-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | The Ultimate Treasure Hunter's Guide | | to Morrowind | | Version 2.0 | | System: Xbox | | Author: YuSaKu | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -=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. Walkthrough Section 6a. The Blades, otherwise known as "The Main Quest" 6b. The Thieves Guild 7. Contact Information and Contributions 8. Copyright 9. Other Works 10. 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. I began 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 last year, and has 49,000 views so far this year (It's averaging 135 views per day), not one single person has bothered to rate it. Come on guys, it only take one 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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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 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. 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 choose The Apprentice star sign and play 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 dumb 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 :) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 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 A