Ultimate FAQ & Answer Post

Post » Sat Sep 19, 2009 5:22 pm

Welcome to the Ultimate FAQ & Answer Post. Included in this new thread is what was previously the "FAQ, search and help thread" as made by Umrahel in 2003 and the Revised Ultimate Answer Post. Any suggestions, comments, or additions should be directed to Alexander or Dreadlord. Thanks for visiting your one stop shop for anything and everything Morrowind. ;)


FAQ, Search, Help and Cheat.
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=92
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=93
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=96
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=97
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=99
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=100
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=101
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=102
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=103
  • http://www.gamesas.com/bgsforums/index.php?showtopic=507083
Revised Ultimate Answer Post
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4515981
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4516283
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4516437
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4516653
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4516812
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4516858
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4516985
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4517074
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4526031
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4530867
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4531020
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4531044
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4531063
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4531229
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4532032
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4544468
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4544791
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4544962
  • http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4545048
Thanks to all who have Contributed to the Contents of this topic, credit has been given in the contents of the thread. Please use these links to help navigate this large topic. Thanks and Enjoy!
User avatar
Rex Help
 
Posts: 3380
Joined: Mon Jun 18, 2007 6:52 pm

Post » Sat Sep 19, 2009 7:17 pm

Some Links

With the following list of links any user should by itself be able to conquer any problem or question they might have. I've added only a few of the hundreds outstanding sites about Morrowind. The ones I used most myself and the ones which are clear in their descriptions yet detailed in form. I've used these sites also to write this little FAQ and to me they've proven their worth more than once.
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http://www.uesp.net/wiki/Main_Page
http://www.uesp.net/wiki/Morrowind:Morrowind
http://www.uesp.net/maps/mwmap/mwmap.shtml


M0usenet. Everyone should at least visit this site once, preferably more often. It's the most comprehensive website about everything Morrowind/The Elder Scrolls related. It has walkthroughs on every quest possible, information and subsections about almost every other aspect of Morrowind and much more. It's also updated to include Tribunal as well as BloodMoon material. And, of course, it has also information on the previous TES games. For real, almost everything you're looking for or are dying to know can be found here. The top link is to M0usenet in General, the second also. The third to the section about Morrowind and the fourth to the interactive map.
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http://www.buttersky.com/morrowind/

Hannah's Whereizit. The name says it all. Where is it?? We don't know because sadly, at the moment this site has gone down. I will keep an eye on this.
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http://www.gamespot.com/gamespot/gameguides/all/morrowind/
http://www.gamespot.com/gamespot/gameguides/all/morrowind/contents.html

Gamespot's section on Morrowind is perhaps one of the most extensive sections I've found. Whatever you want to know can be found there. A LOT of information about everything Morrowind. If M0usenet happens to be down again, go here. It's very, very extensive in information.

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http://www.gamefaqs.com/computer/doswin/game/3365.html

Gamefaqs. Who doesn't know them. They have walkthroughs on every faction, house and guild there is. Walkthroughs on enchanting, alchemy, weapons?you name it. Take a look if you want to know something. It's a little less easy accessible than M0usenet due to the fact they use TXT files. Minor detail, check it out.

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http://morrowind.neoxro.net/

[edit] Unfortunately that link doesn't appear to be working any more, fear not! You can still access this site through this link: http://www.chinglevy.com/morrowind/

The site about all the unique artifacts in game. With clear screenies for references and descriptions on where to find them.

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http://www.gamebanshee.com/morrowind/

Even more Morrowind. Walkthroughs on Morrowind, Tribunal and Bloodmoon. Detailed information about Classes, birthsigns and races.
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http://www.stratosgroup.com/guides/html/200206mwes/?cat=default

Stratosgroup. Very good site with a lot of information about the game. Detailed walkthroughs on everything Main Quest.

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http://morrowind.melian.cc/

Darliandor and Maddog's Alchemy Lab. If there ever was a site thorough and complete on Alchemy it's this one. With very nifty tools to see what potion needs which incredients, where to buy what alchemy tool and everything alchemic you can think of.

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http://www.uesp.net/wiki/Morrowind:Spells

A very handy page from the UESP that allows you to look for any spell in the game. Allowing searches per school of magic and individual spell effect, it displays all locations of that spell in the game.

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http://www.elricm.com/nuke/html/modules.php?op=modload&name=FAQ&file=index
http://www.elricm.com/nuke/html/modules.php?op=modload&name=MWJournal&file=index
http://www.elricm.com/nuke/html/index.php
http://www.elricm.com/nuke/html/modules.php?op=modload&name=MWCSData&file=index


The FAQ Elric_Melnibone made covers a variety of diverse subjects - check it out. Also, his online Morrowind Journal lists ALL of the journal entries as they appear in the game. If you're ever stuck at a quest you can help yourself with that!

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Maps

I've added a post with links to online maps of every sort in the last post of this thread.


Now, as said before, these are only a small selection of sites. I used them a lot and whatever your questions or problem is, it can be found with access to those sites. There are a lot more good sites which surely deserve to be mentioned, but I chose these. With these sites you know everything there needs to be knowing. :D
User avatar
Oceavision
 
Posts: 3414
Joined: Thu May 03, 2007 10:52 am

Post » Sat Sep 19, 2009 6:34 pm

Main Quest Related

This is not meant as a walkthrough of some sorts. None of the specific Main Quest related quests are named here. These are just the Most Frequently asked Questions which have their origin in the Main Quest. If you have any Main Quest [quest] related questions, please look at the following links. You can find elaborate Main Quest Walkthroughs there.


http://www.uesp.net/wiki/Morrowind:Main_Quest

http://www.stratosgroup.com/guides/html/200206mwes/?cat=default

http://www.gamefaqs.com/computer/doswin/game/3365.html
[Various posts ? take a look at the one called: "FAQ/WALKTHROUGH" by Stevmill.


Or use the link below to download a Walkthrough for the Main Quest and all the other factions/guilds/houses/vampire clans etc.

http://www.uesp.net/file.shtml?morrow/files/mwquesttxt.zip


Q) How do I initiate the Main quest?

Deliver the coded package, given to you at the Census Office, to Caius Cosadus.


Q) Where can I find Caius Cosadus?

First of, it doesn't hurt to talk to NPC's in Balmora. Especially those in The South Wall Corner Club. Directions will be given to you.
If you still can't find him. He lives on the east side of the river. That's the same side as the Corner club. He lives in the most North East house which entrance does NOT face the river. It faces southwards.


Q) I lost the coded package before I got to give it to Caius or I might have sold it; what now?

If you're on X-Box you'll have to retrace your steps and actions to get it back or there will be no way to start the Main Quest for you.
If you're on PC you can use the following cheat to add the package to your inventory.

Open the console ~ and type:


Player-> additem "bk_a1_1_caiuspackage"1



Q) Where is the puzzlebox?

Dreadful_McDude made a nice little walkthrough on this.


You cross the bridge at Balmora... Go to Monmoth Legion Fort... Pass Fort toward North.. See giant bridge ahead... Go past until you can climb up to the right side of the bridge...Cross bridge and meet Snowy Granius and his skeleton... Whack them ... His stuff is junk.. Get few coins in boxes and Good Emerald...continue on across and turn right... find a big pipe with Dwarven Crank... This opens door on Arkngrhand, Hall of Centrifuge... Go in and open door... Follow right wall down the rocks all the way to the metal plate on floor... Look West and see door and big metal beam across... Top of beam is another floor level.. Look at left end of big beam at pile of rocks... A little further down, you'll meet two guys with daggers. Climb the rocks and climb over the railing.. Go to left and see another door... Go in door and kill Boss Crito here... Against the wall is a metal three-shelf rack... On bottom shelf on left is a little rusty cube thats hard to see... If you got the quest assigned, you'll be able to pick it up... If not, you won't be able to pick it up.... This post is pinned and don't need bumping... I won't write it any more... Good luck...



Or take a look at the following link - http://i21.photobucket.com/albums/b285/rogerhughtaylor/PuzzleBox.jpg


Q) It seems I'm unable to pick up the puzzlebox, why is that and what now?

This seems to have been a rare bug which some people suffered from. Make sure you have all the necassary quest journal entries in your journal. Try to pick it up from every angle possible. Still no luck? If you're on pc you can cheat it in your inventory.

Open the console ~ and type:

player->AddItem, "misc_dwrv_ark_cube00", 1


Q) I gave Hasphat Antabolis the Puzzlebox and he gave me a key to Lower Arnkthand in return; should I go back?

That's up to you really. But if it eases your mind; there is really nothing worth there to go back for. All you will find is some dust and scrap metal.

Also, if you did not get the key, [this seemed to be another little bug where Hasphat didn't give any key whatsoever. This has been fixed with the ..... patch] there is nothing to worry about, since it's pretty useless to go back.


Q) I was told to see the orc lady "sharn gra-muzgob" in the Balmora Mages Guild, but she isn't there; what now?

Or:

I went back to the Orc lady "sharn gra-muzgob" in the Balmora Mages Guild, but although she was there before, now she isn't anymore; what now?

Well this is a known bug that this NPC tend to disappear in some games. If you're on X-Box there is nothing you can do. I'd suggest you try standing where she should be, save the game, leave the game and then reload. If that does not work you will have to revert to an earlier save.

If you're on pc, you could try the following cheats.

First, open the console ~ and type:

ra

It Resets Actors. She might appear again. Know that you'll have to be in the same cell as the actors you are trying to reset.


If it doesn't work, try replacing here with the console.

Open the console ~ and type:

placeatpc "sharn gra-muzgob"1,1,1


Q) I was send to the Sixth House Base "Ilunibi" but I can't find it, where is it?

It's underneath Khartag Point. Use http://www.uesp.net/maps/mwmap/mwmap.shtml?centeron=Khartag%20Point

Q) I can't find the sixth house base Ilunibi

You can use this map:

http://www.uesp.net/maps/mwmap/mwmap.shtml?centeron=Ilunibi


Q) Ok, I'm in the Sixth House Base "Ilunibi" but I can't find Dagoth Gares, where is he?

He's in http://www.uesp.net/wiki/Morrowind:Sixth_House_Base.


Q) Can I get any higher rank in the Blades and Ashlanders after I completed the Main Quest?

No, the highest Blade rank you can gain is operative. The highest Ashlander rank is Hearthfriend.


Q) I killed a certain NPC and received a message stating I "severed the thread of prophecy and am now doomed to live in this world I've created". What does this mean?

It means you killed a certain NPC which is vital to the Main Quest. There's about 25 of them which will show you this message when you kill them. It is suggested you load a previous safe game because it's very likely that you can no longer complete and proceed with the Main Quest as it was intended. A list of all the essential NPCs:

Addhiranirr
Athyn Sarethi
Blatta hateria
Mistress Brara Morvayn
Caius Cosades
Crassius Curio
Crazy Batou (Will not effect the main quest - an oversight by the devs.)
Danso Indules
Divayth Fyr
Dram Bero
Dutadalk
Endryn Llethan
Falura Llervu
Garisa Llethri
Gilvas Barelo
Goris the Maggot King (no message in the latest patched/GOTY games)
Han-Ammu
Hasphat Antabolis
Hassour Zainsbani
Hlaren Ramoran
Huleeya
Kaushad
Kausi
Lord Cluttermonkey (Not in the standard game - only found in a test cell)
Luven
Manirai
Mehra Milo
Miner Arobar
Nevena Ules
Nibani maesa
Raesa Pullia
Savile Imayn
Sharn gra-Muzgob
Sinnammu Mirpal
Sonummu Zabanat
Sul-Matuul
Tholer Saryoni
Uupse Fyr
Varvur Sarethi
Velanda Omani
Yenammu
Zabamund



Corpus


Q) Hey, I got Corpus when I was clearing out the Sixth House Base "Ilunibi" from Dagoth Gares; what now?

Talk to Caius Cosadus, he'll tell you to go see Divayth Fyr in Tel Fyr. Tel Fyr is located a little south of Tel Aruhn. You can not get their by ship or any means of instant transportation. You'll have to swim/levitate from Tel Aruhn to get to Tel Fyr.


Q) Hey, I got corpus while just walking around and not in "Ilunibi". How do I get this cured?

Technically, you can't. If you go to Divayth Fyr now, he'll tell you there is no cure for corpus and that you will go crazy in a matter of time. He just won't cure corpus if you got it outside the Main Quest.
If you're on X-Box there is nothing you can do about it. Try a reload to a moment before you attracted corpus.
If you're on pc, you can remove it with the following cheat.

[Edit (thanks to CorprusMonkey)]:
If you kill Tanusea Veloth, in the Arena pit, Arena, Vivec,
and search her corpse, you can, and will get corprus.
(You have a good chance of resisting the magic if you're a Breton,
or wearing the Cuirass of the Saviors Hide.)

This is the only way that I know of to get corprus outside of the
"main quest" (there may be other ways, I just don't know them).


-> It has been said it is also possible to catch corprus from Senise Thindo in the Tel Aruhn tower. She has a spell which also has a 'corprus on self' component. You can get that spell if you kill her but it has no effects on the PC.

Open the console and type:

player -> RemoveSpell "corpus"

This will only get rid of corpus the disease, it will not clear the effects of the disease. To cleanse yourself, you might need to drink or cast the proper potions/spells or visit an Imperial shrine.


Q) Hey, I killed on of the inmates and now Divayth Fyr refuses to cure me; now what?

You could use a Charm spell. Cast it on him 2-4 times, Get his disposition over 70 at least and he's supposed to forget all about it and cure you anyway. You can also, when on PC, update your journal manually to bypass this obstacle.

Open the console ~ and type:

player -> journal A2_3_corpruskiller 30


Q) Hey, I killed one of his Daughters or some others he called "Dear to me" and now he does not cure me and attacks me instead; whoopsie, now what?

X-Box users should reload; there is no other way to get your corpus cured.
Pc-users can use the following cheats to get cured and proceed in the Main Quest. The following cheats is everything that happens when you drink the potion Divayth Fyr would have given you if you hadn't killed someone dear to him.

Open the console and type the next few cheats.


Journal "A2_3_CorprusCure" 50
player->addspell "common disease immunity"
player->addspell "blight disease immunity"
player->addspell "corprus immunity"
player->removespell "corprus"



Koguruhn


Q) I was send to Lost Kogoruhn, but can't find it. Where is it?

Use this map:

http://www.uesp.net/maps/mwmap/mwmap.shtml?

Type the name in the little search box at the top the map and it will show you where you can find it.


Q) I was send to Lost Kogoruhn to bring back a House Dagoth Cup and Corpus Weepings, but I can't find it. Where are they?

Both can be found in the "Dome of Pollocks". It's one of the domes on top of Kogoruhn itself, NOT inside Kogoruhn


Q) I was send to Kogoruhn to bring back a House Dagoth Cup, but I think I've been there before and sold the cup. Are there more of those cups?

No there are not. If you're on X-Box you'll have to find it back where ever you left it or reload to a previous save-game.

If you're on pc you could also use the following cheat to add the cup to your inventory.

Open the console ~ and type:

player -> additem "misc_goblet_dagoth"1


Other


Q) I was sent to find Hassour Zainsibani. Where is he?

He's to be found in the Ald'Ruhn - Ald Skar Inn. When you enter the Rat, you'll see two stairs. One up, one down. Go up. Once up look to your right. There's a small stairs down there to some sort of middle floor. Hassour is on that floor.


Q) I need to speak with three informants for Caius in Vivec city. Where are they?

Addhiranirr, Kajiit, St. Olms underworks.
Huleeya, Argonian, Foreign Quarter, Black Shalk Cornerclub.
Mehra Milo, Hall of Wisdom, Temple compound.


Q) I cannot seem to get Huleeya to talk to me about any of these matters, why not?

There appeared to be a bug around all this. If you're a Morag Tong Grandmaster you can sometimes not get Huleeya to talk since it's a Morag Tong member. If you're on pc you can work around this with a few cheats. Those on X-Box are unfortunate, they'll have to reload.


Open the console ~ and type:


Player->AddItem, "bk_A1_7_HuleeyaInformant", 1
Journal, "A1_7HuleeyaInformant", 50



Q) I accidentilly told the Tax officer who was looking for Adhirranir where he was, now he won't talk to me anymore??

Raising his disposition with a charm spell ought to do the trick. Cast it a few times.


Q) Ok, so I did all that but Caius doesn't recognize I finished all that??

Yes, that's a known bug. It got fixed with Tribunal, which updated your version of Morrowind to 1.3.


Q) I need a book called "The Progress of Truth". Where can I find it?

There are a few locations where you can find this book.
Vivec, Telvanni Tower
Vivec, Library of Vivec
Vivec, Jobasha's Rare Books
Vivec, Hall of Justice Secret Library
Tel Uvirith, Arelas' House [Telvanni Stronghold!!]


Q)I was sent to the secret Monastary Holamayon, how do I enter this place?

The door will open up between 6-8 am and 6-8 pm. Dusk and dawn.


Q) I'm now in Holamayon but I cannot find Mehra Milo anymore??

Don't worry about it, her part is over. Talk to the librarian, he's important. Mehra Milo would have told you the same.


Q) So, this Urshilaku Camp eh. I found Sul Matuul but he attacked me when I entered his yurt. How can I proceed?

You should have talked to Nibani Measa the Wise Woman first. She would have told you to talk to the Camp Champion, Zabamund. He on his turn would have helped you contact Sul Matuul.

Now, this is/was a known problem and got fixed with the PC patch 1.20.722.

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

If you're on X-Box there's nothing you can do but reload, sorry. If you're on pc you can also use the console to get around this.

Open the console ~ and type:

"Sul Matuul" -> Setfight 10
"Sul Matuul" -> Stopcombat
"Sul Matuul" -> Setdisposition 100



Q) Where's the Cavern of the Incarnate??

Take a look at the following link to the UESP Map -

http://www.uesp.net/maps/mwmap/mwmap.shtml?centeron=Cavern%20of%20the%20Incarnate


Q) How do I get in the Cavern of the Incarnate?

The door will open between dusk, from 6-8 am, and dawn, from 6-8 pm.


Q) Who do I talk to to become Hortator?

You'll have to talk to all the house coincillors of House #. To get a head start talk to the following persons, they will guide you through the whole process.

House Hlaalu -> Crassius Curio -> Vivec, Hlaalu Canton, Plaza -> Curio Manor.
House Redoran -> Athyn Sarethi -> Ald'Ruhn, Under Skar [Huge Crab Shell], Sarethi Manor
House Telvanni -> Master Aryon -> Tel Vos, Aryon's Chambers.


Q) I'm becoming Hortator of House Hlaalu, but what about Orvas Dren. He won't talk to me??

You can kill him safely. After that talk to Crassius Curio. He will tell you that two other councilors who were loyal to Dren are now willing to help you. Go see these councilors next.


Q) Where can I find Keening and Sunder?

Keening -> Citadel of Odrosal, just north of Ghostgate.

Sunder -> Citadel of Vemynal. A good way north west of Ghostgate.

You can also use this map
http://www.uesp.net/maps/mwmap/mwmap.shtml?

to find these places. Type the name in the box above the map.


Q) How do I enter Dagoth Ur Citadel??

There's a dwarven crank nearby. Similar to the one used to enter the Dwemer ruins where you found the Puzzlebox. If you stand in front of the door, look to your left. There's a small ridge there with the depths of lava on your left hand. If you walk a good 10 steps you'll see the crank. Turn it.


Q) So when I killed Dagoth Ur, no one in Vvardenfell recognizes I did. Why not?

You likely teleported out there as soon as you could. You shouldn't have. Go back. You should have walked out of there. In the hall where you first met Dagoth Ur you will encounter a nice ethereal Azura. You'll get to see a cutscene and after that she'll give you a ring. This is the way you should play it and now everyone will recognize you're done.


Q) Some NPCs still tell me to go see Tholer Saryoni and quick. But I've already completed the Main Quest??

Some essential NPCs will still tell you to meet the man, Saryoni. Just ignore it, it's no biggie. It happens when your character reaches level 20 and has a reputation of 50 or over whether you have completed the main quest or not.
User avatar
Harry Leon
 
Posts: 3381
Joined: Tue Jun 12, 2007 3:53 am

Post » Sat Sep 19, 2009 2:43 pm

Factions


Factions, guilds, houses


This is not meant as a walkthrough for every faction/guild/house of some sorts. These are just the Most Frequently asked Questions which are related to the factions/guilds/houses in general. I do have included two little sections on a few seperate factions.

I have, however, included links to walkthroughs on every faction/guild/house/vampire clan/Daedric Shrine/Miscellaneous quest in the game, complete with their ranks and requirements.

If you have a quest related question regarding House Telvanni look at the following links:

http://www.uesp.net/wiki/Morrowind:House_Telvanni#House_Telvanni_Quests

Or go to:

http://www.gamefaqs.com/computer/doswin/game/3365.html

And look at the post: "House Telvanni Guide" by Alecto.


If you have a quest related question regarding House Hlaalu look at the following links:

http://www.uesp.net/wiki/Morrowind:House_Hlaalu#House_Hlaalu_Quests

Or go to:

http://www.gamefaqs.com/computer/doswin/game/3365.html

And look at the post: "Great House Hlaalu Faq" by ocissordei.


If you have a quest related question regarding House Redoran look at the following links:

http://www.uesp.net/wiki/Morrowind:House_Redoran#House_Redoran_Quests

Or go to:

http://www.gamefaqs.com/computer/doswin/game/3365.html

And look at the post: "House Redoran Guide" by Littlehamster.


If you have a quest related question regarding The Thieves Guild look at the following links:

http://www.uesp.net/wiki/Morrowind:Thieves_Guild#Thieves_Guild_Quests

Or go to:

http://www.gamefaqs.com/computer/doswin/game/3365.html

And look at the post: "Thieves Guild Guide" by Wroth.


If you have a quest related question regarding The Fighters Guild look at the following links:

http://www.uesp.net/wiki/Morrowind:Fighters_Guild#Fighters_Guild_Quests

Or go to:

http://www.gamefaqs.com/computer/doswin/game/3365.html

And look at the post: "Fighters' Guild Guide" by supermog.


If you have a quest related question regarding The Mages Guild look at the following links:

http://www.uesp.net/wiki/Morrowind:Mages_Guild#Mages_Guild_Quests

Or go to:

http://www.gamefaqs.com/computer/doswin/game/3365.html

And look at the post: "Mage Guild Guide" by zel-sama.


If you have a quest related question regarding The Morag Tong look at the following links:

http://www.uesp.net/wiki/Morrowind:Morag_Tong#Morag_Tong_Quests

Or go to:

http://www.gamefaqs.com/computer/doswin/game/3365.html

And look at the post: "Morag Tong Faq" by ocissordei.


If you have a quest related question regarding The Imperial Cult look at the following links:

http://www.uesp.net/wiki/Morrowind:Imperial_Cult#Imperial_Cult_Quests

Or go to:

http://www.gamefaqs.com/computer/doswin/game/3365.html

and look at the post: "Imperial Cult Faq" by ocissordei.


If you have a quest related question regarding The Imperial Legion look at the following links:

http://www.uesp.net/wiki/Morrowind:Imperial_Legion#Imperial_Legion_Quests

Or go to:

http://www.gamefaqs.com/computer/doswin/game/3365.html

And look for the post: "Imperial Guide [XBOX] by MacMayhem. Scroll down til you're at the Legion part.
This is not X-Box only. There's also a post called "Imperial Legion Guide" by Pferris, but this one isn't complete.


If you have a quest related question regarding The Temple look at the following links:

http://www.uesp.net/wiki/Morrowind:Tribunal_Temple#Tribunal_Temple_Quests

Or go to:

http://www.gamefaqs.com/computer/doswin/game/3365.html

And look for the post: "Tribunal Temple Faq" by KORRANATOR.


If you have a quest related question regarding one of the Vampire Clan Quests look at the following links:

http://www.uesp.net/wiki/Morrowind:Vampires#Vampire_Quests

Or go to:

http://www.gamefaqs.com/computer/doswin/game/3365.html

And look at the posts: "Vampire Aundae Clan Guide" by Orest. "Vampire Clan Berne FAQ" by Vampiro. And "Vampire Quarra Clan Faq" by Hydrochaos00.

Or you can look at our own:

http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4516858


If you have a quest related question regarding some of the few Miscellaneous Quests look at the following link:

http://www.uesp.net/wiki/Morrowind:Quests (They are sorted by town)


If you have a quest related question regarding some of The Daedric Shrine Quests look at the following links:

http://www.uesp.net/wiki/Morrowind:Daedric_Quests

Or go to:

http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4516653




Q) How many factions can I join?

You can join all the factions there are. Here is a list of all the factions and where you can join them; made by SLOW


Faction Name / Joinable?
------------------------------
Ashlanders / Through main Quest
Blades / Through main quest
Camonna Tong / No
Census and Excise / No
Clan Aundae / Get bitten by vampire
Clan Berne / Get bitten by vampire
Clan Quarra / Get bitten by vampire
Fighters Guild / Yes, numerous locations
Hlaalu / Balmora House Council Manor
Imperial Cult / Ebonheart
Imperial Knights / No. This seems to be a glitch. No references for this faction at all. This has NOTHING TO DO WITH KNIGHTS OF IMPERIAL DRAGON
Imperial Legion / Yes, Gnisis
Mages Guild / Yes, numerous locations
Morag Tong / Arena Hidden area in storage canolworks
Nerevarine / Main quest - this was done to make scripting easier
Redoran / Ald-ruhn, Manor District, Redoran Council Entrance
Sixth House / No
Talos Cult / No
Telvanni / Sadrith Mora, Telvanni Council House
Temple / Yes, numerous locations
Thieves Guild / Yes, numerous locations
Twin Lamps / Officially no, but if you free 30 slaves you get a password you can take to Dren's daughter (I believe in St.Oolms south something)



For more information on factions, their ranks, locations and everything related, check the following links.

http://www.uesp.net/wiki/Morrowind:Factions
Faction Tables @ UESP


Or:

Morrowind section @ Gamespot
Scroll down/up with the "next" and "previous" buttons.


Q) Does it matter when I join which faction/guild/house? If I'm involved in the Main Quest, does that mean I cannot join a certain faction?

None of all this matters. You can join every faction whenever it pleases you. The only exception is The Temple. You cannot join the Temple while you're proclaimed Nerevarine and still involved in the Main Quest. Once Vivec removes the bannishment of everything Nerevarine related dogmas you can also join the Temple again.


Q) Will there be any conflict between one of the factions and the Main Quest? And if so, will it mess up anything?

No, there are no conflicts between the Main Quest and any one of the factions. The only slight exception might be the Temple. As soon you are proclaimed Nerevarine you cannot continue the Temple quests, but this will only last for a short period of time (see above).
Aside from that little thing, no faction/guild/house will cause conflicts with the Main Quest and mess things up.


Q) Can I join any faction/guild/house without they conflicting with each other?

In general; yes. Only the Thieves Guild and Fighters Guild cause some conflicts, but if you play it wisely you can still gain the highest rank in both. Here follows a little walkthrough on how to do this; made by BRYRULZ



join both fighters and thieves before doing any quests for either
2 remember that Caius Cosades (the leader of the blades) said he trusts percius mercius in the ald'ruhn fighters guild and not fire-eyes in Balmora
3 complete what ever quests you want until the 'codebook' quest that involves a member of the thieves guild (Sotilde)
4 raise an eyebrow and refer to 2
5 work for percius all the way through his last delivery quest...have a drink w/ him...he asks you to come back when you are higher rank
6 look for other guild jobs...Vivec orc wants you to 'silence tongue-toad'...oh crap....percius seems to think you should let him live
7 get frustrated and confused w/ fighters and work on thieves
8 do all quests for every thieves guild quests giver including gentleman Jim until the 'join our cause' begins w/ the 'bitter cup'
9 scratch head...focus...scratch head...go talk to good friend percius and he says that hrundi in Sadrith Mora is also a quest giver...do all of his orders and advance until he says 'only sjoring can advance you now' or whatever...go to Vivec and talk to sjoring...he says 'go kill the thieves guild bosses and i will promote you'
10 scratch head...focus...scratch head...go back and talk to percius...now he explains that the fighters guild, specifically sjoring, the orc, and fire-eyes are in the pocket of the cammona tong basically acting as it enforcers...he suggests that you kill the three
11 remember what Jim said about help our cause...realize that Jim and percius want the same thing...
12 kill the three and return to percius...get named master of the fighters
13 ask Jim for orders...discuss fire-eyes...get journal update
14 ask for orders...hrundi gladly joins your cause now that you are the master of his guild
15 Stacy asks you to kill sjoring...he's already dead...Stacy names you the master thief

keys: be a member of both from the start
pay attention to what npc's tell you (specifically Caius and Percius)
return to percius when you feel uncomfortable w/ a quest




Some people say that the Telvanni and Mages are also conflicting. This is not the case. You can play both savely without they messing anything up. The only thing what happens if you join both is a slight disposition loss of 3 points from their members towards you. This is no exception. Every guild/faction/house has its friends and foes and depending on what you join, you will receive a slightly higher or lower disposition from certain factions/guilds/houses. But this is only a value between +3 to -3.

There are, however, a few quests which could cause some troubles if you're a member of both. Could cause trouble, but if you play it secure they will not. Playing secure; meaning that you do a lot of talking and consider the options you have at your disposal. [bribing/admiring/taunting] You will easily recognize these quests when given to you.


Q) What are the ranks of the various factions/guilds/houses?

The ranks of all the factions/guilds/Houses can be found here:

Faction tables @ UESP


Q) Can I join all three houses?

No, you cannot. You can, however, due to a glitch, join two houses. Join Redoran or Telvanni first. After that, there is a way to get into House Hlaalu also. Kill Orvas Dren and go talk to his Brother, Duke Dren.

Duke Dren can be found in Ebonheart-> Grand Council Chambers -> First Floor of one of the Towers. He's a guy in full ebony armor, sided by two guards and Varius Vatinus.

When you talk to him, you can find out about a conspiracy to kill Duke Dren and that Orvas was the Mastermind of the plan. As a reward, Duke Dren will make you Grandmaster of House Hlaalu.

This glitch can only be exploited on the unpatched PC version of the game and the regular X-Box version, no GoTY or patched PC versions. This is because this glitch was allegedly fixed with one of the first patches for PC. GoTY includes all those patches also.

Another thing is that when joining two houses like this you will never be able to get to the highest rank in either. At a later state the quests and scripts (notably: everything related to getting a stronghold) will collide and interfere with one another.



Q) Can I get more than one Stronghold now I'm in two houses?

No, you can only have one Stronghold since Duke Dren only sells one Construction Contract.


Q) Where are the Strongholds build? And do I have to build it myself? When is it done?

House: Location:

Redoran: :Bal Isra
Hlaalu: :Odai Plateau
Telvanni: :Uvirith's Grave

You don't have to build it yourself, That's all been taken care of. Your stronghold is build in stages. Stage one will be ready a week after the building has started. You will receive a journal update when it's done, after 21 game days. To get more stages, keep talking to the NPC who helped you out initially.


Q) I don't know which House to join. Where can I get some information about the several houses?

HETT made a little scheme which is all about this issue. Take a look at it in the

Revised Ultimate Answer Post - The Great Houses


Q) I have been expelled twice now from faction/guild/house X, what do I do now?

You will either have to live with it or use cheats. X-Box users have no cheats and will have to live with it whether they like it or not. If you're on pc you can use the following syntax to clear your expelled.

Open the console and type:

PcClearExpelled "guild here"

For example:

PcClearExpelled "Imperial Legion"


Q) I can't seem to advance in my guild/faction/house. Why is that?

That can have more than one reason. First of, you'll need to meet the requirements. You can see what you need for the next rank by highlighting that faction in your stats menu. If you don't meet the requirements you're guild steward will usually tell you this. It can also be he tells you need to do more quests first to get advancement.


Q) I am now the highest rank in a certain faction/guild/house, does it give me anything special? More options? Privileges?

No, it does not bring you anything aside from recognition by your guild members. No special privileges, no other options. All you have is the title. Although being a high ranked Imperial Legionnaire gets you access to the evidence chests.


Mages


Q) I have duelled Arch-Mage Trebonius to get to the highest rank, but the other guild members do not recognize me as their new Arch-Mage; why not? And can I get to Arch-Mage any other way now?

That's because you have likely duelled Trebonius too early. You shouldn't have duelled him before you had the single highest rank - Master Wizard. You only gain one rank with the duel, you'll not be made Arch-Mage automatically when you kill him in the duel.
Since you now duelled him before you had the rank of Master Wizard there is no other way to get to Arch-Mage aside from cheating. X-Box users can in no way get to Arch-Mage now.

Pc users: Open the console and type:

pcraiserank "mages guild"

That's one way; you can also try to bring him back to live and see if you can do it all over again.

To revive him open the console and type:

placeatpc "trebonius artorius"1,1,1


Morag Tong


Q) Where can I join the Morag Tong?

Vivec -> Arena Canton -> Waistworks -> Storage Room -> Secret Hatch [locklevel 50] -> Talk to Eno Hlaalu


Q) I'm working on the Webspinner thread quests, but Eno won't tell me where the others are; why not?

Eno only gives a few quests regarding those Sanguine items. The rest you'll have to find yourself. For all the locations look in the:

New and Enhanced Ultimate Answer Post - Sanguine Items Locations.


Q) I'm not done yet with the Webspinner quests, but Eno is no longer there; why not? And can I still complete the Webspinner quest?

He's no longer there because when you became Grandmaster of the Morag Tong you had the choice to let him live and retire, or slay him out of tradition. You can now no longer complete the quest. In order to be able to complete it, you must wait with becoming Grandmaster. Only then will you be able to complete it.


Q) I've heard that when you complete the Webspinner quest you'll get a very nifty spell. But when I completed it all I got was a lousy spell??

Only in the X-Box version and the unpatched pc version you can earn that particular nifty spell as a reward. If you're running a patched pc version you can no longer get that spell. It was thought to be unbalancing and got removed with the first patch.


Imperial Legion



Q) I was asked to retrieve prove of smuggling going on in Ald'Ruhn. I need to find a Dwemer artifact in the pottery of Drinar. Where is it?

There's a small Dwemer tube to be found on one of his tables. It's among his pots and jars and hard to see/find. Take a very close look. If you still cannot find it you can also steal all his pots until you see the tube. It's located on the table to your left when you enter:

[src="http://alexander.chorrol.com/Dwemer%20tube.bmp"]Screenshot


Q) When I was invenstigating the Talos Cult I got suddenly attacked. Now the Imperial legion I work for wants me jailed! Why, how what?!?!

You attacked a soldier of the legion. Regardless of the fact it's a quest or not, it's against the law. Just pay your fine at one of the guards and you're fine. Proceed as planned.



Q) I need to cure the blighted Kwama Queen in Gnisis. How do I do this?

You will need to get a "cure blight on touch/target" spell or scroll. Hetman Abelmawia in Gnisis sells the scrolls. He lives in a cave behind the temple.



Q) Varius Vantinus asked me to find two artifacts, the Lord's Mail and the Chrysamere sword. But I like them and don't want to give them to him. Can I still move on?


Just give them both to Varius. You'll get them back later after you duelled him for supremacy over the Legion.



Q) I accidentily duelled Varius Vantinus before I was supposed to duel him. Now I can no longer reach the highest rank in the Legion. Now what?


If you're on X-Box you will have to resort ot a previous safe-game, or have solace in your fate. If you're on pc you can use the following cheat to simply become the Knight of the Imperial Dragon.

Open the console ~ and type:

PcRaiseRank "imperial legion"


Thieves vs Fighters



Q) So, I joined both, but am already stuck at the codebook quest. How can I proceed in both factions to reach the top?

Here follows a little walkthrough on how to do this; made by BRYRULZ




join both fighters and thieves before doing any quests for either
2 remember that Caius Cosades (the leader of the blades) said he trusts percius mercius in the ald'ruhn fighters guild and not fire-eyes in Balmora
3 complete what ever quests you want until the 'codebook' quest that involves a member of the thieves guild (Sotilde)
4 raise an eyebrow and refer to 2
5 work for percius all the way through his last delivery quest...have a drink w/ him...he asks you to come back when you are higher rank
6 look for other guild jobs...Vivec orc wants you to 'silence tongue-toad'...oh crap....percius seems to think you should let him live
7 get frustrated and confused w/ fighters and work on thieves
8 do all quests for every thieves guild quests giver including gentleman Jim until the 'join our cause' begins w/ the 'bitter cup'
9 scratch head...focus...scratch head...go talk to good friend percius and he says that hrundi in Sadrith Mora is also a quest giver...do all of his orders and advance until he says 'only sjoring can advance you now' or whatever...go to Vivec and talk to sjoring...he says 'go kill the thieves guild bosses and i will promote you'
10 scratch head...focus...scratch head...go back and talk to percius...now he explains that the fighters guild, specifically sjoring, the orc, and fire-eyes are in the pocket of the cammona tong basically acting as it enforcers...he suggests that you kill the three
11 remember what Jim said about help our cause...realize that Jim and percius want the same thing...
12 kill the three and return to percius...get named master of the fighters
13 ask Jim for orders...discuss fire-eyes...get journal update
14 ask for orders...hrundi gladly joins your cause now that you are the master of his guild
15 Stacy asks you to kill sjoring...he's already dead...Stacy names you the master thief

keys: be a member of both from the start
pay attention to what npc's tell you (specifically Caius and Percius)
return to percius when you feel uncomfortable w/ a quest.


User avatar
lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

Post » Sat Sep 19, 2009 3:30 pm

Miscellaneous

Q) I'd like to know about the premade classes. Where can I find information about them?

Aside from the manual that came with the game, look at the following link:

http://www.uesp.net/wiki/Morrowind:Classes

Q) I'd like to know about the different birthsigns and what they do?

Aside from the manual that came with the game, look at the following link:

http://www.uesp.net/wiki/Morrowind:Birthsigns


Q) Where can I find information about the different types of Monsters and Creatures as they appear in Morrowind?

Take a look at the following links. There'll be a list with every type of creature complete with statistics as well as some locations where you can encounter them.

http://www.uesp.net/wiki/Morrowind:Monsters

Or go to:

http://www.gamefaqs.com/computer/doswin/game/3365.html

And look at the posts:Bestiary by Stevmill and Creatures Faq by SilverWizard.


Q) I'd like to know how my armorrating is being calculated. Is there information about this?
Yes, yes there is. Monica21 and Elric_Melnibone have made some calculations and came up with some nice results and formulae. You can find this information in the:

http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4517074



Q) What are the propylons indices and where can I find them?

The propylon indices are keys. Keys to activate the propylon chambers in the several Dunmer Strongholds located all over Vvardenfell. The propylon chambers are teleports between the different Strongholds and the indices are used to activate the teleport function. Every propylon chamber of a certain stronghold leads to a certain other propylon chamber. The locations of all the indices can be found in the:

http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4516653


Q) What does reputation do and how can I get more?

Reputation doesn't do very much. It will make the NPCs in Morrowind like you slightly more [raise their disposition a bit] and therefore you'll get nicer greetings. Only after you've completed the main quest the NPCs will recognize you.
Sorcerous Nord made a very nice list about the reputation points. It shows you which quests you'll need to do to get which amount of reputation points. Subdivided by factions. Take a look at this list in the:

http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4516812


Q) I tried to talk to Boethiah to initate the Goldbrand quest, but the broken head won't talk to me, why not?

This appeared to be a bug in the unpatched pc version and X-Box version. There was this bug that if you talked to M'aiq the Liar BEFORE talking to Boethiah, would trigger Boethiah to not talk to you at all anymore. For the PC this got fixed with the patch 1.20.722. On X-Box this problem still exists. Also, if you have killed the Orc, Duma gro-Lag in Ghorak Manor, Caldera you will not be able to talk to the head as he is essential for the quest.


Q) I'm looking for a certain unique artifact [weapon/armour/jewelry/clothing]; where can I find it?

There is a list of all the unique artifacts and how/where to get them on the following sites:

http://www.uesp.net/wiki/Morrowind:Items

and:

http://www.gamefaqs.com/computer/doswin/game/3365.html
Look for the post: Legendary/Famous artifacts FAQ by Edrian Alix.
Or look for the post: Treasure Guide by Rojan.


Q) I'm looking for a certain book but cannot find it. Where is it?

If it's a rare book, always try Jobasha's Rare Books shop in the Vivec lower waistworks.
Further, here follows a few books and where you can find them.

Books :

Hanging Gardens -> Nculeftingth, lower levels [ID = bk_hanginggardenswasten]

Kagrenac's Journals -> Endusal, Kagrenac's study [ID = bk_kagrenac'sjournal_excl]

Kagrenac's Plans -> Tureynulal, Kagrenac's Library [ID = bk_kagrenac'sjournal_excl]

Progress of Truth -> [ID = bk_progressoftruth]

Vivec, Telvanni Tower
Vivec, Library of Vivec
Vivec, Jobasha's Rare Books
Vivec, Hall of Justice Secret Library
Tel Uvirith, Arelas House [Telvanni Stronghold!!]

Vampires of Vvardenfell II -> [ID = bk_vampiresofvvardenfell2]

First of, Jobasha sells one

Furthermore:

Vivec, Hall of Justice Secret Library
Vas, Tower
Mawia
Tureynulal, Kagrenac's Library
Tel Vos, Central tower
Odirniran, Tower
Galom Deus, Observatory

Then there is this link you could use to find any book.

http://www.gamespot.com/gamespot/gameguides/all/morrowind/23.html

To find all these places, use this map:

http://www.uesp.net/maps/mwmap/mwmap.shtml?

Type the name of the place [The name before every comma] in the box above the map.

You can also read all the books and notes online at this site: http://til.gamingsource.net/mwbooks/index.shtml


Q) I would like to change the weather. Is this by any means possible?

Yes, but only for the pc users. You can use the console to change the weather.
The syntax would be:

ChangeWeather, RegionID, TypeEnum
For example:

ChangeWeather, West Gash, 4

Changes the weather in the specified region right now. The weather will begin transitioning immediately. It will reselect a new weather on the next weather update (12 hours).

The weather type enum are as follows:
0 Clear
1 Cloudy
2 Foggy
3 Overcast
4 Rain
5 Thunder
6 Ash
7 Blight
8 Snow
9 Blizzard

Regions:

Regions
Ascadian Isles Region
Ashlands Region
Bitter Coast Region
Grazelands Region
Molag Mar Region
Mournhold Region
Red Mountain Region
Sheogorad
West Gash RegionBrodir Grove Region
Felsaad Coast Region
Hirstaang Forest Region
Moesring Mountains Region
Thirsk Region
Mournhold Region


To get your normal weather back open the console ~ and type:

GetCurrentWeather


Q) What's the deal with these Ordinators? I keep getting attacked in Vivec when they see me or when I talk to them?

You're getting attacked because you are wearing, or ever wore, their sacred armor. The cuirass and helm of the ordinator armor are scripted. When you wear it and you talk to one, they will forever keep attacking you in the future for the simple reason stated above. Even though you no longer wear their armor.
There are two ways of fixing this on PC, no way for the X-Box.

The first is to open the editor, look up the armour and delete the scripts from the helm and cuirass. Save the changes as a plug-in and you'll be ok in the future.

The second has been provided by Librarian27.


Now about the Ordinator's Armour problem I have found that they only attack if your wearing the helm or the Cuirass and talk to them thanks to a script called OrdonatorUniform so type the following kill the Ordinators that attack you but remember let them get the first strike after there all dead then you shouldn't be attacked anymore unless you talk to another Ordinator wearing the Cuirass or Helm.


"Ordinator Stationary"->SetDisposition 80
"Ordinator Stationary"->StopCombat Player
"Ordinator Stationary"->Setfight 10

"Ordinator Wander"->SetDisposition 80
"Ordinator Wander"->StopCombat Player
"Ordinator Wander"->Setfight 10
Set WearingOrdinatorUni to 0




Q) I have a bounty of less than 5000 gold on my head, how do I get rid of it?

You can either pay it to the guards or join the Thieves guild. When a member of the thieves you can get your bounty taken away at a low price in one of the guild houses.


Q) I have a bounty on my head but the guards are no longer trying to arrest me, instead they're trying to kill me on sight. What's up with that?

That's because you've got a bounty of over 5000 gold on your head. The guards are now no longer trying to arrest you but kill you. They've issued a death-warrant on you. You can still get rid of your bounty by joining the thieves guild. The death-warrant, however, will remain. The guards will not forget it. If you're on PC you can get rid of this warrant by using the console.

And if you're on the xbox there is still a way as explained by HETT;
Q) I have a bounty on my head but the guards are no longer trying to arrest me, instead they're trying to kill me on sight. What's up with that?

That's because you've got a bounty of of 5000 and over gold on your head. The guards are now no longer trying to arrest you but kill you. They've issued a death-warrant on you.

You can get rid of it by -

Doing the "bloodbath" quest for Larrius Varro will result in Varro removing any Bounty or Death Warrant.

As a member of the Thieves' Guild, completing the last quest for Sugar-Lips Habasi, Big Helende or Aengoth the Jeweler will cause them to reward you by lifting any Bounty or Death Warrant.

Finally, if you aren't Thieves' Guild and you are a male character, you can do the quests for Ahnassi, the Khajiit thief, at the Pelagiad, Halfway Tavern. Doing her last quest makes her lift any Bounty or Death Warrant you have.

The Death Warrant lifting is done via scripts, attached to the quests.

Only other thing to note is you can't join the Thieves' Guild if you have a Bounty. You have to get rid of the Bounty first, before you can join.


Librarian27 also provided a way of getting rid of this death-warrant.

Ok i have been getting lots of enquiries about this so i thought id post it all here to help,
the commands to stop the different guards from attacking you and clear your criminal record.

"Npc ID"->SetDisposition 80
"Npc ID"->StopCombat Player
"Npc ID"->Setfight 10
Payfine
SetPCCrimeLevel 0
Set mt_NewCrimeLevel to 0


Main Npc ID's are "Imperial Guard", "Imperial Archer", "Imperial Guard Captain", "Ordinator Stationary", "Ordinator Wander", "Ordinator _High Fane", "Telvanni Guard", "Telvanni Guard_Stand", "Telvanni Sharpshooter", "Redoran Guard Male", "Redoran Guard Female", "Hlaalu guard", Hlaalu Guard_Outside"
there are others but there is only 1 of each so its not worth noting.



Q) Can I store my items in containers and such?

Yes you can, all containers in Morrowind are safe to store your items in. The worst that will happen is that when you recover it the ownership will be changed to that of the chest owner (if there is one) and so be liable to confiscation if you ever get arrested.

You could also always just put your stuff on the ground. It's safe there. It will remain there for you to come back and pick it up again; you're the only thief in the game.

Note: Be extra careful with storing your items in containers which belong to a guild. If you store your items in there they will henceforth be flagged as possession (after you closed the container) of the owner of the container. Meaning that if you take your item back you will be seen as a thief, your crime will be reported and you will be expelled.


Q) I'm looking for a rich merchant to sell my items to, where can I find them?

The richest merchant in the game has 10000 gold. It's the Talking http://www.uesp.net/maps/mwmap/mwmap.shtml?centeron=Mudcrab%20Merchant. You can find it on the very first island South East of the Mzanch ruins. Use this map to find Mzanch ruins. He buys weapons, armour and potions at full price.

There is also a merchant with 9000 gold, he can be found in the Zainab Camp. This trader is the master trainer for mercentaile, however, so don't expect too much. ;)

And then there is Creeper. He's a unique scamp with 5000 gold to barter with. He can be found on the first floor of the Ghorak Manor in Caldera. He'll buy weapons, armour, miscellaneous items, potions and magic items at full price.


Q) What's the deal with merchants and their money and items to barter with?

The money of every merchant refreshes every 24 hrs. In game that is. So use the rest button to wait 24 hrs if you need them to have money again.
Same goes for their bartering goods. Most [not all!!] items they sell will refresh in 24 hrs. This goes especially for Alchemists and apothecaries. Their potions refresh after 24 hrs

Q) Can I sell items that are worth more then the amount of money a merchant has??

Yes, it's explained here;
Creative Bartering

The highest amount of money held by a merchant is 10000 which is carried by the mudcrab merchant, now of course many items are more expensive then that, so a way to get around that: say you want to sell something worth 200000 to the mudcrab merchant, what you do is go there with that one item that's so expensive and 19 items that are worth about 10000 or a little more, seems like a lot but there are plenty of those. Now sell him one of those items worth 10000 to get the full price, being 10000 gold. Now sleep for 24 hours, after which he once again has 10000 gold, sell him a second item of 10000. then sleep for another 24 hrs. well you get it, do this untill you've sold all those 19 items, then sleep for 24 hrs, and now sell him the item worth 200000 and at the same time, buy back those 19 other items. This gives you 200000 in gold and at the same time, you still have those 19 items you first sold to him. this works for the creeper as well but then you need to do it in sums of 5000 and not 10000.



Q) Where can I find other merchants?

Take a look at the following link. It'll list all the available merchants and their locations, as well as their bartering gold.

http://www.uesp.net/wiki/Morrowind:Services


Q) Why am I being attacked by shopkeepers while I'm trying to barter with legitimate goods?

his is most likely because you once in your travels stole a certain item of this particular Merchant. This is not necassary the baddest part. Fact is that ever since you stole an item of a certain type, every other item ingame of the same type will also be flagged as stolen. Say you stole a steel cuirass from a smith once, every other steel cuirass in the game will now also be flagged as stolen. This means you can never sell a steel cuirass to this smith again as he sees every steel cuirass as the one you stole from him earlier on, even whilst it's a different one.


Q) I have found the master trainer of skill X and thought I could train all the way up to hundred in that skill. But he somehow refuses to train me any further. How come?

What counts for every other trainer in the game also applies to Master trainers. They can not train your skill beyond its governing attribute. You will have to increase this attribute before you can get more training. There's a list of all the skills and their governing attributes in the

http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4516437


Q) I've heard about these so-called "Master Trainers". What are they and where can I find them?

Master Trainers are trainers which can train one of your skills all the way up to 100. In order to be able to do so you must make sure the governing attribute of that particular skill is also at 100, as you cannot train a skill beyond its governing skill.

For locations of all the Master trainers look in the:

http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4516437

Or

http://www.uesp.net/wiki/Morrowind:Master_Trainers


Q) Where can I find other trainers, aside from the Master Trainers?

Take a look at the following links. It'll list all the present trainers on Vvardenfell, the skills they train and where to find them.

http://www.uesp.net/wiki/Morrowind:Trainers

Or go to:

http://www.gamefaqs.com/computer/doswin/game/3365.html

And look for the post: Trainer Guide by Stevmill.

Q) There seems to be something wrong with my weight/encumbrance. What can I do about it?

This appears to be some sort of bug. There has been given an explanation and solution by a certain user whose name is now lost. But here's his post [his Real name appears to be Josh]:



If your weight is too high, the fix is easy. Drop everything out of inventory, pull down the console and type the following commands. I'll assume your weight is 126 heavy for this example:

player->additem "misc_soulgem_common" 1
player->removeitem ""misc_soulgem_common" 127

Now your weight is right Trust me, it works.

######################

If your weight is LOW, the solution is harder, but will still only take a little time. Again, I'm assuming you are too light by 126 here

First, go in to the editor and create a mod that makes misc_soulgem_common weigh 127. Save this mod as weightfix.

Load up your game using the new mod, drop everything, using the console type
player->additem "misc_soulgem_common" 1
Your weight will now be 1 with a 127 pound soulgem
now save and exit.

Un-select your mod from datafiles, you can delete it now.

Re-load and your weight be 1 with a 1 pound soulgem.

Problem solved. You can do a
player->removeitem ""misc_soulgem_common" 1 to get rid of that soulgem if you want, or you can just drop it



Q) Is there a difference between the types of arrows as they appear in the game?

Yes there is. Besides a difference in value and weight, values both shown to the player, there is also a difference in damage the different types of arrows can inflict as well as a difference in flight route. Some arrows drop faster than others. Heavier arrows faster than lighter ones. This counts for crossbow bolts as well.

Bonemold Arrow 1-4 [damage]
Chitin Arrow 1-2
Daedric Arrow 10-15
Ebony Arrow 5-10
Glass Arrow 1-6
Iron Arrow 1-3
Silver Arrow 1-3
Steel Arrow 1-4


Q) Can I murder someone without getting a bounty?

Yes you can. The trick is to let your opponent have the first strike. If you then hit back it's considered self-defense. Their are two ways of approach here. You can either taunt them into attacking you or you can use a "frenzy" spell. Succesful taunting depends highly on your speechcraft skill as well as your personality attribute. Keep taunting your target until you get a goodbye message.


Q) I talked to a guard and now some of my items have been confiscated. Why and how do I get them back?

Why? Because you had stolen them. Or you had similiar items in your inventory as the one you stole. All the items of the same type will get flagged as stolen and will be removed from your inventory. How to get them back? Your items have been transported to the nearest evidence chest from the place you were caught. There is a list of locations of all evidence chests here:

Seyda Neen, Census and Excise Office. In the same room as you arrive in, to the left of the door guard.
Sadrith Mora, Wolverine Hall: Fighter's Guild. In the room behind Hrundi.
Pelagiad, South Wall.
Moonmoth Legion Fort, Prison Towers
Ebonheart, Hawkmoth Legion Garrison
Buckmoth Legion Fort, Prison
Mournhold, Royal Palace Guards Quarters, Jail, on chests in the corner
Solstheim, Fort Frostmoth, Prison. Enter the prison, turn right to the chest.
If you find the 'Evidence Chests' in the nearest location to where you paid the fine, your items should be there. If they aren't, try some of the other Evidence Chests listed above.


Q) I need more mana to cast certain spells, how do I get more?

Your mana supply is determined solely by your intelligence skill. The level your intelligence attribute is will also be the amount of mana you have.That is why it's recommendable to use a mana enhancing sign to be born uder if you're planning on playing a mage. To increase this you will have to: increase your intelligence by enchanting items with a fortify intelligence spell, finding pre-enchanted items, using alchemy to make potions which'll increase your intelligence, use pre-made potions of this type or repeat all this but now with fortify Magicka. It's recommended, however, to use the fortify intelligence version as it is equally expensive to make and equally taxing on items when you enchant them. The attribute intelligence is the governing attribute of more skills and is therefore more useful to fortify than Magicka alone.


Q) How does my mana regenerate?

Mana regenerates by sleeping and sleeping alone. Just waiting will not regenerate your mana pool. However, if you are born under The Atronach sign even sleeping will not regenerate your mana. A side effect of this sign was the "stunted magicka". This means your mana will never regenerate. To still be able to do so you will have to use "absorb magicka" spells or items enchanted with this spell. If you are not averse of cheating PC users can use the followinf cheat to set their mana amount manually. Open the console ~ and type:

Player -> SetMagicka #

Where # is your prefered amount.


Q) Why can I not advance in my / a faction?

To be able to advance you will have to meet the requirements. The requirements needed for the next rank in any faction are shown to you if you hoover your cursor over that faction in your factionlist in your profile. A questgiver can reply in two ways if you ask for advancement. He/she can, besides saying you need to meet the requirements, also say you'll need to prove your worth a little more. Or something along those lines. This means you will have to complete more quests first before you can get advancement. If you're still stuck on this or aren't willing to wait any longer, then the PC version offers cheats to raise your rank manually.

Open the console ~ and type:

PcRaiseRank "faction ID"

This cheat will raise your rank in the faction [ID] you entered with one level.


Q) How can I delete a spell from my spell list?

On pc shift/click on the spell in the magic menu, say yes to "delete?"
On X-box you must press the white button and press A.


Q) I accidentally clicked the wrong button and now one or more of my inventory windows has diappeared. How can I get them back?

You can get all windows back by entering your inventory, right-click, and then click your health/fatique/magicka bar, current equipped weapon, current equipped spell or the mini map to bring back the corresponding windows. You can also click the little squares in the lower left of your screen while ingame.


Q) I finished the Umbra quest, but it doesn't say so in my journal. It's still listed as active in there. What can I do about this?

Well, if you're on X-Box there is nothing you can do about this. If you're on pc you can use a simple cheat to end this chapter.
Open the console ~ and type:

journal "Ms_Umbra" 60


Q) I'm looking for: Daedric armor/weapons, Ebony armor/weapons, Glass armor/weapons, other armor/weapons. Where can I find them?

Daedric armor & weapon locations can be found in the:

http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4532032

Also, all the other types of weapons and armors, as well as the Daedric armor/weapons can be found at:

http://www.uesp.net/wiki/Morrowind:Items

Or go to:

http://www.gamefaqs.com/computer/doswin/game/3365.html

And look at the post: Treasure Guide by Rojan.


Q) I've been given a quest to find a murderer in Vivec, but I can't find the murderer. Where is he?

It's a "she" really. Check the http://www.uesp.net/wiki/Morrowind:Mysterious_Killings_in_Vivec for the location.


Q) I've heard tales of a white guar. Where can I find it?

See the http://www.uesp.net/wiki/Morrowind%3a%44reams_of_a_White_Guar for directions.


Q) I'm looking for a certain NPC, but cannot find it. Where is he/she?

Look at either one of the following two links.

http://www.gamespot.com/gamespot/gameguides/all/morrowind/113.html
This site has a list with EVERY NPC and a little discription about their whereabouts and significance to the game.

Additionally, there is the Hamster map which shows the exact location of each npc. Can be found here;
http://mondgesaenge.de/MGES/morromap/index.htm


Q) Who is Crazy Batou? Is he related to the Main Quest because I killed him and got the doomed world message?

Crazy Batou is not a part of the Main Quest. The Devs forgot to unflag his tag as an essential NPC, that's all. There's another NPC like this, called Goris the Maggot King. If you kill him you will also receive this message. But fear not, they are NOT related to the Main Quest.

NOTE: It appears Goris the Maggot King is a little bit of an ambigious person regarding the doomed prophecy message. To some [Me] users it will show this message upon his death, whilst other users have not encountered this message. The latest patch (and GOTY) have removed this message.


Q) I've heard talk about this Backpath. What is this?

For your Information:

THE BACKPATH

The proper way of defeating Dagoth Ur is know as the Main Quest. At the end of it you'll get 3 magical items which will allow you to kill Dagoth Ur. The developers, however, also included a BACKPATH for those who messed up their Main Quest and are now unable to proceed. If this is your cause here's what you can do to still complete the game and kill Dagoth Ur.

Go to Vivec city and pay Vivec the God a visit. He resides in his temple, on the very south of Vivec city. If you kill him you will find a Unique Dwemer Artifact on his corpse. This artifact is in fact an inactivated Wraithguard. [One of the three items needed to kill Dagoth Ur and needed to hold Sunder and Keening, the other 2 items] To activate this Artifact to a Wraithguard travel to Tel Fyr and have a chat with the Last Living Dwarf, Yagrum Bagarn. He's the half-spider/dwarf creature in the Corprusarium. He will tell you something about the Artifact and how he can activate it. He'll ask you to find and retrieve two books which he needs for this.

You can find these books in two of the Four Citadels surrounding Red Mountain, where the greater minions of Dagoth Ur have their hiding places. The Planbook is in "Tureynulal", the Journal is in "Endusal".

Take these two books and the Unique Dwemer Artifact to Yagrum Bagam (the half-spider looking Last Dwarf) in the Corprusarium in Tel Fyr. He'll activate it for you, but you'll have to wait for 24 hours to get it back. However, he will only activate it if you have at least 220 health. This because once you get the Wraithguard and equip it for the first time you will lose 220 health [give or take a few] permanently!!! That's the penalty for screwing up. The Wraithguard you have now is exactly like the one Vivec would have given to you had you not messed up. Well, it's almost the same. It goes on your other hand/arm than the original. So, if you have played the Main Quest as it should have been played, and you did receive Wraithguard from Vivec the usual way, you can now kill him safely and get a 2nd Wraithguard.

Once you've got your Wraithguard you can now retrieve Keening and Sunder and kill Dagoth Ur.

Q) Do dragons exist?


Take a look at the following explanation given by WormGod.


Well well well, this old dead horse again.

Allow me, again, for the billion'th time....

Skylamps. They would actually be, moretheless, the Cliffracers. In short, the cliffracers came to Vvardenfell and pushed the dragons out. At one time, dragons flourished in Vvardenfell, being drawn to the comfort of the warmth in Red Mountain. The cliffracers grew in numbers (just as they appear to do in MW, since they seem to pop up behind you every 8 seconds). At first, this was not a problem for dragons. They were actually pretty good eating. But, just as a praying mantis is a big king of bugs, 1000 ants can easily take him. Thus, the dragons found themselves in a losing battle over the territory. Food sources and dwellings became overrun and the dragons simply packed their bags and moved on. The cliffracers plagued Red Mountain and in the end, drove the dragons out.

Some say the dragons moved on closer to Cyrodil, where they gained shelter and security from the Empire, along with dragons from other parts of Tamriel. Dragons are very sacred to the Empire, and as long as the Empire protects the dragons, the dragons MUST offer services to the Empire, such as aiding and protecting the Imperial forces in war (Redguard, the fight for Stros M'kai).

Just a little "in the know" for those who are curious about dragons. They DO exist, just not everywhere. Even in Cyrodil, where the majority of dragons may be, they are scarcely seen. Could it be they can shapeshift and use human form?

User avatar
James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Sat Sep 19, 2009 8:25 pm

Magics, spells, spell locations, enchanting, alchemy, ingredients

Magics, spells, spell locations, enchanting, alchemy, ingredients.


Q) Hey, some of my attributes have turned red, why is that and what can I do about it?

Some critters you encounter on your travels cast spells which damage your attributes. To restore them you will need to drink the proper restore potion or cast the proper restore spell.
For example: If your strength has been damaged you'll need to drink a "restore strength" potion or cast a "restore strength" spell
You could also see an imperial shrine to get your attributes restored. Make sure you un-equip all the items you wear which add a bonus to the attribute you are trying to restore.
Restoration of an attribute will not surpass the 100. So if you had a 120 strength; 100 basic and 20 by some item and your strength was damaged to 103 you cannot restore it if you don't un-equip the item which boosts the attribute. Also, same numbers, say that a certain attribute is damaged to 90. You can restore it, but only to 100 and not 120. When you un-equip that item with a +20 to strength, you'll see that your strength is really damaged to 70 and not 90. If you restore now, it will get restored all the way up to 100 again. Equip that item again and you'll have 120 strength again.



Q) Some of my skills seem to have been damaged and are red. Like some of my armour skills. Why is this? What can I do about it?

You likely have equipped a certain sword named Fury. It damages your armour skills. There are no potions or spells in the game which can restore skills, nor are there shrines which can do so.
If you're on pc you can use cheats to put them back to their value.

Open the console ~ and type:

player -> setskill xxx

or just retrain them. X-box users only have the option to retrain them, or reload.

- However, with the pc-patch version 1.2.0.722, Temple altars and shrines also restore damaged skills now. This is only the case for this patch [and later]. So if you're on X-Box or use a previous version of Morrowind, you cannot restore damaged skills.

- Also know that with this patch Fury no longer damages your armour skills but drains them instead


Q) I'm looking for a certain spell but cannot find it. Where can I buy a certain spell?

You can find all the spells and where to buy them on this site.

http://www.uesp.net/wiki/Morrowind:Spells


Q) I don't know what a certain spell beholds? What does it do?

There is a list in your Manual with every effect, not the spells. But if you know the effects, the spells are easy to recognize. The only difference between spells of the same type are their magnitude and duration.

Or you can look at the following link to see a list of all the spelleffects.

http://www.uesp.net/wiki/Morrowind:Spell_Effects


Q) I have a question about: Enchanting? Soulgems and their value? Soulgems and which creatures they can hold? Creatures and their levels? Constant effect enchantments? Other inside enchanting questions ?

The answers can all be found in the:

http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4516283


Q) I'm looking for Grand Soulgems, where can I find them? Or can I buy them somewhere?

No, you cannot buy them anywhere. There are no merchants who sell Grandsoulgems. Only the expansions [Tribunal] offer merchant[s] which'll sell grand soulgems.

Where can you find them? Grandsoulgems are levelled items [level 15+]. Meaning they will start to appear more and more frequently after you've reached that level and higher. They are random loot and can be found in most bandit/smuggler caves. Where you can always find them;

By Trunks2603 and Sorcerous Nord

* Ald Redaynia,tower - on the table next to the Bitter Cup
* Ald Sotha, shrine - on the offering plate
* Ball Fell, inner shrine - on the chest in front of Sheogorath
* Balmora, Guild of Mages - on Galbedir's table (filled)
* Derelict Shipwreck, cabin - by skeletal remains
* Dren Plantation, Dren's villa - in small chest
* Dun-Ahhe - next to skeleton on rock above water
* Hanud - behind the barrel a skeleton is leaning against
* Kora-Dur - on a plate
* Maelkashishi, shrine (2) -one is obvious, the other is on the fire pedestal near Sheogorath's
* Mournhold ? Craftsmans Hall, Godsreach, Elbert Nermarc restocks instantly 5 at a time.
* Sardith Mora, Gateway Inn, west wing - on the table
* Sardith Mora, Tel Naga, great hall - on a table in one of the alcoves downstairs
* Salmantu, shrine - in one of the sixth house troughs
* Tel Fyr, Hall of Fyr (2) - (very easy) on shelf
* Tel Mora, tower services (3) - look up high above Salam Andrethi's head for two of them.
* Tel Uvirith, Menas' house - only after a stronghold built
* Tel Uvirith, Omavel's house - only after a stronghold built
* Tel Uvirith, Seleth's house - only after a stronghold built
* Tel Vos, Aryon's chambers - on a ledge behind and above Aryon
* Vivec, Telvanni vault - on a table
* Vivec, Redoran trader - on shelf (he will sell it to you)
* Zebabi - on a bench in hidden alcove above Draryn Andrano

* On the following NPC's:
* Felen Maryon, Tel Branora, Upper tower, Therana's chamber (also sells the summon GS spell)
* Nevena Ules, Ules manor
* Goris the Maggot King, Venim ancestral tomb

Npcs would have to be killed or pickpocketed to get their gems.

Need it now?

* Player->AddItem "Misc_SoulGem_Grand" 1

Fadase Selvayn, a trader in Tel Branora, sells an infinite supply (restocking) of common, lesser and petty soul gems.

Q) I have a question about: Alchemy? What to use to make potions? What are these tools? Other inside alchemy questions?

The answers can all be found in the:

http://www.elderscrolls.com/forums/index.php?s=&showtopic=19&view=findpost&p=4515981

Or you can take a look at the following link for more Alchemy:

http://hhttp://www.uesp.net/wiki/Morrowind:Alchemy


Q) I know how to make potions, but what ingredients do I need for a certain potion?

You can find a very clever tool on:

http://morrowind.melian.cc/

which shows you exactly what ingredients you'll need for what potion.

Or go to:

http://www.gamefaqs.com/computer/doswin/game/3365.html

And take a look at the post: "Alchemy Potion FAQ" by Stevmill.


Q) Where can I find what ingredient?

Every ingredient can be found in Vvardenfell but requires travelling and close looking. There are also merchants whom sell ingredients.
Look at:

http://morrowind.melian.cc/restocking_vendor_list.php

to see what merchant sells which ingredient.


Q) Where can I find information about the ingredients and their effects?

At the forementioned;

http://morrowind.melian.cc/


Q) Do ingredients respawn?

That depends on the type of ingredient. Ingredients like flowers and fruits from plants do respawn. They are considered to be organic containers. And organic containers respawn their contents after 4 months of game time.
This does not count for ebony mines, diamond mines, pearl kollops and glass mines. These will not respawn their contents.


Q) What are the chances to cast a spell successfully?

Calculation for Spell Chance:
( [Luck / 8] + [Willpower / 4] + [Spell Skill * 2.5] - [Magic Cost * 1.25] ) * ( 0.6 + [0.4 * Current Fatigue / Max Fatigue] )
This goes to show that Fatigue and Luck really does matter.

User avatar
Tracey Duncan
 
Posts: 3299
Joined: Wed Apr 18, 2007 9:32 am

Post » Sat Sep 19, 2009 8:36 pm

How to use the Editor


Now a walkthrough on how to use the editor. It was written and posted by color=yellow] Slow [/color] some 15/16 months ago.


HOW TO USE THE EDITOR composed by SLOW



Basically, these are pretty detailed directions on how to use The Elder Scrolls Construction Set (TESCS) to find things, and how to use the console with this information.

You can find the itemID's in the editor.

Pres START button, goto Programs, then Bethesda Softworks, then TES Construction Set, then launch it.
You'll get the TESCS. Now you have to load it:
Press File, now press DATA FILES, you'll see Morrowind.esm. Click to the left of it until you put an "X" in the box to the left of it. Now click OK in bottom right corner. Wait for it to load.
You'll get several windows. One of them will be an "Object Window" That's where you get the ID's from. Look at it, play with it for awhile, it's easy to use.
You can sort items by name, IDs, even enchantment points. Just click on the category. It will re-arrange items from, say for example: A to Z, if you click again Z to A, or from 0 to most, etc. I usually sort items by name.


Console commands:

-------------------------
To add items:
------------

player->additem "itemIDfromTESC" x
where x is the count in numbers, example: 1, 5, 10, 50... player->additem "misc_soulgem_azura" 2
Note: Some people might have problems adding Sanguine Items. The most common way to search for them is by "Enchanting" tab. When you find the one you need, that's not the ITEM. That is the enchanting ID. You want the item, right? This is how to get it:
a. Select the enchanting you want.
b. Right click it, and click info. Top half part of the window will show the ITEMID's of all the items that use this enchanting. Copy this item-id, not the enchantingID

--------------
I found the ItemID, but I don't want to cheat, I want to know where to find this item legitly!
--------------

Select the item, right click it, select "Info. Top half of the window will show NPCs or Containers that house this item (The item cannot be taken from plain view. It's "in" something. Merchants don't fall into this category, because each merchant's items are in a nearby chest.)

a.) The bottom half of the window will list places that this item is in.

b.) If you've been into this place, or the place is very big (example: Daedric Long Bow in Maelkashishi, shrine, forgotten galleries) double click on the place's name. This will freeze the editor for a couple of seconds. This is loading the window that houses images. Find this window (it has no title on top, and it will start out as very dark, but some sort of image-inside) Click this window once, and press A. This will make it brighter. Now (I hope your mouse has a scrollbar) scroll down, this will Zoom Out of the item. You'll be able to see in detail where the item is. If you can't see well, you can do this:

c.) Zoom out as much as you can, so you can see whole place (in 3d). Now click and drag your mouse cursor over the whole place. (select) This will highlight everything. Now right click somewhere on the image, and whole HOLDING THE RIGHT MOUSE BUTTON, move your mouse left or right, this will TURN the place around, allowing you for much better view (if you need). Note: Turn your mouse slowly.

----------
To add a soulgem with a soul in it:
----------

player->Addsoulgem "soulnamehere" soulgemid
example:
player->addsoulgem "golden saint" misc_soulgem_azura
...will add Azura's Star with a Golden Saint in it.
To add vivec's soul into a soulgem, his soulname is "vivec_god" so it would be:
player->addsoulgem "vivec_god" misc_soulgem_azura

-----------
To update journal entries yourself:
-----------

In TES, after it's loaded goto CHARACTER, now click DIALOGUE. Once this window loads, you'll see on top things like "Topic" "Voice" "Greeting"
to the right of these you'll see a small arrow like so: |> Clicking this arrow a couple of times will reveal a "Journal" tab. Click on this tab.
Now you'll need to find the journal entry you want to update, keep in mind that most:

a.) Main Quest related entries begin with a1_, a2_, b5_ etc.
b.) all other ones begin with name of the guild, example:
il_ for imperial legion, hh_ for house hlaalu, fg_ for fighters guild, etc.
Once you find the one, look on the right. You'll see some lines with numbers following them.
Read the lines. Find the one you want. (say you want to find one that says that Divayth Fyr will forgive you for killing one of the inmates... you find it, it's ID is:
a2_3_corpruskiller.

Now you want to find one that says he'll forgive you, it's index is 30... so the whole thing will look like:

Journal Formula:
journal "journalID" index
in this case, it will be:
journal "a2_3_corpruskiller" 30

*Note: If you can't find the entry by yourself, you can use the "topic" window, and look for a dialogue topic that houses this entry. Look through the topics, in the bottom half of the window it will say what happens when someone says something. (you'll see what I mean) You can sort topics by who says it. So you'll see only the things that ONE PERSON says. To do this, use the small window in bottom left corner. It's empty right now, if you click on it, you'll get a VERY long list of NPCs. Find one you need (names start with first name, so don't expect to find "Saryoni". it will be listed as "Tholer Saryoni". If you can't find the NPC you need, look in the "Find Text" section of this post.

-----------
Find Text
-----------

One of the most useful features.
Goto Edit, then find the "Find text". This brings a very nice search window. Type what you're looking for: it can be anything even if you're not certain of. Such as NPC last names, item names, id's, anything. Hit search (or enter) this will display the list of all things that have anything to do with this: Journal entries, topics, npcs, objects, anything.
Very very helpful
User avatar
Courtney Foren
 
Posts: 3418
Joined: Sun Mar 11, 2007 6:49 am

Post » Sat Sep 19, 2009 3:33 pm

How to make your enchantments more useful

This is also a post written and posted by Slow .

HOW TO MAKE YOUR ENCHANTMENTS MORE USEFUL



Now, a small tip on enchanting Constant Effect
---------------------------------------------------------
You can achieve much better effects on your enchantments if you use range. What does that mean? Consider this:

You enchant, say Daedric Tower shield with this:
-Constant Effect Chameleon on self.
-Magnitude 44-44 right?..No.

To achieve much better results, enchant your constant effect like this:
-Constant Effect Chameleon on self
-Magnitude 0-89
Why?

The value that you get is chosen randomly, from the range that you specified (0-89). Randomly means it can be 5% one time, it can be 88% or you can get 0% on your enchantment.
But. The value stays as long as the item (in this case, shield), is EQUIPPED. So if you UNEQUIP your item (shield), and EQUIP it again, the value of the enchantment will be Re-Chosen!
So basically, all you have you do is to unequip and then equip the item until you get the value that you want (I prefer near maximum, say 85%+).

There is something you have to do, which maybe overlooked, and causes this not to work.
Enchantments need to take place. You let them take place by EXITING your inventory screen(on PC, right clicking mouse button anywhere, to go back to the game world). You'll see sparks fly and sound of enchantment taking place. Nwo you go back to the inventory screen (right click), and check the value either: In the bottom right corner, near the map. There is a set of icons, find one that says the name of your item (In this case, Daedric Tower Shield) and check the value it says. If you don't like it, goto your inventory, unequip the item (the enchantment icon disappears), and equip it again. Now exit the screen to let enchantment take place, then enter it again. Rinse and repeat.

Step by Step:
-----------------
1)Take an item you want to enchant with constant effect:
2) Goto an enchanter
3) At the enchanting screen, select a Grand Soul Gem (or Azura's Star) with a Golden Saint or an Ascended Sleeper in it. And select your item.
4) In bottoom left corner, make sure it says "Constant Effect"
5) Now choose what you want to enchant it with. You might want:
*Fortify Attribute (Strength, Agility, Speed, Intelligence, Willpower, etc)
*Fortify Health / Magicka / Fatigue
*Resist Magicka / Fire / Frost / Shock
*Chameleon
*NightEye
*Sanctuary
6) Click on the effect, this will give you the maginute / duration window.
7) In this window, click on top button until it says "Self"
8) For Magnitude, select 0 (Zero!) for minimum (top) and the highest your item can hold for maximum.
9) You'll end up with something like 0-47, 0-89, 0-23, etc..
10) Click Ok and enchant the item.
-------
11) Open your inventory screen. Move it to the BOTTOM left corner.
12) Also open your Spells screen. Move to the TOP LEFT corner.
13) Look in your inventory for the item you've created.
14) When you found it, select it, and equip it.
15) Now exit these screens and go back to the game world (Right click for PC)
16) You'll hear the sound of a spell / enchantment
17) You don't have to wait no time, just go back to the inventory/spells screen (right click again)
18) Move your mouse button to the Spell screen. On top of that screen, you'll see a set of icons that show different enchantments you have on yourself.
19) Find one that you've made, by moving your mouse over different icons, and look for the name of the item you've created.
20) Near the name, you'll see a value (such as chameleon 70%, fortify strength 21 pts, etc.)
21) If you don't like the value you got: left click the item you've made (either on your character or on the right side of your inv. screen). When you left click, you'll "pick-up" the item. Now drag it over your character's picture and left click. This will equip the item back on (Note: if you look in your spells screen, the item is gone from the list.)
22) Right click to exit this screen. Now right click again to go back to this screen. You'll see That the icon is back on the spells screen, with a different value.
23) Repeat until you get what you want, or close to what you want.

Note: Sometimes when you do everything right, you'll still get the same value. This is ok. That means that the random value was chosen over, and you got the same thing you had before. Just repeat again, and you'll see something new
User avatar
joeK
 
Posts: 3370
Joined: Tue Jul 10, 2007 10:22 am

Post » Sat Sep 19, 2009 1:05 pm

Things you might now have known

Once again, an old post from Slow .

THINGS YOU MIGHT NOT HAVE KNOWN



1) If an NPC is standing in your way, you can press JUMP a lot of times, and a lot of times you can get through that annoying person.

2) To level acrobatics fast, fall down from great heights (hurt yourself)

3) Running levels athletics very slowly, contrary to common belief

4) Most of the monsters you meet depend on your current level - the lower level you are, the more rats you'll see.

5) If you make yourself a constant effect 70%+ Chameleon, and have 50+ sneak, you can steal anything from almost anywhere (right in front of people)

6) With the latter (chameleon+sneak) and a good weapon, you can kill almost anyone naked, as long as you hit your foes from behind while sneaking.

7) The weapon damage (say 1-60), is not chosen randomly like in most RPG's. In morrowind, the damage you inflict is proportional to the length of time you hold your button pressed.

8) To inflict most damage, you should check "Always use Best attack" button in the "options".

9) To finish main quest all you need is: to have vivec living and to have Yagarum (last dwarf) living, and to know where sunder+keening are.

10) PC version can help you fix 100% of the bugs you might encounter through console.

11) Xbox doesn't have console - a lot of times you'll end up restarting

12) The format to give yourself another item is player->additem "itemIDhere" 1

13) If you're not good with the editor, you can guess item IDs by following this:
a. If it's a weapon or an armor, a lot of times the itemid will start with the type of material (say, daedric), followed by either a SPACE and an item name or this character _ . *ie: daedric_towershield ; chitin helm ; steel bolt
Note: 90% of weapon itemID's do NOT have _ character in them. Try space first
b. almost all books start with "bk_namehere" ie: "bk_blackglove" ; "bk_bluebookofriddles" ; "bk_bookofdaedra"
Note: Book ids do not save articles: the and a are not part of the bookId's.
c. Most ingredients start with
ingred_namehere - if name consits of 2 parts, there is a _ between them, and at the end of most items, there is a _01 part.
examples: ingred_bread_01 ; ingred_bonemeal_01 ; ingred_corprus_weepings_01 ;
but, not all ingred follow that rule, most do.
Exmpls: ingred_bc_hypha_facia ; ingred_gold_kanet_unique (Roland's tear); ingred_bc_coda_flower ; ingred_bc_bungler's_bane
d. items that are kind of like "other" usually have nothing in front (type) or they have "misc_"
Exmpls:
index_beran; index_andra, misc_soulgem_azura ; key_arrile; key_aryon_chest; misc_fakesoulgem; misc_goblet_dagoth
e. Clothing usually usually follows type_ name pattern:
"adusamsi's_ring"; "belt of vigor" ; "caius_pants" ; "exquisite_ring_01";
Note: all type's such as common, expensive etc have _01 at the end, or _02 - depending on how it looks like.
f. lockpicks go like this:
pick_apprentice_01; pick_grandmaster; pick_journeyman_01; pick_master; pick_secretmaster; skeleton_key

14) You can insert a soulgem in soulgem through console - format is:
player->addsoulgem "NameofTheCreatureHere" soulgemIDhere
example:
player->addsoulgem "winged twilight" misc_soulgem_grand
player->addsoulgem "golden saint" misc_soulgem_azura
Note: If you want to put vivec's soul into a gem, his NPC id is "vivec_god"

15) You dont need Cuirass of Savior's hide to resist boots of blinding speed. Use a potion "resist magicka", even after the effect wears off, you'll still be able to see.

16) You can update journal entries yourself through console. But you will need to use TES to get the id and index - format is
journal "journalIDhere" x
where x = index
Ex: journal "a2_3_corpruskiller" 30 gets rid of divayth fyr saying "you killed one of the inmates... goodbye"

17) You can teleport yourself anywhere using console - format is
coc "TwoOrMorePartLocationNameHere"
or
coc OneWordLocationName
examples:

coc "vivec, curio manor"
coc "sadrith mora, telvanni council house"
coc ald-ruhn
coc suran
coc pelagiad
coc felasmaryon
Note: The location ID's of fighters and mages guilds are:
"guild of fighters" and "guild of mages"
ie:
coc "vivec, guild of fighters"

18) you can achieve very good effects with constant effects by using range.

19) you cannot become a god

20) if you get all 27 threads of webspinner you'll get a nice spell that never fails

21) Waterbreathing spell is useless, because it takes you half an hour to drown

22) if you use boots of blinding speed, put "constant effect levitate 1-1" on the least enchantable item you have - you'll still move fast and dont waste enchantment points on one of good things.

23) Randagulf's Gauntlets are hidden behind a chest in the room where you kill Dagoth Gares

24) Imperial Cult, Temple and the main quest get you the most reputation points

25) In the "get money from..." part of imperial cult, you dont have to go anywhere, just exit the conversation screen and enter again, and pay out of your own pocket (they only ask for like 200 gp each time)

26) Ebony mail, a very powerful armor can be only gotten by advancing to the highest rank of the temple

27) if you're patriarch of the temple, you can ask for some artifacts back from the person that you gave them (such as cleaver of)

28) There are several post-game quests after you finish the main quest

29) Umbra's Sword and Chrysamere are seriously overrated - both have cast when used - which is useless on a sword. An enchanted daedric dai katana/claymore or even a simple one handed katana is better.

30) You can put some items on quickkeys - to access these press F1

31) If you equip a shield, then switch to a 2 handed weapon through quickkeys, the bonuses from the shield (ac and enchantments) stay, although you wont be able to block.

32) Clothing is highly enchantable - pants, shirt and robe each have 60 enchantment slots

33) Daedric Warhammer, although has high damage is slower than long blades, which means that dai katana and the likes can dish out more damage faster

34) Warhammer is a perfect weapon to use with critical strike, for its high max damage

35) You can do a critical hit by going behind your target (make sure the target did NOT turn around and say something to you - in voice), press and holding sneak until you get a sneak icon, taking out your weapon, and going a little close to the target - DO NOT get too close. See how far your reach with the weapon is, if you hit nothing but air first time, get a little closer

36) Bows, although can be enchanted are not affected by enchantments - their damage stays the same and they dont paralyze

37) Type of arrows modify the damage you inflict. The better the arrows, the better the damage. The best type of arrows/ bolts to use (that can be bought) is steel.

38) You CAN inflict a critical hit with a bow/crossbow by doing same thing as if you had a melee weapon - just get far enough and make sure you're sneaking. You will NOT be given a "critical hit" message though. But if you do it properly, you will inflict one. With proper technique, it's possible to take out a Golden Saint with 1 shot from a Dwarven Crossbow
User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Sat Sep 19, 2009 12:39 pm

MAPS

Here follows a short list of various maps for Morrowind, links, interactive maps etc.


Interactive maps:

- http://www.uesp.net/maps/mwmap/mwmap.shtml?
- http://mondgesaenge.de/MGES/morromap/index.htm

Downloadable interactive maps:

- http://www.fileplanet.com/files/110000/110356.shtml
- http://mondgesaenge.de/MGES/morromap/morromap.zip

Paper maps and the like:

- http://hosted.planetelderscrolls.gamespy.com/travelguide/maptravel/travelmap.gif for all means of travelling.
- http://www.gamebanshee.com/morrowind/maplocations/vvardenfell.php#null
- http://www.imperial-library.info/maps/maps_morrowind.shtml with many, many more maps.


Mournhold Maps

http://img.photobucket.com/albums/v400/anarchybloome/Morrowind/mournhold_map_proper.jpg
http://www.uhs-hints.com/uhsweb/hints/tribunal/1013.php
http://www.uhs-hints.com/uhsweb/hints/tribunal/1015.php
http://www.uhs-hints.com/uhsweb/hints/tribunal/1079.php
http://www.uhs-hints.com/uhsweb/hints/tribunal/1085.php
http://www.uhs-hints.com/uhsweb/hints/tribunal/1138.php
http://www.uhs-hints.com/uhsweb/hints/tribunal/1140.php
http://www.uesp.net/wiki/Tribunal:The_Clockwork_City

Solstheim Maps

http://www.uhs-hints.com/uhsweb/hints/bloodmn/21.php
User avatar
kennedy
 
Posts: 3299
Joined: Mon Oct 16, 2006 1:53 am

Post » Sat Sep 19, 2009 10:05 pm

Alchemy Guide
By Darliandor

What is the Alchemy skill?
Alchemy is one of Magical Arts skills. With this skill you are able to identify properties of ingredients.

These ingredients can, in combination with the required apparatus, then be used to render powerful potions, that can provide cure from diseases, fortify your attributes or restore the characters attributes.

As with any skill, Alchemy comes with a governing attribute, which is Intelligence. Like all governing attributes, it has a substantial influence on the power of your skill, in the way of increasing its effectiveness.


Why using the Alchemy skill?
Alchemy, though it might seem difficult to understand and use, is the one most powerful skill in the game. Creating potions, hording ingredients and carrying around the required apparatus might seem a tedious task, but the benefits of not having to rely on buying potions and the immense benefit of selfmade potions that have a higher magnitude and duration, unlike any Excellent/Superb Potion you might obtain, speak for themselves.

Getting your way around and into alchemy is the key factor and might occupy some time to understand, which is actually about the only drawback that you might consider.


What do I need to practice Alchemy?
You will require to either train your Alchemy skill by eating ingredients or obtain training from a trainer, aswell as getting hold on a mortar and pestle and ingredients to make potions yourself.

What are ingredients?
Ingredients are mundane substances that can be retrieved from plants, dead animals, mines or bought from vendors. Ingredients can be distinguised from other items, as they will show up to 4 effects when you hover your mouse over them.

What are ingredient effects/properties?
Ingredient effects are properties that have been attributed to such an item.
They range from restorative effects, damaging effects and fortifying effects, as they can also be found on spell and scrolls.


Are there different ingredient properties?
There are 71 (74 with the Tribunal Expansion) ingredient properties in the standard game, which can be grouped into the following categories: Cure, Damage, Detect, Drain Attribute, Feather, Shield (from natural powers), Fortify Attribute, Resist and Restore Attribute.

Effects that are not categorized are: Burden, Dispel, Feather, Levitate, Light, Night Eye, Paralyze, Poison and Reflect.


How many effects/properties can appear on an ingredient?
The number of effects attributed to an ingredient ranges from 1 to 4.

Where can I obtain ingredients?
Obtain ingredients from their respective plant, animal, location or vendor, alchemist.

When do grown ingredients respawn?
Grown ingredients will respawn after a month, gametime.

When are bought ingredients restocked at their vendor?
If you spot ingredients that an amount of 5 or higher, in the vendors barter screen, you will notice that those ingredients respawn as soon as you have bought the amount and quit the barter screen. Open it again. Voila the ingredients are back.
If the amount is lower than 5, the respawn time should be 24 hours, gametime.


Why are ingredients stacked in 2 heaps in your inventory, instead of 1? OR better said: What are cursed ingredients?
The only time this will happen, is when you pick an ingredient which is cursed. They have a spell attached which will summon a Daedra or something likely, when you pick them up.

This is a flaw in the game, since you will be able to combine a ruby and a cursed ruby when creating potions. They both come from their own stack, and so you can make a potion that has all the 4 effects of rubies.

This is only possible with the cursed versions and not any other "normal" ingredients.

What are the Alchemy apparatus and what are they used for?
Mortar & Pestle:
The one apparatus that is required is the mortar and pestle. This is the basic apparatus you need to combine two or more ingredients into a potion.
Retort:
The retort is optional and increases the magnitude and duration of all positive effects.
Calcinator:
The calcinator is optional and increases the magnitude and duration of ALL effects, both postive and negative.
Alembic:
The alembix is optional and decreases the magnitude of all negative effects. So if you are planning on creating just positive effect potions, you will not necessarily need this apparatus.


Are there different qualities of apparatus?
Alchemist aparatus come in different qualities, as each higher quality will improve the respective function of the apparatus:
(listed in ascending order)
1. Apprentice's
2. Journeyman's
3. Master's
4. Grand Master's
5. Secret Grand Master's

The Secret Grand Master's apparti are not present in the standard shipped game and could for now only be added with a mod.

Where can I find/buy/get Alchemy apparatus?
Most lower quality apparatus can be found at vendors that sell ingredients. (see the vendorlist on this site for more information on that topic)
A Master's set can be found in the Caldera Mages guild, at the top of a little tower, and seems to be free to use and take home
There exists also some Grand Master's apparati, which can be obtained from the Secret Alchemy Master trainer, in the Valenvaryon stronghold.


How and at what Alchemy Level will I see ingredient properties?
Open your inventory and point your mouse-cursor at an ingredient to see effects.
1st effect, Alchemy Skill level 15.
2nd effect, Alchemy Skill level 30.
3rd effect Alchemy Skill level 45.
4th effect Alchemy Skill level 60.
Thank you HETT for this correct info.


What Skill level do i need to practice Alchemy?
Actually, you can start out with zero as with any other skill.
At least level 20-30 is where the skill starts to get useful, the higher the better. Only around Skillevel 50-60 will you be able to see all ingredient properties.


How do I train my Alchemy skill?
You can either eat ingredients, get a Trainer to teach you the alchemy skill or last but not least, practice by making your own potions.

Does my Intelligence have any influence on my alchemical skills?
From all the things needed for alchemy, the characters intelligence is the highest multiplier when it comes to determine the duration and points that go into a potion. High intelligence, possibly achieved through drinking potions themselves, are the key to extremly powerful potions.

How do I mix potions?
Drop any of the Alchemy apparatus from your inventory onto your character portrait.

A menu will appear where all the apparatus will be shown, that are present in your inventory. Below those there are 4 free slots where you can place ingredients by lcicking on the respective slot. Clicking on the empty slots you can select ingredients, and the desired ingredient will put in the clicked slot (one slot can hold more than ingrdient of the same type!).

An effect will be added to the potion, if 2 effects of the selected ingredients match. With this procedure potions with a maximum of 5 effect can be created. A maximum of for ingredients can be put into one potion. Last but not least, before pressing "Ok", you can name the potion. If no name is given, this menu will provide a name of its own for the new potion.


How are duration and points that go into the potion effects, calculated?
As nobody besides Bethesda knows what the exact potion generation formula is, I will just list some general information concerning that here.
The quality and the kind (Retort, Calcinator) of apparatus have an effect, your amount of alchemy skill and MOST of all the characters intelligence attribute! One rule, the higher/more the better!


Do potions of the same kind stack?
Yes potions of the same kind do stack, though it does not count for all kinds of potions. For example Levitate does not stack, but all the Fortify and Restore attribute effects do! So there is nothing in the way of some insanly high attributes.

Are there ingredient effects/properties, that can not be made into a potion?
Those effects are Damage Intelligence, Resist Fatigue, Vampirism and Weakness to Poison.

What about the myths, that have popped up about the alchemy skill?
Can Skooma be made with the alchemy skill?
Nope there is no way to make Skooma out of any ingredient combination. Sorry for you, you addicts!!

Can a Vampire Potion be made with the alchemy skill?
Since vampire dust is the only ingredient with the effect "vampirism" there is no possible way to make vampire potions in the standard game. Though there is a mod around that can let you make such a potion.

Is it possible to contract Vampirism by eating vampire dust?
Some people seem to have made the conception that this is possible. Sofar it has not been proven and is so considered a mere speculation.
First of all "vampirism" is not the first property of vampire dust and can so not have an effect on you when eaten. That is at least what the game rules say.

A way to find out, if there is any proof of this myth, would be to get your alchemy skill to 100 and your characters intelligence and luck up to some insane few thousands points with potions. Then eat alot of vampire dust, without having any fights before or inbetween with vampires, since else you might just have contracted vampirism from the vampires and not the ingredient.

Another fact that this idea would be a mere myth, is that whoever tells you about this, will have had contact and fights with vampires and will mostly then have tried eating the vampire dust found in the vampires corpse. So they will have contracted vampirism from the vampire and not the dust, though it might seem otherwise (or wishing to be seen otherwise).
Further investigation is going into this, since it would be funny to be a part time vampire


More About Alchemy
From: http://www.phuphus.com translated from french by JohnnyRTFM

The ingredients:
You will find all Morrowind ingredients in http://www.phuphus.com/morrowind_E__alchimie_liste_ingredients.htm. Finally, to mix them, you will require the proper implements.

Your PC will be able to identify the effects of various ingredients based on his/her Alchemy skill level:

Alchemy skill of 15: First effect
Alchemy skill of 30: First two effects
Alchemy skill of 45: First three effects
Alchemy skill of 60: All effects


The implements:
There are four basic alchemical implements in Morrowind; the mortar and pestle, the retort, the alembic, and the calcinator.

Mortar and pestle: Required to make any potion, this is your most basic tool
Retort: Increases the duration of all positive effects of a potion. The value of this increase is fixed and does not rise in proportion to the base potency of the potion. As such, this is only useful for relatively weak potions.
Calcinator: Increases the potency of all effects of a potion. While it increases the potency of positive effects slightly more than it does for negative effects, the difference is not significant enough to make this apparatus worth using.
Alembic: Reduces all negative effects of a potion. Unlike the calcinator and retort, the effects of this apparatus are not negligible.

All implements are available in five qualities:
Apprentice: Quality 0.5
Journeyman: Quality 1.0
Master: Quality 1.2
Grand Master: Quality 1.5
Secret Master: Quality 2.0

Note that the Secret Master apparatus are not in the official game, so don't waste your time looking for them; they exist solely in the editor. You may find them included in third-party mods, however.


Quality of created potions:
The potency of potions created depends above all else on your competence in alchemy, and on the quality of the apparatus used. In any case, even with a low alchemy skill score, you will still be able to create potions more powerful than those commercially available. A potions effects are calculated as follows:

Duration = [ ( Alchemy + [ ( Intelligence + Luck ) / 10 ] ) / Cost ] * Quality

Potency = Duration / 3

Where:
Duration: Duration of the potion's effects
Alchemy: Character's alchemy skill score
Intelligence: Character's Intelligence attribute score
Luck: Character's Luck attribute score
Cost: Base magicka cost of a given effect. Consult http://www.phuphus.com/morrowind_B__magie_liste_effets.htm for a detailed breakdown.
Quality: Quality of the mortar and pestle used in the creation of the potion (see values above)
Potency: Potency of the effect

Potions created will follow the format: "Drain fatigue 'Magnitude' for 'Duration' seconds." Mixing two or more ingredients posessing the same magical effects has no effect on the potency of the potion.

I will not detail the effects of the secondary apparatus (Calcinator and Retort) as they are largely anecdotal. The alembic, on the other hand, has a worthwhile effect on a potion's negative effects. Using an alembic, the formula (only for negative effects) becomes:

Duration_Alembic = Duration / ( 1 + Quality) (ie. a Journeyman's alembic will reduce negative effects by half)

Potency_Alembic = Duration_Alembic / 3

Quality refers to the quality of the alembic listed earlier.

User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Sun Sep 20, 2009 12:12 am

Enchanting Guide
Umrahel

Souls
All biological creatures in the game have souls and can be caught, including ghosts and skeletons. Mechanical units, such as the Dwemer Centurion Sphere, Dwemer Steam Centurion and Dwemer Spider have no souls. Each kind of creature has a different size of soul. The easy low-level creatures will have lower valued souls then the more difficult high-level creatures.

Creatures, soulvalue, and level of creature
- Alit, 20, 3
- Alit-blighted, 25, 7
- Alit-diseased, 25, 3
- Ancestor ghost, 100, 1
- Ascended sleeper, 400, 25
- Ash ghoul, 250, 15
- Ash slave, 100, 5
- Ash zombie, 100, 8
- Atronach Flame, 105, 7
- Atronach Frost, 138, 9
- Atronach Storm, 150, 15
- Bonelord, 100, 8
- Bonewalker, 75, 4
- Bonewalker Lesser, 65, 3
- Bonewalker Greater, 75, 7
- Clannfear, 100, 7
- Cliffracer 20, 4
- Cliffracer Blighted 20, 8
- Cliffracer Diseased 20, 4
- Corpus Lame 160, 8
- Corpus Stalker, 100, 5
- Daedroth, 195, 12
- Dremora, 100, 9
- Dremora Lord, 200, 12
- Dreugh, 75, 5
- Dwarven Ghost, 200, 5
- Golden Saint, 400, 20
- Guar, 20, 3
- Guar Wild, 20, 3
- Hunger, 250, 11
- Kagouti, 20, 4
- Kagouti Blighted, 20, 8
- Kagouti Dieased, 20, 4
- Kwama Forager, 15, 2
- Kwama Forager Blighted, 15, 6
- Kwama Queen, 30, 6
- Kwama Warrior, 20, 3
- Kwama Blighted Warrior, 30, 7
- Kwama Worker, 8, 2
- Kwama Blighted Worker, 8, 6
- Kwama Diseased Worker, 8, 2
- Kwama Entrance, 8, 2
- Mudcrab, 5, 1
- Mudcrab Diseased, 5, 1
- Netch Betty, 75, 10
- Netch Bull, 50, 4
- Nixhound, 10, 2
- Nixhound Blighted, 10, 6
- Ogrim, 165, 11
- Ogrim Titan, 70, 15
- Rat, 10, 2
- Rat Blighted, 10, 4
- Rat Diseased, 40, 3
- Scamp, 100, 5
- Scrib, 10, 1
- Scrib Blighted, 30, 4
- Scrib Diseased, 30, 1
- Shalk, 30, 6
- Shalk Blighted, 30, 10
- Shalk Diseased, 30, 6
- Skeleton, 30, 3
- Skeleton Archer, 30, 3
- Skeleton Champion, 200, 10
- Skeleton Warrior, 30, 7
- Skeleton Entrance, 30, 2
- Slaughterfish, 10, 2
- Slaughterfish Small, 10, 2
- Winged Twilight, 300, 15
- Vivec God, 1000, 100

The creatures listed here are all the common creatures as they will appear in the game. The unique creatures bonded to certain places and quests are not listed. Such as the different Dagoths, but these all have souls with a value of at least 250, so grand soulgems are needed to trap them. Only Vivec I put in. Know that Dagoth Ur himself has no soul.

BTW: Not important for the enchanting itself, but you will notice loaded soulgems can be worth quite some drakes. The price of a loaded soulgems is made up by this formulae; -> value soulgem X value soul.


Trapping Souls
Before you can use souls, you have to 'trap' them. You'll need a soultrap spell to do this. Cast the soultrap on the creature which soul you want. A purple kind of twinkle will start swirling around the creature after you've cast the spell successfully. Now you have to kill the creature before the spell wears of. If you succeed, you will get a message which will tell you; "you caught a soul".

NOTE: Always make sure you have the proper kind of soulgem in your inventory to trap the soul in.
BTW: Some of the creatures you encounter use 'dispel' after you trapped them. Cast the spell again.
BTW 2: NPC's have no souls! (At least no souls which can be trapped)


Soulgems
Not every soul will fit in every gem, it's good to know which soul fits in which gem.
The basic rule is this. Each kind of soulgem can contain a soul which is maximal three times as big as the value of the soulgem.
For example: Petty soulgems can contain souls which are max. 30. Common soulgems 120 and Grand 600. That means that if you wish to trap Vivec's soul you'll need Azura's star.
If you have different kind of soulgems in your inventory, the caught soul will be trapped in the smallest gem possible.

The different soulgems in the games are the following:
In order of value, and thus containment size:
- petty soulgem value 10
- lesser soulgem value 20
- common soulgem value 40
- greater soulgem value 60
- grand soulgem value 200
- AZURA'S STAR value 5000
NOTE: Azura's star is a special case compared to the other soulgems. All soulgems are used up, and disappear, when you actually use them. Azura's Star however is a reusable soulgem. This means the gem will not disappear after you use it, but only the soul it contained. The gem itself will be empty again and can be used again.
BTW -> Azura's Star is a unique item!


Infinite Soul Gems
You can buy Grand Soul Gems, Greater Soul Gems, and Common Soul Gems from an Enchanter named Elbert Nermare who has a restocking supply of them in Mournhold>Godsreach>Craftsmen Hall (Second Floor).
What he sells:
    Grand Soul Gems (5)
    Greater Soul Gems (10)
    Common Soul Gems (15)
Grand Soulgems
Grand Soulgems:
Though GSG's will start showing up as random loot round about level 15, these are the known locations where you can find them at any level.

Trunks2603 and Sorcerous Nord
Ald Redaynia,tower - on the table next to the Bitter Cup
Ald Sotha, shrine - on the offering plate
Ball Fell, inner shrine - on the chest in front of Sheogorath
Balmora, Guild of Mages - on Galbedir's table (filled)
Derelict Shipwreck, cabin - by skeletal remains
Dren Plantation, Dren's villa - in small chest
Dun-Ahhe - next to skeleton on rock above water
Hanud - behind the barrel a skeleton is leaning against
Kora-Dur - on a plate
Maelkashishi, shrine (2) -one is obvious, the other is on the fire pedestal near Sheogorath's
Sardith Mora, Gateway Inn, west wing - on the table
Sardith Mora, Tel Naga, great hall - on a table in one of the alcoves downstairs
Salmantu, shrine - in one of the sixth house troughs
Tel Fyr, Hall of Fyr (2) - (very easy) on shelf
Tel Mora, tower services (3) - look up high above Salam Andrethi's head for two of them.
Tel Uvirith, Menas' house - only after a stronghold built
Tel Uvirith, Omavel's house - only after a stronghold built
Tel Uvirith, Seleth's house - only after a stronghold built
Tel Vos, Aryon's chambers - on a ledge behind and above Aryon
Vivec, Telvanni vault - on a table
Vivec, Redoran trader - on shelf (he will sell it to you)
Zebabi - on a bench in hidden alcove above Draryn Andrano

On the following NPC's:
Felen Maryon, Tel Branora, Upper tower, Therana's chamber (also sells the summon GS spell)
Nevena Ules, Ules manor
Goris the Maggot King, Venim ancestral tomb

Npcs would have to be killed or pickpocketed to get their gems.

Need it now?
Player->AddItem "Misc_SoulGem_Azura" 1
Player->AddItem "Misc_SoulGem_Grand" 1
Player->AddSoulGem "golden saint" misc_soulgem_grand

Fadase Selvayn, a trader in Tel Branora, sells an infinite supply (restocking) of common, lesser and petty soul gems.


Speaking of Golden Saints
There are a few places you can always find them;
    1. Ald Daedroth, Antechamber
    2. Ald Daedroth, Inner Shrine
    3. Bal Ur, Underground
    4. Ibar-Dad
    5. Odrosal, Dwemer Training Academy
    6. Azura's Star quest
    Levelled creatures in the Grazelands.

Summon Golden Saint spell: Felen Maryon, Upper Tower; Therana's Chamber, Tel Branora.
Summon GS scrolls: Folms Mirel, Mage's Guild in Caldera.


Enchanting Process

To make an enchanted item you can either try to make it yourself, or visit a 'qualified' enchanter. To make an item yourself, just drop the loaded soulgem you want to use on your portrait and a menu will pop up. This menu will let you choose between making a new enchanted item, or charging up an existing one. When you choose to create a new item, the rest of the process will be the same as visiting an enchanter.
Know however that when you do it yourself your success depends on your enchanting skill. A skill level of 100 will give the highest chance of success, but still no 100%. When you fail to enchant, the soul is gone but the gem remains. Visiting an enchanter cannot fail, always success but you have to pay for the services.

1) To make an enchanted item, one needs a loaded soulgem and an item. The items you can enchant are all non-magical weapons, armorparts and pieces of paper like writs, white paper and written notes. If you enchant papers, you will create scrolls. They can only be used once. When you select the enchanting service at an enchanter or drop a loaded soulgem on your portrait a menu will pop up.

2) At the top of this menu you can give your item a self-made name. You'll see there will be already a name in the namebox when you've selected an item, this is the official name of the item. You can just delete this name and rename it.

3) Under the namebox, there are two small empty squares. The first is used to select the item you wish to enchant. When you click in the empty square, a little version of your inventory will pop up with all the items you have in your inventory witch can be enchanted. The second square is used to select the soul you wish to use. Click the square and a little menu will pop up with all the loaded soulgems you have in your inventory.

4) After you selected an item and a soulgem, you'll see at the upper right corner of the menu three terms; enchantment, cast cost and charge.

Enchantment: is shown as xx/xx. Every item has it's own specific enchantment points, that's the number at the right side of the slash (/). The effects you'll select cost a certain amount of enchantment points, that's the first number, left of the slash (/). The first number may never exceed the second number.

Cast cost: is the amount of charged points you lose when you use the item. (You can also see it as magicka. Cast cost is the amount of magicka it costs to use the item, this is not your magicka, but kind of the magicka from the item)

Charge: is the amount of points you have on your item. This is determined by the soul you use. If you use a soul with a 150 soulvalue (storm atronach) you'll have 150 charge points. If the effect you have on your item will take 10 points, you can use it 15 times before the item is empty and has to reload. (Same here, see it as magicka. When using a 150 pts soul, the item will have 150 magicka points)

5) Under the namebox all the magic effects you can use are listed. This list depends on the spells you learned. You can only select spells you've in your 'possession', the spells you bought. So just buy every spell you see, gives you lots of possibilities.

6) When you select an effect you want to use another little menu will pop up. This menu will show you the following options:

Range: Here you have to choose between: target/touch/self. If you choose 'touch', the effect is cast when you touch the creature. 'Self' means the effect affects yourself. 'Target means that you 'shoot' you effect, meaning you'll have to go into spellmode.

Magnitude: This is the result your item will have when used. For example: the amount of damage when used. Increasing the magnitude uses more enchantment points.

Duration: This is the time your effect will be active. Increasing the duration will significantly increase the amount of enchantment points used.

Area: This is the area in which your effect is active. Increasing the area also uses more enchantment points.

7) The last thing you have to select is which type you want your enchantment to be. This can/must be chosen below the list of effects. You can choose between; 'cast when strikes', 'cast when used', 'constant effect' and 'cast once'.

Cast when strikes: This means that your effect is cast when you swing your weapon. Weapons are the only items which can have 'cast when strikes'. If you select 'cast when strikes' make sure you select 'touch' either. This is chosen under 'range'.

Cast when used: This means you will have to go into spellmode (with your hands out in front of you) to cast the effect. You first have to select the effect in your 'magic items' menu.

Constant effect: This means that the effect is constant active on self. This means that 'self' is the only option you have under range when selecting 'constant effect'.

NOTE: If you wish to select 'constant effect' make sure you have a trapped soul with a value of min. 400. This means that only Golden Saints, Ascended Sleepers and Vivec's soul provide this possibility.

Cast once: This is only possible to select if you enchant a scroll or paper. The effect can only be cast once, same as scrolls already in the game.

8) When you're done adding the wished effects and completed all the other options, all you have to do is click the button 'buy' and your item is created. If you enchant yourself click the button 'create'.

NOTE: Not every effect you wish to add provide you with the same options. For example; 'bound armor/weapon' is only possible on 'self' and not on target or touch. So the options also depend on the chosen effect.

User avatar
Rozlyn Robinson
 
Posts: 3528
Joined: Wed Jun 21, 2006 1:25 am

Post » Sun Sep 20, 2009 2:48 am

Level Multipliers
Sapphidia
Level Multipliers

Every skill point you earn also provides 2x, 3x, 4x, or 5x multipliers for increasing the skill's controlling attribute when you hit your level-up screen. This is true whether the skill is a major/minor skill or just a miscellaneous skill. It doesn't matter whether you "earn" the skill points through usage in game or whether you pay for training, even for miscellaneous skills. (This changed with patch 1.1--it used to be that if you paid for training misc skills, you would not earn multipliers for that.)

The breakdown for how many multipliers you get goes like this:
1-4 skill points = 2x multiplier
5-7 skill points = 3x multiplier
8-9 skill points = 4x multiplier
10 skill points = 5x multiplier

Any combination of skills will work, as long as they're all for the same attribute. For example, if you put 5 points into Long Blade and 5 points into Acrobatics, both of which are Strength-based skills, then you'll trigger a level-up and you'll have a 5x multiplier for Strength.

Fallen Murk
Skills
Agility............Block
Agility............Light Armor
Agility............Marksman
Agility............Sneak
Endurance.....Heavy Armor
Endurance.....Medium Armor
Endurance.....Spear
Intelligence....Alchemy
Intelligence....Conjuration
Intelligence....Enchant
Intelligence....Security
Personality....Illusion
Personality....Mercantile
Personality....Speech Craft
Speed...........Athletics
Speed...........Hand-to-Hand
Speed...........Short Blade
Speed...........Unarmored
Strength........Acrobatics
Strength........Armorer
Strength........Axe
Strength........Blunt Weapon
Strength........Long Blade
Will Power.....Alteration
Will Power.....Destruction
Will Power.....Mysticism
Will Power.....Restoration


Training, a primer
Valkrist and Sheepie (Umrahel)

Open up your inventory/skills list. Move your mouse over a given skill. See how a box pops up telling more about that skill? At the top of that box, it tells you the stat that governs the skill. Example: Spear is governed by Endurance.

Ok. Now, trainers. Each trainer has a set limit they'll train you up to. The so-called Master Trainers have a limit of 100 (although there's a bit of a cheat-bug there, but I'm not going to get into it here).

HOWEVER, a trainer (ANY trainer) will only train a skill up to the value of the governing stat, no matter if they are a Master Trainer or not.

So, if you have a 30 Endurance, and you go to a trainer and ask them to train your Spear skill, they'll only train you as high as 30 (your endurance stat value).

Ways around this: There are two. One is that actually practicing the skill does not have the same "only to the level of the stat" limit that training does. So, you could go out with a spear and stab mudcrabs for hours to get your Spear skill up.

The other solution is to train a DIFFERENT skill that uses the same governing stat 10 times before you level. Then, when you level, you get the 5x option for, say, Endurance. Now, you can train your Spear up to 35. You only level by training/practicing your major or minor skills 10 levels. Multipliers are calculated based on your major and minor skills if you play the regular X-Box version of the game, or an unpatched PC version. Players who play a patched PC version or GoTY also receive multiplier bonusus for upping their Misc skills.

So, to review.
A trainer will train you to their max train value, or the value of your governing stat, whichever is LOWER.
Skill increases due to actual practice don't have that limit.
Getting 10 increases in skills governed by a given stat gives you a 5x bonus when you level.


Master Trainers
superdude113
SECRET MASTER LOCATIONS
* mean something's wrong I'll say at bottom
    1) Acrobatics~Senyndie~Vivic Arena, Wasteworks, Fighters Quarters
    2) Alchemy~Abelle Chriditte~Varenvaryon, Propylon Chamber
    3) Alteration~Seryne Relas~Tel Branora
    4)*Armorer*~Sirollus Saccus~Ebonheart, Hawkmoth Legion Garrison
    5) Athletics~Adibael Hainnabibi~Kaushtababi camp, Adibael's Yurt
    6) Axe~Alfhedil Elf-Hewer~Falensarano, upper level
    7) Block~Shardie~Buckmoth Legion Fort, courtyard
    8) *Blunt Weapon*~Faralenu Henim~Vivic St. Delyn, Abbey of St. Delyn the Wise
    9) Conjuration~Methal Seran~Ald'ruhn Temple, lowest level
    10) Destrustion~Leles Birian~East of Peligiad, on the road east of Piernette's farmhouse
    11) Enchant~Qorwynn~lear the exit of Indoranyon
    12) Hand-to-Hand~Taren Omothan~Holamayan Monastery
    NOTE: The door is only visable after 6:00 PM
    13) Heavy Armor~Seanwen~Vivic Arena, Wasteworks, Fighters Training
    14) Illusion~Erer Darothril~Sadrith Mora, Dirty Muriel's Cornerclub
    15) Light Armor~Aerin~Maar Gan, Andus Tradehouse
    16) Long Blade~Ulms Drathan~Molag Mar, Armigers Stronghold
    17) Marksman~Missun Akin~Missun Akin's Hut atop Falasmaryon
    18) *Medium Armor*~Chinia Urtius~Tel Fyr docks
    19) Merchantile~Ababael Timsar-Dadisun~Zainab Ashlander camp, in his Yurt
    20) Mysticism~Ardarume~Sadrith Mora, Gateway Inn, West Wing
    21) Restoration~Yakin Bael~Vos, Temple
    22) Security~Hecerinde~Balmora, in his House
    23) Short Blade~Todwendy~Balmora, Lucky Lockup Cornerclub (room upstairs)
    24) Sneak~Wadarkhu~Gnaar Mok, Dreugh-jigger's Rest / Ri'Shajirr~Caldera, Shenk's Shovel
    25) Spear~Mertis Falandas~Ghostgate, Tower of Dusk, Lower Level
    26) Speechcraft~Skink-in-Tree's-Shade~Sadrith Mora, Wolverine Hall, Mages Guild
    27) Unarmored~Khargol gro-Boguk~Vacant Tower once inside use the trapdoor (located next to Dagon Fel)

    * What's wrong
    4) Although we all know Sirollus is the Master, apparently he doesn't. Sorry, no Armor Master.
    8) The creator made a mistake saying he was the master, it's really the girl downstairs. Furthest door on the right. Her name... Ernse Llervu.
    18) What can I say? SHE DOESN'T EXIST!

User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Sat Sep 19, 2009 12:43 pm

Daedric Quests
superdude113

Shrine of Azura
-SE coast of Vvardenfell, built into the cliff. NE of Tel Branora. Really big statue, can't miss. Advise levitating to get to it.
-Azura's Star
--Go to the Shrine of Azura and speak to it. Set a Mark spell there (just a bit of helpful advice.) Now you get to travel all the way up to Dagon Fell, no it's not there you still have more traveling to do. take the road west, over the rise and to the beach. Cross the river and take a left the first chance you get, continue west past Habinbaes. The road should turn south, don't turn with it! Instead go up the slope westyou should end up at the base of a mushroom tree eventually, when you do turn northyou should be on the beach and infront of you is the island go there and kill all the Dremoras and be sure to take the ring off the golden saint, you need this!!!!!!! Recall back to the Shrine of Azura, talk to her and she will award you with Azura's Star.

Shrine of Boethiah
-NW of Hla Oad
-Goldbrand
--Go to Caldera and set a Mark, then go to Hla Oad and go to the west side of those daedric ruins... Ashurnibibi. now swim west directly and go under water eventually you should see some sunken ruins. talk to the fallen head and and use recall. Go to the Ghorak manor (the one with Creeper) and talk to the orc in the up most part of the house. He will tell you he needs plans and 2000 gold. So go to Jobasha's Rare Books in Vivic's Foreign Quarter and buy the book. Sorry, I didn't write the name of the book down so youll have to remember on this one. Use recall again to get back to Caldera, go back to him and give him the book and the money. Twenty one (21) days later the shrine will be complete, it is at Khartag point, near the stronghold Andasreth. Talk to his new statue and he will award you with Goldbrand.

Shrine of Malacath
-West of Sanctus Shrine. NE coast of that long Island
-Helm of Oreyn Bearclaw
--Go to Dagon Fel and travel west to the furthest coast. Remember Azura's quest. the same directions except now you get to swim out a little bit further. On land go to the daedric ruin Assurdirapal. Walk through the shrine, once inside the inner shrine talk to the statue. Drop your Mark spell here. Now go all the way back to Vivic. Once in Vivic ask anyone in the Forien Quarters about Bearclaw then Farvyn Oreyn. THEN go to Gnaar Mok and ask someone there about him. Now go a little way south of town. TALK to Farvyn Oreyn then when him and his men attack you kill them. Recall back to the Shrine of Malacath and talk to it to be awarded the Helm of Oreyn Bearclaw.

Shrine of Mehrunes Dagon
-West of Ald Velothi. Past the Dwemer Ruins. (Yes, it does go further...)
-Mehrunes' Razor
--Go to Gnisis and travel North until you reach Ald Velothi, then head west past the Dwemer ruin Arkngthunch-Sturdumz to the daedric ruin Yasammidan. You will pass what looks like the starts of a new village building supplies and all. Anyways, go inside and activate the statue. he wants to squash you (Id like to see him move his leg.) Set a Mark spell and make your way to the Erabenimsum (Ashlander) Camp, the one south of Tel Fyr. Once there take the trail west then STRAIGHT south no turns until you reach Alas Ancestral Tomb. Go inside, down the stairs, take a left, then a right, and take the dagger from the corpse of Varner Hleras and recall back. Talk to The Shrine of Mehrunes Dagon to have the rusty dagger transform into another worthless dagger, Mehrunes' Razor.

Shrine of Mephala
-Morag Tong headquarters. (under Vivic Arena, in the storage room through the canolworks through a locked trapdoor)
-Ring of Khajiit
--Go to the Morag Tong headquarters and go up and down the stairs until you reach the main room. Look right, see that man with the Chitin Mask helm on, go talk to him NOT THE SHRINE BEHIND HIM. Talk about "sensitive matters." He'll give you 5 cured Bittergreen Pedals. Now Mark the spot and go to Balmora, go to Balyn Omarel's house, it's the one west of Caius Cosades' House, It's the on with the trap door on the roof. Slip the Cured Bittergreen Pedals into his cauldron, you just have to click on it and it will give you the option. Once there in Recall back, talk with the man in the mask and he will give you permission to approach the shrine, talk to it to receive the Ring of Khajiit.

Shrine of Molag Bal
-West of Tel Aruhn
-Mace of Molag Bal
--Go to Tel Aruhn and go two Islands to the west first the smaller one, then the stop at the next one, the coasts should be jumping distance, well, for me that is. On this Island you will find the Daedric ruin Yansirramus. Once inside talk to the shrine and set a Mark. Now go on over to the stronghold take the path heading northeast. It will turn north at a little Ashlander camp them eventually turn east. When you pass Bensamsi go southwest. You shouldn't see the dwemer ruin. If you do you went too far. The path will soon fork, take the one that goes south (it has some trees marking the way.) It should go up a slope and to Kora-Dur. You should have gotten the key from Molag Bal. In its inner most chamber you should find that lazy Daedroth, hack it to pieces collect some of the loot, some of it is okay. Then recall back and talk to the Shrine of Molag Bal to be awarded with the Mace of Molag Bal.

Shrine of Sheogorath
-Vivic St.Delyn sewers
-Spear of Bitter Mercy
--Go to Vivic St Delyn and head way don to the sewage place, below canolworks. There you should find a door stuck into a wall somewhere down there. Go in kill the cultists talk to the Shrine and set a Mark spell. Off you go to Dagon Fel, ask around about "mad herrmit." Remember that long Island with the daedric ruin Assurdirapal on it, the one for the Helm of Oreyn Bearclaw? go as far west as you can until you run into Ald Redaynia, it will be gaurded by a skeleton. Guess what now you don't get to go inside, ha ha. Now go swim, levitate whatever north-east a little more north though. You will come across a large island and guess what, if you don't see the shack, just follow the trail, it leads right to it. Go in and talk to Big Head. talk about the "Fork of Horripilationand hell tell you to take it. its the one on the table that look more like a fork. Now your off to kill the bull netch with IT! You cannot KILL the bull netch with any other weapon and there are NO second chances. The giant bull netch is located directly east on another Island. Just go directly east and youll have no excuse no to find it the netch really stands out. Once it's dead recall yourself talk to the Shrine of Sheogorath to see that your fork is now the Spear of Bitter Mercy.

Sanguine Items
DremoraLord673
SANGUINE ITEM LOCATIONS
    1. Amulet of Sanguine Free Enterprise - Eno Hlaalu already has it.
    2. Amulet of Sanguine Glib Speech - Shotherra, Thongar's Tradehouse, Khuul. Unlike most sanguine holders, she is peaceful. Taunt her and kill her.
    3,4,5. Amulet of Sanguine Nimble Armor, Ring of Sanguine Fluid Evasion, Glove of Sanguine Swiftblade - Severa Magia, Ald Sotha Shrine, NE of Vivec
    6,7. Belt of Sanguine Balanced Armor, Belt of Sanguine Deep Biting - Relas Arothan, Assernerairen shrine, Underworks, Vivec St. Olms.
    8. Belt of Sanguine Denial - Movis Darys, Ald'Ruhn Mages Guild. He is peaceful, and will hand the belt over if you persuade him to.
    9. Belt of Sanguine Fleetness - Hrordis, upstairs, Halfway Tavern, Pelagiad.
    10,11. Belt of Sanguine Hewing, Belt of Sanguine Sureflight - Durus Marius, Assernerairen shrine, underworks, Vivec St. Olms.
    12. Belt of Sanguine Impaling Thrust - Gluronk gra-Shula, 2nd floor, Gateway Inn, Sadrith Mora. Taunt and kill.
    13. Belt of Sanguine Martial Craft - Carecalmo, Ashalmimikala shrine, west of Balmora, north of Hla Oad.
    14. Belt of Sanguine Smiting - Domba, Ald Daedroth shrine, NW of Ahemmusa camp, SE of Dagoon Fel, large island to the east of the main one.
    15. Belt of Sanguine Stolid Armor - Mindeli Saren, Yasammidan shrine, NW of Gnisis
    16. Glove of Sanguine Horny Fist - Guril Retheran, lower level, Flowers of Gold, Vivec, Redoran Canton. (Take care of 2 jobs- get the item by killing him- you will need to ice him for the Morag Tong if you didn't already.)
    17. Glove of Sanguine Safekeeping - Inganar, Ularradallaku shrine, inside ghostfence, NE of Ald'Ruhn.
    18. Ring of Sanguine Golden Wisdom - Talis Veran, Ebernanit shrine, northern central coast, position 4100, 143000
    19. Ring of Sanguine Green Wisdom - Gnaw Tooth, Ald Daedroth shrine.
    20,21,22. Ring of Sanguine Red Wisdom, Ring of Sanguine Transcedance, Ring of Sanguine Transfiguring - Llandrale Varam, Ald Sotha Shrine.
    23. Ring of Sanguine Silver Wisdom -Earmil, Assurnabitashpi, East of Khuul, just west of Urshilaku camp. (Two entrances and areas. If you miss him, try the other area.)
    24. Ring of Sanguine Sublime Wisdom - Anel Rethelas, Yasammidan shrine.
    25. Ring of Sanguine Unseen Wisdom - Erundil, Indoranyon, north of Tel Aruhn.
    26. Shoes of Sanguine Leaping - Dro'Zaymar, Canol South-Three, Vivec St. Delyn. Taunt and kill.
    27. Shoes of Sanguine Stalking - Thovasi Alen, Assarnatamat shrine, NE of Balmora, SE of Caldera.
You need to join the Morag Tong under Vivic Arena. Talk to Hlaalu (guy in the upmost part of the underground) and talk to him to join, then give him all the sanguine items to receive Mephala's Skill It is the only way to receive a spell that fortifies a skill i.e. Short blade, this now allows you, when making a spell, to fortify ANY SKILL!**
** NOTE: The fortify skill component of this spell has been deleted with the first patch for the PC version of the game, as well as the Game of The Year edition (for both PC and X-Box).

Propylon Index Locations
INDEX LOCATIONS
    Falensarano
    Go to Khuul and go southeast to the shrine Maelkashishi. Enter and make your way to the forgotten galleries. Levitate up to the very top ledge and there should be a corpse there. with him a scroll, daedric longbow, (4) daedric arrows, and the Index for Falensarano. Take them, I doubt he needs them anymore.

    Rotheran
    Go to Rotheran. Enter the Communal hut on the roof. The guy in there has it, umm Rols Ienith. Get it from him, the only way i see it try pick pocketing him. And if at first you don't succeed, give up and hack him to tiny pieces. Now take the Index for Rotheran from his lifeless corpse.

    Telasero
    Got to Telasero. For this one you must actually enter the stronghold and go down to the lowest level. Once in the lowest level of the stronghold check the trough, is should be in there.

    Andasreth
    Head over to Hlormaren. The dome has its own entrance, Levitate up to in if you can, if not you can fight your way up, ha ha. The Index for Andasreth is on a shelf on the left wall. Its really hard to see, if you have night eyes, it'll make it stand out a little better.

    Berandas
    Go to Gnisis. Now go to the house with the rope fence in front of it. WARNING TO THOSE IN TELVANNI! Do not kill the man at the top of this house, or his little pets that are in the same room, he doesn't like that, and you need him to advance to mouth, there is no other way. Well, in that room, look over at the book shelves, the Index for Berandas is on one of them. Take a guess.

    Valenvaryon
    Go to the Urshilaku Ashlander Camp. Go inside the Wise Women's Yurt. The Index for Valenvaryon should be on the table to her right. Try to sneak to take it, don't get her mad and don't talk to her unless you have already done the portion of the Main Quest that involves her.

    Falasmaryon
    Go to Maar Gan. Go to the house with that rock shrine and the dremora. Inspect the offerings, the Index for Falasmaryon should be resting there. Try to sneak to take this one to.

    Hlormaren
    Go to Caldera. Enter the Pawnbroker's shop/house. The Index for Hlormaren should be on that window ledge right next to him. This is a tricky one to get, I advise getting a chameleon spell to help you sneak this one out.

    Indoranyon
    Go to Tel Fyr. The Index for Indoranyon should be right inside on the table next to Divayth Fyr.

    Marandus
    Go to Vivec St. Olms Temple, lower level. Go through the hall it will be in the last room on you right. In there will be some rats. Kill them if you like. Now this is a lot easier with night eyes. The Index for Marandus should be right in front of you among the crates.

User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Sat Sep 19, 2009 11:04 pm

Great Houses
HETT
As 'they' say: "If you are thinking of joining a Great House, study all three Great Houses, and think carefully before you join, because once you've joined one house, no other house will ever consider you for membership. Loyalty is very important in the Great Houses. When you join, you become family, and, by Dunmer standards, it's a matter of blood and kin, and irreversible. Even if you get kicked out of one house, no other house will have you." - No Lore.

House Hlaalu. Favored Skills Are: Light Armor, Marksman, Mercantile, Short Blade, Security, Speechcraft.

House Redoran. Favored Skills Are: Armorer, Athletics, Long Blade, Heavy Armor, Medium Armor, Spear.

House Telvanni. Favored Skills Are: Alteration, Conjuration, Destruction, Enchant, Illusion, Mysticism.

The three Great Houses each allow its' members to build their own stronghold. For House Hlaalu and Redoran, you get to start construction when you reach the rank of Kinsman. For House Telvanni, you must be the rank of Mouth.

House Hlaalu. It's Skill requirements favor the thief/assassin. Speak to Nileno Dorvayn at the Hlaalu Council Manor in Balmora, to join. Dondos Driler, in the same building, is in charge of strongholds.

House Redoran. It's Skill requirements favor the fighter. Speak to Neminda at the Redoran Council Entrance in Ald'ruhn, to join. The Redoran Council Entrance is inside the Ald'ruhn Manor District. Galsa Gindu, in the Redoran Council Hall, is in charge of strongholds.
House Telvanni. It's Skill requirements favor the magic user. Llunela Hleran, in the same building, is in charge of strongholds.

The Redoran stronghold is the "X" on your paper map, south of Maar Gan, at Bal Isra.

The Hlaalu stronghold is the "X" on your paper map, South of Balmora, at the Odai Plateau.

The Telvanni stronghold is the "X" on your paper map, due West of Tel Fyr, at Uvirith's Grave.

House Vaults:
Hlaalu and Redoran are both accessed from the waist works. Look for the treasury. Telvanni is in the tower in the plaza. I went from the Plaza Level, Telvanni Canton to the Telvanni Tower. Go in the tower and follow the outside wall all the way around to the intersection. Then down the stairs, around the corner and pass the Prison Cells to the Telvanni Vault. Inside the vault, pass the desk with the ledger and go through another door. In that room there are two ordinators along with two trapped & locked doors. There are a couple of Storm Atronachs behind each one but in the rooms there are only two chests each, one is empty and one has 25 coins. Dispatch the two critters and pick the lock to get out again. This time you will find yourself in the real treasure room with a pair of ordinators. Those tricky wizards!

Hlaalu Keys: Key One: Baren Alen, by the first door in the vaults.
Key Two: The Ordinator in the corridor between the two doors.

Redoran Keys: Lower Vault: Chest of drawers, upstairs in Dralor Manor, Redoran Plaza
Upper Vault: Beldrose Dralor, right by the upper vault door.

Telvanni Keys: The Ordinator past the unlocked door, before the two locked doors.

IN THE VIVEC VAULTS

Hlaalu
Hlaalu Vault Ledger
Quill Pen
Inkwell
paper
Ruby (17)
Pearl (13)
Emerald (15)
Diamond (14)
Glass Armor set (no Bracers)
Orc Warhammer
Ebony Longsword (2)
Ebony War Axe
Ebony Spear (2)
Glass Firesword (2)
Glass Jinkblade
Glass Stormsword
Dire Shardblade
Dire Flameblade (2)
Dire Vipersword (3)
Dire Viperblade
Dire Sparkblade
Dwemer Jinksword
Daedric Dai-Katana
Chest of Fire
Shadowweave Ring
Ring of Aversion
Juicedaw Feather Ring
Hoptoad Ring
Wild Sty Ring
Shadow Mask Ring
Ring of Shadow Form
**5,386 GOLD**

Redoran
Diamond (17)
Ruby (7)
Emerald (6)
Pearl (3)
Orc Warhammer
Glass Longsword
Glass Throwing Knife (3)
Glass Dagger
Glass War Axe
Glass Cuirass (2)
Glass Boots
Glass Lantern
Raw Glass
Ebony Longsword
Ebony Shortsword (2)
Ebony Dart (7)
Ebony Broadsword
Ebony Closed Helm
Ebony War Axe
Ebony Tower Shield
Ebony Cuirass
Ebony Greaves
Ebony Mace
Ebony Staff
Ebony Spear
Dwarven War Axe
Dwarven Shield
Daedric Mace
Silver War Axe
Silver Throwing Star
Silver Staff
Silver Spear
Silver Shortsword
Silver Longsword
Silver Dart
Silver Claymore
Silver Dagger
Foeburner
Heart Wall
Storm Helm
The Chiding Cuirass
Merisan Cuirass
Amulet of Almsivi Intervention
Exquisite Amulet
Exquisite Ring
Hoptoad Ring
Ring of the Black Hand
Herder's Belt
Paper
Cup (3)
Ornate Dwemer Bowl
Spoon
Plate
Scamp Skin
Kwama Cuttle
Hound Meat (2)
Green Lichen
Small Kwama Egg
Stoneflower Pedals
Comberry
**6,699 GOLD**

Telvanni
Telvanni Vault Ledger
Quill pen
Inkwell
Paper
Petty Soul Gem (3)
Lesser Soul Gem
Common Soul Gem (6)
Greater Soul Gem (4)
Grand Soul Gem
Diamond (8)
Emerald (7)
Ruby (8)
Pearl (6)
Raw Glass
Ebony Tower Shield
Ebony Closed Helm
Ebony Boots
Ebony Greaves
Ebony Cuirass
Ebony Longsword (2)
Ebony War Axe
Glass Netch Dagger (2)
Glass Longsword
Devil Tanto
Devil Spear
Devil Mole Crab Helm
Devil Cephalopod Helm (2)
Fiend Helm
Fiend Battle Axe
Karpal's Friend
Maryon's Staff
Greed
Foeburner
Saint's Black Sword
Dwemer Jinksword
Dwemer Greaves
Daedric Dai-Katana
Daedric Claymore
Iron Dagger
Extravagant Robe (2)
Extravagant Pants (2)
Extravagant Shirt (2)
Poisonmirror Robe
Poisoneater Robe (2)
Frostmirror Robe
Frosteater Robe
Second Barrier Ring
Heart Wall
Dwemer Mug
Ornate Dwemer Goblet
Ceramic Candlestick (2)
Complete Master Alchemist Set
**3,090 GOLD**
ALL THIS AND MUCH MORE, PROVIDED BY OUR LOVING ORDINATOR FRIENDS.
Please note that some items may vary to LEVEL
~Special Thanks to KJR1012 for finding this list for me again.

Reputation Points
Sorcerous Nord
Somebody asked how many reputation points were available to a player. In order to give a fairly accurate answer I searched the construction set for the commands that increment the count. I then discovered that I would have to sort and catalog them to eliminate duplications and mutually exclusive entries. The following is the result of that exercise that, hopefully, some may find of interest.. The journal names aren't needed, but helped in the sorting and are often descriptive.
MAIN QUEST (BLADES)
A1_7HuleeyaInformant When Huleeya gets to Jobasha's bookshop (1 point).
A1_4_MuzgobInformant Giving the skull of Llevule Andrano to Sharn gra-Muzgob (1 point).
A2_6_Incarnate Given by Nibani Maesa after getting Lost Prophesies. (1 point).
A2_6_Incarnate When Sul-Matuul gives you the third trial (1 point).
A2_6_Incarnate Get Moon and Star ring (5 points).
B1_UnifyUrshilaku Sul-Matuul names you Urshilaku nerevarine (2 points).
B2_AhemmusaSafe When Sinnammu arrives at shrine, again when she names you nerevarine (2 points).
B3_ZainabBride Become Zainab nerevarine (1 point).
B4_KillWarLovers Named nerevarine by Han-Ammu (1 point).
B5_RedoranHort Becoming Redoran hortator (4 points).
B6_HlaaluHort Becoming Hlaalu hortator (4 points).
B7_TelvanniHort Becoming Telvanni hortator (4 points).
B8_MeetVivec Accept Wraithguard (5 points).
C3_DestroyDagoth When heart is destroyed and player is leaving heart chamber (10 points).
------subtotal - 42 points.------

GREAT HOUSE HLAALU
HH_EggMine Take Avon Oran's gold then kill queen for Nileno to double (2 points).
HH_Retaliation For killing Nine-Toes, and/or Thanelen Velas (Ralen Hlaalo's murder, 1 point).*
HH_IndEsp4 Shutting down Sudanit mine, or convincing Ponius. Doubled for both (2 points).
HH_GuardMerchant Edryno Arethi Quest (1 point).
HH_Odirniran Killing the Telvanni in Odirniran (rescue Vedelea Othril for better reward, 1 point).
HH_AshlanderEbony Convincing the Zainab to sell their ebony through house Hlaalu (1 point).
HH_TwinLamps1 Helping the Arvel family (ald Velothi) for Ilmeni Dren (1 point).*
HH_TwinLamps3 Saving Hides-His-Foot for Ilmeni Dren (1 point).*
HH_CaptureSpy When mining contracts delivered (whatever you do about Elmussa Damori, 1 point).
HH_RentCollector Kill the farmers, or pay the taxes (with or without Curio's help, 1 point).
HH_DestroyIndarysManor Killing Banden Indarys (1 point).
HH_DestroyTelUvirith Killing Reynel Uvirith (1 point).
HH_WinSaryoni Control the ordinators (1 point).
HH_WinCamonna Infamous Hlaalu GM back-door. Control Cammona Tong (1 point).*
HH_Stronghold Beginning second phase of construction (1 point).
* May be possible to non-Hlaalu players also.
------Subtotal - 17 points.------

GREAT HOUSE REDORAN
HR_GuardGuarHerds Helping Drulene Falen protect her herd (1 point).
HR_FoundersHelm Endure Alvis Teri and retrieve helm (1 point).
HR_ShishiReport Added facrep if Faves Andas was found and killed (1 point).
HR_ClearSarethi Getting Vavur off the hook (1 point).
HR_MadMilk When you tell Arethan Mandas that Delyna lives (1 point).
HR_SixthHouseBase Killing Hanarai Assutlanipal, Ald'Ruhn (1 point).
HR_AttackUvirith Kill Reynel Uvirith (1 point).
HR_AttackRethan Kill Raynasa Rethan (1 point).
HR_BillCollect Get Giras Indaram to pay his armor repair debts (1 point).
HR_MorvaynManor When statue is destroyed (support on council, 1 point).
HR_CalderaDisrupt Freeing or killing Dahleena. Killing operators doesn't get rep point (1 point).
HR_Stronghold Get women for Hetman Guls (stronghold third stage, 2 points).
------Subtotal - 13 points.------

GREAT HOUSE TELVANNI
HT_SlaveRebellion Ending rebellion. One low value ring added for killing leader, two for killing all (1 point).
HT_Monopoly End the monopoly of the Mages Guild (1 point).
HT_BaladasAlly When Baladas agrees to join the council (1 point).
HT_DahrkMezalf Baladas Demnevanni's quest for the Ring of Dahrk Mezalf (1 point).
HT_MineCure Curing the kwama queen in the Mudan-Mul Egg Mine (1 point).
HT_Odirniran Killing Remassa Othril in Odirniran (Saving Milyn Faram gets best reward, 1 point).
HT_Shishi Ending the Redoran siege of Shishi and rescuing Faves Andes (1 point).
HT_RecruitEddie Getting your mouth gets glove and often grief (unwanted rank increase, 1 point).
HT_AttackIndarys Kill Banden Indarys (1 point).
HT_AttackRethan Kill Raynasa Rethan (1 point).
HT_Stronghold Beginning second phase of construction (1 point).
HT_Stronghold Deliver Secrets of Dwemer Animunculi to Llunela (1 point).
HT_EddieRing Fast Eddie gives you the Ring of Equity (1 point).
HT_EddieAmulet Fast Eddie gets you the Amulet of Unity (1 point).
HT_Archmagister Become magister (may not be able to get this one if hortator, 2 points).
HT_Archmagister Become archmagister (defeat Gothren, 2 points).
------Subtotal - 18 points.------

TRIBUNAL TEMPLE
TT_MountKand Pilgrimage to Mount Kand (atronach riddles, 1 point).
TT_GalomDeus Killing Raxle Berne (1 point).
TT_SanctusShrine No talking (1 point).
TT_HairShirt Hair Shirt of St. Aralor returned (1 point).
TT_FelmsCleaver Return the Cleaver of St. Felms the Bold (1 point).
TT_LlothisCrosier Return the Crosier of St. Llothis the Pious (1 point).
TT_DagonFel First corner of the House of Troubles (1 point).
TT_AldSotha Second corner of the House of Troubles (1 point).
TT_BalUr Third corner of the House of Troubles (1 point).
TT_AldDaedroth Fourth Corner of the House of Troubles (1 point).
TT_Assarnibibi Receive the Ebony Mail (1 point).
TT_Assarnibibi Reporting the recovery of the Ebony Mail (become Archcanon, 3 points).
------Subtotal - 14 points.------

IMPERIAL CULT
IC0_Maran_token Simply speak to IC quest giver while you are an initiate (1 point).
IC0_Stendarr_token Simply speak to IC quest giver while you are an acolyte (1 point).
IC0_Septim_token Simply speak to IC quest giver while you are a disciple (1 point).
IC0_Akatosh_token Simply speak to IC quest giver while you are an oracle (1 point).
IC7_netch Delivere one unit of netch leather to Synnolian Tunifus (last healer quest, 1 point).
IC14_Ponius Give Iulus Truptor the 1000 gold Canctunian Ponius pledged (last almoner quest, 1 point).
IC25_JonHawker Returning the Ring in Darkness, doubled if you freed and mention Jon Hawker (2 points).
IC25_JonHawker_free Given at time of rescue (1 point).
IC26_AmaNin Return boots of the apostle (1 point).
IC26_AmaNin_free Additional point granted when Ama Nin was rescued (1 point).
IC27_Oracle For rescuing Adusamsi, doubled if you have the Ice Blade when you report (2 points).
IC28_Urjorad Recover the Fiercely Roast Thy Enemy scroll, then do second part below (1 point).
IC28_Urjorad Killing Carecalmo and Meryaran (2 points).
IC29_Crusher Recover Skull-Crusher (best reward if your blunt weapon skill is less than 40, 2 points).
IC30_Imperial_veteran Telling Lalatia Varian about Wulf (2 points).
------Subtotal - 20 points.------

GUILD OF MAGES
MG_StolenReport Retrieve Ajira's reports (1 point).
MG_SpyCatch Tell Trebonius that Ranis is a spy, or tell Ranis that Tiram Gadar is (better rewards, 1 point).
MG_KillNecro2 Killing, or saying you killed Tashpi for Ranis Athrys (1 point).
MG_ReturnBook Chimarvamidium returned to the chest in Sirilonwe's closet (1point).
MG_Excavation Deliver excavation report from Nchuleftingth to Edwinna (1 point).
MG_Bethamez Deliver dwemer plans to Edwinna Elbert (1point).
MG_WiseWoman Arrange the meeting between Minabibi and Skink-in-Tree's-Shade (2 points).
MG_VampireCure Skink-in-Tree's-Shade book quest (Galur Rithari's papers, 1 point).
MG_StaffMagnus One of Ajira's 'secrets' quests (1 point).
MG_WarlocksRing Ajira's second 'secrets' quest (1 point).
MG_Dwarves Solving the mystery of the disappearance of the Dwarves (1 point).
MG Deliver pink slip to Trebonius (2 points).
------Subtotal - 14 points.------

MORAG TONG
MT One point at each advancement.up to master (7 points total).
MT_DB_Assernerairan Killing the leader of the Mehrunes Dagon cultists (1 point).
MT_DB_AldSotha Kill Severa Magia, the Night Mother of the Dark Brotherhood in Vvardenfell (1 point).
MT_Grandmaster Allowing Eno to retire, or killing him in a duel (3 points).
------Subtotal - 12 points.------

IMPERIAL LEGION
IL_RescuePilgrim Rescue a pilgrim from an outcast Ashlander camp (1 point).
------Subtotal - 1 point.------

MISC / SIDE QUESTS
A1_Sleepers_(15 npc IDs) Can be cured after killing Ur, or one of four sector preists (15 points total).
A1_SleeperDreamer02 'Strange man' quest from Gindrala, Ald'Ruhn (after you get corprus, 1 point).
MS_HatandSkirt Letting Ingwold in Palansour keep clothimg after getting him a levitation potion (1 point)
Town_Ald'ruhn This is the deadbeat quest given by several merchants (Ienas Sarandas, 1 point).
Town_Sadrith The Gateway Haunting quest (Angaredhel, 1 point).
Town_Vivec The woman with a dagger (Elam Andas, 1 point).
Town_Balmora The Bloodbath quest (Larius Varro, 1 point).
Town_Tel_Vos Establish trade links with the Zainab (Turedus Talanian, 1 point).
------Subtotal - 22 points.------

So playing Telvanni, doing all other possible quests (including the Hlaalu non-member ones) could result in 147 points. Notable by their absence are the thieves and fighters guilds.
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FLYBOYLEAK
 
Posts: 3440
Joined: Tue Oct 30, 2007 6:41 am

Post » Sun Sep 20, 2009 12:00 am

Vampirism
by Montezuma

How To Contract Vampirism.
In order to contract Vampirism (however you spell it). Go somewheres where a vampire is you can either let them keep hitting you and try to contract it that way or you can try to kill them, once there dead keep going to there body until you contract the disease. The name of the virus is 'Porphyric Hemophilia'. After you get it Wait 3 days or 72hrs then rest and you will be a vampire.

How to Contract Vampirism After the Main Quest (by kharne)
In order to catch vampirism after you have been cured of corprus, you need to do the following:
Go to Caldera mages guild, and find the NPC Medila Indaren. From this NPC, you will need to purchase the spell "Weakness to common disease". Take this spell to a spellmaker. You need to create a stronger version of it, that will be set to cast on self. Once you have done this, go find a vampire and kill it. Having done this, cast the spell, and you will temporarily lose your resistance to common disease. Repeatedly search the sorpse as normal, and you will eventually catch the disease.


Pluses
All vampires receive 20-point boosts in the stats Strength, Willpower, and Speed. 30-point boosts in the skills Sneak, Athletics, Acrobatics, Hand-to-Hand, Unarmored, Mysticism, Illusion, and Destruction.
Berne Vampires receive a 20-point boost in Agility, Sneak, Unarmored, and Hand-to-Hand skills.
Aundae Vampires receive a 20-point boost in Short Blade, Willpower, Mysticism, and Destruction Skill.
Quarra Vampires receive a 20-point boost in the Blunt Weapons skill, Strength, Hand-to-Hand and Heavy Armor Skill.


Locations
Berne Clan Specialization - Rogue**
Berne Clan HQ - is at Galom Daeus observatory in northern central part of Molag Amur mountain Range.
Additional Tombs of Berne Clan
*Raviro Ancestral Tomb - west of Molag Mar.
*Othrelas Ancestral Tomb - Near Balur Salvu's farm outside Vivec.
*Andrethi Ancestral Tomb - South East of Hlormaren.
Other independent lairs of the Berne Clan
*Marara - in the Drethan Ancestral Tomb.
*Merta - in the Reloth Ancestral Tomb.
*Irarak - in the Ginith Ancestral Tomb.
*Calvario - in the Nerano Ancestral Tomb.
*Marara's base is - on the south of the Dwemer ruin Ncardahrk.
*Merta's base - is south east of Khull.
*Irarak's base - is just off the Gnisis-Ald Velothi road and southeast of the Dwemer ruin Arkngthunch Sturdumz.
*Calvaio's tomb - is southwest of the Ahemmusa Ashlander Camp.

Aundae Clan Specialization - Mage**
Aundae Clan HQ - Based at tomb Ashmelech on an island southwest of Sheogorad.
Additional Tombs of Aundae Clan
*Sarethri Ancestral Tomb - northwest of Dagon Fel
*Dulo Ancestral Tomb - west of Galom Daeus
*Aralen Ancestral Tomb - south of the Zainab Ashlander camp.

Quarra Clan Specialization - Fighting**
Quarra Clan HQ - Based at the Dwemer Ruin Druscashti southwest of the Urshilaku Ashlander camp
Additional Lairs of Quarra Clan
*Serano Ancestral Tomb - near Galom Daeus
*Hleran Ancestral Tomb - west of Ald'ruhn
*Alen Ancestral Tomb - Southeast of Khuul.


Vampire Cure
by superdude113
How to be Cured of Vampirism
    1) Get a copy of Vampires of Vvardenfell, volume II
    2) Go to Bal Ur, North of Suran
    3) Go all the way down to the depths of this daedric shine
    4) Talk to the shrine of Molag Bal to get this quest.
    5) Go to the cave Dubdilla, directly south of Vos' Temple
    6) Enter the cave and travel to the depths of this cave turned daedric shrine, hope you hava a levitate spell, makes it a bit easier.
    7) You know youve found them when you see a Frost Atronach(Nomeg Gwai) and a Winged Twilight(Molag Grunda) with each other.
    8) Kill them both
    9) Report back to Molag Bal
    10) Your cured!

Vampire Quests
by superdude113

Clan Quests
Berne Quests
1) Go to Druscashti. North north-west of Maar Gan or south-west of the Urshilaku Ashlander Camp. Go inside and go to the room furthest to your right. Go inside and continue along the twisting path. You will run into 3 Vampires. One wearing netch leather, another wearing ebony, and the last one wearing glass. Do not go upstairs, the blood you need is in the keg with the cattle and the vampire in glass. That vampire will have the key to the keg. Take the blood and report back.
2) Go to Reloth Ancestral Tomb. West of Maar Gan. Fight your way through the tomb untell you reach the room with stairs going right and left to a giant room. Merta's in here. Find her, kill here, and report back. DO NOT TOUCH THE CATTLE!
3) Easy Quest. This is the only time I will list were you can go, the other clans can go to the How to become a vampire and look it up. So, from the entrance to Galom Daeus go north, Serano Ancestrial Tomb is built into the side of the same mountain. Kill all the vampires. Now back to Galom Daeus' entry. Go directly west this time, and built into the other side of the mountain is Dulo Ancestral Tomb. Kill all the vampires in here too. Now go all the way north to Falensarano. Take the road that winds around the stronghold and follow it north. A ways after the road starts to go east, go south. You will find Aralen Tomb. Go inside and kill the vampires. Now report back.


Aundae Quests
1) Go to Sadrith Mora, Wolverine Hall, Mages Guild. Talk to Tusamircil about "family crest." Agree to deliver the potion to her son. Now go to the Gateway Inn. Sinyaramen is on the second story. Give him the potion and talk about "family crest," "killed by your kind," and "Vilandon." Report back to Dhaunayne to find out that you arn't done. Now go to Druscashti. North north-west of Maar Gan or south-west of the Urshilaku Ashlander Camp. Inside on the same level, behind closed doors straight ahead of you (may be on the lower level, I didn't write it down). Behind those doors is Kjeld, kill him and report back.
2) Go to Ald ruhn. Inside the Mages Guild as about "vampire hunter" and go outside. He's the one pacing back and forth with the shinny ebony shield. Make sure its daylight out, I advise resting in the Magees guild til about noon. Step outside, yes it hurts but you have to. Make sure someone is around to see you kill him. Kill him and report back.
3) You need to kill a total of 12 vampires from the other clans, not 12 each 12 total. Look up the locations.


Quarra Quests
1) Go to Ginith Ancestral Tomb. Between Gnisis and Ald Velothi, well, not quite, just look it up. Gi inside and leave the others alone, the one you want is Irarak. Talk to him and you will eventually get 1000 gold, either way it goes you must kill him. Now just report back.
2) Gather together: 5 extravagant sapphire amulets, 2 void salts, a daedra's heart, ectoplasm, vampire dudt, and a skull. Take the items and report back.
3) You need to kill a total of 12 vampires from the other clans, not 12 each 12 total. Look up the locations.


Misc Quests
Kill me!
Go to Drethan Ancestral Tomb, SW of Ald Daedroth. Once inside talk to Marara. She wants you to fight for your life as well as hers, and if your up to it youll get her enchanted ring. But like Umbra, she too wants to die. So just talk to her until the goodbye message pops up and kill her using spells and take the ring. Done.


I wanna be a Vampire
Go to Ald'ruhn and go under SKAR. Go inside the Llelthri Manor. Go to the back and talk to Fathasa Llelthri to find out that her son wants to ba a vampire. Turn a round and there he is. Talk to Sanvyn and discourage him about being a vampire. Eventually a goodbye message will appear. Now this is the easy part. Putyour swprd away and let him beat you up. DO NOT FIGHT BACK! When your half undead he'll stop. He thinks your a winnie, Haha. Now just talk to his mother again and your done.


Whiplash
Go to Salvel Ancestral Tomb, beyond ghostgate, way in the back, the south-east corner up against ghost fence. Inside talk to Mastrius about "my imprisonment" and "way to escape." Now go to the Dwemer ruin Bthuand. The shield is behind some fallen stones in the ruins inner extermity. For the daedra's heart just visit the neighboring daedric ruin. Now go back and talk to Mastrius. Give him the stuff, now as if that wasn't enough now he wants you to share your strength. If you agree he will drain half your health and stamina. Then guess what he'll do. He attacks you! Just kill him and take his stuff. Your done and hanging on by a thread.


Kill Him!
Go to Sadrith Mora, Telvanni Council House. Talk to the mouth Raven Omayn about "Rimintil." Your job: to go to Tel Vos' Central tower and kill Rimintil. When he's dead report back to Raven Omayn.


Get me Blood
Talk to Raven Omayn again to get this quest. If you're Berne just go kill Raxle Berne and get the blood back, if you arn't follow these steps. Go to Druscashti. North north-west of Maar Gan or south-west of the Urshilaku Ashlander Camp. Go inside and go to the room furthest to your right. Go inside and continue along the twisting path. You will run into 3 Vampires. One wearing netch leather, another wearing ebony, and the last one wearing glass. Do not go upstairs, the blood you need is in the keg with the cattle and the vampire in glass. That vampire will have the key to the keg. Open the keg and take the blood. Now that we're all on the same page go talk to Raven Omayn again and give him the blood. Your done.


Only do these two quests if you do not have Goldbrand. If you do skip down to Eltonbrand.
Get me the Key
Go to Vivecs Foriegn Quarter, Mages Guild. Talk to Sirilonwe about "someone killed." Now go to Ald'ruhn's Ald-Skar Inn. Inside you will find Shashev. Talk to him and he will attack. Kill him. Take his key and whatever else you want and report back to Sirilonwe.

Vampire Dust
Now talk to Sirilonwe again about "vampire dust." If you have completed the clan quests you should already have some dust on you. If not, your on your own to come up with it. She want 3 portions. When you have it just talk to her and your done.


ELTONBRAND
    - You have to be a vampire!!
    1) Go to the Mages Guild in Vivic Foreign Quarters.
    2) Talk to Sirilonwe about "Someone Killed"
    3) Go to the Ald-Skar Inn in Ald'ruhn
    4) Talk to Shashev then kill him.
    5) Take his key
    6) Go back to Sirilonwe, but don't talk to her yet!!!
    7) Drop one stack of >11171 GOLD< and another with the rest of your gold. Make sure that Goldbrand is in your inventory
    8) Pick up the stack and talk to Sirilonwe about "Someone Killed."
    9) Now watch as your Goldbrand turns into Eltonbrand.
    GO TO HELL CAROLINA!

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Joined: Sun Jun 25, 2006 6:23 pm

Post » Sat Sep 19, 2009 11:21 pm

slave locations + key counts
by: RandomThoughts
For freeing or killing, here are the slave locations + key counts:
    Abebaal 4
    Addamasartus 2
    Aharunartus 1
    Assarnud 1
    Caldera 3
    Dren Plantation 3
    Gateway Inn 0
    Habinbaes 1
    Hinnabi 1
    Hlormaren 3
    Kudanat 1
    Minabi 1
    Molag Mar 0
    Panat 2
    Rotheran 1
    Sadrith Mora 0
    Saturan 1
    Sha-Adnius 1
    Shushan 1
    Sinsibadon 1
    Suran 0
    Tel Aruhn 0
    Tel Brandora 0
    Tel Vos Jail 0
    Telvanni Canolworks 1
    Yakanolit 1
    Zainsipilu 2
    Zebabi 1
If freeing and there is no key for an area, take the slaves to any area you do have a key for and it will work on them. Example = Arvel plantation slaves can be freed on the Dren plantation with the Dren key.


Sleeper Locations
Vidian & Lady Callipyge
    Alvura Othrenim-Vivec, Arena Waistworks (Assemanu)
    Assi Serimilk-Maar Gan (Subdun)
    Daynasa Telandas-Arano Plantation (Assemanu)
    Dralas Gilu-Pelagiad (Hassour)
    Drarayne Girith-Tel Aruhn (Plot and Plaster) (Hassour)
    Dravasa Andrethi-Ald-Ruhn(His house) (Hanarai Assutlanipal)
    Endris Dilmyn-Khuul(His shack) (Subdun)
    Eralane Hledas-Vivec, St. Olms, North-One (Assemanu)
    Llandras Belaal-Balmora (Hassour)
    Neldis Llervu-Suran (Assemanu)
    Nelmil Hler-Vivec, Redoran Waistworks (Assemanu)
    Rararyn Radarys-Balmora (Hassour)
    Relur Faryon-Vivec, Hlaalu Canolworks (Assemanu)
    Vireveri Darethran-Ald Velothi (Subdun)
    Vivyne Andrano-Vivec, St. Delyn Waistworks (Assemanu)
You need to dispose the Dagoth in the Sixth House base. The base is noted down between the ( ). The sleepers wake up when the Dagoth is dead. You'll get a reputation point for each awoken sleeper.

NPC / Creature List
    1) Dremoras are leveled creatures, which means you will find them randomly when you're their level or exceed their level. Dremoras are level 9. But, there are certain places where you'll find them regardless of your level:
    -Nallit
    -Berandas, Keep, Top Level
    -Berandas, Keep, Bottom Level
    -Ashirbadon
    2) Dremora Lords are leveled creatures, which means you will find them randomly when you're their level or exceed their level. Dremora Lords are level 12. But, there are certain places where you'll find them regardless of your level:
    -Vemynal, Hall of Torque
    -Rotheran, Arena
    -Ibar-dad
    -Endusal, Kagrenac's Study
    3) Gathal Llethri can be found at Dren Plantation, Guardhouse
    4) Ulms Drathen can be found at Molag Mar, Armigers Stronghold
    5) Divayth Fyr can be found in Tel Fyr, Hall of Fyr - beware, he's essential for main quest.
    6) Mistress Therana can be found at Tel Branora, Upper Tower, Therana's Chambers
    7) Archmagister Gothren can be found at Tel Aruhn, Upper Tower
    8) Darvasa Vedas can be found at Tel Branora, Tower Guardpost
    9) Ronerelie Philulanie can be found at Tel Vos, Central Tower
    10) Golden Saints are leveled creatures, which means you will find them randomly when you're their level or exceed their level. Golden Saints are level 20. But, there are certain places where you'll find them regardless of your level:
    -Odrosal, Dwemer Training Academy
    -Ibar-dad
    -Bal Ur, Underground
    -Ald Daedroth, Inner Shrine
    -Ald Daedroth, Antechamber
    11) Bolvyn Venim can be found at Ald-Ruhn, Manor District, Venim Manor, Private Quarters
    12) Llaro Llethri can be found at Dren Plantation, Tower Shack
    13) Corpse of dead hero can be found at Maesa-Shammus Egg Mine
    14) Severa Magia can be found at Ald Sotha, Lower Level
    15) Galos Farethi can be found at Dren Plantation, Dren's Villa
    16) Relas Arothan can be found at Assernerairan, Shrine
    17) Arver Rethul can be found at Dren Plantation
    18) Corpse of wizard hero can be found at Endusal, Kagrenac's Study
    19) Gordol can be found at Ashalmawia, Shrine, Sunken Vaults
Location, Location, Location
Evidence Chests
If you were carrying the items, and they are now missing, chances are you broke the law somehow, and the guards took them. Since guards can spot stolen items, if you commit a crime and pay the fine (Or go to jail), all of your stolen items are removed as well. The good news is you can probably get them back, since the guards move them to the closest 'Evidence Chest'. The evidence chests can be found in the following locations:
    Seyda Neen, Census and Excise Office
    Sadrith Mora, Wolverine Hall: Fighter's Guild
    Pelagiad, South Wall
    Moonmoth Legion Fort, Prison Towers
    Ebonheart, Hawkmoth Legion Garrison
    Buckmoth Legion Fort, Prison.
    Mournhold, Royal Palace Guards Quarters, Jail.
    Solstheim, Fort Frostmoth, Prison.
If you find the 'Evidence Chests' in the nearest location to where you paid the fine, your items should be there. If they aren't, try some of the other Evidence Chests listed above.

Secret Library in the Hall of Justice:
Go into the North entrance to the Hall of Justice, take your first left and go upstairs to the Justice Offices. Go into the office of the watch in the halls of justice and find the trapdoor in the back-right corner. Search around on the floor, and you will find a locked trapdoor that barely sticks out from under a rug in that office. Use sneak and pick the lock. Down there is the secret library. There are actually two entries, both to the Hall of Justice offices. You can safely ignore the stern warnings of the librarian there, but be careful what (and how) you take anything.

How to find the Morag Tong
It's hidden under the Arena. Go from the Waistworks down to the Canolworks, investigate the storage area on the west side, exit the main storage by the southeast door, you'll find a small room with a trapdoor in the floor. This leads down into a three-level suite of rooms with it's own magic shop and trainer. In the bedroom at the back of the top level you'll meet Eno Hlaalu.
Arena Waistworks -> western side of the Canolworks -> Arena Storage Area -> trapdoor to Hidden Area

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Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Post » Sat Sep 19, 2009 8:36 pm

Calculations: Armor Rating, Spell Chance
To determine your Armor Rating:
by Monica21 & Elric_Melnibone
BaseAR * ( ArmorSkill / 30 )
This will give you the armor rating for an individual piece of armor. Assume a character has a Light Armor skill of 91 and wears only Light Armor, all pieces with a base AR of 50.
50 * ( 91 / 30 ) = 151.67 AR for each piece. The game will round this down, and the individual AR will appear as 151.
To determine your total AR, multiply each armor piece by its weighted factor, and then total them. The factors (shown as Percent of Total Armor Rating) are actually listed incorrectly in the manual. Following are the correct weight factors:
Cuirass - 30%
Shield - 10%
Helm - 10%
Greaves - 10%
Boots - 10%
RPauldron - 10%
LPauldron - 10%
RGauntlet/Bracer - 5%
LGauntlet/Bracer - 5%
(I tested these factors on my own character. Wearing just the cuirass, her AR should have been 60 with a factor of 0.40, but it's actually 45, the same as if the factor was 0.30.)
For the cuirass, multiply (151 * 0.30). This equals 45. Repeat for each piece of armor you have equipped, and then total the numbers. If your character does not wear a helm or equip a shield, the total AR will be 121.
NOTE: These numbers do not take into account how your Unarmored skill factors in for any unarmored body parts, and the numbers also assume fully repaired armor.

To determine your Unarmored Armor Rating:
( UnarmoredSkill * 0.10) * ( UnarmoredSkill * 0.065 )
Assuming that your Unarmored skill is 100, this will yield a max AR of 65, with no armored body parts.

Armor Damage
To determine how much damage is absorbed and how much damage is taken, use the following formula:
( Damage / ( Damage + AR ) ) * Damage
Assuming that a 25 point blow is landed and using the above armor rating, ( 25 / ( 25 + 121 ) ) * 25 = 4.28 damage to your health.

Calculation for Spell Chance:
( [Luck / 8] + [Willpower / 4] + [Spell Skill * 2.5] - [Magic Cost * 1.25] ) * ( 0.6 + [0.4 * Current Fatigue / Max Fatigue] )
This goes to show that Fatigue and Luck really does matter.

Constant Effect Items
by Korana
Korana's List of All the Constant Effect Items in Morrowind and its Expansions:
Long Swords-

Fury: damage heavy, medium, and light amour 20 points on self. Damage unarmored 20 points on self. Blind 20% on self. Fortify attack 20 points on self.
Fury is found in Kogoruhn, more specifically on the body of a dead hero locked behind a door in the Hall of Maki. Please note that equipping the sword will permanently send your amour skills to 0, however they can be reinstated with training.

Blunt Weapons
Sunder: fortify attack 30 points on self, fortify strength 20 points on self, drain fatigue 1 point on self, fortify endurance 20 points on self, fortify luck 20 points on self
A Main Quest Item. It is found in Vemynal, which is northwest of Dagoth Ur’s facility. Please note that using this weapon without wraithgaurd will damage your health considerably.
Skull Crusher feather 15 points on self, fortify attack 5 points on self
East of Sadrith Mora is Omaren Ancestral Tomb. The tomb leads to a forgotten forge. Also an imperial cult quest.

Short Swords-
Keening: fortify magika 50 points on self, fortify health 30 points on self, fortify agility 20 points on self, and fortify speed 20 points on self.
A Main Quest item. This is found in Odrosal, a dwemer ruin found southeast of Dagoth Ur’s facility. Please note that using this weapon without wraithgaurd will damage your health considerably.
Dagger of Symmachus (Tribunal): fortify short blade 10 points on self, fortify endurance 10 points on self, and reflect 10 points.
Tribunal Main Quest Item, obtained from King Helseth after a duel?.

Spears-
Illkurok: fortify spear 10 points on self, night-eye 15 points on self
Found in the dwemer ruins of Nchurdamz, which are north east of Molag Mar.
Greed: spell absorption 20 points on self, drain personality 5 points on self
This spear is found in the Telvanni vaults in Vivec.
Blessed Spear (Tribunal): shield 30 points on self and fortify spear 10 points on self
Tribunal Main Quest Item. Obtained as a reward for completing the Shrine of the Dead quest.

Helms-
Helm of Oreyn Bearclaw: fortify agility 40 points on self, fortify endurance 40 points on self
Perform the daedra quest of Malacath to gain this helm.
Helm of Graff the White: reflect 10% on self
Complete Frald the White’s Imperial Legion Quests and gain the helm as a reward.
The Icecap: resist frost 30% on self
Travel the road west of Ald Ruhn and you will run into a paralyzed nord named Hisin Deep-Raed. Cure him or kill him for the helm.
Mask of Clavicus Vile: fortify personality 30 points on self
Ask the residence of Dagon Fel and you will be told of a necromancer in a tower to the east. Also an Imperial Legion Quest.
Helm of Bear Scent (Bloodmoon): detect animal 150 ft on self.
This helm is in Eddard Barrow on Solstheim Island.
Helm of the Wolf’s Heart (Bloodmoon): fortify agility 5 points on self and fortify sneak 5 points on self.
Bloodmoon Main Quest Item. Received as a reward for solving the crime in the Skaal village.

Cuirasses-
Dragonbone Cuirass: resist fire 100% on self
This is located inside Mudan Grotto (southwest of Ebonheart). Inside, you will find a sunken dwemer ruin. The cuirass is located inside a locked closet, in a locked section of the ruin (lock level 100). A key is available from a desk in the ruins.
Ebony Mail: resist fire 75% on self, shield 50 points on self, and resist magika 20% on self.
This is only available from the Tribunal Temple quests as a reward for the final mission.
Mountain Spirit: shield 10 points on self
Main Quest Item, it is carried by Ashu-Ahhe of the Erabenimsun Camp.
Cuirass of the Saviors Hide: resist magika 60% on self
The cuirass is found in a lock level 100 closet in the Hall of Fyr, Tell Fyr.
Soscean’s Cuirass (Tribunal): fortify health 50 points on self
This cuirass can be obtained by doing the quests provided by the people in the Abandoned Manor in Godsreach.

Boots-
Boots of Blinding Speed: fortify speed 200 points on self, blind 100% on self.
Following the road signs from Caldera to Ald Ruhn you will run into a redgaurd named Penemie. You can either do what she asks, or kill her, for the boots.

Paws of the Wolf-Runner (Bloodmoon): fortify athletics 10 points on self and fortify speed 10 points on self.
Skjoldr Wolf-Runner in Thirsk Mead Hall is wearing these.

Gauntlets-
Fists of Randagulf (left hand): fortify agility 20 points on self
Fists of Randagulf (right hand): fortify strength 20 points on self
These gloves can be found in the cave of Ilunibi, which is on a small island north of Gnaar Mok. These are rather tricky to find, and are located behind one of the rectangular containers. It is recommended that the main quest is done first.
Wraithgaurd (right hand): shield 10 points on self, reflect 20% on self, resist blight disease 50% on self, resist fire 10% on self, resist frost 10% on self, resist shock 10% on self, resist poison 10% on self and resist magicka 10% on self.
A Main Quest Item. You are given this by Vivec himself.
Wraithgaurd (left hand): the same effects as the right hand.
In order to obtain the second wraithgaurd you need to kill Vivec and then acquire the books “Kagrenac’s Planbook” and “Kragrenac’s Journal”. Bring all of the items to the last living dwemer (Yogrum Borgan) living in Tel Fyr’s corprosarium. Please note equipping the wraithgaurd will cause you to loose 200 health points permanently.
Boneweave Gauntlet (left hand): shield 10 points on self
Boneweave Gauntlet (right hand): fortify agility 5 points on self.
Found on Ranabi in the Erabinemsun Camp.

Shields-
Goblin Buckler (Tribunal): drain personality 50 pts on self, restore health 1 point on self, drain speed 10 points on self
Following the main quest of Tribunal will lead you to Old Mournhold, the Tears of Amun-Shae. This shield is found in Durgok's chest.

Full Amour Sets-
Her Hands High Ordinators (Tribunal)-
Helm: Reflect 5% on self
Cuirass: Fortify Heavy amour 10 points on self
Left Pauldren; Resist paralysis 5% on self
Right Pauldren: Resist poison on self
Left Gauntlet: Fortify attack 5 points on self
Right Gauntlet: Fortify strength 5 points on self
Greaves: Fortify medium amour 5 points on self
Boots: Fortify agility 5 points on self
Follow the main quest in Tribunal, you will be sent to track down a former Her Hands Ordinator.
Snow bear (Bloodmoon): Resist frost 5% (all pieces)
Throughout the island are white bears. Take their hides to the armorer behind Thirsk Mead Hall to have a set of amour made.
Snow wolf (Bloodmoon): Resist frost 5% (all pieces)
Throughout the island are white wolves. Take their hides to the armorer behind Thirsk Mead Hall to have a set of amour made.

Rings-
Ring of the Wind : fortify agility 30 points on self.
Galmis Dren wears the ring, and is found in the cavern of Nammu.
Marara’s Ring: reflect 20% on self, fortify acrobatics 10 points on self, resist normal weapons 40% on self
This ring found in Drethan Ancestral Tomb. The entrance to the tomb is found in a cave named Shallit, found on an island south of Dagon Fel.
Mentors Ring: fortify intelligence 10 points on self, fortify willpower 10 points on self.
This ring is found in a trapped urn in Salmarys Ancestral Tomb (west of Seyda Neen, on the shore)
Ring of Phynaster: resist magika 20% on self, resist poison 20% on self, resist shock 20% on self
Found in Senim Ancestral Tomb, which is southeast of Dagon Fel.
Denstagmer’s Ring: resist fire 30% on self, resist frost 30% on self, resist shock 30% on self.
Found in Falas Ancestral Tomb, which is on the river south east of Gnisis, in a trapped urn.
Sheograth’s Signet Ring: drain willpower 10 points on self, fortify personality 10 points on self.
Perform the quest for the daedra Azura.
Moon and Star: fortify personality 5 points on self, fortify speechcraft 5 points on self
A Main Quest item. It can be found in the Cavern of the Incarnate, south of the Rotheran Stronghold. You can only enter the cavern and dawn or dusk.
Ring of Azura: night-eye 20 points on self, restore fatigue 10 points
A Main Quest item. This ring is a reward for defeating Dagoth Ur.
Royal Signet Ring (Tribunal): reflect 100%, resist Magicka 100%, resist paralysis 100%, restore health 10 points, restore fatigue 10 points.
You can only gain this ring by killing King Helseth.
Ring of Raven Eye (Bloodmoon): fortify marksman 20 points on self and night eye 20 points on self
Found in a hollow tree stump behind Thirsk Mead Hall.
Aeslip's Ring (Bloodmoon): fortifies willpower 10 points and 75 magicka

Amulets-
Necromancer’s Amulet: resist normal weapons 25%, fortify intelligence 25 points on self, restore health 1 point on self, spell absorption 25 points
Trebonius Artorius of the Vivec Mage’s Guild has this amulet. You can either kill him for it, or complete his odd quests.
Teeth of the Urshilaku: resist paralysis 10% on self
A Main Quest item. You get this amulet by being named the Nerevarine of the Urshilaku.
Gaenor’s Amulet (Tribunal): fortify luck 15 points on self
A wood elf named Gaenor is in the Temple courtyard, speaking to him about a favor will eventually lead to a duel. The amulet is on his body.
Helseth’s Collar (Tribunal): Fortify security 10 points on self, fortify sneak 10 points on self, fortify speed 5 points on self
A Tribunal Main Quest Item. Prevent an assassination plot from occurring.

Robes-
Redas Robe of Deeds: feather 50 points on self, detect animal 25 feet
Found in the Redas Ancestral Tomb, which is south of Molag Mar.
Robe of the Drake’s Pride: fortify intelligence 10 points on self, resist fire 25%, reflect 25%
Sinse Thindo in Tel Aruhn (the tower’s upper level) is wearing the robe.
Whitewalker (Bloodmoon): Chameleon 50% on self, frost damage 5-10 points on self, weakness to frost 5-10% on self, drain health 5-10 points on self
This robe is found on the body of mage’s guild member (a tragedy) in the ice cave of Benkongerike.
Mantle of Woe (Bloodmoon): drain personality 100 points on self, weakness to normal weapons 20% on self, fortify maximum magika 5.0x Int. on self, Sun damage 20 points on self, fortify conjuration 50 points on self
This interesting robe is obtained through a miscellaneous quest from an elderly man in the Skall village.

Shoes-
Surefeet: fortify acrobatics 6 points
Baladas Demnavenni in Arvs-Dralen in Gnisis has these shoes. Also a House Telvanni reward for his quests.
Shoes of St. Rilms: fortify personality 5 points on self, fortify endurance 5 points on self
Found in a locked chest behind the statue in Ald Sotha.

Misc. Clothing-
Ralen Family Belt (Tribunal): Fortify personality 5 points on self, fortify speechcraft 5 points on self.
This is a reward for matching Marena Gilnith (in the Great Bazaar) with Goval Ralen in the Temple courtyard. However, if you match her with the trader in the Great Bazaar you will gain a very interesting sword.
Belt of the Horator: fortify magika 20 points on self.
A main quest item. This belt is obtained by having yourself named horator of the three houses.
Right Hand of Zenithar: fortify personality 5 points on self
Left Hand of Zenithar: fortify luck 5 points on self
These are obtained by completing the Imperial Cult missions.
Deceit (Bloodmoon): fortify sneak 20 points on self
This glove is found in a hollow tree stump behind Thirsk Mead Hall.
Treachery (Bloodmoon): fortify security 20 points on self
This glove is found in a hollow tree stump behind Thirsk Mead Hall.
Tailored Trousers: fortify personality 3 points on self
These pants are given to you by the clothier in Caldera while completing an Imperial Cult quest for Lulus Truptor in the Imperial Chapels, Ebonheart.

Vampire Items-
Fathasa’s Ring: fire shield 15 points on self
Once a vampire, speak with Fathasa Llethri in Llethri Manor, Ald’ Ruhn. Complete her quest for the ring.
Darksun Sheild: drain magika 100 points on self, reflect 20% on self, restore fatigue 10 points, night-eye 10 points on self.
The second mission of the Aundae clan. You are sent to kill a vampire hunter, who carries the shield.

Sanguine Items-
    1. Amulet of Sanguine Free Enterprise?"Fortify Mercantile 5 points-- Eno Hlaalu has this already.
    2. Belt of Sanguine Balanced Armor?"Fortify Medium Amour 5 points on self?"Relas Arothan at Assemerairen Shrine in the St. Olm’s underworks.
    3. Belt of Sanguine Sureflight?"Fortify Marksmen 5 points on self-- Durrus Marius at the Assemerairen Shrine in the St. Olm’s underworks.
    4. Belt of Sanguine Hewing?"Fortify Long Blade 5 points on self?"Durrus Marius at the Assemerairen Shrine in the St. Olm’s underworks.
    5. Belt of Sanguine Deep Biting -- Fortifies Axe 5 points on self -- Relas Arothan in Assernerairan, Shrine, St. Olms Underworks.
    6. Glove of Sanguine Horny Fist?"Fortify Hand to Hand 5 points on Self?"Guirl Retheran, Flowers of Gold, Redoran Canton, Vivec.
    7. Shoes of Sanguine Leaping?"Fortify Acrobatics 5 points on self--Dro’Zaymar, canol South-Three of the St. Delyn Canton.
    8. Amulet of Sanguine Nimble Amour?"Fortify Light Amour 5 points on self?"Severia Magia, Ald Sotha Shrine.
    9. Ring of Sanguine Fluid Evasion?"Fortify Unarmored 5 points on self-- Severia Magia, Ald Sotha Shrine.
    10. Glove of Sanguine Swift Blade?"Fortify Short Blade 5 points on self-- Severia Magia, Ald Sotha Shrine.
    11. Ring if Sanguine Red Wisdom?"Fortify Destruction 5 points on self?"Llandrale Varam, Ald Sotha Shrine.
    12. Ring of Sanguine Transcendence?"Fortify Conjuration 5 points on self-- Llandrale Varam, Ald Sotha Shrine.
    13. Ring of Sanguine Transfiguring?"Fortify Enchantment 5 points on self-- Llandrale Varam, Ald Sotha Shrine.
    14. Belt of Sanguine Fleetness?"Fortify Athletics 5 points--Hrodis at the Halfway Tavern, Pelgiad.
    15. Belt of Sanguine Martial Craft?"Fortify Armorer 5 points on self?"Carecalmo at Ashalmimikala shrine.
    16. Shoes of Sanguine Stalking?"Fortify Sneak 5 points on self?"Thovasi Alen, Assamatamat shrine.
    17. Belt of Sanguine Denial?"Fortify Block 5 points on self?"Movis Darys, Ald Ruhn Mages guild (speak to him about joining Morag Tong…do not kill).
    18. Glove of Sanguine Safekeeping?"Fortify Security 5 points on self?"Inganar, Ularradallaku shrine (inside Ghostgate)
    19. Belt of Sanguine Stolid Armor?"Fortify Heavy armor 5 points on self?"Mindeli Saren, Yasammidan shrine.
    20. Ring of Sanguine Sublime Wisdom?"Fortify Alchemy 5 points on self?"Anel Rethelas, Yasammidan shrine.
    21. Amulet of Sanguine Glib Speech?"Fortify Speechcraft 5 points on self?"Shotherra, Thongar’s Tradehouse, Hull.
    22. Ring of Sanguine Silver Wisdom?"Fortify Illusion 5 points on self?"Earmil, Assurnabitashpi shrine.
    23. Belt of Sanguine Smiting?"Fortify Blunt Weapon 5 points on self?"Domba, Ald Daedroth shrine
    24. Ring of Sanguine Green Wisdom?"Fortify Restoration 5 points on self?"Gnaw Tooth, Ald Daedroth Shrine.
    25. Ring of Sanguine Golden Wisdom?"Fortify Alteration 5 points on self?"Talis Veran, Ebernanit shrine.
    26. Belt of Sanguine Impaling Thrust?"Fortify Spear 5 points on self?"Gluronk gra-Shula, Gateway Inn, Sadrith Mora.
    27. Ring of Sanguine Unseen Wisdom?"Fortify Mysticism 5 points on self--Erundil, Indoranyon.

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Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Sat Sep 19, 2009 11:32 pm

Tribunal Guide
basakboy
This guide will not tell you how to kill. If you are an unexperienced
player, then you should level up your character and get the necessary tools so that you can kill with ease instead of having to reload again and again (or going to the board and asking for help). Your opponents in Tribunal are better at dishing out damages to your character than the ones in Morrowind. If you are trying to prove something by going there with a low level character, then go ahead and prove it. This guide will not tell you how to kill Gaenor, for
example. My only assistance in this regard is to poke at F5 more often.
Of course, experienced players already know how to get or make the best tools so that a low level character can stay healthy while fighting the ungodlies.


Contents Of This Guide

Introduction
Tienius Delitian Quests Walkthrough
Main Quests Walkthrough
Miscellaneous Quests FAQ


How Do I Begin?
In the beginning some players don't know how to begin. If you are new to Morrowind with a level 1 character just out of the census office and want to play Tribunal, you can sleep outside Seyda Neen. You can also sleep in one of the huts after you have evicted the occupant. If you are tired with Morrowind, you can open your saved game and just sleep anywhere.
Your sleep will be interrupted by an assassin. If no assassin has attacked, either be thankful or go to sleep again and again until you are attacked. Your journal will be updated after you have dealt with the intruder. Talk to a guard and he will say that the attacker was likely a member of the Dark Brotherhood and will suggest that you speak with Apelles Matius who had just arrived in Ebonheart. There will be 10 attacks in all for a total of 14 assassins. If you want their equipment for sale or for use, then do not go to Ebonheart yet. Better still, do not report to the police.
If you want heavy hitting opponents, then go to Ebonheart and ask a guard who will tell you to check the battlement for Apelles Matius. Matius is the guy in shining steel-like adamantium armor (without helm). The battlement (for some) is the wall with jagged spaces use by archers. He standing on the battlement. Later on, he will move around. Tell him about the attack and he will direct you to Asciene Rane who can transport you to Mournhold. Your journal will then be updated.
Asciene Rane is in the Grand Council Chamber. You will see her either standing or coming from the right side of the hall as you enter. Ask her about travel to Mournhold. Tell her that you fear you have been marked by the Dark Brotherhood and wish to investigate.


Where To Find The Assassins
You will arrive in Mournhold, Royal Palace: Reception Area. You will see an Argonian. His name is Effe-Tei and he can teleport you back to the Grand Council Chamber. If you have marked your previous location (or favorite one like in front of Creeper) in Vvardenfell, you can just recall. But you need to ask Asciene Rane again to teleport you to Mournhold.
Talk to any Royal Guard (one in reddish armor). Persuade him enough and he will tell that the assassins live in the sewers beneath the Great Bazaar. Your journal will be updated.
Note: You cannot use levitation in Mournhold (and in the last quest area) but you can do so in the sewers. You can also use interventions and mark and recall (but also not in the last quest area).
Exit the reception area and go to The Plaza Brindisi Dorom. From there, go to the Great Bazaar. The entrance to the sewer is in the South-West area of the bazaar and is called Trap Door to Old Mourhold: Bazaar Sewers. When you are inside, follow the passage East and you will meet Ahnia. Take note of her position if you want to do the pawnbroker's quest.
Go North and halfway there you can either go West or go further North. If you go West, you will meet Marisa Adus who has a quest concerning the Black Dart Gang. Moving on, you will come to the Sewer Door to Manor District.
If you go further North, you will reach A Worn Cavern Door to the Manor District. A few steps forward through either doors and your journal will be updated. This is where the members of the brother-hood live.
From here on, it is an endless battle against the assassins (they will respawn after a while). Good for you, but you will need high strength so that you can carry their equipment. Continue moving until you reach the Old Metal Door to Moril Manor, North Building. Move on until you reach an Old Metal Door. Open it and you will find the leader, Dandras Vules. Kill him and your journal will be updated. Get the contract from his body and your journal will again be updated and will tell you to report your finding to a guard immediately. If by chance your journal will not be updated the second time, just report the incident to any guard and he will tell you to report to Fedris Hler at the Temple Reception Area.
But before you do so, it might be a good idea to do first the quests of the captain of the Royal guards, Tienius Delitian, if you want to get a not-so-good sword, the King's Oath Blade.


TIENIUS DELITIAN QUESTS WALKTHROUGH

How To Investigate The Rumors On King Llethan's Death
Go to the Royal Palace Throne Room which is located through the door-way located just left of Effe-Tei and up the stair. Talk to Tienius Delitian about "official matter." He will order you to find the source of the rumors that King Llethan did not die a natural death.
Talk to the people about King Llethan's death and they will give dif-ferent answers. Eventually, someone will tell you that "broadside sheet called The Common Tongue says Helseth poisoned hundreds of people...." Your journal will update. Go back to Delitian and he will ask you to get him a copy of this broadsheet of which many are strewn around.


How To Make The Temple Informant Admit That She Is Discontented
Delitian will order you to help find a source of information inside Almalexia's Temple. You are to go to the temple and find someone who is discontented.
Talk to the people in the temple about discontent and you will find out that only Galsa Andrano will give different answers.
Do not immediately "ask about the Temple and King Helseth." As sug-gested by Delitian, "listen patiently and sympathetically" to her tale. Then "ask if you can come speak again another time." Then "ask about the Temple and King Helseth." Your journal will update and you can report to Delitian.

How To Find The Disloyal Guard
Talk to Delitian about possible "disloyalty among the Guards." You will be ordered to investigate. You will pose as a candidate wanting to "join the Guards." Speak to all the guards in the room about join-ing. When you come to Ivulen Irano, your journal will update.
If you talk to him about your Hlaalu connection, Irano will tell you to talk to Aleri Aren but not Delitian. Your journal will update. Go to the Guards' Quarters and talk to Aren about joining. Mention your Hlaalu connections and she will be startled and will dismiss the matter as a misunderstanding. But your journal will update. Returning to Delitian, he will order you to find some evidence by taking a careful look at Irano's possessions in the Guards' Quarters. He will warn you not to be caught stealing.
Go to the second floor of the quarters and you will find the room where the guards sleep. Inspect each bed and chest carefully. Under a pillow you will find Irano's copy of the Common Tongue and under a nearby chest is a hand-written note. Your journal will update. Return to Delitian.


Where To Find The People Involved In The Plot To Kill King Helseth
After you have taken the letter that was on the desk in the Llethan Manor in Godsreach, return to Delitian and he will give you writs of execution for the three people involved in the plot.
If you ask Delitian where to find Forven Berano, he will suggest that you look for him in or around the Temple. Berano can be found in the Northern area.
Delitian will suggest that you look for Hloggar the Bloody in the
sewers. If you ask someone, he will tell you to look in the west sewers which you can reach through a grate in Godsreach. See "Where To Find The Two Goblin Warchiefs And The Two Altmer Trainers" below.
Delitian does not know where to find Bedal Alen. Asking around, you will finally be told that Alen is a bookworm and for you to look in a bookseller. There is one in the Great Bazaar and Alen is in the second floor. You confront all three with the evidence and either kill them or let them escape.


Where To Find And How To Stop The Common Tongue Author
Talk to Delitian and agree that you will find and stop the author of The Common Tongue. Talk to the people (raise their disposition if neces-sary) and they will tell you to talk to someone involve in writing or in a pawnshop. If you talk to the bookseller, she will tell you the same thing. If you talk to the pawnbroker, he will tell you that Trels Varis is the author and that he, the pawnbroker, heard about Varis in the Craftsmen's Hall.
The people in the Hall will not tell you anything about Varis. So you need to do some investigations. There is a locked door which you just have to open. This will lead to a secret office. Ask Varis to stop print-ing lies about King Helseth. There are three options to choose. Option 1 or 2 will lead you to kill him. Your reward from Delitian will be 5000 gold but no sword.
If you had donated 3000 to the Orphan's fund, you will get a refund and the King's Oath Blade.

How To Get Quests From Queen Barenziah
You cannot. There is no quest from her. You are told to go and talk to her by Tienius Delitian for three reasons:
    1) So that you will know where to go next (talk with Fedris Hler, if you still have not done so);
    2) So that you will know her better and will therefore think of her when the time comes for you "to look to those you know and trust for guidance;"
    3) She will tell you to talk to Plitinius Mero, another "know and trust" individual.
    By the way, to find Barenziah, you go through the door behind the throne, walk through the imperial cult services area, through three more doors and you will enter her bedroom.


MAIN QUESTS WALKTHROUGH

Where To Find The Two Goblin Warchiefs And The Two Altmer Trainers
Fedris Hler will ask you to kill the two Goblin warchiefs and the two Altmer trainers. The Goblins, after asking around, can be found in the Godsreach sewers. The trapdoor to the sewers is found in the North-West section and the sewer is known as the Residential Sewers. Once inside move East then South until you come to a ladder going up to the Trap Door to the West Sewers. Near this ladder is an area where Dilborn is held hostage by three goons. He is the object of a quest given by Thrud who can be found in the center of Godsreach.
Climb up the ladder. In an underground passage you will find Hlogar the Bloody. He is the object of a writ that you will get from Tienius Delitian, Royal Guard Captain, if you do his quest on the conspiracy against the king.
Explore the West Sewer until you reach the Sewer Door to Battlefield. Enter, explore and you will reach a large area. You can levitate to reach the Cavern Door to Abandoned Passageway or walk to a Worn Cavern Door to City Gates.
Either way you will finally, after some exploring, reach Tears of Amun-Shae where the two Goblin warchiefs, Durgoc and Kurog are hiding and Teran Hall, East Building where the two Altmer trainers, Armion and Yarnar are staying.
Notes: You might need to open 100 points locks. If you cannot, just go the other way. There is an adamantium spear and, near it, a pit trap in Teran Hall. You will find an adamantium ax in Tears of Amun-Shae (near one of the falls) but you need to levitate.
Your journal will be updated after you killed the warchiefs and after you killed the trainers. Return to Fedris Hler and you will receive 15,000 gold and a journal update.


How To Do The Shrine Of The Dead Cleansing Quest
If you talk to him again about service to our lady, Fedris Hler will tell you to report to Archcanon Gavas Drin. Drin will order you to escort a priest, Urvel Dulni to the Shrine of the Dead found in the temple's sewers. Dulni will be the one to do the cleansing. If you are brave enough, you can bring Dulni with you while you explore the sewers. If you are a coward like me, you will leave him behind while you cleanse the areas of the ungodlies first.
You enter the sewers through the Trap Door to Temple Sewers in the temple basemant. Go down and find the Sewer Door to Temple Sewers East. Enter and kill the black dart gang member just inside the door. Explore until you reach the Cavern Door to Temple Garden. Open it and walk South until you will reach the Shrine Door to Temple Shrine. Open it and kill the Profane guarding the area. Save at this point. Open the Old Metal Door and kill the four Profanes guarding the altar. Your journal will be updated.
Go back and escort Dulni to the shrine. Walk him close to the first step of the altar and he will climb up and cleanse it. Your journal will be updated. Approach him and he will tell you that he is ready to go back. Escort him back to Drin and you will be rewarded with the Blessed Spear.


How To Get Barilzar's Mazed Band
Offer your service to our lady to Drin and he will refer you to Hler. Mention service to our lady to Hler and he will give you a quest to retrieve the Barilzar's Mazed Band.
Return to the temple sewers through the trap door in the temple basemant. This time go North-West to the Abandoned Crypt. The rocks that were there (if you had explored this area in the previous quest) are now gone. Barilzar stays in the North of the crypt. Get the ring (and a Daedric claymore) from his dead body. Return to Hler and he will send you to Drin who will send you to Almalexia who is in the High Chapel. As a reward, she will give you the power to restore 25 points of all your attributes. It's called Almalexia's Light.

Where To Go Next
Almalexia, Drin and Hler will have nothing to do with you anymore at this time, the ingrates. You can explore the city, seduce some girls, or you can just simply rest. After resting for 24 hours speak with anyone and he will tell you about the attack on the Plaza Brindisi Dorom. You will be forced to go there because everybody will just say goodbye to you.
Go there and you can either help the police or just watch them fight and kill the creatures coming out of the destroyed statue. Once the creatures are dead you will know that they are fabricants when you "talk" to the remains. The Royal Guards will tell you to report the incident to Tienius Delitian while the High Ordinators will tell you to report it to Fedris Hler.
Both will order you to investigate the disturbance. Climb the ruined statue and you will find a ladder within the hole. Go down and walk through the tunnel to the edge and you will see a hall of the Bamz-Amschend ruins. Down there you will also see fabricants fighting dwemer machines. Your journal will be updated. Return to either or both Delitian and Hler.
If you report to both, both will chide you for reporting to the other. Hler will tell you to relay the information to Almalexia. She will give you a new quest which is to find out more about the cult called the End of Time and its leader, Eno Romari.
Delitian will tell you to speak to King Helseth who will make some apologies for your problem with the Dark Brotherhood. He will then order you to look into a possible assassination plot.


How To Learn About A Possible Assassination Plot And Protect Queen Barenziah
Helseth will order you to meet an Orc in the Winged Guar, Godsreach. The code that you will use is "uncle's farm."
The only Orc in the Winged Guar is Bakh gro-Sham. If you talk to him about "uncle's farm" he will tell you about a plot against Queen Barenziah.
After you returned to Helseth, you will learn a few things about the plot. He will order you to stand guard behind a screen outside the Queen's chamber. The chamber is located behind the throne room through the imperial cult area. You should close both wooden doors. Then you stand at the corner made by the post/wall and the screen. If you are in the correct position, it will trigger a journal entry. The three assassins might not come for some time, so you will have to wait (I waited for one hour and they came at midnight). I became the owner of three sets of Dark Brotherhood armor and three adamantium short swords). After you have killed them, your journal will be updated. Return to Helseth and you will be rewarded with Helseth's Collar.


How To Duel With Karrod
If you offer your service, Helseth will ask you to prove your manhood by duelling with Karrod the following day. Either you return or just wait for one day. Talk to Helseth to arrange the duel. Everybody will move to the sides leaving only Karrod in the center. Sometimes, Karrod will not do anything. He will just stand there. You cannot taunt him because he will not talk to you.
Just whack him with your weapon. Even if you use a super one-hit-you-are-dead weapon he will not die (at this time). You might trigger the end-of-time thread but he will just stand there. The other guards might get angry because you used your super weapon.
After Karrod has surrendered (or after "killing" him as mentioned above), talk to Helseth and you will receive the Dagger of Symmachus (a museum artifact).

How To Get The Last Quest From King Helseth
Offer your service again to Helseth and he will order you to further investigate the attacks in the plaza by speaking with Almalexia. This ends the quests from the King. He will get angry if you talk to him again before you have finished all the main quests.

How To Do The End Of Times Quest
Talk to Almalexia and she will give you a task to perform. The task is to investigate the cult, End of Times, which is led by Eno Romari. Exhaust all possible conversation options, and you will be told to talk to Meralyn Othan about possible leads. You will also be told not to kill Romari.
Othan can be found at the east side of the Bazaar. She will tell you about the cult and that Romari can be found in Godsreach, outside the Winged Guar.
You will find Romari outside the Winged Guar. He is wearing a white robe. You must talk to him about the "End of Times" and "Cleansing" in order to get two updates to your journal.


Where To Find The Skybreak Gallery And Some Dwemer Satchel Packs
When you return to Almalexia after the End of Times quest, she will give you a powered dwemer coherer which will activate a machine that will cause ashstorms in Mournhold.
Go back to the ruined statue in the plaza and climb down the ladder. You will now begin your exploration of Bamz-Amschend ruins. Walk through the tunnel and jump down to the floor of Heartfire Hall. Turn right and open the door to Hall of Winds. Go to the first room on the right. Get one Dwemer Satchel Pack from a locked and trapped Ornate Dwemer Chest (on the floor, under a shelf).
Go back out and walk straight to a door that will open to the Passage of Whisper. Walk down the passage straight to a Heavy Dwemer Door. Open it and walk to a Heavy Door to Radac's Forge. Explore it to find a Heavy Dwemer Door that has a 100-lock level and is trapped. The first Ornate Dwemer Chest on the right inside the room contains two Dwemer Satchel Packs.
Go out the door and explore further until you reach a pile of collapsed rock named, for lack of imagination, Collapsed Rocks. Click on it and place satchel charge, and run backward. Go back to the pile and crawl thrugh the Dark hole to Passage of the Walker. Explore until you come to the Heavy Dwemer Door to King's Walk. Open it and walk straight to another Heavy Dwemer Door. Open it and walk down to a flooded floor to another Heavy Dwemer Door. Open it and walk through the flooded room to a Heavy Dwemer Door To Skybreak Gallery.


How To Activate Karstangz-Beharn (To Cause Ashstorms In Mournhold)
When Almalexia sends you on this mission, do not forget to get the Powered Dwemer Coherer by asking her on the topic "Ashstorms in Mourhold."
Open the door and enter Skybreak Gallery. In the middle is the machine called Karstangz-Beharn. Go near it and look for the Dwemer Junction Box. Click on it and place the Powered Dwemer Coherer in the box and click yes. Your journal is updated.
Go the three levers in front of the junction box. The left lever will move the pictures in front of you to the right. The center lever will move them to the left. The right lever will halt the movement. Pull the left lever and when you see a picture of a volcano spewing ashes, pull the right lever. Your journal will be updated. Return to Almalexia for the next quest.
Note: Do not loss the two satchel packs. You will still need one.


Where in Mournhold is Salas Valor
Talk to Almalexia and she will tell you about one of her Hands of Almalexia, Salas Valor, is spreading lies about her. Your mission, if you will accept, is to find him and stop his activities.
He is not easy to find. You have to talk to many people who do not know him until, or if get lucky, talk to anyone in Godsreach about Hands of Almalexia and he will tell you of seeing one wandering around Godsreach, mutering and acting strange. Indeed you will find a high ordinator in shimmering armor on a street in Godsreach. When you speak to him, your journal is updated. After you killed him, your journal will be updated again. Return to Almalexia and she will reward you with one of the following:
Skin like iron (grant 5 points CE to your light, medium, heavy and unarmored)
Protected against paralysis (grant 20% CE paralysis resistance)
Warm, reflected Glory (grant 10 points CE fortify health)


Where To Find The Three Pieces Of The Blade
If you talk to Almalexia she will believe that you are the Nerevarine and she will tell you to forge the blade Trueflame back after it was broken into three pieces. Exhaust all conversation topics with her so that she will give you one Broken Dwemer Blade Piece. You are then ordered to look for the other two pieces and look for a craftsman to do the forging.
If you ask her about pieces of the blade, she will tell you to look to those you know and trust for guidance. Talking to her about forge the blade, she will tell you to seek out the finest among the craftsmen.
Looking for these people you know and trust, you will eventually talk to Barenziah who will refer you to Karrod. Ask Karrod about "pieces of the blade" and he will give you an Odd Dwemer Weapon. Your journal will be updated.
Consult Barenziah again and she will tell you to see Plitinius Mero who will refer you to Torasa Aram, the Curator of the Museum. If you talk to him about craftsmen, he will say "if it's weaponsmithing, try Yagak Gro-Gluk at the Craftsmen's Hall."
Talk to Aram about pieces of the blade and she will tell you that she has one piece of Dwemer Construction from the same time and that she will give to you in exchange for compensation - the donation of two artifacts. If you have two artifacts that are recognized on the right panel, click on them one at a time and click "donate the item" on the left panel. After the donation, click "one piece" on the right panel and click "compensation" on the left panel. Your journal is updated and the Dwemer Battle Shield is in your inventory.


How To Forge The Blade
With the three pieces in your inventory, go to the Craftsmen's Hall and approach Yagak gro-Gluk. Ask him about the Dwemer Battle Shield and he will separate the third blade piece from the shield. Talk about "forge the blade" and he will take the three pieces from your inventory and will tell you "come come back after two days' time." Your journal is updated.
After two days, talk to him again about "forge the blade" and he will give you an unenchanted Trueflame. Your journal is updated. Click on "talk to a Dwemer" and he will tell you about "Radac Stungnthumz that lived in Bamz-Amschend. Maybe some of his writings still exist."


How To Enchant Trueflame
If you talk to Yagak again and click "talk to a Dwemer" he will tell you to go to Bamz-Amschend and find Radac's Forge. So off you go to the forge the location of which you know already.
In Radac's Forge, locate the Heavy Dwemer Door on the right side. Open it and you will find Radac's ghost. You will have to search the room because it is constantly moving around. Talk to it and click "talk to a Dwemer." Then click "add fire." It will then tell you to get Pyroil Tar in the lower cavern of Norenen-dur, in the Citadel of Myn Dhrur. Your journal is updated.
Crawl through the Dark hole to Passage of the Walker. Search the passage for another Collapsed Rocks and place a satchel pack. Crawl through the Dark hole to Norenen-dur. Explore the area until you reach the Door to The Teeth that Gnash. Open it and walk to the Door to Citadel of Myn Dhrur. Open it and kill Khash-Ti Dhrur. He has a Pyroil Tar. If you lost his remain in the water, do not despair. Levitate to the Wailingdelve in the same area and you can find two pyroil tars at the bottom of the falls. You will also find a daedric left pauldron, a daedric cuirass, and other items.
Return to Radac and click Pyroil Tar. Voila, the enchanted Trueflame is in your inventory. Your journal is updated. Go back to Almalexia.


How To Do The Final Mission
Talk to Almalexia and about "forge the blade." She will then mention of an obstacle named Sotha Sil. Click all options. At the end she will send you to Clockwork City. If you are prepared, select "I am prepared to go." She will then teleport you there.
Note: If you use recall or interventions, you will be told that "teleportation magic does not work here." It is therefore advisable to save first before talking to Almalexia. Levitation magic does not also work.
Note: Look for levers that will open some doors. Beware of traps.

Move from Outer Flooded Halls, to Inner Flooded Halls, to Hall of Delirium, to Central Gearworks, to Hall of Theuda, to Dome of Kasia.


How to Beat The Trap At The Dome of Kasia
If you are wearing the boots of blinding speed, just stand on the middle step, wait for the rolling blade to pass, and run like hell behind it to the doorway. If you do not have the boots, just drink some of the elixirs that you can get from the dead fabricants to fortify your speed.
If you can fortify your acrobatic skill, you can also jump from the ground to the doorway.


How To Operate The Switches At the Dome of Serlyn
When you enter the door, you will see a machine that spews out fabricants. The door to the next hall is inside the machine and you need to operate the switches to enter the outside and inner doors.
Pull out the left lever first to open the outer door. When the flexible pipes above start wriggling, push the right lever to open the inner door. Run through both opened doors and through the Metal Door to Hall of Sallaemu.


How To Continue To Where Sotha Sil Is
Walk through the Hall of Sallaemu and enter the Dome of Udok. Operate the Rusted Lever and a bridge will be created. Walk across the bridge, through the Hall of Mileitho, through the Dome of the Imperfect and enter the Dome of Sotha Sil. In the dome you will find Sotha Sil, or what is left of him. Your journal will be updated.
As you try to leave, Almalexia will appear and will tell a long story about the birds and the bees (as if you did no know already).


How To Go Home
After you have killed Almalexia, take Hopesfire and the Barilzar's Mazed Band from her body. Wear the band and you will be given four choices to teleport to: Vivic, Mournhold, Sotha Sil, or nowhere. Choose any (except the last) and you still will be teleported to Mournhold Temple: High Chapel.
Walk a few paces outside the temple door and Azura will appear to give you her blessing and to tell you that Alamalexia was lying. The chicken comes before the egg, after all. Your journal is updated. After Azura disappears, you will now be able to use the band to teleport to the other places. Talk to Helseth (if you have not killed him) and get a set of Royal Guard armor as your reward.
Bravo! You have finished the main quests.


MISCELLANEOUS QUESTS FAQ

How To Get The Bipolar Blade
Go to the bazaar and talk to Sunel Hlas about (1) women and (2) foolishness. Your journal will be updated. Bid goodbye. Don't talk again because the conversation will twist in another direction and you will not get the sword.
Go to the other side of the bazaar and talk to Marena Gilneth about (1) meet someone new (2) please continue (3) go on.... Your journal will update.
Go back to Sunel and talk to him about (1) women (2) what about Marena Gilneth? Bid Goodbye.
Go back to Marena and talk about (1) meet someone new (2) yes, i'm sure (3) Sunel Hlas. Your journal will be updated.
Go back to Sunel and talk about (1) women (2) Marena Gilneth (3) Marena Gilneth (again) (4) .......try and be optimistic....... (5) goodbye
Later, (I waited four days) you will find Marena in the bedroom (2nd floor). Don't go there to find out if she is already there or not before the required number of days or everything will be off (I did once one day at a time and the romance ended in a fiasco). Talk to Sunel and choose Marena Gilneth and he will give your the blade.
You can also start with Marena. Just know when to end and when to persist in your conversation with Sunel.


How To Avoid Mad Golena Sadri's Traps
After you have done the preliminaries in the Sadri manor, Godsreach, you will find the door locked with 90 points. Open it, go down and find an ordinator dead on the floor of the bedroom. This is the only time that you can get a complete set of excellent heavy armor without much sweat. A level 1 character who can open the lock can do this. It is advisable to strip the armor from the ordinator and, if you cannot carry it, drop them on the floor.
Open the trap door and your journal will update. go down, walk toward the Sewer Door To Forgotten Sewer. Ahead you will see boxes on a shallow pool of water. Look around and you will see a crank attached to a pipe. Turn the crank and the area will be flooded. The boxes will float. Take a deep breath and swim to where the boxes were. You will see a trap door to Forgotten Sewer.
Open it and, once inside, swim to your left and turn the crank that will drain the water. Go to the ladder and climb up to the Forgotten Sewer.
This area of the sewer is full of traps. Mad Golena had set up the traps that will damage you as you come near or walk over them. If you have a high sneak skill, you can avoid getting hurt. If you have high hp, you can run, absorb the damage and just restore the lost hp. You can also use telekenisis to steal the treasures from the chests in one room.
After you killed Golena Sadri, get her glass armor, Mace of Slurring (a museum artifact) and an inexhaustible supply of PoisonGrip Arrow (as long as you do not dispose her corpse), imho, the best arrow in the game.


How To Drown The Black Dart Gang
If you talk to Variner's ghost which is found near the center of the Temple sewers, it will inform you that the Black Dart Gang can be found in the Temple Sewers West and that you can drown them by flooding the area with the use of a lever shaped like a torch. The location of this torch is on the post between the two doors and not in the east area near the gang.
Since you can get adamantium cuirass and boots in the gang's hiding place plus their excellent darts, it might not be a good idea to drown them unless you can hold your breath very long.
If you got this quest from Narisa Adus (see "Where To Find The Assassins" above), return to her and you will get the Variner's ring.

Where To Find Adamantium Ore
This ore which is used in forging adamantium armor (see Bols Indalen in Godsreach, Craftsman Hall) is found in Armory Ruins (Goblin Quest), Temple Catacombs and Temple Crypt (Cleansing of Shrine of the Dead Quest) and Norenen-dur (Enchanting Trueflame Quest - Finding Pyroil Tar).

How To Get The Robe Of The Lich
To trigger this quest, you must enter Gedna Relvel's Tomb. It is located by taking the right tunnel just before reaching the Shrine Door to Temple Shrine (Shrine of the Dead Cleansing Quest). Open the locked door to Relvel's tomb, walk a few steps inside and you will see on your screen this message "A rancid stench nearly overwhelms you."
Talk to Mehra Halas who is just outside the Temple door about the latest rumors and she will refer you to Nerile Andaren inside the Temple. Your journal will be updated. Nerile will ask a small favor from you which is to deliver a cure disease potion to Geon Auline who lives in Godsreach. After delivering the potion, return to Nerile and kill the seven infected rats that have infested the place. Talk to Nerile and she will ask another favor from you which is to take a cure disease potion to Athelyn Malas who is just outside the Temple door. Report back to Nerile and she will ask another favor which is for you to
learn more about the re-appearance of the crimson plague by check-ing the Temple sewers. Your journal will be updated.
Go to the basemant and you will see an ordinator lying on the floor with one Shunari Eye-Fly standing over him. Talk to Shunari and she will ask for your help and she will help you. Your journal will be updated. Go back to Nerile and click "help Shunari" and you will be given a scroll of Chriditte's Panacea. When you return to the basemant you might find Shunari gone and the ordinator standing up.
Probably it would have been better to just cast a cure common disease on others spell on Shunari and not get the scroll from Nerile in the first place.
After curing Shunari, she will tell you about Gedna Relvel. Get more information especially on "how secret passage in tomb works." Your journal will be updated.
Go back to Gedna's tomb and enter it. Walk through the tunnel until you see a ladder in front of you. Look to the left and you will see two pillars and between them a roundish rock. Stand on the rock and a door will open. Go through and find Gedna. After you have killed the lich your journal will be updated. Get the Robe of the Lich (a museum artifact) from the corpse.


Where In The World Are The Clutter Items
Detritus Caria who is in the second floor of the Craftsmen's Hall will give you the following quests:
First Quest:
    a] Bolt of Imperial rat hair fabric = Great Bazaar, Clothier (three bolts on the floor, under the bottom shelf and not for sale. You have to steal it.)
    b] Brushed silver pitcher = Great Bazaar, Pawnbroker (buy the silverware pitcher)

Second Quest:
    a] Redware pot, tall with lines going down the side = Great Bazaar, Trader (he has three, buy one)
    b] A full set of Imperial siverware = Godsreach, Velas Manor (12 sets in two small locked chests)
    c] Yellow metallic plate with a sun in the center = Balmora Council Club (has two on table ) and Caldera, Trader (has four on table)
Third Quest:
    A set of Dwemer tableware: two goblets (one slightly larger than the other), a pitcher, a tankard (mug), and a large bowl. All these can be found in Bamz-Amschend, Hall of Wails.


How To Free Delborncolor
In Godsreach, you will meet a Forrest Gump. His name is Thrud. He will ask your help in searching for his friend Delborn who was last seen in the sewer. If you want to help him, bring him with you. He might be able to help if you want to do something drastic.
Delborn is being held by three men in an area near the ladder going to the west sewer (see "Where To Find The Two Goblin Warchiefs And The Two Altmer Trainers" above). It seems that Delborn owes money to their leader, Drathas Nerus. The best tactic here is to pay (you can bargain). If you want, kill them after. Start with the right (your right) guy sandwiching Delborn. Then the left guy and last Nerus. With Thrud's help, you might manage to do this while keeping Delborn alive (the two goons will try to kill Delborn once you start attacking them). Thrud will reward you with a book. Do not forget to loot Nerus' body.


How To Be A Good Actor
Go to the Great Bazaar and talk to Meryn Othrales who is standing just behind the stage. He will tell you about his troupe's "own drama" to worry about.
Further conversations with him will find you agreeing (read no further if you will not agree) to help him by taking the sick actor's part in a play. You will be given a script (book) to memorize.
Talk to him again. He will take back the book and he will give you instructions on what to do. When you step on the mat, the play will begin. When you speak the line "As, I hear, are all Telvanni," you will be attacked by an assassin who wields a daedric wakizashi. After you have killed him, talk to Othrales again.
You will find out that you have been set up. He will reward you with the Amulet of Verbosity. He will also pay you 2,000 gold less 200 for every mistake. You can write down your script up to the trigger line if you want the full payment.


    1. Dagger of Symmachus = King Helseth will give you this after you won your duel with Karrod (see "How To Duel With Karrod" above)
    2. Bipolar Blade = Sunel Hlas will give you this if you managed to pair him with Marena Gilneth (see "How To Get The Bipolar Blade" above)
    3. Mace of Slurring = You will get this after you have killed Golena Sadri (see "How To Avoid Mad Golena Sadri's Traps" above)
    4. Robe Of The Lich = You will get this after you have killed Gedna Relvel (see "How To Get The Robe Of The Lich" above)
How To Slay Four People Without Much Ado
Entering the vacant manor, you will find three very dour people. Talk "business" to Dovor Oren and you will be told, in a round-about way, to kill Sosecan. Sosecan can be found downstair in the Winged
Guar wearing an enchanted ebony cuirass. Since he will not talk to you, you cannot taunt him. Either you just kill him outright, drop everything (as insurance), report to any guard and pay the fine; or cast frenzy humanoid using scroll/spell/enchanted item on him so that he will attack you. Return to Oren with the sword and ebony cuirass, and you will be rewarded with 5,000 gold.
My fine was only 40 gold since I was wearing items that were enchanted with a total of 100% constant effect chameleon. If the crime is not reported, you will not get a bounty on your head.
Talk "assist" to Oren and he will refer you to Felvan Ienith who will tell you to take Elanande's robe and axe. She can be found at the North side of Godsreach near the trapdoor to the sewer. Return to Ienith with the items and he will reward you with 1,000 gold. No bounty since the crime was not reported.
Talk "assist" to Oren and he will refer you to Olvyne Dobar who will tell you to get Bels Uvenim's spear and helmet. Uvenim can be found at the North side of the Temple, walking back and forth near the canol. Return to Dobar with the items and you will be rewarded with 1,000 gold. No bounty since the crime was not reported.
Talk "assist" to Oren and he will give you your final quest which is to get Suldreni Salandas' mace and amulet. Salandas can be found at the West side of the Great Bazaar. Return to Oren and get 4,000 gold as reward. My bounty was 1,000 gold.
If you feel that you have been shortchanged, you can kill all of them and get the items for your own use or sale.


Other Miscellaneous Quests
There are other minor quests/encounters that the readers should do
by themselves.
    1. Talk to Drathas Reyas about latest rumors. He is in the Great Bazaar.
    2. Talk to the pawnbroker in the Great Bazaar about why his wares are cheap.
    3. Talk to High-Pockets in Godsreach about his problem.
    4. Talk to Geon Auline about his search. He is in his manor in Godsreach.
    5. Talk to Ignatius Faccus about robots. He is in his manor in Godsreach.
    6. Talk to Deldrise Andoren about her husband. She is in her manor in
    Godsreach.
    7. Talk to Bols Indalen about custom armor. He is in the Craftsmen's Hall, Godsreach.
    8. Talk to Hession about work. He is in the Winged Guar, Godsreach.
    9. Gamble with Galms Seles who is in the Winged Guar. Then talk to Hession.
    10. Talk to Ilnori Faustus. He is in the Craftsmen's Hall, Godsreach. Later, (very much later) talk to Bols Indalen. Then go to Winged Guar.
    11. Talk to Rerlas Mon about buying trained rats and scribs. He is in the Great Bazaar.
    12. Talk to Gaenor and, well, have the experience of your life next time you meet him. He is just outside the gates leading to the Temple.
    13. Talk to the naked Nord, Forstaag the Sweltering, at Plaza Brindisi Dorom and get a laugh or two.

Acknowledgement
I would like to acknowledge the contributions of the users of the Morrowind and Tribunal Boards and the FAQs writers. Although I did not refer to their works when I wrote this guide, I might have incorporated some of their ideas and insights and I could not remember anymore which belong to whom. Thank you.
basakboy



The Deadric Curaiss and Left Pauldron:
[color=gray]Blade1970/Frazier & MerKaBa

For these two item you must be pretty far in the Tribunal MQ where the statue of Almalexia defeating Mehrunes Dagon in Plaza Brindisi Doram breaks open and allows you to go into the underground Dwemer Ruin known as Bamz-Amschend. After entering the ruin you must go to the "Passage of Whispers", "Radac's Forge", then the "Passage of the Walker" along the way you should be checking chests for two "Dwemer Satchels". You'll need one satchel here to blow a hole in the rock pile blocking the path to the Deadric Shrine Norenen-Dur (sp?). Once inside the Deadric Ruin go to the door marked "The Teeth that Gnash" then to the "Citidel of Mhyn Drur" (sp?), then look up for a platform to levitate to. On this Platform is a door that leads to "The Wailing Delve" which you should use levitate to get down. On the way down be sure to stop and look over each rock very carefully for a Deadric Curaiss (which blends in quite nicely I might add, so Night-Eye could be useful ;)), then once you've found the Curaiss go a little deeper to find a Deadric Left Pauldron and a few more useful items.
User avatar
Lory Da Costa
 
Posts: 3463
Joined: Fri Dec 15, 2006 12:30 pm

Post » Sat Sep 19, 2009 2:59 pm

Items that are accepted by the Museum of Mournhold.
Stungthumbz
You can sneak/steal items back from the Museum quite easily, but then do not ever again try to sell them back to the museum! You may also place things in the museum yourself and take them back at need. The guards don't mind.
    - Auriel's Bow and Shield - In Ghostgate Tower of Dusk, Ralyn Orthravel has it.
    - BiPolar Blade ? From the Merchant in the Bazaar.
    - Bloodworm Helm - Crazy Batou in Maren tomb has it.
    - Boots of Blinding Speed ? On the Aldrun to Caldera Road, Pemanie quest.
    - Boots of the Apostle ? Imperial Cult Quest
    - Bow of Shadows ? In the Venim ancestral tomb, north of Zainab camp.
    - Chrysamere ? In Abanabi, southwest of Sadrith Mora, Draramu Hloran
    - Curass of the Savior's Hide ? closet in Tel Fyr, Hall of Fyr
    - Dagger of Symmachus ? Gift from Helseth
    - Dragonbone Cuirass - In grotto south of Ebonhart
    - Ebony Mail ? Temple Quest
    - Eleidon's Ward ? Ibar-Dad, west of Urshilaku camp
    - Fang of Haynekhtnamet - Mamea north of Berandas, shrine of pitted dreams
    - Goldbrand ? From Boethiah quest.
    - Helm of Oreyn Bearclaw - Malakath quest at Ald Redanya
    - Ice Blade of the Monarch ? Imperial Cult quest
    - Lord's Mail ? Under Ebonhart ? hidden door in temple ? cave.
    - Mace of Molag Bal - Quest
    - Ring of Phynaster - Senim ancestral tomb, southeast of Dagon Fell
    - Robe of the Lich ? From Gedna Revel Under the Temple, Mournhold
    - Skull Crusher - Imperial Cult quest
    - Spear of Bitter Mercy ? Sheogorath quest
    - Spell Breaker - Vampire quest
    - Staff of Hasedoki - Gilmothran ancestral tomb, south of Falensrano ? Koffuto Gilgal
    - Staff of Magnus ? Assu, northeast of Mt. Kand - Dreveni Hlaren
    - Ten Pace Boots ? A chest in the inner shrine at Bal Fell
    - Umbra Sword ? Outside Suran
    - Vampiric Ring - Vampire Lair
    - Warlock's Ring ? Quest, Ball Fell
    - Mace of Slurring ? from Golena Sadri quest in Godsreach
    - Veloth's Judgement ? Temple reward in Morrowind
    Other artifacts from "Tamrielic Lore" (not accepted by the Museum)
    - Ring of Khajiit - quest
    - Mask of Clavicus Vile ? Sorkvold the Raven, east of Dagon Fell
    - Mentor's Ring - Samarys Ancestral Tomb (from Yagrum Bagarn's book)
    - Mehrunes Razor ? quest ? Mehrune at Ald Velothi ? Alas tomb ? Molag Mar
    - Ring of the Wind - Imperial Cult quest.
    - Daedric Scourge ? In a chest in Tel Fyr, actually with Fyr
    - Fists of Rangdagulf ? Soul's Rattle at Ilunibi near Hlormaren near Hla Oad
    - Ring of Surroundings - "Bad People" quest. (Thanks to VenomByte!)
    - Denstagmer's Ring ? Urn labeled D. Bryant, Falas Ancestral Tomb, East of Gnisis
    - Daedric Crescent ? at Magnas Volar, through Tel Fyr.
CUSTOM ARMOR MATERIALS AND PRICE LIST

You can have custom Glass, Ebony, or Adamantium armor made at the Craftmen's Hall in Godsreach. It is difficult to determine the advantage of this, but it is an option. Perhaps the challenge is in collecting the raw materials. Adamantium ore can be found under Mournhold in the Temple Catacombs (3), Temple Crypt (10), Armory Ruins (3), and Norenen-dur (4). There is considerable discussion regarding whether Adamantium ore respawns. I think it may, after a long time, but not simply by waiting. In any case, you must provide the raw materiels and also pay for the work. There is a glass mine and there are ebony mines in Vvardenfell. Here is the price list
    EBONY ARMOR

    Ebony Cuirass: 30 raw ebony and 24500 gold
    Ebony Left Pauldron: 21 raw ebony and 16800 gold
    Ebony Right Pauldron: 21 raw ebony and 16800 gold
    Ebony Left Bracer: 12 raw ebony and 7000 gold
    Ebony Right Bracer: 12 raw ebony and 7000 gold
    Ebony Greaves: 18 raw ebony and 15400 gold
    Ebony Boots: 9 raw ebony and 7000 gold
    Ebony Helm: 12 raw ebony and 10500 gold

    GLASS ARMOR

    Glass Cuirass: 30 raw glass and 19600 gold
    Glass Left Pauldron: 21 raw glass and 13400 gold
    Glass Right Pauldron: 21 raw glass and 13400 gold
    Glass Left Bracer: 12 raw glass and 5600 gold
    Glass Right Bracer: 12 raw glass and 5600 gold
    Glass Greaves: 18 raw glass and 12300 gold
    Glass Boots: 9 raw glass and 5600 gold
    Glass Helm: 12 raw glass and 8400 gold

    ADAMANTIUM ARMOR

    Adamantium Cuirass: 10 adamantium ore and 6000 gold
    Adamantium Left Pauldron: 7 adamantium ore and 500 gold
    Adamantium Right Pauldron: 7 adamantium ore and 500 gold
    Adamantium Left Bracer: 4 adamantium ore and 600 gold
    Adamantium Right Bracer: 4 adamantium ore and 600 gold
    Adamantium Greaves: 6 adamantium ore and 6000 gold
    Adamantium Boots: 3 adamantium ore and 4200 gold
    Adamantium Helm: 4 adamantium ore and 3000 gold
Adamantium Armor Locations
Bring enough Adamantium Ore to Bols Indalen in the Craftsmen's Hall in Godsreach and he'll make you Adamantium Armor.

Adamantium Boots
Weight: (Medium) 15.0 Condition: 400 Value: 7000
Armor Rating: 133 Enchant: 10 pts

Both Apelles Matius in Ebonheart and Yagak gro-Gluk in the Craftsmen Hall of Godsreach have a pair equipped. Both are important so it isn't suggested you kill them. You can also find a pair in the Bazzar Sewers, or in the Moril Manor Courtyard which is reached through the sewers of Mournhold.

Adamantium Cuirass
Weight: (Medium) 25.0 Condition: 900 Value: 10000
Armor Rating: 133 Enchant: 30 pts

Both Apelles Matius in Ebonheart and Yagak gro-Gluk in the Craftsmen Hall of Godsreach have a cuirass equipped. Both are important so it isn't suggested you kill them. You can also find one in the Temple Sewers West in Mournhold.

Adamantium Greaves
Weight: (Medium) 13.0 Condition: 400 Value: 10000
Armor Rating: 133 Enchant: 3 pts

Both Apelles Matius in Ebonheart and Yagak gro-Gluk in the Craftsmen Hall of Godsreach have a pair equipped. Both are important so it isn't suggested you kill them.

Adamantium Helm
Weight: (Medium) 4.0 Condition: 900 Value: 5000
Armor Rating: 233 Enchant: 50 pts

An Adamantium Helm can be found in the Moril Manor Courtyard which is reached through the sewers or Mournhold.

Adamantium Bracer (Left and Right)
Weight: (Medium) 4.0 Condition: 200 Value: 1000
Armor Rating: 133 Enchant: 10 pts

Both bracers or equipped by Apelles Matius in Ebonheart and just the right one is equipped Yagak gro-Gluk in the Craftsmen Hall of Godsreach. Both are important so it isn't suggested you kill them. Both bracers can also be found in the Moril Manor Courtyard which is reached through the sewers of Mournhold.

Adamantium Pauldron (Left and Right)
Weight: (Medium) 7.0 Condition: 400 Value: 800
Armor Rating: 133 Enchant: 3 pts

Both pauldrons are equipped by Apelles Matius in Ebonheart and just the right one is equipped Yagak gro-Gluk in the Craftsmen Hall of Godsreach. Both are important so it isn't suggested you kill them.

Her Hand's (Non-enchanted versions)
You can get a full suit of Her Hand's armor (non-enchanted) by killing a normal High Ordinator in Mournhold. Warning: Wearing the Helm or Cuirass while talking to an Ordinator will cause them to try to kill you for the rest of the game. There is then no way to fix this.

Her Hand's Boots
Weight: (Heavy) 60.0 Condition: 700 Value: 15000
Armor Rating: 233 Enchant: 20 pts

Her Hand's Cuirass
Weight: (Heavy) 90.0 Condition: 2800 Value: 50000
Armor Rating: 233 Enchant: 55 pts

Her Hand's Greaves
Weight: (Heavy) 45.0 Condition: 700 Value: 33000
Armor Rating: 233 Enchant: 6 pts

Her Hand's Helmet
Weight: (Heavy) 15.0 Condition: 700 Value: 12000
Armor Rating: 233 Enchant: 65 pts

Her Hand's Gauntlet (Left and Right)
Weight: (Heavy) 15.0 Condition: 300 Value: 13000
Armor Rating: 233 Enchant: 50 pts

Her Hand's Pauldron (Left and Right)
Weight: (Heavy) 30.0 Condition: 700 Value: 20000
Armor Rating: 233 Enchant: 5 pts

Her Hand's Shield
Weight: (Heavy) 17.0 Condition: 250 Value: 2500
Armor Rating: 233 Enchant: 50 pts

Her Hand's Armor (Enchanted Version)
You can get a full suit of Her Hand's armor (enchanted) by killing a one of the special High Ordinators who are personal guards of Almalexia in Mournhold. Warning: Wearing the Helm or Cuirass while talking to an Ordinator will cause them to try to kill you for the rest of the game. There is then no way to fix this.

Her Hand's Boots
Weight: (Heavy) 60.0 Condition: 700 Value: 15000
Armor Rating: 233
Constant Effect
Fortify Agility 5 pts

Her Hand's Cuirass
Weight: (Heavy) 90.0 Condition: 2800 Value: 50000
Armor Rating: 233
Constant Effect
Fortify Heavy Armor 10 pts

Her Hand's Greaves
Weight: (Heavy) 45.0 Condition: 700 Value: 33000
Armor Rating: 233
Constant Effect
Fortify Medium Armor 5 pts

Her Hand's Helmet
Weight: (Heavy) 15.0 Condition: 700 Value: 12000
Armor Rating: 233
Constant Effect
Reflect 5%

Her Hand's Gauntlet (Left)
Weight: (Heavy) 15.0 Condition: 300 Value: 13000
Armor Rating: 233
Constant Effect
Fortify Strength 5 pts

Her Hand's Gauntlet (Right)
Weight: (Heavy) 15.0 Condition: 300 Value: 13000
Armor Rating: 233
Constant Effect
Fortify Attack 5pts

Her Hand's Pauldron (Left)
Weight: (Heavy) 30.0 Condition: 700 Value: 20000
Armor Rating: 233
Constant Effect
Resist Poison 5%

Her Hand's Pauldron (Right)
Weight: (Heavy) 30.0 Condition: 700 Value: 20000
Armor Rating: 233
Constant Effect
Resist Paralysis 5%

Her Hand's Shield
Weight: (Heavy) 17.0 Condition: 250 Value: 2500
Armor Rating: 233

Constant Effect
Fortify Block 10 pts

Royal Guard Armor
You can get a full suit by killing a Royal Guard in Mournhold. You also get a full suit for completing the Throne Room missions.

Royal Guard Boots
Weight: (Medium) 18.0 Condition: 500 Value: 2500
Armor Rating: 167 Enchant: 5 pts

Royal Guard Cuirass
Weight: (Medium) 27.0 Condition: 1500 Value: 8000
Armor Rating: 183 Enchant: 25 pts

Royal Guard Greaves
Weight: (Medium) 12.0 Condition: 300 Value: 2000
Armor Rating: 133 Enchant: 4 pts

Royal Guard Helm
Weight: (Medium) 4.0 Condition: 550 Value: 550
Armor Rating: 183 Enchant: 30 pts

Royal Guard Gauntlet (Left and Right)
Weight: (Medium) 4.0 Condition: 225 Value: 5000
Armor Rating: 183 Enchant: 12 pts

Royal Guard Pauldron (Left and Right)
Weight: (Medium) 9.0 Condition: 550 Value: 3000
Armor Rating: 183 Enchant: 3 pts
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Jeff Turner
 
Posts: 3458
Joined: Tue Sep 04, 2007 5:35 pm

Post » Sat Sep 19, 2009 7:25 pm

Bloodmoon Main Quest Walkthrough


Trouble at Fort Frostmoth

1. If you're installing both Tribunal and Bloodmoon, make sure to install Bloodmoon after Tribunal. The isle of Solstheim opens off the northwest coast of Vvardenfell, near Khuul. In fact, that's where you'll want to head to reach the island and learn of the first signs of trouble. You can reach Khuul of course by walking, by taking the Silt Strider from Ald'ruhn among other places, or by boat from remote villages like Gnaar Mok or Dagon Fel. Levitation is always available as well for high-powered characters.

2.Once in Khuul, speak to anyone in the village and ask about "latest rumors." You'll find that there's some trouble at Fort Frostmoth on Solstheim. There are two ways to the island. You can travel by boat from Khuul, from the NPC S'virr at the dock, or swim or levitate. The island is on your map already.

3. You're in like Flynn. Once on frosty Solstheim, speak to Basks-In-The-Sun on the docks and he'll tell you to talk to Captain Falx Carius, who is in his chambers inside the fort. If you ask him about the colony, he'll give you another reference, Carnius Magius of the Imperial Cult there at the fort. So, two possible quest sources. Only the captain though, pertains to the main quest, so we'll focus on him.

4. Walk on up to the fort, take a left after the entrance and go into the first door, which is the General Quarters. Take the south stairway straight ahead up three flights to Carius' room, and then speak with him.


Console command to start this quest: Journal BM_Rumors 10
Console command to complete this quest: Journal BM_Rumors 100


Rebellion at Frostmoth

1. Captain Falx Carius notices disturbing trends at the fort. The soldiers' morale seems to be low lately and he wants you to find out why.

2. He asks you to speak with the guards, but you might notice after this that they won't speak with you and mention something about booze. If you already have some brandy or flin or other alcohol on your person, they'll smell it on you. So get some if you don't (see #4 for one location), and then speak with any of the guards again, about the subject "booze." They'll open up about the shortage at the fort.

3. After the conversation with a guard, head back to Carius and let him know. He'll give you another lead, Antonius Nuncius who's in the Imperial Cult.

4. Before you speak with him though, let's do a little investigative work so we have some evidence. Head to the Armory, across the courtyard from General Quarters, and up the stairs to Antonius' room. Pick open the lock on the desk and look inside. It's filled with booze.

5. Pay Antonius a visit, on the first floor of the Imperial Cult, to the left after you exit the General Quarters. Talk to him about the "dry fort" and his involvement.

6. When you find out what you need to know, report back to Carius who will give you three Cure Disease Potions (which you may need later) and a magic blade.

7. Speak with Carius again about the next subject that opens up, "fort business."


Console command to start this quest: Journal BM_Morale 10
Console command to complete this quest: Journal BM_Morale 100



The Frostmoth Smugglers

1. Carius will tell you about the smuggling ring he believes is happening within the fort and again enlists your aid.

2. He'll offer a bit of help to solve the quest - your choice of one guard from his recommendations. You can choose Gaea Artoria, a fighter that resides just downstairs of Carius in the Upper Level General Quarters, or the thoughtful approach of Saenus Lusius who's roaming the bottom floor in the General Quarters. Either one should be fine.

3. Enlist the help of the person of your choice, and if it's Gaea, then speak with any guard. Raise their disposition by your favorite method of persuasion and then talk again about the smuggling operation with them, and they'll lead you to Zeno Faustus, the smith at the Armory. If you chose Saenus, he'll tell you about Zeno right away.

4. Head over to the Armory and there to the left of the entrance will be Zeno. Raise his disposition if you have to and he'll tell you to check out Gandrung Caverns which are located Northeast of the fort.

5. Leave the fort area, and prepare (if you haven't already) for your first Solstheim battles. Head due northeast until you get to a nearby river. Then follow that north until it ends and at the end will be the entrance to the Gandrung Caverns... the smuggler's hideout. If you're having trouble finding it, go directly east from the fort to the first river and then follow that up. There are multiple rivers on the island, so you may have hit one farther north of where you want to be.

6. Enter the caverns. It's possible you can avoid fighting by finding a smuggler called Gualtierus Spurius and sparing his life, which in return he'll give you a weapon and his promise of exile, or you can just roam around until you take down all the smugglers. Once your business is finished, your journal will automatically update. Now take your badness back to Carius for the debriefing.


Console command to start this quest: Journal BM_Smugglers 10
Console command to complete this quest: Journal BM_Smugglers 100


Disappearing Carius

1. Yes, the fort has been attacked in your absense. (must have been a well-planned lightning quick attack eh since you were only gone, what... probably 20 minutes Part of the fort is destroyed when you get back from the smuggling cave. Speak with a guard and they'll tell you Carius isn't there, and to find either Gaea or Saenus Lusius, depending on who your companion is.

2. Find the appropriate person, Gaea or Lusius and they'll tell you about the Skaal people, Nords of a northern village who, as strange as it may sound, might know more about his disappearance. You'll recieve a skaal skull, in hopes that with that sympathetic gesture, the skaal people will open up to you easier.

3. Here's where the first long journey of the expansion will take place. Expect to wander past many aggressive creatures on your way there, but many scenic places. The village will be marked on your map, so when you finally show up, speak with anyone outside and they'll tell you to head to the Great Hall and have a chat with their leader, Tharsten Heart-Fang.


Console command to start this quest: Journal BM_CariusGone 10
Console command to complete this quest: Journal BM_CariusGone 100



The Skaal Test of Loyalty

1. Like a good leader, Heart-Fang's anticipated your arrival and is right at the back of the Greathall, not on his throne but standing up to greet you. Talk to him about the attack on the Imperial fort, and he'll come back that he can't trust you enough yet to divulge any information. In order to earn his trust, you must restore the power of the Skaal to the land. You've got to find and speak with Korst Wind-Eye in the shaman's hut west of the Great Hall to learn more.

2. Korst plays the shaman role perfectly. He's not overly informative, yet leads you in the right direction. There are six standing stones spread across the island. The Water, Earth, Beast, Tree, Sun and Wind Stones, all rock spires with a symbol on their face. Your job will be to reactivate each of them, in whatever order you wish. To help, he gives you a relatively long story pamphlet and a map. This is the longest quest in the expansion. It will have you traveling all over Solstheim, literally. Therefore, I've divided the mass into six smaller pieces, so just take the appropriate link below this one to whichever stones you still have yet to complete.

3. In each case, your job will be first to look at the map provided by Korst and find whichever stone you wish to activate. In most cases you can easily see the stone from a distance, unless inclement weather is at hand, which unfortunately in Solstheim, is frequent. Approach the stone's symbol and attempt to activate it, and you'll be given another clue (roughly the same as you're given in the story pamphlet), and then will have to perform the short quest, return to the stone and activate it. Then move onto the next stone until you've activated them all.

4. One last hint. Read the story. You'll get some of your money's worth out of the expansion, even if you choose to ignore the hints about each of the following quests.5. Once you've done them all, your journal will update and tell you that you've completed your tasks and tell you to return to the Skaal village.


Console command to start this quest: Journal BM_Trial 10
Console command to complete this quest: Journal BM_Trial 100



The Water Stone

1. Look at the map Korst gave you. The Water Stone is located near the western shore of the island, a little north of center. You'll have to climb a small hill to see it embedded in the snow.

2. Activate the symbol.

3. The clue tells you to travel west to a small island, approach "the Swimmer," and follow it to an underwater cave. When there, retrieve the "Waters of Life" and return to the stone.

4. Head due west, and a fraction north. You'll soon see a small island with what looks like a dark "horker" creature on it... similar to a sea lion. It will be named "the Swimmer." Prepare your best underwater breathing apparatus (i.e., spell or enchanted charm) and begin swimming behind it.

5. Follow the swimming horker until it stops, at which point your journal updates, and you'll be directly over an underwater cave. Swim down and enter "Stahlman's Gorge."

6. Follow the small cave's easy passage underwater until you arise from the water, battle a skeleton, and then take the potion on the ground called the "Waters of Life."

7. Return to the Water Stone and activate it.

8. If this is the final stone, return to Heart-Fang in the Greathall.


Console command to complete this quest as a human: Journal BM_stones 60

The Earth Stone

1. Look at the map Korst gave you. The Earth Stone is located south of the Water Stone, just inland on a small hill still fairly close to the western shore of the island. It's a little south of center.

2. Activate the symbol.

3. The clue tells you to enter the "Cave of Hidden Music," which is northeast of the Earth Stone, hit some rocks appropriate to the music that is being played, and return.

4. You'll want to travel due northeast from the Earth Stone. It's not very far from the stone itself, and is a mound that usually marks the entrance of a cave.

5. Enter the Cave of Hidden Music, take the south exit from the entry room, and head in a southward direction until you reach the entrance to the "Chamber of Song".

6. Enter the Chamber of Song, take the first right, go up some stairs, take another right and follow that to the end, where you'll be presented with three stalagmites and three musical steam-spewing stalactites above.

7. Take your weapon and play the memory game. It's a small series of notes. You can't fail this quest, so don't worry about hitting a wrong note. There are only three stalagmites. Test the sounds, and then imitate the musical notes. Your journal will update when you get it right.

8. You're not finished. Another pattern presents itself, this time a little different. Hit the 'mites according to the sounds, and when your journal updates, it will tell you to return to the Earth Stone.

9. Return to the Earth Stone and activate it.

10. If this is the final stone, return to Heart-Fang in the Greathall.


Console command to complete this quest as a human: Journal BM_stones 62


The Beast Stone

1. Look at the map Korst gave you. The Beast Stone is located just south of the Skaal Village, a shade west on a snowy hill.

2. Activate the symbol.

3. The clue tells you to find the "good beast" south of there, and to remove the arrow from it. (I spent literally an hour searching for the good beast my first play through and he just happened to be in the last place I looked.)

4. Fortunately the beast is easy to get to. Head south and a shade west of the stone to Lake Fjalding, head to the south shore, and now go east. The good beast is a giant white bear, surrounded by a pack of ricklings.

5. This is important. Kill the ricklings that attack the good beast as you approach, but be very careful not to attack the bear itself or it will go aggro on you after the attack. Defeat the ricklings, "activate" the bear, remove the arrow from its "inventory," and your journal will update. Stay there with the bear until it heals... again, your journal will update. It is not too long a wait.

6. Now, the bear will want to follow you back to the stone. Lead it there, and activate the stone.

7. If this is the final stone, return to Heart-Fang in the Greathall.


Console command to complete this quest as a human: Journal BM_stones 66


The Tree Stone

1. Look at the map Korst gave you. The Tree Stone is located southwest of Lake Fjalding, pretty much in between the nearest western river to the Lake and the lake itself. It's in a grassy knoll on a very small hill.

2. Activate the symbol.

3. The clue tells you to find a rickling surrounded by spirits, just northeast of the Tree Stone.

4. Prepare for a fairly tough battle. If you've battled the spriggans before, that resurrect three times each before they're dead, you'll be fighting five of them this time. That's fifteen deaths you'll have to cause, and also to that of the rickling squirt.

5. Head northeast of the Tree Stone until you see a group of spriggans and a rickling runt. It's not very far from the stone. They'll attack you, so dispose of them as you will, and then search the remains of the rickling. Pick up the seeds, and return to the Tree Stone.

6. Activate the symbol, but you're not quite finished. It will want you to plant the seeds nearby, a little to the northwest in a clearing. Begin slowly walking northwest, not far at all, until you get a prompt to plant the seeds. Choose Yes of course, and return to the tree.

7. Activate the symbol.

8. If this is your final stone, return to Heart-Fang in the Greathall


Console command to complete this quest as a human: Journal BM_stones 64

The Sun Stone

1. Look at the map Korst gave you. The Sun Stone is located in south eastern part of Solstheim, not too far from the farthest eastern river. It's on a large snowy hill near the peak.

2. Activate the symbol.

3. The clue tells you to seek the Halls of Penumbra, west of the stone, find the glow behind the ice, and release it.

4. This one's easy. From the stone, head straight west, over the river, and continue in between two sets of twin rock spires that mark the path. You'll reach a small snowy mound with a cave.

5. Enter the Halls of Penumbra, and go left at the 4-way intersection, then take the first right. Be prepared to face a fairly tough monster. He hits hard. They're called grahls, probably the toughest monsters on Solstheim, other than a pack of... well, we'll get to that. You'll come to the Lightkeeper Grahl. Defeat it, take its eye, and take it to the end of the walkway to the glowing behind the ice. Activate the ice, and you'll get a prompt. Say Yes, and then watch as the ice collapses and allows the sun to enter. The small wall lanterns are now lit on your way out. Nice touch. Return to the Sun Stone.

6. Activate the symbol.

7. If this is your final stone, return to Heart-Fang in the Greathall.


Console command to complete this quest as a human: Journal Bm_stones 68

The Wind Stone

1. Look at the map Korst gave you. The Wind Stone is located in the center of Solstheim, but a little to the north. It's where the two rivers merge, one from Lake Fjalding and the one to its west. Follow either one until it junctions and then look for the Wind Stone spire.

2. Activate the symbol.

3. The clue tells you to go to Glenshul's Tomb, and let the wind out of the greedy man's bags.

4. Glenshul's Tomb is southeast of Thirsk, the small village below the Skaal Village. The tomb is in a rocky valley of its own. Just head southeast of Thirsk for a little ways, past the snow obstacles until you reach it, then enter.

5. It's a small place filled with bonewolfs and draugrs, not very tough creatures. Head to the clear glass-like coffin with a large bag in front of it. Simply activate the bag and this quest is nearly complete. Your journal updates. Return to the Wind Stone.

6. Activate the symbol.

7. If this is your final stone, return to Heart-Fang in the Greathall.


Console command to complete this quest as a human: Journal BM_stones 70


The Skaal Test of Wisdom

1. Upon completion of the Skaal Test of Loyalty, Heart-Fang will give you one of the best weapons in the game, an enchanted mace. He'll also inform you that you still have not earned their trust. Next is the Skaal Test of Wisdom.

2. This is a simple quest to uncover the truth behind the accusation of one Engar Ice-Mane by one Rigmor Halfhand about some "stolen furs" and judge accordingly.

3. Engar's wife is named Risi, and she's in their hut in the northern end of the village. Go speak with her about the incident. Your journal will update.

4. Next, look around the room. On the first bed next to a pillow is a note. Grab it and read it. It is evidence that Risi has had an affair with Rigmor Halfhand.

5. Confront Risi with the note and she'll explain that the affair had stopped but Rigmor had continued his pursuit.

6. Talk to Rigmor in his hut, and he'll confess and await your sentencing. Escort him to the Greathall to visit Heart-Fang, and then you'll have a choice. You can sentence Halfhand to be eaten by wolves (a more honorable demise in the Skaal tradition), or exiled. Either way, you receive the Helm of the Wolf's Heart.

7. You still have one more test before they'll consider you worthy of Skaal intelligence. (they must have a hard time making friends)


Console command to start this quest: Journal BM_Trial 10
Console command to complete this quest: Journal BM_Trial 100



The Skaal Test of Strength

1. Tharsten Heart-Fang tells you to meet with Korst on the eastern shore of Lake Fjalding for further instructions. He's actually right on the northeastern tip of the lake.

2. Speak with Korst, and you'll find out about two things. This is the first time you hear about the Bloodmoon Prophecy, and you'll also get your next quest. You'll undoubtedly see a large fire in the middle of the icy lake. He wants you to investigate it, and kill Aesliip, a Draugr Lord he believes responsible.

3. You'll need to go underwater again. Head to the approximate location of the fire on the lake underwater, and you'll discover the "Caves of Fjalding." Enter.

4. The dungeon is fairly straight-forward to navigate. Head to the end of a long twisty corridor to "Aesliip's Lair," enter and you'll encounter the Draugr Lord which will begin conversation with you. You can either choose to listen to his plight, or kill him on the spot. If you listen, you'll get a chance to join with him to fight against the frost atronachs across a portal in his lair, to once and for all stop their dominion of the lake.

5. If you choose to join with Aesliip, he'll open a portal in the lair to "Aesliip's Caverns." Enter and wind around the dungeon with Aesliip fighting Dire Frost Atronach's throughout, which are pretty potent creatures, until you've defeated them all. Once the task is complete, your journal will update and Aesliip will give you his enchanted ring, a nice find, and then will die.

6. Go visit Korst again on the shore, and he'll tell you to again seek out Heart-Fang in the Skaal Village Greathall.


Console command to start this quest as a human: Journal BM_Draugr 100
Console command to complete this quest as a Human: Journal BM_Draugr 100


The Siege of the Skaal Village

1. Heart-Fang will thank you for what you've done, but will offer really nothing to help you nor any more quests. Exit conversation from him and begin to leave the Greathall, when suddenly you'll hear commotion outside.

2. Exit the building, and prepare to face a slew of werewolves. They'll attack both you and other village guards, so be careful not to hit them when you attack the wolves, else they'll be aggressive toward you.

3. When the wolves are defeated, your journal will update. Speak with a guard, who will tell you to go speak with Heart-Fang again.

4. When you enter the Greathall, you'll have to kill two more werewolves, but Heart-Fang will have gone missing without a trace. Exit the building again to find Korst outside waiting.

5. Speak with Korst, and he'll tell you that you've been infected with the werewolf disease. In three days, if you do not use a cure poison spell or potion, you'll turn into a werewolf. Korst will not speak to you again until such time as you're not infected.

6. If you decide to wait and turn into a werewolf:

a) you have no access to your inventory or magic menu.
B) you cannot cast spells
c) you cannot pick up or use any items.
d) you can only attack with your claws, which will damage a target's health (unlike in hand-to-hand).
e) every night, you must feed on one NPC to satisy your thirst, or otherwise lose health every hour.
f) you must not change into or out of werewolf form in front of another person, or else everyone will know you're a werewolf and you'll be attacked on sight whether in human form or not.
g) if no one knows, you can do whatever you wish in the werewolf form, and come back as the human form without repercussion.
h) silver weapons do double damage to werewolves.
i) you cannot catch the werewolf disease later if you are immune to common disease, but can get it through the main quest here at this point... or much later in the quest with a special ring.
j) you will have huge bonuses to strength, agility and speed and a new ability, "Eye of the Wolf."

7. However, if you use a cure poison potion within the time limit (three days), you'll be cured and Korst will speak to you again. You should still have some if you kept them from after the first quest.

8. Speak with Korst after you cure yourself, and you'll be given honorary Skaal status, including a home there, (Halfhand's former home), so that you can rest or keep things in at your leisure.

9. Now talk to him about your next quest.


Console command to start this quest as a human: Journal BM_SkaalAttack 10
Console command to complete this quest as a Human: Journal BM_SkaalAttack 105


The Totem of Claw and Fang

1. For this quest, you'll need to visit the Tombs of Skaalara, a rock mound located southeast of the Skaal Village, just inland off the eastern coast of Solstheim and just south of the island you'll see floating off to the east when you get there.

2. Enter the Tombs, take a left, and stay left. The actual tomb is south of the entrance a short way. Find a chest in the tomb with a lock level of 30, open it and take the Totem out. Return now to Korst.

3. Korst rewards you by teaching you the new spell "Summon Wolf." If you're good with conjuration, you might like it. Speak with him about the Ristaag ceremony next.


Console command to start this quest as a human: Journal BM_Ceremony1 10
Console command to complete this quest as a Human: Journal BM_Ceremony1 100


The Ristaag

1. Korst tells you to meet Rolf Long-Tooth after nightfall near the west shore of Lake Fjalding and help him with the hunt. It's a bit deceiving since he won't actually be on the shore. Again, I spent a half hour just looking for him and trying different times of the night. Fortunately I'll tell you exactly where he is.

2. After 9pm, preferably by 12 or 1am go to the west-northwest shore of the lake and then head west, up a small hill until you see a few people. The middle Skaal is Rolf. Speak with him.

3. He'll direct you to follow his orders, and follow his lead on the hunt for the Spirit Bear. You'll have until morning, so if you waited until 4am to find Rolf, you don't have much time to complete this quest. Best to do it before 12 or 1am just to be sure.

4. Follow him a few paces, and you'll hear a scream and he'll stop. Talk with him, and he'll order you to investigate the sound from the right. One of the other people have gone missing. Simply walk to the right and a little forward of the direction Rolf is looking, to a nearby tall rock. Go behind it and you'll see a body on the ground. Your journal will update. Report back to Rolf.

5. The hunt must go on. Continue to follow Rolf until another scream pierces the night air, and he'll stop. Talk to him, and he'll direct you to investigate the sound from the left. Again, fairly nearby off to the left behind a moderately-sized rock is another body, this time of his other helper. Get near it and report back to Rolf when your journal updates.

6. Now, it's just you and him. Follow him for another 10 or so seconds keeping a lookout for the Spirit Bear until you're attacked by a group of werewolves. Fend off the attack, making sure not to hit Rolf in the process, and then speak to him again. If you were looking ahead before the attack you may have seen a white bear in the distance. Now, continue in the direction you were going when you were attacked. The bear is nearby. It will attack you on sight, so kill it and retrieve its heart.

7. Speak with Rolf and then go back to the Skaal Village and report to Korst. Again, you'll learn more about the Bloodmoon prophecy and about the "ominous signs." You'll also receive another summon spell, "Summon Bear." It's on to the northwestern part of Solstheim next.


Console command to start this quest as a human: Journal BM_BearHunt1 10
Console command to complete this quest as a Human: Journal BM_BearHunt1 100


The Castle Karstaag

1. Korst wants you to investigate the deaths of the horkers, and believes a good place to look for information is the ricklings near Castle Karstaag. However, since the front of the castle entrance is blocked at this time, you'll need to enter through an underwater one north of the castle.

2. The Castle's located in the northwestern center part of the island, very close to the north shore. Travel to the beach until you see the large ice Castle directly south of you. Prepare to go underwater again, and you'll find that just off shore, directly north of the castle, is an underwater cave entrance.

3. Take the entrance to the "Caverns of Karstaag" and you'll run into Krish the rickling. He'll ask you to defeat the grahl in the caverns and then escort him to the entrance of the castle, at which point he'll lead you to Dulk, another rickling with more knowledge than he.

4. Kill all the "Deadly Grahl" in the caverns and your journal will update. Then take the left at the first intersection from the entrance to the caverns and follow that to the "Castle Banquet Hall."

5. Inside you'll fight a half dozen or so more ricklings that aren't apparently as eager as Krish to make deals, and so die easy deaths. There's a pretty impressive dining table in here, for giants, which at the other end of, is the exit to the Throne Room.

6. Dulk's not far once you reach the Throne Room. Exhaust his conversation subjects, find out Karstaag was taken by werewolves, and then backtrack out the way you came, and report to Korst again in the Skaal Village. He'll give you a nice magic sword, tell you a little more of the Bloodmoon Prophecy and say that you all must wait. Sounds like a good time for a rest.


Console command to start this quest as a human: Journal BM_FrostGiant1 10
Console command to complete this quest as a Human: Journal BM_FrostGiant1 100


Hircine's Hunt

1. Before you attempt to rest, it's a good time to prepare for your final battle and the fights that lead up to it. Make sure you have a way to repair your weapons and armor, helpful restore and fortify potions if necessary and a slew of enchanted magic items. Or, simply be an extremely high-level PC with hundreds of hit-points and deadly weapons or spells. The next time you rest, you'll be awakened and surrounded by werewolves.

2. After a fade-out, you'll open your eyes to see Hircine the Hunter himself, another of the daedra lords. You're actually supposed to be in the heart of the Martaag Glacier, another point of interest on the northwestern tip of your map near the Castle.

3. Here you'll learn that Carius, Heart-Fang and Karstaag himself have all been chosen by the Hunter for his hunt. Only one will survive. The winner will face Hircine and the losers apparently die to the wolves.

4. You're to be the first to navigate a set of mazes for a chance to fight Hircine. He'll disappear after his introduction, which is your cue to activate the nearby portal to the first circular maze.

5. When you appear on the other side, you're greeted by Carius. You can choose either to join him or fight him. If you join him, he'll fight the wolves with you to the end of the maze, and will wait there. Otherwise, you're on your own.

6. Make your choice, and then begin navigating the smallish circular maze to find a chest containing a glowing key. The werewolves you fight are much tougher than their brethren topside, and are definitely the toughest creatures (in large quantity) of the entire game, both expansions and main game included. If you by accident run into 3 or 4 at once, Ctrl-Alt-Delete. Just kidding, but they are insanely tough at high difficulty levels. Try and spread them out, and use lots of enchantments. There will be a spot here in this first maze that they can group up on you. Approach large-ish areas carefully.

7. The chest here is not tough to find. Once you do, take the key, use your map occasionally and keep running along the perimeter until you find an entrance to the center of the maze. Carius will leave you now if you've joined him, and will hopefully find a way out himself somehow. He also warns you that something's not right about Heart-Fang. There's a portal to the next maze in the center of this one. Heal up, and travel through it to the Inner Ring, where you'll confront Heart-Fang.

8. Tharsten Heart-Fang offers you the choice to join as well. Either way, you will have to do battle with him in this maze. If you take him, find the chest in the maze, open it, and discover that it's empty. Now Heart-Fang will tell you that he has the key and start a fight to the death, with him as his "true form." Kill him and retrieve the key and receive "Hircine's Ring." If you decide to go it alone right there, he'll become angry, turn into something he calls his "true form" and attack. Kill him, retrieve the key and receive "Hircine's Ring." This ring, if used, will turn you into a werewolf.

9. If only it were simple to navigate to the center without fighting. Alas, there are a lot of werewolves in this small maze. Defeat them all, eventually make it to the center, and prepare once again for another tough fight, now or after you step through.

10. The portal leads to the Huntsman's Hall. Inside is a large underground arena with one creature in the center. This creature is very tough, kind of a mini-boss. It's Karstaag and he doesn't have much to say. He'll attack you. Prepare and then kill him. After he's dead, prepare for the last battle.

11. Before you move toward the portal on the other side of the arena, prepare yourself. Heal and get your enchantments ready to use because this is it. Approach the portal, where Hircine will appear.

12. Once his speech is through, you'll be given a choice. What's the warrior's greatest attribute. Is it is Strength, Speed or Guile. Depending on which you choose, Hircine will take different attributes that coincide with your choice, and drop different items when he's defeated. If you choose Strength, he will be extremely strong but slow. If you pick Speed, he'll be extremely fast but will hit for less damage, and dodge your own attacks more. If you choose Guile, he'll be a lethal combination of both. Either way, choose which style best fits your attack strategy.

13. When he's defeated, check his corpse, retrieve the key and the powerful item he dropped, and exit through the portal. Now it's FMV time, and you'll be spit out outside the Ice Castle, to continue as you desire. If you return to Korst and/or check on Carius, they'll both have something to say.


Console command to start this quest as a human: Journal BM_WildHunt 10
Console command to complete this quest as a Human: Journal BM_WildHunt 100


Congratulations!
-Blade1970

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GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Sat Sep 19, 2009 7:40 pm

Here is The East Empire Company Quests with journal console commands:
THE BLOODMOON MISCELLANEOUS QUESTS by Stungthumbz and FrostRunner
General Information
Bloodmoon is a real tangle of miscellaneous quests. In addition to your favorite weapons and armor of course, you will need 5 bittergreen petals for your adventure in Solstheim. Might as well get them in Morrowind before you leave. (Ald'ruhn, Venim Manor, or Balmora Temple) As far as I can find, there is only one bittergreen petal on Solstheim, and that's in the Gloomy Cave. Gloomy cave may also be of interest to Werewolves because it contains a hidden scroll of "cure werewolf".
A good basic rule is, don't kill anybody you don't have to, you will likely need them for a quest. This particularly applies to the unfriendly Nords (Graring and company) you will find where the rivers join, Southwest of the Skaal village of (It is, of course, always open season on Draugr, Spriggans, Fryse Hags and Reickling Raiders as well as the Tusked Bristlebacks )

There are really 6 major quest groups in Solstheim. They are:
    (1) The Human Main Quest (Elsewhere in this post)
    (2) The Werewolf Quests (the branch is at the werewolf attack on the Skaal Village) (Do save and try both, they are quite different)(also elsewhere in this post)
    (3) The East Empire Company Quests, which are generally linear and time sequenced. Be sure to ask frequently about promotion. These quests once started, are generally triggered by a Journal entry telling you to check in with the company/colony.
    (4) The Thirsk quest set which is short and is triggered by the attack of the Udyrfrykte, which you have to wait for (just keep checking back at Thirsk).
    (5) General Miscellaneous quests which you can do at any time, although some are related to each other.
    (6) Finding Interesting Stuff not related to a particular quest.


The East Empire Company Quests
by FrostRunner
You start these by visiting the Factor [Carnius] who has an office upstairs in the Shrine at Ft. Frostmoth. In this series, all quests are from either Carnius (at the Fort) or Falco (at the colony site). You do a good deal of running back and forth, so use the boat, or a combination of Mark and Recall plus Divine Intervention)

Establish the Mine:
Your first job is to bring the three miners near the docks of Fort Frostmoth to Raven Rock. Speak to the miners(Gidar, Gamin, and Sabinus) and they will be very happy to go with you to Raven Rock. Save often! You must make sure that the miners do not die!! If they die you should reload. When you arrive at Raven Rock, you will see a man named Falco Galenus. Speak to him and he will be glad the miners arrived safely.
Falco then gives you a quest and 1 piece of Raw Ebony. You must get 4 more pieces and bring them to Carnius. Look around the rocks behind him, there is a plentiful amount! Bring the five pieces to Carnius, and he will tell you to return to him in a day.
Journal Console commands for this quest:
Journal CO_1 10
"Carnius has instructed me to escort several men to the mining site. I should find Gidar Verothan by the dock south of the fort."
Journal CO_50
"I have delivered the ebony to Carnius and completed my assignment. I should return in three days' time for my next assignment. "


A Blocked Door:
When you return next day, Carnius then directs you to go to Falco for your next assignment. Falco wants you to tell Hroldar the Strange to leave the Raven Rock Site. Hroldar is located at the entrance to the mine. Speak to Hroldar the Strange, and says he will not leave, tell Falco this. Falco wants you to make Hroldar the Strange leave by punching him, not by killing. Once you punch Hroldar enough, he will leave the colony alone. Falco then Rewards you, then you must tell Carnius, and he will be satisfied.
Journal Console commands for this quest:
Journal CO_2 10
"Carnius has asked me to check on Falco at the site, since there is apparently some sort of problem. "
Journal CO_2 100
"Carnius was thrilled to find out that Hroldar the Strange was dead, and thanked me for a job well done.

Missing Supply Ship:
Carnius then wants you to look for a missing Supply ship. Go see Falco, who wants you to talk to the people around the Village and ask them about the missing Supply ship. Gamin Girith claims to have a seen a light off the coast to the northwest, Tell Falco and he then wants you to look for it. The ship is on the coast, northwest of the earth stone. Bring the only surviver, Apronia Alfena (Be sure to get her back to the colony OK, since you will need her later) back, and then tell Falco, and he wants you to tell Carnius. Carnius is furious and sends for another ship.
Journal Console commands for this quest:
Journal CO_3a 10
"Falco has said that he will pay for any pick axes I can salvage from the shipwreck. "
Journal CO_3a 20
"I've turned in several pick axes from the shipwreck; Falco doesn't need anymore. He thanked me for saluaging them. "


Setting up Shop:
You are then asked whether you want to have a Smith or a Trader in your Colony, this is easy, all you have to do is ask around the Colony what the people prefer, then choose what you want and it will be built. Then you have to speak to Falco, and he wants you to tell Carnius of your Decision.
Journal Console commands for this quest:
Journal CO_4 20
"I've been asked my opinion on whether a smith or a trader should be brought into the colony. I should ask the colonists what they think, then report my decision. "
Journal CO_4 30
"It was my decision that a smithy should be built in the colony. Construction should begin shortly, but I need to inform Carnius of the decision. "
Journal CO_4 40
"It was my decision that a trader's outpost should be built. Construction should begin shortly, but I need to inform Carnius of the decision. "


Supply Route Problems:
Carnius then wants you to talk to Falco about the problem with the supply ship. Falco tells you of a guy named Baro Egnatius, the ship's captain, who wants to get an Extra Payment, and Falco does not want him to have it. Baro Egnatius will not budge and still demands the Payment when you confront him. Falco then suggests you to speak with Apronia, the survivor of the other supply ship. Speak to her, and she gives you Elberoth's saber. Falco wants you to equip it and pull it out, and talk to Baro Egnatius. Talk to Baro with the saber equipped and he says sorry and thinks you killed Elberoth, and he leaves. Falco is pleased as well as Carnius about the situation.
Journal Console commands for this quest:
Journal CO_5 10
"There's some sort of problem with the new supply ship at the colony. Carnius has asked me to check in with Falco and deal with it. "
Journal CO_5 70
"Carnius was grateful that the situation with the supply ship had been resolved, and thanked me for dealing with it. "
Journal CO_5 80
"Falco thanked me for straightening out the situation with Baro. "


Making a Choice:
At this point you must choose whether to be with Carnius or Falco, Falco is the better choice unless you are entirely evil (you also get an estate of your own with Falco). Falco wants this colony to work out and succeed, but Carnius wants the whole colony dead. Both paths are shown here, Falco first:
Journal Console commands for this quest:
Journal CO_Choice 22
"Falco has asked me to help him keep Carnius in check as the colony grows. I should be careful in taking sides, but he wants me to consider aiding him".
Journal CO_Choice 40
"I have agreed to help Falco. I should report to him for assignments from now on. "
Journal CO_Choice 25
"Carnius has offered me power and wealth if I help him achieve his goals for the colony. I should be careful in taking sides. "
Journal CO_Choice 50
"I have agreed to help Carnius. I should report to him for assignments from now on. "


The "Working for Falco" Quest Path
To Catch a Thief:
Falco tells you of a man, Uryn Maren, who is supposily stealing Raw Ebony from the mine. Falco gives you the key to Uryn Maren's house; you are to look in his chest to see if there is ebony in his chest. The chest is EMPTY. Tell Falco, and he wants you to follow Uryn Maren, in the mine to see if he is stealing. You will meet him close to the mine entry, follow him, MAKE SURE YOU ARE NOT COUGHT!!!, and he goes into the supply room where he shouldn't be. Tell Falco, he wants you to confront Carnius. Carnius denies the theft, and when you return, Uryn Maren is found dead in the store room. At this point, Falco becomes suspicius of Carnuis.
Journal Console commands for this quest:
Journal CO_6 10
"Falco believes that Uryn Maren is stealing ore from the colony mine, and wants me to bring him proof of the theft. "
Journal CO_6 65
"I informed Falco that I caught Uryn Maren in the mines. I now need to take the news to Carnius. "
Journal CO_6 70
"Carnius denies having any involvement with Uryn's theft, and says Uryn Maren will be dealt with."
Journal CO_6 80
"Uryn Maren was found dead in the store room where he was being held. With no evidence, and no witness, we'll have to find some other way to get Carnius. "


Bar Brawl:
This quest is only in the "Falco path". You must calm Seler Favelnim, inside the bar. He has apparently gone crazy and needs to settle, so the bar is safe. Dralora Favelnim, begs you not to hurt her husband, outside the bar. Seler Favelnim wants you to try and kill him, do not fight back and Seler Favelnim will eventually tire out. Seler Favelnim agrees to live in his home and live the rest of his years with his family. Falco is happy in what you have done, as is Dralora..
Journal Console commands for this quest:
Journal CO_7 10
"Falco needs me to deal with Seler Favelnim, who's on some sort of rampage at the Raven Rock bar. "
Journal CO_7 80
"Falco was satisfied that Seler Favelnim had been taken care of. "
Journal CO_7 110
"Carnius didn't mind that I'd killed Seler Favelnim, and thanked me for dealing with him. "

Discovery in the Mine:
Falco says that he workers in the mine have discovered a strange block of Ice in the mines. You are to speak with Graring who is southwest of Skaal Village, about the ice. When you arrive, they will be under attack. Defeat the assassin, (actually, just be careful not to whack Graring or his people while helping defeat the assassin) and Graring tells you the ice is called "Stalhrim" and is very valuable and gives you an Ancient Nordic Pick Axe, which you must use to chip off a piece of ice. You will find this ice deep in the mine at the colony, in a very dark area. Bring the Ice back and Graring tells you his two friends can sculpt Weapons and Armor out of the Ice, tell Falco and he is happy that the Nords have helped.
Journal Console commands for this quest:
Journal CO_8 10
"Falco informed me of a strange block of ice found in a burial cavern discovered in the mine. He's asked me to go speak to Graring, one of the local Nords about it. He and his companions can be found at the junction of the Harstrad and Islid rivers to the northeast of here. "
Journal CO_8 60
"Falco is glad the Nords are willing to work with us, and has instructed me to bring Graring all the Stalhrim I can find. "


Race Against the Clock:
The quest is time critical, so make as separate save at the start. This one is a mess. You can't just kill Carnius, much as he may deserve it by this time. Save. Each try, you have to go see Constans Atrius to find out where Carnius is, and so, you go through the trap. As far as I can see, you do this once and get trapped, so you know what happens and then you just work our a way to deliver the report to Carnius on time. (don't forget, one can get healed at a shrine alter)
Carnius will be one of three random places, on the shore, East of the huge stone arch you find on your right, as you go up the right bank of the Iggnir River, or at the shipwreck you discovered, or at the Brodir Grove. (remember, Divine intervention, and mark and recall both work here.)(Also, shield or reflect is nice) When you bring the report to carnius on time, Falco is happy, if you don't make it, you are fired from EEC and may not be Re-hired.


Razing the Forest and Problem With Roots:
This quest set is also unique to the "Falco thread". You are to eliminate the Spriggans from Raven Rock. You are told they are in the grove to the East, but they are actually in the town area. There are 4 of them, 2 behind the Vacant house, 1 behind the bar, and 1 near the bar. Keep killing Spriggans until you get a journal update and then tell Falco.
Then speak to Unel Lloran, who tells you of trees that must be cut down to build more of the Colony, but they won't get destroyed. Speak to the miners, and they tell you of a passage they found that had roots in it. Look in the Abandoned Passage, and tell Unel Lloran of the Roots. Show Unel Lloran the roots, and he wants you to get 5 portions of bittergreen petals. Bring the bittergreen petals to him and then tell Falco, and he is happy the trees are being dealt with.
Journal Console commands for this quest:
Journal CO_9 10
"Falco has told me I must deliver a report to Carnius at the fort within the next five hours. "
Journal CO_9 60
"Falco thanked me for being able to deliver the report on time. "


Hiring Guards:
Another unique Falco Quest: The Colony needs some guards, and Falco wants you to hire as many as you can. There are three potential guards: 1) Afer Flaccus-located in the Bar 2) Gratian Caerellius-located in the mine near the Stalhrim and 3) Garnas Uvalen-located near the Vacant house. Tell Falco that you have hired guards, and wait 3-5 days...OUSIDE OF RAVEN ROCK, to get your next quest.

Protect Falco:
Falco is concerned that someone is trying to assassinate him. 3 assassins try to kill Falco and run off, your 3 guards try and help you also. (try not to kill any of your own guards) Kill the attackers, and tell Falco, and he is pleased.

The Unmasking (and end) of Carnius :
Falco then asks you to get Silver longswords from Constans Atrius at Fort Frostmoth. Go there and take the Silver Longswords back to Falco.
Falco then tells you that the Skaal have come and tried to kill the Colony, the people of the colony have brought the Skaal into the Mine. Go in the Mine and kill all the "Skaal", one has an important note, and take the note to Falco. Falco wants you to take the note to Carnius. Confront Carnius with the note, and he will attack you, kill Carnius, and Falco will be very happy that you have killed him and names you Factor!!
Journal Console commands for this quest:
Journal CO_13 10
"Falco has asked me to travel to Fort Frostmoth and collect several silver longswords from Constans Atrius."
Journal CO_13 70
"Falco has named me as the new Factor of the Raven Rock division of the East Empire Company."


The Factor's Estate:
You may only get your own Estate if you side with Falco, since the colony will not exist if you side with Carnius:
Talk again to Falco about "assignment" and Falco tells you that the Colony needs an Estate for the Factor. He wants you to speak with Aldam Berendus, at Raven Rock. Aldam Berendus tells you to choose between the 3 sites he has marked with a Torch. Bring Aldam Berendus to the site you want and it will take 3-5 days to build the estate...YOU MUST BE OUTSIDE OF RAVEN ROCK!!!.. The stronghold sites are all in the colony area. Save and try all three if you want to. When you wait, go away (take the boat to Ft. Frostmoth and sleep in the Factor's bed if you want(it is yours now) for about 3 days) You will get a journal update. If you stay around or just wait, it will take a very long time. When it is finished you own Raven Rock (in effect, it becomes another stronghold for you) and you get your own Private Estate!!
This ends the "Working for Falco" thread and the Colony quests, unless you have chosen the alternate path as shown below.


The "Working for Carnius" (evil) Path
This starts after "Making a Choice, if you choose at that point, to work for Carnius.
Aiding and Abetting:
Carnius wants you to clear Uryn Maren (a miner at the colony, who works for Carnius) of his thefts, and take the ebony out of his chest. Take out the ore and return to Carnius, Carnius then wants you to tell Uryn Maren to steal more ore, you are to distract the guard and let Uryn Maren steal the ore from the supply room. When the task is complete, speak to carnius and he will be pleased.
Journal Console commands for this quest:
Journal CO_6a 10
"Carnius has asked me to help cover up Uryn Maren's theft of ore from the mines. I need to find the locked chest in his house and get the ore out. "
Journal CO_6a 50
"Uryn Maren has completed his task. I should report back to Carnius. "
Journal CO_6a 60
"Carnius was pleased that Uryn Maren was able to get the job done. "


Discovery in the Mine:
Carnius wants you to go and kill the three Nords southwest of Skaal Village and retrieve the Ancient Nordic Pick Axe. Then you are to go to the colony mine and take a piece of the "Ice" they have found deep in the mine and give it to him. Carnius then offers you Weapons and Armor for any more Ice you bring him.
Journal Console commands for this quest:
Journal CO_8a 10
"Carnius has ordered me to find three Nords living just south of the fork between the Harstrad and Isild rivers. I'm to kill all of them, and retrieve the pick axe they should have. "
Journal CO_8a 50
"Carnius thanked me for bringing him the Stalhrim. He has offered to give me weapons and armor in exchange for any more Stalhrim I bring him. "


Stop the Messenger:
Carnius wants you to kill a messenger, but make it look like the wolves have done it. Hroldar takes you to a spot where the messenger will arrive. You have to look for the messenger, agree to help him to get to Fort Frostmoth, but bring him to Hroldar's wolves instead and let them kill the messenger. Hroldar gives you a package from Carnius, and then, you tell Carnius the messenger is dead.
Journal Console commands for this quest:
Journal CO_9a 10
"I've been tasked with eliminating a messenger sent from the colony, but I must make it appear that wolves overtook the man. I'm to follow Hroldar out into the wilderness, then lure the man to the location. "
Journal CO_9a 50
"The messenger has met with an "unfortunate accident". I should report to Carnius. "
Journal CO_9a 90
"Carnius was happy to hear that both Hroldar and the messenger had been eliminated.


The Assassin:
Carnius wants you to go on the top of the mining tower and shoot a bolt. When Falco is killed return to Carnius and he is very pleased.
Journal Console commands for this quest:
Journal CO_12a 10
Carnius has instructed me to assassinate Falco. There will be someone waiting for me to be ready; I should go to the top of the mining office tower and draw the bow that has been left for me. That will signal to Baslod that he should proceed.
Journal CO_12a 40
I have killed Falco.
Journal CO_12a 50
Carnius congratulated me on a job well done.


Drastic Measures:
Carnius wants you to deliver some equipment to a bunch of Nords, who have arrived to Solstheim, who are assigned to slaughter the colonists of Raven Rock, and make it look like the natives have done it. You give the equipment to everyone except for Toralf. Toralf tells you that Carnius wants him to kill you, and they attack you. When they are dead, confront Carnius, and he is angry and attacks you. When you kill Carnius, Constans Atrius then makes you Factor of Raven Rock.
This ends the "Working for Carnius" thread.
Journal Console commands for this quest:
Journal CO_13a 10
Carnius has asked me to deliver equipment to a group of Nords arriving on Solstheim. He's hired them to slaughter the colonists at Raven Rock, making it appear as if the natives did it.
Journal CO_13a 50
Carnius attacked me when I confronted him with what Toralf told me. I was forced to kill him.
Journal CO_13a 60
Constans Atrius named me Factor of the Raven Rock division of the East Empire Company.


THE THIRSK QUESTS:
Short, but sweet. These quests include getting a set of snow bear, or snow wolf, armor, which is really wonderful. You can get your armor early if you want to hunt down the necessary creatures, or you can get help with the hunting. To start the quests, just wait until Thirsk is attacked and then follow instructions from Svenja Snow-Song.
This, like so many of the miscellaneous quests will not happen until you have progressed some distance in other quest activities. Just keep visiting Thirsk, until there is an attack there.
Hints:
    (1) The Udyrfrykte's den is just West of Thirsk, on the shore of the lake. This creature has an unusual weapon and is a tough fight.
    (2) You can find Hrothmund (the eye of the wolf) on your paper map just south of Castle Karstaag. Be warned, the passes leading to this area are chock full of Rieklings.
    (3) You learn the name of the wolf that lets you into Hrothmund from (of all people) Louis Beauchamp outside the Mages Guild in Ald'ruhn. Also, the name of the wolf can be found part-way through the book "History of Thirsk" which you can buy from the Author/bookseller upstairs in the Thirsk Mead Hall.
After you finish and become Chieftain, be sure to go upstairs and get a (another) copy of the history of Thirsk. You are in it!
Talk to everybody after you are Chieftain!
Be sure and go behind the Mead Hall and see about getting some fur armor.
The Thirsk hunters will get you 5 pelts of bear and 5 of wolf, but it takes about a week You can also order mead and then start making profits from the sale of it.


THE GENERAL MISCELLANEOUS QUESTS
THE CRASHED AIRSHIP
Ald'ruhn. On your way to Solstheim, if you stop at the outside door to the Mage's hall at Ald'ruhn, you will meet Louis Beauchamp, who is looking for help in discovering what happened to his airship. Be sure and get the password from him. The place he wants you to go is just north of the Moesring Mountains. If you look at your paper map, both the airship and Hrothmund's Bane are clearly visible in the Northwest. Get the Captain's log and return it to Beauchamp. No, you can't have the axe.

RESCUING MARISA FROM THIRSK

When you first visit the Imperial Shrine in Ft. Frostmoth, you get a rescue mission from Jeleen. You will need to clean off at least one bank of the Iggnir river, from Frostmoth through to Thirsk to do this escort job. You will find her upstairs in the Mead hall. Have her wait for you while you go back down and "talk" to Erich the Unworthy. From then on, it is a pretty straight escort job.

VALBRANDR BARROW ? INGMAR AND THE BEAST
Valbrandr is the small, cross-shaped barrow under the great arch, which you pass just East of the right bank of the Iggnir River, about halfway to Thirsk. There are options. I hopped around, weakened the thing a bit, and let Ingmar kill the draugr.
GEILIR THE MUMBLING AND ODDFRID WHITE LIP

Geilir's cave is Northwest of Raven Rock. About the only hint you need is that Kolbjorn barrow is quite a ways Southeast of Geilir's cave. Just keep going, and going, and going... It's OK that Oddfrid (when you find her) is more than somewhat undernourished. Just bring her back to Geilir. This quest is linked to the next one, which is saving Thormoor Grey-Wave, which you really want to do, so make sure that Geilir the Mumbling is very happy and likes you a lot.

THORMOOR'S WATCH

Further North and West of Geilir's cave, you will find Thormoor Grey-Wave, standing on a rock looking out to sea. He has a sad story. To get his cure lifted, go back and see Gelir the Mumbling. Once done, go back to Thormoor again, and he will tell you to meet him at the Mead hall in Thirsk. Do that, and he gives you a key to Solstheim which is on the East Coast (little island) and it really is full of riches. Look carefully at the floor.

THE ABANDONED WIFE

Still North of Raven Rock, (by the way, there is a Snow Bear Spawning point just West of Raven Rock, in case you are fur hunting. ? Every 3 days) You will find Kjolver in her cave. She wants you to kill Erna the Quiet, who is found with Kjolver's husband standing on the shore near the Northern outlet of Lake Fjalding. There are options, but I didn't take her quest. Go and talk to Erna and the Husband. See what you think.

ULFGAR THE UNENDING
Further North in the Hirstang Forest, you will find Brodir Grove, and near there, you will find the cave home of Ulfgar the Unending, who has been searching for Sovngarde for 500 years. Well, go to Thirsk and buy the book "Sovngarde, a Reexamination" from the bookseller upstairs. Take that back and talk to Ulfgar, and see what happens. Again, there are choices.

HELPING THE WIDOW KOLFINA

Kolfina's cave is on the West bank of the Iggnir River, not too far from the great stone arch. Talk to her and then go to Sigvatr, who is in the Altar of Thrond area. I just buttered him up, he confessed and handed over the stone, which I then returned. There are alternatives here also. I can now sleep in Kolfina's bed any time I want. Hmmm.

THE PROBLEM OF UNCLE SWEETSHARE

You can get a quest from Severia Gratius, a guard at Fort Frostmoth regarding moon sugar poisioning. If you haven't explored this forest drug lab, go visit "Uncle Sweetshare" who lives just North of the Great Arch on the Iggnir River. There are options, and I wouldn't presume to advise you. My thinking included: "Poor Khajiits, they always get the short end of the stick."

ATHELLOR AND THE FALMER
After the Raven Rock colony gets far enough along to have a bar, you can talk with Athellor and get a quest to discover something about the Falmer for him. Well. Anyway, you can find some ancient armor, and also a book "Fall of the Snow Prince" which is interesting reading, in Jolgeirr Barrow, North of Raven Rock. Interestingly, the Snow Prince's helmet (and his skeleton) is far away, in the cave called Frykte. I wonder if he was wearing his helmet and underwear when he got killed? Whatever, this book will satisfy Athellor. By the way, there is a note you can find which explains how the skull got moved.

And finally:
There is a huge quantity of interesting stuff hidden around and about Solstheim in lakes, rivers, Barrows, caves, and elsewhere. For instance, You can find many interesting weapons in caves and barrows, including the sword Icicle in Bjorn cave, Haakon's Lucky Break in lake Fjalding, a wonderful lantern in a shipwreck North of the Skaal Village, a note you find on a Skeleton Pirate Captain in Himmelhost Barrow that leads to buried treasure, and there is a tree stump behind the Mead Hall in Thirsk, with real "god killer" weapons, for you to find. (on the other hand, I might think twice about using these ? look at the magic cost....) Oh, and did I mention the Cliff Racer in the great hall at the Skaal village is trying to eat something?
User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Sat Sep 19, 2009 11:30 pm

Werewolf Crawl Through
Courtesy of Sojourner, FrostRunner and Stungthumbz

There are three ways to become a werewolf (and other useful
stuff)

First, you can work through the human side of the main quest up through the activation of the stones and the tests of wisdom and strength. At this point werewolves attack the Skaal village, and when you go back inside to finish off the last two werewolves, you get infected with Sanies Lupinus . In this case, it does not matter if you are immune to common disease. You can cure this with a simple cure common disease potion within three days, which is even available from Bronrod the Roarer in the Skaal village. SAVE HERE so you can go back and do the human quests, if you want to. We will use this departure point for your walk-through er, crawl-through .

Second, During the Mortrag Glacier quests, you get an artifact (Hircine's Ring) which will allow you to change into wolf for 6 hours, at will. This, however, will not allow you to do either the Werewolf Main quests, or the Cure werewolf sequences at the Alter of Thrond, and you will not find the hidden cure scroll or the note at the dock. On the other hand, it is lots of fun. (Don t get caught changing, however )

Third, you can survive an encounter with a werewolf in the wild, get bitten, infected with Sanies Lupinus (if you are not immune to common disease) and wait three days. You will see a red square in your stats indicating you have been infected. This is not recommended for a number of reasons, not the least of which is that it is difficult to survive an encounter with a werewolf, and the Skaal will not talk to you while you are one, which messes up the early (human) part of your main quest.

While you are wolf, you cannot use tools or magic, and you cannot take stuff
from bodies (do try, however, and hear your howl). You are also much stronger and faster.

You must kill an NPC (beasts don't count) each night to keep up your strength. This is a priority, and it gets difficult not to kill someone you might want later. However, there are lots of berserkers, etc. about.

You have a new sense, and you can see the location of NPCs on your local map. When you return to human at dawn each day, you will be naked but you will have all your stuff.

When you turn furry each night, you will unequip (not drop) all your stuff, and you cannot get it until morning. You cannot sleep as a werewolf, but you can wait. This lets you control time. Don t let anybody see you change and do not change inside a building (or the fort) since you will be discovered and everybody will attack you all the
time. Otherwise, nobody knows you are a werewolf when you are in human form.
While "wolfing it" do save frequently and watch the time.

Crawl Through
The Tombs of Skaalara
After you are bitten at the Skaal village, you need to find a lair and to wait or sleep three days. I picked Gronn, simply because is was centrally located close to the Skaal village and it is a sort of wonderful re-stocking icebox for Werewolves. If you go outside and return some berserkers show up for dinner (yours). You can den up anywhere you want, actually, as long as people don't see you change.

After 72 hours, when you sleep at nightfall, you will change. This is accompanied by a vivid dream. These dreams (the first one is just about the change) is how Hircine will instruct you. Basically, what you are going to do is the exact mirror of the Human Quests beyond the Werewolf Attack. Go ahead and feed, learn what you can (and can t) do, get back by just before dawn, change, re-equip, etc. Then sleep until just after night fall.

This time, you will get a dream from Hircine, who tells you to go to the Tombs of Skaalara and prevent the Skaal hunters from getting the Totem of Claw and Fang. Go slightly south of east from the Skaal village area to the shore and you will find the tombs of Skaalara. They are near a little offshore island. If you don t get too hungry, there will be plenty of food inside. I think they turned out the whole Skaal village for this one. Just go into the tomb, bear left, and claw your way to the locked chest (30) which contains the totem.

Guard it, and they will find you. Keep clawing away (you will notice that killing strengthens you), until you get a journal update. NOTE: General rules about werewolf fighting. First, you can outrun about anything. Second, try to get yourself into a place (doorway, etc.) where they can come at you one at a time. A favorite Skaal fighting trick is to form a circle around you and pound away. Ouch!
The quests from Hircine are quite clear, and your journal update is even more precise, so if there is any doubt, just look at your journal.


The Hircine quests alternate every 24 hours, first a quest, then a reward. Your first one will be super sharp claws. Then, another 24 hours later, you get another quest. During some of these human periods, you might want to check how things are going at Thirsk.

Console command to start this quest as a werewolf: BM_Ceremony2 10
Console command to complete this quest as a werewolf: BM_Ceremony2 100


Disrupt the Ristaag
    1) On your third night as a werewolf, you receive your second quest from
    Hircine: Disrupt the Skaal Hunt.

    2) Travel to the west-northwest shore of Lake Fjalding, and head a little ways west up the Hill. Look for three campfires and kill the Skaal near them. More Skaal will spawn in, so use your Eye of the Wolf ability to track and kill them. Once you've gotten all of the Skaal, your journal will be updated.

    3) Now, look for the Spirit Bear a little ways south of the campfires (near a cave)(if you have chosen to den in Gronn, guess which cave!) and kill it. (It resembles the Good Beast.)

    4) On the following night, Hircine grants you the ability to Summon a Companion (Bonewolf) during the day.
Console command to start this quest as a werewolf: BM_BearHunt2 10
Console command to complete this quest as a werewolf: BM_BearHunt2 100


Siege of Castle Karstaag
    1) On your fifth night as a werewolf, Hircine informs you in a dream that he would like you to to slay some renegade servants at Castle Karstaag.

    2) Travel to the Castle, located in the north-central part of the Moesring Mountains, and enter through the front door. There, you'll encounter a Riekling named Dulk, who'll basically repeat Hircine's orders. Do not kill Dulk (special request posted by Dulk)

    3) Enter the Banquet Hall and kill all the Rieklings there, then head into the caverns below the Castle and kill Krish and the grahl. You'll get a journal update when you've gotten them all.

    4) On the following night, Hircine grants you the power, Hunter's Wind (Restore Health on Self: 1000 points).
Console command to start this quest as a werewolf: BM_FrostGiant2 10
Console command to complete this quest as a werewolf: BM_FrostGiant2 100


Hircine's Hunt
    1) You receive your final dream from Hircine, who calls you to the Hunt. You wake in Mortrag Glacier, to find Hircine himself standing before you. He tells you that you have been chosen to take part in his hunt, along with Captain Carius, Tharsten Heart-Fang, and the frost giant Karstaag, and that only one of you will survive.

    2) After Hircine vanishes, you have a choice to make. You can decide to proceed through the maze in werewolf form, or you can wait until you've reverted to human form. Note that in werewolf form, you do not need a Key to pass through any of the Mystical Gates.

    3) Go through the door into the first part of the maze. Here, you'll encounter Captain Carius. If you're in werewolf form, he attacks you, forcing you to kill him. (However, you can also spare him. Just run away, and go through the maze) If you're in human form, you'll have the option to join him. Make your way carefully though the maze, using the map to help you locate the Gate to the next level. The werewolves in here are tough, so try to avoid taking them on in groups. It helps if they can t all get at you at once. You can also just run and avoid them to some extent. Watch out for the statues - they become living werewolves if you get too close. If you're in human form, you'll also need to locate the chest with a Glowing Key to the Gate.

    4) After going through the Gate to the next part of the maze, you'll encounter Tharsten Heart-Fang. He'll also attack you on sight if you're in werewolf form. The fact is, he is a werewolf, and you probably better kill him. This has no bad effect at the Skaal village later. His ring, Hircine's Ring, is automatically placed in your inventory upon his death. If you're in human form, he'll help you fight your way through the maze - until you open the chest. At this point he'll change to his "true form" and attack. After you kill him, loot his corpse for the Key and make your way to the Gate.

    5) After going through the second Gate, you arrive in the Huntsman's Hall, where you encounter the frost giant Karstaag, who is one big ugly critter. Sneak up on him and you can do critical damage on your first strike. You will need it. Kill him and approach the final Gate. Hircine appears, and after a speech, asks you to choose the hunter's greatest attribute: Strength, Speed, or Guile. Your choice determines what aspect you'll face in combat, and which powerful item he'll drop when he dies. (If he doesn t really drop them, check the corpse) NOTE: Before fighting, do save, and try all three aspects, to see which one you like best. If you fight him in werewolf form, you'll need to revert to human form to loot his corpse and retrieve the item - it will not be placed automatically into your inventory. Remember, in human form, you will also need the key to exit.

    6) Exit the final Gate to watch a short movie. After it ends, you'll find yourself within the ruins of Mortrag Glacier. If Captain Carius was still alive when you passed through the first Gate, he'll now be back at Fort Frostmoth. If you decide to have yourself cured of lycanthropy after this point, and once you get the cure, it is possible to return to the Skaal village and have yourself named Blodskaal by Korst, providing you didn't go on a rampage there. You will get your own little house there, if you are named Bloodskaal.
Console command to start this quest as a werewolf: BM_WildHunt 10
Console command to complete this quest as a werewolf: BM_WildHunt 100


Getting the Wolf Out, or, Lycanthropy Cures
If you decide you're tired of being a werewolf (having to re-equip items every morning can be annoying and of course, there is always the risk of being seen changing), there is a cure.

There are two methods. Here is the first cure procedure:
Head to Fort Frostmoth to find a note lying on the docks. Read the note to learn of a rumor involving the Altar of Thrond. You can get the same information from the latest rumors topic at Thirsk. This activates the events at the Altar of Thrond. Don t bother going there before getting the note or the rumors. NOTE: During your human times prior to the final quests, do check in at Thirsk. There has been a disaster there, and you can fix it. Head up to the Altar of Thrond to investigate, and encounter a talking Raven. When you accept the Raven's offer, you'll be transported to a cave, where the Raven shapeshifts into one of the Witches of Glenmoril Wyrd. She tells you she can cure you, but first you'll have to run some errands for her sisters. The first Sister wants Wolfsbane Petals: Only TWO exist...One is in Lassrn's house in Skaal Village and the other is On Hvitkald Peak, bring her that ingredient, and then you go to her sister and she needs Ripened Belladonna Berries, you can find them on dead spriggans, then you go back to the "Gloomy Cave" After running their errands, talk to Ettiene, who tells you to meet her at the Altar of Thrond (while hinting at dark things).
Head back to the Altar, where you'll find an innocent lying on the stone slab. Ettiene tells you to kill her, and remove her heart. After doing so, give the heart to Ettiene, who performs some magic on it and returns it to you, instructing you to place the Heart of the Wolf within the innocent's body. Afterward, talk to Ettiene again, who performs an incantation on the innocent. The innocent transforms into a werewolf, which you must kill. You are now cured.

The second cure method:
If you meet and kill the three Glenmoril Witches in Gloomy Cave, one of them
will have a note on her corpse. The note directs you to a false icicle (hollow) in the very center of the roof of Gloomy Cave (you will need to levitate to find it). It will be there even if you don t get the note from a dead witch. Inside the icicle is a scroll of Cure Werewolf , which really works, even if you have been discovered . This icicle only appears if you are a non Hircine's Ring type werewolf, by the way.

Sabregirl's Bloodmoon Werewolf FAQ

Question: How do I become a werewolf?
Answer: Going through the main quest is the best way-even if you are immune to disease you can become a werewolf. You can also get the disease from a wild werewolf. The easiest way is to find a werewolf in human form and let him hit you. Once you get Sanies Lupinus rest three days and voila you're a werewolf.

HOWEVER if you become a werewolf before you get the disease in the main quest you won't be able to do ANY of the werewolf quests. You will be forced to cure yourself to continue. Unless you use one of my werewolf mods.

Question: How do I start the Main Quest?
Answer:Talk to Captian Carius at Fort Frostmoth.
He is in the top level of the Barracks. He will send you on some quests. You should eventually be sent to the Skaal and start doing quests for them.

Question: What time do I change into and out of werewolf form?
Answer:into a werewolf at 9pm and back to human at 6am

Question: My werewolf doesn't do much of any damage, what's wrong?
Answer:Probably the werewolfclawmult variable is accidentally set to 1 to fix it type:

set werewolfclawmult to 25
into your console.

Question: Where are the wild werewolves?
Answer:There are VERY few of them in only a few locations. The most likely werewolf you can find is the one in Connorflenge Barrow. You have an 80% chance of seeing him. If you don't see him the first time you can enter and exit the barrow many times and he should eventually appear.
Connorflenge Barrow is very close to the coast of Solstheim near the "bump" on the east coast, due east of Brodir Grove. You'll have to get past a level 95 lock to get at him though

Question: How do you get quests as a werewolf?
Answer:You get them from dreams just before you turn into a werewolf-only at a certain point in the main quest

Question: What about Bloodlust?
Answer:Once you change into werewolf form you will lose health from bloodlust EVERY hour until you kill once NPC. After you kill ONE npc you will get the werewolf regeneration spell and stop losing health. You don't HAVE to kill an NPC. You won't die from bloodlust if you don't kill but you will have lost a lot of health by morning.

Question: Can a werewolf use magic/weapons/armor/items?
Answer:No, no magic, weapons or items of any kind. No picking things up either. You can only run, jump and use your claws. When you change back to human ALL of your stuff will be un-equipped.

Question: What are a werewolf's stats?
Answer:A werewolf's stats are SUPPOSED to be
    Strength 150
    Agility 150
    Speed 90
    Endurance 150
    Luck 25
    Sneak 95
    Hand to Hand 100
    Althletics 50
    Acrobatics 80
Everything else is 0

IF you have a dirty mod somewhere your stats will be
    Strength 150
    Agility 150
    Speed 150
    Endurance 150
    Acrobatics 150
    Athletics 150
    Hand to Hand 100
Everything else is one. The big bummer with these stats is that sneak is set to one. This means it's very, very hard to play as a werewolf. So get the GMST fix mod (or clean all of your mods yourself) to change the stats back to normal.

Question: What do you mean by "dirty" mod?
Answer:ANY mod made by someone who has Tribunal INSTALLED on their machine but the mod is not DEPENDANT on Tribunal WILL include game setting changes that change the werewolf's stats (strangely, werewolf game settings ARE in Tribunal). It is these Tribunal settings that overwrite the proper Bloodmoon ones in a "dirty" mod. (The game setting changes (GMST) also do other nasty things like mess up levitation disabling and make DB dialogue loop) The only way for mod authors to avoid contaminating GMSTs is for authors to remove these changes by "cleaning" the mod using an external tool like TESAME, TES tool etc. (basically you just delete the GMSTs out of the mod) You, the mod user, can avoid these GMST problems by having the GMST fix mod (search summit) at the bottom of your list of mods. If it is at the bottom of the list(most recently changed) it will overwrite any GMST changes caused by your other mods. So basically a "dirty" mod can be made by someone who doesn't even have bloodmoon . . . People do not have to intend to change a werewolf's stats with a mod. BUT it WILL happen unless people are nice enough to clean their mods or you install a mod to fix it. Many, many, MANY mods are "dirty" . . . . often even when stated by the authors to be "clean". If you're playing as a werewolf, even if you just have tribunal and or bloodmoon and using mods, just put the GMST fix at the bottom of the list and keep it there. It'll save you all sorts of headaches. Or learn to use TESAME and clean everything yourself (not nearly as easy).

Question: can you change into a werewolf in Vvardenfell too or only in Solstheim?
Answer:Yes, of course you may have more trouble finding NPCs to feed on in Vvardenfell-guards and dreamers are the only NPCs that respawn there.

Question: How do I defeat enemies as a werewolf, I seem to die FAST?
Answer:You must use ALL of your skills as a werewolf to survive. Sneaking is your BEST friend. Sneaking keeps your enemy from seeing you before you can land a good claw swipe. Also use the terrain. Leap up on rocks, houses, anything to escape your enemies and wait for your regeneration spell to restore your health. Run back and forth while swinging your claws sometimes works as well as suddenly leaping up into the air. You can also outrun almost all of your enemies, hide and sneak again.

Question: Is Hircine's Ring in Bloodmoon?
Answer:Yes but it does not work like the daggerfall version. While you can transform into a werewolf at will - without bloodlust, the ring does not prevent transformations as it did in Daggerfall and it allows even non-werewolves to transform at will. It's also somewhat touchy and you can get stuck in werewolf from while using it. If you rest to get out of the transformation when you wake up WAIT for several seconds before resting again. If you immediately rest again you will often get stuck as a werewolf.
See the console commands below for how to get out of it.

Question: That's horrible! Is there a fix for it?
Answer:Yes the fix has been fixed and is called \line daggerfall style hircine ring Available on morrowind summit. Bloodmoon Werewolf Realism also includes a Daggerfall style Hircine Ring.

Question: Wait, you said you have to transform every single night?
Answer:That's right. You don't transform just during full moons. EVERY NIGHT. This was most likely done to give the standard player the werewolf experience sooner and more frequent so they can enjoy it without too much waiting. While this seems to be a decent positive, the negative is you absolutely can't come close to your character living a normal life, because you transform EVERY NIGHT.
I have made several mods for Bloodmoon werewolves that restrict transformations to the full moon. It is a bit tricky to work with the moon phases but I think it is much more rewarding than changing every night. You can also use the Hircine ring fix to prevent transformations.

Question: Where and When do I get Hircine's Ring?
Answer:You get it from Heart-Fang after you kill him.
Remember if somebody sees you using hircine's ring and you're NOT a werewolf there's no way out of being a known werewolf other than the console.

Question: Can I become a vampire and a werewolf at the same time?
Answer:Not with the patched version of Bloodmoon. I think perhaps the old version allowed you to be both at the same time but sometimes (depending on the order of infection) you could end up as a werewolf with a backwards head. I believe that Hircine's ring will still work for a vampire though. The Werewolf Clans of Vvardenfell allows you to become a werewolf and vampire without a backwards head but it is not fully tested.

Question: Can I do the Morrowind/Tribunal main quest as a werewolf?
Answer:Yes, but if you are seen changing by anyone then you'll have to cure yourself. Of course many quests will require your human form since you have to talk to people and use items etc.

Question: What are the rewards from the werewolf quests?
Answer:You get to summon a bonewolf, increased damage from claws as a werewolf and a restore health power. Not good enough? try one of Sabregirl's werewolf mods

Question: I'm sick of being a werewolf how do I cure myself?
Answer:Go to the dock at Fort Frostmoth there should be a note sitting right next to Basks-in-the-Sun. The note will talk about a giant raven that's been seen near the Altar of Thrond, go there and talk to the raven-who is actually a witch. You may also be able to start the "cure" quest by talking to people on Solstheim about latest rumors -they should mention something about a large raven.
The witches will give you a quest to cure yourself of lycanthropy - it involves killing an innocent nord lady, so if you're the kind of werewolf that only goes after the "bad guys" you may want to try the alternative cure.

You can also kill the witches or pickpocket them and find a note telling you about a scroll hidden in a stalactite in the gloomy cave. Read the scroll and you will be cured-unless you've been asked to complete a quest by Hircine. You won't be allowed to cure yourself until you complete his quest. This is also true for the other cure method.

Question: What are the werewolf console commands?
Answer:

To get the disease:
player->addspell "werewolf blood"


To get out of being a werewolf if you're stuck as one (Hircine's Ring):
Player->undowerewolf
Player->removespell


"werewolf regeneration"
Player->removespell "werewolf vision"


To become a werewolf again after curing yourself:
set PCwerewolf to 1

To remove known werewolf status:
set PCknownwerewolf to 0

Cure yourself via the console:
set PCwerewolf to -1

if you want to be able to be infected again:
set PCwerewolf to 0

Question: I don't like transforming every night/ being seen as a werewolf/ the stats are too low etc . . . . .
Answer:Well so long as you're using the PC version you can get yourself one of the many werewolf mods. Several are in my sig that improve the rewards from the werewolf quests, give you a stat bonus to your human form for being a werewolf and "fix" the bloodmoon main quest -Bloodmoon Werewolf Realism is the most recent. Plus there's also werewolf forget that removes known werewolf status after a while. New werewolf skins, A Hircine's ring fix to make it work like the daggerfall version-and more. Search Planet Elderscrolls or the forums for them.

Question: Aren't there any werewolf factions to join or more werewolf quests after Hircine's?
Answer:No. The closest thing there is, is the Werewolf Clans of Vvardenfell Mod

Question: I don't want to the BM main quest, how can a become a werewolf without doing the main quest?
Answer:Well, I looked up the name of the werewolf people in Bloodmoon who have the werewolf disease, Sanies Lupinus. They are called the following: wandering lunatic, confused lunatic, wandering idiot, gibbering lunatic, insane wanderer, or wandering lunatic. Sometimes, werewolves can be found near Thirsk, and Connorflenge Barrow, Southeast of Thirsk usually has a werewolf.

How To Find A Werewolf with thanks to Morrisha and comments by Stungthumbz.
First, why would you want such a creature? You will encounter werewolves enough in the main quest (attack on the Skaal village) and the creatures are dangerous, to say the least. It is not like the vampires were in Vvardenfell, there are not a lot of special werewolf miscellaneous quests. The rumored "werewolf quests" are all part of the main quest. Finally, you will, in due time, win Hircine's Ring, which will allow you to change to wolf and return.

While it is highly unlikely you will encounter more than one (I have been all over Solstheim many times and encountered only three) there are a total of nine werewolves on Solstheim in the wild. Only one of those (the one inside Connorflenge Barrow) appears regularly.

KEEP IN MIND:
    1. There is only a very small chance that each werewolf will even appear.

    2. They only start to appear in the wild after you reach level 50.

    3. When the werewolves are in human form, they will always appear as "Confused Lunatic" or "Insane Wanderer" or something similar.

    4. you are likely to come across only one of these nine (the first one in the list).
Werewolf locations:
    1. Inside Connorflenge Barrow sited in the outthrust central section of Solstheim's east coast. The werewolf, when in human form, is a level 65 Nord. There is an 80% chance you will see this werewolf. It is likely this is the only one you will see.

    2 & 3. Near the Thirsk mead hall. One is to the north and the other to the northeast. (I have seen one of these werewolves. Remember, werewolves have a wide hunting range.)

    4. In Stormpfund Barrow sited northwest of Fort Frostmoth. The werewolf, when in human form, is a Level 99 Dark Elf.

    5. In the coastal woods east (and slightly south) of the Sun Stone.

    6 & 7. One in the woods southeast of Raven Rock and the other northwest of the colony (just north of the Earth Stone).

    8. Between two rocks at the base of a hill south of the wreck of the dwemer ariship.

    9. Just northeast of Ulfgar the Unending's Dwelling at Brodir Grove.
Remember that the only one you are likely to find is #1. The rest have a very small chance of appearing.
User avatar
M!KkI
 
Posts: 3401
Joined: Sun Jul 16, 2006 7:50 am

Post » Sat Sep 19, 2009 1:47 pm

Bloodmoon Alchemy Reagents ---------------------------------

Strangely enough one of my most interesting finds in Bloodmoon was the new reagents. Here is a partial list:

Ripened Belladonna Berries

Resist Magicka
Restore Magicka
Fortify Magicka
Drain Magicka

Unripened Belladonna Berries
Resist Magicka
Restore Magicka
Fortify Magicka
Drain Magicka

In orginal MW Ash Salts was the only resist magicka reagent and you can't make potions from just one reagent. Now we have two new reagents with matching attributes. Counteracted by restore magicka and fortify magicka the negative side effect of drain magicka is unnoticable. The ability to make resist magicka potions can be a real boon when dealing with beings who like drain or damage attributes. The only time I find my "established" characters in serious danger is when my strength is damaged to the point I can't move. I recommend being conservative in making and using belladonna based potions. Belladonna plants are not extremely common though spriggans and hags sometimes carry it.

A Resist Magicka potion produced from belladonna at 100 intelligence and alchemy (luck 66) will have resist magicka 34% for 92 secs, restore magicka 16 pts for 39 secs, fortify magicka 63 pts for 179 secs and drain magicka 2 pts for 6 secs.

However with alchemy enhanced by spells to 400 the same potion will have resist magicka 109% for 317 secs, restore magicka 46 pts for 129 secs, fortify magicka 213 pts for 629 secs and drain magicka 7 pts for 21 secs. The fortify alchemy spells can be created by any spellmaker once you have learned ANY fortify skill spell. The same spell cast multiple times will not stack. However different spells that fortify the same skill will stack. The spells only need be long enough in duration to allow you to get them all cast and your inventory screen open before the first one expires.

Holly Berries is another useful new reagent and holly bushes are fairly common:
Resist Frost
Frost Shield
Frost Damage
Weakness to Fire
So long as the other reagent doesn't have the same side effects they are not a problem and not too much of one if it does.

Others are:

Gravetar
Resist Frost
Drain Health
Fortify Fatigue
Drain Luck

Bristleback Leather

Blind
Frost Damage
Resist Frost
Recall
So far this is the only reagent I know of with recall as a quality.

Wolf Pelt
Drain Fatigue
Fortify Speed
Resist Common Disease
Night Eye

Bear Pelt
Drain Fatigue
Fortify Strength
Resist Common Disease
Night Eye

Horker Tusk
Drain Alteration
Fortify Intelligence
Fortify Maximum Magicka
Detect Animal
Unfortunately I have found no other reagent that will Fortify Maximum Magicka.

Grahl Eyeball
Resist Frost
Night Eye
Drain Magicka
Fortify Strength
Grahl are fairly rare. Don't count on finding too many.

Wolfsbane Petals
Restore Intelligence
Invisibility
Drain Endurance
Drain Magicka
Reportedly only two in the game. It might be a good idea to save any you find.

All Bloodmoon Armor Information and Locations provided courtesy of the http://www.quanze13.com/morrowind/armor.html

Bear Armor

Bear Armor is pretty common. Many bandit type people have pieces, and you can also find pieces in chests in barrows and ice caves.

Bear Boots
Weight: (Medium) 14.0 Condition: 105 Value: 50
Armor Rating: 50 Enchant: 2 pts

Bear Cuirass
Weight: (Medium) 25.0 Condition: 325 Value: 150
Armor Rating: 50 Enchant: 6 pts

Bear Greaves

Weight: (Medium) 10.0 Condition: 220 Value: 120
Armor Rating: 50 Enchant: 5 pts

Bear Helmet
Weight: (Medium) 4.0 Condition: 100 Value: 40
Armor Rating: 50 Enchant: 2 pts

Bear Gauntlet (Left and Right)
Weight: (Medium) 4.0 Condition: 80 Value: 40
Armor Rating: 50 Enchant: 1 pt

Bear Pauldrons (Left and Right)

Weight: (Medium) 7.0 Condition: 60 Value: 100
Armor Rating: 50 Enchant: 2 pts

Bear Shield
Weight: (Medium) 10.0 Condition: 100 Value: 150
Armor Rating: 50 Enchant: 2 pts

Snow Bear

Talk to Brynjolfr in his small shack/hut next to Thirsk. He'll give you a Custom Fur Armor Price List that details what is needed for him to make custom armor.

Snow Bear Boots

Weight: (Medium) 14.0 Condition: 105 Value: 5000
Armor Rating: 117
Constant Effect
Resist Frost 5%

Brynjolfr requires 3 snow bear pelts and 3000 gold to make a pair.

Snow Bear Cuirass
Weight: (Medium) 25.0 Condition: 325 Value: 10000
Armor Rating: 117
Constant Effect
Resist Frost 5%

Brynjolfr requires 5 snow bear pelts and 6000 gold to make one.

Snow Bear Greaves
Weight: (Medium) 10.0 Condition: 220 Value: 8500
Armor Rating: 117
Constant Effect
Resist Frost 5%

Brynjolfr requires 4 snow bear pelts and 5000 gold to make a pair.

Snow Bear Helmet
Weight: (Medium) 4.0 Condition: 100 Value: 3500
Armor Rating: 117
Constant Effect
Resist Frost 5%

Brynjolfr requires 2 snow bear pelts and 2000 gold to make one.

Snow Bear Gauntlet (Left and Right)
Weight: (Medium) 4.0 Condition: 80 Value: 200
Armor Rating: 117
Constant Effect
Resist Frost 5%

Brynjolfr requires 2 snow bear pelts and 1000 gold to make either a left or right.

Snow Bear Pauldrons (Left and Right)
Weight: (Medium) 7.0 Condition: 100 Value: 2000
Armor Rating: 117
Constant Effect
Resist Frost 5%

Brynjolfr requires 2 snow bear pelts and 1000 gold to make either a left or right.

Wolf Armor


Wolf Armor is pretty common. Many bandit type people have pieces, and you can also find pieces in chests in barrows and ice caves.

Wolf Boots
Weight: (Light) 4.0 Condition: 105 Value: 50
Armor Rating: 50 Enchant: 2 pts

Wolf Cuirass
Weight: (Light) 9.0 Condition: 325 Value: 150
Armor Rating: 50 Enchant: 6 pts

Wolf Greaves
Weight: (Light) 7.0 Condition: 220 Value: 120
Armor Rating: 50 Enchant: 5 pts

Wolf Helmet
Weight: (Light) 2.0 Condition: 100 Value: 40
Armor Rating: 50 Enchant: 2 pts

Wolf Gauntlet (Left and Right)
Weight: (Light) 1.5 Condition: 80 Value: 40
Armor Rating: 50 Enchant: 1 pts

Wolf Pauldron (Left and Right)
Weight: (Light) 2.4 Condition: 100 Value: 60
Armor Rating: 50 Enchant: 2 pts

Wolf Shield
Weight: (Light) 8.0 Condition: 100 Value: 100
Armor Rating: 50 Enchant: 5 pts

Snow Wolf Armor


Talk to Brynjolfr in his small shack/hut next to Thirsk. He'll give you a Custom Fur Armor Price List that details what is needed for him to make custom armor.

Snow Wolf Boots
Weight: (Light) 4.0 Condition: 105 Value: 5000
Armor Rating: 117
Constant Effect
Resist Frost 5%

Brynjolfr requires 3 snow wolf pelts and 3000 gold to make a pair.

Snow Wolf Cuirass

Weight: (Light) 9.0 Condition: 325 Value: 10000
Armor Rating: 117
Constant Effect
Resist Frost 5%

Brynjolfr requires 5 snow wolf pelts and 6000 gold to make one.

Snow Wolf Greaves
Weight: (Light) 7.0 Condition: 220 Value: 8500
Armor Rating: 117
Constant Effect
Resist Frost 5%

Brynjolfr requires 4 snow wolf pelts and 5000 gold to make a pair.

Snow Wolf Helmet
Weight: (Light) 2.0 Condition: 100 Value: 3500
Armor Rating: 117
Constant Effect
Resist Frost 5%

Brynjolfr requires 2 snow wolf pelts and 2000 gold to make one.

Snow Wolf Gauntlet (Left and Right)

Weight: (Light) 1.5 Condition: 80 Value: 2000
Armor Rating: 117
Constant Effect
Resist Frost 5%

Brynjolfr requires 2 snow wolf pelts and 1000 gold to make either a left or right.

Snow Wolf Pauldron (Left and Right)

Weight: (Light) 2.4 Condition: 100 Value: 2000
Armor Rating: 117
Constant Effect
Resist Frost 5%

Brynjolfr requires 2 snow wolf pelts and 1000 gold to make either a left or right.

Ice Armor

Work through the EEC quests until you are told about Stalhrim. You can only get Ice Armor by having Aenar make it for you. The one exception is for the Ice Armor Shield.

Ice Armor Boots
Weight: (Medium) 17.0 Condition: 200 Value: 5000
Armor Rating: 167 Enchant: 10 pts

Ice Armor Cuirass
Weight: (Medium) 27.0 Condition: 1000 Value: 5000
Armor Rating: 167 Enchant: 18 pts

Ice Armor Greaves
Weight: (Medium) 12.0 Condition: 600 Value: 1000
Armor Rating: 167 Enchant: 10 pts

Ice Armor Helmet
Weight: (Medium) 4.0 Condition: 500 Value: 2000
Armor Rating: 167 Enchant: 18 pts

Ice Armor Gauntlets (Left and Right)

Weight: (Medium) 4.0 Condition: 300 Value: 1000
Armor Rating: 167 Enchant: 10 pts

Ice Armor Pauldron (Left and Right)
Weight: (Medium) 8.0 Condition: 500 Value: 12000
Armor Rating: 167 Enchant: 2 pts

Ice Shield
Weight: (Medium) 13.0 Condition: 400 Value: 1000
Armor Rating: 167 Enchant: 40 pts

This shield is a reward to you for the completion of one of the last EEC/Raven Rock missions.

Nordic Mail

The easiest way to get a full suit of this is to kill a Skaal Honor Guard in the Skaal Village on Solstheim. DO NOT kill the Honor Guard inside the Greathall.

Nordic Mail Boots
Weight: (Heavy) 20.0 Condition: 500 Value: 5000
Armor Rating: 220 Enchant: 9 pts

Nordic Mail Cuirass
Weight: (Heavy) 30.0 Condition: 1000 Value: 5000
Armor Rating: 220 Enchant: 30 pts

Nordic Mail Greaves
Weight: (Heavy) 18.0 Condition: 300 Value: 2000
Armor Rating: 220 Enchant: 8 pts

Nordic Mail Helmet

Weight: (Heavy) 8.0 Condition: 350 Value: 1000
Armor Rating: 220 Enchant: 20 pts

Nordic Mail Gauntlet (Left and Right)
Weight: (Heavy) 8.0 Condition: 100 Value: 1000
Armor Rating: 220 Enchant: 10 pts

Nordic Mail Pauldron (Left and Right)
Weight: (Heavy) 10.0 Condition: 100 Value: 1000
Armor Rating: 220 Enchant: 10 pts

Nordic Mail Shield
Weight: (Heavy) 20.0 Condition: 500 Value: 1000
Armor Rating: 220 Enchant: 10 pts

Courtesty of the http://www.quanze13.com/morrowind/armor.html
User avatar
Rebekah Rebekah Nicole
 
Posts: 3477
Joined: Fri Oct 13, 2006 8:47 pm

Post » Sat Sep 19, 2009 2:57 pm

Daedric Items Locations

Daedric Armor

Daedric Boots
Weight: (Heavy) 60.0 Condition: 800 Value: 20000
Armor Rating: 266 Enchant: 26 pts

The first pair of boots is on Divayth Fyr in Tel Fyr. The second pair is on a shelf in the Entry section of Galom Daeus. Galom Daeus is the Berne Vampire HQ and is located west and north of the Erabenumsun Ashlander Camp.

Daedric Cuirass
Weight: (Heavy) 90.0 Condition: 2400 Value: 70000
Armor Rating: 266 Enchant: 60 pts

The first cuirass is found on Divayth in Tel Fyr. A second one can be found in the Norenen-dur, The Wailingdelve. The cuirass is sitting on the large rock by the first waterfall. Norenen-dur is reached through the Dwemer ruin under Mournhold that opens up about halfway through the Tribunal Main Quest.

Daedric Face of God
Weight: (Heavy) 15.0 Condition: 800 Value: 15000
Armor Rating: 266 Enchant: 75 pts

This helm is only located in Sepulcher, the burial tomb inside Tukushapal which is inside the Marvani Ancestral Tomb. The Marvani Ancestral Tomb is located west of the tip of the peninsula Molag Mar faces. Once inside Sepulcher, you will need to levitate up to the small perch above where you enter. Follow the hum of the crystals if you are unsure.

Daedric Face of Inspiration
Weight: (Heavy) 15.0 Condition: 650 Value: 13000
Armor Rating: 216 Enchant: 75 pts

The first helm is on Galdal Omayn in Ghostgate’s Tower of Dusk. He can be killed without repercussions. The next location is Mamaea, Shrine of Pitted Dreams. Mamaea is located west of the daedric ruin Dushariran which is next to the mountains east of Berandus. The third location is in Ibar-Dad. Ibar-Dad is located southwest of the daedric ruin Assurnabitashpi which is located west of the Urshilaku Ashlander Camp.

Daedric Face of Terror
Weight: (Heavy) 15.0 Condition: 750 Value: 14000
Armor Rating: 250 Enchant: 75 pts

The first helm is on Enar Dralor in Ghostgate’s Tower of Dusk. It is okay to kill her without repercussions. The second location is in the Forgotten Vaults of Anudnabia, Forge of Hilbongard. To get there, you need to enter first from the Omaren Ancestral Tomb. The entrance to the tomb is on a small island northeast of the daedric ruin east of Sadrith Mora. Enter the tomb and work your way down to the Forgotten Vaults of Anudnabia, Forge of Hilbongard where the helm is among other assorted loot (including the Skull Crusher).

Daedric Greaves
Weight: (Heavy) 54.0 Condition: 800 Value: 44000
Armor Rating: 266 Enchant: 7 pts

Divayth Fyr in Tel Fyr has the first pair of greaves. A second pair can be found on the shelf behind Orvas Dren in his Villa on the Dren Plantation which is east of Pelagiad. A third pair is part of random loot found in a chest in the Upper Level of Druscashti, the Quarra Vampire Clan HQ, which is north of Maar Gan and east of Khuul in the foyada Bani Dad.

Daedric Gauntlet (Left and Right)
Weight: (Heavy) 15.0 Condition: 400 Value: 14000
Armor Rating: 266 Enchant: 60 pts

Divayth Fyr in Tel Fyr has the first set of gauntlets. A second pair can be found in Kogoruhn, Bleeding Heart. The gauntlets are on a rock altar formation. Kogoruhn is the unnamed dunmer stronghold on the paper map southeast of Falasmaryon. You can also find a single left gauntlet on Turedus Talanian in the tower of Tel Vos. Once you perform his single quest, he may be killed without repercussions.

Daedric Pauldrons (Left and Right)
Weight: (Heavy) 30.0 Condition: 800 Value: 24000
Armor Rating: 266 Enchant: 7 pts

Divayth Fyr in Tel Fyr has the first set of pauldrons. A second left pauldron can be found in Norenen-dur, The Wailingdelve. It is in a pile of rocks at the bottom of one of the waterfalls. A second right pauldron can be found in the Tower of Castle Karstaag. Levitate to the top of the castle to find the Tower entrance.

Daedric Shield
Weight: (Heavy) 45.0 Condition: 1600 Value: 34000
Armor Rating: 266 Enchant: 150 pts

The first shield is equipped by Galos Farethi in Dren’s Villa on the Dren Plantation east of Pelagiad. Another can be found in Ibar-Dad. Ibar-Dad is located southwest of the daedric ruin Assurnabitashpi which is located west of the Urshilaku Ashlander Camp. The third is located in the Galom Daeus Observatory. Galom Daeus is the Berne Vampire HQ and is located west and north of the Erabenumsun Ashlander Camp. They are also randomly equipped on Golden Saints

Daedric Tower Shield
Weight: (Heavy) 45.0 Condition: 1600 Value: 50000
Armor Rating: 266 Enchant: 225 pts

A daedric tower shield can only be found randomly equipped by Golden Saints.

Daedric Weapons

Daedric Arrow
Marksman, Arrow
Attack: 10-15
Weight: 0.3 Condition: 1 Value: 20

11 arrows are found in the Forgotten Galleries of the daedric ruin Maelkashishi. Maelkashishi is located northeast of Gnisis and southeast of Ald Velothi right next to the mountain range. 2 more are found in the Berandas Keep, Top Level.

Daedric Battle Axe*(17)
Axe, Two Handed
Chop: 1-80 Slash: 1-60 Thrust: 1-8
Weight: 90.0 Condition: 4800 Value: 50000
Enchant: 16 pts

One is located in Ibar-Dad. Ibar-Dad is located southwest of the daedric ruin Assurnabitashpi, west of the Urshilaku Ashlander Camp.

Daedric Claymore*(18)
Type: Long Blade, Two Handed
Chop: 1-60 Slash: 1-52 Thrust: 1-36
Weight: 81.0 Condition: 5600 Value: 80000
Enchant: 21 pts

Gathal Llethri in the Guard House of the Dren Plantation east of Pelagiad and Ulms Drathen in the Armigers Stronghold in Molag Mar each have one equipped. The Lich Barilzar has one equipped as well. You can also find one in the Telvanni Vivec Vault, or in the Mausur Caverns which are located south of Vemynal which is located northwest of Dagoth Ur’s Citadel.

Daedric Club*(16)
Blunt Weapon, One Handed
Chop: 10-12 Slash: 4-8 Thrust: 4-8
Weight: 36.0 Condition: 1600 Value: 10000
Enchant: 12 pts

One is located in the Inner Tower of Dagoth Ur’s Citadel.

Daedric Dagger*(16)
Short Blade, One Handed
Chop: 8-12 Slash: 8-12 Thrust: 8-12
Weight: 9.0 Condition: 700 Value: 10000
Enchant: 6 pts

You can find one in the Underground section of Berandas which is south of Gnisis, in Sorkvild’s Tower just outside Dagon Fel, and in the Underworks of the Redoran Vivec Canton. Archmagister Gothren in the Upper Tower of Tel Aruhn, Darvasa Vedas in the Tower Guardpost of Tel Branora, Mistress Therana in the Upper Tower of Tel Branora, Ronerelie Philulanie in the Central Tower of Tel Vos, and Divayth Fyr in Tel Fyr all have one equipped.

Daedric Dai Katana*(18)
Type: Long Blade, Two Handed
Chop: 1-60 Slash: 1-52 Thrust: 1-30
Weight: 60.0 Condition: 7200 Value: 120000
Enchant: 21 pts

Boyln Venim in the Venim Manor’s Private Quarters in Ald’ruhn, Llaro Llethri in the Tower Shack of the Dren Plantation east of Pelagiad, and King Hlaalu Helseth all have one equipped. Llarlo Llethri can be killed without repercussions. You can also find one on a dead body in the Maesa-Shammus Egg Mine which is located north of the dwemer ruin Nchardumz, which is located northeast of Molag Mar.

Daedric Dart
Marksman, One Handed
Attack: 2-12
Weight: 0.4 Condition: 90 Value: 4000

You can find 2 in the Sunken Vaults of Ashalmawia which is located east of Ald Velothi, and 2 more in the Urshilaku Burial Grounds in the Keka Burial (the Burial Grounds are located south and slightly east of the Urshilaku Ashlander Camp). There are also 8 equipped by Severa Magia in the Lower Level of Ald Sotha which is located east and slightly north of Vivec. Kill her quickly before she uses them.

Daedric Katana*(17)
Long Blade, One Handed
Chop: 3-44 Slash: 1-40 Thrust: 1-14
Weight: 54.0 Condition: 4800 Value: 50000
Enchant: 18 pts

One is equipped by Galos Farethi in Dren’s Villa of the Dren Plantation east of Pelagiad.

Daedric Longbow
Marksman, Two Handed
Attack: 2-50
Weight: 24.0 Condition: 1000 Value: 50000
Enchant: 10 pts

The Daedric Longbow is in the Forgotten Galleries of the daedric ruin Maelkashishi. Maelkashishi is located northeast of Gnisis and southeast of Ald Velothi right next to the mountain range. Finish the quest that starts in the Sadri Manor in Godsreach to get another one.

Daedric Longsword*(17)
Long Blade, One Handed
Chop: 2-32 Slash: 1-44 Thrust: 4-40
Weight: 60.0 Condition: 3200 Value: 40000
Enchant: 18 pts

One is equipped by Arver Rethul in the Dren Plantation east of Pelagiad and another is equipped by Relas Arothan in the daedric ruin of Assernerairan located in the St. Olms Underworks.

Daedric Mace*(17)
Blunt Weapon, One Handed
Chop: 3-30 Slash: 3-30 Thrust: 2-4
Weight: 45.0 Condition: 4800 Value: 24000
Enchant: 15 pts

One is located in the Sunken Vaults of the daedric shrine Ashalmawia which is located east of Ald Velothi.

Daedric Shortsword*(16)
Short Blade, One Handed
Chop: 10-26 Slash: 10-26 Thrust: 12-24
Weight: 24.0 Condition: 1500 Value: 20000
Enchant: 12 pts

One is equipped by Jim Stacey in Simine Fralinie’s Bookstore in the Foreign Quarter Canolworks, and another is equipped by Master Aryon in his chambers in Tel Vos. There is also one on a dead body in the Lower Facility of Dagoth Ur’s Citadel.

Daedric Spear*(17)
Spear, Two Handed
Chop: 2-9 Slash: 2-9 Thrust: 6-40
Weight: 42.0 Condition: 1000 Value: 20000
Enchant: 15 pts

One is located in the Underground section of Berandas which is located south of Gnisis.

Daedric Staff*(16)
Blunt Weapon, Two Handed
Chop: 2-16 Slash: 3-16 Thrust: 1-12
Weight: 24.0 Condition: 1200 Value: 14000
Enchant: 21 pts

One is located in Ibar-Dad which is is located southwest of the daedric ruin (Assurnabitashpi) west of the Urshilaku Ashlander Camp. Another is located in Kora-Dur which is east and slightly south of Kogoruhn.

Daedric Tanto*(16)
Short Blade, One Handed
Chop: 9-20 Slash: 9-20 Thrust: 9-20
Weight: 12.0 Condition: 1100 Value: 14000
Enchant: 6 pts

One can be found in the Lower Level of Ald Sotha. Ald Sotha is located northeast of Vivec. Another is equipped by Severa Magia who is also in Ald Sotha. Dark Brotherhood Punishers also have them equipped.

Daedric Wakizashi*(17)
Short Blade, One Handed
Chop: 10-30 Slash: 10-25 Thrust: 7-11
Weight: 30.0 Condition: 1100 Value: 48000
Enchant: 18 pts

One can be found in Endusal, Kagrenac's study on a dead body. Endusal is located south and slightly west of Dagoth Ur’s Citadel. Some Dark Brotherhood Assassins also have them equipped.

Daedric War Axe*(17)
Axe, One Handed
Chop: 1-44 Slash: 1-24 Thrust: 1-6
Weight: 72.0 Condition: 3200 Value: 30000
Enchant: 15 pts

One can be found equipped by Gordol in the Sunken Vaults of Ashalmawia which is located east of Ald Velothi.

Daedric Warhammer*(18)
Blunt Weapon, One Handed
Chop: 1-70 Slash: 1-60 Thrust: 1-4
Weight: 96.0 Condition: 8000 Value: 30000
Enchant: 16 pts

One is found in Sepulcher, the burial tomb inside Tukushapal which is inside the Marvani Ancestral Tomb. The Marvani Ancestral Tomb is located west of the tip of the peninsula Molag Mar faces. Once inside Sepulcher, you will need to levitate up to the small perch above where you enter. Follow the hum of the crystals if you are unsure.
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Jordan Fletcher
 
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