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During the introductory tutorial level you will have to select your character's class. The game suggests a class based on your style of playing during the introduction. You can confirm this class, choose another class or make your own custom class.
Each class has a certain specialization (Magic, Combat or Stealth), seven major skills and a bonus of +5 to two attributes. Each specialization governs seven skills which get a +10 bonus. Therefore, all seven major skills you choose should ideally be skills from your specialization. The major skills have a base value of 25 (or 35 if you get the +10 specialization bonus) and are the only skills that contribute to levelling up. They also increase faster than the rest of the skills (the so-called minor skills). These minor skills only start out with 5 points and don't increase as fast.
The list of specializations and their respective governed skills:
| Specialization | Skills |
| Combat | Armorer, Athletics, Blade, Block, Blunt, Hand-to-Hand, Heavy Armor |
| Magic | Alchemy, Alteration, Conjuration, Destruction, Illusion, Mysticism, Restoration |
| Stealth | Acrobatics, Light Armor, Marksman, Mercantile, Security, Sneak, Speechcraft |
See the section on skills for more in-depth information about the twenty-one skills in the game.
Below you'll find a list of the predefined classes in the game. As I said before, you don't have to stick to these but it might be useful if you're a first-time player of the Elder Scrolls series.
| Class name | Favored attributes | Specialization | Major skills | In-game description |
| Acrobat | Agility, Endurance | Stealth | Acrobatics, Blade, Block, Marksman, Security, Sneak, Speechcraft | The kind of person that uses agility and endurance to their advantage. Unafraid of jumping long distances. |
| Agent | Agility, Personality | Stealth | Acrobatics, Illusion, Marksman, Mercantile, Security, Sneak, Speechcraft | Charming when they can be seen, and nearly invisible when in shadow. |
| Archer | Agility, Strength | Combat | Armorer, Blade, Blunt, Hand-to-Hand, Light Armor, Marksman, Sneak | A marksman, adept at combat at great distances. Able to take down most foes before they have a chance to draw sword. |
| Assassin | Intelligence, Speed | Stealth | Alchemy, Acrobatics, Blade, Light Armor, Marksman, Security, Sneak | Nimble and quiet, they move in darkness to strike at the unsuspecting. Locks hold no doors shut for them. |
| Barbarian | Speed, Strength | Combat | Armorer, Athletics, Blade, Block, Blunt, Hand-to-Hand, Light Armor | Fearsome brutes who inspire fear and dread in the hearts of their enemies. Like a storm, swift and powerful. Finding little use for heavy armor, they rely on smashing their foes into the ground. |
| Bard | Intelligence, Personality | Stealth | Alchemy, Blade, Block, Illusion, Light Armor, Mercantile, Speechcraft | Intelligent and personable, they prefer to accomplish tasks with their words first, and with their sword second. |
| Battlemage | Intelligence, Strength | Magic | Alchemy, Alteration, Blade, Blunt, Conjuration, Destruction, Mysticism | Able to resolve most conflicts with either spell or sword. They are a deadly mix of scholar and soldier. |
| Crusader | Strength, Willpower | Combat | Athletics, Blade, Blunt, Destruction, Hand-to-Hand, Heavy Armor, Restoration | A combatant who wields the power of brute strength and medicinal knowledge. Cheating death after every fight, they rely on their keen knowledge of restoration to fight yet again. |
| Healer | Personality, Willpower | Magic | Alchemy, Alteration, Destruction, Illusion, Mercantile, Restoration, Speechcraft | Fighters of poison and illness. The ancient art of restoration is their ally, and the deadly art of destruction is their weapon. |
| Knight | Personality, Strength | Combat | Blade, Block, Blunt, Hand-to-Hand, Heavy Armor, Illusion, Speechcraft | The most noble of all combatants. Strong in body and in character. |
| Mage | Intelligence, Willpower | Magic | Alchemy, Alteration, Conjuration, Destruction, Illusion, Mysticism, Restoration | Preferring to use their extensive knowledge of all things magical, they wield a might more powerful than the sharpest blade. |
| Monk | Agility, Willpower | Stealth | Acrobatics, Alteration, Athletics, Hand-to-Hand, Marksman, Security, Sneak | Quick and cunning with the empty hand, they are strong in spirit. They prefer to solve conflict by arrow or by fist. |
| Nightblade | Speed, Willpower | Magic | Acrobatics, Alteration, Athletics, Blade, Destruction, Light Armor, Restoration | Spell and shadow are their friends. By darkness they move with haste, casting magic to benefit their circumstances. |
| Pilgrim | Endurance, Personality | Stealth | Armorer, Block, Blunt, Light Armor, Mercantile, Security, Speechcraft | Hearty folk, well-versed in the tomes of old. They profit in life by bartering in the market, or by persuading the weak-minded. |
| Rogue | Personality, Speed | Combat | Alchemy, Athletics, Blade, Block, Illusion, Light Armor, Mercantile | They use speed in combat rather than brute force. Persuasive in conversation, their tongues are as sharp as blades. |
| Scout | Endurance, Speed | Combat | Alchemy, Athletics, Armorer, Acrobatics, Blade, Block, Light Armor | Preferring the rolling countryside to the city life, they are gifted with the ability to evade, guard, and protect themselves with great proficiency. |
| Sorcerer | Endurance, Intelligence | Magic | Alchemy, Alteration, Conjuration, Destruction, Heavy Armor, Mysticism, Restoration | Besting the most well-equipped fighters, they rely on the spells of the mystic arts. Unique to these mages is the bodily stamina to be armed with the thickest armor. |
| Spellsword | Endurance, Willpower | Magic | Alteration, Blade, Block, Destruction, Heavy Armor, Illusion, Restoration | More nimble and athletic than the sorcerer, and better suited for spellcasting than the knight, their attacks are unpredictable. Students of combat and magic. |
| Thief | Agility, Speed | Stealth | Acrobatics, Light Armor, Marksman, Mercantile, Security, Sneak, Speechcraft | Profiting from the losses of others is their love. Able to be swift in shadow, and crafty in bartering. Locks are enemies, and lockpicks are their swords. |
| Warrior | Endurance, Strength | Combat | Armorer, Athletics, Blade, Block, Blunt, Hand-to-Hand, Heavy Armor | Unafraid of light weaponry, they plow into the fray with little regard for injury. Masters of al melee tools, they put little faith in the magical arts. |
| Witchhunter | Agility, Intelligence | Magic | Alchemy, Athletics, Conjuration, Destruction, Marksman, Mysticism, Security | Swift on foot, and clever with spells, they use distance as their ally. Slower adversaries are fodder for their arrows. |
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You will have to select a birthsign for your character, during the introductory tutorial level as well. Different birthsigns have different features (advantages) and you'll have to choose one that fits with your character and your style of playing.
| Birthsigns | Advantages | Notes |
| Apprentice | Magicka +100, 100% Weakness to Magicka | Useful for spellcasting mages |
| Atronach | Magicka +150, no Magicka regeneration, Spell Absorption 50% | Useful for spellcasting mages but it will take extra effort to restore Magicka |
| Lady | Endurance +10, Willpower +10 | - |
| Lord | Restore Health (6 points for 15 secs), 25% Weakness to fire | Restore Health is pretty useful but might not be worth the weakness |
| Lover | Paralyze on touch (10 secs) and lose 120 Fatigue - once a day | Always useful |
| Mage | Magicka +50 | Useful for spellcasting; you could choose Apprentice but that comes with a weakness |
| Ritual | Restore Health (200 points at once) - once a day, Turn Undead (100 points for 30 seconds) | - |
| Serpent | Cure Poison, Damage Fatigue (100 points on self), Damage Health on touch (3 points for 20 secs), Dispel (90 points) - all at once, and once a day | Not really useful in my opinion |
| Shadow | Invisibility (60 secs) - once a day | Useful for thieves' quests |
| Steed | Speed +20 | +20 Speed is a good choice, but it might not be as useful later in the game |
| Thief | Agility +10, Luck +10, Speed +10 | For playing a stealth character |
| Tower | Reflect Damage (5 points for 120 secs), Open Average Lock daily | - |
| Warrior | Endurance +10, Strength +10 | Perfect for combat-oriented characters |
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Walkthrough By: Robin |
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The Elder Scrolls IV: Oblivion was released by Bethesda Softworks on March 20, 2006. This game marked the next step in realistic RPG's. This tells the tale of the aftermath following the assassination of the Emperor of Tamriel. The Amulet of Kings has kept the Dragonflame burning and the doors to Oblivion closed to normal man. Now with his death the fire is out and the doors have opened. You must find his lost son and heir to the throne before the evil takes over the land.
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Tutorial |
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Like with all of The Elder Scrolls games you begin your existence in a jail cell. For what exact reasons you don't really know, but your future is about to pan out in ways you never imagined (your character never imagined, as the game player you know you're going to save the planet).
This is the tutorial section of the game. From the character creation to exiting the sewers it's pretty linear, guiding you through creating your perfect character and introducing you to the game's features. The first step is creating the race and physical features of your character. Take a moment to explore the jail cell. Mostly there's just the cups on the table. You can sit down on the stool, something Morrowind didn't offer. Once you've played around walk over to the cell door and the prisoner across the way will comment about you. Then the Emperor and his guards will enter. After the Emporer's epiphany follow the group through the hidden passage.
The real start of YOU playing the game is when Emperor Septim's guard, Baurus, tells you to not follow them any further. You'll need a key to get through the door anyway so don't worry about trying. Behind you a few rats come through the wall. This is the direction you want to go once they are dead.
From the Imperial Prison you'll make your way through to the Substructure then on to the Natural Caverns, the Imperial Subterrane, and lastly The Sanctum. Here you'll meet up with the Emperor and his guards.
| I witnessed Emperor Uriel Septim's assassination. Before he died, the emperor gave me the Amulet of Kings. He told me to take it to someone named Jauffre, and that Jauffre would know how to find his last surviving son. He warned that the assassins were in the service of the Lord of Destruction.
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Your first task will be taking the amulet to Jauffre at Weynon Priory near the town of Chorrol. Before you can do that you must make your way through The Sewers.
| Baurus, on of the Emperor's bodyguards, told me that Jauffre was the head of the Blades, an order of knights sworn to protect the Emperor.
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The path through the Sewers is also straightforward. Just before you exit to the outside you'll be asked one last time if you want to change anything about your character. Do so if you wish and then prepare for the rest of the adventure. |
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Deliver the Amulet |
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Once you're outside The Sewers you are on your own. It is most likely a hour or two before dawn, depending on how much time you spent in the Tutorial section. Head up the hill and around the Prison and enter the Imperial City. Here you can start any of the other quests available to you or continue with the Main Quest.
Exit the city from the West gate. Follow the road past Weye and Wawet Inn. Continue through The Great Forest and soon you will come to Fort Ash. Beware the Bandit who fights you for your gold. If you have more than 100 Septims you can pay him off and he'll leave you be or prepare for a battle. You'll finish the first leg of this long journey once you arrive at Weynon Priory just outside of Chorrol.
| I found Jauffre and gave him the Amulet of Kings. The Emperor's words to me filled him with foreboding. Mehrunes Dagon, the Lord of Destruction, is one of the prices of Oblivion, the demonic world. Jauffre fears that with no Emperor on the throne, the daedra from Oblivion may be able to invade our world.
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| Jauffre told me that the Emperor has an illegitimate son named Martin who is currently serving as a priest in the Chapel of Akatosh in the city of Kvatch. I must proceed to Kvatch at once and bring Martin safely back to Weynon Priory.
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So let's head South... |
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Find the Heir |
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You can either fast travel to Kvatch or walk/ride a horse all the way there, it's completely up to you. Once you arrive a man named Hirtel will run up to you and initiate a conversation. The town has been overrun by monsters from Oblivion. Several people have escaped and are taking refuge in the little camp you just arrived at. Others, including Martin, have barricaded themselves in the Chapel before the whole town was overrun. After getting whatever little pieces of information from Hirtel head up the path to Kvatch.
Savlian Matius confronts you before you make it to the destroyed town. Ask about Martin and he'll tell you he's in the Chapel. Also, he wants your help finding a way to close the gate to Oblivion. You have two options here:
| Savlin Matius told me that he believes Martin is with a group that barricaded themselves within the Chapel of Akatosh inside the city. I need to follow his instructions in order to break the siege of Kvatch and rescue the survivors.
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Either enter the Oblivion gate or walk into the city and find Martin first.
| I have found Martin among the survivors inside the Chapel of Akatosh. He was surprised to learn that Emperor Uriel Septim was his father, but he will not leave until the way is safe for everyone to escape.
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Breaking the Siege of Kvatch |
| Savlin Matius asked me to help close the Oblivion Gate outside the ruins of Kvatch. He sent some of his men into it, but they never came back. I should let him know when I'm ready to help. |
| I have agreed to help Savlian Matius of the Kvatch Town Guard and his men as they attempt to reach some survivors trapped in the Chapel of Akatosh inside the city. He is willing to lead his guardmen back into the city to attempt a rescue, but the enemy have opened an Oblivion Gate across the entry to the city. |
Into Oblivion we go! Ilend Voius is the only survivor just inside the gate to Oblivion.
| At least one survivor of the assault on the Oblivion Gate has been taken to the large tower within Oblivion. I need to search for him there. |
You can have Ilend Voius accompany you into the tower to find his friends or send him back to Savlian Matius to defend the refugees. The choice is yours.
You cannot access the tower through the main set of gates directly in front of it. Instead, you must take the long route around the West side of the island. Follow it around and eventually you'll come to The Tower Portal to the Blood Feast. Enter, and as the load screen says, SAVE OFTEN.
The red compass arrow tells you exactly where to go to get through this multi-floored hollow tower. From the Blood Feast you'll go through the Rending Halls, back to the Blood Feast (but on the second level), up to the Corridors of Dark Salvation, and back out to the Plane of Oblivion. Inside the Reapers Sprawl you'll encounter the Dremora Sigil Keeper. Kill him and take the Sigil Key off his dead body. Talk to Menien Goneld in the cage and learn...
| I found the prisoner in Oblivion. He told me I need to reach the top of the largest tower and look for the Sigil Stone. But I will need the Sigil Keeper's key to gain entry into the Sigil Keep. |
So the huge flame shooting up through the Blood Feast leads to the Sigillum Sanguis. Further up the edge of the Blood Feast you'll find a Runes Portal. Activate it to teleport to the next floor up. Once at the top just take the Sigil Stone...
| I have closed the Gate by taking the Sigil Stone that anchors it within Oblivion. I should tell Savlian Matius that the way into Kvatch is now open. |
Talk to Savlian Matius and help him and his men take back the city. Once done you can enter the Chapel and free the survivors. |
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The Battle for Castle Kvatch |
| Back at Kvatch, Savlian will ask you to help him further. Now it's time to take back the castle.
-To be continued-
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Weynon Priory |
| The Priory will be under attack by assassins when you get there. Enter the Chapel and help Jauffre defeat them. Jauffre believes the attackers may have taken the Amulet of Kings from his hiding place in Weynon House. Unfortunately he is right. Through the conversations you'll determine the next course of action is to hide Martin at the Cloud Ruler Temple, the hidden Blades fortress near Bruma. |
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The Path of Dawn - 1 |
| Once you arrive at Cloud Ruler Temple enter the main gates and ascend to the top of the steps. Martin and Jauffre will follow and give a speech to the other guards. Speak to Martin once they are done talking. He'll wonder what to do next. Speak to Jauffre and he'll ask you to join The Blades. Congratulations, you are now a Knight Brother/Sister of the Blades. You're next task is to find Baurus at Luther Broad's Boarding House at Imerial City Elven Gardens District.
There Baurus will tell you to sit next to him and follow his lead. You'll wait for him to get up and leave the room. Follow the man sitting in the corner when he goes after Baurus. Once the assassin is dead check his body and take the book about the Mythic Dawn.
| Baurus has learned that the enemy is a secret cult of
Mehrunes Dagon worshippers known as the Mythic Dawn. He
will continue to track down agents in the Imperial City. I
should talk to Tar-Meena at the Arcane University, an expert
in daedric cults. She may be able to tell me more about how to
find the Mythic Dawn. |
Head on over to the Arcane University and speak to Tar-Meena.
| Tar-Meena told me that Mankar Camoran is the leader of the
Mythic Dawn. Tar-Meena believes that the location of their
secret shrine is hidden within Mankar Camoran's books about
the Mysterium Xarxes. If I want to locate the Mythic Dawn, I
must find and decipher the clues in all four volumes. |
She will give you volumes 1 and 2 of the books. You have to find the other two volumes. She suggests you speak to Phintias, the proprietor of the First Edition Bookstore in the Market District.
| Phintias, the bookseller at First Edition, has told me that he
has a copy of Volume 3 of Mankar Camoran's "Commentaries
on the Mysterium Xarxes" locked away. He is holding it for a
client named Gwinas who has already paid for it. I need to get
that book, and find out why Gwinas wanted it. |
Sit down at the table in the far corner of the bookstore. Wait a few seconds and Gwinas will enter the room. Once he gets the book from Phintias speak to him about it. Once you've explained to him the cult is behind the assassination of the Emperor he'll gladly hand you Volume 3 and not want anything to do with the cult. As for Volume 4...
| Gwinas told me that Volume 4, the last book I need, can only
be given to you by a member of the Mythic Dawn. He had set
p a meeting with one, whom he called "The Sponsor". He was
to go alone and sit at the table in the Sunken Sewer beneath
the Imperial City. I will go and take that meeting instead, but
should find Baurus first. |
You'll find Baurus back at the Boarding House. Enter the house and then exit back to the street and he'll be standing to your left. Speak to him about the meeting and he'll decide the two of you must go get the last book. Follow Baurus to the Sunken Sewer beneath the Elven Gardens District. He'll lead you the entire way so you don't have to worry about getting lost.
You have the choice of either sitting at the table and meeting with The Sponsor or standing at the top of the stairs to keep watch. Either way The Sponsor will arrive and other assassins will catch the second person standing guard. After the obvious battle that insues you will find Volume 4 on The Sponsor's body. Also, grab the Sunken Sewers Key from one of the assassin's body. This will help you get out. Exit through Dynari Amnis' Basement. You will have to Lockpick this door to get out of the basement.
Visit Tar-Meena again... |
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The Path of Dawn - 2 |
| Tar-Meena says that Mankar Camoran hid a message within
his writins, so only the "enlightened ones" could join him and
the Mythic Dawn. I should study these books some more. |
Tar-Meena asks you to come back the next day after she's had some time to think about what's in the books.
| Tar-Meena thinks using the first word of each paragraph in
the books may reveal a message. I need to keep looking and see
where this leads. |
Come back the next day and she'll have some more information.
| Tar-Meena has discovered the message in the books: "Green
Emperor Way Where Tower Touches Midday Sun". I should go
to Green Emperor Way by the Imperial Tower and see what
can be found. |
Around Noon check out the Tomb of Prince Camarril (easily found by the arrow on your Compass). You'll notice a map of Cyrodiil and a marker. Activate it to add the comment to your Journal and the marker to the map. Head to Lake Arrius, the next marker on your map. Here you will find the Caverns leading to the secret Mythic Dawn shrine. The Mythic Dawn Guard will let you into the shrine. Next you have to find the Amulet of Kings. Harrow, the Warden of the Shrine, will accept you as an initiate into the Mythic Dawn cult and require you to give him all your belongings.
You have two options here. If you want to go on an all out rampage don't give him your stuff. You will have to kill EVERYONE in the shrine. However, if you do give him everything you will still find the Mysterium Xarxes but everyone will attack you and you'll only have a Dagger as your weapon. Either way Mankar Camoran will escape to the Realm of Paradise with the Amulet of Kings. You'll find the Mysterium Xarxes on the shrine where he stood making his speech. If you choose you can free the slave you would have sacrificed.
If you gave all your stuff away you can find it... (haven't played this option yet)
Once you have the Mysterium Xarxes you must escape the Shrine and return to Cloud Ruler Temple. Just follow the map marker out of the Shrine. Jauffre will greet you at the main door to the Temple and tell you to see Martin. |
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Spies |
| I delivered the Mysterium Xarxes to Martin, and told him that
Mankar Camoran had escaped to Paradeise with the Amulet of
Kings. Martin believes the key to opening a portal to
Camoran's Paradise lies within the pages of the Mysterium
Xarxes, but he will need some time to study it, and ward
himself against its evil power. |
So here's what we've learned so far... The only way to stop the Oblivion invasion is to relight the Dragonfires. The Emporer, the Amulet of Kings, and the Dragonfires are the three divine gifts. As long as the Dragonfires burn the barriers keep the daedra from entering Tamriel. Only an heir of Septim blood can wield the Amulet of Kings and relight the Dragonfires. Mankar Camoran's plot is almost complete.
In the meantime Martin asks you to speak to Jauffre about Mythic Dawn agents spying on the Temple. Jauffre tells you that strangers have been sighted near the Temple. He suspects they are Mythic Dawn spies based out of Bruma. You need to talk to Captain Burd of the Bruma Guard for more information. Also, Steffan of the Blades can tell you where he has seen the suspected spies.
| Steffan told me that the suspicious strangers have been seen
on the road to Cloud Ruler Temple, usually near the runestone
at dusk. |
The location will appear on your Compass. The Hestra Rune Stone will also give you Bound Mace and Gauntlets for a good length of time if you activate it. Heading over to Bruma, you'll find Captain Burd in the Castle's Great Hall or the Barracks.
| Captain Burd told me that no strangers were in town,
although he said that Jearl had recently returned from a trip,
I should talk to Jearl. |
Head over to Jearl's house. You'll have to Lockpick your way in. Jearl and his friend skip any introductions and immediately fight you. Take them both down. Search their bodies. You'll find a Basement Key. You'll find the Basement right under your feet in Jearl's house, half hidden by the carpet. Here you will find a scroll with the plans the Mythic Dawn have. Take this to Jauffre immediately.
| Jauffre was pleased that I eliminated the spies in Bruma, but
is worried that the Mythic Dawn have already learned that
Martin is at Cloud Ruler Temple. He promised to warn the
Countess that Bruma is in grave danger. |
You should also speak to Martin on his progress with the Mysterium Xarxes. |
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Blood of the Daedra |
| Martin has found a section of the Mysterium Xarxes which
describes a ritual which will allow him to open a portal to
Camoran's Paradise, where Manker Camoran has taken the
Amulet of Kings. He has learned that four items are required
for this ritual, but has only identified one so far: 'the blood of
a Daedra Lord', which he says refers to a Daedra Artifact. |
You will need to located a Daedra Artifact. Martin has a copy of "Modern Heretics". Read this for information on where to find a Daedra Artifact. The book describes the Shrine of Azura. You can get an artifact from there perhaps...
Commentary: Yes, unfortunately, for those who have played Morrowind will probably guess that the artifact is Azura's Star, the finest Soul Gem in the game. If you find ANY other Daedric Artifact it should work, I just haven't found one yet. (will do that in future update) I know you don't want to give that up.
Once you have the Daedric Artifact, give it to Martin. |
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Azura |
| (I'm guessing this is part of the Daedric Shrine Quests. I will put this here until that section is complete.)
At dusk or dawn place a Will-o-Wisp at her shrine. You'll find these creatures all over the area at night. As usual she has a small mission for you. Find and kill her followers who trapped themselves in the Gutted Mine, releasing them from their vampiric existence. Azura will unseal the mine so you can enter.
Head on over to the Gutted Mine. All the vampires are marked with the green arrow on the Compass. Find them, kill them, and return to Azura for your reward, Azura's Star.
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Bruma Gate |
Martin tells you to speak to Jauffre. Another Oblivion Gate has opened near Bruma, and the Countess has asked for the Blades to help her guardsmen close it. You're the only one who's closed a gate. You get to take the guards into Oblivion, along with Captain Burd, and shut the gate. In this Plane of Oblivion the main tower is called The Fury Spike. Head into the Rending Halls, up to the Corridors of Dark Salvation, and once you get to the Sigil Stone chamber, do the deed.
| Captain Burd thanked me for my help, and said that he and
his guardsmen will do their bast to close any new Oblivion
Gate that open near Bruma. I should report my success to
Jauffre. |
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Allies for Bruma |
| Jauffre is worried that the Bruma Guard will not be able to
defend Bruma from a full-scale attack by the Mythic Dawn
and their daedric allies. He suggested that I try to obtain
support from the other cities of Cyrodiil. Perhaps I can
persuade the Elder Council in the Imperial City or the guilds to
help as well. |
-incomplete- |
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Blood of the Divines |
Martin has discovered the second item needed to open the portal to Mankar Camoran's realm of Paradise. Now you must obtain the blood of a god, Tiber Septim's blood. Jauffre will tell you the story only the Blades know. You need to seek out Tiber Septim's armor. It's in the catacombs beneath the ruins of Sancre Tor. Jauffre will give you the key to the outer door.
Once inside Sancre Tor, you're task is rather straightforward: Find the skeletons of the four Blades guards. Kill them and free their ghosts. The four will help lift the cursed barrier guarding Tiber Septim's grave. The Compass will direct you to each of their locations. Once you've freed the fourth ghost follow him down to Tiber Septim's shrine. The four will lift the curse and allow you to take the armor off the shrine.
Now head back to Martin.
| I gave Martin the Armor of Tiber Septim. He was able to
recover Tiber Septim's blood from it, which he needed for the
Mysterium Xarxes ritual. |
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Miscarcand |
| Martin has deciphered the third item needed for the ritual: a
rare Ayleid artifact known as the Great Welkynd Stone. He
knows of only one place that still might contain one, the
Ayleid ruins of Miscarcand. I must find the Great Welkynd
Stone of Miscarcand and bring it to Martin at Cloud Ruler
Temple. |
To be continued... |
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Quests |
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In this section you'll find all the quests available in the game, that aren't related to the
main quest. Did you find a quest, and isn't it listed here yet? Let the person responsible for
that part know.
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Mages Guild By: Sirius Snape |
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Joining (you can only join if you do not have bounties on your head):
- Anvil - Carahil
- Bravil - Kud-Ei
- Cheydinhal - Falcar
- Chorrol - Teekeeus
- Leyawiin - Dagail
- Skingrad - Adrienne Berene
Arcane University - closed until Recommendation quests are completed
Penalties:
- Theft from a guild member - resupply the alchemical stocks by collecting 20 Dragon's Tongue Flowers and 20 Redwort flowers.
- Murder of a guild member - find 20 portions of vampire dust and 20 Daedra hearts.
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Bruma Recommendation |
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Jeanne Frasoric has tasked me with finding J'Skar. I should speak with the guild mages in Bruma.
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Go to Volanaro in the cellar of the guild and speak to him and raise his disposition to 70 and find out the truth behind where J'skar is.
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I need to unlock Jeanne's desk in her room upstairs in the Bruma Mages Guild and find her Manual of Spellcraft. If I bring it to Volanaro, he agreed to help me find J'Skar.
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Follow his instructions to steal the Manual of Spellcraft from Frasoric's desk. He will give you what you need to be able to get into the office and desk by teaching you an unlock spell, though the locks can be picked fairly easily.
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I have Jeanne's Manual of Spellcraft. I need to deliver it to Volanaro.
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Get the book and give it to Volanaro.
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I need to meet Volanaro in the living quarters of the Bruma Mages Guild after 10pm.
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He will meet you in the cellar at 10pm to take the invisibility spell off of J'skar.
|
I need to tell Jeanne that J'Skar is visible again.
|
Talk to Jeanne.
|
Jeanne Frasoric has agreed to send a recommendation to Raminus Polus.
|
You have your recommendation.
|
|
Bravil Recommendation |
|
Varon Vamoir has stolen Ardaline's staff. Speak to Kud-Ei about it and she will tell you to recover the staff any way that you can.
| I've been given a charm scroll and need to use it to help persuade Varon Vamori in Bravil to return Ardaline's staff.
|
Use the charm scroll 'beguile' on Varon Vamori and talk to him about Ardaline and the Mage's Staff.
| Varon Vamori admitted to taking Ardaline's staff, but has sold it to a friend in the Imperial city. I need to deliver this news to Kud-Ei. |
Talk to Kud-Ei.
| Kud-Ei has given me several more scrolls, and asked me to get the staff back. I need to find Soris Arenim in the Imperial City. |
Head to the Plaza District to find Soris Arenmim.
Use the beguile scroll on him and get his disposition up above 70 and he'll sell it for 200 gold. If you buy it you get this journal entry:
| I've paid Soris Arenim and he has given me Ardaline's staff. I need to deliver the staff to Kud-Ei in Bravil. |
You can buy it, or you can speak to his wife Erissare Arenim and use a Beguile scroll on her to raise her disposition high enough (above 65) so that she tells you that you can find the staff in a locked chest in the cellar. The key is upstairs in Soris's desk. You can get the staff that way, as well. When you have the staff, return to Kud-El and speak to her.
| I have delivered Ardaline's staff to Kud-Ei and have earned a recommendation for it. |
|
|
Cheydinhal Recommendation |
|
Talk to Falcar and find out that the The Ring of Burden has been lost down a well, and your task is to get it back for Falcar.
|
I need to get the key to the Cheydinhal Mages Guild well from Deetsan.
|
You will need a key for the well, and Deetsan has that key. It is best to wait and talk to her when Falcar is not around, as she is more forthcoming when he is out of earshot.
|
I need to enter the well behind the Mages Guild in Cheydinhal to retrieve a Ring of Burden for Falcar. The last person given this task has disappeared; should I learn anything about him, I should speak to Deetsan.
|
You'll find that someone else, Vidkun - was sent down there already and has not been heard from since. Deetsan will teach you a spell, Bouyancy - which combines Feather with Water Breathing to better help you when you are down in the well. The ring you are looking for will add 200 points to your encumbrance, so drop as much as you can so that you will not be over encumbered before you go down there. Get the ring and return to talk to Deetsan.
|
I have found the Ring of Burden, and should return it to Falcar.
|
Falcar will be gone when you get back, and Deetsan explains this to you when you talk to her. Drop the ring where you choose.
|
I need to search Falcar's quarters in the Cheydinhal Mages Guild for any sign of his recommendation letter. If found, it should be given to Deetsan along with anything unusual.
|
A search of the dresser near the bed turns up two dark Soul Gems.
|
There's no evidence of a recommendation in Falcar's room but I've found two Black Soul Gems. I should take them to Deetsan immediately.
|
Take these to Deetsan.
|
Deetsan has agreed to send a letter of recommendation to the Arcane University in Falcar's stead.
|
|
|
Anvil Recommendation |
|
Speak to Carahil and find out about a series of murders and kidnappings along the Gold Road. Carahil wants you to be the bait in trying to solve the mystery.
|
I need to speak to Arielle Jurard at the Brina Cross Inn north of Anvil.
|
Speak to Arielle.
|
I need to rent a bed for the night at the Brina Cross Inn, while posing as a travelling merchant.
|
Speak to Christophe Marane about getting a room and let him know you are a travelling merchant.
|
I have rented a bed at the Brina Cross Inn. I need to wait in my room for Arielle Jurard, and then spend the night sleeping in the inn.
|
Jurard will meet you there and will let you know the plan of attack.
|
Arille Jurard has instructed me to sleep at the Brina Cross Inn, then travel along the Gold Road toward Kvatch.
|
When you sleep you get another Journal entry:
|
I've spent the night at the Brina Cross Inn. I need to follow the Gold Coast Road toward Kvatch and be wary of anyone along the road.
|
Leave the inn and head east along the road. Along the road you will see Caminalda, a familiar face from the inn. She is hostile and will attack.You can kill her, and take what you find from her body. You'll note that there is a room key on her person. Take the key back to her room at the inn and use it to get inside. You'll find some loot in a chest in the room that you can take.
|
I need to talk to Carahil in Anvil and inform her that Caminalda has been defeated. You will get your recommendation.
|
Speak to Carahil.
|
I have completed my task to Carahil.
|
|
|
Skingrad Recommendation |
|
Speak to Adrienne Berene to find out that a mage Erthor borrowed some of her notes and she wants them back.
|
In order to get a recommendation from Adrienne Berene, I need to find Erthor and return him to the Skingrad Mages Guild. I should speak with other guild mages to learn his whereabouts.
|
Ask around to find out where Erthor is, and speak to Sullinus Vassinus and then Druja.
|
I have been told that Erthor was last seen at Bleak Flats Cave, west of Skingrad. I should remind Adrienne of this.
|
She will teach you a Weak Fireball spell to help you out. Now to find the cave. Once you find the cave from where it is marked on your map, you will find Zombies inside. You will need to kill them first before Erthor will come with you.
|
I found Erthor in Bleak Flats Cave and have agreed to escort him back to Adrienne Berene in Skingrad.
|
You can either escort Erthor back, or you can send him back on his own. You will then get your recommendation.
|
Adrienne Berene has agreed to send a recommendation to the Arcane University on my behalf.
|
|
|
Lyeawiin Recommendation |
|
First, speak to Dagail. She won't have much to say, outside of your needing to talk to Agate.
|
I need to find an amulet so that Dagail will send a recommendation to the Arcane University for me. Agate may know more.
|
When you talk to Agate, you'll find out that Dagail has been having visions, which as of late have been confused. She needs her Seer's Stone amulet which has gone missing.
|
I need to speak with the mages in the Leyawiin guild hall, in case any of them have seen Dagail's amulet.
|
Speak to the guild members and Sdrassa and Alves Uvenim will mention Kalthar. Upons speaking to Kalthar, you will be instructed to speak with Agate over what you find out.
|
Kalthar seemed to know a great deal about the missing amulet. I should tell Agate what he has told me.
|
Speak with Agate.
|
Agate has asked that I attempt to question Dagail about her father, to find out what his connections to the amulet may be.
|
Dagail gives you a vision in riddle form and your journal will clear it up for you.
|
I need to find the fort at which Dagail's father was stationed. It should be somewhere near Leyawiin.
|
Your job now is to find the fort where Dagail's father was stationed. You are pointed in the direction of Fort Blueblood. Once you get to the fort, explore and take out the enemies you find there. You will find in the innermost room a coffin - inside the coffin is the amulet.
|
I have found the amulet Dagail needed. I should return it to her immediately.
|
Head back out, and you will be confronted by Kalthar. You will have to fight Kalthar.
|
I have defeated Kalthar, who was attempting to manipulate Dagail. I need to give her this information immediately. Head back to Leyawiin and return the amulet.
|
|
I have delivered the amulet to Dagail.
|
You will then get your recommendation.
|
|
Chorrol Recommendation |
|
Your job is to talk to Earana and find out what she wants from Teekeeus. Earana wants you to find a book for her called Fingers of the Mountain. This book is in Cloud Top, a ruin in the mountains of Chorrol.
|
Earana has asked me to bring her a book titled Fingers of the Mountain so that she may translate it. I need to tell Teekeeus about this immediately.
|
Speak to Teekeeus and find that he also wants the book.
|
Teekeeus has asked that I find the Fingers of the Mountain text and bring it to him immediately. I need to search Cloud Top for the book.
|
Head to the Cloud Top ruin and you'll find the book on a corpse there in the ruin.
|
I've found the book titled Fingers of the Mountain. I need to deliver it to either Earana at the Grey Mare Tavern, or to Teekeeus at the Choral Mages Guild.
|
Give the book to Teekeeus.
|
I've delivered the Fingers of the Mountain book to Teekeeus at the Chorrol Mages Guild. In exchange Teekeeus has agreed to write a recommendation for me. I shall have to tell Earana that she won't be getting the book.
|
If you have given the book to Teekeeus instead of Earana, she asks you to steal it from him and bring it to her. Should you refuse, you will not get the opportunity to do her side quest for the Fingers of the Mountain spell.
|
(if you refuse to steal the book from Teekeeus) - I have refused to steal Fingers of the Mountain for Earana. That should be the end of my dealings with her.
|
If you decide to steal it from Teekeeus, he keeps it in his room on the top floor living quarter, behind a locked door inside a locked chest.
If you choose to steal the book to Earana she will ask for time to translate the work. She will give you some notes which instruct you to find a Welkynd stone in an Ayleid ruin and then return to Cloud Top and cast a shock spell at the magical pillar there. Casting the spell at the pillar causes you to be struck by lightening (so you will need to either counter the spell or fortifyyour health), but you will get in return a lightening spell called Fingers of the Mountain.
If you talk to Teekeeus after giving the book to Earana, he wants you to steal back the book. You can find the book in her chest in her room in the Grey Mare.
|
Fighters Guild By: Grawl |
|
Joining the fighters guild can been done in three places; Chorrol (Vilena Donton),
Anvil (Azzan) or Cheydinhal (Burz gro-Khash). Go there if you wish to join the guild.
The following quests may not be in the order you do them, since sometimes you have
two contacts at the same time.
|
|
The Desolate Mine |
|
Head to Burz gro-Khash in Cheydinhal to start this quest.
|
Burz gro-Khash has given me a contract to deliver a weapons shipment to Fighters
Guild members in the Desolate Mine northwest of Cheydinhal.
|
Leave Cheydinhal and head towards the mine by horse or by foot. Enter it, and talk
with Rienna. Give her a weapon, and give the other two members a weapon too.
|
I've spoken with Rienna, one of the fighters in the Desolate Mine. She tells me that
the cave has been infested with goblins, and we should clear the place out before
leaving. I will have to give them each weapons, though.
|
|
I have given weapons to the three Fighters Guild members. We should now clear the Mine
of goblins.
|
Run around and start smashing the faces of the Goblins. You'll get a message when you're
done with the job.
|
The Desolate Mine is now clear of the goblins infesting it. I should return to Burz
gro-Khash for payment.
|
When you talk with Burz gro-Khash, you'll get some gold and be promoted to Apprentice.
|
|
A Rat Problem |
|
For this quest you need to speak with Azzan in Anvil.
|
Azzan has told me of a contract in Anvil with Arvena Thelas. I should speak to her about
a problem with rats in her basement.
|
When you find Arvena Thelas, you'll find out you don't need to get rid of the rats, but
of something that's bothering her rats.
|
Arvena Thelas has rats in her basements, but they're not the problem. She loves the
rats, but she's been finding them dead. She would like me to go down and investigate
what's been happening.
|
Enter the house of Arevena and then enter the basement. You'll find the problem - a
mountain lion. In a house... indeed. Kill it for her.
|
I've killed a mountain lion in Arvena's Thelas' basement. They must be sneaking in
through a hole in the wall somewhere. I should tell Arvena what has happened.
|
When you tell Arvena about it, she wants you to get rid of more mountain lions. Well,
it's all in the job. She knows of a hunter though.
|
Arvena Thelas was glad to know what was killing her rats, but she still doesn't feel
safe. She'd like me to speak with Pinarus Inventius about hunting down mountain
lions in the area.
|
Talk with Pinarus Inventius, and you'll both go hunting down mountain lions outside of
town. Follow him and kill the four lions. Arvena must be happy, let's go tell her!
|
Pinarus has agreed to look for mountain lions with me. If we find them, we'll kill them,
and make Arvena feel safer.
|
|
We've killed all the mountain lions Pinarus believes are in the area. I should return to
Arvena Thelas.
|
|
I've told Arvena about the mountain lions, but she doesn't believe her problem is solved,
as there's a mountain lion in her basement now. I'll have to kill it.
|
Go after the next mountain lion and get rid of it. Arvena isn't done with you though.
|
I've killed the second mountain lion in Arvena Thelas' basement. I should tell Arvena.
|
|
Arvena now believes that her neighbour, Quill-Weave, might be responsible. Arvena has seen
her sneaking around outside the house at night. I should watch Quill-Weave and see what she's
doing. I should not let Quill-Weave see me, though, lest she get suspicious.
|
Wait until it's night (7PM should do) and sneak towards the back on the house of Arvena.
Seen enough you'll see Quill-Weave drop some meat down there. Confront her about it, and
she asks you not to tell Arvena about it.
|
I've seen Quill-Weave leaving meat outside Arvena Thelas' house. This must be what is
attracting the mountain lions into town and into Arvena's basement. I should confront
Quill-Weave.
|
|
I've confronted Quill-Weave, and she has admitted to trying to kill off Arvena's rats. She
has promised to stop, and has asked me not to tell Arvena what she's done.
|
If you don't tell Arvena, Quill-Weave will give you a free level-up for Acrobatics. So,
tell Arvena Quill-Weave has nothing to do with it, and get yourself that free level-up for
Acrobatics.
|
I've told Arvena Thelas that the problem has been solved, and she has paid me for the
contract. I should see Quill-Weave and tell her I've protected her secret.
|
|
Quill-Weave thanked me for protecting her secret, and has trained me in Acrobatics for free.
|
|
|
The Unfortunate Shopkeeper |
|
Return to Azzan for the second quest he can give you.
|
Azzan told me about a contract in Anvil, at Norbert Lelles store, Lelles' Quality Merchandise.
|
Head down the store of Norbert and talk with him. Seems some thieves are stealing his stuff.
|
I've spoken to Norbert Lelles, who says he has had break-ins at his store almost nightly. He
would like someone to stay in the store tonight and catch the crooks in the act.
|
Wait until it's around 7 PM, and just wait (intervals of one hour should do) until you find
three thieves sneaking into the store. Hit them with your sword/dagger/mage/staff etc. and get
rid of them. Report back to Norbert.
|
I have taken care of the crooks breaking into Norbert Lesses' store. I should speak with the
shopkeeper himself.
|
|
Norbert Lelles was surprised to learn that the men breaking in were all former employees,
though none had been with him long. He was glad that the problem was taken care of, though.
|
|
|
Unfinished Business |
|
Head back to Azzan to get promoted to Journeyman. He has no more jobs for now, but directs you
to Chorrol. Talk with Vilena Donton there.
|
I have been told to report to Vilena Donton in Chorrol for assigned duties.
|
|
Vilena Donton has told me that, as a member of the Fighters Guild, there are a number of duties
I'll be excepted to perform. She would like me to speak with Modryn Oreyn about these.
|
Well, let's have a chat with Modryn Oreyn for this quest.
|
Modryn Oreyn has told me that as my first duty, I am to find out why Maglir has defaulted on
a contract he was given near Skingrad.
|
Maglir can be found inside an inn. He'll tell you the job was too dangerous for that kind of
money, but you're welcome to finish it.
|
Maglir tells me his contract was to find the scholar Brenus Astis' journal within Fallen Rock
Save. He doesn't believe he's being paid well enough for the dangerous assignment, so he has
chosen not to complete it. He has told me I should complete the contract instead.
|
Fallen Rock can be found northwest of Skingrad, and is a short walk (or horse ride). Enter it,
and be ready for some killing before you'll get the journal. Check your map if you're lost.
Make sure to keep the Ectoplasm that the ghosts drop, because you need them in a second for
the next quest. After you found the journal, you can return it to Maglir or just return to
Modryn. Since Maglir didn't complete his job, let's just return to Modryn and finish the
quest.
|
I have found Brenus Astis' journal. I should either speak with Maglir or tell Modryn Oreyn that
the contract is now completed.
|
|
|
Drunk and Disorderly |
|
Modryn has another job for you, involving more members of the Fighters Guild that are causing
problems.
|
Modryn Oreyn has assigned me another of my duties. I am to travel to Leyawiin and find out why
three members of the Fighters Guild--Dubok gro-Shagk, Rellian, and Vantus Prelius--have been
causing trouble.
|
Head to Leyawiin and ask a random citizen (a guard will do) about the problems. He/she'll guide
you to the Five Claws Lodge, so go there.
|
I have been told that I can find the three Fighters Guild members in the Five Claws Lodge,
likely causing trouble. They warn me that it will be difficult to subdue the three men.
|
Talk with the men here, and soon enough you'll find out the problem - they have nothing to do,
because the Blackwood Company takes all the jobs.
|
The men tell me that the reason they've been spending time in the tavern is sheer boredom. The
Blackwood Company has been stealing all the Fighters Guild work in the area.
|
|
I've agreed to find work for my three guildmates here in Leyawiin. Perhaps some of the
locals know of some.
|
Talk with a citizen in the city (for example, the woman behind the bar in the lodge) and bribe
them so they'll tell you about Margate. Find her, and talk with her. She wants 5 pieces of
ectoplasm, and then she'll help you. Remember how I told you to collect them?
|
I've heard a rumor that Margate, who lives in Leyawiin, may have jobs for the Fighters
Guild.
|
|
Margate has told me that she would pay well for minotaur horns or ogre teeth. However, she
doesn't trust the Guild yet. I'll need to bring her five portions of ectoplasm, and she'll give
us her business.
|
If you don't have 5 pieces of ectoplasm (most likely) there are various ways to get them:
- Buy them at the All Things Alchemical in Skingrad.
- Enter the dungeon of a random chapel. They often have ghosts.
- Go dungeon-hunting.
Once you got them, give them to Margate.
|
I've brought Margate the ectoplasm she requested. She'll now pay Fighters Guild members for
minotaur horns and ogre teeth. I should tell the men back at the Five Claws.
|
Well, tell the people the good news.
|
I've told Dubok, Rellian, and Vantus about Margate's need for ingredients. They've
agreed to accept the long-term contract. As this should keep them out of trouble, I
should report back to Oreyn.
|
When you head back to Modryn Oreyn, he'll promote you to Swordsman.
|
Oreyn was pleased with my efforts, though troubled that the Blackwood Company is
stealing Fighters Guild contracts.
|
|
|
Den of Thieves |
|
Want more work? Head to Azzan.
|
Azzan has given me a contract to find the lair of some thieves near Anvil. I am to travel
with another fairly new recruit, Maglir. I should go to Anvil first and see what information
I can learn about the thieves.
|
Talk with a random person in Anvil to directed towards Newheim the Portly. Talk with him
and he'll tell you where the cave is. Also accept the side-quest to find his family
heirloom, because it's easy enough to do.
|
People in Anvil have suggested I speak with Newheim the Portly. He apparently had some
goods stolen by the thieves.
|
|
Newheim has told me that the thieves are all Bosmer and may be located in Hrota Cave,
north of the city of Anvil. Maglir and I should travel there and take care of them.
|
Head noth of the city to find the cave. Get rid of all the thieves inside, and make sure
you get the family heirloom too. There is also a nice Dwarven Longsword here (Blade, one
hand).
|
Maglir and I have succeeded in clearing Hrota Cave of all of the thieves living there. I
should return to Azzan for payment of the contract.
|
If you got the heirloom, return that first. After that return to Azzan to finish the quest.
|
|
Amelion's Debt |
|
Azzan has no more work, but Burz gro-Khash does.
|
Burz gro-Khash has given me a contract to retrieve an heirloom for Biene Amelion, who
lives in Water's Edge, a small settlement near Leyawiin. I should report to her for
further details.
|
Water's Edge is a small village north of Leyawiin. When you talk with Biene Amlion, she'll
explain that her father left her a big debt, but that she'll be able to pay it off by
getting a sword and armor from the family tomb. You can get the sword and armor, or pay
her 1000 gold. The latter is easy, but probably not worth it.
|
Biene Amelion has told me that she wishes for me to retrieve her grandfather's ceremonial
sword and cuirass from their family tomb. She is in debt to a local merchant, and she
wishes to sell the sword and cuirass to pay off the debt.
|
|
I have learned where to retrieve the sword and armor for Biene Amelion.
|
The tomb can be found north of Leyawiin, but on the other side of the river (it's almost
straight to the east of Water's Edge). There is an Oblivion gate close too, but that's not
the point. Inside you'll have to open a secret passage by pulling a cord in order to
proceed your journey. At the upper level you'll find the sword and armor.
|
I have retrieved the ceremonial sword and armor from the Amelion Tomb. I should return
them to Biene Amelion.
|
If you want to keep the sword and armor (possibly worth over 1000 gold), you can just give
her 1000 gold. If you don't want the stuff, you can give them to her.
|
I have given Biene Amelion her grandfather's ceremonial sword and armor so she may sell it
in order to pay off her debt. I should return to gro-Khash in Cheydinhal.
|
When you return, you'll be able to advance to Protector. Yay!
|
|
The Master's Son |
|
There is nothing to do in Cheydinhal anymore, but enough in Chorrol.
|
I've been told I should report to Modryn Oreyn in Chorrol for assigned duties.
|
When you talk with Modryn Oreyn in Chorrol, he'll explain the quest - complete a mission
with the Guild Master's son. He can't die, so it's easy enough.
|
Modryn Oreyn would like me to complete a mission with Viranus Donton, the Guild Master's
son.
|
|
In order to boost the young Donton's confidence, I'm to help Viranus discover what
became of Galtus Previa in Nonwyll Cavern, northwest of Chorrol.
|
Have a chat with Viranus Donton. He much be fond of this mother, because he wants to
speak with her first. Tell him not to, and head to the cave. It's northwest of Chorrol,
and you can reach it by going through the wilderness.
|
Viranus Donton and I have arrived at Nonwyll Cavern. We'll have to find out what
happened to Galtus Previa, and I should make sure no harm comes to the young Donton.
|
After slaying a few trolls and other creatures, you'll find the corpse of Galtus Previa.
|
We have found the corpse of Galtus Previa. We should now return to Modryn Oreyn.
|
Report back to Modryn, and Viranus will leave your party. However, he as another job for
you straight away.
|
We have returned with news of Galtus Previa to Modryn Oreyn. He was pleased with our efforts,
and has paid the contract for Donton. For my efforts, he has given me a magic blade.
|
|
|
More Unfinished Business |
|
|
Modryn Oreyn has told me to go to Bravil and find out why Maglir has defaulted on another
contract.
|
When you go to Bravil, you can find out Maglir is on a tavern called the Lonely Suitor Lodge.
Visit the fool and have a chat with him.
|
I've been told that Maglir can be found in the tavern at the Lonely Suitor Lodge.
|
|
Maglir tells me that he is no longer a member of the Fighters Guild. He is tired of trying to
scrounge up work, so he has joined the Blackwood Company.
|
So much for Maglir. Report this back to Oreyn, and he'll tell you to finish the contract, so
talk with Aryarie in the Bravil Mages guild to get the real quest.
|
Oreyn says I should speak with Aryarie in the Bravil Mages Guild in order to get the details
needed to complete Maglir's contract.
|
|
Aryarie at the Mage's Guild has told me she is glad someone from the Fighters Guild is going to
fulfill her contract. She was unwilling to hire the Blackwood Company, as she disliked their
reputation. She would like me to find 10 portions of imp gall, and suggests Robber's Glen
Cave might be a good spot to hunt for it.
|
Robber's Glen Cave can be found by following the road north of Bravil. Inside you'll find 12
imps and one troll - enough to finish the quest. Give the stuff back to Aryarie to get a nice
ring.
|
I have found 10 portions of Imp Gall. I should bring them to Aryarie.
|
|
Aryarie was pleased with the Imp Gall I brought her. As an extra reward, she's given me a
Ring of Aegis. I should return to Oreyn.
|
When you talk with Oreyn, your rank will be increased again - this time to Defender.
|
|
Azani Blackheart |
|
Modryn Oreyn has another job for you, but this time it's unofficial...
|
Oreyn would like to speak more about duties, once I am promoted to the next rank.
|
|
I went to Modryn Oreyn to ask about duties, but he told me he had no "official" duties. However,
he asked me to meet him at his house later tonight.
|
Wait until it's around 8 pm, and head to the house of Modryn. Talk with him, and he'll tell you
to meet him in Leyawiin.
|
I met Modryn Oreyn at his house, as he requested. He told me a story about Azani Blackheart,
Vitellus Donton's death, and the Blackwood Company's current involvement. He would like me to go
with him now to find out what really happened.
|
|
I am to meet Oreyn at the Fighters Guild in Leyawiin. From there, we will travel to Arpenia to
look for Azani Blackheart.
|
Head to Leyawiin by fast-traveling, because following Modryn will take ages, and there'll be
plenty more of him to see this mission. Arpenia can be found far north from Leyawiin. He'll
follow you there, so guide the way.
Inside of Arpenia, explore every single bit - make sure you leave no part of the map
uncovered. This means you need to go through a series of traps. Once you did this, Modryn
will tell you he knows of another ruin, where Azani Blackheart most likely is.
|
We've searched the ruins of Arpenia, and the place is deserted. There are no corpses, no signs
of battle. Oreyn believes that the entire story was made up by the Blackwood Company, that
perhaps they paid off Azani Blackheart to move his base of operations. Oreyn suggests we
search nearby Ayeleid ruins, and knows of one to the northeast.
|
Follow Modryn towards the next ruins, north of your current location. Inside you're the one
who's leading again, so explore the place until you found Azani Blackheart. Kill him, and
(if you're using light armor) make sure you grab his goodies. Get the ring too, because Modryn
wants it.
|
Oreyn and I have found and defeated Azani Blackheart.
|
|
I have given the ring to Oreyn. This will allow him to prove that it was the Fighters Guild
who finally defeated Azani Blackheart.
|
Modryn will leave the ruins by himself, and tells you to do some other jobs for now.
|
|
The Wandering Scholar |
|
Talk with Azzan to get yourself a brand new job.
|
Azzan has given me a contract to escort Elante of Alinor, a scholar doing research on Daedra. I
am to meet her at the entrance to Brittlerock Cave, northeast of Sutch, and protect her while
she explores inside.
|
The easiest way to reach the cave is by heading to Kvatch, and go northeast from there. Talk
with Elante inside.
|
I've found Elante of Alinor in Brittlerock Cave. She tlles me that she would like to travel to
the bottom of this cave comples, as she has heard there is a Deadric Shrine there. She will
lead the way, and I will protect her.
|
Elante will lead the way, so follow her. After a short while and a few battles, you'll reach
the shrine and the quest is done already.
|
Elante of Alinor has reached the Daedric shrine, and is ready to leave Brittlerock Cave.
|
|
Elante of Alinor wishes to remain in Brittlerock and continue studying the shrine. I should
return to Azzan for my payment.
|
Head to Azzan for your money. No more quests here, so head to Burz gro-Khash.
|
|
The Fugitives |
|
|
Burz gro-Khash has given me a contract to find and kill some fugitives from a prison break that
have been menacing Bravil. I should go there and see what I can learn.
|
More to follow...
|
Arena Guild By: Sirius Snape |
|
Coming soon.
|
Thieves Guild By: Grawl |
|
Joining the Thieves Guild can be done in two ways:
|
|
May the Best Thief Win |
|
|
I spoke with Armand Christophe, who is a member of the Thieves Guild. He
offered me a chance to join the guild, but I have to compete against two
other thieves, Methredhel and Amusei. Which ever one of us steals Amantius
Allectus' Diary first will be inducted into the Thieves Guild. It's
somewhere in the Imperial City. He told me that the beggars might be able
to tell me where to find him. |
The woman seems to know where the diary is (at least the two times I tried
this), so follow her. If you enter the house after her, you can get the
diary before she does. Anyway, how to get there:
Head towards the ships, and run toward the big tower (it's a lighthouse).
Pass it by and enter the Temple District. Immediately head right into the
small alley, and at the end turn left. The second door on your left is the
house of Amantius Allectus. In his house, check the desk on the right
side to find the diary.
|
I have beaten Methredhel and Amusei to Amantius Allectus' diary. Now to get
back to Armand at Dareloth's garden by midnight. |
Now all you need to do is return to Armand Christophe and give the diary.
|
|
Independent Thievery |
|
Talk with Armand about jobs, and you'll get a quest for this.
|
Armand told me that he won't have any commission jobs for me until I
sell more stolen property to Ongar the fence. I'll need about 50 gold
worth of stolen goods before he will trust me sufficiently.
|
It should still be somewhere in the night, so you can try to steal some
things. If you're not able to do this, you can wait or do this when night
falls and you're in a city.
Whenever you want to sell your stolen goods, head to Bruma (fast-travel or walk,
whatever you like) and find the house of Ongar.
|
I've reached my goal. I have fenced over 50 gold worth of goods. I should
go see Armand sometime. He might have something for me.
|
Once you sold worth 50 gold, talk with Armand again to get a real job. Note that you need
to repeat this after every quest, where the amount of stolen gold becomes bigger and bigger.
Eventually you'll need to have stolen worth 1000 (or more) gold. In order to keep this
all a bit easier to navigate, I will just tell you how much stuff you need to steal in order
to start the quest.
|
|
Untaxing the Poor |
|
Talk with Armand about the special jobs to get this one.
|
Armand of the Thieves Guild has asked me to recover the tax records and
taxes collected by the Imperial Watch. They are being held by an over-zealous
Captain called Hieronymus Lex in the South Watchtower.
|
Quite an easy quest. Wait until it's night, and then head towards the house
where you stole the diary. Around there, you'll find the South Watchtower.
Enter it, and from that moment on sneak. There will be guards downstairs,
but just go up. Keep going up until you ended up in the room with
Hieronymus Lex. In order to get here, you'll need to pick a lock.
Once you got here, make sure not to wake him, and open the drawer to find
the money and the records.
|
I found the tax records. Now to get them back to Armand in the Waterfront
district.
|
Do as said - bring them back to Armand. |
|
The Elven Maid |
|
Have a chat with Armand for a new job. Note that, just like before, you need to sell some stuff
before you're able to get new job.
|
Armand of the Thieves Guild has asked me to steal the bust of Llathasa Indarys from Cheydinhal.
They will pay 100 gold coins.
|
Head to Cheydinhal and ask a beggar about the bust. He'll tell you where it's located.
|
I learned that the bust of Llathasa Indarys is in her tomb. She is buried in the chapel
undercroft of the Temple of Arkay in Cheydinhal.
|
Enter the temple, and find the stairs that lead down. Make sure no one sees you going down
there. Open the door with a picklock and enter the tomb. Sneak in here, and watch out, because
there is someone guarding the bust. Find the bust, and sneak out again.
|
I have the bust. Now to get back to Armand.
|
When you try to find Armand, you'll find out he's not around.
|
The Waterfront if crawling with Imperial Watch. They are all looking for Armand Christophe. I'm
sure he won't show at midnight. Dareloth's Garden is too hot. I'll need to find out where he
is hiding. Maybe one of the other Thieves Guild members knows. I'll have to start asking around
for them.
|
Methredhel is looking for you. She can explain you what's going on.
|
Methredhel contacted me. She says that this whole job was just a setup to flush out the
informant, a Dark Elf named Myvryna Arano. They didn't see fit to let me in on the plan
though. She has specific instructions from Armand to plant the bust in Myvryna's cupboard. Then
I have to find Hieronymus Lex and snitch on her.
|
This may be a bit tricky, with all the guards around. Find her house (Hieronymus Lex is close
to it) and enter it using a lockpick. If you're out of lockpicks, just head to your fence in
Burma. Only enter her house at night, because she'll be around. Place the bust in her cupboard
when she sleeps, and find Hieronymus Lex.
|
The bust is in Myvryna's cupboard. Now to tell that windbag Lex where to find it.
|
You may have to bride him before you're able to convince him where the bust is. He'll command
you to follow him, in case you're not telling the truth. Inside, he'll find the bust and
Myvryna will say she is the informant. She can go to jail, and is out of the Thieves Guild.
|
Hieronymus Lex found the bust I planted. Now all I have to do is report to Armand. Unfortunately
I'll have to wait until the next midnight for him to return to the Garden of Dareloth.
|
Do some other stuff and find Armand when he's back. This ends your work here. It's time to move
on in the rank of the Thieves Guild. Good job.
|
|
Adharji's Heirloom |
|
|
Armand is no longer my primary Thieves Guild contact. My new contact is S'krivva, in the city of
Bravil. I can find her either at home or at the Lonely Suitor Lodge. I should ask her if there
are any commission jobs for me.
|
After stealing more stuff and selling it to your fence, S'krivva will have a new job for you.
Find her, and ask her about it.
|
S'krivva has asked me to retrieve a ring that belongs to Ahdarji. She is a Khajiit living in
Leyawiin. I need to go to Leyawiin and see if I can find her.
|
Head to Leyawiin, and find Ahdarji. Talk with her about the matter.
|
Ahdarji is offering 100 gold coins for her ring. The ring was stolen by Amusei. I wonder if
that is the same Argonian that I competed against to get into the guild? I'll have to look
around for him.
|
Pay a beggar some money to find out where Amusei is.
|
Amusei is in jail here in Leyawiin. The only way I'm going to find that ring is to talk to him
there.
|
Walk towards the jail, and pass the guard. Make sure you hurry up, because the guard will
follow you after a short while. Open the door with a lockpick and make sure you have another
one ready (in your inventory, that is). Talk with Amusei, and give him a lockpick to make him
tell you where the ring is.
|
Amusei knows where the ring is, but he won't tell me unless I get him a lockpick.
|
|
Amusei told me that the ring was inscribed on the inside with the name Alessia Caro, a.k.a.
the Countess of Leyawiin. Apparently he tried to sell it back to her. When he went to
deliver the ring, he was arrested and thrown into jail. She kept the ring. It must be somewhere
in the castle, assuming she isn't wearing it. I'll need to find someone who can tell exactly
where. This might be a good time to revisit Ahdarji, or to see what the beggars know.
|
Instead of going out and asking beggars, you can bribe someone from the staff too, and ask
where the ring is. One of them will tell you she wears it most of the time.
|
It seems that Alessia Caro wears the ring all the time, which is going to make it really
difficult to steal it from her. However, I learned that she always takes it off at night.
I'll have to sneak into her bedroom at night and rifle through that jewelry box.
|
Wait until it's night (2 am will do) and picklock the door open that leads to her bedroom
(up the stairs). There are guards around here, so watch your step. Open the first door on
your right, and follow it to the end to end up in the bedroom of Allesia Caro. Open her
jewelry box and sneak out again.
|
I've got the ring. Now to find Ahdarji and collect my reward.
|
Well, head back to Ahdarji =p
|
Ahdarji was very grateful and rewarded me nicely for the ring. I get the feeling she
hates Argonians though. No wonder Amusei had trouble with her. Now all I have to do is
report back to S'krivva in Bravil.
|
Go back to Bravil and have a chat with S'krivva.
|
|
Misdirection |
|
When you stole worth 300 gold, you can get this quest from S'krivva in Bravil.
|
S'krivva tells me that Hieronymus Lex, Captain of the Imperial Watch, has pulled guards
from all over the Imperial City to lockdown the Waterfront. He has vowed to remain there
until someone rats out the Gray Fox. If I want to help I have to find Methredhel. She is
hiding somewhere in the Imperial City.
|
Methredhel lives in the Talos Plaza District, where she is hiding. A beggar can tell you the
direction. Have a chat with her.
|
Methredhel has a plan to force Hieronymus Lex to lift his siege of the Waterfront. Myself
and four other Thieves Guild operatives will go on a crime spree. Each of us is assigned a
high profile item to steal. I am to steal Hrormir's staff from the Archmage's room at the
Arcane University. I have a note I am supposed to leave in his nightstand.
|
Head to the Arcane University, and wait until it's about 3 am. Enter the big tower, and
take the teleporter up. Here, take the next teleporter into the Archmage's room. Grab the
Hrormir's staff and put a note into the night stand.
|
I have Hrormir's Icestaf. All I need to do is leave the note in the nightstand.
|
|
I slid the note into the Archmage's night stand. Now to get the staff back to Methredhel.
|
Well, give it back... Wait, "back"? It never was hers... ah well...
|
I gave the Icestaff to Methredhel. She says we need to wait for the nobles and wizards to
act. She wants me to watch Lex until he is ordered to leave the Waterfront. I have to make
sure I get close enough for him to overhear any conversations. When he does, I report back to
Methredhel.
|
Head to the Waterfront, and watch how a mysterious person gives Hieronymus Lex a note. He
seems to be bad at holding things, and drops it. Grab it for him, but keep it.
|
While spying on Hieronymus Lex, I saw a Dremora deliver a note to him. Lex has begun moving
his watchmen out of the Waterfront. I think this is the signal for me to report back to
Methredhel. Lex dropped that note. I wonder if I can find it?
|
Report the good news back to Methredhel. To show the "good will" of the Thieves Guild, you
need to deliver the staff back.
|
Methredhel has one last task for me. It's too dangerous to return Thormir's Icestaff
directly to the Arcane University. Instead, I have put the Icestaff into a chest in Ontus
Vanin's home. He is a researcher for the Arcade University and will certainly find it
there.
|
Find the house of the researcher, and put the staff in his chest a night. Problem solved.
|
I've planted the Icestaff in the chest in Ontus' bedroom. I should go see S'krivva and
collect my reward.
|
Have a chat with S'krivva to finish this quest.
|
|
Lost Histories |
|
Once you stole worth 400 (or more) gold and sold it, you can get this quest from S'krivva.
|
S'krivva of the Thieves Guild has asked me to find out what happened to the thief named
Theranis. He was sent to steal a book entitled Lost Histories of Tamriel from the wizard in
Castle Skingrad. My job is to recover the book. S'krivva doesn't care if Theranis delivers it to
her or I do. I'm getting 400 gold coins either way.
|
Head to Skingrad and find a beggar who can tell you what happened to Theranis.
|
I discovered that Theranis was arrested. It seems he was found in a tavern, drunk and bragging
about stealing something from Castle Skingrad. The Captain of the Skingrad Guard overheard him
and arrested him. I'm going to have to break into the dungeon if I want to speak to Theranis.
|
There are three ways to get to the jail where Theranis is:
- Steal something and go to jail.
- Head into Castle Skingrad, head into the dungeons, sneak past the guard and open the gate
(too hard to do, really).
- Head into Castle Skingrad and talk with the guard in the dungeons. He won't let you in,
but tell you about the butler. Find the butler Shum gro-Yarug. He will hire you as a person
to feed the prisoners.
|
It seems that the butler, Shum gro-Yarug, is hiring up at Castle Skingrad. Penetrating the
castle would be much easier if I had that job.
|
|
I got myself hired as a servant in Castle Skingrad. I only have access to the Great Keep, but
that should help. Shum gro-Yarug says that the jailors will open the prison door for me. Now I
just have to find Theranis.
|
Head towards the jail, and let the jailor open the door for you. Cranky as he is, he will still
do it. Inside is no sign of Theranis, but have a chat with Larthjar the Laggards. Promise to
set him free and ask him about "the Pale Lady". Be sure to let him free.
|
The only prisoner in Castle Skingrad's jail is Larthjar. He told me that the Pale Lady, whoever
she is, took Theranis days ago. I don't like the sound of that. There was an Argonian prisoner
in the same cell as Theranis. Apparently he was also takes by the Pale Lady just a couple of
hours ago. The Argonian put up quite a struggle and was bleeding. It's the only clue I've got
right now. I'd better follow it.
|
Look for blood on the floor, and open a secret door using the "Strange Candle". Follow the trail
of blood, while opening more doors until you find a vampire. Kill her, and look around to find
the body of Theranis.
|
Theranis is dead. I found his body in the secret chamber with Amusei and the Pale Lady.
|
Amusei again... well, he has a note on where to find the book, and he won't give it until you
two escaped from the castle.
|
The Argonian in the cell with Theranis turned out to be Amusei! Before he died, Theranis told
Amusei where he hid a special treasure, which I assume is the book. If I can get him out of
there, Amusei will tell me where the book is hidden. Of course being seen helping a known
prisoner to escape is a crime. I'll have to avoid the guards in the castle.
|
Make sure it's night, so not too many people are wandering about.
The Pale Lady holds a key to both the jail and the castle. Going back the way you came would be
suicide, since the guard is always around. Instead, leave the wine cellar (steal the most
expensive ones) and take the door on the right. Then cross the long hall, into the dining room
and open the door here to end up in another hall, which also gives access to the main hall.
Don't go to the main hall, but walk straight ahead to end up outside. The door opposite is the
door that leads to the dungeons. Head through the main gate and hopefully no guard will be
around. When you walked a bit further, Amusei will give you the note.
|
Amusei and I escaped from Castle Skingrad. Let's see if he will keep his word and tell me about
the book.
|
|
Amusei was grateful for being saved from the Pale Lady and told me where to find the book. It's
under a bush, behind Nerastarel's house, near a well.
|
Find the book and report back to S'krivva.
|
I have the Lost Histories of Tamriel. Now all I have to do is return it to S'krivva in Bravil.
|
|
|
Taking Care of Lex |
|
Have a chat with S'krivva after stealing 500 (or more) worth of gold to get this quest.
|
S'krivva tells me that the Gray Fox is tired of Hieronymus Lex causing problems. He wants Lex
removed once and for all. Countess Umbranox of Anvil is in need of a Captain of the Guard. She
sent away for a list of recommendations from the Imperial Watch guard. I must create a forgery
that recommends Lex and deliver it to her personally. The Gray Fox has a special interest in
Countess Umbranox and has chosen Lex to be her protector. Very curious.
|
|
First, I steal the letter from steward Dairihill's desk in Castle Anvil. Then get a forgery
made. I have to find and pay for my own forget. Then seal it with the Imperial Watch seal from
the legion commander's desk in the Imperial City. Dairihill cannot be trusted to deliver the
letter. I must personally deliver the forged letter to Countess Umbranox of Anvil. I will be
paid 500 gold, plus the cost of the forgery.
|
When you head to Anvil, talk with a beggar to get some information about the office of Dairihill.
He says that it won't be easy to get there, but there is some kind of secret passage. The
blacksmith is suppose to know more.
|
A beggar told me that there may be secret ways in the castle. I am supposed to find the
blacksmith. I'm not really sure why.
|
Enter the castle and talk with the blacksmith. He'll open a secret passage for you, which'll lead
to a secret door very close to the room of Dairihill.
|
Orrin has shown me a secret passage within the walls of Castle Anvil. It should let me get closer
to Dairihill's office without being seen by the castle guards.
|
Enter the passage and wait until it's around 3 am to make sure not many guards are around.
Follow the secret passage and enter the secret door. On your left is the office of Dairihill.
Enter it, and find the letter.
|
I have the letter. Now I need to find a forger.
|
Head down the secret passage again to end up in the room with wine. Be sure to steal the bottles,
because they'll help you keep the fencers happy. Outside, a beggar will be able to tell you
where a forger lives. Visit him, and he'll be "happy" to forge the letter.
|
My sources tell me that there is a master forget in Anvil. He is known only as The Stranger. He
lives in a house by the Mages Guild.
|
|
I delivered the letter to The Stranger. He said to return in a day and he would have the new
letter ready. It's going to cost 500 gold coins.
|
24 hours of doing something else. If you don't have the 500 gold, you can start with getting
those together ;) Otherwise, just hit 'T' or do something else. Return to him in 24 hours.
|
The Stranger has forged a new letter for me. Now I have to go to the Imperial Legion compound in
the Imperial City. I have to seal the letter using the official seal of the Legion Commander.
|
Head to the Imperial City and wait until it's night. Sneak into the building and find the seal.
Note that you don't have to open all the doors, because you can also walk through the room
where the soldiers sleep.
|
I've sealed the letter with the Legion Commander's seal. Now I must deliver it to Countess
Umbranox personally. I will take on the role of courier.
|
Head to Bravil and deliver the letter to Countess Umbranox. Be sure to talk with Dairihill
after this, to get some extra gold.
|
Countess Umbranox has given me her response. Now I need to deliver it to Hieronymus Lex. The
look on his face should be priceless.
|
Well, tell Hieronymus Lex the "good news". He won't be too happy, but march off to Bravil
straight away. You can visit him, if you want =p
|
Hieronymus Lex was shocked to learn he has been reassigned. Now the Thieves Guild will be safe
from his persecution. All I have to do is get back to S'krivva to collect my reward.
|
Well, head to S'krivva to finish the last quest with her. From now on you'll work straight for
mister Gray Fox himself!
|
|
Turning a Blind Eye |
|
In order to start this quest, you need to steal worth 600 (or more) gold and sell it to a fence.
Then make sure you're in a capital city (Bruma won't qualify, for example) a wait (press 'T')
until a messenger, in this case Methredhel, arrives and hands you a note from the Gray Fox.
Although the description tells you to wait in the Imperial City, it doesn't really matter. For
example, if you finished the last quest and already fenced worth 600 gold, Methredhel will find
you faster, than if you would head to the Imperial City first. Note that the first description
of the two below doesn't really belong to this quest, but to "Independent Thievery".
|
I've reached my goal. I have fenced over 600 gold worth of goods. When I'm in the cities, I'll
have to keep an eye out for messengers from the Gray Fox. He could call for me at any time. I
should wait in the Imperial City if I want them to find me quickly.
|
|
Methredhel sought me out and delivered a message from the Gray Fox. I am to meet him at the
home of Helvius Cecia in Bruma. He has an important task for me. Finally, I am going to get to
meet the head of the Thieves Guild in person.
|
Head to Bruma and enter the house of Helvius Cecia ("The Gray Fox is waiting inside") to meet
the Gray Fox. He'll ask you to steal Savilla's Stone from a monastery with monks... blind monks.
Sounds easy? It is.
|
The Gray Fox has given me the task of recovering Savilla's Stone from a monastery known as the
Temple of the Ancestor Moths. It is in the mountains, somewhere north of Cheydinhal, in the
farthest corner of Cyrodiil. Killing the human guardians of the stone will not put a bloodprice
on my head, but killing innocent people will. The Gray Fox has promised me 500 gold coins.
|
You may, or may not have a quicker access to the monastery. If you did a bit of the main quest,
you can simply drop yourself off at a lake that's a bit south of there. If you didn't, head to
Cheydinhal and go north from there to reach it.
|
I found the Temple of the Ancestor Moths. Now I just have to locate Savilla's Stone. Maybe I
can persuade one of the monks to help me.
|
Find a monk, and bribe him until he shows you the catacombs. Follow him there.
|
Brother Holger (name may be of another monk) has agreed to show me the entrance to the
catacombs. I should follow him.
|
|
I've entered the Catacombs of the blind monks. The Gray Fox hinted that the true guardians of
Savilla's Stone would not be subject to Blood Price. I'm betting that also means they won't be
too happy to see me. I'd better be careful from here on.
|
Check your map and follow the marker until you found the room with Savilla's Stone. Defeat the
guardian, and grab the stone. Watch out for the two red stones, and they are protecting the
stone and will hurt you.
There is no need to go all the way back. Instead, enter the room on the right (looking from a
view when you entered) and simply go up here. Also grab the note to learn a bit more about the
cowl the Gray Fox is wearing. Head back to him, and give him Savilla's Stone.
|
The Gray Fox has rewarded me for my efforts. He was fairly mysterious about why he needed the
stone. He asked me to be available for when he next calls for me.
|
|
|
Arrow of Extrication |
|
Fence worth 700 gold, and (you know the drill) stay put until a messenger arrives (not in
Bruma though). This time it's your old friend Amusei.
|
Amusei sought me out and delivered a message from the Gray Fox. I am to meet him at the home of
Malintus Ancrus in Chorrol. He has another task for me. It seems Amusei has finally straightened
up and joined the Thieves Guild. He is even trusted enough to deliver messages from the Gray Fox.
|
Head to Chorrol and talk with the Gray Fox for your next job.
|
The Gray Fox will pay me 500 gold coins to steal the Arrow of Extrication. It was recently
recovered by Bravil's court wizard, Fathis Aren. There will be no bloodprice for killing Fathis, so
long as he doesn't die in the castle. I should start my search in Bravil.
|
In Bravil, a beggar will tell you that he keeps all his good in a tower outside of Bravil. However,
the tower can't be entered from the outside, so there must be a secret passage from within the
castle.
|
A beggar in Bravil told me that Fathis Aren has claimed the ruined tower southeast of the city for
himself. The door to the tower is impenetrable, but rumor has it that Fathis used a secret passage
from inside the castle to get to it.
|
Enter the castle, and wait until it's day (yes, day). At night guards are guarding the door that
leads to the hall, which leads to the room of Fathis Aren (still there?). So basically, enter the
door to a hall at day, take a left, and enter the room of Fathis Aren. Remember your map is your
friend. Search the two chests that are next to each other to trigger an event.
|
I found Fathis Aren't rooms (rooms?) in Castle Bravil. Now to locate the Arrow of
Extrication.
|
|
I've searched both chests in Fathis Aren's room. Neither had the Arrow of Extrication. I'm
beginning to think it isn't here. This room doesn't seem to have enough wizardly stuff for a
wizard of Fathis stature. I wonder if there is a secret chamber where he keeps his more
valuable treasures?
|
Yes there is. Find the movable pillar to open a secret passage. Enter the door here to find an
underground entrance. Open the door straight ahead of you, and take the upper path to end up in
some water. Follow it until you find out that the path is "broken" and a pool where you can dive.
Note the fishes (hostile fishes, mind you) here. If you dive all the way down, you'll end up outside
in a lake. Don't do this. Instead dive down just a bit, and find a passage that you can swim into.
Follow this, and keep opening doors and defeating enemies until you end up in the tower.
Here, find your way up. In one room you'll find the Arrow of Extrication. Bring this to the Gray
Fox.
|
I found a key shaped arrow head, but not the whole arrow. This must be what the Gray Fox is looking
for, or at least as close as I am going to get. I should take it to him.
|
|
The Gray Fox accepted the key shaped arrow head. Apparently it is all that remains of the Arrow
of Extrication. He is going to try and get it reforged. He thanked me for my efforts and
promoted me to Master Thief in the Thieves Guild.
|
|
|
Boots of Springheel Jak |
|
Before you can start this quest, you need to steal worth 800 gold (or more). Wait in a main city and
Amusei will give you a new note.
|
Amusei has given me another message from the Gray Fox. I am to meet him at Ganrendel's house in
Cheydinhal.
|
Head to Cheydinhal and have a chat with the Gray Fox about your next job. It's quite an easy one.
|
There is a descendent of Springheel Jak living in the Imperial City named Jakben, Earl of Imbel.
The Gray Fox has suggested I look there for clues as to where he is buried. Once I know where
to look, I am to get the boots and bring them back to the Gray Fox in Ganredhel's house in
Cheydinhal.
|
Head to the Imperial City and ask a beggar to find out where the house is. Enter it, and make
sure the servant isn't at home. If he is, wait until the next day. Now enter the house when it's
day and talk with Jakben. He is terrified, because his servant isn't home, and will tell there is
a family mausoleum in the basement of the house, and even gives you the key.
|
What luck! The family mausoleum for the Imbels is in the basement of the Jakben's house. The poor
Earl was so terrified he told me everything I needed to know. He even gave me the key! Now to
find those boots.
|
Head to the mausoleum and look around for the coffin of Springheel Jack. The boots aren't here,
but make sure to read the diary to find out Springheel Jack is/was a vampire. And why does
Jakben only leave his house at night? Why doesn't he sleep in a bed... Talk with him... or
rather... kill him, in order to get the boots. Give them to the Gray Fox to finish this off.
|
The boots were not in the tomb of Springheel Jak. I did find a diary though. Maybe it can
provide a clue.
|
|
I have the boots. Now to get back to the Gray Fox in Ganredhel's house in Cheydinhal.
|
|
The Gray Fox thanked me for getting him the boots. He paid me 500 gold coins for my efforts.
|
Apparently it's not even needed to enter the mausoleum in order to get the boots. Also, there is
a diary on the top floor that hints about the mausoleum too. This is all unconfirmed though.
|
|
The Ultimate Heist |
|
Before you can start this quest, you need to have stolen worth 1000 (or more) gold. When you did,
stay put until Amusei gives you a note.
|
Amusei has given me another message from the Gray Fox. I am to meet him at Othrelo's house in the
Elven Gardens district in the Imperial City.
|
Head to Othrelo's house to start the last quest. Beware that it's quite big and will the
hardest too. You probably expected this anyway. You'll get two of the items you stole for the
Gray Fox back, because you'll need them for your quest (the boots to "reach inaccessible places
and for long jumps", the arrow to "open the last door to the palace").
|
The Gray Fox intends to steal one of the Elder Scrolls from the Imperial Palace. The audacity
of such a theft is astounding! The Gray Fox has laid out the plan for me. It's not simple, but
he has given me a written copy for my reference. He has even set aside the guild rule of
blood price for this heist. Now I just have to execute the plan. The first step is to
infiltrate the Imperial Palace and activate the Glass of Time, whatever that is.
|
Even though the Gray Fox told you the Blood Price will be ignored for this quest, you shouldn't
kill anyone. This will only raise your bounty, and it's possible to finish the quest without
getting a single bounty. Even better - it's possible to finish this quest without getting seen
by guards.
Head to the Imperial Palace and head towards the basement. Make sure the guard doesn't see you
when you pick the lock. Inside, a guard will be wandering around. He'll first walk from one side
to the other on the outer circle, and then head back by taking the shortest path - by entering
the circle. Simply tail him, and active the Glass of Time. This will open the Old Way, which
we'll enter later.
|
I have activated the Glass of Time. According to the Gray Fox, the door to the Old Way in the
Imperial Sewers should now be open. Now I just have to find it.
|
Find the sewers (first exit the Imperial Palace, yes) and enter it. Inside you'll have to turn
some wheels, but the path is very linear eventually you'll find the Palace Sewers entrance.
|
I have found the sewer entrance that the Gray Fox told me to look for. Now I need to find the
Old Way.
|
From now on, you'll meet quite some enemies. The path however, is still very linear. Keep going
until you find a wooden door - the Old Way.
|
I have found the Old Way. This is clearly a long abandoned sub-basement of the Imperial City.
It looks like it's going to be a long journey to get into the Imperial Palace this way. I need
to find the door that connects to the palace interior. If I remember correctly, I will need the
Arrow Extrication in order to open that door. (Note how the game actually says "I will need
the the Arrow Extrication to unlock time in order to open that door.)
|
A long journey? Indeed... Eventually (yes, linear path) you'll end up in a room with a gate
ahead that's closed. You'll also note two red crystals, that aren't activated, and thus
aren't attacking you. You need to jump up to the balcony ("reaching inaccessible places")
and push one of the two buttons here. The gate will open for a short while, but so will the
crystals. Run though and enter the next room. Here, walk all the way to the end of the room.
|
There must be some secret way to open this door. I'll bet this is where I have to use the
Arrow of Extrication. Most likely I have to be standing in a special place for the keyhole to
open up. It will be somewhere with a clear view of a pillar.
|
Head east, and another message will pop up (what is there left to explore?).
|
These walls look like they are meant to move. Maybe the place I need to stand to fire the
arrow is behind them. I'd better look for a way to get through them.
|
Note there is a door here. Open it, and push the button on the left. This will open a secret
door in the chamber below. Follow that path until you find another button. Push this to remove
the walls in the big room where you got the messages about how the walls were "meant to move".
Go back there, and get rid of the new enemies. Stand on the plate between the two red crystals.
|
This must be the spot. Standing on this pressure plate opens the pedestal at the far end of the
room. I should practice with normal arrows a few times before trying the Arrow of Extrication.
I will only get one try.
|
You can practice with normal arrows, but you can also do a save and do it that way. If you miss,
you'll have to reload, or find the arrow (not sure if that works).
|
I've used the Arrow of Extrication to activate the door and open the secret way into the
palace. There is no telling where I might end up. I should take care to extinguish my lights,
muffle my footsteps, and be stealthy as I enter the door.
|
The door is protected by two guardians. Finish them off, get into sneak-mode and enter the door
to enter... a room full of sleeping soldiers... The easiest thing to do, is to tail guards that
leave the room. Simply follow the markers on the map. However, it'll show you to enter the
library through a door you can't enter. If you encounter this, simply go up one floor and enter
it that way. Sneak past the blind monks and sit down to receive the Elder Scroll!
|
I've seated myself in the reading chair. Now I just have to wait for them to bring me the
scroll. So long as I don't speak to any of them, the priests seem to be assuming I am Celia
Camoran.
|
|
I have the Elder Scroll! This is the treasure of the century. My name shall be known across
Tamriel for this theft! Now to get it back to the Gray Fox. The way back is blocked. I'll have
to go upstairs to find a way out. Even through they are blind, these monks will not be easy to
sneak past.
|
Head up the stairs again (don't bump into a monk) and keep going up, floor after floor.
Eventually the marker will show a green marker, indicating this is the correct room. Tail a
guard and open the lock. Get out of sneak-mode, and run to the fire place. Use it, and you'll
fall down. If you want to keep the boots, and think you are strong enough, you can unequip
them. Otherwise leave them on, and they'll be destroyed when you fall down.
|
I have escaped from the Imperial Palace by jumping down a chimney chute in Ocato's bedroom. I
hope the Royal battlemage won't mind me misusing his ash flue. I can only hope my fall doesn't
end too abruptly. I wonder if this is what the Gray Fox said I would need the Boots of
Springheel Jak for?
|
You'll fall down, and end up just outside of the door that leads to the Old Way. I wonder
though, if you could go down that way, why didn't anyone bother to go up that way? It'd be
much easier, right? Anyway, now you stole the Elder Scroll, return to the Gray Fox.
|
The Gray Fox has yet to pay me for stealing the Elder Scroll from the Imperial Palace. To get
my reward, I have to present a ring to Millona Umbranox, the Countess of Anvil, and gauge her
reaction to it. I don't understand what this has to do with the Elder Scroll, but for now I'll
trust him.
|
Head to Anvil, and talk with the Countess when she is on her throne. Show her the ring, and
she'll tell her it's from her husband - but can't even remember his name or face. This is
where the Gray Fox shows up. With the Elder Scroll, he manages to lift the curse of the cowl,
and explain it all to you. His name is Corvus, but there was a curse on the cowl. By putting it
on, his name was removed from history, and everyone forget about him. Because of the Elder
Scroll, he could remove the curse of the cowl.
Not only that, but you'll get the cowl! It gives you quite some
bonuses; +25 to Sneak, +200 to Feather (so you can carry more) and +100 to Detect Life (you'll
see purple clouds where people are, even through walls). The downside is that every time you
put the cowl on, your bounty will be 500. You can half it though using certain persons of the
Thieves Guild and pay the rest off to a guard. However, every time you put it back on, the
bounty will be back too. The best part of this, is how you can lead two lives. By putting the
cowl on, you can commit crime as the Gray Fox. Remove it, and the bounty will be gone too.
|
The Gray Fox, who is no longer the Gray Fox, but is now Corvus Umbranox, has given me the Gray
Fox Cowl of Nocturnal. I am now the new Gray Fox and the new guildmaster of the Thieves Guild.
Due to the magic of the cowl, the Thievesof the guild will not notice the change. However,
since the curse if lifted, I can remove the cowl and be recognized as myself again. Interestingly,
the cowl's magic makes it so that anyone seeing me remove the cowl does not associate me with
the Gray Fox.
|
|
History has been rewritten. I should go see the new Thieves Guild Hall in the Imperial City
Waterfront. The Gray Fox, or Count Corvus as he is now know, told me that I get to run the
place.
|
You'll also get to run the guild now, and even get a hideout. Find the barred door at the
Waterfront in the Imperial City. You can't enter from this way, but you can by entering the
basement of Dareloth's door. It's all yours, and all the members of the Thieves Guild will
visit the hall on a frequent base. Congratulations, and good work Gray Fox!
|
Dark Brotherhood By: Korana |
|
|
There's no guild hall to visit to join the Dark Brotherhood,
so making first contact can be confusing. Ask various people about rumors and you may
eventually come to this topic:
| They say that when you murder
someone, the dark brotherhood comes to you in your sleep. That's
how they recruit new members. |
You do not need to speak to someone
about this rumor. If you murder a character in cold blood without any
witnesses; preferably someone who doesn't deserve to die, and then rest
the Dark Brotherhood will seek you out. Do not kill beggars if you are
a member of the Thieves Guild, or intend to join the Thieves Guild at
a later date. Once you have killed a character this message will appear
on your screen:
| Your killing has been observed
by forces unknown... |
|
|
A Knife in the Dark |
|
Sleep after committing murder, and you
will be greeted by Lucien Lachance, a Speaker for the Dark Brotherhood.
He informs you that he'd like to offer a chance to become part of the
Dark Brotherhood family, but you have to prove yourself worthy. You
do not need to accept his proposal, you can choose to never assassinate
Rufio, thus never joining the Dark Brotherhood. If you choose to kill
Lucien, you will sever your ties with the Dark Brotherhood permanently
and will not be able to join. Lucien tells you of an inn on the Green
Road to the north of Bravil, the Inn of Ill Omen. There you will find
a man named Rufio. Kill him, and your initiation into the Brotherhood
will be complete. He promises to appear to you again after your task
is complete if you sleep in a secure location. If you leave Rufio alone,
Lucien will never visit you again and you will not have to join the
DB. Lucien offers you a token of good faith from the Brotherhood, the
Blade of Woe, before disappearing.
| While sleeping, I was visited
by Lucien Lachance, a representative for the assassins guild
known as the Dark Brotherhood. He said that if I wish to join
his "family," I must go to the Inn of Ill Omen, find
a man named Rufio, and kill him. If I simply leave Rufio alone,
Lachance will never visit me again. |
The Inn of Ill Omens is well marked
on your in game map. As Lucien instructs, it's just North (and a little
west) of the town of Bravil. Once inside the Inn, the inn keeper and
a woman both tell you they suspect Rufio is hiding from someone or something,
as he's been living at the inn for a few weeks and rarely leaves his
room. The inn keeper tells you that Rufio's room is downstairs, through
a trap door near the stairs, in the private quarters. Rufio's room is
the far left room. The door to the room is unlocked, and Rufio is most
likely asleep in bed (Rufio wanders the inn from around 2am to 6am,
the rest of the time he can be found sleeping.). Sneak past the bed
and stab Rufio in the back. He's very easy to kill. . A message box
will appear reminding you that you should sleep in a secure location
for Lucien to visit you again. You may sleep at the Inn of Ill Omen.
| The man named Rufio is dead.
The next time I sleep in a location he deems secure, Lucien
Lachance will visit me once more, and complete my entrance into
the Dark Brotherhood. |
Lucien appears to you after resting,
and tells you to seek out the abandoned house near the eastern wall
in the city of Cheydinhal. He tells you to enter the basement of the
abandoned house and to attempt to open the black door.
He tells you: "You will be asked a question. Answer thusly: "Sanguine,
my Brother." You will gain access to the sanctuary. Once inside,
speak with Ocheeva.
| I must now go to the abandoned
house in the city of Cheydinhal, and attempt to open the door
in the basement. When questioned, I must answer with "Sanguine,
my Brother" to gain access to the secret Dark Brotherhood
Sanctuary. Once inside, I should speak with Ocheeva. |
Travel back to Cheydinhal now, either by Fast Travel or by following
the well marked roads on your in game map. The house is not hard to
find in the city. The house is not far from the East Gate, across from
the Cathedral. It's well marked by boarded up doors and windows, as
well as other pieces of debris. Once inside, travel down to the basement.
Through a hole in the wall you will find a dark tunnel. Follow this
tunnel, and you will reach the Black Door. A mysterious voice poses
a question: What is the color of night? Remembering Lucien's instructions,
you should answer "Sanguine, my Brother." The door opens and
you may enter the Cheydinhal Dark Brotherhood Sanctuary.
| I have gained entrance into
the Dark Brotherhood Sanctuary. I must now speak with Ocheeva. |
You will find Ocheeva, an Argonian female, not far from the entrance.
She welcomes you, and informs you to seek out Vicente Valtieri for new assignments. Ocheeva also offers you a new
set of armor.
| I have spoken with Ocheeva. |
|
|
Welcome to the Family |
|
The Dark Brotherhood quests offer you "reminders" in your
journal. These reminders prompt you to speak with your superiors again
to seek new contracts.
| I must accept a contract from
Vicente Valtieri. |
Once you have spoken with Valtieri
about your next contract, your journal will say this and the entry will
be marked finished:
| I have accepted a contract
from Vicente Valtieri. |
|
| A Watery Grave |
Seek out Valtieri inside the sanctuary.. He is surprisingly, a Vampire.
Speak to him to gain your first contract. Valtieri informs you that
you've got a pirate captain to kill. If you agree, he tells you to go
to the Waterfront District of the Imperial City. There you will find
a ship named the Marie Elena. You are to board the ship and find it's
captain, Gaston Tussaud. He also mentions that the pirates have been
moving a lot of cargo recently, and you may be able to smuggle yourself
on one of the packing crates
| I must go to the Waterfront
District in the Imperial City and gain access to the pirate
ship Marie Elena, so I can kill Captain Gaston Tussaud. I may
be able to smuggle myself onboard with the cargo, in one of
the packing crates. |
Travel to the Waterfront district. The Marie Elena is very easy to spot
once you arrive. The female dark elf first mate and 2 crew members are
near the ship. The first mate, Malvulis, threatens you if you mess with
the ship or it's crew members. Sneak past them and approach the crates
on the east side of the dock. Activate an "empty crate". A
message box will appear asking if you would like to hide in the crate
to be transported, or if you'd like to find another way onto the ship.
The
choice is up to you, although the crate is a rather straightforward
route of getting on the ship.
| Just as expected, the crate
I hid in has been transported to the ship's hold. I must now
find and kill the Captain, Gaston Tussaud. He's probably in
his cabin, at the rear of the ship, on a higher deck. |
If
you choose this method, once inside you will have to sneak up to the
middle deck. Once on the next level, the aft, you will need to sneak
all the way down the length of the ship. Stop once you hear voices.
If you're sneak is high, you may hide in a nearby recess in the ship
walls. If you're sneak level is low, return to the trapdoor and wait
until their conversation is over. Once the conversation is over, one
pirate will walk away and the other will remain the the far back room
of the aft. Sneak around to wear you saw him walk from. There is a
trap door to the left that will take you the Captain's quarters.
If
you choose to find your own way onto the ship, a good hint is to think
back on the advice of your fellow Brothers and Sisters if you spoke
with them. One of them should have mentioned the strange balcony on
the ship. You may use the balcony to gain entrance directly to the
Captain's quarters by jumping onto it from the dock.
| I have gained access to the
Captain's cabin of the ship Marie Elena. I must now kill Gaston
Tussaud. |
Once inside
the Captain's quarters, you may kill him however you see fit. Once dead,
you will hear his crew mates knocking on the door. They warn that they
are entering the cabin. You may choose to stay and kill them if you
like. Or, you may take the key from the Captain's body and unlock a
chest on the bedroom dresser. Take this key and open the door at the
back of the chambers and onto the balcony.
| Gaston Tussaud is dead. I must
now return to the Sanctuary and speak with Vicente Valtieri
to receive my reward. |
Return
to Valtieri for the reward of the Black Band, an enchanted ring, and
to discuss your next contract.
|
| Blood of the Damned |
This "reminder" entry in
your journal prompts you to speak with Valtieri about another contract:
| I must accept a quest from
Vicente Valtieri. |
Once you have spoken with Valtieri
about your next contract, your journal will say this and the entry will
be marked finished:
| I have accepted a quest from
Vicente Valtieri. |
|
| Accidents Happen |
Valtieri tells you that he needs you to stage an accident. If you kill
the target in the manner specified, you will receive a considerable
bonus. He tells you the target is a Wood Elf named Baenlin. You can
find him in his home in Bruma. You are instructed to enter silently,
and avoid his manservant Gromm at all costs. You are instructed to make
your way to a secret door on the second floor, there you will find a
crawlspace where the fastenings of a mounted head are located. This
head hangs over Baenlin's favorite chair. You are instructed to loosen
the fastenings, doing so will cause the head to fall on Baenlin. Baenlin
will be sitting in his chair between the hours of 8pm and 11 pm.
| I must go to the city of Bruma,
find Baenlin's house, and gain entrance. Once inside, I should
stage a tragic accident. |
(Note: You can just enter the house
and kill both the manservant and the master by brute force. However,
by doing so you forfeit the bonus, the dagger Sufferthorn.)
Baenlin's
house is the second house on the right inside Bruma's east gate. Entering
through the front door is possible, but risky as Gromm will likely notice
you. There is a basement door around the back of the house. You may
enter the house at any hour of the day, but if you wait until around
9 pm you may find sneaking past the man servant much easier. Unlock
this door and enter through the basement.
Neither
Gromm nor Baenlin leave the house, however they will move throughout
the house and hours of the day. If you enter early in the day, and do
not sneak while in the basement, Gromm may come down to investigate
and inform you to leave the house immediately. Sneak through the basement
and up into the main section of the house. Wait until Gromm is busy
in the kitchen (across from the living room) or upstairs. Upstairs may
prove to be trickier.
| I have entered Baenlin's house.
If I can access the second floor crawlspace and loosen the fastenings
on the mounted head, between 8:00 PM and 11:00 PM, it will fall
on Baenlin as he rests in his chair. If Baenlin dies any other
way, or if Gromm is killed, I will lose my bonus. |
Go immediately up the stairs. At the
top of the stairs, go into the small bed room immediately to your right.
To the right of the desk is a door with a peephole, activate it to open
the crawlspace. You may choose to close this door behind you while in
the crawlspace.
Wait until
a time between 8pm and 11pm. Once again, I recommend that you wait to
enter the house until this time, as you may get a message box telling
you that you cannot wait while enemies are nearby. Once you are in the
proper time frame, activate the fastenings to drop the head on Baenlin.
| The mounted head has fallen
on Baenlin, killing him as expected. I must return to the Sanctuary
and speak with Vicente Valtieri to receive my reward. |
Gromm may
come running out with his weapon out after all the commotion. If he
sees you, sneaking back out of the house will be difficult, so duck
down by using sneak mode while in front of the hole where the fastenings
once where. You may easily exit the house by sneaking back through the
basement. You should return to the sanctuary to report your progress
to Valtieri.
Valtieri
is pleased with your results, and rewards you well. If you've completed
the quest by staging the accident, you are rewarded the dagger Sufferthorn
as your bonus. If you killed the inhabitants of the house any other
way, you are rewarded only the gold. Either way, you've gained advancement.
Congratulations,
you've advanced the rank of Slayer!
After quest
note: If you return to Baenlin's house later, you will meet Caenlin,
Baenlin's nephew. Caenlin offers you an interesting comment about his
Uncle's death. Perhaps Caenlin was the Dark Brotherhood's client? Gromm,
if he's still alive, can be found at Olav's Tap and Tack in Burma. He
pitifully mourns the death of his former master.
|
| No Rest for the Wicked |
This "reminder" entry in your journal prompts you to speak
with Valtieri about another contract:
| I must accept a quest from
Vicente Valtieri. |
Once you have spoken with Valtieri
about your next contract, your journal will say this and the entry will
be marked finished:
| I have accepted a quest from
Vicente Valtieri. |
|
| Scheduled for Execution |
Speak with Valtieri about your next contract,
and you will learn that your next target is a Dark Elf named Valen Dreth.
Valtieri tells you that Valen is a prisoner in the Imperial prison.
You might remember him in fact, he's the dark elf that taunted you in
the first few scenes of the game. Valtieri makes reference to your own
prison escape, and recommends you use the secret tunnels from the sewer
system to enter the prison. The gate has long since been locked, but
Valtieri seems to have acquired a key. You will receive a bonus if you
do not kill any of the prison guards.
| I must break into the Imperial
Prison and kill a Dark Elf prisoner named Valen Dreth. I will
receive a special bonus if I manage not to kill any guards.
I can enter the Imperial Prison through the connecting sewers,
which can be accessed through a locked manhole just outside
the prison walls. Vicente has provided me with a key. |
Return
to the gate you exited earlier in the game, and open it using Valtieri's
key. Once inside, there is only one open path, which leads you in a
different direction than your previous exit. Note: There are no guards
in the sewers.
| I have entered the sewers beneath
the Imperial Prison. I must now proceed through the sewers and
into the prison itself, and kill Valen Dreth. |
Travel
through to the second section of the sewer. You do not need to raise
the gate via the mechanism on the wall, unless you wish to go exploring.
You will need to unlock the iron gate across the sewer channel to the
northeast. Here you will find a door, leading you to the third section
of the sewers. This section is a round room. There are a few slaughterfish
in the water, so be careful to stay on the path through the room. There's
very little in this room, except for a body at the edge of a cistern.
Use a lock pick on the manhole to enter The Sanctum. I recommend saving
before entering.
Since the
death of the Emperor, guards have been dispatched to patrol the lower
reaches of the prison. Here in the Sanctum you will encounter the first
four guards. Sneak forward until you hear the beginning of a conversation.
Wait until you see one guard walk to the main area of the Sanctum and
then slowly sneak after him. You may also choose to sneak down the path
to the room where the Emperor died. Here you may find Captain Gepard
Montrose's report on the investigation of the Emperor's assassination.
You may also pickpocket Montrose for the keys to the Imperial Prison
and Dreth's cell (Save before doing so!) Now make your way out to the
main room of the Sanctum. The guard that walked away from the conversation
will patrol the area in front of the main door out of the Sanctum. Sneak
behind pillars (remember, your harder to detect if you stay in dark
areas). Watch him until he walks away from the door, and then make your
move towards the door. I recommend saving again.
There are
two guards in the Imperial Subterrane. Stay behind pillars and in dark
places to avoid them. Look for a door not far from the guard's table,
and follow the paths up to your old cell. I recommend sneaking in all
areas of the dungeon, and saving before traveling up the path to your
old cell.
Once near
the door, stop and listen to a guard and Dreth exchanging insults with
one another. Once the conversation is finished, the guard makes his
way up the stairs. Now is the time to fulfil your contract.
You've
got several options to kill Dreth, as long as it's swift. You can assassinate
Dreth with an arrow without unlocking the cell, as Telaendril suggested.
If you've stolen the key for the cell, you may open it with this key.
If not, the cell will open with a lock pick. No matter how you open
the cell, you can kill Dreth with the weapon of your choice. Talking
with Dreth before his death does not effect the outcome.
| Valen Dreth is
dead, and no guards have been killed. I must return to the Sanctuary
and speak with Vicente Valtieri to receive my reward, as well
as a bonus. |
Once finished,
you've got two options for exiting the prison. You may leave the way
you came in, once more taking care to avoid the guards. Or, if you've
take then key to the Imperial Prison, you may exit through the main
entrance of the Prison, up the stairs to the right of Dreth's cell.
Unlock the door with the Prison Key, and sneak past the two men sitting
to the nearest door. NOTE: DO NOT exit this way if you have an existing
bounty on your head. The guards in the prison courtyard will notice.
Return
to Valtieri for your gold, and if you've succeeded in not killing
any guards your bonus, the Scales of Pitiless Justice.
|
| To Serve Sithis |
This "reminder" entry in
your journal prompts you to speak with Valtieri about another contract:
| I must accept a quest from
Vicente Valtieri. |
Once you have spoken with Valtieri
about your next contract, your journal will say this and the entry
will be marked finished:
| I have accepted a quest from
Vicente Valtieri. |
|
| The Assassinated Man |
Speak with Valtieri about your next contract, and he will inform you
that you are required to stage the assassination of a marked man. Valtieri
instructs you to go to the city of Chorrol and break into the house
of Francois Motierre. Valtieri gives you a specially poisoned knife,
the Languorwine Blade. This knife has been treated with Languorwine.
Valtieri also provides you with an antidote.
| I must go to Chorrol, break
into Francois Motierre's house, and then speak with him. Motierre
requested we meet this way, so he is expecting me. |
You may find Francois' house is near
the main street circle, on the left side. There's no back door to break
into, so carefully lock pick the lock on the front door. Inside, Francois
is waiting for you by the door. Francois tells you about his debts to
some money lenders, and why he contacted the Dark Brotherhood to stage
the assassination before the enforcer, an argonian named Hides-His-Heart
could.
Francois tells you that once you cut
him with the knife, you must flee from Chorrol, and that Hides-His-Heart
must not be killed. Note: If the Argonian dies for any reason, the quest
fails. Francois instructs you to wait 24 hours, and then travel to the
Chorrol Chapel Undercroft, there you may find his body and administer
the antidote.
| I must wait in Francois Motierre's
house for the enforcer Hides-His-Heart to arrive. After this
"confrontation," I am to slice Motierre once with
the specially poisoned Languorwine Blade to stage his death.
I must do this before Hides-His-Heart attacks Motierre! |
Wait next to Francois
in the main room. You will soon hear Hides-His-Heart outside the door.
He will soon materialize in front of the door, and begin threatening
Francois. When he sees you, Francois will begging his act, and Hides-His-Heart
demands that you step aside. You must stab Francois at this point, or
the quest will fail.
| Motierre has been slashed with
the Languorwine Blade and appears to have died from the wound,
as expected. I must now flee from Chorrol, and leave Hides-His-Heart
alive. |
Hides-His-Heart will
immediately pull his weapon, so head for the door immediately to avoid
altercation. If you stay and wait, Hides-His-Heart may be killed by
the city watch when the arrive. This will also cause the quest to
fail. Make your way out of town.
| I have fled Chorrol, and Hides-His-Heart
has not been killed. I must now wait a day, so Motierre can
be discovered and placed in the Chorrol Chapel Undercroft. There,
I must find Motierre and administer the antidote that will revive
him. |
Come
back the next day (Francois' body will be discovered soon after midnight
and taken to the Chapel.) The Chapel Undercroft is just inside the
chapel and down the stairs. You will find Francois' body at the southern
corner of the bottom level. Activate Francois' body to administer
the antidote.
| I have administered the Languorwine
antidote, and Francois Motierre has awakened from his poison-induced
sleep. I should now speak with him and make sure he's well enough
to travel to the Grey Mare. |
Francois
informs you that he's ready to travel on to the Grey Mare, where he
can gain transportation out of Cyrodiil. However, Francois shares
some information with you that he had previously forgotten. His ancestors
have all been entombed in the Chorral Chapel Undercroft, and they
feel that his resurrection was a violation. Several zombies will now
appear in the tomb. One zombie is behind you, another one in the north
wing of the undercroft, and the other in front of the exit door.
| Motierre has been revived,
but his ancestors have risen from the dead, angry at the desecration
of their tomb! I must keep Motierre alive and escort him out
of the Undercroft and to the Grey Mare, where he can arrange
passage out of Cyrodiil. |
You
may choose to have Francois follow you and kill the zombies as you
go, or you may choose to have Francois stay where he is while you
fit them. Either way, make your way out of the Undercroft. You can
make it through town to the Grey Mare without anyone noticing Francois
in his alive state. The Grey Mare is a shack, located south of the
chapel. Once inside, Francois will thank you for a job well done.
Travel back to the Sanctuary to speak with Valtieri.
| Motierre has escaped. I must
now return to the Dark Brotherhood Sanctuary and speak with
Vicente Valtieri to receive my reward. |
Valtieri
is pleased with your results, and gives you the amulet Cruelty's Heart
as your reward. Valtieri also gives you a key to the well entrance
and exit to the Sanctuary. You've also earned further advancement!
Congratulations, you've earned the rank of Eliminator!
|
| My Brother's Keeper |
This "reminder" entry in your
journal prompts you to speak with Valtieri about another contract:
| I must accept a contract from
Vicente Valtieri. |
Next
time you speak with Valtieri about contracts, you will learn that
he no longer has work for you to do. You must now report to Ocheeva
for contracts. Before you leave, Valtieri offers you the gift of vampirism.
You do not need to accept at this time, and may come back later to
make good on Valtieri's offer.
| Vicente Valtieri
has no more contracts for me. Instead, I must speak with Ocheeva
here in the Sanctuary. She will provide my new assignments. |
Once you have spoken with
Ocheeva about your next contract, your journal will say this and the
entry will be marked finished:
| Ocheeva has given
me a new contract. |
|
| The Lonely Wanderer |
Ocheeva
informs you that you are to kill a High Elf named Faelian in the Imperial
City. Ocheeva warns that you must kill him in a secure location with
no witnesses. Discretion is important for this mission, as Captain Adamus
Phillida is strongly against the Dark Brotherhood and all who practice
it. Speak to the fellow guild members about this contract. Valtieri
will suggest that you question any elves in the city, someone must know
of Faelian.
| I must go to the Imperial City,
find a High Elf named Faelian, and kill him. If there are any
witnesses to the killing, or if I eliminate him in any non-secure
location, my reward will be greatly reduced. I should start
my search by asking any Elves in the Imperial City if they've
ever heard of Faelian. |
Travel
to the Imperial City and speak with elves about Faelian. You may need
to bribe or persuade them to a disposition past 50 for them to speak
with you about the issue.You are informed that Faelian's a rather "distasteful
fellow" and lives at the Tiber Septim Hotel, in the Talos Plaza
District.
| Faelian lives at the Tiber
Septim Hotel, in the Talos Plaza District of the Imperial City.
I should ask the publican, Augustus Calidia, if she has any
information. I can feel myself getting closer. But I must remember,
I will forfeit my bonus if Faelian is killed in an unsecure
location. The hotel simply will not do. |
Speak with
Augustus Calidia, the publican, to gain some background on Faelian:
| Faelian was once a wealthy
nobleman, but has squandered his fortune away on skooma. Faelian
spends most of his time wandering the city looking for the drug,
leaving his sweetheart Atraena at the Tiber Septim Hotel. Maybe
Atraena has some more information. What I know for certain is
that Faelian is very close to death, but I must not kill him
in the hotel if I wish to get my bonus. |
You may
go upstairs and speak with Atraena about Faelian, although all she reveals
if her disposition is under 50 is that she loves him and is rather heartbroken.
If you speak with her with a disposition higher than 50 she will reveal
to you Faelian's habits and locations, and you can go directly to Lorkmir's
house and kill him. After gathering intelligence, wait outside the room
and wait for Faelian to arrive around 8pm. You may try speaking with him in the hotel, but he
will not wish to discuss "business" inside the hotel so near
to Atraena.
Faelian leaves the hotel around 1am.
Follow him into the city. Here you have several options. You may follow
Faelian on his long walk and kill him in a secure location, or you may
speak to Faelian and gain his trust. I suggest following Faelian's walk
at least once before speak with him, it makes locating him later easier.
Faelian's walk follows the following path:
- From the Hotel Tiber Septim to the
Temple District, where he is from 8pm to around 1am.
- Through The Temple District to the
City Isle Waterfront District
- 2 an "Abandoned" Shack on
the west side of town. Here he stays from 2am to 8 am.
- To the Elven Garden's district, where
he wanders until around 11am.
- Lorkmir's house in the Elven Garden's
district. he is here from 11am to 5 pm.
You may speak to Faelian at any time
away from the hotel. He will tell you that if you bring him some skooma,
you will be his "friend." You may bring him skooma to gain
his trust. He tells you a man named Nordinor in Bravil sells skooma
at night.
| I met Faelian, and he wants
me to supply him with skooma. If I do that, he may consider
me a friend, making his elimination that much easier. Faelian
mentioned that a man named Nordinor in Bravil sells skooma,
late at night... |
Nordinor
is in the alley next to Silver Home on The Water. Speak with him to
buy some skooma. If you do not wish to travel to Bravil, break into
Trenus Duronius' house in the western Temple District. You may find
3 vials of skooma in an unlocked chest upstairs. Return to Faelian
and offer him the skooma.
| I have supplied Lorkmir with
skooma, and gained some valuable information in return. Every
day, from 11:00 in the morning until 5:00 at night, Faelian
goes to Lorkmir's House, in the Elven Gardens District of the
Imperial City. The house is deserted, so Faelian goes there
to use his skooma. I could kill him there to avoid any witnesses.
And, conveniently enough, he's even given me a key. |
Lorkmir's
house is located in the Elven Garden's District, on the central street
in the western portion of the district. Use the key provided by Faelian
to enter the house. Explore while you are here, and you will find
Lorkmir's body in the basement. Did Faelian kill Lorkmir? Perhaps.
Kill
Faelian by your method of choice while inside Lorkmir's place. Speaking
with Faelian and taunting him before his death shows that he really
has no idea that you're planning on killing him.
| Faelian is dead. I killed him
in Lorkmir's House, a secure location with no witnesses. I must
now return to the Sanctuary and speak with Ocheeva and receive
my reward and bonus. |
Return
to the Sanctuary and speak with Ocheeva. She is pleased by your results,
and rewards you Shadowhunt, an enchanted bow as your bonus.
|
| Enter the Eliminator |
This
"reminder" entry in your journal prompts you to speak with
Ocheeva about another contract:
| I must accept a contract from
Ocheeva. |
Once you have spoken with Ocheeva about
your next contract, your journal will say this and the entry will be
marked finished:
| I have accepted a contract
from Ocheeva. |
|
Daedric Quests By: Korana |
|
Coming soon.
|
Side-Quests By: Valerias |
|
Coming soon.
|
Vampires By: Alienslof |
|
Just as Morrowind had vampires, Oblivion also has them, and they are fully playable as well. As I
almost always play vampire characters, this was of great interest to me. I find it hugely
satisfying to slurp blood from innocents! There are several important differences between
Morrowind's and Oblivion's vampires, which I will detail here. There are no vampire specific
quests for them unlike Morrowind, apart from finding the cure, though there are various quests
that involve vampires and vampire hunters in one form or another. This will deal mainly with the
mechanics of being a vampire, and how to play as one and get the most out of it.
|
|
How to Become a Vampire |
|
There are two ways to catch the disease 'Porphyric Hemophilia' (vampire disease):
- Allow a vampire to beat on you, or kill the first one you see and keep accessing the
inventory until you see the message that you've caught it.
- After completing Vicente Valtieri's quests, he will offer you the 'Dark Gift'. This is the
only time you can actually be bitten in your sleep. He will explain that all you need do is
sleep, he pays you a visit and bites you. When you wake, you have the disease.
At this stage, it can be easily cured just like any other disease; by drinking a cure disease
potion, using a spell, or even eating an ingredient with that ability. I found that eating
mandrake cured it the first time. This doesn't prevent you catching it again, all it does is
remove the disease before you turn.
It takes three days for the disease to turn into full vampirism, once you rest after this time,
you will have a dream and wake as a vampire and can no longer use a cure potion to be rid of it.
|
|
Where to Find Them |
|
This list is probably not complete, so I'll add to it as I find more lairs, or interact with other
vampires.
- Fort Hastrel - just north of Kvatch.
- Fort Vlastarius - east of Skingrad.
- Memorial Cave - east of the Arcane University. Part of the Virtuous Blood quest.
- Crowhaven Castle - north-west of Anvil.
- Dark Brotherhood Sanctuary in Cheydinhal - player is given the offer of an embrace if doing
the Dark Brotherhood quests.
|
|
Once You're a Vampire |
|
Once you've woken from that first dream, you are now a vampire, requiring to drink blood if you
want to keep your looks and play out in the sun. All your other mortal requirements cease to
matter, only the blood hunger drives you now. You can choose to go without, the longer you go
without feeding, the more monstrous you become, losing your healthy appearance and the use of most
services and shops. Then there's the sun damage problem, which hurts more as you become hungrier.
On the plus side, you do get some very juicy bonuses, stronger, faster, with several new abilities
to go with it. Basically, it's a trade-off - good bonuses go with bad weaknesses.
Even at this point, you can gain your looks back by feeding again, though you will lose all but
the first level of bonuses by doing so. This allows you to use services and shops again, or explore
out in the sun. I consider this the best compromise if you're doing a lot of outdoors work.
|
|
Stages of Vampirism |
|
There are four stages of vampirism, each with additional bonuses and abilities, as well as weaknesses. These are detailed below:
- Level 1 (25% Vampirism)
- You have had your fill of blood within the last 26 hours.
- Lesser Power: Hunter's Sight - can cast over and over and costs 5 magicka per cast. 30 second
duration of Detect Life 100 ft and Night Eye on Self.
- Sun Damage 0
- Weakness to Fire 20%
- Fortify Willpower 5
- Fortify Speed 5
- Fortify Strength 5
- Fortify Sneak 5
- Fortify Mysticism 5
- Fortify Illusion 5
- Fortify Hand to Hand 5
- Fortify Destruction 5
- Fortify Athletics 5
- Fortify Acrobatics 5
- Resist Disease 100
- Resist Normal Weapons 5
- Resist Paralysis 100
At this stage, you can walk safely in the daylight with no pain. You look mortal enough (although
my Khajiit's fur went paler and she got red eyes at this stage - doesn't seem to bother anyone!),
and people will deal with you without penalty. This stage is also useful for anything that
requires you to be out during the day, or for if you just wish to take in the sights and admire
the landscapes. You can maintain this form by feeding once every 24 hours.
- Level 2 (50% Vampirism)
- You have not fed properly for around 26 hours. Occurs after resting.
- Greater Power: Vampire Seduction - costs 0 Magicka, but can only be used once per day. 20
second duration of Charm 50 pts on Touch.
- Sun Damage 1 per second.
- Weakness to Fire 30%
- Fortify Willpower 10
- Fortify Speed 10
- Fortify Strength 10
- Fortify Sneak 10
- Fortify Mysticism 10
- Fortify Illusion 10
- Fortify Hand to Hand 10
- Fortify Destruction 10
- Fortify Athletics 10
- Fortify Acrobatics 10
- Resist Disease 100
- Resist Normal Weapons 10
- Resist Paralysis 100
At this point you are starting to look rather gaunt and ill, the disposition of NPC's towards you
drops slightly, but they will still talk to you and provide services. You start to take sunlight
damage, though this is controllable with a healing spell. Any constant effect restore health item
will keep you 'alive'.
- Level 3 (75% Vampirism)
- You have not fed for 25 hours since gaining level 2. Occurs after resting.
- Greater Power: Reign of Terror - costs 0 Magicka, cast once per day. 60 second duration of
Silence 20 ft and Demoralize up to Level 6 on Touch.
- Sun Damage 4 per second.
- Weakness to Fire 40%
- Fortify Willpower 15
- Fortify Speed 15
- Fortify Strength 15
- Fortify Sneak 15
- Fortify Mysticism 15
- Fortify Illusion 15
- Fortify Hand to Hand 15
- Fortify Destruction 15
- Fortify Athletics 15
- Fortify Acrobatics 15
- Resist Disease 100
- Resist Normal Weapons 15
- Resist Paralysis 100
You are looking quite undead at this point, and NPC's will remark upon it in passing. You may need
to employ the charm spell on people to get services from them, although any who like you should
still deal with you.
Click for an example of facial degradation.
- Level 4 (100% Vampirism)
- You have not fed for 25 hours since gaining Level 3. Occurs after resting.
- Greater Power: Embrace of Shadows - costs 0 Magicka, use once per day. Night-Eye for 90
seconds on Self and Invisibility for 180 seconds on Self.
- Sun Damage 8 per second.
- Weakness to Fire 50%
- Fortify Willpower 20
- Fortify Speed 20
- Fortify Strength 20
- Fortify Sneak 20
- Fortify Mysticism 20
- Fortify Illusion 20
- Fortify Hand to Hand 20
- Fortify Destruction 20
- Fortify Athletics 20
- Fortify Acrobatics 20
- Resist Disease 100
- Resist Normal Weapons 20
- Resist Paralysis 100
At this point you are, as Vicente Valtieri puts it, a social pariah. No-one will offer you
services unless they really like you, such as members of the same guild as you. Your face is a
monstrosity and you sport the teeth of a predator. I found I could still talk to many NPC's like
this, even though it was quite obvious that I was undead. Sun damage really hurts.
Click for an example of sun damage.
|
|
Feeding |
|
By feeding, you can once again enjoy the benefits of day-walking, but you lose the extra strengths
and you're back at the first level of vampirism.
This is a relatively simple process, but as with pick-pocketing, it runs the risk of you being
caught. You can feed on any sleeping person, even multiple times, without killing them - I don't
think the game actually lets you drain somebody dry. Feeding is only really necessary if you want
to move around in daylight, and is at worst only a minor inconvenience.
To feed, simply walk up to any sleeping person and activate them. A window comes up asking you
what you wish to do, feed or pick their pockets. Click on feed, and you see yourself leaning over
your victim and cowing down.
(Thanks to Kallale, APY, Korana and Jason Nicholas for the extra info I used to compile this.)
Click for an example of feeding.
|
|
Vampirism Cure |
|
Sick of the all blood diet yet? Want to go back to sunbathing without a time limit? Well, there is
a cure, but it has to be worked for. Whatever your reason for wanting mortality back, this is the
quest that will acquire it for you.
The first step is to talk to Raminus Polus at the Arcane University, he usually
hangs out in the lobby so you don't worry if you are not a student at the mage
guild.When you speak to him ask about "Cure for Vampirism", unfortunately he
doesn't know of a cure but sends you to Castle Skingrad to speak with Count
Janus Hassildor.You can't speak directly to the count so talk to Hal-Liurz
first.Eventually you will be able to speak to the count, and he'll tell you a
story about how him and his wife are vampires but his wife didn't accept it so
he is searching for a cure for her.He will ask you to help him, when you
agree he tells you about a witch that knows more about the cure.He marks the
location on your map.
Follow the big red arrow on your compass/map to find the hut that Melisande
the witch lives at.When you talk to her, at first she plays dumb but
eventually she spills the beans and agrees to help you if you help her out with
something first.She wants you to get her five grand soul gems, your best bet
would be to buy them from the mages guild around the world if you are a member.
Also sometimes you can get them as treasure from dungeons.When you return
with the gems she gives you the next portion of the quest.You have to go and
collect the following ingredients for a potion:
6 cloves of garlic
You can find the garlic in peoples' houses in Skingrad
5 nightshade leaves
Can find Nightshade growing Southeast of Skingrad
2 shoots of blood grass
Blood Grass can be found in Oblivion or outside any of the Oblivion Gates
Also you need the blood of an Argonian, which when you speak to Melisande about
it she gives you a special dagger for the job.It can be any Argonian and also
you don't have to kill them just hit them once with the special dagger and that
should be enough to complete this part.
Finally you need to kill a powerful vampire named Hindaril for his ashes.When
you ask Melisande about it she marks the location of where to find him on your
map.
I've heard that if you turn in the items in the wrong order that it bugs your
game and you will have to reload a previous save if you want to complete the
quest.The order I turned in the items was blood grass, nightshade, garlic,
Argonian blood, and finally vampire ashes.
She gives you two potions, one for you to drink and one to give to Count
Hassildor's wife. After some waiting around and cut scenes you receive a 1000
gold reward for your hard work.
|
Map By: Alienslof |
|
From the game's original files, I managed to extract the untouched Oblivion map. It will be annotated with additional locations in the near future (the ones that in-game don't appear on the map automatically).
This untouched version can be viewed at Planet Elder Scrolls.
|
|
Items |
|
This section contains various lists, detailing available in-game items with their stats. If you're looking for a way to get these items (weapons, alchemy, etc) in-game, check the Item Spawning section for more info. Warning: the info in that section is for PC users only.
|
Weapons By: APY |
|
This table is a list of all weapons and arrows that are available in-game. It lists the name, attack damage it does, the health, the maximum enchant value and the weight. Please note that arrows have no health (since it's ammunition, not a weapon).
| Full
Name |
Attack Damage |
Max. Enchantment |
Health |
Value |
Weight |
| Akavari Sunderblade |
15 |
3000 |
350 |
1500 |
18 |
| Akavari Warblade |
16 |
3000 |
240 |
2000 |
24 |
| Akaviri Dai-Katana |
16 |
0 |
240 |
150 |
24 |
| Akaviri Katana |
14 |
0 |
200 |
120 |
20 |
| Akaviri Katana |
14 |
0 |
200 |
0 |
20 |
| Akaviri Warhammer Burden |
20 |
800 |
400 |
430 |
57 |
| Ancient Akaviri Katana |
15 |
0 |
240 |
180 |
18 |
| Apotheosis |
0 |
3000 |
20 |
2200 |
10 |
| Arrow of Blizzards |
14 |
9 |
|
20 |
0.2 |
| Arrow of Brilliance |
12 |
22 |
|
8 |
0.1 |
| Arrow of Burning |
9 |
2 |
|
2 |
0.1 |
| Arrow of Cleansing |
5 |
32 |
|
3 |
0.1 |
| Arrow of Cold |
11 |
5 |
|
5 |
0.1 |
| Arrow of Cowardice |
9 |
13 |
|
2 |
0.1 |
| Arrow of Discord |
9 |
125 |
|
2 |
0.1 |
| Arrow of Dispel |
10 |
13 |
|
3 |
0.1 |
| Arrow of Drain Magicka |
10 |
36 |
|
3 |
0.1 |
| Arrow of Embers |
8 |
2 |
|
1 |
0.1 |
| Arrow of Extrication |
1 |
0 |
|
0 |
0.2 |
| Arrow of Fatigue |
9 |
4 |
|
2 |
0.1 |
| Arrow of Fear |
8 |
13 |
|
1 |
0.1 |
| Arrow of Fire |
13 |
30 |
|
12 |
0.1 |
| Arrow of Flames |
12 |
6 |
|
8 |
0.1 |
| Arrow of Freezing |
12 |
7 |
|
8 |
0.1 |
| Arrow of Frost |
8 |
3 |
|
1 |
0.1 |
| Arrow of Harm |
12 |
560 |
|
8 |
0.1 |
| Arrow of Hexing |
13 |
450 |
|
12 |
0.1 |
| Arrow of Illumination |
11 |
13 |
|
5 |
0.1 |
| Arrow of Immolation |
8 |
8 |
|
12 |
0.1 |
| Arrow of Jinxing |
10 |
4 |
|
3 |
0.1 |
| Arrow of Jolts |
9 |
4 |
|
2 |
0.1 |
| Arrow of Light |
8 |
2 |
|
1 |
0.1 |
| Arrow of Lightning |
14 |
10 |
|
20 |
0.2 |
| Arrow of Misery |
9 |
13 |
|
2 |
0.1 |
| Arrow of Numbing |
9 |
3 |
|
2 |
0.1 |
| Arrow of Qualms |
8 |
13 |
|
1 |
0.1 |
| Arrow of Savage Frost |
6 |
61 |
|
5 |
0.1 |
| Arrow of Scorching |
11 |
4 |
|
5 |
0.1 |
| Arrow of Shocking |
11 |
6 |
|
5 |
0.1 |
| Arrow of Silence |
11 |
61 |
|
5 |
0.1 |
| Arrow of Sparks |
8 |
4 |
|
1 |
0.1 |
| Arrow of Stillness |
12 |
250 |
|
8 |
0.1 |
| Arrow of Storm Strike |
9 |
10 |
|
20 |
0.2 |
| Arrow of Storms |
15 |
10 |
|
35 |
0.25 |
| Arrow of Sunlight |
13 |
30 |
|
12 |
0.1 |
| Arrow of the Blaze |
14 |
8 |
|
20 |
0.2 |
| Arrow of the Dynamo |
13 |
8 |
|
12 |
0.1 |
| Arrow of the Glacier |
13 |
7 |
|
12 |
0.1 |
| Arrow of the Inferno |
15 |
8 |
|
35 |
0.25 |
| Arrow of the North Winds |
7 |
250 |
|
8 |
0.1 |
| Arrow of Voltage |
12 |
8 |
|
8 |
0.1 |
| Arrow of Winter |
15 |
9 |
|
35 |
0.25 |
| Arrow of Withering |
5 |
32 |
|
3 |
0.1 |
| Axe of Hazards |
18 |
800 |
360 |
300 |
48 |
| Axe of Icy Darkness |
18 |
1200 |
432 |
710 |
32 |
| Ayleid Long Sword |
18 |
0 |
396 |
420 |
36 |
| Ayleid Mace |
18 |
0 |
396 |
380 |
31 |
| Battle Axe of Absorption |
22 |
1200 |
528 |
1050 |
62 |
| Battle Axe of Beguilement |
22 |
1200 |
528 |
1050 |
62 |
| Battle Axe of Blizzards |
24 |
1600 |
624 |
2100 |
69 |
| Battle Axe of Cold |
18 |
800 |
360 |
300 |
48 |
| Battle Axe of Damnation |
26 |
1600 |
728 |
3800 |
76 |
| Battle Axe of Decay |
18 |
800 |
360 |
300 |
48 |
| Battle Axe of Deception |
20 |
1200 |
440 |
580 |
55 |
| Battle Axe of Depletion |
16 |
800 |
288 |
125 |
41 |
| Battle Axe of Diminishing |
14 |
300 |
224 |
75 |
35 |
| Battle Axe of Dispel |
16 |
800 |
288 |
125 |
41 |
| Battle Axe of Dissolution |
20 |
1200 |
440 |
580 |
55 |
| Battle Axe of Embers |
12 |
300 |
168 |
35 |
27 |
| Battle Axe of
Enfeeblement |
18 |
800 |
360 |
300 |
48 |
| Battle Axe of Feeding |
24 |
1600 |
624 |
2100 |
69 |
| Battle Axe of Fire |
22 |
1200 |
528 |
1050 |
62 |
| Battle Axe of Flames |
20 |
1200 |
440 |
580 |
55 |
| Battle Axe of Freezing |
20 |
1200 |
440 |
580 |
55 |
| Battle Axe of Frost |
12 |
300 |
168 |
35 |
27 |
| Battle Axe of Jinxing |
16 |
800 |
288 |
125 |
41 |
| Battle Axe of Lightning |
24 |
1600 |
624 |
2100 |
69 |
| Battle Axe of
Putrification |
26 |
1600 |
728 |
3800 |
76 |
| Battle Axe of Rending |
24 |
1600 |
624 |
2100 |
69 |
| Battle Axe of Sapping |
16 |
800 |
288 |
125 |
41 |
| Battle Axe of Scorching |
18 |
800 |
360 |
300 |
48 |
| Battle Axe of Shocking |
18 |
800 |
360 |
300 |
48 |
| Battle Axe of Siphoning |
20 |
1200 |
440 |
580 |
55 |
| Battle Axe of Soul Snares |
24 |
1600 |
624 |
2100 |
69 |
| Battle Axe of Soul Traps |
18 |
800 |
360 |
300 |
48 |
| Battle Axe of Souls |
12 |
300 |
168 |
35 |
27 |
| Battle Axe of Sparks |
12 |
300 |
168 |
35 |
27 |
| Battle Axe of Storms |
26 |
1600 |
728 |
3800 |
76 |
| Battle Axe of the Blaze |
24 |
1600 |
624 |
2100 |
69 |
| Battle Axe of the Dynamo |
22 |
1200 |
528 |
1050 |
62 |
| Battle Axe of the Glacier |
22 |
1200 |
528 |
1050 |
62 |
| Battle Axe of the Inferno |
26 |
1600 |
728 |
3800 |
76 |
| Battle Axe of
Transmogrify |
26 |
1600 |
728 |
3800 |
76 |
| Battle Axe of Voltage |
20 |
1200 |
440 |
580 |
55 |
| Battle Axe of Weakness |
20 |
1200 |
440 |
580 |
55 |
| Battle Axe of Winter |
26 |
1600 |
728 |
3800 |
76 |
| Battleaxe of Hatred |
10 |
3000 |
300 |
6200 |
40 |
| Baurus's Akaviri Katana |
15 |
0 |
240 |
0 |
18 |
| Black Bow |
10 |
0 |
200 |
70 |
8 |
| Blackwater Blade |
12 |
2000 |
220 |
45 |
24 |
| Blackwater Blade |
16 |
3500 |
350 |
200 |
32 |
| Blackwater Blade |
20 |
5000 |
510 |
840 |
40 |
| Blackwater Blade |
22 |
6250 |
615 |
1700 |
44 |
| Blackwater Blade |
24 |
8750 |
725 |
3100 |
48 |
| Blackwater Blade |
10 |
1000 |
170 |
20 |
20 |
| Blade of Fiery Light |
18 |
1200 |
396 |
420 |
36 |
| Blade of Woe |
7 |
0 |
400 |
20 |
1 |
| Blade of Woe |
7 |
2640 |
400 |
20 |
4 |
| Blade of Woe |
7 |
6510 |
400 |
20 |
4 |
| Blade of Woe |
7 |
10800 |
400 |
20 |
4 |
| Blade of Woe |
7 |
15930 |
400 |
20 |
4 |
| Blade of Woe |
7 |
21180 |
400 |
20 |
4 |
| Blade of Woe |
7 |
26790 |
400 |
20 |
4 |
| Blade of Woe |
7 |
32640 |
400 |
20 |
4 |
| Blizzard Bow |
14 |
1200 |
264 |
360 |
16 |
| Boreal |
22 |
1200 |
528 |
1150 |
50 |
| Bound Axe |
18 |
0 |
3500 |
0 |
0 |
| Bound Bow |
15 |
0 |
2800 |
0 |
0 |
| Bound Dagger |
13 |
0 |
2500 |
0 |
0 |
| Bound Mace |
22 |
0 |
4200 |
0 |
0 |
| Bound Sword |
29 |
0 |
3200 |
0 |
0 |
| Bow of Blizzards |
18 |
1600 |
364 |
1550 |
20 |
| Bow of Burning |
9 |
300 |
144 |
30 |
10 |
| Bow of Cold |
12 |
800 |
220 |
155 |
14 |
| Bow of Curses |
18 |
1600 |
364 |
1550 |
20 |
| Bow of Despair |
12 |
800 |
220 |
155 |
14 |
| Bow of Embers |
8 |
300 |
112 |
11 |
8 |
| Bow of Fire |
16 |
1200 |
312 |
735 |
18 |
| Bow of Flames |
14 |
1200 |
264 |
360 |
16 |
| Bow of Freezing |
14 |
1200 |
264 |
360 |
16 |
| Bow of Frost |
8 |
300 |
112 |
11 |
8 |
| Bow of Gloom |
14 |
1200 |
264 |
360 |
16 |
| Bow of Harm |
16 |
1200 |
312 |
735 |
18 |
| Bow of Infernal Frost |
8 |
200 |
100 |
7000 |
14 |
| Bow of Infliction |
18 |
3000 |
364 |
4000 |
20 |
| Bow of Jolts |
9 |
300 |
144 |
30 |
10 |
| Bow of Lightning |
18 |
1600 |
364 |
1550 |
20 |
| Bow of Numbing |
9 |
300 |
144 |
30 |
10 |
| Bow of Quietus |
18 |
1600 |
364 |
1550 |
20 |
| Bow of Scorching |
12 |
800 |
220 |
155 |
14 |
| Bow of Shocking |
12 |
800 |
220 |
155 |
14 |
| Bow of Silence |
16 |
1200 |
312 |
735 |
18 |
| Bow of Sparks |
8 |
300 |
112 |
11 |
8 |
| Bow of Storms |
20 |
1600 |
420 |
3200 |
22 |
| Bow of the Blaze |
18 |
1600 |
364 |
1550 |
20 |
| Bow of the Dynamo |
16 |
1200 |
312 |
735 |
18 |
| Bow of the Glacier |
16 |
1200 |
312 |
735 |
18 |
| Bow of the Inferno |
20 |
1600 |
420 |
3200 |
22 |
| Bow of Voltage |
14 |
1200 |
264 |
360 |
16 |
| Bow of Weariness |
12 |
800 |
220 |
155 |
14 |
| Bow of Winter |
20 |
1600 |
420 |
3200 |
22 |
| Broken Sword |
0 |
0 |
0 |
2 |
28 |
| Brother of Nab |
10 |
100 |
500 |
1000 |
20 |
| Brusef Amelion's Sword |
14 |
500 |
250 |
125 |
28 |
| Burden of Agnosticism |
12 |
450 |
100 |
40 |
43 |
| Burden of Anger |
12 |
620 |
100 |
40 |
43 |
| Burden of Arrogance |
12 |
620 |
100 |
40 |
43 |
| Burden of Flesh |
12 |
1310 |
100 |
40 |
43 |
| Burden of Secrecy |
12 |
620 |
100 |
40 |
43 |
| Burden of Sin |
12 |
450 |
100 |
40 |
43 |
| Burz's Glass Mace |
14 |
0 |
180 |
75 |
35 |
| Burz's Glass Mace |
17 |
0 |
460 |
150 |
35 |
| Burz's Glass Mace |
20 |
0 |
460 |
750 |
35 |
| Caelia's Steel Longsword |
12 |
0 |
192 |
45 |
24 |
| Calliben's Grim Retort |
18 |
6160 |
396 |
380 |
31 |
| Captain Kordan's Saber |
15 |
3000 |
180 |
2500 |
25 |
| Ceremonial Dagger |
7 |
0 |
400 |
20 |
4 |
| Chillrend |
7 |
640 |
120 |
10 |
8 |
| Chillrend |
9 |
1280 |
175 |
25 |
10 |
| Chillrend |
13 |
1920 |
295 |
145 |
14 |
| Chillrend |
17 |
2480 |
450 |
670 |
18 |
| Chillrend |
19 |
3200 |
525 |
1400 |
20 |
| Chillrend |
21 |
4160 |
615 |
2900 |
22 |
| Claymore of Blizzards |
24 |
1600 |
624 |
2200 |
56 |
| Claymore of Brittleness |
20 |
1200 |
440 |
600 |
44 |
| Claymore of Burning |
14 |
300 |
224 |
80 |
26 |
| Claymore of Cold |
18 |
800 |
360 |
310 |
38 |
| Claymore of Depletion |
16 |
800 |
288 |
130 |
38 |
| Claymore of Depletion |
20 |
1200 |
440 |
600 |
44 |
| Claymore of
Disintegration |
26 |
1600 |
728 |
4000 |
62 |
| Claymore of Dispel |
16 |
800 |
288 |
130 |
38 |
| Claymore of Embers |
12 |
300 |
168 |
40 |
22 |
| Claymore of Fire |
22 |
1200 |
528 |
1150 |
50 |
| Claymore of Flames |
20 |
1200 |
440 |
600 |
44 |
| Claymore of Fracturing |
22 |
1200 |
528 |
1150 |
50 |
| Claymore of Fragments |
18 |
800 |
360 |
310 |
38 |
| Claymore of Freezing |
20 |
1200 |
440 |
600 |
44 |
| Claymore of Frost |
12 |
300 |
168 |
40 |
22 |
| Claymore of Jinxing |
16 |
800 |
288 |
130 |
38 |
| Claymore of Jolts |
14 |
300 |
224 |
80 |
26 |
| Claymore of Lightning |
24 |
1600 |
624 |
2200 |
56 |
| Claymore of Numbing |
14 |
300 |
224 |
80 |
26 |
| Claymore of Pain |
18 |
800 |
360 |
310 |
38 |
| Claymore of Sapping |
16 |
800 |
288 |
130 |
38 |
| Claymore of Scorching |
18 |
800 |
360 |
310 |
38 |
| Claymore of Shattering |
24 |
1600 |
624 |
2200 |
56 |
| Claymore of Shocking |
18 |
800 |
360 |
310 |
38 |
| Claymore of Sparks |
12 |
300 |
168 |
40 |
22 |
| Claymore of Storms |
26 |
1600 |
728 |
4000 |
62 |
| Claymore of the Blaze |
24 |
1600 |
624 |
2200 |
56 |
| Claymore of the Dynamo |
22 |
1200 |
528 |
1150 |
50 |
| Claymore of the Glacier |
22 |
1200 |
528 |
1150 |
50 |
| Claymore of the Inferno |
26 |
1600 |
728 |
4000 |
62 |
| Claymore of Voltage |
20 |
1200 |
440 |
600 |
44 |
| Claymore of Weariness |
12 |
300 |
168 |
40 |
22 |
| Claymore of Winter |
26 |
1600 |
728 |
4000 |
62 |
| Club |
7 |
0 |
70 |
3 |
8 |
| Club |
7 |
0 |
70 |
3 |
8 |
| Cursed Mace |
10 |
0 |
4200 |
320 |
43 |
| Daedric Arrow |
15 |
0 |
|
35 |
0.25 |
| Daedric Battle Axe |
26 |
0 |
728 |
3800 |
76 |
| Daedric Bow |
20 |
0 |
420 |
3200 |
22 |
| Daedric Bow |
20 |
0 |
420 |
3200 |
22 |
| Daedric Claymore |
26 |
0 |
728 |
4000 |
62 |
| Daedric Dagger |
19 |
0 |
532 |
2700 |
10 |
| Daedric Longsword |
24 |
0 |
672 |
3100 |
48 |
| Daedric Longsword |
24 |
0 |
672 |
3100 |
48 |
| Daedric Mace |
24 |
0 |
672 |
3200 |
43 |
| Daedric Shortsword |
21 |
0 |
588 |
2900 |
22 |
| Daedric War Axe |
22 |
0 |
616 |
3100 |
40 |
| Daedric Warhammer |
28 |
0 |
784 |
5000 |
93 |
| Dagger of Absorption |
15 |
1200 |
360 |
570 |
8 |
| Dagger of Blizzards |
17 |
1600 |
442 |
1250 |
9 |
| Dagger of Brittleness |
13 |
1200 |
286 |
260 |
7 |
| Dagger of Burning |
7 |
300 |
112 |
20 |
4 |
| Dagger of Cold |
11 |
800 |
220 |
110 |
6 |
| Dagger of Depletion |
9 |
800 |
162 |
40 |
5 |
| Dagger of Depletion |
13 |
1200 |
286 |
260 |
7 |
| Dagger of Diminishing |
7 |
300 |
112 |
20 |
4 |
| Dagger of Discipline |
9 |
300 |
70 |
0 |
5 |
| Dagger of Disintegration |
19 |
1600 |
532 |
2700 |
10 |
| Dagger of Dispel |
9 |
800 |
162 |
40 |
5 |
| Dagger of Embers |
5 |
300 |
360 |
6 |
3 |
| Dagger of Enfeeblement |
11 |
800 |
220 |
110 |
6 |
| Dagger of Fire |
15 |
1200 |
360 |
570 |
8 |
| Dagger of Flames |
13 |
1200 |
286 |
260 |
7 |
| Dagger of Fracturing |
15 |
1200 |
360 |
570 |
8 |
| Dagger of Fragments |
11 |
800 |
220 |
110 |
6 |
| Dagger of Freezing |
13 |
1200 |
286 |
260 |
7 |
| Dagger of Frost |
5 |
300 |
360 |
6 |
3 |
| Dagger of Jinxing |
9 |
800 |
162 |
40 |
5 |
| Dagger of Jolts |
7 |
300 |
112 |
20 |
4 |
| Dagger of Lightning |
17 |
1600 |
442 |
1250 |
9 |
| Dagger of Numbing |
7 |
300 |
112 |
20 |
4 |
| Dagger of Pacification |
5 |
800 |
360 |
6 |
3 |
| Dagger of Pain |
11 |
800 |
220 |
110 |
6 |
| Dagger of Paralysis |
19 |
1600 |
532 |
2700 |
10 |
| Dagger of Sapping |
9 |
800 |
162 |
40 |
5 |
| Dagger of Scorching |
11 |
800 |
220 |
110 |
6 |
| Dagger of Shattering |
17 |
1600 |
442 |
1250 |
9 |
| Dagger of Shocking |
11 |
800 |
220 |
110 |
6 |
| Dagger of Sparks |
5 |
300 |
360 |
6 |
3 |
| Dagger of Storms |
19 |
1600 |
532 |
2700 |
10 |
| Dagger of the Blaze |
17 |
1600 |
442 |
1250 |
9 |
| Dagger of the Dynamo |
15 |
1200 |
360 |
570 |
8 |
| Dagger of the Glacier |
15 |
1200 |
360 |
570 |
8 |
| Dagger of the Inferno |
19 |
1600 |
532 |
2700 |
10 |
| Dagger of Voltage |
13 |
1200 |
286 |
260 |
7 |
| Dagger of Weakness |
13 |
1200 |
286 |
260 |
7 |
| Dagger of Weariness |
5 |
300 |
360 |
6 |
3 |
| Dagger of Winter |
19 |
1600 |
532 |
2700 |
10 |
| Dalvilu Cermonial Dagger |
7 |
0 |
400 |
20 |
4 |
| Debaser |
13 |
2400 |
250 |
90 |
22 |
| Debaser |
16 |
3600 |
350 |
200 |
32 |
| Debaser |
20 |
4800 |
510 |
840 |
40 |
| Debaser |
22 |
6000 |
605 |
1700 |
44 |
| Debaser |
24 |
7200 |
705 |
3100 |
48 |
| Debaser |
11 |
1200 |
180 |
40 |
18 |
| Defiler |
12 |
800 |
216 |
60 |
20 |
| Destarine's Cleaver |
15 |
3000 |
350 |
2400 |
26 |
| Dragon's Bow |
14 |
1200 |
264 |
360 |
16 |
| Dremora Barbed Arrow |
12 |
0 |
|
4 |
2 |
| Dremora Bow |
10 |
0 |
80 |
28 |
22 |
| Dremora Broadhead Arrow |
10 |
0 |
|
2 |
1.5 |
| Dremora Claymore |
22 |
0 |
340 |
575 |
62 |
| Dremora Field Arrow |
8 |
0 |
|
1 |
1 |
| Dremora Heavy Bow |
14 |
0 |
240 |
180 |
22 |
| Dremora Light Bow |
8 |
0 |
60 |
6 |
22 |
| Dremora Longsword |
16 |
0 |
150 |
100 |
48 |
| Dremora Mace |
12 |
0 |
100 |
40 |
43 |
| Dwarven Arrow |
11 |
0 |
|
5 |
0.15 |
| Dwarven Battle Axe |
18 |
0 |
360 |
300 |
48 |
| Dwarven Bow |
12 |
0 |
220 |
155 |
14 |
| Dwarven Bow |
12 |
0 |
220 |
155 |
14 |
| Dwarven Bow Replica |
1 |
0 |
1 |
0 |
14 |
| Dwarven Claymore |
18 |
0 |
360 |
310 |
38 |
| Dwarven Claymore |
18 |
0 |
360 |
310 |
38 |
| Dwarven Claymore Replica |
1 |
0 |
1 |
0 |
38 |
| Dwarven Dagger |
11 |
0 |
220 |
110 |
6 |
| Dwarven Longsword |
16 |
0 |
320 |
200 |
32 |
| Dwarven Longsword |
16 |
0 |
320 |
200 |
32 |
| Dwarven Mace |
16 |
0 |
320 |
180 |
27 |
| Dwarven Shortsword |
13 |
0 |
260 |
145 |
14 |
| Dwarven War Axe |
14 |
0 |
280 |
165 |
24 |
| Dwarven War Axe Replica |
1 |
0 |
1 |
0 |
24 |
| Dwarven Warhammer |
20 |
0 |
400 |
430 |
57 |
| Ebony Arrow |
14 |
0 |
|
20 |
0.2 |
| Ebony Battle Axe |
24 |
0 |
624 |
2100 |
69 |
| Ebony Blade |
23 |
3700 |
800 |
5000 |
46 |
| Ebony Bow |
18 |
0 |
364 |
1550 |
20 |
| Ebony Bow |
18 |
0 |
364 |
1550 |
20 |
| Ebony Claymore |
24 |
0 |
624 |
2200 |
56 |
| Ebony Dagger |
17 |
0 |
442 |
1250 |
9 |
| Ebony Dagger Replica |
1 |
0 |
1 |
0 |
9 |
| Ebony Longsword |
22 |
0 |
572 |
1700 |
44 |
| Ebony Longsword |
22 |
0 |
572 |
1700 |
44 |
| Ebony Mace |
22 |
0 |
572 |
1500 |
39 |
| Ebony Mace |
22 |
0 |
572 |
1500 |
39 |
| Ebony Mace Replica |
1 |
0 |
1 |
0 |
39 |
| Ebony Shortsword |
19 |
0 |
494 |
1400 |
20 |
| Ebony Shortsword Replica |
1 |
0 |
1 |
0 |
20 |
| Ebony War Axe |
20 |
0 |
520 |
1450 |
36 |
| Ebony War Axe |
20 |
0 |
520 |
1450 |
36 |
| Ebony Warhammer |
26 |
0 |
676 |
2800 |
84 |
| Ebony Warhammer Replica |
1 |
0 |
1 |
0 |
84 |
| Elven Arrow |
12 |
0 |
|
8 |
0.1 |
| Elven Battle Axe |
20 |
0 |
440 |
580 |
55 |
| Elven Bow |
14 |
0 |
264 |
360 |
16 |
| Elven Bow |
14 |
0 |
264 |
360 |
16 |
| Elven Claymore |
20 |
0 |
440 |
600 |
44 |
| Elven Dagger |
13 |
0 |
286 |
260 |
7 |
| Elven Long Sword |
18 |
0 |
396 |
420 |
36 |
| Elven Long Sword |
18 |
0 |
396 |
420 |
36 |
| Elven Mace |
18 |
0 |
396 |
380 |
31 |
| Elven Shortsword |
15 |
0 |
330 |
320 |
16 |
| Elven Shortsword Replica |
1 |
0 |
1 |
0 |
16 |
| Elven War Axe |
16 |
0 |
352 |
345 |
28 |
| Elven Warhammer |
22 |
0 |
484 |
800 |
66 |
| Enchanted Dagger |
9 |
10 |
350 |
40 |
5 |
| Essence of Regret |
16 |
120 |
150 |
100 |
48 |
| Fine Iron Battle Axe |
13 |
0 |
185 |
70 |
24.3 |
| Fine Iron Bow |
9 |
0 |
123 |
22 |
7.2 |
| Fine Iron Claymore |
13 |
0 |
185 |
80 |
19.8 |
| Fine Iron Dagger |
6 |
0 |
77 |
12 |
2.7 |
| Fine Iron Longsword |
11 |
0 |
154 |
40 |
18 |
| Fine Iron Mace |
11 |
0 |
154 |
34 |
13.5 |
| Fine Iron Shortsword |
8 |
0 |
108 |
20 |
7.2 |
| Fine Iron War Axe |
9 |
0 |
123 |
26 |
10.8 |
| Fine Iron Warhammer |
15 |
0 |
216 |
120 |
27 |
| Fine Steel Battle Axe |
15 |
0 |
246 |
150 |
30.6 |
| Fine Steel Bow |
10 |
0 |
158 |
60 |
9 |
| Fine Steel Claymore |
15 |
0 |
246 |
160 |
23.4 |
| Fine Steel Dagger |
8 |
0 |
123 |
40 |
3.5 |
| Fine Steel Longsword |
13 |
0 |
211 |
90 |
21.6 |
| Fine Steel Mace |
13 |
0 |
211 |
80 |
17.1 |
| Fine Steel Shortsword |
10 |
0 |
158 |
50 |
9 |
| Fine Steel War Axe |
11 |
0 |
176 |
70 |
14.4 |
| Fine Steel Warhammer |
17 |
0 |
282 |
250 |
35.1 |
| Flare Arrow |
9 |
8 |
|
2 |
0.1 |
| Frostwyrm Bow |
15 |
500 |
300 |
500 |
14 |
| Ghost Axe |
12 |
800 |
216 |
60 |
20 |
| Gift of Flame |
12 |
50 |
100 |
40 |
43 |
| Gladiator's Sword |
13 |
3600 |
211 |
90 |
22 |
| Glass Arrow |
13 |
0 |
|
12 |
0.1 |
| Glass Battle Axe |
22 |
0 |
528 |
1050 |
62 |
| Glass Battle Axe Replica |
1 |
0 |
1 |
0 |
62 |
| Glass Bow |
16 |
0 |
312 |
735 |
18 |
| Glass Bow |
16 |
0 |
312 |
735 |
18 |
| Glass Claymore |
22 |
0 |
528 |
1150 |
50 |
| Glass Dagger |
15 |
0 |
360 |
570 |
8 |
| Glass Dagger Replica |
1 |
0 |
1 |
0 |
8 |
| Glass Longsword |
20 |
0 |
480 |
840 |
40 |
| Glass Longsword |
20 |
0 |
480 |
840 |
40 |
| Glass Longsword Replica |
1 |
0 |
1 |
0 |
40 |
| Glass Mace |
20 |
0 |
480 |
750 |
35 |
| Glass Shortsword |
17 |
0 |
408 |
670 |
18 |
| Glass Shortsword Replica |
1 |
0 |
1 |
0 |
18 |
| Glass War Axe |
18 |
0 |
432 |
710 |
32 |
| Glass Warhammer |
24 |
0 |
576 |
1500 |
75 |
| Glass Warhammer |
24 |
0 |
576 |
1500 |
75 |
| Glenroy's Akaviri Katana |
18 |
0 |
240 |
0 |
18 |
| Goblin Shaman Staff |
0 |
150 |
20 |
125 |
10 |
| Goblin Totem Staff |
0 |
3000 |
20 |
6550 |
10 |
| Goldbrand |
25 |
3000 |
900 |
5400 |
52 |
| Greater Staff of Anarchy |
0 |
1200 |
100 |
100 |
10 |
| Greater Staff of Apathy |
0 |
1600 |
100 |
100 |
10 |
| Greater Staff of
Blundering |
0 |
1600 |
100 |
100 |
10 |
| Greater Staff of Burden |
0 |
3200 |
100 |
100 |
10 |
| Greater Staff of Calm |
0 |
1600 |
100 |
100 |
10 |
| Greater Staff of
Catastrophe |
0 |
1600 |
100 |
100 |
10 |
| Greater Staff of Charm |
0 |
1600 |
100 |
100 |
10 |
| Greater Staff of
Confusion |
0 |
1600 |
100 |
100 |
10 |
| Greater Staff of
Corrosion |
0 |
1600 |
100 |
100 |
10 |
| Greater Staff of
Demoralize |
0 |
1600 |
100 |
100 |
10 |
| Greater Staff of Dispel |
0 |
3200 |
100 |
100 |
10 |
| Greater Staff of
Domination |
0 |
1600 |
100 |
100 |
10 |
| Greater Staff of Fatigue |
0 |
2800 |
100 |
100 |
10 |
| Greater Staff of
Feeblemind |
0 |
1600 |
100 |
100 |
10 |
| Greater Staff of Fire |
0 |
3200 |
100 |
100 |
10 |
| Greater Staff of Fireball |
0 |
3200 |
100 |
100 |
10 |
| Greater Staff of
Fragility |
0 |
1200 |
100 |
100 |
10 |
| Greater Staff of Frailty |
0 |
1600 |
100 |
100 |
10 |
| Greater Staff of Frost |
0 |
3200 |
100 |
100 |
10 |
| Greater Staff of Ice
Storm |
0 |
3200 |
100 |
100 |
10 |
| Greater Staff of Lethargy |
0 |
1200 |
100 |
100 |
10 |
| Greater Staff of Light |
0 |
3200 |
100 |
100 |
10 |
| Greater Staff of
Lightning |
0 |
3200 |
100 |
100 |
10 |
| Greater Staff of Open |
0 |
1600 |
100 |
100 |
10 |
| Greater Staff of Ruin |
0 |
1600 |
100 |
100 |
10 |
| Greater Staff of Severing |
0 |
450 |
100 |
100 |
10 |
| Greater Staff of Sickness |
0 |
3200 |
100 |
100 |
10 |
| Greater Staff of Silence |
0 |
1600 |
100 |
100 |
10 |
| Greater Staff of Stopping |
0 |
2800 |
100 |
100 |
10 |
| Greater Staff of Storms |
0 |
3200 |
100 |
100 |
10 |
| Greater Staff of
Sundering |
0 |
1200 |
100 |
100 |
10 |
| Greater Staff of Taming |
0 |
1600 |
100 |
100 |
10 |
| Greater Staff of
Telekinesis |
0 |
3200 |
100 |
100 |
10 |
| Greater Staff of the
Dazed |
0 |
1200 |
100 |
100 |
10 |
| Greater Staff of the
Doomed |
0 |
1200 |
100 |
100 |
10 |
| Greater Staff of the
Grave |
0 |
3200 |
100 |
100 |
10 |
| Greater Staff of the Oaf |
0 |
1200 |
100 |
100 |
10 |
| Greater Staff of the
Pariah |
0 |
1600 |
100 |
100 |
10 |
| Greater Staff of the
Plague |
0 |
1200 |
100 |
100 |
10 |
| Greater Staff of the
Weary |
0 |
1600 |
100 |
100 |
10 |
| Greater Staff of Weakness |
0 |
1600 |
100 |
100 |
10 |
| Hatreds Heart |
14 |
1200 |
252 |
125 |
28 |
| Hatreds Heart |
16 |
2400 |
320 |
200 |
32 |
| Hatreds Heart |
18 |
3200 |
396 |
420 |
36 |
| Hatreds Heart |
20 |
3600 |
480 |
840 |
40 |
| Hatreds Heart |
22 |
4200 |
572 |
1700 |
44 |
| Hatreds Heart |
24 |
4800 |
672 |
3100 |
48 |
| Hatreds Soul |
15 |
1200 |
300 |
125 |
12 |
| Hatreds Soul |
16 |
2400 |
320 |
200 |
12 |
| Hatreds Soul |
18 |
3200 |
400 |
420 |
12 |
| Hatreds Soul |
20 |
3600 |
500 |
840 |
12 |
| Hatreds Soul |
22 |
4200 |
572 |
1700 |
12 |
| Hatreds Soul |
24 |
4800 |
600 |
3100 |
12 |
| Hatreds Soul Arrow |
20 |
100 |
|
80 |
0.2 |
| Heat of Sinfulness |
16 |
700 |
150 |
100 |
48 |
| Honorblade of Chorrol |
23 |
0 |
610 |
1000 |
44 |
| Hrormir's Icestaff |
3 |
1000 |
30 |
800 |
12 |
| Hrormir's Icestaff |
3 |
1000 |
30 |
800 |
12 |
| Immolator |
20 |
1200 |
440 |
600 |
44 |
| Iron Arrow |
8 |
0 |
|
1 |
0.1 |
| Iron Battle Axe |
12 |
0 |
168 |
35 |
27 |
| Iron Bow |
8 |
0 |
112 |
11 |
8 |
| Iron Bow |
8 |
0 |
112 |
11 |
8 |
| Iron Claymore |
12 |
0 |
168 |
40 |
22 |
| Iron Dagger |
5 |
0 |
70 |
6 |
3 |
| Iron Longsword |
10 |
0 |
140 |
20 |
20 |
| Iron Longsword |
10 |
0 |
140 |
20 |
20 |
| Iron Mace |
10 |
0 |
140 |
17 |
15 |
| Iron Shortsword |
7 |
0 |
98 |
10 |
8 |
| Iron War Axe |
8 |
0 |
112 |
13 |
12 |
| Iron War Axe |
8 |
0 |
112 |
13 |
12 |
| Iron Warhammer |
14 |
0 |
196 |
60 |
30 |
| Languorwine Blade |
2 |
0 |
500 |
5 |
5 |
| Lesser Staff of Anarchy |
0 |
450 |
100 |
100 |
10 |
| Lesser Staff of Apathy |
0 |
800 |
100 |
100 |
10 |
| Lesser Staff of
Blundering |
0 |
800 |
100 |
100 |
10 |
| Lesser Staff of Burden |
0 |
1200 |
100 |
100 |
10 |
| Lesser Staff of Calm |
0 |
600 |
100 |
100 |
10 |
| Lesser Staff of
Catastrophe |
0 |
800 |
100 |
100 |
10 |
| Lesser Staff of Charm |
0 |
800 |
100 |
100 |
10 |
| Lesser Staff of Confusion |
0 |
800 |
100 |
100 |
10 |
| Lesser Staff of Corrosion |
0 |
800 |
100 |
100 |
10 |
| Lesser Staff of
Demoralize |
0 |
600 |
100 |
100 |
10 |
| Lesser Staff of Dispel |
0 |
1200 |
100 |
100 |
10 |
| Lesser Staff of
Domination |
0 |
800 |
100 |
100 |
10 |
| Lesser Staff of Fatigue |
0 |
600 |
100 |
100 |
10 |
| Lesser Staff of
Feeblemind |
0 |
800 |
100 |
100 |
10 |
| Lesser Staff of Fire |
0 |
1200 |
100 |
100 |
10 |
| Lesser Staff of Fireball |
0 |
1200 |
100 |
100 |
10 |
| Lesser Staff of Fragility |
0 |
450 |
100 |
100 |
10 |
| Lesser Staff of Frailty |
0 |
800 |
100 |
100 |
10 |
| Lesser Staff of Frost |
0 |
1200 |
100 |
100 |
10 |
| Lesser Staff of Ice Storm |
0 |
1200 |
100 |
100 |
10 |
| Lesser Staff of Lethargy |
0 |
450 |
100 |
100 |
10 |
| Lesser Staff of Light |
0 |
1200 |
100 |
100 |
10 |
| Lesser Staff of Lightning |
0 |
1200 |
100 |
100 |
10 |
| Lesser Staff of Open |
0 |
800 |
100 |
100 |
10 |
| Lesser Staff of Ruin |
0 |
800 |
100 |
100 |
10 |
| Lesser Staff of Severing |
0 |
450 |
100 |
100 |
10 |
| Lesser Staff of Sickness |
0 |
1200 |
100 |
100 |
10 |
| Lesser Staff of Silence |
0 |
800 |
100 |
100 |
10 |
| Lesser Staff of Stopping |
0 |
1200 |
100 |
100 |
10 |
| Lesser Staff of Storms |
0 |
1200 |
100 |
100 |
10 |
| Lesser Staff of Sundering |
0 |
450 |
100 |
100 |
10 |
| Lesser Staff of Taming |
0 |
800 |
100 |
100 |
10 |
| Lesser Staff of
Telekinesis |
0 |
1200 |
100 |
100 |
10 |
| Lesser Staff of the Dazed |
0 |
450 |
100 |
100 |
10 |
| Lesser Staff of the
Doomed |
0 |
450 |
100 |
100 |
10 |
| Lesser Staff of the Grave |
0 |
1200 |
100 |
100 |
10 |
| Lesser Staff of the Oaf |
0 |
450 |
100 |
100 |
10 |
| Lesser Staff of the
Pariah |
0 |
800 |
100 |
100 |
10 |
| Lesser Staff of the
Plague |
0 |
450 |
100 |
100 |
10 |
| Lesser Staff of the Weary |
0 |
450 |
100 |
100 |
10 |
| Lesser Staff of Weakness |
0 |
800 |
100 |
100 |
10 |
| Long Sword of Brittleness |
18 |
1200 |
396 |
420 |
36 |
| Long Sword of Depletion |
18 |
1200 |
396 |
420 |
36 |
| Long Sword of Flames |
18 |
1200 |
396 |
420 |
36 |
| Long Sword of Freezing |
18 |
1200 |
396 |
420 |
36 |
| Long Sword of Voltage |
18 |
1200 |
396 |
420 |
36 |
| Longsword of Absorption |
20 |
1200 |
480 |
840 |
40 |
| Longsword of Blizzards |
22 |
1600 |
572 |
1700 |
44 |
| Longsword of Burning |
12 |
300 |
192 |
45 |
24 |
| Longsword of Cold |
16 |
800 |
320 |
200 |
32 |
| Longsword of Depletion |
14 |
800 |
252 |
80 |
28 |
| Longsword of Diminishing |
12 |
300 |
192 |
45 |
24 |
| Longsword of
Disintegration |
24 |
1600 |
672 |
3100 |
48 |
| Longsword of Dispel |
14 |
800 |
252 |
80 |
28 |
| Longsword of Embers |
10 |
300 |
140 |
20 |
20 |
| Longsword of Enfeeblement |
16 |
800 |
320 |
200 |
32 |
| Longsword of Fire |
20 |
1200 |
480 |
840 |
40 |
| Longsword of Fracturing |
20 |
1200 |
480 |
840 |
40 |
| Longsword of Fragments |
16 |
800 |
320 |
200 |
32 |
| Longsword of Frost |
14 |
800 |
160 |
80 |
28 |
| Longsword of Frost |
10 |
300 |
140 |
20 |
20 |
| Longsword of Jinxing |
14 |
800 |
252 |
80 |
28 |
| Longsword of Jolts |
12 |
300 |
192 |
45 |
24 |
| Longsword of Lightning |
22 |
1600 |
572 |
1700 |
44 |
| Longsword of Numbing |
12 |
300 |
192 |
45 |
24 |
| Longsword of Pain |
16 |
800 |
320 |
200 |
32 |
| Longsword of Sapping |
14 |
800 |
252 |
80 |
28 |
| Longsword of Scorching |
16 |
800 |
320 |
200 |
32 |
| Longsword of Shattering |
22 |
1600 |
572 |
1700 |
44 |
| Longsword of Shocking |
16 |
800 |
320 |
200 |
32 |
| Longsword of Sparks |
10 |
300 |
140 |
20 |
20 |
| Longsword of Storms |
24 |
1600 |
672 |
3100 |
48 |
| Longsword of the Blaze |
22 |
1600 |
572 |
1700 |
44 |
| Longsword of the Dynamo |
20 |
1200 |
480 |
840 |
40 |
| Longsword of the Glacier |
20 |
1200 |
480 |
840 |
40 |
| Longsword of the Inferno |
24 |
1600 |
672 |
3100 |
48 |
| Longsword of Weakness |
18 |
1200 |
396 |
420 |
36 |
| Longsword of Weariness |
10 |
300 |
140 |
20 |
20 |
| Longsword of Winter |
24 |
1600 |
672 |
3100 |
48 |
| Mace of Abeyance |
20 |
1200 |
480 |
750 |
35 |
| Mace of Absorption |
20 |
1200 |
480 |
750 |
35 |
| Mace of Aversion |
16 |
800 |
320 |
180 |
27 |
| Mace of Blizzards |
22 |
1600 |
572 |
1500 |
39 |
| Mace of Burden |
16 |
800 |
320 |
180 |
27 |
| Mace of Burning |
12 |
300 |
192 |
40 |
19 |
| Mace of Cold |
16 |
800 |
320 |
180 |
27 |
| Mace of Deadweight |
24 |
1600 |
672 |
3200 |
43 |
| Mace of Decay |
26 |
800 |
320 |
180 |
57 |
| Mace of Depletion |
14 |
800 |
252 |
70 |
23 |
| Mace of Diminishing |
12 |
300 |
192 |
40 |
19 |
| Mace of Dispel |
14 |
800 |
252 |
70 |
23 |
| Mace of Dissolution |
18 |
1200 |
396 |
380 |
31 |
| Mace of Doom |
10 |
50000 |
3000 |
120 |
5 |
| Mace of Embers |
10 |
300 |
140 |
17 |
15 |
| Mace of Encumbrance |
20 |
1200 |
480 |
750 |
35 |
| Mace of Enfeeblement |
16 |
800 |
320 |
180 |
27 |
| Mace of Excess |
22 |
1600 |
572 |
1500 |
39 |
| Mace of Feeding |
22 |
1600 |
572 |
1500 |
39 |
| Mace of Fire |
20 |
1200 |
480 |
750 |
35 |
| Mace of Flames |
18 |
1200 |
396 |
380 |
31 |
| Mace of Fracturing |
20 |
1200 |
480 |
750 |
35 |
| Mace of Freezing |
18 |
1200 |
396 |
380 |
31 |
| Mace of Frost |
10 |
300 |
140 |
17 |
15 |
| Mace of Holy Light |
24 |
1600 |
672 |
3200 |
43 |
| Mace of Jinxing |
14 |
800 |
252 |
70 |
23 |
| Mace of Jolts |
12 |
300 |
192 |
40 |
19 |
| Mace of Legion |
10 |
800 |
140 |
17 |
15 |
| Mace of Lightning |
22 |
1600 |
572 |
1500 |
39 |
| Mace of Molag Bal |
25 |
2200 |
1500 |
4000 |
45 |
| Mace of Numbing |
12 |
300 |
192 |
40 |
19 |
| Mace of Overload |
18 |
1200 |
396 |
380 |
31 |
| Mace of Putrification |
24 |
1600 |
672 |
3200 |
43 |
| Mace of Rending |
22 |
1600 |
572 |
1500 |
39 |
| Mace of Repelling |
10 |
300 |
140 |
17 |
15 |
| Mace of Sapping |
14 |
800 |
252 |
70 |
23 |
| Mace of Scorching |
16 |
800 |
320 |
180 |
27 |
| Mace of Shocking |
16 |
800 |
320 |
180 |
27 |
| Mace of Siphoning |
18 |
1200 |
396 |
380 |
31 |
| Mace of Sparks |
10 |
300 |
140 |
17 |
15 |
| Mace of Storms |
24 |
1600 |
672 |
3200 |
43 |
| Mace of Strain |
12 |
300 |
192 |
40 |
19 |
| Mace of the Blaze |
22 |
1600 |
572 |
1500 |
39 |
| Mace of the Dynamo |
20 |
1200 |
480 |
750 |
35 |
| Mace of the Glacier |
20 |
1200 |
480 |
750 |
35 |
| Mace of the Inferno |
24 |
1600 |
672 |
3200 |
43 |
| Mace of the Undead |
22 |
1600 |
572 |
1500 |
39 |
| Mace of Transmogrify |
24 |
1600 |
672 |
3200 |
43 |
| Mace of Turning |
18 |
1200 |
396 |
380 |
31 |
| Mace of Voltage |
18 |
1200 |
396 |
380 |
31 |
| Mace of Warding |
12 |
300 |
192 |
40 |
19 |
| Mace of Weakness |
18 |
1200 |
396 |
380 |
31 |
| Mace of Weight |
10 |
300 |
140 |
17 |
15 |
| Mace of Winter |
24 |
1600 |
672 |
3200 |
43 |
| Magebane Arrow |
10 |
100 |
|
35 |
0.25 |
| Mage's Mace |
18 |
1200 |
396 |
380 |
31 |
| Mages Staff |
0 |
350 |
100 |
50 |
10 |
| Mage's Staff of Charm |
10 |
360 |
100 |
10 |
10 |
| Mage's Staff of Charm |
10 |
1080 |
100 |
10 |
10 |
| Mage's Staff of Charm |
10 |
1840 |
100 |
10 |
10 |
| Mage's Staff of Charm |
10 |
200 |
100 |
10 |
10 |
| Mage's Staff of Dispel |
10 |
560 |
100 |
10 |
10 |
| Mage's Staff of Dispel |
10 |
1640 |
100 |
10 |
10 |
| Mage's Staff of Dispel |
10 |
2400 |
100 |
10 |
10 |
| Mage's Staff of Dispel |
10 |
400 |
100 |
10 |
10 |
| Mage's Staff of Fire |
10 |
800 |
100 |
10 |
10 |
| Mage's Staff of Fire |
10 |
1600 |
100 |
10 |
10 |
| Mage's Staff of Fire |
10 |
2400 |
100 |
10 |
10 |
| Mage's Staff of Fire |
10 |
3200 |
100 |
10 |
10 |
| Mage's Staff of Frost |
10 |
1600 |
100 |
10 |
10 |
| Mage's Staff of Frost |
10 |
2400 |
100 |
10 |
10 |
| Mage's Staff of Frost |
10 |
3200 |
100 |
10 |
10 |
| Mage's Staff of Frost |
10 |
800 |
100 |
10 |
10 |
| Mage's Staff of Paralysis |
10 |
2000 |
100 |
10 |
10 |
| Mage's Staff of Paralysis |
10 |
6000 |
100 |
10 |
10 |
| Mage's Staff of Paralysis |
10 |
8000 |
100 |
10 |
10 |
| Mage's Staff of Paralysis |
10 |
4000 |
100 |
10 |
10 |
| Mage's Staff of Shock |
10 |
1600 |
100 |
10 |
10 |
| Mage's Staff of Shock |
10 |
2400 |
100 |
10 |
10 |
| Mage's Staff of Shock |
10 |
3200 |
100 |
10 |
10 |
| Mage's Staff of Shock |
10 |
800 |
100 |
10 |
10 |
| Mage's Staff of Silence |
10 |
1800 |
100 |
10 |
10 |
| Mage's Staff of Silence |
10 |
3600 |
100 |
10 |
10 |
| Mage's Staff of Silence |
10 |
5400 |
100 |
10 |
10 |
| Mage's Staff of Silence |
10 |
720 |
100 |
10 |
10 |
| Mage's Staff of Soul Trap |
10 |
3600 |
100 |
10 |
10 |
| Mage's Staff of Soul Trap |
10 |
5400 |
100 |
10 |
10 |
| Mage's Staff of Soul Trap |
10 |
7200 |
100 |
10 |
10 |
| Mage's Staff of Soul Trap |
10 |
1800 |
100 |
10 |
10 |
| Mage's Staff of
Telekinesis |
10 |
3400 |
100 |
10 |
10 |
| Mage's Staff of
Telekinesis |
10 |
6600 |
100 |
10 |
10 |
| Mage's Staff of
Telekinesis |
10 |
9880 |
100 |
10 |
10 |
| Mage's Staff of
Telekinesis |
10 |
1360 |
100 |
10 |
10 |
| Mankar Camoran's Staff |
3 |
1000 |
200 |
100 |
12 |
| Mankar Camoran's Staff |
3 |
2000 |
200 |
100 |
12 |
| Mankar Camoran's Staff |
3 |
3000 |
200 |
100 |
12 |
| Mankar Camoran's Staff |
3 |
5000 |
200 |
100 |
12 |
| Mishaxhi's Cleaver |
16 |
3000 |
240 |
150 |
24 |
| Mishaxhi's Cleaver |
16 |
500 |
240 |
150 |
24 |
| Mishaxhi's Cleaver |
16 |
1000 |
240 |
150 |
24 |
| Mishaxhi's Cleaver |
16 |
2000 |
240 |
150 |
24 |
| Naked Axe |
18 |
1600 |
360 |
300 |
48 |
| Nearness of Evil |
12 |
170 |
100 |
40 |
43 |
| Northwind |
15 |
1000 |
240 |
180 |
18 |
| Northwind |
15 |
2000 |
240 |
180 |
18 |
| Northwind |
15 |
3000 |
240 |
180 |
18 |
| Northwind |
15 |
500 |
240 |
180 |
18 |
| Oblivion's Caress |
16 |
230 |
150 |
100 |
48 |
| Oblivion's Embrace |
22 |
710 |
340 |
575 |
62 |
| Penance of Animosity |
16 |
400 |
150 |
100 |
48 |
| Penance of Deception |
16 |
620 |
150 |
100 |
48 |
| Penance of Faithlessness |
16 |
1220 |
150 |
100 |
48 |
| Penance of Hatred |
16 |
620 |
150 |
100 |
48 |
| Penance of Larceny |
16 |
620 |
150 |
100 |
48 |
| Penance of Pride |
16 |
620 |
150 |
100 |
48 |
| Perdition's Wrath |
18 |
500 |
400 |
3000 |
40 |
| Pounder |
20 |
800 |
400 |
430 |
57 |
| Purging Flame |
16 |
140 |
150 |
100 |
48 |
| Quality Battle Axe Ember |
14 |
300 |
224 |
75 |
35 |
| Quality Battle Axe Shiver |
14 |
300 |
224 |
75 |
35 |
| Quality Battle Axe Soul
Trap |
14 |
300 |
224 |
75 |
35 |
| Quality Battle Axe Spark |
14 |
300 |
224 |
75 |
35 |
| Quintessence of Remorse |
22 |
950 |
340 |
575 |
62 |
| Redwave |
11 |
500 |
850 |
40 |
25 |
| Redwave |
11 |
500 |
850 |
40 |
25 |
| Redwave |
11 |
500 |
850 |
40 |
25 |
| Redwave |
11 |
500 |
850 |
40 |
25 |
| Redwave |
11 |
500 |
850 |
40 |
25 |
| Redwave |
11 |
500 |
850 |
40 |
25 |
| Redwave |
11 |
500 |
850 |
40 |
25 |
| Renault's Akaviri Katana |
15 |
0 |
240 |
0 |
18 |
| Retaliation of Blood |
22 |
80 |
340 |
575 |
62 |
| Retaliation of Spirit |
22 |
110 |
340 |
575 |
62 |
| Retribution of Aggression |
22 |
140 |
340 |
575 |
62 |
| Retribution of Cowardness |
22 |
2120 |
340 |
575 |
62 |
| Retribution of Hubris |
22 |
140 |
340 |
575 |
62 |
| Retribution of Hypocrisy |
22 |
140 |
340 |
575 |
62 |
| Retribution of Rapacity |
22 |
140 |
340 |
575 |
62 |
| Retribution of Treachery |
22 |
3060 |
340 |
575 |
62 |
| Revealer of Iniquity |
12 |
1310 |
100 |
40 |
43 |
| Rockshatter |
20 |
1920 |
480 |
750 |
35 |
| Rockshatter |
10 |
540 |
140 |
17 |
15 |
| Rockshatter |
13 |
1020 |
211 |
80 |
17 |
| Rockshatter |
16 |
1500 |
320 |
180 |
27 |
| Rockshatter |
20 |
1920 |
480 |
750 |
35 |
| Rockshatter |
22 |
2520 |
572 |
1500 |
39 |
| Rockshatter |
24 |
3240 |
672 |
3200 |
43 |
| Rockshatter |
10 |
540 |
140 |
17 |
15 |
| Rockshatter |
13 |
1020 |
211 |
80 |
17 |
| Rockshatter |
16 |
1500 |
320 |
180 |
27 |
| Rockshatter |
22 |
2520 |
572 |
1500 |
39 |
| Rockshatter |
24 |
3240 |
672 |
3200 |
43 |
| Rohssan's Antique Cutlass |
10 |
0 |
40 |
90 |
25 |
| Rose of Sithis |
9 |
0 |
|
2 |
0.1 |
| Rugdumph's Sword |
14 |
1500 |
700 |
125 |
28 |
| Ruined Akaviri Katana |
8 |
0 |
100 |
3 |
20 |
| Ruma's Staff |
10 |
2000 |
100 |
100 |
10 |
| Rusty Iron Bow |
8 |
0 |
90 |
10 |
8 |
| Rusty Iron Dagger |
5 |
0 |
60 |
5 |
3 |
| Rusty Iron Dagger |
3 |
0 |
35 |
2 |
3 |
| Rusty Iron Mace |
7 |
0 |
70 |
6 |
15 |
| Rusty Iron Shortsword |
5 |
0 |
56 |
3 |
8 |
| Rusty Iron War Axe |
5 |
0 |
56 |
4 |
12 |
| Sanguine Rose |
10 |
3000 |
100 |
10 |
10 |
| Shadowhunt |
10 |
100 |
100 |
50 |
8 |
| Shadowhunt |
10 |
450 |
100 |
50 |
8 |
| Shadowhunt |
10 |
850 |
100 |
50 |
8 |
| Shadowhunt |
10 |
1650 |
100 |
50 |
8 |
| Shadowhunt |
10 |
3400 |
100 |
50 |
8 |
| Shadowhunt |
10 |
6700 |
100 |
50 |
8 |
| Shadowhunt |
10 |
9000 |
100 |
50 |
8 |
| Sharpened Cutlass |
11 |
0 |
192 |
40 |
25 |
| Shimmerstrike |
9 |
200 |
500 |
31 |
5 |
| Shortsword of Absorption |
17 |
1200 |
408 |
670 |
18 |
| Shortsword of Blizzards |
19 |
1600 |
494 |
1400 |
20 |
| Shortsword of Brittleness |
15 |
1200 |
330 |
320 |
16 |
| Shortsword of Burning |
9 |
300 |
144 |
25 |
10 |
| Shortsword of Cold |
13 |
800 |
260 |
145 |
14 |
| Shortsword of Depletion |
11 |
800 |
198 |
50 |
12 |
| Shortsword of Depletion |
15 |
1200 |
330 |
320 |
16 |
| Shortsword of Diminishing |
9 |
300 |
144 |
25 |
10 |
| Shortsword of
Disintegration |
21 |
1600 |
588 |
2900 |
22 |
| Shortsword of Dispel |
11 |
800 |
198 |
50 |
12 |
| Shortsword of Embers |
7 |
300 |
98 |
10 |
8 |
| Shortsword of
Enfeeblement |
13 |
800 |
260 |
145 |
14 |
| Shortsword of Fire |
17 |
1200 |
408 |
670 |
18 |
| Shortsword of Flames |
15 |
1200 |
330 |
320 |
16 |
| Shortsword of Fracturing |
17 |
1200 |
408 |
670 |
18 |
| Shortsword of Fragments |
13 |
800 |
260 |
145 |
14 |
| Shortsword of Freezing |
15 |
1200 |
330 |
320 |
16 |
| Shortsword of Frost |
7 |
300 |
98 |
10 |
8 |
| Shortsword of Jinxing |
11 |
800 |
198 |
50 |
12 |
| Shortsword of Jolts |
9 |
300 |
144 |
25 |
10 |
| Shortsword of Lightning |
19 |
1600 |
494 |
1400 |
20 |
| Shortsword of Numbing |
9 |
300 |
144 |
25 |
10 |
| Shortsword of Pain |
13 |
800 |
260 |
145 |
14 |
| Shortsword of Paralysis |
19 |
800 |
494 |
1400 |
20 |
| Shortsword of Sapping |
11 |
800 |
198 |
50 |
12 |
| Shortsword of Scorching |
13 |
800 |
260 |
145 |
14 |
| Shortsword of Shattering |
19 |
1600 |
494 |
1400 |
20 |
| Shortsword of Shocking |
13 |
800 |
260 |
145 |
14 |
| Shortsword of Sparks |
7 |
300 |
98 |
10 |
8 |
| Shortsword of Storms |
21 |
1600 |
588 |
2900 |
22 |
| Shortsword of the Blaze |
19 |
1600 |
494 |
1400 |
20 |
| Shortsword of the Dynamo |
17 |
1200 |
408 |
670 |
18 |
| Shortsword of the Fang |
11 |
800 |
198 |
50 |
12 |
| Shortsword of the Glacier |
17 |
1200 |
408 |
670 |
18 |
| Shortsword of the Inferno |
21 |
1600 |
588 |
2900 |
22 |
| Shortsword of Voltage |
15 |
1200 |
330 |
320 |
16 |
| Shortsword of Weakness |
15 |
1200 |
330 |
320 |
16 |
| Shortsword of Weariness |
7 |
300 |
98 |
10 |
8 |
| Shortsword of Winter |
21 |
1600 |
588 |
2900 |
22 |
| Silver Arrow |
10 |
0 |
|
3 |
0.1 |
| Silver BattleAxe |
16 |
0 |
288 |
125 |
41 |
| Silver BattleAxe |
16 |
0 |
342 |
125 |
41 |
| Silver Bow |
10 |
0 |
180 |
55 |
12 |
| Silver Bow |
10 |
0 |
180 |
55 |
12 |
| Silver Claymore |
16 |
0 |
288 |
130 |
38 |
| Silver Dagger |
9 |
0 |
162 |
40 |
5 |
| Silver Longsword |
14 |
0 |
252 |
125 |
28 |
| Silver Longsword |
14 |
0 |
252 |
125 |
28 |
| Silver Mace |
14 |
0 |
252 |
70 |
23 |
| Silver Mace |
14 |
0 |
252 |
70 |
23 |
| Silver Shortsword |
11 |
0 |
198 |
50 |
12 |
| Silver Shortsword |
11 |
0 |
198 |
50 |
12 |
| Silver War Axe |
12 |
0 |
216 |
60 |
20 |
| Silver Warhammer |
18 |
0 |
324 |
200 |
48 |
| Sinweaver |
21 |
360 |
500 |
1000 |
55 |
| Skull of Corruption |
10 |
3000 |
100 |
10 |
10 |
| Spellbreaker |
14 |
0 |
700 |
125 |
28 |
| Staff |
0 |
0 |
20 |
20 |
10 |
| Staff of Anarchy |
0 |
800 |
100 |
100 |
10 |
| Staff of Apathy |
0 |
1200 |
100 |
100 |
10 |
| Staff of Banishment |
0 |
4400 |
100 |
100 |
10 |
| Staff of Blundering |
0 |
1200 |
100 |
100 |
10 |
| Staff of Burden |
0 |
1900 |
100 |
100 |
10 |
| Staff of Calm |
0 |
1600 |
100 |
100 |
10 |
| Staff of Catastrophe |
0 |
1200 |
100 |
100 |
10 |
| Staff of Charm |
0 |
1100 |
100 |
100 |
10 |
| Staff of Conflagration |
0 |
3200 |
100 |
100 |
10 |
| Staff of Confusion |
0 |
1200 |
100 |
100 |
10 |
| Staff of Corrosion |
0 |
1200 |
100 |
100 |
10 |
| Staff of Demoralize |
0 |
1200 |
100 |
100 |
10 |
| Staff of Diminishing |
0 |
1600 |
100 |
100 |
10 |
| Staff of Discord |
0 |
3200 |
100 |
100 |
10 |
| Staff of Dispel |
0 |
1900 |
100 |
100 |
10 |
| Staff of Domination |
0 |
1200 |
100 |
100 |
10 |
| Staff of Fatigue |
0 |
1900 |
100 |
100 |
10 |
| Staff of Feeblemind |
0 |
1200 |
100 |
100 |
10 |
| Staff of Fire |
0 |
1600 |
100 |
100 |
10 |
| Staff of Fireball |
0 |
1600 |
100 |
100 |
10 |
| Staff of Flame |
10 |
500 |
100 |
100 |
8 |
| Staff of Fragility |
0 |
800 |
100 |
100 |
10 |
| Staff of Frailty |
0 |
1200 |
100 |
100 |
10 |
| Staff of Frost |
0 |
1600 |
100 |
100 |
10 |
| Staff of Hoarfrost |
0 |
3200 |
100 |
100 |
10 |
| Staff of Ice Storm |
0 |
1600 |
100 |
100 |
10 |
| Staff of Indarys |
15 |
3000 |
100 |
200 |
5 |
| Staff of Indarys |
15 |
4500 |
100 |
200 |
5 |
| Staff of Indarys |
15 |
6000 |
100 |
200 |
5 |
| Staff of Indarys |
15 |
7500 |
100 |
200 |
5 |
| Staff of Indarys |
15 |
9000 |
100 |
200 |
5 |
| Staff of Indarys |
15 |
2400 |
100 |
200 |
5 |
| Staff of Legion |
0 |
3200 |
100 |
100 |
10 |
| Staff of Lethargy |
0 |
800 |
100 |
100 |
10 |
| Staff of Light |
0 |
2200 |
100 |
100 |
10 |
| Staff of Lightning |
0 |
1600 |
100 |
100 |
10 |
| Staff of Nenalata |
0 |
1400 |
20 |
100 |
10 |
| Staff of Nenalata |
0 |
1400 |
20 |
100 |
10 |
| Staff of Nenalata |
0 |
1400 |
20 |
100 |
10 |
| Staff of Nenalata |
0 |
1400 |
20 |
100 |
10 |
| Staff of Nenalata |
0 |
1400 |
20 |
100 |
10 |
| Staff of Nenalata |
0 |
1400 |
20 |
100 |
10 |
| Staff of Open |
0 |
1200 |
100 |
100 |
10 |
| Staff of Pacification |
0 |
3200 |
100 |
100 |
10 |
| Staff of Paralyzing Burst |
0 |
1900 |
100 |
100 |
10 |
| Staff of Ruin |
0 |
1500 |
100 |
100 |
10 |
| Staff of Severing |
0 |
450 |
100 |
100 |
10 |
| Staff of Shock |
0 |
1 |
0 |
0 |
8 |
| Staff of Sickness |
0 |
1900 |
100 |
100 |
10 |
| Staff of Silence |
0 |
1200 |
100 |
100 |
10 |
| Staff of Storms |
0 |
1600 |
100 |
100 |
10 |
| Staff of Submission |
0 |
3200 |
100 |
100 |
10 |
| Staff of Sundering |
0 |
1600 |
100 |
100 |
10 |
| Staff of Taming |
0 |
1200 |
100 |
100 |
10 |
| Staff of Telekinesis |
0 |
1600 |
100 |
100 |
10 |
| Staff of the Battlemage |
3 |
500 |
30 |
10 |
12 |
| Staff of the Dazed |
0 |
800 |
100 |
100 |
10 |
| Staff of the Doomed |
0 |
800 |
100 |
100 |
10 |
| Staff of the Everscamp |
3 |
0 |
30 |
0 |
12 |
| Staff of the Grave |
0 |
1600 |
100 |
100 |
10 |
| Staff of the Healer |
0 |
4400 |
100 |
100 |
10 |
| Staff of the Mundane |
0 |
3200 |
100 |
100 |
10 |
| Staff of the Oaf |
0 |
800 |
100 |
100 |
10 |
| Staff of the Pariah |
0 |
1200 |
100 |
100 |
10 |
| Staff of the Plague |
0 |
800 |
100 |
100 |
10 |
| Staff of the Weary |
0 |
1200 |
100 |
100 |
10 |
| Staff of Thunderbolts |
0 |
3200 |
100 |
100 |
10 |
| Staff of Unholy Terror |
0 |
2800 |
100 |
100 |
10 |
| Staff of Vulnerability |
0 |
3200 |
100 |
100 |
10 |
| Staff of Weakness |
0 |
1200 |
100 |
100 |
10 |
| Staff of Weakness |
0 |
3200 |
100 |
100 |
10 |
| Staff of Withering |
0 |
3200 |
100 |
100 |
10 |
| Staff of Worms |
10 |
5000 |
100 |
0 |
10 |
| Steel Arrow |
9 |
0 |
|
2 |
0.1 |
| Steel Battle Axe |
14 |
0 |
224 |
75 |
35 |
| Steel Bow |
9 |
0 |
144 |
30 |
10 |
| Steel Bow |
9 |
0 |
100 |
10 |
5 |
| Steel Bow |
9 |
0 |
144 |
30 |
10 |
| Steel Claymore |
14 |
0 |
224 |
80 |
26 |
| Steel Cutlass |
11 |
0 |
192 |
40 |
25 |
| Steel Dagger |
7 |
0 |
112 |
20 |
4 |
| Steel Longsword |
12 |
0 |
192 |
45 |
24 |
| Steel Longsword |
12 |
0 |
100 |
45 |
5 |
| Steel Longsword |
12 |
0 |
192 |
45 |
24 |
| Steel Mace |
12 |
0 |
192 |
40 |
19 |
| Steel Shortsword |
9 |
0 |
144 |
25 |
10 |
| Steel Shortsword |
9 |
0 |
144 |
25 |
10 |
| Steel War Axe |
10 |
0 |
160 |
35 |
16 |
| Steel Warhammer |
16 |
0 |
256 |
125 |
39 |
| Steel Warhammer |
16 |
0 |
60 |
50 |
5 |
| Storm Bow |
14 |
1200 |
264 |
360 |
16 |
| Stormcall Arrow |
7 |
250 |
|
8 |
0.1 |
| Sufferthorn |
9 |
1000 |
70 |
31 |
5 |
| Sufferthorn |
9 |
1500 |
70 |
31 |
5 |
| Sufferthorn |
9 |
2000 |
70 |
31 |
5 |
| Sufferthorn |
9 |
3000 |
70 |
31 |
5 |
| Sufferthorn |
9 |
3400 |
70 |
31 |
5 |
| Sufferthorn |
9 |
6700 |
70 |
31 |
5 |
| Sufferthorn |
9 |
8000 |
70 |
31 |
5 |
| Sword of Nab |
14 |
100 |
200 |
120 |
20 |
| Sword of Submission |
10 |
800 |
140 |
20 |
20 |
| Sword of Wounding |
17 |
1200 |
408 |
670 |
18 |
| Tempest |
24 |
1600 |
624 |
2200 |
56 |
| Test AE Arrow |
8 |
30 |
|
4 |
0.1 |
| TestStaff |
10 |
0 |
100 |
10 |
10 |
| TestStaff03 |
14 |
0 |
100 |
10 |
10 |
| Thieve's Dagger |
15 |
1200 |
360 |
570 |
8 |
| Thornblade |
13 |
2100 |
211 |
90 |
22 |
| Thornblade |
16 |
3000 |
350 |
200 |
32 |
| Thornblade |
20 |
4500 |
510 |
840 |
40 |
| Thornblade |
22 |
6000 |
605 |
1700 |
44 |
| Thornblade |
24 |
9000 |
705 |
3100 |
48 |
| Thornblade |
11 |
1200 |
185 |
40 |
18 |
| Truncheon of Submission |
10 |
3330 |
200 |
1700 |
8 |
| Umbra |
28 |
2500 |
700 |
4500 |
45 |
| Unfinished Staff |
12 |
0 |
900 |
50 |
24 |
| Volendrung |
14 |
0 |
700 |
125 |
28 |
| Volendrung |
20 |
2500 |
3200 |
4300 |
60 |
| Voltag |
22 |
1600 |
572 |
1500 |
39 |
| Wabbajack |
10 |
3000 |
100 |
10 |
10 |
| War Axe of Absorption |
18 |
1200 |
432 |
710 |
32 |
| War Axe of Beguilement |
18 |
1200 |
432 |
710 |
32 |
| War Axe of Blizzards |
20 |
1600 |
520 |
1450 |
36 |
| War Axe of Burning |
10 |
300 |
160 |
35 |
16 |
| War Axe of Cold |
14 |
800 |
280 |
165 |
24 |
| War Axe of Damnation |
22 |
1600 |
616 |
3100 |
40 |
| War Axe of Decay |
14 |
800 |
280 |
165 |
24 |
| War Axe of Deception |
16 |
1200 |
352 |
345 |
28 |
| War Axe of Depletion |
12 |
800 |
216 |
60 |
20 |
| War Axe of Diminishing |
10 |
300 |
160 |
35 |
16 |
| War Axe of Dispel |
12 |
800 |
216 |
60 |
20 |
| War Axe of Dissolution |
16 |
1200 |
352 |
345 |
28 |
| War Axe of Embers |
8 |
300 |
112 |
13 |
12 |
| War Axe of Enfeeblement |
14 |
800 |
280 |
165 |
24 |
| War Axe of Feeding |
20 |
1600 |
520 |
1450 |
36 |
| War Axe of Fire |
18 |
1200 |
432 |
710 |
32 |
| War Axe of Flames |
16 |
1200 |
352 |
345 |
28 |
| War Axe of Fracturing |
18 |
1200 |
432 |
710 |
32 |
| War Axe of Freezing |
16 |
1200 |
352 |
345 |
28 |
| War Axe of Frost |
8 |
300 |
112 |
13 |
12 |
| War Axe of Jinxing |
12 |
800 |
216 |
60 |
20 |
| War Axe of Jolts |
10 |
300 |
160 |
35 |
16 |
| War Axe of Lightning |
20 |
1600 |
520 |
1450 |
36 |
| War Axe of Numbing |
10 |
300 |
160 |
35 |
16 |
| War Axe of Putrification |
22 |
1600 |
616 |
3100 |
40 |
| War Axe of Rending |
20 |
1600 |
520 |
1450 |
36 |
| War Axe of Sapping |
12 |
800 |
216 |
60 |
20 |
| War Axe of Scorching |
14 |
800 |
280 |
165 |
24 |
| War Axe of Seduction |
10 |
300 |
160 |
35 |
16 |
| War Axe of Shocking |
14 |
800 |
280 |
165 |
24 |
| War Axe of Siphoning |
16 |
1200 |
352 |
345 |
28 |
| War Axe of Soul Snares |
20 |
1600 |
520 |
1450 |
36 |
| War Axe of Soul Traps |
14 |
800 |
280 |
165 |
24 |
| War Axe of Souls |
8 |
300 |
112 |
13 |
12 |
| War Axe of Sparks |
8 |
300 |
112 |
13 |
12 |
| War Axe of Storms |
22 |
1600 |
616 |
3100 |
40 |
| War Axe of the Blaze |
20 |
1600 |
520 |
1450 |
36 |
| War Axe of the Dynamo |
18 |
1200 |
432 |
710 |
32 |
| War Axe of the Glacier |
18 |
1200 |
432 |
710 |
32 |
| War Axe of the Inferno |
22 |
1600 |
616 |
3100 |
40 |
| War Axe of Transmogrify |
22 |
1600 |
616 |
3100 |
40 |
| War Axe of Voltage |
16 |
1200 |
352 |
345 |
28 |
| War Axe of Weakness |
16 |
1200 |
352 |
345 |
28 |
| War Axe of Winter |
22 |
1600 |
616 |
3100 |
40 |
| Warhammer of Abeyance |
24 |
1200 |
576 |
1500 |
75 |
| Warhammer of Absorption |
24 |
1200 |
576 |
1500 |
75 |
| Warhammer of Aversion |
20 |
800 |
400 |
430 |
57 |
| Warhammer of Blizzards |
26 |
1600 |
676 |
2800 |
84 |
| Warhammer of Burning |
16 |
300 |
256 |
125 |
39 |
| Warhammer of Cold |
20 |
800 |
400 |
430 |
57 |
| Warhammer of Deadweight |
28 |
1600 |
784 |
5000 |
93 |
| Warhammer of Decay |
20 |
800 |
400 |
430 |
57 |
| Warhammer of Depletion |
18 |
800 |
324 |
200 |
48 |
| Warhammer of Diminishing |
16 |
300 |
256 |
125 |
39 |
| Warhammer of Dispel |
18 |
800 |
324 |
200 |
48 |
| Warhammer of Dissolution |
22 |
1200 |
484 |
800 |
66 |
| Warhammer of Embers |
14 |
300 |
196 |
60 |
30 |
| Warhammer of Encumbrance |
24 |
1200 |
576 |
1500 |
75 |
| Warhammer of Enfeeblement |
20 |
800 |
400 |
430 |
57 |
| Warhammer of Excess |
26 |
1600 |
676 |
2800 |
84 |
| Warhammer of Feeding |
26 |
1600 |
676 |
2800 |
84 |
| Warhammer of Fire |
24 |
1200 |
576 |
1500 |
75 |
| Warhammer of Flames |
22 |
1200 |
484 |
800 |
66 |
| Warhammer of Fracturing |
24 |
1200 |
576 |
1500 |
75 |
| Warhammer of Freezing |
22 |
1200 |
484 |
800 |
66 |
| Warhammer of Frost |
14 |
300 |
196 |
60 |
30 |
| Warhammer of Holy Light |
28 |
1600 |
784 |
5000 |
93 |
| Warhammer of Jinxing |
18 |
800 |
324 |
200 |
48 |
| Warhammer of Jolts |
16 |
300 |
256 |
125 |
39 |
| Warhammer of Lightning |
26 |
1600 |
676 |
2800 |
84 |
| Warhammer of Numbing |
16 |
300 |
256 |
125 |
39 |
| Warhammer of Overload |
22 |
1200 |
484 |
800 |
66 |
| Warhammer of
Putrification |
28 |
1600 |
784 |
5000 |
93 |
| Warhammer of Rending |
26 |
1600 |
676 |
2800 |
84 |
| Warhammer of Sapping |
18 |
800 |
324 |
200 |
48 |
| Warhammer of Scorching |
20 |
800 |
400 |
430 |
57 |
| Warhammer of Shocking |
20 |
800 |
400 |
430 |
57 |
| Warhammer of Siphoning |
22 |
1200 |
484 |
800 |
66 |
| Warhammer of Sparks |
14 |
300 |
196 |
60 |
30 |
| Warhammer of Storms |
28 |
1600 |
784 |
5000 |
93 |
| Warhammer of Strain |
16 |
300 |
256 |
125 |
39 |
| Warhammer of the Blaze |
26 |
1600 |
676 |
2800 |
84 |
| Warhammer of the Dynamo |
24 |
1200 |
576 |
1500 |
75 |
| Warhammer of the Glacier |
24 |
1200 |
576 |
1500 |
75 |
| Warhammer of the Grave |
14 |
300 |
196 |
60 |
30 |
| Warhammer of the Inferno |
28 |
1600 |
784 |
5000 |
93 |
| Warhammer of the Undead |
26 |
1600 |
676 |
2800 |
84 |
| Warhammer of Transmogrify |
28 |
1600 |
784 |
5000 |
93 |
| Warhammer of Turning |
22 |
1200 |
484 |
800 |
66 |
| Warhammer of Voltage |
22 |
1200 |
484 |
800 |
66 |
| Warhammer of Warding |
16 |
300 |
256 |
125 |
39 |
| Warhammer of Weakness |
22 |
1200 |
484 |
800 |
66 |
| Warhammer of Weight |
14 |
300 |
196 |
60 |
30 |
| Warhammer of Winter |
28 |
1600 |
784 |
5000 |
93 |
| Weight of Guilt |
12 |
340 |
100 |
40 |
43 |
| Witsplinter |
6 |
1800 |
100 |
12 |
2.7 |
| Witsplinter |
8 |
1980 |
155 |
40 |
3.5 |
| Witsplinter |
13 |
2220 |
310 |
260 |
7 |
| Witsplinter |
15 |
2460 |
400 |
570 |
8 |
| Witsplinter |
17 |
2700 |
475 |
1250 |
9 |
| Witsplinter |
19 |
2940 |
532 |
2700 |
10 |
|
Armor By: APY |
|
Coming soon.
|
Alchemy By: APY |
|
The game contains several alchemical items, like potions and poisons. Below you'll find a list of all available potions and poisons in the game, with their weight and
effects listed.
| Full Name |
Weight |
Effect 1 |
Effect 2 |
Effect 3 |
Effect 4 |
| Ale |
1 |
Drain Intelligence |
Drain Willpower |
Restore Fatigue |
|
| Beer |
1 |
Drain Intelligence |
Drain Willpower |
Restore Fatigue |
|
| Cheap Wine |
1 |
Drain Agility |
Drain Intelligence |
Drain Personality |
Restore Fatigue |
| Cure for Vampirism |
0 |
Restore Fatigue |
Restore Health |
Restore Magicka |
Vampirism cure (script) |
| Cyrodilic Brandy |
0.5 |
Drain Strength |
Fortify Endurance |
Fortify Fatigue |
|
| Grand Elixir of
Exploration |
0.5 |
Fortify Fatigue |
Fortify Health |
Fortify Blade |
Fortify Blunt |
| (continued) |
|
Fortify Destruction |
Fortify Restoration |
Fortify Sneak |
Fortify Security |
| (continued) |
|
Night-Eye |
|
|
|
| Hist Sap |
0 |
Hist Sap (script) |
|
|
|
| Human Blood |
1 |
Drain Fatigue |
Resist Poison |
|
|
| Mead |
1 |
Drain Intelligence |
Drain Willpower |
Restore Fatigue |
|
| Moderate Elixir of
Exploration |
0.3 |
Fortify Fatigue |
Fortify Health |
Night-Eye |
|
| Newheim's Special Brew |
1 |
Drain Intelligence |
Drain Willpower |
Drain Strength |
Fortify Personality |
| (continued) |
|
Restore Fatigue |
|
|
|
| Philter of Frostward |
1 |
Resist Frost |
|
|
|
| Poison of Affliction |
0.5 |
Damage Endurance |
|
|
|
| Poison of Apathy |
0.5 |
Drain Speed |
|
|
|
| Poison of Burden |
0.5 |
Burden |
|
|
|
| Poison of Catastrophe |
0.5 |
Drain Luck |
|
|
|
| Poison of Clumsiness |
0.5 |
Damage Agility |
|
|
|
| Poison of Confusion |
0.5 |
Damage Intelligence |
|
|
|
| Poison of Cowardice |
0.5 |
Drain Willpower |
|
|
|
| Poison of Debilitation |
0.5 |
Drain Endurance |
|
|
|
| Poison of Fatigue |
0.5 |
Damage Fatigue |
|
|
|
| Poison of Feeblemind |
0.5 |
Drain Intelligence |
|
|
|
| Poison of Frailty |
0.5 |
Drain Strength |
|
|
|
| Poison of Fright |
0.5 |
Damage Willpower |
|
|
|
| Poison of Fumbling |
0.5 |
Drain Agility |
|
|
|
| Poison of Illness |
0.5 |
Damage Health |
|
|
|
| Poison of Misfortune |
0.5 |
Damage Luck |
|
|
|
| Poison of Paralysis |
0.5 |
Paralyze |
|
|
|
| Poison of Repulsion |
0.5 |
Drain Personality |
|
|
|
| Poison of Separation |
0.5 |
Drain Magicka |
|
|
|
| Poison of Severing |
0.5 |
Damage Magicka |
|
|
|
| Poison of Sickness |
0.5 |
Drain Health |
|
|
|
| Poison of Silence |
0.5 |
Silence |
|
|
|
| Poison of Slowing |
0.5 |
Damage Speed |
|
|
|
| Poison of the Fool |
0.5 |
Damage Personality |
|
|
|
| Poison of Weakness |
0.5 |
Damage Strength |
|
|
|
| Poison of Weariness |
0.5 |
Drain Fatigue |
|
|
|
| Potion of Absorption |
0.5 |
Spell Absorption |
|
|
|
| Potion of Agility |
0.5 |
Fortify Agility |
|
|
|
| Potion of Alacrity |
0.5 |
Restore Speed |
|
|
|
| Potion of Antivenom |
0.5 |
Resist Poison |
|
|
|
| Potion of Chameleon |
0.5 |
Chameleon |
|
|
|
| Potion of Charisma |
0.5 |
Restore Personality |
|
|
|
| Potion of Cure Disease |
0.5 |
Cure Disease |
|
|
|
| Potion of Cure Paralysis |
0.5 |
Cure Paralysis |
|
|
|
| Potion of Cure Poison |
0.5 |
Cure Poison |
|
|
|
| Potion of Dedication |
0.5 |
Restore Willpower |
|
|
|
| Potion of Detect Life |
0.5 |
Detect Life |
|
|
|
| Potion of Disbelief |
0.5 |
Resist Magicka |
|
|
|
| Potion of Dispel |
0.5 |
Dispel |
|
|
|
| Potion of Endurance |
0.5 |
Fortify Endurance |
|
|
|
| Potion of Fatigue |
0.5 |
Fortify Fatigue |
|
|
|
| Potion of Feather |
0.5 |
Feather |
|
|
|
| Potion of Fire Shield |
0.5 |
Fire Shield |
|
|
|
| Potion of Fortitude |
0.5 |
Restore Endurance |
|
|
|
| Potion of Fortune |
0.5 |
Restore Luck |
|
|
|
| Potion of Frost Shield |
0.5 |
Frost Shield |
|
|
|
| Potion of Grace |
0.5 |
Restore Agility |
|
|
|
| Potion of Grounding |
0.5 |
Resist Shock |
|
|
|
| Potion of Healing |
0.5 |
Restore Health |
|
|
|
| Potion of Health |
0.5 |
Fortify Health |
|
|
|
| Potion of Insight |
0.5 |
Restore Intelligence |
|
|
|
| Potion of Insulation |
0.5 |
Resist Fire |
|
|
|
| Potion of Intelligence |
0.5 |
Fortify Intelligence |
|
|
|
| Potion of Invisibility |
0.5 |
Invisibility |
|
|
|
| Potion of Light |
0.5 |
Light |
|
|
|
| Potion of Luck |
0.5 |
Fortify Luck |
|
|
|
| Potion of Magicka |
0.5 |
Fortify Magicka |
|
|
|
| Potion of Might |
0.5 |
Restore Strength |
|
|
|
| Potion of Nighteye |
0.5 |
Night-Eye |
|
|
|
| Potion of Personality |
0.5 |
Fortify Personality |
|
|
|
| Potion of Reflection |
0.5 |
Reflect |
|
|
|
| Potion of Resistance |
0.5 |
Resist Disease |
|
|
|
| Potion of Respite |
0.5 |
Restore Fatigue |
|
|
|
| Potion of Seastride |
0.5 |
Water Walking |
|
|
|
| Potion of Shock Shield |
0.5 |
Shock Shield |
|
|
|
| Potion of Sorcery |
0.5 |
Restore Magicka |
|
|
|
| Potion of Speed |
0.5 |
Fortify Speed |
|
|
|
| Potion of Strength |
0.5 |
Fortify Strength |
|
|
|
| Potion of the Sea |
0.5 |
Water Breathing |
|
|
|
| Potion of Warmth |
0.5 |
Resist Frost |
|
|
|
| Potion of Willpower |
0.5 |
Fortify Willpower |
|
|
|
| Rosethorn Mead |
1 |
Drain Intelligence |
Drain Willpower |
Fortify Strength |
Fortify Endurance |
| Shadowbanish Wine |
1 |
Drain Agility |
Drain Intelligence |
Night-Eye |
|
| Skooma |
0.5 |
Drain Intelligence |
Drain Agility |
Fortify Strength |
Fortify Speed |
| Strong Elixir of
Exploration |
0.4 |
Fortify Fatigue |
Fortify Health |
Fortify Blade |
Fortify Blunt |
| (continued) |
|
Fortify Destruction |
Fortify Restoration |
Fortify Sneak |
Fortify Security |
| (continued) |
|
Night-Eye |
|
|
|
| Strong Poison of
Affliction |
0.5 |
Damage Endurance |
|
|
|
| Strong Poison of Apathy |
0.5 |
Drain Speed |
|
|
|
| Strong Poison of Burden |
0.5 |
Burden |
|
|
|
| Strong Poison of
Catastrophe |
0.5 |
Drain Luck |
|
|
|
| Strong Poison of
Clumsiness |
0.5 |
Damage Agility |
|
|
|
| Strong Poison of
Confusion |
0.5 |
Damage Intelligence |
|
|
|
| Strong Poison of
Cowardice |
0.5 |
Drain Willpower |
|
|
|
| Strong Poison of
Debilitation |
0.5 |
Drain Endurance |
|
|
|
| Strong Poison of Fatigue |
0.5 |
Damage Fatigue |
|
|
|
| Strong Poison of
Feeblemind |
0.5 |
Drain Intelligence |
|
|
|
| Strong Poison of Frailty |
0.5 |
Drain Strength |
|
|
|
| Strong Poison of Fright |
0.5 |
Damage Willpower |
|
|
|
| Strong Poison of Fumbling |
0.5 |
Drain Agility |
|
|
|
| Strong Poison of Illness |
0.5 |
Damage Health |
|
|
|
| Strong Poison of
Misfortune |
0.5 |
Damage Luck |
|
|
|
| Strong Poison of
Paralysis |
0.5 |
Paralyze |
|
|
|
| Strong Poison of
Repulsion |
0.5 |
Drain Personality |
|
|
|
| Strong Poison of
Separation |
0.5 |
Drain Magicka |
|
|
|
| Strong Poison of Severing |
0.5 |
Damage Magicka |
|
|
|
| Strong Poison of Sickness |
0.5 |
Drain Health |
|
|
|
| Strong Poison of Silence |
0.5 |
Silence |
|
|
|
| Strong Poison of Slowing |
0.5 |
Damage Speed |
|
|
|
| Strong Poison of the Fool |
0.5 |
Damage Personality |
|
|
|
| Strong Poison of Weakness |
0.5 |
Damage Strength |
|
|
|
| Strong Poison of
Weariness |
0.5 |
Drain Fatigue |
|
|
|
| Strong Potion of
Absorption |
0.5 |
Spell Absorption |
|
|
|
| Strong Potion of Agility |
0.5 |
Fortify Agility |
|
|
|
| Strong Potion of Alacrity |
0.5 |
Restore Speed |
|
|
|
| Strong Potion of
Antivenom |
0.5 |
Resist Poison |
|
|
|
| Strong Potion of
Chameleon |
0.5 |
Chameleon |
|
|
|
| Strong Potion of Charisma |
0.5 |
Restore Personality |
|
|
|
| Strong Potion of
Dedication |
0.5 |
Restore Willpower |
|
|
|
| Strong Potion of Detect
Life |
0.5 |
Detect Life |
|
|
|
| Strong Potion of
Disbelief |
0.5 |
Resist Magicka |
|
|
|
| Strong Potion of Dispel |
0.5 |
Dispel |
|
|
|
| Strong Potion of
Endurance |
0.5 |
Fortify Endurance |
|
|
|
| Strong Potion of Fatigue |
0.5 |
Fortify Fatigue |
|
|
|
| Strong Potion of Feather |
0.5 |
Feather |
|
|
|
| Strong Potion of Fire
Shield |
0.5 |
Fire Shield |
|
|
|
| Strong Potion of
Fortitude |
0.5 |
Restore Endurance |
|
|
|
| Strong Potion of Fortune |
0.5 |
Restore Luck |
|
|
|
| Strong Potion of Frost
Shield |
0.5 |
Frost Shield |
|
|
|
| Strong Potion of Grace |
0.5 |
Restore Agility |
|
|
|
| Strong Potion of
Grounding |
0.5 |
Resist Shock |
|
|
|
| Strong Potion of Healing |
0.5 |
Restore Health |
|
|
|
| Strong Potion of Health |
0.5 |
Fortify Health |
|
|
|
| Strong Potion of Insight |
0.5 |
Restore Intelligence |
|
|
|
| Strong Potion of
Insulation |
0.5 |
Resist Fire |
|
|
|
| Strong Potion of
Intelligence |
0.5 |
Fortify Intelligence |
|
|
|
| Strong Potion of
Invisibility |
0.5 |
Invisibility |
|
|
|
| Strong Potion of Light |
0.5 |
Light |
|
|
|
| Strong Potion of Luck |
0.5 |
Fortify Luck |
|
|
|
| Strong Potion of Magicka |
0.5 |
Fortify Magicka |
|
|
|
| Strong Potion of Might |
0.5 |
Restore Strength |
|
|
|
| Strong Potion of Nighteye |
0.5 |
Night-Eye |
|
|
|
| Strong Potion of
Personality |
0.5 |
Fortify Personality |
|
|
|
| Strong Potion of
Reflection |
0.5 |
Reflect |
|
|
|
| Strong Potion of
Resistance |
0.5 |
Resist Disease |
|
|
|
| Strong Potion of Respite |
0.5 |
Restore Fatigue |
|
|
|
| Strong Potion of
Seastride |
0.5 |
Water Walking |
|
|
|
| Strong Potion of Shock
Shield |
0.5 |
Shock Shield |
|
|
|
| Strong Potion of Sorcery |
0.5 |
Restore Magicka |
|
|
|
| Strong Potion of Speed |
0.5 |
Fortify Speed |
|
|
|
| Strong Potion of Strength |
0.5 |
Fortify Strength |
|
|
|
| Strong Potion of the Sea |
0.5 |
Water Breathing |
|
|
|
| Strong Potion of Warmth |
0.5 |
Resist Frost |
|
|
|
| Strong Potion of
Willpower |
0.5 |
Fortify Willpower |
|
|
|
| Summon Dremora Lord |
0 |
Summon Dremora Lord |
|
|
|
| Surilie Brothers Vintage
399 |
1 |
Drain Agility |
Drain Intelligence |
Fortify Health |
|
| Surilie Brothers Vintage
415 |
1 |
Drain Agility |
Drain Intelligence |
Fortify Health |
|
| Surilie Brothers Wine |
1 |
Drain Agility |
Drain Intelligence |
Fortify Health |
|
| Tamika Vintage 399 |
1 |
Drain Agility |
Drain Intelligence |
Fortify Health |
|
| Tamika Vintage 415 |
1 |
Drain Agility |
Drain Intelligence |
Fortify Health |
|
| Tamika's West Weald Wine |
1 |
Drain Agility |
Drain Intelligence |
Fortify Health |
|
| Turpentine |
1 |
Damage Painted Trolls (script) |
|
|
|
| Weak Elixir of
Exploration |
0.2 |
Fortify Health |
Night-Eye |
|
|
| Weak Poison of Affliction |
0.5 |
Damage Endurance |
|
|
|
| Weak Poison of Apathy |
0.5 |
Drain Speed |
|
|
|
| Weak Poison of Burden |
0.5 |
Burden |
|
|
|
| Weak Poison of
Catastrophe |
0.5 |
Drain Luck |
|
|
|
| Weak Poison of Clumsiness |
0.5 |
Damage Agility |
|
|
|
| Weak Poison of Confusion |
0.5 |
Damage Intelligence |
|
|
|
| Weak Poison of Cowardice |
0.5 |
Drain Willpower |
|
|
|
| Weak Poison of
Debilitation |
0.5 |
Drain Endurance |
|
|
|
| Weak Poison of Fatigue |
0.5 |
Damage Fatigue |
|
|
|
| Weak Poison of Feeblemind |
0.5 |
Drain Intelligence |
|
|
|
| Weak Poison of Frailty |
0.5 |
Drain Strength |
|
|
|
| Weak Poison of Fright |
0.5 |
Damage Willpower |
|
|
|
| Weak Poison of Fumbling |
0.5 |
Drain Agility |
|
|
|
| Weak Poison of Illness |
0.5 |
Damage Health |
|
|
|
| Weak Poison of Misfortune |
0.5 |
Damage Luck |
|
|
|
| Weak Poison of Paralysis |
0.5 |
Paralyze |
|
|
|
| Weak Poison of Repulsion |
0.5 |
Drain Personality |
|
|
|
| Weak Poison of Separation |
0.5 |
Drain Magicka |
|
|
|
| Weak Poison of Severing |
0.5 |
Damage Magicka |
|
|
|
| Weak Poison of Sickness |
0.5 |
Drain Health |
|
|
|
| Weak Poison of Silence |
0.5 |
Silence |
|
|
|
| Weak Poison of Slowing |
0.5 |
Damage Speed |
|
|
|
| Weak Poison of the Fool |
0.5 |
Damage Personality |
|
|
|
| Weak Poison of Weakness |
0.5 |
Damage Strength |
|
|
|
| Weak Poison of Weariness |
0.5 |
Drain Fatigue |
|
|
|
| Weak Potion of Absorption |
0.5 |
Spell Absorption |
|
|
|
| Weak Potion of Agility |
0.5 |
Fortify Agility |
|
|
|
| Weak Potion of Alacrity |
0.5 |
Restore Speed |
|
|
|
| Weak Potion of Antivenom |
0.5 |
Resist Poison |
|
|
|
| Weak Potion of Chameleon |
0.5 |
Chameleon |
|
|
|
| Weak Potion of Charisma |
0.5 |
Restore Personality |
|
|
|
| Weak Potion of Dedication |
0.5 |
Restore Willpower |
|
|
|
| Weak Potion of Detect
Life |
0.5 |
Detect Life |
|
|
|
| Weak Potion of Disbelief |
0.5 |
Resist Magicka |
|
|
|
| Weak Potion of Dispel |
0.5 |
Dispel |
|
|
|
| Weak Potion of Endurance |
0.5 |
Fortify Endurance |
|
|
|
| Weak Potion of Fatigue |
0.5 |
Fortify Fatigue |
|
|
|
| Weak Potion of Feather |
0.5 |
Feather |
|
|
|
| Weak Potion of Fire
Shield |
0.5 |
Fire Shield |
|
|
|
| Weak Potion of Fortitude |
0.5 |
Restore Endurance |
|
|
|
| Weak Potion of Fortune |
0.5 |
Restore Luck |
|
|
|
| Weak Potion of Frost
Shield |
0.5 |
Frost Shield |
|
|
|
| Weak Potion of Grace |
0.5 |
Restore Agility |
|
|
|
| Weak Potion of Grounding |
0.5 |
Resist Shock |
|
|
|
| Weak Potion of Healing |
0.5 |
Restore Health |
|
|
|
| Weak Potion of Health |
0.5 |
Fortify Health |
|
|
|
| Weak Potion of Insight |
0.5 |
Restore Intelligence |
|
|
|
| Weak Potion of Insulation |
0.5 |
Resist Fire |
|
|
|
| Weak Potion of
Intelligence |
0.5 |
Fortify Intelligence |
|
|
|
| Weak Potion of
Invisibility |
0.5 |
Invisibility |
|
|
|
| Weak Potion of Light |
0.5 |
Light |
|
|
|
| Weak Potion of Luck |
0.5 |
Fortify Luck |
|
|
|
| Weak Potion of Magicka |
0.5 |
Fortify Magicka |
|
|
|
| Weak Potion of Might |
0.5 |
Restore Strength |
|
|
|
| Weak Potion of Nighteye |
0.5 |
Night-Eye |
|
|
|
| Weak Potion of
Personality |
0.5 |
Fortify Personality |
|
|
|
| Weak Potion of Reflection |
0.5 |
Reflect |
|
|
|
| Weak Potion of Resistance |
0.5 |
Resist Disease |
|
|
|
| Weak Potion of Respite |
0.5 |
Restore Fatigue |
|
|
|
| Weak Potion of Seastride |
0.5 |
Water Walking |
|
|
|
| Weak Potion of Shock
Shield |
0.5 |
Shock Shield |
|
|
|
| Weak Potion of Sorcery |
0.5 |
Restore Magicka |
|
|
|
| Weak Potion of Speed |
0.5 |
Fortify Speed |
|
|
|
| Weak Potion of Strength |
0.5 |
Fortify Strength |
|
|
|
| Weak Potion of the Sea |
0.5 |
Water Breathing |
|
|
|
| Weak Potion of Warmth |
0.5 |
Resist Frost |
|
|
|
| Weak Potion of Willpower |
0.5 |
Fortify Willpower |
|
|
|
|
Sigil Stones By: ammant |
|
This chapter of the FAQ was written by ammant and is independently available at IGN as well at faqs.ign.com/articles/699/699354p1.html.
There are 30 different varieties of Sigil Stones, each with a particular set
of enchantments (one if used on a weapon and one if used on a wearable item).
The variety you get will be random, your only choice will be whether to
enchant a weapon or wearable item.
| Weapon (enemy effect) | Wearable Item (character effect) |
| 1. | Absorb Agility | Fortify Agility |
| 2. | Absorb Endurance | Resist Disease |
| 3. | Absorb Fatigue | Fortify Fatigue |
| 4. | Absorb Health | Fortify Health |
| 5. | Absorb Intelligence | Fortify Intelligence |
| 6. | Absorb Magicka | Fortify Magicka |
| 7. | Absorb Speed | Fortify Speed |
| 8. | Absorb Strength | Fortify Strength |
| 9. | Burden | Feather |
| 10. | Damage Fatigue | Fortify Fatigue |
| 11. | Damage Health | Fortify Health |
| 12. | Damage Magicka | Fortify Magicka |
| 13. | Demoralize | Fortify Willpower |
| 14. | Disintegrate Armor | Shield |
| 15. | Dispel | Spell Absorption |
| 16. | Disintegrate Weapon | Fortify Blade Skill |
| 17. | Disintegrate Weapon | Fortify Blunt Skill |
| 18. | Fire Damage | Fire Shield |
| 19. | Fire Damage | Resist Fire |
| 20. | Fire Damage | Light |
| 21. | Frost Damage | Frost Shield |
| 22. | Frost Damage | Resist Frost |
| 23. | Frost Damage | Water Walking |
| 24. | Shock Damage | Shock Shield |
| 25. | Shock Damage | Resist Shock |
| 26. | Shock Damage | Night Eye |
| 27. | Silence | Resist Magicka |
| 28. | Silence | Chameleon |
| 29. | Soul Trap | Resist Magicka |
| 30. | Turn Undead | Detect Life |
The magnitude (strength) of the above enchantments will be based on your
character level when you found the Sigil Stone.
Descendant Sigil Stone -- Level 1-4
Subjacent Sigil Stone -- Level 5-8
Latent Sigil Stone -- Level 9-12
Ascendent Sigil Stone -- Level 13-16
Transcendent Sigil Stone -- Level 17 and up
|
|
Cheats/Secrets |
|
In this section you'll find a variety of cheats, hints and tips. If you find something here that's
not working, please let APY know (contact at the top of the guide).
|
|
Console Cheats (PC) |
|
The console cheats will only work on the PC version of the game, since only that version has an in-game console. Press tilde (~) on your keyboard to bring it up. Then type any of the following commands and confirm with the Enter key:
| Effect | Code |
| Add
all spells to player |
psb |
| Adds 100 points to an
attribute (here luck) |
modpca luck 100 |
| Adds 100 points to the
skill |
modpcs skill 100 |
| Adds the desired amount
of gold. Replace the 'XXX' with the amount wanted. |
player.additem 0000000F 'XXX' |
| Allows you to change your
birthsign |
Showbirthsignmenu |
| Allows you to change your
class |
showclassmenu |
| Change the angle of your
point of view (default is 75) |
POV # |
| Changes player level to
desired number (use 1-255) |
player.setlevel 1 |
| Changes your gender |
SexChange |
| Completes all quest
stages |
caqs |
| Creates a window with the
full game scene graph |
SSG |
| Exit game without using
menus |
qqq |
| Forces a skill level up
of # levels, example: advskill blade 4 |
advskill skill # |
| Forces the levelup
screen. |
advlevel |
| Free camera |
tfc |
| Gives the player the
given item and amount of the item. |
player.additem <formID> <amount> |
| Gives you # of item
00000000 (use other hex combinations for items) |
Player.AddItem 00000000 # |
| Gives you fame |
SetPCFame |
| Gives you infame |
SetPCInfamy |
| Gives you spell 00000000
(use other hex combinations for spells) |
Player.AddSpell 00000000 |
| God Mode |
Without targeting, type "tgm" |
| Increase (or decrease)
Ability or Attribute |
player.setAV <Ability/attribute> <#> |
| Instant kill |
Click any human or creature, type "kill" |
| Removes Bounty on your
head. |
player.setcrimegold 0 |
| Show the class selection
screen |
ShowClassMenu |
| Show the
name/race/appearance selection screen |
ShowRaceMenu |
| Show the sign selection
screen |
ShowBirthSignMenu |
| spawns a NPC or item or
creature where you put the cords in this requires a ref. |
PlaceAtMe <formID>, <number of
spawns>,<x>,<y> |
| Teleports you to your
quest target |
movetoqt |
| Toggle AI |
tai |
| Toggle AI detection |
tdetect |
| Toggle combat AI,
"sitting ducks" springs to mind |
tcai |
| Toggle debug display (FPS
etc) |
tdt |
| Toggle Full Help |
tfh |
| Toggle Grass |
tg |
| Toggle land LOD |
tll |
| Toggle leaves |
tlv |
| Toggle sky |
ts |
| Toggle trees |
tt |
| Toggle wireframe mode |
twf |
| Toggles collision - you
go in the direction your facing, up/down/etc ) |
tcl |
| Toggles fog of war that
hides the map |
tfow |
| Toggles hiding of all
menus (for taking screenshots) |
tm |
| Toggles NPC conversation
subtitles |
ShowSubtitle |
| Unlocks target object |
Click a locked door or chest, type "unlock" |
Source: Planet Elder Scrolls
|
|
Screenshots |
|
Find the following line in the settings file 'Oblivion.ini' (usually located in My Documents\My Games\Oblivion\Oblivion.ini):
bAllowScreenShot=0. Change it to bAllowScreenShot=1. You can now take screenshots
using the PrintScreen-key on your keyboard. They'll be saved as BMP files in the Oblivion folder.
|
|
Infinite Money |
|
There are various ways of getting infinite money. Both of these are bugs in the game and are likely to be fixed on PC in a patch:
- In the early part of the game, head to the female Orc outside Kvatch. Sell her your
equipped weapon (which isn't possible). You'll keep the weapon, but get the money.
- Xbox 360: There is a glitch in the 360. You can go Dorian's house in the Talos District in Imperial City, you have to kill him. But in doing so you will be able to loot his body for Gold, by pressing (A). It never runs out. A guard will come in and charge you for stealing the first time. Just remember not to steal any other items, when you return. Just loot the the guys body for gold.
(Thanks to rhinouga37 for submitting this!)
|
|
Easy Stealing |
|
An easy way to steal in a shop, is to find an item that's on the counter. Jump on the counter and
walk over it, until it falls off the counter. Head to the other side of the shop, so the shopkeeper
follows you. Quickly run back and grab the item.
Source: IGN
|
|
Item Spawning (PC) |
|
Using the console in the PC version of the game, you can add many items to your inventory. Press tilde (~) to bring up the console and type the following command:
Player.AddItem 00000000 #
Replace 00000000 with any hex number from the long list, available at IGN as Excel file or as a list at Planet Elder Scrolls.
|
|
World Warping (PC) |
|
Using the console in the PC version of the game, you can warp to any location in the game. Press tilde (~) to bring up the console and type the following command:
Player.coc locationID
Replace locationID with any ID from the locations list, available at IGN or at Planet Elder Scrolls.
|
|
FAQ |
|
Q: So how's life? A: Good, how's yours?
|
|
Changelog |
|
0.1 (29 March 2006) - initial version
0.2 (31 March 2006)
- Added a list of Alchemy items + effects
- Added a list of in-game Weapons + stats
- Added Fighters' Guild quests
- Expanded Bravil Recommendation quest
- Added some Main Quest quests
- Added section on Sigil stones
- Corrected some cheats
- Corrected minor layout issues
|
|
Conclusion |
|
We hope you enjoyed our guide, since we put a lot of work on it. If you encounter problems,
feel free to mail the person responsible for that part. Suggestions, feedback, comments etc.
are welcome too.
Thanks to: ammant, Kallale, Jason Nicholas, rhinouga37
Copyright (c) 2006 by Alienslof, Arjen 'Grawl' Voogt, Abram 'APY' Wagenaar, Cheryl 'Korana',
Jack 'Valerias' Robinson, Robin Irvin, Tina 'Sirius Snape' Duncan. Design by Arjen 'Grawl' Voogt.
This guide may only be used by IGN, PlanetElderScrolls
and personal sites of the authors.
|
| |