This guide is set at a width of 72 characters. For ease of use, make sure your browser is displaying all the numbers on the line below. 123456789012345678901234567890123456789012345678901234567890123456789012 o======================================================================o | | | The Elder Scrolls III: Morrowind | | Game of the Year Edition | | | o======================================================================o "Beating Morrowind in ______ Easy Steps!" Version 0.05 Written by: Travis Whitsitt (tarvis79) Email: traviswhitsitt (at) gmail (dot) com If you're going to email me about this guide, make sure you put "MORROWIND" in the title, or I'll probably end up deleting it as junk. Guide Information <----------------------------------------------------------------------> This FAQ was made in Notepad, and is best viewed in a simple text editor. The default text is Lucida Console at size 10 font, but any fixed-width font will work... if not with the intended aesthetics intact. Note that this is an incredibly large FAQ, and depending on your computer, internet speed, and the restlessness of computer gremlins, you may have to refresh this file several times to get the whole thing to load. Look for the ***END OF FILE*** line at the bottom to ensure you've got the whole thing. Legal <----------------------------------------------------------------------> I have no affiliation with Bethesda Softworks or any other parties involved with this game. This is a not-for-profit fan-made guide. If you wish to post, mirror, or quote this guide, feel free to do so. Credit would make me happy, an email would make me feel good. Let your conscience be your guide, just like all good people. tarvis79 on YouTube <----------------------------------------------------------------------> Text just doesn't cut it for you? You ever wish you could watch Travis play, and hear his soothing voice as he enlightened you with gaming wisdom? Your wish has been granted. Check out the tarvis79 YouTube channel at http://www.youtube.com/user/tarvis79 for video walkthroughs and gameplay videos. Table of Contents (*Coming Soon/Incomplete) o======================================================================o >>>>>>>>>>>>>>GAMEPLAY INFORMATION*<<<<<<<<<<<<< I. Introduction {INT001} 1. tarvis79 on YouTube {INT002} 2. Using this FAQ {INT003} 3. Items {INT004} 4. Rewards {INT005} 5. Mods {INT006} 6. Options {INT007} 7. Difficulty Settings {INT008} 8. Playthrough Notes {INT009} II. Character Creation {CHR001} 1. Fixed Attributes {CHR002} 2. Derived Attributes {CHR003} 3. Skills {CHR004} 4. Leveling {CHR005} 5. Races {CHR006} 6. Classes {CHR007} 7. Birthsigns {CHR008} 8. Optimized Build {CHR009} III. Spells {SPL001} 1. Alteration {SPL002} 2. Conjuration {SPL003} 3. Destruction {SPL004} 4. Illusion {SPL005} 5. Mysticism {SPL006} 6. Restoration {SPL007} IV. General Tips {TIP001} >>>>>>>>>>>>>>>>MAIN WALKTHROUGH*<<<<<<<<<<<<<<< Imperial Prison Ship {WLK001} Seyda Neen {WLK002} >>>>>>>>>>>>>>LISTS AND APPENDICES*<<<<<<<<<<<<< V. Items* {ITM001} VI. Bestiary* {BST001} VII.Updates/Thanks {UPD001} *Note: When searching for items in the FAQ, be sure to include the {} brackets. When I reference other parts of the FAQ outside of the index, I put them in [] brackets, so as to make general searches using the index more efficient. For example, when I refer to later parts of the Walkthrough in the Walkthrough, I'll refer to those referred sections as [WLK###], when it should be understood to search for {WLK###}. This is an organizational scheme used to prevent you from having to scroll through several referential brackets in order to find what you're looking for, as I reference other parts of the FAQ very frequently in this guide. o======================================================================o | | | Introduction {INT001} | | | o======================================================================o Welcome to the tarvis79 guide "Beating Morrowind in _____ Steps" of varying length, complexity, and importance! I love the Elder Scrolls games, I won't even try to hide it. This is my first FAQ, and it's certainly a massive endeavor. This guide is built right on top of a template established by the inestimable Haeravon. I find his formatting and organizational skills impeccable, and the actual structure of the guide is owed entirely to him. Naturally, I have made changes where necessary, but I would be remiss not to give credit where it is most certainly due. In that vein, it is critical to acknowledge the biggest source of information about this game out there: the UESPWiki. Almost any pure information in this guide, like statistics, spell effects, locations, and what have you comes straight from that website. A few things they didn't have came from the Elder Scrolls Wiki. The character optimization information and the actual route through the game are my original contributions to the world of information about Morrowind that's out there in the status quo. tarvis79 on Youtube {INT002} o======================================================================o I actually began with a YouTube channel, performing video walkthroughs of the Thief, System Shock, Deus Ex, and Bioshock series before getting around to Elder Scrolls. I am currently working on a Skyrim playthrough, but I find that for my own purposes, I actually prefer text walkthroughs to video walkthroughs. If this goes well, I'll probably do text walkthroughs for all the games currently on YouTube, and I'll eventually do a Let's Play of Morrowind on the channel. However, sometimes it gets tiresome having to wait to play a game because you need time to process and upload video segments, and you cannot neglect to record any portion of your playthrough. I've been playing Morrowind in my downtime, and because I enjoy it so much and I find there's a total absence of usable walkthroughs on the Internet (more on that later), I decided to make this my first text guide. Huzzah! Using this FAQ {INT003} o======================================================================o Below I will list some of my quirks, organizational methods, and various other tidbits that will help you navigate this guide. For starters, during the main FAQ I'll break up the various chapters and organizational components of the guide with a large heading: o======================================================================o | | | Large Heading | | | o======================================================================o During the FAQ, I'll break up different areas with a thick line: Thick line o======================================================================o Multiple parts of a mission in the same area will be broken up with a thin line. This breaks up the missions into a series of steps, and limits how much unbroken text you'll have to read at once. Nobody likes wordiness: Thin line <----------------------------------------------------------------------> Of course, I reserve the right to break my own rules during the FAQ... mostly due to being scatter-brained and working on the FAQ in shifts over the course of time. Life and all. So cut me some slack. Besides, this organizational scheme is mostly for consistency and ease-of-use. Sequence of Events <----------------------------------------------------------------------> Unlike literally every other Morrowind guide on the internet, this FAQ does hold your hand through the game. As I go through areas I will list what I do sequentially. To help streamline the guide and make your life easier, I've included a list of steps at the beginning of each section, so you can see in what order I am about to do things. Each different Sequence of Events is separated by a large heading, while each step is divided by a thick line (if we travel to a different area) or a thin line (if we don't.) Items {INT004} o======================================================================o Most containers in this game contain randomized loot, and as such I will have separate categories for each area. There will be a ***CONTAINERS*** category identifying any containers in an area. For randomized containers, I'll leave it at a list. If a given container does have predetermined loot in it, I'll specify that. All static loot, including fixed container rewards, will be listed in a second ***ITEMS*** category. Rewards {INT005} o======================================================================o When you complete a quest, or otherwise gain some story award, I will list it in the ***REWARDS*** section in the appropriate step in the FAQ. I WILL go out of my way to label the start, end, and intermediate progress steps of all quests, particularly any action that triggers a journal update completion. I will tell you to go activate the quest (even if you don't need to activate it to complete it), but I typically include the reward upon the quests conclusion. Where needed, I will instruct you to return to the quest's assigner. Mods {INT006} o======================================================================o For the purposes of this guide, I will assume that you are playing the game unmodified with both expansions installed and active. Options {INT007} o======================================================================o Mostly, I recommend playing with the best visual settings that won't choke your machine. Morrowind is an old enough game that most people shouldn't have trouble maxing everything out. However, for those of you with older machines, I advise you to cut corners on everything else so you can maximize View Distance and AI Distance. This is important so you can identify threats when the music switches to battle mode. The only other important option is Always Use Best Attack. I actually recommend you leave this off. Depending on what kind of enemy you're battling, it sometimes behooves you to use weaker attacks so you can gain extra skill experience. For more serious threats, you'll want to maximize damage output. Accordingly, keeping the ability to vary your attack types is a good idea. Difficulty Settings {INT008} o======================================================================o The game technically has 201 difficulty settings, adjustable from -100 (easiest) to 100 (hardest), 0 being the default. The difficulty slider, much like the Luck attribute, effects every action in the game. I cannot find any good information that gives more detailed mechanics than that. Don't be a wimp; crank it to 100 at the start and don't look back. This FAQ is written on the assumption that you play at 100 Difficulty. Things will, obviously, be much easier if you do otherwise. Playthrough Notes {INT009} o======================================================================o The basic goal of this guide is to walk you through accomplishing everything you possibly can in Morrowind, from the very start at the Imperial Prison Ship through the final encounters with Dagoth Ur, Almalexia, and Hircine. All the other guides I've seen organize themselves around quests. I find that useless. The game itself tells you how to finish quests, at least in terms of laying out the steps you need to accomplish. Walkthroughs that only do that are, in my mind, useless (no offense intended to the other authors). The challenge is in deciding where to go, when to go there, and *how* to tackle each of those steps, all of which are entirely left out of the other guides I've seen for this game. Here are some particular notes on what I mean by "accomplish everything," which may be familiar to you if you've seen any of my prior work on YouTube: -Most powerful character possible. In Elder Scrolls land, this means I want every attribute at 100, every skill at 100, and to reach the maximum possible level. This aspect will be discussed in much greater detail below, in the Character Creation section. -Complete every quest. -Explore and clear every location in the game. By "clear," I mean take (or at least create the option of taking) every item, while killing every non-respawning hostile in the game. -Read every book. -Learn every spell. In addition to that, I'm a sucker for self-made extra challenges. One of my favorites, introduced in my Skyrim Let's Play, is Ironborn mode. The idea, borrowed from the lore of Game of Thrones, is to pay the iron price (and not the gold) for any item I use. In practice, this means buying nothing from merchants where there is *any* other way to get the item. For Morrowind, that means I spend money on quests, strongholds, and spells. If I run across an item I need that can only be acquired through the actual Barter interface, I will specify that in the body of the walkthrough. That spending prohibition applies to skill training. Why buy training when you can level skills for free yourself? I try to minimize grinding, preferring to level skills as I play. In practice, Morrowind (and Oblivion) make this much more difficult than Skyrim does, due to the way attribute multipliers are calculated when leveling. Nonetheless, I will endeavor to grind as little as possible. Where grinding is actually necessary, I'll specify, along with an explanation as to why. o======================================================================o | | | Character Creation {CHR001} | | | o======================================================================o Below are details, sourced from personal experience and the inestimable UESPWiki, on all aspects of character creation in Morrowind. I give both the (very minimal and unhelpful) in-game descriptions of each option, along with my personal assessment of that option and what I consider to be the nigh-indisputable optimal build for the game. Either blindly follow my lead in the walkthrough or read up on the section below and make your own choices. I'll explain what does matter, what doesn't, and why there are really only two main options for optimal development along with the reason I elect the option I do. Fixed Attributes {CHR002} o======================================================================o Morrowind retains the system of eight attributes pioneered by The Elder Scrolls: Arena, which was finally abandoned in Skyrim. Each of the eight attributes is discussed below-what it does and where it ranks against the others. For each attribute, I will first list how the game itself describes it. I will supplement that description with details on what the attribute actually does. I will then list all the skills governed by that attribute. An important note here: I mean only that increases in those skills affect multipliers for that attribute when leveling. The actual formulas detailing the relationships between attributes and skills may and sometimes do vary from what the game lists as a governing attribute, and this will be discussed in the Details section. Next, I list the base racial values for each attribute. Next, I list any potential bonuses to that attribute, either from choosing a preset Class that favors it or, when applicable, a Birthsign that boosts it. Finally, I discuss how important the attribute is relative to the others, and establish priority rankings from 1-7 based on that discussion. 1 should be raised first, 7 can be delayed to last. For the impatient, here are my rankings: 1: Endurance and Luck (tied) 2: Strength 3: Agility 4: Speed (debatable, could drop as low as 6) 5: Willpower 6: Intelligence 7: Personality Strength <----------------------------------------------------------------------> In-game text: "Affects your starting Health, how much you can carry, your maximum Fatigue, and how much damage you do in Melee." Details: The in-game text is actually pretty accurate on this one. Strength and Endurance combine to determine your starting Health-you add the two together and divide them in half, and you do NOT count any bonuses received from a birthsign. Strength is the exclusive factor in calculating your maximum Encumbrance, which will always be 5x your current Strength (plus any modifiers from Feather or Burden effects). Maximum Fatigue has the most factors, but is simply the sum of your current Strength, Endurance, Agility, and Willpower. Finally, the text is inaccurate regarding weapon damage-it isn't limited to melee, as Strength also effects the damage done by Marksman weapons. Note that damage is separate from hit chance, which is governed by Agility. Skills Governed: Strength governs the skills of Acrobatics, Axe, Armorer, Blunt Weapon, and Long Blade. Governing 5 of the 27 skills, it governs the most skills of any of the attributes. Base Values: Each possible race/gender combination has its Strength value listed below. Male Argonian: 40 Female Argonian: 40 Male Breton: 40 Female Breton: 30 Male Dark Elf: 40 Female Dark Elf: 40 Male High Elf: 30 Female High Elf: 30 Male Imperial: 40 Female Imperial: 40 Male Khajiit: 40 Female Khajiit: 30 Male Nord: 50 Female Nord: 50 Male Orc: 45 Female Orc: 45 Male Redguard: 50 Female Redguard: 40 Male Wood Elf: 30 Female Wood Elf: 30 Classes That Favor Strength: The following preset Classes favor Strength, boosting it an additional 10 points above the base racial values. Archer, Barbarian, Battlemage, Crusader, Knight, Warrior Discussion: I consider Strength second only to Endurance and Luck (tied for first)in terms of importance. It's a very close race between Strength and Agility, because the ability to hit is just as important as the amount of damage done. However, a low hit rate from a low Agility can be offset by the value of the skill itself, whereas skill values don't affect the damage calculation at all. Moreover, maximum Encumbrance is critical-it isn't simply a matter of hauling off loot (although that, too, is very important). Movement speed is noticeably affected by the ratio of current to maximum Encumbrance. Raising Strength, then, gives you extra damage, extra looting, AND extra movement speed, all in one attribute. Very handy. Priority: 2/7 Intelligence <----------------------------------------------------------------------> In-game text: "Determines your maximum amount of Magicka." Details: The in-game text is fairly accurate here. An ordinary character has a maximum Magicka equal to his or her Intelligence. This can be boosted by a Magicka Multiplier, which can be gained by choosing certain races or birthsigns. The only thing left out in this description is that Intelligence also determines the regeneration rate for Magicka during rest. A character will regain 15% of their Intelligence attribute in Magicka per hour of rest. Skills Governed: Intelligence governs the skills of Alchemy, Conjuration, Enchant, and Security. Base Values: Each possible race/gender combination has its Intelligence value listed below. Male Argonian: 40 Female Argonian: 50 Male Breton: 50 Female Breton: 50 Male Dark Elf: 40 Female Dark Elf: 40 Male High Elf: 50 Female High Elf: 50 Male Imperial: 40 Female Imperial: 40 Male Khajiit: 40 Female Khajiit: 40 Male Nord: 30 Female Nord: 30 Male Orc: 30 Female Orc: 40 Male Redguard: 30 Female Redguard: 30 Male Wood Elf: 40 Female Wood Elf: 40 Classes That Favor Intelligence: The following preset Classes favor Intelligence, boosting it an additional 10 points above the base racial values. Assassin, Bard, Battlemage, Mage, Sorcerer, Witchhunter Discussion: I consider Intelligence ahead of Personality alone in terms of importance. First, it only governs one derived aspect of a character. Second, the boost is fully retroactive-maximum Magicka is attainable at any time, no matter when Intelligence is raised. Third, maximum Magicka is the least important of the combat-relevant derived attributes, especially when it starts out sufficiently high thank to proper race and birthsign choices. Fourth, the additional things it boosts-success rates in Alchemy and Enchanting-are offset by the values of those skills themselves. It's therefore the sixth attribute we'll focus on raising. Priority: 6/7 (could be 5, ahead of Speed) Willpower <----------------------------------------------------------------------> In-game text: "Affects your ability to resist magic, and your maximum Fatigue." Details: The in-game text doesn't do this attribute justice. First, it would be a mistake to assume you have a chance to resist *all* magic-you can innately resist the effects of Paralyze and Silence only, and that innate resistance is controlled by this attribute. As stated before, the sum of Strength, Agility, Endurance, and Willpower determines maximum Fatigue. The thing left out by the text, however, is probably the most important point of all. Willpower affects the chance to successfully cast any spell in the game. This *does* include spells in the colleges of Conjuration and Illusion, even though those skills are not governed by Willpower. Skills Governed: Willpower governs the skills of Alteration, Destruction, Mysticism, and Restoration. Base Values: Each possible race/gender combination has its Willpower value listed below. Male Argonian: 30 Female Argonian: 40 Male Breton: 50 Female Breton: 50 Male Dark Elf: 30 Female Dark Elf: 30 Male High Elf: 40 Female High Elf: 40 Male Imperial: 30 Female Imperial: 40 Male Khajiit: 30 Female Khajiit: 30 Male Nord: 40 Female Nord: 50 Male Orc: 50 Female Orc: 45 Male Redguard: 30 Female Redguard: 30 Male Wood Elf: 30 Female Wood Elf: 30 Classes That Favor Willpower: The following preset Classes favor Willpower, boosting it an additional 10 points above the base racial values. Healer, Mage, Monk, Nightblade, Spellsword Discussion: Willpower is the last of the six "heck yes, this is important" attributes. It ranks behind Agility because I typically focus on melee combat in my character's early development, making better hit rates and stagger avoidance more important. It ranks ahead of Intelligence because it is the final component of the sum that determines maximum Fatigue, and the fact that it affects the chance to successfully cast any spell adds to its value. The sticking point is Speed, and ranking these two against each other is a tough choice. I ultimately go with Speed for two reasons-stealth is a higher early priority, and being slow is annoying as hell so I want to raise Speed as early as is feasible. That said, if you wanted to prioritize Willpower over Speed, I wouldn't blame you. Priority: 5/7 (could be 4, ahead of Speed) Agility <----------------------------------------------------------------------> In-game text: "Affects your ability to dodge and hit targets in melee as well as your maximum Fatigue." Details: The in-game text doesn't fully describe this attribute, either. It does, in fact, control the ability to dodge attacks (but not magical ones). In tandem with the actual skill values for each weapon, it affects the chance to hit on any given attack. It is also a portion of the four-attribute sum that determines maximum Fatigue. In addition, a massive undisclosed benefit is that Agility is exclusively responsible for your resistance to being staggered in combat. Finally, it affects the chance of success when using the Block, Sneak (including pickpocketing), Security, and Acrobatics skills (despite the latter two being governed by Intelligence and Strength, respectively). Skills Governed: Agility governs the skills of Block, Light Armor, Marksman, and Sneak. Base Values: Each possible race/gender combination has its Agility value listed below. Male Argonian: 50 Female Argonian: 40 Male Breton: 30 Female Breton: 30 Male Dark Elf: 40 Female Dark Elf: 40 Male High Elf: 40 Female High Elf: 40 Male Imperial: 30 Female Imperial: 30 Male Khajiit: 50 Female Khajiit: 50 Male Nord: 30 Female Nord: 30 Male Orc: 35 Female Orc: 35 Male Redguard: 40 Female Redguard: 40 Male Wood Elf: 50 Female Wood Elf: 50 Classes That Favor Agility: The following preset Classes favor Agility, boosting it an additional 10 points above the base racial values. Acrobat, Agent, Archer, Crusader, Monk, Thief, Witchhunter Birthsigns That Boost Agility: Agility can be boosted 25 points at the outset by selecting The Lover as your birthsign. Discussion: Agility is vital, ranking third in priority behind Strength, Endurance, and Luck. It only loses to Strength because the hit rates it affects can be more directly boosted by actual skill values. It clocks in well ahead of Willpower or Speed because stagger resistance, its "invisible" benefit, is a huge boost to combat survivability. Of course, even with the direct benefit of skills, hit rate is a great value. Dodge chance is nothing to scoff at, either. Priority: 3/7 Speed <----------------------------------------------------------------------> In-game text: "Determines how fast you can move." Details: The in-game text is fully adequate here. The movement speed calculation from Speed affects movements rates when walking, running, swimming, or levitating. Skills Governed: Speed governs the skills of Athletics, Hand-to-Hand, Short Blade, and Unarmored. Base Values: Each possible race/gender combination has its Speed value listed below. Male Argonian: 50 Female Argonian: 40 Male Breton: 30 Female Breton: 40 Male Dark Elf: 50 Female Dark Elf: 50 Male High Elf: 30 Female High Elf: 40 Male Imperial: 40 Female Imperial: 30 Male Khajiit: 40 Female Khajiit: 40 Male Nord: 40 Female Nord: 40 Male Orc: 30 Female Orc: 30 Male Redguard: 40 Female Redguard: 40 Male Wood Elf: 50 Female Wood Elf: 50 Classes That Favor Speed: The following preset Classes favor Speed, boosting it an additional 10 points above the base racial values. Assassin, Barbarian, Nightblade, Rogue, Scout, Thief Birthsigns That Boost Speed: Speed can be boosted 25 points at the outset by selecting The Steed as your birthsign. Discussion: Speed is awesomely convenient, but not too impactful in actual combat. It's annoying as hell to be slow, but annoying is all it is. Of course, in real life, time is valuable, so being able to move faster is great. Accordingly, it ranks behind Strength, Endurance, Luck, and Agility without question. It could easily be ranked behind Willpower and arguably even Intelligence. I tend to raise it before those because I can delay magic indefinitely with no real detriment to my endgame character, and I prefer to get faster sooner rather than later. If you want to raise Willpower and even Intelligence before Speed, I wouldn't argue with you. Priority: 4/7 (could drop to 5, behind Willpower, or even 6, also behind Intelligence) Endurance <----------------------------------------------------------------------> In-game text: "Affects your starting Health, your Health gain per level, and your maximum Fatigue." Details: The in-game text is not quite comprehensive here. Starting Health is determined by summing your Endurance and Strength (BEFORE any Birthsign boost) and dividing by two. Endurance is summed with Strength, Agility, and Willpower to derive maximum Fatigue. Undisclosed is that Endurance actually slows down Fatigue loss from all actions, like running or swinging weapons. The most important aspect of Endurance is its exclusive control over Health gain per level. Your Health increase is equal to 10% of your current Endurance. If you raise Endurance on a given level up, your new Endurance is used in the calculation. The calculation itself does not round; 45 Endurance leads to a gain of 4.5 Health in the game's files. However, the Health pool does round down, so that level will show a gain of 4 Health. The next level, assuming Endurance stays at 45, will again register a 4.5 Health gain in the game's files. However, the Health pool will increase by 5, reflecting the summation of the two half-point gains. Importantly, the calculation uses base Endurance only. While this does factor in Birthsign boosts, Fortify Endurance effects from enchantments or potions will be ignored. Skills Governed: Endurance governs the skills of Spear, Heavy Armor, and Medium Armor. Only governing 3 of 27, it is tied with Personality for fewest governed skills. Base Values: Each possible race/gender combination has its Endurance value listed below. Male Argonian: 30 Female Argonian: 30 Male Breton: 30 Female Breton: 30 Male Dark Elf: 40 Female Dark Elf: 30 Male High Elf: 40 Female High Elf: 30 Male Imperial: 40 Female Imperial: 40 Male Khajiit: 30 Female Khajiit: 40 Male Nord: 50 Female Nord: 40 Male Orc: 50 Female Orc: 50 Male Redguard: 50 Female Redguard: 50 Male Wood Elf: 30 Female Wood Elf: 30 Classes That Favor Endurance: The following preset Classes favor Endurance, boosting it an additional 10 points above the base racial values. Acrobat, Pilgrim, Scout, Sorcerer, Spellsword, Warrior Birthsigns That Boost Endurance: Endurance can be boosted 25 points at the outset by selecting The Lady as your birthsign. Discussion: Endurance must be raised first. Period. The reason is simple; Endurance is directly responsible for the size of your health pool, and its bonuses are *not* retroactive. This makes it the only attribute whose benefits are truly time-sensitive. From Level 1 onward, Endurance should have a 5x multiplier at each level up until it hits 100. Priority: 1/7 (tied with Luck) Personality <----------------------------------------------------------------------> In-game text: "Affects your ability to deal with other characters and how much they like you." Details: The in-game text is lacking detail. Personality controls three main things; the disposition of characters you encounter before any faction or racial modifiers (every two points of Personality boosts NPC dispostion by one), your ability to persuade by any of the four methods (Admire, Intimidate, Taunt, and Bribe), and the base prices you get when buying or selling goods. The latter two are more directly influenced by the Speechcraft and Mercantile skills, respectively. Skills Governed: Personality governs the skills of Illusion, Mercantile, and Speechcraft. Only governing 3 of 27, it is tied with Endurance for fewest governed skills. Base Values: Each possible race/gender combination has its Personality value listed below. Male Argonian: 30 Female Argonian: 30 Male Breton: 40 Female Breton: 40 Male Dark Elf: 30 Female Dark Elf: 40 Male High Elf: 40 Female High Elf: 40 Male Imperial: 50 Female Imperial: 50 Male Khajiit: 40 Female Khajiit: 40 Male Nord: 30 Female Nord: 30 Male Orc: 30 Female Orc: 25 Male Redguard: 30 Female Redguard: 40 Male Wood Elf: 40 Female Wood Elf: 40 Classes That Favor Personality: The following preset Classes favor Personality, boosting it an additional 10 points above the base racial values. Agent, Bard, Healer, Knight, Pilgrim, Rogue Birthsigns That Boost Personality: Personality can be boosted 25 points at the outset by selecting The Lady as your birthsign. Discussion: Personality, like Charisma before it, is an easy dump stat. Save scumming can solve any persuasion problems, which also solve any disposition problems. Money is eventually no object, even if you leave Personality at 30 and Mercantile at 5 for the entire game. Raise this last. Priority: 7/7 Luck <----------------------------------------------------------------------> In-game text: "Affects every action you do in a small way." Details: The in-game text is spot-on. Though the magnitude is small, raising Luck improves your odds at everything in the game. Note, however, that the persistent myth that Luck somehow affects randomized loot is false. Skills Governed: Luck governs no skills. Base Values: All characters, regardless of race or gender, begin with a base Luck of 40. Classes That Favor Luck: None of the preset classes have Luck as a favored attribute. Discussion: Luck is a great investment, as it makes you better at everything when you raise it. The issue that makes it a top-priority attribute, however, is that it governs no skills. This means that it never has any multipliers, and can only be raised by 1 at each level up. This, in turn, means that anyone who wants to max Luck should begin raising it immediately and do so until it is maxed. Priority: 1/7 (tied with Endurance) Derived Attributes {CHR003} o======================================================================o Characters in Morrowind have four visible derived attributes. These are listed below, along with the formulas for their derivations. Health <----------------------------------------------------------------------> In-game Text: "The amount of damage you can take before you die. Increases every time you gain a level." As in every video game, Health represents the amount of damage you can take before dying. An initial Health value is determined *after* you select your race, gender, and favored attributes but *before* you choose a Birthsign. Starting Health is equal to half the sum of Strength and Endurance. For example, a male Nord with Strength and Endurance as his favored attributes and The Lady as his birthsign would have a starting Health of 60. His Strength and Endurance, 60 each as favored attributes, are added to the sum, but the additional 25 Endurance from The Lady is not. After character creation, Health is raised by 10% of your Endurance at each level up. Note that here, bonuses from Birthsigns will count, as they are part of your base Endurance. However, any Fortify Endurance effect, whether from enchantments or potions, is not factored in. If you raise Endurance on a given level up, your new Endurance is used to calculate your Health gain. While the game stores decimal Health gains in its memory, your actual Health pool always rounds down. There is no retroactive Health gain for raising Endurance, making it vital to raise Endurance as early as possible. Health is visually represented by the red bar in the bottom left corner of the screen. When drained, it can be restored by spells, potions, or resting. Magicka <----------------------------------------------------------------------> In-game text: "Used to cast spells. Magicka is naturally restored by resting." Magicka is the energy used to cast spells. The derivation is simple; your current Intelligence is multiplied by your Magicka Multiplier, which is 1 by default but can be raised by choosing certain races and Birthsigns at character creation. Unlike Health, your maximum endgame Magicka is locked in at character creation. This leads to two mutually exclusive options for endgame builds: maximize Health, or maximize Magicka. I always choose Magicka, and I'll discuss why in greater detail below. Magicka is visually represented by the blue bar in the bottom left corner of the screen. It can be restored by potions, resting, or spell absorption. Fatigue <----------------------------------------------------------------------> In-game text: "How tired you are. Low Fatigue makes it harder to successfully perform actions." Virtually every action in the game is subject to a Fatigue multiplier, which generally uses the ratio of your current to maximum Fatigue. Many actions lower your current Fatigue, the main ones being jumping, running, and swinging weapons. Fatigue will restore naturally over time, with no need to rest. However, resting, spells, and potions can all also be used to restore Fatigue. Maximum Fatigue is derived by adding together your current Strength, Agility, Willpower, and Endurance. It is not subject to anything else, so all builds have a base Fatigue cap of 400. This can be meaningfully fortified by both enchantments and potions. Fatigue is visually represented by the green bar in the bottom left corner of the screen. Encumbrance <----------------------------------------------------------------------> Encumbrance has no in-game text, but is listed as a ratio in the Inventory menu, above the character doll. Encumbrance is simply the amount your character can carry. A character burdened in excess of his or her maximum Encumbrance cannot move. Additionally, the ratio of current Encumbrance to maximum Encumbrance has an appreciable effect on movement speed, even at values well below the maximum. Encumbrance is derived by multiplying a character's current Strength by 5. It can be lowered or raised by Burden and Feather effects, respectively. Skills {CHR004} o======================================================================o Morrowind has 27 skills, compared to 21 in Oblivion and 18 in Skyrim. Each of these skills is discussed in some depth below. They are not given priority rankings, however, as those are more typically tied to the attributes they can multiply when leveling. However, it is important that a few skills be freely usable from the outset. These will be identified in the discussions. For each skill, the following will be listed: The in-game text describing the skill; The details of what the skill actually does; The specialization (Combat, Magic, or Stealth) that skill is part of; The skill's governing attribute; The way (or ways) to increase the skill through use; Bonuses available to the skill from races; Preset classes that have the skill tagged as major or minor; Top three trainers of that skill, along with their locations and their maximum trainable value*; Books that raise that skill when read; Joinable Factions that favor that skill; Any miscellaneous comments I have on the skill; and How to grind the skill, if you're so inclined. *Note on Trainers: Several skills have many, many low-level trainers, which I won't list here. Check the UESPWiki for the full list. Block <----------------------------------------------------------------------> In-game text: "Block skill allows one to use shields to block any melee attack. A successful block removes all damage from the attack." Details: Unlike later games, Blocking is not under the player's control. Rather, when the player has a shield equipped, the Block skill is used to calculate a chance that an attack will be entirely blocked, negating all damage. There is no chance to block ranged attacks, be they magical or from Marksman weapons. Blocking can only occur in a 120 degree arc in front of your character, but the implementation of the actual angles is bugged. The Block chance varies from 10% to a cap of 50%. Blocking is only possible with shields; use of a two-handed weapon disables Blocking entirely. Specialization: Combat Governing attribute: Agility Increase: Successful Block (+2.5) Racial bonuses: Orc (+10) Classes with Block as a Major Skill: Archer, Barbarian, Bard, Crusader, Knight, Scout, Spellsword, Warrior Classes with Block as a Minor Skill: Agent, Assassin, Monk, Pilgrim, Rogue, Witchhunter Top Trainers: Ulms Drathen, Armigers Stronghold, Molag Mar (up to 71); Khargol gro-Boguk, Vacant Tower, Dagon Fel (up to 82); Shardie, Buckmoth Legion Fort (up to 100, Master Trainer). Books that raise Block: Death Blow of Abernanit; The Mirror; A Dance in Fire, Chapter 2; 36 Lessons of Vivec, Sermon 7; 36 Lessons of Vivec, Sermon 32. Joinable Factions that favor Block: Fighters Guild, Imperial Legion. Miscellaneous comments: Block raises pretty quickly with a shield equipped. Unlike other skills, skill gain actually speeds up as the skill raises. Only successful blocks raise the skill, and as the skill increases, the additional block success more than makes up for the steady increase in experience requirements. The skill is easy to raise when you want to raise it. Just equip a shield and go fight stuff. Grinding: If you want to grind Block, you need to absorb as many hits as possible with a shield equipped. You therefore want to find the weakest possible enemy (a Mudcrab) and let it wail on you. While this is possible as early as the lighthouse outside Seyda Neen, you also need to be able to keep your shield in good repair, which means you have to go as far as Pelagiad since Arrille does not restock any repair tools. Lift (or buy) either the Iron or Steel Shield (they restock, and Heavy Armor is freely usable), along with a stack of repair tools, from Uulernil. Also be sure you get restore health potions from Ygfa at Fort Pelagiad, as she restocks them. Head a bit south to the beach outside Mannammu, where there are a few respawning Mudcrabs. Equip your shield, attract a Mudcrab's attention, and let it wail on you. Just be sure to keep the shield repaired (as long as it's equippable, it works), and keep your health up. Armorer <----------------------------------------------------------------------> In-game text: "Armorer skill is used to maintain weapons and armor at top effectiveness. Worn weapons do less damage. Worn armor provides less protection against attacks. As wear increases, the diminishing effectiveness of weapons and armor is dramatic." Details: Those who started in Skyrim didn't have to deal with the hassle of equipment degradation. While it is present in Oblivion, it is less annoying there because your repair hammers had a chance to break-you could avoid wearing them out. Here, whether repairs succeed or fail, repair tools are only good for 20-25 uses. To attempt repair of damaged equipment, you go to the Inventory menu and drop your chosen repair tool onto the paper doll. This opens up a separate menu where all damaged gear in your inventory is displayed. You then click on the piece of equipment you want to try and repair, and you can either succeed or fail. This is the first layer of how the skill effects equipment repair. If you fail, that's it-you burn a use of the tool with no benefit. If you succeed, a second check is performed-also reliant on the skill-to determine the magnitude of the successful repair. The repair tools include, in ascending order of quality, Repair Prongs, followed by Apprentice's, Journeyman's, Master's, and Grandmaster's Armorer's Hammer, topped out by Sirollus Saccus' Hammer. Specialization: Combat Governing attribute: Strength Increase: Successful Repair (+0.4) Racial bonuses: Orc (+10) Classes with Armorer as a Major Skill: None Classes with Armorer as a Minor Skill: Barbarian, Crusader, Knight, Warrior Top Trainers*: Wayn, Fighters Guild, Balmora (up to 54); Abibael Timsar-Dadisun, Zainab Camp (up to 68); and Avus Belvilo, Storage Shack, Dren Plantation (up to 70). *There is no Master Trainer for Armorer. It was supposed to be Sirollus Saccus at the Hawkmoth Legion Garrison in Ebonheart, but he offers no training at all thanks to a glitch. Books that raise Armorer: 36 Lessons of Vivec, Sermon 6; 36 Lessons of Vivec, Sermon 25; 36 Lessons of Vivec, Sermon 29; The Armorer's Challenge; Last Scabbard of Akrash. Joinable Factions that favor Armorer: Fighters Guild, House Redoran. Miscellaneous comments: Armorer is a gigantic pain in the butt to raise. For starters, anytime you fail, you gain no experience at all. Second, the experience gain for successful repairs is tiny, making the skill level as slow as molasses. Third, it consumes a resource to work on it; even if you save scum to avoid failures, you'll chew through all 25 uses of hundreds of hammers getting this skill maxed out. Finally, even if you did pay for training, you're capped at 70 due to a glitch. It's a nightmare. I keep it freely usable in my plan so you can start right away-your best bet is just to repair absoltuely everything, both your own gear and what you pick up from enemies, after every battle, from the beginning. You'll max it eventually. Grinding: If you want to grind Armorer, you need a respawning source of repair tools as well as a respawning source of enemies to fight. Ideally, those enemies will drop repairable gear of their own. While I would never recommend grinding Armorer (it levels SO SLOWLY, and it will progress naturally as long as you make a point of repairing things), if you absolutely insist, the best place is in Vivec's Foreign Quarter. Grab the Iron Shardaxe from the stump near Seyda Neen's lighthouse (it's enchanted, and Axe is freely usable, but you can use any silver or enchanted weapon you like). Go to Alusaron, in the Foreign Quarter Plaza in Vivec, and lift (or buy) all the repair tools he has. I would also suggest having a full suit of armor on-I'd do Heavy Armor, since my plan has it freely usable, but again, anything will suffice. Finally, head down and clear the Foreign Quarter Tomb. Any Skeletons you fight will drop weapons and shields, and you can repair those in addition to your own gear. The magic weapon is necessary for any Bonelords or Ghosts you might encounter. Dispose of all corpses, and you can clear the place repeatedly, heading upstairs to sell off loot and get more tools as needed. It takes an eternity, though-for me, this was the slowest skill to raise in the entire game. Medium Armor <----------------------------------------------------------------------> In-game text: "Medium Armor skill lets one move and defend while wearing durable but flexible armors like chain, scale, bonemold and Orcish armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use." Details: Those who started in Oblivion or Skyrim only saw two armor skills compared to Morrowind's four. It really only divides armor into three classes, with another skill allowing you some protection with no armor at all. As should be obvious to anyone who speaks English, medium armor falls between light and heavy in terms of both weight and protection. As the skill gets higher, each piece of medium armor you wear receives a boost to its armor rating. Specialization: Combat Governing attribute: Endurance Increase: Hit By Opponent (+1.0) Racial bonuses: Orc, Nord (+10); Argonian, Redguard (+5) Classes with Medium Armor as a Major Skill: Barbarian, Pilgrim, Scout, Warrior Classes with Medium Armor as a Minor Skill: Archer, Bard, Crusader, Knight, Rogue, Sorcerer, Spellsword Top Trainers*: Alfhedil Elf-Hewer, Upper Level, Falenserano (up to 78); Khargol gro-Boguk, Vacant Tower, Dagon Fel (up to 82). *There is no Master Trainer for Medium Armor. It was supposed to be Cinia Urtius, who would appear at the docks at Tel Fyr. However, this NPC never appears at all due to a glitch. Books that raise Medium Armor: Cherim's Heart of Anequina; Bone, Part One; Bone, Part Two; 36 Lessons of Vivec, Sermon 22; 36 Lessons of Vivec, Sermon 33. Joinable Factions that favor Medium Armor: Ashlanders, East Empire Company, House Redoran. Miscellaneous comments: Medium Armor is no harder or easier to raise than the other three skills. Prior to the expansions, it was a silly skill to actually use, as the best Medium Armor in the game was actually inferior to the best Light Armor in terms of protection. The expansions fixed that, so it actually serves as an in-between in terms of weight and protection. I always use Heavy, because Daedric Armor gives the best protection in the game and I don't mind the encumbrance once my strength hits 100. You can, of course, do whatever you wish. Grinding: If you want to grind Medium Armor, I suggest getting a full set of Medium Armor (although, because Unarmored is freely usable, a partial set is acceptable). The easiest way to do this is to lift a full set of Bonemold Armor from the Eastern Guard Tower in Balmora. When that is done, follow the Block strategy from above. Go to Pelagiad, as you have restocking repair tools (Uulernil) and healing potions (Ygfa). Head south to the beach near Mannammu and let the Mudcrabs wail on you, keeping the armor in decent repair and healing as necessary. Heavy Armor <----------------------------------------------------------------------> In-game text: "Heavy Armor skill is used to move and defend while wearing massive and rigid armors like iron, steel, silver, Dwemer, ebony, and Daedric armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use." Details: As should be obvious to anyone who speaks English, heavy armor offers the best protection at the cost of weighing the most. As the skill gets higher, each piece of heavy armor you wear receives a boost to its armor rating. Specialization: Combat Governing attribute: Endurance Increase: Hit By Opponent (+1.0) Racial bonuses: Orc (+10); Nord, Redguard (+5) Classes with Heavy Armor as a Major Skill: Battlemage, Crusader, Knight, Warrior Classes with Heavy Armor as a Minor Skill: Sorcerer Top Trainers: Ulms Drathen, Armigers Stronghold, Molag Mar (up to 71); Shardie, Buckmoth Legion Fort (up to 76); Seanwen, Arena Fighters Training, Vivec (Master Trainer, up to 100). Books that raise Heavy Armor: Hallgerd's Tale; 2920, Mid Year; Chimarvamidium; How Orsinium Passed to the Orcs; 36 Lessons of Vivec, Sermon 12. Joinable Factions that favor Heavy Armor: Fighters Guild, House Redoran, Imperial Legion. Miscellaneous comments: Heavy Armor is no harder or easier to raise than the other three skills. Prior to the expansions, it required some trickery to get a full set of Daedric armor, the most protective armor in the game. The expansions made it so you could find, one piece at a time, the full Daedric set without having to screw with Divayth Fyr. I always use Heavy, because Daedric Armor gives the best protection in the game and I don't mind the encumbrance once my strength hits 100. You can, of course, do whatever you wish. Grinding: If you want to grind Heavy Armor, I suggest getting a full set of Heavy Armor (although, because Unarmored is freely usable, a partial set is acceptable). The easiest way to do this is to lift a full set of Steel Armor, minus the greaves, from Shadbak gra-Burbug in Fort Pelagiad. You can get heavy boots, along with needed repair tools, from Uulernil out in Pelagiad proper. When that is done, follow the Block strategy from above. Go to Pelagiad, as you have restocking repair tools (Uulernil) and healing potions (Ygfa). Head south to the beach near Mannammu and let the Mudcrabs wail on you, keeping the armor in decent repair and healing as necessary. Blunt Weapon <----------------------------------------------------------------------> In-game text: "Blunt Weapon skill makes you more effective when using heavy bashing weapons like maces, hammers, clubs, or staves." Details: This is pretty self-explanatory. While skill only contributes to hit rate, raising this skill makes it easier to hit enemies when wielding anything classed as a Blunt Weapon. In ascending order of power, this category covers clubs, staves, maces, and warhammers. Specialization: Combat Governing attribute: Strength Increase: Successful Attack (+1.0) Racial bonuses: Nord (+10); Imperial, Redguard (+5) Classes with Blunt Weapon as a Major Skill: Barbarian, Crusader Classes with Blunt Weapon as a Minor Skill: Healer, Monk, Spellsword, Warrior, Witchhunter Top Trainers: Eydis Fire-Eye, Fighters Guild, Balmora (up to 72); Alfhedil Elf-Hewer, Upper Level, Falenserano (up to 78); Ernse Llervu, Abbey of St. Delyn the Wise, Vivec (Master Trainer, up to 100). Books that raise Blunt Weapon: The Hope of the Redoran; The Importance of Where; Night Falls on Sentinel; 36 Lessons of Vivec, Sermon 3; 36 Lessons of Vivec, Sermon 9. Joinable Factions that favor Blunt Weapon: Fighters Guild, Imperial Cult, Imperial Legion, Tribunal Temple. Miscellaneous comments: Blunt Weapon is no harder or easier to raise than the other melee skills. If you're grinding, I suggest finding a Chitin Club, the weakest option. The Daedric Mace is the best option here; I can see no good reason to ever use a two-handed weapon, given both the availability of blocking and the superior enchantment capacity of shields. You're required to use a Blunt Weapon successfully in the final battle of the Main Quest, so even if you're ignoring my leveling plan, you'll want to at least be competent by then. I generally go for Long Blades once everything is maxed, but your preference may vary. Grinding: If you want to grind Blunt Weapon, I suggest getting the weakest possible weapon and killing things by thrusting, the weakest attack. You can get a guaranteed Chitin Club at Ralen Tilvur's shop in Vivec's Foreign Quarter. An Iron Club is almost as good for grinding, and that's available from Arrille in Seyda Neen. I will actually suggest sticking with the Pelagiad option, as the Mudcrabs will take plenty of hits to drop at high difficulty with weak weapons, and trying to grind on anything stronger would require better weapons and wouldn't really be grinding. Pelagiad, of course, gives you restocking repair tools (Uulernil) and healing potions (Ygfa), which should be everything you need. Kill the Mudcrabs, repair, heal, respawn, repeat. Easy. Long Blade <----------------------------------------------------------------------> In-game text: "Long Blade skill lets one use broadswords, sabers, longswords, claymores, katanas, and dai-katanas more effectively." Details: This is pretty self-explanatory. While skill only contributes to hit rate, raising this skill makes it easier to hit enemies when wielding anything classed as a Long Blade. In ascending order of power, this category covers broadswords, sabres, longswords, katanas, claymores, and dai-katanas. Specialization: Combat Governing attribute: Strength Increase: Successful Attack (+1.0) Racial bonuses: Redguard (+15); Imperial (+10); Dark Elf, Nord (+5) Classes with Long Blade as a Major Skill: Archer, Bard, Crusader, Knight, Scout, Spellsword, Warrior Classes with Long Blade as a Minor Skill: Assassin, Battlemage, Rogue Top Trainers: Larrius Varro, Moonmoth Legion Fort (up to 74); Shardie, Buckmoth Legion Fort (up to 86); Ulms Drathen, Armigers Stronghold, Molag Mar (Master Trainer, up to 100). Books that raise Long Blade: Words and Philosophy; 2920, Morning Star; 36 Lessons of Vivec, Sermon 17; 36 Lessons of Vivec, Sermon 20; 36 Lessons of Vivec, Sermon 23. Joinable Factions that favor Long Blade: Blades, East Empire Company, Fighters Guild, House Redoran, Imperial Legion, Quarra Clan. Miscellaneous comments: Long Blade is no harder or easier to raise than the other melee skills. If you're grinding, I suggest finding an Iron Saber, the weakest option. The Daedric Katana is the best generic option here; I can see no good reason to ever use a two-handed weapon, given both the availability of blocking and the superior enchantment capacity of shields. I generally go for Long Blades once everything is maxed, but your preference may vary. Grinding: If you want to grind Long Blade, I suggest getting the weakest possible weapon and killing things by thrusting, the weakest attack. You can get a guaranteed Iron Saber at Moonmoth Legion Fort outside Balmora. I will actually suggest sticking with the Pelagiad option, as the Mudcrabs will take plenty of hits to drop at high difficulty with weak weapons, and trying to grind on anything stronger would require better weapons and wouldn't really be grinding. Pelagiad, of course, gives you restocking repair tools (Uulernil) and healing potions (Ygfa), which should be everything you need. Kill the Mudcrabs, repair, heal, respawn, repeat. Easy. Axe <----------------------------------------------------------------------> In-game text: "Axe skill helps a user wield heavy chopping weapons like war axes and battleaxes more effectively." Details: This is pretty self-explanatory. While skill only contributes to hit rate, raising this skill makes it easier to hit enemies when wielding anything classed as an Axe. In ascending order of power, this category covers war axes and battleaxes. Specialization: Combat Governing attribute: Strength Increase: Successful Attack (+1.2) Racial bonuses: Nord (+10); Orc, Redguard (+5) Classes with Axe as a Major Skill: Barbarian, Battlemage, Knight, Rogue Classes with Axe as a Minor Skill: Spellsword, Warrior Top Trainers: Eydis Fire-Eye, Fighters Guild, Balmora (up to 72); Alfhedil Elf-Hewer, Upper Level, Falenserano (Master Trainer, up to 100). Books that raise Axe: The Third Door; The Axe Man; The Seed; 36 Lessons of Vivec, Sermon 5; 36 Lessons of Vivec, Sermon 16. Joinable Factions that favor Axe: Fighters Guild. Miscellaneous comments: Axe raises a little bit faster than the other melee skills, for whatever reason. If you're grinding, I suggest finding a Chitin War Axe, the weakest option. The Daedric War Axe is the best generic option here; I can see no good reason to ever use a two-handed weapon, given both the availability of blocking and the superior enchantment capacity of shields. I generally go for Long Blades once everything is maxed, but your preference may vary. Grinding: If you want to grind Axe, I suggest getting the weakest possible weapon and killing things by thrusting, the weakest attack. You can get a guaranteed Chitin War Axe from the Eastern Guard Tower in Balmora. I will actually suggest sticking with the Pelagiad option, as the Mudcrabs will take plenty of hits to drop at high difficulty with weak weapons, and trying to grind on anything stronger would require better weapons and wouldn't really be grinding. Pelagiad, of course, gives you restocking repair tools (Uulernil) and healing potions (Ygfa), which should be everything you need. Kill the Mudcrabs, repair, heal, respawn, repeat. Easy. Spear <----------------------------------------------------------------------> In-game text: "Spear skill permits effective use of long-hafted thrusting weapons like spears and halberds." Details: This is pretty self-explanatory. While skill only contributes to hit rate, raising this skill makes it easier to hit enemies when wielding anything classed as a Spear. In ascending order of power, this category covers spears and halberds. Specialization: Combat Governing attribute: Endurance Increase: Successful Attack (+1.0) Racial bonuses: Argonian, Nord (+5) Classes with Spear as a Major Skill: None Classes with Spear as a Minor Skill: Acrobat, Archer, Warrior Top Trainers: Flaenia Amiulusus, Fighters Guild, Balmora (up to 44); Mertis Falandas, Tower of Dusk, Lower Level, Ghostgate (Master Trainer, up to 100). Books that raise Spear: Smuggler's Island; 2920, First Seed; 36 Lessons of Vivec, Sermon 14; 36 Lessons of Vivec, Sermon 24; 36 Lessons of Vivec, Sermon 35. Joinable Factions that favor Spear: Ashlanders, House Redoran, Imperial Legion. Miscellaneous comments: Spear is no easier or harder to raise than the other melee skills. If you're grinding, I suggest finding a Chitin Spear, the weakest option. The Daedric Spear is the best generic option here. It's neat that, unlike in Oblivion, there's a weapon skill governed by Endurance. However, once everything is maxed, I can see no good reason to ever use a two-handed weapon, given both the availability of blocking and the superior enchantment capacity of shields. I generally go for Long Bladesonce everything is maxed, but your preference may vary. Grinding: If you want to grind Spear, I suggest getting the weakest possible weapon and killing things by chopping, the weakest attack. You can get a guaranteed Chitin Spear from the Fighters Guild in Balmora. I will actually suggest sticking with the Pelagiad option, as the Mudcrabs will take plenty of hits to drop at high difficulty with weak weapons, and trying to grind on anything stronger would require better weapons and wouldn't really be grinding. Pelagiad, of course, gives you restocking repair tools (Uulernil) and healing potions (Ygfa), which should be everything you need. Kill the Mudcrabs, repair, heal, respawn, repeat. Easy. Athletics <----------------------------------------------------------------------> In-game text: "Athletics skill trains and conditions one for running and swimming. Skilled athletes move short and long distances over land with speed and efficiency, and they also swim swiftly underwater." Details: This, along with your Speed attribute, determines how fast you can move while running or swimming. I'm not certain if it also boosts walking or levitating speed. Specialization: Combat Governing attribute: Speed Increases: One second running (+0.02), One second swimming (+0.03) Racial bonuses: Argonian (+15); Dark Elf, Khajiit, Redguard (+5) Classes with Athletics as a Major Skill: Acrobat, Archer, Barbarian, Monk, Scout, Warrior Classes with Athletics as a Minor Skill: Assassin, Rogue, Thief Top Trainers: Huleeya, Black Shalk Cornerclub, Foreign Quarter, Vivec (up to 75); Delyna Mandas, Onyx Hall, Tel Fyr (up to 75); Adibael Hainnabibi, Kaushtababi Camp (Master Trainer, up to 100). Books that raise Athletics: The Ransom of Zarek; A Dance in Fire, Chapter 3; 36 Lessons of Vivec, Sermon 1; 36 Lessons of Vivec, Sermon 8; 36 Lessons of Vivec, Sermon 31. Joinable Factions that favor Athletics: Clan Aundae, Clan Berne, House Redoran, Imperial Legion, Quarra Clan, Twin Lamps. Miscellaneous comments: While Athletics is painfully slow to raise, it tends to take care of itself, so long as you spend most of your time running. Swimming raises it a full 50% faster, so don't neglect to spend some time diving through the various grottos and other underwater areas. This will take a long time to max, but most people don't need to focus on raising it. Grinding: If you want to grind Athletics, find a nice spot in the water clear of enemies, point yourself someplace you can swim into a corner without submerging, and just press Q (auto-move) and leave. It took me about 3 real-life days (yeah). Enchant <----------------------------------------------------------------------> In-game text: "This skill governs the creation, use, and recharging of enchanted items. Skilled enchanters are more successful at creating new items. Enchanted items burn less power, and are recharged more efficiently from soul gems, for a trained user." Details: The in-game text adequately describes all the benefits of the Enchant skill. Higher Enchant means more energy is gained from recharging items with soul gems, less energy is burned per use of enchanted items, and the success rate for creating new enchanted items increases. Specialization: Magic Governing attribute: Intelligence Increases: Recharge Item (+5.0); Create Magic Item (+5.0); Use Magic Item (+0.1) Racial bonuses: High Elf (+10) Classes with Enchant as a Major Skill: Sorcerer, Witchhunter Classes with Enchant as a Minor Skill: Bard, Battlemage, Knight, Mage, Spellsword Top Trainers*: Qorwynn, Indoranyon (Master Trainer, up to 100). *There are no other high-level Enchant trainers in the game, and Qorwynn is hostile by default. He can be spoken to for training either by i) Calming him and raising his disposition high enough to stop him from attacking, or ii) attaining 100% Chameleon and simply speaking to him. Books that raise Enchant: Feyfolken I; The Wolf Queen, Book VIII; Palla, Book II; 36 Lessons of Vivec, Sermon 19; The Final Lesson. Joinable Factions that favor Enchant: House Telvanni, Imperial Cult, Mages Guild. Miscellaneous comments: You should be aware that, even with 100 Enchant and 100 Intelligence, you are only capable of creating modestly powerful enchantments. If you want to guarantee success regardless of powerful level, you'll need to use Alchemy to fortify Intelligence to a whopping 4900. You should also be aware that, for purposes of raising the skill, recharging an item is *just as effective* as creating a new one. Grinding: If you want to grind Enchant, you need soul gems, a way to fill them, and something to use them on. The simplest method by far is to acquire Azura's Star, enchant a weapon with a cast-on-strike Soul Trap, kill something that respawns using that weapon (like those Mudcrabs outside Mannammu), and recharging that weapon with Azura's Star. Repeat ad nauseum and the skill will raise quite fast. If you can't get Azura's Star, you can get restocking soul gems from Galbedir at the Balmora Mage's Guild. You can buy the Soul Trap spell from Masalinie Merian at the Balmora Mage's Guild, and have Galbedir enchant the weapon you want to use. Destruction <----------------------------------------------------------------------> In-game text: "The destruction skill is the mastery of the spell effects of the College of Destruction. Their spells harm living and unliving things, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects." Details: As the Destruction skill increases, the chance to successfully cast any known Destruction spell rises. Specialization: Magic Governing attribute: Willpower Increase: Successful Cast (+1.0) Racial bonuses: Dark Elf, High Elf (+10) Classes with Destruction as a Major Skill: Battlemage, Crusader, Mage, Sorcerer, Spellsword Classes with Destruction as a Minor Skill: Nightblade Top Trainers: Seryne Relas, Tel Branora (up to 81); Erer Darothril, Dirty Muriel's Cornerclub, Sadrith Mora (up to 81); Ardarume, Gateway Inn: West Wing, Sadrith Mora (up to 81); Leles Birian, Piernette's Farmhouse (Master Trainer, up to 100). Books that raise Destruction: The Horror of Castle Xyr; Response to Bero's Speech; A Hypothetical Treachery; The Art of War Magic; Mystery of Talara, Part 3. Joinable Factions that favor Destruction: House Telvanni, Mages Guild, Quarra Clan. Miscellaneous comments: Premade spells kind of stink, custom spells are game-breakingly overpowered. This comment will apply to all of the Colleges of magic. Be aware that, in order to make an enchantment or a custom spell with a given magical effect, you must already know a spell which uses that effect. The difference between effects and spells is important to understand, and all spells will be categorized by their effect in the spell list below. Grinding: If you want to grind Destruction, just make a custom spell of any effect that only costs 1 Magicka, stand next to a bed, and spam it. Unlike Oblivion and Skyrim, you do not need to hit valid targets to raise the skill; you need only successfully cast. If you're smart and have the Atronach birthsign, you should instead stand next to a merchant who restocks Restore Magicka potions. Nalcarya of White Haven in Balmora, who has restocking Exclusive-quality potions, is an excellent choice. Alteration <----------------------------------------------------------------------> In-game text: "Students of the College of Alteration manipulate the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, burdening, opening and locking, and creating shield barriers against physical damage." Details: As the Alteration skill increases, the chance to successfully cast any known Alteration spell rises. Specialization: Magic Governing attribute: Willpower Increase: Successful Cast (+1.0) Racial bonuses: Breton, High Elf (+5) Classes with Alteration as a Major Skill: Battlemage, Healer, Mage, Nightblade, Sorcerer, Spellsword Classes with Alteration as a Minor Skill: Acrobat, Scout Top Trainers: Yakin Bael, Vos Chapel, Vos (up to 71); Ardarume, Gateway Inn: West Wing, Sadrith Mora (up to 76); Seryne Relas, Tel Branora (Master Trainer, up to 100). Books that raise Alteration: Breathing Water; The Dragon Break Re-Examined; Sithis; 36 Lessons of Vivec, Sermon 13; The Lunar Lorkhan. Joinable Factions that favor Alteration: Ashlanders, Mages Guild, House Telvanni. Miscellaneous comments: Premade spells kind of stink, custom spells are game-breakingly overpowered. This comment will apply to all of the Colleges of magic. Be aware that, in order to make an enchantment or a custom spell with a given magical effect, you must already know a spell which uses that effect. The difference between effects and spells is important to understand, and all spells will be categorized by their effect in the spell list below. Grinding: If you want to grind Alteration, just make a custom spell of any effect that only costs 1 Magicka, stand next to a bed, and spam it. If you're smart and have the Atronach birthsign, you should instead stand next to a merchant who restocks Restore Magicka potions. Nalcarya of White Haven in Balmora, who has restocking Exclusive-quality potions, is an excellent choice. Illusion <----------------------------------------------------------------------> In-game text: "Spell effects of the College of Illusion alter the perceptions and thoughts of living subjects. Illusion effects blind, illuminate, paralyze, and silence, calm or enrage, charm, distract and camouflage, and render invisible." Details: As the Illusion skill increases, the chance to successfully cast any known Illusion spell rises. Specialization: Magic Governing attribute: Personality Increase: Successful Cast (+1.0) Racial bonuses: Argonian, Breton, High Elf (+5) Classes with Illusion as a Major Skill: Mage, Nightblade Classes with Illusion as a Minor Skill: Agent, Bard, Healer, Pilgrim, Sorcerer Top Trainers: Erer Darothril, Dirty Muriel's Cornerclub, Sadrith Mora (Master Trainer, up to 100). Books that raise Illusion: The Wolf Queen, Book III; Silence; Incident in Necrom; Palla, Book I; Mystery of Talara, Part 4. Joinable Factions that favor Illusion: Clan Aundae, House Telvanni, Mages Guild, Morag Tong Miscellaneous comments: Premade spells kind of stink, custom spells are game-breakingly overpowered. This comment will apply to all of the Colleges of magic. Be aware that, in order to make an enchantment or a custom spell with a given magical effect, you must already know a spell which uses that effect. The difference between effects and spells is important to understand, and all spells will be categorized by their effect in the spell list below. Grinding: If you want to grind Illusion, just make a custom spell of any effect that only costs 1 Magicka, stand next to a bed, and spam it. If you're smart and have the Atronach birthsign, you should instead stand next to a merchant who restocks Restore Magicka potions. Nalcarya of White Haven in Balmora, who has restocking Exclusive-quality potions, is an excellent choice. Conjuration <----------------------------------------------------------------------> In-game text: "The spell effects of the College of Conjuration include the mental domination of mundane and magical creatures, summonation of otherworldly weapons and armor, and summonation of Daedric or undead servants and powers to serve and protect the caster." Details: As the Conjuration skill increases, the chance to successfully cast any known Conjuration spell rises. Specialization: Magic Governing attribute: Intelligence Increase: Successful Cast (+1.0) Racial bonuses: Breton (+10); High Elf (+5) Classes with Conjuration as a Major Skill: Battlemage, Sorcerer, Witchhunter Classes with Conjuration as a Minor Skill: Agent, Mage Top Trainers*: Avus Belvilo, Storage Shack, Dren Plantation (up to 70); Abelle Chriditte, Propylon Chamber, Valenvaryon (up to 81); Methal Seran, Temple, Ald'ruhn (Master Trainer, up to 100). *You must be a member of the Tribunal Temple faction to receive Master Training from Methal Seran. Books that raise Conjuration: Feyfolken II; Feyfolken III; 2920, Hearth Fire; 2920, FrostFall; The Warrior's Charge. Joinable Factions that favor Conjuration: Clan Aundae, House Telvanni, Imperial Cult, Tribunal Temple Miscellaneous comments: Premade spells kind of stink, custom spells are game-breakingly overpowered. This comment will apply to all of the Colleges of magic. Be aware that, in order to make an enchantment or a custom spell with a given magical effect, you must already know a spell which uses that effect. The difference between effects and spells is important to understand, and all spells will be categorized by their effect in the spell list below. Grinding: If you want to grind Conjuration, just make a custom spell of any effect that only costs 1 Magicka, stand next to a bed, and spam it. If you're smart and have the Atronach birthsign, you should instead stand next to a merchant who restocks Restore Magicka potions. Nalcarya of White Haven in Balmora, who has restocking Exclusive-quality potions, is an excellent choice. Mysticism <----------------------------------------------------------------------> In-game text: "The spells of the College of Mysticism shape and focus otherworldly forces to bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, or absorb or reflect magical energies, or sense unseen objects at a distance." Details: As the Mysticism skill increases, the chance to successfully cast any known Mysticism spell rises. Specialization: Magic Governing attribute: Willpower Increase: Successful Cast (+1.0) Racial bonuses: Breton (+10); Argonian, Dark Elf (+5) Classes with Mysticism as a Major Skill: Healer, Mage, Nightblade, Sorcerer Classes with Mysticism as a Minor Skill: Battlemage, Witchhunter Top Trainers: Leles Birian, Piernette's Farmhouse (up to 81); Abelle Chriditte, Propylon Chamber, Valenvaryon (up to 81); Ardarume, Gateway Inn: West Wing, Sadrith Mora (Master Trainer, up to 100). Books that raise Mysticism: The Firsthold Revolt; 2920, Sun's Dawn; 36 Lessons of Vivec, Sermon 4; 36 Lessons of Vivec, Sermon 36; Charwich-Koniinge, Volume 3. Joinable Factions that favor Mysticism: Ashlanders, Clan Aundae, House Telvanni, Imperial Cult, Mages Guild, Tribunal Temple Miscellaneous comments: Premade spells kind of stink, custom spells are game-breakingly overpowered. This comment will apply to all of the Colleges of magic. Be aware that, in order to make an enchantment or a custom spell with a given magical effect, you must already know a spell which uses that effect. The difference between effects and spells is important to understand, and all spells will be categorized by their effect in the spell list below. Grinding: If you want to grind Mysticism, just make a custom spell of any effect that only costs 1 Magicka, stand next to a bed, and spam it. If you're smart and have the Atronach birthsign, you should instead stand next to a merchant who restocks Restore Magicka potions. Nalcarya of White Haven in Balmora, who has restocking Exclusive-quality potions, is an excellent choice. Restoration <----------------------------------------------------------------------> In-game text: "Adepts of the College of Restoration heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. Restoration spells can also augment or absorb strength, endurance, intelligence, agility, and other bodily attributes." Details: As the Restoration skill increases, the chance to successfully cast any known Restoration spell rises. Specialization: Magic Governing attribute: Willpower Increase: Successful Cast (+1.0) Racial bonuses: Breton (+10) Classes with Restoration as a Major Skill: Healer, Mage, Pilgrim, Spellsword Classes with Restoration as a Minor Skill: Archer, Crusader, Knight, Monk Top Trainers: Leles Birian, Piernette's Farmhouse (up to 81); Yakin Bael, Vos Chapel, Vos (Master Trainer, up to 100). Books that raise Restoration: Withershins; Notes on Racial Phylogeny; The Four Suitors of Benitah; 2920, Rain's Hand; Mystery of Talara, Part 2. Joinable Factions that favor Restoration: Blades, Imperial Cult, Tribunal Temple Miscellaneous comments: Premade spells kind of stink, custom spells are game-breakingly overpowered. This comment will apply to all of the Colleges of magic. Be aware that, in order to make an enchantment or a custom spell with a given magical effect, you must already know a spell which uses that effect. The difference between effects and spells is important to understand, and all spells will be categorized by their effect in the spell list below. Grinding: If you want to grind Restoration, just make a custom spell of any effect that only costs 1 Magicka, stand next to a bed, and spam it. If you're smart and have the Atronach birthsign, you should instead stand next to a merchant who restocks Restore Magicka potions. Nalcarya of White Haven in Balmora, who has restocking Exclusive-quality potions, is an excellent choice. Alchemy <----------------------------------------------------------------------> In-game text: "Alchemy identifies magical properties in mundane substances. Substances are consumed directly, or prepared as potions to provide long-lasting benefits like healing and curing disease, water-walking, magical shielding, and fortifying bodily attributes." Details: The in-game text alludes to all of the effects this skill has. First, an ingredient can have anywhere between one and four effects. As the skill rises, your identification ability progresses as follows: 0-14, no effects visible; 15-29, one effect visible; 30-44, two effects visible; 45-59, three effects visible; 60+, all effects visible. Note, however, that the identification system can be somewhat circumvented by simple trial and error. Even if you can't visually identify an effect, if you go to the Alchemy interface, it will always indicate whether a combination of two ingredients shares an effect or not. Second, as the skill increases, your chance of successfully experiencing an ingredient's first effect when that ingredient is consumed goes up. Third, as the skill increases, your chance of successfully creating potions increases. Fourth, as the skill increases, the magnitude, duration, and value of created potions all increase. Those values are further effected by the presence of calcinators, alembics, and/or retorts in addition to the required mortar & pestle. The quality of any equipment also impacts potion quality. Specialization: Magic Governing attribute: Intelligence Increases: Create Potion (+2.0); Eat Ingredient (+0.5) Racial bonuses: High Elf (+10); Argonian, Breton, Wood Elf (+5) Classes with Alchemy as a Major Skill: Bard, Witchhunter Classes with Alchemy as a Minor Skill: Assassin, Battlemage, Crusader, Healer, Mage, Pilgrim, Scout, Spellsword Top Trainers: Abelle Chriditte, Propylon Chamber, Valenvaryon (Master Trainer, up to 100). Books that raise Alchemy: A Game at Dinner; The Cake and the Diamond; Song of the Alchemists; 36 Lessons of Vivec, Sermon 2; 36 Lessons of Vivec, Sermon 18; The Song of Uncle Sweetshare. Joinable Factions that favor Alchemy: Mages Guild, Tribunal Temple Miscellaneous comments: Alchemy, in combination with enchanting, is the way to make yourself powerful. Apart from your raw levels, power comes from great enchantments. Great enchantments either cost literally thousands of gold, or require that Intelligence be fortified to 4900. That fortification happens through Alchemy. You can make sufficiently powerful potions by using a Fortify Intelligence loop; make a potion of Fortify Intelligence, drink it, make another potion of Fortify Intelligence, and repeat until Intelligence reaches at least 4900. Once it hits that threshold, enchant away. The critical ingredients to fortify Intelligence are ash yams, bloat, netch leather, and horker tusks. One merchant who restocks at least two ingredients is Aunius Autrus at the Imperial Shrine in Wolverine Hall in Sadrith Mora. As far as raising the skill to 100 for simple build purposes, the easiest thing to do is grab the Apprentice's Mortar and Pestle from Arrille's Tradehouse before leaving Seyda Neen. With that, just make sure to spend time harvesting ingredients as you move through the game, and turn them into potions as you can. Note that potion quality is irrelevant to skill gain, unlike Skyrim. Grinding: If you want to grind Alchemy, make sure you have at least a Mortar and Pestle, get next to an alchemy merchant who restocks a nice set of ingredients (Nalcarya of White Haven in Balmora is a good choice), get ingredients that share an effect, turn them into potions, sell them to your chosen merchant, and repeat ad nauseum. Gains can be slow when you're still failing a lot, but creating potions raises this skill pretty quickly. Unarmored <----------------------------------------------------------------------> In-game text: "Unarmored skill lets one avoid or reduce injury during combat while not wearing any armor by evading, deflecting, or absorbing blows. Those versed in this skill are better defended wearing no armor at all than they are when wearing armor." Details: The in-game text is a bit misleading. As this skill increases, any portion of your body that is unprotected by armor gains some inherent armor rating, up to a maximum of 65 when the skill reaches 100. Obviously, anything with a better armor rating than that will still provide better protection, regardless of the description's claim that you're better protected wearing no armor at all. However, that 65 is better than a lot of lower-quality armors. Specialization: Magic Governing attribute: Speed Increase: Hit By Opponent (+1.0) Racial bonuses: Argonian (+5) Classes with Unarmored as a Major Skill: Acrobat, Monk Classes with Unarmored as a Minor Skill: Agent, Archer, Barbarian, Healer, Mage, Nightblade, Scout, Witchhunter Top Trainers: Caius Cosades, Balmora (up to 70); Khargol gro-Boguk, Vacant Tower, Dagon Fel (Master Trainer, up to 100). Books that raise Unarmored: The Wraith's Wedding Dowry; Charwich-Koniinge, Volume 1; 36 Lessons of Vivec, Sermon 11; 36 Lessons of Vivec, Sermon 15; 36 Lessons of Vivec, Sermon 34. Joinable Factions that favor Unarmored: Clan Aundae, Clan Berne, Quarra Clan, Imperial Cult, Tribunal Temple, Twin Lamps Miscellaneous comments: Unarmored is no harder or easier to raise than the other three skills. As stated above, it only provides better protection than lower-tier armors, and that assumes the skill is maxed. It can be difficult to raise this skill before you have a decent health pool, especially at high difficulties. Grinding: If you want to grind Unarmored, I suggest waiting until you have a decent health pool, although you're welcome to try it whenever you wish. When you're ready, take off all your armor and go find some Mudcrabs. I'll stick with my suggestion of the group outside Mannammu, near Pelagiad. The lack of armor means you don't need to worry about repair tools, but you'll still need healing, and Ygfa restocks potions at Fort Pelagiad. Security <----------------------------------------------------------------------> In-game text: "Security skill lets one open locked doors and containers with lock-picks or disarm traps with probes. This skill is essential for agents and thieves alike." Details: The in-game text is pretty accurate. Security, along with Agility (despite being governed by Intelligence) and the quality of the lockpick or probe being used, determines the chance of successfully opening a lock or disarming a trap. If your success chance is 0, you will get a message stating "lock too complex." Security has one other, very minor use. There are four sealed scrolls in the game, and after opening them, you have the option to try and reseal them. Your chance to do so successfully is also governed by the Security skill. Specialization: Stealth Governing attribute: Intelligence Increases: Disarm Trap (+3.0); Open Lock (+2.0) Racial bonuses: Khajiit (+5) Classes with Security as a Major Skill: Thief Classes with Security as a Minor Skill: Assassin, Bard, Nightblade Top Trainers*: Hecerinde, Balmora (Master Trainer, up to 100). *You must be at least Operative rank in the Thieves Guild before Hecerinde will train you. Books that raise Security: The Locked Room; The Wolf Queen, Book I; The Dowry; Chance's Folly; Surfeit of Thieves; Bloody Note; Thauraver's Orders. Joinable Factions that favor Security: East Empire Company, House Hlaalu, Thieves Guild, Twin Lamps Miscellaneous comments: Security has no minigame like it does in Oblivion or Skyrim-it's a success or failure proposition. Further, even when there is a success, you burn one of the limited uses each lockpick or probe has. Consequently, you'll need to stay well-stocked on thieves' tools. Fortunately, that isn't a very tall order. Note that disarming traps raises the skill 50% faster than opening locks does. This skill levels quite naturally as you go, so long as you use it to open any locks and disarm any traps you find. Grinding: If you want to grind Security, you need to be at a point where you can also raise Alteration. The only way to grind the skill is to cast a Lock spell on something (I suggest a custom level 1 Lock spell) and then pick it open. You should ideally be near someone who restocks lockpicks; Bolnor Andrani at the Hlaalu Council Manor in Balmora is a good source, but there are lots out there. You will also, of course, need the Lock effect-it's available from Medila Indaren at the Caldera Mages Guild, in the form of Fenrick's Doorjam. You can then have a spellmaker make your custom spell. Sneak <----------------------------------------------------------------------> In-game text: "The Sneak discipline is the art of moving unseen and unheard. Skilled sneaks are also adept pickpockets." Details: The in-game text is pretty accurate. Sneak, along with Agility, determines your odds of remaining undetected in Sneak mode and of successfully picking pockets undetected. Note that pickpocketing is rather broken (they actually didn't finish coding it), and it's almost impossible to successfully pickpocket anything until Sneak is nearly maxed. Also note that a successful attack while sneaking and undetected will result in critical damage. You should also note that line-of-sight matters a great deal-enemies are three times more likely to detect you if you're in front of them. Specialization: Stealth Governing attribute: Agility Increases: Successful Pickpocket (+2.0); Avoid Notice (+0.25) Racial bonuses: Wood Elf (+10); Khajiit (+5) Classes with Sneak as a Major Skill: Acrobat, Agent, Assassin, Monk, Nightblade, Scout, Thief Classes with Sneak as a Minor Skill: Archer, Witchhunter Top Trainers*: Aerin, Andus Tradehouse, Maar Gan (up to 84); Wadarkhu, Dreugh-Jigger's Rest, Gnaar Mok (Master Trainer, up to 100); Ri'Shajirr, Shenk's Shovel, Caldera (Master Trainer, up to 100). *Sneak is the only skill in the game with two Master Trainers. Books that raise Sneak: The Wolf Queen, Book VI; 2920, Last Seed; Azura and the Box; Trap; 36 Lessons of Vivec, Sermon 26. Joinable Factions that favor Sneak: Clan Berne, Blades, Morag Tong, Thieves Guild, Twin Lamps Miscellaneous comments: Sneak is almost useless until it reaches very high levels, where it's like the engine finally turns over and it becomes an incredibly useful tool. If you intend to play without buying anything, like my walkthrough advocates, you'll be heavily reliant on thievery, and especially on picking pockets. Accordingly, I usually start the game by grinding Sneak from 5 to 100. It's the only skill where I grind that dramatically, I get it done at the very start, and it is most certainly worth it. While picking pockets is ostensibly a better way to raise the skill, you just won't succeed at low levels, making it a fool's errand to try and raise the skill that way. Grinding: If you want to grind Sneak (and it's the one skill where I recommend a full-on 5-100 grind), find somebody who's alone, weight the sneak key, and leave for about 8 hours. I usually turn around and head back into Census and Excise right after character creation ends and use Sellus Gravius to max my skill for the rest of the game. Acrobatics <----------------------------------------------------------------------> In-game text: "Acrobatics skill enables one to jump long distances and to avoid damage when falling from great heights. Nimble acrobats can reach areas others cannot get to and can direct their paths while falling." Details: The in-game text is pretty accurate. Higher Acrobatics means you both jump farther and can fall farther without taking damage. Specialization: Stealth Governing attribute: Strength Increases: Fall (+3.0); Jump (+0.15) Racial bonuses: Khajiit (+15); Wood Elf (+5) Classes with Acrobatics as a Major Skill: Acrobat, Agent, Assassin, Bard, Monk, Thief Classes with Acrobatics as a Minor Skill: Barbarian Top Trainers: Sugar-Lips Habasi, South Wall Cornerclub, Balmora (up to 77); Aerin, Andus Tradehouse, Maar Gan (up to 79); Senyndie, Arena Fighters Quarters, Vivec (Master Trainer, up to 100). Books that raise Acrobatics: Realizations of Acrobacy; A Dance in Fire, Chapter 1; A Dance in Fire, Chapter 4; The Black Arrow, Volume 1; Mystery of Talara, Part 1. Joinable Factions that favor Acrobatics: Clan Aundae, Clan Berne, Morag Tong, Quarra Clan, Thieves Guild Miscellaneous comments: Acrobatics is fun, and very easy to raise. When it gets high, you can make some pretty ludicrous jumps, and there are plenty of dungeon areas that are only accessible with either high Acrobatics or the ability to levitate. Note that, for a fall to increase skill experience, it must be a fall sufficient to cause damage. Once it is, the amount of damage is irrelevant. Grinding: If you want to grind Acrobatics, find a nice steep hill you can repeatedy jump up. It's important that the jump get interrupted so you can mash the bejeezus out of that Jump key. The classic place to grind Acrobatics is on any one of the big ramps on the exterior of Vivec's cantons. Light Armor <----------------------------------------------------------------------> In-game text: "Light armor skill lets one move and defend while wearing light-weight, flexible armors like leather, boiled leather, fur, chitin, and glass armor. To use any style of armor effectively, the wearer must be trained, conditioned, and skilled in its use." Details: As should be obvious to anyone who speaks English, light armor offers the lowest protection with the benefit of weighing the least. As the skill gets higher, each piece of light armor you wear receives a boost to its armor rating. Specialization: Stealth Governing attribute: Agility Increase: Hit By Opponent (+1.0) Racial bonuses: Wood Elf (+10); Dark Elf, Imperial, Khajiit (+5) Classes with Light Armor as a Major Skill: Agent, Archer, Assassin, Rogue, Thief, Witchhunter Classes with Light Armor as a Minor Skill: Acrobat, Barbarian, Healer, Monk, Nightblade, Scout Top Trainers: Ruccia Conician, Grand Council Chambers, Ebonheart (up to 70); Aerin, Andus Tradehouse, Maar Gan (Master Trainer, up to 100). Books that raise Light Armor: The Rear Guard; Ice and Chitin; Lord Jornibret's Last Dance; 36 Lessons of Vivec, Sermon 21; 36 Lessons of Vivec, Sermon 28. Joinable Factions that favor Light Armor: Ashlanders, Blades, House Hlaalu, Morag Tong, Thieves Guild Miscellaneous comments: Light Armor is no harder or easier to raise than the other three skills. If you have Tribunal, once you survive the first Dark Brotherhood attack, you'll have a killer set of Light Armor. I typically prefer Heavy Armor once all is maxed, as it has both a better protection rating and a higher enchantment potential. Of course, if you like the Light Armor aesthetic, you'll do just fine in glass with maxed stats. Grinding: If you want to grind Light Armor, I suggest getting a full set of Light Armor (although, because Unarmored is freely usable, a partial set is acceptable). The easiest way to do this is to rest until your first Dark Brotherhood attack. Kill the assassin and presto, you have a (very good) set of Light Armor. I then suggest going to Pelagiad, as you have restocking repair tools (Uulernil) and healing potions (Ygfa). Head south to the beach near Mannammu and let the Mudcrabs wail on you, keeping the armor in decent repair and healing as necessary. Short Blade <----------------------------------------------------------------------> In-game text: "Characters with great short-blade skill are more effective with short, quick, thrusting weapons like daggers, tantos, short swords, and wakizashis." Details: This is pretty self-explanatory. While skill only contributes to hit rate, raising this skill makes it easier to hit enemies when wielding anything classed as a Short Blade. In ascending order of power, this category covers daggers, tantos, short swords, and wakizashis. Specialization: Stealth Governing attribute: Speed Increase: Successful Attack (+0.75) Racial bonuses: Dark Elf (+10); Khajiit, Redguard (+5) Classes with Short Blade as a Major Skill: Agent, Assassin, Nightblade, Rogue, Thief Classes with Short Blade as a Minor Skill: Mage, Pilgrim, Sorcerer Top Trainers: Athyn Sarethi, Sarethi Manor, Ald'ruhn (up to 70); Nileno Dorvayn, Hlaalu Council Manor, Balmora (up to 74); Todwendy, Lucky Lockup, Balmora (Master Trainer, up to 100). Books that raise Short Blade: Unnamed Book; 2920, Sun's Dusk; 2920, Evening Star; 36 Lessons of Vivec, Sermon 10; 36 Lessons of Vivec, Sermon 30. Joinable Factions that favor Short Blade: Clan Berne, House Hlaalu, Morag Tong, Thieves Guild Miscellaneous comments: Short Blade, for whatever reason, raises 25% more slowly than the other melee skills. If you're grinding, I suggest finding a Chitin Dagger, the weakest option. The Daedric Wakizashi is the best generic option here. Short Blades are quick and cool, and I actually like them quite a bit even though I generally go for Long Blades once everything is maxed. Grinding: If you want to grind Short Blade, I suggest getting the weakest possible weapon and killing things by chopping, the weakest attack. You can get a guaranteed Chitin Dagger from Addamasartus, the smuggler cave and traditional first dungeon just outside Seyda Neen. I will actually suggest sticking with the Pelagiad option, as the Mudcrabs will take plenty of hits to drop at high difficulty with weak weapons, and trying to grind on anything stronger would require better weapons and wouldn't really be grinding. Pelagiad, of course, gives you restocking repair tools (Uulernil) and healing potions (Ygfa), which should be everything you need. Kill the Mudcrabs, repair, heal, respawn, repeat. Easy. Marksman <----------------------------------------------------------------------> In-game text: "With the marksman skill, one is more effective with ranged weapons like the short bow, long bow, crossbow, throwing star, and throwing knife." Details: This is pretty self-explanatory. While skill only contributes to hit rate, raising this skill makes it easier to hit enemies when wielding any ranged weapon. In ascending order of power, this category covers throwing knives, darts/throwing stars (equal in power), short bows, long bows, and crossbows. Specialization: Stealth Governing attribute: Agility Increase: Successful Attack (+1.0) Racial bonuses: Wood Elf (+15); Dark Elf (+5) Classes with Marksman as a Major Skill: Acrobat, Archer, Assassin, Pilgrim, Witchhunter Classes with Marksman as a Minor Skill: Barbarian, Battlemage, Monk, Nightblade, Scout, Sorcerer, Thief, Warrior Top Trainers: Missun Akin, Falasmaryon (Master Trainer, up to 100). Books that raise Marksman: The Gold Ribbon of Merit; A Dance in Fire, Chapter 5; Vernaccus and Bourlor; The Marksmanship Lesson; The Black Arrow, Volume II. Joinable Factions that favor Marksman: Ashlanders, Clan Berne, Blades, House Hlaalu, Morag Tong, Thieves Guild Miscellaneous comments: Marksman increases at the same rate as the standard melee skills. If you're grinding, I suggest finding a Chitin Short Bow and shooting Chitin Arrows. While this isn't the weakest option (that'd be an Iron Throwing Knife), it's the weakest that's practical, given the need for ammunition. The Daedric Long Bow is the best generic option here. I always end up toting a Daedric Long Bow, as I find Marksman to be a much more practical ranged option than Destruction magic, especially for Cliff Racers. Grinding: If you want to grind Marksman, I suggest getting the weakest practical weapon, considering ammo availability, and killing things. You can get a guaranteed Chitin Short Bow from Mebestien Ence in Pelagiad. Conveniently, you also have restocking Iron Arrows from Shadbak gra-Burbug in Fort Pelagiad. I then suggest sticking with the Pelagiad option, as the Mudcrabs will take plenty of hits to drop at high difficulty with weak weapons, and trying to grind on anything stronger would require better weapons and wouldn't really be grinding. Pelagiad, of course, gives you restocking repair tools (Uulernil), restocking arrows (Shadbak gra-Burbug), and healing potions (Ygfa), which should be everything you need. Kill the Mudcrabs, repair, heal, respawn, repeat. Easy. Mercantile <----------------------------------------------------------------------> In-game text: "Mercantile skill is the art of buying low and selling high. This skill guarantees lower initial prices for goods, equipment, and services, and improves chances of getting better deals by bargaining." Details: The in-game text is fairly accurate. Mercantile skill combines with a merchant's disposition toward your character to determine the initial modifier applied to an item's base value. That modified value becomes the initial buying or selling price. This applies to objects in the barter menu as well as all services, including spell or training purchases. Additionally, you can take that initial offer and attempt to haggle. The success chance depends on the percentage you attempt to haggle by, the Personality attribute, and the Mercantile skill. Specialization: Stealth Governing attribute: Personality Increase: Successful Bargain (+0.3); Successful Max Bargain (+30.0) Racial bonuses: Imperial (+10) Classes with Mercantile as a Major Skill: Pilgrim, Rogue Classes with Mercantile as a Minor Skill: Agent, Bard, Knight, Thief Top Trainers: Ababael Timsar-Dadisun, Zainab Camp (Master Trainer, up to 100). Books that raise Mercantile: The Buying Game; The Wolf Queen, Book IV; 2920, Sun's Height; A Dance in Fire, Chapter 6; A Dance in Fire, Chapter 7. Joinable Factions that favor Mercantile: East Empire Company, House Hlaalu. Miscellaneous comments: Mercantile is supremely easy to raise. Just move the slider a little bit on each transaction, and it will creep up throughout the entire game. Note that skill increase is based on the percentage of the bargain. This means that selling a 3 gold item for 4 gold will give more experience than selling a 900 gold item for 1000 gold. Note that when the UESPWiki refers to a "successful max bargain," this refers to either selling a single cheap item for all of a merchant's gold or successfully buying an expensive item for 1 gold. Grinding: If you want to grind Mercantile, pick a merchant with a good disposition toward you. Next, pick an item. Haggle him or her down a bit, and buy the item. Now, sell it back to them, only haggle up. You'll probably eat some gold early on, but as the skill rises, you'll be able to break even and eventually profit. Remember that higher percentage bargains, while more likely to fail, also grant more skill experience. Speechcraft <----------------------------------------------------------------------> In-game text: "Those skilled in speechcraft influence others by admiring, intimidating, and taunting them. Listeners are more willing to divulge information or entrust important tasks to the skilled speaker." Details: The in-game text is fairly accurate. There are four ways to attempt to persuade NPCs. Admire is the most straightforward, and when it succeeds, it simply raises the NPC's dispostion in a persistent manner. It relies on your Personality attribute, the NPC's beginning disposition toward your character, the NPC's own Speechcraft skill, and your Speechcraft skill. The second option is Intimidate. When it succeeds, it raises the NPC's disposition, but only until the dialogue box is closed. When you open it again, disposition will be substantially lower than it was before. In addition to the above factors, Intimidate is also partially reliant on your Strength, as well as the NPC's. The third option is Taunt. Taunt will dramatically lower disposition whether it succeeds or fails, but only a successful series of Taunts will goad an NPC into attacking you. This can be desirable if you want to kill someone who is not hostile without incurring a bounty, as if they attack first, the killing is in self-defense. Taunt relies on the same factors as Admire. Finally, you can Bribe NPCs with 10, 100, or 1000 gold. Bribes raise disposition permanently, like Admiring. Bribe success, although it raises Speechcraft skill, actually uses Mercantile instead of Speechcraft to calculate success chance. Of course, the size of the bribe also matters. Specialization: Stealth Governing attribute: Personality Increase: Successful Persuasion (+1.0) Racial bonuses: Imperial (+10) Classes with Speechcraft as a Major Skill: Agent, Bard, Healer, Knight, Pilgrim Classes with Speechcraft as a Minor Skill: Acrobat, Rogue, Thief Top Trainers: Caius Cosades, Balmora (up to 70); Ruccia Conician, Grand Council Chambers, Ebonheart up to 75); Skink-in-Tree's-Shade, Mages Guild, Wolverine Hall, Sadrith Mora (Master Trainer, up to 100). Books that raise Speechcraft: Biography of the Wolf Queen; The Wolf Queen, Book V; 2920, Second Seed; The Wolf Queen, Book VII; 36 Lessons of Vivec, Sermon 27. Joinable Factions that favor Speechcraft: Blades, East Empire Company, House Hlaalu, Imperial Cult, Twin Lamps Miscellaneous comments: Speechcraft is supremely easy to raise. Just persuade everybody you need to deal with to 100 disposition, and it will max in a jiffy. Alternatively, taunt anybody who doesn't serve a purpose into attacking you, and raise your weapon skills to boot! If you need to buy anything at all from anyone, having their disposition at 100 will help immensely. Grinding: If you want to grind Speechcraft, pick literally any NPC. Move the dialogue box so that Persuade shows up right underneath Admire. Click the mouse many, many times and watch your Speechcraft soar. Hand-to-Hand <----------------------------------------------------------------------> In-game text: "Hand-to-hand skill is the martial art of unarmed combat. Hand-to-hand attacks damage only the fatigue of a standing opponent, but hand-to-hand attacks damage health when a target has been knocked unconscious by fatigue loss." Details: The in-game text is actually spot-on. If you want to kill things hand-to-hand, you'll have to drain away their fatigue first. It's actually more viable than it sounds-as you whittle away their fatigue, they become almost incapable of hitting you, and once they're knocked down, they're helpless. Interestingly, Hand-to-Hand is not classed as a normal weapon, so it does full damage to undead and werewolves. Specialization: Stealth Governing attribute: Speed Increase: Successful Attack (+1.0) Racial bonuses: Imperial, Khajiit (+5) Classes with Hand-to-Hand as a Major Skill: Healer, Monk, Rogue Classes with Hand-to-Hand as a Minor Skill: Acrobat, Crusader, Pilgrim, Thief Top Trainers: Caius Cosades, Balmora (up to 70); Taren Omothan, Holamayan Monastery (Master Trainer, up to 100). Books that raise Hand-to-Hand: The Prayers of Baranat; The Wolf Queen, Book II; Charwich-Koniinge, Volume 2; Charwich-Koniinge, Volume 4; Master Zoaraym's Tale. Joinable Factions that favor Hand-to-Hand: Quarra Clan Miscellaneous comments: Hand-to-Hand increases at the same rate as most of the other weapon skills. Of course, you're not using a weapon. There is at least one quest that requires you to win a Hand-to-Hand match, but because the damage of your firsts is so low, it is never more than a backup option. Grinding: If you want to grind Hand-to-Hand, you just need to punch things. I will actually suggest sticking with the Pelagiad option, as the Mudcrabswill take plenty of hits to drop at high difficulty, and trying to grind on anything stronger would be quite difficult, especially at low levels. Pelagiad, of course, gives you restocking healing potions (Ygfa), which should be everything you need. Kill the Mudcrabs, heal, respawn, repeat. Easy. Leveling {CHR005} o======================================================================o Morrowind and Oblivion share the same leveling system. In order to gain a level, you must get a total of 10 increases across your major and minor skills. When you gain a level, two things happen. First, your maximum Health increases by 10% of your Endurance. Second, you get to raise three of your attributes, by a value between 1 and 5. I'll discuss how those multipliers are calculated in a moment, but Morrowind gave birth to the idea of "efficient leveling." Essentially, you either want to get three 5x multipliers (if you don't care to raise Luck) or two 5x multipliers if you do. In Oblivion, it is vital to do this with minimal "wasted" skill increases. You have more wiggle room in Morrowind due to the higher number of skills. Morrowind also doesn't suffer from Oblivion's level scaling problem. That's why so many things are freely usable at the outset. Still, I don't see why you wouldn't want to get the most out of each level up, at least in terms of getting +5/+5/+1 each time. Attribute multipliers depend on which skills you have increased for the duration of the current level. It is vital to note that miscellaneous skill increases *do* add to attribute multipliers, despite not contributing to the level up. To understand what will get a multiplier, you need to examine the relationship between a skill and its governing attribute. For instance, if you raise Acrobatics while level 2, you'll get a multiplier to Strength whenever you advance to level 3. Luck can never get a multiplier, because it governs no skills. The amount of the multiplier depends on the number of skill increases. You can accrue the multiplier from any combination of skills that share a governing attribute, and the amount of the multiplier is calculated as follows: 1-4 skill increases: 2x 5-7 skill increases: 3x 8-9 skill increases: 4x 10+ skill increases: 5x The most efficient way to level, then, is to have a 10 point increase in your miscellaneous skills for the first attribute you want to raise, and then get the 10 points for the actual level up inside your major and minor skills for the second attribute you want to raise. Although I don't know why you'd ignore Luck, if you prefer, you can go for a third 5x multiplier, which should also come from your miscellaneous skills. Timing is important, however. When you achieve that 10th skill increase, a message will appear that "You should rest and meditate on what you've learned." At that point, the multipliers for the level up are locked in, and any further skill increases will contribute to multipliers for the next level up. The maximum level for a given character varies depending on how their major and minor skills are configured. While I'll discuss this more in the Optimized Build section below, the maximum level is 78, with one caveat. If you commit a crime and go to jail for it, three random skills will decrease. You can theoretically go to jail many times, trying to get major or minor skills to decrease. New skill gains after such a decrease will contribute to further levels. There is also one bug that you should be aware. When attempting to raise an attribute from 95 to 100, sometimes the game fails to give you the multiplier you've earned. I play on PC, and I usually fix this with the console and a clean conscience. If this happens to you on Xbox, your only recourse is to stop at a 4x multiplier (raising the attribute to 99) and finishing it off at the next level. You have enough cushion levels that this shouldn't be a problem, but make sure you keep a backup save every time you level up in case you need to tweak your plan. Races {CHR006} o======================================================================o Now, we get to the part where actual choices begin to be made. Every character can eventually get 100 in all skills and 100 in all attributes, but you can only be one of the ten races. You have to make this choice at the very beginning, after choosing your name. You will concurrently choose your sex and your appearance. I'll lead with a discussion of what does and doesn't matter in race selection, along with all the different ways it can effect your games, before giving the details for each choice. A note about sex: there are very, very few differences in the game based on sex. A few quests proceed differently depending on whether you're male or female, but those are few and far between and are always amiable to multiple solutions. The biggest difference is your starting attributes. Each of the ten races has bonuses to certain skills. This is fairly irrelevant, since everyone can eventually get all skills to 100. However, if you're in pursuit of the maximum level, you should do your best to keep any skills with a racial bonus outside your majors and minors. The absolute floor is 30 for major skills and 15 for minor skills, which allows you to reach level 78 and get 5 increases toward level 79. Those 5 points are all the wiggle room you have if maximum level is important to you, so racial bonuses can cheat you out of a few levels if you aren't careful. Skill bonuses are identical regardless of the sex you choose. Each race also has a different set of starting attributes, somewhere between 30 and 50 for each. These do vary based on sex. The only truly relevant consideration here is Endurance. A higher starting Endurance means more health at the end, so if you're going max Health or bust, you should pick something that has that 50 point base. Every race has a few special chracteristics that make it unique. I'll discuss those in the detailed segments below. They fall into three categories. A Spell is just what it sounds like-a spell you get in your magic menu from the start. A Power is like a spell, except it has no Magicka cost and can instead be used once every 24 in-game hours. Finally, an Ability is a passive bonus that is always active. Generally, it should be obvious that good Abilities are the most useful. Be aware, that the two "beast races" (Argonian and Khajiit) can't wear certain helmets and can't wear boots at all. This is a *huge* drawback, enough to pretty much eliminate them from serious consideration. Finally, out in the game world, you get an automatic 5 point disposition boost with all members of the same race. This is a (weak) argument in favor of being a Dark Elf, because despite the repeated statements that they hate outland Dunmer, the Dunmer of Vvardenfell still give you the same 5-point disposition boost, and they dramatically outnumber all other races. I'll be pretty clinical about my personal race choice, but I will say that the lore and storyline make a compelling case for choosing a Dark Elf. If you're not so concerned about min/maxing, I wouldn't blame you for a second if you did that. Without further ado, the races: Argonian <----------------------------------------------------------------------> In-game text: "At home in water and on land, the Argonians of Black Marsh are well-suited to the treacherous swamps of their homeland, with natural immunities protecting them from disease and poison. The female life-phase is highly intelligent, and gifted in the magical arts. The more aggressive male phase has the traits of the hunter: stealth, speed, and agility. Argonians are reserved with strangers, yet fiercely loyal to those they accept as friends. Like the Khajiit, Argonians are limited to some headgear and no footwear." Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower; 50 Agility; 50 Speed; 30 Endurance; 30 Personality; 40 Luck Base Attributes, Female: 40 Strength; 50 Intelligence; 40 Willpower; 40 Agility; 40 Speed; 30 Endurance; 30 Personality; 40 Luck Skill Bonuses: +15 Athletics; +5 Alchemy; +5 Illusion; +5 Medium Armor; +5 Mysticism; +5 Spear; +5 Unarmored Specials: Spell-Water Breathing 120 Seconds on Self, Cost: 5 Points Ability: Resist Poison 100% Ability: Resist Common Disease 75% Discussion: In this game, Argonians just suck. Both sexes start with 30 Endurance, nerfing your health pool in those tender early levels. They don't have any Magicka multiplier to make up for it, either. Their Water Breathing spell can be replicated as soon as you get to a spellmaker, and the resistance to Common Disease becomes irrelevant fairly early in the Main Quest (spoiler-you become immune to all diseases). Their only really beneficial ability is the innate Resistance to Poison, but that's not enough to overcome the huge drawback that is the inability to wear any kind of boots. I don't recommend this race at all. Breton <----------------------------------------------------------------------> In-game text: "Passionate and eccentric, poetic and flamboyant, intelligent and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a high resistance to destructive and dominating magical energies." Base Attributes, Male: 40 Strength; 50 Intelligence; 50 Willpower; 30 Agility; 30 Speed; 30 Endurance; 40 Personality; 40 Luck Base Attributes, Female: 30 Strength; 50 Intelligence; 50 Willpower; 30 Agility; 40 Speed; 30 Endurance; 40 Personality; 40 Luck Skill Bonuses: +10 Conjuration; +10 Mysticism; +10 Restoration; +5 Alchemy; +5 Alteration; +5 Illusion Specials: Power-Dragon Skin-Shield 50 Points for 60 Seconds on Self Ability: Resist Magicka 50% Ability: Fortify Maximum Magicka 0.5x Intelligence (50% extra Magicka) Discussion: As Haeravon himself said before me, somebody at Bethesda loves Bretons. They've been a great choice in Morrowind, Oblivion, and Skyrim. While both sexes start with 30 Endurance, they more than make up for that with their two abilities. They're one of the two races that get a Magicka multiplier, which makes them a compelling choice all by itself. Their innate 50% resistance to Magicka makes them beastly, but it should be noted that, unlike Oblivion and Skyrim, Resist Magicka is a separate effect than elemental resistance. It covers all non-elemental offensive magic, but does nothing to the four elements of Fire, Frost, Poison, and Shock. It also does nothing against Paralyze, Silence, or any other effects with no magnitude. The only reason I prefer High Elves, in spite of their weaknesses, is that they have better maximum Magicka. Bretons are a great choice if you're scared off by the High Elf's weaknesses. Dark Elf <----------------------------------------------------------------------> In-game text: "In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, they call themselves the "Dunmer". The dark-skinned, red-eyed Dark Elves combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. In character, they are grim, distrusting, and disdainful of other races." Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower; 40 Agility; 50 Speed; 40 Endurance; 30 Personality; 40 Luck Base Attributes, Female: 40 Strength; 40 Intelligence; 30 Willpower; 40 Agility; 50 Speed; 30 Endurance; 40 Personality; 40 Luck Skill Bonuses: +5 Long Blade; +10 Destruction; +5 Light Armor; +5 Athletics; +5 Mysticism; +5 Marksman; +10 Short Blade Specials: Power-Ancestor Guardian-Sanctuary 50 points for 60 seconds on Self Ability: Resist Fire 75% Discussion: Dark Elves arent bad, but they aren't great either. Both sexes start with 40 Endurance, so while Health isn't nerfed, it isn't stellar either. The lack of a Magicka multiplier makes this an even bigger drawback. The 75% resistance to fire is undeniably useful, but pales in comparison to the 50% resistance to *everything* enjoyed by a Breton. There's more elemental diversity in Morrowind than SKyrim (in addition to fire, frost, and shock, you must also contend with poison and direct magic damage), so single-element resistance is less useful. One side benefit is that there are way more Dark Elves than any other race in the game, so you get a tangible (but minor) benefit in the 5 point disposition boost with all of them. The most compelling argument in favor of choosing a Dark Elf is the storyline/lore aspect. If that speaks to you, go for it. You'll be fine. High Elf <----------------------------------------------------------------------> In-game text: "The High Elves consider themselves the most civilized culture of Tamriel; the common tongue of the Empire, Tamrielic, is based on Altmer speech and writing, and most of the Empire's arts, crafts, and sciences derive from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and High Elves boast that their sublime physical natures make them far more resistant to disease than the 'lesser races.'" Base Attributes, Male: 30 Strength; 50 Intelligence; 40 Willpower; 40 Agility; 30 Speed; 40 Endurance; 40 Personality; 40 Luck Base Attributes, Female: 30 Strength; 50 Intelligence; 40 Willpower; 40 Agility; 40 Speed; 30 Endurance; 40 Personality; 40 Luck Skill Bonuses: +10 Destruction; +10 Enchant; +10 Alchemy; +5 Alteration; +5 Conjuration; +5 Illusion Specials: Ability-Resist Common Disease-75% Ability: Weakness to Shock 25% Ability: Weakness to Frost 25% Ability: Weakness to Fire 50% Ability: Weakness to Magicka 50% Ability: Fortify Maximum Magicka 1.5x Intelligence (150% more Magicka) Discussion: I always play a High Elf. A male starts with 40 Endurance, so while there's no Health boost, it isn't nerfed either. This is more than compensated for by their giant Magicka multiplier. Triple that of the Breton, it makes them the uncontested winners in the race for maxed Magicka. The disease resistance is irrelevant thanks to the Main Quest. The other issue, of course, is their slew of weaknesses. Many people find this offputting, and I don't blame them for that. However, note that pursuing maximum Magicka entails taking the Atronach birthsign for its second Magicka multiplier. The Atronach confers 50% innate Spell Absorption. This is more than enough to make up for the Shock and Frost weaknesses, and is sufficient to make the Fire and Magicka weaknesses a wash. The bottom line, for me, is that a male High Elf Atronach has his weaknesses cancelled and has-by far-the most Magicka in the game. This is what I recommend. Imperial <----------------------------------------------------------------------> In-game text: "The well-educated and well-spoken native of Cyrodiil are known for the discipline and training of their citizen armies. Though physically less imposing than the other races, Imperials are shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races, and to have erected the monument to peace and prosperity that comprises the Glorious Empire." Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower; 30 Agility; 40 Speed; 40 Endurance; 50 Personality; 40 Luck Base Attributes, Female: 40 Strength; 40 Intelligence; 40 Willpower; 30 Agility; 30 Speed; 40 Endurance; 50 Personality; 40 Luck Skill Bonuses: +10 Speechcraft; +10 Mercantile; +10 Long Blade; +5 Blunt Weapon; +5 Light Armor; +5 Hand-to-Hand Specials: Power-Star of the West-Absorb Fatigue 200 points on Target Power-Voice of the Emperor-Charm 25 to 50 Points for 15 seconds on Target Discussion: Imperials...meh. No innate abilities, coupled with middling Endurance for both sexes, means there's nothing compelling here. They also have no serious drawbacks, but is that really an argument to take them when you could pick a race that actually helps you? Powers are less useful in Morrowind than in later games thanks to spellmaking, but with that said, Star of the West is actually quite good, and Voice of the Emperor has its uses as well. I wouldn't use them, but if you do, you won't be actively hurting yourself like with Argonians or Khajiit. Khajiit <----------------------------------------------------------------------> In-game text: "The Khajiit of Elsweyr can vary in appearance from nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed found in Morrowind, the suthay-raht, is intelligent, quick, and agile. Khajiit of all breeds have a weakness for sweets, especially the drug known as skooma. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability." Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower; 50 Agility; 40 Speed; 30 Endurance; 40 Personality; 40 Luck Base Attributes, Female: 30 Strength; 40 Intelligence; 30 Willpower; 50 Agility; 40 Speed; 40 Endurance; 40 Personality; 40 Luck Skill Bonuses: +15 Acrobatics; +5 Athletics; +5 Hand-to-Hand; +5 Light Armor; +5 Security; +5 Short Blade; +5 Sneak Specials: Spell-Eye of Night-Night Eye 50 points for 30 seconds on Self Power-Eye of Fear-Demoralize Humanoid 100 points for 30 seconds on Target Discussion: Khajiit are, for my money, the worst race you could choose. Nerfed to middling Endurance, no innate abilities at all, relatively useless powers, and the equipment drawbacks of a beast race, all in one massively disadvantaged package. Just don't go this route. Even Argonians have one good ability. Nord <----------------------------------------------------------------------> In-game text: "The citizens of Skyrim are aggressive and fearless in war, industrious and enterprising in trade and exploration. Strong, stubborn, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; Nords of all classes are skilled with a variety of weapon and armor styles, and they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies." Base Attributes, Male: 50 Strength; 30 Intelligence; 40 Willpower; 30 Agility; 40 Speed; 50 Endurance; 30 Personality; 40 Luck Base Attributes, Female: 50 Strength; 30 Intelligence; 50 Willpower; 30 Agility; 40 Speed; 40 Endurance; 30 Personality; 40 Luck Skill Bonuses: +10 Axe; +10 Blunt Weapon; +10 Medium Armor; +5 Heavy Armor; +5 Long Blade; +5 Spear Specials: Power-Thunder Fist-Frost Damage 25 Points on Touch Power-Woad-Shield 30 Points for 60 Seconds on Self Ability-Resist Shock 50% Ability-Resist Frost 100% Discussion: If you want maximum Health and don't care about Magicka, Nords, along with Orcs, are terrific choices. A male Nord has that critical 50 Endurance for maximizing Health. Although there's no Magicka multiplier, Nords have great abilities. Innate 50% Shock resistance coupled with innate *immunity* to Frost is nothing short of outstanding. Orcs are also pretty fantastic if you want max Health, but I think the magnitude of the Nord's two resistances edges out the 25% non-elemental magic resistance enjoyed by the Orc. Although less relevant, the Orc power is useless, whereas the Nord's two are each modestly beneficial. You might disagree, and you'll do just fine either way. It should be said that Nords and Orcs dramatically outclass the third maximum Health option-the Redguard. Their resistances to poison and disease are far less useful. Orc <----------------------------------------------------------------------> In-game text: "These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakeable courage in war and their unflinching endurance of hardships. Orc warriors in heavy armor are among the finest front-line troops in the Empire. Most Imperial citizens regard Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes." Base Attributes, Male: 45 Strength; 30 Intelligence; 50 Willpower; 35 Agility; 30 Speed; 50 Endurance; 30 Personality; 40 Luck Base Attributes, Female: 45 Strength; 40 Intelligence; 45 Willpower; 35 Agility; 30 Speed; 50 Endurance; 25 Personality; 40 Luck Skill Bonuses: +10 Armorer; +10 Block; +10 Heavy Armor; +10 Medium Armor; +5 Axe Specials: Ability-Resist Magicka 25% Power-Berserk: -Fortify Health 20 points for 60 seconds on Self -Fortify Fatigue 200 points for 60 seconds on Self -Fortify Attack 100 points for 60 seconds on Self -Drain Agility 100 points for 60 seconds on Self Discussion: If you want maximum Health and don't care about Magicka, Orcs, along with Nords, are great choices. Both sexes start with that critical 50 Endurance. Orcs also begin with a 25% resistance to non-elemental Magic (so long as it has a magnitude). While this is half of what a Breton's is, it is still pretty compelling. Nords get 50% shock resistance and outright immunity to Frost. I think that just edges the Orc, but you may disagree, and you'll do fine with either choice. It should be noted, however, that the Drain Agility aspect of the Berserk power makes it worse than useless. Draining Agility to 0 destroys your dodge chance and your stagger resistance. This means that the first swing your enemy takes will almost certainly hit you, and it's guaranteed to knock you down, making you helpless even with all of those nice-looking buffs. While Powers don't matter much anyway, the Nord's two are both actually beneficial. I would still recommend a Breton or High Elf, but if you're positive you don't want to use magic at all, a Nord or an Orc becomes the better choice. Redguard <----------------------------------------------------------------------> In-game text: "The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot." Base Attributes, Male: 50 Strength; 30 Intelligence; 30 Willpower; 40 Agility; 40 Speed; 50 Endurance; 30 Personality; 40 Luck Base Attributes, Female: 40 Strength; 30 Intelligence; 30 Willpower; 40 Agility; 40 Speed; 50 Endurance; 40 Personality; 40 Luck Skill Bonuses: +15 Long Blade; +5 Athletics; +5 Axe; +5 Blunt Weapon; +5 Heavy Armor; +5 Medium Armor; +5 Short Blade Specials: Power-Adrenaline Rush: -Fortify Agility 50 points for 60 seconds on Self -Fortify Endurance 50 points for 60 seconds on Self -Fortify Speed 50 points for 60 seconds on Self -Fortify Strength 50 points for 60 seconds on Self -Fortify Health 25 points for 60 seconds on Self Ability-Resist Poison 75% Ability-Resist Common Disease 75% Discussion: With 50 Endurance for both sexes, Redguards can attain the Health maximum, along with Orcs and Nords. Additionally, they have what is indisputably the best Power of all the races. However, Powers are, as I've mentioned, fairly irrelevant, given their limitation to one use per day. Redguards also possess two modestly beneficial abilities. The disease resistance becomes irrelevant thanks to the Main Quest, and the Poison resistance is just thoroughly outclassed by the resistances granted to Nords or Orcs. Redguards will do just fine, but if you're playing for maximum Health, I'd recommend a Nord instead. Wood Elf <----------------------------------------------------------------------> In-game text: "The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Wood Elves are especially suitable as scouts, agents, and thieves. But most of all, the Wood Elves are known for their skills with bows; there are no finer archers in all of Tamriel." Base Attributes, Male: 30 Strength; 40 Intelligence; 30 Willpower; 50 Agility; 50 Speed; 30 Endurance; 40 Personality; 40 Luck Base Attributes, Female: 30 Strength; 40 Intelligence; 30 Willpower; 50 Agility; 50 Speed; 30 Endurance; 40 Personality; 40 Luck Skill Bonuses: +15 Marksman; +10 Sneak; +10 Light Armor; +5 Alchemy; +5 Acrobatics Specials: Power-Beast Tongue-Command Creature 5 points for 600 seconds Ability-Resist Common Disease 75% Discussion: With 30 Endurance for both sexes, no Magicka multiplier, and fairly useless abilities, there's little to recommend Wood Elves. Their Power is worthless, and their disease resistance is irrelevant thanks to the Main Quest. They're better than Argonians and Khajiit, but that's not saying much. Pick a race that actually helps you out. Classes {CHR007} o======================================================================o There are several elements that define the classes in Morrowind. At the outset, let me just say this: the predefined classes all suck. I'll list their details below, but there is never a reason to use one of them instead of a custom class. Classes are defined by a specialization, favored attributes, major skills, and minor skills. The specialization is the first element. There are three specializations-Combat, Magic, and Stealth. Each one covers 9 of the 27 skills in the game. Skills within your specialization each receive a 5 point bonus. They also level faster than skills outside that specialization. Your specialization can vary based on your racial skill bonuses. If you're going for maximum level, you need to keep most of your specialized skills in the miscellaneous category. Each class has two favored attributes. These attributes receive a 10 point bonus beyond their base racial values. That's all. I'll note here, and again below, that there's no good reason to choose favored attributes that aren't Endurance and Luck. Finally, each class is primarily defined by its array of major and skills. Major skills receive a 25 point bonus, and level faster than all others. Minor skills receive a 10 point bonus, and level faster than miscellaneous skills, including those inside a specialization. Skill growth bonuses from specialization and major/minor *are* cumulative, so a major skill from your specialization will get the largest possible growth bonus, while a miscellaneous skill outside your specialization levels the most slowly. The problem is that each class tends to be too specialized, making it difficult to get the right attribute multipliers when you need them. There is more detail in the Optimized Build section below, but these are my objectives in creating a class: i) Avoid major or minor skills with a specialization or racial bonus, so that your maximum level remains at 78. You have exactly 5 points of wiggle room here. ii) Try to have at least one skill governed by each attribute somewhere in your majors and minors. Likewise, try to ensure at least one remains miscellaneous. This makes it easy to level efficiently. iii) On a similar note, try to make sure anything you need to freely use doesn't factor into your efficient leveling plan. I have a critical need to Sneak the entire game, so I make sure I never need Sneak for anything else, like character levels or Agility multipliers. Likewise, I highly recommend making sure you keep Unarmored and Athletics freely usable. No one likes walking, sometimes you have to swim, and you're going to take some hits before you find a full suit of armor. Finally, make sure you have at least one freely usable actual armor type, and a freely usable way to kill things. The Optimized Build below will discuss, in detail, how I actually achieve all of these goals. None of the preset classes come close to achieving the objectives laid out above. You may want to answer Socucius Ergalla's questions for character creation once, just for the novelty of it. After that, I cannot emphasize the need for a custom class strongly enough. Even if you aren't a powergamer, and you're all about roleplaying, I guarantee you can come up with a custom class that better suits your needs. Nonetheless, for your edification, I have listed the features of the game's 21 preset classes below. Acrobat <----------------------------------------------------------------------> In-game text: "Acrobat is a polite euphemism for agile burglars and second-story men. These thieves avoid detection by stealth, and rely on mobility and cunning to avoid capture." Specialization: Stealth Favored Attributes: Agility, Endurance Major Skills: Acrobatics, Athletics, Marksman, Sneak, Unarmored Minor Skills: Speechcraft, Alteration, Spear, Hand-to-Hand, Light Armor Agent <----------------------------------------------------------------------> In-game text: "Agents are operatives skilled in deception and avoidance, but trained in self-defense and the use of deadly force. Self-reliant and independent, agents devote themselves to personal goals, or to various patrons or causes." Specialization: Stealth Favored Attributes: Personality, Agility Major Skills: Speechcraft, Sneak, Acrobatics, Light Armor, Short Blade Minor Skills: Mercantile, Conjuration, Block, Unarmored, Illusion Archer <----------------------------------------------------------------------> In-game text: "Archers are fighters specializing in long-range combat and rapid movement. Opponents are kept at distance by ranged weapons and swift maneuver, and engaged in melee with sword and shield after the enemy is wounded and weary." Specialization: Combat Favored Attributes: Agility, Strength Major Skills: Marksman, Long Blade, Block, Athletics, Light Armor Minor Skills: Unarmored, Spear, Restoration, Sneak, Medium Armor Assassin <----------------------------------------------------------------------> In-game text: "Assassins are killers who rely on stealth and mobility to approach victims undetected. Execution is with ranged weapons or with short blades for close work. Assassins include ruthless murderers and principled agents of noble causes." Specialization: Stealth Favored Attributes: Speed, Intelligence Major Skills: Sneak, Marksman, Light Armor, Short Blade, Acrobatics Minor Skills: Security, Long Blade, Alchemy, Block, Athletics Barbarian <----------------------------------------------------------------------> In-game text: "Barbarians are the proud, savage warrior elite of the plains nomads, mountain tribes, and sea reavers. They tend to be brutal and direct, lacking civilized graces, but they glory in heroic feats, and excel in fierce, frenzied single combat." Specialization: Combat Favored Attributes: Strength, Speed Major Skills: Axe, Medium Armor, Blunt Weapon, Athletics, Block Minor Skills: Acrobatics, Light Armor, Armorer, Marksman, Unarmored Bard <----------------------------------------------------------------------> In-game text: "Bards are loremasters and storytellers. They crave adventure for the wisdom and insight to be gained, and must depend on sword, shield, spell and enchantment to preserve them from the perils of their educational experiences." Specialization: Stealth Favored Attributes: Personality, Intelligence Major Skills: Speechcraft, Alchemy, Acrobatics, Long Blade, Block Minor Skills: Mercantile, Illusion, Medium Armor, Enchant, Security Battlemage <----------------------------------------------------------------------> In-game text: "Battlemages are wizard-warriors, trained in both lethal spellcasting and heavily armored combat. They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with elemental damage and summoned creatures." Specialization: Magic Favored Attributes: Intelligence, Strength Major Skills: Alteration, Destruction, Conjuration, Axe, Heavy Armor Minor Skills: Mysticism, Long Blade, Marksman, Enchant, Alchemy Crusader <----------------------------------------------------------------------> In-game text: "Any heavily armored warrior with spellcasting powers and a good cause may call himself a Crusader. Crusaders do well by doing good. They hunt monsters and villains, making themselves rich by plunder as they rid the world of evil." Specialization: Combat Favored Attributes: Agility, Strength Major Skills: Blunt Weapon, Long Blade, Destruction, Heavy Armor, Block Minor Skills: Restoration, Armorer, Hand-to-Hand, Medium Armor, Alchemy Healer <----------------------------------------------------------------------> In-game text: "Healers are spellcasters who swear solemn oaths to heal the afflicted and cure the diseased. When threatened, they defend themselves with reason and disabling attacks and magic, relying on deadly force only in extremity." Specialization: Magic Favored Attributes: Willpower, Personality Major Skills: Restoration, Mysticism, Alteration, Hand-to-Hand, Speechcraft Minor Skills: Illusion, Alchemy, Unarmored, Light Armor, Blunt Weapon Knight <----------------------------------------------------------------------> In-game text: "Of noble birth, or distinguished in battle or tourney, knights are civilized warriors, schooled in letters and courtesy, governed by the codes of chivalry. In addition to the arts of war, knights study the lore of healing and enchantment." Specialization: Combat Favored Attributes: Strength, Personality Major Skills: Long Blade, Axe, Speechcraft, Heavy Armor, Block Minor Skills: Restoration, Mercantile, Medium Armor, Enchant, Armorer Mage <----------------------------------------------------------------------> In-game text: "Most mages claim to study magic for its intellectual rewards, but they also often profit from its practical applications. Varying widely in temperament and motivation, mages share but one thing in common - an avid love of spellcasting." Specialization: Magic Favored Attributes: Intelligence, Willpower Major Skills: Mysticism, Destruction, Alteration, Illusion, Restoration Minor Skills: Enchant, Alchemy, Unarmored, Short Blade, Conjuration Monk <----------------------------------------------------------------------> In-game text: "Monks are students of the ancient martial arts of hand-to-hand combat and unarmored self defense. Monks avoid detection by stealth, mobility, and Agility, and are skilled with a variety of ranged and close-combat weapons." Specialization: Stealth Favored Attributes: Agility, Willpower Major Skills: Hand-to-Hand, Unarmored, Athletics, Acrobatics, Sneak Minor Skills: Block, Marksman, Light Armor, Restoration, Blunt Weapon Nightblade <----------------------------------------------------------------------> In-game text: "Nightblades are spellcasters who use their magics to enhance mobility, concealment, and stealthy close combat. They have a sinister reputation, since many nightblades are thieves, enforcers, assassins, or covert agents." Specialization: Magic Favored Attributes: Willpower, Speed Major Skills: Mysticism, Illusion, Alteration, Sneak, Short Blade Minor Skills: Light Armor, Unarmored, Destruction, Marksman, Security Pilgrim <----------------------------------------------------------------------> In-game text: "Pilgrims are travellers, seekers of truth and enlightenment. They fortify themselves for road and wilderness with arms, armor, and magic, and through wide experience of the world, they become shrewd in commerce and persuasion." Specialization: Stealth Favored Attributes: Personality, Endurance Major Skills: Speechcraft, Mercantile, Marksman, Restoration, Medium Armor Minor Skills: Illusion, Hand-to-Hand, Short Blade, Block, Alchemy Rogue <----------------------------------------------------------------------> In-game text: "Rogues are adventurers and opportunists with a gift for getting in and out of trouble. Relying variously on charm and dash, blades and business sense, they thrive on conflict and misfortune, trusting to their luck and cunning to survive." Specialization: Combat Favored Attributes: Speed, Personality Major Skills: Short Blade, Mercantile, Axe, Light Armor, Hand-to-Hand Minor Skills: Block, Medium Armor, Speechcraft, Athletics, Long Blade Scout <----------------------------------------------------------------------> In-game text: "Scouts rely on stealth to survey routes and opponents, using ranged weapons and skirmish tactics when forced to fight. By contrast with barbarians, in combat scouts tend to be cautious and methodical, rather than impulsive." Specialization: Combat Favored Attributes: Speed, Endurance Major Skills: Sneak, Long Blade, Medium Armor, Athletics, Block Minor Skills: Marksman, Alchemy, Alteration, Light Armor, Unarmored Sorcerer <----------------------------------------------------------------------> In-game text: "Though spellcasters by vocation, sorcerers rely most on summonings and enchantments. They are greedy for magic scrolls, rings, armor and weapons, and commanding undead and Daedric servants gratifies their egos." Specialization: Magic Favored Attributes: Intelligence, Endurance Major Skills: Enchant, Conjuration, Mysticism, Destruction, Alteration Minor Skills: Illusion, Medium Armor, Heavy Armor, Marksman, Short Blade Spellsword <----------------------------------------------------------------------> In-game text: "Spellswords are spellcasting specialists trained to support Imperial troops in skirmish and in battle. Veteran spellswords are prized as mercenaries, and well-suited for careers as adventurers and soldiers-of-fortune." Specialization: Magic Favored Attributes: Willpower, Endurance Major Skills: Block, Restoration, Long Blade, Destruction, Alteration Minor Skills: Blunt Weapon, Enchant, Alchemy, Medium Armor, Axe Thief <----------------------------------------------------------------------> In-game text: "Thieves are pickpockets and pilferers. Unlike robbers, who kill and loot, thieves typically choose stealth and subterfuge over violence, and often entertain romantic notions of their charm and cleverness in their acquisitive activities." Specialization: Stealth Favored Attributes: Speed, Agility Major Skills: Security, Sneak, Acrobatics, Light Armor, Short Blade Minor Skills: Marksman, Speechcraft, Hand-to-Hand, Mercantile, Athletics Warrior <----------------------------------------------------------------------> In-game text: "Warriors are the professional men-at-arms, soldiers, mercenaries, and adventurers of the Empire, trained with various weapons and armor styles, conditioned by long marches, and hardened by ambush, skirmish, and battle." Specialization: Combat Favored Attributes: Strength, Endurance Major Skills: Long Blade, Medium Armor, Heavy Armor, Athletics, Block Minor Skills: Armorer, Spear, Marksman, Axe, Blunt Weapon Witchhunter <----------------------------------------------------------------------> In-game text: "Witchhunters are dedicated to rooting out and destroying the perverted practices of dark cults and profane sorcery. They train for martial, magical, and stealthy war against vampires, witches, warlocks, and necromancers." Specialization: Magic Favored Attributes: Intelligence, Agility Major Skills: Conjuration, Enchant, Alchemy, Light Armor, Marksman Minor Skills: Unarmored, Block, Blunt Weapon, Sneak, Mysticism Birthsigns {CHR008} o======================================================================o The final step in creating your character is to choose one of the 13 birthsigns. All birthsigns are available to each character, but there are two that stand head and shoulders above the rest. I'll describe what each of the 13 does here. I'll get into more detail in the Optimized Build section below, but know that if you're going for maximum Health, you'll want The Lady. Maximum Magicka is The Atronach, no contest. I see no compelling reason to choose anything else. Like the racial Specials, the effects of a Birthsign come in three categories: Spells (just like any spell), Powers (a once-a-day "spell" with no Magicka cost), and Abilities (passive effects that are always on). The Warrior <----------------------------------------------------------------------> In-game text: "The Warrior is the first Guardian Constellation and he protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers." Effects: Ability-Warwyrd-Fortify Attack 10 Points Discussion-This is certainly useful, it's just outclassed by other options. The Fortify Attack effect grants a universal to-hit bonus with all weapons, including fists. This becomes irrelevant in the endgame, as your to-hit chance reaches or exceeds 100% (although you'll still sometimes miss, thanks to enemy Agility, Luck, Blocking, etc.) with every weapon as you max out the relevant skills. I'd give it a pass. The Mage <----------------------------------------------------------------------> In-game text: "The Mage is a Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Golem, and the Ritual. Those born under the Mage have more magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded." Effects: Ability-Fay-Fortify Maximum Magicka 0.5x Intelligence Discussion-This is definitely a good one, but I think it's dramatically outclassed by The Atronach. Still, it's hard to find fault with a flat Magicka multiplier that has no downsides. The Thief <----------------------------------------------------------------------> In-game text: "The Thief is the last Guardian Constellation, and her Season is the darkest month of Evening Star. Her Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs." Effects: Ability-Akaviri Danger-sense-Sanctuary 10 Points Discussion-This is a good one, but outclassed by others (noticing the theme?). The Sanctuary effect makes you harder to hit with physical attacks. There are other ways to raise dodge chance (namely by raising Agility), and if you like Sanctuary, you can get it from spells and enchantments. Still, this is a benefit with no downsides. The Serpent <----------------------------------------------------------------------> In-game text: "The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed." Effects: Spell-Star Curse: -Poison 3 Points for 30 Seconds on Touch; -Damage Health 1 Point for 30 Seconds on Self Discussion-Finally, I can say something besides "pretty good, but outclassed." This one sucks donkey balls. Sure, it's a pretty powerful Poison element spell, but if you're a 30 Strength/30 Endurance character, the Damage Health effect is enough to *kill you* in a single casting. Just make a better spell yourself, and forget all about this crappy Birthsign. The Lady <----------------------------------------------------------------------> In-game text: "The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant." Effects: Ability-Lady's Favor-Fortify Personality 25 Points Ability-Lady's Grace-Fortify Endurance 25 Points Discussion-The Lady is one of the two Birthsigns I can recommend with a straight face, and it's easy to see why. She's the most popular choice among beginners for a reason, and there's even a compelling argument for powergamers to take her if they're totally uninterested in magic. She is the only way to achieve the maximum possible Health, and there is no downside at all to starting with a whopping 50 point boost across your attributes, *especially* when you're getting 25 to Endurance. A great birthsign, although I still recommend The Atronach. The Steed <----------------------------------------------------------------------> In-game text: "The Steed is one of the Warrior's Charges, and her Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another." Effects: Ability-Charioteer-Fortify Speed 25 Points Discussion-The Steed is nice, but if you want attribute fortification, go with The Lady. You get 50 total points, and Endurance is time-sensitive where Speed is not. The Lord <----------------------------------------------------------------------> In-game text: "The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs." Effects: Spell-Blood of the North-Restore Health 2 Points for 30 Seconds on Self Ability-Trollkin-Weakness to Fire 100% Discussion-Holy crap, really? Sure, it's a good healing spell, but in exchange for a *100%* elemental weakness? Pick something else, get a similar or better healing spell in-game, and never look back. The Apprentice <----------------------------------------------------------------------> In-game text: "The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well." Effects: Ability-Elfborn: -Fortify Maximum Magicka 1.5x Intelligence -Weakness to Magicka 50% Discussion-This is pretty good, actually. That 50% Weakness to Magicka is rough, though, considering that by choosing this birthsign, you're giving up the ability to overcome that weakness with 50% Spell Absorption and an even better Magicka multiplier to boot. Speaking of... The Atronach <----------------------------------------------------------------------> In-game text: "The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are natural sorcerers with deep reserves of magicka, but they cannot generate magicka of their own." Effects: Ability-Wombburn: -Spell Absorption 50 Points -Fortify Maximum Magicka 2.0x Intelligence -Stunted Magicka Discussion-The poor, misunderstood Atronach. This ridiculously overpowered Birthsign is, in my mind, the clear winner for best in the game. Let's look at what we get. First, we get the best Magicka multiplier available. Combine it with a High Elf's, and you have the maximum possible Magicka in the game. Second, we get a whopping 50 points of innate Spell Absorption. That means that, no matter what kind or power level of spell is being cast at us, half the time it not only won't hurt us, but will actually refill our Magicka. Spell Absorption is an incredibly powerful and rare effect, and we get *50 innate points* of it with this beast. Nothing is free, unfortunately, so we have the Stunted Magicka. This is such an easy drawback to overcome, especially in Morrowind. Unlike Oblivion, Magicka only regenerates when you rest, so you're not sacrificing real-time regeneration. All you need is to carry some Restore Magicka potions around or, if you want to be really cheeky, use any Shrine. The blessings count as spells, so half the time they'll absorb and refill your Magicka. You can therefore refill your Magicka for free as soon as you advance sufficiently in the Tribunal Temple or Imperial Cult. Enough merchants restock Restore Magicka potions that you can get them that way, too. Finally, you can create your own, because you should use Alchemy anyway and they'll be far more powerful than anything available elsewhere. The Atronach is *Awesome,* and only a fool would be frightened away by the Stunted Magicka. The Ritual <----------------------------------------------------------------------> In-game text: "The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines." Effects: Spell-Blessed Word-Turn Undead 100 Points for 30 Seconds on Target Spell-Blessed Touch-Turn Undead 100 Points for 30 Seconds on Touch Power-Mara's Gift-Restore Health 100 Points on Self Discussion-This is kind of lame. The Restore Health is a once-a-day Power, nerfing its usefulness considerably. Turn Undead is a worthless effect. Just use The Atronach. You know you want to. The Lover <----------------------------------------------------------------------> In-game text: "The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate." Effects: Ability-Mooncalf-Fortify Agility 25 Points Power-Lover's Kiss: -Paralyze 60 Seconds on Target -Damage Fatigue 200 Points on Self Discussion-This is kind of lame. Although fortifying Agility is more useful than fortifying Speed, if you're bent on fortifying attributes, there's no reason not to go with The Lady. That paralysis looks outstanding, but you won't be able to do much to a paralyzed enemy. At low levels, this will set you to 0 Fatigue, and even at max level it will put you at half. I don't recommend it at all. The Shadow <----------------------------------------------------------------------> In-game text: "The Shadow's Season is Second Seed. The Shadow grants those born under her sign the ability to hide in shadows." Effects: Power-Moonshadow-Invisibility for 60 Seconds Discussion-This is pretty lame, too. First, being a once-a-day Power, its utility is nerfed no matter what it does. Second, Invisibility is not nearly as useful as you'd imagine. Typically, you want to turn invisible to accomplish something-either thievery or a backstab. The problem is your Invisibility is negated the moment you do *anything* other than move. You can use it to get across a room, but you can't use it to nab items. The Chameleon effect is far, far more useful. Give this one a pass. The Tower <----------------------------------------------------------------------> In-game text: "The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds." Effects: Spell-Beggar's Nose: -Detect Animal for 60 Seconds in 200 Feet -Detect Key for 60 Seconds in 200 Feet -Detect Enchantment for 60 Seconds in 200 Feet Power-Tower Key-Open 50 Points on Touch Discussion-Another lame birthsign. Who needs to waste their birthsign on detection effects when you can just learn the Mysticism spell? Why waste your Birthsign on an Open *Power* when you could do any of i) get your own Open spell, ii) buy a Scroll of Ondusi's Unhinging, or iii) train Security and pick the lock yourself? Taking this Birthsign would be a total waste. Optimized Build {CHR009} o======================================================================o All right. Hopefully, you read all of the above and will have some understanding of why I make the choices I do below. First, some notes on my philosophy, particularly what I mean when I say "optimized." Assuming you pursue maximum proficiency over the course of the game, all characters end up with 100 in every attribute and 100 in every skill. Optimization must instead look at what might be different for various characters at the endgame. The biggest possible differences are in derived attributes. A character who didn't properly invest in Endurance as early as possible could have a substantially smaller health pool than a character who did. Maximum Magicka, unlike Health, is locked in at character creation. It ranges from 100-450, for any character with no multipliers at all to a High Elf Atronach, respectively. Maximum Fatigue is 400 for everybody, so it doesn't factor in either. Of course, there are other aspects-powers, spells, resists, what have you-but all of that can be compensated for by making spells and enchantments. Accordingly, two possible paths for optimization present themselves: Maximum Health *or* Maximum Magicka. There is obviously some overlap. We would still want our max Magicka character to have as much Health as possible. Some of you are saying "What about maximum Level?" That's encompassed in maximizing Health. I'll present both options below, then explain why I prefer the maximum Magicka route. Reaching maximum level requires that we keep our major and minor skills as close to the 30/15 floors as possible, with 5 points of wiggle room. We also need to pursue attribute coverage, while ideally keeping some skills freely usable. Build Optimized for Maximum Health: Race: Male Nord (or Redguard or Orc-see Races sections for details) Class: Custom Specialization: Stealth Favored Attributes: Endurance, Luck Major Skills: Spear, Armorer, Block, Unarmored, Conjuration Minor Skills: Destruction, Illusion, Mysticism, Restoration, Enchant Birthsign: The Lady The Race choice is made to have 50 base Endurance. The favored Attributes raise the base Endurance to 60, and base luck to 50. This is needed because i) we want to absolutely maximize Endurance above all else, and ii) since Luck can never have multipliers, it needs all the help it can get. Because all of the Endurance skills are in the Combat specialization, and all of the Willpower skills are in the Magic specialization, the only way to completely avoid using a specialized skill is to specialize in Stealth. While the Magicka build has other options, the Health build is further constrained by the fact that the Nord has racial bonuses to all of the Endurance skills, and two of those are 10-point bonuses. He therefore must use his 5 points of wiggle-room on his racial bonus to Spear. He can't specialize in combat or magic, since he'll have to take at least one magic skill to cover Willpower. He therefore specializes in Stealth, which makes everything else fall neatly into place. For Strength coverage, Armorer is the only option- Acrobatics has a specialization bonus, and Axe, Long Blade, and Blunt Weapon all have racial bonuses. For Agility coverage, we have to use Block, since the others are in our specialization. For Speed, we have to choose either Unarmored or Athletics. Both of those are a pain to completely avoid raising, but Unarmored is more doable and Athletics is more vital to keep freely usable-we have to swim to get through several dungeons. Intelligence coverage has three options. I like to keep Alchemy freely usable over the other two, so Conjuration and Enchant are easy grabs. Willpower coverage has four options, so I grab three of them as free usability isn't terribly important for any of them. Finally, Personality coverage has to come from Illusion, as the other two options have specialization bonuses. Finally, we have to take The Lady for a starting Endurance of 85. Here's what the Health build looks like at level 78: Health: 834 Magicka: 100 Fatigue: 400 I'll admit I haven't put nearly as much thought into the skill configuration of the Health build, especially in terms of how it actually plays and accomplishes all needed leveling. This is because I think you'd be insane to use it, given the alternative. Now, let me present the Magicka build. Build Optimized for Maximum Magicka: Race: Male High Elf Class: Custom Specialization: Stealth Favored Attributes: Endurance, Luck Major Skills: Spear, Blunt Weapon, Long Blade, Block, Mercantile Minor Skills: Axe, Medium Armor, Mysticism, Restoration, Medium Armor Birthsign: The Atronach We take the Race because of the maximum Magicka multiplier. The favored Attributes raise his base Endurance to 50, along with his base Luck. We need a male because it's 10 extra Endurance relative to a female, and we still want to max Endurance as fast as we can. Luck, as with any character, needs all the boosting we can give it. Why specialize in Stealth, and why not have total attribute coverage in my majors and minors? This build allows me to do a few critical things while still maxing my attributes on schedule and hitting the maximum level. Mainly, it keeps the key skills of Sneak, Security, Speechcraft, Athletics, Armorer, Unarmored, and Alchemy freely usable from the outset. Unarmored is "key" because it is so difficult to avoid leveling it at least a little bit. The rest are necessary in order to do everything needed to advance through the game. I also have freely usable Light Armor and Destruction, giving me a way to kill things and a measure of protection. Finally, I have freely usable Alteration-critical for levitating, occasional waterbreathing, and Opening/Locking. My 5 point hit comes by using Mercantile. Finally, our birthsign has to be The Atronach, to max out the Magicka multiplier. Here's what this guy looks like at level 78: Health: 787 Magicka: 450 Fatigue: 400 Note how small the Health gap is (47) compared to the whopping Magicka gap (350). That, my friends, is the reason the Magicka build is the way to go. Next, I detail the leveling plan for taking this guy from Level 1 all the way to Level 78. A tilde ~ means that, at that point, the skill is freely usable (and I have no set plan for what it should be). Next to each level, I list the skill increases that I plan to have contribute to that level-up. Here is the plan: LEVEL 1 Name: Travis Race: High Elf Sex: Male Class: Custom Specialization: Stealth Favored Attributes: Endurance, Luck Major Skills: Spear, Blunt Weapon, Long Blade, Block, Mercantile Minor Skills: Axe, Medium Armor, Restoration, Mysticism, Heavy Armor Birthsign: The Atronach ATTRIBUTES 30 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 50 Endurance 40 Personality 50 Luck MAJOR SKILLS 30 Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 15 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS 5 Armorer 5 Athletics 15 Enchant 15 Destruction 10 Alteration 10 Illusion 10 Conjuration 15 Alchemy 5 Unarmored 10 Security 10 Sneak 10 Acrobatics 10 Light Armor 10 Short Blade 10 Marksman 10 Speechcraft 10 Hand-to-hand FREELY USABLE SKILLS: Armorer, Sneak, Light Armor, Athletics, Unarmored, Destruction, Alteration, Alchemy, Security, Speechcraft LEVEL 2: +10 Acrobatics, +10 Spear, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 35 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 55 Endurance 40 Personality 51 Luck MAJOR SKILLS 40 Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 15 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak 20 Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 3: +10 Acrobatics, +10 Spear, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 40 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 60 Endurance 40 Personality 52 Luck MAJOR SKILLS 50 Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 15 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak 30 Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 4: +10 Acrobatics, +10 Spear, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 45 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 65 Endurance 40 Personality 53 Luck MAJOR SKILLS 60 Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 15 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak 40 Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 5: +10 Acrobatics, +10 Spear, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 50 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 70 Endurance 40 Personality 54 Luck MAJOR SKILLS 70 Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 15 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak 50 Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 6: +10 Acrobatics, +10 Spear, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 55 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 75 Endurance 40 Personality 55 Luck MAJOR SKILLS 80 Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 15 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak 60 Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 7: +10 Acrobatics, +10 Spear, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 60 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 80 Endurance 40 Personality 56 Luck MAJOR SKILLS 90 Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 15 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak 70 Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 8: +10 Acrobatics, +10 Spear, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 65 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 85 Endurance 40 Personality 57 Luck MAJOR SKILLS ~ Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 15 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak 80 Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 9: +10 Acrobatics, +10 Medium Armor, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 70 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 90 Endurance 40 Personality 58 Luck MAJOR SKILLS ~ Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 25 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak 90 Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 10: +10 Acrobatics, +10 Medium Armor, +5 Strength, +5 Endurance, +1 Luck ATTRIBUTES 75 Strength 50 Intelligence 40 Willpower 40 Agility 30 Speed 95 Endurance 40 Personality 59 Luck MAJOR SKILLS ~ Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 35 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade 10 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 11: +10 Marksman, +10 Medium Armor, +5 Agility, +5 Endurance, +1 Luck ATTRIBUTES 75 Strength 50 Intelligence 40 Willpower 45 Agility 30 Speed 100 Endurance 40 Personality 60 Luck MAJOR SKILLS ~ Spear 30 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade 20 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 12: +10 Marksman, +10 Blunt Weapon, +5 Strength, +5 Agility, +1 Luck ATTRIBUTES 80 Strength 50 Intelligence 40 Willpower 50 Agility 30 Speed 100 Endurance 40 Personality 61 Luck MAJOR SKILLS ~ Spear 40 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade 30 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 13: +10 Marksman, +10 Blunt Weapon, +5 Strength, +5 Agility, +1 Luck ATTRIBUTES 85 Strength 50 Intelligence 40 Willpower 55 Agility 30 Speed 100 Endurance 40 Personality 62 Luck MAJOR SKILLS ~ Spear 50 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade 40 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 14: +10 Marksman, +10 Blunt Weapon, +5 Strength, +5 Agility, +1 Luck ATTRIBUTES 90 Strength 50 Intelligence 40 Willpower 60 Agility 30 Speed 100 Endurance 40 Personality 63 Luck MAJOR SKILLS ~ Spear 60 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade 50 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 15: +10 Marksman, +10 Blunt Weapon, +5 Strength, +5 Agility, +1 Luck ATTRIBUTES 95 Strength 50 Intelligence 40 Willpower 65 Agility 30 Speed 100 Endurance 40 Personality 64 Luck MAJOR SKILLS ~ Spear 70 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade 60 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 16: +10 Marksman, +10 Blunt Weapon, +5 Strength, +5 Agility, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 40 Willpower 70 Agility 30 Speed 100 Endurance 40 Personality 65 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 30 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade 70 Marksman ~ Speechcraft 10 Hand-to-hand LEVEL 17: +10 Hand-to-hand, +10 Block, +5 Agility, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 40 Willpower 75 Agility 35 Speed 100 Endurance 40 Personality 66 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 40 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft 20 Hand-to-hand LEVEL 18: +10 Hand-to-hand, +10 Block, +5 Agility, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 40 Willpower 80 Agility 40 Speed 100 Endurance 40 Personality 67 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 50 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft 30 Hand-to-hand LEVEL 19: +10 Hand-to-hand, +10 Block, +5 Agility, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 40 Willpower 85 Agility 45 Speed 100 Endurance 40 Personality 68 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 60 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft 40 Hand-to-hand LEVEL 20: +10 Hand-to-hand, +10 Block, +5 Agility, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 40 Willpower 90 Agility 50 Speed 100 Endurance 40 Personality 69 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 70 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft 50 Hand-to-hand LEVEL 21: +10 Hand-to-hand, +10 Block, +5 Agility, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 40 Willpower 95 Agility 55 Speed 100 Endurance 40 Personality 70 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 80 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft 60 Hand-to-hand LEVEL 22: +10 Hand-to-hand, +10 Block, +5 Agility, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 40 Willpower 100 Agility 60 Speed 100 Endurance 40 Personality 71 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 15 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft 70 Hand-to-hand LEVEL 23: +10 Hand-to-hand, +10 Restoration, +5 Willpower, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 45 Willpower 100 Agility 65 Speed 100 Endurance 40 Personality 72 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 25 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft 80 Hand-to-hand LEVEL 24: +10 Hand-to-hand, +10 Restoration, +5 Willpower, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 50 Willpower 100 Agility 70 Speed 100 Endurance 40 Personality 73 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 35 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft 90 Hand-to-hand LEVEL 25: +10 Hand-to-hand, +10 Restoration, +5 Willpower, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 55 Willpower 100 Agility 75 Speed 100 Endurance 40 Personality 74 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 45 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 10 Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 26: +10 Short Blade, +10 Restoration, +5 Willpower, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 60 Willpower 100 Agility 80 Speed 100 Endurance 40 Personality 75 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 55 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 20 Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 27: +10 Short Blade, +10 Restoration, +5 Willpower, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 65 Willpower 100 Agility 85 Speed 100 Endurance 40 Personality 76 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 65 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 30 Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 28: +10 Short Blade, +10 Restoration, +5 Willpower, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 70 Willpower 100 Agility 90 Speed 100 Endurance 40 Personality 77 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 75 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 40 Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 29: +10 Short Blade, +10 Restoration, +5 Willpower, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 75 Willpower 100 Agility 95 Speed 100 Endurance 40 Personality 78 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 85 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 50 Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 30: +10 Short Blade, +10 Restoration, +5 Willpower, +5 Speed, +1 Luck ATTRIBUTES 100 Strength 50 Intelligence 80 Willpower 100 Agility 100 Speed 100 Endurance 40 Personality 79 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor 95 Restoration 15 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 10 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor 60 Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 31: +10 Conjuration, +5 Restoration, +5 Mysticism, +5 Intelligence, +5 Willpower, +1 Luck ATTRIBUTES 100 Strength 55 Intelligence 85 Willpower 100 Agility 100 Speed 100 Endurance 40 Personality 80 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 20 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 20 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 32: +10 Conjuration, +10 Mysticism, +5 Intelligence, +5 Willpower, +1 Luck ATTRIBUTES 100 Strength 60 Intelligence 90 Willpower 100 Agility 100 Speed 100 Endurance 40 Personality 81 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 30 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 30 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 33: +10 Conjuration, +10 Mysticism, +5 Intelligence, +5 Willpower, +1 Luck ATTRIBUTES 100 Strength 65 Intelligence 95 Willpower 100 Agility 100 Speed 100 Endurance 40 Personality 82 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 40 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 40 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 34: +10 Conjuration, +10 Mysticism, +5 Intelligence, +5 Willpower, +1 Luck ATTRIBUTES 100 Strength 70 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 40 Personality 83 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 35 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 50 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 35: +10 Conjuration, +10 Mercantile, +5 Intelligence, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 75 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 45 Personality 84 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 45 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 60 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 36: +10 Conjuration, +10 Mercantile, +5 Intelligence, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 80 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 50 Personality 85 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 55 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 70 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 37: +10 Conjuration, +10 Mercantile, +5 Intelligence, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 85 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 55 Personality 86 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 65 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 80 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 38: +10 Conjuration, +10 Mercantile, +5 Intelligence, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 90 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 60 Personality 87 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 75 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion 90 Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 39: +10 Conjuration, +10 Mercantile, +5 Intelligence, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 95 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 65 Personality 88 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 85 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 15 Enchant ~ Destruction ~ Alteration 10 Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 40: +10 Enchant, +10 Mercantile, +5 Intelligence, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 70 Personality 89 Luck MAJOR SKILLS ~ Spear 80 Blunt Weapon 30 Long Blade 90 Block 95 Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics 25 Enchant ~ Destruction ~ Alteration 10 Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 41: +5 Illusion, +5 Mercantile, +5 Blunt Weapon, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 75 Personality 90 Luck MAJOR SKILLS ~ Spear 85 Blunt Weapon 30 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration 15 Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 42: +10 Illusion, +10 Blunt Weapon, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 80 Personality 91 Luck MAJOR SKILLS ~ Spear 95 Blunt Weapon 30 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration 25 Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 43: +10 Illusion, +5 Blunt Weapon, +5 Long Blade, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 85 Personality 92 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon 35 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration 35 Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 44: +10 Illusion, +10 Long Blade, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 90 Personality 93 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon 45 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration 45 Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 45: +10 Illusion, +10 Long Blade, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 95 Personality 94 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon 55 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration 55 Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 46: +10 Illusion, +10 Long Blade, +5 Personality, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 95 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon 65 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration 65 Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 47: +10 Long Blade, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 96 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon 75 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 48: +10 Long Blade, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 97 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon 85 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 49: +10 Long Blade, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 98 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon 95 Long Blade 90 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 50: +5 Long Blade, +5 Block, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 99 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade 95 Block ~ Mercantile MINOR SKILLS 15 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 51: +5 Block, +5 Axe, +1 Luck ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS 20 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 52: +10 Axe ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS 30 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 53: +10 Axe ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS 40 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 54: +10 Axe ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS 50 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 55: +10 Axe ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS 60 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 56: +10 Axe ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS 70 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 57: +10 Axe ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS 80 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 58: +10 Axe ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS 90 Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 59: +10 Axe ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe 45 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 60: +10 Medium Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe 55 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 61: +10 Medium Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe 65 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 62: +10 Medium Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe 75 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 63: +10 Medium Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe 85 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 64: +10 Medium Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe 95 Medium Armor ~ Restoration 50 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand LEVEL 65: +5 Medium Armor, +5 Mysticism ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration 55 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 66: +10 Mysticism ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration 65 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 67: +10 Mysticism ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration 75 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 68: +10 Mysticism ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration 85 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 69: +10 Mysticism ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration 95 Mysticism 15 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 70: +5 Mysticism, +5 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism 20 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 71: +10 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism 30 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 72: +10 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism 40 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 73: +10 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism 50 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 74: +10 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism 60 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 75: +10 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism 70 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 76: +10 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism 80 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 77: +10 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism 90 Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft LEVEL 78: +10 Heavy Armor ATTRIBUTES 100 Strength 100 Intelligence 100 Willpower 100 Agility 100 Speed 100 Endurance 100 Personality 100 Luck MAJOR SKILLS ~ Spear ~ Blunt Weapon ~ Long Blade ~ Block ~ Mercantile MINOR SKILLS ~ Axe ~ Medium Armor ~ Restoration ~ Mysticism ~ Heavy Armor MISC SKILLS ~ Armorer ~ Athletics ~ Enchant ~ Destruction ~ Alteration ~ Illusion ~ Conjuration ~ Alchemy ~ Unarmored ~ Security ~ Sneak ~ Acrobatics ~ Light Armor ~ Short Blade ~ Marksman ~ Speechcraft ~ Hand-to-hand o======================================================================o | | | Spells {SPL001} | | | o======================================================================o In this section, I will describe the spells that are available in the game. I will break the spells down by the six Colleges of magic they belong to. Within each College, I will list all available spell effects. Each effect will have the following listed: -A basic description of the effect -The effect's base cost -A detailed discussion of the effect -A list of alchemy ingredients having the effect -A list of premade spells with the effects For the premade spells, I will list the details of what they do along with the locations where they can be purchased. If an alchemy ingredient is marked with an asterisk, that means the effect is its first effect, and is what will occur when the ingredient is eaten. Note at the outset that custom spells are almost always more useful than any particular premade spell. I will endeavour to learn every premade spell nonetheless, but when there's an effect you actually want to use, I strongly recommend making a custom spell and/or enchantment. I'll describe the spells I make in the body of the walkthrough, but be aware at the outset that real utility comes from thinking things through and customizing them. You will be better at making good spells for your character than the designers were, no matter what your build is. I promise. *An asterisk next to a premade spell means that a character with that spell's College as a major skill will start with that spell. Alteration {SPL002} o======================================================================o Burden <----------------------------------------------------------------------> Burden M points for D seconds Base Cost: 1.0 Burden will increase the target's current Encumbrance by M points for D seconds. If you break through the target's maximum Encumbrance, they will be rendered immobile for the duration of the effect. Note that Burden can be resisted with Resist Magicka and, alternatively, can be amplified by Weakness to Magicka. Largely the same effect can be achieved by using Drain Strength, which may be a more helpful option because it will also lower a target's maximum Fatigue and weapon damage. Ingredients: Adamantium Ore*, Gold Kanet, Resin, Scrib Jerky Premade Spells: Burden-20 points for 10 seconds on Target Cost: 15 Available from: Estirdalin, Balmora, Guild of Mages; Malven Romori, Vivec, Guild of Mages Heavy Burden Touch-40 points for 10 seconds on Touch Cost: 20 Available from: Dulian, Buckmoth Legion Fort, Interior; Vaval Selas, Vivec, St. Olms Temple; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks Crushing Burden Touch-60 points for 10 seconds on Touch Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Tyermaillin, Balmora, Tyermaillin's House; Gildan, Ald'ruhn, Gildan's House; Ranis Athrys, Balmora, Guild of Mages; Uvele Berendas, Indarys Manor, Berendas' House Great Burden of Sin-40 points for 10 seconds on Target Cost: 30 Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison Gildan, Ald'ruhn, Gildan's House Tyermaillin, Balmora, Tyermaillin's House Fanildil, Ebonheart, Hawkmoth Legion Garrison Ranis Athrys, Balmora, Guild of Mages Uvele Berendas, Indarys Manor, Berendas' House Heavy Burden-40 points for 10 seconds on Target Cost: 30 Available from: Gildan, Ald'ruhn, Gildan's House; Tyermaillin, Balmora, Tyermaillin's House; Ranis Athrys, Balmora, Guild of Mages Weary-30-60 points for 10 seconds on Target Cost: 34 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison Heem-La, Ald-ruhn, Guild of Mages Uvele Berendas, Indarys Manor, Berendas' House Gildan, Ald'ruhn, Gildan's House Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison Cruel Weary-50-70 points for 10 seconds on Target Cost: 45 Available from: Leles Birian, Ascadian Isles Region Crushing Burden-60 points for 10 seconds on Target Cost: 45 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild Milar Mayon, Tel Vos, Services Tower Leles Birian, Ascadian Isles Region Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry Burden of Sin-40-60 points for 20 seconds on Touch Cost:50 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Eraamion, Caldera, Guild of Mages; Leles Birian, Ascadian Isles Region; Mehra Drora, Gnisis, Temple; Rilvase Avani, Ghostgate, Tower of Dawn; Scelian Plebo, Wolverine Hall, Imperial Shrine; Elynu Saren, Suran, Suran Temple; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Namanian Facian, Sadrith Mora, Morag Tong Guild; Salen Ravel, Maar Gan, Shrine; Tinaso Alan, Tel Mora, Tower Services Dire Weary-60-90 points for 10 seconds on Target Cost: 56 Available from: Aldaril, Buckmoth Legion Fort, Interior; Leles Birian, Ascadian Isles Region; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Diren Vendu, Tel Mora, Tower Services; Only-He-Stands-There, Balmora, South Wall Cornerclub Crushing Burden of Sin-60-80 points for 30 seconds on Target Cost: 158 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Imare, Balmora, Hlaalu Council Manor; Somutis Vunnis, Moonmoth Legion Fort, Interior; Ethasi Rilvayn, Balmora, Morag Tong Guild; Leles Birian, Ascadian Isles Region Feather <----------------------------------------------------------------------> Feather M points for D seconds Base Cost: 1.0 Reduces the target's encumbrance by M poins, allowing them to carry more without becoming encumbered. Their Fatigue will also drain more slowly. Generally speaking, Fortify Strength is a more effective alternative, as it has the same base cost but each point of Strength adds 5 to maximum encumbrance. Fortify Strength is thereby 5x more effective than Feather. Ingredients: Heather, Ruby, Scuttle Premade spells: Feather-20 points for 10 seconds on Self Cost: 10 Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House Uleni Heleran, Wolverine Hall, Mages Guild Estirdalin, Balmora, Guild of Mages Strong Feather-50 points for 10 seconds on Self Cost: 25 Available from: Dulian, Buckmoth Legion Fort, Interior; Ranis Athrys, Balmora, Guild of Mages; Tyermaillin, Balmora, Tyermaillin's House; Gildan, Ald'ruhn, Gildan's House; Sharn gra-Muzgob, Balmora, Guild of Mages; Vaval Selas, Vivec, St. Olms Temple Ulms's Juicedaw's Feather-50 points for 10 seconds on Self Cost: 25 Available from: Dulian, Buckmoth Legion Fort, Interior; Ranis Athrys, Balmora, Guild of Mages Vaval Selas, Vivec, St. Olms Temple; Gildan, Ald'ruhn, Gildan's House; Tyermaillin, Balmora, Tyermaillin's House Great Feather-100 points for 10 seconds on Self Cost: 50 Available from: Aldaril, Buckmoth Legion Fort, Interior Eraamion, Caldera, Guild of Mages Ferise Varo, Vos, Varo Tradehouse Entrance Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Only-He-Stands-There, Balmora, South Wall Cornerclub; Tinaso Alan, Tel Mora, Tower Services; Elynu Saren, Suran, Suran Temple; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Leles Birian, Ascadian Isles Region; Namanian Facian, Sadrith Mora, Morag Tong Guild; Threvul Serethi, Sadrith Mora, Thervul Serethi: Healer; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Fire Shield <----------------------------------------------------------------------> Fire Shield M points for D seconds Base Cost: 3.0 This effect does two things while active. First, it grants M% Resist Fire, or M% reduction in Fire damage. Second, enemies next to the caster will be damaged at 1 point Fire damage per 10 points of spell strength. Ingredients: Comberry, Fire Salts, Raw Glass, Sload Soap Premade Spells: Fire Barrier-1-10 points for 10 seconds on Self Cost: 8 Available from: Malven Romori, Vivec, Guild of Mages; Uleni Heleran, Wolverine Hall, Mages Guild; Tinaso Alan, Tel Mora, Tower Services Fire Shield-10 points for 30 seconds on Self Cost: 45 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Namanian Facian, Sadrith Mora, Morag Tong Guild; Marayn Dren, Balmora, Guild of Mages; Scelian Plebo, Wolverine Hall, Imperial Shrine Strong Fire Shield-12 points for 30 seconds on Self Cost: 54 Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Frost Shield <----------------------------------------------------------------------> Frost Shield M points for D seconds Base Cost: 3.0 This effect does two things while active. First, it grants M% Resist Frost, or M% reduction in Frost damage. Second, enemies next to the caster will be damaged at 1 point Frost damage per 10 points spell strength. Ingredients: Frost Salts, Holly Berries, Large Kwama Egg, Raw Ebony, Willow Anther Premade spells: Frost Barrier-3 points for 10 seconds on Self Cost: 5 Available from: Malven Romori, Vivec, Guild of Mages; Uleni Heleran, Wolverine Hall, Mages Guild Frost Shield-10 points for 30 seconds on Self Cost: 45 Available from: Dulian, Buckmoth Legion Fort, Interior; Marayn Dren, Balmora, Guild of Mages; Scelian Plebo, Wolverine Hall, Imperial Shrine; Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Namanian Facian, Sadrith Mora, Morag Tong Guild; Vaval Selas, Vivec, St. Olms Temple Strong Frost Shield-12 points for 30 seconds on Self Cost: 54 Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Jump <----------------------------------------------------------------------> Jump M points for D seconds Base Cost: 3.0 Increases the maximum jumping height of the target, where the existing maximum height is multiplied by the magnitude of the effect. This is not identical to fortifying Acrobatics, and it will not increase the height from which you can fall before taking damage. It is possible to hurt yourself in a Jump-augmented fall, so you should be careful with high magnitudes of this effect. Ingredients: None Premade spell: Tinur's Hoptoad-20 points for 10 seconds on Self Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison; Llaros Uvayn, Caldera, Governor's Hall; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Sirilonwe, Vivec, Guild of Mages; Tyermaillin, Balmora, Tyermaillin's House; Gildan, Ald'ruhn, Gildan's House; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Ranis Athrys, Balmora, Guild of Mages; Tinaso Alan, Tel Mora, Tower Services; Uvele Berendas, Indarys Manor, Berendas' House Levitate <----------------------------------------------------------------------> Levitate M points for D seconds Base Cost: 3.0 Causes the target to be able to walk on air. The speed of movement through the air is determined by the value M, and also by the character's Speed attribute. This can be used both to reach high inaccessible places and also to gain an advantage in combat. Attacking non-flying, non-archer/mage opponents while levitating will often cause them to run away in terror since they are unable to hit you. Casting levitate on friendly targets does not start combat. Levitation can also be used as an offensive spell if its strength is set to a low value. It costs little magicka and renders enemies almost immobile, similar to burden. Such a spell is particularly effective against flying enemies like Cliff Racers, as it causes them to crash to the ground and take falling damage. You may not rest on the ground while levitating, but you can rest in a bed. You may also find that in some cramped quarters, it will be impossible to move while levitating, as your head gets stuck in the ceiling. You should also be careful to keep an eye on the duration of the spell so that it does not wear off while you are in mid-air, causing you to fall and get hurt or even killed. (A Slowfall spell or any other method can help prevent this.) There does not seem to be any known height ceiling to levitation. You can keep going up for a very long time, long after the game-fog completely obscures your view of the ground. If you cast a Levitate spell, and then use fast travel, the spell will continue to its full duration as if the travel was instantaneous, even though in game-time it can take hours on certain routes. You cannot levitate in Mournhold. The in-universe reason given is that levitation offends the goddess Almalexia, but the technical reason is presumably because the city is in an interior cell, and levitation would make it possible to fly over the walls and see the unrendered world beyond. Ingredients: Coda Flower, Racer Plumes, Sweetpulp, Trama Root Premade spells: Strong Levitate-20 points for 10 seconds on Self Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison; Uvele Berendas, Indarys Manor, Berendas' House; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison Levitate-10 points for 30 seconds on Self Cost: 45 Available from: Fevyn Ralen, Vivec, Telvanni Mage; Marayn Dren, Balmora, Guild of Mages Wild Levitate-1-50 points for 30 seconds on Self Cost: 115 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Namanian Facian, Sadrith Mora, Morag Tong Guild; Heem-La, Ald'ruhn, Guild of Mages; Salver Lleran, Vivec, Telvanni Sorcerer Lightning Shield <----------------------------------------------------------------------> Lightning Shield M points for D seconds Base Cost: 3.0 This effect does two different things. First, it gives M% Resist Shock, or M% reduction in Shock damage. Second, enemies next to the caster will suffer 1 point of Shock damage per 10 points of spell strength. Ingredients: Corkbulb Root, Crab Meat, Scrap Metal Premade spells: Shock Barrier-1-10 points for 10 seconds on Self Cost: 8 Available from: Uleni Heleran, Wolverine Hall, Mages Guild Lightning Shield-10 points for 30 seconds on Self Cost: 45 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Marayn Dren, Balmora, Guild of Mages; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Malven Romori, Vivec, Guild of Mages; Namanian Facian, Sadrith Mora, Morag Tong Guild; Scelian Plebo, Wolverine Hall, Imperial Shrine Strong Shock Shield-12 points for 30 seconds on Self Cost: 54 Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Lock <----------------------------------------------------------------------> Lock M points Base Cost: 2.0 Locks a door or container by M points. The effect is permanent until the lock is opened, either by lockpick or the Open effect. There are not too many practical uses for this effect. It is handy to practice Security, and you can also use it to trap hostile creatures or NPCs in a particular room of a cell. It is highly effective for that purpose, as no creatures or NPCs will ever open a locked door of any level. Ingredients: None Premade spells: Fenrick's Doorjam-10 points on Touch Cost: 1 Available from: Fevyn Ralen, Vivec, Telvanni Mage; Tinaso Alan, Tel Mora, Tower Services; Medila Indaren, Caldera, Guild of Mages Open <----------------------------------------------------------------------> Open M points Base Cost: 6.0 Opens a locked door or container. The magnitude is the level of the lock that the spell can successfully open. Note that, much like the distinction between lockpicks and probes, this effect does nothing about traps. Casting any Open spell as a touch or target effect will qualify as a crime if witnessed, just like using a lockpick. Ingredients: None Premade spells: Ondusi's Open Door-50 points on Touch Cost: 15 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; J'Rasha, Vivec, J'Rasha: Healer; Namanian Facian, Sadrith Mora, Morag Tong Guild; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House; Marayn Dren, Balmora, Guild of Mages; Orrent Geontene, Ald'ruhn, Guild of Mages; Sirilonwe, Vivec, Guild of Mages Strong Open-50 points on Touch Cost: 15 Available from: J'Rasha, Vivec, J'Rasha: Healer Wild Open-1-100 points on Touch Cost: 15 Available from: J'Rasha, Vivec, J'Rasha: Healer Shield <----------------------------------------------------------------------> Shield M points for D seconds Base Cost: 2.0 Increases the target's armor rating by M points for D seconds. Most of the time, it is more effective to fortify the relevant armor skill instead. Assuming that the character is entirely covered in the particular armor type and the armor rating of each piece is at least 15, the fortify skill effect applied to the armor type will give a bigger armor rating boost for less Magicka. Ingredients: None Premade spells: Shield*-5 points for 30 seconds on Self Cost: 15 Available from: J'Rasha, Vivec, J'Rasha: Healer First Barrier-10 points for 30 seconds on Self Cost: 30 Available from: Ferise Varo, Vos, Varo Tradehouse Entrance; Folvys Andalor, Ald'ruhn, Temple; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Zanmulk Sammalamus, Gnisis, Temple; Fevyn Ralen, Vivec, Telvanni Mage; Marayn Dren, Balmora, Guild of Mages; Uvele Berendas, Indarys Manor, Berendas' House Second Barrier-20 points for 30 seconds on Self Cost: 60 Available from: Aldaril, Buckmoth Legion Fort, Interior; Elynu Saren, Suran, Temple; Ferise Varo, Vos, Varo Tradehouse Entrance; Folvys Andalor, Ald'ruhn, Temple; Malven Romori, Vivec, Guild of Mages; Milar Maryon, Tel Vos, Services Tower; Rilvase Avani, Ghostgate, Tower of Dawn; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Uleni Heleran, Wolverine Hall, Mages Guild; Diren Vendu, Tel Mora, Tower Services; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Fevyn Ralen, Vivec, Telvanni Mage; Heem-La, Ald'ruhn, Guild of Mages; Marayn Dren, Balmora, Guild of Mages; Only-He-Stands-There, Balmora, South Wall Cornerclub; Salen Ravel, Maar Gan, Shrine; Tinaso Alan, Tel Mora, Tower Services Third Barrier-30 points for 30 seconds on Self Cost: 90 Available from: Aldaril, Buckmoth Legion Fort, Interior; Farena Arelas, Tel Uvirith, Arelas' House; Fevyn Ralen, Vivec, Telvanni Mage; Imare, Balmora, Hlaalu Council Manor; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Uleni Heleran, Wolverine Hall, Mages Guild; Ethasi Rilvayn, Balmora, Morag Tong Guild; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Heem-La, Ald'ruhn, Guild of Mages; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Tinaso Alan, Tel Mora, Tower Services; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Fourth Barrier-40 points for 30 seconds on Self Cost: 120 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild; Imare, Balmora, Hlaalu Council Manor; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt; Tyermaillin, Balmora, Tyermaillin's House; Farena Arelas, Tel Uvirith, Arelas' House; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Tunila Omavel, Tel Uvirith, Omavel's House Fifth Barrier-50 points for 30 seconds on Self Cost: 150 Available from: Gildan, Ald'ruhn, Gildan's House; Sharn gra-Muzgob, Balmora, Guild of Mages; Tyermaillin, Balmora, Tyermaillin's House; Ranis Athrys, Balmora, Guild of Mages; Tunila Omavel, Tel Uvirith, Omavel's House Sixth Barrier-60 points for 30 seconds on Self Cost: 180 Available from: Gildan, Ald'ruhn, Gildan's House; Tyermaillin, Balmora, Tyermaillin's House; Ranis Athrys, Balmora, Guild of Mages Slowfall <----------------------------------------------------------------------> Slowfall M points for D seconds Base Cost: 3.0 Reduces fall damage by slowing the rate of descent. Magnitude is functionally irrelevant. Any value of Slowfall makes you immune to fall damage for the effect's duration. Ingredients: None Premade spells: Slowfall-30 points for 10 seconds on Self Cost: 45 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Leles Birian, Ascadian Isles Region; Milar Maryon, Tel Vos, Services Tower; Orrent Geontene, Ald'ruhn, Guild of Mages; Sirilonwe, Vivec, Guild of Mages; Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Llaros Uvayn, Caldera, Governor's Hall; Namanian Facian, Sadrith Mora, Morag Tong Guild; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Swift Swim <----------------------------------------------------------------------> Swift Swim M points for D seconds Base Cost: 2.0 Allows the target to swim more quickly in the water. Generally speaking, using the Fortify Attribute effect for Speed is more effective in two ways. First, it is equally effective at raising swim speed for half the Magicka cost. Second, it is equally effective on land. Ingredients: Daedra Skin, Golden Sedge Flowers, Scales, Scrib Jerky Premade spells: Buoyancy-1 point for 20 seconds on Self Cost: 2 Available from: Marayn Dren, Balmora, Guild of Mages; Fevyn Ralen, Vivec, Telvanni Mage; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry Swimmer's Blessing-5 points for 30 seconds on Self Cost: 15 Available from: Dulian, Buckmoth Legion Fort, Interior; Vaval Selas, Vivec, St. Olms Temple; Medila Indaren, Caldera, Guild of Mages Water Breathing <----------------------------------------------------------------------> Water Breathing for D seconds Base Cost: 3.0 Allows the target to breathe underwater. This allows them to stay submerged for the effect's duration without drowning. There is one quest for the Tribunal Temple that requires you to drown yourself. Be wary of abusing Alchemy to get permanent Water Breathing, at least until that quest is complete. Given the presence of over-water escort missions, a Touch/Target version of this effect actually can be quite useful. All creatures can breathe underwater by default, but most NPCs can drown. When the duration expires, you will not immediately begin drowning. Rather, the breath meter will appear at full. Ingredients: Hackle-Lo Leaf, Kwama Cuttle, Luminous Russula*, Pearl Premade spells: Water Breathing-30 seconds on Self Cost: 5 Available from: Marayn Dren, Balmora, Guild of Mages Vivec's Kiss-100 seconds on Self Cost: 15 Available from: Uleni Heleran, Wolverine Hall, Mages Guild Water Walking <----------------------------------------------------------------------> Water Walking for D seconds Base Cost: 3.0 Allows the target to walk on water. Normal speed applies, just as if on land. If you are seeking to avoid combat, this is a great way to do it, as it prevents underwater creatures from attacking you and flying creatures generally don't spawn over water. Again, beware making this effect permanent by Alchemy abuse. It prevents you from swimming under water, and many times full exploration requires that this be done. If you attempt to cast this effect while underwater, you get a message that "You cannot cast this effect at the moment." Ingredients: Ampoule Pod*, Kwama Cuttle, Scales, Violet Coprinus* Premade spells: Water Walking*-60 seconds on Self Cost: 9 Available from: Marayn Dren, Balmora, Guild of Mages; Uleni Heleran, Wolverine Hall, Mages Guild; Tinaso Alan, Tel Mora, Tower Services Conjuration {SPL003} o======================================================================o Bound Battle Axe <----------------------------------------------------------------------> Bound Battle Axe for D seconds Base Cost: 2.0 Summons a magical Daedric Battle-Axe. This automatically becomes equipped and drawn, replacing whatever weapon you previously had equipped. When the spell expires, the old weapon will be re-equipped and the Bound Battle-Axe will disappear. The Bound Battle-Axe has the same statistics as a Daedric Battle-Axe, save that it is weightless and carries a Constant Effect enchantment of Fortify Axe 10 points on Self. The Bound Battle-Axe may not be dropped, sold, or given to other people. The Bound Battle-Axe can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Battle-Axe before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Battle-Axe. This will give you the Bound Battle-Axe whenever worn. Since the item is now a constant effect, you can keep the Bound Battle-Axe much longer. You can also instantly repair the Bound Battle-Axe merely by removing and re-equipping the enchanted item. It is imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Battle-Axe. A broken Bound Battle-Axe cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Battle-Axe. Ingredients: None Premade spells: Bound Battle-Axe-60 seconds on Self Cost: 6 Available from: Diren Vendu, Tel Mora, Tower Services; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Masalinie Merian, Balmora, Guild of Mages; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Bound Boots <----------------------------------------------------------------------> Bound Boots for D seconds Base Cost: 2.0 Summons a magical set of Daedric Boots. They automatically become equipped, replacing whatever boots you previously had equipped. When the spell expires, the old boots will be re-equipped and the Bound Boots will disappear. The Bound Boots have the same statistics as Daedric Boots, save that they are weightless and carry a Constant Effect enchantment of Fortify Speed 10 points on Self. The Bound Boots may not be dropped, sold, or given to other people. The Bound Boots can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Boots before they disappear, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Boots. This will give you the Bound Boots whenever worn. Since the item is now a constant effect, you can keep the Bound Boots much longer. You can also instantly repair the Bound Boots merely by removing and re-equipping the enchanted item. However, you must avoid two things: First, never enchant a set of boots with a Bound Boots Constant Effect. Wearing such boots will cause them to be permanently in your inventory. Similarly, two items which cancel each other out is an equally bad idea. (Thus a Helm with Bound Boots and Boots with Bound Helm enchantments should never be worn at the same time). Secondly, it is even more imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Thus, rings, belts and amulets are the best items to enchant. Players should not repair constant effect Bound Boots. Broken Bound Boots cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate broken Bound Boots. Ingredients: None Premade spells: Bound Boots-60 seconds on Self Cost: 6 Available from: Estirdalin, Balmora, Guild of Mages; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Farena Arelas, Tel Uvirith, Arelas' House; Heem-La, Ald'ruhn, Guild of Mages Bound Cuirass <----------------------------------------------------------------------> Bound Cuirass for D seconds Base Cost: 2.0 Summons a magical Daedric Cuirass. It automatically becomes equipped, replacing whatever cuirass you previously had equipped. When the spell expires, the old cuirass will be re-equipped and the Bound Cuirass will disappear. The Bound Cuirass has the same statistics as a Daedric Cuirass, save that it is weightless and carries a Constant Effect enchantment of Fortify Light Armor 5 points on Self, Fortify Medium Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and Fortify Unarmored 5 points on Self. The Bound Cuirass may not be dropped, sold, or given to other people. The Bound Cuirass can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Cuirass before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Cuirass. This will give you the Bound Cuirass whenever worn. Since the item is now a constant effect, you can keep the Bound Cuirass much longer. You can also instantly repair the Bound Cuirass merely by removing and re-equipping the enchanted item. However, you must avoid two things: First, never enchant a cuirass with a Bound Cuirass Constant Effect. Wearing such a cuirass will cause it to be permanently in your inventory. Similarly, two items which cancel each other out is an equally bad idea. (Thus a Helm with Bound Cuirass and a Cuirass with Bound Helm enchantments should never be worn at the same time). Secondly, it is even more imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Thus, rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Cuirass. A broken Bound Cuirass cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Cuirass. Ingredients: None Premade spells: Bound Cuirass-60 seconds on Self Cost: 6 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry Bound Dagger <----------------------------------------------------------------------> Bound Dagger for D seconds Base Cost: 2.0 Summons a magical Daedric Dagger. This automatically becomes equipped and drawn, replacing whatever weapon you previously had equipped. When the spell expires, the old weapon will be re-equipped and the Bound Dagger will disappear. The Bound Dagger has the same statistics as a Daedric Dagger, save that it is weightless and carries a Constant Effect enchantment of Fortify Short Blade 10 points on Self. The Bound Dagger may not be dropped, sold, or given to other people. The Bound Dagger can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Dagger before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Dagger. This will give you the Bound Dagger whenever worn. Since the item is now a constant effect, you can keep the Bound Dagger much longer. You can also instantly repair the Bound Dagger merely by removing and re-equipping the enchanted item. It is imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Dagger. A broken Bound Dagger cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Dagger. Ingredients: None Premade spells: Bound Dagger*-60 seconds on Self Cost: 6 Available from: Diren Vendu, Tel Mora, Tower Services; Felen Maryon: Tel Branora, Upper Tower: Therana's Chamber; Masalinie Merian, Balmora, Guild of Mages; Estirdalin, Balmora, Guild of Mages; Heem-La, Ald'ruhn, Guild of Mages; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Bound Gauntlets <----------------------------------------------------------------------> Bound Gauntlets for D seconds Base Cost: 2.0 Summons a magical pair of Daedric Gauntlets. They automatically become equipped, replacing whatever gauntlets you previously had equipped. When the spell expires, the old gauntlets will be re-equipped and the Bound Gauntlets will disappear. The Bound Gauntlets have the same statistics as Daedric Gauntlets, save that they are weightless and carry a Constant Effect enchantment of Fortify Hand-to-Hand 10 points on Self for the left gauntlet and Fortify Agility 10 points on Self for the right gauntlet. The Bound Gauntlets may not be dropped, sold, or given to other people. The Bound Gauntlets can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Gauntlets before they disappear, you can end up with permanent duplicates in your inventory. It is possible to enchant items with Constant Effect Bound Gauntlets. This will give you the Bound Gauntlets whenever worn. Since the item is now a constant effect, you can keep the Bound Gauntlets much longer. You can also instantly repair the Bound Gauntlets merely by removing and re-equipping the enchanted item. However, you must avoid two things: First, never enchant a gauntlet with a Bound Gauntlets Constant Effect. Wearing such a gauntlet will cause it to be permanently in your inventory. Similarly, two items which cancel each other out is an equally bad idea. (Thus a Helm with Bound Gauntlets and a Gauntlet with Bound Helm enchantments should never be worn at the same time). Secondly, it is even more imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Thus, rings, belts and amulets are the best items to enchant. Players should not repair constant effect Bound Gauntlets. Broken Bound Gauntlets cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate broken Bound Gauntlets. Ingredients: None Premade spells: Bound Gauntlets-60 seconds on Self Cost: 6 Available from: Farena Arelas, Tel Uvirith, Arelas' House; Heem-La, Ald'ruhn, Guild of Mages; Ferise Varo, Vos, Varo Tradehouse Entrance; Medila Indaren, Caldera, Guild of Mages Bound Helm <----------------------------------------------------------------------> Bound Helm for D seconds Base Cost: 2.0 Summons a magical Daedric Helmet. It automatically becomes equipped, replacing whatever helmet you previously had equipped. When the spell expires, the old helmet will be re-equipped and the Bound Helmet will disappear. The Bound Helmet has the same statistics as a Daedric Cuirass, save that it is weightless and carries a Constant Effect enchantment of Fortify Light Armor 5 points on Self, Fortify Medium Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and Fortify Unarmored 5 points on Self. The Bound Helmet may not be dropped, sold, or given to other people. The Bound Helmet can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Helmet before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Helm. This will give you the Bound Helmet whenever worn. Since the item is now a constant effect, you can keep the Bound Helmet much longer. You can also instantly repair the Bound Helmet merely by removing and re-equipping the enchanted item. However, you must avoid two things: First, never enchant a helmet with a Bound Helm Constant Effect. Wearing such a helmet will cause it to be permanently in your inventory. Similarly, two items which cancel each other out is an equally bad idea. (Thus a Helm with Bound Cuirass and a Cuirass with Bound Helm enchantments should never be worn at the same time). Secondly, it is even more imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Thus, rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Helmet. A broken Bound Helmet cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Helmet. Ingredients: None Premade spells: Bound Helm-60 seconds on Self Cost: 6 Available from: Estirdalin, Balmora, Guild of Mages; Ferise Varo, Vos, Varo Tradehouse Entrance; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Farena Arelas, Tel Uvirith, Arelas' House; Medila Indaren, Caldera, Guild of Mages Bound Longbow <----------------------------------------------------------------------> Bound Longbow for D seconds Base Cost: 2.0 Summons a magical Daedric Longbow. This automatically becomes equipped and drawn, replacing whatever weapon you previously had equipped. When the spell expires, the old weapon will be re-equipped and the Bound Longbow will disappear. The Bound Longbow has the same statistics as a Daedric Longbow, save that it is weightless and carries a Constant Effect enchantment of Fortify Marksman 10 points on Self. The Bound Longbow may not be dropped, sold, or given to other people. The Bound Longbow can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Longbow before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Longbow. This will give you the Bound Longbow whenever worn. Since the item is now a constant effect, you can keep the Bound Longbow much longer. You can also instantly repair the Bound Longbow merely by removing and re-equipping the enchanted item. It is imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Longbow. A broken Bound Longbow cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Longbow. Ingredients: None Premade spells: Bound Longbow-60 seconds on Self Cost: 6 Available from: Estirdalin, Balmora, Guild of Mages; Masalinie Merian, Balmora, Guild of Mages Bound Longsword <----------------------------------------------------------------------> Bound Longsword for D seconds Base Cost: 2.0 Summons a magical Daedric Longsword. This automatically becomes equipped and drawn, replacing whatever weapon you previously had equipped. When the spell expires, the old weapon will be re-equipped and the Bound Longsword will disappear. The Bound Longsword has the same statistics as a Daedric Longsword, save that it is weightless and carries a Constant Effect enchantment of Fortify Long Blade 10 points on Self. The Bound Longsword may not be dropped, sold, or given to other people. The Bound Longsword can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Longsword before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Longsword. This will give you the Bound Longsword whenever worn. Since the item is now a constant effect, you can keep the Bound Longsword much longer. You can also instantly repair the Bound Longsword merely by removing and re-equipping the enchanted item. It is imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Longsword. A broken Bound Longsword cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Longsword. Ingredients: None Premade spells: Bound Longsword-60 seconds on Self Cost: 6 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Masalinie Merian, Balmora, Guild of Mages; Farena Arelas, Tel Uvirith, Arelas' House; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Bound Mace <----------------------------------------------------------------------> Bound Mace for D seconds Base Cost: 2.0 Summons a magical Daedric Mace. This automatically becomes equipped and drawn, replacing whatever weapon you previously had equipped. When the spell expires, the old weapon will be re-equipped and the Bound Mace will disappear. The Bound Mace has the same statistics as a Daedric Mace, save that it is weightless and carries a Constant Effect enchantment of Fortify Blunt Weapon 10 points on Self. The Bound Mace may not be dropped, sold, or given to other people. The Bound Mace can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Mace before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Mace. This will give you the Bound Mace whenever worn. Since the item is now a constant effect, you can keep the Bound Mace much longer. You can also instantly repair the Bound Mace merely by removing and re-equipping the enchanted item. It is imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Mace. A broken Bound Mace cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Mace. Ingredients: None Premade spells: Bound Mace-60 seconds on Self Cost: 6 Available from: Diren Vendu, Tel Mora, Tower Services; Masalinie Merian, Balmora, Guild of Mages; Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Medila Indaren, Caldera, Guild of Mages Bound Shield <----------------------------------------------------------------------> Bound Shield for D seconds Base Cost: 2.0 Summons a magical Daedric Shield. It automatically becomes equipped, replacing whatever shield you previously had equipped. When the spell expires, the old shield will be re-equipped and the Bound Shield will disappear. The Bound Shield has the same statistics as a Daedric Shield, save that it is weightless and carries a Constant Effect enchantment of Fortify Block 5 points on Self, Fortify Medium Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and Fortify Unarmored 5 points on Self. The Bound Shield may not be dropped, sold, or given to other people. The Bound Shield can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Shield before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Shield. This will give you the Bound Shield whenever worn. Since the item is now a constant effect, you can keep the Bound Shield much longer. You can also instantly repair the Bound Shield merely by removing and re-equipping the enchanted item. However, you must avoid two things: First, never enchant a shield with a Bound Shield Constant Effect. Wearing such a shield will cause it to be permanently in your inventory. Similarly, two items which cancel each other out is an equally bad idea. (Thus a Helm with Bound Shield and a Shield with Bound Helm enchantments should never be worn at the same time). Secondly, it is even more imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Thus, rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Shield. A broken Bound Shield cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Shield. Ingredients: None Premade spells: Bound Shield-60 seconds on Self Cost: 6 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Bound Spear <----------------------------------------------------------------------> Bound Spear for D seconds Base Cost: 2.0 Summons a magical Daedric Spear. This automatically becomes equipped and drawn, replacing whatever weapon you previously had equipped. When the spell expires, the old weapon will be re-equipped and the Bound Spear will disappear. The Bound Spear has the same statistics as a Daedric Spear, save that it is weightless and carries a Constant Effect enchantment of Fortify Spear 10 points on Self. The Bound Spear may not be dropped, sold, or given to other people. The Bound Spear can become damaged, just like other items. The duration of the spell normally runs out before this becomes an issue. However, if you repair the Bound Spear before it disappears, you can end up with a permanent duplicate in your inventory. It is possible to enchant items with Constant Effect Bound Spear. This will give you the Bound Spear whenever worn. Since the item is now a constant effect, you can keep the Bound Spear much longer. You can also instantly repair the Bound Spear merely by removing and re-equipping the enchanted item. It is imperative that you do not repair items gotten in this way. This can cause you to be stuck with the items forever. Rings, belts and amulets are the best items to enchant. Players should not repair a constant effect Bound Spear. A broken Bound Spear cannot be repaired, disabled or deleted in the player save file without causing severe glitching (a bug that roots the player save to the spot and causes the player's model to vanish altogether). Only the "removeitem" command will successfully eliminate a broken Bound Spear. Ingredients: None Premade spells: Bound Spear-60 seconds on Self Cost: 6 Available from: Diren Vendu, Tel Mora, Tower Services Masalinie Merian, Balmora, Guild of Mages Heem-La, Ald'ruhn, Guild of Mages Medila Indaren, Caldera, Guild of Mages Command Creature <----------------------------------------------------------------------> Command Creature M levels for D seconds Base Cost: 15 Makes the target fight for you and follow you for D seconds, where M stands for the target's level. This effect will work on all creatures, provided the spell strength is sufficiently high to capture their level. The afflicted will behave much like a summoned creature; ignoring your presence, engaging hostiles, and turning hostile if you hit them three times. Commanded creatures are excellent targets for backstabs. Command spells that have become permanent can be broken by leaving the target in a cell, teleporting away, waiting three days, and returning. Commanded targets that respawn won't remain where you left them once the respawn is initiated. Even a low-duration Command spell can be effective at breaking up large groups of enemies if cast from stealth or a long distance. Enemies that turn against each other will continue fighting after the spell wears off, so long as you don't present yourself as a new target. Ingredients: None Premade spells: Command Creature-5 points for 30 seconds on Target Cost: 169 Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber Command Humanoid <----------------------------------------------------------------------> Command Humanoid M levels for D seconds Base Cost: 15 Makes the target fight for you and follow you for D seconds, where M stands for the target's level. This effect will work on all humanoid NPCs, provided the spell strength is sufficiently high to capture their level. The afflicted will behave much like a summoned creature; ignoring your presence, engaging hostiles, and turning hostile if you hit them three times. Command Humanoid is a good means of bringing NPCs to different locations, as they will follow you, even into different cells, so long as the effect is active. You can use this to lure vendors out of their shops and loot the place, lure intended murder victims away from any potential witnesses, or bring non-freeable slaves into a location where you can free slaves, and free them there. It is also good just to bring service providers somewhere more convenient. You can bring a Guild Guide straight to your house, as well as a merchant, enchanter, spellmaker, and anyone else you might need. Another useful trick is to move NPCs who block doors, hallways, or other areas you need to get through. However, you should never use the effect in conjunction with the services of a transportation NPC or a trainer. If the effect is still active when you travel/train, the NPC may permanently vanish. Do not use those services until you are positive the spell is no longer in effect. Commanding a humanoid can make them non-hostile, even after the duration has ended. Ingredients: None Premade spells: Commanding Touch-5 points for 10 seconds on Touch Cost: 38 Available from: Estoril, Ald'ruhn, The Rat in the Pot; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison Command Humanoid-5 points for 30 seconds on Target Cost: 169 Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber Summon Ancestral Ghost <----------------------------------------------------------------------> Summon Ancestral Ghost for D seconds Base Cost: 7.0 Summons an Ancestral Ghost to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Ancestral Ghost to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Ancestral Ghost drops nothing, has 23 Health, 100 Resist Common Disease, 100 Resist Frost, 100 Resist Normal Weapons, and 100 Resist Poison. It deals 1-5 points Melee Damage and can cast Ghost Curse, a spell with Damage Health 1-10 points for 1 second, Drain Fatigue 10 points for 30 seconds, and Drain Endurance 5 points for 30 seconds, on Touch. It has a soul value of 100 (Common). Ingredients: None Premade spells: Summon Ancestral Ghost*: 60 seconds on Self Cost: 21 Available from: Ferise Varo, Vos, Varo Tradehouse Entrance; Malven Romori, Vivec, Guild of Mages; Heem-La, Ald'ruhn, Guild of Mages Summon Bonelord <----------------------------------------------------------------------> Summon Ancestral Ghost for D seconds Base Cost: 7.0 Summons an Ancestral Ghost to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Bonelord to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Bonelord drops nothing, has 90 Health, 75 Resist Frost, 100 Resist Normal Weapons, 75 Resist Poison, and 75 Resist Shock. It deals 8-24 points Melee Damage, can cast Grave Curse: Speed, a spell with Drain Speed 2-4 points for 60 seconds on Target, and can cast Second Barrier, a spell with Shield 20 points for 30 seconds on Self. It has a soul value of 100 (Common). Ingredients: None Premade spells: Summon Bonelord-60 seconds on Self Cost: 75 Available from: Aldaril, Buckmoth Legion Fort, Interior; Salver Lleran, Vivec, Telvanni Sorcerer; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Summon Bonewalker <----------------------------------------------------------------------> Summon Bonewalker for D seconds Base Cost: 13.0 Summons a Bonewalker to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Bonewalker to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Bonewalker drops nothing, has 60 Health, 75 Resist Frost, 75 Resist Poison, and 75 Resist Shock. It deals 4-12 points Melee Damage and can cast Grave Curse: Endurance, a spell with Drain Endurance 2-4 points for 60 seconds on Target, Grave Curse: Strength, a spell with Drain Strength 2-4 points for 60 seconds on Target, and can transmit Brown Rot Disease, a disease that drains Personality and Strength 10 points. It has a soul value of 75 (Common). Ingredients: None Premade spells: Summon Least Bonewalker-60 seconds on Self Cost: 39 Available from: Estoril, Ald'ruhn, The Rat in the Pot; Heem-La, Ald'ruhn, Guild of Mages; Masalinie Merian, Balmora, Guild of Mages; Ferise Varo, Vos, Varo Tradehouse Entrance; Marayn Dren, Balmora, Guild of Mages; Malven Romori, Vivec, Guild of Mages Summon Centurion Sphere <----------------------------------------------------------------------> Summon Centurion Sphere for D seconds Base Cost: 25.0 Summons a Centurion Sphere to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. There is a short period of time after a summoned creature is killed during which you can loot its corpse just before it vanishes. While most summons do not carry anything of much value, a few can be exploited in this way to harvest their gear. When exploiting this glitch, you should save, as the game sometimes freezes when you attempt to loot the creature. When you do successfully loot a summoned corpse, never choose the "Dispose Of Corpse" option. This will always freeze the game, as it creates a conflict with the script that makes the corpse disappear. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Centurion Sphere drops Scrap Metal and has 75 Health. It deals 5-15 points of Melee Damage and can cast Shock Shield, a spell with Lightning Shield 3 points for 20 seconds on Self. It has no soul. Ingredients: None Premade spells: Dwemer Animunculi-Summon Centurion Sphere for 120 seconds Cost: 75 Available from: the book Secrets of Dwemer Animunculi, Galom Daeus, Observatory Summon Clannfear <----------------------------------------------------------------------> Summon Clannfear for D seconds Base Cost: 22.0 Summons a Clannfear to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Clannfear drops nothing and has 113 Health. It deals 6-18 points Melee Damage. It has a soul value of 100 (Common). Ingredients: None Premade spells: Summon Clannfear-60 seconds on Self Cost: 66 Available from: Aldaril, Buckmoth Legion Fort, Interior; Salver Lleran, Vivec, Telvanni Sorcerer; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Summon Daedroth <----------------------------------------------------------------------> Summon Daedroth for D seconds Base Cost: 32.0 Summons a Daedroth to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Daedroth to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Daedroth drops nothing, has 180 Health, and 100 Resist Normal Weapons. It deals 12-36 points Melee Damage and can cast Shockbloom, a spell with Shock Damage 1-25 points in 10 feet for 5 seconds on Target, Poisonbloom, a spell with Poison 1-20 points in 10 feet for 5 seconds on Target, Third Barrier, a spell with Shield 30 points for 30 seconds on Self, and Regenerate, a spell with Restore Health 1-5 points for 20 seconds on Self. It has a soul value of 195 (Grand). Ingredients: None Premade spells: Summon Daedroth-60 seconds on Self Cost: 96 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Salver Lleran, Vivec, Telvanni Sorcerer; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber Summon Dremora <----------------------------------------------------------------------> Summon Dremora for D seconds Base Cost: 28.0 Summons a Dremora to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. There is a short period of time after a summoned creature is killed during which you can loot its corpse just before it vanishes. While most summons do not carry anything of much value, a few can be exploited in this way to harvest their gear. Most notable for this are the Dremora, which carry a random high-quality weapon (Dwarven, Ebony, or even Daedric). When exploiting this glitch, you should save, as the game sometimes freezes when you attempt to loot the creature. When you do successfully loot a summoned corpse, never choose the "Dispose Of Corpse" option. This will always freeze the game, as it creates a conflict with the script that makes the corpse disappear. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Dremora drops a Daedra Heart and a random leveled weapon, which progresses as follows according to player level: PC Level 1 can be a Dreugh Club, Dreugh Staff, Dwarven Battle Axe, Dwarven Claymore, Dwarven Halberd, Dwarven Mace, Dwarven Shortsword, Dwarven Spear, Dwarven War Axe, or Dwarven Warhammer; at PC level 14, it adds an Ebony Shortsword, Ebony War Axe, or Ebony Broadsword; at PC level 15, it adds an Ebony Longsword, Ebony Mace, Ebony Spear, or Ebony Staff; at PC level 16, it adds a Daedric Staff, Daedric Tanto, Daedric Club, Daedric Dagger, or Daedric Shortsword; at PC level 17, it adds a Daedric Spear, Daedric Wakizashi, Daedric War Axe, Daedric Battle Axe, Daedric Katana, Daedric Mace, or Daedric Longsword; and at PC level 18, it adds a Daedric Warhammer, Daedric Dai-katana, or Daedric Claymore. The Dremora has 160 Health, 100 Resist Normal Weapons, and 20 Reflect. It deals 9-27 points of Melee Damage, plus its weapon, and can cast Second Barrier, a spell with Shield 20 points for 30 seconds on Self. It has a soul value of 100 (Common). Ingredients: None Premade spells: Summon Dremora-60 seconds on Self Cost: 84 Available from: Diren Vendu, Tel Mora, Tower Services; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub Summon Flame Atronach <----------------------------------------------------------------------> Summon Flame Atronach for D seconds Base Cost: 23.0 Summons a Flame Atronach to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Flame Atronach to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Flame Atronach drops nothing, has 75 Health, 100 Resist Fire, -60 Resist Frost (or 60 Weakness to Frost), 100 Resist Normal Weapons, and 20 Reflect. It deals 7-21 points Melee Damage and can cast Firebloom, a spell with Fire Damage 1-25 points in 10 feet for 5 seconds on Target. It has a soul value of 105 (Common). Ingredients: None Premade spells: Summon Flame Atronach-60 seconds on Self Cost: 69 Available from: Malven Romori, Vivec, Guild of Mages; Salver Lleran, Vivec, Telvanni Sorcerer; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Medila Indaren, Caldera, Guild of Mages; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Summon Frost Atronach <----------------------------------------------------------------------> Summon Frost Atronach for D seconds Base Cost: 27.0 Summons a Frost Atronach to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Frost Atronach to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Frost Atronach drops nothing, has 105 Health, -50 Resist Fire (or 50 Weakness to Fire), 100 Resist Frost, 100 Resist Normal Weapons, and 20 Reflect. It deals 9-27 points Melee Damage and can cast Frostbloom, a spell with Frost Damage 1-25 points in 10 feet for 5 seconds on Target. It has a soul value of 138 (Greater). Ingredients: None Premade spells: Summon Frost Atronach-60 seconds on Self Cost: 81 Available from: Aldaril, Buckmoth Legion Fort, Interior; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Salver Lleran, Vivec, Telvanni Sorcerer; Uleni Heleran, Wolverine Hall, Mages Guild Summon Golden Saint <----------------------------------------------------------------------> Summon Golden Saint for D seconds Base Cost: 55.0 Summons a Golden Saint to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Golden Saints are the best for this, as they have the largest souls available short of a few unique deities. There is a short period of time after a summoned creature is killed during which you can loot its corpse just before it vanishes. While most summons do not carry anything of much value, a few can be exploited in this way to harvest their gear. Most notable for this is the Golden Saint, which is armed with a good weapon and shield. (This is one of the only ways to acquire a Daedric Tower Shield.) When exploiting this glitch, you should save, as the game sometimes freezes when you attempt to loot the creature. When you do successfully loot a summoned corpse, never choose the "Dispose Of Corpse" option. This will always freeze the game, as it creates a conflict with the script that makes the corpse disappear. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Golden Saint drops a random weapon and random shield from the following lists. The weapon can be a Glass Claymore, Glass Dagger, Glass Firesword, Glass Frostsword, Glass Halberd, Glass Jinkblade, Glass Longsword, Glass Poisonsword, Glass Staff, Glass Stormsword, Ebony Broadsword, Ebony Longsword, Ebony Mace, Ebony Shortsword, Ebony Spear, Ebony Staff, Daedric Dagger, or Daedric Katana. The shield can be a Daedric Shield, Daedric Tower Shield, Dragonscale Tower Shield, Dreugh Shield, Dwemer Shield, Ebony Shield, Ebony Tower Shield, Feather Shield, Glass Shield, Glass Tower Shield, Imperial Shield, Indoril Shield, Iron Shield, Iron Tower Shield, Netch Leather Shield, Netch Leather Tower Shield, Nordic Leather Shield, Orcish Tower Shield, Shield of Wounds, or Shield of Light. The Golden Saint has 250 Health, 50 Resist Fire, 50 Resist Frost, 100 Resist Normal Weapons, 50 Resist Shock, and 20 Reflect. It deals 20-60 points Melee Damage plus its weapon and can cast Dispel, a spell with Dispel 100 points on Self, and Shock Shield, a spell with Lightning Shield 3 points for 20 seconds on Self. It has a soul value of 400 (Grand). Ingredients: None Premade spells: Summon Golden Saint-60 seconds on Self Cost: 165 Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber Summon Greater Bonewalker <----------------------------------------------------------------------> Summon Greater Bonewalker for D seconds Base Cost: 15.0 Summons a Greater Bonewalker to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Greater Bonewalker to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. There is a short period of time after a summoned creature is killed during which you can loot its corpse just before it vanishes. While most summons do not carry anything of much value, a few can be exploited in this way to harvest their gear. When exploiting this glitch, you should save, as the game sometimes freezes when you attempt to loot the creature. When you do successfully loot a summoned corpse, never choose the "Dispose Of Corpse" option. This will always freeze the game, as it creates a conflict with the script that makes the corpse disappear. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Greater Bonewalker drops 0-5 Bonemeal and some random loot, has 100 Health, 75 Resist Frost, 75 Resist Poison, and 75 Resist Shock. It deals 5-15 points Melee Damage and can cast Dread Curse: Endurance, a spell with Damage Endurance 5-12 points for 1 second on Touch, Dread Curse: Strength, a spell with Damage Strength 5-12 points for 1 second on Touch, and can transmit Brown Rot disease, a disease with Drain Personality & Strength 10 Points. It has a soul value of 75 (Common). Ingredients: None Premade spells: Summon Greater Bonewalker-60 seconds on Self Cost: 45 Available from: Uleni Heleran, Wolverine Hall, Mages Guild; Malven Romori, Vivec, Guild of Mages Summon Hunger <----------------------------------------------------------------------> Summon Hunger for D seconds Base Cost: 29.0 Summons a Hunger to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Hunger to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Hunger drops nothing, has 170 Health, 100 Resist Fire, 100 Resist Frost, 100 Resist Normal Weapons, 100 Resist Poison, and 100 Resist Shock. It deals 11-33 Melee Damage and can cast Disintegrate Armor, a spell with Disintegrate Armor 6-25 points for 1 second on Target, Disintegrate Weapon, a spell with Disintegrate Weapon 6-25 points for 1 second on Target, and Paralysis, a spell with Paralyze for 5 seconds on Touch. It has a soul value of 250 (Grand). Ingredients: None Premade spells: Summon Hunger-60 seconds on Self Cost: 87 Available from: Diren Vendu, Tel Mora, Tower Services; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Salver Lleran, Vivec, Telvanni Sorcerer Summon Scamp <----------------------------------------------------------------------> Summon Scamp for D seconds Base Cost: 12.0 Summons a Scamp to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Scamp drops nothing, has 45 Health, 50 Resist Fire, 50 Resist Frost, 100 Resist Normal Weapons, 75 Resist Poison, and 50 Resist Shock. It deals 5-15 points Melee Damage. It has a soul value of 100 (Common). Ingredients: None Premade spells: Summon Scamp-60 seconds on Self Cost: 36 Available from: Leles Birian, Ascadian Isles Region; Medila Indaren, Caldera, Guild of Mages; Malven Romori, Vivec, Guild of Mages; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison Summon Skeletal Minion <----------------------------------------------------------------------> Summon Skeletal Minion for D seconds Base Cost: 13.0 Summons a Skeletal Minion to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. There is a short period of time after a summoned creature is killed during which you can loot its corpse just before it vanishes. While most summons do not carry anything of much value, a few can be exploited in this way to harvest their gear. When exploiting this glitch, you should save, as the game sometimes freezes when you attempt to loot the creature. When you do successfully loot a summoned corpse, never choose the "Dispose Of Corpse" option. This will always freeze the game, as it creates a conflict with the script that makes the corpse disappear. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Skeletal Minion drops Bonemeal, an Iron Shield, and a random weapon, has 38 Health, 100 Resist Common Disease, 100 Resist Frost, 100 Resist Poison, and 50 Resist Shock. It deals 1-9 Melee Damage plus its weapon. It has a soul value of 30 (Petty). Ingredients: None Premade spells: Summon Skeletal Minion-60 seconds on Self Cost: 39 Available from: Estoril, Ald'ruhn, The Rat in the Pot; Heem-La, Ald'ruhn, Guild of Mages; Marayn Dren, Balmora, Guild of Mages; Uleni Heleran, Wolverine Hall, Mages Guild; Ferise Varo, Vos, Varo Tradehouse Entrance; Malven Romori, Vivec, Guild of Mages; Medila Indaren, Caldera, Guild of Mages Summon Storm Atronach <----------------------------------------------------------------------> Summon Storm Atronach for D seconds Base Cost: 38.0 Summons a Storm Atronach to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. Those born under the Atronach birthsign can use summons such as the Storm Atronach to replenish their Magicka, by summoning a creature, striking it three times, and then absorbing the spells it casts. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Storm Atronach drops nothing, has 200 Health, 100 Resist Normal Weapons, 75 Resist Poison, 100 Resist Shock, and 20 Reflect. It deals 15-45 points Melee Damage and can cast Shockbloom, a spell with Shock Damage 1-25 in 10 feet for 5 seconds on Target, and Shock Shield, a spell with Lightning Shield 3 points for 20 seconds on Self. It has a soul value of 150 (Greater). Ingredients: None Premade spells: Summon Storm Atronach-60 seconds on Self Cost: 114 Available from: Diren Vendu, Tel Mora, Tower Services; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Salver Lleran, Vivec, Telvanni Sorcerer; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Summon Winged Twilight <----------------------------------------------------------------------> Summon Winged Twilight for D seconds Base Cost: 52.0 Summons a Winged Twilight to fight for the caster for a limited time. Summoned creatures will disappear when the spell expires, when they are killed, or when the character who cast the spell is killed. You can harvest souls from summoned creatures if you cast Soultrap on them before they are killed. You will not receive a soul if the summon spell expires, only if the summoned creature is killed. There is a short period of time after a summoned creature is killed during which you can loot its corpse just before it vanishes. While most summons do not carry anything of much value, a few can be exploited in this way to harvest their gear. When exploiting this glitch, you should save, as the game sometimes freezes when you attempt to loot the creature. When you do successfully loot a summoned corpse, never choose the "Dispose Of Corpse" option. This will always freeze the game, as it creates a conflict with the script that makes the corpse disappear. Combining a 1 second summon and a 1 second Soultrap on Target into one spell and firing it at the ground will result in a permanent summon. Multiple creatures can be summoned at once, as long as they are different creatures or are in separate spells. The Winged Twilight drops 0-3 Void Salt, has 220 Health, 50 Resist Fire, 50 Resist Frost, 75 Resist Poison, 50 Resist Shock, and 20 Reflect. It deals 15-45 points Melee Damage. It has a soul value of 300 (Grand). Ingredients: None Premade spells: Summon Winged Twilight-60 seconds on Self Cost: 156 Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber Turn Undead <----------------------------------------------------------------------> Turn Undead M points for D seconds Base Cost: 0.2 Decrease the confidence (willingness to fight) of an undead creature. Afflicted targets will disengage combat and attempt to run away in fear. Turn Undead is among the game's most powerful disabling effects. Any fleeing creature cannot damage you. A good spell can send an entire army of undead running. This makes, for instance, excellent Marksman practice. If you get in the target's way, it may still attack you. Likewise, any target you attack repeatedly may come back to retaliate. Casting the spell on NPCs will qualify as assault. Ingredients: None Premade spells: Holy Word-5 points for 60 seconds on Target Cost: 5 Available from: Folvys Andalor, Ald'ruhn, Temple; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer Turn Undead-50 points for 10 seconds on Touch Cost: 5 Available from: Arnand Liric, Buckmoth Legion Fort, Interior; Lloros Sarano, Ald'ruhn, Temple; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Relms Gilvilo, Vivec, Redoran Temple Shrine Holy Touch-10 points for 60 seconds on Touch Cost: 6 Available from: Eldrilu Dalen, Vos, Vos Chapel; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Mehra Drora, Gnisis, Temple Saintly Touch-25 points for 60 seconds on Touch Cost: 15 Available from: Nilvyn Drothan, Ghostgate, Temple Saintly Word-25 points for 60 seconds on Target Cost: 23 Available from: Elynu Saren, Suran, Temple Destruction {SPL004} o======================================================================o Damage Attribute <----------------------------------------------------------------------> Damage Attribute M points Base Cost: 8 Permanently lowers one of the eight Attributes of the target by M points. Derived attributes such as Fatigue, Magicka, and Encumbrance will be recalculated. The attribute can only be restored by the use of a Restore Attribute effect. Ingredients: Wickwheat** **Because no other ingredient in the game has this effect, you cannot make a potion with this effect. Premade spells: Clench-Damage Speed 1-20 points on Touch Cost: 4 Available from: Farena Arelas, Tel Uvirith, Arelas' House; Ferise Varo, Vos, Varo Tradehouse Entrance; Fevyn Ralen, Vivec, Telvanni Mage Emasculate-Damage Endurance 1-20 points on Touch Cost: 4 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Salver Lleran, Vivec, Telvanni Sorcerer; Mertisi Andavel, Tel Branora, Upper Tower Evil Eye-Damage Personality 1-10 points on Touch Cost: 2 Available from: Farena Arelas, Tel Uvirith, Arelas' House; Salver Lleran, Vivec, Telvanni Sorcerer Fuddle-Damage Intelligence 1-20 points on Touch Cost: 4 Available from: Elynu Seran, Suran, Temple; Estirdalin, Balmora, Guild of Mages; Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Farena Arelas, Tel Uvirith, Arelas' House Hex-Damage Luck 1-20 points on Touch Cost: 4 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Salver Lleran, Vivec, Telvanni Sorcerer; Orrent Geontene, Ald'ruhn, Guild of Mages Stumble-Damage Agility 1-20 points on Touch Cost: 4 Available from: Fevyn Ralen, Vivec, Telvanni Mage Woe-Damage Willpower 1-20 points on Touch Cost: 4 Available from: Farena Arelas, Tel Uvirith, Arelas' House; Fevyn Ralen, Vivec, Telvanni Mage Damage Fatigue <----------------------------------------------------------------------> Damage Fatigue M points Base Cost: 4 Permanently lowers the target's Fatigue by M points. If the target's Fatigue is reduced below 0, they will pass out and collapse to the ground. Spells that reduce Fatigue will not reduce the value below 0, so the knockout blow must always come from a physical attack. There are quests in the game that require you to physically disable an opponent without killing them. The only ways to do that are with the Hand-to-Hand skill and with this effect. Ingredients: Poison** **Since no other ingredients carry this effect, you can never make a potion with this effect. Premade spells: Fleabite-1-10 points on Touch Cost: 1 Available from: Estirdalin, Balmora, Guild of Mages Doze-1-20 points on Touch Cost: 2 Available from: Medila Indaren, Caldera, Guild of Mages Hornhand-15-36 points on Touch Cost: 5 Available from: Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Damage Health <----------------------------------------------------------------------> Damage Health M points Base Cost: 8 Permanently lowers the Health of the target by M points. This is one means of attacking creatures that are resistant to elemental damage such as Fire and Frost, though it is considerably more expensive in terms of casting cost. Absorb Health is generally a better effect to use, as it has the same casting cost but has the added benefit of restoring your Health. Ingredients: Meadow Rye, Nirthfly Stalks*, Noble Sedge Flowers*, Poison, Scrib Cabbage Premade spells: Spirit Knife-1-20 points on Touch Cost: 4 Available from: Farena Arelas, Tel Uvirith, Arelas' House; Medila Indaren, Caldera, Guild of Mages; Malven Romori, Vivec, Guild of Mages; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Stormhand-5-12 points on Touch, Shock Damage 5-12 points on Touch Cost: 6 Available from: Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry Blackhand-5-12 points on Touch, Poison 5-12 points on Touch Cost: 7 Available from: Mertisi Andavel, Tel Branora, Upper Tower; Orrent Geontene, Ald'ruhn, Guild of Mages Heartbite-10-50 points on Touch Cost: 12 Available from: Aldaril, Buckmoth Legion Fort, Interior Daedric Bite-50 points on Target Cost: 30 Available from: Uvele Berendas, Indarys Manor, Berendas' House Damage Magicka <----------------------------------------------------------------------> Damage Magicka M points Base Cost: 8 Permanently lowers the Magicka of the target by M points. Ingredients: Durzog Meat** **Since there are no other ingredients that carry this effect, it is impossible to create potions with this effect. Premade spells: Soulpinch-1-20 points on Touch Cost: 4 Available from: Aldaril, Buckmoth Legion Fort, Interior; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Llaros Uvayn, Caldera, Governor's Hall; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Disintegrate Armor <----------------------------------------------------------------------> Disintegrate Armor M points for D seconds Base Cost: 6 Damages the armor of the target, decreasing its effectiveness. M is the number of points of damage the item will receive for the duration. It damages one piece of equipment at a time, in the following order: Shield, Cuirass, Left Pauldron, Right Pauldron, Left Gauntlet, Right Gauntlet, Helm, Greaves, and finally Boots. If the armor is damaged to the point of breaking, it will immediately be unequipped, and the target will automatically equip the next-most-valuable item of that type in their inventory (if they have one). Disintegrate Armor can be one way to acquire a target's armor without killing them. Once it is broken, you can cast Calm on them, pickpocket the armor from them, and repair it to use yourself. When applied on Self, this effect will only work if it targets equipment which has already sustained some damage. This applies both to custom spells and enchanted items using this effect. Ingredients: None Premade spells: Armor Eater-10-30 points on Touch Cost: 6 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild; Medila Indaren, Caldera, Guild of Mages; Heem-La, Ald'ruhn, Guild of Mages; Salver Lleran, Vivec, Telvanni Sorcerer Disintegrate Weapon <----------------------------------------------------------------------> Disintegrate Weapon M points for D seconds Base Cost: 6 This effect will damage the target's weapon, decreasing its effectiveness. M is the number of points of damage the item will receive per second for the duration. The effect will only damage a weapon if it is equipped and drawn. Enemies not in combat will not be affected by this effect, but because it is a hostile effect, the first casting will cause them to draw their weapon and attack. Casting this effect on a non-hostile target is a crime. If the weapon is damaged to the point of breaking, it will immediately be unequipped, and the target will automatically equip the next-most-valuable weapon in their inventory (if they have one). When applied on Self, this effect will only work if it targets equipment which has already sustained some damage. This applies both to custom spells and enchanted items. Ingredients: None Premade spells: Weapon Eater-6-25 points on Touch Cost: 5 Available from: Fevyn Ralen, Vivec, Telvanni Mage; Medila Indaren, Caldera, Guild of Mages; Heem-La, Ald'ruhn, Guild of Mages; Salver Lleran, Vivec, Telvanni Sorcerer Drain Attribute <----------------------------------------------------------------------> Drain Attribute M points for D seconds Base Cost: 1 Temporarily lowers one of the target's attributes by M points for D seconds. Derived attributes such as Fatigue, Health, Magicka, and Encumbrance will be recalculated if needed. After the spell expires, the attribute will be restored to its former value. There is a bug with this effect if you are under the Fortify Attribute effect when it hits you. Your attribute will not restore like it is supposed to, making this effect behave more like Damage Attribute. The only way to solve this is to remove the Fortify Attribute effect and then cast a Restore Attribute effect. You may then restore the Fortify Attribute effect to return the attribute to its former value. If you drain your own Intelligence to zero, your Magicka bar will restore to full when your Intelligence returns to normal. This is very useful for those with the Atronach birthsign, although many (myself included) consider it cheating. Ingredients: Drain Agility: Ash Salts*, Black Anther*, Daedra's Heart, Diamond*, Emerald, Hypha Facia, Pearl*, Raw Ebony*, Ruby; Drain Endurance: Bittergreen Petals, Black Anther, Bungler's Bane, Emerald, Moon Sugar, Void Salts, Wolfsbane Petals; Drain Intelligence: Alit Hide*, Coda Flower, Gravedust*, Human Flesh, Muck*, Raw Glass*, Scrib Cabbage; Drain Luck: Chokeweed*, Dreugh Wax, Gold Kanet, Gravetar, Hypha Facia*, Moon Sugar, Stoneflower Petals; Drain Personality: Bonemeal, Coda Flower*, Heather, Human Flesh, Muck, Netch Leather, Scales*, Shalk Resin, Sload Soap*, Willow Anther*; Drain Speed: Black Lichen, Bungler's Bane*, Frost Salts*, Heather, Kresh Fiber, Meadow Rye, Nirthfly Stalks, Raw Glass, Red Lichen*, Trama Root; Drain Strength: Black Lichen*, Bungler's Bane, Ectoplasm, Green Lichen, Heartwood, Raw Glass, Saltrice, Scathecraw*, Spore Pod*; Drain Willpower: Ampoule Pod, Chokeweed, Corprus Weepings, Dreugh Wax, Marshmerrow, Racer Plumes*, Roobrush* Premade spells: Clumsy Touch-Drain Agility 5-20 points for 30 seconds on Touch Cost: 19 Available from: Ferise Varo, Vos, Varo Tradehouse Entrance; Orrent Geontene, Ald'ruhn, Guild of Mages Distraction-Drain Intelligence 5-20 points for 30 seconds on Target Cost: 28 Available from: Heem-La, Ald'ruhn, Guild of Mages Enervate-Drain Endurance 5-20 points for 30 seconds on Target Cost: 28 Available from: Heem-La, Ald'ruhn, Guild of Mages Spite-Drain Personality 5-20 points for 30 seconds on Target Cost: 28 Available from: Heem-La, Ald'ruhn, Guild of Mages Temptation-Drain Willpower 5-20 points for 30 seconds on Target Cost: 28 Available from: Aldaril, Buckmoth Legion Fort, Interior; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Torpor-Drain Speed 5-20 points for 30 seconds on Target Cost: 28 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt Strength Leech-Drain Strength 5-20 points for 30 seconds on Touch Cost: 30 Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison Distracting Touch-Drain Intelligence 5-20 points for 60 seconds on Touch Cost: 38 Available from: Estoril, Ald'ruhn, The Rat in the Pot Blood Despair-Drain Willpower 7-14 points for 60 seconds on Target Cost: 47 Available from: Elynu Saren, Suran, Temple; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Farena Arelas, Tel Uvirith, Arelas' House Wild Distraction-Drain Intelligence 5-20 points for 60 seconds on Target Cost: 56 Available from: Aldaril, Buckmoth Legion Fort, Interior; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Diren Vendu, Tel Mora, Tower Services; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Drain Fatigue <----------------------------------------------------------------------> Drain Fatigue M points for D seconds Base Cost: 2 Temporarily lowers the target's Fatigue. The target will collapse to the ground if Fatigue drops below zero. When the spell expires, the target regains the lost Fatigue. Ingredients: Bear Pelt*, Bonemeal, Comberry*, Corprus Weepings*, Corprusmeat*, Guar Hide*, Hypha Facia, Kagouti Hide*, Kwama Cuttle, Luminous Russula, Marshmerrow, Shalk Resin*, Snow Bear Pelt*, Snow Wolf Pelt*, Spore Pod, Violet Coprinus, Wolf Pelt* Premade spells: Wearying Touch-5-20 points for 30 seconds on Touch Cost: 38 Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Uvele Berendas, Indarys Manor, Berendas' House Sleep-5-15 points for 30 seconds on Target Cost: 45 Available from: Eraamion, Caldera, Guild of Mages; Ferise Varo, Vos, Varo Tradehouse Entrance; Salama Andrethi, Tel Mora, Tower Services; Tinaso Alan, Tel Mora, Tower Services; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Estoril, Ald'ruhn, The Rat in the Pot; Heem-La, Ald'ruhn, Guild of Mages; Salen Ravel, Maar Gan, Shrine; Uleni Heleran, Wolverine Hall, Mages Guild Exhausting Touch-5-20 points for 60 seconds on Touch Cost: 75 Available from: Aldaril, Buckmoth Legion Fort, Interior; Imare, Balmora, Hlaalu Council Manor; Diren Vendu, Tel Mora, Tower Services; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Ordeal of St. Olms-5-20 points for 60 seconds on Touch Cost: 75 Available from: Aldaril, Buckmoth Legion Fort, Interior; Ethasi Rilvayn, Balmora, Morag Tong Guild; Lloros Sarano, Ald'ruhn, Temple; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Diren Vendu, Tel Mora, Tower Services; Imare, Balmora, Hlaalu Council Manor; Nilvyn Drothan, Ghostgate, Temple Wild Exhaustion-5-15 points for 60 seconds on Touch Cost: 90 Available from: Aldaril, Buckmoth Legion Fort, Interior; Ethasi Rilvayn, Balmora, Morag Tong Guild; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Diren Vendu, Tel Mora, Tower Services; Imare, Balmora, Hlaalu Council Manor Drain Health <----------------------------------------------------------------------> Drain Health M points for D seconds Base Cost: 4 Temporarily lowers the target's Health. If the victim is still alive when the spell expires, they will regain the lost Health. This effect will deliver a killing blow if it drops Health below 0. An excellent way to kill enemies is to Drain Health 100 points for 1 second. It can be compounded by adding a Soultrap for 1 second effect, or it can have its magnitude doubled by combining with Weakness to Magicka 100 points for 1 second. While this can be somewhat costly in terms of Magicka, Drain Health has the lowest base cost in the entire College of Destruction and very few creatures have blanket Resist Magicka. Drain Health deals non-elemental damage. You can take this even further and create a spell of Weakness to Magicka 400% combined with Drain Health 400 points for a spell that deals 2000 damage, the highest possible damage in the game. Such a spell costs 240 Magicka to cast. This is sufficient to kill anything vulnerable to Magicka-even Dagoth Ur himself. However, to cast it, you will need to fortify either Willpower, Luck, or Destruction to sufficient levels to successfully cast the spell. Ingredients: Coda Flower, Corprusmeat, Ectoplasm, Fire Petal, Fire Salts*, Gold Kanet*, Gravetar, Green Lichen, Horn Lily Bulb*, Roobrush, Ruby*, Scathecraw, Scrap Metal* Premade spells: Drain Blood-5 points for 30 seconds on Touch, Drain Magicka 5 points for 30 seconds on Touch Cost: 60 Available from: Aldaril, Buckmoth Legion Fort, Interior; Ferise Varo, Vos, Varo Tradehouse Entrance; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Uleni Heleran, Wolverine Hall, Mages Guild; Diren Vendu, Tel Mora, Tower Services; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Tinaso Alan, Tel Mora, Tower Services; Urtiso Maryon, Sadrith Mora, Urtiso Faryon: Sorcerer Drain Magicka <----------------------------------------------------------------------> Drain Magicka M points for D seconds Base Cost: 4 Temporarily lowers the target's Magicka. If done at sufficient magnitude, this can severely cripple spellcasters. When the spell expires, the victim will regain the lost Magicka. Ingredients: Belladonna Berries, Bittergreen Petals, Bloat*, Corprusmeat, Golden Sedge Flowers*, Grahl Eyeball, Gravedust, Kresh Fiber, Rat Meat*, Red Lichen, Scamp Skin*, Timsa-Come-By Flowers, Trama Root Premade spells: Wild Flay Spirit-1-20 points for 3 seconds on Target Cost: 9 Available from: Heem-La, Ald'ruhn, Guild of Mages Drain Blood-5 points for 30 seconds on Touch, Drain Health 5 points for 30 seconds on Touch Cost: 60 Available from: Aldaril, Buckmoth Legion Fort, Interior; Ferise Varo, Vos, Varo Tradehouse Entrance; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; Uleni Heleran, Wolverine Hall, Mages Guild; Diren Vendu, Tel Mora, Tower Services; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Tinaso Alan, Tel Mora, Tower Services; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Gash Spirit-5-20 points for 30 seconds on Touch Cost: 75 Available from: Aldaril, Buckmoth Legion Fort, Interior; Imare, Balmora, Hlaalu Council Manor; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Diren Vendu, Tel Mora, Tower Services; Salver Lleran, Vivec, Telvanni Sorcerer; Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Gash Spirit (Ranged)-5-20 points for 30 seconds on Target Cost: 113 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild Magicka Leech-6-15 points for 60 seconds on Touch Cost: 126 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub Flay Spirit-5-20 points for 60 seconds on Touch Cost: 150 Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber Drain Skill <----------------------------------------------------------------------> Drain Skill M points for D seconds Base Cost: 1 Temporarily lowers one of the target's skills by M points for D seconds. When the spell expires, the skill will be restored to its former value. There is a bug with this effect. If you are hit with it while under a Fortify Skill effect, it will not return to its former value like it is supposed to. The only way to solve this is to remove the Fortify Skill effect, cast a Restore Skill effect, and replace the Fortify Skill effect. This will return the skill to its former value. It should be noted that Restore Skill is unavailable for learning or through potions; it exists only at the shrines and altars throughout the game. This effect is the source of a famous exploit called "Drain and Train." If you wish, you may create a custom spell that drains a given skill by 100 for 1 second on Self. If you speak to a trainer for that skill while under the effect, they will train you for 1 gold, but when the effect expires your skill will be one rank higher than before you cast the spell. This exploit can be used to have any trainer, regardless of their intended maximum, train any skill to 100, and do so for 1 gold per rank. Needless to say, most people, including myself, consider this cheating. Ingredients: Horker Tusk** **No other ingredient carries this effect, so you can never create a potion with this effect. Premade spells: Drain Athletics-Drain Athletics 5-20 points for 60 seconds on Target Cost: 56 Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Drain Block-Drain Block 5-20 points for 60 seconds on Target Cost: 56 Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Drain Destruction-Drain Destruction 5-20 points for 60 seconds on Target Cost: 56 Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers Scourge Blade-Drain Short & Long Blade 5-20 points each for 30 seconds on Target Cost: 56 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub Fire Damage <----------------------------------------------------------------------> Fire Damage M points for D seconds Base Cost: 5 Damages the target using fire by M points for D seconds. Dark Elves are 75% resistant to fire. Since they are by far the most populous race in the game, Fire Damage is of somewhat limited utility in battling NPCs. However, enough creatures are weak to Fire or immune to other elements to ensure that Fire Damage retains a great deal of usefulness. Ingredients: None Premade spells: Cruel Firebloom-10-16 points in 10 feet on Target Cost: 7 Available from: Malven Romori, Vivec, Guild of Mages Fireball-2-20 points in 5 feet on Target Cost: 5 Available from: Arrille, Seyda Neen, Arrille's Tradehouse; Salver Lleran, Vivec, Telvanni Sorcerer; Malven Romori, Vivec, Guild of Mages Fire Bite*-15-30 points on Touch Cost: 6 Available from: Estirdalin, Balmora, Guild of Mages Greater Fireball-2-40 points in 10 feet on Target Cost: 10 Available from: Heem-La, Ald'ruhn, Guild of Mages; Malven Romori, Vivec, Guild of Mages; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber Firestorm-1-10 points for 10 seconds in 10 feet on Target Cost: 23 Available from: Fevyn Ralen, Vivec, Telvanni Mage; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber God's Fire-11-60 points for 10 seconds in 10 feet on Target Cost: 135 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub Frost Damage <----------------------------------------------------------------------> Frost Damage M points for D seconds Base Cost: 5 Damages the target using frost by M points for D seconds. Nords are immune to Frost, so avoid using this effect against them. This is especially relevant in the Bloodmoon expansion, as Solstheim is mostly populated by Nords and other frost-resistant creatures. Most undead are resistant or immune to frost, as well. Ingredients: Bristleback Leather, Holly Berries, Raw Stalhrim Premade spells: Frost Bite-15-30 points on Touch Cost: 6 Available from: Arrille, Seyda Neen, Arrille's Tradehouse; Estirdalin, Balmora, Guild of Mages Greater Frostball-2-40 points in 10 feet on Target Cost: 10 Available from: Heem-La, Ald'ruhn, Guild of Mages; Salver Lleran, Vivec, Telvanni Sorcerer Frost Storm-1-10 points for 10 seconds in 10 feet on Target Cost: 23 Available from: Diren Vendu, Tel Mora, Tower Services; Fevyn Ralen, Vivec, Telvanni Mage God's Frost-11-60 points for 10 seconds in 10 feet on Target Cost: 135 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub Poison <----------------------------------------------------------------------> Poison M points for D seconds Base Cost: 9 Damages the target using poison by M points for D seconds. Of the elemental damage effects, Poison is the least useful. First, it is the most expensive in terms of Magicka cost. Second, there are more creatures with Poison immunity than any of the other three elements (for example, most undead). Finally, there is a Cure Poison effect, which immediately arrests any ongoing Poison damage when cast. There is no equivalent effect for the other three elements. Ingredients: Adamantium Ore, Lloramor Spines, Luminous Russula, Noble Sedge Flowers, Poison, Violet Coprinus Premade spells: Black Hand-5-12 points on Touch, Damage Health 5-12 points on Touch Cost: 7 Available from: Mertisi Andavel, Tel Branora, Upper Tower; Orrent Geontene, Ald'ruhn, Guild of Mages Poison-2-20 points in 5 feet on Target Cost: 9 Available from: Estirdalin, Balmora, Guild of Mages Poisonous Touch-15-40 points on Touch Cost: 12 Available from: Estirdalin, Balmora, Guild of Mages Poisonbloom-1-20 points in 5 seconds in 10 feet on Target Cost: 39 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Mertisi Andavel, Tel Branora, Upper Tower; Uvele Berendas, Indarys Manor, Berendas' House; Estoril, Ald'ruhn, The Rat in the Pot; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Viperbolt-10-50 points for 2 seconds in 10 feet on Target Cost: 44 Available from: Estoril, Ald'ruhn, The Rat in the Pot; Salama Andrethi, Tel Mora, Tower Services Deadly Poison-1-20 points for 10 seconds on Touch Cost: 47 Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Estoril, Ald'ruhn, The Rat in the Pot Toxic Cloud-2-15 points for 10 seconds in 10 feet on Target Cost: 61 Available from: Diren Vendu, Tel Mora, Tower Services; Ferise Varo, Vos, Varo Tradehouse Entrance; Mertisi Andavel, Tel Branora, Upper Tower; Tinaso Alan, Tel Mora, Tower Services; Eraamion, Caldera, Guild of Mages; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Salver Lleran, Vivec, Telvanni Sorcerer; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Potent Poison-20-40 points for 5 seconds on Touch Cost: 68 Available from: Namanian Facian, Sadrith Mora, Morag Tong Guild; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Shock Damage <----------------------------------------------------------------------> Shock Damage M points for D seconds Base Cost: 7 Damages the target using shock by M points for D seconds. Shock damage is more expensive to cast than fire or frost, but fewer enemies resist it, making it more universally useful Ingredients: None Premade spells: Shock-1-15 points on Touch Cost: 3 Available from: Estirdalin, Balmora, Guild of Mages Stormhand-5-12 points on Touch, Damage Health 5-12 points on Touch Cost: 6 Available from: Nelso Salenim, Sadrith Mora, Telvanni Council House: Entry Spark-2-20 points in 5 feet on Target Cost: 7 Available from: Arrille, Seyda Neen, Arrille's Tradehouse Greater Shockball-2-40 points in 10 feet on Target Cost: 14 Available from: Heem-La, Ald'ruhn, Guild of Mages Shockball-2-40 points in 10 feet on Target Cost: 14 Available from: Salver Lleran, Vivec, Telvanni Sorcerer Lightning Bolt-10-50 points for 2 seconds in 10 feet on Target Cost: 34 Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Uvele Berendas, Indarys Manor, Berendas' House; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry Lightning Storm-2-10 points for 10 seconds in 10 feet on Target Cost: 34 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Fevyn Ralen, Vivec, Telvanni Mage; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Uvele Berendas, Indarys Manor, Berendas' House Shockbloom-1-25 points for 5 seconds in 10 feet on Target Cost: 37 Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Uvele Berendas, Indarys Manor, Berendas' House Weakness to Common Disease <----------------------------------------------------------------------> Weakness to Common Disease M% for D Seconds Base Cost: 2 This effect reduces the target's resistance to Common Diseases, making them M% more likely to contract them. This effect is only relevant to the player, as no one else ever catches diseases. The main use of this spell effect is to allow characters with innate disease resistance (an Argonian, a High Elf, or anyone sufficiently far through the Main Quest) to contract Vampirism, if they wish. Ingredients: None Premade spells: Weakness to Common Disease-1-20 points for 10 seconds on Target Cost-16 Available from: Medila Indaren, Caldera, Guild of Mages Weakness to Fire <----------------------------------------------------------------------> Weakness to Fire M% for D seconds Base Cost: 2 This effect increases the damage dealt by the Fire Damage effect. M is the percentage of resistance reduction. At 100%, the target will receive double damage. High Elves have natural 50% Weakness to Fire, so they will be particularly interested in Resist Fire spells or items that counteract this weakness. If the target is naturally immune to Fire, 100% Weakness to Fire will remove that immunity. This is a good way to make Fire more universally useful. Higher magnitudes will still be necessary to amplify base damage. When Weakness to Fire is used in conjunction with a Fire Damage effect that does damage over several seconds, the weakness only needs a duration of 1 to allow the damage to take effect. Ingredients: Heartwood, Holly Berries Premade spells: Weakness to Fire-10 points for 5 seconds on Target Cost: 8 Available from: Malven Romori, Vivec, Guild of Mages Dire Weakness to Fire-2-60 points for 10 seconds on Target Cost: 47 Available from: Elynu Saren, Suran, Temple; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Marayn Dren, Balmora, Guild of Mages; Tinaso Alan, Tel Mora, Tower Services; Eraamion, Caldera, Guild of Mages; Estoril, Ald'ruhn, The Rat in the Pot; Mertisi Andavel, Tel Branora, Upper Tower; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Weakness to Frost <----------------------------------------------------------------------> Weakness to Frost M% for D seconds Base Cost: 2 This effect increases the damage dealt by the Frost Damage effect. M is the percentage of resistance reduction. At 100%, the target will receive double damage. High Elves have natural 25% Weakness to Frost, so they will be particularly interested in Resist Frost spells or items that counteract this weakness. If the target is naturally immune to Frost, 100% Weakness to Frost will remove that immunity. This is a good way to make Frost more universally useful. Higher magnitudes will still be necessary to amplify base damage. When Weakness to Frost is used in conjunction with a Frost Damage effect that does damage over several seconds, the weakness only needs a duration of 1 to allow the damage to take effect. Ingredients: None Premade spells: Dire Weakness to Frost-2-60 points for 10 seconds on Target Cost: 47 Available from: Elynu Seran, Suran, Temple; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Marayn Dren, Balmora, Guild of Mages; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Eraamion, Caldera, Guild of Mages; Estoril, Ald'ruhn, The Rat in the Pot; Mertisi Andavel, Tel Branora, Upper Tower Weakness to Magicka <----------------------------------------------------------------------> Weakness to Magicka M% for D Seconds Base Cost: 2 Weakness to Magicka increases the negative effects of certain spells on the target. M is the percentage of resistance reduction. Weakness to Magicka does not affect the damage taken from elemental spells, nor increase the duration of any effect, nor make any difference to the effects of Paralyze or Silence. It does increase the effects of Absorb Health, Damage Health, and Drain Health, as well as non-damaging but hostile effects such as any other Absorb, Damage, or Drain effects, Blind, Burden, Disintegrate, Sound, and any other Weakness effects. High Elves and characters with The Apprentice birthsign have an innate Weakness to Magic effect. This is not too threatening, as not many attacks fall under the purview of the effect. The most dangerous enemies are those who use Absorb Health or Damage Health effects. These are quite rare, with Vampires being the most notable example. Ingredients: None Premade spells: Dire Weakness to Magicka-2-60 points for 10 seconds on Target Cost: 47 Available from: Elynu Saren, Suran, Temple; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Mertisi Andavel, Tel Branora, Upper Tower; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Eraamion, Caldera, Guild of Mages; Estoril, Ald'ruhn, The Rat in the Pot; Marayn Dren, Balmora, Guild of Mages; Tinaso Alan, Tel Mora, Tower Services Weakness to Poison <----------------------------------------------------------------------> Weakness to Poison M% for D seconds Base Cost: 2 This effect increases the damage dealt by the Poison effect. M is the percentage of resistance reduction. At 100%, the target will receive double damage. If the target is naturally immune to Poison, 100% Weakness to Poison will remove that immunity. This is a good way to make Poison more universally useful. Higher magnitudes will still be necessary to amplify base damage. When Weakness to Poison is used in conjunction with a Poison effect that does damage over several seconds, the weakness only needs a duration of 1 to allow the damage to take effect. Ingredients: Poison*,** **This is the only ingredient in the game with this effect, so you will never be able to create potions with this effect. Premade spells: Dire Weakness to Poison-2-60 points for 10 seconds on Target Cost: 47 Available from: Elynu Saren, Suran, Temple; Eraamion, Caldera, Guild of Mages; Marayn Dren, Balmora, Guild of Mages; Salama Andrethi, Tel Mora, Tower Services; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer; Estoril, Ald'ruhn, The Rat in the Pot; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Mertisi Andavel, Tel Branora, Upper Tower; Tinaso Alan, Tel Mora, Tower Services Weakness to Shock <----------------------------------------------------------------------> Weakness to Shock M% for D seconds Base Cost: 2 This effect increases the damage dealt by the Shock Damage effect. M is the percentage of resistance reduction. At 100%, the target will receive double damage. High Elves have natural 25% Weakness to Shock, so they will be particularly interested in Resist Shock spells or items that counteract this weakness. If the target is naturally immune to Shock, 100% Weakness to Shock will remove that immunity. This is a good way to make Shock more universally useful. Higher magnitudes will still be necessary to amplify base damage. When Weakness to Shock is used in conjunction with a Shock Damage effect that does damage over several seconds, the weakness only needs a duration of 1 to allow the damage to take effect. Ingredients: None Premade spells: Dire Weakness to Shock-2-60 points for 10 seconds on Target Cost: 47 Available from: Elynu Saren, Suran, Temple Ervona Barys, Ebonheart, Hawkmoth Legion Garrison Marayn Dren, Balmora, Guild of Mages Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Eraamion, Caldera, Guild of Mages Estoril, Ald'ruhn, The Rat in the Pot Mertisi Andavel, Tel Branora, Upper Tower Illusion {SPL005} o======================================================================o Blind <----------------------------------------------------------------------> Blind M% for D Seconds Base Cost: 1 Causes the target's vision to be obscured, making it harder for them to see. M is the degree of blindness. At 100%, they will be completely unable to see anything. However, as the effect is hostile, they will still try to find and attack you. If you are within melee range, they can still attack and even hit you. If you attack a blinded target, they may attempt to flee. A blinded target should have a lower hit rate and decreased ability to detect sneaking targets. Note that the effect is bugged, and actually increases hit rate instead of decreasing it. Ingredients: Durzog Meat, Bristleback Leather Premade spells: Crying Eye-1-10 points for 5 seconds on Target Cost: 2 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild Llaros Uvayn, Caldera, Governor's Hall Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House Erelvam's Wild Sty-1-40 points for 10 seconds on Touch Cost: 10 Available from: Minnibi Selkin-Adda, Vivec, Arena, Hidden Area; Sirilonwe, Vivec, Guild of Mages; Namanian Facian, Sadrith Mora, Morag Tong Guild Alad's Caliginy-10-30 points for 30 seconds on Touch Cost: 30 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild; Farena Arelas, Tel Uvirith, Arelas' House; Orrent Geontene, Ald'ruhn, Guild of Mages; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Mertisi Andavel, Tel Branora, Upper Tower Calm Creature <----------------------------------------------------------------------> Calm Creature M points for D seconds Base Cost: 1 Stops the target from fighting. While under this effect, attacking them will not cause them to retaliate. Calm is useful if you are trying to fight with ranged weapons or spells in an enclosed area. Calm the enemy, and run to put some distance between you. Calm is basically a crowd controlling effect. These are particularly useful in for combat in high difficulty games. On normally hostile targets, expect them to re-enter combat when the spell expires. A magnitude of 1 is enough to work on any target; this is a bug. Ingredients: None Premade spells: Calm Creature-30 points for 10 seconds on Target Cost: 23 Available from: Dulian, Buckmoth Legion Fort, Interior; Medila Indaren, Caldera, Guild of Mages; Sharn gra-Muzgob, Balmora, Guild of Mages; Vaval Selas, Vivec, St. Olms Temple; Marayn Dren, Balmora, Guild of Mages; Scelian Plebo, Wolverine Hall, Imperial Shrine; Tyermaillin, Balmora, Tyermaillin's House Calm Humanoid <----------------------------------------------------------------------> Calm Humanoid M points for D seconds Base Cost: 1 Stops the target from fighting. While under this effect, attacking them will not cause them to retaliate. Calm Humanoid works on NPCs. Calm is useful if you are trying to fight with ranged weapons or spells in an enclosed area. Calm the enemy, and run out to put some distance between you. Calm is a crowd controlling effect. These effects are exceptionally useful in high difficulty games. Calm Humanoid is a useful spell when you want to do hostile things to NPCs without killing them. For instance, you can get equipped armor by casting Disintegrate Armor until it breaks, casting Calm Humanoid to stop them from attacking you, and pickpocketing the armor for yourself. On normally hostile targets, expect them to re-enter combat when the spell expires. You can avoid this by raising NPC disposition while the effect is still active. A magnitude of 1 is sufficient to work any NPC, but this is a bug. Ingredients: None Premade spells: Calming Touch-30 points for 10 seconds on Touch Cost: 15 Available from: Ferise Varo, Vos, Varo Tradehouse Entrance; Tinaso Alan, Tel Mora, Tower Services; Nilvyn Drothan, Ghostgate, Temple Calm Humanoid-30 points for 10 seconds on Target Cost: 23 Available from: Dulian, Buckmoth Legion Fort, Interior; Medila Indaren, Caldera, Guild of Mages; Vaval Selas, Vivec, St. Olms Temple; Marayn Dren, Balmora, Guild of Mages; Scelian Plebo, Wolverine Hall, Imperial Shrine Chameleon <----------------------------------------------------------------------> Chameleon M% for D Seconds Base Cost: 1 Causes the target to become partially transparent and to blend into the background for the duration of the spell. This has three effects: 1) If the magnitude of the Chameleon effect is high enough, no object will be able to spot you under various conditions. 2) If you are sneaking, the magnitude of all current Chameleon effects is added to your chance to sneak (after all other factors, including distance). Note that even if you fail your Sneak check, the enemy may still fail to notice you due to the first effect. 3) If you attempt to talk to an NPC, that NPC might not see you. In this case, they will immediately disengage the conversation and lose 5 Disposition. Since this is not a true Sneak effect, the target may move at normal speed. If you are under a Chameleon effect and talk to an NPC, you will attempt to enter dialogue (subject to the third effect above) rather than picking their pocket. While Chameleon is listed as a percentage, it does not work that way in its mechanics. Unlike Invisibility, Chameleon does not wear off when interacting with objects, talking with NPCs, casting spells, or taking other actions. Blind effects can be used in conjunction with Chameleon and Sneaking to further reduce the chance that a target will see you. Be warned that Blind is a hostile action, and will initiate combat with any targets you are trying to avoid. If you are struggling to speak to an NPC, be sure you are speaking from the front and not using too strong a Chameleon effect. Many enemies will flee if they lose sight of you in combat. Rally or Calm spells can help in these situations. Strong Chameleon effects can be used to approach hostile NPCs and speak to them before they initiate combat. This allows access to services from NPCs that would normally attack you, such as Qorwynn, the Master Trainer for Enchant. It is suggested to raise the Dispositions of such NPCs to a high enough level that they will not resume hostilities as soon as the Chameleon effect ends. Ingredients: None Premade spells: Golanar's Eye-Maze-10-40 points for 10 seconds on Self Cost: 13 Available from: Eraamion, Caldera, Guild of Mages; Sirilonwe, Vivec, Guild of Mages Chameleon*-10 points for 30 seconds on Self Cost: 15 Available from: Ferise Varo, Vos, Varo Tradehouse Entrance; Salver Lleran, Vivec, Telvanni Sorcerer Shadowform-6-15 points for 30 seconds on Self Cost: 16 Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House; Salama Andrethi, Tel Mora, Tower Services Shadowweave-20 points for 10 seconds on Self, Sanctuary 20 points for 10 seconds on Self Cost: 20 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Salama Andrethi, Tel Mora, Tower Services; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Llaros Uvayn, Caldera, Governor's Hall; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Shadowmask-40-70 points for 30 seconds on Self Cost: 83 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild; Imare, Balmora, Hlaalu Council Manor; Ranis Athrys, Balmora, Guild of Mages; Gildan, Ald'ruhn, Gildan's House; Llaros Uvayn, Caldera, Governor's Hall; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Charm <----------------------------------------------------------------------> Charm M points for D seconds Base Cost: 5 Temporarily increases the target's disposition towards the caster. When the effect ends, the target's disposition returns to its original value. Ingredients: None Premade spells: Charming Touch-30 points for 30 seconds on Touch Cost: 225 Available from: Eraamion, Caldera, Guild of Mages; Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Marayn Dren, Balmora, Guild of Mages Charm Mortal-10-30 points for 30 seconds on Target Cost: 225 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Salver Lleran, Vivec, Telvanni Sorcerer Demoralize Creature <----------------------------------------------------------------------> Demoralize M points for D seconds Base Cost: 1 Decreases the target's confidence (willingness to fight). This works on all non-undead, non-Daedra, non-mechanical creatures (for undead, use the Conjuration effect Turn Undead). Afflicted targets will disengage and attempt to run away in fear. Demoralize is among the most powerful disabling effects in the game. An enemy who is running away is an enemy who isn't fighting you. With a good spell, you can send entire armies running for the hills. This makes for excellent bow practice. If you get in a target's way while he's trying to run away, he may still take a few swings at you. Continual attacks may also still bring an enemy to retaliate. Fleeing enemies can bring in all sorts of trouble, so be wary of using lengthy Demoralize effects on fast runners. Ingredients: None Demoralize Beast-5 points for 10 seconds on Target Cost: 4 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild Llaros Uvayn, Caldera, Governor's Hall Demoralize Creature-5 points for 10 seconds on Target Cost: 4 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guildhall; Sirilonwe, Vivec, Guild of Mages Frenzy Creature <----------------------------------------------------------------------> Frenzy Creature M points for D seconds Base Cost: 1 Increases the target's Fight (its inclination to attack). A strong enough Frenzy will make the target attack the player. Frenzy Creature affects all non-undead, non-Daedra, non-mechanical creatures. Frenzy Creature is not terribly useful, as the vast majority of creatures will attack you anyway. Furthermore, those creatures that don't attack you be default can generally be attacked with no assault charge. Frenzy does cause them to attack anything nearby (not just you), so it can be somewhat useful in that respect. If Command spells are proving too unworkable for the few non-hostile unique creatures with proper names in the game, Frenzy Creature is the best alternative. In general, targets should return to normal a few days after being left in a cell. Even a 100 point spell should not be very expensive, as there is little reason to create Frenzy spells with long duration. Ingredients: None Premade spells: Frenzy Beast-5 points for 10 seconds on Touch Cost: 3 Available from: Uleni Heleran, Wolverine Hall, Mages Guild Frenzy Creature-5 points for 10 seconds on Target Cost: 4 Available from: Minnibi Selkin-Adda, Vivec, Arena Hidden Area Frenzy Humanoid <----------------------------------------------------------------------> Frenzy Humanoid M points for D seconds Base Cost: 1 Increase the target's Fight (its inclination to attack). A strong enough Frenzy will make the target attack the player. Frenzy Humanoid affects NPCs. When you successfully cast this spell on someone, it is not considered an assault. Some situations require killing someone who is not open to persuasion, but who is surrounded by people who will witness an assault. Frenzy Humanoid is perfect for these situations. Frenzy Humanoid is very useful for making NPCs follow you large distances, if you are unable to Command them. Keep in mind that they may break off the fight to flee. Rally Humanoid can prevent this. Save if the target is not expendable, as NPCs can sometimes become permanently Frenzied. In general, targets return to normal after they are left alone inside a cell for a few in-game days. Even a 100 point spell should not be very expensive, as there is little reason to give Frenzy spells a long duration. Ingredients: None Premade spells: Frenzying Touch-5 points for 10 seconds on Touch Cost: 4 Available from: Uleni Heleran, Wolverine Hall, Mages Guild Invisibility <----------------------------------------------------------------------> Invisibility for D seconds Base Cost: 20 Causes the target to become completely invisible and undetectable for the duration of the spell. Activating anything, such as talking to or attacking somebody, picking up an item, opening a door or container, or any other action apart from just moving will cancel the spell. Your Sneak skill is irrelevant when you are invisible. You are completely undetectable unless you activate something. Unlike other stealth options, there's no need to stay in sneak mode. On the contrary, it may be wiser to run, so you can reach your destination before the spell expires. Even though nobody can see you while you're invisible, you can still bump into them without being detected. In fact, you can use this technique to push people around, maybe moving them around a corner or turning them to face the wall in order that you won't be detected doing something after you reappear. Of course, this only works with stationary targets. NPCs who have somewhere to go will just continue on their way after an invisible obstacle is removed. Some (myself included) strongly prefer high Chameleon to Invisibility because performing actions does not cancel Chameleon. Invisibility's only special advantage is that it truly renders you 100% undetectable. A handy use of invisibility is to zip through a dungeon full of enemies without fighting anyone until you've reached your target. This is especially useful when there are lots of annoying fights with no promise of good loot. It is also useful in places like the Ministry of Truth or the Corprusarium. Invisibility is excellent for assassination quests. You can close the gap with a foe who uses ranged or magical attacks and ensure you get the first strike. A key to successfully using invisibility is planning your casting point. If you do anything to shatter the illusion, it ends. Use any other magic you want active, including potions, before going invisible. Be sure you are not in anyone's line of sight before casting (although being in stealth may be allowable). Be sure there are no closed doors between you and your goal. Strategic use of invisibility can be helpful for completing stealth-related guild quests at low levels, before Sneak has become a viable option on its own. Constant effect invisibility only effects duration-the effect still ends if you do anything to break the illusion. If you have ended the effect in this manner, you will need to uneequip and reequip the item to go invisible again. Ingredients: Bittergreen Petals, Diamond, Lloramor Spines, Wolfsbane Petals Premade spells: Brevusa's Averted Eyes-10 seconds on Self Cost: 10 Available from: Eraamion, Caldera, Guild of Mages Hide-30 seconds on Self Cost: 30 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Llaros Uvayn, Caldera, Governor's Hall; Orrent Geontene, Ald'ruhn, Guild of Mages; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House; Heem-La, Ald'ruhn, Guild of Mages; Namanian Facian, Sadrith Mora, Morag Tong Guild; Salama Andrethi, Tel Mora, Tower Services; Sirilonwe, Vivec, Guild of Mages Invisibility-30 seconds on Self Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison Concealment-90 seconds on Self Cost: 90 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Gildan, Ald'ruhn, Gildan's House; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Ethasi Rilvayn, Balmora, Morag Tong Guild; Imare, Balmora, Hlaalu Council Manor; Mertisi Andavel, Tel Branora, Upper Tower; Ranis Athrys, Balmora, Guild of Mages Light <----------------------------------------------------------------------> Light M points for D seconds in A feet Base Cost: 0.2 Creates a glowing light around the target. When cast on a living creature or humanoid (including yourself), that creature will glow for the duration (or until they are killed). The magnitude determines the range of the light. Additionally, if the spell is cast with a large area rating, it can affect multiple targets which will produce an overall larger amount of light. Note that the spell is no different from other spells in that it can only affect an object-if it is cast on Touch or Target and does not hit a humanoid or creature, the spell has no effect. The need for a Light spell depends greatly on the viewer. The gamma settings inside the game and the brightness/contrast settings on your monitor or television all have an effect on the amount of light you see. By default, there are very few, if any, areas in Morrowind that are dark enough to require additional light. Many mods and other plugins respec the game's lighting settings to make this effect more useful. Furthermore, even if it is dark enough to require extra light, the Light effect compromises stealth, and it is probably better to consider Night-Eye instead. Finally, it is also quite easy to carry a light source such as a torch or lantern as yet another substitute for this effect, although that of course prevents use of a shield or two-handed weapon. Ingredients: Black Anther, Red Lichen Premade spells: Light-20 points for 30 seconds in 30 feet on Target Cost: 9 Available from: Eldrilu Dalen, Vos, Vos Chapel; Heem-La, Ald'ruhn, Guild of Mages; Salver Lleran, Vivec, Telvanni Sorcerer; Eraamion, Caldera, Guild of Mages; Mehra Drora, Gnisis, Temple Night-Eye <----------------------------------------------------------------------> Night-Eye M points for D seconds Base Cost: 0.2 Causes you to be able to see in the dark by effectively raising the ambient light levels. This affects only the caster, so it is more conducive to stealth than the Light spell. However, it does suffer from some drawbacks. Having everything evenly lit tends to flatten out the three-dimensionality of the world, which effectively makes small items such as jewelry harder to see. Additionally, areas that are already well lit may be overly bright to look at. The need for a Night-Eye spell depends greatly on the viewer. The gamma setting in the game, the brightness/contrast settings on your monitor or television, the lighting of the room, and even your eyes have an effect on the amount of lighting in the game. By default, very few areas in Morrowind are truly dark enough to require extra light to see. There are many mods and plugins that respec lighting, which can make this effect more useful. Night-Eye is very useful for seeing through the murk when swimming underwater. It is a good idea to cast Night-Eye before taking screenshots. The spell is a bad idea for vampires, as it makes it more difficult to tell the difference between night and day, compromising your safety from sun damage while outside. You can always simply carry a light source such as a torch or lantern, but this does prevent the use of a shield or two-handed weapon. Ingredients: Bear Pelt, Grahl Eyeball, Kagouti Hide, Daedra's Heart, Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt Premade spells: Night-Eye-20 points for 30 seconds on Self Cost: 6 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Orrent Geontene, Ald'ruhn, Guild of Mages; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Salver Lleran, Vivec, Telvanni Sorcerer Paralyze <----------------------------------------------------------------------> Paralyze for D seconds Base Cost: 40 Causes the target to become completely immobile for the duration. When paralzyed, you may not move, attack, cast spells, or use enchanted items or scrolls. You may, however, still use potions or eat ingredients. You can also equip and un-equip items, which can be helpful in the case of items that are scripted to cast spells when equipped. Note that some enemies, most notably vampires, are completely immune to paralysis. Paralyzed opponents become immediately vulnerable to Health damage from Hand-to-hand attacks, which normally only damage an opponent after they have fallen unconscious due to Fatigue loss. When the paralysis wears off, Hand-to-hand attacks will once again damage Fatigue first. Paralyze can be resisted by having high Willpower. If you successfully paralyze a Cliff Racer while it is airborne, it will fall from the sky, but will not take any damage upon collision with the ground. Paralyzed water creatures (dreugh and slaughterfish) will float to the surface as though dead. Ingredients: Ampoule Pod, Daedra Skin, Fire Petal, Ghoul Heart*, Hackle-Lo Leaf, Large Kwama Egg, Rat Meat, Raw Stalhrim, Spore Pod, Sweetpulp*, Void Salts, Wickwheat Premade spells: Paralysis-5 seconds on Touch Cost: 10 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Estirdalin, Balmora, Guild of Mages; Namanian Facian, Sadrith Mora, Morag Tong Guildhall; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House; Malven Romori, Vivec, Guild of Mages; Orrent Geontene, Ald'ruhn, Guild of Mages Medusa's Gaze-15 seconds on Target Cost: 45 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Ethasi Rilvayn, Balmora, Morag Tong Guildhall; Llaros Uvayn, Caldera, Governor's Hall Rally Creature <----------------------------------------------------------------------> Rally Creature M points for D seconds Base Cost: 0.2 Increase target's Confidence (willingness to attack). Rally Creature will work on all non-undead, non-Daedra, non-mechanical creatures. Fleeing targets will stop running and return to combat. Rally is an excellent spell to stop a mortally wounded enemy from fleeing. Enemies who cannot fly or use ranged attacks will often flee from you if you attack them while levitating. Rally can help keep them in range so you can finish the job. If you're trying to relocate a creature by having it chase you in hostile conditions, it may break off the chase to flee instead. Cast Rally Creature on it to prevent this. Ingredients: None Premade spells: Rally Beast-5 points for 30 seconds on Target Cost: 2 Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters; Sedris Omalen, Maar Gan, Outpost; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage Rally Creature-5 points for 30 seconds on Target Cost: 2 Available from: Rirnas Athren, Vivec, Hlaalu Temple; Synnolian Tunifus, Ebonheart, Imperial Chapels Rally Humanoid <----------------------------------------------------------------------> Rally Humanoid M points for D seconds Base Cost: 0.2 Increase target's Confidence (willingness to attack). Rally Humanoid will work on all NPCs. Fleeing targets will stop running and return to combat. Rally is an excellent spell for stopping a mortally wounded enemy from fleeing. Enemies who cannot fly or use ranged attacks will often flee from you if you attack them while levitating. Rally can help keep them in range so you can finish the job. If you're trying to relocate an NPC by having them chase you in hostile conditions, they may break off the chase to flee instead. Cast Rally Humanoid on them to prevent this. Ingredients: None Premade spells: Rally Humanoid-5 points for 30 seconds on Target Cost: 2 Available from: Rirnas Athren, Vivec, Hlaalu Temple Rallying Touch-5 points for 30 seconds on Touch Cost: 2 Available from: Guls Llervu, Ald'ruhn, Guls Llervu's House; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Sedris Omalen, Maar Gan, Outpost; Lalatia Varian, Ebonheart, Imperial Chapels; Nilvyn Drothan, Ghostgate, Temple Sanctuary <----------------------------------------------------------------------> Sanctuary M points for D seconds Base Cost: 1 Causes the target to be more difficult to hit with physical attacks. The magnitude is the value that is added to the target's chance to dodge attacks (magical attacks are unaffected). Ingredients: None Premade spells: Sotha's Grace-1-20 points for 5 seconds on Self Cost: 3 Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House; Orrent Geontene, Ald'ruhn, Guild of Mages; Folvys Andalor, Ald'ruhn, Temple Father's Hand-1-40 points for 5 seconds on Self Cost: 5 Available from: Arrille, Seyda Neen, Arrille's Tradehouse; Nilvyn Drothan, Ghostgate, Temple; Ethasi Rilvayn, Balmora, Morag Tong Guildhall Sanctuary*-10 points for 30 seconds on Self Cost: 15 Available from: Zanmulk Sammalamus, Gnisis, Temple Shadow Weave-20 points for 10 seconds on Self, Chameleon 20 points for 10 seconds on Self Cost: 20 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Salama Andrethi, Tel Mora, Tower Services; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Llaros Uvayn, Caldera, Governor's Hall; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Silence <----------------------------------------------------------------------> Silence for D seconds Base Cost: 40 Prevents the target from casting spells for the duration. The Paralyze effect has the same casting cost as Silence. Since it blocks spellcasting, along with a slew of other useful effects, you're generally better off using Paralyze. The only exception is with enemies immune to Paralyze, like vampires. Ingredients: None Premade spells: Silence-5 seconds on Target Cost: 15 Available from: Llaros Uvayn, Caldera, Governor's Hall; Namanian Facian, Sadrith Mora, Morag Tong Guildhall; Salama Andrethi, Tel Mora, Tower Services; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Orrent Geontene, Ald'ruhn, Guild of Mages; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Far Silence-10 seconds on Target Cost: 30 Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Ethasi Rilvayn, Balmora, Morag Tong Guildhall; Gildan, Ald'ruhn, Gildan's House; Ranis Athrys, Balmora, Guild of Mages Sound <----------------------------------------------------------------------> Sound M points for D seconds Base Cost: 3 Creates a distracting noise in the mind of the target, decreasing their chance of successfully casting spells by M%. Sound has certain advantages over Silence. First, it always affects the target, where Silence can be successfully resisted by Willpower. Second, an enemy affected by Sound will still attempt to cast spells, wasting Magicka with each failed attempt. In contrast, a Silenced enemy will not attempt casting at all, leaving their Magicka pool intact when the spell wears off. However, high-magnitude Sound spells are not as Magicka efficient as Silence is, and unless you use an expensive 100 magnitude Sound spell, enemies retain some chance of getting their spells off successfully. Other methods of dealing with spellcasters are more efficient than either of these options. Damage Magicka and Damage Intelligence are both more direct and more efficient. Ingredients: None Premade spells: Earwig-3-8 points for 5 seconds on Target Cost: 6 Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House; Estirdalin, Balmora, Guild of Mages Cruel Noise-10-22 points for 5 seconds on Touch Cost: 12 Available from: Salama Andrethi, Tel Mora, Tower Services Dire Earwig-8-15 points for 5 seconds on Target Cost: 13 Available from: Eraamion, Caldera, Guild of Mages Wild Earwig-1-30 points for 5 seconds on Target Cost: 17 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guildhall; Llaros Uvayn, Caldera, Governor's Hall Dire Noise-2-60 points for 5 seconds on Target Cost: 35 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Mertisi Andavel, Tel Branora, Upper Tower; Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Namanian Facian, Sadrith Mora, Morag Tong Guildhall; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Mysticism {SPL006} o======================================================================o Absorb Attribute <----------------------------------------------------------------------> Absorb Attribute M points for D seconds Base Cost: 2 Temporarily lowers one of the target's attributes, and raises the caster's attribute by the same amount. When the spell expires, both attributes return to their previous values. The effects are not cumulative. For instance, if a sword is enchanted with a long-duration magnitude 1 Absorb Luck, and he hits an opponent 20 times, his Luck will be boosted by 1, not 20. Ingredients: None Premade spells: Absorb Agility-Absorb Agility 5-20 points for 30 seconds on Touch Cost: 38 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Orrent Geontene, Ald'ruhn, Guild of Mages Absorb Endurance-Absorb Endurance 5-20 points for 30 seconds on Touch Cost: 38 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine Absorb Intelligence-Absorb Intelligence 5-20 points for 30 seconds on Touch Cost: 38 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Felara Andrethi, Tel Aruhn, Tower Living Quarters Absorb Luck-Absorb Luck 5-20 points for 30 seconds on Touch Cost: 38 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine Absorb Personality-Absorb Personality 5-20 points for 30 seconds on Touch Cost: 38 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Orrent Geontene, Ald'ruhn, Guild of Mages Absorb Speed-Absorb Speed 5-20 points for 30 seconds on Touch Cost: 38 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Uvele Berendas, Indarys Manor, Berendas' House Absorb Strength-Absorb Strength 5-20 points for 30 seconds on Touch Cost: 38 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison Absorb Willpower-Absorb Willpower 5-20 points for 30 seconds on Touch Cost: 38 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Chaplain Ogrul, Gnisis, Fort Darius; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Uvele Berendas, Indarys Manor, Berendas' House Absorb Speed (Ranged)-Absorb Speed 5-20 points for 30 seconds on Target Cost: 56 Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub Crimson Despair-Absorb Willpower 5-20 points for 60 seconds on Target Cost: 113 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Nilvyn Drothan, Ghostgate, Temple; Llathyno Hlaalu, Balmora, Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior Absorb Fatigue <----------------------------------------------------------------------> Absorb Fatigue M points for D seconds Base Cost: 4 Transfer Fatigue from the target to the caster, tiring the target and revitalizing the caster. The caster may not exceed their own natural maximum Fatigue value, but even if the caster is at full Fatigue, this spell will still drain the target's Fatigue. If this effect is Reflected by the target, the target does not absorb Fatigue from the caster. Rather, the spell simply drains and replenishes the caster in equal amounts, essentially having no effect. The effect can be devastating if used in a Hand-to-hand fight. Ingredients: None Premade spells: Absorb Fatigue-5-20 points for 30 seconds on Touch Cost: 75 Available from: Arrille, Seyda Neen, Arrille's Tradehouse; Mertisi Andavel, Tel Branora, Upper Tower; Telis Salvani, Balmora, Temple; Aunius Autrus, Wolverine Hall, Imperial Shrine; Only-He-Stands-There, Balmora, South Wall Cornerclub; Tunila Omavel, Tel Uvirith, Omavel's House Energy Leech-5-20 points for 30 seconds on Touch Cost: 75 Available from: Danso Indules, Vivec, Temple; Llarara Omayn, Balmora, Temple; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Folvys Andalor, Ald'ruhn, Temple; Lloros Sarano, Ald'ruhn, Temple; Only-He-Stands-There, Balmora, South Wall Cornerclub; Tunila Omavel, Tel Uvirith, Omavel's House Absorb Fatigue (Ranged)-5-20 points for 30 seconds on Target Cost: 113 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Somutis Vunnis, Moonmoth Legion Fort, Interior; Llathyno Hlaalu, Balmora, Temple Absorb Health <----------------------------------------------------------------------> Absorb Health M points for D seconds Base Cost: 8 Transfer Health from the target to the caster, injuring the target and revitalizing the caster. The caster may not exceed their own natural maximum Health, but even if the caster is at full Health, this spell will still damage the target's Health. Although this effect makes an effective "on strike" enchantment for a weapon, beware making it an "on Target" spell effect. This opens it up to Reflect, the result of which will be damage to you. This is a fairly powerful effect, even considering its relatively high cost compared to other offensive effects. For instance, if you use a large number of summons, a one-to-two point Absorb Health spell with a moderate duration and maximum area that hit three of four summons would grant a good deal of Health. This doesn't even account for enemies also in the area of effect. Multiple castings will, of course, turn the summons hostile. Ingredients: None Premade spells: Righteousness-10 points on Touch Cost: 4 Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters; Mehra Drora, Gnisis, Temple; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Saras Orelu, Molag Mar, Temple; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Ygfa, Pelagiad, Fort Pelagiad; Folvys Andalor, Ald'ruhn, Temple; Milar Maryon, Tel Vos, Services Tower; Relms Gilvilo, Vivec, Redoran Temple Shrine; Sedris Omalen, Maar Gan, Outpost; Tunila Omavel, Tel Uvirith, Omavel's House Absorb Health-5-52 points on Touch Cost: 11 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Felara Andrethi, Tel Aruhn, Tower Living Quarters Almsivi Intervention <----------------------------------------------------------------------> Almsivi Intervention Teleports you instantly to the nearest Tribunal Temple. Good for escaping from a sticky situation, or just a means for fast transportation. The temples to which you can be transported are in Ald'ruhn, Balmora, Gnisis, Molag Mar, Mournhold, and Vivec. Any followers you have will not be teleported along with you. This cannot be used to facilitate escort missions. Almsivi Intervention is disabled in a few locations. They are Magas Volar, the Akulakhan chamber in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the inside of the Mortrag Glacier. The logic of what is and isn't a Temple for teleportation services can be confusing, as many places called Temple facilities are not eligible teleport destinations. Almsivi Intervention will take you to the temple nearest your last exterior location. For example, if you enter the Mages Guild in Ald'ruhn, take the Guild Guide to Balmora, and cast the spell before you exit, you will end up at the Ald'ruhn Temple. Distance calculation is sometimes off, taking you to a Temple that isn't actually the closest one. Ingredients: None Premade spells: Almsivi Intervention-Almsivi Intervention Cost: 8 Available from: Danso Indules, Vivec, Temple; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Guls Llervu, Ald'ruhn, Guls Llervu's House; Lloros Sarano, Ald'ruhn, Temple; Milar Maryon, Tel Vos, Services Tower; Relms Gilvilo, Vivec, Redoran Temple Shrine; Elynu Saren, Suran, Suran Temple; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Llathyno Hlaalu, Balmora, Temple; Mehra Drora, Gnisis, Temple; Nilvyn Drothan, Ghostgate, Temple; Rirnas Athren, Vivec, Hlaalu Temple Demoralize Humanoid <----------------------------------------------------------------------> Demoralize Humanoid M points for D seconds Base Cost: 1 Decrease target's Confidence (willingness to fight). Demoralize Humanoid works on NPCs. It is the counterpart to Illusion's Demoralize Creature, but it tagged as a Mysticism spell due to a developer mistake. Afflicted targets will disengage combat and attempt to run away in fear. Demoralize is among the most powerful disabling effects in the game. An enemy that is running away is an enemy that isn't fighting you. With a good spell, you can send entire armies running for the hills. Makes for excellent bow practice. If you get in your target's way while they are running, they may still take a swing or two at you. Continual attacks may also bring the enemy back to retaliate. Fleeing enemies can bring trouble. Be careful of long-duration Demoralize spells on fast runners. Ingredients: None Premade spells: Demoralizing Touch-5 points for 10 seconds on Touch Cost: 3 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Llaros Uvayn, Caldera, Governor's Hall; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt; Folvys Andalor, Ald'ruhn, Temple; Minnibi Selkin-Adda, Vivec, Arena Hidden Area Demoralize Humanoid-5 points for 10 seconds on Target Cost: 4 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild Detect Animal <----------------------------------------------------------------------> Detect Animal M feet for D seconds Base Cost: 0.75 Causes you to detect all living creatures in the vicinity. They will show up on your map as small red circles. The Magnitude is the maximum range of detection. This spell will not detect NPCs, only creatures. One possible method of detecting NPCs is by using both Detect Enchantment and Detect Key, as they routinely carry magical items and/or keys. This is by no means a guarantee, however. Ingredients: Alit Hide, Ampoule Pod, Bloat, Ectoplasm, Horker Tusk Premade spells: Detect Creature*-50-150 points for 5 seconds on Self Cost: 19 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Orrent Geontene, Ald'ruhn, Guild of Mages; Sedris Omalen, Maar Gan, Outpost; Dulian, Buckmoth Legion Fort, Interior; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer; Relms Gilvilo, Vivec, Redoran Temple Shrine Detect Enchantment <----------------------------------------------------------------------> Detect Enchantment M feet for D seconds Base Cost: 1 Causes you to detect all enchanted items in the vicinity, whether out in the open, inside containers, or worn/carried by NPCs. They will show up on your map as small blue circles. The Magnitude is the maximum range of detection. Items in your inventory are not detected. Only items with enchantments are detected. Valuable and powerful items will be overlooked by this spell if they are not enchanted, such as Daedric items and the like. Ingredients: Hound Meat, Hypha Facia, Lloramor Spines, Marshmerrow Premade spells: Detect Enchantment-10 points for 10 seconds on Self Cost: 5 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Llaros Uvayn, Caldera, Governor's Hall; Synnolian Tunifus, Ebonheart, Imperial Chapels; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt Detect Key <----------------------------------------------------------------------> Detect Key M feet for D seconds Base Cost: 1 Causes you to detect all keys in the vicinity, whether out in the open, inside containers, or carried by NPCs. They will show up on your map as small green circles. The Magnitude is the maximum range of detection. Items in your inventory are not detected. In the game, a key is defined as any object which opens a door or chest. Some keys are not detected by this spell, either because they don't open anything at all (as with certain quest items) or because they are only used by dialogues or scripts. Slave keys, for example, are generally not detectable. Also, since any item of "Miscellaneous" type can be designated to open a door, some items added by mods which may not appear to be keys will still be detected as such by this spell if they have been set to open locks. Ingredients: Ash Yam, Diamond, Muck, Spore Pod Premade spells: Tevral's Hawkshaw-10 points for 10 seconds on Self Cost: 5 Available from: Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Namanian Facian, Sadrith Mora, Morag Tong Guildhall Detect Key-50 points for 5 seconds on Self Cost: 13 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Llaros Uvayn, Caldera, Governor's Hall; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Orrent Geontene, Ald'ruhn, Guild of Mages; Sirilonwe, Vivec, Guild of Mages Dispel <----------------------------------------------------------------------> Dispel M% Base Cost: 5 Cancels all temporary magic effects on the target (effects from abilities, potions, Constant Effect enchantments, and diseases are all unaffected). This can be used either to remove an enemy's defenses, or to remove negative effects from yourself or your allies. Note that in either case, it will remove both good and bad effects. The magnitude determines the chance an effect is removed. Dispel 100% will always cleanse all the temporary effects on a target. This works on all effects, regardless of being positive (e.g. Chameleon, Levitate, and Fortify Attribute) or negative (e.g. Paralyze and Drain Health). This can be a disadvantage compared to effects like Cure Paralyzation when used on an ally or self, but a big advantage when used on enemies, as it can remove their positive effects. Dispel can even get rid of an enemy's Bound Items or Summoned creatures. Ingredients: Bungler's Bane, Pearl, Moon Sugar, Timsa-Come-By Flowers* Premade spells: Purge Magic-5 points on Target Cost: 2 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt; Chaplain Ogrul, Gnisis, Fort Darius; Salver Lleran, Vivec, Telvanni Sorcerer; Synnolian Tunifus, Ebonheart, Imperial Chapels Almalexia's Grace-20 points on Self Cost: 5 Available from: Elynu Saren, Suran, Suran Temple; Guls Llervu, Ald'ruhn, Guls Llervu's House; Nilvyn Drothan, Ghostgate, Temple; Salen Ravel, Maar Gan, Shrine; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Mehra Drora, Gnisis, Temple; Salama Andrethi, Tel Mora, Tower Services Dispel-100 points on Self Cost: 25 Available from: Arnand Liric, Buckmoth Legion Fort, Interior; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Tyermaillin, Balmora, Tyermaillin's House; Dulian, Buckmoth Legion Fort, Interior; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Sharn gra-Muzgob, Balmora, Guild of Mages; Vaval Selas, Vivec, St. Olms Temple Divine Intervention <----------------------------------------------------------------------> Divine Intervention Transports you instantly to the nearest Imperial Cult shrine, usually found within an Imperial Legion fort. Good for escaping from a sticky situation, or just as a means of fast transportation. You can be transported to the following locations: Buckmoth Legion Fort (Ald'ruhn), Ebonheart, Fort Darius (Gnisis), Moonmoth Legion Fort (Balmora), Fort Pelagiad (Pelagiad), Wolverine Hall (Sadrith Mora), Mournhold, or Fort Frostmoth. Any followers you may have will not be teleported with you. Thus, this cannot be used to facilitate escort missions. Divine Intervention is disabled in a few locations. These are Magas Volar, the Akulakhan chamber in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the inside of the Mortrag Glacier. Divine Intervention will take you to the Imperial Cult shrine nearest your last exterior location. This means that if you are closer to another location, but are still indoors (Guild Guide travel, for example), you will arrive at the shrine nearest the last exterior zone you were in. Certain locations teleport you to the wrong shrine, in terms of distance, due to oddities in how the game calculates distances. Ingredients: None Premade spells: Divine Intervention-Divine Intervention Cost: 8 Available from: Arnand Liric, Buckmoth Legion Fort, Interior; Lalatia Varian, Ebonheart, Imperial Chapels; Aunius Autrus, Wolverine Hall, Imperial Shrine; Synnolian Tunifus, Ebonheart, Imperial Chapels Mark <----------------------------------------------------------------------> Mark Base Cost: 350 Places a marker at your current location to be used with the Recall spell, which will instantly teleport you back to that marker from any distance. You may only place one mark at a time. Casting the spell will override your previous mark location. Any location where you cast a Mark spell will be signified by a white cross on your local map. Any followers you may have will not accompany you when you teleport. Thus, this cannot be used to facilitate escort missions. Ingredients: None Premade spells: Mark-Mark Cost: 18 Available from: Farena Arelas, Tel Uvirith, Arelas' House; Guls Llervu, Ald'ruhn, Guls Llervu's House; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer; Salama Andrethi, Tel Mora, Tower Services; Sirilonwe, Vivec, Guild of Mages; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Llarara Omayn, Balmora, Temple; Sedris Omalen, Maar Gan, Outpost Recall <----------------------------------------------------------------------> Recall Base Cost: 350 Instantly transports you to the location placed by the Mark spell, from any distance. Good for escaping from a sticky situation, or quickly transporting yourself to a chosen location. Casting the spell if you have never cast Mark will have no effect. Any followers you may have will not accompany you when you teleport. Thus, this cannot be used to facilitate escort missions. Recall is disabled in a few locations. These are Magas Volar, the Akulakhan chamber in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the inside of the Mortrag Glacier. Ingredients: Bristleback Leather** **This is the only ingredient in the game with Recall as an effect, so you will never be able to make a potion with this effect. Premade spells: Recall-Recall Cost: 18 Available from: Eraamion, Caldera, Guild of Mages; Guls Llervu, Ald'ruhn, Guls Llervu's House; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Salama Andrethi, Tel Mora, Tower Services; Sirilonwe, Vivec, Guild of Mages; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Llathyno Hlaalu, Balmora, Temple; Rirnas Athren, Vivec, Hlaalu Temple; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall Reflect <----------------------------------------------------------------------> Reflect M% for D seconds Base Cost: 10 Gives a M% chance that incoming hostile spells will be reflected back at their caster. Spells that are not reflected will behave normally, having their full effect. Reflect works as a percentage chance based on the total on a given target. Unlike Spell Absorption, separate instances of Reflect are additive. As such, 100% Reflect can be created by using multiple items at the same time. Also, this means that more than 100% Reflect does not have any extra value. If a spell is reflected, the caster will be immediately subjected to its effects, regardless of the means the spell was cast. Reflected spells cannot be dodged or avoided, since they have no projectile or range. Spells can only be reflected once. 100% Reflect will make you basically immune to all magical damage, with the exception of damage reflected back to you by an enemy who is also using spell reflection. If both the caster and the target have 100% Reflect spells in effect, the spell can only be reflected once, so the caster will end up being hit with the spell. Reflect will work in combination with Spell Absorption, but Spell Absorption takes precedence, so only spells which are not absorbed may be reflected. Having more Spell Absorption makes Reflect less effective, so if you 50% of both Absorption and Reflect, it does not make you immune to all spells. Rather, half of spells will be absorbed, and of the half that are not, half of those will be reflected. So on average, a total of 75% will be stopped by these effects. Spells which are not reflected or absorbed can still be Resisted by the appropriate Resist spell. The strength of the spells are not first reduced by the original (pre-reflection) target's resistances. They are effected by the resistances of the new (post-reflection) target. Ingredients: Adamantium Ore, Comberry, Diamond, Hound Meat Premade spells: Sotha's Mirror-10 points for 5 seconds on Self Cost: 25 Available from: Dulian, Buckmoth Legion Fort, Interior; Folvys Andalor, Ald'ruhn, Temple; Orrent Geontene, Ald'ruhn, Guild of Mages; Tyermaillin, Balmora, Tyermaillin's House; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Gildan, Ald'ruhn, Gildan's House; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Vaval Selas, Vivec, St. Olms Temple Reflect-10-20 points for 5 seconds on Self Cost: 38 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Masalinie Merian, Balmora, Guild of Mages; Namanian Facian, Sadrith Mora, Morag Tong Guildhall; Uvele Berendas, Indarys Manor, Berendas' House; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Mertisi Andavel, Tel Branora, Upper Tower; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Zanmulk Sammalamus, Gnisis, Temple Strong Reflect-20-30 points for 5 seconds on Self Cost: 63 Available from: Diren Vendu, Tel Mora, Tower Services; Imare, Balmora, Hlaalu Council Manor; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Milar Maryon, Tel Vos, Services Tower; Salama Andrethi, Tel Mora, Tower Services; Tinaso Alan, Tel Mora, Tower Services; Ferise Varo, Vos, Varo Tradehouse Entrance; Leles Birian, Ascadian Isles Region; Mertisi Andavel, Tel Branora, Upper Tower; Only-He-Stands-There, Balmora, South Wall Cornerclub; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer Shalidor's Mirror-10-30 points for 10 seconds on Self Cost: 100 Available from: Dileno Lloran, Vivec, High Fane; Imare, Balmora, Hlaalu Council Manor; Llaros Uvayn, Caldera, Governor's Hall; Lloros Sarano, Ald'ruhn, Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior; Ethasi Rilvayn, Balmora, Morag Tong Guild; Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Llathyno Hlaalu, Balmora, Temple; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Tunila Omavel, Tel Uvirith, Omavel's House Wild Reflect-1-40 points for 10 seconds on Self Cost: 103 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild; Imare, Balmora, Hlaalu Council Manor Llivam's Reversal-20-30 points for 10 seconds on Self Cost: 125 Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild Soultrap <----------------------------------------------------------------------> Soultrap for D seconds Base Cost: 2 The Soultrap spell is used to gather Souls in order to use for Enchanting. To use it, cast the spell on the creature whose soul you wish to capture before killing it, and then kill it while the spell is still active. You can tell the spell is active by the cloud of smoke that will circle the creature until the duration expires. Additionally, you must also have a Soul Gem in your inventory to capture the creature in. The soul will automatically be captured in the smallest empty Soul Gem in your inventory which is large enough for that soul. If you are successful, a note on the bottom of the screen will inform you that you have captured a soul. You cannot capture NPC souls with this spell, only creatures. Also, some creatures do not have souls, such as Dwemer Centurions. Attempting to capture a soul from an NPC or a creature without a soul will cause a failure message to appear when you cast the spell. Soultrapping NPCs also has the unusual side effect of causing swirling clouds of smoke to spin around empty places in the area-sometimes very far away from where you actually cast the spell. These are harmless, but will not go away until you save and reload. An unlimited number of the three small soul gems (Common, Lesser, and Petty) can be purchased from trader Fadase Selvayn in Tel Branora. The seller restocks continually: 3 Common Soul Gems, 5 Lesser Soul Gems, and 10 Petty Soul Gems. It is possible to capture more than one soul from the same creature. To do so, however, you must have multiple Soul Trap effects. Casting the same Soul Trap spell repeatedly will not work. If you create multiple Soul Trap spells (or a single spell with multiple iterations of the Soul Trap effect), or mix spells with Soul Trap enchantments or scrolls, you can capture a large number of souls-provided you have enough Soul Gems for all of them and all of the multiple Soul Trap effects are still active when the creature is killed. The Soul Trap spell is commonly used for what is known as the "Soul Trap Glitch," though it is known to work with many spells other than Soul Trap. By creating a spell which has Soultrap on Target and any beneficial spell on Self, for 1 second each, and then casting the spell at the ground below you, the beneficial spell will end up being permanent. You can do this repeatedly to increase your skills and attributes to godly levels. Of course, almost anybody would agree that this is blatant cheating (I certainly do). When Summoning and Soul Trapping any creature, be sure to stand about six feet away if you plan to cast spells on it. Should you be too close, the game code will have the spell target you instead of the summoned creature. This bug is in effect only before the summoned creature switches from ally to enemy, which ordinarily takes three strikes. When enchanting weapons with Soul Trap set to Cast When Strikes, be sure to set the duration to at least 2 seconds. A duration of 1 second is insufficient to capture a soul due to how the engine handles spell timers. The text that displays when you capture a soul is misspelled-it says "Your have captured a soul" when it should be "You have captured a soul". Ingredients: None Premade spells: Soultrap-60 seconds on Touch Cost: 6 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Farena Arelas, Tel Uvirith, Arelas' House; Llaros Uvayn, Caldera, Governor's Hall; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall; Arnand Liric, Buckmoth Legion Fort, Interior; Gildan, Ald'ruhn, Gildan's House; Masalinie Merian, Balmora, Guild of Mages; Ranis Athrys, Balmora, Guild of Mages Spell Absorption <----------------------------------------------------------------------> Spell Absorption M points for D seconds Base Cost: 10 Gives a M% chance that incoming spells will be absorbed, and their casting cost will be used to restore the subject's Magicka pool instead of taking effect. Spells that are not absorbed will behave normally, doing their full effect. For each active source of this effect, a check is made to see if an incoming spell is absorbed. The check is done on a scale of 100, meaning 1 point equals 1 percent. Unlike Reflect, if you are affected by two spells of 50 point Spell Absorption, the total chance to absorb spells is not 100%. After the initial check of 50%, another check of 50% makes the total chance 75% to absorb. This effect is very useful to those born under the Atronach birthsign, since their Magicka does not regenerate with rest as normal due to Stunted Magicka. Fortunately, a 50% Spell Absorption is part of this birthsign's benefits. Although additional Spell Absorption would have lesser effect on characters with this birthsign, more is still better, as it's a good way to regain Magicka while avoiding hostile spells. Spell Absorption will work in combination with Reflect, but Spell Absorption takes precedence, so only spells that are not absorbed may be reflected. Having more Spell Absorption makes Reflect do less, so if you have 50% of both Absorption and Reflect, it does not make you immune to spells. Rather, half of spells will be absorbed, and of the half that are not, half of those will be reflected. So a total of 75% will be stopped by these effects. Spells which are not absorbed or reflected can still be Resisted by the appropriate Resist spell. Spells which are absorbed are absorbed at full strength. In the case of reflected spells, they are not first reduced by the original (pre-reflection) target's resistances. They are affected by the resistances of the new (post-reflection) target. Spells with no magnitude such as Silence and Paralyze are not immune to Spell Absorption, since it is their casting cost, not their magnitude, which is absorbed. Tips for using Spell Absorption to regenerate Magicka include: i) Summon a creature who attacks using spells. An Ancestor Ghost works especially well. Attack the summon three times so it turns on you, then absorb its spells. ii) Beneficial spells as well as attacks can be absorbed, including blessings and cures such as those provided by Shrines. Constant absorption effects may prove detrimental when you actually need a Shrine's blessing. Ingredients: Fire Petal, Lloramor Spines*, Vampire Dust, Void Salts Premade spells: Spell Absorption-10 points for 5 seconds on Self Cost: 25 Available from: Arnand Liric, Buckmoth Legion Fort, Interior; Dulian, Buckmoth Legion Fort, Interior; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Sharn gra-Muzgob, Balmora, Guild of Mages; Tyermaillin, Balmora, Tyermaillin's House; Aunius Autrus, Wolverine Hall, Imperial Shrine; Eldrilu Dalen, Vos, Vos Chapel; Folvys Andalor, Ald'ruhn, Temple; Sirilonwe, Vivec, Guild of Mages; Vaval Selas, Vivec, St. Olms Temple Vivec's Feast-10 points for 5 seconds on Self Cost: 25 Available from: Danso Indules, Vivec, Temple; Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; Guls Llervu, Ald'ruhn, Guls Llervu's House; Tunila Omavel, Tel Uvirith, Omavel's House; Vaval Selas, Vivec, St. Olms Temple; Dulian, Buckmoth Legion Fort, Interior; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Lloros Sarano, Ald'ruhn, Temple; Tyermaillin, Balmora, Tyermaillin's House Weak Spelldrinker-10-20 points for 5 seconds on Self Cost: 38 Available from: Arielle Phiencel, Wolverine Hall, Mages Guild; Masalinie Merian, Balmora, Guild of Mages; Uvele Berendas, Indarys Manor, Berendas' House; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison Wild Spelldrinker-1-40 points for 5 seconds on Self Cost: 51 Available from: Ferise Varo, Vos, Varo Tradehouse Entrance; Mertisi Andavel, Tel Branora, Upper Tower; Only-He-Stands-There, Balmora, South Wall Cornerclub; Tinaso Alan, Tel Mora, Tower Services; Leles Birian, Ascadian Isles Region; Namanian Facian, Sadrith Mora, Morag Tong Guild; Salen Ravel, Maar Gan, Shrine; Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer Strong Spelldrinker-20-30 points for 5 seconds on Self Cost: 63 Available from: Diren Vendu, Tel Mora, Tower Services; Imare, Balmora, Hlaalu Council Manor; Only-He-Stands-There, Balmora, South Wall Cornerclub; Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber; Leles Birian, Ascadian Isles Region Tranasa's Spelltrap-20-30 points for 10 seconds on Self Cost: 125 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Lalatia Varian, Ebonheart, Imperial Chapels; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Ethasi Rilvayn, Balmora, Morag Tong Guildhall; Llathyno Hlaalu, Balmora, Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior Telekinesis <----------------------------------------------------------------------> Telekinesis M feet for D seconds Base cost: 1 Causes you to be able to manipulate objects from a distance. You can open containers or interior doors, pick up objects, or operate switches from far away. The magnitude determines the maximum distance from which you can interact with objects. This spell can be used to avoid trapped chests and doors. Instead of using Security and a probe, you can set the trap off from a distance, and then dodge the effects. This will not work on doors that transport between cells, however. This spell effect is also useful for stealing objects for characters with low Sneak skill, in cases where getting close enough to take it normally would cause you to be seen. Telekinesis does not allow you to pick up any light sources or paper items at a distance. Ingredients: Alit Hide, Bonemeal, Scuttle Premade spells: Telekinesis-25 points for 5 seconds on Self Cost: 6 Available from: Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage; Minnibi Selkin-Adda, Vivec, Arena Hidden Area; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level; Llaros Uvayn, Caldera, Governor's Hall; Orrent Geontene, Ald'ruhn, Guild of Mages Restoration {SPL007} o======================================================================o Cure Blight Disease <----------------------------------------------------------------------> Cure Blight Disease Base Cost: 2000 Removes the effects of Blight Disease from the target. This effect is absolutely vital to have if you explore the Ashlands, Molag Amur, or Red Mountain regions, as blighted creatures are common there, and some blight diseases can be quite debilitating. Black-Heart Blight in particular can stop you dead in your tracks by reducing your Strength and causing you to become overencumbered and unable to move. Ingredients: Ash Salts, Meteor Slime, Scrib Jelly Premade spells: Rilm's Gift-Cure Blight Disease on Touch, Cure Common Disease on Touch Cost: 30 Available from: Folvys Andalor, Ald'ruhn, Temple; Tunila Omavel, Tel Uvirith, Omavel's House; Saras Orelu, Molag Mar, Temple Cure Blight Disease-Cure Blight Disease on Self Cost: 100 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Synnolian Tunifus, Ebonheart, Imperial Chapels; Arnand Liric, Buckmoth Legion Fort, Interior Vivec's Tears-Cure Blight Disease on Self Cost: 100 Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters; Guls Llervu, Ald'ruhn, Guls Llervu's House; Lloros Sarano, Ald'ruhn, Temple; Telis Savani, Balmora, Temple; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Llathyno Hlaalu, Balmora, Temple; Saras Orelu, Molag Mar, Temple; Tunila Omavel, Tel Uvirith, Omavel's House Panacea-Cure Blight Disease on Self, Cure Common Disease on Self, Cure Poison on Self Cost: 120 Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Melie Frenck, Vivec, Telvanni Temple; Guls Llervu, Ald'ruhn, Guls Llervu's House Vivec's Touch-Cure Blight Disease on Touch, Cure Common Disease on Touch Cost: 10 Available from: Vivec's Ashmask, Gnisis, Tribunal Temple (free) Cure Common Disease <----------------------------------------------------------------------> Cure Common Disease Base Cost: 300 Removes the effects of Common Disease from the target. This effect is generally a good idea to have available wherever you go, as diseased creatures are everywhere, and some diseases are somewhat debilitating. This is less of an issue if you are one of the races that has natural disease resistance (Argonian, High Elf, Redguard, or Wood Elf), but even for them it is still wise to have access to this in case of emergency. Of particular note is the Porphyric Hemophilia disease, which will turn into Vampirism if not cured within 3 days of contracting it. If you do not wish to turn into a vampire, you need to cure yourself before this happens. Ingredients: Chokeweed, Daedra Skin, Gravedust, Green Lichen, Muck, Red Lichen, Willow Anther Premade spells: Cure Common Disease-Cure Common Disease on Self Cost: 15 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Llathyno Hlaalu, Balmora, Temple; Telis Salvani, Balmora, Temple; Chaplain Ogrul, Gnisis, Fort Darius; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer; Synnolian Tunifus, Ebonheart, Imperial Chapels Cure Common Disease on Other-Cure Common Disease on Touch Cost: 15 Available from: Sharn gra-Muzgob, Balmora, Guild of Mages Rilm's Cure-Cure Common Disease on Self Cost: 15 Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters; Guls Llervu, Ald'ruhn, Guls Llervu's House; Milar Maryon, Tel Vos, Services Tower; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Zanmulk Sammalamus, Gnisis, Temple; Folvys Andalor, Ald'ruhn, Temple; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer; Rilvase Avani, Ghostgate, Tower of Dawn; Ygfa, Pelagiad, Fort Pelagiad Cure Common Disease Victim-Cure Common Disease on Target Cost: 23 Available from: Dulian, Buckmoth Legion Fort, Interior; Vaval Selas, Vivec, St. Olms Temple Rilm's Gift-Cure Blight Disease on Touch, Cure Common Disease on Touch Cost: 30 Available from: Folvys Andalor, Ald'ruhn, Temple; Tunila Omavel, Tel Uvirith, Omavel's House; Saras Orelu, Molag Mar, Temple Panacea-Cure Blight Disease on Self, Cure Common Disease on Self, Cure Poison on Self Cost: 120 Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Melie Frenck, Vivec, Telvanni Temple; Guls Llervu, Ald'ruhn, Guls Llervu's House Vivec's Touch-Cure Blight Disease on Touch, Cure Common Disease on Touch Cost: 10 Available from: Vivec's Ashmask, Gnisis, Tribunal Temple (free) Cure Paralyzation <----------------------------------------------------------------------> Cure Paralyzation Base Cost: 100 Cures the target of the effects of Paralyzation. It is mostly useful for curing other people of this affliction, as it is, of course, impossible to cast any spells or use any items while you yourself are paralyzed. The only way you can possibly use this effect on yourself is by means of a potion or Corkbulb Root, as these can be consumed while paralyzed. Ingredients: Corkbulb Root*, Scamp Skin, Willow Anther, Netch Leather Premade spells: Free Action-Cure Paralyzation on Self Cost: 5 Available from: Arnand Liric, Buckmoth Legion Fort, Interior; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Telis Salvani, Balmora, Temple; Folvys Andalor, Ald'ruhn, Temple; Llathyno Hlaalu, Balmora, Temple Cure Poison <----------------------------------------------------------------------> Cure Poison Base Cost: 100 Dispels any long-duration Poison effects currently affecting the target. Instant-damage Poison effects cannot be stopped, and Health lost due to Poison damage is not restored. This effect has relatively limited use, since most Poison effects are instant or have a very short duration. An example of a rare situation where a Cure Poison spell can be effective is in Bamz-Amschend, beneath Mournhold. There are several Poison traps and spells there which have long duration, they can potentially become fatal for characters exploring the ruin. Another potential use for potions is when fighting Daedroth, which use the powerful Poisonbloom spell to great effect. Ingredients: Black Lichen, Ghoul Heart, Meteor Slime, Rat Meat, Raw Ebony, Roobrush, Scathecraw, Scrib Jelly Premade spells: Balyna's Antidote-Cure Poison on Self Cost: 5 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Sharn gra-Muzgob, Balmora, Guild of Mages; Ygfa, Pelagiad, Fort Pelagiad; Scelian Plebo, Wolverine Hall, Imperial Shrine; Synnolian Tunifus, Ebonheart, Imperial Chapels Cure Poison-Cure Poison on Self Cost: 5 Available from: Arnand Liric, Buckmoth Legion Fort, Interior; Rilvase Avani, Ghostgate, Tower of Dawn; Chaplain Ogrul, Gnisis, Fort Darius; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt Seryn's Gift-Cure Poison on Touch Cost: 5 Available from: Danso Indules, Vivec, Temple; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Milar Maryon, Tel Vos, Services Tower; Saras Orelu, Molag Mar, Temple; Zanmulk Sammalamus, Gnisis, Temple; Folvys Andalor, Ald'ruhn, Temple; Melie Frenck, Vivec, Telvanni Temple; Rilvase Avani, Ghostgate, Tower of Dawn; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer Panacea-Cure Blight Disease on Self, Cure Common Disease on Self, Cure Poison on Self Cost: 120 Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Melie Frenck, Vivec, Telvanni Temple; Guls Llervu, Ald'ruhn, Guls Llervu's House Fortify Attribute <----------------------------------------------------------------------> Fortify Attribute M points for D seconds Base Cost: 1 Temporarily raises one of the target's attributes by M points for D seconds. Derived attributes such as Health, Magicka, Fatigue, and Encumbrance will be recalculated if appropriate. After the spell expires, the attribute will be restored to its former value. There is a somewhat irritating bug with this effect, that if you are under the effect of a Fortify Attribute, and then are hit with a Drain Attribute for the same effect, then when the Drain spell expires, the attribute will NOT return to its former value, making the Drain spell behave more like a Damage Attribute. The only way to solve this is to remove whatever was causing the Fortify Attribute effect, and then cast a Restore Attribute effect. You may then put the Fortify Attribute effect back on to be returned to your former values. Another bug exists specifically with the Fortify Personality effect. Any person who sees you while under the influence of a Fortify Personality effect (even if you don't talk to them), regardless of how much they liked you before, will have their Disposition lowered by the amount of the effect (one Disposition point per two Personality points) after the effect expires. So even if somebody has 100 Disposition toward you, if you cast a 90 point Fortify Personality spell and they see you while the spell is active, then when the spell wears off their Disposition will be lowered to 55. Thus, you should only use such an effect with people you don't plan to talk to ever again (though this can be fixed with Speechcraft and/or Charm. In fact, it's probably easier just to use Charm in the first place). Another note of interest with this effect is that it can be added up to eight times in the same spell (because of the eight effect limit), regardless of whether or not the same attribute is selected, unlike other magic effects. Because of this, it is easy to make a spell that boosts any one of your attributes 800 points for one second. This trick is useful for Alchemy, if you boost your Intelligence and then immediately go to the inventory screen to make super potions. Ingredients: Fortify Agility: Durzog Meat*, Ectoplasm*, Fire Salts, Heartwood, Noble Sedge Flowers, Roobrush, Scrib Cabbage, Sload Soap; Fortify Endurance: Daedra's Heart, Guar Hide, Netch Leather*; Fortify Intelligence: Ash Yam*, Bloat, Horker Tusk, Netch Leather; Fortify Luck: Corkbulb Root, Corprus Weepings, Guar Hide; Fortify Personality: Green Lichen*, Kresh Fiber, Stoneflower Petals; Fortify Speed: Kagouti Hide, Meadow Rye*, Moon Sugar*, Nirthfly Stalks, Shalk Resin, Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt; Fortify Strength: Ash Yam, Bear Pelt, Daedra Skin*, Dreugh Wax*, Durzog Meat, Golden Sedge Flowers, Grahl Eyeball, Vampire Dust; Fortify Willpower: Bloat, Meteor Slime*, Scrib Jelly*, Wickwheat Premade spells: Turn of the Wheel-Fortify Luck 5-20 points for 30 seconds on Self Cost: 19 Available from: Dileno Lloran, Vivec, High Fane; Relms Gilvilo, Vivec, Redoran Temple Shrine Charisma-Fortify Personality 10 points for 60 seconds on Self Cost: 30 Available from: Dileno Lloran, Vivec, High Fane; Guls Llervu, Ald'ruhn, Guls Llervu's House; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Rirnas Athren, Vivec, Hlaalu Temple; Scelian Plebo, Wolverine Hall, Imperial Shrine; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Lloros Sarano, Ald'ruhn, Temple; Nilvyn Drothan, Ghostgate, Temple; Salen Ravel, Maar Gan, Shrine Fortitude-Fortify Endurance 10 points for 60 seconds on Self Cost: 30 Available from: Dileno Lloran, Vivec, High Fane; Guls Llervu, Ald'ruhn, Guls Llervu's House; Llarara Omayn, Balmora, Temple; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Scelian Plebo, Wolverine Hall, Imperial Shrine; Somutis Vunnis, Moonmoth Legion Fort, Interior; Eldrilu Dalen, Vos, Vos Chapel; Lalatia Varian, Ebonheart, Imperial Chapels; Lloros Sarano, Ald'ruhn, Temple; Relms Gilvilo, Vivec, Redoran Temple Shrine; Sedris Omalen, Maar Gan, Outpost Iron Will-Fortify Willpower 10 points for 60 seconds on Self Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison; Mehra Drora, Gnisis, Temple; Salen Ravel, Maar Gan, Shrine; Uvele Berendas, Indarys Manor, Berendas' House; Lalatia Varian, Ebonheart, Imperial Chapels; Nilvyn Drothan, Ghostgate, Temple; Scelian Plebo, Wolverine Hall, Imperial Shrine Jack of Trades-Fortify Luck 10 points for 60 seconds on Self Cost: 30 Available from: Arrille, Seyda Neen, Arrille's Tradehouse; Somutis Vunnis, Moonmoth Legion Fort, Interior; Scelian Plebo, Wolverine Hall, Imperial Shrine Nimbleness-Fortify Agility 10 points for 60 seconds on Self Cost: 30 Available from: Eldrilu Dalen, Vos, Vos Chapel; Lalatia Varian, Ebonheart, Imperial Chapels; Rirnas Athren, Vivec, Hlaalu Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior; Guls Llervu, Ald'ruhn, Guls Llervu's House; Lloros Sarano, Ald'ruhn, Temple; Sedris Omalen, Maar Gan, Outpost Quicksilver-Fortify Speed 10 points for 60 seconds on Self Cost: 30 Available from: Dileno Lloran, Vivec, High Fane; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Guls Llervu, Ald'ruhn, Guls Llervu's House; Rirnas Athren, Vivec, Hlaalu Temple Troll Strength-Fortify Strength 10 points for 60 seconds on Self Cost: 30 Available from: Dileno Lloran, Vivec, High Fane; Relms Gilvilo, Vivec, Redoran Temple Shrine; Somutis Vunnis, Moonmoth Legion Fort, Interior; Guls Llervu, Ald'ruhn, Guls Llervu's House; Salen Ravel, Maar Gan, Shrine Wisdom-Fortify Intelligence 10 points for 60 seconds on Self Cost: 30 Available from: Dileno Lloran, Vivec, High Fane; Llarara Omayn, Balmora, Temple; Mehra Drora, Gnisis, Temple; Sedris Omalen, Maar Gan, Outpost; Eldrilu Dalen, Vos, Vos Chapel; Lloros Sarano, Ald'ruhn, Temple; Scelian Plebo, Wolverine Hall, Imperial Shrine Orc Strength-Fortify Strength 5-20 points for 60 seconds on Self Cost: 38 Available from: Lloros Sarano, Ald'ruhn, Temple; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison Feet of Notorgo-Fortify Speed 10 points for 90 seconds on Self Cost: 45 Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub; Somutis Vunnis, Moonmoth Legion Fort, Interior; Scelian Plebo, Wolverine Hall, Imperial Shrine Zenithar's Gospel-Fortify Personality 10 points for 90 seconds on Self Cost: 45 Available from: Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level; Scelian Plebo, Wolverine Hall, Imperial Shrine Divine Aid-Fortify Luck & Willpower 10 points for 60 seconds on Self Cost: 60 Available from: Dileno Lloran, Vivec, High Fane; Guls Llervu, Ald'ruhn, Guls Llervu's House; Llarara Omayn, Balmora, Temple; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Lalatia Varian, Ebonheart, Imperial Chapels; Lloros Sarano, Ald'ruhn, Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior; Tunila Omavel, Tel Uvirith, Omavel's House Daedric Willpower-Fortify Willpower 20 points for 90 seconds on Self Cost: 90 Available from: Amarie Charien, Moonmoth Legion Fort, Interior Fortify Fatigue <----------------------------------------------------------------------> Fortify Fatigue M points for D seconds Base Cost: 0.5 Temporarily raises the target's Fatigue by M points for D seconds. After the spell expires, their Fatigue will be restored to its former value, minus any lost while the spell was active. When this effect expires, Fatigue can be reduced below zero. Using temporary Fortify Fatigue effects can lead to exhaustion at unexpected moments. This effect fortifies the "current Fatigue" variable, while the derived "maximum Fatigue" stays the same, so skills which depend on Fatigue can increase in effectiveness from this attribute. By making a super Fortify Fatigue potion (fortifying your Intelligence to make better potions, then making extremely effective potions) will grant you the ability to jump incredibly high and far, without a jump potion. The only difference is that when you land and would normally take fall damage, you will instead gain health, even above 100%. Ingredients: Gravetar, Hound Meat, Scrib Jerky, Scuttle Premade spells: Enrichment-5-20 points for 30 seconds on Self Cost: 9 Available from: Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Rirnas Athren, Vivec, Hlaalu Temple Vigor-5-20 points for 30 seconds on Self Cost: 9 Available from: Lalatia Varian, Ebonheart, Imperial Chapels; Scelian Plebo, Wolverine Hall, Imperial Shrine; Llathyno Hlaalu, Balmora, Temple Daedric Fatigue-50 points for 90 seconds on Self Cost: 113 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Llathyno Hlaalu, Balmora, Temple Fortify Health <----------------------------------------------------------------------> Fortify Health M points for D seconds Base Cost: 1 Temporarily raises the target's Health by M points for D seconds. After the spell expires, their Health will be restored to its former value, minus any damage received while the spell was active. This effect has an unfortunate bug which can make it very dangerous to use in large doses. When the spell is active, your natural health is lowered first when you are damaged. As soon as it expires, the amount of health you added is then subtracted from whatever you have at that time, regardless of how much damage you have taken. Thus you should be very careful not to cast any spell or use any item which more than doubles your natural Health maximum. If you do so, and then take more than your natural Health value in damage before the spell runs out, you will drop dead as soon as it expires. One way to prevent this is to get a piece of clothing (NOT armor) enchanted with a constant effect Fortify Health, and wear it all the time when using such spells. (Armor with this enchantment will work as well, but if the armor ever becomes damaged to the point of breaking, you may experience the same bug when it does.) Ingredients: Human Flesh, Large Kwama Egg, Shalk Resin, Vampire Dust Premade spells: Vitality-5-20 points for 30 seconds on Self Cost: 19 Available from: Dulian, Buckmoth Legion Fort, Interior; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Lalatia Varian, Ebonheart, Imperial Chapels; Lloros Sarano, Ald'ruhn, Temple; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level; Chaplain Ogrul, Gnisis, Fort Darius; J'Rasha, Vivec, Foreign Quarter, J'Rasha, Healer; Llathyno Hlaalu, Balmora, Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior Blood Gift-10-40 points for 30 seconds on Self Cost: 38 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison; Guls Llervu, Ald'ruhn, Guls Llervu's House; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Saras Orelu, Molag Mar, Temple; Uvele Berendas, Indarys Manor, Berendas' House; Ferise Varo, Vos, Varo Tradehouse Entrance; Mehra Drora, Gnisis, Temple; Nilvyn Drothan, Ghostgate, Temple; Relms Gilvilo, Vivec, Redoran Temple Shrine; Sedris Omalen, Maar Gan, Outpost; Zanmulk Sammalamus, Gnisis, Temple Daedric Health-25 points for 60 seconds on Self Cost: 75 Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub Fortify Magicka <----------------------------------------------------------------------> Fortify Magicka M points for D seconds Base Cost: 1 Temporarily raises the target's Magicka by M points for D seconds. After the spell expires, their Magicka will be restored to its former value, minus any lost by casting spells while the spell was active. Ingredients: Belladonna Berries, Emerald*, Saltrice, Stoneflower Petals, Wolfsbane Petals Premade spells: Powerwell-5-20 points for 60 seconds on Self Cost: 38 Available from: Chaplain Ogrul, Gnisis, Fort Darius; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Guls Llervu, Ald'ruhn, Guls Llervu's House; Llathyno Hlaalu, Balmora, Temple; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Saras Orelu, Molag Mar, Temple; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Eldrilu Dalen, Vos, Vos Chapel; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Lalatia Varian, Ebonheart, Imperial Chapels; Mehra Drora, Gnisis, Temple; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Sedris Omalen, Maar Gan, Outpost; Uvele Berendas, Indarys Manor, Berendas' House Resist Blight Disease <----------------------------------------------------------------------> Resist Blight Disease M% for D seconds Base Cost: 5 This effect decreases your chance of catching blight diseases by M%. Ingredients: None Premade spells: Poet's Whim-1-30 points for 10 seconds on Self Cost: 39 Available from: Chaplain Ogrul, Gnisis, Fort Darius; Masalinie Merian, Balmora, Guild of Mages; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Fanildil, Ebonheart, Hawkmoth Legion Garrison; Milar Maryon, Tel Vos, Services Tower; Uvele Berendas, Indarys Manor, Berendas' House Vivec's Mercy-20 points for 10 seconds on Self Cost: 50 Available from: Elynu Saren, Suran, Temple; Guls Llervu, Ald'ruhn, Guls Llervu's House; Llathyno Hlaalu, Balmora, Temple; Mehra Drora, Gnisis, Temple; Only-He-Stands-There, Balmora, South Wall Cornerclub; Saras Orelu, Molag Mar, Temple; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Leles Birian, Ascadian Isles Region; Milar Maryon, Tel Vos, Services Tower; Salen Ravel, Maar Gan, Shrine; Telis Salvani, Balmora, Temple; Tinaso Alan, Tel Mora, Tower Services Shield of the Armiger-30 points for 10 seconds on Self Cost: 75 Available from: Eldrilu Dalen, Vos, Vos Chapel; Lloros Sarano, Ald'ruhn, Temple; Nilvyn Drothan, Ghostgate, Temple; Rilvase Avani, Ghostgate, Tower of Dawn; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Llarara Omayn, Balmora, Temple; Mehra Drora, Gnisis, Temple; Only-He-Stands-There, Balmora, South Wall Cornerclub; Salen Ravel, Maar Gan, Shrine Resist Common Disease <----------------------------------------------------------------------> Resist Common Disease M% for D seconds Base Cost: 2 This effect decreases your chances of catching common diseases by M%. If you are playing an Argonian, High Elf, Redguard, or Wood Elf, you are already 75% resistant to disease, so you only need an additional 25% to make yourself completely immune to common diseases. Note that this will protect you from Vampirism as well. Ingredients: Ash Yam, Bear Pelt, Kagouti Hide, Pearl, Resin, Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt Premade spells: Resist Common Disease-10 points for 5 seconds on Self Cost: 5 Available from: Chaplain Ogrul, Gnisis, Fort Darius; Lalatia Varian, Ebonheart, Imperial Chapels; Dileno Lloran, Vivec, High Fane Variable Resist Common Disease-1-30 points for 10 seconds on Self Cost: 16 Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer Seryn's Blessing-20 points for 10 seconds on Self Cost: 20 Available from: Dulian, Buckmoth Legion Fort, Interior; Folvys Andalor, Ald'ruhn, Temple; Nilvyn Drothan, Ghostgate, Temple; Relms Gilvilo, Vivec, Redoran Temple Shrine; Sedris Omalen, Maar Gan, Outpost; Tyermaillin, Balmora, Tyermaillin's House; Vaval Selas, Vivec, St. Olms Temple; Elynu Saren, Suran, Temple; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Niras Farys, Sadrith Mora, Telvanni Council House, Chambers; Salen Ravel, Maar Gan, Shrine; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Great Resist Common Disease-30 points for 10 seconds on Self Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison; Uvele Berendas, Indarys Manor, Berendas' House; Masalinie Merian, Balmora, Guild of Mages Resist Corprus Disease <----------------------------------------------------------------------> Resist Corprus Disease M% for D seconds Base Cost: 5 This effect decreases your chance of catching Corprus Disease by M%. However, since your chance of catching Corprus Disease is exactly 0, this effect is completely useless. The only way to catch Corprus is during the Sixth House Base mission on the Main Quest, and no amount of resistance will protect you from it, since it's a scripted effect, rather than a standard disease. The only known purpose of this effect is that after you are cured of Corprus, this effect appears to let you know that you are now "immune" to Corprus, never mind that there was never any chance you could catch it in the first place. Even so, there is at least one spell in the game that makes use of this effect. This would seem to suggest that the designers had originally intended it to be possible for player characters to contract this disease without proceeding through the main storyline, and was thus removed for instability issues. Ingredients: None Premade spells: Variable Resist Corprus Disease-1-30 points for 10 seconds on Self Cost: 39 Available from: Masalinie Merian, Balmora, Guild of Mages Strong Resist Corprus Disease-20 points for 10 seconds on Self Cost: 50 Available from: Leles Birian, Ascadian Isles Region; Only-He-Stands-There, Balmora, South Wall Cornerclub Great Resist Corprus Disease-30 points for 10 seconds on Self Cost: 75 Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub Resist Fire <----------------------------------------------------------------------> Resist Fire M% for D seconds Base Cost: 2 This effect decreases the damage dealt by the Fire Damage effect. M is the percentage of damage reduction. At 100%, you will be immune to Fire. Dark Elves have 75% natural Resist Fire. High Elves have 50% natural Weakness to Fire, so spells or items that counteract this weakness will be significant for a High Elf character. Note that a spell of Weakness to Fire whose magnitude is equal to or greater than any Resist Fire effect currently active will completely nullify it, and any subsequent Fire Damage will not be affected by it. Ingredients: Black Anther, Fire Petal*, Frost Salts Premade spells: Resist Fire-10 points for 5 seconds on Self Cost: 5 Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Scelian Plebo, Wolverine Hall, Imperial Shrine Variable Resist Fire-1-30 points for 10 seconds on Self Cost: 16 Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer Strong Resist Fire-20 points for 10 seconds on Self Cost: 20 Available from: Dulian, Buckmoth Legion Fort, Interior; Sharn gra-Muzgob, Balmora, Guild of Mages; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Vaval Selas, Vivec, St. Olms Temple Great Resist Fire-30 points for 10 seconds on Self Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison; Uvele Berendas, Indarys Manor, Berendas' House; Masalinie Merian, Balmora, Guild of Mages Flameguard-20-40 points for 30 seconds on Self Cost: 90 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Elynu Saren, Suran, Temple; Lloros Sarano, Ald'ruhn, Temple; Tunila Omavel, Tel Uvirith, Omavel's House; Dileno Lloran, Vivec, High Fane; Llarara Omayn, Balmora, Temple; Masalinie Merian, Balmora, Guild of Mages; Ygfa, Pelagiad, Fort Pelagiad Resist Frost <----------------------------------------------------------------------> Resist Frost M% for D seconds Base Cost: 2 This effect decreases the damage dealt by the Frost Damage effect. M is the percentage of damage reduction. At 100% you will be immune to Frost. Nords have natural 100% Resist Frost. High Elves have natural 25% Weakness to Frost, so spells or items that counteract this weakness will be significant for a High Elf character. Note that a spell of Weakness to Frost whose magnitude is equal to or greater than any Resist Frost effect currently active will completely nullify it, and any subsequent Frost Damage will not be affected by it. Ingredients: Black Lichen, Bristleback Leather, Fire Salts, Grahl Eyeball*, Gravetar*, Holly Berries*, Raw Stalhrim* Premade spells: Resist Frost-10 points for 5 seconds on Self Cost: 5 Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Scelian Plebo, Wolverine Hall, Imperial Shrine Variable Resist Frost-1-30 points for 10 seconds on Self Cost: 16 Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer Strong Resist Frost-20 points for 10 seconds on Self Cost: 20 Available from: Dulian, Buckmoth Legion Fort, Interior; Sharn gra-Muzgob, Balmora, Guild of Mages; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Vaval Selas, Vivec, St. Olms Temple Great Resist Frost-30 points for 10 seconds on Self Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison Frostguard-20-40 points for 30 seconds on Self Cost: 90 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Elynu Saren, Suran, Temple; Lloros Sarano, Ald'ruhn, Temple; Tunila Omavel, Tel Uvirith, Omavel's House; Dileno Lloran, Vivec, High Fane; Llarara Omayn, Balmora, Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior; Ygfa, Pelagiad, Fort Pelagiad Resist Magicka <----------------------------------------------------------------------> Resist Magicka M% for D seconds Base Cost: 2 Resist Magicka decreases the damage or other negative effects done by most spell effects. These include Absorb Health, Damage Health, Drain Health, Absorb Fatigue, Damage Fatigue, Drain Fatigue, Absorb Attribute, Damage Attribute, Drain Attribute, Absorb Skill, Damage Skill, Drain Skill, Blind, Burden, Disintegrate, Sound, and any Weakness effects. It protects against disease as well, as all diseases apply only these resisted effects. This does not reduce Fire, Frost, Poison, or Shock Damage. It does not protect against effects with no magnitude either, such as Paralyze or Silence. Bretons have natural 50% Resist Magicka, and Orcs have natural 25%. High Elves have natural 50% Weakness to Magicka, so they in particular may want spells and items with this effect in order to counteract that weakness. Certain magical items have negative effects which can be resisted, but Resist Magicka will not nullify the positive effects. Creating a custom 100% Resist Magicka spell that lasts 3 seconds costs about 280 gold. Opening the inventory immediately after casting this spell will allow time to equip constant effect items and resist their negative effects for the remaining time the items are equipped. This trick is most popular to use with the Boots of Blinding Speed. Once Resist Magicka reaches 100%, it is the only type of resistance that can't be broken by a Weakness effect, since Weakness is itself a Magicka type spell. Ingredients: Ash Salts, Belladonna Berries* Premade spells: Resist Magicka-10 points for 5 seconds on Self Cost: 5 Available from: Arrille, Seyda Neen, Arrille's Tradehouse; Scelian Plebo, Wolverine Hall, Imperial Shrine; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers Variable Resist Magicka-1-30 points for 10 seconds on Self Cost: 16 Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer Strong Resist Magicka-20 points for 10 seconds on Self Cost: 20 Available from: Dulian, Buckmoth Legion Fort, Interior; Sharn gra-Muzgob, Balmora, Guild of Mages; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Vaval Selas, Vivec, St. Olms Temple Great Resist Magicka-30 points for 10 seconds on Self Cost: 30 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison Magickguard-20-40 points for 10 seconds on Self Cost: 30 Available from: Eldrilu Dalen, Vos, Chapel; Lloros Sarano, Ald'ruhn, Temple; Niras Farys, Sadrith Mora, Telvanni Council House; Salen Ravel, Maar Gan, Shrine; Llathyno Hlaalu, Balmora, Temple; Nelso Salenim, Sadrith Mora, Telvanni Council House; Rilvase Avani, Ghostgate, Tower of Dawn; Somutis Vunnis, Moonmoth Legion Fort, Interior Resist Paralysis <----------------------------------------------------------------------> Resist Paralysis M% for D seconds Base Cost: 0.2 Reduces the chance of being paralyzed by M%. Contrary to some sources, this does not reduce the duration of Paralysis effects. Any Paralyze effect which is not resisted will still work at full strength. Vampires are 100% immune to Paralysis. Ingredients: Horn Lily Bulb*, Timsa-Come-By Flowers, Sweetpulp Premade spells: Resist Paralysis-50 points for 30 seconds on Self Cost: 300 Available from: Eldrilu Dalen, Vos, Chapel; Scelian Plebo, Wolverine Hall, Imperial Shrine; Rirnas Athren, Vivec, Hlaalu Temple Resist Poison <----------------------------------------------------------------------> Resist Poison M% for D seconds Base Cost: 2 This effect decreases the damage dealt by Poison. M is the percentage of damage reduction. At 100% you will be immune to Poison. Argonians have natural 100% Resist Poison, and Redguards have 75%. Note that a spell of Weakness to Poison whose magnitude is equal to or greater than any Resist Poison effect currently active will completely nullify it, and any subsequent elemental damage will not be affected by it. Ingredients: Alit Hide, Kwama Cuttle*, Rat Meat Premade spells: Resist Poison-20 points for 5 seconds on Self Cost: 10 Available from: Eldrilu Dalen, Vos, Chapel; Rirnas Athren, Vivec, Hlaalu Temple; Relms Gilvilo, Vivec, Redoran Temple Shrine; Scelian Plebo, Wolverine Hall, Imperial Shrine Variable Resist Poison-1-30 points for 10 seconds on Self Cost: 16 Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer Strong Resist Poison-20 points for 10 seconds on Self Cost: 20 Available from: Dulian, Buckmoth Legion Fort, Interior; Sharn gra-Muzgob, Balmora, Guild of Mages; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Vaval Selas, Vivec, St. Olms Temple Greater Resist Poison-30 points for 10 seconds on Self Cost: 30 Available from: Elynu Saren, Suran, Temple Poisonguard-20-40 points for 30 seconds on Self Cost: 90 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Felara Andrethi, Tel Aruhn, Tower Living Quarters; Lloros Sarano, Ald'ruhn, Temple; Rilvase Avani, Ghostgate, Tower of Dawn; Tunila Omavel, Tel Uvirith, Omavel's House; Dileno Lloran, Vivec, High Fane; Llarara Omayn, Balmora, Temple; Nilvyn Drothan, Ghostgate, Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior; Ygfa, Pelagiad, Fort Pelagiad Resist Shock <----------------------------------------------------------------------> Resist Shock M% for D seconds Base Cost: 2 This effect decreases the damage dealt by the effect Shock Damage. M is the percentage of damage reduction. At 100% you will be immune to Shock. Nords have natural 50% Resist Shock. High Elves, on the other hand, have natural 25% Weakness to Shock, so spells or items that counteract this weakness will be significant for a High Elf character. Note that a spell of Weakness to Shock whose magnitude is equal to or greater than any Resist Shock effect currently active will completely nullify it, and any subsequent Shock Damage will not be affected by it. Ingredients: Crab Meat, Scrap Metal Premade spells: Resist Shock-20 points for 5 seconds on Self Cost: 10 Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers Variable Resist Shock-1-30 points for 10 seconds on Self Cost: 16 Available from: J'Rasha, Vivec, Foreign Quarter, J'Rasha, Healer Strong Resist Shock-20 points for 10 seconds on Self Cost: 20 Available from: Dulian, Buckmoth Legion Fort, Interior; Sharn gra-Muzgob, Balmora, Guild of Mages; Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; Vaval Selas, Vivec, St. Olms Temple Shockguard-20-40 points for 30 seconds on Self Cost: 90 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Eldrilu Dalen, Vos, Chapel; Llarara Omayn, Balmora, Temple; Somutis Vunnis, Moonmoth Legion Fort, Interior; Ygfa, Pelagiad, Fort Pelagiad; Dileno Lloran, Vivec, High Fane; Elynu Saren, Suran, Temple; Lloros Sarano, Ald'ruhn, Temple; Tunila Omavel, Tel Uvirith, Omavel's House Restore Attribute <----------------------------------------------------------------------> Restore Attribute M points for D seconds Base Cost: 1 Returns one of the target's attributes to their normal value if they have been lowered by a Damage Attribute effect. Restore Attribute will only work up to the natural maximum for the attribute, even if a Fortify Attribute effect is present. In other words, Restore Attribute only takes effect if the Attribute stat is red on the status screen. For example, if your Strength has been damaged 25 points, but you're wearing the Fist of Randagulf (right), Restore Strength would only give you back 5 points. To get around this, remove the Fortify effect (in the above example, remove the gauntlet) before invoking the Restore Attribute effect. Ingredients: Restore Agility: Bonemeal*, Noble Sedge Flowers, Scrib Cabbage, Sload Soap; Restore Endurance: Gravedust, Horn Lily Bulb, Timsa-Come-By Flowers, Scales; Restore Intelligence: Bittergreen Petals*, Ruby, Scrap Metal, Wolfsbane Petals*; Restore Luck: Crab Meat, Hackle-Lo Leaf, Kresh Fiber*; Restore Personality: Guar Hide, Heather*, Scamp Skin; Restore Speed: Meadow Rye, Nirthfly Stalks, Raw Ebony, Resin; Restore Strength: Dreugh Wax, Gold Kanet, Horn Lily Bulb, Scamp Skin, Stoneflower Petals*; Restore Willpower: Meteor Slime, Scathecraw, Scrib Jelly, Trama Root* Premade spells: Restore Agility-Restore Agility 5-20 points for 30 seconds on Self Cost: 19 Available from: Danso Indules, Vivec, Temple; Saras Orelu, Molag Mar, Temple; Synnolian Tunifus, Ebonheart, Imperial Chapels; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level; Folvys Andalor, Ald'ruhn, Temple; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt; Tunila Omavel, Tel Uvirith, Omavel's House; Zanmulk Sammalamus, Gnisis, Temple Restore Endurance-Restore Endurance 5-20 points for 30 seconds on Self Cost: 19 Available from: Danso Indules, Vivec, Temple; Rilvase Avani, Ghostgate, Tower of Dawn; Synnolian Tunifus, Ebonheart, Imperial Chapels; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Ygfa, Pelagiad, Fort Pelagiad; Folvys Andalor, Ald'ruhn, Temple; Saras Orelu, Molag Mar, Temple; Telis Salvani, Balmora, Temple; Tunila Omavel, Tel Uvirith, Omavel's House; Zanmulk Sammalamus, Gnisis, Temple; Restore Intelligence-Restore Intelligence 5-20 points for 30 seconds on Self Cost: 19 Available from: Danso Indules, Vivec, Temple; Saras Orelu, Molag Mar, Temple; Synnolian Tunifus, Ebonheart, Imperial Chapels; Tunila Omavel, Tel Uvirith, Omavel's House; Ygfa, Pelagiad, Fort Pelagiad; Folvys Andalor, Ald'ruhn, Temple; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt; Telis Salvani, Balmora, Temple; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level; Zanmulk Sammalamus, Gnisis, Temple Restore Luck-Restore Luck 5-20 points for 30 seconds on Self Cost: 19 Available from: Danso Indules, Vivec, Temple; Rilvase Avani, Ghostgate, Tower of Dawn; Telis Salvani, Balmora, Temple; Tunila Omavel, Tel Uvirith, Omavel's House; Folvys Andalor, Ald'ruhn, Temple; Saras Orelu, Molag Mar, Temple; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Ygfa, Pelagiad, Fort Pelagiad Restore Personality-Restore Personality 5-20 points for 30 seconds on Self Cost: 19 Available from: Danso Indules, Vivec, Temple; Rilvase Avani, Ghostgate, Tower of Dawn; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt; Folvys Andalor, Ald'ruhn, Temple; Saras Orelu, Molag Mar, Temple; Tunila Omavel, Tel Uvirith, Omavel's House Restore Speed-Restore Speed 5-20 points for 30 seconds on Self Cost: 19 Available from: Danso Indules, Vivec, Temple; Saras Orelu, Molag Mar, Temple; Tunila Omavel, Tel Uvirith, Omavel's House; Ygfa, Pelagiad, Fort Pelagiad; Folvys Andalor, Ald'ruhn, Temple; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Restore Strength-Restore Strength 5-20 points for 30 seconds on Self Cost: 19 Available from: Danso Indules, Vivec, Temple; Rilvase Avani, Ghostgate, Tower of Dawn; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Ygfa, Pelagiad, Fort Pelagiad; Folvys Andalor, Ald'ruhn, Temple; Saras Orelu, Molag Mar, Temple; Tunila Omavel, Tel Uvirith, Omavel's House Restore Willpower-Restore Willpower 5-20 points for 30 seconds on Self Cost: 19 Available from: Danso Indules, Vivec, Temple; Saras Orelu, Molag Mar, Temple; Tunila Omavel, Tel Uvirith, Omavel's House; Zanmulk Sammalamus, Gnisis, Temple; Folvys Andalor, Ald'ruhn, Temple; Telis Salvani, Balmora, Temple; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Restore Fatigue <----------------------------------------------------------------------> Restore Fatigue M points for D seconds Base Cost: 1 Returns the target's Fatigue by M points per second for the duration. Ingredients: Bread*, Chokeweed, Crab Meat*, Hackle-Lo Leaf*, Hound Meat*, Large Kwama Egg*, Saltrice*, Scrib Jerky*, Scuttle*, Small Kwama Egg* Premade spells: Rest of St. Merris-1-10 points for 20 seconds on Self Cost: 6 Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters; Sedris Omalen, Maar Gan, Outpost; Galero Andarem, Sadrith Mora, Telvanni Council House, Chambers; Telis Salvani, Balmora, Temple Stamina-10-30 points for 30 seconds on Self Cost: 30 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Saras Orelu, Molag Mar, Temple; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level; Chaplain Ogrul, Gnisis, Fort Darius; Synnolian Tunifus, Ebonheart, Imperial Chapels; Tunila Omavel, Tel Uvirith, Omavel's House; Zanmulk Sammalamus, Gnisis, Temple Restore Health <----------------------------------------------------------------------> Restore Health M points for D seconds Base Cost: 5 Returns the target's Health by M points per second for the duration. Ingredients: Corkbulb Root, Corprus Weepings, Emerald, Marshmerrow*, Raw Stalhrim, Resin*, Saltrice, Sweetpulp, Wickwheat* Premade spells: Balyna's Soothing Balm-3-12 points on Self Cost: 2 Available from: Sharn gra-Muzgob, Balmora, Guild of Mages Balyna's Efficacious Balm-3-22 points on Self Cost: 3 Available from: Synnolian Tunifus, Ebonheart, Imperial Chapels; Ygfa, Pelagiad, Fort Pelagiad Veloth's Benison-10 points on Self Cost: 3 Available from: Melie Frenck, Vivec, Telvanni Temple Heal Companion-6-15 points on Touch Cost: 3 Available from: Amarie Charien, Moonmoth Legion Fort, Interior; Folvys Andalor, Ald'ruhn, Temple; Telis Salvani, Balmora, Temple; Arnand Liric, Buckmoth Legion Fort, Interior; Saras Orelu, Molag Mar, Temple; Zanmulk Sammalamus, Gnisis, Temple Balyna's Perfect Balm-3-30 points on Self Cost: 4 Available from: Amarie Charien, Moonmoth Legion Fort, Interior Mother's Kiss-10-20 points on Self Cost: 4 Available from: Amarie Charien, Moonmoth Legion Fort, Interior Aunius Autrus, Wolverine Hall, Imperial Shrine; Danso Indules, Vivec, Temple; Arnand Liric, Buckmoth Legion Fort, Interior; Chaplain Ogrul, Gnisis, Fort Darius Troll's Blood-1-3 points for 10 seconds on Self Cost: 3 Available from: Nowhere Veloth's Grace-10 points for 2 seconds on Self Cost: 5 Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Melie Frenck, Vivec, Telvanni Temple; Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer; Guls Llervu, Ald'ruhn, Guls Llervu's House; Telis Salvani, Balmora, Temple; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level Hearth Heal*-20-80 points on Self Cost-13 Available from: Arrille, Seyda Neen, Arrille's Tradehouse; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Danso Indules, Vivec, Temple; Milar Maryon, Tel Vos, Services Tower Regenerate-1-5 points for 20 seconds on Self Cost: 15 Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine; Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers; Milar Maryon, Tel Vos, Services Tower; Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level; Chaplain Ogrul, Gnisis, Fort Darius; Melie Frenck, Vivec, Telvanni Temple; Saras Orelu, Molag Mar, Temple Rapid Regenerate-5-10 points for 20 seconds on Self Cost: 38 Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison; Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt; Uvele Berendas, Indarys Manor, Berendas' House; Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison; Tunila Omavel, Tel Uvirith, Omavel's House o======================================================================o | | | General Tips {TIP001} | | | o======================================================================o In melee combat, there are three types of attacks-chopping, slashing, and thrusting. Each melee weapon has a different damage range for each of the three attacks. There is an Always Use Best Attack option in the Options menu that removes all the effort from this. I suggest leaving it off, as you may want to perform weaker attacks to get easy shots on weak enemies and get extra skill experience. If you leave the option off, you control which attack is done as follows. For a chop, attack while standing still. For a slash, attack while moving left or right. For a thrust, attack while moving forward or backward. <----------------------------------------------------------------------> If you've played Oblivion or Skyrim, you're used to a red warning when you're about to steal something. Morrowind doesn't give you that luxury, but it's pretty obvious most of the time. If you're in someone's house, they probably own everything in it, so be sure you're in stealth before you take anything. What makes it complicated is that, while you can't see any difference, the game does track stolen items. While you don't need to find fences for all stolen goods as in later games, you will immediately be accused of theft if you attempt to sell someone's own items back to them. This cool effect is bugged, however, in that the ownership tag applies to *all* items of a given type, even if you've long since gotten rid of the one you actually stole. For instance, say you steal one of Arrille's bottles of Mazte in Seyda Neen. You head over to Balmora and offload it. Nonetheless, you can never sell Arrille *any* Mazte due to this bug. You have to keep careful track of what you steal from merchants to keep this glitch handled. <----------------------------------------------------------------------> As with items, it's usually pretty obvious when a door or container is owned. Any attempt to open a lock, whether by the Security skill or with an Open effect, counts as a crime if you are detected. The same is true untrapping an object. However, if you successfully unlock and open a door, subsequently entering it and being detected inside the formerly locked area is fine. <----------------------------------------------------------------------> Be careful of owned beds. If you're detected attempting to sleep in one, the game actually counts it as a crime, and it can generate a bounty and an arrest attempt. <----------------------------------------------------------------------> Attacking and killing NPCs is not a crime *if* they attack you first. The Taunt option in the Persuasion menu means you can kill pretty much anyone with no consequence by getting them to attack you. Of course, you only want to do this if you're positive you won't need an NPC alive later, so be careful. If you follow my guide, I'll tell you who can and can't be killed. Note that, when Taunting, you can't attack until they actually take the first swing-if you attack after exiting the dialog, but before they take the first swing, you will still be charged with assault and/or murder. <----------------------------------------------------------------------> There are two controlled substances in Morrowind-Moon Sugar and the drug refined from it, Skooma. Most merchants will refuse to Barter with you if you have either in your inventory, but there are two workarounds. First, you can just drop it on the floor, do your business, pick it up, and be on your way. Second, any Khajiit merchants, as well as the Creeper and the Talking Mudcrab, will still do business and even buy it from you. <----------------------------------------------------------------------> Storage is a serious issue in Morrowind. First, every container has a limit on the amount of items you can store in it by weight. These limits range from 10-100 pounds, but it's pretty easy to hit that limit in a hurry. Second, it's very difficult to identify containers that are truly safe from respawning. There are two good ways around this problem. First, oddly enough, even when a cell resets (which respawns enemies and containers), anything left out in the open world will persist. Accordingly, you can just store things inside any cell you like, so long as you don't put them into containers. Second, a corpse is the only container with no weight limit, and the game has a few permanent corpses that never disappear. This makes Hlaalo Manor in Balmora one of the best houses in the game, as it is central to any services you might need, has lots of space, *and* has a permanent corpse inside (Ralen Hlaalo) for limitless storage. <----------------------------------------------------------------------> While you can't move at all when overencumbered, teleportation spells will still work. This means you can carry everything out of a dungeon in one go by dropping everything onto a corpse as you find it, then taking all the items and casting a teleportation spell when you're done. Just don't leave the cell, or the corpse may disappear! <----------------------------------------------------------------------> The game has many, many bugs. Fortunately, there is no limit on save slots. I suggest making what I refer to as an "anchor save" at all following points, at minimum: i) Each level up, in case something goes wrong with attribute multipliers or skill planning; ii) The beginning of each quest, in case you run into a glitch; iii) Prior to entering any new dungeon, for the same reason. <----------------------------------------------------------------------> Be aware that Morrowind predates the very idea of level scaling (crudely born in Oblivion and refined in Skyrim). This means that some areas will have enemies that are simply too powerful for you, and you'll need to return with levels and gear. o======================================================================o | | | Imperial Prison Ship | | (Character Creation/Tutorial) | o======================================================================o Sequence of Events: {WLK001} 1) A Mysterious Voice 2) Jiub-Choosing A Name 3) Dock Guard-Choosing A Race 4) Socucius Ergalla-Choosing A Class & Birthsign 5) Engraved Ring of Healing 6) Sellus Gravius-Minimal Direction in a Massive World Imperial Prison Ship-Hold o======================================================================o ***ITEMS*** Common Shirt (start wearing this) Common Pants (start wearing this) Common Shoes (start wearing this) ***NPCs*** Jiub Guards 1) The game begins with a cutscene. Enjoy it. "Each Event is preceded by Prophecy. But without the Hero, there is no Event."-Zurin Arctus, the Underking. How cryptic. "In the waning years of the Third Era of Tamriel, a prisoner born on a certain day to uncertain parents was sent under guard, without explanation, to Morrowind, ignorant of the role he was to play in that nation's history..." Interesting. Next, a mysterious female voice is heard: "They have taken you from the Imperial City's prison. First by carriage, and now by boat. To the East, to Morrowind. Fear not, for I am watchful. You have been chosen." As she speaks, a passage of Daedric text scrolls by, and the final sentence becomes readable: "Many fall, but one remains." Then, a male voice: "Wake up. We're here. Why are you shaking? Are you ok? Wake up." <----------------------------------------------------------------------> 2) The male voice belongs to a Dark Elf named Jiub, who tells you to stand up and asks you for your name. Here, you can type in your name. None of your character choices are locked in yet (I'll tell you when they are), but I'd be surprised if you screwed up your name. After you finish naming yourself (I'm using Travis), a guard will come and fetch you. After he speaks to you, a tutorial message will let you know that your movement controls have unlocked. Follow the guard up a level and to an exit hatch. Another tutorial message will instruct you on opening the hatch, and when you do, you will emerge on the ship's deck. Imperial Prison Ship-Deck o======================================================================o ***NPCs*** Guards 3) As you emerge, try to imagine the graphics are impressive (they were pretty mind-blowing when the game was released). A new guard will direct you down to the docks, where yet another guard will ask where you are from. This segues into selecting your race, sex, and appearance. For the race, I recommend a male High Elf (read the Character Creation section to understand why). Tweak your appearance however you wish, then follow the guard up to the Census and Excise Office. Note: Wave goodbye to all that neat-looking loot on the Imperial Prison Ship. It disappears when you enter Census and Excise, and you can't get anything while you're there because you still don't have an inventory menu and you can't pick anything up until you do. Seyda Neen-Census and Excise Office-Building A o======================================================================o ***NPCs*** Socucius Ergalla Ganciele Douar ***ITEMS*** Release Identification Iron Dagger 4) Speak to the man in front of you, Socucius Ergalla. He will take you through the remaining aspects of Character Creation, selecting your class and birthsign. Read the Character Creation section to understand why I make the following choices: Class-Custom Class Name-Adventurer Specialization-Stealth Favored Attributes-Endurance, Luck Major Skills-Spear, Blunt Weapon, Long Blade, Block, Mercantile Minor Skills-Axe, Medium Armor, Restoration, Mysticism, Heavy Armor Birthsign-The Atronach At this time, you are given the opportunity to review your statistics (because the game creates your Stats menu). When you confirm the stats, your character creation choices are locked in. Socucius will then give you a Release Identification, which you should pick up. This causes the game to create your inventory menu, and you can now pick up items. With the papers in hand, the guard, Ganciele Douar, will unlock the door and allow you to proceed. In the next room, the game prompts you to pick up an Iron Dagger and learn how to do combat. Pick it up and head through the door to Seyda Neen. NOTE: It is quite easy to pick up everything past Ganciele Douar-I just wait until character creation is over and I'm able to save before coming back for it. There is also an exploit that allows you to pick up the items in the first room. If you pick anything up, Ganciele warns you that this will be a crime once you leave, and takes the item from you. However, if you drop the item on the ground before he speaks to you, you may then freely take it. I consider this an exploit, so I'll come back when I can either competently Sneak or I can Taunt these guys into battle and defeat them. Seyda Neen-Census and Excise Courtyard o======================================================================o ***ITEMS*** Engraved Ring of Healing 5) The game creates your map menu at this point, and gives you a tutorial message about it. The game will then force you to search the barrel next to the other door before you leave. Take the Engraved Ring of Healing inside, and make sure you hold onto it! This causes the game to create your magic menu. You now have all your menus, but still lack a journal and the ability to save. Head through the second door. Seyda Neen-Census and Excise Office, Building B o======================================================================o ***NPCs*** Sellus Gravius ***QUESTS*** Main Quest-Report to Caius Cosades ***ITEMS*** Directions to Caius Cosades Package for Caius Cosades 87 Gold 6) The game will prompt you to speak to Sellus Gravius, so do so. He will take your Release Identification. Ask about Morrowind, and then duties. He will give you a package for a man named Caius Cosades, which you are not to open. He gives you Directions to Caius Cosades, which tell you to go to the city of Balmora and ask at the South Wall Cornerclub. Finally, he gives you 87 gold. This kicks off the Main Quest! Head outside. You now have a journal, and the final tutorial message tells you that you should probably check out Arrille's Tradehouse up on the left. "You're on your own now. Good luck." Indeed. Save your game. Welcome to Morrowind. Note: You might as well obey them regarding not reading the package for Caius Cosades. If you do read it, it's coded, and reads like total nonsense. o======================================================================o | | | Seyda Neen | | | o======================================================================o Sequence of Events: {WLK002} 1) Fargoth's Ring 2) Vodunius Nuccius 3) Ingredient & Item Gathering 4) Arrille's Tradehouse-Hrisskar's Quest 5) Lighthouse & Fargoth's Hiding Place 6) Sneak Grinding 7) Getting Outfitted 8) Fargoth's House 9) Killing Spree 10) Draren Thiralas' House 11) Eldafire's House 12) Vodunius Nuccius' House 13) Census and Excise Office Revisited 14) Census and Excise Warehouse 15) Indrele Rathryon's Shack 16) Erene Llenim's Shack 17) Fine-Mouth's Shack 18) Terurise Girvayne's House Seyda Neen o======================================================================o ***NPCs*** Eldafire Indrele Rathryon Fargoth Vodunius Nuccius Teleri Helvi Erene Llenim Darvame Hleran Guards ***QUESTS*** Misc.-Fargoth's Ring ***REWARD*** Disposition Boost-Fargoth Disposition Boost-Arrille 1) First things first. Find a little Wood Elf named Fargoth, and be honest with him about his ring to complete your first quest. His Disposition will soar (not relevant), but so will Arrille's, at the Tradehouse (much more relevant). Don't worry about the ring, you'll get it back soon. NOTE: In general, I suggest running everywhere. It will gradually raise Athletics, which we want. Sneaking everywhere won't do you any good-at our current level, we'll never be undetected, so the skill will never raise. At present, however, we want to raise Acrobatics by 10 before reaching level 2, so jump everywhere until it hits 20. If you will need Fatigue, I'll let you know, so you can let the bar regenerate before attempting a step. <----------------------------------------------------------------------> ***QUESTS*** Misc.-Vodunius Nuccius Bloodmoon Main-An Island to the North 2) Find an Imperial named Vodunius Nuccius, and speak to him. Ask him for a "little advice" and he'll tell you to take the silt strider to get out of Seyda Neen. Ask him for the latest rumors, and if you have Bloodmoon installed, he'll tell you about Solstheim. Ask about Solstheim to learn there's a boat from Khuul that goes there. Hooray. Head out to the strider port (it's the giant bug, tough to miss) and speak to Darvame Hleran, the caravener, about Vodunius Nuccius. She'll mention that he isn't happy in Morrowind. This quest requires 100 gold to complete, so we'll hold off for the moment. Go ahead and ask Darvame for the "latest rumors" and she should mention that the local tax collector, Processus Vitellius, has gone missing. Hmm. <----------------------------------------------------------------------> ***ITEMS*** Iron Shardaxe Silverware Cup Travel Lantern x4 25 Gold ***CONTAINERS*** Luminous Russula x10 Hypha Facia x1 Bungler's Bane x1 Violet Coprinus x3 Draggle-Tail (pod) x3 Draggle-Tail (flower) x1 ***SKILL INCREASES*** Acrobatics x2 ***REWARDS*** Nuccius' Cursed Ring 3) Time to see what we can find outside, free for the taking. First, head down from the strider port, back to town, along the road. Check the two Luminous Russula by the tree on the left. When harvesting ingredients, you'll find anywhere from 0 to 3 of whatever you're harvesting. Unfortunately, it's random. Head back into town. If you're jumping everywhere like I said to, your Acrobatics will raise to 11 somewhere around the bridge. Keep going back to the Census and Excise Office, and nab a Travel Lantern off the wall by the door to the Warehouse. Turn around, head past Census and Excise, and turn left toward the water. Check a Hypha Facia and a Bungler's Bane growing on the tree to your right, then check the three Violet Coprinus growing from the ground behind it. Turn toward the lighthouse, but bypass the steps leading up to it for now and go poke around the coast. There's a Slough Fern to check on the left. Past that, on a little spit of land, are a total of eight more Luminous Russula. Head back to the lighthouse now, and take the wooden steps to the door. Your Acrobatics will raise to 12 at this point. Grab another Travel Lantern next to the lighthouse door, but don't go inside just yet. Instead, peek over the corner into a hollow treestump to notice a Silverware Cup and 25 gold. Grab both of these, then get back to the door and jump atop the rocks to the west. Hug the wall if you're having trouble with the jump. From here, jump to another hollow treestump and grab the Iron Shardaxe sitting inside. Jump out and check the three Draggle-Tail pods and one Draggle-Tail flower for ingredients. Any farther out and you'll run into wildlife, and we need either a Spear or a Destruction spell at this point to kill them inside our plan. We have neither, so head back to town. Go ahead and spend the 100 gold on Vodunius Nuccius' cursed ring to complete his quest, now that we have the money. Hop over to Arrille's Tradehouse now, and grab the Travel Lanterns by both the storage door and the main door before heading inside. Seyda Neen-Arrille's Tradehouse o======================================================================o ***NPCs*** Arrille Tolvise Othralen Hrisskar Flat-Foot Raflod the Braggart Albecius Colollius Tandram Andalen Elone ***ITEMS*** Elone's Directions to Balmora ***SPELLS*** Frostbite Spark ***QUESTS*** Misc.-Fargoth's Hiding Place 4) Plenty to do here, but we're not equipped for much of it yet. First, talk to Arrille and sell off your Travel Lanterns, Directions to Caius Cosades (NOT the package), Nuccius' Cursed Ring (that thing is useless), and Silverware Cup. Sell stacks one at a time-you'll get a lot more gold that way. We're not ready to raise Mercantile, so just take whatever he offers you. Next, go to the Spells menu, and buy Frostbite and Spark. This should be affordable if you've been following me exactly. Now we can kill things with Destruction, but for the moment I suggest only doing that in an emergency. We lack a reliable way to fill our Magicka, and raising Destruction won't help us level. Go upstairs and speak to Hrisskar Flat-Foot. Agree to help him to start another quest. Go speak to Elone about directions to Balmora to receive Elone's Directions to Balmora. Sell these to Arrille on your way out. Seyda Neen-Lighthouse o======================================================================o ***NPCs*** Thavere Vedrano ***ITEMS*** Travel Lantern x3 Journeyman's Lockpick Engraved Ring of Healing 300 Gold ***REWARD*** Engraved Ring of Healing Journeyman's Lockpick 100 Gold ***SKILL INCREASES*** Acrobatics x2 5) Do as Hrisskar said, and go over to the lighthouse and head inside. Acrobatics should raise to 13 along the way. Ignore everything for now and just zip upstairs to head outside. Grab the Travel Lantern by the exit door and wait until nightfall-2 AM usually works for me. You should be able to see Fargoth sneaking from here. Once he goes to the treestump in the middle of the shacks, you can head down and search it to find 300 Gold, a Journeyman's Lockpick, and the Engraved Ring of Healing. Before running back to Arrille's Tradehouse, go over to the Census and Excise Office. Acrobatics should raise to 14 along the way. Note the two Level 10 locked gates. Let your Fatigue recharge, then open them both with your new lockpick. Make sure you're in stealth-no one usually comes over here, and when they do, they wander off quickly. Save scum to avoid failure-the limited use on our thieves' tools means we can't afford it. Grab the Travel Lanterns next to the door from the dock. Now head to Arrille's Tradehouse and speak to Hrisskar to turn in the quest. Talk to Arrille, sell off the Travel Lanterns, then go to the Spells menu and buy the spells Fireball and Hearth Heal. Head back to the Census and Excise Office now, and go inside. Seyda Neen-Census and Excise Office, Building B o======================================================================o ***SKILL INCREASES*** Sneak x90 6) We've done just about everything we can do without killing things. I need a Spear before I can kill things. I also need repair tools, once I start using weapons. Arrille has what we need, but since I don't like buying things with Barter, I need to be able to steal it. It is time to grind Sneak. If it's any consolation, this is the only major grind I really recommend for the entire game, and we're getting it done early. Turn right as you enter the Office, and head to the corner. Make sure Sellus Gravius is facing away from you. Weight that Control key, and go do something else for a good, long while. In several hours, Sneak should be at 100. Head back to Arrille's Tradehouse once it is. Seyda Neen-Arrille's Tradehouse o======================================================================o ***ITEMS*** Iron Spear Journeyman's Armorer's Hammer x7 Journeyman's Lockpick x5 Journeyman's Probe x2 Apprentice's Mortar and Pestle ***SKILL INCREASES*** Acrobatics x1 7) Now we're talking. On your left as you enter, you should notice three baskets against the wall. First, position Tolvise Othralen and Arrille so they're facing away from the baskets-just move as they try to speak with you. Next, raid the basket closest to the door for more items than you can carry. For the moment, take the Iron Spear, the 7 Hammers, the 5 Lockpicks, and the 2 Probes. Next, look up to spy an Apprentice's Mortar and Pestle on the shelf. Grab that too. We're almost ready to start killing and looting in earnest, but first we need storage. Head outside. Go across the bridge as though you were heading to the Silt Strider port, but go to the house on the left instead-Fargoth's house. Acrobatics should hit 15 along the way. Pick the lock and go inside. This pick may require a good deal of save scumming, but we don't want to burn tool uses on failure, so just be patient-the pick is doable, I promise. Seyda Neen-Fargoth's House o======================================================================o ***ITEMS*** Pewter Candlestick Tankard x4 Broom Bucket Bottle x11 Jug Cup x5 Pillow ***CONTAINERS*** Basket x2 Cupboard x2 Cloth Sack x2 Sack x1 Barrel x1 Wooden Barrel x1 ***SPELLS*** Father's Hand Resist Magicka Jack of Trades 8) First, let's store the stuff we won't need until later. I suggest just setting things on the table-they won't disappear. Drop your Iron Shardaxe, Iron Dagger, Engraved Ring of Healing, Apprentice's Mortar and Pestle, all your alchemy ingredients, and all but one of your lockpicks, probes, and hammers. Now, grab everything you can. Drop off any ingredients, then go sell everything else to Arrille. This might take multiple trips-it did for me. Buy the spells Father's Hand, Resist Magicka, and Jack of Trades. Now head back outside. NOTE: We are beginning to find random loot now. You may find something awesome I didn't find, or vice versa. I'll be double-checking as I go to make certain anything my walkthrough actually relies on is a guaranteed find. Seyda Neen o======================================================================o o======================================================================o | | | Items {ITM001} | | | o======================================================================o o======================================================================o | | | Bestiary {BST001} | | | o======================================================================o o======================================================================o | | | Updates/Thanks {UPD001} | | | o======================================================================o Version History (*Uploaded Versions) <----------------------------------------------------------------------> Version 0.01* 2-19-2015 Started! Did the intro and character sections, and uploaded it because the character creation stuff alone is quite useful and, IMHO, better than anything else currently on the site. Walkthrough is coming. Version 0.02 2-20-2015 Started the Spells section. Got through Alteration and part of Conjuration. Version 0.03 2-21-2015 Continued adding to Spells section. Finished Conjuration, Destruction, and started Illusion. Version 0.04 2-22-2015 Continued adding to Spells section. Finished Illusion and began Mysticism. Version 0.05* 2-23-2015 Continued adding to Spells section. Finished Mysticism and started Restoration. Also corrected some misinformation in the Character Creation section regarding the Resist Magicka effect-it covers all non-elemental offensive magic, but does nothing against the four elemental damage effects, nor does it protect against effects with no magnitude, such as Paralysis or Silence. Version 0.10* 2-23-2015 Finished the Spells section. Added General Tips and began writing the main walkthrough. Got through the introductory sequence and part of the Seyda Neen sequence. Version 0.11 2-24-2015 Continued work on the main walkthrough. Special Thanks o======================================================================o Haeravon-For inspiring me to write a detailed, front-to-back, maximum- power guide like this. He also graciously permitted me to use his old guides as a formatting template. The UESPWiki, for all the information I relied on to create my strategies. Almost all of the information collected here was transposed from their website. The Elder Scrolls Wiki, for a few tidbits of information (mainly set locations of particular generic items) not documented on UESP. ***END OF FILE***