Slayer
Ordinator
Which way did he go, George?
Posts: 448
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Post by Slayer on Mar 26, 2006 16:42:09 GMT
With all the down time the Official Forums keeps going thru, I thought it a good idea to post this information here, so here goes. I will try and include proper credit to the origional poster where applicable. EDIT: Some posts had to be broken up due to post size restrictions. -Slayer
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Slayer
Ordinator
Which way did he go, George?
Posts: 448
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Post by Slayer on Mar 26, 2006 16:47:08 GMT
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: www.phuphus.com translated from french by JohnnyRTFM The ingredients: You will find all Morrowind ingredients in this table. 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 this table 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. -Slayer
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Slayer
Ordinator
Which way did he go, George?
Posts: 448
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Post by Slayer on Mar 26, 2006 16:48:09 GMT
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! 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. -Slayer
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Slayer
Ordinator
Which way did he go, George?
Posts: 448
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Post by Slayer on Mar 26, 2006 16:48:47 GMT
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 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! -Slayer
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Slayer
Ordinator
Which way did he go, George?
Posts: 448
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Post by Slayer on Mar 26, 2006 16:49:38 GMT
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. Forty (40) 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 canalworks 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 canalworks. 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, Canal 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. -Slayer
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Slayer
Ordinator
Which way did he go, George?
Posts: 448
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Post by Slayer on Mar 26, 2006 16:50:30 GMT
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. 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 Reporting the recovery of the Ebony Mail (become Archcanon, 3 points). ------Subtotal - 13 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 146 points. Notable by their absence are the thieves and fighters guilds. -Slayer
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Slayer
Ordinator
Which way did he go, George?
Posts: 448
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Post by Slayer on Mar 26, 2006 16:51:08 GMT
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! -Slayer
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Slayer
Ordinator
Which way did he go, George?
Posts: 448
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Post by Slayer on Mar 26, 2006 16:51:46 GMT
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 Canalworks 1 Yakanalit 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) (Yakin)<---missing from posted list. 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 Canalworks (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 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 Canalworks, 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 Canalworks -> Arena Storage Area -> trapdoor to Hidden Area -Slayer
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Slayer
Ordinator
Which way did he go, George?
Posts: 448
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Post by Slayer on Mar 26, 2006 16:52:31 GMT
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. 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, canal 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. -Slayer
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Slayer
Ordinator
Which way did he go, George?
Posts: 448
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Post by Slayer on Mar 26, 2006 16:56:59 GMT
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. -Slayer
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Slayer
Ordinator
Which way did he go, George?
Posts: 448
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Post by Slayer on Mar 26, 2006 16:58:06 GMT
TRIBUNAL 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 basement. 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 basement. 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. -Slayer
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Slayer
Ordinator
Which way did he go, George?
Posts: 448
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Post by Slayer on Mar 26, 2006 16:58:52 GMT
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 basement 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 basement 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 canal. 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: 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.
-Slayer
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Slayer
Ordinator
Which way did he go, George?
Posts: 448
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Post by Slayer on Mar 26, 2006 16:59:38 GMT
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 -Slayer
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Slayer
Ordinator
Which way did he go, George?
Posts: 448
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Post by Slayer on Mar 26, 2006 17:02:10 GMT
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 -Slayer
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Slayer
Ordinator
Which way did he go, George?
Posts: 448
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Post by Slayer on Mar 26, 2006 17:05:17 GMT
BLOODMOON CONT. 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. cool.gif 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 -Slayer
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