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    FAQ/Walkthrough by tarvis79

    Version: 1.00 | Updated: 03/30/17 | Search Guide | Bookmark Guide

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    o======================================================================o
    |								       |
    |		    The Elder Scrolls III: Morrowind	 	       |
    |			Game of the Year Edition		       |
    |								       |
    o======================================================================o
          		"Beating Morrowind in ______ Easy Steps!"
    
    Version 1.00
    Written by: Travis Whitsitt (tarvis79)
    Email: traviswhitsitt (at) gmail (dot) com
    If you're going to email me about this guide, make sure you put
    "MORROWIND" in the title, or I'll probably end up deleting it as 
    junk.
    
    Guide Information
    <---------------------------------------------------------------------->
    This FAQ was made in Notepad, and is best viewed in a simple text
    editor. The default text is Lucida Console at size 10 font, but any
    fixed-width font will work... if not with the intended aesthetics
    intact.
    
    Note that this is an incredibly large FAQ, and depending on your 
    computer, internet speed, and the restlessness of computer gremlins,
    you may have to refresh this file several times to get the whole thing
    to load. Look for the ***END OF FILE*** line at the bottom to ensure
    you've got the whole thing.
    
    Legal
    <---------------------------------------------------------------------->
    I have no affiliation with Bethesda Softworks or any other parties
    involved with this game. This is a not-for-profit fan-made guide. If
    you wish to post, mirror, or quote this guide, feel free to do so.
    Credit would make me happy, an email would make me feel good. Let
    your conscience be your guide, just like all good people.
    
    tarvis79 on YouTube
    <---------------------------------------------------------------------->
    Text just doesn't cut it for you? You ever wish you could watch Travis
    play, and hear his soothing voice as he enlightened you with gaming
    wisdom? Your wish has been granted. Check out the tarvis79 YouTube
    channel at http://www.youtube.com/user/tarvis79 for video
    walkthroughs and gameplay videos.
    
    Table of Contents (*Coming Soon/Incomplete)
    o======================================================================o
    >>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<<
    
    I. Introduction				{INT001}
    	1. tarvis79 on YouTube		{INT002}
    	2. Using this FAQ		{INT003}
    	3. Items			{INT004}
    	4. Rewards			{INT005}
    	5. Mods				{INT006}
    	6. Options			{INT007}
    	7. Difficulty Settings		{INT008}
    	8. Playthrough Notes		{INT009}
    II. Character Creation			{CHR001}
    	1. Fixed Attributes		{CHR002}
    	2. Derived Attributes		{CHR003}
    	3. Skills			{CHR004}
    	4. Leveling			{CHR005}
    	5. Races			{CHR006}
    	6. Classes			{CHR007}
    	7. Birthsigns			{CHR008}
    	8. Optimized Build		{CHR009}
    	9. Equipment Notes		{CHR010}
    III. Spells				{SPL001}
    	1. Alteration			{SPL002}
    	2. Conjuration			{SPL003}
    	3. Destruction			{SPL004}
    	4. Illusion			{SPL005}
    	5. Mysticism			{SPL006}
    	6. Restoration			{SPL007}
    IV. General Tips			{TIP001}
    
    >>>>>>>>>>>>>>>>MAIN WALKTHROUGH*<<<<<<<<<<<<<<<
    
    Imperial Prison Ship			{WLK001}
    Seyda Neen & Wilderness			{WLK002}
    Pelagiad & Wilderness			{WLK003}
    Suran & Wilderness			{WLK004}
    Balmora & Wilderness			{WLK005}
    Hla Oad & Wilderness			{WLK006}
    Vivec & Wilderness			{WLK007}
    Ebonheart & Wilderness			{WLK008}
    Caldera & Wilderness			{WLK009}
    Gnaar Mok & Wilderness			{WLK010}
    Ald'Ruhn & Wilderness			{WLK011}
    Maar Gan & Wilderness			{WLK012}
    Urshilaku Camp & Wilderness		{WLK013}
    Khuul & Wilderness			{WLK014}
    Ald Velothi & Wilderness		{WLK015}
    Gnisis & Wilderness			{WLK016}
    Ghostgate & Wilderness			{WLK017}
    Dagon Fel & Wilderness			{WLK018}
    Ahemmusa Camp & Wilderness		{WLK019}
    Zainab Camp & Wilderness		{WLK020}
    Vos & Tel Vos				{WLK021}
    Tel Mora & Wilderness			{WLK022}
    Tel Aruhn & Wilderness			{WLK023}
    Tel Fyr & Wilderness			{WLK024}
    Sadrith Mora & Wilderness		{WLK025}
    Molag Mar & Wilderness			{WLK026}
    Erabenimsun Camp & Wilderness		{WLK027}
    Tel Branora & Wilderness		{WLK028}
    Progressing the Main Quest		{WLK029}
    Tribunal				{WLK030}
    Bloodmoon				{WLK031}
    
    >>>>>>>>>>>>>>LISTS AND APPENDICES*<<<<<<<<<<<<<
    V.  Items*				{ITM001}
    VI. Bestiary*				{BST001}
    VII.Updates/Thanks			{UPD001}
    
    
    Note: When searching for items in the FAQ, be sure to include the
    {} brackets. When I reference other parts of the FAQ outside of the
    index, I put them in [] brackets, so as to make general searches using 
    the index more efficient. For example, when I refer to later parts of
    the Walkthrough in the Walkthrough, I'll refer to those referred
    sections as [WLK###], when it should be understood to search for
    {WLK###}. This is an organizational scheme used to prevent you from
    having to scroll through several referential brackets in order to find
    what you're looking for, as I reference other parts of the FAQ very 
    frequently in this guide.
    
    *In Progress
    
    o======================================================================o
    |								       |
    |			Introduction {INT001}			       |
    |								       |
    o======================================================================o
    Welcome to the tarvis79 guide "Beating Morrowind in _____ Steps" of 
    varying length, complexity, and importance! I love the Elder Scrolls
    games, I won't even try to hide it. This is my first FAQ, and it's 
    certainly a massive endeavor. This guide is built right on top of a 
    template established by the inestimable Haeravon. I find his formatting
    and organizational skills impeccable, and the actual structure of the
    guide is owed entirely to him. Naturally, I have made changes where
    necessary, but I would be remiss not to give credit where it is most
    certainly due. In that vein, it is critical to acknowledge the biggest 
    source of information about this game out there: the UESPWiki. Almost 
    any pure information in this guide, like statistics, spell effects, 
    locations, and what have you comes straight from that website. A few 
    things they didn't have came from the Elder Scrolls Wiki.
    
    The character optimization information and the actual route through the 
    game are my original contributions to the world of information about 
    Morrowind that's out there in the status quo.
    
    tarvis79 on Youtube						{INT002}
    o======================================================================o
    I actually began with a YouTube channel, performing video walkthroughs
    of the Thief, System Shock, Deus Ex, and Bioshock series before getting
    around to Elder Scrolls. I am currently working on a Skyrim playthrough,
    but I find that for my own purposes, I actually prefer text walkthroughs
    to video walkthroughs. If this goes well, I'll probably do text
    walkthroughs for all the games currently on YouTube, and I'll eventually
    do a Let's Play of Morrowind on the channel. However, sometimes it gets
    tiresome having to wait to play a game because you need time to process
    and upload video segments, and you cannot neglect to record any portion
    of your playthrough. I've been playing Morrowind in my downtime, and
    because I enjoy it so much and I find there's a total absence of usable
    walkthroughs on the Internet (more on that later), I decided to make
    this my first text guide. Huzzah!
    
    Using this FAQ							{INT003}
    o======================================================================o
    Below I will list some of my quirks, organizational methods, and various
    other tidbits that will help you navigate this guide. For starters,
    during the main FAQ I'll break up the various chapters and 
    organizational components of the guide with a large heading:
    
    o======================================================================o
    |								       |
    |		              Large Heading  			       |
    |								       |
    o======================================================================o
    
    During the FAQ, I'll break up different areas with a thick line:
    
    Thick line
    o======================================================================o
    
    Multiple parts of a mission in the same area will be broken up with a 
    thin line. This breaks up the missions into a series of steps, and 
    limits how much unbroken text you'll have to read at once. Nobody likes
    wordiness:
    
    Thin line
    <---------------------------------------------------------------------->
    
    Of course, I reserve the right to break my own rules during the FAQ...
    mostly due to being scatter-brained and working on the FAQ in shifts
    over the course of time. Life and all. So cut me some slack. Besides,
    this organizational scheme is mostly for consistency and ease-of-use.
    
    Sequence of Events						
    <---------------------------------------------------------------------->
    Unlike literally every other Morrowind guide on the internet, this FAQ 
    does hold your hand through the game. As I go through areas I will list 
    what I do sequentially. To help streamline the guide and make your life 
    easier, I've included a list of steps at the beginning of each section, 
    so you can see in what order I am about to do things. Each different 
    Sequence of Events is separated by a large heading, while each step is 
    divided by a thick line (if we travel to a different area) or a thin 
    line (if we don't.)
    
    Items 								{INT004}
    o======================================================================o
    Most containers in this game contain randomized loot, and as such I will
    have separate categories for each area. There will be a ***CONTAINERS***
    category identifying any containers in an area. For randomized 
    containers, I'll leave it at a list. If a given container does have
    predetermined loot in it, I'll specify that. All static loot, including
    fixed container rewards, will be listed in a second ***ITEMS*** category.
    
    Rewards								{INT005}
    o======================================================================o
    When you complete a quest, or otherwise gain some story award, I will
    list it in the ***REWARDS*** section in the appropriate step in the FAQ.
    I WILL go out of my way to label the start, end, and intermediate 
    progress steps of all quests, particularly any action that triggers a 
    journal update completion. I will tell you to go activate the quest 
    (even if you don't need to activate it to complete it), but I typically 
    include the reward upon the quests conclusion. Where needed, I will
    instruct you to return to the quest's assigner.
    
    Mods 								{INT006}
    o======================================================================o
    For the purposes of this guide, I will assume that you are playing the
    game unmodified with both expansions installed and active. I will also 
    assume that you have all of the official plugins. The easiest way to 
    play in line with this walkthrough is to download the Game of the Year 
    edition from GOG.com.
    
    Options								{INT007}
    o======================================================================o
    Mostly, I recommend playing with the best visual settings that won't
    choke your machine. Morrowind is an old enough game that most people
    shouldn't have trouble maxing everything out. However, for those of you
    with older machines, I advise you to cut corners on everything else so
    you can maximize View Distance and AI Distance. This is important so you
    can identify threats when the music switches to battle mode. The only
    other important option is Always Use Best Attack. I actually recommend
    you leave this off. Depending on what kind of enemy you're battling, it
    sometimes behooves you to use weaker attacks so you can gain extra skill
    experience. For more serious threats, you'll want to maximize damage
    output. Accordingly, keeping the ability to vary your attack types is a
    good idea.
    
    Difficulty Settings						{INT008}
    o======================================================================o
    The game technically has 201 difficulty settings, adjustable from -100
    (easiest) to 100 (hardest), 0 being the default. The difficulty slider,
    much like the Luck attribute, effects every action in the game. I cannot
    find any good information that gives more detailed mechanics than that.
    Don't be a wimp; crank it to 100 at the start and don't look back. This 
    FAQ is written on the assumption that you play at 100 Difficulty. Things 
    will, obviously, be much easier if you do otherwise.
    
    Playthrough Notes						{INT009}
    o======================================================================o
    The basic goal of this guide is to walk you through accomplishing 
    everything you possibly can in Morrowind, from the very start at the 
    Imperial Prison Ship through the final encounters with Dagoth Ur, 
    Almalexia, and Hircine. All the other guides I've seen organize 
    themselves around quests. I find that useless. The game itself tells you 
    how to finish quests, at least in terms of laying out the steps you need
    to accomplish. Walkthroughs that only do that are, in my mind, useless 
    (no offense intended to the other authors). The challenge is in deciding 
    where to go, when to go there, and *how* to tackle each of those steps, 
    all of which are entirely left out of the other guides I've seen for 
    this game. Here are some particular notes on what I mean by "accomplish
    everything," which may be familiar to you if you've seen any of my prior
    work on YouTube:
    
    -Most powerful character possible. In Elder Scrolls land, this means I
    want every attribute at 100, every skill at 100, and to reach the
    maximum possible level. This aspect will be discussed in much greater
    detail below, in the Character Creation section.
    
    -Complete every quest.
    
    -Explore and clear every location in the game. By "clear," I mean take
    (or at least create the option of taking) every item, while killing
    every non-respawning hostile in the game.
    
    -Read every book.
    
    -Learn every spell.
    
    Don't pay trainers. Why buy training when you can level skills for free 
    yourself?
    
    Don't mind the grind. There are a few skills that just have to be maxed 
    to be any good, and at least two of these are necessary to stay sane-
    Sneak for any and all thieving, and Athletics because you start out 
    moving about half as fast as the average slug. There are also weapons 
    and magic schools that just don't get a lot of "natural" use. If you 
    don't care about maxing everything, then Sneak and Athletics are 
    probably all you need to consider grinding. Just be aware there will be 
    plenty of it.
    
    Lots of loot is random. As such, I will write the guide around things 
    like "best spear you've found" or "best heavy armor you've found" when 
    talking about outfitting characters. I'll name specific gear if we've 
    encountered a guaranteed instance of it. You can eventually find 
    guaranteed instances of all the final gear I target, save one item 
    that must come from a random drop. I'll discuss this more in the 
    Character section, but essentially I recommend holding onto
    a) both the weakest AND strongest versions of whatever weapon skill 
    you're working on (so you can skill train on trash monsters and more 
    quickly deal with dangerous ones); and
    b) the strongest pieces of all three armor types you've found, at 
    least until everything is raised and then you can collapse to the best 
    all-around.
    
    Don't dispose of corpses. Take the items you want and leave them, as 
    disposing of the corpse WILL cause a new critter to spawn the next 
    time you enter the zone. Leaving the corpses won't prevent respawning, 
    but it will slow it to a much more manageable rate. Of course, you can 
    also use corpse disposal to create an endless source of creatures to 
    skill grind with, so be aware of the option.
    
    The Tribunal expansion causes invasive Dark Brotherhood attacks to 
    happen *frequently* when you rest. However, this is a blessing in 
    disguise, as their armor is the second-best light armor in the entire 
    game and they drop exceedingly powerful paralyzing weapons. You can 
    stop the attacks anytime by heading to Ebonheart and progressing the 
    questline a bit, but I recommend letting them keep coming and getting 
    all that phat lewt.
    
    The encounters in the wilderness *and* in most dungeons are random. 
    As such, it is impossible for me to tell you exactly what you'll face 
    and when. I will give you progression benchmarks from my own 
    playthrough, along the lines of "fighting critters en route to 
    Arkngthand gave me 2 ranks in Long Blade," but that's all I can do.
    
    Generally, I'll instruct you to pick up and sell absolutely everything.
    Because listing all the clutter would get incredibly unwieldy, however, 
    I'll only specifically list noteworthy or easy-to-miss items.
    
    Lots of locations will be skipped until we get sent there on a quest. 
    Lots of quests will be skipped until we solve a different quest that 
    relies on involved characters still being alive/not hating us yet/etc. 
    It is impossible to do *everything* in a single playthrough, but I aim 
    to maximize content exposure.
    
    Finally, a note on thieving. Because the stolen tags in this game are 
    screwed up, it is always a bad idea to steal anything you aren't 
    actually going to use from a shopkeeper. This is because a stolen tag 
    is buggedly applied to *all* instances of any item you steal from a 
    shopkeeper. For example, say you steal a copy of Lives of the Saints 
    from Arrille in Seyda Neen. You go sell it in Balmora. Later, you're 
    back in Seyda Neen with four completely unrelated copies of Lives of 
    the Saints. If you try to sell them to Arrille, he will declare that he 
    owns it and call the guards on you. Therefore, we will deviate from the 
    "steal everything" protocol when it comes to vendors, and only steal 
    things we will actually use, rather than items we merely intend to sell.
    This means alchemy ingredients, thief tools, repair tools, soul gems, 
    and weapon/armor upgrades are fair game, while clutter, books, and 
    inferior gear should be left alone. This only applies to vendors, of 
    course-feel free to rob anyone you never intend to sell to blind. 
    Additionally, be careful when pickpocketing vendors; anything you lift 
    off of them will no longer restock. As such, it's usually better to 
    just buy what you need. Money becomes no object very quickly in 
    Morrowind.
    
    o======================================================================o
    |								       |
    |			Character Creation {CHR001}		       |
    |								       |
    o======================================================================o
    Below are details, sourced from personal experience and the inestimable
    UESPWiki, on all aspects of character creation in Morrowind. I give both
    the (very minimal and unhelpful) in-game descriptions of each option, 
    along with my personal assessment of that option and what I consider to
    be the nigh-indisputable optimal build for the game. Either blindly 
    follow my lead in the walkthrough or read up on the section below
    and make your own choices. I'll explain what does matter, what doesn't,
    and why there are really only two main options for optimal development
    along with the reason I elect the option I do.
    
    Fixed Attributes						{CHR002}
    o======================================================================o
    Morrowind retains the system of eight attributes pioneered by The Elder
    Scrolls: Arena, which was finally abandoned in Skyrim. Each of the eight
    attributes is discussed below-what it does and where it ranks against 
    the others.
    For each attribute, I will first list how the game itself describes it.
    I will supplement that description with details on what the attribute
    actually does. I will then list all the skills governed by that 
    attribute. An important note here: I mean only that increases in those
    skills affect multipliers for that attribute when leveling. The actual
    formulas detailing the relationships between attributes and skills may
    and sometimes do vary from what the game lists as a governing attribute,
    and this will be discussed in the Details section. Next, I list the base
    racial values for each attribute. Next, I list any potential bonuses to 
    that attribute, either from choosing a preset Class that favors it or, 
    when applicable, a Birthsign that boosts it. Finally, I discuss how 
    important the attribute is relative to the others, and establish 
    priority rankings from 1-7 based on that discussion. 1 should be raised 
    first, 7 can be delayed to last. For the impatient, here are my 
    rankings:
    
    1: Endurance and Luck (tied)
    2: Strength
    3: Agility
    4: Speed (debatable, could drop as low as 6)
    5: Willpower
    6: Intelligence
    7: Personality
    
    Strength
    <---------------------------------------------------------------------->
    In-game text: "Affects your starting Health, how much you can carry, 
    your maximum Fatigue, and how much damage you do in Melee."
    
    Details: The in-game text is actually pretty accurate on this one.
    Strength and Endurance combine to determine your starting Health-you add
    the two together and divide them in half, and you do NOT count any
    bonuses received from a birthsign. Strength is the exclusive factor in
    calculating your maximum Encumbrance, which will always be 5x your
    current Strength (plus any modifiers from Feather or Burden effects).
    Maximum Fatigue has the most factors, but is simply the sum of your
    current Strength, Endurance, Agility, and Willpower. Finally, the text
    is inaccurate regarding weapon damage-it isn't limited to melee, as
    Strength also effects the damage done by Marksman weapons. Note that
    damage is separate from hit chance, which is governed by Agility.
    
    Skills Governed: Strength governs the skills of Acrobatics, Axe, 
    Armorer, Blunt Weapon, and Long Blade. Governing 5 of the 27 skills, it
    governs the most skills of any of the attributes.
    
    Base Values: Each possible race/gender combination has its Strength
    value listed below.
    Male Argonian: 40			Female Argonian: 40		
    Male Breton:   40			Female Breton:   30
    Male Dark Elf: 40			Female Dark Elf: 40
    Male High Elf: 30			Female High Elf: 30
    Male Imperial: 40			Female Imperial: 40
    Male Khajiit:  40			Female Khajiit:  30
    Male Nord:     50			Female Nord:     50
    Male Orc:      45			Female Orc:      45
    Male Redguard: 50			Female Redguard: 40
    Male Wood Elf: 30			Female Wood Elf: 30
    
    Classes That Favor Strength: The following preset Classes favor
    Strength, boosting it an additional 10 points above the base racial
    values.
    Archer, Barbarian, Battlemage, Crusader, Knight, Warrior
    
    Discussion: I consider Strength second only to Endurance and Luck (tied 
    for first) in terms of importance. It's a very close race between 
    Strength and Agility, because the ability to hit is just as important as
    the amount of damage done. However, a low hit rate from a low Agility 
    can be offset by the value of the skill itself, whereas skill values 
    don't affect the damage calculation at all. Moreover, maximum 
    Encumbrance is critical-it isn't simply a matter of hauling off loot 
    (although that, too, is very important). Movement speed is noticeably 
    affected by the ratio of current to maximum Encumbrance. Raising 
    Strength, then, gives you extra damage, extra looting, AND extra 
    movement speed, all in one attribute. Very handy.
    
    Priority: 2/7
    
    Intelligence
    <---------------------------------------------------------------------->
    In-game text: "Determines your maximum amount of Magicka."
    
    Details: The in-game text is fairly accurate here. An ordinary character
    has a maximum Magicka equal to his or her Intelligence. This can be
    boosted by a Magicka Multiplier, which can be gained by choosing certain
    races or birthsigns. The only thing left out in this description is that
    Intelligence also determines the regeneration rate for Magicka during
    rest. A character will regain 15% of their Intelligence attribute in
    Magicka per hour of rest.
    
    Skills Governed: Intelligence governs the skills of Alchemy, 
    Conjuration, Enchant, and Security.
    
    Base Values: Each possible race/gender combination has its Intelligence
    value listed below.
    Male Argonian: 40			Female Argonian: 50		
    Male Breton:   50			Female Breton:   50
    Male Dark Elf: 40			Female Dark Elf: 40
    Male High Elf: 50			Female High Elf: 50
    Male Imperial: 40			Female Imperial: 40
    Male Khajiit:  40			Female Khajiit:  40
    Male Nord:     30			Female Nord:     30
    Male Orc:      30			Female Orc:      40
    Male Redguard: 30			Female Redguard: 30
    Male Wood Elf: 40			Female Wood Elf: 40
    
    Classes That Favor Intelligence: The following preset Classes favor
    Intelligence, boosting it an additional 10 points above the base racial
    values.
    Assassin, Bard, Battlemage, Mage, Sorcerer, Witchhunter
    
    Discussion: I consider Intelligence ahead of Personality alone in terms
    of importance. First, it only governs one derived aspect of a character.
    Second, the boost is fully retroactive-maximum Magicka is attainable at
    any time, no matter when Intelligence is raised. Third, maximum Magicka
    is the least important of the combat-relevant derived attributes, 
    especially when it starts out sufficiently high thanks to proper race 
    and birthsign choices. Fourth, the additional things it boosts-success 
    ratesin Alchemy and Enchanting-are offset by the values of those skills 
    themselves. It's therefore the sixth attribute we'll focus on raising.
    
    Priority: 6/7 (could be 5, ahead of Speed)
    
    Willpower
    <---------------------------------------------------------------------->
    In-game text: "Affects your ability to resist magic, and your maximum
    Fatigue."
    
    Details: The in-game text doesn't do this attribute justice. First, it
    would be a mistake to assume you have a chance to resist *all* magic-you
    can innately resist the effects of Paralyze and Silence only, and that
    innate resistance is controlled by this attribute. As stated before, the
    sum of Strength, Agility, Endurance, and Willpower determines maximum
    Fatigue. The thing left out by the text, however, is probably the most
    important point of all. Willpower affects the chance to successfully 
    cast any spell in the game. This *does* include spells in the colleges 
    of Conjuration and Illusion, even though those skills are not governed 
    by Willpower.
    
    Skills Governed: Willpower governs the skills of Alteration, 
    Destruction, Mysticism, and Restoration.
    
    Base Values: Each possible race/gender combination has its Willpower
    value listed below.
    Male Argonian: 30			Female Argonian: 40		
    Male Breton:   50			Female Breton:   50
    Male Dark Elf: 30			Female Dark Elf: 30
    Male High Elf: 40			Female High Elf: 40
    Male Imperial: 30			Female Imperial: 40
    Male Khajiit:  30			Female Khajiit:  30
    Male Nord:     40			Female Nord:     50
    Male Orc:      50			Female Orc:      45
    Male Redguard: 30			Female Redguard: 30
    Male Wood Elf: 30			Female Wood Elf: 30
    
    Classes That Favor Willpower: The following preset Classes favor
    Willpower, boosting it an additional 10 points above the base racial
    values.
    Healer, Mage, Monk, Nightblade, Spellsword
    
    Discussion: Willpower is the last of the six "heck yes, this is 
    important" attributes. It ranks behind Agility because I typically focus
    on melee combat in my character's early development, making better hit
    rates and stagger avoidance more important. It ranks ahead of 
    Intelligence because it is the final component of the sum that
    determines maximum Fatigue, and the fact that it affects the chance to
    successfully cast any spell adds to its value. The sticking point is 
    Speed, and ranking these two against each other is a tough choice. I
    ultimately go with Speed for two reasons-stealth is a higher early
    priority, and being slow is annoying as hell so I want to raise Speed as
    early as is feasible. That said, if you wanted to prioritize Willpower
    over Speed, I wouldn't blame you.
    
    Priority: 5/7 (could be 4, ahead of Speed)
    
    Agility
    <---------------------------------------------------------------------->
    In-game text: "Affects your ability to dodge and hit targets in melee as
    well as your maximum Fatigue."
    
    Details: The in-game text doesn't fully describe this attribute, either.
    It does, in fact, control the ability to dodge attacks (but not magical
    ones). In tandem with the actual skill values for each weapon, it
    affects the chance to hit on any given attack. It is also a portion of 
    the four-attribute sum that determines maximum Fatigue. In addition, a
    massive undisclosed benefit is that Agility is exclusively responsible
    for your resistance to being staggered in combat. Finally, it affects 
    the chance of success when using the Block, Sneak (including 
    pickpocketing), Security, and Acrobatics skills (despite the latter two 
    being governed by Intelligence and Strength, respectively).
    
    Skills Governed: Agility governs the skills of Block, Light Armor, 
    Marksman, and Sneak.
    
    Base Values: Each possible race/gender combination has its Agility
    value listed below.
    Male Argonian: 50			Female Argonian: 40		
    Male Breton:   30			Female Breton:   30
    Male Dark Elf: 40			Female Dark Elf: 40
    Male High Elf: 40			Female High Elf: 40
    Male Imperial: 30			Female Imperial: 30
    Male Khajiit:  50			Female Khajiit:  50
    Male Nord:     30			Female Nord:     30
    Male Orc:      35			Female Orc:      35
    Male Redguard: 40			Female Redguard: 40
    Male Wood Elf: 50			Female Wood Elf: 50
    
    Classes That Favor Agility: The following preset Classes favor
    Agility, boosting it an additional 10 points above the base racial
    values.
    Acrobat, Agent, Archer, Crusader, Monk, Thief, Witchhunter
    
    Birthsigns That Boost Agility: Agility can be boosted 25 points at the
    outset by selecting The Lover as your birthsign.
    
    Discussion: Agility is vital, ranking third in priority behind Strength,
    Endurance, and Luck. It only loses to Strength because the hit rates it
    affects can be more directly boosted by actual skill values. It clocks
    in well ahead of Willpower or Speed because stagger resistance, its
    "invisible" benefit, is a huge boost to combat survivability. Of course,
    even with the direct benefit of skills, hit rate is a great value. Dodge
    chance is nothing to scoff at, either.
    
    Priority: 3/7
    
    Speed
    <---------------------------------------------------------------------->
    In-game text: "Determines how fast you can move."
    
    Details: The in-game text is fully adequate here. The movement speed
    calculation from Speed affects movements rates when walking, running,
    swimming, or levitating.
    
    Skills Governed: Speed governs the skills of Athletics, Hand-to-Hand, 
    Short Blade, and Unarmored.
    
    Base Values: Each possible race/gender combination has its Speed
    value listed below.
    Male Argonian: 50			Female Argonian: 40		
    Male Breton:   30			Female Breton:   40
    Male Dark Elf: 50			Female Dark Elf: 50
    Male High Elf: 30			Female High Elf: 40
    Male Imperial: 40			Female Imperial: 30
    Male Khajiit:  40			Female Khajiit:  40
    Male Nord:     40			Female Nord:     40
    Male Orc:      30			Female Orc:      30
    Male Redguard: 40			Female Redguard: 40
    Male Wood Elf: 50			Female Wood Elf: 50
    
    Classes That Favor Speed: The following preset Classes favor
    Speed, boosting it an additional 10 points above the base racial
    values.
    Assassin, Barbarian, Nightblade, Rogue, Scout, Thief
    
    Birthsigns That Boost Speed: Speed can be boosted 25 points at the
    outset by selecting The Steed as your birthsign.
    
    Discussion: Speed is awesomely convenient, but not too impactful in 
    actual combat. It's annoying as hell to be slow, but annoying is all it
    is. Of course, in real life, time is valuable, so being able to move
    faster is great. Accordingly, it ranks behind Strength, Endurance, Luck,
    and Agility without question. It could easily be ranked behind Willpower
    and arguably even Intelligence. I tend to raise it before those because
    I can delay magic indefinitely with no real detriment to my endgame
    character, and I prefer to get faster sooner rather than later. If you
    want to raise Willpower and even Intelligence before Speed, I wouldn't
    argue with you.
    
    Priority: 4/7 (could drop to 5, behind Willpower, or even 6, also
    behind Intelligence)
    
    Endurance
    <---------------------------------------------------------------------->
    In-game text: "Affects your starting Health, your Health gain per level,
    and your maximum Fatigue."
    
    Details: The in-game text is not quite comprehensive here. Starting
    Health is determined by summing your Endurance and Strength (BEFORE any
    Birthsign boost) and dividing by two. Endurance is summed with Strength,
    Agility, and Willpower to derive maximum Fatigue. Undisclosed is that
    Endurance actually slows down Fatigue loss from all actions, like 
    running or swinging weapons. The most important aspect of Endurance is
    its exclusive control over Health gain per level. Your Health increase 
    is equal to 10% of your current Endurance. If you raise Endurance on a
    given level up, your new Endurance is used in the calculation. The 
    calculation itself does not round; 45 Endurance leads to a gain of 4.5
    Health in the game's files. However, the Health pool does round down, 
    so that level will show a gain of 4 Health. The next level, assuming
    Endurance stays at 45, will again register a 4.5 Health gain in the
    game's files. However, the Health pool will increase by 5, reflecting
    the summation of the two half-point gains. Importantly, the calculation
    uses base Endurance only. While this does factor in Birthsign boosts,
    Fortify Endurance effects from enchantments or potions will be ignored.
    
    Skills Governed: Endurance governs the skills of Spear, Heavy Armor, and
    Medium Armor. Only governing 3 of 27, it is tied with Personality for
    fewest governed skills.
    
    Base Values: Each possible race/gender combination has its Endurance
    value listed below.
    Male Argonian: 30			Female Argonian: 30		
    Male Breton:   30			Female Breton:   30
    Male Dark Elf: 40			Female Dark Elf: 30
    Male High Elf: 40			Female High Elf: 30
    Male Imperial: 40			Female Imperial: 40
    Male Khajiit:  30			Female Khajiit:  40
    Male Nord:     50			Female Nord:     40
    Male Orc:      50			Female Orc:      50
    Male Redguard: 50			Female Redguard: 50
    Male Wood Elf: 30			Female Wood Elf: 30
    
    Classes That Favor Endurance: The following preset Classes favor
    Endurance, boosting it an additional 10 points above the base racial
    values.
    Acrobat, Pilgrim, Scout, Sorcerer, Spellsword, Warrior
    
    Birthsigns That Boost Endurance: Endurance can be boosted 25 points at 
    the outset by selecting The Lady as your birthsign.
    
    Discussion: Endurance must be raised first. Period. The reason is 
    simple; Endurance is directly responsible for the size of your health
    pool, and its bonuses are *not* retroactive. This makes it the only 
    attribute whose benefits are truly time-sensitive. From Level 1 onward, 
    Endurance should have a 5x multiplier at each level up until it hits 
    100.
    
    Priority: 1/7 (tied with Luck)
    
    Personality
    <---------------------------------------------------------------------->
    In-game text: "Affects your ability to deal with other characters and 
    how much they like you."
    
    Details: The in-game text is lacking detail. Personality controls three
    main things; the disposition of characters you encounter before any
    faction or racial modifiers (every two points of Personality boosts NPC
    dispostion by one), your ability to persuade by any of the four methods
    (Admire, Intimidate, Taunt, and Bribe), and the base prices you get when
    buying or selling goods. The latter two are more directly influenced by
    the Speechcraft and Mercantile skills, respectively.
    
    Skills Governed: Personality governs the skills of Illusion, Mercantile, 
    and Speechcraft. Only governing 3 of 27, it is tied with Endurance for
    fewest governed skills.
    
    Base Values: Each possible race/gender combination has its Personality
    value listed below.
    Male Argonian: 30			Female Argonian: 30		
    Male Breton:   40			Female Breton:   40
    Male Dark Elf: 30			Female Dark Elf: 40
    Male High Elf: 40			Female High Elf: 40
    Male Imperial: 50			Female Imperial: 50
    Male Khajiit:  40			Female Khajiit:  40
    Male Nord:     30			Female Nord:     30
    Male Orc:      30			Female Orc:      25
    Male Redguard: 30			Female Redguard: 40
    Male Wood Elf: 40			Female Wood Elf: 40
    
    Classes That Favor Personality: The following preset Classes favor
    Personality, boosting it an additional 10 points above the base racial
    values.
    Agent, Bard, Healer, Knight, Pilgrim, Rogue
    
    Birthsigns That Boost Personality: Personality can be boosted 25 points 
    at the outset by selecting The Lady as your birthsign.
    
    Discussion: Personality, like Charisma before it, is an easy dump stat.
    Save scumming can solve any persuasion problems, which also solve any
    disposition problems. Money is eventually no object, even if you leave
    Personality at 30 and Mercantile at 5 for the entire game. Raise this
    last.
    
    Priority: 7/7
    
    Luck
    <---------------------------------------------------------------------->
    In-game text: "Affects every action you do in a small way."
    
    Details: The in-game text is spot-on. Though the magnitude is small, 
    raising Luck improves your odds at everything in the game. Note, 
    however, that the persistent myth that Luck somehow affects randomized
    loot is false.
    
    Skills Governed: Luck governs no skills.
    
    Base Values: All characters, regardless of race or gender, begin with a
    base Luck of 40.
    
    Classes That Favor Luck: None of the preset classes have Luck as a
    favored attribute.
    
    Discussion: Luck is a great investment, as it makes you better at 
    everything when you raise it. The issue that makes it a top-priority
    attribute, however, is that it governs no skills. This means that it
    never has any multipliers, and can only be raised by 1 at each level up.
    This, in turn, means that anyone who wants to max Luck should begin
    raising it immediately and do so until it is maxed.
    
    Priority: 1/7 (tied with Endurance)
    
    Derived Attributes						{CHR003}
    o======================================================================o
    Characters in Morrowind have four visible derived attributes. These are
    listed below, along with the formulas for their derivations.
    
    Health
    <---------------------------------------------------------------------->
    In-game Text: "The amount of damage you can take before you die. 
    Increases every time you gain a level."
    
    As in every video game, Health represents the amount of damage you can
    take before dying. An initial Health value is determined *after* you 
    select your race, gender, and favored attributes but *before* you choose
    a Birthsign. Starting Health is equal to half the sum of Strength and 
    Endurance. 
    
    For example, a male Nord with Strength and Endurance as his favored 
    attributes and The Lady as his birthsign would have a starting Health 
    of 60. His Strength and Endurance, 60 each as favored attributes, 
    are added to the sum, but the additional 25 Endurance from The Lady is
    not.
    
    After character creation, Health is raised by 10% of your Endurance at
    each level up. Note that here, bonuses from Birthsigns will count, as 
    they are part of your base Endurance. However, any Fortify Endurance 
    effect, whether from enchantments or potions, is not factored in. If 
    you raise Endurance on a given level up, your new Endurance is used to 
    calculate your Health gain. While the game stores decimal Health gains 
    in its memory, your actual Health pool always rounds down. There is no 
    retroactive Health gain for raising Endurance, making it vital to raise 
    Endurance as early as possible.
    
    Health is visually represented by the red bar in the bottom left corner
    of the screen. When drained, it can be restored by spells, potions, or
    resting.
    
    Magicka
    <---------------------------------------------------------------------->
    In-game text: "Used to cast spells. Magicka is naturally restored by
    resting."
    
    Magicka is the energy used to cast spells. The derivation is simple; 
    your current Intelligence is multiplied by your Magicka Multiplier, 
    which is 1 by default but can be raised by choosing certain races and
    Birthsigns at character creation. Unlike Health, your maximum endgame
    Magicka is locked in at character creation. This leads to two mutually
    exclusive options for endgame builds: maximize Health, or maximize 
    Magicka. I always choose Magicka, and I'll discuss why in greater detail
    below.
    
    Magicka is visually represented by the blue bar in the bottom left
    corner of the screen. It can be restored by potions, resting, or spell
    absorption.
    
    Fatigue
    <---------------------------------------------------------------------->
    In-game text: "How tired you are. Low Fatigue makes it harder to 
    successfully perform actions."
    
    Virtually every action in the game is subject to a Fatigue multiplier, 
    which generally uses the ratio of your current to maximum Fatigue. Many
    actions lower your current Fatigue, the main ones being jumping, 
    running, and swinging weapons. Fatigue will restore naturally over time,
    with no need to rest. However, resting, spells, and potions can all also
    be used to restore Fatigue.
    
    Maximum Fatigue is derived by adding together your current Strength,
    Agility, Willpower, and Endurance. It is not subject to anything else, 
    so all builds have a base Fatigue cap of 400. This can be meaningfully
    fortified by both enchantments and potions.
    
    Fatigue is visually represented by the green bar in the bottom left 
    corner of the screen.
    
    Encumbrance
    <---------------------------------------------------------------------->
    Encumbrance has no in-game text, but is listed as a ratio in the 
    Inventory menu, above the character doll.
    
    Encumbrance is simply the amount your character can carry. A character
    burdened in excess of his or her maximum Encumbrance cannot move. 
    Additionally, the ratio of current Encumbrance to maximum Encumbrance 
    has an appreciable effect on movement speed, even at values well below
    the maximum.
    
    Encumbrance is derived by multiplying a character's current Strength by
    5. It can be lowered or raised by Burden and Feather effects, 
    respectively.
    
    Skills								{CHR004}
    o======================================================================o
    Morrowind has 27 skills, compared to 21 in Oblivion and 18 in Skyrim.
    Each of these skills is discussed in some depth below. They are not
    given priority rankings, however, as those are more typically tied to
    the attributes they can multiply when leveling. However, it is important
    that a few skills be freely usable from the outset. These will be 
    identified in the discussions. For each skill, the following will be
    listed:
    
    The in-game text describing the skill;
    The details of what the skill actually does;
    The specialization (Combat, Magic, or Stealth) that skill is part of;
    The skill's governing attribute;
    The way (or ways) to increase the skill through use;
    Bonuses available to the skill from races;
    Preset classes that have the skill tagged as major or minor;
    Top three trainers of that skill, along with their locations and their 
    maximum trainable value*;
    Books that raise that skill when read; 
    Joinable Factions that favor that skill;
    Any miscellaneous comments I have on the skill; and
    How to grind the skill, if you're so inclined.
    
    *Note on Trainers: Several skills have many, many low-level trainers,
    which I won't list here. Check the UESPWiki for the full list.
    
    *Note on grinding combat skills: You can really do it just about 
    anywhere. Just find a zone populated with creatures, fight them, 
    dispose of the corpses, leave, and reenter. They're all immediately 
    back, leaving you with limitless training fodder.
    
    Block
    <---------------------------------------------------------------------->
    In-game text: "Block skill allows one to use shields to block any melee
    attack. A successful block removes all damage from the attack."
    
    Details: Unlike later games, Blocking is not under the player's control.
    Rather, when the player has a shield equipped, the Block skill 
    is used to calculate a chance that an attack will be entirely blocked,
    negating all damage. There is no chance to block ranged attacks, be 
    they magical or from Marksman weapons. Blocking can only occur in a 120
    degree arc in front of your character, but the implementation of the 
    actual angles is bugged. The Block chance varies from 10% to a cap of 
    50%. Blocking is only possible with shields; use of a two-handed weapon 
    disables Blocking entirely.
    
    Specialization: Combat
    
    Governing attribute: Agility
    
    Increase: Successful Block (+2.5)
    
    Racial bonuses: Orc (+10)
    
    Classes with Block as a Major Skill: Archer, Barbarian, Bard, Crusader, 
    Knight, Scout, Spellsword, Warrior
    
    Classes with Block as a Minor Skill: Agent, Assassin, Monk, Pilgrim, 
    Rogue, Witchhunter
    
    Top Trainers: Ulms Drathen, Armigers Stronghold, Molag Mar (up to 71);
    Khargol gro-Boguk, Vacant Tower, Dagon Fel (up to 82);
    Shardie, Buckmoth Legion Fort (up to 100, Master Trainer).
    
    Books that raise Block: Death Blow of Abernanit; The Mirror; A Dance in
    Fire, Chapter 2; 36 Lessons of Vivec, Sermon 7; 36 Lessons of Vivec, 
    Sermon 32.
    
    Joinable Factions that favor Block: Fighters Guild, Imperial Legion.
    
    Miscellaneous comments: Block raises pretty quickly with a shield 
    equipped. Unlike other skills, skill gain actually speeds up as the
    skill raises. Only successful blocks raise the skill, and as the skill 
    increases, the additional block success more than makes up for the 
    steady increase in experience requirements. The skill is easy to raise
    when you want to raise it. Just equip a shield and go fight stuff. 
    
    Grinding: If you want to grind Block, you need to absorb as many hits 
    as possible with a shield equipped. You therefore want to find the 
    weakest possible enemy (a Mudcrab) and let it wail on you. While this is
    possible as early as the lighthouse outside Seyda Neen, you also need to
    be able to keep your shield in good repair, which means you have to go 
    as far as Pelagiad since Arrille does not restock any repair tools. Buy
    any shield, along with a stack of repair tools, from Uulernil. Also be 
    sure you get restore health potions from Ygfa at Fort Pelagiad, as she 
    restocks them. Head a bit south to the beach outside Mannammu, where 
    there are a few respawning Mudcrabs. Equip your shield, attract a 
    Mudcrab's attention, and let it wail on you. Just be sure to keep the 
    shield repaired (as long as it's equippable, it works), and keep your 
    health up.
    
    Armorer
    <---------------------------------------------------------------------->
    In-game text: "Armorer skill is used to maintain weapons and armor at 
    top effectiveness. Worn weapons do less damage. Worn armor provides less
    protection against attacks. As wear increases, the diminishing 
    effectiveness of weapons and armor is dramatic."
    
    Details: Those who started in Skyrim didn't have to deal with the hassle
    of equipment degradation. While it is present in Oblivion, it is less 
    annoying there because your repair hammers had a chance to break-you
    could avoid wearing them out. Here, whether repairs succeed or fail, 
    repair tools are only good for 20-25 uses. To attempt repair of damaged
    equipment, you go to the Inventory menu and drop your chosen repair tool
    onto the paper doll. This opens up a separate menu where all damaged
    gear in your inventory is displayed. You then click on the piece of
    equipment you want to try and repair, and you can either succeed or fail.
    This is the first layer of how the skill effects equipment repair. If 
    you fail, that's it-you burn a use of the tool with no benefit. If you 
    succeed, a second check is performed-also reliant on the skill-to 
    determine the magnitude of the successful repair. The repair tools 
    include, in ascending order of quality, Repair Prongs, followed by 
    Apprentice's, Journeyman's, Master's, and Grandmaster's Armorer's Hammer,
    topped out by Sirollus Saccus' Hammer.
    
    Specialization: Combat
    
    Governing attribute: Strength
    
    Increase: Successful Repair (+0.4)
    
    Racial bonuses: Orc (+10)
    
    Classes with Armorer as a Major Skill: None
    
    Classes with Armorer as a Minor Skill: Barbarian, Crusader, Knight,
    Warrior
    
    Top Trainers*: Wayn, Fighters Guild, Balmora (up to 54);
    Abibael Timsar-Dadisun, Zainab Camp (up to 68); and
    Avus Belvilo, Storage Shack, Dren Plantation (up to 70).
    *There is no Master Trainer for Armorer. It was supposed to be Sirollus
    Saccus at the Hawkmoth Legion Garrison in Ebonheart, but he offers no
    training at all thanks to a glitch.
    
    Books that raise Armorer: 36 Lessons of Vivec, Sermon 6; 36 Lessons of 
    Vivec, Sermon 25; 36 Lessons of Vivec, Sermon 29; The Armorer's 
    Challenge; Last Scabbard of Akrash.
    
    Joinable Factions that favor Armorer: Fighters Guild, House Redoran.
    
    Miscellaneous comments: Armorer is a gigantic pain in the butt to 
    raise. For starters, anytime you fail, you gain no experience at all.
    Second, the experience gain for successful repairs is tiny, making the
    skill level as slow as molasses. Third, it consumes a resource to work
    on it; even if you save scum to avoid failures, you'll chew through all
    25 uses of hundreds of hammers getting this skill maxed out. Finally, 
    even if you did pay for training, you're capped at 70 due to a glitch.
    It's a nightmare. I keep it freely usable in my plan so you can start
    right away-your best bet is just to repair absolutely everything, both
    your own gear and what you pick up from enemies, after every battle, 
    from the beginning. You'll max it eventually.
    
    Grinding: If you want to grind Armorer, you need a respawning source of
    repair tools as well as a respawning source of enemies to fight. 
    Ideally, those enemies will drop repairable gear of their own. While I 
    would never recommend grinding Armorer (it levels SO SLOWLY, and it will
    progress naturally as long as you make a point of repairing things), if 
    you absolutely insist, the best place is in Vivec's Foreign Quarter. 
    Grab the Iron Shardaxe from the stump near Seyda Neen's lighthouse (it's
    enchanted, and Axe is freely usable, but you can use any silver or 
    enchanted weapon you like). Go to Alusaron, in the Foreign Quarter 
    Plaza in Vivec, and buy all the repair tools he has. I would also 
    suggest having a full suit of armor on. Finally, head down and clear 
    the Foreign Quarter Tomb. Any Skeletons you fight will drop weapons and 
    shields, and you can repair those in addition to your own gear. The 
    magic weapon is necessary for any Bonelords or Ghosts you might 
    encounter. Dispose of all corpses, and you can clear the place
    repeatedly, heading upstairs to sell off loot and get more tools as 
    needed. It takes an eternity, though-for me, this was the slowest skill
    to raise in the entire game.
    
    Medium Armor
    <---------------------------------------------------------------------->
    In-game text: "Medium Armor skill lets one move and defend while wearing
    durable but flexible armors like chain, scale, bonemold and Orcish 
    armor. To use any style of armor effectively, the wearer must be 
    trained, conditioned, and skilled in its use."
    
    Details: Those who started in Oblivion or Skyrim only saw two armor
    skills compared to Morrowind's four. It really only divides armor into
    three classes, with another skill allowing you some protection with no
    armor at all. As should be obvious to anyone who speaks English, medium
    armor falls between light and heavy in terms of both weight and 
    protection. As the skill gets higher, each piece of medium armor you
    wear receives a boost to its armor rating. 
    
    Specialization: Combat
    
    Governing attribute: Endurance
    
    Increase: Hit By Opponent (+1.0)
    
    Racial bonuses: Orc, Nord (+10); Argonian, Redguard (+5)
    
    Classes with Medium Armor as a Major Skill: Barbarian, Pilgrim, Scout,
    Warrior
    
    Classes with Medium Armor as a Minor Skill: Archer, Bard, Crusader, 
    Knight, Rogue, Sorcerer, Spellsword
    
    Top Trainers*: Alfhedil Elf-Hewer, Upper Level, Falenserano (up to 78);
    Khargol gro-Boguk, Vacant Tower, Dagon Fel (up to 82).
    *There is no Master Trainer for Medium Armor. It was supposed to be 
    Cinia Urtius, who would appear at the docks at Tel Fyr. However, this
    NPC never appears at all due to a glitch.
    
    Books that raise Medium Armor: Cherim's Heart of Anequina; Bone, Part
    One; Bone, Part Two; 36 Lessons of Vivec, Sermon 22; 36 Lessons of 
    Vivec, Sermon 33.
    
    Joinable Factions that favor Medium Armor: Ashlanders, East Empire
    Company, House Redoran.
    
    Miscellaneous comments: Medium Armor is no harder or easier to raise
    than the other three skills. Prior to the expansions, it was a silly
    skill to actually use, as the best Medium Armor in the game was 
    actually inferior to the best Light Armor in terms of protection. The
    expansions fixed that, so it actually serves as an in-between in terms 
    of weight and protection. I always use Heavy, because Daedric Armor 
    gives the best protection in the game and I don't mind the encumbrance
    once my strength hits 100. You can, of course, do whatever you wish.
    
    Grinding: If you want to grind Medium Armor, I suggest getting a full 
    set of Medium Armor (although, because Unarmored is freely usable, a 
    partial set is acceptable). The easiest way to do this is to lift a full
    set of Bonemold Armor from the Eastern Guard Tower in Balmora. When that
    is done, follow the Block strategy from above. Go to Pelagiad, as you 
    have restocking repair tools (Uulernil) and healing potions (Ygfa). Head
    south to the beach near Mannammu and let the Mudcrabs wail on you, 
    keeping the armor in decent repair and healing as necessary.
    
    Heavy Armor
    <---------------------------------------------------------------------->
    In-game text: "Heavy Armor skill is used to move and defend while 
    wearing massive and rigid armors like iron, steel, silver, Dwemer, 
    ebony, and Daedric armor. To use any style of armor effectively, the 
    wearer must be trained, conditioned, and skilled in its use."
    
    Details: As should be obvious to anyone who speaks English, heavy armor
    offers the best protection at the cost of weighing the most. As the 
    skill gets higher, each piece of heavy armor you wear receives a boost 
    to its armor rating. 
    
    Specialization: Combat
    
    Governing attribute: Endurance
    
    Increase: Hit By Opponent (+1.0)
    
    Racial bonuses: Orc (+10); Nord, Redguard (+5)
    
    Classes with Heavy Armor as a Major Skill: Battlemage, Crusader, 
    Knight, Warrior
    
    Classes with Heavy Armor as a Minor Skill: Sorcerer
    
    Top Trainers: Ulms Drathen, Armigers Stronghold, Molag Mar (up to 71);
    Shardie, Buckmoth Legion Fort (up to 76);
    Seanwen, Arena Fighters Training, Vivec (Master Trainer, up to 100).
    
    Books that raise Heavy Armor: Hallgerd's Tale; 2920, Mid Year; 
    Chimarvamidium; How Orsinium Passed to the Orcs; 36 Lessons of Vivec, 
    Sermon 12.
    
    Joinable Factions that favor Heavy Armor: Fighters Guild, House 
    Redoran, Imperial Legion.
    
    Miscellaneous comments: Heavy Armor is no harder or easier to raise
    than the other three skills. Prior to the expansions, it required some
    trickery to get a full set of Daedric armor, the most protective armor
    in the game. The expansions made it so you could find, one piece at a
    time, the full Daedric set without having to screw with Divayth Fyr. 
    I always use Heavy, because Daedric Armor gives the best protection in 
    the game and I don't mind the encumbrance once my strength hits 100. 
    You can, of course, do whatever you wish.
    
    Grinding: If you want to grind Heavy Armor, I suggest getting a full 
    set of Heavy Armor (although, because Unarmored is freely usable, a 
    partial set is acceptable). The easiest way to do this is to lift a full
    set of Steel Armor, minus the greaves, from Shadbak gra-Burbug in Fort
    Pelagiad. You can get heavy boots, along with needed repair tools, from
    Uulernil out in Pelagiad proper. When that is done, follow the Block 
    strategy from above. Go to Pelagiad, as you have restocking repair tools 
    (Uulernil) and healing potions (Ygfa). Head south to the beach near 
    Mannammu and let the Mudcrabs wail on you, keeping the armor in decent 
    repair and healing as necessary.
    
    Blunt Weapon
    <---------------------------------------------------------------------->
    In-game text: "Blunt Weapon skill makes you more effective when using 
    heavy bashing weapons like maces, hammers, clubs, or staves."
    
    Details: This is pretty self-explanatory. While skill only contributes
    to hit rate, raising this skill makes it easier to hit enemies when 
    wielding anything classed as a Blunt Weapon. In ascending order of 
    power, this category covers clubs, staves, maces, and warhammers. 
    
    Specialization: Combat
    
    Governing attribute: Strength
    
    Increase: Successful Attack (+1.0)
    
    Racial bonuses: Nord (+10); Imperial, Redguard (+5)
    
    Classes with Blunt Weapon as a Major Skill: Barbarian, Crusader
    
    Classes with Blunt Weapon as a Minor Skill: Healer, Monk, Spellsword, 
    Warrior, Witchhunter
    
    Top Trainers: Eydis Fire-Eye, Fighters Guild, Balmora (up to 72);
    Alfhedil Elf-Hewer, Upper Level, Falenserano (up to 78);
    Ernse Llervu, Abbey of St. Delyn the Wise, Vivec (Master Trainer, up to 
    100).
    
    Books that raise Blunt Weapon: The Hope of the Redoran; The Importance 
    of Where; Night Falls on Sentinel; 36 Lessons of Vivec, Sermon 3; 36 
    Lessons of Vivec, Sermon 9.
    
    Joinable Factions that favor Blunt Weapon: Fighters Guild, Imperial 
    Cult, Imperial Legion, Tribunal Temple.
    
    Miscellaneous comments: Blunt Weapon is no harder or easier to raise
    than the other melee skills. If you're grinding, I suggest finding a
    Chitin Club, the weakest option. The Daedric Mace is the best option
    here; I can see no good reason to ever use a two-handed weapon, given
    both the availability of blocking and the superior enchantment 
    capacity of shields. You're required to use a Blunt Weapon successfully
    in the final battle of the Main Quest, so even if you're ignoring my 
    leveling plan, you'll want to at least be competent by then. I 
    generally go for Long Blades once everything is maxed, but your 
    preference may vary.
    
    Grinding: If you want to grind Blunt Weapon, I suggest getting the 
    weakest possible weapon and killing things by thrusting, the weakest 
    attack. You can get a guaranteed Chitin Club at Ralen Tilvur's shop in
    Vivec's Foreign Quarter. An Iron Club is almost as good for grinding, 
    and that's available from Arrille in Seyda Neen. I will actually suggest
    sticking with the Pelagiad option, as the Mudcrabs will take plenty of 
    hits to drop at high difficulty with weak weapons, and trying to grind
    on anything stronger would require better weapons and wouldn't really be
    grinding. Pelagiad, of course, gives you restocking repair tools 
    (Uulernil) and healing potions (Ygfa), which should be everything you
    need. Kill the Mudcrabs, repair, heal, respawn, repeat. Easy.
    
    Long Blade
    <---------------------------------------------------------------------->
    In-game text: "Long Blade skill lets one use broadswords, sabers, 
    longswords, claymores, katanas, and dai-katanas more effectively."
    
    Details: This is pretty self-explanatory. While skill only contributes
    to hit rate, raising this skill makes it easier to hit enemies when 
    wielding anything classed as a Long Blade. In ascending order of 
    power, this category covers broadswords, sabres, longswords, katanas, 
    claymores, and dai-katanas. 
    
    Specialization: Combat
    
    Governing attribute: Strength
    
    Increase: Successful Attack (+1.0)
    
    Racial bonuses: Redguard (+15); Imperial (+10); Dark Elf, Nord (+5)
    
    Classes with Long Blade as a Major Skill: Archer, Bard, Crusader, 
    Knight, Scout, Spellsword, Warrior
    
    Classes with Long Blade as a Minor Skill: Assassin, Battlemage, 
    Rogue
    
    Top Trainers: Larrius Varro, Moonmoth Legion Fort (up to 74);
    Shardie, Buckmoth Legion Fort (up to 86);
    Ulms Drathen, Armigers Stronghold, Molag Mar (Master Trainer, up to 
    100).
    
    Books that raise Long Blade: Words and Philosophy; 2920, Morning 
    Star; 36 Lessons of Vivec, Sermon 17; 36 Lessons of Vivec, Sermon 
    20; 36 Lessons of Vivec, Sermon 23.
    
    Joinable Factions that favor Long Blade: Blades, East Empire Company, 
    Fighters Guild, House Redoran, Imperial Legion, Quarra Clan.
    
    Miscellaneous comments: Long Blade is no harder or easier to raise
    than the other melee skills. If you're grinding, I suggest finding an
    Iron Saber, the weakest option. The Daedric Katana is the best generic 
    option here; I can see no good reason to ever use a two-handed weapon, 
    given both the availability of blocking and the superior enchantment 
    capacity of shields. I generally go for Long Blades once everything is 
    maxed, but your preference may vary.
    
    Grinding: If you want to grind Long Blade, I suggest getting the 
    weakest possible weapon and killing things by thrusting, the weakest 
    attack. You can get a guaranteed Iron Saber at Moonmoth Legion Fort
    outside Balmora. I will actually suggest sticking with the Pelagiad 
    option, as the Mudcrabs will take plenty of hits to drop at high 
    difficulty with weak weapons, and trying to grind on anything stronger 
    would require better weapons and wouldn't really be grinding. Pelagiad, 
    of course, gives you restocking repair tools (Uulernil) and healing 
    potions (Ygfa), which should be everything you need. Kill the Mudcrabs, 
    repair, heal, respawn, repeat. Easy.
    
    Axe
    <---------------------------------------------------------------------->
    In-game text: "Axe skill helps a user wield heavy chopping weapons like 
    war axes and battleaxes more effectively."
    
    Details: This is pretty self-explanatory. While skill only contributes
    to hit rate, raising this skill makes it easier to hit enemies when 
    wielding anything classed as an Axe. In ascending order of 
    power, this category covers war axes and battleaxes. 
    
    Specialization: Combat
    
    Governing attribute: Strength
    
    Increase: Successful Attack (+1.2)
    
    Racial bonuses: Nord (+10); Orc, Redguard (+5)
    
    Classes with Axe as a Major Skill: Barbarian, Battlemage, Knight, 
    Rogue
    
    Classes with Axe as a Minor Skill: Spellsword, Warrior
    
    Top Trainers: Eydis Fire-Eye, Fighters Guild, Balmora (up to 72);
    Alfhedil Elf-Hewer, Upper Level, Falenserano (Master Trainer, up 
    to 100).
    
    Books that raise Axe: The Third Door; The Axe Man; The Seed; 36 Lessons 
    of Vivec, Sermon 5; 36 Lessons of Vivec, Sermon 16.
    
    Joinable Factions that favor Axe: Fighters Guild.
    
    Miscellaneous comments: Axe raises a little bit faster than the other
    melee skills, for whatever reason. If you're grinding, I suggest 
    finding a Chitin War Axe, the weakest option. The Daedric War Axe 
    is the best generic option here; I can see no good reason to ever use 
    a two-handed weapon, given both the availability of blocking and the 
    superior enchantment capacity of shields. I generally go for Long Blades
    once everything is maxed, but your preference may vary.
    
    Grinding: If you want to grind Axe, I suggest getting the weakest 
    possible weapon and killing things by thrusting, the weakest 
    attack. You can get a guaranteed Chitin War Axe from the Eastern Guard 
    Tower in Balmora. I will actually suggest sticking with the Pelagiad 
    option, as the Mudcrabs will take plenty of hits to drop at high 
    difficulty with weak weapons, and trying to grind on anything stronger 
    would require better weapons and wouldn't really be grinding. Pelagiad, 
    of course, gives you restocking repair tools (Uulernil) and healing 
    potions (Ygfa), which should be everything you need. Kill the Mudcrabs, 
    repair, heal, respawn, repeat. Easy.
    
    Spear
    <---------------------------------------------------------------------->
    In-game text: "Spear skill permits effective use of long-hafted 
    thrusting weapons like spears and halberds."
    
    Details: This is pretty self-explanatory. While skill only contributes
    to hit rate, raising this skill makes it easier to hit enemies when 
    wielding anything classed as a Spear. In ascending order of power, this 
    category covers spears and halberds. 
    
    Specialization: Combat
    
    Governing attribute: Endurance
    
    Increase: Successful Attack (+1.0)
    
    Racial bonuses: Argonian, Nord (+5)
    
    Classes with Spear as a Major Skill: None
    
    Classes with Spear as a Minor Skill: Acrobat, Archer, Warrior
    
    Top Trainers: Flaenia Amiulusus, Fighters Guild, Balmora (up to 44);
    Mertis Falandas, Tower of Dusk, Lower Level, Ghostgate (Master Trainer, 
    up to 100).
    
    Books that raise Spear: Smuggler's Island; 2920, First Seed; 36 Lessons 
    of Vivec, Sermon 14; 36 Lessons of Vivec, Sermon 24; 36 Lessons of 
    Vivec, Sermon 35.
    
    Joinable Factions that favor Spear: Ashlanders, House Redoran, Imperial
    Legion.
    
    Miscellaneous comments: Spear is no easier or harder to raise than the
    other melee skills. If you're grinding, I suggest finding a Chitin 
    Spear, the weakest option. The Daedric Spear is the best generic option 
    here. It's neat that, unlike in Oblivion, there's a weapon skill 
    governed by Endurance. However, once everything is maxed, I can see no 
    good reason to ever use a two-handed weapon, given both the 
    availability of blocking and the superior enchantment capacity of 
    shields. I generally go for Long Blades once everything is maxed, but 
    your preference may vary.
    
    Grinding: If you want to grind Spear, I suggest getting the weakest 
    possible weapon and killing things by chopping, the weakest attack. 
    You can get a guaranteed Chitin Spear from the Fighters Guild in 
    Balmora. I will actually suggest sticking with the Pelagiad option, as 
    the Mudcrabs will take plenty of hits to drop at high difficulty with 
    weak weapons, and trying to grind on anything stronger would require 
    better weapons and wouldn't really be grinding. Pelagiad, of course, 
    gives you restocking repair tools (Uulernil) and healing potions (Ygfa),
    which should be everything you need. Kill the Mudcrabs, repair, heal, 
    respawn, repeat. Easy.
    
    Athletics
    <---------------------------------------------------------------------->
    In-game text: "Athletics skill trains and conditions one for running and
    swimming. Skilled athletes move short and long distances over land with 
    speed and efficiency, and they also swim swiftly underwater."
    
    Details: This, along with your Speed attribute, determines how fast you
    can move while running or swimming. I'm not certain if it also boosts 
    walking or levitating speed. 
    
    Specialization: Combat
    
    Governing attribute: Speed
    
    Increases: One second running (+0.02), One second swimming (+0.03)
    
    Racial bonuses: Argonian (+15); Dark Elf, Khajiit, Redguard (+5)
    
    Classes with Athletics as a Major Skill: Acrobat, Archer, Barbarian, 
    Monk, Scout, Warrior
    
    Classes with Athletics as a Minor Skill: Assassin, Rogue, Thief
    
    Top Trainers: Huleeya, Black Shalk Cornerclub, Foreign Quarter, Vivec 
    (up to 75);
    Delyna Mandas, Onyx Hall, Tel Fyr (up to 75);
    Adibael Hainnabibi, Kaushtababi Camp (Master Trainer, up to 100).
    
    Books that raise Athletics: The Ransom of Zarek; A Dance in Fire, 
    Chapter 3; 36 Lessons of Vivec, Sermon 1; 36 Lessons of Vivec, Sermon 
    8; 36 Lessons of Vivec, Sermon 31.
    
    Joinable Factions that favor Athletics: Clan Aundae, Clan Berne, House
    Redoran, Imperial Legion, Quarra Clan, Twin Lamps.
    
    Miscellaneous comments: While Athletics is painfully slow to raise, it
    tends to take care of itself, so long as you spend most of your time 
    running. Swimming raises it a full 50% faster, so don't neglect to spend
    some time diving through the various grottos and other underwater areas.
    This will take a long time to max, but most people don't need to focus 
    on raising it.
    
    Grinding: If you want to grind Athletics, find a nice spot in the water
    clear of enemies, point yourself someplace you can swim into a corner 
    without submerging, and just press Q (auto-move) and leave. It took me 
    about 3 real-life days (yeah). If you don't mind taking an extra day or 
    so, you can do it by running into a corner in the Census & Excise 
    Office, which I actually do in the walkthrough.
    
    Enchant
    <---------------------------------------------------------------------->
    In-game text: "This skill governs the creation, use, and recharging of 
    enchanted items. Skilled enchanters are more successful at creating new 
    items. Enchanted items burn less power, and are recharged more 
    efficiently from soul gems, for a trained user."
    
    Details: The in-game text adequately describes all the benefits of the
    Enchant skill. Higher Enchant means more energy is gained from 
    recharging items with soul gems, less energy is burned per use of 
    enchanted items, and the success rate for creating new enchanted items 
    increases.
    
    Specialization: Magic
    
    Governing attribute: Intelligence
    
    Increases: Recharge Item (+5.0); Create Magic Item (+5.0); Use Magic
    Item (+0.1)
    
    Racial bonuses: High Elf (+10)
    
    Classes with Enchant as a Major Skill: Sorcerer, Witchhunter
    
    Classes with Enchant as a Minor Skill: Bard, Battlemage, Knight, Mage, 
    Spellsword
    
    Top Trainers*: Qorwynn, Indoranyon (Master Trainer, up to 100).
    *There are no other high-level Enchant trainers in the game, and 
    Qorwynn is hostile by default. He can be spoken to for training either 
    by i) Calming him and raising his disposition high enough to stop him 
    from attacking, or ii) attaining 100% Chameleon and simply speaking to
    him.
    
    Books that raise Enchant: Feyfolken I; The Wolf Queen, Book VIII; 
    Palla, Book II; 36 Lessons of Vivec, Sermon 19; The Final Lesson.
    
    Joinable Factions that favor Enchant: House Telvanni, Imperial Cult, 
    Mages Guild.
    
    Miscellaneous comments: You should be aware that, even with 100 Enchant
    and 100 Intelligence, you are only capable of creating modestly 
    powerful enchantments. If you want to guarantee success regardless of 
    power level, you'll need to use Alchemy to fortify Intelligence
    to a whopping 4900. You should also be aware that, for purposes of 
    raising the skill, recharging an item is *just as effective* as creating
    a new one.
    
    Grinding: If you want to grind Enchant, you need soul gems, a way to 
    fill them, and something to use them on. The simplest method by far is 
    to acquire Azura's Star, enchant a weapon with a cast-on-strike Soul 
    Trap, kill something that respawns using that weapon (like those 
    Mudcrabs outside Mannammu), and recharging that weapon with Azura's 
    Star. Repeat ad nauseum and the skill will raise quite fast. If you 
    can't get Azura's Star, you can get restocking soul gems from Galbedir 
    at the Balmora Mage's Guild. You can buy the Soul Trap spell from 
    Masalinie Merian at the Balmora Mage's Guild, and have Galbedir enchant 
    the weapon you want to use.
    
    Be aware that you can also raise the Enchant skill (very slowly) by 
    using "cast on use" enchanted items. Occasionally, we'll need to raise 
    it this way, so I suggest acquiring and holding onto *every* cast on 
    use item available until the skill is maxed. This has an added 
    advantage in that items are highly preferable to spells; they have no 
    casting animation, no failure rate, and they recharge more quickly 
    based on the skill-even for Atronachs, who can't recharge their magicka.
    
    Destruction
    <---------------------------------------------------------------------->
    In-game text: "The destruction skill is the mastery of the spell effects
    of the College of Destruction. Their spells harm living and unliving 
    things, and include elemental damage, draining, damaging, vulnerability,
    and disintegration magical effects."
    
    Details: As the Destruction skill increases, the chance to successfully
    cast any known Destruction spell rises.
    
    Specialization: Magic
    
    Governing attribute: Willpower
    
    Increase: Successful Cast (+1.0)
    
    Racial bonuses: Dark Elf, High Elf (+10)
    
    Classes with Destruction as a Major Skill: Battlemage, Crusader, Mage, 
    Sorcerer, Spellsword
    
    Classes with Destruction as a Minor Skill: Nightblade
    
    Top Trainers: Seryne Relas, Tel Branora (up to 81);
    Erer Darothril, Dirty Muriel's Cornerclub, Sadrith Mora (up to 81);
    Ardarume, Gateway Inn: West Wing, Sadrith Mora (up to 81);
    Leles Birian, Piernette's Farmhouse (Master Trainer, up to 100).
    
    Books that raise Destruction: The Horror of Castle Xyr; Response to 
    Bero's Speech; A Hypothetical Treachery; The Art of War Magic; 
    Mystery of Talara, Part 3.
    
    Joinable Factions that favor Destruction: House Telvanni, Mages Guild, 
    Quarra Clan.
    
    Miscellaneous comments: Premade spells kind of stink, custom spells are 
    game-breakingly overpowered. This comment will apply to all of the 
    Colleges of magic. Be aware that, in order to make an enchantment or a 
    custom spell with a given magical effect, you must already know a spell
    which uses that effect. The difference between effects and spells is 
    important to understand, and all spells will be categorized by their 
    effect in the spell list below.
    
    Grinding: If you want to grind Destruction, just make a custom spell of 
    any effect that only costs 1 Magicka, stand next to a bed, and spam it. 
    Unlike Oblivion and Skyrim, you do not need to hit valid targets to 
    raise the skill; you need only successfully cast. If you're smart and 
    have the Atronach birthsign, you should instead stand next to a merchant
    who restocks Restore Magicka potions. Nalcarya of White Haven in 
    Balmora, who has restocking Exclusive-quality potions, is an excellent 
    choice.
    
    Alteration
    <---------------------------------------------------------------------->
    In-game text: "Students of the College of Alteration manipulate the 
    physical world and its natural properties. Alteration effects include 
    water breathing and walking, jumping, levitating, burdening, opening and
    locking, and creating shield barriers against physical damage."
    
    Details: As the Alteration skill increases, the chance to successfully
    cast any known Alteration spell rises.
    
    Specialization: Magic
    
    Governing attribute: Willpower
    
    Increase: Successful Cast (+1.0)
    
    Racial bonuses: Breton, High Elf (+5)
    
    Classes with Alteration as a Major Skill: Battlemage, Healer, Mage, 
    Nightblade, Sorcerer, Spellsword
    
    Classes with Alteration as a Minor Skill: Acrobat, Scout
    
    Top Trainers: Yakin Bael, Vos Chapel, Vos (up to 71);
    Ardarume, Gateway Inn: West Wing, Sadrith Mora (up to 76);
    Seryne Relas, Tel Branora (Master Trainer, up to 100).
    
    Books that raise Alteration: Breathing Water; The Dragon Break 
    Re-Examined; Sithis; 36 Lessons of Vivec, Sermon 13; The Lunar Lorkhan.
    
    Joinable Factions that favor Alteration: Ashlanders, Mages Guild, House
    Telvanni.
    
    Miscellaneous comments: Premade spells kind of stink, custom spells are 
    game-breakingly overpowered. This comment will apply to all of the 
    Colleges of magic. Be aware that, in order to make an enchantment or a 
    custom spell with a given magical effect, you must already know a spell
    which uses that effect. The difference between effects and spells is 
    important to understand, and all spells will be categorized by their 
    effect in the spell list below.
    
    Grinding: If you want to grind Alteration, just make a custom spell of 
    any effect that only costs 1 Magicka, stand next to a bed, and spam it. 
    If you're smart and have the Atronach birthsign, you should instead 
    stand next to a merchant who restocks Restore Magicka potions. Nalcarya 
    of White Haven in Balmora, who has restocking Exclusive-quality potions,
    is an excellent choice.
    
    Illusion
    <---------------------------------------------------------------------->
    In-game text: "Spell effects of the College of Illusion alter the 
    perceptions and thoughts of living subjects. Illusion effects blind, 
    illuminate, paralyze, and silence, calm or enrage, charm, distract and 
    camouflage, and render invisible."
    
    Details: As the Illusion skill increases, the chance to successfully
    cast any known Illusion spell rises.
    
    Specialization: Magic
    
    Governing attribute: Personality
    
    Increase: Successful Cast (+1.0)
    
    Racial bonuses: Argonian, Breton, High Elf (+5)
    
    Classes with Illusion as a Major Skill: Mage, Nightblade
    
    Classes with Illusion as a Minor Skill: Agent, Bard, Healer, Pilgrim, 
    Sorcerer
    
    Top Trainers: Erer Darothril, Dirty Muriel's Cornerclub, Sadrith Mora
    (Master Trainer, up to 100).
    
    Books that raise Illusion: The Wolf Queen, Book III; Silence; Incident 
    in Necrom; Palla, Book I; Mystery of Talara, Part 4.
    
    Joinable Factions that favor Illusion: Clan Aundae, House Telvanni, 
    Mages Guild, Morag Tong
    
    Miscellaneous comments: Premade spells kind of stink, custom spells are 
    game-breakingly overpowered. This comment will apply to all of the 
    Colleges of magic. Be aware that, in order to make an enchantment or a 
    custom spell with a given magical effect, you must already know a spell
    which uses that effect. The difference between effects and spells is 
    important to understand, and all spells will be categorized by their 
    effect in the spell list below.
    
    Grinding: If you want to grind Illusion, just make a custom spell of 
    any effect that only costs 1 Magicka, stand next to a bed, and spam it. 
    If you're smart and have the Atronach birthsign, you should instead 
    stand next to a merchant who restocks Restore Magicka potions. Nalcarya 
    of White Haven in Balmora, who has restocking Exclusive-quality potions,
    is an excellent choice.
    
    Conjuration
    <---------------------------------------------------------------------->
    In-game text: "The spell effects of the College of Conjuration include 
    the mental domination of mundane and magical creatures, summonation of 
    otherworldly weapons and armor, and summonation of Daedric or undead 
    servants and powers to serve and protect the caster."
    
    Details: As the Conjuration skill increases, the chance to successfully
    cast any known Conjuration spell rises.
    
    Specialization: Magic
    
    Governing attribute: Intelligence
    
    Increase: Successful Cast (+1.0)
    
    Racial bonuses: Breton (+10); High Elf (+5)
    
    Classes with Conjuration as a Major Skill: Battlemage, Sorcerer, 
    Witchhunter
    
    Classes with Conjuration as a Minor Skill: Agent, Mage
    
    Top Trainers*: Avus Belvilo, Storage Shack, Dren Plantation (up to 70);
    Abelle Chriditte, Propylon Chamber, Valenvaryon (up to 81);
    Methal Seran, Temple, Ald'ruhn (Master Trainer, up to 100).
    *You must be a member of the Tribunal Temple faction to receive 
    Master Training from Methal Seran.
    
    Books that raise Conjuration: Feyfolken II; Feyfolken III; 2920, 
    Hearth Fire; 2920, FrostFall; The Warrior's Charge.
    
    Joinable Factions that favor Conjuration: Clan Aundae, House Telvanni, 
    Imperial Cult, Tribunal Temple
    
    Miscellaneous comments: Premade spells kind of stink, custom spells are 
    game-breakingly overpowered. This comment will apply to all of the 
    Colleges of magic. Be aware that, in order to make an enchantment or a 
    custom spell with a given magical effect, you must already know a spell
    which uses that effect. The difference between effects and spells is 
    important to understand, and all spells will be categorized by their 
    effect in the spell list below.
    
    Grinding: If you want to grind Conjuration, just make a custom spell of 
    any effect that only costs 1 Magicka, stand next to a bed, and spam it. 
    If you're smart and have the Atronach birthsign, you should instead 
    stand next to a merchant who restocks Restore Magicka potions. Nalcarya 
    of White Haven in Balmora, who has restocking Exclusive-quality potions,
    is an excellent choice.
    
    Mysticism
    <---------------------------------------------------------------------->
    In-game text: "The spells of the College of Mysticism shape and focus 
    otherworldly forces to bind souls in gems, or teleport the caster's 
    body, or manipulate the world with telekinesis, or absorb or reflect 
    magical energies, or sense unseen objects at a distance."
    
    Details: As the Mysticism skill increases, the chance to successfully
    cast any known Mysticism spell rises.
    
    Specialization: Magic
    
    Governing attribute: Willpower
    
    Increase: Successful Cast (+1.0)
    
    Racial bonuses: Breton (+10); Argonian, Dark Elf (+5)
    
    Classes with Mysticism as a Major Skill: Healer, Mage, Nightblade, 
    Sorcerer
    
    Classes with Mysticism as a Minor Skill: Battlemage, Witchhunter
    
    Top Trainers: Leles Birian, Piernette's Farmhouse (up to 81);
    Abelle Chriditte, Propylon Chamber, Valenvaryon (up to 81);
    Ardarume, Gateway Inn: West Wing, Sadrith Mora (Master Trainer, up to 
    100).
    
    Books that raise Mysticism: The Firsthold Revolt; 2920, Sun's Dawn; 36
    Lessons of Vivec, Sermon 4; 36 Lessons of Vivec, Sermon 36; 
    Charwich-Koniinge, Volume 3.
    
    Joinable Factions that favor Mysticism: Ashlanders, Clan Aundae, House 
    Telvanni, Imperial Cult, Mages Guild, Tribunal Temple
    
    Miscellaneous comments: Premade spells kind of stink, custom spells are 
    game-breakingly overpowered. This comment will apply to all of the 
    Colleges of magic. Be aware that, in order to make an enchantment or a 
    custom spell with a given magical effect, you must already know a spell
    which uses that effect. The difference between effects and spells is 
    important to understand, and all spells will be categorized by their 
    effect in the spell list below.
    
    Grinding: If you want to grind Mysticism, just make a custom spell of 
    any effect that only costs 1 Magicka, stand next to a bed, and spam it. 
    If you're smart and have the Atronach birthsign, you should instead 
    stand next to a merchant who restocks Restore Magicka potions. Nalcarya 
    of White Haven in Balmora, who has restocking Exclusive-quality potions,
    is an excellent choice.
    
    Restoration
    <---------------------------------------------------------------------->
    In-game text: "Adepts of the College of Restoration heal, restore, and 
    fortify the body's attributes and abilities, cure disease, and protect 
    it from other malign influences. Restoration spells can also augment or 
    absorb strength, endurance, intelligence, agility, and other bodily 
    attributes."
    
    Details: As the Restoration skill increases, the chance to successfully
    cast any known Restoration spell rises.
    
    Specialization: Magic
    
    Governing attribute: Willpower
    
    Increase: Successful Cast (+1.0)
    
    Racial bonuses: Breton (+10)
    
    Classes with Restoration as a Major Skill: Healer, Mage, Pilgrim, 
    Spellsword
    
    Classes with Restoration as a Minor Skill: Archer, Crusader, Knight, 
    Monk
    
    Top Trainers: Leles Birian, Piernette's Farmhouse (up to 81);
    Yakin Bael, Vos Chapel, Vos (Master Trainer, up to 100).
    
    Books that raise Restoration: Withershins; Notes on Racial Phylogeny; 
    The Four Suitors of Benitah; 2920, Rain's Hand; Mystery of Talara, 
    Part 2.
    
    Joinable Factions that favor Restoration: Blades, Imperial Cult, 
    Tribunal Temple
    
    Miscellaneous comments: Premade spells kind of stink, custom spells are 
    game-breakingly overpowered. This comment will apply to all of the 
    Colleges of magic. Be aware that, in order to make an enchantment or a 
    custom spell with a given magical effect, you must already know a spell
    which uses that effect. The difference between effects and spells is 
    important to understand, and all spells will be categorized by their 
    effect in the spell list below.
    
    Grinding: If you want to grind Restoration, just make a custom spell of 
    any effect that only costs 1 Magicka, stand next to a bed, and spam it. 
    If you're smart and have the Atronach birthsign, you should instead 
    stand next to a merchant who restocks Restore Magicka potions. Nalcarya 
    of White Haven in Balmora, who has restocking Exclusive-quality potions,
    is an excellent choice.
    
    Alchemy
    <---------------------------------------------------------------------->
    In-game text: "Alchemy identifies magical properties in mundane 
    substances. Substances are consumed directly, or prepared as potions to 
    provide long-lasting benefits like healing and curing disease, 
    water-walking, magical shielding, and fortifying bodily attributes."
    
    Details: The in-game text alludes to all of the effects this skill has.
    First, an ingredient can have anywhere between one and four effects. As 
    the skill rises, your identification ability progresses as follows: 
    0-14, no effects visible; 15-29, one effect visible; 30-44, two effects
    visible; 45-59, three effects visible; 60+, all effects visible. Note, 
    however, that the identification system can be somewhat circumvented by
    simple trial and error. Even if you can't visually identify an effect, 
    if you go to the Alchemy interface, it will always indicate whether a 
    combination of two ingredients shares an effect or not. Second, as the 
    skill increases, your chance of successfully experiencing an 
    ingredient's first effect when that ingredient is consumed goes up. 
    Third, as the skill increases, your chance of successfully creating 
    potions increases. Fourth, as the skill increases, the magnitude, 
    duration, and value of created potions all increase. Those values are 
    further effected by the presence of calcinators, alembics, and/or 
    retorts in addition to the required mortar & pestle. The quality of any
    equipment also impacts potion quality.
    
    Specialization: Magic
    
    Governing attribute: Intelligence
    
    Increases: Create Potion (+2.0); Eat Ingredient (+0.5)
    
    Racial bonuses: High Elf (+10); Argonian, Breton, Wood Elf (+5)
    
    Classes with Alchemy as a Major Skill: Bard, Witchhunter
    
    Classes with Alchemy as a Minor Skill: Assassin, Battlemage, Crusader, 
    Healer, Mage, Pilgrim, Scout, Spellsword
    
    Top Trainers: Abelle Chriditte, Propylon Chamber, Valenvaryon 
    (Master Trainer, up to 100).
    
    Books that raise Alchemy: A Game at Dinner; The Cake and the Diamond; 
    Song of the Alchemists; 36 Lessons of Vivec, Sermon 2; 36 Lessons of 
    Vivec, Sermon 18; The Song of Uncle Sweetshare.
    
    Joinable Factions that favor Alchemy: Mages Guild, Tribunal Temple
    
    Miscellaneous comments: Alchemy, in combination with enchanting, is the
    way to make yourself powerful. Apart from your raw levels, power comes 
    from great enchantments. Great enchantments either cost literally 
    thousands of gold, or require that Intelligence be fortified to 4900. 
    That fortification happens through Alchemy. You can make sufficiently 
    powerful potions by using a Fortify Intelligence loop; make a potion 
    of Fortify Intelligence, drink it, make another potion of Fortify 
    Intelligence, and repeat until Intelligence reaches at least 4900. 
    Once it hits that threshold, enchant away. The critical ingredients to 
    fortify Intelligence are ash yams, bloat, netch leather, and horker 
    tusks. One merchant who restocks at least two ingredients is Aunius 
    Autrus at the Imperial Shrine in Wolverine Hall in Sadrith Mora. As far 
    as raising the skill to 100 for simple build purposes, the easiest thing
    to do is grab the Apprentice's Mortar and Pestle from Arrille's 
    Tradehouse before leaving Seyda Neen. With that, just make sure to 
    spend time harvesting ingredients as you move through the game, and turn
    them into potions as you can. Note that potion quality is irrelevant to
    skill gain, unlike Skyrim. 
    
    Grinding: If you want to grind Alchemy, make sure you have at least a 
    Mortar and Pestle, get next to an alchemy merchant who restocks a nice 
    set of ingredients (Nalcarya of White Haven in Balmora is a good 
    choice), get ingredients that share an effect, turn them into potions, 
    sell them to your chosen merchant, and repeat ad nauseum. Gains can be 
    slow when you're still failing a lot, but creating potions raises this 
    skill pretty quickly.
    
    Unarmored
    <---------------------------------------------------------------------->
    In-game text: "Unarmored skill lets one avoid or reduce injury during 
    combat while not wearing any armor by evading, deflecting, or absorbing 
    blows. Those versed in this skill are better defended wearing no armor 
    at all than they are when wearing armor."
    
    Details: The in-game text is a bit misleading. As this skill increases, 
    any portion of your body that is unprotected by armor gains some 
    inherent armor rating, up to a maximum of 65 when the skill reaches 100.
    Obviously, anything with a better armor rating than that will still 
    provide better protection, regardless of the description's claim that 
    you're better protected wearing no armor at all. However, that 65 is 
    better than a lot of lower-quality armors. 
    
    Specialization: Magic
    
    Governing attribute: Speed
    
    Increase: Hit By Opponent (+1.0)
    
    Racial bonuses: Argonian (+5)
    
    Classes with Unarmored as a Major Skill: Acrobat, Monk
    
    Classes with Unarmored as a Minor Skill: Agent, Archer, Barbarian, 
    Healer, Mage, Nightblade, Scout, Witchhunter
    
    Top Trainers: Caius Cosades, Balmora (up to 70);
    Khargol gro-Boguk, Vacant Tower, Dagon Fel (Master Trainer, up to 
    100).
    
    Books that raise Unarmored: The Wraith's Wedding Dowry; 
    Charwich-Koniinge, Volume 1; 36 Lessons of Vivec, Sermon 11; 36 
    Lessons of Vivec, Sermon 15; 36 Lessons of Vivec, Sermon 34.
    
    Joinable Factions that favor Unarmored: Clan Aundae, Clan Berne, 
    Quarra Clan, Imperial Cult, Tribunal Temple, Twin Lamps
    
    Miscellaneous comments: Unarmored is no harder or easier to raise
    than the other three skills. As stated above, it only provides better 
    protection than lower-tier armors, and that assumes the skill is maxed.
    It can be difficult to raise this skill before you have a decent health
    pool, especially at high difficulties.
    
    Grinding: If you want to grind Unarmored, I suggest waiting until you 
    have a decent health pool, although you're welcome to try it whenever 
    you wish. When you're ready, take off all your armor and go find some
    Mudcrabs. I'll stick with my suggestion of the group outside Mannammu, 
    near Pelagiad. The lack of armor means you don't need to worry about 
    repair tools, but you'll still need healing, and Ygfa restocks potions
    at Fort Pelagiad.
    
    A note on Unarmored: due to a glitch, the game effectively gives you an 
    armor rating of 0 despite what's listed in your inventory if you are 
    entirely unarmorer. This bug can be negated by wearing a single piece 
    of a different armor type, which I highly recommend-0 armor on 100 
    difficulty is a recipe for instant death.
    
    Security
    <---------------------------------------------------------------------->
    In-game text: "Security skill lets one open locked doors and containers 
    with lock-picks or disarm traps with probes. This skill is essential 
    for agents and thieves alike."
    
    Details: The in-game text is pretty accurate. Security, along with 
    Agility (despite being governed by Intelligence) and the quality of the 
    lockpick or probe being used, determines the chance of successfully 
    opening a lock or disarming a trap. If your success chance is 0, you 
    will get a message stating "lock too complex." Security has one other, 
    very minor use. There are four sealed scrolls in the game, and after 
    opening them, you have the option to try and reseal them. Your chance to
    do so successfully is also governed by the Security skill. 
    
    Specialization: Stealth
    
    Governing attribute: Intelligence
    
    Increases: Disarm Trap (+3.0); Open Lock (+2.0)
    
    Racial bonuses: Khajiit (+5)
    
    Classes with Security as a Major Skill: Thief
    
    Classes with Security as a Minor Skill: Assassin, Bard, Nightblade
    
    Top Trainers*: Hecerinde, Balmora (Master Trainer, up to 100).
    *You must be at least Operative rank in the Thieves Guild before
    Hecerinde will train you.
    
    Books that raise Security: The Locked Room; The Wolf Queen, Book I; The 
    Dowry; Chance's Folly; Surfeit of Thieves; Bloody Note; Thauraver's 
    Orders.
    
    Joinable Factions that favor Security: East Empire Company, 
    House Hlaalu, Thieves Guild, Twin Lamps
    
    Miscellaneous comments: Security has no minigame like it does in 
    Oblivion or Skyrim-it's a success or failure proposition. Further, 
    even when there is a success, you burn one of the limited uses each 
    lockpick or probe has. Consequently, you'll need to stay well-stocked 
    on thieves' tools. Fortunately, that isn't a very tall order. Note that
    disarming traps raises the skill 50% faster than opening locks does.
    This skill levels quite naturally as you go, so long as you use it to 
    open any locks and disarm any traps you find.
    
    Grinding: If you want to grind Security, you need to be at a point where
    you can also raise Alteration. The only way to grind the skill is to 
    cast a Lock spell on something (I suggest a custom level 1 Lock spell) 
    and then pick it open. You should ideally be near someone who restocks
    lockpicks; Bolnor Andrani at the Hlaalu Council Manor in Balmora is a 
    good source, but there are lots out there. You will also, of course, 
    need the Lock effect-it's available from Medila Indaren at the Caldera
    Mages Guild, in the form of Fenrick's Doorjam. You can then have a 
    spellmaker make your custom spell.
    
    Sneak
    <---------------------------------------------------------------------->
    In-game text: "The Sneak discipline is the art of moving unseen and 
    unheard. Skilled sneaks are also adept pickpockets."
    
    Details: The in-game text is pretty accurate. Sneak, along with Agility,
    determines your odds of remaining undetected in Sneak mode and of 
    successfully picking pockets undetected. Note that pickpocketing is 
    rather broken (they actually didn't finish coding it), and it's almost 
    impossible to successfully pickpocket anything until Sneak is nearly 
    maxed. Also note that a successful attack while sneaking and undetected 
    will result in critical damage. You should also note that line-of-sight
    matters a great deal-enemies are three times more likely to detect you 
    if you're in front of them.
    
    Specialization: Stealth
    
    Governing attribute: Agility
    
    Increases: Successful Pickpocket (+2.0); Avoid Notice (+0.25)
    
    Racial bonuses: Wood Elf (+10); Khajiit (+5)
    
    Classes with Sneak as a Major Skill: Acrobat, Agent, Assassin, Monk, 
    Nightblade, Scout, Thief
    
    Classes with Sneak as a Minor Skill: Archer, Witchhunter
    
    Top Trainers*: Aerin, Andus Tradehouse, Maar Gan (up to 84);
    Wadarkhu, Dreugh-Jigger's Rest, Gnaar Mok (Master Trainer, up to 100);
    Ri'Shajirr, Shenk's Shovel, Caldera (Master Trainer, up to 100).
    *Sneak is the only skill in the game with two Master Trainers.
    
    Books that raise Sneak: The Wolf Queen, Book VI; 2920, Last Seed; 
    Azura and the Box; Trap; 36 Lessons of Vivec, Sermon 26.
    
    Joinable Factions that favor Sneak: Clan Berne, Blades, Morag Tong, 
    Thieves Guild, Twin Lamps
    
    Miscellaneous comments: Sneak is almost useless until it reaches very 
    high levels, where it's like the engine finally turns over and it 
    becomes an incredibly useful tool. If you intend to play without buying 
    anything, like my walkthrough advocates, you'll be heavily reliant on 
    thievery, and especially on picking pockets. Accordingly, I usually 
    start the game by grinding Sneak from 5 to 100. It's the only skill 
    where I grind that dramatically, I get it done at the very start, and it
    is most certainly worth it. While picking pockets is ostensibly a better
    way to raise the skill, you just won't succeed at low levels, making it 
    a fool's errand to try and raise the skill that way.
    
    Grinding: If you want to grind Sneak (and trust me, you do), find 
    somebody who's alone, weight the sneak key, and leave for about 8 
    hours. I usually turn around and head back into Census and Excise right 
    after character creation ends and use Sellus Gravius to max my skill 
    for the rest of the game.
    
    Acrobatics
    <---------------------------------------------------------------------->
    In-game text: "Acrobatics skill enables one to jump long distances and 
    to avoid damage when falling from great heights. Nimble acrobats can 
    reach areas others cannot get to and can direct their paths while 
    falling."
    
    Details: The in-game text is pretty accurate. Higher Acrobatics means 
    you both jump farther and can fall farther without taking damage.
    
    Specialization: Stealth
    
    Governing attribute: Strength
    
    Increases: Fall (+3.0); Jump (+0.15)
    
    Racial bonuses: Khajiit (+15); Wood Elf (+5)
    
    Classes with Acrobatics as a Major Skill: Acrobat, Agent, Assassin, 
    Bard, Monk, Thief
    
    Classes with Acrobatics as a Minor Skill: Barbarian
    
    Top Trainers: Sugar-Lips Habasi, South Wall Cornerclub, Balmora (up 
    to 77);
    Aerin, Andus Tradehouse, Maar Gan (up to 79);
    Senyndie, Arena Fighters Quarters, Vivec (Master Trainer, up to 100).
    
    Books that raise Acrobatics: Realizations of Acrobacy; A Dance in Fire, 
    Chapter 1; A Dance in Fire, Chapter 4; The Black Arrow, Volume 1; 
    Mystery of Talara, Part 1.
    
    Joinable Factions that favor Acrobatics: Clan Aundae, Clan Berne, 
    Morag Tong, Quarra Clan, Thieves Guild
    
    Miscellaneous comments: Acrobatics is fun, and very easy to raise. When
    it gets high, you can make some pretty ludicrous jumps, and there are 
    plenty of dungeon areas that are only accessible with either high 
    Acrobatics or the ability to levitate. Note that, for a fall to 
    increase skill experience, it must be a fall sufficient to cause damage.
    Once it is, the amount of damage is irrelevant.
    
    Grinding: If you want to grind Acrobatics, find a nice steep hill you 
    can repeatedy jump up. It's important that the jump get interrupted so 
    you can mash the bejeezus out of that Jump key. The classic place to 
    grind Acrobatics is on any one of the big ramps on the exterior of 
    Vivec's cantons.
    
    Light Armor
    <---------------------------------------------------------------------->
    In-game text: "Light armor skill lets one move and defend while wearing 
    light-weight, flexible armors like leather, boiled leather, fur, chitin,
    and glass armor. To use any style of armor effectively, the wearer must 
    be trained, conditioned, and skilled in its use."
    
    Details: As should be obvious to anyone who speaks English, light armor
    offers the lowest protection with the benefit of weighing the least. As 
    the skill gets higher, each piece of light armor you wear receives a 
    boost to its armor rating. 
    
    Specialization: Stealth
    
    Governing attribute: Agility
    
    Increase: Hit By Opponent (+1.0)
    
    Racial bonuses: Wood Elf (+10); Dark Elf, Imperial, Khajiit (+5)
    
    Classes with Light Armor as a Major Skill: Agent, Archer, Assassin, 
    Rogue, Thief, Witchhunter
    
    Classes with Light Armor as a Minor Skill: Acrobat, Barbarian, Healer, 
    Monk, Nightblade, Scout
    
    Top Trainers: Ruccia Conician, Grand Council Chambers, Ebonheart (up 
    to 70);
    Aerin, Andus Tradehouse, Maar Gan (Master Trainer, up to 100).
    
    Books that raise Light Armor: The Rear Guard; Ice and Chitin; Lord 
    Jornibret's Last Dance; 36 Lessons of Vivec, Sermon 21; 36 Lessons of 
    Vivec, Sermon 28.
    
    Joinable Factions that favor Light Armor: Ashlanders, Blades, House 
    Hlaalu, Morag Tong, Thieves Guild
    
    Miscellaneous comments: Light Armor is no harder or easier to raise
    than the other three skills. If you have Tribunal, once you survive the 
    first Dark Brotherhood attack, you'll have a killer set of Light Armor.
    I typically prefer Heavy Armor once all is maxed, as it has both a 
    better protection rating and a higher enchantment potential. Of course, 
    if you like the Light Armor aesthetic, you'll do just fine in glass 
    with maxed stats.
    
    Grinding: If you want to grind Light Armor, I suggest getting a full 
    set of Light Armor (although, because Unarmored is freely usable, a 
    partial set is acceptable). The easiest way to do this is to rest until 
    your first Dark Brotherhood attack. Kill the assassin and presto, you 
    have a (very good) set of Light Armor. I then suggest going 
    to Pelagiad, as you have restocking repair tools (Uulernil) and healing
    potions (Ygfa). Head south to the beach near Mannammu and let the 
    Mudcrabs wail on you, keeping the armor in decent repair and healing as
    necessary.
    
    Short Blade
    <---------------------------------------------------------------------->
    In-game text: "Characters with great short-blade skill are more 
    effective with short, quick, thrusting weapons like daggers, tantos, 
    short swords, and wakizashis."
    
    Details: This is pretty self-explanatory. While skill only contributes
    to hit rate, raising this skill makes it easier to hit enemies when 
    wielding anything classed as a Short Blade. In ascending order of power,
    this category covers daggers, tantos, short swords, and wakizashis. 
    
    Specialization: Stealth
    
    Governing attribute: Speed
    
    Increase: Successful Attack (+0.75)
    
    Racial bonuses: Dark Elf (+10); Khajiit, Redguard (+5)
    
    Classes with Short Blade as a Major Skill: Agent, Assassin, Nightblade, 
    Rogue, Thief
    
    Classes with Short Blade as a Minor Skill: Mage, Pilgrim, Sorcerer
    
    Top Trainers: Athyn Sarethi, Sarethi Manor, Ald'ruhn (up to 70);
    Nileno Dorvayn, Hlaalu Council Manor, Balmora (up to 74);
    Todwendy, Lucky Lockup, Balmora (Master Trainer, up to 100).
    
    Books that raise Short Blade: Unnamed Book; 2920, Sun's Dusk; 2920, 
    Evening Star; 36 Lessons of Vivec, Sermon 10; 36 Lessons of Vivec, 
    Sermon 30.
    
    Joinable Factions that favor Short Blade: Clan Berne, House Hlaalu, 
    Morag Tong, Thieves Guild
    
    Miscellaneous comments: Short Blade, for whatever reason, raises 25% 
    more slowly than the other melee skills. If you're grinding, I suggest 
    finding a Chitin Dagger, the weakest option. The Daedric Wakizashi is 
    the best generic option here. Short Blades are quick and cool, and I 
    actually like them quite a bit even though I generally go for Long 
    Blades once everything is maxed.
    
    Grinding: If you want to grind Short Blade, I suggest getting the 
    weakest possible weapon and killing things by chopping, the weakest 
    attack. You can get a guaranteed Chitin Dagger from Addamasartus, the
    smuggler cave and traditional first dungeon just outside Seyda Neen. I 
    will actually suggest sticking with the Pelagiad option, as the Mudcrabs
    will take plenty of hits to drop at high difficulty with weak weapons, 
    and trying to grind on anything stronger would require better weapons 
    and wouldn't really be grinding. Pelagiad, of course, gives you 
    restocking repair tools (Uulernil) and healing potions (Ygfa), which 
    should be everything you need. Kill the Mudcrabs, repair, heal, 
    respawn, repeat. Easy.
    
    Marksman
    <---------------------------------------------------------------------->
    In-game text: "With the marksman skill, one is more effective with 
    ranged weapons like the short bow, long bow, crossbow, throwing star, 
    and throwing knife."
    
    Details: This is pretty self-explanatory. While skill only contributes
    to hit rate, raising this skill makes it easier to hit enemies when 
    wielding any ranged weapon. In ascending order of power, this category 
    covers throwing knives, darts/throwing stars (equal in power), short 
    bows, long bows, and crossbows. 
    
    Specialization: Stealth
    
    Governing attribute: Agility
    
    Increase: Successful Attack (+1.0)
    
    Racial bonuses: Wood Elf (+15); Dark Elf (+5)
    
    Classes with Marksman as a Major Skill: Acrobat, Archer, Assassin, 
    Pilgrim, Witchhunter
    
    Classes with Marksman as a Minor Skill: Barbarian, Battlemage, Monk, 
    Nightblade, Scout, Sorcerer, Thief, Warrior
    
    Top Trainers: Missun Akin, Falasmaryon (Master Trainer, up to 100).
    
    Books that raise Marksman: The Gold Ribbon of Merit; A Dance in Fire, 
    Chapter 5; Vernaccus and Bourlor; The Marksmanship Lesson; The Black 
    Arrow, Volume II.
    
    Joinable Factions that favor Marksman: Ashlanders, Clan Berne, Blades, 
    House Hlaalu, Morag Tong, Thieves Guild
    
    Miscellaneous comments: Marksman increases at the same rate as the
    standard melee skills. If you're grinding, I suggest finding a Chitin 
    Short Bow and shooting Chitin Arrows. While this isn't the weakest 
    option (that'd be an Iron Throwing Knife), it's the weakest that's 
    practical, given the need for ammunition. The Daedric Long Bow is 
    the best generic option here. I always end up toting a Daedric Long 
    Bow, as I find Marksman to be a much more practical ranged option than
    Destruction magic, especially for Cliff Racers.
    
    Grinding: If you want to grind Marksman, I suggest getting the 
    weakest practical weapon, considering ammo availability, and killing 
    things. You can get a guaranteed Chitin Short Bow from Mebestien Ence 
    in Pelagiad. Conveniently, you also have restocking Iron Arrows from 
    Shadbak gra-Burbug in Fort Pelagiad. I then suggest sticking with the 
    Pelagiad option, as the Mudcrabs will take plenty of hits to drop at 
    high difficulty with weak weapons, and trying to grind on anything 
    stronger would require better weapons and wouldn't really be grinding. 
    Pelagiad, of course, gives you restocking repair tools (Uulernil), 
    restocking arrows (Shadbak gra-Burbug), and healing potions (Ygfa), 
    which should be everything you need. Kill the Mudcrabs, repair, heal, 
    respawn, repeat. Easy.
    
    Mercantile
    <---------------------------------------------------------------------->
    In-game text: "Mercantile skill is the art of buying low and selling 
    high. This skill guarantees lower initial prices for goods, equipment, 
    and services, and improves chances of getting better deals by 
    bargaining."
    
    Details: The in-game text is fairly accurate. Mercantile skill combines
    with a merchant's disposition toward your character to determine the 
    initial modifier applied to an item's base value. That modified value 
    becomes the initial buying or selling price. This applies to objects in
    the barter menu as well as all services, including spell or training 
    purchases. Additionally, you can take that initial offer and attempt to
    haggle. The success chance depends on the percentage you attempt to 
    haggle by, the Personality attribute, and the Mercantile skill.
    
    Specialization: Stealth
    
    Governing attribute: Personality
    
    Increase: Successful Bargain (+0.3); Successful Max Bargain (+30.0)
    
    Racial bonuses: Imperial (+10)
    
    Classes with Mercantile as a Major Skill: Pilgrim, Rogue
    
    Classes with Mercantile as a Minor Skill: Agent, Bard, Knight, Thief
    
    Top Trainers: Ababael Timsar-Dadisun, Zainab Camp (Master Trainer, 
    up to 100).
    
    Books that raise Mercantile: The Buying Game; The Wolf Queen, Book IV; 
    2920, Sun's Height; A Dance in Fire, Chapter 6; A Dance in Fire, 
    Chapter 7.
    
    Joinable Factions that favor Mercantile: East Empire Company, House 
    Hlaalu.
    
    Miscellaneous comments: Mercantile is supremely easy to raise. Just 
    move the slider a little bit on each transaction, and it will creep up 
    throughout the entire game. Note that skill increase is based on the 
    percentage of the bargain. This means that selling a 3 gold item for 
    4 gold will give more experience than selling a 900 gold item for 1000
    gold. Note that when the UESPWiki refers to a "successful max 
    bargain," this refers to either selling a single cheap item for all 
    of a merchant's gold or successfully buying an expensive item for 1 
    gold.
    
    Grinding: If you want to grind Mercantile, pick a merchant with a good 
    disposition toward you. Next, pick an item. Haggle him or her down a 
    bit, and buy the item. Now, sell it back to them, only haggle up. You'll
    probably eat some gold early on, but as the skill rises, you'll be able 
    to break even and eventually profit. Remember that higher percentage 
    bargains, while more likely to fail, also grant more skill experience.
    
    Speechcraft
    <---------------------------------------------------------------------->
    In-game text: "Those skilled in speechcraft influence others by 
    admiring, intimidating, and taunting them. Listeners are more willing to
    divulge information or entrust important tasks to the skilled speaker."
    
    Details: The in-game text is fairly accurate. There are four ways to 
    attempt to persuade NPCs. Admire is the most straightforward, and when 
    it succeeds, it simply raises the NPC's dispostion in a persistent 
    manner. It relies on your Personality attribute, the NPC's beginning 
    disposition toward your character, the NPC's own Speechcraft skill, and 
    your Speechcraft skill. The second option is Intimidate. When it 
    succeeds, it raises the NPC's disposition, but only until the dialogue 
    box is closed. When you open it again, disposition will be substantially
    lower than it was before. In addition to the above factors, Intimidate 
    is also partially reliant on your Strength, as well as the NPC's. The 
    third option is Taunt. Taunt will dramatically lower disposition 
    whether it succeeds or fails, but only a successful series of Taunts 
    will goad an NPC into attacking you. This can be desirable if you want 
    to kill someone who is not hostile without incurring a bounty, as if 
    they attack first, the killing is in self-defense. Taunt relies on the 
    same factors as Admire. Finally, you can Bribe NPCs with 10, 100, or 
    1000 gold. Bribes raise disposition permanently, like Admiring. Bribe 
    success, although it raises Speechcraft skill, actually uses Mercantile 
    instead of Speechcraft to calculate success chance. Of course, the size
    of the bribe also matters.
    
    Specialization: Stealth
    
    Governing attribute: Personality
    
    Increase: Successful Persuasion (+1.0)
    
    Racial bonuses: Imperial (+10)
    
    Classes with Speechcraft as a Major Skill: Agent, Bard, Healer, Knight, 
    Pilgrim
    
    Classes with Speechcraft as a Minor Skill: Acrobat, Rogue, Thief
    
    Top Trainers: Caius Cosades, Balmora (up to 70);
    Ruccia Conician, Grand Council Chambers, Ebonheart up to 75);
    Skink-in-Tree's-Shade, Mages Guild, Wolverine Hall, Sadrith Mora 
    (Master Trainer, up to 100).
    
    Books that raise Speechcraft: Biography of the Wolf Queen; The Wolf 
    Queen, Book V; 2920, Second Seed; The Wolf Queen, Book VII; 36 Lessons 
    of Vivec, Sermon 27.
    
    Joinable Factions that favor Speechcraft: Blades, East Empire Company, 
    House Hlaalu, Imperial Cult, Twin Lamps
    
    Miscellaneous comments: Speechcraft is supremely easy to raise. Just 
    persuade everybody you need to deal with to 100 disposition, and it 
    will max in a jiffy. Alternatively, taunt anybody who doesn't serve a 
    purpose into attacking you, and raise your weapon skills to boot! If 
    you need to buy anything at all from anyone, having their disposition 
    at 100 will help immensely.
    
    Grinding: If you want to grind Speechcraft, pick literally any NPC. 
    Move the dialogue box so that Persuade shows up right underneath Admire.
    Click the mouse many, many times and watch your Speechcraft soar.
    
    Hand-to-Hand
    <---------------------------------------------------------------------->
    In-game text: "Hand-to-hand skill is the martial art of unarmed combat. 
    Hand-to-hand attacks damage only the fatigue of a standing opponent, but
    hand-to-hand attacks damage health when a target has been knocked 
    unconscious by fatigue loss."
    
    Details: The in-game text is actually spot-on. If you want to kill 
    things hand-to-hand, you'll have to drain away their fatigue first. It's
    actually more viable than it sounds-as you whittle away their fatigue, 
    they become almost incapable of hitting you, and once they're knocked 
    down, they're helpless. Interestingly, Hand-to-Hand is not classed as a 
    normal weapon, so it does full damage to undead and werewolves. 
    
    Specialization: Stealth
    
    Governing attribute: Speed
    
    Increase: Successful Attack (+1.0)
    
    Racial bonuses: Imperial, Khajiit (+5)
    
    Classes with Hand-to-Hand as a Major Skill: Healer, Monk, Rogue
    
    Classes with Hand-to-Hand as a Minor Skill: Acrobat, Crusader, 
    Pilgrim, Thief
    
    Top Trainers: Caius Cosades, Balmora (up to 70);
    Taren Omothan, Holamayan Monastery (Master Trainer, up to 100).
    
    Books that raise Hand-to-Hand: The Prayers of Baranat; The Wolf Queen, 
    Book II; Charwich-Koniinge, Volume 2; Charwich-Koniinge, Volume 4; 
    Master Zoaraym's Tale.
    
    Joinable Factions that favor Hand-to-Hand: Quarra Clan
    
    Miscellaneous comments: Hand-to-Hand increases at the same rate as most
    of the other weapon skills. Of course, you're not using a weapon. 
    There is at least one quest that requires you to win a Hand-to-Hand 
    match, but because the damage of your fists is so low, it is never more
    than a backup option.
    
    Grinding: If you want to grind Hand-to-Hand, you just need to punch 
    things. I will actually suggest sticking with the Pelagiad option, as 
    the Mudcrabs will take plenty of hits to drop at high difficulty, 
    and trying to grind on anything stronger would be quite difficult, 
    especially at low levels. Pelagiad, of course, gives you restocking 
    healing potions (Ygfa), which should be everything you need. Kill the 
    Mudcrabs, heal, respawn, repeat. Easy.
    
    Leveling							{CHR005}
    o======================================================================o
    Morrowind and Oblivion share the same leveling system. In order to gain 
    a level, you must get a total of 10 increases across your major and 
    minor skills. When you gain a level, two things happen. First, your 
    maximum Health increases by 10% of your Endurance. Second, you get to 
    raise three of your attributes, by a value between 1 and 5. I'll discuss
    how those multipliers are calculated in a moment, but Morrowind gave 
    birth to the idea of "efficient leveling." Essentially, you either want 
    to get three 5x multipliers (if you don't care to raise Luck) or two 5x 
    multipliers if you do. In Oblivion, it is vital to do this with minimal 
    "wasted" skill increases. You have more wiggle room in Morrowind due to 
    the higher number of skills. Morrowind also doesn't suffer from 
    Oblivion's level scaling problem. That's why so many things are freely 
    usable at the outset. Still, I don't see why you wouldn't want to get 
    the most out of each level up, at least in terms of getting +5/+5/+1 
    each time.
    
    Attribute multipliers depend on which skills you have increased for the 
    duration of the current level. It is vital to note that miscellaneous 
    skill increases *do* add to attribute multipliers, despite not 
    contributing to the level up. To understand what will get a multiplier, 
    you need to examine the relationship between a skill and its governing 
    attribute. For instance, if you raise Acrobatics while level 2, you'll 
    get a multiplier to Strength whenever you advance to level 3. Luck can 
    never get a multiplier, because it governs no skills. The amount of the 
    multiplier depends on the number of skill increases. You can accrue the 
    multiplier from any combination of skills that share a governing 
    attribute, and the amount of the multiplier is calculated as follows:
    1-4 skill increases: 2x
    5-7 skill increases: 3x
    8-9 skill increases: 4x
    10+ skill increases: 5x
    
    The most efficient way to level, then, is to have a 10 point increase in
    your miscellaneous skills for the first attribute you want to raise, and
    then get the 10 points for the actual level up inside your major and 
    minor skills for the second attribute you want to raise. Although I 
    don't know why you'd ignore Luck, if you prefer, you can go for a third
    5x multiplier, which should also come from your miscellaneous skills. 
    Timing is important, however. When you achieve that 10th skill increase,
    a message will appear that "You should rest and meditate on what you've 
    learned." At that point, the multipliers for the level up are locked in,
    and any further skill increases will contribute to multipliers for the 
    next level up.
    
    The maximum level for a given character varies depending on how their 
    major and minor skills are configured. While I'll discuss this more in 
    the Optimized Build section below, the maximum level is 78, with one
    caveat. If you commit a crime and go to jail for it, three random skills
    will decrease. You can theoretically go to jail many times, trying to 
    get major or minor skills to decrease. New skill gains after such a 
    decrease will contribute to further levels.
    
    There is also one bug that you should be aware of. When attempting to 
    raise an attribute from 95 to 100, sometimes the game fails to give you 
    the multiplier you've earned. I play on PC, and I usually fix this with 
    the console and a clean conscience. If this happens to you on Xbox, your 
    only recourse is to stop at a 4x multiplier (raising the attribute to 
    99) and finishing it off at the next level. You have enough cushion 
    levels that this shouldn't be a problem, but make sure you keep a backup
    save every time you level up in case you need to tweak your plan.
    
    Races								{CHR006}
    o======================================================================o
    Now, we get to the part where actual choices begin to be made. Every 
    character can eventually get 100 in all skills and 100 in all 
    attributes, but you can only be one of the ten races. You have to make 
    this choice at the very beginning, after choosing your name. You will 
    concurrently choose your sex and your appearance. I'll lead with a 
    discussion of what does and doesn't matter in race selection, along with 
    all the different ways it can affect your games, before giving the 
    details for each choice.
    
    A note about sex: there are very, very few differences in the game 
    based on sex. A few quests proceed differently depending on whether 
    you're male or female, but those are few and far between and are always 
    amiable to multiple solutions. The biggest difference is your starting 
    attributes.
    
    Each of the ten races has bonuses to certain skills. This is fairly 
    irrelevant, since everyone can eventually get all skills to 100. 
    However, if you're in pursuit of the maximum level, you should do your 
    best to keep any skills with a racial bonus outside your majors and 
    minors. The absolute floor is 30 for major skills and 15 for minor 
    skills, which allows you to reach level 78 and get 5 increases toward 
    level 79. Those 5 points are all the wiggle room you have if maximum 
    level is important to you, so racial bonuses can cheat you out of a few
    levels if you aren't careful. Skill bonuses are identical regardless of
    the sex you choose.
    
    Each race also has a different set of starting attributes, somewhere 
    between 30 and 50 for each. These do vary based on sex. The only truly 
    relevant consideration here is Endurance. A higher starting Endurance 
    means more health at the end, so if you're going max Health or bust, you
    should pick something that has that 50 point base.
    
    Every race has a few special chracteristics that make it unique. I'll 
    discuss those in the detailed segments below. They fall into three 
    categories. A Spell is just what it sounds like-a spell you get in 
    your magic menu from the start. A Power is like a spell, except it has 
    no Magicka cost and can instead be used once every 24 in-game hours. 
    Finally, an Ability is a passive bonus that is always active. 
    Generally, it should be obvious that good Abilities are the most useful.
    Be aware that the two "beast races" (Argonian and Khajiit) can't wear 
    certain helmets and can't wear boots at all. This is a *huge* drawback, 
    enough to pretty much eliminate them from serious consideration.
    
    Finally, out in the game world, you get an automatic 5 point disposition
    boost with all members of the same race. This is a (weak) argument in 
    favor of being a Dark Elf, because despite the repeated statements that 
    they hate outland Dunmer, the Dunmer of Vvardenfell still give you the 
    same 5-point disposition boost, and they dramatically outnumber all 
    other races.
    
    I'll be pretty clinical about my personal race choice, but I will say 
    that the lore and storyline make a compelling case for choosing a Dark 
    Elf. If you're not so concerned about min/maxing, I wouldn't blame you 
    for a second if you did that. Without further ado, the races:
    
    Argonian
    <---------------------------------------------------------------------->
    In-game text: "At home in water and on land, the Argonians of Black 
    Marsh are well-suited to the treacherous swamps of their homeland, with 
    natural immunities protecting them from disease and poison. The female 
    life-phase is highly intelligent, and gifted in the magical arts. The 
    more aggressive male phase has the traits of the hunter: stealth, 
    speed, and agility. Argonians are reserved with strangers, yet fiercely 
    loyal to those they accept as friends. Like the Khajiit, Argonians are 
    limited to some headgear and no footwear."
    
    Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower; 
    50 Agility; 50 Speed; 30 Endurance; 30 Personality; 40 Luck
    
    Base Attributes, Female: 40 Strength; 50 Intelligence; 40 Willpower; 
    40 Agility; 40 Speed; 30 Endurance; 30 Personality; 40 Luck
    
    Skill Bonuses: +15 Athletics; +5 Alchemy; +5 Illusion; +5 Medium Armor; 
    +5 Mysticism; +5 Spear; +5 Unarmored
    
    Specials: Spell-Water Breathing 120 Seconds on Self, Cost: 5 Points
    Ability: Resist Poison 100%
    Ability: Resist Common Disease 75%
    
    Discussion: In this game, Argonians just suck. Both sexes start with 30 
    Endurance, nerfing your health pool in those tender early levels. They 
    don't have any Magicka multiplier to make up for it, either. Their Water
    Breathing spell can be replicated as soon as you get to a spellmaker, 
    and the resistance to Common Disease becomes irrelevant fairly early in 
    the Main Quest (spoiler-you become immune to all diseases). Their only 
    really beneficial ability is the innate Resistance to Poison, but that's
    not enough to overcome the huge drawback that is the inability to wear 
    any kind of boots. I don't recommend this race at all.
    
    Breton
    <---------------------------------------------------------------------->
    In-game text: "Passionate and eccentric, poetic and flamboyant, 
    intelligent and willful, the Bretons feel an inborn, instinctive bond 
    with the mercurial forces of magic and the supernatural. Many great 
    sorcerers have come out of their home province of High Rock, and in 
    addition to their quick and perceptive grasp of spellcraft, 
    enchantment, and alchemy, even the humblest of Bretons can boast a high 
    resistance to destructive and dominating magical energies."
    
    Base Attributes, Male: 40 Strength; 50 Intelligence; 50 Willpower; 
    30 Agility; 30 Speed; 30 Endurance; 40 Personality; 40 Luck
    
    Base Attributes, Female: 30 Strength; 50 Intelligence; 50 Willpower; 
    30 Agility; 40 Speed; 30 Endurance; 40 Personality; 40 Luck
    
    Skill Bonuses: +10 Conjuration; +10 Mysticism; +10 Restoration; 
    +5 Alchemy; +5 Alteration; +5 Illusion
    
    Specials: Power-Dragon Skin-Shield 50 Points for 60 Seconds on Self
    Ability: Resist Magicka 50%
    Ability: Fortify Maximum Magicka 0.5x Intelligence (50% extra Magicka)
    
    Discussion: As Haeravon himself said before me, somebody at Bethesda 
    loves Bretons. They've been a great choice in Morrowind, Oblivion, and 
    Skyrim. While both sexes start with 30 Endurance, they more than make 
    up for that with their two abilities. They're one of the two races that 
    get a Magicka multiplier, which makes them a compelling choice all by 
    itself. Their innate 50% resistance to Magicka makes them beastly, but 
    it should be noted that, unlike Oblivion and Skyrim, Resist Magicka is 
    a separate effect than elemental resistance. It covers all 
    non-elemental offensive magic, but does nothing to the four elements of 
    Fire, Frost, Poison, and Shock. It also does nothing against Paralyze, 
    Silence, or any other effects with no magnitude. The only reason I 
    prefer High Elves, in spite of their weaknesses, is that they have 
    better maximum Magicka. Bretons are a great choice if you're scared off 
    by the High Elf's weaknesses.
    
    Dark Elf
    <---------------------------------------------------------------------->
    In-game text: "In the Empire, "Dark Elves" is the common usage, but in 
    their Morrowind homeland, they call themselves the "Dunmer". The 
    dark-skinned, red-eyed Dark Elves combine powerful intellect with 
    strong and agile physiques, producing superior warriors and sorcerers. 
    On the battlefield, Dark Elves are noted for their skilled and balanced 
    integration of swordsmen, marksmen, and war wizards. In character, they 
    are grim, distrusting, and disdainful of other races."
    
    Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower; 
    40 Agility; 50 Speed; 40 Endurance; 30 Personality; 40 Luck
    
    Base Attributes, Female: 40 Strength; 40 Intelligence; 30 Willpower; 
    40 Agility; 50 Speed; 30 Endurance; 40 Personality; 40 Luck
    
    Skill Bonuses: +5 Long Blade; +10 Destruction; +5 Light Armor; 
    +5 Athletics; +5 Mysticism; +5 Marksman; +10 Short Blade
    
    Specials: Power-Ancestor Guardian-Sanctuary 50 points for 60 seconds on
    Self
    Ability: Resist Fire 75%
    
    Discussion: Dark Elves arent bad, but they aren't great either. Both 
    sexes start with 40 Endurance, so while Health isn't nerfed, it isn't 
    stellar either. The lack of a Magicka multiplier makes this an even 
    bigger drawback. The 75% resistance to fire is undeniably useful, but 
    pales in comparison to other available abilities. There's more 
    elemental diversity in Morrowind than Skyrim (in addition to fire, 
    frost, and shock, you must also contend with poison and direct magic 
    damage), so single-element resistance is less useful. One side benefit 
    is that there are way more Dark Elves than any other race in the game, 
    so you get a tangible (but minor) benefit in the 5 point disposition 
    boost with all of them. The most compelling argument in favor of 
    choosing a Dark Elf is the storyline/lore aspect. If that speaks to 
    you, go for it. You'll be fine.
    
    High Elf
    <---------------------------------------------------------------------->
    In-game text: "The High Elves consider themselves the most civilized 
    culture of Tamriel; the common tongue of the Empire, Tamrielic, is 
    based on Altmer speech and writing, and most of the Empire's arts, 
    crafts, and sciences derive from High Elven traditions. Deft, 
    intelligent, and strong-willed, High Elves are often gifted in the 
    arcane arts, and High Elves boast that their sublime physical natures 
    make them far more resistant to disease than the 'lesser races.'"
    
    Base Attributes, Male: 30 Strength; 50 Intelligence; 40 Willpower; 
    40 Agility; 30 Speed; 40 Endurance; 40 Personality; 40 Luck
    
    Base Attributes, Female: 30 Strength; 50 Intelligence; 40 Willpower; 
    40 Agility; 40 Speed; 30 Endurance; 40 Personality; 40 Luck
    
    Skill Bonuses: +10 Destruction; +10 Enchant; +10 Alchemy; 
    +5 Alteration; +5 Conjuration; +5 Illusion
    
    Specials: Ability-Resist Common Disease-75%
    Ability: Weakness to Shock 25%
    Ability: Weakness to Frost 25%
    Ability: Weakness to Fire 50%
    Ability: Weakness to Magicka 50%
    Ability: Fortify Maximum Magicka 1.5x Intelligence (150% more Magicka)
    
    Discussion: I always play a High Elf. A male starts with 40 Endurance, 
    so while there's no Health boost, it isn't nerfed either. This is more 
    than compensated for by their giant Magicka multiplier. Triple that of 
    the Breton, it makes them the uncontested winners in the race for maxed 
    Magicka. The disease resistance is irrelevant thanks to the Main Quest. 
    The other issue, of course, is their slew of weaknesses. Many people 
    find this offputting, and I don't blame them for that. However, note 
    that pursuing maximum Magicka entails taking the Atronach birthsign for
    its second Magicka multiplier. The Atronach confers 50% innate Spell 
    Absorption. This is more than enough to make up for the Shock and Frost 
    weaknesses, and is sufficient to make the Fire and Magicka weaknesses a 
    wash. The bottom line, for me, is that a male High Elf Atronach has his 
    weaknesses cancelled and has-by far-the most Magicka in the game. This 
    is what I recommend.
    
    Imperial
    <---------------------------------------------------------------------->
    In-game text: "The well-educated and well-spoken native of Cyrodiil are 
    known for the discipline and training of their citizen armies. Though 
    physically less imposing than the other races, Imperials are shrewd 
    diplomats and traders, and these traits, along with their remarkable 
    skill and training as light infantry, have enabled them to subdue all 
    the other nations and races, and to have erected the monument to peace 
    and prosperity that comprises the Glorious Empire."
    
    Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower; 
    30 Agility; 40 Speed; 40 Endurance; 50 Personality; 40 Luck
    
    Base Attributes, Female: 40 Strength; 40 Intelligence; 40 Willpower; 
    30 Agility; 30 Speed; 40 Endurance; 50 Personality; 40 Luck
    
    Skill Bonuses: +10 Speechcraft; +10 Mercantile; +10 Long Blade; 
    +5 Blunt Weapon; +5 Light Armor; +5 Hand-to-Hand
    
    Specials: Power-Star of the West-Absorb Fatigue 200 points on Target
    Power-Voice of the Emperor-Charm 25 to 50 Points for 15 seconds on 
    Target
    
    Discussion: Imperials...meh. No innate abilities, coupled with middling 
    Endurance for both sexes, means there's nothing compelling here. They 
    also have no serious drawbacks, but is that really an argument to take 
    them when you could pick a race that actually helps you? Powers are less
    useful in Morrowind than in later games thanks to spellmaking, but with 
    that said, Star of the West is actually quite good, and Voice of the 
    Emperor has its uses as well. I wouldn't use them, but if you do, you 
    won't be actively hurting yourself like with Argonians or Khajiit.
    
    Khajiit
    <---------------------------------------------------------------------->
    In-game text: "The Khajiit of Elsweyr can vary in appearance from 
    nearly Elven to the cathay-raht "jaguar men" to the great Senche-Tiger. 
    The most common breed found in Morrowind, the suthay-raht, is 
    intelligent, quick, and agile. Khajiit of all breeds have a weakness 
    for sweets, especially the drug known as skooma. Many Khajiit disdain 
    weapons in favor of their natural claws. They make excellent thieves 
    due to their natural agility and unmatched acrobatics ability."
    
    Base Attributes, Male: 40 Strength; 40 Intelligence; 30 Willpower; 
    50 Agility; 40 Speed; 30 Endurance; 40 Personality; 40 Luck
    
    Base Attributes, Female: 30 Strength; 40 Intelligence; 30 Willpower; 
    50 Agility; 40 Speed; 40 Endurance; 40 Personality; 40 Luck
    
    Skill Bonuses: +15 Acrobatics; +5 Athletics; +5 Hand-to-Hand; 
    +5 Light Armor; +5 Security; +5 Short Blade; +5 Sneak
    
    Specials: Spell-Eye of Night-Night Eye 50 points for 30 seconds on Self
    Power-Eye of Fear-Demoralize Humanoid 100 points for 30 seconds on 
    Target
    
    Discussion: Khajiit are, for my money, the worst race you could choose. 
    Nerfed to middling Endurance, no innate abilities at all, relatively 
    useless powers, and the equipment drawbacks of a beast race, all in one 
    massively disadvantaged package. Just don't go this route. Even 
    Argonians have one good ability.
    
    Nord
    <---------------------------------------------------------------------->
    In-game text: "The citizens of Skyrim are aggressive and fearless in 
    war, industrious and enterprising in trade and exploration. Strong, 
    stubborn, and hardy, Nords are famous for their resistance to cold, 
    even magical frost. Violence is an accepted and comfortable aspect of 
    Nord culture; Nords of all classes are skilled with a variety of weapon 
    and armor styles, and they cheerfully face battle with an ecstatic 
    ferocity that shocks and appalls their enemies."
    
    Base Attributes, Male: 50 Strength; 30 Intelligence; 40 Willpower; 
    30 Agility; 40 Speed; 50 Endurance; 30 Personality; 40 Luck
    
    Base Attributes, Female: 50 Strength; 30 Intelligence; 50 Willpower; 
    30 Agility; 40 Speed; 40 Endurance; 30 Personality; 40 Luck
    
    Skill Bonuses: +10 Axe; +10 Blunt Weapon; +10 Medium Armor; 
    +5 Heavy Armor; +5 Long Blade; +5 Spear
    
    Specials: Power-Thunder Fist-Frost Damage 25 Points on Touch
    Power-Woad-Shield 30 Points for 60 Seconds on Self
    Ability-Resist Shock 50%
    Ability-Resist Frost 100%
    
    Discussion: If you want maximum Health and don't care about Magicka, 
    Nords, along with Orcs, are terrific choices. A male Nord has that 
    critical 50 Endurance for maximizing Health. Although there's no 
    Magicka multiplier, Nords have great abilities. Innate 50% Shock 
    resistance coupled with innate *immunity* to Frost is nothing short of 
    outstanding. Orcs are also pretty fantastic if you want max Health, but 
    I think the magnitude of the Nord's two resistances edges out the 25% 
    non-elemental magic resistance enjoyed by the Orc. Although less 
    relevant, the Orc power is useless, whereas the Nord's two are each 
    modestly beneficial. You might disagree, and you'll do just fine either 
    way. It should be said that Nords and Orcs dramatically outclass the 
    third maximum Health option-the Redguard. Their resistances to poison 
    and disease are far less useful. 
    
    Orc
    <---------------------------------------------------------------------->
    In-game text: "These sophisticated barbarian beast peoples of the 
    Wrothgarian and Dragontail Mountains are noted for their unshakeable 
    courage in war and their unflinching endurance of hardships. Orc 
    warriors in heavy armor are among the finest front-line troops in the 
    Empire. Most Imperial citizens regard Orc society as rough and cruel, 
    but there is much to admire in their fierce tribal loyalties and 
    generous equality of rank and respect among the sexes."
    
    Base Attributes, Male: 45 Strength; 30 Intelligence; 50 Willpower; 
    35 Agility; 30 Speed; 50 Endurance; 30 Personality; 40 Luck
    
    Base Attributes, Female: 45 Strength; 40 Intelligence; 45 Willpower; 
    35 Agility; 30 Speed; 50 Endurance; 25 Personality; 40 Luck
    
    Skill Bonuses: +10 Armorer; +10 Block; +10 Heavy Armor;
    +10 Medium Armor; +5 Axe
    
    Specials: Ability-Resist Magicka 25%
    Power-Berserk:
    -Fortify Health 20 points for 60 seconds on Self
    -Fortify Fatigue 200 points for 60 seconds on Self
    -Fortify Attack 100 points for 60 seconds on Self
    -Drain Agility 100 points for 60 seconds on Self
    
    Discussion: If you want maximum Health and don't care about Magicka, 
    Orcs, along with Nords, are great choices. Both sexes start with that 
    critical 50 Endurance. Orcs also begin with a 25% resistance to 
    non-elemental Magic (so long as it has a magnitude). While this is 
    half of what a Breton's is, it is still pretty compelling. Nords get 
    50% shock resistance and outright immunity to Frost. I think that just 
    edges the Orc, but you may disagree, and you'll do fine with either 
    choice. It should be noted, however, that the Drain Agility aspect of 
    the Berserk power makes it worse than useless. Draining Agility to 0 
    destroys your dodge chance and your stagger resistance. This means that 
    the first swing your enemy takes will almost certainly hit you, and it's 
    guaranteed to knock you down, making you helpless even with all of 
    those nice-looking buffs. While Powers don't matter much anyway, the 
    Nord's two are both actually beneficial. I would still recommend a 
    Breton or High Elf, but if you're positive you don't want to use magic 
    at all, a Nord or an Orc becomes the better choice.
    
    Redguard
    <---------------------------------------------------------------------->
    In-game text: "The most naturally talented warriors in Tamriel, the 
    dark-skinned, wiry-haired Redguards of Hammerfell seem born to battle, 
    though their pride and fierce independence of spirit makes them more 
    suitable as scouts or skirmishers, or as free-ranging heroes and 
    adventurers, than as rank-and-file soldiers. In addition to their 
    cultural affinities for many weapon and armor styles, Redguards are 
    also physically blessed with hardy constitutions and quickness of 
    foot."
    
    Base Attributes, Male: 50 Strength; 30 Intelligence; 30 Willpower; 
    40 Agility; 40 Speed; 50 Endurance; 30 Personality; 40 Luck
    
    Base Attributes, Female: 40 Strength; 30 Intelligence; 30 Willpower; 
    40 Agility; 40 Speed; 50 Endurance; 40 Personality; 40 Luck
    
    Skill Bonuses: +15 Long Blade; +5 Athletics; +5 Axe; +5 Blunt Weapon; 
    +5 Heavy Armor; +5 Medium Armor; +5 Short Blade
    
    Specials: Power-Adrenaline Rush:
    -Fortify Agility 50 points for 60 seconds on Self
    -Fortify Endurance 50 points for 60 seconds on Self
    -Fortify Speed 50 points for 60 seconds on Self
    -Fortify Strength 50 points for 60 seconds on Self
    -Fortify Health 25 points for 60 seconds on Self
    Ability-Resist Poison 75%
    Ability-Resist Common Disease 75%
    
    Discussion: With 50 Endurance for both sexes, Redguards can attain the 
    Health maximum, along with Orcs and Nords. Additionally, they have what 
    is indisputably the best Power of all the races. However, Powers are, 
    as I've mentioned, fairly irrelevant, given their limitation to one use 
    per day. Redguards also possess two modestly beneficial abilities. The 
    disease resistance becomes irrelevant thanks to the Main Quest, and the 
    Poison resistance is just thoroughly outclassed by the resistances 
    granted to Nords or Orcs. Redguards will do just fine, but if you're 
    playing for maximum Health, I'd recommend a Nord instead.
    
    Wood Elf
    <---------------------------------------------------------------------->
    In-game text: "The Wood Elves are the various barbarian Elven clanfolk 
    of the Western Valenwood forests. These country cousins of the High 
    Elves and Dark Elves are nimble and quick in body and wit, and because 
    of their curious natures and natural agility, Wood Elves are especially 
    suitable as scouts, agents, and thieves. But most of all, the Wood 
    Elves are known for their skills with bows; there are no finer archers 
    in all of Tamriel."
    
    Base Attributes, Male: 30 Strength; 40 Intelligence; 30 Willpower; 
    50 Agility; 50 Speed; 30 Endurance; 40 Personality; 40 Luck
    
    Base Attributes, Female: 30 Strength; 40 Intelligence; 30 Willpower; 
    50 Agility; 50 Speed; 30 Endurance; 40 Personality; 40 Luck
    
    Skill Bonuses: +15 Marksman; +10 Sneak; +10 Light Armor; 
    +5 Alchemy; +5 Acrobatics
    
    Specials: Power-Beast Tongue-Command Creature 5 points for 600 seconds
    Ability-Resist Common Disease 75%
    
    Discussion: With 30 Endurance for both sexes, no Magicka multiplier, and
    fairly useless abilities, there's little to recommend Wood Elves. Their 
    Power is worthless, and their disease resistance is irrelevant thanks to
    the Main Quest. They're better than Argonians and Khajiit, but that's 
    not saying much. Pick a race that actually helps you out.
    
    Classes								{CHR007}
    o======================================================================o
    There are several elements that define the classes in Morrowind. At the 
    outset, let me just say this: the predefined classes all suck. I'll 
    list their details below, but there is never a reason to use one of 
    them instead of a custom class.
    
    Classes are defined by a specialization, favored attributes, major 
    skills, and minor skills. 
    
    The specialization is the first element. There are three 
    specializations-Combat, Magic, and Stealth. Each one covers 9 of the 27 
    skills in the game. Skills within your specialization each receive a 5 
    point bonus. They also level faster than skills outside that 
    specialization. Your specialization can vary based on your racial skill 
    bonuses. If you're going for maximum level, you need to keep most of 
    your specialized skills in the miscellaneous category.
    
    Each class has two favored attributes. These attributes receive a 10 
    point bonus beyond their base racial values. That's all. I'll note 
    here, and again below, that there's no good reason to choose favored 
    attributes that aren't Endurance and Luck.
    
    Finally, each class is primarily defined by its array of major and 
    skills. Major skills receive a 25 point bonus, and level faster than 
    all others. Minor skills receive a 10 point bonus, and level faster 
    than miscellaneous skills, including those inside a specialization. 
    Skill growth bonuses from specialization and major/minor *are* 
    cumulative, so a major skill from your specialization will get the 
    largest possible growth bonus, while a miscellaneous skill outside 
    your specialization levels the most slowly. The problem is that each 
    class tends to be too specialized, making it difficult to get the right 
    attribute multipliers when you need them. There is more detail in the 
    Optimized Build section below, but these are my objectives in creating 
    a class:
    
    i) Avoid major or minor skills with a specialization or racial bonus, 
    so that your maximum level remains at 78. You have exactly 5 points of 
    wiggle room here.
    
    ii) Try to have at least one skill governed by each attribute somewhere 
    in your majors and minors. Likewise, try to ensure at least one remains 
    miscellaneous. This makes it easy to level efficiently.
    
    iii) On a similar note, try to make sure anything you need to freely use
    doesn't factor into your efficient leveling plan. I have a critical need 
    to Sneak the entire game, so I make sure I never need Sneak for 
    anything else, like character levels or Agility multipliers. Likewise, I 
    highly recommend making sure you keep Unarmored and Athletics freely 
    usable. No one likes walking, sometimes you have to swim, and you're 
    going to take some hits before you find a full suit of armor. Finally, 
    make sure you have at least one freely usable actual armor type, and a 
    freely usable way to kill things. The Optimized Build below will 
    discuss, in detail, how I actually achieve all of these goals.
    
    None of the preset classes come close to achieving the objectives laid 
    out above. You may want to answer Socucius Ergalla's questions for 
    character creation once, just for the novelty of it. After that, I 
    cannot emphasize the need for a custom class strongly enough. Even if 
    you aren't a powergamer, and you're all about roleplaying, I guarantee
    you can come up with a custom class that better suits your needs.
    Nonetheless, for your edification, I have listed the features of the 
    game's 21 preset classes below.
    
    Acrobat
    <---------------------------------------------------------------------->
    In-game text: "Acrobat is a polite euphemism for agile burglars and 
    second-story men. These thieves avoid detection by stealth, and rely on 
    mobility and cunning to avoid capture."
    
    Specialization: Stealth
    
    Favored Attributes: Agility, Endurance
    
    Major Skills: Acrobatics, Athletics, Marksman, Sneak, Unarmored
    
    Minor Skills: Speechcraft, Alteration, Spear, Hand-to-Hand, Light Armor
    
    Agent
    <---------------------------------------------------------------------->
    In-game text: "Agents are operatives skilled in deception and 
    avoidance, but trained in self-defense and the use of deadly force. 
    Self-reliant and independent, agents devote themselves to personal 
    goals, or to various patrons or causes."
    
    Specialization: Stealth
    
    Favored Attributes: Personality, Agility
    
    Major Skills: Speechcraft, Sneak, Acrobatics, Light Armor, Short Blade
    
    Minor Skills: Mercantile, Conjuration, Block, Unarmored, Illusion
    
    Archer
    <---------------------------------------------------------------------->
    In-game text: "Archers are fighters specializing in long-range combat 
    and rapid movement. Opponents are kept at distance by ranged weapons 
    and swift maneuver, and engaged in melee with sword and shield after 
    the enemy is wounded and weary."
    
    Specialization: Combat
    
    Favored Attributes: Agility, Strength
    
    Major Skills: Marksman, Long Blade, Block, Athletics, Light Armor
    
    Minor Skills: Unarmored, Spear, Restoration, Sneak, Medium Armor
    
    Assassin
    <---------------------------------------------------------------------->
    In-game text: "Assassins are killers who rely on stealth and mobility 
    to approach victims undetected. Execution is with ranged weapons or 
    with short blades for close work. Assassins include ruthless murderers 
    and principled agents of noble causes."
    
    Specialization: Stealth
    
    Favored Attributes: Speed, Intelligence
    
    Major Skills: Sneak, Marksman, Light Armor, Short Blade, Acrobatics
    
    Minor Skills: Security, Long Blade, Alchemy, Block, Athletics
    
    Barbarian
    <---------------------------------------------------------------------->
    In-game text: "Barbarians are the proud, savage warrior elite of the 
    plains nomads, mountain tribes, and sea reavers. They tend to be brutal 
    and direct, lacking civilized graces, but they glory in heroic feats, 
    and excel in fierce, frenzied single combat."
    
    Specialization: Combat
    
    Favored Attributes: Strength, Speed
    
    Major Skills: Axe, Medium Armor, Blunt Weapon, Athletics, Block
    
    Minor Skills: Acrobatics, Light Armor, Armorer, Marksman, Unarmored
    
    Bard
    <---------------------------------------------------------------------->
    In-game text: "Bards are loremasters and storytellers. They crave 
    adventure for the wisdom and insight to be gained, and must depend on 
    sword, shield, spell and enchantment to preserve them from the perils 
    of their educational experiences."
    
    Specialization: Stealth
    
    Favored Attributes: Personality, Intelligence
    
    Major Skills: Speechcraft, Alchemy, Acrobatics, Long Blade, Block
    
    Minor Skills: Mercantile, Illusion, Medium Armor, Enchant, Security
    
    Battlemage
    <---------------------------------------------------------------------->
    In-game text: "Battlemages are wizard-warriors, trained in both lethal 
    spellcasting and heavily armored combat. They sacrifice mobility and 
    versatility for the ability to supplement melee and ranged attacks with 
    elemental damage and summoned creatures."
    
    Specialization: Magic
    
    Favored Attributes: Intelligence, Strength
    
    Major Skills: Alteration, Destruction, Conjuration, Axe, Heavy Armor
    
    Minor Skills: Mysticism, Long Blade, Marksman, Enchant, Alchemy
    
    Crusader
    <---------------------------------------------------------------------->
    In-game text: "Any heavily armored warrior with spellcasting powers and 
    a good cause may call himself a Crusader. Crusaders do well by doing 
    good. They hunt monsters and villains, making themselves rich by 
    plunder as they rid the world of evil."
    
    Specialization: Combat
    
    Favored Attributes: Agility, Strength
    
    Major Skills: Blunt Weapon, Long Blade, Destruction, Heavy Armor, Block
    
    Minor Skills: Restoration, Armorer, Hand-to-Hand, Medium Armor, Alchemy
    
    Healer
    <---------------------------------------------------------------------->
    In-game text: "Healers are spellcasters who swear solemn oaths to heal 
    the afflicted and cure the diseased. When threatened, they defend 
    themselves with reason and disabling attacks and magic, relying on 
    deadly force only in extremity."
    
    Specialization: Magic
    
    Favored Attributes: Willpower, Personality
    
    Major Skills: Restoration, Mysticism, Alteration, Hand-to-Hand, 
    Speechcraft
    
    Minor Skills: Illusion, Alchemy, Unarmored, Light Armor, Blunt Weapon
    
    Knight
    <---------------------------------------------------------------------->
    In-game text: "Of noble birth, or distinguished in battle or tourney, 
    knights are civilized warriors, schooled in letters and courtesy, 
    governed by the codes of chivalry. In addition to the arts of war, 
    knights study the lore of healing and enchantment."
    
    Specialization: Combat
    
    Favored Attributes: Strength, Personality
    
    Major Skills: Long Blade, Axe, Speechcraft, Heavy Armor, Block
    
    Minor Skills: Restoration, Mercantile, Medium Armor, Enchant, Armorer
    
    Mage
    <---------------------------------------------------------------------->
    In-game text: "Most mages claim to study magic for its intellectual 
    rewards, but they also often profit from its practical applications. 
    Varying widely in temperament and motivation, mages share but one thing 
    in common - an avid love of spellcasting."
    
    Specialization: Magic
    
    Favored Attributes: Intelligence, Willpower
    
    Major Skills: Mysticism, Destruction, Alteration, Illusion, Restoration
    
    Minor Skills: Enchant, Alchemy, Unarmored, Short Blade, Conjuration
    
    Monk
    <---------------------------------------------------------------------->
    In-game text: "Monks are students of the ancient martial arts of 
    hand-to-hand combat and unarmored self defense. Monks avoid detection 
    by stealth, mobility, and Agility, and are skilled with a variety of 
    ranged and close-combat weapons."
    
    Specialization: Stealth
    
    Favored Attributes: Agility, Willpower
    
    Major Skills: Hand-to-Hand, Unarmored, Athletics, Acrobatics, Sneak
    
    Minor Skills: Block, Marksman, Light Armor, Restoration, Blunt Weapon
    
    Nightblade
    <---------------------------------------------------------------------->
    In-game text: "Nightblades are spellcasters who use their magics to 
    enhance mobility, concealment, and stealthy close combat. They have a 
    sinister reputation, since many nightblades are thieves, enforcers, 
    assassins, or covert agents."
    
    Specialization: Magic
    
    Favored Attributes: Willpower, Speed
    
    Major Skills: Mysticism, Illusion, Alteration, Sneak, Short Blade
    
    Minor Skills: Light Armor, Unarmored, Destruction, Marksman, Security
    
    Pilgrim
    <---------------------------------------------------------------------->
    In-game text: "Pilgrims are travellers, seekers of truth and 
    enlightenment. They fortify themselves for road and wilderness with 
    arms, armor, and magic, and through wide experience of the world, they 
    become shrewd in commerce and persuasion."
    
    Specialization: Stealth
    
    Favored Attributes: Personality, Endurance
    
    Major Skills: Speechcraft, Mercantile, Marksman, Restoration, 
    Medium Armor
    
    Minor Skills: Illusion, Hand-to-Hand, Short Blade, Block, Alchemy
    
    Rogue
    <---------------------------------------------------------------------->
    In-game text: "Rogues are adventurers and opportunists with a gift for 
    getting in and out of trouble. Relying variously on charm and dash, 
    blades and business sense, they thrive on conflict and misfortune, 
    trusting to their luck and cunning to survive."
    
    Specialization: Combat
    
    Favored Attributes: Speed, Personality
    
    Major Skills: Short Blade, Mercantile, Axe, Light Armor, Hand-to-Hand
    
    Minor Skills: Block, Medium Armor, Speechcraft, Athletics, Long Blade
    
    Scout
    <---------------------------------------------------------------------->
    In-game text: "Scouts rely on stealth to survey routes and opponents, 
    using ranged weapons and skirmish tactics when forced to fight. By 
    contrast with barbarians, in combat scouts tend to be cautious and 
    methodical, rather than impulsive."
    
    Specialization: Combat
    
    Favored Attributes: Speed, Endurance
    
    Major Skills: Sneak, Long Blade, Medium Armor, Athletics, Block
    
    Minor Skills: Marksman, Alchemy, Alteration, Light Armor, Unarmored
    
    Sorcerer
    <---------------------------------------------------------------------->
    In-game text: "Though spellcasters by vocation, sorcerers rely most on 
    summonings and enchantments. They are greedy for magic scrolls, rings, 
    armor and weapons, and commanding undead and Daedric servants gratifies 
    their egos."
    
    Specialization: Magic
    
    Favored Attributes: Intelligence, Endurance
    
    Major Skills: Enchant, Conjuration, Mysticism, Destruction, Alteration
    
    Minor Skills: Illusion, Medium Armor, Heavy Armor, Marksman, Short Blade
    
    Spellsword
    <---------------------------------------------------------------------->
    In-game text: "Spellswords are spellcasting specialists trained to 
    support Imperial troops in skirmish and in battle. Veteran spellswords 
    are prized as mercenaries, and well-suited for careers as adventurers 
    and soldiers-of-fortune."
    
    Specialization: Magic
    
    Favored Attributes: Willpower, Endurance
    
    Major Skills: Block, Restoration, Long Blade, Destruction, Alteration
    
    Minor Skills: Blunt Weapon, Enchant, Alchemy, Medium Armor, Axe
    
    Thief
    <---------------------------------------------------------------------->
    In-game text: "Thieves are pickpockets and pilferers. Unlike robbers, 
    who kill and loot, thieves typically choose stealth and subterfuge over 
    violence, and often entertain romantic notions of their charm and 
    cleverness in their acquisitive activities."
    
    Specialization: Stealth
    
    Favored Attributes: Speed, Agility
    
    Major Skills: Security, Sneak, Acrobatics, Light Armor, Short Blade
    
    Minor Skills: Marksman, Speechcraft, Hand-to-Hand, Mercantile, Athletics
    
    Warrior
    <---------------------------------------------------------------------->
    In-game text: "Warriors are the professional men-at-arms, soldiers, 
    mercenaries, and adventurers of the Empire, trained with various 
    weapons and armor styles, conditioned by long marches, and hardened by 
    ambush, skirmish, and battle."
    
    Specialization: Combat
    
    Favored Attributes: Strength, Endurance
    
    Major Skills: Long Blade, Medium Armor, Heavy Armor, Athletics, Block
    
    Minor Skills: Armorer, Spear, Marksman, Axe, Blunt Weapon
    
    Witchhunter
    <---------------------------------------------------------------------->
    In-game text: "Witchhunters are dedicated to rooting out and destroying 
    the perverted practices of dark cults and profane sorcery. They train 
    for martial, magical, and stealthy war against vampires, witches, 
    warlocks, and necromancers."
    
    Specialization: Magic
    
    Favored Attributes: Intelligence, Agility
    
    Major Skills: Conjuration, Enchant, Alchemy, Light Armor, Marksman
    
    Minor Skills: Unarmored, Block, Blunt Weapon, Sneak, Mysticism
    
    Birthsigns							{CHR008}
    o======================================================================o
    The final step in creating your character is to choose one of the 13 
    birthsigns. All birthsigns are available to each character, but there 
    are two that stand head and shoulders above the rest. I'll describe 
    what each of the 13 does here. I'll get into more detail in the 
    Optimized Build section below, but know that if you're going for 
    maximum Health, you'll want The Lady. Maximum Magicka is The Atronach, 
    no contest. I see no compelling reason to choose anything else.
    
    Like the racial Specials, the effects of a Birthsign come in three 
    categories: Spells (just like any spell), Powers (a once-a-day "spell" 
    with no Magicka cost), and Abilities (passive effects that are always 
    on).
    
    The Warrior
    <---------------------------------------------------------------------->
    In-game text: "The Warrior is the first Guardian Constellation and he 
    protects his charges during their Seasons. The Warrior's own season is 
    Last Seed when his Strength is needed for the harvest. His Charges are 
    the Lady, the Steed, and the Lord. Those born under the sign of the 
    Warrior are skilled with weapons of all kinds, but prone to short 
    tempers."
    
    Effects: Ability-Warwyrd-Fortify Attack 10 Points
    
    Discussion-This is certainly useful, it's just outclassed by other 
    options. The Fortify Attack effect grants a universal to-hit bonus with 
    all weapons, including fists. This becomes irrelevant in the endgame, as
    your to-hit chance reaches or exceeds 100% (although you'll still 
    sometimes miss, thanks to enemy Agility, Luck, Blocking, etc.) with 
    every weapon as you max out the relevant skills. I'd give it a pass.
    
    The Mage
    <---------------------------------------------------------------------->
    In-game text: "The Mage is a Guardian Constellation whose Season is 
    Rain's Hand when magicka was first used by men. His Charges are the 
    Apprentice, the Golem, and the Ritual. Those born under the Mage have 
    more magicka and talent for all kinds of spellcasting, but are often 
    arrogant and absent-minded."
    
    Effects: Ability-Fay-Fortify Maximum Magicka 0.5x Intelligence
    
    Discussion-This is definitely a good one, but I think it's dramatically 
    outclassed by The Atronach. Still, it's hard to find fault with a flat 
    Magicka multiplier that has no downsides.
    
    The Thief
    <---------------------------------------------------------------------->
    In-game text: "The Thief is the last Guardian Constellation, and her 
    Season is the darkest month of Evening Star. Her Charges are the Lover, 
    the Shadow, and the Tower. Those born under the sign of the Thief are 
    not typically thieves, though they take risks more often and only 
    rarely come to harm. They will run out of luck eventually, however, and 
    rarely live as long as those born under other signs."
    
    Effects: Ability-Akaviri Danger-sense-Sanctuary 10 Points
    
    Discussion-This is a good one, but outclassed by others (noticing the 
    theme?). The Sanctuary effect makes you harder to hit with physical 
    attacks. There are other ways to raise dodge chance (namely by raising 
    Agility), and if you like Sanctuary, you can get it from spells and 
    enchantments. Still, this is a benefit with no downsides.
    
    
    The Serpent
    <---------------------------------------------------------------------->
    In-game text: "The Serpent wanders about in the sky and has no Season, 
    though its motions are predictable to a degree. No characteristics are 
    common to all who are born under the sign of the Serpent. Those born 
    under this sign are the most blessed and the most cursed."
    
    Effects: Spell-Star Curse:
    -Poison 3 Points for 30 Seconds on Touch;
    -Damage Health 1 Point for 30 Seconds on Self
    
    Discussion-Finally, I can say something besides "pretty good, but 
    outclassed." This one sucks donkey balls. Sure, it's a pretty powerful 
    Poison element spell, but if you're a 30 Strength/30 Endurance 
    character, the Damage Health effect is enough to *kill you* in a single 
    casting. Just make a better spell yourself, and forget all about this 
    crappy Birthsign.
    
    The Lady
    <---------------------------------------------------------------------->
    In-game text: "The Lady is one of the Warrior's Charges and her Season 
    is Heartfire. Those born under the sign of the Lady are kind and 
    tolerant."
    
    Effects: Ability-Lady's Favor-Fortify Personality 25 Points
    Ability-Lady's Grace-Fortify Endurance 25 Points
    
    Discussion-The Lady is one of the two Birthsigns I can recommend with a 
    straight face, and it's easy to see why. She's the most popular choice 
    among beginners for a reason, and there's even a compelling argument for
    powergamers to take her if they're totally uninterested in magic. She is
    the only way to achieve the maximum possible Health, and there is no 
    downside at all to starting with a whopping 50 point boost across your 
    attributes, *especially* when you're getting 25 to Endurance. A great 
    birthsign, although I still recommend The Atronach.
    
    The Steed
    <---------------------------------------------------------------------->
    In-game text: "The Steed is one of the Warrior's Charges, and her 
    Season is Mid Year. Those born under the sign of the Steed are 
    impatient and always hurrying from one place to another."
    
    Effects: Ability-Charioteer-Fortify Speed 25 Points
    
    Discussion-The Steed is nice, but if you want attribute fortification, 
    go with The Lady. You get 50 total points, and Endurance is 
    time-sensitive where Speed is not.
    
    The Lord
    <---------------------------------------------------------------------->
    In-game text: "The Lord's Season is First Seed and he oversees all of 
    Tamriel during the planting. Those born under the sign of the Lord are 
    stronger and healthier than those born under other signs."
    
    Effects: Spell-Blood of the North-Restore Health 2 Points for 30 
    Seconds on Self
    Ability-Trollkin-Weakness to Fire 100%
    
    Discussion-Holy crap, really? Sure, it's a good healing spell, but in 
    exchange for a *100%* elemental weakness? Pick something else, get a 
    similar or better healing spell in-game, and never look back.
    
    The Apprentice
    <---------------------------------------------------------------------->
    In-game text: "The Apprentice's Season is Sun's Height. Those born 
    under the sign of the apprentice have a special affinity for magick of 
    all kinds, but are more vulnerable to magick as well."
    
    Effects: Ability-Elfborn:
    -Fortify Maximum Magicka 1.5x Intelligence
    -Weakness to Magicka 50%
    
    Discussion-This is pretty good, actually. That 50% Weakness to Magicka 
    is rough, though, considering that by choosing this birthsign, you're 
    giving up the ability to overcome that weakness with 50% Spell 
    Absorption and an even better Magicka multiplier to boot. Speaking of...
    
    The Atronach
    <---------------------------------------------------------------------->
    In-game text: "The Atronach (often called the Golem) is one of the 
    Mage's Charges. Its season is Sun's Dusk. Those born under this sign 
    are natural sorcerers with deep reserves of magicka, but they cannot 
    generate magicka of their own."
    
    Effects: Ability-Wombburn:
    -Spell Absorption 50 Points
    -Fortify Maximum Magicka 2.0x Intelligence
    -Stunted Magicka
    
    Discussion-The poor, misunderstood Atronach. This ridiculously 
    overpowered Birthsign is, in my mind, the clear winner for best in the 
    game. Let's look at what we get. First, we get the best Magicka 
    multiplier available. Combine it with a High Elf's, and you have the 
    maximum possible Magicka in the game. Second, we get a whopping 50 
    points of innate Spell Absorption. That means that, no matter what kind 
    or power level of spell is being cast at us, half the time it not only 
    won't hurt us, but will actually refill our Magicka. Spell Absorption is
    an incredibly powerful and rare effect, and we get *50 innate points* 
    of it with this beast. Nothing is free, unfortunately, so we have the 
    Stunted Magicka. This is such an easy drawback to overcome, especially 
    in Morrowind. Unlike Oblivion, Magicka only regenerates when you rest, 
    so you're not sacrificing real-time regeneration. All you need is to 
    carry some Restore Magicka potions around or, if you want to be really 
    cheeky, use any Shrine. The blessings count as spells, so half the time 
    they'll absorb and refill your Magicka. You can therefore refill your 
    Magicka for free as soon as you advance sufficiently in the Tribunal 
    Temple or Imperial Cult. Enough merchants restock Restore Magicka 
    potions that you can get them that way, too. Finally, you can create 
    your own, because you should use Alchemy anyway and they'll be far more 
    powerful than anything available elsewhere. The Atronach is *Awesome,* 
    and only a fool would be frightened away by the Stunted Magicka.
    
    The Ritual
    <---------------------------------------------------------------------->
    In-game text: "The Ritual is one of the Mage's Charges and its Season 
    is Morning Star. Those born under this sign have a variety of abilities 
    depending on the aspects of the moons and the Divines."
    
    Effects: Spell-Blessed Word-Turn Undead 100 Points for 30 Seconds on 
    Target
    Spell-Blessed Touch-Turn Undead 100 Points for 30 Seconds on Touch
    Power-Mara's Gift-Restore Health 100 Points on Self
    
    Discussion-This is kind of lame. The Restore Health is a once-a-day 
    Power, nerfing its usefulness considerably. Turn Undead is a worthless 
    effect. Just use The Atronach. You know you want to.
    
    The Lover
    <---------------------------------------------------------------------->
    In-game text: "The Lover is one of the Thief's Charges and her season 
    is Sun's Dawn. Those born under the sign of the Lover are graceful and 
    passionate."
    
    Effects: Ability-Mooncalf-Fortify Agility 25 Points
    Power-Lover's Kiss:
    -Paralyze 60 Seconds on Target
    -Damage Fatigue 200 Points on Self
    
    Discussion-This is kind of lame. Although fortifying Agility is more 
    useful than fortifying Speed, if you're bent on fortifying attributes, 
    there's no reason not to go with The Lady. That paralysis looks 
    outstanding, but you won't be able to do much to a paralyzed enemy. At 
    low levels, this will set you to 0 Fatigue, and even at max level it 
    will put you at half. I don't recommend it at all.
    
    The Shadow
    <---------------------------------------------------------------------->
    In-game text: "The Shadow's Season is Second Seed. The Shadow grants 
    those born under her sign the ability to hide in shadows."
    
    Effects: Power-Moonshadow-Invisibility for 60 Seconds
    
    Discussion-This is pretty lame, too. First, being a once-a-day Power, 
    its utility is nerfed no matter what it does. Second, Invisibility is 
    not nearly as useful as you'd imagine. Typically, you want to turn 
    invisible to accomplish something-either thievery or a backstab. The 
    problem is your Invisibility is negated the moment you do *anything* 
    other than move. You can use it to get across a room, but you can't use 
    it to nab items. The Chameleon effect is far, far more useful. Give 
    this one a pass.
    
    The Tower
    <---------------------------------------------------------------------->
    In-game text: "The Tower is one of the Thief's Charges and its Season 
    is Frostfall. Those born under the sign of the Tower have a knack for 
    finding gold and can open locks of all kinds."
    
    Effects: Spell-Beggar's Nose:
    -Detect Animal for 60 Seconds in 200 Feet
    -Detect Key for 60 Seconds in 200 Feet
    -Detect Enchantment for 60 Seconds in 200 Feet
    Power-Tower Key-Open 50 Points on Touch
    
    Discussion-Another lame birthsign. Who needs to waste their birthsign 
    on detection effects when you can just learn the Mysticism spell? Why 
    waste your Birthsign on an Open *Power* when you could do any of i) get 
    your own Open spell, ii) buy a Scroll of Ondusi's Unhinging, or iii) 
    train Security and pick the lock yourself? Taking this Birthsign would 
    be a total waste.
    
    Optimized Build							{CHR009}
    o======================================================================o
    All right. Hopefully, you read all of the above and will have some 
    understanding of why I make the choices I do below. First, some notes 
    on my philosophy, particularly what I mean when I say "optimized." 
    Assuming you pursue maximum proficiency over the course of the game, 
    all characters end up with 100 in every attribute and 100 in every 
    skill. Optimization must instead look at what might be different for 
    various characters at the endgame. The biggest possible differences are 
    in derived attributes. A character who didn't properly invest in 
    Endurance as early as possible could have a substantially smaller 
    health pool than a character who did. Maximum Magicka, unlike Health, 
    is locked in at character creation. It ranges from 100-450, for any 
    character with no multipliers at all to a High Elf Atronach, 
    respectively. Maximum Fatigue is 400 for everybody, so it doesn't factor
    in either. Of course, there are other aspects-powers, spells, resists, 
    what have you-but all of that can be compensated for by making spells 
    and enchantments. Accordingly, two possible paths for optimization 
    present themselves: 
    
    Maximum Health *or* Maximum Magicka.
    
    There is obviously some overlap. We would still want our max Magicka 
    character to have as much Health as possible. Some of you are saying 
    "What about maximum Level?" That's encompassed in maximizing Health. 
    I'll present both options below, then explain why I prefer the maximum 
    Magicka route. Reaching maximum level requires that we keep our major 
    and minor skills as close to the 30/15 floors as possible, with 5 
    points of wiggle room. We also need to pursue attribute coverage, while
    ideally keeping some skills freely usable.
    
    Build Optimized for Maximum Health:
    Race: Male Nord (or Redguard or Orc-see Races sections for details)
    Class: Custom
    Specialization: Stealth
    Favored Attributes: Endurance, Luck
    Major Skills: Spear, Armorer, Block, Unarmored, Conjuration
    Minor Skills: Destruction, Illusion, Mysticism, Restoration, Enchant
    Birthsign: The Lady
    
    The Race choice is made to have 50 base Endurance. The favored 
    Attributes raise the base Endurance to 60, and base luck to 50. This is 
    needed because i) we want to absolutely maximize Endurance above all 
    else, and ii) since Luck can never have multipliers, it needs all the 
    help it can get. Because all of the Endurance skills are in the Combat 
    specialization, and all of the Willpower skills are in the Magic 
    specialization, the only way to completely avoid using a specialized 
    skill is to specialize in Stealth. While the Magicka build has other 
    options, the Health build is further constrained by the fact that the 
    Nord has racial bonuses to all of the Endurance skills, and two of those
    are 10-point bonuses. He therefore must use his 5 points of wiggle-room 
    on his racial bonus to Spear. He can't specialize in combat or magic, 
    since he'll have to take at least one magic skill to cover Willpower. 
    He therefore specializes in Stealth, which makes everything else fall 
    neatly into place. For Strength coverage, Armorer is the only option-
    Acrobatics has a specialization bonus, and Axe, Long Blade, and Blunt 
    Weapon all have racial bonuses. For Agility coverage, we have to use 
    Block, since the others are in our specialization. For Speed, we have 
    to choose either Unarmored or Athletics. Both of those are a pain to 
    completely avoid raising, but Unarmored is more doable and Athletics is 
    more vital to keep freely usable-we have to swim to get through several 
    dungeons. Intelligence coverage has three options. I like to keep 
    Alchemy freely usable over the other two, so Conjuration and Enchant 
    are easy grabs. Willpower coverage has four options, so I grab three of 
    them as free usability isn't terribly important for any of them. 
    Finally, Personality coverage has to come from Illusion, as the other 
    two options have specialization bonuses. Finally, we have to take The 
    Lady for a starting Endurance of 85. Here's what the Health build looks 
    like at level 78:
    Health: 834
    Magicka: 100
    Fatigue: 400
    
    I'll admit I haven't put nearly as much thought into the skill 
    configuration of the Health build, especially in terms of how it 
    actually plays and accomplishes all needed leveling. This is because I 
    think you'd be insane to use it, given the alternative. Now, let me 
    present the Magicka build.
    
    Build Optimized for Maximum Magicka:
    Race: Male High Elf
    Class: Custom
    Specialization: Stealth
    Favored Attributes: Endurance, Luck
    Major Skills: Spear, Blunt Weapon, Long Blade, Block, Mercantile
    Minor Skills: Axe, Medium Armor, Mysticism, Restoration, Heavy Armor
    Birthsign: The Atronach
    
    We take the Race because of the maximum Magicka multiplier. The favored 
    Attributes raise his base Endurance to 50, along with his base Luck. We 
    need a male because it's 10 extra Endurance relative to a female, and 
    we still want to max Endurance as fast as we can. Luck, as with any 
    character, needs all the boosting we can give it. Why specialize in 
    Stealth, and why not have total attribute coverage in my majors and 
    minors? This build allows me to do a few critical things while still 
    maxing my attributes on schedule and hitting the maximum level. Mainly, 
    it keeps the key skills of Sneak, Security, Speechcraft, Athletics, 
    Armorer, Unarmored, and Alchemy freely usable from the outset. 
    Unarmored is "key" because it is so difficult to avoid leveling it at 
    least a little bit. The rest are necessary in order to do everything 
    needed to advance through the game. I also have freely usable Light 
    Armor and Destruction, giving me a way to kill things and a measure 
    of protection. Finally, I have freely usable Alteration-critical for 
    levitating, occasional waterbreathing, and Opening/Locking. My 5 
    point hit comes by using Mercantile. Finally, our birthsign has to be 
    The Atronach, to max out the Magicka multiplier. Here's what this guy 
    looks like at level 78:
    Health: 787
    Magicka: 450
    Fatigue: 400
    
    Note how small the Health gap is (47) compared to the whopping Magicka 
    gap (350). That, my friends, is the reason the Magicka build is the way 
    to go. Next, I detail the leveling plan for taking this guy from Level 
    1 all the way to Level 78. A tilde ~ means that, at that point, the 
    skill is freely usable (and I have no set plan for what it should be). 
    Next to each level, I list the skill increases that I plan to have 
    contribute to that level-up. Here is the plan: 
    
    LEVEL 1
    
    Name: Travis
    Race: High Elf
    Sex: Male
    Class: Custom
    Specialization: Stealth
    Favored Attributes: Endurance, Luck
    Major Skills: Spear, Blunt Weapon, Long Blade, Block, Mercantile
    Minor Skills: Axe, Medium Armor, Restoration, Mysticism, Heavy Armor
    Birthsign: The Atronach
    
    ATTRIBUTES
    30 Strength
    50 Intelligence
    40 Willpower
    40 Agility
    30 Speed
    50 Endurance
    40 Personality
    50 Luck
    
    MAJOR SKILLS
    30 Spear
    30 Blunt Weapon
    30 Long Blade
    30 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    15 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    5 Armorer
    5 Athletics
    15 Enchant
    15 Destruction
    10 Alteration
    10 Illusion
    10 Conjuration
    15 Alchemy
    5 Unarmored
    10 Security
    10 Sneak
    10 Acrobatics
    10 Light Armor
    10 Short Blade
    10 Marksman
    10 Speechcraft
    10 Hand-to-hand
    
    FREELY USABLE SKILLS: Armorer, Sneak, Light Armor, Athletics,
    Unarmored, Destruction, Alteration, Alchemy, Security, 
    Speechcraft
    
    LEVEL 2: +10 Acrobatics, +10 Spear, 
    +5 Strength, +5 Endurance, +1 Luck
    
    ATTRIBUTES
    35 Strength
    50 Intelligence
    40 Willpower
    40 Agility
    30 Speed
    55 Endurance
    40 Personality
    51 Luck
    
    MAJOR SKILLS
    40 Spear
    30 Blunt Weapon
    30 Long Blade
    30 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    15 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    20 Acrobatics
    ~ Light Armor
    10 Short Blade
    10 Marksman
    ~ Speechcraft
    10 Hand-to-hand
    
    LEVEL 3: +10 Acrobatics, +10 Spear, 
    +5 Strength, +5 Endurance, +1 Luck
    
    ATTRIBUTES
    40 Strength
    50 Intelligence
    40 Willpower
    40 Agility
    30 Speed
    60 Endurance
    40 Personality
    52 Luck
    
    MAJOR SKILLS
    50 Spear
    30 Blunt Weapon
    30 Long Blade
    30 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    15 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    30 Acrobatics
    ~ Light Armor
    10 Short Blade
    10 Marksman
    ~ Speechcraft
    10 Hand-to-hand
    
    LEVEL 4: +10 Acrobatics, +10 Spear, 
    +5 Strength, +5 Endurance, +1 Luck
    
    ATTRIBUTES
    45 Strength
    50 Intelligence
    40 Willpower
    40 Agility
    30 Speed
    65 Endurance
    40 Personality
    53 Luck
    
    MAJOR SKILLS
    60 Spear
    30 Blunt Weapon
    30 Long Blade
    30 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    15 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    40 Acrobatics
    ~ Light Armor
    10 Short Blade
    10 Marksman
    ~ Speechcraft
    10 Hand-to-hand
    
    LEVEL 5: +10 Acrobatics, +10 Spear, 
    +5 Strength, +5 Endurance, +1 Luck
    
    ATTRIBUTES
    50 Strength
    50 Intelligence
    40 Willpower
    40 Agility
    30 Speed
    70 Endurance
    40 Personality
    54 Luck
    
    MAJOR SKILLS
    70 Spear
    30 Blunt Weapon
    30 Long Blade
    30 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    15 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    50 Acrobatics
    ~ Light Armor
    10 Short Blade
    10 Marksman
    ~ Speechcraft
    10 Hand-to-hand
    
    LEVEL 6: +10 Acrobatics, +10 Spear, 
    +5 Strength, +5 Endurance, +1 Luck
    
    ATTRIBUTES
    55 Strength
    50 Intelligence
    40 Willpower
    40 Agility
    30 Speed
    75 Endurance
    40 Personality
    55 Luck
    
    MAJOR SKILLS
    80 Spear
    30 Blunt Weapon
    30 Long Blade
    30 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    15 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    60 Acrobatics
    ~ Light Armor
    10 Short Blade
    10 Marksman
    ~ Speechcraft
    10 Hand-to-hand
    
    LEVEL 7: +10 Acrobatics, +10 Spear, 
    +5 Strength, +5 Endurance, +1 Luck
    
    ATTRIBUTES
    60 Strength
    50 Intelligence
    40 Willpower
    40 Agility
    30 Speed
    80 Endurance
    40 Personality
    56 Luck
    
    MAJOR SKILLS
    90 Spear
    30 Blunt Weapon
    30 Long Blade
    30 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    15 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    70 Acrobatics
    ~ Light Armor
    10 Short Blade
    10 Marksman
    ~ Speechcraft
    10 Hand-to-hand
    
    LEVEL 8: +10 Acrobatics, +10 Spear, 
    +5 Strength, +5 Endurance, +1 Luck
    
    ATTRIBUTES
    65 Strength
    50 Intelligence
    40 Willpower
    40 Agility
    30 Speed
    85 Endurance
    40 Personality
    57 Luck
    
    MAJOR SKILLS
    ~ Spear
    30 Blunt Weapon
    30 Long Blade
    30 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    15 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    80 Acrobatics
    ~ Light Armor
    10 Short Blade
    10 Marksman
    ~ Speechcraft
    10 Hand-to-hand
    
    LEVEL 9: +10 Acrobatics, +10 Medium Armor, 
    +5 Strength, +5 Endurance, +1 Luck
    
    ATTRIBUTES
    70 Strength
    50 Intelligence
    40 Willpower
    40 Agility
    30 Speed
    90 Endurance
    40 Personality
    58 Luck
    
    MAJOR SKILLS
    ~ Spear
    30 Blunt Weapon
    30 Long Blade
    30 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    25 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    90 Acrobatics
    ~ Light Armor
    10 Short Blade
    10 Marksman
    ~ Speechcraft
    10 Hand-to-hand
    
    LEVEL 10: +10 Acrobatics, +10 Medium Armor, 
    +5 Strength, +5 Endurance, +1 Luck
    
    ATTRIBUTES
    75 Strength
    50 Intelligence
    40 Willpower
    40 Agility
    30 Speed
    95 Endurance
    40 Personality
    59 Luck
    
    MAJOR SKILLS
    ~ Spear
    30 Blunt Weapon
    30 Long Blade
    30 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    35 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    10 Short Blade
    10 Marksman
    ~ Speechcraft
    10 Hand-to-hand
    
    LEVEL 11: +10 Marksman, +10 Medium Armor, 
    +5 Agility, +5 Endurance, +1 Luck
    
    ATTRIBUTES
    75 Strength
    50 Intelligence
    40 Willpower
    45 Agility
    30 Speed
    100 Endurance
    40 Personality
    60 Luck
    
    MAJOR SKILLS
    ~ Spear
    30 Blunt Weapon
    30 Long Blade
    30 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    10 Short Blade
    20 Marksman
    ~ Speechcraft
    10 Hand-to-hand
    
    LEVEL 12: +10 Marksman, +10 Blunt Weapon, 
    +5 Strength, +5 Agility, +1 Luck
    
    ATTRIBUTES
    80 Strength
    50 Intelligence
    40 Willpower
    50 Agility
    30 Speed
    100 Endurance
    40 Personality
    61 Luck
    
    MAJOR SKILLS
    ~ Spear
    40 Blunt Weapon
    30 Long Blade
    30 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    10 Short Blade
    30 Marksman
    ~ Speechcraft
    10 Hand-to-hand
    
    LEVEL 13: +10 Marksman, +10 Blunt Weapon, 
    +5 Strength, +5 Agility, +1 Luck
    
    ATTRIBUTES
    85 Strength
    50 Intelligence
    40 Willpower
    55 Agility
    30 Speed
    100 Endurance
    40 Personality
    62 Luck
    
    MAJOR SKILLS
    ~ Spear
    50 Blunt Weapon
    30 Long Blade
    30 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    10 Short Blade
    40 Marksman
    ~ Speechcraft
    10 Hand-to-hand
    
    LEVEL 14: +10 Marksman, +10 Blunt Weapon, 
    +5 Strength, +5 Agility, +1 Luck
    
    ATTRIBUTES
    90 Strength
    50 Intelligence
    40 Willpower
    60 Agility
    30 Speed
    100 Endurance
    40 Personality
    63 Luck
    
    MAJOR SKILLS
    ~ Spear
    60 Blunt Weapon
    30 Long Blade
    30 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    10 Short Blade
    50 Marksman
    ~ Speechcraft
    10 Hand-to-hand
    
    LEVEL 15: +10 Marksman, +10 Blunt Weapon, 
    +5 Strength, +5 Agility, +1 Luck
    
    ATTRIBUTES
    95 Strength
    50 Intelligence
    40 Willpower
    65 Agility
    30 Speed
    100 Endurance
    40 Personality
    64 Luck
    
    MAJOR SKILLS
    ~ Spear
    70 Blunt Weapon
    30 Long Blade
    30 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    10 Short Blade
    60 Marksman
    ~ Speechcraft
    10 Hand-to-hand
    
    LEVEL 16: +10 Marksman, +10 Blunt Weapon, 
    +5 Strength, +5 Agility, +1 Luck
    
    ATTRIBUTES
    100 Strength
    50 Intelligence
    40 Willpower
    70 Agility
    30 Speed
    100 Endurance
    40 Personality
    65 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    30 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    10 Short Blade
    70 Marksman
    ~ Speechcraft
    10 Hand-to-hand
    
    LEVEL 17: +10 Hand-to-hand, +10 Block, 
    +5 Agility, +5 Speed, +1 Luck
    
    ATTRIBUTES
    100 Strength
    50 Intelligence
    40 Willpower
    75 Agility
    35 Speed
    100 Endurance
    40 Personality
    66 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    40 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    10 Short Blade
    ~ Marksman
    ~ Speechcraft
    20 Hand-to-hand
    
    LEVEL 18: +10 Hand-to-hand, +10 Block, 
    +5 Agility, +5 Speed, +1 Luck
    
    ATTRIBUTES
    100 Strength
    50 Intelligence
    40 Willpower
    80 Agility
    40 Speed
    100 Endurance
    40 Personality
    67 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    50 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    10 Short Blade
    ~ Marksman
    ~ Speechcraft
    30 Hand-to-hand
    
    LEVEL 19: +10 Hand-to-hand, +10 Block, 
    +5 Agility, +5 Speed, +1 Luck
    
    ATTRIBUTES
    100 Strength
    50 Intelligence
    40 Willpower
    85 Agility
    45 Speed
    100 Endurance
    40 Personality
    68 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    60 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    10 Short Blade
    ~ Marksman
    ~ Speechcraft
    40 Hand-to-hand
    
    LEVEL 20: +10 Hand-to-hand, +10 Block, 
    +5 Agility, +5 Speed, +1 Luck
    
    ATTRIBUTES
    100 Strength
    50 Intelligence
    40 Willpower
    90 Agility
    50 Speed
    100 Endurance
    40 Personality
    69 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    70 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    10 Short Blade
    ~ Marksman
    ~ Speechcraft
    50 Hand-to-hand
    
    LEVEL 21: +10 Hand-to-hand, +10 Block, 
    +5 Agility, +5 Speed, +1 Luck
    
    ATTRIBUTES
    100 Strength
    50 Intelligence
    40 Willpower
    95 Agility
    55 Speed
    100 Endurance
    40 Personality
    70 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    80 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    10 Short Blade
    ~ Marksman
    ~ Speechcraft
    60 Hand-to-hand
    
    LEVEL 22: +10 Hand-to-hand, +10 Block, 
    +5 Agility, +5 Speed, +1 Luck
    
    ATTRIBUTES
    100 Strength
    50 Intelligence
    40 Willpower
    100 Agility
    60 Speed
    100 Endurance
    40 Personality
    71 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    15 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    10 Short Blade
    ~ Marksman
    ~ Speechcraft
    70 Hand-to-hand
    
    LEVEL 23: +10 Hand-to-hand, +10 Restoration, 
    +5 Willpower, +5 Speed, +1 Luck
    
    ATTRIBUTES
    100 Strength
    50 Intelligence
    45 Willpower
    100 Agility
    65 Speed
    100 Endurance
    40 Personality
    72 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    25 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    10 Short Blade
    ~ Marksman
    ~ Speechcraft
    80 Hand-to-hand
    
    LEVEL 24: +10 Hand-to-hand, +10 Restoration, 
    +5 Willpower, +5 Speed, +1 Luck
    
    ATTRIBUTES
    100 Strength
    50 Intelligence
    50 Willpower
    100 Agility
    70 Speed
    100 Endurance
    40 Personality
    73 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    35 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    10 Short Blade
    ~ Marksman
    ~ Speechcraft
    90 Hand-to-hand
    
    LEVEL 25: +10 Hand-to-hand, +10 Restoration, 
    +5 Willpower, +5 Speed, +1 Luck
    
    ATTRIBUTES
    100 Strength
    50 Intelligence
    55 Willpower
    100 Agility
    75 Speed
    100 Endurance
    40 Personality
    74 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    45 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    10 Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 26: +10 Short Blade, +10 Restoration, 
    +5 Willpower, +5 Speed, +1 Luck
    
    ATTRIBUTES
    100 Strength
    50 Intelligence
    60 Willpower
    100 Agility
    80 Speed
    100 Endurance
    40 Personality
    75 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    55 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    20 Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 27: +10 Short Blade, +10 Restoration, 
    +5 Willpower, +5 Speed, +1 Luck
    
    ATTRIBUTES
    100 Strength
    50 Intelligence
    65 Willpower
    100 Agility
    85 Speed
    100 Endurance
    40 Personality
    76 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    65 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    30 Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 28: +10 Short Blade, +10 Restoration, 
    +5 Willpower, +5 Speed, +1 Luck
    
    ATTRIBUTES
    100 Strength
    50 Intelligence
    70 Willpower
    100 Agility
    90 Speed
    100 Endurance
    40 Personality
    77 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    75 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    40 Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 29: +10 Short Blade, +10 Restoration, 
    +5 Willpower, +5 Speed, +1 Luck
    
    ATTRIBUTES
    100 Strength
    50 Intelligence
    75 Willpower
    100 Agility
    95 Speed
    100 Endurance
    40 Personality
    78 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    85 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    50 Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 30: +10 Short Blade, +10 Restoration, 
    +5 Willpower, +5 Speed, +1 Luck
    
    ATTRIBUTES
    100 Strength
    50 Intelligence
    80 Willpower
    100 Agility
    100 Speed
    100 Endurance
    40 Personality
    79 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    95 Restoration
    15 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    10 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    60 Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 31: +10 Conjuration, +5 Restoration, 
    +5 Mysticism, +5 Intelligence, +5 Willpower, +1 Luck
    
    ATTRIBUTES
    100 Strength
    55 Intelligence
    85 Willpower
    100 Agility
    100 Speed
    100 Endurance
    40 Personality
    80 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    20 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    20 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 32: +10 Conjuration, +10 Mysticism, 
    +5 Intelligence, +5 Willpower, +1 Luck
    
    ATTRIBUTES
    100 Strength
    60 Intelligence
    90 Willpower
    100 Agility
    100 Speed
    100 Endurance
    40 Personality
    81 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    30 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    30 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 33: +10 Conjuration, +10 Mysticism, 
    +5 Intelligence, +5 Willpower, +1 Luck
    
    ATTRIBUTES
    100 Strength
    65 Intelligence
    95 Willpower
    100 Agility
    100 Speed
    100 Endurance
    40 Personality
    82 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    40 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    40 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 34: +10 Conjuration, +10 Mysticism, 
    +5 Intelligence, +5 Willpower, +1 Luck
    
    ATTRIBUTES
    100 Strength
    70 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    40 Personality
    83 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    35 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    50 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 35: +10 Conjuration, +10 Mercantile, 
    +5 Intelligence, +5 Personality, +1 Luck
    
    ATTRIBUTES
    100 Strength
    75 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    45 Personality
    84 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    45 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    60 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 36: +10 Conjuration, +10 Mercantile, 
    +5 Intelligence, +5 Personality, +1 Luck
    
    ATTRIBUTES
    100 Strength
    80 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    50 Personality
    85 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    55 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    70 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 37: +10 Conjuration, +10 Mercantile, 
    +5 Intelligence, +5 Personality, +1 Luck
    
    ATTRIBUTES
    100 Strength
    85 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    55 Personality
    86 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    65 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    80 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 38: +10 Conjuration, +10 Mercantile, 
    +5 Intelligence, +5 Personality, +1 Luck
    
    ATTRIBUTES
    100 Strength
    90 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    60 Personality
    87 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    75 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    90 Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 39: +10 Conjuration, +10 Mercantile, 
    +5 Intelligence, +5 Personality, +1 Luck
    
    ATTRIBUTES
    100 Strength
    95 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    65 Personality
    88 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    85 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    15 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 40: +10 Enchant, +10 Mercantile, 
    +5 Intelligence, +5 Personality, +1 Luck
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    70 Personality
    89 Luck
    
    MAJOR SKILLS
    ~ Spear
    80 Blunt Weapon
    30 Long Blade
    90 Block
    95 Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    25 Enchant
    ~ Destruction
    ~ Alteration
    10 Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 41: +5 Illusion, +5 Mercantile, 
    +5 Blunt Weapon, +5 Personality, +1 Luck
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    75 Personality
    90 Luck
    
    MAJOR SKILLS
    ~ Spear
    85 Blunt Weapon
    30 Long Blade
    90 Block
    ~ Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    15 Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 42: +10 Illusion, +10 Blunt Weapon, 
    +5 Personality, +1 Luck
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    80 Personality
    91 Luck
    
    MAJOR SKILLS
    ~ Spear
    95 Blunt Weapon
    30 Long Blade
    90 Block
    ~ Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    25 Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 43: +10 Illusion, +5 Blunt Weapon, 
    +5 Long Blade, +5 Personality, +1 Luck
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    85 Personality
    92 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    35 Long Blade
    90 Block
    ~ Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    35 Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 44: +10 Illusion, +10 Long Blade, 
    +5 Personality, +1 Luck
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    90 Personality
    93 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    45 Long Blade
    90 Block
    ~ Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    45 Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 45: +10 Illusion, +10 Long Blade, 
    +5 Personality, +1 Luck
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    95 Personality
    94 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    55 Long Blade
    90 Block
    ~ Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    55 Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 46: +10 Illusion, +10 Long Blade, 
    +5 Personality, +1 Luck
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    95 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    65 Long Blade
    90 Block
    ~ Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    65 Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 47: +10 Long Blade, +1 Luck
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    96 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    75 Long Blade
    90 Block
    ~ Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 48: +10 Long Blade, +1 Luck
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    97 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    85 Long Blade
    90 Block
    ~ Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 49: +10 Long Blade, +1 Luck
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    98 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    95 Long Blade
    90 Block
    ~ Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 50: +5 Long Blade, +5 Block, +1 Luck
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    99 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    95 Block
    ~ Mercantile
    
    MINOR SKILLS
    15 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 51: +5 Block, +5 Axe, +1 Luck
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    20 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 52: +10 Axe
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    30 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 53: +10 Axe
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    40 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 54: +10 Axe
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    50 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 55: +10 Axe
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    60 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 56: +10 Axe
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    70 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 57: +10 Axe
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    80 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 58: +10 Axe
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    90 Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 59: +10 Axe
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    45 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 60: +10 Medium Armor
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    55 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    
    LEVEL 61: +10 Medium Armor
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    65 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    
    LEVEL 62: +10 Medium Armor
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    75 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    
    LEVEL 63: +10 Medium Armor
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    85 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    
    LEVEL 64: +10 Medium Armor
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    95 Medium Armor
    ~ Restoration
    50 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    LEVEL 65: +5 Medium Armor, +5 Mysticism
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    ~ Medium Armor
    ~ Restoration
    55 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    
    LEVEL 66: +10 Mysticism
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    ~ Medium Armor
    ~ Restoration
    65 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    
    LEVEL 67: +10 Mysticism
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    ~ Medium Armor
    ~ Restoration
    75 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    
    LEVEL 68: +10 Mysticism
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    ~ Medium Armor
    ~ Restoration
    85 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    
    LEVEL 69: +10 Mysticism
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    ~ Medium Armor
    ~ Restoration
    95 Mysticism
    15 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    
    LEVEL 70: +5 Mysticism, +5 Heavy Armor
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    ~ Medium Armor
    ~ Restoration
    ~ Mysticism
    20 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    
    LEVEL 71: +10 Heavy Armor
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    ~ Medium Armor
    ~ Restoration
    ~ Mysticism
    30 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    
    LEVEL 72: +10 Heavy Armor
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    ~ Medium Armor
    ~ Restoration
    ~ Mysticism
    40 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    
    LEVEL 73: +10 Heavy Armor
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    ~ Medium Armor
    ~ Restoration
    ~ Mysticism
    50 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    
    LEVEL 74: +10 Heavy Armor
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    ~ Medium Armor
    ~ Restoration
    ~ Mysticism
    60 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    
    LEVEL 75: +10 Heavy Armor
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    ~ Medium Armor
    ~ Restoration
    ~ Mysticism
    70 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    
    LEVEL 76: +10 Heavy Armor
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    ~ Medium Armor
    ~ Restoration
    ~ Mysticism
    80 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    
    LEVEL 77: +10 Heavy Armor
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    ~ Medium Armor
    ~ Restoration
    ~ Mysticism
    90 Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    
    LEVEL 78: +10 Heavy Armor
    
    ATTRIBUTES
    100 Strength
    100 Intelligence
    100 Willpower
    100 Agility
    100 Speed
    100 Endurance
    100 Personality
    100 Luck
    
    MAJOR SKILLS
    ~ Spear
    ~ Blunt Weapon
    ~ Long Blade
    ~ Block
    ~ Mercantile
    
    MINOR SKILLS
    ~ Axe
    ~ Medium Armor
    ~ Restoration
    ~ Mysticism
    ~ Heavy Armor
    
    MISC SKILLS
    ~ Armorer
    ~ Athletics
    ~ Enchant
    ~ Destruction
    ~ Alteration
    ~ Illusion
    ~ Conjuration
    ~ Alchemy
    ~ Unarmored
    ~ Security
    ~ Sneak
    ~ Acrobatics
    ~ Light Armor
    ~ Short Blade
    ~ Marksman
    ~ Speechcraft
    ~ Hand-to-hand
    
    Equipment Notes							{CHR010}
    o======================================================================o
    As with builds, Morrowind contains things I consider the objective best 
    gear in the game. There are two aspects to consider: i) armor/damage 
    rating and ii) enchantment capacity. By the end, we want a full suite 
    of the most resistant, most damaging weapons enchanted to capacity. You 
    should also note that most clothing can be worn under your armor, giving 
    you additional opportunities for enchantments. I will point out when 
    you are guaranteed to find something you should keep, but given the 
    likelihood of finding things randomly, be on the lookout for the 
    following:
    
    i) Any Exquisite clothes other than shoes, including *two* rings and an 
    amulet
    ii) Any Daedric weapon
    iii) a Daedric Tower Shield
    iv) Grand Soul Gems-17 total-trap Golden Saints only!
    v) All other soul gems, alchemy ingredients, thief tools, & repair tools
    vi) Any upgrades relative to what you've found so far
    
    By the end of the game, we want to gear ourselves in the following:
    i) Exquisite Shirt
    ii) Exquisite Pants
    iii) Exquisite Belt
    iv) Exquisite Skirt
    v) Exquisite Robe
    vi) first Exquisite Ring
    vii) second Exquisite Ring
    viii) Exquisite Amulet
    ix) Daedric Boots
    x) Daedric Greaves
    xi) Daedric Cuirass
    xii) Daedric Left Pauldron
    xiii) Daedric Right Pauldron
    xiv) Daedric Left Gauntlet
    xv) Daedric Right Gauntlet
    xvi) Daedric Face of God
    xvii) Daedric Tower Shield
    xviii) Daedric Wakizashi
    xix) Daedric Long Bow
    
    Daedric Armor never drops randomly, save the Tower Shield, which is 
    exclusively found as a random drop from Golden Saints. You can 
    potentially find random Daedric weapons and Exquisite clothes, as well 
    as Grand Soul Gems and Golden Saints. We will want to enchant all of 
    this gear with the most powerful souls possible. You may notice that I 
    said 17 Golden Saint-filled Grand Soul Gems, but there are 19 pieces of 
    gear. We will want to use the two most powerful souls in the game-
    Vivec's and Almalexia's-for the two items with the best enchantment 
    capacity, the Wakizashi and Tower Shield. Those two souls can only be 
    trapped within Azura's Star.
    
    Recommended enchantments will take three basic forms. First, I suggest 
    a Constant Effect Restore Fatigue sufficient to counteract the drain 
    from running. Though you may wish to counteract the High Elf's magic 
    weaknesses with resists, but I find this largely unnecessary with the 
    Atronach's spell absorption. Second, we'll want damaging enchantments 
    on the weapons; I recommend Shock or Poison, since Nords are immune to 
    Frost entirely and there are a *lot* of Fire-resistant Dunmer in the 
    game. Third, I usually recommend flat Strength or Speed fortification, 
    because nobody likes Encumbrance and moving faster kicks butt.
    
    o======================================================================o
    |								       |
    |		             Spells {SPL001}			       |
    |								       |
    o======================================================================o
    In this section, I will describe the spells that are available in the 
    game. I will break the spells down by the six Colleges of magic they 
    belong to. Within each College, I will list all available spell effects.
    Each effect will have the following listed: 
    -A basic description of the effect
    -The effect's base cost
    -A detailed discussion of the effect
    -A list of alchemy ingredients having the effect
    -A list of premade spells with the effects
    
    For the premade spells, I will list the details of what they do along 
    with the locations where they can be purchased. If an alchemy 
    ingredient is marked with an asterisk, that means the effect is its 
    first effect, and is what will occur when the ingredient is eaten.
    
    Note at the outset that custom spells are almost always more useful 
    than any particular premade spell. I will endeavour to learn every 
    premade spell nonetheless, but when there's an effect you actually want 
    to use, I strongly recommend making a custom spell and/or enchantment. 
    I'll describe the spells I make in the body of the walkthrough, but be 
    aware at the outset that real utility comes from thinking things 
    through and customizing them. You will be better at making good spells 
    for your character than the designers were, no matter what your build 
    is. I promise.
    
    *An asterisk next to a premade spell means that a character with that 
    spell's College as a major skill will start with that spell.
    
    Alteration							{SPL002}
    o======================================================================o
    
    Burden
    <---------------------------------------------------------------------->
    Burden M points for D seconds
    
    Base Cost: 1.0
    
    Burden will increase the target's current Encumbrance by M points for D 
    seconds. If you break through the target's maximum Encumbrance, they 
    will be rendered immobile for the duration of the effect. 
    
    Note that Burden can be resisted with Resist Magicka and, 
    alternatively, can be amplified by Weakness to Magicka. Largely the 
    same effect can be achieved by using Drain Strength, which may be a 
    more helpful option because it will also lower a target's maximum 
    Fatigue and weapon damage.
    
    Ingredients: Adamantium Ore*, Gold Kanet, Resin, Scrib Jerky
    
    Premade Spells:
    
    Burden-20 points for 10 seconds on Target
    Cost: 15
    Available from: Estirdalin, Balmora, Guild of Mages; 
    Malven Romori, Vivec, Guild of Mages
    
    Heavy Burden Touch-40 points for 10 seconds on Touch
    Cost: 20
    Available from: Dulian, Buckmoth Legion Fort, Interior;
    Vaval Selas, Vivec, St. Olms Temple;
    Idonea Munia, Vivec, Foreign Quarter Upper Waistworks
    
    Crushing Burden Touch-60 points for 10 seconds on Touch
    Cost: 30
    Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
    Tyermaillin, Balmora, Tyermaillin's House;
    Gildan, Ald'ruhn, Gildan's House;
    Ranis Athrys, Balmora, Guild of Mages;
    Uvele Berendas, Indarys Manor, Berendas' House
    
    Great Burden of Sin-40 points for 10 seconds on Target
    Cost: 30
    Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison
    Gildan, Ald'ruhn, Gildan's House
    Tyermaillin, Balmora, Tyermaillin's House
    Fanildil, Ebonheart, Hawkmoth Legion Garrison
    Ranis Athrys, Balmora, Guild of Mages
    Uvele Berendas, Indarys Manor, Berendas' House
    
    Heavy Burden-40 points for 10 seconds on Target
    Cost: 30
    Available from: Gildan, Ald'ruhn, Gildan's House;
    Tyermaillin, Balmora, Tyermaillin's House; 
    Ranis Athrys, Balmora, Guild of Mages
    
    Weary-30-60 points for 10 seconds on Target
    Cost: 34
    Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison
    Heem-La, Ald-ruhn, Guild of Mages
    Uvele Berendas, Indarys Manor, Berendas' House
    Gildan, Ald'ruhn, Gildan's House
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison
    
    Cruel Weary-50-70 points for 10 seconds on Target
    Cost: 45
    Available from: Leles Birian, Ascadian Isles Region
    
    Crushing Burden-60 points for 10 seconds on Target
    Cost: 45
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild
    Milar Mayon, Tel Vos, Services Tower
    Leles Birian, Ascadian Isles Region
    Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry
    
    Burden of Sin-40-60 points for 20 seconds on Touch
    Cost:50
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    Eraamion, Caldera, Guild of Mages;
    Leles Birian, Ascadian Isles Region;
    Mehra Drora, Gnisis, Temple;
    Rilvase Avani, Ghostgate, Tower of Dawn;
    Scelian Plebo, Wolverine Hall, Imperial Shrine;
    Elynu Saren, Suran, Suran Temple; 
    Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; 
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Namanian Facian, Sadrith Mora, Morag Tong Guild; 
    Salen Ravel, Maar Gan, Shrine; 
    Tinaso Alan, Tel Mora, Tower Services
    
    Dire Weary-60-90 points for 10 seconds on Target
    Cost: 56
    Available from: Aldaril, Buckmoth Legion Fort, Interior; 
    Leles Birian, Ascadian Isles Region; 
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers; 
    Diren Vendu, Tel Mora, Tower Services; 
    Only-He-Stands-There, Balmora, South Wall Cornerclub
    
    Crushing Burden of Sin-60-80 points for 30 seconds on Target
    Cost: 158
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub; 
    Imare, Balmora, Hlaalu Council Manor; 
    Somutis Vunnis, Moonmoth Legion Fort, Interior; 
    Ethasi Rilvayn, Balmora, Morag Tong Guild; 
    Leles Birian, Ascadian Isles Region
    
    Feather
    <---------------------------------------------------------------------->
    Feather M points for D seconds
    
    Base Cost: 1.0
    
    Reduces the target's encumbrance by M poins, allowing them to carry 
    more without becoming encumbered. Their Fatigue will also drain more 
    slowly. 
    
    Generally speaking, Fortify Strength is a more effective alternative, 
    as it has the same base cost but each point of Strength adds 5 to 
    maximum encumbrance. Fortify Strength is thereby 5x more effective 
    than Feather.
    
    Ingredients: Heather, Ruby, Scuttle
    
    Premade spells:
    
    Feather-20 points for 10 seconds on Self
    Cost: 10
    Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House
    Uleni Heleran, Wolverine Hall, Mages Guild
    Estirdalin, Balmora, Guild of Mages
    
    Strong Feather-50 points for 10 seconds on Self
    Cost: 25
    Available from: Dulian, Buckmoth Legion Fort, Interior; 
    Ranis Athrys, Balmora, Guild of Mages; 
    Tyermaillin, Balmora, Tyermaillin's House; 
    Gildan, Ald'ruhn, Gildan's House; 
    Sharn gra-Muzgob, Balmora, Guild of Mages; 
    Vaval Selas, Vivec, St. Olms Temple
    
    Ulms's Juicedaw's Feather-50 points for 10 seconds on Self
    Cost: 25
    Available from: Dulian, Buckmoth Legion Fort, Interior;
    Ranis Athrys, Balmora, Guild of Mages
    Vaval Selas, Vivec, St. Olms Temple;
    Gildan, Ald'ruhn, Gildan's House;
    Tyermaillin, Balmora, Tyermaillin's House
    
    Great Feather-100 points for 10 seconds on Self
    Cost: 50
    Available from: Aldaril, Buckmoth Legion Fort, Interior
    Eraamion, Caldera, Guild of Mages
    Ferise Varo, Vos, Varo Tradehouse Entrance
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Only-He-Stands-There, Balmora, South Wall Cornerclub; 
    Tinaso Alan, Tel Mora, Tower Services; 
    Elynu Saren, Suran, Suran Temple; 
    Ervona Barys, Ebonheart, Hawkmoth Legion Garrison; 
    Leles Birian, Ascadian Isles Region; 
    Namanian Facian, Sadrith Mora, Morag Tong Guild; 
    Threvul Serethi, Sadrith Mora, Thervul Serethi: Healer; 
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer
    
    Fire Shield
    <---------------------------------------------------------------------->
    Fire Shield M points for D seconds
    
    Base Cost: 3.0
    
    This effect does two things while active. First, it grants M% Resist 
    Fire, or M% reduction in Fire damage. Second, enemies next to the 
    caster will be damaged at 1 point Fire damage per 10 points of spell 
    strength.
    
    Ingredients: Comberry, Fire Salts, Raw Glass, Sload Soap
    
    Premade Spells:
    
    Fire Barrier-1-10 points for 10 seconds on Self
    Cost: 8
    Available from: Malven Romori, Vivec, Guild of Mages; 
    Uleni Heleran, Wolverine Hall, Mages Guild; 
    Tinaso Alan, Tel Mora, Tower Services
    
    Fire Shield-10 points for 30 seconds on Self
    Cost: 45
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Namanian Facian, Sadrith Mora, Morag Tong Guild; 
    Marayn Dren, Balmora, Guild of Mages;
    Scelian Plebo, Wolverine Hall, Imperial Shrine
    
    Strong Fire Shield-12 points for 30 seconds on Self
    Cost: 54
    Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
    Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level
    
    Frost Shield
    <---------------------------------------------------------------------->
    Frost Shield M points for D seconds
    
    Base Cost: 3.0
    
    This effect does two things while active. First, it grants M% Resist 
    Frost, or M% reduction in Frost damage. Second, enemies next to the 
    caster will be damaged at 1 point Frost damage per 10 points spell 
    strength.
    
    Ingredients: Frost Salts, Holly Berries, Large Kwama Egg, Raw Ebony, 
    Willow Anther
    
    Premade spells:
    
    Frost Barrier-3 points for 10 seconds on Self
    Cost: 5
    Available from: Malven Romori, Vivec, Guild of Mages;
    Uleni Heleran, Wolverine Hall, Mages Guild
    
    Frost Shield-10 points for 30 seconds on Self
    Cost: 45
    Available from: Dulian, Buckmoth Legion Fort, Interior;
    Marayn Dren, Balmora, Guild of Mages;
    Scelian Plebo, Wolverine Hall, Imperial Shrine;
    Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Namanian Facian, Sadrith Mora, Morag Tong Guild;
    Vaval Selas, Vivec, St. Olms Temple
    
    Strong Frost Shield-12 points for 30 seconds on Self
    Cost: 54
    Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
    Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level
    
    Jump
    <---------------------------------------------------------------------->
    Jump M points for D seconds
    
    Base Cost: 3.0
    
    Increases the maximum jumping height of the target, where the existing 
    maximum height is multiplied by the magnitude of the effect.
    
    This is not identical to fortifying Acrobatics, and it will not 
    increase the height from which you can fall before taking damage. It is 
    possible to hurt yourself in a Jump-augmented fall, so you should be 
    careful with high magnitudes of this effect.
    
    Ingredients: None
    
    Premade spell:
    
    Tinur's Hoptoad-20 points for 10 seconds on Self
    Cost: 30
    Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Llaros Uvayn, Caldera, Governor's Hall;
    Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
    Sirilonwe, Vivec, Guild of Mages;
    Tyermaillin, Balmora, Tyermaillin's House; 
    Gildan, Ald'ruhn, Gildan's House;
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
    Ranis Athrys, Balmora, Guild of Mages;
    Tinaso Alan, Tel Mora, Tower Services;
    Uvele Berendas, Indarys Manor, Berendas' House
    
    Levitate
    <---------------------------------------------------------------------->
    Levitate M points for D seconds
    
    Base Cost: 3.0
    
    Causes the target to be able to walk on air. The speed of movement 
    through the air is determined by the value M, and also by the 
    character's Speed attribute. This can be used both to reach high 
    inaccessible places and also to gain an advantage in combat. Attacking 
    non-flying, non-archer/mage opponents while levitating will often cause 
    them to run away in terror since they are unable to hit you. Casting 
    levitate on friendly targets does not start combat.
    
    Levitation can also be used as an offensive spell if its strength is set 
    to a low value. It costs little magicka and renders enemies almost 
    immobile, similar to burden. Such a spell is particularly effective 
    against flying enemies like Cliff Racers, as it causes them to crash to 
    the ground and take falling damage.
    
    You may not rest on the ground while levitating, but you can rest in a 
    bed. You may also find that in some cramped quarters, it will be 
    impossible to move while levitating, as your head gets stuck in the 
    ceiling. You should also be careful to keep an eye on the duration of the 
    spell so that it does not wear off while you are in mid-air, causing you 
    to fall and get hurt or even killed. (A Slowfall spell or any other 
    method can help prevent this.) There does not seem to be any known height 
    ceiling to levitation. You can keep going up for a very long time, long 
    after the game-fog completely obscures your view of the ground. If you 
    cast a Levitate spell, and then use fast travel, the spell will continue 
    to its full duration as if the travel was instantaneous, even though in 
    game-time it can take hours on certain routes.
    
    You cannot levitate in Mournhold. The in-universe reason given is that 
    levitation offends the goddess Almalexia, but the technical reason is 
    presumably because the city is in an interior cell, and levitation would 
    make it possible to fly over the walls and see the unrendered world 
    beyond.
    
    Ingredients: Coda Flower, Racer Plumes, Sweetpulp, Trama Root
    
    Premade spells:
    
    Strong Levitate-20 points for 10 seconds on Self
    Cost: 30
    Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Uvele Berendas, Indarys Manor, Berendas' House; 
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison
    
    Levitate-10 points for 30 seconds on Self
    Cost: 45
    Available from: Fevyn Ralen, Vivec, Telvanni Mage;
    Marayn Dren, Balmora, Guild of Mages
    
    Wild Levitate-1-50 points for 30 seconds on Self
    Cost: 115
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    Namanian Facian, Sadrith Mora, Morag Tong Guild;
    Heem-La, Ald'ruhn, Guild of Mages;
    Salver Lleran, Vivec, Telvanni Sorcerer
    
    Lightning Shield
    <---------------------------------------------------------------------->
    Lightning Shield M points for D seconds
    
    Base Cost: 3.0
    
    This effect does two different things. First, it gives M% Resist Shock, 
    or M% reduction in Shock damage. Second, enemies next to the caster 
    will suffer 1 point of Shock damage per 10 points of spell strength.
    
    Ingredients: Corkbulb Root, Crab Meat, Scrap Metal
    
    Premade spells:
    
    Shock Barrier-1-10 points for 10 seconds on Self
    Cost: 8
    Available from: Uleni Heleran, Wolverine Hall, Mages Guild
    
    Lightning Shield-10 points for 30 seconds on Self
    Cost: 45
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Marayn Dren, Balmora, Guild of Mages;
    Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
    Malven Romori, Vivec, Guild of Mages;
    Namanian Facian, Sadrith Mora, Morag Tong Guild;
    Scelian Plebo, Wolverine Hall, Imperial Shrine
    
    Strong Shock Shield-12 points for 30 seconds on Self
    Cost: 54
    Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
    Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level
    
    Lock
    <---------------------------------------------------------------------->
    Lock M points
    
    Base Cost: 2.0
    
    Locks a door or container by M points. The effect is permanent until the 
    lock is opened, either by lockpick or the Open effect.
    
    There are not too many practical uses for this effect. It is handy to 
    practice Security, and you can also use it to trap hostile creatures or 
    NPCs in a particular room of a cell. It is highly effective for that 
    purpose, as no creatures or NPCs will ever open a locked door of any 
    level.
    
    Ingredients: None
    
    Premade spells:
    
    Fenrick's Doorjam-10 points on Touch
    Cost: 1
    Available from: Fevyn Ralen, Vivec, Telvanni Mage;
    Tinaso Alan, Tel Mora, Tower Services;
    Medila Indaren, Caldera, Guild of Mages
    
    Open
    <---------------------------------------------------------------------->
    Open M points
    
    Base Cost: 6.0
    
    Opens a locked door or container. The magnitude is the level of the 
    lock that the spell can successfully open. Note that, much like the 
    distinction between lockpicks and probes, this effect does nothing 
    about traps.
    
    Casting any Open spell as a touch or target effect will qualify as a 
    crime if witnessed, just like using a lockpick.
    
    Ingredients: None
    
    Premade spells: 
    
    Ondusi's Open Door-50 points on Touch
    Cost: 15
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    J'Rasha, Vivec, J'Rasha: Healer;
    Namanian Facian, Sadrith Mora, Morag Tong Guild;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
    Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
    Marayn Dren, Balmora, Guild of Mages;
    Orrent Geontene, Ald'ruhn, Guild of Mages;
    Sirilonwe, Vivec, Guild of Mages
    
    Strong Open-50 points on Touch
    Cost: 15
    Available from: J'Rasha, Vivec, J'Rasha: Healer
    
    Wild Open-1-100 points on Touch
    Cost: 15
    Available from: J'Rasha, Vivec, J'Rasha: Healer
    
    Shield
    <---------------------------------------------------------------------->
    Shield M points for D seconds
    
    Base Cost: 2.0
    
    Increases the target's armor rating by M points for D seconds.
    
    Most of the time, it is more effective to fortify the relevant armor 
    skill instead. Assuming that the character is entirely covered in the 
    particular armor type and the armor rating of each piece is at least 
    15, the fortify skill effect applied to the armor type will give a 
    bigger armor rating boost for less Magicka.
    
    Ingredients: None
    
    Premade spells:
    
    Shield*-5 points for 30 seconds on Self
    Cost: 15
    Available from: J'Rasha, Vivec, J'Rasha: Healer
    
    First Barrier-10 points for 30 seconds on Self
    Cost: 30
    Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
    Folvys Andalor, Ald'ruhn, Temple;
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
    Zanmulk Sammalamus, Gnisis, Temple;
    Fevyn Ralen, Vivec, Telvanni Mage;
    Marayn Dren, Balmora, Guild of Mages;
    Uvele Berendas, Indarys Manor, Berendas' House
    
    Second Barrier-20 points for 30 seconds on Self
    Cost: 60
    Available from: Aldaril, Buckmoth Legion Fort, Interior;
    Elynu Saren, Suran, Temple;
    Ferise Varo, Vos, Varo Tradehouse Entrance;
    Folvys Andalor, Ald'ruhn, Temple;
    Malven Romori, Vivec, Guild of Mages;
    Milar Maryon, Tel Vos, Services Tower;
    Rilvase Avani, Ghostgate, Tower of Dawn;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
    Uleni Heleran, Wolverine Hall, Mages Guild;
    Diren Vendu, Tel Mora, Tower Services;
    Felara Andrethi, Tel Aruhn, Tower Living Quarters;
    Fevyn Ralen, Vivec, Telvanni Mage;
    Heem-La, Ald'ruhn, Guild of Mages;
    Marayn Dren, Balmora, Guild of Mages;
    Only-He-Stands-There, Balmora, South Wall Cornerclub;
    Salen Ravel, Maar Gan, Shrine;
    Tinaso Alan, Tel Mora, Tower Services
    
    Third Barrier-30 points for 30 seconds on Self
    Cost: 90
    Available from: Aldaril, Buckmoth Legion Fort, Interior;
    Farena Arelas, Tel Uvirith, Arelas' House;
    Fevyn Ralen, Vivec, Telvanni Mage;
    Imare, Balmora, Hlaalu Council Manor;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
    Uleni Heleran, Wolverine Hall, Mages Guild;
    Ethasi Rilvayn, Balmora, Morag Tong Guild;
    Felara Andrethi, Tel Aruhn, Tower Living Quarters;
    Heem-La, Ald'ruhn, Guild of Mages;
    Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
    Tinaso Alan, Tel Mora, Tower Services;
    Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level
    
    Fourth Barrier-40 points for 30 seconds on Self
    Cost: 120
    Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;
    Imare, Balmora, Hlaalu Council Manor;
    Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
    Tyermaillin, Balmora, Tyermaillin's House;
    Farena Arelas, Tel Uvirith, Arelas' House;
    Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
    Tunila Omavel, Tel Uvirith, Omavel's House
    
    Fifth Barrier-50 points for 30 seconds on Self
    Cost: 150
    Available from: Gildan, Ald'ruhn, Gildan's House;
    Sharn gra-Muzgob, Balmora, Guild of Mages;
    Tyermaillin, Balmora, Tyermaillin's House;
    Ranis Athrys, Balmora, Guild of Mages;
    Tunila Omavel, Tel Uvirith, Omavel's House
    
    Sixth Barrier-60 points for 30 seconds on Self
    Cost: 180
    Available from: Gildan, Ald'ruhn, Gildan's House;
    Tyermaillin, Balmora, Tyermaillin's House;
    Ranis Athrys, Balmora, Guild of Mages
    
    Slowfall
    <---------------------------------------------------------------------->
    Slowfall M points for D seconds
    
    Base Cost: 3.0
    
    Reduces fall damage by slowing the rate of descent.
    
    Magnitude is functionally irrelevant. Any value of Slowfall makes you 
    immune to fall damage for the effect's duration.
    
    Ingredients: None
    
    Premade spells:
    
    Slowfall-30 points for 10 seconds on Self
    Cost: 45
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    Leles Birian, Ascadian Isles Region;
    Milar Maryon, Tel Vos, Services Tower;
    Orrent Geontene, Ald'ruhn, Guild of Mages;
    Sirilonwe, Vivec, Guild of Mages;
    Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Llaros Uvayn, Caldera, Governor's Hall;
    Namanian Facian, Sadrith Mora, Morag Tong Guild;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer
    
    Swift Swim
    <---------------------------------------------------------------------->
    Swift Swim M points for D seconds
    
    Base Cost: 2.0
    
    Allows the target to swim more quickly in the water.
    
    Generally speaking, using the Fortify Attribute effect for Speed is 
    more effective in two ways. First, it is equally effective at raising 
    swim speed for half the Magicka cost. Second, it is equally effective
    on land.
    
    Ingredients: Daedra Skin, Golden Sedge Flowers, Scales, Scrib Jerky
    
    Premade spells:
    
    Buoyancy-1 point for 20 seconds on Self
    Cost: 2
    Available from: Marayn Dren, Balmora, Guild of Mages;
    Fevyn Ralen, Vivec, Telvanni Mage;
    Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry
    
    Swimmer's Blessing-5 points for 30 seconds on Self
    Cost: 15
    Available from: Dulian, Buckmoth Legion Fort, Interior;
    Vaval Selas, Vivec, St. Olms Temple;
    Medila Indaren, Caldera, Guild of Mages
    
    Water Breathing
    <---------------------------------------------------------------------->
    Water Breathing for D seconds
    
    Base Cost: 3.0
    
    Allows the target to breathe underwater. This allows them to stay 
    submerged for the effect's duration without drowning.
    
    There is one quest for the Tribunal Temple that requires you to drown 
    yourself. Be wary of abusing Alchemy to get permanent Water Breathing, 
    at least until that quest is complete. Given the presence of over-water 
    escort missions, a Touch/Target version of this effect actually can be 
    quite useful. All creatures can breathe underwater by default, but most 
    NPCs can drown. When the duration expires, you will not immediately 
    begin drowning. Rather, the breath meter will appear at full.
    
    Ingredients: Hackle-Lo Leaf, Kwama Cuttle, Luminous Russula*, Pearl
    
    Premade spells: 
    
    Water Breathing-30 seconds on Self
    Cost: 5
    Available from: Marayn Dren, Balmora, Guild of Mages
    
    Vivec's Kiss-100 seconds on Self
    Cost: 15
    Available from: Uleni Heleran, Wolverine Hall, Mages Guild
    
    Water Walking
    <---------------------------------------------------------------------->
    Water Walking for D seconds
    
    Base Cost: 3.0
    
    Allows the target to walk on water. Normal speed applies, just as if on 
    land. If you are seeking to avoid combat, this is a great way to do it, 
    as it prevents underwater creatures from attacking you and flying 
    creatures generally don't spawn over water.
    
    Again, beware making this effect permanent by Alchemy abuse. It 
    prevents you from swimming under water, and many times full exploration 
    requires that this be done. If you attempt to cast this effect while 
    underwater, you get a message that "You cannot cast this effect at the 
    moment."
    
    Ingredients: Ampoule Pod*, Kwama Cuttle, Scales, Violet Coprinus*
    
    Premade spells: 
    
    Water Walking*-60 seconds on Self
    Cost: 9
    Available from: Marayn Dren, Balmora, Guild of Mages;
    Uleni Heleran, Wolverine Hall, Mages Guild;
    Tinaso Alan, Tel Mora, Tower Services
    
    Conjuration							{SPL003}
    o======================================================================o
    
    Bound Battle Axe
    <---------------------------------------------------------------------->
    Bound Battle Axe for D seconds
    
    Base Cost: 2.0
    
    Summons a magical Daedric Battle-Axe. This automatically becomes 
    equipped and drawn, replacing whatever weapon you previously had 
    equipped. When the spell expires, the old weapon will be re-equipped 
    and the Bound Battle-Axe will disappear. The Bound Battle-Axe has the 
    same statistics as a Daedric Battle-Axe, save that it is weightless and 
    carries a Constant Effect enchantment of Fortify Axe 10 points on Self. 
    The Bound Battle-Axe may not be dropped, sold, or given to other people. 
    
    The Bound Battle-Axe can become damaged, just like other items. The 
    duration of the spell normally runs out before this becomes an issue. 
    However, if you repair the Bound Battle-Axe before it disappears, you 
    can end up with a permanent duplicate in your inventory.
    
    It is possible to enchant items with Constant Effect Bound Battle-Axe. 
    This will give you the Bound Battle-Axe whenever worn. Since the item is 
    now a constant effect, you can keep the Bound Battle-Axe much longer. 
    You can also instantly repair the Bound Battle-Axe merely by removing 
    and re-equipping the enchanted item. It is imperative that you do not 
    repair items gotten in this way. This can cause you to be stuck with the 
    items forever. Rings, belts and amulets are the best items to enchant. 
    Players should not repair a constant effect Bound Battle-Axe. A broken 
    Bound Battle-Axe cannot be repaired, disabled or deleted in the player 
    save file without causing severe glitching (a bug that roots the player 
    save to the spot and causes the player's model to vanish altogether). 
    Only the "removeitem" command will successfully eliminate a broken Bound 
    Battle-Axe.
    
    Ingredients: None
    
    Premade spells:
    
    Bound Battle-Axe-60 seconds on Self
    Cost: 6
    Available from: Diren Vendu, Tel Mora, Tower Services;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
    Masalinie Merian, Balmora, Guild of Mages;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer
    
    Bound Boots
    <---------------------------------------------------------------------->
    Bound Boots for D seconds
    
    Base Cost: 2.0
    
    Summons a magical set of Daedric Boots. They automatically become 
    equipped, replacing whatever boots you previously had equipped. When 
    the spell expires, the old boots will be re-equipped and the Bound 
    Boots will disappear. The Bound Boots have the same statistics as 
    Daedric Boots, save that they are weightless and carry a Constant 
    Effect enchantment of Fortify Speed 10 points on Self. The Bound Boots 
    may not be dropped, sold, or given to other people.
    
    The Bound Boots can become damaged, just like other items. The duration 
    of the spell normally runs out before this becomes an issue. However, 
    if you repair the Bound Boots before they disappear, you can end up 
    with a permanent duplicate in your inventory.
    
    It is possible to enchant items with Constant Effect Bound Boots. This 
    will give you the Bound Boots whenever worn. Since the item is now a 
    constant effect, you can keep the Bound Boots much longer. You can also 
    instantly repair the Bound Boots merely by removing and re-equipping 
    the enchanted item. However, you must avoid two things: First, never 
    enchant a set of boots with a Bound Boots Constant Effect. Wearing such 
    boots will cause them to be permanently in your inventory. Similarly, 
    two items which cancel each other out is an equally bad idea. (Thus a 
    Helm with Bound Boots and Boots with Bound Helm enchantments should 
    never be worn at the same time). Secondly, it is even more imperative 
    that you do not repair items gotten in this way. This can cause you to 
    be stuck with the items forever. Thus, rings, belts and amulets are the 
    best items to enchant. Players should not repair constant effect Bound 
    Boots. Broken Bound Boots cannot be repaired, disabled or deleted in the 
    player save file without causing severe glitching (a bug that roots the 
    player save to the spot and causes the player's model to vanish 
    altogether). Only the "removeitem" command will successfully eliminate 
    broken Bound Boots.
    
    Ingredients: None
    
    Premade spells:
    
    Bound Boots-60 seconds on Self
    Cost: 6
    Available from: Estirdalin, Balmora, Guild of Mages;
    Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
    Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
    Farena Arelas, Tel Uvirith, Arelas' House;
    Heem-La, Ald'ruhn, Guild of Mages
    
    Bound Cuirass
    <---------------------------------------------------------------------->
    Bound Cuirass for D seconds
    
    Base Cost: 2.0
    
    Summons a magical Daedric Cuirass. It automatically becomes equipped, 
    replacing whatever cuirass you previously had equipped. When the spell 
    expires, the old cuirass will be re-equipped and the Bound Cuirass will 
    disappear. The Bound Cuirass has the same statistics as a Daedric 
    Cuirass, save that it is weightless and carries a Constant Effect 
    enchantment of Fortify Light Armor 5 points on Self, Fortify Medium 
    Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and 
    Fortify Unarmored 5 points on Self. The Bound Cuirass may not be 
    dropped, sold, or given to other people.
    
    The Bound Cuirass can become damaged, just like other items. The 
    duration of the spell normally runs out before this becomes an issue. 
    However, if you repair the Bound Cuirass before it disappears, you can 
    end up with a permanent duplicate in your inventory.
    
    It is possible to enchant items with Constant Effect Bound Cuirass. 
    This will give you the Bound Cuirass whenever worn. Since the item is 
    now a constant effect, you can keep the Bound Cuirass much longer. You 
    can also instantly repair the Bound Cuirass merely by removing and 
    re-equipping the enchanted item. However, you must avoid two things: 
    First, never enchant a cuirass with a Bound Cuirass Constant Effect. 
    Wearing such a cuirass will cause it to be permanently in your 
    inventory. Similarly, two items which cancel each other out is an 
    equally bad idea. (Thus a Helm with Bound Cuirass and a Cuirass with 
    Bound Helm enchantments should never be worn at the same time). Secondly, 
    it is even more imperative that you do not repair items gotten in this 
    way. This can cause you to be stuck with the items forever. Thus, rings, 
    belts and amulets are the best items to enchant. Players should not 
    repair a constant effect Bound Cuirass. A broken Bound Cuirass cannot 
    be repaired, disabled or deleted in the player save file without causing 
    severe glitching (a bug that roots the player save to the spot and 
    causes the player's model to vanish altogether). Only the "removeitem" 
    command will successfully eliminate a broken Bound Cuirass.
    
    Ingredients: None
    
    Premade spells:
    
    Bound Cuirass-60 seconds on Self
    Cost: 6
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
    Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry
    
    Bound Dagger
    <---------------------------------------------------------------------->
    Bound Dagger for D seconds
    
    Base Cost: 2.0
    
    Summons a magical Daedric Dagger. This automatically becomes equipped 
    and drawn, replacing whatever weapon you previously had equipped. When 
    the spell expires, the old weapon will be re-equipped and the Bound 
    Dagger will disappear. The Bound Dagger has the same statistics as a 
    Daedric Dagger, save that it is weightless and carries a Constant Effect 
    enchantment of Fortify Short Blade 10 points on Self. The Bound Dagger 
    may not be dropped, sold, or given to other people. 
    
    The Bound Dagger can become damaged, just like other items. The duration 
    of the spell normally runs out before this becomes an issue. However, 
    if you repair the Bound Dagger before it disappears, you can end up with 
    a permanent duplicate in your inventory.
    
    It is possible to enchant items with Constant Effect Bound Dagger. This 
    will give you the Bound Dagger whenever worn. Since the item is now a 
    constant effect, you can keep the Bound Dagger much longer. You can also 
    instantly repair the Bound Dagger merely by removing and 
    re-equipping the enchanted item. It is imperative that you do not repair 
    items gotten in this way. This can cause you to be stuck with the items 
    forever. Rings, belts and amulets are the best items to enchant. Players 
    should not repair a constant effect Bound Dagger. A broken Bound Dagger 
    cannot be repaired, disabled or deleted in the player save file without 
    causing severe glitching (a bug that roots the player save to the spot 
    and causes the player's model to vanish altogether). Only the 
    "removeitem" command will successfully eliminate a broken Bound Dagger.
    
    Ingredients: None
    
    Premade spells:
    
    Bound Dagger*-60 seconds on Self
    Cost: 6
    Available from: Diren Vendu, Tel Mora, Tower Services;
    Felen Maryon: Tel Branora, Upper Tower: Therana's Chamber;
    Masalinie Merian, Balmora, Guild of Mages;
    Estirdalin, Balmora, Guild of Mages;
    Heem-La, Ald'ruhn, Guild of Mages;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer
    
    Bound Gauntlets
    <---------------------------------------------------------------------->
    Bound Gauntlets for D seconds
    
    Base Cost: 2.0
    
    Summons a magical pair of Daedric Gauntlets. They automatically become 
    equipped, replacing whatever gauntlets you previously had equipped. 
    When the spell expires, the old gauntlets will be re-equipped and the 
    Bound Gauntlets will disappear. The Bound Gauntlets have the same 
    statistics as Daedric Gauntlets, save that they are weightless and 
    carry a Constant Effect enchantment of Fortify Hand-to-Hand 10 points 
    on Self for the left gauntlet and Fortify Agility 10 points on Self for 
    the right gauntlet. The Bound Gauntlets may not be dropped, sold, or 
    given to other people.
    
    The Bound Gauntlets can become damaged, just like other items. The 
    duration of the spell normally runs out before this becomes an issue. 
    However, if you repair the Bound Gauntlets before they disappear, you 
    can end up with permanent duplicates in your inventory.
    
    It is possible to enchant items with Constant Effect Bound Gauntlets. 
    This will give you the Bound Gauntlets whenever worn. Since the item is 
    now a constant effect, you can keep the Bound Gauntlets much longer. 
    You can also instantly repair the Bound Gauntlets merely by removing 
    and re-equipping the enchanted item. However, you must avoid two things: 
    First, never enchant a gauntlet with a Bound Gauntlets Constant Effect. 
    Wearing such a gauntlet will cause it to be permanently in your 
    inventory. Similarly, two items which cancel each other out is an 
    equally bad idea. (Thus a Helm with Bound Gauntlets and a Gauntlet with 
    Bound Helm enchantments should never be worn at the same time). 
    Secondly, it is even more imperative that you do not repair items 
    gotten in this way. This can cause you to be stuck with the items 
    forever. Thus, rings, belts and amulets are the best items to enchant. 
    Players should not repair constant effect Bound Gauntlets. Broken Bound 
    Gauntlets cannot be repaired, disabled or deleted in the player save 
    file without causing severe glitching (a bug that roots the player save 
    to the spot and causes the player's model to vanish altogether). Only the 
    "removeitem" command will successfully eliminate broken Bound Gauntlets.
    
    Ingredients: None
    
    Premade spells:
    
    Bound Gauntlets-60 seconds on Self
    Cost: 6
    Available from: Farena Arelas, Tel Uvirith, Arelas' House;
    Heem-La, Ald'ruhn, Guild of Mages;
    Ferise Varo, Vos, Varo Tradehouse Entrance;
    Medila Indaren, Caldera, Guild of Mages
    
    Bound Helm
    <---------------------------------------------------------------------->
    Bound Helm for D seconds
    
    Base Cost: 2.0
    
    Summons a magical Daedric Helmet. It automatically becomes equipped, 
    replacing whatever helmet you previously had equipped. When the spell 
    expires, the old helmet will be re-equipped and the Bound Helmet will 
    disappear. The Bound Helmet has the same statistics as a Daedric 
    Cuirass, save that it is weightless and carries a Constant Effect 
    enchantment of Fortify Light Armor 5 points on Self, Fortify Medium 
    Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and 
    Fortify Unarmored 5 points on Self. The Bound Helmet may not be 
    dropped, sold, or given to other people.
    
    The Bound Helmet can become damaged, just like other items. The 
    duration of the spell normally runs out before this becomes an issue. 
    However, if you repair the Bound Helmet before it disappears, you can 
    end up with a permanent duplicate in your inventory.
    
    It is possible to enchant items with Constant Effect Bound Helm. 
    This will give you the Bound Helmet whenever worn. Since the item is 
    now a constant effect, you can keep the Bound Helmet much longer. You 
    can also instantly repair the Bound Helmet merely by removing and 
    re-equipping the enchanted item. However, you must avoid two things: 
    First, never enchant a helmet with a Bound Helm Constant Effect. 
    Wearing such a helmet will cause it to be permanently in your 
    inventory. Similarly, two items which cancel each other out is an 
    equally bad idea. (Thus a Helm with Bound Cuirass and a Cuirass with 
    Bound Helm enchantments should never be worn at the same time). Secondly, 
    it is even more imperative that you do not repair items gotten in this 
    way. This can cause you to be stuck with the items forever. Thus, rings, 
    belts and amulets are the best items to enchant. Players should not 
    repair a constant effect Bound Helmet. A broken Bound Helmet cannot 
    be repaired, disabled or deleted in the player save file without causing 
    severe glitching (a bug that roots the player save to the spot and 
    causes the player's model to vanish altogether). Only the "removeitem" 
    command will successfully eliminate a broken Bound Helmet.
    
    Ingredients: None
    
    Premade spells:
    
    Bound Helm-60 seconds on Self
    Cost: 6
    Available from: Estirdalin, Balmora, Guild of Mages;
    Ferise Varo, Vos, Varo Tradehouse Entrance;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
    Farena Arelas, Tel Uvirith, Arelas' House;
    Medila Indaren, Caldera, Guild of Mages
    
    Bound Longbow
    <---------------------------------------------------------------------->
    Bound Longbow for D seconds
    
    Base Cost: 2.0
    
    Summons a magical Daedric Longbow. This automatically becomes equipped 
    and drawn, replacing whatever weapon you previously had equipped. When 
    the spell expires, the old weapon will be re-equipped and the Bound 
    Longbow will disappear. The Bound Longbow has the same statistics as a 
    Daedric Longbow, save that it is weightless and carries a Constant 
    Effect enchantment of Fortify Marksman 10 points on Self. The Bound 
    Longbow may not be dropped, sold, or given to other people. 
    
    The Bound Longbow can become damaged, just like other items. The 
    duration of the spell normally runs out before this becomes an issue. 
    However, if you repair the Bound Longbow before it disappears, you can 
    end up with a permanent duplicate in your inventory.
    
    It is possible to enchant items with Constant Effect Bound Longbow. This 
    will give you the Bound Longbow whenever worn. Since the item is now a 
    constant effect, you can keep the Bound Longbow much longer. You can also 
    instantly repair the Bound Longbow merely by removing and re-equipping 
    the enchanted item. It is imperative that you do not repair items gotten 
    in this way. This can cause you to be stuck with the items forever. 
    Rings, belts and amulets are the best items to enchant. Players should 
    not repair a constant effect Bound Longbow. A broken Bound Longbow 
    cannot be repaired, disabled or deleted in the player save file without 
    causing severe glitching (a bug that roots the player save to the spot 
    and causes the player's model to vanish altogether). Only the 
    "removeitem" command will successfully eliminate a broken Bound Longbow.
    
    Ingredients: None
    
    Premade spells:
    
    Bound Longbow-60 seconds on Self
    Cost: 6
    Available from: Estirdalin, Balmora, Guild of Mages;
    Masalinie Merian, Balmora, Guild of Mages
    
    Bound Longsword
    <---------------------------------------------------------------------->
    Bound Longsword for D seconds
    
    Base Cost: 2.0
    
    Summons a magical Daedric Longsword. This automatically becomes 
    equipped and drawn, replacing whatever weapon you previously had 
    equipped. When the spell expires, the old weapon will be re-equipped 
    and the Bound Longsword will disappear. The Bound Longsword has the 
    same statistics as a Daedric Longsword, save that it is weightless and 
    carries a Constant Effect enchantment of Fortify Long Blade 10 points 
    on Self. The Bound Longsword may not be dropped, sold, or given to other 
    people. 
    
    The Bound Longsword can become damaged, just like other items. The 
    duration of the spell normally runs out before this becomes an issue. 
    However, if you repair the Bound Longsword before it disappears, you can 
    end up with a permanent duplicate in your inventory.
    
    It is possible to enchant items with Constant Effect Bound Longsword. 
    This will give you the Bound Longsword whenever worn. Since the item is 
    now a constant effect, you can keep the Bound Longsword much longer. You 
    can also instantly repair the Bound Longsword merely by removing and 
    re-equipping the enchanted item. It is imperative that you do not repair 
    items gotten in this way. This can cause you to be stuck with the items 
    forever. Rings, belts and amulets are the best items to enchant. Players 
    should not repair a constant effect Bound Longsword. A broken Bound 
    Longsword cannot be repaired, disabled or deleted in the player save 
    file without causing severe glitching (a bug that roots the player save 
    to the spot and causes the player's model to vanish altogether). Only the 
    "removeitem" command will successfully eliminate a broken Bound 
    Longsword.
    
    Ingredients: None
    
    Premade spells:
    
    Bound Longsword-60 seconds on Self
    Cost: 6
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Masalinie Merian, Balmora, Guild of Mages;
    Farena Arelas, Tel Uvirith, Arelas' House;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers
    
    Bound Mace
    <---------------------------------------------------------------------->
    Bound Mace for D seconds
    
    Base Cost: 2.0
    
    Summons a magical Daedric Mace. This automatically becomes equipped and 
    drawn, replacing whatever weapon you previously had equipped. When the 
    spell expires, the old weapon will be re-equipped and the Bound Mace 
    will disappear. The Bound Mace has the same statistics as a Daedric 
    Mace, save that it is weightless and carries a Constant Effect 
    enchantment of Fortify Blunt Weapon 10 points on Self. The Bound Mace 
    may not be dropped, sold, or given to other people. 
    
    The Bound Mace can become damaged, just like other items. The duration 
    of the spell normally runs out before this becomes an issue. However, 
    if you repair the Bound Mace before it disappears, you can end up with 
    a permanent duplicate in your inventory.
    
    It is possible to enchant items with Constant Effect Bound Mace. This 
    will give you the Bound Mace whenever worn. Since the item is now a 
    constant effect, you can keep the Bound Mace much longer. You can also 
    instantly repair the Bound Mace merely by removing and re-equipping the 
    enchanted item. It is imperative that you do not repair items gotten in 
    this way. This can cause you to be stuck with the items forever. Rings, 
    belts and amulets are the best items to enchant. Players should not 
    repair a constant effect Bound Mace. A broken Bound Mace cannot be 
    repaired, disabled or deleted in the player save file without causing 
    severe glitching (a bug that roots the player save to the spot and 
    causes the player's model to vanish altogether). Only the "removeitem" 
    command will successfully eliminate a broken Bound Mace.
    
    Ingredients: None
    
    Premade spells:
    
    Bound Mace-60 seconds on Self
    Cost: 6
    Available from: Diren Vendu, Tel Mora, Tower Services;
    Masalinie Merian, Balmora, Guild of Mages;
    Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Medila Indaren, Caldera, Guild of Mages
    
    Bound Shield
    <---------------------------------------------------------------------->
    Bound Shield for D seconds
    
    Base Cost: 2.0
    
    Summons a magical Daedric Shield. It automatically becomes equipped, 
    replacing whatever shield you previously had equipped. When the spell 
    expires, the old shield will be re-equipped and the Bound Shield will 
    disappear. The Bound Shield has the same statistics as a Daedric 
    Shield, save that it is weightless and carries a Constant Effect 
    enchantment of Fortify Block 5 points on Self, Fortify Medium 
    Armor 5 points on Self, Fortify Heavy Armor 5 points on Self, and 
    Fortify Unarmored 5 points on Self. The Bound Shield may not be 
    dropped, sold, or given to other people.
    
    The Bound Shield can become damaged, just like other items. The 
    duration of the spell normally runs out before this becomes an issue. 
    However, if you repair the Bound Shield before it disappears, you can 
    end up with a permanent duplicate in your inventory.
    
    It is possible to enchant items with Constant Effect Bound Shield. 
    This will give you the Bound Shield whenever worn. Since the item is 
    now a constant effect, you can keep the Bound Shield much longer. You 
    can also instantly repair the Bound Shield merely by removing and 
    re-equipping the enchanted item. However, you must avoid two things: 
    First, never enchant a shield with a Bound Shield Constant Effect. 
    Wearing such a shield will cause it to be permanently in your 
    inventory. Similarly, two items which cancel each other out is an 
    equally bad idea. (Thus a Helm with Bound Shield and a Shield with 
    Bound Helm enchantments should never be worn at the same time). Secondly, 
    it is even more imperative that you do not repair items gotten in this 
    way. This can cause you to be stuck with the items forever. Thus, rings, 
    belts and amulets are the best items to enchant. Players should not 
    repair a constant effect Bound Shield. A broken Bound Shield cannot 
    be repaired, disabled or deleted in the player save file without causing 
    severe glitching (a bug that roots the player save to the spot and 
    causes the player's model to vanish altogether). Only the "removeitem" 
    command will successfully eliminate a broken Bound Shield.
    
    Ingredients: None
    
    Premade spells:
    
    Bound Shield-60 seconds on Self
    Cost: 6
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
    Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers
    
    Bound Spear
    <---------------------------------------------------------------------->
    Bound Spear for D seconds
    
    Base Cost: 2.0
    
    Summons a magical Daedric Spear. This automatically becomes equipped and 
    drawn, replacing whatever weapon you previously had equipped. When the 
    spell expires, the old weapon will be re-equipped and the Bound Spear 
    will disappear. The Bound Spear has the same statistics as a Daedric 
    Spear, save that it is weightless and carries a Constant Effect 
    enchantment of Fortify Spear 10 points on Self. The Bound Spear may not 
    be dropped, sold, or given to other people. 
    
    The Bound Spear can become damaged, just like other items. The duration 
    of the spell normally runs out before this becomes an issue. However, 
    if you repair the Bound Spear before it disappears, you can end up with 
    a permanent duplicate in your inventory.
    
    It is possible to enchant items with Constant Effect Bound Spear. This 
    will give you the Bound Spear whenever worn. Since the item is now a 
    constant effect, you can keep the Bound Spear much longer. You can also 
    instantly repair the Bound Spear merely by removing and re-equipping the 
    enchanted item. It is imperative that you do not repair items gotten in 
    this way. This can cause you to be stuck with the items forever. Rings, 
    belts and amulets are the best items to enchant. Players should not 
    repair a constant effect Bound Spear. A broken Bound Spear cannot be 
    repaired, disabled or deleted in the player save file without causing 
    severe glitching (a bug that roots the player save to the spot and 
    causes the player's model to vanish altogether). Only the "removeitem" 
    command will successfully eliminate a broken Bound Spear.
    
    Ingredients: None
    
    Premade spells:
    
    Bound Spear-60 seconds on Self
    Cost: 6
    Available from: Diren Vendu, Tel Mora, Tower Services
    Masalinie Merian, Balmora, Guild of Mages
    Heem-La, Ald'ruhn, Guild of Mages
    Medila Indaren, Caldera, Guild of Mages
    
    Command Creature
    <---------------------------------------------------------------------->
    Command Creature M levels for D seconds
    
    Base Cost: 15
    
    Makes the target fight for you and follow you for D seconds, where M 
    stands for the target's level. This effect will work on all creatures, 
    provided the spell strength is sufficiently high to capture their level. 
    The afflicted will behave much like a summoned creature; ignoring your 
    presence, engaging hostiles, and turning hostile if you hit them three 
    times.
    
    Commanded creatures are excellent targets for backstabs. Command spells 
    that have become permanent can be broken by leaving the target in a 
    cell, teleporting away, waiting three days, and returning. Commanded 
    targets that respawn won't remain where you left them once the respawn 
    is initiated. Even a low-duration Command spell can be effective at 
    breaking up large groups of enemies if cast from stealth or a long 
    distance. Enemies that turn against each other will continue fighting 
    after the spell wears off, so long as you don't present yourself as a 
    new target.
    
    Ingredients: None
    
    Premade spells:
    
    Command Creature-5 points for 30 seconds on Target
    Cost: 169
    Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's 
    Chamber
    
    Command Humanoid
    <---------------------------------------------------------------------->
    Command Humanoid M levels for D seconds
    
    Base Cost: 15
    
    Makes the target fight for you and follow you for D seconds, where M 
    stands for the target's level. This effect will work on all humanoid 
    NPCs, provided the spell strength is sufficiently high to capture their 
    level. The afflicted will behave much like a summoned creature; 
    ignoring your presence, engaging hostiles, and turning hostile if you 
    hit them three times.
    
    Command Humanoid is a good means of bringing NPCs to different 
    locations, as they will follow you, even into different cells, so long 
    as the effect is active. You can use this to lure vendors out of their 
    shops and loot the place, lure intended murder victims away from any 
    potential witnesses, or bring non-freeable slaves into a location where 
    you can free slaves, and free them there. It is also good just to bring 
    service providers somewhere more convenient. You can bring a Guild Guide 
    straight to your house, as well as a merchant, enchanter, spellmaker, 
    and anyone else you might need. Another useful trick is to move NPCs 
    who block doors, hallways, or other areas you need to get through. 
    However, you should never use the effect in conjunction with the 
    services of a transportation NPC or a trainer. If the effect is still 
    active when you travel/train, the NPC may permanently vanish. Do not use 
    those services until you are positive the spell is no longer in effect. 
    Commanding a humanoid can make them non-hostile, even after the 
    duration has ended.
    
    Ingredients: None
    
    Premade spells:
    
    Commanding Touch-5 points for 10 seconds on Touch
    Cost: 38
    Available from: Estoril, Ald'ruhn, The Rat in the Pot;
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison
    
    Command Humanoid-5 points for 30 seconds on Target
    Cost: 169
    Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's 
    Chamber
    
    Summon Ancestral Ghost
    <---------------------------------------------------------------------->
    Summon Ancestral Ghost for D seconds
    
    Base Cost: 7.0
    
    Summons an Ancestral Ghost to fight for the caster for a limited time. 
    Summoned creatures will disappear when the spell expires, when they are 
    killed, or when the character who cast the spell is killed.
    
    You can harvest souls from summoned creatures if you cast Soultrap on 
    them before they are killed. You will not receive a soul if the summon 
    spell expires, only if the summoned creature is killed. Those born under 
    the Atronach birthsign can use summons such as the Ancestral Ghost to 
    replenish their Magicka, by summoning a creature, striking it three 
    times, and then absorbing the spells it casts. Combining a 1 second 
    summon and a 1 second Soultrap on Target into one spell and firing it 
    at the ground will result in a permanent summon. Multiple creatures can 
    be summoned at once, as long as they are different creatures or are in 
    separate spells.
    
    The Ancestral Ghost drops nothing, has 23 Health, 100 Resist Common 
    Disease, 100 Resist Frost, 100 Resist Normal Weapons, and 100 Resist 
    Poison. It deals 1-5 points Melee Damage and can cast Ghost Curse, a 
    spell with Damage Health 1-10 points for 1 second, Drain Fatigue 10 
    points for 30 seconds, and Drain Endurance 5 points for 30 seconds, on 
    Touch. It has a soul value of 100 (Common).
    
    Ingredients: None
    
    Premade spells:
    
    Summon Ancestral Ghost*: 60 seconds on Self
    Cost: 21
    Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
    Malven Romori, Vivec, Guild of Mages;
    Heem-La, Ald'ruhn, Guild of Mages
    
    Summon Bonelord
    <---------------------------------------------------------------------->
    Summon Ancestral Ghost for D seconds
    
    Base Cost: 7.0
    
    Summons an Ancestral Ghost to fight for the caster for a limited time. 
    Summoned creatures will disappear when the spell expires, when they are 
    killed, or when the character who cast the spell is killed.
    
    You can harvest souls from summoned creatures if you cast Soultrap on 
    them before they are killed. You will not receive a soul if the summon 
    spell expires, only if the summoned creature is killed. Those born under 
    the Atronach birthsign can use summons such as the Bonelord to 
    replenish their Magicka, by summoning a creature, striking it three 
    times, and then absorbing the spells it casts. Combining a 1 second 
    summon and a 1 second Soultrap on Target into one spell and firing it 
    at the ground will result in a permanent summon. Multiple creatures can 
    be summoned at once, as long as they are different creatures or are in 
    separate spells.
    
    The Bonelord drops nothing, has 90 Health, 75 Resist Frost, 100 Resist 
    Normal Weapons, 75 Resist Poison, and 75 Resist Shock. It deals 8-24 
    points Melee Damage, can cast Grave Curse: Speed, a spell with Drain 
    Speed 2-4 points for 60 seconds on Target, and can cast Second Barrier, 
    a spell with Shield 20 points for 30 seconds on Self. It has a soul 
    value of 100 (Common).
    
    Ingredients: None
    
    Premade spells:
    
    Summon Bonelord-60 seconds on Self
    Cost: 75
    Available from: Aldaril, Buckmoth Legion Fort, Interior;
    Salver Lleran, Vivec, Telvanni Sorcerer;
    Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer
    
    Summon Bonewalker
    <---------------------------------------------------------------------->
    Summon Bonewalker for D seconds
    
    Base Cost: 13.0
    
    Summons a Bonewalker to fight for the caster for a limited time. 
    Summoned creatures will disappear when the spell expires, when they are 
    killed, or when the character who cast the spell is killed.
    
    You can harvest souls from summoned creatures if you cast Soultrap on 
    them before they are killed. You will not receive a soul if the summon 
    spell expires, only if the summoned creature is killed. Those born under 
    the Atronach birthsign can use summons such as the Bonewalker to 
    replenish their Magicka, by summoning a creature, striking it three 
    times, and then absorbing the spells it casts. Combining a 1 second 
    summon and a 1 second Soultrap on Target into one spell and firing it at 
    the ground will result in a permanent summon. Multiple creatures can be 
    summoned at once, as long as they are different creatures or are in 
    separate spells.
    
    The Bonewalker drops nothing, has 60 Health, 75 Resist Frost, 75 Resist 
    Poison, and 75 Resist Shock. It deals 4-12 points Melee Damage and can 
    cast Grave Curse: Endurance, a spell with Drain Endurance 2-4 points for 
    60 seconds on Target, Grave Curse: Strength, a spell with Drain Strength 
    2-4 points for 60 seconds on Target, and can transmit Brown Rot Disease, 
    a disease that drains Personality and Strength 10 points. It has a soul 
    value of 75 (Common).
    
    Ingredients: None
    
    Premade spells:
    
    Summon Least Bonewalker-60 seconds on Self
    Cost: 39
    Available from: Estoril, Ald'ruhn, The Rat in the Pot;
    Heem-La, Ald'ruhn, Guild of Mages;
    Masalinie Merian, Balmora, Guild of Mages;
    Ferise Varo, Vos, Varo Tradehouse Entrance;
    Marayn Dren, Balmora, Guild of Mages;
    Malven Romori, Vivec, Guild of Mages
    
    Summon Centurion Sphere
    <---------------------------------------------------------------------->
    Summon Centurion Sphere for D seconds
    
    Base Cost: 25.0
    
    Summons a Centurion Sphere to fight for the caster for a limited time. 
    Summoned creatures will disappear when the spell expires, when they are 
    killed, or when the character who cast the spell is killed.
    
    There is a short period of time after a summoned creature is killed 
    during which you can loot its corpse just before it vanishes. While 
    most summons do not carry anything of much value, a few can be 
    exploited in this way to harvest their gear. When exploiting this 
    glitch, you should save, as the game sometimes freezes when you attempt 
    to loot the creature. When you do successfully loot a summoned corpse, 
    never choose the "Dispose Of Corpse" option. This will always freeze 
    the game, as it creates a conflict with the script that makes the 
    corpse disappear. Combining a 1 second summon and a 1 second Soultrap 
    on Target into one spell and firing it at the ground will result in a 
    permanent summon. Multiple creatures can be summoned at once, as long 
    as they are different creatures or are in separate spells.
    
    The Centurion Sphere drops Scrap Metal and has 75 Health. It deals 
    5-15 points of Melee Damage and can cast Shock Shield, a spell with 
    Lightning Shield 3 points for 20 seconds on Self. It has no soul.
    
    Ingredients: None
    
    Premade spells:
    
    Dwemer Animunculi-Summon Centurion Sphere for 120 seconds
    Cost: 75
    Available from: the book Secrets of Dwemer Animunculi, Galom Daeus, 
    Observatory
    
    Summon Clannfear
    <---------------------------------------------------------------------->
    Summon Clannfear for D seconds
    
    Base Cost: 22.0
    
    Summons a Clannfear to fight for the caster for a limited time. 
    Summoned creatures will disappear when the spell expires, when they are 
    killed, or when the character who cast the spell is killed.
    
    You can harvest souls from summoned creatures if you cast Soultrap on 
    them before they are killed. You will not receive a soul if the summon 
    spell expires, only if the summoned creature is killed. Combining a 1 
    second summon and a 1 second Soultrap on Target into one spell and 
    firing it at the ground will result in a permanent summon. Multiple 
    creatures can be summoned at once, as long as they are different 
    creatures or are in separate spells.
    
    The Clannfear drops nothing and has 113 Health. It deals 6-18 points 
    Melee Damage. It has a soul value of 100 (Common).
    
    Ingredients: None
    
    Premade spells:
    
    Summon Clannfear-60 seconds on Self
    Cost: 66
    Available from: Aldaril, Buckmoth Legion Fort, Interior;
    Salver Lleran, Vivec, Telvanni Sorcerer;
    Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer
    
    Summon Daedroth
    <---------------------------------------------------------------------->
    Summon Daedroth for D seconds
    
    Base Cost: 32.0
    
    Summons a Daedroth to fight for the caster for a limited time. 
    Summoned creatures will disappear when the spell expires, when they are 
    killed, or when the character who cast the spell is killed.
    
    You can harvest souls from summoned creatures if you cast Soultrap on 
    them before they are killed. You will not receive a soul if the summon 
    spell expires, only if the summoned creature is killed. Those born under 
    the Atronach birthsign can use summons such as the Daedroth to 
    replenish their Magicka, by summoning a creature, striking it three 
    times, and then absorbing the spells it casts. Combining a 1 second 
    summon and a 1 second Soultrap on Target into one spell and firing it 
    at the ground will result in a permanent summon. Multiple creatures can 
    be summoned at once, as long as they are different creatures or are in 
    separate spells.
    
    The Daedroth drops nothing, has 180 Health, and 100 Resist Normal 
    Weapons. It deals 12-36 points Melee Damage and can cast Shockbloom, a 
    spell with Shock Damage 1-25 points in 10 feet for 5 seconds on Target, 
    Poisonbloom, a spell with Poison 1-20 points in 10 feet for 5 seconds 
    on Target, Third Barrier, a spell with Shield 30 points for 30 seconds 
    on Self, and Regenerate, a spell with Restore Health 1-5 points for 20 
    seconds on Self. It has a soul value of 195 (Grand).
    
    Ingredients: None
    
    Premade spells:
    
    Summon Daedroth-60 seconds on Self
    Cost: 96
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Salver Lleran, Vivec, Telvanni Sorcerer;
    Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber
    
    Summon Dremora
    <---------------------------------------------------------------------->
    Summon Dremora for D seconds
    
    Base Cost: 28.0
    
    Summons a Dremora to fight for the caster for a limited time. 
    Summoned creatures will disappear when the spell expires, when they are 
    killed, or when the character who cast the spell is killed.
    
    You can harvest souls from summoned creatures if you cast Soultrap on 
    them before they are killed. You will not receive a soul if the summon 
    spell expires, only if the summoned creature is killed. There is a short 
    period of time after a summoned creature is killed during which you can 
    loot its corpse just before it vanishes. While most summons do not carry 
    anything of much value, a few can be exploited in this way to harvest 
    their gear. Most notable for this are the Dremora, which carry a random 
    high-quality weapon (Dwarven, Ebony, or even Daedric). When exploiting 
    this glitch, you should save, as the game sometimes freezes when you 
    attempt to loot the creature. When you do successfully loot a summoned 
    corpse, never choose the "Dispose Of Corpse" option. This will always 
    freeze the game, as it creates a conflict with the script that makes 
    the corpse disappear. Combining a 1 second summon and a 1 second 
    Soultrap on Target into one spell and firing it at the ground will 
    result in a permanent summon. Multiple creatures can be summoned at 
    once, as long as they are different creatures or are in separate spells.
    
    The Dremora drops a Daedra Heart and a random leveled weapon, which 
    progresses as follows according to player level: PC Level 1 can be a 
    Dreugh Club, Dreugh Staff, Dwarven Battle Axe, Dwarven Claymore, Dwarven 
    Halberd, Dwarven Mace, Dwarven Shortsword, Dwarven Spear, Dwarven War 
    Axe, or Dwarven Warhammer; at PC level 14, it adds an Ebony Shortsword, 
    Ebony War Axe, or Ebony Broadsword; at PC level 15, it adds an Ebony 
    Longsword, Ebony Mace, Ebony Spear, or Ebony Staff; at PC level 16, it 
    adds a Daedric Staff, Daedric Tanto, Daedric Club, Daedric Dagger, or 
    Daedric Shortsword; at PC level 17, it adds a Daedric Spear, Daedric 
    Wakizashi, Daedric War Axe, Daedric Battle Axe, Daedric Katana, Daedric 
    Mace, or Daedric Longsword; and at PC level 18, it adds a Daedric 
    Warhammer, Daedric Dai-katana, or Daedric Claymore.  The Dremora has 
    160 Health, 100 Resist Normal Weapons, and 20 Reflect. It deals 9-27 
    points of Melee Damage, plus its weapon, and can cast Second Barrier, a 
    spell with Shield 20 points for 30 seconds on Self. It has a soul value 
    of 100 (Common).
    
    Ingredients: None
    
    Premade spells:
    
    Summon Dremora-60 seconds on Self
    Cost: 84
    Available from: Diren Vendu, Tel Mora, Tower Services;
    Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
    Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub
    
    Summon Flame Atronach
    <---------------------------------------------------------------------->
    Summon Flame Atronach for D seconds
    
    Base Cost: 23.0
    
    Summons a Flame Atronach to fight for the caster for a limited time. 
    Summoned creatures will disappear when the spell expires, when they are 
    killed, or when the character who cast the spell is killed.
    
    You can harvest souls from summoned creatures if you cast Soultrap on 
    them before they are killed. You will not receive a soul if the summon 
    spell expires, only if the summoned creature is killed. Those born under 
    the Atronach birthsign can use summons such as the Flame Atronach to 
    replenish their Magicka, by summoning a creature, striking it three 
    times, and then absorbing the spells it casts. Combining a 1 second 
    summon and a 1 second Soultrap on Target into one spell and firing it 
    at the ground will result in a permanent summon. Multiple creatures can 
    be summoned at once, as long as they are different creatures or are in 
    separate spells.
    
    The Flame Atronach drops nothing, has 75 Health, 100 Resist Fire, -60 
    Resist Frost (or 60 Weakness to Frost), 100 Resist Normal Weapons, and 
    20 Reflect. It deals 7-21 points Melee Damage and can cast Firebloom, a 
    spell with Fire Damage 1-25 points in 10 feet for 5 seconds on Target. 
    It has a soul value of 105 (Common).
    
    Ingredients: None
    
    Premade spells:
    
    Summon Flame Atronach-60 seconds on Self
    Cost: 69
    Available from: Malven Romori, Vivec, Guild of Mages;
    Salver Lleran, Vivec, Telvanni Sorcerer;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
    Medila Indaren, Caldera, Guild of Mages;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers
    
    Summon Frost Atronach
    <---------------------------------------------------------------------->
    Summon Frost Atronach for D seconds
    
    Base Cost: 27.0
    
    Summons a Frost Atronach to fight for the caster for a limited time. 
    Summoned creatures will disappear when the spell expires, when they are 
    killed, or when the character who cast the spell is killed.
    
    You can harvest souls from summoned creatures if you cast Soultrap on 
    them before they are killed. You will not receive a soul if the summon 
    spell expires, only if the summoned creature is killed. Those born under 
    the Atronach birthsign can use summons such as the Frost Atronach to 
    replenish their Magicka, by summoning a creature, striking it three 
    times, and then absorbing the spells it casts. Combining a 1 second 
    summon and a 1 second Soultrap on Target into one spell and firing it 
    at the ground will result in a permanent summon. Multiple creatures can 
    be summoned at once, as long as they are different creatures or are in 
    separate spells.
    
    The Frost Atronach drops nothing, has 105 Health, -50 Resist Fire (or 
    50 Weakness to Fire), 100 Resist Frost, 100 Resist Normal Weapons, and 
    20 Reflect. It deals 9-27 points Melee Damage and can cast Frostbloom, a 
    spell with Frost Damage 1-25 points in 10 feet for 5 seconds on Target. 
    It has a soul value of 138 (Greater).
    
    Ingredients: None
    
    Premade spells:
    
    Summon Frost Atronach-60 seconds on Self
    Cost: 81
    Available from: Aldaril, Buckmoth Legion Fort, Interior;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
    Salver Lleran, Vivec, Telvanni Sorcerer;
    Uleni Heleran, Wolverine Hall, Mages Guild
    
    Summon Golden Saint
    <---------------------------------------------------------------------->
    Summon Golden Saint for D seconds
    
    Base Cost: 55.0
    
    Summons a Golden Saint to fight for the caster for a limited time. 
    Summoned creatures will disappear when the spell expires, when they are 
    killed, or when the character who cast the spell is killed.
    
    You can harvest souls from summoned creatures if you cast Soultrap on 
    them before they are killed. You will not receive a soul if the summon 
    spell expires, only if the summoned creature is killed. Golden Saints 
    are the best for this, as they have the largest souls available short of 
    a few unique deities. There is a short period of time after a summoned 
    creature is killed during which you can loot its corpse just before it 
    vanishes. While most summons do not carry anything of much value, a 
    few can be exploited in this way to harvest their gear. Most notable 
    for this is the Golden Saint, which is armed with a good weapon and 
    shield. (This is one of the only ways to acquire a Daedric Tower 
    Shield.) When exploiting this glitch, you should save, as the game 
    sometimes freezes when you attempt to loot the creature. When you do 
    successfully loot a summoned corpse, never choose the "Dispose Of 
    Corpse" option. This will always freeze the game, as it creates a 
    conflict with the script that makes the corpse disappear. Combining a 
    1 second summon and a 1 second Soultrap on Target into one spell and 
    firing it at the ground will result in a permanent summon. Multiple 
    creatures can be summoned at once, as long as they are different 
    creatures or are in separate spells.
    
    The Golden Saint drops a random weapon and random shield from the 
    following lists. The weapon can be a Glass Claymore, Glass Dagger, 
    Glass Firesword, Glass Frostsword, Glass Halberd, Glass Jinkblade, Glass 
    Longsword, Glass Poisonsword, Glass Staff, Glass Stormsword, Ebony 
    Broadsword, Ebony Longsword, Ebony Mace, Ebony Shortsword, Ebony Spear, 
    Ebony Staff, Daedric Dagger, or Daedric Katana. The shield can be a 
    Daedric Shield, Daedric Tower Shield, Dragonscale Tower Shield, Dreugh 
    Shield, Dwemer Shield, Ebony Shield, Ebony Tower Shield, Feather Shield, 
    Glass Shield, Glass Tower Shield, Imperial Shield, Indoril Shield, Iron 
    Shield, Iron Tower Shield, Netch Leather Shield, Netch Leather Tower 
    Shield, Nordic Leather Shield, Orcish Tower Shield, Shield of Wounds, or 
    Shield of Light. The Golden Saint has 250 Health, 50 Resist Fire, 50 
    Resist Frost, 100 Resist Normal Weapons, 50 Resist Shock, and 20 
    Reflect. It deals 20-60 points Melee Damage plus its weapon and can 
    cast Dispel, a spell with Dispel 100 points on Self, and Shock Shield, 
    a spell with Lightning Shield 3 points for 20 seconds on Self. It has a 
    soul value of 400 (Grand).
    
    Ingredients: None
    
    Premade spells:
    
    Summon Golden Saint-60 seconds on Self
    Cost: 165
    Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's 
    Chamber
    
    Summon Greater Bonewalker
    <---------------------------------------------------------------------->
    Summon Greater Bonewalker for D seconds
    
    Base Cost: 15.0
    
    Summons a Greater Bonewalker to fight for the caster for a limited time. 
    Summoned creatures will disappear when the spell expires, when they are 
    killed, or when the character who cast the spell is killed.
    
    You can harvest souls from summoned creatures if you cast Soultrap on 
    them before they are killed. You will not receive a soul if the summon 
    spell expires, only if the summoned creature is killed. Those born under 
    the Atronach birthsign can use summons such as the Greater Bonewalker 
    to replenish their Magicka, by summoning a creature, striking it three 
    times, and then absorbing the spells it casts. There is a short period 
    of time after a summoned creature is killed during which you can loot 
    its corpse just before it vanishes. While most summons do not carry 
    anything of much value, a few can be exploited in this way to harvest 
    their gear. When exploiting this glitch, you should save, as the game 
    sometimes freezes when you attempt to loot the creature. When you do 
    successfully loot a summoned corpse, never choose the "Dispose Of 
    Corpse" option. This will always freeze the game, as it creates a 
    conflict with the script that makes the corpse disappear. Combining a 
    1 second summon and a 1 second Soultrap on Target into one spell and 
    firing it at the ground will result in a permanent summon. Multiple 
    creatures can be summoned at once, as long as they are different 
    creatures or are in separate spells.
    
    The Greater Bonewalker drops 0-5 Bonemeal and some random loot, has 100 
    Health, 75 Resist Frost, 75 Resist Poison, and 75 Resist Shock. It deals 
    5-15 points Melee Damage and can cast Dread Curse: Endurance, a spell 
    with Damage Endurance 5-12 points for 1 second on Touch, Dread Curse: 
    Strength, a spell with Damage Strength 5-12 points for 1 second on 
    Touch, and can transmit Brown Rot disease, a disease with Drain 
    Personality & Strength 10 Points. It has a soul value of 75 (Common).
    
    Ingredients: None
    
    Premade spells:
    
    Summon Greater Bonewalker-60 seconds on Self
    Cost: 45
    Available from: Uleni Heleran, Wolverine Hall, Mages Guild;
    Malven Romori, Vivec, Guild of Mages
    
    Summon Hunger
    <---------------------------------------------------------------------->
    Summon Hunger for D seconds
    
    Base Cost: 29.0
    
    Summons a Hunger to fight for the caster for a limited time. 
    Summoned creatures will disappear when the spell expires, when they are 
    killed, or when the character who cast the spell is killed.
    
    You can harvest souls from summoned creatures if you cast Soultrap on 
    them before they are killed. You will not receive a soul if the summon 
    spell expires, only if the summoned creature is killed. Those born under 
    the Atronach birthsign can use summons such as the Hunger to replenish 
    their Magicka, by summoning a creature, striking it three times, and 
    then absorbing the spells it casts. Combining a 1 second summon and a 1 
    second Soultrap on Target into one spell and firing it at the ground 
    will result in a permanent summon. Multiple creatures can be summoned 
    at once, as long as they are different creatures or are in separate 
    spells.
    
    The Hunger drops nothing, has 170 Health, 100 Resist Fire, 100 Resist 
    Frost, 100 Resist Normal Weapons, 100 Resist Poison, and 100 Resist 
    Shock. It deals 11-33 Melee Damage and can cast Disintegrate Armor, a 
    spell with Disintegrate Armor 6-25 points for 1 second on Target, 
    Disintegrate Weapon, a spell with Disintegrate Weapon 6-25 points for 1 
    second on Target, and Paralysis, a spell with Paralyze for 5 seconds 
    on Touch. It has a soul value of 250 (Grand).
    
    Ingredients: None
    
    Premade spells:
    
    Summon Hunger-60 seconds on Self
    Cost: 87
    Available from: Diren Vendu, Tel Mora, Tower Services;
    Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
    Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Salver Lleran, Vivec, Telvanni Sorcerer
    
    Summon Scamp
    <---------------------------------------------------------------------->
    Summon Scamp for D seconds
    
    Base Cost: 12.0
    
    Summons a Scamp to fight for the caster for a limited time. 
    Summoned creatures will disappear when the spell expires, when they are 
    killed, or when the character who cast the spell is killed.
    
    You can harvest souls from summoned creatures if you cast Soultrap on 
    them before they are killed. You will not receive a soul if the summon 
    spell expires, only if the summoned creature is killed. Combining a 1 
    second summon and a 1 second Soultrap on Target into one spell and 
    firing it at the ground will result in a permanent summon. Multiple 
    creatures can be summoned at once, as long as they are different 
    creatures or are in separate spells.
    
    The Scamp drops nothing, has 45 Health, 50 Resist Fire, 50 Resist Frost, 
    100 Resist Normal Weapons, 75 Resist Poison, and 50 Resist Shock. It 
    deals 5-15 points Melee Damage. It has a soul value of 100 (Common).
    
    Ingredients: None
    
    Premade spells:
    
    Summon Scamp-60 seconds on Self
    Cost: 36
    Available from: Leles Birian, Ascadian Isles Region;
    Medila Indaren, Caldera, Guild of Mages;
    Malven Romori, Vivec, Guild of Mages;
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison
    
    Summon Skeletal Minion
    <---------------------------------------------------------------------->
    Summon Skeletal Minion for D seconds
    
    Base Cost: 13.0
    
    Summons a Skeletal Minion to fight for the caster for a limited time. 
    Summoned creatures will disappear when the spell expires, when they are 
    killed, or when the character who cast the spell is killed.
    
    You can harvest souls from summoned creatures if you cast Soultrap on 
    them before they are killed. You will not receive a soul if the summon 
    spell expires, only if the summoned creature is killed. There is a 
    short period of time after a summoned creature is killed during which 
    you can loot its corpse just before it vanishes. While most summons do 
    not carry anything of much value, a few can be exploited in this way to 
    harvest their gear. When exploiting this glitch, you should save, 
    as the game sometimes freezes when you attempt to loot the creature. 
    When you do successfully loot a summoned corpse, never choose the 
    "Dispose Of Corpse" option. This will always freeze the game, as it 
    creates a conflict with the script that makes the corpse disappear. 
    Combining a 1 second summon and a 1 second Soultrap on Target into 
    one spell and firing it at the ground will result in a permanent 
    summon. Multiple creatures can be summoned at once, as long as they 
    are different creatures or are in separate spells.
    
    The Skeletal Minion drops Bonemeal, an Iron Shield, and a random weapon, 
    has 38 Health, 100 Resist Common Disease, 100 Resist Frost, 100 Resist 
    Poison, and 50 Resist Shock. It deals 1-9 Melee Damage plus its weapon. 
    It has a soul value of 30 (Petty).
    
    Ingredients: None
    
    Premade spells:
    
    Summon Skeletal Minion-60 seconds on Self
    Cost: 39
    Available from: Estoril, Ald'ruhn, The Rat in the Pot;
    Heem-La, Ald'ruhn, Guild of Mages;
    Marayn Dren, Balmora, Guild of Mages;
    Uleni Heleran, Wolverine Hall, Mages Guild;
    Ferise Varo, Vos, Varo Tradehouse Entrance;
    Malven Romori, Vivec, Guild of Mages;
    Medila Indaren, Caldera, Guild of Mages
    
    Summon Storm Atronach
    <---------------------------------------------------------------------->
    Summon Storm Atronach for D seconds
    
    Base Cost: 38.0
    
    Summons a Storm Atronach to fight for the caster for a limited time. 
    Summoned creatures will disappear when the spell expires, when they are 
    killed, or when the character who cast the spell is killed.
    
    You can harvest souls from summoned creatures if you cast Soultrap on 
    them before they are killed. You will not receive a soul if the summon 
    spell expires, only if the summoned creature is killed. Those born under 
    the Atronach birthsign can use summons such as the Storm Atronach to 
    replenish their Magicka, by summoning a creature, striking it three 
    times, and then absorbing the spells it casts. Combining a 1 second 
    summon and a 1 second Soultrap on Target into one spell and firing it 
    at the ground will result in a permanent summon. Multiple creatures can 
    be summoned at once, as long as they are different creatures or are in 
    separate spells.
    
    The Storm Atronach drops nothing, has 200 Health, 100 Resist Normal 
    Weapons, 75 Resist Poison, 100 Resist Shock, and 20 Reflect. It deals 
    15-45 points Melee Damage and can cast Shockbloom, a spell with Shock 
    Damage 1-25 in 10 feet for 5 seconds on Target, and Shock Shield, a 
    spell with Lightning Shield 3 points for 20 seconds on Self. It has a 
    soul value of 150 (Greater).
    
    Ingredients: None
    
    Premade spells:
    
    Summon Storm Atronach-60 seconds on Self
    Cost: 114
    Available from: Diren Vendu, Tel Mora, Tower Services;
    Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
    Salver Lleran, Vivec, Telvanni Sorcerer;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
    Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers
    
    Summon Winged Twilight
    <---------------------------------------------------------------------->
    Summon Winged Twilight for D seconds
    
    Base Cost: 52.0
    
    Summons a Winged Twilight to fight for the caster for a limited time. 
    Summoned creatures will disappear when the spell expires, when they are 
    killed, or when the character who cast the spell is killed.
    
    You can harvest souls from summoned creatures if you cast Soultrap on 
    them before they are killed. You will not receive a soul if the summon 
    spell expires, only if the summoned creature is killed. There is a 
    short period of time after a summoned creature is killed during which 
    you can loot its corpse just before it vanishes. While most summons do 
    not carry anything of much value, a few can be exploited in this way to 
    harvest their gear. When exploiting this glitch, you should save, 
    as the game sometimes freezes when you attempt to loot the creature. 
    When you do successfully loot a summoned corpse, never choose the 
    "Dispose Of Corpse" option. This will always freeze the game, as it 
    creates a conflict with the script that makes the corpse disappear. 
    Combining a 1 second summon and a 1 second Soultrap on Target into 
    one spell and firing it at the ground will result in a permanent 
    summon. Multiple creatures can be summoned at once, as long as they 
    are different creatures or are in separate spells.
    
    The Winged Twilight drops 0-3 Void Salt, has 220 Health, 50 Resist Fire, 
    50 Resist Frost, 75 Resist Poison, 50 Resist Shock, and 20 Reflect. It 
    deals 15-45 points Melee Damage. It has a soul value of 300 (Grand).
    
    Ingredients: None
    
    Premade spells:
    
    Summon Winged Twilight-60 seconds on Self
    Cost: 156
    Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's 
    Chamber
    
    Turn Undead
    <---------------------------------------------------------------------->
    Turn Undead M points for D seconds
    
    Base Cost: 0.2
    
    Decrease the confidence (willingness to fight) of an undead creature. 
    Afflicted targets will disengage combat and attempt to run away in fear. 
    
    Turn Undead is among the game's most powerful disabling effects. Any 
    fleeing creature cannot damage you. A good spell can send an entire 
    army of undead running. This makes, for instance, excellent Marksman 
    practice. If you get in the target's way, it may still attack you. 
    Likewise, any target you attack repeatedly may come back to retaliate. 
    Casting the spell on NPCs will qualify as assault.
    
    Ingredients: None
    
    Premade spells:
    
    Holy Word-5 points for 60 seconds on Target
    Cost: 5
    Available from: Folvys Andalor, Ald'ruhn, Temple;
    Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer
    
    Turn Undead-50 points for 10 seconds on Touch
    Cost: 5
    Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
    Lloros Sarano, Ald'ruhn, Temple;
    Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
    Relms Gilvilo, Vivec, Redoran Temple Shrine
    
    Holy Touch-10 points for 60 seconds on Touch
    Cost: 6
    Available from: Eldrilu Dalen, Vos, Vos Chapel;
    Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
    Mehra Drora, Gnisis, Temple
    
    Saintly Touch-25 points for 60 seconds on Touch
    Cost: 15
    Available from: Nilvyn Drothan, Ghostgate, Temple
    
    Saintly Word-25 points for 60 seconds on Target
    Cost: 23
    Available from: Elynu Saren, Suran, Temple
    
    Destruction							{SPL004}
    o======================================================================o
    
    Damage Attribute
    <---------------------------------------------------------------------->
    Damage Attribute M points
    
    Base Cost: 8
    
    Permanently lowers one of the eight Attributes of the target by M 
    points. Derived attributes such as Fatigue, Magicka, and Encumbrance 
    will be recalculated. The attribute can only be restored by the use of a 
    Restore Attribute effect.
    
    Ingredients: Wickwheat**
    **Because no other ingredient in the game has this effect, you cannot 
    make a potion with this effect.
    
    Premade spells:
    
    Clench-Damage Speed 1-20 points on Touch
    Cost: 4
    Available from: Farena Arelas, Tel Uvirith, Arelas' House;
    Ferise Varo, Vos, Varo Tradehouse Entrance;
    Fevyn Ralen, Vivec, Telvanni Mage
    
    Emasculate-Damage Endurance 1-20 points on Touch
    Cost: 4
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Salver Lleran, Vivec, Telvanni Sorcerer;
    Mertisi Andavel, Tel Branora, Upper Tower
    
    Evil Eye-Damage Personality 1-10 points on Touch
    Cost: 2
    Available from: Farena Arelas, Tel Uvirith, Arelas' House;
    Salver Lleran, Vivec, Telvanni Sorcerer
    
    Fuddle-Damage Intelligence 1-20 points on Touch
    Cost: 4
    Available from: Elynu Seran, Suran, Temple;
    Estirdalin, Balmora, Guild of Mages;
    Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Farena Arelas, Tel Uvirith, Arelas' House
    
    Hex-Damage Luck 1-20 points on Touch
    Cost: 4
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Salver Lleran, Vivec, Telvanni Sorcerer;
    Orrent Geontene, Ald'ruhn, Guild of Mages
    
    Stumble-Damage Agility 1-20 points on Touch
    Cost: 4
    Available from: Fevyn Ralen, Vivec, Telvanni Mage
    
    Woe-Damage Willpower 1-20 points on Touch
    Cost: 4
    Available from: Farena Arelas, Tel Uvirith, Arelas' House;
    Fevyn Ralen, Vivec, Telvanni Mage
    
    Damage Fatigue
    <---------------------------------------------------------------------->
    Damage Fatigue M points
    
    Base Cost: 4
    
    Permanently lowers the target's Fatigue by M points. If the target's 
    Fatigue is reduced below 0, they will pass out and collapse to the 
    ground. 
    
    Spells that reduce Fatigue will not reduce the value below 0, so the 
    knockout blow must always come from a physical attack. There are quests 
    in the game that require you to physically disable an opponent without 
    killing them. The only ways to do that are with the Hand-to-Hand skill 
    and with this effect.
    
    Ingredients: Poison**
    **Since no other ingredients carry this effect, you can never make a 
    potion with this effect.
    
    Premade spells:
    
    Fleabite-1-10 points on Touch
    Cost: 1
    Available from: Estirdalin, Balmora, Guild of Mages
    
    Doze-1-20 points on Touch
    Cost: 2
    Available from: Medila Indaren, Caldera, Guild of Mages
    
    Hornhand-15-36 points on Touch
    Cost: 5
    Available from: Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall
    
    Damage Health
    <---------------------------------------------------------------------->
    Damage Health M points
    
    Base Cost: 8
    
    Permanently lowers the Health of the target by M points. This is one 
    means of attacking creatures that are resistant to elemental damage 
    such as Fire and Frost, though it is considerably more expensive in 
    terms of casting cost.
    
    Absorb Health is generally a better effect to use, as it has the same 
    casting cost but has the added benefit of restoring your Health.
    
    Ingredients: Meadow Rye, Nirthfly Stalks*, Noble Sedge Flowers*, 
    Poison, Scrib Cabbage
    
    Premade spells:
    
    Spirit Knife-1-20 points on Touch
    Cost: 4
    Available from: Farena Arelas, Tel Uvirith, Arelas' House;
    Medila Indaren, Caldera, Guild of Mages;
    Malven Romori, Vivec, Guild of Mages;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall
    
    Stormhand-5-12 points on Touch, Shock Damage 5-12 points on Touch
    Cost: 6
    Available from: Nelso Salenim, Sadrith Mora, Telvanni Council House, 
    Entry
    
    Blackhand-5-12 points on Touch, Poison 5-12 points on Touch
    Cost: 7
    Available from: Mertisi Andavel, Tel Branora, Upper Tower;
    Orrent Geontene, Ald'ruhn, Guild of Mages
    
    Heartbite-10-50 points on Touch
    Cost: 12
    Available from: Aldaril, Buckmoth Legion Fort, Interior
    
    Daedric Bite-50 points on Target
    Cost: 30
    Available from: Uvele Berendas, Indarys Manor, Berendas' House
    
    Damage Magicka
    <---------------------------------------------------------------------->
    Damage Magicka M points
    
    Base Cost: 8
    
    Permanently lowers the Magicka of the target by M points.
    
    Ingredients: Durzog Meat**
    **Since there are no other ingredients that carry this effect, it is 
    impossible to create potions with this effect.
    
    Premade spells:
    
    Soulpinch-1-20 points on Touch
    Cost: 4
    Available from: Aldaril, Buckmoth Legion Fort, Interior;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
    Llaros Uvayn, Caldera, Governor's Hall;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer
    
    Disintegrate Armor
    <---------------------------------------------------------------------->
    Disintegrate Armor M points for D seconds
    
    Base Cost: 6
    
    Damages the armor of the target, decreasing its effectiveness. M is the 
    number of points of damage the item will receive for the duration. It 
    damages one piece of equipment at a time, in the following order: 
    Shield, Cuirass, Left Pauldron, Right Pauldron, Left Gauntlet, Right 
    Gauntlet, Helm, Greaves, and finally Boots. If the armor is damaged to 
    the point of breaking, it will immediately be unequipped, and the 
    target will automatically equip the next-most-valuable item of that 
    type in their inventory (if they have one).
    
    Disintegrate Armor can be one way to acquire a target's armor without 
    killing them. Once it is broken, you can cast Calm on them, pickpocket 
    the armor from them, and repair it to use yourself. When applied on 
    Self, this effect will only work if it targets equipment which has 
    already sustained some damage. This applies both to custom spells and 
    enchanted items using this effect.
    
    Ingredients: None
    
    Premade spells: 
    
    Armor Eater-10-30 points on Touch
    Cost: 6
    Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;
    Medila Indaren, Caldera, Guild of Mages;
    Heem-La, Ald'ruhn, Guild of Mages;
    Salver Lleran, Vivec, Telvanni Sorcerer
    
    Disintegrate Weapon
    <---------------------------------------------------------------------->
    Disintegrate Weapon M points for D seconds
    
    Base Cost: 6
    
    This effect will damage the target's weapon, decreasing its 
    effectiveness. M is the number of points of damage the item will 
    receive per second for the duration. The effect will only damage a 
    weapon if it is equipped and drawn. Enemies not in combat will not be 
    affected by this effect, but because it is a hostile effect, the first 
    casting will cause them to draw their weapon and attack. Casting this 
    effect on a non-hostile target is a crime. If the weapon is damaged to 
    the point of breaking, it will immediately be unequipped, and the 
    target will automatically equip the next-most-valuable weapon in their 
    inventory (if they have one).
    
    When applied on Self, this effect will only work if it targets 
    equipment which has already sustained some damage. This applies both to 
    custom spells and enchanted items.
    
    Ingredients: None
    
    Premade spells:
    
    Weapon Eater-6-25 points on Touch
    Cost: 5
    Available from: Fevyn Ralen, Vivec, Telvanni Mage;
    Medila Indaren, Caldera, Guild of Mages;
    Heem-La, Ald'ruhn, Guild of Mages;
    Salver Lleran, Vivec, Telvanni Sorcerer
    
    Drain Attribute
    <---------------------------------------------------------------------->
    Drain Attribute M points for D seconds
    
    Base Cost: 1
    
    Temporarily lowers one of the target's attributes by M points for D 
    seconds. Derived attributes such as Fatigue, Health, Magicka, and 
    Encumbrance will be recalculated if needed. After the spell expires, 
    the attribute will be restored to its former value.
    
    There is a bug with this effect if you are under the Fortify Attribute 
    effect when it hits you. Your attribute will not restore like it is 
    supposed to, making this effect behave more like Damage Attribute. The 
    only way to solve this is to remove the Fortify Attribute effect and 
    then cast a Restore Attribute effect. You may then restore the Fortify 
    Attribute effect to return the attribute to its former value. If you 
    drain your own Intelligence to zero, your Magicka bar will restore to 
    full when your Intelligence returns to normal. This is very useful for 
    those with the Atronach birthsign, although many (myself included) 
    consider it cheating.
    
    Ingredients: Drain Agility: Ash Salts*, Black Anther*, Daedra's Heart, 
    Diamond*, Emerald, Hypha Facia, Pearl*, Raw Ebony*, Ruby;
    Drain Endurance: Bittergreen Petals, Black Anther, Bungler's Bane, 
    Emerald, Moon Sugar, Void Salts, Wolfsbane Petals;
    Drain Intelligence: Alit Hide*, Coda Flower, Gravedust*, Human Flesh, 
    Muck*, Raw Glass*, Scrib Cabbage;
    Drain Luck: Chokeweed*, Dreugh Wax, Gold Kanet, Gravetar, Hypha Facia*, 
    Moon Sugar, Stoneflower Petals;
    Drain Personality: Bonemeal, Coda Flower*, Heather, Human Flesh, Muck, 
    Netch Leather, Scales*, Shalk Resin, Sload Soap*, Willow Anther*;
    Drain Speed: Black Lichen, Bungler's Bane*, Frost Salts*, Heather, 
    Kresh Fiber, Meadow Rye, Nirthfly Stalks, Raw Glass, Red Lichen*, 
    Trama Root;
    Drain Strength: Black Lichen*, Bungler's Bane, Ectoplasm, Green Lichen, 
    Heartwood, Raw Glass, Saltrice, Scathecraw*, Spore Pod*;
    Drain Willpower: Ampoule Pod, Chokeweed, Corprus Weepings, Dreugh Wax, 
    Marshmerrow, Racer Plumes*, Roobrush*
    
    Premade spells:
    
    Clumsy Touch-Drain Agility 5-20 points for 30 seconds on Touch
    Cost: 19
    Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
    Orrent Geontene, Ald'ruhn, Guild of Mages
    
    Distraction-Drain Intelligence 5-20 points for 30 seconds on Target
    Cost: 28
    Available from: Heem-La, Ald'ruhn, Guild of Mages
    
    Enervate-Drain Endurance 5-20 points for 30 seconds on Target
    Cost: 28
    Available from: Heem-La, Ald'ruhn, Guild of Mages
    
    Spite-Drain Personality 5-20 points for 30 seconds on Target
    Cost: 28
    Available from: Heem-La, Ald'ruhn, Guild of Mages
    
    Temptation-Drain Willpower 5-20 points for 30 seconds on Target
    Cost: 28
    Available from: Aldaril, Buckmoth Legion Fort, Interior;
    Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level
    
    Torpor-Drain Speed 5-20 points for 30 seconds on Target
    Cost: 28
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt
    
    Strength Leech-Drain Strength 5-20 points for 30 seconds on Touch
    Cost: 30
    Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison
    
    Distracting Touch-Drain Intelligence 5-20 points for 60 seconds on Touch
    Cost: 38
    Available from: Estoril, Ald'ruhn, The Rat in the Pot
    
    Blood Despair-Drain Willpower 7-14 points for 60 seconds on Target
    Cost: 47
    Available from: Elynu Saren, Suran, Temple;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Farena Arelas, Tel Uvirith, Arelas' House
    
    Wild Distraction-Drain Intelligence 5-20 points for 60 seconds on Target
    Cost: 56
    Available from: Aldaril, Buckmoth Legion Fort, Interior;
    Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
    Diren Vendu, Tel Mora, Tower Services;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers
    
    Drain Fatigue
    <---------------------------------------------------------------------->
    Drain Fatigue M points for D seconds
    
    Base Cost: 2
    
    Temporarily lowers the target's Fatigue. The target will collapse to 
    the ground if Fatigue drops below zero. When the spell expires, the 
    target regains the lost Fatigue.
    
    Ingredients: Bear Pelt*, Bonemeal, Comberry*, Corprus Weepings*, 
    Corprusmeat*, Guar Hide*, Hypha Facia, Kagouti Hide*, Kwama Cuttle, 
    Luminous Russula, Marshmerrow, Shalk Resin*, Snow Bear Pelt*, Snow 
    Wolf Pelt*, Spore Pod, Violet Coprinus, Wolf Pelt*
    
    Premade spells:
    
    Wearying Touch-5-20 points for 30 seconds on Touch
    Cost: 38
    Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
    Uvele Berendas, Indarys Manor, Berendas' House
    
    Sleep-5-15 points for 30 seconds on Target
    Cost: 45
    Available from: Eraamion, Caldera, Guild of Mages;
    Ferise Varo, Vos, Varo Tradehouse Entrance;
    Salama Andrethi, Tel Mora, Tower Services;
    Tinaso Alan, Tel Mora, Tower Services;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
    Estoril, Ald'ruhn, The Rat in the Pot;
    Heem-La, Ald'ruhn, Guild of Mages;
    Salen Ravel, Maar Gan, Shrine;
    Uleni Heleran, Wolverine Hall, Mages Guild
    
    Exhausting Touch-5-20 points for 60 seconds on Touch
    Cost: 75
    Available from: Aldaril, Buckmoth Legion Fort, Interior;
    Imare, Balmora, Hlaalu Council Manor;
    Diren Vendu, Tel Mora, Tower Services;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers
    
    Ordeal of St. Olms-5-20 points for 60 seconds on Touch
    Cost: 75
    Available from: Aldaril, Buckmoth Legion Fort, Interior;
    Ethasi Rilvayn, Balmora, Morag Tong Guild;
    Lloros Sarano, Ald'ruhn, Temple;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
    Diren Vendu, Tel Mora, Tower Services;
    Imare, Balmora, Hlaalu Council Manor;
    Nilvyn Drothan, Ghostgate, Temple
    
    Wild Exhaustion-5-15 points for 60 seconds on Touch
    Cost: 90
    Available from: Aldaril, Buckmoth Legion Fort, Interior;
    Ethasi Rilvayn, Balmora, Morag Tong Guild;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
    Diren Vendu, Tel Mora, Tower Services;
    Imare, Balmora, Hlaalu Council Manor
    
    Drain Health
    <---------------------------------------------------------------------->
    Drain Health M points for D seconds
    
    Base Cost: 4
    
    Temporarily lowers the target's Health. If the victim is still alive 
    when the spell expires, they will regain the lost Health.
    
    This effect will deliver a killing blow if it drops Health below 0. An 
    excellent way to kill enemies is to Drain Health 100 points for 1 
    second. It can be compounded by adding a Soultrap for 1 second effect, 
    or it can have its magnitude doubled by combining with Weakness to 
    Magicka 100 points for 1 second. While this can be somewhat costly in 
    terms of Magicka, Drain Health has the lowest base cost in the entire 
    College of Destruction and very few creatures have blanket Resist 
    Magicka. Drain Health deals non-elemental damage. You can take this 
    even further and create a spell of Weakness to Magicka 400% combined 
    with Drain Health 400 points for a spell that deals 2000 damage, the 
    highest possible damage in the game. Such a spell costs 240 Magicka to 
    cast. This is sufficient to kill anything vulnerable to Magicka-even 
    Dagoth Ur himself. However, to cast it, you will need to fortify either 
    Willpower, Luck, or Destruction to sufficient levels to successfully 
    cast the spell.
    
    Ingredients: Coda Flower, Corprusmeat, Ectoplasm, Fire Petal, Fire 
    Salts*, Gold Kanet*, Gravetar, Green Lichen, Horn Lily Bulb*, Roobrush, 
    Ruby*, Scathecraw, Scrap Metal*
    
    Premade spells:
    
    Drain Blood-5 points for 30 seconds on Touch, Drain Magicka 5 points 
    for 30 seconds on Touch
    Cost: 60
    Available from: Aldaril, Buckmoth Legion Fort, Interior;
    Ferise Varo, Vos, Varo Tradehouse Entrance;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
    Uleni Heleran, Wolverine Hall, Mages Guild;
    Diren Vendu, Tel Mora, Tower Services;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Tinaso Alan, Tel Mora, Tower Services;
    Urtiso Maryon, Sadrith Mora, Urtiso Faryon: Sorcerer
    
    Drain Magicka
    <---------------------------------------------------------------------->
    Drain Magicka M points for D seconds
    
    Base Cost: 4
    
    Temporarily lowers the target's Magicka. If done at sufficient 
    magnitude, this can severely cripple spellcasters. When the spell 
    expires, the victim will regain the lost Magicka.
    
    Ingredients: Belladonna Berries, Bittergreen Petals, Bloat*, 
    Corprusmeat, Golden Sedge Flowers*, Grahl Eyeball, Gravedust, Kresh 
    Fiber, Rat Meat*, Red Lichen, Scamp Skin*, Timsa-Come-By Flowers, 
    Trama Root
    
    Premade spells:
    
    Wild Flay Spirit-1-20 points for 3 seconds on Target
    Cost: 9
    Available from: Heem-La, Ald'ruhn, Guild of Mages
    
    Drain Blood-5 points for 30 seconds on Touch, Drain Health 5 points 
    for 30 seconds on Touch
    Cost: 60
    Available from: Aldaril, Buckmoth Legion Fort, Interior;
    Ferise Varo, Vos, Varo Tradehouse Entrance;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers;
    Uleni Heleran, Wolverine Hall, Mages Guild;
    Diren Vendu, Tel Mora, Tower Services;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Tinaso Alan, Tel Mora, Tower Services;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer
    
    Gash Spirit-5-20 points for 30 seconds on Touch
    Cost: 75
    Available from: Aldaril, Buckmoth Legion Fort, Interior;
    Imare, Balmora, Hlaalu Council Manor;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
    Diren Vendu, Tel Mora, Tower Services;
    Salver Lleran, Vivec, Telvanni Sorcerer;
    Solea Nuccusius, Moonmoth Legion Fort, Prison Towers
    
    Gash Spirit (Ranged)-5-20 points for 30 seconds on Target
    Cost: 113
    Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild
    
    Magicka Leech-6-15 points for 60 seconds on Touch
    Cost: 126
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub
    
    Flay Spirit-5-20 points for 60 seconds on Touch
    Cost: 150
    Available from: Felen Maryon, Tel Branora, Upper Tower: Therana's 
    Chamber
    
    Drain Skill
    <---------------------------------------------------------------------->
    Drain Skill M points for D seconds
    
    Base Cost: 1
    
    Temporarily lowers one of the target's skills by M points for D 
    seconds. When the spell expires, the skill will be restored to its 
    former value.
    
    There is a bug with this effect. If you are hit with it while under a 
    Fortify Skill effect, it will not return to its former value like it is 
    supposed to. The only way to solve this is to remove the Fortify Skill 
    effect, cast a Restore Skill effect, and replace the Fortify Skill 
    effect. This will return the skill to its former value. It should be 
    noted that Restore Skill is unavailable for learning or through 
    potions; it exists only at the shrines and altars throughout the game.
    
    This effect is the source of a famous exploit called "Drain and Train." 
    If you wish, you may create a custom spell that drains a given skill by 
    100 for 1 second on Self. If you speak to a trainer for that skill while 
    under the effect, they will train you for 1 gold, but when the effect 
    expires your skill will be one rank higher than before you cast the 
    spell. This exploit can be used to have any trainer, regardless of their 
    intended maximum, train any skill to 100, and do so for 1 gold per rank. 
    Needless to say, most people, including myself, consider this cheating.
    
    Ingredients: Horker Tusk**
    **No other ingredient carries this effect, so you can never create a 
    potion with this effect.
    
    Premade spells:
    
    Drain Athletics-Drain Athletics 5-20 points for 60 seconds on Target
    Cost: 56
    Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers
    
    Drain Block-Drain Block 5-20 points for 60 seconds on Target
    Cost: 56
    Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers
    
    Drain Destruction-Drain Destruction 5-20 points for 60 seconds on 
    Target
    Cost: 56
    Available from: Solea Nuccusius, Moonmoth Legion Fort, Prison Towers
    
    Scourge Blade-Drain Short & Long Blade 5-20 points each for 30 
    seconds on Target
    Cost: 56
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub
    
    Fire Damage
    <---------------------------------------------------------------------->
    Fire Damage M points for D seconds
    
    Base Cost: 5
    
    Damages the target using fire by M points for D seconds.
    
    Dark Elves are 75% resistant to fire. Since they are by far the most 
    populous race in the game, Fire Damage is of somewhat limited utility 
    in battling NPCs. However, enough creatures are weak to Fire or immune 
    to other elements to ensure that Fire Damage retains a great deal of 
    usefulness.
    
    Ingredients: None
    
    Premade spells:
    
    Cruel Firebloom-10-16 points in 10 feet on Target
    Cost: 7
    Available from: Malven Romori, Vivec, Guild of Mages
    
    Fireball-2-20 points in 5 feet on Target
    Cost: 5
    Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
    Salver Lleran, Vivec, Telvanni Sorcerer;
    Malven Romori, Vivec, Guild of Mages
    
    Fire Bite*-15-30 points on Touch
    Cost: 6
    Available from: Estirdalin, Balmora, Guild of Mages
    
    Greater Fireball-2-40 points in 10 feet on Target
    Cost: 10
    Available from: Heem-La, Ald'ruhn, Guild of Mages;
    Malven Romori, Vivec, Guild of Mages;
    Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber
    
    Firestorm-1-10 points for 10 seconds in 10 feet on Target
    Cost: 23
    Available from: Fevyn Ralen, Vivec, Telvanni Mage;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
    Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber
    
    God's Fire-11-60 points for 10 seconds in 10 feet on Target
    Cost: 135
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub
    
    Frost Damage
    <---------------------------------------------------------------------->
    Frost Damage M points for D seconds
    
    Base Cost: 5
    
    Damages the target using frost by M points for D seconds.
    
    Nords are immune to Frost, so avoid using this effect against them. 
    This is especially relevant in the Bloodmoon expansion, as Solstheim is 
    mostly populated by Nords and other frost-resistant creatures. Most 
    undead are resistant or immune to frost, as well.
    
    Ingredients: Bristleback Leather, Holly Berries, Raw Stalhrim
    
    Premade spells:
    
    Frost Bite-15-30 points on Touch
    Cost: 6
    Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
    Estirdalin, Balmora, Guild of Mages
    
    Greater Frostball-2-40 points in 10 feet on Target
    Cost: 10
    Available from: Heem-La, Ald'ruhn, Guild of Mages;
    Salver Lleran, Vivec, Telvanni Sorcerer
    
    Frost Storm-1-10 points for 10 seconds in 10 feet on Target
    Cost: 23
    Available from: Diren Vendu, Tel Mora, Tower Services;
    Fevyn Ralen, Vivec, Telvanni Mage
    
    God's Frost-11-60 points for 10 seconds in 10 feet on Target
    Cost: 135
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub
    
    Poison
    <---------------------------------------------------------------------->
    Poison M points for D seconds
    
    Base Cost: 9
    
    Damages the target using poison by M points for D seconds.
    
    Of the elemental damage effects, Poison is the least useful. First, it 
    is the most expensive in terms of Magicka cost. Second, there are more 
    creatures with Poison immunity than any of the other three elements 
    (for example, most undead). Finally, there is a Cure Poison effect, 
    which immediately arrests any ongoing Poison damage when cast. There is 
    no equivalent effect for the other three elements.
    
    Ingredients: Adamantium Ore, Lloramor Spines, Luminous Russula, 
    Noble Sedge Flowers, Poison, Violet Coprinus
    
    Premade spells: 
    
    Black Hand-5-12 points on Touch, Damage Health 5-12 points on Touch
    Cost: 7
    Available from: Mertisi Andavel, Tel Branora, Upper Tower;
    Orrent Geontene, Ald'ruhn, Guild of Mages
    
    Poison-2-20 points in 5 feet on Target
    Cost: 9
    Available from: Estirdalin, Balmora, Guild of Mages
    
    Poisonous Touch-15-40 points on Touch
    Cost: 12
    Available from: Estirdalin, Balmora, Guild of Mages
    
    Poisonbloom-1-20 points in 5 seconds in 10 feet on Target
    Cost: 39
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    Mertisi Andavel, Tel Branora, Upper Tower;
    Uvele Berendas, Indarys Manor, Berendas' House;
    Estoril, Ald'ruhn, The Rat in the Pot;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall
    
    Viperbolt-10-50 points for 2 seconds in 10 feet on Target
    Cost: 44
    Available from: Estoril, Ald'ruhn, The Rat in the Pot;
    Salama Andrethi, Tel Mora, Tower Services
    
    Deadly Poison-1-20 points for 10 seconds on Touch
    Cost: 47
    Available from: Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
    Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
    Estoril, Ald'ruhn, The Rat in the Pot
    
    Toxic Cloud-2-15 points for 10 seconds in 10 feet on Target
    Cost: 61
    Available from: Diren Vendu, Tel Mora, Tower Services;
    Ferise Varo, Vos, Varo Tradehouse Entrance;
    Mertisi Andavel, Tel Branora, Upper Tower;
    Tinaso Alan, Tel Mora, Tower Services;
    Eraamion, Caldera, Guild of Mages;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Salver Lleran, Vivec, Telvanni Sorcerer;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer
    
    Potent Poison-20-40 points for 5 seconds on Touch
    Cost: 68
    Available from: Namanian Facian, Sadrith Mora, Morag Tong Guild;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall
    
    Shock Damage
    <---------------------------------------------------------------------->
    Shock Damage M points for D seconds
    
    Base Cost: 7
    
    Damages the target using shock by M points for D seconds.
    
    Shock damage is more expensive to cast than fire or frost, but fewer 
    enemies resist it, making it more universally useful
    
    Ingredients: None
    
    Premade spells:
    
    Shock-1-15 points on Touch
    Cost: 3
    Available from: Estirdalin, Balmora, Guild of Mages
    
    Stormhand-5-12 points on Touch, Damage Health 5-12 points on Touch
    Cost: 6
    Available from: Nelso Salenim, Sadrith Mora, Telvanni Council House: 
    Entry
    
    Spark-2-20 points in 5 feet on Target
    Cost: 7
    Available from: Arrille, Seyda Neen, Arrille's Tradehouse
    
    Greater Shockball-2-40 points in 10 feet on Target
    Cost: 14
    Available from: Heem-La, Ald'ruhn, Guild of Mages
    
    Shockball-2-40 points in 10 feet on Target
    Cost: 14
    Available from: Salver Lleran, Vivec, Telvanni Sorcerer
    
    Lightning Bolt-10-50 points for 2 seconds in 10 feet on Target
    Cost: 34
    Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
    Uvele Berendas, Indarys Manor, Berendas' House;
    Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry
    
    Lightning Storm-2-10 points for 10 seconds in 10 feet on Target
    Cost: 34
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
    Fevyn Ralen, Vivec, Telvanni Mage;
    Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
    Uvele Berendas, Indarys Manor, Berendas' House
    
    Shockbloom-1-25 points for 5 seconds in 10 feet on Target
    Cost: 37
    Available from: Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
    Uvele Berendas, Indarys Manor, Berendas' House
    
    Weakness to Common Disease
    <---------------------------------------------------------------------->
    Weakness to Common Disease M% for D Seconds
    
    Base Cost: 2
    
    This effect reduces the target's resistance to Common Diseases, making 
    them M% more likely to contract them. This effect is only relevant to 
    the player, as no one else ever catches diseases.
    
    The main use of this spell effect is to allow characters with innate 
    disease resistance (an Argonian, a High Elf, or anyone sufficiently far 
    through the Main Quest) to contract Vampirism, if they wish.
    
    Ingredients: None
    
    Premade spells:
    
    Weakness to Common Disease-1-20 points for 10 seconds on Target
    Cost-16
    Available from: Medila Indaren, Caldera, Guild of Mages
    
    Weakness to Fire
    <---------------------------------------------------------------------->
    Weakness to Fire M% for D seconds
    
    Base Cost: 2
    
    This effect increases the damage dealt by the Fire Damage effect. M is 
    the percentage of resistance reduction. At 100%, the target will 
    receive double damage. High Elves have natural 50% Weakness to Fire, so 
    they will be particularly interested in Resist Fire spells or items that 
    counteract this weakness.
    
    If the target is naturally immune to Fire, 100% Weakness to Fire will 
    remove that immunity. This is a good way to make Fire more universally 
    useful. Higher magnitudes will still be necessary to amplify base 
    damage. When Weakness to Fire is used in conjunction with a Fire Damage 
    effect that does damage over several seconds, the weakness only needs a 
    duration of 1 to allow the damage to take effect.
    
    Ingredients: Heartwood, Holly Berries
    
    Premade spells:
    
    Weakness to Fire-10 points for 5 seconds on Target
    Cost: 8
    Available from: Malven Romori, Vivec, Guild of Mages
    
    Dire Weakness to Fire-2-60 points for 10 seconds on Target
    Cost: 47
    Available from: Elynu Saren, Suran, Temple;
    Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
    Marayn Dren, Balmora, Guild of Mages;
    Tinaso Alan, Tel Mora, Tower Services;
    Eraamion, Caldera, Guild of Mages;
    Estoril, Ald'ruhn, The Rat in the Pot;
    Mertisi Andavel, Tel Branora, Upper Tower;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer
    
    Weakness to Frost
    <---------------------------------------------------------------------->
    Weakness to Frost M% for D seconds
    
    Base Cost: 2
    
    This effect increases the damage dealt by the Frost Damage effect. M is 
    the percentage of resistance reduction. At 100%, the target will 
    receive double damage. High Elves have natural 25% Weakness to Frost, so 
    they will be particularly interested in Resist Frost spells or items 
    that counteract this weakness.
    
    If the target is naturally immune to Frost, 100% Weakness to Frost will 
    remove that immunity. This is a good way to make Frost more universally 
    useful. Higher magnitudes will still be necessary to amplify base 
    damage. When Weakness to Frost is used in conjunction with a Frost 
    Damage effect that does damage over several seconds, the weakness only 
    needs a duration of 1 to allow the damage to take effect.
    
    Ingredients: None
    
    Premade spells:
    
    Dire Weakness to Frost-2-60 points for 10 seconds on Target
    Cost: 47
    Available from: Elynu Seran, Suran, Temple;
    Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
    Marayn Dren, Balmora, Guild of Mages;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
    Eraamion, Caldera, Guild of Mages;
    Estoril, Ald'ruhn, The Rat in the Pot;
    Mertisi Andavel, Tel Branora, Upper Tower
    
    Weakness to Magicka
    <---------------------------------------------------------------------->
    Weakness to Magicka M% for D Seconds
    
    Base Cost: 2
    
    Weakness to Magicka increases the negative effects of certain spells on 
    the target. M is the percentage of resistance reduction. Weakness to 
    Magicka does not affect the damage taken from elemental spells, nor 
    increase the duration of any effect, nor make any difference to the 
    effects of Paralyze or Silence. It does increase the effects of Absorb 
    Health, Damage Health, and Drain Health, as well as non-damaging but 
    hostile effects such as any other Absorb, Damage, or Drain effects, 
    Blind, Burden, Disintegrate, Sound, and any other Weakness effects. 
    
    High Elves and characters with The Apprentice birthsign have an innate 
    Weakness to Magic effect. This is not too threatening, as not many 
    attacks fall under the purview of the effect. The most dangerous 
    enemies are those who use Absorb Health or Damage Health effects. These 
    are quite rare, with Vampires being the most notable example.
    
    Ingredients: None
    
    Premade spells:
    
    Dire Weakness to Magicka-2-60 points for 10 seconds on Target
    Cost: 47
    Available from: Elynu Saren, Suran, Temple;
    Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
    Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
    Mertisi Andavel, Tel Branora, Upper Tower;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
    Eraamion, Caldera, Guild of Mages;
    Estoril, Ald'ruhn, The Rat in the Pot;
    Marayn Dren, Balmora, Guild of Mages;
    Tinaso Alan, Tel Mora, Tower Services
    
    Weakness to Poison
    <---------------------------------------------------------------------->
    Weakness to Poison M% for D seconds
    
    Base Cost: 2
    
    This effect increases the damage dealt by the Poison effect. M is the 
    percentage of resistance reduction. At 100%, the target will receive 
    double damage.
    
    If the target is naturally immune to Poison, 100% Weakness to Poison 
    will remove that immunity. This is a good way to make Poison more 
    universally useful. Higher magnitudes will still be necessary to 
    amplify base damage. When Weakness to Poison is used in conjunction with 
    a Poison effect that does damage over several seconds, the weakness only 
    needs a duration of 1 to allow the damage to take effect.
    
    Ingredients: Poison*,**
    **This is the only ingredient in the game with this effect, so you will 
    never be able to create potions with this effect.
    
    Premade spells:
    
    Dire Weakness to Poison-2-60 points for 10 seconds on Target
    Cost: 47
    Available from: Elynu Saren, Suran, Temple;
    Eraamion, Caldera, Guild of Mages;
    Marayn Dren, Balmora, Guild of Mages;
    Salama Andrethi, Tel Mora, Tower Services;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer;
    Estoril, Ald'ruhn, The Rat in the Pot;
    Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
    Mertisi Andavel, Tel Branora, Upper Tower;
    Tinaso Alan, Tel Mora, Tower Services
    
    Weakness to Shock
    <---------------------------------------------------------------------->
    Weakness to Shock M% for D seconds
    
    Base Cost: 2
    
    This effect increases the damage dealt by the Shock Damage effect. M is 
    the percentage of resistance reduction. At 100%, the target will 
    receive double damage. High Elves have natural 25% Weakness to Shock, 
    so they will be particularly interested in Resist Shock spells or items 
    that counteract this weakness.
    
    If the target is naturally immune to Shock, 100% Weakness to Shock will 
    remove that immunity. This is a good way to make Shock more universally 
    useful. Higher magnitudes will still be necessary to amplify base 
    damage. When Weakness to Shock is used in conjunction with a Shock Damage 
    effect that does damage over several seconds, the weakness only needs a 
    duration of 1 to allow the damage to take effect.
    
    Ingredients: None
    
    Premade spells:
    
    Dire Weakness to Shock-2-60 points for 10 seconds on Target
    Cost: 47
    Available from: Elynu Saren, Suran, Temple
    Ervona Barys, Ebonheart, Hawkmoth Legion Garrison
    Marayn Dren, Balmora, Guild of Mages
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer
    Eraamion, Caldera, Guild of Mages
    Estoril, Ald'ruhn, The Rat in the Pot
    Mertisi Andavel, Tel Branora, Upper Tower
    
    Illusion							{SPL005}
    o======================================================================o
    
    Blind
    <---------------------------------------------------------------------->
    Blind M% for D Seconds
    
    Base Cost: 1
    
    Causes the target's vision to be obscured, making it harder for them to 
    see. M is the degree of blindness. At 100%, they will be completely 
    unable to see anything. However, as the effect is hostile, they will 
    still try to find and attack you. If you are within melee range, they 
    can still attack and even hit you. If you attack a blinded target, they 
    may attempt to flee. A blinded target should have a lower hit rate and 
    decreased ability to detect sneaking targets.
    
    Note that the effect is bugged, and actually increases hit rate instead 
    of decreasing it.
    
    Ingredients: Durzog Meat, Bristleback Leather
    
    Premade spells: 
    
    Crying Eye-1-10 points for 5 seconds on Target
    Cost: 2
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild
    Llaros Uvayn, Caldera, Governor's Hall
    Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House
    
    Erelvam's Wild Sty-1-40 points for 10 seconds on Touch
    Cost: 10
    Available from: Minnibi Selkin-Adda, Vivec, Arena, Hidden Area;
    Sirilonwe, Vivec, Guild of Mages;
    Namanian Facian, Sadrith Mora, Morag Tong Guild
    
    Alad's Caliginy-10-30 points for 30 seconds on Touch
    Cost: 30
    Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;
    Farena Arelas, Tel Uvirith, Arelas' House;
    Orrent Geontene, Ald'ruhn, Guild of Mages;
    Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Mertisi Andavel, Tel Branora, Upper Tower
    
    Calm Creature
    <---------------------------------------------------------------------->
    Calm Creature M points for D seconds
    
    Base Cost: 1
    
    Stops the target from fighting. While under this effect, attacking them 
    will not cause them to retaliate.
    
    Calm is useful if you are trying to fight with ranged weapons or spells 
    in an enclosed area. Calm the enemy, and run to put some distance 
    between you. Calm is basically a crowd controlling effect. These are 
    particularly useful in for combat in high difficulty games. On normally 
    hostile targets, expect them to re-enter combat when the spell expires. 
    A magnitude of 1 is enough to work on any target; this is a bug.
    
    Ingredients: None
    
    Premade spells:
     
    Calm Creature-30 points for 10 seconds on Target
    Cost: 23
    Available from: Dulian, Buckmoth Legion Fort, Interior;
    Medila Indaren, Caldera, Guild of Mages;
    Sharn gra-Muzgob, Balmora, Guild of Mages;
    Vaval Selas, Vivec, St. Olms Temple;
    Marayn Dren, Balmora, Guild of Mages;
    Scelian Plebo, Wolverine Hall, Imperial Shrine;
    Tyermaillin, Balmora, Tyermaillin's House
    
    Calm Humanoid
    <---------------------------------------------------------------------->
    Calm Humanoid M points for D seconds
    
    Base Cost: 1
    
    Stops the target from fighting. While under this effect, attacking them 
    will not cause them to retaliate. Calm Humanoid works on NPCs. 
    
    Calm is useful if you are trying to fight with ranged weapons or spells 
    in an enclosed area. Calm the enemy, and run out to put some distance 
    between you. Calm is a crowd controlling effect. These effects are 
    exceptionally useful in high difficulty games. Calm Humanoid is a 
    useful spell when you want to do hostile things to NPCs without killing 
    them. For instance, you can get equipped armor by casting Disintegrate 
    Armor until it breaks, casting Calm Humanoid to stop them from 
    attacking you, and pickpocketing the armor for yourself. On normally 
    hostile targets, expect them to re-enter combat when the spell expires. 
    You can avoid this by raising NPC disposition while the effect is still 
    active. A magnitude of 1 is sufficient to work any NPC, but this is a 
    bug.
    
    Ingredients: None
    
    Premade spells:
    
    Calming Touch-30 points for 10 seconds on Touch
    Cost: 15
    Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
    Tinaso Alan, Tel Mora, Tower Services;
    Nilvyn Drothan, Ghostgate, Temple
    
    Calm Humanoid-30 points for 10 seconds on Target
    Cost: 23
    Available from: Dulian, Buckmoth Legion Fort, Interior;
    Medila Indaren, Caldera, Guild of Mages;
    Vaval Selas, Vivec, St. Olms Temple;
    Marayn Dren, Balmora, Guild of Mages;
    Scelian Plebo, Wolverine Hall, Imperial Shrine
    
    Chameleon
    <---------------------------------------------------------------------->
    Chameleon M% for D Seconds
    
    Base Cost: 1
    
    Causes the target to become partially transparent and to blend into the 
    background for the duration of the spell. This has three effects: 1) If 
    the magnitude of the Chameleon effect is high enough, no object will be 
    able to spot you under various conditions. 2) If you are sneaking, the 
    magnitude of all current Chameleon effects is added to your chance to 
    sneak (after all other factors, including distance). Note that even if 
    you fail your Sneak check, the enemy may still fail to notice you due 
    to the first effect. 3) If you attempt to talk to an NPC, that NPC 
    might not see you. In this case, they will immediately disengage the 
    conversation and lose 5 Disposition. Since this is not a true Sneak 
    effect, the target may move at normal speed. If you are under a 
    Chameleon effect and talk to an NPC, you will attempt to enter dialogue 
    (subject to the third effect above) rather than picking their pocket.
    
    While Chameleon is listed as a percentage, it does not work that way in 
    its mechanics. Unlike Invisibility, Chameleon does not wear off when 
    interacting with objects, talking with NPCs, casting spells, or taking 
    other actions. Blind effects can be used in conjunction with Chameleon 
    and Sneaking to further reduce the chance that a target will see you. Be 
    warned that Blind is a hostile action, and will initiate combat with any 
    targets you are trying to avoid. If you are struggling to speak to an NPC, 
    be sure you are speaking from the front and not using too strong a 
    Chameleon effect. Many enemies will flee if they lose sight of you in 
    combat. Rally or Calm spells can help in these situations. Strong 
    Chameleon effects can be used to approach hostile NPCs and speak to 
    them before they initiate combat. This allows access to services from 
    NPCs that would normally attack you, such as Qorwynn, the Master Trainer 
    for Enchant. It is suggested to raise the Dispositions of such NPCs to a 
    high enough level that they will not resume hostilities as soon as the 
    Chameleon effect ends.
    
    Ingredients: None
    
    Premade spells:
    
    Golanar's Eye-Maze-10-40 points for 10 seconds on Self
    Cost: 13
    Available from: Eraamion, Caldera, Guild of Mages;
    Sirilonwe, Vivec, Guild of Mages
    
    Chameleon*-10 points for 30 seconds on Self
    Cost: 15
    Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
    Salver Lleran, Vivec, Telvanni Sorcerer
    
    Shadowform-6-15 points for 30 seconds on Self
    Cost: 16
    Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
    Salama Andrethi, Tel Mora, Tower Services
    
    Shadowweave-20 points for 10 seconds on Self, Sanctuary 20 points for 
    10 seconds on Self
    Cost: 20
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Salama Andrethi, Tel Mora, Tower Services;
    Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Llaros Uvayn, Caldera, Governor's Hall;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall
    
    Shadowmask-40-70 points for 30 seconds on Self
    Cost: 83
    Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;
    Imare, Balmora, Hlaalu Council Manor;
    Ranis Athrys, Balmora, Guild of Mages;
    Gildan, Ald'ruhn, Gildan's House;
    Llaros Uvayn, Caldera, Governor's Hall;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall
    
    Charm
    <---------------------------------------------------------------------->
    Charm M points for D seconds
    
    Base Cost: 5
    
    Temporarily increases the target's disposition towards the caster. 
    When the effect ends, the target's disposition returns to its original 
    value.
    
    Ingredients: None
    
    Premade spells:
    
    Charming Touch-30 points for 30 seconds on Touch
    Cost: 225
    Available from: Eraamion, Caldera, Guild of Mages;
    Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Marayn Dren, Balmora, Guild of Mages
    
    Charm Mortal-10-30 points for 30 seconds on Target
    Cost: 225
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
    Salver Lleran, Vivec, Telvanni Sorcerer
    
    Demoralize Creature
    <---------------------------------------------------------------------->
    Demoralize M points for D seconds
    
    Base Cost: 1
    
    Decreases the target's confidence (willingness to fight). This works on 
    all non-undead, non-Daedra, non-mechanical creatures (for undead, use 
    the Conjuration effect Turn Undead). Afflicted targets will disengage 
    and attempt to run away in fear. 
    
    Demoralize is among the most powerful disabling effects in the game. An 
    enemy who is running away is an enemy who isn't fighting you. With a 
    good spell, you can send entire armies running for the hills. This makes 
    for excellent bow practice. If you get in a target's way while he's 
    trying to run away, he may still take a few swings at you. Continual 
    attacks may also still bring an enemy to retaliate. Fleeing enemies can 
    bring in all sorts of trouble, so be wary of using lengthy Demoralize 
    effects on fast runners.
    
    Ingredients: None
    
    Demoralize Beast-5 points for 10 seconds on Target
    Cost: 4
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild
    Llaros Uvayn, Caldera, Governor's Hall
    
    Demoralize Creature-5 points for 10 seconds on Target
    Cost: 4
    Available from: Ethasi Rilvayn, Balmora, Morag Tong Guildhall;
    Sirilonwe, Vivec, Guild of Mages
    
    Frenzy Creature
    <---------------------------------------------------------------------->
    Frenzy Creature M points for D seconds
    
    Base Cost: 1
    
    Increases the target's Fight (its inclination to attack). A strong 
    enough Frenzy will make the target attack the player. Frenzy Creature 
    affects all non-undead, non-Daedra, non-mechanical creatures.
    
    Frenzy Creature is not terribly useful, as the vast majority of 
    creatures will attack you anyway. Furthermore, those creatures that 
    don't attack you be default can generally be attacked with no assault 
    charge. Frenzy does cause them to attack anything nearby (not just you), 
    so it can be somewhat useful in that respect. If Command spells are 
    proving too unworkable for the few non-hostile unique creatures with 
    proper names in the game, Frenzy Creature is the best alternative. 
    In general, targets should return to normal a few days after being 
    left in a cell. Even a 100 point spell should not be very expensive, as 
    there is little reason to create Frenzy spells with long duration.
    
    Ingredients: None
    
    Premade spells:
    
    Frenzy Beast-5 points for 10 seconds on Touch
    Cost: 3
    Available from: Uleni Heleran, Wolverine Hall, Mages Guild
    
    Frenzy Creature-5 points for 10 seconds on Target
    Cost: 4
    Available from: Minnibi Selkin-Adda, Vivec, Arena Hidden Area
    
    Frenzy Humanoid
    <---------------------------------------------------------------------->
    Frenzy Humanoid M points for D seconds
    
    Base Cost: 1
    
    Increase the target's Fight (its inclination to attack). A strong 
    enough Frenzy will make the target attack the player. Frenzy Humanoid 
    affects NPCs. When you successfully cast this spell on someone, it is 
    not considered an assault.
    
    Some situations require killing someone who is not open to persuasion, 
    but who is surrounded by people who will witness an assault. Frenzy 
    Humanoid is perfect for these situations. Frenzy Humanoid is very 
    useful for making NPCs follow you large distances, if you are unable to 
    Command them. Keep in mind that they may break off the fight to flee. 
    Rally Humanoid can prevent this. Save if the target is not expendable, 
    as NPCs can sometimes become permanently Frenzied. In general, targets 
    return to normal after they are left alone inside a cell for a few 
    in-game days. Even a 100 point spell should not be very expensive, as 
    there is little reason to give Frenzy spells a long duration.
    
    Ingredients: None
    
    Premade spells:
    
    Frenzying Touch-5 points for 10 seconds on Touch
    Cost: 4
    Available from: Uleni Heleran, Wolverine Hall, Mages Guild
    
    Invisibility
    <---------------------------------------------------------------------->
    Invisibility for D seconds
    
    Base Cost: 20
    
    Causes the target to become completely invisible and undetectable for 
    the duration of the spell. Activating anything, such as talking to or 
    attacking somebody, picking up an item, opening a door or container, or 
    any other action apart from just moving will cancel the spell. Your 
    Sneak skill is irrelevant when you are invisible. You are completely 
    undetectable unless you activate something.
    
    Unlike other stealth options, there's no need to stay in sneak mode. On 
    the contrary, it may be wiser to run, so you can reach your destination 
    before the spell expires. Even though nobody can see you while you're 
    invisible, you can still bump into them without being detected. In fact, 
    you can use this technique to push people around, maybe moving them 
    around a corner or turning them to face the wall in order that you won't 
    be detected doing something after you reappear. Of course, this only 
    works with stationary targets. NPCs who have somewhere to go will just 
    continue on their way after an invisible obstacle is removed. Some 
    (myself included) strongly prefer high Chameleon to Invisibility 
    because performing actions does not cancel Chameleon. Invisibility's 
    only special advantage is that it truly renders you 100% undetectable. 
    A handy use of invisibility is to zip through a dungeon full of 
    enemies without fighting anyone until you've reached your target. This 
    is especially useful when there are lots of annoying fights with no 
    promise of good loot. It is also useful in places like the Ministry of 
    Truth or the Corprusarium. Invisibility is excellent for assassination 
    quests. You can close the gap with a foe who uses ranged or magical 
    attacks and ensure you get the first strike. A key to successfully 
    using invisibility is planning your casting point. If you do anything 
    to shatter the illusion, it ends. Use any other magic you want active, 
    including potions, before going invisible. Be sure you are not in 
    anyone's line of sight before casting (although being in stealth may be 
    allowable). Be sure there are no closed doors between you and your 
    goal. Strategic use of invisibility can be helpful for completing 
    stealth-related guild quests at low levels, before Sneak has become a 
    viable option on its own. Constant effect invisibility only effects 
    duration-the effect still ends if you do anything to break the 
    illusion. If you have ended the effect in this manner, you will need 
    to uneequip and reequip the item to go invisible again.
    
    Ingredients: Bittergreen Petals, Diamond, Lloramor Spines, 
    Wolfsbane Petals
    
    Premade spells:
    
    Brevusa's Averted Eyes-10 seconds on Self
    Cost: 10
    Available from: Eraamion, Caldera, Guild of Mages
    
    Hide-30 seconds on Self
    Cost: 30
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Llaros Uvayn, Caldera, Governor's Hall;
    Orrent Geontene, Ald'ruhn, Guild of Mages;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
    Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
    Heem-La, Ald'ruhn, Guild of Mages;
    Namanian Facian, Sadrith Mora, Morag Tong Guild;
    Salama Andrethi, Tel Mora, Tower Services;
    Sirilonwe, Vivec, Guild of Mages
    
    Invisibility-30 seconds on Self
    Cost: 30
    Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison
    
    Concealment-90 seconds on Self
    Cost: 90
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Gildan, Ald'ruhn, Gildan's House;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
    Ethasi Rilvayn, Balmora, Morag Tong Guild;
    Imare, Balmora, Hlaalu Council Manor;
    Mertisi Andavel, Tel Branora, Upper Tower;
    Ranis Athrys, Balmora, Guild of Mages
    
    Light
    <---------------------------------------------------------------------->
    Light M points for D seconds in A feet
    
    Base Cost: 0.2
    
    Creates a glowing light around the target. When cast on a living 
    creature or humanoid (including yourself), that creature will glow for 
    the duration (or until they are killed). The magnitude determines the 
    range of the light. Additionally, if the spell is cast with a large 
    area rating, it can affect multiple targets which will produce an 
    overall larger amount of light. Note that the spell is no different 
    from other spells in that it can only affect an object-if it is cast on 
    Touch or Target and does not hit a humanoid or creature, the spell has 
    no effect.
    
    The need for a Light spell depends greatly on the viewer. The gamma 
    settings inside the game and the brightness/contrast settings on your 
    monitor or television all have an effect on the amount of light you 
    see. By default, there are very few, if any, areas in Morrowind that 
    are dark enough to require additional light. Many mods and other 
    plugins respec the game's lighting settings to make this effect more 
    useful. Furthermore, even if it is dark enough to require extra light, 
    the Light effect compromises stealth, and it is probably better to 
    consider Night-Eye instead. Finally, it is also quite easy to carry a 
    light source such as a torch or lantern as yet another substitute for 
    this effect, although that of course prevents use of a shield or 
    two-handed weapon.
    
    Ingredients: Black Anther, Red Lichen
    
    Premade spells:
    
    Light-20 points for 30 seconds in 30 feet on Target
    Cost: 9
    Available from: Eldrilu Dalen, Vos, Vos Chapel;
    Heem-La, Ald'ruhn, Guild of Mages;
    Salver Lleran, Vivec, Telvanni Sorcerer;
    Eraamion, Caldera, Guild of Mages;
    Mehra Drora, Gnisis, Temple
    
    Night-Eye
    <---------------------------------------------------------------------->
    Night-Eye M points for D seconds
    
    Base Cost: 0.2
    
    Causes you to be able to see in the dark by effectively raising the 
    ambient light levels. This affects only the caster, so it is more 
    conducive to stealth than the Light spell. However, it does suffer from 
    some drawbacks. Having everything evenly lit tends to flatten out the 
    three-dimensionality of the world, which effectively makes small items 
    such as jewelry harder to see. Additionally, areas that are already 
    well lit may be overly bright to look at.
    
    The need for a Night-Eye spell depends greatly on the viewer. The gamma 
    setting in the game, the brightness/contrast settings on your monitor or 
    television, the lighting of the room, and even your eyes have an effect 
    on the amount of lighting in the game. By default, very few areas in 
    Morrowind are truly dark enough to require extra light to see. There 
    are many mods and plugins that respec lighting, which can make this 
    effect more useful. Night-Eye is very useful for seeing through the 
    murk when swimming underwater. It is a good idea to cast Night-Eye 
    before taking screenshots. The spell is a bad idea for vampires, as it 
    makes it more difficult to tell the difference between night and day, 
    compromising your safety from sun damage while outside. You can always 
    simply carry a light source such as a torch or lantern, but this does 
    prevent the use of a shield or two-handed weapon.
    
    Ingredients: Bear Pelt, Grahl Eyeball, Kagouti Hide, Daedra's Heart, 
    Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt
    
    Premade spells:
    
    Night-Eye-20 points for 30 seconds on Self
    Cost: 6
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Orrent Geontene, Ald'ruhn, Guild of Mages;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
    Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
    Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
    Salver Lleran, Vivec, Telvanni Sorcerer
    
    Paralyze
    <---------------------------------------------------------------------->
    Paralyze for D seconds
    
    Base Cost: 40
    
    Causes the target to become completely immobile for the duration. When 
    paralzyed, you may not move, attack, cast spells, or use enchanted 
    items or scrolls. You may, however, still use potions or eat 
    ingredients. You can also equip and un-equip items, which can be 
    helpful in the case of items that are scripted to cast spells when 
    equipped. Note that some enemies, most notably vampires, are 
    completely immune to paralysis.
    
    Paralyzed opponents become immediately vulnerable to Health damage from 
    Hand-to-hand attacks, which normally only damage an opponent after they 
    have fallen unconscious due to Fatigue loss. When the paralysis wears 
    off, Hand-to-hand attacks will once again damage Fatigue first. 
    Paralyze can be resisted by having high Willpower. If you successfully 
    paralyze a Cliff Racer while it is airborne, it will fall from the sky, 
    but will not take any damage upon collision with the ground. Paralyzed 
    water creatures (dreugh and slaughterfish) will float to the surface as 
    though dead.
    
    Ingredients: Ampoule Pod, Daedra Skin, Fire Petal, Ghoul Heart*, 
    Hackle-Lo Leaf, Large Kwama Egg, Rat Meat, Raw Stalhrim, Spore Pod, 
    Sweetpulp*, Void Salts, Wickwheat
    
    Premade spells:
    
    Paralysis-5 seconds on Touch
    Cost: 10
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    Estirdalin, Balmora, Guild of Mages;
    Namanian Facian, Sadrith Mora, Morag Tong Guildhall;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
    Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
    Malven Romori, Vivec, Guild of Mages;
    Orrent Geontene, Ald'ruhn, Guild of Mages
    
    Medusa's Gaze-15 seconds on Target
    Cost: 45
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Ethasi Rilvayn, Balmora, Morag Tong Guildhall;
    Llaros Uvayn, Caldera, Governor's Hall
    
    Rally Creature
    <---------------------------------------------------------------------->
    Rally Creature M points for D seconds
    
    Base Cost: 0.2
    
    Increase target's Confidence (willingness to attack). Rally Creature 
    will work on all non-undead, non-Daedra, non-mechanical creatures. 
    Fleeing targets will stop running and return to combat.
    
    Rally is an excellent spell to stop a mortally wounded enemy from 
    fleeing. Enemies who cannot fly or use ranged attacks will often flee 
    from you if you attack them while levitating. Rally can help keep them 
    in range so you can finish the job. If you're trying to relocate a 
    creature by having it chase you in hostile conditions, it may break off 
    the chase to flee instead. Cast Rally Creature on it to prevent this.
    
    Ingredients: None
    
    Premade spells:
    
    Rally Beast-5 points for 30 seconds on Target
    Cost: 2
    Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;
    Sedris Omalen, Maar Gan, Outpost;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage
    
    Rally Creature-5 points for 30 seconds on Target
    Cost: 2
    Available from: Rirnas Athren, Vivec, Hlaalu Temple;
    Synnolian Tunifus, Ebonheart, Imperial Chapels
    
    Rally Humanoid
    <---------------------------------------------------------------------->
    Rally Humanoid M points for D seconds
    
    Base Cost: 0.2
    
    Increase target's Confidence (willingness to attack). Rally Humanoid 
    will work on all NPCs. Fleeing targets will stop running and return to 
    combat.
    
    Rally is an excellent spell for stopping a mortally wounded enemy from 
    fleeing. Enemies who cannot fly or use ranged attacks will often flee 
    from you if you attack them while levitating. Rally can help keep them 
    in range so you can finish the job. If you're trying to relocate an NPC 
    by having them chase you in hostile conditions, they may break off the 
    chase to flee instead. Cast Rally Humanoid on them to prevent this.
    
    Ingredients: None
    
    Premade spells:
    
    Rally Humanoid-5 points for 30 seconds on Target
    Cost: 2
    Available from: Rirnas Athren, Vivec, Hlaalu Temple
    
    Rallying Touch-5 points for 30 seconds on Touch
    Cost: 2
    Available from: Guls Llervu, Ald'ruhn, Guls Llervu's House;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Sedris Omalen, Maar Gan, Outpost;
    Lalatia Varian, Ebonheart, Imperial Chapels;
    Nilvyn Drothan, Ghostgate, Temple
    
    Sanctuary
    <---------------------------------------------------------------------->
    Sanctuary M points for D seconds
    
    Base Cost: 1
    
    Causes the target to be more difficult to hit with physical attacks. 
    The magnitude is the value that is added to the target's chance to dodge 
    attacks (magical attacks are unaffected).
    
    Ingredients: None
    
    Premade spells:
    
    Sotha's Grace-1-20 points for 5 seconds on Self
    Cost: 3
    Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
    Orrent Geontene, Ald'ruhn, Guild of Mages;
    Folvys Andalor, Ald'ruhn, Temple
    
    Father's Hand-1-40 points for 5 seconds on Self
    Cost: 5
    Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
    Nilvyn Drothan, Ghostgate, Temple;
    Ethasi Rilvayn, Balmora, Morag Tong Guildhall
    
    Sanctuary*-10 points for 30 seconds on Self
    Cost: 15
    Available from: Zanmulk Sammalamus, Gnisis, Temple
    
    Shadow Weave-20 points for 10 seconds on Self, Chameleon 20 points for 
    10 seconds on Self
    Cost: 20
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Salama Andrethi, Tel Mora, Tower Services;
    Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Llaros Uvayn, Caldera, Governor's Hall;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall
    
    Silence
    <---------------------------------------------------------------------->
    Silence for D seconds
    
    Base Cost: 40
    
    Prevents the target from casting spells for the duration.
    
    The Paralyze effect has the same casting cost as Silence. Since it 
    blocks spellcasting, along with a slew of other useful effects, you're 
    generally better off using Paralyze. The only exception is with enemies 
    immune to Paralyze, like vampires.
    
    Ingredients: None
    
    Premade spells:
    
    Silence-5 seconds on Target
    Cost: 15
    Available from: Llaros Uvayn, Caldera, Governor's Hall;
    Namanian Facian, Sadrith Mora, Morag Tong Guildhall;
    Salama Andrethi, Tel Mora, Tower Services;
    Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
    Orrent Geontene, Ald'ruhn, Guild of Mages;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall
    
    Far Silence-10 seconds on Target
    Cost: 30
    Available from: Erer Darothril, Sadrith Mora, Dirty Muriel's Cornerclub;
    Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Ethasi Rilvayn, Balmora, Morag Tong Guildhall;
    Gildan, Ald'ruhn, Gildan's House;
    Ranis Athrys, Balmora, Guild of Mages
    
    Sound
    <---------------------------------------------------------------------->
    Sound M points for D seconds
    
    Base Cost: 3
    
    Creates a distracting noise in the mind of the target, decreasing their 
    chance of successfully casting spells by M%.
    
    Sound has certain advantages over Silence. First, it always affects the 
    target, where Silence can be successfully resisted by Willpower. Second, 
    an enemy affected by Sound will still attempt to cast spells, wasting 
    Magicka with each failed attempt. In contrast, a Silenced enemy will not 
    attempt casting at all, leaving their Magicka pool intact when the spell 
    wears off. However, high-magnitude Sound spells are not as Magicka 
    efficient as Silence is, and unless you use an expensive 100 magnitude 
    Sound spell, enemies retain some chance of getting their spells off 
    successfully. Other methods of dealing with spellcasters are more 
    efficient than either of these options. Damage Magicka and Damage 
    Intelligence are both more direct and more efficient.
    
    Ingredients: None
    
    Premade spells:
    
    Earwig-3-8 points for 5 seconds on Target
    Cost: 6
    Available from: Bratheru Oran, Vivec, Hlaalu, Edryno Arethi's House;
    Estirdalin, Balmora, Guild of Mages
    
    Cruel Noise-10-22 points for 5 seconds on Touch
    Cost: 12
    Available from: Salama Andrethi, Tel Mora, Tower Services
    
    Dire Earwig-8-15 points for 5 seconds on Target
    Cost: 13
    Available from: Eraamion, Caldera, Guild of Mages
    
    Wild Earwig-1-30 points for 5 seconds on Target
    Cost: 17
    Available from: Ethasi Rilvayn, Balmora, Morag Tong Guildhall;
    Llaros Uvayn, Caldera, Governor's Hall
    
    Dire Noise-2-60 points for 5 seconds on Target
    Cost: 35
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    Mertisi Andavel, Tel Branora, Upper Tower;
    Nelso Salenim, Sadrith Mora, Telvanni Council House, Entry;
    Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Namanian Facian, Sadrith Mora, Morag Tong Guildhall;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall
    
    Mysticism							{SPL006}
    o======================================================================o
    
    Absorb Attribute
    <---------------------------------------------------------------------->
    Absorb Attribute M points for D seconds
    
    Base Cost: 2
    
    Temporarily lowers one of the target's attributes, and raises the 
    caster's attribute by the same amount. When the spell expires, both 
    attributes return to their previous values. The effects are not 
    cumulative. For instance, if a sword is enchanted with a long-duration 
    magnitude 1 Absorb Luck, and he hits an opponent 20 times, his Luck 
    will be boosted by 1, not 20.
    
    Ingredients: None
    
    Premade spells:
    
    Absorb Agility-Absorb Agility 5-20 points for 30 seconds on Touch
    Cost: 38
    Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
    Orrent Geontene, Ald'ruhn, Guild of Mages
    
    Absorb Endurance-Absorb Endurance 5-20 points for 30 seconds on Touch
    Cost: 38
    Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine
    
    Absorb Intelligence-Absorb Intelligence 5-20 points for 30 seconds on 
    Touch
    Cost: 38
    Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
    Felara Andrethi, Tel Aruhn, Tower Living Quarters
    
    Absorb Luck-Absorb Luck 5-20 points for 30 seconds on Touch
    Cost: 38
    Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine
    
    Absorb Personality-Absorb Personality 5-20 points for 30 seconds on 
    Touch
    Cost: 38
    Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
    Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Orrent Geontene, Ald'ruhn, Guild of Mages
    
    Absorb Speed-Absorb Speed 5-20 points for 30 seconds on Touch
    Cost: 38
    Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
    Uvele Berendas, Indarys Manor, Berendas' House
    
    Absorb Strength-Absorb Strength 5-20 points for 30 seconds on Touch
    Cost: 38
    Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison
    
    Absorb Willpower-Absorb Willpower 5-20 points for 30 seconds on Touch
    Cost: 38
    Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
    Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
    Chaplain Ogrul, Gnisis, Fort Darius;
    Felara Andrethi, Tel Aruhn, Tower Living Quarters;
    Uvele Berendas, Indarys Manor, Berendas' House
    
    Absorb Speed (Ranged)-Absorb Speed 5-20 points for 30 seconds on 
    Target
    Cost: 56
    Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub
    
    Crimson Despair-Absorb Willpower 5-20 points for 60 seconds on 
    Target
    Cost: 113
    Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
    Nilvyn Drothan, Ghostgate, Temple;
    Llathyno Hlaalu, Balmora, Temple;
    Somutis Vunnis, Moonmoth Legion Fort, Interior
    
    Absorb Fatigue
    <---------------------------------------------------------------------->
    Absorb Fatigue M points for D seconds
    
    Base Cost: 4
    
    Transfer Fatigue from the target to the caster, tiring the target and 
    revitalizing the caster. The caster may not exceed their own natural 
    maximum Fatigue value, but even if the caster is at full Fatigue, this 
    spell will still drain the target's Fatigue.
    
    If this effect is Reflected by the target, the target does not absorb 
    Fatigue from the caster. Rather, the spell simply drains and 
    replenishes the caster in equal amounts, essentially having no effect. 
    The effect can be devastating if used in a Hand-to-hand fight.
    
    Ingredients: None
    
    Premade spells:
    
    Absorb Fatigue-5-20 points for 30 seconds on Touch
    Cost: 75
    Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
    Mertisi Andavel, Tel Branora, Upper Tower;
    Telis Salvani, Balmora, Temple;
    Aunius Autrus, Wolverine Hall, Imperial Shrine;
    Only-He-Stands-There, Balmora, South Wall Cornerclub;
    Tunila Omavel, Tel Uvirith, Omavel's House
    
    Energy Leech-5-20 points for 30 seconds on Touch
    Cost: 75
    Available from: Danso Indules, Vivec, Temple;
    Llarara Omayn, Balmora, Temple;
    Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
    Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
    Folvys Andalor, Ald'ruhn, Temple;
    Lloros Sarano, Ald'ruhn, Temple;
    Only-He-Stands-There, Balmora, South Wall Cornerclub;
    Tunila Omavel, Tel Uvirith, Omavel's House
    
    Absorb Fatigue (Ranged)-5-20 points for 30 seconds on Target
    Cost: 113
    Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
    Somutis Vunnis, Moonmoth Legion Fort, Interior;
    Llathyno Hlaalu, Balmora, Temple
    
    Absorb Health
    <---------------------------------------------------------------------->
    Absorb Health M points for D seconds
    
    Base Cost: 8
    
    Transfer Health from the target to the caster, injuring the target and 
    revitalizing the caster. The caster may not exceed their own natural 
    maximum Health, but even if the caster is at full Health, this spell 
    will still damage the target's Health.
    
    Although this effect makes an effective "on strike" enchantment for a 
    weapon, beware making it an "on Target" spell effect. This opens it up 
    to Reflect, the result of which will be damage to you. This is a fairly 
    powerful effect, even considering its relatively high cost compared to 
    other offensive effects. For instance, if you use a large number of 
    summons, a one-to-two point Absorb Health spell with a moderate 
    duration and maximum area that hit three of four summons would grant a 
    good deal of Health. This doesn't even account for enemies also in the 
    area of effect. Multiple castings will, of course, turn the summons 
    hostile.
    
    Ingredients: None
    
    Premade spells:
    
    Righteousness-10 points on Touch
    Cost: 4
    Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;
    Mehra Drora, Gnisis, Temple;
    Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
    Saras Orelu, Molag Mar, Temple;
    Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
    Ygfa, Pelagiad, Fort Pelagiad;
    Folvys Andalor, Ald'ruhn, Temple;
    Milar Maryon, Tel Vos, Services Tower;
    Relms Gilvilo, Vivec, Redoran Temple Shrine;
    Sedris Omalen, Maar Gan, Outpost;
    Tunila Omavel, Tel Uvirith, Omavel's House
    
    Absorb Health-5-52 points on Touch
    Cost: 11
    Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
    Felara Andrethi, Tel Aruhn, Tower Living Quarters
    
    Almsivi Intervention
    <---------------------------------------------------------------------->
    Almsivi Intervention
    
    Teleports you instantly to the nearest Tribunal Temple. Good for 
    escaping from a sticky situation, or just a means for fast 
    transportation. The temples to which you can be transported are in 
    Ald'ruhn, Balmora, Gnisis, Molag Mar, Mournhold, and Vivec.
    
    Any followers you have will not be teleported along with you. This 
    cannot be used to facilitate escort missions. Almsivi Intervention is 
    disabled in a few locations. They are Magas Volar, the Akulakhan chamber 
    in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the inside of 
    the Mortrag Glacier. The logic of what is and isn't a Temple for 
    teleportation services can be confusing, as many places called Temple 
    facilities are not eligible teleport destinations. Almsivi Intervention 
    will take you to the temple nearest your last exterior location. For 
    example, if you enter the Mages Guild in Ald'ruhn, take the Guild Guide 
    to Balmora, and cast the spell before you exit, you will end up at the 
    Ald'ruhn Temple. Distance calculation is sometimes off, taking you to a 
    Temple that isn't actually the closest one.
    
    Ingredients: None
    
    Premade spells:
    
    Almsivi Intervention-Almsivi Intervention
    Cost: 8
    Available from: Danso Indules, Vivec, Temple;
    Felara Andrethi, Tel Aruhn, Tower Living Quarters;
    Guls Llervu, Ald'ruhn, Guls Llervu's House;
    Lloros Sarano, Ald'ruhn, Temple;
    Milar Maryon, Tel Vos, Services Tower;
    Relms Gilvilo, Vivec, Redoran Temple Shrine;
    Elynu Saren, Suran, Suran Temple;
    Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
    Llathyno Hlaalu, Balmora, Temple;
    Mehra Drora, Gnisis, Temple;
    Nilvyn Drothan, Ghostgate, Temple;
    Rirnas Athren, Vivec, Hlaalu Temple
    
    Demoralize Humanoid
    <---------------------------------------------------------------------->
    Demoralize Humanoid M points for D seconds
    
    Base Cost: 1
    
    Decrease target's Confidence (willingness to fight). Demoralize 
    Humanoid works on NPCs. It is the counterpart to Illusion's Demoralize 
    Creature, but it tagged as a Mysticism spell due to a developer mistake. 
    Afflicted targets will disengage combat and attempt to run away in fear. 
    
    Demoralize is among the most powerful disabling effects in the game. An 
    enemy that is running away is an enemy that isn't fighting you. With a 
    good spell, you can send entire armies running for the hills. Makes for 
    excellent bow practice. If you get in your target's way while they are 
    running, they may still take a swing or two at you. Continual attacks 
    may also bring the enemy back to retaliate. Fleeing enemies can bring 
    trouble. Be careful of long-duration Demoralize spells on fast runners. 
    
    Ingredients: None
    
    Premade spells:
    
    Demoralizing Touch-5 points for 10 seconds on Touch
    Cost: 3
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    Llaros Uvayn, Caldera, Governor's Hall;
    Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
    Folvys Andalor, Ald'ruhn, Temple;
    Minnibi Selkin-Adda, Vivec, Arena Hidden Area
    
    Demoralize Humanoid-5 points for 10 seconds on Target
    Cost: 4
    Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild
    
    Detect Animal
    <---------------------------------------------------------------------->
    Detect Animal M feet for D seconds
    
    Base Cost: 0.75
    
    Causes you to detect all living creatures in the vicinity. They will 
    show up on your map as small red circles. The Magnitude is the maximum 
    range of detection. This spell will not detect NPCs, only creatures. 
    One possible method of detecting NPCs is by using both Detect 
    Enchantment and Detect Key, as they routinely carry magical items 
    and/or keys. This is by no means a guarantee, however.
    
    Ingredients: Alit Hide, Ampoule Pod, Bloat, Ectoplasm, Horker Tusk
    
    Premade spells:
    
    Detect Creature*-50-150 points for 5 seconds on Self
    Cost: 19
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
    Orrent Geontene, Ald'ruhn, Guild of Mages;
    Sedris Omalen, Maar Gan, Outpost;
    Dulian, Buckmoth Legion Fort, Interior;
    J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;
    Relms Gilvilo, Vivec, Redoran Temple Shrine
    
    Detect Enchantment
    <---------------------------------------------------------------------->
    Detect Enchantment M feet for D seconds
    
    Base Cost: 1
    
    Causes you to detect all enchanted items in the vicinity, whether out 
    in the open, inside containers, or worn/carried by NPCs. They will show 
    up on your map as small blue circles. The Magnitude is the maximum 
    range of detection. Items in your inventory are not detected.
    
    Only items with enchantments are detected. Valuable and powerful items 
    will be overlooked by this spell if they are not enchanted, such as 
    Daedric items and the like.
    
    Ingredients: Hound Meat, Hypha Facia, Lloramor Spines, Marshmerrow
    
    Premade spells:
    
    Detect Enchantment-10 points for 10 seconds on Self
    Cost: 5
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    Llaros Uvayn, Caldera, Governor's Hall;
    Synnolian Tunifus, Ebonheart, Imperial Chapels;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt
    
    Detect Key
    <---------------------------------------------------------------------->
    Detect Key M feet for D seconds
    
    Base Cost: 1
    
    Causes you to detect all keys in the vicinity, whether out in the open, 
    inside containers, or carried by NPCs. They will show up on your map as 
    small green circles. The Magnitude is the maximum range of detection. 
    Items in your inventory are not detected.
    
    In the game, a key is defined as any object which opens a door or chest. 
    Some keys are not detected by this spell, either because they don't open 
    anything at all (as with certain quest items) or because they are only 
    used by dialogues or scripts. Slave keys, for example, are generally not 
    detectable. Also, since any item of "Miscellaneous" type can be 
    designated to open a door, some items added by mods which may not 
    appear to be keys will still be detected as such by this spell if they 
    have been set to open locks.
    
    Ingredients: Ash Yam, Diamond, Muck, Spore Pod
    
    Premade spells:
    
    Tevral's Hawkshaw-10 points for 10 seconds on Self
    Cost: 5
    Available from: Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
    Namanian Facian, Sadrith Mora, Morag Tong Guildhall
    
    Detect Key-50 points for 5 seconds on Self
    Cost: 13
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    Llaros Uvayn, Caldera, Governor's Hall;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Orrent Geontene, Ald'ruhn, Guild of Mages;
    Sirilonwe, Vivec, Guild of Mages
    
    Dispel
    <---------------------------------------------------------------------->
    Dispel M%
    
    Base Cost: 5
    
    Cancels all temporary magic effects on the target (effects from 
    abilities, potions, Constant Effect enchantments, and diseases are all 
    unaffected). This can be used either to remove an enemy's defenses, or 
    to remove negative effects from yourself or your allies. Note that in 
    either case, it will remove both good and bad effects. The magnitude 
    determines the chance an effect is removed. Dispel 100% will always 
    cleanse all the temporary effects on a target.
    
    This works on all effects, regardless of being positive (e.g. Chameleon, 
    Levitate, and Fortify Attribute) or negative (e.g. Paralyze and Drain 
    Health). This can be a disadvantage compared to effects like Cure 
    Paralyzation when used on an ally or self, but a big advantage when 
    used on enemies, as it can remove their positive effects. Dispel can 
    even get rid of an enemy's Bound Items or Summoned creatures.
    
    Ingredients: Bungler's Bane, Pearl, Moon Sugar, Timsa-Come-By Flowers*
    
    Premade spells:
    
    Purge Magic-5 points on Target
    Cost: 2
    Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
    Chaplain Ogrul, Gnisis, Fort Darius;
    Salver Lleran, Vivec, Telvanni Sorcerer;
    Synnolian Tunifus, Ebonheart, Imperial Chapels
    
    Almalexia's Grace-20 points on Self
    Cost: 5
    Available from: Elynu Saren, Suran, Suran Temple;
    Guls Llervu, Ald'ruhn, Guls Llervu's House;
    Nilvyn Drothan, Ghostgate, Temple;
    Salen Ravel, Maar Gan, Shrine;
    Felara Andrethi, Tel Aruhn, Tower Living Quarters;
    Mehra Drora, Gnisis, Temple;
    Salama Andrethi, Tel Mora, Tower Services
    
    Dispel-100 points on Self
    Cost: 25
    Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
    Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
    Felara Andrethi, Tel Aruhn, Tower Living Quarters;
    Tyermaillin, Balmora, Tyermaillin's House;
    Dulian, Buckmoth Legion Fort, Interior;
    Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Sharn gra-Muzgob, Balmora, Guild of Mages;
    Vaval Selas, Vivec, St. Olms Temple
    
    Divine Intervention
    <---------------------------------------------------------------------->
    Divine Intervention
    
    Transports you instantly to the nearest Imperial Cult shrine, usually 
    found within an Imperial Legion fort. Good for escaping from a sticky 
    situation, or just as a means of fast transportation. You can be 
    transported to the following locations: Buckmoth Legion Fort (Ald'ruhn), 
    Ebonheart, Fort Darius (Gnisis), Moonmoth Legion Fort (Balmora), Fort 
    Pelagiad (Pelagiad), Wolverine Hall (Sadrith Mora), Mournhold, or Fort 
    Frostmoth.
    
    Any followers you may have will not be teleported with you. Thus, this 
    cannot be used to facilitate escort missions. Divine Intervention is 
    disabled in a few locations. These are Magas Volar, the Akulakhan 
    chamber in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the 
    inside of the Mortrag Glacier. Divine Intervention will take you to the 
    Imperial Cult shrine nearest your last exterior location. This means 
    that if you are closer to another location, but are still indoors 
    (Guild Guide travel, for example), you will arrive at the shrine nearest 
    the last exterior zone you were in. Certain locations teleport you to 
    the wrong shrine, in terms of distance, due to oddities in how the game 
    calculates distances.
    
    Ingredients: None
    
    Premade spells:
    
    Divine Intervention-Divine Intervention
    Cost: 8
    Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
    Lalatia Varian, Ebonheart, Imperial Chapels;
    Aunius Autrus, Wolverine Hall, Imperial Shrine;
    Synnolian Tunifus, Ebonheart, Imperial Chapels
    
    Mark
    <---------------------------------------------------------------------->
    Mark
    
    Base Cost: 350
    
    Places a marker at your current location to be used with the Recall 
    spell, which will instantly teleport you back to that marker from any 
    distance. You may only place one mark at a time. Casting the spell will 
    override your previous mark location. Any location where you cast a Mark 
    spell will be signified by a white cross on your local map.
    
    Any followers you may have will not accompany you when you teleport. 
    Thus, this cannot be used to facilitate escort missions. 
    
    Ingredients: None
    
    Premade spells:
    
    Mark-Mark
    Cost: 18
    Available from: Farena Arelas, Tel Uvirith, Arelas' House;
    Guls Llervu, Ald'ruhn, Guls Llervu's House;
    J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;
    Salama Andrethi, Tel Mora, Tower Services;
    Sirilonwe, Vivec, Guild of Mages;
    Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
    Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
    Llarara Omayn, Balmora, Temple;
    Sedris Omalen, Maar Gan, Outpost
    
    Recall
    <---------------------------------------------------------------------->
    Recall
    
    Base Cost: 350
    
    Instantly transports you to the location placed by the Mark spell, from 
    any distance. Good for escaping from a sticky situation, or quickly 
    transporting yourself to a chosen location. Casting the spell if you 
    have never cast Mark will have no effect.
    
    Any followers you may have will not accompany you when you teleport. 
    Thus, this cannot be used to facilitate escort missions. Recall is 
    disabled in a few locations. These are Magas Volar, the Akulakhan 
    chamber in Dagoth Ur's facility, Sotha Sil's Clockwork City, and the 
    inside of the Mortrag Glacier.
    
    Ingredients: Bristleback Leather**
    **This is the only ingredient in the game with Recall as an effect, so 
    you will never be able to make a potion with this effect.
    
    Premade spells:
    
    Recall-Recall
    Cost: 18
    Available from: Eraamion, Caldera, Guild of Mages;
    Guls Llervu, Ald'ruhn, Guls Llervu's House;
    J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;
    Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
    Salama Andrethi, Tel Mora, Tower Services;
    Sirilonwe, Vivec, Guild of Mages;
    Felara Andrethi, Tel Aruhn, Tower Living Quarters;
    Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
    Llathyno Hlaalu, Balmora, Temple;
    Rirnas Athren, Vivec, Hlaalu Temple;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall
    
    Reflect
    <---------------------------------------------------------------------->
    Reflect M% for D seconds
    
    Base Cost: 10
    
    Gives a M% chance that incoming hostile spells will be reflected back 
    at their caster. Spells that are not reflected will behave normally, 
    having their full effect.
    
    Reflect works as a percentage chance based on the total on a given 
    target. Unlike Spell Absorption, separate instances of Reflect are 
    additive. As such, 100% Reflect can be created by using multiple items 
    at the same time. Also, this means that more than 100% Reflect does not 
    have any extra value. If a spell is reflected, the caster will be 
    immediately subjected to its effects, regardless of the means the spell 
    was cast. Reflected spells cannot be dodged or avoided, since they have 
    no projectile or range. Spells can only be reflected once. 100% Reflect 
    will make you basically immune to all magical damage, with the exception 
    of damage reflected back to you by an enemy who is also using spell 
    reflection. If both the caster and the target have 100% Reflect spells 
    in effect, the spell can only be reflected once, so the caster will end 
    up being hit with the spell. Reflect will work in combination with Spell 
    Absorption, but Spell Absorption takes precedence, so only spells which 
    are not absorbed may be reflected. Having more Spell Absorption makes 
    Reflect less effective, so if you 50% of both Absorption and Reflect, 
    it does not make you immune to all spells. Rather, half of spells will 
    be absorbed, and of the half that are not, half of those will be 
    reflected. So on average, a total of 75% will be stopped by these 
    effects. Spells which are not reflected or absorbed can still be 
    Resisted by the appropriate Resist spell. The strength of the spells 
    are not first reduced by the original (pre-reflection) target's 
    resistances. They are effected by the resistances of the new 
    (post-reflection) target.
    
    Ingredients: Adamantium Ore, Comberry, Diamond, Hound Meat
    
    Premade spells:
    
    Sotha's Mirror-10 points for 5 seconds on Self
    Cost: 25
    Available from: Dulian, Buckmoth Legion Fort, Interior;
    Folvys Andalor, Ald'ruhn, Temple;
    Orrent Geontene, Ald'ruhn, Guild of Mages;
    Tyermaillin, Balmora, Tyermaillin's House;
    Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
    Gildan, Ald'ruhn, Gildan's House;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
    Vaval Selas, Vivec, St. Olms Temple
    
    Reflect-10-20 points for 5 seconds on Self
    Cost: 38
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    Masalinie Merian, Balmora, Guild of Mages;
    Namanian Facian, Sadrith Mora, Morag Tong Guildhall;
    Uvele Berendas, Indarys Manor, Berendas' House;
    Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Mertisi Andavel, Tel Branora, Upper Tower;
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
    Zanmulk Sammalamus, Gnisis, Temple
    
    Strong Reflect-20-30 points for 5 seconds on Self
    Cost: 63
    Available from: Diren Vendu, Tel Mora, Tower Services;
    Imare, Balmora, Hlaalu Council Manor;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Milar Maryon, Tel Vos, Services Tower;
    Salama Andrethi, Tel Mora, Tower Services;
    Tinaso Alan, Tel Mora, Tower Services;
    Ferise Varo, Vos, Varo Tradehouse Entrance;
    Leles Birian, Ascadian Isles Region;
    Mertisi Andavel, Tel Branora, Upper Tower;
    Only-He-Stands-There, Balmora, South Wall Cornerclub;
    Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer
    
    Shalidor's Mirror-10-30 points for 10 seconds on Self
    Cost: 100
    Available from: Dileno Lloran, Vivec, High Fane;
    Imare, Balmora, Hlaalu Council Manor;
    Llaros Uvayn, Caldera, Governor's Hall;
    Lloros Sarano, Ald'ruhn, Temple;
    Somutis Vunnis, Moonmoth Legion Fort, Interior;
    Ethasi Rilvayn, Balmora, Morag Tong Guild;
    Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Llathyno Hlaalu, Balmora, Temple;
    Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
    Tunila Omavel, Tel Uvirith, Omavel's House
    
    Wild Reflect-1-40 points for 10 seconds on Self
    Cost: 103
    Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild;
    Imare, Balmora, Hlaalu Council Manor
    
    Llivam's Reversal-20-30 points for 10 seconds on Self
    Cost: 125
    Available from: Ethasi Rilvayn, Balmora, Morag Tong Guild
    
    Soultrap
    <---------------------------------------------------------------------->
    Soultrap for D seconds
    
    Base Cost: 2
    
    The Soultrap spell is used to gather Souls in order to use for 
    Enchanting. To use it, cast the spell on the creature whose soul you 
    wish to capture before killing it, and then kill it while the spell is 
    still active. You can tell the spell is active by the cloud of smoke 
    that will circle the creature until the duration expires. Additionally, 
    you must also have a Soul Gem in your inventory to capture the creature 
    in. The soul will automatically be captured in the smallest empty Soul 
    Gem in your inventory which is large enough for that soul. If you are 
    successful, a note on the bottom of the screen will inform you that you 
    have captured a soul.
    
    You cannot capture NPC souls with this spell, only creatures. Also, 
    some creatures do not have souls, such as Dwemer Centurions. Attempting 
    to capture a soul from an NPC or a creature without a soul will cause a 
    failure message to appear when you cast the spell. Soultrapping NPCs 
    also has the unusual side effect of causing swirling clouds of smoke to 
    spin around empty places in the area-sometimes very far away from where 
    you actually cast the spell. These are harmless, but will not go away 
    until you save and reload. An unlimited number of the three small soul 
    gems (Common, Lesser, and Petty) can be purchased from trader Fadase 
    Selvayn in Tel Branora. The seller restocks continually: 3 Common Soul 
    Gems, 5 Lesser Soul Gems, and 10 Petty Soul Gems. It is possible to 
    capture more than one soul from the same creature. To do so, however, 
    you must have multiple Soul Trap effects. Casting the same Soul Trap 
    spell repeatedly will not work. If you create multiple Soul Trap spells 
    (or a single spell with multiple iterations of the Soul Trap effect), or 
    mix spells with Soul Trap enchantments or scrolls, you can capture a 
    large number of souls-provided you have enough Soul Gems for all of them 
    and all of the multiple Soul Trap effects are still active when the 
    creature is killed. The Soul Trap spell is commonly used for what is 
    known as the "Soul Trap Glitch," though it is known to work with many 
    spells other than Soul Trap. By creating a spell which has Soultrap on 
    Target and any beneficial spell on Self, for 1 second each, and then 
    casting the spell at the ground below you, the beneficial spell will 
    end up being permanent. You can do this repeatedly to increase your 
    skills and attributes to godly levels. Of course, almost anybody would 
    agree that this is blatant cheating (I certainly do). When Summoning and 
    Soul Trapping any creature, be sure to stand about six feet away if you 
    plan to cast spells on it. Should you be too close, the game code will 
    have the spell target you instead of the summoned creature. This bug is 
    in effect only before the summoned creature switches from ally to 
    enemy, which ordinarily takes three strikes. When enchanting weapons 
    with Soul Trap set to Cast When Strikes, be sure to set the duration to 
    at least 2 seconds. A duration of 1 second is insufficient to capture a 
    soul due to how the engine handles spell timers. The text that displays 
    when you capture a soul is misspelled-it says "Your have captured a 
    soul" when it should be "You have captured a soul". 
    
    Ingredients: None
    
    Premade spells:
    
    Soultrap-60 seconds on Touch
    Cost: 6
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    Farena Arelas, Tel Uvirith, Arelas' House;
    Llaros Uvayn, Caldera, Governor's Hall;
    Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
    Salyni Nelvayn, Ald'ruhn, Morag Tong Guildhall;
    Arnand Liric, Buckmoth Legion Fort, Interior;
    Gildan, Ald'ruhn, Gildan's House;
    Masalinie Merian, Balmora, Guild of Mages;
    Ranis Athrys, Balmora, Guild of Mages
    
    Spell Absorption
    <---------------------------------------------------------------------->
    Spell Absorption M points for D seconds
    
    Base Cost: 10
    
    Gives a M% chance that incoming spells will be absorbed, and their 
    casting cost will be used to restore the subject's Magicka pool instead 
    of taking effect. Spells that are not absorbed will behave normally, 
    doing their full effect.
    
    For each active source of this effect, a check is made to see if an 
    incoming spell is absorbed. The check is done on a scale of 100, 
    meaning 1 point equals 1 percent. Unlike Reflect, if you are affected 
    by two spells of 50 point Spell Absorption, the total chance to absorb 
    spells is not 100%. After the initial check of 50%, another check of 
    50% makes the total chance 75% to absorb. This effect is very useful to 
    those born under the Atronach birthsign, since their Magicka does not 
    regenerate with rest as normal due to Stunted Magicka. Fortunately, a 
    50% Spell Absorption is part of this birthsign's benefits. Although 
    additional Spell Absorption would have lesser effect on characters with 
    this birthsign, more is still better, as it's a good way to regain 
    Magicka while avoiding hostile spells. Spell Absorption will work in 
    combination with Reflect, but Spell Absorption takes precedence, so 
    only spells that are not absorbed may be reflected. Having more Spell 
    Absorption makes Reflect do less, so if you have 50% of both Absorption 
    and Reflect, it does not make you immune to spells. Rather, half of 
    spells will be absorbed, and of the half that are not, half of those 
    will be reflected. So a total of 75% will be stopped by these effects. 
    Spells which are not absorbed or reflected can still be Resisted by the 
    appropriate Resist spell. Spells which are absorbed are absorbed at 
    full strength. In the case of reflected spells, they are not first 
    reduced by the original (pre-reflection) target's resistances. They are 
    affected by the resistances of the new (post-reflection) target. Spells 
    with no magnitude such as Silence and Paralyze are not immune to Spell 
    Absorption, since it is their casting cost, not their magnitude, which 
    is absorbed. Tips for using Spell Absorption to regenerate Magicka 
    include: i) Summon a creature who attacks using spells. An Ancestor 
    Ghost works especially well. Attack the summon three times so it turns 
    on you, then absorb its spells. ii) Beneficial spells as well as 
    attacks can be absorbed, including blessings and cures such as those 
    provided by Shrines. Constant absorption effects may prove detrimental 
    when you actually need a Shrine's blessing.
    
    Ingredients: Fire Petal, Lloramor Spines*, Vampire Dust, Void Salts
    
    Premade spells:
    
    Spell Absorption-10 points for 5 seconds on Self
    Cost: 25
    Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
    Dulian, Buckmoth Legion Fort, Interior;
    Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
    Sharn gra-Muzgob, Balmora, Guild of Mages;
    Tyermaillin, Balmora, Tyermaillin's House;
    Aunius Autrus, Wolverine Hall, Imperial Shrine;
    Eldrilu Dalen, Vos, Vos Chapel;
    Folvys Andalor, Ald'ruhn, Temple;
    Sirilonwe, Vivec, Guild of Mages;
    Vaval Selas, Vivec, St. Olms Temple
    
    Vivec's Feast-10 points for 5 seconds on Self
    Cost: 25
    Available from: Danso Indules, Vivec, Temple;
    Ervona Barys, Ebonheart, Hawkmoth Legion Garrison;
    Guls Llervu, Ald'ruhn, Guls Llervu's House;
    Tunila Omavel, Tel Uvirith, Omavel's House;
    Vaval Selas, Vivec, St. Olms Temple;
    Dulian, Buckmoth Legion Fort, Interior;
    Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
    Lloros Sarano, Ald'ruhn, Temple;
    Tyermaillin, Balmora, Tyermaillin's House
    
    Weak Spelldrinker-10-20 points for 5 seconds on Self
    Cost: 38
    Available from: Arielle Phiencel, Wolverine Hall, Mages Guild;
    Masalinie Merian, Balmora, Guild of Mages;
    Uvele Berendas, Indarys Manor, Berendas' House;
    Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison
    
    Wild Spelldrinker-1-40 points for 5 seconds on Self
    Cost: 51
    Available from: Ferise Varo, Vos, Varo Tradehouse Entrance;
    Mertisi Andavel, Tel Branora, Upper Tower;
    Only-He-Stands-There, Balmora, South Wall Cornerclub;
    Tinaso Alan, Tel Mora, Tower Services;
    Leles Birian, Ascadian Isles Region;
    Namanian Facian, Sadrith Mora, Morag Tong Guild;
    Salen Ravel, Maar Gan, Shrine;
    Urtiso Faryon, Sadrith Mora, Urtiso Faryon: Sorcerer
    
    Strong Spelldrinker-20-30 points for 5 seconds on Self
    Cost: 63
    Available from: Diren Vendu, Tel Mora, Tower Services;
    Imare, Balmora, Hlaalu Council Manor;
    Only-He-Stands-There, Balmora, South Wall Cornerclub;
    Felen Maryon, Tel Branora, Upper Tower: Therana's Chamber;
    Leles Birian, Ascadian Isles Region
    
    Tranasa's Spelltrap-20-30 points for 10 seconds on Self
    Cost: 125
    Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
    Lalatia Varian, Ebonheart, Imperial Chapels;
    Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
    Ethasi Rilvayn, Balmora, Morag Tong Guildhall;
    Llathyno Hlaalu, Balmora, Temple;
    Somutis Vunnis, Moonmoth Legion Fort, Interior
    
    Telekinesis
    <---------------------------------------------------------------------->
    Telekinesis M feet for D seconds
    
    Base cost: 1
    
    Causes you to be able to manipulate objects from a distance. You can 
    open containers or interior doors, pick up objects, or operate switches 
    from far away. The magnitude determines the maximum distance from which 
    you can interact with objects.
    
    This spell can be used to avoid trapped chests and doors. Instead of 
    using Security and a probe, you can set the trap off from a distance, 
    and then dodge the effects. This will not work on doors that transport 
    between cells, however. This spell effect is also useful for stealing 
    objects for characters with low Sneak skill, in cases where getting 
    close enough to take it normally would cause you to be seen. 
    Telekinesis does not allow you to pick up any light sources or paper 
    items at a distance.
    
    Ingredients: Alit Hide, Bonemeal, Scuttle
    
    Premade spells:
    
    Telekinesis-25 points for 5 seconds on Self
    Cost: 6
    Available from: Llaalam Madalas, Sadrith Mora, Llaalam Madalas: Mage;
    Minnibi Selkin-Adda, Vivec, Arena Hidden Area;
    Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
    Llaros Uvayn, Caldera, Governor's Hall;
    Orrent Geontene, Ald'ruhn, Guild of Mages
    
    Restoration							{SPL007}
    o======================================================================o
    
    Cure Blight Disease
    <---------------------------------------------------------------------->
    Cure Blight Disease
    
    Base Cost: 2000
    
    Removes the effects of Blight Disease from the target. This effect is 
    absolutely vital to have if you explore the Ashlands, Molag Amur, or 
    Red Mountain regions, as blighted creatures are common there, and some 
    blight diseases can be quite debilitating. Black-Heart Blight in 
    particular can stop you dead in your tracks by reducing your Strength 
    and causing you to become overencumbered and unable to move.
    
    Ingredients: Ash Salts, Meteor Slime, Scrib Jelly
    
    Premade spells:
    
    Rilm's Gift-Cure Blight Disease on Touch, Cure Common Disease on Touch
    Cost: 30
    Available from: Folvys Andalor, Ald'ruhn, Temple;
    Tunila Omavel, Tel Uvirith, Omavel's House;
    Saras Orelu, Molag Mar, Temple
    
    Cure Blight Disease-Cure Blight Disease on Self
    Cost: 100
    Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
    Synnolian Tunifus, Ebonheart, Imperial Chapels;
    Arnand Liric, Buckmoth Legion Fort, Interior
    
    Vivec's Tears-Cure Blight Disease on Self
    Cost: 100
    Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;
    Guls Llervu, Ald'ruhn, Guls Llervu's House;
    Lloros Sarano, Ald'ruhn, Temple;
    Telis Savani, Balmora, Temple;
    Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
    Llathyno Hlaalu, Balmora, Temple;
    Saras Orelu, Molag Mar, Temple;
    Tunila Omavel, Tel Uvirith, Omavel's House
    
    Panacea-Cure Blight Disease on Self, Cure Common Disease on Self, 
    Cure Poison on Self
    Cost: 120
    Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
    Chambers;
    Melie Frenck, Vivec, Telvanni Temple;
    Guls Llervu, Ald'ruhn, Guls Llervu's House
    
    Vivec's Touch-Cure Blight Disease on Touch, Cure Common Disease on 
    Touch
    Cost: 10
    Available from: Vivec's Ashmask, Gnisis, Tribunal Temple (free)
    
    Cure Common Disease
    <---------------------------------------------------------------------->
    Cure Common Disease
    
    Base Cost: 300
    
    Removes the effects of Common Disease from the target. This effect is 
    generally a good idea to have available wherever you go, as diseased 
    creatures are everywhere, and some diseases are somewhat debilitating. 
    This is less of an issue if you are one of the races that has natural 
    disease resistance (Argonian, High Elf, Redguard, or Wood Elf), but 
    even for them it is still wise to have access to this in case of 
    emergency. Of particular note is the Porphyric Hemophilia disease, 
    which will turn into Vampirism if not cured within 3 days of 
    contracting it. If you do not wish to turn into a vampire, you need to 
    cure yourself before this happens.
    
    Ingredients: Chokeweed, Daedra Skin, Gravedust, Green Lichen, Muck, 
    Red Lichen, Willow Anther
    
    Premade spells: 
    
    Cure Common Disease-Cure Common Disease on Self
    Cost: 15
    Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
    Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
    Llathyno Hlaalu, Balmora, Temple;
    Telis Salvani, Balmora, Temple;
    Chaplain Ogrul, Gnisis, Fort Darius;
    J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;
    Synnolian Tunifus, Ebonheart, Imperial Chapels
    
    Cure Common Disease on Other-Cure Common Disease on Touch
    Cost: 15
    Available from: Sharn gra-Muzgob, Balmora, Guild of Mages
    
    Rilm's Cure-Cure Common Disease on Self
    Cost: 15
    Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;
    Guls Llervu, Ald'ruhn, Guls Llervu's House;
    Milar Maryon, Tel Vos, Services Tower;
    Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
    Zanmulk Sammalamus, Gnisis, Temple;
    Folvys Andalor, Ald'ruhn, Temple;
    J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer;
    Rilvase Avani, Ghostgate, Tower of Dawn;
    Ygfa, Pelagiad, Fort Pelagiad
    
    Cure Common Disease Victim-Cure Common Disease on Target
    Cost: 23
    Available from: Dulian, Buckmoth Legion Fort, Interior;
    Vaval Selas, Vivec, St. Olms Temple
    
    Rilm's Gift-Cure Blight Disease on Touch, Cure Common Disease 
    on Touch
    Cost: 30
    Available from: Folvys Andalor, Ald'ruhn, Temple;
    Tunila Omavel, Tel Uvirith, Omavel's House;
    Saras Orelu, Molag Mar, Temple
    
    Panacea-Cure Blight Disease on Self, Cure Common Disease 
    on Self, Cure Poison on Self
    Cost: 120
    Available from: Galero Andaram, Sadrith Mora, Telvanni Council 
    House, Chambers;
    Melie Frenck, Vivec, Telvanni Temple;
    Guls Llervu, Ald'ruhn, Guls Llervu's House
    
    Vivec's Touch-Cure Blight Disease on Touch, Cure Common Disease 
    on Touch
    Cost: 10
    Available from: Vivec's Ashmask, Gnisis, Tribunal Temple (free)
    
    Cure Paralyzation
    <---------------------------------------------------------------------->
    Cure Paralyzation
    
    Base Cost: 100
    
    Cures the target of the effects of Paralyzation. It is mostly useful 
    for curing other people of this affliction, as it is, of course, 
    impossible to cast any spells or use any items while you yourself are 
    paralyzed. The only way you can possibly use this effect on yourself is 
    by means of a potion or Corkbulb Root, as these can be consumed while 
    paralyzed.
    
    Ingredients: Corkbulb Root*, Scamp Skin, Willow Anther, Netch Leather
    
    Premade spells:
    
    Free Action-Cure Paralyzation on Self
    Cost: 5
    Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
    Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
    Telis Salvani, Balmora, Temple;
    Folvys Andalor, Ald'ruhn, Temple;
    Llathyno Hlaalu, Balmora, Temple
    
    Cure Poison
    <---------------------------------------------------------------------->
    Cure Poison
    
    Base Cost: 100
    
    Dispels any long-duration Poison effects currently affecting the 
    target. Instant-damage Poison effects cannot be stopped, and Health 
    lost due to Poison damage is not restored.
    
    This effect has relatively limited use, since most Poison effects are 
    instant or have a very short duration. An example of a rare situation 
    where a Cure Poison spell can be effective is in Bamz-Amschend, beneath 
    Mournhold. There are several Poison traps and spells there which have 
    long duration, they can potentially become fatal for characters 
    exploring the ruin. Another potential use for potions is when fighting 
    Daedroth, which use the powerful Poisonbloom spell to great effect.
    
    Ingredients: Black Lichen, Ghoul Heart, Meteor Slime, Rat Meat, 
    Raw Ebony, Roobrush, Scathecraw, Scrib Jelly
    
    Premade spells:
    
    Balyna's Antidote-Cure Poison on Self
    Cost: 5
    Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
    Sharn gra-Muzgob, Balmora, Guild of Mages;
    Ygfa, Pelagiad, Fort Pelagiad;
    Scelian Plebo, Wolverine Hall, Imperial Shrine;
    Synnolian Tunifus, Ebonheart, Imperial Chapels
    
    Cure Poison-Cure Poison on Self
    Cost: 5
    Available from: Arnand Liric, Buckmoth Legion Fort, Interior;
    Rilvase Avani, Ghostgate, Tower of Dawn;
    Chaplain Ogrul, Gnisis, Fort Darius;
    Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt
    
    Seryn's Gift-Cure Poison on Touch
    Cost: 5
    Available from: Danso Indules, Vivec, Temple;
    Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
    Milar Maryon, Tel Vos, Services Tower;
    Saras Orelu, Molag Mar, Temple;
    Zanmulk Sammalamus, Gnisis, Temple;
    Folvys Andalor, Ald'ruhn, Temple;
    Melie Frenck, Vivec, Telvanni Temple;
    Rilvase Avani, Ghostgate, Tower of Dawn;
    Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer
    
    Panacea-Cure Blight Disease on Self, Cure Common Disease on Self, 
    Cure Poison on Self
    Cost: 120
    Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
    Chambers;
    Melie Frenck, Vivec, Telvanni Temple;
    Guls Llervu, Ald'ruhn, Guls Llervu's House
    
    Fortify Attribute
    <---------------------------------------------------------------------->
    Fortify Attribute M points for D seconds
    
    Base Cost: 1
    
    Temporarily raises one of the target's attributes by M points for D 
    seconds. Derived attributes such as Health, Magicka, Fatigue, and 
    Encumbrance will be recalculated if appropriate. After the spell 
    expires, the attribute will be restored to its former value.
    
    There is a somewhat irritating bug with this effect, that if you are 
    under the effect of a Fortify Attribute, and then are hit with a Drain 
    Attribute for the same effect, then when the Drain spell expires, the 
    attribute will NOT return to its former value, making the Drain spell 
    behave more like a Damage Attribute. The only way to solve this is to 
    remove whatever was causing the Fortify Attribute effect, and then cast 
    a Restore Attribute effect. You may then put the Fortify Attribute 
    effect back on to be returned to your former values. Another bug exists 
    specifically with the Fortify Personality effect. Any person who sees 
    you while under the influence of a Fortify Personality effect (even if 
    you don't talk to them), regardless of how much they liked you before, 
    will have their Disposition lowered by the amount of the effect (one 
    Disposition point per two Personality points) after the effect expires. 
    So even if somebody has 100 Disposition toward you, if you cast a 90 
    point Fortify Personality spell and they see you while the spell is 
    active, then when the spell wears off their Disposition will be lowered 
    to 55. Thus, you should only use such an effect with people you don't 
    plan to talk to ever again (though this can be fixed with Speechcraft 
    and/or Charm. In fact, it's probably easier just to use Charm in the 
    first place). Another note of interest with this effect is that it can 
    be added up to eight times in the same spell (because of the eight 
    effect limit), regardless of whether or not the same attribute is 
    selected, unlike other magic effects. Because of this, it is easy to 
    make a spell that boosts any one of your attributes 800 points for one 
    second. This trick is useful for Alchemy, if you boost your Intelligence 
    and then immediately go to the inventory screen to make super potions.
    
    Ingredients: Fortify Agility: Durzog Meat*, Ectoplasm*, Fire Salts,
    Heartwood, Noble Sedge Flowers, Roobrush, Scrib Cabbage, Sload Soap;
    Fortify Endurance: Daedra's Heart, Guar Hide, Netch Leather*;
    Fortify Intelligence: Ash Yam*, Bloat, Horker Tusk, Netch Leather;
    Fortify Luck: Corkbulb Root, Corprus Weepings, Guar Hide;
    Fortify Personality: Green Lichen*, Kresh Fiber, Stoneflower Petals;
    Fortify Speed: Kagouti Hide, Meadow Rye*, Moon Sugar*, Nirthfly Stalks, 
    Shalk Resin, Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt;
    Fortify Strength: Ash Yam, Bear Pelt, Daedra Skin*, Dreugh Wax*, 
    Durzog Meat, Golden Sedge Flowers, Grahl Eyeball, Vampire Dust;
    Fortify Willpower: Bloat, Meteor Slime*, Scrib Jelly*, Wickwheat
    
    Premade spells:
    
    Turn of the Wheel-Fortify Luck 5-20 points for 30 seconds on Self
    Cost: 19
    Available from: Dileno Lloran, Vivec, High Fane;
    Relms Gilvilo, Vivec, Redoran Temple Shrine
    
    Charisma-Fortify Personality 10 points for 60 seconds on Self
    Cost: 30
    Available from: Dileno Lloran, Vivec, High Fane;
    Guls Llervu, Ald'ruhn, Guls Llervu's House;
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
    Rirnas Athren, Vivec, Hlaalu Temple;
    Scelian Plebo, Wolverine Hall, Imperial Shrine;
    Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Lloros Sarano, Ald'ruhn, Temple;
    Nilvyn Drothan, Ghostgate, Temple;
    Salen Ravel, Maar Gan, Shrine
    
    Fortitude-Fortify Endurance 10 points for 60 seconds on Self
    Cost: 30
    Available from: Dileno Lloran, Vivec, High Fane;
    Guls Llervu, Ald'ruhn, Guls Llervu's House;
    Llarara Omayn, Balmora, Temple;
    Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
    Scelian Plebo, Wolverine Hall, Imperial Shrine;
    Somutis Vunnis, Moonmoth Legion Fort, Interior;
    Eldrilu Dalen, Vos, Vos Chapel;
    Lalatia Varian, Ebonheart, Imperial Chapels;
    Lloros Sarano, Ald'ruhn, Temple;
    Relms Gilvilo, Vivec, Redoran Temple Shrine;
    Sedris Omalen, Maar Gan, Outpost
    
    Iron Will-Fortify Willpower 10 points for 60 seconds on Self
    Cost: 30
    Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Mehra Drora, Gnisis, Temple;
    Salen Ravel, Maar Gan, Shrine;
    Uvele Berendas, Indarys Manor, Berendas' House;
    Lalatia Varian, Ebonheart, Imperial Chapels;
    Nilvyn Drothan, Ghostgate, Temple;
    Scelian Plebo, Wolverine Hall, Imperial Shrine
    
    Jack of Trades-Fortify Luck 10 points for 60 seconds on Self
    Cost: 30
    Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
    Somutis Vunnis, Moonmoth Legion Fort, Interior;
    Scelian Plebo, Wolverine Hall, Imperial Shrine
    
    Nimbleness-Fortify Agility 10 points for 60 seconds on Self
    Cost: 30
    Available from: Eldrilu Dalen, Vos, Vos Chapel;
    Lalatia Varian, Ebonheart, Imperial Chapels;
    Rirnas Athren, Vivec, Hlaalu Temple;
    Somutis Vunnis, Moonmoth Legion Fort, Interior;
    Guls Llervu, Ald'ruhn, Guls Llervu's House;
    Lloros Sarano, Ald'ruhn, Temple;
    Sedris Omalen, Maar Gan, Outpost
    
    Quicksilver-Fortify Speed 10 points for 60 seconds on Self
    Cost: 30
    Available from: Dileno Lloran, Vivec, High Fane;
    Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
    Guls Llervu, Ald'ruhn, Guls Llervu's House;
    Rirnas Athren, Vivec, Hlaalu Temple
    
    Troll Strength-Fortify Strength 10 points for 60 seconds on Self
    Cost: 30
    Available from: Dileno Lloran, Vivec, High Fane;
    Relms Gilvilo, Vivec, Redoran Temple Shrine;
    Somutis Vunnis, Moonmoth Legion Fort, Interior;
    Guls Llervu, Ald'ruhn, Guls Llervu's House;
    Salen Ravel, Maar Gan, Shrine
    
    Wisdom-Fortify Intelligence 10 points for 60 seconds on Self
    Cost: 30
    Available from: Dileno Lloran, Vivec, High Fane;
    Llarara Omayn, Balmora, Temple;
    Mehra Drora, Gnisis, Temple;
    Sedris Omalen, Maar Gan, Outpost;
    Eldrilu Dalen, Vos, Vos Chapel;
    Lloros Sarano, Ald'ruhn, Temple;
    Scelian Plebo, Wolverine Hall, Imperial Shrine
    
    Orc Strength-Fortify Strength 5-20 points for 60 seconds on Self
    Cost: 38
    Available from: Lloros Sarano, Ald'ruhn, Temple;
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison
    
    Feet of Notorgo-Fortify Speed 10 points for 90 seconds on Self
    Cost: 45
    Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub;
    Somutis Vunnis, Moonmoth Legion Fort, Interior;
    Scelian Plebo, Wolverine Hall, Imperial Shrine
    
    Zenithar's Gospel-Fortify Personality 10 points for 90 seconds on Self
    Cost: 45
    Available from: Niras Farys, Sadrith Mora, Telvanni Council House, 
    Chambers;
    Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
    Scelian Plebo, Wolverine Hall, Imperial Shrine
    
    Divine Aid-Fortify Luck & Willpower 10 points for 60 seconds on Self
    Cost: 60
    Available from: Dileno Lloran, Vivec, High Fane;
    Guls Llervu, Ald'ruhn, Guls Llervu's House;
    Llarara Omayn, Balmora, Temple;
    Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
    Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
    Felara Andrethi, Tel Aruhn, Tower Living Quarters;
    Lalatia Varian, Ebonheart, Imperial Chapels;
    Lloros Sarano, Ald'ruhn, Temple;
    Somutis Vunnis, Moonmoth Legion Fort, Interior;
    Tunila Omavel, Tel Uvirith, Omavel's House
    
    Daedric Willpower-Fortify Willpower 20 points for 90 seconds on Self
    Cost: 90
    Available from: Amarie Charien, Moonmoth Legion Fort, Interior
    
    Fortify Fatigue
    <---------------------------------------------------------------------->
    Fortify Fatigue M points for D seconds
    
    Base Cost: 0.5
    
    Temporarily raises the target's Fatigue by M points for D seconds. 
    After the spell expires, their Fatigue will be restored to its former 
    value, minus any lost while the spell was active.
    
    When this effect expires, Fatigue can be reduced below zero. Using 
    temporary Fortify Fatigue effects can lead to exhaustion at 
    unexpected moments. This effect fortifies the "current Fatigue" 
    variable, while the derived "maximum Fatigue" stays the same, so skills 
    which depend on Fatigue can increase in effectiveness from this 
    attribute. By making a super Fortify Fatigue potion (fortifying your 
    Intelligence to make better potions, then making extremely effective 
    potions) will grant you the ability to jump incredibly high and far, 
    without a jump potion. The only difference is that when you land and 
    would normally take fall damage, you will instead gain health, even 
    above 100%.
    
    Ingredients: Gravetar, Hound Meat, Scrib Jerky, Scuttle
    
    Premade spells:
    
    Enrichment-5-20 points for 30 seconds on Self
    Cost: 9
    Available from: Niras Farys, Sadrith Mora, Telvanni Council House, 
    Chambers;
    Rirnas Athren, Vivec, Hlaalu Temple
    
    Vigor-5-20 points for 30 seconds on Self
    Cost: 9
    Available from: Lalatia Varian, Ebonheart, Imperial Chapels;
    Scelian Plebo, Wolverine Hall, Imperial Shrine;
    Llathyno Hlaalu, Balmora, Temple
    
    Daedric Fatigue-50 points for 90 seconds on Self
    Cost: 113
    Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
    Llathyno Hlaalu, Balmora, Temple
    
    Fortify Health
    <---------------------------------------------------------------------->
    Fortify Health M points for D seconds
    
    Base Cost: 1
    
    Temporarily raises the target's Health by M points for D seconds. After 
    the spell expires, their Health will be restored to its former value, 
    minus any damage received while the spell was active.
    
    This effect has an unfortunate bug which can make it very dangerous to 
    use in large doses. When the spell is active, your natural health is 
    lowered first when you are damaged. As soon as it expires, the amount 
    of health you added is then subtracted from whatever you have at that 
    time, regardless of how much damage you have taken. Thus you should be 
    very careful not to cast any spell or use any item which more than 
    doubles your natural Health maximum. If you do so, and then take more 
    than your natural Health value in damage before the spell runs out, 
    you will drop dead as soon as it expires. One way to prevent this is to 
    get a piece of clothing (NOT armor) enchanted with a constant effect 
    Fortify Health, and wear it all the time when using such spells. (Armor 
    with this enchantment will work as well, but if the armor ever becomes 
    damaged to the point of breaking, you may experience the same bug when 
    it does.)
    
    Ingredients: Human Flesh, Large Kwama Egg, Shalk Resin, Vampire Dust
    
    Premade spells:
    
    Vitality-5-20 points for 30 seconds on Self
    Cost: 19
    Available from: Dulian, Buckmoth Legion Fort, Interior;
    Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
    Lalatia Varian, Ebonheart, Imperial Chapels;
    Lloros Sarano, Ald'ruhn, Temple;
    Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
    Chaplain Ogrul, Gnisis, Fort Darius;
    J'Rasha, Vivec, Foreign Quarter, J'Rasha, Healer;
    Llathyno Hlaalu, Balmora, Temple;
    Somutis Vunnis, Moonmoth Legion Fort, Interior
    
    Blood Gift-10-40 points for 30 seconds on Self
    Cost: 38
    Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Guls Llervu, Ald'ruhn, Guls Llervu's House;
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
    Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
    Saras Orelu, Molag Mar, Temple;
    Uvele Berendas, Indarys Manor, Berendas' House;
    Ferise Varo, Vos, Varo Tradehouse Entrance;
    Mehra Drora, Gnisis, Temple;
    Nilvyn Drothan, Ghostgate, Temple;
    Relms Gilvilo, Vivec, Redoran Temple Shrine;
    Sedris Omalen, Maar Gan, Outpost;
    Zanmulk Sammalamus, Gnisis, Temple
    
    Daedric Health-25 points for 60 seconds on Self
    Cost: 75
    Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub
    
    Fortify Magicka
    <---------------------------------------------------------------------->
    Fortify Magicka M points for D seconds
    
    Base Cost: 1
    
    Temporarily raises the target's Magicka by M points for D seconds. 
    After the spell expires, their Magicka will be restored to its former 
    value, minus any lost by casting spells while the spell was active.
    
    Ingredients: Belladonna Berries, Emerald*, Saltrice, Stoneflower Petals, 
    Wolfsbane Petals
    
    Premade spells:
    
    Powerwell-5-20 points for 60 seconds on Self
    Cost: 38
    Available from: Chaplain Ogrul, Gnisis, Fort Darius;
    Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Guls Llervu, Ald'ruhn, Guls Llervu's House;
    Llathyno Hlaalu, Balmora, Temple;
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
    Saras Orelu, Molag Mar, Temple;
    Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
    Eldrilu Dalen, Vos, Vos Chapel;
    Felara Andrethi, Tel Aruhn, Tower Living Quarters;
    Lalatia Varian, Ebonheart, Imperial Chapels;
    Mehra Drora, Gnisis, Temple;
    Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
    Sedris Omalen, Maar Gan, Outpost;
    Uvele Berendas, Indarys Manor, Berendas' House
    
    Resist Blight Disease
    <---------------------------------------------------------------------->
    Resist Blight Disease M% for D seconds
    
    Base Cost: 5
    
    This effect decreases your chance of catching blight diseases by M%.
    
    Ingredients: None
    
    Premade spells:
    
    Poet's Whim-1-30 points for 10 seconds on Self
    Cost: 39
    Available from: Chaplain Ogrul, Gnisis, Fort Darius;
    Masalinie Merian, Balmora, Guild of Mages;
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
    Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Milar Maryon, Tel Vos, Services Tower;
    Uvele Berendas, Indarys Manor, Berendas' House
    
    Vivec's Mercy-20 points for 10 seconds on Self
    Cost: 50
    Available from: Elynu Saren, Suran, Temple;
    Guls Llervu, Ald'ruhn, Guls Llervu's House;
    Llathyno Hlaalu, Balmora, Temple;
    Mehra Drora, Gnisis, Temple;
    Only-He-Stands-There, Balmora, South Wall Cornerclub;
    Saras Orelu, Molag Mar, Temple;
    Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
    Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
    Leles Birian, Ascadian Isles Region;
    Milar Maryon, Tel Vos, Services Tower;
    Salen Ravel, Maar Gan, Shrine;
    Telis Salvani, Balmora, Temple;
    Tinaso Alan, Tel Mora, Tower Services
    
    Shield of the Armiger-30 points for 10 seconds on Self
    Cost: 75
    Available from: Eldrilu Dalen, Vos, Vos Chapel;
    Lloros Sarano, Ald'ruhn, Temple;
    Nilvyn Drothan, Ghostgate, Temple;
    Rilvase Avani, Ghostgate, Tower of Dawn;
    Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
    Llarara Omayn, Balmora, Temple;
    Mehra Drora, Gnisis, Temple;
    Only-He-Stands-There, Balmora, South Wall Cornerclub;
    Salen Ravel, Maar Gan, Shrine
    
    Resist Common Disease
    <---------------------------------------------------------------------->
    Resist Common Disease M% for D seconds
    
    Base Cost: 2
    
    This effect decreases your chances of catching common diseases by M%. 
    If you are playing an Argonian, High Elf, Redguard, or Wood Elf, you 
    are already 75% resistant to disease, so you only need an additional 
    25% to make yourself completely immune to common diseases. Note that 
    this will protect you from Vampirism as well.
    
    Ingredients: Ash Yam, Bear Pelt, Kagouti Hide, Pearl, Resin, 
    Snow Bear Pelt, Snow Wolf Pelt, Wolf Pelt
    
    Premade spells:
    
    Resist Common Disease-10 points for 5 seconds on Self
    Cost: 5
    Available from: Chaplain Ogrul, Gnisis, Fort Darius;
    Lalatia Varian, Ebonheart, Imperial Chapels;
    Dileno Lloran, Vivec, High Fane
    
    Variable Resist Common Disease-1-30 points for 10 seconds on Self
    Cost: 16
    Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
    J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer
    
    Seryn's Blessing-20 points for 10 seconds on Self
    Cost: 20
    Available from: Dulian, Buckmoth Legion Fort, Interior;
    Folvys Andalor, Ald'ruhn, Temple;
    Nilvyn Drothan, Ghostgate, Temple;
    Relms Gilvilo, Vivec, Redoran Temple Shrine;
    Sedris Omalen, Maar Gan, Outpost;
    Tyermaillin, Balmora, Tyermaillin's House;
    Vaval Selas, Vivec, St. Olms Temple;
    Elynu Saren, Suran, Temple;
    Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
    Niras Farys, Sadrith Mora, Telvanni Council House, Chambers;
    Salen Ravel, Maar Gan, Shrine;
    Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
    Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level
    
    Great Resist Common Disease-30 points for 10 seconds on Self
    Cost: 30
    Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Uvele Berendas, Indarys Manor, Berendas' House;
    Masalinie Merian, Balmora, Guild of Mages
    
    Resist Corprus Disease
    <---------------------------------------------------------------------->
    Resist Corprus Disease M% for D seconds
    
    Base Cost: 5
    
    This effect decreases your chance of catching Corprus Disease by M%. 
    However, since your chance of catching Corprus Disease is exactly 0, 
    this effect is completely useless. The only way to catch Corprus is 
    during the Sixth House Base mission on the Main Quest, and no amount of 
    resistance will protect you from it, since it's a scripted effect, 
    rather than a standard disease. The only known purpose of this effect 
    is that after you are cured of Corprus, this effect appears to let you 
    know that you are now "immune" to Corprus, never mind that there was 
    never any chance you could catch it in the first place. Even so, there 
    is at least one spell in the game that makes use of this effect. This 
    would seem to suggest that the designers had originally intended it to 
    be possible for player characters to contract this disease without 
    proceeding through the main storyline, and was thus removed for 
    instability issues.
    
    Ingredients: None
    
    Premade spells:
    
    Variable Resist Corprus Disease-1-30 points for 10 seconds on Self
    Cost: 39
    Available from: Masalinie Merian, Balmora, Guild of Mages
    
    Strong Resist Corprus Disease-20 points for 10 seconds on Self
    Cost: 50
    Available from: Leles Birian, Ascadian Isles Region;
    Only-He-Stands-There, Balmora, South Wall Cornerclub
    
    Great Resist Corprus Disease-30 points for 10 seconds on Self
    Cost: 75
    Available from: Only-He-Stands-There, Balmora, South Wall Cornerclub
    
    Resist Fire
    <---------------------------------------------------------------------->
    Resist Fire M% for D seconds
    
    Base Cost: 2
    
    This effect decreases the damage dealt by the Fire Damage effect. M is 
    the percentage of damage reduction. At 100%, you will be immune to Fire.
    
    Dark Elves have 75% natural Resist Fire. High Elves have 50% natural 
    Weakness to Fire, so spells or items that counteract this weakness will 
    be significant for a High Elf character. Note that a spell of Weakness 
    to Fire whose magnitude is equal to or greater than any Resist Fire 
    effect currently active will completely nullify it, and any subsequent 
    Fire Damage will not be affected by it.
    
    Ingredients: Black Anther, Fire Petal*, Frost Salts
    
    Premade spells:
    
    Resist Fire-10 points for 5 seconds on Self
    Cost: 5
    Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
    Chambers;
    Scelian Plebo, Wolverine Hall, Imperial Shrine
    
    Variable Resist Fire-1-30 points for 10 seconds on Self
    Cost: 16
    Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks; 
    J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer
    
    Strong Resist Fire-20 points for 10 seconds on Self
    Cost: 20
    Available from: Dulian, Buckmoth Legion Fort, Interior;
    Sharn gra-Muzgob, Balmora, Guild of Mages;
    Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
    Vaval Selas, Vivec, St. Olms Temple
    
    Great Resist Fire-30 points for 10 seconds on Self
    Cost: 30
    Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Uvele Berendas, Indarys Manor, Berendas' House;
    Masalinie Merian, Balmora, Guild of Mages
    
    Flameguard-20-40 points for 30 seconds on Self
    Cost: 90
    Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
    Elynu Saren, Suran, Temple;
    Lloros Sarano, Ald'ruhn, Temple;
    Tunila Omavel, Tel Uvirith, Omavel's House;
    Dileno Lloran, Vivec, High Fane;
    Llarara Omayn, Balmora, Temple;
    Masalinie Merian, Balmora, Guild of Mages;
    Ygfa, Pelagiad, Fort Pelagiad
    
    Resist Frost
    <---------------------------------------------------------------------->
    Resist Frost M% for D seconds
    
    Base Cost: 2
    
    This effect decreases the damage dealt by the Frost Damage effect. M is 
    the percentage of damage reduction. At 100% you will be immune to Frost.
    
    Nords have natural 100% Resist Frost. High Elves have natural 25% 
    Weakness to Frost, so spells or items that counteract this weakness 
    will be significant for a High Elf character. Note that a spell of 
    Weakness to Frost whose magnitude is equal to or greater than any 
    Resist Frost effect currently active will completely nullify it, and 
    any subsequent Frost Damage will not be affected by it.
    
    Ingredients: Black Lichen, Bristleback Leather, Fire Salts, 
    Grahl Eyeball*, Gravetar*, Holly Berries*, Raw Stalhrim*
    
    Premade spells:
    
    Resist Frost-10 points for 5 seconds on Self
    Cost: 5
    Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
    Chambers;
    Scelian Plebo, Wolverine Hall, Imperial Shrine
    
    Variable Resist Frost-1-30 points for 10 seconds on Self
    Cost: 16
    Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
    J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer
    
    Strong Resist Frost-20 points for 10 seconds on Self
    Cost: 20
    Available from: Dulian, Buckmoth Legion Fort, Interior;
    Sharn gra-Muzgob, Balmora, Guild of Mages;
    Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
    Vaval Selas, Vivec, St. Olms Temple
    
    Great Resist Frost-30 points for 10 seconds on Self
    Cost: 30
    Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison
    
    Frostguard-20-40 points for 30 seconds on Self
    Cost: 90
    Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
    Elynu Saren, Suran, Temple;
    Lloros Sarano, Ald'ruhn, Temple;
    Tunila Omavel, Tel Uvirith, Omavel's House;
    Dileno Lloran, Vivec, High Fane;
    Llarara Omayn, Balmora, Temple;
    Somutis Vunnis, Moonmoth Legion Fort, Interior;
    Ygfa, Pelagiad, Fort Pelagiad
    
    Resist Magicka
    <---------------------------------------------------------------------->
    Resist Magicka M% for D seconds
    
    Base Cost: 2
    
    Resist Magicka decreases the damage or other negative effects done by 
    most spell effects. These include Absorb Health, Damage Health, Drain 
    Health, Absorb Fatigue, Damage Fatigue, Drain Fatigue, Absorb 
    Attribute, Damage Attribute, Drain Attribute, Absorb Skill, Damage 
    Skill, Drain Skill, Blind, Burden, Disintegrate, Sound, and any 
    Weakness effects. It protects against disease as well, as all diseases 
    apply only these resisted effects. This does not reduce Fire, Frost, 
    Poison, or Shock Damage. It does not protect against effects with no 
    magnitude either, such as Paralyze or Silence. Bretons have natural 50% 
    Resist Magicka, and Orcs have natural 25%. High Elves have natural 50% 
    Weakness to Magicka, so they in particular may want spells and items 
    with this effect in order to counteract that weakness.
    
    Certain magical items have negative effects which can be resisted, but 
    Resist Magicka will not nullify the positive effects. Creating a custom 
    100% Resist Magicka spell that lasts 3 seconds costs about 280 gold. 
    Opening the inventory immediately after casting this spell will allow 
    time to equip constant effect items and resist their negative effects 
    for the remaining time the items are equipped. This trick is most 
    popular to use with the Boots of Blinding Speed. Once Resist Magicka 
    reaches 100%, it is the only type of resistance that can't be broken by 
    a Weakness effect, since Weakness is itself a Magicka type spell.
    
    Ingredients: Ash Salts, Belladonna Berries*
    
    Premade spells:
    
    Resist Magicka-10 points for 5 seconds on Self
    Cost: 5
    Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
    Scelian Plebo, Wolverine Hall, Imperial Shrine;
    Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers
    
    Variable Resist Magicka-1-30 points for 10 seconds on Self
    Cost: 16
    Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
    J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer
    
    Strong Resist Magicka-20 points for 10 seconds on Self
    Cost: 20
    Available from: Dulian, Buckmoth Legion Fort, Interior;
    Sharn gra-Muzgob, Balmora, Guild of Mages;
    Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
    Vaval Selas, Vivec, St. Olms Temple
    
    Great Resist Magicka-30 points for 10 seconds on Self
    Cost: 30
    Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison
    
    Magickguard-20-40 points for 10 seconds on Self
    Cost: 30
    Available from: Eldrilu Dalen, Vos, Chapel;
    Lloros Sarano, Ald'ruhn, Temple;
    Niras Farys, Sadrith Mora, Telvanni Council House;
    Salen Ravel, Maar Gan, Shrine;
    Llathyno Hlaalu, Balmora, Temple;
    Nelso Salenim, Sadrith Mora, Telvanni Council House;
    Rilvase Avani, Ghostgate, Tower of Dawn;
    Somutis Vunnis, Moonmoth Legion Fort, Interior
    
    Resist Paralysis
    <---------------------------------------------------------------------->
    Resist Paralysis M% for D seconds
    
    Base Cost: 0.2
    
    Reduces the chance of being paralyzed by M%. Contrary to some sources, 
    this does not reduce the duration of Paralysis effects. Any Paralyze 
    effect which is not resisted will still work at full strength. Vampires 
    are 100% immune to Paralysis.
    
    Ingredients: Horn Lily Bulb*, Timsa-Come-By Flowers, Sweetpulp
    
    Premade spells:
    
    Resist Paralysis-50 points for 30 seconds on Self
    Cost: 300
    Available from: Eldrilu Dalen, Vos, Chapel;
    Scelian Plebo, Wolverine Hall, Imperial Shrine;
    Rirnas Athren, Vivec, Hlaalu Temple
    
    Resist Poison
    <---------------------------------------------------------------------->
    Resist Poison M% for D seconds
    
    Base Cost: 2
    
    This effect decreases the damage dealt by Poison. M is the percentage 
    of damage reduction. At 100% you will be immune to Poison.
    
    Argonians have natural 100% Resist Poison, and Redguards have 75%. Note 
    that a spell of Weakness to Poison whose magnitude is equal to or 
    greater than any Resist Poison effect currently active will completely 
    nullify it, and any subsequent elemental damage will not be affected by 
    it.
    
    Ingredients: Alit Hide, Kwama Cuttle*, Rat Meat
    
    Premade spells:
    
    Resist Poison-20 points for 5 seconds on Self
    Cost: 10
    Available from: Eldrilu Dalen, Vos, Chapel;
    Rirnas Athren, Vivec, Hlaalu Temple;
    Relms Gilvilo, Vivec, Redoran Temple Shrine;
    Scelian Plebo, Wolverine Hall, Imperial Shrine
    
    Variable Resist Poison-1-30 points for 10 seconds on Self
    Cost: 16
    Available from: Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
    J'Rasha, Vivec, Foreign Quarter, J'Rasha: Healer
    
    Strong Resist Poison-20 points for 10 seconds on Self
    Cost: 20
    Available from: Dulian, Buckmoth Legion Fort, Interior;
    Sharn gra-Muzgob, Balmora, Guild of Mages;
    Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
    Vaval Selas, Vivec, St. Olms Temple
    
    Greater Resist Poison-30 points for 10 seconds on Self
    Cost: 30
    Available from: Elynu Saren, Suran, Temple
    
    Poisonguard-20-40 points for 30 seconds on Self
    Cost: 90
    Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
    Felara Andrethi, Tel Aruhn, Tower Living Quarters;
    Lloros Sarano, Ald'ruhn, Temple;
    Rilvase Avani, Ghostgate, Tower of Dawn;
    Tunila Omavel, Tel Uvirith, Omavel's House;
    Dileno Lloran, Vivec, High Fane;
    Llarara Omayn, Balmora, Temple;
    Nilvyn Drothan, Ghostgate, Temple;
    Somutis Vunnis, Moonmoth Legion Fort, Interior;
    Ygfa, Pelagiad, Fort Pelagiad
    
    Resist Shock
    <---------------------------------------------------------------------->
    Resist Shock M% for D seconds
    
    Base Cost: 2
    
    This effect decreases the damage dealt by the effect Shock Damage. M is 
    the percentage of damage reduction. At 100% you will be immune to Shock.
    
    Nords have natural 50% Resist Shock. High Elves, on the other hand, 
    have natural 25% Weakness to Shock, so spells or items that counteract 
    this weakness will be significant for a High Elf character. Note that a 
    spell of Weakness to Shock whose magnitude is equal to or greater than 
    any Resist Shock effect currently active will completely nullify it, 
    and any subsequent Shock Damage will not be affected by it.
    
    Ingredients: Crab Meat, Scrap Metal
    
    Premade spells:
    
    Resist Shock-20 points for 5 seconds on Self
    Cost: 10
    Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
    Chambers
    
    Variable Resist Shock-1-30 points for 10 seconds on Self
    Cost: 16
    Available from: J'Rasha, Vivec, Foreign Quarter, J'Rasha, Healer
    
    Strong Resist Shock-20 points for 10 seconds on Self
    Cost: 20
    Available from: Dulian, Buckmoth Legion Fort, Interior;
    Sharn gra-Muzgob, Balmora, Guild of Mages;
    Idonea Munia, Vivec, Foreign Quarter Upper Waistworks;
    Vaval Selas, Vivec, St. Olms Temple
    
    Shockguard-20-40 points for 30 seconds on Self
    Cost: 90
    Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
    Eldrilu Dalen, Vos, Chapel;
    Llarara Omayn, Balmora, Temple;
    Somutis Vunnis, Moonmoth Legion Fort, Interior;
    Ygfa, Pelagiad, Fort Pelagiad;
    Dileno Lloran, Vivec, High Fane;
    Elynu Saren, Suran, Temple;
    Lloros Sarano, Ald'ruhn, Temple;
    Tunila Omavel, Tel Uvirith, Omavel's House
    
    Restore Attribute
    <---------------------------------------------------------------------->
    Restore Attribute M points for D seconds
    
    Base Cost: 1
    
    Returns one of the target's attributes to their normal value if they 
    have been lowered by a Damage Attribute effect.
    
    Restore Attribute will only work up to the natural maximum for the 
    attribute, even if a Fortify Attribute effect is present. In other 
    words, Restore Attribute only takes effect if the Attribute stat is 
    red on the status screen. For example, if your Strength has been 
    damaged 25 points, but you're wearing the Fist of Randagulf (right), 
    Restore Strength would only give you back 5 points. To get around this, 
    remove the Fortify effect (in the above example, remove the gauntlet) 
    before invoking the Restore Attribute effect.
    
    Ingredients: Restore Agility: Bonemeal*, Noble Sedge Flowers, 
    Scrib Cabbage, Sload Soap;
    Restore Endurance: Gravedust, Horn Lily Bulb, Timsa-Come-By Flowers, 
    Scales;
    Restore Intelligence: Bittergreen Petals*, Ruby, Scrap Metal, 
    Wolfsbane Petals*;
    Restore Luck: Crab Meat, Hackle-Lo Leaf, Kresh Fiber*;
    Restore Personality: Guar Hide, Heather*, Scamp Skin;
    Restore Speed: Meadow Rye, Nirthfly Stalks, Raw Ebony, Resin;
    Restore Strength: Dreugh Wax, Gold Kanet, Horn Lily Bulb, Scamp Skin, 
    Stoneflower Petals*;
    Restore Willpower: Meteor Slime, Scathecraw, Scrib Jelly, Trama Root*
    
    Premade spells:
    
    Restore Agility-Restore Agility 5-20 points for 30 seconds on Self
    Cost: 19
    Available from: Danso Indules, Vivec, Temple;
    Saras Orelu, Molag Mar, Temple;
    Synnolian Tunifus, Ebonheart, Imperial Chapels;
    Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
    Folvys Andalor, Ald'ruhn, Temple;
    Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
    Tunila Omavel, Tel Uvirith, Omavel's House;
    Zanmulk Sammalamus, Gnisis, Temple
    
    Restore Endurance-Restore Endurance 5-20 points for 30 seconds on 
    Self
    Cost: 19
    Available from: Danso Indules, Vivec, Temple;
    Rilvase Avani, Ghostgate, Tower of Dawn;
    Synnolian Tunifus, Ebonheart, Imperial Chapels;
    Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
    Ygfa, Pelagiad, Fort Pelagiad;
    Folvys Andalor, Ald'ruhn, Temple;
    Saras Orelu, Molag Mar, Temple;
    Telis Salvani, Balmora, Temple;
    Tunila Omavel, Tel Uvirith, Omavel's House;
    Zanmulk Sammalamus, Gnisis, Temple;
    
    Restore Intelligence-Restore Intelligence 5-20 points for 30 seconds 
    on Self
    Cost: 19
    Available from: Danso Indules, Vivec, Temple;
    Saras Orelu, Molag Mar, Temple;
    Synnolian Tunifus, Ebonheart, Imperial Chapels;
    Tunila Omavel, Tel Uvirith, Omavel's House;
    Ygfa, Pelagiad, Fort Pelagiad;
    Folvys Andalor, Ald'ruhn, Temple;
    Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
    Telis Salvani, Balmora, Temple;
    Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
    Zanmulk Sammalamus, Gnisis, Temple
    
    Restore Luck-Restore Luck 5-20 points for 30 seconds on Self
    Cost: 19
    Available from: Danso Indules, Vivec, Temple;
    Rilvase Avani, Ghostgate, Tower of Dawn;
    Telis Salvani, Balmora, Temple;
    Tunila Omavel, Tel Uvirith, Omavel's House;
    Folvys Andalor, Ald'ruhn, Temple;
    Saras Orelu, Molag Mar, Temple;
    Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
    Ygfa, Pelagiad, Fort Pelagiad
    
    Restore Personality-Restore Personality 5-20 points for 30 seconds
    on Self
    Cost: 19
    Available from: Danso Indules, Vivec, Temple;
    Rilvase Avani, Ghostgate, Tower of Dawn;
    Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
    Folvys Andalor, Ald'ruhn, Temple;
    Saras Orelu, Molag Mar, Temple;
    Tunila Omavel, Tel Uvirith, Omavel's House
    
    Restore Speed-Restore Speed 5-20 points for 30 seconds on Self
    Cost: 19
    Available from: Danso Indules, Vivec, Temple;
    Saras Orelu, Molag Mar, Temple;
    Tunila Omavel, Tel Uvirith, Omavel's House;
    Ygfa, Pelagiad, Fort Pelagiad;
    Folvys Andalor, Ald'ruhn, Temple;
    Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
    Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level
    
    Restore Strength-Restore Strength 5-20 points for 30 seconds on
    Self
    Cost: 19
    Available from: Danso Indules, Vivec, Temple;
    Rilvase Avani, Ghostgate, Tower of Dawn;
    Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
    Ygfa, Pelagiad, Fort Pelagiad;
    Folvys Andalor, Ald'ruhn, Temple;
    Saras Orelu, Molag Mar, Temple;
    Tunila Omavel, Tel Uvirith, Omavel's House
    
    Restore Willpower-Restore Willpower 5-20 points for 30 seconds 
    on Self
    Cost: 19
    Available from: Danso Indules, Vivec, Temple;
    Saras Orelu, Molag Mar, Temple;
    Tunila Omavel, Tel Uvirith, Omavel's House;
    Zanmulk Sammalamus, Gnisis, Temple;
    Folvys Andalor, Ald'ruhn, Temple;
    Telis Salvani, Balmora, Temple;
    Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level
    
    Restore Fatigue
    <---------------------------------------------------------------------->
    Restore Fatigue M points for D seconds
    
    Base Cost: 1
    
    Returns the target's Fatigue by M points per second for the duration.
    
    Ingredients: Bread*, Chokeweed, Crab Meat*, Hackle-Lo Leaf*, 
    Hound Meat*, Large Kwama Egg*, Saltrice*, Scrib Jerky*, Scuttle*, 
    Small Kwama Egg*
    
    Premade spells:
    
    Rest of St. Merris-1-10 points for 20 seconds on Self
    Cost: 6
    Available from: Felara Andrethi, Tel Aruhn, Tower Living Quarters;
    Sedris Omalen, Maar Gan, Outpost;
    Galero Andarem, Sadrith Mora, Telvanni Council House, Chambers;
    Telis Salvani, Balmora, Temple
    
    Stamina-10-30 points for 30 seconds on Self
    Cost: 30
    Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
    Saras Orelu, Molag Mar, Temple;
    Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
    Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
    Chaplain Ogrul, Gnisis, Fort Darius;
    Synnolian Tunifus, Ebonheart, Imperial Chapels;
    Tunila Omavel, Tel Uvirith, Omavel's House;
    Zanmulk Sammalamus, Gnisis, Temple
    
    Restore Health
    <---------------------------------------------------------------------->
    Restore Health M points for D seconds
    
    Base Cost: 5
    
    Returns the target's Health by M points per second for the duration.
    
    Ingredients: Corkbulb Root, Corprus Weepings, Emerald, Marshmerrow*, 
    Raw Stalhrim, Resin*, Saltrice, Sweetpulp, Wickwheat*
    
    Premade spells:
    
    Balyna's Soothing Balm-3-12 points on Self
    Cost: 2
    Available from: Sharn gra-Muzgob, Balmora, Guild of Mages
    
    Balyna's Efficacious Balm-3-22 points on Self
    Cost: 3
    Available from: Synnolian Tunifus, Ebonheart, Imperial Chapels;
    Ygfa, Pelagiad, Fort Pelagiad
    
    Veloth's Benison-10 points on Self
    Cost: 3
    Available from: Melie Frenck, Vivec, Telvanni Temple
    
    Heal Companion-6-15 points on Touch
    Cost: 3
    Available from: Amarie Charien, Moonmoth Legion Fort, Interior;
    Folvys Andalor, Ald'ruhn, Temple;
    Telis Salvani, Balmora, Temple;
    Arnand Liric, Buckmoth Legion Fort, Interior;
    Saras Orelu, Molag Mar, Temple;
    Zanmulk Sammalamus, Gnisis, Temple
    
    Balyna's Perfect Balm-3-30 points on Self
    Cost: 4
    Available from: Amarie Charien, Moonmoth Legion Fort, Interior
    
    Mother's Kiss-10-20 points on Self
    Cost: 4
    Available from: Amarie Charien, Moonmoth Legion Fort, Interior
    Aunius Autrus, Wolverine Hall, Imperial Shrine;
    Danso Indules, Vivec, Temple;
    Arnand Liric, Buckmoth Legion Fort, Interior;
    Chaplain Ogrul, Gnisis, Fort Darius
    
    Troll's Blood-1-3 points for 10 seconds on Self
    Cost: 3
    Available from: Nowhere
    
    Veloth's Grace-10 points for 2 seconds on Self
    Cost: 5
    Available from: Galero Andaram, Sadrith Mora, Telvanni Council House, 
    Chambers;
    Melie Frenck, Vivec, Telvanni Temple;
    Threvul Sarethi, Sadrith Mora, Thervul Sarethi: Healer;
    Guls Llervu, Ald'ruhn, Guls Llervu's House;
    Telis Salvani, Balmora, Temple;
    Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level
    
    Hearth Heal*-20-80 points on Self
    Cost-13
    Available from: Arrille, Seyda Neen, Arrille's Tradehouse;
    Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
    Danso Indules, Vivec, Temple;
    Milar Maryon, Tel Vos, Services Tower
    
    Regenerate-1-5 points for 20 seconds on Self
    Cost: 15
    Available from: Aunius Autrus, Wolverine Hall, Imperial Shrine;
    Galero Andaram, Sadrith Mora, Telvanni Council House, Chambers;
    Milar Maryon, Tel Vos, Services Tower;
    Ulmiso Maloren, Ghostgate, Tower of Dawn Lower Level;
    Chaplain Ogrul, Gnisis, Fort Darius;
    Melie Frenck, Vivec, Telvanni Temple;
    Saras Orelu, Molag Mar, Temple
    
    Rapid Regenerate-5-10 points for 20 seconds on Self
    Cost: 38
    Available from: Fanildil, Ebonheart, Hawkmoth Legion Garrison;
    Sonummu Zabamat, Zainab Camp, Wise Woman's Yurt;
    Uvele Berendas, Indarys Manor, Berendas' House;
    Nebia Amphia, Ebonheart, Hawkmoth Legion Garrison;
    Tunila Omavel, Tel Uvirith, Omavel's House
    
    o======================================================================o
    |								       |
    |			   General Tips {TIP001}		       |
    |								       |
    o======================================================================o
    In melee combat, there are three types of attacks-chopping, slashing, 
    and thrusting. Each melee weapon has a different damage range for each 
    of the three attacks. There is an Always Use Best Attack option in the 
    Options menu that removes all the effort from this. I suggest leaving 
    it off, as you may want to perform weaker attacks to get easy shots on 
    weak enemies and get extra skill experience. If you leave the option 
    off, you control which attack is done as follows. For a chop, attack 
    while standing still. For a slash, attack while moving left or right. 
    For a thrust, attack while moving forward or backward.
    <---------------------------------------------------------------------->
    If you've played Oblivion or Skyrim, you're used to a red warning when
    you're about to steal something. Morrowind doesn't give you that 
    luxury, but it's pretty obvious most of the time. If you're in 
    someone's house, they probably own everything in it, so be sure you're 
    in stealth before you take anything. What makes it complicated is that, 
    while you can't see any difference, the game does track stolen items. 
    While you don't need to find fences for all stolen goods as in later 
    games, you will immediately be accused of theft if you attempt to sell 
    someone's own items back to them. This cool effect is bugged, however, 
    in that the ownership tag applies to *all* items of a given type, even 
    if you've long since gotten rid of the one you actually stole. For 
    instance, say you steal one of Arrille's bottles of Mazte in Seyda Neen. 
    You head over to Balmora and offload it. Nonetheless, you can never 
    sell Arrille *any* Mazte due to this bug. You have to keep careful 
    track of what you steal from merchants to keep this glitch handled.
    <---------------------------------------------------------------------->
    As with items, it's usually pretty obvious when a door or container is 
    owned. Any attempt to open a lock, whether by the Security skill or 
    with an Open effect, counts as a crime if you are detected. The same is 
    true untrapping an object. However, if you successfully unlock and open 
    a door, subsequently entering it and being detected inside the formerly 
    locked area is fine.
    <---------------------------------------------------------------------->
    Be careful of owned beds. If you're detected attempting to sleep in 
    one, the game actually counts it as a crime, and it can generate a 
    bounty and an arrest attempt.
    <---------------------------------------------------------------------->
    Attacking and killing NPCs is not a crime *if* they attack you first. 
    The Taunt option in the Persuasion menu means you can kill pretty much 
    anyone with no consequence by getting them to attack you. Of course, 
    you only want to do this if you're positive you won't need an NPC alive 
    later, so be careful. If you follow my guide, I'll tell you who can and 
    can't be killed. Note that, when Taunting, you can't attack until they 
    actually take the first swing-if you attack after exiting the dialog, 
    but before they take the first swing, you will still be charged with 
    assault and/or murder.
    <---------------------------------------------------------------------->
    There are two controlled substances in Morrowind-Moon Sugar and the 
    drug refined from it, Skooma. Most merchants will refuse to Barter with 
    you if you have either in your inventory, but there are two 
    workarounds. First, you can just drop it on the floor, do your 
    business, pick it up, and be on your way. Second, any Khajiit 
    merchants, as well as the Creeper and the Talking Mudcrab, will still 
    do business and even buy it from you.
    <---------------------------------------------------------------------->
    Storage is a serious issue in Morrowind. First, every container has a 
    limit on the amount of items you can store in it by weight. These 
    limits range from 10-100 pounds, but it's pretty easy to hit that limit 
    in a hurry. Second, it's very difficult to identify containers that are 
    truly safe from respawning. There are two good ways around this 
    problem. First, oddly enough, even when a cell resets (which respawns 
    enemies and containers), anything left out in the open world will 
    persist. Accordingly, you can just store things inside any cell you 
    like, so long as you don't put them into containers. Second, a corpse 
    is the only container with no weight limit, and the game has a few 
    permanent corpses that never disappear. This makes Hlaalo Manor in 
    Balmora one of the best houses in the game, as it is central to any 
    services you might need, has lots of space, *and* has a permanent 
    corpse inside (Ralen Hlaalo) for limitless storage.
    <---------------------------------------------------------------------->
    While you can't move at all when overencumbered, teleportation spells 
    will still work. This means you can carry everything out of a dungeon 
    in one go by dropping everything onto a corpse as you find it, then 
    taking all the items and casting a teleportation spell when you're 
    done. Just don't leave the cell, or the corpse may disappear!
    <---------------------------------------------------------------------->
    The game has many, many bugs. Fortunately, there is no limit on save 
    slots. I suggest making what I refer to as an "anchor save" at all 
    following points, at minimum:
    i) Each level up, in case something goes wrong with attribute 
    multipliers or skill planning;
    ii) The beginning of each quest, in case you run into a glitch;
    iii) Prior to entering any new dungeon, for the same reason.
    <---------------------------------------------------------------------->
    Be aware that Morrowind predates the very idea of level scaling 
    (crudely born in Oblivion and refined in Skyrim). This means that some 
    areas will have enemies that are simply too powerful for you, and 
    you'll need to return with levels and gear.
    
    o======================================================================o
    |								       |
    |			Imperial Prison Ship			       |
    |		   (Character Creation/Tutorial)		       |
    o======================================================================o
    Sequence of Events:						{WLK001}
    		1) A Mysterious Voice, Jiub, & Choosing a Name
    		2) Dock Guard-Choosing A Race
    		3) Socucius Ergalla-Choosing A Class & Birthsign
    		4) Engraved Ring of Healing
    		5) Sellus Gravius-Minimal Direction in a Massive World
    
    Imperial Prison Ship-Hold
    o======================================================================o
    ***NOTABLE LOOT***
    Common Shirt (start wearing this)
    Common Pants (start wearing this)
    Common Shoes (start wearing this)
    
    ***NPCs***
    Jiub
    
    1) The game begins with a cutscene. Enjoy it. "Each Event is preceded 
    by Prophecy. But without the Hero, there is no Event."-Zurin Arctus, 
    the Underking. How cryptic. "In the waning years of the Third Era of 
    Tamriel, a prisoner born on a certain day to uncertain parents was sent 
    under guard, without explanation, to Morrowind, ignorant of the role he 
    was to play in that nation's history..." Interesting. Next, a 
    mysterious female voice is heard: "They have taken you from the 
    Imperial City's prison. First by carriage, and now by boat. To the 
    East, to Morrowind. Fear not, for I am watchful. You have been chosen." 
    As she speaks, a passage of Daedric text scrolls by, and the final 
    sentence becomes readable: "Many fall, but one remains." Then, a male 
    voice: "Wake up. We're here. Why are you shaking? Are you ok? Wake up."
    
    The male voice belongs to a Dark Elf named Jiub, who tells you to 
    stand up and asks you for your name. Here, you can type in your name. 
    None of your character choices are locked in yet (I'll tell you when 
    they are), but I'd be surprised if you screwed up your name. After you 
    finish naming yourself (I'm using Travis), a guard will come and fetch 
    you. After he speaks to you, a tutorial message will let you know that 
    your movement controls have unlocked. Follow the guard up a level and to 
    an exit hatch. Another tutorial message will instruct you on opening the
    hatch, and when you do, you will emerge on the ship's deck.
    
    Imperial Prison Ship-Deck
    o======================================================================o
    2) As you emerge, try to imagine the graphics are impressive (they were 
    pretty mind-blowing when the game was released). A new guard will 
    direct you down to the docks, where yet another guard will ask where 
    you are from. This segues into selecting your race, sex, and 
    appearance. For the race, I recommend a male High Elf (read the 
    Character Creation section to understand why). Tweak your appearance 
    however you wish, then follow the guard up to the Census and Excise 
    Office.
    
    Note: Wave goodbye to all that neat-looking loot on the Imperial Prison 
    Ship. It disappears when you enter Census and Excise, and you can't get 
    anything while you're there because you still don't have an inventory 
    menu and you can't pick anything up until you do.
    
    Seyda Neen-Census and Excise Office
    o======================================================================o
    ***NPCs***
    Socucius Ergalla
    Ganciele Douar
    
    ***ITEMS***
    Release Identification
    Iron Dagger
    
    3) Speak to the man in front of you, Socucius Ergalla. He will take you 
    through the remaining aspects of Character Creation, selecting your 
    class and birthsign. Read the Character Creation section to understand 
    why I make the following choices: 
    
    Class-Custom
    Class Name-Adventurer
    Specialization-Stealth
    Favored Attributes-Endurance, Luck
    Major Skills-Spear, Blunt Weapon, Long Blade, Block, Mercantile
    Minor Skills-Axe, Medium Armor, Restoration, Mysticism, Heavy Armor
    Birthsign-The Atronach
    
    At this time, you are given the opportunity to review your statistics 
    (because the game creates your Stats menu). When you confirm the stats,
    your character creation choices are locked in. Socucius will then give 
    you a Release Identification, which you should pick up. This causes the 
    game to create your inventory menu, and you can now pick up items. With 
    the papers in hand, the guard, Ganciele Douar, will unlock the door and 
    allow you to proceed. In the next room, the game prompts you to pick up 
    an Iron Dagger and learn how to do combat. Pick it up and head through 
    the door to Seyda Neen.
    
    NOTE: It is quite easy to pick up everything past Ganciele Douar-I just 
    wait until character creation is over and I'm able to save before 
    coming back for it. There is also an exploit that allows you to pick up 
    the items in the first room. If you pick anything up, Ganciele warns 
    you that this will be a crime once you leave, and takes the item from 
    you. However, if you drop the item on the ground before he speaks to 
    you, you may then freely take it. However, because I start the game 
    proper by grinding Sneak, I'll just wait and properly steal this stuff.
    
    Seyda Neen-Census and Excise Courtyard
    o======================================================================o
    ***ITEMS***
    Engraved Ring of Healing
    
    4) The game creates your map menu at this point, and gives you a 
    tutorial message about it. The game will then force you to search the 
    barrel next to the other door before you leave. Take the Engraved Ring 
    of Healing inside, and make sure you hold onto it! This causes the game 
    to create your magic menu. You now have all your menus, but still 
    lack a journal and the ability to save. Head through the second door.
    
    Seyda Neen-Census and Excise Office, Building B
    o======================================================================o
    ***NPCs***
    Sellus Gravius
    
    ***QUESTS***
    Main Quest-Report to Caius Cosades
    
    ***ITEMS***
    Directions to Caius Cosades
    Package for Caius Cosades
    87 Gold
    
    5) The game will prompt you to speak to Sellus Gravius, so do so. He 
    will take your Release Identification. Ask about Morrowind, and then 
    duties. He will give you a package for a man named Caius Cosades, which 
    you are not to open. He gives you Directions to Caius Cosades, which 
    tell you to go to the city of Balmora and ask at the South Wall 
    Cornerclub. Finally, he gives you 87 gold. This kicks off the Main 
    Quest! Head outside. You now have a journal, and the final tutorial 
    message tells you that you should probably check out Arrille's 
    Tradehouse up on the left. "You're on your own now. Good luck." Indeed.
    
    Save your game. Welcome to Morrowind.
    
    Note: You might as well obey them regarding not reading the package for 
    Caius Cosades. If you do read it, it's coded, and reads like total 
    nonsense.
    
    o======================================================================o
    |								       |
    |			       Seyda Neen			       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK002}
    		1) Beginning Grinding
    		2) Seyda Neen-Outdoors
    		3) Seyda Neen-Interiors
    		4) Seyda Neen Wilderness
    		5) Aharunartus
    		6) Sarys Ancestral Tomb
    		7) Thelas Ancestral Tomb
    		8) Nimawia Grotto
    		9) Remote Shipwreck
    		10) Akimaes Grotto
    		11) Addamasartus
    		12) The Road to Pelagiad
    
    Seyda Neen-Census and Excise Office
    o======================================================================o
    ***SKILL INCREASES***
    Sneak x90
    Athletics x95
    Speechcraft x90
    Acrobatics x10
    Alchemy x1
    
    ***QUESTS***
    Bloodmoon Main-An Island in the North
    
    ***NOTABLE LOOT***
    Limeware Platter
    Apprentice's Lockpick
    
    ***SPELLS***
    Absorb Fatigue
    Father's Hand
    Fireball
    Frostbite
    Hearth Heal
    Jack of Trades
    Resist Magicka
    Spark
    
    1) First things first. Turn around, head back inside, get behind 
    Sellus Gravius, weight the Sneak key, and go to work. Have a sandwich. 
    Go on a date. Wait for Sneak to hit 100. It will take about eight 
    hours, but now you can steal things. Sneak is almost impossible to 
    raise "naturally" because you can't stay undetected for any appreciable 
    amount of time until the skill hits 90+, especially if multiple AIs 
    are present. I imagine Bethesda intended you to hit the early levels 
    with pickpocketing, but the coding is messed up on that, too, making it 
    virtually impossible to succeed at Sneak levels lower than 90 and 
    exceedingly difficult even at 100, with 100 Agility and 100 Luck to 
    boot. You either have to train it or grind it. Them's the breaks.
    
    Similarly, you may have already noticed that you move slightly slower 
    than the average glacier. Athletics takes *forever* to raise, but you'll 
    love the extra movement speed for the rest of the game. Download GOG 
    galaxy. Run the game on a laptop. Hit Q to auto-move, hit caps lock to 
    auto-run, turn toward a corner, and come back in 3-4 days to 100 
    Athletics. I know, I know, but you'll thank me, and so will your 
    sanity. We also have some grottos to explore early on, and without a 
    Waterbreathing spell we'll need the swimming speed.
    
    We're still not done, but those were the most grueling. Head back to the 
    first room, and enter dialogue with Ganciele Douar, the guard. (He has 
    no plot significance, so we can afford to make him hate us.) Click 
    "Persuasion" and a box with certain options will come up. We want to 
    "Admire" him over and over again until Speechcraft hits 100. This can 
    be sped up dramatically if you reposition the dialogue box so 
    "Persuasion" and "Admire" are in the same spot. Then just click many, 
    many times. Now we can solve dialogue-based quests and get sweet deals 
    when we buy stuff. Not bad for level 1.
    
    Finally, just jump in place to raise Acrobatics by 10 ranks. That one 
    will help later, but is also part of our build-designed to raise 
    Strength. Stop when the skill hits 20. It will go a bit faster if you 
    jump up the stairs in the southwest of the building.
    
    We're done grinding for now! Let's see what we can accomplish now that 
    the tutorial is done. Chat with Socucius and Ganciele again, and 
    exhaust all dialogue options with each. We won't learn much, but we 
    will be notified of a boat from Khuul to the Bloodmoon expansion by 
    Ganciele. He will also tell us to head to Fort Darius in Gnisis if we 
    want to join the Imperial Legion.
    
    Time to put that 100 Sneak to use. Loot this room. While I suggest 
    picking up everything, everywhere you go (except shops!), and will 
    assume that you do, I'll only point out noteworthy items. In this room, 
    that includes the Limeware Platter on the shelves. There are three 
    locked objects in this room, but we have no thief tools yet. Leave and 
    loot the rest of the areas, pausing to run out to Arrille's Tradehouse 
    and sell some items if needed (max his Disposition with Admire before 
    bartering!). 
    
    You'll find an Apprentice's Lockpick in the room where we picked up the 
    Iron Dagger. You should be able to open two Small Chests at lock level 
    1 and 10 with it, so do that now. At Arrille, go ahead and buy all his 
    spells, the Iron Halberd, a Journeyman's Probe, a Journeyman's 
    Armorer's Hammer, and the Apprentice's Mortar and Pestle. Make all 
    potions you can from the ingredients you've found so far-I raised 
    Alchemy to 16 this way. Make sure NOT to use any Comberry, Ash Yam, or 
    Netch Leather you may find.
    
    Loot the final room, but do not take the Warehouse Key. Speak with 
    Sellus Gravius again if you wish, but do not discuss Firemoth with him
    yet. Now, head outside again.
    
    To recap, you should be carrying the following:
    -Common Shirt, Pants, and Shoes (Equipped)
    -Engraved Ring of Healing
    -Iron Dagger
    -Iron Halberd
    -Various alchemy ingredients, including all Comberry, Netch Leather, & 
     Ash Yams found so far
    -Apprentice's Mortar & Pestle
    -Apprentice's Lockpick
    -Journeyman's Probe
    -Journeyman's Armorer's Hammer
    -Some gold
    
    You should also have all of Arrille's spells.
    
    Seyda Neen
    o======================================================================o
    ***NPCs***
    Aronil
    Darvame Hleran
    Eldafire
    Erene Llenim
    Fargoth
    Hjrondir
    Indrele Rathryon
    Mara
    Silm-Dar
    Teleri Helvi
    Vodunius Nuccius
    
    ***QUESTS***
    Miscellaneous-Siege at Firemoth
    Miscellaneous-Fargoth's Ring
    Miscellaneous-Vodunius Nuccius
    Tribunal Main-Dark Brotherhood Attacks
    
    ***SKILL INCREASES***
    Security x1
    Alchemy x4
    Unarmored x1
    Spear x1
    
    ***NOTABLE LOOT***
    Nuccius' Cursed Ring
    Iron Shardaxe
    Dark Brotherhood Armor
    Silver Dagger
    
    2) Start by turning right and picking open both Level 10 Census & 
    Excise gates. You may now speak to Sellus Gravius about Firemoth, 
    kicking off that quest.
    
    Chat with all the NPCs. Give Fargoth his ring when he asks, and be sure 
    to ask Vodunius Nuccius for a little advice. Mention his name to 
    Darvame Hleran, then go talk to him again and buy his ring off him.
    
    Check around the Lighthouse to fight a Mudcrab. Chop with your spear 
    and take as many Unarmored hits as you can-do this for all fights 
    unless I say otherwise.
    
    Still near the Lighthouse, find an Iron Shardaxe in one tree stump and 
    a Silverware Cup with 25 gold in another. Harvest all alchemy 
    ingredients in town, and pick up all travel lanterns. 
    
    Pick the locks on Erene Llenim's Shack (level 20), Indrele Rathryon's 
    Shack (level 15), Eldafire's House (level 25), and Fargoth's House 
    (level 25). The others are too complex for now, but this should raise 
    Security to 11.
    
    Loot out Fargoth's House. This will be our first base. Do another 
    Alchemy session-it should hit 20. Sell the potions and buy all of 
    Arrille's remaining thief tools and repair hammers. With a Journeyman's 
    Lockpick, you can now lockpick Vodunius Nuccius' house (level 30), so 
    do so.
    
    Go to Fargoth's House and rest until a Dark Brotherhood Assassin 
    attacks. Kill him-Unarmored should hit 6 and Spear should hit 31. 
    Repair all the gear, and enjoy the Silver Dagger he was carrying. Sell 
    your old Iron Dagger. Equip one Dark Brotherhood Gauntlet, and stash 
    the rest. 
    
    When you leave Fargoth's, you should have stashed your Alchemy 
    ingredients and Mortar & Pestle, spare lockpicks and probes, Iron 
    Shardaxe, Silver Dagger, Nuccius' Cursed Ring, and all but one gauntlet 
    of the Dark Brotherhood armor. You should carry:
    -Common Shirt, Shoes, & Pants (equipped)
    -Dark Brotherhood Gauntlet (equipped, doesn't matter which)
    -Iron Halberd (equipped)
    -All repair hammers
    -Journeyman's Lockpick & Probe
    -Directions & Package for Caius Cosades
    -Gold
    
    Seyda Neen-Interiors
    o======================================================================o
    ***NPCs***
    Draren Thiralas
    Arrille
    Tolvise Othralen
    Hrisskar Flat-Foot
    Raflod the Braggart
    Albecius Colollius
    Tandram Andalen
    Elone
    Teruise Girvayne
    Foryn Gilnith
    Fine-Mouth
    Thavere Vedrano
    
    ***QUESTS***
    Miscellaneous-Fargoth's Hiding Place
    
    ***SKILL INCREASES***
    Alchemy x11
    Armorer x1
    Security x1
    Unarmored x1
    
    ***NOTABLE LOOT***
    Notes on Racial Phylogeny
    Silver Longsword
    A Dance In Fire, Chapter 6
    The Wraith's Wedding Dowry
    Engraved Ring of Healing
    
    3) Start in Draren Thiralas' House. Talk to him, unlock his level 10 
    chest, and take the goodies inside. I found a Steel Viperskewer, which 
    becomes my default weapon, and some Journeyman thief tools. Drop off 
    & sell any excess, and run an Alchemy session. It should hit 21.
    
    Head to the Tradehouse. Speak with everyone. Nick the Iron Arrows off 
    the front table. Unlock the level 25 small chest above that table. From 
    the baskets, take the 100 Chitin Arrows and any alchemy ingredients. 
    Upstairs, talk to Hrisskar and accept his quest. Chat with everyone 
    else, getting detailed directions to Balmora from Elone. Do another 
    Alchemy session-it should hit 22.
    
    Go to Teruise Girvayne's house. Get the Silver Dagger under the open 
    crate lid, repair it, and loot the rest of her gear. Talk to her. Do an 
    Alchemy session-it should hit 23. Sell the potions to Arrille, then buy 
    his damaged Silver Shortsword and Silver Staff. Repair them, and keep 
    them-Armorer should hit 6. Sell him your Silver Daggers.
    
    Check Eldafire's house next. Pick up Notes on Racial Phylogeny without 
    reading it by entering the inventory screen and manually transferring 
    it in. Unlock the level 30 large chest-this should raise Security to 
    12. Take the Silver Longsword inside. Do an Alchemy session-it should 
    hit 25.
    
    Hit Vodunius Nuccius' house next. I found some Bloat here, another 
    ingredient to hoard. Unlock the level 20 small chest. Do another 
    Alchemy session. It should hit 26.
    
    Next, let's tackle Indrele Rathryon's shack, followed by Foryn 
    Gilnith's shack. Pick up A Dance In Fire, Chapter 6 without reading it. 
    Hit Fine-Mouth's shack, talking to him. Hit Erene Llenim's shack, too, 
    then do an Alchemy session-it should hit 30.
    
    Now go tackle the lighthouse. Speak with Thavere Vedrano. Loot the 
    area, unlocking the level 25 quest and both reading and taking The 
    Wraith's Wedding Dowry to raise Unarmored to 7. Head out and wait until 
    10 PM to see Fargoth sneak around, pausing at a tree stump in a little 
    stagnant pond. When he makes that stop, go loot the stump to get the 
    Engraved Ring of Healing back, as well as 300 gold and a Journeyman's 
    Lockpick. Go ahead and return to Hrisskar to finish the quest, then 
    go do an Alchemy session-it should hit 31.
    
    At this point, you should take a Silt Strider to Vivec, then take the 
    nearby boat to Ebonheart. Head toward the Duke's Palace and speak with 
    Apelles Matius about the Dark Brotherhood. Proceed until he tells you 
    to speak with Asciene Rane, and you are now free of random Dark 
    Brotherhood attacks. Take the ship back to Vivec, then take the Silt 
    Strider back to Seyda Neen. Time to start exploring.
    
    Seyda Neen Wilderness
    o======================================================================o
    ***NPCs***
    Tarhiel
    Processus Vitellius
    
    ***SKILL INCREASES***
    Unarmored x10
    Spear x6
    Armorer x2
    Alchemy x9
    
    ***QUESTS***
    Miscellaneous-Death of a Taxman
    
    ***NOTABLE LOOT***
    Extravagant Shoes
    Extravagant Robe
    Scroll of Icarian Flight x3
    Tax Record
    
    4) Head out of Seyda Neen by road and turn left. Search the area for 
    ingredients and critters. Unarmored should increase to 8 as you fight. 
    When you see a screaming man fall from the sky (wow), you've gone too 
    far north. Go ahead and loot Tarhiel, putting on his Extravagant Shoes 
    and Extravagant Robe. Spear should hit 32 out here. Repair your weapon 
    after every fight, and rest to heal up-you should be letting things hit 
    you to within one blow of dying. Work your way west, and Unarmored 
    should hit 10. Turn south when you hit the coast-Unarmored should hit 
    11 and Armorer should hit 7. 
    
    Soon, you should find the body of Processus Vitellius, the missing tax 
    collector, surrounded by critters. Unarmored should hit 12 and Spear 
    should hit 33 about now. Take the 200 Gold and the Tax Record. 
    Continuing south will take you to Seyda Neen, so push west instead, 
    hugging the coast. Unarmored should hit 13. Push south to find (but not 
    enter) the Thelas Ancestral Tomb. Head west into the water, wary of 
    Slaughterfish. Spear should hit 34 and Unarmored should hit 14. Soon, 
    you'll reach an island with the Sarys Ancestral Tomb and cave of 
    Aharunartus. Just clear the island for now, and head back to Seyda 
    Neen, avoiding any respawned critters. 
    
    Do an Alchemy session. It should hit 37. Sell potions to Arrille, and 
    take the Tax Record back to Census & Excise. Be honest with Socucius to 
    advance the quest. Ask anyone in town until they direct you to Thavere 
    Vedrano, who will in turn direct you to Foryn Gilnith. He admits the 
    murder, so deal with him accordingly. Return the ring to Thavere, and 
    report back to Processus.
    
    Head southeast from the lighthouse, across the water, to another 
    island. Spear should hit 35, Armorer 8 and Unarmored 15 fighting 
    slaughterfish. Clear the island of wildlife. Unarmored should hit 16 
    and Spear should hit 36. Clear out the island, noting (but not 
    entering) Akimaes Grotto and the Remote Shipwreck.
    
    Swim back to Seyda Neen and strike out due west from the lighthouse. 
    Unarmored should hit 17 fighting slaughterfish. Clear this island out. 
    Spear should hit 37. Return to Seyda Neen. Do an Alchemy session. It 
    should hit 39. Take the Silt Strider, quickly, to Vivec. Head to the 
    top of the Foreign Quarter and enter Ralen Tilvur: Smith. Buy all of 
    his Repair Prongs (after admiring his Disposition to 100). Head back to 
    Seyda Neen. Explore the road up to where it crosses the ridge, 
    discovering the cave of Addamasartus. Do one last Alchemy session-it 
    should hit 40. Now, return to Aharunartus, avoiding fights when 
    possible, and head inside.
    
    Aharunartus
    o======================================================================o
    ***NPCs***
    Valund
    Nitterius Rato
    Brothes Oran
    Yatur gro-Shak
    Aravi
    Kishni
    Bahdahna
    Wuleen-Shei
    
    ***SKILL INCREASES***
    Light Armor x1
    Spear x2
    Unarmored x1
    Alchemy x1
    
    ***NOTABLE LOOT***
    Bone, Part One
    Aharunartus Slave Key
    
    5) Immediately, you'll be attacked by Valund. Light Armor should hit 11 
    around now. Kill, loot, repair. Up the ramp past him is Nitterius Rato, 
    who should help raise Spear to 38. Head straight at the intersection 
    and you'll aggro Brothes Oran. Unarmored should hit 18 around now. Turn 
    right at the intersection on the bridge to face Yatur gro-Shak. Spear 
    should hit 39 around now. Make sure to get Bone, Part One off Yatur, 
    but do NOT read it yet. Loot this room, opening the level 10 lock and 
    getting the Aharunartus Slave Key. Check out the underwater passage for 
    an Iron Mace, then pick the level 5 lock and use the key to free the 
    slaves Aravi, Kishni, Bahdahna, and Wuleen-Shei. Loot the rest of the 
    cave, with nothing too noteworthy, and head back to Seyda Neen.
    
    Do an Alchemy session-it should hit 41. Sell to Arrille, then head back 
    out and into the Sarys Ancestral Tomb.
    
    Sarys Ancestral Tomb
    o======================================================================o
    ***SKILL INCREASES***
    Armorer x1
    Security x1
    Alchemy x1
    
    6) Head down the stairs, then turn left. In this room, there's a copy 
    of The Book of Rest and Endings, as well as a few potions. Take the 
    southeast exit, disarm the trapped door, and loot the room, disarming 
    the trapped chest. This should raise Security to 13, and Armorer should 
    hit 9 about now from repairs. Head back to the room where the book was 
    and disarm the trapped door. Head through to the next room. Loot and 
    move on. Disarm the trap and unlock the level 10 chest. That's it.
    
    Head back to Seyda Neen. Do an Alchemy session-it should hit 42. Sell 
    to Arrille, then go unlock the small chest (level 35) upstairs in the 
    Tradehouse. You only have a 1/100 chance of doing so with a 
    Journeyman's Pick at the moment, so if you lack the patience, that's 
    ok-just remember it, as you'll be a bit behind on Security skill 
    progression and I won't mention it again. When you do (or don't) get it 
    open, head back out and proceed to the Thelas Ancestral Tomb.
    
    Thelas Ancestral Tomb
    o======================================================================o
    ***SKILL INCREASES***
    Spear x1
    Acrobatics x10
    Security x1
    
    7) Head down the ramp and loot the room. Spear should hit 40, so go 
    rest and level up, raising Strength, Endurance, and Luck at 5/5/1 each.
    
    ***LEVEL 2***
    +5 Strength (35), +5 Endurance (55), +1 Luck (51)
    
    Now, use the entrance ramp to grind Acrobatics up to 30. When that's 
    done, proceed through the next door. Loot the room, opening two level 
    10 locks, and we're done. Security should hit 14 now. Head back to 
    Seyda Neen, do an Alchemy session, sell off excess loot, then head to 
    Nimawia Grotto. Dive down and enter the cave.
    
    Nimawia Grotto
    o======================================================================o
    ***SKILL INCREASES***
    Unarmored x1
    Spear x1
    
    8) Air holes are plentiful early. The second cavern has kollops to 
    search on the bottom. Pass some shallow water into the third cavern. 
    More kollops and a dead adventurer in the bottom of this one. Other 
    caverns have more kollops, but there's not much else here. Back to 
    Seyda Neen for an Alchemy session when done. If you've found any soul 
    gems AND soul trap scrolls, take any combat opportunity to fill the 
    soul gems and add them to your stash. Sell, and head over to the Remote 
    Shipwreck. Unarmored should hit 19, and Spear should hit 41. Check the 
    kollops near the wreck, then enter the cargo hold (the cabin is empty).
    
    Remote Shipwreck
    o======================================================================o
    ***SKILL INCREASES***
    Alchemy x1
    
    9) The cargo hold has two levels and various random loot. Get it all, 
    head back to Seyda Neen, and do an Alchemy session-it should hit 43. 
    Offload and head back, and enter Akimaes Grotto.
    
    Akimaes Grotto
    o======================================================================o
    ***SKILL INCREASES***
    Spear x1
    
    10) Slaughterfish and kollops in here. Search everything and head back 
    to Seyda Neen. Spear should hit 42 in the grotto. Offload, then head 
    over to Addamasartus.
    
    Addamasartus
    o======================================================================o
    ***NPCs***
    Tanisie Verethi
    Melar Baram
    Baadargo
    Banalz
    Okaw
    Mulvisie Othril
    
    ***NOTABLE LOOT***
    Addamasartus Slave Key
    Thief Ring
    
    ***SKILL INCREASES***
    Alchemy x1
    
    11) You'll immediately be attacked by Tanisie Verethi. Kill, loot, and 
    repair, noting the Addamasartus Slave Key, then deal with Melar Baram 
    through the first gate. Turn left, unlock the level 10 gate, then free 
    the slaves Baadargo, Banalz, and Okaw. Turn around and head straight 
    until you encounter Mulvisie Othril. Defeat her, then loot the caves. 
    When done, swim from where you fought Melar for a bit more loot, then 
    find an obscured passage from Mulvisie's chamber to open a level 10 
    locked gate. Head through this tunnel, noting the hard-to-spot Thief 
    Ring by the first patch of mushrooms. Soon, you'll drop down in the 
    main passage. Head back to Seyda Neen. Do an Alchemy session-it should 
    hit 44. Offload, grab everything from your stash that you can carry, 
    and get ready to switch bases.
    
    Road to Pelagiad
    o======================================================================o
    ***SKILL INCREASES***
    Unarmored x1
    Alchemy x1
    
    12) Head out past Addamasartus and start following the road. Unarmored 
    should hit 20 around now. Get all plants, take the "back road" into 
    Pelagiad, and pick the level 30 lock on Junal-Lei's house. This is our 
    next temporary base, so drop here and then run back to Seyda Neen for 
    whatever you couldn't carry. Once you're fully moved, do an Alchemy 
    session-it should hit 45. Use Mebestien Ence, the general trader, to 
    offload, then get ready to explore this new town.
    
    o======================================================================o
    |								       |
    |			       Pelagiad	& Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK003}
    		1) Pelagiad Homes
    		2) Halfway Tavern
    		3) Fort Pelagiad
    		4) Panat
    		5) Punammu
    		6) Llovyn's Farmhouse
    		7) Desolate Shipwreck
    		8) Manat's Farmhouse
    		9) Dirara's Farmhouse
    		10) Small Farmhouse
    		11) Nilera's Farmhouse
    		12) Arano Plantation
    
    Pelagiad
    o======================================================================o
    ***NPCs***
    Dralas Gilu
    Farusea Salas
    Junal-Lei
    Kunthar
    Erval
    Madres Navur
    Adanja
    Murberius Harmevus
    Mebestien Ence
    Uulernil
    Yakum Hairshashishi
    Samia
    Drelasa Ramothran
    Nelos Onmar
    Ahnassi
    Ladia Flarugrius
    Hrordis
    
    ***SKILL INCREASES***
    Security x2
    Alchemy x6
    Armorer x91
    
    ***NOTABLE LOOT***
    The Black Arrow, Volume 1
    Steel Dagger of Swiftblade
    Steel Longbow
    
    ***QUESTS***
    Temple: Pilgrimages of the Seven Graces
    
    1) Speak with everyone outside, including at the fort, and loot any 
    plants and other objects. Pick the level 25 lock on Farusea Salas' 
    house and the level 30 lock on Dralas Gilu's house.
    
    Head back into Junal-Lei's house and loot everything. Unlock the level 
    25 chest by the door, the level 5 locked chest in the room, and the 
    level 15 locked chest across from it. Security should hit 15. In the 
    basement, open the level 30 locked chest. Do an Alchemy session when 
    done-it should hit 47. 
    
    Hit Erval's house next. Same deal-Alchemy session.
    
    Farusea Salas' house is next. You can't unlock the chest yet, but go 
    ahead and disarm the trap. Loot the house and do an Alchemy session-it 
    should hit 48.
    
    Hit Madres Navur's house next. Pick up The Black Arrow, Volume 1 
    without reading it. Unlock the level 12 chest in the basement, as well 
    as nicking the Repair Prongs and Apprentice's Armorer's Hammer. Do an 
    Alchemy session and offload.
    
    Hit Dralas Gilu's house next. Unlock the level 20 chest. There's a 
    damaged Silver Shardblade you should repair under his pillow, and an 
    Apprentice's Probe on his table. Armorer should increase to 10 from 
    these repairs. Do an Alchemy session and offload.
    
    Hit Adanja's house next. Unlock the level 15 small chest in the 
    basement. Loot everything and do an Alchemy session-it should hit 49. 
    Offload.
    
    Head to Murberius Harmevus' house. Unlock the level 20 door to the 
    basement, the level 25 locked small chest, and the level 15 locked 
    chest, which should increase Security to 16. Do an Alchemy session-it 
    should hit 50. Offload, then return to Seyda Neen. 
    
    16 Security is sufficient to open the Sturdy Arched Door (lock level 
    40) in Arrille's Tradehouse, so do so. Unlock the level 20 chest behind 
    the door, and make sure to get the Steel Dagger of Swiftblade from 
    under the pillow. There is also an Imperial Newtscale Cuirass under the 
    bed, but it isn't as good as our Dark Brotherhood armor. Back to 
    Pelagiad.
    
    Head to Mebestien Ence's. Steal any ingredients, and the 20 Glass 
    Arrows from his chest. Buy the Chitin Short Bow, Bonemold Shield, and 
    Iron Halberd, repair them, and sell the weapons back to him (keep the 
    Bonemold Shield). Armorer should increase to 12. Make sure to read The 
    Pilgrim's Path to start a quest. Do an Alchemy session-it should hit 
    51. Go offload at Mebestien, buy his second Chitin Short Bow, and 
    repair it as well. Armorer should hit 13.
    
    Head to Uulernil, the armorer, now. Unlock the level 25 small chest 
    behind the counter. Take the Iron Arrows inside, steal the repair tools 
    on the counter, and unlock the level 25 small chest on the counter. 
    Head upstairs and unlock the level 10 door and the level 15 chest 
    behind it. Buy the damaged Imperial Steel Helmet and Imperial 
    Shortsword he carries. Repair them both, keep the Helmet and sell back 
    the sword. Do an Alchemy session.
    
    Now, it's time for some serious grinding. You can hold off on this if 
    you like-it'll make for some tedious save scumming later on, of course. 
    We are going to max out Armorer. Uulernil sells restocking repair prongs
    and Mebestien restocks a damaged Chitin Short Bow. You'll actually 
    profit as you buy damaged bows and sell repaired ones, even accounting 
    for rebuying Repair Prongs. By combining trips to and from these two, 
    we have everything we need to max Armorer. Do so.
    
    Halfway Tavern
    o======================================================================o
    ***NPCs***
    Yakum Hairshashishi
    Samia
    Drelasa Ramothran
    Nelos Onmar
    Ahnassi
    Ladia Flarugrius
    Hrordis
    
    ***SKILL INCREASES***
    Alchemy x1
    Security x1
    
    ***QUESTS***
    Miscellaneous-Ahnassi, A Special Friend
    
    2) Head to the Halfway Tavern when done. Speak with Yakum 
    Hairshashishi, Samia, Drelasa Ramothran, and Nelos Onmar. Open the 
    level 23 locked Small Chest behind the bar, and steal any ingredients. 
    Speak with Ahnassi and exhaust all dialogue to kick off a quest chain. 
    Head upstairs to speak with Ladia Flarugrius, who will give you a copy 
    of Honor Among Thieves. Open the level 20 Reinforced Wooden Door. 
    Behind an unlocked door, speak with Hrordis, but don't mess with her 
    yet. Open the level 12 locked Closet in her room. This should raise 
    Security to 17. Unlock the level 20 Room Door up here, then head to the 
    basement. Loot around, then do an Alchemy session with all the 
    ingredients from the tavern. It should increase to 52. Offload and head 
    to Fort Pelagiad.
    
    Fort Pelagiad
    o======================================================================o
    ***NPCs***
    New-Shoes Bragor
    Morbash gro-Shagdub
    Ygfa
    Shadbak gra-Burbug
    Angoril
    
    ***SKILL INCREASES***
    Alchemy x48
    Unarmored x80
    Spear x58
    Light Armor x89
    Acrobatics x60
    Medium Armor x1
    
    ***NOTABLE LOOT***
    Steel Longbow
    
    ***SPELLS***
    Flameguard
    Frostguard
    Shockguard
    Poisonguard
    Balyna's Antidote
    Balyna's Efficacious Balm
    Blessed Touch
    Restore Endurance
    Restore Intelligence
    Restore Luck
    Restore Speed
    Restore Strength
    Righteousness
    Rilm's Cure
    
    ***FACTIONS***
    Imperial Cult-Layman
    
    3) Check out the North and South Walls for minor loot, including a 
    Steel Longbow which may be an upgrade. You can probably cobble 
    together a full set of Imperial Steel armor in the South Wall, which 
    may be a Heavy upgrade. Read the Fort Pelagiad Prisoner Log, open 
    the four level 25 locked chests, and head to the cells. Speak with 
    New-Shoes Bragor and Morbash gro-Shagdub. Repair any damaged gear, 
    offload, do an Alchemy session, and enter the main fort.
    
    First, run back to Ygfa, Admire her disposition up to 100, and use her 
    restocking Chokeweed and Marshmerrow to max Alchemy out. It'll be 
    quick, and offloading the potions will make money a nonissue for 
    essentially the rest of the game. Now buy all of Ygfa's spells and chat 
    with her to join the Imperial Cult. Loot the room for any useful 
    ingredients (I'd take Water Breathing, Cure Common Disease, Cure Blight 
    Disease, Levitate, Restore Health, and Restore Magicka), then go out 
    and chat with Shadbak gra-Burbug. Get any gear upgrades off her table 
    (Imperial Chain and Steel for Medium and Heavy, respectively). Loot the 
    rest of this level, then head upstairs to unlock two Level 40 chests 
    and a level 12 Closet. Talk with Angoril, then we're done here. 
    Offload and head south of town. There's a respawning, guaranteed 
    Mudcrab here, and we're going to raise some combat skills. Let it chew 
    on you until you're near death, then kill it. Heal and repeat until 
    Unarmored hits 100. As you do this, Spear should increase 8 ranks to 
    50, and Light Armor should increase 3 ranks to 14. Unarmored will be 
    around 43 at this juncture. This will get you to level 3-raise 
    Strength, Endurance, and Luck. 
    
    Now, just make sure you jump up the hill on your return trips to rest 
    so you boost Acrobatics ten ranks to 40. At this point, you'll start 
    encountering a leveled creature halfway down to the shore, so your 
    trips can be shorter as well. Light Armor should increase 5 ranks to 19, 
    and Spear should increase 10 ranks to 60. You should hit level 4 when 
    Unarmored is around 63. Raise Strength, Endurance, and Luck.
    
    Repeat what you were doing. Raise Acrobatics to 50 and keep working on 
    Unarmored. Spear should increase 10 ranks, hitting 70 when Unarmored is 
    at about 83. Light Armor should increase 4 ranks to 23. When you hit 
    level 5, raise Strength, Endurance, and Luck.
    
    Keep going! Raise Acrobatics to 60 and keep working on Unarmored. Spear 
    should increase 8 ranks to 78, and Light Armor should increase 4 ranks 
    to 27. At this point, Unarmored should hit 100...
    
    So we should put on our suit of Dark Brotherhood Armor and max out 
    Light Armor the same way. Spear should increase 2 ranks to 80, leveling 
    you up when Light Armor is around 36. Raise Strength, Endurance, and 
    Luck.
    
    Continue. Raise Acrobatics to 70 and keep working on Light Armor. At 
    level 6, you may start encountering Bull Netch, so remember to save any 
    Netch Leather they drop. Spear should increase 10 ranks to 90, leveling 
    you up when Light Armor is around 77. Raise Strength, Endurance, and 
    Luck.
    
    Annnnnnd...continue! Raise Acrobatics to 80 and keep working on Light 
    Armor. Spear should increase 6 ranks to 96 by the time Light Armor hits 
    100.
    
    We're not quite done. We might as well finish raising Spear, so kill 
    respawning critters until it hits 100. This will level you up, so raise 
    Strength, Endurance, and Luck.
    
    Raise Acrobatics to 89. Put on all the Medium Armor you have-at this 
    point, I had a Bonemold Shield (keep a Spear equipped so you don't 
    prematurely raise Block), Imperial Chain Coif, Imperial Chain Cuirass, 
    and Imperial Chain Greaves. Buy Bonemold Boots, a Bonemold Left Bracer, 
    and a Bonemold Right Bracer from Uulernil. We still need a set of 
    medium pauldrons before we can grind it, so we're finally done for now 
    and ready to resume exploring. Go ahead and read your copy of The Black 
    Arrow, v1 to raise Acrobatics to 90. Read your copy of Bone, Part 1 to 
    raise Medium Armor to 16. Sell those books. Bring a Levitate potion.
    Now, due north of Fort Pelagiad is a cave called Panat. Head inside.
    
    Panat
    o======================================================================o
    ***NPCs***
    Bum gra-Logob
    Dravil Omavel
    Ekapi
    Lorchel
    Sor
    Tsabhi
    Ula
    
    ***NOTABLE LOOT***
    Dwarven Halberd
    Orcish Battle-Axe
    The Axe Man
    
    ***SKILL INCREASES***
    Security x1
    
    4) You'll immediately be attacked by Lorchel. Deal with her, and move 
    on-she has nothing worth taking. Use your Levitate potion to get a 
    Dwarven Halberd from the overhanging ledge above the entrance bridge. 
    Head left at the intersection, killing some Nix-Hounds, and pick the 
    level 15 lock. Through the door, deal with Bum gra-Logob-she has 
    nothing we need, so move on. Behind her are the slaves Ekapi, Tsabhi, 
    and Ula-we need to come back with the key, but fortunately it's on 
    a stool in this room. Free the slaves, check the containers for random 
    goodies, then head back to the tunnel, disarm the other gate's trap, 
    and head through. Deal with Sor, who also has nothing worthwhile, and 
    continue. Deal with Dravil Omavel, who has an Orcish Battle-Axe we'll 
    want to sell. Take his scrolls, his potions, and his copy of The Axe 
    Man without reading it. Pick the lock and disarm the trap on his Chest. 
    Finish looting, head back to Pelagiad, offload and do any other 
    housekeeping, and get ready to move on. Our next stop is Punammu, 
    so follow the coast east from Panat and head inside when ready.
    
    Punammu
    o======================================================================o
    ***NPCs***
    Darvynea Hleran
    Derayna Llervu
    Fanuse Ferano
    Fendros Varys
    Galdres Ienith
    Llavam Adas
    
    ***NOTABLE LOOT***
    The Prayers of Baranat
    
    5) At the outset, kill a few critters and make your way to a three-way 
    junction. Head right first, and enter the water. Swim all the way 
    through to the back, and use either Levitate or Water Walking to 
    harvest both diamond veins. Keep swimming to come in behind the 
    bandits, and you'll be attacked by Darvynea Hleran. She has nothing 
    worthwhile, so climb the stairs and loop around to find some random 
    loot and Derayna Llervu in the next tunnel. She has nothing worthwhile, 
    so advance and disarm the trap on the Worn Cavern Door. Head through 
    and fight Galdres Ienith and Faruse Ferano. Neither have anything good, 
    so loot the room (don't read The Prayers of Baranat yet), unlocking an 
    Ancient Chest, and head back to where you left the water. Head through 
    the Old Gate to fight Fendros Varys and Llavam Adas. Neither have 
    anything worthwhile, so loot the room and proceed back to the original 
    three-way junction. Take the last gate if you like, but nothing is back 
    there so let's go offload. Head due east from Fort Pelagiad now to 
    arrive at Llovyn's Farmhouse, our next destination.
    
    Llovyn's Farmhouse
    o======================================================================o
    ***NPCs***
    Llovyn Andus
    
    6) Speak with Llovyn. Not much here, but loot some ingredients. Offload 
    if needed, then bypass Dren Plantation on the right as you head north 
    to the Desolate Shipwreck.
    
    Desolate Shipwreck
    o======================================================================o
    
    7) You'll need a Potion of Water Breathing or two. The only really 
    notable loot is a crate full of Raw Ebony on the upper level, along 
    with a locked chest to pick open. Loot and offload, then bypass Dren 
    Plantation on the south to find Manat's Farmhouse across from the Arvel 
    Plantation.
    
    Manat's Farmhouse
    o======================================================================o
    ***NPCs***
    Manat Varnan-Adda
    Teris Raledran
    Leles Birian
    Paur Maston
    
    ***QUESTS***
    Miscellaneous-A Man and His Guar
    Miscellaneous-An Escort to Molag Mar
    
    ***SPELLS***
    Burden of Sin
    Crushing Burden
    Crushing Burden of Sin
    Cruel Weary
    Dire Weary
    Great Feather
    Summon Scamp
    Strong Reflect
    Strong Spelldrinker
    Wild Spelldrinker
    Vivec's Mercy
    Strong Resist Corprus Disease
    Slowfall
    
    8) Speak with Manat and loot his farmhouse. Offload as needed, then 
    go to the very southeast corner of Dren Plantation. Cross the river 
    where it narrows, then head up on this side of the water. Nearby, you 
    should find and speak to Teris Raledran. Accept his quest, and we'll 
    take him to Vivec right quick. Follow the signs to get there with no 
    trouble. Cross the bridge, go up one ramp, and enter the Foreign 
    Quarter Lower Waistworks. Go down some stairs and enter the Canalworks, 
    making sure to enter on the west side. From here, check signs until you 
    find Agrippina's shop, and Teris will reward you and complete the 
    quest. Go offload again if needed, then head back to where you met 
    Teris. Take the southeast road from the intersection, skipping 
    Piernette's Farmhouse for now, and meet and speak with Leles Birian. 
    Note that she is the Master Trainer for Destruction. Admire her 
    disposition to 90+ and buy all of her spells. You should also use her 
    spellmaking service to create single-point-cost cantrips for all six 
    schools of magic for eventual training. Go due east, bypassing another 
    farm, to find F. Speak to him and accept his quest. Next, 
    we'll duck into the nearby Dirara's Farmhouse.
    
    Dirara's Farmhouse
    o======================================================================o
    ***NPCs***
    Dirara Drom
    
    ***SKILL INCREASES***
    Medium Armor x1
    
    9) Speak with Dirara, harvest useful crops, and check the farmhouse. 
    Not much here. Cross the water to the town you can see (Suran). Don't 
    enter, but take the road out of the south wall and follow the coast 
    east (a pretty long way) until the beach trail runs out. Turn north a 
    bit to find a road, and follow the signs east to Molag Mar. Medium 
    Armor should increase to 17 around now. At Molag Mar, you can find 
    Vanjirra on the bridge into the city and complete the quest. Now, head 
    back to Dirara's Farmhouse. Head back toward Vivec, and look south to 
    spy a small farmhouse. Literally.
    
    Small Farmhouse
    o======================================================================o
    ***NPCs***
    Travelling-New-Woman
    
    10) Speak with Travelling-New-Woman, harvest useful crops, check the
    farmhouse, and keep returning west. Across from Piernette's Farmhouse, 
    find Nilera's Farmhouse.
    
    Nilera's Farmhouse
    o======================================================================o
    ***NPCs***
    Nilera Ieneth
    
    11) Speak with Nilera, harvest useful crops, and head west some more. 
    When you reach the intersection where Teris and Rollie were, turn 
    northeast to find the Arano Plantation.
    
    Arano Plantation
    o======================================================================o
    ***NPCs***
    Llerusa Hlaalu
    Daynasa Telandas
    Direr Arano
    Tul
    
    ***QUESTS***
    Miscellaneous-Tul's Escape
    
    12) Harvest useful crops, speak with Llerusa and Daynasa, then check 
    the house. Speak with Direr, hunt useful loot, and leave. Head back 
    again to where you found Teris and Rollie, then proceed all the way 
    back to Pelagiad. Offload here, then head back all the way past Manat's 
    Farmhouse. Pass Sterdecan's Farmhouse on the left, pass Ules Manor, and 
    find an Argonian named Tul. Speak with him and accept his quest, then 
    take him back to Sterdecan's Farmhouse. Refuse to let him kill 
    Sterdecan, and kill Tul instead. Speak with Sterdecan for a reward, 
    then head back east and into Suran.
    
    o======================================================================o
    |								       |
    |			       Suran & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK004}
    		1) Suran, part 1
    		2) Big, Long Skill Grind
    		3) Siege at Firemoth
    		4) Suran, part 2
    		5) Inanius Egg Mine
    		6) Umbra
    		7) Vandus Ancestral Tomb
    		8) Aran Ancestral Tomb
    		9) Marandus
    		10) Saren Ancestral Tomb
    		11) Missamsi
    		12) Nissintu
    		13) Sandas Ancestral Tomb
    		14) Ulummusa
    		15) Adanumuran
    		16) Moonmoth Legion Fort
    
    Suran
    o======================================================================o
    ***NPCs***
    Elvil Vidron
    Folsi Thendas
    Bula gra-Muk
    Neldris Llervu
    Ranosa Gilvayn
    Muvis Moran
    Snorri
    Caminda
    Runa
    Marelle
    Daric Bielle
    Khinjarsi
    Helviane Desele
    Tirnur Thirano
    Adraria Vandacia
    Garothmuk gro-Muzgub
    
    ***NOTABLE LOOT***
    The Mirror
    Vernaccus and Bourlor
    Mystery of Talara, v1
    Orcish Left Pauldron x2
    Orcish Helm
    The Buying Game
    Ice and Chiton
    
    ***SKILL INCREASES***
    Security x1
    
    ***QUESTS***
    Miscellaneous-Umbra
    Miscellaneous-The Drunken Bounty Hunter
    
    1) Start by speaking with Elvil Vidron, to the right down some stairs 
    after you enter. Next, speak with Folsi Thendas, the silt strider 
    pilot. Head up the stairs near the entrance, past the slave market, to 
    find and speak with Bula gra-Muk. Finally, talk with Neldris Llervu 
    near the Suran Tradehouse to finish with outdoor NPCs.
    
    Head to the Guard Tower by the strider port first. Take the copy of The 
    Mirror from the basement without reading it. Check the closet on the 
    top floor for armor-I found a Bonemold Right Pauldron, leaving me one 
    piece shy of a full Medium Armor set.
    
    Now head to Ranosa Gilvayn: Outfitter. Speak with Ranosa and loot the 
    shop for useful goodies. In particular, there's a set of thief and 
    repair tools on the shelves and a Steel Crossbow with bunches of 
    marksman ammo on the counter. Use the newly acquired Master's Lockpicks 
    on the locked small chest behind the counter. Steal the copy of 
    Vernaccus and Bourlor on the mantel without reading it, then head 
    upstairs. Check here for goodies, then head out and across into Desele's 
    House of Earthly Delights.
    
    On the top floor, start by stealing Mystery of Talara, v1 without 
    reading it. Speak with Tirnur Thirano, then take a moment to pick the 
    level 45 lock on this level. Now, pop out and ride the silt strider to 
    Seyda Neen and pick the lock on the Census and Excise Warehouse, then 
    run back to Pelagiad and pick the lock on Ahnassi's House. The Master's 
    picks will make this doable-you can actually get level 50 locks, but 
    they're abysmally hard so we'll wait a bit. Security should increase to 
    19. Get useful loot in Ahnassi's House, including unlocking the small 
    chest on the entry floor, a small chest in the bedroom, a chest in the 
    bedroom, another chest in the bedroom, and the closet in the bedroom. 
    Now explore the Census and Excise Warehouse in Seyda Neen, getting 
    useful loot and speaking with Adraria Vandacia. Now, back in Suran, 
    keep exploring the House of Earthly Delights. Loot the ground level, 
    then speak with Marelle, Runa, Caminda, Snorri, and Muvis Moran in the 
    main room. Go to the bar to chat with Khinjarsi and Helviane Desele, 
    who will start a quest. Next, speak with Daric Bielle and accept his 
    quest as well. Speak to anybody about Haj-Ei to be directed to the 
    Suran slave market.
    
    Now enter Garothmuk gro-Muzgub: Smith and speak with the owner. Get 
    useful loot, including Orcish Pauldrons and an Orcish Helm. Steal The 
    Buying Game and 2920, Sun's Dusk without reading either one. You now 
    have a full set of Medium Armor, so it is time to grind up that skill. 
    
    Big, Long Skill Grind
    o======================================================================o
    ***SKILL INCREASES***
    Medium Armor x28
    Acrobatics x10
    Marksman x90
    Blunt Weapon x50
    Hand-to-Hand x70
    Block x60
    Security x1
    
    2) Back to Pelagiad, offload and do what we did for Unarmored and Light 
    Armor. Raise Medium Armor 8 ranks to 25, and level up. Raise Strength, 
    Endurance and Luck.
    
    Raise Acrobatics to 100 (you can read your copy of Mystery of Talara v1 
    for one of those increases) and grind Medium Armor up to 35. Raise 
    Strength, Endurance, and Luck.
    
    Now, we'll take a little break from Strength for one level. Grab the 
    stuff you've been hoarding (and plenty of vendors sell arrows if you 
    run out) and raise Marksman 10 ranks to 20. Go ahead and read Vernaccus 
    and Bourlor for one of those. Raise Medium Armor to 45, and raise 
    Agility, Endurance, and Luck.
    
    Put your Light Armor back on, grab your Blunt Weapon (at this point I 
    had a Firebite Club), and raise Marksman 10 ranks to 30 and Blunt 
    Weapon 10 ranks to 40. Raise Strength, Agility, and Luck.
    
    Yes, it continues. 10 Marksman to 40, 10 Blunt Weapon to 50, raise 
    Strength, Agility, and Luck.
    
    Onward and upward. Raise Marksman 10 ranks to 50, Blunt Weapon 10 ranks 
    to 60, and raise Strength, Agility, and Luck.
    
    Still going. Marksman gets 10 more ranks to 60, and Blunt Weapon gets 
    10 ranks to 70. Raise Strength, Agility, and Luck.
    
    Ever onward to the end. Marksman gets 10 more ranks to 70, and Blunt 
    Weapon gets 10 ranks to 80. Raise Strength, Agility, and Luck.
    
    That should max out Strength. We're done using Marksman to level, so go 
    ahead and raise it 30 more ranks to 100. You can sell off your Steel 
    Crossbow and Steel Longbow, and put away any remaining ammunition. Put 
    away your Blunt Weapon as well, and grab your best Light Armor shield 
    (I had a Netch Leather Tower Shield). Raise Hand-to-Hand 10 ranks to 
    20, and raise Block 10 ranks to 40. You should read The Prayers of 
    Baranat for a Hand-to-Hand rank and The Mirror for a Block rank, then 
    you can sell those books. Raise Agility, Speed, and Luck.
    
    We're still trucking for now. Raise Hand-to-Hand 10 ranks to 30, and 
    raise Block 10 ranks to 50. Raise Agility, Speed, and Luck.
    
    More! Raise Hand-to-Hand 10 ranks to 40, and raise Block 10 ranks to 60. 
    Raise Agility, Speed, and Luck.
    
    Again. Raise Hand-to-Hand 10 ranks to 50, and raise Block 10 ranks to 
    70. Raise Agility, Speed, and Luck.
    
    You guessed it! Raise Hand-to-Hand 10 ranks to 60, and raise Block 10 
    ranks to 80. Raise Agility, Speed, and Luck.
    
    This is it-we're about to max Agility, which is huge. Raise 
    Hand-to-Hand 10 ranks to 70, and raise Block 10 ranks to 90. Raise 
    Agility, Speed, and Luck.
    
    We're almost done for now. You can put your shield away. Go ahead and 
    raise Hand-to-Hand 10 more ranks to 80.
    
    Now that we've maxed out Agility, we can open many more locks. Begin by 
    unlocking the Guard Tower in Pelagiad and the chest in its basement. 
    Next, open the Small Chest in Mebestien Ence, Trader, which should 
    raise Security to 20. Pick open the Chest marked "Evidence" in Fort 
    Pelagiad's South Wall, and the Chest in Farusea Salas' House in 
    Pelagiad.Open the Chest marked "Evidence" at the Census and Excise 
    Office in Seyda Neen and the Small Chest in Arrille's Tradehouse in 
    Seyda Neen. We're ready!
    
    You should be in Seyda Neen already. Head to the docks, chat with 
    Silm-Dar, and agree to head to Fort Firemoth.
    
    Siege at Firemoth
    o======================================================================o
    ***NPCs***
    J'Hanir
    
    ***NOTABLE LOOT***
    Ward of Akavir
    
    ***SKILL INCREASES***
    Restoration +1
    
    3) Run around the island chain, fighting a TON of skeletons. Your 
    companions will either keep up with you and almost certainly die, or 
    get left in the dust-the best way to keep them alive. Don't worry too 
    much about it either way. Gather all the marshmerrow, trama root, and 
    Iron Arrows from the archers.
    
    When you reach the towers, you can duck inside if you need to rest. 
    Just past them is bridge leading to the Fort itself. Before entering, 
    head down the hill behind the fort and note the door under the water. 
    You can skip most of the dungeon this way, but you'll miss out on a lot 
    of goodies. Instead, head to the Fort's courtyard, kill the rest of the 
    skellies, and enter the Keep.
    
    More skeletons to kill, of course. Go straight, up the stairs, and 
    enter the Upper Chambers. Kill a couple of rats, but ignore the 
    Firemoth Dungeon Key-we want to pick those locks. Head back to the 
    Keep, make sure to explore both side passages, check under both spiral 
    staircases for random loot, then head to the bottom floor and take 
    either passage into the Great Hall.
    
    More skellies. Kill them all and enter the Guard Quarters. Kill a few 
    more skeletons, search the bedrooms for minor loot, and proceed to the 
    staircase leading down to the dungeon. At the top of the stairs, turn 
    around and find a hidden door. Search this area for lots of good 
    treasure, including potions and a ton of gold. Now pick the lock and 
    enter the Dungeon.
    
    Fight about 30 Diseased Rats, then pick the locks on both cell doors. 
    Take the one on the right to find a hidden door to the Mine. Up on this 
    ledge, meet J'Hanir, who will also accompany you (and die) if you let 
    him keep up. These cave sections are loaded with mushrooms you should 
    take, and with Raw Ebony-take as much as you can carry just to sell, 
    but it's first on the chopping block to leave behind when you run out 
    of carry space. Jump down from J'Hanir's ledge and enter the Upper 
    Cavern.
    
    Whip through the Upper Cavern, killing some skeletons, before entering 
    the Lower Cavern (where the secret door outside the Fort leads) and 
    killing some more. Through the lower cavern is the Tomb, and inside is 
    Grurn.
    
    Grurn is TOUGH, mostly because he constantly regenerates health and 
    magicka and hits hard. Kill all of his minions first, use restore 
    health and fatigue potions, and stab him over and over with the Dwarven 
    Halberd. You'll almost certainly have to save scum to get through this 
    fight, but you are strong enough at this point. Keep it up and he'll 
    eventually fall. Take the Ward of Akavir from his corpse, loot the tomb 
    (a few scrolls and lots of Fire Petals), then make your way back to the 
    ship and sail back to Seyda Neen.
    
    Go see Sellus Gravius and give him the shield to finish the quest, 
    gaining 3000 gold and 2 reputation points. Head to Pelagiad and 
    offload, read Notes on Racial Phylogeny for a Restoration rank and sell 
    it off, and then return to Suran. Let's get back to exploring.
    
    Suran
    o======================================================================o
    ***NPCs***
    Goldyn Belaram
    Dranas Sarathram
    Verara Rendo
    Ralds Oril
    Ibarnadad Assirnarari
    Jamie
    Ashumanu Eraishah
    Sakin Sanammasour
    Movisa Andas
    An-Zaw
    Hides-His-Eyes
    Elynu Saren
    Ravoso Aryon
    Serjo Avon Oran
    Yakov
    Jeelus-Tei
    Tim-Jush
    See-Wul
    
    ***NOTABLE LOOT***
    Glass Dagger
    Ebony Dart x5
    Ebony Right Bracer
    Biography of the Wolf Queen
    Dreugh Cuirass
    Dreugh Helm
    The Wolf Queen, Book VII
    Journeyman's Calcinator
    Journeyman's Alembic
    Master's Calcinator
    2920, Frostfall
    Shockbite Battle Axe
    Hunter's Belt
    Exquisite Ring
    Exquisite Robe
    
    ***SPELLS***
    Second Barrier
    Dire Weakness to Fire
    Dire Weakness to Frost
    Dire Weakness to Magicka
    Dire Weakness to Poison
    Dire Weakness to Shock
    Blood Despair
    Almalexia's Grace
    Seryn's Blessing
    Saintly Word
    Greater Resist Poison
    Fuddle
    Almsivi Intervention
    
    ***SKILL INCREASES***
    Security x2
    
    4) Begin at Goldyn Belaram, Pawnbroker. Speka with him and loot his 
    shop. At minimum, we'll want his Ebony Right Bracer, Glass Dagger, and 
    Ebony Darts. Get anything else you find useful as well, being sure to 
    unlock the Chest upstairs. Leave, take the stairs out of the market 
    area, and enter the Suran Slave Market on the ground level.
    
    Start by speaking with Dranas Sarathram. You'll need to boost his 
    disposition up to 70 or so, and he'll tell you more about Haj-Ei and 
    Hides-His-Eyes. Loot the building, noting the copy of Biography of the 
    Wolf Queen upstairs, and leave.
    
    Up another set of stairs, we can enter Verara Rendo: Clothier. Speak 
    with Verara and loot her shop, making sure to check the Closet upstars, 
    where I found an Exquisite Belt, Exquisite Shirt, and Exquisite Ring 
    (all useful for eventual enchanting). Leave and enter Ralds Oril: 
    Trader.
    
    Speak with Ralds and loot his shop. You'll definitely want the Steel 
    Broadsword of Hewing, the Dreugh Cuirass, and the Dreugh Helm off his 
    counter. Note the copy of The Wolf Queen, Book VII upstairs. Leave and 
    enter Ibarnadad Assirnarari: Apothecary.
    
    Speak with Ibarnadad, and loot the shop. Lots of good alchemy 
    ingredients to find-you should also buy the Journeyman's Alembic and 
    Master's Calcinator, selling off the Good Skooma Pipe and Journeyman's 
    Calcinator from before. Enter the Suran Tradehouse.
    
    Talk with everyone. There really isn't much to steal, so just speak 
    with Jamie, Ashumanu Eraishah, and Sakin Sanammasour on the ground 
    floor. Up top, chat with Movisa Andas and An-Zaw before finally 
    chatting with Hides-His-Eyes. I elect to keep his secret. Head to the 
    Suran Temple.
    
    Speak with Elynu Saren, admire her disposition up to 90+, and buy all of
    her spells. Loot the temple, noting the locked Wooden Chest and the 
    locked basement door. Steal 2920, Frostfall without reading it. Leave 
    and head to Oran Manor, our final building.
    
    On the ground floor, speak to Ravoso, then loot the area. Get the 
    Shockbite Battle Axe and Hunter's Belt, at least, as well as anything 
    else you want. In Serjo Avon Oran's room, check the Closet-I got a 
    second Exquisite Ring and an Exquisite Robe. Speak with Serjo Avon 
    Oran, noting that he sells restocking Master's Lockpicks and Master's 
    Probes. Buy some Master's Lockpicks, at least.
    
    Now, it's time for some unlocking with those Master's Lockpicks. We can 
    unlock the level 70 door at Arrille's Tradehouse in Seyda Neen, which 
    will raise Security to 21. Take anything you want-there isn't much in 
    there-then head back to Pelagiad. Go to Uulernil's shop and unlock the 
    three level 75 chests (getting more Master's Lockpicks as needed). 
    Enter Fort Pelagiad to unlock Ygfa's chest and Shadbak's chest. Now, 
    return to Suran, and unlock the chests in Goldyn Belaram's shop, Ralds 
    Oril's shop, and Ibarnadad Assirnarari's shop. Finally, head to the 
    Suran Slave Market and unlock the four doors, speaking with Yakov, 
    Jeelus-Tei, Tim-Jush, and See-Wul. Security should increase to 22 on 
    the third door.
    
    Head out behind Oran Manor when done, as if going to Molag Mar. Turn 
    left when you can, hugging the hills, and enter the cave door to the 
    Inanius Egg Mine.
    
    Inanius Egg Mine
    o======================================================================o
    
    5) Not much happening here. Advance to a pool of water and explore the 
    other two branches, harvesting eggs and fighting kwama as desired. The 
    queen can be found in a third, underwater passage. That's really it. 
    Head back outside, and continue north, hugging the mountains to the 
    left. You'll soon come across an orc warrior if you turn left at each 
    opportunity.
    
    Umbra
    o======================================================================o
    ***NPCs***
    Umbra
    
    ***ARTIFACTS***
    Umbra
    
    ***NOTABLE LOOT***
    Orcish Armor (Full Set)
    
    6) Talk to Umbra, and agree to fight him. He's tough, but a cakewalk 
    next to Grurn. Take his armor and the Umbra Sword when done. Take a 
    break and go offload, then come back to the last fork where a left led 
    to Umbra. Head right instead. You'll pass an egg mine on the right and 
    the cave of Saturan on the left, both of which you should ignore for 
    now. Follow the signs and paths toward Balmora as you make your way 
    north. Watch to your left as you go; when you see water, loop around 
    and enter the Vandus Ancestral Tomb.
    
    Vandus Ancestral Tomb
    o======================================================================o
    ***NOTABLE LOOT***
    Hallgerd's Tale
    
    7) Unlock the door at the bottom of the stairs and head through. Kill 
    some critters and proceed down the hall to the next room. Take the east 
    door first, loot the room, then backtrack and take the south door. 
    Unlock the west door in this hallway, kill any critters, and loot the 
    room. On the floor to the left, take the copy of Hallgerd's Tale 
    without reading it. Loot the room at the end of the hall, then 
    backtrack a bit and take the only unexplored door to the south. Loot 
    and leave the tomb. Take the roads leading east back to a north-south 
    split at a signpost, and head north. Eventually, just right of the 
    path, you should find the Aran Ancestral Tomb. Head inside.
    
    Aran Ancestral Tomb
    o======================================================================o
    ***NOTABLE LOOT***
    Dragonscale Tower Shield
    
    8) Unlock the door and proceed down the hall, fighting critters. To the 
    left is a Dragonscale Tower Shield and a Shrine of St. Veloth. Head 
    right and go through the door. In the next room, go south first. Loot 
    this chamber, then head back, disarm the trap, and go east. Loot this 
    room, and you're done. Head back to Vandus Ancestral Tomb and go north, 
    hugging the lakeshore. On the lake's northern edge, turn right to take 
    a path farther north (following signs toward Balmora). Follow the path 
    as it curves west, until you reach another sign. A bit further west is 
    Sulipund-we'll ignore this for now. Just past it on the left is Punabi, 
    another place to save for later. Hug the waterline when you see it and 
    head south, watching for stairs on the big building to your right. When 
    you see them, ascend to the Dunmer stronghold of Marandus.
    
    Marandus
    o======================================================================o
    ***NPCs***
    Tevyn Athin
    Ruthrisu Andoril
    Milvonu Terandas
    Raldenu Ienith
    Vuldronu Girith
    Relamu Ulom
    Trivon Llaren
    Nathyn Ilnith
    Ferynu Indrano
    Balynu Teran
    Nethyn Valno
    Norus Marvel
    Golven Hleran
    Driloru Uvaram
    Sodres Nerethi
    Dorynu Verendas
    Tavilu Moren
    Virvyn Athren
    Tanel Faren
    Dathus Selvilo
    
    ***NOTABLE LOOT***
    Sithis
    Feyfolken I
    Glass Stormsword
    Realizations of Acrobacy
    Dwarven War Axe
    
    ***SKILL INCREASES***
    Alteration +1
    
    9) Chat with Tevyn Athin, then enter the Propylon Chamber. Loot, and 
    head out and enter the Marandus Lower Level. Around the corner, 
    Ruthrisu Andoril will attack you. Proceed until you find a door on the 
    left, through which you'll be attacked by Milvonu Terandas. Ignore the 
    Upper Level for now and proceed to the next door on the left. Raldenu 
    Ienith and Vuldronu Girith will attack. Loot the room once they're 
    dealt with, being sure to unlock the Old Chest and Small Chest. Down 
    the hall, fight Relamu Ulom. Through the door past her, fight Trivon 
    Llaren, Nathyn Ilnith, and Ferynu Indrano. Loot this room, then 
    backtrack and enter the Upper Level. Fight Balynu Teran at the top of 
    the stairs. Around the corner, fight Nethyn Valno. In the next opening 
    on the right, fight Norus Marvel, Golven Hleran, and Driloru Uvaram. 
    Go ahead and both read and take the copy of Sithis as you loot the 
    room, unlocking two Chests. Steal the copy of Feyfolken I without 
    reading it and unlock another Chest as you loot the back room. Back in 
    the hall, proceed to fight Sodres Nerethi. Ignore the stairs and 
    explore the back of the hallway, fighting Dorynu Verendas in the next 
    room on the right, making sure to nick her Glass Stormsword. Read and 
    take Realizations of Acrobacy as you loot this room. Loot the back 
    room and return to the stairs we skipped. At the top, fight Tavilu 
    Moren and take her Dwarven War Axe. Head outside and speak with Virvyn 
    Athren, Tanel Faren, and Dathus Selvilo. Enter the Dome and loot the 
    room for a random Ebony weapon in one of the chests. That's it for 
    here. You probably need to offload, so head due south along the river 
    to hit Sterdecan's Farmhouse and make your way back to Pelagiad. Once 
    done, return here. Head west to a 3-way intersection, and keep going 
    west. Ignore the almost-immediate left turn and keep following the path 
    straight. After a while, you'll see another left turn-skip it and go 
    straight. Turn right at the next intersection, then turn left, and find 
    yourself at the Saren Ancestral Tomb. Head inside.
    
    Saren Ancestral Tomb
    o======================================================================o
    ***SKILL INCREASES***
    Security x1
    
    ***NOTABLE LOOT***
    The Hope of the Redoran
    
    10) Proceed through the first room, killing daedra. Take the right door 
    first and loot the room, unlocking the door and chest and disarming the 
    door's trap. Security should increase to 23. Take the copy of The Hope 
    of the Redoran without reading it, then backtrack and take the other 
    door out of the first room. Loot the area and leave, turning right and 
    hugging the mountains on the right until you hit a cave called 
    Missamsi. Head inside once you get there.
    
    Missamsi
    o======================================================================o
    ***NPCs***
    Snowy Granius
    
    11) Turn left, fighting Sixth House monsters, and cross the stones over 
    the lava. Head to the dead end and climb the stairs, searching the 
    corpse you find. Backtrack to the intersection and head the other way. 
    Kill several enemies and loot the area, unlocking two chests as you do. 
    Explore north first, then backtrack to the altar and head east, toward 
    the bells. Head up the winding pathway, looting what you want, and 
    you're done in this area. Leave and turn right, following the path to 
    and past Arkngthand. Turn around after killing Snowy Granius, returning 
    most of the way to Saren Ancestral Tomb. Turn south toward Pelagiad 
    when you see the signs, then follow all available left turns in the 
    path to find the cave of Nissintu. Head inside.
    
    Nissintu
    o======================================================================o
    ***NPCs***
    Llondryn Hlaalo
    Ravos Relarys
    Rirns Uveran
    Galsu Tedas
    
    ***NOTABLE LOOT***
    Feyfolken I
    
    ***SKILL INCREASES***
    Destruction x18
    
    12) Kill Llondryn Hlaalo when he rushes you. Down the hall, fight Ravos
    Relarys and Rirns Uveran. Loot this room, unlocking and disarming the 
    chest, then continue. Proceed and unlock an underwater chest before 
    climbing the central column. Loot the area, fighting Galsu Tedas. Don't 
    read the copy of Feyfolken I by mistake. Unlock a chest, then leave. 
    Now, just follow the signs all the way back to Pelagiad and offload. 
    You should have found some Frost Salts and/or Void Salts and/or Daedra 
    Hearts during the outing-I had enough to make 7 Restore Magicka 
    potions. Cast your Destruction cantrip until you run out of Magicka-
    this should raise the skill 18 ranks to 33. Head out again, bringing 
    the Muck you should have stashed, and go all the way back to 
    Sterdecan's Farmhouse. Turn left, rather than going to Suran, and on 
    the right you'll see the Sandas Ancestral Tomb. Enter.
    
    Sandas Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Edras Oril
    
    ***QUESTS***
    Miscellaneous-The Scholars and the Mating Kagouti
    
    13) Head down the stairs, kill the critters, and loot the area. Don't 
    take the key. Take the north door first, and loot the room. Don't take 
    the key in here either. Backtrack and head south, unlocking the door. 
    Loot this area, unlocking the chest, and kill two new Skeletons. The 
    Nordic Trollbone Shield carried by one is probably a Heavy Armor shield 
    upgrade. Leave the tomb and continue west along the road, speaking with 
    Edras Oril when you meet him. Agree to get rid of the kagouti, then 
    kill them and talk with Edras again, then escort him west along the 
    road to his friend, Thoronor. Conclude their quest, ignore Alof's 
    Farmhouse and the Sarano Ancestral Tomb for now, and proceed to the 
    Fields of Kummu shrine. Donate your Muck to complete the first of seven 
    pilgrimages. If you don't have Muck, there's a bunch on an island a bit 
    to the south. Now, follow the road all the way to Pelagiad and offload 
    once again. Now, take the road toward Balmora. The first dungeon to the 
    left is Ulummusa. Enter.
    
    Ulummusa
    o======================================================================o
    ***NPCs***
    Terenu Uveran
    Godrod Hairy-Breeks
    Maurrie Aurmine
    
    ***QUESTS***
    Miscellaneous-The Silver Bowl
    Miscellaneous-The Beauty and the Bandit
    
    ***SKILL INCREASES***
    Security x1
    
    ***NOTABLE LOOT***
    Belt of Northern Knuck-Knuck
    
    14) Down the first ramp, fight Terenu Uveran. Past her, fight Godrod 
    Hairy-Breeks. Note the unique Belt of Northern Knuck-Knuck. That's it 
    for hostiles, so loot the small cave, noting Beluelle's Silver Bowl-it 
    starts a quest. Unlock a chest, which should increase Security to 24, 
    and leave. Before heading back, continue up the road and speak with 
    Maurrie Aurmine for another quest. Now return to Pelagiad. You can get 
    info on the bowl from Ygfa, but stash it for now-we'll turn it in once 
    we're raising Mercantile. Nelos can be found at the Halfway Tavern. 
    Speak to him for a note, and return to Maurrie. Turn in Nelos' note to 
    be done for now. Keep going up the road, and enter the cave of 
    Adanumuran at your next left.
    
    Adanumuran
    o======================================================================o
    ***NPCs***
    Thurisea Thando
    Marilia Saram
    Fendel Alam
    Gilyn Drobar
    Llaalsa Dralor
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 16
    
    15) Disarm the trap, head through the door, disarm the next trap, head 
    through the gate, and fight Thurisea Thando. At the intersection, head 
    left through the door and fight Marilia Saram and Fendel Alam. Loot the 
    area, taking 36 Lessons of Vivec, Sermon 16 without reading it. Disarm 
    the trap on the chest, unlock another chest, then unlock and disarm 
    another chest under the platform. Back at the intersection, proceed 
    north through the door, and fight Gilyn Drobar. Loot the room and 
    proceed to fight Llaalsa Dralor, the final combatant. Loot the last 
    room and exit. Follow the signs toward Balmora until you enter a gray 
    canyon, and hit a left-right intersection. To the left is Hassour, 
    which we'll ignore for now, so head right and follow the signs to reach 
    the Moonmoth Legion Fort. Loot the courtyard and head inside, Prison 
    Towers first.
    
    Moonmoth Legion Fort
    o======================================================================o
    ***NPCs***
    Amarie Charien
    Radd Hard-Heart
    Erla
    Urfing
    Naspis Apinia
    Crulius Pontanian
    Peragon
    Somutis Vunnis
    Larrius Varro
    
    ***SPELLS***
    Tranasa's Spelltrap
    Absorb Fatigue [Ranged]
    Crimson Despair
    Daedric Willpower
    Daedric Fatigue
    Cure Common Disease
    Mother's Kiss
    Balyna's Perfect Balm
    Heal Companion
    Cure Blight Disease
    Shalidor's Mirror
    Magickguard
    Feet of Notorgo
    Vitality
    Troll Strength
    Divine Aid
    Fortitude
    Nimbleness
    Third Barrier
    Exhausting Touch
    Ordeal of St. Olms
    Wild Exhaustion
    Wild Distraction
    Gash Spirit
    Drain Blood
    Summon Frost Atronach
    Drain Athletics
    Drain Block
    Drain Destruction
    Summon Flame Atronach
    Summon Hunger
    Summon Storm Atronach
    Bound Longsword
    Bound Shield
    Soulpinch
    Bound Cuirass
    Bound Battle-Axe
    
    ***SKILL INCREASES***
    Security x1
    
    ***QUESTS***
    Miscellaneous-Fjol the Outlaw
    Miscellaneous-Larrius Varro Tells a Little Story
    
    16) There isn't actually much in the Prison Towers, so explore and head 
    over to the main fort. Take useful stuff, then talk to Amarie Charien. 
    Admire her disposition to 90+ and buy all of her spells. Unlock her 
    Wooden Chest, then go speak with Radd Hard-Heart. Go speak with Erla 
    next, and unlock her chests. Talk to Urfing now, and unlock his chest 
    as well. In the next room, speak with Naspis Apinia and unlock his 
    chest. Security should increase to 25. Speak with Crulius Pontanian 
    next, then with Peragon, who has two chests to unlock. Head through the 
    west door (NOT to the Prison Towers) and speak with Somutis Vunnis. 
    Admire his disposition to 90+ and buy all of his spells. Unlock his 
    chest, then head downstairs to speak with Larrius Varro. Exhaust all 
    dialogue for two new quests. Loot the rest of the area, unlocking two 
    chests, then take the west (upper level) entrance to the Prison Towers. 
    Explore, loot a bit, and do the same for the east one. Finally, take 
    the basement entrance, disarm and unlock the chest marked "Evidence," 
    and speak with Solea Nuccusius. Admire her disposition to 90+ and buy 
    all of her spells. That's it for now, so head outside and follow the 
    signs a bit further to finally arrive? in Balmora.
    
    o======================================================================o
    |								       |
    |			       Balmora & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK005}
    		1) Hlaalo Manor-A New Base
    		2) Skill Grinding
    		3) Piernette's Farmhouse
    		4) Balmora (Exterior)
    		5) South Wall Cornerclub
    		6) Caius Cosades' House
    		7) Balmora Temple
    		8) Morag Tong Guild
    		9) Hlaalu Council Manor
    		10) Guild of Fighters
    		11) Guild of Mages
    		12) Lucky Lockup
    		13) Punabi & Sulipund
    		14) Arkngthand
    		15) Andrano Ancestral Tomb
    		16) Tharys Ancestral Tomb
    		17) Zainsipilu
    		18) Samarys Ancestral Tomb
    
    Hlaalo Manor
    o======================================================================o
    ***QUESTS***
    House Hlaalu-The Death of Ralen Hlaalo
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 22
    
    ***NPCs***
    Uryne Nirith
    
    1) Before doing anything else, head to the northwest part of town, 
    unlock the door to Hlaalo Manor, and head inside. This is going to be 
    our home base for most of the game due to its convenient location and 
    the presence of Ralen Hlaalo's corpse-an infinite storage container. 
    Examine that corpse to start a new quest. Now, we need to move 
    everything from Pelagiad to here. This may take several trips, so be 
    patient. When that's done, we can loot around the actual manor, but 
    leave that expensive Vintage Brandy alone for now. Make sure to unlock 
    the second floor door as well, and don't miss the 36 Lessons of Vivec, 
    Sermon 22-which you should steal without reading. Chat with Uryne 
    Nirith to learn more about the murder. Loot the rest of the manor and 
    head out to Nalcarya of White Haven: Fine Alchemist. Unlock her top 
    level door, but enter at the main level.
    
    Nalcarya of White Haven: Fine Alchemist
    o======================================================================o
    ***NPCs***
    Nalcarya of White Haven
    
    ***NOTABLE LOOT***
    Grandmaster's Mortar and Pestle
    Master's Calcinator
    Master's Alembic
    Master's Retort
    
    ***SKILL INCREASES***
    Destruction +67
    Alteration +89
    Restoration +84
    Hand-to-Hand +20
    Short Blade +90
    Conjuration +90
    Mysticism +35
    Mercantile +65
    Enchant +85
    Illusion +90
    Blunt Weapon +20
    Long Blade +70
    Block +10
    Axe +85
    Medium Armor +55
    Mysticism +50
    Heavy Armor +85
    
    ***SPELLS***
    Rest of St. Merris
    Water Breathing
    
    2) First off, loot the shop, only taking useful things. You can easily 
    upgrade to Master's category in everything, and even to Grandmaster's 
    Mortar and Pestle. Speak with Nalcarya. She restocks Daedra's Hearts, 
    Frost Salts, and Void Salts-more than enough to make Restore Magicka 
    potions. Admire her disposition to 90+ and get to work. First, we want 
    to max out Destruction. When that's done, you can delete the 
    Destruction Cantrip from your spell list (shift-click). Now, max out 
    Alteration. Delete the Alteration Cantrip when done, and raise 
    Restoration 9 ranks to 25 to level up. Raise Speed, Willpower, and 
    Luck.
    
    Head out to the little island on the road to Fort Moonmoth to find 
    something punchable. Kill, dispose, enter (to respawn), repeat, raising 
    Hand-to-Hand 10 ranks to 90. Feel free to range farther, of course. 
    When done, head back to Nalcarya's and raise Restoration 10 ranks to 
    35. Raise Speed, Willpower, and Luck.
    
    Repeat again, raising Hand-to-Hand 10 ranks to 100 and Restoration 10 
    ranks to 45. Raise Speed, Willpower, and Luck.
    
    To keep working on Speed, do Short Blade 10 ranks to 20 and Restoration 
    10 ranks to 55. Raise Speed, Willpower, and Luck. At this point, I sold 
    my Dwarven Halberd, as the Ebony Shortsword was a better option going 
    forward. Assess what you've found so far and act accordingly. You can 
    use your copy of 2920, Sun's Dusk for one of those Short Blade ranks. 
    Feel free to sell it afterward.
    
    10 more ranks in Short Blade to 30, and 10 more ranks in Restoration to 
    65. Raise Speed, Willpower, and Luck. It's a good idea to do your Short 
    Blade training in the Saren Ancestral Tomb-dispose of corpses, and you 
    can collect Daedra Hearts, Frost Salts, and Void Salts from the 
    respawning critters. You can also get great loot from Dremora and/or 
    Golden Saints-I found a Daedric Katana (my end-game weapon) in this 
    segment.
    
    10 more ranks in Short Blade to 40, and 10 more ranks in Restoration to 
    75. Raise Speed, Willpower, and Luck. Keep using the Saren Tomb for 
    combat training, as we need both the Restore Magicka ingredients and 
    the possibility of Daedric gear. I found an Ebony Tower Shield (Heavy 
    Armor shield upgrade) during this segment on a Golden Saint.
    
    Same deal. 10 ranks in Short Blade to 50, and 10 ranks in Restoration 
    to 85. Raise Speed, Willpower, and Luck. On this trip, I found a 
    Daedric Shield, one degree lower than my endgame (a Daedric Tower 
    Shield). I also found an Ebony Mace, an upgrade from the Dreugh Club 
    in the Blunt Weapon department, a Glass Shield (wayyyyy better than my 
    Netch Leather Tower Shield), an Indoril Shield (upgrade to the Orcish 
    Tower Shield) and an Ebony War Axe, an upgrade from the Dwarven 
    version.
    
    Once more. 10 ranks to raise Short Blade to 60, and 10 ranks in 
    Restoration to 95. Raise Speed, Willpower, and Luck. I found a Daedric 
    Spear on this outing, which becomes my go-to freely usable weapon (for 
    now).
    
    Go ahead and max out Short Blade now that Speed is done. I found a 
    Daedric Wakizashi (the best available Short Blade), a Daedric War Axe 
    (the best Axe), a Glass Tower Shield (best Light shield), and a 
    Daedric Mace (the best Blunt Weapon) during this run, as well as the 
    critical Daedric Tower Shield (which can ONLY be found in random drops, 
    and has the highest Enchant capacity of all items in the game). With 
    that done, raise Conjuration 10 ranks to 20, max out Restoration, and 
    raise Mysticism 5 ranks to 20. Raise Willpower, Intelligence, and Luck. 
    You should use your copy of 2920, Frostfall for one of the Conjuration 
    ranks. Go ahead and delete the Restoration Cantrip, too.
    
    Now, let's keep working. Raise Conjuration 10 ranks to 30, and 
    Mysticism 10 ranks to 30. Raise Willpower, Intelligence, and Luck.
    
    Again. 10 ranks in Conjuration to 40, and 10 ranks in Mysticism to 40. 
    Raise Willpower, Intelligence, and Luck.
    
    Once more. 10 ranks in Conjuration to 50, and 10 ranks in Mysticism to 
    50. Raise Willpower, Intelligence, and Luck.
    
    Now that Willpower is maxed, do 10 more ranks in Conjuration to 60, and 
    do 10 ranks in Mercantile to 45. To raise Mercantile, just pick a 
    cheapish item and haggle the price up a bit, sell it, buy it back after 
    haggling down a bit, and repeat. Raise Intelligence, Personality, and 
    Luck. You should read A Dance in Fire, Chapter 6, 2920, Sun's Height, 
    and The Buying Game for three of the Mercantile ranks.
    
    Do it again. 10 more ranks in Conjuration to 70, and 10 ranks in 
    Mercantile to 55. Raise Intelligence, Personality, and Luck.
    
    Again! 10 ranks in Conjuration to 80, and 10 ranks in Mercantile to 65. 
    Raise Intelligence, Personality, and Luck.
    
    And again. 10 ranks in Conjuration to 90, and 10 ranks in Mercantile 
    to 75. Raise Intelligence, Personality, and Luck.
    
    Yep. Max out Conjuration, and 10 ranks in Mercantile to 85. Raise 
    Intelligence, Personality, and Luck. Go ahead and delete the 
    Conjuration Cantrip if you like.
    
    It is now time to start on Enchant, and there are two main ways to 
    raise it. First, read Feyfolken I. Second, use up all the charges in 
    all the cast-on-use magic items you've been hoarding. Third, recharge 
    those with any soul gems you've managed to fill. Fourth, wait so the 
    items recharge and use them again. Doing this, you should raise Enchant 
    10 ranks to 25, then raise Mercantile 10 ranks to 95. Raise 
    Intelligence, Personality, and Luck. Also note that you can use the 
    Umbra Sword, along with summoned monsters, to fill any empty soul gems 
    you still have.
    
    You may now max Enchant. This will take awhile, but it's worth it. You 
    may now sell off anything you don't want to use, but keep the Umbra 
    Sword if nothing else. When that's done, raise Illusion 5 ranks to 15, 
    max out Mercantile, and raise Blunt Weapon 5 ranks to 85. Raise 
    Personality and Luck. You may use The Hope of the Redoran for one of 
    those ranks, and feel free to train weapon skills on summons now that 
    Conjuration is maxed. However, I do recommend heading to Saren Tomb and 
    using the Umbra Sword to fill any Grand Soul Gems you've collected with 
    Golden Saints (I had 6 at this point, you could have more or less-we 
    need 17 total). I elect to keep training here to farm Restore Magicka 
    ingredients, but its up to you.
    
    Keep it going. 10 ranks in Illusion to 25, and 10 in Blunt Weapon to 
    95. Raise Personality and Luck. 
    
    MOAR. 10 ranks in Illusion to 35, 5 ranks to max out Blunt Weapon, then 
    5 ranks in Long Blade to 35. (I had my Daedric Katana at this point 
    from farming the Saren Tomb). Raise Personality and Luck.
    
    Yep, still going. 10 ranks in Illusion to 45, 10 ranks in Long Blade 
    to 45. Raise Personality and Luck.
    
    And again! 10 ranks in Illusion to 55, 10 ranks in Long Blade to 55. 
    Raise Personality and Luck.
    
    You know it, you love it. 10 ranks in Illusion to 65, 10 ranks in Long 
    Blade to 65. Raise Personality and Luck.
    
    With all stats but Luck maxed, go ahead and max Illusion. When that's 
    done, delete the cantrip and raise Long Blade 10 ranks to 75. Raise 
    Luck.
    
    Things get pretty streamlined now. Raise Long Blade 10 ranks to 85, 
    and raise Luck. Do it again, for 95 Long Blade, and raise Luck. Now, 
    max out Long Blade, grab your best Light shield (I had a Glass Tower 
    Shield from all my combat grinding in the Saren Tomb), raise Block 5 
    ranks to 95, and raise Luck. Max Block, grab your best Axe (again, I 
    had a Daedric War Axe from Saren Tomb by now), and raise Axe 5 ranks to 
    20. Two of those ranks should come from the books The Axe Man and 36 
    Lessons of Vivec, Sermon 16. This will allow you to max Luck, and with 
    it your attributes.
    
    With that done, we can get working on some endgame maneuvers. Gather up 
    all the Fortify Intelligence ingredients you've been hoarding, and 
    start chaining potions until you're making potions that Fortify 
    Intelligence to 4900 (yes, 4-9-0-0). Make 19 of them. Nalcarya has a 
    restocking supply of Bloat, and Ygfa at Fort Pelagiad has a restocking 
    supply of Ash Yams, if you are short on ingredients. When you are able 
    to get your Intelligence to 4900 or higher, you can start enchanting 
    gear. We'll cover these in more detail later, but run to the Temple and 
    buy Rest of St. Merris (the spell) from Telis Salvani, and buy Water 
    Breathing from Marayn Dren at the Mages Guild. I had six Golden Saint 
    souls, which I used to create the following:
    
    Daedric Katana: Absorb Health 46 Points on Touch (Cast When Strikes)
    Exquisite Ring: Restore Health 4 Points on Self (Constant Effect)
    Exquisite Ring: Restore Fatigue 10 Points on Self (Constant Effect); 
    	SlowFall 1 Point on Self (Constant Effect)
    Exquisite Shirt: Fortify Strength 4 Points on Self (Constant Effect); 
    	Fortify Speed 4 Points on Self (Constant Effect)
    Exquisite Robe: Waterbreathing on Self (Constant Effect); Fortify 
    	Strength 2 Points on Self (Constant Effect)
    Exquisite Belt: Fortify Intelligence 8 Points on Self (Constant Effect)
    
    With all that done, we can get back to grinding. Leveling up still 
    raises maximum health. Raise Axe 80 points to 100, gaining eight 
    levels. Go put on your best Medium Armor (by now, likely a Dreugh 
    Cuirass, Dreugh Helm, Indoril Shield, Orcish Boots, Orcish Left Bracer, 
    Orcish Right Bracer, Orcish Left Pauldron, and Orcish Right Pauldron) 
    and max it out, gaining five more levels in the process. Use your copy 
    of 36 Lessons of Vivec, Sermon 22 for one of those ranks. Raising it 
    should be pretty easy with the Restore Health enchantment we made. 
    Know that the only weapon you need to hold onto now is the Daedric 
    Katana we enchanted-you may sell everything else. You can also sell 
    your Orcish gear (Dark Brotherhood is as good, but weighs less), your 
    Dark Brotherhood Helm and Cuirass (Dreugh is better), and your Indoril 
    Shield (Glass Tower Shield is actually better). Go ahead and max out 
    Mysticism next, gaining five more levels in the process. You can 
    delete the Mysticism cantrip now, then strap on your Heavy Armor for 
    the final round (I had a Daedric Tower Shield, Ebony Right Bracer, 
    Imperial Steel Boots, Imperial Steel Cuirass, Imperial Steel Helmet, 
    Imperial Steel Left Pauldron, Imperial Steel Right Pauldron, Iron Left 
    Bracer, and Steel Greaves). Max out Heavy Armor, gaining the final 
    nine levels as you do. Go ahead and read Hallgerd's Tale, which should 
    be the final stashed book, for one of those ranks. When ALL of that is 
    done, get back to Balmora, sell off excess gear, and load yourself out 
    more or less as follows:
    
    Weapon: Daedric Katana (enchanted as above)
    Shield: Daedric Tower Shield
    Helmet: Dreugh Helm
    Neck: Extravagant Sapphire Amulet
    Left Pauldron: Dark Brotherhood Left Pauldron
    Right Pauldron: Dark Brotherhood Right Pauldron
    Left Hand: Dark Brotherhood Left Gauntlet, Exquisite Ring (enchanted 
    as above)
    Right Hand: Ebony Right Bracer, Exquisite Ring (enchanted as above)
    Chest: Exquisite Shirt (enchanted as above), Dreugh Cuirass
    Waist: Exquisite Belt (enchanted as above)
    Legs: Extravagant Pants, Dark Brotherhood Greaves
    Feet: Dark Brotherhood Boots
    Body: Exquisite Robe (enchanted as above)
    
    Carry with you 10 Restore Magicka potions, the Package for Caius 
    Cosades, Beluelle's Silver Bowl, two Master's Lockpicks, two Master's 
    Probes, and 10 Repair Prongs. Leave stashed on Ralen Hlaalo your 
    Grandmaster's Mortar and Pestle, Master's Alembic, Master's Calcinator, 
    Master's Retort, all spare thief tools, all excess Restore Magicka 
    potions (you may now sell off any and all others), all arrows, and all 
    Restore Magicka ingredients. Yahoo! We're done grinding, for good! Time 
    to explore Balmora. Head outside.
    
    Beluelle's Farmhouse
    o======================================================================o
    ***NPCs***
    Piernette Beluelle
    
    3) First things first, let's take care of one nagging loose end. Head 
    back to Beluelle's Farmhouse (we pointed it out earlier-between 
    Pelagiad and Suran, near Leles Birian) and head inside. Loot the area 
    and speak with Piernette. Hand over the Silver Bowl without asking for 
    a reward to finish the quest. Now head back to Balmora.
    
    Balmora (Exterior)
    o======================================================================o
    ***NPCs***
    Selvil Sareloth
    Tedryn Brenur
    Dranas Dradas
    Hul
    Heddvild
    Stargel
    Shargam gro-Shagdulg
    Llandras Belaal
    Dralosa Athren
    Rararyn Radarys
    Balyn Omavel
    Dralsea Arethi
    
    ***SKILL INCREASES***
    Security x2
    
    4) Might as well start at the strider port, so speak with Selvil 
    Sareloth. Across from him, on the roof of the council club, speak with 
    Tedryn Brenur and Dranas Dradas. By the entrance gate, find and speak 
    with Hul. In the open space here, find and speak with Heddvild. You 
    should be checking urns and crates for useful stuff, but at this point 
    that's pretty limited to gold and maybe arrows. Run down this street, 
    and unlock the second level entrance to The Razor Hole. This should 
    raise Security to 26. Near our current residence, unlock the second 
    level entrance to Nerano Manor. Speak with Stargel nearby. Also nearby, 
    wandering, is an Orc named Shargam gro-Shagdulg, who should be spoken 
    with. Head down to the river now, and on this side, find and speak with 
    Llandras Belaal. Pick the locks on Itan's House, Vori's House, and the 
    upper level of Karlirah's House, then speak with Dralosa Athren and 
    Rararyn Radarys. Pick both locks on Tsiya's House, then cross the river.
    Over here, unlock the upper level door to Drarayne Thelas' Storage, the 
    door to Dralosa Athren's House, and speak with Balyn Omavel. Unlock 
    Rarayn Radarys' House, Balyn Omarel's House on the upper level, and 
    Dralcea Arethi's House. Head up one more flight of stairs and speak 
    with Dralsea Arethi. Unlock Vorar Helas' House, both levels, and the 
    trapdoor on top of Balyn Omavel's House to raise Security to 27. Now is 
    a good time to enter the South Wall Cornerclub, following the Main 
    Quest.
    
    South Wall Cornerclub
    o======================================================================o
    ***NPCs***
    Bacola Closcius
    Sottilde
    Arathor
    Sugar-Lips Habasi
    Phane Rielle
    Tappius Esdrecus
    Only-He-Stands-There
    Chirranirr
    Astius Hanotepelus
    
    ***FACTION***
    Thieves Guild-Toad
    Thieves Guild-Wet Ear
    
    ***QUESTS***
    Thieves Guild-Diamonds for Habasi
    Thieves Guild-Nerano Manor Key
    
    ***NOTABLE LOOT***
    Incident in Necrom
    
    5) Up the stairs to the left, unlock the Room Door. Speak with Bacola 
    Closcius for directions to Caius Cosades and some clarity on Larrius 
    Varro's bad people. Speak with Sottilde and Arathor on your way down 
    the hall. Speak with Sugar-Lips Habasi, agree to join the Thieves 
    Guild, and accept your first job. Go downstairs to speak with Phane 
    Rielle, Tappius Esdrecus, Only-He-Stands-There, and Chirranirr. Unlock 
    the Wooden Chest and head out. Jog over to Nalcarya's and grab a 
    diamond from the Small Chest upstairs. Turn it in to Habasi, ask about 
    advancement to be promoted to Wet Ear, then ask for another job. Leave, 
    and explore inside Dralcea Arethi's house next door, unlocking her 
    chest and table. Skip Nine-Toes for the moment, but explore Rarayn 
    Radary's house, Balyn Omarel's house (a chest to unlock as well as a 
    copy of Incident in Necrom), the Eastern Guard Tower (a Sword of White 
    Woe on top of a closet), Dralosa Athren's House, Astius Hanotepelus' 
    House (speak to him and unlock his Small Chest and Chest), and skip any 
    others (for now) and enter Caius Cosades' House.
    
    Caius Cosades' House
    o======================================================================o
    ***NPCs***
    Caius Cosades
    Vorar Helas
    Tyermaillin
    Rithleen
    Nine-Toes
    Hecerinde
    Dura gra-Bol
    Tsiya
    Karlirah
    Itan
    Edd "Fast Eddie" Theman
    
    ***FACTIONS***
    Blades-Novice
    
    ***QUESTS***
    Main Quest-Antabolis Informant
    
    ***SPELLS***
    Heavy Burden
    Great Burden of Sin
    Crushing Burden Touch
    Strong Feather
    Ulms's Juicedaw's Feather
    Tinur's Hoptoad
    Fourth Barrier
    Fifth Barrier
    Sixth Barrier
    Calm Creature
    Sotha's Mirror
    Vivec's Feast
    Spell Absorption
    Dispel
    
    ***NOTABLE LOOT***
    The Mirror
    A Dance in Fire, Chapter 3
    The Warrior's Charge
    
    ***SKILL INCREASES***
    Security x1
    
    6) Speak with Caius Cosades to advance the Main Quest and learn a lot. 
    Loot his house, getting some thief tools, disarming a trap, and picking 
    two locks. Quickly take the silt strider to Seyda Neen and chat with 
    Elone again at Arrille's Tradehouse before coming back to Balmora. 
    Check out Vorar Helas' House (speak with him), Tyermaillin's House 
    (speak with him, buy all his spells, unlock his Wooden Chest), 
    Rithleen's House (speak with her, unlock her Chest), Nine-Toes' House 
    (speak with him, read his copy of A Dance in Fire, Chapter 3, unlock 
    his Small Chest), Hecerinde's House (speak with him BUT DO NOT MENTION 
    "SOUTH WALL", unlock his Chest, raising Security to 28), Dura gra-Bol's 
    House (speak with her, unlock a Chest). Cross the river and check 
    Tsiya's House (speak with her), Karlirah's House (speak with her, 
    unlock a Chest and a Small Chest, read The Warrior's Charge), Vori's 
    House (unlock a Small Chest), Itan's House (speak with him), Fast 
    Eddie's House (speak with him, unlock two Small Chests in a crate in 
    the corner), then head up a level and enter the Temple.
    
    Temple
    o======================================================================o
    ***NPCs***
    Ilen Faveran
    Dralval Andrano
    Telis Salvani
    Feldrelo Sadri
    Llarara Omayn
    Llathyno Hlaalu
    Milie Hastien
    
    ***SPELLS***
    Veloth's Grace
    Restore Willpower
    Vivec's Tears
    Free Action
    Energy Leech
    Shield of the Armiger
    Wisdom
    Mark
    Recall
    Powerwell
    Vigor
    
    ***FACTIONS***
    Temple-Layman
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 34
    36 Lessons of Vivec, Sermon 14
    Exquisite Amulet
    Exquisite Skirt
    
    ***SKILL INCREASES***
    Security x1
    
    7) Loot the area. In the second room on the left, unlock a Small Chest 
    and speak with Ilen Faveran. In the shrine room, turn right and speak 
    with Dralval Andrano. Loot his room, unlocking a Small Chest and a 
    Wooden Chest, then head upstairs to speak with Telis Salvani. Admire 
    his disposition to 100 and buy all of his spells. Next, speak with 
    Feldrelo Sadri and join the Temple. Loot the area (note the copies of 36 
    Lessons of Vivec, Sermons 34 and 14), and head to the basement. Speak 
    with Llarara Omayn, admire her disposition to 90+, and buy all of her 
    spells. Speak with Llathyno Hlaalu now, admire her disposition to 90+, 
    and buy all of her spells. Unlock the Wooden Chest and head out. Go to 
    Milie Hastien: Fine Clothier next to Nalcarya's shop next. Speak with 
    Milie Hastien, then loot her shop, unlocking two Small Chests, a Door, 
    a Worn Chest, raising Security to 29. Be sure to steal the Exquisite 
    Amulet from the Small Chest behind the counter, and the Exquisite Skirt 
    from her shelves. Leave and enter the nearby Morag Tong Guild.
    
    Morag Tong Guild
    o======================================================================o
    ***NPCs***
    Angahran
    Gilyan Sedas
    Nachael
    Shannat Pansamsi
    Ethasi Rilvayn
    Ondres Nerano
    Briras Tyravel
    
    ***SKILL INCREASES***
    Security x1
    
    ***FACTIONS***
    Thieves Guild-Footpad
    
    ***QUESTS***
    Thieves Guild-Ra'Zhid's Dwemer Artifacts
    
    ***NOTABLE LOOT***
    Words and Philosophy
    Mystery of Talara, Part 3
    
    8) Start by speaking with Angahran, Gilyan Sedas, Nachael, and Shannat 
    Pansamsi in the entrance room. Disarm two traps and unlock both chests. 
    Since we can now unlock level 90 locks, take a quick jog to Fort 
    Moonmoth and unlock the last chest there. But wait-we can handle level 
    95 locks too, so head back to Fort Pelagiad. There are 4 locks to pick. 
    A Wooden Door in the main fort, two Cell Doors just past that, and the 
    same Wooden Door going the other way. When that diversion is done, head 
    back to Balmora's Morag Tong Guild and go upstairs. Disarm the trap and 
    unlock this door. Disarm the trap, but skip the level 100 lock for now 
    and head back upstairs instead. This should raise Security to 30. Speak 
    with Ethasi Rilvayn. That's it for here, so go check out Nerano Manor. 
    Speak with Ondres Nerano, then pickpocket the Key to Nerano Manor from 
    him. Loot the rest of the manor, unlocking a Small Chest, a Chest, a 
    Closet, and two Doors, disarming and unlocking another Small Chest, 
    then go turn in the key to Habasi. Note that I found a set of Exquisite 
    Pants in his Chest of Drawers. Speak to Sugar-Lips about advancement 
    for a promotion, then take another job before leaving. Go explore the 
    Western Guard Tower North (note the copy of Words and Philosophy in the 
    basement), Western Guard Tower South, and Tyravel Manor. Speak with 
    Briras Tyravel, then loot the area, noting the copy of Mystery of 
    Talara, Part 3, and unlocking a Small Chest, a Closet, and disarming 
    and unlocking a Chest. With all that done, head into the Hlaalu Council 
    Manor.
    
    Hlaalu Council Manor
    o======================================================================o
    ***NPCs***
    Nileno Dorvayn
    Danar Dalomo
    Imare
    Dondos Driler
    Bolnor Andrani
    Mervs Uvayn
    Falvel Arenim
    Aurnie Vanne
    Dralasa Nithryon
    Clagius Clanler
    Meldor
    Dorisa Darvel
    Thorek
    Meril Hlaano
    Traven Marvos
    Alvis Teri
    Dulnea Ralaal
    
    ***SPELLS***
    Shadowmask
    Concealment
    Wild Reflect
    
    ***SKILL INCREASES***
    Security x2
    
    ***NOTABLE LOOT***
    Adamantium Boots
    Adamantium Cuirass
    Adamantium Greaves
    Adamantium Left Bracer
    Adamantium Left Pauldron
    Adamantium Right Bracer
    Adamantium Right Pauldron
    Dwemer Pneuma-Trap
    
    9) Speak with Nileno Dorvayn, who restocks Master-level thief tools. 
    Bribe her about the Hlaalu councilors when prompted, but do not join 
    House Hlaalu. Speak with Danar Dalomo, Imare (who you should admire to 
    90+ disposition and buy spells from), and Dondos Driler. Head upstairs 
    to speak with Bolnor Andrani and Mervs Uvayn. Unlock two chests in 
    here. Ascend more stairs to speak with Falvel Arenim and Aurnie Vanne. 
    Leave here and head down to visit Dralasa Nithryon-Pawnbroker. Speak 
    with her and loot her shop, unlocking three chests, raising Security to 
    31. Now head to Clagius Clanler: Outfitter. Speak with him and loot his 
    shop, unlocking two Small Chests, a Table, and two Chests. Enter 
    Meldor: Armorer, speak with him, and loot his shop. Unlock a Small 
    Chest and a Chest. There will be Adamantium Armor here, which is equal 
    to Dreugh and superior to Dark Brotherhood pieces, so upgrade 
    accordingly. Next, head to Dorisa Darvel: Bookseller. Speak with her 
    and loot her shop, unlocking two Small Chests, a Chest, and a Chest of 
    Books for General Sale. Head next door to The Razor Hole. Speak with 
    Thorek and loot the shop, unlocking two Wooden Chests, a door, and a 
    Small Chest. Security should increase to 32. Get the unique Dwemer 
    Pneuma-Trap from in here. Cross the street now and enter Eight Plates. 
    Speak with Meril Hlaano, Traven Marvos, Alvis Teri, and Dulnea Ralaal. 
    She'll allow you to entertain the patrons; at this point, you can make 
    some gold with any of the options. Loot the area, unlocking two doors, 
    two chests, and a room door. Go next door now to the Guild of Fighters.
    
    Guild of Fighters
    o======================================================================o
    ***NPCs***
    Fasile Charascel
    Wayn
    Eydis Fire-Eye
    Flaenia Amiulusus
    Hasphat Antabolis
    Drarayne Thelas
    
    ***FACTIONS***
    Fighters Guild-Associate
    Fighters Guild-Apprentice
    
    ***QUESTS***
    Fighters Guild-Exterminator
    Fighters Guild-The Egg Poachers
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 20
    
    10) Speak with Fasile Charascel and Wayn. Unlock two chests behind him, 
    then head upstairs to speak with Eydis Fire-Eye, join the Fighters 
    Guild, and get your first orders. Head downstairs, unlock two chests in 
    the bedroom, then enter the sparring room. Speak with Flaenia Amiulusus 
    first, then speak with Hasphat Antabolis to advance the main quest. 
    Disarm and unlock the door in here, then unlock the trap door behind 
    it. Loot the area, then make a quick run back to Seyda Neen and unlock 
    the level 100 dock door in the Census and Excise Office. Run back to 
    Balmora, go visit the Morag Tong Guild, and unlock the level 100 door 
    in there. Cross the river and visit Drarayne Thelas' house now. Speak 
    with her, then tour the house and kill the rats. Unlock a Small Chest, 
    and note the copy of 36 Lessons of Vivec, Sermon 20 in the bedroom. 
    When the three rats are dead, speak with Drarayne again, then head back 
    and report to Eydis for advancement and new orders. Head next door to 
    the Guild of Mages now.
    
    Guild of Mages
    o======================================================================o
    ***NPCs***
    Ranis Athrys
    Galbedir
    Estirdalin
    Sharn gra-Muzgob
    Marayn Dren
    Masalinie Merian
    Ajira
    Ra'Virr
    
    ***FACTIONS***
    Mages Guild-Associate
    Mages Guild-Apprentice
    Mages Guild-Journeyman
    Mages Guild-Evoker
    
    ***QUESTS***
    Mages Guild-I'm NOT a Necromancer!
    Mages Guild-Four Types of Mushrooms
    Mages Guild-Fake Soul Gem
    Mages Guild-Four Types of Flowers
    Mages Guild-Manwe's Dues
    Mages Guild-Recruit or Kill Llarar Bereloth
    Mages Guild-Ceramic Bowl
    Mages Guild-Stolen Reports
    
    ***SPELLS***
    Fire Bite
    Shock
    Paralysis
    Poison
    Earwig
    Fleabite
    Burden
    Feather
    Poisonous Touch
    Bound Boots
    Bound Dagger
    Bound Helm
    Bound Longbow
    Strong Resist Fire
    Strong Resist Frost
    Strong Resist Magicka
    Strong Resist Poison
    Strong Resist Shock
    Cure Common Disease on Other
    Balyna's Soothing Balm
    Summon Ancestral Ghost
    Fire Shield
    Charming Touch
    Calm Humanoid
    Frost Shield
    Buoyancy
    Water Walking
    Ondusi's Open Door
    First Barrier
    Levitate
    Lightning Shield
    Summon Least Bonewalker
    Summon Skeletal Minion
    Bound Mace
    Bound Spear
    Reflect
    Soul Trap
    Weak Spelldrinker
    Poet's Whim
    Great Resist Common Disease
    Variable Resist Corprus Disease
    Great Resist Fire
    
    ***SKILL INCREASES***
    Security x1
    
    11) Speak with Ranis Athrys and join the Mages Guild. Past her, unlock 
    a Small Chest, raising Security to 33, then head upstairs and speak 
    with Galbedir. Unlock her chest, then head downstairs and speak with 
    Estirdalin. Admire her disposition to 90+ and buy all of her spells, 
    then speak with Sharn gra-Muzgob. Admire her disposition to 90+ and buy 
    all of her spells, then unlock the two chests near her. Snag Sharn's 
    Legions of the Dead and chat with her again to wrap up a little quest 
    and choose a free spell. Unlock a closet near the beds, then speak with 
    Marayn Dren. Admire his disposition to 90+ and buy all of his spells. 
    In the back room, speak with Masalinie Merian, admire her disposition 
    to 90+, and buy all of her spells. Unlock the chest behind Ajira, then 
    speak with her for duties. Just hop a silt strider to Seyda Neen, 
    collect the mushrooms, and report back for more duties. Speak with 
    Ranis for advancement, then place the fake gem in Galbedir's desk and 
    return to Ajira. Accept more duties, speak with Ranis for advancement, 
    speak with her further for two more quests, then head out. Finding the 
    flowers anywhere near Pelagiad is a breeze, so do so and run on back. 
    Visit Ajira and get more duties, then head next door to Ra'Virr: 
    Trader. Speak with Ra'Virr, buy the ceramic bowl, and loot his shop, 
    unlocking a chest, a door, and a wooden chest. Head back to the Guild 
    and visit Ajira for still more duties. Find the reports (one in the 
    bedroom, one at the base of the stairs up to Galbedir) and return them 
    to Ajira. That's it for now, so speak with Ranis once more for 
    advancement and head outside to visit the Lucky Lockup.
    
    Lucky Lockup
    o======================================================================o
    ***NPCs***
    Culumaire
    Hickim
    Chuna
    Benunius Agrudilius
    Todwendy
    Thanelen Velas
    Banor Seran
    Sovor Trandel
    Vadusa Sathryon
    Marasa Aren
    Madrale Thirith
    
    ***NOTABLE LOOT***
    Biography of the Wolf Queen
    Ring of Surroundings
    
    12) Speak with Culumaire, Hickim, Chuna, and Benunius Agrudilius. Loot 
    the area, unlocking a small chest and a room door. Speak with Todwendy 
    (note that she is the master trainer for Short Blade), noting the 
    Grandmaster's thief tools on her end table. Leave and head next door to 
    the Council Club. First off, just speak with Thanelen Velas and head 
    downstairs. Speak with Banor Seran, Sovor Trandel, Vadusa Sathryon, and 
    Marasa Aren. Loot the area and head down more stairs to speak with 
    Madrale Thirith. Loot this area too, unlocking a room door and a chest. 
    Now save. Taunt Madrale into attacking and kill her, taking those thief 
    tools as a prize. Head upstairs and taunt Marasa, which will prompt not 
    only her but Vadusa and Sovor to attack as well. Kill all three, taking 
    Marasa's iron arrows. Upstairs, taunt Thanelen and kill him as well. 
    Leave and go visit Nileno Dorvayn at Hlaalu Council Hall to be rewarded 
    for avenging Ralen Hlaalo. Decline to join House Hlaalu, and head to 
    Fort Moonmoth to report back to Larrius Varro. With all that done, 
    we're finished in Balmora for now. Next, let's follow Ranis Athrys' 
    directions back to Punabi and Sulipund (we've passed them before). When 
    you get there, head into Punabi first.
    
    Punabi & Sulipund
    o======================================================================o
    ***NPCs***
    Manwe
    Darene Bienne
    Sjarnfid
    Eldrasea Helas
    Malielle Broles
    Brithroth
    Cuunel
    Nael
    Llarar Bereloth
    Itermerel
    
    ***NOTABLE LOOT***
    The Firsthold Revolt
    Scroll of Summon Golden Saint
    
    ***SKILL INCREASES***
    Security x1
    
    ***FACTIONS***
    Mages Guild-Conjurer
    
    ***SPELLS***
    Far Silence
    Absorb Speed (Ranged)
    Great Resist Corprus Disease
    Daedric Health
    
    ***QUESTS***
    Mages Guild-Unsanctioned Training
    Mages Guild-Escort Itermerel
    Mages Guild-Kill Necromancer Tashpi Ashibael
    
    13) Head down the ramp and speak with Manwe to get the dues. Proceed, 
    ignoring her warning, to fight a Daedra and Darene Bienne. Keep going 
    to fight Sjarnfid, then proceed up a ramp and cross a bridge to fight 
    another Daedra. Through the door, fight Eldrasea Helas. Loot the area, 
    disarming and unlocking a chest, unlocking a worn chest and a chest, 
    noting the copy of The Firsthold Revolt, the Scroll of Summon Golden 
    Saint (keep this with you to fill a Grand Soul Gem), and leave. 
    Continue northeast along the road and enter Sulipund on your left. Head 
    down the hall, speak with Malielle Broles, then head through a door 
    (disarm the trap) that appears on your right. Security should increase 
    to 34. Speak with Brithroth, then head out and continue up to the 
    second level. Speak with Cuunel and Nael, then head to the top. Loot 
    the room, then speak with Llarar Bereloth. Admire his disposition to 
    70+ and he'll agree to join the Mages Guild. Head back to Balmora now. 
    Turn in both of Ranis' quests, ask about advancement, pay the dues, 
    and become a Conjurer. Buy Ranis' spells now, then accept more duties.
    Head over to the South Wall and speak to Only-He-Stands-There. Agree to 
    his proposal, return to Ranis for more duties, return here, admire his 
    disposition to 90+, and buy his spells. Now head to the Eight Plates, 
    meet Itermerel, and agree to escort him. Get him to Pelagiad, enter the 
    Halfway Tavern, and get a copy of his notes. Head back to Balmora and 
    turn them in to Ranis, accept new duties, and we're done with the Mages 
    Guild for a while. Now head to Arkngthand (we've seen it many times) to 
    continue the Main Quest. Turn a crank near the entrance to get inside.
    
    Arkngthand
    o======================================================================o
    ***NPCs***
    Frink Ruuz
    Surus Velvus
    Cristus Lync
    Boss Crito
    Red Livia
    Dathman Mochtuis
    Lalaine Essagan
    Coirtene Liore
    Bato Veranius
    Irbran Kirbatha
    Idhdean Tailas
    
    ***NOTABLE LOOT***
    A Dance in Fire, Chapter 4
    
    ***QUESTS***
    Mages Guild-Nchuleftingth Expedition
    Main Quest-Gra-Muzgob Informant
    
    14) Head down the ramp. When you have a choice, go left to the floor of 
    the big cavern and fight Frink Ruuz and Surus Velvus. Note the three 
    entrances to Weepingbell Hall, and one level above note the door to the 
    Cells of Hollow Hand. Check out the tunnel we skipped to fight Cristus 
    Lync. Note another entrance to the Cells of Hollow Hand on the right, 
    and another entrance to Weepingbell Hall on the left. Head back to the 
    main room and take the second level entrance to the Cells of Hollow 
    Hand and fight Boss Crito. The Dwemer Puzzle Box we're after is on the 
    left, on the bottom shelf. Grab it and loot the room. Outside, drop a 
    level and take the far right door to Weepingbell Hall. Down the stairs, 
    disarm a trap to the right and enter to fight Red Livia. Loot around, 
    then leave and head down the hall. Disarm another trap before heading 
    through a door to fight Dathman Mochtuis. Just past him, fight Lalaine 
    Essagan. Going left returns us to the Hall of Centrifuge, so head right 
    and enter Heaven's Gallery. Fight Coirtene Liore, then head straight. 
    Jump over the lava to fight Bato Veranius. Head back and take the other 
    tunnel to fight Irbran Kirbatha. Unlock a chest to the left, a door to 
    Land's Blood Gallery, then head all the way back to the main room of 
    the Hall of Centrifuge. Take the center door back into Weepingbell 
    Hall, then head left to find the upper level of Heaven's Gallery. Loot, 
    drop down, take the nearby exit to Weepingbell Hall, take the nearby 
    exit to the Hall of Centrifuge, then take the nearby door to a new 
    portion of the Cells of Hollow Hand. Fight Idhdean Tailas, note the 
    copy of A Dance in Fire, Chapter 4, then head back and enter the Land's 
    Blood Gallery. You'll start fighting Dwarven ghosts and machines now, 
    so be ready. 
    
    Turn left first, descend the stairs, turn right, and follow the hall. 
    Head through a door to find a lootable room, then proceed to complete a 
    loop back to the entrance. Head north now, then go left first, disarm 
    both traps, and loot the area, unlocking a heavy dwemer chest. Turn 
    back and take the other door to enter the Deep Ore Passage. Past the 
    first room, make sure to hit the ledge on the left before proceeding 
    through the tunnel. When you reach the back, levitate to the top level, 
    disarm the trap on the heavy dwemer chest, and loot it. We're done, so 
    head back to Balmora and go turn in the puzzle box to Hasphat. Exhaust 
    all new dialogue for two letters and a new quest, then head back to 
    Caius. Report in, accept new duties, go chat with Hasphat again for a 
    key (if you like), then head to the Mages Guild and speak with Sharn 
    gra-Muzgob. Exhaust all new dialogue, then head out to the Andrano 
    Ancestral Tomb near Pelagiad (we've seen it before). Enter.
    
    Andrano Ancestral Tomb
    o======================================================================o
    ***NOTABLE LOOT***
    Dagger of Judgement
    36 Lessons of Vivec, Sermon 15
    
    ***QUESTS***
    Main Quest-Sleepers Awake
    Main Quest-Vivec Informants
    
    ***FACTIONS***
    Blades-Apprentice
    
    15) Descend the steps and loot the room, then head right through two 
    doors and kill the critters. Head back and down the hallway, stopping 
    to go through a door on the right. Loot this room, head down to the 
    next one, loot it, and head straight past the door to loot another side 
    room before returning and heading down a curved hallway. Loot a side 
    room to the right for the unique Dagger of Judgement and the Skull of 
    Llevule Andrano we're here for. There's also a copy of 36 Lessons of 
    Vivec, Sermon 15. That's it-there's one more room to loot, then head 
    back to Balmora. Before taking the skull to Sharn, sleep in a bed-you 
    should get a dream and a new quest. From here on, you may have random 
    people (Sleepers) walk up to you and start ranting about Dagoth Ur. 
    Their disposition drops each time and for most dialogue options, so to 
    prevent them turning fully hostile admire them to 50+ whenever it dips 
    below that threshold. Now go speak with Sharn, then report back to 
    Caius. Ask about Blades Apprentice for a little gift, then go ahead and 
    ask for new orders. With all that, head out the south gate and follow 
    the river. Yes, we're exploring again. Hug the rock wall to the right 
    to find Tharys Ancestral Tomb. Head inside.
    
    Tharys Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Findulain
    Dinok
    Nevrasa Dralor
    
    ***QUESTS***
    Miscellaneous-To the Fields of Kummu
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 5
    
    16) Descend the stairs, disarm the trap, and head through the door. 
    Kill critters, loot the side room to the right, then go straight and 
    loot, disarm the trap on the small chest (I found an empty Grand Soul 
    Gem here, which I filled with the Scroll of Summon Golden Saint from 
    Punabi), unlock the other chest, and leave.
    
    Further down, skip Shulk Egg Mine-although the Fighters Guild has sent 
    us here, we're also sent on an Imperial Cult quest, and I prefer to 
    only visit once. Go ahead and speak with Findulain and Dinok, though. 
    When you reach a bridge, cross it and follow the path. Watch the left 
    side; when the hill dips low, you should be able to see a cave in the 
    distance. Head there to enter Vassir-Didanat Cave.
    
    Follow the tunnel down to the first open room with raw ebony, kill the 
    Daedra, go right to kill more, then return and head straight. Proceed 
    to the back, killing all critters, and we're done. Head back to the 
    road and watch the right side for the entrance to the Shurdan-Raplay 
    Egg Mine. This place does feature in a House Hlaalu quest, but since 
    we're going Telvanni I'll go ahead and explore it now. Head inside.
    
    Literally nothing here but the kwama. Kill, take any eggs you want, and 
    leave. Keep following the path until you bump into Nevrasa Dralor. Chat 
    with her, accept her quest, and quickly jog her over to the Fields of 
    Kummu. Keep your eyes peeled for the Lleran Ancestral Tomb on the right 
    as you go; once you safely deliver Nevrasa, head back to the tomb and 
    head inside.
    
    Down the ramp, fight an undead. Unlock the door to the left, bypass the 
    hole, and proceed down the hall. Unlock another door, kill another 
    undead, and loot this room. Back toward the entrance, descend the ramp 
    across from the first door we unlocked. Go through a door, kill another 
    undead, and loot this final room, noting the copy of 36 Lessons of 
    Vivec, Sermon 5. I found my eighth Grand Soul Gem here. At this point, 
    I filled it in the Saren Tomb with a Golden Saint and used two more 
    potions to enchant the following:
    
    Exquisite Skirt: Fortify Speed 12 Points on Self
    Exquisite Pants: Fortify Strength 12 Points on Self
    
    For another loop, head back to Shulk Egg Mine but follow the river 
    south. Take the first path on your right, to the hilltop, to mark the 
    Odai Plateau on your world map. Back to the river, keep tracking it 
    south. Cross the next bridge you see and follow the signs toward Seyda 
    Neen. Past the tar pits, notice a cave entrance on the left-Zainsipilu. 
    Head inside.
    
    Zainsipilu
    o======================================================================o
    ***NPCs***
    Nistacey
    Fervas Reloro
    Aranwen
    Lurius Lalelius
    Snadir
    Haran
    Bahdrashi
    Anjari
    Ahnisa
    Muz-Ra
    Agrob gra-Bogharz
    Darvala Romothran
    Maros Gimayn
    
    ***SKILL INCREASES***
    Security x2
    
    ***NOTABLE LOOT***
    The Locked Room
    
    17) Fight Nistacey at the entrance. Past him, fight Fervas Reloro. At 
    the intersection, fight Aranwen and then turn right, looting the water 
    and fighting Lurius Lalelius. Loot his room, (I found my ninth Grand 
    Soul Gem here) then head back to where we fought Aranwen and go the 
    unexplored route. Fight Snadir, take the Zainsipilu Slave Key, pick the 
    lock and disarm the trap on the slave pen (raising Security to 35), and 
    release Haran, Bahdrashi, Anjari, Ahnisa, and Muz-Ra. Proceed and fight 
    Agrob gra-Bogharz. Proceed to fight Darvala Romothran, then finish up 
    by fighting Maros Gimayn. Loot this last room, noting the copy of The 
    Locked Room, unlocking two worn chests, then leave.
    
    Turn left and follow the road to eventually find Tarhiel's landing 
    spot, knowing with that you've closed the loop back to Seyda Neen. Now, 
    backtrack to the Odai River and follow it to the coast. Cross back to 
    the east side when you can and check out the Unexplored Shipwreck.
    
    Check out the cabin and below decks for minor loot, then follow the 
    coastline to the east. Notice the containers behind the ship, then swim 
    when you have to to follow the coast to the Samarys Ancestral Tomb. 
    Enter.
    
    Samarys Ancestral Tomb
    o======================================================================o
    ***NOTABLE LOOT***
    Mentor's Ring
    Ashes of Lord Brinne
    36 Lessons of Vivec, Sermon 28
    Charwich-Koniinge, Volume I
    Bone, Part Two
    
    ***NPCs***
    Ilfhild
    Velfred the Outlaw
    Bedrir
    Sittar
    Hefadmir
    
    18) Through the first door, fight up to four undead. Loot the area and 
    pass through another door and fight another undead. Disarm the trap on 
    the urn labeled Lord Brinne and fish the artifact Mentor's Ring out of 
    it. Take the ashes if you're out to collect every unique item, unlock 
    the chest, then leave and head back to the river. Now, follow the signs 
    toward Hla Oad. When you see the cave of Yasamsi, skip it for now and 
    head due north. On the edge of the pond, spy a chest, disarm the trap, 
    and loot it. Now head south to the coast, follow it west, and enter the 
    Heran Ancestral Tomb.
    
    Unlock the first door, kill a Daedra, pass two more doors, fight two 
    more Daedra, then proceed to the final room. Disarm the trapped small 
    chest, note the copy of 36 Lessons of Vivec, Sermon 28, and leave. I 
    reentered until I got a Golden Saint to fill my ninth Grand Soul Gem. 
    
    Keep tracking the coast west to find a ship called the Grytewake. Speak 
    with Ilfhild and Velfred the Outlaw, loot the deck, and check out the 
    cabin. Speak with Bedrir and loot, unlocking a large chest and noting 
    the copies of Charwich-Koniinge, Volume I and Bone, Part Two. Head out 
    and head below decks. Speak with Sittar and loot the upper level, then 
    hit the lower level to speak with Hefadmir. Now leave, and follow the 
    road and signs into Hla Oad.
    
    o======================================================================o
    |								       |
    |			       Hla Oad & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK006}
    		1) Hla Oad
    		2) Lost Shrine of Boethiah
    		3) Assemanu
    		4) Othrelas Ancestral Tomb
    
    Hla Oad
    o======================================================================o
    ***NPCs***
    Baleni Salavel
    Fadile Balvel
    Glonagoth
    Pallia Ceno
    Relien Rirne
    Shurkul gro-Sharga
    Murudius Flaeus
    Okur
    Hrondar Highlander
    Trasteve
    Ra'Zhid
    Llemisa Marys
    Dalam Gavyn
    Perien Aurelie
    Falvis Tunel
    Rabinna
    Relam Arinith
    
    ***NOTABLE LOOT***
    Charwich-Koniinge Letters, v2
    A Dance in Fire, Chapter 1
    Surfeit of Thieves
    
    ***SKILL INCREASES***
    Security x2
    
    ***QUESTS***
    Miscellaneous-Rabinna's Inner Beauty
    Thieves Guild-The Vintage Brandy
    Thieves Guild-Free New-Shoes Bragor
    Thieves Guild-Master of Security
    
    ***FACTIONS***
    Thieves Guild-Blackcap
    Thieves Guild-Operative
    
    1) Start by speaking with Baleni Salavel at the docks. Loot the boat, 
    unlocking a worn chest. Speak with Fadile Balvel next, then Glonagoth, 
    then Pallia Ceno, then Relien Rirne. Let's check out some homes. 
    
    Unlock Relien Rirne's house and loot it, unlocking a chest as you do 
    so. Next, enter Shurkul gro-Sharga's house, speak with him, and loot, 
    then do the same at Murudius Flaeus' house (speak with him and note the 
    copy of Charwich-Koniinge Letters, Volume 2), Fadila Balvel's house 
    (speak with Hrondar Highlander, unlock a rusted chest, and note the 
    copy of A Dance in Fire, v1), and Okur's house (speak with her and 
    unlock a chest). Also check under the docks to find and unlock 
    Murudius' chest. Now enter Fatleg's Drop Off.
    
    Speak with Trasteve and Ra'Zhid. You'll get nowhere regarding the 
    Thieves Guild quest in dialogue, so loot the area and steal the Dwemer 
    artifacts, unlocking two chests and raising Security to 37. Before 
    leaving, check out the trap door. Speak with Llemisa Marys, then head 
    left at the intersection. Loot around, then speak with Dalam Gavyn and 
    Perien Aurelie. Exit and swim through the tunnel for a drowned corpse 
    and a few crates, then swim back and check the northeast room. Loot, 
    noting the copy of Surfeit of Thieves (which will raise Security to 
    38), then speak with Falvis Tunel. Speak with Rabinna, then speak with 
    Relam Arinith and accept his quest. Walk Rabinna back to Balmora along 
    the Odai River, offload if needed, then head to Vorar Helas' house. He 
    will attack her immediately, so go ahead and kill him. Loot the body, 
    then speak with Rabinna to advance the quest. Head back to Pelagiad, 
    then quickly follow the signs to Ebonheart. We won't explore this place 
    yet-just head straight for the Argonian mission and hand her over to 
    Im-Kilaya to finish the quest.
    
    Back in Balmora, turn in the Dwemer artifacts to Sugar Lips to complete 
    that quest. Ask about jobs to get another one. Run over to Hlaalo 
    Manor, grab the brandy off a ground floor shelf, and run it back. Nice 
    and easy. Ask about advancement for a promotion, then take the next 
    job. Head to Pelagiad, enter Mebestien's shop, head upstairs, and nick 
    the Dwemer Coherer from the small chest. Take it to the fort and show 
    it to Shadbak to secure her cooperation, then head back to Balmora to 
    turn the quest in to Habasi. Ask about jobs for another quest, then 
    head to Hecerinde's house and speak to him about the South Wall. Return 
    to Habasi once again to wrap up her quest chain completely. Ask about 
    advancement for another promotion, then head back to Hla Oad. Time to 
    go exploring.
    
    Lost Shrine of Boethiah
    o======================================================================o
    ***NPCs***
    Fjol
    Gilmyn Andrilo
    Sitialius Catanius
    Hamlof Red-tooth
    Tilena Thalor
    Nels Llendo
    
    ***QUESTS***
    Miscellaneous-Boethiah's Quest
    
    2) Just north of Hla Oad, find a fellow named Fjol. He's the bandit 
    Larrius Varro asked us to kill, so refuse to pay him and kill him when 
    he attacks you. Next, head west to the daedric shrine of Ashurnibibi. 
    Don't go inside yet; instead, head west and take a nice long swim to 
    discover the Lost Shrine of Boethiah. Find the statue's head and speak 
    to it to kick off a quest. Back at the shore, head north, ignoring the 
    cave of Shal for now, and get back to the road. When you see a path to 
    the left, ignore it-it leads to Ashalmimilkala, where we'll eventually 
    be sent on quests. Keep to the road instead, and further ignore the 
    huge Dunmer stronghold of Hlormaren. You guessed it, another quest. 
    South of Hlormaren, however, is a place we actually will explore. Find 
    the cave entrance at Zanabi and head inside.
    
    Straight on at the first intersection, loot the platform (I found my 
    tenth and eleventh Grand Soul Gems here and filled them with Golden 
    Saints at Ashalmimilkala), then return to the intersection and head 
    northeast. Loot the next room (I found my twelfth, thirteenth, 
    fourteenth, fifteenth, and sixteenth Grand Soul Gems here and filled 
    them the same way), then head up the stairs in here to fight Gilmyn 
    Andrilo. Loot the platform (I found my seventeenth and final needed 
    Grand Soul Gem, which of course I filled), then proceed to fight 
    Sitialius Catanius. Loot and backtrack to the bottom of the stairs, and 
    proceed northeast to fight Hamlof Red-tooth and Tilena Thalor. Loot 
    their room, picking one lock, and we're done. Follow the road farther 
    to spot the Andrethi Ancestral Tomb on the right. Head inside.
    
    Disarm the first door's trap, then head through and fight the vampires. 
    They're from Clan Berne; I intend to join Aundae, so if you get 
    infected with Porphyric Hemophilia be sure to cure yourself. Through 
    the next door, fight three more. Loot the tomb, picking one lock, and 
    leave. Now, without deviating, follow the road and all the signage back 
    toward Balmora. Follow the road through the mountains to the east and 
    turn back south toward Balmora, ignoring the Band Egg Mine on the left. 
    Proceed along the road, ignoring Kudanat on your right, and ignore 
    Hlormar Wine-Sot at the next intersection. Zip right through Caldera 
    (we'll explore it later) and follow the signs back toward Balmora. When 
    you reach an intersection where left goes to Pelagiad and right goes to 
    Balmora, check under a ledge north of the road to find the corpse of 
    Ernil Omoran. Take Tsiya's Skooma Pipe and the Note from Ernil off his 
    body, then head back to Balmora. Offload, head to Tsiya's House, and 
    hand over the pipe for a small reward. Stop by Fort Moonmoth to turn in 
    the Fjol quest to Larrius Varro, then start following signs down to 
    Vivec.
    
    Look to the right of the road to see Nels Llendo. Talk with him. If 
    you're male, it's 50 gold or fight; if female, it's kiss or don't kiss. 
    Any option other than fighting results in him appearing at the Halfway 
    Tavern and offering training, but I usually just kill him. Do as you 
    will. At the first intersection, begin by turning toward Ebonheart, 
    then follow signs toward Seyda Neen to explore the southern tip of the 
    Bitter Coast. Cross a bridge and find the Abaesen-Pulu Egg Mine on the 
    right. Head inside.
    
    It's a straight shot to the end with nothing to find but eggs, so clean 
    house and leave. Head south to the tip of the current spot of land to 
    spot a tiny island, on which is the cave of Assemanu. An endgame Hlaalu 
    quest sends you here, but we won't be getting it, so we'll handle it 
    now. Head inside.
    
    Assemanu
    o======================================================================o
    ***NPCs***
    Dagoth Hlevul
    
    ***NOTABLE LOOT***
    Robe of St. Roris
    
    3) Head left at the first intersection. Kill a critter, turn around, 
    head north, and kill some more. Take the plunge and keep exploring, 
    stumbling on a dead Ordinator (and you should take his Indoril Boots). 
    Ascend the catwalk to find a second one-take the Indoril Right Pauldron 
    next to him, then proceed to the end of this path to find a third dead 
    Ordinator. Further ahead is a locked door to the Assemanu Shrine. Pick 
    it and enter. Kill a critter and proceed, hopping up the rocks (or 
    levitating) when you reach a wall. Kill a Dreamer, then several more, 
    as you proceed past an unopenable door back to the first zone. Finally, 
    kill Dagoth Hlevul. Although we don't know it yet, we just rescued 
    seven Sleepers-five in Vivec we haven't met yet, and one in Suran and 
    one in Arano Plantation that we have. Look southeast from Hlevul to 
    spot a chest you should jump or levitate over to. Disarm the trap and 
    unlock it for the Robe of St. Roris. Recall to Balmora and silt stride 
    to Suran. Find Neldris Llervu and speak with him for thanks and a 
    reputation point. Head to Arano Plantation and do the same with Daynasa 
    Telandas. From here, it's a relatively straight shot to the Vivec silt 
    strider. Head there, but track back toward Pelagiad until you reach the 
    intersection where it's simply west to Ebonheart or east to Vivec. You 
    should be near Balur's Farmhouse. Cross one (not both) bridges back 
    toward Vivec. Explore the island if you wish, but the point of interest 
    is the Othrelas Ancestral Tomb. Enter.
    
    Othrelas Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Adondasi Sadalvel
    Ano Andaram
    Devas Irano
    
    ***QUESTS***
    Miscellaneous-Mysterious Killings in Vivec
    
    4) Head through the first door, kill the vampire, and unlock the next 
    one. Kill the next two vampires and loot. Leave and get back on the 
    road. Head toward Vivec, but stop by the Hawia Egg Mine near the silt 
    strider en route. Speak with the egg miners, kill critters, harvest 
    eggs if you like, and head out.
    
    Time to actually chat with Adondasi Sadalvel, Vivec's silt strider 
    pilot. With that done, speak with Ano Andaram, the shipmaster. Finally, 
    take a deep breath and cross the bridge south into Vivec proper. Turn 
    right and chat with Devas Irano, the gondolier. He should give a new 
    quest when asked about rumors. To get started in earnest, head to the 
    top level and enter the Foreign Quarter Plaza. Buckle down, this will 
    take a while.
    
    o======================================================================o
    |								       |
    |			       Vivec & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK007}
    		1) Foreign Quarter Plaza
    		2) Foreign Quarter Waistworks
    		3) Foreign Quarter Canalworks
    		4) Hlaalu Plaza
    		5) Hlaalu Waistworks
    		6) Hlaalu Canalworks
    		7) Redoran Plaza
    		8) Redoran Waistworks
    		9) Redoran Canalworks
    		10) Arena Pit
    		11) Arena Waistworks
    		12) Arena Canalworks
    		13) Telvanni Plaza
    		14) Telvanni Waistworks
    		15) Telvanni Canalworks
    		16) St. Delyn Plaza
    		17) St. Delyn Waistworks
    		18) St. Delyn Canalworks
    		19) St. Olms Plaza
    		20) St. Olms Waistworks
    		21) St. Olms Canalworks
    		22) Hall of Justice
    		23) Hall of Wisdom
    		24) High Fane
    		25) Puzzle Canal
    		26) Beshara
    		27) Sinsibadon
    		28) Nund
    		29) Ansi
    
    Foreign Quarter Plaza
    o======================================================================o
    ***NPCs***
    Chalone
    Domalen
    Favise Selaren
    Tsrazami
    Alusaron
    Ralen Tilvur
    Raig
    Baurin
    Bashag gro-Snagdu
    Lorbumol gro-Aglakh
    Sjoring Hard-Heart
    Malven Romori
    Janand Maulinie
    Trebonius Artorius
    Tiram Gadar
    Flacassia Fauseius
    Sirilonwe
    
    ***QUESTS***
    Miscellaneous-An Apothecary Slandered
    Miscellaneous-A Friend in Deed
    Fighters Guild-Juicedaw Ring
    Mages Guild-Mystery of the Dwarves
    
    ***NOTABLE LOOT***
    The Wraith's Wedding Dowry
    Gold Cuirass
    Gold Helm
    Gold Left Pauldron
    Gold Right Pauldron
    A Game at Dinner
    Breathing Water
    Chimarvamidium
    The Firsthold Revolt
    
    ***SKILL INCREASES***
    Security x1
    
    ***SPELLS***
    Fire Barrier
    Frost Barrier
    Cruel Firebloom
    Spirit Knife
    Weakness to Fire
    Summon Greater Bonewalker
    Greater Fireball
    Erelvam's Wild Sty
    Hide
    Golanar's Eye-Maze
    Detect Key
    Demoralize Creature
    
    1) Speak with Chalone, then with Domalen. Accept his leaflet and read 
    it for a miscellaneous quest. Speak with Favise Selaren, then with 
    Tsrazami. Loot the plaza, then head into Alusaron: Smith.
    
    Speak with Alusaron, accept his quest, and loot his shop, unlocking two 
    Chests, a Small Chest, and the Wooden Door to his private quarters. 
    When done, head next door to Ralen Tilvur: Smith. Speak with him and 
    loot his shop, grabbing Alusaron's contract and unlocking a wooden 
    door. Deliver the contract to Alusaron to wrap up that short quest. Now 
    enter the Fighters Guild.
    
    Speak with Raig, then head left for some loot (and a chest to unlock) 
    prior to descending some stairs. Speak with Baurin, head through the 
    door to chat with Bashag gro-Snagdu, loot (unlocking a chest), then 
    head down a hall to speak with Lorbumol gro-Aglakh and accept a quest. 
    Loot the room, unlocking a chest and a closet, equipping any Gold Armor 
    from the closet, then proceed to speak with Sjoring Hard-Heart. Loot 
    his room, unlocking a small chest and noting the copy of The Wraith's 
    Wedding Dowry, then leave and head to the Mages Guild.
    
    Speak with Malven Romori and buy all of her spells. Disarm and unlock 
    the small chest, then speak with Janand Maulinie. Unlock the other 
    chest, turn right and descend the steps, loot the bedroom, then descend 
    more steps. Speak with Trebonius Artorius for some difficult orders, 
    then speak to Tiram Gadar. Loot this level, unlocking two chests and 
    noting the copy of A Game at Dinner, then ascend the steps and speak 
    with Flacassia Fauseius. Turn right, go through the door, and speak 
    with Sirilonwe. Buy all of her spells, then loot her room, unlocking 
    four chests. Although Breathing Water and Chimarvamidium are valuable, 
    put them back in the chest after reading-they factor in a quest later 
    on. To the last room. Loot, unlocking a chest and noting the copy of 
    The Firsthold Revolt, and speak with Creatia Jullalian. With that, 
    we're done here. Use the guild guide to go offload if you like, then 
    leave the Foreign Quarter Plaza and head down to the Upper Waistworks.
    
    Foreign Quarter Waistworks
    o======================================================================o
    ***NPCs***
    Baissa
    Rolasa Oren
    Idonea Munia
    Sevyni Saryon
    Marcel Maurard
    Seryn Othralen
    Miun-Gei
    Andilu Drothan
    Aradraen
    Aurane Frernis
    Raril Giral
    Felvos Droryn
    Hylf the Harrier
    Urven Davor
    Favel Gobor
    Ethys Savil
    Huleeya
    Jobasha
    
    ***SPELLS***
    Heavy Burden Touch
    Variable Resist Common Disease
    Variable Resist Fire
    Variable Resist Frost
    Variable Resist Magicka
    Variable Resist Poison
    Detect Creature
    
    ***QUESTS***
    Miscellaneous-The Bad Actor
    
    ***SKILL INCREASES***
    Security x1
    
    ***NOTABLE LOOT***
    Daedric Long Bow
    Cherim's Heart of Anequina
    A Dance in Fire, v1
    A Dance in Fire, v2
    A Dance in Fire, v3
    A Dance in Fire, v4
    A Dance in Fire, v5
    A Dance in Fire, v6
    A Dance in Fire, v7
    
    2) Speak with Biassa and loot her stand, picking two locks. Do the 
    same, down to the two locks, with Rolasa Oren. Finally, do the same, 
    again with two locks, with Idonea Munia. Admire her disposition to 90+ 
    and buy all of her spells. With that done, descend to the Lower 
    Waistworks and head inside.
    
    Speak with Sevyni Saryon, Marcel Maurard, and Seryn Othralen, then 
    enter Miun-Gei: Enchanter. Speak with him, do NOT ask about the Dark 
    Brotherhood yet, accept his other quest, and loot his shop, disarming 
    and unlocking a small chest, unlocking a desk, and heading downstairs 
    to disarm and unlock a closet and raise Security to 40. Unlock the 
    chest of drawers as well, making sure to leave the Letter from Tsrazami 
    inside, then head out and speak with Marcel again. After updating the 
    quest, head to Andilu Drothan: Alchemist.
    
    Speak with Andilu and loot the shop, unlocking a chest-if you pursue 
    rumors and other dialogue at this point, you should advance Miun-Gei's 
    quest. Head downstairs to check out Aradraen: Fletcher. Speak with her 
    and loot the shop, unlocking five chests. Steal the Daedric Long Bow 
    off the wall to suddenly possess our ultimate ranged weapon. Awesome. 
    When done, head upstairs and go to Aurane Frernis: Apothecary. Speak 
    with her to advance a quest, loot the shop (unlocking two chests and 
    disarming one), then go back to the Plaza briefly to speak with Domalen 
    again. Head back down now-don't report to Frernis yet-and enter the 
    Black Shalk Cornerclub.
    
    Loot the area first, unlocking a small chest, and speak with Raril 
    Giral. Head downstairs now, unlocking a room door and a chest, and 
    speak with Felvos Droryn and Hylf the Harrier. Speak with Urven Davor, 
    Favel Gobor, Ethys Savil, and finally with Huleeya. Don't travel 
    together just yet; instead, speak with Ethys again, and they can be 
    persuaded to let you both leave. Speak with Huleeya again, ask to 
    travel together, and head over to Jobasha's Rare Books. 
    
    Huleeya will speak with you automatically, so exhaust all his dialogue. 
    One informant down, two to go. Go speak with Jobasha next, then loot 
    his shop. Leave books where you find them, though-several of them are 
    items for later quests. Note the copies of Cherim's Heart of Anequina 
    and all seven volumes of A Dance in Fire, as well as the small chest to 
    unlock. You should earn another level up reading these books. Go ahead 
    and sleep in Jobasha's bed-no reason to decline 10 extra health. Finish 
    up and head out, then take the western door into the Foreign Quarter 
    Canalworks.
    
    Foreign Quarter Canalworks
    o======================================================================o
    ***NPCs***
    Letreius Muco
    Agrippina Herennia
    Jeanne
    J'Rasha
    Simine Fralinie
    Crazy-Legs Arantamo
    Gentleman Jim Stacey
    Murkub gro-Ushul
    Azuk gro-Rugob
    Garzonk gro-Mulakh
    Aren Maren
    Nalami Veleth
    Vedran Balen
    
    ***SKILL INCREASES***
    Security x1
    
    ***SPELLS***
    Strong Open
    Wild Open
    Shield
    Variable Resist Shock
    
    ***QUESTS***
    Thieves Guild: Bal Molagmer, The Hlervu Locket
    
    3) Head south to the Imperial Cult shrine, speak with Letreius Muco, 
    and loot the room, unlocking a wooden chest. Head into Agrippina 
    Herennia: Clothier. Speak with her and loot the shop, unlocking a small 
    chest and two closets. Leave and enter Jeanne: Trader. Speak with her 
    and loot the shop, unlocking a small chest. Security should increase to 
    41. Unlock the door and search the bedroom, unlocking a closet and a 
    chest, then leave and enter the Foreign Quarter Tomb.
    
    Up the stairs, killing critters, and through the first door. Kill 
    undead and go through the second door, then up some stairs and through 
    a third door. Loot, unlocking the chest, kill more undead, and proceed 
    through another door. Kill critters and take the left (north) door. 
    Kill, loot, and proceed into one last room. Kill two more undead, then 
    exit to the eastern canalworks. Enter J'Rasha: Healer. Speak with him, 
    admire his disposition to 90+ and buy his spells, loot the shop 
    (unlocking a small chest), then head into Simine Fralinie: Bookseller. 
    Speak with him, loot the shop, then unlock the back door and head 
    inside. Loot the room, disarming and unlocking two chests and unlocking 
    a small chest, then speak with Crazy-Legs Arantamo and then with 
    Gentleman Jim Stacey. Put on the gloves and speak with him again for a 
    quest. Leave the shop and head down to the Underworks.
    
    Clear the sewers first, looting as needed. Speak with Murkub gro-Ushul 
    when done, then enter Ibishammus. Fight Azuk gro-Rugob and Garzonk 
    gro-Mulakh, then loot the area, disarming and unlocking a chest and 
    unlocking a second one. When done, head ALL the way outside and head 
    south, then west, to the Hlaalu Canton. Speak with Aren Maren, then 
    head west to speak with Nalami Veleth. Ascend to the top level now and 
    speak with Vedran Balen on the west side. When done, enter the Hlaalu 
    Plaza.
    
    Hlaalu Plaza
    o======================================================================o
    ***NPCs***
    Tumsa Darethi
    Drulvan Rindo
    Nar gro-Shagramph
    Fasele Viralaine
    Arvama Rathri
    Sovali Uvayn
    Glathel
    Gadela Andus
    Brethas Deras
    Nalasa Sarothren
    Feruren Oran
    Ganalyn Saram
    Bronosa Nedalor
    Hlenil Neladren
    Balen Sedrethi
    Forvse Nerethi
    Crassius Curio
    Traldrisa Tervayn
    Brathus Dals
    Lliram Alvor
    Belos Falos
    Rarvela Teran
    Gilan Daynes
    Llavesa Drom
    Nevos Urns
    Gadayn Andarys
    Telvon Llethan
    Alveno Andules
    
    ***FACTIONS***
    Fighters Guild-Journeyman
    
    ***QUESTS***
    Fighters Guild-Silence Tongue-Toad
    Miscellaneous-For the Love of a Bosmer
    
    ***NOTABLE LOOT***
    Lord Jornibret's Last Dance
    
    ***SKILL INCREASES***
    Security x1
    
    4) Speak with Tumsa Darethi, Drulvan Rindo, and then Nar gro-Shagramph. 
    The latter is easily persuaded to give up the Juicedaw Feather Ring for 
    Lorbumol. Don't miss the Letter from Gadayn in a planter in the 
    southeast. Speak with Fasele Viralaine, loot the area, and then cast 
    Recall. Offload, and enchant your new Daedric Long Bow (with a potion 
    and a Golden Saint soul) as follows: Soultrap for 19 seconds and Absorb 
    Health 19 to 20 points, Cast When Strikes. Use the guild guide to get 
    back to Vivec, then go turn in the ring to Lorbumol and accept his next 
    task. Ask about advancement for a promotion to Journeyman as well. Now 
    return to the Hlaalu Plaza and enter the Elven Nations Cornerclub.
    
    Speak with Arvama Rathri, Sovali Uvayn, Glathel, and Gadela Andus. Loot 
    the area, unlocking a door, then head downstairs. Loot both sides, then 
    speak with Brethas Deras, Nalasa Sarothren, and Feruren Oran. Head back 
    to the plaza, enter the Hlaalu Alchemist, and speak with Ganalyn Saram. 
    Loot his shop, unlocking a wooden chest, then leave and head into Curio 
    Manor.
    
    Speak with Bronosa Nedalor and Hlenil Neladren, then loot the area and 
    head downstairs. Speak with Balen Sedrethi, then explore south, west 
    (speak with Forvse Nerethi), and finally north to meet Crassius Curio. 
    Speak with him to advance a quest, but DO NOT mention Vassir-Didanat to 
    him. Loot the room (noting the copy of Lord Jornibret's Last Dance). Go 
    back to Marcel Maurard now to get him to leave (the Foreign Quarter 
    waistworks, if you forgot), then speak with Miun-Gei about the annoying 
    fool to finish the quest. Head back to the Hlaalu Plaza again and enter 
    the No Name Club.
    
    Speak with Traldrisa Tervayn, Brathus Dals, and Lliram Alvor. Loot the 
    room, then unlock the door and head further in. Speak with Belos Falos, 
    loot the room, speak with Rarvela Teran, loot her room (unlocking a 
    small chest), speak with Gilan Daynes, loot his room, then loop 
    counterclockwise. Speak with Llavesa Drom and Nevos Urns, then loot 
    this bigger room. Leave the No Name Club now and head to Hlaalu General 
    Goods.
    
    Speak with Gadayn Andarys and show the love letter for a new quest. 
    Loot his shop (unlocking three chests and raising Security to 42), and 
    leave, heading for the Hlaalu Weaponsmith. Speak with Telvon Llethan, 
    loot his shop (unlocking two chests), then head to the Hlaalu 
    Pawnbroker. Speak with Alveno Andules, loot her shop (unlocking a door 
    and two chests)
    
    Hlaalu Waistworks
    o======================================================================o
    ***NPCs***
    Elo Arethan
    Eraldil
    Eloroth
    Erirvase Drinith
    Rirnas Athren
    Llaalamu Sathren
    Guarg gro-Yarzol
    Garer Danoran
    Galasa Uvayn
    Urandile Selandas
    Valvosa Maryon
    Tenisi Lladri
    Baren Alen
    Ralyn Farothran
    Bratheru Oran
    Edryno Arethi
    Tarvyn Faren
    
    ***SPELLS***
    Charisma
    Resist Poison
    Resist Paralysis
    Rally Humanoid
    Rally Creature
    Enrichment
    Quicksilver
    Sotha's Grace
    Crying Eye
    Night-Eye
    Shadow Form
    
    ***NOTABLE LOOT***
    Glass Helmet
    Glass Left Pauldron
    Glass Right Pauldron
    Glass Boots
    Glass Cuirass
    Glass Greaves
    Glass Tower Shield
    
    ***QUESTS***
    House Hlaalu-Bank Courier
    House Hlaalu-Murudius Flaeus's Debt
    House Hlaalu-Escort Tarvyn Faren
    
    5) Speak with Elo Arethan, then with Eraldil to advance the love letter 
    quest. Speak with Eloroth , then head into the Elven Nations Cornerclub 
    again. Chat with Glathel, exit to the plaza, and report back to Gadayn. 
    Refer him to Eraldil's cousin, Glathel, then wait outside for 10 days 
    (24 hours, 10 times). Head back and speak with Gadayn to finish the 
    quest, then head back to the waistworks and enter the Hlaalu Temple.
    
    Speak with Erirvase Drinith, then Rirnas Athren. Admire his disposition 
    to 90+ and buy all of his spells, then loot this room, unlocking a 
    chest. Proceed farther in to speak with Llaalamu Sathren and Guarg 
    gro-Yarzol. Leave and head to the Hlaalu Treasury.
    
    Speak with Garer Danoran and loot this room, then go speak with Galasa 
    Uvayn before heading into the Hlaalu Records. Speak with Urandile 
    Selandas, then head downstairs and speak with Valvosa Maryon. Loot the 
    area-feel free to read the Ascadian Isles Land Deed, but make sure you 
    successfully reseal it and put it back in the chest. Head into the 
    Hlaalu Vaults and speak with Tenisi Lladri and Baren Alen, then loot 
    the vaults, disarming and unlocking two doors. There is a full set of 
    Glass Armor in here (beats Adamantium and Indoril, but not as good as 
    Gold), as well as tons of gold and nice random loot. Take the door to 
    the treasury when done, and enter the Hlaalu Prison Cells. Loot the 
    area, unlocking eight cell doors and speaking with Ralyn Farothran. 
    Exit to the waistworks and enter Edryno Arethi's House.
    
    Loot the room, unlocking one chest, then speak with Bratheru Oran. 
    Admire his disposition to 90+ and buy all of his spells, and then speak 
    with Edryno Arethi. The latter will give a few quests even if we aren't 
    members of House Hlaalu, so accept her first one. Read and reseal the 
    Treasury Report if you like, then run it over to Baren Alen. Report 
    back and you can take a second quest. Do so. Now, run to the ship 
    outside the Foreign Quarter, sail to Hla Oad, and confront Murudius 
    Flaeus. Get his disposition above 90 and he'll give you a key, but we 
    already raided the chest so report back to Edryno to complete the 
    quest. Take her next quest, then run out to the strider port to meet 
    Tarvyn Faren. Walk him to Pelagiad, then report back to finish the 
    quest. Head into the Hlaalu Canalworks by way of the south door-Edryno 
    won't give any more quests to nonmembers.
    
    Hlaalu Canalworks
    o======================================================================o
    ***NPCs***
    Relur Faryon
    Dreamer
    Daroso Sethri
    
    ***SKILL INCREASES***
    Security x1
    
    6) Speak with Relur Faryon, an awakened Sleeper, for a reputation 
    point. Skip the Hlaalu Ancestral Vaults for now and head down to the 
    Underworks. Explore, speaking with the non-hostile Dreamer. Don't miss 
    the extra tunnel in the southeast corner, unlocking a chest and raising 
    Security to 43. Now head out and up to the Redoran Canton. Speak with 
    Daroso Sethri on the west side of the top level, then head into the 
    Redoran Plaza.
    
    Redoran Plaza
    o======================================================================o
    ***NPCs***
    Tedur Hlarar
    Brevosi Indalen
    Saruse Hloran
    Tenaru Romoren
    Galviso Heran
    Favela Dralor
    Uthrel Sarys
    Toris Saren
    Thoryn Samori
    Danasi Ralen
    Arns Saren
    Faral Retheran
    Beldrose Dralor
    Drelse Dralor
    
    ***NOTABLE LOOT***
    Charwich-Koniinge Volume 1
    2920, Second Seed, v5
    
    ***QUESTS***
    House Redoran-Meril Hlaano's Slanders
    
    ***NOTABLE LOOT***
    Ebony Greaves
    
    ***SKILL INCREASES***
    Security x1
    
    7) Speak with Tedur Hlarar, Brevosi Indalen, Saruse Hloran, and Tenaru 
    Romoren. Loot the plaza and head into Dralor Manor. Speak with Galviso 
    Heran, then head upstairs and speak with Favela Dralor. Head down two 
    levels now and loot, unlocking two closets, and speak with Uthrel 
    Sarys. Note the copy of Charwich-Koniinge Volume 1, loot the storage 
    room to unlock two small chests, and leave. Head into the east entrance 
    to Saren Manor next.
    
    Speak with Toris Saren and Thoryn Samori, then head upstairs to loot 
    before going downstairs and speaking with Danasi Ralen. Loot the 
    storeroom then head up through the trapdoor to speak with Arns Saren. 
    Loot around, noting the copy of 2920, Second Seed, v5, and head out and 
    into the Redoran Treasury.
    
    Speak with Faral Retheran and accept a quest-like Edryno, she'll give a 
    few to nonmembers of her house. Unlock two small chests behind her, and 
    head to the Redoran Prison Cells. Unlock five cell doors, then head 
    back through the treasury to the Redoran Vaults. Speak with Beldrose 
    Dralor and Drelse Dralor, and then loot the vaults, disarming two traps 
    and unlocking two doors. Unlock six chests on the bottom level and 
    grab the Ebony Greaves, which should be an upgrade when repaired. 
    Security should now increase to 44. On the middle level, unlock five
    chests and recall to Balmora. Offload and go to Eight Plates to chat 
    with Meril Hlaano (boost disposition if needed), then make your way 
    back to Vivec via guild guide to report back to Faral Retheran. That's 
    all we can do for her, so head on down to the Redoran Waistworks.
    
    Redoran Waistworks
    o======================================================================o
    ***NPCs***
    Nelmil Hler
    Elms Llervu
    Ulveni Daram
    Hlavora Sadas
    Rathyne Thirano
    Relms Gilvilo
    Sorosi Radobar
    Talis Drurel
    Rothis Nethan
    Guril Retheran
    Brildraso Nethan
    Ulyno Uvirith
    Minglos
    Savard
    Balen Andrano
    
    ***SPELLS***
    Blood Gift
    Turn of the Wheel
    Turn Undead
    
    ***NOTABLE LOOT***
    A Dance in Fire, Chapter 3
    2920, Sun's Height
    
    ***QUESTS***
    Miscellaneous-The Dwemer's Bone
    
    8) Speak with Nelmil Hler, a rescued Sleeper, for a reputation point. 
    Speak with Elms Llervu and Ulveni Daram, then head into Redoran 
    Records. Speak with Hlavora Sadas and Rathyne Thirano, and loot the 
    area, then head across the way to the Redoran Temple Shrine. Speak with 
    Relms Gilvilo, admire his disposition to 90+, and buy all of his 
    spells. Loot the area, unlocking a chest, then leave and head to the 
    Flowers of Gold.
    
    Speak with Sorosi Radobar and Talis Drurel, then loot this room, 
    unlocking the room door and a chest, then head downstairs. Speak with 
    Rothis Nethan and Guril Retheran, then leave and visit the Redoran 
    Scout and Drillmaster. Speak with Brildraso Nethan and Ulyno Uvirith, 
    loot the area, noting the copy of A Dance in Fire, Chapter 3, speak 
    with Minglos, and leave. Head into the Redoran Smith. 
    
    Speak with Savard and loot the shop, unlocking a chest, then head to 
    the Redoran Trader. Speak with Balen Andrano and accept his quest. Loot 
    his shop, unlocking a door and a chest as well as noting the copy of 
    2920, Sun's Height, then hoof it over to Jeanne's in the Foreign 
    Quarter canalworks. Put the bone in the chest next to the bed, making 
    sure you aren't seen, then head back to Balen to complete the quest. 
    For a follow-up, head back to Jeanne's again. Speak with her for a new 
    quest, then head to the bedroom and kill the Dwarven Specter. Speak 
    with Jeanne for another reward, then head back to Redoran Canton and 
    down into the canalworks.
    
    Redoran Canalworks
    o======================================================================o
    ***NPCs***
    Dalse Adren
    
    ***NOTABLE LOOT***
    Daedric Dagger
    
    9) On the west side, head into the Redoran Ancestral Vaults. Kill the 
    critters and loot, unlocking three chests and a door, then head down to 
    the Redoran Underworks. Kill and loot, noting the Daedric Dagger at the 
    Sixth House altar in the northwest corner, then leave and head east to 
    the Arena Canton. Speak with Dalse Adren, the gondolier, then head into 
    the Arena Pit.
    
    Arena Pit
    o======================================================================o
    ***NPCs***
    Vilyn Rervam
    Morusu Varen
    Tanusea Veloth
    Snat gro-Ushug
    
    10) Speak with Vilyn Rervam, Morusu Varen, Tanusea Veloth, and Snat 
    gro-Ushug. Loot and head down to the Arena Waistworks.
    
    Arena Waistworks
    o======================================================================o
    ***NPCs***
    Farmin
    Alvura Othrenim
    Senyndie
    Ultis Salam
    Mevil Molor
    Seanwen
    
    ***NOTABLE LOOT***
    A Dance in Fire, Chapter 1
    2920, Evening Star
    
    ***SKILL INCREASES***
    Security x1
    
    11) In this area, speak with Farmin and Alvura Othrenim, the latter of 
    which is a rescued sleeper who will grant a reputation point. Check out 
    the floor of the Arena Pit, then head into Arena Fighters Quarters and 
    speak with Senyndie. Unlock her closet, then speak with Ultis Salam as 
    you loot the rest of the area, noting the copy of A Dance in Fire, v1, 
    and leave. Head to the Arena Holding Cells, unlock six cell doors, and 
    leave. Head to the Arena Fighters Training next.
    
    Loot the area, unlocking a small chest (and raising Security to 45). 
    Note the copy of 2920, Evening Star. Speak with Mevil Molor and 
    Seanwen, then head down to the canalworks via the west entrance.
    
    Arena Canalworks
    o======================================================================o
    ***NPCs***
    Ulmesi Baryon
    Taros Dral
    Serul Dathren
    Rogdul gro-Bularz
    Minnibi Selkin-Adda
    Eno Hlaalu
    Aron Andaren
    Fendryn Delvi
    
    ***FACTIONS***
    Morag Tong-Associate
    
    ***QUESTS***
    Miscellaneous: Mephala's Quest
    Morag Tong: Writ for Feruren Oran
    Morag Tong: Writ for Odaishah Yasalmibaal
    Morag Tong: Writ for Toris Saren
    Miscellaneous: The Enchanter's Rats
    
    ***NOTABLE LOOT***
    Chance's Folly
    Ring of Khajiit
    
    ***SKILL INCREASES***
    Security x1
    
    12) Take either entrance to Arena Storage. Loot around and kill rats, 
    unlocking and disarming a chest, unlocking a second chest, noting the 
    copy of Chance's Folly (which will raise Security to 46), unlock the 
    northeast door, loot, unlocking two chests and disarming one of them, 
    then disarm and unlock the southern door, then unlock and enter the 
    trapdoor to the Arena Hidden Area.
    
    Head down the hall, up the stairs, and loot the room, unlocking three 
    chests, then speak with Ulmesi Baryon and Taros Dral for a Daedric 
    quest on behalf of Mephala. Head west to Mephala's shrine and speak 
    with Serul Dathren. Head east now to speak with Rogdul gro-Bularz. Loot 
    the room, unlocking a chest, and head east to speak with Minnibi 
    Selkin-Adda. Loot his room, unlocking a chest, then head south and up 
    the stairs to eventually find Eno Hlaalu. Loot the room, unlocking two 
    chests, and speak with him to join the Morag Tong. Accept your first 
    writ, then Recall to Balmora. Offload as needed, grab your silver 
    longsword and rising force potion you should've stashed earlier, then 
    cross the river and head to Balyn Omavel's house. Find his kettle and 
    treat it with the poison, then head to the Mages Guild and go back to 
    Vivec. Head to the Elven Nations Cornerclub in Hlaalu Canton, find 
    Feruren Oran, strip naked so he'll talk with you, taunt him into 
    attacking you, and kill him. Head back to Morag Tong HQ and speak with 
    Eno again to be promoted to full-fledged membership. Exhaust dialogue 
    for two more writs. Report back to Taros Dral, then to Mephala's shrine 
    for the artifact Ring of Khajiit. Zip over to Saren Manor in the 
    Redoran Plaza to deal with Toris Saren (he'll attack when you speak to 
    him), and report back to Eno Hlaalu. That's all we can do for the Tong 
    for quite a while, so head out and down to the Arena Underworks.
    
    There is a dead body in the water on the south side, and a Dreamer as 
    well. Not much to this one. Head out and go east once more to the 
    Telvanni Canton. Speak with Aron Andaren for a new quest, and then 
    speak to Fendryn Delvi, the gondolier. With that, head upstairs and 
    enter Telvanni Plaza.
    
    Telvanni Plaza
    o======================================================================o
    ***NPCs***
    Tendren Hlervu
    Deldasa Thirandus
    Avoni Dren
    Landa
    Cirwedh
    Cirges Adrard
    Ciel Nestal
    Tolmera Relenim
    Silius Fulcinius
    Ferarilie Riscel
    Salora Salobar
    Dals Sadri
    Mavon Drenim
    Femer Veralor
    Fendel Hlaren
    Kalorter
    Tadas Llendu
    Gonk gra-Gurub
    Idroso Vendu
    Ethal Seloth
    Nannithon
    
    ***NOTABLE LOOT***
    Azura and the Box
    The Importance of Where
    The Dowry
    Words and Philosophy
    How Orsinium Passed to the Orcs
    Greed
    Karpal's Friend
    Maryon's Staff
    
    ***SKILL INCREASES***
    Security x2
    
    13) Speak with Tendren Hlervu, Deldasa Thirandus, Avoni Dren, and 
    Landa, then enter the Telvanni Tower. Turn left to speak with Cirwedh, 
    Cirges Adrard, and Ciel Nestal, then head to the center to speak with 
    Tolmera Relenim, Silius Fulcinius, and Ferarilie Riscel, then loot this 
    room, noting the copies of Azura and the Box, The Importance of Where, 
    and The Dowry (which will raise Security to 47). Head upstairs now and 
    speak with Salora Salobar, Dals Sadri, and Mavon Drenim. Loot this 
    room, then head down to the Telvanni Prison Cells. On the right, note 
    the copies of Words and Philosophy and How Orsinium Passed to the Orcs. 
    Unlock seven cell doors, raising Security to 48, speak with Femer 
    Veralor, then leave and head to the Telvanni Vault next door. 
    
    Disarm and unlock both doors, take the left one first, kill the 
    critters, check the chests, disarm and unlock the door behind you, and 
    loot the actual vault. Make sure to get Greed, the unique spear, 
    Karpal's Friend, the unique axe, Maryon's Staff, the unique staff, and 
    the Ebony Boots, which are probably an upgrade. Head all the way back 
    out to the plaza, then into the Hlaren Residence.
    
    Speak with Fendel Hlaren and Kalorter, loot the area, and leave. Check 
    out Telvanni Upper Storage to speak with Tadas Llendu. Loot the area 
    and leave, heading to Temporary Telvanni Housing. Speak with Gonk 
    gra-Gurub, Idroso Vendu, Ethal Seloth, and Nannithon, then loot the 
    area. Unlock five chests, then leave and head down to the waistworks.
    
    Telvanni Waistworks
    o======================================================================o
    ***NPCs***
    Golveso Senim
    Favani Faryon
    Endul Rothandus
    Ennbjof
    Teegla
    Manara Othan
    Arvyn Llerayn
    Maesa Gabinia
    Garas Seloth
    Galuro Belan
    Salver Lleran
    Fevyn Ralen
    Audenian Valius
    Melie Frenck
    
    ***NOTABLE LOOT***
    The Head of Scourge
    The Cake and the Diamond
    The Wolf Queen, Book III
    
    ***QUESTS***
    Miscellaneous-Roland's Tear
    
    ***SPELLS***
    Frost Storm
    Lightning Storm
    Fenrick's Doorjam
    Stumble
    Clench
    Woe
    Weapon Eater
    Fire Storm
    Seryn's Gift
    Veloth's Benison
    Panacea
    Regenerate
    
    ***SKILL INCREASES***
    Security x52
    
    14) Speak with Golveso Senim, Favani Faryon, and Endul Rothandus, then 
    enter the Lizard's Head. Speak with Ennbjof, Teegla, and Manara Othan. 
    Loot the area, finding Mazte for Ennbjof in a cupboard, then go give it 
    to him for a neat little quest. You should unlock a small chest and a 
    room door. Downstairs, speak with Arvyn Llerayn and Maesa Gabinia. In 
    the back, nab the unique Head of Scourge, then leave. Head to the 
    Telvanni Alchemist.
    
    Speak with Garas Seloth, loot the shop, unlocking a wooden chest and 
    chest, then leave. Head to the Telvanni Apothecary next. Speak with 
    Galuro Belan, accept her bribe, loot the shop, unlocking five chests and 
    noting the copy of The Cake and the Diamond, and leave. Run back to the 
    Foreign Quarter and turn Belan into Aurane Frernis anyway for double 
    the reward, then speak with her again for a new quest. Head back now 
    and enter the Telvanni Sorcerer.
    
    Speak with Salver Lleran, then loot, finding a copy of The Wolf Queen, 
    Book III through the trapdoor. Next, head into the Telvanni Mage. Speak 
    with Fevyn Ralen, admire his disposition to 90+, and buy all of his 
    spells. Note that Fenrick's Doorjam allows you to lock doors or 
    containers, and by extension grind Security. I suggest doing so, buying 
    thief tools as needed, until it hits 100. With that done, head to the 
    Telvanni Enchanter.
    
    Speak with Audenian Valius to update a quest, then loot the shop 
    and kill the rats. Speak with him again, and head out and down to the 
    Telvanni Temple. Speak with Melie Frenck, admire her disposition to 
    90+, buy all of her spells, and loot the area. When done, head out and 
    down to the canalworks.
    
    Telvanni Canalworks
    o======================================================================o
    ***NPCs***
    Eldrar Fathryon
    Mim-Jeen
    Wud-Neeus
    Inerri
    El-Lurasha
    Dro'Qanar
    
    15) Speak with Eldrar Fathryon, pickpocket his key, and free the slaves 
    Mim-Jeen, Wud-Neeus, Inerri, El-Lurasha, and Dro'Qanar. With that, loot 
    the area and head into the Telvanni Monster Lab. Kill critters and 
    loot, staying wary of traps. Loot as desired, and head down to the 
    underworks.
    
    Move through the sewers and kill all of the rats-you'll get a journal 
    update when it's done. Return to Audenian Valius for a reward, then 
    head out, west, and south to the St. Delyn canton. Just head on up to 
    the upper level and enter the plaza.
    
    St. Delyn Plaza
    o======================================================================o
    ***NPCs***
    Cassius Olcinius
    Delmus Rurvyn
    Faven Arns
    Dedaenc
    Dro'Barri
    Tarani Dralno
    Lucretinaus Olcinius
    Mevel Fererus
    Alarvyne Indalas
    Rathal Barus
    Elmera Verethi
    Drurile Valaai
    Satheri Rothandus
    Bradil Elarven
    Drelayn Dredayn
    Gols Nilvon
    Faralenu Henim
    Orvona Vadryon
    Llonas Felder
    Artisa Arelas
    Ernse Llervu
    Tervur Braven
    Gomeso Sarano
    Dolyn Rols
    Rilos Delms
    Drelis Ondyn
    Badbog gra-Shug
    Dolsa Gilvani
    Elethus Tobor
    
    ***QUESTS***
    Miscellaneous-An Invisible Son
    Miscellaneous-Liberate the Limeware
    
    ***NOTABLE LOOT***
    2920, Last Seed, v8
    
    16) Find Cassius Olcinius (he's chameleoned) on the west end of the 
    plaza and speak with him for a quest. Speak with Delmus Rurvyn, Faven 
    Arns, Dedaenc, Dro'Barri, and Tarani Dralno. Loot the plaza, then head 
    into Lucretinaus Olcinius: Trader. Loot the shop and chat with him, 
    then head back to Telvanni Canton to speak with Fevyn Ralen. Refuse to 
    pay, return to Lucretinaus, and receive the gold. Return to Fevyn and 
    pay him, then return to Lucretinaus one last time to finish the quest. 
    Head next door to Mevel Fererus: Trader.
    
    Loot the shop and speak with Mevel, then head into the Glassworkers 
    Hall. Speak with Alarvyne Indalas for a quest, then speak with Rathal 
    Barus and Elmera Verethi. Loot, then head downstairs to speak with 
    Drurile Valaai, Satheri Rothandus, and Bradil Elarven. Head out and 
    into the Abbey of St. Delyn the Wise.
    
    Speak with Drelayn Dredayn, Gols Nilvon, Faralenu Henim, and Orvona 
    Vadryon. Head downstairs to speak with Llonas Felder, Artisa Arelas, 
    and Ernse Llervu (the master trainer for Blunt Weapon). Back in the 
    plaza, head to Tervur Braven: Trader. Speak with him and loot the shop, 
    then head to the St. Delyn Potter's Hall. Speak with Gomeso Sarano, 
    Dolyn Rols, and Rilos Delms. Loot, then head downstairs to speak with 
    Drelis Ondyn, Badbog gra-Shug, Dolsa Gilvani, and Elethus Tobor. Loot 
    this area, noting the copy of 2920, Last Seed, v8, then head 
    outside-we'll start with the apartments on the waistworks level. Enter 
    St. Delyn Waist North-One.
    
    St. Delyn Waistworks
    o======================================================================o
    ***NPCs***
    Niden Naros
    Amili Llaram
    Deras Girando
    Vivyne Andrano
    
    17) Kill the ghost, loot, and head to Waist North-Two. Loot, then head 
    for Waist South-One. Speak with Niden Naros, loot the apartment, and 
    head to Waist South-Two. Speak with Amili Llaram, loot the apartment, 
    then enter the waistworks proper. Speak with Deras Girando, then go to 
    the lower level to speak with Vivyne Andrano, another awakened Sleeper. 
    With that, head outside to start tackling the canalworks level. Enter 
    St. Delyn Canal North-One.
    
    St. Delyn Canalworks
    o======================================================================o
    ***NPCs***
    Drilame Githrano
    Higil
    Ilmeni Dren
    Dro'Zaymar
    Haki
    
    18) Speak with Drilame Githrano, loot the apartment, and head to Canal 
    North-Two. Kill one hostile Dreamer, loot, and head to Canal 
    North-Three. Speak with Higil, loot the apartment, and head over to 
    Canal South-One. Loot the apartment and speak with Ilmeni Dren. We'll 
    be back later, in case one of her dialogue options seems cryptic. Head 
    to Canal South-Two, loot, and head to Canal South-Three. Speak with 
    Dro'Zaymar, loot the apartment, then head through the waistworks into 
    the canalworks proper. Take the west entrance, then pass through into 
    St. Delyn storage. Loot this whole area, killing rats and undead, then 
    pass back through the waistworks to explore the eastern canalworks. 
    Pass through to the underworks. Loot the underworks, noting the side 
    cavern someone's been living in, and speak with Haki. Don't enter the 
    shrine just yet, as a later quest will send us here. Instead, head all 
    the way out and cruise over to St. Olms. 
    
    St. Olms Plaza
    o======================================================================o
    ***NPCs***
    Girvani Sedas
    Falso Sadrys
    Ginadura Andrethi
    Busheeus
    Galis Seleth
    Faulgor
    Star
    Shagar gra-Snagarz
    Yngling Half-Troll
    Vaval Selas
    Relosa Tharyon
    Ienase Relnim
    Garding the Bold
    Arvela Falas
    Omesu Hlarys
    Dram Bero
    
    ***QUESTS***
    Miscellaneous-The Short Unhappy Life of Danar Uvelas
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 30
    36 Lessons of Vivec, Sermon 27
    Lord Jornibret's Last Dance
    Marandus Propylon Index
    
    ***SPELLS***
    Frost Shield
    Swimmer's Blessing
    Cure Common Disease Victim
    
    19) Speak with Girvani Sedas, whose rumor dialogue should kick off a 
    new quest. Speak with Falso Sadrys, Ginadura Andrethi, and Busheeus as 
    you loot the plaza. Head into St. Olms Upper North-One. Loot the 
    apartment, speak with Galis Seleth, then leave and enter Yngling Manor. 
    
    Speak with Faulgor, spy a copy of 36 Lessons of Vivec, Sermon 30 on the 
    shelf behind him, then speak with Star, Shagar gra-Snagarz, and Yngling 
    Half-Troll, then head downstairs to the basement. Loot around, leaving 
    the game rats in the cell alone, then leave and head to the St. Olms 
    Temple.
    
    Go downstairs and speak with Vaval Selas, admiring his disposition to 
    90+ and buying all of his spells. Loot the area, noting the copy of 36 
    Lessons of Vivec, Sermon 27, and (VERY important) the Marandus Propylon 
    Index, then head out and into Upper South-One. Speak with Relosa 
    Tharyon, loot the apartment, then head into Upper North-Two. Loot the 
    apartment, noting the copy of Lord Jornibret's Last Dance, speak with 
    Ienase Relnim, then leave and head into the Haunted Manor.
    
    Don't be deterred by the sounds; head down and through the door to 
    speak with Garding the Bold, Arvela Falas, Omesu Hlarys, and Dram Bero. 
    Dram is the man to speak to about Vassir-Didanat mine. On the offchance 
    you don't have one yet, pick a Daedric Katana-otherwise, get whatever 
    you like. Head out now and tackle the waistworks, beginning by entering 
    St. Olms Waist North-One.
    
    St. Olms Waistworks
    o======================================================================o
    ***NPCs***
    Tralayn Vavas
    Favona Gilnith
    Melvuli Hlaalu
    Dalvus Helothran
    Adaves Therayn
    Duvianus Platorius
    Aldyne Arenim
    Nalis Gals
    Bervyn Lleryn
    Noldrasi Bedas
    Nivos Drivam
    Fedura Sethan
    Gindas Ildram
    Mevure Hlen
    Tirele Aralas
    Relvese Velni
    Moroni Uvelas
    
    ***NOTABLE LOOT***
    Biography of the Wolf Queen
    
    20) Speak with Tralayn Vavas, loot the apartment, and head to Waist 
    North-Two. Speak with Favona Gilnith, loot the apartment (noting the 
    copy of Biography of the Wolf Queen), then head to Waist South-One. 
    Speak with Melvuli Hlaalu, loot the apartment, and head to Waist 
    South-Two. Speak with Dalvus Helothran, loot the apartment, and head 
    into the waistworks proper.
    
    Speak with Adaves Therayn for a clue about Addhiranirr. Speak with 
    Duvianus Platorius, then loot the lower level and speak with Aldyne 
    Arenim, Nalis Gals, and Bervyn Lleryn, then head into the Tanners and 
    Miners Hall. Speak with Noldrasi Bedas and Nivos Drivam, loot the hall, 
    and head to the Farmers and Laborers Hall. Speak with Fedura Sethan and 
    Gindas Ildram, loot the hall, and head to the Tailors and Dyers Hall. 
    Speak with Mevure Hlen and Tirele Aralas, loot the hall, and head to 
    the Brewers and Fishmongers Hall. Speak with Relvese Velni and Moroni 
    Uvelas (the latter advancing a quest), loot the hall, and leave. Head 
    outside to start the canalworks level by entering St. Olms Canal 
    North-One.
    
    St. Olms Canalworks
    o======================================================================o
    ***NPCs***
    Eralane Hledas
    Golvyni Faryon
    Hlaroi Faryon
    Inera Faryon
    Hroa
    Nalvilie Saren
    Dro'Sakhar
    Achel
    J'Dhannar
    Sevisa Teran
    Addhiranirr
    Gulvilie Arinith
    Nalosi Alari
    Talsi Uvayn
    Danso Indules
    
    ***SPELLS***
    Restore Personality
    Restore Agility
    
    21) Speak with Eralane Hledas, another awakened Sleeper. Loot the 
    apartment and head to Canal North-Two. Speak with Golvyni Faryon, 
    Hlaroi Faryon, and Inera Faryon, loot the apartment, and head to Canal 
    North-Three. Speak with Hroa, loot the apartment, and head to Canal 
    South-One. Speak with Nalvilie Saren, loot the apartment, and head to 
    Canal South-Two. Speak with Dro'Sakhar, loot the apartment, and head to 
    Canal South-Three. Speak with Achel, loot the apartment, then head 
    through the waistworks to enter the canalworks proper.
    
    Speak with J'Dhannar and Sevisa Teran, then head into St. Olms Storage. 
    Kill rats and undead and loot, then head down to the underworks. Kill 
    rats and a Corprus Stalker, making sure to grab Danar's Ring off of the 
    corpse. Speak with Addhiranirr and Gulvilie Arinith, then head up to 
    the waistworks. Give Moroni Uvelas Danar's Ring to complete that quest, 
    then speak with Duvianus Platorius again. Lie to him to get rid of him, 
    then go back to Addhiranirr for more info. Find a bed to nap in for 
    your second disturbing dream, then leave and head out to the High Fane.
    
    Speak with Nalosi Alari, Talsi Uvayn, and Danso Indules. With the 
    latter, admire her disposition to 90+ and buy all of her spells, then 
    visit the Shrine to Stop the Moon. Offer it the Rising Force potion I 
    told you (ages ago) to tote-if you don't have one, Danso Indules sells 
    them-to complete pilgrimage 2 of 7. With that, head into the Hall of 
    Justice.
    
    Hall of Justice
    o======================================================================o
    ***NPCs***
    Melvure Rindu
    Radene Hlaalu
    Nervana Verelas
    Nedeni Tenim
    Nalmila Thelas
    Elam Andas
    Tarer Braryn
    Brerayne Reloran
    Felmena Falavel
    Berel Sala
    Suryn Athones
    Aroa Nethalen
    Dreamer Prophet
    
    ***NOTABLE LOOT***
    Indoril Left Gauntlet
    2920, Second Seed
    36 Lessons of Vivec, Sermon 35
    36 Lessons of Vivec, Sermon 11
    36 Lessons of Vivec, Sermon 17
    36 Lessons of Vivec, Sermon 3
    36 Lessons of Vivec, Sermon 20
    36 Lessons of Vivec, Sermon 26
    36 Lessons of Vivec, Sermon 36
    36 Lessons of Vivec, Sermon 4
    36 Lessons of Vivec, Sermon 5
    
    ***QUESTS***
    Miscellaneous-A Rash of Insults
    
    22) Speak with Melvure Rindu, then head into the Ordinator Barracks. 
    Speak with Radene Hlaalu, Nervana Verelas, Nedeni Tenim, and Nalmila 
    Thelas, then loot the barracks. An Indoril Left Gauntlet is an upgrade 
    from Adamantium for me. Leave and enter the Office of the Watch. Speak 
    with Elam Andas to progress a quest, then speak with Tarer Braryn for 
    another quest. Head through the (almost) covered trapdoor, then into 
    the Hall of Justice Secret Library.
    
    Do NOT speak with Brerayne Reloran. Look around as you like (noting the 
    copies of 2920, Second Seed, 36 Lessons of Vivec, Sermon 11,  36 Lessons 
    of Vivec, Sermon 17, 36 Lessons of Vivec, Sermon 3, 36 Lessons of Vivec, 
    Sermon 20, 36 Lessons of Vivec, Sermon 26, 36 Lessons of Vivec, Sermon 
    36, 36 Lessons of Vivec, Sermon 4, 36 Lessons of Vivec, Sermon 5, and 
    36 Lessons of Vivec, Sermon 35, also receiving a journal update if you 
    read Galur Rithari's Papers), then head into the Justice Offices.
    
    Speak with Felmena Falavel and Berel Sala, loot, explore and speak with 
    Suryn Athones and Aroa Nethalen, finish looting, then head out. Before 
    exploring the Temple compound further, head back to the Foreign Quarter 
    and to the Mages Guild. Speak with Trebonius to progress Tarer's quest, 
    then ask around about a woman in the dagger to be directed to the 
    underworks. Head down there and kill the Dreamer Prophet, then return 
    to the Hall of Justice to turn in both quests (choose the unique Belt 
    of the Armor of God). With that, head through to the Hall of Wisdom.
    
    Hall of Wisdom
    o======================================================================o
    ***NPCs***
    Midar Aravel
    Delmene Helas
    Nevil Malvayn
    Garyne Uvenim
    Adrusu Rothrano
    Balver Sarethan
    Velms Sadryon
    Mehra Milo
    
    ***NOTABLE LOOT***
    The Wolf Queen, v5
    36 Lessons of Vivec, Sermon 27
    
    23) Speak with Midar Aravel and Delmene Helas, then enter the Canon 
    Quarters. Speak with Nevil Malvayn and Garyne Uvenim, loot, leave, and 
    head into the Canon Offices. Speak with Adrusu Rothrano, then loot, 
    noting the copy of The Wolf Queen, v5. Leave and enter Milo's Quarters. 
    Loot, then head to the Library of Vivec.
    
    Speak with Balver Sarethan, Velms Sadryon, and Mehra Milo. Follow her 
    as requested and speak with her again, then loot the library, stealing 
    a copy of Progress of Truth and noting the copy of 36 Lessons of 
    Vivec, Sermon 27. Find a bed and sleep for your third disturbing dream, 
    then go check out the Hall Underworks.
    
    Kill rats and loot, then head up and into the High Fane.
    
    High Fane
    o======================================================================o
    ***NPCs***
    Eris Telas
    Dileno Lloran
    Llandris Thirandus
    Endryn Llethan
    Tholer Saryoni
    Vivec
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 10
    36 Lessons of Vivec, Sermon 2
    36 Lessons of Vivec, Sermon 28
    36 Lessons of Vivec, Sermon 6
    36 Lessons of Vivec, Sermon 24
    
    24) Speak with Eris Telas and loot the room, noting the copies of 36 
    Lessons of Vivec, Sermon 10 and 36 Lessons of Vivec, Sermon 2. Now 
    speak with Dileno Lloran, Llandris Thirandus, and Endryn Llethan, and 
    in the locked room speak with Tholer Saryoni. Avoid asking about Four 
    Corners or you'll break a later quest. Loot, noting the copies of 36 
    Lessons of Vivec, Sermon 28, 36 Lessons of Vivec, Sermon 6, and 36 
    Lessons of Vivec, Sermon 24, then head out to the Palace of Vivec, the 
    final canton. 
    
    First, head to the top of the steps and donate 100 gold at the Shrine 
    of Generosity to complete pilgrimage 3 of 7. Check out the palace right 
    quick, but you can't do much yet. Feel free to speak with Vivec and 
    read the notes behind him, then head out and enter Level 1 of the 
    Puzzle Canal.
    
    Puzzle Canal
    o======================================================================o
    ***NPCs***
    Krazzt
    Tinos Drothan
    
    ***QUESTS***
    Main Quest-Zainsubani Informant
    Miscellaneous-The Angry Trader
    
    ***FACTIONS***
    Blades-Journeyman
    
    25) Kill rats, then leave and check out Level 2. Clear it, leave, and 
    check out Level 4 (yes, skip 3). Clear it, jump underwater, and enter 
    Level 5. Clear it, exit south to arrive on level 2, then drop down to 
    level 3. Kill the rat and head to the Center. Examine the shrine, then 
    strip off any restore health or waterbreathing enchantments and let 
    yourself drown. Give Krazzt the silver longsword you should be carrying 
    (there's one in the nearby chest if you missed that), then examine the 
    shrine to complete pilgrimage 4 of 7. With that, we've done everything 
    we can currently do in Vivec. Recall to Balmora, offload, and report 
    back to Caius. Speak with him again for more orders. Now for some 
    exploration.
    
    From Vivec's strider port, head east then turn south along the coast. 
    Speak with Tinos Drothan for a miscellaneous quest, then head south. 
    Ignore Ald Sotha for now, and enter the cave of Beshara.
    
    Beshara
    o======================================================================o
    ***NPCs***
    Laire
    Fanasa Ienith
    Rerilie Llandu
    Varasa Dreloth
    Urnel Relas
    Galam Llendu
    Dondir
    Glannison
    Alvur Hleran
    Nirtunus Crunus
    
    ***NOTABLE LOOT***
    Realizations of Acrobacy
    
    26) Down the first ramp, fight Laire, then up the steps to fight Fanasa 
    Ienith and Rerilie Llandu. Loot, then head through the tunnel and fight 
    Varasa Dreloth, Urnel Relas, Galam Llendu, Dondir, Glannison, and 
    Alvur Hleran. Loot and explore (not much here), then head down the 
    final tunnel to fight Nirtunus Crunus. Loot when done, noting the 10 
    pieces of raw glass in a chest and the copy of Realizations of 
    Acrobacy, and take the 10 pieces of raw glass back to Tinos Drothan to 
    complete his quest. From here, head east, skirting along the north edge 
    of Ald Sotha, cross the river, and follow the coast. Watch the opposite 
    shore for a Dwemer tower-when you see it, swim across and follow the 
    coast west to enter the cave of Sinsibadon.
    
    Sinsibadon
    o======================================================================o
    ***NPCs***
    Herd
    Dridyn Berethi
    Borug gro-Lazgarn
    Kaasha
    Am-Ra
    J'Jarsha
    Wusha
    On-Wazei
    Ahdni
    
    ***QUESTS***
    House Hlaalu-The Twin Lamps
    
    27) Fight Herd and advance into the cave. Past some critters, fight 
    Dridyn Berethi. Loot and continue up the steps to fight Borug 
    gro-Lazgarn, who carries the Sinsibadon Slave Key. Free the slaves 
    Kaasha, Am-Ra, J'Jarsha, Wusha, On-Wazei, and Ahdni. Speaking with one 
    will get you a passcode related to the Twin Lamps. That means...yes, 
    back to Vivec. Head to St. Delyn and speak with Ilmeni Dren again for a
    quest. Now head back to where we met Tinos Drothan and proceed south, 
    hugging the coast to the west. When you find a cave called Nund, head 
    inside.
    
    Nund
    o======================================================================o
    ***NPCs***
    Mecilvus Gabenagus
    Gwen
    Lesley
    Dothasi Mothryon
    Caccian Hers
    Belas Othren
    
    ***NOTABLE LOOT***
    Notes on Racial Phylogeny
    A Dance in Fire, Chapter 1
    
    28) Fight Mecilvus Gabenagus, then head down the hall and fight Gwen. 
    Beneath the platform, you can speak with Lesley, interestingly enough. 
    Note the copy of Notes on Racial Phylogeny, then proceed. Kill Dothasi 
    Mothryon when she attacks, then proceed to the end to fight Caccian 
    Hers and Belas Othren. That's it, so loot, noting the copy of A Dance 
    in Fire, Chapter 1. Leave.
    
    Head east all the way to the coast, then turn south to spot Omani Manor. 
    Ignore it for now and proceed south along the road to the cave of Ansi. 
    Before entering, head east and swim a little ways to an island where 
    you can see an overturned rowboat. Loot the crate and barrel if you 
    like, then return to Ansi and head inside.
    
    Ansi
    o======================================================================o
    ***NPCs***
    Lunia Menanius
    Llondresa Reloth
    Taves Aralen
    Bolvus Ieneth
    Kanet
    Tuvenie Varam
    
    29) Fight Lunia Menanius in the first tunnel, and proceed. Turn left at 
    the fork and fight Llondresa Reloth. Fight Taves Aralen in the next 
    room, loot, then proceed to fight Bolvus Ieneth and Kanet. Loot and 
    proceed, eventually returning to the first intersection. Head south now 
    to fight Tuvenie Varam (might need your bow). Loot her platform and 
    leave. We're now ready to head to Ebonheart, so just recall to Balmora 
    and offload if needed then get there, either by boat or by road.
    
    o======================================================================o
    |								       |
    |			       Ebonheart & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK008}
    		1) East Empire Company Plaza
    		2) Castle Ebonheart Outer Courtyard
    		3) Grand Council Chambers
    		4) Imperial Chapels
    		5) Mudan Grotto
    		6) Uncharted Shipwreck
    		7) Norvayn Ancestral Tomb
    		8) Sennananit
    		9) Aleft
    		10) Addadshashanammu
    		11) Band Egg Mine
    		12) Kudanat
    		13) Uveran Ancestral Tomb
    
    East Empire Company Plaza
    o======================================================================o
    ***NPCs***
    Olfin gro-Logrob
    Gaeldol
    Fainertil
    Ian
    Blatta Hateria
    Nevosi Hlan
    Fiiriel
    Haening
    Thoromlallor
    Siltalaure
    Okan-Shei
    J'Zhirr
    Bolrin
    Shazgob gra-Luzgan
    Canctunian Ponius
    
    ***NOTABLE LOOT***
    Servant's Skull
    2920, First Seed, v3
    A Dance in Fire, Chapter 6
    
    1) On the way in, speak with Olfin gro-Logrob, Gaeldol, Fainertil, and 
    Ian in what you'll learn is the East Empire Company Plaza. Go explore 
    the north dock next to meet Blatta Hateria and loot the two boats. 
    Check the south dock to meet Nevosi Hlan, then loot out the Chun-Ook. 
    Note the Servant's Skull in the cabin and the copy of 2920, First Seed 
    in the upper level. Nab the 10 pieces of limeware from the lower level, 
    and feel free to run them to Alarvyne Indalas at St. Delyn since it's 
    so close by. Now, explore the East Empire South Warehouse (the northern 
    tower portion) before entering the East Empire North Warehouse. Speak 
    with Fiiriel and Haening, loot, then head into the East Empire South 
    Warehouse. Explore the tower, then enter the warehouse proper. Speak 
    with Thoromlallor and Siltalaure, loot, and head out and into the East 
    Empire Company Hall.
    
    Speak with Okan-Shei, and J'Zhirr, loot this room and the closet on the 
    right, and head deeper into the hall. Speak with Bolrin and Shazgob 
    gra-Luzgan, then head deeper still to speak with Canctunian Ponius. 
    Loot the room, noting the copy of A Dance in Fire, Chapter 6, then 
    leave and cross the bridge to Castle Ebonheart.
    
    Castle Ebonheart Outer Courtyard
    o======================================================================o
    ***NPCs***
    Maline Masolaude
    Pilus Amatius
    Vilamon
    Apelles Matius
    Jonus Maximus
    Augurius Sialius
    Joslin
    Chanil-Lee
    Agning
    Vinnus Laecinnius
    Lassinia Mussillius
    Ukawei
    Im-Kilaya
    Geel-Lah
    Onasha
    An-Deesei
    On-Wan
    Briring
    Eiruki Hearth-Healer
    Bedraflod
    Ingokning
    Heidmir
    Joshur
    Alodie Jes
    Norring
    Sirollus Saccus
    Nebia Amphia
    Fanildil
    Aumsi
    Ervona Barys
    Frald the White
    Nedhelorn
    Landorume
    
    ***NOTABLE LOOT***
    The Marksmanship Lesson
    A Dance in Fire, Chapter 4
    The Wolf Queen, v2
    
    ***SPELLS***
    Weary
    Strong Levitate
    Wearying Touch
    Strength Leech
    Shockbloom
    Lightning Bolt
    Commanding Touch
    Absorb Personality
    Absorb Strength
    Absorb Willpower
    Orc Strength
    Rapid Regenerate
    Alad's Caliginy
    Invisibility
    Dire Noise
    Iron Will
    Great Resist Frost
    Great Resist Magicka
    Shadow Weave
    
    2) Outside, speak with Maline Masolaude, Pilus Amatius, Vilamon, 
    Apelles Matius, and Jonus Maximus. I suggest starting by exploring all 
    the various Hawkmoth Towers (there are six, some with OK loot inside, 
    and Augurius Sialius to speak to), then enter the Six Fishes. Speak 
    with Joslin, Chanil-Lee, and Agning. Loot and head upstairs to speak 
    with Vinnus Laecinnius and Lassinia Mussillius, loot, and head to the 
    basement. Loot here too, then leave and head to the Argonian Mission.
    
    Speak with Ukawei, Im-Kilaya, Geel-Lah, and Onasha. Loot the room, then 
    go deeper to speak with An-Deesei, then go through the waterlogged 
    passage to find and speak to On-Wan. Note the copy of The Marksmanship 
    Lesson, and leave the mission. Head to the Skyrim Mission next door. 
    Speak with Briring, Eiruki Hearth-Healer, Bedraflod, and Ingokning, 
    then loot, noting the copies of A Dance in Fire, Chapter 4 and The Wolf 
    Queen, v2. Speak with Heidmir through the one door, then leave and head 
    into the Hawkmoth Legion Garrison.
    
    In the prison area, speak with Joshur, Alodie Jes, and Norring, then 
    head over to the smithy to speak with Sirollus Saccus. Loot and head 
    upstairs. At the fork, head right and down into the barracks. Speak 
    with Nebia Amphia, admire her disposition to 90+, and buy all of her 
    spells. Speak with Fanildil, admire his disposition to 90+, and buy all 
    of his spells. Speak with Aumsi and loot the room, then head further 
    upstairs. Speak with Ervona Barys, Frald the White, Nedhelorn, and 
    Landorume, loot the room, and leave. Time to cross the bridge and enter 
    the Grand Council Chambers.
    
    Grand Council Chambers
    o======================================================================o
    ***NPCs***
    Llerar Mandas
    Asciene Rane
    Llivas Othravel
    Ruccia Conician
    Galas Drenim
    Relen Hlaalu
    Varus Vantinius
    Llaalam Dredil
    Duke Vedam Dren
    Matus Mido
    Tuvene Arethan
    Rufinus Alleius
    Frostien Ephine
    Viccia Claevius
    Cavortius Albuttian
    Glallian Maraennius
    Ekkhi
    Sader
    Jelin
    Birard Adrognese
    
    ***QUESTS***
    Miscellaneous-Dredil's Delivery
    Miscellaneous-The Client List
    
    ***NOTABLE LOOT***
    The Alchemist's Formulary
    The Wolf Queen, v5
    Elvul's Black Blindfold
    
    3) Speak with Llerar Mandas, Asciene Rane (but DON'T go to Mournhold 
    yet), Llivas Othravel, Ruccia Conician, Galas Drenim, and Relen Hlaalu. 
    Head up the stairs to the southeast or southwest and speak with Varus 
    Vantinius, Llaalam Dredil (who will give a quest), and Duke Vedam Dren. 
    Run back out to the East Empire Company Hall and deliver the letter to 
    J'Zhirr, then run the next letter back to Dredil. Run back to the Hall 
    again and speak with Bolrin once again for a new quest. Hoof it over to 
    the Telvanni canton in Vivec, nick the client list from Audenian 
    Valius' bedroom, kill the Hunger that spawns, then run it back to 
    Bolrin. Now head back to the Grand Council Chambers, up the southwest 
    tower (all the way), and out into the Grand Council Chambers Tower.
    
    Speak with Matus Mido, then loot and head back out into the main 
    council chambers. Head north into the Imperial Commission. Speak with 
    Tuvene Arethan and Rufinus Alleius, loot (noting the copies of The 
    Alchemist's Formulary and The Wolf Queen, v5, and noting but LEAVING 
    HERE Elvul's Black Blindfold). Although you should unlock the way, 
    don't enter the Underground Caves yet; head into the Imperial Guard 
    Garrison instead.
    
    Speak with Frostien Ephine, Viccia Claevius, Cavortius Albuttian, and 
    Glallian Maraennius, loot, and head downstairs. Speak with Ekkhi, 
    Sader, Jelin, and Birard Adrognese. Head up, out, and into the Imperial 
    Chapels.
    
    Imperial Chapels
    o======================================================================o
    ***NPCs***
    Lalatia Varian
    Sauleius Cullian
    Sarmosia Vant
    Frik
    Iulus Truptor
    Synnolian Tunifus
    Kaye
    Balur Salvu
    
    ***NOTABLE LOOT***
    The Dowry
    The Cake and the Diamond
    Shoes of Conviction
    Maran Amulet
    Zenithar's Frock
    Stendarran Belt
    
    ***SPELLS***
    Stamina
    Detect Enchantment
    Purge Magic
    Divine Intervention
    Rallying Touch
    Resist Common Disease
    
    ***QUESTS***
    Imperial Cult-Alms from the Skyrim Mission
    Imperial Cult-Gathering Marshmerrow
    Imperial Cult-Missing Limeware
    Imperial Cult-Gathering Muck
    Imperial Cult-Alms from the Argonian Mission
    Imperial Cult-Buckmoth Alms
    Imperial Cult-Ring in Darkness
    
    ***FACTIONS***
    Imperial Cult-Novice
    Imperial Cult-Initiate
    Imperial Cult-Acolyte
    
    4) Speak with Lalatia Varian, Sauleius Cullian, Sarmosia Vant, and 
    Frik, loot the area (noting the copy of The Dowry), then speak with 
    Iulus Truptor, Synnolian Tunifus, and Kaye, all of whom will offer 
    quests (and you should accept all three). With Synnolian, make sure to 
    admire his disposition to 90+ and buy all of his spells. Head out to 
    Balur's Farmhouse (it's nearby and we've seen it before). Speak with 
    Balur Salvu, then explore and loot the farmhouse, making sure to grab 
    the five marshmerrow. Ask Salvu to teach you something for a copy of 
    The Cake and the Diamond. Head back to Ebonheart, and ask any High Elf 
    (I used Fainertil) about Caryarel for some clues. Head to the Skyrim 
    Mission and bother everyone about alms. Head back to the Chapels and 
    report to Synnolian for a reward, a new quest, and a promotion to 
    Novice. Report to Iulus that you've doubled the goal for the unique 
    Shoes of Conviction, ask about advancement for a promotion to Initiate, 
    speak with him again for the unique Maran Amulet, and speak with him 
    AGAIN for a new quest. Head to the Argonian Mission and bother everyone 
    for alms, then return to Iulus and tell him you've doubled the goal 
    (even if you didn't). Ask about advancement for a promotion to Acolyte, 
    speak to him again for the unique Stendarran Belt, then speak with him 
    one more time for a new quest. That's it for questing for now, but note 
    that Lalatia Varian will now sell spells and offer quests of her own. 
    Take the first one. 
    
    Go speak with Llaalam Dredil in Ebonheart and Nalasa Sarothren at the 
    Elven Nations Cornerclub in Vivec's Hlaalu Canton to progress this 
    quest. Now, head back to the docks in Ebonheart. Leave town to the 
    south and when the path dead-ends on some rocks swim due west. From the 
    first island you hit, swim west and a bit south and you should find the 
    Mudan Grotto. Head inside.
    
    Mudan Grotto
    o======================================================================o
    ***NOTABLE LOOT***
    Dragonbone Cuirass
    
    5) Just swim through the tunnels, killing critters, and enter the Lost 
    Dwemer Checkpoint. Go upstairs first, fighting and looting, then head 
    for the submerged lower center passage. To the left is the Mudan Right 
    Tower, and straight ahead is the Vault. Head to the tower first to 
    visit Peke Utchoo (heh), then head into the Vault. Kill the unique 
    Steam Guardian and loot, paying particular attention to the artifact 
    Dragonbone Cuirass. I suggest equipping it, as it by far the best thing 
    we've found so far. Leave when done, get back to shore, and to the 
    southern tip of the land. You should be able to see the Palace of 
    Vivec; swim out to an island due south of it. The shipwreck is easily 
    visible; head inside.
    
    Uncharted Shipwreck
    o======================================================================o
    
    6) Loot the cabin for some gold, then loot the lower levels for 
    miscellany. We're done, so I suggest offloading in Balmora. Just head 
    due west over the ridge to return to Hlormaren. Follow the road north 
    and enter the Norvayn Ancestral Tomb on the left.
    
    Norvayn Ancestral Tomb
    o======================================================================o
    
    7) Just move through, killing as you go. At the first fork, loot the 
    room to the left and go straight. Go right at the next fork, loot, then 
    return and go straight. With that, this little tomb is done. Leave and 
    offroad to the west until you find the cave of Sennananit (about due 
    north of Hlormaren). Head inside. 
    
    Sennananit
    o======================================================================o
    
    8) Not much in this little cave. Kill everything and loot, then head 
    out. Head north and track the coast east, eventually looping around a 
    cove, to find a dwarven ruin called Aleft. Head inside.
    
    Aleft
    o======================================================================o
    ***NPCs***
    Holmgeira
    
    9) The path is straightforward, so just go right through, killing 
    critters and looting. When done, go south along your current peninsula 
    to reach Addaddshashanammu. Clear the exterior, speak with Holmgeira, 
    and head inside-we're finally entering a Daedric ruin for the first 
    time.
    
    Addadshashanammu
    o======================================================================o
    ***NPCs***
    Dortodd
    Irinwe
    Eradan
    Jolding
    Pelena Acicius
    
    ***NOTABLE LOOT***
    The Third Door
    The Lunar Lorkhan
    
    10) Fight Dortodd, Irinwe, Eradan, Jolding, and Pelena Acicius, then 
    loot this shrine to Sheogorath. Note the copies of The Lunar Lorkhan 
    and The Third Door, the latter of which should raise you to Level 80. 
    Use the bedroll by the entrance to rest, then leave. Head back to the 
    road (east), then follow it north to the Band Egg Mine. Head inside.
    
    Band Egg Mine
    o======================================================================o
    
    11) Turn left at the first intersection, then head back when you 
    dead-end and turn left (northeast). When you hit the queen, turn around 
    and go left once more (southeast). Loot if anything appeals, then 
    leave. Follow the road through the ridge going east, then hug the right 
    path to find the cave of Kudanat. Head inside.
    
    Kudanat
    o======================================================================o
    ***NPCs***
    Falion
    Throknolf the Craven
    Tandasea Salas
    Murag gro-Atumph
    Ulenea Beloren
    Vianis Tiragrius
    Nalur Indrano
    Ra'Sava
    Ah-Meesei
    Adharanji
    Heedul
    Oleen-Gei
    Bugrol gro-Bagul
    Hlormar Wine-Sot
    Sosia Caristiana
    
    ***NOTABLE LOOT***
    Unnamed Book
    Cloudcleaver
    
    ***QUESTS***
    Miscellaneous-Favors for Orcs
    Miscellaneous-Recovering Cloudcleaver
    
    12) Fight Falion, Throknolf the Craven, Tandasea Salas, then loot the 
    water pool. Proceed to fight Murag gro-Atumph and Ulenea Beloren. Loot 
    this room, then proceed to fight Vianis Tiragrius and Nalur Indrano. 
    Loot the last room, being sure to nab the slave key from the table and 
    noting the copy of the Unnamed Book, then go free the slaves Ra'Sava, 
    Ah-Meesei, Adharanji, Heedul, and Oleen-Gei. That's it for here, so 
    leave and stick with the road toward Caldera. Before the intersection
    with the naked Nord, veer off-road a bit northwest and speak with 
    Bugrol gro-Bagul for a quest. With that, go ahead and chat with the 
    naked Nord, Hlormar Wine-Sot, for another. Head almost due north and 
    just *slightly* west fo find Sosia Caristiana. The best reward comes 
    from (wrongly) siding with Hlormar, so do as you will-I'll take the 
    unique Axe over potions or an (irrelevant) Strength boost. With that 
    done, backtrack to where you met Hlormar and follow the road toward 
    Caldera Mining Company. Skip Alveleg and Ashanammu, and proceed through 
    the Caldera Mine (yes, we're skipping it too) to the Uveran Ancestal 
    Tomb. Head inside.
    
    Uveran Ancestral Tomb
    o======================================================================o
    
    13) Kill undead and loot this very straightforward little tomb. The 
    first two side rooms hold nothing of particular interest, and frankly, 
    the final room does not either. When you've explored to your 
    satisfaction, leave, go through the mining company back to the road, 
    and enter the town of Caldera. We've passed through once before, but 
    now it's time to explore.
    
    o======================================================================o
    |								       |
    |			       Caldera & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK009}
    		1) Caldera
    		2) Guild of Mages
    		3) Ghorak Manor
    		4) Shushishi
    		5) Abaelun Mine
    		6) Indalen Ancestral Tomb
    
    Caldera
    o======================================================================o
    ***NPCs***
    Keel-Raniur
    Nedhelas
    Dro'Shavir
    Valvius Mevureius
    Surane Leoriane
    Odairan Ashummi-Ammus
    Bashuk gra-Bat
    Elmussa Damori
    Canodia Felannus
    Olumba gro-Boglar
    Foves Arenim
    Llaros Uvayn
    Cunius Pelelius
    Odral Helvi
    
    ***NOTABLE LOOT***
    Mystery of Talara, Part 1
    Mystery of Talara, Part 2
    Mystery of Talara, Part 5
    Chance's Folly
    
    ***SPELLS***
    Demoralize Beast
    Demoralizing Touch
    Telekinesis
    Medusa's Gaze
    Silence
    Wild Earwig
    
    1) Speak with Keel-Raniur and Nedhelas, then head into the North Guard 
    Towers. Loot and head to Dro'Shavir's House. Speak with Dro'Shavir, 
    loot (note the copy of Mystery of Talara, Part 1), and head to Valvius 
    Mevureius' House. Speak with him, loot (noting the copies of Mystery of 
    Talara, Part 2 and Mystery of Talara, Part 5), then head into 
    Keel-Raniur's House. Loot and head to Surane Leoriane's House. Speak 
    with her, loot, and head to Odairan Ashummi-Ammus' House. Speak with 
    him, loot, and head to Bashuk gra-Bat's House. Speak with her, loot, 
    then run her note out to Bugrol. Hand it over to finish the quest, then 
    head back to Caldera and head to Elmussa Damori's house. Speak with 
    her, loot (noting the copy of Chance's Folly and leaving the Caldera 
    Mining Contract where it is), then leave and head to Canodia Felannus' 
    House. Enter, speak with her, loot, and head to Nedhelas' House. Loot 
    (ignore the tomb for now), leave, and head to the South Guard Towers. 
    Loot them as well, then head to the Governor's Hall.
    
    First, head up either tower and speak with Olumba gro-Boglar. On the 
    main level, speak with Foves Arenim and Llaros Uvayn. With the latter, 
    admire her disposition to 90+ and buy all of her spells. Speak with 
    Cunius Pelelius, loot the back center tower, then head up either of the 
    other back towers to Odral Helvi's rooms. Speak with him, loot (leave 
    all books in his chest), and head out to the Mages Guild.
    
    Guild of Mages
    o======================================================================o
    ***NPCs***
    Medila Indaren
    Ernand Thierry
    Eraamion
    Folms Mirel
    Emelia Duronia
    Falanaamo
    Irgola
    Hodlismod
    Verick Gemain
    
    ***NOTABLE LOOT***
    2920, Hearth Fire, v9
    Hlormaren Propylon Index
    The Buying Game
    The Armorer's Challenge
    
    ***SPELLS***
    Weakness to Common Disease
    Armor Eater
    Doze
    Bound Gauntlets
    Sleep
    Toxic Cloud
    Brevusa's Averted Eyes
    Light
    Dire Earwig
    
    2) Loot the room (noting the copy of 2920, Hearth Fire, v9), then speak 
    with Medila Indaren (buying all of her spells) and Ernand Thierry. Loot 
    the door behind him, then head upstairs to speak with Eraamion (whose 
    spells you should buy), Folms Mirel (who has a new quest), and Emelia 
    Duronia. Use her to offload in Balmora if needed, then come back and 
    head to Falanaamo: Clothier. Speak with him, loot his shop, then head 
    to Irgola: Pawnbroker. Loot (the Hlormaren Proplyon Index is in the 
    ground floor windowsill, and a copy of The Buying Game is upstairs), 
    speak with him, then go turn the index in to Folms Mirel. We already 
    found the Marandus Propylon Index, so get it from wherever it's stashed 
    and bring it to him as well. Now head to Hodlismod: Armorer. Speak with 
    him, loot the shop (noting the copy of The Armorer's Challenge), and 
    leave. Head to Verick Gemain: Trader. Speak with him loot his shop, and 
    leave. Head over to Ghorak Manor.
    
    Ghorak Manor
    o======================================================================o
    ***NPCs***
    Lorzub gro-Bogla
    Urul gro-Ghorak
    Creeper
    Ghoragdush gro-Kashug
    Gulfim gra-Borbul
    Duma gro-Lag
    Shenk
    Iratian Albarnian
    Ri'Shajirr
    Aeta Wave-Breaker
    
    ***NOTABLE LOOT***
    The Wolf Queen, v7
    Night Falls on Sentinel
    The Armorer's Challenge
    Realizations of Acrobacy
    The Marksmanship Lesson
    
    ***QUESTS***
    Miscellaneous-Aeta Wave-Breaker's Jewels
    
    3) Speak with Lorzub gro-Bogla, note the copy of The Wolf Queen, v7 in 
    the fireplace, speak with Urul gro-Ghorak, note the copy of Night Falls 
    on Sentinel in the windowsill, then head upstairs. Creeper, the scamp, 
    will buy goods at full value and has 5000 gold in reserve-very useful 
    if you still need to make money. After acquainting yourself with him, 
    speak with Ghoragdush gro-Kashug, Gulfim gra-Borbul, and head to the 
    top floor to speak with Duma gro-Lag. Ask him to recreate the Shrine of 
    Boethiah to progress that quest. Use the guild guide to get to Vivec, 
    head to Jobasha's Rare Books, and buy or steal a copy of Boethiah's 
    Glory. Speak with him about the Twin Lamps for a few rare books we've 
    already read, then head back to Caldera. Turn the book and gold over to 
    Duma, then leave and head to Shenk's Shovel.
    
    Speak with Shenk, loot the bar, speak with Iratian Albarnian, head 
    upstairs one floor to speak with Ri'Shajirr (a master trainer in 
    Sneak), loot the area, and leave. That's it for Caldera, so let's go 
    explore some more. Just out of town to the east, find and speak with 
    Aeta Wave-Breaker for a new quest. For the sake of mapping paths, head 
    out of Caldera to the north, ignore anything you see, and follow signs 
    toward Ald'Ruhn. Eventually, you'll start to see signs for Buckmoth 
    Legion Fort-follow those. When you spot the fort to your right, follow 
    the path from the fort doors, turn right, and head directly through the 
    Daedric ruin at Ramimilk. Keep going, following the paths downhill, and 
    you'll arrive at the cave of Shushishi just a bit east of Aeta (but 
    over a ridge). If you don't care about path mapping, just levitate east 
    from Aeta. Head inside.
    
    Shushishi
    o======================================================================o
    ***NPCs***
    Atulg gro-Largum
    Galdiir
    Halof
    Vilvyni Uveran
    Monsey
    Ma'Jidarr
    Tsajadhi
    Meeh-Mei
    Deesh-Meeus
    
    4) Immediately, fight Atulg gro-Largum, then proceed a bit to fight 
    Galdiir. Further in, fight Halof (who has the slave key) and levitate 
    up to fight Vilvyni Uveran. Loot up here, then proceed through the loop 
    to eventually fight Monsey. Go straight, ignoring the door, to find two 
    slaves to free, Ma'Jidarr and Tsajadhi. Proceed to find Dro'Zhirr, who 
    is not hostile and can actually be convinced to return Aeta's property. 
    Loot this last room, freeing the slaves Meeh-Mei and Deesh-Meeus, and 
    leave. Levitate to Aeta, then back to Dro'Zhirr, then you'll be done. 
    Exit. Run along the path now, watching the left, to discover Abaelun 
    Mine. Head inside.
    
    Abaelun Mine
    o======================================================================o
    ***NPCs***
    Davas Aralas
    Alvor Andas
    Mervis
    Rernel Arano
    
    5) Explore the relatively unremarkable mine, speaking with Davas 
    Aralas, Alvor Andas, Mervis, and Rernel Arano, then leave. Head left to 
    Ramimilk, which we're still skipping. Schlep back to Caldera by your 
    method of choice, then look northeast of town, outside the walls, for 
    the Indalen Ancestral Tomb. Head inside.
    
    Indalen Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Pemenie
    Sjorvar Horse-Mouth
    
    ***QUESTS***
    Miscellaneous-Pemenie and the Boots of Blinding Speed
    
    ***NOTABLE LOOT***
    Boots of Blinding Speed
    
    6) Proceed, killing Daedra and looting, through this very 
    straightforward little tomb. Turn right at the first intersection, 
    loot, head back to the other fork, loot, and rejoice in being done. 
    Leave and follow the road north out of Caldera. Follow signs first 
    along the "main road" to Ald'Ruhn, and on the left you should soon spot 
    Pemenie. Speak with her and agree to the quest, then head back south 
    and follow road signs to quickly rush her to Gnaar Mok. Head back 
    toward where you met her after you get the Boots of Blinding Speed (I 
    know), and proceed north along the road when you get back there. Take 
    the first left to find Sjorvar Horse-Mouth. Speak with him, loot his 
    shack, then proceed north along the road. Eventually, you'll find a 
    fork with signs; turn left to head toward Gnaar Mok again. On the left, 
    before long, you'll spot the Telvayn Ancestral Tomb. Skip it, follow 
    the road toward Gnaar Mok (skip the mudcrabs and the cave of Mallapi 
    and any netch-just trust me), and when you arrive from the north we're 
    actually ready to explore the village.
    
    o======================================================================o
    |								       |
    |			       Gnaar Mok & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK010}
    		1) Gnaar Mok
    		2) Shurinbaal
    		3) Shunned Shipwreck
    		4) Khartag Point
    		5) Drulene Falen's Guar Ranch
    		6) Andasreth
    		7) Saramisun-Assa Egg Mine
    		8) Milk
    		9) Hleran Ancestral Tomb
    		10) Buckmoth Legion Fort
    
    Gnaar Mok
    o======================================================================o
    ***NPCs***
    Valveli Arelas
    Nadene Rotheran
    Anglalos
    Caryarel
    Jerian Dolbanitte
    Mush-Mere
    Rostlogi
    Daren Adryn
    Selvura Andrano
    Anas Ulven
    Sodrara Andalas
    Dridas Salvani
    Almse Arenim
    Drarus Berano
    Andilo Thelas
    Hinald
    Balan
    Wadarkhu
    
    ***NOTABLE LOOT***
    2920, First Seed, v3
    The Rear Guard
    36 Lessons of Vivec, Sermon 30
    The Black Arrow, v1
    Elvul's Black Blindfold
    
    ***FACTIONS***
    Imperial Cult-Adept
    
    ***QUESTS***
    Imperial Cult-The Haunting
    Imperial Cult-Thelsa Dral the Witch
    
    1) Gnaar Mok is reachable via fast travel, so feel free to recall to 
    Balmora and offload if needed before coming back here. Start by looting 
    the boats and speaking with Valveli Arelas, Nadene Rotheran, Anglalos, 
    and Caryarel to update a quest. Head into Jerian Dolbanitte's shack, 
    speak with him, and loot. Do the same in Mush-Mere's shack (noting the 
    copy of 2920, First Seed, v3), then head to Caryarel's shack. Get the 
    Chapel Limeware Bowl from a barrel by his bed, then head to Rostlogi's 
    shack. Speak with her and loot, then loot Anglalos' Shack next door 
    (noting the copy of The Rear Guard). Now head into Nadene Rotheran's 
    shack.
    
    Speak with Daren Adryn for Ahnassi's quest. Before speaking with him 
    again, speak with Selvura Andrano, Anas Ulven, and Sodrara Andalas. Now 
    ask Adryn about Ahnassi again, and you'll have to kill all four Camonna 
    Tong. Loot them and the shack, then head over to Arenim Manor. Explore 
    this level, speaking with Dridas Salvani before heading downstairs. 
    Speak with Almse Arenim, then head to the stairs up. Speak with Drarus 
    Berano, then head out to the balcony to speak with Andilo Thelas. Now 
    head to the Dreugh-Jigger's Rest.
    
    Speak with Hinald, Balan, and Wadarkhu (the second master trainer in 
    Sneak), loot the place, and we're done in Gnaar Mok. Head to Pelagiad 
    and chat with Ahnassi to move her quest along, noting that you get 
    notified of a key to the already-looted Redoran Treasury and a copy of 
    36 Lessons of Vivec, Sermon 30, then head to St. Olms Canton Canalworks 
    in Vivec and speak with J'Dhannar. Head to the Foreign Quarter now and 
    chat with Jobasha. Buy or steal Confessions of a Dunmer Skooma-Eater 
    and take it back to J'Dhannar. Now head back to Pelagiad to report back 
    to Ahnassi again, then go speak with her at her house. Head to Vivec 
    Arena Fighters Quarters and chat with Senyndie, receiving a copy of The 
    Black Arrow, v1, then return to Ahnassi for another task. Gold Kanet 
    and Coda Flowers are both plentiful in the Ascadian Isles and Bitter 
    Coast respectively, so just grab some and bring them back for another 
    task. Head to the Telvanni Tower in Vivec and steal Mavon Drenim's 
    Flamemirror Robe from the closet by the beds. Take it back to Ahnassi, 
    trade it for 20 Ebony Throwing Stars, and speak with her again for yet 
    another task. Head to Ebonheart now, snag Elvul's Black Blindfold from 
    the Imperial Commission, and go turn in the Chapel Limeware Bowl to 
    Kaye at the Imperial Chapels while you're here. Ask him about 
    advancement to be promoted to Adept, then ask for another mission to be 
    sent to Caldera. Visit Ahnassi one last time to end her quest chain.
    
    Recall to Balmora, offload, then head to Caldera and speak with 
    Nedhelas outside. Enter his house, and head through the trapdoor to the 
    Heleran Ancestral Tomb. Loot this very straightforward tomb, destroy 
    the Ghost of Galos Heleran, report back to Nedhelas, then back to Kaye. 
    Now take a boat back to Gnaar Mok-let's get back to exploring.
    
    To the south, check tree stumps for loot, then head into the cave of 
    Shurinbaal.
    
    Shurinbaal
    o======================================================================o
    ***NPCs***
    Enjine
    Sethesi Adas
    Talamu Sethandas
    Dovrosi Varyon
    Gancolm
    Galtus Serethi
    Crottus Cedus
    Eponis Vinipter
    Daroder Helni
    
    ***NOTABLE LOOT***
    Ice and Chiton
    Unnamed Book
    
    2) Fight Enjine, Sethesi Adas, Talamu Sethandas, Dovrosi Varyon, and 
    Gancolm by simply moving forward. The intersection only has two 
    tunnels; go right first to swim and fight Galtus Serethi and Crottus 
    Cedus. Loot the platform, then head back to the intersection, head 
    through the gate, and fight Eponis Vinipter and Daroder Helni (who 
    carries copies of Ice and Chiton and Unnamed Book). Leave and swim 
    across to an island to the south.
    
    Check out the tree stumps, then head into An Abandoned Shack. Loot 
    inside, then head southwest to find the Shunned Shipwreck.
    
    Shunned Shipwreck
    o======================================================================o
    
    3) Check out the cabin and lower levels-nothing too special. Head back 
    to Gnaar Mok and head north from Arenim Manor to find a cave called 
    Ilunibi. Check the tree stumps, but skip this and swim north. There's 
    some Orcish armor underwater as you swim over to a big rock-this is 
    Khartag Point.
    
    Khartag Point
    o======================================================================o
    ***NPCs***
    Shulong gro-Azorku
    Dumburz gro-Bulfish
    Lazgar gra-Durog
    Ugdumph gro-Lumbuk
    Rasha
    
    ***NOTABLE LOOT***
    Goldbrand
    
    ***QUESTS***
    Miscellaneous-The Shirt of His Back
    
    4) If, like me, you arrived before the shrine is finished, swim west 
    and explore the Neglected Shipwreck. Before going in, check the nearby 
    island and capsized longboat for a fair bit of loot. Now go inside. 
    Explore and loot as you like, but the real point is to wait in 24-hour 
    increments and keep checking for the Shrine of Boethiah at Khartag 
    Point to be completed. Once it is (you can visit with workers Shulong 
    gro-Azorku, Dumburz gro-Bulfish, Lazgar gra-Durog, Ugdumph gro-Lumbuk, 
    and Duma gro-Lag as work progresses), interact with the shrine to 
    receive Goldbrand and complete the quest.
    
    Get on the road and follow it all the way back into the West Gash, up 
    until a T-intersection with a signpost, and turn left toward Gnisis and 
    Ald'Ruhn. Speak with Rasha along the road for a miscellaneous quest, 
    then continue north until you see an unmarked trail to the left. Follow 
    it to Drulene Falen's guar ranch.
    
    Drulene Falen's Guar Ranch
    o======================================================================o
    ***NPCs***
    Drulene Falen
    Glaum
    Gaban
    
    ***QUESTS***
    House Redoran-Mudcrab Pests
    House Redoran-Trouble with Bandits
    
    ***NOTABLE LOOT***
    The Hope of the Redoran
    Hallgerd's Tale
    
    5) Speak with Drulene Falen for a House Redoran quest. Loot her ranch 
    and hut (noting the copy of The Hope of the Redoran), then head back 
    to the Bitter Coast. You should see the offending mudcrabs straight 
    ahead by a guar corpse, so kill them and report back to Drulene. Speak 
    with her again for another quest, then head to the previously-skipped 
    Telvayn Ancestral Tomb and head inside.
    
    Head through this very straightforward tomb, fight Glaum and Gaban, 
    loot (noting the copy of Hallgerd's Tale), and return to Drulene again. 
    With that done, go a little south from Drulene's hut to see another 
    unmarked path heading west through the hills. You'll cross some ash 
    waste before arriving at the Dunmer stronghold of Andasreth.
    
    Andasreth
    o======================================================================o
    ***NPCs***
    Dareru Omalas
    Andril Othran
    Dinor Thilandas
    Nalsie Radas
    Ildos Rothren
    Beleru Hledri
    Raynilie Andromo
    Brelar Andas
    Athesie Andas
    Llelan Andoril
    Folvalie Omalor
    Gilas Llervu
    Aloie Indaram
    Giryn Nirith
    Sulis Rendas
    
    ***NOTABLE LOOT***
    The Wolf Queen, v4
    The Dragon Break Re-Examined
    The Rear Guard
    
    6) Start in the Propylon Chamber if you like, but there's nothing 
    there, so head into the Lower Level ready to rumble. Turn left, and 
    explore the first side room to fight Dareru Omalas. Loot the room, 
    noting the copy of The Wolf Queen, v4, then head out and continue 
    clockwise. In the next side room, fight Andril Othran and loot. Return 
    to the hall and proceed clockwise to fight Dinor Thilandas. The next 
    side room has four dead Redoran guards (they feature in a Redoran quest 
    if you're joining that house), and after that you'll find an open room 
    where you'll fight Nalsie Radas and Ildos Rothren. Loot the room, but 
    don't go upstairs yet. Continuing clockwise on the lower level, you can 
    finish mapping it out. Now head to the Upper Level.
    
    Turn right and go clockwise to fight Beleru Hledri. Fight Raynilie 
    Andromo in the first side room, then loot, noting the copy of The 
    Dragon Break Re-Examined. Proceed, skipping the stairs, and in the next 
    side room fight Brelar Andas and Athesie Andas. Note the copy of The 
    Rear Guard as you continue, fighting Llelan Andoril in the next room. 
    Continue to the next room to fight Folvalie Omalor. Proceed to fight 
    Gilas Llervu in the hallway, then finish the loop. Return to the stairs 
    and go up and outside. Fight Aloie Indaram, Giryn Nirith, and Sulis 
    Rendas to finish clearing the stronghold. Head back to the main road 
    past Drulene Falen's hut and continue north. Turn left toward Gnisis at 
    the next fork, and follow the road a long way to the next signpost. 
    Turn left on the unmarked path, then left again at the next fork, and 
    follow this path south to the Saramisun-Assa Egg Mine. Head inside.
    
    Saramisun-Assa Egg Mine
    o======================================================================o
    
    7) No noteworthy loot here, so just explore, kill the critters, do the 
    same in the Queen's Lair, and leave. Back outside, head back toward the 
    main road, and back toward Ald'Ruhn. After the first signpost, watch 
    the left for an unmarked path. When you spot it, take it to the 
    Salothran Ancestral Tomb and head inside.
    
    Down the first ramp, kill critters and turn right to head to the lower 
    level. Loot near the shrine, then head back up and through the doors 
    around the hole to proceed. Loot the corpses and leave. Back on the 
    main road again, continue back toward Ald'Ruhn, but note the next 
    unmarked path, again on the left. Follow it to Milk. This is the site 
    of another Redoran quest we'll never get, so go ahead and enter.
    
    Milk
    o======================================================================o
    ***NPCs***
    Llarel Llenim
    Faver Seran
    Dramis Maryon
    Danaronea Daryon
    Gandela Indoran
    Ilmyna Romoren
    Arethan Mandas
    Ivela Uvenim
    Hisin Deep-Raed
    Drerel Indaren
    Falanu Indaren
    
    ***NOTABLE LOOT***
    Vernaccus and Bourlor
    Mystery of Talara, v5
    The Icecap
    A Dance in Fire, Chapter 2
    
    ***QUESTS***
    House Redoran-Delyna Mandas in Tel Fyr
    Miscellaneous-The Paralyzed Barbarian
    Miscellaneous-Divided by Nix-Hounds
    
    8) Fight Llarel Llenim and Faver Seran. Loot and continue, fighting 
    Dramis Maryon and Danaronea Daryon. Turn left at the intersection, 
    loot, then proceed. Fight Gandela Indoran, loot, and continue to fight 
    Ilmyna Romoren. Loot and continue, skipping the room with the 
    non-hostile Arethan Mandas for now, and fight Ivela Uvenim. Loot her 
    room and the underwater passage, then return to Arethan. Loot his room, 
    noting the copies of Vernaccus and Bourlor and Mystery of Talara, v5,  
    and speak to him-I leave him alive and exit the cave, with a quest in 
    hand. Back at the main road, continue toward Ald'Ruhn, but almost 
    immediately break right back toward Caldera. Speak to the naked Nord 
    Hisin Deep-Raed for a miscellaneous quest. Complete it immediately by 
    casting Cure Common Disease on Other on him, receiving The Icecap for 
    your trouble. Proceed toward Ald'Ruhn again, passing a sign toward 
    Maar Gan, then watch off road to the left to meet Drerel Indaren. Speak 
    with him for a new quest, head east and a hair south to kill two 
    nix-hounds and find Falanu Indaren. Drerel will give you a copy of A 
    Dance in Fire, Chapter 2 to complete the quest. Chat with Falanu if you 
    like, then get back to the main road. Head back toward where you met 
    Drerel, looking for a signpost with three signs to the west (Maar Gan, 
    Caldera, and Gnisis) and two to the east (Ald-Ruhn and Buckmoth Legion 
    Fort). Across from the sign, there should be an unmarked path heading 
    south. Take this path to the Hleran Ancestral Tomb, and head inside.
    
    Hleran Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Viatrix Petilia
    
    ***NOTABLE LOOT***
    Trap
    
    ***QUESTS***
    Miscellaneous-Viatrix, the Annoying Pilgrim
    
    9) This is a Quarra vampire den, so take care to avoid infection 
    (unless you want to depart from this guide and join that clan). Head 
    down the ramp, kill vamps, and loot, noting the copy of Trap. Head 
    through the other door, kill, loot, and leave. Head back to the main 
    road, and follow it toward and past Ald'Ruhn, following signs to the 
    Buckmoth Legion Fort. You'll bump into Viatrix Petilia, so speak with 
    her and agree to her quest.
    
    Keep following signs for the fort until you get there, then proceed as 
    if you were going to Ramimilk. Instead, when Ramimilk is on your right, 
    turn left and follow the path, and before long you'll reach the 
    Ghostfence. Admire it if you like, then follow the trail east alongside 
    it to eventually reach Ghostgate. We're not going to explore this place 
    yet, so just rush through the center gates and take Viatrix to the 
    shrine (just inside and up a hill to the right) to complete her quest. 
    When that's done, head back to the Buckmoth Legion Fort.
    
    Buckmoth Legion Fort
    o======================================================================o
    ***NPCs***
    Shardie
    Rulfim gra-Ogdub
    Eldil Bradyn
    Thetrard Phirrienele
    Raesa Pullia
    Syloria Siruliulus
    Cocistian Quaspus
    Segunivus Mantedius
    Olquar
    Aldaril
    Yambagorn gro-Shulor
    Hingor
    Attelivupus Catius
    Arnand Liric
    Imsin the Dreamer
    Dulian
    
    ***SPELLS***
    Summon Bonelord
    Summon Clannfear
    Temptation
    Heartbite
    Cure Poison
    
    10) In the courtyard, loot and speak with Shardie (the master trainer 
    in Block). Head up onto the wall and enter the Towers. Explore this 
    zone, then exit to the balcony and enter the prison. In the cells, you 
    can speak with Rulfim gra-Ogdub and Eldil Bradyn before heading down 
    through a trapdoor. Down here, you can meet Thetrard Phirrienele before 
    making your way back through the Towers to the Interior.
    
    Speak with Raesa Pullia, Syloria Siruliulus, Cocistian Quaspus, 
    Segunivus Mantedius, and Olquar. Loot this room, as well as the two 
    towers to the east, then head through the northwest door to descend to 
    the Fort's lower level. Speak with Aldaril, admire his disposition to 
    90+, and buy his spells. Speak with Yambagorn gro-Shulor, Hingor, 
    Attelivupis Catius, and loot the room. Head north to speak with Arnand 
    Liric, admire his disposition to 90+, and buy his spell. Loot the room, 
    then head south. Loot this room and speak with Imsin the Dreamer and 
    Dulian, then leave. Do note that our advancement in the Imperial Cult is 
    high enough for free blessings, so we can use altars to cure any disease 
    AND refill magicka (if you're an Atronach) with no expense. We're now 
    ready to go to Ald'Ruhn, so follow the signs and stroll into town. Just 
    to unlock fast travel, head to the Manor District (the HUGE building), 
    go to Bivale Teneran: Clothier, and hand over your Exquisite Shirts. 
    Now you can recall to Balmora, offload as needed, and take a strider or 
    guild guide to Ald'Ruhn. Let's start outside.
    
    o======================================================================o
    |								       |
    |			       Ald'Ruhn & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK011}
    		1) Ald'Ruhn Shops and Homes
    		2) Ald'Ruhn Manors
    		3) Redoran Council Hall
    		4) Morag Tong Guildhall
    		5) Temple
    		6) Guild of Fighters
    		7) Guild of Mages
    		8) The Rat in the Pot
    		9) Mallapi
    		10) Randas Ancestral Tomb
    		11) Dushariran
    		12) Alen Ancestral Tomb
    		13) Odibaal
    		14) Bthanchend
    		15) Rothan Ancestral Tomb
    
    Ald'Ruhn Shops and Homes
    o======================================================================o
    ***NPCs***
    Navam Veran
    Louis Beauchamp
    Tauryon
    Braynas Hlervu
    Galthragoth
    Pellecia Aurrus
    Ilmiril
    Dravasa Andrethi
    Aryni Orethi
    Gindrala Hleran
    Gildan
    Ienas Sarandas
    Drinar Varyon
    Tiras Sadus
    Bevene Releth
    Dandera Selaro
    Codus Callonus
    Daynes Redothril
    Bivale Teneran
    Cienne Sintieve
    Lledsa Vari
    Llether Vari
    
    ***NOTABLE LOOT***
    The Third Door
    A Dance in Fire, Chapter 2
    A Dance in Fire, Chapter 7
    Realizations of Acrobacy
    The Alchemist's Formulary
    36 Lessons of Vivec, Sermon 22
    36 Lessons of Vivec, Sermon 16
    36 Lessons of Vivec, Sermon 25
    The Wolf Queen, v4
    36 Lessons of Vivec, Sermon 6
    Last Scabbard of Akrash
    Bthuangth's Harvester
    The Mirror
    Mystery of Talara, v5
    The Buying Game
    
    ***QUESTS***
    Miscellaneous-The Patchwork Airship
    Miscellaneous-Tiras Sadus and Ienas Sarandus
    Miscellaneous-Bevene Releth and Ienas Sarandus
    Miscellaneous-Daynes Redothril and Ienas Sarandus
    Miscellaneous-Bivale Teneran and Ienas Sarandus
    Miscellaneous-Llether Vari and Ienas Sarandus
    
    1) Speak with Navam Veran at the silt strider port, then check out 
    Guard Towers 2 and 1 just south of him, noting the copy of The Third 
    Door in Tower 1. Speak with Louis Beauchamp outside the Mages Guild for 
    a Bloodmoon quest we'll do MUCH later. Speak with Tauryon next, who 
    will give alms for our current Imperial Cult almoner quest. Now, head 
    to the east end of town, south of the temple, and check out Braynas 
    Hlervu's house. Loot it, then speak with Braynas outside, while wearing 
    your Bal Molagmer gloves. Now, enter Galthragoth's House next door, 
    speak with him for some more alms, loot the house (noting the copy of A 
    Dance in Fire, Chapter 2), then leave. Next door is Pellecia Aurrus' 
    House, so speak with her, loot, and leave. Head next door to Ilmiril's 
    House, speak with him, loot, and leave. Next door is Dravasa Andrethi's 
    house. Speak with her, loot (noting the copy of A Dance in Fire, 
    Chapter 7), and leave. Outside, to the west, find and speak with Aryni 
    Orethi and Gindrala Hleran, then enter Gildan's House. Speak with her, 
    loot, and leave, then loot Tauryon's House and Gindrala Hleran's House. 
    Go north to Hanarai Assutlanipal's House, engage and kill her, then 
    loot her house and leave. West is Aryni Orethi's House-loot, noting the 
    copies of Realizations of Acrobacy and The Alchemist's Formulary, and 
    leave. Now, go next door to Ienas Sarandas' House. Loot the house, then 
    speak with Ienas and leave. Next door is Drinar Varyon's House; loot, 
    then speak with Drinar and leave. Go chat with Dravasa Andrethi for a 
    reputation point. Now, head north of the temple to Morvayn Manor and 
    head inside.
    
    Kill the many critters, loot the place (noting the copies of 36 Lessons 
    of Vivec, Sermon 22, 36 Lessons of Vivec, Sermon 16, and 36 Lessons of 
    Vivec, Sermon 25. Leave. Near Skar, head to Tiras Sadus: General 
    Merchandise. Speak with Tiras, loot, and leave, getting a quest for the 
    trouble and noting the copy of The Wolf Queen, v4. Go chat with Ienas 
    Sarandas again, offering a sympathetic ear and friendly advice. He'll 
    give you several items, one of which is Tiras' belt, so go deliver it. 
    Now, go next door to Bevene Releth: Clothier. Speak with her, get a 
    quest, speak with her again to return Ienas' amulet, then loot the 
    shop. Next door, speak with Dandera Selaro, loot around, then loot the 
    inside of the house as well. Note the copies of 36 Lessons of Vivec, 
    Sermon 6 and Last Scabbard of Akrash. Get the unique spear Bthuangth's 
    Harvester from behind the bed, then leave. Now head to Codus Callonus: 
    Bookseller. Loot (noting the copies of The Mirror and Mystery of 
    Talara, v5), speak with Codus (who will give alms), and leave. Head 
    next door to Daynes Redothril: Pawnbroker. Loot, speak with Daynes for 
    a miscellaneous quest, speak with him again to return his items, and 
    leave. Now head into the Manor District.
    
    Start at the ground level and enter Bivale Teneran: Clothier. Loot the 
    shop, speak with her for a quest, speak with her again to return the 
    goods, and leave. Next, head to Cienne Sintieve: Alchemist. Loot the 
    shop, speak with Cienne (who will give alms), and leave. Head to Vari: 
    Enchanter. Loot (noting the copy of The Buying Game), speak with Lledsa 
    and Llether for a quest, speak with him again to return Ienas' last 
    item, and leave. Let's start exploring manors now. Head to Ramoran 
    Manor on the top level.
    
    Ald'Ruhn Manors
    o======================================================================o
    ***NPCs***
    Garvs Ramarys
    Raryn Daren
    Nalvyna Sarinith
    Hlaren Ramoran
    Favilea Sathendas
    Athyn Sarethi
    Domesea Sarethi
    Dinara Othrelas
    Eindel
    Llanel Brenos
    Fathasa Llethri
    Sanvyn Llethri
    Tens Nolar
    Ureval Dralayn
    Garisa Llethri
    Ethes Evos
    Bolyn Elval
    Vindyne Belvani
    Gandosa Arobar
    Llavane Hlas
    Miner Arobar
    Ralam Vilas
    Irver Fevur
    Vevul Alver
    Velsa Orethi
    Novor Gorvas
    Tereri Irethi
    Malsa Ules
    Varvur Sarethi
    Tidras Deltis
    Nathyne Uvelas
    Idros Givyn
    Bevadar Bels
    Vendrela Aravel
    Veresa Salvani
    Nidryne Redas
    Bolvyn Venim
    Dilvene Venim
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 17
    The Marksmanship Lesson
    36 Lessons of Vivec, Sermon 20
    The Wolf Queen, v1
    2920, Morning Star, v1
    
    ***QUESTS***
    Thieves Guild-Bal Molagmer, Yngling's Ledger
    Thieves Guild-Bal Molagmer, Land Deed
    Thieves Guild-Bal Molagmer, Enamor
    
    2) Speak with Garvs Ramarys, loot the area, and head to the private 
    quarters. Speak with Raryn Daren, Nalvyna Sarinith, and Hlaren Ramoran, 
    go downstairs to speak with Favilea Sathendas and loot, then leave. 
    Go clockwise to Sarethi Manor. Speak with Athyn Sarethi and Domesea 
    Sarethi, loot their bedroom, and head to the guard quarters. Loot, 
    noting the copy of 36 Lessons of Vivec, Sermon 17, and leave. Head to 
    the Llethri Manor Entrance. Speak with Dinara Othrelas, Eindel, and 
    Llanel Brenos, then enter the guard quarters to the left. Loot, noting 
    the copy of The Marksmanship Lesson, making sure to leave the four 
    Darts of Judgment where they are. Enter the bedrooms now, speaking with 
    Fathasa Llethri and Sanvyn Llethri. Loot, but leave the Redoran Master 
    Helm where it is. Enter the private quarters. Speak with Tens Nolar, 
    Ureval Dralayn, and Garisa Llethri. Loot, leaving Redoran Cooking 
    Secrets where it is, and leave. Head to the Arobar Manor Entrance. 
    Speak with Ethes Evos and enter the guard quarters. Speak with Bolyn 
    Elval, then loot, noting the copy of 36 Lessons of Vivec, Sermon 20. 
    Enter the private quarters. Speak with Vindyne Belvani, loot, and enter 
    the bedrooms. Speak with Gandosa Arobar, Llavane Hlas, and Miner 
    Arobar, loot (leave Boethiah's Pillow Book where it is), and leave. 
    Enter the Venim Manor Entrance now. Speak with Ralam Vilas, Irver 
    Fevur, Vevul Alver, and Velsa Orethi, then enter the guard quarters. 
    Speak with Novor Gorvas and Tereri Irethi, loot, nicking the Hlervu 
    Locket, noting the copy of The Wolf Queen, v1, and head out and enter 
    the right wing. Speak with Malsa Ules, read the note on the bench, 
    then head northwest to find a locked door behind a tapestry. Speak with 
    Varvur Sarethi, but don't ask him to travel yet-we'll be back on the 
    quest later. Instead, head southeast down a ramp to speak with Tidras 
    Deltis, then head back up, under the stairs, up and around to enter the 
    private quarters. Speak with Nathyne Uvelas, Idros Givyn, Bevadar Bels, 
    Vendrela Aravel, Veresa Salvani, Nidryne Redas, and Bolvyn Venim. Don't 
    mention the Hlervu Locket to him. Loot, then head downstairs and take 
    the first door to the bedrooms. Speak with Dilvene Venim, loot (noting 
    the copy of 2920, Morning Star, v1), then head out and take the other 
    door. Loot the four rooms in here, then leave the manor. Take a second 
    to return the Hlervu Locket to Braynas Hlervu (wear the gloves and 
    mention the Bal Molagmer), then take a quick trip to Jim Stacey for 
    the next Bal Molagmer quest.
    
    Head to Yngling Manor in St. Olms, go downstairs, nick the ledger, and 
    return it to Jim for another quest. Head to the Hall of Wisdom, search 
    the Library for the deed, then deliver it to Indrele Rathryon in Seyda 
    Neen (again, make sure you're wearing the gloves). Back to Jim again 
    for the next quest. Now, offload in Balmora if you like, then head back 
    to Ald'Ruhn to keep exploring. Head into the Redoran Council Hall. 
    
    Redoran Council Hall
    o======================================================================o
    ***NPCs***
    Neminda
    Mivanu Retheran
    Vonden Mano
    Galsa Gindu
    Goras Andrelo
    Mivanu Andrelo
    Guls Llervu
    Malpenix Blonia
    Tuveso Beleth
    Deval Beleth
    Nilos Talds
    Mondros Balur
    Mistress Brara Morvayn
    Boldrisa Andrano
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 23
    36 Lessons of Vivec, Sermon 27
    The Wolf Queen, v7
    The Alchemist's Formulary
    2920, Sun's Dusk, v11
    
    3) At the entrance, speak with Neminda, but don't join House Redoran. 
    When done, head through to the Hall proper. Speak with Mivanu Retheran, 
    then enter the practice room. Speak with Vonden Mano, note the copy of 
    36 Lessons of Vivec, Sermon 23, then head out and into Galsa Gindu's 
    House. Speak with Galsa, loot, leave, and enter Goras Andrelo's House. 
    Speak with Goras, as well as Mivanu Andrelo, loot, then head out and 
    into Guls Llervu's House. Speak with Guls, loot (noting the copy of 36 
    Lessons of Vivec, Sermon 27), leave, and enter Malpenix Blonia: Trader. 
    Speak with Malpenix (who will give alms), loot, then leave and head to 
    Tuveso Beleth: Smith. Speak with Tuveso, as well as Deval Beleth, loot, 
    then leave and enter the Morvayn Quarters. Speak with Nilos Talds, 
    Mondros Balur, and Mistress Brara Morvayn, loot (noting the copy of The 
    Wolf Queen, v7), then leave and enter the Council Hostel. Loot, leave, 
    and enter Boldrisa Andrano's House. Speak with Boldrisa, loot (noting 
    the copies of The Alchemist's Formulary and 2920, Sun's Dusk, v11), 
    then leave. Out in the Manor District, let's check out the Morag Tong.
    
    Morag Tong Guildhall
    o======================================================================o
    ***NPCs***
    Goren Andarys
    Hoki
    Salyni Nelvayn
    Lassour Zenammu
    Darvam Hleran
    Thengil
    Bralas Mels
    Dather Manel
    Volene Llervu
    
    ***SPELLS***
    Poisonbloom
    Potent Poison
    Hornhand
    
    ***NOTABLE LOOT***
    The Prayers of Baranat
    
    4) Speak with Goren Andarys, Hoki (who will give alms), and Salyni 
    Nelvayn (buy all of her spells). Loot (noting the copy of The Prayers 
    of Baranat), go through the door, speak with Lassour Zenammu, loot, and 
    leave. That's it (for now) for Skar, so head out and go check out the 
    Ald'Ruhn Council Club.
    
    Speak with Darvam Hleran, Thengil, Bralas Mels, Dather Manel, and 
    Volene Llervu, then loot and leave. Now, head over to the Ald'Ruhn 
    Temple.
    
    Temple
    o======================================================================o
    ***NPCs***
    Tuls Valen
    Lloros Sarano
    Ureso Drath
    Methal Seran
    Folvys Andalor
    Danoso Andrano
    Sadryn Volos
    Skeetul
    Boderi Farano
    Shashev
    Fathusa Girethi
    Tuundir
    Merthierry Laelippe
    Hassour Zainsubani
    
    ***QUESTS***
    Temple-False Incarnate
    Temple-Pilgrimage to Maar Gan
    Main Quest-Meet Sul-Matuul
    
    ***SPELLS***
    Rilm's Gift
    Holy Word
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 9
    36 Lessons of Vivec, Sermon 8
    
    ***FACTIONS***
    Temple-Novice
    
    5) Speak with Tuls Valen for a quest, then speak with Lloros Sarano and 
    Ureso Drath. Loot, then head downstairs and speak with Methal Seran. 
    Upstairs, speak with Folvys Andalor (buy his spells) and Danoso 
    Andrano, loot (noting the copies of 36 Lessons of Vivec, Sermon 9 and 
    36 Lessons of Vivec, Sermon 8), then pass through Balmora and hop a 
    silt strider to Suran. Elvil Vidron is easy to persuade, so do so and 
    head back to Tuls Valen. Ask about advancement to be promoted to 
    Novice. Ask about Maar Gan for another quest, then head out and enter 
    the Ald Skar Inn.
    
    Go up the stairs and speak with Sadryn Volos, Skeetul, and Boderi 
    Farano. Head down the stairs by the entrance to speak with Shashev and 
    Fathusa Girethi. Loot and head down the stairs by the bar. Speak with 
    Tuundir, Merthierry Laelippe (who will give alms), and Hassour 
    Zainsubani. Begin by asking about gift giving customs on the "business" 
    topic, then "thoughtful gift," and he should be willing to talk about 
    Ashlanders and the Nerevarine cult. Ask about his life as a trader and 
    his son for a journal update. Run the notes back to Caius, take in the 
    info, sleep for the final disturbing dream, and head to Fort Moonmoth. 
    Speak with Somutis Vunnis and Crulius Pontanian for some freebies, then 
    head back to Ald'Ruhn. Enter the Guild of Fighters.
    
    Guild of Fighters
    o======================================================================o
    ***NPCs***
    Baradras
    Percius Mercius
    Ergnir
    Tralan
    
    ***NOTABLE LOOT***
    The Third Door
    
    6) Speak with Baradras, who will give alms, loot this floor, and head 
    downstairs. Speak with Percius Mercius for alms, and you can also 
    discuss the orders received from other stewards with him (if they seem 
    ethically questionable). Loot the area and the adjacent bedroom (noting 
    the copy of The Third Door), then chat with Ergnir. Loot the smithy and 
    take the stairs here up to two rooms. Speak with Tralan on the north, 
    loot the rooms, then leave and head into the Guild of Mages.
    
    Guild of Mages
    o======================================================================o
    ***NPCs***
    Orrent Geontene
    Heem-La
    Erranil
    Movis Darys
    Tremona Maren
    Vala Catraso
    Tanar Llervi
    Anarenen
    Edwinna Elbert
    
    ***SPELLS***
    Hex
    Clumsy Touch
    Absorb Agility
    Black Hand
    Greater Frostball
    Greater Shockball
    Wild Flay Spirit
    Wild Levitate
    Distraction
    Enervate
    Spite
    
    ***NOTABLE LOOT***
    2920, Sun's Dawn, v2
    Withershins
    
    ***QUESTS***
    Mages Guild-Chronicles of Nchuleft
    Mages Guild-A Potion from Skink-in-Tree's-Shade
    
    ***FACTIONS***
    Mages Guild-Magician
    
    7) Speak with Orrent Geontene and buy his spells. In the bedroom on 
    this floor, loot, speak with Heem-La, buy his spells, then head 
    downstairs. Loot around the catwalk, speak with Erranil (who will give 
    alms), then head downstairs another level. Speak with Movis Darys, loot 
    this room (noting the copy of 2920, Sun's Dawn, v2), then speak with 
    Tremona Maren and Vala Catraso. Loot this side room, noting the copy of 
    Withershins, then go to the back and speak with Tanar Llervi. Loot her 
    room, then go speak with Anarenen. Loot his niche, but do NOT mess with 
    his locked small chest. Speak with Edwinna Elbert for a quest. She will 
    give alms, and for her quest I'd go to Balmora and offload, then make a 
    stop at Dorisa Darvel's for the book. Return to Edwinna, ask about 
    advancement to be promoted, then get another quest. That's it for now, 
    so head over to The Rat in the Pot.
    
    The Rat in the Pot
    o======================================================================o
    ***NPCs***
    Tongue-Toad
    Allding
    Estoril
    Dular gro-Buzga
    Tee-Lan
    Yak gro-Skandar
    Dro'Tasarr
    Narile Sadoro
    Thadar Ertis
    Lirielle Stoine
    Galtis Guvron
    Aengoth the Jeweler
    Manis Virmaulese
    
    ***SPELLS***
    Distracting Touch
    Deadly Poison
    Viperbolt
    
    ***NOTABLE LOOT***
    The Black Arrow, v1
    
    ***FACTIONS***
    Thieves Guild-Bandit
    Fighters Guild-Swordsman
    
    ***QUESTS***
    Thieves Guild-Loot the Mages Guild
    Thieves Guild-Retrieve the Scrap Metal
    Thieves Guild-Redoran Master Helm
    Thieves Guild-Naughty Gandosa
    Thieves Guild-Withershins
    Fighters Guild-Dro'Sakhar's Bounty
    Fighters Guild-Lirielle's Debt
    Fighters Guild-The Necromancer of Vas
    
    8) Head downstairs first to speak with Tongue-Toad. He'll give alms, 
    then you should let him leave for Lorbumol's quest. While here, let's 
    finish exploring. Speak with Allding, Estoril (buy her spells-she also 
    gives alms), Dular gro-Buzga (who will give alms), Tee-Lan, and Yak 
    gro-Skandar (who will give alms) on this level. Loot down here (noting 
    the copy of The Black Arrow, v1), then head upstairs to the bar level. 
    Here, speak with Dro'Tasarr, Narile Sadoro, Thadar Ertis, and Lirielle 
    Stoine (who will give alms). Loot and head down under the bar. Loot as 
    needed, then speak with Galtis Guvron and finally to Aengoth the 
    Jeweler, who will promote you to Bandit, give a hefty alms donation, 
    and issue a quest.
    
    Enter the Mages Guild, fight Manis Virmaulese, get Anarenen's Devil 
    Tanto, and return it to Aengoth for a new quest. Head to Arobar Manor, 
    snag the helm (on top of a closet near Miner Arobar), and bring it to 
    Aengoth. Get another quest, then head back to Arobar Manor and snag 
    Boethiah's Pillow Book from Gandosa Arobar's bedroom chest. Turn it in 
    to Aengoth for another quest that sends us to Maar Gan, meaning we're 
    done for now.
    
    Head to Vivec and turn in Lorbumol's quest to silence Tongue-Toad. Get 
    a new quest. Percius Mercius will tell you it's legit, so head to St. 
    Olms Canal South-Two, kill Dro'Sakhar, and report back to Lorbumol. 
    He'll promote you to Swordsman and give you a new quest. Go ask Percius 
    about it, get a quest from him, then speak with Lirielle Stoine as 
    well. We've spotted Mallapi before (I told you to ignore it-well, now 
    we have the quest), so let's head over there now.
    
    Mallapi
    o======================================================================o
    ***NPCs***
    Marthe Arthe
    Girara Teran
    Elumabi Maliiran
    Midnabi Sobdishapal
    
    ***NOTABLE LOOT***
    Feyfolken, v3
    The Buying Game
    Septim Ring
    Tailored Trousers
    A Dance in Fire, v7
    Akatosh's Ring
    Left Hand of Zenithar
    Right Hand of Zenithar
    
    ***FACTIONS***
    Imperial Cult-Disciple
    Imperial Cult-Oracle
    Imperial Cult-Invoker
    
    ***QUESTS***
    Imperial Cult-Shirt and Vest for Harvest's End
    Imperial Cult-Brandy for the Fundraising Dinner
    Imperial Cult-Donation from Cunius Pelelius
    Imperial Cult-Pledge from Canctunian Ponius
    
    9) At the first intersection (after killing some daedra), turn right to 
    find Ruran Stoine's corpse with some of the missing gold. Return, turn 
    right, and fight Marthe Arthe. Loot the room, noting the copy of 
    Feyfolken, v3, return, turn right again, and fight Girara Teran. Loot, 
    leave, and report back to Lorbumol. That's it for now, so let's head to 
    Ebonheart.
    
    Report to Iulus Truptor that you doubled the fundraising goal. He'll 
    give you a copy of The Buying Game and some scrolls. Speak with him 
    about advancement to be promoted to Disciple, speak with him again for 
    the unique Septim Ring, then once more for a new mission. Upstairs, be 
    observant and notice that Frik has what you need. Ask him about it to 
    be directed to Caldera, and head there. Speak with Falanaamo and he'll 
    donate what you need, with extras, including the unique Tailored 
    Trousers. Report back to Iulus for a copy of A Dance in Fire, v7. Speak 
    with him again for a promotion to Oracle, again for the unique 
    Akatosh's Ring, and once more for another quest. Head to Balmora and 
    visit the Eight Plates, Lucky Lockup, Council Club, and South Wall 
    Cornerclub for 4 of the 5 bottles we need. Steal the fifth bottle from 
    the room to the right of the bar in the Council Club, and report back 
    to Iulus for the unique Hands of Zenithar. Speak with him again for a 
    new quest, and make your way to Caldera. Speak to Cunius in the 
    Governor's Hall, then speak with Olumba gro-Boglar for some leverage. 
    Go to Odral Helvi's office upstairs and steal the ledger, then confront 
    Cunius with it for three pieces of ebony. Put the ledger back, go sell 
    the ebony off, then report back to Iulus. Speak with him for a 
    promotion to Invoker, then again for another quest. Head to the East 
    Empire Company Hall and speak with Canctunian. Speak with Shazgob 
    gra-Luzgan for some info, then head to Vivec and speak with Flacassia 
    Fauseius for more. That's it until we go to Sadrith Mora, so head to 
    Ald'Ruhn. Time for some exploration.
    
    Follow the road back out, ignore the turn to Maar Gan, and take the 
    first branch that leads toward Gnisis. Follow the signs until you have 
    a left turn with signs for Ald Velothi, Khuul, and Gnisis, and an 
    unmarked path to the right. Follow the unmarked path to the Ashimanu 
    Egg Mine, but don't enter just yet. Proceed east, off road, to the 
    ridge, fighting the mabrigash Elumabi Maliiran and Midnabi Sobdishapal, 
    then turn south until you find the Randas Ancestral Tomb. Head inside. 
    
    Randas Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Lucan Ostorius
    Orbul gra-Lumob
    Shat gro-Shazog
    
    ***QUESTS***
    Miscellaneous-The Weapon Delivery
    
    10) Descend the steps, kill critters, and loot. Not much here. Leave, 
    return to the Ashimanu Egg Mine, and head inside. This place is pretty 
    barren, so explore as you like and leave. Head a bit east, north in the 
    valley, and chat with Lucan Ostorius for a quest. Run the weapons to 
    Yak in Ald'Ruhn, then come back here. The daedric ruin on the right is 
    rather obvious. Kill the critters outside, speak with Orbul gra-Lumob 
    and Shat gro-Shazog, then enter.
    
    Dushariran
    o======================================================================o
    ***NPCs***
    Shamob gro-Shatub
    Murob gra-Loghash
    Pilun Ashapaladdon
    Maeonius Yentimilal
    Shinammu Radansour
    Sason
    
    ***NOTABLE LOOT***
    2920, Sun's Dawn
    Response to Bero's Speech
    
    ***QUESTS***
    Miscellaneous-Kidnapped by Cultists
    
    11) Head to the shrine and fight Shamob gro-Shatub and Murob 
    gra-Loghash, then loot (noting the copies of 2920, Sun's Dawn and 
    Response to Bero's Speech) and leave. Across from here, to the west, 
    with no obvious paths, is a cave called Mamaea. Note the location, but 
    don't enter. Instead, return to the main road and proceed toward 
    Gnisis. Track the road until you reach an intersection with signs 
    pointing northeast and an unmarked path southeast. Head southeast, and 
    watch the left of the path for the Salothan Ancestral Tomb. Enter.
    
    Explore, kill, loot, and leave-there's nothing of note here. Keep 
    following the path and it will eventually loop back to the main road. 
    Resume heading toward Gnisis, and watch left for another rogue 
    Ashlander camp. Fight Pilun Ashapaladdon, Maeonius Yentimilal, and 
    Shinammu Radansour, loot their camp, and continue. Way north, across a 
    bridge, to the left of the road, speak with Sason for a quest. Across 
    from him is the Alen Ancestral Tomb. Enter.
    
    Alen Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Nevusa Veleth
    Merta
    
    12) Kill the Quarra vampires here. There is no noteworthy loot, so 
    leave when done. Track the ridge directly to find the shrine of 
    Maelkashishi, but don't enter yet. You may be attacked by Nevusa Veleth 
    if you get too close, so go ahead and kill her. Head southwest from 
    here to find the Reloth Ancestral Tomb. Go inside.
    
    Head to the end and kill the vampire Merta. Chat with the cattle if you 
    like, loot, leave, and head alllllllll the way back to the road sign 
    pointing toward Maar Gan. Take that road now, watching the ridge on the 
    left for the cave of Odibaal. Enter.
    
    Odibaal
    o======================================================================o
    ***NPCs***
    Dandynea Rothalen
    Daynasa Tharen
    Duldresi Senim
    Ulvon Uleni
    Rasamsi Esurarnat
    Adairan Lalansour
    Manat Shimmabadas
    Beden Giladren
    Assamanu Shashipal
    Pilu Shilansour
    Nirai Ashishpalirdan
    
    ***NOTABLE LOOT***
    Surfeit of Thieves
    
    ***QUESTS***
    House Redoran-Find Beden Giladren
    
    13) Fight Daynasa Tharen, proceed a ways and fight Dandynea Rothalen, 
    and loot. There are three paths at the top of the stairs here. 
    Southwest is some unremarkable loot, as is northeast. Northwest, fight 
    Duldresi Senim and Ulvon Uleni, then loot (noting the copy of Surfeit 
    of Thieves). Leave and continue north toward Maar Gan. On the right, 
    you'll spot an empty plain called Bal Isra. It'll be important later, 
    but just blow past it for now. On the left, you'll spot an Ashlander 
    yurt called Mila-Nipal.
    
    Speak with Rasamsi Esurarnat and Adairan Lalansour outside, then enter 
    the yurt. Speak with Manat Shimmabadas and Beden Giladren. Speak with 
    Manat again, and respond with "Who?" when he insists Beden is a famous 
    noble. Say "He is not famous." for a quest, then speak with Beden 
    again. Finally, speak with Manat again and pay the 5 gold. That's all 
    we can do, so loot and leave. Continue north, but watch for a path 
    southeast to another rogue Ashlander camp. Approach it to fight 
    Assamanu Shashipal, Pilu Shilansour, and Nirai Ashishpalirdan. Loot 
    their camp and proceed east; the path will curve up and around, over a 
    bridge, and terminate at the Ghostfence. Levitate over the fence and 
    proceed a short distance to the Dwemer ruin of Bthanchend. Head inside.
    
    Bthanchend
    o======================================================================o
    ***NPCs***
    Fonus Rathryon
    
    ***QUESTS***
    Miscellaneous-Lead the Pilgrim to Koal Cave
    
    14) Explore this fairly small ruin, turning right at the first 
    intersection for a storeroom and then down the hall. Take the left door 
    first, then go straight. From here it's a straight shot to the end, so 
    kill and loot as you go, then leave. From here, levitate back over the 
    Ghostfence and return all the way to the main road toward Maar Gan. 
    Proceed north until you meet Fonus Rathryon. Agree to escort him to 
    Koal Cave, then turn around and head all the way back to the Ald'Ruhn 
    road. Follow the signs most of the way to Gnisis, but watch your world 
    map. When you're due east of the Koal Cave, you should be at a signpost 
    with a path to the west. Take this path, and follow the fenceposts down 
    to the water. Enter the Koal Cave with Fonus to complete the quest, 
    then schlep alllllllll the way back to where you found him. Proceed, 
    and you should see Maar Gan, but skirt it for now and head north, then 
    west, to the Rothan Ancestral Tomb. Head inside.
    
    Rothan Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Zanat Assarnuridan
    Dakin Kuntarnammu
    
    15) Loot this little tomb, killing critters as you go-it's very 
    straightforward with nothing noteworthy inside. Leave and head toward 
    Maar Gan. Before entering the village, follow the path along the 
    outside of the south wall to another rogue Ashlander camp. Fight Zanat 
    Assarnuridan and Dakin Kuntarnammu, loot their little camp, and head 
    into Maar Gan.
    
    o======================================================================o
    |								       |
    |			       Maar Gan & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK012}
    		1) Maar Gan
    		2) Hairat-Vassamsi Egg Mine
    		3) Yesamsi
    		4) Falasmaryon
    		5) Sha-Adnius
    		6) Derelict Shipwreck
    		7) Ashir-Dan
    		8) Ibar-Dad
    		9) Drath Ancestral Tomb
    		10) Abinabi
    
    Maar Gan
    o======================================================================o
    ***NPCs***
    Daras Aryon
    Assi Serimilk
    Kind Erushara
    Shilipuran Zama-Rasour
    Mabrelle Geles
    Ulisamsi Saddarnuran
    Assirari Zama-Rasour
    Yeherradad
    Alds Baro
    Saryn Sarothril
    Arvso Tharen
    Nuleno Tedas
    Sedris Omalen
    Bugdurash gra-Gashel
    Manse Andus
    Aerin
    Uram gro-Glorzuf
    Miles Gloriosus
    Tralas Rendas
    Breyns Othravel
    Sinia
    Garry
    Salen Ravel
    Anhaedra
    Tashpi Ashibael
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 29
    Withershins
    Falasmaryon Propylon Index
    Death Blow of Abernanit
    Soul Drinker
    
    ***SPELLS***
    Rally Beast
    
    ***FACTIONS***
    Thieves Guild-Captain
    Temple-Initiate
    Thieves Guild-Ringleader
    Mages Guild-Warlock
    
    ***QUESTS***
    Thieves Guild-The Darts of Judgement
    Mages Guild-Catch a Spy
    Thieves Guild-Find Brother Nads
    Thieves Guild-Speak With Percius
    Mages Guild-The Staff of Magnus
    Thieves Guild-The Bitter Cup
    
    1) Speak with Daras Aryon at the strider platform, then enter the 
    village proper. Outside, find and speak with Assi Serimilk, Kind 
    Erushara, and Shilipuran Zama-Rasour. Now, go loot Garry's Hut, Assi 
    Serimilk's Hut, and Mabrelle Geles' Hut. Speak to Mabrelle, then go 
    loot Ulisamsi Shaddarnuran's hut. Speak with Ulisamsi, then loot 
    Assirari Zama-Rasour's Hut. Speak with Assirari, then loot Yeherradad's 
    Hut. Speak with Yeherradad, then loot Shilipuran Zama-Rasour's Hut and 
    Kind Erushara's Hut. Loot Guard Towers 1 through 3, then head back out 
    to the town entrance and enter the Outpost.
    
    Enter the Smith, loot (noting the copy of 36 Lessons of Vivec, Sermon 
    29) and speak with Alds Baro. Head across the way to speak with Saryn 
    Sarothril and loot his shop, then head downstairs. Speak with Arvso 
    Tharen, loot, then go through the door on the left. Speak with Nuleno 
    Tedas, loot, then go through the last door. Speak with Sedris Omalen, 
    admire her disposition to 90+, buy her spells, loot her room, and 
    leave. Head to the Andus Tradehouse next.
    
    Upstairs, speak with Bugdurash gra-Gashel and Manse Andus. Loot here 
    and under the bar, then go to the basement. Speak with Aerin (the 
    master trainer in Light Armor) and Uram gro-Glorzuf, then loot the two 
    rooms. Speak with Miles Gloriosus, and make sure to steal his copy of 
    Withershins for Aengoth the Jeweler. Head to the Shrine.
    
    Loot this room, making sure to grab the Falasmaryon Propylon Index for 
    Folms Mirel, then speak with Tralas Rendas (accepting the blessings) 
    and Breyns Othravel. Ignore the Dremora for now and head southeast. 
    Speak with Sinia on the left, loot, turn around, speak with Garry, 
    loot, then go back up to the shrine and through the opposite door. Loot 
    the room, speak with Salen Ravel, then head upstairs. Examine the rock 
    for a clue, then speak with Anhaedra, the Dremora. Taunt him until he 
    attacks you, kill him, then examine the rock again. Finally, let's go 
    see Tashpi Ashibael. Loot her hut and agree to let her leave town.
    
    Hop the strider to Ald'Ruhn and visit Aengoth to turn in Withershins. 
    Ask about advancement for a promotion to Captain, then your duties will 
    actually be the scrap metal quest. I'd just run back to Bthanchend and 
    grab four pieces, then come back and hand them in. Ask for another job 
    to get sent to Llethri Manor. Head there, to the Guard Quarters, nick 
    the four Darts of Judgment, and return to Aengoth to complete his quest 
    line. Go see Tuls Valen at the Temple next to turn in the Maar Gan 
    pilgrimage. You will receive a copy of Death Blow of Abernanit. Ask 
    about advancement for a promotion to Initiate, read the skill book to 
    trigger a level up, rest for some health, then take a guild guide to 
    Caldera. Note that we can now get free blessings at both Temple and 
    Imperial Shrines. Deliver the Index to Folms Mirel, get directions to 
    the next one, and head to Balmora. Tell Ranis Tashpi is dead to 
    complete the quest, and ask about duties for a new quest. Head to the 
    Foreign Quarter of Vivec. Ask Flacassia about the spy to be directed to 
    Trebonius, then ask him about Tiram Gadar and credentials. Before 
    leaving, go see Gentleman Jim for an actual Thieves Guild job.
    
    Go to the Hlaalu Compound, then the Elven Nations Cornerclub, and ask 
    Sovali Uvayn about Nads and then about Arvama Rathri. Speak with Arvama 
    about Nads, then speak with Gadela Andus about Nads after getting her 
    disposition over 90 to be directed to St. Delyn. Go to Nads' apartment, 
    St. Delyn Canal South-Two, take the key off Nads' body, and return to 
    Gentleman Jim. Ask about advancement for a promotion to Ringleader, 
    then ask about a job to be sent to Percius Mercius. Go to Balmora first 
    and turn in Tiram Gadar to Ranis Athrys. You will receive the unique 
    dagger Soul Drinker. Ask about advancement for a promotion to Warlock, 
    then go see Ajira (yes, Ajira) for a new quest. Go to Ald'Ruhn now and 
    chat with Percius, then take the information back to Gentleman Jim. 
    He'll give us a new job. That's it for now, so make your way back to 
    Maar Gan. Time to explore some more.
    
    Leave town, head back to the main road, and follow it north. Pay 
    attention to the ridge on your left. When you spot the Hairat-Vassamsi 
    Egg Mine, go inside.
    
    Hairat-Vassamsi Egg Mine
    o======================================================================o
    ***NPCs***
    Salmus Kaushmamanu
    Mamaea Ularshanentus
    Shanit Ashar-Don
    
    2) Not much here, but you can cure the kwama queen for nothing but 
    pride if you like (use Rilm's Gift). Explore, leave, and continue 
    north. Keep watching left to spot another rogue Ashlander camp in a 
    switchback to the south. Fight Salmus Kaushmamanu, Mamaea 
    Ularshanentus, and Shanit Ashar-Don. Loot their camp and continue 
    north, watching right for a cave called Yesamsi. Enter.
    
    Yesamsi
    o======================================================================o
    ***NPCs***
    Dralisi Ienith
    Iirenoore
    Nirait Shin-Ilu
    Kanat Assalatamis
    
    3) Move forward, killing critters, and fight Dralisi Ienith. Loot this 
    room, then proceed to the end to fight Iirenoore. Loot this room and 
    leave. Head back to the south, watching for a path to the left. Take it 
    when you get there and proceed to the next canyon-this is the Foyada 
    Bani-Dad. Follow it southeast to a rogue Ashlander camp. Fight Nirait 
    Shin-Ilu and Kanat Assalatamis, loot their camp, and proceed, turning 
    east when you can. Follow this path as it curves north to the Dunmer 
    stronghold of Falasmaryon. 
    
    Falasmaryon
    o======================================================================o
    ***NPCs***
    Missun Akin
    Dagoth Ganel
    Dagoth Tanis
    Dagoth Mulyn
    
    ***NOTABLE LOOT***
    The Marksmanship Lesson
    The Wolf Queen, v2
    Smuggler's Island
    
    4) First, enter Missun Akin's Hut. Speak with him-he's the Master 
    Trainer in Marksman. Loot his hut, noting the copy of The Marksmanship 
    Lesson, then enter the Propylon Chamber. It's empty, so look around and 
    head to the Lower Level. Proceed down the hall, killing Sixth House 
    monsters. The first side room contains Irer Nervion's corpse and the 
    quest item Nervion Ancestor Ring (a quest we'll never get, as it's 
    House Redoran). Continue down the hall, fighting Dagoth Ganel. Skip the 
    sewers for now, and continue down the hall instead. The next side room 
    holds a bunch of treasure and Dagoth Tanis. Loot, noting the copies of 
    Smuggler's Island and The Wolf Queen, v2, then proceed into the Upper 
    Level. Go clockwise, killing critters. The first side room is empty, 
    the second has just one chest, the third (past the stairs) is empty, 
    the fourth is empty, the fifth has a chest. Complete the loop, then 
    head upstairs and outside. Just dive back down and go through the Lower 
    Level to enter the Sewers. They're big, but pretty simple, so just 
    thoroughly explore them, killing Dagoth Mulyn as you do. When you're 
    done poking around, leave and head back to the last Ashlander camp we 
    cleared. Head northwest, following the Foyada Bani-Dad. You'll spot a 
    Velothi tower called Shishi on your left. Skip it for now and continue 
    northwest. Soon, you'll pass a Dwemer ruin on the right (no entrance 
    here though) and spot the cave of Sha-Adnius on your left. Head inside.
    
    Sha-Adnius
    o======================================================================o
    ***NPCs***
    Bormir
    Naris Selaren
    Han-Tulm
    Jeer-Maht
    Tsani
    Gih-Ja
    Sholani
    Ri'Vassa
    Giningil
    
    5) Fight Bormir through the first door and go left. Fight Naris Selaren 
    through the next door, loot (get the slave key from the bench), and 
    proceed. Through the next door, free the slaves Han-Tulm, Jeer-Maht, 
    Tsani, Gih-Ja, Sholani, and Ri'Vassa. Back at the first intersection, 
    go left again. It dead-ends, so return and take the final, north 
    tunnel. Fight Giningil, loot, leave, and keep following the foyada 
    northwest. Pass another entranceless Dwemer ruin on the right, and head 
    all the way to the water. Enter the Derelict Shipwreck on the left.
    
    Derelict Shipwreck
    o======================================================================o
    ***NPCs***
    Malay Ranarbatus
    Ainab Yassabisun
    Ainat Maissabibi
    
    6) You should know the layout by now, so explore at will-not much here. 
    When done, swim WEST (away from Urshilaku Camp for the moment) into the 
    West Gash. Hug the ridge, keeping it on your left, to find another 
    rogue Ashlander camp. Fight Malay Ranarbatus, Ainab Yassabisun, and 
    Ainat Maissabibi. Loot their camp, then venture southwest to find the 
    Panud Egg Mine. Head inside, quickly explore (there's nothing of note), 
    and leave. Head north from here to find the cave of Ashir-Dan. Head 
    inside.
    
    Ashir-Dan
    o======================================================================o
    ***NPCs***
    Brelayne Verano
    Balsa Girith
    Daracy
    Varenu Indaram
    Varis Ginith
    Ariulcabor Leontiulonus
    Benar Neleth
    Cinda
    
    7) Fight Brelayne Verano, loot the room, fight Balsa Girith atop the 
    stairs, speak with Daracy (non-hostile!), then go back to the bottom 
    and take the west tunnel. Fight Varenu Indaram, loot, head back 
    upstairs, and go west. Fight Varis Ginith and Ariulcabor Leontiulonus, 
    loot, and take the final eastern tunnel. Fight Benar Neleth and Cinda, 
    loot the room, and leave. Return to the Derelict Shipwreck, go a bit 
    southeast, watch for a path through the ridge on the left, and take it. 
    Straight ahead, just before the daedric ruin, you should spot a cave 
    called Ibar-Dad. Go inside.
    
    Ibar-Dad
    o======================================================================o
    ***NPCs***
    Badama Andarys
    Elante
    
    ***NOTABLE LOOT***
    Daedric Face of Inspiration
    Eleidon's Ward
    Mystery of Talara, v3
    36 Lessons of Vivec, Sermon 16
    
    8) Head in, fight Badama Andarys, and loot. Take the west door, fight 
    Elante, loot, then return to the previous room and head south into the 
    Daedric architecture. Swim southeast first, kill the Daedra, check the 
    Ancient Chest, return, and swim northwest. Kill the Daedra, open the 
    door, and loot, getting the helmet upgrade Daedric Face of Inspiration 
    and the artifact Eleidon's Ward. Note also the copies of Mystery of 
    Talara, v3 and 36 Lessons of Vivec, Sermon 16. Awesome score. Leave.
    Head a bit southwest to find a path marked by cairn stones. Follow it 
    southeast. The first ruin, Druscashti, should be skipped for now. 
    Instead, proceed to the Drath Ancestral Tomb on your left. Head inside.
    
    Drath Ancestral Tomb
    o======================================================================o
    ***NOTABLE LOOT***
    The Hope of the Redoran
    
    9) The layout of this tomb is simple, and the only notable loot is a 
    copy of The Hope of the Redoran. Explore and leave, continuing 
    southeast on the path. The next Dwemer ruin, Bthungthumz, should also 
    be skipped for now, and the path will continue to a cave called 
    Abinabi. Head inside.
    
    Abinabi
    o======================================================================o
    
    10) This place is actually very straightforward with no noteworthy 
    loot, so clear it out, leave, and return to Ibar-Dad. Now, zip through 
    Assurnabitashpi, but don't explore it yet-a quest will send us here 
    later. Past the ruin, you will arrive at the Urshilaku Camp.
    
    o======================================================================o
    |								       |
    |			       Urshilaku Camp & Wilderness	       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK013}
    		1) Urshilaku Camp
    		2) Urshilaku Burial Caverns
    		3) Madas Grotto
    		4) Valenvaryon
    		5) Andavel Ancestral Tomb
    		6) Ald Redaynia
    		7) Onnissiralis
    		8) Obscure Shipwreck
    		9) Veloth Ancestral Tomb
    		10) Koal Cave
    		11) Falas Ancestral Tomb
    		12) Rethandus Ancestral Tomb
    
    Urshilaku Camp
    o======================================================================o
    ***NPCs***
    Hainab
    Shabinbael
    Shallath-Piremus
    Tussurradad
    Sakiran
    Yen
    Ninirrasour
    Shara
    Ahasour
    Senipu
    Shimsun
    Maeli
    Kurapli
    Zanummu
    Zabamund
    Sul-Matuul
    
    1) While outside, speak with Hainab (who will request a gift of trama 
    root), Shabinbael (who will request the same), Shallath-Piremus (who 
    requests the same), and Tussurradad (who will request a kwama egg). 
    Gather two trama roots for Hainab, give them to her, and she'll direct 
    you to Zabamund's yurt. Before doing that, enter Sakiran's Yurt. Speak 
    with Sakiran (who will request gold) and Yen (who wants gold), loot the 
    yurt, then enter Shara's Yurt. Speak with Ninirrasour (who wants gold) 
    and Shara (who wants gold), loot the yurt, then enter Ahasour's Yurt. 
    Speak with Ahasour (who wants gold) and Senipu (who wants gold), loot 
    the yurt, and enter Shimsun's Yurt. Speak with Shimsun (who wants 
    gold), loot the yurt, and head to the big tent with five yurts 
    clustered beneath it. Enter Maeli's Yurt, speak with Maeli (who wants 
    gold), loot the yurt, and enter Kurapli's Yurt. Speak with Kurapli (who 
    wants gold), loot the yurt, then enter Zanummu's Yurt. Speak with 
    Zanummu (who wants gold), loot the yurt, then enter Zabamund's Yurt as 
    directed. Loot his yurt and speak with him (he wants gold). I choose to 
    explain my knowledge of the prophecies, but whatever you choose, he 
    will send you to Sul-Matuul. Leave, enter the Ashkhan's Yurt, loot, and 
    speak with Sul-Matuul. He'll send you to the Urshilaku Burial Caverns. 
    Let's go. Head back to Abinabi and continue east along the path to find 
    the caverns. If you reach Falasmaryon, backtrack to the last cairn you 
    saw and head north, off the path, to find the cave. Head inside.
    
    Urshilaku Burial Caverns
    o======================================================================o
    ***NPCs***
    Nibani Maesa
    
    ***NOTABLE LOOT***
    The Four Suitors of Benitah
    Silence
    Magebane
    Feyfolken I
    Mystery of Talara, v4
    Bonebiter Bow of Sul-Senipul
    
    ***FACTIONS***
    Ashlanders-Clanfriend
    
    ***QUESTS***
    Main Quest-Sixth House Base
    Miscellaneous-Kurapli Seeks Justice
    
    2) Proceed down the hall in Astral Burial, noting the passage you can 
    levitate to about halfway through. Loot each end, then go back to the 
    lower level and proceed to Karma Burial. Proceed to a watery room with 
    several stepping stones. Loot, head north, loot, head south, and enter 
    Laterus Burial. You'll just have to levitate to loot the mummies on the 
    central column and surrounding platforms, so do so, noting the copies 
    of The Four Suitors of Benitah and Silence, and the unique claymore
    Magebane. Back at the bottom, work your way up the stairs. Take the 
    first exit into Fragile Burial. In the above-water areas, note the copy 
    of Feyfolken I. Head through the underwater door after exploring the 
    tunnels, fight the unique Worm Lord, loot this room, noting the copy of 
    Mystery of Talara, v4, then head back to Laterus Burial. Heading up, 
    enter the next zone, Kefka Burial. This one's pretty straightforward, 
    with nothing interesting at this point, so explore and return to 
    Laterus Burial. Proceed up to the next one, Kakuna Burial. Not much of 
    interest here, although there is a passage behind the waterfall. 
    Explore and loot, then return to Laterus Burial. Up at the top, enter 
    Juno Burial, the final zone. This one is straightforward, so head to 
    the back, kill the Wraith of Sul-Senipul, and take the Bonebiter Bow. 
    Schlep it back to Sul-Matuul for initiation into the Ashlanders and 
    permission to visit the wise woman.
    
    Loot the yurt first, making sure to get the Valenvaryon Propylon Index, 
    then chat with Nibani for loads of info. When done, I suggest recalling 
    to Balmora. Take the index to Folms for 500 gold and a new target, then 
    report back to Caius. He'll give you a new quest. Go to Ald'Ruhn, then 
    Fort Buckmoth, and speak with Raesa Pullia. We are now abandoning the 
    Main Quest for quite some time. Make your way back to the Urshilaku 
    Camp. Speak with Kurapli for a quest, and then we'll get back to 
    exploring. Head northeast to the coast, and look for the Madas Grotto 
    underwater. Head inside.
    
    Madas Grotto
    o======================================================================o
    
    3) Nothing in here but critters and kollops. Use the local map to 
    explore as you like, then leave. Head east, loop north around the 
    ridge, then hug it back south to find the Llando Ancestral Tomb. Enter.
    
    This tomb is straightforward and has nothing of real consequence 
    inside, so explore, loot, and leave. Loop around a hill to the south, 
    finding a narrow canyon running west. At the back is the 
    Akimaes-Ilanipu Egg Mine. Enter.
    
    This is another useless place, so just use the local map to explore and 
    leave when done. From the end of the canyon, head north and a bit east, 
    following a path. Pass a daedric ruin on the right en route to the 
    stronghold of Valenvaryon.
    
    Valenvaryon
    o======================================================================o
    ***NPCs***
    Kharzug gra-Gat
    Bumbub gro-Murgol
    Yam gro-Muzgur
    Urzul gra-Agum
    Yadba gro-Khash
    Abelle Chriditte
    Grat gra-Sharolg
    Lurog gro-Khagdum
    Lambug gra-Lurn
    Gashna gro-Mogduk
    Umug gro-Mashnar
    Snaglak gro-Yak
    Durz gro-Olor
    Ogrumbu gro-Bugarn
    
    ***NOTABLE LOOT***
    Grandmaster's Alembic
    Grandmaster's Calcinator
    Grandmaster's Retort
    
    4) Outside, fight Kharzug gra-Gat, Bumbub gro-Murgol, Yam gro-Muzgur, 
    and Urzul gra-Agum. Speak with Yadba gro-Khash, then enter the Propylon 
    Chamber. Loot and speak with Abelle Chriditte, the master trainer in 
    Alchemy. Make sure to grab the Grandmaster's Alembic, Calcinator, and 
    Retort (you should already have a Mortar & Pestle). Leave and enter 
    Lurog's Hut. Fight Grat gra-Sharolg and Lurog gro-Khagdum, loot, and 
    enter Lambug's Hut. Fight Lambug gra-Lurn, loot, and enter Gashna's 
    Hut. Fight Gashna gro-Mogduk, loot, and enter Umug's Hut. Fight Umug 
    gro-Mashnar and Snaglak gro-Yak, loot, and enter Durz's Hut. Fight Durz 
    gro-Olor and Ogrumbu gro-Bugarn, loot, and exit. We're done here, so 
    leave and swim north to the next island. When you hit a footpath, 
    follow it west. Leave the cave of Sargon alone for now, and when the 
    path splits, go south first to discover the cave of Assumanu. Leave it 
    for now, go back to the split, and follow the north fork. When you find 
    Andavel Ancestral Tomb on the left, head inside.
    
    Andavel Ancestral Tomb
    o======================================================================o
    
    5) Proceed until you get to a column surrounded by four torches. Go 
    south first, then east. Not much here, so leave when done. Follow the 
    path west to the tip of the island to find Ald Redaynia. Head inside.
    
    Ald Redaynia
    o======================================================================o
    ***NOTABLE LOOT***
    Vampiric Ring
    Bittercup
    A Dance in Fire, Chapter 4
    
    6) In the tower, take the right door to fight several undead, including 
    the Skeleton War-Wizard. Loot the room, noting the artifact Vampiric 
    Ring on the War-Wizard's corpse and the quest target Bittercup. 
    Downstairs, check the dead body behind the other door, then go further 
    downstairs. In the underwater chest, note the copy of A Dance in Fire, 
    Chapter 4. Loot the rest of this level and leave. Head back east along 
    the island until, watching the world map, you are just south of another, 
    smaller island (not Vas, but one island west). Swim north to that 
    island.
    
    Onnissiralis
    o======================================================================o
    ***NPCs***
    Tasellis Burtilius
    Thunmund
    Jathlanie
    Ernard Genis
    Hyring
    Hlar
    Torline
    Rithrannir
    
    ***QUESTS***
    Helm of Tohan
    
    ***NOTABLE LOOT***
    2920, Rain's Hand, v4
    Adamantium Helm of Tohan
    
    ***NOTE***
    I am presenting this as I did it in my playthrough. However, I later 
    learned that I broke a quest. To do the quest properly, don't come 
    here until you've been to Dagon Fel and received the Helm of Tohan 
    quest. You'll find two new NPCs outside. Speak with them, enter the 
    shrine with them, and THEN get the Helm to do the quest properly.
    
    7) Outside, speak with Tasellis Burtilius and Thunmund, then go 
    northeast to enter the shrine. Fight Jathlanie, go straight, and fight 
    Ernard Genis (who carries a copy of 2920, Rain's Hand, v4). Back at the 
    entrance, descend the western stairs to fight Hyring, Hlar, Torline, 
    and Rithrannir. Make sure to grab the Adamantium Helm of Tohan from the 
    chest behind the statue, and leave. Swim northwest from here, toward 
    the island you can see on the world map, but stop at the Obscure 
    Shipwreck about halfway there (on the seafloor). Head inside.
    
    Obscure Shipwreck
    o======================================================================o
    
    8) Check the cabin first, then the cargo hold levels. Nothing too 
    noteworthy, so head back northwest when done. When you spot Big Head's 
    Shack, give it a pass for now and recall to Balmora instead. Do not 
    hand in the Bittercup yet, however. Offload as you like, then go to 
    Ald'Ruhn and start on the road toward Gnisis. We've explored a lot of 
    this already, but return to where we left the main road to go to Koal 
    Cave. Backtrack south by one trail, then go west to find the Veloth 
    Ancestral Tomb. Enter.
    
    Veloth Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Dagoth Draven
    Elitlaya Assonirishpal
    Hinummu Siddurnanit
    Hansi Saharnatturapli
    
    9) This straightforward tomb contains nothing noteworthy, so explore, 
    loot, and leave. Follow the path west, but when it turns north, leave 
    it and continue west to the tip of this peninsula. Swim due west to an 
    island, and enter the cave of Subdun.
    
    Proceed to the first intersection, then go straight. Levitate to an 
    alcove for some loot, then return to thr intersection and go south. 
    When you get to some water, go straight first to find a body in an 
    alcove, then go south in the water room for some rats and a bit of 
    loot, and finally enter the door to the Shrine. This is 
    straightforward, so move through and kill Dagoth Draven to free more 
    Sleepers. Loot, noting the copy of 2920, Last Seed, and recall to 
    Balmora. Grab your Dreugh Wax and Potion of Cure Common Disease, then 
    make your way to Maar Gan to visit Assi Serimilk, one of the Sleepers 
    we just freed. After talking to her, get back to Ald'Ruhn and the road 
    to Gnisis. Go to where we left the main road last time, go north one 
    branch, and follow the unmarked path west. Ignore Berandas, the 
    stronghold, but do look at the northeast corner of it for a rogue 
    Ashlander camp. Fight Elitlaya Assonirishpal, Hinummu Siddurnanit, and 
    Hansi Saharnatturapli. Loot their camp, make your way back to Koal 
    Cave. This time, head inside.
    
    Koal Cave
    o======================================================================o
    ***NPCs***
    Hentus Yansurnummu
    
    ***QUESTS***
    Miscellaneous-Hentus Needs Pants
    
    10) Donate the Dreugh Wax at the shrine at the entrance. 5 down, 2 to 
    go. Enter the cave. At the first intersection, explore each tunnel in 
    counterclockwise sequence. In the third tunnel, go up top to find a 
    Dead Adventurer. Through the next tunnel, fight the unique Dreugh 
    Warlord. Another Dead Body lies at the bottom of the cave. With all 
    that done, go ahead and leave. Head north and look right in the river 
    to spot Hentus Yansurnummu. Speak with him for a quest. Stay in the 
    water and follow it east to find the Falas Ancestral Tomb. Head inside.
    
    Falas Ancestral Tomb
    o======================================================================o
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 1
    Ashes of D. Bryant
    Denstagmer's Ring
    
    11) This tomb is not complicated, but does have neat loot, notably a 
    copy of 36 Lessons of Vivec, Sermon 1, and the unique item Ashes of D. 
    Bryant and the artifact Denstagmer's Ring. Leave when done. Follow the 
    main road north, following the signs toward Gnisis. You'll eventually 
    see a stone arch over the water to your left. Past that, leave the road 
    to the west, and look for the Rethandus Ancestral Tomb. Head inside.
    
    Rethandus Ancestral Tomb
    o======================================================================o
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 11
    
    12) This tomb isn't complicated, and holds a copy of 36 Lessons of 
    Vivec, Sermon 11. Leave when finished, get back to the road, and 
    proceed toward Gnisis. However, the road twists and turns in such a way 
    that the first town we'll arrive at is actually Khuul. This is not a 
    problem.
    
    o======================================================================o
    |								       |
    |			       Khuul & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK014}
    		1) Khuul
    		2) Saren Ancestral Tomb
    
    Khuul
    o======================================================================o
    ***NPCs***
    Seldus Nerendus
    Rivame Samandas
    Svadstar
    Talmeni Drethan
    S'virr
    Shotherra
    Ondi
    Thongar
    Miron Garer
    Helga
    Endris Dilmyn
    Aldi
    Nelmyne Andules
    Brurid
    
    ***NOTABLE LOOT***
    2920, Evening Star
    
    1) Speak with Seldus Nerendus at the strider platform. Go offload if 
    needed, as we can now fast travel back here. Speak with Rivame 
    Samandas, Svadstar, Talmeni Drethan, and S'Virr outside. Unlock 
    Svadstar's Shack and Rivame Samandas' Shack, then enter Thongar's 
    Tradehouse. Speak with Shotherra, Ondi, and Thongar, then loot and 
    leave. Let's just go clockwise from here. Loot Miron Garer's Shack and 
    speak with him; loot Helga's Shack and speak with her (she has a copy 
    of 2920, Evening Star); loot Rivame Samandas' Shack; loot Endris 
    Dilmyn's Shack and speak with him, a liberated Sleeper; loot Aldi's 
    Shack and speak with her; loot Nelmyne Andules' Shack and speak with 
    her; loot Brurid's Shack and speak with him; then loot Svadstar's 
    Shack. Before leaving Khuul, swim around from the docks to the west. 
    There's a chest here, and the next island to the west has an abandoned 
    camp to loot. Return to Khuul and head out on the road toward Ald 
    Velothi and Gnisis. Take the unmarked path west, south of Khuul's 
    strider platform, to reach the Saren Ancestral Tomb. Head inside.
    
    Saren Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Haakon
    Gulena Girith
    Thelsa Dral
    Zalabelk Saladnius
    Minisun Ulirbabi
    Anit Eramarellaku
    
    ***QUESTS***
    Imperial Cult-The Silver Staff of Shaming
    
    2) This tiny tomb has nothing of note, so loot and leave. Follow the 
    road toward Ald Velothi and Gnisis, and you'll shortly reach the 
    Asha-Ahhe Egg Mine. Enter.
    
    Proceed down the tunnel, and you'll soon fight Haakon, Gulena Girith, 
    and Thelsa Dral. Loot when they're dead (not much here), then run back 
    to Khuul and hop ships to Ebonheart. Report back to Kaye to complete 
    this quest, then accept another. Head back to Khuul and continue south 
    to reach the Shashmanu Camp, home to the hostile outcast Ashlanders 
    Zalabelk Saladnius and Minisun Ulirbabi outside, and Anit Eramarellaku 
    inside. Loot and leave. Continue to follow the signs, skipping 
    Ashalmawia (briefly), and enter the little village of Ald Velothi. 
    Already another settlement!
    
    o======================================================================o
    |								       |
    |			       Ald Velothi & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK015}
    		1) Ald Velothi
    		2) Ashalmawia
    		3) Eluba-Addon Egg Mine
    		4) Ginith Ancestral Tomb
    		5) Ashinabi
    		6) Llervu Ancestral Tomb
    		7) Mat
    
    Ald Velothi
    o======================================================================o
    ***NPCs***
    Orero Omothan
    Sadal Doren
    Lledsea Relas
    Ganus Lloryn
    Sathus Rivul
    Vireveri Darethran
    Galyn Arvel
    Llerar Vinden
    Serila Arval
    Fevila Bethrano
    Garyn Girith
    Anes Hlaren
    Theldyn Virith
    Trivura Arenim
    Lauravenya
    Sedam Omalen
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 27
    
    1) Outside, speak with Orero Omothan, Sadal Doren (lie about J'Saddha), 
    Lledsea Relas, Ganus Lloryn, Sathus Rivul, Virevari Darethran (a 
    rescued Sleeper), and Galyn Arvel (who will actually progress our Twin 
    Lamps quest). Unlock Lledsea Relas' Shack, Ganus Lloryn's Shack, 
    Vireveri Darethran's Shack, Sathas Rivul's Shack, and the Upper Level 
    and Cabin of the Fair Helas. Loot the Cabin first, then the cargo 
    holds, then Vireveri Darethran's Shack, then Ganus Lloryn's Shack, then 
    Llerar Vinden's Shack (speak with him), Lledsea Relas' Shack (with a 
    copy of 36 Lessons of Vivec, Sermon 27), Sathas Rivul's Shack, Ienas 
    Arvel's Shack (speak with Serila Arval), and Fevila Bethrano's Shack 
    (speak with her). Speak with Garyn Girith outside, lie about J'Saddha,
    and find Anes Hlaren and do the same. Now head to the Outpost.
    
    In the Watchtower, speak with Theldyn Virith and loot. Downstairs, 
    speak with Trivura Arenim, Lauravenya, and Sedam Omalen. When done 
    looting, head over to Ashalmawia.
    
    Ashalmawia
    o======================================================================o
    ***NPCs***
    J'Saddha
    Bodean
    Trelam Falvani
    Felisi Serano
    Erns Maren
    Malexa
    Gordol
    Synette Jeline
    Tavynu Tedran
    
    ***NOTABLE LOOT***
    Response to Bero's Speech
    Amulet of Shadows
    
    ***QUESTS***
    Miscellaneous-The Lady's Ring
    
    2) Speak with J'Saddha, just outside, when you arrive. Take him to the 
    ship in Ald Velothi. Back at the ruin, outside, fight Bodean, then 
    enter the shrine. Fight Trelam Falvani and Felisi Serano in the main 
    shrine room, loot, and take the side door down a tunnel to find and 
    rescue Malexa. Once she's out, run her east back to Sason, then return 
    to the shrine. Head downstairs to fight Erns Maren and enter the Sunken 
    Vaults. At the bottom, kill Gordol. Loot and leave, noting the copy of 
    Response to Bero's Speech. Offload if needed before returning to Ald 
    Velothi, then follow the road toward Gnisis. Skip the Ashlander camp 
    just to the south for now, and continue on the road. Soon, you'll see 
    an unmarked road north, leading to a Dwemer bridge. Across the bridge 
    is Arkngthunch-Sturdumz, where we'll be sent on a later Mages Guild 
    quest. Accordingly, skip it for now. Head back to the main road, and 
    proceed just a bit to meet Synette Jeline, who has a miscellaneous 
    quest. Find the expensive ring in the pool to be attacked by Synette 
    and the near-invisible Tavynu Tedran. Kill them both and nick the 
    unique Amulet of Shadows from Tavynu's corpse. Back on the road, ignore 
    the south turn and take the unmarked path west. Continue west at the 
    next intersection, then cross the water and head south to find the 
    Eluba-Addon Egg Mine. Head inside.
    
    Eluba-Addon Egg Mine
    o======================================================================o
    ***NPCs***
    Mubdan Assantinalit
    Massour Asserrumusa
    
    3) Kill the blighted kwama in this small mine and leave. Head north now 
    to find a rogue Ashlander camp. Fight Mubdan Assantinalit and Massour 
    Aserrumusa, loot their camp, and swim northeast. You're looking for the 
    Forgotten Shipwreck, a difficult-to-spot half-buried wreck due north of 
    the bridge to Arkngthunch-Sturdumz. Loot the cabin, all you can access, 
    and swim back to the camp. Ignore the big daedric ruin of Yasammidan 
    for now, but swim out north of it to find the Unmarked Shipwreck. Loot 
    the cargo hold and return to shore. Head back toward the main road, but 
    before getting back to the signs, take the south path we ignored 
    previously, where you can see the Ginith Ancestral Tomb. Enter.
    
    Ginith Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Sarvil Sadus
    Anden Thilarvel
    Ervis Ules
    Tredere Llaren
    Vulyne Rothari
    Irarak
    Shargon Odin-Ahhe
    Assamanut Sonnerralit
    
    4) Loot around, and speak with Sarvil Sadus, Anden Thilarvel, Ervis 
    Ules, Tredere Llaren, Vulyne Rothari, and the non-hostile vampire 
    Irarak. Leave and continue south, linking back with the main road. 
    You'll come to an unmarked bridge going west-take it to a rogue 
    Ashlander camp. Fight Shargon Odin-Ahhe and Assamanut Sonnerralit, loot 
    their camp, and continue south from here. Enter the smuggler's cave of 
    Ashinabi.
    
    Ashinabi
    o======================================================================o
    ***NPCs***
    Thaden Ralas
    Hussonia
    Esdrufus Harsinia
    Thraccenia Urgusiso
    Davur Githendas
    Teryne Hlaalu
    Torosi Othreloth
    Gadasu Serothan
    Jine
    Din
    
    ***NOTABLE LOOT***
    Smuggler's Island
    
    ***QUESTS***
    Miscellaneous-The Man Who Spoke to Slaughterfish
    
    5) Loot the nook above you, behind you, to the left, then head down the 
    tunnel. Fight Thaden Ralas, swim south to loot and discover an 
    alternative entrance, then swim back and levitate up to where we fought 
    Thaden. Proceed west and go through the tunnel, fighting Hussonia. When 
    you have a choice, take the door (not the tunnel), fight Esdrufus 
    Harsinia and Thraccenia Urgusiso, loot, and take the door. Fight Davur 
    Githendas, loot, and return to the last intersection. Take the tunnel 
    down to the Smuggler Den. Fight Teryne Hlaalu and proceed, fighting 
    Torosi Othreloth. Drop down to the next tunnel to fight Gadasu Serothan 
    and speak with Jine. Loot the area, noting the copy of Smuggler's 
    Island, and leave. Head back to where we left the main road, and 
    continue toward Gnisis, following the signs. When you see a sign 
    denoting the Guar Trail, take it and follow it until you meet a fellow 
    named Din. Speak with him, say you'll cure him with a spell, and use 
    Cure Common Disease on Other to finish his little quest. Backtrack one 
    bridge (the Guar Trail dead-ends soon), and drop down into the canyon. 
    Go east, again following signs to Gnisis. At the first bridge, drop 
    into the canyon and go north, turning east the first opportunity. Watch 
    north for a little boat with a "Viciously clawed dead smuggler" in it. 
    Loot, then backtrack. Go west at the last intersection, then north up 
    the hill as soon as you're able. Look to the east for the Llervu 
    Ancestral Tomb. Enter.
    
    Llervu Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Inwold
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 19
    
    ***QUESTS***
    Miscellaneous-The Sad Sorcerer
    
    6) Loot this tiny tomb and leave. Head back to the dead smuggler, 
    proceed southeast on the trail, and arrive at the cave of Palansour. In 
    the first room, kill scamps and loot. Take the northwest passage first 
    and loot, making sure to grab one of the rising force potions on the 
    table. Take the south passage next and loot, noting the copy of 36 
    Lessons of Vivec, Sermon 19. Take the west passage from the pit now. 
    Loot the docks, return to the pit, and levitate up to find Inwold 
    behind a locked gate. Speak to him for a quest, and give him the rising 
    force potion to complete it. Refuse any reward to get reputation (more 
    valuable) instead, then leave the cave. Head south along the river, 
    then curve around northwest after passing under a large stone arch. Go 
    through this canyon to an alit den, clear it, then ascend the hills to 
    get back on the main road at a cave called Mat. Head inside.
    
    Mat
    o======================================================================o
    ***NPCs***
    Boler Bandas
    Novrynea Falen
    Ruvene Ulven
    Bilen Velothril
    Bazgulub gro-Ulfish
    Bun-Teemeeta
    Ra'Karim
    Ra'Mhirr
    Akish
    Ri'Darsha
    Huzei
    Idronea Sadri
    Sarvur Sadri
    Filbeneth
    
    ***QUESTS***
    House Hlaalu-Free Hides-His-Foot
    
    7) Fight Boler Bandas, loot a room, fight Novrynea Falen, turn left at 
    the intersection, fight Ruvene Ulven, loot, return to the intersection 
    and go straight, ascend the stairs, fight Bilen Velothril, loot, and 
    leave. Very straightforward. Proceed toward Gnisis to find another cave 
    called Assarnud. Head inside.
    
    Immediately fight Bazgulub gro-Ulfish and get the slave key off his 
    body. Free the slaves Bun-Teemeeta, Ra'Karim, Ra'Mhirr, Akish, 
    Ri'Darsha, and Huzei. Loot this room and proceed. Fight Idronea Sadri, 
    Sarvur Sadri, and enter the water. There's some good loot in one corner 
    of these passages, but they're pretty straightforward and eventually 
    dead-end. Turn around and proceed through the gate when you've explored 
    the water to your satisfaction, and fight Filbeneth. Leave the cave and 
    proceed to Gnisis.
    
    Before exploring, I recommend heading to Balmora to offload and grab 
    the four Restore Health potions you should have stashed for Chaplain 
    Ogrul, then to Vivec to report to Ilmeni Dren regarding the Twin Lamps. 
    Accept a new quest (which we won't do for a long time) and make your 
    way back to Gnisis via fast-travel. Time to explore.
    
    o======================================================================o
    |								       |
    |			       Gnisis & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK016}
    		1) Gnisis
    		2) Madach Tradehouse
    		3) Aidanat Camp
    		4) Barracks
    		5) gro-Bagrat Plantation
    		6) Shulk Egg Mine
    		7) Caldera Mines
    		8) Alof's Farmhouse
    		9) Mannammu
    		10) Sarano Ancestral Tomb
    		11) Arvel Plantation
    		12) Ashurnibibi
    		13) Assumanu
    		14) Fadathram Ancestral Tomb
    
    Gnisis
    o======================================================================o
    ***NPCs***
    Punibi Yahaz
    Hainab Lasamsi
    Abishpulu Shand
    Ughash gro-Batul
    Maeonius Man-Ilu
    Molvirian Palenix
    Zebba Benamamat
    Shulki Ashunbabi
    Hannabi Zabynatus
    Largakh gro-Bulfim
    Yashnarz gro-Ufthamph
    Ashuma-Nud Matluberib
    Dul gro-Dush
    Vatollia Apo
    Assumanu Mantiti
    Asharapli Almu
    Ilasour Tansumiran
    Vabbar Dinadad
    Musa Yahaz
    Hinammu Shishara
    Nammu Man-Ilu
    Uloth gra-Ushar
    Sharkub gro-Khashnar
    Mug gro-Dulob
    Yambul gro-Bogrol
    Bagamul gro-Dumul
    Bogdub gra-Gurakh
    Ulumpha gra-Sharob
    Chaplain Ogrul
    Zanmulk Sammalamus
    Esib-Nummu Assunudadnud
    Mehra Drora
    
    ***NOTABLE LOOT***
    The Black Arrow, v2
    36 Lessons of Vivec, Sermon 21
    36 Lessons of Vivec, Sermon 22
    36 Lessons of Vivec, Sermon 23
    
    ***SPELLS***
    Ogrul's Strong-Again
    Sanctuary
    Holy Touch
    Vivec's Touch
    
    1) Speak with Punibi Yahaz at the strider platform, then explore 
    outside, looting containers and speaking with Hainab Lasamsi (who will 
    return Hentus' pants to you if you admire his disposition to 80+). Run 
    them to Hentus to complete his quest, then continue exploring outside, 
    speaking with Abishpulu Shand, who will direct you to harvest muck 
    outside his house. Gather five muck outside the Yahaz Hut, then 
    continue exploring. Speak with Ughash gro-Batul, Maeonius Man-Ilu, 
    Molvirian Palenix, Zebba Benamamat, Shulki Ashunbabi, Hannabi 
    Zabynatus, Largakh gro-Bulfim, Yashnarz gro-Ufthamph, Ashuma-Nud 
    Matluberib, Dul gro-Dush, and Vatollia Apo. Now, move around and unlock 
    the Gnisis Eggmine, the Shand Hut, and the Lasamsi Cave Dwelling. Now, 
    enter the Mantiti Cave Dwelling, speak with Assumanu Mantiti, loot, and 
    leave. Enter the Almu Cave Dwelling, speak with Asharapli Almu, loot, 
    and leave. Enter the Lasamsi Cave Dwelling, loot, and leave. Enter the 
    Tansumiran Cave Dwelling, speak with Ilasour Tansumiran, loot, and 
    leave. Enter the Dinadad Hut, speak with Vabbar Dinadad, loot, and 
    leave. Enter the Yahaz Hut, speak with Musa Yahaz, loot, and leave. 
    Enter the Shishara Hut, speak with Hinammu Shishara, loot, and leave. 
    Enter the Man-Ilu Hut, speak with Nammu Man-Ilu, loot, and leave. Enter 
    the Shand Hut, loot (noting the copy of The Black Arrow, v2), and 
    leave. Enter Fort Darius now.
    
    Speak with Uloth gra-Ushar, loot, head upstairs, speak with Sharkub 
    gro-Khashnar and Mug gro-Dulob. Loot, check out the top of the wall, 
    then reenter and go downstairs instead. Through the first door, speak 
    with Yambul gro-Bogrol and Bagamul gro-Dumul, loot, and continue down. 
    Speak with Bogdub gra-Gurakh and Ulumpha gra-Sharob, then proceed to 
    the shrine. Note the copy of 2920, First Seed, and speak with Chaplain 
    Ogrul to hand over the potions in exchange for a spell-I'd take Restore 
    Strength. With that done, head over to the Temple.
    
    Loot around, speak with Zanmulk Sammalamus, buy his spell, speak with 
    Esib-Nummu Assunudadnud, head downstairs, speak with Mehra Drora, buy 
    her spell, head upstairs, loot (noting the copies of 36 Lessons of 
    Vivec, Sermon 21, 36 Lessons of Vivec, Sermon 22, and 36 Lessons of 
    Vivec, Sermon 23), then donate the Potion of Cure Disease you should 
    still be carrying to complete the pilgrimage. Only one more to go. 
    Open a secret panel in the shrine to find the real Vivec Ashmask (the 
    one on the altar is a replica) and touch it for a new spell, Vivec's 
    Touch, by far the best disease-cure on other in the game. Leave now and 
    head to the Madach Tradehouse-time to join the Legion.
    
    Madach Tradehouse
    o======================================================================o
    ***NPCs***
    Fenas Madach
    Talms Dralor
    Clilias Pullia
    Utadeek
    Ertius Fulbenus
    Asha-Ammu Kutebani
    Athal Nerano
    Snakha gro-Marob
    Nash gro-Khazor
    Darius
    Shullay Vabdas
    Widow Vabdas
    Hetman Abelmawia
    Mausur Ababael
    Shanud Ududnabia
    Zebdusipal Mantiti
    Kummi-Namus Almu
    Lugrub gro-Ogdum
    
    ***NOTABLE LOOT***
    The Alchemist's Formulary
    Death Blow of Abernanit
    The Ransom of Zarek
    
    ***FACTIONS***
    Imperial Legion-Recruit
    Imperial Legion-Spearman
    Imperial Legion-Trooper
    
    ***QUESTS***
    Imperial Legion-Widow Vabdas' Deed
    Imperial Legion-Gnisis Eggmine
    Imperial Legion-Rescure Madura Seran
    
    2) Upstairs first. Speak with Fenas Madach, Talms Dralor, and Clilias 
    Pullia. Beneath the bar, speak with Utadeek, then return to the 
    entrance and go downstairs. Speak with Ertius Fulbenus and Asha-Ammu 
    Kutebani. Through the northeast door, speak with Athal Nerano. Through 
    the southwest door, speak with Snakha gro-Marob. Finally, through the 
    southeast door, speak with Nash gro-Khazor, loot (noting the copies of 
    The Alchemist's Formulary and Death Blow of Abernanit), and finally, 
    speak with Darius to join the Imperial Legion. You are immediately 
    eligible for promotion to Spearman, and ask about orders for a quest. 
    Keep toting the chain cuirass wherever you go, as you'll need to wear 
    it to speak to Legion questgivers. With that done, leave and head to 
    the Vabdas Hut, just outside of town past Arvs-Drelen.
    
    Loot the hut (do NOT steal the deed) and speak with Shullay Vabdas and 
    Widow Vabdas. Hear her allegations, then go enter the Abelmawia Hut. 
    Loot and speak with Hetman Abelmawia. Buy the Gnisis Eggmine Pass off 
    of him, then head up to the eggmine and go inside. You can also speak 
    to Vatollia in uniform for a key.
    
    Head up the ramp and speak with Mausur Ababael. Skip the water for now 
    and speak with Shanud Ududnabia, Zebdusipal Mantiti, and Kummi-Namus 
    Almu. Enter the Lower Eggmine. Lugrub gro-Ogdum will, in fact, attack 
    you after ten seconds, so kill him. Kill kwama, but don't cure the 
    queen yet. Ignore Bethamez (we'll be sent there on a Mages Guild quest) 
    and proceed through either entrance to the Underground Stream. You 
    should spot the mine's secret entrance as you explore, but more 
    importantly, you can find a copy of The Ransom of Zarek on a nearby 
    ledge. Levitate into the tunnel and head west. In the water, you can 
    find Mansilamat Vabdas' corpse, and you should pick up Lugrub's Axe 
    next to it. Just past that, Vabdas' ghost will speak to you. Take the 
    axe to Darius now, exit dialogue and speak with him again to complete 
    the quest. Ask about advancement to be promoted to Trooper, then get 
    more orders. Pop back into the mine and cure the queen with Vivec's 
    Touch, then report back to Darius. Get new orders, then run back to 
    Ald Velothi and head to the rogue Ashlander camp, Aidanat Camp, just 
    south of town.
    
    Aidanat Camp
    o======================================================================o
    ***NPCs***
    Kund Assarnibani
    Rawia Ashirbibi
    Abassel Asserbassalit
    Madura Seran
    Baladas Demnevanni
    Ragash gra-Shuzgub
    
    ***FACTIONS***
    Imperial Legion-Agent
    
    ***QUESTS***
    Imperial Legion-Rescue Ragash gra-Shuzgub
    Imperial Legion-Talos Cult Conspiracy
    
    ***NOTABLE LOOT***
    The Wolf Queen, v5
    Berandas Propylon Index
    2920, Rain's Hand
    Sithis
    
    3) Speak with Kund Assarnibani and Rawia Ashirbibi, then enter the 
    yurt. Speak with Abassel Asserbassalit, refuse to pay, and kill the 
    three of them. Loot the camp, then speak with Madura Seran. Escort her 
    to the Ald Velothi outpost, then report back to Darius. He'll promote 
    you to Agent and send you to Arvs-Drelen. Head on over.
    
    Turn right at the first intersection, then take the door at the bottom 
    of the ramp. You'll find Ragash in here, but leave her for now and loot 
    the bedroom at the top of the ramp, noting the copy of The Wolf Queen, 
    v5. Go to the tower and loot the lower-level storage rooms, then 
    proceed to the top. Loot the room (making sure to get the Berandas 
    Propylon Index and noting the copies of 2920, Rain's Hand and Sithis), 
    and speak with Baladas Demnevanni. Get his disposition above 60 and 
    he'll agree to free Ragash. Go escort her out of Arvs-Drelen and report 
    back to Darius for another quest. You can speak with Nash gro-Khazor in 
    the same room to be directed to Oritius Maro in the barracks, so head 
    over there.
    
    Barracks
    o======================================================================o
    ***NPCs***
    Oritius Maro
    Allian Carbo
    Dumbuk gro-Bolak
    Vantustius Pundus
    Vertilvius Cines
    Varian Angius
    Strillian Macro
    Optio Bologra
    Arius Rulician
    
    ***NOTABLE LOOT***
    The Locked Room
    The Alchemist's Formulary
    
    ***FACTION***
    Imperial Legion-Champion
    
    ***QUESTS***
    Imperial Cult-Gathering Willow Anther
    Imperial Legion-Courtesy
    
    ***SPELLS***
    Strong Fire Shield
    Strong Frost Shield
    Strong Shock Shield
    
    4) You'll find Oritius in the first room, so speak with him and 
    indicate interest in joining to be directed to Arius Rulician in a 
    shrine downstairs. Speak with Allian Carbo in this room, then enter the 
    door behind him. Loot, then head across to the other door. Speak with 
    Dumbuk gro-Bolak, loot (noting the copy of The Locked Room), and head 
    downstairs. Speak with Vantustius Pundus behind the stairs, loot, and 
    head to the intersection. In the north room, speak with Vertilvius 
    Cines, Varian Angius, and Strillian Macro. Loot, and go to the south 
    room to speak with Optio Bologra. Finally, head east, loot the 
    storeroom, and enter the trap door. Speak with Arius Rulician, loot the 
    shrine, read the Note from Oritius Maro, kill Arius, exit, kill 
    Oritius, and report back to Darius to finish his quest chain. Ask about 
    advancement for promotion to Champion, and we're done in Gnisis. We 
    have unlocked a substantial quest backlog, however, so recall to 
    Balmora. 
    
    Offload, keeping your five muck, and head to Ebonheart to turn in the 
    lay healer mission at the Imperial Chapels. Speak with Synnolian again 
    for your next mission, and you'll be sent to gro-Bagrat plantation. On 
    the way there, drop by the Hawkmoth Legion Garrison. Speak with Frald 
    the White for a Legion quest, and buy three spells off of Ervona Barys. 
    Now, head to gro-Bagrat Plantation.
    
    gro-Bagrat Plantation
    o======================================================================o
    ***NPCs***
    Favasa Saryon
    Irvama Othrelas
    Gakkenfeld
    Dreggs
    Llaynasa Othran
    Gurak gro-Bagrat
    Velsa Salaron
    
    ***NOTABLE LOOT***
    The Four Suitors of Benitah
    
    ***QUESTS***
    Imperial Cult-Gathering Scrib Jelly
    Imperial Legion-Scrap Metal
    
    5) Outside, get the five willow anther and speak with Favasa Saryon and 
    Irvama Othrelas. Ignore Synnolian's warnings and head inside. Speak 
    with Gakkenfeld and Dreggs in the entrance room, head upstairs and 
    speak with Llaynasa Othran, then open the door behind Dreggs to find a 
    basement skooma lab. Kill Gurak gro-Bagrat and Velsa Salaron, loot, and 
    return to Ebonheart. See Synnolian for another quest, directing you to 
    Shulk Egg Mine. Eydis Fire-Eye sent us there ages ago, and we're 
    finally ready to head there. Recall to Balmora and offload, but before 
    going straight to Shulk, go visit Radd Hard-Heart at Moonmoth Legion 
    Fort (in uniform) for a Legion quest. Run to Arkngthand and kill a 
    centurion in the lower levels for the scrap, and return it to Radd. 
    His next quest will send you to the Erabenimsun Camp, so we'll leave 
    his line for a while. Now head to the Shulk Egg Mine.
    
    Shulk Egg Mine
    o======================================================================o
    ***NPCs***
    Miner Gor
    Miner Kati
    Miner Juillen
    Miner Lisaa
    Savilo Othan
    Daynila Valas
    
    ***QUESTS***
    Fighters Guild-Telvanni Agents
    
    6) In the mine, kill any Scribs you see until you get five jellys for 
    Synnolian. Explore the first tunnel, then enter the Mining Camp. Speak 
    with Miner Gor, Miner Kati, Miner Juillen, and Miner Lisaa as you 
    explore. Enter the Queen's Lair at the far end. Kill Savilo Othan and 
    Daynila Valas, the egg poachers, then explore to finish this place off. 
    If you didn't find five jellies, Dinok, outside, will give you more if 
    you ask him about it. Let's head to Balmora now and report back to 
    Eydis Fire-Eye. She'll give you new orders, sending you to the Caldera 
    mines. Head over there right away. Hop a guild guide to Caldera, exit 
    north, and follow the signs.
    
    Caldera Mines
    o======================================================================o
    ***NPCs***
    Alveleg
    Fothyna Herothran
    Alynu Aralen
    Sathasa Nerothren
    Stlennius Vibato
    Elynea Norvayn
    Meanen
    Kiseena
    Dahleena
    Gilm
    Ahanabi Assullinbanud
    Neesha
    Khazura
    Inorra
    Ohibaal Assintashiran
    Dun-Ilu Assurnumausur
    
    ***FACTIONS***
    Fighters Guild-Protector
    Fighters Guild-Defender
    
    ***QUESTS***
    Fighters Guild-The Code Book
    Fighters Guild-Desele's Debt
    Fighters Guild-Gra-Bol's Bounty
    Fighters Guild-Alof and the Orcs
    
    7) As you approach, you'll see Alveleg off to the right. Speak with 
    him, and the topic "Telvanni agents" will start a fight. Kill him and 
    enter the cave of Ashanammu behind him. Speak with Fothyna Herothran, 
    and the same thing occurs. Alynu Aralen and Sathasa Nerothren will also 
    attack, so kill them too. Before reporting back to Eydis, explore the 
    rest of Ashanammu, and then go check out the Caldera Mining Company. 
    
    Enter the Mining Company Office. Speak with Stlennius Vibato, head 
    upstairs to speak with Elynea Norvayn and Meanen. Loot and leave. Enter 
    the Mining Bunkhouse. It's empty, so loot both levels, making sure to 
    get the Caldera Slave Key, and exit from the lower one. Enter Slave 
    Shack One, speak with and free Kiseena, loot, and enter Slave Shack 
    Two. Speak with and free Dahleena, loot, and enter the Mining Guard 
    Tower. It's empty, so loot and leave, and go enter the Mine. Head left 
    at the first intersection, speak to and free Gilm, speak with Ahanabi 
    Assullinbanud, speak with and free Neesha, and return to the 
    intersection. Head east, speak with and free Khazura, and go left at 
    the next intersection. Speak with and free Inorra, speak with Ohibaal 
    Assintashiran, then take the last tunnel to speak with Dun-Ilu 
    Assurnumausur. That's it, so recall to Balmora and report back to 
    Eydis. Ask about advancement for a promotion to Protector, then accept 
    a new quest. Head to the South Wall and pickpocket the book from 
    Sottilde to keep everything clean, and report back to Eydis. Hop a 
    strider to Suran and get the money from Desele-should be easy-and 
    report back to Eydis. Ask about advancement for a promotion to 
    Defender, then get another quest. Now's a good time to give her the 
    Bitter Cup-the rest of her quests are legit-so do so. Head to Dura 
    gra-Bol's house, kill her, and report back to Eydis. She'll send us to 
    Alof's Farmhouse. Head toward the Fields of Kummu, and Alof's Farmhouse 
    is just to the east. Head inside.
    
    Alof's Farmhouse
    o======================================================================o
    ***NPCs***
    Alof the Easterner
    Burub gra-Bamog
    Mauhul gor-Burish
    Baronk gro-Uzuk
    Grat gho-Gholfim
    
    ***FACTIONS***
    Fighters Guild-Warder
    
    ***QUESTS***
    Fighters Guild-The Verethi Gang
    
    8) Loot, speak with Alof the Easterner, then head to Ashunartes. It is 
    just west of the stronghold of Marandus, which we previously explored. 
    It has two entrances. Take the isolated back entrance first, and kill 
    Burub gra-Bamog. Drop to the lower level and kill Mauhul gor-Burish, 
    Baronk gro-Uzuk, and Grat gro-Gholfim. Loot the shrine area and recall 
    to Balmora to report to Eydis. Ask about advancement for a promotion 
    to Warder, then get her next quest. Head to Mannammu, just outside 
    Pelagiad.
    
    Mannammu
    o======================================================================o
    ***NPCs***
    Ena
    Unisea Benethran
    Selvia Famalius
    Penald
    Brelyn Indarys
    Thalurea Thirvayn
    Dovres Verethi
    
    ***NOTABLE LOOT***
    The Firsthold Revolt
    The Wolf Queen, v1
    
    ***QUESTS***
    Fighters Guild-Hunger in the Sarano Tomb
    
    9) Fight Ena, proceed, fight Unisea Benethran, proceed to a bridge, 
    fight Selvia Famalius and Penald, then hit the water. Head west first, 
    surface, fight Brelyn Indarys, loot (noting the copy of The Firsthold 
    Revolt), and exit by land, coming across Thalurea Thirvayn. Kill her, 
    loot, and proceed, eventually coming across Dovres Verethi. Kill him, 
    loot (noting the copy of The Wolf Queen, v1), and recall to Balmora to 
    report in to Eydis. Head to the Sarano Tomb-we've spotted it in the 
    past, but it's northwest of the Fields of Kummu. Head there.
    
    Sarano Ancestral Tomb
    o======================================================================o
    ***NOTABLE LOOT***
    Sarano Ebony Helm
    
    ***QUESTS***
    Fighters Guild-Vandacia's Bounty
    Fighters Guild-Alleius' Bounty
    Thieves Guild-Hrundi's Lover
    
    ***FACTIONS***
    Fighters Guild-Guardian
    Imperial Cult-Theurgist
    
    10) Head down the hall, killing critters. When you have a choice, go 
    left first, then across from that room to find and kill the Hunger and 
    get the unique Sarano Ebony Helm. Loot the final two rooms, then head 
    back to Balmora and report to Eydis. Her quest line is now done, so 
    let's head to Vivec. Speak with Lorbumol for a quest, then hop a silt 
    strider to Seyda Neen. Find Adraria in the Census and Excise warehouse, 
    taunt her, and kill her, then report back to Lorbumol. He'll promote 
    you to Guardian and give you another quest. We need to hold on this one 
    for now, so head down to Simine Fralinie's and visit Gentleman Jim. 
    He'll give you a new quest. Now head to Ebonheart. Deliver the scrib 
    jelly to Synnolian, ask for advancement to be promoted to Theurgist, 
    then get another quest. Head to the Arvel Plantation.
    
    Arvel Plantation
    o======================================================================o
    ***NPCs***
    Kal-Ma
    Shatalg
    Kasa
    Affri
    J'Kara
    Ma'Dara
    Breyns Randas
    Relyn Sarano
    Sedrane Arvel
    Rovone Arvel
    Urene Arvel
    Dredase Arvel
    Talare Arvel
    
    ***NOTABLE LOOT***
    Biography of the Wolf Queen
    The Wraith's Wedding Dowry
    Charwich-Koniinge, Volume 1
    
    ***QUESTS***
    Imperial Cult-Gathering Rat Meat
    Imperial Cult-Gathering Netch Leather
    Imperial Legion-Dwemer Artifacts at Drinar Varyon's Place
    
    ***FACTIONS***
    Imperial Legion-Knight Errant
    
    11) Outside, you can speak with Kal-Ma, Shatalg, Kasa, Affri, J'Kara, 
    Ma'Dara, Breyns Randas, Relyn Sarano, Sedrane Arvel, and Rovone Arvel. 
    Unfortunately, there is no slave key to free the slaves. Get your 5 
    corkbulb, then enter Arvel Manor. Speak with Urene Arvel, head 
    upstairs, note the copy of Biography of the Wolf Queen, speak with 
    Dredase Arvel, head up another level, speak with Talare Arvel, and 
    leave. Loot the Slavemaster's Shack, the Slave Shack, and the Storage 
    Shack, then return to Synnolian. He'll give you another quest. Head to 
    the Foreign Quarter Underworks to harvest five rat meat, then return to 
    Synnolian. He'll reward you with copies of The Wraith's Wedding Dowry 
    and Charwich-Koniinge, Volume 1. Take another quest (his last), then 
    just head out to find and kill a netch. Bring the leather to Synnolian. 
    That's it for him, so head to Ald'Ruhn now. Go to Fort Buckmoth and 
    speak to Imsin the Dreamer in uniform for a Legion quest. Head to 
    Drinar Varyon's in town, find a Dwemer Tube on the biggest table of 
    pots, and report back to Imsin. She'll promote you to Knight Errant 
    and give you another quest. Make your way to Hla Oad, and from there go 
    northwest to Ashurnibibi.
    
    Ashurnibibi
    o======================================================================o
    ***NPCs***
    Ushug gra-Olurba
    Muzgonk gro-Borbog
    Durgash gro-Rushub
    Rolfish gra-Dugul
    Joncis Dalomax
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 26
    A Game at Dinner
    The Horror of Castle Xyr
    
    ***QUESTS***
    Imperial Legion-Maiden's Token
    
    12) Outside, speak with Ushug gra-Olurba and Muzgonk gro-Borbog, then 
    enter the shrine. Note a small stone chest as you swim, which contains 
    a copy of 36 Lessons of Vivec, Sermon 26. Surface to fight Durgash 
    gro-Rushub and Rolfish gra-Dugul. Loot the area, noting the copies of 
    A Game at Dinner and The Horror of Castle Xyr. Through the door, speak 
    with Joncis Dalomax. Explore the tunnel behind him before leaving and 
    reporting back to Imsin. We've seen Assumanu before-head to Khuul, head
    northeast over water to Sheogorad, and find the cave southeast of Ald 
    Redaynia. Head inside.
    
    Assumanu
    o======================================================================o
    ***NPCs***
    Vienne Gilelle
    Calmaninde
    Allimir
    Varona Nelas
    
    13) Head left at the first intersection, fighting Daedra, then fight 
    Vienne Gilelle past the water. Through the door, fight Calmaninde and 
    loot, then return to the entrance and proceed northeast. Speak with 
    Allimir, then past him, speak with Varona Nelas. Take the glove to 
    Ilmeni in Vivec, then report back to Imsin. That's her final quest. 
    Head due east out of Ald'Ruhn, and take the southern branch when the 
    path forks. You'll arrive at the Fadathram Ancestral Tomb right at the 
    base of the Ghostfence. Head inside.
    
    Fadathram Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Mils Andrethi
    Golana Giralvel
    Belvis Sedri
    Galeri Uveleth
    Bralyn Androthi
    Darns Tedalen
    Danel Indaren
    
    14) Move straight through this small tomb, killing and looting as you 
    go. Leave when done, and levitate over the Ghostfence. Head south to 
    quickly find the Panabanit-Nimawia Egg Mine. Head inside and explore; 
    no loot here but eggs, so just fill out the map and leave when done. 
    Hop over the Ghostfence here and head south, then west when you can, to 
    find the Sudanit Mine. Enter.
    
    At the entrance, speak with Mils Andrethi. Follow the tracks to speak 
    with Golana Giralvel, and when the tunnel opens up, head clockwise to 
    speak with Belvis Sedri, Galeri Uveleth, and Bralyn Androthi. Follow 
    the next tunnel to speak with Darns Tedalen and Danel Indaren, then 
    loot and leave. Now, track the Ghostfence until you arrive at 
    Ghostgate. We're going to explore this place now.
    
    o======================================================================o
    |								       |
    |			       Ghostgate & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK017}
    		1) Tower of Dawn
    		2) Tower of Dusk
    		3) Maelkashishi
    		4) Yassu Mine
    		5) Sharapli
    		6) Shishara
    		7) Sanabi
    		8) Maelu Egg Mine
    		9) Helas Ancestral Tomb
    		10) Omalen Ancestral Tomb
    		11) Hassour
    		12) Assurdirapal
    		13) Abandoned Shipwreck
    		14) Sargon
    		15) Saturan
    		16) Nelas Ancestral Tomb
    
    Tower of Dawn
    o======================================================================o
    ***NPCs***
    Rilvase Avani
    Teril Savani
    Ralyn Othravel
    Selmen Relas
    Faras Thirano
    Ulmiso Maloren
    Ferone Veran
    Nilvyn Drothan
    Uvoo Llaren
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 21
    36 Lessons of Vivec, Sermon 13
    36 Lessons of Vivec, Sermon 18
    The Wolf Queen, v2
    The Rear Guard
    
    ***SPELLS***
    Zenithar's Gospel
    Calming Touch
    Saintly Touch
    
    ***FACTIONS***
    Temple-Acolyte
    Temple-Adept
    
    1) First things first, hop through the fence and donate a Petty Soul 
    Gem at the shrine to finish the Pilgrimages of the Seven Graces. Enter 
    the Tower of Dawn when done. Head to the middle room and speak with 
    Rilvase Avani, then loot (noting the copies of 36 Lessons of Vivec, 
    Sermon 21, 36 Lessons of Vivec, Sermon 13, and 36 Lessons of Vivec, 
    Sermon 18. Speak with Teril Savani, then head upstairs to speak with 
    Ralyn Othravel and Selmen Relas. Now, head down to the Tower of Dawn 
    Lower Level. Speak with Faras Thirano, loot (noting the copy of The 
    Wolf Queen, v2), then explore clockwise. Speak with Ulmiso Maloren, 
    buy her spell, loot, and continue. There's not much in the vault, and 
    in the third room, you can speak with Ferone Veran. Loot this barracks 
    (noting the copy of The Rear Guard), then head back to the main level 
    of the Tower of Dawn. From here, enter the Temple. Speak with Nilvyn 
    Drothan, buy her spells, then speak with Uvoo Llaren. Report your 
    completion of the Seven Graces and she'll promote you to Acolyte, then 
    straight to Adept, but your rank is insufficient for more quests at 
    this time. Head over to the Tower of Dusk.
    
    Tower of Dusk
    o======================================================================o
    ***NPCs***
    Fonas Retheran
    Galore Salvi
    Drelyne Llenim
    Galdal Omayn
    Elvasea Thalas
    Mandran Indrano
    Berela Andrano
    Enar Dralor
    Salyn Sarethi
    Mertis Falandas
    Taluro Athren
    Dronos Llervu
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 14
    36 Lessons of Vivec, Sermon 15
    Amulet of Usheeja
    Left Glass Bracer
    2920, Second Seed
    
    ***QUESTS***
    Thieves Guild-Bal Molagmer, Brallion's Ring
    Temple-Disease Carrier
    Temple-Silent Pilgrimage
    Imperial Legion-Honthjolf is a Traitor
    Temple-Compassion
    
    ***FACTIONS***
    Imperial Legion-Knight Bachelor
    
    2) In the center room, loot and speak with Fonas Retheran and Galore 
    Salvi. Loot the bedroom, head upstairs, and speak with Drelyne Llenim 
    and Galdal Omayn. Loot, noting the copies of 36 Lessons of Vivec, 
    Sermon 14 and 36 Lessons of Vivec, Sermon 15, then head down to the 
    Tower of Dusk Lower Level. Speak with Elvasea Thalas, Mandran Indrano, 
    and Berela Andrano, then explore clockwise. In the first room, speak 
    with Enar Dralor and Salyn Sarethi. For the courtesy quest, answer 
    "It must be a drake," "Then it's not a book of poetry," and "It must 
    have been a great hit." Place Enamor and the Note to Salyn Sarethi in 
    his chest, then go to the next room. Speak with Mertis Falandas (the 
    master trainer in Spear), then make sure to get the artifact Amulet of 
    Usheeja from the vault. In the next room, speak with Taluro Athren, 
    then with Dronos Llervu in the final room. Loot (the Left Glass Bracer 
    is better than the Indoril Gauntlet I had on). We're done here, and 
    we've unlocked several quests. Recall to Balmora, then make your way to 
    Vivec to report to Gentleman Jim. He'll direct you to Sadrith Mora for 
    the next Bal Molagmer quest. While in Vivec, head to the High Fane and 
    speak with Endryn Llethan for a Temple quest. Tanusea Veloth is in the
    Arena Pit, so head over there now. She'll refuse you, so head to 
    Jobasha's in the Foreigh Quarter for a copy of Saryoni's Sermons and 
    head back. She'll agree to leave, so report back to Endryn Llethan. 
    Wait on the vow of silence-we'll come back to this after we've explored 
    up to Dagon Fel. Go now to Ebonheart, and report in to Frald the White. 
    He'll give you a copy of 2920, Second Seed, and promote you to Knight 
    Bachelor. Get his next quest, which we won't complete for some time. 
    Now head to Ald'Ruhn and speak with Tuls Valen. You'll need to use the 
    console to fix some bugs in his coding, so enter "player->addtopic 
    "compassion"" into the console, then ask about compassion to start the 
    quest. With that handled, hop a strider to Gnisis and make your way to 
    Maelkashishi (we've seen it before).
    
    Maelkashishi
    o======================================================================o
    ***NPCs***
    Bulfim gra-Shugarz
    Depusanis Denian
    Lloden Tenim
    Horulia Jannus
    Zallit Assattadaishah
    Tunipy Shamirbasour
    Assantus Hansar
    
    ***NOTABLE LOOT***
    A Hypothetical Treachery
    Falensarano Propylon Index
    The Four Suitors of Benitah
    
    ***FACTIONS***
    Temple-Curate
    
    ***QUESTS***
    Temple-Cure the Outcast Ashlander
    Temple-Food and Drink for the Hermit
    
    3) Right away, find Bulfim gra-Shugarz. Speak with her, then cure her 
    with Vivec's Touch. Proceed to fight Depusanis Denian and Lloden Tenim, 
    loot the shrine (noting the copy of A Hypothetical Treachery), then 
    levitate to the upper level. Fight Horulia Jannus, then enter the 
    Forgotten Galleries. Levitate to the very top to find the Falensarano 
    Propylon Index and some loot. Recall to Balmora, and go report back to 
    Tuls Valen. He'll give you a copy of The Four Suitors of Benitah. Turn 
    in the potion as well, and ask about advancement to be promoted to 
    Curate. Head back to Ghostgate now, and accept a quest from Uvoo 
    Llaren. Head just south of Ghostgate to find an Ashlander camp. Speak 
    with Zallit Assattadaishah, Tunipy Shamirbasour, and Assantus Hansar. 
    Cure him with a spell, then report back to Uvoo for another quest. 
    That's all the questing for a bit, so cruise through the actual 
    Ghostgate and go due north to find Yassu Mine. Head inside.
    
    Yassu Mine
    o======================================================================o
    ***NPCs***
    Umbacano
    Gadyni Rethan
    Dolmyn Thirelas
    Brelyna Andoril
    Taluri Rothalor
    Sorcalin
    Tubilalk Mirathrernenum
    Yan-Ahhe Darirnaddunumm
    Assallit Assunbahanammu
    
    4) Head inside, fighting Nix-Hounds, and go left at the three-way 
    intersection. Keep north at the next intersection and speak to 
    Umbacano, Gadyni Rethan, Dolmyn Thirelas, Brelyna Andoril, Taluri 
    Rothalor, and Sorcalin. Go explore the rest of the tunnels now, getting 
    glass if you wish, then leave. Head north (paths are visible, but steep 
    enough that you'll need to levitate) until you see the dwarven ruin of 
    Odrosal on your right. Ignore it, but bypass it to the east to find the 
    Yanemus Mine. Head inside.
    
    This is a working ebony mine staffed by Ashlanders. Go forward to speak 
    with Tubilalk Mirathrernenum, go left and down to speak with Yan-Ahhe 
    Darirnaddunumm, and go left again to speak with Assallit 
    Assunbahanammu. That's it for here, and this little foray into the 
    Ghostfence, so explore the remaining tunnels if you like and make your 
    way back to Ghostgate. Once back outside the fence, follow it due east 
    (you'll need to levitate) into the next valley over. Enter the cave of 
    Sharapli.
    
    Sharapli
    o======================================================================o
    ***NPCs***
    Taarie
    Fervsie Girothran
    
    ***NOTABLE LOOT***
    Feyfolken, v3
    
    5) This straightforward Sixth House base has nothing noteworthy, save 
    the (useless) Pool of Forgetfulness, so explore at your leisure, leave, 
    and head back to Ghostgate. Head southwest, passing the Ashlander camp 
    on your left. When you reach a daedric ruin (Assarnatamat), turn around 
    and backtrack, looking for a path to the right. Take that path, and 
    find the cave of Odaishah. Enter.
    
    Proceed through the water to find an intersection. Left, fight Taarie 
    and loot; straight, fight Fervsea Girothran and loot (noting the copy 
    of Feyfolken, v3); and right is just critters. Leave, and follow a 
    trail that meanders a bit but goes southwest. It'll take you to the 
    Thalas Ancestral Tomb. Enter.
    
    This tomb is small, straightforward, and lacks notable loot, so explore 
    at your leisure and exit. Backtrack a bit and angle east, staying on 
    trails. Before long, you should find a Velothi tower called Shishara.
    Head inside.
    
    Shishara
    o======================================================================o
    ***NPCs***
    Belene Yvienne
    Erradan
    Distel
    Arbene Gernis
    Iingail
    Medyn Gilnith
    Yashour Hairshumusa
    Hibaddar Ilath-Pal
    Telinturco
    Undil
    Dissu Ashalkimallit
    Berapli Ashumallit
    Shali Assannabalit
    
    ***NOTABLE LOOT***
    The Lunar Lorkhan
    
    6) Fight Belene Yvienne and proceed. Fight Erradan through the first 
    door and head down the ramp. Fight Distel in the bedroom, then 
    backtrack and go up. Fight Arbene Gernis and Iingail in the tower base, 
    then ascend to fight Medyn Gilnith. Loot and leave. Make your way north 
    from here to find and enter the Aryon Ancestral Tomb.
    
    This is just a long hall with three side rooms. The side rooms have 
    nothing noteworthy, but the end chamber has a copy of The Lunar 
    Lorkhan. Leave when done. Look for a pair of netch just east of 
    Shishara. Cross the ridge due south of them to find an Ashlander camp. 
    Fight Yashour Hairshumusa and Ilath-Pal, loot, and go back to the pair 
    of netch. Head east, then north, then west (following actual paths) to 
    find the Dunirai Caverns. Don't go in yet, but do chat with Telinturco 
    and Undil. From here, head southeast, following paths, to find an 
    Ashlander camp. Fight Dissu Ashalkimallit, Berapli Ashumallit, and 
    Shali Assannabalit. Loot, then head south to find a cave called Sanabi. 
    Enter.
    
    Sanabi
    o======================================================================o
    ***NPCs***
    Sulen Sarandus
    Arelvam Sadrano
    Rilasi Ralvayn
    Felsa Hlaren
    Madaynu Aravel
    Golor Omoran
    Boryn Varen
    Dredyni Salvani
    Zelaku Assarrapanat
    Abibaal Assillariran
    
    7) Fight Sulen Sarandus, proceed a bit, and fight Arelvam Sadrano, 
    Rilasi Ralvayn, and Felsa Hleran. Check the platform and the side rooms 
    (left and straight), then go right to fight Madaynu Aravel, Golor 
    Omoran, Boryn Varen, and Dredyni Salvani. That's it, so loot and leave. 
    Head due east and a bit south, crossing a valley (you may need to 
    levitate), and find the Dulo Ancestral Tomb. You'll know you're in the 
    right spot after crossing into Molag Amur when you see some steam 
    coming from the ground. Enter.
    
    This is an Aundae vampire den-while it's the right bloodline, I'm not 
    ready to get turned yet, so stay on your guard. Kill four vampires in 
    the first area, loot, and kill a fifth through the only door. Leave 
    when done. Due north of here is another Ashlander camp. Fight Zelaku 
    Assarrapanat and Abibaal Assillariran, loot, and continue due north and 
    a hair west to find a new valley (NOT the one on the path from the 
    ashlanders-this one is farther east and starts farther north) 
    containing nix-hounds and the Maelu Egg Mine. Head inside.
    
    Maelu Egg Mine
    o======================================================================o
    ***NPCs***
    Selk Muddumummu
    Antu Assarrimisun
    Zairan Enturnabaelul
    Salay Yessur-Disadon
    Nund Assurnipilu
    Yenabi Laserbillahemmi
    
    8) This straightforward mine has nothing noteworthy, so explore and 
    exit. Follow the current valley north to the Sandus Ancestral Tomb and 
    enter.
    
    This tomb is straightforward, so use the local map to explore, loot, 
    and leave. Head southwest, and cross the ridge when the valley turns. 
    Follow the next valley southeast until you spot a stand of trees on the 
    right with a couple of rats in it. From there, cross the ridge south 
    and slightly west and look for an Ashlander camp. (If you find a prior 
    camp with three mabrigash, you're too far south; go north from there.) 
    Fight Selk Muddumummu, Antu Assarrimisun, and Zairan Enturnabaelul. 
    Loot their camp and head north and somewhat west to another one. Fight 
    Salay Yessur-Disadon, Nund Assurnipilu, and Yenabi Laserbillahemmi. 
    Loot their camp, then head north and east along a path to the Helas 
    Ancestral Tomb. Enter.
    
    Helas Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Velyn Farethan
    Llevel Seri
    Bredasu Gilaram
    Dartis Dreleth
    Falam Hlaalu
    Mevrenea Aryon
    Feralea Ramori
    Dolmesa Sarano
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 26
    36 Lessons of Vivec, Sermon 34
    
    9) Loot the straightforward tomb, noting the copies of 36 Lessons of 
    Vivec, Sermon 26 and 36 Lessons of Vivec, Sermon 34. Leave and head 
    west and slightly north to find the Halit Mine. Go inside.
    
    Explore here (no loot besides the raw glass) and speak with Velyn 
    Farethan, Llevel Seri, Bredasu Gilaram, Dartis Dreleth, Falam Hlaalu, 
    Mevrenea Aryon, Feralea Ramori, and Dolmesa Sarano. Recall to Balmora 
    when done-this exploration jaunt is finished. Offload, head to Khuul, 
    then Urshilaku Camp, then Valenvaryon. We're going to make our way to 
    Dagon Fel. From here, continue east on the main island's coast to find 
    Ebernanit, a Daedric ruin you should skirt for now. Southeast of 
    Ebernanit is the Omalen Ancestral Tomb. Head inside.
    
    Omalen Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Sendus Sathis
    
    ***NOTABLE LOOT***
    Death Blow of Abernanit
    Bone, Part 1
    
    ***FACTIONS***
    Temple-Disciple
    
    ***QUESTS***
    Temple-Hair Shirt of St. Aralor
    Temple-Dark Cult in Hassour
    
    10) The tomb is easy to navigate, with a few side rooms, so loot it out 
    (noting the copy of Death Blow of Abernanit), then leave and head due 
    east (a good ways) to find and enter the Indaren Ancestral Tomb.
    
    Proceed through the tomb, fighting Daedra, picking locks, until you 
    reach the end. Leave, and head east, swimming over to the first island. 
    Enter the cave of Ainab.
    
    Head down the tunnel, fighting Sixth House monsters, until you reach an 
    intersection. Go right first to explore a water hazard, then return and 
    proceed the other way into the Shrine. To the right is some treasure 
    (note the copy of Bone, Part 1), so loot, explore the shrine, and 
    leave. Swim east another island, and go to the northern tip to find the 
    Ilanipu Grotto. Head inside.
    
    In the third chamber, levitate to a ledge to find a dead body with 
    loot. Make your way to the end of the grotto, finding one more body, 
    then turn around and leave. Head north one island, spotting the 
    stronghold of Rotheran. Skip it for now, going west one island to find 
    Sendus Sathis, the hermit. Deliver his food, then recall, offload, and 
    go to Ghostgate to report to Uvoo Llaren. She'll promote you to 
    Disciple and give you another quest. We can now do Tuls Valen's final 
    quest, so go see him in Ald'Ruhn. Hassour is a place we spotted long 
    ago, so follow Tuls Valen's directions to get there. Head inside.
    
    Hassour
    o======================================================================o
    ***NPCs***
    Dagoth Fovon
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 36
    Fat Lute
    
    11) To the left is the door to the shrine, straight ahead is another, 
    and to the right is a bit of loot and a tunnel full of critters. Take 
    the lower level door to the shrine, fight critters, then head left to 
    the other door, right to a lave pit, or straight to continue. Kill 
    Dagoth Fovon to free some Sleepers, loot (noting the copy of 36 Lessons 
    of Vivec, Sermon 36 and the unique Fat Lute), and leave. Visit Dralas 
    Gilu in Pelagiad, Rararyn Radarys in Balmora, and Llandras Belaal in 
    Balmora, as they're all now freed Sleepers. Report back to Tuls Valen 
    in Ald'Ruhn to finish his quest chain. Head all the way back to Sendus 
    Sathis, and hop one island west to find a tomb called Ashmelech. Skip 
    it for now (this is the Aundae Vampire Clan home base), and hop 
    northwest one island to find the Daedric shrine of Assurdirapal. Head 
    inside (take the water door).
    
    Assurdirapal
    o======================================================================o
    ***NPCs***
    Grazob gra-Kharz
    Shakh gro-Durga
    Ghob gra-Gholob
    Durz gra-Rimph
    Farvyn Oreyn
    Vala Herennius
    Dreynis Nothro
    Llirala Sendas
    
    ***NOTABLE LOOT***
    How Orsinium Passed to the Orcs
    Helm of Oreyn Bearclaw
    Silence
    36 Lessons of Vivec, Sermon 9
    The Four Suitors of Benitah
    36 Lessons of Vivec, Sermon 27
    
    ***QUESTS***
    Miscellaneous-Malacath's Quest
    Temple-Shoes of St. Rilms
    
    12) Head down the tunnel to fight Grazob gra-Kharz. Loot this room and 
    proceed to fight Shakh gro-Durga. Enter the Inner Shrine to fight Ghob 
    gra-Gholob, loot (note her copy of How Orsinium Passed to the Orcs), 
    levitate up top to fight Durz gra-Rimph, interact with the statue of 
    Malacath for a quest, then exit through the upper level door. Before 
    heading to Vivec, hop one island east to find the Sanctus Shrine-the 
    destination of Endryn Llethan's silent pilgrimage. Make your way to 
    Vivec now, and ask Flacassia Fauseius about Oreyn Bearclaw to progress. 
    Hop over to Gnaar Mok now, ask Valveli Arelas about Farvyn Oreyn to be 
    directed south of town, then head over there to find him. Speak with 
    him, admit you're here at Malacath's behest, and fight him and his two 
    servants, Vala Herennius and Dreynis Nothro. Now, head back to Vivec 
    and take Endryn Llethan's vow of silence. Begin the long, long schlep 
    to the Sanctus Shrine. Not really a big deal, just tedious. Enter 
    Llirala's Shack, speak with her, loot, and head back to Assurdirapal to 
    report back to Malacath. The Helm of Oreyn Bearclaw is awesome and an 
    upgrade, so wear it for now. Recall to Balmora, offload, head to Vivec, 
    and report to Endryn Llethan for four skill books, Silence, 36 Lessons 
    of Vivec, Sermon 9, The Four Suitors of Benitah, and 36 Lessons of 
    Vivec, Sermon 27. Speak to him again for another quest, then make your 
    way back to the Sanctus Shrine again to continue exploring. Head 
    northwest to find Vas, which is marked on your map. Before going in, 
    though, head to the northeast corner of this island to find the 
    Abandoned Shipwreck. Check it out.
    
    Abandoned Shipwreck
    o======================================================================o
    ***NPCs***
    Ulyne Henim
    Debentien Sylbenitte
    Derelle Ysciele
    Jeberilie Moniel
    Daris Adram
    
    ***NOTABLE LOOT***
    Extra-Comfy Pillow
    
    ***QUESTS***
    Fighters Guild-Beneran's Bounty
    
    13) Pick up the invoice in the cabin, loot the wreck, and head back 
    over to Vas. Speak with Ulyne Henim outside, then enter the tower. The 
    Entry Level is straightforward, so just keep Ulyne behind you as you 
    plow through the critters. At the end, fight Debentien Sylbenitte and 
    speak with Derelle Ysciele and Jeberilie Moniel. Enter the Tower. It's 
    also straightforward, so plow ahead and fight Daris Adram. Speak with 
    Ulyne, loot, and recall to Balmora. Go back to Drarayne Thelas' house, 
    use the console command "addtopic "pillow shipment"" (yes, the quest is 
    bugged), and speak with her for the unique Extra-Comfy Pillow. Head to 
    Ald'Ruhn now and report in to Percius Mercius. Speak with him again for 
    another quest, and although we've seen Sargon already, we can head to 
    Maar Gan for directions. You'll be directed to Nuleno Tedas, who gives 
    detailed directions. From there, make your way to Sargon and head 
    inside.
    
    Sargon
    o======================================================================o
    ***NPCs***
    Gavesu Arelas
    Milynea Andrethi
    Dalmil Varen
    Llero Lloran
    Varon Sadralo
    Varvsa Athram
    Raynila Aryon
    Nerer Beneran
    
    ***QUESTS***
    Fighters Guild-Bandits in Suran
    
    14) Enter and fight Gavesu Arelas. Enter the water and swim 
    counterclockwise; on the east end of the cave, you'll find some loot 
    guarded by a Skeleton Champion. When you reach the end, you can 
    levitate, but I'd swim back to the entrance. Go clockwise now to the 
    end for a cauldron with some more loot, then return to the entrance, 
    leave the water, and proceed. Fight Milynea Andrethi and Dalmil Varen, 
    then go through the door on the left to fight Llero Lloran. Loot and 
    continue, staying out of the water, to fight Varon Sadralo. Continue to 
    fight Varvsa Athram and Raynila Aryon. Go right and cross the bridge to 
    fight Nerer Beneran. Loot the area and circle back to where we fought 
    Dalmil Varen, and this time cross the bridge. Loot this storage cave, 
    and we're finished. Return to Ald'Ruhn and report in to Percius. He'll 
    give you another quest, so head to Suran and talk to Avon Oran. He'll 
    send you to Saturan, a cave we've spotted before, so head there and go 
    inside.
    
    Saturan
    o======================================================================o
    ***NPCs***
    Tiela
    Ilver Aralas
    Muk gro-Dula
    Dothiel
    Vevos Nerethi
    Daldur Sarys
    Jolgeir
    Ubaasi
    Eutei
    Peeradeeh
    Udarra
    J'Zamha
    Weeltul
    
    ***NOTABLE LOOT***
    The Axe Man
    
    ***QUESTS***
    Fighters Guild-Flin for Elith-Pal
    
    15) Fight Tiela and Ilver Aralas, and proceed. Fight Muk gro-Dula, 
    loot, then go left at the intersection to fight Dothiel. In the next 
    room, fight Vevos Nerethi and Daldur Sarys, loot (noting the copy of 
    The Axe Man), return to the intersection, and go through the door. 
    Fight Jolgeir, grab his slave key, loot, and free the slaves Ubaasi, 
    Eutei, Peeradeeh, Udarra, J'Zamha, and Weeltul (not imprisoned). That's 
    it, so head back to Suran and report to Serjo Avon Oran. Now report 
    back to Percius. He'll give another quest we won't do for a while. Time 
    for more exploring. Make your way back to Vas again, and go north one 
    island. On the west end is the Nelas Ancestral Tomb. Enter.
    
    Nelas Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Andre Maul
    
    ***NOTABLE LOOT***
    The Wolf Queen, v8
    
    16) This tomb is straightforward, so clear it and head out. Head to the 
    next island to the southeast. Find Rayna Drolan's Shack, but leave it 
    for now (there's a quest here later). Head east to another small island 
    north of the big one. On the south coast, head east to find and enter 
    Malmus Grotto.
    
    This is straightforward, so loot to the far end and leave. Head a bit 
    southeast now, to our final ancillary island. Enter Andre Maul's Tower.
    
    Loot the ground level and head upstairs. Speak with Andre and loot, 
    noting the copy of The Wolf Queen, v8. With that, head out. Proceed 
    southeast, across a tiny bit of water, to the main island and the 
    village of Dagon Fel.
    
    o======================================================================o
    |								       |
    |			       Dagon Fel & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK018}
    		1) Dagon Fel
    		2) Surirulk
    		3) Nchardahrk
    		4) Orethi Ancestral Tomb
    		5) Sarethi Ancestral Tomb
    		6) Ancient Shipwreck
    		7) Kushtashpi
    
    Dagon Fel
    o======================================================================o
    ***NPCs***
    Khargol gro-Boguk
    Anja Swift-Sailer
    Haema Farseer
    Hjoldir
    Itar the Gentle
    Mette
    Fanar Fork-Beard
    Fjorrod
    Greidil Half-Troll
    Hurg
    Onmi Hard-Mouth
    Thalestris
    Heifnir
    Fryfnhild
    Sarnir the Clerk
    Vongvild
    Sold Fine-Hair
    Hreirek the Lean
    Hjotra the Peacock
    
    ***NOTABLE LOOT***
    Dwemer Scarab Plans
    Mystery of Talara, v4
    Hallgerd's Tale
    36 Lessons of Vivec, Sermon 28
    A Dance in Fire, v3
    The Third Door
    
    1) Offload if needed, as you can get here by boat from Khuul. Explore 
    the Vacant Tower where we entered town to kill rats on the first level 
    and meet Khargol gro-Boguk, the master trainer for Unarmored. Speak 
    with him, loot his room (nicking the unique Dwemer Scarab Plans), and 
    leave to enter the town proper. (Ignore Sorkvild's Tower, as we'll be 
    sent on a later Legion quest). Speak with Anja Swift-Sailer, Haema 
    Farseer, Hjoldir, Itar the Gentle, and Mette outside. Now, enter 
    Fanar Fork-Beard's house, speak with him, loot, and leave. Do the same 
    with Fjorrod's house, Greidil Half-Troll's house, Hurg's house, and 
    Onmi Hard-Mouth's house (note the copy of Mystery of Talara, v4). 
    Lockpick and loot Itar the Gentle's house (note the copy of Hallgerd's 
    Tale), Anja Swift-Sailer's house (note the copy of 36 Lessons of Vivec, 
    Sermon 28), Arrow (the ship), and Mette's house. Enter the Watch Tower 
    and loot (noting the copy of A Dance in Fire, v3). Now enter Heifnir: 
    Trader. Speak with Thalestris and Heifnir, loot the shop (noting the 
    copy of The Third Door), leave, and enter The End of the World. Speak 
    with Fryfnhild and Sarnir the Clerk, loot, and head upstairs. Speak to 
    Vongvild and Sold Fine-Hair, loot, and enter the Renter Rooms. Loot, 
    speak with Hreirek the Lean and Hjotra the Peacock, and that's it for 
    this village. Leave town on the west road, and follow it as it turns 
    south. Skip the turn to the right, and when this road ends at a 
    T-junction, go left. The next left leads to Mzuleft, which we'll skip 
    for now until a Mages Guild quest sends us back. Take the next right to 
    return to Rotheran. We're still not ready for it, but we can enter 
    Surirulk, the bandit cave just north of it. Do so.
    
    Surirulk
    o======================================================================o
    ***NPCs***
    Ginur Marys
    Mirnelea Terilu
    Giren Avilo
    Adosi Darano
    Bedynea Gimalvel
    Rinori Ienith
    Rilver Andothan
    Ulvena Arobar
    Tilore Andrethi
    Medresi Ofemalen
    Vadramea Farano
    Dalnorea Arvel
    Kirginia
    Fralvia Sibassius
    
    ***NOTABLE LOOT***
    A Hypothetical Treachery
    The Seed
    
    2) Fight Ginur Marys and proceed, fighting Mirnelea Terilu and Giren 
    Avilo. At the junction, fight Adosi Darano, go left, fight Bedynea 
    Gimalvel, and loot. Cross to the other side, fight Rinori Ienith, and 
    loot. Finally, descend the steps, fight Rilver Andothan, loot, and 
    we're finished. Head north, take the switchback down to the beach, and 
    spot the cave of Punsabanit on your right. Go inside.
    
    Proceed until you find an intersection. Go through the door to the left 
    to fight Ulvena Arobar and Tilore Andrethi. Loot (noting the copies of 
    A Hypothetical Treachery and The Seed), then return to the tunnel and 
    proceed. Through the next door, fight Medresi Ofemalen and Vadramea 
    Farano. Loot and continue, fighting Dalnorea Arvel. Through the next 
    door, fight Kirginia and Fralvia Sibassius. Loot and leave. Proceed 
    east along the path to the small Dwemer ruin of Nchardahrk. Head 
    inside.
    
    Nchardahrk
    o======================================================================o
    ***NPCs***
    Tibdan Shalarnetus
    Shanat Kaushminipu
    Zallay Subaddamael
    Bulak gra-Murug
    Murzol gro-Ulfimph
    Urzog gro-Shadbuk
    Bugharz gro-Ular
    Glob gra-Ghasharzol
    
    ***NOTABLE LOOT***
    Airan-Ahhe's Spirit Spear
    
    3) Head right, killing centurions and looting. Back at the 
    intersection, go east. Loot and kill as you circle back to the 
    entrance, then leave. Head back west and when you reach the path to 
    Mzuleft, head south, directly over the ridge. Go east to the coast, 
    then follow it to the Dralas Ancestral Tomb. Head inside.
    
    Kill the undead, loot the area (noting the copy of Words and 
    Philosophy), and leave. Head west to the end of this beach to find an 
    Ashlander camp. Speak with Tibdan Shalarnetus and Shanat Kaushminipu 
    outside, then enter the yurt to speak with Zallay Subaddamael. Kill him 
    for Kurapli back at the Urshilaku Camp, then leave the yurt. Might as 
    well jog over there and report in to her. She'll give you the unique 
    Airan-Ahhe's Spirit Spear. Head back to Dagon Fel, leave west, go 
    south, but this time, take the first right turn. Speak with Bulak 
    gra-Murug in the road, take the next right, and fight Murzol 
    gro-Ulfimph, Urzog gro-Shadbuk, Bugharz gro-Ular, and Glob 
    gra-Ghasharzol. Ignore the Malacath Statue (we'll be sent here on a 
    temple quest), but return to the main path and continue west. Stay 
    west at the next split, then west at the next one. Pass the Pudai Egg 
    Mine (we'll be sent here on a Fighters Guild quest), then head south at 
    the next intersection. Cross a little inlet, bypass the tomb on the 
    right, and note the Velothi tower of Shara. We'll be sent here on a 
    Morag Tong quest. Return to that last tomb, the Orethi Ancestral Tomb, 
    and head inside.
    
    Orethi Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Sifknir
    Almsi Oren
    Folyni Dran
    Matuk gro-Magrish
    Kisimba
    Aina
    Ri'Dumiwa
    Olank-Neeus
    Valvesu Indaram
    
    ***NOTABLE LOOT***
    The Third Door
    
    4) Clear this very straightforward tomb and leave. Head north, back 
    across the inlet and along the path. Left at the next intersection, 
    spot the cavern of Sud, site of a later Mages Guild quest. Go east 
    along the path and continue east at the next intersection to find the 
    Madas-Zebba Egg Mine. Enter.
    
    Not much here, so explore, loot the lone corpse, and leave. Return to 
    the last intersection and head north. Follow the path as it turns east 
    and spot the cave of Habinbaes on the left. Enter.
    
    Proceed to the first stairs, and enter the door on this level. Fight 
    Sifknir and proceed. Pass the slave pen, ascend some stairs, and fight 
    Almsi Oren. Loot (note the copy of The Third Door), then proceed to 
    fight Folyni Dran. Past him, fight Matuk gro-Magrish, who has the slave 
    key. Loot his room, then go free the slaves Kisimba, Aina, Ri'Dumiwa, 
    and Olank-Neeus. Ascend the stairs we skipped to fight Valvesu Indaram, 
    loot, and leave. Continue east along the path to find the Sarethi 
    Ancestral Tomb, another Aundae vampire den. Enter.
    
    Sarethi Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Relinda
    Draron Benelas
    Bertis Uvani
    Orval Llaren
    
    ***NOTABLE LOOT***
    Bone from Pop Je
    Pop's Amulet
    Ring of Phynaster
    The Seed
    2920, Sun's Dawn, v2
    
    5) Explore and loot this inconsequential tomb-not much here besides 
    the vampires. Take care not to get turned yet. When done, make your way 
    back to Dagon Fel. Go to Sorkvild's Tower and head south to the Senim 
    Ancestral Tomb. Enter.
    
    This tomb is big, but straightforward. The corpse at the end has a Bone 
    from Pop Je, Pop's Amulet, and the artifact Ring of Phynaster. Leave 
    and continue south, following a beach to the bandit cave of Odirnamat. 
    Enter. 
    
    Immediately, fight Relinda. At the intersection, go left to fight 
    Draron Benelas and loot (noting the copy of The Seed). Continue 
    clockwise and ascend some stairs to fight Bertis Uvani. Loot and 
    explore the last tunnel to fight Orval Llaren. Loot (noting the copy of 
    2920, Sun's Dawn), and leave. Backtrack north a bit and look east-you 
    should spot a shipwreck soon. Swim over to the Ancient Shipwreck and 
    enter.
    
    Ancient Shipwreck
    o======================================================================o
    ***NPCs***
    M'Aiq the Liar
    Rianciene Aurilie
    Merard Geves
    Relie Jeannie
    Jo'Thri-Dar
    Bravosi Henim
    Manirai Mirshamammu
    Shishi Yanumibaal
    
    ***NOTABLE LOOT***
    Song of the Alchemists
    
    6) The only notable loot is the easter egg book Capn's Guide to the 
    Fishy Stick. Explore and leave. Swim north one island to meet M'Aiq the 
    Liar. Speak with the original, then swim east and a bit south. The 
    daedric ruin here, Ald Daedroth, features in later Temple, Morag Tong, 
    AND main quests, so skip it for now. Swim southwest one island to find 
    a Velothi tower called Sanni and the Setus Egg Mine. Enter Sanni first.
    
    Hold left at first to find a bedroom and speak with Rianciene Aurilie. 
    Loot and proceed to another bedroom with a cell. Fight Merard Geves and 
    speak with Relie Jeannie. Speak with Jo'Thri-Dar in the cell, then 
    leave and make your way up to the dome. Fight Bravosi Henim, loot 
    (noting the copy of Song of the Alchemists), and leave. Follow the 
    beach to the Setus Egg Mine and enter.
    
    Head to the back of this mine for the right to say you explored it, 
    then leave. Head west to the next island, where the cave of Shallit and 
    the Drethan Ancestral Tomb reside. The Drethan Tomb is the site of a 
    later vampire quest, and Shallit is the site of a later Fighters Guild 
    quest. Swim south all the way back to Vvardenfell proper. Just west of 
    us is Favel Ancestral Tomb, site of a later Mages Guild quest. Ignore 
    it and head east, finding the mabrigash camp of Manirai Mirshamammu and 
    Shishi Yanumibaal. Kill them, loot, and continue east, arriving at the 
    Daedric ruin of Kushtashpi.
    
    Kushtashpi
    o======================================================================o
    ***NPCs***
    Ranmir the Seal
    Maner Uvaren
    Ulms Saren
    Sticey
    
    7) Clear the outside, speak with Ranmir the Seal, and enter the shrine. 
    Proceed down the tunnel, levitating to a ledge above for loot when you 
    reach a bridge, then reach the shrine. Fight Maner Uvaren, Ulms Saren, 
    and Sticey, then loot the shrine. Leave when done and continue east. 
    When you spot a big Ashlander camp, cut a bit south and switch back 
    along a path to find the Sinamusa Egg Mine. Enter.
    
    This egg mine is short and uneventful. Clear it and leave. Go to the 
    coast, and to the very northeast tip of Vvardenfell Island, to find the 
    Eluba-Addon Grotto.
    
    Nothing in here but kollops, so explore it and leave. Now we're ready 
    to head to the Ahemmusa Camp, so do so.
    
    o======================================================================o
    |								       |
    |			       Ahemmusa Camp & Wilderness	       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK019}
    		1) Ahemmusa Camp
    		2) Mausur Caverns
    		3) Sur Egg Mine
    		4) Ahanibi-Malmus Egg Mine
    		5) Zergonipal
    		6) Dareleth Ancestral Tomb
    
    Ahemmusa Camp
    o======================================================================o
    ***NPCs***
    Kammu
    Sen
    Zallit
    Urshamusa Rapli
    Addammus
    Ulabael
    Nummu
    Mausur
    Mamaea
    Mabarrabael
    Lanabi
    Kausi
    Dutadalk
    Yenammu
    Assamma-Idan
    Sinnammu Mirpal
    Missun Hainterari
    Samsi Ulannanit
    Maesat Shinirbael
    
    ***QUESTS***
    Miscellaneous-Dreams of a White Guar
    
    1) Outside, speak with Kammu, Sen, Zallit, and then Urshamusa Rapli for 
    a quest. Enter Addammus' Yurt, speak with him and Ulabael, loot, and 
    leave. Enter Nummu's Yurt, speak with her and Mausur, loot, and leave. 
    Enter Mamaea's Yurt, speak with her and Mabarrabael, loot, and leave. 
    Enter Lanabi's Yurt, speak with her, loot, and leave. Enter Kausi's 
    Yurt, speak with him, loot, and leave. Enter Dutadalk's Yurt, speak 
    with him and Yenammu, loot, and leave. Enter Assamma-Idan's Yurt, speak 
    with him, loot, and leave. Loot the empty Ashkhan's Yurt, then enter 
    the Wise Woman's Yurt. Speak with Sinnammu Mirpal, loot, and leave. 
    We're done here.
    
    Recall to Balmora, offload, then make your way to Maar Gan. From there, 
    get to Falasmaryon, a stronghold we previously explored. Head due east 
    from Falasmaryon until you spot another stronghold, Kogoruhn. Skip it 
    for now, and continue east to find a couple of rogue Ashlanders. Fight 
    Missun Hainterari and Samsi Ulannanit, then enter the yurt to fight 
    Maesat Shinirbael. Loot and leave. Head south until you hit the 
    Ghostfence, then levitate over it, as well as the next ridge to the 
    south. The ruin here is Vemynal, a site for the main quest's endgame. 
    Continue due south of Vemynal (just levitate) to find the Mausur 
    Caverns. Head inside.
    
    Mausur Caverns
    o======================================================================o
    ***NPCs***
    Levus Musilchiotus
    Jart
    Hurnfing
    
    ***NOTABLE LOOT***
    The Importance of Where
    
    2) This abandoned ebony mine is big, but straightforward and lacking 
    notable loot, so explore at your leisure and leave. Follow southward 
    paths until you reach a Daedric ruin, Ularradallaku. We have to come 
    here later for the Morag Tong, so skip it and continue east. You'll 
    eventually come to Dagoth Ur. Obviously, we aren't ready for this yet. 
    Backtrack to the last bridge we crossed, get under it, and follow the 
    foyada until you see a Daedric ruin on the left. This is Assalkushalit. 
    Enter.
    
    Fight Levus Musilchiotus, Jart, and Hurnfing. Loot the shrine (noting 
    the copy of The Importance of Where), and leave. Follow the path from 
    the bridge northwest of the shrine and turn right when you can to 
    stumble on to Kogoruhn, Charma's Breath. This is the back entrance. 
    Backtrack to Assalkushalit, head east to a foyada, north until it turns 
    east, then take the first southern fork you see. You'll find a Dwemer 
    ruin called Tureynulal, site of a late-stage Main Quest and Temple 
    quest. Backtrack north and continue east, eventually finding the Salvel 
    Ancestral Tomb. This is the site of a vampire quest, so leave it and 
    we're done mapping the inside of the Ghostfence. Follow the path south 
    until it starts curving west, then levitate over the Ghostfence to the 
    east and continue east until you find a new foyada. You should be 
    fairly close to the Sur Egg Mine. Enter.
    
    Sur Egg Mine
    o======================================================================o
    ***NPCs***
    Addarnat Assardidairan
    Mut Urshan-Adairan
    Manu Odirnapal
    Fothas Thirandus
    Alanil Llaram
    Lleras Andalen
    Nalmen Athren
    Astien Masoriane
    Dangor
    
    3) This is a straight shot to the queen with no loot, so explore and 
    leave. Head north to a rogue Ashlander camp. Fight Addarnat 
    Assardidairan, Mut Urshan-Adairan, and Manu Odirnapal, and continue 
    north. On the left is Elith-Pal Mine. Enter.
    
    Proceed through the mine, speaking to Fothas Thirandus, Alanil Llaram, 
    Lleras Andalen, Nalmen Athren, Astien Masoriane, and Dangor, who will 
    accept your flin shipment. Recall to Balmora and make your way to 
    Ald'Ruhn to report to Percius. Accept his brandy and gold, but don't 
    take his new orders yet-we want to finish Lorbumol's quests before we 
    kill him. Make your way back to Kogoruhn, then southeast to the 
    Ahanibi-Malmus Egg Mine. Enter.
    
    Ahanibi-Malmus Egg Mine
    o======================================================================o
    ***NPCs***
    Zebba Asharnalit
    Tissamsi Asharapli
    Ulam gro-Shugham
    Yargol gro-Bashnag
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 30
    
    4) This straightforward mine has no loot, so explore and leave. Go due 
    north, levitating if needed, to find a cave called Kora-Dur. We'll be 
    sent here on a later Daedric quest, so skip it and go north and 
    slightly west to find the Drinith Ancestral Tomb. Enter.
    
    Big but straightforward, so loot (noting the copy of 36 Lessons of 
    Vivec, Sermon 30), and leave. East of here is a cave called Bensamsi. 
    Enter.
    
    A big but straightforward Sixth House cave. No notable loot, so explore 
    and leave. South of here is an Ashlander camp. Fight Zebba Asharnalit 
    and Tissamsi Asharapli, loot the camp, then go northeast to spot a 
    Dwemer ruin called Bthuand. A vampire quest will send us here, so leave 
    it and continue east to the Daedric ruin of Zergonipal. Clear the 
    outside, speak with Ulam gro-Shugham and Yargol gro-Bashnag, and enter.
    
    Zergonipal
    o======================================================================o
    ***NPCs***
    Ghorlorz gro-Moghakh
    Shelur gra-Yargul
    Sevame Saryon
    Elenwen
    Man-Ilu Ashananapal
    Mausur Assaplit
    Anasour Selitbael
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 12
    Feyfolken II
    
    5) Go to the shrine, fight Ghorlorz gro-Moghakh and Shelur gra-Yargul, 
    loot (noting the copy of 36 Lessons of Vivec, Sermon 12), and leave. 
    Head east and take the first path to the south to find the cave of 
    Dun-Ahhe. Enter.
    
    Proceed, fighting Sevame Saryon early, checking the water for loot, 
    fight Elenwen in the back, loot (noting the copy of Feyfolken II), and 
    leave. Continue west, following the foyada, to an Ashlander camp. Fight 
    Man-Ilu Ashananapal, Mausur Assaplit, and Anasour Selitbael, loot the 
    camp, and backtrack out of this foyada. Head east, and go south into 
    the next foyada. Enter the Dareleth Ancestral Tomb on your left.
    
    Dareleth Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Delmon Famori
    Bodsa Nothryon
    Manel Amori
    Mubdan Esurnadarpal
    Shirerib Ashi-Iddan
    Santinti Assarbeberib
    
    6) Loot the very straightforward tomb, leave, and continue south. 
    You'll arrive at the Cavern of the Incarnate, a pretty obvious later 
    Main Quest site. Levitate south over the ridge, then head west to find 
    the cave of Tin-Ahhe. Enter.
    
    Fight Delmon Famori, Bodsa Nothryon, and Manel Amori, loot, and leave. 
    Head east to the cave of Maran-Adon. Enter.
    
    Proceed to the first intersection. Go left first, loot, then return and 
    go right. Finish off all hostiles and leave. Keep tracking this foyada 
    to find another Ashlander camp. Fight Mubdan Esurnadarpal, Shirerib 
    Ashi-Iddan, and Santinti Assarbeberib. Loot the camp, head south, then 
    take the east path to leave the foyada (and the Ashlands). Due east is 
    the Zainab Camp.
    
    o======================================================================o
    |								       |
    |			       Zainab Camp & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK020}
    		1) Zainab Camp
    		2) Venim Ancestral Tomb
    		3) Pulk
    		4) Andalor Ancestral Tomb
    		5) Pinsun
    		6) Hanud
    		7) Esutanamus
    		8) Sanit
    
    Zainab Camp
    o======================================================================o
    ***NPCs***
    Zaba
    Sakulerib
    Ababael Timsar-Dadisun
    Tussi
    Ashur-Dan
    Patababi
    Ashibaal
    Minassour
    Kaushad
    Somummu Zabamat
    
    ***SPELLS***
    Torpor
    
    1) Outside, speak with Zaba and Sakulerib. Loot Kuda's Yurt, enter 
    Ababael Timsar-Dadisun's yurt, speak with him (he's the master trainer 
    for Mercantile), loot, and leave. Loot Kummu's Yurt, enter Tussi's 
    Yurt, speak with her, loot, and leave. Do the same with Ashur-Dan's 
    Yurt, Patababi's Yurt, Ashibaal's Yurt, and Minassour's Yurt. Enter the 
    Ashkhan's Yurt, speak with Kaushad, loot, and leave. Do the same in the 
    Wise Woman's Yurt (buy her spell) and we'll be done. Head north to the 
    road, then east, then take the first north fork to find the Venim 
    Ancestral Tomb. Head inside.
    
    Venim Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Luven
    Goris the Maggot King
    
    ***NOTABLE LOOT***
    Bow of Shadows
    The Prayers of Baranat
    The Wolf Queen, v6
    
    2) Proceed through this small tomb. At the back, fight Luven and Goris 
    the Maggot King. Loot for the artifact Bow of Shadows, then leave. 
    Continue east, go south at the fork, and go west when able to find the 
    Sethan Ancestral Tomb. Enter.
    
    Loot this small, straightforward tomb (noting the copies of The Prayers 
    of Baranat and The Wolf Queen, v6), and leave. Return to the last 
    intersection and go south, spotting the bandit cave of Pulk on the 
    left. Go inside.
    
    Pulk
    o======================================================================o
    ***NPCs***
    Hathei
    Gam-Kur
    Maering
    Moghakh gro-Bagdub
    S'Radirr
    Yanibi Abur-Dan
    Benudni Ilurnubishpal
    Yanabani Ashushshirari
    Manabi Kummimmidan
    Yahaz Ashurnasaddas
    Teshmus Assebiriddan
    Sargon Santumatus
    
    ***NOTABLE LOOT***
    Palla, v2
    
    3) Fight Hathei, Gam-Kur, and Maering as you proceed. Check the water 
    for loot, then continue to fight Moghakh gro-Bagdub and S'Radirr. Loot 
    and leave. Continue south and east on the path to find the Aralen 
    Ancestral Tomb, another Aundae vampire den. Enter.
    
    Fight the vampires and loot (noting the copy of Palla, v2), and leave. 
    Return to the last intersection and go east, watching north for a rogue 
    Ashlander camp. Fight Yanibi Abur-Dan, Benudni Ilurnubishpal, and 
    Yanabani Ashushshirari. Return to the path and go south at the next 
    intersection. You'll soon see another rogue Ashlander camp to the 
    north. Speak with Manabi Kummimmidan, Yahaz Ashurnasaddas, and Teshmus 
    Assebiriddan, then enter the yurt to speak with Sargon Santumatus. Loot 
    and leave, continuing east. At the end of this path is the Dunmer 
    stronghold of Indoranyon. We'll be here later for the Morag Tong, so 
    return to the last intersection and take the north fork instead. Watch 
    the left side for the Andalor Ancestral Tomb. Head inside.
    
    Andalor Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Botrir
    Iveri Llothri
    Seba Anurnudai
    Tis Abalkala
    Zalit Salkatanat
    Zelay Sobbinisun
    Hemus Zelma-Alit
    
    ***QUESTS***
    Miscellaneous-Widowmaker
    
    ***NOTABLELOOT***
    Widowmaker
    
    4) Very straightforward with nothing notable, so loot and leave, and 
    return to the path. Proceed to find Botrir in the road, and accept his 
    quest. Head back to Andalor Ancestral Tomb and go northwest from there 
    to find Iveri Llothri. Kill her and retrieve Widowmaker, then tell 
    Botrir you're keeping it and kill him too. From here, head east to some 
    rocks (there will be Kagouti around), then head north to a renegade 
    Ashlander camp. Fight Seba Anurnudai and Tis Abalkala outside, then 
    fight Zalit Salkatanat, Zelay Sobbinisun, and Hemus Zelma-Alit in the 
    yurts. Head east from here to find a smuggler cave called Pinsun. Head 
    inside.
    
    Pinsun
    o======================================================================o
    ***NPCs***
    Jaline
    Birama Andaram
    Savure Uvalor
    Ahetotis Furotis
    Fovus Faravel
    Rilas Arethan
    Clecentor Aerius
    Cluson
    
    ***NOTABLE LOOT***
    Notes on Racial Phylogeny
    
    5) Fight Jaline, Birama Andaram, and Savure Uvalor. Left at the 
    intersection, fight Ahetotis Furotis and Fovus Faravel, loot, and 
    return to the intersection. Go northwest to fight Rilas Arethan, then 
    go through the door to fight Clecentor Aerius and Cluson. Loot (noting 
    the copy of Notes on Racial Phylogeny) and leave. Take note of the 
    island nearby-we're headed there soon-but first go south to the Velothi 
    dome of Hanud.
    
    Hanud
    o======================================================================o
    ***NPCs***
    Aglaril
    Faric Panoit
    Noleon Sele
    Treras Dres
    
    6) Use the local map to explore this somewhat convoluted dungeon, 
    speaking with Aglaril, killing critters, and looting. Nothing much 
    here, so jump the gap you find to enter the Tower. Fight Faric Panoit, 
    explore the pit, go down a ramp to fight Noleon Sele, loot, then go up 
    a ramp to the tower proper. Fight Treras Dres up top, loot (noting the 
    copy of 36 Lessons of Vivec, Sermon 4), and leave. Go southeast from 
    here, entering the water, to find the Vassamsi Grotto. Head inside.
    
    Not much here, so explore and leave. Now head back to that island we 
    noted earlier. Go back to Pinsun and swim east to arrive at the Daedric 
    ruin of Esutanamus.
    
    Esutanamus
    o======================================================================o
    ***NPCs***
    Adding
    Virgerd
    Arvamea Dalvani
    Arrinis Cerunia
    Drathyn Andavel
    Chark
    Zennammu Urshumusa
    Kanud Odimabesser
    Yan Assinabi
    Sur Surishpi
    Patus Assumanallit
    Nind Dudnebisun
    Kitbael Assurnumanit
    Ansu Senatbael
    Zabi Adidshina
    
    ***NOTABLE LOOT***
    The Art of War Magic
    Mystery of Talara, v2
    Amulet of Ashamanu
    
    7) Outside, speak with Adding and Virgerd, then enter the shrine. Fight 
    Arvamea Dalvani (who has a copy of The Art of War Magic) and Arrinis 
    Cerunea in the first room, then proceed to fight Drathyn Andavel and 
    Chark (who has a copy of Mystery of Talara, v2). Loot the chests behind 
    the statue and leave. From here, head due east to the water to find the 
    Lost Shipwreck. Check it out.
    
    Nothing much to say, so clear it out and leave. There's a rogue 
    Ashlander camp north of Esutanamus, so head there to fight Zennammu 
    Urshumusa and Kanud Odimabesser. From here, head northwest (back to the 
    main island) and continue northwest for another rogue Ashlander camp. 
    Fight Yan Assinabi and Sur Surishpi, then head southwest. You will find 
    a cave called Dubdilla, site of a later vampire quest. Continue 
    southwest to find the road again, near where we first left Zainab Camp. 
    This time, go north, following the signs for Tel Vos. Soon, on the 
    left, you'll find more rogue Ashlanders. Fight Patus Assumanallit and 
    Nind Dudnebisun outside, then enter the yurt to fight Kitbael 
    Assurnumanit. Loot and continue north, then turn left at the next 
    intersection. Left again at the next one, and you'll soon find yet 
    another rogue Ashlander camp. Fight Ansu Senatbael and Zabi Adidshina, 
    then continue. This path ends at Nchuleft, the site of a later House 
    Telvanni quest. Turn around and return to the last intersection, and 
    head northwest. At the next split, head right first. Skip the Tel Vos 
    Dungeon, and proceed to the Mudan-Mul Egg Mine. This is also the site 
    of a Telvanni quest, so return to the last intersection and head west. 
    You'll soon spot the Nerano Ancestral Tomb, which we'll visit later in 
    the Main Quest. Continue north until you spot Urshumusa Rapli's white 
    guar. Follow it to a corpse and take the Amulet of Ashamanu. Now head 
    northwest to the cave you see. This is Sanit. Head inside.
    
    Sanit
    o======================================================================o
    ***NPCs***
    Athanden Girith
    Emul-Ran
    Kashtes Ilabael
    
    ***NOTABLE LOOT***
    The Wolf Queen, v3
    Shield of the Undaunted
    
    ***QUESTS***
    Miscellaneous-Girith's Stolen Hides
    
    8) Turn left and proceed all the way to the Shrine. Loot, noting the 
    copy of The Wolf Queen, v3, and exit the other side. Proceed to arrive 
    back at the entrance, and leave. Head back to where you found the white 
    guar and follow the path east to meet Athanden Girith. Talk to him and 
    accept his quest, then head back to the Ahemmusa Camp. Turn in the 
    white guar quest to Urshamusa Rapli, trade in the amulet for the Shield 
    of the Undaunted, then ask about the attack on a guar hide trader to 
    be directed south. Head that way to find and fight Emul-Ran and Kashtes 
    Ilabael. Get the ten Girith's Guar Hide off of Emul-Ran and return to 
    Athanden (more or less due west). He'll take the hides; in the 
    meantime, follow signs back toward Tel Vos and Vos. At the final 
    intersection, head right (break from the signs) to quickly explore the 
    Sinarralit Egg Mine.
    
    Nothing of interest in here, so just explore and leave. Follow the 
    signs to Vos.
    
    o======================================================================o
    |								       |
    |			       Vos & Tel Vos			       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK021}
    		1) Vos
    		2) Tel Vos
    
    Vos
    o======================================================================o
    ***NPCs***
    Dreynos Elvul
    Ienasa Radas
    Ulvil Llothas
    Sedyni Veran
    Ferise Varo
    Burcanius Varo
    Smokey Morth
    Hairan Mannanalit
    Menus Felas
    Mandyn Ralas
    Maela Kaushad
    Fanisea Irano
    Yakin Bael
    Eldrilu Dalen
    Trilam Drolnor
    Thilse Aralas
    Runethyne Andas
    
    ***SPELLS***
    Chameleon
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 31
    36 Lessons of Vivec, Sermon 24
    
    1) Outside, speak with Dreynos Elvul, Ienasa Radas, Ulvil Llothas, and 
    Sedyni Veran (at the docks). Explore and loot her ship, then head to 
    the Varo Tradehouse Entrance. Speak with Ferise Varo, buy her spell, 
    loot, and enter the Tradehouse proper. Speak with Burcanius Varo, 
    Smokey Morth, and Hairan Mannanalit, loot, and enter the Varo 
    Tradehouse Storage. You'll find a copy of 36 Lessons of Vivec, Sermon 
    31 in a crate. Back in the main village, enter Menus Velas' Farmhouse, 
    speak with him, loot, and leave. Loot Ulvil Llothas' Farmhouse across 
    from here (noting the copy of 36 Lessons of Vivec, Sermon 24), then 
    enter Mandyn Ralas' Farmhouse. Speak with him, loot, and enter Maela 
    Kaushad's Farmhouse. Speak with her, loot, and enter Ienasa Radas' 
    Farmhouse. Loot and enter Fanisea Irano's Farmhouse. Speak with her, 
    loot, and enter the Vos Chapel. Speak with Yakin Bael (the master 
    trainer in Restoration) and Eldrilu Dalen, loot, and enter Trilam 
    Drolnor's Farmhouse. Speak with him, loot, and enter Thilse Aralas' 
    Farmhouse. Speak with her, loot, and enter Runethyne Andas' Farmhouse. 
    Speak with her, loot, and enter Dreynos Elvul's Farmhouse. Loot, leave, 
    and head up the road to Tel Vos.
    
    Tel Vos
    o======================================================================o
    ***NPCs***
    Telvanni Sharpshooter
    Ra'Kothre
    Dro'Zharim
    Goler Andrethi
    Ronerelie Philulanie
    Smokeskin-Killer
    Rimintil
    Andil
    Milar Maryon
    Alenus Vendu
    Mirvon Andrethi
    Esar-Don Dunsamsi
    Cania Mico
    Cidius Caro
    Luspinian Hertarian
    Turedus Talanian
    Aryon
    
    ***NOTABLE LOOT***
    Dwemer Scarab Schematics
    Dwemer Airship Plans
    Anumidium Plans
    36 Lessons of Vivec, Sermon 11
    Amulet of Levitating
    
    ***QUESTS***
    Miscellaneous-Trade Mission to the Zainab
    
    2) Jump up the wall and talk with the Telvanni Sharpshooter, then enter 
    the Southern Tower to start exploring this madhouse. Explore the tower, 
    speak with Ra'Kothre, then take the midlevel exit. In the Jail, speak 
    with Dro'Zharim and Goler Andrethi, then proceed to the dungeon. To the 
    right is an exit to the Grazelands, and straight and left is some 
    exploration. When done, head back through the jail to the Southern 
    Tower, take the upper level exit, and enter the Central Tower. Speak 
    with Ronerelie Philulanie, get the Dwemer Scarab Schematics, Dwemer 
    Airship Plans, and Anumidium Plans off the wall, speak with 
    Smokeskin-Killer, then head downstairs. Speak with Rimintil, loot the 
    area (noting the copy of 36 Lessons of Vivec, Sermon 11), then exit and 
    head into the Services Tower. Nab the Grandmaster's Retort in this 
    room, then speak to Andil and Milar Maryon. Loot the rest of the room 
    and head downstairs. Speak with Alenus Vendu and Mirvon Andrethi, loot, 
    then return to the Central Tower. Take the third exit going up to find 
    and enter the Northeastern Tower. Loot, return to the Central Tower, 
    and take the next exit up to find the Barracks and Armory. Speak with 
    Esar-Don Dunsamsi outside, then enter. Speak with Cania Mico, loot, and 
    go downstairs. Speak with Cidius Caro and Luspinian Hertarian, loot, 
    and take the exit we didn't enter through. You can see Aryon's Chambers 
    from here, so hop over and go inside. Speak with Turedus Talanian for a 
    quest, then proceed to speak with Aryon. Loot and leave, then run back 
    to the Zainab Camp.
    
    Ask Zaba about trade goods wanted for a quest update. You can also 
    speak with Kaushad and Sonummu Zabamat for further updates. Return to 
    Tel Vos and report back to Turedus Talanian for a unique Amulet of 
    Levitating. Head back to Vos now, and from the docks you can actually 
    see the next settlement, Tel Mora. Head over there now.
    
    o======================================================================o
    |								       |
    |			       Tel Mora & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK022}
    		1) Tel Mora
    		2) Lonesome Shipwreck
    
    Tel Mora
    o======================================================================o
    ***NPCs***
    Tonas Telvani
    Nina
    Emelin
    Lette
    Liette
    Radras
    Jolda
    Nona
    Berwen
    Kirsty
    Elegnan
    Celria
    Natesse
    Thaeril
    Borwen
    Margonet
    Daynali Dren
    Gelduin
    Katie
    Tinaso Alan
    Salama Andrethi
    Diren Vendu
    Nanine
    Elphiron
    Nathien
    Sadela Areth
    Dratha
    
    ***NOTABLE LOOT***
    The Black Arrow, v1
    The Black Arrow, v2
    Palla, v2
    The Wolf Queen, v8
    36 Lessons of Vivec, Sermon 24
    2920, Hearth Fire, v9
    
    ***SPELLS***
    Scourge Blade
    Cruel Noise
    Summon Dremora
    
    1) Outside, speak with Tonas Telvani, Nina, Emelin, and Lette (but 
    don't discuss swamp fever with her). Enter Liette's House, speak with 
    her, loot, and enter Radras: Smith. Speak with her, loot, and enter 
    Jolda: Apothecary. Speak with her, loot, and enter Nona's House. Speak 
    with her, loot, and enter Berwen: Trader. Speak with her (but do not 
    discuss the corprus stalker or go upstairs) for the Girith's Hides 
    reward. Loot downstairs, leave, and enter Kirsty's House. Speak with 
    her, loot (noting the copies of The Black Arrow, v1 and v2), and enter 
    Elegnan: Clothier. Speak with Elegnan and Celria, loot, and enter The 
    Covenant. Speak with Natesse, loot, head upstairs, speak with Thaeril 
    and Borwen, loot, and enter the Lower Tower of Tel Mora itself. Speak 
    with Margonet and Daynali Dren, loot, and levitate to the next level. 
    Speak with Gelduin and Katie, loot (noting the copy of Palla, v2), and 
    levitate again to find the entrance to Tower Services. Speak with 
    Tinaso Alan, admire her disposition to 90+, buy her spell, and loot her 
    room (noting the copy of The Wolf Queen, v8). Speak with Salama 
    Andrethi, admire her disposition to 90+, buy her spell, loot her room, 
    and speak with Diren Vendu. Admire her disposition to 90+, buy her 
    spell, loot her room (noting the copy of 36 Lessons of Vivec, Sermon 
    24), return to the Lower Tower, and take the exit in Katie's room. 
    Ascend to the Upper Tower. Speak with Nanine, loot (noting the copy of 
    2920, Hearth Fire, v9), and proceed to a barracks. Speak with Elphiron, 
    loot, and proceed to speak with Nathien, Sadela Areth, and Dratha. 
    That's it for Tel Mora, so leave and exit town to the north. 
    Underwater, between two islands, is the Lonesome Shipwreck. Let's check 
    it out.
    
    Lonesome Shipwreck
    o======================================================================o
    ***NPCs***
    Nothasea Beni
    Termanwe
    Nummu Assudiraplit
    Manu Zainab
    Kausha Mantashpi
    
    ***NOTABLE LOOT***
    Feyfolken, v1
    2920, Hearth Fire, v9
    BanHammer
    
    2) Not much here, so just explore and leave. When done, head back to Vos 
    and follow the coast a good, long way to the south. When you're further 
    south than we've previously explored, start watching inland to see a 
    cave entrance surrounded by hackle-lo. This is Yakin, site of a later 
    Mages Guild quest. Head northwest from here to find the Thiralas 
    Ancestral Tomb. Head inside.
    
    Straightforward with nothing noteworthy, so explore and leave. Head due 
    southeast and cross a bit of water to an island. Enter the cave of 
    Nallit.
    
    Head left at the intersection to fight Nothasea Beni. Loot, backtrack, 
    and head through the door to fight Termanwe. Loot here (noting the 
    copies of Feyfolken, v1 and 2920, Hearth Fire, v9), and leave. Head 
    south to the next island to spot rogue Ashlanders. Speak with Nummu 
    Assudiraplit and Manu Zainab, get the unique BanHammer off the corpse, 
    enter the yurt, speak with Kausha Mantashpi, loot, and leave. Head east 
    now to arrive at Tel Aruhn.
    
    o======================================================================o
    |								       |
    |			       Tel Aruhn & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK023}
    		1) Tel Aruhn
    		2) Yansirramus
    		3) Kora-Dur
    		4) Nammu
    		5) Berandas
    		6) Rotheran
    		7) Ienith Ancestral Tomb
    		8) Falensarano
    		9) Massama Cave
    		10) Andules Ancestral Tomb
    		11) Zalkin-Sul Egg Mine
    		12) Zenarbael
    		13) Zaintirari
    		14) Shara
    		15) Ebernanit
    		16) Indoranyon
    		17) Hlormaren
    		18) Ashalmimilkala
    		19) Yasammidan
    		20) Missir-Dadalit Egg Mine
    
    Tel Aruhn
    o======================================================================o
    ***NPCs***
    Daynas Darys
    Urzoth gra-Bargamph
    Mogak gra-Ugruma
    Llaals Ores
    Manilian Scerius
    Davina
    Menelras
    Ciralinde
    Jadier Mannick
    Shuzug gro-Bug
    Shagdub gra-Murz
    S'Bakha
    Savile Imayn
    Stentus Tullius
    Bildren Areleth
    Ferele Athram
    Aryne Telnim
    Drarayne Girith
    Emusette Bracques
    Maren Uvaren
    Brarayni Sarys
    Irna Maryon
    Anora
    Barusi Venim
    Senise Thindo
    Felara Andrethi
    Rinina
    Endase Avel
    Brolmir
    Gothren
    
    ***NOTABLE LOOT***
    The Axe Man
    36 Lessons of Vivec, Sermon 19
    2920, Frostfall, v10
    The Final Lesson
    
    ***SPELLS***
    Absorb Intelligence
    Absorb Health
    
    1) Speak with Daynas Darys at the docks, then enter the Underground. 
    Speak with Urzoth gra-Bargamph, Mogak gra-Ugruma, Llaals Ores, Manilian 
    Scerius, Davina, Menelras, Ciralinde, and Jadier Mannick. Leave through 
    the other door to enter the town proper. Speak with Shuzug gro-Bug, 
    Shagdub gra-Murz, open the slave door to speak with S'Bakha, and speak 
    with Savile Imayn. Purchase all six slaves from her, one at a time, and 
    you can free them afterwards. Do so. In town, speak with Stentus 
    Tullius outside, then we need to explore buildings. Start with Bildren 
    Areleth: Apothecary. Speak with him, loot, and enter Ferele Athram: 
    Trader. Speak with him, loot (noting the copy of The Axe Man), and 
    enter Aryne Telnim: Smith. Speak with her, loot, and enter the Plot and 
    Plaster. Speak with Drarayne Girith, a liberated Sleeper, then go 
    downstairs to speak with Emusette Bracques and FINALLY finish The 
    Beauty and the Bandit. Loot, leave, and enter Maren Uvaren: Enchanter. 
    Speak with her, loot (noting the copy of 36 Lessons of Vivec, Sermon 
    19), and head to the Tower Entry. Speak with Brarayni Sarys and Irna 
    Maryon, loot, and levitate up. Speak with Anora and enter the Tower 
    Living Quarters. Turn right to speak with Barusi Venim and Senise 
    Thindo, loot, and head down the hall. Speak with Felara Andrethi, 
    admire her disposition to 90+, buy her spells, loot, and levitate up a 
    level. Speak with Rinina, loot, and head outside. Enter the Upper 
    Tower. Speak with Endase Avel, go down the hall to speak with Brolmir, 
    head upstairs, loot (noting the copies of 2920, Frostfall, v10 and The 
    Final Lesson), and speak with Gothren. We're done here, so head back 
    west to the Ashlander camp, and west once again to a new island. This 
    island holds a Daedric ruin called Yansirramus.
    
    Yansirramus
    o======================================================================o
    ***NPCs***
    Thurek
    Idlami
    Ghamborz gro-Bagdub
    Bralis Seralas
    Nelyn Sadri
    
    ***QUESTS***
    Miscellaneous-Molag Bal's Quest
    
    2) Outside, speak with Thurek and Idlami, then enter the shrine. Fight 
    Ghamborz gro-Bagdub and Bralis Seralas, loot, and inspect the statue 
    for Molag Bal's Daedric quest. Head down the hall to fight Nelyn Sadri, 
    loot, and leave. Return to Tel Aruhn, and sail to Vos. Return to Tel 
    Vos and search for a Secret Door in the Central Tower. (Yes, I missed 
    this on the first go-round.) Loot it (it's just outside the Imperial 
    Museum), then head to the Northeastern Tower. There's another Hidden 
    Door which leads to some nice loot. Now strike out west, toward 
    Kogoruhn, to make your way to Kora-Dur. Head inside.
    
    Kora-Dur
    o======================================================================o
    ***NPCs***
    Menta Na
    
    ***NOTABLE LOOT***
    Mace of Molag Bal
    
    3) All roads lead to the same place, so just head through until you 
    find and kill Menta Na. Return to Yansirramus and report back to Molag 
    Bal for the artifact Mace of Molag Bal. Head west back to the main 
    island. Follow the coast north to find the cave of Nammu. Head inside.
    
    Nammu
    o======================================================================o
    ***NPCs***
    Sulesa
    Mornsu Omalor
    Galar Baren
    Galmis Dren
    Jon Hawker
    Moria Uulentanis
    Seliulus Lanius
    
    ***NOTABLE LOOT***
    Ring of the Wind
    The Final Lesson
    The Warrior's Charge
    Zenithar's Warning
    Zenithar's Wiles
    
    ***FACTIONS***
    Imperial Cult-Primate
    
    ***QUESTS***
    Imperial Cult-Boots of the Apostle
    
    4) Fight Sulesa and Mornsu Omalor, loot, and continue straight. Fight 
    Galar Baren and proceed, climbing up to fight Galmis Dren, who holds 
    the Ring of the Wind. Loot the area, noting the copies of The Final 
    Lesson and The Warrior's Charge, make sure to grab a Scroll of Divine 
    Intervention, and speak to Jon Hawker. Give him the Scroll to receive 
    Zenithar's Warning and Zenithar's Wiles. Go explore the other tunnel to 
    fight Moria Uulentanis and Seliulus Lanius, loot, and leave. Report 
    back to Ebonheart for a new Oracle Quest. She'll also promote you to 
    Primate, the highest available rank. Go speak with Llaalam Dredil about 
    the boots for an update, then head to Berandas-we've seen it before, 
    south of Gnisis.
    
    Berandas
    o======================================================================o
    ***NPCs***
    Ama Nin
    
    ***NOTABLE LOOT***
    Boots of the Apostle
    Mara's Skirt
    Mara's Blouse
    
    5) Explore the Propylon Chamber first, then enter the Keep, Top Level. 
    This level is pretty empty, with just a key and two Daedric Arrows on 
    a skeleton. Explore at will and enter the Keep, Bottom Level. Just 
    Daedra to kill here, so explore and enter the Underground. Head left 
    first and search the dead hero to find the Boots of the Apostle, which 
    I suggest wearing. From here, levitate up to find some loot and Ama Nin. 
    Speak with her and give her a Divine Intervention scroll for the unique 
    Explore the other two paths, then leave and head 
    back to Lalatia Varian. She'll give us another quest. Make for Dagon 
    Fel, then hike south to the stronghold of Rotheran.
    
    Rotheran
    o======================================================================o
    ***NPCs***
    Dolvasie Veloren
    Tirasie Andalen
    Rols Ienith
    Fevus Aryon
    Ereven Velas
    Irvsie Othran
    Maralie Ares
    Llaren Terano
    Daynil Farandas
    J'Raksa
    Wih-Eius
    Chiwish
    Nakuma
    Nam-La
    Tanan
    M'Shan
    Ma'Khar
    Kisisa
    Idhassi
    Adusamsi Assurnarairan
    Elibael Puntumisun
    Shipal Zansatanit
    
    ***NOTABLE LOOT***
    Rotheran Propylon Index
    Adusamsi's Ring
    Adusamsi's Robe
    Ice Blade of the Monarch
    
    ***QUESTS***
    Imperial Cult-The Scroll of Fiercely Roasting
    
    6) Outside, speak with Dolvasie Veloren and Tirasie Andalen. Explore 
    the Propylon Chamber and fight Rols Ienith for the Rotheran Propylon 
    Index. Loot and enter the Arena. Fight Fevus Aryon and Ereven Velas, 
    head left to fight Irvsie Othran (get the Rotheran Slave Key off of 
    her) and Maralie Ares, continue to fight Llaren Terano (who carries 
    Adusamsi's Ring, Adusamsi's Robe, and the Ice Blade of the Monarch) and 
    Daynil Farandas, then jump down into the arena to kill Daedra and speak 
    with and free J'Raksa and Wih-Eius. Check the other doors to speak with 
    and free Chiwish, Nakuma, Nam-La, Tanan, M'Shan, Ma'Khar, Kisisa, 
    Idhassi, and Adusamsi Assurnarairan. That's it, so report back to 
    Lalatia. Get another quest, which we won't do for a while, and it's 
    back to exploring. Make your way back to Nammu, west of Tel Aruhn. From 
    here, continue north along the coast to find two renegade Ashlanders. 
    Fight Elibael Puntumisun and Shipal Zansatanit, then head west and 
    slightly north to find the Ienith Ancestral Tomb. Head inside.
    
    Ienith Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Zainat Ahalkalun
    Shara Atinsabia
    Yapal Esatliballit
    Adaishah Ahanidiran
    Shin Assemmus
    Shullay Malman-Ammu
    Musan Zaintashara
    
    7) Straightforward with no notable loot, so explore and leave. Head 
    northwest to more renegade Ashlanders. Fight Zainat Ahalkalun and Shara 
    Atinsabia, then enter the yurt to fight Yapal Esatliballit. Loot, 
    leave, and head due west until you find an actual path. Follow it 
    south, approaching a stronghold. Before you find the steps, a path to 
    the left will lead to Dissapla Mine. This is the site of a Fighters 
    Guild quest, so continue on. East of the path are two more rogue 
    Ashlanders. Fight Adaishah Ahanidiran and Shin Assemmus, then follow 
    the path to the stronghold of Falensarano. Just south are two more 
    rogue Ashlanders. Fight Shullay Malman-Ammu and Musan Zaintashara, loot 
    their camp, then head up to the stronghold.
    
    Falensarano
    o======================================================================o
    ***NPCs***
    Alfhedil Elf-Hewer
    Ardhil
    Camandil
    Viraninde
    Ylbert Meric
    
    ***NOTABLE LOOT***
    Incident in Necrom
    
    8) The Propylon Chamber is empty, so head to the Upper Level. Go left 
    and find Alfhedil Elf-Hewer in a side room. Speak with him, loot, and 
    continue on. Head the other way now and clear out the Daedra 
    downstairs. You'll find Ardhil, so speak with her and proceed. Enter 
    the Lower Level through the locked door. To the right, fight Camandil, 
    then head back and go down the stairs. Continue along to fight 
    Viraninde, loot the room (noting the copy of Incident in Necrom), then 
    backtrack and take the other entrance to the Lower Level. Fight Ylbert 
    Meric, then backtrack past Alfhedil and take the exit to the roof. 
    We're done, so get back on the road and continue west. You'll soon spot 
    Massama Cave. Enter.
    
    Massama Cave
    o======================================================================o
    ***NPCs***
    Koffutto Gilgar
    
    ***NOTABLE LOOT***
    Staff of Hasedoki
    
    9) Not much here. Proceed to the first intersection. At the end of the 
    left path, in the water, is some loot. The other two paths loop past a 
    bit more loot. Other than that, it's just glass deposits, so leave when 
    done exploring. Proceed south to leave the Grazelands and cross into 
    Molag Amur. Soon, you'll see the Gimothran Ancestral Tomb. Enter.
    
    This place is pretty straightforward, so proceed to the end, fight 
    Koffutto Gilgar, and retrieve the artifact Staff of Hasedoki. Leave and 
    continue. When you reach an intersection, turn left. Turn left at the 
    next sign and proceed to reach the Andules Ancestral Tomb. Enter.
    
    Andules Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Marsus Tullius
    Lanald
    Fentula Pevengius
    Drorayni Tharam
    Felara Thimalvel
    Golmerea Othravel
    Breynis Faryon
    Odaishah Yasalmibaal
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 10
    Azura and the Box
    
    ***QUESTS***
    Miscellaneous-Marsus Tullius' Missing Hides
    Morag Tong-Writ for Sarayn Sadus
    Morag Tong-Writ for Ethal Seloth and Idroso Vendu
    
    ***FACTIONS***
    Morag Tong-Blind Thrall
    
    10) Explore this little tomb, noting the copy of 36 Lessons of Vivec, 
    Sermon 10, and leave. From here, follow the road south, then east to 
    find Marsus Tullius. Speak with him, accept his quest, and continue 
    east. Stay north of the water to find the cave of Ahinipalit. Head 
    inside.
    
    Fight Lanald and proceed to fight Fentula Pevengius, Drorayni Tharam, 
    Felara Thimalvel, and loot. Levitate at the dead end to fight Golmerea 
    Othravel, and proceed to fight Breynis Faryon. Loot, noting the copy of 
    Azura and the Box, and leave. Follow the coast northeast (south of the 
    water) to find a yurt. This is Odaishah Yasalmibaal, target of our 
    Morag Tong writ. End him and make your way alllllll the way back to Eno 
    Hlaalu in Vivec. He'll promote you to Blind Thrall, and give you two 
    new writs. Head over to Temporary Telvanni Housing in Telvanni Plaza 
    and take care of Ethal Seloth and Idroso Vendu, then report back to Eno 
    Hlaalu. To continue exploring, make your way back to Gimothran 
    Ancestral Tomb. Head east, and this time take the southwest path at the 
    first fork. Stick to the path and turn right at the first fork to find 
    the Zalkin-Sul Egg Mine. Enter.
    
    Zalkin-Sul Egg Mine
    o======================================================================o
    ***NPCs***
    Penglithil
    Bidsi Gilvayn
    Dunius Valodius
    Evilu Indrano
    Bunish
    Ashidasha
    Bhusari
    Olink-Nur
    
    ***NOTABLE LOOT***
    Ice and Chiton
    Master Zoaraym's Tale
    
    11) This mine is small and lootless, so explore and leave. Return to 
    the last intersection and head south, turning left when able to find 
    the Dwemer ruin of Mzanchend. This features in a Telvanni quest, so 
    skip it for now and continue south. Turn right at the next intersection 
    to find the Serano Ancestral Tomb, a Quarra vampire lair. Enter.
    
    Explore this tomb, and as you do, collect three portions of Vampire 
    Dust and hold onto them for a later quest. Other than that, there's 
    nothing of interest here, so explore, loot, and leave. Note a Dwemer 
    ruin to the south. This is Galom Daeus, headquarters of Clan Berne and 
    site of two later quests, so skip it for now and instead follow the 
    road signs to the east. Continue until you spot a bridge. Without 
    crossing, turn left and head over the ridge to a cave called Shushan. 
    Head inside.
    
    Proceed to fight Penglithil, Bidsi Gilvayn, and Dunius Valodius. Loot 
    and go upstairs to fight Evilu Indrano, who holds the slave key and 
    copies of Ice and Chiton and Master Zoaraym's Tale. Loot, and on the 
    way out, speak to and free Bunish, Ashidasha, Bhusari, and Olink-Nur. 
    Leave. Head northeast to get a map marker for Uvirith's Grave, future 
    site of our very own wizard tower. From here, head due east until you 
    hit a path, then head a bit north to the cave of Zenarbael. Head 
    inside.
    
    Zenarbael
    o======================================================================o
    ***NPCs***
    Brelora Relavel
    Dravynea Fatheran
    Aras Girendas
    Alms Helothren
    
    12) Proceed to fight Brelora Relavel and Dravynea Fatheran, then head 
    left. Levitate above the mudcrab pool for some ebony if you like, then 
    return to the main cave and proceed. Go west to fight Aras Girendas and 
    loot, then go east through the door to fight Alms Helothren. Loot and 
    leave. Head south from here to find a long string of pages from Brief 
    History of the Empire. Hmmm....odd. Follow them east (we'll figure out 
    what they're for later), then head north to the cave of Zaintirari. 
    Enter.
    
    Zaintirari
    o======================================================================o
    ***NPCs***
    Dils Heladren
    Mals Faralen
    Nelvon Radas
    Direr Velendas
    Sarayn Sadus
    
    ***FACTIONS***
    Morag Tong-Thrall
    Morag Tong-White Thrall
    Morag Tong-Thinker
    
    ***QUESTS***
    Morag Tong-Writ for Guril Retheran
    Morag Tong-Writ for Galasa Uvayn
    Mages Guild-A Contact in the Dark Brotherhood
    Morag Tong-Writ for Mavon Drenim
    Morag Tong-Writ for Tirer Belvayn
    
    ***SPELLS***
    Tevral's Hawkshaw
    Charm Mortal
    Frenzy Creature
    Gash Spirit (Ranged)
    Llivam's Reversal
    Demoralize Humanoid
    
    ***NOTABLE LOOT***
    Hellfire Staff
    
    13) Proceed to fight Dils Heladren, Mals Faralen, Nelvon Radas, and 
    Direr Velendas. Loot and head through the door to fight Sarayn Sadus. 
    Loot and report back to Eno Hlaalu in Vivec. He'll promote you to 
    Thrall, issue two new writs, and issue a "special duty" quest as well 
    (mislabeled as a Mages Guild quest in the journal). Minnibi Selkin-Adda 
    will now sell spells, so buy them before leaving. Head to the Flowers 
    of Gold and deal with Guril Retheran, making sure you take his Glove of 
    Sanguine Horny Fist for a later quest. Now head to the Hlaalu Treasury 
    and deal with Galasa Uvayn. Now head to the Foreign Quarter and speak 
    with Miun-Gei, the enchanter. He'll direct you to Tsrazami in the 
    plaza, so go speak with her as well (you will need to raise her 
    disposition). Now report back to Eno Hlaalu. Turn in all three quests, 
    and he will promote you to White Thrall. He'll assign two new writs and 
    a new special quest. Finally, turn in the Glove of Sanguine Horny Fist 
    to get yet another quest, and enable promotion to Thinker. Go deal with 
    Mavon Drenim in Telvanni Plaza, take his unique Hellfire Staff, then 
    recall to Balmora. Offload and go see Ethasi Rilvayn, who will now sell 
    you some spells. Buy them all, then head over to Pelagiad. Deal with 
    Hrordis and take the Belt of Sanguine Fleetness. Before heading back to 
    Eno, let's deal with Tirer Belvayn. We've already spotted Shara before, 
    so head to Dagon Fel. However, pause in Khuul to visit Thongar's 
    Tradehouse. You'll need to kill Shotherra to take the Amulet of 
    Sanguine Glib Speech. Do so, then head to Dagon Fel and make your way 
    to the cave of Shara. Head inside.
    
    Shara
    o======================================================================o
    ***NPCs***
    Tirer Belvayn
    Llavelea Nelvani
    Drireri Berano
    Inganar
    Uradras Sadalas
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 17
    
    14) This place is pretty straightforward, so just bust on through and 
    kill Tirer Belvayn. Loot and leave. Now we want to head back inside the 
    Ghostfence to the Daedric ruin Ularradallaku, which we spotted before. 
    It's just west of Dagoth Ur, if you've forgotten. Speak with Llavelea 
    Nelvani outside, then enter the shrine. This is pretty straightforward, 
    so head in to fight Drireri Berano, Inganar (take his Glove of Sanguine 
    Safekeeping!), and Uradras Sadalas. Loot (noting the copy of 36 Lessons 
    of Vivec, Sermon 17), and recall out. Now we need to go to Ebernanit, 
    so make your way to the Urshilaku Camp and from there to Valenvaryon. 
    Ebernanit is a Daedric shrine to the southeast.
    
    Ebernanit
    o======================================================================o
    ***NPCs***
    Badala Velothren
    Iner Raledran
    Talis Veran
    Ienaso Adren
    Earmil
    Sanyon
    Hyarnarenquar
    Tonasi Belas
    Thovasi Alen
    
    ***NOTABLE LOOT***
    A Hypothetical Treachery
    36 Lessons of Vivec, Sermon 12
    
    15) Outside, speak with Badala Velothren and Iner Raledran, then enter 
    the shrine. Fight Talis Veran (who has the Ring of Sanguine Golden 
    Wisdom) and Ienaso Adren. Loot (not much here) then leave and head back 
    to Urshilaku Camp. From here, head west to the shrine of 
    Assurnabitashpi. Head inside.
    
    In the main shrine, fight Sanyon and Earmil for the Ring of Sanguine 
    Silver Wisdom. Levitate to fight Hyarnarenquar, loot, then head out. Go 
    north to find another cell in the shrine. Loot (noting the copy of A 
    Hypothetical Treachery), then recall and make your way northeast to 
    Assarnatamat, another ruin we previously spotted. Enter.
    
    Fight Tonasi Belas (who has a copy of 36 Lessons of Vivec, Sermon 12) 
    and Thovasi Alen (who has the Shoes of Sanguine Stalking). Loot and 
    make your way to Tel Aruhn. From there, head to Indoranyon, a Dunmer 
    stronghold we spotted to the north.
    
    Indoranyon
    o======================================================================o
    ***NPCs***
    Erundil
    Qorwynn
    Arven Nalyn
    Nurisea Selarys
    Mathyn Bemis
    Broris Fals
    
    ***FACTIONS***
    Morag Tong-Brother
    Morag Tong-Knower
    Morag Tong-Master
    
    ***QUESTS***
    Morag Tong-Writ for Mathyn Bemis
    Morag Tong-Writ for Brilnosu Llarys
    Morag Tong-Ultimatum for Movis Darys
    
    16) Enter the Propylon Chamber first, then Indoranyon proper. You'll 
    have to jump or levitate to leave the first cave. When you reach the 
    statue, you'll have to levitate to proceed. Head west first, then 
    south. Speak with Erundil, then kill him for the Ring of Sanguine 
    Unseen Wisdom. You can then fight Qorwynn (he is the master trainer for 
    Enchant, but is hostile) and leave. Recall and head back to Vivec.
    
    One last thing before going to Eno. Head to St. Delyn Canal South-Three 
    and kill Dro'Zaymar for the Shoes of Sanguine Leaping. Now, report back 
    to Eno. Turn in both writs and the eight Sanguine items we just 
    collected. He'll promote you three ranks to Master. He'll issue two new 
    writs and a new special duty, all of which we can presently do. Head to 
    the Hlaalu Ancestral Vaults first.
    
    Explore this little area to fight Arven Nalyn, Nurisea Selarys, Mathyn 
    Bemis, and Broris Fals. Loot and sail to Hla Oad, then go north to 
    Hlormaren.
    
    Hlormaren
    o======================================================================o
    ***NPCs***
    Ushat gra-Gulfim
    Meven Uvaren
    Arnskar
    Avon Ravel
    Lorod
    Thelama Indalas
    Orakh gro-Badbu
    Ondar Sarendas
    Bilos Andrethi
    Bauril
    Nag gro-Shumba
    Dothruviel
    Arkming the Flayer
    Durzum gro-Shagrak
    Sharog gra-Ulfish
    Smart-Snake
    Dreaded-Water
    Meer
    Reemukeeus
    S'Renji
    Shivani
    Nisaba
    Milbereth
    Melsu Indalas
    Thelvamu Sarano
    Rarusu Berethi
    Girynu Gilnith
    Felsu Telas
    Fillin
    Miluru Andus
    Nevon Verilnith
    Brilnosu Llarys
    S'Vandra
    Dahnara
    
    ***NOTABLE LOOT***
    The Locked Room
    Stormforge
    Andasreth Propylon Index
    Mystery of Talara, v3
    
    ***FACTIONS***
    Morag Tong-Exalted Master
    
    ***QUESTS***
    Morag Tong-Writ for Navil and Ranes Ienith
    Morag Tong-Ultimatum for Carecalmo
    
    17) Check out the Propylon Chamber first, then enter the Keep, Bottom 
    Level. Fight Ushat gra-Gulfim and Meven Uvaren right away, then go 
    counterclockwise to explore. Fight Arnskar and Avon Ravel in the hall, 
    then Lorod and Thelama Indalas in the first side room. Loot (grab the 
    Hlormaren Slave Key) and continue to fight Orakh gro-Badbu. Fight 
    Ondar Sarendas and Bilos Andrethi in the second side room. Loot and 
    proceed to fight Bauril. Fight Nag gro-Shumba and Dothruviel in the 
    third side room. Loot and the circle is complete. Head to the 
    Underground next. Speak with Arkming the Flayer, Durzum gro-Shagrak, 
    and Sharog gra-Ulfish. Loot and unlock doors to free the slaves 
    Smart-Snake, Dreaded-Water, Meer, Reemukeeus, S'Renji, Shivani, and 
    Nisaba. Enter the Sewers now. Nothing much in here, so just explore 
    your way to the exit, then backtrack to the Bottom Level and head to 
    the Top Level of the Keep. Fight Milbereth, then explore 
    counterclockwise. Fight Melsu Indalas, loot, and fight Thelvamu Sarano 
    in the first side room. Loot and proceed to fight Rarusu Berethi. In 
    the next side room, fight Girynu Gilnith and Felsu Telas. Loot and 
    continue to the next side room to fight Fillin. Loot and proceed to the 
    next room to fight Miluru Andus, loot (noting the copy of The Locked 
    Room), and head outside to the roof. Speak with Nevon Verilnith and 
    Brilnosu Llarys, then kill them. Loot Brilnosu's unique spear 
    Stormforge, then enter the Dome. Free the slaves S'Vandra and Dahnara 
    and loot, making sure to get the Andasreth Propylon Index off the 
    shelf and noting the copy of Mystery of Talara, v3. Recall to Balmora 
    and head to Ald'Ruhn to speak with Movis Darys. He'll give you the Belt 
    of Sanguine Denial. Head back to Eno Hlaalu to turn in all three quests 
    and the belt. He'll promote you to Exalted Master, and although you can 
    now challenge him for the title of Grandmaster, we should wait until 
    all of his quests are finished. He will issue the final writ, and a new 
    special task. We're ready now to head to Ashalmimilkala, so follow his 
    directions to get there.
    
    Ashalmimilkala
    o======================================================================o
    ***NPCs***
    Norionil
    Meryaran
    Carecalmo
    
    ***NOTABLE LOOT***
    Song of the Alchemists
    Left Gauntlet of Glory
    Right Gauntlet of Glory
    
    ***QUESTS***
    Imperial Cult-Skull-Crusher
    
    18) Outside, speak with Norionil, then enter the shrine. Fight 
    Meryaran, then go left to speak with (and kill) Carecalmo. Make sure to 
    take the Belt of Sanguine Martial Craft from his body, then loot, 
    noting the copy of Song of the Alchemists. Proceed to the end of this 
    passage, then levitate to find Urjorad's corpse and grab the Scroll of 
    Fiercely Roasting. Recall, go report to Eno for a new special quest 
    (remember to turn in the Belt), and he'll give you a new quest. Report 
    in to Lalatia Varian for a new Oracle quest as well. Speak with Llaalam 
    Dredil in the Council chambers to be directed to any ancestral tomb. 
    Speak with Nalasa Serothren at the Elven Nations in Vivec to be 
    directed to Anudnabia. We actually haven't been there yet, so let's 
    make our way to Yasammidan. Travel to Khuul and head to Ald Velothi, 
    then west to Yasammidan.
    
    Yasammidan
    o======================================================================o
    ***NPCs***
    Anel Rethelas
    Mindeli Saren
    Relas Arothan
    Sovisa Adas
    Durus Marius
    
    ***NOTABLE LOOT***
    A Game at Dinner
    
    ***QUESTS***
    Daedric-Mehrunes Dagon's Quest
    Morag Tong-Execute Durus Marius
    Morag Tong-Execute Severa Magia
    
    19) Enter the shrine and proceed to fight Anel Rethelas and loot the 
    Ring of Sanguine Sublime Wisdom. Continue into the shrine to fight 
    Mindeli Saren, who carries the Belt of Sanguine Stolid Armor. Take it, 
    loot the shrine (noting the copy of A Game at Dinner), then interact 
    with the statue to start a quest. Report back to Eno, turn in both 
    items, and receive a new quest. Head over to Assernerairan beneath St. 
    Olms.
    
    Fight Relas Arothan (get the Belt of Sanguine Deep Biting and the Belt 
    of Sanguine Balanced Armor from him), Sovisa Adas, and Durus Marius 
    (who carries the Belt of Sanguine Hewing and the Belt of Sanguine 
    Sureflight). Loot the shrine and report back to Eno, making sure to 
    turn in all four items we just got. He'll give his final quest, which 
    we won't be doing for some time. Make your way back to Zaintirari so we 
    can resume exploring. Go directly north over the ridge to reach the 
    Missir-Dadalit Egg Mine. Head inside.
    
    Missir-Dadalit Egg Mine
    o======================================================================o
    ***NPCs***
    Subenend Urshummarnamus
    Mi-Ilu Massitisun
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 2
    
    20) This straightforward mine has no loot, so explore to the back and 
    leave. Follow the path north to the coast, then follow the coast east, 
    watching for a path to the south. When you spot it, take it to the 
    Andas Ancestral Tomb. Enter.
    
    Not much in this straightforward little tomb except a copy of 36 
    Lessons of Vivec, Sermon 2, so loot and leave. Continue along the coast 
    to a rogue Ashlander camp. Fight Subenend Urshummarnamus and Mi-Ilu 
    Massitisun outside, then enter the yurt to fight Mal Mibishanit. Loot, 
    then cross the water to the Telvanni tower of Tel Fyr, our next 
    settlement.
    
    o======================================================================o
    |								       |
    |			       Tel Fyr & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK024}
    		1) Tel Fyr
    		2) Ramimilk
    		3) Baram Ancestral Tomb
    		4) Verelnim Ancestral Tomb
    		5) Omaren Ancestral Tomb
    
    Tel Fyr
    o======================================================================o
    ***NPCs***
    Beyte Fyr
    Delyna Mandas
    Delte Fyr
    Alfe Fyr
    Divayth Fyr
    Vistha-Kai
    Uupse Fyr
    Yagrum Bagarn
    
    ***NOTABLE LOOT***
    The Lunar Lorkhan
    Cuirass of the Savior's Hide
    Scourge
    Indoranyon Propylon Index
    Daedric Sanctuary Amulet
    Volendrung
    Azura and the Box
    Song of the Alchemists
    The Dowry
    The Importance of Where
    The Ransom of Zarek
    The Seed
    Daedric Crescent
    
    ***QUESTS***
    House Redoran-The Mad Lord of Milk
    
    1) Enter the Onyx Hall and go straight to speak with Beyte Fyr. Go left 
    from the entrance, down a ramp, and open the locked door to find Delyna 
    Mandas. Agree to escort her and take her outside. We'll take the locket 
    back later; head back to where we found her. Loot around-we can ignore 
    the keys, but they are interesting indeed for low-Security characters. 
    Also down there is Delte Fyr, so speak with her and then head upstairs. 
    Enter the Hall of Fyr, and Tanusea Veloth, who relocated here from 
    Vivec, is straight ahead of you. Note her copy of The Lunar Lorkhan, 
    then explore the rest of this level. Levitate up when done. In a 
    heavily locked closet to the east is the artifact Cuirass of the 
    Savior's Hide. Just outside this room, speak with Alfe Fyr. North is 
    Divayth Fyr's study. Loot it for the artifact weapon Scourge, the 
    Indoranyon Propylon Index, and the Daedric Sanctuary Amulet. Speak with 
    Divayth Fyr, then head down to the Corprusarium. Speak with Vistha-Kai, 
    then enter the cavern proper. To the left are two chests and a door to 
    the Bowels; straight ahead is another door to the Bowels; and to the 
    right are two more chests and a Guarskin Drum you should grab. Now head 
    into the Bowels via the middle entrance. Straight ahead is a chest; 
    right is a loop that eventually requires a jump and will lead you to 
    two people. Loot this area for the artifact weapon Volendrung, copies 
    of Azura and the Box, Song of the Alchemists, The Dowry, The Importance 
    of Where, The Ransom of Zarek, and The Seed. Speak with Uupse Fyr, 
    leave the guarskin drum next to her for later, and speak with Yagrum 
    Bagarn. Now, use the Daedric Sanctuary Amulet to teleport to Magas 
    Volar. Kill the unique Dremora to be teleported out and receive the 
    artifact weapon Daedric Crescent. Now, recall to Balmora and offload, 
    head to Caldera to turn in the Indoranyon, Berandas, Andasreth, 
    Rotheran, and Falensarano Propylon Indices to Folms Mirel. He'll direct 
    you to the final one, and you should head to Ald'Ruhn and then to Milk. 
    Give Delyna's Locket to Arethan Mandas, then return to Ald'Ruhn and 
    speak with Athyn Sarethi in Sarethi Manor to clear the quest and get a 
    disposition boost. While here, head out past the Buckmoth Legion Fort 
    to the Daedric ruin of Ramimilk. Head inside.
    
    Ramimilk
    o======================================================================o
    ***NPCs***
    Shamar gro-Ogar
    Vavran Reni
    Fevris Senoril
    Horstar Home-Wrecker
    Haesmar
    Zenabi Samma
    Salmat Elarrapal
    
    ***NOTABLE LOOT***
    The Armorer's Challenge
    Mystery of Talara, v3
    36 Lessons of Vivec, Sermon 4
    
    2) Speak with Shamar gro-Ogar outside, then enter the shrine. Fight 
    Vavran Reni and Fevris Senoril, loot, and proceed through the door. 
    Fight Horstar Home-Wrecker and Haesmar, loot (noting the copies of The 
    Armorer's Challenge, Mystery of Talara, v3, and 36 Lessons of Vivec, 
    Sermon 4), and make your way to Ebonheart. Speak with Llerar Mandas in 
    the Grand Council Chambers to clear the Delyna Mandas quest from your 
    journal, then sail to Tel Aruhn. Head one island east to find some 
    rogue Ashlanders. Fight Zenabi Samma and Salmat Elarrapal, loot the 
    camp, and head north one island. On the southeast corner of this island 
    is the Baram Ancestral Tomb. Head inside.
    
    Baram Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Talkin Ashar-Dad
    Raishi Erarbadon
    Sal Pudashara
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 16
    
    3) Loot the straightforward tomb, noting the copy of 36 Lessons of 
    Vivec, Sermon 16, and leave. Head east three islands to find the Hlervi 
    Ancestral Tomb. Enter.
    
    Nothing much in this tiny tomb, so loot and leave. Backtrack to where 
    we fought the Ashlanders, head south one island, and check out the 
    Unknown Shipwreck.
    
    Not much here either, so explore and leave. Head south two islands to 
    find the cave of Abanabi, which we should leave alone for a later 
    quest. Head south until you hit Vvardenfell again, and look around for 
    the Dreloth Ancestral Tomb. Enter.
    
    Small and lootless, so explore and leave. Now head east to find more 
    rogue Ashlanders. Fight Talkin Ashar-Dad, Raishi Erarbadon, and Sal 
    Pudashara. Loot the camp and go due east one island (keep the Daedric 
    ruin to the north) until you reach the Verelnim Ancestral Tomb. Enter.
    
    Verelnim Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Moghakh gro-Bar
    Borul gro-Orbuma
    Shura gro-Urgak
    Bogakh gro-Mar
    
    4) Sizeable, but straightforward with no noteworthy loot, so explore 
    and leave. Head back to the Daedric ruin northwest of here, 
    Kaushtarari.
    
    Speak with Moghakh gro-Bar and Borul gro-Orbuma outside, then enter the 
    shrine. Swim through to the shrine to fight Shura gro-Urgak and Bogakh 
    gro-Mar, then loot the shrine and leave. Head north to Sadrith Mora's 
    island. You'll pass the city itself, but ignore it for now (although 
    I'll consider this sufficient exploration for fast travel purposes) and 
    head to the northwest corner of the island to find the Sadryon 
    Ancestral Tomb. Enter.
    
    This place is straightforward with no notable loot, so clear it out and 
    leave. Now head to the northeast corner of the island to locate the 
    Strange Shipwreck.
    
    Nothing much here, so loot and leave. Now go southeast two islands, 
    then south one more island, to find the Omaren Ancestral Tomb. Enter.
    
    Omaren Ancestral Tomb
    o======================================================================o
    ***NPCs***
    
    ***NOTABLE LOOT***
    The Armorer's Challenge
    36 Lessons of Vivec, Sermon 25
    Skull Crusher
    Last Scabbard of Akrash
    Daedric Face of Terror
    Foe-Quern
    
    5) Not much of note in here, save the passage into the sealed Daedric 
    ruin of Anudnabia. Make your way there and enter the Forge of 
    Hilbongard. Swim through the passage and enter the locked door to reach 
    the actual forge. Loot (noting the copies of The Armorer's Challenge 
    and 36 Lessons of Vivec, Sermon 25), then pick open the floating chest 
    for the artifact Skull Crusher. Levitate on the north wall to find a 
    copy of Last Scabbard of Akrash and a Daedric Face of Terror. With 
    that, recall to Balmora and make your way back to Lalatia Varian. 
    She'll give you the unique Foe-Quern, and that is her final quest. Now, 
    recall again to offload if needed, and hop a guild guide to Sadrith 
    Mora. Finally.
    
    o======================================================================o
    |								       |
    |			       Sadrith Mora & Wilderness	       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK025}
    		1) Wolverine Hall
    		2) Sadrith Mora
    		3) Questing
    		4) Sud
    		5) Arkngthunch-Sturdumz
    		6) Favel Ancestral Tomb
    		7) Nchuleft
    		8) Shal
    		9) Yakin
    		10) Mzanchend
    		11) Bthungthumz
    		12) Velas Ancestral Tomb
    
    Wolverine Hall
    o======================================================================o
    ***NPCs***
    Arielle Phiencel
    Iniel
    Tusamircil
    Dabienne Mornardl
    Uleni Heleran
    Procyon Nigilius
    Skink-in-Tree's-Shade
    Scelian Plebo
    Aunius Autrus
    Hasell
    Sondryn Irathi
    Hrundi
    Dumbuk gro-Bolak
    Vori
    Fandus Puruseius
    Rissinia
    Both gro-Durug
    Muriel Sette
    Celegorn
    Erer Darothril
    Big Helende
    
    ***QUESTS***
    Miscellaneous-Gateway Ghost
    Fighters Guild-Battle at Nchurdamz
    Thieves Guild-Potion Recipe
    
    ***SPELLS***
    Vivec's Touch
    Shock Barrier
    Frenzying Touch
    Frenzy Beast
    Resist Fire
    Resist Frost
    Absorb Speed
    Absorb Luck
    Absorb Endurance
    God's Fire
    God's Frost
    Summon Daedroth
    Magicka Leech
    Emasculate
    
    1) We'll start in the Mages Guild. Speak with Arielle Phiencel, who 
    will start a quest when asked about rumors. Speak with Iniel, 
    Tusamircil, Dabienne Mornardl, Uleni Heleran (buy her spells), Procyon 
    Nigilius, and finally Skink-in-Tree's-Shade, who will give you 
    Edwinna's potion. Exit and head down one level (nothing much upstairs) 
    to the Imperial Shrine. Inside, speak with Scelian Plebo (buy his 
    spells) and Aunius Autrus (buy his spells too). Exit back to the 
    stairwell and descend one more level to the Fighters Guild. Speak with 
    Hasell, Sondryn Irathi, and then to Hrundi, who will join your cause 
    immediately without need of messing with his woman. He'll also give his 
    own Fighters Guild orders. To exit properly, go back to the Imperial 
    Shrine and take the other door there, then cross the bridge over to 
    Dirty Muriel's Cornerclub. Before entering, find and speak with Dumbuk 
    gro-Bolak and Vori, then enter the cornerclub. Speak with Fandus 
    Puruseius, Rissinia, and Both gro-Durug on the first floor, then head 
    upstairs to speak with Muriel Sette, Celegorn, Erer Darothril (buy his 
    spells), and Big Helende, who will give a new Thieves Guild job. With 
    that, let's do this "properly." Swim around to the Sadrith Mora docks 
    to begin exploring the main part of town.
    
    Sadrith Mora
    o======================================================================o
    ***NPCs***
    Gals Arethi
    Angaredhel
    S'Rava
    Reesa
    Sinyaramen
    Ahdahni
    Ery
    Clibergus Ergelian
    Nalion
    Inee
    Gluronk gra-Shula
    J'Jazha
    Wanan-Dum
    Ardarume
    Anruin
    Arangaer
    Elegal
    Milos
    Qa'Dar
    Ereel-Lei
    Manicky
    Ancola
    Nirasa Aren
    Madran Ulvel
    Threvul Serethi
    Urtisa Romayn
    Hleras Gidran
    Llaalam Madalas
    Volmyni Dral
    Mossanon
    Pierlette Rostorard
    Trendrus Drals
    Rerynea Salas
    Drodos Galen
    Vanel Serven
    Faldan
    Berengeval
    Endar Drenim
    Ivramie Sarandas
    Engaer
    Vares Reram
    Neloth
    Balen Vendu
    Meluria Seleth
    Vaden Belas
    Urtiso Faryon
    Dunsalipal Dun-Ahhe
    Alven Salas
    Namanian Facian
    Vaveli Dralas
    Rolis Garvon
    Nevrila Areloth
    Meder Nulen
    Llevas Fels
    Minasi Bavani
    Milara Vedran
    Anis Seloth
    Falena Hlaren
    Tolvone Sarendas
    Fara
    Tedril Vandram
    Ridena Othren
    Brallion
    Dalyne Arvel
    Nelso Salenim
    Galar Rothan
    Miraso Seran
    Tendris Vedran
    Hloris Farano
    Galero Andaram
    Niras Farys
    Llunela Hleran
    Felisa Ulessen
    Raven Omayn
    Mallam Ryon
    Arara Uvulas
    Galos Mathendis
    
    ***NOTABLE LOOT***
    The Alchemist's Formulary x2
    Mystery of Talara, v1
    Withershins
    The Horror of Castle Xyr
    The Final Lesson
    The Four Suitors of Benitah
    Charwich-Koniinge, v4
    2920, Frostfall, v10
    
    ***SPELLS***
    Stormhand
    Resist Shock
    
    ***FACTIONS***
    Great House Telvanni-Hireling
    
    ***QUESTS***
    House Telvanni-New Clothes
    House Telvanni-Muck
    House Telvanni-Three Questions for Baladas Demnevanni
    House Telvanni-Sload Soap
    House Telvanni-Coded Message
    
    2) Speak with Gals Arethi and explore his ship, the Elf-Skerring, 
    before proceeding to town. Enter the Gateway Inn at the top of the 
    steps. Note the copy of The Alchemist's Formulary on the desk and speak 
    with Angaredhel. Progress a quest, then go ahead and buy Hospitality 
    Papers from him. Head upstairs to speak with S'Rava, Reesa, and 
    Sinyaramen, who will update a quest. Go up another level to speak with 
    Ahdahni, Ery, Clibergus Ergelian, and Nalion. Now go to the South Wing 
    to speak with Inee, then feel free to kill the Gateway Haunt once (it 
    respawns each time you leave) before heading over to the North Wing. 
    Speak with Gluronk gra-Shula, then kill her for the Belt of Sanguine 
    Impaling Thrust. Go downstairs to speak with J'Jazha, then return to 
    enter the West Wing. Speak with Wanan-Dum, then go upstairs to speak 
    with Ardarume, the master trainer in Mysticism. Now, head out to 
    Sadrith Mora itself. Outside, find and speak with Anruin, Arangaer, and 
    Elegal at the market. In the slave cages, speak with Milos, Qa'Dar, and 
    Ereel-Lei. Continue clockwise through town to find and speak with 
    Manicky, then continue to close the loop and speak with Ancola. Let's 
    do buildings now. Start with Nirasa Aren's house, where we can speak 
    with her, loot, and leave. Next is Madran Ulvel's house, where we can 
    speak with him, loot (noting the copy of Mystery of Talara, v1), and 
    leave. Now enter Thervul Serethi: Healer, speak with him, loot, and 
    leave. Head to Urtisa Romayn's house, speak with her, loot, and head to 
    Hleras Gidren's house. Speak with him, loot, and head to Llaalam 
    Madalas: Mage. Speak with him, loot (noting the copy of Withershins), 
    and head to Volmyni Dral's house. Speak with her, loot, speak with 
    Mossanon for the money for our pending almoner mission, leave, and 
    enter Pierlette Rostorard: Apothecary. Speak with her, loot, and go to 
    Trendrus Dral's house. Speak with him, loot, and enter the Great Hall 
    at Tel Naga. Speak with Rerynea Salas and Drodos Galen, loot (noting 
    the copy of The Horror of Castle Xyr), then head upstairs to enter the 
    Tel Naga General Quarters. Speak with Vanel Serven, loot the area 
    (noting the copy of The Alchemist's Formulary), and proceed further 
    upstairs. Speak with Faldan, then return to the first room and levitate 
    (or jump) to the next level. Speak with Berengeval and enter the Tel 
    Naga Upper Tower. In the bedroom, speak with Endar Drenim, loot (noting 
    the copy of The Final Lesson), then levitate to the top level. Loot the 
    locked storeroom, speak with Ivramie Sarandas, check two more locked 
    rooms to loot and speak with Engaer, then head to the top to speak with 
    Vares Reram and Neloth. Descend one level to enter the Tel Naga Upper 
    Hall. Loot and leave, then enter Balen Vendu: Monk. Speak with her, 
    loot, and enter Meluria Seleth's house. Speak with her, loot, then 
    enter Vaden Belas' house. Speak with him, loot (noting the copy of The 
    Four Suitors of Benitah), and enter Urtiso Faryon: Sorcerer. Speak with 
    her, loot, and enter the Morag Tong Guild. Speak with Dunsalipal 
    Dun-Ahhe, head upstairs and loot, then proceed to speak with Alven 
    Salas, Namanian Facian, and Vaveli Dralas. Loot, then leave and enter 
    Rolis Garvon's house. Speak with him, loot, and enter Nevrila Areloth's 
    house. Speak with her, loot upstairs (noting the copy of 
    Charwich-Koniinge, v4), then proceed into a cave to speak with Meder 
    Nulen, Llevas Fels, and Minasi Bavani. Loot, leave, and enter Milara 
    Vedran's house. Speak with her, loot, and enter Anis Seloth: Alchemist. 
    Speak with her, loot (get the Dispel Potion Formula for Big Helende), 
    and leave. Enter Fara's Hole in the Wall, speak with Falena Hlaren, 
    Tolvone Sarendas, and Fara, loot, go downstairs, and speak with Tedril 
    Vandram, Ridena Othren, and Brallion. Rather than buying his ring, just 
    pickpocket it. Now, leave and enter the Telvanni Council House. Speak 
    with Dalyne Arvel, then head downstairs. Speak with Nelso Salenim (buy 
    her spell) and Galar Rothan, loot (noting the copy of 2920, Frostfall, 
    v10), and go further down to speak with Miraso Seran and Tendris 
    Vedran, loot, and enter the Telvanni Council House Chambers. Proceed 
    down to speak with Hloris Farano and Galero Andaram (buy her spell), 
    loot, and go deeper to speak with Niras Farys. Loot and enter the 
    Hermitage. Speak with Llunela Hleran, who will allow you to join House 
    Telvanni. Now, head all the way back upstairs and enter the main 
    Council House. Speak with the Mouths, all of whom will assign 
    quests-Felisa Ulessen, Raven Omayn, Mallam Ryon, Arara Uvulas (who will 
    also progress the Gateway Haunting quest), and Galos Mathendis. Phew!
    
    Questing
    o======================================================================o
    ***NPCs***
    Listien Bierles
    
    ***FACTIONS***
    Great House Telvanni-Retainer
    Great House Telvanni-Oathman
    Great House Telvanni-Lawman
    Thieves Guild-Mastermind
    
    ***QUESTS***
    House Telvanni-Black Jinx
    House Telvanni-Staff of the Silver Dawn
    Thieves Guild-The Grandmaster's Retort
    House Redoran-Drake's Pride
    Thieves Guild-Bal Molagmer, Books for Vala
    Mages Guild-Steal Chimarvamidium
    Thieves Guild-The Brothers Ienith
    Thieves Guild-Bal Molagmer, The Dwemer Goblet
    Mages Guild-Huleen's Hut
    Mages Guild-Return Chimarvamidium
    Mages Guild-A Wizard's Staff
    Mages Guild-Dwemer Tube from Arkngthunch-Sturdumz
    
    ***NOTABLE LOOT***
    Zenithar Whispers
    
    ***SPELLS***
    Shockball
    Evil Eye
    
    3) A lot to do now before we go back to exploring. First, here in town, 
    go see Anis Seloth to buy five muck and five sload soap, and turn them 
    in to Raven Omayn and Arara Uvulas for two new quests and a promotion 
    two ranks to Oathman. Head to the Mages Guild and deliver the potion 
    recipe to Tusamircil. Ask him about the Staff of the Silver Dawn as 
    well to be directed to Arielle Phiencel. Ask her about a conjuration 
    expert to be directed to Uleni Heleran, and also ask about the staff 
    to be allowed to buy it. I just pickpocket it, but that's your choice. 
    Speak with Uleni now, who can be asked about the Black Jinx to be 
    directed to the Morag Tong. Ask about the Gateway Haunting to get some 
    Ghost-Free Papers. On your way out, drop by Dirty Muriel's for a new 
    quest from Big Helende, then go to the Gateway Inn and see Angaredhel 
    to finish that quest (take whichever ring, they're all pretty meh). Go 
    see the Morag Tong now and ask Alven Salas about the Black Jinx to 
    simply receive it. Go turn it in to Raven Omayn (and give the Silver 
    Staff to Arara Uvulas) to be promoted to Lawman. They're both out of 
    chores already. Before leaving town, go see Neloth again for a quest 
    (mislabeled as House Redoran). Now sail to Ebonheart and go see Iulus 
    Truptor to complete the final Imperial Cult almoner mission and receive 
    Zenithar Whispers. Now go to Vivec. Wear the Bal Molagmer gloves and 
    give Brallion's Ring to Ilmeni Dren in St. Delyn. Go see Eno Hlaalu and 
    turn in the Sanguine Belt from Sadrith Mora. Go to the Telvanni 
    Sorcerer in Telvanni Waistworks, Salver Lleran, and buy his spells. Now 
    report to Gentleman Jim in the Foreign Quarter for a new regular quest 
    and a new Bal Molagmer quest. He'll also promote you to Mastermind. Go 
    to Caldera and steal the four books from Odral Helvi's bedroom, then go 
    to Ald'Ruhn. Deliver the books and, while there, deliver Skink's potion 
    to Edwinna Elbert and get another quest. Head back to Vivec, visit Jim 
    for the final Bal Molagmer quest, and nick the book from Sirilonwe. Go 
    nick the Dwemer Goblet and give it to Danso Indules, then report back 
    to Jim to finish the Bal Molagmer quest line. Now go to Ald'Ruhn to 
    turn the book in to Edwinna for another quest. We'll do this now, so 
    head to Maar Gan and go to Huleen's Hut. Kill the scamp and check the 
    hut to speak with Listien Bierles, then return to Edwinna for another 
    quest. Quickly return the book, and report back to Edwinna for another 
    quest, a much meatier one. If you ask about advancement, you'll get 
    another quest as well. Let's go to Sud for the staff first. Make your 
    way to Dagon Fel, then head west to the caverns of Sud. Enter.
    
    Sud
    o======================================================================o
    ***NPCs***
    Anirne
    Gorenea Andrano
    
    ***QUESTS***
    House Telvanni-Dwemer Books
    
    4) Proceed until you see manmade architecture, then levitate to the 
    west side. Go south through a door, then another, to fight Anirne and 
    take her Wizard's Staff. Loot (noting the copy of Feyfolken, v3) and go 
    back to the first levitation room. Take the tunnel north and follow the 
    loop to fight Gorenea Andrano. We're finished, so recall and head to 
    Ald'Ruhn to chat with Edwinna and get promoted to Wizard. Travel to 
    Gnisis. While here, visit Baladas Demnevanni on behalf of Mallam Ryon, 
    and he'll give a Telvanni quest of his own to boot. Now head to Ald 
    Velothi, and west to Arkngthunch-Sturdumz. Head inside.
    
    Arkngthunch-Sturdumz
    o======================================================================o
    ***NPCs***
    Natalinus Flavonius
    Tenyeminwe
    
    ***NOTABLE LOOT***
    Ondusi's Key
    Amulet of Admonition
    Surefeet
    
    ***QUESTS***
    Mages Guild-Nchuleftingth Expedition
    House Telvanni-Flesh Made Whole
    House Telvanni-Baladas Demnevanni
    House Telvanni-Mission to Nchuleft
    House Telvanni-Cure Blight
    Mages Guild-Escort Tenyeminwe
    Thieves Guild-Redoran Cookbook
    Mages Guild-Vampires of Vvardenfell, Vol II
    Thieves Guild-Felen's Ebony Staff
    
    5) This place is actually very small and straightforward, so clear it 
    out, grab a tube, and recall to Balmora. Stop by Dorisa Darvel's to 
    steal a copy of Nchunak's Fire and Faith, then head to Vivec. Get 
    Antecedents of Dwemer Law from Jobasha's shop, then head to the Hall of 
    Wisdom for Chronicles of Nchuleft. Head back to Gnisis and give the 
    books to Baladas for the unique items Surefeet, Ondusi's Key, and the 
    Amulet of Admonition, then return to Ald'Ruhn and give Edwinna the 
    Dwemer Tube. She'll send us to a ruin we actually haven't spotted 
    before, ending her quest chain for now. Now, let's go to Tel Mora. Go 
    to Berwen's to steal the Grandmaster's Retort, then talk to Dratha in 
    the tower for another Telvanni quest. Now go to Tel Vos and see Aryon 
    to get another quest. Before doing that, go to Tel Aruhn and find 
    Senise Thindo in the Tower Living Quarters. You'll have to taunt her 
    into attacking you and kill her for the Drake's Pride robe. Now go to 
    Tel Fyr and deliver the coded message to Divayth Fyr. He'll give you a 
    response. Let's head back to Sadrith Mora now. Head back to Neloth to 
    turn in the robe, and while in Tel Naga visit Berengeval and taunt him 
    and kill him to get the Amulet of Flesh Made Whole for Dratha. Go to 
    Galos Mathendis in the Council Hall to deliver Divayth Fyr's response, 
    and report to Mallam Ryon on Baladas' answers for a new quest from 
    each. Stop by Threvul Serethi, the healer, to buy three Cure Blight 
    potions, then head to Wolverine Hall. Turn in the retort at Dirty 
    Muriel's for another quest, then head to the Mages Guild. Talk to 
    Arielle Phiencel about hiring a wizard, then talk to Skink for a new 
    quest. Head to Anis Seloth's to grab four pieces of ebony (in a small 
    chest on the store shelves), and bring them back to Arielle to hire the 
    wizard. Head to Dirty Muriel's, speak with Natalinus Flavonius, and 
    report to Big Helende for a new quest. Now speak with Tenyeminwe and 
    escort her to the docks. She'll reward you, and you can return to Skink 
    for a new quest. Take the guild guide to Vivec, head to Jobasha's, grab 
    Vampires of Vvardenfell, v2 by pickpocketing or buying, and report back 
    to Skink for a new quest. Now head to Llethri Manor in Ald'Ruhn and 
    steal Redoran Cooking Secrets from the Llethri Private Quarters. Report 
    back to Big Helende for her final quest. Now head to Tel Mora and give 
    the Amulet of Flesh Made Whola to Mistress Dratha. Go to Tel Vos and 
    visit the apothecary to deliver the Cure Blight potions to Andil in the 
    Services Tower. Now head to the Ahemmusa Camp and speak with Sinnammu 
    Mirpal about Skink's request. Head west to the Favel Ancestral Tomb, 
    and head inside.
    
    Favel Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Minabibi Assardarainat
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 35
    
    6) Speak with Minabibi Assardarainat to send her off to see Skink, then 
    explore the rest of the tomb (noting the copy of 36 Lessons of Vivec, 
    Sermon 35), kill the ghost, speak with Minabibi again, then head back 
    to Ahemmusa Camp and speak with Sinnammu again. Be honest, and she'll 
    agree to the meeting. Now head to Nchuleft, which should be on your map 
    to the southwest.
    
    Nchuleft
    o======================================================================o
    ***QUESTS***
    House Telvanni-Daedra Skin
    Mages Guild-Kill Necromancer Telura Ulver
    
    7) Get the Dwemer Scarab Schematics from the south room, loot the rest 
    of this small dungeon, leave, and head back to Sadrith Mora. Report to 
    the Telvanni Council House to turn in quests to Mallam Ryon and Galos 
    Mathendis, the latter of whom has another quest to give. Buy a Daedra 
    Skin from Anis Seloth and go see Skink for a new quest. Take the Daedra 
    Skin to Aryon in Tel Vos, then report back to Galos Mathendis to learn 
    that he, too, is out of chores. Now head to Hla Oad and follow Skink's 
    directions to get back to Shal. Head inside.
    
    Shal
    o======================================================================o
    ***NPCs***
    Telura Ulver
    
    ***NOTABLE LOOT***
    Song of the Alchemists
    
    ***FACTIONS***
    Mages Guild-Master Wizard
    
    ***QUESTS***
    Mages Guild-Soul of an Ash Ghoul
    
    8) This small dungeon is very straightforward. Kill Telura Ulver, loot 
    (noting the copy of Song of the Alchemists), leave, and return to 
    Sadrith Mora. Skink will promote you to Master Wizard and give another 
    quest. Head to Tel Aruhn, and go northwest to Yakin. Head inside.
    
    Yakin
    o======================================================================o
    ***NPCs***
    Dagoth Velos
    Enar Releth
    Gashnakh gra-Mughol
    
    ***QUESTS***
    Mages Guild-Galur Rithari's Papers
    Mages Guild-Arch-Mage
    House Telvanni-Mudan-Mul Egg Mine
    House Telvanni-Stronghold
    
    ***NOTABLE LOOT***
    Skink's Amulet
    
    ***FACTIONS***
    Great House Telvanni-Mouth
    Great House Telvanni-Spellwright
    
    9) Turn right at the first intersection, fighting critters. Just 
    capture the soul of the first Ash Ghoul you see-several are guaranteed 
    to spawn here. You'll soon enter the Shrine. Turn right and proceed to 
    kill Dagoth Velos, then continue to loop through some tunnels and 
    return to the entrance. Leave and report back to Skink for his final 
    quest. Go to Vivec and speak with Jobasha, then go to the secret 
    library in the Hall of Justice to steal the book and report back to 
    Skink to receive Skink's Amulet. Finally, he'll give you a letter for 
    Trebonius, which we should just hold on to for now. Instead, head to 
    Gnisis to visit Baladas on Aryon's behalf. He'll agree to join the 
    council, and we should head back to Aryon. He'll promote you two ranks 
    to Spellwright, and ask you to build a stronghold if you want to 
    advance again. He'll also assign a new task. Keep the Silver Staff of 
    Peace he gives you-it is important later on. First, head to Sadrith 
    Mora and enter the Council House. Speak with Enar Releth, Baladas' new 
    Mouth, then head to the hermitage to speak with Llunela about our 
    stronghold. Just summon and soul trap two Storm Atronachs right now, 
    then make your way to Ebonheart to visit Vedam Dren. He'll give you the 
    contract, and you should report back to Llunela. Head out to the 
    chambers, wait 5 days, then go speak to her again. Now head to 
    Uvirith's Grave and speak with Gashnakh gra-Mughol, recast your Mark 
    at the stronghold here, then return to Sadrith Mora (cast Divine 
    Intervention) to see Llunela again. Wait 5 more days, then speak with 
    Llunela again. Recall to Tel Uvirith, explore your new digs, then head 
    northwest to Mzanchend. Head inside.
    
    Mzanchend
    o======================================================================o
    ***NPCs***
    Gorven Menas
    Farena Arelas
    
    ***NOTABLE LOOT***
    Dwemer Schematic
    
    ***QUESTS***
    House Telvanni-Dahrk Mezalf
    
    10) Explore clockwise to hit everything, making sure you nick the 
    Dwemer Schematic, then return to Llunela in Sadrith Mora. Wait 5 days, 
    Recall to Tel Uvirith, explore Menas' House (speaking with Gorven 
    Menas), Arelas' House (speaking with Farena Arelas), the Tower Lower, 
    then make your way to Gnisis. Ask Baladas about chores for a new quest, 
    then head to Maar Gan and follow the directions back to Bthungthumz. 
    Head inside.
    
    Bthungthumz
    o======================================================================o
    ***NPCs***
    Dahrk Mezalf
    
    ***FACTIONS***
    Great House Telvanni-Wizard
    
    ***NOTABLE LOOT***
    Breathing Water
    The Art of War Magic
    
    ***QUESTS***
    House Telvanni-Wizard Spells
    House Telvanni-Odirniran
    
    11) Head to the back, kill Dahrk Mezalf, take the ring, and haul it in 
    to Baladas. We'll get a buddy who will tail us until he dies-pretty 
    cool. Now head to Tel Vos, then west to the Mudan-Mul Egg Mine. Enter.
    
    Head straight to the back, cure the queen, and report in to Aryon. 
    He'll give a quest to learn spells we already know, so turn it in 
    immediately to get another one. That's every loose end we can tie up 
    without further exploration, so let's get after the southeast quadrant 
    of Vvardenfell. Make your way to Suran, leave to the east toward Molag 
    Mar, and move east, keeping the first steam field to your right. As you 
    approach Telasero on your map, look just southwest of it for the Velas 
    Ancestral Tomb. Head inside.
    
    Velas Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Vaves Virith
    Drendrisa Fareloth
    Breves Omoril
    Vadeni Rethan
    Lleris Rathryon
    Alurue Saryon
    
    ***NOTABLE LOOT***
    Last Scabbard of Akrash
    36 Lessons of Vivec, Sermon 36
    The Gold Ribbon of Merit
    The Wolf Queen, v8
    36 Lessons of Vivec, Sermon 25
    
    12) This is small and straightforward, so loot (noting the copy of Last 
    Scabbard of Akrash) and leave. Follow the path, hugging the ridge to 
    the right, and you'll soon reach Vansunalit Egg Mine. Enter.
    
    To the left in this flooded mine is a loop where you can pearl dive if 
    you like. Straight ahead is the queen. No other loot, so leave when 
    finished. Head north and slightly east to find a bandit cave called 
    Kunirai. Enter.
    
    Fight Vaves Virith and proceed to fight Drendrisa Fareloth. Loot and 
    continue. Go left at the intersection to fight Breves Omoril, then 
    speak with Vadeni Rethan. Loot (noting the copies of 36 Lessons of 
    Vivec, Sermon 36 and The Gold Ribbon of Merit) and continue to fight 
    Lleris Rathryon and Alurue Saryon. Loot the area (noting the copy of 
    The Wolf Queen, v8), then return to the intersection. Explore the other 
    path (noting the copy of 36 Lessons of Vivec, Sermon 25), leave the 
    cave, and head southeast to the stronghold of Telasero. Skip it for now 
    and continue east along the path. Skip the northward turn for now, 
    continuing east, until you spot the Raviro Ancestral Tomb on the right. 
    Head inside.
    
    Clear this small tomb of the Berne vampires that infest it, then 
    continue east to arrive at Molag Mar. We're finally going to explore 
    it.
    
    o======================================================================o
    |								       |
    |			       Molag Mar & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK026}
    		1) Molag Mar Plaza
    		2) Molag Mar Waistworks
    		3) Yasamsi
    		4) Mount Kand
    		5) Assu
    		6) Piran
    		7) Nchuleftingth
    		8) Mzuleft
    		9) Bethamez
    
    Molag Mar Plaza
    o======================================================================o
    ***NPCs***
    Dilami Androm
    Vanjirra
    Rindral Dralor
    Nande
    Rumare
    Zabarbael
    Breech-Star
    Stream-Murk
    Tern-Feather
    Abanji
    Khamuzi
    High-Heart
    Tadara Indaram
    Goron Lleran
    Menelin
    Orns Omaren
    Geor Matreinace
    Gudling the Rascal
    Stenet
    Hakar the Candle
    Raviso Andalas
    Elvas Savel
    Mandur Omalen
    Sortis Rathryon
    Saras Orelu
    Tharer Rotheloth
    Farvam Faram
    Dethresa Saren
    Llevana Salaren
    
    ***NOTABLE LOOT***
    The Seed
    A Dance in Fire, v5
    A Dance in Fire, v7
    36 Lessons of Vivec, Sermon 13
    36 Lessons of Vivec, Sermon 7
    36 Lessons of Vivec, Sermon 8
    36 Lessons of Vivec, Sermon 9
    
    ***QUESTS***
    Temple-Cure Lette
    
    1) Start by looting the strider platform-one of the crates holds a copy 
    of The Seed-and speaking with Dilami Androm. Head toward the canton, 
    revisit Paur Maston and Vanjirra if you wish, then circle around to 
    speak with the shipmaster Rindral Dralor. Now head to the top (it's 
    open, rather than a plaza). Outside, speak with Nande, Rumare, and 
    Zabarbael. You can speak with the slaves Breech-Star, Stream-Murk, 
    Tern-Feather, Abanji, Khamuzi, and High-Heart, but there is no way to 
    free them. Head into St. Veloth's Hostel. Speak with Tadara Indaram, 
    Goron Lleran, Menelin, and Orns Omaren in the first room. Loot this 
    floor and head downstairs to speak with Geor Matreinace, Gudling the 
    Rascal, and Stenet, then loot, leave, and enter the Redoran Stronghold. 
    Speak with Hakar the Candle, loot, and head downstairs. Speak with 
    Raviso Andalas (noting the copies of A Dance in Fire, v5, A Dance in 
    Fire, v7, and 36 Lessons of Vivec, Sermon 13 in his room), Elvas Savel, 
    and Mandur Omalen, loot, leave, and enter the Temple. Speak with Sortis 
    Rathryon, Saras Orelu, and Tharer Rotheloth, who is a Temple questgiver 
    and will issue one right now. Head downstairs. Loot the first room 
    (noting the copies of 36 Lessons of Vivec, Sermon 7, 36 Lessons of 
    Vivec, Sermon 8, and 36 Lessons of Vivec, Sermon 9) and speak with 
    Farvam Faram. In the next room, speak with Dethresa Saren, then Llevana 
    Salaren in the next one, and Bervaso Thenim in the last one. That's it 
    for the Temple and for the Plaza, so head down and enter the 
    Waistworks.
    
    Molag Mar Waistworks
    o======================================================================o
    ***NPCs***
    Dunel Saryon
    Selkirnemus
    Miniel
    Nilioniel
    Mundrila Ienith
    Ales Julalanie
    Tidros Indaram
    Birer Indaram
    Ervesa Romandas
    Ulms Drathen
    Llevena Sendas
    Giras Indaram
    Dreyns Nelas
    Odron Omoran
    Vuvil Senim
    Masque
    Saetring
    Vasesius Viciulus
    
    ***NOTABLELOOT***
    36 Lessons of Vivec, Sermon 33
    36 Lessons of Vivec, Sermon 1
    2920, Rain's Hand, v4
    Restoration Shirt
    
    ***QUESTS***
    Temple-Pilgrimage to Mount Kand
    Imperial Cult-Restless Spirit
    
    2) Start with The Pilgrim's Rest off the southern hallway. Speak with 
    Dunel Saryon, Selkirnemus, Miniel, Nilioniel, Mundrila Ienith, and Ales 
    Julalanie. Loot, leave, and enter the Armigers Stronghold. Speak with 
    Tidros Indaram, Birer Indaram, Ervesa Romandas, Ulms Drathen, Llevena 
    Sendas, Giras Indaram, Dreyns Nelas, Odron Omoran, and finally, in the 
    jail cell, Vuvil Senim. Leave and enter Saetring the Nord: Smith. Speak 
    with Masque and Saetring, loot his shop (noting the copy of 36 Lessons 
    of Vivec, Sermon 33), leave, and enter Vasesius Viciulus: Trader. Speak 
    with him, loot his shop (noting the copy of 36 Lessons of Vivec, Sermon 
    1), leave, and enter the Canalworks. Nothing here, so proceed to the 
    Underworks. Explore them, leave, and we're done exploring Molag Mar. 
    Quickly head to Tel Mora, find and cure Lette, and report back to 
    Tharer Rotheloth for another quest and a copy of 2920, Rain's Hand, v4. 
    Head outside, backtrack to the SECOND northern fork we ignored (skip
    the first one with Mount Kand signage), and take it. You'll need to 
    levitate to reach the very top of this mountain, where a skeletal 
    corpse holds the targets for our current Imperial Cult quest. Report 
    back to Kaye for another quest and the unique Restoration Shirt. Head 
    to Hla Oad and speak with Okur, who will direct you to Yasamsi. Head 
    south and enter the cave.
    
    Yasamsi
    o======================================================================o
    ***NPCs***
    Dudley
    Thervam Drelas
    Larisus Dergius
    Ralos Othrenim
    
    3) Immediately fight Dudley and Thervam Drelas, then proceed. Fight 
    Larisus Dergius and Ralos Othrenim, loot (grab Julielle's amulet), and 
    return to Okur and then to Kaye. That's it for him, and by extension, 
    the Imperial Cult. Return to Molag Mar now, and get on the path to 
    Mount Kand. The signs aren't hard to follow-enter the cavern when you 
    find it.
    
    Mount Kand
    o======================================================================o
    ***QUESTS***
    Temple-Necromancer in Mawia
    
    4) Proceed. Do not attack the Atronachs you see, but speak to them to 
    answer riddles. The first answer is Lead, the second is you will slay 
    me with your sword, and the third is the Orc. Visit the shrine at the 
    back and report back to Tharer Rotheloth for a new quest. Now head back 
    to Mount Kand again and continue past the cavern to find the cave of 
    Assu on the right. Enter.
    
    Assu
    o======================================================================o
    ***NPCs***
    Fistelle
    Dreveni Hlaren
    
    ***NOTABLE LOOT***
    Staff of Magnus
    
    ***QUESTS***
    Mages Guild-Warlock's Ring
    
    5) Proceed to fight Fistelle. Loot the room and continue to fight 
    Dreveni Hlaren (you'll need to levitate to reach her, as well as the 
    cavern's loot). Take the Staff of Magnus from her body and report back 
    to Ajira (!) in the Balmora Mages Guild for another quest. Return to 
    Molag Mar again and continue north from Assu, until you hit a junction 
    with an east-west path. Turn west and follow the path, turning north 
    when you can. Continue north toward Mount Assarnibibi at the next sign, 
    then take the next left to find the cave of Piran. Head inside.
    
    Piran
    o======================================================================o
    ***NPCs***
    Lielle Vette
    Dondreth
    Arannir
    Reron Rinith
    
    ***NOTABLE LOOT***
    Breathing Water
    
    6) This cave is pretty straightforward. The loot bin holds a copy of 
    Breathing Water. Explore and leave. Continue on the path, and head 
    right at the next junction to enter the Velothi dome called Mababi.
    
    Speak with Lielle Vette, Dondreth, Arannir, and Reron Rinith. Loot, 
    leave, and proceed. Bear right at each turn to reach the Dwemer ruin of 
    Nchuleftingth. Head inside.
    
    Nchuleftingth
    o======================================================================o
    ***NPCs***
    Pania Cadiusus
    Senilias Cadiusus
    
    ***QUESTS***
    Mages Guild-Scarab Plans in Mzuleft
    
    7) Speak with Pania Cadiusus and Senilias Cadiusus on the right to 
    update a quest, then enter the Test of Pattern. Use the third crank 
    (the one beneath an intact light) to open a passage to the Lower 
    Levels. Head there to loot, making sure to pick up both Senilius' 
    Report and the copy of Hanging Gardens.... Report to Senilius, then to 
    Edwinna in Ald'Ruhn for a new quest. Take the copy of Hanging Gardens 
    to Baladas in Gnisis for an update, then to Yagrum in Tel Fyr's 
    Corprusarium for more. Now, head to Dagon Fel and make your way to 
    Mzuleft.
    
    Mzuleft
    o======================================================================o
    ***NPCs***
    Mugdul gro-Yagarz
    Glasha gra-Magar
    Lagakh gra-Lorga
    Khadba gro-Uzgurn
    Durgat gra-Glurkub
    Duluk gro-Ghash
    Bughash gro-Gorzog
    
    ***QUESTS***
    Mages Guild-Bethamez
    
    8) To the right, fight Mugdul gro-Yagarz. Grab the Dwemer Scarab Plans 
    and proceed to fight Glasha gra-Magar and Lagakh gra-Lorga. Grab The 
    Egg of Time in this room, backtrack to the entrance, and take the other 
    path. Fight Khadba gro-Uzgurn, Durgat gra-Glurkub, Duluk gro-Ghash, and 
    Bughash gro-Gorzog. Loot the area, and report back to Edwinna for 
    another quest. Take The Egg of Time to Yagrum first, then to Baladas in 
    Gnisis. From here, enter the eggmine and proceed down to the ruins of 
    Bethamez.
    
    Bethamez
    o======================================================================o
    ***NPCs***
    Mimanu Zeba-Adad
    Mamaea Ashun-Idantus
    Zennammu
    Jocien Ancois
    Reeh-Jah
    
    ***QUESTS***
    Mages Guild-Arch-Mage
    Miscellaneous-The Runaway Slave
    
    ***NOTABLE LOOT***
    Trebonius' Staff
    Necromancer's Amulet
    
    9) Grab the Dwemer Airship Plans and the copy of Divine Metaphysics 
    here. Visit Baladas about the book, then visit Yagrum to "solve" the 
    mystery of the Dwarves, then report back to Edwinna. She'll direct you 
    to Trebonius-her final quest. Head to Vivec and report to Trebonius. 
    First, turn in Mystery of the Dwarves, then you have a choice. Don't 
    give him the letter, and ask him about Arch-Mage. We'll challenge him 
    to a duel because we want his stuff. Head over to the Arena Pit to kill 
    Trebonius, taking his unique staff and the artifact Necromancer's 
    Amulet. That's basically it for the Mages Guild, save Ajira's pending 
    quest, so head back out to Nchuleftingth to continue exploring. Head 
    north from here to find a rogue Ashlander camp. Speak with Mimanu 
    Zeba-Adad and Mamaea Ashun-Idantus outside, then enter the yurt to 
    speak with Zennammu and Jocien Ancois to update a quest. From here, 
    head east until you spot an Argonian named Reeh-Jah. Agree to his 
    escort quest, and schlep it back to Molag Mar. Then you can fast travel 
    to Ebonheart to drop him off. Speak to Im-Kilaya for a reward. Come 
    back to where you found him when done, continue east a bit, then cut 
    south when you see yurts to arrive at the Erabenimsun Camp.
    
    o======================================================================o
    |								       |
    |			       Erabenimsun Camp & Wilderness	       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK027}
    		1) Erabenimsun Camp
    		2) Abernanit
    		3) Abanabi
    		4) Maren Ancestral Tomb
    		5) Alas Ancestral Tomb
    		6) Zebabi
    		7) Nchardumz
    		8) Matus-Akin Egg Mine
    		9) Arenim Ancestral Tomb
    		10) Ainat
    		11) Nchurdamz
    		12) Dissapla Mine
    		13) Shallit
    		14) Dunirai Caverns
    		15) Telasero
    		16) Pudai Egg Mine
    		17) Aharnabi
    		18) Odirniran
    		19) Shishi
    		20) Rethan Manor
    		21) Indarys Manor
    		22) Minabi
    		23) Hinnabi
    		24) Bal Fell
    		25) Ashirbadon
    		26) Yakanalit
    		27) Redas Ancestral Tomb
    		28) Marvani Ancestral Tomb
    
    Erabenimsun Camp
    o======================================================================o
    ***NPCs***
    Kummu
    Kushishi
    Tinti
    Hairan
    Hirarend
    Assaba-Bentus
    Assemmus
    Zebba
    Salattanat
    Ainab
    Addut-Lamanu
    Massarapal
    Ulibabi
    Ranabi
    Han-Ammu
    Yantus
    Ashu-Ahhe
    Ahaz
    Ulath-Pal
    Manirai
    
    ***FACTIONS***
    Imperial Legion-Knight Protector
    
    ***QUESTS***
    Imperial Legion-Rescue Dandsa
    
    1) Outside, speak to Kummu to update a quest, then speak to Kushishi, 
    then Tinti for more quest updates. Let them keep the hides for a 
    Herder's Belt. Speak to Hairan, Hirarend, and Assaba-Bentus, who can be 
    persuaded to go to the mabrigash for Jocien's quest. Accuse him of 
    being afraid, and he'll follow you to the camp. Schlep it out there 
    right quick to exchange him for Jocien, and while we're out here run 
    northish to report back to Marsus Tullius and clear his quest from the 
    journal. Now head back to the camp, enter Assemmus' Yurt, speak with 
    him and Zebba, and leave. Enter Salattanat's Yurt, speak him, and 
    leave. Repeat with Ainab's Yurt and Addut-Lamanu's Yurt. Now enter 
    Massarapal's Yurt to speak with him and Ulibabi, then repeat for 
    Ranabi's Yurt, then enter Han-Ammu's Yurt to speak with him and with 
    Yantus. Enter Ashu-Ahhe's Yurt to speak with him, then enter the 
    Ashkhan's Yurt. Speak with Ahaz and Ulath-Pal, then enter the Wise 
    Woman's Yurt. Speak with Manirai, and we're done here for now. Head to 
    Moonmoth Fort near Balmora and report to Radd Hard-Heart for a new 
    Legion quest. He'll also promote you to Knight Protector. Head to Gnaar 
    Mok and go southeast to find and enter the cave of Abernanit.
    
    Abernanit
    o======================================================================o
    ***NPCs***
    Alonisea Varys
    Balis Sari
    Thelama Indaren
    Dandsa
    Hlora Long-Leg
    Minedhel
    Gilse Darethi
    Sorkvild the Raven
    Furius Acilius
    
    ***NOTABLE LOOT***
    The Axe Man
    Masque of Clavicus Vile
    Night Falls on Sentinel
    Charwich-Koniinge, v4
    Lord's Mail
    
    ***QUESTS***
    Imperial Legion-Breeding Netch
    Imperial Legion-Sorkvild the Raven
    Imperial Legion-Lord's Mail
    Fighters Guild-Remove Sjoring's Supporters
    Fighters Guild-Kill Hard-Heart
    
    2) Proceed to fight Alonisea Varys, who has a copy of The Axe Man. Take 
    the high path to fight Balis Sari. Loot, ignore Dandsa for now, and go 
    take the low path to fight Thelama Indaren. Now return to Dandsa and 
    escort her outside. Report back to Radd Hard-Heart for another quest, 
    and return to Gnaar Mok. Kill the netch just north of town and report 
    back for his final quest. Make your way to Dagon Fel and enter 
    Sorkvild's Tower. Fight Hlora Long-Leg, Minedhel, and Gilse Darethi in 
    the initial area, then climb the ladder to fight Sorkvild the Raven. 
    Take the artifact Masque of Clavicus Vile from his corpse, note the 
    copies of Night Falls on Sentinel and Charwich-Koniinge, v4, and report 
    back to Radd Hard-Heart to finish his quest line. Now head to Ebonheart 
    and speak with Varus Vantinius for a quest. Head down to the shrine (we 
    already did many pieces of this quest) and take the secret entrance to 
    the Underground Caves. Explore to find Furius Acilius, who will attack 
    when spoken to. Kill him, retrieve the Lord's Mail, and take it back to 
    Varus for another quest. Head into the Commission, taunt Rufinus 
    Alleius into attacking you, and kill him. Head to the Vivec Fighters 
    Guild and report in to Lorbumol, completing his final quest. With that, 
    head to Percius in Ald'Ruhn and accept his quest to kill Lorbumol. Go 
    do that, report back to Percius, accept the quest, but drop it-we'll 
    wait until we have the directive from the Thieves Guild as well. Head 
    to Sadrith Mora now, go southwest to Abanabi, and enter the cave.
    
    Abanabi
    o======================================================================o
    ***NPCs***
    Maranique Jolvanne
    Draramu Hloran
    
    ***NOTABLE LOOT***
    Feyfolken II
    Chrysamere
    Horror of Castle Xyr
    
    ***FACTIONS***
    Imperial Legion-Knight of the Garland
    Imperial Legion-Grandmaster Duel
    
    3) Go straight at the intersection to fight Maranique Jolvanne. Loot 
    (noting the copy of Feyfolken II), take the other path, and kill 
    Draramu Hloran. Take Chrysamere off her corpse, loot (noting the copy 
    of Horror of Castle Xyr), and return to Ebonheart. Report to Varus for 
    a promotion, and another quest. Go kill Varus in the Arena to reclaim 
    the artifacts and secure a final promotion. We still have quests to do 
    for Frald the White, so that's not quite it for the Legion. Now return 
    to the Erabenimsun Camp and leave on the path going west. You'll come 
    almost immediately to the Maren Ancestral Tomb. Enter.
    
    Maren Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Crazy Batou
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 6
    Bloodworm Helm
    
    4) This place is pretty straightforward. Find a copy of 36 Lessons of 
    Vivec, Sermon 6, fight Crazy Batou (don't worry about the message-it's 
    a bug, he isn't actually essential to anything), take the unique 
    Bloodworm Helm off his corpse, and leave. Go south, and turn right when 
    you can to find and enter the Arethan Ancestral Tomb.
    
    Small with no notable loot, so clear it out, leave, and return to the 
    last intersection. This time, head south to find the Alas Ancestral 
    Tomb. Head inside.
    
    Alas Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Gils Oril
    Val
    Barirrid
    Nargol gra-Uftharz
    
    ***NOTABLE LOOT***
    Withershins
    Mehrunes' Razor
    Hallgerd's Tale
    
    5) Explore the fairly small tomb, noting the copy of Withershins and 
    being sure to get A Rusty Dagger off the corpse in the back. Now, make 
    your way all the way back to Yasammidan and Mehrunes Dagon will 
    restore the razor, completing the quest. Make your way back to the Alas 
    Tomb now, return to the intersection to the north, and go east. Go east 
    again at the next intersection to arrive at Tusenend. Enter.
    
    Fight Gils Oril, Val, Barirrid, and Nargol gra-Uftharz, loot the shrine 
    (noting the copy of Hallgerd's Tale), and leave. Now go northeast as 
    the crow flies, over a ridge, to find the cave of Zebabi. Enter.
    
    Zebabi
    o======================================================================o
    ***NPCs***
    Ghamonk gro-Agadbu
    Hamvir
    Arnsi Nerandas
    Draryn Andrano
    Gish
    Nuralg
    Zahraji
    Ma'Zahn
    Chalureel
    
    ***NOTABLE LOOT***
    The Seed
    
    6) Fight Ghamonk gro-Agadbu and proceed, fighting Hamvir at an 
    intersection. Go left first for loot, then return and go west to fight 
    Arnsi Nerandas. Loot, then return and go south (we'll come back with 
    the slave key). In the back, fight Draryn Andrano for the slave key, 
    loot his room, (don't miss the nook in back-you'll need to levitate, 
    and there's a copy of The Seed), then go back to free the slaves Gish, 
    Nuralg, Zahraji, Ma'Zahn, and Chalureel. Leave, return to Tusenend, and 
    return west to an intersection. Go south this time and bear left at 
    every opportunity to reach the Maesa-Shammus Egg Mine. Enter.
    
    This straightforward mine is noteworthy for one reason-the dead hero in 
    the Queen's chamber has a guaranteed Daedric Dai-Katana, even at level 
    1. Leave when done exploring and head west a bit to find Mount 
    Assarnibibi, which we'll visit in a later Temple quest. Head south a 
    ways to another intersection, and turn left to find and enter the Helan 
    Ancestral Tomb.
    
    Not much here. Loot, leave, and head east to follow a path north to the 
    Dwemer ruin of Nchardumz. Head inside.
    
    Nchardumz
    o======================================================================o
    ***NPCs***
    Stlubo Otiustiris
    Methulu Ienith
    Terer Helothan
    Camas
    Aralosea Romori
    Missamsi Timmiriran
    Munbebi Addarari
    Mamusa Shashmassamsi
    
    ***NOTABLE LOOT***
    Unnamed Book
    The Art of War Magic
    
    7) The upper level is easy to explore and has nothing noteworthy, so 
    check everything out and head to the Lower Level. Not much here either, 
    so loot and leave when done. Head south to exit the canyon, head east 
    across the water, and find the Savel Ancestral Tomb on the northern 
    part of this island. Head inside.
    
    Loot the small tomb (noting the copy of Unnamed Book), leave, and head 
    a bit south to find the shrine of Almurbalarammi. Enter.
    
    Fight Stlubo Otiustiris, Methulu Ienith, Terer Helothan, Camas, and 
    Aralosea Romori (who has a copy of The Art of War Magic). Loot the 
    shrine, leave, and cross the water to the north. Keep left, going over 
    a ridge. You'll soon find a rogue Ashlander camp. Fight Missamsi 
    Timmiriran, Munbebi Addarari, and Mamusa Shashmassamsi. Go due north of 
    here to find the Matus-Akin Egg Mine. Head inside.
    
    Matus-Akin Egg Mine
    o======================================================================o
    ***NPCs***
    Assatlit Assudnilamat
    Sannit Kil
    Ibasour Sershurrapal
    
    ***NOTABLE LOOT***
    2920, Mid Year, v6
    
    8) Not much here, in either the entrance or the Queen's Lair, so 
    explore until content and then leave. Head due north again to spot a 
    rogue Ashlander camp. Fight Assatlit Assudnilamat, Sannit Kil, and 
    Ibasour Sershurrapal. Just west of them is the Andalen Ancestral Tomb. 
    Enter.
    
    This place is straightforward, so loot (noting the copy of 2920, Mid 
    Year, v6), and leave. Head east and a bit north, crossing the water and 
    one island to spot the Lonely Shipwreck. Check it out.
    
    Nothing much noteworthy in here, so explore and leave. Head south and a 
    bit west, back onto Vvardenfell, to find the Arenim Ancestral Tomb. 
    Enter.
    
    Arenim Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Satyana
    
    ***QUESTS***
    Miscellaneous-Search for Her Father's Amulet
    
    ***NOTABLE LOOT***
    A Dance in Fire, v5
    
    9) Speak with Satyana for a miscellaneous quest, then clear the tomb. 
    Note the copy of A Dance in Fire, v5 in the first room, then head north 
    to find Augustus' Amulet on a corpse and finish the quest. Explore the 
    south wing, and leave. Head to the southeast corner of this spit of 
    land to find a cave called Salmantu. Head inside.
    
    Explore the lootless first cavern, then enter the Shrine. Not much here 
    either, so loot it out and leave. Cross the water to the south and 
    check out the island. In the center is the Holamayan Monastery, which 
    we'll visit as part of the Main Quest much later. Check the northwest 
    corner of this island to find the Zalkin Grotto. Head inside.
    
    There is absolutely nothing interesting in here, so map it out and 
    leave. Head west from here, crossing the water onto the big peninsula, 
    and continue inland a bit (keep north of the Daedric ruins) to find a 
    cave called Ainat. Head inside.
    
    Ainat
    o======================================================================o
    ***NPCs***
    Madsu Dreth
    Dranos Sandus
    Ulves Marvel
    Llanas Drilvi
    Glush gro-Dul
    Durzol gro-Dumulg
    Yazgash gra-Boga
    Dur gro-Grambak
    Larienna Macrina
    
    ***NOTABLE LOOT***
    The Cake and the Diamond
    Ashes of G. Lyngas
    
    10) Fight Madsu Dreth, proceed, fight Dranos Sandus, loot, proceed, 
    speak with Ulves Marvel, loot to the left, go through the door, fight 
    Llanas Drilvi, loot (noting the copy of The Cake and the Diamond), and 
    leave the cave. Head south to Shashpilamat, and take the east entrance 
    (NOT the one labeled Shrine).
    
    Fight Glush gro-Dul, loot, and head over to the Shrine. Fight Durzol 
    gro-Dumulg and Yazgash gra-Boga, loot the shrine, and leave. Past the 
    shrine, along the path, speak with Dur gro-Grambak, then leave the path 
    to the east to find the Ravel Ancestral Tomb about halfway to the 
    coast. Enter.
    
    In this tomb, you can find the unique Ashes of G. Lyngas. Nothing else 
    is terribly noteworthy, so explore, loot, and leave. Now, return to the 
    path, follow it south, and turn right when you can to arrive at 
    Nchurdamz. Speak with Larienna Macrina outside, agree to work with her, 
    and enter the ruin.
    
    Nchurdamz
    o======================================================================o
    ***NPCs***
    Hrelvesuu
    
    ***NOTABLE LOOT***
    Illkurok
    
    ***QUESTS***
    Fighters Guild-The Dissapla Mine
    
    11) This place is straightforward. Clear it out, making sure to nick 
    the unique spear Illkurok, kill Hrelvesuu in the back, speak with 
    Larienna, and leave when done. Offload, report in to Hrundi, and 
    receive another quest. Head to Dissapla Mine now and enter.
    
    Dissapla Mine
    o======================================================================o
    ***NPCs***
    Dalami Hlaalu
    Ralmyn Othren
    Novor Drethan
    Rervam Farethi
    Riraynea Reladren
    Tarar Doran
    Tarynili Senim
    Teres Arothan
    
    ***QUESTS***
    Fighters Guild-Berwen's Stalker
    Fighters Guild-Tenim's Bounty
    
    12) Speak with Dalami Hlaalu, Ralmyn Othren, and Novor Drethan, who 
    will update your quest. Proceed to speak with Rervam Farethi, Riraynea 
    Reladren, Tarar Doran, and Traynili Senim. Go right to loop to the 
    higher ledge, then continue to find Teres Arothan. Escort him to the 
    entrance, speak with Novor, and report back to Hrundi. He'll give two 
    new quests. Head to Berwen's in Tel Mora, speak with her, head 
    upstairs, and kill the Corprus Stalker. Speak with her again, then head 
    to Vos. Sedyni Veran will direct us to speak to farmers about Rels 
    Tenim, and if you speak to one of them (I used Dreynos Elvul), you'll 
    be directed to the Ahemmusa. Head to their camp and speak to anyone to 
    be directed to Shallit. Follow their directions, and head inside.
    
    Shallit
    o======================================================================o
    ***NPCs***
    Muvrulea Daryon
    Vilval Relvani
    Brevasu Heran
    Giden Nelvilo
    Rels Tenim
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 32
    Words and Philosophy
    
    ***QUESTS***
    Fighters Guild-Sujamma to Dunirai
    
    13) Explore this level to the Drethan tomb entrance, but don't go 
    inside. Return to the first room and levitate up to find and fight 
    Muvrulea Daryon and Vilval Relvani, loot, and go through the door to 
    fight Brevasu Heran and Giden Nelvilo. Loot and proceed to fight Rels 
    Tenim. Loot, noting the copies of 36 Lessons of Vivec, Sermon 32 and 
    Words and Philosophy, and report back to Hrundi. Turn in both quests 
    and receive another. Head to Ghostgate, then southeast to the Dunirai 
    Caverns. Head inside.
    
    Dunirai Caverns
    o======================================================================o
    ***NPCs***
    Daryn Vedralu
    Naral Othreleth
    Gaden Llarys
    Reynis Ralvani
    Volanaro
    Nelacar
    
    ***QUESTS***
    Fighters Guild-Sondaale
    
    14) Enter and speak with Daryn Vedralu, proceed to speak with Naral 
    Othreleth and Gaden Llarys, head all the way to the back to speak with 
    Reynis Ralvani, then backtrack one room to speak with Volanaro and 
    Nelacar, who will take the sujamma. Report back to Hrundi for another 
    quest. Head to Molag Mar, then go west to Telasero. Head inside.
    
    Telasero
    o======================================================================o
    ***NPCs***
    Sondaale of Shimmerene
    Rayna Drolan
    
    ***NOTABLE LOOT***
    Breathing Water
    Telasero Propylon Index
    Master Propylon Index
    
    ***QUESTS***
    Fighters Guild-Engaer's Bounty
    Fighters Guild-The Pudai Eggmine
    
    15) Start with the Propylon Chamber, then enter the upper level. Big 
    fight upon entry. When done, explore the area (nothing significant) and 
    head through to the Lower Level. Ignore Sondaale and clear the level, 
    noting the copy of Breathing Water and the Telasero Propylon Index in 
    the loot bin, then speak with Sondaale. Take her outside, head to 
    Caldera to hand in the final index and receive the Master Index, then 
    report back to Hrundi for another quest. Head out to Tel Naga to deal 
    with Engaer, then report back to Hrundi for his final quest. Sail to 
    Dagon Fel. While we're up here, return to Rayna Drolan's Shack and 
    explore it (although I was right earlier about a quest, the quest 
    forbids us to enter the shack), speak with her, loot, then head to the 
    Pudai Egg Mine, which we spotted earlier. Head inside.
    
    Pudai Egg Mine
    o======================================================================o
    ***NOTABLE LOOT***
    Death Blow of Abernanit
    
    ***QUESTS***
    Daedric-Azura's Quest
    
    16) Explore the top level and head to the Queen's Lair. Find her, grab 
    all seven golden eggs (cast a Feather or Fortify Strength if needed), 
    and report back to Hrundi. With that, we're finished with his quests, 
    so make your way back to Nchurdamz. Once there, take the path east, 
    skipping the south fork, to find the Hlervu Ancestral Tomb. Head 
    inside. 
    
    Loot the straightforward tomb, noting the copy of Death Blow of 
    Abernanit, and leave. Return to the south fork we skipped and take it, 
    then take a left at the intersection to find the Ahallaraddon Egg Mine. 
    Head inside.
    
    Nothing substantial here, so explore and leave, returning to the prior 
    intersection and going west. Go south at the next fork, then south 
    again, then turn left and go off road to find and enter the Shrine of 
    Azura. Speak with the statue to start a quest. Now, head south a bit to 
    find and enter Aharnabi.
    
    Aharnabi
    o======================================================================o
    ***NPCs***
    Erissare
    Dirding
    Llarusea Andrethi
    Honthjolf
    Saprius Entius
    Staada
    
    ***NOTABLE LOOT***
    Sithis
    A Game at Dinner
    Helm of Graff the White
    Sheogorath's Signet Ring
    Azura's Star
    
    ***QUESTS***
    Imperial Legion-Suryn Athones' Slanders
    Imperial Legion-Saprius Entius
    
    17) Kill Erissare, proceed, kill Dirding, turn right, kill Llarusea 
    Andrethi, loot (noting the copy of A Game at Dinner), head the other 
    way, kill Honthjolf, loot (noting the copy of Sithis), and leave. 
    Report to Frald the White in Ebonheart for a new quest, head to the 
    Justice Offices in Vivec, deal with Suryn Athones, and report back to 
    Frald for his final quest. Head back to Vivec, ask an Ordinator to be 
    directed to the Arena, go there, ask Dalse Adren to be directed to a 
    Canalworks storeroom, head there to speak to Saprius, assist him, and 
    escort him back to Frald the White. DO NOT speak to ANY Ordinators 
    along the way. You'll receive the unique Helm of Graff the White. That 
    is all for the Imperial Legion! Now head back to Rayna Drolan's Shack, 
    kill all of the Daedra outside, including a unique Golden Saint named 
    Staada, who carries the unique Sheogorath's Signet Ring. Bring that 
    back to the Shrine of Azura to finish the quest and receive Azura's 
    Star. Now go west to find Odirniran. Head inside.
    
    Odirniran
    o======================================================================o
    ***NPCs***
    Haleneri Salor
    Remasa Othril
    Valyne Vedaran
    Vedelea Othril
    Milyn Faram
    
    ***NOTABLE LOOT***
    Othril Ring
    Incident in Necrom
    Silver Staff of War
    Aryon's Dominator
    
    ***QUESTS***
    House Telvanni-Mages Guild Monopoly
    House Telvanni-Shishi
    
    18) Sorta complex. Near the southwest corner of the initial area, find 
    Farare Othril's corpse and nick the unique Othril Ring. Right from the 
    entrance, fight Haleneri Salor, Remasa Othril, and Valyne Vedaran. Loot 
    that room, then head into the Tower. Clear the pit, ignore Vedelea 
    Othril in the side room, and ascend the tower to speak with Milyn 
    Faram. He'll thank and reward you. Loot, and return to Aryon in Tel Vos 
    for a copy of Incident in Necrom, the unique Silver Staff of War, and 
    a new quest. Head to Ald'Ruhn and begin with Athyn Sarethi in Sarethi 
    Manor, then visit everyone but Bolvyn Venim with your appeal to 
    fairness. This includes Hlaren Ramoran in Ramoran Manor, Garisa Llethri 
    in Llethri Manor, Mistress Brara Morvayn in the Redoran Council Hall, 
    and Miner Arobar in Arobar Manor. Report back to Aryon to receive 
    Aryon's Dominator and a new quest. Head to Maar Gan, and from there 
    follow the directions to Shishi. Head inside.
    
    Shishi
    o======================================================================o
    ***NPCs***
    Anise Romoran
    Temis Romavel
    Brerama Selas
    Faves Andas
    
    ***NOTABLE LOOT***
    The Alchemist's Formulary
    The Lunar Lorkhan
    A Hypothetical Treachery
    Aryon's Helper
    Ring of Equity
    Amulet of Unity
    
    ***QUESTS***
    House Telvanni-Recruit a Mouth
    House Telvanni-Kill Raynasa Rethan
    House Telvanni-Ring of Equity
    House Telvanni-Amulet of Unity
    
    ***FACTIONS***
    Great House Telvanni-Master
    
    19) Nothing to the right but corpses and minor loot. Head left to fight 
    Anise Romoran, then go upstairs to fight Temis Romavel and Brerama 
    Selas. Loot the room (noting the copy of The Alchemist's Formulary), 
    then interact with the Breton Skull to open a passage. Go downstairs 
    and through the trapdoor to speak with Faves Andas. He will give you 
    copies of The Lunar Lorkhan and A Hypothetical Treachery. Now report 
    back to Aryon for a new quest. Return to Balmora, grab your Silver 
    Staff of Peace, and go see Fast Eddie in his house. He'll take the 
    staff and relocate to Sadrith Mora. Report to Aryon first for a 
    promotion, Aryon's Helper, and a new quest. Go to Sadrith Mora and see 
    Fast Eddie for a new quest. Head to Tel Naga, lift the key from Neloth, 
    and report back to Eddie. While we're waiting, go see Llunela in the 
    Hermitage to start phase 3 on Tel Uvirith. We won't go to Galom Daeus 
    for a while yet, so wait a week until your journal updates and go get 
    the ring from Eddie. He'll kick off another quest. To get five Standard 
    Potions of Invisibility, see Anis Seloth and Arangaer in Sadrith Mora 
    (1 each), and then hit the Mages Guild alchemists in Balmora, Caldera, 
    and Ald'Ruhn for 1 each, totalling five. Report back to Eddie, wait a 
    week, then retrieve the Amulet of Unity from him. That's it for him, so 
    head to Balmora and then south to the Odai Plateau, which has changed.
    
    Rethan Manor
    o======================================================================o
    ***NPCs***
    Avron Gols
    Lliryn Fendyn
    Hlodala Savel
    Raynasa Rethan
    
    ***QUESTS***
    House Telvanni-Kill Banden Indarys
    
    20) First, enter Gols' House. Speak with Avron Gols, loot, and enter 
    Rethan Manor. Speak with Lliryn Fendyn and Hlodala Savel, loot, head 
    upstairs, kill Raynasa Rethan, loot, and report back to Aryon for a new 
    quest. Now go to Ald'Ruhn and out to Bal Isra, which has also changed.
    
    Indarys Manor
    o======================================================================o
    ***NPCs***
    Hetman Guls
    Broder Garil
    Gaden Folvyn
    Arvs Raram
    Garila Vedas
    Galvene Othrobar
    Mavis Nadram
    Treram Milar
    Ienas Nadus
    Banden Indarys
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 3
    2920, Morning Star, v1
    2920, Mid Year, v6
    
    21) Outside, speak with Hetman Guls, Broder Garil, and Gaden Folvyn, 
    then enter Raram's House. Speak with Arvs Raram, loot (noting the copy 
    of 36 Lessons of Vivec, Sermon 3), then enter Indarys Manor. Speak with 
    Garila Vedas, loot, head downstairs, speak with Galvene Othrobar and 
    Mavis Nadram, check southeast to speak with Treram Milar and Ienas 
    Nadus, loot, and go to the last room. Kill Banden Indarys, loot (noting 
    the copies of 2920, Morning Star, v1 and 2920, Mid Year, v6), and 
    report back to Aryon. Decline to fight Gothren for now (we'll do it 
    later in the Main Quest to kill two birds with one stone), and that's 
    it for Aryon. Back to exploring! Head to Molag Mar, and this time go 
    south over the ridge. Follow the ridge west almost all the way to Ald 
    Sotha, past Telasero, and you'll spot a cave called Minabi on the 
    right. Head inside.
    
    Minabi
    o======================================================================o
    ***NPCs***
    Fjori the Stout
    Drandryn Omoran
    Bedenea Nethan
    Lugdum gro-Lagdub
    Chrelm
    Ahjara
    Shaba
    S'Raverr
    Beekatan
    Meen-Sa
    Jeed-Ei
    
    ***NOTABLE LOOT***
    Surfeit of Thieves
    The Gold Ribbon of Merit
    
    22) Proceed to fight Fjori the Stout and Drandryn Omoran. Downstairs, 
    fight Bedenea Nethan, loot, and enter the Bandit Lair. Fight Lugdum 
    gro-Lagdub and Chrelm (who carries the slave key). Loot (noting the 
    copies of Surfeit of Thieves and The Gold Ribbon of Merit), free the 
    slaves Ahjara, Shaba, S'Raverr, Beekatan, Meen-Sa, and Jeed-Ei. Leave. 
    Head southeast one island to the Releth Ancestral Tomb. Enter.
    
    Not much here. Loot, leave, and head west one island to Mzahnch. Enter.
    
    Clear the upper level, which has good but minor loot, and enter the 
    Lower Level. Clear this small level, leave, and head southeast one 
    island to find the infamous Mudcrab Merchant. He is just like Creeper, 
    but with double the gold. Neat! Now head southwest two islands to the 
    bandit cave of Hinnabi. Head inside.
    
    Hinnabi
    o======================================================================o
    ***NPCs***
    Alnas Sendu
    Nivel Madryon
    Audania Afronia
    Tels Girano
    Bralsea Seloth
    Gogrek
    Heir-Zish
    J'Ram-Dar
    Tasha
    Cheesh-Meeus
    
    23) Fight Alnas Sendu and proceed to fight Nivel Madryon. Go downstairs 
    and go west to fight Audania Afronia and Tels Girano (who has the slave 
    key). Now go east to fight Bralsea Seloth, loot, proceed past the 
    slaves to kill Gogrek, then free Heir-Zish, J'Ram-Dar, Tasha, and 
    Cheesh-Meeus, then leave. Head due east, past an island, to find the 
    Deserted Shipwreck. Check it out.
    
    Not much here. Explore, leave, and head south to the big ruin of Bal 
    Fell.
    
    Bal Fell
    o======================================================================o
    ***NPCs***
    Abbard the Wild
    Roggvar Blue-Tooth
    Edril Vules
    Ringvild
    Hirnir
    Murzush gra-Bulfim
    Urim gro-Bulag
    Gilas Inlador
    Durzub gro-Bogamakh
    Darane Mencele
    
    ***NOTABLE LOOT***
    Ten Pace Boots
    
    24) Outside, speak with Abbard the Wild, Roggvar Blue-Tooth, Edril 
    Vules, Ringvild, and Hirnir, then enter the Outer Shrine. Speak with 
    Murzush gra-Bulfim, Urim gro-Bulag, and Gilas Inlador. Head to the West 
    Wing next. Head north to speak with Durzub gro-Bogamakh and Darane 
    Mencele, head south to find another entrance to the Inner Shrine, 
    backtrack, and check the East Wing. Poke around in here, then take this 
    wing's entrance into the Inner Shrine. Loot for the unique Ten Pace 
    Boots, then leave the ruins. Head east one island to find the cave of 
    Ashirbadon, home of the Warlock's Ring. Head inside.
    
    Ashirbadon
    o======================================================================o
    ***NPCs***
    Vindamea Drethan
    
    ***NOTABLE LOOT***
    Warlock's Ring
    A Game at Dinner
    Response to Bero's Speech
    
    25) Proceed through this cave (you'll need to levitate) to fight 
    Vindamea Drethan, who holds the Warlock's Ring. Loot (noting the copies 
    of A Game at Dinner and Response to Bero's Speech), leave, and head 
    east one island to find a cave called Rissun. Head inside.
    
    This small cave has loot, but nothing noteworthy, so clear it out and 
    leave. Just southeast, you can see the Wreck of the Prelude. Check it 
    out.
    
    Not much here, so clear it out and leave. Return to Ashirbadon and go 
    north one island to find a cave called Yakanalit. Head inside.
    
    Yakanalit
    o======================================================================o
    ***NPCs***
    Hurolf
    Tininnus Scinia
    Lidebras
    Tedysa Andarys
    Gazalem
    Harassa
    Milah
    Ahndahra
    Ahdri
    Ahaht
    Weer
    Khagra gro-Lurkul
    Pritia Plalocius
    Davis Nelaram
    Pilper Muspidius
    Alavesa Samori
    Yanit Sehabani
    Kanit Neladon
    Ibanammu Assutladainab
    Assurdan Serdimapal
    Adibael Hainnabibi
    
    ***NOTABLE LOOT***
    Horror of Castle Xyr
    
    26) Fight Hurolf, proceed, fight Tininnus Scinia, proceed, fight 
    Lidebras and Tedysa Andarys, loot clockwise to fight Gazalem, loot his 
    room (get the slave key from the table), then free the slaves Harassa, 
    Milah, Ahndahra, Ahdri, Ahaht, and Weer. Leave the cave, head north one 
    island, and look on the west coast for the Mul Grotto. Head inside.
    
    Nothing here but pearls and critters, so map it out and leave when 
    done. Head to the east side of the island now to find a cave called 
    Masseranit. Head inside.
    
    Fight Khagra gro-Lurkul and proceed. Fight Pritia Plalocius, loot, and 
    go clockwise through the tunnels. Fight Davis Nelaram, loot his room 
    (noting the copy of Horror of Castle Xyr), fight Pilper Muspidius, loot 
    his room, fight Alavesa Samori, and leave. I offload here, report back 
    to Ajira to be DONE with the Mages Guild, and head back to Molag Mar. 
    Hop the ridge to the south again, then head east to an Ashlander camp. 
    Speak with Yanit Sehabani, Kanit Neladon, and Ibanammu Assutladainab 
    outside, then enter the yurt to speak with Assurdan Serdimapal and 
    Adibael Hainnabibi (the master trainer in Athletics). Next to the camp 
    is the Redas Ancestral Tomb. Head inside.
    
    Redas Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Dryngheid
    Haki the Halt
    Burzob gra-Sharbag
    Tunengore
    Agarond
    
    27) Interesting stuff here due to a Redoran quest we obviously won't 
    do. You can nick a Redas Robe of Deeds, Redas War Axe, and Redas Goblet 
    in this straightforward (though partially flooded) tomb. Leave and go 
    east and a bit south to find the Hlaalu Ancestral Tomb. Enter.
    
    Not really anything noteworthy, so clear it out and leave. Head back to 
    the Ashlanders and go a bit west to find the Daedric ruin of 
    Zaintiraris. Check it out.
    
    Speak with Dryngheid outside, then enter the shrine. Fight Haki the 
    Halt, Burzob gra-Sharbag, Tunengore, and Agarond, then loot the shrine. 
    Leave and head southeast to find the Eretammus-Sennammu Egg Mine. Head 
    inside.
    
    Nothing here but eggs, so explore and leave when ready. Head to the 
    southwest tip of this peninsula and cross to an island to find the 
    Marvani Ancestral Tomb. Head inside.
    
    Marvani Ancestral Tomb
    o======================================================================o
    ***NPCs***
    
    ***NOTABLE LOOT***
    Daedric Face of God
    Stormkiss
    
    28) Not much in this straightforward tomb, but head through to 
    Tukushapal at the bottom. This is what Ennbjof told us about way back 
    in Vivec. The first room is a lootless maze filled with skeletons. Make 
    your way to the center and enter the Sepulcher. The corpse has an Ebony
    Left Bracer, which should be an upgrade, and the unique axe Stormkiss. 
    Levitate up to find the Daedric Face of God, which is my endgame helm 
    once I enchant it. Leave the tomb, head south one island, east one 
    island, and enter the Arys Ancestral Tomb.
    
    Nothing noteworthy in here, so loot it out and head east to arrive at 
    Tel Branora, the final settlement in the base game. I offload, enchant 
    my Daedric Face of God with 15 points of Fortify Speed, and sail back 
    here.
    
    o======================================================================o
    |								       |
    |			       Tel Branora & Wilderness		       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK028}
    		1) Tel Branora
    		2) Tel Branora, Tower
    		3) Arano Ancestral Tomb
    		4) Abebaal Egg Mine
    		5) Mawia
    		6) Ald Sotha
    		7) Ihinipalit
    		8) Ashmelech
    		9) Drethan Ancestral Tomb
    		10) Druscashti
    		11) Galom Daeus
    		12) Bal Ur
    		13) Dubdilla
    
    Tel Branora
    o======================================================================o
    ***NPCs***
    Nireli Farys
    Ervyna Hlervu
    Giron Manas
    Irwaen
    Endring
    Estinan
    Foronir
    Cun
    Trerayna Dalen
    Ennah
    Balis Favani
    Mollimo of Cloudrest
    Fadase Selvayn
    Barnand Erelie
    Llorayna Sethan
    Manos Vavyn
    Evos Goran
    Fedar Davus
    Galen Berer
    Seryne Relas
    
    ***QUESTS***
    Miscellaneous-A Bounty for Trerayna Dalen
    
    1) Speak with Nireli Farys, the shipmaster, then enter Ervyna Hlervu's 
    shack. Speak with her, loot, leave, and enter Giron Manas' Shack. Speak 
    with him, loot, leave, and proceed to the town proper. Along the way, 
    speak with Irwaen, Endring, Estinan, Foronir, Cun, and Trerayna Dalen. 
    Now enter the town. Outside, speak with Ennah, Balis Favani, and 
    Mollimo of Cloudrest, who will offer a quest. Accept it, head back, and 
    kill Trerayna and her entire posse. Report back to Mollimo for your 
    reward, and enter Fadase Selvayn: Trader. Loot the shop, speak with 
    her, leave, and enter Sethan's Tradehouse. Loot, speak with Barnand 
    Erelie and Llorayna Sethan, leave, and enter Manos Vavyn's House. Loot, 
    speak with him, leave, and enter Evos Goran's House. Loot, speak with 
    him, leave, and enter Fedar Davus' House. Loot, speak with him, leave, 
    and enter Galen Berer: Armorer. Loot, speak with him, leave, and enter 
    Seryne Relas' House. Loot, speak with her (she's the master trainer for 
    Alteration), leave, and enter the Lower Tower.
    
    Tel Branora, Tower
    o======================================================================o
    ***NPCs***
    Aredhel
    Dreyns Telmon
    Seras Gavos
    Darvasa Vedas
    Monthadan
    Godros
    Muldroni Rendas
    Gorchalas
    Mertisi Andavel
    Gaelion
    Felen Maryon
    Gils Drelas
    Ra'Zahr
    Therana
    
    ***SPELLS***
    Summon Winged Twilight
    Summon Golden Saint
    Command Creature
    Command Humanoid
    Flay Spirit
    
    ***BOOKS***
    The Wolf Queen, v4
    
    ***QUESTS***
    House Telvanni-Auriel's Bow
    
    2) Speak with Aredhel and Dreyns Telmon, loot, levitate to speak with 
    Seras Gavos, and proceed out the door and into the Tower Guardpost. 
    Speak with Darvasa Vedas, Monthadan, and Godros, loot, and return to 
    the Lower Tower's entrance room. Now head through the door and 
    downstairs to the Tower Dungeon. Clear this little mini-dungeon out, 
    then return to the entrance again, levitate even higher through a shaft 
    near the Guardpost exit, and enter the Upper Tower. Speak with Muldroni 
    Rendas and Gorchalas, ignore the stairs (they just go outside), and 
    take the passage instead. Speak with Mertisi Andavel and Gaelion, and 
    proceed through either door. Levitate up, go north to speak to Felen 
    Maryon, buy his spells, nick his staff for Big Helende, head south to 
    speak with Gils Drelas, then head to the center to speak with Ra'Zahr 
    and Therana. Speak to her about the clothes, and have Ra'Zahr wear the 
    skirt. Get a quest from Therana herself, note her copy of The Wolf 
    Queen, v4, and leave. Before heading back to Sadrith Mora, head to the 
    southwest corner of the island to find the Arano Ancestral Tomb. Enter.
    
    Arano Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Adil Norvayn
    Daynila Andrano
    Tanur Llaram
    Alvos Sadri
    Idula Moren
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 12
    Ring of Far Reaching
    Auriel's Bow
    Daedric Cuirass (Therana)
    Daedric Greaves (Therana)
    
    ***QUESTS***
    House Telvanni-Slave Rebellion
    
    3) Not much here save a copy of 36 Lessons of Vivec, Sermon 12. Explore 
    and leave, then track the coast east to find the Beran Ancestral Tomb. 
    Enter.
    
    Clear this straightforward tomb, leave, and return to Sadrith Mora. 
    Turn the Ebony Staff in to Big Helende to end her questline and receive 
    the Ring of Far Reaching, then visit Felisa Ulessen in the Council 
    Hall to receive one more quest from her. Before doing it, let's head to 
    Ghostgate. Find Ralyn Othravel atop the Tower of Dawn, taunt him into 
    attacking you, kill him, and grab Auriel's Bow. Now return to Tel 
    Branora. Turn the bow in to Therana for a Daedric Cuirass and Daedric 
    Greaves, the latter being an upgrades. Now head north one island from 
    Tel Branora's island's northern tip to find a bandit cave called 
    Kumarahaz. Head inside.
    
    Fight Adil Norvayn and proceed, fighting Daynila Andrano and Tanur 
    Llaram. Hit the tunnels clockwise to loot and fight Alvos Sadri and 
    Idula Moren. Nothing noteworthy here, so leave when done and head west 
    one island. Find the Abebaal Egg Mine on this island, and head inside.
    
    Abebaal Egg Mine
    o======================================================================o
    ***NPCs***
    Seen-Rei
    Dan-Ru
    J'Dato
    Eleedal-Lei
    Dro'Zah
    Ahnarra
    Odairan Addaribantes
    Truan Tibashipal
    Voneri Renim
    Faire
    
    ***NOTABLE LOOT***
    Feyfolken, v3
    
    4) Proceed to speak with Seen-Rei, Dan-Ru, J'Dato, and Eleedal-Lei, who 
    can update the quest (listen to their grievances). Past him, speak with 
    Dro'Zah and Ahnarra. Get the slave key from the crate near the queen, 
    and return to Eleedal-Lei to free the slaves. Now return to Sadrith 
    Mora and report to Felisa Ulessen to finish out her quests. Return to 
    Molag Mar now, and head south and east until you find a rogue Ashlander 
    camp (east of the Athletics trainer). Fight Odairan Addaribantes and 
    Truan Tibashipal, then head southeast to find the cave of Maba-Ilu. 
    Head inside.
    
    Fight Voneri Renim, proceed, fight Faire, loot (noting the copy of 
    Feyfolken III), and leave. Just south is Mawia, site of a Temple quest. 
    We're done exploring!!! It's just questing from here on out. Head 
    inside.
    
    Mawia
    o======================================================================o
    ***NPCs***
    Delvam Andarys
    
    ***NOTABLE LOOT***
    Shimsil
    Ring of Regeneration
    Palla, v1
    Palla, v2
    Veloth's Judgment
    
    ***FACTIONS***
    Temple-Diviner
    
    ***QUESTS***
    Temple-Slay Raxle Berne
    Temple-Malacath of the House of Troubles
    Temple-Mehrunes Dagon of the House of Troubles
    
    5) Pretty straightforward, with decent random loot. Roll through and 
    kill Delvam Andarys, loot the unique items Shimsil and Ring of 
    Regeneration from his corpse, loot the area (noting the copies of 
    Palla, v1 and Palla, v2), and leave. Report to Tharer in Molag Mar for 
    a promotion, Veloth's Judgment, and a quest. Offload in Balmora, head 
    to Vivec, and visit Tholer Saryoni in the High Fane for another Temple 
    quest. Get four Hearts (you should have them stashed, or else Nalcarya 
    of White Haven in Balmora sells them) and head to the Statue of 
    Malacath on Sheogorad. Report back to Tholer for another quest. We are 
    finally ready to visit Ald Sotha, so head there now.
    
    Ald Sotha
    o======================================================================o
    ***NPCs***
    Mivul Urvon
    Nathala Herendas
    Llathise Dralas
    Nilas Brilyn
    Nidara Herandus
    Severa Magia
    Llandrale Varam
    
    ***NOTABLE LOOT***
    The Wolf Queen, v6
    Chance's Folly
    Shoes of St. Rilms
    Black Hands Dagger
    
    ***QUESTS***
    Temple-Molag Bal of the House of Troubles
    Temple-Foul Cult Beneath St. Delyn Canton
    
    6) Outside, speak with Mivul Urvon and Nathala Herendas, gather five of 
    the special gold kanet flowers Roland's Tear, and enter the Upper 
    Level. Take the first left to fight Llathise Dralas, turn around and go 
    east to fight Nilas Brilyn and Nidara Herandus, then proceed to the 
    Lower Level. On this level is Severa Magia, target of our Morag Tong 
    quest. Kill her and get the Amulet of Sanguine Nimble Armor, the Glove 
    of Sanguine Swiftblade, and the Ring of Sanguine Fluid Evasion from her 
    corpse. Loot her room (noting the copies of The Wolf Queen, v6 and 
    Chance's Folly), and proceed to the Shrine. Kill Llandrale Varam, get 
    the Ring of Sanguine Red Wisdom, the Ring of Sanguine Transcendence, 
    and the Ring of Sanguine Transfiguring from her corpse, loot the area 
    for the Shoes of St. Rilms, pray at the statue, and head back to Vivec. 
    Start by seeing Tholer Saryoni and Endryn Llethan for two new quests, 
    then report to Eno Hlaalu. Turn in all six items and the Severa Magia 
    quest, receive the Black Hands Dagger, but do NOT ask about Grandmaster 
    yet. Now go see Aurane Frernis in the Foreign Quarter to hand in the 
    Roland's Tear plants. Finally, head to the St. Delyn underworks and 
    kill Haki (who will attack you now). Enter the shrine.
    
    Ihinipalit
    o======================================================================o
    ***NPCs***
    Ormax Geles
    Gulitte Cienne
    Bjadmund
    
    ***QUESTS***
    Daedric-Sheogorath's Quest
    
    ***NOTABLE LOOT***
    Ancestral Wisdom Staff
    Fork of Horripilation
    Spear of Bitter Mercy
    
    7) Kill Ormax Geles, Gulitte Cienne, and Bjadmund, loot the shrine, 
    then talk to the statue to start Sheogorath's Quest. Report back to 
    Endryn Llethan for the Ancestral Wisdom Staff and to end his questline, 
    then head to Dagon Fel. Go west and north to Big Head's Shack (we've 
    seen it before), and go inside. Speak with him, get the Fork of 
    Horripilation from the table, and head east one island. You can kill 
    the netch however you like; just equip the Fork during the death 
    animation. Return to Ihinipalit and speak with the statue for the Spear 
    of Bitter Mercy. It is now time to contract vampirism. Offload in 
    Balmora, and return to Dagon Fel. Head to the Sarethi Ancestral Tomb, 
    just northwest on the peninsula. The vampires here should have 
    respawned by now. Kill one and repeatedly search it until you contract 
    Porphyric Hemophilia. Head south of Dagon Fel now until you're just 
    outside of Ashmelech, and sleep 72 hours. Time it so you wake up during 
    the night. You are now an Aundae vampire. You have the following buffs 
    and debuffs: a 50% weakness to fire; 100% resistance to common disease; 
    20 points of fortify strength; 20 points of fortify speed; 40 points of 
    fortify willpower; 30 points each of fortify sneak, athletics, 
    acrobatics, hand-to-hand, unarmored, and illusion; 50 points of fortify 
    mysticism and fortify destruction; 20 points of fortify short blade; 
    100% resist paralysis; 50% resist normal weapons; and 5 points of sun 
    damage. Additionally, you will now be shunned by almost all NPCs, save 
    the Mages Guild and House Telvanni. Finally, we've gained a new spell 
    called Vampire Touch. Enter Ashmelech.
    
    Ashmelech
    o======================================================================o
    ***NPCs***
    Iroroon
    Gladroon
    Jeanciele Macile
    Lorurmend
    Moranarg
    Mororurg
    Mirkrand
    Tragrim
    Tarerane
    Odmi
    Iminda
    Ticemius Conciatius
    Toranu Rothalnim
    Dhaunayne Aundae
    
    ***NOTABLE LOOT***
    A Game at Dinner
    
    ***QUESTS***
    Vampiric-Murder Rimintil
    
    8) Speak to Iroroon, and explore. The room on the left has some Cattle, 
    and Gladroon the smith. Speak with him, loot, and explore the side 
    rooms here to speak with Jeanciele Macile. Head east through the curved 
    hallway, then keep right at all forks to find and speak with Lorurmend. 
    Explore a bit toward the southwest to find another lootable room with a 
    copy of A Game at Dinner, and speak with Moranarg and Mororurg. Go 
    south now to descend and speak with Mirkrand, proceed to speak with 
    Tragrim, continue and look west to speak with Tarerane, and descend 
    even further to find the last room. Open the gate to speak with Odmi, 
    Iminda, and Ticemius Conciatius. Toranu Rothalnim will attack, so kill 
    her. Finally, speak with Dhaunayne Aundae for your first task. Recall 
    to Balmora, run north to Caldera, and have Folms Mirel send you to 
    Falensarano. From there, run over to Sadrith Mora. Iniel at the Mages 
    Guild will point you to the Gateway Inn. Speak with Tusamircil for a 
    potion that will get Sinyaramen to speak with you. Head there and speak 
    with Sinyaramen for another update. While here, go to the Council Hall 
    and speak with Raven Omayn for a quest. Head north now toward Tel Vos, 
    and drop by the Central Tower to kill Rimintil. While we're up here, 
    head north back to the Drethan Ancestral Tomb. We're ready to go 
    inside.
    
    Drethan Ancestral Tomb
    o======================================================================o
    ***NPCs***
    Marara
    Mastrius
    Kjeld
    Ano Vando
    
    ***NOTABLE LOOT***
    Marara's Ring
    Spell Breaker
    Fathasa's Ring
    Aundae Amulet
    
    ***QUESTS***
    Vampiric-The Weary Vampire
    Vampiric-The Imprisonment of Mastrius
    Vampiric-Blood for Mistress Dratha
    Clan Aundae-The Vampire Hunter
    Vampiric-The Boy Who Would Be Undead
    
    9) Speak to Marara at the back of this small tomb, kill her, and get 
    Marara's Ring from her corpse. Leave. While we're here, report back to 
    Dhaunayne to be directed to Druscashti to kill Kjeld. Before doing 
    anything else, head south and cross the Ghostfence at its northeastern 
    corner to enter the Salvel Ancestral Tomb.
    
    Explore this tomb with no noteworthy loot to find and speak with 
    Mastrius, who will issue a new quest. Leave and head north to Bthuand. 
    Head inside. Try to get a Daedra Heart along the way.
    
    Head to the back and get Spell Breaker from this small, unremarkable 
    ruin, clear the rest out, and return to Mastrius. Agree to his request, 
    kill him (duh) and Spell Breaker is now yours. Return to Sadrith Mora 
    and report to Raven Omayn for a new quest. We want to head to 
    Druscashti now, so recall to Balmora, run to Caldera, and have Folms 
    send you to Falasmaryon. Head west and north to Druscashti. We aren't 
    going to fully explore it yet-this is a surgical strike. Enter, kill 
    Kjeld (to the right) AND NO ONE ELSE, and leave. Return to Ashmelech 
    and report to Dhaunayne for use of clan services and a new quest. To 
    get to Ald'Ruhn, cast Almsivi Intervention. Enter the Mages Guild and 
    wait until noon, then head outside and kill Ano Vando. Before leaving 
    Ald'Ruhn, head to Llethri Manor and speak to Fathasa Llethri in the 
    Bedrooms for a new quest. Speak to Sanvyn, insult him until he attacks, 
    and let him win (you may need to remove your armor). When your health 
    is halved, he'll stop. Return to Fathasa for Fathasa's Ring, then 
    return to Ashmelech and report back to Dhaunayne for the Aundae Amulet. 
    Now we're ready to tackle Druscashti in earnest, so head back there.
    
    Druscashti
    o======================================================================o
    ***NPCs***
    Knurguri
    Pelf
    Siri
    Igna
    Areas
    Volrina Quarra
    
    ***NOTABLE LOOT***
    Trap
    
    10) Head left to kill Knurguri, then look northwest of there to kill 
    Pelf. Note the copy of Trap in this room, loot the room where we killed 
    Kjeld, and enter the Lower Level. Kill Siri and Igna to the left, then 
    go straight from the Upper Level door to climb some stairs and kill 
    Areas. Return to where Siri was and proceed to kill Volrina Quarra. 
    Loot the area, being sure to nab the Quarra Blood, then head to Galom 
    Daeus, just west of Tel Uvirith.
    
    Galom Daeus
    o======================================================================o
    ***NPCs***
    Eloe
    Ildogesto
    Gergio
    Arenara
    Germia
    Leone
    Clasomo
    Fammana
    Reberio
    Raxle Berne
    
    ***NOTABLE LOOT***
    Flawed Dwemer Jinksword
    Shashev's Ring
    Eltonbrand
    Amulet of Gem Feeding
    
    ***QUESTS***
    Vampiric-Shashev's Key
    Vampiric-Dust of the Vampire
    
    11) Kill Eloe in the entry, then proceed to kill Ildogesto. Kill Gergio 
    and Arenara behind the locked door, loot (noting the Daedric Boots on 
    the shelf), and proceed to kill Germia and Leone. Loot this room, then 
    backtrack and enter the Observatory. Proceed to kill Clasomo, Fammana, 
    and Reberio, loot this room, and proceed to kill Raxle Berne. Loot this 
    room (noting Secrets of Dwemer Animunculi, which we need for our 
    stronghold), and recall to Balmora. I enchant the Daedric Boots with 5 
    points of Fortify Speed, then use the Aundae Amulet to return to 
    Ashmelech. Report to Dhaunayne to be granted use of the cattle, which 
    ends her questline. Get to Sadrith Mora and hand the Quarra Blood to 
    Raven Omayn to finish out her quests and receive the Flawed Dwemer 
    Jinksword. Now recall to Balmora, grab Goldbrand (important!), and make 
    your way to Vivec. Go to the Mages Guild and speak with Sirilonwe for a 
    quest. Get to Ald'Ruhn and head to the Ald Skar Inn. Speak to Shashev, 
    kill him, and get his ring and his key. Get back to Sirilonwe, but 
    before speaking to her, drop gold until you have exactly 11171 gold on 
    you. When you speak to her, Goldbrand will be replaced with the 
    superior Eltonbrand. Retrieve your gold, and accept another quest. Turn 
    in the dust (I told you to carry it a while ago), receive the Amulet of 
    Gem Feeding, and that's it for all vampire quests. It's time to get 
    cured. Recall to Balmora, offload, and have Folms Mirel send you to 
    Marandus. From here, head east and south to Bal Ur.
    
    Bal Ur
    o======================================================================o
    ***NPCs***
    Dinuro Ienith
    Arns Uvalas
    Svog
    Barri
    Rakoslod
    Derar Hlervu
    
    ***NOTABLE LOOT***
    Lord Jornibret's Last Dance
    
    12) Outside, kill Dinuro Ienith and Arns Uvalas, then enter the shrine. 
    Kill Svog, Barri (who has a copy of Lord Jornibret's Last Dance), and 
    Rakoslod, then go underground. Proceed and speak with Derar Hlervu. 
    Interact with the statue to progress our Temple quest, then do it again 
    to be directed to Dubdilla. To get there, return to Marandus, and have 
    Folms Mirel send you to Falensarano. Dubdilla is just northeast of the 
    Zainab Camp, so head there and enter the cave.
    
    Dubdilla
    o======================================================================o
    ***NPCs***
    Cumanya
    Molag Grunda
    Nomeg Gwai
    Hlendrisa Seleth
    Tunila Omavel
    Sernsi Drelas
    Unila Berendas
    Uvren Tures
    Uvele Berendas
    Heniele Milielle
    Gilyne Omoren
    Lliros Tures
    
    ***NOTABLE LOOT***
    Feyfolken, v2
    The Cake and the Diamond
    Master Zoaraym's Tale
    The Four Suitors of Benitah
    Charwich-Koniinge, v3
    The Wraith's Wedding Dowry
    How Orsinium Passed to the Orcs
    Last Scabbard of Akrash
    
    ***QUESTS***
    Temple-Sheogorath of the House of Troubles
    
    ***FACTIONS***
    Temple-Master
    
    13) Proceed and speak with Cumanya. Loot her room (noting the copies of 
    Feyfolken, v2 and The Cake and the Diamond), then proceed into the 
    Uncharted Caverns. This isn't too hard to navigate if you use your 
    local map, and there's no loot to speak of, so make your way to the 
    Uncharted Caverns, Lower. Here, there are two chests in the map's 
    northwest corner, a demon longbow in the southeast corner, and our 
    target to the east. Head there to kill Molag Grunda and Nomeg Gwai, 
    then make your way back to Bal Ur. Molag Bal will cure you, and we are 
    now locked out of vampirism forever. Go see Tholer Saryoni to receive a 
    new quest, report to Tharer Rotheloth in Molag Mar to end his 
    questline and get promoted, then head to Sadrith Mora and deliver 
    Secrets of Dwemer Animunculi to Llunela Hleran and start phase 3 of the 
    stronghold. Wait five days, speak to her one more time, and go check 
    out Tel Uvirith again. Enter Seleth's House, speak with her, loot, 
    enter Omavel's House, speak with her, loot (noting the copies of Master 
    Zoaraym's Tale and The Four Suitors of Benitah), then enter the tower. 
    Explore the new Tower Dungeon and Upper Tower, noting the copy of 
    Charwich-Koniinge v3, which should actually level us up. Now, return 
    to Rethan Manor near Balmora, as it has also grown. Enter Drelas' 
    House, speak with her, loot, and enter Berendas' House. Speak with her, 
    loot, and enter Tures' House. Speak with him, loot (noting the copy of 
    The Wraith's Wedding Dowry), leave, and make your way to Indarys Manor. 
    Enter Berendas' House, speak with him and with Heniele Milielle, loot, 
    and enter Manor Services. Speak with Gilyne Omoren, loot (noting the 
    copies of How Orsinium Passed to the Orcs and Last Scabbard of Akrash), 
    go downstairs to speak with Lliros Tures, loot, and recall to Balmora. 
    We're FINALLY ready to continue the Main Quest, so offload, head to 
    Gnaar Mok, and head north to Ilunibi. Enter.
    
    o======================================================================o
    |								       |
    |			       Progressing the Main Quest	       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK029}
    		1) Ilunibi
    		2) Ministry of Truth
    		3) Holamayan
    		4) Kogoruhn
    		5) Cavern of the Incarnate
    		6) Hlaalu Hortator
    		7) Redoran Hortator
    		8) Telvanni Hortator
    		9) Ahemmusa Nerevarine
    		10) Zainab Nerevarine
    		11) Erabenimsun Nerevarine
    		12) Reconciling with the Temple
    		13) The Citadels of the Sixth House
    		14) Kagrenac's Tools
    		15) Dagoth Ur
    		16) Tying Up Loose Ends
    
    Ilunibi
    o======================================================================o
    ***NPCs***
    Dagoth Gares
    
    ***NOTABLE LOOT***
    Fist of Randagulf Left Gauntlet
    Fist of Randagulf Right Gauntlet
    Caius' Black Shirt
    Caius' Black Pants
    Caius' Ring
    
    ***FACTIONS***
    Blades-Traveler
    Blades-Operative
    
    ***QUESTS***
    Main Quest-Corprus Cure
    Main Quest-Mehra Milo and the Lost Prophecies
    
    1) Explore the entrance area, Carcass of the Saint, where there is no 
    loot. Take the exit into Tainted Marrow. Explore this lootless cave and 
    take either entrance into Marowak's Spine. Explore this lootless area 
    and take the entrance into Blackened Heart. This area is also lootless, 
    so explore it and enter Soul's Rattle. Press onward to speak with 
    Dagoth Gares. When done, kill him and he'll infect you with Corprus as 
    he dies. Loot the room, noting the Fists of Randagulf (which I wear), 
    and recall to Balmora to visit Caius Cosades. He'll promote you and 
    direct you to Tel Fyr. Head there and speak to Divayth, who will send 
    you to the corprusarium. Go down there and head to the bowels. Speak 
    with Uupse Fyr, then give her the drum I told you to stash here. Speak 
    with Yagrum to get the boots, then return to Divayth. He'll cure your 
    corprus, so recall to Balmora and report back to Caius. He'll issue 
    one last quest, give you his black shirt, black pants, and ring, all 
    unique, and promote you. Wave goodbye, as he disappears from the game 
    now, and head to Vivec. Look in Mehra's quarters and read the Note to 
    Amaya. Buy a Divine Intervention scroll if you need to, then levitate 
    up to the Ministry of Truth. Yes, it's time.
    
    Ministry of Truth
    o======================================================================o
    ***NPCs***
    Alvela Saram
    Brelo Athelvis
    Tamira Vian
    Grand Inquisitor
    Miara Viake
    Ilet Tistar
    Trevyn Fedos
    Andalin Hardil
    Ervas Aradil
    Favas Nilem
    Fadren Dalis
    Duldrar Saren
    Daglin Selarar
    Vobend Dulfass
    Hyna Dorn'ke
    Ilden Mirel
    Frizkav Brutya
    
    2) Speak to Alvela Saram, then enter the Hall of Processing. Speak with 
    Brelo Athelvis, then kill him. Head left to speak with Tamira Vian, 
    then kill her too. Loot the room, then go through the door across the 
    way to speak with the Grand Inquisitor. Kill him, loot his room, then 
    exit and go through the third door here. Down to the left is Miara 
    Viake. Speakk to her and kill her, then proceed to find Ilet Tistar and 
    another exit. Speak with him, kill him, then continue on to close a 
    loop. Onward, to the right, we can speak with and kill Trevyn Fedos and 
    Andalin Hardil, then enter the Prison Cells. When you enter, you'll 
    immediately be attacked by Ervas Aradil, Favas Nilem, and Fadren Dalis. 
    Duldrar Saren will speak with you before attacking, so kill him too. 
    Now speak with Daglin Selarar, Vobend Dulfass, and Hyna Dorn'ke, then 
    start on the cells left to right. Speak with Ilden Mirel, Frizkav 
    Brutya, and finally to Mehra Milo. Hand over the scroll, and do as 
    Mehra says-Divine Intervention to Ebonheart, and Blatta Hateria will 
    sail you to Holamayan.
    
    Holamayan
    o======================================================================o
    ***NPCs***
    Vevrana Aryon
    Tivam Sadri
    Evesa Omalas
    Daynillo Lleran
    Beraren Sadri
    Taren Omothan
    Felayn Andral
    Fraki
    Mibdinahaz Addunipu
    Gilvas Barelo
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 31
    36 Lessons of Vivec, Sermon 32
    36 Lessons of Vivec, Sermon 33
    
    ***QUESTS***
    Main Quest-The Path of the Incarnate
    
    3) Speak to Vevrana Aryon, wait until dusk or dawn, and enter the 
    Monastery. Speak with Tivam Sadri, then go left to speak with Evesa 
    Omalas, Daynillo Lleran, and Beraren Sadri, then proceed through here 
    to speak with Taren Omothan, the master trainer in Hand-to-Hand. 
    Continue to speak with Felayn Andral, loot his room, and proceed to 
    speak with Fraki and Mibdinahaz Addunipu, loot, and continue to find 
    the library. Speak with Mehra, then with Gilvas Barelo, who will 
    progress our quest and give us the prophecies we need. Check the 
    library for copies of 36 Lessons of Vivec, Sermon 31, 36 Lessons of 
    Vivec, Sermon 32, and 36 Lessons of Vivec, Sermon 33, then recall to 
    Balmora, offload as needed, and make your way back to the Urshilaku 
    Camp. Speak to Nibani Maesa to progress the story, wait two days and go 
    speak to her again, then go speak to Sul-Matuul to be directed to 
    Kogoruhn. It should already be on our map, so head there now.
    
    Kogoruhn
    o======================================================================o
    ***NPCs***
    Dagoth Girer
    Dagoth Reler
    Dagoth Uvil
    Dagoth Delnus
    Dagoth Baler
    Dagoth Ulen
    Dagoth Ralas
    Dagoth Elam
    
    ***NOTABLE LOOT***
    House Dagoth Cup
    Fury
    Shadow Shield
    Malipu-Ataman's Belt
    
    ***FACTIONS***
    Ashlanders-Hearthfriend
    
    4) Enter the Dome of Pollock's Eve first and kill Dagoth Girer. Get the 
    House Dagoth Cup, then leave and enter the Dome of Urso. Kill Dagoth 
    Reler, leave, and enter the Temple of Fey. Kill Dagoth Uvil, loot, and 
    enter the Hall of Phisto. You should be able to find a corprus weeping 
    here-don't forget to grab one. Go clockwise, killing Dagoth Delnus in 
    the first side room. Head upstairs to the Hall of the Watchful Touch. 
    Go clockwise again, killing Dagoth Baler in the first side room, then 
    go to the roof. Clear it off, then backtrack downstairs and enter the 
    Hall of Maki. Go right when able, and find the unique claymore Fury on 
    a dead hero. As you backtrack and go north, enter the Vault of Aerode 
    after filling in the map. Explore this small area and kill Dagoth Ulen. 
    Back in the Hall of Maki, descend and enter the Nabith Waterway. The 
    north tunnels are just a big loop, so explore and take the south tunnel 
    to proceed. Kill Dagoth Ralas near the central column, loot the area, 
    and enter Charma's Breath. SNEAK through here, as we'll be back later, 
    and take the first right to enter Bleeding Heart. Once here, you're 
    fine to fight again, so head clockwise. You'll find a pair of Daedric 
    Gauntlets in here I'll be enchanting shortly. You'll also find the 
    Shadow Shield, Sul-Matuul's third token, and you can kill Dagoth Elam. 
    With that done, I recall to Balmora and enchant the Daedric Gauntlets 
    with Fortify Speed. Now return to Urshilaku Camp and go see Sul-Matuul. 
    He will progress the quest and give you Malipu-Ataman's belt. We'll 
    also get a promotion in the Ashlander faction. Speak to Tussurradad for 
    some info on the location, then speak to Nibani Maesa for the rest of 
    what you need. Now head to the Cavern of the Incarnate-we spotted it 
    before, but you can use the riddle answers to find it again. Wait until 
    dawn or dusk, then head inside.
    
    Cavern of the Incarnate
    o======================================================================o
    ***NPCs***
    Peakstar
    Ane Teria
    Erur-Dan
    Conoon Chodala
    Idrenie Nerothan
    Hort Ledd
    
    ***NOTABLE LOOT***
    Moon-and-Star
    Embroidered belt
    Travel-Stained Pants
    36 Lessons of Vivec, Sermon 12
    Ane Teria's Mace
    Erud-Dan's Spear
    Erur-Dan's Cuirass
    Conoon Chodala's Axe
    Conoon Chodala's Boots
    Sithis
    Hort-Ledd's Robe
    Teeth of the Urshilaku
    Hair Shirt of St. Aralor
    
    ***QUESTS***
    Main Quest-Hortator and Nerevarine
    Main Quest-Hlaalu Hortator
    Main Quest-Redoran Hortator
    Main Quest-Telvanni Hortator
    Main Quest-Urshilaku Nerevarine
    
    5) Grab Moon-and-Star to trigger a cutscene. You are now subject to the 
    Persecution of the Nerevarine, meaning that you are shunned by House 
    Redoran and the Temple until you complete the fifth trial. Before 
    leaving, speak with the spirits who have appeared in the cavern. 
    Peakstar will give you the Embroidered belt and Travel-stained Pants. 
    Ane Teria will give a copy of 36 Lessons of Vivec, Sermon 12 and her 
    mace. Erur-Dan will give his spear and cuirass. Conoon Chodala will 
    give his axe and boots. Idrenie Nerothan will give some thief tools, 
    and Hort Ledd will give a copy of Sithis and Hort-Ledd's Robe. I recall 
    to Balmora and offload this boatload of stuff, but you should keep 
    Moon-and-Star with you for the rest of the game. Get back to the 
    Urshilaku Camp and see Nibani Maesa again. You'll get the dialogue for 
    skipping the fourth and fifth trials, but we won't do that. Go see 
    Sul-Matuul, take his advice, and he will name you Urshilaku Nerevarine, 
    gifting you the Teeth of the Urshilaku. Quickly run back to Kogoruhn, 
    and outside, on the corpse of Feril Salmyn, grab the Hair Shirt of St. 
    Aralor. We won't be able to turn this in until the Fifth Trial is over, 
    though, so recall to Balmora and stash it. Let's get to work on the 
    fourth trial.
    
    Hlaalu Hortator
    o======================================================================o
    ***NPCs***
    Gah Julan
    Mavus Ules
    Hides-His-Foot
    Frinnius Posuceius
    Neetinei
    Hrargal the Crow
    Ahzini
    Aebondeius Jucanis
    Manos Othreleth
    Llaro Llethri
    Hlevala Madalvel
    Suvryn Doves
    Arabhi
    Bolayn Rethan
    Avus Belvilo
    Guldrise Dralor
    Ivrosa Verethi
    Mathesa Helvi
    Gathal Llethri
    Virene Mene
    Arver Rethul
    Vaval Orethi
    Ushamph gro-Shamub
    Mash gro-Burol
    Galos Farethi
    Navil Ienith
    Ranes Ienith
    Orvas Dren
    Sterdecan
    Jo'Ren-Dar
    Serer Andrano
    Twice-Bitten
    Drolora Salen
    Morning-Star-Steals-Away-Clouds
    Grey-Throat
    Ri'Zaadha
    Unjara
    Tsalani
    Fruscia Abitius
    Nevena Ules
    Ranor Dralas
    Tredyn Venim
    Melvona Marvayn
    Velanda Omani
    
    ***NOTABLE LOOT***
    2920, Sun's Height, v7
    The Skeleton Key
    Belt of the Hortator
    
    ***QUESTS***
    Thieves Guild-Kill Hard-Heart
    
    ***FACTIONS***
    Fighters Guild-Master
    Thieves Guild-Master Thief
    
    6) Per Nileno Dorvayn's long-ago advice, let's start with Crassius 
    Curio in Vivec. He'll give dialogue for skipping the fourth and fifth 
    trials, but ignore that and ask about Hlaalu Hortator. He'll just ask 
    for a kiss if you boost his disposition above 70. Go to St. Olms to 
    deal with Yngling-just taunt him into fighting, and kill him. Go see 
    Dram Bero in the Haunted Manor nearby to get his vote, then its finally 
    time to head to Dren Plantation.
    
    Outside, speak with Gah Julan, Mavus Ules, Hides-His-Foot (let's not 
    travel yet, though), Frinnius Posuceius (pickpocket a slave key from 
    him), Neetinei, Hrargal the Crow, Ahzini, Aebondeius Jucanis, and Manos 
    Othreleth. Now, start freeing slaves, but you'll have to kill all the 
    guards. Do so, freeing all but Hides-His-Foot, then enter the Tower 
    Shack. Speak to Llaro Llethri, loot, and enter Hlevala's Shack. Speak 
    with Hlevala Madalvel, loot, and enter Doves' Shack. Speak with Suvryn 
    Doves, then speak with and free Arabhi. Enter Rethan's Shack, speak 
    with him, loot, and enter the Storage Shack. Speak with Avus Belvilo, 
    loot, and enter Verethi and Dralor. Speak with both of them, loot, and 
    enter Helvi's Shack. Speak with her, loot, and enter the Guardhouse. On 
    the bottom level, speak with Gathal Llethri, loot, speak to Virene Mene 
    upstairs, and head out to the roof. Speak with Arver Rethul, then hop 
    up to the top to speak with Vaval Orethi. Now go enter the Shipping 
    House. In the basement, speak with Ushamph gro-Shamub, go upstairs and 
    speak with Mash gro-Burol, loot, and go enter Dren's Villa. Speak with 
    Galos Farethi, then head to the basement. Close the doors behind you, 
    and kill Navil and Ranes Ienith. Get Dren's Note from the locked small 
    chest, then head upstairs to Orvas Dren's room. Before speaking, get 
    the Daedric Greaves off the shelf behind him, then speak with him. 
    He'll immediately attack, so kill him. Now, go outside and agree to 
    escort Hides-His-Foot. Take him northeast to Sterdecan's Farmhouse, and 
    drop him off. Speak to him, and explore here now, speaking with 
    Sterdecan and Jo'Ren-Dar, then head toward Suran to visit Ules Manor.
    
    Outside, speak with Serer Andrano, Twice-Bitten, Drolora Salen, 
    Morning-Star-Steals-Away-Clouds, Grey-Throat, Ri'Zaadha, Unjara, and 
    Tsalani, then enter the Slavemaster's Shack. Loot, and enter the Slave 
    Shack. Loot, and enter the manor proper. On the middle level, speak 
    with Fruscia Abitius, then up top, speak with Nevena Ules, who is all 
    to eager to give us her vote for Hortator. Head back toward Vivec, and 
    stop by Omani Manor just to the east.
    
    Speak with Ranor Dralas and Tredyn Venim on the second level, then go 
    to the top level to speak with Melvona Marvayn and Velanda Omani, who 
    will give us the last Hlaalu vote we need. Loot the room (noting the 
    copy of 2920, Sun's Height, v7) and leave, returning to Vivec. First, 
    report back to Ilmeni Dren to finish out the Twin Lamps quests. Next, 
    go report to Eno Hlaalu to hand in our final Morag Tong writ. Next, 
    report to Gentleman Jim to be directed to kill Sjoring Hard-Heart. Head 
    upstairs and do so, then use a guild guide to Ald'Ruhn and report to 
    Percius to be named Master of the Fighters Guild and finish out the 
    faction. Return to Vivec and do the same with Jim to be promoted to 
    Master Thief and receive the Skeleton Key. Finally, head over to Curio 
    Manor and speak with Crassius to be named Hlaalu Hortator and receive 
    the Belt of the Hortator. Head to Balmora and offload, enchant the 
    Daedric Greaves with Fortify Speed, and gear up to do Redoran next.
    
    Redoran Hortator
    o======================================================================o
    ***NPCs***
    Varvur Sarethi
    
    ***NOTABLE LOOT***
    Ring of the Hortator
    
    7) Head to Ald'Ruhn, go to Sarethi Manor, and start by speaking with 
    Athyn Sarethi. He, too, offers the skip dialogue, but ignore it and ask 
    about Redoran Hortator to be asked to rescue his son. We already 
    spotted him in Venim Manor, so head over there and escort him out, 
    fighting guards as you go and taking care to avoid Bolvyn Venim 
    himself. (Sometimes the game glitches and gives you a bounty for 
    defending yourself here-just use the console "setpccrimelevel 0" to axe 
    it if you need to). Return to Sarethi Manor and speak to Athyn to get 
    his vote, and guidance on the others. Now go visit the other 
    councilors-Garisa Llethri, Miner Arobar, Brara Morvayn, and Hlaren 
    Ramoran, all of whom will give their votes. Finally, go speak to Bolvyn 
    Venim, who will challenge you to a duel. Accept, head over to Vivec's 
    Arena, kill him, then report back to Athyn Sarethi, who will name you 
    Redoran Hortator and give you the Ring of the Hortator. With that, 
    we're ready for Telvanni, so offload.
    
    Telvanni Hortator
    o======================================================================o
    ***NPCs***
    
    ***FACTIONS***
    Great House Telvanni-Magister
    Great House Telvanni-Archmagister
    
    ***NOTABLE LOOT***
    Robe of the Hortator
    
    8) Begin by speaking to Aryon in Tel Vos. Next, sail to Tel Mora, get 
    Dratha's disposition above 80, hurl yourself at her feet and plead, and 
    she'll give you her vote as well. Head over to Gnisis and get Baladas' 
    vote, then go to Sadrith Mora and get Neloth's. Head to Tel Branora to 
    get Therana's, (amuse her), and then head to Tel Aruhn. Talk to Gothren 
    twice, and he'll actually be honest with you. Go see Aryon, and ask 
    about advancement, and agree to challenge Gothren for the rank of 
    Archmagister. Return to Tel Aruhn and kill Gothren, then return to 
    Aryon to both be named Archmagister and Telvanni Hortator, receiving 
    the Robe of the Hortator as a reward. Go to Balmora and offload, and we 
    can now turn our attention to the Fifth Trial.
    
    Ahemmusa Nerevarine
    o======================================================================o
    ***NPCs***
    Fieryra
    Drores Arvel
    Bethes Sarothril
    Fore Paw
    Sloomalah
    Oisig
    Domba
    Endroni Dalas
    Gnaw Tooth
    Bovkinna
    Clendil
    Daral Thireloth
    Salvas Areleth
    Eigma
    Nals Indrano
    Brelda Quintella
    Hlireni Indavel
    Je Tee
    Kar Alber
    Kardryn
    Lustidrike
    Ra'Gruzgob
    
    ***QUESTS***
    Main Quest-Ahemmusa Nerevarine
    Morag Tong-Grandmaster
    
    ***NOTABLE LOOT***
    Madstone of the Ahemmusa
    Black Left Glove
    Black Right Glove
    
    ***SPELLS***
    Mephala's Skill
    
    ***FACTIONS***
    Morag Tong-Grandmaster
    
    9) Head to the Ahemmusa Camp and speak with anyone to be referred to a 
    gulakhan. Speak to Yenammu, Kausi, and Dutadalk (the gulakhans) to be 
    granted leave to see the Wise Woman, then go speak with Sinnammu 
    Mirpal. When done, head north to Ald Daedroth.
    
    Outside, speak with Fieryra and Drores Arvel. Tell him you're here to 
    loot the shrine to keep things peaceful, then find and speak with 
    Bethes Sarothril and Fore Paw. (Fieryra and Fore Paw may be dead if 
    they've gotten into fights with the Ordinators). Enter the Outer 
    Shrine. Kill Sloomalah and Oisig, then enter the Right Wing. Wait for 
    the dust to settle, then see who's left. We have here Domba (hostile), 
    Endroni Dalas (friendly), Gnaw Tooth (hostile), and Uresa Omoril 
    (friendly). When the fight is over, kill any hostiles or speak to any 
    surviving friendlies, then loot. Domba and Gnaw Tooth carry the Belt of 
    Sanguine Smiting and the Ring of Sanguine Green Wisdom, the final two 
    Threads of the Webspinner. Loot the rest of the area, and head over to 
    the Left Wing. Here, we have Bovkinna (hostile), Clendil (hostile), 
    Daral Thireloth (friendly), and Salvas Areleth (friendly). Wait for the 
    fight to end, speak to friendlies/kill hostiles, loot, and enter the 
    Inner Shrine. Here, we have Eigma (hostile), and Nals Indrano 
    (friendly). Speak to Nals/kill Eigma, loot, and head into the 
    Antechamber. Here we have Brelda Quintella (hostile), Hlireni Indavel 
    (friendly), Je Tee (hostile), Kar Alber (hostile), Kardryn (hostile), 
    Lustidrike (a friendly scamp), and Ra'Gruzgob (friendly). Kill any 
    hostiles, then speak with Ra'Gruzgob, play along, and ask about a 
    little secret. There's moon sugar right next to him, so give it to him 
    for an update. Speak to Lustidrike, then to Hlireni. Look under a 
    pillow in here to find Gambolpuddy, and present it to the Sheogorath 
    statue on your way out for Tholer Saryoni's current quest. Now go grab 
    Sinnammu and escort her to the statue, and she'll name you Nerevarine 
    and give you the Madstone of the Ahemmusa. With that, recall to Balmora 
    and make your way to Vivec. Turn in the final two threads to Eno Hlaalu
    (check that you receive Mephala's Skill, the reward spell), then speak 
    to him about Grandmaster. I choose to slay him, as that allows you to 
    reclaim all 27 Threads of the Webspinner, as well as his unique Black 
    Gloves. Now, head to Balmora and offload. We'll go tackle the Zainab 
    next.
    
    Zainab Nerevarine
    o======================================================================o
    ***NPCs***
    Calvario
    Falura Llervu
    
    ***QUESTS***
    Main Quest-Zainab Nerevarine
    
    ***NOTABLE LOOT***
    The Ransom of Zarek
    Thong of Zainab
    Ashkhan's Wedding Gift
    
    10) Anyone outside will direct you to speak to Ashkhan Kaushad, so go 
    ahead and do so. Ask him to set a task to be directed to Nerano 
    Ancestral Tomb. Head there now.
    
    The tomb is small and straightforward, containing a copy of The Ransom 
    of Zarek. Kill Calvario in the back, then return to Kaushad. Speak to 
    Sonummu next for some guidance, then head to Tel Aruhn. Ask Savile 
    about "something special," then head to Tel Mora. Buy (or steal) an 
    exquisite shirt, skirt, and shoes from Elegnan, then return to Savile. 
    Head to Bildren Areleth's in Tel Aruhn for the Bug Musk (you can steal 
    it off the shelf), then head back to Savile again. You can get away 
    with only paying 600 gold, so do so, then speak to Falura Llervu. Ask 
    her to travel with you, then sail to Vos and escort her to Kaushad from 
    there. When you get there, speak to Falura, then to Kaushad, who will 
    name you Zainab Nerevarine and give you the Thong of Zainab. Leave the 
    yurt, enter, and speak to each one final time to receive the Ashkhan's 
    Wedding Gift. One tribe left! Make your way to the Erabenimsun Camp to 
    get started.
    
    Erabenimsun Nerevarine
    o======================================================================o
    ***NPCs***
    
    ***QUESTS***
    Main Quest-Erabenimsun Nerevarine
    
    ***NOTABLE LOOT***
    Racerbeak
    Bitter Hand
    Ember Hand
    Robe of Erur-Dan the Wise
    Mountain Spirit
    Wind of Ahaz
    Sanit-Kil's Heart of Fire
    War Axe of Airan Ammu
    The Seizing of the Erabenimsun
    
    11) No one will speak to you outside, so follow Nibani Maesa's 
    advice and go straight to the wise woman. She'll instruct you to kill 
    the current tribal leaders, so let's do so. Start with Ranabi in his 
    yurt, taking Racerbeak, Bitter Hand, Ember Hand, and the Robe of 
    Erur-Dan the Wise from his corpse. Next, kill Ashu-Ahhe in his yurt, 
    taking Mountain Spirit from his corpse. Finally, enter the Ashkhan's 
    Yurt to kill Ahaz and Ulath-Pal, taking Wind of Ahaz, Sanit-Kil's Heart 
    of Fire, and the War Axe of Airan Ammu from the bodies. Return to 
    Manirai, then go see Han-Ammu. Give him the Robe of Erur-Dan the Wise, 
    Sanit-Kil's Heart of Fire, and the War Axe of Airan-Ammu to persuade 
    him. He will name you Erabenimsun Nerevarine and send you back to 
    Manirai, who will give you The Seizing of the Erabenimsun. Offload now, 
    and begin the next phase by speaking to Nibani Maesa at Urshilaku Camp.
    
    Reconciling with the Temple
    o======================================================================o
    ***NPCs***
    Vivec
    Wulf
    
    ***QUESTS***
    Temple-Ebony Mail
    Main Quest-The Citadels of the Sixth House
    Temple-Cleaver of St. Felms
    
    ***NOTABLE LOOT***
    Wraithguard
    Auriel's Shield
    Old Man's Lucky Coin
    
    12) Nibani will direct you to accept the Temple's offer and see Tholer 
    Saryoni, so head to Vivec. Speak with Danso Indules outside the High 
    Fane first, then go see Tholer Saryoni. He'll direct you to go speak 
    with Vivec himself, so let's do so. This character is fascinating, so 
    engage in all available dialogue with him to progress the story 
    substantially and receive Wraithguard. When you're done talking, visit 
    Tholer to turn in his earlier Temple quest and receive one more. 
    Although we've been to Mount Assarnibibi, we need to finish Uvoo 
    Llaren's quests before doing this one, so leave it for now. Head to 
    Ghostgate. First, go to the Tower of Dusk and head up top to speak with 
    Drelyne Llenim. Taunt her into attacking you and kill her when done to 
    claim Auriel's Shield from her corpse, then go downstairs and speak to 
    Wulf. Speak with him (he is actually an avatar of Tiber Septim!) and 
    accept his coin. Now, go see Uvoo Llaren to hand in the Hair Shirt of 
    St. Aralor and receive a new Temple quest. Now we're ready to start 
    raiding Ash Vampires, but let's quickly tie up one loose end. Head to 
    Ebonheart and speak to Lalatia Varian to learn the truth about Wulf. 
    Return to Ghostgate, and from there head toward Vemynal. Just northeast 
    of it on the map is a back entrance to Kogoruhn, Charma's Breath. Head 
    inside.
    
    The Citadels of the Sixth House
    o======================================================================o
    ***NPCs***
    Dagoth Uthol
    Dagoth Fervas
    Dagoth Daynil
    Dagoth Goral
    Dagoth Mendras
    Dagoth Endus
    Dagoth Molos
    Dagoth Tureynul
    Dagoth Galmis
    Dagoth Fandril
    Dagoth Araynys
    Hannat Zainsubani
    Zula
    
    ***NOTABLE LOOT***
    Belt of Heartfire
    Amulet of Heartrime
    Dwemer Centurion Plans
    Silence
    Amulet of Heartthrum
    Bone, v2
    36 Lessons of Vivec, Sermon 3
    36 Lessons of Vivec, Sermon 31
    36 Lessons of Vivec, Sermon 7
    36 Lessons of Vivec, Sermon 18
    Cleaver of St. Felms
    36 Lessons of Vivec, Sermon 10
    Soul Ring
    Fang of Haynekhtnamet
    
    ***QUESTS***
    Temple-Crosier of St. Llothis the Pious
    Miscellaneous-Hannat Zainsubani
    
    13) Just inside, kill Dagoth Uthol and claim the Belt of Heartfire. 
    Explore the area to kill Dagoth Fervas and Dagoth Daynil, then leave. 
    Head south from here to find the citadel of Endusal, west and a bit 
    north of Ghostgate. Head inside.
    
    Down the steps to either side, kill Dagoth Goral and loot the room. 
    Back to the entrance, go through the other doors and kill Dagoth 
    Mendras. Loot, and continue on to kill Dagoth Endus and claim the 
    Amulet of Heartrime. This room also holds the unique Dwemer Centurion 
    Plans, so grab them, note the copy of Silence, and leave. Next, head to 
    Tureynulal, which is on your map.
    
    Straight ahead, kill Dagoth Molos, then continue to kill Dagoth 
    Tureynul and claim the Amulet of Heartthrum. Note the copies of Bone, 
    v2, 36 Lessons of Vivec, Sermon 3, 36 Lessons of Vivec, Sermon 31, 36 
    Lessons of Vivec, Sermon 7, and 36 Lessons of Vivec, Sermon 18, then 
    return to the entrance and enter the Eye of Thom Wye. Kill Dagoth 
    Galmis, loot, and enter the Bladder of Clovis. Kill Dagoth Fandril, 
    loot (getting the Cleaver of St. Felms from the corpse of Mendel Eves), 
    then head upstairs and enter the Eye of Duggan. Kill Dagoth Fals, loot 
    (noting the copy of 36 Lessons of Vivec, Sermon 10), and head back to 
    Ghostgate. Turn the Cleaver in to Uvoo Llaren to receive her final 
    quest, then recall to Balmora and offload. Now, have Folms in Caldera 
    send you to Berandas, and head east from there to find the caverns of 
    Mamaea. Head inside.
    
    This place is pretty big, so explore the Sanctum of Awakening using the 
    local map, then enter the Sanctum of Black Hope. Clear this area, 
    killing Dagoth Araynys and claiming the Soul Ring, then speak to 
    Hannat Zainsubani. Escort him to the entrance, then return here and 
    enter the Shrine of Pitted Dreams. Explore this area, killing Zula in 
    the back, and loot to find the Fang of Haynekhtnamet. Now, head to 
    Ald'Ruhn and see Hassour Zainsubani for a reward, then return to 
    Ghostgate for our final push.
    
    Kagrenac's Tools
    o======================================================================o
    ***NPCs***
    Dagoth Odros
    Dagoth Nilor
    Dagoth Garel
    Dagoth Felmis
    Dagoth Soler
    Beldoh the Undying
    Dagoth Vemyn
    
    ***NOTABLE LOOT***
    Amulet of Heartfire
    Keening
    Amulet of Heartheal
    Sunder
    
    14) In the initial area, explore to kill Dagoth Odros and claim the 
    Amulet of Heartfire. When done, enter the Tower to claim Keening, then 
    head over to Vemynal.
    
    Starting in the Outer Fortress, go right and kill Dagoth Nilor in the 
    first side room. Before going deeper, finish the entrance loop to kill 
    Dagoth Garel in another side room. Proceed to enter the Hall of Torque 
    and kill Dagoth Felmis. Proceed down to the lower level to kill Dagoth 
    Soler, skirt the central area to kill Beldoh the Undying and claim his 
    Blood Feat Shield, then enter the central area to kill Dagoth Vemyn and 
    claim the Amulet of Heartheal and Sunder. Finally, head to the crater 
    of Dagoth Ur and enter the Outer Facility (the crank to open it is just 
    a bit to the left).
    
    Dagoth Ur
    o======================================================================o
    ***NPCs***
    Dagoth Vaner
    Dagoth Ienas
    Dagoth Drals
    Dagoth Rather
    Dagoth Irvyn
    Dagoth Muthes
    Dagoth Gilvoth
    Dagoth Ur
    
    ***NOTABLE LOOT***
    Crosier of St. Llothis
    Blood Ring
    Heart Ring
    Ring of Azura
    
    15) In the Outer Facility, find and kill Dagoth Vaner and Dagoth Ienas, 
    loot around, then enter the Inner Facility. At the intersection, go 
    left to kill Dagoth Drals, go right to kill Dagoth Rather, then 
    backtrack a bit and enter the Inner Tower. Kill Dagoth Irvyn, get the 
    Crosier of St. Llothis off the corpse of Voruse Bethrimo, then head 
    through the Inner Facility to the Lower Facility. Kill Dagoth Muthes 
    and Dagoth Gilvoth, and claim the Blood Ring from the latter. Proceed 
    to the Facility Cavern, and speak with Dagoth Ur. When ready, attack 
    and kill him, get the Heart Ring off the floor by the door, then 
    proceed to Akulakhan's Chamber. Equip Wraithguard and Sunder, hit the 
    Heart of Lorkhan once, then switch to Keening and keep hitting the 
    Heart until it disappears. Now, run back out to the Facility Cavern 
    (you'll have to hit a crank to open the door), and speak with Azura to 
    receive her ring and complete the Main Quest. Nicely done.
    
    Tying Up Loose Ends
    o======================================================================o
    ***NOTABLE LOOT***
    Ebony Mail
    Temreki, Shackler of Souls
    
    ***FACTIONS***
    Temple-Patriarch
    
    ***QUESTS***
    Miscellaneous-Strange Man at Gindrala Hleran's House
    Morag Tong-Writ for Baladas Demnevanni
    Morag Tong-Writ for Dram Bero
    Morag Tong-Writ for Larrius Varro
    Morag Tong-Writ for Mistress Therana
    
    16) Head to Ghostgate and hand in the Crosier of St. Llothis to finish 
    out Uvoo Llaren's questline. Now, head to Mount Assarnibibi and pray at 
    the shrine to receive the Ebony Mail, then report to Tholer Saryoni to 
    be made Patriarch of the Temple. Go speak with Vivec now, for some 
    interesting dialogue. Now, go to Ald'Ruhn and speak with Gindrala 
    Hleran for a new miscellaneous quest. Kill the Dreamer in her house and 
    chat with her again, then go to the Morag Tong Guildhall. You can now 
    take writs for Baladas Demnevanni, Dram Bero, Larrius Varro, and 
    Mistress Therana. Go execute all of the Writs, looting Temreki, 
    Shackler of Souls from Larrius Varro, and report in to be rewarded. 
    Now, we are truly done on Vvardenfell, so head to Ebonheart and have 
    Asciene Rane send you to Mournhold.
    
    o======================================================================o
    |								       |
    |			       Tribunal				       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK030}
    		1) Royal Palace
    		2) Temple Courtyard
    		3) Godsreach
    		4) Plaza Brindisi Dorom
    		5) Bazaar Sewers
    		6) Residential Sewers
    		7) Temple Sewers
    		8) Bamz-Amschend
    		9) Norenen-Dur
    		10) Clockwork City
    
    Royal Palace
    o======================================================================o
    ***NPCs***
    Effe-Tei
    Diradeni Farano
    Drusus Gratus
    Ivulen Irano
    Evo Othreloth
    Karrod
    Tienius Delitian
    Crito Olcinius
    Laurina Maria
    Alusannah
    Barenziah
    Aleri Alen
    Calvus Horatius
    Plitinius Mero
    
    ***SPELLS***
    Drain Alteration
    Drain Conjuration
    Drain Mysticism
    Drain Restoration
    Drain Alchemy
    Drain Unarmored
    Absorb Personality (Ranged)
    Absorb Strength (Ranged)
    Masterful Sublime Wisdom
    Masterful Golden Wisdom
    Masterful Transcendent Wisdom
    Masterful Red Wisdom
    Masterful Unseen Wisdom
    Masterful Green Wisdom
    Masterful Fluid Evasion
    Masterful Red Wisdom
    
    1) You appear in the Reception Area of the Royal Palace. Speak with 
    Effe-Tei, then a Royal Guard for a journal update. Enter the Basement, 
    loot, note the entrance to the Palace Sewers, backtrack, and enter the 
    Legion Depot. Explore, loot, head back to the Reception Area, and try 
    Helseth's Chambers. Note the lock, then enter the Throne Room. Speak 
    with Diradeni Farano, Drusus Gratus, Ivulen Irano, Evo Othreloth, 
    Karrod, and Tienius Delitian. Now enter Imperial Cult Services, behind 
    the throne. Speak with Crito Olcinius, buy all of his spells, and speak 
    to Laurina Maria. Loot, and enter Barenziah's Chambers. Speak with 
    Alusannah and Barenziah, loot, then backtrack and enter the Guards' 
    Quarters. Loot around, speak to Aleri Alen, then enter the Jail. Loot 
    it out, then make your way to the Courtyard. Speak with Calvus Horatius 
    and Plitinius Mero, and we're done here in the Royal Palace (for now). 
    Head back to the basement and enter the Palace Sewers.
    
    Nothing significant down here. Explore, and note entrances to the West 
    Sewers, Residential Sewers, and Bazaar Sewers, all of which have 
    associated quests later on. Make your way back to the Palace Courtyard, 
    and head north to the Temple Courtyard.
    
    Temple Courtyard
    o======================================================================o
    ***NPCs***
    Gaenor
    Mehra Helas
    Goval Ralen
    Gee-Pop Varis
    Bels Uvenim
    Forven Berano
    Granny Varis
    Fedris Hler
    Galsa Andrano
    Nerile Andaren
    Urvel Dulni
    Gavas Drin
    
    ***QUESTS***
    Miscellaneous-The Natural
    Miscellaneous-The MatchMaker
    Tribunal-The Goblin Army
    Tribunal-Shrine of the Dead
    
    ***SPELLS***
    Great Levitate
    Masterful Silver Wisdom
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 6
    36 Lessons of Vivec, Sermon 24
    36 Lessons of Vivec, Sermon 28
    
    2) Speak with Gaenor to start a quest. Don't give him any money-just 
    leave. Return to the Palace Courtyard, wait three days, head back in, 
    and kill Gaenor to finish the quest. He's extremely tough, but just 
    cheese him and it will eventually get done. Loot him for Gaenor's 
    Amulet, then explore the rest of the courtyard. Speak to Mehra Helas, 
    Goval Ralen (who starts a quest), Gee-Pop Varis, Bels Uvenim, and 
    Forven Berano, then enter the Temple Reception Area. Speak to Granny 
    Varis and Fedris Hler for a quest, loot, and enter the Infirmary. Loot, 
    speak to Galsa Andrano, and enter the Hall of Ministry. Loot, speak to 
    Nerile Andaren (buy her spells), and enter the Temple Basement. Loot, 
    note the Temple Sewers (site of later quests), and backtrack to enter 
    the Office of the Lord Archcanon. Loot (noting the copies of 36 Lessons 
    of Vivec, Sermon 6, 36 Lessons of Vivec, Sermon 24, and 36 Lessons of 
    Vivec, Sermon 28), speak with Urvel Dulni and Gavas Drin (who gives a 
    quest). Don't do this yet, but just note the locked High Chapel, exit 
    the Temple, and take the door into Godsreach.
    
    Godsreach
    o======================================================================o
    ***NPCs***
    Venasa Sarano
    Thrud
    Dilborn
    Alam Merys
    Melur Savil
    Drathas Nerus
    Elanande
    Velyna Seran
    Salas Valor
    High-Pockets
    Holmar
    Denegor
    Ra'Tesh
    Mitanne Limax
    Galms Seles
    Soscean
    Therdon
    Hession
    Ilnori Faustus
    Yagak gro-Gluk
    Bols Indalen
    Elbert Nermarc
    Detritus Caria
    Veros Nerethi
    Feranos Hlando
    Sendel Tedas
    Trels Varis
    Torasa Aram
    Deldrise Andoren
    Taren Andoren
    Ignatius Flaccus
    Anrel
    Ravani Llethan
    Donus Serethi
    Alvan Llarys
    Tadera Andules
    Golena Sadri
    Geon Auline
    Arnsa Thendas
    Dovor Oren
    Olvyne Dobar
    Felvan Ienith
    
    ***QUESTS***
    Miscellaneous-The Barbarian and the Book
    Miscellaneous-Wood Elf with a Grievance
    Miscellaneous-Bouncer
    Miscellaneous-The Smith's Apprentice
    Miscellaneous-The Champion of Clutter
    Miscellaneous-The Museum
    Miscellaneous-Infidelities
    Miscellaneous-Dwemer Warbots
    Miscellaneous-The Thief
    Miscellaneous-Estate Sale
    Miscellaneous-The Warlords
    
    ***NOTABLE LOOT***
    Trap
    Stendarr's Hammer
    A Game at Dinner x2
    The Alchemist's Formulary x2
    Cherim's Heart of Anequina x2
    The Wolf Queen, v5
    Mace of Slurring
    Othril Dagger
    Rathalas Dagger
    Iryon Dagger
    
    3) Outside, speak with Venasa Sarano, then Thrud, who has a quest. 
    He'll follow us until it's done, so let's take care of it right quick. 
    Enter the Residential Sewers. Go straight east and speak to Dilborn, 
    Alam Merys, Melur Savil, and Drathas Nerus. I pay, get the reward from 
    Thrud, then kill them to get my money back. Head back up to Godsreach. 
    Still outside, speak with Elanande, Velyna Seran, Salas Valor, and
    High-Pockets (who has a quest). Accept and duck into the Winged Guar, 
    and run upstairs to speak with Holmar. I talk him down, and get the 
    reward from High-Pockets. Since we're here, speak with Denegor, 
    Ra'Tesh, Mitanne Limax, Galms Seles (don't play, the game is rigged), 
    Soscean, Therdon, and finally Hession, who offers a quest. Accept, then 
    speak to everyone again. Toss Denegor out (you'll need to knock him out 
    with Hand-to-Hand, don't kill him), persuades Galms to offer fair odds, 
    and report back to Hession for a reward. Loot the bar, then head to the 
    Craftsmen's Hall next. Speak with Ilnori Faustus to begin a new quest. 
    Loot the room, then speak to Yagak gro-Gluk and Bols Indalen. Head 
    upstairs now, loot around, and speak with Elbert Nermarc and Detritus 
    Caria, who offers a quest. When done, head into the Secret Office 
    downstairs. Speak to Veros Nerethi, Feranos Hlando, Sendel Tedas, and 
    Trels Varis (any option works). Loot the office, then speak with Bols 
    again on the way out. Head back to the Winged Guar and speak with 
    Therdon to send him to Bols, then head back and talk to both Therdon 
    and Bols again. Leave again, and enter the Museum of Artifacts. Speak 
    with Torasa Aram for a quest, and you can sell the Ebony Mail and steal 
    it right back. Stendarr's Hammer is already here-leave it or steal it 
    as you wish, but it weighs 1000 pounds. If you want to turn other stuff 
    in, Torasa will buy the following: Auriel's Bow, Bow of Shadows, 
    Chrysamere, Fang of Haynekhtnamet, Goldbrand (but NOT Eltonbrand), Ice 
    Blade of the Monarch, Mace of Molag Bal, Skull Crusher, Spear of Bitter 
    Mercy, Staff of Hasedoki, Staff of Magnus, Umbra Sword, Veloth's 
    Judgment, Auriel's Shield, Bloodworm Helm, Boots of Blinding Speed, 
    Boots of the Apostle, Cuirass of the Savior's Hide, Dragonbone Cuirass, 
    Eleidon's Ward, Helm of Oreyn Bearclaw, Lord's Mail, Ring of Phynaster, 
    Spell Breaker, Ten Pace Boots, Vampiric Ring, and Warlock's Ring. I 
    usually sell all of the above, then steal it all back and drop it back 
    in Balmora. When you're done messing around, leave the Museum and head 
    over to the houses. Start with Andoren Manor. Speak to Deldrise Andoren 
    for a quest, then loot the manor and leave. Wait until 8 PM, then head 
    to the front of the Winged Guar. Follow Taren Andoren at a distance, 
    and when your journal updates, go speak to him, and then to Velyna 
    Seran. Kill Velyna-but NOT Taren-and report to Deldrise for the best 
    possible reward. Leave the manor, and enter Ignatius Flaccus' House. 
    Loot (noting the copy of A Game at Dinner) and speak with him, getting 
    a quest. Leave and enter Llethan Manor. Speak to Anrel, Ravani Llethan, 
    and Donus Serethi, loot (noting the copies of The Alchemist's 
    Formulary, A Game at Dinner, The Wolf Queen, v5, and Cherim's Heart of 
    Anequina), leave, and enter Sadri Manor. Speak to Alvan Llarys, Tadera 
    Andules, and Golena Sadri to start a quest. Loot, then speak to Alvan 
    again, then go back to the Craftsmen's Hall and speak to Elbert 
    Nermarc. Return to Sadri Manor and speak to Alvan again, outside. 
    Enter, get the Her Hands Pauldrons off the dead guard (should be 
    upgrades), and enter the trapdoor. Find Tadera's corpse, and proceed to 
    the Forgotten Sewer. Hit the crank in this room to raise the water 
    level, then enter another trapdoor in the middle of all the crates. 
    Swim through this tunnel and enter another one. Proceed, avoiding the 
    devices as best you can. Sneaking works. At the intersection, go left 
    first for treasure, then go right to kill Golena Sadri. Take the Mace 
    of Slurring from her corpse, then backtrack out and speak to Alvan a 
    final time to end the quest. Don't sell off the Mace of Slurring yet. 
    Instead, just enter Geon Auline's House. Get the unique Othril Dagger, 
    Rathalas Dagger, and Iryon Dagger as you loot, then speak to him for a 
    quest. Go right to Thendas Manor, loot (ignoring the Droth Dagger), and 
    speak to Arnsa. Bump her disposition above 80, and she'll give you the 
    dagger for free (say you knew her husband in the Imperial Legion). Take 
    it to Geon to finish the quest, then enter the Vacant Manor. Loot, and 
    speak to Dovor Oren to start a quest. Speak with Olvyne Dobar and 
    Felvan Ienith, then head to the Winged Guar. Kill Soscean from stealth 
    and return to Dovor with his sword and cuirass. Speak to Felvan for an 
    update, then go kill Elanande from stealth outside in Godsreach. Take 
    her axe and robe to Felvan, then speak to Dovor, then Olvyne. Go kill 
    Bels Uvenim in the Temple district from stealth, and bring his spear 
    and helmet to Olvyne. Speak to Dovor again, and leave for now. Enter 
    Velas Manor. Loot (noting the copies of Cherim's Heart of Anequina and 
    The Alchemist's Formulary), and we're finally done exploring Godsreach. 
    Enter Plaza Brindisi Dorom.
    
    Plaza Brindisi Dorom
    o======================================================================o
    ***NPCs***
    Forstaag the Sweltering
    Suldreni Salandas
    Meralyn Othan
    Fons Beren
    Drathas Reyas
    Ovis Velas
    Gavis Velas
    Rerlas Mon
    Fonari Indaren
    Roner Arano
    Daron
    Marena Gilnith
    Gureryne Selvilo
    Dravil Indrano
    Nevama Sarobar
    Jodhur
    Meryn Othralas
    Sunel Hlas
    'Ten-Tongues' Weerhat
    Belwen
    Bedal Alen
    Sanaso Sarothran
    Catia Sosia
    Jeanne Andre
    Ungeleb
    
    ***QUESTS***
    Miscellaneous-The Summoner
    Miscellaneous-A Star is Born
    Miscellaneous-Scroll Sales
    
    ***NOTABLE LOOT***
    Amulet of Verbosity
    BiPolar Blade
    
    4) Speak to Forstaag the Sweltering, and enter the Great Bazaar. Speak 
    to Suldreni Salandas, kill her from stealth, take her amulet and mace 
    back to Dovor Oren, and his quest is finished. However, speak to Felvan 
    again, and persuade him to turn himself in. Back in the Bazaar, speak 
    to Meralyn Othan, Fons Beren (who will update a quest), and Drathas 
    Reyas. Leave the area and return, and kill Ovis Velas when he attacks 
    you. Speak to Drathas again, then return to Godsreach and enter Velas 
    Manor. Speak to Gavis Velas, kill him, and the quest is over. Return to 
    the Bazaar and speak with Rerlas Mon. No need to bother with a pet. 
    Go west, loot the market, and speak with Fonari Indaren, Roner Arano, 
    Daron, and Marena Gilnith for a quest. Speak to Gureryne Selvilo, 
    Dravil Indrano, Nevama Sarobar, Jodhur, and Meryn Othralas, who gives 
    another quest. Speak to him again, and enter the door. The lines are 
    "Good evening. Is your master home?", "Possibly. Would you mind if I 
    came in?", "No, thank you. What's your name?", "Anara, when did your 
    master leave Scath Anud?", "Do you know an Ashlander named 
    Sul-Kharifa?", "He's dead. He last said 'castle' and 'Xyr.'", "Could I 
    look in your master's library?", and "As, I hear, are all Telvanni." 
    At this point, Dravil Indrano attacks you, so kill him. Speak to Meryn 
    again to finish the quest, receiving the Amulet of Verbosity, then go 
    enter the trader. Loot the shop and speak to Sunel Hlas, and mention 
    Marena Gilnith to him. Go talk to Marena, then return to Sunel. SAVE. 
    Talk about Marena twice, tell him to be optimistic, wait three days, 
    and speak to him again. You have a 67% chance of the date going well, 
    in which case you'll be rewarded with the BiPolar Blade, another 
    weapon you should hold on to rather than sell. Go upstairs and speak 
    with Marena to end the quest. Enter the Pawnbroker. Loot-making sure to 
    grab the Silverware Pitcher-and speak to 'Ten-Tongues' Weerhat to start 
    a quest. Now enter the Clothier. Loot-getting the correct Bolt of Cloth 
    for the Champion of Clutter quest-and speak to Belwen. Run back to 
    Detritus in Godsreach to advance his quest, then return to Velas Manor 
    to get the silverware out of a chest, and to Sunel Hlas' shop for the 
    redware pot. Stop in the Pawnbroker and ask Weerhat about special 
    offers, and ask why it's so cheap to progress the quest. Recall to 
    Balmora, offload as needed, grab a yellow plate from the Council Club, 
    and return to Detritus in Mournhold to advance his quest again. Back in 
    the Bazaar, enter the Bookseller. Loot, speak to Bedal Alen and Sanaso 
    Sarothran, and enter the Armory. Loot, speak to Catia Sosia, and enter 
    the Magic Shop. Loot, speak to Jeanne Andre and Ungeleb, and leave. 
    That's it for the city, so head down into the Bazaar Sewers.
    
    Bazaar Sewers
    o======================================================================o
    ***NPCs***
    Ahnia
    Narisa Adus
    Dandras Vules
    
    ***QUESTS***
    Miscellaneous-The Black Dart Gang
    Tribunal-Hunt the Dark Brotherhood
    Tribunal-Speak to the People
    Tribunal-A Temple Informant
    Tribunal-Disloyalty Among the Guards
    Tribunal-Evidence of Conspiracy
    Tribunal-Muckraking Journalist
    
    ***NOTABLE LOOT***
    Sithis
    King's Oath
    
    5) Speak to Ahnia and kill her, and read the note next to her. Return 
    to Weerhat to progress the quest, then take the book to Nermarc in 
    Godsreach to finish it. Return to the sewers and proceed, exploring 
    with the local map to find two entrances to the Manor District and 
    speak with Narisa Adus for a quest. Take the entrance near her. Not 
    much here but about a dozen assassins, although there is a copy of 
    Sithis. Clear the cavern out and enter the East Building. Clear it out 
    and enter the North Building. Clear the first room, then enter the 
    Courtyard. Clear this place out, then return to the North Building and 
    proceed. In the tall room with the waterfall, you can levitate for 
    adamantium armor and a note. The bridge near the entrance has assassins 
    and an adamantium helmet. Return to the North Building and proceed, 
    killing Dandras Vules and searching his corpse to be directed to speak 
    to a guard. A High Ordinator in the Bazaar will send you to Fedris at 
    the Temple, while a Royal Guard will send you to Tienius Delitian. Go 
    visit the latter for a new quest. Start asking around about King 
    Llethan's death-I go to the Temple courtyard and speak with Goval 
    Ralen, who, with high disposition, will mention The Common Tongue. 
    Return to Tienius, and get a new quest. First, head to the Bazaar and 
    grab a copy of The Common Tongue behind Roner's stall, then head to the 
    Temple Infirmary and speak with Galsa Andrano. Mention Mehra Milo, and 
    you can report to Tienius. Give him the Common Tongue, and mention 
    Galsa, and he'll give another quest. If you ask about specifics, he 
    names three guards, so begin with Evo Othreloth, who says nothing 
    suspicious. Next, try Ivulen Irano, also here, who will direct you to 
    Aleri Aren if you mention Hlaalu. Go speak to her in the guard 
    quarters, then search under Ivulen Irano's chest for a note. Grab it 
    and Irano's copy of The Common Tongue (under the pillow), and bring 
    them to Tienius for another quest. Head to Llethan Manor in Godsreach, 
    and grab the letter off the desk behind Ravani. Take it to Tienius, and 
    he'll ask you to execute all three. Forven is in the Temple courtyard, 
    Bedal is at the bookseller in the Bazaar, and head to the West Sewers 
    through the Palace Sewers to find and kill Hloggar the Bloody. Go ahead 
    and fully explore these sewers-we'll be back soon enough-then return to 
    Tienius for a new quest. Speak to Goval Ralen in the Temple courtyard 
    to be directed to a writer or pawnbroker. Speak to Sanaso at the 
    bookseller first, then to Weerhat at the pawnbroker to learn the name 
    Trels Varis. Before going to the Craftsmen's Hall, head to the temple. 
    Speak with Gee-Pop Varis in the courtyard and Granny Varis in the 
    reception area, then return to Trels in the Secret Office in the 
    Craftsmen's Hall. Threaten his parents to persuade him, then return to 
    Tienius for the best reward-5000 gold and King's Oath. Speak to 
    Barenziah in her chambers, then I typically drop King's Oath in Balmora 
    before speaking to Plitinius Mero en route to entering the Residential 
    Sewers beneath Godsreach.
    
    Residential Sewers
    o======================================================================o
    ***NPCs***
    Warchief Kurog
    Warchief Durgoc
    Armion
    Yarnar
    
    ***NOTABLE LOOT***
    Goblin Buckler
    
    6) Explore the whole of this small system, then head through the West 
    Sewers (should still be clear) and enter the Battlefield. Clear this 
    treasureless expanse and proceed to the City Gate. Clear this area and 
    enter the Armory Ruins. There's some random treasure in this tunnel, 
    but nothing too noteworthy-clear it out and proceed to the Tears of 
    Amun-Shae. This is the main Goblin Army lair, so clear it out, killing 
    Warchief Kurog and Warchief Durgoc. There's some treasure at the top of 
    the first waterfall, as well as by Warchief Durgoc, including the 
    Goblin Buckler. When this area is clear, proceed to the Residential 
    Ruins. Explore everywhere here (no notable loot), and enter Teran Hall 
    East Building. Clear this area, killing Armion and Yarnar, then enter 
    Teran Hall. Loot this area, then backtrack out to the Residential Ruins 
    and re-enter a different section of Teran Hall. Decent treasure here, 
    so loot thoroughly as you clear the area and enter the Abandoned 
    Passageway. Head through here to arrive back at the Battlefield, and 
    from here make your way all the way out to Mournhold and report to 
    Fedris Hler at the Temple. He'll end this quest and direct you to Gavas 
    Drin for the next one. We've already spoken to him, so just head down 
    and enter the Temple Sewers.
    
    Temple Sewers
    o======================================================================o
    ***NPCs***
    Variner's Ghost
    Black Dart Urvyn
    Black Dart Gilur
    Black Dart Malar
    Black Dart Adren
    Black Dart Draren
    Athelyn Malas
    Shunari Eye-Fly
    Gedna Relvel
    Barilzar
    Hand Sadas Mavandes
    Hand Savor Hlan
    Hand Vonos Veri
    Hand Arnas Therethi
    Hand Drals Indobar
    Almalexia
    
    ***NOTABLE LOOT***
    Variner's Ring
    Blessed Spear
    Robe of the Lich
    Barilzar's Mazed Band
    
    ***QUESTS***
    Tribunal-Barilzar's Mazed Band
    Miscellaneous-Crimson Plague
    Tribunal-An Attack on Mournhold
    Tribunal-Investigate Bamz-Amschend
    
    7) Explore this area, looting and speaking to Variner's Ghost. From 
    here, enter Temple Sewers West. You can sneak-kill the Darts, which I 
    recommended, so take out Black Dart Urvyn, Black Dart Gilur, Black Dart 
    Malar, and Black Dart Adren. Loot the area, and head out to report to 
    Narisa Adus in the Bazaar Sewers. Return now, and enter Temple Sewers 
    East. Kill Black Dart Draren and explore this area, finding two exits. 
    Enter the Temple Catacombs. This place has some random loot, so clear 
    it out and take the south entrance to the Temple Shrine. Clear out the 
    area, noting that the Profane Acolytes tend to summon Bonewalkers. 
    You'll get a journal entry when all five are dead. Backtrack a bit and 
    enter the Temple Crypt. This side area has good random loot, so clear 
    it out and head back through the Temple Shrine to the Temple Gardens. 
    Clear this area-ignore Gedna Relvel's Tomb for the moment-and proceed 
    to arrive back in Temple Sewers East. Backtrack to the Temple, fetch 
    Urvel Dulni, and escort him all the way in to the Shrine of the Dead. 
    Agree to escort him back out, but have him wait outside Gedna Relvel's 
    Tomb and enter it this time. Clear everything you can access, then 
    backtrack out to the Temple. Report to Gavas Drin to receive the 
    Blessed Spear, then speak with him again to be referred to Fedris Hler. 
    He'll give a new quest, and you can get more info from Gavas Drin. Head 
    outside for now and speak to Mehra Helas for a miscellaneous quest. 
    Back in the Temple, speak to Nerile Andaren. Take the potion to Geon in 
    Godsreach and return to Nerile. Along the way, stop by the Royal Palace 
    Courtyard for more info on Barilzar from Plitinius Mero. Kill the seven 
    Infected Rats in the Hall of Ministry, and speak to Nerile again. Take 
    the potion outside to Athelyn, speaking with him, then return to Nerile 
    again. Head to the basement and speak with Shunari Eye-Fly. Return to 
    Nerile again, then go find Shunari in the Temple Gardens. Now it's time 
    to enter Gedna Relvel's Tomb again, and find a secret door at the 
    bottom of the ladder. Stand on the stone in front of it, then clear 
    everything out. Gedna herself is extremely difficult; however, you can 
    kill her if you keep her staggered. Loot the Robe of the Lich when she 
    drops, then go see Nerile a final time to finish the quest. Head back 
    to the Sewers a final time, and enter the Abandoned Crypt. Head to the 
    back, carving up liches, and kill Barilzar. Don't be alarmed if the 
    screen goes dark; he casts 100% Blind, so it isn't a glitch. Report 
    back to Fedris, then to Gavas Drin, then enter the High Chapel. Speak 
    with Hand Sadas Mavandes, Hand Savor Hlan, Hand Vonos Veri, Hand Arnas 
    Therethi, Hand Drals Indobar, and finally to Almalexia herself. Hand 
    over the ring to finish the quest, then head back to the Royal Palace 
    courtyard and speak with Plitinius Mero. When done, wait 24 hours, and 
    speak to anyone to be directed to Plaza Brindisi Dorom. Help the guards 
    kill the creatures, speak to a Royal Guard and a High Ordinator, then 
    go to the Royal Palace and speak to Tienius. Head back to the Plaza and 
    enter Bamz-Amschend.
    
    Bamz-Amschend
    o======================================================================o
    ***NPCs***
    Ervis Verano
    Milvela Dralen
    King Hlaalu Helseth
    Bakh gro-Sham
    Eno Romari
    Radac Stungnthumz
    
    ***NOTABLE LOOT***
    Mystery of Talara, v3
    Helseth's Collar
    Dagger of Symmachus
    Trueflame
    
    ***QUESTS***
    Tribunal-An Assassination Attempt
    Tribunal-Helseth's Champion
    Tribunal-A Show of Power
    Miscellaneous-Robot Arena
    Tribunal-The Missing Hand
    Tribunal-The Blade of Nerevar
    
    8) Proceed until you get a journal update, then turn around and report 
    back to Tienius. On the way back, note that you can now explore 
    Helseth's Chambers, so do so, speaking to Ervis Verano and Milvela 
    Dralen, note the copy of Mystery of Talara, v3, and report to Tienius. 
    Now, you may speak to King Hlaalu Helseth for a quest. Head to the 
    Winged Guar and speak with Bakh gro-Sham. Report back to Helseth, then 
    head to Barenziah's chambers. Wait until 9 PM the following evening, 
    and deal with the assassins (but listen to what they say). Report to 
    Helseth again for Helseth's Collar and a new quest. Go to the Winged 
    Guar and speak to Ra'Tesh. Agree not to harm Karrod, and you'll have a 
    huge advantage in the fight. Return to the throne room, wait 24 hours, 
    and speak to Helseth. Fight Karrod until he surrenders, then speak to 
    Helseth again. He will give you the Dagger of Symmachus and send you to 
    the Temple. Go speak to Almalexia for a new quest, then head to the 
    Bazaar and speak with Meralyn Othan. Note the foreshadowing of the 
    sequel in this whole quest. Go to Godsreach and speak with Eno Romari, 
    then report back to Almalexia. After some dialogue, head back to 
    Bamz-Amschend. Clear out this room, and start collecting scrap metal-we 
    need 10. Use respawns here in Hearthfire Hall to get them, then return 
    to Ignatius Flaccus in Godsreach. He'll ask for three cogs, so return 
    to Bamz-Amschend again and keep your eyes open for them. Proceed to the 
    Hall of Winds, looting for three cogs and a Dwemer Satchel Pack. Take 
    the three cogs out to Ignatius Flaccus to complete his quest, leave, 
    come back, bet on a bot, leave, speak with Venasa Sarano for a new 
    quest, enter again, kill the bots, speak with Ignatius, and return 
    again to Bamz-Amschend. This time, enter the Passage of Whispers. Clear 
    this area and enter the Hall of Wails. Clear this, nicking the Ornate 
    Dwemer Bowl, the Dwemer Mug, and one of each Ornate Dwemer Goblet, then 
    backtrack through the Passage of Whispers to Radac's Forge. Clear this 
    area out, grabbing an Ornate Dwemer Pitcher and one more Satchel 
    Charge. Use a Satchel Charge to demolish the collapsed rocks, then 
    head to the surface and deliver the tableware to Detritus Caria to 
    complete his quest. Return to Bamz-Amschend and proceed to the Passage 
    of the Walker. Place the second charge to open Norenen-Dur, but we 
    needn't go there yet. Instead, proceed to King's Walk. This linear area 
    leads to the Skybreak Gallery. Clear the area and approach the weather 
    machine in the center. Place the Powered Dwemer Coherer in the junction 
    box, then with a little trial-and-error on the levers (watch for the 
    volcano symbol) you'll get a journal update. Return to the surface. 
    Report to Almalexia, then speak to her again for a new quest. Go deal 
    with Salas in Godsreach, then return to the Temple and report to 
    Almalexia. Choose the iron skin blessing, then speak with her again for 
    another quest. Speak to Fedris to be directed to Yagak gro-Gluk, so 
    talk with him in the Craftsmen's Hall. Go speak to Barenziah now, then 
    to Karrod, who will give you the second piece. Go to the Museum in 
    Godsreach next, and speak to Torasa. Donate two Tribunal artifacts for 
    the shield, then sell the other two to "finish" the Museum (it never 
    disappears from your journal, and the artifacts are the BiPolar Blade, 
    the Dagger of Symmachus, the Mace of Slurring, and the Robe of the 
    Lich). Take the shield to Yagak for the third piece, then have him 
    forge the blade. Leave, wait two days, and return for the sword. Head 
    back to Bamz-Amschend with Trueflame, and proceed to Radac's Forge. 
    Speak with Radac's ghost, then proceed to Norenen-Dur.
    
    Norenen-Dur
    o======================================================================o
    ***NPCs***
    Khash-Ti Dhrur
    
    ***NOTABLE LOOT***
    Daedric Left Pauldron
    Daedric Cuirass
    The Black Arrow, v2
    
    ***QUESTS***
    Tribunal-The Mad God
    
    9) Explore and clear the first zone, then enter The Grand Stair. Kill 
    the undead (the only good loot is the archers' enchanted arrows), then 
    head back through the first zone and enter The Teeth That Gnash. No 
    loot here, so kill the daedra and proceed to the Citadel of Myn Dhrur. 
    Fight the daedra, including the unique Khash-Ti Dhrur, and claim the 
    Pyroil Tar from his corpse. Proceed to the Basilica of Divine Whispers, 
    clear it out, then backtrack to the Citadel. Levitate above the passage 
    to The Teeth That Gnash and enter the Wailingdelve. Along the 
    waterfall, find a Daedric Left Pauldron, a Daedric Cuirass, and a copy 
    of The Black Arrow, v2. With that, we're finished here, so return to 
    Radac and he'll enchant Trueflame. With that, we can report in to 
    Almalexia. She'll send us to the ending of this expansion, the 
    Clockwork City. Before going, I like to recall to Balmora and enchant 
    my two new Daedric pieces with Fortify Strength or Speed. 
    
    Clockwork City
    o======================================================================o
    ***NOTABLE LOOT***
    Hopesfire
    
    10) You arrive in the Outer Flooded Halls. The doors are controlled by 
    levers, usually nearby. Explore this area and proceed to the Inner 
    Flooded Halls. This area is also lootless, so explore it and enter the 
    Hall of Delirium. This area is also lootless, so explore it (avoid the 
    spike traps) and enter the Central Gearworks. This lootless area has 
    two exits; enter the Chamber of Sohleh first. Clear this lootless area, 
    return to the Central Gearworks, and proceed through the bashed door to 
    the Hall of Theuda. This linear, lootless zone leads into the Dome of 
    Kasia. Avoid the trap (just be fast, or levitate if you're having 
    issues) and proceed to the Dome of Serlyn. To solve the puzzle, hit 
    the right switch twice, then the left switch twice, then the right 
    switch once, then run through the machine and enter the Hall of 
    Sallaemu. This linear, lootless area leads us to the Dome of Udok. Flip 
    the lever to make a bridge, and enter the Hall of Mileitho. Another 
    linear, lootless zone leads to the Dome of the Imperfect. In here, 
    you'll fight the very tough Imperfect before proceeding to the Dome of 
    Sotha Sil. Enter, listen to Almalexia's villain speech, and kill her. 
    MAKE SURE YOU SOULTRAP HER. Only Azura's Star is big enough to hold her 
    soul. When she dies, take Hopesfire and the Mazed Band from her corpse. 
    You can use the Band to return to Mournhold. Leave the Temple to get a 
    speech from Azura. Report to Helseth to get a set of Royal Guard armor, 
    then return to Balmora. Enchant the Daedric Tower Shield using 
    Almalexia's soul. I use it for 45 points of Fortify Strength, 
    personally. Now, go see Vivec. He will believe you about Almalexia, the 
    only other NPC in the game who will. Now, kill Vivec and soul trap him 
    in Azura's Star. I enchant my Exquisite Amulet with his soul, and do 
    24 points of Fortify Speed. We're now ready for the second expansion. 
    Head to Khuul, and take the boat to Solstheim.
    
    o======================================================================o
    |								       |
    |			       Bloodmoon			       |
    |								       |
    o======================================================================o
    Sequence of Events:						{WLK031}
    		1) Fort Frostmoth
    		2) Gandrung Caverns
    		3) Raven Rock
    		4) Supply Ship
    		5) Frosselmane Barrow
    		6) Thirsk
    		7) Patchwork Airship
    		8) Graring's House
    		9) Skaal Village
    		10) Lair of the Udyrfrykte
    		11) Tombs of Skaalara
    		12) Castle Karstaag
    		13) Mortrag Glacier
    
    Fort Frostmoth
    o======================================================================o
    ***NPCs***
    Basks-In-The-Sun
    Sabinus Oranius
    Gamin Girith
    Gidar Verothan
    Reinhardt Red-Spear
    Raccan
    Vilbia Herennia
    Zeno Faustus
    Jeleen
    Antonius Nuncius
    Carnius Magius
    Captain Falx Carius
    Gaea Artoria
    Saenus Lusius
    Severia Gratius
    
    ***NOTABLE LOOT***
    36 Lessons of Vivec, Sermon 16
    A Dance in Fire, v1
    A Dance in Fire, v2
    A Dance in Fire, v3
    A Dance in Fire, v4
    A Dance in Fire, v5
    A Dance in Fire, v6
    A Dance in Fire, v7
    Cherim's Heart of Anequina
    
    ***QUESTS***
    Miscellaneous-The Missing Missionary
    East Empire Company-Establish the Mine
    Bloodmoon-Rebellion at Frostmoth
    Bloodmoon-The Frostmoth Smugglers
    Miscellaneous-The Moon Sugar Mystery
    
    ***FACTIONS***
    East Empire Company-Underling
    
    1) Loot the ship, speak to Basks-In-The-Sun, and proceed toward the 
    fort. Along the way, speak to Sabinus Oranius, Gamin Girith, and Gidar 
    Verothan, then proceed to the fort. Run out behind it to speak with 
    Reinhardt Red-Spear, then go enter the courtyard. Loot around and speak 
    to Raccan and Vilbia Herennia, then explore all four sections of the 
    Curtain Wall. With that done, enter the Armory. Loot around and speak 
    to Zeno Faustus, then go enter the Imperial Cult Shrine. Speak to 
    Jeleen for a quest, loot (noting the copy of 36 Lessons of Vivec, 
    Sermon 16), speak to Antonius Nuncius, then head upstairs to loot and 
    speak to Carnius Magius. He kicks off one of the two main questlines in 
    the expansion when you join the East Empire Company, so do so and 
    receive the first quest. Now head to the General Quarters. Loot around 
    and go check out the Prison. Look around, then go the the General 
    Quarters Upper Level. Loot around, then head back to the General 
    Quarters and enter the Supply Room. Loot here, then head back to the 
    General Quarters and enter Carius' Chambers. Loot (noting all seven 
    volumes of A Dance in Fire and Cherim's Heart of Anequina), then speak 
    to Captain Falx Carius to kick off the main quest. Speak to a guard, 
    then steal some liquor (Antonius Nuncius' desk is a great place in the 
    Armory), then talk to a guard again. Give him the booze, and he'll 
    progress the quest. Return to Carius, then go speak to Antonius again. 
    Tell him you'll keep his secret to get a key to his closet, which you 
    can go open, then report in to Carius for a reward and a new quest. Go 
    to the Upper Level to speak with Gaea Artoria, but don't bring her. Go 
    speak with Saenus Lusius in the General Quarters, who we will work 
    with. Go speak with Zeno, as he suggests, but along the way, speak with 
    Severia Gratius outside for a new quest. Chat with Jeleen to progress 
    that, then go speak to Zeno. He'll direct you out to the Gandrung 
    Caverns northeast of the fort. It's time to leave, so head there now. 
    They aren't too hard to find. Head inside when you get there.
    
    Gandrung Caverns
    o======================================================================o
    ***NPCs***
    Mus Roscius
    Mazorn gro-Gar
    Mol gro-Shat
    Sorian
    Gualtierus Spurius
    Falco Galenus
    Hroldar the Strange
    
    ***NOTABLE LOOT***
    Nordic Axe of Paralysis
    
    ***QUESTS***
    Bloodmoon-The Disappearance of Captain Carius
    East Empire Company-A Blocked Door
    East Empire Company-Missing Supply Ship
    
    ***FACTIONS***
    East Empire Company-Clerk
    East Empire Company-Steward
    
    2) Take a left to kill Mus Roscius, then loot this passage. Continue 
    westish to find and kill Mazorn gro-Gar, Mol gro-Shat, and Sorian. 
    Continue to speak with Gualtierus Spurius, and take his deal to get the 
    Nordic Axe of Paralysis. Then I kill him anyway. Loot the rest of the 
    cave and return to Fort Frostmoth. Head to Carius' Chambers to find 
    them empty, then head to the Upper Level and speak to Artoria for a new 
    quest. Now, however, we should handle other business. Leave the fort 
    and head northwest to find Stormpfund Barrow. (Skip Kolbjorn Barrow for 
    now if you find it). Head inside.
    
    Clear this small barrow, then exit and go west to the water. Follow it 
    north to Raven Rock, killing all critters, then head back to Fort 
    Frostmoth to escort the miners from the docks to Raven Rock. Speak to 
    Falco Galenus when you arrive, harvest four more Raw Ebony, then head 
    back to Fort Frostmoth. Report to Carnius and give him the ebony, and 
    he'll promote you to Clerk. Wait three days and ask for another 
    assignment, then head back to Raven Rock. Note the construction and 
    talk to the miners, then to Hroldar the Strange, then to Falco. Go back 
    and forth until it's time to punch Hroldar out, then do so. Report to 
    Falco, then explore the Raven Rock Mine. Nothing here but ebony, so 
    report back to Carnius at the Fort. He'll promote you to Steward, and 
    tell you to wait again. Give it three days, then speak to Carnius 
    again. Head back to Raven Rock as instructed.
    
    Raven Rock
    o======================================================================o
    ***NPCs***
    Veresa Alver
    Uryn Maren
    Geilir the Mumbling
    
    ***QUESTS***
    Miscellaneous-The Sad Seer
    
    3) The colony now exists! Start by speaking with Veresa Alver, then 
    explore and loot the SouthEast Storehouse, Sabinus Oranius' House, 
    Gidar Verothan's House, Uryn Maren's House, and the South Storehouse. 
    Pop into the mine to speak with Uryn Maren, then head out and talk to 
    Falco. Next, ask Gamin Girith if he's seen anything for a quest update. 
    Report to Falco, then head northwest. Ignore the Earth Stone if you see 
    it (again, later quests), but check out Bloodskal Barrow.
    
    Loot this empty cave, then head south. The bit of land due west of 
    Raven Rock holds Kelsedolk Barrow. Head inside.
    
    Clear the single room, leave, and head north to find Geilir the 
    Mumbling's Dwelling. Enter.
    
    Speak to Geilir for a miscellaneous quest. Head southeast, back to 
    Kolbjorn Barrow, and head inside.
    
    Clear the small barrow, grab Oddfrid White-Lip, and return to Geilir. 
    He'll finish out the quest. Proceed northwest to find the supply ship.
    
    Supply Ship
    o======================================================================o
    ***NPCs***
    Apronia Alfena
    Baro Egnatius
    Sathyn Andrano
    Aldam Berendus
    Gratian Caerellius
    Dralora Favelnim
    Alcedonia Amnis
    Seler Favelnim
    Athellor
    
    
    ***FACTIONS***
    East Empire Company-Fixer
    East Empire Company-Agent
    East Empire Company-Negotiator
    East Empire Company-Officer
    East Empire Company-Deputy
    
    ***QUESTS***
    East Empire Company-Making a Choice
    East Empire Company-Setting up Shop
    East Empire Company-Supply Route Problems
    East Empire Company-To Catch a Thief
    Miscellaneous-In Search of the Falmer
    East Empire Company-Bar Brawl
    East Empire Company-Discovery in the Mine
    
    4) Speak with Apronia Alfena, agree to have her come with you, but have 
    her wait while you explore the ship. There's nothing noteworthy inside, 
    so escort Apronia to Falco when you're done poking around. Return to 
    the ship and grab six picks, and Falco will buy them from you. When 
    that's done, report to Carnius. He'll promote you to Fixer. Wait three 
    days and speak to him again to be directed to Falco. Go see him and 
    (for this walkthrough) side with him. He'll ask you to make a choice: 
    trader or smithy. Go talk to everyone, then choose (for this guide) the 
    trader. Report to Falco, then Carnius. After the standard wait, return
    to Raven Rock. Speak with Baro Egnatius, then enter the new Trader 
    shop. Speak to Sathyn Andrano and loot the shop, then see Falco. He'll 
    promote us to Agent, and give a new quest. Go to Baro again, then Falco, 
    then Apronia, then Falco, then Baro. Equip and hold the saber to talk 
    to Baro, then go back to Falco. He will promote you to Negotiator, and 
    give a new quest. Check the house, then report to Falco, then sneak 
    into the mine and follow Uryn. Talk to him when your journal updates, 
    speak with Aldam Berendus and Gratian Caerellius, then report to Falco, 
    then to Carnius. Now back to Falco. He'll promote us two ranks to 
    Deputy. Wait three days, then explore the colony again. Speak with 
    Dralora Favelnim, explore and loot the North Storehouse, Sados 
    Relothan's House, Seler Favelnim's House, and enter the Bar. Speak with 
    Alcedonia Amnis, Seler Favelnim, and Athellor for a new quest. Loot, 
    leave, and speak to Falco for a new quest. Dralora will speak to you as 
    you approach the bar. Just let Seler hit you several times, and he'll 
    wear himself out. Refuse to kill him, and report to Falco for a new 
    quest. Now, return to Fort Frostmoth, and get ready for some 
    exploration. To the east (southeast of Gandrung Caverns) is Frosselmane 
    Barrow. Head inside.
    
    Frosselmane Barrow
    o======================================================================o
    ***NPCs***
    Ingmar
    Uncle Sweetshare
    
    ***NOTABLE LOOT***
    Seasplitter
    The Song of Uncle Sweetshare
    
    ***QUESTS***
    Miscellaneous-Ingmar in a Bind
    
    5) Loot the small barrow and leave. Go east over a river to find and 
    enter Himmelhost Barrow. Clear it, getting the unique Seasplitter and 
    reading the pirate captain's note. Leave now and head north to find the 
    Sun Stone, which we'll visit in a later quest. Just north of it is 
    Skogsdrake Barrow. Head inside. Clear this small barrow, then head 
    north to Valbrandr Barrow. While outside, check the base of the arch 
    for the pirate captain's treasure, then speak to Ingmar and accept his 
    quest. He'll also update Jeleen's quest. Enter the barrow and let 
    Ingmar kill the draugr. Loot and follow the coast northeast to 
    Connorflenge Barrow. Head inside, clear it out (werewolf!), then head 
    northwest to find Glenschul's Tomb. Simply note it (a quest goes here 
    later), then head southwest to find and enter Lukesturm Barrow. Clear 
    this one too, then head west to find and enter Uncle Sweetshare's 
    Workshop.
    
    The Song of Uncle Sweetshare, on the corpse outside, is an Alchemy 
    skill book. Speak to Uncle Sweetshare inside, spare him, and report 
    back to Severia in Fort Frostmoth to finish this quest. Come back to 
    the workshop, then push a bit further north to find the mead hall at 
    Thirsk.
    
    Thirsk
    o======================================================================o
    ***NPCs***
    Brynjolfr
    Ulfrun
    Olfeigr the Fair
    Andrelheim
    Svenja Snow-Song
    Bereditte Jastal
    Skjoldr Wolf-Runner
    Erich the Unworthy
    Mirisa
    Thauraver
    Rogue Necromancer
    Sigvatr the Strong
    
    ***NOTABLE LOOT***
    Shadowsting
    Ebony Arrow of Slaying x5
    Deceit
    Treachery
    Ring of Raven Eye
    Thauraver's Orders
    Staff of Carnal Channeling
    Ancient Steel Helm
    Whitewalker
    
    ***SPELLS***
    Resist Frost
    
    6) Out back is a hollow treestump with good gear, including 
    Shadowsting, five Ebony Arrows of Slaying, Deceit, Treachery, and the 
    Ring of Raven Eye. Speak to Brynjolfr in a side building to update a 
    quest. Loot it, then enter the main hall. Speak to Ulfrun, Olfeigr the 
    Fair, Andrelheim, Svenja Snow-Song, Bereditte Jastal (upstairs), 
    Skjoldr Wolf-Runner, and finally Erich the Unworthy. Go upstairs and 
    open the locked door to find Mirisa, who you should escort back to Fort 
    Frostmoth. Buy a spell from her, too. You'll have to fight Erich on the 
    way out-just kill him, no one will interfere. When back, report to 
    Jeleen to finish the quest, then return to Thirsk. Northwest, on the 
    lake, you can find the Caves of Fjalding, but ignore them for now. 
    North and a bit west of Thirsk is the Beast Stone, another site we'll 
    visit in a later quest. From here, northwest is a cave called Rimhull, 
    which we'll also hold off entering. From here, head west across the 
    water and enter a cave called Legge.
    
    Clear this small ice cave, leave, return to the Beast Stone, and go 
    east to another cave called Sjobal. Head inside. In the back, kill 
    Thauraver, read his orders (a Security skill book), and loot the cave. 
    East of Sjobal are the Tombs of Skaalara, site of a later quest. East 
    of here, on an island, is Gyldenhul Barrow, site of a later quest (so 
    skip it for now). West (back across the water) and a bit north is 
    Frossel. Head inside. Clear this place out, then follow the coast 
    (circling the Skaal Village) until, on the north shore, you find 
    another ice cave, Skygge. Head inside. Kill the Necromancer's 
    Apprentices and undead, then the Rogue Necromancer. Loot his Staff of 
    Carnal Channeling and the rest of the cave, and leave. Head west and a 
    bit south to another ice cave called Frykte. Head inside. Check the 
    ceiling for Angria's Corpse and the unique Ancient Steel Helm, then 
    leave. From here, head north to Benkongerike, another ice cave. Enter. 
    Explore, loot Fryssa for Whitewalker, and leave. West is Castle 
    Karstaag, which we'll visit later. Further west is Mortrag Glacier, 
    which we'll also visit later. Southeast of here is Hrothmund's Barrow, 
    another site we'll return to later. East of here is the Wind Stone, 
    which we'll return to in the main quest. South of here is an ice cave 
    called Bjorn, which we can enter. Clear it out, loot, and leave, going 
    southwest to the Altar of Thrond. Nearby, speak to Sigvatr the Strong, 
    then head west to the Patchwork Airship.
    
    Patchwork Airship
    o======================================================================o
    ***NPCs***
    Thormoor Gray-Wave
    Kjolver
    Ulfgar the Unending
    Kolfinna
    Berserker Denmother
    Aldam Berendus
    
    ***QUESTS***
    Miscellaneous-The Cursed Captain
    Miscellaneous-A Woman Scorned
    Miscellaneous-Betrayal at Brodir Grove
    Miscellaneous-A Wife's Retribution
    
    ***NOTABLE LOOT***
    Ancient Steel Cuirass
    Ancient Steel Left Pauldron
    Ancient Steel Right Pauldron
    Ancient Steel Left Gauntlet
    Ancient Steel Right Gauntlet
    Ancient Steel Greaves
    Ancient Steel Boots
    Spear of the Snow Prince
    The Wolf Queen, v8 x2
    The Wolf Queen, v1
    The Wolf Queen, v2
    Helm of Bear Scent
    Stormfang
    Helmet of Bearkind
    
    7) Loot around, taking the captain's journal. From here, head 
    northwest to an ice cave called Domme, and head inside. Explore, loot, 
    and leave, going southwest to the Varstaad Caves. Head inside. Loot and 
    leave, then go south to find the Water Stone, which we'll visit later 
    on. From here, head west and a bit south on the coast to find 
    Thormoor's Watch. Speak to Thormoor Gray-Wave for a quest, then head 
    south to find Geilir again. He'll remove the curse, so return to 
    Thormoor to be directed to Thirsk. Return there, speak to Thormoor, 
    then head northeast to Gyldenhul Barrow. Head inside. Loot, leave, 
    return to the airship, and go south to find and enter Jolgeirr Barrow. 
    Loot the place for the Ancient Steel Cuirass, Ancient Steel Left 
    Pauldron, Ancient Steel Right Pauldron, Ancient Steel Left Gauntlet, 
    Ancient Steel Right Gauntlet, Ancient Steel Greaves, Ancient Steel 
    Boots, Spear of the Snow Prince, and the book Fall of the Snow Prince. 
    You'll get a journal update. Run to Raven Rock and report this to 
    Athellor, then go back to Jolgeirr Barrow. A bit southwest is the Cave 
    of Hidden Music, which we'll return to later. A bit southeast is 
    Kjolver's Dwelling, which you should enter. Loot and speak to Kjolver 
    for a quest. Leave and go east to enter Eddard Barrow. Loot this 
    wealthy little barrow for two copies of The Wolf Queen, v8, a copy of 
    The Wolf Queen, v1, a copy of The Wolf Queen, v2, and the unique Helm 
    of Bear Scent. A bit farther east is an ice cave called Fjell. Enter. 
    Kill the Grahl, loot, and leave. Just southeast is the Tree Stone, 
    which we'll revisit later. Go southwest to find Ulfgar the Unending's 
    Dwelling, and head inside. Loot the cave and speak with Ulfgar for a 
    quest. Head south a bit to get Brodir Grove on the map, then return to 
    Thirsk. Visit Bereditte and buy Sovngarde, A Reexamination from him, 
    and bring it to Ulfgar. Agree to fight him, then kill him to finish the 
    quest. Take Stormfang from him, then go outside to the grove to speak 
    to his spirit. Now head east and enter a cave called Solvjord. Loot the 
    small cave, leave, and continue east to Kolfinna's Dwelling. Head 
    inside, loot, and speak to Kolfinna for a quest. Go back to the Altar 
    of Thrond to see Sigvatr again, raise his disposition for the gem, and 
    return to Kolfinna to finish the quest. Finally, just west of here is 
    the Halls of Penumbra, which we'll visit later. Return to the Tree 
    Stone and head northeast, following between the two rivers, to find the 
    Gloomy Cave