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The Elder Scrolls IV: Oblivion Guide

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The Elder Scrolls IV: Oblivion - Walkthrough (IGN/Gamespy Exclusive)


Version: 1.8
Date: 08/24/07
Created by:

 Alienslof, www.slofshive.co.uk, sloffy@ntlworld.co.uk


 Arjen 'Grawl' Voogt, www.grawl.nl, grawler@gmail.com
 Abram 'APY' Wagenaar, www.planetelderscrolls.com, apy@rpgplanet.com
 Cheryl 'Korana', roxykittyd@adelphia.net
 Robin Irvin, jrobbins19@hotmail.com
 Tina 'Sirius Snape' Duncan, sirius.snape@gmail.com

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anywhere else.

Title: The Elder Scrolls IV: Oblivion


System: PC, Xbox 360
Developer: Bethesda Softworks
Publisher: 2K Games
Release Date: 20 March 2006

Table of Contents
01 - Introduction
02 - Races
03 - Classes
04 - Skills/Attributes
05 - Birthsigns
06 - Walkthrough
07 - Quests
08 - Vampires
09 - Map
10 - Items
11 - Cheats/Secrets
12 - Miscellanea
13 - Links
14 - Changelog
15 - Conclusion

Table of Contents (Expanded version)


01 - Introduction
02 - Races
03 - Classes
04 - Skills/Attributes
05 - Birthsigns
06 - Walkthrough
   06.1 - Tutorial
   06.2 - Deliver the Amulet
   06.3 - Find the Heir
   06.4 - Breaking the Siege of Kvatch
   06.5 - Weynon Priory
   06.6 - The Path of Dawn
   06.7 - Spies
   06.8 - Blood of the Daedra
   06.9 - Bruma Gate
   06.10 - Blood of the Divines
   06.11 - Miscarcand
   06.12 - Allies for Bruma
   06.13 - The Defense of Bruma
   06.14 - Paradise
   06.15 - Light the Dragonfires
   06.16 - Imperial Dragon Armor
07 - Quests
   07a - Mages Guild
      07a.1 - Bruma Recommendation
      07a.2 - Bravil Recommendation
      07a.3 - Cheydinhal Recommendation
      07a.4 - Anvil Recommendation
      07a.5 - Skingrad Recommendation
      07a.6 - Leyawiin Recommendation
      07a.7 - Chorrol Recommendation
      07a.8 - A Mage's Staff
      07a.9 - Ulterior Motives
      07a.10 - Vahtacen's Secret
      07a.11 - Necromancer's Moon
      07a.12 - Liberation or Apprehension?
      07a.13 - Information At a Price
      07a.14 - A Plot Revealed
      07a.15 - Ambush
      07a.16 - Confront the King
      07a.17 - Collecting flowers when penalized
   07b - Fighters Guild
      07b.1 - The Desolate Mine
      07b.2 - A Rat Problem
      07b.3 - The Unfortunate Shopkeeper
      07b.4 - Unfinished Business
      07b.5 - Drunk and Disorderly
      07b.6 - Den of Thieves
      07b.7 - Amelion's Debt
      07b.8 - The Master's Son
      07b.9 - More Unfinished Business
      07b.10 - Azani Blackheart
      07b.11 - The Wandering Scholar
      07b.12 - The Fugitives
      07b.13 - Trolls of Forsaken Mine
      07b.14 - The Noble's Daughter
      07b.15 - Mystery at Harlun's Watch
      07b.16 - The Stone of St. Alessia
      07b.17 - Information Gathering
      07b.18 - Infiltration
      07b.19 - The Hist
   07c - The Arena
      07c.1 - Ranks and Gold rewards
      07c.2 - Pit Dog Matches
      07c.3 - Brawler Matches
      07c.4 - Bloodletter Matches
      07c.5 - Myrmidon Matches
      07c.6 - Warrior Matches
      07c.7 - Gladiator Matches
      07c.8 - Hero Matches
      07c.9 - Champion Match
   07d - Thieves Guild
      07d.1 - May the Best Thief Win
      07d.2 - Independent Thievery
      07d.3 - Untaxing the Poor
      07d.4 - The Elven Maid
      07d.5 - Adharji's Heirloom
      07d.6 - Misdirection
      07d.7 - Lost Histories
      07d.8 - Taking Care of Lex
      07d.9 - Turning a Blind Eye
      07d.10 - Arrow of Extrication
      07d.11 - Boots of Springheel Jak
      07d.12 - The Ultimate Heist
   07e - Dark Brotherhood
      07e.1 - A Knife in the Dark
      07e.2 - Welcome to the Family
      07e.3 - A Watery Grave
      07e.4 - Blood of the Damned
      07e.5 - Accidents Happen
      07e.6 - No Rest for the Wicked
      07e.7 - Scheduled for Execution
      07e.8 - To Serve Sithis
      07e.9 - The Assassinated Man
      07e.10 - My Brother's Keeper
      07e.11 - The Lonely Wanderer
      07e.12 - Enter the Eliminator
      07e.13 - Bad Medicine
      07e.14 - The Night Mother's Child
      07e.15 - Whodunit
      07e.16 - The Assassin's Gambit
      07e.17 - Permanent Retirement
      07e.18 - Of Secret And Shadow
      07e.19 - The Purification
      07e.20 - The Dead Drop
      07e.21 - The Affairs of a Wizard
      07e.22 - Next of Kin
      07e.23 - Broken Vows
      07e.24 - Final Justice
      07e.25 - A Matter of Honor
      07e.26 - The Coldest Sleep
      07e.27 - A Kiss before Dying
      07e.28 - Following a Lead
      07e.29 - Honor thy Mother
      07e.30 - Whispers of Death
      07e.31 - Expelled?
   07f - Daedric Quests
      07f.1 - Azura
      07f.2 - Sheogorath
      07f.3 - Vaermina
      07f.4 - Namira
      07f.5 - Sanguine
      07f.6 - Malacath
      07f.7 - Meridia
      07f.8 - Nocturnal
      07f.9 - Peryite
      07f.10 - Mephala
      07f.11 - Hircine
      07f.12 - Molag Bal
      07f.13 - Clavicus Vile
      07f.14 - Boethia
      07f.15 - Hermaeus Mora
   07g - Side-Quests (Incomplete)
      07g.1 - The Renegade Shadowscale
      07g.2 - Where Spirits have Lease (Anvil house quest)
      07g.3 - How to become a REAL knight
      07g.4 - The Ghost Ship of Anvil
      07g.5 - A Brush With Death
      07g.6 - Separated at Birth
      07g.7 - Legacy Lost
      07g.8 - Sins Of The Father
      07g.9 - Canvas The Castle
      07g.10 - Order of the Virtuous Blood
      07g.11 - Shadow Over Hackdirt
      07g.12 - Origin of the Gray Prince
      07g.13 - Go Fish
      07g.14 - An Unexpected Voyage
      07g.15 - The Gravefinder's Repose
      07g.16 - Tears of the Savior
      07g.17 - Zero Visibility
      07g.18 - Corruption and Conscience
      07g.19 - Lifting the Vale
      07g.20 - Unfriendly Competition
      07g.21 - Bear Season
      07g.22 - The Rosethorn Cache
08 - Vampires
   08.1 - How to Become a Vampire
   08.2 - Where to Find Them
   08.3 - Once You're a Vampire
   08.4 - Vampire Survival Guide
   08.5 - Stages of Vampirism
   08.6 - Feeding
   08.7 - Vampirism Cure
09 - Map
10 - Items
   10a - Weapons
   10b - Armor
   10c - Alchemy
   10d - Sigil Stones
11 - Cheats/Secrets
   11.1 - Console Cheats (PC only)
   11.2 - Vampire Cure Quest money exploit
   11.3 - Screenshots
   11.4 - Infinite Money
   11.5 - Easy Stealing
   11.6 - Item Spawning (PC only)
   11.7 - World Warping (PC only)
   11.8 - NPC Spawning (PC only)
   11.9 - Easily Acquire Free, Weightless Daedric Weapons (Xbox 360)
   11.10 - Item duplication
   11.11 - Sigil stones glitches
   11.12 - Make enchantment effects last forever (Xbox 360)
   11.13 - Using Shadowmere to store your stuff
   11.14 - Faster spellcasting
   11.15 - Sneak bonus glitch
   11.16 - Boots of Springheel Jak glitch
   11.17 - Infinite money with Alchemy
   11.18 - Easy advancement in...
      11.18.1 - ...Alteration
      11.18.2 - ...Alchemy
      11.18.3 - ...Blade
      11.18.4 - ...Conjuration
      11.18.5 - ...Destruction (Xbox 360)
      11.18.6 - ...Sneaking
   11.19 - Easy money
   11.20 - Pickpocketing
   11.21 - Free permanent bound armor/weapons
   11.22 - Castle Chorrol glitch
   11.23 - Staff charge glitch (PC?)
   11.24 - Always keep your magical weapons charged for almost no money
   11.25 - How to carry almost infinite loot
   11.26 - How to gain instant 100 disposition with whomever you speak to
   11.27 - Get iron arrows easily
12 - Miscellanea
   12.1 - On horses
   12.2 - On houses
   12.3 - Skill trainers
   12.4 - Custom spells and enchantments
   12.5 - Lockpicking
   12.6 - Where is that Unicorn?
   12.7 - Putting custom music in Oblivion's music folder
   12.8 - Which order to do the Guild Quests in to avoid being expelled
   12.9 - Character Leveling guide
13 - Links
14 - Changelog
15 - Conclusion

Introduction
After the mysterious and untimely death of the Emperor, desperate factions vie for control of Tamriel's throne. With the empire ready
to crumble, the gates of Oblivion open and demons march upon the land, laying waste to everything in their path. To turn the tide of
darkness the player must find the lost heir to the throne and unravel the sinister plot that threatens to destroy all of Tamriel.

Welcome to our guide to Oblivion, created by a team of various persons. Different people, the same goal - create the best Oblivion
guide there is. We hope you enjoy this guide in your journey through Oblivion, and remember - feedback is always welcome.

Races
By: APY
Choosing a race is for most people the hardest thing in the game. Once you realize it's not all about the looks, it's indeed a difficult
task to determine what race to choose. All of them have special abilities and skill bonuses so again you will have to think about what
kind of character you're going to play.

For example, if you want to play a combat character with melee skills, a good choice would be
either Nord or Orc. Nords have great skill bonuses but Orcs have the Berserk ability: a wild
fighting rage with a Fatigue, Health and Strength bonus.

Race Skill bonuses Special abilities Notes


Alchemy +5, Athletics +10,
Resist Disease (75 points constant), Resist Not really a coherent range of skill
Blade +5, Hand-to-Hand +5,
Argonian Poison (100 points constant), Water Breathing bonuses but the special abilities are
Illusion +5, Mysticism +5,
(constant) pretty good.
Security +10
Good for spell casting although
Alchemy +5, Alteration +5, Fortified Magicka (+50 points constant), Resist
there's no bonus for Destruction. The
Breton Conjuration +10, Illusion +5, Magicka (50 points constant), Shield (50 points
Magicka abilities and Shield are great
Mysticism +10, Restoration +10 for 60 secs - once a day)
though.
Athletics +5, Blade +10, Blunt
+5, Destruction +10, Light Summon Ghost (60 secs - once a day), Resist The more offensive spellcaster, with
Dark Elf
Armor +5, Marksman +5, Fire (75 points constant) Blade skill bonus for melee fights.
Mysticism +5
Alchemy +5, Alteration +10, Fortified Magicka (+100 points constant), Offensive spellcasters who only rely
High Elf Conjuration +5, Destruction Weakness to Fire, Frost, Shock (25 points on magic, no Blade bonus like Dark
+10, Illusion +5, Mysticism +10 constant), Resist Disease (75 points constant) Elf.
Blade +5, Blunt +5, Hand-to-
Hand +5, Heavy Armor +5, Absorb Fatigue (100 points - once a day), Charm Speechcraft bonus and Charm special
Imperial
Mercantile +10, Speechcraft (30 points - once a day) are great!
+10
Acrobatics +10, Athletics +5,
The unlimited Night-Eye and Sneak
Blade +5, Hand-to-Hand +10, Demoralize (100 points - once a day), Night-Eye
Khajiit and Security bonuses make for a
Light Armor +5, Security +5, (30 secs)
great thief character!
Sneak +5
Armorer +5, Blade +10, Block Frost Damage on touch (50 points - once a day),
Excellent skill bonuses for a melee
Nord +5, Blunt +10, Heavy Armor Shield (30 points for 60 seconds - once a day),
fighter
+10, Restoration +5 Resist Frost (50 points constant)
Orc Armorer +10, Block +10, Blunt Fortify Health +20, Fortify Fatigue +200, Fortify Excellent special ability for melee
+10, Hand-to-Hand +5, Heavy Strength +50, Drain Agility -100 (all 60 secs - fighter, less interesting skill bonuses
Armor +10 once a day), Resist Magicka (25 points) but still okay
Fortify Agility +50, Fortify Speed +50, Fortify
Athletics +10, Blade +10, Blunt Special ability is excellent for a
Strength +50, fortify Endurance +50, Fortify
Redguard +10, Hand-to-Hand +5, Heavy combat player, skill bonuses pretty
Health +25 (all 60 secs), Resist Poison (75
Armor +10 good too
points), Resist Disease (75 points)
Acrobatics +5, Alchemy +10,
Command Creature (20 points for 60 secs - once
Wood Elf Alteration +5, Light Armor +5, Good for stealth fighters.
a day), Resist Disease (75 points)
Marksman +10, Sneak +10

Classes
By: APY
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 leveling 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.

Favored
Class name Specialization Major skills In-game description
attributes
Acrobatics, Blade, Block,
Agility, The kind of person that uses agility and endurance to
Acrobat Stealth Marksman, Security,
Endurance their advantage. Unafraid of jumping long distances.
Sneak, Speechcraft
Acrobatics, Illusion,
Agility, Marksman, Mercantile, Charming when they can be seen, and nearly invisible
Agent Stealth
Personality Security, Sneak, when in shadow.
Speechcraft
Armorer, Blade, Blunt, A marksman, adept at combat at great distances. Able
Agility,
Archer Combat Hand-to-Hand, Light to take down most foes before they have a chance to
Strength
Armor, Marksman, Sneak draw sword.
Alchemy, Acrobatics, Blade,
Intelligence, Nimble and quiet, they move in darkness to strike at
Assassin Stealth Light Armor, Marksman,
Speed the unsuspecting. Locks hold no doors shut for them.
Security, Sneak
Fearsome brutes who inspire fear and dread in the
Armorer, Athletics, Blade,
Speed, hearts of their enemies. Like a storm, swift and
Barbarian Combat Block, Blunt, Hand-to-
Strength powerful. Finding little use for heavy armor, they rely
Hand, Light Armor
on smashing their foes into the ground.
Alchemy, Blade, Block, Intelligent and personable, they prefer to accomplish
Intelligence,
Bard Stealth Illusion, Light Armor, tasks with their words first, and with their sword
Personality
Mercantile, Speechcraft second.
Alchemy, Alteration, Blade,
Intelligence, Able to resolve most conflicts with either spell or sword.
Battlemage Magic Blunt, Conjuration,
Strength They are a deadly mix of scholar and soldier.
Destruction, Mysticism
A combatant who wields the power of brute strength
Athletics, Blade, Blunt,
Strength, and medicinal knowledge. Cheating death after every
Crusader Combat Destruction, Hand-to-Hand,
Willpower fight, they rely on their keen knowledge of restoration
Heavy Armor, Restoration
to fight yet again.
Alchemy, Alteration,
Fighters of poison and illness. The ancient art of
Personality, Destruction, Illusion,
Healer Magic restoration is their ally, and the deadly art of
Willpower Mercantile, Restoration,
destruction is their weapon.
Speechcraft
Blade, Block, Blunt, Hand-
Personality, The most noble of all combatants. Strong in body and
Knight Combat to-Hand, Heavy Armor,
Strength in character.
Illusion, Speechcraft
Alchemy, Alteration,
Preferring to use their extensive knowledge of all things
Intelligence, Conjuration, Destruction,
Mage Magic magickal, they wield a might more powerful than the
Willpower Illusion, Mysticism,
sharpest blade.
Restoration
Acrobatics, Alteration, Quick and cunning with the empty hand, they are
Agility,
Monk Stealth Athletics, Hand-to-Hand, strong in spirit. They prefer to solve conflict by arrow or
Willpower
Marksman, Security, Sneak by fist.
Acrobatics, Alteration,
Spell and shadow are their friends. By darkness they
Speed, Athletics, Blade,
Nightblade Magic move with haste, casting magic to benefit their
Willpower Destruction, Light Armor,
circumstances.
Restoration
Armorer, Block, Blunt, Light Hearty folk, well-versed in the tomes of old. They profit
Endurance,
Pilgrim Stealth Armor, Mercantile, in life by bartering in the market, or by persuading the
Personality
Security, Speechcraft weak-minded.
Alchemy, Athletics, Blade, They use speed in combat rather than brute fOrce.
Personality,
Rogue Combat Block, Illusion, Light Armor, Persuasive in conversation, their tongues are as sharp
Speed
Mercantile as blades.
Alchemy, Athletics, Preferring the rolling countryside to the city life, they
Endurance,
Scout Combat Armorer, Acrobatics, Blade, are gifted with the ability to evade, guard, and protect
Speed
Block, Light Armor themselves with great proficiency.
Alchemy, Alteration,
Besting the most well-equipped fighters, they rely on
Endurance, Conjuration, Destruction,
SOrcerer Magic the spells of the mystic arts. Unique to these mages is
Intelligence Heavy Armor, Mysticism,
the bodily stamina to be armed with the thickest armor.
Restoration
Alteration, Blade, Block, More nimble and athletic than the sOrcerer, and better
Endurance,
Spellsword Magic Destruction, Heavy Armor, suited for spellcasting than the knight, their attacks are
Willpower
Illusion, Restoration unpredictable. Students of combat and magic.
Acrobatics, Light Armor,
Profiting from the losses of others is their love. Able to
Marksman, Mercantile,
Thief Agility, Speed Stealth be swift in shadow, and crafty in bartering. Locks are
Security, Sneak,
enemies, and lockpicks are their swords.
Speechcraft
Armorer, Athletics, Blade, Unafraid of light weaponry, they plow into the fray with
Endurance,
Warrior Combat Block, Blunt, Hand-to- little regard for injury. Masters of al melee tools, they
Strength
Hand, Heavy Armor put little faith in the magickal arts.
Alchemy, Athletics,
Swift on foot, and clever with spells, they use distance
Agility, Conjuration, Destruction,
Witchhunter Magic as their ally. Slower adversaries are fodder for their
Intelligence Marksman, Mysticism,
arrows.
Security

Skills/Attributes
By: APY
Skills are the abilities your character has. By using a skill, you're improving it. Once you have improved ten skills, you raise one level.
When you raise a level you can distribute points over three attributes.

All skills are governed by an attribute. These are the things you can improve on a level-up. When you're using a major skill (see
Classes), on the next level-up you will be able to assign extra points to its attribute.

The attributes range from 1 through 100 and can be changed by potions and magic effects. The
game has the following eight attributes:

Attribute Governs skills Description


Affects the marksman damage you can do, the total Fatigue and your ability to
Agility Marksman, Security, Sneak
manoeuver and balance.
Endurance Armorer, Block, Heavy Armor Affects your health, fatigue and how much your health increases on level-up.
Alchemy, Conjuration,
Intelligence Affects your total Magicka.
Mysticism
Luck - Luck affects everything you do but doesn't govern any skills.
Illusion, Mercantile,
Personality Affects people's disposition towards you.
Speechcraft
Acrobatics, Athletics, Light
Speed Determines how fast you move.
Armor
Affects how much you can carry, your Fatigue and how much melee damage you can
Strength Blade, Blunt, Hand-to-Hand
do.
Alteration, Destruction,
Willpower Affects your Fatigue and how quickly you regenerate Magicka.
Restoration

Birthsigns
By: APY

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
Useful for spellcasting mages but it will take
Atronach Magicka +150, no Magicka regeneration, Spell Absorption 50%
extra effort to restore Magicka
Lady Endurance +10, Willpower +10 -
Restore Health is pretty useful but might not
Lord Restore Health (6 points for 15 secs), 25% Weakness to fire
be worth the weakness
Lover Paralyze on touch (10 secs) and lose 120 Fatigue - once a day Always useful
Useful for spellcasting; you could choose
Mage Magicka +50
Apprentice but that comes with a weakness
Restore Health (200 points at once) - once a day, Turn Undead (100
Ritual -
points for 30 seconds)
Cure Poison, Damage Fatigue (100 points on self), Damage Health on
Serpent touch (3 points for 20 secs), Dispel (90 points) - all at once, and once Not really useful in my opinion
a day
Shadow Invisibility (60 secs) - once a day Useful for thieves' quests
+20 Speed is a good choice, but it might not
Steed Speed +20
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

Walkthrough
By: Robin
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.

Tutorial
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 Emperor'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.

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.
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.

Robert submitted a tip about this part: if you want to be able to create a character without having to go through all the underground
passages again, you can just create a save in the sewers, and re-make your char at the grate. Simple!

Deliver the Amulet


Once you're outside The Sewers you are on your own. It is most likely an 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.
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.
So let's head South...

Find the Heir


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.

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.

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 guardsmen 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! If you pass through the barrier you'll end up on the other side looking at the
castle gate. You have to "activate" the gate. Once you're standing pretty close to the gate's
threshold the cursor will change and you'll be able to enter Oblivion. 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. Once
the conversation between Savlian Matius and the other guard is finished you can catch up with Martin as he is leaving the castle
grounds. Ask him to follow you back to Weynon Priory.

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.

The Path of Dawn


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 Imperial 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
ensues 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...

Tar-Meena says that Mankar Camoran hid a message within his writings, 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)

Note: Alex F. mailed us the following about this quest: It appears that the option to give him all your stuff is still unknown. I did so
hoping I would gain the ability to summon Mythic Dawn armor. I was wrong: all I got was a bound helmet spell. Plus, if you want your
junk back, the dark elf you gave it to will be at the shrine. Kill him and all your stuff will be in his inventory. Next character I do I'm
just gonna go rampage, I've learned my lesson.

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.

Spies
I delivered the Mysterium Xarxes to Martin, and told him that Mankar Camoran had
escaped to Paradise 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 Emperor, 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.

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 locate 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 and marks it on your map. 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. Luckily, You don't have to use Azura's Star. Any ol' Daedric Artifact will do. So see Daedric Quests section and
pick one you don't care to have the item from so you can give it away.

Once you have the Daedric Artifact, give it to Martin.

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 best to close any new Oblivion Gate that open near Bruma. I should report my
success to Jauffre.

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.

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.
You'll find Miscarcand between Kvatch and Skingrad. This ruin has a few new types of puzzles to solve as you make your way to the
Great Welkynd Stone. The first point of frustration will be a false wall right after the main entrance. In front of you will be a wall, but
the map shows a hallway extending beyond that... don't worry about it now. You'll find out why later.

The first trick is in this first section. In the western most room you'll find a glowing button on the wall. Press it to open the gate
located just before the next section, Sel Vanua. It took me an hour to realize that button opened the gate. I had pressed it twice,
since the first time didn't cause any immediate result for me... thus raising the gate back up before I reached it.

In Sel Vanua you'll have to find two buttons. In chronological order you reach the one in the big room in the NE corner first. This will
raise the cage covering a Stone that will recharge all your enchanted weapons and armor to full. The second button is in the Southern
hallway. This will open a gate to the next section, Morimath.

Stick to the high ground in Morimath. You'll eventually reach the Great Welkynd Stone. This will lower a few false walls and freeing the
Great Miscarcand King from his confines. Once he's dead take the Miscarcand Key from him and make your way through the hidden
hallway where he came from. The key will open the locked gate which... leads you directly to the first section and to the entrance
door.

Allies for Bruma

You will receive this task just after you eliminate the Spies in Bruma and then the Countess will
bring up the subject again during The Defense of Bruma. You do not have to complete this quest
but it may help if you cannot defend the castle before the Great Oblivion Gate opens. This all
depends on your level. High level characters that can take on six or so enemies at the same time
(along with the ten or so Bruma guards at your side).

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.
Now we must visit the other large cities and get their help defending Bruma from the largest attack from Oblivion and the Mythic
Dawn that Cyrodiil has ever seen. Each city gets a red compass marker so let's start in a loose clockwise order:

Chorrol
Cheydinhal
Leyawiin
Bravil
Skingrad
Kvatch
Anvil
The Imperial City

The Defense of Bruma


Take the stone back to Martin. He'll be talking to Jauffre when you arrive and the conversation is not good. The bottom line is the
forth and final item needed is a Great Sigil Stone. To get this stone is to allow a Great Oblivion Gate to open. All the other gates are
regular old Oblivion Gates, nothing special. So this mean allowing the Mythic Dawn to continue their plan to attack Bruma.

The Countess of Bruma won't be too pleased with the idea of deliberately allowing an attack on Bruma take place. However, after you
speak to her she reluctantly agrees and meets with Martin in the Chapel of Talos. Follow her there and when you're ready for battle,
let her know.

(if you haven't


Before you agree to enter the Great Oblivion Gate she offers the choice to call up more Allies for Bruma
already done so) or continue on a begin the quest for the Great Sigil Stone. If you're ready for the
big battle tell the Countess. Follow Martin all the way down to the battlefield.

I arrived at the battlefield to find one open Oblivion Gate. Once all three are open,
the Mythic Dawn will open a Great Gate, which I must enter and retrieve its Great
Sigil Stone.
While you battle you need to make sure Martin doesn't get killed. It won't take long for the other two gates to open and the Great
Gate to form. Once the Great Gate opens enter it. You'll find the Daedric Siege Engine crawling towards the portal. If it exits the Gate
before you reach the Sigil Stone, all will be lost. You have 13 minutes to get to the Sigillum Sanguis and get the Stone.

There are four towers in a square with bridges connecting them. The main tower is called the World Breaker and the other three are
World Breaker Guard. You'll only enter two of the three Guard towers. From the closest Guard tower marked with the red arrow, make
your way to the top. Each of these towers have the ascending platform with the spike in the middle. Just activate it with the lever on
the wall like the other Planes of Oblivion you've visited already.

Between the second and third is a broken bridge. You'll have to get a running jump (good
Acrobatics will help greatly here) to make it across. Once your in front of the large gate there is a
lever that will open it. From the main World Breaker room head up to the Vaults of End Times,
back into World Breaker, to the locked door to the Sigillum Sanguis. The lock is Average. Just get
the Sigil Stone and that's it.

I reached the Great Sigil Stone and closed the Gate. The Battle of Bruma is won!
Now to give the sigil stone to Martin.
Give the stone to Martin and follow him all the way back to Cloud Ruler Temple. Once inside he'll put the four items together and
prepare the portal to Paradise

Paradise

This portal is a one way door. Once you enter, you're stuck until the end. Make sure you have all
the stuff you need for a lengthy battle with Mankar Camoran in the end.

Martin performed the ritual and opened the portal to Camoran's Paradise. He
warned me that the portal would close behind me. Martin believes that since
Mankar Camoran bound himself to the Mysterium Xarxes in the creation of
Paradise, I can only return to Tamriel by killing him. I must enter the portal, kill
Mankar Camoran, and recover the Amulet of Kings

Paradise has a very straightforward layout. Just follow the stone path along and listen to Mankar
Camoran's monologue. This place is also referred to as Gaiar Alata by the locals. As you talk to
them you'll come to find they are trapped here, an eternal hell that looks beautiful. The Savage
Garden will lead you to the Flooded Grotto.

I met a dremora named Kathutet who offered to help me get into the Forbidden
Grottos if I helped him by freeing a Xivilai that the Mythic Dawn immortals have
trapped in a cave. He claimed that the only way to leave the Savage Garden was by
wearing the Bands of the Chosen, which he would give me if I help him.

Kathutet will mark the direction to the Lair of Anaxes. You'll find Xivilai trapped behind a boulder.
Just "activate" the logs holding the boulder in place and he'll be free. Return to Kathutet to get the
Bands of the Chosen and enter the Forbidden Grotto at the back end of the Flooded Grotto.

I have entered the Forbidden Grotto. Now to find my way through to the Terrace of
the Dawn where I hope to find Mankar Camoran and the Amulet of Kings.

Along the way you'll run into a High Elf named Eldamil.

He served Mankar Camoran and the Mythic Dawn on Tamriel, but since coming to
Gairar Alata and seeing the true nature of Mankar Camoran's 'paradise', he claims
to have regretted his deeds. He warned me that it was impossible to leave these
caves while wearing the Bands of the Chosen, and offered to help me by removing
them.
Accept his offer and pretend to be his prisoner until his Dremora overseer finished his inspection. Get into the cage and let him lower
you. You won't touch the lava below. Once he raises you back up you can escape through the back of the cage. Head South and
Eldamil will remove the Bands.

The rest is straightforward. No special things you have to do to get out. Just follow the caves as they zig-zag around and you'll
eventually find your way back to Paradise. At the top of the path you'll find Mankar Camaron's Palace. Mankar is sitting on his throne
and will give another drawn out speech. Once it's over the battle will begin.

Once Mankar is dead you have just enough time to take a few nice leveled items from his body. But if you don't get to him in time,
don't worry, you'll still have the Amulet when Paradise dissolves around you. Give the Amulet of Kings to Martin and he'll put it on. As
you had hoped it stays on, proving he is of Septim blood.

This is not the end, however. Mehrunes Dagon can still invade Tamriel until the Dragonfires are relit. Travel to the Imperial City to
make Martin officially Emperor.

Light the Dragonfires


Enter the Elder Council Chambers in the Imperial Palace with Martin. As you are about to present Martin as Emperor to Chancellor
Ocato a guard will barge in and announce the city is under attack. You must get Martin safely to the Temple of the One. Martin will be
surrounded by you, the guards and a whole bunch of daedra on the way to the Temple. The next big problem is that Mehrunes Dagon
will also be there attacking people. You can still get passed him. Once inside the Temple, just go over to where the green arrow leads
you on the Compass. This is where Martin will give his final speech to you and say his goodbyes. He knows what he must do. Now
enjoy the following in game cinema scene (and don't drool too much on your keyboard) and finally the endgame rendered movie.
Congratulations, you've saved humanity, again.
The End... or so it seems.

Imperial Dragon Armor


Chancellor Ocato has ordered a suit of Imperial Dragon armor forged for me in
gratitude for the services I rendered to the Empire during the Oblivion Crisis. It will
be waiting for me at the armory in the Imperial Legion Compound in two weeks.
Two week is a long wait. But it's worth it.

Quests
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.

Mages Guild
By: Sirius Snape
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.

Bruma Recommendation
Jeanne Frasoric has tasked me with finding J'Skar. I should speak with the guild
mages in Bruma.

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.
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.

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.
I have Jeanne's Manual of Spellcraft. I need to deliver it to Volanaro.

Get the book and give it to Volanaro.


I need to meet Volanaro in the living quarters of the Bruma Mages Guild after
10pm.

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, Buoyancy - 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 traveling
merchant.
Speak to Christophe Marane about getting a room and let him know you are a traveling 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.

Leyawiin 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. Upon 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 magickal 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 fortify your 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.

Once you finish your recommendation quests, you get this entry:

I have received recommendations from all of the local guild halls in Cyrodiil. I must
now travel to the Arcane University and speak with Raminus Polus.

Travel to the Arcane University and speak with Raminus Polus.

I have been given a recommendation from each ranking member in the local guild
halls, and have been given access to the Arcane University.
Polus promotes you to Apprentice, and gives you a Robe of the Apprentice.

A Mage's Staff

Speak to Polus about tasks and he will task you with finding wood for a mage's staff.

I need to find the grove near Wellspring Cave, northeast of the Imperial City, to
acquire wood for my Mage's Staff.

Find and enter Wellspring Cave.

I have arrived at Wellspring Cave. I should speak with Eletta or Zahrasha.

You will be attacked by a Necromancer and you will find the body of Zahrasha.
I have found Zahrasha, who is dead. I should investigate what happened to her.

Search her body and get the Wellspring Key. Proceed through and you'll find more necromancers
who will attack you. Leave Wellspring cave and you'll find more necromancers. When all are
defeated you get another entry:

The necromancers that ambushed me have been defeated. I need to get wood for a
staff and get back to Raminus Polus to tell him what's happened.

Look for Eletta's body and activate it to get this entry:

I have found Eletta, who is dead.

Head to the small grove of trees and look for a stone chest and open it to find an unfinished staff.
Take this back to Raminus, and speak to him. He will instruct you to finish your staff.

I have checked in with Raminus Polus. I now need to find Delmar in the Arcane
University.

Find Delmar and choose your staff. You can choose to enchant it with Destruction (fire, frost,
shock), Illusion (charm, paralyze, silence), or Mysticism (soul trap, telekinesis, dispel). Once you
choose you get this entry:

I've chosen a staff, and need to speak to Delmar when it is complete.

He says to come back tomorrow (24 hours) for the completed staff. When you come back, speak to Delmar and he will tell you your
staff is completed and you can take it (along with the scrolls you find) from the cupboard. You now have your custom staff.

Speak again to Polus, and you will be advanced to Journeyman and will be given a new task.

Ulterior Motives
Raminus Polus has asked me to retrieve a book from Janus Hassildor, Count of Skingrad.

Travel to Skingrad and speak with the castle steward, Mercator Hosidius.

Mercator Hosidius, a liaison to the Count of Skingrad has told me the Count is not
accepting visitors. I need to return tomorrow.

Speak to Mercator Hosidius the next day, who has an update for you.

Mercator Hosidius told me the Count will meet with me North of the Cursed Mine
west of town at 2am.

Mercator meets you there with two necromancers - who proceed to attack you. Kill them all and
the Count will appear and speak with you.

Count Hassildor saved me from the ambush set by Mercator Hosidius. I need to
deliver his message to Raminus Polus.

Go and speak to Polus, who tells you the nature of the quest, and why you were sent, along with
telling you the Count's true nature.

I've delivered Hassildor's message to Raminus Polus.

You will be promoted to Evoker, and will get a new task.

Vahtacen's Secret
Raminus Polus has asked that I speak with Irlav Jarol about assisting with his
Leave the Arcane University and find Jarol (he will be wearing a white robe). He will set you to
the task of finding Vahtacen, and give you a key.

I need to find the Ayleid ruins of Vahtacen and speak with Skaleel.

Find and speak with Skaleel.

A room in Vahtacen contains a pillar that reacts to magic. I need to figure out how
it works, but I must be careful so that I am not harmed. Its been suggested that I
should stay away from anything but simple, single effect spells.

Head down into the ruin and speak with Denel. You will find a trunk behind him that contains
spells that you need later, so take them now (thanks to SweetG[UK] at Planet Elder Scrolls who
pointed this out to me). He sends you to speak to Skaleel about some reference materials.

Skaleel may have some reference material for deciphering the Ayleid symbols in
Vahtacen. I should ask her for it.
Ask Skaleel for the reference materials, which will help Denel translate, or simply skip ahead to this if Skaleel is nowhere to be found
(as she was in my game):

Stand in the southwest corner of the pillar room, and shoot a fire spell at the pillar. Parts of it will move. Now, move to the left to the
next corner, and shoot a frost spell at the pillar. Parts of it will move.

Move again to the left to the next corner and shoot a damage magicka spell at the pillar. Parts of it
will move. Move again to the left to the next corner and shoot a fortify magicka spell at the pillar
and the puzzle will unlock. The pillar moves down, revealing a staircase.

I've solved the puzzle of the pillar, opening up more of the ruins of Vahtacen.

Head down into Vahtacen. Work your way through the tarn and you will be confronted with ghosts
(or wraiths), and traps. The last room has a large raised area with no apparent way to get to the top.
You must head up the staircase in the north part of the room and activate a switch on your right to
raise the stairs. Head up the newly activated stairs in the middle of the room. You will encounter
skeletons here, and you can fight them off. There is a switch on a pillar near the cage which opens
it and you can take the object you find there.

I've found an object deep within Vahtacen. I should take it to Skaleel.

Skaleel asks you to take the object back to Irlav Jarol.

I need to deliver the Ayleid artifact to Irlav Jarol.

Find Irlav and deliver the artifact.

I have delivered the artifact to Irlav Jarol.

Necromancer's Moon

Speak to Polus again and he speaks to you about necromancy, and trying to gather information on
Necromancers. He sends you to the Mystic Archives to speak to Tar-Meena.

I need to go to the Mystic Archives and speak with Tar-Meena.

Tar-Meena is overwhelmed and asks you to consult a book, "Necromancer's Moon".

Tar-Meena told me to find a book called "Necromancer's Moon." I need to look for it
in the Mystic Archives of the Arcane University.

The book is on a small round table by the door. Look through it and read about how to make your
own black soul gems, if you are so inclined. Take the book and talk to Tar-Meena again.

I've found the book "Necromancer's Moon" and should take it to Raminus Polus
after consulting with Tar-Meena.

Talk to Raminus Polus, who sends you to Bothiel. You may also talk to him about advancement to
get raised to the rank of Conjurer.

I need to find Bothiel in the Arcane University and speak to her about this "Shade
of the Revenant."

Find and speak to Bothiel.

Bothiel gave me a piece of paper Falcar dropped when he visited her about the
Revenant mentioned in the Necromancer's book. I should show the note to
Raminus Polus.

Speak to Raminus Polus, who takes the note and sends you to another task.

I need to find the Dark Fissure, south of Cheydinhal, before the next time "the
Shade of the Revenant" occurs. I should be on the lookout for the "heavenly lights"
mentioned in the Necromancer's book.
Fast travel to Vahtacen, and walk over to Dark Fissure. There are mountains, so you'll have to take a long route finding a way to climb
up.

Once you get there, you can wait and watch a Necromancer come out and exchange soul gems at
the altar, or you can simply go into the cave and fight the first one you see who has a handwritten
note on him. Take this note and get this journal entry:

I have found evidence of Necromancers creating Black Soul Gems at the Dark
Fissure Cave, as well as other altars throughout Cyrodiil. I need to get this
information to Raminus Polus at the Arcane University.

Talk to Raminus Polus and get this entry:

I've told Raminus Polus everything about Necromancers and black soul gems that I
have seen.
This completes Raminus Polus's quests. You are now to take direction from the Arch Mage Hannibal Traven himself.

Liberation or Apprehension?

Speak to Hannibal Traven.

I need to travel to Nenyond Twyll, south of the Imperial City, and make sure
Mucianus Alias is safely rescued from the Necromancers there. I am to escort him
back to the Arcane University.

Head to Nenyond Twyll and enter. You will first encounter Fithragaer who instructs you to follow
him. Unfortunately, he runs directly into a trap and is killed.

Fithragaer, the only surviving Battlemage, is dead. I'll need to continue on my own
into the ruins to find Mucianus Alias.
Head into the ruin and watch for traps. You will encounter Necromancers, and will find a Mariette Rielle who informs you that Alias is
now a Worm Thrall and will not be leaving.

Head down into the large bottom chamber. Your pointer will direct you to the door where Alias is
hidden behind. There is a switch to the left of the door which, when activated will reveal what is
left of Alias. Activate him to get this journal entry:

I've found Mucianus Alias. He's been transformed into some kind of walking dead;
there's nothing I can do for him. I should report his fate to Hannibal Traven at the
Arcane University.
Report back, and get this entry:

Arch-Mage Traven has been informed of Mucianus Alias's fate.

You are instructed to return to Raminus Polus for an advancement to Warlock.

Information At a Price

Speak with the Arch Mage and get this entry.

Count Hassildor wishes to see me. I should travel to Skingrad immediately and
speak with Hal-Liurz.

Hal-Liurz brings in the count, who tells you that you must do him a favor if you want the
information he has for the Guild.

Count Hassildor has information that he will provide only if I remove the Vampire
Hunters lurking around Skingrad, as well as a nest of vampires in Bloodcrust
Cavern outside of town.

Go to Bloodcrust Cavern and fight the vampires. Once you kill the last one and take its dust, you
get this entry:

The Vampires in Bloodcrust Cavern have been disposed of. now I must deal with
the Vampire Hunters.

The Vampire Hunters are staying at the Two Sisters Lodge in Skingrad. Head there and speak with
Eridor. Tell him that the vampires are already dead and he will ask for proof. You get the option of
showing him the vampire dust, and with that - they leave Skingrad.

The Vampire Hunters have left Skingrad. I should return to Castle Skingrad and
speak with Hal-Liurz.
There is an alternate way mentioned in the guide if you do not want to fight vampires. Simply go to the Vampire Hunters and tell
them where the Vampires are holed up. The hunters will go to the cavern and fight the vampires themselves. Wait for journal entries
saying that the Vampire Hunters are either dead or have left town. If you do not get these in a day's time, you'll have to go to the
cavern and kill the vampires yourself. You can also opt to kill the Vampire Hunters yourself to rid them, if you choose.

Once the Vampires are dead, and the Vampire Hunters gone return to the castle. Speak to Hal-Liurz, who fetches the count for you.

Speak to the count.

Count Hassildor's news about Mannimarco must be delivered to Hannibal Traven


right away.

Speak to Hannibal Traven about Mannimarco to complete the quest and get this entry:

I have told Arch-Mage Traven about Mannimarco's presence in Cyrodiil.

You will have to wait a few days before you are set to another task. The guide suggests waiting at least three days before talking to
Hannibal Traven again.

A Plot Revealed

When he is ready, Hannibal Traven sets you to another task.


Hannibal Traven wants me to check in with Jeanne Frasoric at the Bruma Mages
Guild. I should go there immediately.

Head to the Bruma Mages Guild. When you get there, you get this message:

I have arrived at the Bruma Mages Guild. It appears to have been attacked. I
should look for survivors.
Fight your way through various undead working from the bottom floor up. When you get to
Jeanne's office you will be confronted by a Necromancer and you must fight her. Once she is dead,
someone reveals himself in a corner. Don't attack him!

J'Skar is the only survivor of the slaughter at the Mages Guild Hall in Bruma. He's
given me information about the King of Worms. Hannibal Traven should be told
immediately. I should return to the Imperial City.

Return to the Arch Mages quarters and speak to him.

I've told Hannibal Traven what J'Skar saw at the Bruma Mages Guild hall.

The Arch Mage asks for a few days (3) to prepare for the next task at hand. Head down to Polus, who will promote you to Wizard and
teach you a spell that combines fire, frost and shock.

Given enough time, you are set to a new task by the Arch Mage. Irlav Jarol has taken an artifacts to
Fort Teleman to study it, and another has been taken to Fort Ontus and the Arch Mage wants them
back.

I need to travel to Fort Teleman and retrieve the Bloodworm Helm so that it may be
kept safe at the Arcane University.

I need to travel to Fort Ontus to retrieve the Necromancer's Amulet, and return it
to the Imperial City.

Head to Fort Teleman and enter. You'll get this entry:

I have arrived at Fort Teleman. I need to find Irlav Jarol, who should have the
Bloodworm Helm.

Make your way through the Necromancers until you find the corpse of Irlav Jarol, and take the
Bloodworm Helm from his corpse. When you do, you'll get this update:

I've recovered the Bloodworm Helm. I need to deliver it to Arch-Mage Traven


immediately.

Deliver the Helm and get this update:

I have delivered the Bloodworm Helm to Hannibal Traven.

Now, you must head to Fort Ontus to recover the Necromancer's Amulet.

Take the trek to Fort Ontus. When you find it and approach the door, you'll get this message:

I've arrived at Fort Ontus. I need to find Caranya, and get the Necromancer's
Amulet from her.
You'll encounter mages who tell you to talk to Carayana. Follow the path around to where Caranya is and open the last gate using a
lever on your left to get down into the room where she is. She won't be cooperative, so prepare for a fight. Get in close and take her
down.

Your journal will update when you defeat her:

Caranya was a traitor to the Mages Guild and intended to deliver the Amulet to the
King of Worms. I need to get out of Fort Ontus and take the Amulet back to the
Arcane University.

All of the "mages" who are really necromancers will attack you on the way out, so be prepared.
Leave the fort and return to the Arch-Mage.

I've delivered the Necromancer's Amulet to Hannibal Traven.

Head down to Polus, who promotes you to the rank of Master Wizard.
Ambush

You are set to a new task by the Arch-Mage.

I need to travel to the south of Cyrodiil and meet a group of battlemages preparing
to storm the ruins of Silorn.

Head to Silorn and you'll meet the battlemages there. Speak to Thalfin.

I have arrived at Silorn, and spoken with Thalfin. We cannot enter the ruins, so I
must help prepare an ambush for the Necromancers when they attempt to leave.
Station them where you like, and each will express where they are best used based on their abilities. I put Thafil up close, Iver up
close and Merete further back.

The Necromancers will emerge and you'll get an update if you don't stop Falcar from running back
inside Silorn:

Falcar has fled back into the ruins of Silorn. I must find him.

This was a hard trek. Necromancers everywhere, and a series of confusing switches. Getting to the place where Falcar is isn't hard.
Its getting past the gate to get to him that is. You'll come to a place on the map where you can see where he is, but is separated from
you by a gate which is remotely activated. The switch is above and behind you on a small balcony. To get there, you have to
backtrack. There is a switch on a pillar in the room with the alchemy apparatus which lowers stones for you to go through. You'll need
to go through this passage and work your way up to a small balcony above the location of the locked gates. Hit the switch, and jump
down to the newly activated gates.

Be prepared. Falcar is a tough fight. Defeat him, search his body to take the soul gem and get this
entry:

I've recovered the Black Soul Gem. It needs to be taken back to Hannibal Traven at
the Arcane University.

Take back the gem and get this entry:

The Black Soul Gem has been delivered to Hannibal Traven.

Confront the King

Speak to Traven, who promotes you to Arch-Mage and tasks you with taking on Mannimarco
himself.

Hannibal Traven has promoted me to Arch-Mage, and has tasked me with stopping
the King of Worms. I need to take the Black Soul Gem to Echo Cave and confront
him.
Hannibal Traven will put his own soul into the Black Soul Gem and will fall at your feet. Search his body and pick up the key you find
(for later), and the Black Soul Gem to take with you to Echo Cave.

Follow your map to Echo Cave. You will see Bolor Savel outside of the cave, and he has the key to
get in. He attacks you - kill him and take the key. Enter the cave.

I've arrived at Echo Cave, and have gained access to Mannimarco's lair. I need to
find him inside and put an end to him.

Work your way through the Necromancers to the bottom level of the cave, where you will
encounter Mannimarco. He will have a speech for you, then you can fight him. Defeat him and get
this message:

I have killed the King of Worms. I should return to the Arcane University to
announce his defeat.
Speak to Raminus Polus.

Raminus Polus thanked me for putting an end to the King of Worms, and has
recognized me as Arch-Mage of the Mages Guild.
You will receive your robe and hood, as well as accolades. The Arch-Mage's office is now yours, and the quarters are yours as well.
You get to now enlist the help of Apprentices to come along and fight with you (one at a time). You also get the privilege of a
resupplying chest for alchemical ingredients. There is a chest in your new quarters in which you put a single portion of an ingredient
into and 24 hours later, you will find more of that item that will be at your disposal for a week.

Your quests are at an end, congratulations!

Collecting flowers when penalized


By: iamSINATRA
I was recently penalized for stealing from a Mage Guild member. I had to find the 20 Dragon's Tongue Flowers and the 20 Redwort
Flowers. It took an awful long time.

Fortunately, I was able to find a "Chuckle Patch" (forgive the Magic Garden reference...as I reveal my age) of Dragon's Tongue and
Redwort Flowers.

I have taken a snapshot of the exact location as it appears on the Oblivion map. (Note: in version 1.2 of the guide this image has
been updated for more clarity.)

The flowers are located at the top of the letter D in the word "BLACKWOOD".

The Oblivion Guide (by Prima) does NOT reveal this location. They suggest a cave situated slightly north of where I discovered the
flowers. There were only a few Dragon's Tongue flowers in their suggested location versus the vast amount discovered in my "Chuckle
Patch" (which, in honor of us old school gamers, I will be naming this location) :)

Fighters Guild
By: Grawl
Joining the fighters guild can been done in three places; Chorrol (Vilena Don'ton), 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 Arvena 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.
Mike submitted the following extra info: If you rat out Quill-Weave to Arvena Thelas, Arvena will train you a level up in speechcraft.

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 Don'ton there.
I have been told to report to Vilena Don'ton in Chorrol for assigned duties.
Vilena Don'ton 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 one at the All Things Alchemical in Skingrad (only has one!)
 Enter the dungeon of a random chapel. They often have ghosts.
 Go dungeon-hunting.
 The side quest The Ghost Ship of Anvil which contains exactly 5 ghosts to kill on a boat in Anvil (thanks Robert!)

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 north 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 Don'ton, the Guild
Master's son.
In order to boost the young Don'ton's confidence, I'm to help Viranus discover what
became of Galtus Previa in Nonwyll Cavern, northwest of Chorrol.

Have a chat with Viranus Don'ton. 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 Don'ton 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
Don'ton.

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 Don'ton. 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 Don'ton'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 Ayleid 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 tells me that she would like to
travel to the bottom of this cave complex, as she has heard there is a Daedric
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.

Head to Bravil and talk with a person here. Bribe him/her in order to get the information out.
The residents of Bravil are reluctant to speak about the fugitives, for fear of
retribution. Perhaps I will have to persuade one of them to give me the
information.
I have persuaded one of Bravil's citizens to tell me more about the fugitives. There
are four of them. They are thought to be hiding in Bloodmayne Cave.

Head to Bloodmayne Cave and kill the fugitives. Note that there are two ways to enter the cave,
and you have to take both ways in order to kill them all. One of them is on the upper level of the
cave, but with a well aimed shot, you can take care of that.
I have found and killed Hlofgar.
I have found and killed Ashanta.
I have found and killed Enrion.
I have found and killed Dreet-Lai.
Now that I have killed all of the fugitives, I should return to Burz gro-Khash for my
reward.
When you talk with Burz gro-Khash, you'll be able to promote to Guardian. Yay.

Trolls of Forsaken Mine

Burz gro-Khash has no more work right now, but Modryn has, so talk with him.
I have been told to report to Modryn Oreyn for assigned duties.
Modryn Oreyn has given me another duty to perform. A band of fighters was
contracted to clear the Forsaken Mine of trolls, but none of them have been heard
from, including Viranus Don'ton. I am to go investigate.

The mine is located a bit south of Leyawiin. Enter, and explore until you find Viranus Don'ton.
Dead. Might as well grab his journal.
I found Viranus Don'ton dead. I should look for clues as to what happened here.
I've found a journal that Viranus Don'ton kept during his final days. In it, he
describes how the mission went well until the Blackwood Company arrived. They
battled, and he survived, gravely wounded. It appears he finally succumbed to his
wounds. I should report this to Oreyn.

Tell Modryn the news, and he'll be a little bit angry... He should be worried instead, because it's his
fault, but that's an ethical decision he has to work out himself, right? For now, you should find new
work.
Oreyn was both angered and saddened by what I told him. He has asked that I
allow him to tell Vilena Don'ton the news about her son. Until then, he suggests I
find contract work to do.

The Noble's Daughter

Burz gro-Khash has work for you again, so go talk to him.


Burz gro-Khash has given me a contact to help Lord Rugdumph gro-Shurgak find
his daughter, Lady Rogbut gra-Shurgak. I can find Lord Rugdumph at his estate
near Lake Arrius.

Head to the estate north of Cheydinhal and talk with mister my-name-is-very-long-and-hard-to-
type. He fears his daughter is taken by ogres.
Lord Rugdumph tells me what his daughter was out picking rocks, and he fears she
may have been taken away by a band of ogres that are known to live east of the
estate. I am to find and return her.

When you head east of the estate, you'll bump into the ogres soon enough. The three of them can
be a difficult fight, so try to take on out by sneaking. When you're done, return the Lady to mister
my-name-is-very-long-and-hard-to-type. He'll even give you a sword.
I have killed the ogres who kidnapped Lady Rogbut. I should now escort her back
to her father's estate.
I have escorted Lady Rogbuy back to her father's estate, much to Lord Rugdumph's
relief. He has rewarded me with Rugdumph's Sword. I should now return to Burz
gro-Khash for payment of the contract.

Burz gro-Khash is a happy man again if you return to him and tell him the news. He even has
another job for you.
Burz gro-Khash was pleased with my efforts in retrieving Lady Rogbut gra-Shurgak,
and he paid me what was owed on the contract.

Mystery at Harlun's Watch

Burz gro-Khash has given me a contact to go to Harlun's Watch, near Cheydinhal,


and investigate the disappearances of some of the local populace. I should speak to
Drarana Thelis.

Oooh a mystery! Go talk with Drarana Thelis of the small village.


I have spoken to Drarana Thelis in Harlun's Watch. She tells me that folks have
been seeing strange lights in the swamps, and when they've gone to investigate,
none have returned.

I don't know if it has to be night in order to do this quest, but it doesn't hurt. When you arrive,
you'll see will-o-the-wisps, and they are annoying. Your normal weapon doesn't hurt them, but
magic does (silver too?). If you can't defeat them, run from them.
It seems that the strange lights people were seeing over the swamp are will-o-the-
wisps. But, there don't seem to be any signs of the townfolks who disappeared. The
Will-o-the-wisps (Yes, they actually wrote it with a capital letter here and didn't in
the previous sentence) were surrounding a cave, though. I should investigate.
Inside the cave you'll soon enough find the corpses of the townsfolks, killed by trolls. Your task is to kill the trolls who did this. You
have to find these bodies or you will not be able to continue the quest!

Inside the Swampy Cave, I've found the corpses of the townsfolks that are missing.
It looks like trolls have been feeding on the people weakened by the will-o-the-
wisps. I should make sure to clear out all the remaining trolls from the cave
complex.
I've killed all of the trolls in Swampy Cave. I should report what I've found to
Drarana Thelis.

Yes, let's tell Drarana about this. Her voice doesn't reveal her pain, but apparently she is sad.
Report back to Burz.
Drarana Thelis was saddened at the fates of the townsfolk, but has rewarded me
for my efforts. I should report to Burz gro-Khash for payment of the contract.

The Stone of St. Alessia

Burz gro-Khash doesn't have any jobs, but Azzan does. Talk with him and then talk with the priest
inside the Chapel in Bruma.
Azzan has told me to report to the Chapel of Talos in Bruma and speak with the
priest Cirroc about a contract.
I've spoken to the priest Cirroc in Bruma. He would like me to retrieve a holy relic
of the Church, the Stone of St. Allesia. He believes it was stolen by bandits
recently, and he's heard that they were headed east out of town.

Go east of Bruma and find the lonely thief. He doesn't have the stone, though.
I've found the lone survivor of the group of bandits that stole the Stone of St.
Alessia. He and his men were attacked by ogres and left for dead. He tells me that
the creatures took the Stone and all their other precious stones with them. He
believes that the creatures live in the Ayleid ruin of Sedor.
The ruin can be found far east of your current location, so you may want to fast-travel to a location closer to it, if available.

Inside you'll find out that the stone is locked behind a gate that you can't just open. Look behind
you and up. You'll see a balcony here. Your goal is to go there and push the block. This will open
the gate, and allows you to get the stone.
I have found the Stone of St. Alessia in Sedor. I should return it to Cirroc at the
Temple of Talos in Bruma.

When you return is to the priest, he'll give you 3 Strong Potions of Healing. Go tell Azzan.
I have returned the Stone of St. Alessia to Cirroc. As a show of his gratitude, he's
given me some Strong Healing Potions. I should return to Azzan to collect my
reward.
Azzan has paid me the balance of the contract. He tells me that he has no further
contracts to offer, but I should speak with Burz gro-Khash in Cheydinhal.
Going back to Burz is useless. Get yourself promoted instead, to Champion.

Information Gathering

I have been promoted to the rank of Champion of the Fighters Guild. I'm told that
Modryn Oreyn is looking for me, and I should speak with him as soon as possible.

Go talk to Modryn. He wants you to join the Blackwood Company.


I have spoken to Modryn Oreyn, who tells me that, although he has been expelled
from the Fighters Guild, he will still work to restore its honor. To that end, he wants
me to go to the Glademist Cave and capture a Blackwood Company leader, Ajum-
Kajin.

The cave can be found east of Chorrol, and can be a long walk/ride. Once you are inside, kill all
the members of the Blackwood Company and find the leader. Talk with him, and he'll follow you
(if not, hit him - but don't kill him). Bring him to Oreyn.
I have found Ajum-Kajin, cowering in his Blackwood Company hideout. I must
convince him to return with me.
Ajum-Kajin will now return with me to Modryn Oreyn's house.

Modryn wants you to get information from Ajum-Kajin. Tell the fellow to sit down and ask for
information. If he refuses, hit him with your sword, or cast some magic on him. When you are
about to ask the final question, he'll commit suicide.
Oreyn would like me to learn some things from Ajum-Kajin: how large the
Blackwood Company is; who leads the Company; and what is the source of their
power. Oreyn has told me I am to use whatever means necessary to get this
information.
It appears Ajum-Kajin may be ready to give me information.
I've learned that the Blackwood Company is over 100 strong, and growing every
day. I must find out who leads them.
It looks like Ajum-Kajin is ready to tell me more. I should question him.
I've learned their leader is Ri'Zakar. I must now learn the source of their power,
what gives them such courage in battle.
Rather than divulge the Blackwood Company's secret, Ajum-Kajin has killed
himself. I should speak with Oreyn for further instruction.

Oreyn will give you the Greater Amulet of Interrogation. He wants you to infiltrate into the
Blackwood Company.
Though we did not get all the of the answers we had hoped for, Oreyn is pleased
with the information we gained.

Infiltration

Modryn Oreyn would like me to join the Blackwood Company. I am to go to their


headquarters in Leyawiin, inflitrate (sic) their ranks, and follow them on a mission
to find out the secret of their effectiveness.
Jennifer reported a problem with this quest: "When entering the Blackwood company hall to speak with Jeetum-Ze: if he is on the
stairs, don't talk to him! He will ask you to follow him to the training room and then try to walk through you. This triggers a lock up in
the game where he will walk repeatedly up and down the stairs, but will never show in the training room."

Head to Leyawiin, and talk with the leader about joining. He'll allow you to join, and order you to
follow him into the basement. The mission involves Water's Edge, and you need to drink
something called Hist.
I was able to join the Blackwood Company. I am to report to the training room to
prepare for an upcoming mission.
The Blackwood Company has been hired by the Water's Edge Settlement to take
care of some goblins that have been raiding their town. First, though, we are all to
drink a potion made from the sap of a Hist Tree.
I have ingested the Hist Sap potion. I feel a strange feeling coming over me.

You don't have to travel to Water's Edge manually, because the game will fast-travel to get you
there.
We've arrived at Water's Edge, which it seems has been overrun by goblins. I have
been given the other to attack.

Hit the goblins, but don't hit your 'friends'. If you do, they'll just start to attack you. The person
leading you tells you there are more goblins inside the houses. Enter them, and notice how the
goblins don't attack, and almost appear to live there. Kill them.
The goblins invading Water's Edge have been defeated.

You'll pass out, and wake up in the house of Modryn Oreyn. Talk with him about the case.
I've awakened from my Hist Sap stupor at Modryn Oreyn's house. He worries that
the company will have taken the settlement and moved the residents out.

Return to Water's Edge, and talk with the father of Biene Amelion. Everyone is dead, and yes, you
did this. He doesn't know though. Go tell Modryn.
I've returned to Water's Edge to a gruesome sight. Biene Amleion's father stands
over the corpses of his daughter and the rest of the settlement. There are corpses
all around--not goblin corpses as it had appeared in my Hist Sap--clouded mind,
but human corpses. The Blackwood Company and I slaughtered the entire
population of Water's Edge. I must return to Oreyn immediately.
Oreyn was deeply troubled by what I told him, but realizes that there was little I
could have done to prevent it. He believes it is time to end the Blackwood Company
forever.

The Hist

Modryn Oreyn had decided that the threat of the Blackwood Company must be
ended. He wants me to travel to their headquarters and destroy the Hist Tree. It
will be behind a locked door, and it is likely that only Ri-Zakar himself has a key.
Jennifer writes about this quest: "We read that Jeetum-Ze is not always in his room and that walking in and then out will trigger his
appearance. Our first time through he was not in his room. We opened his door to leave and he was walking right in front of his door
and we ran into him. He turned to fight and as we tried to hit him the game locked up. I think this is because he calls up a headless
zombie and we were standing right where it appeared! We had to start the entire game system again.

Second time around we used a detect life and he appeared to our right. If you can catch him there he still calls up the zombie, but
you can kill both with almost the same sword swing. Space is pretty tight. We were at level 11 in case that changes things."

Head to the headquarters to get a warm welcome. You'll have to find a bunch of the Blackwood
Company members at the same time, which can be tricky. Be sure you go after the man with the
red sword first, because he can drain your health (and his sword is nice to have). Head upstairs
until you find Ri'Zakar. Grab the key from his corpse.
I have killed Ri'Zakar. I should get the basement key from his corpse.
I've gotten the key to get into the basement, where the Hist Tree is located.

Rest, and enter the basement, where the tree is located. Battle the two mages and then it's time to
end the life of the tree.
The tree has become a perversion of nature. It is surrounded by alien machinery. If
I am to destroy this monstrosity, I will need to find a way to destroy the machinery
that surrounds it.

You'll find two lose pipes in this room. Pick them up (in your inventory) and then find the two
sides of the machine with spinning wheels. Use them on both sides, and the thing will catch fire.
I have destroyed the machinery surrounding the Hist Tree, and the tree was
destroyed in the process. I should return to Oreyn.

Outside the room you'll meet Maglir. He even wants to fight you. Hit him... hard. Return back to
Oreyn to get the Helm of Oreyn Bearclaw - a heavy armor helm with some nice stats. Talk with
Vilena Donon in order to become Master of the Fighters Guild.
Oreyn believes our work is now finished. He has given me that Helm of Oreyn
Bearclaw as a symbol of our friendship. He suggests I speak with Vilena Don'ton
and tell her all that has transpired.
Vilena Don'ton was astounded by the events I recounted, and she now realizes that
her unwillingness to act could have caused the demise of the Fighters Guild. She
has promoted me to Master of the Guild.
Vilena Don'ton suggests that one of my first actions should be to reinstate Modryn
Oreyn as my second-in-command, if he will accept the post.

Talk with Modryn about this. He is happy with the news, obviously.
I have asked Modryn Oreyn to act as my second-in-command. He accepted, and
will run day-to-day activities of the Fighters Guild in my absence.
Talk with Modryn again, and you can select what he should do. Each month you can return to the guild, and get yourself some money.
Good work master!

The Arena
By: Sirius Snape

To join the Arena, head to the Imperial city, Arena District and speak to Hundolin standing in a
doorway, who offers you a choice of being a gambler or a fighter. If you want to be a combatant,
You will get a journal update:

I wish to join the Arena faction as a combatant. I must speak with Owyn the
Blademaster in the Arena Bloodworks.

Find and speak with Owyn.

I am now a combatant in the Arena faction. To arrange for a match, I must speak
with Owyn in the Arena Bloodworks in the Imperial City. After every match, I must
speak to Owyn again to close out the match and receive my rewards earned. While
I'm involved in any active matches, I will be unable to bet on any fights.
He will give you a choice of heavy or light raiments (both enchanted with +2 personality and +5 athletics). You must wear this during
your matches, or face disqualification. You can choose your weapons (there are various weapons there you can use), shield and helm
but you must wear the raiment.

Ranks and Gold rewards


Pit Dog - 50, 50, 100
Brawler - 100, 100, 150
Bloodletter - 150, 150, 200
Myrmidon - 200, 200, 250
Warrior - 250, 250, 300
Gladiator - 300, 300, 350
Hero - 350, 350, 500
Champion - 1000
Grand Champion - weekly matches with varying gold for each match

Pit Dog Matches


Match One: Wood Elf - blade, shield, helm
Match Two: Imperial - blade, shield, helm
Match Three: Argonian - archer

Brawler Matches
Match One: Nord - axe
Match Two: Twin Wood Elf sisters - one is an archer, the other has a blade
Match Three: Khajiit - axe

Bloodletter Matches
Match One: Redguard - mace or blade, shield
Match Two: Breton - blade, heavy armor
Match Three: Dark Elf - archer, blade

Myrmidon Matches
Match One: Wood Elf - enchanted frost dagger
Match Two: High Elf - blade, light armor
Match Three: Orc - axe, heavy armor
Warrior Matches
Match One: Nord - blade
Match Two: High Elf - spellcaster, blade
Match Three: Orc - warhammer, heavy armor

Gladiator Matches
Match One: three Argonians - unarmed, but good hand-to-hand skills
Match Two: Khajiit - blade
Match Three: Breton - blade

Hero Matches
Match One: Imperial (former Blade) - blade, shield
Match Two: Spellcaster - enchanted shield
Match Three: Yellow Team Champion, plus a magic user and an archer - you get a boar to help you in your fight

Once you fight your opponents, you are given the option to challenge the Grand Champion
Agronak gro-Malog.

I am now an Arena Champion. There are no more standard matches left to fight.
Instead, I must challenge the Grand champion, Agronak gro-Malog, for his title.

Champion Match
The Gray Prince - you can fight him straight out, or take his quest. Speak to him about 'the Gray Prince" and take the quest "Origin of
the Gray Prince". You find out information that will make your fight a lot easier. The quest involves a trip to Crowhaven ruins near
Anvil.
Within the ruins you will find Lord Lovidicus, the Gray Prince's father who attacks you. You can take his journal and report back what
you find to the Gray Prince. Your reward is a boost in Athletics, Blade, and Block plus an easy victory in the Arena. If you fight him
straight out, prepare for a long hard battle. If you take his quest, it will end with him asking you to take his life (easiest solution).

Check in with Ysabel, and choose a nickname for your character, and then you are ready for battle.
When the Gray Prince is dead take his armor to Ysabel and you will get your own special armor in
exchange.

I have defeated the Gray Prince and have been named the new Arena Grand
Champion! Ysabel Andronicus told me to return to her after I've gotten some rest,
so we can discuss my future.

Speak to Ysabel to get this entry:

As Arena Grand Champion, I can fight in weekly matches against various creatures.
All I need to do is see Ysabel Andronicus in the Arena Bloodworks and tell her I'm
ready for a match.
The weekly matches are good for income and practice, should you choose to take on the matches.

Thieves Guild
By: Grawl
Joining the Thieves Guild can be done in two ways:

 In the Imperial City's Trade District, steal something and let a guard catch you. Go to jail and get back to the Trade District.
Some beggar should come up and give you a note.
 Head to the beggar's area of the Imperial City (southwest) around 2 AM, and find where the beggars are (east). Try to find
the small group of three persons. Talk with the man holding the torch (Armand Christophe). Make sure he likes you one way
or another (bribing works) and then ask about "Gray Fox" and then "Joining the Thieves Guild".

Make sure you ask about the rules too, so you don't break them. The most important rule is not to kill any character during your
quests (unless they attack you first).

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 Bruma. 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.
Note: Rory S. let us know the following: Before stealing the ring from the countess but after finding out that she has the ring, go tell
Adharji that the countess has the ring. She will increase your pay from 100 gold to 200 gold. 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.

Note: Johnny New Englander e-mailed with a possible bug here on Xbox 360 (and PC?): When I opened the jewelry box, I found two
Adharji's Rings. I took both of them and then went back to give them to Adharji. Even though my quest log had registered that I'd
recovered the ring, Adharji did not give me an option to give her the ring back and I could not complete the quest. After an hour of
trying to give her the ring, drop a ring, etc, I reloaded from a previous save and redid the mission. This time there were two rings in
the jewelry box like before, but I only took one of them and then went back to see Adharji. Only then did she give me the option to
give her he ring and complete the quest. Therefore, IF there are two rings in the jewelry box... only take one of them or you might
not be able to complete the quest.

You can sneak into the countess'


Note: Darklord_20 e-mailed an alternative way to sneak into the bedroom chambers:
bed chambers a longer but much easier route. Just go into the castle's basement and search the
hollow barrels in there. One has a lever inside which opens a hidden door. Follow along this path
through a torture chamber and you will come across the room that leads into the countess'
bedroom. That way you only need to worry about a single guard, who is quite easy to pass by. The
room where you exit the "secret passage" also has a hollow barrel with a lever inside it, in case you
want an easy out but wanted to go the direct route in.

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 Icestaff. 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 Anvil 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 the (sic) Arrow Extrication 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.
Important! You should save your game before continuing this quest. The game contains a bug. If for any reason you can not
complete the rest of the quest, reload the save and try again.

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!

Malcolm e-mails about this part of the quest: "Following these instructions, I encountered a problem every time I sat in the reading
chair, the monks recognized me as an intruder and treated me accordingly. I was able to resolve this as follows:

Before trying to enter the library door "that won't open" sneak all the way round behind the monk behind the bars and activate the
lever which opens the library door. You can then enter the library without having to go up one floor and can sit down in the reading
chair to receive the Elder Scroll without problems. "
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 Thieves of 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 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 Bruma. 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 fulfill 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.
. Francois instructs you to wait 24 hours, and then
Note: If the Argonian dies for any reason, the quest fails
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 Chorrol 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 insecure 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 8 pm to around 1 am.
 Through The Temple District to the City Isle Waterfront District
 To an "Abandoned" Shack on the west side of town. Here he stays from 2 am to 8 am.
 To the Elven Garden's district, where he wanders until around 11 am.
 Lorkmir's house in the Elven Garden's district. he is here from 11 am 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.

Bad Medicine

Speak with Ocheeva about your next contract, and she will speak with you about a dying warlord,
Roderick. Ocheeva informs you that Roderick is kept alive by a strong medicine. Your mission is
to sneak into Fort Sutch (map marker added) and replace Roderick's medicine with a special
poison. You must place this poison in Roderick's medicine cabinet, and remove the medicine. You
must not be seen by any of Roderick's guards, so that no suspicion is cast. If you are seen, you
must kill Roderick in another manner…thus forfeiting your bonus.

I must sneak into Fort Sutch, find the medicine of the debilitated warlord Roderick,
and replace it with the poisoned bottle Ocheeva has given me. If I am detected by
any of the mercenaries, or if Roderick is killed in any other manner, my bonus is
forfeit.

If you have investigated the topic further, you may learn that there is an alternate route inside Fort
Sutch.

I must sneak into Fort Sutch, find the medicine of the debilitated warlord Roderick,
and replace it with the poisoned bottle Ocheeva has given me. If I am detected by
any of the mercenaries, or if Roderick is killed in any other manner, my bonus is
forfeit. Fortunately, I've learned of an alternate way inside that should be
unguarded. Not far from the ruins of Fort Sutch lie the ruins of the Fort Sutch
Abbey. If I enter there, I can get to Fort Sutch underground through some flooded
tunnels.
A map marker for Fort Sutch has been added on to your map after this conversation. There's nothing close to Fast Travel to unless
you've been in the area previously. Fast Travel to Anvil's Main Gate and travel due North.
If you enter directly into the Fort:

I have successfully entered Fort Sutch. I must now locate Roderick's medicine and
replace it with the bottle of poisoned medicine.
Once inside, activate sneak mode. Use a lockpick to unlock the gate to the right of you. Sneak down these passage ways until you
come to a large room. Stop, and listen to a conversation between two of Roderick' guards. Wait until they have finished speaking, and
then follow them.

If you enter through Fort Sutch Abbey:


Locate a trap door in the southwest foundation of the tower, and unlock it using a spell or lock pick. Once inside, you will receive the
same journal entry as above. Continue until you hear the two guards mentioned above in conversation. DO NOT try to pass them. You
need the guards to unlock a gate behind you. Once the guard's have finished their conversation, turn back around and wait in the
second niche down a side hall. The guard's will unlock the gate and leave it open behind them.

The female guard will go and guard Roderick's bedside, located up the stairs. The male Orc will patrol the area in front of Roderick's
medicine cabinet in a room down the hall. Wait behind a pillar until the Orc walks to the other side of the room. If you have a decent
level sneak skill, sneak over to the medicine cabinet and open it. If you're sneak skill is a lower level, use a concealment spell.

Open the medicine cabinet, and remove the medicine. Your journal will update:

I have taken Rodericks' medicine. I must now put the bottle of poisoned medicine
in its place.

Add the potion Ocheeva has given you to the cabinet.

The bottle of poisoned medicine has been placed in the cabinet, and the real
medicine removed. The next time Roderick is given treatment, he will die. I must
now return to the Sanctuary and speak with Ocheeva to receive my reward.
Make your way out of Fort Sutch, while avoiding detection, and travel back to the Sanctuary to speak with Ocheeva. She will be very
pleased with you and will reward you. If you've completed the quest without being detected by Roderick's guards, Ocheeva will reward
you with the Deceiver's Finery…an enchanted shirt.

The Night Mother's Child

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.

Whodunit

Ocheeva informs you that your next contract is for 5 house guests at Skingrad's Summitmist
Manor. The guests all believe they have been invited to the house to compete in a search for a chest
of gold. The guests, including yourself, are to be locked in the house under the guise of only being
allowed out once someone has found the treasure, which contains (they believe) they key. Ocheeva
informs you that you are to kill each of the guests without witnesses to receive your bonus. You're
first order of business is to speak to the doorman.

I must go to Summitmist Manor in Skingrad, meet with the other guests, and
pretend I too have been invited by a mysterious, unknown host. I must then kill all
the other guests. I should start my mission by speaking with the doorman, just
outside the manor.

Fast Travel to Skingrad's East Gate. Summitmist Manor is located across from Rosethorn Hall,
next to the Guard House. The doorman Fafnir, a fellow Dark Brotherhood member, is waiting
outside for you. He gives you the key so that you may exit when the deeds are done.

I have spoken with Fafnir, the doorman, who appears to be a fellow member of the
Dark Brotherhood. He has provided me with the key to Summitmist Manor, which I
am to use only after all the guests lie dead. I should now proceed inside and meet
the other guests.

The first person you meet is Matilde Petit. She gives you some background information on the
other guests. She will ask you about yourself. You may use the more innocent of the options (ie. A
female character has the option of telling Matilde that her baby is ill.) You may also tell Matilde
that you are an assassin and she will think you are joking with her, and her disposition will
increase. Your journal will update after speaking with her.

I have arrived at Summitmist Manor. I must now kill the unlucky guests -- Matilde,
Dovesi, Primo, Neville and Nels. If I can eliminate each guest secretly, without any
witnesses, I will receive my reward and a very valuable reward. If I am discovered,
the contract will be complete, but any bonus will be forfeit.
You have several fun options for arranging the deaths. After speaking with everyone, you will learn that each character has their own
feelings towards another character. You may use this against them. If the character's dispositions are over 70 and other character's
start dying, you may be able to convince them to attack one another.

You may use their feelings for your own intentions. For example, Dran and Primo are rather attracted to one another. You may use
this to your advantage to send Dran to Primo's room…where she will be alone.

You may also choose to just kill them when the timing is right. Matilde can be found sleeping often, and if alone in the room you may
kill her swiftly. Nels is usually found drinking near the table on the middle level. At the right time of day you may find him alone.
Primo tends to wander around, and may be killed at any time he is alone. Neville is generally on the second and third levels. Neville
may prove to be a difficult fight, and may equip armor for the fight. Try a sneak attack when possible.

No matter how or where you kill the guests, it's recommended you talk to each guest at various
points of the quest, with varying dispositions. The quest is very intricate. Once the guests have all
died, your journal will update.

All of the guests are dead, and no one knew I was the killer. I must now return to
the Sanctuary and speak with Ocheeva to receive my reward and bonus.

Exit the manor and return to the Sanctuary. Ocheeva is pleased with you, and receive a very special
bonus, the Night Mother's Blessing. You now have permanent increases to my Sneak, Blade,
Security, Acrobatics and Marksman skills.

I have spoken with Ocheeva and received a special reward, the Night Mother's
Blessing. I now have permanent increases to my Sneak, Blade, Security, Acrobatics
and Marksman skills.

The Assassin's Gambit

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.

Permanent Retirement
Speak with Ocheeva about your newest contract, and you will learn that Adamus Phillida has retired from the Legion. You may
remember Adamus Phillida from earlier quests and experiences in the Imperial City. Ocheeva informs you that Adamus Phillida had
made it his life work to persecute the Dark Brotherhood. Now that he has retired, the Black Hand would like to make a statement.

Ocheeva tells you that Adamus Phillida has recently become an honored guest of the City Watch Barracks in Leyawiin. You are given a
special arrow, the Rose of Sithis. You may use this arrow to kill Phillida, although not required, but you must attack at a time when he
is unarmored…as the arrow will not pierce his armor. Note: If you attack Phillida with a melee weapon he will equip his armor, thus
becoming harder to kill.

Ocheeva tells you that if you wish to receive a bonus, you must remove Phillida's finger…the one
that wears the Imperial Legion ring. You are to place this ring in the desk of Phillida's successor.

I must kill Adamus Phillida, a recently retired Imperial Legion officer, who has taken
up residence in the City Watch barracks in Leyawiin. For this task, I have been
given an enchanted arrow called the Rose of Sithis. If I can hit Phillida with the
arrow when he is not wearing his armor, the strike will be fatal. I should head to
Leyawiin, stalk Adamus Phillida, and attack when the moment is right. The contract
will be complete when Phillida lies dead, whether I use the Rose of Sithis or not.
Fast Travel to Leyawiin's Castle. You may follow Phillida to learn his daily schedule, or you may speak with Phillida's body guard.
Either way, you will learn that Phillida takes a daily swim in the pool at the east side of Leyawiin at around 3pm.

Follow Phillida to his daily swim, and kill him using a bow and the Rose of Sithis. Your journal
will update when you are done, reminding you of what must be done to obtain your bonus.

Adamus Phillida is dead. I may return now to the Sanctuary for my reward. If I
want to receive a bonus, however, there is one more task I must complete. Phillida
wears an Imperial Legion ring. I should take his finger, with the ring still attached,
and put it in the desk of Phillida's Imperial Legion successor, in his office in the
Imperial City.

Loot Phillida's body for the finger. Make sure you take the keys he carries as well. Once removed
from Phillida's corpse, your journal will update once more:

I have acquired the severed finger of Adamus Phillida, with the ring still attached. I
should now go to the Imperial City, and place the finger in the desk of Phillida's
Imperial Legion successor, in his office in the Prison Barracks. If I do this, I will
receive a bonus. Or, I may forfeit the bonus and simply return to Ocheeva at the
Sanctuary.

Fast Travel to the Imperial City's Prison District. The desk of Phillida's successor is located within
the Legion Offices, located on the outer walls of the courtyard, across from the main entrance to
the Prison. Phillida's key will unlock the door. Place the finger inside the desk, and your journal
will alert you to return to the Sanctuary.

I have placed the finger of Adamus Phillida in the desk of his successor, in his office
in the Imperial City. I should now return to Ocheeva and claim my reward, and
bonus.
Ocheeva will reward you with an extra 500 gold if you complete the bonus section of the quest.

Of Secret and Shadow

This "reminder" entry in your journal prompts you to speak with Ocheeva about another contract.
This is the last "reminder" quest you will receive.

I must accept a contract from Ocheeva.

Once you have spoken with Ocheeva about your next contract, she will inform you that she has
received a parcel for you directly from Lucien Lachance. She instructs you to open them right
away.

I have spoken with Ocheeva, and she has given me sealed orders from Lucien
Lachance himself. Apparently it is an urgent matter, and I must read the orders as
soon as possible.

Lucien Lachance's letter calls for you to meet him at Fort Farragut, his personal stronghold.

I have read the sealed orders from Lucien Lachance. I am to meet him at Fort
Farragut, which is in the wilderness northeast of the Dark Brotherhood Sanctuary.
Apparently, he has a special assignment for me. Fort Farragut is located a very
short walk due north of Cheydinhal's East Gate. Just as Lachance warned, his
stronghold his guarded by 6 Dark Guardians, as well as several other traps.
You may enter through the fort and deal with the Guardians, or you may enter through a trap door inside a dead tree just north-east
of the Fort's main entrance. This entrance will take you a rope ladder into Lachance's private area…thus avoiding the Dark Guardians.
Approach and speak with Lucien Lachance.

The Purification
Lucien has troubling news for you. Earlier in the Sanctuary, you may have heard rumors about a traitor to the Brotherhood. Lucien's
news confirms such rumors. Someone has been working to undermine the Dark Brotherhood, and the Black Hand has been led to
believe that the traitor is linked to the Cheydinhal Sanctuary. Since the traitor was discovered before you joined the Brotherhood,
Lucien asks you to perform the ritual of Purification…killing everyone inside the Cheydinhal Sanctuary.

Lucien offers you two tools that may help you in what must be done: poisoned apples and a
powerful scroll that will summon Rufio's ghost to aid you in battle. Once you have finished
discussing the grim details with Lucien, your journal will update.

I must kill every Dark Brotherhood member in the Cheydinhal Sanctuary --


Ocheeva, Vicente Valtieri, Antoinetta Marie, Gogron gro-Bolmog, Telaendril, M'raaj-
Dar and Teinaava. Because I am now working for the Black Hand, I am no longer
bound by the Five Tenets, and should employ any means necessary to Purify the
Sanctuary.
Unfortunately, there is no alternative path for this quest. Travel back to the sanctuary to begin the systematic murders.

M'raaj-Dar will now desire to be your friend now that you've accomplished great things for the
Brotherhood. Use this opportunity to buy all the spells and items from him that you can afford. If
he is in the training room, wait until he has finished casting spells to attack him, as he will not have
had a chance to restore his magicka yet. NOTE: M'raaj-Dar has more poison apples in his
inventory.
Ocheeva and Valtieri are easiest killed while sleeping in their private chambers. Note: If you wish
to contract Vampirism from Valtieri speak to him before attacking anyone at the sanctuary.
Antoinette Marie is easily found in the training room, often with M'raaj-Dar and Valtieri. If you
have trouble killing them, summon Rufio's ghost.
Gogron gro-Bolmog is usually found in the living quarters. He may be difficult to kill for lower
level characters. If you have trouble killing him, try substituting his food with a poisoned apple.
Telaendril's schedule varies daily. If you have trouble finding her, Ocheeva's body contains a note
that details her schedule. Note: If you have not completed Teinaava's Shadowscale quest, you
should complete it before attacking anyone at the sanctuary.

Loredas and Sundas -- I will travel to, and remain in, the city of Leyawiin. There I
will spy any and all vessels entering into the Imperial Province by sea. Upon my
return to the Sanctuary, I will report on which ships have sailed the Niben
northward to the Imperial City.

Tirdas -- I am to spend my day here in Cheydinhal, in the establishment known as


the Cheydinhal Bridge Inn. There I will spy the citizens of this city, and report back
on anyone I deem a threat to Sanctuary security.

Turdas -- I will remain in Cheydinhal, but keep a watchful eye on the Sanctuary
entrance. At the first sign of suspicious activity, I am to report back to you
immediately.

Your journal will update once more, prompting you to return to Fort Farragut to speak with Lucien
Lachance.

The Purification is now complete. Every Dark Brotherhood member based out of the
Cheydinhal Sanctuary has been killed. I must now report back to Lucien Lachance
at Fort Farragut.

The Dead Drop

Return to Fort Farragut, where Lucien informs you that you will no longer be taking orders directly
from him. Instead, orders will be placed at various "dead drop" locations. You are to proceed to
your first dead drop location, at Hero Hill for your next orders.

According to Lucien Lachance, I will now receive my contracts, as well as any


rewards I may be owed, by visiting secret dead drop locations scattered around
Cyrodiil. My next contract can be found in a hidden hollow inside the moss-covered
rock on the top of Hero Hill, which is to the southeast of Fort Farragut.
Lucien also promotes you to the level of Silencer, and presents you with the gift of Shadowmere, a beautiful steed with glowing red
eyes.

Notes on Shadowmere: When you fast travel, Shadowmere will fast travel with you, it does not matter if you ride her. However,
Shadowmere will not follow you….she will instead remain at the original location of Fast Travel. In other words, if you fast travel to the
Shrine of Malacath and then walk eastward for some distance, Shadowmere will remain at the Shrine. Shadowmere will be
automatically stabled when you enter towns.

The fastest route to Hero Hill from Fort Farragut is rather steep, so you may wish to leave Shadowmere at Fort Farragut for the short
journey. Travel South East from Fort Farragut towards Hero Hill (map marker added).

Once there, climb several flights of stairs. Look to your right for the hallow moss-covered rock.
Look inside to receive your first dead drop orders.

I have visited my first dead drop location and received my next contract.

The Affairs of a Wizard


Once you remove the dead drop orders, your journal will update, giving you brief information on where to go and who to kill. It's a
good idea to read the dead drop letters, as they may provide useful information.

The first dead drop letter tells you to travel to Leafrot Cave and find some way to kill the
Necromancer Celedaen, who is attempting to transform into a Lich.

I have received my new orders from Lucien Lachance. I must go to Leafrot Cave
and kill a Necromancer who has begun the process of transforming himself into a
lich. This Necromancer, Celedaen, has not yet completed his metamorphosis but is
still incredibly powerful -- possibly too powerful to kill if faced directly. I should
search the cave for Celedaen's writings, and try to discover his weakness.
A map marker to Leafrot Cave will be added to your map when your journal updates. Leafrot Cave is far to the south. If you take the
direct route, it's through rather rugged terrain so you may wish to leave Shadowmere where she is. You may also follow the road west
to Lake Rumare, then head south and southeast. Then cut east cross country, just north of Morahame. You will find the cave at the
headway of the nearby river.

Once inside the cave, seek out Celedaen's journal, located in a small study area in the first room.
Reading his notes tells you that his soul is tied to an hour glass while he undergoes his
metamorphosis. Your journal will update, informing you that you should remove the hourglass.

I have discovered the journal of the Necromancer Celedaen. It appears he has used
a magic hourglass called the Sands of Resolve to turn himself into a lich and extend
his life indefinitely. The process is not yet complete, however, and the hourglass
must remain on Celedaen's person for some time, as it contains his life fOrce. If I
could remove the Sands of Resolve from Celedaen's possession, perhaps through
pickpocketing, he would surely die.
Celedaen may be found further down the cave. He will pace back and forth between rooms. Wait until his back is turned in one of the
side rooms directly off the tunnel, and pickpocket him. Remove the hour glass, and Caledaen will die.

You may also attempt to kill him in other ways. However, be advised that he is a very powerful opponent (roughly 20 levels above
your own).

Once Celedaen is dead, your journal will update, informing you of the next dead drop location, in
an old sack hidden in the bushes beneath Chorrol's Great Oak.

Celedaen is dead. I must pick up my reward and next contract at the dead drop
located in an old sack hidden in the bushes beneath the Great Oak, in the city of
Chorrol.
This sack may be difficult to find, a tip is to walk around the border of the Great Oak's planter, looking at the base of the tree. The
sack will be against the tree under a bush.

Next of Kin

The second dead drop letter informs you that you are to kill every member of the Draconis family:
Perennia Draconis, Matthias Draconis, Andreas Draconis, Sibylla Draconis and Caelia Draconis.
You are informed that the family matron, Perennia, may be found at her home at Applewatch farm.
Your journal updates suggesting you seek out Perennia for more information.

I have received my new orders from Lucien Lachance. I must kill every member of
the Draconis family -- Perennia Draconis, Matthias Draconis, Andreas Draconis,
Sibylla Draconis and Caelia Draconis. I know the location of only the family matron,
Perennia Draconis, who can be found on the farm known as Applewatch. I should
head to Applewatch, find out as much information as I can on the locations of the
other family members, and then systematically kill them all.
Applewatch farm is due west from Bruma's Castle Gate, but you may find it easier to exit from Bruma's North Gate and follow the map
marker towards Applewatch farms.

Once inside the farm, speak with Perennia. The old woman believes that you have been sent by a
shopping service she's enlisted, and gladly gives you a list of her children's whereabouts. Once she
has done this, you are free to kill her by any means you see fit. Note: If you attack without
speaking with her, you may remove the list from her body.

Perennia Draconis has given me a document that lists the locations of all the
members of her family. She thought I was the delivery person she hired to buy
gifts for her children. I will instead use the list to find and slay each family member.
I should start with Perennia herself. Then I must kill Matthias Draconis in the Talos
Plaza District of the Imperial City, Andreas Draconis in the Drunken Dragon Inn,
Sibylla Draconis in Muck Valley Cavern and Caelia Draconis in Castle Leyawiin.
Note: You may kill the family members in any order, not the order listed in your journal. Map markers to all locations and NPCs will be
added once your journal updates.

Matthias Draconis' house is located in the Talos Plaza District, near the entrance to the Elven Gardens District to the North East and is
the 2nd house of the left side of the street. Pick the lock on the front door to his home and enter between midnight and 5am. You may
find he has company, perhaps a body guard or servant? Sneak past him and go up the stairs. You will find Matthias sleeping in bed,
he is easiest to murder while sleeping.

Andreas Draconis is the proprietor of the Drunken Dragon Inn, located north east of Leyawiin. Once you've arrived, you may kill
Andreas through any means. Note: it will be easiest to wait until Andreas goes to bed around 2am. Sneak around the counter and wait
for the Imperial trooper to make his rounds to another section of the inn. You may now slay Andreas in his sleep.

Alex Taylor e-mailed a different solution for killing Andreas Draconis: You have an option to tell him that "his mother bled like a pig"
and he will attack you...and the guard will help. I'm not sure if this is dependant on his disposition towards you before hand, as I tried
this and he didn't attack...with a maxed out disposition.

Sibylla Draconis lives like a savage in Muck Valley Cavern, located south west of Cheydinhal's West Gate. There's a few creatures in
Muck Valley Cavern that you will have to kill before reaching Sibylla. She may prove a hardy opponent. She will attack you on sight.

Caelia Draconis has joined the Imperial Legion, and works as a guard for the city of Leyawiin. The information that she can be found
at the barracks of Castle Leyawiin is misleading. She can be found patrolling the streets for the majority of the day. You may approach
her and tell her that you are going to kill her, but she will call the guards for reinfOrcement and you will receive a bounty. You may kill
her by arrow or other means at any time on patrol. If you don't wish to take the chance of having to fight off the other local guards,
follow Caelia until she reaches the Three Sister's Inn around 7am. Pick the lock on her room on the second floor, and you may kill her
in privacy.

Once you have killed every member of the family, your journal will update, alerting you to the
location of the next dead drop, in a well located in the courtyard of Castle Skingrad.

Every member of the Draconis family has been killed. I must pick up my reward
and next contract at the dead drop located in the stone well in the Castle Skingrad
Courtyard.

Broken Vows

Your next target is a Khajiit nobleman by the name of J'Ghasta, who can be found at his home in
the city of Bruma. J'Ghasta was recently offered the hand of a prominent Cyrodiil noble's daughter,
but turned down the offer when he learned of the girl's rather negligible dowry. The girl's family is
outraged, of course, and has hired the Dark Brotherhood to make J 'Ghasta pay for his insolence.
J'Ghasta is an expert in unarmed combat you are warned.

I have picked up my next contract from the dead drop in the Castle Skingrad well. I
have been ordered to kill the Khajiit J'Ghasta, who can be found at his house in
Bruma. J'Ghasta is a master of unarmed combat, and will prove a challenging
opponent. I should also be aware that J'Ghasta is expecting trouble, and has paid
off the guards to look the other way if our fight spills out into the city streets.
Fast travel to Bruma's East Gate. J'Ghasta's house is located south from the gate, across from the Chapel on the right side of the
road.

Upon first entering the house, it seems empty. Checking your local map will show a trap door to a secret training room. This door is
located on the bottom floor, behind the stairs, underneath some bolts of cloth. Travel down to the training room. Here you will find
J'Ghasta.

You do not have to kill him using hand to hand, you may use your weapon of choice. Once
J'Ghasta lies dead, your journal will update with the next dead drop location: located in the rotten
box under the Old Bridge, just south of the Imperial City.

J'Ghasta is dead. I must pick up my reward and next contract at the dead drop
located in the rotten box under the Old Bridge, just south of the Imperial City.
The Old Bridge is located south of the Imperial City Waterfront, on the Red Ring Road.

Final Justice

Your next task is to kill an Argonian huntress, named Shaleez. By reading the orders, you learn that
Shaleez was banished from her village near the Black Marsh/Morrowind border for the brutal
murder of a Dark Elven family. You may find Shaleez in Flooded Mine.

I have picked up my next contract from the dead drop beneath the Old Bridge. I
have been ordered to kill an Argonian hunter named Shaleez, who is holed up in
the Flooded Mine. She is a wanted psychopath, so I should be cautious.
A map marker will be added to Flooded Mine, located a short walk north of Bravil. The mine is indeed flooded, so be prepared to do
some swimming.

Shaleez wanders the mine for most of the day. You may kill her at any time of the day, tracking her
via the compass marker. Be advised you may stumble onto her in flooded tunnels, so be prepared
to remain underwater for a duration of time if you choose this route. The easiest option is to wait to
enter the mine between 10pm and 5am, while Shaleez sleeps. Follow the compass marker to locate
her. Once Shaleez is dead, your journal will update informing you of the next dead drop location.

Shaleez is dead. I must pick up my reward and next contract at the dead drop
located in the coffin just outside the ruins of Fort Redman.
Fort Redman is located north of Leyawiin's North East Gate, on the east bank of the Lower Niben River. Fort Redman is a vampire's
hideout…but luckily you do not need to enter the fort. The coffin is on a stone near the door, remove your orders and reward to learn
of your next mission.

A Matter of Honor
Your next target is a traveling Dark Elf merchant by the name of Alval Uvani, who is currently renting a house in the city of Leyawiin.
Uvani is a well-respected tradesman back in his native Morrowind, but his business often takes him very far from home. His wife has
become saddened by his absences, and has asked for him to be assassinated.

Alval Uvani is currently traveling around Cyrodiil, and is never in one place for more than a
couple of days. Uvani's schedule is included in the coffin. You are warned that Uvani is highly
skilled in the destructive arts, and can readily defend himself. Apparently Alval Uvani suffers from
a rare Dark Elf condition, a serious allergy to honey. If you could somehow get Uvani to drink the
honey-based spirit Mead, perhaps by replacing his food, he would suffer from complete
paralysation. This would certainly make the Dark Elf a bit easier to deal with.

I have picked up my next contract from the dead drop in the coffin outside Fort
Redman. I have been ordered to kill Alval Uvani, a Dark Elf merchant who spends
his time traveling around Cyrodiil. I should consult the schedule that has been left
for me to determine where and when I should strike. Uvani is a master in the
Destruction school of magicka, and has killed before, but he does have a weakness:
if Alval Uvani drinks Mead, he will be rendered immobile, due to a rare allergy to
honey.
You have two options for delivering the mead to Ulvani. The fist is to travel to his home in Leyawiin and replace all the drinks in the
cabinets with mead. However, Ulvani will not be in his home for very often.

The second option, and definitely the more immediate and interesting option, is to follow and observe Ulvani at the local taverns. If
you watch Ulvani, you'll soon discover that he's no honest elf…he enjoys stealing his food and drink. If you're a good thief yourself,
steal all the food and drink in the area and replace it with mead. When Ulvani drinks it, he will become paralyzed in his chair, usually
accompanied by Ulvani's remarks about not being able to move. You may then sneak up behind him and kill him. Note: You may also
use a poisoned apple to kill Ulvani. The second option of the quest may lead you to be caught for stealing or murder. Save before
hand.

Side note: In Olav's Tap and Tack in Bruma, you may have a bit of luck getting Ulvani paralyzed without having to replace the food.
You may stumble upon Gromm, from an earlier Dark Brotherhood quest here. If Gromm attacks you for any reason and you kill him,
there is a small chance that Ulvani will pick up the mug that Gromm was drinking from. I've had this happen to me personally twice.
However, it's very much a luck of the draw situation. If anyone has this situation happen to them as well, please contact me to
confirm.

Once Ulvani is dead, your journal will update with the next dead drop location.

I have killed Alval Uvani. I must pick up my reward and next contract at the dead
drop located in the Market District of the Imperial City, in a hollowed-out tree
stump behind Stonewall Shields.
Fast travel to the Imperial City Market District. A compass marker will lead you to the hollowed out tree stump.

The Coldest Sleep

Your next target is a savage Nord barbarian, living alone and exposed at a small campsite on the
summit of Gnoll Mountain. This barbarian, Havilstein Hoar-Blood by name, savagely butchered
the chieftain of a mead hall on the island of Solstheim

I have picked up my next contract from the dead drop in the hollowed-out tree
stump. I have been ordered to go to the campsite on Gnoll Mountain and kill
Havilstein Hoar-Blood, a savage Nord Barbarian skilled in the use of the axe.
Gnoll Mountain is marked on your map by a map marker. Upon first inspection, it seems like a straightforward walk east of Wildeye
Stables near Bruma's East Gate. However, you may not walk directly East there due to some rather steep mountain cliffs. Instead,
follow the base of the mountain further east until you come to a road leading up the mountain. Take the west road at the fork, and
follow the compass marker to Hoar-Blood's camp.

Once there, you will be attacked by both Hoar-Blood and his pet wolf, Redmaw. Once Hoar-Blood
is dead, your journal will update with the next dead drop location.

Havilstein Hoar-Blood is dead. I must now pick up my reward and next contract at
the dead drop located in an old chest that is sunk into the pool at the Ayleid ruin of
Nornal.
Nornal is located south of Muck Valley Cavern, the cavern where we dispatched of Sibylla Draconis in "Next of Kin". Fast travel to the
cavern, and then travel south. Or you may walk south east from the Imperial City.

Inside Nornal, follow the stairs and then turn right at the first hallway junction. There will be a room filled with water, dive in and
swim down to a stone table, where you will find a floating chest with your next orders.

Note: If you have previously been to Nornal for any reason, the chest was disabled and the room was empty.

A Kiss before Dying

Your next target is a Wood Elf named Ungolim, who resides in the city of Bravil. Bravil is also
home to an ancient statue known as the Lucky Old Lady. Every night, Ungolim visits the statue
between 6pm and 1am. Ungolim is apparently in love with a married woman, and her husband
wishes Ungolim dead. You are warned that Ungolim will be expecting you, and that a sneak attack
is advised.

I must go to the city of Bravil, and lie in wait near the ancient statue known as the
Lucky Old Lady. A Wood Elf named Ungolim visits the statue every night between
around 6:00 PM and 1:00 AM to make a wish, as is the local custom. When I see
Ungolim, I must kill him. I should be warned, however, that Ungolim has been
alerted to danger, and if he senses an assassin will probably attack on sight. He has
also bribed the guards to look the other way if there is a fight. Perhaps a stealth
approach would be best...
Fast travel to Bravil, and follow the compass marker to the statue. Ungolim is an experienced archer, and moves very fast. He's also
very good at detecting sneak attacks from lower level characters. If you're sneak skill is high, you may sneak up behind him and
attack him with melee weapons. If your sneak is low, you may wish to use an arrow to dispatch of Ungolim.

Note: If Ungolim detects you he will attack on sight. In two instances, I was able to use this to my advantage, as an arrow of his hit a
nearby NPC. A fit between that NPC and Ungolim then occurred, and the guards joined the fight. I merely stood by and watched as
Ungolim was murdered by the citizens of Bravil. However, this is not guaranteed to happen...so be prepared to protect yourself!

Once Ungolim lies dead, your journal will update:

Ungolim is dead. I must now journey to the city of Anvil, and pick up my reward
and next contract at the dead drop there. It is located in the barrel just behind the
pond, in the city of Anvil.

However, before you can go anywhere a very distraught Lucien appears before you.

I was intercepted by Lucien Lachance shortly after Ungolim was killed.

Following a Lead
Lucien informs you that you have been fooled, and that you have been systematically killing off the members of the Black Hand since
the death of J'Ghasta! Ungolim was the Listener of the Black Hand! It seems someone has been switching the dead drop locations.

Lucien tells you to travel to Anvil, and wait near the next fake dead drop location…in a barrel
behind the pond that harbors a statue. Lucien informs you that he is suspected, and that he will be
hiding at Applewatch, since Fort Farragut is no longer safe.

I have been confronted by Lucien Lachance, who told me I have inadvertently been
killing off the members of the Black Hand! I must now travel to the city of Anvil.
Once there, I should wait near the barrel behind the statue in the pond, and see
who comes to set up this fake dead drop. I must then confront this person and find
out why they've been tampering with my contracts.
When you arrive in Anvil, you'll find the barrel empty. Wait for a short while, and you'll see a wood elf in ratty clothing coming towards
the barrel. Wait and watch while he adds the orders to the barrel.

Speak with the wood elf, named Enilroth. He informs you that he was approached by a robed man
who approached him the day before with offer of payment if he would place the orders. He tells
you that he believes the man was renting the lighthouse cellar, and directs you to speak with the
lighthouse keeper for a key.

I spoke with Enilroth, a Wood Elf boy who was paid by a "robed man" to put the
dead drop items in the barrel by the pond. Enilroth told me the man had been living
in the cellar of the Anvil Lighthouse, but recently left. This robed man must be the
traitor! I must speak with Ulfgar Fog-Eye, the Lighthouse keeper, and see if he can
be persuaded to part with a key to the cellar...
Side note: Enilroth did indeed place orders in the barrel. These orders detail how you should kill a High Elf named Arquen. DO NOT
follow up on these orders. We will meet Arquen later in the quest line.

Travel to Anvil's lighthouse and go inside to speak with Ulfgar Fog-Eye. He will attack you if you
ask for the key and say nothing. If you tell Ulfgar you demand the key in the name of the Dark
Brotherhood he will gladly offer you the key, in hopes that you are here to assassinate the strange
man who rented out the cellar. The entrance to the cellar is outside, along the foundation. Once
inside, your journal will update.

I have gained entry to the Anvil Lighthouse cellar. I must now search the cellar for
some clue to the Dark Brotherhood traitor's identity, or motives.
Some very strange things have been happening in this cellar. Unlock a door at the back of the cellar, and there you will find the
evidence you seek. Near the shriveled "mother's head" is the diary of the traitor. This diary details how the traitor is seeking revenge
from Lucien and the Night Mother for the murder of his own mother.

Side note: if you've stumbled upon the quest titled The Ghost Ship of Anvil this journal also adds some insight.

I have discovered the traitor's diary. He has been in the Dark Brotherhood for
years, and is now a member of the Black Hand! His goal is revenge against Lucien
Lachance and all of the Brotherhood for the murder of his mother when he was a
child, and he actually plans on killing the Night Mother! I must return to Lucien
Lachance at once, at the farm called Applewatch, and give him this information!

Exit the lighthouse and fast travel to Applewatch. Unfortunately, the remaining members of the
Black Hand have reached Lucien before you. His mangled corpse hangs inside the Applewatch
Farm House. Arquen will approach you. She promotes you to Speaker in Lucien's place, and
informs you to speak to her between midnight and 3 am so that all may seek council with the night
mother.

Lucien Lachance is dead, killed by the surviving members of the Black Hand, who
don't even realize the real traitor is still among them! They have advanced me to
Speaker, in Lachance's place. Between the hours of midnight and 3:00 AM, I must
speak with Arquen about the Night Mother, and all of the Black Hand -- including
me -- will be teleported to the Night Mother's resting place, for some ancient ritual.
I must do as Arquen says, so that I might expose the traitor...
Side Note: Outside the door to Applewatch Farm, you may have noticed the semi circle of headstones from the Draconis family.
Perennia's headstone speaks of revenge. Activate her headstone, and Perennia's ghost will attack you.

Speak with Arquen within these hours, and you and the rest of the Black Hand will be transported
to Bravil, to the same statue where you found Ungolim.

I have spoken to Arquen, and the Black Hand has been teleported to the site of the
ritual.

Honor thy Mother

Once you arrive, Arquen will speak with you again. Your journal will update.

I should play along for now, until I figure out who the traitor is. I'm sure Arquen
will give me further instruction.

Arquen now tells you that she will recite an incantation, which will reveal the entrance to the crypt
of the Night Mother. Your player controls will be disabled while Arquen recites the incantation.

Arquen has informed me that she will recite an incantation that will allow the Black
Hand an audience with the Night Mother. Arquen also realizes this is all very new to
me, and told me I'd be fine as long as I just followed along.

Once Arquen recites the incantation, the statue moves back reveals a trap door. Once all the
members of the black hand have entered, your controls will be restored and you may follow. Note:
You may wish to activate the statue to receive a bonus of luck before descending.

The incantation has revealed the hidden door to the Night Mother's crypt! I must
follow the other members of the Black Hand down into the crypt. Once we're down
there, the traitor will surely try to destroy the Night Mother. I must stop the traitor
at all costs!
Once inside the crypt of the Night Mother, your player controls will be disabled once again as you watch the scene unfold. The Night
Mother informs Arquen that Lucien Lachance followed Sithis till his dying breath, and that the Dark Brotherhood may not be restored
while the traitor is amongst them.

At this point, a man to your right, Mathieu Bellamont, has had enough and admits he is the traitor.
He kills the two other men in the tomb, and attacks the Night Mother. Arquen will yell for you to
stop him at all costs, and will attack him as well. Once he is dead, your journal will update.

The traitor, Mathieu Bellamont, is dead, and the crisis that has plagued the Dark
Brotherhood is now over. The Night Mother still needs to name a new Listener. I
should wait and hear what she has to say...

The Night Mother speaks with you again, offering you the chance to become Listener of the Black
Hand. She offers you to take all the treasures from the tomb that you desire before speaking with
her again after you have thought about her offer.

The Night Mother has named me Listener of the Black Hand! It would appear my
days of killing for the Dark Brotherhood have come to an end. When I'm ready, I
should speak to the Night Mother again and she will use her power to teleport me
to the Cheydinhal Sanctuary.
Before you speak with her about leaving, loot the crypt. Make sure you take Bellamont's weapon as well. If you have not done the
Daedric Quest of Meridia, it would be wise to take the mort flesh. If you have not done the Daedric Quest of Mehala, it would be wise
to take the Night Shade.

When you are ready to leave, speak with the Night Mother. She will improve the stats of the Blade
of Woe before teleporting you and Arquen back to the Cheydinhal Sanctuary. Your journal will
update you on what to do next.

Arquen and I have been teleported to the Cheydinhal Sanctuary. I should speak
now with Arquen, who will serve as my servant and guide in the days to come.

Arquen tells you that she will act as your Speaker, and will recruit new members for the Sanctuary.
She informs you that your job is to visit the statue of the Night Mother in Bravil once a week to
receive orders, and then report them back to Arquen so that she may dispatch contracts. Arquen
will also provide you with a weekly portion of the Brotherhood's profits.

I have spoken with Arquen and she has offered her guidance.

Whispers of Death

This is a permanent reminder of what the Listener of the Black Hand can do for the Sanctuary.

Once a week, I must speak with the statue of the Night Mother in Bravil. The Night
Mother will give me a list of names and locations of people who require a visit from
a Dark Brotherhood Speaker, to arrange an assassination. If I take this information
to Arquen in the Cheydinhal Sanctuary, she will give me my weekly earnings. I can
do this every week for as long as I want, and there is no penalty if I choose not to.
Every week, return to the statue of the Night Mother and learn of a new client. Return to Arquen in the sanctuary, and she will reward
you with your cut of the weekly profits.

None of the names provided by the Night Mother are real characters that can be found in game.

If you killed the Dark Guardian from the sanctuary in the purification quest, upon returning with Arquen to the sanctuary, a new
guardian will be in its place.

As you collect assignments from the Night Mother, the Sanctuary will be repopulated with 3 new members.

As an added bonus, these members are very fun to converse with, as they look up to and fear you. You may ask them questions
about Sithis and the Brotherhood for interesting responses.

Perhaps the greatest bonus is that you can command one member to follow you as a companion, who may also follow while sneaking.

Expelled?
When you first join the guild, you are informed of the Five Tenants:

Tenet 1: Never dishonor the Night Mother. To do so is to invoke the Wrath of Sithis
Tenet 2: Never betray the Dark Brotherhood or its secrets. To do so is to invoke the Wrath of Sithis
Tenet 3: Never disobey or refuse to carry out an order from a Dark Brotherhood superior. To do so is to invoke the Wrath of Sithis.
Tenet 4: Never steal the possessions of a Dark Brother or Dark Sister. To do so is to invoke the Wrath of Sithis.
Tenet 5: Never kill a Dark Brother or Dark Sister. To do so is to invoke the Wrath of Sithis.

If you break one of these tenants, you will be given 2 chances to set things straight. Only be
defeating a spirit known as the Wrath of Sithis may you regain your standing in the guild. Your
journal will update each time you break the tenants. The first time you break the tenants you will
receive the following message:

I have been exiled from the Dark Brotherhood for breaking one of the Tenets. The
next time I sleep, I will be visited by a spirit of vengeance known as the Wrath of
Sithis. Only by defeating this spirit may I be allowed to rejoin the Dark
Brotherhood.

Once you have defeated this spirit, your journal will update with the news that you are allowed to
regain your standing in the Brotherhood.

I have slain the Wrath of Sithis, and am no longer exiled from the Dark
Brotherhood. I may resume my duties as normal.

If you break the tenants again, you will be given one last chance to set things straight. Your journal
will update as it did when you broke the tenants the first time:

I have been exiled from the Dark Brotherhood for breaking one of the Tenets. The
next time I sleep, I will be visited by a spirit of vengeance known as the Wrath of
Sithis. Only by defeating this spirit may I be allowed to rejoin the Dark
Brotherhood.

If you defeat this spirit again, you will receive your last chance to regain standing in the
Brotherhood. Your journal warns you that this was your last chance, and if you break the tenants
again you will not be allowed to rejoin the Brotherhood.
I have slain the Wrath of Sithis, and am no longer exiled from the Dark
Brotherhood. I may resume my duties as normal. I should be wary, however, for
this was my last chance at redemption. If I invoke the Wrath of Sithis again, I will
be forever exiled, even if the spirit is slain.

If, after your final chance, you break the tenants a 3rd time your journal will once again warn you
of the upcoming visit from the Wrath of Sithis. However, your journal will also tell you that this is
final, and that you've gone to far.

I have been exiled from the Dark Brotherhood for breaking one of the Tenets. The
next time I sleep, I will be visited by a spirit of vengeance known as the Wrath of
Sithis. But even if I defeat this spirit, I will never be allowed to complete my duties
in the Dark Brotherhood. I have gone too far, and Sithis is most displeased...

If you defeat the 3rd and final spirit, congratulations for living through that 3 times! However, you
will not be allowed back into the Brotherhood. Your journal will permanently remind you of your
indiscretions.

Daedric Quests
By: Korana
Visiting and fulfilling quests from Daedric Shrines can be very rewarding. In fact, the items received from the quests are some of the
best in game. Due to the quality of the rewards, you must meet a certain level requirement in order to take quests from the shrines.

For most Daedric Shrines, you will need to make an offering before the Daedric Deity grants you reception.

Speak to the followers at each shrine. Usually, a character in a robe will offer you advice on what
to offer the shrine, thus creating the quest in your journal.

Daedric Statue Level Required Offering Quest Local Reward


Azura 2 Glow Dust Gutted Mine Azura's Star
Lettuce, Lesser Soul Gem, and
Sheogorath 2 Border Watch Wabbajack
Yarn
Vaermina 5 Black Soul Gem Arkved's Tower Skull of Corruption
Namira 5 Personality under 20 Anga Ring of Namira
Sanguine 8 Cyrodiilic Brandy Castle Leyawiin Sanguine Rose
Lord Drad's Estate and Bleak
Malacath 10 Troll Fat Volendrung
Mine
Bonemeal, Ectoplasm, or Mort
Meridia 10 Howling Cave Ring of Khajiiti
Flesh
Nocturnal 10 None Leyawiin and Tidewater Cave Skeleton Key
Peryite 10 None Oblivion Spell Breaker
Mephala 15 Night Shade Bleaker's Way Ebony Blade
Hircine 17 Wolf or Bear Pelt Harcane Grove Savior's Hide
Molag Bal 17 Lion Pelt Brindle Home Mace of Molag Bal
Clavicus Vile 20 500 gold Pell's Gate and Vindasel Masque of Clavicus Vile (or Umbra)
Boethia 20 Daedra Heart Oblivion
Hermaeus Mora 21+ None None Oghma Infinium
Finding the Daedric Shrines can be obtained in several ways:

 Wandering and traveling through the country side.


 Through dialogue topics. In order to obtain two topics regarding the shrines, you must read the book Modern Heretics: A
Study of Daedra Worship in the Empire. This book is available only after making some progress in the game. You must have
either completed the Main Quest past "Weynon Priory", or have completed the Mages' Guild Recommendations. (See proper
sections of walkthrough). Note: Not all of the shrines have associated dialogue topics.

However, you do not need to read this book to complete most of the Daedric Quests (with the exception of Hermaeus Mora). One
should note, if you have read this book you will have the helpful dialogue topics, which will add map markers to each shrine on your
map.

You may do the Daedric Quests in any order, with the exception of Hermaeus Mora, which must be done after all other Daedric Quests
are completed. For this walkthrough, quests have been arranged by the required level.

Azura
The quest at the statue of Azura is somewhat included in the Main Quest, however you may do this quest at any time.

The Shrine of Azura is located in the Jerall Mountains north of Lake Arrius, north east of Cheydinhal.

Speak with Mels Maryon to learn that the Shrine requires a donation of glow dust between dawn
(5am to 7am) and dusk (5pm to 7pm). Glow dust can be difficult to obtain. Glow dust is obtained
from the creatures, Wil-o-the Wisps. These creatures do not appear often to low level characters.
Your journal will update.

I have been told by Azura's followers that an offering of glow dust, obtained from a
will-o-the-wisp, is needed to summon the Daedra. The statue should be approached
at dawn or dusk. [You must be level 2 to begin this quest.]
The easiest way to obtain some Glow Dust is to steal the ingredient off a table in the living quarters of Bruma's Mages' Guild. Note: If
you join the guild it is not counted as stealing.

Return to the Shrine of Azura and activate the statue and offer the glow dust. Azura will speak with you about 5 of her followers who
killed the Vampire Dratlk, but where infected by vampirism. They have sealed themselves in Gutted Mine. Azura asks you to bring the
sweet peace of death to her followers.

Note: Stock up on resist disease potions and items. Also, it's a wise idea to stock up on cure disease
potions/spells as well. It is very easy to contract vampirism from these vampires.

When Azura was summoned, she told me the tale of her followers who trapped
themselves in the Gutted Mine. She wishes me to find them and kill them, releasing
them from their vampiric existence. Azura will unseal the mine so I may enter.
Gutted Mine is over the mountain the Southwest of the shrine. The 5 followers inside the mine are marked on your map and compass.

Once inside the mine, you will meet 3 of the vampires. The other 2 are sealed behind a secret door. Look for a pull cord hanging from
the sealing to lower the rock that hides this door.

One all are dead, your journal will update.

I have killed all of the vampires in the Gutted Mine. I should return to the shrine.

Return to the shrine, and speak with Azura. She will mention lighting five candles in memory of
her lost servants. Five candles will indeed appear behind the shrine. Azura will reward you with
Azura's star, a reusable soul gem.

Azura thanked me for allowing her followers the peace of death. She rewarded me
with Azura's Star.
Tommie e-mailed the following note about Azura's star:

After getting the Azura Star, use the "Arrow Duplicating Cheat" and make a few extra. They can carry Grand Souls (from non-
humanoids only though), I found the Xivilai has Grand Soul attributes. You can use the Star to recharge your magic items when you
capture a soul with it and the star is re-usable; it is also worth a great deal of money more than a Black Soul Gem.

Sheogorath
No one will tell you the location of Sheogorath's shrine. The shrine is located near the Elsweyr border, halfway between Bravil and
Leyawiin. Follow the road south and southeast out of Bravil.

Speak with the quite mad selection of followers at the shrine to learn that you need to speak with
Ferul Ravel.

Sheogorath's followers have told me to speak with Ferul Ravel if I wish to have the
Daedra summoned. [You must be level 2 to begin this quest.]

Speak with Ferul Ravel to learn that the Shrine requires a donation of lettuce, a lesser soul gem,
and yarn. Your journal will update.

Ferul Ravel has told me I'll need a lesser soul gem, a head of lettuce, and some
yarn as an offering at the statue of Sheogorath.

These items may be obtained through theft and trading at almost every city in game. Once you
have obtained the items, return to the shrine and donate them to the statue. Sheogorath will speak
with you, informing you that he wishes you to travel to Border Watch and set prophecy in motion
for Sheogorath's entertainment.

After I left the requested items at the Shrine, Sheogorath spoke to me. He told me
of the settlement of Border Watch. I am to simulate a prophecy by committing two
acts. I should speak to the shaman in the settlement to learn about the K'Sharra
prophecy.

Border Watch is located south of the shrine. Once in town, ask around about the "K'Sharra
Prophecy" to learn that you should speak to the village shaman Ri'Bassa. You may find him at the
local inn, or at his home. When you speak with him, tell him you're a traveling scholar. Raise his
disposition to 60 to learn the signs of the prophecy. He will reveal the first two signs to you: rat
infestation and the mass death of livestock.

The shaman Ri'bassa has told me of the K'Sharra Prophecy. The first sign is vermin
infestation. The second sign is plague, and all the livestock are supposed to die. I
will need to find a way first to create an infestation of vermin.

Continue to speak with Ri'bassa about the town, and he will inform you that the Border Watch Inn
has a cheese museum. That could be useful, and your journal agrees.

Ri'bassa has suggested I stay at the Border Watch Inn, which apparently has a
large collection of cheeses.
But what cheese would rats prefer? Speak with S'thasa, the inn's proprietor, about the cheeses….and she will mention a very special
cheese: Olroy cheese. The cheese is on display in the display case at the front of the inn.

You have two options for obtaining the cheese. You may pickpocket S'thasa for the key to the display case, or you may pick the lock
on the case while S'thasa is sleeping (between 10pm and 4am).

Once you have obtained the cheese, take it and place it in the large cooking pot outside the inn.

I've placed the Olroy Cheese into the cooking pot. The smell coming from it is
astounding.

Rats will begin pouring into Border Watch. You don't have to kill them, but if you wish to you
may.

I have used cheese to lure many rats into Border Watch. I should speak with
Ri'bassa to see if he believes this to be part of the prophecy.

Now you need to slaughter the livestock…in particular the sheep. The sheep pen is south of the
inn. You may kill the sheep by weapons, of you can backtrack to the inn and take the bag of rat
poison from the stairs and place it in the sheep's trough.

I have poisoned the grain supply in the town of Border Watch. This has killed all the
livestock.

Sheogorath will speak with you now that you've successfully faked two of the signs from the
prophecy. What happens next is up to Sheogorath. You are told to wait in the center of town for the
final sign.

Sheogorath has congratulated me for simulating the first two signs of the K'Sharra
Prophecy. I am to go to the center of town to await the final sign.

What happens next is amazing. The wind blows, the sky reddens, and the village is assaulted by
burning dogs...yes, burning dogs!

I have witnessed Sheogorath create the Plague of Fear. I should return to the
Shrine.
When the fun is over, return to the shrine to obtain your reward- the enchanted staff Wabbajack.

Sheogorath has rewarded me for my efforts by giving me Wabbajack.

Vaermina
Speak with Ontus Vanin in the Imperial City's Talos Plaza to learn the location of the shrine of Vaermina. The shrine is located
southwest of Cheydinhal, on Lake Poppad.

Once you've arrived at the shrine, speak with Aymar Douar to learn that you will need to offer a
black soul gem to the shrine in order to summon Vaermina.

Vaermina's followers have told me that an offering of a black soul gem is needed in
order to summon the Daedra. [You must be level 5 to begin this quest.]
Here's perhaps the most difficult offering to obtain in all the Daedric quests. Black soul gems are created by Necromancers to hold the
souls of characters, unlike other soul gems which can only hold the souls of creatures. If you're familiar with the Mage's Guild Quests
you've encountered these gems before:

In the Cheydinhal Mage's Guild Recommendation quest you will encounter two of them. However, they will be taken away. You will
also encounter them in the Mage's Guild quests "Necromancer's Moon" and "Confront the King" (see proper walkthrough sections.)

You may, with decent luck, find them in random loot in Necromancer's Lairs. The nearest lair where you have a chance of obtaining a
gem is Dark Fissure, located east from the Shrine.

Or you may make one. Here's a brief walkthrough on how to create a Black Soul Gem. However, you may need to be a member of the
Mage's Guild in order to do so, or have progressed past the "Necromancer's Moon" quest. (Unconfirmed. Please contact me if you are
able to make Black Soul Gems and have not met these requirements.)

You will need the following:

 "The Necromancer's Moon" (located in the Mystic Archives in the Arcane University) as well as some notes that detail the
procedures.
 An empty Grand Soul Gem
 A soul trap spell

Once you've obtained the following items, visit one of four Necromancer lairs: Dark Fissure (east from the shrine of Vaermina), Fort
Istirus (east of Kvatch), Fort Linchal (north east of Kvatch), or Wendelbeck (at the headwaters of the Panther River).

Visit the alter outside the shrine of choice. These shrines may only create a Black Soul Gem one day out of the week, so you may
have to wait. When the time is right, a beam of light shines down from the sky. Place the soul gem on the alter, and cast the soul trap
spell. You've now made a black soul gem.

No matter which path you choose, once you've obtained a black soul gem, return to the shrine of
Vaermina. Vaermina asks you to retrieve an item that was stolen from her, the Orb of Vaermina.
You may find the orb at the tower of Arkved.

After I left an offering of a black soul gem, Vaermina's followers summoned the
Daedra, who spoke to me. Vaermina told me of an Orb that had been stolen by the
wizard Arkved. I am to travel to his tower, retrieve the Orb, and bring it back to
Vaermina.
Arkved's tower is located on a hill, south east of the shrine. Bring a few torches before entering! Arkved's tower is a rather unique and
perplexing place. Arkved's tower is made of seven levels:

 Level 1: Keep an eye out for the furniture on the ceiling!


 Level 2: You will need the torches to make your way through the void, a completely black room.
 Level 3: The furniture seems to have grown, either that or you've shrunk!
 Level 4: The Hall of Changes, this is a labyrinth style level with lots of doors that lead to nowhere.
 Level 5: A room with lots of hanging corpses.
 Level 6: A decent sized dungeon with lots of zombie corpses.
 Level 7: The "Death Quarters." Upon entering this cell, you will find Arkved unconscious.
Read his notes scattered around the room to learn of the horrors the Orb of Vaermina has
shown him. Before leaving, pickup the copy of Palla: Volume 1 (it's the only copy!). You
may end Arkved's nightmares by killing him if you wish. Take the orb, and your journal
will update.
I have retrieved the Orb of Vaermina. I should now return it to the Shrine.

Exit through the door in the northeast wall, and a trap door will now be there, which transports you outside the tower.

Travel back to the shrine, and give Vaermina the orb to obtain your reward: The Skull of
Corruption, an enchanted staff which crates clones of it's targets!

Vaermina was pleased that I returned the Orb of Vaermina. I have been rewarded
with the Skull of Corruption.

Namira
No one tells you of the location of Namira's shrine. It is located South East of Bruma's East Gate.

Once you arrive at the shrine, you will find that you're pleasantness is rather unpleasant to the
followers of Namira. You must make yourself less "attractive". In other words, you need to lower
your personality to 20 or below.

I have learned from the followers of Namira, that they will only summon the
Daedra for someone repulsive. If I am to get their help, I will need to make my self
less attractive to others. [You must be level 5 to begin this quest.]
You have two options here. You may make a potion that will lower your personality, however you will have to make one yourself if you
wish to consume it. The potion will have to have at least one positive effect.

The other option is to buy lots of cheap wine. Every bottle will remove 10 points from your personality for 120 seconds. Once
obtaining enough bottles to lower your personality, fast travel back to the shrine.

Once back at the shrine of Namira, drink the wine (or potion) and then speak with Hrolfrodi to
obtain permission to activate the shrine.

The followers of Namira have decided that I am repulsive enough to summon the
Daedra. I may now approach the statue.

Namira will tell you that her followers in the ruin of Anga are called the "Forgotten Ones", and
they live in total darkness. Four priests from the Chapel of Arkay have come to Anga to shine light
into the darkness. Namira gives you a special spell, Namira's Shroud. You are to use this spell on
the priests to put out their torches, exposing them to the darkness and the Forgotten Ones.

When summoned, Namira spoke to me about the Forgotten, a group of fanatical


worshippers that lives in the darkness of Anga. Some priests of Arkay are planning
to bring light to Anga and "save" the Forgotten Ones. I am to use the spell that
Namira has given me on the priests, and let the Forgotten Ones finish them off.

Anga will now be marked on your map, and is a short walk to the south of the Shrine. Once inside,
the four priests will be marked on your compass and map. They are rather easy to see as well. Cast
Namira's Shroud on each priest, and watch as their torch goes out and they are surrounded by the
Forgotten. Once each priest is dead, your journal will update.

All of the priests of Arkay are dead. I should return to the shrine.

NOTE: Do not kill any of the priests yourself. Do not kill any of the Forgotten. You will forfeit the reward.

Namira is thankful that the Forgotten may once again live in darkness. You are awarded the Ring
of Namira.

Namira appreciated my efforts. I have been rewarded with the Ring of Namira.

Sanguine
In Skingrad, you learn the location of the Shrine of Sanguine. Speak to Fadus Calidius in the Fighter's Guild, or to Falanu Hlaalu at All
Things Alchemical.

The shrine is located Southwest of Weatherleah, and south east of Fort Dirich. Speaking with Fadus or Falanu will update a map
marker.

Once arrived at the shrine, speak with Engorm. He will inform you that in order to seek the
wisdom of the shrine, you must offer a bottle of Cyrodiilic Brandy.

The followers of Sanguine have told me that, in order to summon the Daedra, I will
need to leave an offering of Cyrodiilic Brandy at the statue. [You must be level 8 to
begin this quest.]
Cyrodiilic Brandy can be found several places in game. You can buy Cyrodiilic Brandy at the Main Ingredient in the Imperil City's
Market District.

Once you have obtained a bottle, speak with the shrine to donate the bottle. Sanguine will speak
with you after your offering. He tells you that the newly wed Countess Alessia Caro, Countess of
Leyawiin, is about to throw a dinner party. Sanguine finds the countess "stuffy" and asks you to
liven up the party. Sanguine provides you with the spell Stark Reality and asks you to use it on her
at the party.

After I provided the offering to Sanguine, the Daedra Prince spoke to me. Sanguine
believes that the Countess of Leyawiin is too stuffy, and wants me to do something
about it. She will be hosting a dinner party tomorrow, and I am to sneak into the
castle undetected and cast the spell of Stark Reality on her.

A guard is stationed outside the dining room door. If you wait until 6pm and speak with him, he
will let you in if you are wearing expensive clothing or high end armor and his disposition is under
70. If you bribe him to a higher disposition than 70, he will allow you in without fancy apparel.

I have convinced the guard to let me into the Countess Caro's dinner party.

Once inside, cast Stark Reality on the Countess and Guests. All their clothing disappears! Unfortunately, the spell has also affected
your inventory and all your items are gone until you return to the shrine.

It is very tricky to not be detected when you cast the spell. The spell is counted as an assault, and you are detected by the guards.
You may fight them (nothing like a good fight in your skivvies), pay the fine, or go to jail. Note, if you go to jail drop a lock pick on the
ground before casting the spell and pick it up before agreeing to go to jail. Depending on what happens, your journal will update.

Note that you cannot pay the fine unless you drop the money first, usually around 300 gold.

I have succeeded in casting the Stark Reality spell on the Countess of Leyawiin and
her company. I should return to the Shrine of Sanguine.

I was detected while attempting to cast the spell of Stark Reality on the Countess
of Leyawiin and her guests. I should return to the Shrine of Sanguine.

Once you've exited the Castle, return to the Shrine of Sanguine. Your items will be in a nearby
chest, and Sanguine will reward you with the Sanguine Rose, a Daedra summoning staff.

Sanguine was pleased with my efforts. He has given me the Sanguine Rose as a
reward. I may retrieve my belongings in the nearby chest.

Malacath
Speak to Pinarus Inventus in Anvil, or the mage Thaurron (in the Mages Guild in Anvil) to learn the location of Malacath's Shrine. The
shrine is located north, and slightly west, of Anvil.

When you arrive at the shrine, it appears that Malacath favors Orcs. However, if you speak with
Shobob gro-Rugdush you will learn that Malacath favors Troll Fat, and that you may summoning
Malacath by donating Troll Fat.

One of Malacath's worshippers has told me that, in order to have the Daedra
summoned, I must leave an offering of Troll Fat at the statue. [You must be level
10 to begin this quest.]
If you've done the painting quest in Cheydinhal, painted troll fat will not work for donation. Trolls will appear on leveled lists from level
4 and up. You may find Trolls near Veyond, a ruin north-east of Leyawiin. You will also encounter them during some Fighter's Guild
quests (see proper walkthrough section), as well as during the Nocturnal and Meridia Daedric Quests. If you wish, you may leave this
quest and come back until you have obtained Troll fat from the other two Daedric Quests. Note: In the Meridia Daedric Quest, the
ingredient may be found on a table in Howling Cave. Some alchemists may sell the ingredient as well.

Once you've obtained Troll Fat, donate it to the statue. Malacath tells you that Lord Drad (who's
estate you may have passed en route to the shrine) has taken Malacath's Ogres as his own.
Malacath refers to the Ogre's as his little brothers, and asks you to free the Ogres from their slavery
in Bleak Mine.

When I left the offering, Malacath was summoned and spoke to me. He tasked me
with traveling to the estate of Lord Drad and freeing his ogre slaves.

Travel to Lord Drad's Estate, which is just a bit south of the shrine. Speak with Lord Drad about
the Ogres. If you tell him that you think no beasts should be slaves, you will anger him and you'll
have to get the location of Bleak Mine from his wife. Tell Lord Drad you admire his efforts, and he
will tell you the location of Bleak Mine.

I have spoken with Lord Drad. He believes the ogres to be suitable slaves, as they
are mindless beasts, and is pleased with the ogres he uses in Bleak Mine. I appears
I will have to free the ogres myself, if I am to complete Malacath's task for me.

Bleak Mine is located a short walk east of the estate. Once inside, your journal will update.

I have entered Bleak Mine. Now I must free Malacath's ogres.

Sneak past the guards and locate the two Ogre holding cells and unlock them. Warning- the locks
are difficult. If you do not have the ability to unlock hard locks, but do have decent fighting skills,
you may kill the guards first and take the key to the holding cells from their bodies. You may also
attempt to pickpocket the guards for the keys. Your journal will update twice, once for each cage.

I freed one group of ogres. I must check to see if there are more to be freed.

I have freed all the ogres in the Bleak Mine. I should return to the Shrine of
Malacath.
If any guards are alive when the Ogre's escape, the Ogre's will help you dispatch of the attacking guards. Note: If the guard's kill any
Ogre's Malacath is not angered. However, if you kill any Ogre's you will forfeit your reward.

Return to the Shrine of Malacath to obtain your reward, the great hammer Volendrung.

Malacath was satisfied with my efforts to free the ogres. He has rewarded me with
Volendrung.
Next time you return to Lord Drad's Estate, you will find the Drad's working under the supervision of the Ogres!

Meridia
There is no one to speak to in order to gain directions to the Shrine of Meridia. However, not far west of Skingrad you will see the
shrine marker on your compass. Fast Travel to the stables outside of Skingrad and head west. Soon you will see a mine icon on your
compass (Cursed Mine),travel west towards this icon and then a bit further west to locate the Shrine of Meridia.

Once at the shrine, speak to Basil Ernarde to learn that Meridia hates the undead. If you bring her
an offering from the remains of an undead you may approach the shrine. It's intentionally vague, as
Meridia will accept more than one offering. It is known that she will accept ectoplasm, mort flesh,
and bonemeal. Bonemeal can be found on various skeletons in game, Mort Flesh may be found in
zombies and in the Night Mother's Crypt (from the Dark Brotherhood quests), and ectoplasm may
be found on ghosts. It's been reported that there is a portion of ectoplasm not far from the
shrine...under a bush south west from the northernmost bench west of the shrine.
One of Meridia's followers has told me that the Daedra can be summoned if
something from the corpse of an undead creature is left as an offering at the
statue. [You must be level 10 to begin this quest.]

Once you have made your offering to the statue, Meridia will speak to you and inform you that she
hates the unholy undead, and wishes you to rid a cave of Necromancers. She informs you that
Howling Cave harbors 5 Necromancers.

After I made the correct offering, Meridia appeared and spoke to me. The Daedra
told me of a cult of necromancers in the Howling Cave who have been stealing from
graves in order to raise an undead army. Meridia wants the necromancers killed. I
can reach them from a secret door in the back of the cave.

Howling cave is located east of Castle Skingrad. It's not hard to miss from the outside, it's
courtyard contains a small graveyard. Once inside, you will be met by several undead. Kill them,
and proceed to the back of the cave to the north. Check your local map for the location of the
secret door. Stepping towards that door should lower a rock, allowing you to travel to the lower
section of the cave. Here you will meet the necromancers. They can reanimate the corpses and
zombie's lying about, as well as summon their own undead. Once all 5 are dead, your journal will
update informing you to return to the shrine.

I have killed the necromancers in Howling Cave. I should return to the Shrine of
Meridia.

Meridia is pleased with how you dispatched the necromancers, in reward she gives you the
enchanted ring of Ring of Khajiiti.

Meridia was gratified that I had performed the task assigned to me. As a reward, I
have been given the Ring of Khajiiti.

Nocturnal
Note: a map marked with the quest locations can be found in the maps section.

When you activate this shrine, located north of Leyawiin, just off the road at the end of a dirt track,
Nocturnal will speak to you. No offering is required for this one. She tells you that her 'eye' has
been stolen and she asks that you get it back for her. The thieves are two Argonians and you will
need to find these two in order to learn the whereabouts of this artifact.

When summoned, Nocturnal spoke to me of the eye of Nocturnal, which has been
stolen. The Daedra believes the thieves to be in Leyawiin. I am to go there, find the
thieves, and return the Eye to the shrine.

After returning to Leyawiin, you are presented with a blank - nothing showing on compass, or in
journal. Asking about the 'Eye of Nocturnal' just brings up blank looks and no information. Instead,
you need to speak to any male imperial guard about the 'Leyawiin' topic, of which you will learn
that two Argonians, Weebam-Na and Bejeen, have been bragging about scoring a rare jewel.

I have been told that Weebam-Na and Bejeen were recently heard talking about a
valuable jewel they had found, and how it would make them wealthy.

Upon confronting Weebam-Na about this, he denies all knowledge, as does his female friend,
Bejeen, and you will be unable to get any information at all out of either of them.

Weebam-Na denies knowing anything about the Eye of Nocturnal, and tells me
Bejeen knows nothing either. Perhaps I should try to listen in on their
conversations and see if they offer any clues.

Leave the house, then re-enter, and stay in sneak mode behind the screen near the door, just in
earshot of them. The two Argonians are discussing this now that they know you're onto them, and
if you listen carefully, you will learn the location of the jewel and additional info about what
creatures to expect once you get there. You can confront them about this, but it has no effect on the
location of the item, as they don't rush off to move it.
I overheard Bejeen and Weebam-Na speaking of Tidewater Cave, and the treasure
they've hidden there. I should investigate the cave.
Tidewater Cave contains various leveled creatures, but the main enemies are two trolls outside and three inside. Some water-
breathing is also worth having handy. The Eye is at the end of an underwater passage and looks like an eyeball on spider legs.

When you return with this to the shrine, Nocturnal is delighted and rewards you with the Skeleton Key, an unbreakable lock pick that
also grants you +40 to your security skill. One of the most useful items in the game!

Peryite
The Shrine of Peryite is a shrine that you must find through adventuring, as no one will inform you of the location. The Shrine is
located on the southeast bank of the Silverfish River, east of the Imperial Bridge Inn.

When you arrive at the Shrine, you find the 5 worshippers frozen in place! Your journal will
update.

I have found the Shrine to Peryite, but something is wrong with his worshippers.
They seem frozen in time, mindless. None move or speak. [You must be level 10 to
begin this quest.]

Activate the shrine to receive more information. Peryite tells you that his followers attempted to
summon him via a spell. He's a little vague about if the spell backfired, or if he retaliated.
Nonetheless, the souls of his followers are in Oblivion, while their bodies remain. Peryite wants
you to return the souls to their bodies, and will send you to Oblivion in order to do so. Now is a
good time to stock up on items and potions. There's many Daedra here, so be prepared! (Note:
make sure you pick up a Daedra heart here for a later quest.)

Peryite has told me that five of his followers, in an attempt to get closer to Him,
have transported their souls to a plane of Oblivion. The Daedra would like me to
travel there and carry their souls back to this world. I should approach the statue
again when I am prepared to go.
Note: You do not need soul trapping spells or soul gems for this mission.

Activate the statue when you are prepared to leave, and you will be transported to Oblivion. Activate the souls to "find" them. You
may find the 5 souls in the following locations:

 Romayn: Southwest, near the door to a tower.

I have captured the soul of Ilvel Romayn.

 Er-Teeus to the north, near the entrance to Sightless Grotto

I have captured the soul of Er-Teeus.

 Kewan: through Sightless Grotto, and then northeast

I have captured the soul of Kewan.

 Maren: small island

I have captured the soul of Maren the Seal.

 Mirie: past archway with corpses.

I have captured the soul of Mirie.

All 5 souls are near large single fires, so if you get lost search for smoke. Once you've collected all
5 souls, your journal will update telling you to return to where you entered, to exit through a gate
that Peryite has opened.

I have found all of the souls of Peryite's followers lost in Oblivion. Peryite was to
open a gate for me when they were found. I should head back to where I entered
this realm.

Return to the shrine, and you will find the worshippers have returned to their "normal" selves.

I have returned to the mortal realm, and the souls of Peryite's followers have gone
back to their bodies. I should speak with the Daedra again.

Speak with Peryite to receive your reward, the enchanted shield Spell Breaker.

Peryite was grateful for my help. He has given me Spell Breaker as a reward.

Mephala
Speak to Ontus Vanin (Talos Plaza district) or Luther Broad (Elven Gardens District) in the Imperial City to learn the location of
Mephala's shrine.

The shrine is located North of the Imperial Prison Sewer, on the northeast corner of Lake Rumare, just over the hill from the Roxey
Inn.

Speak to Dredena Hlavel and she will tell you to make an offering of night shade between
midnight and 5am. Nightshade may be found through Dark Brotherhood quests, as well as the
"Vampire Cure" quest. You may also buy it from The Main Ingredient, located in the Imperial City
Market District.

Mephala's followers have told me that, in order to summon the Daedra, I must first
leave an offering of nightshade at her statue between midnight and dawn. [You
must be level 15 to begin this quest.]

Mephala will speak to you about her tangled web. She wants you to travel to Bleaker's Way, and
stir up some discontent between two families by murdering the two founders of the town, each a
member of the two families, and planting evidence on their bodies to make it appear that the two
men killed each other.

Mephala has told me about the settlement of Bleaker's Way. She would like me to
kill the leaders of the two families, and leave evidence that the murders were done
by the other family. I am to allow no one to see me commit the crimes.

Bleaker's Way is located on a mountain to the northwest. Speaking with Mephala will add a map
marker to your map. Once you've arrived, speak to anyone in the town to learn who you need to
kill.

I have learned Nivan Dalvilu is the head of the Dalvilu family, and Hrol Ulfgar the
leader of the Nordic clan.
Now, you may locate the homes of both men to dig up some evidence to plant once you've killed them both. Dalvilu's house is west of
the inn, and Ulfgar's house is at the west end of town. Both houses are empty from 2pm to 6pm. Unlock the doors and slip inside.

Inside Dalvilu's house, there is a ceremonial dagger on the table. Take this, and your journal will
update.

I have found a Dalvilu ceremonial dagger. This might be useful to leave as


evidence.

Now onto Ulfgar's house. Upstairs, on a table next to a guide to Leyawiin, is the Ulfgar family
ring. Take this as evidence, and your journal will update one more.

I have found the Ulfgar family ring. This might be useful to leave as evidence.

Now that you've gathered the evidence, it's time to plant the seeds of discontent. Wait until the two
men return to their houses, a little after 10pm. Kill each man, and place the evidence you've
collected on each body. Your journal will update twice for each man:

I have killed Nivan Dalvilu. I should leave something in his corpse to implicate the
Ulfgar clan..

I have left the Ulfgar family ring in the corpse of Nivan Dalvilu.

I have killed Hrol Ulfgar. I should leave something in his corpse to implicate the
Dalvilu clan.

I have left the Dalvilu dagger in the corpse of Hrol Ulfgar.

Now, your journal will update alerting you to speak to someone in the village of the murders.

I've placed evidence on both bodies of the family leaders. Now I must tell someone
I saw them attack each other.

Speak to anyone you like. Once you've done this, travel outside to watch the fight! You may join in
if you like, but do not kill everyone in the battle, or you will forfeit your reward!

I reported the 'attacks' on the family leaders. Soon the families will be at each
other's throats. Now I must return to the shrine of Mephala.

Following your journal's advice, when you've satisfied your entertainment return to the shrine.
Mephala will be pleased with your work, and will reward you with the Ebony Blade.

Mephala was pleased with the strife I have caused. She has rewarded me with the
Ebony Blade.

Note: If you've previously been to Bleaker's way and started trouble before making an offering to
the shrine, you will not be able to take this quest from the shrine. If you've made the offering, but
then made trouble in Bleaker's way before your journal updated, you will receive a strange journal
entry:

Something I did in Bleaker's Way apparently spoiled Mephala's schemes, so she


refused my offering.
You will not be able to take this quest.

Hircine
Speak with Ontus Vanin again (see Mephala) to learn the location of the shrine of Hircine.

Hircine's shrine is located north west of Bravil, in the Nibenog Valley. Once you've arrived at the
shrine, speak with one of the worshippers, Vajhira. She will ask if you are the hunter or the prey.
Tell her you are a hunter, and she will inform you that you must make a donation of Wolf or Bear
Pelt to the shrine.

Hircine's followers have told me that, in order to summon the Daedra, I must leave
an offering of a wolf or bear pelt at the statue. [You must be level 17 to begin this
quest.]
In your travels, you may have come across Wolf or Bear Pelt. If not, there is a wolf pelt available on top of a barrel in the Cheydinhal
Fighter's Guild. Or you may wander the countryside in search of wolves and pears.

Once you've obtained the proper pelt, donate it to the statue and Hircine will speak with you. He
tells you that he'd like you to travel to Harcane Grove and kill the last Unicorn, and return it's horn
to him.

After I made the required offering, Hircine was summoned, and spoke to me. He
told me that he desires the horn of a unicorn. I may be able to find a unicorn in the
Harcane Grove.
Harcane Grove is located south east of the shrine. If you reach the Wayshrine of Zenithar, you've gone too far and you should back
track north west.

The unicorn is protected by several minotaurs. It's possible to sneak in the tall grass and take them out using a bow and arrows. Kill
them however you see fit.

If you've managed to kill the minotaurs without alerting the Unicorn, you may approach her and ride her. If she attacks, try calming
her with a spell. It's worth it for the reactions from townspeople!

Eventually, if you wish to complete this quest you will have to kill her and take her horn. Once
you've acquired the horn, your journal will update.

I have killed the unicorn and retrieved its horn. I should return to the shrine of
Hircine.

Return to the shrine of Hircine, and he will award you with the Savior's Hide, an enchanted
cuirass.

Hircine was impressed with my skill in hunting the unicorn. He has rewarded me
with the Savior's Hide.

Molag Bal
Again, no one tells you the location of Molag Bal's shrine. To find the shrine, head west from the stables outside the Imperial City,
near the Talos Plaza District. Once you've reached the Ayleid ruin Narfinsel, travel south.

Once you arrive at the shrine, speak to Amir to learn that in order to summon Molag Bal you need
to donate a Mountain Lion Pelt.

Molag Bal's follower has told me that, in order to summon the Daedra, I must
present an offering of a lion pelt to the statue. [You must be level 17 to begin this
quest.]
If you've previously done the quest from Mephala, and have traveled to Bleaker's Way, there is a chance you might have encountered
a mountain lion. If you've completed the Fighter's Guild quest "A Rat Problem" (see walkthrough section) you may have collected a
pelt from that quest. There are 2 dead mountain lions in game: One southwest of Fort Ash, and the other in Newt Cave. You have a
high chance of encountering a mountain lion in any mountainous area.

Once you've obtained a pelt, activate the shrine. Molag Bal will tell you that a man named Melus
Petilius has taken an oath of non-violence. Molag Bal wishes you to fOrce Melus Petilius to kill
you, yes kill you, with a Cursed Mace…which Molag Bal provides. You are told to travel to
Brindle Home, where Petilius lives.

Molag Bal has spoken to me, and wishes me to help him corrupt Melus Petilius, by
fOrcing him to kill me with the Cursed Mace. I should travel to Brindle Home and
see what I can find.

Brindle Home is located to the southwest of the Shrine. Speak with the inhabitants of Brindle
Home. You may need to raise their disposition to over 60. You will learn that Petilius took his oath
after the death of his wife, and lives just southwest of town.

I have spoken to a resident of Brindle Home, who tells me that Petilius has lived in
a small house outside of town since the death of his wife.

Continue speaking with the residents of Brindle Home, and you will learn that Petilius visits the
grave of his dead wife every day.

I have learned that Petilius visits the grave of his wife every day.

You may try approaching Petilius at any time, but despite your best efforts he will not attack. If
you try, you will receive this journal entry:
Although I tried to goad Petilius into fighting me, he would not. Perhaps I will have
to try when he is in a different state of mind.

Follow Petilius to his wife's grave, he usually leaves around 10am. Leave the mace near the grave
stone, attack Petilius, and then speak with him. He will now pick up the mace, do not fight him
back. Allow Petilius to kill you. Make sure that the mace is available to him, or he will attack you
by another means…forfeiting your reward. Upon death, you will be transported back to the shrine.

I have goaded Melus Petilius into attacking me with the Cursed Mace. I have been
transported back to the Shrine of Molag Bal.

Speak with Molag Bal to receive your reward, the Mace of Molag Bal.

Molag Bal was pleased that I was able to corrupt the paladin. He has rewarded me
with the Mace of Molag Bal.
Note: Once the quest is finished, you may travel back to Brindle Home and speak with Petilius, which is rather amusing. You may also
kill him and claim the Cursed Mace for yourself.

Clavicus Vile
Once again, you receive no tips on where to find the shrine of Clavicus Vile. The shrine is located southwest of the Imperial City.
Follow the Gold Road or the Red Ring Road. The shrine is located near where the two roads form a loop.

Once you've arrived talk to Ma'Raska. He tells you that you will need to donate 500 gold to the
shrine in order to speak with the Daedric Prince.

One of Clavicus Vile's worshippers has told me that in order to summon the
Daedra, an offering of 500 gold must be given to the statue. [You must be level 20
to begin this quest.]

If you have the gold, donate it to the statue. Clavicus Vile tells you that he is in search of the sword
Umbra, which contains the soul of the warrior Umbra...someone Vile has had past experience with.
Vile tells you to head to Pell's Gate.

When I gave my offering at the Shrine of Clavicus Vile, the Daedra Lord told me
about Umbra, and how he wishes me to return to him the Umbra Sword. I should
start my search in Pell's Gate.
Chances are you may have already located Pell's Gate on your way to the shrine. If so, you may fast travel there. If not, travel east of
the shrine. Pell's Gate is located south of the Imperial City near the Red Ring Road.

Once you've entered Pell's Gate you will hear a strange voice. Apparently Barbas, Vile's hound, has transported himself into your
backpack! You may have noticed how the hound disappeared after speaking with Vile.

Barbas tells you that Umbra's bad news in the hand of Vile, and asks you to walk away from the
quest. However, you don't have to.

Barbas, the Hound of Clavicus Vile, has spoken to me through the figurine that
appeared in my pack. He tells me that returning the Umbra Sword to Clavicus Vile
is a mistake, likely to cause great ruin to Vile's domain.
Speak with an elderly man, named Trroke the Wide. He will inform you that his apprentice, Lenwin, found the sword and was
overcome by it- looking for fights and then running off with mercenaries after adopting the name Umbra.

He tells you that while she hasn't been to Pell's Gate in years, there have been rumors of her being
seen near the ruins Vindasel.

I've been told that Umbra was once a resident of Pell's Gate, but now has left.
Some claim to have seen her recently near the Vindasel Ruins.
Vindasel is located northwest from Pell's Gate, directly off the Red Ring Road. Once inside Vindasel, the layout is rather simple, with
low level creatures. However, there are two traps you need to watch out for. The first trap is located in the large room just at the base
of the stairs. A section of the floor will fall down into spikes, impaling you if you cross over it. Instead, walk around until you come to
a wall, and then jump over one corner of the trap. The second trap is located in a large room with pillars. This trap will release poison
gas when you approach. You may wish to cast a resist poison spell, or run as fast as you can around the outer corners of the room
towards the exit.
Not far past these traps you will come to a hallway with a gated view of the room below. You have a wonderful view of Umbra…
however using an arrow from this gate simply backfires.

Travel down into this room and speak with Umbra. She gives you a choice: Leave and live, or stay
and die.

I have met the one called Umbra and been offered a choice: stay and fight, or
leave in peace.
You should note before making your choice that Umbra is a very powerful opponent. On top of carrying the sword Umbra, she's also
glad in a full suit of Ebony armor. She can kill you with one good hit.

The best course of action is to tell Umbra that you wish to leave and not fight. Your journal will
update, and Barbas will be pleased. He even offers to smooth things over with Vile.

I have chosen to leave Umbra in peace. I should return to the Shrine of Clavicus
Vile and make my decision known to the Daedra Lord.

However, Umbra is one of the best weapons in game, and if you play your cards right you may
keep it for yourself. Attack Umbra without warning. I recommend using a summoning spell or
scroll, and attacking her from behind while she fights off whatever creature you've summoned.
Once she is dead, Barbas will plead with you to keep the sword for yourself. Before leaving, loot
the room. Your journal will update once you remove Umbra from Umbra's corpse.

I have retrieved the Umbra Sword.

Now you have three options:

1. Return to the shrine of Clavicus Vile and formally deny him the sword. He will be angry,
and threaten you, but no harm will occur. His followers will dislike you. However, you may
keep the sword for yourself.

Clavicus Vile was not pleased that I elected not to return to him the Umbra Sword.

2. Neglect to return to the shrine.


3. Give the sword to Clavicus Vile, despite the warnings from Barbas. In exchange for the
sword, Vile will award you with the Masque of Clavicus Vile. This mask will raise your
personality 20 points while wearing it (constant effect). It really depends on which you
prefer- a good weapon or an increase in personality.

Clavicus Vile appreciated my efforts. He has taken the Umbra Sword and rewarded
me with the Masque of Clavicus Vile.

Boethia
A problem occurs if you're playing this quest with a non-standard character (using a mod): Alienslof e-mailed: "Because it uses 9
people of whatever races you aren't, when I did this quest today with my Dremora, it messed up. I was able to complete it, but it
loaded all the NPCs in on the same little patch of ground as the cage you are teleported into. Several of them then slipped into the
lava. On top of this, there were 10 NPCs, one of each race as there should be, but because I'm playing a Dremora, it loaded all 10!"

Speak with Borba gra-Uzgash of Borba's Goods and Stores in Cheydinhal to learn the location of the Shrine of Boethia. The shrine is
located a very long distance southeast from Cheydinhal. If you've already been to Vaermina's Shrine, fast travel here and travel south
east to save some time.

Once you've arrived at the shrine, speak to Haekwon to learn that you must offer a Daedra heart in
order to summon Boethia.

I have been told by one of Boethia's followers that in order to summon the Daedra,
I must give a Daedra heart as an offering to the statue. [You must be level 20 to
begin this quest.]
Daedra hearts can be found on the corpses of human like Dremora, for example the Dremora and the Xivilai. You may have previously
encountered them in other Daedric quests. You may also purchase a summoning spell, and remove the heart from the corpse. There
are two hearts in game, one in the Anvil Fighter's Guild (inside a locked display case), and the other in the Ayleid ruin of Ceyatatar.

Once you've obtained a Daedra heart, active the shrine of Boethia. Boethia scorns you, but offers
you the chance to prove yourself worthy. You are challenged to take part in the Tournament of Ten
Bloods, and a portal to Oblivion will be opened.

Boethia has told me that I am to participate in the Tournament of Ten Bloods.


When I am ready, I should enter the nearby portal to Oblivion, and I will be sent to
one of his realms for the battle.
Stock up on weapons, armor, and potions before entering. It's a wise idea to bring full soul gems and hammers to repair and recharge
your items. Once you enter the portal, you will be fighting 9 other characters, each of a different race than your own. Tip: there are
no collisions to keep you from falling in the lava…but then again your opponent may also fall into the lava!

Once you've successfully beat all your opponents, your journal will update.

I have defeated all of Boethia's followers in the Tournament of Ten Bloods. I should
speak once more with the Daedra Lord.

Another portal will open, bringing you back to the Shrine of Boethia. Speak with Boethia to
receive your reward, the enchanted sword Goldbrand.

Boethia was pleased with my performance in the Tournament of Ten Bloods. He has
rewarded me with the enchanted sword, Goldbrand.

Hermaeus Mora
This is the final Daedric Quest, in order to begin this quest you must do the following:

1. You must have completed all other Daedric quests.


2. You must have reached the "Blood of the Daedra" quest, a segment of the Main Quest.
3. You have reached level 21.

Once you've met all these requirements, sleep...anywhere. When you awake, you will find Casta
Flavus has appeared to you. He tells you that the Daedra Hermaeus Mora is seeking you. This
conversation will update your journal, and add a map marker to the shrine. Note: You will be told
that you have not "followed the path" if you visit this shrine before receiving an invitation.

A man has told me that Hermaeus Mora wishes for me to visit his shrine.

Travel to the shrine of Hermaeus Mora is difficult, as is much travel when you're following a map marker through mountains terrain.
The shrine is located high in the Jerall Mountain range. Look northwest of Sancre Tor (a main quest location) for a path. Be prepared
to defend yourself on the hike up to the shrine! Note: There is an alternate path, but that path is harder to find and keep to.

Activate the shrine to speak with Hermaeus Mora. Hermaeus asks you to collect 10 souls, one from every race. Hermaeus provides
you with a special spell, Mora's Soul Trap.

Hermaeus Mora wishes for me to gather for him ten souls, one of each of the races.

You may kill any character, it does not need to be a specific person. You will not need any soul gems, simply cast the spell on your
target and them kill them. Once you've done this, your journal will update for each race.

Note: It's a wise idea to travel back to all the Daedric shrines and kill the followers, as they are no
longer needed. You may also collect the souls of Mora's own followers.

I've captured the soul of an Argonian.

I've captured the soul of a Breton.

I've captured the soul of a Bosmer.


I've captured the soul of an Imperial.

I've captured the soul of a Khajiit.

I've captured the soul of a Dunmer.

I've captured the soul of an Altmer.

I've captured the soul of a Nord.

I've captured the soul of a Redguard.

I've captured the soul of an Orc.

Once you have collected souls from every race, your journal will update…prompting you to return
to the shrine.

I have gathered a soul from each of the ten races for Hermaeus Mora. I should
return to his shrine.

Mora is pleased, and offers you the Oghma Infinium as your reward

Hermaeus Mora was pleased with the souls I brought him. He has rewarded me
with the Oghma Infinium.
Read the book, and you will be offered to take one of the following paths:

 Steel: Adds 10 points to strength, speed, blade, blunt, and heavy armor.
 Shadow: Adds 10 points to speed, acrobatics, light armor, security, and sneak.
 Sprit: Adds 10 points to intelligence, alteration, conjuration, destruction, and restoration

Once you've made your decision, the book disappears, and you have completed the Daedric Quests!

Side-Quests
By: various people
This section contains walkthrough for the various sidequests in the game, but is incomplete.

The Renegade Shadowscale


By: Alienslof
This is a side quest given by Teinaava of the Dark Brotherhood. You must be a member of the Dark Brotherhood, and have completed
the quest Scheduled for Execution. This quest must be completed before the Dark Brotherhood quest The Purification in order to be
successfully finished.

Speak with Teinaava, and he will ask you to do a special favor for him. He asks you to kill an
Argonian named Scar-Tail and bring back his heart as proof. Speak with Teinaava and Ocheeva to
learn about the way of the Shadowscale, and to learn of what a dishonor they consider Scar-Tail to
have performed by abandoning his duties as an assassin. A map marker will be added to your map,
marking the location of Bogwater.

I must journey to the southeastern tip of Cyrodiil, to a swamp known as Bogwater.


There I will find a renegade Shadowscale known as Scar-Tail. I must kill Scar-Tail,
and return his heart to Teinaava.
Bogwater is southeast of Leyawiin. Once you've arrived at Bogwater, you will find an Argonian near a small camp. Approach and speak
with Scar-Tail. Scar-Tail informs you that a royal assassin just visited him, and lost. You will be given two choices: Let Scar-Tail live or
die.

If you allow Scar-Tail to live, he will offer you his treasure in a nearby hollowed out rock. He will
also inform you to take the Argonian heart from the dead assassin as proof. The assassin's body is
next to a large tree. If you take this option, Teinaava will never know the difference.
I have agreed to spare Scar-Tail's life. I must take the heart of the dead Argonian
assassin, and present that to Teinaava instead. To thank me, Teinaava has shared
the secret hiding place of his treasure -- in the hollowed-out rock near Bogwater
campfire.

Or you may kill Scar-Tail and take his heart. He warns you it will be an easy fight, as he's been
wounded by the previous assassin.

Scar-Tail has been killed. I must now return to the Dark Brotherhood Sanctuary in
Cheydinhal and present his heart to Teinaava.

Both choices lead to the same outcome- you will need to remove an Argonian heart from one of the
bodies. Once you have done so, you will receive a new journal entry.

I have obtained the Argonian's heart. I must now return to the Dark Brotherhood
Sanctuary in Cheydinhal and present it to Teinaava.

Return to the Sanctuary to receive your reward from Teinaava: The Boots of Bloody Bounding,
which fortify your acrobatics and blade skills with constant effect enchantment.

I have presented Teinaava with the Argonian's heart.

Where Spirits have Lease (Anvil house quest)


By: Alienslof

Through checking the rumor-mill around Anvil, you may get to hear about the somewhat
dilapidated large Benirus Manor down near the pool. The manor is up for sale, and rumors say it's
going very cheaply. The information leads you to the Count's Arms in town, where you will find a
young fellow by the name of Velwyn Benirus. He spends his time in there from noon to midnight
and is looking for a buyer for the house, so he can tie up the last loose ends of his family affairs.
He seems eager to sell up, and asks only 5000 gold for the property, which, even in its current state
is a bargain.

I've met Velwyn Benirus. He has a manor house for sale here in Anvil. I should
question him further to see how much he wants for it.

I've purchased the manor from Velwyn. He gave me a key and deed of ownership. I
can now move in there at any time.

Once you have paid over the cash, he sets off for pastures new in rather a hurry. You may have
noticed there is no option to purchase furniture for the place. Upon exploring your new home, you
find a strange marking on the far wall in the large basement, indicating a portal of some kind;
despite your best efforts to open it, nothing happens. The house appears to require a good deal of
refurbishment.

I've arrived at my new house in Anvil, Benirus Manor. Looks like the place may
need some work, but it was a great deal I just couldn't pass up. I can now make
myself at home.

Things only start to happen after the first time you sleep there. You will be woken by three ghosts
that immediately attack you, and you will get a journal entry about hearing a crash from
downstairs.

Benirus Manor is haunted! I was awakened by ghosts that attacked me as I slept.


As I awoke, I thought I heard a crash from downstairs. I should search the house
and investigate.

Down in the main sitting room, you find a broken vase that spilled out its contents of a skeletal
hand and a page from a diary. From this, you learn that Velwyn's grandfather was a necromancer
and grave-robber. Pick up both items, you will need them later.

I've found a skeletal hand next to a page from a diary. The diary makes mention of
a secret room in the house that only a true-blooded Benirus can open. I am going
to need to talk to Velwyn about this. I may have to ask around town to find out
where he's gone.

You're going to need Velwyn's help if you are to investigate this further, and he fled town as soon
as you paid over the cash. By asking of his whereabouts, you are informed that he spoke of going
to the Imperial City. His exact location is very handily marked on your map. It directs you to the
Elven Gardens district, where you need to consult the rumor-mill again. You find out that he's
staying in the King and Queen Tavern.

I've found Velwyn at the King and Queen Tavern in the Imperial City. I should
speak to him further about the manor and the strange goings-on within.

Once you corner him about the subject, he comes clean and admits to selling it cheap just to be rid
of it and its problems. Asking him about the topics 'Lorgren Benirus' and 'Lift the Curse', he
explains the situation and agrees to come back to Anvil and help you to open that sealed portal in
the cellar. I guess he felt just a little guilty about selling the house without mentioning the curse.

After questioning Velwyn, I've learned that his grandfather dabbled in necromancy
and was killed when the townspeople found out. Strangely, the body was never
recovered. Since then, the house has been cursed. I need to convince Velwyn to
come back with me to Anvil and lift the curse.

Velwyn agreed to meet me back in Anvil at the Count's arms. I should return there
as soon as possible.

Back in the inn, he agrees to go with you and open the door for you. Follow him through town to
the house, where, once inside, he asks you to take the lead. He's a bit of a coward when it comes
down to the 'up close and personal' stuff!

Velwyn and I have arrived in Benirus Manor. I must proceed cautiously to the
secret room's entrance and prevent any harm from befalling us if the curse is ever
to be lifted from this place..
There are seven ghosts to deal with, two or three in the main house and the rest in the basement. You can either fight each one as
you proceed, or dash past them, then hold them at bay while Velwyn does his stuff with the portal. The main thing is to keep them off
him. Getting rid of them first is definitely the better option. Once the door opens, any remaining ghosts vanish and Velwyn turns and
flees like the spineless coward he is!

*Note: some people have reported a bug here, where he never stops waving his hands over the
doorway. The way to get around this is to talk to him, he'll tell you he's nearly done and the door
then swings open. Perhaps it's intentional in order to allow you to dispatch the ghosts before
venturing further.

Velwyn successfully opened the door to the secret room, which has stopped the
ghosts from attacking. He then ran off, leaving me to clean up the mess. It's up to
me, and me alone, to investigate what's beyond the mysterious portal..

Inside the room, which is marked all over the place with magickal sigils, lies an altar with a long-
dead skeleton laid out on it. You will notice this skeleton has a hand missing. Upon activating the
altar, the eldritch voice of Lorgren Benirus speaks to you, insisting that you raise him up so he can
undo the harm he did and lift the curse. Yeah right!

After touching the altar, I heard the voice of Lorgren Benirus. He said he wished to
atone for his past and make peace with the Nines. All he wished was to be whole
again. This must be the way to lift the curse from Benirus Manor. I should touch his
skeleton while I carry the bony hand and put an end to this madness.

Lorgren did indeed lie, and instead of him atoning for anything, he rises up as a Lich and
immediately attacks you. Put it down as quickly as you can to avoid it conjuring in more undead to
help it out. Once he's been disposed of, you can loot the body and the rest of the room, which
contains a few goodies.

Completing the skeleton was a ruse and Lorgren rose from the dead! I had no
choice but to destroy him. With his destruction, the curse of Benirus Manor was
lifted. I should return to the Count's Arms and speak to Velwyn.
Now you find out why there wasn't any furniture-buying option. When you re-emerge from the cellar, you find your house
transformed. Where before there were just empty rooms full of junk, now there are homely rooms, fully furnished, lit and ready to be
lived in. Your dilapidated house that looked like being a lot of refurbishing work is now a fully furnished home. You can move in
properly at this point.
To finish the quest, seek out Velwyn at the Count's Arms. He will apologize for running away, but is very pleased you managed to
resolve the problem once and for all. He considers all his loose ends taken care of and goes back to live in the Imperial City. I consider
this to be the best value home in the game; it's a largish place, quite posh, and you don't need to pay out any more on furnishings,
unlike the others. As long as you can beat the Lich, you have a very nice, well-to-do house for very little outlay.

How to become a REAL knight


By: Jake Dixon
First, go to Leyawiin Castle. Talk to the count and ask about "service to Leyawiin". He'll tell you about an Orc named Mozago in the
main hall. He wants you to see what she wants.

She asks you to go get Weebum-na, a hunter (the quest markers will lead you to him). Talk to him about the Orc. If he says no, bribe
him or make him like you more. He will go to Mozago and they will have a chat about Fishermans rock. Weebum-na refuses and
leaves then.

Talk to Mozago and she will ask you to take her to Fishermans rock (the quest marker will lead you). Once you get there she will talk
to a man. They will be about to fight and a quest update will come, saying you should help her kill him and the other people around
him (his "gang").

Once you are done, she will explain why she killed them. Go back to the castle and tell the count. He will be pleased and send you and
Mozago on another mission to kill black Brugo.

He lives in an Ayleid Ruin (again, your quest marker will lead you to it). Go inside, he will be in the first room on the left with a bunch
of his men. Kill them and him, go back to the castle. The count will make you and Mozago a REAL knight of the white-errant. You can
also Turn in Black bows for 100 septims, which distinguishes Black Brugo and his gang from other ones.

The Ghost Ship of Anvil


By: Korana

In the Anvil harbor, look for the northernmost ship, the Serpent's Wake. On the decks you'll meet
Varulae. She's very upset about the fact that all her crew have been murdered and are now haunting
the ship. She asks you to brave the decks below and retrieve her crystal ball for her.

A High Elf sorceress named Varulae has asked me to retrieve her crystal ball,
located in the hold of the ship the Serpent's Wake, which is moored up in Anvil Bay.
The crystal ball is in a chest in the ship's hold. I should be careful, however -- the
crew have all been slain, and now roam the ship's decks as creatures of undeath.
Varulae will provide you with a key to the ship. Once inside, enter the cabin of the ship. Here you will find the captain's body. Loot his
body for the key to the rest of the ship...and while you're at it help yourself to any other goodies you might find! You will also
encounter a Spectral Sailor, a ghostly wraith with a sharpened cutlass.

Now travel down to the mid deck of the ship...there's not much here besides more Spectral Sailors
and some of the crew members bodies. At the end of this deck is the door to the Cargo Hold. Enter
the Cargo Hold to find Varulae's crystal ball. The crystal ball is found in a chest not far from the
ladder. Your journal will update.

I have retrieved Varulae's crystal ball. I must now return it to her on the top deck
of the Serpent's Wake.

Return to Varulae on the top deck. She will reward you with Redwave, an enchanted cutlass with a
drain health enchantment.

I have given Varulae her crystal ball. She gave me the captain's enchanted cutlass
as a reward.
Note: If you search the ship for clues as to why all the crew were murdered, you may find an interesting note with directions to a
house. However, these directions seem to lead nowhere. If you follow the Dark Brotherhood quests, you will learn in a later quest that
a traitor to the Dark Brotherhood killed the sailors because they taunted him.

A Brush With Death


By: Korana

Speak with the good people of Cheydinhal to learn that the esteemed painter Rythe Lythandas has
gone missing. Note: Or you may travel directly to the Lythandas house and speak with Tivela to
take this quest. If you learn of the quest through the rumor mill your journal will update with this:

I've heard that a famous painter named Rythe Lythandas has gone missing.
Apparently, his wife Tivela has been frantically searching for him. Perhaps I should
visit their home here in Cheydinhal to see if I can assist with the search.

If you've learned of this quest directly from Tivela, your journal will update accordingly:

I've met a kindly Dunmer named Tivela Lythandas. It seems that her husband,
Rythe, has gone missing. She seems extremely distraught, so perhaps I should talk
to her to find out more information.

If you haven't already done so, speak with Tivela in her home to learn that her husband
disappeared from a locked studio where he spends most of his day painting. Tivela will provide
you with a key to the studio, and pleads with you find her husband.

Tivela told me that Rythe had been locked in his studio to work on his latest
painting. He usually comes out to eat and sleep, but hadn't done so for more than a
day. When she went in to investigate, he was gone. The odd thing was that the
study door was still locked. Tivela gave me the key to Rythe's study. If I intend to
find him, that's where I should start.

Unlock the studio near the front door using the key. A quick investigation of his studio shows you
that the painting he was last working on seems unusual. Activate the painting, and you will be
transported to a painted forest. You're inside the painting!

After touching the painting Rythe had been working on, I suddenly found myself
standing in a strange forest. It looks familiar, like the Great Forest in the heart of
Cyrodiil, but something is different about it.

Rythe's not standing far from where you've arrived. Speak with him to learn that he was in his
studio working on a painting when he was startled by a wood elf thief who knocked him
unconscious.

I've located Rythe Lythandas. He was standing in this strange forest, seemingly
waiting for someone to rescue him. He blames his predicament on a thief. I should
continue speaking with Rythe to find out more.

Rythe tells you that when he awoke, he was still locked in the studio, his paintbrush was gone, and
the thief was gone. He then noticed something different about his painting. Apparently, the thief
leapt into the painting and then painted guardians for himself to protect him. You learn that these
guardians are painted trolls. However, these guardians have attacked their creator. Rythe will tell
you the story of how this strange place came to be, and you will learn of the Brush of Truepaint.
Without that brush, Rythe and you cannot exit the painted forest.

I've learned that a thief broke into Rythe's studio and stole his Brush of Truepaint.
Using the artifact, he escaped into the painting. He then painted trolls to protect
himself, but they turned on their creator and killed him. Now the Brush is on the
thief's body, and we can't leave without it. I should take my leave of Rythe for now
and begin exploring this surreal forest.

Rythe will provide you with several bodies of Turpentine to use against the Painted Trolls. There
are 6 painted trolls. The forest is rather small, and most likely the trolls will find you. Kill them all,
and loot their bodies for Painted Troll Fat. Once you've followed the trail of trolls, you should find
the body of the thief not too far away.

I've located the thief's corpse. I should now search it for the Brush of Truepaint.

Loot the corpse for the brush, and your journal will update once again:

I've retrieved the Brush of Truepaint. I should go back and return it to Rythe, so
together we can leave this strange landscape.

Return back to Rythe, and give him the Brush of Truepaint. Rythe informs you the two of you may
now leave.

I've given the Brush of Truepaint to Rythe. He said he could paint an exit and
beckoned me to follow him. I should do so.

Rythe will then paint a door back to the studio.

Rythe used the Brush of Truepaint to paint a door back to his studio. I should now
step through and return back to Tamriel.
Step through, and soon the two of you will be back in the studio.

We've arrived back in Rythe's home. The painting is now sealed, and Rythe is safe.
I should speak to him when I have a moment.
Speak with Rythe once more, and he will thank you. In exchange for helping him and keeping the secret of his painting success he will
reward you with the Apron of Adroitness. It's not much to look at, but it's enchanted with an intelligence and agility bonus.

As a reward for getting him home safely with the Brush of Truepaint, Rythe presented me with a fitting reward; his Apron of
Adroitness.

separated at Birth
By: Korana

Speak with the people of Chorrol to learn that Reynald Jemane has been seen in
Cheydinhal...acting strangely sober and having no recollection of knowing his fellow Chorrol
guests in Cheydinhal.

I've heard rumors in Chorrol that Reynald Jemane has been seen in Cheydinhal,
and that he's acting strange. Whenever approached by someone from Chorrol, he
seems to have no memory of them whatsoever, even if he's met them before. This
seems strange enough to follow up on. I should go find Reynald Jemane around
town.

You may find Reynald happily drinking away in The Grey Mare for most of the day, or at his home
at night. Speak with him to learn that he's not been in Cheydinhal, and he will proposition you with
50 gold to investigate the matter further.

Reynald denies that he's ever been to Cheydinhal recently. In fact, in his drunken
condition, it's doubtful he could make it anywhere without falling down. Reynald's
paid me fifty gold to travel to Cheydinhal and find the man who's impersonating
him.

Travel to Cheydinhal and speak with the people there. You will learn that there is a Guilbert
Jemane who stays in town, but they have no idea who Reynald is.

I was told by a resident of Cheydinhal that there is in fact a Guilbert Jemane in


town. I should go find this Guilbert and uncover his relation to Reynald.

You may find Guilbert staying at the Newlands Lodge. Guilbert is delightfully sober, and informs
you that he had a twin brother who was assumed dead when his homestead was attacked and his
parents fled separate directions with the two boys.

I've met Guilbert Jemane, who is Reynald's twin brother. Guilbert did not know that
his brother was still alive, and is anxious to meet him. He asked me to meet him in
Chorrol, so that they can thank me together for my help in reuniting them.

Travel back to The Grey Mare in Chorrol. You may fast travel to Chorrol, if you wish. Guilbert
will follow you to the Grey Mare shortly after, but it may take up to some time. His travel time
may be shortened if you speak with Reynald while waiting for Guilbert to arrive, but at the
moment that is unverified.

The Jemane brothers have been reunited. After they speak, I should speak to
Guilbert, who seems the more levelheaded of the two brothers.
Speak with Guilbert to receive your thanks, and to learn about Legacy Lost.

Legacy Lost
By: Korana

Note: "separated at Birth" must be completed before this quest may begin. Speak with Guilbert
again after reuniting him with his brother to learn more information about the Jemane's ancestral
home, Weatherleah, and the events that transpired the night that him and his brother were separated
by an Ogre attack. The brothers ask you to help them reclaim their old homestead.

Guilbert and Reynald Jemane have asked for my help in reclaiming their ancestral
home. I need to look for Weatherleah, somewhere to the south of Chorrol. Perhaps
I could ask around town and see if anyone can help.
Ask around and you may find that while many people remember Weatherleah, no one remembers
exactly where it is. However, you are prompted to speak with Sabine Laul at the local Fighters
Guild in Chorrol for more information.

One of the townspeople in Chorrol mentioned that Sabine Laul at the Fighters Guild
may know Weatherleah's location, as she has explored much of the surrounding
area. I should speak to her next.

Travel to the Fighter's Guild, not far from the Great Oak, and speak to Sabine. She will mark the
location on your map. Note: If you're more into adventuring than having a set location, you may
skip this step and start traveling south of Chorrol until you find Weatherleah.

Sabine Laul at the Fighters Guild in Chorrol told me that Weatherleah should be due
south of Chorrol and she's kindly marked it on my map. I should head out there
now.

Now it's time to start traveling. Weatherleah is indeed south of Chorrol. Once you arrive, you will
have a run in with several Ogres. Your journal will update.

I've found Weatherleah south of Chorrol, but it's overrun with ogres. I should
report this information to Guilbert.

Travel back to The Grey Mare in Chorrol. To speak with Guilbert again, and he will ask you to rid
the homestead of the Ogres. Note: You may skip this step if you kill the Ogres once you first arrive
at Weatherleah.

Guilbert was glad that I'd found Weatherleah's location, but I'll need to kill the
ogres so that it's safe to travel there.

Since you've already found Weatherleah, fast travel back there and kill the Ogres. Your journal will
update once all are dead.

The ogres have been defeated. I should make my way back to Chorrol and bring
this information to Guilbert.

Travel back to The Grey Mare and inform Guilbert that Ogres are dead. He will ask you to escort
him and Reynald back to Weatherleah. You may fast travel back there, and the twins will follow
shortly after.

Guilbert was very happy to hear that I'd killed the band of ogres at Weatherleah,
and is anxious to return. I should take he and his brother there as soon as I'm
ready.
Once back at Weatherleah, the brothers will thank you, you will be rewarded some gold, and your
journal will update.

The Jemane brothers have returned safely to Weatherleah.


Note: If you take the quest "Sins of the Father" the estate garden will grow again, and the interior will be cleaned up to remove all
existence of the Ogre's destruction after you've reached Redguard Valley Cave.

Sins Of The Father


By: Korana
Note: "separated at Birth" and "Legacy Lost" must be completed before this quest may begin.

Some time after you've completed (about 3 days) "Legacy Lost" and returned the Jemane Brothers
to Weatherleah, you will be approached by a Dark Elf (Fathis Ules) in Chorrol's streets. He tells
you that Albert Jemane, the brother's father, was once a thief in his employment. Albert was sent
on a mission to retrieve a special item, but decided to keep it for himself. Fathis believes the item
was taken by the Ogres in the assault on Weatherleah. You are asked to retrieve the item from the
Ogre's in Redguard Valley cave. Fathis won't tell you what the item is, but tells you that you will
know it when you find it...as it's not something that Ogre's usually have.

A Dunmer named Fathis Ules has told me that Albert Jemane, Reynald and
Guilbert's father, stole a valuable item from the Thieves Guild many years ago. He's
offered to pay me well to return this item to him in Chorrol. Fathis believes it's now
hidden inside of Redguard Valley Cave, which he's marked on my map.

You may speak to the brothers at this point back at Weatherleah, but without proof you anger them
with your suggestion that their father was a thief. It's up to obtaining the proof now. Follow the
map marker to Redguard Valley Cave, due south of Chorrol. Once you've reached the door to
Redguard Valley Cave, your journal will update.

I've arrived at the entrance to Redguard Valley Cave. I should proceed inside.

Once inside the cave can be very confusing, with pits that drop down with tunnels on either side.
You will also be up against several Ogres. To save fighting and wandering, jump into the second
pit on the first level, then take the tunnel on the right to encounter the Redguard Valley Ogre
Caveboss. Kill him, and you will find The Honor Blade of Chorrol on his corpse. This is the item
that Fathis was hinting at. Your journal will update, confirming that you have indeed found the
item and offering you two choices on it's fate:

I've retrieved the Honorblade of Chorrol from the Ogre Chieftain. This has to be the
item Fathis was seeking. However, due to the nature of the item, I think someone
at Castle Chorrol would be anxious to have this back. I need to decide whether to
sell the weapon to Fathis, or return it to the Castle.
So now you need to decide what to do with the blade? Keep it for yourself, sell it back to Fathis, or return it?

 If you decide to keep it for yourself, the quest will remain unfinished.
 If you decide to sell it back to Fathis, you may most likely find him at the Oak and Crossier
Inn. He will reward you with a leveled amount of gold. Your journal will update:

I've given the sword I took from the Ogre Chieftan to Fathis, and he's paid me
quite well in return. I should go speak to the Jemane brothers about what's
happened.
However, when you return and speak to the Jemane brothers, they are not pleased with this and still do not believe your claims
against their father. They will curse you with vocal greetings when they see you. Your journal will also update once again once you
have spoken with them: Selling the Honorblade of Chorrol to Fathis has left me with no evidence of Albert Jemane's past, preventing
me from convincing Guilbert that his father was once a notorious member of the Thieves Guild.

-If you decide to return the sword to the castle, seek out the Steward Laythe Wavrick...usually
inside the castle. He will inform you that the sword was stolen many years back, and that he is
thrilled to have it restored to it's rightful place. As a reward, he will give you the Escutcheon of
Chorrol, an enchanted shield with fortify endurance and reflect damage enchantments.

I've returned the sword to Laythe Wavrick, Herald to the Countess of Chorrol. In
gratitude, he's rewarded me with the Escutcheon of Chorrol, an item only bestowed
to the most honored of heroes. I should go speak to the Jemane brothers about
what's happened.

Travel back to Weatherleah to speak with Guilbert, for a much more pleasing outcome than you
receive if you give the sword back to Fathis. As thanks for returning the sword to the castle, he
rewards you with 4 soul gems. Both him and his brother remain with high disposition towards you.

I've shown the reward given to me by Laythe Wavrick to Guilbert Jemane. He was
saddened to hear that his father was actually a master thief, but was happy that
the Honorblade was returned to Castle Chorrol where it belongs. He rewarded me
with a personal keepsake as thanks for righting one of his family's past wrongs.
The following loophole was submitted by Delthius:

"After turning the Honor Blade into the authorities at Castle Chorrol for the reward, you can pickpocket the countess while she is
sleeping and take the blade back (which is a very good weapon). While the blade is marked as being stolen, it is considered a quest
item and cannot be taken from you, so even if you go to jail the blade remains on your person as quest items cannot be removed.
As the blade has 0 weight, having this blade is not cumbersome. The blade is considered magickal when attacking creatures only
affected by magickal/silver weapons."

Canvas The Castle


By: Korana

Travel to Castle Chorrol and speak to Countess Valga to learn that she's busy with an investigation.
If she won't ask for your help, raise her disposition to above 50. She will then tell you that
someone has stolen a painting of her late husband from her bed chamber (Note, your journal will
say throne room like below but the Countess herself says bed chamber). She will ask you to assist
with the investigation.

Countess Valga of Castle Chorrol has tasked me with the recovery of a portrait that
was stolen from her throne room. It's very dear to her as it reminds her of her
husband who was lost years ago. She mentioned clues, perhaps I should find out
more.

Countess Valga informs you that your best bet is to speak to residents of the castle. Once you have
found out all you can, search for physical clues. Your journal will update, prompting you to ask the
Countess for more information.

To recover the stolen painting, I should begin by questioning the castle residents,
and then search the Castle for physical clues that could help solve the mystery. My
best bet would be to start with the Countess herself.

The Countess informs you that she was "elsewhere" at the time of the crime, and tells you the only
people unaccounted for at the time where Chanel and Ornolf. She also suggests you question
Bittneld the Captain of the Guard, the herald Laythe Wavrick, and her steward Orok gro-Ghoth.
Your journal will update to remind you of everyone's name and position. She warns you sternly-
don't accuse the wrong person. If you do so, you might just lower your reward! She will give you
keys to access the rest of the castle.

Countess Valga has told me that the only people who were unaccounted for and
had access to her bedchamber were the resident mage, Chanel, and the castle
porter, Orgnolf. She suggested I question them and some of the other castle
residents: the Captain of the Guard, Bittneld, her herald, Laythe Wavrick, and her
Steward, Orok gro-Ghoth.
Now it's time to begin the investigation. You may speak to any of the following people in any order. Once you have covered them,
your journal will update you to begin searching for clues. Note: If you stumble upon any clues while questioning, your journal will not
register the clues and you will need to come back to them. Depending on which person you speak to last, the journal update will be
adjusted accordingly. You might need to raise their dispositions to above 60 in order for them to speak with you.

Orgnolf and Chanel are confined to the castle while the investigations are conducted. Chanel is often in her room in the Private
Quarters, and Orgnolf tends to wander between the Private Quarters and the main hall. Bittneld may often be found patrolling Chorrol,
or in the Barracks. Orok is usually in the Private Quarters or the Great Hall, but occasionally travels to Northern Goods and Trade.

First, let's begin by questioning the Herald as he's close by. He's not really under investigation, so
he will gladly tell you that Orgnolf has a drinking problem, and has been short on money to
support his habit. Your journal will update with this possible motive.

Laythe Wavrick, the castle herald, told me that he's observed Orgnolf having a
drinking problem and often asking for money to fund his new habit. I should
continue questioning the suspects the Countess recommended.

Speaking with the Castle Steward reveals a bit more of Orgnolf's drinking problem. Your journal
will update once again. If you like, you may travel up to the West Tower to investigate. You will
find a clue here, but it is useless until you have finished your questioning and you will have to
come back to it.

Orok gro-Ghoth mentioned he was in the castle that entire night because it had
been raining, but didn't see Orgnolf or Chanel. Also, he mentioned he had caught
Orgnolf drinking in the West Tower once. When he had threatened to tell the
Countess about it, Orgnolf apparently stopped. I should continue questioning the
suspects the Countess recommended.

Rumors seem to be giving Orgnolf the proper motive, but speaking with Orgnolf seems to provide
an alibi for the night of the crime.

When I asked about the night in question, Orgnolf told me that he spent a bit of
time arguing with a delivery boy in the Great Hall who had a bit of an accident with
a wine shipment in the rain, then spent the rest of the night in his room. I should
continue questioning the suspects the Countess recommended.

Chanel is most likely found in her chambers in the upstairs Private Quarters. She claims she was
taking star readings in the courtyard, and then went to the dining room before heading to bed. Take
note of Chanel's report that she was in the courtyard of the castle, where it's been reported by two
other characters that it rained that night.

When I asked about the night in question, Chanel told me that she spent some time
in the courtyard of the castle taking star readings. Then she made her way to the
dining area off of the Great Hall. Finally, she went to her quarters to sleep. I should
continue questioning the suspects the Countess recommended.

Now it's time to track down Bittneld. If he seems difficult to find, wait until night time and travel
to the Barracks. During the day he may most likely be found patrolling the town. Speak with him
to learn that Chanel also has been spending time in the West Tower. Now that we've spoken with
everyone, it's time to find clues to further investigate our 2 suspects.

Bittneld, the Captain of the Guard, said he had been out on patrol in the streets of
Chorrol that night. In addition, he mentioned seeing Chanel spend a good deal of
time in the castle's West Tower. But when he had confronted her about it, she said
that was where she had been performing some of her magic research. I've spoken
to all of the possible suspects and witnesses. Now, I should concentrate on
gathering the clues if I'm to solve the crime.

You may find the clues in any order. Depending on which of the three clues you find last, your
journal will update the last sentence accordingly. With both of our two suspects the West Tower
has been mentioned. Travel to the West Tower. On the second floor you should find a strange
painting. Your journal will update with the clue.

I've found an interesting painting in a concealed area of the West Tower. It seems
someone in the castle is a painter. I think I should continue looking for more clues.

The second clue is a bit harder to find. Travel to the dining room and investigate the carpet. There's
paint stains next to a chair near the table. Your journal will update with this clue.

I've found paint stains and a paint footprint on the carpet in the dining area off the
Great Hall. I think I should continue looking for more clues.

Who's been linked to the West Tower and the dining room on the night of the crime? Chanel. This
warrants a closer investigation of Chanel's room. A quick search reveals painting supplies hidden
away in her lectern.

Chanel seems to have painting supplies concealed in a lectern in her room. The fact
they're concealed seems suspicious. I now have enough clues to make an
accusation.

Speak with Chanel, and with a disposition of 60 or above she will confess to the crime...but only
because she felt the painting didn't do the count justice. Chanel now gives you a choice- tell the
countess that she took the painting, or lie to protect Chanel?

I've confronted Chanel with the clues, and she admitted taking the painting. She
pointed out where it was hidden, and now I must decide whether or not to tell the
Countess about her crime.

If you choose to give the painting to the Countess, Chanel will be banished from the castle and
you'll receive gold and some stones in exchange. If you've accidentally accused Orgnolf, your
reward will be less.

I've spoken to the Countess about Chanel's crime. She's been banished from the
Castle, and as a reward, a sizable bounty of gold and gems has been given to me.

If you decide to protect Chanel, you may tell the Countess that an outsider took the painting. You
will still get a slightly diminished amount of gold. Chanel will offer to paint a portrait for you, and
asks you to come back in 3 weeks time to collect.

Chanel was pleased that I didn't turn her in to the Countess. She told me that as a
reward, she'd paint a portrait for me, but it'll take three weeks. I should return to
Castle Chorrol at that time.

Wait 3 weeks outside of Castle Chorrol and your journal will update when it's time.

It's been three weeks. I should return to Castle Chorrol and pick up my painting
from Chanel.
The painting is a very unique nighttime portrait of Chorrol. When you drop the painting, it comes on it's own easel for display at the
location of your choice.

Order of the Virtuous Blood


By: Korana

In the Imperial City Temple District, Ralsa Norvalo will approach you if you have a fame of 5 or
higher. She will inform you that her husband needs your assistance in an important matter. She
won't tell you more, except to come meet her husband at Seridur's house.

A Dunmer named Ralsa Norvalo has approached me, and said that her husband
needs assistance in a matter of what she calls 'the utmost importance to the safety
of the citizens of the Imperial City'. She told me to meet Gilen at the house of
someone named Seridur. Apparently, all will be explained when I get there.

Seridur's house is located in the South East Corner of the Temple District. Once inside, you will
meet Seridur who asks you to follow him to the basement to speak of what assistance is needed.
Once there, Seridur introduces you to the members of tThe Order of the Virtuous Blood, an
organization sworn to ridding Cyrodiil of Vampires.

Seridur has revealed to me that he's a member of a group of individuals dedicated


to the destruction of vampires called The Order of the Virtuous Blood. Their goal is
to keep the Imperial City safe from these creatures of the night. I should continue
speaking to him and find out how I can assist them.

Seridur asks you to work for The Order, and informs you that The Order has recently learned that
an inhabitant of the Imperial City may be a vampire, named Roland Jenseric. Seridur claims to
have seen Roland arguing with his girlfriend in the garden that borders their houses. Seridur says
he went to intervene, but could not overcome Roland so he fled. He came back later to find the
woman dead, with two puncture wounds on her neck. Seridur asks you to seek out and kill Roland
Jenseric.

I've been told that Roland Jenseric here in the Temple District of the Imperial City
is a vampire. The Order would like me to kill him.

Speaking with Seridur again about Roland and you'll learn that he's vanished. Seridur suggests that
you should search his home for clues to his location.

To locate Roland Jenseric, Seridur suggested I search his home, which is also here
in the Temple District.

Roland's house is not far from Seridur's house in the Temple District. Unlock the door, and enter.

I've arrived at Roland Jenseric's house. I should begin to search the place for any
clues as to his whereabouts.

On the table on the first floor there is a letter from Roland's girlfriend. In it, she mentions how she
would like to meet at Roland's cabin in the Great Forest. Your journal will update and a map
marker will be added.

After searching Roland's home, I've found a letter written to Roland from his
girlfriend. It mentions a cabin where the two would meet. It's located east of the
Imperial City in the Great Forest. I think this may be where Roland could be hiding.
I should head out there immediately before he has a chance to escape.

Travel east of the Imperial City to Roland's cabin. Once you've arrived, your journal will update.

I've arrived at Roland's cabin. I should proceed inside to see if he's here. I should
be cautious, as Seridur warned me that vampires could be very dangerous.

Inside, you'll find Roland....but he doesn't attack you. Speak with Roland. He informs you that he's
definitely not a vampire....but Seridur is! Roland informs you that he followed his girlfriend on one
of her nightly walks, there he witnessed Seridur attacking her. Roland attacked Seridur, who
dropped the woman. The woman hit her head on the fall and died. Note: If you spoke with
Seridur's guard during the day, he tells you that Seridur is asleep after a long night of study.

Roland tells me that he thought his lover was having an affair, so he followed her
one night on a walk. He came across Seridur draining the blood from her neck.
Roland says he attacked Seridur, and in the chaos, Roland's lover was killed.
Seridur got away. Knowing Selidur was a respected member of the Imperial City,
he panicked and ran to the cabin here to collect his thoughts and decide what to do
next. I need to decide what to do about this.

Roland tells you that you may kill him, or you can investigate the matter further and kill the real
vampire. If you agree to help Roland, he will let you know that Seridur visits the First Edition
bookstore often. If you decide to kill him, please see the "Alternative Ending" section.

I've decided to give Roland a chance, and will investigate his story. Roland told me
that Seridur makes the occasional trip to the First Edition bookshop in the Market
District of the Imperial City. He told me I should speak to the owner, Phintias.

Fast travel back to the Imperial City Market District. Speak to the owner of the First Edition
bookstore to learn that Seridur often goes to visit the fallen heroes located in Memorial Cave,
located just outside the city. Your journal prompts you to investigate this further. A map marker
will be added. Note: Before leaving for Memorial Cave, stock up on resist disease/cure
potions/spells, resist magicka potions/spells, and lots of health potions/spells.

I've discovered that Seridur makes the occasional visit to a place called Memorial
Cave. It's a burial site for many heroes that died in past wars. Seridur supposedly
has a relative interred there. Perhaps I should go investigate.

Memorial Cave is located just south east of the city, across the water. Once inside, your journal
will update informing you that you have indeed entered a vampire lair.

I've entered Memorial Cave. It's now being used as a vampire den. I need to see if
I can find Seridur in here and put a stop to his charade.

Fight your way through the cave. Once you've reached Seridur he will tell you he's not surprised to
see you here, and shares his plans to kill the members of The Order, and will attack you. He's a
very tough opponent! Tip: If your character is a lower level combat wise, cast a summoning spell
for a Daedric creature, ghost, or skeleton. Then run to another part of the cavern and use marksman
or target spells. Once he's dead, your journal will update.

I've slain Seridur. I should return immediately to Roland's cabin and give him the
news.

Fast travel back to Roland's cabin. Roland is very pleased with you, and decides to take Seridur's
place in The Order. You will have to return to Seridur's house for your reward.

I've returned to Roland's cabin and told him what had transpired. He thanked me
for clearing his name, and vowed to take Seridur's place to continue the Order of
the Virtuous Blood. He said I should meet him there for a reward.

Return to Seridur's house to seek your reward. You will find Roland as a member of The Order
now, and he rewards you with The Ring of Sunfire to aid you in your fight against Vampires. This
ring has reflect spell and resist disease enchantments. You've also been made an honorary member
of The Order. This means you will receive a reward each time you kill a vampire. Bring back the
Vampire Dust from their bodies, and Roland will give you 250 gold per ingredient.

I've returned to Seridur's home, which the Order still uses to meet. Roland was
there, and he told me I was now an honorary member of their group. He also
bestowed an enchanted ring on me to help me in my future encounters with
vampires.

Alternate ending:
You may decide to kill Roland if you like. Once you've done so your journal will update.

I've slain Roland Jenseric. I should return to the Order and tell Seridur that my task
is completed.

Now travel back to Seridur's house to receive 250 gold as a reward.

Seridur was pleased with me, and rewarded me with 250 gold. He said that I've
done a great service for the Imperial City and I should be proud.

Shadow Over Hackdirt


By: Korana
In Chorrol, you may meet Dar-Ma either on the city streets, or inside her mother's shop, Northern Goods and Trade. She will approach
you and introduce herself. You have an option in conversation to be polite or to be rude. If you're polite, you'll gain disposition points
from both Dar-Ma and her mother.

After this encounter, leave the city and wait 5 days or more before returning. Travel to Northern
Goods and Trade and Dar-Ma's mother, Seed-Neeus will inform you that her daughter is missing.
Dar-Ma went on a delivery for her mother to Hackdirt, a small settlement to the south of Chorrol,
and has not returned yet. Seed-Neeus suggests you speak with Etira Moslin at the store, since Dar-
Ma was sent to deliver goods to her. If you were nice to Dar-Ma during the first meeting, Seed-
Neeus will tell you this right away. If you were impolite, you may have to learn of Dar-Ma's
disappearance from the townspeople through rumors and then speak to Seed-Neeus. Either way, if
you agree to help your journal will update:

I've agreed to look for Dar-Ma, the daughter of Seed-Neeus of Chorrol. I should go
to Hackdirt and speak to Etira Moslin, the owner of the village store. Seed-Neeus
also suggested I look for Dar-Ma's favorite horse, Blossom -- if I find the horse,
Dar-Ma is likely nearby.

Travel to Hackdirt. You'll find a small village, half burnt down, with very strange inhabitants. You
will later learn that they distrust outsiders since the village was burnt down and people died many
years ago by outsiders who did not believe in the same beliefs of the people of Hackdirt. You have
several choices to go about this. If you follow your journal, seek out the village's store and speak to
Etira Moslin first. Your journal will update: Etira Moslin says that Dar-Ma never arrived with the
scheduled delivery. She seemed to be hiding something, however, and I should investigate the
town further. The innkeeper will also deny seeing her. Your journal will cast suspicion on this.

Vlanhonder Moslin denies knowing anything about Dar-Ma. He says no young


Argonian has stayed in his inn recently. His evasive manner leads me to suspect he
is lying, however, and I should continue my search of the town for clues to Dar-
Ma's whereabouts.

Continue to search the Inn, and you will find Dar-Ma's diary.

I have found Dar-Ma's diary in the inn in Hackdirt. I should confront the innkeeper
with this evidence and see if he changes his story.

Speak to him to learn that she was in fact here, and he did lie, but he's still not telling you a thing!

Vlanhonder Moslin admits that Dar-Ma arrived in Hackdirt, but still denies knowing
anything about her disappearance. I am now sure that foul play was involved, and
will continue my search of the town for any sign of her.
Dar-Ma's horse, Blossom is behind Etira Moslin's store. You will get the same results from this discovery as you received from the
discovery of the diary.

After a bit more of exploration, you may discover trap doors that lead to Hackdirt Cavern.
However, if you'd like to gain some insight and helpful advise, seek out Jiv Hiriel. You may find
him in his shack in the south eastern corner of Hackdirt. He tells you that Darma is in danger, but
you can't talk with him openly. He will ask you to meet him at his house between 6pm and
midnight. You'll find his door unlocked.

Jiv Hiriel, one of the Hackdirt villagers, seems to know something about Dar-Ma. He
was afraid to talk openly, but asked me to meet him in his house tonight after dark.

Jiv informs you that the Hackdirt Bretherin are planning on sacrificing Dar-Ma to bring back "The
Deep Ones". Jiv will give you a key to gain access to the caverns, and he tells you that everyone
attends a meeting called "The Gathering" in the middle of the night. He also tells you to use the
trap door in the inn, as it's closest to where Dar-Ma is being held.

Jiv Hiriel suggested that the trapdoor in Moslin's Inn offers the best way into the
caverns, as it is nearest where Dar-Ma is being held prisoner. I should sneak into
the caverns and try to find her.

The Gathering takes place in the caverns between 1am and 5am. If you like, you may wait inside
Jiv's house until this time. Make your way to the Inn and open the trap door using the key that Jiv
gave you. Dar-Ma is locked up in a cell not far from the door, and is happy to get out of Hackdirt.
She tells you they kidnapped her from her room in the inn. Note: You may enter the caverns at any
time of day, you may pick the lock or obtain a key by pickpocketing or killing any villager.
However, the Brethren (which you may learn from Jiv are the truly devoted shirtless followers who
live in the caverns) are very dangerous and will attack you on sight in the caverns. If you enter
during the time of the Gathering, the Brethern will attend and will not attack you and Dar-Ma. If
you do happen to encounter one, they have a weakness to fire damage. Once you've found Dar-Ma
your journal will update. The key to the trap door that you've acquired will also open the cell door.

I have found Dar-Ma held captive in caves beneath Hackdirt. Now to free her and
escape.

You have a choice- leave Dar-Ma to die, which won't bring back the Deep Ones, or agree to help
her back to the safety of Chorrol. Depending on which choice you make, your journal will update.
If you agree to help her, your journal will update like so:

I have agreed to help Dar-Ma escape. She asked me to carry word to her mother,
Seed-Neeus of Chorrol, if she does not survive the attempt.

Exit back up through the trap door to the inn and make your way to Dar-Ma's horse Blossom. Dar-
Ma will mount her horse. If the villagers are all still at The Gathering, you will most likely not
encounter any trouble. It is possible to fast travel back to Chorrol, Dar-Ma and you will arrive
safely. Once out of the caverns, your journal should update once again.

I have freed Dar-Ma from the clutches of the foul creatures that infest Hackdirt.
Now to escape and deliver her safely back to Seed-Neeus in Chorrol.

Once the two of you have arrived back at Chorrol, Dar-Ma will thank you for bringing her home.
Now you should go see her mother again for your reward of mercantile training.

Seed-Neeus was overjoyed to see her daughter again. They both thanked me
profusely and swore their eternal gratitude, and Seed-Neeus gave me free
Mercantile training.

Two Sides Of the Coin


By: Korana

In Bruma, you may learn through rumors that poor Arnora Auria's boyfriend stole all her gold!

I've heard that Arnora Auria of Bruma is looking for some help recovering some
money that was stolen from her. I should make my way to her house and see if I
can help.

Arnora's house is on the south side of Bruma. Speak with Arnora and she'll tell you she's not in a
very good mood due to some stolen gold. (You may need to raise her disposition to 60) Speak with
her about the stolen gold, and she'll proposition you to help her retrieve it if you agree to help
her...and she mentions it's not a really legal task that she's asking you to help her with.
You learn that her and her boyfriend, Jorundr, where thieves. She accuses Jorundr of being violent
and mean spirited, and fOrcing her to partake in his crimes. Their last caper was to rob a tax
shipment, but it went south and a guard died. They hid at a camp in the mountains. Arnora says she
went to get supplies, and when she came back Jorundr had been arrested and the gold was no
longer in it's hiding place. She informs you he is currently doing time in the Bruma Castle
dungeon, and asks you to speak with him.

Arnora told me about a particular crime that she was fOrced to help her lover,
Jorundr, commit. They stole some gold and buried it, but Jorundr was arrested.
When she returned to the hiding place, the gold was gone. Jorundr must have
moved it. Now she wants to recover the money. I should go to Bruma Castle
Dungeons and speak to him.

Once inside Bruma Castle, the dungeons are on the right side of the Great Hall. Enter the
dungeons, and speak with the jailor to speak with a prisoner. He will unlock the door and let you
in. However, Jorundr doesn't trust and thinks that the guards put you up to speaking with him. Your
journal encourages you to get arrested to gain his trust. You don't have to go

Jorundr refused to speak to me. He said that he doesn't talk to 'outsiders'. I think
he's referring to the fact that I'm not a prisoner. Sounds like the only way to get
him to talk is by getting arrested.

You don't have to go far in order to be thrown in jail, attempting to pick the lock on Jorundr's cell
with the jailor close by will have you thrown into the same cell as Jorundr.

I've committed a crime and been sent to jail. Perhaps now I can convince Jorundr
to tell me about the stolen gold.

Jorundr is convinced that your not with the guards now, and speaks with you about the stolen gold.
He tells you that Arnora planned the tax heist, and that he was originally against it. He also claims
that she killed the guard, and that she was the one who reported their campsite in order to have him
arrested while she was out for supplies. He hid the gold while she was gone. He offers to give you
all the gold in exchange for proof of her death- her amulet.

Jorundr had a completely different take on what happened with Arnora. He says
she turned him in, hoping to get the gold for herself, but he had moved it. He's
furious and wants revenge. Jorundr then offered to give me all of the gold if I kill
her. All I have to do is show him her amulet.

Travel back to Arnora's house and speak with her. She will give you a choice: kill her ("Jorundr's
Way") and take the amulet, or let her live and take her amulet to Jorundr as proof ("my way"). In
exchange, she will split the gold with you. If you choose this option, she will give you a key to the
chest near her bed.

I've convinced Arnora to give me her amulet. However, I've agreed to split the gold
with her. She gave me the key to unlock the chest next to her bed. Inside is the
amulet Jorundr is looking for. I should retrieve it and bring it to the Bruma Castle
Dungeon.

Or, you may kill her. If you do this, don't take the amulet from her body as it is a copy of the
original amulet and Jorundr will know. Instead, take the key from her body and unlock the chest
near her bed. Even though your journal tells you take the amulet from her body, it will just send
you in a circle!

I've slain Arnora. I should take the amulet off her body and bring it to Jorundr.

Depending on your choice, return to Jorundr in jail and show him the amulet. He will be pleased,
and reveal that he's buried the gold just outside Bruma's North Gate.

I've shown Arnora's Amulet to Jorundr. He revealed the location of the treasure as
being buried outside the town wall.

Depending on which route you choose in regards to Arnora's death, you may have company when
you go to claim the loot. If you've killed Arnora, you will have no troubles retrieving the treasure.
If you let Arnora live, when you go to claim the treasure you will be confronted by the corrupt
guard Tyrellius Logellus, who claim's he overheard the conversation in the jail and has killed
Arnora. He will attack. Once you've killed him, you may claim the loot for your own.

I've killed a corrupt guard named Tyrellius Logellus near the stashed loot.
Apparently, he had overheard my conversation with Jorundr in the Bruma Castle
Dungeons and wanted the gold for himself. I think he's also killed Arnora. I can
now recover the gold unhindered.

Once you've retrieved the gold, your journal will update prompting you to check on Arnora.

I've found the treasure that Jorundr concealed. I should go check to see if Tyrellius
was telling the truth about Arnora.

Once inside Arnora's house, you will find her corpse. Your journal will update.

I've found Arnora's body in her house. Tyrellius has indeed killed her. I should
probably leave before the town guard thinks I had something to do with it. On the
bright side, all of Jorundr's gold is now mine.

Origin of the Gray Prince


By: Korana
Note: This quest must be taken before you rise to the rank of Grand Champion in the Arena quests, otherwise your quest giver dies.

In the Arena Bloodworks, speak to a strangely pale Orc named Agronack gro-Malog, who goes by
the title of The Gray Prince. He is the Grand Champion of the arena, but feels uncomfortable
calling himself a prince without proof of his blood line. He tells you that his father was Lord
Lovidicus, and his mother an Orc servant. He provides you with a key which may help your search
for clues to his blood line at Fort Crowhaven.

Agronak gro-Malog, the Imperial Arena Grand Champion, has sent me on a quest to
find proof of his noble birthright. I must journey now to the west, to a place called
Crowhaven, and begin my search. Gro-Malog has provided me with a key I will
surely need, but even he is unsure what it opens.

Crownhaven is located north west of Anvil. (A map marker will be added from your conversations
with The Gray Prince.) Once inside, your journal will update informing you of the Fort's evil
presences, which you may have noticed from the friendly welcome from the skeletons and liches
outside the Fort.

I have entered Crowhaven. Somewhere inside I will unlock the truth that Agronak
gro-Malog is searching for. I should be cautious, however. The fort has long since
lost its noble trappings, and the presence of evil is unmistakable...
Inside, there's a few creatures to fight. Follow the Fort's halls until you come to a gate. There is a small door to the left, and behind
that doors are stairs that lead to a door that Agronak's key will unlock.

Inside, is Lord Lovidicus' private cell. He will most likely attack you, and it's fine if you kill him.
Explore this area for the journal of Lord Lovidicus, found on a table. There's also a sad note that is
interesting to read, but adds nothing to the quest progression. This journal reveals everything. Lord
Lovidicus is a vampire, who loved Agronak's mother deeply. When she became pregnant, he
revealed his secret to her in hopes that she would accept him. Instead, she locked him in his
quarters and left with the key.

I have discovered the Journal of the Lord Lovidicus. It does indeed contain
information about Agronak gro-Malog's birth, but proves he was the spawn of a
vampire! Agronak won't be happy to hear this, but it is the proof he wanted. I must
take the journal to him at the Imperial City Arena Bloodworks.

Travel back to the Arena Bloodworks to give this grave news to Agronak. He is devastated once he
reads the journal of his father, and he tells you that he is no prince, but is instead the spawn of evil.
He keeps his word, and adds 3 points to your Athletics, Block, and Blade skills. Note: He's so
undone by this news, that if you choose to challenge him in the Arena he will glady let you bring
him death.

I have given the Journal of the Lord Lovidicus to Agronak gro-Malog. In return for
my assistance, he has shared some of his combat knowledge.

Go Fish
By: Korana

Southwest of the Imperial City is the Weye Settlement (one house), located at the end of the large
bridge across from the Wawnet Inn. On the road is Aelwin Merowald, a fisherman who desperately
needs your help. Aelwin tells you that he had almost made enough money to retire by selling
Rumare Slaughterfish Scales to a well paying alchemist. However, he injured his leg on the job,
and asks you to help him acquire 12 scales...all he needs to afford retirement.

Aelwin Merowald at the Weye Settlement southwest of the Imperial City is looking
to acquire 12 Rumare Slaughterfish Scales to sell to a customer. He's asked me to
do the legwork, as he's getting quite old and can't handle the difficult task. The
Rumare slaughterfish is a special breed of slaughterfish that can only be found in
Lake Rumare, directly north of Weye.

Stock up on water breathing potions/spells and jump on into the water! Your map marker will
direct you to the spawning pool for the fish. Note: The Rumare Slaughterfish have a weakness to
shock. Once you've killed 12 fish and collected 12 scales, your journal will update prompting you
to speak with Aelwin again.

I've acquired 12 Rumare Slaughterfish Scales. I should bring them to Aelwin


Merowald at the Weye Settlement as soon as I can.

In exchange for helping Aelwin, he will reward you with the Jewel of Rumare, an enchanted ring
with water breathing and fortify athletics enchantments.

I've given the 12 Rumare Slaughterfish Scales to Aelwin Merowald and he's
rewarded me with a magickal ring.
While the quest is done, you may raise Aelwin's disposition to 70 or above and convince him to tell you where he keeps his retirement
money...if you want to steal it. He keeps the gold in a chest near his fireplace. However, you will have to kill him or pickpocket
him...as the chest won't open without the key.

An Unexpected Voyage
By: Korana

This quest begins in the Imperial City Waterfront District. Travel to the Bloated Float, a ship that's
been made into an Inn, and rent a room for the night. Sleep in the bed and you will awake to find
that the ship has been put out to sea!

I've awakened to find that the Bloated Float has somehow put to sea with myself
on board. I need to find the owner and discover what's happened.
Not far from your room you meet Lynch. After some conversation with him you learn that him and four other members of the
Blackwater Brigands have hijacked the Bloated Float. He's locked the bouncer in a storage room, and his boss has the owner of the
Bloated Float, Ormil.

You will be given the option of several choices with Lynch. Tell Lynch you're a member of the
gang, and he'll share with you the fact that the Blackwater Brigands joined 3 months ago...and then
sooner or later he'll catch on and you'll have to kill him.

I've killed a thief named Lynch. Apparently, he's a member of some group calling
themselves the 'Blackwater Brigands'. They must have hijacked the Bloated Float
and put her out to sea! It appears that Lynch has locked the Bloated Float's
bouncer in the Storage Room. I should search his body and see if there's a key to
free him.

On Lynch's body are instructions, take them and read them. There's also the key to the storage
room, located further down the same deck. Unlock the storage room and speak with Graman gro-
Marad. He lets you know that he's not only the bouncer, but he can also sail the ship back to the
Waterfront District if you can take back the ship. He tells you he won't leave this deck until you've
taken care of the guard on the Tavern Deck.

I've found the Bloated Float's bouncer, Graman gro-Marad, locked in a supply
room. he confirmed that the ship has been hijacked and that the owner, Ormil, was
also taken. Graman told me that if I can get him to the ship's wheel on the top
deck, he could take the Bloated Float back to the Imperial City. I should now make
my way up to the Tavern Deck.

Travel back up to the Tavern Deck. If you've read Lynch's instructions, you know that this next
Blackwater Brigand is named Minx. Speak with Minx, and tell her Lynch sent you to help their
boss, who's name is Selene. Minx will let it slip that Selene is locked in the cabin with Ormil
before she realizes that you're not here to help. She will attack, and once she is dead your journal
will update once more.

I've killed a second thief, this one a Dark Elf named Minx. Seems like these thieves
are using strange code names. The only useful bit of advice I discovered is that
their leader seems to be named Selene. I should search her belongings for anything
of use, then make my way to the top deck and secure the ship's wheel for Graman.
Loot Minx's body for the key to the top deck. At this point, Graman should appear on the Tavern deck and tell you that he needs to
get to the ship's wheel on the top deck. Now that you've got the key, travel up to the top deck.

Here you will find another Blackwater Brigand named Wrath. His greeting reveals a bit about why
the Blackwater Brigands are here, mentioning the Golden Galleon. Inform Wrath that you're
awaiting orders, and he will give you a bit more information before you are fOrced to kill him as
well. Tell him that you where added to the gain 3 days ago, and he will share with you that their
safe house is in Bravil. Once he is dead, your journal will update once more.

I've slain yet another thief, this one a large Nord named Wrath. He was guarding
the ship's wheel. He mentioned that they hijacked the Bloated Float to recover
something called the 'Golden Galleon'. I should now get Graman and tell him that
the path to the ship's wheel is safe.

Speak to Graman once more to learn that he won't sail the ship until Ormil is out of harms way.
Take the key to Ormil's cabin from Wrath's body.

Graman said he wouldn't sail the ship while the Bloated Float's owner, Ormil, is still
in danger. I need to rescue Ormil in the captain's cabin to get the ship underway.
Once inside, speak with Selene. If you've been following the clues given to in conversation by the 3 other bandits, you may be able to
convince Selene to surrender. Choose the following dialogue options:

 I took the key from Wrath.


 I'm here to join the gang.
 ...three months ago?
 To find the Golden Galleon.
 You mean in Bravil?
 I've killed all of them.

(Note: This doesn't have to happen. If you attack her first, or choose the wrong option and she
attacks the quest will continue if you kill her. However, the next 3 steps and journal options no
longer apply.) Once Selene hears that you know of her plan, and her accomplices are dead, she
surrenders. She will also give you the Blackwater Blade, a blade with an absorb fatigue
enchantment. If you have killed Selene, you may remove the weapon from her corpse.

After discussing the futility of her plan, Selene has agreed to hand back the control
of the Bloated Float to Ormil. I should speak to Ormil to find out what he wishes me
to do with her.

Ormil asks you to lock Selene up in a bedroom, the last room on the Inn Deck, until she may be
turned over to the authorities.

Ormil has instructed me to escort Selene to the room next to mine on the inn deck
where she'll be locked in until we arrive at port. I should do so before the Bloated
Float can get underway.

Once you have safely locked Selene in the bedroom, your journal will update letting you know that
it's time to inform Ormil to return to the Waterfront District.

Selene is now safely locked inside a room on the inn deck. I should return to Ormil
and let him know, so we can finally get this ship home.

The Blackwater Brigands had made it clear knowledge that they were after the Golden Galleon.
What they didn't know, which Ormil now tells us, is that the Golden Galleon never existed. Ormil's
business was suffering, so he made up a story of a Golden Galleon. Ormil let the story leak that the
previous owner had hid a Golden Galleon on board the Bloated Float. Ormil encourages you to rest
during the journey, but in fact you have to in order for the ship to sail back to the Waterfront
District. Travel back to your previous room and activate the bed.

Ormil has explained that the treasure the thieves were looking for was just a
publicity stunt he created to drum up more business for the tavern. He never
expected to have the Bloated Float hijacked as a result of that stunt. He then
suggested I get some sleep again for the voyage back to the Imperial City. I should
do so to stay out of their way.

When you awake, the ship will be back at the Waterfront District. Your journal will update
informing you to speak with Ormil for your reward.

The Bloated Float has arrived back at the Imperial City. I should speak with Ormil
before I disembark.

Selene's now gone, and Ormil presents you with some gold. It turns out Selene was wanted by the
Imperial watch, and provided a reward for her capture. If you killed Selene, you still receive the
gold.

Ormil presented me with a bag of gold, and explained to me that the Imperial City
guard had been looking for Selene, and there was a reward for her capture.

The Gravefinder's Repose


By: Alienslof

If you should stop in at the Roxey Inn, along the road north of the Imperial City, you will probably
be approached by the innkeeper, Malene. She tells of a necromancer who has been bothering
travelers along the road, and as one can imagine, this is bad for business.

Malene at the Roxey Inn in the wilderness north of the Imperial City has asked me
to help her rid the area of a necromancer who calls herself Raelynn the
Gravefinder. Raelynn can be found in Moss rock Cavern to the north.

(pic: roxeymap.jpg) This is basically a straightforward 'kill everything in the cave' quest: Moss
Rock contains leveled necromancers and the woman, Raelynn. Once you've killed her, return to the
Inn for your reward of a decent bit of gold.

Malene was delighted with the news of Raelynn the Gravefinder's death, and has
rewarded me with some coin.

Tears of the Savior


By: Alienslof

The Khajiit, S'drassa, in the Leyawiin Mages Guild is a collector of crystals. If you speak to him,
he will ask you to gather some that he has heard of, known as 'Garridan's Tears'. This can be done
by anyone, it is independent of the Guild, so membership is not required for this.

S'drassa of the Mages Guild in Leyawiin has tasked me to find Garridan's tears.
S'drassa enjoys collecting crystals of a magickal nature, and is willing to pay a
handsome amount of gold for each Tear I recover. I should continue to speak to
him about these unique formations.

The Khajiit doesn't really know where to start looking for these, but he directs you to the Arcane
University to speak to Julienne Fanis, who does know something about them.

S'drassa described a bit about Garridan's Tears to me. Apparently, they're literally
tears of a knight who was somehow frozen long ago. To find where they may be
located, he suggested I speak to a colleague of his at the Arcane University in the
Imperial City, Julienne Fanis..

Julienne does indeed know about these crystals, but she is no more sure of their whereabouts as
S'drassa. Instead, she directs you to the First Edition bookshop in the city.

Julienne Fanis referred me to a book, 'Knightfall', available at the First Edition


bookshop in the Market District if I wanted to learn more about the possible
location of Garridan's Tears.

I've purchased Knightfall from Phintias at the First Edition bookshop in the Market
District. I should read it to find out more about Garridan's Tears.

The book does indeed contain plenty of useful information about the location of these crystals. As
well as being an entertaining read, it's also an informative one, mentioning the requirement of
some very special refined frost salts in order to enter the area.

Knightfall tells the tale of Garridan and the quest for the Everflow Ewer at a place
known as Frostfire Glade. It is supposedly located in the mountains near Bruma.
Using some of the references from the story, I was able to pinpoint it on my map.
The book also mentions needing special refined frost salts to get into the Glade. I
should speak to Julienne Fanis about this.

Sure enough, Julienne just happens to have some with her, and will sell them to you - only one
portion of them is needed. Once you have these, you are ready to look for the Tears.

I've acquired refined frost salts from Julienne. I should now make my way to
Frostfire Glade.

(pic: garridansmap.jpg) Once you arrive there, you are faced, not with a glade, but a cave entrance.
The cave itself is home to several wild animals, so care is required as you progress through. The
cave opens out into a larger area, with a white door in the back wall, surrounded by a thin layer of
mist. This is the entrance to the Glade.

I've arrived at the entrance to Frostfire Glade. Like the book describes, the refined
frost salts are in my hand; all I must do is open the seal by touching it.

The door opens out into a leafy forest glade nestled within a ring of hills on all sides. In the hollow,
a swirling white mist surrounds a rock and ice formation. Patrolling around the perimeter of this, is
the Glade's guardian, a frost atronach. You will need to get rid of him so you can search for the
crystals in peace; he is the only hostile in this area.
When you venture into this mist, you soon find out why the place is called Frostfire! If you have
the Atronach birthsign (as my mage who did this quest has), this can actually work in your favor.
By casting constant healing spells on yourself while searching, you can get some useful restoration
training and the frost-damage hits fill up your magicka pool at the same time. Be careful while
scanning the ground, because of the physics, it's easy to accidentally kick them and get them stuck
under rocks - they are small and quite difficult to see as they are almost the same color as the
ground. (pic: garridanstears.jpg for locations of stones - thanks to Kikaimegami for the pic) There
are five Tears altogether, your journal will urge you to keep looking for more until you have the
fifth one.

I've found the fifth and final one of Garridan's Tears. I can now return to S'drassa
in Leyawiin for my hard-earned reward, and perhaps a warm fire.

S'drassa, of course, is highly delighted with your finds, pleased to be able to increase his
collection.

I've given Garridan's Tears to S'drassa. He rewarded me with a fair amount of gold
for each of them, plus a bonus for finding more than he had expected.

Zero Visibility
By: Alienslof

When you find the little hamlet of Aleswell, it appears deserted, but on closer inspection - or the
canny use of a detect life spell - you will see that the people and their animals are all invisible. It's
not long before you are approached by a voice out of nowhere, pleading with you for help. Diram
Serethi and all the other villagers have been made invisible as a result of spells from a wizard
living nearby.

I've spoken with Diram Serethi of Aleswell, though I haven't actually seen him. He's
explained that all the residents are invisible; he suspects a wizard named Ancotar is
to blame. I should look for Ancotar in the ruins of Fort Caractacus.
(pic: aleswellmap.jpg) The Fort is just a short walk south of the village, but be aware of invisible animals around the place. The detect
life spell comes in handy here if you have one. Ancotar is not all that welcoming and very irritable when you first bump into him, but if
you persist, he will agree to talk with you. It seems that his spell was intended to make just him invisible, but it had a rather wider
radius than he expected, thus making the villagers invisible as well! He'd done this to get away from their constant complaining,
figuring that if they couldn't find him, they'd leave him alone.

Once you've managed to get him to talk, he will relent and give you a scroll to cast on the people
of Aleswell that reverses the spell - he suggests there are a few less favorable side-effects.

I've talked to Antocar, who was unaware of the effect his magic had on the people
of Aleswell. He's given me a scroll that should reverse the effects; I need to return
to Aleswell to restore its residents.

If you show an interest in his work, especially if you're a mage yourself, he becomes a great deal
more amenable, giving you a ring to protect you from the more unpleasant side-effects of the spell.

Ancotar gave me a ring and suggested I wear it while casting the Reverse
Invisibility scroll, to protect me from any side effects. He didn't mention what those
side effects might be.

Once back in Aleswell, stand in the middle of the village and cast the spell. Everyone will become
visible again, even any still inside their homes.

I've used the scroll Antocar gave me, and the people of Aleswell are once again
visible. Diram Serethi would probably like to congratulate me on my success.

Diram does indeed want to congratulate you. He is most appreciative of your efforts and offers you
a free bed in his inn, any time you should need it. His enthusiasm about you does wear a little thin
on his two sisters - they complain that he never shuts up about your helping them!

Diram Serethi thanked me for helping him, and offered me free lodging in Aleswell
whenever I'm in the area.

Corruption and Conscience


By: DK

In Cheydinhal, ask some people about rumours and eventually you will be told about unfair fines
being imposed upon the citizens. Ask about the fines and you will be referred to Llevana Nedaren.

I was told by one of the townspeople in Cheydinhal that the guards have been
imposing heavy and unfair fines lately. This seemed to begin ever since the new
Captain of the guard, Ulrich Leland, took office. I was referred to Llevana Nedaren,
who lives in the south end of town, as she is the most vocal about her dislike of the
new commander.

Talk to Llevana about the fines. She tells you that the guard captain Ulrich is taking the money for
himself. She also tells you to find Garrus Darelliun, Ulrich's second in command, as he is also
unhappy about the fines.

Llevana Nedaren told me about the plight of a good friend of hers, Aldos Othran.
She explained how he was evicted from his home for non-payment of fines and
expressed her hatred of Ulrich. She mentioned that Ulrich's second in command,
Garrus Darelliun, seemed sympathetic to the people's plight. I should speak to
Garrus next about this matter.

Find Garrus in the castle and ask him about Ulrich. He tells you that Ulrich is corrupt, and asks
you to convince Aldos Othran to testify against him.

Garrus let me know his dislike of his commanding officer and took it a step further
by letting me know he thinks Ulrich is pocketing much of the money from the
inflated fines. He said I should speak to Aldos, as Garrus needs a witness to bring
Ulrich to justice.

Talk to Aldos about Ulrich, and then follow him.

I found Aldos, drunk as usual. He begged me to follow him back to his old house
where he wanted me to witness something. I should follow.

Watch Aldos fight with the guard and then find Llevana.

Aldos Othran has been slain by a Cheydinhal guard. He had led me to his old
house, where he exchanged heated words with the guard. During the argument,
Aldos pulled a knife and the guard put him down. I should tell Llevana the sad
news.

Llevana tells you to speak with Ulrich and get him to come to her. You must now talk to Garrus
again.

Llevana was furious after I told her of Aldos's fate. She wants me to go speak to
Ulrich and somehow convince him to follow me back to her house, where she would
"take care of him." This doesn't sound like the best method to deal with Ulrich. I
think I should speak to Garrus first then decide how to handle the situation.

Garrus tells you to search Ulrich's quarters for incriminating evidence.

Garrus was saddened by the news of Aldos's death. He vowed to bring Ulrich to
justice by any means. He suggested the only way to incriminate the Captain would
be by searching his quarters. He is suggesting that I sneak in there and look for
such evidence. I'll have to decide if I want to do this Garrus's way or Llevana's way.
Option 1 - Llevana's way
Find Ulrich and tell him to follow you and then bring him to Llevana. She should walk toward her
house, so follow her there.

I have convinced Ulrich to follow me to Llevana's house. I should lead him there
now.

Once Ulrich was led inside Llevana's house, she cast some sort of paralysis spell on
him. At that point, Llevana released some rats upon Ulrich's helpless body that bit
into him until he was dead. I should report this to Garrus.

Talk to Garrus and he tells you to meet him in the Cheydinhal Bridge Inn in two hours.

Garrus was upset that I would resort to such a method to have Ulrich removed
from his position, but he was glad it was over. He said he would report this to the
Count of Cheydinhal, and told me to meet him at the Cheydinhal Bridge Inn in two
hours.
In Ulrich's
Meet Garrus at the Inn, where quarters,
he rewards youI've
withdiscovered
575 gold. a letter he wrote to some relatives outside of
Cyrodiil. In it, he talks about sending them a great deal of money and goods he
purchased using the illicit funds.
Option 2 - Garrus's way This is the evidence Garrus would need. I should take it to him.
Garrus takes the letter to the count after he tells you to meet him in the Cheydinhal Bridge Inn in two hours. Meet him there and you
are rewarded with 550 gold.
Locate the guard barracks and try to get open Ulrich's door while nobody is looking. You have a
key, so no need for spells or lockpicks.
On the drawer near his bed is a book with a letter on top of it. Take the letter to Garrus.

Lifting the Vale


By: DK
Your fame must be 10 or higher to begin this quest.

Look for Tolgan in Bruma castle. If he is not there then he will approach you in the town
somewhere. He tells you that the countess wants to meet you.

I've met a Nord named Tolgan. Apparently, he's the herald of Countess Narina
Carvain from here in Bruma. He presented me with a stipend of gold, and a request
from Lady Carvain to meet her at the castle.

Talk to the countess at the castle and she will tell you what it is she wants from you.

Countess Narina Carvain has told me that she's seeking a particular relic of Akaviri
origin: The Draconian Madstone, an amulet that supposedly grants the wearer
immunity to poison. It's recently come to her attention that it may be located in the
ruins at Pale Pass. She's offering a substantial reward for the talisman's return. I
should speak to her for more information.

Accept the quest, and she will tell you what you need to know.

I've accepted the task. Countess Carvain revealed that she has the diary of a
messenger from the original Akiviri army that marched on Cyrodiil at the end of the
First Era. The messenger's diary supposedly gives clues to the location of the ruins
at Pale Pass. The Countess has provided me with a map, a translation of the diary
to use as a guide and a key that may unlock a door at the site.
Countess Carvain told me that her scouts have already located the first landmark
mentioned in the diary, Dragonclaw Rock. Its been marked on my map, so I should
begin the journey from there.

Travel to Dragonclaw Rock, the first landmark.

I've arrived at Dragonclaw Rock. I should consult the messenger's diary to learn
the way to the next landmark.

If you read the Akiviri Diary Translation, you will know to head west to the statue of The Sentinel.
Head west from Dragonclaw Rock until you reach this statue. It is a very short distance from the
first landmark.
I've reached the second landmark, The Sentinel. I should consult the messenger's
diary once again to discern the way to the third landmark.

If you read the diary again, you'll learn how to find the Third Landmark. Another short distance to
the north lies the entrance to The Serpent's Trail. It will be guarded.

I've found the third landmark, The Serpent's Trail, which seems to be an
underground passage. I'll need to traverse this passage if I'm to find the ruins.

Make your way through the passage and you will eventually discover the dead messenger who
wrote the diary.

I've discovered the body of the messenger who penned the diary I've been
carrying. Even though he died over a thousand years ago, the bones have been
well preserved by the frost in the caves. He seems to be clutching something in his
bony hand. I should investigate.

Pick up the tablet in his hand.

Near the body of the messenger, I've discovered a slate tablet with what appears
to be Akaviri writing on its surface. These must be the orders the messenger spoke
about in the diary.

Continue through the passage until you come to the exit to Pale Pass. Enter the door.

I've emerged from The Serpent's Trail and find myself face to face with the
legendary Pale Pass. A path winds down into the snowy valley. If I follow it, it
should lead me directly to the ruins.

Do as it says. Follow the path until you come across the ruins. You will encounter many monsters
on the way, but its nothing you can't handle.

I've discovered the crumbled walls of the once mighty Fort Pale Pass. It appears to
have been destroyed by a landslide long ago. I should proceed into the ruins and
search for the madstone.

Go through the door to Fort Pale Pass.

The ruins appear to be infested with undead Akiviri. I don't know how long they've
been trapped here, but I should proceed with caution. I need to locate the Akiviri
commander of the fort who is said to possess the Draconian Madstone.

The place really is infested with skeletons, and some parts can be tricky or difficult. Continue
through the old fort until you come across a humanoid ghost. Don't run up and stab this guy, talk to
him and say "Here are your orders". He will leave and open a door in the wall, leaving the
Madstone as yours for the taking.

After seeing the orders, the Akiviviri Commander vanished. The ruins are now silent
and at peace. After so many years, the Akiviri's final mission has been completed. I
should proceed ahead and search for the Madstone.

Go into the newly opened room and take the Madstone (along with the various other treasures) and
then leave the fort through the nearby door.

I've obtained the Draconian Madstone. I should now make the long journey back to
Countess Carvain in Bruma.

Talk to the Countess and she will reward you.

I've given Countess Carvain the Draconian Madstone. She was extremely pleased,
and rewarded me with an Akaviri artifact from her personal collection called the
Ring of the Vipereye.
The ring is quite powerful and worth the quest to get it.

(You can proceed to steel the amulet back from behind her throne, along with the diary. They are both worth a lot.)

Unfriendly Competition
By: DK

Speak to one of the shopkeepers in the Imperial City and ask about Thoronir. The Society of
Concerned Merchants is looking for someone to investigate how he is selling his wares at such a
low price. You are told to visit Jensine.

One of the shopkeepers in the Market District of the Imperial City has informed me
of another shop that opened recently. Apparently, this shop's prices are so low it's
undercutting all of their sales. They're collectively looking for someone to hire to
investigate, as they suspect foul play. I was told to go speak with Jensine at her
"Good as New" Merchandise store for more information.

Speak to Jensine, and ask her about Thoronir. She'll tell you what she wants you to do.

A group calling themselves the Society of Concerned Merchants has hired me to


investigate a new store that's just opened up in the Market District with ridiculously
low prices. They suspect the owner must be doing something illegal. I should pay a
visit to Thoronir at The Copious Coinpurse.

Visit Thoronir's shop and have a chat with him. He won't tell you what his secret is, so more
discreet methods are necessary.

Speaking to Thoronir hasn't revealed any information. Since he's obviously hiding
something, I should keep an eye on him, and watch what he does after his shop
closes.

Thoronir's shop closes at 8.00pm. After he closes up he'll take a trip to somewhere in the city, for
example an inn. Follow him to wherever he goes until he stops, and then wait until 11.00pm.
Follow him to behind his shop where he meets with Agarmir. Listen to their conversation.

I've observed a meeting between Thoronir and a mysterious man named Agarmir.
Looks like my new target is Agarmir. I should follow him and see where he goes.

Follow Agarmir for a while until he goes back to his house.

I've discovered that Agarmir has a house in Talos Plaza. I should go inside when
he's not around and investigate.

Agarmir leaves his house at about 4pm on weekdays and 8am on weekends. Break into his house
and into his basement.

I've found my way into Agarmir's basement. The place consists of an odd
assortment of clothing and trinkets. Most disturbing is the dirty shovel and mud-
encrusted boots tucked into the corner and the bits of ground bonemeal strewn
about. I suspect Agarmir's stock he sells is taken from the recently dead. I should
continue to search carefully for more solid evidence into this grisly accusation.
Look for a book on a desk in the corner of the room and read it.

I've found a manifest that seems to detail names of the recently deceased, what
they were buried with and their locations in Cyrodiil. I should take this macabre
manifest and confront Thoronir, as he may not realize where his merchandise is
coming from.

Pick up the book and bring it to Thoronir, who tells you he had no idea what was going on and will
do everything to help.

After showing the macabre manifest to Thoronir, he agreed to stop meeting


Agarmir. He also told me that Agarmir said he had "something important" to do this
very day. I think I need to check out the local graveyard, as the last name on the
list is in the Imperial City. I should return with one more piece of evidence of
Agarmir's crime to confirm the manifest's contents.

Follow the compass marker to the Imperial City graveyard where you will find an open tomb.

I've noticed that the door to the Trentius Family Mausoleum has been unsealed.
This must be Agarmir's doing. I should proceed inside.

Go into the mausoleum. The door will lock behind me. Notice there is another man with Agarmir.
Go ahead and talk to Agarmir.

I've located Agarmir inside the Trentius Family Mausoleum. It appears as though
he's attempting to desecrate another grave along with someone else I don't
recognize. I need to convince him to stop this heinous act.
Agarmir attacks you after you talk to him. He carries a powerful shortsword called Debaser, which
drains your endurance, and in turn your health. Avoid it at all costs. Kill the two of them, take the
key off Agarmir's body and take Debaser for yourself.

Agarmir has been slain. Since the penalty for grave robbing is death, it somehow
seems as though justice has been done. I should search the gravesite for anything
potentially incriminating.

Pick up the shovel beside the coffin.

I've acquired Agarmir's shovel still damp with the fresh earth of the open grave.
This is the final bit of proof I need of Agarmir's crimes. I should bring it back to
Thoronir.
Thoronir awards you with a handy ring that offers you resistances against the elements. Speak to Jensine for additional gold.

Bear Season
By: DK

In Shardrock, west of Meridia's Shrine, west of Skingrad, is a man who wants you to kill six West
Weald Bears.

Thorley Aethelred, a shepherd who lives at the Shardrock Farm, has tasked me to
slay six West Weald Bears and bring back their fangs as proof. They've been
threatening his sheep, and he has nowhere else to turn.

Your journal updates every time you kill a bear and take their fangs. When you collect the six
fangs, return to the farmer.

I've obtained the sixth and final West Weald Bear Fang. I should return to Shardock
and give the fangs to Thorley Aethelred as proof of my deed.
In return for the task, Thorley gives you Mace Etiquette, a book that teaches you Blunt and is worth 25 gold.

The Rosethorn Cache


By: Seraph_sabre
Go into the upper room of your Skingrad house. As you enter the room, immediately to your left you will see a wall which does not
quite touch the ceiling (over the stairs and behind the desk). Jump on top of furniture and onto the top of the wall-shelf. Wedged
against the outer wall you will see a rolled up scroll called "Long forgotten note". You can try jumping on top of the desk and then the
deer head, but you may need high Acrobatics to jump that high. A third option is just to go to the corner where the scroll is lodged,
and jump vertically. If you have high enough Acrobatics and good timing, you can grab the scroll without getting any house upgrades.
If you can't jump high enough, you can use the levitating paint brushes. The note contains a riddle: "Two bodies have I, though both
joined in one. The more I stand still, the quicker I run".
When you read the note a quest indicator comes up and tells you something along the lines of "I've found a note that could be 200
years old... mentions something about treasure... solve the riddle to make finding it easier".

Click for a screenshot of the note.

From reading the note, you get the impression that there is a treasure in an hourglass within the house somewhere. It is very hard to
find as there is no real clue in the note as to where it exactly is, and there are two normal hourglasses in the house in desks, which
may confuse you. To find the treasure, go down into the basement, it's embedded in the top of the frame of the wooden pillar with the
garlic hanging from it. (This hourglass only appears when you read the note). Click on the "Old Hourglass." This completes the quest
and you will receive an hourglass, the Ring of the Gray and six flawless gems: two diamonds, two sapphires and two emeralds.

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


The list has been updated in version 1.5:

 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.
 Fort Carmala - south of Chorrol and right next to Hackdirt.
 Under Arena Bloodworks in the Imperial City.
 Dark Brotherhood Sanctuary in Cheydinhal - player is given the offer of an embrace if doing the Dark Brotherhood quests.
 Redwater Slough - East of Bravil, the head vampire's ashes are required for Vampirism Cure quest.
 Bloodcrust Cavern - South-east of Skingrad, very close to the wall. Part of the Information at a Price quest for the Mages
Guild.
 Gutted Mine - directly north (quite a way) of Cheydinhal. Part of Azura's quest.
 Fort Redman - on the east bank of the Lower Niben, north of Leyawiin.
 Barren Cave - between Cheydinhal and the Imperial City.

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.

Vampire Survival Guide


Vampire's Survival Guide: How to get the most out of unlife!

For those not used to playing as a vampire, sometimes what might seem to me to be obvious isn't to them. Therefore, I've decided to
write this little strategy guide for those folks not as familiar with vampirism as I am. A lot of it comes down to knowing how to
manage the condition, when to take a feed, and when to let the vampirism loose.

When you need services, FEED first!


Dungeon crawling while tanked up as a stage 4 vampire is all well and good, it makes you much stronger, sneakier, tougher and
allows you to carry out more loot. However, when the time comes that you want to sell off that loot, no-one in his or her right mind is
going to deal with a leech like you. By using a little bit of planning, you can arrive in town at night, then all you need to do is find
someone with a handy throat to bite into. Sleeping beggars and patrons of inns are always available. Just sneak up, make sure you're
out of sight and munch away. This then puts you back to a stage 1 - able to barter, sunbathe, etc. While in this stage, get all your
shopping done, talk to any quest-givers, etc, then you can let your vampirism build back up. Also useful for dealing with any quests
that can only be done during the day.

However, all is not lost if you don't want to lose your monstrous nature - after all, it's going to take 4 days to get it back. There are a
few strategies you can employ for getting around this:

Stick to using one vendor if you can, as each transaction makes them like you more. Make use of your Vampire Seduction ability to
charm them into liking you. As a general rule, dark elves will have the lowest disposition towards vampires - they really HATE them,
so perhaps a human or beast race vendor is a better choice. Bribery is a good way to secure yourself a willing vendor.

Shops are only open during daylight hours, so find somewhere nearby to hole up at dawn, so you can wait without frying until the
shop opens. You can then make a mad dash to the door to keep the sunburn to a minimum.

If you're in a guild, use the guild's own vendors, as they are more likely to like you enough to not be too put out by your condition,
even if you're a full vampire.
It is worth considering all your options before resorting to feeding if you don't want to lose your full vampirism.

A wise vampire is also an alchemist:


The sun damage is a major factor for any vampire who hasn't fed in a while, so being able to brew his own restore health potions can
save him from frying if he's caught outside with nowhere to go when the sun comes up. Someone with good alchemy knowledge can
brew good quality, long-lasting potions that can help to slow down or even stop the worst of the damage. Alchemy is an easy skill to
build up, just by making lots of potions, selling them and making more. Learn what ingredients have the right properties and make
use of them.

Dealing with the sunlight:


Another trick to minimizing sunburn is being in water. While this doesn't stop it entirely, it will take the sting out of it and slow the
health loss down significantly if you're caught short with nowhere to run to. You can't fast-travel while taking health damage, so this is
a handy alternative that allows you to move around while still healing yourself and keeping the damage minimal.

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 NPCs 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 NPCs 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 NPCs like this, even though it was quite obvious that I was undead. Sun damage really hurts.

Click for an example of sun damage.

Feeding
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 chowing 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.

To get things started, you need to talk to Raminus Polus at the Arcane University. He's usually found in the lobby of the University, so
being a member of the Mages Guild isn't a requirement. Although he doesn't know of a cure specifically, he knows someone who
might have more information when you ask him about 'Cure for Vampirism'. He then suggests you speak with the Count of Skingrad,
Janus Hassildor. You won't be able to speak directly with the Count, so speak first to Hal-Liurz, and Argonian female, and she will go
to fetch him for you.

Upon speaking to the Count, he tells the sad tale of how he and his wife became vampires, but she
refused to accept what she had become and wouldn't feed to sustain herself.
Count Hassildor of Skingrad has asked me to find the cure for vampirism. I should
look for a woman in the wilderness along the Corbolo River, east of the Imperial
City and south of Cheydinhal.
See the Map section for a map with the quest locations marked.

The hut, known as Drakelowe, is high up in the hills and stands alone. Melisande the witch denies
knowledge at first, but as you talk more with her, she relents and admits to knowing how to make a
potion that cures vampirism completely. Of course, she wants a favor first...

I have found Melisande, who has offered to help me with a cure for vampirism.
Once I have brought her 5 empty Grand Soul Gems, she will give me further
instructions.
These can be bought from the Mages Guild or found in leveled loot in dungeons. Once you bring these back, she gives you the next
request, which is for several ingredients in various quantities. Melisande doesn't care how you acquire the items.

6 cloves of garlic: this can be found in many houses all over Cyrodiil, and purchased from alchemists if you don't like stealing.

5 nightshade leaves: easily found growing wild south-east of Skingrad.

2 shoots of blood grass: this grows in abundance in Oblivion and around the Oblivion gates.

The blood of an Argonian - she gives you a special blade with which to acquire this.

Melisande has given me a special dagger, with which I am to collect the blood of an
Argonian. I should find an Argonian and stab him with the dagger, and return it to
Melisande.
It is not required that you kill the Argonian to get the blood, a single stab is enough. This might get you into a spot of bother, so
either a degree of stealth is required, or simply pay the fine and walk away.

Additionally, she also requires the ashes of a powerful vampire, which means more traveling; quite
a way south from her location.

Melisande requires the ashes of a powerful vampire to complete her cure. I should
search the area near the North Panther River for Hindaril, a vampire who was
imprisoned in an underground cavern many years ago.

Hindaril can be found in a cave by the name of Redwater Slough, marked on your map, and shares
the area with several other assorted vampires, so care is required when venturing in. Hindaril
himself is an unarmoured high elf and his vampire dust is named. Be sure to collect this. Once he's
met with final death, return to Melisande with all these items and turn them in. She will require a
short time in which to brew the potion.

Melisande has created a potion to cure vampirism. I have been given two doses;
one for myself and one that I need to take to Castle Skingrad. I should travel there
and speak with Hal-Liurz.
Hal-Liurz leads you to a false wall and directs you inside a hidden area. Follow the passage down until you come upon the scene of the
Count sitting beside his comatose wife, with Melisande the witch in attendance. She revives the Countess so she can drink her dose of
the potion, which unfortunately results in her death. Don't be alarmed by this, it doesn't kill you by drinking it! You are then instructed
to leave for a day or so, while he grieves for his wife. After this time, ask to see him again, and he will reward you with 1000 gold for
your efforts.

You can keep the potion that's left and use it as and when you wish to. This is a once-only opportunity, and as far as I know, in the
course of normal gameplay, you cannot become a vampire a second time. You can still catch the disease, but it won't develop into
vampirism.

See the Cheats section for a cheat/glitch regarding this quest.

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.


Also available is a map that belongs with the quest to cure vampirism. You can view the full image at Planet Elder Scrolls.

At IGN you can find a full map with all locations marked, by GELoto2. Click here to view the map.

Finally, we also have a map for the Daedric quest for Nocturnal. You can view the full image 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).

Some items may be listed more than once. These are usually so-called 'leveled items'. For example,
some properties of the weapon are lower when you get it on level 1, than when you get it on level
20.

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
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 Claymore 26 0 728 4000 62
Daedric Dagger 19 0 532 2700 10
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 Ceremonial 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 Replica 1 0 1 0 14
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 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 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 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 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 Claymore 20 0 440 600 44
Elven Dagger 13 0 286 260 7
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 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 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
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
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 Claymore 12 0 168 40 22
Iron Dagger 5 0 70 6 3
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 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
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 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
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 0 342 125 41
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 Mace 14 0 252 70 23
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 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 0 100 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 0 100 45 5
Steel Mace 12 0 192 40 19
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
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
This table is a list of all armor that is available in-game. It lists the name, health, maximum enchant value and weight.

Some items may be listed more than once. These are usually so-called 'leveled items'. For example, some properties of the armor are
lower when you get it on level 1, than when you get it on level 20.

Unfortunately, I have not yet figured out a reliable way to extract the armor rating info from the
game. If you know how to do that, please do let me know :)

Full Name Health Value Weight


Aegis of Reflection 202 45 3.6
Aegis of the Apocalypse 1000 5000 35
Agronak's Raiment 1000 100 72
Ambassador's Cuirass 500 180 35
Ancient Blades Helmet 300 0 9
Ancient Blades Shield 400 0 16
Ancient Elven Helm 440 0 0
Annealed Cuirass 1350 1800 15
Anvil Cuirass 240 90 9
Anvil Shield 180 45 3.6
Apron of Adroitness 150 15 5
Apron of Adroitness 200 35 7.5
Apron of Adroitness 290 90 9
Apron of Adroitness 450 225 11
Apron of Adroitness 750 600 13
Apron of Adroitness 1100 1800 15
Archer's Gauntlets 135 25 1.8
Arena Heavy Raiment 1000 5 72
Arena Heavy Raiment 2000 0 72
Arena Light Raiment 100 5 13
Arena Light Raiment 2000 0 13
Armor Crafter's Gauntlets 950 550 10.5
Armor of Tiber Septim 900 190 40
Ayleid Crown of Lindai 400 100 1
Ayleid Crown of Lindai 0 0 1
Ayleid Crown of Nenalata 344 100 1
Bands of Kwang Lao 80 5 1.5
Bands of the Chosen 50 0 2
Barkeep's Gauntlets 150 25 6
Battle Medic's Cuirass 480 225 11
Battlehunter Gauntlets 600 250 9
Battlehunter Helmet 600 250 9
Beveled Gauntlets 675 500 3
Birthright of Astalon 800 3100 13
Black Marsh Helmet 150 25 6
Blackwood Boots 400 130 14
Blackwood Cuirass 750 480 44
Blackwood Gauntlets 380 130 10
Blackwood Greaves 570 240 26
Blackwood Helmet 380 130 10
Blackwood Shield 580 240 20
Bladefall Cuirass 880 600 13
Blades Boots 500 0 10.5
Blades Cuirass 1000 0 35
Blades Gauntlets 500 0 7
Blades Greaves 500 0 21
Blades Greaves 800 0 21
Blades Helmet 500 0 7
Blades Shield 1000 0 14
Bloodworm Helm 150 55 5
Blower's Cuirass 1350 1800 15
Bonfire Greaves 1425 1000 31.5
Boots of Bloody Bounding 75 15 7
Boots of Grounding 135 25 2.7
Boots of Insulation 80 10 2.25
Boots of Legerity 135 25 2.7
Boots of Plain Striding 950 550 15.75
Boots of Running 150 25 9
Boots of Shock Resistance 240 65 3.3
Boots of Silence 135 25 2.7
Boots of Soft Walking 675 500 4.5
Boots of the Atronach 400 115 12
Boots of the Calming Sea 440 170 3.9
Boots of the Cheetah 50 4 1.5
Boots of the Cutpurse 80 10 2.25
Boots of the Eel 50 4 1.5
Boots of the Forest Stalker 440 170 3.9
Boots of the Harbinger 250 50 10.5
Boots of the Jument 400 115 12
Boots of the Olympian 80 10 2.25
Boots of the Savannah 950 550 15.75
Boots of the Shark 50 4 1.5
Boots of the Silt~runner 240 65 3.3
Boots of the Storm 1350 1350 18
Boots of the Swift Merchant 120 1400 3
Boots of the Taskmaster 1350 1350 18
Boots of the Thrall 1350 1350 18
Boots of the Tiger 50 4 1.5
Boots of the Unburdened 250 50 10.5
Borosilicate Boots 675 500 4.5
Bound Boots 750 0 0
Bound Cuirass 1500 0 0
Bound Gauntlets 750 0 0
Bound Greaves 1100 0 0
Bound Helmet 750 0 0
Bound Helmet 750 0 0
Bound Mythic Dawn Armor 1500 0 0
Bound Shield 1100 0 0
Bravil Cuirass 240 90 9
Bravil Shield 180 45 3.6
Broadhead Gauntlets 240 65 2.2
Broken Shield 10 2 20
Bruma Cuirass 240 90 9
Bruma Shield 180 45 3.6
Brusef Amelion's Boots 150 45 21
Brusef Amelion's Cuirass 290 110 21
Brusef Amelion's Gauntlets 150 40 21
Brusef Amelion's Greaves 225 60 21
Brusef Amelion's Helmet 150 40 21
Brusef Amelion's Shield 225 90 21
Burning Shield 900 460 18
Canopy Helmet 440 170 2.6
Cave Diver's Helmet 400 115 8
Cave Scout Helmet 400 115 8
Cavern Guide Gauntlets 400 115 8
Chainmail Boots 135 25 2
Chainmail Cuirass 270 90 9
Chainmail Gauntlets 135 25 1.8
Chainmail Greaves 202 45 5.4
Chainmail Helmet 120 25 1.8
Chainmail Helmet 135 25 1.8
Chameleon Cuirass 270 90 9
Cheydinhal Cuirass 240 90 9
Cheydinhal Shield 180 45 3.6
Chorrol Cuirass 240 90 9
Chorrol Shield 180 45 3.6
Clannfear Hide Shield 1425 1000 21
Clear Sight Gauntlets 675 500 3
Copperhead Cuirass 160 35 7.5
Crystal Greaves 1012 1000 9
Crystalline Cuirass 1350 1800 15
Cuirass of Anu's Blessing 880 600 13
Cuirass of Battle 800 400 40
Cuirass of Cleansing 1350 1800 15
Cuirass of Fortitude 2700 4800 60
Cuirass of Health 270 90 9
Cuirass of Lifeblood 800 400 40
Cuirass of Natural Assi~milation 880 600 13
Cuirass of Pain Resistance 1200 940 45
Cuirass of Poison Blood 1200 940 45
Cuirass of Protection 270 90 9
Cuirass of Resilience 500 180 35
Cuirass of Resistance 300 85 30
Cuirass of Skill 300 85 30
Cuirass of Tenacity 1200 940 45
Cuirass of the Assassin 160 35 7.5
Cuirass of the Bear 100 15 5
Cuirass of the Blood Legion 2700 4800 60
Cuirass of the Cameleon 100 15 5
Cuirass of the Cave Viper 800 400 40
Cuirass of the Cobra 100 15 5
Cuirass of the Diplomat 500 180 35
Cuirass of the Elephant 100 15 5
Cuirass of the Farlands Trader 880 600 13
Cuirass of the Fox 100 15 5
Cuirass of the Herald 500 180 35
Cuirass of the Jugger~naut 1200 940 45
Cuirass of the Pit Viper 2700 4800 60
Cuirass of the Ranger 880 600 13
Cuirass of the Spy 480 225 11
Cuirass of the Thief~catcher 160 35 7.5
Cuirass of the Undefeated 2700 4800 60
Cuirass of Vitality 800 400 40
Cured Shield 120 20 3
Daedric Boots 1350 1350 18
Daedric Cuirass 2700 4800 60
Daedric Gauntlets 1000 1350 12
Daedric Gauntlets 1350 1350 12
Daedric Greaves 2025 2500 36
Daedric Helmet 1000 1350 12
Daedric Helmet 1350 1350 12
Daedric Shield 1500 2500 24
Daedric Shield 2025 2500 24
Darksplitter Helmet 600 250 9
Deathmarch Greaves 2025 2500 36
Deepdweller's Shield 600 210 16
Deer Skin Gauntlets 50 4 1
Deer Skin Helmet 50 4 1
Defender's Shield 600 210 16
Dondoran's Juggernaut 700 4500 40
Dremora Caitiff Boots 250 25 18
Dremora Caitiff Cuirass 500 90 60
Dremora Caitiff Greaves 375 48 36
Dremora Caitiff Helmet 250 25 12
Dremora Caitiff Robe 500 90 40
Dremora Caitiff Shield 375 48 24
Dremora Churl Boots 150 13 18
Dremora Churl Cuirass 300 43 60
Dremora Churl Greaves 225 23 36
Dremora Churl Robe 300 43 30
Dremora Kynmarcher Boots 750 275 18
Dremora Kynmarcher Cuirass 1500 950 60
Dremora Kynmarcher Greaves 1125 500 36
Dremora Kynmarcher Helmet 750 275 12
Dremora Kynmarcher Helmet 600 675 12
Dremora Kynmarcher Robe 1500 950 75
Dremora Kynreeve Boots 500 125 18
Dremora Kynreeve Cuirass 1000 470 60
Dremora Kynreeve Greaves 750 230 36
Dremora Kynreeve Helmet 500 60 12
Dremora Kynreeve Robe 1000 470 60
Dremora Kynreeve Shield 750 230 24
Dremora Kynval Boots 350 58 18
Dremora Kynval Cuirass 700 200 60
Dremora Kynval Greaves 525 105 36
Dremora Kynval Helmet 350 60 12
Dremora Kynval Robe 700 200 50
Dremora Markynaz Boots 750 675 18
Dremora Markynaz Cuirass 1500 2900 60
Dremora Markynaz Greaves 1100 1250 36
Dremora Markynaz Robe 1500 2900 90
Dremora Valkynaz Robe 7500 4800 90
Dwarven Boots 400 115 12
Dwarven Ceremonial Shield 1 1 16
Dwarven Cuirass 800 400 40
Dwarven Gauntlets 400 115 8
Dwarven Greaves 600 210 24
Dwarven Helmet 350 115 8
Dwarven Helmet 400 115 8
Dwarven Shield 525 210 16
Dwarven Shield 600 210 16
Dwarvenskin Shield 2025 2500 24
Eagle Feather Shield 75 8 2
Ebony Boots 950 550 15.75
Ebony Ceremonial Gauntlets 1 1 10.5
Ebony Ceremonial Shield 1 1 21
Ebony Cuirass 1900 1900 52.5
Ebony Gauntlets 950 550 10.5
Ebony Greaves 1425 1000 31.5
Ebony Helmet 750 550 10.5
Ebony Helmet 950 550 10.5
Ebony Shield 1125 1000 21
Ebony Shield 1425 1000 21
Elven Boots 440 170 3.9
Elven Boots 350 170 3.9
Elven Ceremonial Cuirass 1 1 13
Elven Ceremonial Helmet 1 1 2.6
Elven Ceremonial Shield 1 1 5.2
Elven Cuirass 880 600 13
Elven Cuirass 700 600 13
Elven Gauntlets 440 170 2.6
Elven Gauntlets 350 170 2.6
Elven Greaves 660 315 7.8
Elven Greaves 525 315 7.8
Elven Helmet 440 170 2.6
Elven Helmet 350 170 2.6
Elven Shield 660 315 5.2
Elven Shield 525 315 5.2
Emperor's Boots 1000 0 10.5
Emperor's Cuirass 2000 0 35
Emperor's Gauntlets 1000 0 7
Emperor's Greaves 1500 0 21
Emperor's Helmet 1000 0 7
Emperor's Robe 3000 950 0
Enchanterbane Helmet 150 25 6
Escutcheon of Chorrol 225 45 12
Escutcheon of Chorrol 375 95 16
Escutcheon of Chorrol 525 210 20
Escutcheon of Chorrol 750 460 24
Escutcheon of Chorrol 1125 1000 30
Escutcheon of Chorrol 1500 2500 36
Extinguishing Shield 375 95 14
Eyes of Akatosh 250 50 7
Fence Cuirass 160 35 7.5
Ferocious Cuirass 1200 940 45
Fin Gleam 200 1 4
Fire Greaves 225 45 18
Fire Ritual Greaves 900 460 27
Firewalker Greaves 202 45 5.4
Fists of the Drunkard 300 3400 6
Flamewalker Greaves 2025 2500 36
Fleetfoot Boots 240 65 3.3
Flowing Greaves 1012 1000 9
Footpad's Boots 80 10 2.25
Forgemaster's Gauntlets 250 50 7
Fortress Shield 375 95 14
Frost Shield 375 95 14
Frozen Shield 900 460 18
Fur Boots 50 4 1.5
Fur Cuirass 100 15 5
Fur Gauntlets 50 4 1
Fur Greaves 75 8 3
Fur Helmet 50 4 1
Fur Shield 75 8 2
Gauntlets of Blinding Speed 240 65 2.2
Gauntlets of Brutality 600 250 9
Gauntlets of Brutality 1350 1350 12
Gauntlets of FOrce 950 550 10.5
Gauntlets of Gluttony 800 3400 9
Gauntlets of Infiltration 80 10 1.5
Gauntlets of Life Detection 135 25 1.8
Gauntlets of Life Seeing 240 65 2.2
Gauntlets of Life Sight 440 170 2.6
Gauntlets of Lockbreaking 240 65 2.2
Gauntlets of Might 400 115 8
Gauntlets of Passing 440 1700 2.6
Gauntlets of Potence 250 50 7
Gauntlets of Punishment 1350 1350 12
Gauntlets of Revelation 150 25 6
Gauntlets of Survival 600 250 9
Gauntlets of the Battle~mage 80 10 1.5
Gauntlets of the Equinox 240 65 2.2
Gauntlets of the Forge 150 25 6
Gauntlets of the Fray 400 115 8
Gauntlets of the Gladiator 250 50 7
Gauntlets of the Horker 50 4 1
Gauntlets of the Hunter 950 550 10.5
Gauntlets of the North 250 50 7
Gauntlets of the Pugilist 150 25 6
Gauntlets of the Rat 50 4 1
Gauntlets of the Scout 80 10 1.5
Gauntlets of the Sentinel 400 115 8
Gauntlets of the Tundra 80 10 1.5
Gauntlets of the Weaponmaster 250 50 7
Gauntlets of the Woodsman 50 4 1
Gauntlets of Vigor 150 25 6
Gauntlets of Winter 950 550 10.5
General's Cuirass 500 180 35
General's Shield 360 115 4.4
Glass Boots 675 500 4.5
Glass Ceremonial Cuirass 1 1 15
Glass Ceremonial Gauntlets 1 1 3
Glass Ceremonial Shield 1 1 6
Glass Cuirass 1350 1800 15
Glass Gauntlets 675 500 3
Glass Greaves 1000 1000 9
Glass Helmet 500 500 3
Glass Helmet 675 500 3
Glass Shield 750 1000 6
Glass Shield 1000 1000 6
Gloves of the Caster 80 10 1.5
Greaves of Canyon Striding 360 115 6.6
Greaves of Fire Resistance 360 115 6.6
Greaves of Fluid Motion 1012 1000 9
Greaves of Free Movement 360 115 6.6
Greaves of Freedom 1425 1000 31.5
Greaves of Grace 660 315 7.8
Greaves of Legerity 202 45 5.4
Greaves of Movement 660 315 7.8
Greaves of Poise 1012 1000 9
Greaves of Proficiency 360 115 6.6
Greaves of Protection 660 315 7.8
Greaves of Purity 1012 1000 9
Greaves of Quickness 120 20 4.5
Greaves of Resilient Flesh 75 8 3
Greaves of Shaded Rest 660 315 7.8
Greaves of Skill 120 20 4.5
Greaves of Spell Absorption 202 45 5.4
Greaves of Spell Consumption 360 115 6.6
Greaves of the Acrobat 202 45 5.4
Greaves of the Cat 75 8 3
Greaves of the Deep Dweller 600 210 24
Greaves of the Everlasting 660 315 7.8
Greaves of the Flame 375 95 21
Greaves of the Foot~soldier 202 45 5.4
Greaves of the Kiln 1012 1000 9
Greaves of the Laborer 600 210 24
Greaves of the Monkey 75 8 3
Greaves of the Rhino 75 8 3
Greaves of the Sun 1425 1000 31.5
Greaves of the Tree Runner 660 315 7.8
Greaves of the Tumbler 120 20 4.5
Greaves of the Unstoppable 900 460 27
Greaves of the Warmonger 900 460 27
Greaves of Well-Being 360 115 6.6
Grounded Boots 675 500 4.5
Guard Helmet 120 25 1.8
Hammerfell Shield 225 45 12
Hand of Akatosh 250 50 7
Hands of Midnight 80 10 1.5
Hands of the Atronach 800 4000 10.5
Hardened Shield 1012 1000 6
Heavy Raiment of Valor 1000 100 72
Helm of Ferocity 800 4000 9
Helm of Oreyn Bearclaw 3750 1350 14
Helm of the Deep Delver 500 3100 8
Helmet of Arkay 150 25 6
Helmet of Enlightenment 240 65 2.2
Helmet of Exposition 675 500 3
Helmet of Life Detection 135 25 1.8
Helmet of Life Seeing 240 65 2.2
Helmet of Life Sight 440 170 2.6
Helmet of Magicka Resistance 240 65 2.2
Helmet of Night Eye 135 25 1.8
Helmet of Power 250 50 7
Helmet of Spell Resistance 950 550 10.5
Helmet of the Apprentice 80 10 1.5
Helmet of the Deep 250 50 7
Helmet of the Drowned 600 250 9
Helmet of the Flood 1350 1350 12
Helmet of the Hunter 950 550 10.5
Helmet of the Lemur 50 4 1
Helmet of the Mage 950 550 10.5
Helmet of the Mind 240 65 2.2
Helmet of the Owl 50 4 1
Helmet of the Scout 80 10 1.5
Helmet of the Sentinel 400 115 8
High Rock Helmet 150 25 6
Horselord's Cuirass 1900 1900 52.5
Huntsman Gauntlets 440 170 2.6
Ice Cuirass 1200 940 45
Imperial Dragon Boots 375 120 12
Imperial Dragon Boots 160 30 2
Imperial Dragon Cuirass 280 100 9
Imperial Dragon Cuirass 775 420 40
Imperial Dragon Gauntlets 400 120 8
Imperial Dragon Gauntlets 150 30 1.8
Imperial Dragon Greaves 575 220 24
Imperial Dragon Greaves 230 55 5.4
Imperial Dragon Helmet 400 120 8
Imperial Dragon Helmet 150 30 1.8
Imperial Horseman Helmet 200 60 7
Imperial Palace Cuirass 400 200 35
Imperial Watch Boots 200 60 10.5
Imperial Watch Cuirass 400 200 35
Imperial Watch Gauntlets 200 60 7
Imperial Watch Greaves 300 120 21
Imperial Watch Helmet 200 60 7
Imperial Watch Shield 300 120 14
Infiltrator's Gauntlets 135 25 1.8
Inquisitor's Gauntlets 1350 1350 12
Inquisitor's Helmet 1350 1350 12
Insulated Shield 1012 1000 6
Iron Boots 150 25 9
Iron Cuirass 300 85 30
Iron Gauntlets 150 25 6
Iron Greaves 225 45 18
Iron Helmet 150 25 6
Iron Mountain Shield 600 210 16
Iron Shield 225 45 12
Ironheart Cuirass 300 85 30
Knights of the Thorn Shield 375 110 14
Kvatch Cuirass 240 90 9
Kvatch Shield 180 45 3.6
Leather Boots 80 10 1.5
Leather Bracer 80 5 1.5
Leather Cuirass 160 35 7.5
Leather Cuirass 160 75 7.5
Leather Gauntlets 80 10 1.5
Leather Greaves 120 20 4.5
Leather Helmet 80 10 1.5
Leather Shield 120 20 3
Legion Boots 200 50 10.5
Legion Cuirass 400 180 35
Legion Gauntlets 200 50 7
Legion Greaves 300 95 21
Legion Helmet 200 50 7
Legion Shield 300 95 14
Leyawiin Cuirass 240 90 9
Leyawiin Shield 180 45 3.6
Light Iron Shield 202 45 3.6
Light Iron Shield 180 45 3.6
Light Raiment of Valor 100 100 13
Lightfoot Boots 150 25 9
Lightning Run Boots 675 500 4.5
Lightning Strider Boots 950 550 15.75
Lightning Strider Shield 1425 1000 21
Lion's Paw Gauntlets 950 550 10.5
Mage Fighter's Greaves 600 210 24
Magebane Greaves 2025 2500 36
Magehunter's Helmet 135 25 1.8
Magekiller Greaves 900 460 27
Mage's Helmet 135 25 1.8
Mageslayer's Helmet 1350 1350 12
Magnifying Gauntlets 675 500 3
Marathon Greaves 202 45 5.4
Masque of Clavicus Vile 750 1400 15
Master Forge Gauntlets 400 115 8
Merchant's Cuirass 270 90 9
Mercury Shield 600 210 16
Miner's Boots 400 115 12
Mirror Shield 1012 1000 6
Mithril Boots 240 65 3.3
Mithril Cuirass 480 225 11
Mithril Gauntlets 240 65 2.2
Mithril Greaves 360 115 6.6
Mithril Helmet 240 65 2.2
Mithril Helmet 200 65 2.2
Mithril Shield 360 115 4.4
Mithril Shield 300 115 4.4
Monkeypants 600 1600 7
Monolithic Shield 2025 2500 24
Moonlight Gauntlets 950 550 10.5
Moonlight Shield 1425 1000 21
Moonshadow Gauntlets 1350 1350 12
Moonshadow Shield 2025 2500 24
Mountaineer's Gauntlets 400 115 8
Mountaineer's Shield 600 210 16
Mudcrab Shield 75 8 2
Nighteye Helmet 240 65 2.2
Nimble Greaves 360 115 6.6
Nord Gauntlets 135 25 1.8
Nordslayer Gauntlets 1350 1350 12
Ogre Skin Shield 1425 1000 21
Orcish Boots 600 250 13.5
Orcish Cuirass 1200 940 45
Orcish Gauntlets 600 250 9
Orcish Greaves 900 460 27
Orcish Helmet 500 250 9
Orcish Helmet 600 250 9
Orcish Shield 900 460 18
Orcish Shield 750 460 18
Outrider Shield 120 20 3
Peak Climber's Boots 600 250 13.5
Pinarus' Iron Cuirass 300 85 30
Pit Boots 0 0 0
Pit Cuirass 0 0 0
Pit Gauntlets 0 0 0
Pit Greaves 0 0 0
Pit Helmet 0 0 0
Quartz Cuirass 1350 1800 15
Quicksilver Boots 600 2400 4
Rasheda's Special 900 2600 7
Reflecting Helmet 675 500 3
Retributive Justice 225 45 12
Riverwalking Boots 80 10 2.25
Rough Leather Boots 80 10 2.25
Rough Leather Cuirass 160 35 7.5
Rough Leather Gauntlets 80 10 1.5
Rough Leather Helmet 80 10 1.5
Rough Leather Shield 100 16 3
Royal Cuirass 300 85 30
Rugged Cuirass 300 85 30
Ruined Akaviri Shield 225 25 14
Rusty Iron Cuirass 250 40 30
Rusty Iron Gauntlets 125 10 6
Rusty Iron Greaves 175 20 18
Rusty Iron Helmet 120 10 6
Rusty Iron Shield 175 20 12
Salamander Scale Shield 75 8 2
Salubrious Cuirass 1900 1900 52.5
Savage Gauntlets 600 250 9
Saviour's Hide 1000 2500 3
Seastrider's Helmet 950 550 10.5
Shaman Helmet 600 250 9
Shield of Animus 2025 2500 24
Shield of Elsweyr 225 45 12
Shield of Frost 120 20 3
Shield of Grounding 202 45 3.6
Shield of Justice 202 45 3.6
Shield of Lightning 900 460 18
Shield of Mirrors 1012 1000 6
Shield of Nature's Vengeance 660 315 5.2
Shield of Reflection 1425 1000 21
Shield of Retribution 600 210 16
Shield of Retributive Strike 1425 1000 21
Shield of Returning 360 115 4.4
Shield of Shattering 1012 1000 6
Shield of Storms 360 115 4.4
Shield of Summer 360 115 4.4
Shield of the Divine 375 95 14
Shield of the Elements 660 315 5.2
Shield of the Empire 225 45 12
Shield of the Flame 202 45 3.6
Shield of the North 202 45 3.6
Shield of the Pathfinder 600 210 16
Shield of the Red Moun~tain 360 115 4.4
Shield of the Sun 375 95 14
Shield of the Tower 225 45 12
Shield of the Turtle 202 45 3.6
Shield of the Unbroken 900 460 18
Shield of the Undefeated 375 95 14
Shield of the Unrelenting 900 460 18
Shield of the Untamed 900 460 18
Shield of Vengeance 2025 2500 24
Shield of Vindication 120 20 3
Shield of Winter Solstice 660 315 5.2
Shrouded Armor 440 0 2.35
Shrouded Hood 80 0 0.5
Silica Boots 675 500 4.5
Skingrad Cuirass 240 90 9
Skingrad Shield 180 45 3.6
Skyrim Gauntlets 150 25 6
Slavemaster's Greaves 2025 2500 36
Smelter Shield 225 45 12
Smuggler's Boots 240 65 3.3
Sniper Gauntlets 80 10 1.5
Snowblind Gauntlets 600 250 9
Snowblind Shield 900 460 18
Solid Shield 360 115 4.4
Spell Breaker 1500 4500 18
Spellbinder Greaves 1425 1000 31.5
Spellblocker Shield 120 20 3
Spelltaker's Greaves 660 315 7.8
Spiked Shield 900 460 18
Stalwart Cuirass 1900 1900 52.5
Steel Boots 250 50 10.5
Steel Cuirass 500 180 35
Steel Gauntlets 250 50 7
Steel Greaves 375 95 21
Steel Helmet 750 50 7
Steel Helmet 250 50 7
Steel Shield 375 95 14
Storm Stomper Boots 600 250 13.5
Stormhammer Boots 400 115 12
Stormhammer Shield 600 210 16
Stormlord's Shield 2025 2500 24
Stormrider Boots 440 170 3.9
Stormrider Shield 660 315 5.2
Sunburst Gauntlets 150 25 6
Swamp Boots 600 250 13.5
Sylvan Barkshield 660 315 5.2
Sylvan Scout Boots 440 170 3.9
Tempered Greaves 1012 1000 9
The Gray Aegis 375 95 14
Thiefhunter's Gauntlets 250 50 7
Threefold Shield 660 315 5.2
Tiger Fang Shield 75 8 2
Tireless Greaves 360 115 6.6
Tireless Greaves 1425 1000 31.5
Tower of the Nine 1000 3300 14
Umbra's Ebony Boots 600 250 15.75
Umbra's Ebony Boots 950 550 15.75
Umbra's Ebony Cuirass 1200 940 52.5
Umbra's Ebony Cuirass 1900 1900 52.5
Umbra's Ebony Gauntlets 600 250 10.5
Umbra's Ebony Gauntlets 950 550 10.5
Umbra's Ebony Greaves 900 460 31.5
Umbra's Ebony Greaves 1425 1000 31.5
Umbra's Ebony Helmet 600 250 10.5
Umbra's Ebony Helmet 950 550 10.5
Umbra's Ebony Shield 900 460 21
Umbra's Ebony Shield 1425 1000 21
Unyielding Cuirass 480 225 11
Valdemar's Shield 500 150 14
Valdemar's Shield 700 150 14
Valdemar's Shield 1000 200 14
Valdemar's Shield 1250 200 14
Viperbane Cuirass 1900 1900 52.5
Vvardenfell Trader's Cuirass 480 225 11
Warforger's Gauntlets 1350 1350 12
Warmage's Helmet 400 115 8
Warmaster Gauntlets 600 250 9
Waterwalking Boots 135 25 2.7
Weaponbane Cuirass 800 400 40
Weaponward Cuirass 160 35 7.5
Winterbane Shield 1425 1000 21
Witchfinder's Shield 375 95 14
Witchhunter Helmet 250 50 7
Wizard's Helmet 80 10 1.5

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)
Cyrodiilic 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
0.5 Shock Shield
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
Damage Painted Trolls
Turpentine 1
(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

Jo & Alex and Tommie submitted the following info:

"If you want to choose what sigil stone to bring back from the gate, you're gonna have to be in a Gate first. Find your way to the main
tower, where there's a glowing beam going up with circular stairs around it.
At the very top of the tower, the glowing beam will stop at an "altar" where it will be possible for you to take the glowing stone.
Before taking the stone, save your game and after saving pick up the stone. There will be a message "Transcendent Sigil Stone
added". Go in your menu and check which stone you've got. If you like it just exit the menu and let the animation go. If you don't like
it, load the game you saved before taking the stone."

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)


By: APY

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"
Help for console options help
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
Removes item from your inventory (e.g. after cheating) player.removeitem itemID number of items
Show the class selection screen ShowClassMenu
Show the name/race/appearance selection screen ShowRaceMenu
Show the sign selection screen ShowBirthSignMenu
Spawn an NPC or item. Requires using an NPC ID or item ID. player.placeatme <formID>
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"
Thanks to The Ossus Keeper for submitting the player.removeitem code!

Piton e-mailed that the TCL (no clipping) cheat code is also very useful when you're in a tomb and want to get back to the entrance:
go straight up through the ceiling and look for bright light which should be the entrance. This will save you from endlessly wandering
the halls of wherever you are.

Monkey Man e-mailed to following tricks using the movetoqt command:

If you sit down on a chair or a bench, and then use the cheat "movetoqt" to move to your quest target, when you arrive, you'll still be
sitting down, no matter where you spawn. Occasionally you'll actually spawn inside an NPC [my brother did this in the Dark
Brotherhood quest "Permanent Retirement" and spawned inside Adamus Phillida, sitting in midair.] When you press space to stand
up, you'll get up as if you were just sitting in a chair. Also, for some reason, you can press Ctrl and Sneak while sitting in midair, even
though you're not moving.

A further part to this glitch is when you use movetoqt to spawn inside an NPC while they're sitting down. In third person view, you
just see your head inside the person's chest, and when you press Space, they'll talk to you, but you'll be seeing the back of their head
constantly trying to turn around and face you, which is hilarious.

Another glitch you can do is to use the console to target an NPC, then talk to them. While they're talking, call up the console again
and then type "kill", and they'll die instantly, but still be talking to you. If you do the same thing but type in "movetoqt", you'll still be
talking to them even though you're in a completely different spot.

Source: Planet Elder Scrolls

Vampire Cure Quest money exploit


By: Alienslof
There is an exploitable glitch with the reward, which can generate you a good bit of cash. If you stay in the dialogue with him and
click on 'reward' again, he will give you the money a second time. This can be done over and over until you leave the dialogue.

Screenshots
By: APY
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
By: APY
There are various ways of getting infinite money. Both of these are bugs in the game and are likely to be fixed 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.
 You can go to 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 guys body for gold.

Also see Google Video for a tutorial on the Dorian glitch.

(Thanks to rhinouga37 for submitting this and Jesse Houwing for confirming this works on PC and providing the video link!)

The following two glitches have been submitted by Russell:

 When you complete the cure for vampirism quest, Janus Hassildor thanks you for saving his wife. Then speak to him about a
'Reward'. He will give you 2500 gold (and say something about how you are a vampire too… as I was at the time). You can
keep repeating this infinitely. And it never stops. I went back a week later, and he still doled out the cash. If you are NOT a
vampire when you ask for the reward he will give you 5000 gold instead. Cha-ching! (Carrie e-mailed the following: "I
received 7500 Gold, not the 5000 mentioned in your guide. I am guessing that the higher level you are the more money
you get.")
 If you buy a big house (like the manor in Skingrad) then you get the option to hire a maid/servant. If you wait until they fall
asleep, (or you have a good sneak skill) you can pickpocket them. My maid ALWAYS had 242 gold. Just keep going for it
(this will also improve your sneak skill). But when you can just go to Hassildor, why bother?

Thanks to Shane-oh for the following:

When the player has reached level 50 in mercantile (so that the player can sell any type of item to any person) there is another
person that the player can sell stuff to and get more money in return, the character's name is Shady Sam and he hangs around the
wall of the imperial city and has 400 gold.
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)


By: APY
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)


By: APY
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.

NPC Spawning (PC)


By: APY
Using the console in the PC version of the game, you can make any NPC pop up on your current location. Press tilde (~) to bring up
the console and type the following command:

player.placeatme npcID

Replace npcID with any ID from the NPC list, available at Planet Elder Scrolls.

Please note that this should only be used in emergencies. You're creating a duplicate of the NPC so this might cause unexpected
situations or even break the game.

Easily Acquire Free, Weightless Daedric Weapons (Xbox 360)


By: AssyrianKing8
This chapter of the FAQ was written by AssyrianKing8 and is independently available at IGN as well at
faqs.ign.com/articles/700/700048p1.html.

First off, to be able to access this exploit, you'll need access to the Arcane Academy in the Imperial City. One can easily do this by
completing seven very easy quests for each Mage's Guild in all of the seven major cities. Once this is done, go to the Chorrol Mage's
Guild and purchase the bound weapon spells that coordinate with which weapons you would like to have, free of charge, danger, and
weight.

Once you have your bound dagger, bow, mace, or sword spells (just as long as you have two bound weapon spells, this trick will
work), go to the Arcane Academy and make an incredibly low level Conjuration spell (Bound Dagger on self for 1 second works
nicely.) Repeatedly cast this on yourself until your Conjuration skill is at 25. The spell you are about to create will require your
Conjuration to be at, at least, level 25.

Once you hit that benchmark, make a spell that binds two weapons to you at the same time. It doesn't matter how long they're bound
to you, but it has to be long enough for you to access the game menu. Once you cast the spell, go into your equipment menu and
drop the non-equipped bound weapon you conjured to yourself. Make sure, when making the spell, to add the weapon you actually
want to keep second. The game will automatically equip the first weapon in the conjuration spell, but will not equip the second.

After you drop the second weapon onto the ground, pick it up and it becomes just like any other weapon you'd find in the game, sans
a price value and the weapon's normal weight. You can even enchant them like normal weapons. This allows you to carry an endless
arsenal of weightless, enchanted weaponry for any situation you'd need them for.

Item duplication
By: APY

Important! This issue appears to have been resolved from Oblivion version 1.1.425 (beta patch 1.1) onwards.
To clone an item, get out a bow with arrows (about 25 arrows) and draw the bow but do not shoot. Once this has been done, keep it
drawn and go into your inventory and select the arrows twice. Then find whatever item you want to clone and drop it. The item will
appear in multiples of the number of arrows in your quiver. Very useful for Mages Guild suspension ;)

An example of this glitch can be seen on Google video.

Thanks to Andy Eddy and George Simon for the tip, and Jesse Houwing for providing the video link!

Greg e-mailed that you cannot duplicate stolen items.

Jennifer e-mailed the following:

Duplicating items works for Varla stones! I know some of the things I've read say that the duplicating items cheat won't work on
magic or stolen items, but I just duped 30 varla stones. Of course, now that I know I can do it I don't need 30...was just playing
around and it worked :)

Hurley figured out the following way to use the glitch to make money quickly:

I figured out that if you have an expensive weapon, such as the Elven Longsword... just duplicate 200 or so in a weapons shop. Make
sure you're close to the fence and just start grabbing as many as you can. You'll become encumbered, but it won't matter because
you'll be able to still talk to the fence. Now, if the fence has 1200 gold to barter with, you just simply find out how many swords you
can sell for under 1200 and then sell them. Repeat. The fence won't ever run out of gold... just runs out of gold per transaction. Once
you take care of all the immediate wepaons around you...if you see some stragglers away from you and the fence, merely stand in
front of the fence and start "pushing" him in the direction of the other swords so you can sell them as well. I've easily spent two hours
doing this and have made a mere 230,500 gold or so! It's a wonderful little cheat. I haven't been able to get it to work with armor or
any other item, so I'm lead to believe it only works for weapons. Also...I can't get enchanted items to duplicate, so I think you're
limited to just normal weapons.

Richard reported that this still works on Xbox, after the patch:

The cheat works pretty much the same way as with the bow, but instead only equip a quantity of arrows. un-equip any weapon you
may have except the arrows (quantity should be the number of dupes you want). Similar to the old glitch, swing then quickly press B
to open your inventory before the attack completes. Click on the arrows you have equipped (A), then drop the item you want duped
(X). Close the inventory menu (B), and Voila!

Sigil stone glitches


By: APY
When you're in the Oblivion plane and you're about to get a sigil stone (works on any level) hit "A" (on PC: space bar) repeatedly.
After the first one disappears another one will reappear when the fire starts up. I was able to grab three stones.

Thanks to Dinjitsu222 for submitting this and to gparent for confirming this works on PC!

When you obtain your Sigil Stone, use the "Arrow Duplicating Cheat" to make many stones, and the magic they can put into your
items, whether defensive or offensive, is powerful and offer more points of magic than even Black Soul Gems. They also can be made
for their uses on the fly without having to go to an Enchanting Alter to create an item. Typically, a Black Soul Gem with a Grand Soul
enchantment will offer a 20% value of the magic you want; Sigil Stone can be between 30% on up on Defensive items, and 10 pts on
up with offensive items. You can then apply (especially useful on defensive items like armor types) the same magic to an item you
would wear, at a higher level than a Black Soul Gem would give. (i.e. Black Soul Gems w/Grand Souls gives 50 pt. increases in
Feather, a Sigil Stone with the feather magic gives 125 pts).

Thanks to Tommie for submitting this!

Make enchantment effects last forever (Xbox 360)


By: APY
You can have the effects of rings (ex. 20% resist poison) on without having the ring equipped. First do the cheat to copy rings using
the bow (most probably not possible after patch 1.1.425). After copying the ring or necklace you want on you always (warning: you
cannot take off the effects once this cheat is done) equip the ring. Then equip the bow again.
Start to pull it back and go to your options window. Hit "A" twice on other arrows. It should say "Cannot equip while attacking" then
go down to the ring you have on. There should be two items with your ring, the one you have equipped and the others with the same
name but not equipped. Drop the ones you don't have equipped. It should drop both. You will not be wearing the ring, but you will
have the effects of it.

Thanks to Dinjitsu222 for submitting this!

Richard submitted the following update, where this should work even after the patch):
First get two of the items with a constant effect that you want to be permanent. Equip one of them. Repeat the process of duplication
again, only this time click (A) on the arrows twice, then drop the UN-equipped copy. Close your inventory screen. That object's
constant effects are now yours forever...regardless of whether or not you keep the item. Please note: this is not reversible, so make
sure you really want ALL of the effects forever!

Using Shadowmere to store your stuff


By: APY
If you don't have a house yet but you do want to put your possessions somewhere, you may kill Shadowmere. It will get unconscious,
and you you're immediately expelled from Thieves and Mages guild.

Thanks to Aksi for submitting this!

Faster spellcasting
By: APY
If you hold the block button down (or tape it if you are lazy) and cast spells they will cast about twice as fast.

Thanks to z Veal for submitting this!

Sneak bonus glitch


By: APY
When shooting at someone from a distance in sneak, if you manage to get a melee weapon out before the arrow hits the target the
arrow will do as much damage as the melee weapon would have

Thanks to Shane-oh for submitting this!

Boots of Springheel Jak glitch


By: APY
Jim e-mailed the following tip: I wore the Boots of Springheel Jak into that red dreamworld mission (in Bravil?) and even though I
wasn't wearing them I still had the +50 acrobatics. When I finished the mission, I went to re-equip them but it wouldn't let me.
Instead I had a permanent +50 to acrobatics regardless of the boots I was wearing, plus I'm pretty sure the boots weigh nothing so
it's not even an issue in that regard.

Infinite money with Alchemy


By: APY
It's not too hard to get to Master (100) in Alchemy, even if it's not a major skill. If you have a Skill of 100 in Alchemy, you can get
infinite Shepherd's Pies from your domestic servant at Rosethorn Hall in Skingrad and brew them into Cure Disease potions. The
Shepherd's Pie on its own is worth 0 Septims, but the potions are valuable and can be sold in parcels for a large profit.

Thanks JR Henderson for e-mailing this!

Easy advancement in...


By: APY
This short subsection contains ways to advance quickly in some skills.

...Alteration
By: APY
All you need to do is get the Easy Open Lock spell from a mage, and find a door to use the spell on. Each time you activate the spell,
the level goes up.

I got my Alteration level up from 48 to 60 in about 10 minutes, and leveled up twice in the progress!

Thanks Matty for e-mailing this!

...Alchemy
By: APY
The easiest way to advance alchemy may be outdated due to the 1.1.425 patch, but could be useful for those who don't wish to
patch. Using the item clone arrow trick, duplicate massive amounts of 2 items that can combine. After you have a solid stock of each,
go into the alchemy menu and start creating the same potion until you run out. The nice thing here is that you don't have to keep
entering specific ingredients. You can literally become a master alchemist in minutes.

Thanks to Ericesque for submitting this!


I find that by sneaking along at night in front of my summoned skeleton, my sneak raises rather quickly. For some odd reason, the
skeleton seems to count for the sneak detection.

Thanks to Fashizzlu for submitting this!

...Blade
By: APY
I found a very neat and nifty way to actually gain one of the harder skills in the game relatively quickly. It took me about two hours to
go from 76 blade to 100, which is really difficult to do in my opinion compared to the rest of the game. I did it in the quest called
'Where Spirits Have Lease', the quest for buying the house that is haunted.

All I did was buying it and sleeping in the bed, and about seven or eight ghosts spawned in the house. I used two rings that had spell
reflect and spell resist to help keep the damage down, and a dagger that did very little damage. I could sit there and take on three
ghosts at a time taking almost no damage at all and gaining fast on my blade. Once they were all killed, all I had to do was travel to
any other town or dungeon marked on the map, travel back, and they had respawned. I also gained a little in armorer from the
constant repairing from all this.

Thanks to Kevin R. for submitting this!

...Conjuration
By: APY
Summon a skeleton and repeatedly cast Turn Undeaded on it. It doesn't appear to take any damage, but your Conjuration skill will
increase since the spell is hitting a target.

Thanks to Chris M. for submitting this!

...Destruction (Xbox 360)


By: APY
An easy way is to get access to the Altar of spellmaking and create the following: Drain Skill, e.g. Armorer and make the duration for
1 sec on self. This will drain your armorer skill for X points for 1 sec but increase your destruction skill. Placing an object on your "C"
button leaving it overnight using the spell repeatedly you will have much leveling up! (This can also be done with other Colleges of
Magic using the lowest magicka cost spell repeatly).

I believe you need an absorb skill spell to create the Drain skill spell but its cheap and your magicka regeneration is faster than the
usage.

Thanks to PokerLoke for submitting this!

...Sneaking
By: APY
The easiest way I've found to increase sneak is to simply follow guards around town. Wait until nightfall and stick to the shadows.
After a guard walks by you, simply follow him in sneak mode. As the guard goes on his patrol, you will quickly accumulate sneak
experience. Ten minutes will easily get you a few levels.

Thanks to Ericesque for submitting this!

If you go to Imperial City and go to the Palace, you are only allowed to access the first two floors. This is all you need. Take a right
once you go inside the main palace door and you will eventually come to a small DARK ramp where there is a guard posted all the
time. Once you go down the ramp just go into sneak mode and he will be unable to see you. Simply face the wall and walk (or run)
into it. It will be very difficult to tell if you are even moving or not but trust me your sneak will go up rapidly.
I maxed out sneak as a level 1 character in about 4 hours one night. If you want to get really lazy you can put rubber band around
the control stick to make it so you constantly walk into the wall. This works great if you have other stuff to do. JUST BE WARNED: the
XBOX 360 wireless controllers are "smart" so they will shut themselves off after about a half-hour of idleness…even if your character is
walking or running into the wall...

Thanks to Kalypso920 for submitting this!

The easiest way to level up your sneak skill is to go to the Inn of Ill Omen (Which is part of the Dark Brotherhood initiation quest),
and enter Rufio's room, in the basement. He sleeps nearly all day, once he got up for about 2 game hours then went back to sleep,
but that may have been because i was spamming my healing spell to raise my resto skill. Take advantage of his lazy habit by entering
sneak mode and turning on auto-walk, facing a wall. Now kick back. Go and get a drink. Watch a movie. When you come back your
sneak skill will have increased by a considerable amount. This is really helpful for warrior classes who want to join the thieves guild,
but can't be bothered raising you sneak skill properly. Note: This obviously doesn't work if you've already killed Rufio.

Thanks to Matt for submitting this!

If you need to easily raise your sneak to max without being around to do it, try sneaking behind the boar's head above Baenlin in his
manor. Between Baenlin and his bodyguard, you'll level your sneak if you simply enter sneak mode while in the hidden space and set
your controller to walk into the wall. Go out, enjoy your day, and check every so often so you can click through the
Apprentice/Journeyman/Expert/Master notifications.

Thanks to Josheau for submitting this!

Easy money
By: APY
In Skingrad there is a wood elf who will give you a quest called paranoia. He wants you to spy on several people to see if they are
plotting against him.

You will get more money as a reward if you say they are plotting against him. When you have finished spying on them he will attack
you (if you said no-one was spying on him) or get a list of people to kill, which you can show to the guards who will kill him. Get the
key off his body then go to his house. Past the entrance there's a room with a fireplace. In that room there is a basket, it is actually a
container and should have several hundred gold in it.

Thanks to Shane-oh for submitting this!

Pickpocketing
By: APY
This only works for people who go unconscious, and it only works the moment they awake.

Sneak around with a bow and arrow, when no one is looking shoot someone. After they go unconscious, turn on sneak, run up to
them and look at them and keep pressing take. When they get up, you should be at the pickpocket menu. Take whatever you want,
and when they get up, they won't notice you stole their stuff.

Thanks to Mr. P for submitting this!

Free permanent bound armor/weapons


By: APY
You need to be an Apprentice in Conjuration and Expert Armorer to perform this.

This can be done even without having access to the Arcane University. Simply buy the bound weapons/armor type spells (bought)
from the Chorrol Mages Guild. Use them in battle, but one will need to learn timing since the spells works for various periods of time.
When they use a bound (conjured) weapon, or get hit in the bound (conjured) armor, and they have cleared the enemies, go into the
sub-menus (while the bound weapon/armor spells are still active), and use a repair hammer(s) on them. Remember, the enemies
have to be cleared to be able to use the hammer. Repair it to 125%.

While still in the sub-menu (DO NOT LEAVE AFTER THE REPAIR), go to the items repaired, and drop them out of your inventory (it
allows this after the repair). After dropping them, wait for the spell(s) to wear off, then pick them up, and they are yours to use. They
also can be duplicated, in case you need to give them different magickal attributes :)

Thanks to SublimedAndrew and Tommie for submitting this!

Castle Chorrol glitch


By: APY
I was doing "Canvas at the Castle" and found out that if you go into sneak mode and stand directly underneath the torch hanging
from the ceiling, and jump, you can fly around the room in a crazy manner. This entertained me for a while because I am simple. This
can also be done in any tower in castle Chorrol.

Thanks to Piton for submitting this!

Staff charge glitch (PC?)


By: APY
If you have found two identical staffs, which does not seem to be uncommon, seem not to need recharging! Simply change from one
to the other (turning away if necessary during a fight), when you switch they are both recharged.

Thanks to Mike for submitting this!

Always keep your magical weapons charged for almost no money


By: APY
An easy and great way to always keep your magical weapons charged for almost no money:

1. You need to do the Azura quest to get Azuras Star


2. You need to have access to make magical items in the Arcane University

All you have to do is to have a weapon (besides whatever magical weapon you use) and enchant it with Soul Trap spell. Make the
spell last for 1 second and make it last as many charges as possible. According to the kind of soulstone you use, this will land you a
weapon with 300-550 charges with a 1 second Soul Trap. In this way you will be sure to capture every soul of people you kill with this
weapon for the low low price of just about 4 gold if you were to recharge it in the normal way.

However; Azuras Star, being a recycable soulstone, allows you to use this as much as you like without ever learning the Soul Trap
spell or being forced to kill the enemy within the small window the spell presents. This way you can recharge any item you have,
basically no matter the cost, in about 5 minutes in any Dungeon while keeping this weapon recharged.
This means that you are free to spam Apothesis or similar weapons without having to worry about the price of recharging it.

The only drawback is that you have to use extra space for that extra weapon but luckily there is yet another solution to this, although
a bit more cumbersome (see the next section).

Thanks to Mads for submitting this!

How to carry almost infinite loot


By: APY
All spells in Oblivion will stack as long as they have a different name than the other spells affecting a character. Thus, go to the
Arcane University and make yourself 3-4 spells with Feather. Make the duration and effect max and you have yourself a way to carry
equipment and/or loot weighing 300-400 more. This is a great way to grab that extra loot you otherwise would have had to leave
behind and the beauty is that you only have to be affected by the spells when you activate the fast travel in order to make it all the
way to a city where you can sell it all off. This can, of course, be done as many times as you want, enabling you to potentially carry at
least 1000 income worth of items if you have the mana/potions for it.
Just make sure that you call the spells something different when you make them.

Thanks to Mads for submitting this!

How to gain instant 100 disposition with whomever you speak to


By: APY
Go to the Arcane University and make a Charm spell. Make the effect 100 and the duration 3 or 5 seconds (Targetable).
Whenever you trade or speak to someone whom you need to have to like you, just cast this spell in forehand (pretty cheap and the
lower duration you make it, the cheaper it becomes) and immidiately afterwards, press the Talk button. They will remain Charmed
(100 disposition) throughout the conversation and you have just spared yourself a bunch of time getting that high disposition.

Thanks to Mads & Tyler for submitting this!

Get iron arrows easily


By: APY
You can get free iron arrows in the Arena Bloodworks. When you enter there will be a target and usually an archer shooting the
target. When he is shooting, you can walk in front of him and there will be arrows in the target. You can take the arrows out of the
target without him caring.

Thanks to Baldwin1 for submitting this!

Miscellanea
In this section you'll find miscellaneous hints, tips and other things we couldn't fit in other sections.

On horses
By: Alienslof
Horses come in a variety of qualities, color, speed, durability, etc. They range in price from 500 gold for the slowest, up to 5000 for
the fastest. Listed here in order from lowest to highest, along with the price and where to purchase.

Paint Horse (slowest) - 500 gold - Leyawiin, Five Riders Stables and Bruma, Wildeye Stables
Bay Horse - 1000 gold - Skingrad, Grateful Pass Stables and Bravil, Bay Roan Stables
Chestnut Horse - 2500 gold - Chorrol, North Country Stables
White Horse - 4000 - gold - Anvil, Horse Whisperer Stables
Black Horse (fastest) - 5000 gold - Cheydinhal, Black Waterside Stables

You pay a fixed price that can't be haggled, then one animal will be renamed 'My whatever colour Horse'.

There are two horses you can acquire without paying for them or stealing them. Prior Marborel's slow but steady Paint Horse is given
to you at the start of the main quest if you speak to him about assistance. Partway through the Dark Brotherhood quests, Lucien
Lachance gifts you with a black beast called Shadowmere - this horse is the fastest and meanest thing on four hooves and gets very
enthusiastic in fights!

There are also rumors about a unicorn...

(There is a console trick that allows you to rename your horse to whatever name you'd prefer: setactorfullname xxxx - if you use a
name with a space, then the name needs to be in quotes, thus: setactorfullname "xxx xxxx" )

On houses
By: Alienslof
In each town (except Kvatch), there is a potential home for the player to stash spare loot and have their own bed, ranging from a
dingy shack up to a large manor complete with domestic staff. Items stashed here will not disappear. Like the horses, these can be
bought at a non-negotiable price from the ruling Count/Countess who doubles as an estate agent. Some come with side quests that
need to be completed before buying can begin. Listed in order of poorest to poshest:

Imperial City Waterfront Hovel - 2000 gold. Buy from the Office of Imperial Commerce in the Market District. Furniture can be
purchased from Three Brothers Trade Goods, also in the Market district.

Bravil - 4000 gold. Buy from Count Regulus Terentius, disposition 50 required. Furniture from The Fair Deal.

Leyawiin - 7000 gold. Buy from Count Marius Caro, disposition 60 required. Furniture from Best Goods and Guarantees.

Bruma - 10000 gold. Buy from Countess Narina Carvain, disposition 60 required. Furniture from Novaroma.

Cheydinhal - 15000 gold. Buy from Count Andel Indarys, disposition 60 required. Furniture from Borba's Goods and Stores.

Chorrol (Arborwatch) - 20000 gold. Buy from Countess Arriana Valga, disposition 70 required. Fame of 13 or more also needed.
Furniture from Northern Goods and Trade.

Skingrad - 25000 gold. Comes with two mini-quests, hidden treasure and domestic servant. Buy from Count Janus Hassildor's Orc
butler, Shum Gro-Yarug, disposition 70 and fame of 15 required. Furniture from Colovian Traders. After purchasing the servant's
quarters furnishings, speak to Gunder the trader's assistant, Eyja, who is in the market for better employment.

Anvil - 5000 gold. This is a special case and is linked with the miscellaneous quest, 'Where Spirits Have Lease'. There's a very good
reason why this one is so cheap!

Skill trainers
By: ammant
This chapter of the FAQ was written by ammant and is independently available at IGN as well at
faqs.ign.com/articles/699/699352p1.html.

Low level trainers will train to level 40


Medium level trainers will train to level 70
Master level trainers will train to level 100

 Many trainers require guild membership to train


 Master Trainers won't have training topic until you are referred to them by a Medium Level trainer. Your skill must be 70 or
higher for Medium Level trainers to refer you (Destruction and Marksman medium trainers also require Disposition of 80).
 Master Trainers usually require a set game stat (Fame/Infamy, NPCs killed, etc) and/or a quest completion.

Acrobatics

Low Level
Quill-Weave: Anvil (house on main thoroughfare) Ida Vlinorman: Imperial City (house NE quad of Elven Gardens District)

Medium Level
Tsrava: Leyawiin (J'Bari's house in south central quad) Ganredhel: Cheydinhal (house SE corner)

Master Trainer
Torbern: Aerin's Camp (N. of Cheydinhal, E. of Azura's Shrine, NE of Rugdumph's Estate)
* No special requirements or quest

Alchemy

Low Level
Felen Relas: Anvil Mages Guild S'drassa: Leyawiin Mages Guild

Medium Level
Ardaline: Bravil Mages Guild Brotch Calus: Bruma (house E. of Great Chapel of Talos)
Master Trainer
Sinderion: Skingrad (West Weald Inn cellar)
* Quest

Alteration

Low Level
Dovyn Aren: Imperial City (house next to Ida Vlinorman in Elven Gardens District) Deetsan: Cheydinhal Mages Guild

Medium Level
Athragar: Chorrol Mages Guild Abhuki: Faregyl Inn (S. of Imperial City on Green Road)

Master Trainer
Tooth-in-the-Sea: Niben Bay (N. of Bravil)
* Quest

Armorer

Low Level
Eitar: Leyawiin (Margarte's house E. of Chapel of Zenithar) Tadrose Helas: Bravil Fighters Guild

Medium Level
Rohssan: Imperial City (A Fighting Chance shop in Market District) Rasheda: Chorrol (Fire and Steel shop)

Master Trainer
Gin-Wulm: Imperial City (The Best Defense shop in Market District, or wandering Market or Elven Gardens District)
* Quest

Athletics

Low Level
Uuras: Skingrad (house SW corner) Mahei: Leyawiin (house)

Medium Level
Hauls-Ropes-Faster: Anvil (The Fo'c'sle or wandering Waterfront) Honditar: house (SW of Chorrol)

Master Trainer
Rasia Brandus: Anvil (Silgor Bradus house)
* Discover 30 locations

Blade

Low Level
Naspia Cosma: Cheydinhal Castle Right-Wind: Bruma Fighters Guild

Medium Level
Sherina: Leyawiin Fighters Guild Rhano: Anvil Fighters Guild

Master Trainer
Alix Lencolia: Faregyl Inn (S. of Imperial City on Green Road)
* Fame or Infamy of at least 20

Block

Low Level
Fadus Calidius: Skingrad Fighters Guild Huurwen: Anvil Fighters Guild

Medium Level
Lum gro-Barath: Chorrol Fighters Guild Ambroise Canne: Skingrad (house in SE corner)

Master Trainer
Adragil: Bravil (upstairs from Dro'Shanji house in north central section)
* Quest

Blunt

Low Level
Bugak gro-Bol: Leyawiin (Southern Books shop) Vigdis: Anvil Fighters Guild

Medium Level
Christophe Marane: Brina Cross Inn (NE of Anvil) Azzan: Anvil Fighters Guild

Master Trainer
Irene Metrick: Imperial City (house in SW quad Elven Gardens District)
* 50 NPC kills

Conjuration

Low Level
Fathis Aren: Bravil Castle Sulinus Vassinus: Skingrad Mages Guild

Medium Level
Alberic Litte: Chorrol Mages Guild Arentus Falvius: Bruma Great Chapel of Talos

Master Trainer
Olyn Seren: Molag Bal Shrine (W of Imperial City)
* Quest

Destruction

Low Level
Chanel: Chorrol Castle J'skar: Bruma Mages Guild

Medium Level
Marc Gulitte: Anvil Mages Guild Delphine Jend: Bravil Mages Guild

Master Trainer
Bralsa Andaren: Camp (Imperial Reserve near Kynareth Shrine W. of Weatherlea Estate)
* Quest

Hand-To-Hand

Low Level
Nahsi: Bravil Fighters Guild Rufrius Vinicius: Anvil Fighters Guild

Medium Level
Davela Hlaren: Imperial Bridge Inn (N. bank of Silverfish River E. of Yellow Rdl) Ra'qanar: Cheydinhal Castle

Master Trainer
Helvius Cecia: Bruma (house in SE corner)
* Quest

Heavy Armor

Low Level
Brodras: Leyawiin Fighters Guild Bumph gra-Gash: Bruma Fighters Guild

Medium Level
Valis Odiil: Chorrol (house SE corner or The Gray Mare) Varnado: Imperial City (The Best Defense shop in Market District)

Master Trainer
Pranal: Roxey Inn (NE corner of Lake Rumare on Red Ring Rd)
* Quest

Illusion

Low Level
Hil the Tall: Cheydinhal Chapel of Arkay Jantus Brolus: Bruma (Istrius Brolus house)

Medium Level
Carahil: Anvil Mages Guild Kud-Ei: Bravil Mages Guild

Master Trainer
Martina Floria: Imperial City (Chironasium at Arcane University)
* Quest

Light Armor

Low Level
Dul gro-Shug: Imperial City (house NE quad Elven Gardens District) Olfand: Bruma (North Winds shop)

Medium Level
Luciana Galena: Bravil (house above house for sale in southern section) Ahdarji: Leyawiin (house W of castle's southern gate)

Master Trainer
J'Bari: Leyawiin (house in south central quad)
* Quest

Marksman

Low Level
Edla Dark-Heart: Bruma (Regner's house on south side) Shameer: Skingrad (house W of Great Chapel of Julianos)

Medium Level
Reman Broder: Skingrad (house SW corner) Pinarus Inventius: Anvil (house)

Master Trainer
Alawen: Troll Candle Camp (E. of Anvil) or hunting
* Quest

Mercantile

Low Level
Foroch: Gottshaw Inn (SW of Kvatch) Mach-Na: Cheydinhal (Mach-Na Books shop)

Medium Level
Margarte: Leyawiin (house E Great Chapel of Zenithar) Seed-Neeus: Chorrol (Northern Goods and Trade shop)

Master Trainer
Palonirya: Imperial City (Divine Elegance shop in Market District)
* Quest

Mysticism

Low Level
Angalmo: Chorrol Mages Guild Druja: Skingrad Mages Guild

Medium Level
Ita Rienus: Bravil Mages Guild Boderi Ferano: Imperial City (Mystic Archive in Arcane University)

Master Trainer
Dagail: Leyawiin Mages Guild
* close 3 Oblivion gates

Restoration

Low Level
Cirroc: Bruma Great Chapel of Talos Marie Palielle: Skingrad Great Chapel of Julianos

Medium Level
Marz: Bravil Great Chapel of Mara Ohtesse: Cheydinhal Great Chapel of Arkay

Master Trainer
Oleta: Kvatch (Chapel of Akatosh or refugee camp)
* Quest

Security

Low Level
Malintus Ancrus: Chorrol (house in SW corner) Samuel Bantien: Imperial City (house SW quad Talos Plaza district)

Medium Level
Dro'Shanji: Bravil (house north central section below Andragil) Mandil: Imperial City (Othrelos's house in NE quad Elven Gardens
district)

Master Trainer
J'banna: Imperial City (inside enclosed NE portion of prison yard in Imperial Legion district)
* Quest
Sneak

Low Level
City-Swimmer: Bravil (house above S'krivva SW of city gate) Glistel: Chorrol (Malintus Ancrus house in SW corner)

Medium Level
Othrelos: Imperial City (house NE quad Elven Gardens district) Mirabelle Monet: Anvil (Fo' c'sle boarding house on waterfront)

Master Trainer
Marana Rian: Imperial City (house in NW Temple District or wandering Arboretum or Waterfront districts)
* Quest

Speechcraft

Low Level
Alga: Bruma (Honmund's house) Uravasa Othelas: Bravil Great Chapel of Mara

Medium Level
Varon Vamori: Bravil (house across from Chapel) Gruiand Garrana: Cheydinhal Great Chapel of Arkay

Master Trainer
Tandilwe: Imperial City (Temple of the One in Temple district)
* Quest

Custom spells and enchantments


By: daedalus42
This chapter of the FAQ was written by daedalus42 and is independently available at IGN as well at
faqs.ign.com/articles/699/699343p1.html.

You need access to the Arcane University for these. Enchant your weapons, armor, and other items with your own spells in the
Chironasium, and customize your own spells in the Praxographical Center.

You can recharge enchanted items in a number of ways: you can pay a Mages Guild member to do it for you, or use a Varla stone
(which recharges EVERY enchanted item in your inventory) or Soul Gem. The amount a Soul Gem will recharge an item is based on
the quality of the soul it contains. Larger Soul Gems can hold higher quality souls. Capture souls in Soul Gems by casting a Soul Trap
spell on a creature (non-human) so that the spell is still in effect when it dies.

Lockpicking
By: daedalus42
This chapter of the FAQ was written by daedalus42 and is independently available at IGN as well at
faqs.ign.com/articles/699/699343p1.html.

Push the tumbler up, then Activate when it's in place at the top of the lock. But there is a method to the madness, the mastery of
which might mean you never break a lockpick again! Glubags says:

"The way I go about it is to continuously push the tumbler upward until I notice a significant decrease in the tumbler's upward speed.
I know then that it will stay at the top much longer than normal, so I have plenty of time to click when it reaches the top. Pay no
attention to downward speed, as the next push speed will be random.
Click only when the tumbler rises slowly and you should be able to pick every pickable lock. Just be patient."

A streaming video of this technique in action is available at Planet Elder Scrolls. Disclaimer: Video may not play for everyone.

And last but not least, don't forget that there's a Difficulty Slider in case the game is too hard for you. Or too easy, for that matter!
Happy gaming!

Where is that Unicorn?


By: Mark S & Dianne, John, Alexi
Also see Hircine's quest.

The unicorn is in Harcane Grove. There are three Minotaurs, but they seem stronger than the usual Minotaurs, so they may be
something else. I rode it. I think you have to not damage the unicorn in the fight with the minotaurs, and the unicorn will attack you
the same as minotaurs when they notice you. I think the unicorn goes back to this spot when you let him go.

Jonathan writes: "[The unicorn] will not attack you unless your weapon is drawn. You can jump on it then and ride off. It will attack
anyone who draws their weapon in front of him, even if they're attacking someone else. And yeah, he'll make his way back to the
grove when you dismount (and he stops killing people)."
Putting custom music in Oblivion's music folder
By: Jori
To add your own music to the PC version of the game, go to the Oblivion folder. [for me, that's C:\Program Files\Bethesda
Softworks\Oblivion] Click on the Data folder, then on Music. The five folders in there are Battle, Dungeon, Explore, Public, and Special.
To add your own music, which will play at random in-game, simply copy and paste a song into one of those five folders. The next time
you play Oblivion, it should play at some point in the game.

Which order to do the Guild Quests in to avoid being expelled


By: Mads
Always start off with the Dark Brotherhood (you can do Arena before if you fancy it) and afterwards the Thief's Guild. This will ensure
that you do not risk being expelled during the advancement quests for stealing/killing anyone from a guild of which you are already a
member. After the Brotherhood and Thief's Guild, you can do the rest of the guilds in any order. This will also allow for an early fast
way of income as well as an early guildmaster reward from the Thiefs Guild for extra 200 encome worth of extra loot (especially
convinient with the Feather Spell trick mentioned earlier) and 120' Detect Life for dungeon runs.

Character Leveling guide


By: Wolfspirit
This guide is also available at Planet Elder Scrolls.

A guide to a Godlike, hmmm, perhaps Daedra Lord alike character.

First of all, its important to understand the complete leveling process.

To level up, you must have 10 skill increases in your primary skills. At that level up, you get to increase your stats in a range of +1 to
+5. In order to get +5, you need to get 10 increases in the 3 skills associated with the relevant stat.

Also, as you can only increase 3 of the 8 stats at level up, there is no point in training skills that produce increases above 1 for more
than 3 of the stats.

The stats and their associated skill are :

Strength - Blade, Blunt & Hand to hand.


Intelligence - Conjuration, Mysticism & Alchemy.
Willpower - Destruction, Alteration & Restoration.
Agility - Security, Sneak & Marksman.
Speed - Light Armour, Acrobatics & Athletics.
Endurance - Armourer, Block & Heavy Armour.
Personality - Speechcraft, Mercantile & Illusion.
Luck - no skills.

So, in order to maintain any level of control over the leveling process, we have to decide which of the skill we have control over, or
more importantly, which ones we don't have control over. Secondly, as our Endurance stat governs the amount of hitpoints we have,
it's necessary to increase this stat to 100 a.s.a.p. to get as many hitpoints as possible.

Our first stat for increase to 100 must be Endurance.

So which skills do we not have control over. Well, if you do not wish to walk everywhere, which is very tedious, then the alternative of
running automatically increases Athletics. There are going to be times when you have to use jump in dungeons etc which increases
Acrobatics. We must heal ourselves which means increases in Restoration. Also, either of the armour skills, light or heavy. We must
have a way to kill stuff, so either destruction or one of the strength skills. Mercantile to some extent, but this can be kept to a
minimum and it doesn't overly affect the ability to increase personality towards the end of the process.

From the above, the most difficult skills to control are Athletics, Acrobatics and Restoration. None of these can be primary skills as
they are far to unwieldy. As they will be secondary stats, they will be contributing to the +5 for Speed and Willpower, combine this
with our need to increase Endurance and we have our first 3 skill sets to increase. This means that we will be using destruction to kill
everything to start with as it is a Willpower based skill.

To have control over the process, I found that it was necessary to have ONE of each of the 7 stat based skills as primary skills. So
which?

To start with, Athletics and Acrobatics cannot be primary skills, so our first skill is Light Armour. Restoration cannot be a primary skill,
Alteration is eminently controllable, but as Destruction only increases when you do damage, I decided to make Destruction the
primary skill for Willpower so its easier to increase it towards the end of the game. Finally Endurance, as we have Light Armour in the
primary skills, we cannot have Heavy there as well, as this allows us to change armour sets and control the level up. Block can be
used a lot to fire low power destruction spells quickly, the more you use a skill the faster it raises. So the Endurance primary skill is
Armourer.

So we have:
Armourer, Destruction and Light Armour.

For strength, just choose whichever you like, I went for Blades for Goldbrand and Umbra.

For Intelligence, I went for Mysticism. The reason for this is that Conjuration will be the intelligence increasing skill and you don't want
it being limited by primary skill level up. Also, Alchemy can be used for creating gold, but its best to save the early levels if you can.

For Agility, I went for Sneak, mainly because the other 2 are a real pain to increase. By using the run into a wall in a trespassing zone,
i.e. Rufio at the Inn of Ill Omen or the buxom farmgirl at Whitmond Farm just outside Anvil, sneak is easy to increase and control.

For Personality, I went for Illusion, as again the other 2 are tedious to increase through normal gameplay or intensive training.

So our primary skills are:

Armourer, Destruction and Light Armour, Blade, Sneak, Illusion and Mysticism. So create a custom Class and chose these skills. As a
matter of interest, I chose a Breton for race, mainly for extra magicka and spell resist. For birthsign, The Mage for extra magicka.
I also chose mage skills to increase these skills quicker and start them slightly higher. In order to maximize hitpoints, its best to start
with Endurance at 55, but that means using a different race.

I'm sure there are other ways to create the primary skill list, but this seemed to me to be the optimum way to produce the best
results in the shortest time.

So to training.

The first thing to do is keep a record of your skills, so you know when the combination of each 3 has combined to produce an increase
of 10. Remember, we need 30 skill increases per level up for Willpower, Speed and Endurance.

Remember that Athletics and Acrobatics will increase very fast to start with, so don't overdo it and get more than 10 increases.
Remember that if any stat has more that 10 increases across all 3 skills at level up. your just making it harder for yourself later on as
skills get progressively harder to increase. So its best to fast travel to Weynon Priory, then double back down the road to the Imperial
City and find Fort Ash. Fort Ash is your friend, there is a rat to the left of the first T junction and this is ideal for block, both the
armours, I wore a combination of light and heavy to start with, and restoration. Another more interesting and somewhat productive
way to increase athletics and acrobatics is to start on the Nirnroot quest, this a reasonably safe scenario as most of the time you will
only be fighting mud crabs as nirnroot only grows next to water, its best to just dispatch the mud crabs with destruction as they hurt
at low levels. The area around Leyawiin is the capital of Nirnroot growth. Also, when you see rock formation near the shoreline, always
spin around and check around the rocks, as Nirnroot love to grow in crevices etc next to the rocks.

This combination gives you access to the first 3 skill stats and only those. Continue to increase by whatever means, I did the regional
mage quests etc. Just try to limit any use of any skill other than the first 3 stat based skill sets or you just make it harder later. Once
athletics and acrobatics start to increase a bit, its easier to use a skill trainer for 1 or both of these. You can also use castle Skingrad
for Acrobatics, just run up the stairs and leap over the banister, when you take fall damage, acrobatics increases quickly. So once you
have 10 combined skill points for each stat, go ahead and increase a primary skill to level up, if you have done it perfectly, then it will
mean increasing either Destruction, Armourer or Light Armour by 1 which also gives 10 for that skill set and levels you at the same
time. Now rest and take your +5's for Willpower, Speed and Endurance. Now make a note of your new skill numbers and increase all 3
sets by 10 again. Continue to rinse and repeat.

If you started as a Breton and chose Willpower as a primary stat, then by level 9 Willpower will be at 100.

Remember that you can now use Restoration and Alteration to your hearts content without having to keep an eye on their numbers,
but be aware that Destruction contributes to level up still.

At this point I started to work on Strength. Mainly because you are starting to see better items dropping from mobs and you want to
carry these back to the shops for cash. Also, Blade, Blunt and Hand to Hand works nicely with the endurance skill set and you can
increase both easily. By this time, Athletics and Acrobatics are becoming a real pain to increase, so NPC skill train them and increase
light armour to pick up any balance. Rinse and repeat till endurance and speed hit 100.

Now it starts to gets easy, start working on Intelligence and Agility in combination with Strength. Only use conjuration to increase
intelligence to start with and go all the way to 100 in blocks of 10 per level by spamming spells. Use marksman to start with for
Agility, once it starts to rise a bit, NPC skill train marksman with Pinarus Inventius in Anvil and use the running into a wall method to
increase sneak. Pick up Security as and when. As soon as I got lvl 10, I did Nocturnes quest for the security key. Strength will max
out next. Once this does, start working on Personality with Agility and Intelligence, use speechcraft on any NPC, just click the
quadrants as quickly as possible, dont worry about what happens to the disposition, just increase speechcraft to the desired level in
combination with illusion and mercantile in blocks of 10. You can sort the NPC's disposition out later if you need to.

Continue with this until all stats are at 100.

Once all are at 100, start increasing your primary skills to 100 if they are not there already, train any of the secondary skills at a skill
trainer, restoration and mercantile are good ones to get to 100, never train a primary skills at an NPC skill trainer as its a waste of
resources. As a Breton, I did the primary quest up to Baurus' excursion into the sewers to join the Mythic Dawn fairly early after
completing all stats to 100 because Manco Cameron's son drop a mundane ring with 50 magic resist. With 100 resist, you are
completely immune to all magical effects including those from staves. I also went from Oblivion gate to Oblivion gate to get
Transcendant Stones with fortify 50 magicka using the save game, check the stone, continue or reload as required.
With this method, I finished up with the following character:

Race : Breton
Birthsign : The Mage
Class : Whatever you want to call your custom class.
Level : 51
Health : 665 (blue number, no artificial increases)
Magicka : 524 (green number, 4 enhanced armour items with fortify 50 magicka from transcendant stones) Also using daedric boots
with 105 feather and the Escutcheon of Chorrol, so could add another 100 magicka if I wanted to replace these 2 with fortify magicka
items.
Fatigue : 450 (blue number, no artificial increases)

Resist Magic 100%


Reflect Damage 47%

Strength : 120 - green


Intelligence : 112 - green
Willpower : 118 - green
Agility : 102 - green
Speed : 100 - blue
Endurance : 110 - green
Personality : 98 - red (scales of pitiless justice)
Luck : 76 - blue

Armourer : 100
Blade : 105
Destruction : 110
Illusion : 100
Mysticism : 100
Light Armour : 100
Sneak : 100

Obviously a lot of these secondary skills can still be increased, but with every quest complete and the ability to take out the entire
imperial legion in the imperial city in 1 game day at 75% on the difficulty slider, I think I will leave them for the expansion. I had as
many as 15 imperial guards attacking me at any time during the test, the most important thing is to make the archers change to
melee, or you are hardly ever on your feet!

Athletics : 63
Block : 71
Blunt : 55
Hand to hand : 60
Heavy Armour : 100
Alchemy : 33
Alteration : 100
Conjuration : 110
Restoration : 110
Acrobatics : 74
Marksman : 73
Mercantile : 100
Security : 76
Speechcraft : 36

These figures do not include being a Vampire and were achieved without using any cheats whatsoever.

Anyway, hope you find this of some use. It certainly makes for some seriously heated battles with large numbers of mobs which is a
lot of fun :)

Links
 Oblivion Vampirism Guide by Jason Nicholas
 Dark Brotherhood FAQ by TwistidSoul

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 in 'Mages' Guild'
 Added some Main Quest quests
 Added section on Sigil stones to 'Items'
 Corrected some cheats
 Corrected minor layout issues

1.0 (5 April 2006)

 Completed Fighters' Guild walkthrough!


 Completed Main Quest walkthrough!
 Completed Mages' Guild walkthrough!
 Completed Vampires walkthrough!
 Added an Arena walkthrough: combatant quests
 Added some cheats
 Added section 'Miscellanea' with info on horses, houses, skill trainers, custom spells and enchantments, lockpicking
 Corrected minor layout issues

1.1 (7 April 2006)

 Completed Dark Brotherhood walkthrough!


 Added instructions on how to spawn any NPC
 Added some cheats
 Added a Links section
 Added bits on the Umbra Sword quest and the free weightless Daedric glitch
 Added Mages Guild section 'Collecting flowers when penalized'
 Corrected minor layout issues

1.2 (9 April 2006)

 Completed Daedric quests walkthrough!


 Added misc quest The Renegade Shadowscale
 Added item on the Item duplication glitch
 Added Expelled? to the Dark Brotherhood walkthrough
 Moved Umbra Sword sidequest into Daedric quests
 Updated map picture with Mages Guild flowers quest
 Corrected minor layout issues

1.3 (13 April 2006)

 Added Daedric quest Nocturnal plus a map of the two quest locations
 Updated list of vampire hideouts
 Added Vampire Survival Guide
 Fixed a misdirection in Boethia's quest (sorry!)
 Added an alternative option for a part of the Dark Brotherhood quest Next of Kin.
 Added cheat: possible sigil stone glitch on Xbox 360
 Added cheat: ring effects without ring equipped? (Xbox 360)
 Added misc quest: Where Spirits have Lease (Anvil house quest)
 Added bug: possible bug in Thieves Guild Adharji's Heirloom quest
 Added two infinite money cheats/glitches

1.4 (16 May 2006)

 Added various quest tips and hints users sent in


 Added Shadowmere trick
 Taken out 'Azura' section from Main Quest (redundant)
 Added link to full annotated map
 Added misc quest: How to become a REAL knight
 Added cheats and glitches: Using Shadowmere to store your stuff; Faster spellcasting; Sneak bonus glitch; Boots of
Springheel Jak glitch; Infinite money with Alchemy; Easy advancement in Alteration.

1.5 (3 June 2006)

 Updated Vampires: Where to find


 Added misc quests: The Ghost Ship of Anvil, A Brush With Death, Separated at Birth, Legacy Lost, Sins Of The Father,
Canvas The Castle, Order of the Virtuous Blood, Shadow Over Hackdirt, Origin of the Gray Prince, Go Fish, An Unexpected
Voyage, The Gravefinder's Repose, Tears of the Savior, Zero Visibility

1.6 (7 September 2006)

 Added Armor list


 Removed duplicates from Weapons list
 Updated contact info for Alienslof
 Added note about custom race in Boethia's quest
 Added loophole to Sins of the Father quest
 Miscellaneous typo fixes
 Added misc quests: Corruption and Conscience, Lifting the Vale, Unfriendly Competition, Bear Season.
 Added misc info about: Unicorns; Easy advancement in Conjuration/Alchemy/Sneaking; Pickpocketing; Sigil Stones; Free
permanent bound armor/weapons; Sigil stones glitches (updated); Azura's star; Castle Chorrol glitch.

1.7 (3 March 2007)

 Added note about unicorn


 Miscellaneous typo fixes
 Fixed headers and grouped 'Easy advancement' bits
 Added 'Easy advancement in Destruction' (Xbox 360)
 Added two alternate ways for 'Easy advancement in Sneaking'
 Fixed misdirection in 'Taking care of Lex' quest
 Added alternate way of farming ectoplasm in 'Drunk and Disorderly'
 Removed 'Incomplete' tag from Arena quests in TOC (why was that still there? :O)
 Clarified TOC layout
 Fixed background color on some section headings
 Removed 'FAQ' section (was empty)
 Added note about issues in 'Infiltration' and 'The Hist'
 Added note about issue in 'Ultimate Heist'
 Ran a spellchecker on the whole walkthrough
 Added misc quest: 'Rosethorn Cache'
 Added info about possible staff glitch
 Added info about: Always keep your magical weapons charged for almost no money; How to carry almost infinite loot; How
to gain instant 100 disposition with whomever you speak to; Which order to do the Guild Quests in to avoid being expelled.

1.8 (24 August 2007)

 Added note about an alternative route in 'Adharji's Heirloom'


 Added note about an increased reward for 'Adharji's Heirloom'
 Added note about 'The Path of Dawn'
 Added quick way to abuse the duplication glitch
 Added note about duplicating Varla stones
 Added 'Easy advancement in...blade'
 Added note to 'Easy advancement in...sneaking'
 Added note about the movetoqt console command
 Added Wolfspirit's Character Leveling Guide
 Added 'Get iron arrows easily'
 Fixed typo in quest and quest name 'Origin of the Gray Prince'
 Fixed miscellaneous typos

Conclusion
We hope you enjoyed our guide, since we put a lot of work in it. If you encounter problems, feel free to mail the person responsible
for that part. Suggestions, feedback, comments etc. are welcome too. E-mail addresses can be found at the top of the document.
Make sure you're mailing the right person ;)

Thanks to: Aksi, Alex F., Alex Taylor, Alexi, ammant, Andy Eddy at IGN, Assassin X, AssyrianKing8, Baldwin1, Carrie, daedalus42,
Darklord_20, Delthius, Dinjitsu222, DK, Ericesque, Fashizzlu, George Simon, gparent, Greg, Hound, Hurley, iamSINATRA, Igor Tokin,
Kallale, Jake Dixon, Jason Nicholas, Jennifer, Jesse Houwing, Jo and Alex, Jocke L¿vgren, John, Johnny New Englander, Jonathan,
Jori, Josheau, JR Henderson, Kalypso920, Kevin R., Mads, Malcolm, Mark S & Dianne, Matt, Matty, Mike, another Mike, Monkey Man,
Mr. P, Oliver, Piton, PokerLoke, rhinouga37, Richard, Robert, another Robert, Rory S., Russell, Seraph_sabre, Shane-oh, Stephen Ng
at IGN FAQs, SublimedAndrew, SweetG[UK], The Ossus Keeper, Tony LaFountain, Tyler, z Veal

Copyright © 2006-7 by Alienslof, Arjen 'Grawl' Voogt, Abram 'APY' Wagenaar, Cheryl 'Korana', Robin Irvin, Tina 'Sirius Snape'
Duncan. Design by Arjen 'Grawl' Voogt. This guide may only be used by IGN, Planet Elder Scrolls and personal sites of the authors.

Hints & Cheats

http://cheats.ign.com/ob2/068/702/702491.html#819707

Cheat - Duplicate Items (Post Patch)


This cheat duplicates items in a similar way to the pre-patch method using a bow and arrows. I have
seen variations on this method involving swinging weapons/fists but found they did not work (on
the PC at least). This method works with Shivering Isles installed and is more straight forward than
the old method.
To start with you will need at least 2 identical scrolls. Open you inventory and equipment them.
Click on the scrolls once more, then drop the item you would like to duplicate. The quantity of the
item needs to be less than the number of scrolls, for example if you have 10 scrolls the number of
items duplicated at one time has to be 9 or less. Exit your inventory screen and the duplicates will
fall to the ground. The number of items duplicated will be equal to the number of scrolls. To repeat
this go back into the inventory screen and click on the equipped scrolls and drop the item to be
duplicated (no need to unequip and equip the scrolls)

This method does not duplicate stolen items and some rare/quest items. It is however useful for
duplicating light, valuable items such as gemstones which can be sold.

Submitted by Tenfyr
Sparechange4
Hint - Levelling FailSafe
This little exploit can be taken advantage of to jack your levels up to 30 (when the items you earn
will be of top quality). Just make sure to complete the quests with vulnerable NPCs or they will not
survive the pummeling from high level enemies.

Simply travel to Leyawin and activate the 'Whom Gods Annoy' quest. Get it to the point where the
woman gives you her Daedric staff. Instead of going to the dungeon to get rid of it, keep it for a
while. The Everscamps it produces are incredibly easy to kill, have weak attack, and never stop
respawning. Any ideas yet?

Personally, I was a Knight of Leyawin and went to the White Stallion Lodge to do this. I then
decided that I wanted to level my Hand-to-Hand. So I punched the Everscamps to death again and
again. A mere 10 minutes later I had raised my Hand-to-Hand almost 15 points.

I think many people don't think that the Everscamps give you experience points, but in fact, they do.
I then leveled my block, blade, and heavy armor skills by about 20 points each before completing
the quest.
John Doe Banishment
Hint - Unlimited Enchanted Daggers
This incurs the wrath of the guards and pretty much sets your fellow mages up for NPC-related
slaughter (not the Harry Potter version).

Once you have gained access to the Arcane University you can harvest an unlimited supply of
enchanted daggers. The NPC mages all carry a randomly enchanted dagger. Since the mages at the
University level-up with you, the higher your level, the higher the quality of the dagger and the
stronger the enchantment. At level 2 the NPC mages will have an iron dagger and around level 6
they will start carrying dwarven daggers. Since you may not steal or kill your fellow mages you
have to trick the gaurds outside of the gates to assist you. Simply walk up to any of the guards and
attack them. When the guards ask you to surrender select "resist arrest".

There will be two guards outside, so you need to make sure to get both of them to follow you. Once
you have them in tow, run into the academy and wait for your fellow mages to assist you in killing
the guards. As the battles go, the gaurds will usually win and kill all of the mages. If this is the case,
you need to finish the guards off yourself. Afterwards, simply loot the bodies.

The main thing is you did not kill your fellow mages, so you won't be blamed for their deaths.

After the first time you do this you will trigger the gaurds and mages to hate each other forever.
After hunting in a dungeon or doing a quest, check-in on the guild to see if any new guards or
mages are lying around dead.

While the mages increase their level as you do, the guards do not, after a while the gaurds won't
stand a chance against the mages. To solve this, wait until morning when the captain of the guard is
inspecting the courtyard of the guild. Get him as well as the two guards to follow you into the guild;
the three of them tend to be a match for the higher level mages.

Lastly, if the guard only attacks you and won't attack the mages, use an invisibility spell and he will
switch targets.
cboyd2047
Hint - Fast Travel For The Grossly Obese
After clearing out one of the many dungeons in Oblivion, you may wish to carry out more valuable
loot, items, armor and weapons than your current level of Encumbrance will allow. If you're able to,
you can cast spells that will temporarily raise the amount you can carry, but if that's not an option
for you, a simple potion of feather can be very helpful in a pinch.

Clear out all the enemies, taking note of where all the highly valuable (and sometimes heavy) items
you're going to want to carry out with you are. Next, load up as much as you can carry, and drink
your feather potion. This will temporarily raise your Encumbrance. Now, quickly run around and
grab the other items you want to take. Get outside the dungeon before your potion runs out, and
fast-travel wherever you wish.

No matter how far away your destination is, you'll make it, along with all the stuff that you picked
up. Travel to a merchant to sell it all, or travel to your home/hideout to stash it for later. When you
arrive, you will be over-encumbered, so in order to move, you'll either have to drink another feather
potion, or temporarily drop a few things.

I usually fast-travel just inside the gate to the Market District of the Imperial City, where I
temporarily drop whatever I can't carry, then run right around the corner to the various shops. I sell
everything I don't want to keep, then I return to the gate and pick up the things I dropped. It's a great
way to make large sums of cash fairly quickly.
Hint: Free Weightless Daedric Weapons
After you've gained access to the Arcane University (to do so you must join the Mages Guild),
purchase two cheap bound weapon spells. You can get the Bound Dagger spell from the Discount
Spells shop in the Imperial City's Market District. Make the second spell you buy bind a weapon
that you want to keep.

Go to the Arcane University's Praxographical Center (northeast corner) and create a spell that does
Bound Dagger for one second on self. You can repeatedly use this spell to raise your Conjuration
skill above level 25, a level you'll need to achieve in order to get the free weightless Daedric
weapons.
Once your Conjuration is at level 25 or higher, make a new spell that will cast Bound Dagger and
Bound "whatever weapon you want." (If you don't see the option to create a spell that does anything
other than Bound Dagger, you'll need to make sure that you can actually cast the other bound
weapon spell. If you can't, raise your Conjuration skill even higher.) Make sure that you add the
Bound Dagger effect first, then add the second bound weapon effect. Set both effects for a duration
of one second.
Cast the spell you've just created and wait for the sound of weapons equipping. Immediately go to
your menu and you'll see that the second bound weapon appears in your inventory. Simply drop the
weapon and you can then pick it up to keep forever. The weapon has no sell value but it's weightless
and pretty powerful. This bug can be repeated as many times as you like, giving you access to an
infinite number of Daedric weapons.
burningrenade
Hint - Increase Disposition Every Try
If you are trying to get a person to like you that has the persuasion option when you talk to him you
can incrase the maximum disposition level a little bit more.

I've tested this trick out myself with some Imperial city gaurds and it works as long as you keep
trying with the person until you reach the "Disposition Maxed" message on the persausion menu.

All you need to do is talk to the person you wish to persuade with your weapon DRAWN and then
get him to like you through the persuasion ability until the menu says "Disposition Maxed." When
you do that, simply stop talking to the character and put your weapon away, when you then go to
the persuasion menu and look at the disposition level you will see it is somewhat higher(I believe
the maximum posible disposition you can achive through this secret is ten). The amount you can get
from this seems to depend on the NPC's persuasion level and your charcters persuaion level and the
NPC may have a grudge with you or a bond with you from things you may have done to help or
hurt them or your charcter may have infamy and/or fame, or the guild you belong in and your curent
rank in that guild may affect the way this person feels about you.

I must also warn that certain charcters aren't possible to persuade mainly charcters involved with
quests, (For example Baurus of the Blades.)
Hint - Mercantile Increase
You can raise most other skills without trouble, except perhaps, for Mercantile. Go to the tents in
Kvatch. Equip any weapon and get on horseback. Once this is done, talk to the Orc woman with
corn rows and sell the weapon to her. Your weapon will not be sold but you will get 200 gold every
time you attempt this. It raises the mercantile skill while you make money. Win-win.

Submitted by rikyyo
jsachssox
Hint - Exploiting The Unicorn
The unicorn offers tranquility. It's also unseasonably warm. If you have a uniorn, go to any city with
a stable and stable the unicorn. Lock the unicorn inside while you are outside. Draw your weapon
and the unicorn will get mad. A guard will go inside the stable and start attacking the unicorn. Close
the gate in after the guard while remaining outside. The unicorn will kill the guard and you can loot
the body.

Each guard has a key to his respective city. You can then fast travel to a different city and you can
do it again. Some of the stables have a way for the unicorn to get out, so beware. If the unicorn gets
one attack in, it will probably kill you. The only way to kill unicorns is with daedric, magic, or
silver weapons.
siriustigref
Hint - Sigil Stone Picker
The gates generate a random plane of oblivion along with a random sigil stone. Go through the
tower all the way to the top, till you reach the sigil stone. Simply save the game before the stone
spawns and you can re-randomize the stone by re-loading the game, if it's not to your liking.
XKahn verti89
Hint - Sneak Walk Increase (Requires Rufio)
The Inn of Ill Omen is located Northwest of Bravil along the road. In the basement of it is a guy
named Rufio. As long as you are reasonably quiet he will sleep forever allowing you to sneak
around the room increasing the skill easily. Just put your guy facing a corner and rig the stick to
keep walking and you gain a new level roughly every minute (early on). Note that if you killed
Rufio as part of the Dark Brotherhood's quest, you won't be able to use this exploit.
Erik-IGN
Hint - This Fight's Freaking Easy
Having trouble with strong monsters or opponents? Work a bit on your Alchemy skill and learn to
concoct potions to "Damage Health". Combine such potions with your most potent weapon and hit
your enemy a few times, then run off and cackle like a maniac while your quarry dies within
minutes. (Repeat as necessary).
trddisruptor
Hint - Free Iorn Arrows
Go to the arena in the Imperial city and watch the blue team archer shoot arrows. Half the time you
can go in there, the arrows the archers shoots will be there and you can simply take them without
being labelled a thief. Naturally, you may want to save before attempting this.
pherr68 herrmindless
Hint - Sneak Walk Increase (Requires Armand)
There is a way for you to get your sneak skill to rise very quickly in the game. When you have the
option to join the theives guild by meeting Armand at the Imperial Water Front garden around 11
pm, accept his task. He will offer you the option to buy lockpicks. Don't buy any. Go into sneak
mode and go behind him. Not only will you get the lockpicks from him for free, you can also
repeatedly pickpocket him to build up your sneak skill and all he'll say is to go ahead, he doesn't
need it anyway.
daedalus42 whardes2
Hint - Arena Blindspot
This requires your acrobatics to be fairly high (always jump when travelling to increase it), since
you need to jump to a spot that's normally out of reach. The blind spot is not immune to ranged
weapons or spells, but for the most part, you can take down enemy combatants with your ranged
weapons or spells without a loss.

Naturally, save your game before you attempt this.

As soon as the fight starts, run to the left. There is a gray stone pillar, next to the gate. Just jump on
and up onto it, as high as you can. Often your opponent is there attacking you so the force of the
attack may actually push you onto the short pillar.

If you do it right, you can stay perched up there, safely out of reach of most melee fighters. You can
proceed to destroy your opponents with arrows or other ranged attacks at your disposal.
Hint: Stealing From Blind And Mentally Retarded NPCs
I tested this on armor only, but I see no reason why it wouldn't work for any item if it's large enough
for your atavism to collide with it.

First off, go to any armor shop that has a piece of armor on display that you want. Jump up onto the
shop keep's counter and just run into and knock the armor item off the counter. This is not illegal
and noone will even care. Next, keep kicking it by running into it multiple times until you have the
item in a corner away from the view of the shop keeper.

The shop owner will actually follow you around the shop while you run about. Get him/her to
follow you to the opposite end of the store, then quickly run back to where you placed the armor
item. Use the sneak ability (default RIGHT CTRL) and pick it up before they see you. Done.

Submitted by Laerun
Item Spawn Cheat
Drop the console and input player.additem itemIDname integer where itemIDname is the internal
name for the item and integer is the number of that item you want. For a complete list of items and
their IDnames, download the Excel file (ZIP) from IGN's FAQs site.

Download Item List (XLS)

Submitted by PlanetElderScrolls
World Warping Cheat
Drop the console via the TILDE key and input player.coc locationIDname where locationIDname
is the map you wish to go to. For a complete list of location IDs, head for IGN's FAQs site.

View Location ID List

Submitted by PlanetElderScrolls
Cheat List
While playing, drop the developer console via the TILDE key (next to numeric one). You may need
to add a -dev or -devuser switch to the command or target line to the game executable via a
Windows shortcut. All codes listed here are unverified.

help ... List available console commands


tgm ... Invulnerability
tcl ... Toggle clipping
lock ... Lock highlighted object with integer lock-level
unlock ... Unlock highlighted object
kill ... Kills highlighted entity (kills self if no target is selected)
modpcs , ... Add integer points to skillname skill
modpca , ... Add integer points to attribname attribute

Submitted by planetelderscrolllord
Verified by APY - PlanetElderScrolls, roxykittyd - PlanetElderScrolls

Umbra sword

http://faqs.ign.com/articles/699/699834p1.html

Sly Chinchilla (alexH14 comcast net)


March 30, 2006

Elderscrolls 4 Oblivion
XBOX 360

Umbra sword

The Umbra sword is a very nice, jet-black, single handed longsword. To obtain
it you must be at least level 20. Travel along the Gold Road heading north
from Skingrad until you come to the shrine of the Daedric Prince Clavicus
Vile. You will need to make an offering of 500 gold to his shrine . Talk to
one of the followers there to start the quest.

Clavicus will tell you to go to the town of Pell's Gate, I won't bother
with locations from here on they will be marked on your map. He wants you to
search for Umbra and return it to him. Throughout the quest Barbas, Clavicus'
dog, will tell you that the sword will destroy Clavicus if you give it to
him., discard this for now. In Pell's Gate find Irroki the wide, get him to
like you, and ask about Umbra.

You will then need to head to Vindasel, and kill Umbra, the wielder of the
sword Umbra. She will give you a choice to leave and live, or fight and die.
KILL HER! Don't be frightened and get that sword! After getting the sword you
can either give it to Clauvicus for a unique helmet the will raise your
personality or keep it. Do neither. Instead do not finish the quest. Umbra
does a large amount of damage and has the ability of soultrap placed on it. If
you finish the quest it will weigh 45 pounds, but don't finish it and it will
stay a quest item. All quest items are weightless so this makes it quite
useful.

There may be some other reprocussions by not giving him the sword for the
quest, telling him you won't give it to him not keeping the quest incomplete,
because he mentions keeping an eye on you. So please don't hold that against
me.

Skill progression

http://faqs.ign.com/articles/702/702934p1.html

ELDER SCROLLS: OBLIVION

Skill Progression FAQ

This guide is for the game Elder Scrolls: Oblivion, available for the XBOX 360
and PC. This guide outlines the different skills available in the game, their
governing attributes, and the benefits of advancement. Brief commentary of
the advantages of making the skill a Major or Minor have been included, based
upon my own observations and experience.

Nearly every activity in Oblivion falls under some Skill-set. Each Skill-set
is governed by one of seven Attributes, and as the Skills are developed,
players gain the ability to increase the governing attribute when they level-
up. A level-up is earned in the game when 10 Skill Points are earned, in any
combination, from the pool of Major Skills. Once a level-up is earned, a
player can apply an Attribute modifier to three different Attributes, based
upon skill development for respective Attributes, up to a +5 bonus if 10 Skill
Points are added from the pool of three Skills for any given Attribute. As an
example - Strength governs three skills: Blade, Hand to Hand, and Blunt. If
before earning a level-up, 10 Skill Points from those three Skills (say 4
points in Blade, 3 in Hand to Hand, and 3 in Blunt) are earned, then a +5
modifier for Strength becomes available once a player levels up.

By developing these related skills and maximizing the attribute modifiers when
leveling up, the player gains a real advantage in remaining even/ahead of the
enemies in the game, most of whom level proportionally with the player as the
game progresses.

Each Skill-set has five separate sub-levels: Novice (0-24), Apprentice (25-
49), Journeyman (50-74), Expert (75-99), and Master (100). While proficiency
increases every time a Skill Point is earned in a Skill, certain new abilities
are gained at each of those new sub-levels. Following is a listing of each
skill, with information of advancement benefits and some personal comments of
applicability/usefulness as a Major/Minor Skill selection. These personal
comments are based upon my own experience in the game, reflecting my own
style, so bear in mind that what works well for me may not work well for
others.
My own style of play is predicated on the idea of controlled leveling -
choosing Major Skills which can be replicated or replaced with a different
kind of skill (or service, such as a Blacksmith). More information on this
approach will be available in a guide on controlled leveling, coming soon from
amailhot.

Some General Notes -


In addition to the techniques listed here, players can consult
trainers in the game to gain Skill Points in different Skills (up to five
Skill Points/level). For more information on Skill Training, consult this Skill
Trainers
FAQ written by ammant, my own personal Jesus on all things ES and
KotOR.
A general note on Magic - Numerous references are made to Spellmaking for
more rapid leveling. To access this feature, your character must have access
to the Arcane University. You will also need to purchase certain low-level
spells to use as a 'base' when creating a new spell at the spellmaking altar.
Seek out Mage Guilds throughout Cryodiil for more information in this regard.
It should be noted as well that regardless of character class, there are
numerous advantages to joining the Mages Guild, and their membership should
not be discounted simply because you may be playing with a pure Warrior or
Assassin-type player.

A special thanks is offered to the IGN Elder Scrolls Board (notably to ammant,
basstelle, and umbraquestsux), from whom I've drawn liberally in providing
tips and observations.

ACROBATICS

Governing Attribute - SPEED

Description - Jump long distances and avoid damage when falling great
distances.
Apprentice -You are now able to attack while jumping or falling
using regular attacks.
Journeyman - You're now able to dodge, press the Block button while
jumping to use this.
Expert - Jumping uses half the fatigue of before.
Master - You're now able to Water Jump. Time this correctly and
you can jump using the water as if it were solid ground.
mas' two cents - An ideal selection as a Speed-governed Major Skill.
You rarely need to jump or fall considerable distances in the game, so
it's fairly easy to level this skill at your leisure.

Leveling Tip - Find an area with some easily accessible rock formations
and a steep face (mountainsides are ideal). Jump from the top of a rock
formation to the ground below repeatedly.

ALCHEMY

Governing Attribute - INTELLIGENCE

Description - Create potions and gain benefits from alchemical ingredients


more effectively.
Apprentice -Recognizes the first two properties of a substance,
above the first property recognized by a Novice.
Journeyman - Recognizes the first three properties of a substance.

Expert - Recognizes all four properties of a substance.


Master - Allows the player to create a potion using only a single
ingredient.
mas' two cents - Fine choice for an Intelligence-governed Major Skill,
although the ease in leveling might make it a better selection as a Minor
Skill for use in Attribute-farming.

Leveling Tip - Focus on collecting as many harvestable items (plants


and creature/corpse remains) as possible, storing them in a purchased Home.
Also, be on the lookout for higher-level alchemical equipment (Calcinators,
Alembics, Mortar-and-Pestles, and Retorts) in caves populated by magic-users:
the better the equipment, the stronger the effects of your potions and
poisons). You can gain skill points by eating raw ingredients, and by
creating potions. With an abundance of ingredients to be found in the world
of Cyrodiil, this is among the easiest skills to develop, provided you're
taking the time to collect the ingredients.

ALTERATION

Governing Attribute - WILLPOWER

Description - Cast spells to breathe or walk on water, open locks, shield from
physical and magical damage, and alter encumbrance.
Apprentice -You are now able to cast Apprentice-level
spells.
Journeyman - You are now able to cast Journeyman-level spells.

Expert - You are now able to cast Expert-level spells.


Master - You are now able to cast Master-level Spells.

mas' two cents - Alteration is a Skill set best relegated to Minor


Skill status. Its ease in leveling makes it an ideal tool for building up
Willpower.

Leveling Tip - Use an Altar of Spellmaking to craft a low-level


Shield/Protect Spell with minimal duration and effect. Cast repeatedly.

ARMORER

Governing Attribute - ENDURANCE

Description - Maintain weapons and armor at top efficiency. Worn (damaged)


weapons and armor are less effective.
Apprentice -Repair Hammers last twice as long.
Journeyman - You can now repair enchanted armor and weaponry.

Expert - You can now repair equipment byeond the 100% threshold, to
125%, increases the defensive value/Armor Rating of Armor, and damage
delivered by weaponry.
Master - Repair hammers never wear out. One hammer will now last
forever.
mas' two cents - This is a Skill which is almost always useful to
anyone who does any degree of exploring. Strongly recommended as a Minor
Skill to prevent uncontrolled leveling from those forced to repair their
equipment while out in the wild.

Leveling Tip - Always maintain a healthy supply of hammers before


venturing out. Loot corpses for weapons and armor, repairing everything you
can, and then discarding any equipment you don't want to hold on to.

ATHLETICS

Governing Attribute - SPEED


Description - Run and swim faster, and regenerate lost fatigue faster.
Apprentice -You regenerate 25% more fatigue while running.
Journeyman - You regenerate 50% more fatigue while running.
Expert - You regenerate 75% more fatigue while running.
Master - You regenerate fatigue at the same rate while running as
you would while standing still.
mas' two cents - Best-suited as a Minor Skill to prevent uncontrolled
leveling.

Leveling Tip - This can quickly become a challenging skill to develop


for those who are in love with the Fast Travel system. Run everywhere, and
remember that swimming helps build Athletics more quickly than running. It
should be noted that when swimming with an waterbreathing enchantment/spell,
the benefit of swimming is reduced. For optimal results, swim underwater
(surfacing when necessary), while swinging a weapon.

BLADE

Governing Attribute - STRENGTH

Description - Deliver the slashing and thrusting attacks of dagger and sword
weapons more effectively.
Apprentice - You gain a new standing power attack which does
more damage than usual. Press and hold the attack button while standing still
to deliver it.
Journeyman - You gain a new sidestep power attack which has a
chance of disarming your opponent when used.
Expert - You gain a new rushing power attach which has a chance of
knocking an opponent down.
Master - Your rushing power attack now has a chance of paralyzing
your opponent for a brief period of time.
mas' two cents - Fine choice for a Strength-governed Major Skill. For
those who choose not to bother with enchanting their weaponry, it may be the
best selection for pure melee combat - from a general standpoint, there
are more Legendary/Daedric Blades than Blunt weapons, and weapon users gain
ancillary bonuses from enchanted weaponry which are not available to Hand To
Hand specialists.

Leveling Tip - Ironically, the best way to better yourself in the Blade
Skill is to disregard the improved weaponry which becomes available as your
character levels. Stick with weaker iron blades (keeping them minimally
repaired) which require more strikes to kill an enemy to increase the rate at
which Blade Skill Points are earned. Save the stronger weaponry for the more
lethal enemies.

BLOCK

Governing Attribute - ENDURANCE

Description - Parry melee attacks with shields and weapons. Successful blocks
reduce damage.
Apprentice - Blocking no longer drains Fatigue.
Journeyman - Blocking with yoru hands will now cause opponents to
momentarily recoil.
Expert - Blocking with a shield can now knock back and stagger an
opponent.
Master - Blocking now gives you a chance to disarm an opponent.
mas' two cents - Fine selection as an Endurance-governed Major Skill,
but I wouldn't recommend choosing this AND Heavy Armor as Majors both, as it
limits your tactical options when controlled leveling are taken into account.

Leveling Tip - Find a nice weak enemy (rats are excellent choices) and
let them pummel on you while blocking. Keep a Potion of Cure Disease handy if
you do - continued attacks from many creatures invariably leads to contraction
of one disease or another.

BLUNT

Governing Attribute - STRENGTH

Description - Deliver the crushing blows of mace and axe weapons more
effectively.
Apprentice - You gain a new standing power attack which does
more damage than usual. Press and hold the attack button while standing still
to deliver it.
Journeyman - You gain a new sidestep power attack which has a
chance of disarming your opponent when used.
Expert - You gain a new rushing power attach which has a chance of
knocking an opponent down.
Master - Your rushing power attack now has a chance of paralyzing
your opponent for a brief period of time.
mas' two cents - Fine choice for a Strength-governed Major Skill,
although the choice of enchanted Blunt Weaponry may not be as diverse or
impressive as what can be found with Blades. Blunt specialists are encouraged
to learn more about enchanting their own weaponry.

Leveling Tip - Ironically, the best way to better yourself in the Blunt
Skill is to disregard the improved weaponry which becomes available as your
character levels. Stick with weaker iron weapons (keeping them minimally
repaired) which require more strikes to kill an enemy to increase the rate at
which Blunt Skill Points are earned. Save the stronger weaponry for the more
lethal enemies.

CONJURATION

Governing Attribute - INTELLIGENCE

Description - Cast spells to summon otherworldly creatures, summon magical


weapons and armor, and turn the undead.
Apprentice -You are now able to cast Apprentice-level
spells.
Journeyman - You are now able to cast Journeyman-level spells.

Expert - You are now able to cast Expert-level spells.


Master - You are now able to cast Master-level Spells.

mas' two cents - Fine choice as either a Major or Minor Skill. The
ability to summon other creatures can be invaluable to a magician, so the
added bonus of making it a Major Skill can be immediately useful. As well, as
a relatively easy Skill to level, it can be a fine choice as a Minor Skill
used in Attribute-farming.

Leveling Tip - Use an Altar of Spellmaking to craft a one-second


duration Bound Weapon/Armor spell. Cast repeatedly. As a side note, Summon
Spells can be excellent tools used to develop other offensive skill sets,
melee or magic. Summon a creature and attack with weapon or magic for a 'two-
for-one' bonus.

DESTRUCTION

Governing Attribute - WILLPOWER

Description - Cast spells to inflict magical fire, frost, and shock damage, or
reduce resistances to magic attacks.
Apprentice -You are now able to cast Apprentice-level
spells.
Journeyman - You are now able to cast Journeyman-level spells.

Expert - You are now able to cast Expert-level spells.


Master - You are now able to cast Master-level Spells.

mas' two cents - Excellent selection for a Major Skill. Because


Destruction spells must be targeted on living creatures to gain Skill Points,
it can be a more challenging skill set to develop than other magical
disciplines.

Leveling Tip - Use an Altar of Spellmaking to create a low-level,


minimal effect Destruction spell targeted on Self (you). Cast repeatedly,
using potions, magic, or the Wait Command to heal as necessary.

HAND TO HAND

Governing Attribute - STRENGTH

Description - Attack without weapons to damage and fatigue opponents.


Apprentice - You gain a new standing power attack which does
more damage than usual. Press and hold the attack button while standing still
to deliver it.
Journeyman - You gain a new sidestep power attack which has a
chance of disarming your opponent when used.
Expert - You gain a new rushing power attach which has a chance of
knocking an opponent down.
Master - Your rushing power attack now has a chance of paralyzing
your opponent for a brief period of time.
mas' two cents - Best-suited as a Minor Skill unless you are using a
monk-type character intent on specializing in hand to hand combat. By relying
on unarmed combat, players essentially handicap themselves from the benefits
offered by enchanted weaponry. However, the increased likelihood of
staggering an opponent or knocking them off-balance helps mitigate this
handicap a bit.

Leveling Tip - No real shortcuts here. Hand to Hand is a Skill that


needs to be ground out to develop to its fullest.

HEAVY ARMOR

Governing Attribute - ENDURANCE

Description - Make more effective use of Iron, Steel, Dwarven, Orcish, Ebony,
and Daedric Armors.
Apprentice - The durability of Heavy Armor is increased.
Journeyman - The durability of Heavy Armor is increased further.

Expert - The encumbrance of Heavy Armor is reduced while running


and/or swimming.
Master - The encumbrance of Heavy Armor is negated while running
and/or swimming.
mas' two cents - An ideal selection as an Endurance-governed Major
Skill. Choose Heavy Armor OR Block as Majors, but not both. See the Block
section for more information.

Leveling Tip - As with Blocking, the easiest way to rapidly level Heavy
Armor is by finding a weak enemy, and allowing them to pummel you (without
blocking their attacks). Keep a Potion of Cure Disease handy in the event you
contract a disease of some kind.

ILLUSION

Governing Attribute - PERSONALITY

Description - Cast spells to charm, conceal, create light, silence, paralyze,


command, or affect morale or aggressiveness.
Apprentice -You are now able to cast Apprentice-level
spells.
Journeyman - You are now able to cast Journeyman-level spells.

Expert - You are now able to cast Expert-level spells.


Master - You are now able to cast Master-level Spells.

mas' two cents - Illusion can be an extremely useful Skill to a host of


different classes. Based on its versatility, and ease in leveling, it may be
best-suited as a Minor Skill, where its continued use will not present a
problem with uncontrolled leveling.

Leveling Tip - Use an Altar of Spellmaking to craft a low-level spell


(Starlight works well) with limited duration. Cast repeatedly.

LIGHT ARMOR

Governing Attribute - SPEED

Description - Make more effective use of Fur, Leather, Chainmail, Mithril,


Elven, and Glass Armors.
Apprentice - Durability of Light Armor is increased.
Journeyman - Durability of Light Armor is further increased.
Expert - Encumbrance of Light Armor is negated while running and/or
swimming.
Master - A 50% increase in protection is offered when wearing all
Light Armor.
mas' two cents - Best suited as a Minor Skill, for Attribute-farming,
when Heavy Armor/Block development for Endurance is taken into consideration.

Leveling Tip - As with Blocking and Heavy Armor, the easiest way to
rapidly level Light Armor is by finding a weak enemy, and allowing them to
pummel you (without blocking their attacks). Keep a Potion of Cure Disease
handy should you contract an illness.
MARKSMAN

Governing Attribute - AGILITY

Description - Deliver more deadly ranged attacks with bow and arrow weapons.
Apprentice - You are no longer fatigued while holding the
bowstring with a notched arrow.
Journeyman - You can now zoom in on a target while an arrow is
notched by pressing the Block button (one of the best new skill perks in the
game, imho).
Expert - You now have a chance of knocking down an opponent when
he/she/it is struck with an arrow.
Master - You now have a chance of paralyzing an opponent when
he/she/it is struck with an arrow.
mas' two cents - An excellent option for an Agility-governed Major
Skill.

Leveling Tip - As with Melee Weapons, the easiest way to level the
Skill quickly is by sticking with weaker bows and arrows, using more shots to
kill an enemy. The stronger bows and arrows can be saved for more lethal foes.

MERCANTILE

Governing Attribute - PERSONALITY

Description - Get better deals when buying or selling goods.


Apprentice - Damage levels for an item no longer have a bearing
on its resale price.
Journeyman - You can now sell any item to any vendor, regardless
of their normal inventory/trade.
Expert - You can now invest in a shop, giving the retailer an
additional 500 gold with which they can purchase goods from you.
Master - Every shop in Cyrodiil now has an additional 500 gold
with which to purchase items from you.
mas' two cents - Best suited as a Minor Skill, as the need for money
can result in uncontrolled leveling at times.

Leveling Tip - Developing Mercantile Skill is time-consuming. Use the


Haggle option with every transaction, always seeking out the best price. Load
up with lighter loot when out in the wild, saving it for 'selling sprees' done
for the sake of leveling your Skill, remembering that the number of
transactions has a greater bearing on developing the skill than value of
item. Less worthwhile potions made during/after Alchemical leveling sprees
are a great source of stock for trade.

MYSTICISM

Governing Attribute - INTELLIGENCE

Description - Cast spells that absorb, reflect, and dispel magic, move
objects, sense life, and bind souls.
Apprentice -You are now able to cast Apprentice-level
spells.
Journeyman - You are now able to cast Journeyman-level spells.
Expert - You are now able to cast Expert-level spells.
Master - You are now able to cast Master-level Spells.

mas' two cents - Not a bad choice for Major Skill selection, as there
aren't many Mysticism spells which are likely to be needed on a regular
basis, although Mysticism does provide a host of useful effects.

Leveling Tip - Use an Altar of Spellmaking to cast a low-range Detect


Life Spell. Cast repeatedly.

RESTORATION

Governing Attribute - WILLPOWER

Description - Cast spells to restore, fortify, or absorb physical and magical


attributes, cure disease, and resist magical attacks.
Apprentice -You are now able to cast Apprentice-level
spells.
Journeyman - You are now able to cast Journeyman-level spells.

Expert - You are now able to cast Expert-level spells.


Master - You are now able to cast Master-level Spells.

mas' two cents - Fine choice as a Major or Minor Skill. Developing the
skill beyond Journeyman level can be difficult, so some may find it
Restoration to be most useful as a Minor Skill. And, as a Minor Skill, it can
be used at will to restore health in a pinch if the Wait option isn't
available while in a dungeon/cave.

Leveling Tip - Use an Altar of Spellmaking to cast a low=level Restore


Health spell for a minimal duration. Cast repeatedly.

SECURITY

Governing Attribute - AGILITY

Description - Use lockpicks to open locked doors and containers.


Apprentice - Only three tumblers fall when a lockpick is
broken.
Journeyman - Only two tumblers fall when a lockpick is broken.

Expert - Only one tumbler falls when a lockpick is broken.


Master - No tumblers fall when a lockpick is broken.
mas' two cents - Best suited as a Minor Skill. You don't want to force
yourself into uncontrolled leveling for the sake of retrieving treasure or
opening new passageways in dungeons/caves. As well, Security can become a bit
of an afterthought once the Skeleton Key is earned (available once the player
reaches Level 10).

Leveling Tip - Intentionally breaking lockpicks to increase the work


required to pick locks is about the only way to increase the skill. However,
finding lockpicks can be a challenge for some. Spending time sneaking around
towns in the evening, avoiding guards and nightowls to pick the locks of homes
can help speed up the leveling process as well.
SNEAK

Governing Attribute - AGILITY

Description - Pick pockets and move unseen and unheard by observers.


Apprentice - An undetected attack while sneaking delivers
additional damage (6X factor for melee attacks, 3X factor for ranged).
Journeyman - The weight of the character's footwear no longer has a
bearing on their likelihood of being detected.
Expert - Running no longer increases the likelihood of detection
while sneaking.
Master - Undetected attacks while sneaking now disregard Armor
Rating when calaculating damage delivered.
mas' two cents - Best suited as a Minor Skill, based on ease of
leveling.

Leveling Tip - Find a relatively poulated area with a corner. Enter


sneak mode and walk into the corner. Continue walking to boost Sneak Skill
points. Sneaking in people's homes in the evening (while they are sleeping)
can be an excellent way to develop the skill as well.

SPEECHCRAFT

Governing Attribute - PERSONALITY

Description - Use speech to persuade listeners to like and trust you.


Apprentice - You now get one chance to rotate the wedges for
responses without selecting an option to gauge a person's responses before
beginning to Persuade them.
Journeyman - Disposition now decreases more slowly while
Persuading.
Expert - Disposition penalty from choosing the most disliked option
is now reduced.
Master - The cost for bribes while Persuading is now reduced by
50%.
mas' two cents - Ideal selection for a Personality-governed Major
Skill. Speechcraft is rarely needed in the game, making its use
largely optional, leaving the player firmly in control of its development and
leveling.

Leveling Tip - Speaking to someone with your weapon drawn decreases


their initial Disposition toward you, increasing the potential for Disposition
gains from Persuasion.

This guide is for oblivion quests in Anvil.There is not many but i should help.

The Siren's Deception is the first one.You will hear about a female gang luring
men with there charms and then robbing them.
The people around town will tell you that Gogan was there last victim.Go talk to
his wife Maelona and she will tell you that
they stole a family ring and she wants you to get it back.After that head to the
flowing bowl in the docks.If you wait a few
moments you will be approached by two girls,a imperial and a nord.They will ask
you to meet them at Gweeden farm at 11.00 pm.
When you enter the house they try and kill you.When you have finished Gogan and
Maelona will come in and tell you that they
are secret agents who were set out to find the gang.Before you leave don't
forget to loot the corpses of the siren's.
The next quest is The Ghost Ship of Anvil.You can start the quest by talking to
Vaulae in the docks part on the Serpents Wake ship.
She asks you to go into the ship and get back an artifact in the ships storage
hold,but be careful because the ship is full of wraiths.
When you enter the ship find the captain's corpse and take the key [you can use
this key to open the captain's chest].Go below deck
and fight your way through the wraiths.Eventually find a crystal ball take it
and give it to Vaulae and in return she will give a cutlass
called Redwave.

thenext final quest of Anvil is Where the spritits hve lease.In the counts arm
in the east of Anvil is Velvyn Benirus and he is trying
to sell his grandfather's house.You can buy the house for 2500 septims you
the house he will head to the imperial city.Head to the
house and sleep for a few hours.When you wake there will be three ghost kill
them and head down stairs.There should be a broken vaze pick up
the note and the skeleton hand and travel to the counts arm again.When you get
there talk to the inn keeper about Velvyn and he will tell you
that he went to the imperial city and that he is staying in the King and Quenn
tavern in the elven gardens district.Tell him about the manor
and he will agree to head back to Anvil with youand to meet him in the counts
arm.When you arrive talk to him and then you and him go to the manor.
Fight your way through the ghosts and go to the basement.He will open the secret
passage way and then run of like a coward.Head through the passage
way.Activate the skeleton and the hand will be place to complete the
skeleton.The skleton will start to talk.A lich will appear kill him and go talk
to Velvyn.After the talk is over head back to the manor and you will find out
that is fully furnished.

This is the first part of my walkthroughs to the side quest in the citys.Hope
the walkthrough was helpful.

Anvil and the 3 ghost

http://faqs.ign.com/articles/105/1057949p1.html

This guide is for oblivion quests in Anvil.There is not many but i should help.

The Siren's Deception is the first one.You will hear about a female gang luring
men with there charms and then robbing them.
The people around town will tell you that Gogan was there last victim.Go talk to
his wife Maelona and she will tell you that
they stole a family ring and she wants you to get it back.After that head to the
flowing bowl in the docks.If you wait a few
moments you will be approached by two girls,a imperial and a nord.They will ask
you to meet them at Gweeden farm at 11.00 pm.
When you enter the house they try and kill you.When you have finished Gogan and
Maelona will come in and tell you that they
are secret agents who were set out to find the gang.Before you leave don't
forget to loot the corpses of the siren's.

The next quest is The Ghost Ship of Anvil.You can start the quest by talking to
Vaulae in the docks part on the Serpents Wake ship.
She asks you to go into the ship and get back an artifact in the ships storage
hold,but be careful because the ship is full of wraiths.
When you enter the ship find the captain's corpse and take the key [you can use
this key to open the captain's chest].Go below deck
and fight your way through the wraiths.Eventually find a crystal ball take it
and give it to Vaulae and in return she will give a cutlass
called Redwave.

thenext final quest of Anvil is Where the spritits hve lease.In the counts arm
in the east of Anvil is Velvyn Benirus and he is trying
to sell his grandfather's house.You can buy the house for 2500 septims you
the house he will head to the imperial city.Head to the
house and sleep for a few hours.When you wake there will be three ghost kill
them and head down stairs.There should be a broken vaze pick up
the note and the skeleton hand and travel to the counts arm again.When you get
there talk to the inn keeper about Velvyn and he will tell you
that he went to the imperial city and that he is staying in the King and Quenn
tavern in the elven gardens district.Tell him about the manor
and he will agree to head back to Anvil with youand to meet him in the counts
arm.When you arrive talk to him and then you and him go to the manor.
Fight your way through the ghosts and go to the basement.He will open the secret
passage way and then run of like a coward.Head through the passage
way.Activate the skeleton and the hand will be place to complete the
skeleton.The skleton will start to talk.A lich will appear kill him and go talk
to Velvyn.After the talk is over head back to the manor and you will find out
that is fully furnished.

This is the first part of my walkthroughs to the side quest in the citys.Hope
the walkthrough was helpful.

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