grab a smoke 
while Coach Doane, the shop teacher, was in his office. 

I had been inside this room several times before, 
as it was prime real estate for smokers, 
drug deals, and if you needed a place to hide out 
while skipping a class, you could do a 
lot worse. But that day wad different, 
because for the first time I was inside alone. 
A few of the students (four I think) had been 
arrested over the Christmas holidays for grand 
larceny, so our class was down to five or six 
students, only two of which I think were 
smokers. Without anyone to talk to, I started
 poking around, seeing what was around me.
The room was unused because part of the 
roof had collapsed, and there was a great 
gaping hole in the ceiling. I saw that there 
were a great quantity of boxes, most of which 
had been covered by snow and debris from 
the slight flurries we�d had shortly following 
Christmas. 

I brushed off a few of these and opened them up. 
What I found surprised me greatly, 
mostly because I had not been expecting it. 
It was books, thousands and thousands of 
books. I began to remove some of these from 
their containers and look them over. Most 
of the books I saw were mandated reading for 
English, some from year�s back that had 
since been replaced, but some were books 
that students, the ones who enjoy reading that 
is, could only hope to get assigned. I placed 
the books back into the boxes and left, but 
you can be sure that I made frequent trips 
back to that room, at least until the door was 
barred shut following a smoking bust. 

I found out later that that room was one of the 
county�s book repositories, storage for 
remainder books bought with taxpayer funds. 
Apparently since the shop class had 
occupied the building after having being 
abandoned for so long, the school district just 
simply forgot about the room�s contents. 
It probably didn�t help that the company hired
 to deliver the books was eager to dump 
them anywhere, collect their pay, and leave 
(If any of you have ever had to move, you�ll 
probably remember the moving men being 
similarly agitated. �Where do ya want this 
buddy? Right here�s fine? Okay. *SMASH*"). 

I did manage to rescue a few books from that 
hell of dust and rot, but the fate of the 
rest is unknown to me. I have contemplated 
going back one day just to see what ever 
became of that room, as it has dragged on 
my mind for quite some time. 


Redemption, Part 3


My passion for reading remained alive and 
well only until my second year of college. 
I was forced out into the working force 
prematurely, due to the fact 
that it�s nearly Impossible to work a 
full-time and maintain great academic 
standings. It wasn�t until I got my hands 
on Morrowind that I was able to 
rekindle the spark and find my way Back 
into the world of reading.

That brings me to my point (Finally?)

Interest among the fans of Morrowind for 
collecting the many books in the game 
has always been of great 
interest to me. Granted, Bethesda has 
done a wonderful job ofwriting some 
interesting and creative stories as a way 
of fleshing out the Elderscrolls world, but I 
like to think that it was the writing style rather 
than the subject matter that has intrigued 
people enough to spend hours and hours 
finding all these books and then taking the 
time to read them.

So my plea to you is, for lack of a better term, 
to "Pay it Forward". Help keep literacy Alive 
by encouraging all of your friends to get 
involved with more video games 
Like Morrowind.   

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