The Elder Scrolls III: Morrowind,Elder Scrolls III: Morrowind, The Morrowind: Elder Scrolls III FAQ


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Elder Scrolls 3: Morrowind

Walkthrough and FAQ V1.7 (Updated 12-17-02)

By Stevmill

This file is Copyright (c)2002 Steve Miller. All rights reserved.

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Table Of Contents

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Section 1 : Message From The Author

Section 2 : Walkthrough Version Description

Section 3 : Game Version Notes

3.1 : Version 1.0

3.2 : Version 1.1.0605 Additions

3.3 : Version 1.1.0605 Bug Fixes

3.4 : Version 1.1.0605 Quest Fixes

3.5 : Version 1.2.0722 Additions

3.6 : Version 1.2.0722 Bug Fixes

3.7 : Version 1.2.0722 Quest Fixes

Section 4 : Blades Quest

4.1 : Deliver a Package

4.2 : Dwemer Puzzle Box

4.3 : The Skull of Llewle

4.4 : Vivec Interviews

4.5 : Ashlander Informant

4.6 : Urshilaku Camp

4.7 : SixthHouse Base

4.8 : Corprus Cure

4.9 : Lost Prophecies

4.10 : Third Trial

4.11 : Fifth Trial Urshilku

4.12 : Fifth Trial Ahemmusa

4.13 : Fifth Trial Zainab

4.14 : Fifth Trial Erabenimsum

4.15 : Fourth Trial House Redoran

4.16 : Fourth Trial Telvanni House

4.17 : Fourth Trial Hlaalu House

4.18 : The Archcanon, Vivec, And The Wraithguard

4.19 : Ghostgate

4.20 : First Vampire

4.21 : Second Vampire

4.22 : Third Vampire

4.23 : Fourth Vampire and The Keening

4.24 : Fifth Vampire and The Sunder

4.25 : Sixth Vampire

4.26 : Seventh Vampire and Dagoth Ur

Section 5 : Fighters Guild Quests

5.1 : The Rats

5.2 : Egg Poachers

5.3 : Trouble at Caldera Mine

5.4 : The Code Book

5.5 : Debt Money

5.6 : Orc Bounty

5.7 : Ald-Ruhn Fighters Guild

5.8 : Neromancers

5.9 : Nerer Beneran The Outlaw

5.10 : Suran Bandits

5.11 : Delivering Flin

5.12 : Sadrith Mora Fighters Guild

5.13 : Dwemer Ruins Of Nchurdamz

5.14 : Dissapla Mine

5.15 : Corprus Stalker And Rels Tenim

5.16 : Sujamma Courier

5.17 : Escort Sondaale of Shimmerene

5.18 : Engaer

5.19 : Pudai Egg Mine And The Golden Eggs

5.20 : Orcs At A Daedric Ruin

5.21 : Verethi Gang

5.22 : Sarano Tomb

5.23 : Decision

5.24 : Option 1 Save the Fighters Guild

5.25 : Option 2 Vivec Fighters Guild

5.26 : Option 2 The Thieves Guild Bosses

5.27 : Option 2 The Theives Guild Master

Section 6 : Guide To Vvardenfell

6.1 : Ascadian Isles

6.2 : The Ashlands

6.3 : Azura's Coast

6.4 : The Bitter Coast

6.5 : The Grazelands

6.6 : Molag Amur

6.7 : Red Mountain

6.8 : West Gash

6.9 : Sheogorad

Section 7 : Seyda Neen Quests and Notes

7.1 : Fargoth's Ring

7.2 : Fargoth's Hiding Place

7.3 : The Dead Taxman

7.4 : Cursed Ring Of Vodunius Nuccius

7.5 : Seyda Neen Travel

7.6 : Seyda Neen Trainers

7.7 : Seyda Neen Merchants

7.8 : Seyda Neen Notes

Section 8 : Pelagiad Quests and Notes

8.1 : Pelagiad Quests

8.2 : Pelagiad Trainers

8.3 : Pelagiad Merchants

8.4 : Pelagiad Notes

Section 9 : Hla Oad Quests And Notes

9.1 : Slave Delivery

9.2 : Hla Oad Travel

9.3 : Hla Oad Trainers

9.4 : Hla Oad Merchants

9.5 : Hla Oad Notes

Section 10 : Gnaar Mok Quests And Notes

10.1 : Breeding Netch

10.2 : Hla Oad Travel

10.3 : Gnaar Mok Trainers

10.4 : Gnaar Mok Merchants

10.5 : Gnaar Mok Notes

Section 11 : FAQ

11.1 : How Do I sell High Priced Items?

11.2 : How Do I Use Vampire Dust To Make A Vampire Potion?

11.3 : Can I Join More Than One Guild?

11.4 : Why Do The Ordinators Attack Me?

11.5 : Where Is Creeper, And What Is So Special About Him?

11.6 : I Messed Up The Bonebitter Bow Quest, What Do I Do?

11.7 : Where Are The Propolyon Index Stones

11.8 : Why Are Some Of My Stats (or Skills) Listed In Red?

11.9 : How Do I Get To The Puzzle Canal Temple Shrine?

11.10: What Are All Of The "X's" On The Map That Came With The Game?

11.11: Is It True That You Can Get Your Own House In This Game?

11.12: I Killed Someone In The In The Corprusarium, What Do I Do?

11.13: Where Can I Find Grand Soul Gems?

11.14: What Is Leveled Loot?

11.15: Where Do I Find The Morag Tong?

11.16: All Of My Armor Skills Are Zero, What Happened?

Section 12: : Stat and Skill Tips

12.1 : Easy Acrobatics Skill

12.2 : Another Easy Acrobatics

12.3 : Ye Olde Breadbutt's Easy Athletics

12.4 : Easy Mercantile

12.5 : Easy Sneak skill

12.6 : Another Easy Way To Raise Sneak Skill

12.7 : Easy Security Skill

12.8 : Easy Speechcraft

12.9 : Stat Training Quirks

12.10: Another Stat Training Quirk

12.11: Raise A Stat And Make Money

Section 13 : Miscellaneous Tips

13.1 : WarEagle's Easy Golden Saint Soultrap

13.2 : The Thieves, The Fighters, And The Codebook

13.3 : The Talking Mudcrab

13.4 : Vampire Info

13.5 : Good Souls

13.6 : Easy Way Over Lava

13.7 : The Wonders Of Sujamma

13.8 : Permanent Bound Item (Non Bug)

13.9 : M'Aiq the Liar

13.10: Cheaper Constant Effect Enchantment

13.11: High level Conjuration Spells

13.12: Ordinator Armor

13.13: Death to Ordinators!!!!!!! (Kwik Kash)

13.14: Calm The Ordinator

13.15: Daedric Quests

13.16: Slave Key Locations

13.17: free bounty removal

13.18: Great Map Program

13.19: The Taunt-Bribe Trick

13.20: Good use of Mark and Recall

Section 14 : Reader Submitted Loot

14.1 : Master Alchemy Equipment

14.2 : Pelagiad Armor Ready To Be Stolen

14.3 : The Sword of White Woe

14.4 : Good Loot

14.5 : More Good Loot

14.6 : Azuras Servant Shield

14.7 : Yagrums Book Of Great Arifacts Locations

14.8 : Daedric Cressent

14.9 : Daedric Dai Katana

14.10: Ebony Armor Set Location

14.11: Glass Armor Set

14.12: Dragonbone Cuirass

14.13: Indoril Armour

14.14: Umbra Sword

14.15: Super Gauntlets

14.16: Amulet of Shadows

14.17: Eleidon's Ward Shield

14.18: Dengstagmer's Ring

14.19: Ice Blade of Monarch, Skull Crusher

14.20: Easy Daedric Weapons

14.21: Grand Soul Gems

14.22: Scroll of Golden Saint

14.23: Grandmaster lockpicks

14.24: Resistance Ring

14.25: Ebony weapons

14.26: Good Daedric shortsword and much more

14.27: Fists of Randolf and More

14.28: Glass Armor and Daedric Claymore

14.29: Dwarven Claymore

14.30: Chryshamere

14.31: Lords Armor

14.32: Bittergreen Cup

Section 15 : Reader Submitted X-Box Cheats

15.1 : Xbox Weapon Skill Cheat

15.2 : Xbox Enchanting Cheat

15.3 : Permanent Fortify Stat or Skill

15.4 : Morgans Instant Heal Trick

Section 16 : Magic Effects

Section 17 : Books

17.1 : Books That Raise Skills

17.2 : Books That Have Other Effects

Section 18 : Races

18.1 : Argonian

18.2 : Breton

18.3 : Dark Elf

18.4 : High Elf

18.5 : Imperial

18.6 : Khajiit

18.7 : Nord

18.8 : Orc

18.9 : Redguard

18.10: Wood Elf

Section 19 : Classes

19.1 : Acrobat

19.2 : Agent

19.3 : Archer

19.4 : Assassin

19.5 : Barbarian

19.6 : Bard

19.7 : Battlemage

19.8 : Crusader

19.9 : Healer

19.10: Knight

19.11: Mage

19.12: Monk

19.13: Nightblade

19.14: Pilgrim

19.15: Rogue

19.16: Scout

19.17: Sorcerer

19.18: Spellsword

19.19: Thief

19.20: Warrior

19.21: WitchHunter

Section 20 : Skills

Section 21 : Master Trainer Locations

Section 22 : Alchemy

22.1 : Alchemy Equipment

22.2 : Component List

22.3 : Cure Potion Recipes

22.4 : Restore Recipes

22.5 : Fortify Recipes

22.6 : Resist Recipes

22.7 : Shield Recipes

22.8 : Misc. Helpful Recipes

22.9 : Drain Recipes

22.10: Misc. Harmful Recipes

22.11: Two Item Multiple Effect Potions

22.12: Reader Submitted recipes

22.13: Potion Creation Tips

Section 23 : Credits

Section 24 : Copyright Notice

Section 25 : Contact Info

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Section 1: Message From The Author

=============================================================================

Welcome and thank you for reading my second FAQ: Elder Scrolls 3: Morrowind

"The Walkthrough and FAQ". This is not a complete Walkthrough for every quest

and side quest in the game (at least not yet), but at the moment just the

main quest needed to finish the game, and the Fighters Guild. Later on I will

add lists for the other guild quests and misc. quests found throughout the

game. This FAQ was written using the PC version of this game. There might be

some differences when I talk about things that have been added in a patch, or

an official add-on for the PC, I will try to note when a difference is caused

by a patch, but I am sure I will not get them all (if you are wondering what

has changed in the patches take a look at the game version section of this

FAQ). Official add-on references will always be noted.

Following revisions will be a little slower in being released, as College,

work and my daughter take up 99.99% of my days.

If you have questions that are not covered in this FAQ a good place to get

the answer is the Gamefaqs.com Morrowind Message board. As I am getting so

much email asking questions about this game I need to state that I will no

longer be answering questions that already covered in the FAQ, so be sure to

carefully read the table of contents to see if what you need is in here, also

make sure you read the FAQ section. The other types of questions I will not

be answering are: questions about quests for factions not covered in my FAQ,

where can I find a certain type of armor/weapon, what is the best

armor/weapon, etc... This guide is not finished, and I do not know where

everything is. Try looking for it in the editor. Sorry for the rant, but I

need to thin out the email I receive.

If you like this FAQ, or have a comment you can send me a note to my

email address found down below in the contact information section. If you

contribute to this FAQ, I will give you due credit in this section in later

revisions. I get many tips from readers, and when I receive the same tip from

more than one reader I will only post the first received (unless there is

some pertinent info that was missed.)

Please note, I get a lot of email regarding this game, so I might not be able

to return every email, and when replying to an email that I send you please

include the previous text, so I can remember who you are and what we were

talking about.

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Section 2: Walkthrough Version Description

=============================================================================

05-31-02 V1.0: The initial offering

06-08-02 V1.1: Finished the Blades walkthrough, added some reader submissions

Fixed a lot of spelling errors, re-formatted a bunch of stuff.

06-09-02 V1.2: Added some notes on Pelagiad, along with some Misc. book

to notes. Added a few more Seyda Neen notes. Added a little

06-18-02 more to the Cavern of the Incarnate and Dwemer Puzzle box

sections. Added a reader Submission Section. Added a section

for the Fighters Guild Quests. I also added a section for

General Tips and a FAQ section to address some of the more

frequently asked questions I have been receiving via Email.

06-20-02 V1.3 Was informed that part of section 3.26 got deleted, so I put

to it back in. Added some more reader submitted hints. Finished

06-25-02 the Fighters Guild quests. Added a reader contribution

for the code book quest, and one for the Urshilaku Camp.

06-29-02 V1.4 Added some more reader submissions. Added a reader submitted

to Seyda Neen note. Fixed spelling of Pelagaid throughout the

07-02-02 FAQ. Added the Guide to Vvardenfell section. Added Hla Oad

and Gnaar Mok sections.

07-04-02 V1.5 Added some more reader submissions (Keep them coming, I will

to keep adding them. If they are for a quest line I will probably

07-10-02 wait until I write a walkthrough for the whole quest line.)

Added a note to the Gnaar Mok section. Added a note about the

Secretmaster level alchemy equipment. Updated the FAQ section.

Edited the Master Trainer Section a little. Fixed the Blunt

Weapon Master Trainer. Updated the credits section. Added a

new section to the alchemy section: Two Item Multiple Effect

Potions. Added a missed quest in Seyda Neen, and a Seyda Neen

Travel Section. Changed some of the town notes to reflect the

fact that the boxes, barrels, etc.. contain Random loot, and

not necessarily the items I had listed.

07-11-02 V1.6 Added tons more reader submissions, a section on races, a

to section on classes, a section on magic effects and a section

12-12-2002 on skills, changed the formatting, added a copyright and

authorized distribution site section. I updated my forward to

reflect some requests I am making to my readers. Changed the

reader submission sections into a few separate categories for

easier navigation, and removed the title "reader submitted"

and just have separate tips sections (the submitted tips are

still denoted with the credit at the end, and are still

unverified). Added some information to the books sections.

12-17-02 V1.7 Seems I deleted the book section when rebuilding V1.6, so I

put it back in.

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Section 3: Game Version Notes

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This game originally shipped with many bugs. If you are experiencing a

problem that should not be happening, or would like to see what things are

fixed within the newest patches, you can read the following section.

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3.1: Version 1.0

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Original release.

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3.2: Version 1.1.0605 Additions

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When a default cell is created, water creatures are added to the cell. This

means as you swim further and further away from the mainland, and new water

cells are created, they will be populated by water creatures.

An auto run feature has been added. You can now continue to run forward when

you press the Q key on your keyboard once. This will cause you to run

forward until you press the autorun key a second time or the back or forward

movement keys.

A version number has been added to main menu screen.

A health Bar for NPCs and creatures has been added for when you are in

combat. An orange health bar for the creature or NPC you are currently in

combat with will now appear above your own health bar on the lower left part

of the screen. This health bar will only appear when you are attacking a

creature or NPC and will slowly fade out if you stop attacking. It will also

update to a different creature or NPC's health if you switch targets in the

middle of combat.

Added Difficulty slider to Preference menu under Options. The Difficulty

slider has 200 different settings that will either increase the amount of

damage you deal and receive or reduce the amount of damage you deal or

receive, depending on where you set the slider.

The user can now load multiple plug-ins without losing references when both

plug-ins affect the same cell. This means that if you have 2 or more plug-

ins that add or remove references from, for example, Fort Moonmoth, you will

be able to keep all of the additions or removals from all the loaded plug-

ins.

Added a "DirectX Diagnostic" button in the Morrowind Launcher that allows you

to run the DirectX Diagnostic tool directly from our interface. This can be

reached in the Morrowind launcher. Click on Technical Support in the

launcher and you will see a DirectX Diagnostic button that will run this

handy tool. The DirectX Diagnostic tool is very helpful for problem shooting

any technical problems you may be having with the game.

Added a sound quality button to the Options menu. The two available choices

are Hardware Acceleration and Software Mode. Those of you that are still

experiencing sound problems should set this Software Mode.

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3.3: Version 1.1.0605 Bug Fixes

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Fixed a crash bug involving the purchase and equipping of the Imperial Chain

Cuirass.

Fixed several sound problems with several lower quality sound cards. You

should be able to play the game with your Hardware Acceleration set at full

from now on.

Fixed a bug that was causing problems when you attempted to save with a

container open.

Only guards marked as re-spawn will re-spawn now.

Plug-ins will no longer come up with a warning in the launcher saying that

that plugin/save uses a different version of master file than is present when

they do not.

Jumping up slopes will no longer cause you to float and glide.

Summoned bound items no longer give you infinite stats.

You will no longer crash to desktop if you press Enter while making potions.

You can no longer drop conjured weapons if they un-equip then equip them.

Health numbers for weapons in the quick keys menu pop up help will now

display accurately.

Loading while the container menu is open will no longer create multiple

cloned containers.

Fixed some menu bugs with saving a game by only allowing saves to occur if

you have no other menus open.

Memory leak when summoning bound items has been fixed.

Fixed a crash when canceling barter.

Fixed a freeze that locked the game in a bad menu mode after Sleeper dreams.

Training skills will now add to level up bonus for misc. skills.

Armor weight will no longer shift between Heavy, Medium, or Light.

Restore and Drain abilities now affect the current value, not the base value,

of attributes being modified.

Inventory change of pc during an attack no longer causes bad animations.

The frost atronach will now attack faster than before.

ALT, SHIFT, and CTRL keys were rarely getting stuck down in menu mode. This

will no longer happen.

Fixed a bug where you could gain money when buying something instead of

paying money for it.

The launcher will not gray out options any longer.

Robe of St. Roris changed to Cast When Used.

Equipping a soul gem/apparatus, etc, during combat will no longer remove them

from your inventory.

Fixed a crash when hitting F1 with the quick keys selection menus open.

Fixed a problem with sounds persisting after a cell change.

Fixed a bug in the Berserk ability that was draining all of your fatigue

after its use.

Fixed a bug with beast races and the spell cycle function. Now when a beast

race has an item they cannot wear (full helm, boots), it will not show up in

this menu.

Fixed a bug in the weapon cycle function that was allowing constant effect

weapons to add bonuses to you permanently.

Corrected a bug that would cause an NPC to sometimes run inexplicably while

wandering.

NPCs/Creatures, which bump into an obstacle while wandering without the

presence of a pathgrid, will select a new point to go to rather than trying

to work around the obstruction.

Corrected a bug where the vertical movement distance was not calculated for

followers and they could lag behind excessively.

NPCs will no longer attempt to open trapped doors to reach you.

Fixed a bug where you could kill an NPC responding to a crime, with a single

blow, and not receive a bounty for murder.

Fixed a bug where you, as a vampire with a high bounty, could commit

additional crimes, and guards would fail to respond.

Corrected a bug where an NPC would fail to respond if you were in a crouch

and hit them with a projectile weapon.

Fixed a bug concerning trying to equip multiple repair items during combat

would cause a crash.

Fixed a bug with the way dispel worked in conjunction with good and bad

effects on you.

Fixed a crash bug involving shooting a projectile at an actor that was far

enough away that they were not active.

Fixed a missing art file with the Redas War Axe.

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3.4: Version 1.1.0605 Quest Fixes

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Fixed a bug in Cunius Pelelius' script that would cause a lock up if you

clicked on the (evidence of corruption) topic.

Fixed a bug that prevented you from speaking to the Daedric Statue of

Boethiah if you had spoken to M'Aiq the Liar about (Shrine of Boethiah).

Fixed a bug where you were falsely being recognized as Hortator of all

houses.

If you kill Marcel Maurard, you no longer can get a reward from Miun-Gei over

and over.

Fixed a House Telvanni quest that was not allowing you to complete Master

Aryon's quest involving the collection of wizard spells.

Fixed a bug with Dwemer Puzzle box and Hasphat not giving you a key.

Bug in the CloudCleaver quest where you could take cloudcleaver from the

witch before she dies (thus breaking the quest) has been fixed.

Fixed an infinite dialogue loop in Wine-Sot/Cloudcleaver quest.

You can no longer receive unlimited gold for solving the murder of Ralen

Hlallo.

Fixed an infinite dialogue loop in (law in Morrowind) topic.

A confirmation box was added to the Magister topic in the Telvanni house

quest line to ensure that you do not wish to continue any further in this

line.

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3.5: Version 1.2.0722 Additions

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Saved games now know which language they are and the Save and Load menus will

not display saves that do not match the current language.

Imperial Altars and Temple Shrines now restore damaged skills as well as

attributes. [PCs with skills reduced by the 'Fury' weapon can visit Imperial

Altars and Temple Shrines to restore their damaged skills.]

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3.6: Version 1.2.0722 Bug Fixes

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Fixed a bug involving Teleportation spells not extrapolating correct exterior

location.

Running and jumping through a teleport door no longer damages player when

they land on the other side.

Fixed a bug involving a crash when mousing over your Faction while in menu

mode.

The weapon "Fury" now has a "Drain Skill" effect instead of a "Damage Skill"

effect.

Imperial Altars and Temple Shrines now restore damaged skills as well as

attributes. [PCs with skills reduced by the 'Fury' weapon can visit Imperial

Altars and Temple Shrines to restore their damaged skills.]

The Bound Cuirass can no longer be dropped.

Fixed a bug involving a container disappearing if you had its contents menu

open and then loaded a save game that would place you in the same room as the

container.

Objects dropped, while you are swimming with no objects beneath you, will no

longer disappear to the center of the world.

Stacks of repair objects will now show their quantity when moused over in the

world.

You will no longer be able to right click out of the Silt Strider travel

menu. This was causing a bug that left the travel menu open after all other

menus had been closed.

Fixed a bug that would allow you to place and remove alchemy objects multiple

times in the alchemy menu and create copies of this object in your inventory.

Fixed a bug that was deleting alchemy objects if you had a container open at

the same time you had the alchemy menu open. If both menus contained the

same object, the object was being removed from the world. Opening an alchemy

menu will now close any open container menus.

Fixed a crash bug involving the creation of new leveled creatures in a plug-

in. If you saved your game with a new leveled creature in view from a custom

plug-in, then chose to load your save without the plug-in, you would crash.

Now if you load this save game you will no longer crash.

Fixed a bug involving mouse buttons not responding in menu mode.

Fixed the resurrect function to no longer resurrect disabled NPC's or

creatures.

Fixed a small memory leak when summoning bound items.

Items stuck on your mouse pointer will no longer disappear if you click on a

spell or magic item in the magic menu.

6th House Amulets no longer drain your fatigue.

NPCs now correctly report the presence of publicans and beds for rent in

Seyda Neen, Suran, and Dagon Fel.

Fixed an art file problem with the Redas War Axe.

Script sealedtreasuryreport revised to permit scroll to be closed or picked

up from the world if the seal has been broken.

Saved games now know which language they are and the Save and Load menus will

not display saves that do not match the current language.

Fixed a crash bug that occurred when you selected a scroll as active magic

then moused over the image of the scroll in the active magic slot on the

multi menu.

Ingredients in Alchemy menu are sorted alphabetically by name, not ID.

Objects in inventory and containers are now sorted alphabetically.

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3.7: Version 1.2.0722 Quest Fixes

-----------------------------------------------------------------------------

Fixed a problem in an alternate path of the main quest involving an NPC named

Addhiranhir.

Fixed a bug dealing with the killing of Bolvyn Venim. Now if he is slain

[except in a proper duel], an 'Essential NPC Killed' message warns the player

he has broken the main quest.

Fixed a bug dealing with entering Sul-Matuul's yurt without permission before

beginning his part of the main quest. This made him hostile, preventing

advancement in the main quest. Now when Zabamund first tells the PC to speak

to Sul-Matuul, a hostile Sul-Matuul is reset to not be hostile.

Fixed a bug in script VivecArenaScript for NPCs transported to fight duels in

the Arena which occasionally caused the NPC to appear below the Arena,

breaking the duels and quests. Also added a check and fix to restore NPCs in

saved games where dueling NPCs had fallen through the Arena floor and

disappeared.

Fixed a bug concerning the killing of important NPC's and creatures to the

building of your stronghold in House Hlaalu. You should now receive a

message saying you can no longer continue with your stronghold if you kill

someone important to this quest line.

Completing the "Ice Blade of the Monarch" out of sequence for the Imperial

Cult as a freeform activity no longer causes the player to lose the earlier

'Ring in Darkness' and "Boots of the Apostle' quests in the faction sequence.

Improved directions to the cavern of Milk in dialog and journal for the Mad

Lord of Milk quest.

Fixed a bug when Dram Bero's champion is slain, but not slain in an Arena

duel, Dram Bero's greeting falsely implied that Dram Bero now had given his

support for the PC on Hlaalu council. Now the greeting accurately indicates

Dram Bero's anger, and other dialog topics indicate that Dram Bero will not

support the PC for House Hlaalu council.

Residents of Sadrith Mora will now acknowledge when the PC has ended the

Gateway hauntings.

Added condition 'Journal a2_3_corpruscure 50' to 'Dwemer piece' topic.

Prevents giving misc_dwrv_artifact50 before quest has begun, preventing Caius

from skipping quests.

Fixed a bug in Vedam Dren's dialogue options that was checking a journal

without checking the player's faction. It allowed the non-Hlaalu player to be

raised in rank in House Hlaalu by killing Orvis Dren, making the player a

member of two of the Great Houses.

Fixed a bug in a Morag Tong quest that was causing Darys Adram to give quest

dialogue to players not currently completing the quest.

Fixed a bug that allowed the VA_VampAmulet quest in the Quarra Vampire

questline to be restarted after completion.

Added a condition to the Morag Tong greeting the player receives from faction

members upon becoming Grandmaster. Because a Main Quest character was in the

faction, she was not using her appropriate Main Quest greetings, stopping the

Main Quest.

=============================================================================

Section 4: Blades Quest

=============================================================================

The Blades quests are the quests for the main story line of the game. There

are many more quests throughout the game, but these are the quests that you

need to complete to beat the game. There is no time limit, and you may

complete other quests while doing these quests.

Note: the areas that say you should be promoted in rank are assuming you meet

the skill requirements for the promotion.

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4.1: Deliver a Package

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After finishing your character, Socuelus Ergalla in the Census and Excise

Office in Seyda Neen will ask you to deliver a package to a man named Caius

Cosades in a town named Balmora.

Go to the Silt Strider (the giant tick) and pay the operator to take you to

Balmora. Caius is located in a house in the northeast corner of town on the

east side of the river that divides the town.

Upon delivering the package, Caius will induct you into the Blades and give

you 200 gold to equip yourself before giving you your orders.

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4.2: Dwemer Puzzle Box

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After getting equipped, return to Caius and ask about your "orders". Caius

will mention that he needs information from a man named Hasphat Antabolis in

the Balmora Fighters Guild. Caius will also mention that you will most likely

need to do a favor for Hasphat before he will tell you anything. Before you

go, Caius will give you access to any books in his house.

To get to the Fighters Guild, cross the northernmost bridge to the west side

of town, go up the first flight of stairs and turn south before you get to

the second flight. The Fighters Guild is on the left, and Hasphat is

downstairs in the lower level. Once you speak with Hasphat you will find out

that he will be happy to give up the information.... For a price. He requests

you to retrieve a Dwemer Puzzle Box from a ruin named Arkngthand.

To get to Arkngthand, head south out of town past the Silt Strider port, then

cross the bridges east over the Odai River. At the signpost, head north

towards Caldera. Immediately on the right you will see a signpost for Molag

Mar, turn right and head uphill on an old road to cross an ancient Dwemer

Bridge over Foyada Mamaca (note that a wizard will attack you the first time

you cross this bridge, he will summon a skeleton, defeat the wizard and both

will disappear). The entrance is on the east side of the foyada, south of the

bridge. Turn a crank on a pipe nearby to open the door.

To find the cube, follow the rocks on the side of the wall all the way to the

bottom floor of the room. There will be rocks in front of you, climb them

until you are on the second floor on the west side of the cavern. Go through

the door into the "Cells of Hollow Hand" (If you follow the above directions

you should end up in the Cells of Hollow Hand near the beginning of the

dungeon, not deep within the dungeon). Defeat the guy inside, his name is

Boss Citra (if he is not in the room, then you are in the wrong room.), the

Puzzle Box is on the bottom shelf to the left of the door (as you enter,

right if you are facing the door. I assure you that the box is in this room

on one of the shelves, It is the size of a rubics cube. If you can't find it,

check every shelf). Grab the box and backtrack out of the dungeon.

Return the box to Hasphat in Balmora.

Note: Please read and follow the directions above before writing me asking

where the box is. Thank you.

Hasphat will take the box and give you some notes to take back to Caius.

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4.3: The Skull of Llewle

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Caius will ask you to speak with Sharn gra-Muzgb in the Balmora Mages Guild

and get some additional information. Again you will need to do a favor before

the info will be given. The Mages Guild is one door south of the Fighters

Guild. Sharn Gra-Muzgob is the Orc Wizard downstairs and to the left in the

lower level of the Mage Guild.

Sharn will ask you to retrieve the skull of Llewle Andrano from the Andrano

Ancestral Tomb. If you ask about the tomb, Sharn will give you a Fireblade, 2

scrolls of Taldam's Scorcher, and 2 scrolls of Vitality.

The tomb is south of Pelagiad, just off the road, just before you reach the

fork in the road that goes southwest towards Seyda Neen and southeast to

Vivec.

To find the skull, go down the stairs, and then follow the hallway on the

left until you come to a room with 2 skeletons. There is a door in the

hallway on the other side of the room. Go through the door and follow the

hallway down. The skull is in a room on the right side behind the door. Grab

the skull and return to Sharn in Balmora. Give him the skull and ask about

"Nerevarine" and Sharn will give you some notes to take back to Caius.

Upon returning the notes to Caius you will be promoted to Blades Apprentice

and you will be given a few scrolls.

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4.4: Vivec Interviews

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Sleep on night, and you will have a strange dream. Go back and talk with

Caius and get your next orders. There are 3 more people that he wants you to

interview.

Addhiranirr - a khajiit Thieves Guild member in the St. Olms section in

Vivec, Huleeya - an argonian in the Morag Tong member in the Black Shalk Bar

located in the lower waistworks of the Foreign Quarter section of Vivec, and

Mehra Milo - a temple priestace in the library of the Hall of wisdom and

Justice in Vivec (she has copper hair and eyes). Caius will give you a

parchment with this info and 200 gold to aid you in your journey.

Take the Silt Strider to Vivec. When you get there you will be near the

Foreign Quarter, so the first person to interview will be Huleeya.

Huleeya - To get to the lower waistworks, take one of the four ramps up to

the next level of the canton, and enter one of the doors labeled Lower

Waistworks. The Black Shalk is in the middle hallway on the east side.

Huleeya is the only Argonian in the place. When you speak with him, he will

mention that he wants to go to his friends' bookstore, but some troublesome

fools are preventing him. Ask him about each topic and you will learn that

his friend's bookstore is Jobasha's Rare Books, but you need to persuade the

troublesome fools to let him go. Talk to one of the fools and use bribes (or

admiration if you are the opposite sex) to get a good rep with them, then ask

about the filthy lizard. If they say, "they don't care" then you have done

your job. Talk once again to Huleeya. He wants you to escort him to the

bookstore. Jobasha's Bookstore is in the middle hallway on the west side of

the Lower Waistworks. Once inside, talk to him about the Nerevarine Cult, and

he will give you some notes to take to Caius.

Next we look for Addhirnirr. Leave the Lower Waistworks and go back

downstairs and cross the bridge to the south to get to the Redoran canton.

Now walk across the east bridge to the Arena canton, once again cross the

south bridge to the St. Olms canton. Once there you will need to go to either

the east or west side of the canton to go up to the Waistwork level and

enter. Next go downstairs and into the Canal Works. Go down the stairs and

you will see a trap door to the St. Olms Underworks and enter. Addhiranirr is

on the northeast side of the canals. Talk to her and she will mention that

she is in a little spot of trouble. Ask her about the Census and Excise

Agent. She wants you to make this person go away before she will give up any

info. The taxman is upstairs in the St. Olms Waistworks near where you came

in. His name is Duvianus Platorius and he is on the north side. Talk to him

and lie to him, saying, "she went to the mainland". Now go back and talk to

Addhiranirr. Ask Addhiranirr about the Sixth House Cult. She will give you

all the information that she knows. Since you are done with Addhiranirr you

should leave and return to the outside of the St. Olms canton.

Now for the last interview.... Mehra Milo. Head to the southwest corner and

cross the bridge to the Temple canton. Enter the Hall of Wisdom straight

ahead. Go down the hallway about half way (next to an Ordinator), there are

two ramps to your left and right that lead to the Library. Mehra is the woman

with copper hair and eyes, talk with her and she will want to talk to you at

the back of the Library. Follow her and talk with her again. Ask her about

the Nerevarine Cult and the book "Progress of Truth". She tells you to get a

copy of "Progress of Truth" for Caius. There is a copy on the top shelf in

the southwest corner of the library, if you can steal it. If your thieving

skills are not up to par, you can buy (or steal) a copy from Jobasha's Rare

Bookstore in the Foreign Quarter.

Return to Caius. Upon talking with him you will be promoted to Journeyman of

the Blades. You will also get 200 gold.

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4.5: Ashlander Informant

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Caius will tell you that you are in need of an Ashlander Informant, and

someone by the name of Hassour Zainsubani fits the bill. Caius tells you that

Hassour likes gifts, so Caius gives you 100 gold to get him a little

something.

Take the Silt Strider to Ald-Ruhn. Hassour Zainsubani is in the Ald Kkar Inn.

The inn is in the northwest corner of the city next to the Council Club. To

find Hassour, go up the stairs to the bar, on the right side of the bar is a

staircase down. Go downstairs and Hassour is in the back of the room.

Talk to Hassour about business. Ask about "Gift giving customs" (the other

two options will offend him and lower your Rep), next ask about a "thoughtful

gift" and if your speechcraft skill is good enough will take your earnest

thought and effort as an acceptable gift. If your skill is not high enough,

he will ask you to find him a book of poetry, if this is the case you can go

to the local bookstore in the market district of Ald'Ruhn. You'll find

several, there is Ashlander Hymns and some other books with 'Songs' in the

title of it, if you've got the money buy all three if you want but you can

just buy Ashlander Hymns. Return to Hassour and give him the book. Ask about

the "Ashlanders", and he will give you some notes to take back to

Caius.

Return to Caius and show him the notes. You will be promoted to Blades

Finder, and told what was in the package that you delivered to Caius. He says

that the Emperor feels that you might be the one to fulfill the Nerevarine

prophecies. He will give you a decoded copy of the package and 200 gold.

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4.6: Urshilaku Camp

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Caius now wants you to go to the Urshilaku Camp to speak with some Ashlanders

named Sul-Matuul and Nibani Maesa.

To get to the Urshilaku Camp, take the Silt Strider to Ald-Rhun, and then

take a Silt Strider to Maar Gan. Leave Maar Gan due east, then take a trail

north to the Foyada Bani-Dad. Follow the Foyada northwest to the sea. A

shipwreck at the sea mouth of the ravine is a landmark. Swim east through the

ruins of Assurnabitashpi Shrine. Avoid the Daedra here, as they are powerful

and aggressive. Urshilaku Camp lies east of the ruins, inland in a low

hollow.

When you get to the Urshilaku Camp you must speak with any of the wandering

Ashlanders. Choose to "talk" with one then discuss the "Nerevarine

Prophecies" Tell them that "you fulfill the prophecies, and wish to speak

with Sul-Matuul and Nibani Maesa". They will send you to Zabamund to decide

if there is truth to what you say. Zabamund's Yurt is the second Yurt from

the right in the Large tent containing multiple Yurts to the south. Speak

with Zabamund about the "Nerevarine Prophecies" and offer to pay a 200 gold

tribute, and he will direct you to the Ashkhan's Yurt to speak with Sul-

Matuul.

Note: Reader Digisciple sent in the following:

I own Morrowind for the Xbox and I noticed a difference from your

walkthrough. When you first get to the Urshilaku camp, I had to bribe the

snot out of one of them (any will work) before they would even talk to me. I

think I spent around 300 or so before they would talk about the Nereveraine

The Ashkhan's Yurt is next door to the south. Speak with Sul-Matuul about the

prophecies, next ask about the initiation rite. Sul-Matuul wants you to

retrieve a family heirloom.... Sul-Senipul's Bonebiter Bow from the Urshilaku

Burial Caverns, before he will let you speak with the wisewoman, Nibani

Maesa.

The burial ground lies south- southeast of the camp, a north-facing door in a

little hill halfway between the camp and the slopes of the Red Mountains. The

easiest way to find the Burialground id to go north to the water, then turn

east. At a rock carin (a little pile of rocks that looks like a pile of dog

crap) on the beach, turn and walk directly south until you find the door to

the cavern.

To find the bow once you are in the burialgrounds keep moving south and

go through the door. Follow the cave until you come to a large chamber

filled with water, then turn south and go through the door into the

Laterus Burial Chamber. Navigate your way up the stone spiral to the

top and through the door into the Juno Burial Chamber. At the end of

this chamber is a ghost, which you must kill. After you kill the ghost,

search it's remains to find the bow. Now backtrack out of the Cavern

and return to Sul-Matuul. Upon returning and showing the bow to

Sul-matuul, you will be initiated into the tribe, be named "Clanfriend

of the Ashlanders", you will also be allowed to keep the bow. Since

you are now part of the tribe, you will be allowed to see Nibani Maesa.

Nibani Maesa is located in the northernmost Yurt, called the Wise Woman's

Yurt. Speak with her about the prophecies, you may then ask many questions to

find out much history about the prophecies, but all you have to ask is if

"you pass the test". She will tell you that you are not the Nerevarine, but

you could be. She asks you to find a book called "The Lost Prophecies" and

return it to her. She will give you to books to read, "The Seven Visions" and

"The Stranger".

For the time being, you have done enough to please Caius, so return and speak

with him. Caius will send word to Mehra Milo to look for the "Lost

Prophecies", and will give you a task to keep you busy until he gets an

answer.

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4.7: SixthHouse Base

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Caius wants you to go to Fort Buckmoth and speak with Champion Raesa Pullia

and find out about a SixthHouse Base. Once she tells you where it is, Caius

wants you to go there and kill Dagoth Gares and return a full report. Before

you go, Caius will give you 400 gold to get equipped.

Fort Buckmoth is a short walk south from the southern gate of Ald-Rhun. Once

you are at the fort, enter the door to the interior and Raesa Pullia is

straight ahead. Raesa tells you that a trooper came back from the SixthHouse

Base with Corprus disease and died, but not before he talked about a cavern

near Gnaar Mok called "Ilunibi", that is the SixthHouse Base. Gnaar Mok

locals might have a better idea of where the cavern is.

To get to Gnaar Mok from Ald-Rhun, take the Balmora Road west, At the Gnisis-

Balmora-Ald-Rhun signpost go south, then immediately west on a side road to

Drulene Falen's Cottage. Then head cross-country west to the coast, with the

Dunmer stronghold at Andasreth as a landmark. When you hit the coast, turn

south. Gnaar Mok is an island off the coast with a plank bridge connecting it

to the mainland. Ilunibi is a little island on the north side of Gnaar Mok.

Once inside Ilunibi, walk straight ahead until the fork in the road; turn

left and go through the door into Tainted Marrow. Continue straight past the

crossroads until you reach the door into Marowak's Spine. Walk to the

crossroad and turn right and go through the door into Blackened Heart.

Follow the cavern and turn Left at the crossroad, and left again at the next

crossroad, continue straight until you reach a door to Souls Rattle. Go

through the door and continue to the second set of crossroads, and Dagoth

Gares will comeout to meet you. After you kill him, you will get corprus

(there is nothing you can do about this, it will happen no matter what). Loot

his body. Now that you have killed Dagoth, you are finished here. Return to

Balmora.

Once you talk with Caius, you will be promoted to Blades Traveler.

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4.8: Corprus Cure

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Caius tells you that he has a lead on a Corprus cure. Divayth Fyr, an ancient

Telvanni wizard, runs a Corprusarium. Caius will give you a Dwemer Artifact,

1000 gold, and a few levitation potions before he sends you on your way.

To get to Tel Fyr, go to the Balmora Mage Guild and use the Guild Guide to

travel to Sadrith Mora (actually Wolverine Hall), walk outside of the

building, swim southwest until you see a large tower. You will need

levitation potions or spells in the tower, because there are no stairs. The

entrance to the tower is on the north side at water level. Enter the tower

via the door marked Onynx Hall, turn to the right before you enter the room

ahead of you, and follow the hall upstairs and through the door into the Hall

of Fyr. Walk forward a few steps and look up. Use one of the levitation

spells or potions to get up to the next level and go north to find Divayth

Fyr. Talk with Divayth and offer the Dwemer piece as a gift. Ask about the

"divine disease" and "corprus disease". He will mention that corprus makes

you immune to disease...Just like the Nerevarine. Tell him "you may fulfill

the prophecy", and he will send you to the Corprusarium to retrieve some

boots from Yagrum Bagarn, and return them to him, before he will give you a

potion that might cure you of your corprus disease.

To get to the Corprusarium you must go back to the Onynx Hall, follow the

hallway downstairs until you come to a crossroad, turn right and the door to

the Corprusarium is in the back of that room. DO NOT attack anyone in the

corprusarium. Enter the Corprusarium and turn left at the crossroad, follow

the hall and turn right at the next crossroad and go through to door into the

Corprusairum Bowles. Turn left at the next crossroads and follow the path.

Yagrum Bagarn will be the guy with the spider legs. Talk with him to get the

boots.

Return the boots and Divayth Fyr will give you the potion on one condition,

that you take the potion in front of him. Do so and you will no longer have

any symptoms of Corprus, but retain all of the immunities that corprus

provided.

Return to Caius in Balmora via the mage guide in Wolverine Hall near Sadrith

Mora. Upon returning you will be promoted to Blades Operative and receive 750

gold, magic black pants, magic black shirt, and Caius' Ring. Caius is giving

you all of this stuff because he has been recalled to the Imperial City. He

is leaving you in charge, and with full access to his house. He will give you

one more set of instructions before he leaves.

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4.9: Lost Prophecies

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Now that you no longer have corprus, you need to finis finding the Lost

Prophecies. Caius tells you to go and talk with Mehra Miro back in

Vivec City. She is being watched, so you might have to find her private

quarters. She will leave you a message under the codeword "Amaya". Once you

have the prophecies, take them back to Nibani Maesa. From that point on you

will be following Nibani's direction in fulfilling the prophecy.

Take the Silt Strider back to Vivec, then go to the Hall of Wisdom. Go midway

down the hall, and then take a few steps south and go down the hall to the

right. Make a U-turn and go up the stairs, turn right, and Mehra's door is

the last door on the right. Pick the 20th level lock on the door and enter.

The note is on the dresser. The note tells you that she went to see the

Inquisitor in the Ministry of Truth. Meet her there and bring a couple of

Divine Intervention Scrolls. (If you don't have 2, you can get them from

Janad Maulinie at the Mage Guild in the northwest corner of the very top of

the Foreign Quarter). Before you go to the Ministry of Truth, grab the

levitation potions on the dresser.

The Ministry of Truth is the floating rock above the Temple Canton. Use a

levitation potion and fly up to it. Speak with Alvela Saram, and tell him

that you are going to visit someone, and he will give you his key and tell

you where Mehra is. Go all the way around and in the back door into The

Ministry of Truth. Once in you will have to sneak around, because if you are

spotted the sentries will sound the alarm and you will be attacked. At the

first crossroad turn left or right and follow the path up and around, the

door to the prison keep is directly ahead. Go through the door, you will be

spotted right away (I don't know what the penalty for killing the guard is,

so I just avoided them), run past the guards and unlock the southern most

holding cell. Mehra is inside. Talk with her and tell her you brought the

scrolls. She will take one. She wants you to meet her in Holamayan. She tells

you talk to a woman named Blatta Hatera on the east docks of Ebonheart and

tell her "you want to go fishing" and you will be taken to Holamayn. She will

meet you when you get there. When you get there you will be able to get the

"Lost Prophecies" from Master Gilvas Barelo. Speak with Vevrana Aryon, a monk

at the dock to find the entrance to Holamayn.

Use the Divine Intervention scroll to take you to Ebonheart. Go to the east

docks, Blatta Hatera is on the northern dock. Tell her you want to go

fishing, then travel to the Azura's Coast Region. Vevrana Aryon will be

straight ahead. Vevrana will tell you how to get to the monastery and tell

you that she can send you back to Vivec when you are ready. To get to the

monastery follow the path uphill until you come to the foot of the monastery.

Wait until 6 am or 6 pm, and the monastery will open up for you. Once inside,

take the stairs to the right down, you will find Mhera and Master Barelo in

the room. Speak with master Barelo about the "Lost Prophecies" and he will

give them to you. He will also give you "The Seven Curses" and "Kagrenae's

Tools".

Return to Nibani Maesa in the Urshilaku Camp. Speak with her, and she will

tell you to return in a while, so she can think about what you have told her.

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4.10: Third Trial

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Talk with Nibani again and ask her about "her judgment". She will tell you

that you have passed the first and second trials. She sends you to Sul-Matuul

to learn of the third trial, and return to her after it has been completed.

Speak with Sul-Matuul and ask about the third trial. Before he will tell you

what the third trial is he wants you to prove yourself and bring back three

tokens from Kogoruhn: some corprus weepings, a cup with the mark of the house

of Dagoth, and the shadow shield.

To get to Kogoruhn, walk south out of camp until you come to a path going

east-west to the foot of the mountains, follow this path east. Walk past

Falasmaryon (it will be on your right), follow the path around the bend until

the path forms a T, take the east path and Kogoruhn will be on your left.

Enter the Dome of Pollock's Eye on the south east corner of Kogoruhn. Defeat

the Dagoth Girer inside. You will find a Dagoth cup on one of the tables,

along with some Corprus Weepings under an urn directly across from the door.

Exit and go to the door marked Hall of Phisto and enter. Turn left and follow

the hall until you see stairs leading to the door to the Hall of Maki. Go

through the door and walk straight, through the wooden door and into the

large chamber, take the left walkway down and through the wooden door. Turn

north and go through the door, go down to the lower level and continue north

to the locked door into Nabith Waterway. Take the left side walkway around

until you come to the tube on the left, and go into the tunnel and follow it

until you come to the room, go around the room and through the door into

Charma's Breath (in this chamber is a Vampire named Dagoth Uthol. You will

have to kill him later in the quest, or you can kill him now if you want to.

If you decide to kill him, loot his body and take the Belt of Heartfire).

Follow the path around until the crossroads, turn right and go through the

door marked Bleading Heart. Go forward and turn right at the crossroads,

continue forward until you come to the next crossroad and turn right again.

The Shadow shield is straight ahead. Grab it and return to Sul-Matuul. (

Ask Sul-Matuul about the third trial again, and he will reply with a riddle.

Basically you must gain the moon and star and return it to Nibani. The third

trial takes place in the Cavern Incarnate.

Leave the camp and head east along the coast until you come up to the

mountains (it is a bit of a hike. I have recieved a few comments that these

directions are not accurate, but they are, people have not been walking far

enough, you have to walk about 1/3rd the way across the continent, like I

said it is a loooong hike. 😉 - If you have the paper map that came with the

game, look on the north coast, look where the crappy wasteland area meets up

with the Grazelands. On the west side of that mountain range is a path, that

is the path that leads to the Cavern.), when you get to the mountains there

will be a path going south, follow that path (if you see two large spikes of

rock (they are huge compared to all the other rocks sticking up from the

ground, like 3 times the size) flanking the path you are on the right path,

if not the path is east of you). Follow this path until you come to the

Cavern of the Incarnate. Wait until 6 am or 6 pm, and then the door will be

able to be opened. Walk forward and take the Moon and Star, at this point a

movie will play and describe the next two trials. You may speak with all of

the failed Nerevarines and receive all of the various items they give you.

(If you have better directions to the Cavern from the Camp, please email them

to me, and I will add them to the FAQ and give you credit).

-Bloodrose's alternate diections to the cavern-

The Cavern of the Incarnate is a lot easier to find if you go west from Tel

Vos. Take a boat from Sadrith Mora (teleport from any Mage Guild to the Mage

Guild in Sadrith Mora) to Tel Aruhn, then from Tel Aruhn to Tel Mora.

Alternative boat route - go to Gnisis (Almsivi Intervention from Urshilaku

Camp) and walk north to Khuul. Take a boat to Dagon Fel, then a boat to Tel

Mora. From there, go west until you reach Tel Vos. Continue going due west

till you reach the mountains. If you have Levitation (easily gotten from a

potion), fly over the mountains and land in the valley. Go south and you'll

find the Cavern. If you don't have Levitation, follow the mountains north to

the coast, and then swim around them (if you get back to land and find a

Daedric ruin, you've gone too far west). You'll find a valley. Follow it

south to the Cavern

Return to Nibani and ask her about the seven trials and she will acknowledge

that you have passed the third trial.

She will also tell you about the Fourth and Fifth Trials.

The Fourth Trial is to unite the three Great Houses: Redorian, Hlaalu, and

Telvanni by having them all pronounce you Hortator.

The Fifth Trial is to unite the four Ashlander Tribes: The Urshilaku, the

Ahemmusa, the Zainab, and the Erabenimsum by pronouncing you Nerevarine.

You may complete these next two trials in any order you wish, but since we

are already in an Ashlander camp, we will start with the Fifth Trial first.

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4.11: Fifth Trial Urshilku

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Urshilaku - Speak with Sul-Matuul. Ask about being "Urshilaku Nerevarine"

then ask about the "need" and "duty". Ask once more about being the Urshilaku

Nerevarine. He will name you Nerevarine and give you the Teeth of the

Urshilaku to prove that the tribe named you Nerevarine. Leave his yurt and

speak with Nibani once more, and ask her about the three remaining tribes so

she will mark there locations on your world map.

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4.12: Fifth Trial Ahemmusa

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Ahemmusa - To get to this camp, leave the Urshilaku camp to the north and

walk to the coast, then follow the coast west to the city of Khuul (you may

need to swim some of the way). Go to the docks in Khuul and speak with

Talmeni Drethan and travel to Dagon Fel. Talk with Haema Farseer on the dock

and travel to Tel Mora. Then speak with Tonas Telvani on the dock and travel

to Vos. Leave Vos and travel north along the coast until the coast starts to

go west (near the underwater entrance to Eluba- Addon Grotto). From this

point the camp is a short walk southwest.

Once you are in the camp speak with Sinnammu Mirpal in the Wise Woman's Yurt

in the northwest corner of the camp. She wants you to speak with some people

before she will speak with you, they are: Kausi, Dutadalk, and Yenammu. Kausi

is in her yurt, which is the first yurt on the left of the big tent. Go in

and ask her about the "Nerevarine". Next go next-door to Dutadalk's yurt and

speak with both Dutadalk and Yenammu about the "Nerevarine". Now that you

have spoken with these people, go back to Sinnammu and tell her you wish to

be named Nerevarine. Ask her about the "safe place". She now wants you to

go to Ald Daedroth and make it safe for the ashlander tribe to go, then come

back and escort her to Ald Daedroth to prove it is safe. Once this is done

she will name you Nerevarine.

To get to Ald Daedroth exit the camp heading north to the coast. Ald

Daedroth is on an island directly north of the camp (a looong swim or

waterwalk).

Once you get to the shrine you will watch a Ordinator named Drores Arvel

engauge in a little fight, sit back and wait until he wins, then approach him

and speak with him. Tell him that you have come to "Loot the Shrine" and he

will tell you that the Ordinators inside will leave you alone. Enter the door

to go into the Outer Shrine and kill the two people that will attack you (One

of them has a sword that casts paralyze for 10 seconds, so be careful and be

prepared with a couple of cure paralyzation potions). Go straight to the back

of the room and through the door into the Inner Shrine. Inside you will find

another Ordinator doing battle, leave him alone, but do kill the Golden

Saint, and the Dremora Lord in this room. Once this is done you may exit the

shrine and go back to Sinnammu and get her to follow you back to the shrine.

you don't have to worry about her getting attacked on the swim to the shrine,

as she waterwalks. Take her back to the Inner Shrine and go behind the large

statue in the middle of the room. She will speak with you and offer to

pronounce you Nerevarine of the Ahemmusa Tribe, and give you the Madstone of

the Ahemmusa. Now return to the Ahemmusa Camp.

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4.13: Fifth Trial Zainab

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Zainab - From the Ahemmusa camp walk southwest to find a path. Follow the

path southwest, you will walk past the Nerano Ancestral tomb (it will be on

the left side "I think") enter the tomb and clear it out, it isn't very big

and only has a Greater Bonebiter, two skeletons, an ancestral ghost, and

Calvario who is a vampire. Make sure you kill the vampire, and exit the tomb.

Continue down the path as it wraps around toward the east. When you come to

the crossroad take the southeast fork, walk a few steps until you come to

another fork in the road, continue on the southeast path. At the next

crossroad take the south path, Follow the path until you come to a T, go west

then take the south path at the next fork (you can check your world map if

you get lost). Keep going south and you will end up in the camp.

Go to the Wise Woman's Yurt on the east side of the camp, and ask for her

counsel. She will tell you to talk to the Ashkhan Kaushad. The Ashkhan's yurt

is in the middle of the large tent. Speak with him and get your Rep with him

up by bribing him. Tell him about the "Nerevarine" and then "tell your story

and ask to be named Nerevarine".

He will scoff at your claims, so ask him to set you a task. He wants you to

go to the Nerano Ancestral Tomb and kill a Vampire. Since you have already

done that talk to him again and he will acknowledge that you killed the

vampire, but before he names you Nerevarine he wants a gift from you..... A

Telvanni Wife. Go and speak with Sunnammu to find out about his tastes. She

will tell you to go to Tel Aruhn and by a slave from Savile Imayn and pass

her off as a Telvanni Bride.

Tel Aruhn is southeast of the camp, but before we go there we will need to

pick up an exquisite shirt, skirt, and shoes. So we will first travel

northeast to Vos first. Leave the camp to the north and follow the signposts

to Vos. Go to the docks and speak with Sedyni Veran to travel to Tel Mora.

Got to Eleynan the Clothiers in the south side of town to buy the Exquisite

shirt, skirt, and shoes. Return to the dock and speak with Tonas Telvanni to

travel to Tel Aruhn. Find Bildren Areleth the Apothecary at the north end of

town and buy some Telvanni Bug Musk. Now go and find Savile Imayn. She is in

the northwest side of town near the underground entrance. Speak with her and

ask for "something special", next talk about "exquisite clothes" and then

about "something special" again. Now she wants you to buy some bug musk, but

since we already got that, so ask for "something special" again and pay 1200

gold to buy Falura Llervu. Falura is just to the left, speak with her and

give her the gifts and have her follow you.

From Tel Aruhn travel northwest to get to the Zainab camp (you will have to

protect her as you swim across the sea). Once you get into Kushad's Yurt,

Falura Llervu will ask you if this is her bridegroom, then talk with Kushad

about his "Telvanni Bride" and he will pronounce you Nerevarine and give you

the Thong of Zainab.

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4.14: Fifth Trial Erabenimsum

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Erabenimsum - Go to Sadrith Mora via a boat ride from Vos, and then swim to

Tel Fyr in the southwest. When you get to Tel Fyr swim west to the shore of

the mainland. Erabenimsum is to the southwest (use your map to help guide the

way).

Go to the wise woman's yurt in the center of the camp and speak with her

about the "Nerevarine Prophecies". She wants you to kill Ulath-Pal, Ahaz,

Ranabi, and Ashu-Ahhe, then convince Han-Ammu to be the next Ashkhan. First

take out Ranabi, his yurt is the first on the left in the large tent. Go

inside and kill him, then loot his body and take the Robe of Erur-Dan. Now go

next-door to Ashu-Ahhe's yurt and kill him, Next go next-door to the

Ashkhan's yurt and kill both men inside. Loot the bodies and take the War Axe

of Airan Ammu from Ulath-Pal, and Saint-Kil's Heart of Fire from the body of

Ahaz. Go back and talk with the wise woman again, she will ask you to

convince Han-Ammu to be the next ashkhan. Han-Ammu is next-door to the

Ashkhan's yurt. Speak with him about "want to be ashkhan". Give the robe to

Han-Ammu and make a little speech, talk again about "want to be ashkhan" and

give the Heart of fire and make another speech, finally speak again about

"want to be ashkhan" and give the axe and give another speech. Now ask to be

named Nerevarine. Go back and talk with the wise woman about the

"Nerevarine Prophecies" then about the "Sizing of the Erabenimsum" and she

will give you the magic belt. (note: if you have a high speechcraft or rep

with Han-Ammu, you can just give the speech and keep the items.)

Now you have completed the Fifth Trial, now we are going to unite the three

Dunmer houses to complete the Fourth Trial.

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4.15: Fourth Trial House Redoran

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House Redoran - Travel to Ald-Ruhn by whatever means you choose. Once you are

there travel to the Manor District (which is the huge building in the north

of the city). Enter the Sarethi Mannor, which is on the upper level at the 9

o'clock position. Speak with Athyn Sarethi (the guy in the red robe), and ask

him about the "Redoran Hortator", then "tell him your story and ask to be

named". Athyn will ask you to rescue his son before he will vote you as

Hortator. * If you already belong to House Redoran, you will not have to

rescue his son to get Athyn's vote.

Athyn's son is in the Venim Mannor, which is on the upper level of the Mannor

district in the 5 o'clock position. Once you are in the main hall turn right

and go into the door marked "right wing". Go down the stairs, to your right

on a bench is a note and a key, steal the key if your sneak skill is high

enough, if your sneaking skill isn't up to par you can just lockpick the door

(50th lvl. lock). To the right of the staircase is a short hallway with a

tapestry hanging at the end. Go to the tapestry and look behind it, you will

find the door leading to the room with Athyn's son. Unlock the door (either

with the key or lockpick) and go speak with Varvur Sarethi, Athyn's son, and

tell him you want to travel together. Once you leave the room with Varvus

following you, the guards will attack you. You can choose to run away from

the guards or fight and kill them. If you want to kill them, DO NOT KILL

BOLVYN. I usually choose to run away as you can usually make it to the door

with Varvur before they do. Leave the Mannor the same way you came in and

return to Sarethi Mannor. When you get close enough to Athyn with his son

following he will thank you (without having to enter a conversation), once he

thanks you speak with him about the "Redoran Hortator" and he will give you

his vote.

For most of the other Redoran councilors all you have to do is ask them and

they will give you there vote.

Miner Arobar - Arobar Mannor is in the Mannor District, upper level, in the

2o'clock position. Enter the manor and walk straight back and into the Guard

bedrooms, continue straight through into the private bedrooms, turn right and

enter the manor bedrooms, go into the bedroom on the left Miner Arobar is

inside, Speak with him about the "Redoran Hortator" to get his vote.

Garisa Llethri - Llethri Mannor is in the Mannor District, upper level, in

the 11 o'clock position. Enter the Mannor and go downstairs and straight

through to the manor bedrooms, follow the hallway and enter the first door on

the right. Garisa is straight ahead. Speak with her about the "Redoran

Hortator" to get her vote.

Barara Morvayn - Barara is in the council Hall located in the Mannor

District upper level, 12 o'clock position. It is the manor with three doors.

Enter the manor and walk straight to the back and go through the doors into

the Council Hall. Walk downstairs and to the northwest corner, there you will

find the door to Morvayn's Quarters. Enter and go to the back room to find

Barara. Speak with her about the "Redoran Hortator" to get her vote.

Hlaren Ramoren - Ramnren Mannor is in the Mannor District, upper level,in the

7 o'clock position. Enter the manor and walk straight back into the private

quarters. Hlaren is in the Bonemold Armor. Speak with him about the "Redoran

Hortator" to receive his vote.

Bolvyn Venim - Venim Mannor is in the Mannor District, upper level, in the 5

o'clock position. Walk straight to the back and enter the private quarters.

Go down then up the stairs and turn to the left. Bolvyn is in the room

straight ahead of you. Bolvyn will not give you his vote for Hortator,

instead he wants to meet you in the Arena section of Vivec and engauge you in

a duel to the death. He tells you that he will meet you there. Go to the

Arena Section of Vivec via Stilt Strider and Gondola ride. When you get off

of the Gondola in Arena, walk up the ramp to the upper level and enter the

waistworks. Take the northern hallway and then go east or west, as there are

stairs that wrap around going up, follow them and go to the door to the Arena

Pit. (before you go in make sure you are ready for a fight, as Bolvyn will

attack you as soon as you enter). Enter the door and Bolvyn will attack you

(make sure you have plenty of healing spells, scrolls, potions because Bolvyn

is strong and well armored). Defeat Bolvyn and loot his body.

Return to Ald-Ruhn and speak with Athyn about the "Redoran Hortator" again,

this time you will be named Hortator and given a public notice revealing you

as an Imperial spy, a note from Archeanon, and the ring of the Hortator.

Now that we are Hortator of the Redoran House we are off to the Telvanni

House

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4.16: Fourth Trial Telvanni House

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From Ald-Ruhn take the Silt Strider to Khuul, Then a boat from Khuul to Dagon

Fel, then take the boat from Dagon Fel to Tel Mora, then take the boat from

Tel Mora to Vos. Leave Vos heading northwest until you reach Tel Vos. (for

this part of the quest you will need a good amount of Levitation scrolls or

potions, or a levitation spell).

Master Aryon - Walk next the entrance to the south tower in Tel Vos, but do

not enter, instead cast a levitation spell and fly up to the top of the

tallest tower. The Entrance to Master Aryons room is facing south. Speak with

Aryon and tell him why you want to be named Hortator, he will give you his

vote. You can also talk with him about the other councilors if you want to.

When you are finished speaking with him return to Tel Mora.

Mistress Dratha - When you are back in Tel Mora, walk up the spiral of the

main tower and enter the door into the "upper tower". Walk up the staircase

to your right and follow the hallway; Dratha is at the end of the hall.

*If your character is a woman, she will give you her vote without a problem.

*If your character is a man you must use persuasion (bribes, not admiration)

to get your rep with her up really high, then "hurl yourself at her feet and

beg" before she will give you her vote.

Once she gives you her vote she will also give you a Summon Golden Saint

Scroll. Leave Tel Mora and take a boat to Tel Aruhn.

Gothren - When you are in the Tel Aruhn docks go toward Tel Aruhn and go

through the underground passage into Tel Aruhn. Levitate to the top of the

tower and enter the door to the upper tower. Walk up the stairs and Gothren

is in the back with two Dremora guards. Speak with Gothren about being the

"Telvanni Hortator" and he will tell you he needs more time to decide (no

matter how long you wait he will always tell you this, so we have to kill

him). keep insulting him until he attacks you (If your Rep is down to zero

and he has not attacked you, bribe him to get your rep up again then insult

him again. Once you kill him you will get your money back), Kill him and the

Dremora guards (you will need a lot of healing and cure paralysis). Once he

is dead leave Tel Aruhn and take a boat to Sadrith Mora.

Master Neloth - Once in Sadrith Mora docks, walk east and you will come to

the Tel Naga Tower, levitate to the top and enter the "upper tower" door.

Neltoh is straight ahead. Raise your rep with whim to ~70 and ask him to vote

for you as "Telvanni Hortator", he will give you his vote. Leave the tower,

and go back to the docks. Take a boat to Tel Branora.

Mistress Therana - After your boat ride to the Tel Branora docks head east to

the tower. Walk up the spiral walkway and go through the door into the "upper

tower". Go down the stairs and through the hall on your left, enter the door

on your right into Therama's chamber. Levitate up the chute; go down the hall

into the room on your left. Hopefully you have a speechcraft of 30, if not

find a way to boost it and speak with Therama. Amuse her, then ask for her

vote to be "Telvanni Hortator" and she will agree. You can also kill her if

you don't have the necessary speeechcraft skill. Leave Tel Branora tower and

go back to the docks and travel back to Vivec Foreign Quarter. Walk to the

Silt Strider and take it to Balmora, then Ald-Ruhn, then Gnisis.

Master Baladas - When you get to Gnisis walk to Arvs-Drelen, just northwest

of the Gnisis Temple. Enter Arvs- Drelen and go straight through the wooden

door, turn left and follow the hall, turn left again and the hall will start

to go up. Untrap and unlock the door (50th lvl.) and enter. Go to the back of

the room and up the stairs, Baladas is in the room. Speak with him and get

your Rep with him up, then ask for his vote to be "Telvanni Hortator", and he

will give you his vote. Exit Arvs-Drelen and return to Tel Vos.

Now that we have all of the votes to be named Telvanni Hortator we need to

return to Master Aryon. Speak with him and mention "Telvanni Hortator" again

and he will pronounce you Hortator, and give you a robe to prove it.

Note: If you have any trouble getting any of the councilors to give you there

vote you may kill them. The Telvanni don't seem to mind. The Only councilor

you can't kill is Master Aryon, as he is the one to finally pronounce you

Hortator.

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4.17: Fourth Trial Hlaalu House

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Convincing the Hlaalu House to name you Hortator can be costly, you will need

about 3000 gold to help you plead your case. The Hlaalu councilors are in and

around Vivec, so travel back to Vivec.

Crassius Curio - Take the gondola from the Foreign Quarter to the Hlaalu

section of Vivec. Walk to the top of the canton and enter the Hlaalu Plaza.

Enter the Curio manor on the mideast side of the plaza. Crassius is in a room

downstairs and to the right and back. Speak with Crassius, tell him your

story, and give him 1000 gold to get his vote for Hortator. Exit the canton

and go back to the lowest level.

Yngling Half-Troll - Take the gondola to the Arena Section of Vivec. Walk

from the gondola east, then south across the bridge to the St. Olms Canton.

Walk up to the top and enter the Plaza. Enter Yngling's Mannor on the midwest

side of the plaza Yngling is behind the door on the left. Tell him your story

and pay him off with 2000 gold (If you talk to all of the other councilors

first, you can kill Yngling instead of paying him, but I just paid) to get

his vote. Leave the Mannor.

Dram Bero - Go into the Haunted manor on the southeast corner of the plaza.

Dram is locked away in the basement behind a locked door (50th lvl.). There

are some lockpicks at the bottom of the table in the southwest corner of the

room. Pick the lock and enter the basement. Dram is behind the door on the

right, past the dining room.Talk with him and tell your story to get his vote

for Hortator.

Orvas Dren - Leave Vivec heading north, and head toward the Dren Plantation

(the plantation is directly north of Vivec, use your world map to help guide

you in case you get lost).Dren's Villa is in the southeast corner of the

plantation. Enter the villa, turn left and follow the hallway, turn right and

go up the stairs, follow the hall and you will see a desk in front of you. On

the desk is a key to the villa and some gold. Back up a few steps and turn

right, go up the stairs and Dren will be straight ahead. There are three ways

to get Dren's vote for Hortator.

*Persuade him enough to get a 90 rep with him, and tell him you want to

protect Morrowind from the EMPIRE (this is the option I choose)

*Tell him you wish to bring peace to Morrowind, let him attack you, then kill

him.

*Use the key you found on the desk on the basement door, Kill the guards,

then open the locked and trapped small chest on the shelves to the left.

Inside there is a note (which you will use to blackmail Dren, 2 grand soul

gems, and some other goodies. Then go and talk to Dren and use the note to

blackmail him into giving you his vote.

Nevena - Leave the Dren Plantation on the east road heading north, follow the

path until you come to a sign post pointing toward Suran. Follow the road

toward Suran, when you come to the bridge turn around and you will see Ules

Mannor to the south, enter the manor. Go all the way upstairs to find Nevena

and ask for her vote for Hortator and she will agree. Exit the manor and

continue to Suran.

Velanda - Take the Suran Silt Strider back to Vivec, and then take the

Foreign Quarter gondola to the Telvanni Canton. Then use the bridge to the

east to leave Vivic. Continue east until you come to the road going north

south. Take this road south, continue until you come to Omari Mannor, enter

the manor. Go all the way upstairs to find Velanda, ask for her vote for

Hortator and she will agree. Leave the manor and retrace your steps back to

Vivec.

Go back to the Hlaalu Canton and speak with Crassius again about being named

"Hlaalu Hortator", He will name you Hortator and give you the Belt of the

Hortator.

Congratulations, you have fulfilled the Fourth Trial.

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4.18: The Archcanon, Vivec, And The Wraithguard

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Now we have to see Lord Tholer Saryoni, Archpriest of the High Fane. Go to

the Temple Canton, which is the southernmost canton. Speak with Danso Indules

atop of the temple in front of the hallway through the middle of the canton,

tell her you "wish to meet the Archcanon". She will tell you that the

Archcanon wants to meet you, but you are wanted by the ordinators, so you

should avoid them by magic or stealth. (as a side note, I spoke with many

ordinators after I was told this, and they did nothing. Might be a little

glitch.)

Go to the Hall of Wisdom and walk a few paces south of the midpoint of the

hallway, walk west toward the door to the Hall of Justice, then turn south

and go up the stairs. Pick the lock to the High Fanes room (50th lvl.) Go

inside and speak with Tholer Saryoni about the "Temple's Doctrine" and agree

to meet Vivec. He will give you a key to Vivec's Temple, and a key to his

back door (the door whose lock we just picked).

Leave the Hall of Wisdom and cross the south bridge to go to Vivec's Temple,

go in and speak with Lord Vivec about business and accept the Wraithgaurd,

now ask how to defeat Dagoth Ur and Vivec will give you a detailed plan. When

you are done with Vivec it is time to head to Ghostgate. Leave Vivec and take

the Silt Strider to Balmora.

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4.19: Ghostgate

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Leave Balmora south, and take the road going east. When you come to the

signpost take the road toward Caldera for a few feet then turn east and go

uphill. Cross the Old Dwemer Bridge, then turn around and go down into the

ravine. Follow the Ravine north past the Deadric Shrine. Eventually you will

come to Ghostgate. Explore the two towers of Dawn and Dusk to stock up on

supplies, such as restore health, and restore stat potions, Levitation

scrolls or potions, and get armor fixed. Make sure you speak with one of the

priests or Ordinator about the "Red Mountain" to get a map of the mountain,

which will update your world map with the temple locations (very helpful for

navigating since my directions for this area are really vague for this part).

When you are done leave the towers and hit the switches to enter the Red

Mountain area.

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4.20: First Vampire

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Killing this Vampire is optional, but it will make fighting Dagoth Ur much

easier.

The First Vampire Dagoth Uthol is in the Charmara's Breath section of the

Kogoruhun Cavern, just east of Vemynal. Enter the cavern, and Dagoth Uthol

will be right in front of you. The easiest way to kill him is run past him

and jump over the lava, turn around and pick him off with arrows when he gats

stuck in, or at the edge of the lava. Kill him and loot his body. Take the

Belt of Heartfire and exit the cavern. (You might have killed him while doing

the precursor to the Third Trial for Sul-Matuul)

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4.21: Second Vampire

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Killing this Vampire is optional, but it will make fighting Dagoth Ur much

easier.

Walk Directly north from Ghostgate, when you reach the Yassu Mine turn

northwest and follow the path, When you approach the wall turn north, then

veer east at the fork. Continue following the path to reach Endusal, Enter

the Temple. Walk straight through the door and turn left then go through the

next door. Dagoth Endus is inside, kill him and take the Amulet of Heartrime

from his body. Exit Endusal.

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4.22: Third Vampire

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Killing this Vampire is optional, but it will make fighting Dagoth Ur much

easier.

The Third Vampire is Dagoth Tureynul, and he is located in Tureynulal, just

northeast of Dagoth Ur's Citadel. Enter Kagrenac's Library in Tureynulal.

Dagoth Tureynul is straight ahead, behind a couple of doors. Kill him and

loot his body for the Amulet of Heartthrum. Leave the Temple.

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4.23: Fourth Vampire and The Keening

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The fourth Vampire, Dagoth Ordos, is in the Dwemer Training Academy in

Odrosal. Enter the Academy, walk straight ahead through the door, and Dagoth

Ordos is inside. Kill him and loot his body for the Amulet of Heartfire, and

Ordos Key. Leave the room and go down the hall to the left. Unlock the door

with Ordos' Key and enter the room. Go up the ladder on the left wall to find

the Keening. Exit the Training Hall.

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4.24: Fifth Vampire and The Sunder

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The next Vampire is Dagoth Vemyn located in Vemynal, which is northeast of

Dagoth Ur's Citadel. Enter the outer Fortress and turn right, follow the hall

around and turn down the first hallway on your right. Continue straight ahead

and into the Hall of Torque. Turn right and follow the hall and turn into the

first door on the right. Follow the stairs down and go through two sets of

doors. Dagoth Vemyn is in this room, kill him and loot his body for The

Sunder and the Amulet of Heartheal. Exit the Dungeon.

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4.25: Sixth Vampire

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Killing this Vampire is optional, but it will make fighting Dagoth Ur much

easier.

The sixth vampire, Dagoth Araynys, is not in the Red Mountains; he is located

near Berandas, which is southeast of Gnisis. You can get there by casting

Almsivi Intervention which should place you in Ald-Ruhn, then taking a silt

strider to Gnisis. Swim across the river to the southeast; continue going

southeast until you come to Berandas (use your world map to help guide you).

Now travel east, the place you are looking for is called Mamaca, Sanctum of

Awakening, this cavern faces east and is before the Dusharian Shrine. Enter

and walk straight ahead into the Sanctum of Black Hope. Turn right after

going through the door and follow the hall, when you get to the locked door,

go past and turn right again. Follow the path and Dagoth Araynys will be

ahead, Kill him and loot his body for the Soul Ring. Leave the cavern and

return to the Red Mountains.

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4.26: Seventh Vampire and Dagoth UR

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The best way to approach Dagoth Ur's Citidel (which is directly north of

Ghostgate) is from the north. Drop down into the crater and you will see a

door with a steel bubble around it (it looks like the door to the Dwemer

Dungoen where you found the Puzzle Box), south of this door is a pipe with a

crank on it, turn the crank to open the door, quickly return north and enter

the door into the Citidel. Go down the stairs and through the door, walk

around the hole in the floor and go through the door ahead. Jump down the

hole in the floor and continue straight ahead into the inner facility. Go

down the stairs and through the door on the right, continue straight through

two doors, then turn right, before the third door. Go through the door on the

right and go down the stairs and through the door into the lower facility.

Dagoth Gilvoth is straight ahead, kill him and loot his body for the Blood

Ring. Continue straight and stand in front of the door to the Facility

cavern. Dagoth Ur is behind this door, so rest up, and fortify yourself whit

as much magic, potions, and magic items as you want. Enter the door. Dagoth

Ur is standing there. Speak with him. If you do not posses the Wraithsguard,

The Keening, and The Sunder, Dagoth Ur will not fight you, if you do have all

these items, end your conversation with Dagoth Ur and Kill him. When you

defeat him he will just disappear and the door to Akulakhan's Chamber will

open. As you walk to the door heal yourself again and prepare for another

fight. In the entrance of the door there is a Heart Ring on the floor. Before

you enter the door, equip the Wraithguard, then the Sunder. You must equip in

this order or you will take damage. Also equip a levitate or slowfall spell

or potion. once this is done, enter the chamber and immediately cast levitate

or slowfall. Forget the enemies around and fly (if levitating) or run and

jump (if you are using slowfall) toward the giant robot straight ahead. Jump

or fly off the ledge and land on the bridge below. Run up to the heart and

hit it once with The Sunder. Switch weapons to the Keening, and strike the

heart five times. Once you do this all of the enemies will disappear. Run

across the bridge then turn around to watch the robot blow up and crumble.

Follow the ledge around the cavern until you are back where you started. Turn

the crank on a pipe near the ledge to open the door back to the Facility

Cavern, and then go through the door. As you try to leave the Facility cavern

you will meet Azura, and the ending movie will play. When the movie is over

Azura will give you a ring. Exit Dagoth Ur's Citadel and the sky will clear.

The world is safe from Dagoth Ur and his evil plans, but the game still

continues. You can still go and finish (or start) any remaining quests.

=============================================================================

Section 5: Fighters Guild Quests

=============================================================================

Go to Balmora via the Silt Strider, go down the ramp and go west, turn

north after the Lucky Lockup. The Fighters Guild is the Last building on

the right. Enter and go up stairs and speak with Eydis Fire-Eye who is

the Guild steward, and ask about joining the Fighters Guild. Once you

have joined, you can ask for your first set of orders.

Note: the areas that say you should be promoted in rank are assuming you

meet the skill requirements for the promotion.

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5.1: The Rats

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For your first set of orders you will get to play exterminator. You are

asked to get rid of the rats that have infested Drarayne Thelas' house.

Her house is along the river on the east side. Go there and speak with

Drarayne about the rats. She will tell you that the rats have taken over

the storeroom upstairs and she will give you a key. Before you go

upstairs to kill the rats, there is a rat behind a closed door in this

room, kill it, then go upstairs and kill all of the remaining rats. Go

back downstairs and speak with Drarayns about the "cave rats", she will

give you 100 gold.

Return to the Fighters Guild and speak with Fire-Eye about the rats. Ask

about advancement to be pronounced Fighters Guild Apprentice. Now ask for

your next orders.

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5.2: Egg Poachers

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Fire-Eye wants you to go to the Shulk Egg Mine and Kill Sevilo Othan and

Daynila Valas, a couple of people that have been charged as being egg

poachers.

Shulk Egg Mine is southwest of Balmora, on the west bank of the river.

Leave Balmora and follow the river south, when you see the suspension

bridge crossing the river, turn west and you will find the mine.

Enter the mine and follow the cave all the way, until you find the door

to the "Queens Lair" Enter the door and go west following the cave.

Somewhere along the line, Sevilo and daynila will attack you, kill them

and return to the Fighters Guild to speak with Fire-Eye.

Speak with Fire-Eye about the poachers to receive 100 gold and four

potions of restore fatigue. Ask about advancement to be pronounced

Fighters Guild Journeyman. Get your next set of orders.

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5.3: Trouble at Caldera Mine

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Four Telvanni agents are causing trouble in the Calders Mines. They are

Alynu Aralen, Sathasu Nerothren, Fothyna Herothran, and Alveleg. Kill them

and return.

To get to the mine, exit the Fighters Guild, go south one door and enter

the mages guild. Go downstairs and speak with Masalinie Merian the mage

guide to travel to Caldera. You will be transported to the Caldera Mages

Guild. Leave the town from the northwest gate and follow the path until

you come to the signpost (near the naked guy). At the signpost take the

southern path, then at the next split, take the southeast path. Before

you get to the bridge to the Caldera Mining Post, turn to face northwest

and you should see a cave entrance with someone standing guard. Talk to

the person standing guard (Alveleg) about the Telvanni agents, once you

do, he will attack you, Kill him and enter the cave "Ashanammu". Follow

the cave until you come to three people standing around, these are the

remaining agents. Speak with on about the Telvanni Agents to get them to

attack, then kill them all.

Return to the Fighters Guild and speak with Fire-Eye about the agents

and you will get 400 gold for your troubles. Ask about your next orders.

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5.4: The Code Book

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Fire-Eye wants you to retrieve a code book from Sottilde at the SouthWall

Cornerclub. The cornerclub is in the southeast corner of town on the east

side of the river. Go there and enter the club. Speak with Sottilde about the

codebook, and if you have a good enough rep with her, she will hand the book

over, use persuasion if needed.

Note: If you belong to both the Thieves Guild and the Fighters Guild at the

same time when you attempt this mission, Sottilde will not give you the book

at all. In this case you must taunt her until she attacks you, then kill her

and take the book. When you do this you will be booted from the Thieves

Guild. To rejoin the Thieves Guild you must pay 1000 gold.

Note: Reader Bojangles sent in a tip for when you are in both guilds. After a

few days of playing, I arrived at the last leg of the Thieves' Guild quests,

with Gentleman Jim Stacey in Vivec. He starts asking you to bribe the heads

of the Fighter's Guild so they can protect the Thieves' Guild. One of the

people you bribe is Fire-Eye, the head of the Balmora Fighter's Guild. After

you bribe her with a certain sacred relic, she pledges to aid the Thieves'

Guild -- thus she doesn't request you to do any jobs against the Thieves'

Guild, and omits the quest for the codebook. Then you can ask her for the

next job, because she called the one for the codebook a success even though

you didn't finish it! This is a great solution to the quest if the Fighter's

Guild isn't really your "thing" and you want to get stronger before you do

the higher Fighter's Guild quests, because the Thieves' Guild quests are not

real combat related.

Return to Fire-Eye and speak about the codebook, give her the code book and

you will receive 50 gold. Ask about advancement to be proclaimed Fighters

Guild Swordsman. Get your next orders.

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5.5: Debt Money

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Your next mission is to get 200 gold in debt money from Helviane Descle in

Suran. Once you bring back the money, Fire-Eye will split the money with you.

Take the Silt Strider to Suran. Go to Desele's House of Earthly Delights (It

is the building with the red porch light). Desele is behind the bar, speak

with her, and if you have a high enough rep with her she will give you the

money, you may have to persuade her.

Once you have the money return to the Fighters Guild and speak with Fire-Eye

about it. Fire-Eye will give you 100 gold as your cut. Get your next orders.

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5.6: Orc Bounty

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Fire-Eye tells you of a 250 gold bounty to kill an orc named Dura gra-Bol.

Dura gra-Bol lives on the east side of the river in Balmora, on the southern

end. Enter the house and go upstairs to find Dura. Speak with him and taunt

him until he attacks you, then kill him.

Return to Fire-Eye and tell her that you have killed Dura to receive your 250

gold bounty.

When you try to get some more orders, Fire-Eye will tell you that she has no

more for anyone under the level of Fighters Guild Protector. She tells you to

check with the Guild chapters in Ald-Ruhn, Sadrith Mora, or Vivec.

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5.7: Ald-Ruhn Fighters Guild

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The Fighters Guild is southeast of the Silt Strider. Enter the guild and

speak with Percius Mercius down the left stairwell.

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5.8 Neromancers

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Percius wants you to help Ulune Henim kill some necromancers in Vas. If you

ask about Vas, percius will mark it on your map. Leave the guild and go to

Khuul, then go to the docks and take a boat to Dagon Fel. Exit Dagon Fel to

the west, go south when the path splits. At the next split go west (If you

pass an orc named Bulak gra-Murug you are heading in the right direction).

Continue west past a few forks in the road, you will pass Pudai Egg Mine on

your right, keep going west until you get to the next fork (where the south

path leads to the water). Go north, and then follow the path west at the next

fork. Water-walk or swim west to Vas (use your world map to help guide you).

When you get there Ulyne Henim will be waiting in front of the entrance.

Speak with her about fighting together, and enter the cave. (There are

ancestral ghosts in here, to kill them you need to use magic, a magic weapon,

or a silver weapon). Walk forward, and turn down the hallway on your left,

then down the hall on your right, continue down to the lower level. Enter the

door o your right into the Vas, Tower (there is a Dremora in here, so be

careful). Turn to the right and follow the walkway leading up, go up the

stairs and around the back of the room, and up the stairs again. Daris Alram

(the necromancer that must be killed) is in this room. Get him to attack you,

then kill him. Once he is dead Ulyne will thank you, now you must return to

Ald-Ruhn and speak with Percius about the necromancers. Once you do you will

be given 500 gold. Ask about advancement to be named Fighters Guild

Protector. Ask for your next orders.

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5.9: Nerer Beneran The Outlaw

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Percius wants you to kill Nerer Beneran, an outlaw hiding in Sargon, north of

Maar Gan.

Leave the guild and travel to Khuul via Silt Strider, then to Dagon Fel via

boat ride. Follow the same path to the coast as you did in the last mission,

and swim to Vas again. Swim southwest to the island with the Onnissiralis

Shrine on it, and then swim south to the large island, the Assurdirapal

Shrine is on this island. Walk to the path and follow the path west (it will

change direction, but will generally go west) and eventually Sargon will be

on your right.

Enter the cavern and follow the cave until you come to Milynea Andrethi, go

through the door behind and to the left of her, go around the room to get to

the top of the platform, and then walk across the wooden walkway into the

next room. Walk up the ladder behind Varon Sadralo, turn right and cross the

bridge. The next room you come to will have Nerer Beneran in it, get him to

attack you, and then kill him (If you loot his body you will find an ebony

cuirass). Return to the guild and speak with Percius about Nerer to receive

your 500 gold reward. Ask about your next orders.

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5.10: Suran Bandits

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Avon Oran is having problems with bandits in Suran; ask about the "bandits".

Leave the guild and travel to Balmora, and then go to Suran via the Sit

Strider. Avon Oran's Manor is in the south of town, next to the temple. When

you enter the courtyard, turn right and go up the stairs and enter the manor.

Speak with Avon about the bandits. He wants you to kill Daldur Sarys in

Saturan to end the raids, and then report back to him to collect a 1000 gold

bounty.

Leave the Manor courtyard from the southern exit, following the river. When

you get to the driftwood on the ground turn and go to the northeast. There

will be two paths branching off to the north, the first goes to the Inanius

Egg Mines, we want to walk north along the second path. Walk north and the

path will bend around a grove of dead trees and steam pits, and then come to

a fork splitting north and west. Saturan is west.

Enter the cavern and follow the cave until you reach the wooden walkway, go

down the stairs, turn left and walk to the end of the walkway, Daldur Sarys

is upstairs to the left. Get him to attack you, and then kill him. Return to

Avon Oran in Suran to claim your bounty, and then return to Percius in Ald-

Ruhn and speak with him about the bandits and advancement to be proclaimed

Fighters Guild Defender. Get your next orders.

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5.11: Delivering Flin

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Percius wants you to deliver 20 bottles of Flin to Dangor in the Elith-Pal

Mine, near the Zainab camp. Leave the guild and take the Silt Strider to

Khuul, then take a boat to Dagon Fel, and another boat to Tel Mora, and one

more boat to Vos. Leave the docks using the path that goes west, when the

path splits go southwest, continue southwest past the first signpost and you

will come to another fork, go south, past the Yakaridan camp. When the path

splits go west until the path splits again, this time go south. At the next

fork, the south path will go to the Zainab Camp and the west path will lead

to the Red Mountains, go toward the mountains. When the mountain path splits

go south, and the Elith-Pal Mine will be on your right.

Enter the mine and follow the path straight until you come to the first

chamber. Climb the stairs; there is a small stone walkway that leads to the

upper level, climb that and continue straight (the stone path is hard to see,

a torch or light spell might help). Dangor is in the very back of the mine,

speak with him about the Flin, and he will take it.

Return to Percius in Ald-Ruhn and speak with him about the mine. Percius will

then offer you some brandy, accept it and you will receive some brandy and

500 gold. When you ask for your next orders Percius will tell you that he has

no orders for anyone under Guardian and to check in Sadrith Mora.

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5.12: Sadrith Mora Fighters Guild

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Take the Silt Strider to Khuul, then a boat to Dagon Fel, then another boat

to Sadrith Mora. The Fighters Guild is in Wolverine Hall, just south of

Sadrith Mora. Enter Wolverine Hall through the Imperial Shrine, walk forward

a few steps and go through the door on your left. Go down the stairs one

level and the Fighters Guild is on your left. Speak with Hrundi the guild

steward.

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5.13: Dwemer Ruins Of Nchurdamz

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Hrundi wants you to help Larienna Macrina clear out the Nehurdamz ruins of

necromancers, he will mark the ruins on your map.

Leave the guild and take a boat to Molag Mar. Leave Molag Mar swimming

northeast, cross the strip of land to the east, when you get to the next body

of water swim along the coast, keeping the land to your left. After a few

twists and turns and a long swim you will eventually come to Nehurdamz (Use

your world map to help guide you, as my directions are lacking). Note: There

is another ruin nearby named Nehardumz, make sure you go to the right ruin.

Once at the ruin, speak with Larienna Macrina about exploring together and

she will tell you that she wants your help to kill Hrelvesu, tell her you are

ready and enter the ruin. Walk straight downstairs, then up the next flight

of stairs, turn right and continue up the stairs. Go down the hall and

through the door on your left. Go down the stairs and kill the Steam

Centurion, untrap and open the ornate Dwemer chest in the room with the lava

and take the key inside. (There is also a magic spear named Iiikurok in this

room). Leave this room and go down the hall to the left. Unlock the door

using the key and enter, Hrelvesu is inside. Kill him and Larienna will thank

you and leave. Exit the ruin and return to Hrundi in the Fighters Guild,

speak with him to get your 500 gold. Get your next orders.

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5.14: Dissapla Mine

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Hrundi wants you to help Novor Drethan clear the Dissapla Mines, ask about

the mines to find out that the mines are northeast of Falensarano, ask about

Falensarano to have him mark it on your map.

Leave the guild and head to the docks, take a boat to Tel Mora, then a boat

to Tel Aruhn. Jump off the docks and swim west, you will come to an island

with a Daedric Ruin named Yansirramus on it, keep going west until you get to

the mainland and a cavern called Nammu. Go north a little ways until you are

back on land, turn west and walk until you come to a path in front to

Falensarano. Follow the path north, when the path splits go north to the

mine.

Enter the mine and walk into the first room and speak with Novor about the

mine. Novor wants you to rescue Teres Arothan and kill all the Nix Hounds.

Follow the cave until you come to a room with a ladder going up and a hall to

your right. Go right and follow the cave, killing all the nix hounds that you

come across. You will come to another ladder; Teres Arothan is above, talk

with her and have her follow you back to Novor. Speak with Novor about the

mines and he will give you four Raw Glass. Return to the Sadrith Mora

Fighters Guild and speak with Hruidi about the mine and he will give you 250

gold. Ask about advancement to be named Fighters Guild Warder. Get your next

orders.

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5.15: Corprus Stalker And Rels Tenim

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Hrundi says he will pay you 200 gold to kill a corprus stalker in the Berwen

Trader Shop of Tel Mora, and 200 gold to kill Rels Tenim near Tel Vos.

Leave the guild and take a boat to Tel Mora. The entrance to the trader shop

is just east of the entrance to the Lower Tower. Enter the shop and speak

with Berwen about the Corprus Stalker, go upstairs and kill the monster, then

return to Berwen and talk about the Stalker again. Leave the shop and take a

boat to Vos.

Leave Vos to the north and go to the coast past the Ahemmusa Camp, cross the

water to the first island, from there travel northwest two more islands. On

the second island go the north side; there you will find the entrance to

Shallit at the waters edge in a small cove. Enter the cavern and walk forward

until you come to a room with large rocks hanging from the ceiling (remember

this room as you will need to come back to it). Note that there is a high

ledge on the south wall; we need to get up there so we have to find a potion.

Follow the cave around, past the barrel with the note and sword, and go up

the flight of stairs. There is a bed roll and some boxes on the ground, mixed

around the boxes are two potions of rising force, grab them and return to the

large room with the ledge. Use on of the potions to fly up the south wall

onto the ledge, and then follow the cave. Rels Tenim is a few rooms back, get

him to attack you, and then kill him. Return to Hrundi in the Fighters Guild

and speak with him about the Corprus Stalker and Rels Tenim to get your

rewards. Get your Next orders.

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5.16: Sujamma Courier

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Hrundi wants you to deliver 20 bottles of Sujamma to Nelacar in the Dunirai

Caverns, southeast of Ghostgte, between the Foyada Esannudan and Foyda Ashur-

Dan.

Leave the guild and take a boat to Ebonheart, then leave the town and walk to

Seyda Neen. Take the Silt Strider to Balmora. Leave Balmora south, and take

the road going east. When you come to the signpost take the road toward

Caldera for a few feet then turn east and go uphill. Cross the Old Dwemer

Bridge, then turn around and go down into the ravine. Follow the Ravine north

past the Deadric Shrine. On your right, before Ghostgate there will be a path

flanked by two large spires, turn east and when you get to the next two

spires head east and continue past the first northern path. Take the next

path north, and look for a path on your left that leads to the Denirar

Caverns.

Enter the caverns and follow the cavern back and speak with Nelacar about the

sujamma, give him the bottles. Return to Hrundi in the Fighters Guild and

speak with him about the cavern to get your 500 gold. Get your next orders.

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5.17: Escort Sondaale of Shimmerene

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Hrundi wants you to help Sondaale of Shimmerene through the Temple of

Telascro.

To get there, take a boat to Tel Bramora, then a boat to Molag Mar. Leave

Molag Mar to the west and follow the path until you come to Telascro.

When you get there, Sondaale is nowhere to be seen, but if you look on the

smaller entrance door, you will see a note stating that she went in ahead of

you and to meet her inside. Enter the door with the note and follow the halls

until you get to the lower level. Go through the hall to the south, continue

straight and enter the door to the lower level. Enter the first door on your

left to find Sondale. Speak with her and she will ask you to escort her out

of the temple. Have her follow you, and leave the temple.

Return to the Fighters Guild and speak with Hrundi about Sondaale to get your

500 gold. Ask for your next orders.

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5.18: Engaer

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Hrundi wants you to kill Engaer, a Bosmer mercenary. Engaer is in the Tel

Naga Tower in Sadrith Mora. Leave the guild and enter the Great Hall of the

Tel Naga Tower at the center of town. Go down the stairs and steal a couple

of Rising Force Potions on one of the desks in this room. Use one of the

potions to levitate to the door to the Upper Tower on the east wall. Levitate

up the shaft to the top level, and then go down the west hallway. There are

three doors here, two locked and trapped golden doors and a door to Sadrith

Mora. Engaer is behind the north door, so untrap and unlock it, go inside,

close the door and get Engaer to attack you then kill him. (Loot his body to

find a complete set of bonemould armor and a ring enchanted with the third

barrier spell).

Return to the Fighters Guild and speak with Hrundi to receive your 1000 gold

bounty. Ask about your next orders.

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5.19: Pudai Egg Mine And The Golden Eggs

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Hrundi wants you to retrieve seven golden eggs from the Pudai Egg Mine.

Leave the guild and take a boat to Dagon Fel. Exit Dagon Fel to the west; go

south when the path splits. At the next split go west (If you pass an orc

named Bulak gra-Murug you are heading in the right direction). Continue west

past a few forks in the road, the Pudai Egg Mine will be on your right.

Enter the mine and follow the cave until you get to the main room, take the

south branch and enter the Queens Lair. Go left and follow the cave until you

reach the Queen but don't kill her. The golden eggs are behind the Queen,

grab them all (they weigh 30 pounds each) and return to Hrundi in the

Fighters Guild.

Give Hrundi the eggs and he will pay you a whopping 10,000 gold. Ask about

advancement to be named Fighters Guild Guardian. When you try to get your

next orders he will tell you that he doesn't have any for you, and that you

should check in Ald-Ruhn, but since we know Fire-Eye in Balmora has more

orders for us, we will return to the Balmora Fighters Guild.

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5.20: Orcs At A Daedric Ruin

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Speak with Fire-Eye about orders and she will tell you to visit Alof in his

farm northwest of Pelagiad and just north of the Arvel Plantation to get more

info about your mission. Leave the guild and take a Silt Strider to Seyda

Neen, then walk to Pelagiad. Walk east past the Fort until you get to the

Dren Plantation. Go north until you get to the Arvel Plantation, then swim

across the lake to Alofs farm. Enter and talk to Alof about the Orcs. He will

tell you that you have to kill the orc leader Burub gra-Bamog.

Leave the farm and go north along the path until you come to the crossroad,

then go west. When you get to a clearing near the mountains with a signpost

take the northeast path toward Molag Mar. The path will curve around quite a

bit and you will pass a clearing in the mountains with a dead log on the

ground, keep going north. At the next signpost go east, then southeast at the

next crossroad and follow that path past a steam pit of two. At the next

intersection go south, then west, pass the ruin and continue down the path

(Yes I said pass the ruin). At the end of this path is a second entrance to

the ruin, and Burub gra-Bamog is inside. Enter and get Burub to attack you,

and then kill him. Return to Fire-eye and talk about the orcs to receive 500

gold. Get your next orders.

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5.21: Verethi Gang

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Fire-Eye wants you to kill Dovres Verethi, the head of the Verethi Gang.

He is located in Mannammu, southeast of Pelagiad.

Leave the guild and take the Silt Strider to Seyda Neen, then walk to

Pelagiad. Leave Pelagiad and walk south, you will find Mannammu near the

pond across a mud walkway. Enter the cave. Follow the cave all the way

to the back. You will come to a room with a raised platform surrounded

by water, Dovres is on the platform. Get him to attack you, then kill

him. Return to Fire-Eye and speak about the gang to get a 1000 gold

reward. Get your next orders.

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5.22 Sarano Tomb

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Fire-Eye tells you of a dangerous creature, a hunger, that has made a

home in the Sarano Tomb. She wants you to go and kill the beast and

return.

Leave Balmora south and follow the path as it goes east across the

bridges, until you come to some signposts. Go southeast toward Pelagiad.

You will walk down into the Foyda you will come to another signpost,

go southwest, then southeast at the next signpost. When you get back to

the lush area and the next signpost keep going southeast toward Suran.

Shortly after you pass the Fields of Kummu Shrine, you will come to

another crossroad, the tomb is north.

Enter the tomb and go through the first door on your right, it is locked

with a low level lock. Go down stairs and kill the hunger (Loot the body

to find the Sarano Ebony Helm, a Drough shield is also in this room).

Return to Fire-Eye and talk about the tomb to collect your 1000 gold.

Fire-Eye has no more quests for you.

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5.23 Decision

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Here is where you have a decision to make about the future of the

Fighters Guild. As it turns out the Fighters Guild is divided and has

two groups trying to take control. The Camanna Tong is influencing one

side, and the old Fighters Guild is the other. So you have two ways of

going. Option 1 is to help Percius end the Camonna Tong influence of the

Fighters Guild, and option 2 is to ally with the Camonna Tong against

the Thieves Guild. At the end of both paths lies your spot as the Head

of the Fighters Guild.

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5.24 Option 1 Save the Fighters Guild

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Go to Ald-Ruhn and speak with Percius about orders. He will tell you

that the Fighters Guild is being influenced by the Camonna Tong, and

the only way to save it is to kill Sjoring Hard Heart the Guildmaster

and his supporters Fire-Eye and Lorbumol gro-Aglakh. If you do so,

Percius will name you the Fighters Guild Guildmaster.

Go to the Balmora Fighters Guild and get Fire-Eye to attack you, then

kill her (loot her body for a Dwarven Mace).

Next go the Vivec Fighters Guild by taking the Silt Strider to Vivec.

Walk to the Vivec Foreign Quarter Canton, then go to the top of the

canton and enter the Foreign Quarter Plaza. The Guild of Fighters is

in the Northeast corner of the plaza. Enter the guild and go through the

doorway on the left, go down the stairs, turn to the right and follow

the hall. In this room is Lorbumol gro-Aglakh, and behind the door at

the other end of the room is Sjoring Hard Heart. Get them to attack you

then kill them both (If you loot Hard Hearts body, you will find a magic

hammer).

Return to Percius in Ald-Ruhn and talk to him about each of the people

you just killed, and he will name you the Fighters Guild Guildmaster.

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5.25 Option 2 Vivec Fighters Guild

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Leave Balmora by taking the Silt Strider to Vivec. Walk to the Vivec

Foreign Quarter Canton, then go to the top of the canton and enter the

Foreign Quarter Plaza. The Guild of Fighters is in the Northeast corner

of the plaza. Enter the guild and go through the doorway on the left, go

down the stairs, turn to the right and follow the hall. Sjoring Hard

Heart is behind the door at the other end of this room. Speak with Hard

Heart about orders.

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5.26 Option 2 The Thieves Guild Bosses

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Hard Heart tells you that he has allied the Fighters Guild with the

Camonna Tong, and that he wants you to kill the Thieves Guild bosses.

Helende in the Dirty Mureils Cornerclub at Sadrith Mora ..... Dead

Habasi in the Southwall Cornerclub at Balmora ...... Dead

Aengoth in The Rat In The Pot at Ald-Ruhn...... Dead

Heard Heart gives you 5000 gold to pay off guards as needed.

Take the Silt Strider to Balmora, go down the stairs and turn right,

cross the bridge, then go down the ally to the left of Dura gra-Bols

House. The Southwall Cornerclub is to the right of the stairs. Enter the

club and Sugar Lips Habasi is around the corner. Get him to attack you,

then kill him (loot his body for a bunch of picks and probes, and a

glass dagger).

Take the Silt Strider to Ald-Ruhn. The Rat in the Pot is one door east

of the Fighters Guild, enter the guild and go upstairs to the bar. Near

the wall across the bar is a stairway down, go down and Aengoth the

Jeweler is down here, get him to attack you, then kill him.

Take the Silt Strider to Khuul, then take a boat to Dagon Fel, then a

boat to Sadrith Mora. Dirty Mureils Cornerclub is across from the bridge

leading to the Wolverine Hall. Enter the club and go upstairs and find

Big Helende, get her to attack you, then kill her (you can loot her body

for more picks and probes).

Return to Sjoring Hard Heart in Vivec and talk to him about the bosses

and he will make you his second in command Fighters Guild Champion.

Note: Once you are Champion, Lorbumol gro-Aglakh will attack you when

you try to speak with him.

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5.27 Option 2 The Thieves Guild Master

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Now Hard Heart wants you to kill Gentelman Jim the Thieves Guild Master

and his flunky Crazy Legs. Ask about this and he will tell you that they

can be found in Fralinie's Bookstore.

Leave the guild and the Foreign Quarter Plaza and head down to the

Foreign Quarter Lower Waistworks, then use the eastern entrance to the

Foreign Quarter Canalworks. go to the Simine Fralinie Bookseller shop on

the south end. Enter the shop and go the back and pick the 65 level lock

on the door. In this room are Gentleman Jim and Crazy Legs. Get them to

attack you, then kill them both (loot Jim's body for a Daedric

shortsword, a skeleton key, and a set of exquisite clothes).

Return to Hard Heart to tell him of your achievements, he will be happy,

but will then double-cross you and attack you. Kill him to become the

Fighters Guild Guildmaster.

=============================================================================

Section 6: Guide To Vvardenfell

=============================================================================

Morrowind is the northeastmost province of the Tamrielic Empire, bounded

on the north and east by the Sea of Ghosts, on the west by Skyrim, on the

southwest by Cyrodiil (also known as the Imperial Province), and on the

south by Black Marsh (also known as Argonia). Vvardenfell District

encompasses Vvardefell Island, a great land mass dominated by the giant

volcano Red Mountain and cut off from mainland Morrowind by the

surrounding Inner Sea.

Only recently open to settlement and trade, most of the island's

population is confined to the relatively hospitable west and southwest

coast, centered on the ancient city of Vivec and the old Great House

district centers at Balmora, Ald'ruhn, and Sadrith Mora. The rest of the

island is covered by hostile desert wastes, arid grasslands, and

volcanic badlands, and thinly populated by the nomadic Ashlander tribes.

Vvardenfell has nine basic geographic regions, each with their own

distinctive plants and terrain features. Scholars have based their

classifications on the different types of land described by the native

Ashlanders, so the designations are recognized by most local traders,

travelers, and adventurers. These geographic regions are called: the

Ascadian Isles, the Ashlands, Azura's Coast, the Bitter Coast, the

Grazelands, Molag Amur, Red Mountain, the West Gash, and Sheogorad.

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6.1 Ascadian Isles

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The Ascadian Isles is a region of lush, green, well-watered southern

lowlands where most of Vvardenfell's agriculture is found. The area

includes Pelagiad, Suran, Vivec City, and Ald Sotha along with the inland

lakes and waterways of the Ascadian Isles proper. The urban areas of

Vivec and Ebonheart of the southern coast are densely populated; the

inland Ascadian Isles are dotted with small farms and large plantations.

The climate is temperate and comfortable, with moderate rainfall.

-Ebonheart-

The seat of the Imperial government for Vvardenfell district,

and a busy center of maritime trade. Castle Ebonheart is the home of Duke

Vedam Dren, the district's ruler and Emperor's representative. Also

located at Castle Ebonheart are the Vvardenfell District Council chambers

and the Hawk Moth Legion garrison. The officers, docks, and warehouses

of the East Empire Company are also found in Ebonheart.

-Vivec City-

The largest settlement on Vvardenfell, and one of the largest

cities in the East. Each of the great cantons is the size of a complete

town. The High Fane and the palace of Vivec are visited by hundreds of

tourists and pilgrims daily. Citizens flock to the Arena for

entertainments and war games. Outlanders mostly confine themselves to the

Foreign Canton, while natives live, work, and shop in the Great House

compounds and residential cantons.

-Ald Sotha-

A splendid Daedric ruin within sight of Vivec City. Though exotic and

picturesque, it is a dangerous site, haunted by old magics, dark

cultists, and their Daedric summonings, and not recommended for

Sightseers.

-Suran-

An agricultural village in the northeastern corner of the fertile

Ascadian Isles region. Two popular pilgrimage sites are nearby -- the

Fields of Kummu and the Shrine of Molag Bal.

-Pelagiad-

A newly chartered Imperial village between Balmora and Vivec City on the

western edge of the Ascadian Isles region. The village is right outside

the Imperial Legion garrison at Fort Pelagiad. The houses and shops are

built in the Western Imperial style, and Pelagiad looks more like a

village in the western Empire than a Morrowind settlement.

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6.2 The Ashlands

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The Ashlands are the dry, inhospitable wastelands surrounding the lower

slopes of Red Mountain. The Ashlands extend to the Sea of Ghosts in the

north, and elsewhere form a wide margin between the blighted Red Mountain

region and other geographic regions. The village of Maar Gan is the only

sizable permanent Ashlands settlement; Ald'ruhn, the district seat of

House Redoran, is on the margin of the region. Ashlanders hunt for game

here, and their herds find sparse grazing. It rains rarely, and suffers

frequent ash storms.

-Maar Gan-

A small isolated village in a remote region north of Ald'ruhn. The Maar

Gan shrine is an important Temple pilgrimage site.

-The Ashlander Urshilaku Tribe-

Has a permanent settlement at Urshilaku camp in the Ashlands region north

of Maar Gan village.

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6.3 Azura's Coast

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The rugged coast and islands of northern and eastern Vvardenfell are

called Azura's Coast. The region is rocky, infertile, and largely

uninhabited, except for the outpost at Molag Mar, the Telvanni

settlements at Sadrith Mora, the wizard towers at Tel Aruhn, Tel Mora,

and Tel Branora, and Ahemmusa camp and the remote fishing villages of

Ald Redaynia and Dagon Fel on the north coast. There are no roads; most

travel is by boat. Despite the rocky terrain, a variety of plants thrive

on the regular rainfall.

-Sadrith Mora-

The district seat of House Telvanni, and home of the Telvanni Council,

though only one Telvanni councilor actually lives in Sadrith Mora.

Sadrith Mora is an island settlement, and accessible only by sea and

teleportation. The town is large, with many services, but it is open only

to Telvanni retainers; outsiders must confine themselves to the Gateway

Inn.

-Tel Branora-

The tower and seat of the eccentric Telvanni wizard named Mistress

Therana. The tower and its tiny village are located on a rocky

promontory at the southeasternmost tip of Azura's Coast.

-Tel Fyr-

The Telvanni tower of Sorcerer-Lord Divayth Fyr. Beneath the tower

is the Corprusarium, a refuge-prison where the deranged, distorted

victims of the deadly corprus disease are housed and tended.

-Tel Aruhn-

The Telvanni tower of Archmagister Gothren, Telvanni Sorcerer-Lord and

head of the Telvanni Council. The associated settlement is a sizable

village, and the site of the Festival Slave Market, the largest slave

market on Vvardenfell.

-Tel Mora-

The Telvanni tower of Mistress Dratha, an ancient wizard of the

Telvanni Council. The small settlement includes a few craftsfolk and a

tradehouse.

-Tel Vos-

The tower of Telvanni wizard and council member Master Aryon.

Tel Vos is a peculiar blend of Telvanni and Western architectural styles,

and is close to Vos village.

-Bal Fell-

The "City of Stone," an ancient First Era ruin in the southeastern

islands and promontories of Azura's Coast. The site has a nasty

reputation, and several Telvanni wizards currently have competing camps

of hirelings and adventurers exploring and looting there. Legend says

that Bal Fell was built on the site of an ancient Daedric worship

center.

-The Ashlander Ahemmusa Tribe-

A permanent settlement at Ahemmusa camp on a rocky promontory at the

northeastern tip of the Vvardenfell mainland in the Azura's Coast region.

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6.4 The Bitter Coast

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The western coast of Vvardenfell from Seyda Neen north to Gnaar Mok is

called the Bitter Coast. The salt marshes and humid swamps of this region

are uninhabited, with the only settlements found at the good harbors of

Gnaar Mok, Hla Oad, and Seyda Neen. Also called the Smuggler's Coast, the

region's secluded coves and islands provide refuge for criminal trade,

and the frequent rain and fog hides small boats from Excise cutters.

-Seyda Neen-

The piercing light of the Grand Pharos at the mouth of the harbor of the

port village of Seyda Neen is a beacon to mariners throughout the Inner

Sea. Most visitors from the Empire make landfall at the port of Seyda

Neen, where they are processed by the Imperial Census and Excise

Commission agents of the Coastguard station. The Coastguard cutters

docked here control smuggling and piracy on the Inner Sea.

-Hla Oad-

A tiny isolated fishing village on western Vvardenfell in the Bitter

Coast region. A rough track along the River Odai connects Hla Oad with

the town of Balmora.

-Gnaar Mok-

A tiny island fishing village in the Bitter Coast region of

western Vvardenfell.

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6.5 The Grazelands

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The regular rain and dark soils of the Grazelands produce the rich

grazing for Ashlander herds that give the region its name. The region

lies in the northeast of Vvardenfell, sandwiched between the Ashlands and

Azura's Coast. Permanent settlements include Vos village and the towers

of Tel Vos and Tel Fyr. The Ashlanders of Zainab camp move their herds

across the plains in search of fresh grazing. There are no roads or

tracks, but travel is easy across the open plains.

-The Ashlander Zainab Tribe-

A permanent settlement at Zainab camp, near the village of Vos in the

Grazelands region.

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6.6 Molag Amur

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Located inland in the southeast of Vvardenfell, Molag Amur is an

uninhabited wasteland of rocky hills, steep-sided ravines, lava pools,

and barren ash pavements. Pathfinding and travel is extremely difficult

in this trackless wilderness, and is complicated by frequent ash storms.

The Ashlanders of Erabenimsun camp hunt game here, but few others venture

into this region. The worst part of Molag Amur, called the Great Scathes,

is considered impassible even by the Ashlanders.

-The outpost at Molag Mar-

A fortified stronghold on the southeastern edge of the desolate Molag

Amur region. Pilgrims bound for the nearby pilgrimage sites at Mount

Assarnibibi and Mount Kand take refuge at the outpost's hostels,

comforted by the garrison of Redoran and Buoyant Armiger crusaders

stationed at the stronghold.

-The Ashlander Erabenimsun Tribe-

A permanent settlement at Erabenimsun camp, an isolated hut settlement in

the middle of the desolate Molag Amur region.

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6.7 Red Mountain

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The dominant feature of Vvardenfell, Red Mountain, is a vast volcano in

the center of Vvardenfell. The outer slopes are steep and rugged, and the

crater is deep and dotted with surface lava. The Ghostfence, a magical

barrier which blocks travel as well as seals in the harmful,

disease-laden weather called 'blight,' rings the volcano's outer slopes,

and is broken only at Ghostgate. Within the Ghostfence, rain never falls

and the sun never shines; the only weather is the red and deadly

ash-blight.

-Ghostgate-

The gate citadel of the Ghostfence Ordinator and Buoyant Armiger

garrisons. Ghostgate sits astride the only gap through which the

monstrous hosts of Dagoth Ur might emerge from Red Mountain to threaten

the rest of Morrowind. The Ghostfence itself is a colossal magical

artifact that completely encircles Red Mountain and prevents the Blight

from spilling its corruption across the rest of Vvardenfell.

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6.8 West Gash

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The western highlands of Vvardefell are called the West Gash. The region

extends from the Sea of Ghosts on the northwest coast to the inland town

of Balmora, where the region is sandwiched between the Bitter Coast and

the Ashlands. The trading village of Gnisis is north of Ald'ruhn, and the

fishing villages of Ald Veloth and Khuul lie on the north coast. The town

of Caldera lies near Balmora. The herds of the Ashlanders of Urshilaku

camp graze on the sparse but hardy highland vegetation.

-Balmora-

The district seat of House Hlaalu, and the largest settlement on

Vvardenfell after Vivec City. Good roads lead north to Ald'ruhn and south

to Caldera, Seyda Neen, and Vivec City. The Imperial Legion garrison of

Fort Moonmoth lies south of Balmora.

-Caldera-

A recently chartered Imperial town and mining corporation. The Caldera

Mining Company has been granted an Imperial monopoly to remove raw ebony

from the rich deposits here. Caldera has the appearance and flavor of a

Western Imperial town.

-Ald'ruhn-

The district seat of House Redoran, and a large settlement. The Redoran

Council chambers are located inside the shell of an ancient extinct giant

crab. Tracks lead north to Maar Gan and Gnisis villages and south to

Balmora.

-Gnisis-

A small mining and trade village astride the silt strider caravan route

between the northwest West Gash and Ald'ruhn.

-Ald Velothi and Khuul-

Tiny fishing villages on the northern coast of the West Gash.

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6.9 Sheogorad

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The large island of Sheogorad lies north of Vvardenfell. This island and

its associated lesser islands are a maritime wilderness extending north

from Vvardenfell into the Sea of Ghosts. The region is largely hostile

and uninhabited, with two small villages at Ald Redaynia and Dagon Fel.

Only Dagon Fel is reached by ship services; all other island-to-island

transport must be provided by the traveler.

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Section 7: Seyda Neen Quests and Notes

=============================================================================

The piercing light of the Grand Pharos at the mouth of the harbor of the port

village of Seyda Neen is a beacon to mariners throughout the Inner Sea. Most

visitors from the Empire make landfall at the port of Seyda Neen, where they

are processed by the Imperial Census and Excise Commission agents of the

Coastguard station. The Coastguard cutters docked here control smuggling and

piracy on the Inner Sea.

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7.1 Fargoth's Ring Quest

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Fargoth wants you to find his magic ring, it is a Engraved ring of

healing which restores 1-5 pts. of health on self.

The ring is located in a barrel in the courtyard of the Census and

Excise Office (before you enter the building with Sellus Gravius).

*If you return it your Rep with both Fargoth and Arrill in the

tradehouse will go up.

*You can also decide not to return the ring, (but it if you do return

it, you have another chance of getting it back when you find Fargoth's

Hiding place).

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7.2 Fargoth's Hiding Place

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Hrisskar Flat-Foot has A quest for you. He is located at the top of

the stairs in Arrille's' Tradehouse. He wants you to find Fargoth's

Hiding place, and he will split any money you find.

To find the hiding place go to the top of the Lighthouse, look toward

the middle of town and wait until 11pm, Fargoth will move from the

town center toward the lighthouse then double back to a stump in the

middle of a pond north of the lighthouse. After he leaves go to the

stump and look inside. You will find Fargoth's Ring (If you gave it

back to him), a journeyman's lockpick, and 300 gold.

*If you return to Hrisskar Flat-Foot and give him the gold, he will

give you back 100 gold and anything else you found in the stump as

your cut, He will also tell you where you can find Fargoth's ring.

*Or you can not talk to Hrisskar again, leave that quest unfinished

and keep the 300 Gold (my favored Option).

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7.3 The Dead Taxman

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You will hear rumors of a dead taxman. To find the body, follow the

road out of Seyda Neen to the north, then follow the signs toward

Gnaar Mok and Hla Oad. The path will bend toward the west, you will

see a tree directly in front of you, go off the path past the tree

until you come to the pond. When you get to the pond turn south and

walk. There two piles of rocks with a space between them going

southwest. Go between the rocks and you will see the corps on the

left. Loot the body to get 200 gold, and the tax record.

Return to Sedya Neen and go to the Census and Excise Office and talk

to Socucius Ergalla (the guy who gave you your class and birthsign)

about the murder of Processus Vitellius. he will ask you if you found

the money.

*If you say you found the money you will lose 200 gold and he will send

you to find the murderer with a reward of 500 gold.

*If you tell him that you found nothing (and keep the gold) he will not

offer the reward (but if you find the murderer, he will still pay the

reward. Possible game bug).

The murderer is Foryn Gilnith in one of the shacks west of Arrille's

Tradehouse. He will freely admit that he Killed Processus Vitellius.

*If you tell him that you believe him and don't punish him he will

give you Processus' Ring

*If you tell him that he needs to be punished, he will attack you. Kill

him (since he attacked you, you will not receive a bounty on your head)

and loot the body. You will find Processus' Ring.

Return to Socueius Ergalla an he will reward you 500 gold (regardless

of weather you gave him the original 200 in gold)

Now you can do one of three things with Processus' Ring:

*You can sell it (it has a value of 240 gold)

*You can keep it to enchant later (It is an Exquisite ring)

*You can return it to Thavere Vedrano in the lighthouse. She will give

you 2 standard restore health potions (which restore 10 pts of health

for 5 sec.)

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7.4 Cursed Ring Of Vodunius Nuccius

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Speak with Vodunis Nuccius (he is walking around in front of the Cencus

and Excise Office) about a "Little Advice". He will tell you to Check out

the Silt Strider, and to tell Darvame Heleran the Silt Strider operator

that Vodunius sent you.

Go to the Silt Strider just outside of town and speak with Darvame,

select "Vodunius Nuccius" from the dialog options, and Darvame will tell

you that he often steers business his way, but he seems unhappy here.

Return to Vodunius and ask about "Vodunis Nuccius" to lear that he is

indeed unhappy here, but has no money to leave, all he has ia a cursed

ring. He will then offer to sell you his ring for 100 gold. You may buy

the ring if you want.

The Ring will fortify your speed 5 points for 60 seconds, but will also

damage your health 10 points.

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7.5 Seyda Neen Travel

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Speak with Darvame Heleran at the Silt Strider to travel to the following

places.

Balmora 11 gold

Vivec 8 gold

Suran 14 gold

Gnisis 39 gold

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7.6 Seyda Neen Trainers

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Raflod the Braggart

Faction: Thieves Guild

Upstairs in Arrille's Tradehouse

Skill | to Level

-----------+---------

Med. Armor | 54

Long Blade | 49

Block | 44

Elone

Faction: Blades

Upstairs in Arrillo's Tradehouse

Skill | to Level

-----------+---------

Athletics | 52

Med. Armor | 52

Long Blade | 62

(Must be a member of the Blades for her to train you)

Adraria Vandacia

Faction: Census & Excise

Upstairs in Census & Excise Wherehouse

Skill | to Level

------------+---------

Speechcraft | 55

Light Armor | 50

Sneak | 45

Socucius Ergalla

Faction: Census & Excise

Census & Excise Office

Skill | to Level

------------+---------

Sneak | 54

Acrobatics | 54

Light Armor | 54

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7.7 Seyda Neen Merchants

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Arrille

Faction: None

Downstairs in Arrillo's Tradehouse

Barter gold - 800

Buys: Everything

Notes:

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7.8 Seyda Neen Notes

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** Evidence chest in Census & Excise Office, in the same room as Socucius

Ergallas.

** 25 gold and silverware cup in the top of a tree stump next to the

lighthouse walkway

** There is a copy of "The Wraith's Wedding Day" (a book that will raise

your Unarmored skill level by 1) located upstairs in the lighthouse.

** There is an Imperial Newcastle Cuiras under the bed in the room upstairs

of Arilles Tradehouse.

** There is 100 gold on a table upstairs in the Census & Excise Wherehouse.

** 31 gold in a small locked chest in the first Census & Excise bldg.

** 31 gold in a small locked chest on Socucius Ergallas desk

** Big stash of weapons and armor in the locked room under Arrille's

Tradehouse

** The Locked chest in Draren Thiralas house has a Journeyman's lockpick and

probe in it.

** Copy of the book "Notes on Racial Phylogeny" (Restoration skill +1) on bed

in Eldafires House.

** Silver Longsword in a locked chest in Eldafires House.

** There is an enchanted iron axe in a watered tree stump near the

lighthouse... You have to jump on it to access it! (nice weapon for

beginner warrior!) -Jumping Jack

** There is 100 gold in a cloth sack in a tree stump on the coast just before

the wrecked ship! -Jumping Jack

** In ariells room (spelling?) under the pillow there is an echanted dagger

as well. í¢â‚¬"Mark

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Section 8: Pelagiad Quests and Notes

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Pelagiad is a newly chartered Imperial village between Balmora and Vivec

City on the western edge of the Ascadian Isles region. The village is right

outside the Imperial Legion garrison at Fort Pelagiad. The houses and shops

are built in the Western Imperial style, and Pelagiad looks more like a

village in the western Empire than a Morrowind settlement.

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8.1 Pelagiad Quests

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Will be updated soon...

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8.2 Pelagiad Trainers

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Ahnassi

Faction: Thieves Guild

Halfway Tavern Downstairs

Skill | to Level

------------+---------

Hand to Hand| 48

Sneak | 48

Acrobatics | 58

Ladia Flarugrius

Faction: Thieves Guild

Halfway Tavern Upstairs

Skill | to Level

------------+---------

Athletics | 36

Speechcraft | 54

Merchantile | 54

Angoril

Faction: Imperial Legion

Fort Pelagiad Upstairs

Skill | to Level

------------+---------

Axe | 44

Longblade | 44

Blunt Weapon| 44

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8.3 Pelagiad Merchants

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Drelassa Ramothran

Faction: None

Downstairs Halfway Tavern

Barter gold: 400

Buys: Ingredients

Notes: She also rent's rooms

Ladia Flarugrius

Faction: Thieves Guild

Halfway Tavern Upstairs

Barter gold: 250

Buys: Books

Notes:

Mebestian Ence

Faction: None

Mebestian Ence: Trader shop

Barter gold: 449

Buys: Weapons, Armor, Books, Clothing, Ingredients, Lights, Repair Items

Misc., Magic Items, Potions

Notes:

UUlernil

Faction: None

UUlernil: Armorer shop

Barter gold: 700

Buys: Weapons, Armor, Repair Items

Notes: Offers repair services

Shadbak Gra-Burbug

Faction: Imperial Legion

Fort Pelagiad

Barter gold: 900

Buys: Weapons, Armor, Repair Items

Notes: Offers repair services

Ygfa

Faction: Imperial Cult

Fort Pelagiad

Barter gold: 175

Buys: Ingredients, Potions, Spells

Notes: Will let you join the Imperial Cult for 50 gold

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8.4 Pelagiad Notes

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** Evidence Chest is in the Jail area of Fort Pelagiad in the south wall

** Journeyman's probe and lockpick in a locked chest (30 lvl.) under the trap

door in Junal-Lei's house.

** Journeyman's probe and lockpick in locked chest (60 lvl.) in Farusea

Sala's house.

** Random Loot in a box in front of the Halfway Tavern

** Ahnassi in the Halfway Tavern talks about "smooth moves" then

"Theives Guild", then she will give you a copy of Honor Among Thieves

($100 value)

** Iron Tanto behind the bed in the northernmost locked room upstairs in the

Halfway Tavern.

** Quality restore health on lower right wine rack in the basement of the

Halfway Tavern.

** Random Loot in the basket next to the wine rack in the basement of the

Halfway Tavern.

** Black Arrow Vol. 1 (+1 Acrobatics) is on the table in Madres Navur's House

** Random Loot in boxes under the trap door in Madres Navur's House.

** Repair Tongs on box under the trap door in Madres Navur's House.

** The books Poison Song V and Poison Song VI are in the basement of

Adanja's House.

** A copy of Pilgrims Path (which will add Gnisis, Vivec, Ghostgate, Koal

Cave Entrance, and Fields of Kummu to your map) is located upstairs in

Mebestien Ence: Trader shop.

** A Dwemer Coherer is in a small locked chest (50 lvl.) upstairs in

Mebestian Ence: Trader Shop.

** Random loot is in a box behind Vulernil: Armorer shop.

** Random loot is upstairs in the Vulernil: Armorer Shop in a locked

chest at the foot of the bed.

** 50 gold in a locked chest on the desk of Vulernil: Armorer.

** There is a Pelagiad Gusrd Tower Key on the table behind some bottles in

the downstairs of the Pelagiad Guard Tower.

** There are many weapons and Armor laving about and in boxes (waiting to be

stolen) in the Pelagiad Guard Tower.

** Random loot located in a box to the right of the Fort Pelagiad main

entrance.

** 30 gold in an offering plate on the ground in front of the Imperial Cult

Altair in Fort Pelagiad.

** Two Steel Bows and some Steel Arrows are in the West side of the South

Wall section of Fort Pelagiad.

** Hrodis in one of the rooms upstsirs in the halfway Taven has the

Sanguine belt of Fleetness, which has a constant effect of Fortify

athletics by 5 points.

** Imperial Steel Curiass and Pauldrins on a bed downstairs of south wall

section of Frot Pelagiad.

** Imperial Steel Helm on table downstairs in Guard Tower.

=============================================================================

Section 9 Hla Oad Quests And Notes

=============================================================================

Hla Oad is a tiny isolated fishing village on western Vvardenfell in the

Bitter Coast region. A rough track along the River Odai connects Hla Oad

with the town of Balmora.

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9.1 Slave Delivery

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Speak with Relam Arinith under Fat Leg's Dropoff about "doing some

business". He wants you to deliver a slave to someone named Vorar Helas

in Balmora. Tell him that you will deliver the slave, then have Rabbina

follow you. Leave Fat Leg's Dropoff and head to Balmora. Vorar Helas is

in a house just south of Caius' house on the far east side of Balmora.

Pick the lock to the house. As soon as you enter Vorar will start to

attack Rabbina. You have a choice to make. Either help Vorar or Rabina,

no matter which option you choose the quest can be completed.

If you choose to help Vorar then you should help to kill Rabbina. Once

you do this Vorar will thank you, then tell you that Rabbina was full of

Moon Sugar and he needed to kill her to get it out. Ask him about Rabbina

to get your reward, a Medusa's Gaze Ring, and 400 gold.

If you choose to help Rabbina, you should help kill Vorar. Once you do

this speak to Rabbina about her "hope to escape". She will then ask you

to escort her to Im-Kilaya at the ArgonianMission in Ebonheart. Take the

Silt Strider to Vivec, then walk southeast to Ebonheart. Once there go to

the southernmost building on the central island of Ebonheart, this is the

Argonian Mission. Enter and Rabbina will thank you. Speak with Im-Kilaya

about Rabbina to get you 400 gold reward.

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9.2 Hla Oad Travel

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Speak with Baleni Salavel at the docks to travel to the following places.

Ebonheart 19 gold

Gnaar Mok 13 gold

Vivec, Foreign Quarter 19 gold

Molag Mar 34 gold

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9.3 Hla Oad Trainers

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Llemisa Marys

Faction: Camonna Tong

Under Fat Leg's Dropoff

Skill | to Level

------------+---------

Security | 47

Light Armor | 52

Short Blade | 57

Pallia Geno

Faction: Imperial Cult

Hla Oad Outside

Skill | to Level

------------+---------

Sneak | 47

Speechcraft | 57

Light Armor | 52

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9.4 Hla Oad Merchants

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Perien Aurelie

Faction: None

Under Fat Leg's Dropoff Southwest corner

Barter gold: 150

Buys: Everything

Notes:

Perien Aurelie

Faction: Camonna Tong

Under Fat Leg's Dropoff Southwest corner

Barter gold: 550

Buys: Weapons, Armor

Notes: Has Repair service

Llemisa Marys

Faction: Camonna Tong

Under Fat Leg's Dropoff

Barter gold: 150

Buys: Picks, Probes

Notes: Sells Picks and Probes

Trasteve

Faction: None

Fat Leg's Dropoff

Barter gold: 250

Buys: Weapons, Armor, Books, Clothing, Ingredients, Lights, Repair Items,

Misc., Magic Items and Potions

Notes:

-----------------------------------------------------------------------------

9.5 Hla Oad Notes

-----------------------------------------------------------------------------

** Book Charwich-Koniinge, Vol. 2 (+1 Hand to Hand) on table in Murudius

Flacus's House.

** Book Dance In The Fire Chapter 1 (+1 Acrobatics) on table in Fadila

Balvel's house.

** Book Lives of the Saints in Okur's house

** Ask Pallia Geno about joining the Imperial Cult to recieve a copy of the

book For My Gods And Emperor.

=============================================================================

Section 10 Gnaar Mok Quests And Notes

=============================================================================

Gnaar Mok is a tiny island fishing village in the Bitter Coast region of

western Vvardenfell.

-----------------------------------------------------------------------------

10.1 Gnaar Mok Travel

-----------------------------------------------------------------------------

Speak with Valveli Ares at the docks to travel to the following places.

Khuul 25 gold

Hla Oad 13 gold

-----------------------------------------------------------------------------

10.2 Gnaar Mok Trainers

-----------------------------------------------------------------------------

Anas Ulven

Faction: Camonna Tong

Nadene Rotheran's Shack

Skill | to Level

------------+---------

Security | 47

Light Armor | 52

Short Blade | 57

Sodrara Andalas

Faction: Camonna Tong

Nadene Rotheran's Shack

Skill | to Level

------------+---------

Athletics | 43

Speechcraft | 47

Mercantile | 47

Balan

Faction: Thieves Guild

Druegh-Jigger's Rest

Skill | to Level

------------+---------

Athletics | 49

Med. Armor | 49

Long Blade | 59

Wadarkhu

Faction: Thieves Guild

Druegh-Jigger's Rest

Skill | to Level

------------+---------

Short Blade | 59

Blunt Weapon| 66

Sneak | 100

Dridas Salvani

Faction: Hlaalu

Arenim Manor

Skill | to Level

------------+---------

Block | 52

Athletics | 56

Long Blade | 56

Almse Arenim

Faction: Hlaalu

Arenim Manor Basement

Skill | to Level

------------+---------

Sneak | 54

Light Armor | 60

Short Blade | 64

-----------------------------------------------------------------------------

10.3 Gnaar Mok Merchants

-----------------------------------------------------------------------------

Anas Ulven

Faction: Camonna Tong

Nadene Rotheran's Shack

Barter gold: 100

Buys: Picks, Probes

Notes: Sells Picks and Probes

Sodrara Andalas

Faction: Camonna Tong

Nadene Rotheran's Shack

Barter gold: 199

Buys: Books

Notes:

Selvura Andrano

Faction: Camonna Tong

Nadene Rotheran's Shack

Barter gold: 150

Buys: Weapons, Armor, Clothing, Ingredients, Lights, Repair Items, Picks,

Probes, Repair Items, Misc., Magic Items and Potions

Notes:

Hinald

Faction: Thieves Guild

Druegh-Jigger's Rest

Barter gold: 150

Buys: Weapons, Armor, Clothing, Ingredients, Lights, Repair Items, Picks,

Probes, Repair Items, Misc., Magic Items and Potions

Notes:

-----------------------------------------------------------------------------

10.4 Gnaar Mok Notes

-----------------------------------------------------------------------------

** In the bow of the boat at the docks, in a locked chest (10 lvl.) is a

Journeymans Pick and Probe.

** In the bow of the boat at the docks, are seven bolts of cloth, they weigh

25lbs. each and are worth 50 gold.

** Book 2920, First Seed (+1 Spear) is on the table in Mush-Mere's Shack.

** Exqusite shoes, robe, ring and amulet in the closet of the Arenim Manor

basement.

** Book Rear Guard (+1 Light Armor) on a box in Anglalos's Shack.

** Random loot in a barrel by the table in Rostlogi's Shack.

=============================================================================

Section 11: FAQ

=============================================================================

-----------------------------------------------------------------------------

11.1 How Do I sell High Priced Items?

-----------------------------------------------------------------------------

Q- I've read a lot about selling things to a fellow named Creeper. Somebody

mentioned that Ordinator's Maces go for about 12k, but I have yet to find

anybody with more money than Creeper. I am baffled. I have located

Creeper, but he has only 5000 gold. I attempted to sell a Fiend Katana

to him, but he said it was too expensive. When I bought a few things from

him, he still only had 5000 gold. I am ever so baffled! How do I sell

expensive things to him without having to sell them for 4000 less than

they are worth?

A- Try some creative selling, Sell him an expensive item and buy some things

from him so that you get some items and his 5000 gold. Wait untill the

next day, and sell the items you bought back to him for another 5000

gold. wait another day and repeat the process. And for those that don't

know, Creeper is a merchant that buys items for full price despite your

Merchant skill.

-----------------------------------------------------------------------------

11.2 How Do I Use Vampire Dust To Make A Vampire Potion?

-----------------------------------------------------------------------------

Q- What do I do with the vampire dust to become a vampire?

A- As far as anyone can tell, vampire dust does not make you a vampire. At

least not yet, there might be a further official addon that adds another

item that has the vampire effect.

-----------------------------------------------------------------------------

11.3 Can I Join More Than One Guild?

-----------------------------------------------------------------------------

Q- Can I join more then one Guild?

A- Yes, you can, but some guilds have quests that conflict with eachother.

-----------------------------------------------------------------------------

11.4 Why Do The Ordinators Attack Me?

-----------------------------------------------------------------------------

Q- I have no bounty on my head, but every ordinator I see attacks me, why?

A- If you have ever equopped a piece of Ordinator armor, the Ordinators feel

like you have disgraced them, and will from then on attack you on sight.

Even if you remove the armor and get rid of it, they will still attack

you. The only way to get them to stop is to use a console cheat command.

These commands are found in the Reader Submitted Tips Section.

-----------------------------------------------------------------------------

11.5 Where Is Creeper, And What Is So Special About Him?

-----------------------------------------------------------------------------

Q- Where can I find Creeper the scamp? And why does everyone tell me to sell

my stuff to him?

A- Creeper is Located in Caldera, Ghorak Manor, 2nd floor. The thing that

makes him special is the fact that he will buy all of your items at full

value, although you will still need to do some creative selling.

-----------------------------------------------------------------------------

11.6 I Messed Up The Bonebitter Bow Quest, What Do I Do?

-----------------------------------------------------------------------------

Q- I went into the tomb like I was supposed to, but I didn't search the

remains of the Ancestor Ghost, then I left the tomb. When I came back, the

remains are gone, how do I get the bow?

A- I don't know if the bow is gone for good, but if you have the PC version

of the game, you can enter the console by typing the ~ key, then typing

the following:

player->additem bonebiter_bow_unique 1

-----------------------------------------------------------------------------

11.7 Where Are The Propolyon Index Stones?

-----------------------------------------------------------------------------

Q- What are the locations of the Propolyon Index Stones?

A- Hlormaren, Dome

Gnisis, Arvs-Drelen

Maar Gan, Shrine

Maelkashishi, Shrine, Forgotten Galleries

Caldera, Irgola, Pawnbroker

Tower of Tel Fyr, Hall of Fyr

Vivec, St. Olms Temple

Rols Ienith, In the Rotheran, Communal Hut

Telasero, Lower Level

Urshilaku Camp, Wise Womans Yurt

-----------------------------------------------------------------------------

11.8 Why Are Some Of My Stats (or Skills) Listed In Red?

-----------------------------------------------------------------------------

Q- Some of my stats (or skills) are listed in red, what does this mean and

how do I fix it?

A- If a skill or stat is listed in red, this means that it has been affected

and reduced by some form of magic or disease. To return it to its normal

value you might try curing the disease, or using a restore attribute (or

skill) spell or potion.

-----------------------------------------------------------------------------

11.9 How Do I Get To The Puzzle Canal Temple Shrine?

-----------------------------------------------------------------------------

Q- How in the heck do I get to the temple shrine in the canal puzzle?

A- First, don't enter the maze unless you are on the third level. Then,

simply go inside. In the middle of the "H" shaped room, there is a door to

the inner canal. Go inside and you will find a room full of water, and a

stone telling you to breathe in the waters. Do it. Simply sit in the water

until you run out of breath and life. Your life will be restored, and the

bridge will appear. Don't have a silver longsword? Don't worry; there is

one in the chest next to the shrine. Simply hand it over and the shrine is

all yours.

-Warpedtpf

-----------------------------------------------------------------------------

11.10 What Are All Of The "X's" On The Map That Came With The Game?

-----------------------------------------------------------------------------

Q- What are all of the little "X's" on the map that came with the game?

A- The "X's" are the locations of shipwrecks. They usually hold some sort of

treasure, the value of this treasure varies. There are also some

shipwrecks that are not marked on the map, these usually have better

treasure.

-----------------------------------------------------------------------------

11.11 Is It True That You Can Get Your Own House In This Game?

-----------------------------------------------------------------------------

Q- I have heard that you can get your own house in this game, is it true?

A- Yes, there are a few ways that you can get a house of your own. First

you can kill someone and take over his or her house as your own, or you

can earn a stronghold. To earn a stronghold, you must join on of the

Great Dunmer Houses and work your way through their quests. As you

advance through the quests you will receive the stronghold, as well as

have it upgraded.

-----------------------------------------------------------------------------

11.12 I Killed Someone In The In The Corprusarium, What Do I Do?

-----------------------------------------------------------------------------

Q- I killed on of the guys in the Corprusarium, now Fyr will not cure me of

the Corprus disease, what can I do?

A- Find a spell merchant that sells a Charm spell, then visit a spell maker

and have him create a version of the spell that has a 70 to 100 point

magnitude. Use this spell on Fyr, then talk to him again. If you do not

have enough magic to cast a spell of that magnitude, you can have a spell

made with a lesser magnatude and cast it multiple times for the same

effect.

-----------------------------------------------------------------------------

11.13 Where Can I Find Grand Soul Gems?

-----------------------------------------------------------------------------

Q- Where is the best place to find Grand soul gems?

A- Grand soul gems are leveled loot, often found in bandit caves.

-----------------------------------------------------------------------------

11.14 What Is Leveled Loot?

-----------------------------------------------------------------------------

Q- What is leveled loot?

A- Leveled loot is random loot that you can find that changes depending on

what level your character is. For example: As a level 1 character you

might find a petty soul gem in a chest in a cave, but if you were level 15

you might find a grand soul gem instead.

-----------------------------------------------------------------------------

11.15 Where Do I Find The Morag Tong?

-----------------------------------------------------------------------------

Q- Where do I find the entrance to the Morag Tong Guildhouse?

A- It's in the storage area of the Arena canalworks in Vivec. The

canalworks you should be looking for is nearest to the Fighter's

Training Area with the little banners with a circle and three swords

around it. Go through the door leading to the canalworks and when

you head down the steps you should see a door on the other end of

the hallway go through that door. The next door is locked, I think,

so unlock it. A rat is behind the door so kill it, now there are

three doors in this room one on the right side and two on the left.

The door on the left nearest to you has a sleeping bag you can sleep

in, the door on the left farthest from you has a rat in it, the door

on the right has another rat but this room has a trapdoor that's

locked, kill the rat then get past the locked trapdoor. You're in

the Morag Tong Guildhouse now.

-----------------------------------------------------------------------------

11.16 All Of My Armor Skills Are Zero, What Happened?

-----------------------------------------------------------------------------

Q- Something happened to turn all of my armor skills to zero, I have tried

everything to get them back to their original level, but nothing works.

What happened, and how do I fix it?

A- Most likely you have picked up and equipped the Sword of Fury. This sword

damages all of your armor skills. In the original version of the game

there was a bug that caused these skills to be incapable of being

restored.

If you have the Xbox version of the game, the only thing you can do is

rebuild the skills manually.

If you have the PC version of the game you can do a few different things.

-You can use the console to fix the skill levels.

-If you have the 1.2.0722 patch installed, you can use Imperial Altars and

Temple Shrines to restore the skills. I believe this only works if you

equip the sword after you have installed the patch. If you equipped the

sword before the patch was installed you should use the first option to

restore your skills, then the shrines and alters will work from that point

on.

=============================================================================

Section 12: Stat and Skill Tips

=============================================================================

This section contains some reader submitted emails that inform about Stat and

Skill tips (the ones with a credit at the end). I did not write the submitted

information, nor have I verified the information. These may contain some

duplicate information, which I will revise at a later time. Many people

emailed me about some of the same items, I tried to include the first

submissions, and so you may not see your name here. But I would still like to

say thank you for sending the info even if it did not make it to the FAQ.

-----------------------------------------------------------------------------

12.1 Easy Acrobatics Skill

-----------------------------------------------------------------------------

The fastest way to raise this skill is to "bunny-hop" everywhere you go.

This has the added benefit of being a fairly speedy way to travel. Just keep

an eye on your fatigue level if you know a fight is coming up.

-----------------------------------------------------------------------------

12.2 Another Easy Acrobatics

-----------------------------------------------------------------------------

I figured out a small trick for really jacking up acrobatics quickly. Instead

of simply jumping everywhere you go, find yourself a nice large hill that you

wouldn't have any trouble walking up and then start slowly walking up the

hill. As you move up the hill hit the jump key as fast as you can and you'll

usually be able to rattle off about 3 or 4 jumps per second. I want to be

like Mike.

-emeraldvale

-----------------------------------------------------------------------------

12.3 Ye Olde Breadbutt's Easy Athletics

-----------------------------------------------------------------------------

This is halfway between a cheat and just really cheap play, but it works.

Swimming is supposed to be the fastest way to raise athletics, right?

so go to Balmora hop in the river and swim in deep enough water that you're

defiantly swimming and not just walking. Swim directly into one of the bridge

columns so that you're at a right angle to the columns flat side and still

swimming but not going anywhere. if you aim yourself properly, you should

just be able to hold down the forward key/button and swim indefinitely. I

play Morrowind on the Xbox, so I used a rubber band to hold the analog stick

forward, but I'm sure you can use something weighted to hold down the

appropriate PC key. anyway, get this set up and SAVE your game. then you can

go make a sandwich, watch a movie or whatever while your character builds up

that athletic skill. I actually watched a movie and went to bed. when I got

up the next morning, my athletic skill had raised from 28 to 46. Not the

most amazing change, but I didn't have to wait for it to happen. Also and

obviously, it's important to save before doing this, your char. could slip

off of the column and run out into a monster or off of a cliff or you slip

and dive and stay down and drown, computer/Xbox crashes...

Anyway, VERY cheap play but it works.

-Ye Olde Breadbutt

-----------------------------------------------------------------------------

12.4 Easy Mercantile

-----------------------------------------------------------------------------

You can get infinite gold and raise your mercantile skill from The Creeper.

He will barter at 1% in your favor. For example, sell him 5000 base price

worth of stuff, he'll buy it for 5050 gold. And you can buy it back at 4951

gold giving you a profit of 99 gold. I know its cheap and tedious, but it

does work and if you have the time, you can have as much gold as you want and

buy anything. Just takes a while.

-War123

-----------------------------------------------------------------------------

12.5 Easy Sneak skill

-----------------------------------------------------------------------------

Find a NPC that does not walk around or have anyone else around. A good

example would be one of the NPCs in the shacks at Seyda Neen. Walk up to

them and they will address you, now back away and quickly run behind them.

Hit the sneak key (you will know when you are sneaking because there will

be a small icon on the lower left of your screen) and hold it. You can put

something on your keyboard if you want, then leave and return later.

-----------------------------------------------------------------------------

12.6 Another Easy Way To Raise Sneak Skill

-----------------------------------------------------------------------------

Go into one of the bodies of water around the first town. You will get

attacked by some fish. (I can't remember exactly what their name is.)

Walk barely out of the water far enough so the fish isn't attacking you and

put your character in sneak mode. It will flicker in and out of sneak mode.

Try to find a spot of land where you are surrounded by rocks or trees so you

don't get attacked by mudcrabs or anything else.

Save your game and go do something else for a while. When you come back your

stealth skill will have increased drastically. I went from a 40 in stealth

to 100 in about 6 hours.

-dogami

-----------------------------------------------------------------------------

12.7 Easy Security Skill

-----------------------------------------------------------------------------

Buy a lock spell and a bunch of low-level lock picks. Once you have bought

the spell, use a spell maker and make a lock spell with a magnitude of 1.

Now lock any chest, then open, and repeat. Since the lock level is so low,

you should always be able to open it, and this will raise your security

skill.

-----------------------------------------------------------------------------

12.8 Easy Speechcraft

-----------------------------------------------------------------------------

To raise your Speech-Craft like crazy, go up to someone, and keep admiring

him or her nonstop. I did this for 2 hours and got my speechcraft to level

100

-Morgan Weiner

-----------------------------------------------------------------------------

12.9 Stat Training Quirks

-----------------------------------------------------------------------------

If you wear the boots of blinding speed and have a major or minor skill

based on speed, then you can increase it to the maximum level with a master

trainer, and then, since the masters don't have a limit to how high a level

they can train you (or something like that), and since your speed attribute

will not prevent it from being trained further, you can constantly train it

ten points with the master. The result? The skill will always stay at 100,

but since your speed is more than 100, you can gain levels infinitely this

way WITHOUT going to jail. This works with any item which enhances stats

permanently (or with a temporary stat-enhancer, if you talk to them during

the effect's duration, but you'll need to reapply the effect before every

session).

-Demens Ignis

-----------------------------------------------------------------------------

12.10 Another Stat Training Quirk

-----------------------------------------------------------------------------

The female trainer in one of the rooms at the top of the stairs in the Lucky

Lockup in Balmora is able to train your shortblade skill to 100.....and then

some. If shortblade is one of your major or minor skills when you continue

to train past 100 your skill will not go up but you will get the skill

points counted toward your level. If you have enough money, you could

theoretically max out all your stats, hp, etc. It will cost a ton of money

to train but it is worth it for leveling if you advanced all your other

major and minors to 100 and still have some stats below 100.

-Senaldun

-----------------------------------------------------------------------------

12.11 Raise A Stat And Make Money

-----------------------------------------------------------------------------

To raise athletics and make good money fairly easily ..swim around Seyda Neen

and look for kollops! They have a chance to hold a pearl! 100 gold per pearl

and all that swimming will raise your athletics quickly!

-SpaceLord

=============================================================================

Section 13: Miscellaneous Tips

=============================================================================

This section contains some reader submitted emails that inform about

Miscellaneous Tips (the ones with a credit at the end). I did not write the

submitted information, nor have I verified the information. These may contain

some duplicate information, which I will revise at a later time. Many people

emailed me about some of the same items, I tried to include the first

submissions, and so you may not see your name here. But I would still like to

say thank you for sending the info even if it did not make it to the FAQ.

-----------------------------------------------------------------------------

13.1 WarEagle's Easy Golden Saint Soultrap

-----------------------------------------------------------------------------

While playing Morrowind I spoke SoulTrap on nearly everything because I

wanted to see what happens. By doing this I found a way how you can trap

Golden Saints Soul very easy. The only thing you need is a Scroll of Summon

Golden Saint. Please don't ask where I had it from, but I found two of them

in my backpack. Summon the scroll and then cast SoulTrap on the Golden Saint.

Although it's a summoned being, you trap its soul when it dies. This also

works with the other summon-spells I've tried. By doing this, you can easily

get many souls for enchanting.

-WarEagle

-----------------------------------------------------------------------------

13.2 The Thieves, The Fighters, And The Codebook

-----------------------------------------------------------------------------

This is a bit lengthy, and if the Fighter's Guild isn't your thing, then it

shouldn't be a problem. Also, there is a bit of a Thieves' Guild spoiler in

this tip as well, but here goes. When I did this quest, I ended up joining

the Thieves' Guild and not getting the codebook at all. I soon found out that

my abilities for my character were actually better suited fora thief then a

fighter, so I progressed through all of the Thieves' Guild missions.

*Spoiler* After a few days of playing, I arrived at the last leg of the

Thieves' Guild quests, with Gentleman Jim Stacey in Vivec. He starts asking

you to bribe the heads of the Fighter's Guild so they can protect the

Thieves' Guild. One of the people you bribe is Fire-Eye, the head of the

Balmora Fighter's Guild. After you bribe her with a certain sacred relic, she

pledges to aid the Thieves' Guild -- thus she doesn't request you to do any

jobs against the Thieves' Guild, and omits the quest for the codebook. Then

you can ask her for the next job, because she called the one for the codebook

a success even though you didn't finish it! This is a great solution to the

quest if the Fighter's Guild isn't really your "thing" and you want to get

stronger before you do the higher Fighter's Guild quests, because the

Thieves' Guild quests are not real combat related.

-Bojangles

-----------------------------------------------------------------------------

13.3 The Talking Mudcrab

-----------------------------------------------------------------------------

There's a talking Mudcrab with 10K on an island just southeast of Mzahnch

northeast of Vivec, east of Ald Sotha, north of Bal Fel southeast of Suran.

My Note: I have heard that this crab will buy anything, and you can barter

with it to raise your merchant skill.

-Robin Sequira

My Note: He is on the island under the "H" in Mzahnch on your paper map.

-----------------------------------------------------------------------------

13.4 Vampire Info

-----------------------------------------------------------------------------

There are three clans. Berne, Aunde, and Quarra. To become a vampire, fight

one, don't kill it, and become diseased. Rest three days and you will belong

to the clan of whatever vampire bit you. 20-point boosts to strength, speed

and willpower and 30-point boosts to sneak, athletics, acrobatics, hand-to-

hand, unarmored, mysticism, illusion, and destruction. Each clan also gives a

20-point boost to skills according to the clan. Very awesome.

You can do quests for the clans you joined, the mages guild and house

Telvanni only, anyone else will attack you. Oh all three clans are enemies to

the others.

To cure Vampirism in those three days before you become a vampire you can use

a common cure to cure it and still be able to become one again. But after the

final cure you cant become a vampire again. Go to Bal Ur. It's located north

of the mountains of Suran. Talk to the man in the shrine then to the statue.

Bal gives you a quest. Complete the quest and the vampirism will be gone for

good.

My note: I you are in the sunlight you take a low level of constant damage.

-Josh Aldrich

-----------------------------------------------------------------------------

13.5 Good Souls

-----------------------------------------------------------------------------

Only ascended sleepers and golden saints can give you constant effect when

enchanting items.

-Josh Aldrich

-----------------------------------------------------------------------------

13.6 Easy Way Over Lava

-----------------------------------------------------------------------------

Try making stepping-stones over lava with books.

-Josh Aldrich

-----------------------------------------------------------------------------

13.7 The Wonders Of Sujamma

-----------------------------------------------------------------------------

Sujamma can be consumed in huge quantities with negligible side effects

(Only temporary loss of int., sometimes minor draining effects), allowing

ANY character to kill just about anything at any level (think of the effects

of around 300-700 strength with nearly ANY weapon)

-Demens Ignis

-----------------------------------------------------------------------------

13.8 Permanent Bound Item (Non Bug)

-----------------------------------------------------------------------------

I got a permanent bound axe by enchanting a ring with a bound axe spell, with

constant effect, it was about 11,000 septims, and I wasn't even on good

standards with the enchanter. You need a golden saint, which I got from a

scroll.

-Victor

-----------------------------------------------------------------------------

13.9 M'Aiq the Liar

-----------------------------------------------------------------------------

This is cool, another surreal Morrowind character. In between Dagon

Fel and Ald Daedroth (SE of DF, NW of AD) is a tiny island. Actually, it's

more of a large rock. It's off the mainland where Dragon Fel is. On it is a

Khajiit (and a chair and a fishing pole), M'Aiq the Liar. You can ask him

about many things, including the talking mudcrab, rope climbing, multiplayer,

and nudity. But be sure to ask about the Shrine of Boethial.

...Okay, he might be really hard to find, so I'll give that one away for

those who want to find it. "You seek the shrine that is no longer there? ...

Looks to the seas to the West... take a deep breath and search".

Remember that woman is Sedya Neen who said her cousin saw a city in the water

near Gnaar Mok? According to my journal, though, it's closer to Hla Oad.

-God Magnus

-----------------------------------------------------------------------------

13.10 Cheaper Constant Effect Enchantment

-----------------------------------------------------------------------------

When you enchant an item with a constant effect, instead of making the

magnitude go from 30-30 for example, you can make it go from 1-59.... that

way you can just keep equipping the item until you get something close to the

59, thus increasing the power dramatically. Be warned however that this can

take a very long time because you have to equip the item, check the effect,

then if you don't like it, unequip then equip, etc. Just keep doing this

until you get a high number and don't take off the item after that point.

I hope that wasn't too confusing.

-Blue99BMW

-----------------------------------------------------------------------------

13.11 High level Conjuration Spells

-----------------------------------------------------------------------------

An easy place to get great conjuration spells is in Tel Branora. To get

there take a boat from Ebonheart or Vivec. Once there, ask around to find

where the Telvanni councilor is. You need to levitate to Upper Tower About

half way up the strange spiraling thing. Once there, go into her chambers

and levitate up. One of the people there will teach you almost every high

level conjuration spell. They have Summon Dremora, Hunger, and even GOLDEN

SAINT.

*spoiler*For easy trapping of Golden Saints, make a spell after buying the

summon where the duration is equal to 10 or 15 seconds and just make sure you

have a Grand Soul Gem handy.

-P3ss1m15t

-----------------------------------------------------------------------------

13.12 Ordinator Armor

-----------------------------------------------------------------------------

Don't wear ordinator armor in front of ordinators. They will attack you

from that point on even if you take it off.

-Josh Aldrich

-----------------------------------------------------------------------------

13.13 Death to Ordinators!!!!!!! (Kwik Kash)

-----------------------------------------------------------------------------

In the foreign quarter plaza there are 2 spots where nobody can touch you.

They are behind 2 flower things and it forms a right angle. Jump behind it

and whip out your bow and arrow. Shoot the ordinator. Sometimes the game

glitches and the ordinator comes running towards you and goes straight

through the wall. Just resist arrest and jump to the other side. Anyway

when he doesn't go through the wall which is most of the time, just whip out

your sword, axe, staff whatever and hack away. he will eventually die.

take all his crap and use the mages guild to warp to caldera. go outside

and drop al your stolen stuff. Pay your bounty of 40 (yes its still 40 I

don't know why) after you do that pick everything up and go sell it to the

Scamp, Creeper. This is real easy to do if you're low level too. I did it

when I was level 1. Yes 1.

-The Great Gerstacker

-----------------------------------------------------------------------------

13.14 Calm The Ordinator

-----------------------------------------------------------------------------

To calm the ordinators type the following into the console.

--

"ordinator stationary"->SetFight 30

"ordinator wander"->SetFight 30

"ordinator wander_hp"->SetFight 30

"ordinator_high fane"->SetFight 30

"ordinator_wander_hvault"->SetFight 30

"ordinator_wander_tvault"->SetFight 30

--

circumstances:

-must be typed exactly as above

-must be in Vivec -must not be in the sight of an Ordinator

-must not be in combat

-shock_ZERO and giznot

-----------------------------------------------------------------------------

13.15 Daedric Quests

-----------------------------------------------------------------------------

There are seven of them at certain shrines: Azuras, Boethiah (under water,

west of Hla Oad), Malacath, Mehrunes Dagon, Mephala (sensitive matters

in the Morag Tong), Molag Bal, Sheogorath (under St. Delyn in Vivec).

All give you good items. I know that Azura gives you a soul gem that is both

huge and reusable. Boetiah gives you a golden sword, Mephala the ring

of Khajiit, and Sheogorath gives you the spear of bitter mercy.

-Josh Aldrich

-----------------------------------------------------------------------------

13.16 Slave Key Locations

-----------------------------------------------------------------------------

Ok, here it is. You can find keys to free slaves ONLY at the following

locations (Arvel Plantation is NOT one of them. They may ask you for a key,

but I assure you it doesn't exist.):

Abebaal Egg Mine, Addamasartus, Aharunartus, the Caldera mine, Dren

Plantation, Habinbaes, Hinnabi, Assarnud, strongholds Hlormaren and Rotheran,

Minabi, Panat, Kudanat, Sha-Adnius, Shushan, Shushishi, Saturan, Sinsibadon,

Zainsipilu, Zebabi, and Yakanalit.

So, there are no keys for Arvel plantation, Sadrith Mora or Suran slaves, and

no vampire cattle. You CAN, however, buy slaves in Tel Aruhn and then release

them.

-DoubleAction

-----------------------------------------------------------------------------

13.17 free bounty removal

-----------------------------------------------------------------------------

In Balmora, if you are joined with the thieves' guild, whenever you have a

bounty on your head, get to the thieves' guild without getting killed, and

talk to the old guy downstairs. He can remove the bounty off your head for

half the price of the bounty, but, before you talk to him, drop all you money

on the ground in the same room. Then when you talk to him, he will take the

bounty off of your head. The message will say that the amount has been taken

off. Now go get your money you dropped, and it is all there. Free bounty

removal

-Dan Blocker- ruptionx

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13.18 Great Map Program

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http://www.m0use.net/~uesp/morrow/map/mw_map.shtml#notes

-Spacelord

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13.19 The Taunt-Bribe Trick

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To kill someone without recieving a bounty on your head, you must get them

to attack you first. The easiest way to do this is to use Persuasion-Taunt.

If your rep with the NPC gets to zero before they attack you, you can

bribe them, then taunt again. Eventually they will attack you, and once

you kill them, check their bodies to retrieve the money that you bribed

them with. (A note from reader Blue99BMW let me know that taunting when

the disposition is 0 still works.)

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13.20 Good use of Mark and Recall

-----------------------------------------------------------------------------

Having the Mark and Recall spell makes doing guild quests much faster. Cast

Mark near the person giving you the quest, that way when you complete the

mission you can cast Recall to get back instead of walking all that way.

=============================================================================

Section 14 Reader Submitted Loot

=============================================================================

This section contains reader submitted emails that inform about loot

locations. I did not write these, nor have I verified the information. There

may contain some duplicate information, which I will revise at a later time.

Many people emailed me about some of the same items, I tried to include the

first submissions, and so you may not see your name here. But I would still

like to say thank you for sending the info even if it did not make it to the

FAQ.

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14.1 Master Alchemy Equipment

-----------------------------------------------------------------------------

There are master-level of all the alchemical tools in the caldera mage's

guild. They are up a twisting staircase through a wood door. there is no

one there to see you take the stuff.

-sam

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14.2 Pelagiad Armor Ready To Be Stolen

-----------------------------------------------------------------------------

In pelagiad fort, there is a table with plate mail armor and chain mail on

it, right behind the orc smith and near a patrolling guard. when the smith

turns away and the guard is walking the other way, you can quietly take all

the stuff except the imperial broadsword (i dont know why, but they'll

always see you take it). but don't sell it to the orc, she'll reconize it

and call the guard.

-sam

My Note: You can steal any shopkeepers inventory, but if the merchant was

set to have unlimited inventory of an item, and you steal it, it will no

longer be unlimited.

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14.3 The Sword of White Woe

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...In Balmora, i found this super sword. I found the same sword in Suran,

but the one in Balmora is really easy to get. In the East Guard tower (i

think it's east....but it's the only building named a guard tower in Balmora)

on the top floor is a guard who won't move. There is a bed, closet and on

top of the closet is this sword called the White Woe sword. I mean it may

not seem all that impressive, but seeing as I got it pretty soon in the game

(and i'm not that far in the game either due to just working on guild quests

more), it's a kick ass sword to me. The way to get it is right before you go

up the last set of steps, go into first person view, then become invisible

(whether you have the spell or potion), and work quickly. Go right behind

the guard use the crosshairs to target the sword. Grab it and run down the

steps and the guard won't even know the sword is gone.

-JABIGDODS2000

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14.4 Good Loot

-----------------------------------------------------------------------------

Not sure if you are including notable items or not, but after you kill Dagoth

Gares (section 3.7 in your faq), look behind (not in) one of the trough-like

things in his room. You will find a most excellent set of bracers. One

boosts strength by 20 (continual!), the other agility. Plus they have an

armor factor of over 100.

-Scott Kelley

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14.5 More Good Loot

-----------------------------------------------------------------------------

Another random thing, If you want to find some of the craziest armor in

the game go to Tel Fyr in the upper study and look for a level 100

locked cabinet that is also trapped. Open it and find some Insane light

armor that gives 60% resit magika as a constant effect. Just in

reference at that point glass armor had 93 armor rating and this armor

had 147... It's that good...

-Jesus

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14.6 Azuras Servant Shield

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In Tel Vos in the northeastern tower behind a hidden door there is a

trap door go down use invisibility or kill the dremora and take the Azuras

Servant Shield. Its Daedric and enchanted.

-Josh Aldrich

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14.7 Yagrums Book Of Great Arifacts Locations

-----------------------------------------------------------------------------

Bloodworm helm: Owner Crazy Batou found in Maren Ancestral Tomb west

of Erabenimsun Ashlander Camp.

Bow of Shadows: In the Venim Ancestral Tomb north of Zianab Ashlander

Camp.

Cuirass of Saviors Hide: In a locked closet in the Hall of Fyr in Tel

Fyr Tower.

Daedric Scourge: In a chest in the Hall of Fyr.

Denstagmer's Ring: In a trapped cremation urn marked D. Bryant in

lowest chamber of the Falas Ancestral Tomb east of Gnisis.

Eleidon's Ward: Mounted on a wall in Ibar-Dad west of the Urshilaku

Ashlander Camp.

Fang of Haynekhtnamet: Found in the Shrine of Pitted Dreams in the

Sixth House base in Mamaea north of the stronghold Berandas.

Fists of Randagulf: Both are in souls rattle the innermost recess of

the Sixth House base Ilunibi.

Masque of Clavicus Vile: In possession of Sorkvild the Raven who is in

a tower east of Dagon Fel. You can pick-pocket it.

The Mentor's Ring: In Samarys Ancestral Tomb southeast of Hla Oad in

an urn marked Lord Brinne.

The Ring of Phynaster: In the Senim Ancestral Tomb southeast of Dagon

Fel.

Staff of Hasedoki: In possession of Koffutto Gilgar in Gimothran

Ancestral Tomb in mountains south of the stronghold Falensarano.

Vampiric Ring: On the skeletal wizard who rules the Velothi dome in Ald

Redaynia in western Sheogorad.

-Josh Aldrich

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14.8 Daedric Cressent

-----------------------------------------------------------------------------

There is a hidden boss like person, Dregas Volar, who, if you beat

him, gets you his weapon the daedric crescent. Go to Tel Fyr. Levitate up

to Fyr's chamber get the key on his table (he wont fight you). Don't kill

the corprus people. Go down into the corprusarium and turn left at the

first intersection you will see a lockk 100 chest. Open it to get the

678 key. Head back the way you came and keep straight. You will come to a

pool on the right, dive in to open the 2nd chest. Get the 738 key,

backtrack and go through the gate on your left. In the shallow pool is the

third chest and the 802 key. Head back to the first chest but turn left.

The left corner is where the 4th chest is. Go back to the onyx hall and

at the golden door turn right. behind the pillar is the 1008 key.now go

to the bowels of the corium through the door straight infront. Keep

going to the 1092 key. Go back up to Fyrs chamber and open the small chest

on the bookshelf to get 50 dwemer coins, 1155 key and that amulet.

To fight Volar equip the amulet and choose yes. He can paralyze you,

blind you and over encumber you, or just stand there and take a

beating.

-Josh Aldrich

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14.9 Daedric Dai Katana

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In an egg mine north of molag mar( go towards mt. ass.)is a daedric dai

katana worth 120000 gold. Its on the dead hero over some rocks to the

right.

-Josh Aldrich

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14.10 Ebony Armor Set Location

-----------------------------------------------------------------------------

The daedric ruins which I BELIEVE are southwest of Khuul have an area called

the "Sunken Vaults", in which a guy whose name and existence are completely

meaningless lives. He happens to have all of the ebony armor pieces except

the helmet, and although he can summon daedroths and has a daedric war axe,

if you can buy around 10-15 jugs of sujamma and get three hits off, then

he'll die, and you'll get a full suit of ebony armor and the axe.

-Demens Ignis

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14.11 Glass Armor Set

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if you're a theif...a great place to go is the ghostgate tower of dusk(on

left when facing ghostgate from south) go in there and find the guy who does

blacksmithing, when i was there i was only on level three or four, i found

an entire set of glass armor stuff...each of which are worth a few thousand

bucks a piece, so you could sell'em for cash, or you could wear'em like i am,

considering the armor rating on them is upper 70's to late 80's...i know the

glass towershield i stole was a whopping 99 in armor class, when i wear the

entire set my armor class is just about 90, before i stole that i had stuff

on that was only armor rating of 10...so it was very helpful, the dude also

has a glass jinkblade(shortsword) which has 200 paralyze charges, or a glass

sword(longsword) and that's a sweet weapon as well

-Alex

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14.12 Dragonbone Cuirass

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Southwest of Vivec on one of the small islands there is a place called Mudan

grotto, swimming through the grotto will bring you to Mudan: Lost Dwemer

Checkpoint, once inside, you must continuie swimming to reach the Mudan

vault, which is protected by a steam guardian. Deafeat it and open the

closet to get the Dragonbone cuirass, heavy armor with a 330+ AR and

a 100% resist fire. Make sure to bring along a scroll of ekash's lock

splitter and some potions of water breathing, it will be a long swim and the

door to the vault is level 100 and trapped.

-Jerome

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14.13 Indoril Armour

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I found a great way to get a set of Indoril Armour and 2 ebony pauldrons and

an ebony shield. First go into the tower of Dawn at Ghostgate. Then Go

downstairs and enter a door with some chests. Sneak and steal some indoril

pauldrons and helm. Next go into the room with and ordinator and a key to the

vault. DO NOT TALK TO THE ORDINATOR. Wait till he leaves the room or sneak

and take the key. Enter the door and talk to the ordinator in that room. He

will attack you. Kill him. Its no crime but you get his full set of armour

to sell or wear, plus the ebony stuff on the table and whatever else is in

the room. Dont worry if you dont have a high sneak skill. Mine is 5 and i

could do it.

-Dave Marchetti

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14.14 Umbra Sword

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Umbra Sword

The sword that I am using now I got by killing an orc named Umbra who is

standing on a path east of Suran over the mountains. Had to use a crossbow

and stay away to kill him. His two handed sword has an attack of approx. 10-

45, also auto casts soultrap for 60 sec. It's worth

110,000.

-Podmage

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14.15 Super Gauntlets

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Super Gauntlets

I also just found an amazing pair of gloves in the cavern just north of Gnaar

Mok. They both have an armour rating of 210, they are worth 35 000, one adds

30 points to strenght, the other 20 points to agility. They are hidden behind

one of the tubs of loot at the very bottom of the cavern.

-Podmage

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14.16 Amulet of Shadows

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80% Chemeolon for 60 seconds!

This means you would be invisible to pretty much every character in the

game! Plus because its not actually an "invisible" spell, you can still use

any item like a weapon or lockpick or you can pick pocket people, you can

even open doors and the spell won't be disturbed.

Heres how you find it:

Travel to Gnisis anyway you can, then exit Gnisis by the east side and

follow the signs to Khuul. Keep following those until you find a woman

next to a pond ( if you talk to her she will ask you to find her ring in the

pond but the amulet doesn't deal with this)Stand next to the woman and wait.

you will hear footsteps but you nor the woman will make them, look around and

you will just barely see a person using the amulet. Kill the person and the

amulet is all yours! Good luck!

-----------------------------------------------------------------------------

14.17 Eleidon's Ward Shield

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I was on my way to Urshilaku camp when i ran by the Ibar-Dad Tomb ( just

South-east of the ashurnubitashpi ruins ). If you Open the rusty gate and

swim your way in the water tunnel you will find another tunnel guarded by two

dremora lord and then a golden saint, Kill them and open the giant door ( you

need good lockpick skill or open lock spell/scroll ) beyond the door is a

tomb! Look around the corpse to find a Daedric helmet and shield. BUT if you

look up a bit you will notice a glowing shield! drink up a levitation potion

and grab it. its a Eleidon's ward shield! SL 320 with Restore health spell (

When Used )

-Spacelord

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14.18 Dengstagmer's Ring

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I found dengstagmer's ring! resist 30% shock , Fire and Frost CONSTANT! its

in The Falas ancestral Tomb its right in the middle of gnisis/berandas ..Its

guarded by a Fire and frost atronach.

-Spacelord

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14.19 Ice Blade of Monarch, Skull Crusher

-----------------------------------------------------------------------------

If you can spare some time on side quest, get these weapons. It will help you

a lot in adventure (whole lot better than daedric or dwemer weapons). All of

them is involved in Imperial cult's Oracle quest, but you can get it at any

time. but you better have ability to take out some tough mobs. First is in

Rotheran (fortress, south of Dagon Fel) go there and enter hut called

'Arena', kill all guards, some daedra mobs and mage with robe. (don't kill

slaves.. they are harmless) After major fire fight, loot the mage. He have

magical ring, magical robe and superb 2 hand sword called 'Ice blade of

Monarch' which is awesome in damage and enchant(frost damage when strikes).

Give the ring to darkelf slave in cell if you wish to finish one of Oracle's

quest. Second is the 'Skull-Crusher', best 1 hand hammer I ever seen in this

game (best cause you can use shield :P, ok.. actualy this hammer have awesome

damage plus constant Feather and Fortify Attack enchantment). To get this you

need to goto north east from Sadrith Mora, there is Daedric ruin but its

entrance is sealed (don't hang around near ruin cause mob there are not

friendly), to go in there you need to find ancestor tomb which is located

little island north from ruin, this tomb is connected to ruin in underground,

little warning: there is lots of Daedra mobs so use invisiblity or prepare

for fight. Deep in dungeon, you will see little volcano and forge and hanging

(levitated) chest in very big cave with stone structure, you need to pick or

cast spell to open chest to get 'Skull-Crusher'. There is some magical items

if you can fly around.

-opfer_gv

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14.20 Easy Daedric Weapons

----------------------------------------------------------------------------

This is a little trick I call "Easy Daedric Weapons". If you have a weapon

(like the Scourge gotten from the tower in Tel Fyr)or a spell that summons a

Dremora, cast the spell or use the item to summon him. Keep summoning until

the Dremora is holding a weapon you would like to have, say a Daedric axe or

staff, etc. Once you summon one with a weapon you would like, proceed to

pummel the crap out of him. Since you summoned him, he won't attack you.

Here's the trick, though: as soon as you deliver the death blow, mash on the

"A" button to gain access to his inventory, much like looting a body. If done

quickly enough, you can take his Daedric weapon for your own before it and

the body dissappears. About two minutes of practicing this trick, and you're

loaded to the gills with a Daedric arsenal. It's how I got my Daedric

Warhammer and Battle Axe. Happy Hunting,

-BigDumbStriker

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14.21 Grand Soul Gems

-----------------------------------------------------------------------------

In Tel Fyr (the same place where you get the Cuirass of the Saviors Hide,

some really awesome light armor, there are two empty grand soul gems just

laying on a bookcase shelf.

-Jagoros

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14.22 Scroll of Golden Saint

-----------------------------------------------------------------------------

In the Urshilaku burial tomb, there is a scroll of Golden Saint. I recommend

waiting until you actually have to go here as part of the Blades quest due to

the glitchiness related to the bone-biter bow, but obviously you can go there

at any time. The tomb is located s/se of the Urshilaku camp which is listed

on the map. Once inside the tomb, get into the room with the large

mountainous structure that has the little water falls on it. Once there,

climb up the path until you're at the very top. Walk towards the door and

then turn fully around. In the upper right hand corner of the screen you'll

see a large boulder ledge that's relatively far away. You'll need a

levitation potion to reach it. The scroll is inside of the urn/pot.

Note: There is also a pretty awesome staff up there.

-Jagoros

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14.23 Grandmaster lockpicks

-----------------------------------------------------------------------------

In Balmora, there is a Grandmaster lockpick on the top floor of Lucky's

Lockup. It is in TodWendy's room. Just jump on top of her bed so that she

talks to you and faces away from the pick, and then walk around, sneak and

swipe it. Might wanna save before you try, just in case.

There is also another grandmasters pick that's a bit harder to get in the

Urshilaku burial tomb. In the room where you have to jump from platform to

platform to avoid falling into the shallow water, there is a corpse of a

"Dead Adventurer" on one of the platforms. Save BEFORE you go inside the

tomb, and go search the body. It is a randomly generated item, so sometimes

his body will have just a plain ol' Journeymans Lockpick or a Masters

lockpick. Once again, save BEFORE you enter the tomb at all, and if he

doesn't have the grandmaster, just reload your save and try again.

Note: He also has a pretty decent set of light armor for the beginning of the

game, and if nothing more it's worth 5250. There is also another set of it in

the bottom of a lake in one of the rooms in the tomb. Look into the water and

you'll see air bubbles coming from below, dive in, and the armor is on the

bottom.

-Jagoros

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14.24 Resistance Ring

-----------------------------------------------------------------------------

There is a pretty nice ring that has a constant effect of 30% resist elements

(frost, fire, lightning) in a tomb near Gnisis. It is right next to Fort

Darius off to the side of the town. Walk outside of the gate towards the

signpost, then turn to your right side (south on the map). Cross the river

and there is a door to the tomb. There is a hunger in here as well as some

Dremora guys, so watch it if you can't kill them. Go through the first door

on your left and down a bit and you'll see an urn. Inside the urn is the

ring.

-Jagoros

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14.25 Ebony weapons

-----------------------------------------------------------------------------

In the tower of Dawn which is 'in' Ghostgate there is a chest with a 75 lock

that has a random ebony weapon inside of it. It is a big room just upstairs

of the place where you can rent the bed. Spend the 10 gold, she'll tell you

where the bed is (like, straight ahead towards your right) and you'll see a

ramp leading upstairs. That's the room with the chest. Once inside you'll

have three guards there. Have them talk to you so that their back is towards

the chest and then walk over and save before trying anything. Once you save,

try to open the lock (either pick it, or use a scroll or enchanted item..

etc. ) Open it and see if it's the weapon you want. It will either be an

ebony staff, an ebony mace, an ebony longsword, an ebony shortsword or some

other ebony weapon. I kept doing it until I got an ebony shortsword. The

weapon does 10-20 damage (10-25 thrust) and weighs 16 pounds. Once you get

this item, head on down into the basement and grab the full set of glass

armor that was all ready mentioned in the tips section of the FAQ. You'll

need it for the next set of broken stuff I found :-).

-Jagoros

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14.26 Good Daedric shortsword and much more

-----------------------------------------------------------------------------

Okay. Here's the big one. Make sure you have healing potions, and a scroll of

divine intervention or the mark/recall spell because you're gonna get a lot

of stuff here. First, go to Khuul. You can get there by taking the Silt

Strider in Balmora to Ald'ruhn and then taking that to Khuul. Once there,

turn your back to the silt-strider, and then head directly straight until you

see a little mound of rocks that has a Kwamma warrior guarding it. From

there, continue to go straight ahead and you'll see a small fire with a bunch

of random hostile NPC's around it. Kill them, and continue to head straight.

Once you hit the mountain, stray to your left a bit and hug the coastline.

You'll eventually come to an abandoned ship named "derelict ship", go ahead

and clean that place out if you want and then come out and head towards the

main path right in front of it. Walk just a bit until you feel you can cross

the mountain to your left. Once over it, walk around a bit until you see a

worn cavern door to "Ibar-dad". Save your game.

Walk inside and kill two scamps, and two mage women (one is behind a door).

Read the journal on the table and you'll find out that this is actually a

tomb of some ancient guy (hey, I can't remember his name, give me a break 🙂

). You'll see a locked wooden gate and a pool of water. Dive into the water

and resurface and you'll be greeted by two daedric guards (they're not too

hard if you got the Ebony shortsword I mentioned in my previous tip). The

first one I killed had a Daedric shortsword which is actually 'better' in my

opinion than the ebony one, you decide. Now kill the second guy and he had a

daedric spear for me. Stop (trust me). Take your loot and go bring it back to

town or to your house or sell it to the creeper, whatever you want. Now, get

a grand soul gem, and a spell or scroll of soul trap, you're gonna need it.

Go back to Ibar-dad and head back into the same room the daedric guards were

in. You'll see a big door that has a like -70 or -100 lock on it and it's

also trapped. Save your game. Disarm it, pick it, whatever. Open the door.

Inside is a Golden Saint with a Glass Claymore. Big and beefy. Have your soul

trap spell ready, cast it and try to kill it before the duration expires. If

you're successful, you now have a soul of Golden Saint which allows you to

put Constant Effects onto your enchanted items (ooohh, ahhh). Now, you're far

from done here. I recommend saving, because, hell you just got one of the

best items in the game. Okay, head on into the room. Lots of chests, lots of

items. I'll leave you to sort through it all, but they include scrolls of

locksplitter and a Daedric battle axe, daedric helm, daedric shield, daedric

armor, daedric staff, and in the chest to the right an ebony longsword. Now,

you better hope you have some mark and recall stuff because each one of those

items range from 16-90 pounds.

I'm almost done, really. Now, from here there are 4 skulls on either side of

you with daggers stuck into them. They are pretty good fast dagger weapons

with a poison effect of 10-20 points of damage. However, when you remove one,

an ancestral ghost will appear behind you. So, be aware and don't take them

all at once unless you happen to like fighting a room full of undead beasts.

Now, after you're done (or so you thought) you'll notice two books on either

side of the dead body. Each one teaches you something (I believe Axe and

spear, but I don't recall). Look up on the wall, notice something shiny?

Well, that is an amazing shield you might want to get. Jump up onto the

corpse, then jump in the air, quickly press spacebar (or whatever your action

button may be) and get it. You now have an amazing shield that is heavy armor

class, heals 50-100 health per use, and is worth a WHOPPING 200,000 gold.

-Jagoros

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14.27 Fists of Randolf and More

-----------------------------------------------------------------------------

I found the fists of Randolf in the Urshilaku Burial ground BEHIND the chests

in the room with the Bonebiter Bow in it. THere is a ton of stuff in that

burial ground...also, one of the Mummies that you can levitate up to has a

glass Claymore called the Megabone which is pretty awesome.

-Austin Pearl

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14.28 Glass Armor and Daedric Claymore

-----------------------------------------------------------------------------

If you kill Ulms Drathanat the Armigers Stronghold in Molag Mar (he is the

same person the can teach you Long Blade to level 100, and you loot his body

you can find glass curass,greaves,and boots and also a Daedric claymore that

is worth 80,000 drakes and does 1-60 damage. (the downside is that it weighs

81 pounds).

-Zeezoo

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14.29 Dwarven Claymore

-----------------------------------------------------------------------------

You can buy a Dwarven Claymore(1-33 damage and worth 1200 drakes and weighs

27 pounds), from the guild steward in Sadrith Mora,Wolverine Hall but you

have to be a high ranking guild member.

-Zeezoo

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14.30 Chryshamere

-----------------------------------------------------------------------------

Chryshamere resides in "Cave Abanabi" on an island south, south-west from

Sadith Mora. Cave entrance is north on the island at a very small beach. (5-

70,5-60,5-40 demage. Restore 5-20 health, reflect 5-20%, resist fire 5-20 in

30 sec when cast.)

-Bjarne

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14.31 Lords Armor

-----------------------------------------------------------------------------

Lords armor (or something like that) can be find in a hidden cave under

Ebonheart. the caves can be entered through a door in the base of the plateau

on which the counsel building is built or through a secret door inside the

castle. It is worth 100000 or something.

-Cerial Killa

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14.32 Bittergreen Cup

-----------------------------------------------------------------------------

Bittergreen golden cup can be found in a ruin on the biggest island to the

west of dagon fel on the westernmost tip of the island. it's a really cool

artifact that raises your best attribute and lowers your worst (one time use,

permanent).

-Cerial Killa

=============================================================================

Section 15 Reader Submitted X-Box Cheats

=============================================================================

This Section contains X-Box Cheats that were emailed to me from readers of

the FAQ. I did not write these, nor have I verified the information, as I do

not own an X-Box. I have received multiple emails about the same cheats, but

have only posted the first received, unless there was some additional

information not contained in an earlier submission. If you sent me a hint and

do not see it posted, it is most likely because it was not the first, but I

would still like to thank you for sending the information.

-----------------------------------------------------------------------------

15.1 Xbox Weapon Skill Cheat

-----------------------------------------------------------------------------

I don't know if you know about this trick but I thought I'd send it to

you. It's for the XBox version of Morrowind.

First, You need to bind a weapon, nothing else will work but a weapon.

I used Bound Longsword. Equip the weapon, Hold X+L trigger+R Trigger for a

while. The L and R Trigger buttons have to be pressed at the same time. If

Done correctly You should here the sound of your weapon switch but it won't.

The skill for the type of weapon, (i.e. Long Blade, Axe) will increase

rapidly. I'm am a level 6 imperial with a level 197 Long Blade Skill. I Never

paid a single gold piece in training. This trick is AWESOME!

-Carcanel

-DemonicSavior

Note Added:

This trick does work; however I found that one does not need to hold

down the left and right trigger. I unequipped all my weapons except

for

a long sword, then I cast Bound Longsword. Hold X then the Right

Trigger, and it will attempt to cycle through your weapons. Once it

starts making the swooshing sound, you know the weapon level is going

up. You just keep holding both buttons down until it turns off on its

own due to having reached the "maximum level". There is no need to

hold

down the left trigger whatsoever ever.

I tried this with the Long Sword (Major Skill), and tried it with a

Dagger (Miscellaneous Skill). There is opinion out there that it can't

be a major or minor skill with the above trick. Hogwash...

-Raddogz

Note Added:

I realized that the points go up every time that you switch back to that

bound weapon... not necessarily when you pull the triggers @ the same time.

when you pull the triggers at the same time, it switches from and back to the

bound weapon quickly... however it is hard to do that fast and

consistently... it is WAY easier to alternate pulling the L then R triggers

as fast as possible, cycling from and back to the bound weapon rapidly...

works best with only one (non-bound) weapon in the inventory so that it's

just one cycle away from the bound weapon...

The object isn't to physically alternate the triggers as fast as possible...

but to alternate as fast as the game will allow you to cycle... I found that

I was alternating triggers faster than the game would allow me to switch

which was inefficient as far as amount on cycles per second... I had to slow

my pace down to match how fast the game allowed me to switch...

-Jamily Gray

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15.2 Xbox Enchanting Cheat

-----------------------------------------------------------------------------

I have found out a way to cheat on the game Morrowind for the Xbox. It allows

you to enchant items with a very low grade soul. First you must have a Golden

Saint (or something higher, I am not that far in the game). On the enchant

item screen, choose an item and select the golden saint. Then change the

effect to either constant effect or cast when strikes. Now change the gem to

a lesser soul gem, as long as you never change the effect it will stay as

constant effect allowing you to enchant many items with a constant effect

with only one Golden Saint.

-MaconBacon

-----------------------------------------------------------------------------

15.3 Permanent Fortify Stat or Skill

-----------------------------------------------------------------------------

If you have a constant effect weapon and another weapon take out one and keep

switching between them the constant effect will become permanent. I only

tested it on Xbox I don't know about pc. Sunder and Keening work the best.

-Bryan DeVore

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15.4 Morgans Instant Heal Trick

-----------------------------------------------------------------------------

To Restore Magicka, Highlight your magicka at the stat screen, and press the

following buttons. Black, White, White, Black, White. Then hold A. this will

completely restore you magicka.

To Restore Health height light it at the stat screen, Press Black, White,

Black, Black, Black. Then Hold A. This will completely restore your health.

To restore fatigue high light it at the stat screen press, Black, Black,

White, White, Black. Then Hold A. This will completely restore your fatigue.

-Morgan Weiner

=============================================================================

Section 16: Magic Effects

=============================================================================

This section explains the magic effects found in the game. This is not a list

Of spells.

+----------+---------------------------------+---------+----+-------+-------+

| Spell | Description | School |Base|Useable|Usable |

| Name | | |cost| in | in |

| | | | | spell |enchant|

| | | | |making | |

+----------+---------------------------------+---------+----+-------+-------+

| | | | | | |

|Absorb | This effect temporarily |Mysticism| 2 | X | X |

|Attribute | transfers a portion of the | | | | |

| | victim's attribute to the | | | | |

| | caster. Only Strength, | | | | |

| | Intelligence, Willpower, | | | | |

| | Agility, Speed, Endurance, | | | | |

| | Personality, and Luck are | | | | |

| | affected. The caster may exceed | | | | |

| | the attribute's maximum for the | | | | |

| | duration. When the effect ends, | | | | |

| | both caster and victim | | | | |

| | attributes return to original | | | | |

| | values. | | | | |

| | | | | | |

| | | | | | |

|Absorb | This effect transfers fatigue |Mysticism| 4 | X | X |

|Fatigue | from the victim to the caster, | | | | |

| | wearying the victim and | | | | |

| | invigorating the caster. The | | | | |

| | caster may exceed his maximum | | | | |

| | fatigue for the duration. When | | | | |

| | the effect ends, the caster | | | | |

| | loses the borrowed fatigue, and | | | | |

| | the victim regains drained | | | | |

| | fatigue. | | | | |

| | | | | | |

|Absorb | This effect transfers health |Mysticism| 8 | X | X |

|Health | from the victim to the caster, | | | | |

| | injuring the victim and | | | | |

| | vitalizing the caster. The | | | | |

| | caster may exceed his maximum | | | | |

| | health for the duration. When | | | | |

| | the effect ends, the caster | | | | |

| | loses the borrowed health, and | | | | |

| | the victim regains lost health. | | | | |

| | | | | | |

|Absorb | This effect transfers magicka |Mysticism| 8 | X | X |

|Magicka | from the victim to the caster, | | | | |

| | reducing the victim's | | | | |

| | spellcasting reservoirs and | | | | |

| | filling the caster's. The | | | | |

| | caster may exceed his maximum | | | | |

| | magicka for the duration. When | | | | |

| | the effect ends, the caster | | | | |

| | loses the borrowed magicka, and | | | | |

| | the victim regains lost | | | | |

| | magicka. | | | | |

| | | | | | |

|Absorb | This effect temporarily reduces |Mysticism| 2 | X | X |

|Skill | the victim's skill and | | | | |

| | increases the caster's. When | | | | |

| | the effect ends, the caster | | | | |

| | loses the borrowed skill, and | | | | |

| | the victim regains lost skill. | | | | |

| | | | | | |

|Almsivi | The subject of this effect is |Mysticism|150 | X | X |

|Interven- | transported instantaneously to | | | | |

|tion | the altar of the nearest shrine | | | | |

| | or temple of the Tribunal | | | | |

| | Temple. | | | | |

| | | | | | |

|Blind | This effect obscures the vision |Illusion | 1 | X | X |

| | of the victim, reducing his | | | | |

| | chance to hit an opponent with | | | | |

| | weapon or hand-to-hand attacks. | | | | |

| | | | | | |

|Bound | The spell effect conjures a |Conjurat-| 2 | X | X |

|Battle | lesser Daedra bound in the form | ion | | | |

|Axe | of a magical, wondrously light | | | | |

| | Daedric battle axe. The battle | | | | |

| | axe appears automatically | | | | |

| | equipped on the caster, | | | | |

| | displacing any currently | | | | |

| | equipped weapon to inventory. | | | | |

| | When the effect ends, the | | | | |

| | battle axe disappears, and any | | | | |

| | previously equipped weapon is | | | | |

| | automatically re-equipped. | | | | |

| | | | | | |

|Bound | The spell effect conjures a |Conjurat-| 2 | X | X |

|Boots | lesser Daedra bound in the form | ion | | | |

| | of a magical, wondrously light | | | | |

| | pair of Daedric boots. The | | | | |

| | boots appear automatically | | | | |

| | equipped on the caster, | | | | |

| | displacing any currently | | | | |

| | equipped foot armor to | | | | |

| | inventory. When the effect | | | | |

| | ends, the boots disappear, and | | | | |

| | any previously equipped foot | | | | |

| | armor is automatically | | | | |

| | re-equipped. | | | | |

| | | | | | |

|Bound | The spell effect conjures a |Conjurat-| 2 | X | X |

|Cuirass | lesser Daedra bound in the form | ion | | | |

| | of a magical, wondrously light | | | | |

| | Daedric cuirass. The cuirass | | | | |

| | appears automatically equipped | | | | |

| | on the caster, displacing any | | | | |

| | currently equipped chest armor | | | | |

| | to inventory. When the effect | | | | |

| | ends, the cuirass disappears, | | | | |

| | and any previously equipped | | | | |

| | chest armor is automatically | | | | |

| | re-equipped. | | | | |

| | | | | | |

|Bound | The spell effect conjures a |Conjurat-| 2 | X | X |

|Dagger | lesser Daedra bound in the form | ion | | | |

| | of a magical, wondrously light | | | | |

| | Daedric dagger. The dagger | | | | |

| | appears automatically equipped | | | | |

| | on the caster, displacing any | | | | |

| | currently equipped weapon to | | | | |

| | inventory. When the effect | | | | |

| | ends, the dagger disappears, | | | | |

| | and any previously equipped | | | | |

| | weapon is automatically | | | | |

| | re-equipped. | | | | |

| | | | | | |

|Bound | The spell effect conjures a |Conjurat-| 2 | X | X |

|Gloves | lesser Daedra bound in the form | ion | | | |

| | of magical, wondrously light | | | | |

| | Daedric armored gloves. The | | | | |

| | armored gloves appear | | | | |

| | automatically equipped on the | | | | |

| | caster, displacing any | | | | |

| | currently equipped hand armor | | | | |

| | to inventory. When the effect | | | | |

| | ends, the armored gloves | | | | |

| | disappear, and any previously | | | | |

| | equipped hand armor is | | | | |

| | automatically re-equipped. | | | | |

| | | | | | |

|Bound | The spell effect conjures a |Conjurat-| 2 | X | X |

|Helm | lesser Daedra bound in the form | ion | | | |

| | of a magical, wondrously light | | | | |

| | Daedric helm. The helm appears | | | | |

| | automatically equipped on the | | | | |

| | caster, displacing any | | | | |

| | currently equipped head armor | | | | |

| | to inventory. When the effect | | | | |

| | ends, the helm disappears, and | | | | |

| | any previously equipped head | | | | |

| | armor is automatically | | | | |

| | re-equipped. | | | | |

| | | | | | |

|Bound | The spell effect conjures a |Conjurat-| 2 | X | X |

|Longbow | lesser Daedra bound in the form | ion | | | |

| | of a magical, wondrously light | | | | |

| | Daedric longbow. The longbow | | | | |

| | appears automatically equipped | | | | |

| | on the caster, displacing any | | | | |

| | currently equipped weapon to | | | | |

| | inventory. When the effect | | | | |

| | ends, the longbow disappears, | | | | |

| | and any previously equipped | | | | |

| | weapon is automatically | | | | |

| | re-equipped. | | | | |

| | | | | | |

|Bound | The spell effect conjures a |Conjurat-| 2 | X | X |

|Longsword | lesser Daedra bound in the form | ion | | | |

| | of a magical, wondrously light | | | | |

| | Daedric longsword. The | | | | |

| | longsword appears automatically | | | | |

| | equipped on the caster, | | | | |

| | displacing any currently | | | | |

| | equipped weapon to inventory. | | | | |

| | When the effect ends, the | | | | |

| | longsword disappears, and any | | | | |

| | previously equipped weapon is | | | | |

| | automatically re-equipped. | | | | |

| | | | | | |

|Bound | The spell effect conjures a |Conjurat-| 2 | X | X |

|Mace | lesser Daedra bound in the form | ion | | | |

| | of a magical, wondrously light | | | | |

| | Daedric mace. The mace appears | | | | |

| | automatically equipped on the | | | | |

| | caster, displacing any | | | | |

| | currently equipped weapon to | | | | |

| | inventory. When the effect | | | | |

| | ends, the mace disappears, and | | | | |

| | any previously equipped weapon | | | | |

| | is automatically re-equipped. | | | | |

| | | | | | |

|Bound | The spell effect conjures a |Conjurat-| 2 | X | X |

|Shield | lesser Daedra bound in the form | ion | | | |

| | of a magical, wondrously light | | | | |

| | Daedric shield. The shield | | | | |

| | appears automatically equipped | | | | |

| | on the caster, displacing any | | | | |

| | currently equipped shield to | | | | |

| | inventory. When the effect | | | | |

| | ends, the shield disappears, | | | | |

| | and any previously equipped | | | | |

| | shield is automatically | | | | |

| | re-equipped. | | | | |

| | | | | | |

|Bound | The spell effect conjures a |Conjurat-| 2 | X | X |

|Spear | lesser Daedra bound in the form | ion | | | |

| | of a magical, wondrously light | | | | |

| | Daedric spear. The spear | | | | |

| | appears automatically equipped | | | | |

| | on the caster, displacing any | | | | |

| | currently equipped weapon to | | | | |

| | inventory. When the effect | | | | |

| | ends, the spear disappears, and | | | | |

| | any previously equipped weapon | | | | |

| | is automatically re-equipped. | | | | |

| | | | | | |

|Burden | This effect temporarily |Alterati-| 1 | X | X |

| | increases the weight carried by | on | | | |

| | the victim, causing faster | | | | |

| | fatigue loss. The magnitude of | | | | |

| | the effect is the weight added. | | | | |

| | When the effect ends, the added | | | | |

| | weight disappears. | | | | |

| | | | | | |

|Calm | This effect temporarily reduces |Illusion | 1 | X | X |

|Creature | a creature's attack rating | | | | |

| | (i.e., its inclination to | | | | |

| | Attack). The effect's magnitude | | | | |

| | is the value of the reduction | | | | |

| | of the attack rating. When the | | | | |

| | effect ends, the creature's | | | | |

| | attack rating returns to | | | | |

| | normal. Humanoids, undead, | | | | |

| | Daedra, and artifacts are not | | | | |

| | affected. | | | | |

| | | | | | |

|Calm | This effect temporarily reduces |Illusion | 1 | X | X |

|Humanoid | a humanoid's attack rating | | | | |

| | (i.e., its inclination to | | | | |

| | attack). The effect's magnitude | | | | |

| | is the value of the reduction | | | | |

| | of the attack rating. When the | | | | |

| | effect ends, the humanoid's | | | | |

| | attack rating returns to | | | | |

| | normal. Creatures, undead, | | | | |

| | Daedra, and artifacts are not | | | | |

| | affected. | | | | |

| | | | | | |

|Chameleon | This effect lets the target |Illusion | 1 | X | X |

| | blend into the surroundings so | | | | |

| | no one can see him. The target | | | | |

| | can attack and use objects | | | | |

| | without disrupting the effect, | | | | |

| | but chameleon may range from 1% | | | | |

| | to 100% effectiveness. The | | | | |

| | effect's magnitude is the | | | | |

| | degree of concealment. | | | | |

| | | | | | |

|Charm | This effect temporarily |Illusion | 5 | X | X |

| | increases the target's | | | | |

| | disposition towards the caster. | | | | |

| | When the effect ends, the | | | | |

| | target's disposition returns to | | | | |

| | its original value. | | | | |

| | | | | | |

|Command | This effect compels a creature |Conjurat-| 15 | X | X |

|Creature | to fight the caster's enemies | ion | | | |

| | for the duration of the effect. | | | | |

| | The magnitude is the level of | | | | |

| | creature affected. When the | | | | |

| | effect ends, the creature | | | | |

| | returns to its normal behavior. | | | | |

| | | | | | |

|Command | This effect compels a humanoid |Conjurat-| 15 | X | X |

|Humanoid | to fight the caster's enemies | ion | | | |

| | for the duration of the effect. | | | | |

| | The magnitude is the level of | | | | |

| | humanoid affected. When the | | | | |

| | effect ends, the humanoid | | | | |

| | returns to its normal behavior. | | | | |

| | | | | | |

|Corprus | This effect gives the victim |Destruct-|2500| X | X |

| | corprus disease. Corpus is a | ion | | | |

| | special disease with unique | | | | |

| | properties. The victim remains | | | | |

| | affected by the disease until | | | | |

| | it is cured. | | | | |

| | | | | | |

|Cure | This effect cures the subject |Restorat-|2000| X | X |

|Blight | of any and all blight diseases. | ion | | | |

|Disease | | | | | |

| | | | | | |

|Cure | This effect cures the subject |Restorat-|300 | X | X |

|Common | of any and all common diseases. | ion | | | |

|Disease | | | | | |

| | | | | | |

|Cure | This effect cures the subject |Restorat-|2500| | |

|Corprus | of corprus disease. | ion | | | |

|Disease | | | | | |

| | | | | | |

|Cure | This effect cures the subject |Restorat-|100 | X | X |

|Paralyza- | of paralyzation. | ion | | | |

|tion | | | | | |

| | | | | | |

|Cure | This effect cures the subject |Restorat-|100 | X | X |

|Poison | of poisons affecting the | ion | | | |

| | subject. The effect does not | | | | |

| | restore health lost to poisons. | | | | |

| | | | | | |

|Damage | This effect lowers the value of |Destruct-| 8 | X | X |

|Attribute | one of a victim's attributes. | ion | | | |

| | Only Strength, Intelligence, | | | | |

| | Willpower, Agility, Speed, | | | | |

| | Endurance, Personality, and | | | | |

| | Luck are affected. Any derived | | | | |

| | attributes are recalculated. | | | | |

| | Attributes do not return to | | | | |

| | their original values at the | | | | |

| | end of the spell's duration; | | | | |

| | they can only be restored with | | | | |

| | the appropriate restore | | | | |

| | attribute spell or potion. The | | | | |

| | magnitude is the units of | | | | |

| | attribute lost each second of | | | | |

| | duration. | | | | |

| | | | | | |

|Damage | This effect lowers the value of |Destruct-| 4 | X | X |

|Fatigue | a victim's fatigue. Any derived | ion | | | |

| | attributes are recalculated. | | | | |

| | Fatigue does not return to its | | | | |

| | original value at the end of | | | | |

| | the spell's duration; it | | | | |

| | restores normally, or may be | | | | |

| | restored with a restore fatigue | | | | |

| | spell or potion. The magnitude | | | | |

| | is the units of fatigue lost | | | | |

| | each second of duration. | | | | |

| | | | | | |

|Damage | This effect lowers the value of |Destruct-| 8 | X | X |

|Health | a victim's health. Any derived | ion | | | |

| | attributes are recalculated. | | | | |

| | Health does not return to its | | | | |

| | original value at the end of | | | | |

| | the spell's duration; it | | | | |

| | restores normally, or may be | | | | |

| | restored with a restore health | | | | |

| | spell or potion. The magnitude | | | | |

| | is the units of health lost | | | | |

| | each second of duration. | | | | |

| | | | | | |

|Damage | This effect lowers the value of |Destruct-| 8 | X | X |

|Magicka | a victim's magicka. Any derived | ion | | | |

| | attributes are recalculated. | | | | |

| | Magicka does not return to its | | | | |

| | original value at the end of | | | | |

| | the spell's duration; it | | | | |

| | restores normally, or may be | | | | |

| | restored with a restore magicka | | | | |

| | spell or potion. The magnitude | | | | |

| | is the units of magicka lost | | | | |

| | each second of duration. | | | | |

| | | | | | |

|Damage | This effect lowers the value of |Destruct-| 8 | X | X |

|Skill | one of a victim's skills. | ion | | | |

| | Skills do not return to their | | | | |

| | original values at the end of | | | | |

| | the spell's duration; they can | | | | |

| | only be restored with the | | | | |

| | appropriate restore skill spell | | | | |

| | or potion. The magnitude is the | | | | |

| | units of skill lost each second | | | | |

| | of duration. | | | | |

| | | | | | |

|Demoralize| This effect temporarily |Illusion | 1 | X | X |

|Creature | increases a creature's flee | | | | |

| | rating (i.e., its inclination | | | | |

| | to flee from an attacker). The | | | | |

| | effect's magnitude is the value | | | | |

| | of the increase of the flee | | | | |

| | rating. When the effect ends, | | | | |

| | the creature's flee rating | | | | |

| | returns to normal. Humanoids, | | | | |

| | undead, Daedra, and artifacts | | | | |

| | are not affected. | | | | |

| | | | | | |

|Demoralize| This effect temporarily |Mysticism| 1 | X | X |

|Humanoid | increases a humanoid's flee | | | | |

| | rating (i.e., its inclination | | | | |

| | to flee from an attacker). The | | | | |

| | effect's magnitude is the value | | | | |

| | of the increase of the flee | | | | |

| | rating. When the effect ends, | | | | |

| | the humanoid's flee rating | | | | |

| | returns to normal. Creatures, | | | | |

| | undead, Daedra, and artifacts | | | | |

| | are not affected. | | | | |

| | | | | | |

|Detect | The caster of this effect can |Mysticism|0.75| X | X |

|Animal | detect any entity animated by a | | | | |

| | spirit; they appear on the map | | | | |

| | as symbols. This effect | | | | |

| | includes all characters and all | | | | |

| | classes of monsters (creatures, | | | | |

| | humanoids, elementals, Daedra, | | | | |

| | undead, artifacts, plants, | | | | |

| | vampires). The effect's | | | | |

| | magnitude is the range in feet | | | | |

| | from the caster that animals | | | | |

| | are detected. | | | | |

| | | | | | |

|Detect | The caster of this effect can |Mysticism| 1 | X | X |

|Enchantme-| detect enchanted items; they | | | | |

|nt | appear on the map as symbols. | | | | |

| | The effect's magnitude is the | | | | |

| | range in feet from the caster | | | | |

| | that enchanted items are | | | | |

| | detected. | | | | |

| | | | | | |

|Detect | The caster of this effect can |Mysticism| 1 | X | X |

|Key | detect keys; their locations | | | | |

| | appear on the map as symbols. | | | | |

| | The effect's magnitude is the | | | | |

| | range in feet from the caster | | | | |

| | that keys are detected. | | | | |

| | | | | | |

|Disintegr-| This effect damages the health |Destruct-| 6 | X | X |

|ate | rating of an equipped piece of | ion | | | |

|Armor | armor on a touched or ranged | | | | |

| | victim. | | | | |

| | | | | | |

|Disintegr-| This effect damages the health |Destruct-| 6 | X | X |

|ate | rating of an equipped weapon on | ion | | | |

|Weapon | a touched or ranged victim. | | | | |

| | | | | | |

|Dispel | This effect removes |Mysticism| 5 | X | X |

| | magicka-based spell effects | | | | |

| | from the subject. It does not | | | | |

| | affect abilities, disease, | | | | |

| | curses, or constant magic item | | | | |

| | effects. The magnitude is the | | | | |

| | chance an effect is removed. | | | | |

| | | | | | |

|Divine | The subject of this effect is |Mysticism|150 | X | X |

|Intervent-| transported instantaneously to | | | | |

|ion | the altar of the nearest shrine | | | | |

| | of the Imperial cult. | | | | |

| | | | | | |

|Drain | This effect temporarily lowers |Destruct-| 1 | X | X |

|Attribute | the value of one of a victim's | ion | | | |

| | attributes. Only Strength, | | | | |

| | Intelligence, Willpower, | | | | |

| | Agility, Speed, Endurance, | | | | |

| | Personality, and Luck are | | | | |

| | affected. Any derived | | | | |

| | attributes are recalculated. | | | | |

| | Attributes return to their | | | | |

| | original values when the spell | | | | |

| | ends. The magnitude is the | | | | |

| | units of attribute reduced each | | | | |

| | second of duration. | | | | |

| | | | | | |

|Drain | This effect temporarily lowers |Destruct-| 2 | X | X |

|Fatigue | the value of a victim's | ion | | | |

| | fatigue. Any derived attributes | | | | |

| | are recalculated. Fatigue | | | | |

| | returns to its original value | | | | |

| | when the spell ends. The | | | | |

| | magnitude is the units of | | | | |

| | fatigue reduced each second of | | | | |

| | duration. | | | | |

| | | | | | |

|Drain | This effect temporarily lowers |Destruct-| 4 | X | X |

|Health | the value of a victim's health. | ion | | | |

| | Any derived attributes are | | | | |

| | recalculated. Health returns to | | | | |

| | its original value when the | | | | |

| | spell ends. The magnitude is | | | | |

| | the units of health reduced | | | | |

| | each second of duration. | | | | |

| | | | | | |

|Drain | This effect temporarily lowers |Destruct-| 4 | X | X |

|Magicka | the value of a victim's | ion | | | |

| | magicka. Any derived attributes | | | | |

| | are recalculated. Magicka | | | | |

| | returns to its original value | | | | |

| | when the spell ends. The | | | | |

| | magnitude is the units of | | | | |

| | magicka reduced each second of | | | | |

| | duration. | | | | |

| | | | | | |

|Drain | This effect temporarily lowers |Destruct-| 1 | X | X |

|Skill | the value of a victim's skill. | ion | | | |

| | The skill returns to its | | | | |

| | original value when the spell | | | | |

| | ends. The magnitude is the | | | | |

| | units of skill reduced each | | | | |

| | second of duration. | | | | |

| | | | | | |

|EXTRA | N/A | N/A | 0 | | |

|SPELL | | | | | |

| | | | | | |

|Feather | This effect temporarily reduces |Alterati-| 1 | X | X |

| | the target's encumbrance, | on | | | |

| | resulting in a slower loss of | | | | |

| | fatigue. The magnitude is the | | | | |

| | units of weight removed from | | | | |

| | encumbrance. | | | | |

| | | | | | |

|Fire | This spell effect produces a |Destruct-| 5 | X | X |

|Damage | manifestation of elemental | ion | | | |

| | fire. Upon contact with an | | | | |

| | object, this manifestation | | | | |

| | explodes, causing damage. | | | | |

| | | | | | |

|Fire | This effect creates a shield of |Alterati-| 3 | X | X |

|Shield | elemental fire around the | on | | | |

| | subject's entire body. The | | | | |

| | spell adds its magnitude to the | | | | |

| | subject's Armor Rating, and | | | | |

| | also greatly reduces damage | | | | |

| | from fire attacks. | | | | |

| | | | | | |

|Fortify | This effect raises the |Restorat-| 1 | X | X |

|Attack | subject's chance of making a | ion | | | |

| | successful attack with a weapon | | | | |

| | or hand-to-hand attack. | | | | |

| | | | | | |

|Fortify | This effect temporarily |Restorat-| 1 | X | X |

|Attribute | increases the value of one of a | ion | | | |

| | subject's attributes. Only | | | | |

| | Strength, Intelligence, | | | | |

| | Willpower, Agility, Speed, | | | | |

| | Endurance, Personality, and | | | | |

| | Luck are affected. Any derived | | | | |

| | attributes are recalculated. | | | | |

| | Attributes return to their | | | | |

| | original values when the spell | | | | |

| | ends. The magnitude is the | | | | |

| | value of the increase of the | | | | |

| | attribute. | | | | |

| | | | | | |

|Fortify | This effect temporarily |Restorat-|0.5 | X | X |

|Fatigue | increases the value of a | ion | | | |

| | subject's fatigue. Any derived | | | | |

| | attributes are recalculated. | | | | |

| | Fatigue returns to its original | | | | |

| | values when the spell ends. The | | | | |

| | magnitude is the value of the | | | | |

| | increase in fatigue. | | | | |

| | | | | | |

|Fortify | This effect temporarily |Restorat-| 1 | X | X |

|Health | increases the value of a | ion | | | |

| | subject's health. Any derived | | | | |

| | attributes are recalculated. | | | | |

| | Health returns to its original | | | | |

| | values when the spell ends. The | | | | |

| | magnitude is the value of the | | | | |

| | increase in health. | | | | |

| | | | | | |

|Fortify | This effect temporarily |Restorat-| 1 | X | X |

|Magicka | increases the value of a | ion | | | |

| | subject's magicka. Any derived | | | | |

| | attributes are recalculated. | | | | |

| | Magicka returns to its original | | | | |

| | values when the spell ends. The | | | | |

| | magnitude is the value of the | | | | |

| | increase in magicka. | | | | |

| | | | | | |

|Fortify | This effect temporarily |Restorat-| 4 | | |

|Maximum | modifies the multiplier used to | ion | | | |

|Magicka | derive the amount of magicka a | | | | |

| | character has. The magnitude | | | | |

| | is multiplied by a character's | | | | |

| | Intelligence to derive magicka. | | | | |

| | The standard multiplier is 0.5 | | | | |

| | (Intelligence * 0.5). A | | | | |

| | magnitude of 2 produces magicka | | | | |

| | equal to the character's | | | | |

| | Intelligence * 2. | | | | |

| | | | | | |

|Fortify | This effect temporarily |Restorat-| 1 | X | X |

|Skill | increases the value of one of a | ion | | | |

| | subject's skills. The skill | | | | |

| | returns to its original value | | | | |

| | when the spell ends. The | | | | |

| | magnitude is the value of the | | | | |

| | increase in the skill. | | | | |

| | | | | | |

|Frenzy | This effect temporarily |Illusion | 1 | X | X |

|Creature | increases a creature's attack | | | | |

| | rating (i.e., its inclination | | | | |

| | to attack). The effect's | | | | |

| | magnitude is the value of the | | | | |

| | increase in the attack rating. | | | | |

| | When the effect ends, the | | | | |

| | creature's attack rating | | | | |

| | returns to normal. Humanoids, | | | | |

| | undead, Daedra, and artifacts | | | | |

| | are not affected. | | | | |

| | | | | | |

|Frenzy | This effect temporarily |Illusion | 1 | X | X |

|Humanoid | increases a humanoid's attack | | | | |

| | rating (i.e., its inclination | | | | |

| | to attack). The effect's | | | | |

| | magnitude is the value of the | | | | |

| | increase in the attack rating. | | | | |

| | When the effect ends, the | | | | |

| | humanoid's attack rating | | | | |

| | returns to normal. Creatures, | | | | |

| | undead, Daedra, and artifacts | | | | |

| | are not affected. | | | | |

| | | | | | |

|Frost | This spell effect produces a |Destruct-| 5 | X | X |

|Damage | manifestation of elemental | ion | | | |

| | frost. Upon contact with an | | | | |

| | object, this manifestation | | | | |

| | causes frost damage over the | | | | |

| | area of the spell. | | | | |

| | | | | | |

|Frost | This effect creates a shield of |Alterati-| 3 | X | X |

|Shield | elemental frost around the | on | | | |

| | subject's entire body. The | | | | |

| | spell adds its magnitude to the | | | | |

| | subject's Armor Rating, and | | | | |

| | also greatly reduces damage | | | | |

| | from frost attacks. | | | | |

| | | | | | |

|Invisibil-| This effect conceals the |Illusion | 20 | X | X |

|ity | presence of the subject from | | | | |

| | observers. If the subject | | | | |

| | attacks, speaks, or activates | | | | |

| | an object, the effect is | | | | |

| | dispelled. This magnitude of | | | | |

| | this effect is not variable; | | | | |

| | the subject is always 100% | | | | |

| | invisible. | | | | |

| | | | | | |

|Jump | This effect increases the |Alterati-| 3 | X | X |

| | height and distance of the | on | | | |

| | target's jumps. The magnitude | | | | |

| | is proportional to the increase | | | | |

| | in a jump's height and | | | | |

| | distance. | | | | |

| | | | | | |

|Levitate | This effect temporarily enables |Alterati-| 3 | X | X |

| | the target to levitate into the | on | | | |

| | air. The magnitude is the | | | | |

| | speed at which the subject can | | | | |

| | move through the air. | | | | |

| | | | | | |

|Light | This effect creates a |Illusion |0.2 | X | X |

| | projectile of coherent light. | | | | |

| | Upon striking a target, the | | | | |

| | projectile illuminates the area | | | | |

| | for the duration of the effect. | | | | |

| | The light projectile does not | | | | |

| | cause any damage. | | | | |

| | | | | | |

|Lightning | This effect creates a shield of |Alterati-| 3 | X | X |

|Shield | elemental shock around the | on | | | |

| | subject's entire body. The | | | | |

| | spell adds its magnitude to the | | | | |

| | subject's Armor Rating, and | | | | |

| | also greatly reduces damage | | | | |

| | from shock attacks. | | | | |

| | | | | | |

|Lock | This effect locks a container |Alterati-| 2 | X | X |

| | or door. The magnitude of the | on | | | |

| | effect is the lock level placed | | | | |

| | on the container or door. The | | | | |

| | effect has no duration; the | | | | |

| | container or door remains | | | | |

| | locked until unlocked by key, | | | | |

| | pick, or spell. | | | | |

| | | | | | |

|Mark | This effect establishes a |Mysticism|350 | X | X |

| | target location for the recall | | | | |

| | spell. The location is | | | | |

| | established directly at the | | | | |

| | position of the caster when the | | | | |

| | spell is cast. | | | | |

| | | | | | |

|Night Eye | This spell temporarily endows |Illusion |0.2 | X | X |

| | the subject with infravision, | | | | |

| | or the ability to see in the | | | | |

| | dark. The effect's magnitude is | | | | |

| | how much the ambient light | | | | |

| | level is raised. | | | | |

| | | | | | |

|Open | This effect opens a locked |Alterati-| 6 | X | X |

| | container or door. The effect's | on | | | |

| | magnitude is the highest lock | | | | |

| | level that can be opened. | | | | |

| | | | | | |

|Paralyze | This effect renders the target |Illusion | 40 | X | X |

| | unable to move. This effect | | | | |

| | has no magnitude, only | | | | |

| | duration. | | | | |

| | | | | | |

|Poison | This spell creates a poison |Destruct-| 9 | X | X |

| | spray of acid that causes | ion | | | |

| | damage to the health of the | | | | |

| | victim. A victim continues to | | | | |

| | lose health from the poison | | | | |

| | effect for the duration of the | | | | |

| | spell, unless the poison effect | | | | |

| | is canceled by a cure poison | | | | |

| | spell or potion. | | | | |

| | | | | | |

|Rally | This effect temporarily |Illusion |0.2 | X | X |

|Creature | decreases a creature's flee | | | | |

| | rating (i.e., its inclination | | | | |

| | to flee from an attacker). The | | | | |

| | effect's magnitude is the value | | | | |

| | of the decrease in the flee | | | | |

| | rating. When the effect ends, | | | | |

| | the creature's flee rating | | | | |

| | returns to normal. Humanoids, | | | | |

| | undead, Daedra, and artifacts | | | | |

| | are not affected. | | | | |

| | | | | | |

|Rally | This effect temporarily |Illusion |0.2 | X | X |

|Humanoid | decreases a humanoid's flee | | | | |

| | rating (i.e., its inclination | | | | |

| | to flee from an attacker). The | | | | |

| | effect's magnitude is the value | | | | |

| | of the decrease in the flee | | | | |

| | rating. When the effect ends, | | | | |

| | the humanoid's flee rating | | | | |

| | returns to normal. Creatures, | | | | |

| | undead, Daedra, and artifacts | | | | |

| | are not affected. | | | | |

| | | | | | |

|Recall | The subject of this spell is |Mysticism|350 | X | X |

| | instantaneously transported to | | | | |

| | the recall marker set by the | | | | |

| | Mark spell effect. | | | | |

| | | | | | |

|Reflect | This effect allows the subject |Mysticism| 10 | X | X |

| | to reflect spell effects back | | | | |

| | at an attacking caster. The | | | | |

| | effect's magnitude is the | | | | |

| | percent chance that spell | | | | |

| | effect is reflected. If the | | | | |

| | reflect spell is successful, | | | | |

| | the opposing spells reflect | | | | |

| | back at the attacking caster. | | | | |

| | If the reflect spell fails, the | | | | |

| | opposing spells take effect | | | | |

| | normally. | | | | |

| | | | | | |

|Remove | This effect will remove the |Restorat-| 15 | | |

|Curse | effects of a curse from the | ion | | | |

| | target. | | | | |

| | | | | | |

|Resist | This effect increases the |Restorat-| 5 | X | X |

|Blight | subject's resistance to blight | ion | | | |

|Disease | disease. The magnitude is | | | | |

| | percentage reduction in damage | | | | |

| | caused by blight disease | | | | |

| | effects. | | | | |

| | | | | | |

|Resist | This effect increases the |Restorat-| 2 | X | X |

|Common | subject's resistance to common | ion | | | |

|Disease | disease. The magnitude is | | | | |

| | percentage reduction in damage | | | | |

| | caused by common disease | | | | |

| | effects. | | | | |

| | | | | | |

|Resist | This effect increases the |Restorat-| 5 | X | X |

|Corprus | subject's resistance to corprus | ion | | | |

|Disease | disease. The magnitude is | | | | |

| | percentage reduction in damage | | | | |

| | caused by corprus disease | | | | |

| | effects. | | | | |

| | | | | | |

|Resist | This effect increases the |Restorat-| 2 | X | X |

|Fire | target's resistance to damage | ion | | | |

| | from elemental fire. The | | | | |

| | magnitude is percentage | | | | |

| | reduction in damage caused by | | | | |

| | elemental fire damage effects. | | | | |

| | | | | | |

|Resist | This effect increases the |Restorat-| 2 | X | X |

|Frost | target's resistance to damage | ion | | | |

| | from elemental frost. The | | | | |

| | magnitude is percentage | | | | |

| | reduction in damage caused by | | | | |

| | elemental frost damage effects. | | | | |

| | | | | | |

|Resist | This effect increases the |Restorat-| 2 | X | X |

|Magicka | target's resistance to damage | ion | | | |

| | from magicka-based attacks | | | | |

| | (i.e., magical attacks not | | | | |

| | based on elemental forces). The | | | | |

| | magnitude is percentage | | | | |

| | reduction in damage caused by | | | | |

| | non-elemental magical damage | | | | |

| | effects. | | | | |

| | | | | | |

|Resist | This effect increases the |Restorat-| 5 | X | X |

|Normal | target's resistance to damage | ion | | | |

|Weapons | caused by normal (i.e., not | | | | |

| | enchanted or silvered) weapons. | | | | |

| | The magnitude is percentage | | | | |

| | reduction in damage caused by | | | | |

| | normal weapons. | | | | |

| | | | | | |

|Resist | This effect increases the |Restorat-|0.2 | X | X |

|Paralysis | target's resistance to | ion | | | |

| | paralysis. The magnitude is the | | | | |

| | percentage added to the | | | | |

| | subject's standard resistance. | | | | |

| | | | | | |

|Resist | This effect increases the |Restorat-| 2 | X | X |

|Poison | target's resistance to damage | ion | | | |

| | from poison. The magnitude is | | | | |

| | percentage reduction in damage | | | | |

| | caused by poison damage | | | | |

| | effects. | | | | |

| | | | | | |

|Resist | This effect increases the |Restorat-| 2 | X | X |

|Shock | target's resistance to damage | ion | | | |

| | from elemental shock. The | | | | |

| | magnitude is percentage | | | | |

| | reduction in damage caused by | | | | |

| | elemental shock damage effects. | | | | |

| | | | | | |

|Restore | If one of a subject's |Restorat-| 1 | X | X |

|Attribute | attributes has been reduced by | ion | | | |

| | magical attack, the effect can | | | | |

| | restore the attribute to its | | | | |

| | original value. Only Strength, | | | | |

| | Intelligence, Willpower, | | | | |

| | Agility, Speed, Endurance, | | | | |

| | Personality, and Luck are | | | | |

| | affected. The magnitude is the | | | | |

| | units of attribute restored for | | | | |

| | each second of duration. | | | | |

| | | | | | |

|Restore | If a subject's fatigue has been |Restorat-| 1 | X | X |

|Fatigue | reduced by magical attack, the | ion | | | |

| | effect can restore fatigue to | | | | |

| | its original value. The | | | | |

| | magnitude is the units of | | | | |

| | fatigue restored for each | | | | |

| | second of duration. | | | | |

| | | | | | |

|Restore | If a subject's health has been |Restorat-| 5 | X | X |

|Health | reduced by magical attack, the | ion | | | |

| | effect can restore health to | | | | |

| | its original value. The | | | | |

| | magnitude is the units of | | | | |

| | health restored for each second | | | | |

| | of duration. | | | | |

| | | | | | |

|Restore | If a subject's magicka has been |Restorat-| 5 | | |

|Magicka | reduced by magical attack, the | ion | | | |

| | effect can restore magicka to | | | | |

| | its original value. The | | | | |

| | magnitude is the units of | | | | |

| | magicka restored for each | | | | |

| | second of duration. | | | | |

| | | | | | |

|Restore | If one of a subject's skills |Restorat-| 1 | X | X |

|Skill | has been reduced by magical | ion | | | |

| | attack, the effect can restore | | | | |

| | that skill to its original | | | | |

| | value. The magnitude is the | | | | |

| | units of skill restored for | | | | |

| | each second of duration. | | | | |

| | | | | | |

|Sanctuary | This effect causes the target |Illusion | 1 | X | X |

| | to be harder to hit. The | | | | |

| | magnitude is the value that is | | | | |

| | added to the the target's | | | | |

| | chance to dodge attacks. | | | | |

| | | | | | |

|Shield | This effect creates a magical |Alterati-| 2 | X | X |

| | shield around the subject's | on | | | |

| | entire body. The spell adds its | | | | |

| | magnitude to the subject's | | | | |

| | Armor Rating. | | | | |

| | | | | | |

|Shock | This spell effect produces |Destruct-| 7 | X | X |

|Damage | bolts of elemental lightning. | ion | | | |

| | The magnitude is the damage | | | | |

| | received by the first victim | | | | |

| | along a bolt's path. | | | | |

| | | | | | |

|Silence | The effect temporarily renders |Illusion | 40 | X | X |

| | a victim unable to cast spells. | | | | |

| | | | | | |

|SlowFall | The effects slow the rate of |Alterati-| 3 | X | X |

| | descent of the target, reducing | on | | | |

| | damage received upon landing. | | | | |

| | | | | | |

|Soultrap | Traps the soul of the target |Mysticism| 2 | X | X |

| | creature in the smallest empty | | | | |

| | soul gem in the caster's | | | | |

| | inventory, if the creature is | | | | |

| | killed during the effect's | | | | |

| | duration. | | | | |

| | | | | | |

|Sound | This effect produces a |Illusion | 3 | X | X |

| | disorienting noise in the | | | | |

| | victim's mind. The magnitude is | | | | |

| | the reduction in the victim's | | | | |

| | chance to successfully cast | | | | |

| | spells (and the relative | | | | |

| | magnitude of the sound's | | | | |

| | volume). | | | | |

| | | | | | |

|Spell | This effect allows the caster |Mysticism| 10 | X | X |

|Absorption| to absorb an attacking spell's | | | | |

| | power as an increase to his | | | | |

| | reservoir of magicka. The | | | | |

| | magnitude is the percentage | | | | |

| | chance that an attacking spell | | | | |

| | is absorbed. If successful, the | | | | |

| | caster absorbs the attacking | | | | |

| | spell's cost in spell points as | | | | |

| | increased magicka. (The | | | | |

| | caster's magicka cannot be | | | | |

| | increased above the caster's | | | | |

| | standard magicka score.) If | | | | |

| | failed, the attacking spell | | | | |

| | takes effect normally. | | | | |

| | | | | | |

|Stunted | Prevents the target from |Destruct-| 1 | | |

|Magicka | regenerating Magicka while | ion | | | |

| | sleeping for the duration of | | | | |

| | the effect. | | | | |

| | | | | | |

|Summon | This effect summons an |Conjurat-| 7 | X | X |

|Ancestral | ancestral ghost from the Outer | ion | | | |

|Ghost | Realms. It appears six feet in | | | | |

| | front of the caster and attacks | | | | |

| | any entity that attacks the | | | | |

| | caster until the effect ends or | | | | |

| | the summoning is killed. At | | | | |

| | death, or when the effect ends, | | | | |

| | the summoning disappears, | | | | |

| | returning to the Outer Realms. | | | | |

| | If summoned in town, the guards | | | | |

| | will attack you and the | | | | |

| | summoning on sight. | | | | |

| | | | | | |

|Summon | This effect summons a bonelord |Conjurat-| 25 | X | X |

|Bonelord | from the Outer Realms. It | ion | | | |

| | appears six feet in front of | | | | |

| | the caster and attacks any | | | | |

| | entity that attacks the caster | | | | |

| | until the effect ends or the | | | | |

| | summoning is killed. At death, | | | | |

| | or when the effect ends, the | | | | |

| | summoning disappears, returning | | | | |

| | to the Outer Realms. If | | | | |

| | summoned in town, the guards | | | | |

| | will attack you and the | | | | |

| | summoning on sight. | | | | |

| | | | | | |

|Summon | This effect summons a lesser |Conjurat-| 13 | X | X |

|Bonewalker| bonewalker from the Outer | ion | | | |

| | Realms. It appears six feet in | | | | |

| | front of the caster and attacks | | | | |

| | any entity that attacks the | | | | |

| | caster until the effect ends or | | | | |

| | the summoning is killed. At | | | | |

| | death, or when the effect ends, | | | | |

| | the summoning disappears, | | | | |

| | returning to the Outer Realms. | | | | |

| | If summoned in town, the guards | | | | |

| | will attack you and the | | | | |

| | summoning on sight. | | | | |

| | | | | | |

|Summon | This effect summons a centurion |Conjurat-| 25 | | |

|Centurion | sphere from Oblivion. It | ion | | | |

|Sphere | appears six feet in front of | | | | |

| | the caster and attacks any | | | | |

| | entity that attacks the caster | | | | |

| | until the effect ends or the | | | | |

| | summoning is killed. At death, | | | | |

| | or when the effect ends, the | | | | |

| | summoning disappears, returning | | | | |

| | to Oblivion. If summoned in | | | | |

| | town, the guards will attack | | | | |

| | you and the summoning on sight. | | | | |

| | | | | | |

|Summon | This effect summons a clannfear |Conjurat-| 22 | X | X |

|Clannfear | from Oblivion. It appears six | ion | | | |

| | feet in front of the caster and | | | | |

| | attacks any entity that attacks | | | | |

| | the caster until the effect | | | | |

| | ends or the summoning is | | | | |

| | killed. At death, or when the | | | | |

| | effect ends, the summoning | | | | |

| | disappears, returning to | | | | |

| | Oblivion. If summoned in town, | | | | |

| | the guards will attack you and | | | | |

| | the summoning on sight. | | | | |

| | | | | | |

|Summon | This effect summons a daedroth |Conjurat-| 32 | X | X |

|Daedroth | from Oblivion. It appears six | ion | | | |

| | feet in front of the caster and | | | | |

| | attacks any entity that attacks | | | | |

| | the caster until the effect | | | | |

| | ends or the summoning is | | | | |

| | killed. At death, or when the | | | | |

| | effect ends, the summoning | | | | |

| | disappears, returning to | | | | |

| | Oblivion. If summoned in town, | | | | |

| | the guards will attack you and | | | | |

| | the summoning on sight. | | | | |

| | | | | | |

|Summon | This effect summons a dremora |Conjurat-| 28 | X | X |

|Dremora | from Oblivion. It appears six | ion | | | |

| | feet in front of the caster and | | | | |

| | attacks any entity that attacks | | | | |

| | the caster until the effect | | | | |

| | ends or the summoning is | | | | |

| | killed. At death, or when the | | | | |

| | effect ends, the summoning | | | | |

| | disappears, returning to | | | | |

| | Oblivion. If summoned in town, | | | | |

| | the guards will attack you and | | | | |

| | the summoning on sight. | | | | |

| | | | | | |

|Summon | This effect summons a flame |Conjurat-| 23 | X | X |

|Flame | atronach from Oblivion. It | ion | | | |

|Atronach | appears six feet in front of | | | | |

| | the caster and attacks any | | | | |

| | entity that attacks the caster | | | | |

| | until the effect ends or the | | | | |

| | summoning is killed. At death, | | | | |

| | or when the effect ends, the | | | | |

| | summoning disappears, returning | | | | |

| | to Oblivion. If summoned in | | | | |

| | town, the guards will attack | | | | |

| | you and the summoning on sight. | | | | |

| | | | | | |

|Summon | This effect summons a frost |Conjurat-| 27 | X | X |

|Frost | atronach from Oblivion. It | ion | | | |

|Atronach | appears six feet in front of | | | | |

| | the caster and attacks any | | | | |

| | entity that attacks the caster | | | | |

| | until the effect ends or the | | | | |

| | summoning is killed. At death, | | | | |

| | or when the effect ends, the | | | | |

| | summoning disappears, returning | | | | |

| | to Oblivion. If summoned in | | | | |

| | town, the guards will attack | | | | |

| | you and the summoning on sight. | | | | |

| | | | | | |

|Summon | This effect summons a golden |Conjurat-| 55 | X | X |

|Golden | saint from Oblivion. It appears | ion | | | |

|Saint | six feet in front of the caster | | | | |

| | and attacks any entity that | | | | |

| | attacks the caster until the | | | | |

| | effect ends or the summoning is | | | | |

| | killed. At death, or when the | | | | |

| | effect ends, the summoning | | | | |

| | disappears, returning to | | | | |

| | Oblivion. If summoned in town, | | | | |

| | the guards will attack you and | | | | |

| | the summoning on sight. | | | | |

| | | | | | |

|Summon | This effect summons a greater |Conjurat-| 15 | X | X |

|Greater | bonewalker from Oblivion. It | ion | | | |

|Bonewalker| appears six feet in front of | | | | |

| | the caster and attacks any | | | | |

| | entity that attacks the caster | | | | |

| | until the effect ends or the | | | | |

| | summoning is killed. At death, | | | | |

| | or when the effect ends, the | | | | |

| | summoning disappears, returning | | | | |

| | to Oblivion. If summoned in | | | | |

| | town, the guards will attack | | | | |

| | you and the summoning on sight. | | | | |

| | | | | | |

|Summon | This effect summons a hunger |Conjurat-| 29 | X | X |

|Hunger | from Oblivion. It appears six | ion | | | |

| | feet in front of the caster and | | | | |

| | attacks any entity that attacks | | | | |

| | the caster until the effect | | | | |

| | ends or the summoning is | | | | |

| | killed. At death, or when the | | | | |

| | effect ends, the summoning | | | | |

| | disappears, returning to | | | | |

| | Oblivion. If summoned in town, | | | | |

| | the guards will attack you and | | | | |

| | the summoning on sight. | | | | |

| | | | | | |

|Summon | This effect summons a scamp |Conjurat-| 12 | X | X |

|Scamp | from Oblivion. It appears six | ion | | | |

| | feet in front of the caster and | | | | |

| | attacks any entity that attacks | | | | |

| | the caster until the effect | | | | |

| | ends or the summoning is | | | | |

| | killed. At death, or when the | | | | |

| | effect ends, the summoning | | | | |

| | disappears, returning to | | | | |

| | Oblivion. If summoned in town, | | | | |

| | the guards will attack you and | | | | |

| | the summoning on sight. | | | | |

| | | | | | |

|Summon | This effect summons a skeletal |Conjurat-| 13 | X | X |

|Skeletal | minion from Oblivion. It | ion | | | |

|Minion | appears six feet in front of | | | | |

| | the caster and attacks any | | | | |

| | entity that attacks the caster | | | | |

| | until the effect ends or the | | | | |

| | summoning is killed. At death, | | | | |

| | or when the effect ends, the | | | | |

| | summoning disappears, returning | | | | |

| | to Oblivion. If summoned in | | | | |

| | town, the guards will attack | | | | |

| | you and the summoning on sight. | | | | |

| | | | | | |

|Summon | This effect summons a storm |Conjurat-| 38 | X | X |

|Storm | atronach from Oblivion. It | ion | | | |

|Atronach | appears six feet in front of | | | | |

| | the caster and attacks any | | | | |

| | entity that attacks the caster | | | | |

| | until the effect ends or the | | | | |

| | summoning is killed. At death, | | | | |

| | or when the effect ends, the | | | | |

| | summoning disappears, returning | | | | |

| | to Oblivion. If summoned in | | | | |

| | town, the guards will attack | | | | |

| | you and the summoning on sight. | | | | |

| | | | | | |

|Summon | This effect summons a winged |Conjurat-| 52 | X | X |

|Winged | twilight from Oblivion. It | ion | | | |

|Twilight | appears six feet in front of | | | | |

| | the caster and attacks any | | | | |

| | entity that attacks the caster | | | | |

| | until the effect ends or the | | | | |

| | summoning is killed. At death, | | | | |

| | or when the effect ends, the | | | | |

| | summoning disappears, returning | | | | |

| | to Oblivion. If summoned in | | | | |

| | town, the guards will attack | | | | |

| | you and the summoning on sight. | | | | |

| | | | | | |

|Sun | This effect causes the victim's |Destruct-| 1 | | |

|Damage | health to be damaged while out | ion | | | |

| | of doors when the sun is up. | | | | |

| | The magnitude is the amount of | | | | |

| | health damaged. Damage is | | | | |

| | modified by the amount by the | | | | |

| | relative height of the sun in | | | | |

| | the sky, with the least damage | | | | |

| | at sunrise or sunset. | | | | |

| | | | | | |

|Swift | This effect temporarily |Alterati-| 2 | X | X |

|Swim | increases the swimming speed of | on | | | |

| | the subject. | | | | |

| | | | | | |

|Telekines-| This effect allows the subject |Mysticism| 1 | X | X |

|is | to pick up items, open | | | | |

| | containers, or open interior | | | | |

| | doors from a distance. The | | | | |

| | magnitude is the increased | | | | |

| | number of feet the subject can | | | | |

| | reach. | | | | |

| | | | | | |

|Turn | This effect temporarily |Conjurat-|0.2 | X | X |

|Undead | increases an undead creature's | ion | | | |

| | flee rating (i.e., its | | | | |

| | inclination to flee from an | | | | |

| | attacker). The effect's | | | | |

| | magnitude is the value of the | | | | |

| | increase of the flee rating. | | | | |

| | | | | | |

|Vampirism | This effect confers upon a |Destruct-| 5 | | |

| | subject all the abilities and | ion | | | |

| | weaknesses of the disease | | | | |

| | called vampirism. | | | | |

| | | | | | |

|Water | This effect permits the subject |Alterati-| 3 | X | X |

|Breathing | to breathe underwater for the | on | | | |

| | duration. | | | | |

| | | | | | |

|Water | This effect permits the subject |Alterati-| 3 | X | X |

|Walking | to walk on the surface of water | on | | | |

| | for the duration. | | | | |

| | | | | | |

|Weakness | This effect decreases the |Destruct-| 4 | X | X |

|to Blight | target's resistance to blight | ion | | | |

|Disease | disease. | | | | |

| | | | | | |

|Weakness | This effect decreases the |Destruct-| 2 | X | X |

|to Common | target's resistance to Common | ion | | | |

|Disease | Disease. | | | | |

| | | | | | |

|Weakness | This effect decreases the |Destruct-| 4 | X | X |

|to Corprus| target's resistance to corprus | ion | | | |

| Disease | disease. | | | | |

| | | | | | |

| | | | | | |

|Weakness | This effect decreases the |Destruct-| 2 | X | X |

|to Fire | target's resistance to damage | ion | | | |

| | from elemental fire. | | | | |

| | | | | | |

|Weakness | This effect decreases the |Destruct-| 2 | X | X |

|to Frost | target's resistance to damage | ion | | | |

| | from elemental frost. | | | | |

| | | | | | |

|Waekness | This effect decreases the |Destruct-| 2 | X | X |

|to Magicka| target's resistance to damage | ion | | | |

| | from non-elemental magical | | | | |

| | effects. | | | | |

| | | | | | |

|Weakness | This effect decreases the |Destruct-| 2 | X | X |

|to Normal | target's resistance to damage | ion | | | |

|Weapon | from normal weapons (i.e., | | | | |

| | weapons not enchanted or | | | | |

| | silvered). | | | | |

| | | | | | |

|Weakness | This effect decreases the |Destruct-| 2 | X | X |

|to Poison | target's resistance to damage | ion | | | |

| | from poison. | | | | |

| | | | | | |

|Weakness | This effect decreases the |Destruct-| 2 | X | X |

|to Shock | target's resistance to damage | ion | | | |

| | from elemental shock. | | | | |

+----------+---------------------------------+---------+----+-------+-------+

=============================================================================

Section 17: Books

=============================================================================

-----------------------------------------------------------------------------

17.1: Books That Raise Skills

-----------------------------------------------------------------------------

There are certain books across the world that when read will raise one of your

skills by one point. There are five books for each skill, and multiple copies

of those books. Reading a particular title that will raise your skill, will do

so only once, For example if you read "A Game At Dinner" twice, or two copies

of that book you will only gain one point of alchemy, but if you read "A Game

At Dinner" and "The Cake And The Diamond" you will get two points in alchemy.

-------------------------------+---------------+-----------------------------

| |# IN

NAME OF BOOK |SKILL RAISED |WORLD

-------------------------------+---------------+-----------------------------

Realizations of Acrobacy Acrobatics 5

A Dance in Fire, Chapter 1 Acrobatics 6

A Dance in Fire, Chapter 4 Acrobatics 6

The Black Arrow, Volume I Acrobatics 4

Mystery of Talara, Part 1 Acrobatics 4

A Game at Dinner Alchemy 8

The Cake and the Diamond Alchemy 5

Song of the Alchemists Alchemy 6

36 Lessons of Vivec, Sermon 2 Alchemy 5

36 Lessons of Vivec, Sermon 18 Alchemy 4

Breathing Water Alteration 5

The Dragon Break Re-Examined Alteration 5

Sithis Alteration 5

36 Lessons of Vivec, Sermon 13 Alteration 4

The Lunar Lorkhan Alteration 5

The Armorer's Challenge Armorer 5

Last Scabbard of Akrash Armorer 6

36 Lessons of Vivec, Sermon 6 Armorer 5

36 Lessons of Vivec, Sermon 25 Armorer 5

36 Lessons of Vivec, Sermon 29 Armorer 4

The Ransom of Zarek Athletics 6

A Dance in Fire, Chapter 3 Athletics 6

36 Lessons of Vivec, Sermon 1 Athletics 4

36 Lessons of Vivec, Sermon 8 Athletics 3

36 Lessons of Vivec, Sermon 29 Athletics 4

The Third Door Axe 7

The Axe Man Axe 6

The Seed Axe 6

36 Lessons of Vivec, Sermon 5 Axe 4

36 Lessons of Vivec, Sermon 16 Axe 3

Death Blow of Abernanit Block 4

The Mirror Block 5

A Dance in Fire, Chapter 2 Block 5

36 Lessons of Vivec, Sermon 7 Block 4

36 Lessons of Vivec, Sermon 32 Block 4

The Hope of the Redoran Blunt Weapon 6

The Importance of Where Blunt Weapon 5

Night Falls On Sentinel Blunt Weapon 3

36 Lessons of Vivec, Sermon 3 Blunt Weapon 5

36 Lessons of Vivec, Sermon 9 Blunt Weapon 3

Feyfolken II Conjuration 5

Feyfolken III Conjuration 6

2920, Hearth Fire Conjuration 5

2920, FrostFall Conjuration 5

The Warrior's Charge Conjuration 3

The Horror of Castle Xyr Destruction 6

Response to Bero's Speech Destruction 5

A Hypothetical Treachery Destruction 5

The Art of War Magic Destruction 5

Mystery of Talara, Part 3 Destruction 3

Feyfolken I Enchant 6

The Wolf Queen, Book VIII Enchant 5

Palla, Book II Enchant 6

36 Lessons of Vivec, Sermon 19 Enchant 4

The Final Lesson Enchant 5

The Prayers of Baranat Hand-to-Hand 5

The Wolf Queen, Book II Hand-to-Hand 5

Charwich-Koniinge, Volume 2 Hand-to-Hand 4

Charwich-Koniinge, Volume 4 Hand-to-Hand 3

Master Zoaraym's Tale Hand-to-Hand 3

Hallgerd's Tale Heavy Armor 6

2920, MidYear Heavy Armor 4

Chimarvamidium Heavy Armor 3

How Orsinium Passed to the Orcs Heavy Armor 5

36 Lessons of Vivec, Sermon 12 Heavy Armor 4

The Wolf Queen, Book III Illusion 4

Silence Illusion 4

Incident in Necrom Illusion 4

Palla, Book I Illusion 4

Mystery of Talara, Part 4 Illusion 4

The Rear Guard Light Armor 5

Ice and Chilton Light Armor 5

Lord Jornibret's Last Dance Light Armor 4

36 Lessons of Vivec, Sermon 21 Light Armor 3

36 Lessons of Vivec, Sermon 28 Light Armor 5

Words and Philosophy Long Blade 6

2920, Morning Star Long Blade 4

36 Lessons of Vivec, Sermon 17 Long Blade 5

36 Lessons of Vivec, Sermon 20 Long Blade 4

36 Lessons of Vivec, Sermon 23 Long Blade 3

The Gold Ribbon of Merrit Marksman 4

A Dance in Fire, Chapter 5 Marksman 5

Vernaccus and Bourlor Marksman 4

The Marksmanship Lesson Marksman 5

The Black Arrow, Volume II Marksman 3

Cherim's Heart of Anequina Medium Armor 5

Bone, Part One Medium Armor 4

Bone, Part Two Medium Armor 4

36 Lessons of Vivec, Sermon 22 Medium Armor 4

36 Lessons of Vivec, Sermon 33 Medium Armor 4

The Buying Game Mercantile 5

The Wolf Queen, Book IV Mercantile 5

2920, Sun's Height Mercantile 4

36 Lessons of Vivec, Sermon 6 Mercantile 5

36 Lessons of Vivec, Sermon 7 Mercantile 4

Mystery of Talara, Part 5 Unknown 3

The Firsthold Revolt Mysticism 5

2920, Sun's Dawn Mysticism 5

36 Lessons of Vivec, Sermon 4 Mysticism 5

36 Lessons of Vivec, Sermon 36 Mysticism 5

Charwich-Koniinge, Volume 3 Mysticism 4

Withershins Restorations 6

Notes on Racial Phylogeny Restorations 5

The Four Suitors of Benitah Restorations 5

2920, Rain's Hand Restorations 5

Mystery of Talara, Part 2 Restorations 3

The Locked Room Security 5

The Wolf Queen, Book I Security 5

The Dowry Security 5

Chance's Folly Security 5

Surfeit of Thieves Security 4

Unnamed Book Short Blade 5

2920, Sun's Dusk Short Blade 4

2920, Evening Star Short Blade 4

36 Lessons of Vivec, Sermon 10 Short Blade 5

36 Lessons of Vivec, Sermon 30 Short Blade 4

The Wolf Queen, Book VI Sneak 4

2920, Last Seed Sneak 4

Azura and the Box Sneak 5

Trap Sneak 3

36 Lessons of Vivec, Sermon 26 Sneak 5

Smuggler's Island Spear 4

2920, First Seed Spear 4

36 Lessons of Vivec, Sermon 14 Spear 3

36 Lessons of Vivec, Sermon 24 Spear 5

36 Lessons of Vivec, Sermon 35 Spear 4

Biography of the Wolf Queen Speechcraft 5

The Wolf Queen, Book V Speechcraft 5

2920, Second Seed Speechcraft 4

The Wolf Queen, Book VII Speechcraft 5

36 Lessons of Vivec, Sermon 27 Speechcraft 6

The Wraith's Wedding Dowry Unarmored 5

Charwich-Koniinge, Volume I Unarmored 3

36 Lessons of Vivec, Sermon 11 Unarmored 5

36 Lessons of Vivec, Sermon 15 Unarmored 3

36 Lessons of Vivec, Sermon 34 Unarmored 3

-----------------------------------------------------------------------------

17.2: Books That Have Other Effects

-----------------------------------------------------------------------------

While reading these books will not give you a stat boost, they will give you

some other benefit.

-------------------------------+---------------------------------------------

Book |Effect

-------------------------------+---------------------------------------------

The Pilgrims Path Adds the following places on your map: Gnisis,

Vivec, Ghostgate, Koal Cave Entrance, and the

Fields of Kummu

Devine Metaphysics Adds the topic "Devine Metaphysics" as a

conversation topic.

The Egg of Time Adds the topic "The Egg of Time" as a

conversation topic.

Secrets of Dwemer Animunculi Gives you the spell "Summon Centurian"

=============================================================================

Section 18: Races

=============================================================================

This section a list of races and their starting attributes for a given class.

If you know what race you want to be then this guide will help you choose a

class that will best use your skills.

The format is as follows:

Race name:

Description: A brief overview of the races history

Skill bonuses: A list of the bonuses to skills that are added to the classes

base stats

Specials: A list of special spells and powers that the race gets

Class list: A chart of the stats the race gets in every class

-----------------------------------------------------------------------------

18.1 Argonian

-----------------------------------------------------------------------------

Little known and less is understood about the reptilian denizens of Black

Marsh. Years of defending their borders have made the Argonians experts in

guerilla warfare, and their natural abilities make them equally at home in

water or on land. They are well suited for the treacherous swamps of their

homeland, and have developed natural immunities to the diseases and poisons

that have doomed many would-be explorers of the region.

Skill Bonuses: Alchemy +5

Athletics +15

Illusion +5

Med. Armor +5

Mysticism +5

Spear +5

Unarmored +5

Specials: Resist Disease 75 Points

Immune to Poison

Water Breathing

+--------------+---------+---------+---------+----------+-----------+

| | Acrobat | Agent | Archer | Assassin | Barbarian |

+--------------+---------+---------+---------+----------+-----------+

| | | | | | |

| Strength | 40 | 40 | 50 | 40 | 50 |

| Intelligence | 40/50* | 40/50* | 40/50* | 50/60* | 40/50* |

| Willpower | 40/50* | 30/40* | 30/40* | 30/40* | 30/40* |

| Agility | 60/50* | 60/50* | 60/50* | 50/40* | 50/40* |

| Speed | 50/40* | 50 | 50/40* | 60/50* | 60/50* |

| Endurance | 30 | 30 | 30 | 30 | 30 |

| Personality | 30 | 40 | 30 | 30 | 30 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 35 | 15 | 35 |

| Armorer | 5 | 5 | 10 | 5 | 20 |

| Medium Armor | 10 | 10 | 25 | 10 | 40 |

| Heavy Armor | 5 | 5 | 10 | 5 | 10 |

| Blunt Weapon | 5 | 5 | 10 | 5 | 35 |

| Long Blade | 5 | 5 | 35 | 15 | 10 |

| Axe | 5 | 5 | 10 | 5 | 35 |

| Spear | 20 | 20 | 25 | 10 | 15 |

| Athletics | 45 | 45 | 50 | 30 | 50 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 15 | 15 | 5 | 5 | 5 |

| Illusion | 10 | 10 | 10 | 10 | 10 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 10 | 10 | 10 | 10 | 10 |

| Restoration | 5 | 5 | 15 | 5 | 5 |

| Alchemy | 10 | 10 | 10 | 20 | 10 |

| Unarmored | 35 | 35 | 20 | 10 | 20 |

| | | | | | |

| Security | 10 | 10 | 5 | 20 | 5 |

| Sneak | 35 | 35 | 15 | 35 | 5 |

| Acrobatics | 35 | 35 | 5 | 35 | 15 |

| Light Armor | 20 | 20 | 30 | 35 | 15 |

| Short Blade | 10 | 10 | 5 | 35 | 5 |

| Marksman | 35 | 35 | 30 | 35 | 15 |

| Mercantile | 10 | 10 | 5 | 10 | 5 |

| Speechcraft | 20 | 20 | 5 | 10 | 5 |

| Hand-to-Hand | 20 | 20 | 5 | 10 | 5 |

+--------------+---------+---------+---------+----------+-----------+

* Male/Female

+--------------+---------+------------+----------+--------+---------+

| | Bard | Battlemage | Crusader | Healer | Knight |

+--------------+---------+------------+----------+--------+---------+

| | | | | | |

| Strength | 40 | 50 | 50 | 40 | 50 |

| Intelligence | 50/60* | 50/60* | 40/50* | 40/50* | 40/50* |

| Willpower | 30/40* | 30/40* | 30/40* | 40/50* | 30/40* |

| Agility | 50/40* | 50/40* | 60/50* | 50/40* | 50/40* |

| Speed | 50/40* | 50/40* | 50/40* | 50/40* | 50/40* |

| Endurance | 30 | 30 | 30 | 30 | 30 |

| Personality | 40 | 30 | 30 | 40 | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 30 | 5 | 35 | 5 | 35 |

| Armorer | 5 | 5 | 20 | 5 | 20 |

| Medium Armor | 20 | 10 | 25 | 10 | 25 |

| Heavy Armor | 5 | 30 | 35 | 5 | 35 |

| Blunt Weapon | 5 | 5 | 35 | 15 | 10 |

| Long Blade | 30 | 15 | 35 | 5 | 35 |

| Axe | 5 | 30 | 10 | 5 | 35 |

| Spear | 10 | 10 | 15 | 10 | 15 |

| Athletics | 20 | 20 | 25 | 20 | 25 |

| | | | | | |

| Enchant | 15 | 20 | 5 | 10 | 15 |

| Destruction | 5 | 35 | 30 | 10 | 5 |

| Alternation | 5 | 35 | 5 | 35 | 5 |

| Illusion | 20 | 15 | 10 | 25 | 10 |

| Conjuration | 5 | 35 | 5 | 10 | 5 |

| Mysticism | 10 | 25 | 10 | 40 | 10 |

| Restoration | 5 | 10 | 15 | 35 | 15 |

| Alchemy | 35 | 25 | 20 | 25 | 10 |

| Unarmored | 10 | 15 | 10 | 25 | 10 |

| | | | | | |

| Security | 20 | 5 | 5 | 5 | 5 |

| Sneak | 10 | 5 | 5 | 5 | 5 |

| Acrobatics | 35 | 5 | 5 | 5 | 5 |

| Light Armor | 10 | 5 | 5 | 15 | 5 |

| Short Blade | 10 | 5 | 5 | 5 | 5 |

| Marksman | 10 | 15 | 5 | 5 | 5 |

| Mercantile | 20 | 5 | 5 | 5 | 15 |

| Speechcraft | 10 | 5 | 5 | 30 | 30 |

| Hand-to-Hand | 35 | 5 | 15 | 30 | 5 |

+--------------+---------+------------+----------+--------+---------+

* Male/Female

+--------------+---------+---------+------------+----------+--------+

| | Mage | Monk | Nightblade | Pilgrim | Rogue |

+--------------+---------+---------+------------+----------+--------+

| | | | | | |

| Strength | 40 | 40 | 40 | 40 | 40 |

| Intelligence | 50/60* | 40/50* | 40/50* | 40/50* | 40/50* |

| Willpower | 40/50* | 40/50* | 40/50* | 30/40* | 30/40* |

| Agility | 50/40* | 60/50* | 50/40* | 50/40* | 50/40* |

| Speed | 50/40* | 50/40* | 60/50* | 50/40* | 60/50* |

| Endurance | 30 | 30 | 30 | 40 | 30 |

| Personality | 30 | 30 | 30 | 40 | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 15 | 5 | 15 | 15 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Medium Armor | 10 | 10 | 10 | 35 | 20 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 5 | 15 | 5 | 5 | 5 |

| Long Blade | 5 | 5 | 5 | 5 | 15 |

| Axe | 5 | 5 | 5 | 5 | 30 |

| Spear | 10 | 10 | 10 | 10 | 10 |

| Athletics | 20 | 45 | 20 | 20 | 30 |

| | | | | | |

| Enchant | 20 | 5 | 10 | 5 | 5 |

| Destruction | 35 | 5 | 20 | 5 | 5 |

| Alternation | 35 | 5 | 35 | 5 | 5 |

| Illusion | 40 | 10 | 40 | 20 | 10 |

| Conjuration | 20 | 5 | 10 | 5 | 5 |

| Mysticism | 40 | 10 | 40 | 10 | 10 |

| Restoration | 35 | 15 | 10 | 30 | 5 |

| Alchemy | 25 | 10 | 15 | 20 | 10 |

| Unarmored | 25 | 35 | 25 | 10 | 10 |

| | | | | | |

| Security | 5 | 10 | 15 | 10 | 10 |

| Sneak | 5 | 35 | 30 | 10 | 10 |

| Acrobatics | 5 | 35 | 5 | 10 | 10 |

| Light Armor | 5 | 20 | 15 | 10 | 35 |

| Short Blade | 15 | 10 | 30 | 20 | 35 |

| Marksman | 5 | 20 | 15 | 35 | 10 |

| Mercantile | 5 | 10 | 5 | 35 | 35 |

| Speechcraft | 5 | 10 | 5 | 35 | 20 |

| Hand-to-Hand | 5 | 35 | 5 | 20 | 35 |

+--------------+---------+---------+------------+----------+--------+

* Male/Female

+--------------+--------+----------+------------+---------+---------+

| | Scout | Sorcerer | Spellsword | Thief | Warrior |

+--------------+--------+----------+------------+---------+---------+

| | | | | | |

| Strength | 40 | 40 | 40 | 40 | 50 |

| Intelligence | 40/50* | 50/60* | 40/50* | 40/50* | 40/50* |

| Willpower | 30/40* | 30/40* | 40/50* | 30/40* | 30/40* |

| Agility | 50/40* | 50/40* | 50/40* | 60/50* | 50/40* |

| Speed | 60/50* | 50 | 50/40* | 60/50* | 50/40* |

| Endurance | 40 | 40 | 40 | 30 | 40 |

| Personality | 30 | 30 | 30 | 30 | 30 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 5 | 30 | 5 | 35 |

| Armorer | 10 | 5 | 5 | 5 | 20 |

| Medium Armor | 40 | 20 | 20 | 10 | 40 |

| Heavy Armor | 10 | 15 | 5 | 5 | 35 |

| Blunt Weapon | 10 | 5 | 15 | 5 | 20 |

| Long Blade | 35 | 5 | 30 | 5 | 35 |

| Axe | 10 | 5 | 15 | 5 | 20 |

| Spear | 15 | 10 | 10 | 10 | 25 |

| Athletics | 50 | 20 | 20 | 30 | 50 |

| | | | | | |

| Enchant | 5 | 35 | 20 | 5 | 5 |

| Destruction | 5 | 35 | 35 | 5 | 5 |

| Alternation | 15 | 35 | 35 | 5 | 5 |

| Illusion | 10 | 25 | 15 | 10 | 10 |

| Conjuration | 5 | 35 | 10 | 5 | 5 |

| Mysticism | 10 | 40 | 15 | 10 | 10 |

| Restoration | 5 | 10 | 35 | 5 | 5 |

| Alchemy | 20 | 15 | 25 | 10 | 10 |

| Unarmored | 20 | 15 | 15 | 10 | 10 |

| | | | | | |

| Security | 5 | 5 | 5 | 35 | 5 |

| Sneak | 30 | 5 | 5 | 35 | 5 |

| Acrobatics | 5 | 5 | 5 | 35 | 5 |

| Light Armor | 15 | 5 | 5 | 35 | 5 |

| Short Blade | 5 | 15 | 5 | 35 | 5 |

| Marksman | 15 | 15 | 5 | 20 | 15 |

| Mercantile | 5 | 5 | 5 | 20 | 5 |

| Speechcraft | 5 | 5 | 5 | 20 | 5 |

| Hand-to-Hand | 5 | 5 | 5 | 20 | 5 |

+--------------+--------+----------+------------+---------+---------+

* Male/Female

+--------------+--------------+

| | Witchhunter |

+--------------+--------------+

| | |

| Strength | 40 |

| Intelligence | 50/60* |

| Willpower | 30/40* |

| Agility | 60/50* |

| Speed | 50/40* |

| Endurance | 30 |

| Personality | 30 |

| Luck | 40 |

| | |

| Block | 15 |

| Armorer | 5 |

| Medium Armor | 10 |

| Heavy Armor | 5 |

| Blunt Weapon | 15 |

| Long Blade | 5 |

| Axe | 5 |

| Spear | 10 |

| Athletics | 20 |

| | |

| Enchant | 35 |

| Destruction | 10 |

| Alternation | 10 |

| Illusion | 15 |

| Conjuration | 35 |

| Mysticism | 25 |

| Restoration | 10 |

| Alchemy | 40 |

| Unarmored | 25 |

| | |

| Security | 5 |

| Sneak | 15 |

| Acrobatics | 5 |

| Light Armor | 30 |

| Short Blade | 5 |

| Marksman | 30 |

| Mercantile | 5 |

| Speechcraft | 5 |

| Hand-to-Hand | 5 |

+--------------+--------------+

* Male/Female

-----------------------------------------------------------------------------

18.2 Breton

-----------------------------------------------------------------------------

Passionate and eccentric, poetic and flamboyant, intelligent and willful, the

Bretons feel an inborn, instinctive bond with the mercurial forces of magic

and the supernatural. Many great sorcerers have come out of their home

province of High Rock, and in addition to their quick and perceptive grasp of

spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast

a high resistance to destructive and dominating magical energies.

Skill Bonuses: Conjuration +10

Mysticism +10

Restoration +10

Alchemy + 5

Alteration + 5

Alteration + 5

Illusion + 5

Specials: Fortified Maximum Magicka (Fortify Magic 5 Points)

Dragon Skin (Shield 50 Points for 60 Seconds)

Resist Magicka (50 Points)

+--------------+---------+---------+---------+----------+-----------+

| | Acrobat | Agent | Archer | Assassin | Barbarian |

+--------------+---------+---------+---------+----------+-----------+

| | | | | | |

| Strength | 40/30* | 40/30* | 50/40* | 40/30* | 50/40* |

| Intelligence | 50 | 50 | 50 | 60 | 50 |

| Willpower | 50 | 50 | 50 | 50 | 50 |

| Agility | 40 | 40 | 40 | 30 | 30 |

| Speed | 30/40* | 30/40* | 30/40* | 40/50* | 40/50* |

| Endurance | 40 | 30 | 30 | 30 | 30 |

| Personality | 40 | 50 | 40 | 40 | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 35 | 15 | 35 |

| Armorer | 5 | 5 | 10 | 5 | 20 |

| Medium Armor | 5 | 5 | 20 | 5 | 35 |

| Heavy Armor | 5 | 5 | 10 | 5 | 10 |

| Blunt Weapon | 5 | 5 | 10 | 5 | 35 |

| Long Blade | 5 | 5 | 35 | 15 | 10 |

| Axe | 5 | 5 | 10 | 5 | 35 |

| Spear | 15 | 15 | 20 | 5 | 10 |

| Athletics | 30 | 30 | 35 | 15 | 35 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 20 | 20 | 10 | 10 | 10 |

| Illusion | 10 | 10 | 10 | 10 | 10 |

| Conjuration | 15 | 15 | 15 | 15 | 15 |

| Mysticism | 15 | 15 | 15 | 15 | 15 |

| Restoration | 15 | 15 | 25 | 15 | 15 |

| Alchemy | 10 | 10 | 10 | 20 | 10 |

| Unarmored | 30 | 30 | 15 | 5 | 15 |

| | | | | | |

| Security | 10 | 10 | 5 | 20 | 5 |

| Sneak | 35 | 35 | 15 | 35 | 5 |

| Acrobatics | 35 | 35 | 5 | 35 | 15 |

| Light Armor | 20 | 20 | 30 | 35 | 15 |

| Short Blade | 10 | 10 | 5 | 35 | 5 |

| Marksman | 35 | 35 | 30 | 35 | 15 |

| Mercantile | 10 | 10 | 5 | 10 | 5 |

| Speechcraft | 20 | 20 | 5 | 10 | 5 |

| Hand-to-Hand | 20 | 20 | 5 | 10 | 5 |

+--------------+---------+---------+---------+----------+-----------+

* Male/Female

+--------------+---------+------------+----------+--------+---------+

| | Bard | Battlemage | Crusader | Healer | Knight |

+--------------+---------+------------+----------+--------+---------+

| | | | | | |

| Strength | 40/30* | 50/40* | 50/40* | 40/30* | 50/40* |

| Intelligence | 60 | 60 | 50 | 50 | 50 |

| Willpower | 50 | 50 | 50 | 60 | 50 |

| Agility | 30 | 30 | 40 | 30 | 30 |

| Speed | 30/40* | 30/40* | 30/40* | 30/40* | 30/40* |

| Endurance | 30 | 30 | 30 | 30 | 30 |

| Personality | 50 | 40 | 40 | 50 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 30 | 5 | 35 | 5 | 35 |

| Armorer | 5 | 5 | 20 | 5 | 20 |

| Medium Armor | 15 | 5 | 20 | 5 | 20 |

| Heavy Armor | 5 | 30 | 35 | 5 | 35 |

| Blunt Weapon | 5 | 5 | 35 | 15 | 10 |

| Long Blade | 30 | 15 | 35 | 5 | 35 |

| Axe | 5 | 30 | 10 | 5 | 35 |

| Spear | 5 | 5 | 10 | 5 | 10 |

| Athletics | 5 | 5 | 10 | 5 | 10 |

| | | | | | |

| Enchant | 15 | 20 | 5 | 10 | 15 |

| Destruction | 5 | 35 | 30 | 10 | 5 |

| Alternation | 10 | 40 | 10 | 40 | 10 |

| Illusion | 20 | 15 | 10 | 25 | 10 |

| Conjuration | 15 | 45 | 15 | 20 | 15 |

| Mysticism | 15 | 30 | 15 | 45 | 15 |

| Restoration | 15 | 20 | 25 | 45 | 25 |

| Alchemy | 35 | 25 | 20 | 25 | 10 |

| Unarmored | 5 | 10 | 5 | 20 | 5 |

| | | | | | |

| Security | 20 | 5 | 5 | 5 | 5 |

| Sneak | 10 | 5 | 5 | 5 | 5 |

| Acrobatics | 35 | 5 | 5 | 5 | 5 |

| Light Armor | 10 | 5 | 5 | 15 | 5 |

| Short Blade | 10 | 5 | 5 | 5 | 5 |

| Marksman | 10 | 15 | 5 | 5 | 5 |

| Mercantile | 20 | 5 | 5 | 5 | 15 |

| Speechcraft | 10 | 5 | 5 | 30 | 30 |

| Hand-to-Hand | 35 | 5 | 15 | 30 | 5 |

+--------------+---------+------------+----------+--------+---------+

* Male/Female

+--------------+--------+---------+-------------+----------+--------+

| | Mage | Monc | Nightblade | Pilgrim | Rogue |

+--------------+--------+---------+-------------+----------+--------+

| | | | | | |

| Strength | 40/30* | 40/30* | 40/30* | 40/30* | 40/30* |

| Intelligence | 60 | 50 | 50 | 50 | 50 |

| Willpower | 60 | 60 | 60 | 50 | 50 |

| Agility | 30 | 40 | 30 | 30 | 30 |

| Speed | 30/40* | 30/40* | 40/50* | 30/40* | 40/50* |

| Endurance | 30 | 30 | 30 | 40 | 30 |

| Personality | 40 | 40 | 40 | 50 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 15 | 5 | 15 | 15 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Medium Armor | 5 | 5 | 5 | 30 | 15 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 5 | 15 | 5 | 5 | 5 |

| Long Blade | 5 | 5 | 5 | 5 | 15 |

| Axe | 5 | 5 | 5 | 5 | 30 |

| Spear | 5 | 5 | 5 | 5 | 5 |

| Athletics | 5 | 30 | 5 | 5 | 15 |

| | | | | | |

| Enchant | 20 | 5 | 10 | 5 | 5 |

| Destruction | 35 | 5 | 20 | 5 | 5 |

| Alternation | 40 | 10 | 40 | 10 | 10 |

| Illusion | 40 | 10 | 40 | 20 | 10 |

| Conjuration | 30 | 15 | 20 | 15 | 15 |

| Mysticism | 45 | 15 | 45 | 15 | 15 |

| Restoration | 45 | 25 | 20 | 40 | 15 |

| Alchemy | 25 | 10 | 15 | 20 | 10 |

| Unarmored | 20 | 30 | 20 | 5 | 5 |

| | | | | | |

| Security | 5 | 10 | 15 | 10 | 10 |

| Sneak | 5 | 35 | 30 | 10 | 10 |

| Acrobatics | 5 | 35 | 5 | 10 | 10 |

| Light Armor | 5 | 20 | 15 | 10 | 35 |

| Short Blade | 15 | 10 | 30 | 20 | 35 |

| Marksman | 5 | 20 | 15 | 35 | 10 |

| Mercantile | 5 | 10 | 5 | 35 | 35 |

| Speechcraft | 5 | 10 | 5 | 35 | 20 |

| Hand-to-Hand | 5 | 35 | 5 | 20 | 35 |

+--------------+--------+---------+-------------+----------+--------+

* Male/Female

+--------------+--------+----------+------------+---------+---------+

| | Scout | Sorcerer | Spellsword | Thief | Warrior |

+--------------+--------+----------+------------+---------+---------+

| | | | | | |

| Strength | 40/30* | 40/30* | 40/30* | 40/30* | 50/40* |

| Intelligence | 50 | 60 | 50 | 50 | 50 |

| Willpower | 50 | 50 | 60 | 50 | 50 |

| Agility | 30 | 30 | 30 | 40 | 30 |

| Speed | 40/50* | 30/40* | 30/40* | 40/50* | 30/40* |

| Endurance | 40 | 40 | 40 | 30 | 40 |

| Personality | 40 | 40 | 40 | 40 | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 5 | 30 | 5 | 35 |

| Armorer | 10 | 5 | 5 | 5 | 20 |

| Medium Armor | 35 | 15 | 15 | 5 | 35 |

| Heavy Armor | 10 | 15 | 5 | 5 | 35 |

| Blunt Weapon | 10 | 5 | 15 | 5 | 20 |

| Long Blade | 35 | 5 | 30 | 5 | 35 |

| Axe | 10 | 5 | 15 | 5 | 20 |

| Spear | 10 | 5 | 5 | 5 | 20 |

| Athletics | 35 | 5 | 5 | 15 | 35 |

| | | | | | |

| Enchant | 5 | 35 | 20 | 5 | 5 |

| Destruction | 5 | 35 | 35 | 5 | 5 |

| Alternation | 20 | 40 | 40 | 10 | 10 |

| Illusion | 10 | 25 | 15 | 10 | 10 |

| Conjuration | 15 | 45 | 20 | 15 | 15 |

| Mysticism | 15 | 45 | 20 | 15 | 15 |

| Restoration | 15 | 20 | 45 | 15 | 15 |

| Alchemy | 20 | 15 | 25 | 10 | 10 |

| Unarmored | 15 | 10 | 10 | 5 | 5 |

| | | | | | |

| Security | 5 | 5 | 5 | 35 | 5 |

| Sneak | 30 | 5 | 5 | 35 | 5 |

| Acrobatics | 5 | 5 | 5 | 35 | 5 |

| Light Armor | 15 | 5 | 5 | 35 | 5 |

| Short Blade | 5 | 15 | 5 | 35 | 5 |

| Marksman | 15 | 15 | 5 | 20 | 15 |

| Mercantile | 5 | 5 | 5 | 20 | 5 |

| Speechcraft | 5 | 5 | 5 | 20 | 5 |

| Hand-to-Hand | 5 | 5 | 5 | 20 | 5 |

+--------------+--------+----------+------------+---------+---------+

* Male/Female

+--------------+-------------+

| | Witchhunter |

+--------------+-------------+

| | |

| Strength | 40/30* |

| Intelligence | 60 |

| Willpower | 50 |

| Agility | 40 |

| Speed | 30/40* |

| Endurance | 30 |

| Personality | 40 |

| Luck | 40 |

| | |

| Block | 15 |

| Armorer | 5 |

| Medium Armor | 5 |

| Heavy Armor | 5 |

| Blunt Weapon | 15 |

| Long Blade | 5 |

| Axe | 5 |

| Spear | 5 |

| Athletics | 5 |

| | |

| Enchant | 35 |

| Destruction | 10 |

| Alternation | 15 |

| Illusion | 15 |

| Conjuration | 45 |

| Mysticism | 30 |

| Restoration | 20 |

| Alchemy | 40 |

| Unarmored | 20 |

| | |

| Security | 5 |

| Sneak | 15 |

| Acrobatics | 5 |

| Light Armor | 30 |

| Short Blade | 5 |

| Marksman | 30 |

| Mercantile | 5 |

| Speechcraft | 5 |

| Hand-to-Hand | 5 |

+--------------+-------------+

* Male/Female

-----------------------------------------------------------------------------

18.3 Dark Elf

-----------------------------------------------------------------------------

In the Empire, "Dark Elves" is the common usage, but in their Morrowind

homeland, they call themselves the "Dunmer". The dark-skinned, red-eyed Dark

Elves combine powerful intellect with strong and agile physiques, producing

superior warriors and sorcerers. On the battlefield, Dark Elves are noted for

their skilled and balanced integration of swordsmen, marksmen, and war

wizards. In character, they are grim, distrusting, and disdainful of other

races.

Skill Bonuses: Destruction +10

Short Blade +10

Long Blade + 5

Light Armor + 5

Athletics + 5

Mysticism + 5

Marksman + 5

Specials: Ancestor Guardian (Sanctuary 50 Points for 60 Seconds)

Resistant to Fire (75 Points)

+--------------+---------+---------+---------+----------+-----------+

| | Acrobat | Agent | Archer | Assassin | Barbarian |

+--------------+---------+---------+---------+----------+-----------+

| | | | | | |

| Strength | 40 | 40 | 50 | 40 | 50 |

| Intelligence | 40 | 40 | 40 | 50 | 40 |

| Willpower | 30 | 30 | 30 | 30 | 30 |

| Agility | 50 | 50 | 50 | 40 | 40 |

| Speed | 50 | 50 | 50 | 60 | 60 |

| Endurance | 50/40* | 40/30* | 40/30* | 40/30* | 40/30* |

| Personality | 30/40* | 40/50* | 30/40* | 30/40* | 30/40* |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 35 | 15 | 35 |

| Armorer | 5 | 5 | 10 | 5 | 20 |

| Medium Armor | 5 | 5 | 20 | 5 | 35 |

| Heavy Armor | 5 | 5 | 10 | 5 | 10 |

| Blunt Weapon | 5 | 5 | 10 | 5 | 35 |

| Long Blade | 10 | 10 | 40 | 20 | 15 |

| Axe | 5 | 5 | 10 | 5 | 35 |

| Spear | 15 | 15 | 20 | 5 | 10 |

| Athletics | 35 | 35 | 40 | 20 | 40 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 15 | 15 | 15 | 15 | 15 |

| Alternation | 15 | 15 | 5 | 5 | 5 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 10 | 10 | 10 | 10 | 10 |

| Restoration | 5 | 5 | 15 | 5 | 5 |

| Alchemy | 5 | 5 | 5 | 15 | 5 |

| Unarmored | 30 | 30 | 15 | 5 | 15 |

| | | | | | |

| Security | 10 | 10 | 5 | 20 | 5 |

| Sneak | 35 | 35 | 15 | 35 | 5 |

| Acrobatics | 35 | 35 | 5 | 35 | 15 |

| Light Armor | 25 | 25 | 35 | 40 | 20 |

| Short Blade | 20 | 20 | 15 | 45 | 15 |

| Marksman | 40 | 40 | 35 | 40 | 20 |

| Mercantile | 10 | 10 | 5 | 10 | 5 |

| Speechcraft | 20 | 20 | 5 | 10 | 5 |

| Hand-to-Hand | 20 | 20 | 5 | 10 | 5 |

+--------------+---------+---------+---------+----------+-----------+

* Male/Female

+--------------+---------+------------+----------+---------+--------+

| | Bard | Battlemage | Crusader | Healer | Knight |

+--------------+---------+------------+----------+---------+--------+

| | | | | | |

| Strength | 40 | 50 | 50 | 40 | 50 |

| Intelligence | 50 | 50 | 40 | 40 | 40 |

| Willpower | 30 | 30 | 30 | 40 | 30 |

| Agility | 40 | 40 | 50 | 40 | 40 |

| Speed | 50 | 50 | 50 | 50 | 50 |

| Endurance | 40/30* | 40/30* | 40/30* | 40/30* | 40/30* |

| Personality | 40/50* | 30/40* | 30/40* | 40/50* | 40/50* |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 30 | 5 | 35 | 5 | 35 |

| Armorer | 5 | 5 | 20 | 5 | 20 |

| Medium Armor | 15 | 5 | 20 | 5 | 20 |

| Heavy Armor | 5 | 30 | 35 | 5 | 35 |

| Blunt Weapon | 5 | 5 | 35 | 15 | 10 |

| Long Blade | 35 | 20 | 40 | 10 | 40 |

| Axe | 5 | 30 | 10 | 5 | 35 |

| Spear | 5 | 5 | 10 | 5 | 10 |

| Athletics | 10 | 10 | 15 | 10 | 15 |

| | | | | | |

| Enchant | 15 | 20 | 5 | 10 | 15 |

| Destruction | 15 | 45 | 40 | 20 | 15 |

| Alternation | 5 | 35 | 5 | 35 | 5 |

| Illusion | 15 | 10 | 5 | 20 | 5 |

| Conjuration | 5 | 35 | 5 | 10 | 5 |

| Mysticism | 10 | 25 | 10 | 40 | 10 |

| Restoration | 5 | 10 | 15 | 35 | 15 |

| Alchemy | 30 | 20 | 15 | 20 | 5 |

| Unarmored | 5 | 10 | 5 | 20 | 5 |

| | | | | | |

| Security | 20 | 5 | 5 | 5 | 5 |

| Sneak | 10 | 5 | 5 | 5 | 5 |

| Acrobatics | 35 | 5 | 5 | 5 | 5 |

| Light Armor | 15 | 10 | 10 | 20 | 10 |

| Short Blade | 20 | 15 | 15 | 15 | 15 |

| Marksman | 15 | 20 | 10 | 10 | 10 |

| Mercantile | 20 | 5 | 5 | 5 | 15 |

| Speechcraft | 10 | 5 | 5 | 30 | 30 |

| Hand-to-Hand | 35 | 5 | 15 | 30 | 5 |

+--------------+---------+------------+----------+---------+--------+

* Male/Female

+--------------+---------+--------+------------+----------+---------+

| | Mage | Monk | Nightblade | Pilgrim | Rogue |

+--------------+---------+--------+------------+----------+---------+

| | | | | | |

| Strength | 40 | 40 | 40 | 40 | 40 |

| Intelligence | 50 | 40 | 40 | 40 | 40 |

| Willpower | 40 | 40 | 40 | 30 | 30 |

| Agility | 40 | 50 | 40 | 40 | 40 |

| Speed | 50 | 50 | 60 | 50 | 60 |

| Endurance | 40/30* | 40/30* | 40/30* | 50/40* | 40/30* |

| Personality | 30/40* | 30/40* | 30/40* | 40/50* | 40/50* |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 15 | 5 | 15 | 15 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Medium Armor | 5 | 5 | 5 | 30 | 15 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 5 | 15 | 5 | 5 | 5 |

| Long Blade | 10 | 10 | 10 | 10 | 20 |

| Axe | 5 | 5 | 5 | 5 | 30 |

| Spear | 5 | 5 | 5 | 5 | 5 |

| Athletics | 10 | 35 | 10 | 10 | 20 |

| | | | | | |

| Enchant | 20 | 5 | 10 | 5 | 5 |

| Destruction | 45 | 15 | 30 | 15 | 15 |

| Alternation | 35 | 5 | 35 | 5 | 5 |

| Illusion | 35 | 5 | 35 | 15 | 5 |

| Conjuration | 20 | 5 | 10 | 5 | 5 |

| Mysticism | 40 | 10 | 40 | 10 | 10 |

| Restoration | 35 | 15 | 10 | 30 | 5 |

| Alchemy | 20 | 5 | 10 | 15 | 5 |

| Unarmored | 20 | 30 | 20 | 5 | 5 |

| | | | | | |

| Security | 5 | 10 | 15 | 10 | 10 |

| Sneak | 5 | 35 | 30 | 10 | 10 |

| Acrobatics | 5 | 35 | 5 | 10 | 10 |

| Light Armor | 10 | 25 | 20 | 15 | 40 |

| Short Blade | 25 | 20 | 40 | 30 | 45 |

| Marksman | 10 | 25 | 20 | 40 | 15 |

| Mercantile | 5 | 10 | 5 | 35 | 35 |

| Speechcraft | 5 | 10 | 5 | 35 | 20 |

| Hand-to-Hand | 5 | 35 | 5 | 20 | 35 |

+--------------+---------+--------+------------+----------+---------+

* Male/Female

+--------------+---------+----------+------------+--------+---------+

| | Scout | Sorcerer | Spellsword | Thief | Warrior |

+--------------+---------+----------+------------+--------+---------+

| | | | | | |

| Strength | 40 | 40 | 40 | 40 | 50 |

| Intelligence | 40 | 50 | 40 | 40 | 40 |

| Willpower | 30 | 30 | 40 | 30 | 30 |

| Agility | 40 | 40 | 40 | 50 | 40 |

| Speed | 60 | 50 | 50 | 60 | 50 |

| Endurance | 50/40* | 50/40* | 50/40* | 40/30* | 50/40* |

| Personality | 30/40* | 30/40* | 30/40* | 30/40* | 30/40* |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 5 | 30 | 5 | 35 |

| Armorer | 10 | 5 | 5 | 5 | 20 |

| Medium Armor | 35 | 15 | 15 | 5 | 35 |

| Heavy Armor | 10 | 15 | 5 | 5 | 35 |

| Blunt Weapon | 10 | 5 | 15 | 5 | 20 |

| Long Blade | 40 | 10 | 35 | 10 | 40 |

| Axe | 10 | 5 | 15 | 5 | 20 |

| Spear | 10 | 5 | 5 | 5 | 20 |

| Athletics | 40 | 10 | 10 | 20 | 40 |

| | | | | | |

| Enchant | 5 | 35 | 20 | 5 | 5 |

| Destruction | 15 | 45 | 45 | 15 | 15 |

| Alternation | 15 | 35 | 35 | 5 | 5 |

| Illusion | 5 | 20 | 10 | 5 | 5 |

| Conjuration | 5 | 35 | 10 | 5 | 5 |

| Mysticism | 10 | 40 | 15 | 10 | 10 |

| Restoration | 5 | 10 | 35 | 5 | 5 |

| Alchemy | 15 | 10 | 20 | 5 | 5 |

| Unarmored | 15 | 10 | 10 | 5 | 5 |

| | | | | | |

| Security | 5 | 5 | 5 | 35 | 5 |

| Sneak | 30 | 5 | 5 | 35 | 5 |

| Acrobatics | 5 | 5 | 5 | 35 | 5 |

| Light Armor | 20 | 10 | 10 | 40 | 10 |

| Short Blade | 15 | 25 | 15 | 45 | 15 |

| Marksman | 20 | 20 | 10 | 25 | 20 |

| Mercantile | 5 | 5 | 5 | 20 | 5 |

| Speechcraft | 5 | 5 | 5 | 20 | 5 |

| Hand-to-Hand | 5 | 5 | 5 | 20 | 5 |

+--------------+---------+----------+------------+--------+---------+

* Male/Female

+--------------+-------------+

| | Witchhunter |

+--------------+-------------+

| | |

| Strength | 40 |

| Intelligence | 50 |

| Willpower | 30 |

| Agility | 50 |

| Speed | 50 |

| Endurance | 40/30* |

| Personality | 30/40* |

| Luck | 40 |

| | |

| Block | 15 |

| Armorer | 5 |

| Medium Armor | 5 |

| Heavy Armor | 5 |

| Blunt Weapon | 15 |

| Long Blade | 10 |

| Axe | 5 |

| Spear | 5 |

| Athletics | 10 |

| | |

| Enchant | 35 |

| Destruction | 20 |

| Alternation | 10 |

| Illusion | 10 |

| Conjuration | 35 |

| Mysticism | 25 |

| Restoration | 10 |

| Alchemy | 35 |

| Unarmored | 20 |

| | |

| Security | 5 |

| Sneak | 15 |

| Acrobatics | 5 |

| Light Armor | 35 |

| Short Blade | 15 |

| Marksman | 35 |

| Mercantile | 5 |

| Speechcraft | 5 |

| Hand-to-Hand | 5 |

+--------------+-------------+

* Male/Female

-----------------------------------------------------------------------------

18.4 High Elf

-----------------------------------------------------------------------------

The High Elves consider themselves the most civilized culture of Tamriel; the

common tongue of the Empire, Tamrielic, is based on Altmer speech and

writing, and most of the Empire's arts, crafts, and sciences derive from High

Elven traditions. Deft, intelligent, and strong-willed, High Elves are often

gifted in the arcane arts, and High Elves boast that their sublime physical

natures make them far more resistant to disease than the "lesser races."

Skill Bonuses: Destruction +10

Enchant +10

Alchemy +10

Alteration + 5

Conjuration + 5

Illusion + 5

Specials: Fortified Maximum Magicka 15 Points

Resistant to Disease 75 Points

Weakness to Magicka 50 Points

Weakness to Fire 50 Points

Weakness to Frost 25 Points

Weakness to Shock 25 Points

+--------------+---------+---------+---------+----------+-----------+

| | Acrobat | Agent | Archer | Assassin | Barbarian |

+--------------+---------+---------+---------+----------+-----------+

| | | | | | |

| Strength | 30 | 30 | 40 | 30 | 40 |

| Intelligence | 50 | 50 | 50 | 60 | 50 |

| Willpower | 40 | 40 | 40 | 40 | 40 |

| Agility | 50 | 50 | 50 | 40 | 40 |

| Speed | 30/40* | 30/40* | 30/40* | 40/50* | 40/50* |

| Endurance | 50/40* | 40/30* | 40/30* | 40/30* | 40/30* |

| Personality | 40 | 50 | 40 | 40 | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 35 | 15 | 35 |

| Armorer | 5 | 5 | 10 | 5 | 20 |

| Medium Armor | 5 | 5 | 20 | 5 | 35 |

| Heavy Armor | 5 | 5 | 10 | 5 | 10 |

| Blunt Weapon | 5 | 5 | 10 | 5 | 35 |

| Long Blade | 5 | 5 | 35 | 15 | 10 |

| Axe | 5 | 5 | 10 | 5 | 35 |

| Spear | 15 | 15 | 20 | 5 | 10 |

| Athletics | 30 | 30 | 35 | 15 | 35 |

| | | | | | |

| Enchant | 15 | 15 | 15 | 15 | 15 |

| Destruction | 15 | 15 | 15 | 15 | 15 |

| Alternation | 20 | 20 | 10 | 10 | 10 |

| Illusion | 10 | 10 | 10 | 10 | 10 |

| Conjuration | 10 | 10 | 10 | 10 | 10 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 5 | 5 | 15 | 5 | 5 |

| Alchemy | 15 | 15 | 15 | 25 | 15 |

| Unarmored | 30 | 30 | 15 | 5 | 15 |

| | | | | | |

| Security | 10 | 10 | 5 | 20 | 5 |

| Sneak | 35 | 35 | 15 | 35 | 5 |

| Acrobatics | 35 | 35 | 5 | 35 | 15 |

| Light Armor | 20 | 20 | 30 | 35 | 15 |

| Short Blade | 10 | 10 | 5 | 35 | 5 |

| Marksman | 35 | 35 | 30 | 35 | 15 |

| Mercantile | 10 | 10 | 5 | 10 | 5 |

| Speechcraft | 20 | 20 | 5 | 10 | 5 |

| Hand-to-Hand | 20 | 20 | 5 | 10 | 5 |

+--------------+---------+---------+---------+----------+-----------+

* Male/Female

+--------------+---------+------------+-----------+--------+--------+

| | Bard | Battlemage | Crusader | Healer | Knight |

+--------------+---------+------------+-----------+--------+--------+

| | | | | | |

| Strength | 30 | 40 | 40 | 30 | 40 |

| Intelligence | 60 | 60 | 50 | 50 | 50 |

| Willpower | 40 | 40 | 40 | 50 | 40 |

| Agility | 40 | 40 | 50 | 40 | 40 |

| Speed | 30/40* | 30/40* | 30/40* | 30/40* | 30/40* |

| Endurance | 40/30* | 40/30* | 40/30* | 40/30* | 40/30* |

| Personality | 50 | 40 | 40 | 50 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 30 | 5 | 35 | 5 | 35 |

| Armorer | 5 | 5 | 20 | 5 | 20 |

| Medium Armor | 15 | 5 | 20 | 5 | 20 |

| Heavy Armor | 5 | 30 | 35 | 5 | 35 |

| Blunt Weapon | 5 | 5 | 35 | 15 | 10 |

| Long Blade | 30 | 15 | 35 | 5 | 35 |

| Axe | 5 | 30 | 10 | 5 | 35 |

| Spear | 5 | 5 | 10 | 5 | 10 |

| Athletics | 5 | 5 | 10 | 5 | 10 |

| | | | | | |

| Enchant | 25 | 30 | 15 | 20 | 25 |

| Destruction | 15 | 45 | 40 | 20 | 15 |

| Alternation | 10 | 40 | 10 | 40 | 10 |

| Illusion | 20 | 15 | 10 | 25 | 10 |

| Conjuration | 10 | 40 | 10 | 15 | 10 |

| Mysticism | 5 | 20 | 5 | 35 | 5 |

| Restoration | 5 | 10 | 15 | 35 | 15 |

| Alchemy | 40 | 30 | 25 | 30 | 15 |

| Unarmored | 5 | 10 | 5 | 20 | 5 |

| | | | | | |

| Security | 20 | 5 | 5 | 5 | 5 |

| Sneak | 10 | 5 | 5 | 5 | 5 |

| Acrobatics | 35 | 5 | 5 | 5 | 5 |

| Light Armor | 10 | 5 | 5 | 15 | 5 |

| Short Blade | 10 | 5 | 5 | 5 | 5 |

| Marksman | 10 | 15 | 5 | 5 | 5 |

| Mercantile | 20 | 5 | 5 | 5 | 15 |

| Speechcraft | 10 | 5 | 5 | 30 | 30 |

| Hand-to-Hand | 35 | 5 | 15 | 30 | 5 |

+--------------+---------+------------+-----------+--------+--------+

* Male/Female

+--------------+---------+--------+------------+-----------+--------+

| | Mage | Monk | Nightblade | Pilgrim | Rogue |

+--------------+---------+--------+------------+-----------+--------+

| | | | | | |

| Strength | 30 | 30 | 30 | 30 | 30 |

| Intelligence | 60 | 50 | 50 | 50 | 50 |

| Willpower | 50 | 50 | 50 | 40 | 40 |

| Agility | 40 | 50 | 40 | 40 | 40 |

| Speed | 30/40* | 30/40* | 40/50* | 30/40* | 40/50* |

| Endurance | 40/30* | 40/30* | 40/30* | 50/40* | 40/30* |

| Personality | 40 | 40 | 40 | 50 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 15 | 5 | 15 | 15 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Medium Armor | 5 | 5 | 5 | 30 | 15 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 5 | 15 | 5 | 5 | 5 |

| Long Blade | 5 | 5 | 5 | 5 | 15 |

| Axe | 5 | 5 | 5 | 5 | 30 |

| Spear | 5 | 5 | 5 | 5 | 5 |

| Athletics | 5 | 30 | 5 | 5 | 15 |

| | | | | | |

| Enchant | 30 | 15 | 20 | 15 | 15 |

| Destruction | 45 | 15 | 30 | 15 | 15 |

| Alternation | 40 | 10 | 40 | 10 | 10 |

| Illusion | 40 | 10 | 40 | 20 | 10 |

| Conjuration | 25 | 10 | 15 | 10 | 10 |

| Mysticism | 35 | 5 | 35 | 5 | 5 |

| Restoration | 35 | 15 | 10 | 30 | 5 |

| Alchemy | 30 | 15 | 20 | 25 | 15 |

| Unarmored | 20 | 30 | 20 | 5 | 5 |

| | | | | | |

| Security | 5 | 10 | 15 | 10 | 10 |

| Sneak | 5 | 35 | 30 | 10 | 10 |

| Acrobatics | 5 | 35 | 5 | 10 | 10 |

| Light Armor | 5 | 20 | 15 | 10 | 35 |

| Short Blade | 15 | 10 | 30 | 20 | 35 |

| Marksman | 5 | 20 | 15 | 35 | 10 |

| Mercantile | 5 | 10 | 5 | 35 | 35 |

| Speechcraft | 5 | 10 | 5 | 35 | 20 |

| Hand-to-Hand | 5 | 35 | 5 | 20 | 35 |

+--------------+---------+--------+------------+-----------+--------+

* Male/Female

+--------------+--------+----------+------------+---------+---------+

| | Scout | Sorcerer | Spellsword | Thief | Warrior |

+--------------+--------+----------+------------+---------+---------+

| | | | | | |

| Strength | 30 | 30 | 30 | 30 | 40 |

| Intelligence | 50 | 60 | 50 | 50 | 50 |

| Willpower | 40 | 40 | 50 | 40 | 40 |

| Agility | 40 | 40 | 40 | 50 | 40 |

| Speed | 40/50* | 30/40* | 30/40* | 40/50* | 30/40* |

| Endurance | 50/40* | 50/40* | 50/40* | 40/30* | 50/40* |

| Personality | 40 | 40 | 40 | 40 | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 5 | 30 | 5 | 35 |

| Armorer | 10 | 5 | 5 | 5 | 20 |

| Medium Armor | 35 | 15 | 15 | 5 | 35 |

| Heavy Armor | 10 | 15 | 5 | 5 | 35 |

| Blunt Weapon | 10 | 5 | 15 | 5 | 20 |

| Long Blade | 35 | 5 | 30 | 5 | 35 |

| Axe | 10 | 5 | 15 | 5 | 20 |

| Spear | 10 | 5 | 5 | 5 | 20 |

| Athletics | 35 | 5 | 5 | 15 | 35 |

| | | | | | |

| Enchant | 15 | 45 | 30 | 15 | 15 |

| Destruction | 15 | 45 | 45 | 15 | 15 |

| Alternation | 20 | 40 | 40 | 10 | 10 |

| Illusion | 10 | 25 | 15 | 10 | 10 |

| Conjuration | 10 | 40 | 15 | 10 | 10 |

| Mysticism | 5 | 35 | 10 | 5 | 5 |

| Restoration | 5 | 10 | 35 | 5 | 5 |

| Alchemy | 25 | 20 | 30 | 15 | 15 |

| Unarmored | 15 | 10 | 10 | 5 | 5 |

| | | | | | |

| Security | 5 | 5 | 5 | 35 | 5 |

| Sneak | 30 | 5 | 5 | 35 | 5 |

| Acrobatics | 5 | 5 | 5 | 35 | 5 |

| Light Armor | 15 | 5 | 5 | 35 | 5 |

| Short Blade | 5 | 15 | 5 | 35 | 5 |

| Marksman | 15 | 15 | 5 | 20 | 15 |

| Mercantile | 5 | 5 | 5 | 20 | 5 |

| Speechcraft | 5 | 5 | 5 | 20 | 5 |

| Hand-to-Hand | 5 | 5 | 5 | 20 | 5 |

+--------------+--------+----------+------------+---------+---------+

* Male/Female

+--------------+-------------+

| | Witchhunter |

+--------------+-------------+

| | |

| Strength | 30 |

| Intelligence | 60 |

| Willpower | 40 |

| Agility | 50 |

| Speed | 30/40* |

| Endurance | 40/30* |

| Personality | 40 |

| Luck | 40 |

| | |

| Block | 15 |

| Armorer | 5 |

| Medium Armor | 5 |

| Heavy Armor | 5 |

| Blunt Weapon | 15 |

| Long Blade | 5 |

| Axe | 5 |

| Spear | 5 |

| Athletics | 5 |

| | |

| Enchant | 45 |

| Destruction | 20 |

| Alternation | 15 |

| Illusion | 15 |

| Conjuration | 40 |

| Mysticism | 20 |

| Restoration | 10 |

| Alchemy | 45 |

| Unarmored | 20 |

| | |

| Security | 5 |

| Sneak | 15 |

| Acrobatics | 5 |

| Light Armor | 30 |

| Short Blade | 5 |

| Marksman | 30 |

| Mercantile | 5 |

| Speechcraft | 5 |

| Hand-to-Hand | 5 |

+--------------+-------------+

* Male/Female

-----------------------------------------------------------------------------

18.5 Imperial

-----------------------------------------------------------------------------

The well-educated and well-spoken native of Cyrodiil are known for the

discipline and training of their citizen armies. Though physically less

imposing than the other races, Imperials are shrewd diplomats and traders,

and these traits, along with their remarkable skill and training as light

infantry, have enabled them to subdue all the other nations and races, and to

have erected the monument to peace and prosperity that comprises the Glorious

Empire.

Skill Bonuses: Speechcraft +10

Mercantile +10

Long Blade +10

Blunt Weapon + 5

Light Armor + 5

Hand to Hand + 5

Specials: Star of the West (Absorb Fatigue 200 Points From Target)

Voice of the Emperor (Charm 25-50 Points for 15 Seconds)

+--------------+---------+---------+---------+----------+-----------+

| | Acrobat | Agent | Archer | Assassin | Barbarian |

+--------------+---------+---------+---------+----------+-----------+

| | | | | | |

| Strength | 40 | 40 | 50 | 40 | 50 |

| Intelligence | 40 | 40 | 40 | 50 | 40 |

| Willpower | 30/40* | 30/40* | 30/40* | 30/40* | 30/40* |

| Agility | 40 | 40 | 40 | 30 | 30 |

| Speed | 40/30* | 40/30* | 40/30* | 50/40* | 50/40* |

| Endurance | 50 | 40 | 40 | 40 | 40 |

| Personality | 50 | 60 | 50 | 50 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 35 | 15 | 35 |

| Armorer | 5 | 5 | 10 | 5 | 20 |

| Medium Armor | 5 | 5 | 20 | 5 | 35 |

| Heavy Armor | 5 | 5 | 10 | 5 | 10 |

| Blunt Weapon | 10 | 10 | 15 | 10 | 40 |

| Long Blade | 15 | 15 | 45 | 25 | 20 |

| Axe | 5 | 5 | 10 | 5 | 35 |

| Spear | 15 | 15 | 20 | 5 | 10 |

| Athletics | 30 | 30 | 35 | 15 | 35 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 15 | 15 | 5 | 5 | 5 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 5 | 5 | 15 | 5 | 5 |

| Alchemy | 5 | 5 | 5 | 15 | 5 |

| Unarmored | 30 | 30 | 15 | 5 | 15 |

| | | | | | |

| Security | 10 | 10 | 5 | 20 | 5 |

| Sneak | 35 | 35 | 15 | 35 | 5 |

| Acrobatics | 35 | 35 | 5 | 35 | 15 |

| Light Armor | 25 | 25 | 35 | 40 | 20 |

| Short Blade | 10 | 10 | 5 | 35 | 5 |

| Marksman | 35 | 35 | 30 | 35 | 15 |

| Mercantile | 20 | 20 | 15 | 20 | 15 |

| Speechcraft | 30 | 30 | 15 | 20 | 15 |

| Hand-to-Hand | 25 | 25 | 10 | 15 | 10 |

+--------------+---------+---------+---------+----------+-----------+

* Male/Female

+--------------+---------+------------+----------+---------+--------+

| | Bard | Battlemage | Crusader | Healer | Knight |

+--------------+---------+------------+----------+---------+--------+

| | | | | | |

| Strength | 40 | 50 | 50 | 40 | 50 |

| Intelligence | 50 | 50 | 40 | 40 | 40 |

| Willpower | 30/40* | 30/40* | 30/40* | 40/50* | 30/40* |

| Agility | 30 | 30 | 40 | 30 | 30 |

| Speed | 40/30* | 40/30* | 40/30* | 40/30* | 40/30* |

| Endurance | 40 | 40 | 40 | 40 | 40 |

| Personality | 60 | 50 | 50 | 60 | 60 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 30 | 5 | 35 | 5 | 35 |

| Armorer | 5 | 5 | 20 | 5 | 20 |

| Medium Armor | 15 | 5 | 20 | 5 | 20 |

| Heavy Armor | 5 | 30 | 35 | 5 | 35 |

| Blunt Weapon | 10 | 10 | 40 | 20 | 15 |

| Long Blade | 40 | 25 | 45 | 15 | 45 |

| Axe | 5 | 30 | 10 | 5 | 35 |

| Spear | 5 | 5 | 10 | 5 | 10 |

| Athletics | 5 | 5 | 10 | 5 | 10 |

| | | | | | |

| Enchant | 15 | 20 | 5 | 10 | 15 |

| Destruction | 5 | 35 | 30 | 10 | 5 |

| Alternation | 5 | 35 | 5 | 35 | 5 |

| Illusion | 15 | 10 | 5 | 20 | 5 |

| Conjuration | 5 | 35 | 5 | 10 | 5 |

| Mysticism | 5 | 20 | 5 | 35 | 5 |

| Restoration | 5 | 10 | 15 | 35 | 15 |

| Alchemy | 30 | 20 | 15 | 20 | 5 |

| Unarmored | 5 | 10 | 5 | 20 | 5 |

| | | | | | |

| Security | 20 | 5 | 5 | 5 | 5 |

| Sneak | 10 | 5 | 5 | 5 | 5 |

| Acrobatics | 35 | 5 | 5 | 5 | 5 |

| Light Armor | 15 | 10 | 10 | 20 | 10 |

| Short Blade | 10 | 5 | 5 | 5 | 5 |

| Marksman | 10 | 15 | 5 | 5 | 5 |

| Mercantile | 30 | 15 | 15 | 15 | 25 |

| Speechcraft | 20 | 15 | 15 | 40 | 40 |

| Hand-to-Hand | 40 | 10 | 20 | 35 | 10 |

+--------------+---------+------------+----------+---------+--------+

* Male/Female

+--------------+---------+--------+------------+-----------+--------+

| | Mage | Monk | Nightblade | Pilgrim | Rogue |

+--------------+---------+--------+------------+-----------+--------+

| | | | | | |

| Strength | 40 | 40 | 40 | 40 | 40 |

| Intelligence | 50 | 40 | 40 | 40 | 40 |

| Willpower | 40/50* | 40/50* | 40/50* | 30/40* | 30/40* |

| Agility | 30 | 40 | 30 | 30 | 30 |

| Speed | 40/30* | 40/30* | 50/40* | 40/30* | 50/40* |

| Endurance | 40 | 40 | 40 | 50 | 40 |

| Personality | 50 | 50 | 50 | 60 | 60 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 15 | 5 | 15 | 15 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Medium Armor | 5 | 5 | 5 | 30 | 15 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 10 | 20 | 10 | 10 | 10 |

| Long Blade | 15 | 15 | 15 | 15 | 25 |

| Axe | 5 | 5 | 5 | 5 | 30 |

| Spear | 5 | 5 | 5 | 5 | 5 |

| Athletics | 5 | 30 | 5 | 5 | 15 |

| | | | | | |

| Enchant | 20 | 5 | 10 | 5 | 5 |

| Destruction | 35 | 5 | 20 | 5 | 5 |

| Alternation | 35 | 5 | 35 | 5 | 5 |

| Illusion | 35 | 5 | 35 | 15 | 5 |

| Conjuration | 20 | 5 | 10 | 5 | 5 |

| Mysticism | 35 | 5 | 35 | 5 | 5 |

| Restoration | 35 | 15 | 10 | 30 | 5 |

| Alchemy | 20 | 5 | 10 | 15 | 5 |

| Unarmored | 20 | 30 | 20 | 5 | 5 |

| | | | | | |

| Security | 5 | 10 | 15 | 10 | 10 |

| Sneak | 5 | 35 | 30 | 10 | 10 |

| Acrobatics | 5 | 35 | 5 | 10 | 10 |

| Light Armor | 10 | 25 | 20 | 15 | 40 |

| Short Blade | 15 | 10 | 30 | 20 | 35 |

| Marksman | 5 | 20 | 15 | 35 | 10 |

| Mercantile | 15 | 20 | 15 | 45 | 45 |

| Speechcraft | 15 | 20 | 15 | 45 | 30 |

| Hand-to-Hand | 10 | 40 | 10 | 25 | 40 |

+--------------+---------+--------+------------+-----------+--------+

* Male/Female

+--------------+---------+----------+------------+--------+---------+

| | Scout | Sorcerer | Spellsword | Thief | Warrior |

+--------------+---------+----------+------------+--------+---------+

| | | | | | |

| Strength | 40 | 40 | 40 | 40 | 50 |

| Intelligence | 40 | 50 | 40 | 40 | 40 |

| Willpower | 30/40* | 30/40* | 40/50* | 30/40* | 30/40* |

| Agility | 30 | 30 | 30 | 40 | 30 |

| Speed | 50/40* | 40/30* | 40/30* | 50/40* | 40/30* |

| Endurance | 50 | 50 | 50 | 40 | 50 |

| Personality | 50 | 50 | 50 | 50 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 5 | 30 | 5 | 35 |

| Armorer | 10 | 5 | 5 | 5 | 20 |

| Medium Armor | 35 | 15 | 15 | 5 | 35 |

| Heavy Armor | 10 | 15 | 5 | 5 | 35 |

| Blunt Weapon | 15 | 10 | 20 | 10 | 25 |

| Long Blade | 45 | 15 | 40 | 15 | 45 |

| Axe | 10 | 5 | 15 | 5 | 20 |

| Spear | 10 | 5 | 5 | 5 | 20 |

| Athletics | 35 | 5 | 5 | 15 | 35 |

| | | | | | |

| Enchant | 5 | 35 | 20 | 5 | 5 |

| Destruction | 5 | 35 | 35 | 5 | 5 |

| Alternation | 15 | 35 | 35 | 5 | 5 |

| Illusion | 5 | 20 | 10 | 5 | 5 |

| Conjuration | 5 | 35 | 10 | 5 | 5 |

| Mysticism | 5 | 35 | 10 | 5 | 5 |

| Restoration | 5 | 10 | 35 | 5 | 5 |

| Alchemy | 15 | 10 | 20 | 5 | 5 |

| Unarmored | 15 | 10 | 10 | 5 | 5 |

| | | | | | |

| Security | 5 | 5 | 5 | 35 | 5 |

| Sneak | 30 | 5 | 5 | 35 | 5 |

| Acrobatics | 5 | 5 | 5 | 35 | 5 |

| Light Armor | 20 | 10 | 10 | 40 | 10 |

| Short Blade | 5 | 15 | 5 | 35 | 5 |

| Marksman | 15 | 15 | 5 | 20 | 15 |

| Mercantile | 15 | 15 | 15 | 30 | 15 |

| Speechcraft | 15 | 15 | 15 | 30 | 15 |

| Hand-to-Hand | 10 | 10 | 10 | 25 | 10 |

+--------------+---------+----------+------------+--------+---------+

* Male/Female

+--------------+-------------+

| | Witchhunter |

+--------------+-------------+

| | |

| Strength | 40 |

| Intelligence | 50 |

| Willpower | 30/40* |

| Agility | 40 |

| Speed | 40/30* |

| Endurance | 40 |

| Personality | 50 |

| Luck | 40 |

| | |

| Block | 15 |

| Armorer | 5 |

| Medium Armor | 5 |

| Heavy Armor | 5 |

| Blunt Weapon | 20 |

| Long Blade | 15 |

| Axe | 5 |

| Spear | 5 |

| Athletics | 5 |

| | |

| Enchant | 35 |

| Destruction | 10 |

| Alternation | 10 |

| Illusion | 10 |

| Conjuration | 35 |

| Mysticism | 20 |

| Restoration | 10 |

| Alchemy | 35 |

| Unarmored | 20 |

| | |

| Security | 5 |

| Sneak | 15 |

| Acrobatics | 5 |

| Light Armor | 35 |

| Short Blade | 5 |

| Marksman | 30 |

| Mercantile | 15 |

| Speechcraft | 15 |

| Hand-to-Hand | 10 |

+--------------+-------------+

* Male/Female

-----------------------------------------------------------------------------

18.6 Khajiit

-----------------------------------------------------------------------------

The Khajiit of Elsweyr can vary in appearance from nearly Elven to the

cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed

found in Morrowind, the suthay-raht, is intelligent, quick, and agile.

Khajiit of all breeds have a weakness for sweets, especially the drug known

as skooma. Many Khajiit disdain weapons in favor of their natural claws. They

make excellent thieves due to their natural agility and unmatched acrobatics

ability.

Skill Bonuses: Acrobatics +15

Athletics +5

Hand to Hand +5

Light Armor +5

Security +5

Short Blade +5

Sneak +5

Specials: Eye of Fear (Demoralize Humanoid 100 Points for 30

seconds)

Eye of Night (Night Eye 50 Points for 30 Seconds)

+--------------+---------+---------+---------+----------+-----------+

| | Acrobat | Agent | Archer | Assassin | Barbarian |

+--------------+---------+---------+---------+----------+-----------+

| | | | | | |

| Strength | 40/30* | 40/30* | 50/40* | 40/30* | 50/40* |

| Intelligence | 40 | 40 | 40 | 50 | 40 |

| Willpower | 30 | 30 | 30 | 30 | 30 |

| Agility | 60 | 60 | 60 | 50 | 50 |

| Speed | 40 | 40 | 40 | 50 | 50 |

| Endurance | 40/50* | 30/40* | 30/40* | 30/40* | 30/40* |

| Personality | 40 | 50 | 40 | 40 | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 35 | 15 | 35 |

| Armorer | 5 | 5 | 10 | 5 | 20 |

| Medium Armor | 5 | 5 | 20 | 5 | 35 |

| Heavy Armor | 5 | 5 | 10 | 5 | 10 |

| Blunt Weapon | 5 | 5 | 10 | 5 | 35 |

| Long Blade | 5 | 5 | 35 | 15 | 10 |

| Axe | 5 | 5 | 10 | 5 | 35 |

| Spear | 15 | 15 | 20 | 5 | 10 |

| Athletics | 35 | 35 | 40 | 20 | 40 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 15 | 15 | 5 | 5 | 5 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 5 | 5 | 15 | 5 | 5 |

| Alchemy | 5 | 5 | 5 | 15 | 5 |

| Unarmored | 30 | 30 | 15 | 5 | 15 |

| | | | | | |

| Security | 15 | 15 | 10 | 25 | 10 |

| Sneak | 40 | 40 | 20 | 40 | 10 |

| Acrobatics | 50 | 50 | 20 | 50 | 30 |

| Light Armor | 25 | 25 | 35 | 40 | 20 |

| Short Blade | 15 | 15 | 10 | 40 | 10 |

| Marksman | 35 | 35 | 30 | 35 | 15 |

| Mercantile | 10 | 10 | 5 | 10 | 5 |

| Speechcraft | 20 | 20 | 5 | 10 | 5 |

| Hand-to-Hand | 25 | 25 | 10 | 15 | 10 |

+--------------+---------+---------+---------+----------+-----------+

* Male/Female

+--------------+--------+------------+-----------+---------+--------+

| | Bard | Battlemage | Crusader | Healer | Knight |

+--------------+--------+------------+-----------+---------+--------+

| | | | | | |

| Strength | 40/30* | 50/40* | 50/40* | 40/30* | 50/40* |

| Intelligence | 50 | 50 | 40 | 40 | 40 |

| Willpower | 30 | 30 | 30 | 40 | 30 |

| Agility | 50 | 50 | 60 | 50 | 50 |

| Speed | 40 | 40 | 40 | 40 | 40 |

| Endurance | 30/40* | 30/40* | 30/40* | 30/40* | 30/40* |

| Personality | 50 | 40 | 40 | 50 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 30 | 5 | 35 | 5 | 35 |

| Armorer | 5 | 5 | 20 | 5 | 20 |

| Medium Armor | 15 | 5 | 20 | 5 | 20 |

| Heavy Armor | 5 | 30 | 35 | 5 | 35 |

| Blunt Weapon | 5 | 5 | 35 | 15 | 10 |

| Long Blade | 30 | 15 | 35 | 5 | 35 |

| Axe | 5 | 30 | 10 | 5 | 35 |

| Spear | 5 | 5 | 10 | 5 | 10 |

| Athletics | 10 | 10 | 15 | 10 | 15 |

| | | | | | |

| Enchant | 15 | 20 | 5 | 10 | 15 |

| Destruction | 5 | 35 | 30 | 10 | 5 |

| Alternation | 5 | 35 | 5 | 35 | 5 |

| Illusion | 15 | 10 | 5 | 20 | 5 |

| Conjuration | 5 | 35 | 5 | 10 | 5 |

| Mysticism | 5 | 20 | 5 | 35 | 5 |

| Restoration | 5 | 10 | 15 | 35 | 15 |

| Alchemy | 30 | 20 | 15 | 20 | 5 |

| Unarmored | 5 | 10 | 5 | 20 | 5 |

| | | | | | |

| Security | 25 | 10 | 10 | 10 | 10 |

| Sneak | 15 | 10 | 10 | 10 | 10 |

| Acrobatics | 50 | 20 | 20 | 20 | 20 |

| Light Armor | 15 | 10 | 10 | 20 | 10 |

| Short Blade | 15 | 10 | 10 | 10 | 10 |

| Marksman | 10 | 15 | 5 | 5 | 5 |

| Mercantile | 20 | 5 | 5 | 5 | 15 |

| Speechcraft | 10 | 5 | 5 | 30 | 30 |

| Hand-to-Hand | 40 | 10 | 20 | 35 | 10 |

+--------------+--------+------------+-----------+---------+--------+

* Male/Female

+--------------+--------+---------+------------+----------+---------+

| | Mage | Monk | Nightblade | Pilgrim | Rogue |

+--------------+--------+---------+------------+----------+---------+

| | | | | | |

| Strength | 40/30* | 40/30* | 40/30* | 40/30* | 40/30* |

| Intelligence | 50 | 40 | 40 | 40 | 40 |

| Willpower | 40 | 40 | 40 | 30 | 30 |

| Agility | 50 | 60 | 50 | 50 | 50 |

| Speed | 40 | 40 | 50 | 40 | 50 |

| Endurance | 30/40* | 30/40* | 30/40* | 40/50* | 30/40* |

| Personality | 40 | 40 | 40 | 50 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 15 | 5 | 15 | 15 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Medium Armor | 5 | 5 | 5 | 30 | 15 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 5 | 15 | 5 | 5 | 5 |

| Long Blade | 5 | 5 | 5 | 5 | 15 |

| Axe | 5 | 5 | 5 | 5 | 30 |

| Spear | 5 | 5 | 5 | 5 | 5 |

| Athletics | 10 | 35 | 10 | 10 | 20 |

| | | | | | |

| Enchant | 20 | 5 | 10 | 5 | 5 |

| Destruction | 35 | 5 | 20 | 5 | 5 |

| Alternation | 35 | 5 | 35 | 5 | 5 |

| Illusion | 35 | 5 | 35 | 15 | 5 |

| Conjuration | 20 | 5 | 10 | 5 | 5 |

| Mysticism | 35 | 5 | 35 | 5 | 5 |

| Restoration | 35 | 15 | 10 | 30 | 5 |

| Alchemy | 20 | 5 | 10 | 15 | 5 |

| Unarmored | 20 | 30 | 20 | 5 | 5 |

| | | | | | |

| Security | 10 | 15 | 20 | 15 | 15 |

| Sneak | 10 | 40 | 35 | 15 | 15 |

| Acrobatics | 20 | 50 | 20 | 25 | 25 |

| Light Armor | 10 | 25 | 20 | 15 | 40 |

| Short Blade | 20 | 15 | 35 | 25 | 40 |

| Marksman | 5 | 20 | 15 | 35 | 10 |

| Mercantile | 5 | 10 | 5 | 35 | 35 |

| Speechcraft | 5 | 10 | 5 | 35 | 20 |

| Hand-to-Hand | 10 | 40 | 10 | 25 | 40 |

+--------------+--------+---------+------------+----------+---------+

* Male/Female

+--------------+--------+----------+------------+---------+---------+

| | Scout | Sorcerer | Spellsword | Thief | Warrior |

+--------------+--------+----------+------------+---------+---------+

| | | | | | |

| Strength | 40/30* | 40/30* | 40/30* | 40/30* | 50/40* |

| Intelligence | 40 | 50 | 40 | 40 | 40 |

| Willpower | 30 | 30 | 40 | 30 | 30 |

| Agility | 60 | 50 | 50 | 60 | 50 |

| Speed | 40 | 40 | 40 | 50 | 40 |

| Endurance | 40/50* | 40/50* | 40/50* | 30/40* | 40/50* |

| Personality | 40 | 40 | 40 | 40 | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 5 | 30 | 5 | 35 |

| Armorer | 10 | 5 | 5 | 5 | 20 |

| Medium Armor | 35 | 15 | 15 | 5 | 35 |

| Heavy Armor | 10 | 15 | 5 | 5 | 35 |

| Blunt Weapon | 10 | 5 | 15 | 5 | 20 |

| Long Blade | 35 | 5 | 30 | 5 | 35 |

| Axe | 10 | 5 | 15 | 5 | 20 |

| Spear | 10 | 5 | 5 | 5 | 20 |

| Athletics | 40 | 10 | 10 | 20 | 40 |

| | | | | | |

| Enchant | 5 | 35 | 20 | 5 | 5 |

| Destruction | 5 | 35 | 35 | 5 | 5 |

| Alternation | 15 | 35 | 35 | 5 | 5 |

| Illusion | 5 | 20 | 10 | 5 | 5 |

| Conjuration | 5 | 35 | 10 | 5 | 5 |

| Mysticism | 5 | 35 | 10 | 5 | 5 |

| Restoration | 5 | 10 | 35 | 5 | 5 |

| Alchemy | 15 | 10 | 20 | 5 | 5 |

| Unarmored | 15 | 10 | 10 | 5 | 5 |

| | | | | | |

| Security | 10 | 10 | 10 | 40 | 10 |

| Sneak | 35 | 10 | 10 | 40 | 10 |

| Acrobatics | 20 | 20 | 20 | 50 | 20 |

| Light Armor | 20 | 10 | 10 | 40 | 10 |

| Short Blade | 10 | 20 | 10 | 40 | 10 |

| Marksman | 15 | 15 | 5 | 20 | 15 |

| Mercantile | 5 | 5 | 5 | 20 | 5 |

| Speechcraft | 5 | 5 | 5 | 20 | 5 |

| Hand-to-Hand | 10 | 10 | 10 | 25 | 10 |

+--------------+--------+----------+------------+---------+---------+

* Male/Female

+--------------+--------------+

| | Witchhunter |

+--------------+--------------+

| | |

| Strength | 40/30* |

| Intelligence | 50 |

| Willpower | 30 |

| Agility | 60 |

| Speed | 40 |

| Endurance | 30/40* |

| Personality | 40 |

| Luck | 40 |

| | |

| Block | 15 |

| Armorer | 5 |

| Medium Armor | 5 |

| Heavy Armor | 5 |

| Blunt Weapon | 15 |

| Long Blade | 5 |

| Axe | 5 |

| Spear | 5 |

| Athletics | 10 |

| | |

| Enchant | 35 |

| Destruction | 10 |

| Alternation | 10 |

| Illusion | 10 |

| Conjuration | 35 |

| Mysticism | 20 |

| Restoration | 10 |

| Alchemy | 35 |

| Unarmored | 20 |

| | |

| Security | 10 |

| Sneak | 20 |

| Acrobatics | 20 |

| Light Armor | 35 |

| Short Blade | 10 |

| Marksman | 30 |

| Mercantile | 5 |

| Speechcraft | 5 |

| Hand-to-Hand | 10 |

+--------------+--------------+

* Male/Female

-----------------------------------------------------------------------------

18.7 Nord

-----------------------------------------------------------------------------

The citizens of Skyrim are aggressive and fearless in war, industrious and

enterprising in trade and exploration. Strong, stubborn, and hardy, Nords are

famous for their resistance to cold, even magical frost. Violence is an

accepted and comfortable aspect of Nord culture; Nords of all classes are

skilled with a variety of weapon and armor styles, and they cheerfully face

battle with an ecstatic ferocity that shocks and appalls their enemies.

Skill Bonuses: Axe +10

Blunt Weapon +10

Med. Armor +10

Long Blade + 5

Spear + 5

Heavy Armor + 5

Specials: Thunder Fist (25 Points of Frost damage on touch.)

Woad (30 Points Shield on self for 60 Seconds.)

Resist Shock 50 Points

Immune to Frost

+--------------+---------+---------+---------+----------+-----------+

| | Acrobat | Agent | Archer | Assassin | Barbarian |

+--------------+---------+---------+---------+----------+-----------+

| | | | | | |

| Strength | 40/30* | 40/30* | 50/40* | 40/30* | 50/40* |

| Intelligence | 40 | 40 | 40 | 50 | 40 |

| Willpower | 30 | 30 | 30 | 30 | 30 |

| Agility | 60 | 60 | 60 | 50 | 50 |

| Speed | 40 | 40 | 40 | 50 | 50 |

| Endurance | 40/50* | 30/40* | 30/40* | 30/40* | 30/40* |

| Personality | 40 | 50 | 40 | 40 | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 35 | 15 | 35 |

| Armorer | 5 | 5 | 10 | 5 | 20 |

| Medium Armor | 5 | 5 | 20 | 5 | 35 |

| Heavy Armor | 5 | 5 | 10 | 5 | 10 |

| Blunt Weapon | 5 | 5 | 10 | 5 | 35 |

| Long Blade | 5 | 5 | 35 | 15 | 10 |

| Axe | 5 | 5 | 10 | 5 | 35 |

| Spear | 15 | 15 | 20 | 5 | 10 |

| Athletics | 35 | 35 | 40 | 20 | 40 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 15 | 15 | 5 | 5 | 5 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 5 | 5 | 15 | 5 | 5 |

| Alchemy | 5 | 5 | 5 | 15 | 5 |

| Unarmored | 30 | 30 | 15 | 5 | 15 |

| | | | | | |

| Security | 15 | 15 | 10 | 25 | 10 |

| Sneak | 40 | 40 | 20 | 40 | 10 |

| Acrobatics | 50 | 50 | 20 | 50 | 30 |

| Light Armor | 25 | 25 | 35 | 40 | 20 |

| Short Blade | 15 | 15 | 10 | 40 | 10 |

| Marksman | 35 | 35 | 30 | 35 | 15 |

| Mercantile | 10 | 10 | 5 | 10 | 5 |

| Speechcraft | 20 | 20 | 5 | 10 | 5 |

| Hand-to-Hand | 25 | 25 | 10 | 15 | 10 |

+--------------+---------+---------+---------+----------+-----------+

* Male/Female

+--------------+---------+------------+----------+--------+--------+

| | Bard | Battlemage | Crusader | Healer | Knight |

+--------------+---------+------------+----------+--------+--------+

| | | | | | |

| Strength | 40/30* | 50/40* | 50/40* | 40/30* | 50/40* |

| Intelligence | 50 | 50 | 40 | 40 | 40 |

| Willpower | 30 | 30 | 30 | 40 | 30 |

| Agility | 50 | 50 | 60 | 50 | 50 |

| Speed | 40 | 40 | 40 | 40 | 40 |

| Endurance | 30/40* | 30/40* | 30/40* | 30/40* | 30/40* |

| Personality | 50 | 40 | 40 | 50 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 30 | 5 | 35 | 5 | 35 |

| Armorer | 5 | 5 | 20 | 5 | 20 |

| Medium Armor | 15 | 5 | 20 | 5 | 20 |

| Heavy Armor | 5 | 30 | 35 | 5 | 35 |

| Blunt Weapon | 5 | 5 | 35 | 15 | 10 |

| Long Blade | 30 | 15 | 35 | 5 | 35 |

| Axe | 5 | 30 | 10 | 5 | 35 |

| Spear | 5 | 5 | 10 | 5 | 10 |

| Athletics | 10 | 10 | 15 | 10 | 15 |

| | | | | | |

| Enchant | 15 | 20 | 5 | 10 | 15 |

| Destruction | 5 | 35 | 30 | 10 | 5 |

| Alternation | 5 | 35 | 5 | 35 | 5 |

| Illusion | 15 | 10 | 5 | 20 | 5 |

| Conjuration | 5 | 35 | 5 | 10 | 5 |

| Mysticism | 5 | 20 | 5 | 35 | 5 |

| Restoration | 5 | 10 | 15 | 35 | 15 |

| Alchemy | 30 | 20 | 15 | 20 | 5 |

| Unarmored | 5 | 10 | 5 | 20 | 5 |

| | | | | | |

| Security | 25 | 10 | 10 | 10 | 10 |

| Sneak | 15 | 10 | 10 | 10 | 10 |

| Acrobatics | 50 | 20 | 20 | 20 | 20 |

| Light Armor | 15 | 10 | 10 | 20 | 10 |

| Short Blade | 15 | 10 | 10 | 10 | 10 |

| Marksman | 10 | 15 | 5 | 5 | 5 |

| Mercantile | 20 | 5 | 5 | 5 | 15 |

| Speechcraft | 10 | 5 | 5 | 30 | 30 |

| Hand-to-Hand | 40 | 10 | 20 | 35 | 10 |

+--------------+---------+------------+----------+--------+--------+

* Male/Female

+--------------+---------+---------+------------+---------+--------+

| | Mage | Monc | Nightblade | Pilgrim | Rogue |

+--------------+---------+---------+------------+---------+--------+

| | | | | | |

| Strength | 40/30* | 40/30* | 40/30* | 40/30* | 40/30* |

| Intelligence | 50 | 40 | 40 | 40 | 40 |

| Willpower | 40 | 40 | 40 | 30 | 30 |

| Agility | 50 | 60 | 50 | 50 | 50 |

| Speed | 40 | 40 | 50 | 40 | 50 |

| Endurance | 30/40* | 30/40* | 30/40* | 40/50* | 30/40* |

| Personality | 40 | 40 | 40 | 50 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 15 | 5 | 15 | 15 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Medium Armor | 5 | 5 | 5 | 30 | 15 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 5 | 15 | 5 | 5 | 5 |

| Long Blade | 5 | 5 | 5 | 5 | 15 |

| Axe | 5 | 5 | 5 | 5 | 30 |

| Spear | 5 | 5 | 5 | 5 | 5 |

| Athletics | 10 | 35 | 10 | 10 | 20 |

| | | | | | |

| Enchant | 20 | 5 | 10 | 5 | 5 |

| Destruction | 35 | 5 | 20 | 5 | 5 |

| Alternation | 35 | 5 | 35 | 5 | 5 |

| Illusion | 35 | 5 | 35 | 15 | 5 |

| Conjuration | 20 | 5 | 10 | 5 | 5 |

| Mysticism | 35 | 5 | 35 | 5 | 5 |

| Restoration | 35 | 15 | 10 | 30 | 5 |

| Alchemy | 20 | 5 | 10 | 15 | 5 |

| Unarmored | 20 | 30 | 20 | 5 | 5 |

| | | | | | |

| Security | 10 | 15 | 20 | 15 | 15 |

| Sneak | 10 | 40 | 35 | 15 | 15 |

| Acrobatics | 20 | 50 | 20 | 25 | 25 |

| Light Armor | 10 | 25 | 20 | 15 | 40 |

| Short Blade | 20 | 15 | 35 | 25 | 40 |

| Marksman | 5 | 20 | 15 | 35 | 10 |

| Mercantile | 5 | 10 | 5 | 35 | 35 |

| Speechcraft | 5 | 10 | 5 | 35 | 20 |

| Hand-to-Hand | 10 | 40 | 10 | 25 | 40 |

+--------------+---------+---------+------------+---------+--------+

* Male/Female

+--------------+--------+----------+------------+--------+---------+

| | Scout | Sorcerer | Spellsword | Thief | Warrior |

+--------------+--------+----------+------------+--------+---------+

| | | | | | |

| Strength | 40/30* | 40/30* | 40/30* | 40/30* | 50/40* |

| Intelligence | 40 | 50 | 40 | 40 | 40 |

| Willpower | 30 | 30 | 40 | 30 | 30 |

| Agility | 60 | 50 | 50 | 60 | 50 |

| Speed | 40 | 40 | 40 | 50 | 40 |

| Endurance | 40/50* | 40/50* | 40/50* | 30/40* | 40/50* |

| Personality | 40 | 40 | 40 | 40 | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 5 | 30 | 5 | 35 |

| Armorer | 10 | 5 | 5 | 5 | 20 |

| Medium Armor | 35 | 15 | 15 | 5 | 35 |

| Heavy Armor | 10 | 15 | 5 | 5 | 35 |

| Blunt Weapon | 10 | 5 | 15 | 5 | 20 |

| Long Blade | 35 | 5 | 30 | 5 | 35 |

| Axe | 10 | 5 | 15 | 5 | 20 |

| Spear | 10 | 5 | 5 | 5 | 20 |

| Athletics | 40 | 10 | 10 | 20 | 40 |

| | | | | | |

| Enchant | 5 | 35 | 20 | 5 | 5 |

| Destruction | 5 | 35 | 35 | 5 | 5 |

| Alternation | 15 | 35 | 35 | 5 | 5 |

| Illusion | 5 | 20 | 10 | 5 | 5 |

| Conjuration | 5 | 35 | 10 | 5 | 5 |

| Mysticism | 5 | 35 | 10 | 5 | 5 |

| Restoration | 5 | 10 | 35 | 5 | 5 |

| Alchemy | 15 | 10 | 20 | 5 | 5 |

| Unarmored | 15 | 10 | 10 | 5 | 5 |

| | | | | | |

| Security | 10 | 10 | 10 | 40 | 10 |

| Sneak | 35 | 10 | 10 | 40 | 10 |

| Acrobatics | 20 | 20 | 20 | 50 | 20 |

| Light Armor | 20 | 10 | 10 | 40 | 10 |

| Short Blade | 10 | 20 | 10 | 40 | 10 |

| Marksman | 15 | 15 | 5 | 20 | 15 |

| Mercantile | 5 | 5 | 5 | 20 | 5 |

| Speechcraft | 5 | 5 | 5 | 20 | 5 |

| Hand-to-Hand | 10 | 10 | 10 | 25 | 10 |

+--------------+--------+----------+------------+--------+---------+

* Male/Female

+--------------+-------------+

| | Witchhunter |

+--------------+-------------+

| | |

| Strength | 40/30* |

| Intelligence | 50 |

| Willpower | 30 |

| Agility | 60 |

| Speed | 40 |

| Endurance | 30/40* |

| Personality | 40 |

| Luck | 40 |

| | |

| Block | 15 |

| Armorer | 5 |

| Medium Armor | 5 |

| Heavy Armor | 5 |

| Blunt Weapon | 15 |

| Long Blade | 5 |

| Axe | 5 |

| Spear | 5 |

| Athletics | 10 |

| | |

| Enchant | 35 |

| Destruction | 10 |

| Alternation | 10 |

| Illusion | 10 |

| Conjuration | 35 |

| Mysticism | 20 |

| Restoration | 10 |

| Alchemy | 35 |

| Unarmored | 20 |

| | |

| Security | 10 |

| Sneak | 20 |

| Acrobatics | 20 |

| Light Armor | 35 |

| Short Blade | 10 |

| Marksman | 30 |

| Mercantile | 5 |

| Speechcraft | 5 |

| Hand-to-Hand | 10 |

+--------------+-------------+

* Male/Female

-----------------------------------------------------------------------------

18.8 Orc

-----------------------------------------------------------------------------

These sophisticated barbarian beast peoples of the Wrothgarian and

Dragontail Mountains are noted for their unshakeable courage in war

and their unflinching endurance of hardships. Orc warriors in heavy

armor are among the finest front-line troops in the Empire. Most

Imperial citizens regard Orc society as rough and cruel, but there

is much to admire in their fierce tribal loyalties and generous

equality of rank and respect among the sexes.

Skill Bonuses: Armorer: +10

Axe: + 5

Heavy Armor: +10

Medium Armor: +10

Block: +10

Specials: Resistant to Magicka 25 points

Berserk (Fortify Health, Fatigue, Attack and Drain Agility

for one minute.)

+--------------+---------+---------+---------+----------+-----------+

| | Acrobat | Agent | Archer | Assassin | Barbarian |

+--------------+---------+---------+---------+----------+-----------+

| | | | | | |

| Strength | 45 | 45 | 55 | 45 | 55 |

| Intelligence | 30/40* | 30/40* | 30/40* | 40/50* | 30/40* |

| Willpower | 50/45* | 50/45* | 50/45* | 50/45* | 50/45* |

| Agility | 45 | 45 | 45 | 35 | 35 |

| Speed | 30 | 30 | 30 | 40 | 40 |

| Endurance | 60 | 50 | 50 | 50 | 50 |

| Personality | 30/25* | 40/35* | 30/25* | 30/25* | 30/25* |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 15 | 15 | 45 | 25 | 45 |

| Armorer | 15 | 15 | 20 | 15 | 30 |

| Medium Armor | 15 | 15 | 30 | 15 | 45 |

| Heavy Armor | 15 | 15 | 20 | 15 | 20 |

| Blunt Weapon | 5 | 5 | 10 | 5 | 35 |

| Long Blade | 5 | 5 | 35 | 15 | 10 |

| Axe | 10 | 10 | 15 | 10 | 40 |

| Spear | 15 | 15 | 20 | 5 | 10 |

| Athletics | 30 | 30 | 35 | 15 | 35 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 15 | 15 | 5 | 5 | 5 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 5 | 5 | 15 | 5 | 5 |

| Alchemy | 5 | 5 | 5 | 15 | 5 |

| Unarmored | 30 | 30 | 15 | 5 | 15 |

| | | | | | |

| Security | 10 | 10 | 5 | 20 | 5 |

| Sneak | 35 | 35 | 15 | 35 | 5 |

| Acrobatics | 35 | 35 | 5 | 35 | 15 |

| Light Armor | 20 | 20 | 30 | 35 | 15 |

| Short Blade | 10 | 10 | 5 | 35 | 5 |

| Marksman | 35 | 35 | 30 | 35 | 15 |

| Mercantile | 10 | 10 | 5 | 10 | 5 |

| Speechcraft | 20 | 20 | 5 | 10 | 5 |

| Hand-to-Hand | 20 | 20 | 5 | 10 | 5 |

+--------------+---------+---------+---------+----------+-----------+

* Male/Female

+--------------+---------+------------+----------+--------+---------+

| | Bard | Battlemage | Crusader | Healer | Knight |

+--------------+---------+------------+----------+--------+---------+

| | | | | | |

| Strength | 45 | 55 | 55 | 45 | 55 |

| Intelligence | 40/50* | 40/50* | 30/40* | 30/40* | 30/40* |

| Willpower | 50/45* | 50/45* | 50/45* | 60/55* | 50/45* |

| Agility | 35 | 35 | 45 | 35 | 35 |

| Speed | 30 | 30 | 30 | 30 | 30 |

| Endurance | 50 | 50 | 50 | 50 | 50 |

| Personality | 40/35* | 30/25* | 30/25* | 40/35* | 40/35* |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 40 | 15 | 45 | 15 | 45 |

| Armorer | 15 | 15 | 30 | 15 | 30 |

| Medium Armor | 25 | 15 | 30 | 15 | 30 |

| Heavy Armor | 15 | 40 | 45 | 15 | 45 |

| Blunt Weapon | 5 | 5 | 35 | 15 | 10 |

| Long Blade | 30 | 15 | 35 | 5 | 35 |

| Axe | 10 | 35 | 15 | 10 | 40 |

| Spear | 5 | 5 | 10 | 5 | 10 |

| Athletics | 5 | 5 | 10 | 5 | 10 |

| | | | | | |

| Enchant | 15 | 20 | 5 | 10 | 15 |

| Destruction | 5 | 35 | 30 | 10 | 5 |

| Alternation | 5 | 35 | 5 | 35 | 5 |

| Illusion | 15 | 10 | 5 | 20 | 5 |

| Conjuration | 5 | 35 | 5 | 10 | 5 |

| Mysticism | 5 | 20 | 5 | 35 | 5 |

| Restoration | 5 | 10 | 15 | 35 | 15 |

| Alchemy | 30 | 20 | 15 | 20 | 5 |

| Unarmored | 5 | 10 | 5 | 20 | 5 |

| | | | | | |

| Security | 20 | 5 | 5 | 5 | 5 |

| Sneak | 10 | 5 | 5 | 5 | 5 |

| Acrobatics | 35 | 5 | 5 | 5 | 5 |

| Light Armor | 10 | 5 | 5 | 15 | 5 |

| Short Blade | 10 | 5 | 5 | 5 | 5 |

| Marksman | 10 | 15 | 5 | 5 | 5 |

| Mercantile | 20 | 5 | 5 | 5 | 15 |

| Speechcraft | 10 | 5 | 5 | 30 | 30 |

| Hand-to-Hand | 35 | 5 | 15 | 30 | 5 |

+--------------+---------+------------+----------+--------+---------+

* Male/Female

+--------------+---------+---------+------------+----------+--------+

| | Mage | Monk | Nightblade | Pilgrim | Rogue |

+--------------+---------+---------+------------+----------+--------+

| | | | | | |

| Strength | 45 | 45 | 45 | 45 | 45 |

| Intelligence | 40/50* | 30/40* | 30/40* | 30/40* | 30/40* |

| Willpower | 60/55* | 60/55* | 60/55* | 50/45* | 50/45* |

| Agility | 35 | 45 | 35 | 35 | 35 |

| Speed | 30 | 30 | 40 | 30 | 40 |

| Endurance | 50 | 50 | 50 | 60 | 50 |

| Personality | 30/25* | 30/25* | 30/25* | 40/35* | 40/35* |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 15 | 25 | 15 | 25 | 25 |

| Armorer | 15 | 15 | 15 | 15 | 15 |

| Medium Armor | 15 | 15 | 15 | 40 | 25 |

| Heavy Armor | 15 | 15 | 15 | 15 | 15 |

| Blunt Weapon | 5 | 15 | 5 | 5 | 5 |

| Long Blade | 5 | 5 | 5 | 5 | 15 |

| Axe | 10 | 10 | 10 | 10 | 35 |

| Spear | 5 | 5 | 5 | 5 | 5 |

| Athletics | 5 | 30 | 5 | 5 | 15 |

| | | | | | |

| Enchant | 20 | 5 | 10 | 5 | 5 |

| Destruction | 35 | 5 | 20 | 5 | 5 |

| Alternation | 35 | 5 | 35 | 5 | 5 |

| Illusion | 35 | 5 | 35 | 15 | 5 |

| Conjuration | 20 | 5 | 10 | 5 | 5 |

| Mysticism | 35 | 5 | 35 | 5 | 5 |

| Restoration | 35 | 15 | 10 | 30 | 5 |

| Alchemy | 20 | 5 | 10 | 15 | 5 |

| Unarmored | 20 | 30 | 20 | 5 | 5 |

| | | | | | |

| Security | 5 | 10 | 15 | 10 | 10 |

| Sneak | 5 | 35 | 30 | 10 | 10 |

| Acrobatics | 5 | 35 | 5 | 10 | 10 |

| Light Armor | 5 | 20 | 15 | 10 | 35 |

| Short Blade | 15 | 10 | 30 | 20 | 35 |

| Marksman | 5 | 20 | 15 | 35 | 10 |

| Mercantile | 5 | 10 | 5 | 35 | 35 |

| Speechcraft | 5 | 10 | 5 | 35 | 20 |

| Hand-to-Hand | 5 | 35 | 5 | 20 | 35 |

+--------------+---------+---------+------------+----------+--------+

* Male/Female

+--------------+--------+----------+------------+--------+----------+

| | Scout | Sorcerer | Spellsword | Thief | Warrior |

+--------------+--------+----------+------------+--------+----------+

| | | | | | |

| Strength | 45 | 45 | 45 | 45 | 55 |

| Intelligence | 30/40* | 40/50* | 30/40* | 30/40* | 30/40* |

| Willpower | 50/45* | 50/45* | 60/55* | 50/45* | 50/45* |

| Agility | 35 | 35 | 35 | 45 | 35 |

| Speed | 40 | 30 | 30 | 40 | 30 |

| Endurance | 60 | 60 | 60 | 50 | 60 |

| Personality | 30/25* | 30/25* | 30/25* | 30/25* | 30/25* |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 45 | 15 | 40 | 15 | 45 |

| Armorer | 20 | 15 | 15 | 15 | 30 |

| Medium Armor | 45 | 25 | 25 | 15 | 45 |

| Heavy Armor | 20 | 25 | 15 | 15 | 45 |

| Blunt Weapon | 10 | 5 | 15 | 5 | 20 |

| Long Blade | 35 | 5 | 30 | 5 | 35 |

| Axe | 15 | 10 | 20 | 10 | 25 |

| Spear | 10 | 5 | 5 | 5 | 20 |

| Athletics | 35 | 5 | 5 | 15 | 35 |

| | | | | | |

| Enchant | 5 | 35 | 20 | 5 | 5 |

| Destruction | 5 | 35 | 35 | 5 | 5 |

| Alternation | 15 | 35 | 35 | 5 | 5 |

| Illusion | 5 | 20 | 10 | 5 | 5 |

| Conjuration | 5 | 35 | 10 | 5 | 5 |

| Mysticism | 5 | 35 | 10 | 5 | 5 |

| Restoration | 5 | 10 | 35 | 5 | 5 |

| Alchemy | 15 | 10 | 20 | 5 | 5 |

| Unarmored | 15 | 10 | 10 | 5 | 5 |

| | | | | | |

| Security | 5 | 5 | 5 | 35 | 5 |

| Sneak | 30 | 5 | 5 | 35 | 5 |

| Acrobatics | 5 | 5 | 5 | 35 | 5 |

| Light Armor | 15 | 5 | 5 | 35 | 5 |

| Short Blade | 5 | 15 | 5 | 35 | 5 |

| Marksman | 15 | 15 | 5 | 20 | 15 |

| Mercantile | 5 | 5 | 5 | 20 | 5 |

| Speechcraft | 5 | 5 | 5 | 20 | 5 |

| Hand-to-Hand | 5 | 5 | 5 | 20 | 5 |

+--------------+--------+----------+------------+--------+----------+

* Male/Female

+--------------+--------------+

| | Witchhunter |

+--------------+--------------+

| | |

| Strength | 45 |

| Intelligence | 40/50* |

| Willpower | 50/45* |

| Agility | 45 |

| Speed | 30 |

| Endurance | 50 |

| Personality | 30/25* |

| Luck | 40 |

| | |

| Block | 25 |

| Armorer | 15 |

| Medium Armor | 15 |

| Heavy Armor | 15 |

| Blunt Weapon | 15 |

| Long Blade | 5 |

| Axe | 10 |

| Spear | 5 |

| Athletics | 5 |

| | |

| Enchant | 35 |

| Destruction | 10 |

| Alternation | 10 |

| Illusion | 10 |

| Conjuration | 35 |

| Mysticism | 20 |

| Restoration | 10 |

| Alchemy | 35 |

| Unarmored | 20 |

| | |

| Security | 5 |

| Sneak | 15 |

| Acrobatics | 5 |

| Light Armor | 30 |

| Short Blade | 5 |

| Marksman | 30 |

| Mercantile | 5 |

| Speechcraft | 5 |

| Hand-to-Hand | 5 |

+--------------+--------------+

* Male/Female

-----------------------------------------------------------------------------

18.9 Redguard

-----------------------------------------------------------------------------

The most naturally talented warriors in Tamriel, the dark-skinned, wiry-

haired Redguards of Hammerfell seem born to battle, though their pride and

fierce independence of spirit makes them more suitable as scouts or

skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file

soldiers. In addition to their cultural affinities for many weapon and armor

styles, Redguards are also physically blessed with hardy constitutions and

quickness of foot.

Skill Bonuses: Long Blade +15

Short Blade + 5

Heavy Armor + 5

Med. Armor + 5

Axe + 5

Blunt Weapon + 5

Athletics + 5

Specials: Adrenalin Rush (Fortify Health 25 Points, Agility 50

Points, Strength 50 Points, Speed 50

Points, and Endurance 50 Points for 60

Seconds)

Resist Poison (75 Points)

Resist Disease (75 Points)

+--------------+---------+---------+---------+----------+-----------+

| | Acrobat | Agent | Archer | Assassin | Barbarian |

+--------------+---------+---------+---------+----------+-----------+

| | | | | | |

| Strength | 50/40* | 50/40* | 60/50* | 50/40* | 60/50* |

| Intelligence | 30 | 30 | 30 | 40 | 30 |

| Willpower | 30 | 30 | 30 | 30 | 30 |

| Agility | 50 | 50 | 50 | 40 | 40 |

| Speed | 40 | 40 | 40 | 50 | 50 |

| Endurance | 60 | 50 | 50 | 50 | 50 |

| Personality | 30/40* | 40/50* | 30/40* | 30/40* | 30/40* |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 35 | 15 | 35 |

| Armorer | 5 | 5 | 10 | 5 | 20 |

| Medium Armor | 10 | 10 | 25 | 10 | 40 |

| Heavy Armor | 10 | 10 | 15 | 10 | 15 |

| Blunt Weapon | 10 | 10 | 15 | 10 | 40 |

| Long Blade | 20 | 20 | 50 | 30 | 25 |

| Axe | 10 | 10 | 15 | 10 | 40 |

| Spear | 15 | 15 | 20 | 5 | 10 |

| Athletics | 35 | 35 | 40 | 20 | 40 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 15 | 15 | 5 | 5 | 5 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 5 | 5 | 15 | 5 | 5 |

| Alchemy | 5 | 5 | 5 | 15 | 5 |

| Unarmored | 30 | 30 | 15 | 5 | 15 |

| | | | | | |

| Security | 10 | 10 | 5 | 20 | 5 |

| Sneak | 35 | 35 | 15 | 35 | 5 |

| Acrobatics | 35 | 35 | 5 | 35 | 15 |

| Light Armor | 20 | 20 | 30 | 35 | 15 |

| Short Blade | 15 | 15 | 10 | 40 | 10 |

| Marksman | 35 | 35 | 30 | 35 | 15 |

| Mercantile | 10 | 10 | 5 | 10 | 5 |

| Speechcraft | 20 | 20 | 5 | 10 | 5 |

| Hand-to-Hand | 20 | 20 | 5 | 10 | 5 |

+--------------+---------+---------+---------+----------+-----------+

* Male/Female

+--------------+---------+------------+----------+--------+---------+

| | Bard | Battlemage | Crusader | Healer | Knight |

+--------------+---------+------------+----------+--------+---------+

| | | | | | |

| Strength | 50/40* | 60/50* | 60/50* | 50/40* | 60/50* |

| Intelligence | 40 | 40 | 30 | 30 | 30 |

| Willpower | 30 | 30 | 30 | 40 | 30 |

| Agility | 40 | 40 | 50 | 40 | 40 |

| Speed | 40 | 40 | 40 | 40 | 40 |

| Endurance | 50 | 50 | 50 | 50 | 50 |

| Personality | 40/50* | 30/40* | 30/40* | 40/50* | 40/50* |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 30 | 5 | 35 | 5 | 35 |

| Armorer | 5 | 5 | 20 | 5 | 20 |

| Medium Armor | 20 | 10 | 25 | 10 | 25 |

| Heavy Armor | 10 | 35 | 40 | 10 | 40 |

| Blunt Weapon | 10 | 10 | 40 | 20 | 15 |

| Long Blade | 45 | 30 | 50 | 20 | 50 |

| Axe | 10 | 35 | 15 | 10 | 40 |

| Spear | 5 | 5 | 10 | 5 | 10 |

| Athletics | 10 | 10 | 15 | 10 | 15 |

| | | | | | |

| Enchant | 15 | 20 | 5 | 10 | 15 |

| Destruction | 5 | 35 | 30 | 10 | 5 |

| Alternation | 5 | 35 | 5 | 35 | 5 |

| Illusion | 15 | 10 | 5 | 20 | 5 |

| Conjuration | 5 | 35 | 5 | 10 | 5 |

| Mysticism | 5 | 20 | 5 | 35 | 5 |

| Restoration | 5 | 10 | 15 | 35 | 15 |

| Alchemy | 30 | 20 | 15 | 20 | 5 |

| Unarmored | 5 | 10 | 5 | 20 | 5 |

| | | | | | |

| Security | 20 | 5 | 5 | 5 | 5 |

| Sneak | 10 | 5 | 5 | 5 | 5 |

| Acrobatics | 35 | 5 | 5 | 5 | 5 |

| Light Armor | 10 | 5 | 5 | 15 | 5 |

| Short Blade | 15 | 10 | 10 | 10 | 10 |

| Marksman | 10 | 15 | 5 | 5 | 5 |

| Mercantile | 20 | 5 | 5 | 5 | 15 |

| Speechcraft | 10 | 5 | 5 | 30 | 30 |

| Hand-to-Hand | 35 | 5 | 15 | 30 | 5 |

+--------------+---------+------------+----------+--------+---------+

* Male/Female

+--------------+---------+---------+------------+----------+--------+

| | Mage | Monk | Nightblade | Pilgrim | Rogue |

+--------------+---------+---------+------------+----------+--------+

| | | | | | |

| Strength | 50/40* | 50/40* | 50/40* | 50/40* | 50/40* |

| Intelligence | 40 | 30 | 30 | 30 | 30 |

| Willpower | 40 | 40 | 40 | 30 | 30 |

| Agility | 40 | 50 | 40 | 40 | 40 |

| Speed | 40 | 40 | 50 | 40 | 50 |

| Endurance | 50 | 50 | 50 | 60 | 50 |

| Personality | 30/40* | 30/40* | 30/40* | 40/50* | 40/50* |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 15 | 5 | 15 | 15 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Medium Armor | 10 | 10 | 10 | 35 | 20 |

| Heavy Armor | 10 | 10 | 10 | 10 | 10 |

| Blunt Weapon | 10 | 20 | 10 | 10 | 10 |

| Long Blade | 20 | 20 | 20 | 20 | 30 |

| Axe | 10 | 10 | 10 | 10 | 35 |

| Spear | 5 | 5 | 5 | 5 | 5 |

| Athletics | 10 | 35 | 10 | 10 | 20 |

| | | | | | |

| Enchant | 20 | 5 | 10 | 5 | 5 |

| Destruction | 35 | 5 | 20 | 5 | 5 |

| Alternation | 35 | 5 | 35 | 5 | 5 |

| Illusion | 35 | 5 | 35 | 15 | 5 |

| Conjuration | 20 | 5 | 10 | 5 | 5 |

| Mysticism | 35 | 5 | 35 | 5 | 5 |

| Restoration | 35 | 15 | 10 | 30 | 5 |

| Alchemy | 20 | 5 | 10 | 15 | 5 |

| Unarmored | 20 | 30 | 20 | 5 | 5 |

| | | | | | |

| Security | 5 | 10 | 15 | 10 | 10 |

| Sneak | 5 | 35 | 30 | 10 | 10 |

| Acrobatics | 5 | 35 | 5 | 10 | 10 |

| Light Armor | 5 | 20 | 15 | 10 | 35 |

| Short Blade | 20 | 15 | 35 | 25 | 40 |

| Marksman | 5 | 20 | 15 | 35 | 10 |

| Mercantile | 5 | 10 | 5 | 35 | 35 |

| Speechcraft | 5 | 10 | 5 | 35 | 20 |

| Hand-to-Hand | 5 | 35 | 5 | 20 | 35 |

+--------------+---------+---------+------------+----------+--------+

* Male/Female

+--------------+---------+----------+------------+--------+---------+

| | Scout | Sorcerer | Spellsword | Thief | Warrior |

+--------------+---------+----------+------------+--------+---------+

| | | | | | |

| Strength | 50/40* | 50/40* | 50/40* | 50/40* | 60/50* |

| Intelligence | 30 | 40 | 30 | 30 | 30 |

| Willpower | 30 | 30 | 40 | 30 | 30 |

| Agility | 40 | 40 | 40 | 50 | 40 |

| Speed | 50 | 40 | 40 | 50 | 40 |

| Endurance | 60 | 60 | 60 | 50 | 60 |

| Personality | 30/40* | 30/40* | 30/40* | 30/40* | 30/40* |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 5 | 30 | 5 | 35 |

| Armorer | 10 | 5 | 5 | 5 | 20 |

| Medium Armor | 40 | 20 | 20 | 10 | 40 |

| Heavy Armor | 15 | 20 | 10 | 10 | 40 |

| Blunt Weapon | 15 | 10 | 20 | 10 | 25 |

| Long Blade | 50 | 20 | 45 | 20 | 50 |

| Axe | 15 | 10 | 20 | 10 | 25 |

| Spear | 10 | 5 | 5 | 5 | 20 |

| Athletics | 40 | 10 | 10 | 20 | 40 |

| | | | | | |

| Enchant | 5 | 35 | 20 | 5 | 5 |

| Destruction | 5 | 35 | 35 | 5 | 5 |

| Alternation | 15 | 35 | 35 | 5 | 5 |

| Illusion | 5 | 20 | 10 | 5 | 5 |

| Conjuration | 5 | 35 | 10 | 5 | 5 |

| Mysticism | 5 | 35 | 10 | 5 | 5 |

| Restoration | 5 | 10 | 35 | 5 | 5 |

| Alchemy | 15 | 10 | 20 | 5 | 5 |

| Unarmored | 15 | 10 | 10 | 5 | 5 |

| | | | | | |

| Security | 5 | 5 | 5 | 35 | 5 |

| Sneak | 30 | 5 | 5 | 35 | 5 |

| Acrobatics | 5 | 5 | 5 | 35 | 5 |

| Light Armor | 15 | 5 | 5 | 35 | 5 |

| Short Blade | 10 | 20 | 10 | 40 | 10 |

| Marksman | 15 | 15 | 5 | 20 | 15 |

| Mercantile | 5 | 5 | 5 | 20 | 5 |

| Speechcraft | 5 | 5 | 5 | 20 | 5 |

| Hand-to-Hand | 5 | 5 | 5 | 20 | 5 |

+--------------+---------+----------+------------+--------+---------+

* Male/Female

+--------------+-------------+

| | Witchhunter |

+--------------+-------------+

| | |

| Strength | 50/40* |

| Intelligence | 40 |

| Willpower | 30 |

| Agility | 50 |

| Speed | 40 |

| Endurance | 50 |

| Personality | 30/40* |

| Luck | 40 |

| | |

| Block | 15 |

| Armorer | 5 |

| Medium Armor | 10 |

| Heavy Armor | 10 |

| Blunt Weapon | 20 |

| Long Blade | 20 |

| Axe | 10 |

| Spear | 5 |

| Athletics | 10 |

| | |

| Enchant | 35 |

| Destruction | 10 |

| Alternation | 10 |

| Illusion | 10 |

| Conjuration | 35 |

| Mysticism | 20 |

| Restoration | 10 |

| Alchemy | 35 |

| Unarmored | 20 |

| | |

| Security | 5 |

| Sneak | 15 |

| Acrobatics | 5 |

| Light Armor | 30 |

| Short Blade | 10 |

| Marksman | 30 |

| Mercantile | 5 |

| Speechcraft | 5 |

| Hand-to-Hand | 5 |

+--------------+-------------+

* Male/Female

-----------------------------------------------------------------------------

18.10 Wood Elf

-----------------------------------------------------------------------------

The Wood Elves are the various barbarian Elven clanfolk of the Western

Valenwood forests. These country cousins of the High Elves and Dark Elves are

nimble and quick in body and wit, and because of their curious natures and

natural agility, Wood Elves are especially suitable as scouts, agents, and

thieves. But most of all, the Wood Elves are known for their skills with

bows; there are no finer archers in all of Tamriel.

Skill Bonuses: Marksman +15

Sneak +10

Light Armor +10

Alchemy + 5

Acrobatics + 5

Specials: Beast Tongue (Command Creature 5 Points for 600 Seconds.)

Resist Disease 75 Points

+--------------+----------+--------+---------+----------+-----------+

| | Acrobat | Agent | Archer | Assassin | Barbarian |

+--------------+----------+--------+---------+----------+-----------+

| | | | | | |

| Strength | 30 | 30 | 40 | 30 | 40 |

| Intelligence | 40 | 40 | 40 | 50 | 40 |

| Willpower | 30 | 30 | 30 | 30 | 30 |

| Agility | 60 | 60 | 60 | 50 | 50 |

| Speed | 50 | 50 | 50 | 60 | 60 |

| Endurance | 40 | 30 | 30 | 30 | 30 |

| Personality | 40 | 50 | 40 | 40 | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 35 | 15 | 35 |

| Armorer | 5 | 5 | 10 | 5 | 20 |

| Medium Armor | 5 | 5 | 20 | 5 | 35 |

| Heavy Armor | 5 | 5 | 10 | 5 | 10 |

| Blunt Weapon | 5 | 5 | 10 | 5 | 35 |

| Long Blade | 5 | 5 | 35 | 15 | 10 |

| Axe | 5 | 5 | 10 | 5 | 35 |

| Spear | 15 | 15 | 20 | 5 | 10 |

| Athletics | 30 | 30 | 35 | 15 | 35 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 15 | 15 | 5 | 5 | 5 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 5 | 5 | 15 | 5 | 5 |

| Alchemy | 10 | 10 | 10 | 20 | 10 |

| Unarmored | 30 | 30 | 15 | 5 | 15 |

| | | | | | |

| Security | 10 | 10 | 5 | 20 | 5 |

| Sneak | 45 | 45 | 25 | 45 | 15 |

| Acrobatics | 40 | 40 | 10 | 40 | 20 |

| Light Armor | 30 | 30 | 40 | 45 | 25 |

| Short Blade | 10 | 10 | 5 | 35 | 5 |

| Marksman | 50 | 50 | 45 | 50 | 30 |

| Mercantile | 10 | 10 | 5 | 10 | 5 |

| Speechcraft | 20 | 20 | 5 | 10 | 5 |

| Hand-to-Hand | 20 | 20 | 5 | 10 | 5 |

+--------------+----------+--------+---------+----------+-----------+

* Male/Female

+--------------+-------+------------+-----------+---------+---------+

| | Bard | Battlemage | Crusader | Healer | Knight |

+--------------+-------+------------+-----------+---------+---------+

| | | | | | |

| Strength | 30 | 40 | 40 | 30 | 40 |

| Intelligence | 50 | 50 | 40 | 40 | 40 |

| Willpower | 30 | 30 | 30 | 40 | 30 |

| Agility | 50 | 50 | 60 | 50 | 50 |

| Speed | 50 | 50 | 50 | 50 | 50 |

| Endurance | 30 | 30 | 30 | 30 | 40 |

| Personality | 50 | 40 | 40 | 50 | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 30 | 5 | 35 | 5 | 35 |

| Armorer | 5 | 5 | 20 | 5 | 20 |

| Medium Armor | 15 | 5 | 20 | 5 | 20 |

| Heavy Armor | 5 | 30 | 35 | 5 | 35 |

| Blunt Weapon | 5 | 5 | 35 | 15 | 10 |

| Long Blade | 30 | 15 | 35 | 5 | 35 |

| Axe | 5 | 30 | 10 | 5 | 35 |

| Spear | 5 | 5 | 10 | 5 | 10 |

| Athletics | 5 | 5 | 10 | 5 | 10 |

| | | | | | |

| Enchant | 15 | 20 | 5 | 10 | 15 |

| Destruction | 5 | 35 | 30 | 10 | 5 |

| Alternation | 5 | 35 | 5 | 35 | 5 |

| Illusion | 15 | 10 | 5 | 20 | 5 |

| Conjuration | 5 | 35 | 5 | 10 | 5 |

| Mysticism | 5 | 20 | 5 | 35 | 5 |

| Restoration | 5 | 10 | 15 | 35 | 15 |

| Alchemy | 35 | 25 | 20 | 25 | 10 |

| Unarmored | 5 | 10 | 5 | 20 | 5 |

| | | | | | |

| Security | 20 | 5 | 5 | 5 | 5 |

| Sneak | 20 | 15 | 15 | 15 | 15 |

| Acrobatics | 40 | 10 | 10 | 10 | 10 |

| Light Armor | 20 | 15 | 15 | 25 | 15 |

| Short Blade | 10 | 5 | 5 | 5 | 5 |

| Marksman | 25 | 30 | 20 | 20 | 20 |

| Mercantile | 20 | 5 | 5 | 5 | 15 |

| Speechcraft | 10 | 5 | 5 | 30 | 30 |

| Hand-to-Hand | 35 | 5 | 15 | 30 | 5 |

+--------------+-------+------------+-----------+---------+---------+

* Male/Female

+--------------+-------+-------+-------------+------------+---------+

| | Mage | Monk | Nightblade | Pilgrim | Rogue |

+--------------+-------+-------+-------------+------------+---------+

| | | | | | |

| Strength | 30 | 30 | 30 | 30 | 30 |

| Intelligence | 50 | 40 | 40 | 40 | 40 |

| Willpower | 40 | 40 | 40 | 30 | 30 |

| Agility | 50 | 60 | 50 | 50 | 50 |

| Speed | 50 | 50 | 60 | 50 | 60 |

| Endurance | 30 | 30 | 30 | 40 | 30 |

| Personality | 40 | 40 | 40 | 50 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 15 | 5 | 15 | 15 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Medium Armor | 5 | 5 | 5 | 30 | 15 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 5 | 15 | 5 | 5 | 5 |

| Long Blade | 5 | 5 | 5 | 5 | 15 |

| Axe | 5 | 5 | 5 | 5 | 30 |

| Spear | 5 | 5 | 5 | 5 | 5 |

| Athletics | 5 | 30 | 5 | 5 | 15 |

| | | | | | |

| Enchant | 20 | 5 | 10 | 5 | 5 |

| Destruction | 35 | 5 | 20 | 5 | 5 |

| Alternation | 35 | 5 | 35 | 5 | 5 |

| Illusion | 35 | 5 | 35 | 15 | 5 |

| Conjuration | 20 | 5 | 10 | 5 | 5 |

| Mysticism | 35 | 5 | 35 | 5 | 5 |

| Restoration | 35 | 15 | 10 | 30 | 5 |

| Alchemy | 25 | 10 | 15 | 20 | 10 |

| Unarmored | 20 | 30 | 20 | 5 | 5 |

| | | | | | |

| Security | 5 | 10 | 15 | 10 | 10 |

| Sneak | 15 | 45 | 40 | 20 | 20 |

| Acrobatics | 10 | 40 | 10 | 15 | 15 |

| Light Armor | 15 | 30 | 25 | 20 | 45 |

| Short Blade | 15 | 10 | 30 | 20 | 35 |

| Marksman | 20 | 35 | 30 | 50 | 25 |

| Mercantile | 5 | 10 | 5 | 35 | 35 |

| Speechcraft | 5 | 10 | 5 | 35 | 20 |

| Hand-to-Hand | 5 | 35 | 5 | 20 | 35 |

+--------------+-------+-------+-------------+------------+---------+

* Male/Female

+--------------+-------+-----------+-------------+-------+----------+

| | Scout | Sorcerer | Spellsword | Thief | Warrior |

+--------------+-------+-----------+-------------+-------+----------+

| | | | | | |

| Strength | 30 | 30 | 30 | 30 | 40 |

| Intelligence | 40 | 50 | 40 | 40 | 40 |

| Willpower | 30 | 30 | 40 | 30 | 30 |

| Agility | 50 | 50 | 50 | 60 | 50 |

| Speed | 60 | 50 | 50 | 60 | 50 |

| Endurance | 40 | 40 | 40 | 30 | 40 |

| Personality | 40 | 40 | 40 | 40 | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 5 | 30 | 5 | 35 |

| Armorer | 10 | 5 | 5 | 5 | 20 |

| Medium Armor | 35 | 15 | 15 | 5 | 35 |

| Heavy Armor | 10 | 15 | 5 | 5 | 35 |

| Blunt Weapon | 10 | 5 | 15 | 5 | 20 |

| Long Blade | 35 | 5 | 30 | 5 | 35 |

| Axe | 10 | 5 | 15 | 5 | 20 |

| Spear | 10 | 5 | 5 | 5 | 20 |

| Athletics | 35 | 5 | 5 | 15 | 35 |

| | | | | | |

| Enchant | 5 | 35 | 20 | 5 | 5 |

| Destruction | 5 | 35 | 35 | 5 | 5 |

| Alternation | 15 | 35 | 35 | 5 | 5 |

| Illusion | 5 | 20 | 10 | 5 | 5 |

| Conjuration | 5 | 35 | 10 | 5 | 5 |

| Mysticism | 5 | 35 | 10 | 5 | 5 |

| Restoration | 5 | 10 | 35 | 5 | 5 |

| Alchemy | 20 | 15 | 25 | 10 | 10 |

| Unarmored | 15 | 10 | 10 | 5 | 5 |

| | | | | | |

| Security | 5 | 5 | 5 | 35 | 5 |

| Sneak | 40 | 15 | 15 | 45 | 15 |

| Acrobatics | 10 | 10 | 10 | 40 | 10 |

| Light Armor | 25 | 15 | 15 | 45 | 15 |

| Short Blade | 5 | 15 | 5 | 35 | 5 |

| Marksman | 30 | 30 | 20 | 35 | 30 |

| Mercantile | 5 | 5 | 5 | 20 | 5 |

| Speechcraft | 5 | 5 | 5 | 20 | 5 |

| Hand-to-Hand | 5 | 5 | 5 | 20 | 5 |

+--------------+-------+-----------+-------------+-------+----------+

* Male/Female

+--------------+-------------+

| | Witchhunter |

+--------------+-------------+

| | |

| Strength | 30 |

| Intelligence | 50 |

| Willpower | 30 |

| Agility | 60 |

| Speed | 50 |

| Endurance | 30 |

| Personality | 40 |

| Luck | 40 |

| | |

| Block | 15 |

| Armorer | 5 |

| Medium Armor | 5 |

| Heavy Armor | 5 |

| Blunt Weapon | 15 |

| Long Blade | 5 |

| Axe | 5 |

| Spear | 5 |

| Athletics | 5 |

| | |

| Enchant | 35 |

| Destruction | 10 |

| Alternation | 10 |

| Illusion | 10 |

| Conjuration | 35 |

| Mysticism | 20 |

| Restoration | 10 |

| Alchemy | 40 |

| Unarmored | 20 |

| | |

| Security | 5 |

| Sneak | 25 |

| Acrobatics | 10 |

| Light Armor | 40 |

| Short Blade | 5 |

| Marksman | 45 |

| Mercantile | 5 |

| Speechcraft | 5 |

| Hand-to-Hand | 5 |

+--------------+-------------+

* Male/Female

=============================================================================

=

Section 19: CLASSES

=============================================================================

=

The following is a list of pre-created classes in the game along with a

chart that shows the skill points that each race gets if they pick it.

I created this as a way to compare which race is best suited for each

particular class.

The format is as follows:

-Class Name

-Description

-Primary Attributes: The attributes which most effect this classes skills

-Specialization: Which skill group dominates this class

-Major Skills: Skills that get a 0.25 bonus on leveling up

-Minor Skills: Skills that get a 0 bonus on leveling up

Race Chart

-----------------------------------------------------------------------------

-

19.1: Acrobat

-----------------------------------------------------------------------------

-

'Acrobat' is a polite euphemism for agile burglars and second-story

men. These thieves avoid detection by stealth, and rely on mobility and

cunning to avoid capture.

Primary Attributes: Agility, Endurance

Specialization: Stealth

Major Skills: Acrobatics, Athletics, Marksman, Sneak, Unarmored

Minor Skills: Speechcraft, Light Armor, Hand to Hand, Alteration,

Spear

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 40 | 40/30* | 40 | 30 | 40 |

| Intelligence | 40/50* | 50 | 40 | 50 | 40 |

| Willpower | 40/50* | 50 | 30 | 40 | 30/40* |

| Agility | 60/50* | 40 | 50 | 50 | 40 |

| Speed | 50/40* | 30/40* | 50 | 30/40* | 40/30* |

| Endurance | 30 | 40 | 50/40* | 50/40* | 50 |

| Personality | 30 | 40 | 30/40* | 40 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 5 | 5 | 5 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Med. Armor | 10 | 5 | 5 | 5 | 5 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 5 | 5 | 5 | 5 | 10 |

| Long Blade | 5 | 5 | 10 | 5 | 15 |

| Axe | 5 | 5 | 5 | 5 | 5 |

| Spear | 20 | 15 | 15 | 15 | 15 |

| Athletics | 45 | 30 | 35 | 30 | 30 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 15 | 5 |

| Destruction | 5 | 5 | 15 | 15 | 5 |

| Alternation | 15 | 20 | 15 | 20 | 15 |

| Illusion | 10 | 10 | 5 | 10 | 5 |

| Conjuration | 5 | 15 | 5 | 10 | 5 |

| Mysticism | 10 | 15 | 10 | 5 | 5 |

| Restoration | 5 | 15 | 5 | 5 | 5 |

| Alchemy | 10 | 10 | 5 | 15 | 5 |

| Unarmored | 35 | 30 | 30 | 30 | 30 |

| | | | | | |

| Security | 10 | 10 | 10 | 10 | 10 |

| Sneak | 35 | 35 | 35 | 35 | 35 |

| Acrobatics | 35 | 35 | 35 | 35 | 35 |

| Light Armor | 20 | 20 | 25 | 20 | 25 |

| Short Blade | 10 | 10 | 20 | 10 | 10 |

| Marksman | 35 | 35 | 40 | 35 | 35 |

| Mercantile | 10 | 10 | 10 | 10 | 20 |

| Speechcraft | 20 | 20 | 20 | 20 | 30 |

| Hand-to-Hand | 20 | 20 | 20 | 20 | 25 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 40/30* | 50 | 45 | 50/40* | 30 |

| Intelligence | 40 | 30 | 30/40* | 30 | 40 |

| Willpower | 30 | 40/50* | 50/45* | 30 | 30 |

| Agility | 60 | 40 | 45 | 50 | 60 |

| Speed | 40 | 40 | 30 | 40 | 50 |

| Endurance | 40/50* | 60/50* | 60 | 60 | 40 |

| Personality | 40 | 30 | 30/25* | 30/40* | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 15 | 5 | 5 |

| Armorer | 5 | 5 | 15 | 5 | 5 |

| Med. Armor | 5 | 15 | 15 | 10 | 5 |

| Heavy Armor | 5 | 10 | 15 | 10 | 5 |

| Blunt Weapon | 5 | 15 | 5 | 10 | 5 |

| Long Blade | 5 | 10 | 5 | 20 | 5 |

| Axe | 5 | 15 | 10 | 10 | 5 |

| Spear | 15 | 20 | 15 | 15 | 15 |

| Athletics | 35 | 30 | 30 | 35 | 30 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 15 | 15 | 15 | 15 | 15 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 5 | 5 | 5 | 5 | 5 |

| Alchemy | 5 | 5 | 5 | 5 | 10 |

| Unarmored | 30 | 30 | 30 | 30 | 30 |

| | | | | | |

| Security | 15 | 10 | 10 | 10 | 10 |

| Sneak | 40 | 35 | 35 | 35 | 45 |

| Acrobatics | 50 | 35 | 35 | 35 | 40 |

| Light Armor | 25 | 20 | 20 | 20 | 30 |

| Short Blade | 15 | 10 | 10 | 15 | 10 |

| Marksman | 35 | 35 | 35 | 35 | 50 |

| Mercantile | 10 | 10 | 10 | 10 | 10 |

| Speechcraft | 20 | 20 | 20 | 20 | 20 |

| Hand-to-Hand | 25 | 20 | 20 | 20 | 20 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.2 Agent

-----------------------------------------------------------------------------

-

Agents are operatives skilled in deception and avoidance, but trained

in self-defense and the use of deadly force. Self-reliant and

independent, agents devote themselves to personal goals, or to various

patrons or causes.

Primary Attributes: Agility, Personality

Specialization: Stealth

Major Skills: Speechcraft, Sneak, Acorbatics, Light Armor,

Short Blade

Minor Skills: Mercantile, Illusion, Unarmored, Conjuration, Block

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 40 | 40/30* | 40 | 30 | 40 |

| Intelligence | 40/50* | 50 | 40 | 50 | 40 |

| Willpower | 30/40* | 50 | 30 | 40 | 30/40* |

| Agility | 60/50* | 40 | 50 | 50 | 40 |

| Speed | 50 | 30/40* | 50 | 30/40* | 40/30* |

| Endurance | 30 | 30 | 40/30* | 40/30* | 40 |

| Personality | 40 | 50 | 40/50* | 50 | 60 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 5 | 5 | 5 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Med. Armor | 10 | 5 | 5 | 5 | 5 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 5 | 5 | 5 | 5 | 10 |

| Long Blade | 5 | 5 | 10 | 5 | 15 |

| Axe | 5 | 5 | 5 | 5 | 5 |

| Spear | 20 | 15 | 15 | 15 | 15 |

| Athletics | 45 | 30 | 35 | 30 | 30 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 15 | 5 |

| Destruction | 5 | 5 | 15 | 15 | 5 |

| Alternation | 15 | 20 | 15 | 20 | 15 |

| Illusion | 10 | 10 | 5 | 10 | 5 |

| Conjuration | 5 | 15 | 5 | 10 | 5 |

| Mysticism | 10 | 15 | 10 | 5 | 5 |

| Restoration | 5 | 15 | 5 | 5 | 5 |

| Alchemy | 10 | 10 | 5 | 15 | 5 |

| Unarmored | 35 | 30 | 30 | 30 | 30 |

| | | | | | |

| Security | 10 | 10 | 10 | 10 | 10 |

| Sneak | 35 | 35 | 35 | 35 | 35 |

| Acrobatics | 35 | 35 | 35 | 35 | 35 |

| Light Armor | 20 | 20 | 25 | 20 | 25 |

| Short Blade | 10 | 10 | 20 | 10 | 10 |

| Marksman | 35 | 35 | 40 | 35 | 35 |

| Mercantile | 10 | 10 | 10 | 10 | 20 |

| Speechcraft | 20 | 20 | 20 | 20 | 30 |

| Hand-to-Hand | 20 | 20 | 20 | 20 | 25 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 40/30* | 50 | 45 | 50/40* | 30 |

| Intelligence | 40 | 30 | 30/40* | 30 | 40 |

| Willpower | 30 | 40/50* | 50/45* | 30 | 30 |

| Agility | 60 | 40 | 45 | 50 | 60 |

| Speed | 40 | 40 | 30 | 40 | 50 |

| Endurance | 30/40* | 50/40* | 60 | 50 | 30 |

| Personality | 50 | 40 | 30/25* | 40/50* | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 15 | 5 | 5 |

| Armorer | 5 | 5 | 15 | 5 | 5 |

| Med. Armor | 5 | 15 | 15 | 10 | 5 |

| Heavy Armor | 5 | 10 | 15 | 10 | 5 |

| Blunt Weapon | 5 | 15 | 5 | 10 | 5 |

| Long Blade | 5 | 10 | 5 | 20 | 5 |

| Axe | 5 | 15 | 10 | 10 | 5 |

| Spear | 15 | 20 | 15 | 15 | 15 |

| Athletics | 35 | 30 | 30 | 35 | 30 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 15 | 15 | 15 | 15 | 15 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 5 | 5 | 5 | 5 | 5 |

| Alchemy | 5 | 5 | 5 | 5 | 10 |

| Unarmored | 30 | 30 | 30 | 30 | 30 |

| | | | | | |

| Security | 15 | 10 | 10 | 10 | 10 |

| Sneak | 40 | 35 | 35 | 35 | 45 |

| Acrobatics | 50 | 35 | 35 | 35 | 40 |

| Light Armor | 25 | 20 | 20 | 20 | 30 |

| Short Blade | 15 | 10 | 10 | 15 | 10 |

| Marksman | 35 | 35 | 35 | 35 | 50 |

| Mercantile | 10 | 10 | 10 | 10 | 10 |

| Speechcraft | 20 | 20 | 20 | 20 | 20 |

| Hand-to-Hand | 25 | 20 | 20 | 20 | 20 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.3 Archer

-----------------------------------------------------------------------------

-

Archers are fighters specializing in long-range combat and rapid

movement. Opponents are kept at distance by ranged weapons and swift

maneuver, and engaged in melee with sword and shield after the enemy is

wounded and weary.

Primary Attributes: Agility, Strength

Specialization: Combat

Major Skills: Marksman, Long Blade, Block, Athletics, Light Armor

Minor Skills: Unarmored, Medium Armor, Sneak, Spear, Restoration

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 50 | 50/40* | 50 | 40 | 50 |

| Intelligence | 40/50* | 50 | 40 | 50 | 40 |

| Willpower | 30/40* | 50 | 30 | 40 | 30/40* |

| Agility | 60/50* | 40 | 50 | 50 | 40 |

| Speed | 50/40* | 30/40* | 50 | 30/40* | 40/30* |

| Endurance | 30 | 30 | 40/30* | 40/30* | 40 |

| Personality | 30 | 40 | 30/40* | 40 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 35 | 35 | 35 | 35 |

| Armorer | 10 | 10 | 10 | 10 | 10 |

| Med. Armor | 25 | 20 | 20 | 20 | 20 |

| Heavy Armor | 10 | 10 | 10 | 10 | 10 |

| Blunt Weapon | 10 | 10 | 10 | 10 | 15 |

| Long Blade | 35 | 35 | 40 | 35 | 45 |

| Axe | 10 | 10 | 10 | 10 | 10 |

| Spear | 25 | 20 | 20 | 20 | 20 |

| Athletics | 50 | 35 | 40 | 35 | 35 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 15 | 5 |

| Destruction | 5 | 5 | 15 | 15 | 5 |

| Alternation | 5 | 10 | 5 | 10 | 5 |

| Illusion | 10 | 10 | 5 | 10 | 5 |

| Conjuration | 5 | 15 | 5 | 10 | 5 |

| Mysticism | 10 | 15 | 10 | 5 | 5 |

| Restoration | 15 | 25 | 15 | 15 | 15 |

| Alchemy | 10 | 10 | 5 | 15 | 5 |

| Unarmored | 20 | 15 | 15 | 15 | 15 |

| | | | | | |

| Security | 5 | 5 | 5 | 5 | 5 |

| Sneak | 15 | 15 | 15 | 15 | 15 |

| Acrobatics | 5 | 5 | 5 | 5 | 5 |

| Light Armor | 30 | 30 | 35 | 30 | 35 |

| Short Blade | 5 | 5 | 15 | 5 | 5 |

| Marksman | 30 | 30 | 35 | 30 | 30 |

| Mercantile | 5 | 5 | 5 | 5 | 15 |

| Speechcraft | 5 | 5 | 5 | 5 | 15 |

| Hand-to-Hand | 5 | 5 | 5 | 5 | 10 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 50/40* | 60 | 55 | 60/50* | 40 |

| Intelligence | 40 | 30 | 30/40* | 30 | 40 |

| Willpower | 30 | 40/50* | 50/45* | 30 | 30 |

| Agility | 60 | 40 | 45 | 50 | 60 |

| Speed | 40 | 40 | 30 | 40 | 50 |

| Endurance | 30/40* | 50/40* | 50 | 50 | 30 |

| Personality | 40 | 30 | 30/25* | 30/40* | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 35 | 45 | 35 | 35 |

| Armorer | 10 | 10 | 20 | 10 | 10 |

| Med. Armor | 20 | 30 | 30 | 25 | 20 |

| Heavy Armor | 10 | 15 | 20 | 15 | 10 |

| Blunt Weapon | 10 | 20 | 10 | 15 | 10 |

| Long Blade | 35 | 40 | 35 | 50 | 35 |

| Axe | 10 | 20 | 15 | 15 | 10 |

| Spear | 20 | 25 | 20 | 20 | 20 |

| Athletics | 40 | 35 | 35 | 40 | 35 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 5 | 5 | 5 | 5 | 5 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 15 | 15 | 15 | 15 | 15 |

| Alchemy | 5 | 5 | 5 | 5 | 10 |

| Unarmored | 15 | 15 | 15 | 15 | 15 |

| | | | | | |

| Security | 10 | 5 | 5 | 5 | 5 |

| Sneak | 20 | 15 | 15 | 15 | 25 |

| Acrobatics | 20 | 5 | 5 | 5 | 10 |

| Light Armor | 35 | 30 | 30 | 30 | 40 |

| Short Blade | 10 | 5 | 5 | 10 | 5 |

| Marksman | 30 | 30 | 30 | 30 | 45 |

| Mercantile | 5 | 5 | 5 | 5 | 5 |

| Speechcraft | 5 | 5 | 5 | 5 | 5 |

| Hand-to-Hand | 10 | 5 | 5 | 5 | 5 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.4 Assassin

-----------------------------------------------------------------------------

-

Assassins are killers who rely on stealth and mobility to approach

victims undetected. Execution is with ranged weapons or with short

blades for close work. Assassins include ruthless murderers and

principled agents of noble causes.

Primary Attributes: Speed, Intelligence

Specialization: Stealth

Major Skills: Sneak, Marksman, Light Armor, Short Blade,

Acrobatics

Minor Skills: Security, Athletics, Block, Long Blade, Alchemy

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 40 | 40/30* | 40 | 30 | 40 |

| Intelligence | 50/60* | 60 | 50 | 60 | 50 |

| Willpower | 30/40* | 50 | 30 | 40 | 30/40* |

| Agility | 50/40* | 30 | 40 | 40 | 30 |

| Speed | 60/50* | 40/50* | 60 | 40/50* | 50/40* |

| Endurance | 30 | 30 | 40/30* | 40/30* | 40 |

| Personality | 30 | 40 | 30/40* | 40 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 15 | 15 | 15 | 15 | 15 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Med. Armor | 10 | 5 | 5 | 5 | 5 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 5 | 5 | 5 | 5 | 10 |

| Long Blade | 15 | 15 | 20 | 15 | 25 |

| Axe | 5 | 5 | 5 | 5 | 5 |

| Spear | 10 | 5 | 5 | 5 | 5 |

| Athletics | 30 | 15 | 20 | 15 | 15 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 15 | 5 |

| Destruction | 5 | 5 | 15 | 15 | 5 |

| Alternation | 5 | 10 | 5 | 10 | 5 |

| Illusion | 10 | 10 | 5 | 10 | 5 |

| Conjuration | 5 | 15 | 5 | 10 | 5 |

| Mysticism | 10 | 15 | 10 | 5 | 5 |

| Restoration | 5 | 15 | 5 | 5 | 5 |

| Alchemy | 20 | 20 | 15 | 25 | 15 |

| Unarmored | 10 | 5 | 5 | 5 | 5 |

| | | | | | |

| Security | 20 | 20 | 20 | 20 | 20 |

| Sneak | 35 | 35 | 35 | 35 | 35 |

| Acrobatics | 35 | 35 | 35 | 35 | 35 |

| Light Armor | 35 | 35 | 40 | 35 | 40 |

| Short Blade | 35 | 35 | 45 | 35 | 35 |

| Marksman | 35 | 35 | 40 | 35 | 35 |

| Mercantile | 10 | 10 | 10 | 10 | 20 |

| Speechcraft | 10 | 10 | 10 | 10 | 20 |

| Hand-to-Hand | 10 | 10 | 10 | 10 | 15 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 40/30* | 50 | 45 | 50/40* | 30 |

| Intelligence | 50 | 40 | 40/50* | 40 | 50 |

| Willpower | 30 | 40/50* | 50/45* | 30 | 30 |

| Agility | 50 | 30 | 35 | 40 | 50 |

| Speed | 50 | 50 | 40 | 50 | 60 |

| Endurance | 30/40* | 50/40* | 50 | 50 | 30 |

| Personality | 40 | 30 | 30/25* | 30/40* | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 15 | 15 | 25 | 15 | 15 |

| Armorer | 5 | 5 | 15 | 5 | 5 |

| Med. Armor | 5 | 15 | 15 | 10 | 5 |

| Heavy Armor | 5 | 10 | 15 | 10 | 5 |

| Blunt Weapon | 5 | 15 | 5 | 10 | 5 |

| Long Blade | 15 | 20 | 15 | 30 | 15 |

| Axe | 5 | 15 | 10 | 10 | 5 |

| Spear | 5 | 10 | 5 | 5 | 5 |

| Athletics | 20 | 15 | 15 | 20 | 15 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 5 | 5 | 5 | 5 | 5 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 5 | 5 | 5 | 5 | 5 |

| Alchemy | 15 | 15 | 15 | 15 | 20 |

| Unarmored | 5 | 5 | 5 | 5 | 5 |

| | | | | | |

| Security | 25 | 20 | 20 | 20 | 20 |

| Sneak | 40 | 35 | 35 | 35 | 45 |

| Acrobatics | 50 | 35 | 35 | 35 | 40 |

| Light Armor | 40 | 35 | 35 | 35 | 45 |

| Short Blade | 40 | 35 | 35 | 40 | 35 |

| Marksman | 35 | 35 | 35 | 35 | 50 |

| Mercantile | 10 | 10 | 10 | 10 | 10 |

| Speechcraft | 10 | 10 | 10 | 10 | 10 |

| Hand-to-Hand | 15 | 10 | 10 | 10 | 10 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.5 Barbarian

-----------------------------------------------------------------------------

-

Barbarians are the proud, savage warrior elite of the plains nomads,

mountain tribes, and sea reavers. They tend to be brutal and direct,

lacking civilized graces, but they glory in heroic feats, and excel in

fierce, frenzied single combat.

Primary Attributes: Strength, Speed

Specialization: Combat

Major Skills: Axe, Med. Armor, Blunt Weapon, Athletics, Block

Minor Skills: Acrobatics, Unarmored, Marksman, Light Armor,

Armorer

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 50 | 50/40* | 50 | 40 | 50 |

| Intelligence | 40/50* | 50 | 40 | 50 | 40 |

| Willpower | 30/40* | 50 | 30 | 40 | 30/40* |

| Agility | 50/40* | 30 | 40 | 40 | 30 |

| Speed | 60/50* | 40/50* | 60 | 40/50* | 50/40* |

| Endurance | 30 | 30 | 40/30* | 40/30* | 40 |

| Personality | 30 | 40 | 30/40* | 40 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 35 | 35 | 35 | 35 |

| Armorer | 20 | 20 | 20 | 20 | 20 |

| Med. Armor | 40 | 35 | 35 | 35 | 35 |

| Heavy Armor | 10 | 10 | 10 | 10 | 10 |

| Blunt Weapon | 35 | 35 | 35 | 35 | 40 |

| Long Blade | 10 | 10 | 15 | 10 | 20 |

| Axe | 35 | 35 | 35 | 35 | 35 |

| Spear | 15 | 10 | 10 | 10 | 10 |

| Athletics | 50 | 35 | 40 | 35 | 35 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 15 | 5 |

| Destruction | 5 | 5 | 15 | 15 | 5 |

| Alternation | 5 | 10 | 5 | 10 | 5 |

| Illusion | 10 | 10 | 5 | 10 | 5 |

| Conjuration | 5 | 15 | 5 | 10 | 5 |

| Mysticism | 10 | 15 | 10 | 5 | 5 |

| Restoration | 5 | 15 | 5 | 5 | 5 |

| Alchemy | 10 | 10 | 5 | 15 | 5 |

| Unarmored | 20 | 15 | 15 | 15 | 15 |

| | | | | | |

| Security | 5 | 5 | 5 | 5 | 5 |

| Sneak | 5 | 5 | 5 | 5 | 5 |

| Acrobatics | 15 | 15 | 15 | 15 | 15 |

| Light Armor | 15 | 15 | 20 | 15 | 20 |

| Short Blade | 5 | 5 | 15 | 5 | 5 |

| Marksman | 15 | 15 | 20 | 15 | 15 |

| Mercantile | 5 | 5 | 5 | 5 | 15 |

| Speechcraft | 5 | 5 | 5 | 5 | 15 |

| Hand-to-Hand | 5 | 5 | 5 | 5 | 10 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 50/40* | 60 | 55 | 60/50* | 40 |

| Intelligence | 40 | 30 | 30/40* | 30 | 40 |

| Willpower | 30 | 40/50* | 50/45* | 30 | 30 |

| Agility | 50 | 30 | 35 | 40 | 50 |

| Speed | 50 | 50 | 40 | 50 | 60 |

| Endurance | 30/40* | 50/40* | 50 | 50 | 30 |

| Personality | 40 | 30 | 30/25* | 30/40* | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 35 | 45 | 35 | 35 |

| Armorer | 20 | 20 | 30 | 20 | 20 |

| Med. Armor | 35 | 45 | 45 | 40 | 35 |

| Heavy Armor | 10 | 15 | 20 | 15 | 10 |

| Blunt Weapon | 35 | 45 | 35 | 40 | 35 |

| Long Blade | 10 | 15 | 10 | 25 | 10 |

| Axe | 35 | 45 | 40 | 40 | 35 |

| Spear | 10 | 15 | 10 | 10 | 10 |

| Athletics | 40 | 35 | 35 | 40 | 35 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 5 | 5 | 5 | 5 | 5 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 5 | 5 | 5 | 5 | 5 |

| Alchemy | 5 | 5 | 5 | 5 | 10 |

| Unarmored | 15 | 15 | 15 | 15 | 15 |

| | | | | | |

| Security | 10 | 5 | 5 | 5 | 5 |

| Sneak | 10 | 5 | 5 | 5 | 15 |

| Acrobatics | 30 | 15 | 15 | 15 | 20 |

| Light Armor | 20 | 15 | 15 | 15 | 25 |

| Short Blade | 10 | 5 | 5 | 10 | 5 |

| Marksman | 15 | 15 | 15 | 15 | 30 |

| Mercantile | 5 | 5 | 5 | 5 | 5 |

| Speechcraft | 5 | 5 | 5 | 5 | 5 |

| Hand-to-Hand | 10 | 5 | 5 | 5 | 5 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.6 Bard

-----------------------------------------------------------------------------

-

Bards are loremasters and storytellers. They crave adventure for the

wisdom and insight to be gained, and must depend on sword, shield,

spell, and enchantment to preserve them from the perils of their

educational experiences.

Primary Attributes: Personality, Intelligence

Specialization: Stealth

Major Skills: Speechcraft, Alchemy, Acrobatics, Long Blade, Block

Minor Skills: Mercantile, Security, Enchant, Illusion, Med. Armor

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 40 | 40/30* | 40 | 30 | 40 |

| Intelligence | 50/60* | 60 | 50 | 60 | 50 |

| Willpower | 30/40* | 50 | 30 | 40 | 30/40* |

| Agility | 50/40* | 30 | 40 | 40 | 30 |

| Speed | 50/40* | 30/40* | 50 | 30/40* | 40/30* |

| Endurance | 30 | 30 | 40/30* | 40/30* | 40 |

| Personality | 40 | 50 | 40/50* | 50 | 60 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 30 | 30 | 30 | 30 | 30 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Med. Armor | 20 | 15 | 15 | 15 | 15 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 5 | 5 | 5 | 5 | 10 |

| Long Blade | 30 | 30 | 35 | 30 | 40 |

| Axe | 5 | 5 | 5 | 5 | 5 |

| Spear | 10 | 5 | 5 | 5 | 5 |

| Athletics | 20 | 5 | 10 | 5 | 5 |

| | | | | | |

| Enchant | 15 | 15 | 15 | 25 | 15 |

| Destruction | 5 | 5 | 15 | 15 | 5 |

| Alternation | 5 | 10 | 5 | 10 | 5 |

| Illusion | 20 | 20 | 15 | 20 | 15 |

| Conjuration | 5 | 15 | 5 | 10 | 5 |

| Mysticism | 10 | 15 | 10 | 5 | 5 |

| Restoration | 5 | 15 | 5 | 5 | 5 |

| Alchemy | 35 | 35 | 30 | 40 | 30 |

| Unarmored | 10 | 5 | 5 | 5 | 5 |

| | | | | | |

| Security | 20 | 20 | 20 | 20 | 20 |

| Sneak | 10 | 10 | 10 | 10 | 10 |

| Acrobatics | 35 | 35 | 35 | 35 | 35 |

| Light Armor | 10 | 10 | 15 | 10 | 15 |

| Short Blade | 10 | 10 | 20 | 10 | 10 |

| Marksman | 10 | 10 | 15 | 10 | 10 |

| Mercantile | 20 | 20 | 20 | 20 | 30 |

| Speechcraft | 10 | 10 | 10 | 10 | 20 |

| Hand-to-Hand | 35 | 35 | 35 | 35 | 40 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 40/30* | 50 | 45 | 50/40* | 30 |

| Intelligence | 50 | 40 | 40/50* | 40 | 50 |

| Willpower | 30 | 40/50* | 50/45* | 30 | 30 |

| Agility | 50 | 30 | 35 | 40 | 50 |

| Speed | 40 | 40 | 30 | 40 | 50 |

| Endurance | 30/40* | 50/40* | 50 | 50 | 30 |

| Personality | 50 | 40 | 40/35* | 40/50* | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 30 | 30 | 40 | 30 | 30 |

| Armorer | 5 | 5 | 15 | 5 | 5 |

| Med. Armor | 15 | 25 | 25 | 20 | 15 |

| Heavy Armor | 5 | 10 | 15 | 10 | 5 |

| Blunt Weapon | 5 | 15 | 5 | 10 | 5 |

| Long Blade | 30 | 35 | 30 | 45 | 30 |

| Axe | 5 | 15 | 10 | 10 | 5 |

| Spear | 5 | 10 | 5 | 5 | 5 |

| Athletics | 10 | 5 | 5 | 10 | 5 |

| | | | | | |

| Enchant | 15 | 15 | 15 | 15 | 15 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 5 | 5 | 5 | 5 | 5 |

| Illusion | 15 | 15 | 15 | 15 | 15 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 5 | 5 | 5 | 5 | 5 |

| Alchemy | 30 | 30 | 30 | 30 | 35 |

| Unarmored | 5 | 5 | 5 | 5 | 5 |

| | | | | | |

| Security | 25 | 20 | 20 | 20 | 20 |

| Sneak | 15 | 10 | 10 | 10 | 20 |

| Acrobatics | 50 | 35 | 35 | 35 | 40 |

| Light Armor | 15 | 10 | 10 | 10 | 20 |

| Short Blade | 15 | 10 | 10 | 15 | 10 |

| Marksman | 10 | 10 | 10 | 10 | 25 |

| Mercantile | 20 | 20 | 20 | 20 | 20 |

| Speechcraft | 10 | 10 | 10 | 10 | 10 |

| Hand-to-Hand | 40 | 35 | 35 | 35 | 35 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.7 Battlemage

-----------------------------------------------------------------------------

-

Battlemages are wizard-warriors, trained in both lethal spellcasting

and heavily armored combat. They sacrifice mobility and versatility for

the ability to supplement melee and ranged attacks with elemental

damage and summoned creatures.

Primary Attributes: Intelligence, Strength

Specialization: Magic

Major Skills: Alteration, Destruction, Conjuration, Axe,

Heavy Armor

Minor Skills: Mysticism, Alchemy, Enchant, Long Blade, Marksman

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 50 | 50/40* | 50 | 40 | 50 |

| Intelligence | 50/60* | 60 | 50 | 60 | 50 |

| Willpower | 30/40* | 50 | 30 | 40 | 30/40* |

| Agility | 50/40* | 30 | 40 | 40 | 30 |

| Speed | 50/40* | 30/40* | 50 | 30/40* | 40/30* |

| Endurance | 30 | 30 | 40/30* | 40/30* | 40 |

| Personality | 30 | 40 | 30/40* | 40 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 5 | 5 | 5 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Medium Armor | 10 | 5 | 5 | 5 | 5 |

| Heavy Armor | 30 | 30 | 30 | 30 | 30 |

| Blunt Weapon | 5 | 5 | 5 | 5 | 10 |

| Long Blade | 15 | 15 | 20 | 15 | 25 |

| Axe | 30 | 30 | 30 | 30 | 30 |

| Spear | 10 | 5 | 5 | 5 | 5 |

| Athletics | 20 | 5 | 10 | 5 | 5 |

| | | | | | |

| Enchant | 20 | 20 | 20 | 30 | 20 |

| Destruction | 35 | 35 | 45 | 45 | 35 |

| Alternation | 35 | 40 | 35 | 40 | 35 |

| Illusion | 15 | 15 | 10 | 15 | 10 |

| Conjuration | 35 | 45 | 35 | 40 | 35 |

| Mysticism | 25 | 30 | 25 | 20 | 20 |

| Restoration | 10 | 20 | 10 | 10 | 10 |

| Alchemy | 25 | 25 | 20 | 30 | 20 |

| Unarmored | 15 | 10 | 10 | 10 | 10 |

| | | | | | |

| Security | 5 | 5 | 5 | 5 | 5 |

| Sneak | 5 | 5 | 5 | 5 | 5 |

| Acrobatics | 5 | 5 | 5 | 5 | 5 |

| Light Armor | 5 | 5 | 10 | 5 | 10 |

| Short Blade | 5 | 5 | 15 | 5 | 5 |

| Marksman | 15 | 15 | 20 | 15 | 15 |

| Mercantile | 5 | 5 | 5 | 5 | 15 |

| Speechcraft | 5 | 5 | 5 | 5 | 15 |

| Hand-to-Hand | 5 | 5 | 5 | 5 | 10 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 50/40* | 60 | 55 | 60/50* | 40 |

| Intelligence | 50 | 40 | 40/50* | 40 | 50 |

| Willpower | 30 | 40/50* | 50/45* | 30 | 30 |

| Agility | 50 | 30 | 35 | 40 | 50 |

| Speed | 40 | 40 | 30 | 40 | 50 |

| Endurance | 30/40* | 50/40* | 50 | 50 | 30 |

| Personality | 40 | 30 | 30/25* | 30/40* | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 15 | 5 | 5 |

| Armorer | 5 | 5 | 15 | 5 | 5 |

| Medium Armor | 5 | 15 | 15 | 10 | 5 |

| Heavy Armor | 30 | 35 | 40 | 35 | 30 |

| Blunt Weapon | 5 | 15 | 5 | 10 | 5 |

| Long Blade | 15 | 20 | 15 | 30 | 15 |

| Axe | 30 | 40 | 35 | 35 | 30 |

| Spear | 5 | 10 | 5 | 5 | 5 |

| Athletics | 10 | 5 | 5 | 10 | 5 |

| | | | | | |

| Enchant | 20 | 20 | 20 | 20 | 20 |

| Destruction | 35 | 35 | 35 | 35 | 35 |

| Alternation | 35 | 35 | 35 | 35 | 35 |

| Illusion | 10 | 10 | 10 | 10 | 10 |

| Conjuration | 35 | 35 | 35 | 35 | 35 |

| Mysticism | 20 | 20 | 20 | 20 | 20 |

| Restoration | 10 | 10 | 10 | 10 | 10 |

| Alchemy | 20 | 20 | 20 | 20 | 25 |

| Unarmored | 10 | 10 | 10 | 10 | 10 |

| | | | | | |

| Security | 10 | 5 | 5 | 5 | 5 |

| Sneak | 10 | 5 | 5 | 5 | 15 |

| Acrobatics | 20 | 5 | 5 | 5 | 10 |

| Light Armor | 10 | 5 | 5 | 5 | 15 |

| Short Blade | 10 | 5 | 5 | 10 | 5 |

| Marksman | 15 | 15 | 15 | 15 | 30 |

| Mercantile | 5 | 5 | 5 | 5 | 5 |

| Speechcraft | 5 | 5 | 5 | 5 | 5 |

| Hand-to-Hand | 10 | 5 | 5 | 5 | 5 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.8 Crusader

-----------------------------------------------------------------------------

-

Any heavily armored warrior with spellcasting powers and a good cause

may call himself a crusader. Crusaders do well by doing good. They hunt

monsters and villains, making themselves rich by plunder as they rid

the world of evil.

Primary Attributes: Agility, Strength

Specialization: Combat

Major Skills: Blunt Weapon, Long Blade, Destruction, Heavy Armor,

Block

Minor Skills: Restoration, Alchemy, Medium Armor, Armorer,

Hand to Hand

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 50 | 50/40* | 50 | 40 | 50 |

| Intelligence | 40/50* | 50 | 40 | 50 | 40 |

| Willpower | 30/40* | 50 | 30 | 40 | 30/40* |

| Agility | 60/50* | 40 | 50 | 50 | 40 |

| Speed | 50/40* | 30/40* | 50 | 30/40* | 40/30* |

| Endurance | 30 | 30 | 40/30* | 40/30* | 40 |

| Personality | 30 | 40 | 30/40* | 40 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 35 | 35 | 35 | 35 |

| Armorer | 20 | 20 | 20 | 20 | 20 |

| Med. Armor | 25 | 20 | 20 | 20 | 20 |

| Heavy Armor | 35 | 35 | 35 | 35 | 35 |

| Blunt Weapon | 35 | 35 | 35 | 35 | 40 |

| Long Blade | 35 | 35 | 40 | 35 | 45 |

| Axe | 10 | 10 | 10 | 10 | 10 |

| Spear | 15 | 10 | 10 | 10 | 10 |

| Athletics | 25 | 10 | 15 | 10 | 10 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 15 | 5 |

| Destruction | 30 | 30 | 40 | 40 | 30 |

| Alternation | 5 | 10 | 5 | 10 | 5 |

| Illusion | 10 | 10 | 5 | 10 | 5 |

| Conjuration | 5 | 15 | 5 | 10 | 5 |

| Mysticism | 10 | 15 | 10 | 5 | 5 |

| Restoration | 15 | 25 | 15 | 15 | 15 |

| Alchemy | 20 | 20 | 15 | 25 | 15 |

| Unarmored | 10 | 5 | 5 | 5 | 5 |

| | | | | | |

| Security | 5 | 5 | 5 | 5 | 5 |

| Sneak | 5 | 5 | 5 | 5 | 5 |

| Acrobatics | 5 | 5 | 5 | 5 | 5 |

| Light Armor | 5 | 5 | 10 | 5 | 10 |

| Short Blade | 5 | 5 | 15 | 5 | 5 |

| Marksman | 5 | 5 | 10 | 5 | 5 |

| Mercantile | 5 | 5 | 5 | 5 | 15 |

| Speechcraft | 5 | 5 | 5 | 5 | 15 |

| Hand-to-Hand | 15 | 15 | 15 | 15 | 20 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 50/40* | 60 | 55 | 60/50* | 40 |

| Intelligence | 40 | 30 | 30/40* | 30 | 40 |

| Willpower | 30 | 40/50* | 50/45* | 30 | 30 |

| Agility | 60 | 40 | 45 | 50 | 60 |

| Speed | 40 | 40 | 30 | 40 | 50 |

| Endurance | 30/40* | 50/40* | 50 | 50 | 30 |

| Personality | 40 | 30 | 30/25* | 30/40* | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 35 | 45 | 35 | 35 |

| Armorer | 20 | 20 | 30 | 20 | 20 |

| Med. Armor | 20 | 30 | 30 | 25 | 20 |

| Heavy Armor | 35 | 40 | 45 | 40 | 35 |

| Blunt Weapon | 35 | 45 | 35 | 40 | 35 |

| Long Blade | 35 | 40 | 35 | 50 | 35 |

| Axe | 10 | 20 | 15 | 15 | 10 |

| Spear | 10 | 15 | 10 | 10 | 10 |

| Athletics | 15 | 10 | 10 | 15 | 10 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 30 | 30 | 30 | 30 | 30 |

| Alternation | 5 | 5 | 5 | 5 | 5 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 15 | 15 | 15 | 15 | 15 |

| Alchemy | 15 | 15 | 15 | 15 | 20 |

| Unarmored | 5 | 5 | 5 | 5 | 5 |

| | | | | | |

| Security | 10 | 5 | 5 | 5 | 5 |

| Sneak | 10 | 5 | 5 | 5 | 15 |

| Acrobatics | 20 | 5 | 5 | 5 | 10 |

| Light Armor | 10 | 5 | 5 | 5 | 15 |

| Short Blade | 10 | 5 | 5 | 10 | 5 |

| Marksman | 5 | 5 | 5 | 5 | 20 |

| Mercantile | 5 | 5 | 5 | 5 | 5 |

| Speechcraft | 5 | 5 | 5 | 5 | 5 |

| Hand-to-Hand | 20 | 15 | 15 | 15 | 15 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.9 Healer

-----------------------------------------------------------------------------

-

Healers are spellcasters who swear solemn oaths to heal the afflicted

and cure the diseased. When threatened, they defend themselves with

reason and disabling attacks and magic, relying on deadly force only in

extremity.

Primary Attributes: Willpower, Personality

Specialization: Magic

Major Skills: Restoration, Mysticism, Alteration, Hand to Hand,

Speechcraft

Minor Skills: Illusion, Blunt Weapon, Light Armor, Alchemy,

Unarmored

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 40 | 40/30* | 40 | 30 | 40 |

| Intelligence | 40/50* | 50 | 40 | 50 | 40 |

| Willpower | 40/50* | 60 | 40 | 50 | 40/50* |

| Agility | 50/40* | 30 | 40 | 40 | 30 |

| Speed | 50/40* | 30/40* | 50 | 30/40* | 40/30* |

| Endurance | 30 | 30 | 40/30* | 40/30* | 40 |

| Personality | 40 | 50 | 40/50* | 50 | 60 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 5 | 5 | 5 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Med. Armor | 10 | 5 | 5 | 5 | 5 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 15 | 15 | 15 | 15 | 20 |

| Long Blade | 5 | 5 | 10 | 5 | 15 |

| Axe | 5 | 5 | 5 | 5 | 5 |

| Spear | 10 | 5 | 5 | 5 | 5 |

| Athletics | 20 | 5 | 10 | 5 | 5 |

| | | | | | |

| Enchant | 10 | 10 | 10 | 20 | 10 |

| Destruction | 10 | 10 | 20 | 20 | 10 |

| Alternation | 35 | 40 | 35 | 40 | 35 |

| Illusion | 25 | 25 | 20 | 25 | 20 |

| Conjuration | 10 | 20 | 10 | 15 | 10 |

| Mysticism | 40 | 45 | 40 | 35 | 35 |

| Restoration | 35 | 45 | 35 | 35 | 35 |

| Alchemy | 25 | 25 | 20 | 30 | 20 |

| Unarmored | 25 | 20 | 20 | 20 | 20 |

| | | | | | |

| Security | 5 | 5 | 5 | 5 | 5 |

| Sneak | 5 | 5 | 5 | 5 | 5 |

| Acrobatics | 5 | 5 | 5 | 5 | 5 |

| Light Armor | 15 | 15 | 20 | 15 | 20 |

| Short Blade | 5 | 5 | 15 | 5 | 5 |

| Marksman | 5 | 5 | 10 | 5 | 5 |

| Mercantile | 5 | 5 | 5 | 5 | 15 |

| Speechcraft | 30 | 30 | 30 | 30 | 40 |

| Hand-to-Hand | 30 | 30 | 30 | 30 | 35 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 40/30* | 50 | 45 | 50/40* | 30 |

| Intelligence | 40 | 30 | 30/40* | 30 | 40 |

| Willpower | 40 | 50/60* | 60/55* | 40 | 40 |

| Agility | 50 | 30 | 35 | 40 | 50 |

| Speed | 40 | 40 | 30 | 40 | 50 |

| Endurance | 30/40* | 50/40* | 50 | 50 | 30 |

| Personality | 50 | 40 | 40/35* | 40/50* | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 15 | 5 | 5 |

| Armorer | 5 | 5 | 15 | 5 | 5 |

| Med. Armor | 5 | 15 | 15 | 10 | 5 |

| Heavy Armor | 5 | 10 | 15 | 10 | 5 |

| Blunt Weapon | 15 | 25 | 15 | 20 | 15 |

| Long Blade | 5 | 10 | 5 | 20 | 5 |

| Axe | 5 | 15 | 10 | 10 | 5 |

| Spear | 5 | 10 | 5 | 5 | 5 |

| Athletics | 10 | 5 | 5 | 10 | 5 |

| | | | | | |

| Enchant | 10 | 10 | 10 | 10 | 10 |

| Destruction | 10 | 10 | 10 | 10 | 10 |

| Alternation | 35 | 35 | 35 | 35 | 35 |

| Illusion | 20 | 20 | 20 | 20 | 20 |

| Conjuration | 10 | 10 | 10 | 10 | 10 |

| Mysticism | 35 | 35 | 35 | 35 | 35 |

| Restoration | 35 | 35 | 35 | 35 | 35 |

| Alchemy | 20 | 20 | 20 | 20 | 25 |

| Unarmored | 20 | 20 | 20 | 20 | 20 |

| | | | | | |

| Security | 10 | 5 | 5 | 5 | 5 |

| Sneak | 10 | 5 | 5 | 5 | 15 |

| Acrobatics | 20 | 5 | 5 | 5 | 10 |

| Light Armor | 20 | 15 | 15 | 15 | 25 |

| Short Blade | 10 | 5 | 5 | 10 | 5 |

| Marksman | 5 | 5 | 5 | 5 | 20 |

| Mercantile | 5 | 5 | 5 | 5 | 5 |

| Speechcraft | 30 | 30 | 30 | 30 | 30 |

| Hand-to-Hand | 35 | 30 | 30 | 30 | 30 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.10 Knight

-----------------------------------------------------------------------------

-

Of noble birth, or distinguished in battle or tourney, knights are

civilized warriors, schooled in letters and courtesy, governed by the

codes of chivalry. In addition to the arts of war, knights study the

lore of healing and enchantment.

Primary Attributes: Strength, Personality

Specialization: Combat

Major Skills: Long Blade, Axe, Speechcraft, Heavy Armorm Block

Minor Skills: Restoration, Armorer, Enchant, Mercantile,

Med. Armor

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 50 | 50/40* | 50 | 40 | 50 |

| Intelligence | 40/50* | 50 | 40 | 50 | 40 |

| Willpower | 30/40* | 50 | 30 | 40 | 30/40* |

| Agility | 50/40* | 30 | 40 | 40 | 30 |

| Speed | 50/40* | 30/40* | 50 | 30/40* | 40/30* |

| Endurance | 30 | 30 | 40/30* | 40/30* | 40 |

| Personality | 40 | 50 | 40/50* | 50 | 60 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 35 | 35 | 35 | 35 |

| Armorer | 20 | 20 | 20 | 20 | 20 |

| Med. Armor | 25 | 20 | 20 | 20 | 20 |

| Heavy Armor | 35 | 35 | 35 | 35 | 35 |

| Blunt Weapon | 10 | 10 | 10 | 10 | 15 |

| Long Blade | 35 | 35 | 40 | 35 | 45 |

| Axe | 35 | 35 | 35 | 35 | 35 |

| Spear | 15 | 10 | 10 | 10 | 10 |

| Athletics | 25 | 10 | 15 | 10 | 10 |

| | | | | | |

| Enchant | 15 | 15 | 15 | 25 | 15 |

| Destruction | 5 | 5 | 15 | 15 | 5 |

| Alternation | 5 | 10 | 5 | 10 | 5 |

| Illusion | 10 | 10 | 5 | 10 | 5 |

| Conjuration | 5 | 15 | 5 | 10 | 5 |

| Mysticism | 10 | 15 | 10 | 5 | 5 |

| Restoration | 15 | 25 | 15 | 15 | 15 |

| Alchemy | 10 | 10 | 5 | 15 | 5 |

| Unarmored | 10 | 5 | 5 | 5 | 5 |

| | | | | | |

| Security | 5 | 5 | 5 | 5 | 5 |

| Sneak | 5 | 5 | 5 | 5 | 5 |

| Acrobatics | 5 | 5 | 5 | 5 | 5 |

| Light Armor | 5 | 5 | 10 | 5 | 10 |

| Short Blade | 5 | 5 | 15 | 5 | 5 |

| Marksman | 5 | 5 | 10 | 5 | 5 |

| Mercantile | 15 | 15 | 15 | 15 | 25 |

| Speechcraft | 30 | 30 | 30 | 30 | 40 |

| Hand-to-Hand | 5 | 5 | 5 | 5 | 10 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 50/40* | 60 | 55 | 60/50* | 40 |

| Intelligence | 40 | 30 | 30/40* | 30 | 40 |

| Willpower | 30 | 40/50* | 50/45* | 30 | 30 |

| Agility | 50 | 30 | 35 | 40 | 50 |

| Speed | 40 | 40 | 30 | 40 | 50 |

| Endurance | 30/40* | 50/40* | 50 | 50 | 40 |

| Personality | 50 | 40 | 40/35* | 40/50* | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 35 | 45 | 35 | 35 |

| Armorer | 20 | 20 | 30 | 20 | 20 |

| Med. Armor | 20 | 30 | 30 | 25 | 20 |

| Heavy Armor | 35 | 40 | 45 | 40 | 35 |

| Blunt Weapon | 10 | 20 | 10 | 15 | 10 |

| Long Blade | 35 | 40 | 35 | 50 | 35 |

| Axe | 35 | 45 | 40 | 40 | 35 |

| Spear | 10 | 15 | 10 | 10 | 10 |

| Athletics | 15 | 10 | 10 | 15 | 10 |

| | | | | | |

| Enchant | 15 | 15 | 15 | 15 | 15 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 5 | 5 | 5 | 5 | 5 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 15 | 15 | 15 | 15 | 15 |

| Alchemy | 5 | 5 | 5 | 5 | 10 |

| Unarmored | 5 | 5 | 5 | 5 | 5 |

| | | | | | |

| Security | 10 | 5 | 5 | 5 | 5 |

| Sneak | 10 | 5 | 5 | 5 | 15 |

| Acrobatics | 20 | 5 | 5 | 5 | 10 |

| Light Armor | 10 | 5 | 5 | 5 | 15 |

| Short Blade | 10 | 5 | 5 | 10 | 5 |

| Marksman | 5 | 5 | 5 | 5 | 20 |

| Mercantile | 15 | 15 | 15 | 15 | 15 |

| Speechcraft | 30 | 30 | 30 | 30 | 30 |

| Hand-to-Hand | 10 | 5 | 5 | 5 | 5 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.11 Mage

-----------------------------------------------------------------------------

-

Most mages claim to study magic for its intellectual rewards, but they

also often profit from its practical applications. Varying widely in

temperament and motivation, mages share but one thing in common: an

avid love of spellcasting.

Primary Attributes: Intelligence, Willpower

Specialization: Magic

Major Skills: Mysticism, Destruction, Alteration, Illusion,

Restoration

Minor Skills: Enchant, Conjuration, Short Blade, Alchemy,

Unarmored

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 40 | 40/30* | 40 | 30 | 40 |

| Intelligence | 50/60* | 60 | 50 | 60 | 50 |

| Willpower | 40/50* | 60 | 40 | 50 | 40/50* |

| Agility | 50/40* | 30 | 40 | 40 | 30 |

| Speed | 50/40* | 30/40* | 50 | 30/40* | 40/30* |

| Endurance | 30 | 30 | 40/30* | 40/30* | 40 |

| Personality | 30 | 40 | 30/40* | 40 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 5 | 5 | 5 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Med. Armor | 10 | 5 | 5 | 5 | 5 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 5 | 5 | 5 | 5 | 10 |

| Long Blade | 5 | 5 | 10 | 5 | 15 |

| Axe | 5 | 5 | 5 | 5 | 5 |

| Spear | 10 | 5 | 5 | 5 | 5 |

| Athletics | 20 | 5 | 10 | 5 | 5 |

| | | | | | |

| Enchant | 20 | 20 | 20 | 30 | 20 |

| Destruction | 35 | 35 | 45 | 45 | 35 |

| Alternation | 35 | 40 | 35 | 40 | 35 |

| Illusion | 40 | 40 | 35 | 40 | 35 |

| Conjuration | 20 | 30 | 20 | 25 | 20 |

| Mysticism | 40 | 45 | 40 | 35 | 35 |

| Restoration | 35 | 45 | 35 | 35 | 35 |

| Alchemy | 25 | 25 | 20 | 30 | 20 |

| Unarmored | 25 | 20 | 20 | 20 | 20 |

| | | | | | |

| Security | 5 | 5 | 5 | 5 | 5 |

| Sneak | 5 | 5 | 5 | 5 | 5 |

| Acrobatics | 5 | 5 | 5 | 5 | 5 |

| Light Armor | 5 | 5 | 10 | 5 | 10 |

| Short Blade | 15 | 15 | 25 | 15 | 15 |

| Marksman | 5 | 5 | 10 | 5 | 5 |

| Mercantile | 5 | 5 | 5 | 5 | 15 |

| Speechcraft | 5 | 5 | 5 | 5 | 15 |

| Hand-to-Hand | 5 | 5 | 5 | 5 | 10 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 40/30* | 50 | 45 | 50/40* | 30 |

| Intelligence | 50 | 40 | 40/50* | 40 | 50 |

| Willpower | 40 | 50/60* | 60/55* | 40 | 40 |

| Agility | 50 | 30 | 35 | 40 | 50 |

| Speed | 40 | 40 | 30 | 40 | 50 |

| Endurance | 30/40* | 50/40* | 50 | 50 | 30 |

| Personality | 40 | 30 | 30/25* | 30/40* | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 15 | 5 | 5 |

| Armorer | 5 | 5 | 15 | 5 | 5 |

| Med. Armor | 5 | 15 | 15 | 10 | 5 |

| Heavy Armor | 5 | 10 | 15 | 10 | 5 |

| Blunt Weapon | 5 | 15 | 5 | 10 | 5 |

| Long Blade | 5 | 10 | 5 | 20 | 5 |

| Axe | 5 | 15 | 10 | 10 | 5 |

| Spear | 5 | 10 | 5 | 5 | 5 |

| Athletics | 10 | 5 | 5 | 10 | 5 |

| | | | | | |

| Enchant | 20 | 20 | 20 | 20 | 20 |

| Destruction | 35 | 35 | 35 | 35 | 35 |

| Alternation | 35 | 35 | 35 | 35 | 35 |

| Illusion | 35 | 35 | 35 | 35 | 35 |

| Conjuration | 20 | 20 | 20 | 20 | 20 |

| Mysticism | 35 | 35 | 35 | 35 | 35 |

| Restoration | 35 | 35 | 35 | 35 | 35 |

| Alchemy | 20 | 20 | 20 | 20 | 25 |

| Unarmored | 20 | 20 | 20 | 20 | 20 |

| | | | | | |

| Security | 10 | 5 | 5 | 5 | 5 |

| Sneak | 10 | 5 | 5 | 5 | 15 |

| Acrobatics | 20 | 5 | 5 | 5 | 10 |

| Light Armor | 10 | 5 | 5 | 5 | 15 |

| Short Blade | 20 | 15 | 15 | 20 | 15 |

| Marksman | 5 | 5 | 5 | 5 | 20 |

| Mercantile | 5 | 5 | 5 | 5 | 5 |

| Speechcraft | 5 | 5 | 5 | 5 | 5 |

| Hand-to-Hand | 10 | 5 | 5 | 5 | 5 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.12 Monk

-----------------------------------------------------------------------------

-

Monks are students of the ancient martial arts of hand-to-hand combat

and unarmored self-defense. Monks avoid detection by stealth, mobility,

and agility, and are skilled with a variety of ranged and close-combat

weapons.

Primary attributes: Agility, Willpower

Specialization: Stealth

Major Skills: Hand to Hand, Unarmored, Athletics, Acrobatics,

Sneak

Minor Skills: Block, Blunt Weapon, Restoration, Marksman,

Light Armor

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 40 | 40/30* | 40 | 30 | 40 |

| Intelligence | 40/50* | 50 | 40 | 50 | 40 |

| Willpower | 40/50* | 60 | 40 | 50 | 40/50* |

| Agility | 60/50* | 40 | 50 | 50 | 40 |

| Speed | 50/40* | 30/40* | 50 | 30/40* | 40/30* |

| Endurance | 30 | 30 | 40/30* | 40/30* | 40 |

| Personality | 30 | 40 | 30/40* | 40 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 15 | 15 | 15 | 15 | 15 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Med. Armor | 10 | 5 | 5 | 5 | 5 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 15 | 15 | 15 | 15 | 20 |

| Long Blade | 5 | 5 | 10 | 5 | 15 |

| Axe | 5 | 5 | 5 | 5 | 5 |

| Spear | 10 | 5 | 5 | 5 | 5 |

| Athletics | 45 | 30 | 35 | 30 | 30 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 15 | 5 |

| Destruction | 5 | 5 | 15 | 15 | 5 |

| Alternation | 5 | 10 | 5 | 10 | 5 |

| Illusion | 10 | 10 | 5 | 10 | 5 |

| Conjuration | 5 | 15 | 5 | 10 | 5 |

| Mysticism | 10 | 15 | 10 | 5 | 5 |

| Restoration | 15 | 25 | 15 | 15 | 15 |

| Alchemy | 10 | 10 | 5 | 15 | 5 |

| Unarmored | 35 | 30 | 30 | 30 | 30 |

| | | | | | |

| Security | 10 | 10 | 10 | 10 | 10 |

| Sneak | 35 | 35 | 35 | 35 | 35 |

| Acrobatics | 35 | 35 | 35 | 35 | 35 |

| Light Armor | 20 | 20 | 25 | 20 | 25 |

| Short Blade | 10 | 10 | 20 | 10 | 10 |

| Marksman | 20 | 20 | 25 | 20 | 20 |

| Mercantile | 10 | 10 | 10 | 10 | 20 |

| Speechcraft | 10 | 10 | 10 | 10 | 20 |

| Hand-to-Hand | 35 | 35 | 35 | 35 | 40 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 40/30* | 50 | 45 | 50/40* | 30 |

| Intelligence | 40 | 30 | 30/40* | 30 | 40 |

| Willpower | 40 | 50/60* | 60/55* | 40 | 40 |

| Agility | 60 | 40 | 45 | 50 | 60 |

| Speed | 40 | 40 | 30 | 40 | 50 |

| Endurance | 30/40* | 50/40* | 50 | 50 | 30 |

| Personality | 40 | 30 | 30/25* | 30/40* | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 15 | 15 | 25 | 15 | 15 |

| Armorer | 5 | 5 | 15 | 5 | 5 |

| Med. Armor | 5 | 15 | 15 | 10 | 5 |

| Heavy Armor | 5 | 10 | 15 | 10 | 5 |

| Blunt Weapon | 15 | 25 | 15 | 20 | 15 |

| Long Blade | 5 | 10 | 5 | 20 | 5 |

| Axe | 5 | 15 | 10 | 10 | 5 |

| Spear | 5 | 10 | 5 | 5 | 5 |

| Athletics | 35 | 30 | 30 | 35 | 30 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 5 | 5 | 5 | 5 | 5 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 15 | 15 | 15 | 15 | 15 |

| Alchemy | 5 | 5 | 5 | 5 | 10 |

| Unarmored | 30 | 30 | 30 | 30 | 30 |

| | | | | | |

| Security | 15 | 10 | 10 | 10 | 10 |

| Sneak | 40 | 35 | 35 | 35 | 45 |

| Acrobatics | 50 | 35 | 35 | 35 | 40 |

| Light Armor | 25 | 20 | 20 | 20 | 30 |

| Short Blade | 15 | 10 | 10 | 15 | 10 |

| Marksman | 20 | 20 | 20 | 20 | 35 |

| Mercantile | 10 | 10 | 10 | 10 | 10 |

| Speechcraft | 10 | 10 | 10 | 10 | 10 |

| Hand-to-Hand | 40 | 35 | 35 | 35 | 35 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.13 Nightblade

-----------------------------------------------------------------------------

-

Nightblades are spellcasters who use their magics to enhance mobility,

concealment, and stealthy close combat. They have a sinister

reputation, since many nightblades are thieves, enforcers, assassins,

or covert agents.

Primary Attributes: Willpower, Speed

Specialization: Magic

Major Skills: Mysticism, Illusion, Alteration, Sneak, Short Blade

Minor Skills: Light Armor, Security, Marksman, unarmored,

Destruction

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 40 | 40/30* | 40 | 30 | 40 |

| Intelligence | 40/50* | 50 | 40 | 50 | 40 |

| Willpower | 40/50* | 60 | 40 | 50 | 40/50* |

| Agility | 50/40* | 30 | 40 | 40 | 30 |

| Speed | 60/50* | 40/50* | 60 | 40/50* | 50/40* |

| Endurance | 30 | 30 | 40/30* | 40/30* | 40 |

| Personality | 30 | 40 | 30/40* | 40 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 5 | 5 | 5 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Med. Armor | 10 | 5 | 5 | 5 | 5 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 5 | 5 | 5 | 5 | 10 |

| Long Blade | 5 | 5 | 10 | 5 | 15 |

| Axe | 5 | 5 | 5 | 5 | 5 |

| Spear | 10 | 5 | 5 | 5 | 5 |

| Athletics | 20 | 5 | 10 | 5 | 5 |

| | | | | | |

| Enchant | 10 | 10 | 10 | 20 | 10 |

| Destruction | 20 | 20 | 30 | 30 | 20 |

| Alternation | 35 | 40 | 35 | 40 | 35 |

| Illusion | 40 | 40 | 35 | 40 | 35 |

| Conjuration | 10 | 20 | 10 | 15 | 10 |

| Mysticism | 40 | 45 | 40 | 35 | 35 |

| Restoration | 10 | 20 | 10 | 10 | 10 |

| Alchemy | 15 | 15 | 10 | 20 | 10 |

| Unarmored | 25 | 20 | 20 | 20 | 20 |

| | | | | | |

| Security | 15 | 15 | 15 | 15 | 15 |

| Sneak | 30 | 30 | 30 | 30 | 30 |

| Acrobatics | 5 | 5 | 5 | 5 | 5 |

| Light Armor | 15 | 15 | 20 | 15 | 20 |

| Short Blade | 30 | 30 | 40 | 30 | 30 |

| Marksman | 15 | 15 | 20 | 15 | 15 |

| Mercantile | 5 | 5 | 5 | 5 | 15 |

| Speechcraft | 5 | 5 | 5 | 5 | 15 |

| Hand-to-Hand | 5 | 5 | 5 | 5 | 10 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 40/30* | 50 | 45 | 50/40* | 30 |

| Intelligence | 40 | 30 | 30/40* | 30 | 40 |

| Willpower | 40 | 50/60* | 60/55* | 40 | 40 |

| Agility | 50 | 30 | 35 | 40 | 50 |

| Speed | 50 | 50 | 40 | 50 | 60 |

| Endurance | 30/40* | 50/40* | 50 | 50 | 30 |

| Personality | 40 | 30 | 30/25* | 30/40* | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 15 | 5 | 5 |

| Armorer | 5 | 5 | 15 | 5 | 5 |

| Med. Armor | 5 | 15 | 15 | 10 | 5 |

| Heavy Armor | 5 | 10 | 15 | 10 | 5 |

| Blunt Weapon | 5 | 15 | 5 | 10 | 5 |

| Long Blade | 5 | 10 | 5 | 20 | 5 |

| Axe | 5 | 15 | 10 | 10 | 5 |

| Spear | 5 | 10 | 5 | 5 | 5 |

| Athletics | 10 | 5 | 5 | 10 | 5 |

| | | | | | |

| Enchant | 10 | 10 | 10 | 10 | 10 |

| Destruction | 20 | 20 | 20 | 20 | 20 |

| Alternation | 35 | 35 | 35 | 35 | 35 |

| Illusion | 35 | 35 | 35 | 35 | 35 |

| Conjuration | 10 | 10 | 10 | 10 | 10 |

| Mysticism | 35 | 35 | 35 | 35 | 35 |

| Restoration | 10 | 10 | 10 | 10 | 10 |

| Alchemy | 10 | 10 | 10 | 10 | 15 |

| Unarmored | 20 | 20 | 20 | 20 | 20 |

| | | | | | |

| Security | 20 | 15 | 15 | 15 | 15 |

| Sneak | 35 | 30 | 30 | 30 | 40 |

| Acrobatics | 20 | 5 | 5 | 5 | 10 |

| Light Armor | 20 | 15 | 15 | 15 | 25 |

| Short Blade | 35 | 30 | 30 | 35 | 30 |

| Marksman | 15 | 15 | 15 | 15 | 30 |

| Mercantile | 5 | 5 | 5 | 5 | 5 |

| Speechcraft | 5 | 5 | 5 | 5 | 5 |

| Hand-to-Hand | 10 | 5 | 5 | 5 | 5 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.14 Pilgrim

-----------------------------------------------------------------------------

-

Pilgrims are travelers, seekers of truth and enlightenment. They

fortify themselves for road and wilderness with arms, armor, and magic,

and through wide experience of the world, they become shrewd in

commerce and persuasion.

Primary Attributes: Personality, Endurance

Specialization: Stealth

Major Skills: Speechcraft, Mercantile, Marksman, Restoration,

Med. Armor

Minor Skills: Illusion, Alchemy, Block, Hand to Hand, Short Blade

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 40 | 40/30* | 40 | 30 | 40 |

| Intelligence | 40/50* | 50 | 40 | 50 | 40 |

| Willpower | 30/40* | 50 | 30 | 40 | 30/40* |

| Agility | 50/40* | 30 | 40 | 40 | 30 |

| Speed | 50/40* | 30/40* | 50 | 30/40* | 40/30* |

| Endurance | 40 | 40 | 50/40* | 50/40* | 50 |

| Personality | 40 | 50 | 40/50* | 50 | 60 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 15 | 15 | 15 | 15 | 15 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Med. Armor | 35 | 30 | 30 | 30 | 30 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 5 | 5 | 5 | 5 | 10 |

| Long Blade | 5 | 5 | 10 | 5 | 15 |

| Axe | 5 | 5 | 5 | 5 | 5 |

| Spear | 10 | 5 | 5 | 5 | 5 |

| Athletics | 20 | 5 | 10 | 5 | 5 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 15 | 5 |

| Destruction | 5 | 5 | 15 | 15 | 5 |

| Alternation | 5 | 10 | 5 | 10 | 5 |

| Illusion | 20 | 20 | 15 | 20 | 15 |

| Conjuration | 5 | 15 | 5 | 10 | 5 |

| Mysticism | 10 | 15 | 10 | 5 | 5 |

| Restoration | 30 | 40 | 30 | 30 | 30 |

| Alchemy | 20 | 20 | 15 | 25 | 15 |

| Unarmored | 10 | 5 | 5 | 5 | 5 |

| | | | | | |

| Security | 10 | 10 | 10 | 10 | 10 |

| Sneak | 10 | 10 | 10 | 10 | 10 |

| Acrobatics | 10 | 10 | 10 | 10 | 10 |

| Light Armor | 10 | 10 | 15 | 10 | 15 |

| Short Blade | 20 | 20 | 30 | 20 | 20 |

| Marksman | 35 | 35 | 40 | 35 | 35 |

| Mercantile | 35 | 35 | 35 | 35 | 45 |

| Speechcraft | 35 | 35 | 35 | 35 | 45 |

| Hand-to-Hand | 20 | 20 | 20 | 20 | 25 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 40/30* | 50 | 45 | 50/40* | 30 |

| Intelligence | 40 | 30 | 30/40* | 30 | 40 |

| Willpower | 30 | 40/50* | 50/45* | 30 | 30 |

| Agility | 50 | 30 | 35 | 40 | 50 |

| Speed | 40 | 40 | 30 | 40 | 50 |

| Endurance | 40/50* | 60/50* | 60 | 60 | 40 |

| Personality | 50 | 40 | 40/35* | 40/50* | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 15 | 15 | 25 | 15 | 15 |

| Armorer | 5 | 5 | 15 | 5 | 5 |

| Med. Armor | 30 | 40 | 40 | 35 | 30 |

| Heavy Armor | 5 | 10 | 15 | 10 | 5 |

| Blunt Weapon | 5 | 15 | 5 | 10 | 5 |

| Long Blade | 5 | 10 | 5 | 20 | 5 |

| Axe | 5 | 15 | 10 | 10 | 5 |

| Spear | 5 | 10 | 5 | 5 | 5 |

| Athletics | 10 | 5 | 5 | 10 | 5 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 5 | 5 | 5 | 5 | 5 |

| Illusion | 15 | 15 | 15 | 15 | 15 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 30 | 30 | 30 | 30 | 30 |

| Alchemy | 15 | 15 | 15 | 15 | 20 |

| Unarmored | 5 | 5 | 5 | 5 | 5 |

| | | | | | |

| Security | 15 | 10 | 10 | 10 | 10 |

| Sneak | 15 | 10 | 10 | 10 | 20 |

| Acrobatics | 25 | 10 | 10 | 10 | 15 |

| Light Armor | 15 | 10 | 10 | 10 | 20 |

| Short Blade | 25 | 20 | 20 | 25 | 20 |

| Marksman | 35 | 35 | 35 | 35 | 50 |

| Mercantile | 35 | 35 | 35 | 35 | 35 |

| Speechcraft | 35 | 35 | 35 | 35 | 35 |

| Hand-to-Hand | 25 | 20 | 20 | 20 | 20 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.15 Rogue

-----------------------------------------------------------------------------

-

Rogues are adventurers and opportunists with a gift for getting into

and out of trouble. Relying variously on charm and dash, blades and

business sense, they thrive on conflict and misfortune, trusting to

their luck and cunning to survive.

Primary Attributes: Speed, Personality

Specialization: Combat

Major Skills: Short Blade, Mercantile, Axe, Light Armor,

Hand to Hand

Minor Skills: Block, Long Blade, Athletics, Med. Armor,

Speechcraft

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 40 | 40/30* | 40 | 30 | 40 |

| Intelligence | 40/50* | 50 | 40 | 50 | 40 |

| Willpower | 30/40* | 50 | 30 | 40 | 30/40* |

| Agility | 50/40* | 30 | 40 | 40 | 30 |

| Speed | 60/50* | 40/50* | 60 | 40/50* | 50/40* |

| Endurance | 30 | 30 | 40/30* | 40/30* | 40 |

| Personality | 40 | 50 | 40/50* | 50 | 60 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 15 | 15 | 15 | 15 | 15 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Med. Armor | 20 | 15 | 15 | 15 | 15 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 5 | 5 | 5 | 5 | 10 |

| Long Blade | 15 | 15 | 20 | 15 | 25 |

| Axe | 30 | 30 | 30 | 30 | 30 |

| Spear | 10 | 5 | 5 | 5 | 5 |

| Athletics | 30 | 15 | 20 | 15 | 15 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 15 | 5 |

| Destruction | 5 | 5 | 15 | 15 | 5 |

| Alternation | 5 | 10 | 5 | 10 | 5 |

| Illusion | 10 | 10 | 5 | 10 | 5 |

| Conjuration | 5 | 15 | 5 | 10 | 5 |

| Mysticism | 10 | 15 | 10 | 5 | 5 |

| Restoration | 5 | 15 | 5 | 5 | 5 |

| Alchemy | 10 | 10 | 5 | 15 | 5 |

| Unarmored | 10 | 5 | 5 | 5 | 5 |

| | | | | | |

| Security | 10 | 10 | 10 | 10 | 10 |

| Sneak | 10 | 10 | 10 | 10 | 10 |

| Acrobatics | 10 | 10 | 10 | 10 | 10 |

| Light Armor | 35 | 35 | 40 | 35 | 40 |

| Short Blade | 35 | 35 | 45 | 35 | 35 |

| Marksman | 10 | 10 | 15 | 10 | 10 |

| Mercantile | 35 | 35 | 35 | 35 | 45 |

| Speechcraft | 20 | 20 | 20 | 20 | 30 |

| Hand-to-Hand | 35 | 35 | 35 | 35 | 40 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 40/30* | 50 | 45 | 50/40* | 30 |

| Intelligence | 40 | 30 | 30/40* | 30 | 40 |

| Willpower | 30 | 40/50* | 50/45* | 30 | 30 |

| Agility | 50 | 30 | 35 | 40 | 50 |

| Speed | 50 | 50 | 40 | 50 | 60 |

| Endurance | 30/40* | 50/40* | 50 | 50 | 30 |

| Personality | 50 | 40 | 40/35* | 40/50* | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 15 | 15 | 25 | 15 | 15 |

| Armorer | 5 | 5 | 15 | 5 | 5 |

| Med. Armor | 15 | 25 | 25 | 20 | 15 |

| Heavy Armor | 5 | 10 | 15 | 10 | 5 |

| Blunt Weapon | 5 | 15 | 5 | 10 | 5 |

| Long Blade | 15 | 20 | 15 | 30 | 15 |

| Axe | 30 | 40 | 35 | 35 | 30 |

| Spear | 5 | 10 | 5 | 5 | 5 |

| Athletics | 20 | 15 | 15 | 20 | 15 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 5 | 5 | 5 | 5 | 5 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 5 | 5 | 5 | 5 | 5 |

| Alchemy | 5 | 5 | 5 | 5 | 10 |

| Unarmored | 5 | 5 | 5 | 5 | 5 |

| | | | | | |

| Security | 15 | 10 | 10 | 10 | 10 |

| Sneak | 15 | 10 | 10 | 10 | 20 |

| Acrobatics | 25 | 10 | 10 | 10 | 15 |

| Light Armor | 40 | 35 | 35 | 35 | 45 |

| Short Blade | 40 | 35 | 35 | 40 | 35 |

| Marksman | 10 | 10 | 10 | 10 | 25 |

| Mercantile | 35 | 35 | 35 | 35 | 35 |

| Speechcraft | 20 | 20 | 20 | 20 | 20 |

| Hand-to-Hand | 40 | 35 | 35 | 35 | 35 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.16 Scout

-----------------------------------------------------------------------------

-

Scouts rely on stealth to survey routes and opponents, using ranged

weapons and skirmish tactics when forced to fight. By contrast with

barbarians, in combat scouts tend to be cautious and methodical, rather

than impulsive.

Primary Attributes: Speed, Endurance

Specialization: Combat

Major Skills: Sneak, Long Blade, Med. Armor, Athletics, Block

Minor Skills: Marksman, Unarmored, Light Armor, Alchemy,

Alteration

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 40 | 40/30* | 40 | 30 | 40 |

| Intelligence | 40/50* | 50 | 40 | 50 | 40 |

| Willpower | 30/40* | 50 | 30 | 40 | 30/40* |

| Agility | 50/40* | 30 | 40 | 40 | 30 |

| Speed | 60/50* | 40/50* | 60 | 40/50* | 50/40* |

| Endurance | 40 | 40 | 50/40* | 50/40* | 50 |

| Personality | 30 | 40 | 30/40* | 40 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 35 | 35 | 35 | 35 |

| Armorer | 10 | 10 | 10 | 10 | 10 |

| Med. Armor | 40 | 35 | 35 | 35 | 35 |

| Heavy Armor | 10 | 10 | 10 | 10 | 10 |

| Blunt Weapon | 10 | 10 | 10 | 10 | 15 |

| Long Blade | 35 | 35 | 40 | 35 | 45 |

| Axe | 10 | 10 | 10 | 10 | 10 |

| Spear | 15 | 10 | 10 | 10 | 10 |

| Athletics | 50 | 35 | 40 | 35 | 35 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 15 | 5 |

| Destruction | 5 | 5 | 15 | 15 | 5 |

| Alternation | 15 | 20 | 15 | 20 | 15 |

| Illusion | 10 | 10 | 5 | 10 | 5 |

| Conjuration | 5 | 15 | 5 | 10 | 5 |

| Mysticism | 10 | 15 | 10 | 5 | 5 |

| Restoration | 5 | 15 | 5 | 5 | 5 |

| Alchemy | 20 | 20 | 15 | 25 | 15 |

| Unarmored | 20 | 15 | 15 | 15 | 15 |

| | | | | | |

| Security | 5 | 5 | 5 | 5 | 5 |

| Sneak | 30 | 30 | 30 | 30 | 30 |

| Acrobatics | 5 | 5 | 5 | 5 | 5 |

| Light Armor | 15 | 15 | 20 | 15 | 20 |

| Short Blade | 5 | 5 | 15 | 5 | 5 |

| Marksman | 15 | 15 | 20 | 15 | 15 |

| Mercantile | 5 | 5 | 5 | 5 | 15 |

| Speechcraft | 5 | 5 | 5 | 5 | 15 |

| Hand-to-Hand | 5 | 5 | 5 | 5 | 10 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 40/30* | 50 | 45 | 50/40* | 30 |

| Intelligence | 40 | 30 | 30/40* | 30 | 40 |

| Willpower | 30 | 40/50* | 50/45* | 30 | 30 |

| Agility | 60 | 30 | 35 | 40 | 50 |

| Speed | 40 | 50 | 40 | 50 | 60 |

| Endurance | 40/50* | 60/50* | 60 | 60 | 40 |

| Personality | 40 | 30 | 30/25* | 30/40* | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 35 | 45 | 35 | 35 |

| Armorer | 10 | 10 | 20 | 10 | 10 |

| Med. Armor | 35 | 45 | 45 | 40 | 35 |

| Heavy Armor | 10 | 15 | 20 | 15 | 10 |

| Blunt Weapon | 10 | 20 | 10 | 15 | 10 |

| Long Blade | 35 | 40 | 35 | 50 | 35 |

| Axe | 10 | 20 | 15 | 15 | 10 |

| Spear | 10 | 15 | 10 | 10 | 10 |

| Athletics | 40 | 35 | 35 | 40 | 35 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 15 | 15 | 15 | 15 | 15 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 5 | 5 | 5 | 5 | 5 |

| Alchemy | 15 | 15 | 15 | 15 | 20 |

| Unarmored | 15 | 15 | 15 | 15 | 15 |

| | | | | | |

| Security | 10 | 5 | 5 | 5 | 5 |

| Sneak | 35 | 30 | 30 | 30 | 40 |

| Acrobatics | 20 | 5 | 5 | 5 | 10 |

| Light Armor | 20 | 15 | 15 | 15 | 25 |

| Short Blade | 10 | 5 | 5 | 10 | 5 |

| Marksman | 15 | 15 | 15 | 15 | 30 |

| Mercantile | 5 | 5 | 5 | 5 | 5 |

| Speechcraft | 5 | 5 | 5 | 5 | 5 |

| Hand-to-Hand | 10 | 5 | 5 | 5 | 5 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.17 Sorcerer

-----------------------------------------------------------------------------

-

Though spellcasters by vocation, sorcerers rely most on summonings and

enchantments. They are greedy for magic scrolls, rings, armor, and

weapons, and commanding undead and Daedric servants gratifies their

egos.

Primary Attributes: Intelligence, Endurance

Specialization: Magic

Major Skills: Enchant, Conjuration, Mysticism, Destruction,

Alteration

Minor Skills: Illusion, Short Blade, Marksman, Med. Armor,

Heavy Armor

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 40 | 40/30* | 40 | 30 | 40 |

| Intelligence | 50/60* | 60 | 50 | 60 | 50 |

| Willpower | 30/40* | 50 | 30 | 40 | 30/40* |

| Agility | 50/40* | 30 | 40 | 40 | 30 |

| Speed | 50 | 30/40* | 50 | 30/40* | 40/30* |

| Endurance | 40 | 40 | 50/40* | 50/40* | 50 |

| Personality | 30 | 40 | 30/40* | 40 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 5 | 5 | 5 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Med. Armor | 20 | 15 | 15 | 15 | 15 |

| Heavy Armor | 15 | 15 | 15 | 15 | 15 |

| Blunt Weapon | 5 | 5 | 5 | 5 | 10 |

| Long Blade | 5 | 5 | 10 | 5 | 15 |

| Axe | 5 | 5 | 5 | 5 | 5 |

| Spear | 10 | 5 | 5 | 5 | 5 |

| Athletics | 20 | 5 | 10 | 5 | 5 |

| | | | | | |

| Enchant | 35 | 35 | 35 | 45 | 35 |

| Destruction | 35 | 35 | 45 | 45 | 35 |

| Alternation | 35 | 40 | 35 | 40 | 35 |

| Illusion | 25 | 25 | 20 | 25 | 20 |

| Conjuration | 35 | 45 | 35 | 40 | 35 |

| Mysticism | 40 | 45 | 40 | 35 | 35 |

| Restoration | 10 | 20 | 10 | 10 | 10 |

| Alchemy | 15 | 15 | 10 | 20 | 10 |

| Unarmored | 15 | 10 | 10 | 10 | 10 |

| | | | | | |

| Security | 5 | 5 | 5 | 5 | 5 |

| Sneak | 5 | 5 | 5 | 5 | 5 |

| Acrobatics | 5 | 5 | 5 | 5 | 5 |

| Light Armor | 5 | 5 | 10 | 5 | 10 |

| Short Blade | 15 | 15 | 25 | 15 | 15 |

| Marksman | 15 | 15 | 20 | 15 | 15 |

| Mercantile | 5 | 5 | 5 | 5 | 15 |

| Speechcraft | 5 | 5 | 5 | 5 | 15 |

| Hand-to-Hand | 5 | 5 | 5 | 5 | 10 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 40/30* | 50 | 45 | 50/40* | 30 |

| Intelligence | 50 | 30 | 40/50* | 40 | 50 |

| Willpower | 30 | 50/60* | 50/45* | 30 | 30 |

| Agility | 50 | 30 | 35 | 40 | 50 |

| Speed | 40 | 40 | 30 | 40 | 50 |

| Endurance | 40/50* | 60/50* | 60 | 60 | 40 |

| Personality | 40 | 30 | 30/25* | 30/40* | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 15 | 5 | 5 |

| Armorer | 5 | 5 | 15 | 5 | 5 |

| Med. Armor | 15 | 25 | 25 | 20 | 15 |

| Heavy Armor | 15 | 20 | 25 | 20 | 15 |

| Blunt Weapon | 5 | 15 | 5 | 10 | 5 |

| Long Blade | 5 | 10 | 5 | 20 | 5 |

| Axe | 5 | 15 | 10 | 10 | 5 |

| Spear | 5 | 10 | 5 | 5 | 5 |

| Athletics | 10 | 5 | 5 | 10 | 5 |

| | | | | | |

| Enchant | 35 | 35 | 35 | 35 | 35 |

| Destruction | 35 | 35 | 35 | 35 | 35 |

| Alternation | 35 | 35 | 35 | 35 | 35 |

| Illusion | 20 | 20 | 20 | 20 | 20 |

| Conjuration | 35 | 35 | 35 | 35 | 35 |

| Mysticism | 35 | 35 | 35 | 35 | 35 |

| Restoration | 10 | 10 | 10 | 10 | 10 |

| Alchemy | 10 | 10 | 10 | 10 | 15 |

| Unarmored | 10 | 10 | 10 | 10 | 10 |

| | | | | | |

| Security | 10 | 5 | 5 | 5 | 5 |

| Sneak | 10 | 5 | 5 | 5 | 15 |

| Acrobatics | 20 | 5 | 5 | 5 | 10 |

| Light Armor | 10 | 5 | 5 | 5 | 15 |

| Short Blade | 20 | 15 | 15 | 20 | 15 |

| Marksman | 15 | 15 | 15 | 15 | 30 |

| Mercantile | 5 | 5 | 5 | 5 | 5 |

| Speechcraft | 5 | 5 | 5 | 5 | 5 |

| Hand-to-Hand | 10 | 5 | 5 | 5 | 5 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.18 Spellsword

-----------------------------------------------------------------------------

-

Spellswords are spellcasting specialists trained to support Imperial

troops in skirmish and battle. Veteran spellswords are prized as

mercenaries, and well suited for careers as adventurers and soldiers-

of-fortune.

Primary Attributes: Willpower, Endurance

Specialization: Magic

Major Skills: Block, Restoration, Long Blade, Destruction,

Alteration

Minor Skills: Blunt Weapon, Axe, Med. Armor, Enchant, Alchemy

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 40 | 40/30* | 40 | 30 | 40 |

| Intelligence | 40/50* | 50 | 40 | 50 | 40 |

| Willpower | 40/50* | 60 | 40 | 50 | 40/50* |

| Agility | 50/40* | 30 | 40 | 40 | 30 |

| Speed | 50/40* | 30/40* | 50 | 30/40* | 40/30* |

| Endurance | 40 | 40 | 50/40* | 50/40* | 50 |

| Personality | 30 | 40 | 30/40* | 40 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 30 | 30 | 30 | 30 | 30 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Med. Armor | 20 | 15 | 15 | 15 | 15 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 15 | 15 | 15 | 15 | 20 |

| Long Blade | 30 | 30 | 35 | 30 | 40 |

| Axe | 15 | 15 | 15 | 15 | 15 |

| Spear | 10 | 5 | 5 | 5 | 5 |

| Athletics | 20 | 5 | 10 | 5 | 5 |

| | | | | | |

| Enchant | 20 | 20 | 20 | 30 | 20 |

| Destruction | 35 | 35 | 45 | 45 | 35 |

| Alternation | 35 | 40 | 35 | 40 | 35 |

| Illusion | 15 | 15 | 10 | 15 | 10 |

| Conjuration | 10 | 20 | 10 | 15 | 10 |

| Mysticism | 15 | 20 | 15 | 10 | 10 |

| Restoration | 35 | 45 | 35 | 35 | 35 |

| Alchemy | 25 | 25 | 20 | 30 | 20 |

| Unarmored | 15 | 10 | 10 | 10 | 10 |

| | | | | | |

| Security | 5 | 5 | 5 | 5 | 5 |

| Sneak | 5 | 5 | 5 | 5 | 5 |

| Acrobatics | 5 | 5 | 5 | 5 | 5 |

| Light Armor | 5 | 5 | 10 | 5 | 10 |

| Short Blade | 5 | 5 | 15 | 5 | 5 |

| Marksman | 5 | 5 | 10 | 5 | 5 |

| Mercantile | 5 | 5 | 5 | 5 | 15 |

| Speechcraft | 5 | 5 | 5 | 5 | 15 |

| Hand-to-Hand | 5 | 5 | 5 | 5 | 10 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 40/30* | 50 | 45 | 50/40* | 30 |

| Intelligence | 40 | 30 | 30/40* | 30 | 40 |

| Willpower | 40 | 50/60* | 60/55* | 40 | 40 |

| Agility | 50 | 30 | 35 | 40 | 50 |

| Speed | 40 | 40 | 30 | 40 | 50 |

| Endurance | 40/50* | 60/50* | 60 | 60 | 40 |

| Personality | 40 | 30 | 30/25* | 30/40* | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 30 | 30 | 40 | 30 | 30 |

| Armorer | 5 | 5 | 15 | 5 | 5 |

| Med. Armor | 15 | 25 | 25 | 20 | 15 |

| Heavy Armor | 5 | 10 | 15 | 10 | 5 |

| Blunt Weapon | 15 | 25 | 15 | 20 | 15 |

| Long Blade | 30 | 35 | 30 | 45 | 30 |

| Axe | 15 | 25 | 20 | 20 | 15 |

| Spear | 5 | 10 | 5 | 5 | 5 |

| Athletics | 10 | 5 | 5 | 10 | 5 |

| | | | | | |

| Enchant | 20 | 20 | 20 | 20 | 20 |

| Destruction | 35 | 35 | 35 | 35 | 35 |

| Alternation | 35 | 35 | 35 | 35 | 35 |

| Illusion | 10 | 10 | 10 | 10 | 10 |

| Conjuration | 10 | 10 | 10 | 10 | 10 |

| Mysticism | 10 | 10 | 10 | 10 | 10 |

| Restoration | 35 | 35 | 35 | 35 | 35 |

| Alchemy | 20 | 20 | 20 | 20 | 25 |

| Unarmored | 10 | 10 | 10 | 10 | 10 |

| | | | | | |

| Security | 10 | 5 | 5 | 5 | 5 |

| Sneak | 10 | 5 | 5 | 5 | 15 |

| Acrobatics | 20 | 5 | 5 | 5 | 10 |

| Light Armor | 10 | 5 | 5 | 5 | 15 |

| Short Blade | 10 | 5 | 5 | 10 | 5 |

| Marksman | 5 | 5 | 5 | 5 | 20 |

| Mercantile | 5 | 5 | 5 | 5 | 5 |

| Speechcraft | 5 | 5 | 5 | 5 | 5 |

| Hand-to-Hand | 10 | 5 | 5 | 5 | 5 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.19 Thief

-----------------------------------------------------------------------------

-

Thieves are pickpockets and pilferers. Unlike robbers, who kill and

loot, thieves typically choose stealth and subterfuge over violence,

and often entertain romantic notions of their charm and cleverness in

their acquisitive activities.

Primary Attributes: Speed, Agility

Specialization: Stealth

Major Skills: Security, Sneak, Acrobatics, Light Armor,

Short Blade

Minor Skills: Marksman, Athletics, Mercantile, Speechcraft,

Hand to Hand

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 40 | 40/30* | 40 | 30 | 40 |

| Intelligence | 40/50* | 50 | 40 | 50 | 40 |

| Willpower | 30/40* | 50 | 30 | 40 | 30/40* |

| Agility | 60/50* | 40 | 50 | 50 | 40 |

| Speed | 60/50* | 40/50* | 60 | 40/50* | 50/40* |

| Endurance | 30 | 30 | 40/30* | 40/30* | 40 |

| Personality | 30 | 40 | 30/40* | 40 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 5 | 5 | 5 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Med. Armor | 10 | 5 | 5 | 5 | 5 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 5 | 5 | 5 | 5 | 10 |

| Long Blade | 5 | 5 | 10 | 5 | 15 |

| Axe | 5 | 5 | 5 | 5 | 5 |

| Spear | 10 | 5 | 5 | 5 | 5 |

| Athletics | 30 | 15 | 20 | 15 | 15 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 15 | 5 |

| Destruction | 5 | 5 | 15 | 15 | 5 |

| Alternation | 5 | 10 | 5 | 10 | 5 |

| Illusion | 10 | 10 | 5 | 10 | 5 |

| Conjuration | 5 | 15 | 5 | 10 | 5 |

| Mysticism | 10 | 15 | 10 | 5 | 5 |

| Restoration | 5 | 15 | 5 | 5 | 5 |

| Alchemy | 10 | 10 | 5 | 15 | 5 |

| Unarmored | 10 | 5 | 5 | 5 | 5 |

| | | | | | |

| Security | 35 | 35 | 35 | 35 | 35 |

| Sneak | 35 | 35 | 35 | 35 | 35 |

| Acrobatics | 35 | 35 | 35 | 35 | 35 |

| Light Armor | 35 | 35 | 40 | 35 | 40 |

| Short Blade | 35 | 35 | 45 | 35 | 35 |

| Marksman | 20 | 20 | 25 | 20 | 20 |

| Mercantile | 20 | 20 | 20 | 20 | 30 |

| Speechcraft | 20 | 20 | 20 | 20 | 30 |

| Hand-to-Hand | 20 | 20 | 20 | 20 | 25 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 40/30* | 50 | 45 | 50/40* | 30 |

| Intelligence | 40 | 30 | 30/40* | 30 | 40 |

| Willpower | 30 | 40/50* | 50/45* | 30 | 30 |

| Agility | 60 | 40 | 45 | 50 | 60 |

| Speed | 50 | 50 | 40 | 50 | 60 |

| Endurance | 30/40* | 50/40* | 50 | 50 | 30 |

| Personality | 40 | 30 | 30/25* | 30/40* | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 5 | 5 | 15 | 5 | 5 |

| Armorer | 5 | 5 | 15 | 5 | 5 |

| Med. Armor | 5 | 15 | 15 | 10 | 5 |

| Heavy Armor | 5 | 10 | 15 | 10 | 5 |

| Blunt Weapon | 5 | 15 | 5 | 10 | 5 |

| Long Blade | 5 | 10 | 5 | 20 | 5 |

| Axe | 5 | 15 | 10 | 10 | 5 |

| Spear | 5 | 10 | 5 | 5 | 5 |

| Athletics | 20 | 15 | 15 | 20 | 15 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 5 | 5 | 5 | 5 | 5 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 5 | 5 | 5 | 5 | 5 |

| Alchemy | 5 | 5 | 5 | 5 | 10 |

| Unarmored | 5 | 5 | 5 | 5 | 5 |

| | | | | | |

| Security | 40 | 35 | 35 | 35 | 35 |

| Sneak | 40 | 35 | 35 | 35 | 45 |

| Acrobatics | 50 | 35 | 35 | 35 | 40 |

| Light Armor | 40 | 35 | 35 | 35 | 45 |

| Short Blade | 40 | 35 | 35 | 40 | 35 |

| Marksman | 20 | 20 | 20 | 20 | 35 |

| Mercantile | 20 | 20 | 20 | 20 | 20 |

| Speechcraft | 20 | 20 | 20 | 20 | 20 |

| Hand-to-Hand | 25 | 20 | 20 | 20 | 20 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.20 Warrior

-----------------------------------------------------------------------------

-

Warriors are the professional men-at-arms, soldiers, mercenaries, and

adventurers of the Empire, trained with various weapon and armor

styles, conditioned by long marches, and hardened by ambush, skirmish,

and battle.

Primary Attributes: Strength, Endurance

Specialization: Combat

Major Skills: Long Blade, Med. Armor, Heaby Armor, Athletics,

Block

Minor Skills: Armorer, Blunt Weapon, Axe, Spear, Marksman

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 50 | 50/40* | 50 | 40 | 50 |

| Intelligence | 40/50* | 50 | 40 | 50 | 40 |

| Willpower | 30/40* | 50 | 30 | 40 | 30/40* |

| Agility | 50/40* | 30 | 40 | 40 | 30 |

| Speed | 50/40* | 30/40* | 50 | 30/40* | 40/30* |

| Endurance | 40 | 40 | 50/40* | 50/40* | 50 |

| Personality | 30 | 40 | 30/40* | 40 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 35 | 35 | 35 | 35 |

| Armorer | 20 | 20 | 20 | 20 | 20 |

| Med. Armor | 40 | 35 | 35 | 35 | 35 |

| Heavy Armor | 35 | 35 | 35 | 35 | 35 |

| Blunt Weapon | 20 | 20 | 20 | 20 | 25 |

| Long Blade | 35 | 35 | 40 | 35 | 45 |

| Axe | 20 | 20 | 20 | 20 | 20 |

| Spear | 25 | 20 | 20 | 20 | 20 |

| Athletics | 50 | 35 | 40 | 35 | 35 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 15 | 5 |

| Destruction | 5 | 5 | 15 | 15 | 5 |

| Alternation | 5 | 10 | 5 | 10 | 5 |

| Illusion | 10 | 10 | 5 | 10 | 5 |

| Conjuration | 5 | 15 | 5 | 10 | 5 |

| Mysticism | 10 | 15 | 10 | 5 | 5 |

| Restoration | 5 | 15 | 5 | 5 | 5 |

| Alchemy | 10 | 10 | 5 | 15 | 5 |

| Unarmored | 10 | 5 | 5 | 5 | 5 |

| | | | | | |

| Security | 5 | 5 | 5 | 5 | 5 |

| Sneak | 5 | 5 | 5 | 5 | 5 |

| Acrobatics | 5 | 5 | 5 | 5 | 5 |

| Light Armor | 5 | 5 | 10 | 5 | 10 |

| Short Blade | 5 | 5 | 15 | 5 | 5 |

| Marksman | 15 | 15 | 20 | 15 | 15 |

| Mercantile | 5 | 5 | 5 | 5 | 15 |

| Speechcraft | 5 | 5 | 5 | 5 | 15 |

| Hand-to-Hand | 5 | 5 | 5 | 5 | 10 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 50/40* | 60 | 55 | 60/50* | 40 |

| Intelligence | 40 | 30 | 30/40* | 30 | 40 |

| Willpower | 30 | 40/50* | 50/45* | 30 | 30 |

| Agility | 50 | 30 | 35 | 40 | 50 |

| Speed | 40 | 40 | 30 | 40 | 50 |

| Endurance | 40/50* | 60/50* | 60 | 60 | 40 |

| Personality | 40 | 30 | 30/25* | 30/40* | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 35 | 35 | 45 | 35 | 35 |

| Armorer | 20 | 20 | 30 | 20 | 20 |

| Med. Armor | 35 | 45 | 45 | 40 | 35 |

| Heavy Armor | 35 | 40 | 45 | 40 | 35 |

| Blunt Weapon | 20 | 30 | 20 | 25 | 20 |

| Long Blade | 35 | 40 | 35 | 50 | 35 |

| Axe | 20 | 30 | 25 | 25 | 20 |

| Spear | 20 | 25 | 20 | 20 | 20 |

| Athletics | 40 | 35 | 35 | 40 | 35 |

| | | | | | |

| Enchant | 5 | 5 | 5 | 5 | 5 |

| Destruction | 5 | 5 | 5 | 5 | 5 |

| Alternation | 5 | 5 | 5 | 5 | 5 |

| Illusion | 5 | 5 | 5 | 5 | 5 |

| Conjuration | 5 | 5 | 5 | 5 | 5 |

| Mysticism | 5 | 5 | 5 | 5 | 5 |

| Restoration | 5 | 5 | 5 | 5 | 5 |

| Alchemy | 5 | 5 | 5 | 5 | 10 |

| Unarmored | 5 | 5 | 5 | 5 | 5 |

| | | | | | |

| Security | 10 | 5 | 5 | 5 | 5 |

| Sneak | 10 | 5 | 5 | 5 | 15 |

| Acrobatics | 20 | 5 | 5 | 5 | 10 |

| Light Armor | 10 | 5 | 5 | 5 | 15 |

| Short Blade | 10 | 5 | 5 | 10 | 5 |

| Marksman | 15 | 15 | 15 | 15 | 30 |

| Mercantile | 5 | 5 | 5 | 5 | 5 |

| Speechcraft | 5 | 5 | 5 | 5 | 5 |

| Hand-to-Hand | 10 | 5 | 5 | 5 | 5 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

-----------------------------------------------------------------------------

-

19.21 WitchHunter

-----------------------------------------------------------------------------

-

Witchhunters are dedicated to rooting out and destroying the perverted

practices of dark cults and profane sorcery. They train for martial,

magical, and stealthy war against vampires, witches, warlocks, and

necromancers.

Primary Attributes: Intelligence, Agility

Specialization: Magic

Major Skills: Conjuration, Enchant, Alchemy, Light Armor,

Marksman

Minor Skills: Unarmored, Mysticism, Sneak, Block, Blunt Weapon

+--------------+----------+--------+----------+----------+----------+

| | Argonian | Breton | Dark Elf | High Elf | Imperial |

+--------------+----------+--------+----------+----------+----------+

| | | | | | |

| Strength | 40 | 40/30* | 40 | 30 | 40 |

| Intelligence | 50/60* | 60 | 50 | 60 | 50 |

| Willpower | 30/40* | 50 | 30 | 40 | 30/40* |

| Agility | 60/50* | 40 | 50 | 50 | 40 |

| Speed | 50/40* | 30/40* | 50 | 30/40* | 40/30* |

| Endurance | 30 | 30 | 40/30* | 40/30* | 40 |

| Personality | 30 | 40 | 30/40* | 40 | 50 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 15 | 15 | 15 | 15 | 15 |

| Armorer | 5 | 5 | 5 | 5 | 5 |

| Med. Armor | 10 | 5 | 5 | 5 | 5 |

| Heavy Armor | 5 | 5 | 5 | 5 | 5 |

| Blunt Weapon | 15 | 15 | 15 | 15 | 20 |

| Long Blade | 5 | 5 | 10 | 5 | 15 |

| Axe | 5 | 5 | 5 | 5 | 5 |

| Spear | 10 | 5 | 5 | 5 | 5 |

| Athletics | 20 | 5 | 10 | 5 | 5 |

| | | | | | |

| Enchant | 35 | 35 | 35 | 45 | 35 |

| Destruction | 10 | 10 | 20 | 20 | 10 |

| Alternation | 10 | 15 | 10 | 15 | 10 |

| Illusion | 15 | 15 | 10 | 15 | 10 |

| Conjuration | 35 | 45 | 35 | 40 | 35 |

| Mysticism | 25 | 30 | 25 | 20 | 20 |

| Restoration | 10 | 20 | 10 | 10 | 10 |

| Alchemy | 40 | 40 | 35 | 45 | 35 |

| Unarmored | 25 | 20 | 20 | 20 | 20 |

| | | | | | |

| Security | 5 | 5 | 5 | 5 | 5 |

| Sneak | 15 | 15 | 15 | 15 | 15 |

| Acrobatics | 5 | 5 | 5 | 5 | 5 |

| Light Armor | 30 | 30 | 35 | 30 | 35 |

| Short Blade | 5 | 5 | 15 | 5 | 5 |

| Marksman | 30 | 30 | 35 | 30 | 30 |

| Mercantile | 5 | 5 | 5 | 5 | 15 |

| Speechcraft | 5 | 5 | 5 | 5 | 15 |

| Hand-to-Hand | 5 | 5 | 5 | 5 | 10 |

+--------------+----------+--------+----------+----------+----------+

* Male/Female

+--------------+---------+---------+---------+-----------+----------+

| | Khajiit | Nord | Orc | Redguard | Wood Elf |

+--------------+---------+---------+---------+-----------+----------+

| | | | | | |

| Strength | 40/30* | 50 | 45 | 50/40* | 30 |

| Intelligence | 50 | 40 | 40/50* | 40 | 50 |

| Willpower | 30 | 40/50* | 50/45* | 30 | 30 |

| Agility | 60 | 40 | 45 | 50 | 60 |

| Speed | 40 | 40 | 30 | 40 | 50 |

| Endurance | 30/40* | 50/40* | 50 | 50 | 30 |

| Personality | 40 | 30 | 30/25* | 30/40* | 40 |

| Luck | 40 | 40 | 40 | 40 | 40 |

| | | | | | |

| Block | 15 | 15 | 25 | 15 | 15 |

| Armorer | 5 | 5 | 15 | 5 | 5 |

| Med. Armor | 5 | 15 | 15 | 10 | 5 |

| Heavy Armor | 5 | 10 | 15 | 10 | 5 |

| Blunt Weapon | 15 | 25 | 15 | 20 | 15 |

| Long Blade | 5 | 10 | 5 | 20 | 5 |

| Axe | 5 | 15 | 10 | 10 | 5 |

| Spear | 5 | 10 | 5 | 5 | 5 |

| Athletics | 10 | 5 | 5 | 10 | 5 |

| | | | | | |

| Enchant | 35 | 35 | 35 | 35 | 35 |

| Destruction | 10 | 10 | 10 | 10 | 10 |

| Alternation | 10 | 10 | 10 | 10 | 10 |

| Illusion | 10 | 10 | 10 | 10 | 10 |

| Conjuration | 35 | 35 | 35 | 35 | 35 |

| Mysticism | 20 | 20 | 20 | 20 | 20 |

| Restoration | 10 | 10 | 10 | 10 | 10 |

| Alchemy | 35 | 35 | 35 | 35 | 40 |

| Unarmored | 20 | 20 | 20 | 20 | 20 |

| | | | | | |

| Security | 10 | 5 | 5 | 5 | 5 |

| Sneak | 20 | 15 | 15 | 15 | 25 |

| Acrobatics | 20 | 5 | 5 | 5 | 10 |

| Light Armor | 35 | 30 | 30 | 30 | 40 |

| Short Blade | 10 | 5 | 5 | 10 | 5 |

| Marksman | 30 | 30 | 30 | 30 | 45 |

| Mercantile | 5 | 5 | 5 | 5 | 5 |

| Speechcraft | 5 | 5 | 5 | 5 | 5 |

| Hand-to-Hand | 10 | 5 | 5 | 5 | 5 |

+--------------+---------+---------+---------+-----------+----------+

* Male/Female

=============================================================================

Section 20: Skills

=============================================================================

Skill Name: The name of the skill.

Description: A brief description of the skill and it's uses.

Governing Attribute: This is the attribute that will receive the multiplier

at level up.

Raising Action: What you can do (other than train) to raise this skill.

Use Value: The value of that raising action to raising your level

in the skill.

Note: There is also a bonus to raising your skill based on if the skill is a

Major, Minor or Misc. skills.

Major skills have a 0.25 bonus applied to the raising actions.

Minor skills have a 0 bonus applied to the raising actions.

Misc. skills have a 0.25 penalty applied to the raising actions.

+-----------+--------------------------------+---------+------------+-------+

| Skill | Description |Governing| Raising | Use |

| Name | |Attribute| Action | Value |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Acrobatics | Acrobatics skill enables one | Str. | Jump | 0.15 |

| | to jump long distances and to | | | |

| | avoid damage when falling from | | Fall | 3.00 |

| | great heights. Nimble acrobats | | | |

| | can reach areas others cannot | | | |

| | get to and can direct their | | | |

| | paths while falling. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Alchemy | Alchemy identifies magical | Int. | Potion | 2.00 |

| | properties in mundane | | Creation | |

| | substances. Substances are | | | |

| | consumed directly, or prepared | | Ingredient | 0.50 |

| | as potions to provide | | Use | |

| | long-lasting benefits like | | | |

| | healing and curing disease, | | | |

| | water-walking, magical | | | |

| | shielding, and fortifying | | | |

| | bodily attributes. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Alteration | Students of the College of | Wil. | Successful | 1.00 |

| | Alteration manipulate the | | Cast | |

| | physical world and its natural | | | |

| | properties. Alteration effects | | | |

| | include water breathing and | | | |

| | walking, jumping, levitating, | | | |

| | burdening, opening and | | | |

| | locking, and creating shield | | | |

| | barriers against physical | | | |

| | damage. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Armorer | Armorer skill is used to | Str. | Successful | 0.40 |

| | maintain weapons and armor at | | Repair | |

| | top effectiveness. Worn | | | |

| | weapons do less damage. Worn | | | |

| | armor provides less protection | | | |

| | against attacks. As wear | | | |

| | increases, the diminishing | | | |

| | effectiveness of weapons and | | | |

| | armor is dramatic. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Athletics | Athletics skill trains and | Speed | Second of | 0.02 |

| | conditions one for running and | | Running | |

| | swimming. Skilled athletes | | | |

| | move short and long distances | | Second of | 0.03 |

| | over land with speed and | | Swimming | |

| | efficiency, and they also swim | | | |

| | swiftly underwater. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Axe | Axe skill helps a user wield | Str. | Successful | 1.20 |

| | heavy chopping weapons like | | Attack | |

| | war axes and battleaxes more | | | |

| | effectively. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Block | Block skill allows one to use | Str. | Successful | 2.50 |

| | shields to block any melee | | Block | |

| | attack. A successful block | | | |

| | removes all damage from the | | | |

| | attack. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Blunt | Blunt Weapon skill makes you | Str. | Successful | 1.00 |

|Weapon | more effective when using | | Attack | |

| | heavy bashing weapons like | | | |

| | maces, hammers, clubs, or | | | |

| | staves. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Conjuration| The spell effects of the | Int | Successful | 1.00 |

| | College of Conjuration include | | Cast | |

| | the mental domination of | | | |

| | mundane and magical creatures, | | | |

| | summonation of otherworldly | | | |

| | weapons and armor, and | | | |

| | summonation of Daedric or | | | |

| | undead servants and powers to | | | |

| | serve and protect the caster. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Destruction| The destruction skill is the | Wil. | Successful | 1.00 |

| | mastery of the spell effects | | Cast | |

| | of the College of Destruction. | | | |

| | Their spells harm living and | | | |

| | unliving things, and include | | | |

| | elemental damage, draining, | | | |

| | damaging, vulnerability, and | | | |

| | disintegration magical | | | |

| | effects. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Enchant | This skill governs the | Int. | Recharge | 5.00 |

| | creation, use, and recharging | | Item | |

| | of enchanted items. Skilled | | | |

| | enchanters are more successful | | Use Magic | 0.10 |

| | at creating new items. | | Item | |

| | Enchanted items burn less | | | |

| | power, and are recharged more | | Create | 5.00 |

| | efficiently from soul gems, | | Magic Item | |

| | for a trained user. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | ----- |

|Hand to | Hand-to-hand skill is the | Speed | Successful | 1.00 |

|Hand | martial art of unarmed combat. | | Attack | |

| | Hand-to-hand attacks damage | | | |

| | only the fatigue of a standing | | | |

| | opponent, but hand-to-hand | | | |

| | attacks damage health when a | | | |

| | target has been knocked | | | |

| | unconscious by fatigue loss. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Heavy | Heavy Armor skill is used to | End. | Hit by | 1.00 |

|Armor | move and defend while wearing | | Opponent | |

| | massive and rigid armors like | | | |

| | iron, steel, silver, Dwemer, | | | |

| | ebony, and Daedric armor. To | | | |

| | use any style of armor | | | |

| | effectively, the wearer must | | | |

| | be trained, conditioned, and | | | |

| | skilled in its use. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Illusion | Spell effects of the College | Per. | Successful | 1.00 |

| | of Illusion alter the | | Cast | |

| | perceptions and thoughts of | | | |

| | living subjects. Illusion | | | |

| | effects blind, illuminate, | | | |

| | paralyze, and silence, calm or | | | |

| | enrage, charm, distract and | | | |

| | camouflage, and render | | | |

| | invisible. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Light | Light armor skill lets one | Agi. | Hit by | 1.00 |

|Armor | move and defend while wearing | | Opponent | |

| | light-weight, flexible armors | | | |

| | like leather, boiled leather, | | | |

| | fur, chitin, and glass armor. | | | |

| | To use any style of armor | | | |

| | effectively, the wearer must | | | |

| | be trained, conditioned, and | | | |

| | skilled in its use. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Long | Long Blade skill lets one use | Str. | Successful | 1.00 |

|Blade | broadswords, sabers, | | Attack | |

| | longswords, claymores, | | | |

| | katanas, and dai-katanas | | | |

| | effectively. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Marksman | With the marksman skill, one | Agi. | Successful | 1.00 |

| | is more effective with ranged | | Attack | |

| | weapons like the short bow, | | | |

| | long bow, crossbow, throwing | | | |

| | star, and throwing knife. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Medium | Medium Armor skill lets one | End. | Hit by | 1.00 |

|Armor | move and defend while wearing | | Opponent | |

| | durable but flexible armors | | | |

| | like chain, scale, bonemold, | | | |

| | and Orcish armor. To use any | | | |

| | style of armor effectively, | | | |

| | the wearer must be trained, | | | |

| | conditioned, and skilled in | | | |

| | its use. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Mercantile | Mercantile skill is the art of | Per. | Successful | 0.30 |

| | buying low and selling high. | | Bargain | |

| | This skill guarantees lower | | | |

| | initial prices for goods, | | Successful | 1.00 |

| | equipment, and services, and | | Bribe | |

| | improves chances of getting | | | |

| | better deals by bargaining. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Mysticism | The spells of the College of | Wil. | Successful | 1.00 |

| | Mysticism shape and focus | | Cast | |

| | otherworldly forces to bind | | | |

| | souls in gems, or teleport the | | | |

| | caster's body, or manipulate | | | |

| | the world with telekinesis, or | | | |

| | absorb or reflect magical | | | |

| | energies, or sense unseen | | | |

| | objects at a distance. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Restoration| Adepts of the College of | Wil. | Successful | 1.00 |

| | Restoration heal, restore, and | | Cast | |

| | fortify the body's attributes | | | |

| | and abilities, cure disease, | | | |

| | and protect it from other | | | |

| | malign influences. Restoration | | | |

| | spells can also augment or | | | |

| | absorb strength, endurance, | | | |

| | intelligence, agility, and | | | |

| | other bodily attributes. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Security | Security skill lets one open | Int. | Defeat | 3.00 |

| | locked doors and containers | | Trap | |

| | with lock-picks or disarm | | | |

| | traps with probes. This skill | | Pick Lock | 2.00 |

| | is essential for agents and | | | |

| | thieves alike. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Short | Characters with great | Agi. | Successful | 1.00 |

|Blade | short-blade skill are more | | Attack | |

| | effective with short, quick, | | | |

| | thrusting weapons like | | | |

| | daggers, tantos, short swords, | | | |

| | and wakazashis. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Sneak | The Sneak discipline is the | Agi. | Avoid | 0.25 |

| | art of moving unseen and | | Notice | |

| | unheard. Skilled sneaks are | | | |

| | also adept pickpockets. | | Successful | 2.00 |

| | | | Pickpocket | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Spear | Spear skill permits effective | End. | Successful | 1.00 |

| | use of long-hafted thrusting | | Attack | |

| | weapons like spears and | | | |

| | halberds. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Speechcraft| Those skilled in speechcraft | Per. | Successful | 1.00 |

| | influence others by admiring, | | Persuasion | |

| | intimidating, and taunting | | | |

| | them. Listeners are more | | | |

| | willing to divulge information | | | |

| | or to entrust important tasks | | | |

| | to the skilled speaker. | | | |

| | | | | |

+-----------+--------------------------------+---------+------------+-------+

| | | | | |

|Unarmored | Unarmored skill lets one avoid | Speed | Hit by | 1.00 |

| | or reduce injury during combat | | Opponent | |

| | while not wearing any armor by | | | |

| | evading, deflecting, or | | | |

| | absorbing blows. Those versed | | | |

| | in this skill are better | | | |

| | defended wearing no armor at | | | |

| | all than they are when wearing | | | |

| | armor. | | | |

+-----------+--------------------------------+---------+------------+-------+

=============================================================================

Section 21: Master Trainer Locations

=============================================================================

The following list was taken from the Official Strategy Guide, with the

exception of the Faction Info and the notes.

The Format for the Master Trainers is as follows:

Skill:

Name:

Faction:

Location:

Notes:

Acrobatics:

Senyndie

None

Fighters guild on the waistworks level of the Vivec Arena canton

Alchemy:

Abelle Chriditte

None

In the Propylon Chamber at the stronghold Valenvaryon

Alteration:

Seryne Relas

None

At her home in Tel Branora

Armorer:

Sirollus Saccus

Imperial Legion

On the lower level of the Hawkmoth Legion Garrison in Ebonheart

Note: In the editor, the training check box is unchecked, you will need to

fix this in order to have him train you.

Athletics:

Adibael Hainnabibi

None

In Adibael's yurt at the kaushtababi camp, south of Molag Mor.

Axe:

Alfhedil Elf-Hewer

None

On the upper level of the stronghold Falensarano.

Block:

Shardie

Imperial Legion

In the courtyard of the Buckmoth Legion Fort outside Ald'ruhn

Blunt Weapon:

Ernse Llervu

None

Vivec, The Abbey of St. Delyn the Wise

Conjuration:

Methal Seran

Temple

On the lowest level of the Ald-Ruhn Temple.

Destruction:

Leles Birian

None

East of Piernette's Farmhouse (located east of Pelagiad)

Enchant:

Qorwynn

None

Near the exit from the stronghold Indoranyon

Hand-to-Hand:

Taren Omothan

None

In the soutwestern bedroom on the lowest level of the Holamayan monastery

Heavy Armor:

Seanwen

None

At Arena Fighters training in Vivec

Illusion:

Erer Darothril

None

At Dirty Muriel's Cornerclub in Sadrith Mora

Light Armor:

Aerin

None

In the Andus Tradehouse in Maar Gan

Long Blade:

Ulms Drathan

None

At the Armigers Stronghold in Molag Mar

Marksman:

Missun Akin

None

In Missun Akins Hut atop the stronghold Falasmaryon.

Medium Armored Defense:

Cinia Urtius

None

On the deck of the boat at the Tel Fyre dock

Note: Bethesda forgot to place him in the game

Mercantile:

Ababael Timsar-Dadisun

Ashlanders

In a yurt in the Zainab Ashlander Camp

Mysticism:

Ardarume

None

In the west wing of the Gateway Inn in Sadrith Mora

Restoration:

Yakin Bael

None

At the Vos chapel

Security:

Heccerinde

Thieves Guild

At his house in Balmora

Short Blade:

Todwendy

None

At the Lucky Lockup Cornerclub in Balmora

Sneak:

Wadarkhu

Theives Guild

At the Druegh-jigger's Rest in Gnaar Mok

Spear:

Mertis Falandas

None

On the lower level of the Tower of Dusk at Ghostgate

Speechcraft:

Skink-in-Tree's-Shade

Mage Guild

At the Mages Guild in Wolverine Hall at Sadrith Mora

Unarmored:

Khargol gro-Boguk

None

In the Vacant Tower in Dragon Fel.

=============================================================================

Section 22: Alchemy

=============================================================================

-----------------------------------------------------------------------------

22.1 Alchemy Equipment

-----------------------------------------------------------------------------

There are 4 types of equipment that are used in creating Alchemy potions.

(Descriptions are from the manual)

1: Mortar and Pestle - Required to mix a potion, and determines the

initial potion strength.

2: Retort - Increases the magnitude and duration of all

positive effects in a potion.

3: Alembic - Decreases the magnitude and duration of all

negative effects in a potion.

4: Calcaiator - Increases the magnitude and duration of all

effects in a potion

Not: you only need the Mortar and pestle, the other items just

increase the effectiveness of the potion.

There are also different levels of Quality of these items, they are:

1: Apprentice

2: Journeyman

3: Master

4: Grandmaster

5: SecretMaster ( I don't think this is avail. in the game, but it is listed

because it is in the editor.)

The higher the quality of the apparatus the more it effects the

outcome of your potion.

The format for the Equipment is as follows:

--Equipment Name--

Wt=weight each V=value each Q=Quality

*Mortar and Pestle*

--Apprentice's Mortar and Pestle--

Wt=5 V=100 Q=0.5

--Journeyman's Mortar and Pestle--

Wt=4 V=400 Q=1

--Master's Mortar and Pestle--

Wt=3 V=2400 Q=1.2

--Grandmaster's Mortar and Pestle--

Wt=2 V=4000 Q=1.5

--SecretMaster's Mortar and Pestle--

Wt=1 V=6000 Q=5

*Retort*

--Apprentice's Retort--

Wt=8 V=20 Q=0.5

--Journeyman's Retort--

Wt=6 V=80 Q=1

--Master's Retort--

Wt=4 V=480 Q=1.2

--Grandmaster's Retort--

Wt=3 V=1600 Q=1.5

--SecretMaster's Retort--

Wt=2 V=100 Q=2

*Alembic*

Note: Skooma pipes work as an Alembic apparatus

--Tsiya's Skooma pipe--

Wt=2 V=30 Q=0.15

--Good Skooma Pipe--

Wt=2 V=50 Q=0.15

--Apprentice's Alembic--

Wt=10 V=50 Q=0.5

--Journeyman's Alembic--

Wt=7 V=200 Q=1

--Master's Alembic--

Wt=5 V=1200 Q=1.2

--Grandmaster's Alembic--

Wt=3 V=4000 Q=1.5

--SecretMaster's Alembic--

Wt=3 V=1600 Q=2

*Calcinator*

--Apprentice's Calcinator--

Wt=25 V=10 Q=0.5

--Journeyman's Calcinator--

Wt=18 V=40 Q=1

--Master's Calcinator--

Wt=13 V=240 Q=1.2

--Grandmaster's Calcinator--

Wt=8 V=4000 Q=1.5

--SecretMaster's Calcinator--

Wt=6 V=3200 Q=2

-----------------------------------------------------------------------------

22.2 Component List

-----------------------------------------------------------------------------

The format for the components is as follows:

--Component Name--

Wt=weight each V=value each

Note: the value listed is the base value, not what you will pay or

sell for. Purchase and sell prices are set by a combination

of your merchant skill and the Merchants disposition toward

you.

--Alit Hide--

Wt=1 V=1

Drain Intelligence - Resist Poison - Telekinesis - Detect Animal

--Ampoule Pod--

Wt=1 V=5

Water Walking - Paralyze - Detect Animal - Drain Willpower

--Ash Salts--

Wt=0.1 V=2

Drain Agility - Resist Magicka - Cure Blight Disease

Resist Magicka (wonder why it's listed twice.. maybe twice as powerful?)

--Ash Yam--

Wt=0.5 V=1

Fortify Intelligence - Fortify Strength - Resist Common Disease

Detect Key

--Bittergreen Petals--

Wt=0.1 V=5

Restore Intelligence - Invisibility - Drain Endurance - Drain Magicka

--Black Anther--

Wt=0.1 V=2

Drain Agility - Resist Fire - Drain Endurance - Light

--Black Lichen--

Wt=0.1 V=2

Drain Strength - Resist Frost - Drain Speed - Cure Poison

--Bloat--

Wt=0.1 V=5

Drain Magicka - Fortify Intelligence - Fortify Willpower - Detect Animal

--Bonemeal--

Wt=0.2 V=2

Restore Agility - Telekinesis - Drain Fatigue - Drain Personality

--Bread--

Wt=0.2 V=1

Restore Fatigue

--Bungler's Bane--

Wt=0.5 V=1

Drain Speed - Drain Endurance - Dispel - Drain Strength

--Chokeweed--

Wt=0.1 V=1

Drain Luck - Restore Fatigue - Cure Common Disease - Drain Willpower

--Coda Flower--

Wt=0.1 V=23

Drain Personality - Levitate - Drain Intelligence - Drain Health

--Comberry--

Wt=0.1 V=2

Drain Fatigue - Restore Magicka - Fire Shield - Reflect

--Corkbulb Root--

Wt=0.1 V=5

Cure Paralyzation - Restore Health - Lightning Shield - Fortify Luck

--Corprus weepings--

Wt=0.1 V=50

Drain Fatigue - Fortify Luck - Drain Willpower - Restore Health

--Crab Meat--

Wt=0.5 V=1

Restore Fatigue - Resist Shock - Lightning shield - Restore Luck

--Daedra Skin--

Wt=0.2 V=200

Fortify Strength - Cure Common Disease - Paralyze - Swift Swim

--Daedra's Heart--

Wt=1 V=200

Restore Magicka - Fortify Endurance - Drain Agility - Night Eye

--Diamond--

Wt=0.2 V=250

Drain Agility - Invisibility - Reflect - Detect Key

--Dreugh Wax--

Wt=0.2 V=100

Fortify Strength - Restore Str - Drain Luck - Drain Willpower

--Ectoplasm--

Wt=0.1 V=10

Fortify Agility - Detect Animal - Drain Str - Drain Health

--Emerald--

Wt=0.2 V=150

Fortify Magicka - Restore Health - Drain Agility - Drain Endurance

--Fire Petal--

Wt=0.1 V=2

Resist Fire - Drain Health - Spell Absorption - Paralyze

--Fire Salts--

Wt=0.1 V=100

Drain Health - Fortify Agility - Resist Frost - Fire Shield

--Frost Salts--

Wt=0.1 V=75

Drain Speed - Restore Magicka - Frost Shield - Resist Fire

--Ghoul Heart--

Wt=0.5 V=150

Paralyze - Cure Poison - Fortify attack

--Girith's Guar Hide-- (treat as Guar Hide for recipe)

Wt=1 V=5

Drain Fatigue - Fortify Endurance - Restore Personality - Fortify Luck

--Gold Kanet--

Wt=0.1 V=5

Drain Health - Burden - Drain Luck - Restore Strength

--Gravedust--

Wt=0.1 V=1

Drain Intelligence - Cure Common Disease - Drain Magicka

Restore Endurance

--Green Lichen--

Wt=0.1 V=1

Fortify Personality - Cure Common Disease - Drain Str - Drain Health

--Guar Hide--

Wt=1 V=5

Drain Fatigue - Fortify Endurance - Restore Personality - Fortify Luck

--Hackle-Lo Leaf--

Wt=0.1 V=30

Restore Fatigue - Paralyze - Water Breathing - Restore Luck

--Heather--

Wt=0.1 V=1

Restore Personality - Feather - Drain Speed - Drain Personality

--Hound Meat--

Wt=1 V=2

Restore Fatigue - Fortify Fatigue - Reflect - Detect Enchantment

--Human Flesh--

Wt=1 V=1

Fortify Health - Drain Intelligence - Drain Personality

--Hypha Facia--

Wt=0.1 V=1

Drain Luck - Drain Agility - Drain Fatigue - Detect Enchantment

--Kagouti Hide--

Wt=1 V=2

Drain Fatigue - Fortify speed - Resist Common Disease - Night Eye

--Kresh Fiber--

Wt=0.1 V=1

Restore Luck - Fortify Personality - Drain Magicka - Drain Speed

--Kwama Cuttle--

Wt=0.1 V=2

Resist Poison - Drain Fatigue - Water Walking - Water Breathing

--Large Corprusmeat Hunk--

Wt=1 V=0

Drain Fatigue - Drain Health - Drain Magicka

--Large Kwama Egg--

Wt=2 V=2

Restore Fatigue - Paralyze - Frost Shield - Fortify Health

--Large Wrapped Corprusmeat--

Wt=1 V=0

Drain Fatigue - Drain Health - Drain Magicka

--Luminous Russula--

Wt=0.2 V=1

Water Breathing - Drain Fatigue - Poison

--Marshmerrow--

Wt=0.1 V=1

Restore Health - Detect Enchantment - Drain Willpower - Drain Fatigue

--Marsus'Guar Hide-- (treat as Guar Hide for recipe)

Wt=1 V=5

Drain Fatigue - Fortify Endurance - Restore Personality - Fortify Luck

--Medium Corprusmeat Hunk--

Wt=0.5 V=0

Drain Fatigue - Drain Health - Drain Magicka

--Medium Wrapped Corprusmeat Hunk--

Wt=0.5 V=0

Drain Fatigue - Drain Health - Drain Magicka

--Meteor Slime--

Wt=0.1 V=10

Fortify Willpower - Cure Poison - Cure Blight Disease - Restore Willpower

--Moon Sugar--

Wt=0.1 V=50

Fortify Speed - Dispel - Drain Endurance - Drain Luck

--Muck--

Wt=0.1 V=1

Drain Intelligence - Detect Key - Drain Personality - Cure Common Disease

--Muffin--

Wt=0.2 V=1

Restore Fatigue

--Netch Leather--

Wt=1 V=1

Fortify Endurance - Fortify Intelligence - Drain Personality

Cure Paralyzation

--Pearl--

Wt=0.2 V=100

Drain Agility - Dispel - Water Breathing - Resist Common Disease

--Poison--

Wt=0.1 V=0

Weakness to Poison - Damage Health - Damage Fatigue - Poison

--Racer Plumes--

Wt=0.1 V=20

Drain Willpower - Levitate

--Rat Meat--

Wt=1 V=1

Drain Magicka - Paralyze - Cure Poison - Resist Poison

--Raw Ebony--

Wt=10 V=200

Drain Agility - Cure Poison - Frost Shield - Restore Speed

--Raw Glass--

Wt=2 V=200

Drain Intelligence - Drain Strength - Drain Speed - Fire Shield

--Red Lichen--

Wt=0.1 V=25

Drain Speed - Light - Cure Common Disease - Drain Magicka

--Resin--

Wt=0.1 V=10

Restore Health - Restore Speed - Burden - Resist Common Disease

--Roland's Tear--

Wt=0.1 V=5

Drain Health - Burden - Drain Luck - Restore Strength

--Roobrush--

Wt=0.1 V=1

Drain Willpower - Fortify Agility - Drain Health - Cure Poison

--Ruby--

Wt=0.2 V=200

Drain Health - Feather - Restore Intelligence - Drain Agility

--Saltrice--

Wt=0.1 V=1

Restore Fatigue - Fortify Magicka - Drain Str - Restore Health

--Scales--

Wt=0.2 V=2

Drain Personality - Water Walking - Restore Endurance - Swift Swim

--Scamp Skin--

Wt=0.1 V=10

Drain Magicka - Cure Paralyzation - Restore Personality - Restore Strength

--Scathecraw--

Wt=0.1 V=2

Drain Str - Cure Poison - Drain Health - Restore Willpower

--Scrap Metal--

Wt=10 V=20

Drain Health - Lightning Shield - Resist Shock - Restore Intelligence

--Scrib Jelly--

Wt=0.1 V=10

Fortify Willpower - Cure Poison - Cure Blight Disease - Restore Willpower

--Scrib Jerky--

Wt=0.2 V=5

Restore Fatigue - Fortify Fatigue - Burden - Swift Swim

--Scuttle--

Wt=0.1 V=10

Restore Fatigue - Fortify Fatigue - Feather - Telekinesis

--Shalk Resin--

Wt=0.1 V=50

Drain Fatigue - Fortify Health - Drain Personality - Fortify Speed

--Sload Soap--

Wt=0.1 V=50

Drain Personality - Fortify Agility - Fire Shield - Restore Agility

--Small Corprusmeat Hunk--

Wt=0.2 V=0

Drain Fatigue - Drain Health - Drain Magicka

--Small Kwama Egg--

Wt=0.5 V=1

Restore Fatigue

--Small Wrapped Corprusmeat--

Wt=0.2 V=0

Drain Fatigue - Drain Health - Drain Magicka

--Spore Pod--

Wt=0.1 V=1

Drain Str - Drain Fatigue - Detect Key - Paralyze

--Stoneflower Petals--

Wt=0.1 V=1

Restore Strength - Fortify Magicka - Drain Luck - Fortify Personality

--Trama Root--

Wt=0.1 V=10

Restore Willpower - Levitate - Drain Magicka - Drain Speed

--Treated Bittergreen Petals--

Wt=0.1 V=10

Restore Intelligence - Drain Magicka - Drain Endurance - Invisibility

--Vampire Dust--

Wt=0.1 V=500

Fortify Health - Fortify Strength - Spell Absorption

Vampirism (hmm.. only ingredient that has it.. wonder how you make a

vampire potion)

--Violet Coprinus--

Wt=0.5 V=1

Water Walking - Drain Fatigue - Poison

--Void Salts--

Wt=0.1 V=100

Restore Magicka - Spell Absorption - Paralyze - Drain Endurance

--Wickwheat--

Wt=0.1 V=1

Restore Health - Fortify Willpower- Paralyze - Damage Intelligence

--Willow Anther--

Wt=0.1 V=10

Drain Personality - Frost Shield - Cure common Disease - Cure Paralyzation

--Wrapped Corprusmeat Hunk--

Wt=0.0 V=0

Drain Fatigue - Drain Health - Drain Magicka

-----------------------------------------------------------------------------

22.3 Cure Potion Recipes

-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--

ingredients needed

Note: you only need any two of the ingredients listed to make one of the

potions.

--CURE BLIGHT DISEASE--

Ash Salts Meteor Slime Scrib Jelly

--CURE COMMON DISEASE--

Chokeweed Daedra Skin Gravedust Green Lichen Muck

Red Lichen Willow Anther

--CURE PARALYZATION--

Corkbulb Root Netch Leather Scamp Skin Willow Anther

--CURE POISON--

Black Lichen Ghoul Heart Meteor Slime Rat Meat Raw Ebony

Roobrush Scathecraw Scrib Jelly

-----------------------------------------------------------------------------

22.4 Restore Recipes

-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--

ingredients needed

Note: you only need any two of the ingredients listed to make one of the

potions.

--RESTORE AGILITY--

Bonemeal Sload Soap

--RESTORE ENDURANCE--

Gravedust Scales

--RESTORE FATIGUE--

Bread Chokeweed Crab Meat Hack-Lo Leaf Hound Meat

Lg. Kwama Egg Muffin Saltrice Scrib Jerky Scuttle

Sm. Kwama Egg

R--ESTORE HEALTH--

Corkbulb Root Emerald Marshmerrow Resin Saltrice

Whickwheat Corprus Weepings

--RESTORE INTELLIGENCE--

Ruby Scrap Metal Treated Bittergreen Petals

Bittergreen Petals

--RESTORE LUCK--

Crab Meat Hack-Lo Leaf Kresh Fiber

--RESTORE MAGICKA--

Comberry Daedra's Heart Frost Salts Void Salts

--RESTORE PRESONALITY--

Guar Hide Heather Scamp Skin

--RESTORE STRENGTH--

Dreugh Wax Gold Kanet Roland's Tear Scamp Skin

Stoneflower Petals

--RESTORE WILLPOWER--

Meteor slime Scathecraw Scrib Jelly Trama Root

--RESTORE SPEED --

Raw Ebony Resin

-----------------------------------------------------------------------------

22.5 Fortify Recipes

-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--

ingredients needed

Note: you only need any two of the ingredients listed to make one of the

potions.

--FORTIFY AGILITY--

Ectoplasm Fire salts Roobrush Sload Soap

--FORTIFY ENDURANCE--

Deadra's Heart Guar Hide Netch Leather

--FORTIFY FATIGUE--

Hound Meat Scrib Jerky Scuttle

--FORTIFY HEALTH--

Human Flesh Lg. Kwamma Egg Shalk Resin Vampire Dust

--FORTIFY INTELLIGENCE--

Ash Yam Bloat Netch Leather

--FORTIFY LUCK--

Corkbulb Root Corprus Weepings Guar Hide

--FORTIFY MAGICKA--

Emerald Saltrice Stoneflower Petals

--FORTIFY PERSONALITY--

Green Lichen Kresh Fiber Stoneflower Petals

--FORTIFY SPEED--

Kagouti Hide Moon Sugar Shalk Resin

--FORTIFY STRENGTH--

Ash Yam Daedra Skin Dreugh Wax Vampire Dust

--FORTIFY WILLPOWER--

Bloat Meteor Slime Scrib Jelly Whickwheat

--FORTIFY ATTACK--

Ghoul Heart

-----------------------------------------------------------------------------

22.6 Resist Recipes

-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--

ingredients needed

Note: you only need any two of the ingredients listed to make one of the

potions.

--RESIST COMMON DISEASE--

Ash Yam Kagouti Hide pearl Resin

--RESIST FIRE--

Black Anther Fire Petal Frost Salts

--RESIST FROST--

Black Lichen Fire Salts

--RESIST MAJICK--

Ash Salt

--RESIST POISON--

Alit Hide Kwama Cuttle Rat Meat

--RESIST SHOCK--

Crab Meat Scrap Metal

-----------------------------------------------------------------------------

22.7 Shield Recipes

-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--

ingredients needed

Note: you only need any two of the ingredients listed to make one of the

potions.

--FIRE SHIELD--

Comberry Fire Salts Raw Glass Slaod Soap

--FROST SHIELD--

Frost Salts Lg. Kwama Egg Raw Ebony Willow Anther

--LIGHTNING SHIELD--

Corkbulb Root Crab Meat Scrap Metal

-----------------------------------------------------------------------------

22.8 Misc. Helpful Recipes

-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--

ingredients needed

Note: you only need any two of the ingredients listed to make one of the

potions.

--DETECT ANIMAL--

Alit Hide Ampoule Pod Bloat Ectoplasm

--DETECT ENCHANTMENT--

Hound Meat Hypha Facia Marshmerrow

--DETECT KEY--

Ash Yam Diamond Muck Spore Pod

--DISPEL--

Bungler's Bane Moon Sugar Pearl

--FEATHER--

Heather Ruby Scuttle

--INVISIBILITY--

Bittergreen Petals Diamond Treated Bittergreen Petals

--LEVITATE--

Coda Flower Racer Plume Trama Root

--LIGHT--

Black Anther Red Lichen

--NIGHT EYE--

Daedra's Heart Kagouti Hide

--REFLECT--

Comberry Diamond Hound Meat

--SPELL ABSORBTION--

Fire Petal Vampire Dust Void Salts

--SWIFT SWIM--

Daedra Skin Scales Scrib Jerky

--TELEKINESIS--

Alit Hide Bonemeal Scuttle

--WATER BREATHING--

Hack-Lo Leaf Kwama Cuttle Luminous Russula Pearl

--WATER WALKING--

Ampoule Pod Kwama Cuttle Scales Violet Coprinus

-----------------------------------------------------------------------------

22.9 Drain Recipes

-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--

ingredients needed

Note: you only need any two of the ingredients listed to make one of the

potions.

--DRAIN AGILITY--

Ash Salts Black Anther Daedra's Heart Diamond

Emerald Hypha Facia Pearl Raw Ebony

Ruby

--DRAIN ENDURANCE--

Bittergreen Petals Black Anther Bunglers Bane Emerald

Moon Sugar Treated Bittergreen Petals Void Salts

--DRAIN FATIGUE--

Bonemeal Comberry Corprus Weepings Guar Hide

Hypha Facia Kagouti Hide Kwama Cuttle Luminous Russula

Lg. Corprusmeat Hunk Wrapped Lg. Corprusmeat Hunk

Med. Corprusmeat Hunk Wrapped Med Corprusmeat Hunk

Wrapped Sm. Corprusmeat Hunk Sm. Corprusmeat Hunk Spore Pod

Violet Coprinus Wrapped Corprusmeat Hunk

Marshmerrow Shalk Resin

--DRAIN HEALTH--

Coda Flower Ectoplasm Fire Petal Fire Salts

Gold Kanet Green Lichen Rolands Tear Roobrush

Lg. Corprusmeat Hunk Wrapped Lg. Corprusmeat Hunk

Med. Corprusmeat Hunk Ruby Scathecraw

Wrapped Sm. Corprusmeat Hunk Sm. Corprusmeat Hunk Scrap Metal

Wrapped Corprusmeat Hunk Wrapped Med Corprusmeat Hunk

--DRAIN INTELLIGENCE--

Alit Hide Coda Flower Gravedust Human Flesh

Muck Raw Glass

--DRAIN LUCK--

Chokeweed Dreugh Wax Gold Kanet Hypha Facia

Rolands tear Stoneflower Petals Moon Sugar

--DRAIN MAGICKA--

Bittergreen Petals Bloat Gravedust Kresh Fiber

Lg. Corprusmeat Hunk Wrapped Lg. Corprusmeat Hunk

Med. Corprusmeat Hunk Rat Meat Red Lichen

Wrapped Sm. Corprusmeat Hunk Sm. Corprusmeat Hunk Scamp Skin

Trama Root Wrapped Corprusmeat Hunk

Treated Bittergreen Petals Wrapped Med Corprusmeat Hunk

--DRAIN PERSONALITY--

Bonemeal Coda Flower Heather Human Flesh

Muck Netch Leather Scales Shalk Resin

Sload Soap Willow Anther

--DRAIN SPEED--

Black Lichen Frost Salts Heather Kresh Fiber

Raw Glass Red Lichen Trama Root Bunglers Bane

--DRAIN STRENGTH--

Black Lichen Bunglers Bane Ectoplasm Green Lichen

Raw Glass Saltrice Scathecraw Spore Pod

--DRAIN WILLPOWER--

Ampoule Pod Chokeweed Corprus Weepings Dreugh Wax

Marshmerrow Racer Plumes Roobrush

-----------------------------------------------------------------------------

22.10 Misc. Harmful Recipes

-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--

ingredients needed

Note: you only need any two of the ingredients listed to make one of the

potions.

--BURDEN--

Gold Kanet Resin Roland's Tear Scrib Jerky

--DAMAGE FATIGUE--

Poison

Note: Since there is only one item with Damage Fatigue effect, this spell can

NOT be made

--DAMAGE HEALTH--

Poison

Note: Since there is only one item with Damage Health effect, this spell can

NOT be made

--DAMAGE INTELLIGENCE--

Wickwheat

Note: Since there is only one item with Damage Intelligence effect, this

spell can NOT be made

--PARALYZE--

Ampoule Pod Daedra Skin Fire Petal Ghoul Heart

Hackle-Lo Leaf Lg. Kwama Egg Rat Meat Spore Pod

Void Salts Wickwheat

--POISON--

Luminous Russula Poison Violet Coprinus

--WEAKNESS TO POISON--

Poison

Note: Since there is only one item with Weakness to Poison effect, this spell

can NOT be made

--VAMPIRISM--

Vampire Dust

Note: Since there is only one item with vampirism effect, this spell can NOT

be made

-----------------------------------------------------------------------------

22.11 Two Item Multiple Effect Potions

-----------------------------------------------------------------------------

This section was submitted by Mad Marduk.

The format for the Recipes is as follows:

--Potion Effect--

ingredients needed

Note: you only need any two of the ingredients listed to make one of the

potions.

--Cure Common Disease, Drain Intelligence--

Grave Dust Muck

--Cure Common Disease, Drain Magicka--

Grave Dust Red Lichen

--Cure Common Disease, Drain Personality--

Muck Willow Anther

--Cure Paralyzation, Drain Personality--

Netch Leather Willow Anther

--Cure Poison, Drain Health--

Roobrush Scathecraw

--Cure Poison, Drain Strength--

Black Lichen Scathecraw

--Cure Poison, Paralyze--

Rat Meat Scathecraw Scrib Jelly

--Detect Enchantment, Drain Fatigue--

Hypha Facia Marshmerrow

--Dispel, Drain Endurance--

Bungler's Bane Moon Sugar

--Fortify Agility, Drain Health--

Ectoplasm Fire Salts Roobrush

--Fortify Agility, Fire Shield--

Fire Salts Sload Soap

--Fortify Fatigue, Restore Fatigue--

Hound Meat Scrib Jerkey Scuttle

--Fortify Health, Drain Personality--

Shalk Resin Human Flesh

--Fortify Luck, Drain Fatigue--

Corprus Weepings Guar Hide

--Fortify Luck, Restore Health--

Corkbulb Root Corprus Weepings

--Fortify Magicka, Restore Health--

Emerald Saltrice

--Fortify Speed, Drain Fatigue--

Kagouti Hide Shalk Resin

--Lightning Shield, Resist Shock--

Crab Meat Scrap Metal

--Fire Shield, Fortify Agility--

Fire Salts Sload Soap

--Restore Health, Fortify Luck--

Corkbulb Root Corprus Weepings

--Restore health, Fortify Magicka--

Emerald Saltrice

--Restore Intelligence, Drain Health--

Ruby Scrap Metal

--Restore Agility, Drain Personality--

Bonemeal Sload Soap

--Restore Fatigue, Paralyze--

Hackle-Lo Leaf Large Kwamma Egg

--Restore Fatigue, Restore Luck--

Hackle-Lo Leaf Crab Meat

--Restore Strength, Drain Luck--

Dreguh Wax Stoneflower Petals

--Spell Absorbtion, Paralyze--

Fire Petal Void Salts

--Water Breathing, Drain Fatigue--

Kwamma Cuttle Luminous Russula

--Water Walking, Drain Fatigue--

Kwamma Cuttle Violet Coprinus

--Burden, Drain Health, Drain Luck, Restore Strength--

Gold Kanet Roland's Tear

--Restore Health, Drain Fatigue, Drain Willpower--

Marshmerrow Corprus Weepings

--Cure Blight Disease, Cure Poison, Fortify Willpower, Restore Willpower--

Metor Slime Scrib Jelly

--Invisibility, Drain Endurance, Drain Magicka, Restore Intellighence--

Bittergreen Petals Tainted Bittergreen Petals

-----------------------------------------------------------------------------

22.12 Reader Submitted Recipes

-----------------------------------------------------------------------------

The format for the Recipes is as follows:

**Potion Name**

--Potion Effectí¢â‚¬"

Weight Value (If provided)

Ingredients needed

Description (if any)

Submitted by

**Gift of Speed**

--Fortify Speed, Restore Fatigue--

Use Moon Sugar and Kagouti Hide, Hackle-Lo Leaf and Saltrice (or Crab Meat)

This potion lets you run at an accelerated rate without tiring

Submitted by Eevle

**Comeback Kid**

--Lightning Shield, Fortify Mana, Restore Health, Restore, Fatigue--

Use Corkbulb Root, Crab Meat, Saltrice, and Stoneflower Petals.

This potion will put you back in fighting shape in a hurry, and

protects you from further injury with a lightning shield.

Submitted by Eevle

**Iron Man**

--Fortify Health, Fortify Strength--

Use Ash Yam, Dreugh Wax, Shalk Resin, and a Large Kwama Egg.

This potion will make you stronger and tougher, perfect for tough brawls.

Submitted by Eevle

**Lead Wall**

--Absorb, Reflect, Restore Mana, Paralyze--

Use Void Salts, Comberry, Fire Petal, and Hound Meat.

Intended for magic duels, this potion protects you with both absorb and

reflect, and also recharges your own magicka. Be sure to use an alembic

when preparing this potion though, as it does have the unfortunate side

effect of briefly paralyzing the user.

Submitted by Eevle

**Protector**

--Fortify Agility, Fire Shield, Lightning Shield--

Use Sload Soap, Fire Salts, Crab Meat, and Corkbulb Root.

This potion makes you harder to hit three different ways, and offers

resistance to fire and lightning as well. (Note that it is possible to

replace the lightning shield with a frost shield, by substituting the

corkbulb root and crab meat with willow anther and a large kwama egg).

Submitted by Eevle

**Eevle's Elixer**

--Fortify Health, Restore Health, Restore Fatigue, Fortify Magicka--

Use Emerald, Shalk Resin, Saltrice, and a Large Kwama Egg.

By combining the effects of fortify health and restore health, your health

will rise rapidly enough to survive most close calls. This potion also

restores fatigue and provides a magicka boost.

Submitted by Eevle

**Torpedo Juice**

--Swift Swim, Water Breathing, Restore Fatigue--

Use Scales, Scrib Jerky, Luminous Russula, and Hackle-Lo Leaf.

This potion will speed you through the water.

Submitted by Eevle

**Jacques Cousteau**

--Light, Water Breathing--

Use Hackle-Lo Leaf, Red Lichen, Luminous Russula, and Black Anther.

This potion is ideal for exploring shipwrecks, grottos and other dark

underwater areas.

Submitted by Eevle

**Cure Blight & Poison**

--Cure Blight Disease, Cure Posion, Restore Willpower, Fortify Willpower--

Wt=0.1 V=15

Scrib Jelly, Ash Salts, Scathecraw, Wickwheat

Submitted by Aanar

**Cure Disease & Paralyzation**

--Cure Common Disease, Cure Paralyzation, Restore Health, Restore Fatigueí¢â‚¬"

Wt= 0.1 V=17

Willow Anther, Corkbulb Root, Saltrice, Chokeweed

Submitted by Aanar

Note From Aanar:

Between those two you can pack all four cures into 2 stacks of 0.1 weight

potions, they have other sidebenifits, and all the ingrediants are cheap.

**Cheap Restore**

--Restore Health, Restore Fatigueí¢â‚¬"

Wt=0.1 V-3

Saltrice, Chokeweed, Wickwheat

Cheap potion and easy to make sine all ingredients are available at the

Balmora temple.

Submitted by Aanar

**Water Special**

--Water Breathing, Water Walking, Restore Fatigue, Swift Swimí¢â‚¬"

Wt=0.1 V=39

Hackle-Lo Leaf, Scrib Jerky, Scales, Kwamma Cuttle

If you drink it out of water, you get the water walking, if you're already

under it says something about "you can't cast this now" (the water walking

part of the potion). I like this since the same potion stack has multiple

uses.

Submitted by Aanar

**Rejuvination**

--Restore Magicka, Fortify Magicka, Restore Healthí¢â‚¬"

Wt=0.1 V228

Frost Salts, Comberry, Emerald, Saltrice

A bit pricey, but useful if money isn't a problem

Submitted by Aanar

**Runner's Food**

--Restore Fatigue, Fortify Fatigue, Featherí¢â‚¬"

Wt=0.1 V=16

Scrib Jerky, Scuttle, Heather

Fortifying speed may be more useful for travel, but this is cheap and uses

easy to find ingrediants.

Submitted by Aanar

**Mage's Buff**

--Fortify Intelligence, Fortify Willpower, Restore Healthí¢â‚¬"

Wt=0.2 V=8

Wickwheat, Bloat, Ash Yam, Saltrice

Submitted by Aanar

--Lightning Shield, Fortify Willpower, Restore Health, Restore Fatigueí¢â‚¬"-

Wt=0.2 V=12

Crab Meat, Corkbulb Root, Wickweat, Bloat

Submitted by Aanar

--Fire Shield, Fortify Agility, Restore Health, Fortify Magickaí¢â‚¬"-

WT=0.1 V=301

Emerald, Fire Salts, Sload Soap, Saltrice

Submitted by Aanar

--Frost Shield, Fire Shield, Restore Magickaí¢â‚¬"-

Wt=0.1 V=187

Fire Salts, Frost Salts, Willow Anther, Comberry

Submitted by Aanar

--Frost Shield, Resist Fire, Restore Magicka--

Wt=0.1 V87

Frost Salts, Willow Anther, Comberrry, Fire Petals

Submitted by Aanar

--Frost Shield, Lightning Shield, Cure Paralyzation--

WT-0.2 V=91

Crab Meat, Corkbulb Root, Willow Anther, Frost Salts

Submitted by Aanar

--Lightning Shield, Restore Health, Restore Ftigue, Fortify Magicka--

Wt=0.2 V=8

Crab Meat, Corkbulb Root, Saltrice, Stoneflower Petals

(Think someone used this combo already, just listed here for comparison,

since it is the cheapest shield.)

Submitted by Aanar

-----------------------------------------------------------------------------

22.13 Potion Creation Tips

-----------------------------------------------------------------------------

The weight of a homemade potion is the mean of the ingredients you mixed, so

ingredients like Scrap Metal and Raw Ebony gives very heavy potions. To

obtain lighter potions, you have to mix some light "neutral" ingredients to

your potion, this way you can almost obtain a half-weighting potion. For

example, mix Cormberry and raw glass and you obtain a fire shield potion

weighting about 1. Add racer plumes and bittergreen petals, and you obtain

the exact same potion but weighting 0.6.

-Silk

=============================================================================

Section 23: Credits

=============================================================================

I would like to thank and give credit to the following people:

Credit to Skedar Janitor from gamefaqs.com for giving a Critique of this FAQ,

which has led to many changes for the (hopefully) better.

Credit for the component list of the Alchemy section goes to Tito13KFM

and Randomer for giving Tito13KFM the inspiration to create the list in

the first place.

Credit for the reader submitted potion recipes goes to Eevle and Aanar.

Credit to Cilobaid from the Gamefaqs Morrowind message board for the master

trainer locations.

Credit to furball and JMooney for letting me know how to get Elone to

admit she trains.

Credit to Jumping Jack and Mark for some of the Seyda Neen notes.

Credit to Digisciple for sending me a possible X-Box difference in the

Urehilaku Camp.

Credit to Karen for informing me about the Breeding Netches being part of

the imperial legion quests.

Credit to WarEagle, Ye Olde Breadbutt, Sam, Scott Kelley, Bojangles, Jesus,

Robin Sequira, Josh Aldrich, Carcanel, DemonicSavior, Demens Ignis, Senaldun,

Alex, Victor, God Magnus, SpaceLord, The Great Gerstacker, Jerome, Blue99BMW,

dogami, shock_ZERO, giznot, MaconBacon, Dave Marchetti, Podmage, opfer_gv,

BigDumbStriker, Jagoros, P3ss1m15t, War123, Morgan Weiner, Robin Sequira,

DoubleAction, Dan Blocker- ruptionx, Austin Pearl, Zeezoo, Bjarne, Cerial

Killa, Raddogz, Jamily Gray, Bryan DeVore, and JABIGDOGS2000 for contributing

to the Reader Submission Sections.

Credit to Bloodrose from the Gamefaqs forum for sending in a few alternate

directions to the Cavern of the Incarnate

Credit to LordMagus on the gamefaqs.com message board for helping me fix the

Blunt Weapons Master Trainer.

Credit to Mad Marduk for the Two Item Multiple Effect Potions part of the

Alchemy Section, and to Silk for the potion mixing tip.

Credit to BETHESDA for the guide to Vvardenfell, as it came directly from the

in game scroll, as well as the game version note which came with the patches.

Thanks go to BETHESDA for making such a great game.

Thanks toGameFaqs.com and all the people who post on the Morrowind message

board for giving me the inspiration to write this FAQ.

Thanks to my girlfriend and daughter for letting me spend so much time

playing this game.

=============================================================================

Section 24: Copyright Notice

=============================================================================

This file is Copyright (c)2002 Steve Miller. All rights reserved. This file

was entirely written by me, unless otherwise noted in the Credits section of

this file. This file may NOT be posted, or sold (complete or in part), on ANY

website or media without express written consent from myself. This file May

not be altered in any way by anyone other than myself without express written

consent. If this copyright is broken, action will be taken.

=============================================================================

Section 25: Contact Info

=============================================================================

If you want to send me any ideas, congrats, or anything else, you can Email

me at [email protected]. Thank you

If you email me, please include which version of the FAQ you are referring to

(even if you are sending in a submission, as it might already be in a newer

release), where you read the FAQ, and what platform you are using. If you use

the PC it would also be helpful if you tell me what patch version you are

using.

Extra Special thanks to Revolution reader Steve Miller!

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