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    Mage Guild Guide by zel-sama

    Version: Final | Updated: 07/12/04 | Search Guide | Bookmark Guide

    The Elder Scrolls 3: Morrowind (TESM)
    Mage's Guild Guide v1.81 07/11/04
    (c) 2002-2004 by Zelgadis-sama (Daniel Guidotti)
    Email: FAQ is finished. No more e-mail, Please.
    0.0 Version History
    0.1 FINAL News ***READ***
    1.0 Introduction
    2.0 Preparation 
    3.0 Skills
    4.0 Mages Guild Ranks and Requirements
    5.0 The Missions
    5.1 Balmora
    5.2 Ald-Ruhn
    5.3 Sadrith Mora: Wolverine Hall
    5.4 Vivec
    5.5 Getting a Wizard’s Staff (Sud)
    6.0 Usage of this FAQ
    7.0 Credits & Acknowledgements
    8.0 Contacting Me
    9.0 Twin Lamps
    10.0 Closing
    06/05/02 v1.0 Initial Release.
    06/07/02 v1.1 Added additional formatting, fixed grammar and spelling errors 
    added quests for Edwinna Elbert, Skink-in-His-Shade, and Trebonius Artorius. 
    Also added master trainers to skills section.
    06/08/02 v1.2 Extensive grammar and name spelling and format fixes. Also 
    reworked the sneak and athletics section. See Credits for more additions to 
    certain missions.
    06/10/02 v1.3 Updated Ajira's missions in Balmora (including the Staff of 
    Magnus and the Warlock’s ring and added correct mission rewards for many 
    missions. Also updated All of Ranis’ missions and added rewards. Updated the 
    Ranks and Requirements section. Fixed many incorrect name and location 
    06/11/02 v1.4 Even more grammar and spelling fixes (hopefully, most names and 
    places should be correct...). Doubled the size of section two. Added alternate 
    ways to complete several missions. Updated credits section. Fixed minor 
    factual errors. Fixed some formatting problems. Finalized Ajira, Ranis, and 
    Edwinna missions. Added Wizard’s Staff mission. Finally added first mission 
    from Trebonius.
    06/13/02 v1.45 Added a way to get around accidentally selling the 
    Chimarvamidium. Rearranged some sections to make presentation more logical. 
    Fixed numbering inconsistencies. Removed some useless paragraphs. Updated 
    Credits. Added extra information to many missions. Fixed a contradiction in 
    5.7.1. Reformatted ENEMIES, NOTE, and REWARD headings. Fixed more grammar and 
    spelling errors. Added section Added more info on Trebonius. 
    06/19/02 v1.5 Arbitrarily added news section. Fixed errors that tons of people 
    emailed me about!! Fixed more numbering inconsistencies. Updated info on 
    Neminda, and recovering stolen loot.
    06/27/02 v1.6 Standardized credits and removed redundant references. Added 
    TONS of credits. Further formatted NOTES, REWARD, and ENEMIES headings. Added 
    counter to credits section. Fixed yet more grammar and spelling errors. 
    Removed parenthetical references to smooth flow. Updated miscellaneous section 
    with patch info. Clarified section 5.1.12.
    06/30/02 v1.7 Fixed cardinal directions. Added section 2.7 (renumbered) on 
    Robe of Roris. Added Special Thanks for exceptional contributors. Minor 
    renumbering of section 2. Added HUGE info on glass armor and Golden Saints. 
    Capitalized lessons. Added prices for certain enchantments. Eliminated email 
    backlog. Updated section 5.3.6. Finalized Skink’s missions. Fixed more names. 
    Added lots of miscellaneous information all over FAQ, mostly details.
    03/07/03 v1.75 Updated a little info on Fighter’s Guild among other things. 
    I’ve also added tons of email submissions to the FAQ...
    06/09/03 v1.77 Answered a few more emails. Updated sections (new), (new), 2.2, 2.6.1, 2.9 (new), 3.3, 5.1.3, 5.2.3, 5.3.4, 6.0, 7.0, and 
    8.0. Updated the News section.
    06/22/03 v1.80 Updated section 2.1.2, 5.2.9 (NOTE), 5.3.6 (added NOTE), 2.9, 
    5.2.6 (added NOTE 3), (Added NOTE REMIX) Fixed capitalization 
    03/18/04 Lots of small updates that I’ve gotten too lazy to list.
    0.1	News (FINAL UPDATE 07/11/04)
    This is the final update of the FAQ. I know that it isn’t finished. I know 
    that everyone who sent emails didn’t get them answered. I know that some parts 
    of this FAQ may have incorrect data, however; the time has come for me to move 
    on, and I’ve been too slow about it. I have other things to do now, and I 
    cannot  answer any more e-mails for this FAQ. I no longer play Morrowind, 
    though it was fun while it lasted. I even deleted it from my computer, so that 
    I won’t be tempted. To all of those who helped and sent emails, they mattered 
    even if you never heard back from me. I read them all. Thanks. Good luck and 
    have fun playing.
    Welcome to my Mage’s Guild Guide for Morrowind. This is my first (and still 
    only even after two years) attempt at writing a strategy guide, so please bear 
    with me if everything isn't perfect. I've decided to write an all-inclusive 
    guide for those of you who wish to become the Arch-Mage of the Mage's Guild. I 
    hope to provide a complete list of all related Mage’s Guild missions and any 
    alternate ways completing them. Please be aware that I still have to add and 
    retouch a few more missions. I’m not quite sure anymore when the FAQ will be 
    complete. It seems as though the FAQ has a life of its own now and every once 
    in a while an exceptional contributor mentions an idea that will expand the 
    FAQ a page or two.
    Here are some recommended preparations, in terms of skills, armor etc. that 
    you might want to know about while you quest. If you are just starting out, 
    you won't have access to many of the things that I describe here; however, 
    having them at some point will make your life a *LOT* easier.
    Although this IS a Mage’s Guild FAQ, I still feel that it is necessary to 
    include some in-depth strategy, so these following sections are going to be 
    somewhat lengthy, but quite informative. If none of this interests you, skip 
    right to section 5.0.
    2.1 Running Is Good, but Sneaking Is Better
    First, you might want to train your athletics skill. Being a slowpoke is no 
    fun, and can considerably increase the time it takes to get from point A to B. 
    You can't outrun the local fauna if you are too slow. My recommendation is to 
    find a room and face a corner. Jam the run key down on your keyboard and go to 
    bed, school, or work. When you come back in ~8 hours, your athletics skill 
    should be 55-60. This is plenty for now. If you *must* have 100 athletics, be 
    warned that it can take 24 hours or more to max out the skill.
    The sneak skill can be trained in the same way. Find a lone NPC indoors and 
    get behind him/her/it. Find a way to mash your sneak key down and do something 
    else. It takes ~6-10 hours (it seems to vary) to get the sneak skill to 100. 
    (You do NOT have to hold the move key down for this. Just the sneak key.) This 
    is important because there are many things that you may want to steal, and 
    being caught can cause many problems. A high sneak skill is essential no 
    matter what class you are. (Dan Lethcoe)
    NOTE: If your copy of Morrowind crashes a lot like mine, you have a better 
    chance of successfully training your skills if you do it indoors. There isn’t 
    any evidence supporting this claim, just my personal experience.
    2.1.1 Lessons in Sneakin’ and Thievin’ (or How Not to Be Seen) =P
    (Credit goes to Monty Python for that one)
    Sneaking and Thievery are so important in Morrowind that I’m going to dedicate 
    more space to describing ways to avoid capture, or salvage your game if you 
    are caught. Most of this is stuff that I learned the hard way.
    LESSON: Read this FAQ (sheeesh, no hate mail for this, please)
    In general, save your game each and every time you plan on doing something 
    illegal. This means that before every theft, pickpocket, and out and out 
    murder, you SAVE your game... this can save you mucho heartbreak if your only 
    option is to restore your game. A good example of when this might be necessary 
    is killing Temple Guards in Vivec. If you kill more than five of them, every 
    guard in the game will try to kill you, and no NPCs will talk to you or give 
    you missions. You MUST restore your game. Try not to kill too many NPCs, 
    especially not people who can give you training or sell you unique spells. 
    LESSON: SAVE often, and don’t randomly kill NPCs.
    When you are stealing, try to stay out of the line of sight of your target. If 
    you can get the target to turn the other way by talking to him/her/it, so much 
    the better. Also, make sure that the yellow sneak icon is visible before you 
    attempt to steal. A simple rule of thumb: When stealing, if the yellow sneak 
    icon is showing, you probably won’t be caught. This isn’t the law though. 
    Sometimes if you steal something expensive, or an NPC enters the room just as 
    you steal, you’ll be caught regardless of whether you are sneaking. Restore 
    the game when that happens.
    LESSON: The yellow sneak icon is your friend
    NOTE: Make sure to keep the sneak icon depressed the whole time. If you 
    release the sneak button while you are stealing, you will Be Seen. Pick pocketing: The Game’s Afoot
    When you try to pickpocket from people, the game is much different. Many 
    times, the only way to get what you want, without too much effort, is murder. 
    A good example of this is during a mission from Ranis Athrys. She asks you to 
    get some papers from Itermeral. If you can’t steal from him, lead him into the 
    middle of nowhere and kill him. There are also other NPCs in Morrowind, which 
    are tough or near impossible to pickpocket. An example of this is the 
    Slavemaster at the Dren Plantation. There are lots of slaves that want to be 
    freed. If you want to free them, you need the key from the Slavemaster, but 
    there are too many people around (why on EARTH would the slaves report your 
    crime??). It is impossible to get the sneak icon to appear. So kill Dren and 
    take his key.
    LESSON: If you can’t steal, try killing the target. A Few Taunts Are Worth 1,000 Battles
    Occasionally you may need to kill someone in a crowded area, or someone 
    otherwise inconveniently located. To accomplish this, I recommend a 
    speechcraft skill of 75. If you fulfill this requirement (even if you don’t), 
    try using the taunt feature under the persuasion submenu. If you can 
    successfully taunt someone below 10 affection, there is a chance that the NPC 
    will attack you. This works especially well on guards and military personnel. 
    As long as you are attacked first, you can kill without repercussions.
    LESSON: Taunt your enemies into attacking you.
    NOTE: Xelmepa brought up a really good point. You have to be HARMED in order 
    not to be fined. If you taunt someone into attacking you and don’t take any 
    damage, then you will still receive the full fine. This means that above level 
    20 or so you might have to remove your armor when you taunt someone. You can 
    also drink stat minus potions if you really need to take the damage. All Are Not Equal Under the Law
    This brings me to my next point. You can kill certain people with no 
    repercussions. Any thief, bandit, necromancer, or other form of outlaw can be 
    killed and looted from with no consequence. Anybody in a town without a unique 
    name (e.g. Ordinators and Hlaalu/Redoran/Telvanni guards) can generally be 
    killed with no repercussions. Just make sure that you don’t kill them in 
    crowded places. If you kill someone in a closed room, you’ll be caught if 
    there are people on the other side of the door or wall. You won’t have to pay 
    a fine, but everyone will attack you anyway. This is where removing the corpse 
    might come in handy. Don’t loot corpses in public either. If you kill someone 
    without being caught, and then loot the corpse in public, you’ll still have to 
    pay a fine. 
    LESSON: Kill people who won’t cause problems, but don’t loot corpses when you 
    can Be Seen.
    NOTE: I updated to the patch. It seems as though just about every time you 
    kill someone, you’ll probably be fined. I do recommend patching, but remember 
    that its now even easier to get caught. Sweet-Lips Are Worth the Trouble
    The best way to get out of a Jam is the Thieves’ Guild. If you become a member 
    (talk to Sweet-Lips Habasi in Balmora at the South Wall Cornerclub), you can 
    have your fines easily removed without talking to the guards. This is 
    important because if you must be caught, you’ll lose everything that you’ve 
    ever stolen, regardless of the town. This doesn’t apply to treasure from caves 
    or bandits. This DOES apply to everything that you steal from stores in towns, 
    or from any barrels and crates. Example: If you steal a soulgem in Balmora, 
    and have to pay a fine in Vivec, you’ll lose the soulgem. This is especially 
    troublesome when you steal armor, rings, or other good equipment. Stolen items 
    are relocated to the nearest ‘evidence’ chest. Finding those is up to you. 
    LESSON: Join the Thieves Guild
    NOTE: If you join the Fighter’s Guild first, you cannot join the Thieves’ 
    Guild so beware. For our purposes as Mages, this shouldn’t be a problem. 
    NOTE: CBC_CBC made a good point... there is actually a specific Fighter’s 
    Guild mission that will prevent you from joining the Thieves’ Guild: 
    Sottilde’s Codebook. If you do this mission, then the only way to join the 
    Thieves’ Guild will be to start a new game.
    NOTE REMIX: So there is a way around the Sottilde’s Codebook problem too. If 
    you join the Thieves' guild and complete enough of the missions, Gentleman Jim 
    Stacey in Vivec will eventually ask you to bribe the Balmora guild master 
    Eydis Fire-Eye with the Bittercup relic. Details for this mission can be found 
    in the Thieves’ Guild guide on GameFAQs. Once the mission is over, when you 
    reach the Sottilde’s codebook mission at the Balmora fighter’s guild (since 
    you can’t pass this mission as a member of the Thieves’ Guild), Eydis will say 
    that she isn’t working for the Carmonna Tong anymore and she will provide new 
    orders. If this doesn’t make sense, then check out a relevant FAQ. Keep in 
    mind that this mission requires that you pretty much become master of the 
    Thieves’ Guild before you attempt the bulk of the Fighter’s Guild missions. 
    Unless you feel like being a tank and a fire-hazard, I’d just as soon avoid 
    the Fighter’s Guild missions as you end up assassinating most of the Thieves’ 
    anyway, but I’m seriously digressing here. (Chr1s) There’s No Place Like Home
    If you want to be really sneaky, find yourself a house. If you want instant 
    security, kill whoever is inside the house (making sure that the target is 
    ALONE). You can easily get a house in Balmora by completing the main quest. 
    Drop all of your stolen goodies in the house. This is especially good if 
    you’ve been Seen and the guards are chasing you. Run indoors and drop your 
    things, and head outside and pay the fine. Pick up the goods later after 
    you’ve paid the fine. Make sure that when you’re being chased that the guard 
    is far enough away. Otherwise, some guards can actually follow you through 
    doors and catch you unawares. (James Foster)
    LESSON: Drop stolen items before being caught (preferably in your safe house).
    2.1.2 If You Are Seen... (and have to fight)
    If you have to fight, and can’t avoid it, let the OTHER person strike first. I 
    can’t stress this enough. The game reminds you of this fact frequently, but I 
    often found myself being attacked first, but I was the one who struck the 
    first blow. Remember, being attacked DOESN’T matter. It’s the person that 
    strikes the first blow that DOES DAMAGE that determines whether or not you’ve 
    committed a crime. If you get attacked first, and you take a hit, but no 
    damage, and then you kill your attacker, you will be GUILTY. If you want to 
    avoid the problem, take of some of your armor before fighting weak enemies.
    NOTE: You don’t always have to fight. Many times you can run away from whoever 
    saw you. Find a guard and turn yourself in or restore the game. This will 
    reset everyone to normal.
    2.1.3 Getting Your Stuff Back When You Are Seen
    HELP!!! I was SEEN! And I lost my stuff!
    So you got seen. And the guards took everything that you ever stole. Tough 
    break. Luckily, there is hope for you. You can still get everything back. 
    Whenever you are caught stealing, everything you stole is placed in a locked 
    chest marked ‘evidence’. The location of this chest varies from location to 
    location. There should be an evidence chest in most towns and forts. The items 
    you stole will be in an evidence chest in the town you stole from (or the 
    nearest chest marked ‘evidence’. Many NPCs will happily inform you of this 
    fact). So if you were caught stealing in Seyda Neen, everything you stole 
    would be relocated to a chest with a lock level of 50 in the Customs and 
    Excise Office in Seyda Neen. There is usually a guard near these chests, so 
    that can be quite a problem. To get rid of the guard near the evidence chest, 
    ‘taunt’ him (this is under the persuasion subcategory). You’ll need a minimum 
    personality skill of 80 for this. If you taught him successfully after his 
    affection level reaches ‘0’ the guard will attack you. Allow him to strike the 
    first blow and kill him. Remember not to steal from the downed guard or the 
    evidence chest unless there is no one else around, or you are in a situation 
    where you Cannot Be Seen (such as sneaking). (Chimpiechanga, GatorAJ, JIM, 
    ManaElf, Mark Boyle, Robin Sequira, Todd Carnes)
    NOTE: I’ve also been informed by several people that if you join the Imperial 
    Legion and reach a high enough rank, you will get a key that will allow you to 
    access all of your stolen loot. I haven’t confirmed this (Andrew Miles, 
    2.1.4 Using Magic to Not Be Seen (Kaboom)
    Use of Magic can also help in sticky situations. Your chief mainstay will be 
    telekinesis. This spell is important because sometimes you need to steal an 
    object that is Being Seen by many NPCs. A good strategy is manufacturing your 
    own spell from a spellmaker with a range of at least 20. When you steal, hide 
    in a corner, under a table, or anywhere that places you outside of the line of 
    sight of whoever can see you, but still see your target object. Use the sneak 
    button, and then use telekinesis. Presto, you stole from 20 feet.
    Lesson: Use Telekinesis to steal and Not Be Seen
    For those of you who think that invisibility might help, it won’t. The moment 
    you act, your invisibility will be broken, and you will be caught at the exact 
    moment you steal!
    Lesson: Don’t use invisibility to Not Be Seen
    NOTE: Some people have written to me telling me that invisibility works. This 
    has not been my experience. If you think that invisibility might work for you, 
    try it out, although many people get the sneak icon confused with Not Being 
    Seen. If you are sneaking behind someone and you are invisible, you don’t get 
    caught. If you are invisible and you are in front of someone and you steal, 
    you will become visible when you act, and you will be caught. Does that 
    clarify things? If you want to argue, go play the game and try this out for 
    yourself. (Rant inspired by Jack Andrews and qvirus89)
    Most recently, I have been informed by many people (too many to credit) that 
    chameleon (NOT invisibility) will allow you to steal when the spell is active. 
    I’m pretty sure that this is true, but caveat emptor.
    2.2 Well Protected Is Best! (or many ways to get glass armor)
    Perhaps the most important thing is Armor. Armor keeps you from taking damage 
    in fights; it keeps you alive. Even with good armor, I still recommend saving 
    often, but at least you won't be reloading as much. The best place to get 
    great armor early in the game is in Ald-Ruhn. If don't you happen to have a 
    scroll of Ekash's Lock-Splitter, a magnitude 100 lock killer, then I recommend 
    that you find one as soon as you can. There is a door on the lower floor of 
    the fighter's Guild in Ald-Ruhn (behind Precius Marcius) with a lock level of 
    80 that contains Glass Armor. This is good for mages or other magic users who 
    are most likely going to use light armor anyway. Even at low light armor 
    levels, Glass Armor gives large armor bonuses, and still allows you to jump. 
    This is where the sneak skill comes in handy. If you can sneak and unlock this 
    door, there is a chest containing glass greaves, a glass cuirass, a glass 
    helm, and some glass boots. This should give you a starting armor rating 
    around 10-20. This is almost the best armor in the game, so keep that in mind. 
    Although it doesn’t looks so great now, when your light armor skill reaches 
    40-50 you WILL notice the difference. If you can't get the glass armor now, 
    you can always do this the cheap way.
    So you want that awesome glass armor now, eh? Well, don't say I didn't warn 
    you. Hit the '~' key on the keyboard while standing in front of the locked 
    door in the Ald-Ruhn Fighter's Guild. Then type 'tcl', hit enter, and press 
    '~' again. This turns the wall collisions, or 'clipping', off. Now just walk 
    through the locked door behind Precius and grab the armor in the chest. Walk 
    back outside and turn collisions on by reopening the console, typing ‘tcl’ 
    again, and pressing enter. Presto, you have cheated your way to awesome armor. 
    Keep in mind that since you stole the armor, if you ever get busted for 
    stealing, you'll lose the armor. Make sure you remove your ill-gotten armor 
    before paying fines.
    More ways to get glass armor: I finally finished the game and found a vendor 
    that sells a full set of glass armor. It’s still a good idea to steal all the 
    glass armor that you can, BUT you can buy what you can’t steal. The location 
    in question is Ghostgate, in the Tower of Dusk. If you haven’t found Ghostgate 
    yet, it’s on the South side of the dark patch, below the center of the world 
    map. When you see the large blue fence, head South following the fence and you 
    should find the Ghostgate. Look around inside the lower level of the Tower of 
    Dusk to find and find a room full of glass armor on shelves. Talk to the 
    vendor inside to buy the armor. The vendor has randomly spawned armor, as do 
    the chests in the room. Notice that several of the NPCs on the lower level are 
    wearing full sets of armor, so thieving isn’t a bad option either.							
    Unfortunately, there isn't an easy way to level up the light armor skill 
    unless you have health regen or can take lots of damage w/o dying. This skill 
    will level up on its own as you take hits in combat. If you manage to complete 
    a set of glass armor, when you light armor skill approaches 80 you will have 
    an AC of 135, so it is certainly worth it.
    NOTE: For these next sections assume that you need LOTS of Ekash’s Lock-
    Splitter (level 100 lock-breaker), a high security skill (and lockpicks), or a 
    lock breaker spell of minimum 90.
    Getting even more Glass Armor (Redoran Compound): There is quite a bit of 
    glass armor in Vivec. Start out by heading to Vivec. Find the Redoran Canton, 
    and enter the Plaza area. Then find the Dralor Manor and go inside. Go up the 
    stairs at the back of the Manor, and find the closed door at the top of the 
    stairs. Open the door and you should see a dresser and Favela Dralor. Sneak, 
    and remove the Dralor Treasury Key from the dresser. Head back outside to the 
    Plaza. Find the Redoran Treasury. Inside the Treasury, enter the Redoran 
    Vault. Head down to the bottom floor of the vault, and open the crossbar door. 
    Once inside, the guard will actually RUN OUTSIDE of the room! Close the door 
    after him. There are four chests with lock-level 75, 2 chests with lock-level 
    90, and numerous crates and baskets. Once of the crates contains THREE pieces 
    of RANDOMLY spawned glass armor. The rest of the chests contain some 
    interesting weaponry and a ton cash (4k). A few of the chests also randomly 
    spawn, so you may find additional glass armor in lock-level 75 chests. If you 
    wear heavy armor, there is also a lot of Ebony Armor in here, including a 
    cuirass, graves, a helmet, and a shield. For reference purposes, Ebony armor 
    provides roughly 40% more AC at high heavy armor levels (80-90 vs. light armor 
    80-90). A glass axe and a glass dagger are sitting on a shelf if you need 
    weapons. There is also another locked room on the next floor up. If you can 
    get past the lock-level 90 door, there are a bunch of glass weapons and cash 
    in here. If you use medium armor, there is some Indoril Armor here (about 25% 
    less effective than glass armor). Between these rooms there is over 300k in 
    stuff... (Special Thanks: Jann DeFord and Marc Herdman)
    Still More Glass Armor (Hlaalu Compound): This is what we really want. Inside 
    the Hlaalu Vault is a nearly complete set of glass armor. Enter the Hlaalu 
    Waistworks. Find the Hlaalu Treasury. Enter and find the Hlaalu Vault. Once 
    inside the Vault, head down the stairs to find two locked doors in a row, each 
    with lock-level 90 and trapped. 100 sneak is essential here. Bust the doors 
    open, and walk your way to glory. There are two guards inside, but if you can 
    sneak, they can’t catch you. The objects in question are laid out on shelves. 
    The inventory: one glass tower shield, one glass cuirass, one glass greaves, 
    one glass boots, one glass helmet, two glass pauldrons. Unfortunately, the 
    bracers are not here, nor are they located in the chests. If you want bracers, 
    you’ll still have to get them from Ghostgate in the Tower of Dusk. As with all 
    things you swipe, don’t get caught or you'll lose it all. There are also 
    numerous chests in here, which contain other random items. (Special Thanks: 
    Yet more glass armor... You can get this stuff at Falasmaryon, a propylon fort 
    northnortheast of Maar Gan. There is a fellow named Irer Nervion laying on the 
    floor of one of the rooms on the lower level. He has roughly half a set of 
    glass armor. (Bill)
    NOTE: May I suggest that you pay a few visits to Creeper? (2.3)
    2.2.1 About the Glass Tower Shield
    The glass tower shield is of particular interest since it has a higher enchant 
    capacity than any other type of armor. This shield has an enchant capacity of 
    45 and can be used for some useful enchantments. I use this for a Constant 
    Restore Fatigue effect. The regular glass shield has an enchant level of 30, 
    but you can use it if you don’t mind losing part of your fatigue bonus. Set 
    upper and lower magnitudes to nine, or whatever value suits. This will cost a 
    bit, but +9-9 fatigue every second will make it so you never have to rest 
    again. This does mean that you will be restricted to one-handed weapons. If 
    you’re a long-sword user like me, it doesn’t matter. The price of this 
    enchantment is 24,485 Septims at 100 affection with the enchanter. (see sec 
    2.7 for Golden Saints)
    NOTE: If you are an actual Mage (I used a Rogue so I don’t assume anything), 
    this isn’t such a good idea since you can’t use a shield while casting spells. 
    Use an amulet or a ring instead, or possibly a shirt or pants (Don’t use boots 
    or you can’t wear armor glass boots). Just make sure you use exquisite 
    clothing items.
    Getting the tower shield: There are two types of glass shield, the round 
    version that gives the same defense as the glass cuirass, and there is a tower 
    version, which is larger, looks cooler, and gives a little more defense. Keep 
    searching until you find one. If you don’t want one, it’s no big deal. At a 
    light armor level of 80, the only difference between a tower shield and normal 
    glass shield is one AC. If you get lucky, you can find a tower shield on a 
    Golden Saint. They occur on Golden Saints about half of the time. A good place 
    to look for Golden Saints is the Ald Daedroth Shrine. (see sec 2.7)
    A Free Tower Shield: There is a tower shield located in the Urshilaku tomb. I 
    suggest that you do this only if you have passed this point in the plotline. 
    Finding the Tomb can be trouble.
    When the Urshilaku Chief sends you to find his ancestral bow in the Urshilaku 
    tomb, this is also a good chance to grab a tower shield. Head South-Southeast 
    of the Urshilaku camp. If you find Falasmaryon, the Tomb is halfway between 
    Falasmaryon and the Urshilaku camp. If for some reason you find Valenvaryon to 
    the East, head back 2/3 of the way, and head South. The Urshilaku Tomb is not 
    easy to find. Once you arrive, you’ll want to make a left where the cave 
    splits and find the door to the Karma Burial. Once inside, there are a number 
    of other doors. The one you want is the door to the Fragile Burial. There is a 
    pool of water in this area. Jump in the water and search for a door. It is 
    trapped and has a lock-level of 10. Open the door and you’ll see a huge 
    mushroom with three mummies surrounding it. The tower shield is sitting on the 
    mushroom next to one of the mummies. (Greg Getner)
    2.3 Money Makes the World Go Round
    Cash is also important, and sometimes it can be a pain to obtain. The best 
    place that I've found to get the much-needed cash is in Ghorak Manor in 
    Caldera. There is a scamp on the second floor named Creeper, who will buy 
    anything for full price even if your mercantile skill is terrible. He carries 
    5k, which replenishes every 24 hours. But wait, I have more items worth more 
    than 5k that I want to sell! That's easy. Sell 5k worth of stuff to Creeper. 
    Wait 24 hours by pressing 'T', and setting the slider to 24. Talk to Creeper 
    again. He now has 5k more cash. Sell the more expensive item (for this example 
    10k) to creeper and buy back your 5k worth of stuff previously sold. Then 
    click offer. You now have 10k in cash! Wait 24 more hours and sell your 5k 
    items again. You now have 15k total. To sell even more valuable items, make 
    sure that you have items that total 5k less than the most expensive items 
    value (30k needs 25k of other salable items, preferably in 5k increments). I 
    found that Creeper buys almost everything, except soulgems, alchemy 
    ingredients, and books. This is helpful when you need many cash to train 
    skills or purchase soulgems. You can also mercantile skill by raising and 
    lowering the prices of items when you barter. I’d also like to add that this 
    doesn’t work for Creeper. (Haze1973)
    NOTE: Whatever you do, don't steal soulgems. Just don't do it. You can find 
    plenty later in the game, and at higher level trapping creatures is a cinch. 
    If you steal soulgems (even one), and if you ever get caught stealing, the 
    guards will take ALL of your soulgems no matter what type, and ANY member of 
    the faction that you stole from will report you for stealing. If you managed 
    to recover your loot from the Imperial Legion, you can STILL be reported 
    again, so beware.
    2.3.1 Getting Better at Taking Other People’s Money
    This just in! You can raise your mercantile skill by raising and lower the 
    prices of items when you barter. When you buy, lower the price of the item you 
    purchase. When selling, raise your sale price. This should raise your 
    mercantile skill. As your skill goes up, you will be able to add more to the 
    sale price, and pay less on the buying price. There is a book in Caldera that 
    outlines the art of mercantile. This book has a red cover. If anyone can give 
    me further info on where to find it, please tell me. Unfortunately, mercantile 
    doesn’t work with Creeper. Since you already get the best price when you deal 
    with him, it would be unfair if you could actually make a profit by buying for 
    5k and selling for 6k. Imagine that... (Haze 1973)
    2.4 A Little Charm Is Worth 1000 Septims
    Fourth is your speechcraft skill. Throughout your travels, you will meet many, 
    many people who won't give you the information that you want, or let you 
    complete quests. In order to soften them up, admire them, or give them cash. 
    It’s best if you only give cash in 10 Septim increments, although sometimes 
    you may need to give a little more. Usually 75 favor is enough to get what you 
    want, but there are some cases where you may need to bribe up to 80 or 90 
    favor. Having a high personality score is a must, and Speechcraft is even more 
    important. You really need 40+ in Speechcraft early on in the game; otherwise, 
    your biggest expenditure will be bribery. Also keep in mind that 100 Septims 
    of bribery has the potential to save $$$ when dealing with larger training and 
    barter prices. The only way to raise your speechcraft skill is to continually 
    bribe and admire everyone that you meet. Telvanni Bug Musk also helps in a 
    pinch, but I’ve never needed it.
    2.5 Do You Believe in Magic? (and I hope you do)
    Magic is also critical to your success as a Mage. If you have the cash, buy 
    all of the spells that you can (and bribe the sellers first...). You never 
    know when you might need a spell that seemed like a waste. Especially 
    recommended: Restore attribute, heath, fatigue, Almsivi intervention, divine 
    intervention, levitate, telekinesis, invisibility, open, 1-6th barrier, soul 
    trap, and fortify attribute. Most of these spells will allow you to reach 
    unreachable places, get by without being attacked, or get yourself out of 
    sticky situations.
    2.6 Success is the SOUL of a Golden Saint
    Not that the soul of a Golden Saint is worth much by itself, its what you do 
    with it that counts...
    If you have ~300k (you’ll be spending time at Creeper’s, I’m sure) then 
    soulgems are the way to go. If you’ve managed to accumulate 300k, you should 
    have some grand soulgems, and hopefully some souls of Golden Saints. You 
    should keep any exquisite clothing that you find. This stuff has the highest 
    enchanting capacity, and for some enchantments, you’ll need to have the large 
    NOTE: A good place to get exquisite clothing is Milie Hestien’s Fine Clothier 
    shop in the Manor District of Balmora. She sells shirts, pants, shoes, rings, 
    and amulets, all exquisite.
    Golden Saints are important because they allow you to use a type of spell 
    called “Constant Effect”. This can turn you into a veritable god if you use 
    these enchantments right.
    I’ll leave deciding which things to enchant up to you, but here are a few 
    suggestions, which will make it so you never die again.
    2.6.1 Getting a Golden Saint (aka the Golden Saint Generator)
    There are three sure-fire ways to get Golden Saints. The first involves 
    getting to Tel Branora. Make sure you have some strong levitate 
    potions/scrolls/spells before proceeding. You can get there by taking a Silt 
    Strider, or Boat to Vivec. From Vivec, take the boat to Tel Branora. Once you 
    are off the boat, head right a ways to the tower of Tel Branora. Climb the 
    tower inside. As it is Telvanni, you will need to use levitate effects a few 
    times. Once you are in Therena’s Chamber, look for a man named Felen Maryon in 
    one of the alcoves. He sells many high-level summon spells, including Summon 
    Golden Saint. This spell will cost 1500 Septims before bribery and persuasion. 
    Purchase the spell. This next portion is interesting. If you are not an innate 
    mage, you probably won’t have the 165 Magicka needed to activate the spell, 
    nor the high conjuration ability needed to do so, and most low-level mages 
    can’t either. So: make an enchanted item using an exquisite ring or amulet. If 
    you need exquisite items, Milie Hestien’s is a good place to buy them. The 
    enchantment will cost ~65,000 gold for a 43 second enchantment. You’ll 
    probably want to use a Golden Saint (ironically) or an Ascended Sleeper to 
    make the enchantment. DO NOT try to do this yourself. You will fail every 
    time. Make sure that you set the duration of the enchantment long enough to 
    allow you to kill the Golden Saint. Once you do, summon a Golden Saint. Now 
    attack it, and cast Soultrap on it. Kill it while Soultrap is activated, and 
    you will capture the soul... Not fair is it? That’s another one of those odd 
    questions I have about this game. How can you kill your own summoned creature? 
    Anyway, now you have a Golden Saint whenever you need it. The last method is 
    quite simple. Complete the Telvanni Spy mission for Ranis Athrys (sec 5.1.14) 
    and she will hand you two Scrolls of Summon Golden Saints. Summon the Saints 
    and kill them. (Special Thanks: Hue69)
    NOTE: Prices are with an affection level of 100. This goes without saying...
    The second way is a little easier. Take the boat from Vivec to Sadrith Mora to 
    Dagon Fel. From Dagon Fel, head Southeast to the largest (roundish) island a 
    little ways from Dagon Fel. If you find the ruins of Ald Daedroth, you are in 
    the right place. They will show up as a large square on the world map. Enter 
    the ruins. There are tons of enemies here, but there are also some Golden 
    Saints in the inner areas of the Shrine. (Michael Joyce)
    A third way to get Golden Saints is buying them from the Mage’s Guild in 
    Caldera. The seller is a dark elf named Folms Mirel and is located on the 
    second floor. They cost ~500 Septims. You can only buy one at a time, but by 
    waiting a day, the scroll will respawn, so you can purchase as many as you 
    like, providing that you have the cash on hand. (asuspex.delve, Strangevision)
    2.7 The Exquisite Ring of Restore Health (aka The Ring of Godly Power)
    For this bad boy, you need an exquisite ring, and 50k. Enchant the ring with a 
    Golden Saint, constant effect, 4-4 Restore Health enchantment. This 
    enchantment will actually cost 54,449 Septims. It will take an army to take 
    you down, as few monsters in Morrowind can deal enough damage fast enough to 
    kill you. If you have glass armor then you are invincible. A substitute for 
    this might be constant effect Sixth Barrier, but I haven’t tried this. I THINK 
    it will add 60 to your AC, but I’m not sure. Someone tell me if it works.
    NOTE: If you manage to create this enchantment then the only time you’ll ever 
    need to rest again is to restore magicka, and the only times that you’ll ever 
    have to reset are random crashes, or failed thievery attempts =P. 
    NOTE: If don’t have enough money to enchant something and you want to do it 
    yourself, make sure you have plenty of luck and intelligence. Luck seems to 
    play an important role in determining self-cast enchantments. (Matthew Oakley)
    2.8 The Rip-Roaring (and really reduced) Robe of St. Roris
    First, I’d like to thank knell_echo especially for sending me some very 
    detailed information on how to find the Robe. I’ve contributed a little of my 
    own information here, but I doubt I ever would have found the Robe unless 
    knell_echo had told be about it.
    Before the patch, this must have been the best artifact in the game. I mean a 
    constant 15 health and 15 stamina regen? These stats provide better protection 
    then glass armor at a light armor level of 100. The bad news is that Bethesda 
    NERFED the Robe into corprus meat in v1.10605. After the patch, the Robe is a 
    “Cast When Used” that restores 15 health and 15 stamina with 25 charges. This 
    means that an average user will be able to use the robe twice. There isn’t 
    even a duration on the spell. If you’ve used the patch, this section isn’t for 
    you, as the robe is WORTHLESS in v1.10605. Although I recommend patching, if 
    you want the robe to work, DON’T PATCH!!
    For pre v1.10605, the robe is located in a 6th House cavern called Assemanu, 
    Southeast of Seyda Neen (the lighthouse is a good reference). The island is 
    smaller in comparison to the others around it, and only has the lone cave on 
    it (If you find a sunken ship, head Southeast a little more). Once inside, be 
    prepared for the fight of your life. Every strong enemy conceivable is in 
    here. The are Sleepers, Dreamers, Ash Ghouls, Ascended Sleepers, all types of 
    Atronochs, and Corprus Beasts. I’ve probably forgotten a few, but this cave is 
    loaded with enemies. I recommend equipping yourself with a health regen item 
    (see previous section). You will also need some strong levitation potions, as 
    there are a few areas of this cave only accessible with levitation. You’ll 
    also need some lock-breakers, preferably any method that will open a lock-
    level of 75 or more.
    As you explore the cave, you’ll eventually find a door to the Assemanu Shrine 
    at the lowest portion of the cavern. The door is a lock-level 35, so if you’re 
    proficient at lock picking this shouldn’t be a problem. If you need the key, 
    it is located on a dead Ordinator somewhere in the cave. You can also approach 
    the Shrine area from the front, but this requires a levitation potion to reach 
    the ledge. When you enter the shrine, you will be attacked by half-a-dozen or 
    so sleepers and dreamers. Kill them and advance to the last room. Inside is 
    the Ascended Sleeper Dagoth Hlevul. Once you kill him, the robe is just above. 
    Look up, and you will see a narrow ledge that goes across the room. Levitate 
    up to it. The chest is on one of the furthest edges. It has a lock level of 75 
    of it. If you’re using the patch, this robe is worthless. If you’re not, I 
    congratulate you. You are now a god. Everything else in this cave isn’t worth 
    the time to find. (Special thanks: knell_echo) (Eric Newhouse)
    2.9 Ways to Restore Magicka
    I haven’t found any spells that restore Magicka. Since there are no spells, 
    this means that you can’t enchant items to restore Magicka either. HOWEVER, 
    scattered throughout the game are several items that DO fortify Magicka, and 
    there is even a symbol for the spell... there are even a few fortify Magicka 
    items that are constant effect. The Robe of the Hortator is a good example. It 
    is a quest item that can be obtained by following the main quest about 2/3 to 
    completion. Fortify Magicka items DO NOT have stackable effects with multiple 
    castings. You have to wait until the effect wears off to cast it again.
    You could also just use Trebonius’s Necromancer Amulet if you manage to beat 
    and/or kill Trebonius. It has a 25 pt. fortify intelligence enchantment. 
    Personally, I’d just use the somewhat cheesy fortify intelligence potion trick 
    which is entirely legal, and could potentially give you millions and millions 
    of Magicka points. Really. (Strangevision)
    3.0 SKILLS
    Here is a list of the favored Mage's Guild skills, and perhaps ways to level 
    them up. I hope to include trainers for these skills, and what their 'max' 
    training levels are, as well as the 'Ultimate Trainers for each skill. I 
    haven't located any of these people yet, so if you know, please tell me. Keep 
    in mind that as you train a skill, it can never go higher than its governing 
    attribute, and that all skills and attributes max out at 100.
    3.1 Alchemy, Governing Attribute (GA): Intelligence
    Master Trainer: Abelle Chriditte, Dunmer fortress of Valenvaryon, Propylon 
    In order to raise this skill, you have to make potions. This involves finding 
    someone who will sell you a mortar and pestle (or stealing... in this case you 
    can steal mortar and pestles and get away with it, and if you ever want the 
    best ones, it’s a must). Alembics, Calcinators, and Retorts are also a good 
    idea to increase the quality of potions.
    If you need to find good equipment, there are a few places that come to mind. 
    The first is in Balmora, at Nalcarya of Whitehaven’s house in the Manor 
    District. There is a guard stationed inside on the lower level, and he is 
    guarding a Grandmaster’s set of alchemy tools. If you have a 100 sneak skill, 
    you can grab them without trouble. The second is a Master’s set of alchemy 
    tools. They are in a crate next to Near Nalcarya. Another Master’s set of 
    alchemy tools is located in Caldera. Go to the Caldera Mage’s Guild and climb 
    to the top of the tower. All four Master’s tools are sitting on a table on the 
    side of the room. Lastly, another set of tools can be found in the Hlaalu 
    Alchemist’s house in the plaza section of the Hlaalu canton. (Sithic)
    3.2 Alteration, GA: Willpower
    Master Trainer: Seryne Relas, Tel Branora, Seryne Relas's House
    Cast many Alteration collage spells. Better yet, make a spell that costs one 
    magicka to cast, and use it repeatedly. Rest until your magicka regenerates 
    and repeat until you die, get bored, or go crazy.
    3.3 Destruction, GA: Willpower
    Master Trainer: Leles Birian near Piernette’s farmhouse. Other local markers 
    include a small farmhouse to the south, and Dirara’s farmhouse due west. Major 
    landmarks include Suran to the northeast, Ald Sotha to the southeast, the 
    Foreign Quarter of Vivec to the southwest, and the Dren Plantation to the 
    northwest. Leles is roughly in the center of these four locations, standing 
    near a field to the east of Piernette’s farmhouse. (Asian four)
    See 5.2 for skill raising.
    3.4 Enchant, GA: Intelligence
    Master Trainer: Qorwynn, in the Dunmer Stronghold of Indornayon
    This one is a little different, and raising this skill requires you to capture 
    souls. If you explore most of the caverns that you come across, you shouldn't 
    have too much trouble finding grand, large, or any other variety of soulgem. 
    Use a scroll, or make a spell to capture the souls of weak monsters and use 
    them to recharge the item. Recharging items and enchanting items yourself will 
    raise the enchant skill. You can also raise your enchant skill by using any 
    enchanted item. Anytime you use a charge, your enchant skill will rise. 
    (DrSwing72, Mallon-Blackfield)
    NOTE: I highly advise that you not attempt to enchant items yourself, unless 
    you plan on saving and reloading a lot. You can enchant many low-level effects 
    easily, but once the value of the soul you use crosses about 5k, your chances 
    of success drastically decrease. Don’t even THINK about trying to enchant 
    constant effects yourself. Just for grins I jacked up my enchant and 
    intelligence skills to 1000, and I STILL couldn’t do it. Pay the cash, as it 
    will save you some grief. I suspect it is easier to obtain 40k than it is to 
    enchant a constant effect yourself. There is an exception to all of this... if 
    you can get your intelligence high enough, your problems will go away. I 
    recommend at least 5k of intelligence before attempting to enchant something 
    yourself, but as the game has no sane upper limit, you could conceivably have 
    millions of points in intelligence, legitimately. I managed to get 26 million 
    intelligence points in about 20 minutes of messing around with potion 
    making... the details will be explained
    3.5 Illusion, GA: Personality
    Master Trainer: Erer Darothril, Dirty Muriel's in Sadrith Mora
    See 5.2 for skill raising
    3.6 Mysticism, GA: Willpower
    Master Trainer: Erer Darothril, at the Vos Chapel in Vos
    Whether or not these are your major, minor, or miscellaneous skills will 
    determine your focus. Keep in mind that in order to raise your secondary 
    skills that it is a wise idea to raise your Personality, Willpower, and 
    Intelligence skills at each level up.
    NOTE: The Patch to 1.1.0605 has made it much easier to gain levels, as now all 
    misc. skills will help you level up. I think it’s dumb. Now people will be 
    able to make godly characters in half the time. It’s funny. The people at 
    Bethesda fixed a lot of the lame bugs and cheats, and then they nullify it all 
    by making it super easy to level up. You can’t have everything...
    Additional trainers and training levels Coming Sometime!!!
    You should also know about the requirements of the mage Guild, as there are 
    'duties' you must fulfill, as well as certain requirements for each new rank. 
    Does anybody know if certain missions are tied directly to rank advancement? 
    Generally, you will need to gain a level in order to advance your main 
    attributes, and have favored skills at certain levels. This list is complete. 
    Note: These skill levels are based off a Rogue. If they are different for 
    other classes, please let me know
    Novice: Intelligence: 30; Willpower: 30
    Associate: Intelligence: 30; Willpower: 30
    One favored skill @ 10
    Journey(wo)man: Intelligence 30; Willpower: 30
    One favored skill @ 20
    Evoker: Intelligence 30; Willpower: 30
    One favored skill @ 30, two @ 5
    Conjuror: Intelligence 30; Willpower: 30
    One favored skill @ 40, two @ 10
    Special: 200 Septim Surcharge (Uselesscrap007_)
    Magician: Intelligence 31; Willpower: 31
    One favored skill @ 50, two @ 15
    Warlock: Intelligence 32; Willpower: 32
    One favored skill @ 60, two @ 20
    Wizard: Intelligence 33; Willpower: 33
    One favored skill @ 70, two @ 25
    Special: Get a Wizard’s Staff (Uselesscrap007_)
    Master-Wizard: Intelligence: 34; Willpower: 34
    One favored skill @ 80, two @ 30
    Arch-Mage: Intelligence: 35; Willpower: 35
    One favored skill @ 90, two @ 35
    Special: Take care of Trebonius by any means
    5.0.1 Random Thoughts about Missions and Reputation
    I’m not too sure about this, but I think reputation is affected by the way you 
    complete a given mission. I’ve noticed that some missions give you increases 
    in reputation, while others do not. It is possible that killing and stealing 
    will not all you to increase your reputation rating, while completing missions 
    honorably might. For now I’ve indicated whenever completed a mission gave me 
    an increase in reputation, but this is subject to change if I ever find out 
    how the reputation system works. I will put any new information that I find on 
    the subject here, all though this will remain a low priority until the main 
    body of the FAQ is complete.
    Whenever you accept a mission make sure that you see a message saying: “Your 
    Journal has been Updated.” If you don’t see these words, talk to whoever is 
    giving the mission until you do. You won’t have officially accepted the 
    mission until you see those words, and your journal is modified. Many missions 
    cannot be completed unless your journal is updated correctly, so be careful.
    Also, keep in mind that whenever you complete a mission, the favor of the 
    person you took the mission from always goes up. I suppose it could be rewward 
    [sic], but I’ve chosen not to treat it like that since disposition can so 
    easily be changed with bribery or admiration.
    5.0.2 Joining the Mage's Guild
    This one's easy. If you are just starting out, visit the Mage's Guild on the 
    upper thoroughfare in Balmora. It’s right next the Fighter's Guild. If you 
    can't find it, check the local map (by right clicking) and mouse over the tan 
    boxes that appear in town. If you still can't find it, explore Balmora a 
    little more. Once inside the Mage's Guild, head down the Stairs to the middle 
    floor, assuming you came in through the top door), and turn the corner and 
    head down the hall. There you should see the Guild Steward for Balmora, Ranis 
    Athrys. Talk to her, and ask to join the guild.
    Keep in mind that the missions you accept from each character get increasingly 
    longer and any monsters you might face become stronger. You will probably 
    level up a few times during the quests, but it also might be a good idea to 
    explore any ruins/tombs/towers you come across in the mean time. You'll 
    probably be level 20 or so before you can even hope to become Arch-Mage. If 
    you really feel strong, try doing the Fighter's Guild quests in the meantime. 
    I won't detail those in this FAQ.
    5.1 Missions in Balmora
    The way I've listed the missions is a suggested order of completion. The Guild 
    Stewards do give the missions in a set order, but missions from multiple 
    Stewards can be carried simultaneously. This helps when some of the missions 
    are close to one another.
    5.1.1 Ajira's Missions
    I recommend doing these first. They are all short, easy, and can quickly earn 
    you a rank or two. Remember that you can still complete these missions even if 
    you can't advance in rank. Ajira can by found by descending to the bottom 
    floor of the Mage's Guild and entering the room directly across from the point 
    where you first enter the lower room. Ajira, a Khajit, is in the same room as 
    the Guild Guide, partially hidden behind a large desk.
    5.1.2 'Shrooms for Ajira
    ENEMIES: Rats, Nix Hounds, Kagouti, Alit, occasionally diseased/blighted
    The first thing that Ajira will ask you to do in her quest to become a Journey 
    (wo)man apprentice before Galbedir (the enchanter chick dressed in red and 
    yellow on the top floor of the Mage's guild), is to locate 4 types of 
    mushrooms. These mushrooms can be found in the Bitter Coast region. For now, 
    just follow the directions that Ajira gives by heading South along the river 
    and head West after you see the bridge. You know you are in the Bitter Coast 
    Region when you see green swamps. The mushrooms that you need are the Luminous 
    Russula (blue and brown toadstool), the Violet Coprinus (purple toadstool), 
    the Hypha Faeria (brown shelf fungus on a tree), and the Bunglers Bane (also a 
    brown shelf fungus). These mushrooms are common and can be found almost 
    anywhere in the Bitter Coast Region. I also found an alternate way to get to 
    the Bitter Coast. If you are feeling lazy, take the Silt Strider from Balmora 
    to Seyda Neen. Seyda Neen is in the Bitter Coast region, and all of the 
    mushrooms you want can be found around town. This can actually save time 
    walking and fighting monsters. Once you are done, show your finds to Ajira.
    REWARD: Four Cheap Restore Health Potions
    NOTE: I’ve also heard that the mushrooms can be found in Vivec in crates in 
    the upper plaza of the foreign quarter. This is unconfirmed. If it works for 
    you please let me know. I suspect it may work based on chance, since the boxes 
    spawn their contents randomly... (Kevin Fournier)
    5.1.3 The Fake Soulgem
    ENEMIES: None!
    Now Ajira wants you to Sabotage Galbedir. Ajira gives you a fake soulgem 
    (looks like a lesser soulgem) and tells you to place it in Galbedir's desk. 
    Galbedir's desk is on the top floor with soulgems on it. (You didn't steal 
    them did you?). Put the soulgem in Galbedir's desk and return to Ajira. 
    Galbedir will actually come back to her desk during this time, so make sure 
    you are quick or Galbedir will catch you and you’ll be expelled from the 
    Mage’s Guild. After you finish, report to Ajira. A quick thing that I’d like 
    to point out is that you have to put the soulgem IN the desk. This means click 
    on the desk to open the desk inventory and insert the fake soulgem. Leaving 
    the gem on the surface of the desk will not be recognized by the game. 
    REWARD: None! (I think...)
    NOTE: Galbedir WON’T leave her desk again to be quick. (Mike Paulus) You can 
    stop Galbedir from returning to her desk. If you attempt to barter with her 
    while she is returning to her desk, she will stop where you attempted to 
    barter. (Jonathan, Xander, Nicque von Rutherfoire)
    5.1.4 Flowers for Ajira
    ENEMIES: Rats, Nix Hounds, Kagouti, Alit 
    Now Ajira wants you to do more of her dirty work, and this time she wants 
    flowers. Ajira gives decent directions to the North shore of Lake Amaya. Lake 
    Amaya is the large body of water a little ways to the East of Fort Moonmoth. 
    On the path along the North face of the lake, you should find the four flowers 
    the Ajira requests. To get to Lake Amaya, start out by heading East from the 
    South entrance of Balmora toward Fort Moonmoth. Once you see the fort, head 
    right on the path toward Peliagad. Keep going and take a right at the next 
    fork (toward Peliagad). Take a left at the next fork toward Peliagad. At the 
    final fork in the road, take the middle path (of three). You should now be 
    heading parallel to Lake Amaya. Ajira wants a Gold Kanet (gold... duh), 
    Stoneflower Petals (blue), Heather (pink clusters), and Willow Anther (pink), 
    (This is slightly deceiving. you actually want WILLOW flowers, which contain 
    the Willow Anther). There is also a black anther flower, but you can ignore 
    this. When you find the flowers, use a Almsivi Intervention to take you back 
    to Balmora. Otherwise, hoof it back to Ajira.
    REWARD: Six Cheap Restore Magicka Potions
    NOTE: A quick way to grab some heather is to take a trip to Fort Moonmoth and 
    chat with the small wizard/healer inside. He sells heather for cheap 
    NOTE: Better yet, buy heather and willow anther from Ajira herself. She’s 
    selling them, so why not enjoy the fruits of her labor? (Jeff Crockett) Flowers for Ajira (the Super Cheap Way)
    ENEMIES: None!
    If you are feeling exceptionally lazy, the clothier, Milie Hestien, in Balmora 
    has all of the flowers you need for Ajira, except heather (Milie’s is in the 
    Manor District next to the alchemist). Also, keep in mind that the flowers 
    spawn randomly. If you can’t get one of the flowers from Milie’s the first 
    time, reload the game until you do. In order to find heather, search other 
    homes and businesses in Balmora, on the left side of the river. Heather spawns 
    frequently, but randomly in crates, chests, baskets, and barrels. This 
    ‘shortcut’ can either cut the time it takes to do the mission in half, or it 
    can double it due to the random factor. (Haze1973) I just found away around 
    the heather problem. If you head South of Balmora, to the left of the dead 
    grey ravine you used initially to travel to Balmora, there is loads of heather 
    in the rocks. (Rafa Zelinsky)
    REWARD: Six Cheap Restore Magicka Potions
    5.1.5 Ajira Needs a Bowl (no not THAT bowl...)
    ENEMIES: None!
    Now Ajira needs a ceramic bowl. She gives you 10 Septims and tells you to talk 
    to Ra'Virr the trader. Ra'Virr's is one building down from the Mage's Guild. 
    Talk to Ra'Virr and buy a Ceramic Bowl, then return to Ajira. She thanks you 
    and gives you another mission.
    REWARD: None!
    5.1.6 Galbedir's Revenge
    ENEMIES: None!
    Ajira's 'Shroom and flower reports have been stolen!! Apparently, Galbedir is 
    taking this bet seriously after we booby-trapped her soulgem. Galbedir has 
    hidden those purloined reports somewhere in the Mage's Guild. The mushroom 
    report is on the middle floor under a basket by the stairs leading up to the 
    upper entrance. The flower report is in the upper left-enclosed area of the 
    big room on the bottom floor, to the left of the door to the guild guide. The 
    report is under a cabinet with lock-level 15. Once you find the reports, talk 
    to Ajira again to claim your prize. One you complete this mission, Ajira won’t 
    give you any more missions until you become a Warlock.
    REWARD: one potion each of Exclusive Fire, Frost, and Lighting, two Exclusive 
    Spell Absorption, and one reputation
    NOTE: If you do all of these missions, you can advance to the Rank of Evoker. 
    You should become Apprentice, Journeyman, and then Evoker.
    5.1.7 Ajira Knows a Secr-r-r-et 
    NOTE: You must be a Warlock to complete this mission.
    ENEMIES: Several Daedroth, and some tough Necromancers, Atronochs etc.
    Special: You will need some strong levitate spells/potions/scrolls. Bring ones 
    with at least a magnitude 30 on them.
    Once you've done the first five missions, Ajira tells you to come back when 
    you become a Warlock and she will have some secrets to tell you. Ajira will 
    first talk about the Staff of Magnus, which can be found in Assu on the slopes 
    of Mount Kand. Although it seems obscure, Assu is rather easy to find. Start 
    out by taking the Silt Strider from Balmora to Suran, and then to Molag Mar. 
    Once you’re in Molag Mar, take the path going North past the Silt Strider, and 
    keep going North at the fork in the road. After going North for a little while 
    longer, the path will fork again. Don’t miss it. Take the left part of the 
    fork, which should be sloping upward. The path will begin to turn Westward and 
    eventually it will be heading almost due West. At one point, the path will 
    come to a shar7p turn and abruptly head North again. The Mt. Kand cavern is 
    here. Explore it if you like, but there is nothing worthwhile inside. The path 
    will split after a short distance. Take right path. It will almost do a u-
    turn, and head South. You should approach the cavern of Assu. There are 
    several annoying Dremora and some powerful sorceress’s in there, so tread 
    cautiously. Search around Assu. Eventually you will find a room where you must 
    levitate to get up the wall. Do so, and you will be attacked by a sorceress. 
    She will summon a Greater Bonewalker. Kill her, and take the Staff of Magnus. 
    You can also take this opportunity to search for scrolls of Ekash’s Lock-
    Splitter. These 100 magnitude lock-breakers are good to have. Although they 
    randomly spawn in crates and urns, there is still high probability of finding 
    one here. Use Almsivi Intervention to return to Molag Mar, and take the Silt 
    Striders back to Balmora. Report to Ajira. (Hop Bounce)
    REWARD: Staff of Magnus (worth 210k!), one reputation
    NOTE: The Staff of Magnus cannot be used to satisfy the requirement of 
    obtaining a Wizard’s Staff. Even if you have the Staff of Magnus, you still 
    have to get one from Sud, or buy one from the Guild Steward that you talk to 
    about the subject.
    5.1.8 Ajira Knows More Secr-r-r-ets
    ENEMIES: Atronochs, Powerful Sorceresses, any high level annoyance
    Special: You will need high magnitude levitation potions again, and more than 
    Ajira’s not finished yet. After your last success, Ajira feels that you are 
    ready for another adventure. This time Ajira tells you about the Warlock’s 
    ring, held by a Vindamea Drethen in a cave called Ashirbadon East of Bal Fell. 
    Ajira also adds that she doesn’t exactly like Vindamea. If Bal Fell has been 
    marked on your map, head there now. Otherwise, follow the directions below.
    Start by taking the Silt Strider to Vivec. Once you’re there, jump in the 
    water and swim to the boomerang-shaped island East of Vivec. If you happen to 
    find the Omani Manor while you are running around, you are in the right place. 
    Head to the East side of this island and jump in the water again. The next 
    medium-sized island East is the island of Bal Fell. Swim over there and make 
    sure you find the Daedric ruins. If you explore the ruins, there are some 
    boots in the inner sanctuary worth 22k, otherwise head to the East side of 
    this island as well. The island with Ashirbadon on it is directly East of Bal 
    Fell. Swim out to it and search in the middle of the island. Once inside 
    Ashirbadon, you will need to fall to the ground. Search below for an old chest 
    with an old key. Then levitate to the ceiling and look for the next passage. 
    Head down it, kill the sorceress, and take the ring. Unlock the chests with 
    the key and search for good scrolls. Almsivi Intervention will take you back 
    to Molag Mar.
    REWARD: Warlock’s Ring, one reputation
    5.1.9 Missions from Ranis Athrys, Balmora Guild Steward
    Once you're done with Ajira, talk to Ranis Athrys again for another reasonably 
    easy set of missions and possibly some advancement if you qualify.
    5.1.10 Double Trouble
    ENEMIES: Rats, Cliff Racers, Kagouti, Nix Hounds, Alit, sometimes diseased, or 
    blighted, and Manwe and Llarar if you aren't tactful enough or just feel mean.
    The first thing that Ranis asks you to do is double duty. She has two problems 
    that are very close to each other. The first problem is Manwe, who can be 
    found in a cave called Punabi. She hasn’t paid here 2000 Septims of guild dues 
    in three months. Ranis offers you half of the cut if you fix the problem. Your 
    second problem is Llarar Bereloth whom Ranis would like to join the guild. 
    Llarar is in the domed hideout of Sulipund. Ranis explains that these two 
    locations are near an old Dunmer stronghold called Marandus, which she marks 
    it on the world map for you. From Balmora head Southeast toward Moonmoth fort, 
    but take a left at the first fork toward Caldera. This will take you around 
    the top of Fort Moonmoth to a large Dwemar bridge. Cross the bridge. Now head 
    East toward Marandus any way you can. Following roads doesn’t matter and 
    you’ll get there faster if you don’t. Once you are in sight of Marandus head 
    to the Northernmost corner of the fort (it’s at an angle). From here, go a 
    little Northeast and take the path that heads directly North. You should see 
    the cave of Punabi shortly. Manwe is just inside. Talk/Bribe/Kill Manwe. I 
    didn’t even need to bribe her to get the cash. A little ways North on this 
    same road is Sulipund. Once you find the entrance, head to the top floor to 
    find Llarar. He doesn’t like you very much and you will need to bribe him in 
    order to avoid killing him. Otherwise, kill him and his followers. They won’t 
    give much of a fight. There is no penalty for killing them. Use Almsivi 
    Intervention if you have one. It will take you back to Ald-Ruhn. From there, 
    use the guild guide to get back to Balmora. Talk to Ranis
    REWARD: 1000 Septims (1/2 of Manwe's Guild dues), 4 Quality Restore magicka 
    for taking care of Llarar, and 1 reputation.
    NOTE: When you finish these missions, assuming that you did Ajira’s missions 
    first, you can now become a Conjuror if you pay Ranis 200 Septims (or any 
    other Guild Steward for that matter).
    5.1.11 Only-He-Restores-There
    ENEMIES: None!
    Next, Ranis will inform you that an Argonian (Only-He-Stands-There) is at the 
    South Wall teaching unsanctioned restoration. The South wall is located across 
    the river, near the Silt Strider. Once inside the South Wall, go to the bottom 
    floor and find the lizard. Talk to him about unsanctioned training. He will 
    offer you his skills. You may need to bribe him first. Tell him to stop 
    teaching restoration, and he will agree. If you accept his offer of training 
    you can lie to Ranis about it and take training from the Argonian later. 
    Return to Ranis to complete the quest. (Beaginator, Teh Hoe Yue)
    REWARD: Training from Only-He-Stands-There if you like, otherwise nothing.
    5.1.12 Easy Prey
    ENEMIES: None! or Rats, Cliff Racers, or even Itermeral.
    Ranis now wants you to escort a scholar named Itermeral to Peliagad, however, 
    she informs you that all she really wants are his notes. The scholar is 
    waiting at the Eight Plates just North of the Mage’s Guild. This is where a 
    good sneak skill comes in handy. I simply stole the notes from him inside the 
    Eight Plates. If you can’t STEAL Itermeral’s notes at the Eight Plates, lead 
    him to an isolated location and steal from him, or kill him. Otherwise, ask 
    Itermeral about his notes. You will probably need to bribe Itermeral before he 
    will listen to you. 80+ favor should to the trick. Itermeral will then inform 
    you that he needs to be escorted to the Halfway Tavern in Peliagad. Once you 
    arrive at the tavern, Itermeral will inform you that he will now give you 
    access to his notes. When finished, return to Ranis. (Brian, Kaine Andrews) 
    REWARD: None!
    5.1.13 The Nix on Necromancy
    ENEMIES: None! Or Tashpi Ashibael
    It seems that Tashpi Ashibael has turned to Necromancy, or has she? Ranis asks 
    you to go to Maar Gan and take her out. Take the Silt Strider to Ald-Ruhn and 
    then to Maar Gan. Check around the South end of town to find Tashpi’s hut. 
    Once you find her hut, and ask her about necromancy, you will be asked a 
    series of questions. Tashpi will first ask you who told you she was a 
    necromancer. If you say ‘Ranis,’ Tashpi will say that Ranis is taking revenge 
    for Tashpi’s not joining the Mage’s Guild and ask another question. If you say 
    ‘none of your concern’, Tashpi will tell you to ask around town. Your next 
    choice will be to ‘Learn more’ or ‘Die, necromancer’. You can talk to Tashpi 
    or kill her. If you take the first choice, Tashpi will tell you how she helps 
    the local citizens, and you will be offered a final choice, to let Tashpi go, 
    or to kill her. Take your pick. If you choose not to kill Tashpi, she will 
    leave Maar Gan. Return to Balmora and talk to Ranis. If you didn’t kill 
    Tashpi, you will need to lie in order to complete this quest.
    REWARD: Two Scrolls of Elemental Burst Fire, two Scrolls of Fourth Barrier, 
    and one reputation.
    NOTE: If you did Ajira’s missions and Ranis’ missions, you can become a 
    Magician at this point if your stats are good enough.
    5.1.14 Hide-n-Seek
    ENEMIES: None!
    It seems that there is a spy in the Mage's Guild, and Ranis wants you to find 
    the Telvanni spy. The spy in question is located in the Vivec Mage's Guild. 
    Use the guild guide in Balmora and head on over to Vivec. On the lower level 
    of the Vivec Guild is a man named Tiram Gader. Ask him about the Telvanni Spy. 
    He will be insulted and deny your accusation. Now talk to Arch-Mage Trebonius 
    about the problem. He will ask about the identity of the spy. If you say that 
    it is Ranis Athrys then Trebonius will thank you and when you return to 
    Balmora, Ranis will be gone. This isn't too bad because you have finished all 
    of the Balmora missions anyway. If you say it is Tiram Gader, Trebonius will 
    hand you Tiram Gader's Credentials. Take these to Ranis as proof that the spy 
    is in Vivec. Ranis will thank you and inform you that she has no more jobs for 
    you. (Beaginator)
    REWARD: Two Scrolls of Summon Golden Saint and the Soul Drinker, an enchanted 
    short blade
    5.2 Missions from Edwinna Elbert, Ald-Ruhn Guild Steward
    Edwinna has a PILE of missions for you. Some are easy, and some may take 
    hours. Be warned that the later missions may require you to be level 20+ in 
    order to survive long enough to finish the mission.
    If you want to skip Skink’s missions later on see section 5.3.0 NOW!
    5.2.1 A Rare Find
    ENEMIES: None!
    The first thing that Edwinna Elbert will ask you to do is locate a rare book 
    known as The Chronicles of Nchuleft. She says that none of the other Guild 
    locations have a copy of this book. Edwinna will give you 250 Septims to cover 
    the charge. This book can be obtained in Vivec at Jobasha's Rare Books (it’s 
    green if you want to steal it). Use the guild guide and go down to the lower 
    waistworks of the Foreign to find Jobasha's rare books. He has several copies 
    of The Chronicles of Nchuleft. Return to Edwinna once you have the prize.
    REWARD: None!
    NOTE: At this point you can become a warlock and head back to Balmora and 
    finish up Ajira’s 2 remaining missions
    5.2.2 Creature Feature
    ENEMIES: None!
    Next Edwinna informs you that she desires a certain Reveal Creature potion 
    form Skink-in-Tree’s-Shade, the Guild Steward in Sadrith Mora. Use the guild 
    guide and talk to Skink-in-Tree’s-Shade about the potion. He will hand you the 
    potion with a little bribery. One you have it, Return to Edwinna. (Kudos to 
    aruspex.delve for finding my mistake)
    REWARD: One potion of Exclusive Shadow
    NOTE: This just in! Neminda is actually the Redoran Steward in Ald-Ruhn, 
    located in the Redoran Council Hall. This makes sense in terms of the mission, 
    since Neminda is also in Ald-Ruhn. This is good proof that Edwinna’s mission 
    is probably defective. (Dan Lethcoe, Ghetto, Kuran, Richard P, Steve Cook) 
    5.2.3 The Chimarvamidium Caper
    ENEMIES: None! (or the whole Mage's guild if Sirlonwe catches you)
    Edwinna's gotten a little jealous of Sirlonwe over in Vivec. Apparently, 
    Sirlonwe has a copy of a book known as the Chimarvamidium, and it has rare 
    Dwemar information. Your mission is to swipe this book and bring it to Edwinna 
    for inspection. Edwinna will slide you two Scrolls of Ondusi’s Unhinging to 
    help you out. Take the guild guide to Vivec. Sirlonwe’s room is the first left 
    after you leave the guild guide’s, and down the hall. If you ask Sirlonwe 
    about the Chimarvamidium, she denies everything. We know better. There is a 
    closed door in Sirlonwe's room. Open it, step inside, and close the door, as 
    we don't want her to see our thievery. Open the locked chest (level 30) and 
    grab the book. Make sure you don’t talk to Sirlonwe after you steal the 
    Chimarvamidium or she will sound the alarm, and you will be expelled from the 
    Guild. Return to Ald-Ruhn and give the book to Edwinna. She asks if you have 
    the book. Give it to her to complete the mission. (Uselesscrap007_)
    REWARD: None!
    NOTE: ‘R S’ asked me an interesting question. What happens when you find the 
    Chimarvamidium before Edwinna gives the quest, and you sell it? The good news 
    is that you can still complete the rest of Edwinna’s missions. Just move on to 
    the next mission (5.2.4 in this FAQ). Head to Mar Gaan and find Huleen's hut 
    to the right of the Silt Strider, and out of town. Kill the Scamp, take his 
    key, open the door, and talk to Listien. Go back to Edwinna and mention that 
    you killed the Scamp. When you ask Edwinna for more duties, she will give you 
    ANOTHER Chimarvamidium (sorta funny, it must be a bug or perhaps the 
    programmers intended it to be this way, who knows?), and tell you to return it 
    to Sirlonwe. Do so, and the missions will progress like normal. All you lose 
    is two scrolls of Fifth Barrier. (R S) (correction by Wolfie)
    5.2.4 Just a Little Scamp-ering Around
    ENEMIES: A Scamp
    I recommend that you be at least level seven for this mission, otherwise you 
    won't be able to kill the Scamp. 
    Edwinna is busy with the Chimarvamidium, so she sends you to deal with a 
    problem in Maar Gan in her stead. There have been strange reports of monster 
    activity in Huleen's hut, a local sorceress in Maar Gan. Edwinna asks if you 
    will do this mission for her. Say yes. Take the guild guide to Ald Ruhn and 
    then take the silt strider to Maar Gan. Huleen’s hut is outside of town down 
    the road that runs in front of the Silt Strider. Once you open the door, a 
    Scamp will attack you. Kill it, search it for the key to Huleen’s Hut, and 
    open the locked door (lock-level 30) at the back of the hut. Listien Bierles, 
    Huleen's apprentice will be inside shaking in fear. He informs you that he 
    summoned the Scamp to impress Huleen, but that it disobeyed him and went out 
    of control. He promises never to summon another Daedra. Return to Edwinna with 
    the good news. (Matt Campbell) (Corrections thanks to GoldEmilio and Paul 
    REWARD: Two Scrolls of Fifth Barrier
    5.2.5 The Return-the-Chimarvamidium Caper
    ENEMIES: None!
    Guess what? Edwinna want you to return the Chimarvamidium to Sirlonwe. So do 
    it already. When you arrive back, Edwinna informs you that she has tougher 
    jobs coming, and gives you some amulets to help you avoid sticky situations.
    REWARD: one reputation, an Amulet of Almsivi Intervention, and an Amulet of 
    Divine Intervention.
    NOTE: You don’t HAVE to return the Chimarvamidium. Even though returning it is 
    insanely easy, you can simply talk to Edwinna again and tell her that you did 
    it. She believes you, and you can keep the book, or sell it. (GoldEmilio)
    5.2.6 The Dwemar Tube Job
    ENEMIES: Steam, Spider, and Sphere Centurions
    You'll want to be a minimum of level 11-12 for this mission, as Steam 
    Centurions can really dish it out. You'll also want a scroll of Almsivi 
    Intervention if you don't want to travel back to Khuul. 
    Edwinna is an ardent scholar of Dwemar artifacts. As such, she asks you to 
    locate a rare Dwemar tube in Arkngthunch-Stardumz. This Dwemar ruin is West of 
    Ald-Velothi. To get there, take the Guild Guide to Sadrith Mora, and from 
    there catch a boat to Dagon Fel. Then take the boat from Dagon Fel to Khuul. 
    In Khuul, head West, staying along the coast near the water's edge. If you 
    follow the coast, you will eventually find Ald-Velothi, a very small coastal 
    town. Go through Ald-Velothi and continue following the Coast. A little ways 
    Southwest of Ald-Velothi you will eventually see two huge Dwemar Bridges. 
    There are difficult to miss if you are following reasonably the coast. Climb 
    the hill and cross the bridges to Arkngthunch-Stardumz. Once inside, the 
    Dwemar tube is in the furthest room on a shelf. Grab it. Use the scroll of 
    Almsivi Intervention, which will take you to Gnisis. Catch the local Silt 
    Strider to Ald-Ruhn. Otherwise backtrack to Khuul and return to Sadrith Mora. 
    One you find your way back to Ald-Ruhn, give the tube to an ecstatic Edwinna.
    REWARD: None!
    NOTE: Your Dwemar Tube doesn’t have to be from this particular ruin, but you 
    are guaranteed to find one here. If you have explored other Dwemar ruins up to 
    this point, and you have a Dwemar Tube, you can give it to Edwinna and be done 
    with the mission.
    NOTE 2: I’ve just learned that you can swipe a Dwemar Tube from Vorar Helas’ 
    house in Balmora. It is the house just to the right of Caius Cosades’ house 
    and has a lock-level of 35 on the door. Once inside, the tube is located in a 
    basket in the lower right hand corner of the house. Happy stealing! (MasPlumb)
    NOTE 3: Still more ways to get the Dwemar tube... You can get one from Drinar 
    Varyon’s house in Ald Rhun, which is located conveniently next to the Mage’s 
    Guild. The pipe is hidden among the pots on the long table on the left side of 
    the room. It can be tough to spot with all of the pots in the way. If you have 
    trouble finding the tube, simply remove the pots. The tube is labeled as 
    ‘Drinar Varyon’s Dwemar Tube.’ Not sure if the game actually counts this tube 
    for Edwinna’s mission. Use this at your own risk, and tell me if it doesn’t 
    work ;). This tube is also part of an Imperial Legion mission, so if you are 
    doing the Imperial Legion quests, you might want to leave this tube alone. 
    (Scott Thomas)
    5.2.7 Finding Nchuleftingth Is Harder to Find than It Is to Spell!
    NOTE: While you are one this mission, make sure you grab the Hanging Gardens 
    from these ruins if you want to complete a quest for Trebonius later in the 
    game. (Dbarnes.4, Kuran, Teh Hoe Yue)
    NOTE: Joe Inquisitor pointed something out something obvious. Nchuleftingth is 
    actually marked on your map at the start of the quest making most of this 
    section useless. If you still need help, I haven’t deleted anything.
    ENEMIES: Sphere, Spider, and Steam Centurions and other high-level monsters
    Well, there's always one of these. You get some ambiguous directions, and a 
    task to find some random location. Nchuleftingth is almost exactly 45 degrees 
    NE of Suran. Keep this in mind if you get lost along the way. Bring potions 
    and anything you might need for a long walk. You will also be fighting 
    Atronochs, Winged Twilights and the like, so be prepared for a fight. If you 
    are a real opportunist, bring along some grand soul gems and capture some of 
    the monsters.
    Edwinna never seems to run out of things for you to do. Now she wants you to 
    find the Dwemar ruin of Nchuleftingth Northeast of Suran and chat with 
    Senilias Cadiusus about an excavation report. You can also go Northwest from 
    Molag Mar, but I won't include those directions unless someone gives them to 
    me, or there are many requests. For now, take the local Silt Strider to 
    Balmora and then to Suran. Remember to stay on the light-gray path (the 
    foyada) at all times, or you will get lost quickly.
    Once in Suran exit the town to the South, and head Southeast around the hills. 
    You should now be heading Northeast as you enter the Ashlands. If you 
    continue, the road should narrow into a foyada, a narrow lava ravine and head 
    due North. Go straight at the first fork (the right path). Take this path 
    (away from Telasero) North past the cave of Saturan and head North for a 
    while. At the next fork, go right at the signpost and you should be headed 
    Southeast. The road will eventually turn North again. When you reach the next 
    fork, go left at the signpost, and head North. You should be heading downhill 
    a little toward a fork and another signpost. Go right. Three paths branch off 
    this ravine. The first leads to Piran on the left, the second to Mabobi on the 
    right, and the third loops to the left. Ignore them unless you want to 
    explore. At this point, you want to stay close to the hills on your right. 
    Follow the hills and they will arc to the right. The road will become vague 
    and vanish. Follow the hills to the South and you will eventually find 
    Nchuleftingth It should now show up as a large square on the world map. I may 
    edit these directions again, so please let me know if they are wrong.
    Enter Nchuleftingth and enter the first door on the right. Talk with Senilias 
    about the excavation plans. He will inform you that he does not have the 
    report and that his assistant Anes Vendu has disappeared. Leave the room and 
    go around the corner. Enter the Test of Pattern. In the large room, find the 
    Dwarves Crank on left wall to open the passage going down. Enter Lower 
    Nchuleftingth and find the body of Anes Vendu. Take the report from Anes, and 
    make sure you grab the red book sitting next to him. Talk to Senilias again. 
    He will thank you and instruct you to return to Edwinna. If you use Almsivi 
    Intervention, it will take you to Molag Mar. Take the Silt Strider to Balmora, 
    and then to Ald-Ruhn. Otherwise, return any way you can, and Edwinna will 
    thank you.
    REWARD: One reputation, The Hanging Gardens
    5.2.8 The Ruin Goes On... 
    NOTE: Make sure you grab the Egg of Time on this mission. If you take the easy 
    way, you won’t be able to get the book. This will make it impossible to 
    complete a mission from Trebonius later, so plan accordingly. (Dbarnes.4, 
    Kuran, Teh Hoe Yue)
    ENEMIES: Hopefully None (the easy method)
    Edwinna never grows tired of Dwemar ruins. Now you need to find Scarab Plans 
    at the ruins of Mzuleft near Dagon Fel. Lucky for us, the Scarab plans are 
    even closer than they seem. Take the boat to Dagon Fel and run NE along the 
    coast until you find the vacant tower. Enter it and go to the top floor. 
    Khargol gro-Boguk is the master trainer for the unarmored skill should you 
    need it. There are some Dwemar scarab plans in this room. Steal them and 
    return to Edwinna.
    REWARD: None! The Ruin Goes On... (the right way)
    ENEMIES: Strong Orcs and Dwemar Machinery
    I recommend this method. Mzuleft is very close to Dagon Fel, to the Southwest. 
    Follow the road leaving West from the lower portion of Dagon Fel. Take a left 
    at the fork, and a left at the next fork. The next road you see should be a 
    green path heading North. Follow it to the entrance of Mzuleft. Once inside 
    you will encounter Dwemar machines, and some Orcs that carry powerful weapons. 
    It can be very easy to die if you aren’t careful. Search the ruins for the 
    Scarab Plans. Once you find the plans, check to find the Egg of Time nearby. 
    Don’t leave the ruins without it. When you are finished, use Almsivi 
    intervention, which will take you straight to Ald-Ruhn. Talk to Edwinna to 
    finish the mission
    REWARD: Egg of Time
    5.2.9 And On and On...
    NOTE: Make sure you grab the Divine Metaphysics on this mission. It is crucial 
    in solving a quest for Trebonius. (Dbarnes.4, Kuran, Teh Hoe Yue)
    ENEMIES: Kwarma Warriors, Imperial Legion
    Edwinna ain't done yet. She found another Dwemar ruin, and you guess it, she 
    wants you to go investigate. Egg-mine workers in Gnisis have discovered 
    Bethamez, an old underground Dwemar ruin. Naturally, the workers are inept, so 
    its up to you to find the Dwarven Airship plans that are located somewhere in 
    the mine. Take the local Silt Strider to Gnisis. Once there, the mine is 
    located across a bridge in the right wall of Gnisis. Bribe the Imperial Legion 
    guard to give you the key and enter the mine. You can grab a pick on the 
    ground outside the Gnisis egg mine door. The guard will think you are one of 
    the workers and let you pass (Kevin). Find the door to the lower egg-mine and 
    enter it. Once inside you will be confronted by an Orcish member of the 
    Imperial Legion named Lugrub gro-Ogdum. He will inevitably attack you so be 
    prepared for a tough fight. Once you win, locate the door to Bethamez. Enter 
    and look for a table on you left. Find the Divine Metaphysics and some Dwarven 
    Airship Plans. Grab them both and return to the Ald-Ruhn Mage's Guild. Edwinna 
    will inform you that there are no more missions.
    REWARD: One reputation, Divine Metaphysics
    NOTE: You can also get the key to the mine by doing missions to the Imperial 
    Legion. If you are having trouble bribing the guard to give you the key, this 
    might be an easier solution. (Optus) You can also simply pick up the pickaxe 
    lying outside the mine entrance. If you talk to the guard with the pickaxe in 
    your inventory, he will think that you are one of the workers and will let you 
    in the mine. You could even sneak or use an unlock spell to get into the 
    eggmine... whatever method works best/is most convenient. (Marcos)
    5.2.10 Trebonius Baloney
    ENEMIES: Trebonius
    If you complete all of the Balmora, Ald-Ruhn, and some of the Sadrith Mora 
    Missions, that should be enough to raise your rank to Master-Wizard. Once you 
    are a Master-Wizard, talk to Edwinna again, and she will complain about 
    Trebonius not caring for Dwemar artifacts, and ask you to speak with him about 
    it. When you talk to Trebonius again about advancement, he will offer to duel 
    with you in the Arena in Vivec for the honor of Arch-Mage. Accept and defeat 
    Trebonius for the top spot.
    REWARD: Advancement to Arch-Mage plus looting Trebonius’ body.
    NOTE: This update’s your journal. It’s not really a mission, but more of a 
    director to tell you what to do next. I don’t know if there is any effect if 
    you talk to Edwinna again after defeating Trebonius.
    5.3 Missions from Skink-in-his-Shade, Sadrith Mora Guild Steward
    Leapin’ Lizards. How does it feel to be taking orders from a purse?
    5.3.0 Skippin’ tha Skink!
    Special thanks to Tiu Xianlong for this info. I’ve taken the libery of quoting 
    his email just below, as it is well written already, and I’m too lazy to type 
    that much.
    There is a way to become the Arch-Mage without doing ANY of Skink-in-trees-
    shade's quests. While you are at Maar Gan taking care of Tashpi Ashibael for 
    Ranis, go to Huleen's Hut and take care of the Scamp and also free the 
    apprentice. Do this before you ever talk to Edwinna or it might not work. When 
    you talk to her for the first time, she will immediately ask you for the 
    status on the Huleen's Hut quest. After she rewards you for it, the topic for 
    Chronicle of Nchuleft will come up. Click on it and she will GIVE you a copy 
    of the book and thank you for finding it for her! The Chimarvamidium topic 
    will then appear and she will GIVE you the book, thank you for finding it for 
    her, and then thank you for returning it to Sirlonwe! Man.
    Anyway, when you finish the rest of her quests, except for the Detect Creature 
    Potion quest which you cannot do, go to Skink-in-trees-shade and ask for 
    duties. He will tell you he does not have any duties for you because he is 
    working on the potion for Edwinna. Now, go get yourself a wizard's staff, if 
    you haven't already done so, train up your skills, and then go to any guild 
    steward and click on advancement until you are a Master Wizard. Now, go cream 
    5.3.1 Day Job 
    ENEMIES: None!
    Skink seems to think that you qualify as a Gigolo. You have escort duty. 
    Tenyeminme needs to be escorted to Cal Arethi's ship, the Elf-Skerring on the 
    Telvanni docks. Tenyeminme is staying at Dirty Muriel's Cornerclub Northeast 
    the Wolverine Hall. Take Tenyeminme through town to her destination and return 
    to Skink.
    REWARD: One Scroll of Flame Atronoch, and one Scroll of Frost Atronoch
    NOTE: Don’t forget to talk to Tenyeminme again. She gives you the reward! This 
    also holds true for other people that you help/escort. Don’t forget to talk to 
    the people you help before you return to the guild hall. (Derek Henderson)
    5.3.2 The Secrets of the Forbidden Book
    ENEMIES: None!
    Now Skink wants a rare book, called Vampires of the Vvardenfall, Vol. II, and 
    it seems that it’s not quite legal. We know where to get rare books. Use the 
    Guild Guide and head on over to Jobasha's Rare Books (again) in the lower 
    waistworks of the Foreign Quarter of Vivec. Jobasha is reluctant to talk, but 
    admits he has the forbidden book and will sell you a copy. Give Skink the 
    book, and he will reimburse you 1000 Septims for your troubles.
    REWARD: 1000 Septims (-XXX for the book).
    NOTE: You could steal the book from Jobasha, but why? This is one of those 
    cases where buying is easier than stealing.
    5.3.3 A Meeting of Minds
    ENEMIES: Skeletons and Ancestral Ghosts
    Skink wants to talk to an Ashlander Wisewoman, and he suggests that you find 
    the Ahemmusa camp. Skink also mentions the Zenaib, Erchenimsun, and Urshilaku 
    camps, but says that those Ashlanders will be less willing to help.
    NOTE: I have talked with the Wisewoman in all four of the Ashlander camps, and 
    ONLY the Ahemmusa Wisewoman will help you. Take the boat from Sadrith Mora to 
    Tel Mora. 
    From Tel Mora head Northwest across a few islands to the rightmost tip of the 
    large continent. The Ahemmusa camp shouldn't be hard to find. The Wise Woman 
    is in the largest Yurt. Sinnammu Mirpal is the local Wisewoman. Chat her up, 
    but she won't agree to help so easily.
    Instead, Sinnammu sends you to the Favel Tomb to find her apprentice 
    Wisewoman, Minabibi Assardarainat. She says that Minabibi needs to find out 
    what the outsiders are really like. Leave the camp heading East and follow the 
    coast close to the water. Eventually you will pass a Deadric ruin called 
    Kushtashpi, enter if you dare, but there are several Dremora Lords inside, 
    which can be a pain to kill. Keep heading East until you are just at the 
    rightmost edge of the lowest extension of Sheogorad Island, the second largest 
    landmass. From here, search Southward until you find the Favel Ancestral Tomb 
    and enter. Minabibi is just inside and she will ask you to kill an evil spirit 
    in the tomb named Kanit Ashurnisammis. He has a lot of health so be careful. 
    Talk to Minabibi again after you kill it, and she will send you back to 
    Sinnammu. Return to the Ahemmusa camp and talk to Sinnammu again. She will ask 
    you if you killed the spirit. It doesn’t matter how you answer the question. 
    Sinnammu will allow Minabibi to meet with Skink. Return to the Mage's Guild in 
    Sadrith Mora and tell Skink of your success. Notice that Minabibi 
    Assardarainat is also standing nearby. Talk to her about the meeting, and she 
    will give you the Ancestral Ring. It summons an Ancestor Ghost for 60 sec. 
    Pretty worthless.
    REWARD: Two reputation and an Ancestral Ring
    5.3.4 Necromancy Is Bad for Business
    ENEMIES: Telura Ulver, Bonelords, and Skeleton Champions
    Skink is upset. Telura Ulver has become a necromancer, and everybody knows 
    necromancy is bad. Your mission is to find Shal and eliminate her. Skink warns 
    that Shal may be hard to find, but fortunately, it's not. The quickest way to 
    Hla Oad is taking the Guild Guide to Vivec. Leave the Foreign Quarter Canton, 
    head to the bottom of the canton to the North, and take a left to reach the 
    boat. Take the boat to Hla Oad. Once in Hla Oad, take the road going North 
    until you cross a bridge. After the bridge, stay to the left along the coast 
    until you reach another bridge on your left. Take this bridge and once you 
    cross it, head slightly Southwest. The entrance to Shal is on the edge of the 
    water. Kill Telura Ulver. She summons Greater Bonewalkers so make sure you 
    have the proper restorative (strength and endurance) items. Remember that 
    enemies also respawn when you leave the cavern, so don’t exit until you are 
    done. Return to Skink for the next quest. (Nicolas Doms)
    REWARD: None!
    NOTE: For all of you folks out there who are big on manufacturing potions and 
    such, Jerky Malerky has informed me that the locked chest near the table in 
    Telura Ulver's room in Shal has randomly spawned Grandmaster’s alchemy tools. 
    If you want good tools, save the game before you open the chest and reload 
    until you get something that you like. Once you open the chest there won’t be 
    any new spawns, but the game doesn’t actually determine what is in the chest 
    until you open it. Enjoy!
    5.3.5 Yappin' about Yakin
    NOTE: You must be a Wizard in order receive this mission from Skink (see sec 
    5.5 to get a Wizard’s staff).
    ENEMIES: Skeletons, Sleepers, Dreamers, and Ash Ghouls (oh my!)
    Some of these monsters are at level 20, so be aware that you need to be pretty 
    powerful to get by in Yakin.
    The lizard informs you that he would like to study the soul of an Ash Ghoul. 
    He is also kind enough to provide the location of the Ash Ghouls: Yakin. Skink 
    will provide two grand soulgems and two scrolls of Ephyggi's Gem Feeder to 
    help you out. To reach Yakin, take the boat in Sadrith Mora to Tel Aruhn an 
    Island over. From Tel Ahrun, head almost exactly NW over the water until you 
    reach the coast of the mainland. Yakin is almost at the water's edge, so if 
    you don't see Yakin right away, move up and down along the edge of the coast. 
    Yakin is large and contains many monsters, many of which are tough. The Ash 
    Ghouls move around, so run around Yakin until you find one. Once you do, use 
    the Gem Feeder Scroll on it, and kill it as quickly as possible. If you do it 
    right, you should receive a message saying that you successfully trapped a 
    soul. The Ash Ghoul soul is worth 50k if you need cash. Return your prey to 
    Skink to complete the quest.
    REWARD: None!
    NOTE: Sometimes Ash Ghouls don’t even spawn inside Yakin. I recommend saving 
    before entering Yakin. If you kill all of the mobs inside, restore the game 
    and try again. There will be different mobs inside. I’ve seen 0-2 Ash Ghouls 
    at any given time.
    5.3.6 The Vampire Chronicles
    ENEMIES: None!
    Skink wants you to find yet another Vampire book for him. This one talks about 
    an Ordinator from Bal Ur who was cured of vampirism. The book is called Galur 
    Rithari's Papers. Skink doesn't give much to go on, but when it comes to rare 
    books, there is only one place to go. Jobasha's Rare Books in the lower 
    waistworks of the Foreign Quarter of Vivec. Use the guild guide. Upon talking 
    to Jobasha, he informs you that he doesn't have a copy. Instead, Jobasha 
    suggests that you can find what you are looking for in the library in the Hall 
    of Justice (you don’t have to talk to Jobasha). Thanks to everyone who pointed 
    this out. There IS a library in the Hall of Justice in the Office of the 
    Watch. When you arrive in Vivec, cast Almsivi Intervention to be transported 
    to the temple. Head to the other side of the temple, and enter the Hall of 
    Justice. Check the Office of the Watch for a trapdoor under the rug, in the 
    upper right corner. This door has a lock-level 50, and is also trapped. You’ll 
    need to sneak to avoid being caught. Once you get inside the library, Galur 
    Rithari’s Papers is a smallish red book. It is located on the middle shelf of 
    the bookcase closest to the door to the Justice Offices (you can get in from 
    the Justice Offices as well, but that door has a lock-level of 75). Grab the 
    book and take it back to Skink. (Haze 1973, Matt Campbell, Matt Wells, r s, 
    REWARD: A 1000 Septim amulet that is enchantable (but it only has 60 enchant 
    capacity), and one reputation. (Eric Newhouse, RuE4gamez)
    NOTE: Here is another method of obtaining Galur Rithari’s Papers. If you enter 
    inside the Ghostgate, there are several large Dwemar Strongholds. One of them, 
    Tureynulal, has a location called the Library of Kagrenac inside. You can find 
    Galur Rithari’s Papers by entering the door directly across from the entrance. 
    You will need to kill Dagoth Tureynul in order to walk around unhindered. 
    Galor Rithari’s Papers are located on a bookshelf to the left of the entrance. 
    Only use this if you are far along in the main plotline. It is MUCH easier 
    (and less time-consuming) to search the Hall of Justice in Vivec. (Dave Baker)
    NOTE: I’ve also been informed that you can find a copy of Galur Rithari’s 
    papers if you become a Berne vampire. The book is located on a ledge above 
    Raxle Berne near a Daedric shield. Raxle Berne is located in the Galom Daeus 
    Dwemar observatory. If you need help locating the Berne Vampire’s, see 
    Vampiro’s FAQ on GameFAQs. (Scott, Strangevision, Vampiro)
    5.3.7 Trebonius’ Walking Papers
    ENEMIES: None!
    After you fulfill all of your other duties, Skink will tell you that he has a 
    letter to deliver to Trebonius from Ocato, the person who appointed Trebonius 
    to the head of the Mage's Guild. Deliver the letter for Skink by using the 
    guild guide to reach Vivec. I haven't completed this mission yet.
    REWARD: Advancement to Arch-Mage and two reputation
    NOTE: Skink’s letter makes you the SECOND Arch-Mage along with Trebonius. You 
    can still complete Trebonius’s other missions as well, so if you are in a 
    hurry to become the Arch-Mage, you can do both. If you manage to complete 
    Trebonius’ second mission, you can also get his amulet and ring. (John Long, 
    LmpBzktWlt) On the other hand, you could be like me and kill Trebonius and 
    take them to find out what their stats are.
    More Updates Coming Someday!!
    5.4 Missions from Trebonius, Vivec Guild Steward
    5.4.1 Dwemar Insanity
    ENEMIES: Corprus Beasts (don’t kill them), Slaughterfish
    The high Guild Steward, Trebonius, randomly tells you to find out what 
    happened to the Dwemar. The locals in Vivec think he's a little loco, and 
    there isn't much to go on. Trebonius tells you to talk to the local Mages in 
    Vivec. If you talk to Trebonius again, he will suggest talking to Edwinna in 
    Ald-Ruhn. Edwinna isn’t much help. Remember how you picked up those three 
    books, the Hanging Gardens, Egg of time, and Divine Metaphysics? You need them 
    now. Take the local guild guide to Sadrith Mora. Once you leave the Wolverine 
    Hall, head Southwest into the water. Swim directly Southwest until you 
    approach a small island with a dock. On this island is the Telvanni tower of 
    Tel Fyr. Enter Tel Fyr and find the Corprusarium. Go straight ahead through 
    the wooden gate, and find the door to the Corprusarium Bowels. Search around 
    in here for an ugly fat Dwarf called Yagrum Bagarn. He has the distinction of 
    being the last living dwarf. As such, he seems to know what happened to the 
    dwarves. Talk to him until your journal is updated. Once it has, use Almsivi 
    Intervention. This will take you to Molag Mar. Take the Silt Strider here to 
    Vivec. From here, find the Mage’s Guild and talk with Trebonius. He talks big, 
    but he doesn’t understand what really happened. He thanks you, and promises 
    another mission later. (Dbarnes.4, Kuran, Teh Hoe Yue)
    REWARD: One reputation
    NOTE: If you do this quest BEFORE you finish the main quest and obtain the 
    Corprus immunity, you will catch Corprus disease, which cannot be cured until 
    you advance the main quest. Remember that you can restore your ‘diseased’ 
    stats with potions if you have enough wherewithal to make them. 
    If you want to avoid getting sick, you don’t have to go to the dwarf in the 
    Corprusarium. Instead head to Gnisis, which should be marked on your map. Get 
    there any way you can, and find the Telvanni Tower called Arvs-Drelen. The 
    Telvanni wizard may or may not be hostile depending on the missions that you 
    have completed, and he can translate the texts to complete Trebonius’s quest. 
    (Josh Hahn, Tom <S.D>)
    5.4.2 The Telvanni Weedwhacker
    NOTE: In order to be able to accept this mission, you must first complete the 
    main quest. Otherwise, the Telvanni Wizards that Trebonius asks you to kill 
    will prevent you from finishing the game. If you haven’t finished the main 
    story, then Trebonius will say something to the effect of “I will have more 
    duties for you when this dies down.” You have to see the final video in order 
    to have completed the main quest.
    ENEMIES: Powerful Old Mean Obnoxious Cunning Telvanni Mages
    For some reason, Trebonius doesn’t like the Telvanni. He asks you to ‘remove’ 
    six of the most powerful Telvanni Mage’s. I have not completed this mission 
    yet, but explanations on how to find the Telvanni will eventually be included
    REWARD: Trebonius’ Amulet and Ring, and Advancement to Arch-Mage. 
    5.4.3 Death to Trebonius
    ENEMIES: Trebonius
    This is what you have been waiting for. Once you reach the rank of Master-
    Wizard, you can challenge Trebonius to a duel to see who will be Arch-Mage of 
    the Mage's Guild. Trebonius challenges you to fight him in the Vivec Arena. 
    Search around central Vivec until you find the Arena Canton. Enter the Arena 
    Pit and Trebonius will be waiting for you. If you win the fight against 
    Trebonius, then the Mage's Guild is yours. (Andy Scott)
    REWARD: Advancement to Arch-Mage, Trebonius’ cool robe, and that nifty 
    Necromancer’s Amulet.
    5.4.4 Yet Another Way to Remove Trebonius
    ENEMIES: None!
    Remember the letter that Skink gave you? If you give that letter to Trebonius, 
    you will become Arch-Mage. (Teh Hoe Yue)
    REWARD: Title of Arch-Mage
    NOTE: If you use this method, you can’t fight Trebonius in the Arena and take 
    his things. If you still want his cool stuff, ‘taunt’ him into fighting you. 
    When he attacks, kill him and take his stuff. (John Long)
    5.5 Sud-sing It Up
    I’m placing the mission to Sud after everything else so it can be easily 
    found, and also because it can be obtained from any of the Guild Stewards.
    ENEMIES: Lots of Skeletons, Atronochs, and Powerful Sorceresses.
    When you ask advancement to become a Wizard, you are given a choice. You can 
    buy a Wizard’s Staff from whomever you are talking to (for 5000 Septims) or 
    you can go on a trip to find one.
    It’s much easier to buy the staff, which itself is worth 10k. If you sell the 
    staff to Creeper, you can make a nice 5k profit, since the game doesn’t seem 
    to care that you keep it. You only have to purchase one to pass the event.
    Otherwise, you will be given directions to find a rogue Mage’s Guild member, 
    Anirne, in Sud. The directions to Sud aren’t too difficult. Head out to Dagon 
    Fel. Once you’re there, head West, and keep heading West until you reach the 
    Western coast of Sheogorad Island. Make sure that you go past the large 
    finger-shaped area of Sheogorad. Once you reach the coast, Sud is on a large 
    beach, at about the same level as the split between the ‘finger’ and the rest 
    of Sheogorad (where the water ends). Searching shouldn’t be much of a problem, 
    because Sud is very close to the coast. Once inside there will be many 
    Skeleton Archers. These can be a problem if you aren’t at a high enough level. 
    You may need levitation to get by at some point if your acrobatics skill isn’t 
    high enough. Search around until you find Anirne. She will attack you with 
    powerful spells. Kill her and grab the staff. Then talk to any Guild Steward 
    to be promoted to Wizard
    REWARD: A Wizard’s Staff and Advancement to Wizard
    NOTE: The Wizard Staff you get from Anirne is the same as the one you purchase 
    from the Guild Steward. It’s probably not a bad idea to get the one from Sud 
    and sell it. Although the Guild Steward implies that you should keep the staff 
    with you at all times, I’ve seen no indication that this is true. I sold the 
    staff and didn’t have any problems.
    NOTE: There is another way to get a Wizard’s staff, but it requires you to do 
    the main quest. When you are told to go into the Urshilaku Burial Caverns, 
    search for the Laterius burial chamber. Once inside, find the door to the Juno 
    caverns. Use a levitate spell and search the mummies near the Juno Caverns 
    door. This may or may not be easier to do than Sud, depending on how far along 
    the main quest you’ve gotten. (Martha Lloyd, Tim the Enchanter, 
    ANOTHER NOTE: Southeast of the Buckmoth Legion Fort (near Ald-Ruhn) and 
    northeast of Caldera lies the Ramimilk Shrine. Once inside, travel to the back 
    of the room and enter the trapped door. Check the table to your right and grab 
    the Wizard's Staff. This is really quite easy, and the enemies consist 
    of only a few Dunmer and Nords with little attack power.
    Finding the shrine should be easy. It has the appearance of most large ruins. 
    This isn't a hidden area by any means. If you were to draw a line southeast 
    from the Buckmoth Legion Fort and northeast from Caldera, the ruins would lie 
    at the point of intersection (Strangevision).
    The only sites with permission to post this FAQ are:
    If you would like permission to use this FAQ, all or in part, you no longer 
    have permission to do so. This FAQ is closed. Finished. Capice? This means 
    that I don’t want people emailing me anymore. Therefore, I have REMOVED all of 
    my email addresses from this FAQ. If you belong to any of the sites listed 
    above, you should probably already have my email somewhere and you can contact 
    me that way. For sites where this FAQ is already posted, the final version is 
    v1.81. If your site is listed above and you don’t have v1.81, feel free to 
    contact me (assuming you have my address, or just cut and paste the whole FAQ.
    NOTE: If you would like to print this FAQ, or use it for yourself, that is 
    fine. If you want to do ANYTHING else, YOU MAY NOT DO SO UNDER ANY 
    If you don’t see your name and want to know why, I humbly apologize. If I 
    haven’t included your name, it probably falls into one of these three 
    categories: you submitted something after I sent in the next version of the 
    FAQ, I already fixed the problem, or your info didn’t help me significantly. 
    If your name isn’t here now, then it won’t ever be. Sorry. But I give a huge 
    shout to all those who helped. You really made this FAQ.
    Special Thanks:
    *deusvalor: Info on looting the Hlaalu compound.
    *Hue69: For a great idea on trapping Golden Saints (which I verified and 
    *Jann DeFord: More excellent info on the Redoran Treasury (and how to loot 
    *knell_echo: For some extraordinarily detailed info on the Robe of St. Roris.
    *Marc Herdman: For the Redoran Vault info.
    *Ken Oien: Big Info on Twin Lamps request.
    *Wong Kong Yew: For a major contribution about the Twin Lamps, and a 
    correction regarding a non-existent ring of restore magicka
    *Tiu Xianlong: Excellent info on getting Arch Wizard fast track style.
    *Andrew Miles: Joining Imperial Legion to retrieve loot.
    *Andy Scott: Fighting Trebonius at the Arena.
    *Aruspex.delve: Info on finding Golden Saints, and a fix for 5.2.2.
    *Asian four: Fixing info on Leles Birian in 3.3
    *Beaginator: Info on restoration trainer mission, Info on Telvanni Spy 
    *Bill: Even more info on glass armor in section 2.2
    *Brian: Info on Itermeral’s notes (the reason that I reworked the section).
    *CBC_CBC: Good info on being able to join the Thieves’ Guild.
    *Chimpiechanga: Retrieving stolen items.
    *Chr1s: Info for and bypassing Thieves’ and Fighter’s Guild mission 
    *Dan Lethcoe: Info on Sneaking.
    *Dave Baker: Alternate way to Galur Rithari’s Papers.
    *Dbarnes.4: Info on Trebonius quest for Dwemar.
    *Derek Henderson: Info on getting rewards from NPCs.
    *Drizzt: Joining Imperial Legion to retrieve loot.
    *DrSwing72: Rising enchant skill.
    *Eric Newhouse: Info on the Robe of St. Roris. Info on reward for Galur 
    Rithari’s Papers mission.
    *GatorAJ: Retrieving stolen items.
    *Ghetto: Info on Neminda.
    *GoldEmilio: A mistake in 5.2.4 and an easy way to finish the Chimarvamidium
    *Greg Getner: Info on Tower shield in Urshilaku Tomb.
    *Haze1973: Info on raising mercantile skill, finding mercantile book, 
    explaining an alternate way to complete Ajira’s quest, Milie Hestien flower 
    shortcut, Info on Galur Rithari’s Papers.
    *Hop Bounce: Info on Staff of Magnus requirements.
    *Jack Andrews: Inspiring my invisibility rant.
    *James Foster: Dropping items when stealing.
    *Jeff Crockett: Info on Ajira.
    *Jerky Malerky: Info on Grandmaster’s alchemy tools.
    *JIM: Retrieving stolen items.
    *Joe Inquisitor: For pointing out that Nechuleftingth is marked on the map.
    *John Long: Skink’s letter to Trebonius, Taunting Trebonius to fight him.
    *Jonathon: Info on stopping Galbedir.
    *Josh Hahn: Another way to translate three books for Trebonius.
    *Kaine Andrews: Info on Itermeral mission.
    *Kevin: Found ANOTHER way to enter the Gnisis egg-mine.
    *Kevin Fournier: ANOTHER way to complete Ajira’s quest.
    *Kuran: Info on Neminda, Info on Trebonius quest for Dwemar.
    *LmpBzktWlt: Skink’s letter to Trebonius.
    *LouitheRoach: Info on Joining the Thieves’ Guild.
    *Mallon-Blackfield: Raising enchant skill.
    *ManaElf: Retrieving stolen items.
    *Marcos: 5.2.9 info on getting into the eggmine.
    *Mark Boyle: Retrieving stolen items.
    *Martha Lloyd: Info on finding a wizard’s staff
    *MasPlumb: Another way to get a Dwemar Tube.
    *Matt Campbell: Info on Huleen’s Hut, Info on Galur Rithari’s Papers.
    *Matt Wells: Info on Galur Rithari’s Papers.
    *Matthew Oakley: A tip on constant effect items.
    *Michael Joyce: For the location of some Golden Saints.
    *Mike Paulus: Info on Galbedir leaving desk.
    *Monty Python: For some great (and extended) jokes.
    *MysticMage1: Info on getting heather for Ajira.
    *Nicolas Doms: A fix for section 5.3.4.
    (Nicque von Rutherfoire: Stopping Galbedir.
    *Paul Robinson: Caught a little mistake in 5.2.4.
    *Optus: Joining imperial legion for easy access to Bethamez.
    *Qvirus89: Inspiring my invisibility rant.
    *R S: Getting another Chimarvamidium question, Info on Galur Rithari’s Papers.
    *Rafa Zelinsky: Info on finding Heather near Balmora.
    *Rainox: Info on Galur Rithari’s Papers.
    *Richard P: Info on Neminda.
    *Robin Sequira: Info about NPCs and ‘evidence’ chests.
    *RuE4gamez: Info on Skink’s Amulet.
    *Scott: Info on 5.3.6 for another copy of the Rithari papers.
    *Scott Thomas: Info for 5.2.6 on another Dwemar tube.
    *Sithic: Info on raising Alchemy skill.
    *Steve Cook: Info on Neminda.
    *Strangevision: More info on Golden Saint’s and Galur Rithari’s Papers, 
    Trebonius’s amulet and fortify magicka, and most recently info on another 
    wizard’s staff.
    *Taranwandering: A tip on getting another wizard’s staff.
    *Teh Hoe Yue: Info on restoration trainer mission, Info on Trebonius quest for 
    Dwemar, Giving Trebonius Skink’s letter.
    *Thomaskennyiv: Info on Census and Excise item recovery.
    *Tim the Enchanter: Another way to get a wizard’s staff.
    *Todd Carnes: Retrieving stolen items.
    *Tom <S.D>: Info on book translation in Gnisis.
    *Uselesscrap007_: Info on rank requirements, Info on Chimarvamidium, Info on 
    Trebonius’ second mission.
    *Vampiro: Unknowing contributor... I referenced his FAQ.
    *Wolfie: A minor fix to section 5.2.3
    *Xander: Info on stopping Galbedir
    *Xelmepa: Good info on taunting people and taking damage
    Total # of Contributors: 81 and more.
    A great big Thanks goes out to all of you who have contributed so far!
    An Extra Special Thanks goes out to GameFAQs! (for still being the greatest 
    even if they are now a subsidiary of Gamespot (and hence ZD Networks))
    8.0 Contacting Me
    Please don’t. I don’t want to hear from you. It’s not that I don’t like you, 
    but I just can’t answer email anymore. This FAQ and others like it are 
    wonderfully detailed. Please try to find what you need before you try to 
    contact others. I did much of this myself, and I know you’re not helpless. 
    9.0 Twin Lamps
    This section was originally had some miscellaneous info, but I’d rather 
    include some interesting info about the Twin Lamps instead. Rather than write 
    everything myself, a big thanks goes out to Wong Kong Yew, whose email I am 
    quoting below, and also to Ken Oien who contributed much of the same 
    “In your FAQ, you asked if anyone knew how to join the Twin Lamps. I don't 
    think that it's possible to join the Twin Lamps, but you can do quests for 
    them. After freeing enough slaves (I don't know how many, but I always free 
    every slave that I can), you will be told the code phrase. Then go to Ilmeni 
    Dren, Duke Vedam Dren's daughter and secret leader of the Twin Lamps, who 
    lives in Vivec, St. Delyn South One. Talk to her about slavery and she will 
    ask, "Have you seen the Twin Lamps?" You can then answer with the code phrase, 
    "They light the way to freedom." From that point on, she will give you quests 
    to free slaves.”
    By the time that I got around to talking to Delyn, I had actually finished all 
    of her missions... it was quite odd.
    10.0 Closing
    Have fun playing Morrowind! That’s all that really matters.

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