-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- | The Ultimate Treasure Hunter's Guide | | to Morrowind | | Version 2.0 | | System: Xbox | | Author: YuSaKu | -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -=Dedication=- This guide is dedicated to my son, who has overcome great obstacles in order to survive. I love you Piglet, Daddy. -=Copyrights=- This FAQ is copyrighted by me, and nobody can use it, blah blah. I don't give a crap what you do with it, as long as you don't profit from it (in a monetary, not intellectual way). Contact me if you want to use this FAQ on your site, as I want to keep track of where it is posted. -=Version Info=- Version 2.0 - This is the second version. If some parts of this FAQ look goofy, blame it on Gamefaq's Idiotic 80-charcter margin rule. This FAQ is quite lengthy, so to make life easier, use Crtl+F -=Table of contents=- 1. A Hastily Scrawled Note 2. Picking A Base 2a. Stealing a home to use as a Base 2b. Stealing a home with guards 2c. Alternative options about your base 3. Best Characters to use for treasure hunters 3a. Census and Excise 3b. The Races of Tamriel 3c. Skills 3d. Birthsigns 3e. Sample Characters 4. Final Advice 5. The Good Shit 5a. Weapons 5b. Armor 5c. Calculating Your Armor Rating 5d. How to get Custom Armor Made 5e. Misc. Items 6. Walkthrough Section 6a. The Blades, otherwise known as "The Main Quest" 6b. The Thieves Guild 7. Contact Information and Contributions 8. Copyright 9. Other Works 10. A special note about Morrowind and Reading I have been, and continue to be amazed at the overwhelming popularity of this guide. What started out as a pet project for me grew into a five-year long obsession. I began this guide when Morrowind was released for PC, and adapted it when the game was re-released for the Xbox. What also amazes me is, dispite the fact that this guide got 87,000 views last year, and has 49,000 views so far this year (It's averaging 135 views per day), not one single person has bothered to rate it. Come on guys, it only take one to let me know you care. If you really enjoy this guide, please visit the Gamefaqs Contribution rating page (http://www.gamefaqs.com/contribute/contrib_ratings.php) and give me a few good reviews. I appreciate it in advance. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1. A Hastily Scrawled Note The main reason I decided to do this, especially so long after the game was released was, (and still is) that I wasn't (and still am not) satisfied with the selection of treasure FAQs available for this game. The typical FAQs I have found are disorganized, incomplete, and full of grammatical mistakes and misinformation. I wanted something, for myself as well as for others, that would, once and for all, catalog all the good loot that Morrowind has to offer. Anyone can see just by looking at the paper map included with this game that Vvardenfel is a HUGE place with hardly any easy means of travel between the ruins, full of loot, and the civilized towns of the Empire. By giving people the option of knowing exactly where an item is and how to get it, it allows them a chance to formulate a strategy on how best for them to go about retrieving it. Much better than stumbling around in a dark cave or burial cavern, hoping to come across something good. Now, on with the show. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2. Picking A Base The first thing you are going to want to do before you begin your life as a treasure hunter, and I mean the very FIRST thing, is to pick out a location for a base. Your base is going to be invaluable to you. Even if your character has a full 100 points of strength, you will quickly amass so much loot that there is no feasible way to get it back to town. Therein lies the solution of the base. There are at least two ways of gaining your own estate. You could take up residence in an empty or abandoned house, or kill the owner of the house you want. If you are to chose the latter, make sure that the place has a good amount of containers, shelves, or anything else that can be used for storage. Try and choose a place that is close to the silt strider service or a dock for quick travel. A good option for beginners just starting out in Balmora is Ralen Hlaalo's house. The house is huge, and other than a servant upstairs in a closed room, the only other person there is Ralen, who is dead. This has an unseen advantage as well, as Ralen's corpse is a bottomless container, just waiting to be filled with Daedric and Glass goodies. 2a. Method #1, Stealing a home to use as a base To steal someone's home in Morrowind is to actually kill them off and anyone else inside the house. The average home has one to three people living inside it. The reason for this is that you do not want the owners to accuse you of stealing something that belongs to you in the first place. It is a pain in the ass to have them keep questioning your presence there as well. 2b. A Note about stealing a home with guards "Don't attempt to take over a house in which there are any generic guard NPCs. I killed Tyravel in Balmora and his two guards because I liked the house for its massive storage area, but when I came back from adventuring, the guards had respawned and tried to kill me for retrieving my items from the crates. They won't complain if you pick up things that are on the ground, but they can really be a son of a bitch to deal with, and plus it makes you feel like your house is being invaded." Polcari 2c. Alternative options about your base Here's the best system to use for effective treasure hunting: For picking permanent bases, Firstly, some, but not all, locked houses are completely empty, and are usually of adequate space, so they make good bases. Second, having just one base is quite impractical. It's much better to have a base in each town. This makes for quick and easy retrieval of key items during quests. Third, try and make a note of what is stored in each town. Mark it down in a notebook somewhere, in list style, with all the special and key items highlighted. That way you have a handy reference close by at hand for easy use. Fourth, try and keep a full array of herbs and a full set of Grandmaster Alchemy apparatuses to make potions in each of your bases. Only carry one Grandmaster Mortar and Pestle, and maybe a Good Skooma Pipe to make an emergency potion in case of an unforeseen crisis. Fifth, when just starting out, I suggest that everyone spend all of their gold enchanting everything they are wearing with Constant Effect Fortify Health, Strength, etc. Even one point can help you in the long run. Buy the appropriate "Summon Golden Saint" Scrolls in the Caldera Mages Guild, and create a soul trap spell with a longer duration than the one that you can buy (Because in the beginning, Golden Saints can really mess you up), and be stocked with lots of restore health potions. For enchanting with Constant Effect, don't do from 0 to 10, I.E. as an example, it almost never comes up 10. Pick a solid number like from 5 to 5. You'll not only be able to carry a full load of stuff early on, but you can beat the living hell out of most anybody. Finally, make a constant effect amulet for Water Breathing, one for Levitation, and one for Telekinesis. Later you'll want to enchant the high-level clothes you get in Ald'Ruhn with Constant Effect Chameleon for full body camouflage. This allows you to steal items without repercussions (So long as you sneak). See the guide to doing this below. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3. Best Classes as treasure hunters The best characters to play are classes that gain strength quickly and specialize in lock picking and stealth. The rouge, assassin, and warrior are the most qualified standard classes, but I find creating a custom class to be most effective overall. The stats that are needed are strength, endurance, intelligence and agility. Some of your treasure hunting involves some breaking and entering, pick pocketing, and grand larceny, so it would be nice if you could actually get away with it. You can be a full mage and still make a decent treasure hunter, but not as easily as with thief-type classes. Mark and Recall are the only two really important spells used for treasure hunting anyway. This is obviously so that you can instantly come back to your base, drop loot and continue treasure hunting without having to leave stuff behind. Almsivi, Devine Intervention, and Chameleon don't hurt either. Weaponry needed for raids on monster-infested ruins is another big deal. I'm a Long Sword man myself, but most medieval RPG fans whine endlessly about Short Swords being superior. It's your call, but stay away from marksman weapons, clubs, axes, and maces. To lighten your overall load, pick Medium or Light Armor as a major skill, and Unarmored (Especially if you plan to use the thief-savvy Khajiit or Argonian as your race of choice). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3a. Census and Excise As we all know, when you first get off the ship in Seyda Neen, your character has to be "processed" by the Imperial Census and Excise Office. This is like the DINS of the Morrowind world, only slightly better. Here you will decide on which race your character will be, their class in life, and their birth sign. The following sections are designed to help you in creating the right type of character for you. Remember, you're going to be with this character a long time. You want to make the right decisions so that you don't get 4 hours into the game and realize you made mistakes. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3b. The Races of Tamriel There are 10 different races which are commonly found in Morrowind. That means that *we* have 10 different possible choices for who we are going to be. Argonian: From the book: Little is known and less is understood about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in Guerrilla warfare, and their natural abilities make them equally at home in water and on land. They are well suited for the treacherous swamps of their homeland, and have developed natural immunities to the diseases and poisons that have doomed many would-be explorers of the region. Strength: 40/40 Intelligence: 40/50 Willpower: 30/40 Agility: 50/40 Speed: 50/40 Endurance: 30/30 Personality: 30/30 Skill Bonuses: Alchemy +5, Athletics +15, Illusion +5, Medium Armor +5, Mysticism +5, Spear +5, Unarmored +5 Race-Specific Specials: Resist Disease, Immune to Poison, Water Breathing With a fairly good mix of stat and skill bonuses, the Argonians are a generalist race. They are also one of two beast races, along with the Khajiit. Beast races cannot wear boots of any kind (Including shoes) or closed-face helms, which limits your armor choices somewhat. The Unarmored Skill is a must-have Major when playing as a beast race. The Argonians Race-Specific Specials are pretty good: Immunity to Poison will help you often throughout the game, and the Water Breathing spell lasts a full two minutes. Resist Disease, on the other hand, is less useful than you would think. I didn't run into disease very much in the game, and you get 100% Disease Immunity later anyway, as part of the Main Quest. On a side note: If any of you are from South Carolina, you have probably heard of the "Lizard Man". For those of you who aren't, he/it is supposed to be a combination of the Mothman and Bigfoot. Anyway, this is what I have always imaginged the "creature" to look like. Breton: From the book: Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come from the home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantments, and alchemy, even the humblest of Bretons boast a high resistance to destructive and dominating magical energies. Strength: 40/30 Intelligence: 50/50 Willpower: 50/50 Agility: 30/30 Speed: 30/40 Endurance: 30/30 Personality: 40/40 Skill Bonuses: Conjuration +10, Mysticism +10, Restoration +10, Alchemy +5, Alteration +5, Illusion +5 Race-Specific Specials: Fortified Maximum Magicka, Dragon Skin, Resist Magicka Bretons are one of two straight-up "magic user" races. While they can, of course, become great fighters, they are better suited to focusing on spell craft. This goes double for a female Breton, who has a lower Strength Attribute. Their Race-Specific Specials are all great, with a 0.5x INT magicka multiplier, 50% Magicka Resistance, and a 50-point Shield Spell. If you're planning on playing as a magic user in this game, I strongly recommend this class. Dark Elf (Dunmer): From the book: In the Empire, "Dark Elf" is the common usage, but in their Morrowind homeland, they call themselves the "Dunmer". The dark-skinned, red-eyed Dunmer combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards. Strength: 40/40 Intelligence: 40/40 Willpower: 30/30 Agility: 40/40 Speed: 50/50 Endurance: 40/30 Personality: 30/40 Skill Bonuses: Long Blade +5, Destruction +10, Light Armor +5, Athletics +5, Mysticism +5, Marksman +5, Short Blade +10 Race-Specific Specials: Ancestor Guardian, Resistant to Fire The Dunmer are another generalist class, and the race class that Bethesda expects most players to use. They have twice as many facial choices, partly to reflect the "Ashlanders" as well as the "Dignified" Dunmer, and their skill set lends itself towards many skills that you'll find useful in the game. Their Race-Specific Specials are: Ancestor Guardian, a 50 point-60 second Sanctuary Spell, and Resistance to Fire 75%. There is one additional benefit to playing as a Dark Elf; they are the native race of Morrowind. Most of the NPCs you will encounter in Vvardenfell are Dunmer, which means you'll get a slightly larger reaction bonus when you deal with another Dunmer. This is particularly helpful when dealing with the Ashlander Tribes, who don't tend to like anyone, let alone outlanders. High Elf (Altmer/Altmeri): The High Elves, or Altmer, are the proud, tall, golden-skinned peoples of Summerset Isle. The common tongue of the Empire, Tamrielic, is based on their speech and writing, and most of the Empire's arts, crafts, and sciences are derived from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are often gifted in the arcane arts, and are far more resistant to disease than the lesser races. Strength: 30/30 Intelligence: 50/50 Willpower: 40/40 Agility: 40/40 Speed: 30/40 Endurance: 40/30 Personality: 40/40 Skill Bonuses: Destruction +10, Enchant +10, Alchemy +10, Alteration +5, Conjuration +5, Illusion +5 Race-Specific Specials: Fortified Maximum Magicka, Weakness to Magicka, Fire, Frost and Shock, Resistant to Disease Oh the poor, overlooked Altmeri. Even with their 1.5x INT magicka multiplier and their 75% Resistance to Common Disease bonuses, having a 50% magicka weakness AND a 25% weakness towards Fire, Frost and Shock means always being afraid of magic. The funny thing is, they are the second of the two Racial Classes that were designed to be pure mages. A way to undo some of the damage inflicted upon this race is to combine them with the Atronach birth sign. That way, you can start out with an insanely high magicka pool (Somewhere around 270 at level 1, when most characters start with about 40 by comparison), and the added bonus of Spell Absorption 50% helps to negate the Magicka weaknesses. Imperial: From the book: Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Though physically less imposing then the other races, the Imperials have proved to be shrewd diplomats and traders. These traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other provinces and to have erected the monument to peace and prosperity that comprises the Glorious Empire. Strength: 40/40 Intelligence: 40/40 Willpower: 30/40 Agility: 30/30 Speed: 40/30 Endurance: 40/40 Personality: 50/50 Skill Bonuses: Speechcraft +10, Mercantile +10, Long Blade +10, Blunt Weapon +5, Light Armor +5, Hand to Hand +5 Race-Specific Specials: Star of the West, Voice of the Emperor Originality at its greatest. The Imperial is nothing more than a thinly-veiled copies of an Ancient Roman character type. The Imperial is a generalist class with a focus on being "Pro Social". Their Race-Specific Specials are: Star of the West, which saps 200 fatigue from an enemy (Wow, *NEAT*), and Voice of the Emperor, a minor charm spell (Which always works, mind you. The regular charm spell has a high failure rate). It's not all bad though; their starting skill bonuses are great for a beginner that doesn't really have any directionality in the game. Always good weapon bonus, Long Blade skills here will help, plus the added Speechcraft, Mercantile and Light Armor bonuses mean that you'll be pretty well balanced in being able to deal with enemies right up front and personal, be they at sword point, or across the bartering table. For generalists, this class is right up there with the Dark Elves. Khajiit: From the book: Khajiit hail from the province of Elsweyr and can vary in appearance from nearly Elven to the Cathay-Raht "Jaguar Men" to the great Senche-Tiger. The most common breed, the Suthay-Raht, is intelligent, quick, and agile. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics skill. Strength: 40/30 Intelligence: 40/40 Willpower: 30/30 Agility: 50/50 Speed: 40/40 Endurance: 30/40 Personality: 40/40 Skill Bonuses: Acrobatics +15, Athletics +5, Hand to Hand +5, Light Armor +5, Security +5, Short Blade +5, Sneak +5 Race-Specific Specials: Eye of Fear, Eye of Night There is a very good reason that many of the thieves you'll meet in this game are Khajiit; they're just so damned good at it. All of their skill set, except Athletics, come straight out of the "stealth" category, and both of their Race-Specific Specials adapt very well to thievery. The Eye of Fear power causes humanoids to "Bug Out" and flee from you, while the Eye of Night spell helps you see in the dark. Don't look for this race to adapt well to wizardry, or to become a "Hack N' Slash" fighter. Their inability to wear shoes will always leave you at a disadvantage to non-Beast races. No closed helms either. Nord: From the book: The citizens of Skyrim are a tall and fair-haired people, aggressive and fearless in war, industrious and enterprising in trade and exploration. Skilled sailors, Nords can be found in seaports and settlements along all the coasts and rivers of Tamriel. Strong, willful, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and comfortable aspect of Nord culture; they cheerfully face battle with an ecstatic ferocity that shocks and appalls their enemies. Strength: 50/50 Intelligence: 30/30 Willpower: 40/50 Agility: 30/30 Speed: 40/40 Endurance: 50/40 Personality: 30/30 Skill Bonuses: Axe +10, Blunt Weapon +10, Medium Armor +10, Long Blade +5, Spear +5, Heavy Armor +5 Race-Specific Specials: Thunder Fist, Woad, Resist Shock, Immune to Frost Conan!, the Adventurer! Conan!, warrior without fear! ... Erm, sorry, couldn't resist. Okay, to business. Jah, its our friends from the frosty north. Now, you'd think having a 100% immunity to frost and a 50% resistance to shock would put the Nord at the top of the list for the Warrior Class, but their prospective Race-Specific Specials are only so-so at best: Frost Touch for 25 Points, and a 50 point Shield Spell. Honestly though, if you just have an urge to pound the hell out of stuff, or have a thing for blondes, this is a decent racial choice (I'd pick the Orc though). Orc: From the book: These sophisticated barbarian beast peoples of the Wrothgarian and Dragontail Mountains are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, but they have slowly won acceptance in the Empire. Orcish Armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire. *Note* Ok, let's ignore the fact that Orcish Armor is Medium and not Heavy :) Strength: 45/45 Intelligence: 30/40 Willpower: 50/45 Agility: 35/35 Speed: 30/30 Endurance: 50/50 Personality: 30/25 Skill Bonuses: Armorer +10, Axe +5, Heavy Armor +10, Medium Armor +10, Block +10 Race-Specific Specials: Berserk, Resistant to Magicka Surprisingly, the Orcs of Vvardenfell are nothing like the ones you read about in fables or fantasy novels. They have very good Skill Bonuses, and their Race-Specific Specials are respectable: Magicka Resistance 25%, and Berserk, which raises health, fatigue and attack power, while only lowering agility. Orcs don't need to be agile anyway. Orcs are versatile, useful characters to play, and even if you choose not to use axes, their other skills will come in handy throughout the game. The drawbacks? They are at the ass-end of ugly, and if you want your Orc to be a mage, think again. Redguard: From the book: The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit make them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions and quickness of foot. Strength: 50/40 Intelligence: 30/30 Willpower: 30/30 Agility: 40/40 Speed: 40/40 Endurance: 50/50 Personality: 30/40 Skill Bonuses: Long Blade +15, Short Blade +5, Heavy Armor +5, Axe +5, Blunt Weapon +5, Medium Armor +5, Athletics +5 Race-Specific Specials: Adrenalin Rush, Resist Poison, Resist Disease Redguards have almost every combat skill in the game as a Skill Bonus. Their Race-Specific Specials are: Resist Poison and Common Disease 75% (not bad), and Adrenaline Rush, a power that fortifies all of your combat-related stats for 60 seconds. Their biggest selling point, however, is their +15 Long Blade bonus, which gives them a big head start over any other melee class in this category. Their only downside is the fact that the majority of their Skill Bonuses are weapons, which means you'll be wasting most of your points in unused skills. A funny true story: I once had an African-American friend spend two hours online trying to explain to me that the Redguard character is a prime example of racial stereotyping in video games. According to his logic, the Redguards skill with weaponry proves a bias towards thinking that most blacks enjoy violence. He also mentioned that the Adrenalin Rush power suggests that most other races see blacks as more athletic and "fast" because of their skin color (Which oddly enough has been in the news lately). Ah well, can't please everyone I guess. Now excuse me, I have to go level up my three Redguard characters: Kobe, T.O., and Diddy. ;) Wood Elf (Bosmer/Bosmeri): From the book: The clanfolk of the Western Valenwood forests in the Empire, they are called "Wood Elves", but call themselves the Bosmer, or the "Tree-Sap" people. Wood Elves are nimble and quick in body and wit, and their curious natures and natural agility make them good scouts, agents, and theives, and there are no finer archers in all of Tamriel. Strength: 30/30 Intelligence: 40/40 Willpower: 30/30 Agility: 50/50 Speed: 50/50 Endurance: 30/30 Personality: 40/40 Skill Bonuses: Marksman +15, Sneak +10, Light Armor +10, Alchemy +5, Acrobatics +5 Race-Specific Specials: Beast Tongue, Resist Disease The Bosmer are natural thieves, on par with the Khajiit, though perhaps more inclined to sneaking and fighting than straight-up stealing. Beast Tongue is a junk spell. I mean, Command 5 creature-levels for ten minutes? Get real. The Resist Disease Special has been adequately mentioned previously. Some of their skill bonuses are noteworthy, however, in the fact that they are designed to make you very good at three very important abilities for thieves: Sneaking, Marksmanship, and Light Armor. The only real drawback is that they are very short in stature, only about 4'-5' tall in-game. Makes for some hilarious fight scenes when dealing with Altmer, Nords, or Orcs. Now that you have a breakdown of the races, you'll be better able to choose the one most suited to your playing style. Now we can move on to... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3c. The Skills Let's face it: Whether it be in the real world or in the world of Vvardenfell, you just can't make it in life without skills. To become the best at whatever you have chosen as your character's profession, you must learn to balance the skills you desire along with the in-born skills of your chosen race. Sometimes sacrifices have to be made, but if you play your cards right, you can use this knowledge to your advantage and fill in the leftover gaps with some of the extra skills that you want your character to possess. Let's Go over the different skill sets. Defense Skills Block: This is a pretty useful skill, unless you plan on using spells or two-handed weapons. If you succeed in blocking an attack, you completely negate any damage that would have been done to you. If you intend to rush enemies head-on, this is a good choice for a skill - but be sure to put it in as a major skill rather than minor skill, because as a minor skill it will probably be too low initially to train via use (By which I mean you won't block much, which means it won't raise itself much, which means it won't be much use to you unless you pay trainers to improve it.) Armorer: If you're a spellcaster, pass on this skill. If you're a thief, and wear Light or Medium armor this skill's value is debatable. But if you wear heavy armor this is a good skill to take on. It can cost a hell of a lot of gold to repair expensive and rare armor, and since the Armorer skill is associated with the Strength Attribute, training it means you'll be improving that Attribute (which you're going to want if you wear heavy armor types). But even still, I would only use this as a minor skill. Light Armor: Light Armor is far more common that either of the other two armor types, but is also the weakest, cheapest, and has the least enchant points. However, Stealth or Magic users will find Light Armor best suited to their style of playing. Combat-oriented players should go for heavier armor types, otherwise, Light Armor is a solid major skill to pick. It does have one downside though - unlike Medium and Heavy Armor types there is really only one kind of Light Armor that is even worth having, and that of course is Glass Armor. But besides being in the Light Armor class, Glass Armor is one of the best Armor types in the game. Most of the other Light Armor types are pretty useless after the early stages of the game. Luckily for us, Glass Armor isn't impossible to find at the beginning, and it enchants very well. Medium Armor: Medium Armor mostly benefits combination classes, such as thief-mage, fighter-archer, Warrior-Monk, etc. Bonemold, a decent Medium Armor, is worn by Dunmer guards, and you can find it for sale in almost every town. However, its protective value is not exceptionally higher than light armor, and on average it weighs only slightly less than average heavy armor, so the value of this skill is debatable. I only recommend take on this skill if you want to be a warrior, but don't plan on focusing on your Strength Attribute. Heavy Armor: The best protection in the game, the highest enchantment value, and it weighs a metric ton. High-end cuirasses usually weigh around 90lbs. whole suits, several hundred pounds easily. However, by the time you find this kind of gear you'll be more than strong enough to carry it. If you're going to be a Fighter class, this is the armor type you should take, and like the other two armor choices, it should be a major skill. Unarmored: This skill will be useless to you, unless you're playing a beast race. Beasts, of course, can't wear closed helms or boots, so this skill is actually a requirement for them, which is why I can't imagine a non-Beast taking this over a secondary armor skill. The benefit of this skill at high levels does not negate the superior protection of wearing light/Medium armor, as even mages are better served donning something other than just Exquisite Robes. If you're playing a beast race, or going for a monk-type or Karate-type character, then this skill would be a major selection for you, otherwise skip it. Weapon Skills Blunt Weapon: One of the two important story weapons you find in this game (Sunder), is a blunt weapon, but don't let that influence your decision. Blunt weapons have their place, being neither great nor useless. They're mostly Two-handed, and do respectable damage, but aren't exceptionally common throughout the game. Long Blade: This should be your first choice for a weapon skill. There are a wide variety of weapon types that fall under the long blade category (one and two-handed), and they are the second-most common weapon in the game (short blades being number one). Unless you have some burning desire to take a specific weapon type, put this into a minor skill slot. Short Blade: Easily the most common weapon in the game, and also one the legendary weapons you find in the game (Keening). Short Blade is probably your best weapon choice (After Long Blade), as it is also fairly easy to train. Stealth types should pick this as a major skill by default. Axe: Axes are more common than blunt weapons, but slightly less useful. If you're playing an Orc or Nord you might want to use axes only to capitalize on their racial skill bonuses. Spear: The Spear skill in this game presents itself as a severe handicap. For starters, they are all two-handed, so they offer no shield usage (that means no blocking, and a lower overall character armor rating). They have no versatility in their attack methods (thrust, thrust, thrust, rinse, repeat), they are fairly uncommon and unremarkable, and almost always underpowered in their damage capacity, enchantment, and damage delivery. None of the high-end magical weapons are spears (With the exception of one that you can pick up in Mournhold, and even that one sucks). Only the Argonian character type should even consider this skill, I do not recommend anyone else to try it. Marksman: Marksmanship weapons are a mixed bag; on one hand, they give you the option for long-distance attacks, but on the other hand they aren't very powerful, and attack fairly slowly (reloading). Still, there are times when a tough opponent is best killed by someone standing very high up and out of reach, and since you can carry much more ammo for a bow than magicka for an attack spell, that makes this a nice little addition. Recommended for Robin Hood wannabes, and people who are afraid of getting poked by sharp swords. Hand to Hand: This was a great skill concept, but it doesn't work out very well. Instead of unleashing Jet-Li-esque fury, all this does is damage an enemy's fatigue. Once drained completely, they fall to the ground, thus allowing your next blows to hurt their health bar. It would be nice if it were easier to train, but early on in the game, you won't be able to withstand enough hits from monsters and/or guards to be able to drain their fatigue enough to physically harm them. Unless you want to play as a Monk, Kung-Fu master, or a dumbass who gets killed a lot, skip this. Physical Skills Athletics: This skill determines how fast and efficiently you run, walk and swim, which means it's a fundamental skill. Most FAQs suggest you not pick this skill as a major or minor skill because of how quickly (NOT EASILY - GODDAMN IT, NO LEVEL GAINS ARE EASY IN THIS GAME WITHOUT CHEATING) it raises your levels. Raising your Speed Attribute too far too fast in this game raises the possibility of getting DDE/Freezes, so raising Athletics quickly is A MUST. That is what makes it a good choice for a minor skill, if you have the room, and don't need anything else. Acrobatics: Like Athletics, this skill helps determine how you move; in this case, vertically rather than horizontally. High levels in this skill make for some pretty spectacular leaps and falls, and many people find they move faster jumping than they do walking. Unlike Athletics, however, I don't normally recommend giving this skill a skill slot, simply because it actually trains faster than Athletics, even though you spend more time walking than jumping, which in turn means that Athletics needs the bigger initial point boost. For thief types, however, this is a useful skill to have from the start. Jumping from roof to roof, escaping danger at every turn, and reaching items in high places, all of that falls under this category. Give it a minor skill slot (in place of Athletics). Magical Skills Destruction: Simply put, the art of blowing shit up. There are a variety of other effects (weapon/armor eater, Attribute draining, and vulnerability to damage effects) that are encompassed within this skill, but at its heart this skill is all about damage. If you intend to be a straight mage, or battlemage combo, then you should place it in a major slot. If you don't intend to be a spellcaster, then this is probably not going to be a useful skill to you. Some Dunmer players will take it for their fighter or thief types and use it in place of Marksman Skill, since the Dunmer get a +10 racial skill bonus towards Destruction, but it won't see much use later on when you have weapons that are more powerful than spells. Alteration: This is a great skill for people who play non-magic using characters but still want a little magic. Including such valuable (and needed) spells as Open, Water Breathing, Water Walking, Levitation, and Shield, this skill gives characters a wide selection of spells that offer effects often used in the game. Straight mages can benefit from this skill as well, although they will probably take better to Enchanting instead (crafting these effects into items). Alteration also trains up your Willpower Attribute, the one attribute that most fighter or thief classes don't train enough. Illusion: This skill, to me, is the MOST CRITICAL. But, depending on how you decide to play, straight, crooked, or in-between, it can be everything, or totally useless to you. In addition to Invisibility, Chameleon and Paralyze spells, this class offers defense, command and charm spells. While these are all useful effects, they generally duplicate skills a character might have otherwise taken. A high personality and Speechcraft negate a need for a charm spell. Paralyze is better suited to weapons than a straight spell. I would restrict Illusion to people planning to follow my guide, as they will benefit most from the Chameleon spell, until they are ready to create my Chameleon suit. Other character types will have much less use for the effects this skill offers. Conjuration: This skill offers four effects: Turning Undead (useless - kill them instead), Summon Creature (summoned creatures are generally stupid and useless, with badly designed A.I.s), Command (might have its uses), and Bound Item. Only the last effect has any real value in my opinion, and even then is most useful for a mage who wants to permanently enchant himself some weightless Daedric equipment. Normal fighter and thief types can find and use better gear than this spell can summon - with one exception. If you're a Marksman, purchase Bound Longbow (buy it at the Balmora Mage Guild from the Guild Guide), and get it enchanted into an item. Good magical bows are very, very uncommon, and the longbow summoned by this effect is as good as any you'll find. You'll have a weightless, powerful bow at your disposal (that will fortify your skill 10 points), and all you'll have to do is supply the arrows. Mysticism: Like Alteration, this skill offers spells representing several highly-used effects, such as Mark & Recall, the two Intervention spells, Telekinesis, and Soul Trap. I find this skill to be slightly more useful than Alteration only because many of the Alteration effects I like to use are better as enchantments than spells, whereas all of the spells in this group make better spells than enchantments. If you're only planning to take one spell skill, than I suggest you make it this one, and place it in a major slot (to reduce spell costs and increase successful casting probability). Restoration: This skill, to me, is a tricky one. Most, if not all of the spells in this group (healing, poison and disease removal, attribute restoring) are extremely handy and valuable effects to have access to. However, you can readily buy potions that duplicate all of these effects (like you can for almost every other skill), and these potions are very common, inexpensive, and easy to find. In addition, when you're in combat, taking the time to switch to a healing spell usually means death, whereas with a potion you simply pause, and activate it from the item menu. Healing magic is critical to survival in this game, but I personally feel you can get access to that healing more efficiently with Alchemy (or just buying potions and scrolls outright). Enchant: This skill is great to have, necessary for my FAQ, but damn near impossible to train. It's not usually worth enchanting your own magical objects in this game, as the really cool items you want are generally too difficult for an Enchant skill less than 90. This skill has other uses that might come in handy though. In addition to enchanting items, it also makes you a more efficient user of magically charged items, which means you can squeeze more power out of things. Also, it makes you better at recharging items from Soul Gems (The only way to do so other than waiting for charges to come back naturally). Toss this skill in a major slot if you plan on using my FAQ, a minor skill slot if you're not, and only leave it out completely if you desperately need room for something else. Alchemy: Like Enchant, only much easier to train. This skill is exercised merely by eating potion ingredients, as well as making the potions themselves. If you decide to take no other magical skills I would suggest you at least take this one, since potions can duplicate the effects of practically every other spell available (including some that have no business being potions, like Mark and Recall). Ingredients for most potions are so common they literally grow on the trees in this game, although materials for the more esoteric effects are slightly harder to find. (Daedra Hearts don't, unfortunately, grow on trees.) Later on, when you're shamefully wealthy you may just decide to buy your potions rather than home-grow them, but even at that certain potions are actually easier to make than track down and buy (good restore magicka potions, for example, are hard to locate). Other Skills Security: There is no reason not to take this skill on as a major. Sure, you could just enchant an Open 100 points amulet and let magic do all the work, or carry a bundle of Ondusi's Unhinging or Ekash's Locksplitter scrolls around with you everywhere, but taking on the Security skill is a hell of a lot more efficient. Scrolls run out, enchantments run dry, magicka depletes, and unless you're cheating, those cost time and gold to replenish. But lockpicks are cheap, have 25 uses each, and most locks in the game have a lock level of 50 or under, which means with very little practice (or a good pick) you'll pop 70% of them without even really trying. If you do take this skill, put it in a major slot, to ensure you have a much better rating right from the beginning. Sneak: A requirement if you want to pick people's pockets, or sneak around without being seen. Also a requirement for this FAQ. The debate over Sneak vs. Spell has gone on for a while, but what the Mage players don't realize is that this skill is a lot more than it seems. Sneaking up on monsters allows for you to perform a critical hit, which later in the game equals up to a very high one-hit kill ratio. Also, Invisibility, Telekinesis, and Chameleon, the three 'substitute' spells aren't very good when used on their own without a high Sneak skill. Combined though, and you can walk away with most any treasure, right under an Ordinator's nose even. For Thief types and people following this FAQ, major skill slot, everyone else, minor. Mercantile: Many FAQs suggest taking a pass on this skill, but I disagree. Money makes the world of Vvardenfel go around, and people with high levels in this skill are masters at getting the best prices. It's just not possible to go through this game without shopping at some point, and a high Mercantile skill gives you the ability to both buy low and sell high. No character in this game will be able to avoid dealing with merchants, and therefore no player should pass on this skill. Place in a minor skill slot, unless you detest thievery. Speechcraft: The other skill that people endlessly debate over. I strongly suggest players consider including this in their skill set. There are many times during the game when you will need people to like you enough to divulge secrets, and this skill makes getting people to like you MUCH easier. Granted, you could just bribe the hell out of someone until their disposition is high enough, but this skill makes that cost you 100 gold, not thousands (and with successful "admire" attempts, it can potentially cost you nothing), OR you can corner the market on Telvanni Bug Musk, but at 100 Gold a pop, I ain't buying. Unless you really want to focus exclusively on beating things up, toss this skill in a major or minor skill slot. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3d. Birthsigns This is also part of the Census and Excise office's version of INS. The Nerevarrine was reportedly born under a certain sign, and you are of course allowed to pick from a list of Birthsigns that could present your character with either an early stats boost, or a weird handicap that follows you throughout the game. The Apprentice Ability: Elfborn - Fortify Maximum Magicka 1.5x INT Weakness to Magicka 50% The magicka bonus is nice, but you should shy away from star signs that penalize the character unduly. I wouldn't recommend this as a starting sign simply because A) there are better choices to be made, and B) as a new player, you don't want to worry about getting whomped by magic-using foes more easily than necessary. If you're going as a straight magic using class this might be a decent sign for you to use, but a fair warning: straight magic-using classes can be a bitch to play, and if you're starting out from that direction you might be asking for trouble. The Atronach Ability: Wombburn - Spell Absorption 50 points Fortify Maximum Magicka 2.0x INT Stunted Magicka (Unable to regenerate Magicka by resting) There are some who suggest players avoid this sign since Stunted Magicka means you can't rest to gain back your magicka pool. Let me tell you now that taking this sign more often than not means the difference between getting your ass handed to you up and down Vvardenfell, and laughing off the pitiful efforts of powerful mages and magic-using creatures. With 50 points of spell absorption, you essentially throw off or suck up half of all magical attacks thrown at you. I don't mean you ignore 50% of the damage done. I mean 50% of all magic attacks don't work on you, AND those deflected attacks refuel your magicka pool. Most people don't realize how amazing and useful it can be to half every magical attack that hits you. Lots of things toss magic effects your way, other characters, monsters, traps, etc. This refuels your magicka. Truthfully, you never rest that much in-game anyway, so I highly recommend this sign as a starter - doubly so if you don't intend to use much magic, or only to use it as a secondary to your weapon of choice. The Lady Ability: Lady's Favor - Fortify Personality 25 points Ability: Lady's Grace - Fortify Endurance 25 points This sign is really strong. Endurance and Personality are important attributes, and they aren't the easiest to raise, since both only have three skills associated with leveling them. Having a high Endurance at the beginning means more initial hit points, while a higher Personality means NPCs tend to act more favorably towards you. An Imperial with this sign and Personality as a main attribute can start with their Personality at 85. There are only two reasons not to take this sign: one, taking this means you can't take The Atronach, and since monsters don't care how charming you are, that's a big loss. Two involves managing your stat leveling bonuses. Many other guides will detail at length exactly how you can get those amazing 5x stat multipliers when you gain levels, and explain how important it is to make sure you exercise the right skills to get that bonus every single time. I don't intend to waste my time here trying to educate you treasure-happy grunts, so I'm copping out. For this guide, you do not need to spend much time leveling up that carefully, you'll mostly level at random, so you won't need to be that retentive. BUT, If you plan to carefully level your attributes, then getting that initial stat bonus may end up being wasted on you in the long run, as you could easily level those two stats with a little time and care. The Lord Ability: Trollkin - Weakness to Fire 100% Spell: Blood of the North - Restore Health 2 points for 30 seconds on Self Weakness to Fire 100%?! That makes you about as flammable as a keg of gunpowder or a gallon of high-test gasoline. The attempted counter-balance? A POS weak healing spell that you could buy from practically any mages guild in the game. Of course, one could argue that this spell has a 100% success rate, whereas a non-Restoration magic user could struggle with a comparative spell for ages before they can successfully cast it. My response to that: STFU-KTHX, before I flick a lit cigarette at you. You're essentially accepting a spell that heals 60 health in return for bathing your character in lighter fluid. Buy a few healing potions, choose another sign, and smoke 'em if you've got 'em. Someone suggested combining this sign with a Dark Elf racial pick, thereby mostly negating the fire penalty (Dunmer have 75% fire resistance.) I have a response to this, too: don't be an idiot. Trade away one of your racial bonuses, still have a slight weakness to fire, and leave yourself with nothing to show for it but the powers of a weak healing potion! While you're at it, why not choose The Apprentice star sign and play a High Elf? Incredible starting Magicka, and 100% weakness to it, too. Good for those Bipolar players, like me. The Lover Ability: Mooncalf - Fortify Agility 25 points Power: Lover's Kiss - Paralyze for 60 seconds on Target Damage Fatigue 200 points on Self Most of my comments about The Lover apply to the Mooncalf ability. A higher Agility means you hit things more often early on, but careful stat selection can negate this at higher levels. The Lover's Kiss is pretty much a waste; Paralyze can be really useful throughout the game, but there are better ways to get this power. (Jinkblades, which paralyze on contact with an opponent, are as common as flies in this game.) Not the worst sign, but not the best, either. The Mage Ability: Fay - Fortify Maximum Magicka 0.5x INT This sign doesn't offer much, but it doesn't penalize you, either. If you don't want stat bonuses, and you plan to use magic heavily in the game, then this is probably a reasonable pick. (More adventurous players might want to pick The Apprentice instead.) The Ritual Spell: Blessed Word - Turn Undead 100 points for 30 seconds on Target Spell: Blessed Touch- Turn Undead 100 points for 30 seconds on Touch Power: Mara's Gift - Restore Health 100 points on Self Let's just mention right off that you can buy Blessed Touch for less than 50 gold in a town next door to where you start the game. (And I'm going to bet you can buy Blessed Word somewhere close-by also). And truthfully, I prefer the spell "Turn Undead... to dust" (material components: A BIG ass fireball and a lot of Magicka :). And while Mara's Gift is a really good power, you only get to use it once per day. That doesn't go very far, and if you've gotten to the point when your only healing option left is a once-a-day spell, then you made a bad choice somewhere earlier in your adventures. I heartily suggest not choosing a sign that doesn't grant at least one permanent effect, which would put this sign in the shithouse. The Serpent Spell: Star-Curse - Poison 3 points for 30 seconds on Touch Damage Health 1 point for 30 seconds on Self I think Bethesda Softworks put in this sign simply to see if anyone was dumb enough to choose it. If you selected this for your character, your computer or Xbox sends out a signal to the government to let them know that you're probably too dumb to drive, vote, or carry sharp objects. Poison is definitely good stuff to use on bad guys, but you can enchant or acquire a better effect on a weapon, and it won't damage you. Granted, the damage isn't severe, but it sure as hell isn't worth the effect it deals to the enemy. The Shadow Power: Moonshadow - Invisibility for 60 seconds on Self Who knows what evil lurks in the hearts of men? The answer: not people with this sign. While choosing this doesn't put you in the same category as people who went with The Serpent, you're still taking a sign that doesn't really offer you any benefit. Powers only work once per day, and Invisibility only works as long as you don't do anything other than move. (Attacking or picking up something deactivates the effect, so don't think you'll be sneaking through lairs looting and pillaging unseen. *That* power is called "Chameleon", and it's a different spell altogether.) This sign essentially duplicates the effects of an 80 gold piece potion. Get my point? The Steed Ability: Charioteer - Fortify Speed 25 points Same as for other stat increasing signs, but this one will make you move a little faster (and improve your functional Unarmored ability somewhat). The Thief Ability: Akaviri Danger-Sense - Sanctuary 10 points You dodge better. That's about it. Sanctuary is a very common spell to find enchanted on items, and while those spells aren't constant effects, you don't really need a defense bonus when you're not fighting, do you? I'd steer clear of this sign. The Tower Spell: Beggar's Nose - Detect Animal 200 feet for 60 seconds on Self Detect Enchantment 200 feet for 60 seconds on Self Detect Key 200 feet for 60 seconds on Self Power: Tower Key - Open 50 points on touch If Tower Key were a spell instead of a once-a-day power, I'd highly recommend this sign. But it isn't, so I don't. Beggar's Nose may seem like a solid spell (and it is, I suppose), but in my experience the little on-screen map is so small that by the time this spell would "detect" anything, you could probably see the object or enchantment in question. I rate this alongside The Thief, which means just say no. The Warrior Ability: Waywyrd - Fortify Attack 10 points This gives you a 10% better chance (I believe) to hit things with weapons. If you plan to be a fairly straight-forward hack-and-slash player, and you don't want stat increases, then this is probably a decent choice for a sign. (It's about as useful as The Mage is for spell users.) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 3e. Sample Characters Here are a few examples of what I'm talking about Only-Sleeps-With-Butterflies Race: Argonian Sex: Female Major Skills: Blunt Weapon, Unarmored, Mysticism, Medium Armor, and Alchemy Minor Skills: Sneak, Destruction, Short Blade, Armorer, and Acrobatics Birth sign: The Warrior Weapon of Choice: Trebonius Staff, or if you like that idiotic SOB for some reason and want him alive, Stormforge. This is what I envisioned for this character's background bio: A lone Argonian, fresh off a ship from the Black Marsh. No one in Vvardenfell knows her true name. They all mistake her for an escaped slave or a Skooma junkie. They're all wrong. For years she has trained in the arts of the warrior Monk, and now she has arrived to free her kindred from the clutches of the Ashland slavers. Orvas Dren, your worst nightmare is about to come true... Well, it sounds good in theory, but the limitations within the game engine keep me from unleashing her real potential. Most traditional Monk characters use Blunt Weapons, such as clubs, but I like the way mine looks holding a staff. Likewise, Medium Armor seems to fit both her character class and her beast body better than Light or Heavy. She's spoiling for a fight, with her Shield spell up one sleeve, her fireball up the other, creeping up behind her opponent with the ease of stealth, legs taught and poised to unleash her acrobatic fury. Once in combat, she's a blur, smashing and bashing, her opponent's feeble strikes bouncing off her naturally armored legs. Once she is victorious, she downs a Restore Health potion from her hip flask, repairs her gear, and then she's gone, into the horizon, in search of her next challenge. Now all of you Beast Race haters tell me, what can you possibly find wrong with that? Drizzt Do'Urden Race: Dark Elf Sex: Male Major Skills: Long Blade, Light Armor, Illusion, Block, and Sneak Minor Skills: Athletics, Heavy Armor, Alteration, Short Blade, and Marksman Birth sign: The Atronach Weapon of Choice: Her Hands Ebony Scimitar The pitfalls of creating a character from a pre-existing model, especially one so famous, is that your choices as far as skills and abilities are limited. Taking that into consideration, I believe I have created a Drizzt which is both balanced and true to his character. The five Major skills are all comprised of abilities which the real Drizzt uses: Long Blade, for his bitchin' Scimitar usage, Light Armor for mobility during swordplay, Illusion, for using of his trademark blinding spells, Block, which explains itself, and Sneak, for creeping up on enemies. In the Minor Skills, I have given him Athletics, because Drizzt is in perfect shape, and Alteration, for his inborn Levitation. I did take some minor liberties with the remainder of his Minor Skill bank though, but only because it takes a while to build up your character before you're ready to try and get yourself a Her Hands Ebony Scimitar, and hey, Drizzt looks totally BADASS in Daedric Armor. While Drizzt himself doesn't use bows, his Dark Elf kin do. They also use darts, which falls under the Marksman category. I also threw in the Short Blade skill, so that he remains versatile and doesn't become too class-specific. I threw in "The Atronach" as a birth sign because Drizzt doesn't rely on magic very often, and his ability to shrug off most spells effectively rounds him out. Maia Sarana Race: Imperial Sex: Female Major Skills: Short Blade, Illusion, Enchant, Light Armor, and Sneak Minor Skills: Athletics, Alteration, Security, Acrobatics, and Mercantile Birth sign: The Lady Weapon of Choice: Hopesfire This is my signature character, and the one with whom I have done most of my explorations of Vvardenfell. I already know what you're thinking, "He broke his own rule!". Yeah, I took on both Athletics AND Acrobatics, but only as Minor Skills. Both are necessary to the complete following of my FAQ, and by taking them both on as Minors, I've slowed down the rapid level gaining without compromising my character's innate ability to function as a straight-up thief. A second argument against Maia is that she is too Magic-heavy for a Thief. True enough, but all of those Magic Skills have uses: Illusion gives you the ability to use Chameleon effectively early on, Alteration lets you fly and swim to your hearts content, and later on, Enchant assures that you can create the necessary and totally awesome Chameleon Suit, which saves you AT LEAST 20 hours of game time. That's time that you can use to save your job and your marriage/relationship, because we all know that Morrowind is a definite life-stealing force that will suck you in and destroy your life. Now you all know why I've been working on this FAQ for five years :) =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4. Final Advice For novice/beginner treasure hunters: Don't pick up items that most merchants could never afford, especially if your mercantile skill is poor. Most rare items tend to weigh a lot, and you need every little bit of strength you have to carry health and magicka restoring supplies early on. Until you are a seasoned vet, stick to picking up gems and moon sugar to earn your profits. Also, don't try to steal from under a guards nose before you are strong enough to make him regret calling you an N'wa. There is at least two of everything in this game (With very few exceptions), so if you want something bad early in the game but you can't get it because you'll get caught, try searching around for the same item in another location. I have listed multiple locations for some items, but even I don't know every location. To whet your appetite for rare and valuable goods, here is a complete copy of "Tamrielic Lore", an in-game book which lists off 33 of the most coveted items in all of Tamriel. Enjoy. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- "Tamrielic Lore" =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Tamrielic Artifacts The following are notes I have gathered, over the past centuries, of items of unimaginable significance. All have been seen, owned, and lost, again and again throughout Tamriel. Some may be myth, others may be hoax, but regardless, many have lost their lives attempting to find or protect these very coveted items. Lord's Mail Sometimes called the Armor of Morihaus or the gift of Kynareth, this is an ancient cuirass of unsurpassable quality. It grants the wearer power to absorb health, resist the effects of spells, and cure oneself of poison when used. It is said that whenever Kynareth deigns the wearer unworthy, the Lord's Mail will be taken away and hidden for the next chosen one. Ebony Mail The Ebony Mail is a breastplate created before recorded history by the Dark Elven goddess Boethiah. It is she who determines who should possess the Ebony Mail and for how long a time. If judged worthy, its power grants the wearer added resistance of fire, magicka, and grants a magical shield. It is Boethiah alone who determines when a person is ineligible to bear the Ebony Mail any longer, and the goddess can be very capricious. Spell Breaker Spell Breaker, superficially a Dwemer tower shield, is one of the most ancient relics of Tamriel. Aside from its historical importance in the Battle of Rourken-Shalidor, the Spell Breaker protects its wielder almost completely from any spell caster, either by reflecting magicks or silencing any mage about to cast a spell. It is said that Spell Breaker still searches for its original owner, and will not remain the property of anyone else for long. For most, possessing Spell Breaker for any length of time is power enough. Chrysamere The Paladin's Blade is an ancient claymore with offensive capabilities surpassed only by its own defenses. It lends the wielder health, protects him or her from fire, and reflects any spells cast against the wielder back to the caster. Seldom has Chrysamere been wielded by any bladesman for any length of time, for it chooses not to favor one champion. Staff of Magnus The Staff of Magnus, one of the elder artifacts of Tamriel, was a metaphysical battery of sorts for its creator, Magnus. When used, it absorbs an enemy's health and mystical energy. In time, the Staff will abandon the mage who wields it before he becomes too powerful and upsets the mystical balance it is sworn to protect. Warlock's Ring The Warlock's Ring of the Archmage Syrabane is one of the most popular relics of myth and fable. In Tamriel's ancient history, Syrabane saved all of the continent by judicious use of his Ring, and ever since, it has helped adventurers with less lofty goals. It is best known for its ability to reflect spells cast at its wearer and to improve his or her speed and to restore health. No adventurer can wear the Warlock's Ring for long, for it is said that the Ring is Syrabane's alone to command. Ring of Phynaster The Ring of Phynaster was made hundreds of years ago by a man who needed good defenses to survive his adventurous life. Thanks to the Ring, Phynaster lived for hundreds of years, and since then it has passed from person to person. The Ring improves its wearer's overall resistance to poison, magicka, and shock. Still, Phynaster was cunning and cursed the ring so that it eventually disappears from its holder's possessions and returns to another resting place, discontent to stay anywhere but with Phynaster himself. Ring of Khajiit The Ring of the Khajiit is an ancient relic, hundreds of years older than Rajhin, the thief that made the Ring famous. It was Rajhin who used the Ring's powers to make himself invisible and as quick as the breath of wind. Using the Ring, he became the most successful burglar in Elsweyr's history. Rajhin's eventual fate is a mystery, but according to legend, the Ring rebelled against such constant use and disappeared, leaving Rajhin helpless before his enemies. Mace of Molag Bal Also known as the Vampire's Mace, the Mace of Molag Bal drains its victims of magicka and gives it to the bearer. It also has the ability to transfer an enemy's strength to its wielder. Molag Bal has been quite free with his artifact. There are many legends about the Mace. It seems to be a favorite for vanquishing wizards. Masque of Clavicus Vile Ever the vain one, Clavicus Vile made a masque suited to his own personality. The bearer of the Masque is more likely to get a positive response from the people of Tamriel. The higher his personality, the larger the bonus. The best known story of the Masque tells the tale of Avalea, a noblewoman of some renown. As a young girl, she was grossly disfigured by a spiteful servant. Avalea made a dark deal with Clavicus Vile and received the Masque in return. Though the Masque did not change her looks, suddenly she had the respect and admiration of everyone. A year and a day after her marriage to a well connected baron, Clavicus Vile reclaimed the Masque. Although pregnant with his child, Avalea was banished from the Baron's household. Twenty one years and one day later, Avalea's daughter claimed her vengeance by slaying the Baron. Mehrunes Razor The Dark Brotherhood has coveted this ebony dagger for generations. This mythical artifact is capable of slaying any creature instantly. History does not record any bearers of Mehrune's Razor. However, the Dark Brotherhood was once decimated by a vicious internal power struggle. It is suspected that the Razor was involved. Cuirass of the Savior's Hide Another of Hircine's artifacts was the Cuirass of the Savior's Hide. The Cuirass has the special ability to resist magicka. Legend has it that Hircine rewarded his peeled hide to the first and only mortal to have ever escaped his hunting grounds. This unknown mortal had the hide tailored into this magical Cuirass for his future adventures. The Savior's Hide has a tendency to travel from hero to hero as though it has a mind of its own. Spear of Bitter Mercy One of the more mysterious artifacts is the Spear of Bitter Mercy. Little to nothing is known about the Spear. There are no recorded histories but many believe it to be of Daedric origin. The only known legend about it is its use by a mighty hero during the fall of the Battlespire. The hero was aided by the Spear in the defeat of Mehrunes Dagon and the recapturing of the Battlespire. Since that time, the Spear of Bitter Mercy has made few appearances within Tamriel. Daedric Scourge The Daedric Scourge is a mighty mace forged from sacred ebony in the Fires of Fickledire. The legendary weapon of Mackkan, it was once a fierce weapon used to send spirits of black back into Oblivion. The weapon lhas the ability to summon creatures from Oblivion, Once a tool used against the Daedric Lords in the Battlespire, it now roams the land with adventurers. Bow of Shadows Legend has it that the Bow of Shadows was forged by the Daedra Nocturnal. The legendary ranger, Raerlas Ghile, was granted the Bow for a secret mission that failed, and the Bow was lost. Raerlas did not go down without a hearty fight and is said to have, with the aid of the Bow, taken scores of his foes with him. The Bow grants the user the ability of invisibility and increased speed. Many sightings of the Bow of Shadows have been reported, and it is even said that the sinister Dark Elf assassin of the Second Era, Dram, once wielded this bow. Fists of Randagulf Randagulf of Clan Begalin goes down in Tamrielic history as one of the mightiest warriors from Skyrim. He was known for his courage and ferocity in battle and was a factor in many battles. He finally met his fate when King Harald conquered Skyrim. King Harald respected this great hero and took Randagulf's gauntlets for his own. After King Harald died, the gauntlets disappeared. The King claimed that the Fists granted the bearer added strength. Ice Blade of the Monarch The Ice Blade of the Monarch is truly one of Tamriel's most prized artifacts. Legend has it that the Evil Archmage Almion Celmo enchanted the claymore of a great warrior with the soul of a Frost Monarch, a stronger form of the more common Frost Atronach. The warrior, Thurgnarr Assi, was to play a part in the assassination of a great king in a far off land, and become the new leader. The assassination failed and the Archmage was imprisoned. The Ice Blade freezes all who feel its blade. The Blade circulates from owner to owner, never settling in one place for long. Ring of Surroundings Little is known of this prize but it is said that it lends the wearer the ability to blend in with their surroundings. Boots of the Apostle The Boots of the Apostle are a true mystery. The wearer of the boots is rumored to be able to levitate, though nobody has ever seen them used. The Mentor's Ring This ring is a prized possession for any apprentice to magic. It lends the wearer the ability to increase their intelligence and wisdom, thus making their use of magic more efficient. The High Wizard Carni Asron is said to be the creator of the Ring. It was a construct for his young apprentices while studying under his guidance. After Asron's death, the Ring and several other possessions vanished and have been circulated throughout Tamriel. Ring of the Wind No facts are known about this Ring, but the title and the few rumors lend one to think it grants the wearer added speed. Vampiric Ring One of the more deadly and rare artifacts in Tamriel is the Vampiric Ring. It is said that the Ring has the power to steal its victim's health and grant it to the wearer. The exact nature and origin of the Ring is wholly unknown, but many elders speak of its evil creation in Morrowind long, long ago by a cult of Vampire followers. The Vampiric Ring is an extremely rare artifact and is only seen every few hundred cycles of the moons. Eleidon's Ward Eleidon was a holy knight of legend in Breton history. He was a sought after man for his courage and determination to set all wrongs right. In one story, it is said that he rescued a Baron's daughter from sure death at the hands of an evil warlord. For his reward, the Baron spent all of his riches to have an enchanted shield built for Eidelon. The Shield granted Eleidon the opportunity to heal his wounds. Staff of Hasedoki Hasedoki was said to have been a very competitive wizard. He wandered the land in search for a wizard who was greater than he. To the best of all knowledge, he never found a wizard who could meet up to his challenge. It is said that he felt so lonely and isolated because so many feared his power, that he bonded his life-force into his very own staff, where his soul remains to this very day. Magic users all over Tamriel have been searching for this magical staff. Granting its wielder a protection of magicka, it is a sure prize for any magic user. Bloodworm Helm The King of Worms was said to have left behind one of his prized possessions, the Bloodworm Helm. The Helm is a construct of magically formed bone. The Helm allows the user to summon skeletons and control the undead. It would be a prized artifact to a necromancer. Dragonbone Mail This cuirass is one of the greatest artifacts any collector or hero could own. It is constructed of real dragon bone and was enchanted by the first Imperial Battlemage, Zurin Arctus, in the early years of the Third Era. It is a truly exquisite piece of work and many have sought to possess it. The properties of the Cuirass allow the wearer to be resist fire, and to damage an enemy with a blast of fire. Little is known about the involvement of Zurin Arctus with the enchantment of the Cuirass, but an old tale speaks of a debt that he owed to a traveling warrior. Like the warrior, the Dragonbone Mail never stays put for long. Skull Crusher The Skull Crusher is an amazingly large, and powerful weapon. The Warhammer was created in a fire, magically fueled by the Wizard, Dorach Gusal, and was forged by the great weaponsmith, Hilbongard Rolamus. The steel is magically hardened and the weight of the weapon is amazingly light, which makes for more powerful swings and deadly blows. The Warhammer was to be put on display for a festival, but thieves got it first. The Skull Crusher still travels Tamriel in search of its creators. Goldbrand This magical Sword is almost a complete mystery. Thieves tell tales about its golden make and how it was actually forged by ancient dragons of the North. Their tales claim that it was given to a great knight who was sworn to protect the dragons. The Sword lends its wielder the ability to do fire damage on an enemy. Goldbrand has not been sighted in recent history and is said to be awaiting a worthy hero. Fang of Haynekhtnamet Black Marsh was once known to be inhabited with what the Argonians called the Wamasus. Northern men considered them to be intelligent dragons with lightning for blood. One such mighty beast, Haynekhtnamet, was slain by the Northern men, though it took 7 days and nights, and a score of men. One of the surviving men took a fang home as a trophy. The fang was carved down into a blade and fashioned into a small dagger. The Dagger mysteriously houses some of the beast's magical properties and grants the user the ability to do shock damage on an opponent. This unique Dagger is seen occasionally by traveling heroes. Umbra Sword The Umbra Sword was enchanted by the ancient witch Naenra Waerr, and its sole purpose was the entrapment of souls. Used in conjunction with a soul gem, the Sword allows the wielder the opportunity to imprison an enemy's soul in the gem. Naenra was executed for her evil creation, but not before she was able to hide the Sword. The Umbra Sword is very choosy when it comes to owners and therefore remains hidden until a worthy one is found. Denstagmer's Ring All that is known of this Ring is that it may grant the user protection from certain elements. Even the name Denstagmer is a mystery. Helm of Oreyn Bearclaw One of Valenwood's legendary heroes is Oreyn Bearclaw. Son of King Faume Toad-Eye, he was a respected clan hunter and a future leader. Wood Elven legend claims Oreyn single handedly defeated Glenhwyfaunva, the witch-serpent of the Elven wood, forever bringing peace to his clan. Oreyn would go on to accomplish numerous other deeds, eventually losing his life to the Knahaten Flu. His Helm stood as a monument of his stature for future generations to remember. The Helm was lost eventually, as the Clan split, and is now a treasured artifact for adventurers. The Helm of Oreyn Bearclaw is rumored to improve the wearer�s agility and endurance. Daedric Crescent Blade Probably the most rare and even outlawed item of all the great prizes is the Daedric Crescent Blade. The Blade was used by Mehrunes Dagon's Daedric forces in the capture of the Imperial Battlespire. These extremely unique Blades were gathered up and destroyed after the Battlespire was recaptured by the Empire. All but one it seems. Though the Empire believes them all to be destroyed, it is rumored that one still remains in existence, somewhere in Tamriel, though none have ever seen it. The Blade lends it's wielder the ability to do great damage on an enemy and allows him to paralyze and put heavy wear on his enemy's armor. Quite the prize for any mighty warrior, if it does indeed exist. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5. The Good Shit This is the only section anybody is going to read. So sad. Anyway, I'm pretty sure everything is here, all broken down into neat sections. Have fun exploring. All armor ratings are based on whatever character I happened to be using at the time. If you want more information on figuring up your own armor ratings, read below. I now officially welcome you to the Ultimate Treasure Hunter's guide to ___ ___ _ _ | \/ | (_) | | | . . | ___ _ __ _ __ _____ ___ _ __ __| | | |\/| |/ _ \| '__| '__/ _ \ \ /\ / / | '_ \ / _` | | | | | (_) | | | | | (_) \ V V /| | | | | (_| | \_| |_/\___/|_| |_| \___/ \_/\_/ |_|_| |_|\__,_| Enjoy. 5a. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-Weapons=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -=Green Glass Weapons=- Green Glass Dagger: Type: Dagger, 1 hand Chop 7-12 Slash 7-12 Thrust 6-12 Condition 400 Weight 1.8 Value 4,100 Location: Most Green Glass Daggers found are of the common variety, but some are unique, like the Netch Dagger. They can be found in almost any city in Vvardenfell. They come in all varieties, with all sorts of enchantments. They can be easily found in Vivec, Balmora, Suran, Pelagiad, and all the major outposts. Green Glass War Axe: Type: Axe, 1 hand Chop 1-33 Slash 1-18 Thrust 1-5 Condition 640 Weight 14.4 Value 12,000 Location: This can be found in the Hlaalu, Redoran, and Telvanni vaults in Vivec. Green Glass Mace Type: Blunt, 1 hand Chop 6-15 Slash 6-15 Thrust 6-12 Condition 300 Weight 1.8 Value 4,000 Location: I found one, but I can't remember where. Green Glass Throwing Stars Type: Marksman Location: In Suran, at "Ralds Oril: Trader" or in Vivec, at the Redoran Vaults in the Redoran Canton Waistworks. Green Glass Throwing Knives Type: Marksman Location: In Suran, at "Ralds Oril: Trader" or in Vivec, at the Redoran Vaults in the Redoran Canton Waistworks. Green Glass Long sword Type: Long Sword, 1 hand Chop 2-24 Slash 1-33 Thrust 4-30 Condition 480 Weight 12.0 Value 16,000 Location: Like the Green Glass Dagger, the Long Sword comes in many different varieties. The easiest place to find one is the Hlaalu Vaults in the Hlaalu Canton in Vivec. Green Glass Staff Type: Staff, 2 Hands Location: At Trerayna Dalen's, just outside of Tel Branora, and at Ghost Gate, in the Tower of Dusk. Green Glass Claymore Type: Long Sword, 2 Hands Location: In Tel Branora in a desk in the Tradehouse. To get there, Climb to the top of the tower and go down the adjacent side. Green Glass Halberd Location: Found in "Bal Ur, Underground", and in Kogoruhn, in the Hall of Maki. -=Ebony Weapons=- Ebony Broadsword Type: Long Sword, 1 hand Chop 4-26 Slash 4-26 Thrust 4-26 Condition 1800 Weight 24.0 Value 15,000 Location: Mano Orhreleth, a Dren Plantation guard, has it. Ebony Spear Type, Spear, 2 hands Chop 2-8 Slash 2-8 Thrust 5-32 Condition 1200 Weight 28.0 Value 10,000 Location: The Guard House at Dren Plantation. Ebony Short Sword Type: Short Sword, 1 hand Chop 10-20 Slash 10-22 Thrust 15-25 Condition 1200 Weight 16.0 Value 10,000 Location: Ivrosa Verethis's trunk in Dren plantation. A shack that goes by Verethis and Dralor shack is the place to look for it. Ebony Long Sword Type, Long Sword, 1 hand Location: The Ebony Long sword can be gotten off of Seanwen in the Fighters Training area in Vivec Arena Canton. Ebony War Axe Type: Axe, 2 Hands Location: There are random ebony containers in the Telvanni, Redoran, and Hlaalu vaults in Vivec, the Morag Tong Guildhall in Balmora, and the Tower of Dusk, Ghostgate. Random ebony containers randomly generate ebony weapons. To change the contents of the chest, simply leave the area (until you get the loading bar) and when you come back, the chest contents will have changed (except in fluke instances). Ebony Mace Type: Blunt Weapon, One Hand Chop 3-30 Slash 3-30 Thrust 2-4 Condition 4800 Weight 45 Value 24,000 Location: The easiest way to get one is to off an Ordinator. Just go down to the Canal Works of any Vivec canton, summon a powerful creature, then go find an Ordinator nearby and taunt him into a fight. Not only do you get the mace, but also a complete Indoril Armor set, a nice deal. Just don't make a habit out of it, as you will be marked for death *FOREVER* if you kill more than three Ordinators. That goes for ANY city guarded by them. They will attack and kill you ON SIGHT, regardless if you leave and come back, or use a glitched Calm Humanoid spell. Ebony Dart: Type: Marksman Attack 2-10 Weight 0.4 Value 2,000 Location: In Suran, at "Ralds Oril: Trader", or in your stronghold if you are of adequate rank in Great House Hlaalu. Ebony Arrows Type: Marksman Location: Once you are the Grandmaster of House Hlaalu and have a stronghold, you will find these on the shelf in your bedroom. You can also find Ebony darts, an Ebony Long Sword, an Ebony Short Sword, and Ebony Armor all within the stronghold's grounds. Just look around. -=Daedric Weapons=- You can find a lot of these weapons left behind by Daedric lords at their shrines. Also check the Dren Plantation near Pelagiad to the west and north west of Vivec for a nice selection, but you cannot obtain a Daedric dagger, tanto, waraxe, or staff there. An easy way to get a Daedric weapon of your choice: Follow the Odai River south from Balmora. You will eventually see a swinging bridge. Head towards the hills and you should see the lost Ebony mine Vassir-Didant. You just need to step inside. Now go to the St. Olms canton in Vivec and then to the Haunted manor in the plaza. There will be a locked door for 50 points. Open it. Inside, behind a wooden door, you will find Dram Bero. Talk to him about the mine, and he will reward you with a Daedric weapon of your choice. Daedric Staff Type: Staff, 2 Hands Chop 3-30 Slash 3-30 Thrust 2-4 Condition 4800 Weight 45.0 Value 4,800 A Daedric Staff, War Axe, and Shield can be found in the cavern of Ibar-Dad, which is two squares west of Urshilaku camp, NE of Khuul. Daedric War Axe Type: Axe, 1 handed Chop 1-44 Slash 1-24 Thrust 1-6 Condition 3200 Weight 7.2 Value 30,000 A Daedric Staff, War Axe, and Shield can be found in the cavern of Ibar-Dad, which is two squares west of Urshilaku camp, NE of Khuul. Daedric Dagger Type: Dagger, 1 Hand Chop 8-12 Slash 8-12 Thrust 8-12 Condition 700 Weight 9.0 Daedric War Hammer Type: Hammer, 2 Hands Chop 1-70 Slash 1-60 Thrust 1-4 Condition 8000 Weight 96.0 Value 30,000 Daedric Tanto Type: Short Sword, 1 Hand Chop 9-20 Slash 9-20 Thrust 9-20 Condition 1100 Weight 12.0 Value 14,000 Daedric Claymore Type: Long Sword, 2 Handed Chop 1-60 Slash 1-52 Thrust 1-36 Condition 5600 Weight 81.0 Value 80,000 Location: Dren Plantation, and the Telvanni Vaults in Vivec. Daedric Wakizashi Type: Short Sword, 1 Hand Chop 10-30 Slash 10-25 Thrust 7-11 Condition 1100 Weight 30.0 Value 48,000 Location: It can be found inside the tombs on the island of Dragon Ur. You can also find one inside a wrecked ship called The Prelude in the Azura's Coast region, on an island southeast of the talking mudcrab. This is a quest given to you by Edryno Arethi in the Hlaalu Canton of Vivec. Daedric Dai Katana Type: Long Sword, 1 Hand Chop 3-44 Slash 1-40 Thrust 1-14 Condition 4800 Weight 54.0 Value 50,000 Location: Found at Dren Plantation, inside the guard tower. Daedric Long sword Type: Long Sword, 1 Hand Chop 2-32 Slash 1-44 Thrust 4-40 Condition 3200 Weight 60.0 Value 40,000 Location: On a man Called Arver Rethul on the top floor of the guard house in Dren plantation, and on Relas Arthan in the Assernairan in St. Olms canton in Vivec. Daedric Mace Type: Blunt Weapon, 1 Hand Chop 3-30 Slash 3-30 Thrust 2-4 Condition 4800 Weight 45 Value 24,000 Location: There are random Daedric chests in the Lower Redoran, Telvanni, and Hlaalu vaults in Vivec. They also have a 20% chance of producing Ebony, Dwemer, and Dreugh weapons. The same rules apply to this as with the Ebony chests. Daedric Crescent Type: Long Blade, 2 Hands Value 180,000 Location: In Tel Fyr, in a locked in a chest right beside Divyeth Fyr. There's an amulet inside the chest. When you put it on, a message box pops up and asks you if you want to go "Magus Volar". Answer yes, and you will be transported into a battle with a Daedra lord. He's using the Crescent on you. Kill him, and loot his body of the Crescent to be transported back to Tel Fyr. The amulet disappears after this one use. -=Dwemer Weapons=- Most of these can be found by entering any Dwemer ruin, but if you want a complete set of Dwemer weapons with the least amount of work involved, follow these directions: From Balmora, go due west, straight over the mountains (Levitate) and follow the path to the northwest. You should come across a cavern door in the middle of a swamp (if you reach the Dunmer stronghold, you went too far, go south). This is a smugglers cave, with about 5 people inside, along with a couple of Nix-hounds (How the hell did they fit in the door?) and a Shalk. Do the usual bandit/smuggler/Daedra worshipper thing and kill everyone, and then search the containers. I got a complete Dwemer weapons set, some Dwemer Armor, a ton of moon sugar and Skooma, and at least 17 Grand Soul Gems, easily the best haul I ever got from a plain smuggler's cave. The name of the place starts with a Z, and it's due west from the Ancestral Tomb nearby. -=Fiend Weapons=- Fiend Battle Axe Type: Axe, 1 Hand Chop 1-36 Slash 1-27 Thrust 1-4 Condition 1800 Weight 30 Value 9,000 Fiend Tanto Type: Dagger, 1 Hand Chop 1-20 Slash 1-20 Thrust 1-20 Location: Both can be found in Balmora, at Ra'Virr: Trader. -=Orcish Weapons=- Orcish War Hammer Type: Hammer, 2 hands Chop 1-42 Slash 1-36 Thrust 1-2 Condition 4000 Weight 38.4 Value 1,600 Orcish Battle Axe: Type: Axe, Two-handed Chop 17-28 Slash 2-23 Thrust 0-2 Condition 2400 Weight 15.0 Value 2,000 Locations: To find the Orcish War Hammer and the Battle Axe, you need to head to the Daedric ruins that are northwest of Hla Oad. There should be two Orcs patrolling the area. They usually don't attack though. Enter the door labeled "Daedric shrine". Inside, there will be a narrow corridor. Follow this until you see some water. Dive down to the bottom and you should see a hole, through it is another small corridor with an altar at the end. Head around the altar to the right and you will see another Orc who will attack you on sight. Kill him and search his body for the War Hammer. Upon further inspection of the altar area, you will find another Orc wearing a near complete set of Orcish armor. She will also attack you on sight, so kill her quickly and search her body to find the only Orcish battle axe in the game (That I have seen anyway). You can also take the armor and sell it to creeper for a nice profit. Note: When you leave, the other two Orcs may attack you, so be prepared. -=Goblin Weapons=- If you've been in the sewers underneath Mournhold, then you've met a Goblin or two. Their weapons aren't overly great, but if you're a treasure hunter, that shouldn't matter much. Goblin Club Type: Blunt Weapon, One Hand Chop 1-60 Slash 1-60 Thrust 1-5 Condition 5000 Weight 25.0 Value 3,000 -=Special Weapons=- Ice Blade of the Monarch: Type: Long Sword, 2 hands Chop 5-50 Slash 4-40 Thrust 3-30 Condition 6000 Value 95,000 Location: This can be found in the city of Rotheran, on Llaren Terano, who is wandering around the arena. Hellfire Staff Type: Staff, 2 hands Chop 3-16 Slash 3-16 Thrust 1-10 Condition 900 Weight 16 Value 9,500 Wizard's Staff: Type: Staff 2 Hands Chop 2-16 Slash 3-16 Thrust 1-10 Condition 1000 Weight 16 Value 10,000 Location: This is found in Vivec in the Hlaalu Canton district, in the tower. The owner is Mavon Drenim. You can also get one from the Telvanni stronghold Vas in the Sheogorad Region, or you can purchase one for 5,000 gold from Trebonius at the Vivec mages guild (Only if you are a member, and of appropriate rank). If you are of adequate rank in the Mages Guild, you will get a quest to go and get a Wizard's Staff from Silipund eventually. Chrysamere Type: Long Blade 2-Handed Chop 1-70 Slash 1-60 Thrust 5-30 Condition 6000 Weight 60.0 Value 95,000 Location: It's located in the cave of Anabainanni which lies between Tel Fyr and Wolverine Hall. There's a Daedroth hanging around outside, and you will almost certainly have to kill it to get inside the cave door. Once inside, there's a Hunger almost immediately in front of you who will destroy your armor unless you kill it quickly. I recommend soul trapping it before you kill it, as its soul is worth 90,000 Gold. Continue through the cave, killing Atronachs as you come to them, until you reach a roughly circular room with water surrounding a large boulder, connected to the edges by a bridge of stone. Cross over to the boulder, from which you should see a wooden platform with a wizard on it. Try to take him out with a ranged weapon, as he has the sword on him, and he doesn't mind using it on you, along with some powerful summoning spells. Aside from other minor treasure, there's a few urns filled with scrolls, some of which are quite good. Magebane Type: Long Blade 2-Handed Chop 1-45 Slash 1-39 Thrust 1-27 Condition 840 Weight 16.2 Value 32,000 Constant Effect Resist Magicka 20-40% for 10 seconds Charge 150 Location: This one is an easy grab fairly early in the game. It is located in the Urshilaku Burial Caverns near the Urshilaku Ashlander Camp. It's in the main chamber, about halfway up the cliff. Either use a scroll to get up, or go to the top and drop down. Dwemer Pneuma-Trap Type: Axe, two handed Cast When Strikes Soultrap for 30 seconds on Touch Location: Inside a storage closet in the Razor Hole in Balmora, which is directly across from the eight plates. The door has a lock level of 90, and there is a guard. Try to put the post in between you and the guard before attempting to pick the lock. Stormkiss Type: Axe Location: In the Telvanni Waistworks of Vivec, at the Lizards Head, there is a man named Ennbjof who will ask you for a matze. Bring it to him, and he will give you a Rusty Old Key, and tell you about Olmgerd the Outlaw, who was buried in his ship with his axe Stormkiss by his side. He is buried in the Sepulcher of Tukushapal. The Sepulcher is connected to the Marvani Ancestral Tomb. To locate this tomb, find the Daedric runs of Zaintiraris, which are located three squares south of Molag Mar. Just off the coast of the mainland, due south of Zaintiraris, is a large island. On that island is the Marvani Ancestral Tomb. The Rusty Old Key will unlock all the locked and trapped doors necessary to reach the Sepulcher. Once inside Marvani, make your way to Tukushapal. Upon entering, you will see a maze. At its center is a door leading to the Sepulcher of Tukushapal. Inside, you will see the ship, the Stormkiss axe, and many more valuable items. Face the rest of the sepulcher from in front of the door. Look left and find a broken pillar jutting out from the staircase. Stand on the pillar, and look across the staircase to the unbroken one across the room. Look straight up. You can't see it that well, but there is a space big enough to levitate through. Through the space is a chest with the Daedric Face of God and a Daedric Warhammer lying beside it. The Saint's Black Sword Type: Short Sword, One Hand Chop 10-17 Slash 10-17 Thrust 12-20 Weight 16.0 Value 12,500 Cast when used Restore Fatigue 10-20 points for 20 seconds on self Restore Health 10 points on self Location: Lying on a table in the Telvanni Vaults in the Telvanni Canton of Vivec, and also found on one of Sorkvlid the Raven's servants near Dagon Fel in the Sheogorad Region. Sword of White Woe Type: Long Blade, one Hand Chop 1-26 Slash 1-26 Thrust 1-26 Cast when strikes Drain health 1-30 pt. for 30 sec. on touch. Charge 500 Location #1: Inside the guard tower in Balmora nearest Caius Casides house, on top of a closet. Very hard to notice, and just as hard to get, as there is a stationary guard. The best way to go about stealing it is to either use chameleon and sneak, or use telekinesis. Location #2: There is another one in the Hlaalu guard tower in Suran, under the bed. This one is a little easier to grab, but not much. Umbra Sword Type: Claymore, 2 Hands Constant Effect Soultrap for 120 seconds Location: To get Umbra, you have to search around the mountains near Suran Until you find an Orc dressed in full armor (which includes an ebony cuirass, a nice bonus). Talk to him, and he will say that he's the veteran of countless wars, and he wants to end his suffering. All you have to do is kill him. When you kill him, search his body to get Umbra. Goldbrand Type: Long Sword, One Hand Chop 10-60 Slash 5-55 Thrust 5-25 weight 40.0 Cast When Strikes Fire Damage 10-30 points Location: Go to Vivec and to the foreign quarter. Go to Jobashas rare bookstore in the Waistworks and buy the book Boethrahs Glory. Go SW from Balmora to Hla Oad and then travel north to the Daedric ruins near there. Swim off the coast from the middle of that island and then dive down to the bottom of the ocean. You will find some ruins there. Look for the big head on the ocean floor and talk to it. He wants his shrine restored to its former glory. Go from hereto Ghorak Manor in Caldera and talk to the Orc on the very top floor. Give him the book and $2000 and he will go to work rebuilding. You have to wait a month before the work is completed. Go out to Karthag Point and talk to the statue that was built and you shall receive Goldbrand. Eltonbrand Type: Long Sword, One Hand Chop 10-60 Slash 5-55 Thrust 5-25 weight 40.0 Value 150,000 Cast when strikes Fire Damage 10-30 points Fortify Attack 30 points for 30 seconds Restore Fatigue 10 points Location: After you get Goldbrand, you must become a vampire. Don't know how? Easy. Go find some vampires, piss them off, get scratched, and then sleep. Afterwards, go to the Mage's Guild in Vivec and talk to Sirilonwe about "someone's been killed". She will send you to Ald'ruhn to kill Shashev, a vampire hunter. Shashev is located in the Ald Skar Inn. Go in there and kill his ass. When he is dead, loot his body to find a key, and bring this key back to Sirilonwe. Here's where it gets tricky. You must have Goldbrand in your inventory, and EXACTLY 11171 gold. The best way to go about doing this is to drop 11171 gold in a pile on the floor, and drop the rest of it in another pile. Pick up the 11171 gold and you should see the message, "Go to hell, Carolina!" (<-- The fu...?) and Goldbrand now becomes Eltonbrand. Keening Type: Short Blade, One Hand Chop 9-15 Slash 9-15 Thrust 9-18 Condition 1300 Weight 9.0 Value 400,000 Constant Effect Fortify magicka 50 points on self Fortify health 30 points on self Fortify attack 30 points on self Fortify agility 20 points on self Fortify speed 20 points on self Location: To find the second of Kagrenac's Tools you need to travel through Ghost Gate to Citadel Odrosal (Ordrosal is due northeast of Ghostgate). Once inside, look for a ladder going up. This takes you to a small room with two pillars filled with Ash Statues and a sword standing on point in the middle. This is Keening. Note that you cannot equip Keening without first obtaining Wraithguard from Vivec. Doing so will KILL YOU. For more information, see "Wraithguard". Sunder Type: Hammer, 2 Hands Chop 10-70 Slash 10-60 Thrust 1-4 Weight 40.0 Value 400,000 Constant Effect Fortify Attack 30 Points on self Fortify Strength 20 points on self Drain Fatigue 1 point on self Fortify Endurance 20 points on self, Fortify Luck 20 points on self Location: To find the third and final of Kagrenac's tools, you need to go to Citadel Vemynal (Due northwest of Dagoth Ur). Inside the ruins, find and kill Dagoth Venym, as he has the hammer on him. Note that you cannot equip Sunder without first obtaining Wraithguard from Vivec. Bow of Shadows Type: Longbow Cast when used Invisibility for 30 seconds on self Fortify Speed 20 to 30 pts for 30 seconds on self Location: In Venim Ancestral Tomb just north of Zainab Camp. It's located in the innermost part of the tomb. You will also meet a Necromancer there with the alias of "The Maggot King". On one of the tables there you will find the Bow of Shadows. Shimsil Type: Short Sword Chop 10-14 Slash 10-14 Thrust 12-17 Weight 16.0 Value 10,000 Cast when used Fortify Sneak 5 points for 30 seconds on self Chameleon 10-30% for 30 seconds on self Location: Delvam Andarys in Mawia, a large tomb on an island north of Tel Branora, has this unique sword. You have to kill him for it. Common Tongue Bloodskal Type: Long Sword Chop 12-25 Slash 15-20 Thrust 12-20 Condition 800 Weight 20.0 Value 1,000 Cast When Strikes Frost Damage 10 to 30 pts on Target Location: Found in the Bloodskal Barrow (North from Raven Rock, due Northeast from the Earth Stone) during the main quest in Solthsteim. Staff of Hasedoki Type: Staff, 2-Hands Cast When Used Resist Magicka 30% to 40% for 30 seconds on Self Location: Carried by Koffutto Gilgar in the Gimothran Ancestral Tomb (Just south of the Ancient Dunmer Stronghold of Falensarano) Scourge Type: Mace Cast When Used Summon Dremora for 30 seconds on Self Summon Scamp for 30 seconds on Self Location: In Hall of Fyr in Tel Fyr inside the larger chest on the floor in the room where Divath Fyr is located. Of course, the chest is trapped and locked with a level of 100. To learn more about this weapon, read "The legendary Scourge" in Jobasha's Rare Books in the Vivec Foreign Quarter Waistworks. On a side note, you can find the 'Head of Scourge' inside a closet at the Lizard's Head. The previous owner, maybe? Staff of Magnus Type: Staff, 2-Hands Cast When Used Spell Absorption 25 to 50 pts for 60 seconds on Self Restore Health 1 pt for 60 sec on Self Location: It is carried by Hlaren, who can be found in the Cavern of Assu, very near the Mount Kand shrine (travel northwest from Molag Mar). Just kill her and recover the Staff from her body. Skull Crusher Type: Hammer, 2 Hands Constant Effect Feather 15 pts on self Fortify attack 5 pts on self Location: inside the Anudabia Daedric Ruin, which is just east of Sadrith Mora. The door of the ruin is blocked, so find the Omaren Ancestral Tomb which is near the ruin to the north. Enter the tomb and travel until you reach the bottom. You will find the "Forgotten Vaults of Anudabia, Forge of Hilbonguard" Inside you will see a floating chest. Levitate up and open the chest. Inside is the Skull Crusher. Fork of Horripilation Type: A Fork? Constant Effect Drain Magicka 200 pts on self Location: To get this weapon, which is in a class of its own, you need to go to the island where the mad hermit Big Head lives. It's on the northwestern most island in the Sheogorad region. Once there, locate and enter his shack (It's in the middle of the island). The fork is easy to find, just look on the table to see a glowing fork. If you talk to Big Head, he'll tell you crazy things. One of the things he will tell you is that there is a Netch that gives him something... The Giant Netch in question is located just east on another island to the east. Go there and kill it with the Fork. After killing it, go to the shrine located in the Underworks of the St. Delyn Canton in Vivec and trade the Fork for the Spear of Bitter Mercy. Spear of Bitter Mercy Type: Spear, 2 Hands Chop 1-15 Slash 1-15 Thrust 16-60 Cast when used: Reflect 20 to 30% for 30 seconds on self Summon Storm Atronach for 30 seconds on self Charge 2160 Location: See above. Mehrunes Razor Type: Dagger Cast When strikes Disintegrate Armor 6 to 25 pts Weakness to Poison 5% for 20 sec Poison 6 to 20 pts Location: Go to the Shrine of Mehrunes Dagon, which is located northwest of Gnisis or southwest of Ald Velothi, your choice. The shrine is located inside a Daedric Ruin named Yassamidan. It's easy to see, as it's on a small island on the outskirts of the continent. After getting there, interact with the Statue of Mehrunes Dagon and he will give you a quest to find his dagger. He'll tell you that his dagger is in the possession of an unworthy elf soldier, so he wants you to find it and give it back to him. He'll ask you to find the Alas Ancestral Tomb, which is just west-northwest of Mt. Asarnibibi. Go in until you find Varner Hlerag's corpse. On it, you will find a "Rusty Old Dagger". Go back to Mehrunes Shrine to return the dagger, and he will restore it and imbue it with magical powers. The "Rusty Old Dagger" will then become Mehrunes Razor. Clanbringer Type: Long Sword Chop 2-20 Slash 6-17 Thrust 5-17 Condition 800 Weight 20.0 Value 1,000 Cast When Used Rally Humanoid 10 to 20 points in 20 feet for 120 seconds on Target Sanctuary 1 to 5 points for 120 seconds on Self Fortify Personality 1 to 5 points for 120 seconds on Self Location: Received as a reward for completing the "Restore Thirsk" quest in Solthsteim. Trebonius Staff Type: Staff, 2 Hands Cast when strikes Weakness to Fire 7 to 15% for 6 seconds 5 ft Weakness to Shock 7 to 15% for 6 seconds 5 ft Fire Damage 7 to 15 pts in 5 ft Shock Damage 7 to 15 pts in 5 ft Location: You have to kill Archmage Trebonius in the Mages Guild in the Vivec Foreign Quarter in order to obtain this staff. You have to kill Trebonius anyway before you can be named as the Archmage of the Mage's Guild (unless you delivered Ocato's letter, which then removes the option to duel Trebonius forever). Redas War Axe Type: Axe, 2 Hands Cast When Strikes Shock Damage 5 to 15 pts Location: Inside the Redas Ancestral Tomb, which is just west of Molag Mar. There's an outcast Ashlander Settlement near it to use as a landmark. Fury Type: Long Sword, 2 Hands Constant Effect Blind 20% on self Drain Heavy Armor 20 pts on self Drain Medium Armor 20 pts on self Drain Light Armor 20 pts on self Drain Unarmored 20 pts on self Fortify Attack 20 pts on self Location: You can find this on a corpse in Kogoruhn, which is located northwest of Maar Gan Veloth's Judgement Type: Daedric War Hammer Cast when strikes Fire Damage 4 to 10 pts for 10 seconds Drain Agility 25 pts for 10 seconds Absorb Fatigue 5 pts for 10 seconds Location: Given to you by Tharer Rothelot in the Vivec High Fane after completion of the "Slay Raxle Berne" quest for the Tribunal Temple. Cleaver of St. Felms Type: Axe Cast When Strikes Feather 20 pts Drain Magicka 15 pts Location: Found on the corpse of a Buoyant Armiger in Tureynunal, Which is located northeast of Dagoth Ur. Crosier of St. Lothis Cast When Strikes Damage Health 10 to 20 pts Blind 50% for 10 seconds Disintegrate Armor 2 pts Location: Found on the corpse of a Buoyant Armiger inside Dagoth Ur. Sixth House Bell Hammer Type: Hammer, 2 Hands Location: Go into any major 6th House Base and look for a room with a set of bells that you can play. Leaning against these will be a hammer that is pretty close to being the strongest blunt weapon in the game, as well as being worth a small fortune. The easiest one to find is located in Hassour, which is directly south of Balmora. Mace of Molag Bal Type: Blunt, 2 Hands Chop 3-20 Slash 3-35 Thrust 1-4 Cast When Strikes Absorb Strength 1 to 15 pts for 30 seconds Absorb Magicka 1 to 20 pts for 30 seconds Charge 1500 Location: Complete the quest given to you by Molag Bal in Yansirramus shrine. Felen's Ebony Staff Type: Staff, 2 Hands Chop 2-16 Slash 3-16 Thrust 1-10 Weight 16.0 Value 4,300 Cast When Strikes Fire Damage 3-7 points Frost Damage 3-7 points Shock Damage 3-7 points Location: In Tel Branora. Go into the upper level of the main tower. Enter Therena's Chamber and levitate up to the top. The staff is behind Felen Maryon. You have to steal the staff for a Thieves Guild quest, but have the option to keep it. Boethiah's Walking Stick Type: Staff, 2 Hands Chop 2-16 Slash 3-16 Thrust 1-12 Weight 24.0 Value 21,075 Cast When Used Summon Ancestral Ghost for 60 seconds on self Fire Shield 3 points for 5 seconds on self Location: This staff is found in Vivec. Go to the High Fane in the Vivec Temple. Behind a locked door is the master of the Temple, Tholer Saryoni. Beside him is a locked chest. Open the chest and see what's inside, if the staff doesn't appear, leave the building and go back in. Repeat this process until the staff appears. Now, you can steal the staff, but that will cause the chest to stop regenerating items (and many good items could appear in the chest). The alternative is that you can buy whatever is in the chest from a guy in the other room. So if you have a lot of money, buy what you want, then leave, re-enter and try again. That way, you can get all of the good items. Shadowsting Type: Long Sword Chop 2-27 Slash 1-37 Thrust 10-50 Condition 1600 Weight 40.0 Value 5,000 Cast When Strikes Poison 5 points for 20 seconds on Target Chameleon 20 to 100 points for 20 seconds on Target Charge 2930 Location: Found in a hollow tree stump on the Eastern end of the Thirsk Mead Hall, East of Lake Fjalding in Solthsteim. Anareren's Devil Tanto Type: Short Sword, One Hand Location: Ald'ruhn Mages Guild, in an open closet space filled with alchemy ingredients, in a small chest on the shelf behind the old wizard. Part of a Thieves Guild quest. Stormforge Type: Staff, 2 Hands Chop 3-17 Slash 1-13 Thrust 5-28 Weight 24.0 Value 600 Cast when strikes shock Damage 15-25 points Lightning Shield 50 points for 5 seconds on self Location: A Dunmer woman on top of the Hlormaren stronghold (on the outside) has this. You have to kill her for it. Trueflame Type: Long Sword, One Hand Chop 30 - 70 Slash 50 - 55 Thrust 10 - 30 Condition 2000 Weight 15.0 Value 150,000 Cast When Strikes Fire Damage 30 points on Touch Location: In Mournhold. This is Lord Nerevar's legendary sword, and part of the main quest in Tribunal. Hopesfire Type: Short Sword, One Hand Chop 30 - 70 Slash 50 - 55 Thrust 10 - 30 Condition 2000 Weight 15.0 Value 150,000 Cast When Strikes Shock Damage 30 points on Touch Charge 100 Location: Almalexia's sword, obtained by killing Almalexia at the end of the main quest in Tribunal. Bipolar Blade Type: Short Sword, One Hand Chop 5 - 61 Slash 1 - 50 Thrust 1 - 35 Condition 4300 Weight 42.0 Value 40,000 Cast When Strikes Frenzy Humanoid 30 pts for 15 seconds on Touch Calm Humanoid 30 pts for 15 seconds on Touch Charge 450 Location: A quest you receive in the Great Bazaar of Mournhold. Marena Gilnith needs to find a husband, and if you pair her up with the trader Sunel Hlas, you will get the Bipolar Blade as the reward (So long as you speak with him twice before they go on the date). Gavel of the Ordinator Type: Mace, One Hand Chop 3-17 Slash 3-17 Thrust 1-2 Weight 15.0 Value 375 Cast when strikes Drain Health 1-10 points for 30 seconds Location: Ralyn Othravel (Located on the top level of the Tower of Dawn in Ghostgate) has it. You have to kill him for it. Grave Digger Type: Short Sword, One Hand Chop 1 - 70 Slash 1 - 62 Thrust 1 - 40 Weight 60.0 Value 120,000 Cast When Strikes Damage Health 40 points for 3 seconds on Touch Paralyze 3 seconds on Touch Charge 1080 Location: It is wielded by the Captain of the Royal Guards, Tienius Delitian, in the Royal Palaza Throne room in Mournhold. King's Oath Type: Short Sword, One Hand Chop 1 - 60 Slash 1 - 52 Thrust 1 - 36 Weight 81.0 Value 80,000 Cast When Strikes Damage Health 20 points for 3 seconds on Touch Paralyze 3 seconds on Touch Fire Damage 20 pts for 3 seconds on Self Charge 450 Location: This blade is only obtainable through completion of the main quest in Mournhold. A poor man's version of Grave Digger. Temreki, Shackler of Souls Type: Short Sword, One Hand Chop 1-27 Slash 1-23 Thrust 1-16 Weight 27.0 Value 1500 Cast when strikes Soultrap 10 seconds Absorb Strength 0-20 points for 10 seconds Absorb Endurance 0-20 points for 10 seconds Location: This sword can be found on Larrius Varro at Moonmoth Legion Fort. You can only get the sword by killing him or stealing it from him. Stalhrim Longsword of Flame Type: Long Sword, One Hand Chop 4-50 Slash 5-55 Thrust 4-50 Condition 2500 Weight 70.0 Value 65,000 Cast When Strikes Fire Damage 5 to 10 points for 5 seconds on Touch Weakness to Fire 50 points for 5 seconds on Touch Charge 340 Location: This can only be obtained as a reward for completing the Castle Karstaad/Horker main quest received from Korst Wind-Eye of Skaal Village in Solthsteim. Stormfang Type: Long Sword, 2 Hands Chop 1-30 Slash 1-25 Thrust 1-18 Condition 2000 Weight 30.0 Value 10,000 Cast When Strikes Shock Damage 1 to 25 points Location: Held by Ulfgar the Unending in his cave in Brodir Grove. Light of Day Mace Type: Mace, One Hand Chop 5-30 Slash 5-30 Thrust 1-2 Weight 15.0 Value 2,500 Cast when strikes Fire Damage 4-20 points Shield 20 points for 5 seconds on self Resist Magicka 30% for 5 seconds Drain Magicka 100 points Location: Join the Vampire clan Aundae. The second quest will be to kill a vampire hunter in Ald'ruhn. The vampire hunter has the mace. One you kill him it's yours. Her Hands Ebony Scimitar Type: Long Sword, One Hand Chop 2-27 Slash 1-45 Thrust 3-34 Condition 3000 Weight 40.0 Value 25,000 Location: Kill a High Ordinator who's wearing Her Hands Armor in Mournhold. Beware though, when they respawn, they will find you and mess you up. You Can get one in the clear if you follow the main quest in Mournhold. Spirit-Eater Type: Short Sword, One Hand Chop 2-27 Slash 1-37 Thrust 4-34 Weight 40.0 Value 25,000 Cast when used Drain Magicka 1-10 points for 30 seconds on target Location: This sword is found in Vivec. Go to the High Fane in the Vivec Temple. Behind a locked door is the master of the Temple, Tholer Saryoni. Beside him is a locked chest. Open the chest and see what's inside, if the sword doesn't appear, leave the building and go back in. Repeat this process until the sword appears. Now, you can steal the sword, but that will cause the chest to stop regenerating items (and many good items could appear in the chest). The alternative is that you can buy whatever is in the chest from a guy in the other room. So if you have a lot of money, buy what you want, then leave, re-enter and try again. That way, you can get all of the good items. Dagger of Symmachus Type: Dagger Chop 12-17 Slash 12-16 Thrust 13-13 Condition 3000 Weight 1.40 Value 20,000 Constant Effect Fortify Short Blade 10 points on Self Fortify Endurance 10 points on Self Reflect 10 points on Self Location: Obtained as a reward during the "Shrine of the Dead" main quest of the Tribunal Temple. Frostgore Type: Short Sword Chop 1-10 Slash 1-15 Thrust 13-24 Condition 300 Weight 10.0 Value 100 Cast When Strikes Frost Damage 10 to 30 pts on Target Location: Found in the middle of the river in the Moesring Mountains area. Use a Detect Enchantment spell to find it. Stendarr's Hammer Type: Hammer, 2 Hands Chop 20 - 100 Slash 10 - 80 Thrust 8 - 10 Condition 100 Weight 1000.0 Value 130,000 Cast When Strikes Damage Health 1 to 10 pts on Touch Drain Fatigue on Self 1 to 20 pts Charge 20 Location: Hanging in the Museum of Artifacts in the Godsreach District of Mournhold. The sheer weight of this thing, plus its delicate condition makes this very impractical to use as a weapon. Nevertheless, it DID belong to a god, and what treasure collection would be complete without that? Mine is sitting on the table in the bedroom of my Hlaalu Manor. Maryon's Staff Type: Staff, 2 Hands Chop 2-16 Slash 3-16 Thrust 1-10 Weight 16.0 Value 4,300 cast when strikes Fire Damage 3-7 points Frost Damage 3-7 points Shock Damage 3-7 points Location: Found in the Telvanni vault in the Waistworks of the Telvanni Canton of Vivec. Cloudcleaver Type: Axe, One hand Chop 1-36 Slash 1-27 Thrust 1-4 Weight 30.0 Value 1,630 Cast when strikes Shock Damage 1-25 points Location: On the road that goes east out of Caldera, you will meet a Nord who is standing around. His name is Hlormar Wine-Sot, and he will give you a quest. He wants you to find the witch who robbed him. The witch is slightly north-north west of Hlormar. Lead Hlormar to the witch, and then talk to her about Cloudcleaver. She will offer to meet him in the Caldera Mage's Guild in three days, but he won't like her offer. He wants you to take sides. Choose to take Hlormar's side, and kill Sosia. Take the axe back from Sosia's corpse. As soon as you take the axe, Hlormar will demand the axe back. Give it to him and he will give you a two-point strength boost. Then kill him and take back the axe. What? Don't look at me like that, it's out in the wilderness, nobody gives a shit if he's dead. This way, you get the reward AND the axe. Stupid morally-correct gamers.... Demon Mace Type: Mace, One Hand Chop 5-26 Slash 5-26 Thrust 1-3 Weight 25.0 Value 10,000 Cast when used Bound Mace for 60 seconds on self Location: Found on a dead hero in Dagoth Ur. Go through Dagoth Ur's Outer Facility, through the Inner Facility and find the Lower Facility. Go inside, go to the end of the hall, turn left and go down some stairs, and turn right at the bottom. Go straight through the first two doors, and you come to an area where you will be surrounded by doors. Go in the left one. Grab the mace from the body. Ane Teria's Mace Type: Mace, One Hand Chop 3-17 Slash 3-17 Thrust 1-2 Weight 15.0 Value 360 Cast when strikes Damage Speed 5-12 points Damage Agility 5-12 points Location: After you take Moon and Star from Azura's hands, the ghosts of the failed Nerevarines of the past will appear in the cavern. Ask them all about "my story", and Ane Teria's spirit will give you the mace. Soul Drinker Type: Short Sword, One Hand Chop 8-12 Slash 8-12 Thrust 8-12 Weight 9.0 Value 11,000 Cast when strikes Soultrap for 30 seconds Location: Given as a reward for completing Ranis Athrys' sixth quest for the Balmora Mage's Guild. Cleaver of St. Felms Type: Axe, One Hand Chop 1-37 Slash 1-20 Thrust 1-5 Weight 48.0 Value 12,000 Cast when strikes Feather 20 points Drain Magicka 15 points Location: In Tureynulal, a Dwemer ruin north-Northeast of Dagoth Ur. Go inside and find and enter a trap door to the Bladder of Clovis. Look on the floor to find a body with the cleaver. Fang of Haynekhtnamet Type: Dagger Chop 11-20 Slash 11-20 Thrust 13-30 Weight 5.0 Value 32,000 Cast when strikes Shock Damage 20-40 points Location: Found in the Mamaea cave. To get there, go west of Bal Isra or southeast from Gnisis. Once there, travel through the Sanctum of Black Hope, and enter the Shrine of Pitted Dreams. You will find the dagger in a box near a Sixth House base. Ancestral Wisdom Staff Type: Staff, 2 hands Chop 2-7 Slash 3-7 Thrust 1-5 Weight 8.0 Value 7,000 Cast when used Summon Ancestral Ghost for 100 seconds on self Fortify Conjuration 10 points for 100 seconds on self Location: Given as a reward for a Temple quest. Given to you when you complete Endryn Llethri's fourth quest. You can find him in the High Fane in Vivec. Mace of Slurring Type: Mace, One Hand Chop 8-28 Slash 8-28 Thrust 1-6 Condition: 3500 Weight 23.0 Value 20,000 Cast When Strikes Drain Speechcraft 10 to 20 pts for 15 seconds on Touch Location: Carried by Golena Sadri in the Old Mournhold, Forgotten Sewers area. You come here during the Golena Sadri quest. Ancient Silver Dagger Type: Short Sword, One Hand Chop 4-5 Slash 4-5 Thrust 5-5 Weight 2.4 Value 100 Cast when strikes Poison 10-20 points for 5 seconds Location: Found in Ibar-Dad, a cave west of Urshilaku Ashlander Camp. Mace of Aevar Stone-Singer Type: Mace, One Hand Chop 30-90 Slash 30-90 Thrust 10-10 Condition 10000 Weight 90.0 Value 50,000 Cast When Strikes Frost Damage 8 pts on Touch Location: Can only be obtained as a reward for the Ritual of the Gifts main quest from Tharsteb Heart-Fang in the Skaal village in Solthsteim. Black Hands Dagger Type: Dagger Chop 9-20 Slash 9-20 Thrust 9-20 Weight 9.0 Value 15,000 Cast when strikes Absorb Health 10-25 points for 30 seconds Blind 10-50 points for 30 seconds Location: Given as a reward for becoming the Grandmaster of the Morag Tong. Greed Type: Spear, 2 hands Chop 1-4 Slash 1-4 Thrust 5-23 Weight 11.2 Value 800 Constant Effect Spell Absorption 20 points on self Drain Personality 5 points on self Location: Can be found leaning against the wall in the Telvanni Vaults in the plaza of the Telvanni Canton of Vivec. 5b. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-Armor=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Armor Sets -=Green Glass Armor=- The full set is located in the Ald'Ruhn fighter's guild, in a chest at the foot of the bed in a room with a lock level of 80. Also in the St. Delyn Canton Underworks in Vivec (In Sheogorad's falsely named Shrine, look for a female Orc who is wearing it). Some pieces can also be found in one of the Great House vaults in Vivec. This is probably the best light armor set in the game, making it pretty much the best set overall, which is why it gets the place of honor at the top. Green Glass Helm Armor Rating: 113 Condition 500 Weight 3.0 (light) Value 12,000 Location: Hlaalu Vaults, in the Hlaalu Canton in Vivec. Green Glass Cuirass Armor Rating: 113 Condition: 1500 Weight: 18.0 (light) Value: 28,000 Location: The Hlaalu Canton Vaults, the lower level of the Tower of Dusk at Ghostgate, Suran (Several Orcs are wearing it), and in the Ald'Ruhn fighter's guild (In the room behind the door with a lock level of 80, well worth several Grandmasters' lock picks or a spell of opening of that level). Green Glass Left Pauldron Armor Rating: 113 Condition 500 Weight 3.0 (light) Value 9,600 Location: Hlaalu Vaults, in the Hlaalu Canton of Vivec. Green Glass Right Pauldron Armor Rating: 113 Condition 500 Weight 3.0 (light) Value 9,600 Location: Hlaalu Vaults, in the Hlaalu Canton of Vivec. Green Glass Left Bracer Armor Rating: 166 Condition 400 Weight 3.0 (light) Value 4,000 Green Glass Right Bracer Armor Rating: 166 Condition 400 Weight 3 (light) Value 4,000 Location: The Glass Bracers can be obtained on the lower level of the Tower of Dusk at Ghostgate. Green Glass Greaves Armor Rating: 113 Condition 5000 Weight 9.0 (light) Value 17,600 Location: Hlaalu Vaults, in the Hlaalu Canton in Vivec. Green Glass Boots Armor Rating: 113 Condition 5000 Weight 3.0 (light) Value 8,000 Location: Hlaalu Vaults, in the Hlaalu Canton in Vivec. Green Glass Shield Armor Rating: 166 Condition 1000 Weight 9 (light) Value 13,600 Location: The regular Glass Shield can be obtained on the lower level of the Tower of Dusk at Ghostgate. It can be bought, or you can kill someone there for it. Green Glass Tower Shield Armor Rating: 124 Condition 1100 Weight 9.0 (light) Value 20,000 Location: Hlaalu Vaults, in the Hlaalu Canton of Vivec. -=Indoril Armor=- They can be found on Ordinators in Vivec, Molag Mar, and Gnisis. The easiest way to get it is to off one, but doing that is risky, as they WILL become permanently pissed at you after you kill a few, and it will remain like that forever, no matter what you do to the game. Also, if the Indoril guards find you wearing their stuff, they will do the same thing. If you're stealthy or have a death wish, you can pick up scattered pieces in the Ordinators Barracks in the Hall of Justice in Vivec. You can get the boots, the helmet, and 2 each of the Left and Right gauntlets in the chests there. They a lock level of 10,and those are just the unwatched ones. There is a merchant in the lower level of the Tower of Dawn at Ghostgate that sells some pieces of Indoril armor, and you can steal a helm off of the bookcase beside Orvas Dren at Dren Plantation. Indoril Helmet Armor Rating: 82 Condition 450 Weight 4.5 Value 3,000 Indoril Cuirass Armor Rating: 82 Condition 1350 Weight 27.0 Value 7,000 Indoril Left Gauntlet Armor Rating: 82 Condition 225 Weight 4.5 Value 1,400 Indoril Right Gauntlet Armor Rating: 82 Condition 225 Weight 4.5 Value 1,400 Indoril Left Pauldron Armor Rating: 82 Condition 450 Weight 9 Value 2,400 Indoril Left Pauldron Armor Rating: 82 Condition 450 Weight 9 Value 2,400 Indoril Boots Armor Rating: 82 Condition 450 Weight 18.0 Value 2,000 Indoril Shield Armor Rating: 82 Condition 900 Weight 13.5 Value: 2,000 Indoril Belt (To complete the set) Weight 2.0 Value 5 -=Ebony Armor=- This set is very nice. Of course, it is very rare, and generally guarded. It looks great on characters of all races. Seanwen, an Altmer off of which you can get a full set of Ebony Armor can be found in the Arena Fighters Training area in the Vivec Arena canton. Search him out for the fastest pickup. There is also a Khajiit in the Halfway Tavern in Pelagiad named Anhassi, and once you do a couple of quests for her, she'll tell you a secret: Some moron keeps a key for his treasury vault in his wife's closet. It's for one of the Redoran or Telvanni (I forget which) vault doors, a rate of 95 and a trapped one at that. In it, there is a ton of Ebony armor. Ebony Cuirass Armor Rating: 130 Condition 1800 Weight 60.0 (Heavy) Value 3.500 Location: Seanwen the Altmer has an complete set, and is in the Vivec Arena's fighter training area. Be very careful when going for his stuff, as he is well trained and has several guards around him. Another is on one of the last assassin missions for the Morag Tong. The target, (Tirer Belvayn in Shana) has an Ebony Cuirass for you, as well as the closed helm. Ebony Shield Armor Rating: 130 Condition 1200 Weight 30.0 (Heavy) Value 17,000 Location: Mournhold Temple Courtyard, worn by Gaenor the Bosmer. Talk to him the first time, refuse to give him any money, and then leave and come back a few days later. He will be wearing a full set of Ebony Armor, and will fight you. Kick his ass and then clean him out. Ebony Tower Shield Armor Rating: 130 Condition 1200 Weight 30.0 (Heavy) Value 25,000 Location: Vivec Arena's Fighter Training area, and at Ghostgate, behind a trapped door locked a level of 100, with an Indoril guard patrolling inside. Ebony Closed Helmet Armor Rating: 130 Condition 600 Weight 10.0 (Heavy) Value 15,000 Location: Dragon Ur, and on Tirer Belvayn in Shana. Ebony Boots Armor Rating: 130 Condition 600 Weight 40.0 (Heavy) Value 10,000 Location: On Seanwen, Vivec Arena's fighter's training area. Ebony Greaves Armor Rating: 130 Weight 36.0 (Heavy) Condition 600 Value 22,000 Location: On Seanwen, Vivec Arena's fighter training area Ebony Paldron Armor Rating: 130 Condition 600 Weight 20.0 (Heavy) Value 1,200 Location: On Seanwen, Vivec Arena's Fighter Training Area, and at Ghostgate. Ebony Mail Armor Rating: 333 Condition 3000 Weight 20.0 (Heavy) Value 120,000 Location: On Seanwen, Vivec Arena's Fighter Training Area. Ebony Bracers Armor Rating: 130 Condition 300 Weight 10.0 (Heavy) Value 5,000 Location: On Seanwen, Vivec Arena's Fighter Training Area, and in Suran, at the pawnbrokers. -=Daedric Armor=- Complete Set Location: All Daedric Armor can be found on Divyath Fyr (Just make sure you wait to kill him after Caius leaves Balmora). An alternate way of getting Fyr's armor is to enchant an ebony staff with calm humanoid and disintegrate armor 100 points. It will take a long time, but after many days of hitting Fyr then recharging your weapon, his armor will be fully disintegrated, and can be pick pocketed from him. Also note that the Daedric Greaves are not *on* Orvas Dren, they are on the shelf right beside him. I can't tell you how many e-mails I received about that one, -_-; Daedric Cuirass Armor Rating: 173 Condition 2,400 Weight 90.0 (Heavy) Value 70,000 Location: Complete the quest for Auriel's Bow for House Telvanni. Daedric Left Pauldron Armor Rating: 133 Condition 800 Weight 30.0 (Heavy) Value 24,000 Daedric Right Pauldron Armor Rating: 133 Condition 800 Weight 30.0 (Heavy) Value 24,000 Daedric Left Gauntlet Armor Rating: 173 Condition 400 Weight 15.0 (Heavy) Value 14,000 Daedric Right Gauntlet Armor Rating: 173 Condition 400 Weight 15.0 (Heavy) Value 14,000 Location: Kogoruhn, Bleeding Heart. Kogoruhn is almost directly to the northeast of Maar Gan. The Gauntlets are on the lowest level, sitting on a rock close to Dagoth Elam. Go through the Hall of Phisto, Hall of Maki, Nabith Waterway, Charma's Breath, and then into the Bleeding Heart section to get there. Daedric Greaves Armor Rating: 173 Condition: 800 Weight: 54.0 (Heavy) Value: 44,000 Location: Orvas Dren is standing next to some. Find him at Dren Plantation, in the basement. Daedric Boots Armor Rating: 173 Condition 800 Weight 60.0 (Heavy) Value 20,000 Location: Galom Daeus, which is located Southwest of the Erabenimsun Ashlander Camp. Fair warning: This is the headquarters for the Berne Vampire Clan, so come prepared. Daedric Shield Armor Rating: 173 Condition 1600 Weight 45 Value 34,000 Location: In the basement of Dren Manor, on the shelf right behind Orvas Dren. Daedric Tower Shield Armor Rating: 173 Condition: 1,600 Weight: 45.0 (Heavy) Value: 50,000 Location: I found it in a Daedric Ruin, I don't remember which one. Daedric Masks Daedric Face of Inspiration Armor Rating: 266 Condition: 800 Weight: 15(Heavy) Value: 15,000 Location: The Tower of Dusk at Ghostgate, a Buoyant Armiger is wearing it. Also found beside the Fang of Haynekhtnamet in Shrine of Pitted Dreams in Mamaea and in the cavern of Ibar Dad near where Eleidon's Ward can be found. Daedric Face of Terror Armor Rating: 266 Condition: 800 Weight: 15(Heavy) Value: 15,000 Location: The Tower of Dusk at Ghostgate, a Buoyant Armiger is wearing it. Also found in the "Forgotten Vaults of Anudabia, Forge of Hilbonguard". To get there, enter the Omaren Ancestral Tomb and go down until you reach a Daedric Ruin (the same place where you find Skull Crusher). Daedric Face of God: Armor Rating: 266 Condition: 800 Weight: 15(Heavy) Value: 15,000 Location: In the Marvani Ancestral Tomb, Tukushapal, Sepulcher. At the Lizard's Head in the Telvanni Waistworks section of Vivec, talk to Ennbjof with a bottle of Matze in your inventory, and he'll give you the key to the tomb. It's located on a small island south of the Daedric shrine of Zaintiraris, which is just to the south of Molag Mar. The entrance to the tomb is on the southern end of the island. Proceed down the tomb, into Tukushapal, and then into Sepulcher. Once you enter Sepulcher, levitate up and to the right, following the hum of the crystals. -=Dwemer Armor=- The best place to get a complete set of Dwemer Armor is Venim Manor in Ald'Ruhn. You have to go there as part of the Fourth Trial of the Nerevarrine, and you will most definitely be killing some guards, so if you follow the main story, you will eventually get a full set. Dwemer Helm Armor Rating: 33 Condition 200 Weight 5.0 (Heavy) Value 450 Dwemer Cuirass Armor Rating: 33 Condition 600 Weight 30.0 (Heavy) Value 1,050 Dwemer Left Pauldron Armor Rating: 33 Condition 200 Weight 10.0 (Heavy) Value 360 Dwemer Right Pauldron Armor Rating: 33 Condition 200 Weight 10.0 (Heavy) Value 360 Dwemer Left Bracer Armor Rating: 33 Condition 100 Weight 5.0 (Heavy) Value 150 Dwemer Right Bracer Armor Rating: 33 Condition 100 Weight 5.0 (Heavy) Value 150 Dwemer Greaves Armor Rating: 33 Condition 200 Weight 18.0 (Heavy) Value 660 Dwemer Boots Armor Rating: 33 Condition 200 Weight 20.0 (Heavy) Value 300 Dwemer Shield Armor Rating: 33 Condition 400 Weight 15.0 (Heavy) Value 510 -=Orcish Armor=- Complete Set Location: All Orcish Armor can be found on Umbra the Orc, who is on the Eastern side of the mountains near Suran. You also get the Umbra Sword for killing him. Also, some Orcish Armor can be found in the Armorer Shop in Suran, the Armorer Shop in Balmora, and in Caldara in Ghorak Manor in a crate at the top of the stairs. Orcish Helm: Armor Rating: 92 Condition: 300 Weight: 4.4 (Medium) Value: 1,200 Orcish Cuirass Armor Rating: 92 Condition: 900 Weight: 26.5 (Medium) Value: 2,800 Orcish Left Pauldron Armor Rating: 92 Condition: 300 Weight: 8 (Medium) Value: 960 Orcish Right Pauldron Armor Rating: 92 Condition: 300 Weight: 8 (Medium) Value: 960 Orcish Left Bracer Armor Rating: 92 Condition: 150 Weight: 4.4 (Medium) Value: 400 Orcish Right Bracer Armor Rating: 92 Condition: 150 Weight: 4.4 (Medium) Value: 400 Orcish Greaves Armor Rating: 92 Condition: 300 Weight: 13.4 (Medium) Value: 1,760 Orcish Boots Armor Rating: 92 Condition: 300 Weight: 17.0 (Medium) Value: 800 Orcish Tower Shield Armor Rating: 98 Condition: 640 Weight: 13.4 (Medium) Value: 2,000 Just to clarify: Light Armor Rating is Based on a 95 Light Armor Skill Medium Armor Rating is Based on 95 Medium Armor Skill Heavy Armor Rating is Based on a 95 Heavy Armor Skill -=Goblin Armor=- The only piece of Goblin Armor is a shield. I guess it sucks to be a Goblin. Goblin Buckler Armor Rating: 33 Condition 500 Weight 5.0 (Light) Value 1,000 -=Dreugh Armor=- Not one of my favorites, mostly because it is incomplete. This armor falls into the medium category. Dreugh Helm Armor Rating: 125 Condition: 400 Weight: 4.5 (medium) Value: 2,250 Dreugh Cuirass Medium Armor Armor Rating: 125 Condition: 1200 Weight: 27.0 (medium) Value: 5,250 Dreugh Shield Armor Rating: 125 Condition: 800 Weight: 13.5 (medium) Value: 2,550 Location: A woman in the Redoran Stronghold at Bal Isra has a Dreugh Helm, Cuirass, and Shield. Kill her for them. -=Royal Guard Armor=- This is my favorite Medium Armor. Shiny, red, and just overly badass. The easiest way to get a set is to find one of the generic Royal Guards in Mournhold, cast a Command Humanoid spell on him, lure him down in front of the Palace Basement door, and kill him. One of these guys took 7 hits from Keening before he went down (I had a Strength rating of 100, and a Short Blade skill rating of 74), so you might have to whack away for a while. Royal Guard Helm Armor Rating: 73 Condition 550 Weight 4.0 Value 550 Royal Guard Cuirass Armor Rating: 73 Condition 1500 Weight 27.0 Value 8,000 Royal Guard Left Pauldron Armor Rating: 73 Condition 550 Weight 9.0 Value 3,000 Royal Guard Right Pauldron Armor Rating: 73 Condition 550 Weight 9.0 Value 3,000 Royal Guard Left Gauntlet Armor Rating: 73 Condition 225 Weight 4.0 Value 2,000 Royal Guard Right Gauntlet Armor Rating: 73 Condition 225 Weight 4.0 Value 2,000 Royal Guard Greaves Armor Rating: 55 Condition 300 Weight 12.0 Value 2,000 Royal Guard Boots Armor Rating: 66 Condition 500 Weight 18.0 Value 2,500 -=Her Hands Armor=- The ultimate in Ordinator apparel. As the Arch Cannon of Almalexia's High Fane points out, the Ordinators in Morrowind were REJECTS who failed to live up to High Ordinator status. That tells us that the men (and women?) we see wearing this armor are the most elite warriors in the land. It also makes us want this set even more, doesn't it? Pulling off a stealth kill on a High Ordinator has to be one of THE hardest things to do. Why? Because there's so many of them. Piss even one off, and buddy you have a whole army kicking your ass with Ebony Scimitars. One of my favorite cures for boredom is seeing how many High Ordinators I can have chasing me before the game crashes. I think my record stands at 17.Anyway if you want this armor with the least amount of work, you'd better think up something creative, because you can't levitate in Mournhold, and you can�t hide either. And let's not forget the Ordinator glitch, or the fact that if you are ever seen wearing Her Hands Armor by a High Ordinator, they will kill you ON SIGHT. Her Hand's Helmet Armor Rating: 125 Condition: 700 Weight: 15.0 (Heavy) Value: 12,000 Her Hand's Cuirass Armor Rating: 116 Condition: 2,800 Weight: 90.0 (Heavy) Value: 50,000 Her Hand's Greaves Armor Rating: 116 Condition: 700 Weight: 45.0 (Heavy) Value: 33,000 Her Hand's Left Pauldron Armor Rating: 116 Condition: 700 Weight: 30.0 (Heavy) Value: 20,000 Her Hand's Right Pauldron Armor Rating: 116 Condition: 700 Weight: 30.0 (Heavy) Value: 20,000 Her Hand's Left Gauntlet Armor Rating: 116 Condition: 300 Weight: 15.0 (Heavy) Value: 13,000 Her Hand's Right Gauntlet Armor Rating: 116 Condition: 300 Weight: 15.0 (Heavy) Value: 13,000 Her Hand's Boots Armor Rating: 116 Condition: 700 Weight: 60.0 (Heavy) Value: 15,000 Her Hand's Shield Armor Rating: 91 Condition: 350 Weight: 17.0 (Heavy) Value: 2,500 -=Dark Brotherhood Armor=- After you progress in the main Nerevarrine story a bit, you will be attacked by an assassin in your sleep one night. This is a Dark Brotherhood member. After you kill him, you're free to loot his armor. The armor is light, pretty good for stealth characters, but it's weak. Dark Brotherhood Helm Armor Rating: 50 Condition 300 Weight 1.0 (Light) Value 200 Dark Brotherhood Cuirass Armor Rating: 50 Condition 300 Weight 6.0 (Light) Value 1,000 Dark Brotherhood Left Pauldron Armor Rating: 50 Condition 250 Weight 1.0 (Light) Value 500 Dark Brotherhood Right Pauldron Armor Rating: 50 Condition 250 Weight 1.0 (Light) Value 500 Dark Brotherhood Left Gauntlet Armor Rating: 50 Condition 100 Weight 1.0 (Light) Value 200 Dark Brotherhood Right Gauntlet Armor Rating: 50 Condition 100 Weight 1.0 (Light) Value 200 Dark Brotherhood Greaves Armor Rating: 50 Condition 250 Weight 3.0 (Light) Value 100 Dark Brotherhood Boots Armor Rating: 50 Condition 200 Weight 2.0 (Light) Value 500 -=Ancient Steel Armor=- The complete set of this armor can be found in Jolgeirr Barrow in Solthsteim. Ancient Steel Helm Armor Rating: 26 Condition 75 Weight 5.0 (Heavy) Value 60 Ancient Steel Cuirass Armor Rating: 26 Condition 225 Weight 30.0 (Heavy) Value 150 Ancient Steel Left Pauldron Armor Rating: 26 Condition 75 Weight 10.0 (Heavy) Value 48 Ancient Steel Right Pauldron Armor Rating: 26 Condition 75 Weight 10.0 (Heavy) Value 48 Ancient Steel Left Gauntlet Armor Rating: 26 Condition 37 Weight 5.0 (Heavy) Value 28 Ancient Steel Right Gauntlet Armor Rating: 26 Condition 37 Weight 5.0 (Heavy) Value 28 Ancient Steel Greaves Armor Rating: 26 Condition 75 Weight 18.0 (Heavy) Value 88 Ancient Steel Tower Shield Armor Rating: 31 Condition 180 Weight 20.0 (Heavy) Value 100 Ancient Steel Boots Armor Rating: 26 Condition 75 Weight 20.0 (Heavy) Value 40 -=Bear Armor=- A near complete set of this armor can be gotten from Brynjolfr, near Thirsk. Bear Helm Armor Rating: 25 Condition 100 Weight 4.0 (Medium) Value 40 Location: Berserkers roaming around Solthsteim. Bear Cuirass Armor Rating: 25 Condition 325 Weight 25.0 (Medium) Value 150 Bear Left Pauldron Armor Rating: 25 Condition 100 Weight 7.0 (Medium) Value 60 Bear Right Pauldron Armor Rating: 25 Condition 100 Weight 7.0 (Medium) Value 60 Bear Left Gauntlet Armor Rating: 25 Condition 80 Weight 4.0 (Medium) Value 40 Bear Right Gauntlet Armor Rating: 25 Condition 80 Weight 4.0 (Medium) Value 40 Bear Greaves Armor Rating: 25 Condition 220 Weight 10.0 (Medium) Value 120 Bear Boots Armor Rating: 25 Condition 105 Weight 14.0 (Medium) Value 50 Bear Shield Armor Rating: 25 Condition 150 Weight 10.0 (Medium) Value 100 -=Wolf Armor=- Same as above. Wolf Helm Armor Rating: 25 Condition 100 Weight 2.0 (Light) Value 40 Wolf Cuirass Armor Rating: 25 Condition 325 Weight 9.0 (Light) Value 150 Wolf Left Pauldron Armor Rating: 25 Condition 100 Weight 2.4 (Light) Value 60 Wolf Right Pauldron Armor Rating: 25 Condition 100 Weight 2.4 (Light) Value 60 Wolf Left Gauntlet Armor Rating: 25 Condition 80 Weight 1.5 (Light) Value 40 Wolf Right Gauntlet Armor Rating 25 Condition 80 Weight 1.5 (Light) Value 40 Wolf Greaves Armor Rating: 25 Condition 220 Weight 7.0 (Light) Value 120 Wolf Boots Armor Rating: 25 Condition 105 Weight 4.0 (Light) Value 50 Common Armor Sets -=Bonemold Armor=- There are several different types of Bonemold Armor available, and while this isn't exactly a treasure per se, this FAQ is geared towards the treasure collectors as much as the hardcore dungeon explorers. Armun-An Bonemold Left Pauldron Armor Rating: 25 Condition 150 Weight 8.0 (Medium) Value 120 Location: Balmora, Armorer Shop. Armun-An Bonemold Right Pauldron Armor Rating: 25 Condition 150 Weight 8.0 (Medium) Value 120 Location: Balmora, Armorer Shop. Bonemold Helm Armor Rating: 30 Condition 180 Weight 4.0 (Medium) Value 150 Location: Balmora, Armorer Shop. Bonemold Cuirass Armor Rating: 26 Condition 480 Weight 24.0 (Medium) Value 350 Location: Balmora, Armorer Shop. Bonemold Left Pauldron Armor Rating: 25 Condition 150 Weight 8.0 (Medium) Value 120 Location: Balmora, Armorer Shop. Bonemold Right Pauldron Armor Rating: 25 Condition 150 Weight 8.0 (Medium) Value 120 Location: Balmora, Armorer Shop. Bonemold Left Bracer Armor Rating: 25 Condition 75 Weight 4.0 (Medium) Value 50 Location: Balmora, Armorer Shop. Bonemold Right Bracer Armor Rating: 25 Condition 75 Weight 4.0 (Medium) Value 50 Location: Balmora, Armorer Shop. Bonemold Greaves Armor Rating: 25 Condition 150 Weight 13.4 (Medium) Value 220 Location: Balmora, Armorer Shop. Bonemold Boots Armor Rating: 25 Condition 150 Weight 16.0 (Medium) Value 100 Location: Balmora, Armorer Shop. Bonemold Shield Armor Rating: 25 Condition 300 Weight 10.0 (Medium) Value 170 Location: Balmora, Armorer Shop. Bonemold Tower Shield Armor Rating: 28 Condition 340 Weight 12.0 (Medium) Value 250 Location: Balmora, Armorer Shop. Gah-Julan Bonemold Cuirass Armor Rating: 28 Condition 510 Weight 24.0 (Medium) Value 360 Location: Ald'Ruhn Fighter's Guild. Gah-Julan Bonemold Left Pauldron Armor Rating: 28 Condition 170 Weight 8.0 (Medium) Value 140 Location: Ald'Ruhn Fighter's Guild. Gah-Julan Bonemold Right Pauldron Armor Rating: 28 Condition 170 Weight 8.0 (Medium) Value 140 Location: Ald'Ruhn Fighter's Guild. Native Armun-An Bonemold Helm Armor Rating: 30 Condition 180 Weight 4.0 (Medium) Value 150 Location: Tel Mora, Weapon Smith. Native Chuzei Bonemold Helm Armor Rating: 28 Condition 170 Weight 4.0 (Medium) Value 175 Location: Ald'Ruhn Fighter's Guild. Native Gah-Julan Bonemold Helm Armor Rating: 26 Condition 160 Weight 4.0 (Medium) Value 165 Location: Ald'Ruhn Fighter's Guild. -=Chitin Armor=- Chitin Helm Armor Rating: 16 Condition 100 Weight 1.0 (Light) Value 19 Location: In Balmora, at the Armorer Shop. Chitin Mask Helm Armor Rating: 16 Condition 100 Weight 1.0 (Light) Value 19 Location: In Balmora, at the Armorer Shop. Chitin Cuirass Armor Rating: 16 Condition 300 Weight 6.0 (Light) Value 45 Location: In Seyda Neen, at Arrille's Tradehouse. Chitin Left Pauldron Armor Rating: 16 Condition 100 Weight 2.0 (Light) Value 16 Location: In Seyda Neen, at Arrille's Tradehouse. Chitin Right Pauldron Armor Rating: 16 Condition 100 Weight 2.0 (Light) Value 16 Location: In Seyda Neen, at Arrille's Tradehouse. Chitin Left Gauntlet Armor Rating: 16 Condition 50 Weight 1.0 (Light) Value 9 Location: In Seyda Neen, at Arrille's Tradehouse. Chitin Right Gauntlet Armor Rating: 16 Condition 50 Weight 1.0 (Light) Value 9 Location: In Seyda Neen, at Arrille's Tradehouse. Chitin Greaves Armor Rating: 16 Condition: 100 Weight 5.4 (Light) Value 29 Location: In Balmora, at the Armorer Shop. Chitin Boots Armor Rating: 16 Condition 100 Weight 6.0 (Light) Value 13 Location: In Seyda Neen, at Arrille's Tradehouse. Chitin Shield Armor Rating: 16 Condition 200 Weight 4.0 (Light) Value 22 Location: In Seyda Neen, at Arrille's Tradehouse. Chitin Tower Shield Armor Rating: 20 Condition 240 Weight 6.0 (Light) Value 32 Location: In Balmora, at the Armorer Shop. -=Imperial Armor=- Imperial Chain Coif Armor Rating: 16 Condition 100 Weight 3.5 (Medium) Value 35 Location: In Seyda Neen, at Arrille's Tradehouse. Imperial Chain Cuirass Armor Rating: 20 Condition 300 Weight 21.0 (Medium) Value 90 Location: In Seyda Neen, at Arrille's Tradehouse. Imperial Chain Greaves Armor Rating: 33 Condition 200 Weight 10.0 (Medium) Value 50 Location: In Caldera, at the Armorer Shop. Imperial Chain Left Pauldron Armor Rating: 33 Condition 200 Weight 10.0 (Heavy) Value 28 Location: In Caldera, at the Armorer Shop. Imperial Chain Right Pauldron Armor Rating: 33 Condition 200 Weight 10.0 (Heavy) Value 28 Location: In Caldera, at the Armorer Shop. Imperial Dragonscale Cuirass Armor Rating: 33 Condition 600 Weight 24.0 (Medium) Value 340 Location: In Caldera, at the Trader Shop. Imperial Dragonscale Helm Armor Rating: 33 Condition 200 Weight 4.0 (Medium) Value 130 Location: In Ald'Ruhn, at the Fighter's Guild. Imperial Dragonscale Tower Shield Armor Rating: 36 Condition 440 Weight 12.0 (Medium) Value 230 Location: In Caldera, at Verick Gemain: Trader. Imperial Newtscale Cuirass Armor Rating: 16 Condition 300 Weight 9.0 (Light) Value 100 Location: In Seyda Neen, at Arrille's Tradehouse. Imperial Shield Armor Rating: 26 Condition 320 Weight 14.0 (Heavy) Value 78 Location: In Pelagiad, at the Armorer Shop. Imperial Silver Cuirass Armor Rating: 30 Condition 540 Weight 30.0 (Heavy) Value 280 Location: In Caldera, at the Armorer Shop. Imperial Silver Helm Armor Rating: 28 Condition 170 Weight 5.0 (Heavy) Value 120 Location: In Caldera, at the Armorer Shop. Imperial Steel Boots Armor Rating: 26 Condition 170 Weight 19.0 (Heavy) Value 50 Location: In Seyda Neen, in the Excise Warehouse. Imperial Steel Cuirass Armor Rating: 26 Condition 460 Weight 29.0 (Heavy) Value 150 Location: In Seyda Neen, in the Excise Warehouse. Imperial Steel Greaves Armor Rating: 26 Condition 170 Weight 17.0 (Heavy) Value 98 Location: In Caldera, at the Trader Shop. Imperial Steel Helmet Armor Rating: 26 Condition 160 Weight 5.0 (Heavy) Value 70 Location: In Pelagiad, at the Armorer Shop. Imperial Steel Left Gauntlet Armor Rating: 26 Condition 80 Weight 5.0 (Heavy) Value 33 Location: In Moonmoth Legion Fort, from Erla. Imperial Steel Left Pauldron Armor Rating: 26 Condition 160 Weight 10.0 (Heavy) Value 53 Location: In Moonmoth Legion Fort, from Erla. Imperial Steel Right Gauntlet Armor Rating: 26 Condition 80 Weight 5.0 (Heavy) Value 33 Location: In Moonmoth Legion Fort, from Erla. Imperial Steel Right Pauldron Armor Rating: 26 Condition 160 Weight 10.0 (Heavy) Value 53 Location: In Moonmoth Legion Fort, from Erla. Imperial Studded Leather Cuirass Armor Rating: 16 Condition 300 Weight 9.0 (Light) Value 65 Location: In Caldera, at the Armorer Shop. Imperial Templar Boots Armor Rating: 30 Condition 180 Weight 20.0 (Heavy) Value 50 Location: In Ebonheart, Jonus Maximus is wearing it. Imperial Templar Greaves Armor Rating: 30 Condition 180 Weight 18.0 (Heavy) Value 110 Location: In Ebonheart, Jonus Maximus is wearing it. Imperial Templar Helmet Armor Rating: 30 Condition 180 Weight 5.0 (Heavy) Value 75 Location: In Ebonheart, Jonus Maximus is wearing it. Imperial Templar Knight Cuirass Armor Rating: 30 Condition 540 Weight 30 (Heavy) Value 175 Location: In Ebonheart, Jonus Maximus is wearing it. Imperial Templar Left Bracer Armor Rating: 30 Condition 90 Weight 5.0 (Heavy) Value 25 Location: In Caldera, at the Armorer Shop. Imperial Templar Left Pauldron Armor Rating: 30 Condition 180 Weight 10.0 (Heavy) Value 60 Location: In Ebonheart, Jonus Maximus is wearing it. Imperial Templar Right Bracer Armor Rating: 30 Condition 90 Weight 5.0 (Heavy) Value 25 Location: In Caldera, at the Armorer Shop. Imperial Templar Right Pauldron Armor Rating: 30 Condition 180 Weight 10.0 (Heavy) Value 60 Location: In Ebonheart, Jonus Maximus is wearing it. -=Netch Armor=- Boiled Netch Leather Cuirass Armor Rating: 11 Condition 210 Weight 12.0 (Light) Value 37 Location: In Balmora, at the Fighter's Guild, from Wayn. . Boiled Netch Leather Helm Armor Rating: 11 Condition 70 Weight 3.0 (Light) Value 17 Location: In Balmora, at Ra'Virr: Trader. Netch Leather Boots Armor Rating: 8 Condition 50 Weight 8.0 (Light) Value 10 Location: In Balmora, at Meldor: Armorer. Netch Leather Cuirass Armor Rating: 8 Condition 150 Weight 12.0 (Light) Value 35 Location: In Seyda Neen, at Arrille's Tradehouse. Netch Leather Greaves Armor Rating: 8 Condition 50 Weight 7.0 (Light) Value 22 Location: In Balmora, at Ra'Virr: Trader. Netch Leather Helm Armor Rating: 8 Condition 50 Weight 3.0 (Light) Value 15 Location: In Balmora, at Meldor: Armorer. Netch Leather Left Gauntlet Armor Rating: 8 Condition 25 Weight 3.0 (Light) Value 7 Location: In Balmora, at Ra'Virr: Trader. Netch Leather Left Pauldron Armor Rating: 8 Condition 50 Weight 4.0 (Light) Value 12 Location: In Balmora, at Meldor: Armorer. Netch Leather Right Gauntlet Armor Rating: 8 Condition 25 Weight 3.0 (Light) Value 7 Location: In Balmora, at Ra'Virr: Trader. Netch Leather Right Pauldron Armor Rating: 8 Condition 50 Weight 4.0 (Light) Value 12 Location: In Balmora, at Meldor: Armorer. Netch Leather Shield Armor Rating: 8 Condition 100 Weight 6.0 (Light) Value 17 Location: In Seyda Neen, at Arrille's Tradehouse. Netch Leather Tower Shield Armor Rating: 8 Condition 100 Weight 9.0 (Light) Value 25 Location: In Balmora, at Ra'Virr: Trader. -=Iron Armor=- Iron Boots Armor Rating: 16 Condition 450 Weight 19.0 (Heavy) Value 20 Location: In the Balmora Fighter's Guild, from Wayn. Iron Cuirass Armor Rating: 16 Condition 2,000 Weight 30.0 (Heavy) Value 70 Location: In Seyda Neen, at Arrille's Tradehouse. Iron Greaves Armor Rating: 16 Condition 100 Weight 18.0 (Heavy) Value 44 Location: In Seyda Neen, at Arrille's Tradehouse. Iron Helmet Armor Rating: 16 Condition 100 Weight 5.0 (Heavy) Value 30 Location: In Balmora, at Meldor: Armorer. Iron Left Bracer Armor Rating: 16 Condition 50 Weight:5.0 (Heavy) Value 10 Location: In Ald'Ruhn, at Tiras Sadus: General Merchandise Iron Left Gauntlet Armor Rating: 16 Condition 50 Weight 7.0 (Heavy) Value 14 Location: In Caldera, at Hodlismod: Armorer. Iron Left Pauldron Armor Rating: 16 Condition 100 Weight 10.0 (Heavy) Value 24 Location: In Caldera, at Verick Gemain: Trader. Iron Right Bracer Armor Rating: 16 Condition 50 Weight 5.0 (Heavy) Value 10 Location: In Ald-Ruhn, at Tiras Sadus: General Merchandise. Iron Right Gauntlet Armor Rating: 16 Condition 50 Weight 7.0 (Heavy) Value 14 Location: In Caldera, at Hodlismod: Armorer. Iron Right Pauldron Armor Rating: 16 Condition 100 Weight 10.0 (Heavy) Value 24 Location: In Caldera, at Verick Gemain: Trader. Iron Shield Armor Rating: 16 Condition 200 Weight 15.0 (Heavy) Value 34 Location: In Seyda Neen, at Arrille's Tradehouse. Iron Tower Shield Armor Rating: 20 Condition 240 Weight 18.0 (Heavy) Value 50 Location: In Ald-Ruhn, at Dandera Selaro: Smith. -=Steel Armor=- Steel Boots Armor Rating: 25 Condition 150 Weight 20.0 (Heavy) Value 40 Location: In the Balmora Fighter's Guild, from Wayn. Steel Cuirass Armor Rating: 25 Condition 450 Weight 30.0 (Heavy) Value 150 Location: In Seyda Neen, at Arrille's Tradehouse. Steel Greaves Armor Rating: 25 Condition 150 Weight 18.0 (Heavy) Value 88 Location: In Seyda Neen, at Arrille's Tradehouse. Steel Helm Armor Rating: 25 Condition 150 Weight 5.0 (Heavy) Value 60 Location: In Sadrith Mora, from Anruin Steel Left Gauntlet Armor Rating: 25 Condition 75 Weight 5.0 (Heavy) Value 28 Location: Location: In Seyda Neen, at Arrille's Tradehouse. Steel Left Pauldron Armor Rating: 25 Condition 150 Weight 10.0 (Heavy) Value 48 Location: Location: In Seyda Neen, at Arrille's Tradehouse. Steel Right Gauntlet Armor Rating: 25 Condition 75 Weight 5.0 (Heavy) Value 28 Location: In Seyda Neen, at Arrille's Tradehouse. Steel Right Pauldron Armor Rating: 25 Condition 150 Weight 10.0 (Heavy) Value 48 Location: In Seyda Neen, at Arrille's Tradehouse. Steel Shield Armor Rating: 25 Condition 300 Weight 15.0 (Heavy) Value 68 Location: In the Balmora Fighter's Guild, from Wayn. Steel Tower Shield Armor Rating: 30 Condition 360 Weight 20.0 (Heavy) Value 100 Location: In the Balmora Fighter's Guild, from Wayn. -=Nordic Armor=- Nordic Bearskin Cuirass Armor Rating: 8 Condition 150 Weight 9.0 (Light) Value 35 Location: In the Balmora Fighter's Guild, from Wayn. Nordic Fur Boots Armor Rating: 8 Condition 50 Weight 6.0 (Light) Value 10 Location: In Balmora, at Ra'Virr: Trader. Nordic Fur Cuirass Armor Rating: 8 Condition 150 Weight 9.0 (Light) Value 35 Location: In Seyda Neen, at Arrille's Tradehouse. Nordic Fur Greaves Armor Rating: 8 Condition 50 Weight 5.4 (Light) Value 22 Location: In the Balmora Fighter's Guild, from Wayn. Nordic Fur Helm Armor Rating: 8 Condition 50 Weight 1.5 (Light) Value 15 Location: In Balmora, at Ra'Virr: Trader. Nordic Fur Left Bracer Armor Rating: 8 Condition 25 Weight 1.5 (Light) Value 5 Nordic Fur Left Gauntlet Armor Rating: 8 Condition 25 Weight 1.5 (Light) Value 7 Location: In Balmora, at Ra'Virr: Trader. Nordic Fur Left Pauldron Armor Rating: 8 Condition 50 Weight 3.0 (Light) Value 12 Location: In the Balmora Fighter's Guild, from Wayn. Nordic Fur Right Bracer Armor Rating: 8 Condition 25 Weight 1.5 (Light) Value 5 Nordic Fur Right Gauntlet Armor Rating: 8 Condition 25 Weight 1.5 (Light) Value 7 Location: In Balmora, at Ra'Virr: Trader. Nordic Fur Right Pauldron Armor Rating 8 Condition 50 Weight 3.0 (Light) Value 12 Location: In the Balmora Fighter's Guild, from Wayn. Nordic Iron Cuirass Armor Rating: 26 Condition 480 Weight 35.0 (Heavy) Value 130 Location: In Ebonheart, worn by Fainertil and Olfin Gro-Logrob. Nordic Iron Helm Armor Rating: 26 Condition 160 Weight 8.0 (Heavy) Value 50 Location: In Balmora, at Ra'Virr: Trader. Nordic Leather Shield Armor Rating: 8 Condition 100 Weight 4.5 (Light) Value 25 Location: In Balmora, at Ra'Virr: Trader. Nordic Ringmail Cuirass Armor Rating: 16 Condition 300 Weight 21.0 (Medium) Value 80 Location: In Seyda Neen, at Arrille's Tradehouse. Nordic Trollbone Cuirass Armor Rating: 30 Condition 540 Weight 32.0 (Heavy) Value 165 Location: In Maar Gan, at Andus Tradehouse, from Uram Gro-Glorzuf. He's wearing it, so you'll have to kill him or use an Armor Eating spell. Nordic Trollbone Helm Armor Rating: 30 Condition 180 Weight 8.0 (Heavy) Value 65 Location: In Balmora, at Meldor: Armorer. Nordic Trollbone Shield Armor Rating: 30 Condition 360 Weight 16.0 (Heavy) Value 78 Location: In Tel Aruhn, at Aryne Telnim: Smith. Nordic Mail Boots Armor Rating: 110 Condition 500 Weight 20.0 (Heavy) Value 5,000 Nordic Mail Cuirass Armor Rating: 110 Condition 1,000 Weight 30.0 (Heavy) Value 5,000 Nordic Mail Greaves Armor Rating: 110 Condition 300 Weight 18.0 (Heavy) Value 2,000 Nordic Mail Helmet Armor Rating: 110 Condition 350 Weight 8.0 (Heavy) Value 1,000 Nordic Mail Left Gauntlet Armor Rating: 110 Condition 100 Weight 8.0 (Heavy) Value 1,000 Nordic Mail Left Pauldron Armor Rating: 110 Condition 100 Weight 10.0 (Heavy) Value 1,000 Nordic Mail Right Gauntlet Armor Rating: 110 Condition 100 Weight 8.0 (Heavy) Value 1,000 Nordic Mail Right Pauldron Armor Rating: 110 Condition 100 Weight 10.0 (Heavy) Value 1,000 Nordic Mail Shield Armor Rating: 110 Condition 500 Weight 20.0 (Heavy) Value 1,000 -=Colovian=- Colovian Fur Helm Armor Rating: 13 Condition: 70 Weight: 2.0 (Light) Value 25 Location: In Ald-Ruhn, at Tiras Sadus: General Merchandise. Also found on Tariel. Red Colovian Fur Helm Armor Rating: 13 Condition 70 Weight 2.0 (Light) Value 25 Location: Inside a Barrow on the island of Solthsteim. White Colovian Fur Helm Armor Rating: 13 Condition 70 Weight 2.0 (Light) Value 25 Location: Worn by Uncle Sweetshare. Please don't kill Uncle Sweetshare. -=Reikling=- Reikling Shield Armor Rating: 20 Condition: 200 Weight: 2.0 (Light) Value: 50 Location: Kill a Reikling to get one. Yes, it really is that simple. -=Hlaalu=- Hlaalu Guard Shield Armor Rating: 28 Condition 340 Weight 13.0 (Medium) Value 250 Location: In Tel Mora, at Radras: Smith. -=Redoran=- Redoran Banner Shield Armor Rating: 30 Condition 340 Weight 13.0 (Medium) Value 250 Redoran Founder's Helm Armor Rating: 30 Condition 180 Weight 4.4 (Medium) Value 150 Location: In Tel Branora, at Galen Berer: Armorer. Redoran Guard Shield Armor Rating: 28 Condition 340 Weight 13.0 (Medium) Value 250 Location: In Ald'Ruhn, at Dandera Selaro's house. Redoran Master Helm Armor Rating: 75 Condition 450 Weight 4.5 (Medium) Value 3,000 Location: Ald'ruhn, Manor District, Under Skar, in Arobar Manor. Sitting on top of a closet in Miner Arobar's bedroom. This is a quest you receive from the Ald'ruhn Thieves Guild. If you rescue his daughter (A House Redoran Quest), he will give you the one he is wearing. After he gives it to you, you can then steal the one on top of the closet for the Thieves Guild. Redoran Watchman's Helm Armor Rating: 18 Condition 110 Weight 1.0 (Light) Value 24 Location: In the Ald'Ruhn Fighter's Guild. -=Telvanni=- Telvanni Cephalopod Helm Armor Rating: 13 Condition 80 Weight 2.0 (Light) Value 50 Location: In Dagon Fel, at End of the World Renter Rooms, from Hjotra the Peacock. Telvanni Dust Adept Helm Armor Rating: 8 Condition 50 Weight 1.5 (Light) Value 30 Location: in the Releth Ancestral Tomb, which is located Southeast of Suran. Telvanni Guard Shield Armor Rating: 28 Condition 340 Weight 13.0 (Medium) Value 250 Location: In Sadrith Mora, from Anruin. Telvanni Mole Crab Helm Armor Rating: 10 Condition 60 Weight 2.0 (Light) Value 19 -=The Rest=- Cloth Left Bracer Armor Rating: 6 Condition 20 Weight 1.5 (Light) Value 3 Location: In Gnaar Mok, at Dreugh-Jigger's Rest, from Hinald. Cloth Right Bracer Armor Rating: 6 Condition 20 Weight 1.5 (Light) Value 3 Location: In Gnaar Mok, at Dreugh-Jigger's Rest, from Hinald. Duke's Guard Silver Cuirass Armor Rating: 33 Condition 600 Weight 30.0 (Heavy) Value 350 Location: In Caldera, at Hodlismod: Armorer. Gondolier's Helm Armor Rating: 1 Condition 100 Weight 4.0 (Medium) Value 10 Location: Worn by the various Gondolier's (The boat guys) in the game. I wouldn't suggest killing any of them, because that would cancel boat travel from that location. Heavy Leather Boots Armor Rating: 83 Condition 500 Weight 8.0 (Light) Value 100 Location: In Caldera, at Shenk's Shovel, from Iratian Albarnian. He's wearing them, so kill him. Left Leather Bracer Armor Rating: 8 Condition 20 Weight 1.5 (Light) Value 5 Right Leather Bracer Armor Rating: 8 Condition 25 Weight 1.5 (Light) Value 5 Morag Tong Helm Armor Rating: 20 Condition 120 Weight 3.0 (Light) Value 20 -=Misc. Armor, Jewelry, and Clothes=- Wraithguard, or how to use Keening and Sunder without dying As you all (Should) know, Wraithguard is a gauntlet, one whos only purpose is to let you yield Keeining and Sunder. You'll get it during the completion of the main quest anyway, but if you don't want to complete the main quest, follow this guide below. Location: Vivec, Palace of Vivec How to obtain it: -The Main Quest Way- During the Sixth Trial of the Nerrevarine, you end up meeting with Thayler Saryoni, the Archcanon of the Tribunal Temple. Nibani will wonder why you have yet to complete the prophecy and will send you to Thalyer. Talk to him about the temples doctrine and he will ask you to meet with Vivec himself. Well all right then, we're off to see the Wizard! He'll give you a key that will let you into Vivec's Palace, that is if you haven't already jimmied the lock yourself. Pop inside and start up a conversation with your old pal. Most of the conversational stuff is junk, all you need to do is talk to him about all of that stuff highlighted in blue and he'll give you Wraithguard. -The Back Door Method- If you don't feel like going through all of that Main Quest crap, here's how to get the good stuff. Hop a Strider over to Vivec, race to the Palace, and use a Master's Lockpick OR a 100-100 Open spell to unlock the door. Once inside, you now have to perform a dangerous task; Kill Vivec. I know right, just how does one kill a god? It's not easy, but at the same time it's easier than you'd think. Just "Hack, Slash, Heal" and he'll fall. Once he's dead, Loot his body for the "Unique Dwemer Artifact". Run/Walk/Fly to Tel Fyr, and go see the last living dwarf in the Corprusarium. He'll tell you he needs two books to get the artifact charged up, but you should already know where to find those. Bring them back, let him do his work, and the Artifact becomes Wraithguard. The drawback? The first time you equip it, THIS Wraithguard damages your character PERMANATLY. It's ultimately up to you if you think the penalty outweighs the time-consuming alternative, but if you want Keening or Sunder, you HAVE TO HAVE WRAITHGUARD. -=Sanguine Items=- Location: Eno Hlaalu, the Grandmaster of the Morag Tong Assassins Guild, gives you a quest titled the "Threads of the Webspinner." This quest involves the collection of the 27 Sanguine items (Of which Eno already owns one, so you need to find 26 more), each of which bears the name "Sanguine", and is a constant effect item. To complete the quest, you must return all 26 items to him. If you are attempting to play a "straight" game, this quest may bother you, because to gain back all 26 Sanguine items, you have to outright kill almost everyone in possession of them (Unless you are a DAMN good sneak). Just be SURE to complete this quest before Eno leaves (Once you complete the Grandmaster of the Morag Tong quest by letting him retire), Because if you fail to do so, the quest is impossible to complete. A way to complete the quest and keep the items is once you have attained Grandmaster status (or if you have decided not to join the Morag Tong), you may kill Eno and take back the items you have given to him. This is relatively easy to do once you've completed the Morag Tong quests, as Eno will serve no more purpose. Check below in the Misc. section to find out what the reward is for completing this quest. Amulet of Sanguine Interprise Weight 1.0 Value 1,500 Constant Effect Fortify Mercantile 5 points Grandmaster Eno already has this one in his possession. Belt of Sanguine Sureflight Weight 1.0 Value 1,500 Constant Effect Fortify mark by 5 points Location: Duries Marias in the Assernerairan in St. Olms Belt of Sanguine Hewing Weight 1.0 Value 1,500 Constant Effect Fortify Long sword 5 points Location: Duries Marias in the Assernerairan in St. Olms Amulet of Sanguine Glib Speech Weight 1.0 Value 1,500 Constant Effect Fortify Speechcraft 5 points Location: In Khuul at Throngar's establishment, on Shotherra. Amulet of Sanguine Nimble Armor Weight 1.0 Value 1,500 Constant Effect Fortify Light Armor 5 points The Northeast of Vivec in the Daedric shrine of Ald Sotha, on Severa Magia, the Night Mother of the Dark Brotherhood. Belt of Sanguine Balanced Armor Weight 1.0 Value 1,500 Constant Effect Fortify Medium Armor 5 points Location: In the shrine of Assernerairen (Located Beneath the St. Olms Canton in Vivec), on Relas Arothan. Belt of Sanguine Deep Biting Weight 1.0 Value 1,500 Constant Effect Fortify Axe 5 points Location: In the shrine of Assernerairen (Located Beneath the St. Olms Canton in Vivec), on Relas Arothan. Belt of Sanguine Denial Weight 1.0 Value 1,500 Constant Effect Fortify Block 5 points Location: On Movis Darys (A Dark Brotherhood operative) in the Ald'ruhn Mages' Guild. Belt of Sanguine Fleetness Weight 1.0 Value 1,500 Constant Effect Fortify Athletics 5 points Location: In the Halfway Tavern in Pelagiad, on Hrordis. Belt of Sanguine Impaling Thrust Weight 1.0 Value 1,500 Constant Effect Fortify Spear 5 points Location: In Sadrith Mora, on Gluronk gra-Shula. Belt of Sanguine Martial Craft Weight 1.0 Value 1,500 Constant Effect Fortify Armorer 5 points Location: In the Daedric priest shrine of Ashalmimilkala, on Carecalmo. Belt of Sanguine Smiting Weight 1.0 Value 1,500 Constant Effect Fortify Blunt Weapon 5 points Location: In Ald Daedroth, on Domba. Belt of Sanguine Stolid Armor Weight 1.0 Value 1,500 Constant Effect Fortify Heavy Armor 5 points In the Daedric shrine of Yasammidan (found far to the Northwest of Gnisis), on Mindeli Saren. Glove of Sanguine Horny Fist Right Hand Weight 1.0 Value 1,500 Constant Effect Fortify Hand-to-Hand 5 points Location: In The Flowers of Gold Cornerclub in the Redoran Canton of Vivec, on Guril Retheran. Glove of Sanguine Safekeeping Left Hand Weight 1.0 Value 1,500 Constant Effect Fortify Security 5 points Location: In the Daedric shrine of Ularradallaku (Northeast of Ald'ruhn), on Inganar. Glove of Sanguine Swiftblade Right Hand Weight 1.0 Value 1,500 Constant Effect Fortify Short Blade 5 points Location: The Northeast of Vivec in the Daedric shrine of Ald Sotha, on Severa Magia, the Night Mother of the Dark Brotherhood. Ring of Sanguine Fluid Evasion Weight 1.0 Value 1,500 Constant Effect Fortify Unarmored 5 points Location: The Northeast of Vivec in the Daedric shrine of Ald Sotha, on Severa Magia, the Night Mother of the Dark Brotherhood. Ring of Sanguine Golden Wisdom Weight 1.0 Value 1,500 Constant Effect Fortify Alteration 5 points Location: In the shrine of Ebernanit, on Talis Veran. Ring of Sanguine Green Wisdom Weight 1.0 Value 1,500 Constant Effect Fortify Restoration 5 points Location: In Ald Daedroth, on Gnaw Tooth. He's one of the participants in "The Dance". Ring of Sanguine Red Wisdom Constant Effect Fortify Destruction 5 points Location: In Ald Sotha, on Llandrale Varam. Ring of Sanguine Silver Wisdom Weight 1.0 Value 1,500 Constant Effect Fortify Illusion 5 points Location: In the shrine of Assurnabitashpi, on Earmil. Ring of Sanguine Sublime Wisdom Weight 1.0 Value 1,500 Constant Effect Fortify Alchemy 5 points Location: Held by Anel Rethelas. Ring of Sanguine Transcendance Weight 1.0 Value 1,500 Constant Effect Fortify Conjuration 5 points Location: In Ald Sotha, on Llandrale Varam. Ring of Sanguine Transfiguring Weight 1.0 Value 1,500 Constant Effect Fortify Enchant 5 Points Location: In Ald Sotha, on Llandrale Varam. Ring of Sanguine Unseen Wisdom Weight 1.0 Value 1,500 Constant Effect Fortify Mysticism 5 points Location: The Stronghold of Indoranyon (Located south from Tel Vos), on Erundil. Shoes of Sanguine Leaping Weight 1.0 Value 1,500 Constant Effect Fortify Acrobatics 5 points Location: Found in Vivec, St. Delyn Canton, Canal South-Three, on Dro'Zaymar. Shoes of Sanguine Stalking Weight 1.0 Value 1,500 Constant Effect Fortify Sneak 5 points Location: Found in the Daedric Shrine of Assarnatamat on Thovasi Alen. 2 south and 2 east from Caldera. The Boots of Blinding Speed Constant Effect Fortify speed 2000 (Zoom, Zoom.) on self Blind 100% on self Location: The Boots of Blinding Speed can be found by following the North road out of Caldera. Kill the lady and take her boots after she asks for your help, or, help her out to get them. You can use a Resist Magika potion or spell to counter the blindness effect. Ten Pace Boots Type: Boots, Heavy Armor Cast When Used Fortify Speed 20 points for 120 seconds on self Fortify Athletics 20 points for 120 seconds on self Drain Fatigue 5 points for 120 seconds on self Slowfall 1 point for 120 seconds on self Value 140,000 Location: Found in Bal Fell, in the locked chest at the feet of the statue. I'm told that there is a bug in the game, that, when you wear the boots, your feet disappear and the boots abilities will not be usable. Flame Mirror Robe Cast when Used Resist Flame 20-40% Reflect 20-30% Charge 4000 Value 4,250 Location: In Vivec, go to the Hlaalu Plaza and search around for a love letter from Gadayn in the planters. Take it and ask Gadayn, who runs the Hlaalu General Goods store, about it. He will tell you to explain how he feels to a female wood elf in the upper level of the Hlaalu Waistworks (near an exit in a hallway). Her name escapes me. She'll refuse him, but she recommends Glathel of the Elven Nations Club. Then, give her refusal back to Gadayn. When he asks you to take a potion to the wood elf, instead recommend Glathel to him. You won't get a reward right away, but come back some time later, and Glathel will be behind the counter with him. Talk to Gadayn, and choose "Couldn't be Happier." He will give you the robe. Masque of Clavicus Vile Armor Rating: 120 Condition 800 Weight 15.0 Value 15,000 Constant Effect Fortify Personality 30 points Location: In a mage tower just east of Dagon Fel, on Sorkvild The Raven. Mountain Spirit Type: Medium Armor Constant Effect Shield 20% on self Location: On one of the Gulakhans in the Erabenimsun Ashlander Camp. Talk to the Ashkhan there to start a fight. After you kill him, go around to the other yurts nearby and kill the Gulakhans, who attack you (They will only attack you after you talk to them, so this gives you a chance to be prepared). One of them is carrying this useful cuirass (You can tell which one it is because he is surrounded by a pinkish-purple bubble). Cut him a new asshole and loot his corpse. You have to do this as part of the fifth trial of the Nerevarrine main quest. Dragonbone Cuirass Type: Heavy Armor Constant Effect Resist Fire 100% on Self Location: Found inside the Mudan Grotto, which is just southwest of Ebonheart. Swim through the grotto until you reach "Mudan, Lost Dwemer Checkpoint". The artifact is inside a Steel Dwemer Closet there. This armor comes in mighty handy if you plan on becoming a vampire. Lord's Mail Type: Heavy Armor Cast when used Cure Poison Resist Magicka 20% to 30% for 30 seconds on self Location: The Underground Caves at Ebonheart. The cave is located North of the Grand Council Chambers. When you've entered the caves, kill the imperial soldier who stole the armor. This is part of a quest you receive from the Imperial Legion. Cuirass of Savior's Hide Light Armor Constant Effect Resist Magicka 60% on Self Location: The Hall of Fyr in Tel Fyr. Go to the upper chambers where Divath Fyr is located. There you will see four separate rooms. The cuirass is located in the room with a dresser in it. There's nobody's in that room, so stealing it isn't much of a problem. The only thing is that it is in a closet that is trapped and locked with a level of 100. Just make sure that you have take a Scroll of Ekash's Locksplitter, or have a security level of around 40-43 and a Master Lock pick and you'll be able to open the dresser with ease. Spell Breaker Type: Shield, Heavy Armor Cast When Used Silence 30 ft for 30 seconds on Target Reflect 10% to 20% for 30 seconds on self Location: This shield is one of the oldest relics of Tamriel, and can be found in Bthuand, which is located near the coast far west from the Ahemmusa Ashlander Camp. Make sure that you have the night eye spell, because the shield is lying on the rocks in the southeastern part of the ruin, and is hard to spot without an aid. A detect enchantment spell will also work. Eleidon's Ward Type: Shield, Heavy Armor Cast When Used Restore Health 50 to 100 pts on Self Location: This artifact is located in the Cavern of Ibar-Dad, which is located east and slightly north of the Urshilaku Ashlander Camp. In one of the deeper parts of this cavern you'll find a burial chamber with a corpse in it (Mordin Hanin's Tomb). Look around, and you'll find a lot of Daedric items scattered about (shield, staff, Battle Axe, 8 Ancient Silver Daggers, and the Daedric Face of Inspiration). When you look up, you'll notice something glowing above you, so levitate up and when you grab it you'll find that it is Eleidon's Ward. Vampiric Ring Type: Ring Cast when used Absorb Fatigue 20 to 30 points for 10 seconds on Touch Absorb Health 20 to 30 points for 10 seconds on Touch Resist Shock 20% on Self Location: This ring is found in Ald Redaynia, which is in the Sheogorad region. Kill the Skeleton War-Wizard at the top of the Tower to get it. Boots of the Apostle Type: Boots Light Armor Cast When Used Levitate 30 to 40 pts for 30 seconds on self Location: Found in the Berandas Stronghold south of Gnisis. It is located in the underground section of the stronghold on a dead hero's corpse. Just search the corpse and you'll find the boots. Azura's Servant Shield Type: Daedric Shield Cast When Used Frost Damage 1 to 15 pts on Touch Drain Magicka 1 to 10 pts for 30 seconds on Touch Location: Tel Vos, Northeastern Tower. Look for a hidden door that leads you to a trap door. Go down and you'll find a Dremora. Kill the Dremora and search its corpse. You'll find Azura's Servant Shield. Necromancer's Amulet Constant Effect Resist Normal Weapons 25% on self Fortify Intelligence 25 pts on self Restore Health 1 pt on self Spell Absorption 25 pts on self Location: This can be obtained from Archmage Trebonius in the Mages Guild in Vivec Foreign Quarters. But there is a catch: you have to kill him for it. You have to kill Trebonius anyway before you can be named Archmage of the Mage's Guild (Only if you do not deliver Ocato's letter, if you deliver the letter, the option to battle Trebonius in the Vivec Arena disappears forever). These can also be found on various Necromancers hiding out in caves scattered around Morrowind. Gambolpuddy Type: Expensive Glove Constant Effect Fortify Agility 15 to 30 points for 30 seconds on Self Fortify Intelligence 15 to 30 points for 30 seconds on Self Fortify Personality 15 to 30 points for 30 seconds on Self Fortify Luck 15 to 30 points for 30 seconds on Self Drain Endurance 15 to 30 points for 30 seconds on Self Drain Speed 15 to 30 points for 30 seconds on Self Drain Strength 15 to 30 points for 30 seconds on Self Drain Willpower 15 to 30 points for 30 seconds on Self Location: This glove has been blessed by Sheogorath, the Mad Prince. It can be found in Ald Daedroth, which is on an island southeast of Dagon Fel in the Sheogorath Region. Enter the ruin and go to the deepest part. The artifact is located in the middle chamber where there are 3 people standing around a chunk of fallen rock (a Dunmer Daedra worshipper, an Orc who thinks he is a Khajiit and a scamp who's running a bar). If you talk to the Orc, he'll tell you that if you give him some Moon Sugar, he'll tell you a secret. Lucky for you, there's some lying right beside him on a rock, so pick it up and give it to him. After that, he'll tell you that he picked up something that you would surely like, and he kept it hidden under his pillow. So go around the chamber and you'll see two beds in the corner. Pick up the pillow on one of the beds, and you'll see the glove tucked underneath it. This artifact will *DISAPPEAR* if you click on or interact with the statue of Sheogorath in any way. The reason for this is that the statue in Ald Daedroth is one of the "Four Corners of the House of Troubles". You have to make a pilgrimage here if you want to be the patriarch of the Tribunal Temple, so make use of the glove before then. You also have to come here as a part of the fifth trial of the Nerevarrine main quest. Belt of Heartfire Type: Belt Constant Effect Fortify Health 10 to 20 points for 30 seconds on self Resist Poison 10 to 20% for 30 seconds on self Fire Shield 10 points for 30 seconds on self Fortify Fatigue 20 points for 30 seconds on self Location: It is in the Stronghold of Kogoruhn, on one of the Dagoth's there. Kill it and loot its corpse. Ring of Surrounding Type: Ring Weight .1 Value 12,000 Cast when used Chameleon 20-30% for 30 seconds on self Charge 190 Location: Dren Plantation Guard Tower. The guard in the tower has the key to the chest that contains the ring. The Amulet of Shadows Type: Extravagant Ruby Amulet Value 226 Cast when used Chameleon 80% for 60 sec. on self Charge 250 Location: The Amulet of Shadows can be found by leaving Gnisis from the west and following the path. A woman standing by a pond will tell you that she dropped her ring and it rolled into the water. She wants you to retrieve it for her, but don't buy her bullshit. Find and kill the partially invisible man standing near the woman and then loot the corpse. He's *almost* invisible, but if you come during the day (on a clear day), you can see him straight off. It can also be found in Muin-Gei's bedroom (The enchanter in the Vivec Foreign Quarter's Lower Waistworks). Use it and the pants you get from Caius Casides together to make yourself 100% chameleon. You can now steal anything whenever you like (So long as you sneak). 6th House Amulet Type: Extravagant Sapphire Amulet Weight 1.0 Value 2,000 Cast When Used Drain Fatigue 100 points for 5 seconds on Self Charge 250 Location: On just about every named "Dagoth" creature found in 6th house bases and citadels. I had amassed about 20 of these by the time I finished the main quest. Good to sell to Creeper for a quick profit. Ienas Sarandas' Clothes The Sarandas family was once very noble and well-liked in Ald'ruhn. That is, until both parents died, and left their estate to their son, Ienas Sarandas. Ienas lost all of his inherited gold betting on the Guar races, and was forced to sell off most of his possessions to pay his gambling debts. All he has left are the clothes on his back. Unfortunately, those clothes haven't been paid for, and we want them for ourselves. To get this quest started, talk to one of the following merchants in Ald'ruhn about "work": Daynes Redothril in the Pawnbroker Shop. Bevene Releth in the Clothier Shop. Tiras Sadus in the General Merchandise Shop. Bivale Teneran in the Clothier Shop "Under Skar". Llether Vari in the Enchanters Shop "Under Skar". They will all tell you that Ienas Sarandas bought a certain item from them, that he has yet to pay for them, and they want you to recover them. Ienas Sarandas lives almost directly across from the Ald Skar Inn. From here, You have two options: One: Taunt him into attacking you, kill him, and then loot the items off of his corpse. or Two: Bribe him to get his disposition up and then talk to him about his debts. Choose to listen to him, and give him comforting words, and he'll find truth in what you say and give the items to you. The latter makes you well liked in town and gives your reputation a boost. Now you can go back and talk to each of the vendors and ask them about "work" again. You'll automatically return the correct item to the right person. They'll each give you some gold for returning the items. Daynes Redothril will give you 50 gold. Bevene Releth will give you 25 gold. Tiras Sadus will give you 25 gold. Bivale Teneran will give you 50 gold. and Llethri Vari will give you 50 gold. But wait, you're not actually going to do that are you? These clothes are by far the best in the entire game. Combine them with Azura's Star, a Summon Golden Saint spell, a Soultrap spell (Or a weapon with a decent Soultrap enchantment), and a high Enchant skill, and you can create an enchanted clothing ensemble that you can do practically anything with. The best enchantment to use is Chameleon, obviously for criminal purposes, but also so you can sneak around enemies and never be seen. Hell, with an outfit like this, Dagoth Ur doesn't stand a chance, just sneak up and whack away on him with Sunder and Keening. But if you want to be an honest John, be my guest. It's all up to you... *UPDATE* I had a few e-mails requesting an exact formulation for my patented 100% Chameleon clothing ensemble, so I now present it to you, dear reader. The correct formula is: Brocade Shirt � Constant Effect Chameleon 8% Silk Pants � Constant Effect Chameleon 12% Exquisite Robe � Constant Effect Chameleon 12% Racer Suede Belt � Constant Effect Chameleon 8% 2 Exquisite Rings - Constant Effect Chameleon 17% each Exquisite Amulet - Constant Effect Chameleon 17% Exquisite Skirt - Constant Effect Chameleon 8% If you�re doing this early on, it would be easier to use Summon Golden Saint scrolls if you can find them, but if you have the cash and the Skill level, just pop over to Tel Branora and buy the Summon Golden Saint spell from Felen Maryon. It�d probably also be easier to find 7 empty Grand Soul Gems Than to do the quest for Azura�s Star. Be sure to save before attempting To create the items, because even with an Enchant skill level of 100, Constant Effect Chameleon has a high failure rate. Note: Even with this Super outfit, it is still necessary to sneak in certain situations. There are Some NPC�s and guards who almost always see, and some will become Aggressive and chase you. I�ve had a few who refused to stop whacking Me even after I used a glitched Calm Humanoid spell on them. Rule of Thumb is, be careful, but have fun. Belt of the Armor of God Type: Belt Location: Go to the Temple Canton in Vivec, and then to the Hall of Justice. Once inside, head to the Office of the Watch and speak to Elam Andas. He'll tell you that two Ordinators and five outlanders were murdered by having their throats slashed. He also says that the Ordinators didn't even have time to draw their weapons. Elam wants you to find out what is going on. The only thing you have to go on is what an eyewitness saw. They claim they saw a female Dunmer carrying a dagger, dressed in a skirt and boiled Netch armor. If you ask around Vivec, other people will tell you they have seen a woman of that description in the Foreign Quarter Underworks. Go to the Foreign Quarter Underworks and have a look around. You should come across the murderer. Kill her and report back to Elamfor your reward. He will give you two choices: An Indoril Helm and Cuirass, or The Belt of the Armor of God. Since you can get Indoril in other places, go for the belt. -=5c. Calculating Your Armor Rating=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This mini-section deals with determining your character's Armor Rating through complex but worthwile calculations. To calculate your Armor Rating, follow this equation done up by Monica21 & Elric_Melnibone: To determine your Armor Rating: Base Armor Rating x ( Armor Skill / 30 ) This will give you the armor rating for an individual piece of armor. Assume a character has a Light Armor skill of 91 and wears only Light Armor pieces with a base Armor Rating of 50. 50 x ( 91 / 30 ) = An Armor Rating of 151.67 for each piece. The game will round this down, and the individual Armor Rating will appear as 151. To determine your total Armor Rating, multiply each armor piece by its weight, and then total them up. The factors (shown as Percent of Total Armor Rating) are actually listed incorrectly in the manual. Following are the correct weight factors: Helm - 10% Cuirass - 30% Left Pauldron - 10% Right Pauldron - 10% Left Gauntlet or Bracer - 5% Right Gauntlet or Bracer - 5% Greaves - 10% Boots - 10% Shield - 10% For the cuirass, multiply (151 x 0.30). This equals out to 45. Repeat this for each piece of armor you have equipped, and then total the numbers. If your character does not wear a helm or equip a shield, the total Armor Rating would be 121. Note: These numbers do not take into account how your Unarmored skill factors in for any unarmored body parts, and the numbers also assume that you are using fully repaired armor. To determine your Unarmored Armor Rating: ( Unarmored Skill x 0.10 ) x ( Unarmored Skill x 0.065 ) Assuming that your Unarmored skill is 100, this will yield a maximum Armor Rating of 65 with no armored body parts. To determine Armor Damage: To determine how much damage is absorbed by your armor, and how much damage to your health is taken, use the following formula: ( Damage / ( Damage + Armor Rating ) ) x Damage Assuming that a 25 point blow is landed by your opponent, using the above Armor Rating, we can determine that you would take ( 25 / ( 25 + 121 ) ) x 25 = 4.28 damage to your health. That means your armor absorbed 20.72 points. -=5d. How to get Custom Armor Made=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- One of the greatest edition to Morrowind in the GOTY Edition comes in the form of custom Armorers. These smiths, located in both Mournhold and Solthsteim can help you to create sets of some of the more difficult to find Armors in the game. -=Mournhold Custom Armor=- In the Craftmen's Hall, you will meet a man named Ibhori Fautus, a great adventurer. Well, at least he THINKS he is a great adventurer, and has promptly deserted his apprenticeship position. Bols Indalen, his master, is highly pissed off that Ibhori has deserted him, and now wants to find a suitable replacement. Go inside the Winged Guar, then downstairs towards the bar. Look for a Redguard named Therdon, and speak to him. He tells you of his failure in the pillow industry. Tell him about the available apprenticeship position for Bols Indalen, and he will immediately say he'll head to Craftmen's Hall. Return there, and Bols will now create custom armor for you. You can have lots of nice custom pieces made here, depending on if you have enough raw materials on you. This of course leads us to... -=Types of Custom Armor That Can Be Made, And The Location Of The Materials=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ebony Armor Ebony Helm: 12 pieces of raw ebony and 10,500 Gold Ebony Cuirass: 30 pieces of raw ebony and 24,500 Gold Ebony Left Pauldron: 21 pieces of raw ebony and 16,800 Gold Ebony Right Pauldron: 21 pieces of raw ebony and 16,800 Gold Ebony Left Bracer: 12 pieces of raw ebony and 7,000 Gold Ebony Right Bracer: 12 pieces of raw ebony and 7,000 Gold Ebony Greaves: 18 pieces of raw ebony and 15,400 Gold Ebony Boots: 9 pieces of raw ebony and 7,000 Gold See the Ebony Armor section above for stats -=Where To Find Raw Ebony=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ebony is abundant in all of Morrowind. You need only to look around for Ebony Mines. Just don't get caught stealing by guards. Green Glass Armor Green Glass Helm: 12 pieces of raw glass and 8,400 Gold Green Glass Cuirass: 30 pieces of raw glass and 19,600 Gold Green Glass Left Pauldron: 21 pieces of raw glass and 13,400 Gold Green Glass Right Pauldron: 21 pieces of raw glass and 13,400 Gold Green Glass Left Bracer: 12 pieces of raw glass and 5,600 Gold Green Glass Right Bracer: 12 pieces of raw glass and 5,600 Gold Green Glass Greaves: 18 pieces of raw glass and 12,300 Gold Green Glass Boots: 9 pieces of raw glass and 5,600 Gold See the Green Glass Armor section above for stats Where To Find Raw Glass =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Raw Glass isn't as common as Ebony, but you should still be able to find pieces scattered around the world in different shops, and in ruins. There are also some Glass Mines scattered about, but they are a little rarer than Ebony Mines. The easiest one to find is located inside of the Ghostgate. Just follow the path straight north, and you will see a worn cavern door on your right. Again watch out for guards. Adamantium Armor Adamantium Helm: 4 pieces of raw Adamantium and 3,000 Gold Adamantium Cuirass: 10 pieces of raw Adamantium and 6,000 Gold Adamantium Left Pauldron: 7 pieces of raw Adamantium and 500 Gold Adamantium Right Pauldron: 7 pieces of raw Adamantium and 500 Gold Adamantium Left Bracer: 4 pieces of raw Adamantium and 600 Gold Adamantium Right Bracer: 4 pieces of raw Adamantium and 600 Gold Adamantium Greaves: 6 pieces of raw Adamantium and 6,000 Gold Adamantium Boots: 3 pieces of raw Adamantium and 4,200 Gold Adamantium Armor Stats Adamantium Helm Armor Rating: 116 Condition 900 Weight 4.0 (Medium) Value 5,000 Adamantium Cuirass Armor Rating: 66 Condition 900 Weight 25.0 (Medium) Value 10,000 Adamantium Left Pauldron Armor Rating: 66 Condition 400 Weight 7.0 (Medium) Value 800 Adamantium Right Pauldron Armor Rating: 66 Condition 400 Weight 7.0 (Medium) Value 800 Adamantium Left Bracer Armor Rating: 66 Condition 200 Weight 4.0 (Medium) Value 1,000 Adamantium Greaves Armor Rating: 66 Condition 400 Weight 13.0 (Medium) Value 10,000 Adamantium Boots Armor Rating: 66 Condition 400 Weight 15.0 (Medium) Value 7,000 -=Where To Find Adamantium Ore=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This ore, which is used in the forging of the Adamantium armor (See above) is found in the Armory Ruins, the Temple Catacombs, in the Temple Crypt and on Norenen-dur. Don't expect to find much, as it is really rare. When you do find some Adamantium, think about what you want to make ahead of time. -=Solthsteim Custom Armor=- Snow Animal Armor Location: Brynjolfr, located in a Hut near Thirsk Brynjolfr makes Snow Animal Armor for you. All the Snow Bear and Snow Wolf armor that he makes is enchanted with Constant Effect: Resist Frost 5% on Self. That means if you equip an entire set of Snow Animal Armor, you should have a base Frost Resistance of 40%. Not a bad deal, and the armor itself looks pretty awesome, especially on Nord characters. Snow Bear Armor Snow Bear Helm: 2 snow bear pelts and 2,000 Gold Snow Bear Cuirass: 5 snow bear pelts and 6,000 Gold Snow Bear Left Pauldron: 2 snow bear pelts and 1,000 Gold Snow Bear Right Pauldron: 2 snow bear pelts and 1,000 Gold Snow Bear Left Gauntlet: 2 snow bear pelts and 1,000 Gold Snow Bear Right Gauntlet: 2 snow bear pelts and 1,000 Gold Snow Bear Greaves: 4 snow bear pelts and 5,000 Gold Snow Bear Boots: 3 snow bear pelts and 3,000 Gold Snow Wolf Armor Snow Wolf Helm: 2 snow wolf pelts and 2,000 Gold Snow Wolf Cuirass: 5 snow wolf pelts and 6,000 Gold Snow Wolf Left Pauldron: 2 snow wolf pelts and 1,000 Gold Snow Wolf Right Pauldron: 2 snow wolf pelts and 1,000 Gold Snow Wolf Left Gauntlet: 2 snow wolf pelts and 1,000 Gold Snow Wolf Right Gauntlet: 2 snow wolf pelts and 1,000 Gold Snow Wolf Greaves: 4 snow wolf pelts and 5,000 Gold Snow Wolf Boots: 3 snow wolf pelts and 3,000 Gold Snow Animal Armor Stats -=Snow Bear=- Snow Bear Helmet Armor Rating: 58 Condition: 100 Weight: 4.0 (Medium) Value: 3,500 Constant Effect Resist Frost 5% on Self Snow Bear Cuirass Armor Rating: 58 Condition: 325 Weight: 25.0 (Medium) Value: 10,000 Constant Effect Resist Frost 5% on Self Snow Bear Left Pauldron Armor Rating: 58 Condition 100 Weight 7.0 (Medium) Value 2,000 Constant Effect Resist Frost 5% on Self Snow Bear Right Pauldron Armor Rating: 58 Condition 100 Weight 7.0 (Medium) Value 2,000 Constant Effect Resist Frost 5% on Self Snow Bear Left Gauntlet Armor Rating: 58 Condition 80 Weight 4.0 (Medium) Value 2,000 Constant Effect Resist Frost 5% on Self Snow Bear Right Gauntlet Armor Rating: 58 Condition 80 Weight 4.0 (Medium) Value 2,000 Constant Effect Resist Frost 5% on Self Snow Bear Greaves Armor Rating: 58 Condition 220 Weight 10.0 (Medium) Value 8,500 Constant Effect Resist Frost 5% on Self Snow Bear Boots Armor Rating: 58 Condition 105 Weight 14.0 (Medium) Value 5,000 Constant Effect Resist Frost 5% on Self -=Snow Wolf=- Snow Wolf Helm Armor Rating: 58 Condition 100 Weight 2.0 (Light) Value 3,500 Constant Effect Resist Frost 5% on Self Snow Wolf Cuirass Armor Rating: 58 Condition 325 Weight 9.0 (Light) Value 10,000 Constant Effect Resist Frost 5% on Self Snow Wolf Left Pauldron Armor Rating: 58 Condition 100 Weight 2.4 (Light) Value 2,000 Constant Effect Resist Frost 5% on Self Snow Wolf Right Pauldron Armor Rating: 58 Condition 100 Weight 2.4 (Light) Value 2,000 Constant Effect Resist Frost 5% on Self Snow Wolf Left Gauntlet Armor Rating: 58 Condition 80 Weight 1.5 (Light) Value 2,000 Constant Effect Resist Frost 5% on Self Snow Wolf Right Gauntlet Armor Rating: 58 Condition 80 Weight 1.5 (Light) Value 2,000 Constant Effect Resist Frost 5% on Self Snow Wolf Greaves Armor Rating: 58 Condition 220 Weight 7.0 (Light) Value 8,500 Constant Effect Resist Frost 5% on Self Snow Wolf Boots Armor Rating: 58 Condition 105 Weight 4.0 (Light) Value 5,000 Constant Effect Resist Frost 5% on Self -=Where To Find Snow Animal Pelts=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- You can get Snow Wolf and Snow Bear Pelts by finding and killing either a Snow Wolf or Snow Bear. They each drop about 2 pelts. You can get 5 of each snow pelt by becoming the Chieftain of Thirsk. Stalhrim Ice Armor LOCATION: Aenar, Standing outside of Graring's House, located North of Lake Fjalding (where the river forks). Aenar makes the Ice Armor, found only in Solstheim. This is the only way to get any Ice Armor (With the exception of Shields). Stalhrim is rare, but there is more than enough on Solthsteim to make one of each piece of armor. In order to make each piece of Stalhrim Armor, you only need one piece of Stalhrim. It doesn't cost you anything to have them made either, which is very good. Ice Armor Ice Helm Ice Cuirass Ice Left Pauldron Ice Right Pauldron Ice Left Gauntlet Ice Right Gauntlet Ice Greaves Ice Boots All FREE, and 1 piece of Stalhrim each. Ice Armor Stats Ice Armor Helm Armor Rating: 83 Condition 500 Weight 4.0 (Medium) Value 2,000 Ice Armor Cuirass Armor Rating: 83 Condition 1,000 Weight 27.0 (Medium) Value 5,000 Ice Armor Left Pauldron Armor Rating: 83 Condition 550 Weight 8.0 (Medium) Value 2,000 Ice Armor Right Pauldron Armor Rating: 83 Condition 550 Weight 8.0 (Medium) Value 2,000 Ice Armor Left Gauntlet Armor Rating: 83 Condition 300 Weight 4.0 (Medium) Value 1,000 Ice Armor Right Gauntlet Armor Rating: 83 Condition 300 Weight 4.0 (Medium) Value 1,000 Ice Armor Greaves Armor: 83 Condition 600 Weight 600 Weight 12.0 (Medium) Value 1,000 Ice Armor Boots Armor Rating: 83 Condition 200 Weight 17.0 (Medium) Value 5,000 Ice Shield Armor Rating: 83 Condition 400 Weight 13.0 (Medium) Value 1,000 -=Where To Find Stalhrim=- =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Stalhrim is what the Skaal use to bury their dead in because it protects their corpses from grave robbery, and this is the material we need for our armor. You will need an Ancient Nordic Pickaxe in order to extract Stalhrim. You get the Pickaxe from Graring, during the East Empire Mining Colony Mission. With Pickaxe in hand, start looking all over Solthsteim for burial chambers (called "Burrows"). Already been out exploring? Seen a corpse encased in what looks like a huge block of ice? That's what we're looking for. -=5e. Misc. Items=- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -=Books, Scrolls, and other items of interest=- The Bitter Cup The sacred artifact of Clavicus Vile Location: This can be found in Ald Redaynia, an old Telvanni ruin in the Sheogorad region. The cup is on an altar guarded by the same Skeleton War Wizard who owns the Vampiric Ring. The cup increases your best stat by quite a bit, but at the same time it lowers your worst stat by the same amount. This is a quest given to you by Gentleman Jim Stacey for the Thieves Guild. If you want to complete the Thieves Guild, you have to deliver the cup to Eydis Fire-Eye in Balmora. A way around this is to complete the Fighter's Guild first (You have to kill Eydis Fire-Eye anyway to be named Guildmaster, *IF* you chose Percius Mercius' way instead of Sjoring Hard-Hearts), so that you may drink from the cup if you so wish. Once you drink, the cup disappears forever. Dwemer Schematic Weight .1 Value 1,200 Scroll of Wind Walker Weight .2 Value 1,762 Effects Invisible for 60 seconds, Levitation 500 points for 60 seconds Rethan Manor Land Deed Weight .2 Value 5,000 Location: On Baron Aleh in the Hlaalu vaults. Needed to build your Stronghold for Great House Hlaalu. At least one of every Dwemer Artifact in the game Location: Inside Tel Vos. Apparently Master Aryon has some sort of Dwemer Museum going on. If you feel brave, you can rip off all of the Dwemer stuff you need for various quests from right here. Fortify Skill Spell The ability to fortify any skill past 100 Location: You get the Fortify Skill Spell from Eno Hlaalu for completing the Sanguine artifact quest. Eno Hlaalu is, of course, the Grandmaster of the Morag Tong Assassins Guild. He is located in the Waistworks of the Vivec Arena Canton. The title of the quest is the "Threads of the Webspinner." This quest involves the collection of the 27 Sanguine items (Of which Eno already owns one, so you need to find the other 26), each of which bears the name "Sanguine", and is a constant effect item. Return all 26 items to him to get the spell. Be SURE to complete this quest before Eno leaves (Once you complete the Grandmaster of the Morag Tong quest by letting him retire), Because if you fail to do so, the quest is impossible to complete as it requires Eno alive and present, and this is the *ONLY* place in the entire game to get this spell. A way to get the spell and keep the items is once you have attained Grandmaster status (or if you have decided not to join the Morag Tong), you may kill Eno and take back the items you have given to him. This is relatively easy to do once you've completed the Morag Tong quests, as Eno will serve no more purpose. The spells name is "Mephala's Skill". An important note: In the PAL Xbox version of the game, the spell costs 30 magicka to cast and provides 50% chameleon for 60 seconds and fortify attack 10 points for 60 seconds. (Making it the only spell which gives the fortify attack effect), but no fortify skill. In the NTSC Xbox version of the game, the spell is different. The Chameleon effect will only last for 30 seconds, but in addition to the fortify attack effect, it also fortifies your short blade skill, thereby making it the only spell to render the fortify skill spell effect. You can then go to any spell maker and create spells to fortify any skill. *UPDATE* Apparently there is someone in Mournhold who sells Fortify Skill spells. I don't remember seeing any, but one can hardly ignore 50 emails. My suggestion: Search around. Anything is easier than doing the Sanguine quest. Summon Golden Saint Spell Location: The Summon Golden Saint Spell can be purchased in Tel Branora, "Therana's Chamber" From Felen Maryon. Ascadian Isles Land Deed: Value: 100 Location: Hlaalu Records, get there through the Hlaalu Treasury in the Hlaalu Waistworks. It on a shelf in a chest marked, Ascadian Isles Land Deeds. -=Alchemy Equipment=- Grandmaster Alchemy Equipment and Good Skooma Pipe A full set can be found in Tel Mora, lower tower, on Daynali Dren, and also in the Valenvaryon Propylon chamber. You can find Valenvaryon on your paper map, it's a Dunmer stronghold. Grandmaster Alembic 1. Valenvaryon Propylon chamber. 2. Vemynal, Outer fortress, located inside the Ghostgate region. 3. Tel Mora, Lower Tower. Daynali Dren has it. Grandmaster Mortar and Pestle 1. Ahemmusa Camp, Wise Woman's Yurt 2. Balmora, Nalcarya of White Haven: Fine Alchemist 3. Dren Plantation, Guardhouse 4. Erabenimsun Camp, Wise Woman's Yurt 5. Holamayan Monastery 6. Sadrith Mora, Anis Seloth: Alchemist (Anis Seloth) 7. Sadrith Mora, Tel Naga Upper Hall 8. Tel Branora, Upper Tower: Therana's Chamber 9. Tel Mora, Jolda: Apothecary 10. Tel Mora, Lower Tower (Daynali Dren) 11. Valenvaryon, Propylon Chamber Grandmaster's Calcinator 1. Sadrith Mora, on Anis Seloth 2. Valenvaryon Propylon chamber 3. Tel Mora, lower tower, on Daynali Dren. Grandmasters Retort 1. Tel Mora, Berwen: Trader 2. Tel Mora, Lower Tower (Daynali Dren) 3. Tel Vos, Services Tower 4. Valenvaryon, Propylon Chamber Good Skooma Pipe 1. Sadrith Mora, Anis Seloth: Alchemist 2. Sadrith Mora, Madran Ulvel's House 3. Sadrith Mora, Urtisa Romayn's House 4. Suran, Desele's House of Earthly Delights 5. Suran, Suran Tradehouse 6. Balmora, Caius Casides' House 7. Balmora, Itan's House Tysias Skooma Pipe Location: Follow the road north out of Balmora towards Caldera until you see a fork off to the right. Follow this until you see a giant rock formation in the shape of a doughnut on the left. There's a body lying beneath it. Check the corpse to find the pipe and a note. -=Alcohol=- Ancient Dagoth brandy Weight 0.5 Value 1,500 Effects: Damages intelligence and willpower for 20 points over 60 seconds. Location: Try looking in Dwemer ruins or in 6th House bases. Vintage Brandy Weight 0.5 Value 500 Location: Ralen Hlaalu's house in Balmora. This is a Thieves Guild quest from Sugar-Lips Habashi. If you want to get it back after you complete the quest, pick her pocket, run out the door, come back in, and pay the 1,000 fine. Stupid, I know, but some people want to collect one of everything. *UPDATE* In the GOTY Edition, there are two bottles of Vintage Brandy located in Ralen Hlaalu's House. One is upstairs in the bedroom, for people who came in the back door, and one downstairs on a shelf, for those who came in the front. I guess people were having trouble locating it? -=Soul gems (Grand, Greater, Lesser, Common, and Petty)=- Weight 0.2 Value 10-96000 (Depends if you catch a soul or not and the type.) Petty Soul Gem Appears randomly in crates and urns all over Morrowind. Only useful for trapping very weak souls, like rats Common Soul Gem Found randomly in crates and urns, but also in houses, and in Mages Guilds. A step up from Petty. Lesser Soul Gem Houses and Mages Guilds. Greater Soul Gems Found in smuggler's caves, strongholds, Daedric Ruins, and Mages Guilds. These are the bright purple things that look like rock candy clusters. The next best thing to having a Grand Soul Gem. Can hold all but the very strongest of souls. Grand Soul Gem Location: The easiest one to get is located in the mages guild in Balmora, on the top floor, on the desk next to Galbedir (The round golden disk). It seems hard to steal at first on account of Galbedir is looking right at you, but with a Chameleon spell, Galbedir will not see you take it. There is an easier way to go about getting that soul gem, though. First, do a couple of quests for Ajira, and you will get a quest where you are supposed to put a "fake soul gem" in Galbedir's desk. Galbedir will go downstairs, and you can freely take ALL the soul gems. She will come back upstairs once you place the fake soul gem in her desk. A Soul Gem Bonanza: If you go the smugglers cave just southwest of Gnaar Mok (Look along the coast), you will find a metric ton of stuff. First kill all the smugglers in the cave, around 5 or 6, which are not that hard as they are weak and poorly armed, and look around for a trapped "Oily door". Break out a probe, and once inside, you'll find a lot of treasure being guarded by a couple more smugglers. Amongst the tons of barrels and crates, you can find upwards of 10-20 Grand Soul Gems, Greater Soul Gems, Open 100 point scrolls, and Daedric weapons. This is a quest for Great House Redoran. Azura's Star A reusable Grand Soul Gem that never vanishes Go to Azura's shrine (Located on the southeastern most tip of the island of Morrowind), and she will ask you to do a mission for her. Azura made a bet with Sheogorath that 100 years of isolation would not drive her most devout follower insane. So she set her most devout follower on an island in the Sheogorath region (Probably the moist remote place she could find), and Sheogorath set his (Big Head) on another island. The 100 years is almost up, but it seems Sheogorath intends to try and cheat (Why I don't know, Azura already won, as Big Head is insane already) by sending a legion of Daedra, led by Staada, the Golden Saint, to interfere with Azura's faithful follower. Azura wants you to go to the island and kill all the Daedra, and then return to her with proof of your deed. The island is located to the northwest of Dagon Fel. Kill every monster in sight, and then take the Sheogorath Signet ring from the body of Staada. DO NOT enter the shack of Azura's follower, or you will void the quest. Likewise, don't lose the Signet Ring. Return to Azura with your proof, and she will reward you with Azura's Star, a re-usable grand soul gem that will quickly become your best friend. Note that this is the only soul gem that will hold the soul of Vivec, should you decide to kill him. Scroll of Icarian Flight Cast once Effect: Fortify acrobatics 1000 points (yes, 1000) on self Location: From the Silt Strider in Seyda Neen, follow the path downwards Towards Hla Oad. Once you get to Seyda Neen, go left (facing away from the village). Continue down this path until you see a book in the pathway. Walk towards it, but don't get to close to it because a wood elf named Tariel will fall out of the sky and land near it. He has three of these scrolls on him. Also Golden Saints occasionally drop these scrolls as well. Note: This is kind of pointless, though it lets you travel across Morrowind very quickly, but when you land you will most likely end up like poor Tariel. *UPDATE* If you want, you can save Tariel with a well-timed Slowfall spell. He won't talk to you though, all he says is "I don't want to talk about it". Ungrateful bastard. If you enchant some Expensive or Exquisite clothes with Constant Effect Slowfall, you should have no problems using the Icarian Flight scrolls. -=Books=- This is my favorite section. There's nothing quite as satisfying as reading a good book, and surprisingly, Morrowind is full of great reads. It seems like every new game I start, one of the first things I do is start collecting rare books. -=Series=- The Black Arrow Value - 400g each Both volumes are in Tel Mora, at Kirsty's House Bone Value - 300g each Part 1- Ainab, Shrine. Ainab is a Sixth house base, It�s on a small island to the south-Southwest of Rotheran, in the Sheogorad region. Part 2- Grytewake, Cabin (the Grytewake is Southwest of Hla Oad). Brief History of the Empire Value - 50g each All 4 volumes can be bought from Jobasha in Vivec or can be found in the Balmora Mages Guild. Charwich- Koniinge Value - 300g each Volume 1- Vivec, Dralor Manor Volume 2- Hla Oad- Murudius Flaeus� House Volume 3- Tel Uvirith, in Tower Upper, or on Farena Arelas Volume 4- Nevrila Areloth�s House, Sadrith Mora Corpse Preparation Value - 50g each All 3 volumes can be found in Sorkvild the Raven�s tower in Dagon Fel. A Dance in Fire Value - 150g each All 7 volumes can be bought from Jobasha in Vivec. Feyfolken Value - 300g each Feyfolken 1- Marandus, Upper Feyfolken 2- Dubdilla, south of Vos set in the south side of a hill. Feyfolken 3- Sud, where you go for a Mages Guild quest. It's basically due west from Dagon Fel on the opposite coast. Mystery of Talara Value - 250g each Part 1- Dro�Shavir�s House, Caldera Part 2- Valvius Mevureius� House, Caldera Part 3- South Guard Towers, Caldera Part 4- Omni Hard-Mouth�s Shack, Dagon Fel Part 5- Valvius Mevureius� House, Caldera Palla Value - 400g each Both volumes can be found in Aryon�s Chambers in Tel Vos. You have to levitate to reach him. Poison Song Value - 30g each Book 1- Nevrila Areloth�s House, Sadrith Mora Book 2- Trendus Dral�s House, Sadrith Mora Book 3- Nevrila Areloth�s House, Sadrith Mora Book 4- Ules Manor, Suran Book 5- Trendus Dral�s House, Sadrith Mora Book 6- Ules Manor, Suran Book 7- Madren Ulvel�s House, Sadrith Mora The Real Barenziah Value - 20g each All versions may be bought from Jobasha in Vivec. Vampires of Vvardenfell Value - Volume 1: 50g, Volume 2: 400g Both volumes can be found in the Vivec Secret Library, which is located under a locked trapdoor in the Office of the Watch in the Hall of Justice. Wolf Queen Value - 250g each Book 1- Nedhelas' House, Caldera Book 2- Skyrim Mission, Ebonheart Book 3- Vivec, Telvanni Sorcerer Book 4- Tiras Sadus, Ald-Ruhn Book 5- Ebonheart, Imperial Commission Book 6- Ald Sotha lower Book 7- Ghorak Manor, Caldera Book 8- Tel Mora Services 2920: The Last Year of the First Era Value - 275g each First Seed- Gnaar Mok, Mush-Mere's shack Last Seed- St. Delyn Potter's Hall Evening Star- Khuul, Helga's Shack Sun's Dusk- Garothmuk gro-Muzgub, Smith- Suran Rain's Hand- Gnisis, Arvs-Drelen Sun's Height- Vivec, Redoran Trader Morning Star- Venim Manor Bedrooms, Ald-ruhn: "Under-Skar" Mid Year- Andalen Ancestral Tomb Frost Fall- Suran Temple, or Telvanni Council House Hearth Fire- Caldera Guild of Mages Second Seed- Vivec Secret Library Sun's Dawn- Ald-ruhn Guild of Mages 36 Lessons of Vivec Value - 200g each Sermon 1- Molag Mar- Vaseiseus Viciulus, trader Sermon 2- Vivec, High Fane Sermon 3- Vivec Secret Library Sermon 4- Vivec Secret Library Sermon 5- Vivec Secret Library Sermon 6- Vivec, High Fane Sermon 7- Molag Mar, Temple Sermon 8- Molag Mar, Temple Sermon 9- Molag Mar, Temple Sermon 10- Vivec, High Fane Sermon 11- Tel Vos Central Tower Sermon 12- Arano Ancestral Tomb Sermon 13- Ghostgate Tower of Dawn Sermon 14- Balmora, Temple Sermon 15- Ghostgate, Tower of Dusk Sermon 16- Morvayn Manor, Ald-ruhn Sermon 17- Ald-Ruhn Sarethi Guard Quarters Sermon 18- Ghostgate Tower of Dawn Sermon 19- Tel Aruhn: Maren Uvaren, Enchanter Sermon 20- Ald-Ruhn Arobar Guard Quarters Sermon 21- Gnisis, Temple Sermon 22- Balmora, Hlaalo Manor Sermon 23- Gnisis, Temple Sermon 24- Vos: Ulvil Llothas' Farmhouse Sermon 25- Morvayn Manor Sermon 26- Vivec Secret Library Sermon 27- Vivec St. Olms Temple Sermon 28- Vivec, High Fane Sermon 29- Maar Gan Outpost Sermon 30- Vivec, St. Olms Yngling Manor Sermon 31- Holamayan Monastery Sermon 32- Holamayan Monastery Sermon 33- Molag Mar- Saetring the Nord, Smith Sermon 34- Balmora, Temple Sermon 35- Vivec Secret Library Sermon 36- Vivec Secret Library -=Individual Books=- The Alchemist�s Formulary Value - 300g Found in Pelagiad, at Mebestien Ence: Trader, and in the Gateway Inn at Sadrith Mora. The Armorer's Challenge Value - 325g Found at Hodlismod: Armorer, in Caldera. Azura and the Box Value - 200g Found in the Telvanni Tower at the Telvanni Canton of Vivec. Breathing Water Value - 400g It can be found in Sirlonwe�s chest, in the Vivec Guild of Mages. The Cake and the Diamond Value - 200g Found in the Telvanni Apothecary, in the Telvanni Canton of Vivec. Chance's Folly Value - 250g Can be found in the Arena Storage area of the Arena Canton of Vivec. Chimarvamidium -Cannot Be Sold?- Found in Sirlonwe�s chest, in the Vivec Guild of Mages. Death Blow of Abernanit Value - 300g Found in the Madach Tradehouse in Gnisis. The Dowry Value - 300g Found in the Telvanni Tower, in the Telvanni Canton of Vivec. The Dragon Break Reexamined Value - 250g Can be found in Gnisis: Arvs-Drelen, or at Seryne Relas� House in Sadrith Mora. The Final Lesson Value - 350g Found in Tel Aruhn�s Upper Tower. The Four Suitors of Benitah Value - 300g Found in Sadrith Mora, at Vaden Belas� House. A Game at Dinner Value - 200g Can be found in Vivec�s Guild of Mages. The Gold Ribbon of Merit Value - 250g Found in Kunirai, a base just N-NW of Telasero. Hallgerd's Tale Value - 325g Can be found in Itan the Gentle's Shack, at Dagon Fel. The Hope of the Redoran Value - 250g Found in Ghostgate, Tower of Dusk. The Horror of Castle Xyr Value - 250g Can be found in Tel Naga�s Great Hall, in Sadrith Mora. How Orsinium Passed to the Orcs Value - 200g Found in Vivec, in the Telvanni Prison Cells. Ice and Chiton Value - 325g It can be found in Suran, at Garothmuk: Smith. The Importance of Where Value - 200g Can be found in the Telvanni Tower, in the Telvanni Canton of Vivec. Incident in Necrom Value - 225g Found in Balyn Omarel's House, in Balmora. The Last Scabbard of Akrash Value - 250g Found at Dandera Selaro, Smith, in Ald-ruhn. The Legendary Scourge Value - 200g Can be found in Tel Fyr, in the Hall of Fyr. The Locked Room Value - 200g Found in the Barracks at Gnisis Lord Jornibret�s Last Dance Value - 300g Can be found in the St. Olms canton of Vivec, in Upper North-Two. The Lunar Lorkhan Value - 350g Can be found in Tel Fyr, in the Hall of Fyr. The Marksmanship Lesson Value - 250g Found in Ald-ruhn, in the Llethri Guard Quarters, and in the Argonian Mission at Ebonheart. Master Zoaraym's Tale Value - 300g Found at the stronghold Tel Uvirith, in Omavel�s House. The Mirror Value - 225g It can be bought from Codus Callonus in Ald-ruhn, or found in Suran�s Guard Tower. Night Falls on Sentinel Value - 275g Can be found in Ghorak Manor, in Caldera. Sitting on a windowsill. Notes on Racial Phylogeny and Biology Value - 275g Found in Seyda Neen, at Eldafire�s House. Prayers of Baranat Value - 250g Can be found in Ald-Ruhn�s Morag Tong Guildhall. Ransom of Zarek Value - 200g Found in Tel Fyr, in the Hall of Fyr. Realizations of Acrobacy Value - 200g Can be found in Aryni Orethi's House, in Ald-Ruhn. The Rear Guard Value - 200g Can be found in Gnaar, Mok, in Anglalos� Shack Secrets of Dwemer Animunculi - This book gives you the �Summon Sphere Centurion." spell, a nice addition for Conjuration majors ^_^ Value - 450g Can be found in Galom Daeus, a Dwemer ruin S-SW of Uvirith�s Grave. Also the Berne Vampire Base, so beware. The Seed Value - 200g Found in Punsabanit, a smuggler�s cave south of the Mzuleft Dwemer ruins. Silence Value - 230g Can be found in the Laterus Burial section of the Urshilaku Burial Caverns. Sithis Value - 275g Found at Arvs-Drelen in Gnisis. Smuggler's Island Value - 250g Found in the lower level of the Dunmer stronghold of Falasmaryon. Song of the Alchemists Value - 200g Can be found in Ashalmimikala�s Shrine. It is a Daedric ruin found west of the stronghold Andraseth. Starlover�s Log Value - 350g Found in Tel Fyr, in the Hall of Fyr. Surfeit of Thieves Value - 350 Can be found in Hla Oad, at Fatleg's Drop Off (underground). The Third Door Value - 250g Can be found in Ald-Ruhn�s Guard Tower 1. Trap Value - 250g Found in Drushcashti, the Quarra Vampire base. Druscashti is the northernmost of two Dwemer ruins drawn north of the city of Maar Gan on the paper map, in the Foyada Bani-Dad. Unnamed Book Value - 225g Found in the Savel Tomb, which is a good walk SW from Holamayan Monastery. You have to travel across a small island, and continue SW to the mainland. The Savel tomb should be there. Vernaccus and Bourlor Value - 250g Found in Suran, at Ralnosa Gilvayn, Outfitter. The Wraith's Wedding Dowry Value - 300g Found in Vivec�s Fighters Guild (in Sjoring Hard-Heart's Room), or in the lighthouse at Seyda Neen. Withershins Value - 250g Can be found in the Ald-Ruhn Guild of Mages. Words and Philosophy Value - 225g It can be found in the Vivec Telvanni Prison Cells and in Balmora, Western Guard Tower North. -=Propylon Indexs=- A Propylon Index allows you to use the Propylon Chambers found at Dunmer Strongholds to travel quickly throughout the major uninhabited regions of Morrowind. Here are the locations of the 10 individual Propylons, and information about the "Master Propylon" quest. Andasreth Propylon Index Location: Found on a shelf on the left wall of the Ancient Dunmer Stronghold of Hlormaren. It's hard to see, so bring a light spell. Berandas Propylon Index Location: Go to Arvs Drelen in Gnisis, The index is lying on a bookshelf on the top floor. Falasmaryon Propylon Index Location: Go to the Temple in Maar Gan and look at the offerings. You'll find the Propylon Index there. Falensarano Propylon Index Location: Found in Maelkashishi (Located southeast of Khuul). Enter and make your way to deepest part of the Daedric Ruin, through the "Forgotten Galleries". Levitate to the very top ledge, and you'll see a corpse there. Beside that corpse are some Daedric Arrows, a Daedric Longbow, and if you look closely, you'll see the Falensarano Propylon Index. Hlormaren Propylon Index Location: Can be bought in Irgola's Pawnshop in Caldera. If you'd rather get a 5-finger discount, it is lying on the window sill right beside him. There's a guard, but if you leave the door at the top of the stairs open, he'll go inside, and you can trap him there long enough to grab the index, calm Irgola, and get out the door. Suffice it to say that using Chameleon is best. Indoranyon Propylon Index Location: Found in Tel Fyr, lying on a table just beside Divath Fyr. You might want to Chameleon up before going for it, because he almost always sees, and he's pretty tough, and you can't fight him because he's crucial to the main quest. Marandus Propylon Index Location: This index is located in the St. Olms Temple in Vivec, St. Olms Canton. It is lying on the floor next to a crate in a storage area. Go to the bottom level of the Temple and enter a room at the end of the hallway. There are a two rooms there, but the one you are looking for is the room that has two rats (you'll here the sound of the rats when you stand in front of the door). This one can be a son of a bitch to spot, so bring a light spell and be prepared to search. Rotheran Propylon Index Location: Found in the Ancient Dunmer Stronghold of Rotheran, on Rols Ienith inside the Communal Hut. You can pick his pocket, or simply kill him for it. Telasero Propylon Index Location: Found inside the Ancient Dunmer Stronghold of Telasero, on one of the troughs. It's hard to see, so bring a light spell (Are you sick of hearing that yet?). Valenvaryon Propylon Index Location: Found on the table beside Nibaena Maesa, in the Wise Woman's Yurt of the Urshilaku Ashlander Camp. Note: If you play the PC version of this game, you can go to the Official Elder Scrolls Website (http://www.ElderScrolls.com) and download an "Official" Plug-in called "The Master Index Quest", in which Folms Mirel of the Caldera Mages Guild will give you a quest to find the 10 Propylon Indexes. After collecting all of them, he will give you a "Master Index", which enables you to Travel from the Caldera Mages Guild to any of the Ancient Dunmer Strongholds. I've heard that you can use this plug-in with a hacked copy of GOTY for Xbox once it has been cleaned. 6. Walkthrough Section -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Ok, alright, you can stop emailing me now. By popular demand, I am (Reluctantly) adding a walkthrough section here. My philosophy about walkthrough guides for Morrowind is that they suck all of the fun out of doing the quests on your own. Sure, I have no problem telling you where the treasure is, but if you can't follow the simple and easy directions given to you by the in-game characters, then you must be a mental defective. But if you really insist, then I yield. 6a. The Blades, otherwise known as "The Main Quest" Of course we all know that "The Blades", in addition to being a guild of sorts is also the "Main Quest" of this game. After this, everyone will treat You a little differently, and have newfound respect for your character. You Get a couple nice items along the way, but it's nothing you can't live without (Or get on your own through other means), plus it is long, very boring, and requires An insane amount of travel. Alright, let's kick this off. Caius Casides's missions: The very first thing that you are told to do in Morrowind is to bring a document to Caius Casides. Go to his house in Balmora and give him the note. He'll talk to you at length about a Lot of shit. The he'll give you some gold and tell you to check out some guilds before he gives you orders. Whenever you are ready, ask him about Orders. He'll tell you to... Go see Hashphat Antabolis in the Balmora Fighter's Guild: Go talk to Hasphat Antabolis at the Balmora Fighter�s guild. He's in the very bottom in the training room. He'll Tell you that you need to do him a favor before he gives you the information that Caius needs. He'll tell you to go to Arkngthand, A nearby Dwemer ruin, find a "Dwemer Puzzle Box", and bring it back to him. Head south out of town and head towards caldera. When the road Splits, take the right fork that goes behind Moonmoth Legion Fort. Cross the bridge, and kill the Necromancer on the other side. Run up and hit the Dwarven crank to move the rock that Protects the door to the Dwemer ruin. Once inside the Hall of Centrifuge head down the Rocks. You can go inside and try to make your way to the Cells of Hollow hand By going into Weepingbell Hall and then down a long hallway that leads to The other side of the Hall of Centrifuge and then into the Cells of Hollowhand, OR you can simply jump up the curvy rock that obviously leads to the higher tier of the Dwemer stronghold, just before you enter Weepingbell Hall. Take that door to The left and the Dwemer puzzle box is on the bottom shelf on the north east Side of the room. Then head back to the fighter�s guild and down the stairs to Back to Hasphat. Talk to him about the puzzle box, the Nerevarrine, and the sixth House, and then the sixth house references. Then head back to Caius and talk To him about orders. Now he tells you to... Visit Sharn Gro-Muzgub in the Balmora Mage's Guild: Head on over to the mages guild on the west side of town next to the fighter's Guild. Talk to Sharn Gro-Muzgub, she's the Orc in the bottom of the stairs. She'll tell you that you need to run an errand for her. She'll tell you to get The skull of Llevule Andrano for her from the Andrano ancestral tomb. It's located across the road from Pelagiad, so get there the quickest way possible: Silt Strider to Seyda Neen, and then walk. just check your Journal if you get lost. Once inside the tomb, walk down the stairs and Continue your way around the tomb while killing off bone walkers and skeletons. Just keep going downstairs. On the second flight of stairs, open the wooden Door and you should find a bone walker and see a large pit of dirt with a large skull and a Dagger of Judgement. Pick up the skull and anything else you find interesting And head back to Sharn. Talk to her about 'errands' and she'll answer your Questions about the Nerevarrine Cult, and even give you some notes about it to take back to Caius, how sweet. Go back to Caius and he'll update your journal, promote you, and give you a scroll of Almsivi AND a Scroll of Divine Intervention. "These dreams go on when I close my eyes...": Hop into bed and rest. You'll have a disturbing dream. Shortly afterwards, every time you rest, little men in black suits try to cut off your ba...err I mean, kill you. Tell Caius about the dream, and he tells you about how the Tribunal Temple deals with people who have 'visions'. Next, Caius orders you to... Conduct a series of Interviews in Vivec: Caius wants you to go and talk to three very important people in Vivec about the Nerevarrine And Sixth House cults. So hop your favorite mode of transportation down to Vivec (Scroll of Icarian Flight!) and find these People. Addhirannir (a Khajiit from the thieves guild): Addhirannir is located in the St. Olm's Canton. Head there, and duck into the Canalworks. Once inside, head to the east Side of the canton and look for a trap door to the Underworks. Head down and you should find the female Khajiit. She'll tell You about a Census and Excise agent on her back. Head back up into the Waistworks and talk to Dvuianius Platorius about Addhirannir. Lie to him and Tell him that she went on a Gondola to the mainland and he'll leave both of you alone. Head back to Addhirannir and ask her about the Nerevarrine and Sixth House Cults. Huleeya (an Argonian in the Morag Tong): He is located in the Black Shalk Cornerclub, on the east side of the Foreign Quarter Conton's Lower Waistworks. If you talk to him, he will tell you that he needs to be escorted to Jobasha's Rare Book store across the Waistworks, but he wants you to do him another favor to Stop the racism against free Argonians from the people in the Cornerclub. Talk to the other three Dunmer in the club about 'filthy lizard' and if your Disposition with them is high enough, they will change their minds about Argonians (at least temporarily). If not, it's on. Afterwards, travel with Huleeya across the Waistworks into Jobasha's. Your journal will update and you can then talk to him about the Nerevarrine Cult, and he gives you some notes. Mehra Milo (a Dunmer priestess for the Tribunal Temple): She is located in the Library of Vivec, inside the Hall of Wisdom of the Temple Canton in Vivec. Damn what a mouthfull. When you talk to her, she'll tell you to meet her in the back of the library, you know, to keep things hush-hush. Talk to her there, and she'll tell you about the Nerevarrine cult. Your entire screen should be full of blue-highlighted topics, so talk to her about each one. She'll tell you to pick up a copy of "Progress Of Truth" for Caius Casides. You'll also learn that she might have to go into Hiding soon, and to tell Caius about "Amaya". However, the most important Issue right now is finding a copy of "Progress of Truth". You can find a copy In the southwest corner of the Library, on the top shelf (an Ordinator is Nearby), OR you can buy a copy at Jobasha�s for 150 gold. Once you've done all this, go back to Caius, and he'll give You 200 gold Septims. Giving Gifts for information: Caius Casides wants you to give Hassour Zainsubani in Ald�Ruhn a gift so that he will tell you some information about the Nerevarrine cult. Head to Ald�Ruhn and ask around. You'll discover that Hassour likes to read books, so it's a safe bet that if you go to the bookstore and buy him a cheap book, he Might like you. Pop into the local bookseller and purchase a copy of "Ashlander Hymns", then head down the stairs next to the bar in the Ald Skar Inn. You should find Hassour there. Ask him about the Ashlanders and their gift giving Customs. Then talk to him about courtesy and a thoughtful gift. Then you can talk to him About Ashlanders, and the Nerevarrine prophecies and you should get his notes. Head back to Caius once you have the notes. Your next quest sends you to... Urshilaku Ashlander Camp: Your quest to become the Nerevarrine starts to unfold here. Caius sends to the Urshilaku camp, but first drop in to see Somutis Vunnis and Crulius Pontanian Moonmoth Legion Fort. Somutius Vunnis will give you some potions, and crulius will give you some scrolls. When you are ready, Head to Maar Gan. Head north there, straight up the Foyada (In front of Huleen's Hut) and then once you hit the coast, go slightly west. Once inside the camp, find Nibani Maesa (She's located inside of the Wise Woman's Yurt - ASK SOMEONE ABOUT THE WISE WOMAN FIRST. Ashlanders will attack you if you enter a Yurt without asking) and talk to her about the Nerevarrine Prophecies. You will have to either bribe her or find another way to raise her disposition towards you before she talks. She tells you to speak with Zabamand in his Yurt and he will give you Permission to enter the Ashkan's Yurt. His Yurt is one of the three under the big tarp at the rear of the camp. Talk to him about the Nerevarrine prophecies, and then pick one of the options he gives you. The easiest thing to do is to tell him everything you know about the Sixth House. He'll grant you permission to speak with Ashkan Sul-Matuul, in the next hut over. The First Trial - The Bonebiter Bow: Talk to Sul-Matuul about the "Nerevarrine Prophecies" and he will let you join the tribe if you Agree to do an initiation rite to see if you are truly the Nerevarrine. He will Tell you that you need to fetch the Bonebiter Bow from the Urshilaku Burial Caverns.Head south-southeast right out of camp. You should stumble upon a door called "Urshilaku, Astral Burial". Head inside, and you should find a bunch of monsters waiting for you. Fight your way down into the Karma Burial Chamber. Inside here, you can either go north or south. North leads you to some more monsters and some Corpses with decent items. South leads you to the "Laterus Burial Chamber", which is where we need to go. Once inside, jump onto the rocks and make your way all the Way up the spiral to the door to the "Juno Burial Chamber". Go east, then south, and then southeast to find the Wraith of Sul-Senipul (He looks like a normal Ancestor Ghost, except he's more powerful, can damage your attributes, and can resist yourmagic). Kill him and then take the Bonebiter Bow off of his corpse. Head backTo Sul-Matuul in the Urshilaku camp. You can then meet with Nibani Maesa in the Wise Woman's Yurt to discuss the Nerevarrine. Talk with her about ALL of the highlighted topics and then head back to see Caius. Dagoth Gares and the Sixth House base: Head to Fort Buckmoth and speak to Resa Pullia, who says she's found a hidden Sixth House base. Fort Buckmoth is located right next to Ald�Ruhn, so you should take the Silt Strider there first. Raesa tells you the sixth house base is located near Gnaar Mok and is called Ilunibi. The exact location of the base can be found by asking the Locals around Gnaar Mok, so head out there from Fort Buckmoth. By foot, head due southwest All the way to the coast. If you're like me and despise traveling by foot, you can get there by boat from Khuul or Hla Oad. Once there, you soon realize that Ilunibi is on Khartag point, on the northern part of the island. It'sReally easy to find, just head due north, across the floating wooden stick bridge and you Should find Ilunibi, Carcass of the Saint, right next to some big rocks. Once inside, Fight your way to the southwest into Marowak�s Spine. Fight all the way Through to the south, and then at the very bottom take the path north into The Blackened Heart section. Yet again, fight your way south into the Soul's Rattle. Once in here, head into the north east of this section and you'll be Approached by Dagoth Gares. Pick from the options what to say to him, and then You will fight him. I picked the option to swear allegiance to Dagoth Ur and he still attacked me. Once he is dead, go back to Caius and you will discover that you have contracted Corprus Disease. The Second Trial - Dealing with Corprus Disease: Caius will tell you that you have a serious case of Corpus, the "Divine Disease" that causes people to become Corprus Beasts. The only possibility of a cure is at the Corprusarium, located in Tel Fyr. Tel Fyr itself is located off the east coast, on an island southwest of Sadrith Mora. It is a Telvanni tower, owned by Divath Fyr. You can get there fastest by boat from Sadrith Mora. Once you get there, head into Onyx Hall and then into the Hall of Fyr. From there, levitate up (if you look up you should see a circular hole in the ceiling), and you should see Divath Fyr. Now I know what you're thinking. I shouldn't have to remind you that Fyr is a key character, and killing him is against the rules. You can get Daedric Armor later. Talk to him, and then give him the Dwemer Artifact and then talk to him about the Divine Disease. Talk to him about Corprus Disease and he'll tell you he'll give you a potion that either kills you or cures you, but first you have to go into the Corprusarium and get some Dwemer Boots for him from Yagrum Bogorn. Head into the Corprusarium, open up the old gate and then head into the Corupsarium Bowels section. From here head into thenorthwest section (It's a little more west than north) to find Yagrum, the lastliving Dwarf. Yes, the Last living Dwarf. I SAID DWARF. OKAY! the little fat guy with the mechanical legs, there, are you happy? You sick bastards! Anyway, Talk to him about the Dwemer boots and then head back to Divath Fyr. Talk to him about the potion and then give him the boots. Choose "Get cured" and he will cure you of your symptoms. Yes, but not from your immunity to disease. You are now immune to every disease in the game, which means it's impossible to become a Vampire or a Werewolf (Note that you can become a Werewolf at will if you complete the Bloodmoon Expansion). Head back to Caius. Caius' Departure: Oh shit. Caius is being recalled to deal with a potential war back in Tamriel. But before he goes back to the city, he'll promote you to operative, give you 750 gold, and his black pants (OMG, what is that white stain...wait, these cast chameleon 20% when used? Nevermind), Black Shirt (Full of Skooma-smokin' MAN SWEAT...and they fortify your Sneak 20% when used) and a nice ring (That fortifies both your security and luck 20% when used). Although he's leaving, he'll give you your final orders to find the lost Nerevarrine Prophecies from Mehra Milo at the Temple in Vivec. *REST BREAK #1* I don't know about you, but by now, I've worked up a Nerevarrine-sized appetite, so I'm popping into the kitchen to whip up some gamer fuel. What, you want to know what I'm eating? Fair enough. I present to you, my ________________________________________ "Groto" Greek Pizza ________________________________________ INGREDIENTS: 1 Thin Ready-made Pizza Crust (Mama Mary's) 1 Jar of Pesto 1 Jar of Red Sauce (Mama Mary's Also) 1 Can of Diced Tomatoes 1 Container of Feta Cheese 1 (Small) Bag of Shredded Mozzerella Cheese 1 Jar of Martini Olives 1 Jar of Diced Artichoke 1 (Small) Bag of Fresh Spinach 1 Canister of Cavender's Greek Seasoning Pre-heat your oven to 425� Start by spreading the Pesto evenly across your crust. Add the red sauce next, followed by the Diced Tomatoes. Grab a knife, or a Lil' Chopper (A food processor), chop the Spinach really fine, and spread it across there. Next comes the Feta, the pitted olives (Cut these in half first), the Artichoke, and finally the Mozzerella. Sprinkle with copious amounts of Cavender's, and we're ready to bake. Bake 12-15 minutes, or until cheese is melted, and outer crust is crispy. I usually enjoy (Quite a few) bottle(s) of �odorn�u Pinot Noir Brut Ros� with this, but if you are underage, a Mountain Dew Code Red or a Cherry-Lemon Sun-drop will do the job nicely. Alright, now that we're fed, it's time to get back to questing. "Tonight there's gonna be a jailbreak...": Head to the library, and you discover that that Mehra is not there. Ask around and you will be told that her office is located across the hall from the Canon offices. Break into her office and read the note on top of the dresser. The note says to meet Mehra in the Ministry of Truth (The floating prison above the temple), and to bring two scrolls of Divine Intervention with you. The scrolls can be bought in the Vivec Mages Guild from Janand Maulinie. You have to levitate to get up there, so use a potion or a spell of Levitation. Once you're up there, head around to where the guard (Alvela Saram) is standing. Tell her you're "visiting someone" and she'll give you the key to the door. Open up the door to the hall of processing and head into the Grand Inquisitor's office. In his desk there is another key that will let you open the 10 point locked door. That key will also let you open all the doors. Now we want to head to the Prison Keep, which is located around the north side. Once Inside, check the guards desk for the cell key. Head into the cell on the far right and talk to Mehra. She'll tell you to meet her at Holamayan Monastary so that you can get the info you need on the Lost Prophecies. "You and me's goin' Fishin' in the dark...": Divine intervention out and you'll be in Ebonheart. Head down to the docks at the other end of the town and talk to Blatta Hateria about "Knowing you" and then "going fishing". You'll travel to Holamayan Monastary. From the boat dock, head up the rocks and... wait. At either dawn or at dusk, Holamayan will open up its doors for you to enter. Once inside, head right to find Mehra. Then talk to Gilvsa Barelo about the "lost Prophecies". Then talk about the "Seven Curses". After this, head all the way back to the Urshilaku Ashlander camp and talk to Nibani. The Third Trial: Once inside of the wise woman's yurt talk to Nibani Maesa about the "Lost Prophecies". Then talk to her about her about Judgement as to whether or not you are the Nerevarrine. She'll talk to you about the "Second Trial" and "Corprus Disease", and then she tells you to talk to Sul Matull about the "Third Trial". Head to the Ashkan's Yurt and he'll tell you that you need to go to Kogoruhn and get him a cup, Corpus Weepings, and the legendary Shadow Shield. The Lost Fortress: Kogoruhn is located to the southeast of the camp about two-thirds of the way back towards Maar Gan. Once you are at Kogoruhn, head into the "Dome of Pollock�s Eve" and kill the Dagoth inside. Then look on the table for a House Dagoth cup, it should be next to a ceramic bowl. On your way to the tomb of Dagoth Marin, fight and kill a Lame Corprus and take some Corprus Weepings off of its corpse. Head into the Hall of Phisto, and fight your way to the Hall of Maki and then fight your way from there into the lost Nabith Waterway. Once you are in here, head south to "Charma's Breath". There are plenty of Lame Corprus and Corprus Stalkers in the waterway, so you can get your Corprus Weepings here if you missed them earlier. In "Charma's Breath", head straight to "Bleeding Heart". The Shadow Shield is in here, lying on top of a rock right next to an Orcish Warhammer. It's enchanted, so its glow makes it pretty easy to find. If you have trouble, try a Detect Enchantment Potion. Once you have all three items, exit out of the south of Charma's Breath and head back to Sul-Matuul in the Urshilaku camp Talk to him about the third trial and he'll point you to the cavern of the incarnate for the trial of wisdom. The Cavern of the Incarnate: The Cavern of the Incarnate is actually pretty difficult to find but not if you know where to look. If you have the map that comes with the game look towards Rotheran and then south/southeast into the Ashland. You should see a path that goes down the mountain range and then curves back up again at the end. This is the cave of the incarnate. So head due east out of the camp and then due east for a very long time. The cavern of the incarnate is down the path on the other side of the mountains from the Nchuleft Ruin and the Zainab camp if you've been there before. The door to the cavern itself is due west of the Nchuleft ruins. Once you are there, wait or rest until six am or six pm. Enter the door and Azura will talk and you can enter the cavern. Inside you will see a large statue of Azura. Resting on her hands is Lord Nerevar's legendary ring, "Moon and Star". Take it, and a short cinematic will Play. Azura will speak to you directly and lay out your next two trials. You must be recognized as Hortator of the three Great Houses AND Named Nerevarrine by the four Ashlander Tribes. Nothing too big, no pressure here. The Fourth Trial: Becoming Hortator of the 3 Great Houses of Morrowind. Yeah, just be glad that House Dres and House Indoril aren't in the picture or else this really would be a pain in the ass. In order to complete the fourth trial you must be named the hortator of all Three of the Great Houses that do business in Morrowind. Sound easy? Heh, you'll see. Great House Redoran: In the Ald'Ruhn Manor District ("Under Skar"), go into the main Redoran Council Center and talk To Neminda to get a book of all of the locations of the Redoran councilors. Luckily, all of the House Redoran councilors are located within the Manor District. Councilor Athyn Sarethi: Let's kick things off with Athyn Sarethi. He tells you he will vote for you as House Redoran hortator if you save his son. Athyn tells you that his son has been taken hostage by Bolvyn Venim (the Archmagister) for a Crime that he didn�t commit. Varvur Sarethi is imprisoned within Venim manor, so lets Head over there. Venim Manor is the first manor on your right when you enter the district. Ask you ask about Varvur, everyone will stop talking to you. That's fine and good, for now. Find the entrance to the right wing of the manor and head down the stairs. Turn right, and there should be a cloth hanging over a wall at the dead end. Hidden behind it is a door with a 50 point lock. Unlock it, and you will find Varvur Sarethi. Speak to him, and choose "Travel together" and lead him out of the room. Now we're in business. Every guard is the place is try to kill you both, so RUN as fast as you can, but DON'T LOSE Varvur. Head up the stairs and head directly to the entrance. You will have to shed some blood here, unless you're wicked fast, AND you cast a Fortify Speed on Target spell on Varvur. Once outside, head back to Sarethi Manor a quickly as you can. Athyn then agrees to give you his vote. *NOTE* If You have already done this quest as part of the House Redoran quest, then you are already a step ahead of the game. Miner Arobar: Located in the bedroom of his manor, in the northeast section of the manor district. Head into the guard quarters, take the door from there into the Private Quarters, and then pop into his Bedroom. His is on the left. He'll vote for you ONLY if you've done the Athyn Sarethi quest, and not before. Hlaren Romaron: Also in his manor, in the southwest section of the Manor District. Just head straight in and go all the way down to the bottom of the stairs, through the door there. In case you can't read names, he�s the one wearing Bonemold armor and looking stoic. Like Miner, he won't Vote for you until you have done the Athyn Sarethi quest. Garisa Llethri: In the private quarters of his manor, this one located in the northwest part of The manor district. Head straight into the bedrooms then take a right into the Private quarters and you will find him. Ditto about Athyn Sarethi. Brara Moravyn: Come to her last. She is located in the Redoran Council Hall. Head northwest from The entrance door, through the next door, then drop down and head to the northwest To find her quarters. Archmagister Venim: After getting all of the Council member votes, you are told that you have to have a duel to the death with Bolvyn Venim, because he will never allow an Outlander to become the Hortator of House Redoran. Of course we already know Venim is located in the private quarters of his manor. Go and speak with him about "Redoran Hortator". He will immediately challenge you to a duel in the Vivec Arena. Head to the Arena Canton of Vivec and jump down into the arena pit where Venim is waiting. Whup him god, and make sure to loot his Body for his Daedric Dai-Katana AND near-complete set of Ebony Armor. Go back to Ald'ruhn and speak with Athyn Sarethi again to be named Hortator of Great House Redoran. One down, two to go. Great House Hlaalu: Head to Balmora and talk to Nileno Doravyn in order to get the Hlaalu Yellow Book of 3E....ah fark, the book that lists the councilors. :P Crassius Curio: Of course Uncle Crassius has to be your first stop. He is located in Curio Manor in the Hlaalu plaza on top of the canton. If you really needed me to tell you that, stop playing now. He goes a step further than wanting you naked, this time he wants a kiss. Yeah. He tells you that Dram Bero can be persuaded, Yngling Half-Troll can be bribed, and that Orvas Dren is your big obstacle. Dren has control over councilors Nevena Ules and Velanda Omani, so you have to go through Orvas to get to them. Dram Bero: This mofo is hard to find if you don't know where to go. Ask around Vivec about him and you'll be told that he is in the St. Olms Canton. Head over there to the plaza on top of the canton and have look around. Still can't find him? Try heading into the haunted manor and down the stairs. Open up the 50 point locked door and then go through the next wooden door. Ask him about "Hlaalu Hortator" and he'll give you his vote solely because you were resourceful enough to find out where he was. Yeah, really resourceful. Yngling Half-Troll: Mr. Yngling (Like the beer, only with a thicker head), is located in the St. Olm�s Canton plaza. Pop into Yngling Manor and open up the wooden door on the left. Talk to Yngling, and he will say you can buy his vote for 2000 gold. You do have a choice here: You can either give him the gold for his vote, or you can just straight out kill him, no one will even care. Orvas Dren: If you don't know where Dren Plantation is, calmly put down the controller, ejectyour Morrowind disc from your Xbox, place it in a toaster oven, and turn it on.Once there, head into "Dren's Villa". You should find Jefferson Davis, err I mean Orvas Dren, downstairs. When you speak to him, ONLY SAY "To save Morrowind from Dagoth Ur and the empire" and nothing else, because he will attack you. When he gives you his vote for hortator, he use his influence with Nevena Ules and Velanda Omani to get you their votes. You still have to go visit them, however, and get confirmation in person. On a side-note about Dren Plantation: I was messing around with the Construction Kit and made a mod I like to call "Uncle Dren's Cabin". Maybe one day I'll get up the courage to post some snapshots (Think "Fat Leg's Dropoff", only located at Dren Plantation, with the interior filled with Redguard slaves...ok, I'll STFU now :x) Nevena Ules: Nevena Ules is inside of her manor, located to the west of Suran (Just across the lake). If you've had your little talk with Orvas Dren, talk to her about "Hlaalu Hortator" and she'll gladly vote for you as Hortator. That's a good little Cretin. Velanda Omani: Velanda is on an island due east of Vivec. Head to the Telvanni Canton and then jump off and swim to the east, or you can simply use the bridge to the island. Once there, head south across another bridge to yet ANOTHER island, and follow the path there to Omani manor. Talk to Velanda and she'll agree to vote for you, if you've already gotten to her boss. Once you have spoken to all of these people, you can then return to Curio Manor and speak to Crassius. He will give you the Belt of the Hortator. That's two down, only one more to go! Great House Telvanni: This one is pretty simple, it just involves a lot of painful traveling, but (thankfully) no weird quests. Head to Sadrith Mora and then go to the Telvanni Council Hall. Head through the door into the room where all of the mouths hang. Talk to them to find the locations of all of the councilors. Master Aryon: He is in Tel Vos, the humongous Telvanni outpost just west of Vos. Take the boat to Vos from Tel Mora. You have to fly up to the top of the center spire to get to his chambers, so bring a spell/item/potion of Levitation. The entrance faces south, so levitate your way the south side of the spire and you should see the platform above you. His chambers are directly behind the door, so once inside, head up the stairs and through the little tunnel to find Master Aryon.Ask him about "Telvanni Hortator" and he will not only give you his vote, he also tell you how to deal with Archmagister Gothren, all of the other councilors. He'll also give you the brown book of Council members if you talk to him about "Telvanni Councilors". Neloth: He is located at Tel Naga, in the middle of Sadrith Mora. You can find him in the upper tower. You will need to levitate all the way up to find him. He's the one standing there in yellow robes. Raise his disposition all, and then speak to him about becoming the Telvanni Hortator. He'll give you his vote out of apathy. Mistress Therana: Oh yeah, crazy Biotch time. Mistress Therana is located in her chambers in the upper tower of Tel Branora, which you can reach by boat from Sadrith Mora. The tower is just to the east of the docks. Levitate up and find her. Talk to her about Telvanni Hortator. Ignore all of her insane ramblings, she'll give you her vote. Mistress Dratha: She is located in the upper part of her tower, Tel Mora. You can get there by boat from Sadrith Mora. Head all the way up to the upper tower, and then once inside head all the way up and you should find her wearing a blue robe in a room. She does not like men, so you will have to get her disposition up if you are a male. If not you should be fine just asking for her vote for you as Hortator. If you are a male, talk to her about "Telvanni Hortator" ONLY after her disposition is high, and you hurl yourself at her feet and plead for a hearing. She'll give you her vote and her scroll of Summon Golden Saint, a much better deal I think. Gothren: He is located in the upper part of his tower, Tel Aruhn, just northwest of Sadrith Mora. Once inside, head upstairs and then down the hallway to find him. Talk to him about "Telvanni Hortator", and he will stall. Attack him and the Dremora that are guarding him (Don't worry, it won't be a crime). Once he's dead, make sure you loot his body of the Daedric Dagger. Once you have gotten all of these votes, and killed Gothren you can head back to Master Aryon for the robe of the Hortator. The Fifth Trial: Become recognized as the Nerevarrine by the four Ashlander Tribes This one is easy enogh to start. Head to each of the four camps and talk to the Ashkan. Zainab camp: Nearby to the cave of the Incarnate. Head there and talk to Ashkan Kaushad in the Ashkan yurt. Speak to him about "Nerevarrine" and about "Setting you to a task". He'll tell you that you have to slay the vampire Calvario in the Nerano ancestral tomb. To get to the tomb head northwest to Nchuleft and then head northeast from there. You should find a path that has the Nerano ancestral tomb on the right-hand side of it (Its marked off by some rocks and is surrounded by two trees). Once inside, just head down the stairs and open the trapped door to find Calvario. He should die pretty quickly. Once he's dead head back to Kaushad. "Get in the kitchen and make me a sandwich, Telvanni Slave!": Kaushad will then ask you to get him a Telvanni wife. Like anybody really wants to marry one of those lunatics. Head to the Wise Woman's Yurt She tells you to go to the Festival Slave Market in Tel Aruhn and talk to Savile Imayn. Tel Aruhn is located southeast of the Zainab camp right next to Sadrith Mora. You'll need some Telvanni Bug Musk, an Exquisite Shirt, a pair of Exquisite Shoes, and an Exquisite Skirt (But no Exquisite Panties, ;_;). Savile Imayn will tell you to go see Elegnan the clothier in Tel Mora and Jolda at the Apothecary in Tel Mora. Once you are back in Tel Aruhn, you can now buy your slave. Give her the presents, then tell her to travel with you, ALL the way back to the Zainab Camp and into the Ashkan hut. You can travel with her by boat to Vos just to get back on the mainland, but getting her to the Zainab Camp can prove to be difficult. Try and find a way to keep from being seen by any monsters, and keep a low profile. I can't tell you how many times this stupid slave got creamed by Golden Saints and Ogrim Titans before I finally got her there safely. Once you have delivered the slave to Kaushad, talk to him about "Telvanni Bride" and he'll update your journal and give you the Thong of Zainab. Okay GODDESS, I was just JOKING ABOUT THE PANTIES. Seriously, I hope these didn't come off of the Wise Woman... Ahemmusa camp: Ahemmusa camp on the northeastern part of the main island, near the coast. Once you get there talk to one of the "Gulakhans" in the yurts near the Ashkan about Nerevarrine. Then head into the wise woman's yurt and talk to Sinammu Mirpal about "Nerevarrine". She'll agree to name you Nerevarrine, but first you need to provide them a "safe place" for the tribe to relocate. The Orc who thinks he's a Khajiit: You now have to head to Ald Daedroth, which is due north from the camp on the large circular island in the Sheogorad Region. The Wise Woman is coming with you. Don't worry, she walks on water. It's YOU who needs a pick-me-up, so chug a potion or two and head off. Once you reach the ruins, head into the outer shrine and then the inner shrine. When you reach the base of the statue, she will name you Nerevarrine and give you the Madstone of Ahemusa. While you are in here, take the opportunity to speak to the insane Orc over in the corner who thinks he's a Skooma-addicted Khajiit. He'll also give you Gambolpuddy, the glove of the Mad Prince Sheogorath. Erabenimsun camp: No one at this camp wants anything to do with you, so head straight to the Wise Woman's Yurt and talk to Manirai. She will tell you that you'll never be named Nerevarrine unless you kill Ashkan Ulath-Pal and his three Gulakhans, Ahaz, Ranabi, and Ashu-Anhe. You must do this in order to bring Han-Ammu to power as the new Ashkan. Basically, just head into the Ashkan's Yurt and talk to Ulath Pal to get things started. He will attack you, and Ahaz will join in. Show them that two against you is fair odds indeed. Afterwards head into Ranabi and Ashu-Anhe's respective Yurts, speak to them to get them going, and then kill them both. Then go back to Manirai and talk to her about the "Nerevarrine Prophecies". She will tell you to go to Han-Ammu, and that he needs the tokens of strength, willpower, and intelligence. Hand over Ranabi�s "Erur-dan the wise" robe, Ahaz's "Saint's Heart of Fire" amulet, and Ulath's "War Axe of Airan Ammu". Keep "Mountain Spirit" for yourself. One of my favorite Cuirasses in the game. Once you have these items, go to Han-Ammu'shut and talk to him about "wanting to be Ashkan". Do this once for all three items and he will name you Nerevarrine. You can then go back to Manirai to receive the Seizing of the Erabenimsun. Urshilaku Camp: Talk to Sul Matuul about "Need and Duty", and then about "Urshilaku Nerevarrine" and he will name you the Urshilaku Nerevarrine and give you the Teeth of Urshilaku. The Sixth and Seventh trials (The End?): Meeting with Thayler Saryoni (The Archcanon of the Tribunal Temple): Nibani will wonder why you have yet to complete the prophecy and will send you to Thayler Saryoni. Talk to him about the temples doctrine and he will ask you to meet with Vivec himself. He'll give you a key that will let you into Vivec�s palace. Talk to him about all of that stuff in blue and he will give you the Wraithguard a gauntlet that lets you wield Kagrenac�s tools: Keening and Sunder. He'll also give you a detailed plan about how to kill Dagoth Ur. You'll receive four documents, including information on Kagrenac�s Tools, the real story of Lord Indoril Nerevar' death, and the plan to defeat Dagoth Ur. Head to Ghostgate, the Towers of Dusk and Dawn, located in the middle of Vvardenfell at the foot of Red Mountain. Talk to people inside of there about the inside of Ghostfence and they�ll give you a map. It's easiest to get there from Ald�Ruhn. *REST BREAK #2* We're almost there, but wouldn't you know it, I'm hungry again. This time I'm only fixing a snack. ..Oh ok, if you insist. ________________________________________ The ORIGINAL Tortizza ________________________________________ 1 Medium-sized floured Tortilla (Pepito's) 2 Tbsp Red Sauce (Mama Mary's) 1/4 Cup Mix of Parmesean Reggiano, Romano, Asiago, and White Cheddar 5 pieces of Pepperoni (Bridgton) Pre-heat oven to 350� Lay out your Tortilla on a small baking sheet. Spread out 2 Tbsp of Red Sauce, all the way to the edge. Add the Pepperoni, then the cheeses. Bake about 6-8 minutes. Enjoy. I've been making these for years on my own. I found out last year that Tropical Smoothie Caf� makes a killing selling a "healthy" version of my recipe. Well I'm here to tell you that there's NO WAY to make these things healthy. They're calorie BOMBS, around 1500-1750 depending on the size of the tortilla and how much cheese you use. I toned it down a bit, but it's still over 1,000 calories, so I wouldn't recommend eating these in bulk while sitting on your ass playing Morrowind. Okay, now I think I have enough energy to go the rest of the way. On to... Killing the Seven "Ash Vampires", and recapturing Sunder and Keening: You only need to kill two of the Ashkin in order to complete the main quest, as they are the ones who stole Keening and Sunder from the Tribunal. However, there are five other that are completely optional. If you read the notes you received from Vivec, you already know that killing any of the Ashkin, including Dagoth Ur doesn't do any good; They just respawn after a month or so. BUT since you are on your way to destroy the Heart of Lorkhan, there won't be a morning after for these suckers. Go down the list and let them HAVE IT! #1 Dagoth Uthol: He's located in Charma�s Breath, at the bottom of Kogoruhn near the exit to the Red Mountain region. #2 Dagoth Endues: He's in Endusal, located North/Northwest of Ghostgate. #3 Dagoth Tureynul: He's in Tureynulal, located in the northeast of Ghostgate. #4 Dagoth Araynys: He's in Mamea, located South/Southeast of Gnisis, near Berandas. #5 Dagoth Gilvoth: He's located inside Dagoth Ur (The building), on your way to the final confrontation with Dagoth Ur (The Man-God with manly man-boobs). Once you are inside the Ghostfence, head northwest towards Maar Gan. You should stumble upon Vemynal. Enter the outer fortress, head to the southeast, laying waste to the bonewalkers and Ash Slaves, and fight your way into the Hall of Torque. Once inside, drop down a level and fight Dagoth Vemynal. Kill him and loot his body to find Sunder. Head Southeast from Vemynal to find Odrosal (The old Dwemer training academy). It looks just like a normal Dwemer ruin, so it should be very easy to find. Once inside, head through the steel and iron doors to the north to find Dagoth Odros waiting for you. Waste him, loot his body for an amulet and a key, and head east, down the stairs. Use the key to unlock the door. Find the ladder inside and take it to the tower. Here you will find Keening, plunged down in the middle of a pit. Take it and then head back out into the Red Mountain Region. Now it's time to visit the Crack of Doom. Head towards the dark center of Red Mountain to find Dagoth Ur (The Building). When you get there, search around for a Dwarven crank just south of the entrance to the Outer Facility. Once you are inside, Dagoth Ur will start talking to you. Ignore him and head west, killing all his minions as he speaks. Drop down a level and go into the Inner Facility. Dagoth Ur will keep talking, even becoming cocky. Head through a series of metal and iron doors to the west and go down the stairs into the Lower Facility. Head south and you'll fight Dagoth Gilvoth, the last of the Ashkin. Take his blood ring and continue going south into the facility cavern. Here you will *FINALLY* find Dagoth Ur. I know, he looks just like "The Flesh" from "Action League Now!", except for that golden Inca-style mask. Talk to him about parting words and then final questions. After that, it's time TO GET IT ON! Kick his ass up so high he'll need an elevator just to take a shit, then head on into Akulakhan's Chamber. Once you're in here, head down the ramp and then go across the bridge to the heart.Smack it with Sunder once and then with Keening repeatedly. Ignore Dagoth Ur'sdisembodied voice and don't let up. Once it's done, run back across the bridgeand it will explode. You can then escape back up through the Facility (afterpulling a nearby Dwemer Crank) and Azura will be waiting for you. She will give you her ring. With the arcane magic of Lorkhan gone, the Tribunal have lost their divine status. You�ll see the end of the blight storm over Red Mountain, and the failing of the Ghost Fence. From now on wherever you go, people will address you asLord Nerevar, and your reputation will max out. If you waited until you completedThe Main Quest before you decided to tackle any Side Quests of Guilds, you will Find that some are now much easier than they would have been, while others are nowImpossible to complete. It�s all a game of checks and balances in Morrowind my Friends. *The short SHORT version* As detailed above in the "Wraithguard" section, you can accomplish the same goal as the Main Quest by using the "Shortcut Method" to bypass ALL of the Blades quests and the first five Nerevarrine Trials and go straight to the sixth and seventh Trials. This is what you do: Hop a Strider over to Vivec, race to the Palace, and use a Master's Lockpick OR a 100-100 Open spell to unlock the door. Once inside, you now have to perform a dangerous task; Kill Vivec. I know right, just how does one kill a god? It's not easy, but at the same time it's easier than you'd think. Just "Hack, Slash, Heal" and he'll fall. Once he's dead, Loot his body for the "Unique Dwemer Artifact". Run/Walk/Fly to Tel Fyr, and go see the last living dwarf in the Corprusarium. He'll tell you he needs two books to get the artifact charged up, but you should already know where to find those. Bring them back, let him do his work, and the Artifact becomes Wraithguard. The drawback? The first time you equip it, THIS Wraithguard damages your character PERMANATLY. It's ultimately up to you if you think the penalty outweighs the time-consuming alternative. 6b. The Thieves Guild: If you�ve been paying attention to my Treasure FAQ, you should Know that this is my favorite guild. My suggestion to you is to follow my guide on creating the Chameleon Suit before you even begin your first job. Why? Because it can mean the difference between two hours and twenty, according to how you play. It's still plenty challenging enough afterwards. I always remove pieces when there are enemies around to be challenged. I love fighting fair, because my kills are lethal :) You can find all the info you need in the section titled "Ienas Sarandas' Clothes" Let�s get started, shall we? Joining the Thieves Guild: All you have to do to join up is talk to Sugar Lips Habashi in Balmora, Aengoth the Jeweler in Ald�Ruhn, or Big Helene in Sadrith Mora about "Join the Thieves Guild". Balmora location: South Wall Cornerclub Sugar-Lips Habashi's jobs: Find a Diamond: Habashi�s friend wants a diamond, and the word is Nacalarya of White Haven, the town Alchemist has one. Actually, she has at least 6. Head to the northwestern part of town to find the Alchemist's shop. Enter the shop from the upstairs door. Look inside the small chest above the bed to find the diamonds. Once you have at least one in your possession, head back to Sugar Lips to complete your first job. Fat Leg�s Drop-off: Ra'zhid, a Guild member from Hla Oad stole some expensive Dwemer artifacts , so you must now travel to Fat Leg�s Drop-off to steal them back. Head to Hla Oad (due southwest of Balmora, right off of Odai Plateau, if you didn�t know) and slip into Fat Leg's Drop-off. Talk to Ra'zhid about the Artifacts. No matter what your disposition is, he will always say �What Artifacts?". That�s okay, sniff them out. Look around next to Ra'zhid to find a 35 point locked chest. Stand beside the trapdoor so Ra'zhid can�t reach you and open it to find the stash of Dwemer artifacts that you are looking for. Ignore Ra'zhid�s pitiful attempts to scratch you, but run from his spell-casting buddy. Don�t harm either of them, just head back to Sugar Lips to complete the job. Ralen Hlaalo's Vintage Brandy: Sugar Lips Habashi wants a vintage brandy. It just so happens that local celebrity corpse Ralen Hlaalo has some. Head over to Hlaalo Manor. You can find the vintage brandy in tone of two places, depending on whether you came in the front door or the back way. If you came in the front, look on the shelves along the right-hand wall to find the Brandy hidden amongst the cheap alcohol. If you came in from upstairs, you can find the Brandy inside the dresser in the trashed master bedroom. Head back to Sugar Lips with the Vintage Brandy to finish the job and move on. The Key to Nerano Manor: Sugar Lips wants the key to Nerano Manor, and I don�t mean the one for the front door. To get it, you can either head to the Commona Tong�s council club and bribe or steal it off of Ondres Nerano�s manservant, Sovor Trandel, or you can go to Nerano Manor and steal the key from Ondres Nerano himself. Once you have the key, head back to Sugar Lips Habashi for the next job. Free New-Shoes Bragor: Sugar Lips Habashi wants you to free guild member New-Shoes Bragor from his stint in the dungeons of Fort Pelagiad. In order to do this, you must employ a little blackmail. Head over to the shop of Mebestien Ence, trader. It�s in the western part of town. Go upstairs and pick the lock on the small chest to find a Dwemer Coherer. Take it to Fort Pelagiad and find Shadbak Gar-Burbug. Talk to her about New-Shoes Bragor. Why that cocky whore. To wipe the smile off her face, ask her how she knew about the Dwemer Artifact in Mebestien's shop, and she'll agree to let New-Shoes go in exchange for silence. Head back to Sugar Lips for your final job. Secure the South Wall Cornerclub: Habashi wants an Altmer to help secure the Cornerclub. The Problem is, she can�t remember which one is a member of the guild. There are a few living in town, but the one we want is named Hecerinde. Hecerinde's house is located just northwest of the club. Head over and talk to him about �South wall". He will say he has been negligent in his guild duties, and your journal will update. Go back to Habashi to complete the job. Ald�ruhn Location: The Rat in the Pot Aengoth the Jeweler's quests: Anareren's Devil Tanto: The entire Ald�Ruhn Mages� Guild is out for the day, so now is your chance to Show some loyalty to your brethren' thieves and steal something important For a client while they are away. Head into the Mages Guild. You will be greeted by a mage on guard duty who now wants to kill you. Kill him first and then head downstairs. Look for a locked small chest on the top shelf in the small closet space normally occupied by the resident Alchemist. Unlock it and take the Devil Tanto. What, you�re leaving already? LOOT THE JOINT. Steal anything not nailed down. Once the place is barren, head back to Aengoth with the Devil Tanto to collect your reward. The Redoran Master Helm: Miner Arobar has a Redoran Master Helm, and another client wants it. So head �Under Skar" and find Arobar Manor, located in the northeast corner of the manor district. Once you are inside, Head into the Guard Quarters, then into the Private Quarters, then hang a right into the Bedroom Area. Miner Arobar�s room is the one on the left. Open the wooden door and then look on top of the closet for the helm. This is VERY IMPORTANT: DO NOT HARM MINER. If you are seen, RUN AWAY and do NOT fight. Head straight back to Aengoth with the Helm for your reward. Boethiah�s Pillow book: This time our client wants a rare book entitled �Boethiah�s Pillow Book". The book Is reported to be located in the bedroom of Miner Arobar�s daughter in�Arobar Manor. Shit, we JUST LEFT THERE! We�ll know better next time. Head BACK into Arobar Manor, and back into the Bedroom Area, this time entering the door across the hall from Miner�s room. The book is located in the 75 point locked and trapped chest near the closet at the back of the room. You can put the pillar between you and Ms. Arobar quite easily and avoid being seen. Once you get it head back to Aengoth for your reward. Withershins: More books. Miles Gloriousus at the Andus Tradehouse in Maar Gan has a copy of a book that Aengoth's client wants. Head to Maar Gan (You can get there by silt strider from Vivec) and to the northern part of town into the Andus Tradehouse. Head down the stairs and open the wooden door to the southwest. Inside of here you'll find Miles Gloriousus and a 70 lock crate. Open the crate to find Withershins. Take the book and the gold inside if you want, and head back to Ald'ruhn to Aengoth for your reward. Of course, you can avoid this completely If you are willing to give up the copy you swiped from the Mages Guild earlier. You DID swipe it, didn�t you? GET OVER THERE, SWIPE THAT DAMN BOOK, AND READ IT RIGHT NOW! ...moving on. Scrap Metal: Aengoth needs 4 pieces of Scrap Metal so that the Guild can build some Spiders to help Protect the Rat in the Pot. Scrap Metal is VERY easy to find, you can find it in every Dwemer ruin inside the kegs or by killing Centurions. You can also buy Scrap Metal In every single town, even Ald�Ruhn. So you have a choice: By wallet or by sword. If you choose By wallet: Go visit Ajira at the Balmora Mage�s Guild and buy all of her Scrap Metal, or visit the Alchemy shop "Under Skar" and do the same. If you choose By sword: The nearest Dwemer ruin to Ald�Ruhn is the one northeast of Balmora, Arkngthand. Steamroll through, killing every Dwemer machine in sight, all the while looking inside the cabinets and steel kegs for bonus Scrap Metal. When you have your 4 pieces, head back to Aengoth. The Darts of Judgement (Optional): Eindel, a guard at Llethri Manor, has some nice arrows that he imported from Valenwood that the Thieves� Guild wants. Head �Under Skar" to find Llethri Manor, located in the northwest corner. Once inside, take a left to get to the guard quarters. The bed at the far end on the left-hand side bed will have four black darts lying on it. Watch the pattern of the guard�s movements and time your grab for each one when they have their backs to you. Take the darts back to Aengoth, who is completely stunned, because he didn�t really expect you to get them. He offers to either let you keep the darts, or to sell them for you to the Guild for 2,000 gold. Sadrith Mora Big Helene (Dirty Muriel's Tradehouse) quests: Dispel Potion Recipe: Tusamircil at the mages guild wants a potion of dispel magic recipe. You can find this at Anis Seloth's Alchemy shop there in Sadrith Mora. The shop itself is located in the northern section of Sadrith Mora , right next to Fara's Hole in the Wall. Once inside head up the stairs and look under a black anther plan and in a crate you should find the dispel magic potion formula. Take it and head to the mages guild inside of wolverine hall, and find the high elf Tusamircil, and talk to him about the potion recipe. Your journal will update and you can head back to Big Helene for your reward of 500 gold. Grandmaster's retort: Berwen the Trader has a Grandmaster�s Retort, and Big Helene wants it for a client. so head to Tel Mora by boat from the dock. Once there, head straight into the town and you should find Berwen's shop. You can find the retort on the right, just as you walk in. Steal it (Or buy it if you want, even though you will lose 1,400 gold in the process) and head back to Sadrith Mora. Present it to Big Helene to complete your mission. You can also complete this quest by presenting Big Helene with one of the other Three Grandmaster Retorts that are in the game. You can find them at: 2. Tel Mora, Lower Tower, on Daynali Dren 3. Tel Vos, inside the Services Tower 4. Valenvaryon, inside the Propylon Chamber Hire a Wizard: Helene wants protection from the Comonna Tong, so she wants you to hire a wizard to protect Dirty Muriel�s. Head over to wolverine hall and into the Mages Guild. Ask Arielle Phiencel about �hiring a wizard". She'll tell you to bring her 4 pieces of Raw Ebony and she�ll send a war wizard over to protect Dirty Muriel�s. You can go to any ebony mine and mine the Ebony yourself, or you can go to Anis Seloth's Alchemy shop open the 40 point locked small chest (Located on the far right-hand side of the bottom shelf nearest the door) and get all the Ebony you need. Once you have the goods, head back to Arielle and talk to her again. She�ll send her thug, and you can return to Dirty Muriel�s and get your next job from Big Helene Redoran Cooking Secrets: Farad, from Fara�s Hole in the Wall, is entering a cooking contest, and she wants a book to get an edge on her competition, so you have to go steal the book of Redoran Cooking Secrets. The book is located in Llethri manor in the northwest corner Ald'ruhn manor district (it's easiest to get to Ald�Ruhn via mage guild transport). Once inside Llethri manor head into to the northeast all the way into the private quarters. Once inside of here, head northwest through the wooden door and open up the chest on the northeast side (It has a bunch of gold stacked up on top of it). Inside of here you should find the book that you are looking for. Head back to Big Helene all the way in Sadrith Mora and deliver the book for your reward of a potion of shadow. Felen Maryon's Ebony Staff (Optional): This is an optional challenge. Big Helene wants you to steal Felen Maryon�s prized Ebony Staff. Sounds easy, right? Wrong. Felen is one of the most powerful sorcerers in the game. If you think you�re up to it, hop a boat to Tel Branora. Head all the way into Mistress Therana�s Chamber. Felen is down the hall from her room. You should spot the staff leaning against the bookshelf directly beside Felen. There�s almost no way to sneak this one, and Chameleon isn�t totally foolproof, so my suggestion is to just take it and RUN as fast as possible, or take it and immediately cast Divine/Almsivi Intervention. Either way, one you have the Staff, head back to Big Helene. She will be in total disbelief, as she didn�t really expect you to come back with the Staff. She gives you the option to keep the Staff. Vivec Location: Vivec Foreign Quarter Waistworks; Simine Fralinie, Bookseller Gentleman Jim Stacey's jobs: Gentleman Jim Stacey has two very different types of jobs for you: The normal Thieves Guild jobs, and the Bal Molagmer jobs. To start the normal jobs, you must be at least at Captain rank. Find Nads Tharen: Nads Tharen used is a guild informant, and was supposed to deliver a Key to Gentleman Jim Stacey, but he never showed up. Your task is to investigate his sudden disappearance. Head over to the Hlaalu Canton and ask about Nads in the Elven Nations. They tell you that Arvama Rathri and Nads Tharen had a minor disagreement. The scary bitch in question, Arvama, is there, but you won�t get her to talk. With enough bribery, someone will tell you that Nads Tharen lives in St. Delyn South-Two. Head over there, and you will find Nads' body sprawled on the floor. Loot his body for that all-important key and then return it to Gentleman Jim Stacey for your next job. Get Percius Mercius to help fight: Gentleman Jim Stacey wants you to convince Percius Mercius to help the Thieves Guild in their fight against Sjoring Hard-Heart and the Comonna Tong. Head to the Ald�Ruhn Fighters Guild to find Percius. Talk him, and he will tell you that Hrundi, who lives in Sadrith Mora, may be persuaded into fighting. Of course there�s a catch, and some more blackmail involved. Hrundi has a Dunmer lover, and you have to find her. Head back to Vivec and tell GJS about �Help us fight", and he'll give you your next assignment. The Bitter Cup: Jim Stacey wants you to get fire-eye to join you by bribing her with the bitter cup, which is located in the depths of Ald Redaynia. To get to Ald Redaynia you'll need to get up to the northern coast of the large island and then float across to the island north of the Urshilaku camp. It's marked on your map so I wont go into more detail. Once you get there open up the 75 trapped lock door on your right as soon as you walk in. Inside of here kill all of the skeletons (the skeleton war-wizard has some nice items) and take the Bittercup on top of the altar. Don't drink from it as it will be lost forever, instead, pick it up and head to Balmora into the fighters guild. You'll find Eydis on the top floor wearing Bonemold armor. Talk to her about the bitter cup and she'll swear allegiance to the thieves� guild. Jim Stacey will give you a grandmaster's pick as a reward. Hrundi's woman: Based on the info you got earlier from Percius, Gentleman Jim Stacey thinks that Hrundi will join your cause as well, so head to Sadrith Mora and talk to him in the fighters� guild. It is a better idea to go and talk to his woman in Fara's Hole in the wall on the northern part of town in order to get her involved first. Talk to Falena Hlaren inside of here (the Dunmer woman, who if you ask around about Hrundi�s woman, they'll point you to her basically), about Hrundi�s woman and your journal will update. Head to wolverine hall and talk to Hrundi about joining the cause and if you talked to Falena before he'll join your cause. Once Hrundi joins you, head back to Gentleman Jim Stacey. Before we go any further along this path, we must stop and complete GJS� second (And totally optional) set of jobs, the� Bal Molagmer To start getting jobs, talk to Gentleman Jim Stacey about the Bal Molagmer. He will give you the Bal Molagmer gloves, and explain to you the history and the legacy of the Bal Molagmer. Bal Molagmer #1 -Return the Hlervu Locket: It�s been a hard year for Braynas Hllervu. He had to give up his family�s heirloom locket to tax baron Venim�s goons. This injustice shall not stand. Head to Ald�Ruhn, "Under Skar", and then march into Venim Manor. Head to the guard quarters. Open the Only locked door there and go inside. Look on TOP of the chest there to find the Hllervu Locket. You'll see Braynas Hllervu standing outside of his house, just east of the temple. Talk to him about the locket and give it to him in the name of the Bal Molagmer. Bal Molagmer #2: Prove Yngling's corruption: Head to Yngling manor in St. Olm's plaza in Vivec. Head inside and down into the basement (The door is locked with 85 points), and you should find what you are looking for on the table near the entrance to the door with the game rats. Head back upstairs and talk to Yngling about corruption. Keep the evidence and fight him to the death. Afterwards, head back to Gentleman Jim Stacey. Bal Molagmer #3: Indrele Rathyron and the forged land deed: Indrele Rathyron's land is being taken from her because Velanada Omani forged a land deed. The forged land deed can be found in the Library of Vivec, right below �Darkest Darkness" on the bottom shelf of a bookcase in the left-rear corner. Take the deed and then head to Seyda Neen. You should find Indrele walking around town somewhere near her home. Give her the land deed and tell her that it belongs in her hands. Bal Molagmer #4: Return Enamor to Salyn Sarethi: A fellow thief has flucked up. A very special sword named Enamor was wrongfully stolen, so it is now your job to go and return it, in the name of the Bal Molagmer, of course. Enamor is a short sword, given by Vivec himself to Salyn Sarethi, a Buoyant Armiger at Ghostgate. You can find him in the Tower of Dusk . Once inside head inside, head to the lower level. Go through the wooden doors and you should see the Armigers standing around near their beds. Next to one of these beds you will find Salyn's chest. Place Enamor and the note GJS gave you inside, and then head back to Gentleman Jim Stacey. Bal Molagmer #5: Brallion's Ring: Brallion, a slaver in Sadrith Mora, has a nice ring that GJS wants you to liberate from him. Head to Sadrith Mora, and then north to Fara�s Hole in the Wall. You�ll find him hanging out downstairs. You can either buy the ring from him, or you can straight out steal it from him. Either way, once you have it, you must donate it to Ilmeni Dren, the secret leader of the Twin Lamps. Head back to Vivec and go to St. Delyn's South-One to find Ilmeni. Give her the ring, IN the name of the Bal Molagmer, and then head back to Gentleman Jim Stacey. Bal Molagmer #6: Steal Odrai Helvi's history books: Odrai Helvi is one corrupt bastard, so in order to stop the corruption and help make the people of Morrowind more literate, Gentleman Jim Stacey wants you to steal the solid gold bound set of �A Brief History of the Empire" that belonged to Odrai Helvi�s family. Head to Caldera, and enter the Governor's Hall. Head upstairs in the upper left-hand corner of the hall and go through the wooden door at the top to find Odrai's bedroom. Open up the 40 point locked and trapped chest here and take the books. Your job is to then head to the Ald�Ruhn Mages Guild. You are to donate the history books to Vala Catraso in the name of the Bal Molagmer. You can find Vala Catraso standing behind the Imperial Cult Altar. Talk to her, give her the history books, and then head back to Gentleman Jim Stacey. Bal Molagmer #7: Berel Sala's Dwemer Goblet: Berel Sala has an Ornate Dwemer Goblet in his office that Gentleman Jim Stacey wants you to donate to Danso Indules as Alms for the Poor. Head to the Hall of Justice near the High Fane and then go into the Justice Offices. The goblet is located right in front of Berel, so it is not very easy to steal. See, this is where my Chameleon Suit comes in handy. Very carefully steal it right from under his nose, then take it and head outside. Go up the stairs in front of the High Fane to find Danso. Give her the goblet in the name of the Bal Molagmer, and then head back to Gentleman Jim Stacey to finish off the Bal Molagmer Quests. If you are at the Mastermind rank (You should be), you may now resume the Normal Thieves Guild quests. Kill the Lenith Brothers: This is an extremely difficult mission, as one of the brother's has a glass Jinkblade, which means you may become paralyzed during the fight. If you ask Gentleman Jim about Dren Plantation, he will mark it on your map (If it is not there already). Head there and go into Dren�s Villa. Head downstairs and try to kill Ranes Lenith first. He�s the one with the Jinkblade. He tends to move left a lot, so try and stay to the right and keep swinging. Afterwards, go upstairs to find Navil. He does a bit more damage than Ranes did, so keep your distance. Once they are both dead, head back to GJS for your final job. Kill Sjoring Hard-Heart: The is it, the last job. Your mission is to kill Sjoring Hard-Heart any damn well you please. Head to the Vivec Fighters Guild and pay Sjoring a visit. When he sees you coming, he�ll come on fast. Kill him quickly, and then go see GJS. Well, since the boss is going on a semi-permanent vacation, it looks like you�re the HNIC of the Guild. For your ultimate reward, you will receive the Skeleton Key, a versatile, never-fails key to open any lock, and the title of Grandmaster. Congrats. I'm afraid that this is as far as I can go in this version. The Mrs. is starting to complain about my constant writing, so I'm being forced into taking a break. At this rate, I'll probably update again in another three years. See you then! j/k 7. Contact Information and Contributions -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- If anyone needs to contact me to ask questions or make a contribution, I can be reached most easily by these means: WWW: http://www.text-heaven.com/ http://freedom-irc.cjb.net/ http://www.livejournal.com/users/k0s_m0s/ http://www.livejournal.com/users/gossamerwing/ http://www.milkfaerie.com/ http://www.livejournal.com/community/milliken_babies http://www.stfu-kthx.net/ http://www.geocities.com/yusakuchancaws/ http://www.myspace.com/ Display Name Milkywhitefaerie IM: AIM: Yusakuchan3, ToxicPuffyLips, MuunDreamerJem Yahoo: Queenetteashley, Milkfaerie, MuunDreamerJem MSN: Yusakuchan E-mail: [email protected] [email protected] [email protected] [email protected] [email protected] mIRC: irc.nabiki.com:6667 irc.darkmyst.org:6667 irc.stfu-kthx.net:6667 irc.prstudios.com:6667 /msg YuSaKu or /msg K0S-M0S Text Message: 19102096705 Basically what I need contribution-wise is anything you don't see listed, or stuff that has incomplete (Or incorrect) information. Examples: "Hey, I know <Book A> is found here, but I also found a copy <Location>" or "You got the weight of <Item> wrong, here is the correct information". Don't email me just to tell me something isn't listed correctly, or you'll be ignored. All contributors will see their names listed here in the next version. 8. Copyright -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- All � trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Copyright �2001-2006 YuSaKu, Anime Universe Inc., and Shut-the-Fuck- Up-K-Thx IRC Inc. All �ights reserved. This document may not be posted, copied, reproduced, or printed in any manner without MY prior written consent. That goes for all you gaming sites that have listed it without my consent. I WILL find you, don't worry :) 9. Other Works -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- If you enjoyed my guide to Morrowind GOTY Edition, then please be sure to check out my other guides for: The Adventures of Willy Beamish - Sega CD Earthbound - SNES* Gundam Battle Online - DC Kana-Little Sister - PC Lakers - PC* Persona 2: Eternal Punishment - PSX* Pokemon Ruby and Sapphire - GBA* Pokemon XD - GCN Princess Tomato in the Salad Kingdom - NES* Runaway City - PC Seasons of the Sakura - PC Snow Drop - PC Tecmo Secret of the Stars - SNES* Three Sisters Story - PC Tokimek Check In! - PC WWE Smackdown!: Here Comes the Pain - PS2 WWE Smackdown!: Shut Your Mouth - PS2* * = Only available on my personal FAQ website -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 10. A special note about Morrowind and Reading I have always been a huge advocate for teaching children to read early on in life, and keeping their love of books fired up all the way into adulthood. From the time I learned to read at four years of age (semi self-taught, with some assistance from my mother), I have always gone off in search of the most difficult reads, and often finding them. That is not to say that I have ever had any trouble reading, it comes to me quite naturally in fact, but I have always viewed reading as not only a fundamental in life, but often as a chore. Is it strange to simultaneously love doing something and dread it at the same time? If so then I plead guilty. I often sit here and reminisce about my childhood days of reading, when I could most often be found mulling over such books as The Phantom Tollbooth, Mrs. Pickerel goes to the Moon, or The Wind in the Willows. During that time, reading was my hobby, the thing I did best (and the most, yes even more than sleeping) in the world. I had a sizeable collection of books back then too, almost enough to rival my current library. But a funny thing happened that changed both things quickly. To accurately explain this though, you must know a little bit of my history. I'll try not to bore you too much, but unless you are curious, you can go ahead and skip this whole section. During my years attending Elementary School, I never bothered trying to fit in at all. My teachers and my classmates alike knew that I was �different�. I was intelligent and bright, full of a sense of learning that they just could not accept, or understand. To them, the idea of even attending school was either, in the case of the teacher, just a job, and in the case of my classmates, a chore one must do, a minor necessity one must get out of the way before one got on to �The Real World� and �The Rest of Your Life�. I was different from them in that way, yes. If, as you sit and read this you find this fact hard to believe, then I challenge you to do two things. One is to ask your parents if they really and truly wanted to go to school and get an education when they were young (Elementary school here runs from ages 5-14), and two is to go to your own school, take a step back, and observe your own classmates. It won�t be hard at all to spot us, the true learners of the world. We�re usually the ones sitting alone. But to get back to my story, my worst experiences throughout my tenure in Elementary School could fill a small novel all on their own, but some of the worst by far pertain to reading. Trials, 1-4 The first of these incidents occurred during my 3rd grade year. My teacher, the (Thankfully) late Christine Brummett, read to the class off and on (When the old bitch was sober) from a book by Mr. Shel Silverstein. I fairly enjoyed the stories, and wanted to read more, so one day I took the book from its resting place by the teacher�s desk and paged through it during lunch hour. Sometime between then and the end of lunch however, someone (I later found out who) had the bright idea to take the book, drop it onto the floor, and urinate on it. Of course, the blame fell squarely on my shoulders, and why shouldn�t it? I was different, after all. Coincidentally, the real perpetrator, Chris Norris, was shortly shipped off to the �Tard classes�. I wondered later why it took them so long to move him, as he had already spent two thirds of the school year flicking snot-laden boogers across the classroom, and, I�m sorry to say, digging great wads of crap out of his asshole with his fingers, sniffing at them, and then wiping the mess underneath his desk. No, I could never make this Up. The second sorrowful incident involved my 4th grade teacher, Thelma Little. She was a horrible midget of a woman who was, by the time I got to her grade level, an over-sixty devout Christian whose moral ideals were on par with the early Victorian age. I often brought personal books with me to school to read during lunch. usually three or four, sometimes as many as six. On the day in question, I had brought six. I was sitting quietly at my desk during lunch break reading a Zork book (One that would come back to haunt me later), and as such I wasn�t paying attention when Mrs. (I assume she was a Mrs., although how anyone could have married that woman is beyond me) Little snuck up behind me. She questioned me about the other books laid out on my desk. I told her that they were mine, but she still insisted on confiscating them. While she was at her desk examining the books, I walked over, quickly thinking up a plan to get my books back. I asked her if she would consider reading a few of the books out loud to the class one day, maybe as a �treat�. She said nothing,only continued paging through the books. Eventually she put down the books, got up,and dragged me to the principal�s office. Apparently a few of the books I was reading at that time were some of the lot that I had received as gifts from my 2nd gradeteacher, Debra Simmons. Mrs. Simmons was one of my favorite teachers, not only forher gift of vision and her love of reading, but for the potential she saw in me.I went through a great deal of bullying because of her insistence that I be her �teacher�s pet�. Upon our arrival to the principal�s office, Mrs. Little reported to the principal that I was a thief. According to her, the books that she found in my possession belonged to a boy two grades ahead of me, Davis Simmons. The inside covers of some (but not all) of the books were hand-signed �D. Simmons�, and that was where the confusion arose. Of course I vehemently denied this fact, and tempted several times to explain how I had come into possession of the books, but they would hear none of that. After all, the grownups were in charge of the zoo, and in this particular zoo, when one of the animals misbehaves, it was dealt with quickly and quietly. I got 20 licks with the paddle, which wasn�t too bad by the standards of the day, if you ignored the fact that I was innocent, of course, and I got 5 more across the wrist with a metal-lined wooden ruler. These last 5 came from Mrs. Little herself. When we left the principal�s office, I was dragged over to the sixth grade corridor and made to wait outside while Mrs. Little fetched Davis Simmons. She spent five minutes talking with the boy in a hushed whisper just up the hall before she turned to me and pulled me over. She handed me back my books, and I thought for a fleeting minute that the situation had resolved itself, but I was wrong. Then the rotten whore said to me "I want you to hand these back to Davis and apologize". I could not believe what I was hearing. Not only had I been needlessly beaten, but my own property was being taken from me, AND I had to apologize? I looked up at her and said flatly, "No". She reached into her pocket and produced her trusty ruler, with which she had dolled out her form of punishment for quite a number of years. If you�ve ever had the displeasure to get hit across the wrist by one of these school-type rulers, the ones with the metal lining on the side for drawing straight lines, you know that it�s much worse than 20 licks across the soft padding that makes up your ass cheeks. She insisted that I hand over the books and apologize, and I kept refusing. After the 5th hit, I threw the books down in the hallway and went back to class. I never forgot the look on Davis Simmons�s face, a look of sheer glee. That son of a bitch was happy as a pig in shit that day. Not only had he scored six books that never belonged to him in the first place, he�d gotten to witness a beating, something that was on par with winning the lottery during my school days, as it gave you sole bragging rights, and made you the veritable center of attention, with all of the students coming up to you asking "Who was it? Who got it this time?". I never got any of my books back, a fact that nags at me to this day, only because one of the books was a special present from my grandmother, a book that she had read growing up. I suppose that if I saw Mr. Davis today, I�d make sure that the next time he ever smiled, It would most surely be out of the other side of his face, assuming that he had one left after I finished with him. My third, and potentially most horrifying �bad book experience� came when I was in the 5th grade. My teacher, Patricia Evans, was out sick for the week, and we had a substitute, of sorts. It was my bus driver, Leona Tripp. Mrs. Tripp was a member of the 5-person group of faculty that struck fear into most of the student body in those days, at least if you were �different� like me. I�d even go so far as to say that besides Christine Brummett and Brenda Russ, she was the worst. The woman had, so far as I know, no license to teach whatsoever, yet here she was. In the week prior, I had run afoul of a large, hateful late transfer student, a black girl whose name I have forgotten, but her kind can be seen today lobbying for the ACLU and the NAACP, the kind of �Black Power� jumped-up, prejudice, racist, bigotrist bitch right out of your worse nightmares (unless you�re a racist black yourself). We had assigned cleanup areas in our classroom, one of which was underneath our own desks. I was almost finished cleaning up my area, when this girl proceeds to sweep all of her filth, which was quite a bit, under my desk. I regarded this small pile for a minute, and then started sweeping it back the way it had come. The girl turned to me, hands on her hips, and started shouting at me. Of course the teacher hadn�t seen a thing, and my word was quickly disregarded as an outright lie, and I was punished by having to clean everyone�s area for three days. Thankfully, the next day the teacher became ill, and I neglected to carry out my sentence, but that girl didn�t forget, and she would get me back. On the second day of Mrs. Tripp�s stint as a sub, I was casually reading a book at my desk, having already finished my assigned work, when I heard in my ear the shrill, self-righteous voice of the black girl. She was telling me that I wasn�t allowed to read in class when I was supposed to be doing my work, and that she was going to tell. You�d think that a future ACLU liberal would be able to come up with something a bit more threatening than �I�m going to tell�, but in a sense that�s all that left-wing politics boils down to anyway. I ignored her, but her fascination with my book reading continued. Eventually she plucked the book from my hands, that now-infamous Book of Zork, and studied the front cover. In case you never get the chance to view the cover art for �Zork: The Malifestro Quest�, it features a very prominent demon-figure rising out of a cracked sphere centered inside an upside-down pentagram. Pretty standard fantasy fare, but in the eyes of an ACLU radical, it was a sure sign of devil worship. The book made at least two trips around the classroom before someone shouted out �Mrs. Tripp, he�s reading a book about the devil!�. When Leona Tripp glimpsed the cover of that book, I honestly thought the woman was having a heart attack. Her skin went the color of freshly dried parchment, and she swayed on her feet. The woman was large, at least 400 pounds of loose blubber, with an ass roughly the size of the Titanic. She staggered backwards, meaning to plop down into the chair behind the teacher�s desk, but it was one of those executive models with the wheels, so of course it rolled out from under her, and she came crashing down onto the floor, to the glee of the entire class. That was the capper though, the absolute last straw. She was a card-carrying bible-thumping Christian, by god, and nobody paid tribute to the Lord Satan under her watch, no sir. When she managed to get to her feet, she came to me, her eyes burning with the fires of damnation you see in such famous televangelists as Jerry Faldwell and Jimmy Swaggert. If my memory serves, her only words, ones that sounded choked back, as if she were going to vomit soon, were �Oh god� and �You little bastard�. Of course if I had any thoughts of reporting this new way for a teacher, sub or not, to refer to one of the students under her care, I banished them quickly. She was careful, that one, and she would have made sure that any witnesses testified on her behalf and not mine. I was dragged, by my ear, all the way across campus to a small area behind the teacher�s lounge, where we were met by the other four members of the Fab 5. After all of the teachers had had a chance to view the blasphemous tome, and have a roundtable discussion, Christine Brummett went back inside the teacher�s lounge and wheeled out a barbecue grill. What happened next I will remember until my dying day. I watched silently as 5 schoolteachers, grown women all well into their careers, placed my book in the center of this grill, doused it with lighter fluid, and set it afire. They then formed a circle around the grill and joined hands, reciting prayers over the dying remains of my book. I was never formally punished, but I was, I think, scarred for life by that incident all the same, because ever since I have never been able to take Christianity seriously. That could also be why I became a Pagan. If so, then I owe the b�tch a thanks, I guess. My fourth (and final, I assure you) �bad book experience� happened the following school year. Yes, I know, they all happened in progression. In the spring of my 6th grade year, I happened to be among a small group of people �on punishment� for taking part in a sort of �meeting of the minds� in the boy�s bathroom. Someone had brought to school a canister of food that he had purchased from a joke shop the day before, one that was labeled �South Carolina Road-Dried Possum � Ready to Eat!�. Now of course nobody really believed that the can contained anything of the sort, but rather than silently speculate, we all wanted to see for ourselves just what the hell was in there. So that day, we all blew off lunch and met in the bathroom. When the can was finally opened, and the contents displayed, we were met with a shocking revelation; the can most certainly did contain at least one species of rat, be it possum or otherwise, its tail clearly visible poking out of the wad of chunky meat. The sounds of sick revulsion must have been what led Brenda Russ into the bathroom, but I kind of think that maybe she had been following us all along. Right as the boy in question, Joseph Stoddard, dumped the can into the trash bin, Ms. Russ walked in, not a bit shy or caring if someone was taking a piss (or a shit for that matter; Back then the toilets in both sets of bathrooms had no stalls), paddle in hand. She didn�t even wait for an explanation before she formed her own opinion about just what it was we were up to. She took one look at the Road-Dried Possum (Ready to Eat!), and our fates were sealed. We each got our usual 20, but Joe Stoddard got 50, and a promise for some more later, just because he laughed. That boy was a glutton for punishment. By the end of that year, he held the record for the most licks by far, having gotten more that 1,000. When our teacher, Michael Stanley, broke his favorite paddle across Joe Stoddard�s bony, narrow ass halfway through the school year, Stoddard went home that night and crafted a new one and presented it the next day with a request that he get 20 licks for breaking the old one (a request granted). Joe died in a terrible car accident a few weeks ago. He was king of the losers club in school, I only hope he made something good of his life before he ate the front grill of that semi. Here I was, �on punishment� for something I didn�t do (again), but I didn�t mind. The punishment was that we were to sit quietly alone for 30 minutes after lunch while the rest of the class took part in the daily sports activity. I was glad for the chance to get out of this, for I dreaded the daily sports. Michael Stanley was a hateful man whose only joy in life was seeing someone get hurt. In the days before Intramurals and extended PE, we had what was called the �daily sports activity�. This ranged from kickball to dodge ball, from baseball to flag football. Sometimes our daily sports activity was picking up trash around the school, or running laps around the field. It might not sound that bad, but believe me, it was, only because Michael Stanley was there. With him in charge, suddenly all of our daily sports became contact sports. Dodge balls were hurled like discus towards the players; baseballs were thrown wildly, with people actually aiming at your vital organs (especially the balls, oh how they loved a good nut shot with a baseball back then), and football? Forget it. I absolutely refused to take part in these activities at all, and was content sitting on the sidelines with the girls (whose daily sports consisted of time on the playground equipment, or sitting on their asses and gossiping). No fecking way was I going to actually volunteer to become cannon fodder. But Mr. Stanley saw things differently. Every day we had the same discussion, and every day it ended the same way, with my flat refusal to ever take part in a game of anything involving the insane assholes that I went to school with, or one that was being supervised by him (as opposed to the gym teacher, who was able to keep the games civilized and did not actually encourage bloodshed). During my punishment, I was somehow dragged into a conversation with two other boys who were being punished (both for farting in class) about god. I had been reading a book around that time which called into question the existence of god, the name of it slips my mind. One of the boys asked me what it was about, and when I told him, he spouted off the nonsensical Christian bullshit of the time, about how everyone must be saved to ensure the safety of their immortal souls from damnation and the fires of hell, about how everything under the sun was �the devil� (for more on this subject, watch Adam Sandler�s � The Waterboy�). My response to all of this was to pose a question which people have been asking since time out of mind; �If there is a god, prove it�. I am not Atheistic by any means. I believe that there is a both a god and a goddess of some form, though I am also inclined to believe that either of them could give a crap about the human race most of the time. My question sent the boy into such a fury that the second jumped in to back him up. I was told in no short order that the fires were stoked, and Satan�s imps were waiting for me. I reached into my backpack and produced my science book, and the proceeded to read off every word it contained about Darwin�s Theory of Evolution. By the time I was finished, the class was returning from their �daily sports�, and as Mr. Stanley slipped inside the classroom, who should appear but none other than Ms. Brenda Russ. She told Mr. Stanley that she had overheard �by accident� an interesting conversation among students who �were supposed to be on punishment� about the existence of god. This led to me getting the worst beating I ever received at public school. 200 licks. No, you heard right. Two hundred licks, ones that sent me sailing at least 2 feet up the wall with each crack of the paddle against my ass bone. I was tough though, even back then when it was easier for me to just give in. I took all of Ms. Russ�s worst, took it like a champ. But even though I could withstand the physical hurt, the mental hurt just ate at me. I gave up on reading, on trying to better myself. I went home and packed all of my beloved books into a box and placed them outside in the storage shed. Later they would all be ruined, thanks to a leak in the roof. Redemption, Part 1 I didn�t come back to the world of literature (outside of class-mandated reading that is) until late in my final year of Elementary school. I had been placed in the school�s AG (That�s Academically Gifted to you great unwashed) English program, and my teacher, Ms. Amelia Gearhart, saw in me that spark, that special something. What she did though, rather than push me to the side, away from the other students as if I were a rabid animal, or carrying a contagious disease of some sort, was to nurture that spark. She assigned me special reading projects, one of which changed my life. While I and the rest of the class were assigned to do an EOG report on �Catcher in the Rye�, I was assigned an extra book, one by an author I hated at the time, loathed beyond all comparison: Stephen King. I had to read �The Shining� in two weeks, and I had to write a paper on it. With the prospect of having extra work, and on top of that, a King book, I looked like someone who was just told that they had to clean all of the toilets at Yankee stadium right after game seven of the world series, and oh yeah, all of the plumbing was backed up, so �none of the johns got flushed�. Reading �Catcher� was a breeze, as anyone who knows me knows that I swear like a sailor who�s had his blood exchanged for Everclear, like all of the air that is sucked into my lungs comes back out as pure unadulterated filth. The King book, however, I didn�t touch. Something about King rubbed me the wrong way early on in my life. I think it was probably his critic�s harsh words, the constant barrage of assholes who insist on comparing his works to the literary geniuses of the age and claiming that they just don�t stack up. But lucky for me, a sudden surprise trip to Florida fixed all of that. I was going to be missing my English EOG, and would have to take a make-up, and certainly I wouldn�t be expected to hand in that King paper now. Something about the look in Ms. Gearhart�s eyes when I told her this news bothered me. She looked wounded, as if she had placed all of her hopes as a teacher in me, and I had failed her. I decided that I would read the King after all, and I brought it along with me to Florida. Once I got going, I hardly ever put the book down. It practically read itself. Was I converted then? Not quite. Give the devil his due, but don�t join his farking fan club. I had to admit though that the book, while not the best I had read (and certainly not King�s best by far), was pretty good, and I was interested in reading more, but I quickly forgot all about the book when I returned to school and was told that I could not make up my missed EOG. I WAS able to tell Ms. Gearhart that I read the book, and that I liked it. She ended up passing me on my EOG after all, probably just because it wasn�t my fault, but I also like to think that she thought I deserved it. Redemption, Part 2 I delved back into reading a bit more after that, but it wasn�t until 1995 that I came full circle. It was Clive Barker tough, not Stephen King, who was responsible for the madness that Overtook me. I was staying at a friend�s house, when he suddenly had to leave on family business. Left to my own devices, I looked for something to do, and that�s when I stumbled across the books. He had a modest library, mostly horror books (he later told me that stealing books was his hobby, I found out much later that stealing anything not nailed down was more like it), lots of Stephen King hardcovers, but one book in particular peaked my interest. It was titled �The Thief of Always: A Fable�. I sat and read the entire book in a span of two or three hours. I then immediately flipped to page one and started again. When my friend returned and saw me reading, he remarked about how good the book was. It was his favorite, but since he had memorized it, he said that I could have it. I was more than happy to take it, and soon, it had friends. The next week at school, he began bringing me new Barker books: �Cabal�, �The Damnation Game�, �The Books of Blood�, etc. Suddenly, books were my friend all over again. On any special occasion when I was to receive a present, I asked for books. Before long, my shelves were filling up. I gorged myself on Barker, Tolkien, hell anything I could get my hands on. Sometime in the early winter of 1997, I made an amazing discovery at school that helped to round out my library. I had been assigned to shop class as my morning elective, a class made up of most of the smokers in the school. It was 33 degrees out, and the building that housed the school shop was dilapidated and half falling down. My hands numb, I decided to skive off the cabinet I was making and duck inside an unused room to grab a smoke while Coach Doane, the shop teacher, was in his office. I had been inside this room several times before, as it was prime real estate for smokers, drug deals, and if you needed a place to hide out while skipping a class, you could do a lot worse. But that day wad different, because for the first time I was inside alone. A few of the students (four I think) had been arrested over the Christmas holidays for grand larceny, so our class was down to five or six students, only two of which I think were smokers. Without anyone to talk to, I started poking around, seeing what was around me. The room was unused because part of the roof had collapsed, and there was a great gaping hole in the ceiling. I saw that there were a great quantity of boxes, most of which had been covered by snow and debris from the slight flurries we�d had shortly following Christmas. I brushed off a few of these and opened them up. What I found surprised me greatly, mostly because I had not been expecting it. It was books, thousands and thousands of books. I began to remove some of these from their containers and look them over. Most of the books I saw were mandated reading for English, some from year�s back that had since been replaced, but some were books that students, the ones who enjoy reading that is, could only hope to get assigned. I placed the books back into the boxes and left, but you can be sure that I made frequent trips back to that room, at least until the door was barred shut following a smoking bust. I found out later that that room was one of the county�s book repositories, storage for remainder books bought with taxpayer funds. Apparently since the shop class had occupied the building after having being abandoned for so long, the school district just simply forgot about the room�s contents. It probably didn�t help that the company hired to deliver the books was eager to dump them anywhere, collect their pay, and leave (If any of you have ever had to move, you�ll probably remember the moving men being similarly agitated. �Where do ya want this buddy? Right here�s fine? Okay. *SMASH*"). I did manage to rescue a few books from that hell of dust and rot, but the fate of the rest is unknown to me. I have contemplated going back one day just to see what ever became of that room, as it has dragged on my mind for quite some time. Redemption, Part 3 My passion for reading remained alive and well only until my second year of college. I was forced out into the working force prematurely, due to the fact that it�s nearly Impossible to work a full-time and maintain great academic standings. It wasn�t until I got my hands on Morrowind that I was able to rekindle the spark and find my way Back into the world of reading. That brings me to my point (Finally?) Interest among the fans of Morrowind for collecting the many books in the game has always been of great interest to me. Granted, Bethesda has done a wonderful job ofwriting some interesting and creative stories as a way of fleshing out the Elderscrolls world, but I like to think that it was the writing style rather than the subject matter that has intrigued people enough to spend hours and hours finding all these books and then taking the time to read them. So my plea to you is, for lack of a better term, to "Pay it Forward". Help keep literacy Alive by encouraging all of your friends to get involved with more video games Like Morrowind. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -EOF-