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https://en.uesp.net/wiki/Morrowind:Zainab_Nerevarine
|
Morrowind:Zainab Nerevarine
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest/Grazelands
|Giver=[[Morrowind:Kaushad|Kaushad]] at [[Morrowind:Zainab Camp|Zainab Camp]]
|Reward=[[Morrowind:Thong of Zainab|Thong of Zainab]], [[Morrowind:Ashkhan's Wedding Gift|Ashkhan's Wedding Gift]].
|Prev=[[Morrowind:The Path of the Incarnate|The Path of the Incarnate]]
|Conc=[[Morrowind:Hlaalu Hortator|Hlaalu Hortator]], [[Morrowind:Redoran Hortator|Redoran Hortator]], [[Morrowind:Telvanni Hortator|Telvanni Hortator]], [[Morrowind:Ahemmusa Nerevarine|Ahemmusa Nerevarine]], [[Morrowind:Erabenimsun Nerevarine|Erabenimsun Nerevarine]], [[Morrowind:Urshilaku Nerevarine|Urshilaku Nerevarine]]
|Next=[[Morrowind:Hortator and Nerevarine|Hortator and Nerevarine]]
|Loc=[[Morrowind:Zainab Camp|Zainab Camp]], [[Morrowind:Nerano Ancestral Tomb|Nerano Ancestral Tomb]], [[Morrowind:Tel Aruhn|Tel Aruhn]], [[Morrowind:Tel Mora|Tel Mora]]
|Disp=+20 ([[Morrowind:Kaushad|Kaushad]])
|SuggItem=Restore Attributes (Strength, Endurance), [[Morrowind:Water Walking|Water Walking]] (Self and Companion), Heal Companion
|Difficulty=Medium (a long escort, lots of traveling)
|Image=MW-place-Zainab Camp.jpg
|ImgDesc=The camp of the Zainab in the Grazelands
|ID=B3_ZainabBride, B3_ZainabKill
|description=Travel to the Zainab camp in order for them to recognize you as the Nerevarine.
}}
==Quick Walkthrough==
# Talk to [[Morrowind:Sonummu Zabamat|Sonummu Zabamat]] and [[Morrowind:Kaushad|Kaushad]] at the [[Morrowind:Zainab Camp|Zainab Camp]].
# Kill the vampire [[Morrowind:Calvario|Calvario]] for Kaushad in [[Morrowind:Nerano Ancestral Tomb|Nerano Ancestral Tomb]].
# Return to Kaushad to learn he wants a [[Morrowind:House Telvanni|Telvanni]] bride.
#* Talk with Sonummu about it.
# Travel to [[Morrowind:Tel Aruhn|Tel Aruhn]] to buy a slave girl from [[Morrowind:Savile Imayn|Savile Imayn]].
# Buy exquisite shirt, skirt, and shoes, and [[Morrowind:Telvanni Bug Musk|Telvanni Bug Musk]].
# Escort the slave girl back to Kaushad's Yurt.
# Be named as the [[Morrowind:Nerevarine Cult|Nerevarine]] of the [[Morrowind:Zainab Tribe|Zainab Tribe]].
==Detailed Walkthrough==
===The Zainab Camp===
If you haven't found out the location of the [[Morrowind:Zainab Camp|Zainab Camp]] yet, return to the [[Morrowind:Urshilaku Camp|Urshilaku Camp]] and find out from the [[Morrowind:Ashlanders|Ashlanders]]. The quickest route from the Zainab Camp back to the Urshilaku Camp is to grab a ship from [[Morrowind:Tel Mora|Tel Mora]] to [[Morrowind:Dagon Fel|Dagon Fel]] and onto [[Morrowind:Khuul|Khuul]]. The Zainab Camp is located southwest of [[Morrowind:Vos|Vos]] and southeast from the [[Morrowind:Cavern of the Incarnate|Cavern of the Incarnate]]. The camp is again out in the wilderness and the nearest city is Tel Mora, which can be reached by boat. From Tel Mora, head southwest to reach the camp (check your in-game world map).
[[Image:MW-npc-Kaushad.jpg|thumb|right|The shrewd Ashkhan of the Zainab]]
===Sonummu Zabamat===
Once you reach the [[Morrowind:Zainab Camp|Zainab Camp]], go to the Wise Woman's Yurt and talk to Sonummu Zabamat to show her your proofs to fulfill the [[Morrowind:Nerevarine Cult|Nerevarine Prophecies]]. She tells you to talk to Ashkhan Kaushad. In order to get him to talk to you about the Prophecies, you will need to raise his disposition to around 70 by the usual means, or by giving him a gift of exquisite shoes. Still, Kaushad is just a little wary of your claims. If you ask him to set you a task to prove yourself, he lets you know of a vampire named [[Morrowind:Calvario|Calvario]] in [[Morrowind:Nerano Ancestral Tomb|Nerano Ancestral Tomb]] which needs to be taken care of. The man certainly is a shrewd negotiator, a true specimen of his tribe.
===Nerano Ancestral Tomb===
The tomb is north and slightly west of the camp (west of [[Morrowind:Vos|Vos]], [[Morrowind:Tel Vos|Tel Vos]], and [[Morrowind:Tel Mora|Tel Mora]]) and will not be marked on your map. Kaushad says it is "nearby", but it is rather far. Talk to him about ''Nerano Ancestral Tomb'' before leaving and he'll give you directions. If you previously found this tomb while wandering or from clues in other locations, and killed Calvario, this dialogue topic will update your journal without you having to go to the tomb again.
The tomb is a small one, and you should quickly find Calvario, but watch out for other undead populating the tomb. Calvario is not too tough, but his health-absorbing ability might make the fight last longer than usual. Returning to Kaushad, he congratulates you on your accomplishment, but there's just one more thing he wants you to do ....
{{NewRight}}
{|style="float:right"
|[[Image:MW-npc-Falura Llervu.jpg|thumb|right|Falura Llervu before...]]
|-
|[[Image:MW-npc-Falura Llervu 2.jpg|thumb|right|...and after her transformation]]
|}
===Bride for Kaushad===
The ashkhan wants you find him a bride, and not just any bride, but a high-born [[Morrowind:House Telvanni|Telvanni]]; pretty, plump, with big hips. He suggests talking to Zabamat for more information. Sonummu Zabamat suggests that you buy a slave girl from [[Morrowind:Savile Imayn|Savile Imayn]] in [[Morrowind:Tel Aruhn|Tel Aruhn]], dress her up as a [[Morrowind:House Telvanni|Telvanni]] lady and bring her to Kaushad, who won't know the difference. If you ask Zabamat about Tel Aruhn she will mark the village on your map, far southeast of the [[Morrowind:Zainab Camp|Zainab Camp]]. There's no real quick way but to just walk there, although by using Divine Intervention, you can fast travel to Wolverine Hall, and take a boat or a shorter walk to Tel Aruhn.
Savile is standing outside Tel Aruhn by the northern Underground entrance. Once you mention that you are looking for something special, she says she has just the girl but needs an exquisite shirt, skirt, and shoes first. She says that [[Morrowind:Elegnan|Elegnan]], the clothier in [[Morrowind:Tel Mora|Tel Mora]] far to the north probably sells such items. Fortunately, you can get a boat between Tel Aruhn and Tel Mora; Elegnan is easily found on the south side of town near the boats. Of course, once you return to Savile, there's just one more thing you need, a bottle of [[Morrowind:Telvanni_Bug_Musk|Telvanni Bug Musk]]. If you don't have any, you can buy some from [[Morrowind:Bildren Areleth|Bildren]] the apothecary in town (though you may buy some from [[Morrowind:Jolda|Jolda]] as well; another option is, of course, theft). Once you have the musk, you can buy the slave [[Morrowind:Falura Llervu|Falura Llervu]] from her for 1200 gold (though depending on your [[Morrowind:Mercantile|Mercantile]] skill and disposition, you can get away with as little as 600).
===Named as the Nerevarine===
Unlock the door next to Savile to free Falura and talk to her to give her the clothes and musk and then get her to follow you. As with all escorts, ensure that you don't run too far ahead of her and be careful of any creatures, especially in the water. The easiest way is to take a boat back to [[Morrowind:Vos|Vos]] and walk from there. If you run too far ahead there is a good chance you'll lose her, temporarily at least. Once you arrive in the Ashkhan's Yurt and talk with him, he will thank you for the bride and name you the [[Morrowind:Zainab Tribe|Zainab]] [[Morrowind:Nerevarine Cult|Nerevarine]], giving you the [[Morrowind:Thong of Zainab|Thong of Zainab]] as proof of your title.
After you've delivered Falura to Kaushad, if you talk to the Ashkhan about ''Telvanni bride'' after you've talked to Falura about ''my bridegroom'', he tells you he knows perfectly well you tricked him. But he's not angry, in fact, he's somewhat impressed with your cunning and he likes the girl more than he would a real [[Morrowind:House Telvanni|Telvanni]] lady. You even get a wedding gift (an [[Morrowind:Ashkhan's Wedding Gift|Exquisite Shirt]]).
==Notes==
* Giving Kaushad a pair of exquisite shoes causes his disposition to jump 40 points.
* If you have started [[Morrowind:Trade Mission to the Zainab|Trade Mission to the Zainab]], you may be unable to talk to Sonummu regarding Kaushad's Telvanni bride until you complete that quest. Sonummu will not give you her greeting with the necessary ''Counsel'' topic until you do. If you have already received the ''Counsel'' topic from another source (such as the [[Morrowind:Erabenimsun Nerevarine|Erebenimsun Nerevarine]] quest), you may proceed without needing to complete Trade Mission to the Zainab first.
* Several Telvanni have specific dialogue in response to being asked about a ''Telvanni Bride''. Mistress [[Morrowind:Dratha|Dratha]] is ''not'' happy at the idea and her disposition drops ten points if you are female and 40 points if you are male. Master [[Morrowind:Neloth|Neloth]] advises you to "shut up more often", but his disposition ''increases'' by ten.
* You do not need to purchase the exquisite clothing for Falura from Elegnan; any exquisite shirt, skirt and shoes will do. The exquisite shirts obtained from [[Morrowind:Rasha|Rasha]] during his [[Morrowind:The Shirt of His Back|related quest]] (and subsequently sold by [[Morrowind:Bivale Teneran|Bivale Teneran]]) are a notable exception; they will '''not''' be accepted by Savile Imayn, as they have a different editor ID. The shirts sold by [[Tribunal:Ten-Tongues Weerhat|Ten-Tongues Weerhat]] in the ''[[Tribunal:Tribunal|Tribunal]]'' expansion have a similar ID, and will also not be accepted.
* Like any other follower, Falura Llervu will follow you if you use transportation and she is close by.
==Bugs==
{{Bug|Falura Llervu can become stuck in the cage, unable to follow you.|confirmed=1}}
** {{pc22}} Using the [[Morrowind:console|console]] command <code>TCL</code> to disable collision, walking a bit and waiting for her to follow you and then using the <code>TCL</code> command again to re-enable collision can fix this.
{{Bug|Falura Llervu can fail to "travel together" with you back to Zainab Camp.|confirmed=1}}
** {{pc22}} Open the console and enter: <code>"falura llervu00000000"->AIFollowCell, player, "Zainab Camp, Ashkhan's Yurt",0,0,0,0</code> to fix this.
{{Bug|If Falura Llevru becomes stuck and cannot follow you all the way back to the Zainab Camp, the Ashkhan and Falura will still register that you have brought her there and you will still be named Nerevarine.|confirmed=1}}
{{Bug|If, upon returning to the Ashkhan with Falura, you speak to Falura first then the Ashkan, you will not get the dialogue about him knowing you tricked him with a slave girl, nor receive the Exquisite Shirt gift.}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=B3_ZainabBride
|1||Ashkhan Kaushad scoffed when I asked him to name me Zainab Nerevarine. He seemed to doubt that an outlander could ever become the Nerevarine. Maybe if I could improve his disposition towards me, he might take me more seriously.
|3||The Zainab wise woman, Sonummu Zabamat, says that Ashkhan secretly admires expensive outlander clothing. She says that if I bring him a pair of exquisite shoes, he might be better disposed towards me.
|4||I gave Ashkhan Kaushad the gift of a pair of exquisite shoes. He seemed pleased.
|5||I asked Kaushad, Ashkhan of the Zainab, to set me a task to prove that I am worthy to be named Nerevarine of the Zainab. A vampire named Calvario has taken refuge in nearby Nerano Ancestral Tomb. If I can kill this vampire, then I will be judged worthy to be named Nerevarine of the Zainab.
|20||Since Calvario is dead, Ashkhan Kaushad says he will call me Nerevarine, but not until all the traditional rites and customs have been observed. It is customary to offer the Ashkhan a generous gift as a mark of respect. Ashkhan Kaushad has done me the great favor of naming the gift he wishes to receive -- a high-born Telvanni bride -- 'a pretty one, plump, with big hips to bring me many sons.'
|22||I asked Ashkhan Kaushad where I might find him a high-born Telvanni bride. He said I should visit high-born Telvanni lords and inform each that Ashkhan Kaushad of the Lordly Zainab will do them the honor of making one of their daughters his bride. He trusts me to choose the finest among those offered. The Ashkhan told me to take counsel with his wise woman, Sonummu Zabamat, who knows his mind well in such matters.
|25||Sonummu Zabamat says no high-born Telvanni would consider wedding an Ashlander. But she has a cunning plan. I must go to Savile Imayn, slavemistress of the Festival Slave Market in Tel Aruhn, and tell her I need a pretty Dunmer slave. Savile Imayn will tell me how to dress the slave like a high-born Telvanni lady. Then I must escort the pretty slave to Zainab camp and present her to Ashkhan Kaushad as a high-born Telvanni bride.
|30||I have told Savile Imayn, slavemistress of the Festival Slave Market, of my plan to pose a slave as a high-born Telvanni bride to marry the Zainab Ashkhan. She says she has a perfect slave for the part, named Falura Llervu, but first Savile Imayn wants me to bring her an exquisite shirt, an exquisite skirt, and exquisite shoes to dress the slave in. I can see this is going to be very expensive.
|35||I have obtained an exquisite shirt, an exquisite skirt, and exquisite shoes to dress the slave Falura Llervu in. Savile Imayn needs time to coach Falura Llervu to play her part, and in the meantime she told me to go get some Telvanni Bug Musk perfume to make Falura Llervu completely irresistible.
|40||I have brought the Telvanni Bug Musk perfume to Savile Imayn, and I have purchased Falura Llervu. Savile Imayn gave me the key to Falura Llervu's cage. When I'm ready, I should speak to Falura Llervu, give her the exquisite shirt, exquisite skirt, exquisite shoes, and Telvanni Bug Musk, and tell her to follow me to Zainab camp to meet her future husband, Ashkhan Kaushad.
|45||I spoke to Falura Llervu and gave her the perfume and exquisite clothes. She says she is very pleased with her clothes and her perfume, and is happy to escape slavery. She says she is a little anxious about marrying an Ashlander, even an Ashlander chief, but anything is better than being a slave, and she is tough, clever woman determined to make the best of her situation.
|47||Falura Llervu and I have arrived in Ashkhan Kaushad's yurt. First I must speak once more to Falura Llervu, then I must present her to Ashkhan Kaushad as his new high-born Telvanni bride.
|50|fin|Ashkhan Kaushad says he is very pleased with Falura Llervu, though she is not so generous in the hips as he would like. He promises to make her a happy bride, and to do her honor as a high-born Telvanni lady. And he has named me Zainab Nerevarine, War Leader of the Zainab, and Protector of the People. He has also given me the Zainab Thong, an enchanted heirloom of the tribe, which shall be a sign to all Dunmer that the Zainab have named me Nerevarine.
|55|fin|Falura Llervu says she is very pleased with Ashkhan Kaushad. He is good-looking, clever, and rich, although a bit full of himself, like all men. She thanks me for having been her matchmaker and benefactor, and hopes I will return to visit when she has brought many fine sons and daughters to Ashkhan Kaushad.
|60|fin|Ashkhan Kaushad told me secretly that he is not such a fool, that he realizes I have tricked him, but he thinks me very clever for having hoodwinked him, and he is much happier than he would be if he had truly been given a stuck-up Telvanni lady.
|!||B3_ZainabKill
|1|fin|I have slain a Zainab Ashlander. Now it will be impossible to have friendly dealings with them or their leaders.
}}
{{Morrowind Main Quest Footer}}
| 2,527,014
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2021-12-28T09:06:51Z
|
Salamangkero
|
Quick Walkthrough
# Talk to Sonummu Zabamat and Kaushad at the Zainab Camp.
# Kill the vampire Calvario for Kaushad in Nerano Ancestral Tomb.
# Return to Kaushad to learn he wants a Telvanni bride.
#* Talk with Sonummu about it.
# Travel to Tel Aruhn to buy a slave girl from Savile Imayn.
# Buy exquisite shirt, skirt, and shoes, and Telvanni Bug Musk.
# Escort the slave girl back to Kaushad's Yurt.
# Be named as the Nerevarine of the Zainab Tribe.
Detailed Walkthrough
The Zainab Camp
If you haven't found out the location of the Zainab Camp yet, return to the Urshilaku Camp and find out from the Ashlanders. The quickest route from the Zainab Camp back to the Urshilaku Camp is to grab a ship from Tel Mora to Dagon Fel and onto Khuul. The Zainab Camp is located southwest of Vos and southeast from the Cavern of the Incarnate. The camp is again out in the wilderness and the nearest city is Tel Mora, which can be reached by boat. From Tel Mora, head southwest to reach the camp (check your in-game world map).
thumb|right|The shrewd Ashkhan of the Zainab
Sonummu Zabamat
Once you reach the Zainab Camp, go to the Wise Woman's Yurt and talk to Sonummu Zabamat to show her your proofs to fulfill the Nerevarine Prophecies. She tells you to talk to Ashkhan Kaushad. In order to get him to talk to you about the Prophecies, you will need to raise his disposition to around 70 by the usual means, or by giving him a gift of exquisite shoes. Still, Kaushad is just a little wary of your claims. If you ask him to set you a task to prove yourself, he lets you know of a vampire named Calvario in Nerano Ancestral Tomb which needs to be taken care of. The man certainly is a shrewd negotiator, a true specimen of his tribe.
Nerano Ancestral Tomb
The tomb is north and slightly west of the camp (west of Vos, Tel Vos, and Tel Mora) and will not be marked on your map. Kaushad says it is "nearby", but it is rather far. Talk to him about Nerano Ancestral Tomb before leaving and he'll give you directions. If you previously found this tomb while wandering or from clues in other locations, and killed Calvario, this dialogue topic will update your journal without you having to go to the tomb again.
The tomb is a small one, and you should quickly find Calvario, but watch out for other undead populating the tomb. Calvario is not too tough, but his health-absorbing ability might make the fight last longer than usual. Returning to Kaushad, he congratulates you on your accomplishment, but there's just one more thing he wants you to do ....
Bride for Kaushad
The ashkhan wants you find him a bride, and not just any bride, but a high-born Telvanni; pretty, plump, with big hips. He suggests talking to Zabamat for more information. Sonummu Zabamat suggests that you buy a slave girl from Savile Imayn in Tel Aruhn, dress her up as a Telvanni lady and bring her to Kaushad, who won't know the difference. If you ask Zabamat about Tel Aruhn she will mark the village on your map, far southeast of the Zainab Camp. There's no real quick way but to just walk there, although by using Divine Intervention, you can fast travel to Wolverine Hall, and take a boat or a shorter walk to Tel Aruhn.
Savile is standing outside Tel Aruhn by the northern Underground entrance. Once you mention that you are looking for something special, she says she has just the girl but needs an exquisite shirt, skirt, and shoes first. She says that Elegnan, the clothier in Tel Mora far to the north probably sells such items. Fortunately, you can get a boat between Tel Aruhn and Tel Mora; Elegnan is easily found on the south side of town near the boats. Of course, once you return to Savile, there's just one more thing you need, a bottle of Telvanni Bug Musk. If you don't have any, you can buy some from Bildren the apothecary in town (though you may buy some from Jolda as well; another option is, of course, theft). Once you have the musk, you can buy the slave Falura Llervu from her for 1200 gold (though depending on your Mercantile skill and disposition, you can get away with as little as 600).
Named as the Nerevarine
Unlock the door next to Savile to free Falura and talk to her to give her the clothes and musk and then get her to follow you. As with all escorts, ensure that you don't run too far ahead of her and be careful of any creatures, especially in the water. The easiest way is to take a boat back to Vos and walk from there. If you run too far ahead there is a good chance you'll lose her, temporarily at least. Once you arrive in the Ashkhan's Yurt and talk with him, he will thank you for the bride and name you the Zainab Nerevarine, giving you the Thong of Zainab as proof of your title.
After you've delivered Falura to Kaushad, if you talk to the Ashkhan about Telvanni bride after you've talked to Falura about my bridegroom, he tells you he knows perfectly well you tricked him. But he's not angry, in fact, he's somewhat impressed with your cunning and he likes the girl more than he would a real Telvanni lady. You even get a wedding gift (an Exquisite Shirt).
Notes
Giving Kaushad a pair of exquisite shoes causes his disposition to jump 40 points.
If you have started Trade Mission to the Zainab, you may be unable to talk to Sonummu regarding Kaushad's Telvanni bride until you complete that quest. Sonummu will not give you her greeting with the necessary Counsel topic until you do. If you have already received the Counsel topic from another source (such as the Erebenimsun Nerevarine quest), you may proceed without needing to complete Trade Mission to the Zainab first.
Several Telvanni have specific dialogue in response to being asked about a Telvanni Bride. Mistress Dratha is not happy at the idea and her disposition drops ten points if you are female and 40 points if you are male. Master Neloth advises you to "shut up more often", but his disposition increases by ten.
You do not need to purchase the exquisite clothing for Falura from Elegnan; any exquisite shirt, skirt and shoes will do. The exquisite shirts obtained from Rasha during his related quest (and subsequently sold by Bivale Teneran) are a notable exception; they will not be accepted by Savile Imayn, as they have a different editor ID. The shirts sold by Ten-Tongues Weerhat in the Tribunal expansion have a similar ID, and will also not be accepted.
Like any other follower, Falura Llervu will follow you if you use transportation and she is close by.
Bugs
Using the console command to disable collision, walking a bit and waiting for her to follow you and then using the command again to re-enable collision can fix this.
Open the console and enter: to fix this.
Quest Stages
|
110
| 1,262
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https://en.uesp.net/wiki/Morrowind:Erabenimsun_Nerevarine
|
Morrowind:Erabenimsun Nerevarine
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest/Molag Amur
|Giver=[[Morrowind:Manirai|Manirai]] at [[Morrowind:Erabenimsun Camp|Erabenimsun Camp]]
|Reward=[[Morrowind:The Seizing of the Erabenimsun|The Seizing of the Erabenimsun]]
|Prev=[[Morrowind:The Path of the Incarnate|The Path of the Incarnate]]
|Conc=[[Morrowind:Hlaalu Hortator|Hlaalu Hortator]], [[Morrowind:Redoran Hortator|Redoran Hortator]], [[Morrowind:Telvanni Hortator|Telvanni Hortator]], [[Morrowind:Ahemmusa Nerevarine|Ahemmusa Nerevarine]], [[Morrowind:Urshilaku Nerevarine|Urshilaku Nerevarine]], [[Morrowind:Zainab Nerevarine|Zainab Nerevarine]]
|Next=[[Morrowind:Hortator and Nerevarine|Hortator and Nerevarine]]
|Loc=[[Morrowind:Erabenimsun Camp|Erabenimsun Camp]]
|Difficulty=Medium
|Image=MW-quest-Erabenimsun Nerevarine.jpg
|ImgDesc=Erabenimsun Camp
|ID=B4_KillWarLovers, B4_ErabenimsunKill, B4_Heartfire, B4_Robe, B4_WarAxe, B4_WarLoverKill
|Disp=+10 ([[Morrowind:Manirai|Manirai]]),<br/>+30 ([[Morrowind:Han-Ammu|Han-Ammu]])
|Rep=+1
|description=Travel to the Erabenimsun camp in order for them to recognize you as the Nerevarine.
}}
==Quick Walkthrough==
# Talk to [[Morrowind:Manirai|Manirai]] in the Wise Woman's Yurt at the [[Morrowind:Erabenimsun Camp|Erabenimsun Camp]].
# Kill [[Morrowind:Ulath-Pal|Ulath-Pal]] and his supporters, [[Morrowind:Ahaz|Ahaz]], [[Morrowind:Ranabi|Ranabi]], and [[Morrowind:Ashu-Ahhe|Ashu-Ahhe]].
# Talk to Manirai and Gulakhan [[Morrowind:Han-Ammu|Han-Ammu]].
# Give (or show) Han-Ammu the [[Morrowind:War Axe of Airan Ammu|War Axe of Airan Ammu]], [[Morrowind:Sanit-Kil's Heart of Fire|Sanit-Kil's Heart of Fire]], and the [[Morrowind:Robe of Erur-Dan the Wise|Robe of Erur-Dan the Wise]]; and convince him to become Ashkhan.
# Be named [[Morrowind:Nerevarine Cult|Nerevarine]] of the [[Morrowind:Erabenimsun Tribe|Erabenimsun Tribe]].
==Detailed Walkthrough==
===The Erabenimsun Camp===
If you haven't found out the location of the [[Morrowind:Erabenimsun Camp|Erabenimsun Camp]] yet, return to the [[Morrowind:Urshilaku Camp|Urshilaku Camp]] and find out from the [[Morrowind:Ashlanders|Ashlanders]]. The camp is located a little southwest of the village of [[Morrowind:Tel Fyr|Tel Fyr]], south of [[Morrowind:Tel Aruhn|Tel Aruhn]]. The quickest way would be to grab a boat to [[Morrowind:Tel Aruhn|Tel Aruhn]] or a [[Morrowind:Guild Guide|Guild Guide]] to Wolverine Hall ([[Morrowind:Sadrith Mora|Sadrith Mora]]) and then head southwest to the camp.
===Internal Disagreement===
Speaking with either resident of the Ashkhan's yurt results in a brief response and a disposition drop when mentioning the Nerevarine or prophecies. Go and talk to the Wise Woman, [[Morrowind:Manirai|Manirai]], in her yurt. Make sure you ask her about Nerevarine prophecies. She explains that Ulath-Pal and his allies hate all outlanders and will never agree to call you Nerevarine. She suggests a simple course of action.
===Kill Ulath-Pal and His Supporters===
In order to be named [[Morrowind:Nerevarine Cult|Nerevarine]] of the [[Morrowind:Erabenimsun Tribe|Erabenimsun]], you must first kill Ashkhan [[Morrowind:Ulath-Pal|Ulath-Pal]] and his supporters, [[Morrowind:Ahaz|Ahaz]], [[Morrowind:Ranabi|Ranabi]], and [[Morrowind:Ashu-Ahhe|Ashu-Ahhe]]. Ulath-Pal and Ahaz are both in Ulath-Pal's Yurt. They are the strongest of the four, and both cast spells. Ulath-Pal drops the [[Morrowind:War Axe of Airan Ammu|War Axe of Airan Ammu]] and Ahaz drops [[Morrowind:Sanit-Kil's Heart of Fire|Sanit-Kil's Heart of Fire]]. Ranabi is in his Yurt and should be defeated quickly to prevent him from casting spells. He drops the [[Morrowind:Robe of Erur-Dan the Wise|Robe of Erur-Dan the Wise]]. Ashu-Ahhe is next door in his Yurt, and deals a moderate amount of damage.
===Persuading Gulakhan Han-Ammu===
Visit Manirai after dealing with Ulath-Pal and his supporters to find out that Gulakhan [[Morrowind:Han-Ammu|Han-Ammu]] must be persuaded to name you Nerevarine of the [[Morrowind:Erabenimsun Tribe|Erabenimsun]]. She warns that it may be difficult to convince him. Go and speak with Han-Ammu. He explains that he doesn't want the title of Ashkhan because he lacks three basic attributes of a warrior: strength, courage and wisdom. To make up for his lack of attributes, he wants the magic items that belonged to his now deceased tribe members: the [[Morrowind:War Axe of Airan Ammu|War Axe of Airan Ammu]], [[Morrowind:Sanit-Kil's Heart of Fire|Sanit-Kil's Heart of Fire]], and the [[Morrowind:Robe of Erur-Dan the Wise|Robe of Erur-Dan the Wise]].
Choose to offer him the magic items or show them to him. There are three possible outcomes: if his disposition and your [[Morrowind:Speechcraft|Speechcraft]] are 50 or higher, show him an item and you'll convince him after some dialogue, if his disposition is 90 or higher and your [[Morrowind:Speechcraft|Speechcraft]] is lower than 50, you'll have to give him all three items, but you get to keep the last one discussed (it is possible to place the desired item on the ground before speaking to him and then pick it up after handing over the other two items), or give him all three items.
===Named as Nerevarine===
With the magic items sorted out, Han-Ammu will accept his responsibilities as Ashkhan and name you [[Morrowind:Nerevarine Cult|Nerevarine]] of the [[Morrowind:Erabenimsun Tribe|Erabenimsun]]. Visit Manirai to receive the tribe's enchanted symbol, [[Morrowind:The Seizing of the Erabenimsun|The Seizing of the Erabenimsun]].
If all three Great Houses have pronounced you as Hortator and all four [[Morrowind:Ashlanders|Ashlander Tribes]] have named you Nerevarine, head over to the [[Morrowind:Vivec Temple|Temple Canton]] in [[Morrowind:Vivec (city)|Vivec]] for the next part of the quest.
==Notes==
* Ranabi also wears the [[Morrowind:Bitter Hand|Bitter Hand]], [[Morrowind:Ember Hand|Ember Hand]], [[Morrowind:Bonedancer Gauntlet|Bonedancer Gauntlet]] and [[Morrowind:Boneweave Gauntlet|Boneweave Gauntlet]].
* Ashu-Ahhe wears the [[Morrowind:Mountain Spirit|Mountain Spirit]] cuirass.
* Ahaz carries the [[Morrowind:Wind of Ahaz|Wind of Ahaz]] axe.
* Tinti and Hairan from [[Morrowind:Marsus Tullius' Missing Hides|Marsus Tullius' Missing Hides Quest]] may become hostile after speaking with them, regardless of starting this quest or not. You will not be penalized if you kill these two.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=B4_KillWarLovers
|1||I asked Ashkhan Ulath-Pal of the Erabenimsun to name me Nerevarine. He mocked me as a hound and a foreign fool, and he said he would kill me with his own hand if I ever troubled him again.
|5||I told the Erabenimsun wise woman Manirai that I wish to be named Nerevarine by her tribe. She said this will never happen, not while Ashkhan Ulath-Pal and his supporters live. She says that if I want to be Nerevarine of the Erabenimsun, I must kill Ulath-Pal and his supporters, the gulakhans Ahaz, Ranabi, and Ashu-Ahhe. Then I must raise Gulakhan Han-Ammu to Ashkhan. Ashkhan Han-Ammu would then name me Nerevarine Erabenimsun.
|10||Manirai says that now, with Ulath-Pal and his supporters out of the way, it is a simple matter to be named Nerevarine of the Erabenimsun. All I need to do is persuade Gulakhan Han-Ammu to become the ashkhan of the Erabenimsun. I'll find him in his gulakyurt. She warned me, however, that he may be difficult to persuade.
|35||I spoke to Han-Ammu and made a little speech about having the courage to accept responsibilities of ashkhan, because the fate of the tribe is in his hands. He has taken the lesson to heart, and has accepted his responsibilities as ashkhan. He also said that he will name me Nerevarine of the Erabenimsun. I must ask him to do this immediately.
|40||I have given Han-Ammu the War Axe of Airan-Ammu, Sanit-Kil's Heart of Fire, and the Robe of Erur-Dan the Wise, and I have persuaded him to accept his responsibilities as ashkhan of the Erabenimsun. He has also agreed to name me Nerevarine of the Erabenimsun. I must ask him to do this immediately.
|41||I have given Han-Ammu the War Axe of Airan-Ammu and Sanit-Kil's Heart of Fire, but he asked me to keep the Robe of Erur-Dan the Wise for myself. And by these tokens, I have persuaded him to accept his responsibilities as ashkhan of the Erabenimsun. He has also agreed to name me Nerevarine of the Erabenimsun. I must ask him to do this immediately.
|42||I have given Han-Ammu the War Axe of Airan-Ammu and the Robe of Erur-Dan the Wise, but he asked me to keep Sanit-Kil's Heart of Fire for myself. And by these tokens, I have persuaded him to accept his responsibilities as ashkhan of the Erabenimsun. He has also agreed to name me Nerevarine of the Erabenimsun. I must ask him to do this immediately.
|43||I have given Han-Ammu Sanit-Kil's Heart of Fire and the Robe of Erur-Dan the Wise, but he asked me to keep the War Axe of Airan-Ammu for myself. And by these tokens, I have persuaded him to accept his responsibilities as ashkhan of the Erabenimsun. He has also agreed to name me Nerevarine of the Erabenimsun. I must ask him to do this immediately.
|50||Han-Ammu, now Ashkhan of the Erabenimsun, has named me Erabenimsun Nerevarine, Champion of the Erabenimsun, and Protector of the People. I must also go to wise woman Manirai and get from her the Seizing of the Erabenimsun, an enchanted heirloom of the tribe, which shall be a sign to all Dunmer that the Erabenimsun have named me Nerevarine.
|55|fin|Wise Woman Manirai has given me the Seizing of the Erabenimsun, an enchanted token that identifies me as Nerevarine and Champion of the Erabenimsun.
|!||B4_WarLoverKill
|1|fin|I have slain one of the war-loving Erabenimsun Ashlanders. But perhaps it would have been impossible to have friendly dealings with them or their leaders, anyway.
|!||B4_WarAxe
|1|fin|I have given Han-Ammu the War Axe of Airan-Ammu and made a little speech about strength and symbols and responsibility. I believe he has taken the lesson to heart, and will consider accepting his responsibilities as ashkhan, and consider naming me Nerevarine.
|5|fin|I gave Han-Ammu the War Axe of Airan-Ammu and made a little speech about strength and symbols and responsibility. I believe he has taken the lesson to heart, and will consider accepting his responsibilities as ashkhan, and consider naming me Nerevarine. But he says he doesn't need the axe, and that I should keep it for myself.
|!||B4_HeartFire
|1|fin|I have given Han-Ammu the Sanit-Kil's Heart of Fire and made a little speech about courage and symbols and responsibility. I believe he has taken the lesson to heart, and will consider accepting his responsibilities as ashkhan, and consider naming me Nerevarine.
|5|fin|I gave Han-Ammu the Sanit-Kil's Heart of Fire and made a little speech about courage and symbols and responsibility. I believe he has taken the lesson to heart, and will consider accepting his responsibilities as ashkhan, and consider naming me Nerevarine. But he said he didn't need the amulet, and he let me keep it.
|!||B4_Robe
|1|fin|I have given Han-Ammu the Robe of Erur-Dan the Wise and made a little speech about wisdom and symbols and responsibility. I believe he has taken the lesson to heart, and will consider accepting his responsibilities as ashkhan, and consider naming me Nerevarine.
|5|fin|I gave Han-Ammu the Robe of Erur-Dan the Wise and made a little speech about wisdom and symbols and responsibility. I believe he has taken the lesson to heart, and will consider accepting his responsibilities as ashkhan, and consider naming me Nerevarine. But he said he does not need the robe, and he asked me to keep it.
|!||B4_ErabenimsunKill
|1|fin|I have slain a peace-loving Erabenimsun Ashlander. Now it will be impossible to have friendly dealings with the peace-loving Erabenimsun or their leaders.
}}
{{Morrowind Main Quest Footer}}
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2021-04-05T17:17:18Z
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Enobot
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Quick Walkthrough
# Talk to Manirai in the Wise Woman's Yurt at the Erabenimsun Camp.
# Kill Ulath-Pal and his supporters, Ahaz, Ranabi, and Ashu-Ahhe.
# Talk to Manirai and Gulakhan Han-Ammu.
# Give (or show) Han-Ammu the War Axe of Airan Ammu, Sanit-Kil's Heart of Fire, and the Robe of Erur-Dan the Wise; and convince him to become Ashkhan.
# Be named Nerevarine of the Erabenimsun Tribe.
Detailed Walkthrough
The Erabenimsun Camp
If you haven't found out the location of the Erabenimsun Camp yet, return to the Urshilaku Camp and find out from the Ashlanders. The camp is located a little southwest of the village of Tel Fyr, south of Tel Aruhn. The quickest way would be to grab a boat to Tel Aruhn or a Guild Guide to Wolverine Hall (Sadrith Mora) and then head southwest to the camp.
Internal Disagreement
Speaking with either resident of the Ashkhan's yurt results in a brief response and a disposition drop when mentioning the Nerevarine or prophecies. Go and talk to the Wise Woman, Manirai, in her yurt. Make sure you ask her about Nerevarine prophecies. She explains that Ulath-Pal and his allies hate all outlanders and will never agree to call you Nerevarine. She suggests a simple course of action.
Kill Ulath-Pal and His Supporters
In order to be named Nerevarine of the Erabenimsun, you must first kill Ashkhan Ulath-Pal and his supporters, Ahaz, Ranabi, and Ashu-Ahhe. Ulath-Pal and Ahaz are both in Ulath-Pal's Yurt. They are the strongest of the four, and both cast spells. Ulath-Pal drops the War Axe of Airan Ammu and Ahaz drops Sanit-Kil's Heart of Fire. Ranabi is in his Yurt and should be defeated quickly to prevent him from casting spells. He drops the Robe of Erur-Dan the Wise. Ashu-Ahhe is next door in his Yurt, and deals a moderate amount of damage.
Persuading Gulakhan Han-Ammu
Visit Manirai after dealing with Ulath-Pal and his supporters to find out that Gulakhan Han-Ammu must be persuaded to name you Nerevarine of the Erabenimsun. She warns that it may be difficult to convince him. Go and speak with Han-Ammu. He explains that he doesn't want the title of Ashkhan because he lacks three basic attributes of a warrior: strength, courage and wisdom. To make up for his lack of attributes, he wants the magic items that belonged to his now deceased tribe members: the War Axe of Airan Ammu, Sanit-Kil's Heart of Fire, and the Robe of Erur-Dan the Wise.
Choose to offer him the magic items or show them to him. There are three possible outcomes: if his disposition and your Speechcraft are 50 or higher, show him an item and you'll convince him after some dialogue, if his disposition is 90 or higher and your Speechcraft is lower than 50, you'll have to give him all three items, but you get to keep the last one discussed (it is possible to place the desired item on the ground before speaking to him and then pick it up after handing over the other two items), or give him all three items.
Named as Nerevarine
With the magic items sorted out, Han-Ammu will accept his responsibilities as Ashkhan and name you Nerevarine of the Erabenimsun. Visit Manirai to receive the tribe's enchanted symbol, The Seizing of the Erabenimsun.
If all three Great Houses have pronounced you as Hortator and all four Ashlander Tribes have named you Nerevarine, head over to the Temple Canton in Vivec for the next part of the quest.
Notes
Ranabi also wears the Bitter Hand, Ember Hand, Bonedancer Gauntlet and Boneweave Gauntlet.
Ashu-Ahhe wears the Mountain Spirit cuirass.
Ahaz carries the Wind of Ahaz axe.
Tinti and Hairan from Marsus Tullius' Missing Hides Quest may become hostile after speaking with them, regardless of starting this quest or not. You will not be penalized if you kill these two.
Quest Stages
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110
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https://en.uesp.net/wiki/Morrowind:Redoran_Hortator
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Morrowind:Redoran Hortator
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest/Vivec City
|Giver=[[Morrowind:Athyn Sarethi|Athyn Sarethi]] in [[Morrowind:Ald'ruhn|Ald'ruhn]]
|Reward=[[Morrowind:Ring_of_the_Hortator|Ring of the Hortator]]
|Prev=[[Morrowind:The Path of the Incarnate|The Path of the Incarnate]]
|Conc=[[Morrowind:Hlaalu Hortator|Hlaalu Hortator]], [[Morrowind:Telvanni Hortator|Telvanni Hortator]], [[Morrowind:Ahemmusa Nerevarine|Ahemmusa Nerevarine]], [[Morrowind:Zainab Nerevarine|Zainab Nerevarine]], [[Morrowind:Erabenimsun Nerevarine|Erabenimsun Nerevarine]], [[Morrowind:Urshilaku Nerevarine|Urshilaku Nerevarine]], [[Morrowind: Rescue Varvur Sarethi|Rescue Varvur Sarethi]]
|Next=[[Morrowind:Hortator and Nerevarine|Hortator and Nerevarine]]
|Loc=[[Morrowind:Vivec Arena|Vivec Arena]]
|Difficulty=Medium
|Rep=+4
|Image=MW-quest-Redoran Hortator.jpg
|ImgDesc=The six councilors you need to convince: Athyn Sarethi, Miner Arobar, Garisa Llethri, Hlaren Ramoran, Brara Morvayn, and Bolvyn Venim
|ID=B5_ArobarHort, B5_LlethriHort, B5_MorvaynHort, B5_RamoranHort, B5_RedoranBook, B5_RedoranHort, B5_SarethiHort, B5_VenimHort
|description=Persuade [[Morrowind:House Redoran|House Redoran]] to name you their Hortator.
}}
==Quick Walkthrough==
# Talk to [[Morrowind:Athyn Sarethi|Athyn Sarethi]] in [[Morrowind:Sarethi Manor|Sarethi Manor]] ([[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:Manor District|Manor District]]) to learn about the [[Morrowind:House Redoran|House Redoran]] council members.
#* If not a House member, rescue Sarethi's son, [[Morrowind:Varvur Sarethi|Varvur]], in [[Morrowind:Venim Manor|Venim Manor]], to get his vote for Hortator.
# Talk to [[Morrowind:Miner Arobar|Miner Arobar]] in [[Morrowind:Arobar Manor|Arobar Manor]] and get his vote for Hortator.
# Talk to [[Morrowind:Garisa Llethri|Garisa Llethri]] in [[Morrowind:Llethri Manor|Llethri Manor]] and get his vote for Hortator.
# Talk to [[Morrowind:Hlaren Ramoran|Hlaren Ramoran]] in [[Morrowind:Ramoran Manor|Ramoran Manor]] and get his vote for Hortator.
# Talk to [[Morrowind:Mistress Brara Morvayn|Mistress Brara Morvayn]] in the [[Morrowind:Redoran Council Hall|Redoran Council Hall]] and get her vote for Hortator.
# Challenge [[Morrowind:Bolvyn Venim|Bolvyn Venim]] in [[Morrowind:Venim Manor|Venim Manor]] to a duel, meeting him in [[Morrowind:Vivec (city)|Vivec]]'s [[Morrowind:Vivec Arena|Arena]].
# Return to Athyn Sarethi and be named the Hortator for [[Morrowind:House Redoran|House Redoran]].
==Detailed Walkthrough==
===Overview===
You have just officially become the [[Morrowind:Nerevarine Cult|Nerevarine]] and must be acknowledged as the war leader by the four [[Morrowind:Ashlanders|Ashlander]] tribes ([[Morrowind:Ahemmusa Tribe|Ahemmusa]], [[Morrowind:Zainab Tribe|Zainab]], [[Morrowind:Urshilaku Tribe|Urshilaku]], and [[Morrowind:Erabenimsun Tribe|Erabenimsun]]) and the three Great Houses ([[Morrowind:House Hlaalu|Hlaalu]], [[Morrowind:House Redoran|Redoran]], and [[Morrowind:House Telvanni|Telvanni]]).
The first step is to become Hortator to the three Great Houses and complete the Fourth Trial, starting with [[Morrowind:House Redoran|House Redoran]] (though the actual order of the houses is unimportant). The quest has two different paths, one for members of House Redoran, and one for those who are not.
===Sarethi Manor===
Pay a visit to [[Morrowind:Athyn Sarethi|Athyn Sarethi]] in the [[Morrowind:Sarethi_Manor|Sarethi Manor]] in [[Morrowind:Ald'ruhn|Ald'ruhn]] ([[Morrowind:Manor_District|Manor District]]). If you are a member of [[Morrowind:House Redoran|House Redoran]] (but not the Archmaster), Athyn should tell you that all but one council member will support you as Hortator, Bolvyn Venim. If you are the Archmaster, Athyn will make you Hortator immediately. If you're not a member, you'll have to persuade him significantly in order to get him to speak with you. Even then, Athyn will ask you a favor first: to rescue his son Varvur Sarethi from the Venim Manor (first manor on the right in the Manor District). You must be careful when rescuing him not to kill the councilman Bolvyn as the other council members will turn against you.
===Rescuing Varvur Sarethi===
To find Varvur, find the Right Wing of the Venim Manor. In the large room, on a bench, you should find a 'Note to [[Morrowind:Malsa Ules|Malsa Ules]]' and a key. The note says that "a guest" is being held in a hidden room behind the tapestry. You'll find the door and tapestry nearby, and the key on the note opens that door (50 level lock). Remember the nearby guards won't like it if you take the key or note. Once you find Varvur, escort him back to the Sarethi manor and his father. Note that any guards that see him will attack, so planning the fastest route ahead of time might help. You are free to kill the guards, but again be careful not to kill Bolvyn. Once you return Athyn's son, he will give you his vote to be named [[Morrowind:House Redoran|Redoran]] Hortator and says that the other council members will concur, except for one.
===The Other Councilors===
From this point, the quest is the same whether you are a [[Morrowind:House Redoran|House Redoran]] member or not. Talk to all the councilors in [[Morrowind:Ald'ruhn|Ald'ruhn]] in their respective manors: [[Morrowind:Miner Arobar|Miner Arobar]], [[Morrowind:Garisa Llethri|Garisa Llethri]], [[Morrowind:Hlaren Ramoran|Hlaren Ramoran]], and [[Morrowind:Brara Morvayn|Brara Morvayn]] (see the ''[[Morrowind:Red Book of 3E 426|Red Book of 3E 426]]'', provided by Athyn, for a complete list). Talk to each councilor about the [[Morrowind:House Redoran|Redoran]] Hortator and to get their vote. If you are following the [[Morrowind:Red Book of 3E 426|Red Book of 3E 426]], you will likely visit Morvayn Manor in east Ald'ruhn looking for [[Morrowind:Remas Morvayn|Remas Morvayn]]. Unfortunately, he was killed defending the Morvayn Manor from Corprus monsters. His wife [[Morrowind:Brara Morvayn|Brara Morvayn]] has taken his seat on the Redoran Council, and you will have to visit her to get the Redoran vote. She can be found in Morvayn Quarters, which can be accessed from the Redoran Council Hall (the door to Morvayn Quarters doesn't appear on the map, since it is directly under the door to Galsa Gindu's House).
[[File:MW-quest-Duel with Bolvyn Venim.jpg|thumb|right|You will need to duel Bolvyn Venim to the death]]
===Bolvyn Venim===
The one exception is, of course, Bolvyn Venim, who won't agree with you no matter what. The only option is to have a duel to the death with him to get him out of the way. If you just kill him outright, the other council members will turn against you. Talking with him reveals he wishes to duel you in the [[Morrowind:Vivec Arena|Vivec Arena]], but he offers a fight only after you have the vote of all the other councilors. If you don't have the votes, his disposition drops by ten points (25 if it was 75+). Take a [[Morrowind:Guild Guide|Guild Guide]] or [[Morrowind:Silt Strider|Silt Strider]] over to [[Morrowind:Vivec (city)|Vivec]], and enter the [[Morrowind:Vivec Arena|Arena]] to find Bolvyn. He is a tough opponent if you attack him in melee as he is heavily armored (ebony) and has a [[Morrowind:Daedric Dai-katana|Daedric Dai-katana]]. He has no ranged weapons or spells however, so feel free to take him out from a distance, but only when standing on the ground floor or within Venim's reach, as spells have been reported to go through his body from the second floor of the Arena. Healing potions and scrolls are helpful of course.
===Return to Sarethi===
Once Bolvyn is out of the way, return to Athyn Sarethi to be named the [[Morrowind:House Redoran|Redoran]] Hortator and receive the [[Morrowind:Ring of the Hortator|Ring of the Hortator]] to identify yourself as such. You also receive a [[Morrowind:note from the Archcanon|note from the Archcanon]] saying that should you be named [[Morrowind:Nerevarine Cult|Nerevarine]] and Hortator of the four tribes and three houses, to present yourself to the [[Morrowind:Tholer Saryoni|Archcanon Saryoni]] in the [[Morrowind:Vivec Temple|High Fane]] of [[Morrowind:Vivec (city)|Vivec]]. Hold onto this note as you'll need it later.
==Notes==
* If you decide to kill Venim for your House Redoran advancement and your Hortator status (at the same time, being eligible for both), Sarethi will assume you are Hortator before you actually are; He'll "confirm" you as Hortator on asking him about Advancement if all the councilors agree, but you must bring up the ''Redoran Hortator'' topic again to gain the Ring of The Hortator and the proper conclusion.
* If Varvur is killed, you will be unable to gain Sarethi's support and the Main Quest will become impossible to complete normally. However, it can be completed through [[Morrowind:Yagrum Bagarn and Wraithguard|alternative means]].
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=B5_RedoranHort
|50|fin|I have been named Hortator of House Redoran by Redoran's councilors. When I have been declared Hortator of all three Houses, Redoran, Hlaalu, and Telvanni, I will have fulfilled the Fourth Trial of the Seven Visions of Seven Trials of the Incarnate.
|60|fin|When Athyn Sarethi named me Redoran Hortator, he gave me an enchanted ring, a token of my office called the "Ring of the Hortator." By this ring others shall know me as House Redoran's chosen champion.
|70|fin|Athyn Sarethi showed me a public notice revealing that I am an Imperial agent. He did not ask for an explanation. He said he was satisfied that I was sincere. But he said others might not be so understanding.
|!||B5_RedoranBook
|1||I have been given a recent edition of the Red Book of Great House Redoran which lists the names and residences of the current Redoran councilors.
|!||B5_ArobarHort
|5||Since I have killed a Redoran councilor, Arobar says the other councilors will never consent to making me Hortator.
|10||Since I have murdered a Redoran councilor, Arobar says the other councilors will never consent to making me Hortator.
|20||I asked Miner Arobar to name me Hortator. My story interested him, but he was concerned about rumors he heard about me from the Temple. He has agreed to consider the matter further, and to consult with his other colleagues on the council.
|50||Sarethi's influence has persuaded Miner Arobar. He has agreed to confirm me as Hortator of House Redoran.
|60||I asked Miner Arobar to name me Hortator. My story, my proofs, and the Moon-and-Star ring impressed him. He was concerned about granting such a title and authority to an outlander. But since I am a member of House Redoran, he agreed to confirm me as Hortator of House Redoran.
|!||B5_LlethriHort
|5||Since I have killed a Redoran counselor, Llethri says the other councilors will never consent to making me Hortator.
|10||Since I have murdered a Redoran counselor, Llethri says the other councilors will never consent to making me Hortator.
|20||Garisa Llethri doesn't believe my story and doesn't know much about me. He's going to talk with the other councilors before he makes his decision.
|50||Garisa Llethri is making me his choice for Hortator of House Redoran. He was persuaded by Athyn Sarethi's testimony.
|60||I asked Garisa Llethri to name me Hortator. He was skeptical when he heard my story, and though he thinks that prophecies and reborn heroes are just superstitious nonsense, he approves of my skills and accomplishments. Since I am a member of House Redoran, he decided to confirm me as the Redoran Hortator.
|!||B5_RamoranHort
|5||Since I have killed a Redoran counselor, Ramoran says the other councilors will never consent to making me Hortator.
|10||Since I have murdered a Redoran counselor, Ramoran says the other councilors will never consent to making me Hortator.
|20||Ramoran was impressed by my story and my ring. But I'm an outsider, and he doesn't trust me. He said he'd think about my request and talk to the other counselors.
|50||Thanks to Sarethi's influence, Hlaren Ramoran has agreed to name me Hortator.
|60||I asked Hlaren Ramoran to name me Hortator. He accepted my story and my proofs, and, since I am a member of House Redoran, he agreed to confirm me as Hortator of House Redoran.
|!||B5_MorvaynHort
|5||Since I have killed a Redoran counselor, Morvayn says the other councilors will never consent to making me Hortator.
|10||Since I have murdered a Redoran counselor, Morvayn says the other councilors will never consent to making me Hortator.
|20||Morvayn was troubled by my story, but seemed to believe it. But she doesn't know me or trust me. She said she would consider my request and share her concerns with the other councilors.
|50||After speaking with Athyn Sarethi, Councilor Morvayn has agreed to name me Hortator of House Redoran.
|60||I asked Brara Morvayn to name me Hortator. She found my story troubling, but she accepted the Moon-and-Star ring as proof I was indeed the Nerevarine, and, since I am a member of House Redoran, she quickly agreed to confirm me as Hortator of House Redoran.
|!||B5_VenimHort
|10||I have murdered Bolvyn Venim. The murder of a Redoran councilor is a serious crime and offense to honor. Now I can expect little cooperation or sympathy from House Redoran.
|20||I asked Bolvyn Venim to name me Hortator. He was indignant, and refused to hear my story or consider my proof. He was quite clear... he will never consent to my being chosen as Hortator of House Redoran.
|30||Bolvyn Venim has challenged me to a duel at the Arena in Vivec.
|50||I killed Bolvyn Venim in a duel. It is unfortunate, but there was no alternative. I should speak with Athyn Sarethi again to be named Hortator.
|!||B5_SarethiHort
|5||Since I have killed a Redoran counselor, Sarethi says the other councilors will never consent to making me Hortator.
|10||Since I have murdered a Redoran counselor, Sarethi says the other councilors will never consent to making me Hortator.
|50||Athyn Sarethi has agreed to name me Hortator of House Redoran. He says he will use his influence to persuade the other councilors to support me, but that Bolvyn Venim will never support an outlander as Hortator of House Redoran. If I have the support of the rest of the Redoran Council, perhaps Venim will agree to an honorable duel.
}}
{{Morrowind Main Quest Footer}}
| 2,447,828
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2021-07-26T11:55:05Z
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Legoless
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Quick Walkthrough
# Talk to Athyn Sarethi in Sarethi Manor (Ald'ruhn, Manor District) to learn about the House Redoran council members.
#* If not a House member, rescue Sarethi's son, Varvur, in Venim Manor, to get his vote for Hortator.
# Talk to Miner Arobar in Arobar Manor and get his vote for Hortator.
# Talk to Garisa Llethri in Llethri Manor and get his vote for Hortator.
# Talk to Hlaren Ramoran in Ramoran Manor and get his vote for Hortator.
# Talk to Mistress Brara Morvayn in the Redoran Council Hall and get her vote for Hortator.
# Challenge Bolvyn Venim in Venim Manor to a duel, meeting him in Vivec's Arena.
# Return to Athyn Sarethi and be named the Hortator for House Redoran.
Detailed Walkthrough
Overview
You have just officially become the Nerevarine and must be acknowledged as the war leader by the four Ashlander tribes (Ahemmusa, Zainab, Urshilaku, and Erabenimsun) and the three Great Houses (Hlaalu, Redoran, and Telvanni).
The first step is to become Hortator to the three Great Houses and complete the Fourth Trial, starting with House Redoran (though the actual order of the houses is unimportant). The quest has two different paths, one for members of House Redoran, and one for those who are not.
Sarethi Manor
Pay a visit to Athyn Sarethi in the Sarethi Manor in Ald'ruhn (Manor District). If you are a member of House Redoran (but not the Archmaster), Athyn should tell you that all but one council member will support you as Hortator, Bolvyn Venim. If you are the Archmaster, Athyn will make you Hortator immediately. If you're not a member, you'll have to persuade him significantly in order to get him to speak with you. Even then, Athyn will ask you a favor first: to rescue his son Varvur Sarethi from the Venim Manor (first manor on the right in the Manor District). You must be careful when rescuing him not to kill the councilman Bolvyn as the other council members will turn against you.
Rescuing Varvur Sarethi
To find Varvur, find the Right Wing of the Venim Manor. In the large room, on a bench, you should find a 'Note to Malsa Ules' and a key. The note says that "a guest" is being held in a hidden room behind the tapestry. You'll find the door and tapestry nearby, and the key on the note opens that door (50 level lock). Remember the nearby guards won't like it if you take the key or note. Once you find Varvur, escort him back to the Sarethi manor and his father. Note that any guards that see him will attack, so planning the fastest route ahead of time might help. You are free to kill the guards, but again be careful not to kill Bolvyn. Once you return Athyn's son, he will give you his vote to be named Redoran Hortator and says that the other council members will concur, except for one.
The Other Councilors
From this point, the quest is the same whether you are a House Redoran member or not. Talk to all the councilors in Ald'ruhn in their respective manors: Miner Arobar, Garisa Llethri, Hlaren Ramoran, and Brara Morvayn (see the Red Book of 3E 426, provided by Athyn, for a complete list). Talk to each councilor about the Redoran Hortator and to get their vote. If you are following the Red Book of 3E 426, you will likely visit Morvayn Manor in east Ald'ruhn looking for Remas Morvayn. Unfortunately, he was killed defending the Morvayn Manor from Corprus monsters. His wife Brara Morvayn has taken his seat on the Redoran Council, and you will have to visit her to get the Redoran vote. She can be found in Morvayn Quarters, which can be accessed from the Redoran Council Hall (the door to Morvayn Quarters doesn't appear on the map, since it is directly under the door to Galsa Gindu's House).
thumb|right|You will need to duel Bolvyn Venim to the death
Bolvyn Venim
The one exception is, of course, Bolvyn Venim, who won't agree with you no matter what. The only option is to have a duel to the death with him to get him out of the way. If you just kill him outright, the other council members will turn against you. Talking with him reveals he wishes to duel you in the Vivec Arena, but he offers a fight only after you have the vote of all the other councilors. If you don't have the votes, his disposition drops by ten points (25 if it was 75+). Take a Guild Guide or Silt Strider over to Vivec, and enter the Arena to find Bolvyn. He is a tough opponent if you attack him in melee as he is heavily armored (ebony) and has a Daedric Dai-katana. He has no ranged weapons or spells however, so feel free to take him out from a distance, but only when standing on the ground floor or within Venim's reach, as spells have been reported to go through his body from the second floor of the Arena. Healing potions and scrolls are helpful of course.
Return to Sarethi
Once Bolvyn is out of the way, return to Athyn Sarethi to be named the Redoran Hortator and receive the Ring of the Hortator to identify yourself as such. You also receive a note from the Archcanon saying that should you be named Nerevarine and Hortator of the four tribes and three houses, to present yourself to the Archcanon Saryoni in the High Fane of Vivec. Hold onto this note as you'll need it later.
Notes
If you decide to kill Venim for your House Redoran advancement and your Hortator status (at the same time, being eligible for both), Sarethi will assume you are Hortator before you actually are; He'll "confirm" you as Hortator on asking him about Advancement if all the councilors agree, but you must bring up the Redoran Hortator topic again to gain the Ring of The Hortator and the proper conclusion.
If Varvur is killed, you will be unable to gain Sarethi's support and the Main Quest will become impossible to complete normally. However, it can be completed through alternative means.
Quest Stages
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110
| 1,264
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https://en.uesp.net/wiki/Morrowind:Hlaalu_Hortator
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Morrowind:Hlaalu Hortator
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest/Vivec City
|Giver=[[Morrowind:Crassius Curio|Crassius Curio]] in [[Morrowind:Vivec (city)|Vivec]]
|Reward=[[Morrowind:Belt_of_the_Hortator|Belt of the Hortator]]
|Prev=[[Morrowind:The Path of the Incarnate|The Path of the Incarnate]]
|Conc=[[Morrowind:Redoran Hortator|Redoran Hortator]], [[Morrowind:Telvanni Hortator|Telvanni Hortator]], [[Morrowind:Ahemmusa Nerevarine|Ahemmusa Nerevarine]], [[Morrowind:Zainab Nerevarine|Zainab Nerevarine]], [[Morrowind:Erabenimsun Nerevarine|Erabenimsun Nerevarine]], [[Morrowind:Urshilaku Nerevarine|Urshilaku Nerevarine]]
|Next=[[Morrowind:Hortator and Nerevarine|Hortator and Nerevarine]]
|Loc=[[Morrowind:Balmora|Balmora]], [[Morrowind:Dren Plantation|Dren Plantation]], [[Morrowind:Omani Manor|Omani Manor]], [[Morrowind:Ules Manor|Ules Manor]]
|ReqItem=3,000 Gold
|Disp=+10 ([[Morrowind:Nileno Dorvayn|Nileno Dorvayn]]),<br/>+10/+30 ([[Morrowind:Crassius Curio|Crassius Curio]])
|Rep=+4
|Difficulty=Medium
|Image=MW-quest-Hlaalu_Hortator.jpg
|ImgDesc=The six councilors you need to convince: Crassius Curio, Yngling Half-Troll, Dram Bero, Orvas Dren, Velanda Omani and Nevena Ules
|ID=B6_BeroHort, B6_CurioHort, B6_DrenHortator, B6_HlaaluBook, B6_HlaaluHort, B6_OmaniHort, B6_UlesHort, B6_YnglingHort
|description=Persuade [[Morrowind:House Hlaalu|House Hlaalu]] to name you their Hortator.
}}
==Quick Walkthrough==
# Meet with [[Morrowind:Crassius Curio|Crassius Curio]] in the Curio Manor, [[Morrowind:Vivec Hlaalu|Vivec Hlaalu]] Plaza, to receive an overview of the [[Morrowind:House Hlaalu|Hlaalu]] councilors.
# Get Curio's vote for Hortator.
# Find [[Morrowind:Dram Bero|Dram Bero]] hidden in the [[Morrowind:St. Olms Haunted Manor|Haunted Manor]], [[Morrowind:Vivec St. Olms|St. Olms]], and get his vote.
#* Learn about [[Morrowind:Orvas Dren|Orvas Dren]] from Dram Bero.
# Find [[Morrowind:Yngling Half-Troll|Yngling Half-Troll]] in [[Morrowind:Vivec (city)|Vivec]], [[Morrowind:Vivec St. Olms|St. Olms]] Plaza, [[Morrowind:St. Olms Yngling Manor|Yngling Manor]], and get his vote (gold required).
# Deal with Orvas Dren at [[Morrowind:Dren Plantation|Dren Plantation]], north of [[Morrowind:Vivec (city)|Vivec]].
# Find [[Morrowind:Velanda Omani|Velanda Omani]] in [[Morrowind:Omani Manor|Omani Manor]] on Elmas Island, east of the [[Morrowind:Vivec St. Olms|St. Olms Canton]], and get her vote.
# Find [[Morrowind:Nevena Ules|Nevena Ules]] in [[Morrowind:Ules Manor|Ules Manor]], just west of [[Morrowind:Suran|Suran]] (east of the [[Morrowind:Dren Plantation|Dren Plantation]], and northeast of [[Morrowind:Vivec (city)|Vivec]]) and get her vote.
# Return to Curio to be named the Hortator of [[Morrowind:House Hlaalu|House Hlaalu]].
==Detailed Walkthrough==
===Overview===
This quest is part of convincing each of the three Great Houses to name you their Hortator. The exact order you approach the houses in is not important. Again, you must visit all the council members of the [[Morrowind:House Hlaalu|House]] to convince them to vote for you. If you don't already have one, [[Morrowind:Nileno Dorvayn|Nileno Dorvayn]] will supply you with a copy of the ''[[Morrowind:Yellow Book of 3E 426|Yellow Book of 3E 426]]'' which lists all the members, and for 50 drakes she will direct you to Crassius Curio. The members are: Crassius Curio, Yngling Half-Troll, Dram Bero, Nevena Ules, and Velanda Omani. Note that unlike the other two Great Houses, being the Grandmaster of House Hlaalu does not enable you to skip these steps.
===Crassius Curio===
Crassius Curio, downstairs in the Curio Manor in [[Morrowind:Vivec (city)|Vivec]], [[Morrowind:Vivec_Hlaalu#On_the_Plaza|Hlaalu Plaza]], will support you for a little favor. If he likes you (70 disposition), he just wants a kiss. Otherwise, it's 500 gold for [[Morrowind:House Hlaalu|Hlaalu]] members, 1000 for non-members. Curio also has some good advice on the other council members. You get a +30 disposition increase if you kiss him, +10 if you give him the gold. Another option is to bribe him with 1000 gold (which will increase his disposition to 100) or a few 100s and then kiss him, bringing the price down ''and'' making him like you more.
===Dram Bero===
Dram Bero is hidden in the basement of the [[Morrowind:St. Olms Haunted Manor|Haunted Manor]] in [[Morrowind:Vivec St. Olms|St. Olms]] Plaza. The basement door is locked (there are lockpicks under a table in the first room). You merely have to talk to him to get his vote. He'll mention that Velanda and Nevena are loyal to Orvas Dren, the brother of the Duke who has a large plantation in the [[Morrowind:Ascadian Isles|Ascadian Isles]] (see below).
===Yngling Half-Troll===
Yngling Half-Troll is in [[Morrowind:Vivec (city)|Vivec]], [[Morrowind:Vivec St. Olms|St. Olms Canton]] Plaza, [[Morrowind:St. Olms Yngling Manor|Yngling Manor]]. He'll ask for 1000 gold if you're a member, or 2000 otherwise. An alternate route is to actually kill Yngling, which is quite alright with the other council members if you talk to them about it (such as Dram Bero). But beware; if you attack Yngling, everyone else in his house may come to his aid and help to finish you off. A good opportunity to kill him will provide itself during the [[Morrowind:Yngling's Ledger|Yngling's Ledger]] quest - refusing to give him the ledger will provoke an attack.
===Orvas Dren===
In order to convince Velanda and Nevena, you must take care of Orvas Dren first, which may mean a number of things. You can just kill him, but he is well armed and has a few good bodyguards. You can blackmail him if you obtain [[Morrowind:Dren's Note|some papers]] from a {{hover|level 75|locked}} small chest in his basement (the two doors to which is {{hover|level 60|locked}} and trapped; his bodyguard carries a key, and another one lies on a desk next to the stairs directly below Dren himself, if you have a good enough combination of [[Morrowind:Chameleon|Chameleon]], [[Morrowind:Invisibility|Invisibility]] and/or [[Morrowind:Sneak|Sneak]] skill to steal it). Or, if you can raise his disposition high enough, you can talk to him about protecting [[Lore:Morrowind|Morrowind]] from the [[Lore:Empire|Empire]], resulting in Dren giving you his vote for Hortator. If you're in [[Morrowind:House Hlaalu|House Hlaalu]] and you've done the [[Morrowind:Dealing with Orvas Dren|quest]] to take over the [[Morrowind:Camonna Tong|Camonna Tong]], Dren should just give it up and say he'll use his influence on his two puppet councilors. Of course, if you completed that quest by killing him and breaking the link between Hlaalu and the Camonnas, rather than taking them over, there won't be a problem...
Orvas lives on the [[Morrowind:Dren Plantation|Dren Plantation]], a large manor north of [[Morrowind:Vivec (city)|Vivec]]. If your disposition is low when talking to him, he may attack; kill him quickly to avoid alerting the guards.
There appears to be no way to show Dren's incriminating note to his brother, [[Morrowind:Duke Vedam Dren|Duke Vedam Dren]].
===Velanda Omani and Nevena Ules===
Once Orvas is taken care of, you can continue and talk to Velanda and Nevena. Velanda is in [[Morrowind:Omani Manor|Omani Manor]] on Elmas Island, east of the [[Morrowind:Vivec St. Olms|Vivec St. Olms Canton]]. Nevena is in [[Morrowind:Ules Manor|Ules Manor]], across the bay directly west of [[Morrowind:Suran|Suran]]'s House of Earthly Delights (directly east of the [[Morrowind:Dren Plantation|Dren Plantation]], and northeast of [[Morrowind:Vivec (city)|Vivec]]). The manor is surrounded by slaves (there is no key to free them). Once you talk to each of the two councilors about the Hlaalu Hortator, they hastily give you their vote.
===Return to Curio===
You can now return to Curio in [[Morrowind:Vivec (city)|Vivec]] to be officially named as [[Morrowind:House Hlaalu|House Hlaalu]]'s Hortator and receive the [[Morrowind:Belt_of_the_Hortator|Belt of the Hortator]] as proof.
==Notes==
* Although you don't have to talk to Nileno Dorvayn, her disposition increases by ten if you do. It drops by ten if you can't afford to buy a copy of the book from her.
* Telling Orvas Dren that you wish to become Hortator to defeat Dagoth Ur will cause him to attack you, saving you the trouble of fighting his bodyguards.
* You can start this quest before completing The Path of the Incarnate but will be unable to finish it, since there will be no ''Hlaalu Hortator'' topic in conversation.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=B6_HlaaluHort
|50|yes|Crassius Curio gave me the Belt of the Hortator, a token that shows I have been named Hortator of House Hlaalu by Hlaalu's councilors. When I have been declared Hortator of all three Houses, Redoran, Hlaalu, and Telvanni, I will have fulfilled the Fourth Trial of the Seven Visions of Seven Trials of the Incarnate.
|!||B6_HlaaluBook
|1||I have been given a recent edition of the Yellow Book of Great House Hlaalu. It lists the current Hlaalu councilors and their residences.
|30||Nileno Dorvayn told me that I should speak with Crassius Curio at his manor in Vivec City. He is the most likely to consider my requests, whatever they may be.
|!||B6_CurioHort
|5||Crassius Curio said that there were some hard feelings in House Hlaalu about the circumstances surrounding the death of a Hlaalu councilor. He expressed deep sorrow that he could not support me for Hortator without jeopardizing his own standing in House Hlaalu.
|50||After I gave him a present of 500 gold, Crassius Curio gave me his vote for Hortator of House Hlaalu.
|60||After I gave him a kiss, Crassius Curio gave me his vote for Hortator of House Hlaalu.
|65||Upon receiving 1000 gold to cover expenses, Curio gave me his vote for Hortator of House Hlaalu.
|!||B6_BeroHort
|5||When I asked if he would support my selection as Hortator for House Hlaalu, Dram Bero mentioned that he'd heard that I'd been involved in the death of a Hlaalu councilor. He said that would make it impossible for him to support me as Hlaalu Hortator.
|50||Dram Bero was impressed that I had found his home. He agreed to name me Hortator, and gave me some advice. Yngling Half-Troll can be bribed or killed, and Crassius Curio might be manipulated. But Velanda Omani and Nevena Ules will not support me as Hortator without Orvas Dren's approval.
|!||B6_YnglingHort
|5||Yngling Half-Troll laughed when I asked him if he would support me for Hortator of House {{sic|Redoran|Hlaalu}}. He seemed to feel that killing a Hlaalu councilor ruined my chances.
|10||Yngling Half-Troll told me that he wouldn't name me Hortator without a bribe of 1000 gold.
|20||Yngling Half-Troll told me that he wouldn't name me Hortator without a bribe of 2000 gold.
|50||After a hefty bribe, Yngling Half-Troll gave me his vote for Hortator of House Hlaalu.
|70||I have killed the Hlaalu councilor Yngling Half-Troll.
|!||B6_DrenHortator
|50||Orvas Dren agreed to use his influence with Nevena Ules and Velanda Omani to have me named Hlaalu Hortator.
|!||B6_OmaniHort
|5||Velanda Omani expressed great concern that she heard that I'd been involved in the death of a Hlaalu councilor. Under the circumstances, she could see no chance of my being confirmed as Hortator.
|20||Velanda Omani told me she would not name me Hortator without the approval of Orvas Dren.
|50||When I asked that Velanda Omani name me Hortator of House Hlaalu, she agreed immediately. She seemed very anxious to please me. Now I have her vote for Hlaalu Hortator.
|!||B6_UlesHort
|5||Nevena Ules mentioned the unfortunate coincidence of my request to be named Hortator of House Hlaalu and my implication in the untimely death of a Hlaalu councilor. Her opinion was that consideration of my request would be postponed indefinitely.
|20||Nevena Ules did not seem to understand what I was asking. She told me I should meet with one of her advisors, Orvas Dren.
|50||Nevena Ules seemed very nervous when I asked her to confirm me as Hortator of House Hlaalu. She agreed immediately, and seemed very anxious to please me. Now I have her vote for Hlaalu Hortator.
}}
{{Morrowind Main Quest Footer}}
| 2,506,397
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2021-10-26T19:48:27Z
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Moony77Wolfy
|
Quick Walkthrough
# Meet with Crassius Curio in the Curio Manor, Vivec Hlaalu Plaza, to receive an overview of the Hlaalu councilors.
# Get Curio's vote for Hortator.
# Find Dram Bero hidden in the Haunted Manor, St. Olms, and get his vote.
#* Learn about Orvas Dren from Dram Bero.
# Find Yngling Half-Troll in Vivec, St. Olms Plaza, Yngling Manor, and get his vote (gold required).
# Deal with Orvas Dren at Dren Plantation, north of Vivec.
# Find Velanda Omani in Omani Manor on Elmas Island, east of the St. Olms Canton, and get her vote.
# Find Nevena Ules in Ules Manor, just west of Suran (east of the Dren Plantation, and northeast of Vivec) and get her vote.
# Return to Curio to be named the Hortator of House Hlaalu.
Detailed Walkthrough
Overview
This quest is part of convincing each of the three Great Houses to name you their Hortator. The exact order you approach the houses in is not important. Again, you must visit all the council members of the House to convince them to vote for you. If you don't already have one, Nileno Dorvayn will supply you with a copy of the Yellow Book of 3E 426 which lists all the members, and for 50 drakes she will direct you to Crassius Curio. The members are: Crassius Curio, Yngling Half-Troll, Dram Bero, Nevena Ules, and Velanda Omani. Note that unlike the other two Great Houses, being the Grandmaster of House Hlaalu does not enable you to skip these steps.
Crassius Curio
Crassius Curio, downstairs in the Curio Manor in Vivec, Hlaalu Plaza, will support you for a little favor. If he likes you (70 disposition), he just wants a kiss. Otherwise, it's 500 gold for Hlaalu members, 1000 for non-members. Curio also has some good advice on the other council members. You get a +30 disposition increase if you kiss him, +10 if you give him the gold. Another option is to bribe him with 1000 gold (which will increase his disposition to 100) or a few 100s and then kiss him, bringing the price down and making him like you more.
Dram Bero
Dram Bero is hidden in the basement of the Haunted Manor in St. Olms Plaza. The basement door is locked (there are lockpicks under a table in the first room). You merely have to talk to him to get his vote. He'll mention that Velanda and Nevena are loyal to Orvas Dren, the brother of the Duke who has a large plantation in the Ascadian Isles (see below).
Yngling Half-Troll
Yngling Half-Troll is in Vivec, St. Olms Canton Plaza, Yngling Manor. He'll ask for 1000 gold if you're a member, or 2000 otherwise. An alternate route is to actually kill Yngling, which is quite alright with the other council members if you talk to them about it (such as Dram Bero). But beware; if you attack Yngling, everyone else in his house may come to his aid and help to finish you off. A good opportunity to kill him will provide itself during the Yngling's Ledger quest - refusing to give him the ledger will provoke an attack.
Orvas Dren
In order to convince Velanda and Nevena, you must take care of Orvas Dren first, which may mean a number of things. You can just kill him, but he is well armed and has a few good bodyguards. You can blackmail him if you obtain some papers from a small chest in his basement (the two doors to which is and trapped; his bodyguard carries a key, and another one lies on a desk next to the stairs directly below Dren himself, if you have a good enough combination of Chameleon, Invisibility and/or Sneak skill to steal it). Or, if you can raise his disposition high enough, you can talk to him about protecting Morrowind from the Empire, resulting in Dren giving you his vote for Hortator. If you're in House Hlaalu and you've done the quest to take over the Camonna Tong, Dren should just give it up and say he'll use his influence on his two puppet councilors. Of course, if you completed that quest by killing him and breaking the link between Hlaalu and the Camonnas, rather than taking them over, there won't be a problem...
Orvas lives on the Dren Plantation, a large manor north of Vivec. If your disposition is low when talking to him, he may attack; kill him quickly to avoid alerting the guards.
There appears to be no way to show Dren's incriminating note to his brother, Duke Vedam Dren.
Velanda Omani and Nevena Ules
Once Orvas is taken care of, you can continue and talk to Velanda and Nevena. Velanda is in Omani Manor on Elmas Island, east of the Vivec St. Olms Canton. Nevena is in Ules Manor, across the bay directly west of Suran's House of Earthly Delights (directly east of the Dren Plantation, and northeast of Vivec). The manor is surrounded by slaves (there is no key to free them). Once you talk to each of the two councilors about the Hlaalu Hortator, they hastily give you their vote.
Return to Curio
You can now return to Curio in Vivec to be officially named as House Hlaalu's Hortator and receive the Belt of the Hortator as proof.
Notes
Although you don't have to talk to Nileno Dorvayn, her disposition increases by ten if you do. It drops by ten if you can't afford to buy a copy of the book from her.
Telling Orvas Dren that you wish to become Hortator to defeat Dagoth Ur will cause him to attack you, saving you the trouble of fighting his bodyguards.
You can start this quest before completing The Path of the Incarnate but will be unable to finish it, since there will be no Hlaalu Hortator topic in conversation.
Quest Stages
|
110
| 1,265
|
https://en.uesp.net/wiki/Morrowind:Telvanni_Hortator
|
Morrowind:Telvanni Hortator
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Morrowind:Aryon|Master Aryon]] at [[Morrowind:Tel Vos|Tel Vos]]
|Reward=[[Morrowind:Robe_of_the_Hortator|Robe of the Hortator]]
|Prev=[[Morrowind:The Path of the Incarnate|The Path of the Incarnate]]
|Conc=[[Morrowind:Hlaalu Hortator|Hlaalu Hortator]], [[Morrowind:Redoran Hortator|Redoran Hortator]], [[Morrowind:Ahemmusa Nerevarine|Ahemmusa Nerevarine]], [[Morrowind:Zainab Nerevarine|Zainab Nerevarine]], [[Morrowind:Erabenimsun Nerevarine|Erabenimsun Nerevarine]], [[Morrowind:Urshilaku Nerevarine|Urshilaku Nerevarine]]
|Next=[[Morrowind:Hortator and Nerevarine|Hortator and Nerevarine]]
|Loc=[[Morrowind:Tel Mora|Tel Mora]], [[Morrowind:Gnisis|Gnisis]], [[Morrowind:Tel Branora|Tel Branora]], [[Morrowind:Sadrith Mora|Sadrith Mora]], [[Morrowind:Tel Aruhn|Tel Aruhn]]
|ReqItem=[[Morrowind:Levitate|Levitate]] Spell
|Difficulty=Medium
|Rep=+4
|Image=MW-quest-Telvanni Hortator.jpg
|ImgDesc=The six councilors you need to convince: Aryon, Baladas Demnevanni, Dratha, Gothren, Neloth, and Therana
|ID=B7_TelvanniHort, B7_AryonHort, B7_BaladasHort, B7_DrathaHort, B7_GothrenHort, B7_NelothHort, B7_TelvanniBook, B7_TheranaHort
|description=Persuade [[Morrowind:House Telvanni|House Telvanni]] to name you their Hortator.
}}
==Quick Walkthrough==
# Meet with [[Morrowind:Aryon|Master Aryon]] in [[Morrowind:Tel Vos|Tel Vos]] (Upper Chamber) to receive an overview of the [[Morrowind:House Telvanni|Telvanni]] councilors.
# Get Aryon to vote for you as the Hortator.
# Convince [[Morrowind:Dratha|Mistress Dratha]] in the Upper Tower in [[Morrowind:Tel Mora|Tel Mora]].
# Convince [[Morrowind:Neloth|Master Neloth]] in Tel Naga ([[Morrowind:Sadrith Mora|Sadrith Mora]]).
# Convince [[Morrowind:Therana|Mistress Therana]] in the Upper Tower of [[Morrowind:Tel Branora|Tel Branora]].
# Convince [[Morrowind:Baladas Demnevanni (person)|Master Baladas]] in Arvs-Drelen ([[Morrowind:Gnisis|Gnisis]]) if necessary.
# Kill [[Morrowind:Gothren|Gothren]] in the Upper Tower of [[Morrowind:Tel Aruhn|Tel Aruhn]].
# Return to Master Aryon to be named Hortator of House Telvanni.
==Detailed Walkthrough==
===Overview===
This quest is part of convincing each of the three Great Houses to vote you as their Hortator. The exact order you do the houses in is not important. The [[Morrowind:House Telvanni|House Telvanni]] portion of the Hortator quests is a bit different since in the end you can ultimately kill all the Telvanni council members instead of persuading them all (as is their custom for resolving disputes). Of course, this route is not the suggested one, but it is possible. In any case, if you are already the Archmagister of House Telvanni, you will become the Hortator as soon as you discuss the topic with Master Aryon.
It is highly recommended you acquire some means of levitation before undertaking this quest, as it is needed to reach all of the council members except Master Baladas.
===Master Aryon===
The Mouths in the Telvanni Council Hall will suggest that you first speak to Master Aryon in [[Morrowind:Tel Vos|Tel Vos]] (just west of [[Morrowind:Tel Mora|Tel Mora]] and opposite [[Morrowind:Vos|Vos]]). Aryon can be found in his chambers at the top of the tower, within the root-like structure that wraps around it. The easiest way to reach his door is to levitate; however, if your Acrobatics skill is very high (at or near the cap), you can alternatively climb to the top of the central tower and jump from platform to platform to reach it, or simply head out the back door of the Barracks and Armory and jump directly to it from there.
Upon talking to him, he immediately affirms his vote for you being the Hortator. If you are the Archmagister of House Telvanni, this alone is sufficient to make you Hortator; otherwise, he also tells you about the other council members that you must convince to get their votes. Master Neloth is ill-tempered, Mistress Dratha doesn't like men, Mistress Therana is losing her mind and Archmagister Gothren will probably delay his vote indefinitely. Aryon recommends that you kill Gothren, admitting that he stands to gain from the Archmagister's death. He tells you his advice is still good, and, as detailed below, it is.
===Mistress Dratha===
Mistress Dratha is found in the Upper Tower in Tel Mora (just east of Tel Vos). If you're playing as a female you'll get her support right away. If you're a man however, you'll need to raise her disposition quite a bit to get her to support you (80 or higher). If you're a man and not a member of House Telvanni you will need to raise her disposition by using your [[Morrowind:Speechcraft|Speechcraft]] (61 or higher) to persuade her or bribe her with lots of gold, or otherwise kill her. If you can get her disposition high enough, you can ''Hurl yourself at her feet and plead for a hearing''. After you get her vote, she will also throw in four Summon Golden Saint scrolls if your character is female; just one if you are playing a male.
===Master Neloth===
Master Neloth in the Upper Tower at [[Morrowind:Tel Naga|Tel Naga]] (you will need to levitate to get to it) in [[Morrowind:Sadrith Mora|Sadrith Mora]] will give you his vote for Hortator if you raise his disposition high enough (70 or higher).
===Mistress Therana===
Mistress Therana is found in the Upper Tower of [[Morrowind:Tel Branora|Tel Branora]], which is on an island at the far southeast corner of the game map (you can reach it by boat from Sadrith Mora, [[Morrowind:Molag Mar|Molag Mar]], [[Morrowind:Ebonheart|Ebonheart]], and [[Morrowind:Vivec (city)|Vivec]]). Talking with her will cause her to tell a long and irrelevant story. You can interrupt her by amusing her if you have a [[Morrowind:Speechcraft|Speechcraft]] skill of 30 or higher, or you can successfully interrupt her with a story of your own if her disposition is 80 or higher. All other actions will result in failure.
===Master Baladas===
If you are a member of House Telvanni and have done the [[Morrowind:Baladas Demnevanni (quest)|quest]] to convince [[Morrowind:Baladas Demnevanni (person)|Baladas Demnevanni]] to join the Council, you'll have to ask him for his vote as well. Master Baladas can be found in Arvs-Drelen in [[Morrowind:Gnisis|Gnisis]] and will give you his vote if his disposition is 40 or higher. Otherwise you will have to raise his disposition again before he gives you his support. Don't worry if you killed him after persuading him to join the council as the game will treat the situation as if he never joined.
===Gothren===
Gothren can be found in the Upper Tower of [[Morrowind:Tel Aruhn|Tel Aruhn]], just west of Sadrith Mora. Unfortunately, unlike the other council members, no matter what you do to persuade Gothren, he won't give you a decision, forcing you to kill him as Aryon suggested. If you raise his disposition high enough, he will eventually give you a direct refusal. This is no easy battle as Gothren is a master spellcaster and he has two [[Morrowind:Dremora|Dremora]] guarding him. Gothren has a spell called '''Gothren's Gout''' that paralyzes while damaging you, so some equipment that resists paralyzation or gear that gives 100% magicka resistance is helpful. If you get a few good surprise hits in with a powerful weapon, or paralyze him, he won't have much time to cast anything.
If you have the means, [[Morrowind:Command|command]] one of the Dremora protecting Gothren. This way, Gothren will kill it for you while still taking damage himself from his own ally. You can then kill the other Dremora (or take control of it) much more easily before turning fire to Gothren.
Alternatively, attacking either of the Dremora flanking him will cause all three to attack you without the other tower residents joining in. Taunting Gothren will have the same result.
===Becoming Hortator===
Any councilor (including Therana) can give you the title of Hortator once all surviving councilors agree, even with Aryon dead. However, to get the [[Morrowind:Robe_of_the_Hortator|Robe of the Hortator]] you must go to Aryon and tell him you have obtained all the votes - if Aryon is dead, the robe will be in a crate near the entrance to his chambers.
==Notes==
* While you are in Tel Vos, check the northeastern Tower. Look for a hidden door on the second landing from the bottom of the staircase. This will lead to a trapdoor which in turn leads to a small room with [[Morrowind:Azura's_Servant|Azura's Servant]] (an enchanted [[Morrowind:Daedric Shield|Daedric Shield]]), an enchanted spear and an axe. Be aware that a powerful creature guards this room.
* In the Upper Tower at Tel Naga there are several locked/trapped golden doors. You are free to pick these without consequence, and one contains a leveled set of Alchemy Apparatus.
* If you plan on joining House Telvanni later, be aware that killing Gothren will prevent you from doing either of [[Morrowind:Mallam_Ryon|Mallam Ryon]]'s quests.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=B7_TelvanniHort
|50|fin|I have been named Hortator of House Telvanni by the surviving councilors of that house. When I have been declared Hortator of all three Houses, Redoran, Hlaalu, and Telvanni, I will have fulfilled the Fourth Trial of the Seven Visions of Seven Trials of the Incarnate.
|60|fin|As the sole surviving councilor of House Telvanni, I have declared myself Hortator of House Telvanni. When I have been declared Hortator of all three Houses, Redoran, Hlaalu, and Telvanni, I will have fulfilled the Fourth Trial of the Seven Visions of Seven Trials of the Incarnate.
|70|fin|Master Aryon gave me the Robe of the Hortator, an heirloom token of my status as Telvanni Hortator.
|!||B7_TelvanniBook
|1||I have been given a recent edition of the Brown Book of Great House Telvanni. It lists the current Telvanni councilors and their residences.
|!||B7_AryonHort
|5||I asked Galos Mathendis if Master Aryon would vote for me as Hortator of House Telvanni. Mathendis said I would have to speak directly to Aryon on a matter of such importance.
|40||Master Aryon told me that Archmagister Gothren never directly refuses requests, but delays indefinitely, never giving an answer. Master Aryon advised killing Gothren, which is how political disputes are resolved in House Telvanni.
|50||After hearing my story, Master Aryon agreed to make me the Telvanni Hortator. He said the other councilors might need some persuading. Master Neloth is ill-tempered, and Mistress Therana is losing her mind. Dratha will like me since I'm female. Master Aryon told me that Archmagister Gothren would delay my request indefinitely. He advised me to kill Archmagister Gothren.
|55||After hearing my story, Master Aryon agreed to make me the Telvanni Hortator. He said the other councilors might need some persuading. Master Neloth is ill-tempered, Mistress Therana is losing her mind, and Mistress Dratha has a problem with men. Master Aryon told me that Archmagister Gothren would delay my request indefinitely. He advised me to kill Archmagister Gothren.
|!||B7_DrathaHort
|5||I asked Mouth Raven Omayn if Mistress Dratha would vote for me as Hortator of House Telvanni. Omayn said I would have to speak directly to Dratha on a matter of such importance.
|10||I asked Mouth Raven Omayn if Mistress Dratha would vote for me as Hortator of House Telvanni. Omayn said that might be a problem, since Dratha hates men. Omayn suggested I do everything possible to improve her disposition before I asked her.
|30||I asked Mistress Dratha if she would vote for me as Hortator of House Telvanni. She wouldn't even listen to my story. I hope I can find some way to improve her disposition before I try again.
|50||I asked Mistress Dratha if she would vote for me as Hortator of House Telvanni. After hearing my story, she agreed without hesitation to give me her vote.
|60||Once I got Mistress Dratha to listen to my story, she was more than willing to name me Hortator of House Telvanni.
|!||B7_NelothHort
|5||I asked Mouth Arara Uvulas if Master Neloth would vote for me as Hortator of House Telvanni. Uvulas said I would have to speak directly to Neloth on a matter of such importance.
|30||I asked Master Neloth if he would vote for me as Hortator of House Telvanni. Neloth is a cranky, ill-tempered old wizard, impatient and quick to anger. He shouted at me for interrupting him with such nonsense. Perhaps I can find some way to improve his disposition before I try again.
|50||When I finally got Master Neloth to listen to me, he casually gave his vote for me as Hortator. It was clear that he didn't care one way or the other.
|!||B7_TheranaHort
|5||I asked Mouth Felisa Ulessen if Mistress Therana would vote for me as Hortator of House Telvanni. Ulessen said I would have to speak directly to Therana on a matter of such importance. Ulessen warned me that Therana was very eccentric, and it may be hard to get and keep her attention long enough to ask the question. She also suggested I rely on keeping her happy rather than annoy her with details and arguments.
|30||I tried to ask Mistress Therana if she would vote for me as Hortator of House Telvanni, but it was impossible to get her attention. She's easily distracted. Maybe if I concentrate on being charming and entertaining, I'll be able to focus her attention on me.
|50||When I managed to catch Mistress Therana's attention, it was easy to get her to agree to vote for me. I'm not sure she knew what she was voting for, or why. But when I asked, "Will you vote for me as Hortator," she said, quite clearly, "You want to be a Hortator? Certainly. Go right ahead."
|!||B7_BaladasHort
|5||I asked Mouth {{sic|Edras|Enar}} if Master Baladas would vote for me as Hortator of House Telvanni. {{sic|Edras|Enar}} said I would have to speak directly to Baladas on a matter of such importance.
|30||I asked Master Baladas if he would vote for me as Hortator of House Telvanni. He declined, saying he felt I had treated him disrespectfully.
|50||I asked Master Baladas if he would vote for me as Hortator of House Telvanni. He said he had found me, on the whole, an agreeable colleague, and thought I was a suitable candidate for Hortator.
|!||B7_GothrenHort
|5||I asked Mouth Mallam Ryon if Archmagister Gothren would vote for me as Hortator of House Telvanni. Ryon said I would have to speak directly to Gothren on a matter of such importance.
|30||I asked Archmagister Gothren if he would vote for me as Hortator of House Telvanni. He listened to my story carefully, and said he found my proofs persuasive. He said, however, that it was a very grave responsibility to make such a decision, and that he would need some time to reflect and consider, and to confer with other councilors.
|50||It was very difficult, but I managed to get Archmagister to admit that he had no intention of naming me Hortator of House Telvanni. He said it was not in Telvanni interests to name an unknown and unreliable outlander and outsider to such an important position.
|60||It was very difficult, but I managed to get Archmagister to admit that he had no intention of naming me Hortator of House Telvanni. He said I clearly was attempting to use the office of Hortator as a means of advancing my own interests. He refuses to discuss the subject further, and threatened to kill me if I continued to annoy him.
}}
{{Morrowind Main Quest Footer}}
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Eisotopius
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Quick Walkthrough
# Meet with Master Aryon in Tel Vos (Upper Chamber) to receive an overview of the Telvanni councilors.
# Get Aryon to vote for you as the Hortator.
# Convince Mistress Dratha in the Upper Tower in Tel Mora.
# Convince Master Neloth in Tel Naga (Sadrith Mora).
# Convince Mistress Therana in the Upper Tower of Tel Branora.
# Convince Master Baladas in Arvs-Drelen (Gnisis) if necessary.
# Kill Gothren in the Upper Tower of Tel Aruhn.
# Return to Master Aryon to be named Hortator of House Telvanni.
Detailed Walkthrough
Overview
This quest is part of convincing each of the three Great Houses to vote you as their Hortator. The exact order you do the houses in is not important. The House Telvanni portion of the Hortator quests is a bit different since in the end you can ultimately kill all the Telvanni council members instead of persuading them all (as is their custom for resolving disputes). Of course, this route is not the suggested one, but it is possible. In any case, if you are already the Archmagister of House Telvanni, you will become the Hortator as soon as you discuss the topic with Master Aryon.
It is highly recommended you acquire some means of levitation before undertaking this quest, as it is needed to reach all of the council members except Master Baladas.
Master Aryon
The Mouths in the Telvanni Council Hall will suggest that you first speak to Master Aryon in Tel Vos (just west of Tel Mora and opposite Vos). Aryon can be found in his chambers at the top of the tower, within the root-like structure that wraps around it. The easiest way to reach his door is to levitate; however, if your Acrobatics skill is very high (at or near the cap), you can alternatively climb to the top of the central tower and jump from platform to platform to reach it, or simply head out the back door of the Barracks and Armory and jump directly to it from there.
Upon talking to him, he immediately affirms his vote for you being the Hortator. If you are the Archmagister of House Telvanni, this alone is sufficient to make you Hortator; otherwise, he also tells you about the other council members that you must convince to get their votes. Master Neloth is ill-tempered, Mistress Dratha doesn't like men, Mistress Therana is losing her mind and Archmagister Gothren will probably delay his vote indefinitely. Aryon recommends that you kill Gothren, admitting that he stands to gain from the Archmagister's death. He tells you his advice is still good, and, as detailed below, it is.
Mistress Dratha
Mistress Dratha is found in the Upper Tower in Tel Mora (just east of Tel Vos). If you're playing as a female you'll get her support right away. If you're a man however, you'll need to raise her disposition quite a bit to get her to support you (80 or higher). If you're a man and not a member of House Telvanni you will need to raise her disposition by using your Speechcraft (61 or higher) to persuade her or bribe her with lots of gold, or otherwise kill her. If you can get her disposition high enough, you can Hurl yourself at her feet and plead for a hearing. After you get her vote, she will also throw in four Summon Golden Saint scrolls if your character is female; just one if you are playing a male.
Master Neloth
Master Neloth in the Upper Tower at Tel Naga (you will need to levitate to get to it) in Sadrith Mora will give you his vote for Hortator if you raise his disposition high enough (70 or higher).
Mistress Therana
Mistress Therana is found in the Upper Tower of Tel Branora, which is on an island at the far southeast corner of the game map (you can reach it by boat from Sadrith Mora, Molag Mar, Ebonheart, and Vivec). Talking with her will cause her to tell a long and irrelevant story. You can interrupt her by amusing her if you have a Speechcraft skill of 30 or higher, or you can successfully interrupt her with a story of your own if her disposition is 80 or higher. All other actions will result in failure.
Master Baladas
If you are a member of House Telvanni and have done the quest to convince Baladas Demnevanni to join the Council, you'll have to ask him for his vote as well. Master Baladas can be found in Arvs-Drelen in Gnisis and will give you his vote if his disposition is 40 or higher. Otherwise you will have to raise his disposition again before he gives you his support. Don't worry if you killed him after persuading him to join the council as the game will treat the situation as if he never joined.
Gothren
Gothren can be found in the Upper Tower of Tel Aruhn, just west of Sadrith Mora. Unfortunately, unlike the other council members, no matter what you do to persuade Gothren, he won't give you a decision, forcing you to kill him as Aryon suggested. If you raise his disposition high enough, he will eventually give you a direct refusal. This is no easy battle as Gothren is a master spellcaster and he has two Dremora guarding him. Gothren has a spell called '''Gothren's Gout''' that paralyzes while damaging you, so some equipment that resists paralyzation or gear that gives 100% magicka resistance is helpful. If you get a few good surprise hits in with a powerful weapon, or paralyze him, he won't have much time to cast anything.
If you have the means, command one of the Dremora protecting Gothren. This way, Gothren will kill it for you while still taking damage himself from his own ally. You can then kill the other Dremora (or take control of it) much more easily before turning fire to Gothren.
Alternatively, attacking either of the Dremora flanking him will cause all three to attack you without the other tower residents joining in. Taunting Gothren will have the same result.
Becoming Hortator
Any councilor (including Therana) can give you the title of Hortator once all surviving councilors agree, even with Aryon dead. However, to get the Robe of the Hortator you must go to Aryon and tell him you have obtained all the votes - if Aryon is dead, the robe will be in a crate near the entrance to his chambers.
Notes
While you are in Tel Vos, check the northeastern Tower. Look for a hidden door on the second landing from the bottom of the staircase. This will lead to a trapdoor which in turn leads to a small room with Azura's Servant (an enchanted Daedric Shield), an enchanted spear and an axe. Be aware that a powerful creature guards this room.
In the Upper Tower at Tel Naga there are several locked/trapped golden doors. You are free to pick these without consequence, and one contains a leveled set of Alchemy Apparatus.
If you plan on joining House Telvanni later, be aware that killing Gothren will prevent you from doing either of Mallam Ryon's quests.
Quest Stages
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110
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https://en.uesp.net/wiki/Morrowind:Hortator_and_Nerevarine
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Morrowind:Hortator and Nerevarine
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest/Vivec City
|Giver=[[Morrowind:Athyn Sarethi|Athyn Sarethi]] in [[Morrowind:Ald'ruhn|Ald'ruhn]]
|Reward=[[Morrowind:Wraithguard|Wraithguard]]
|Prev=[[Morrowind:Hlaalu Hortator|Hlaalu Hortator]], [[Morrowind:Redoran Hortator|Redoran Hortator]], [[Morrowind:Telvanni Hortator|Telvanni Hortator]], [[Morrowind:Ahemmusa Nerevarine|Ahemmusa Nerevarine]], [[Morrowind:Erabenimsun Nerevarine|Erabenimsun Nerevarine]], [[Morrowind:Urshilaku Nerevarine|Urshilaku Nerevarine]], [[Morrowind:Zainab Nerevarine|Zainab Nerevarine]]
|Next=[[Morrowind:The Citadels of the Sixth House|The Citadels of the Sixth House]]
|Loc=[[Morrowind:Vivec Temple|Vivec Temple]], [[Morrowind:Palace of Vivec|Vivec Palace]]
|SuggItem=Lockpick or [[Morrowind:Open|Open]] spell (50)
|Difficulty=Low
|Image=MW-quest-Hortator and Nerevarine.jpg
|ImgDesc=Tholer Saryoni directs you to Vivec, who will give you Wraithguard
|ID=B8_MeetVivec, B8_All_Hortator, B8_All_Nerevarine, B8_BackDoor1, B8_BackDoor2, B8_BackDoor3, B8_BackDoor4, B8_BackDoor5, B8_BackDoor6, B8_Failed_Nerevarine, B8_Nibani_2_Vivec
|description=Make the arrangements to meet the god [[Morrowind:Vivec (god)|Vivec]] and receive the plan to defeat [[Morrowind:Dagoth Ur (god)|Dagoth Ur]].
}}
==Quick Walkthrough==
# Once the Fourth and Fifth Trials are completed, go to the [[Morrowind:Vivec Temple|Temple Canton]] in [[Morrowind:Vivec (city)|Vivec]] to meet with Archcanon [[Morrowind:Tholer Saryoni|Tholer Saryoni]].
# Talk with [[Morrowind:Danso Indules|Danso Indules]] near the entrance to the [[Morrowind:High Fane|High Fane]] and arrange a meeting with the Archcanon.
# Enter the Archcanon's office from the locked back door in the Hall of Wisdom.
# Talk with Archcanon Tholer Saryoni to arrange a meeting with [[Morrowind:Vivec (god)|Vivec]].
# Go south to the [[Morrowind:Palace of Vivec|Palace of Vivec]], and talk with the god.
# Receive the [[Morrowind:Plan_to_Defeat_Dagoth_Ur|five step plan]] to defeat [[Morrowind:Dagoth Ur (god)|Dagoth Ur]].
==Detailed Walkthrough==
:''If Vivec has already been defeated, refer to the [[Morrowind:Yagrum Bagarn and Wraithguard|Yagrum Bagarn and Wraithguard]] article to learn how to use the [[Morrowind:Wraithguard|Wraithguard]].
===Overview of the Fourth and Fifth Trials===
By now you should have either completed the Fourth and Fifth Trials (being named Hortator by the three Great Houses and Nerevarine by the four Ashlander Tribes), or [[Morrowind:The_Path_of_the_Incarnate#Bypassing_the_Fourth_and_Fifth_Trials|bypassed]] them (by being at least level 20 and having 50 or more reputation). You will be told that you should meet with the Archcanon in Vivec High Fane, so head there now.
===Finding the Archcanon===
Meet with Danso Indules in the [[Morrowind:Vivec Temple|Temple Canton]] of [[Morrowind:Vivec (city)|Vivec]], in the central exterior tunnel. Danso says that Archcanon Saryoni is waiting for you in his private quarters in the East Chapel of the High Fane. Once you enter the High Fane, you quickly discover that the Archcanon is actually behind a {{Hover|level 45|locked}} door. Unfortunately there's an Ordinator standing nearby which means that none but the most stealthy of characters may wish to try it. There is a '''back door''' from the Hall of Wisdom and, although the door is still {{Hover|level 50|locked}}, there's no Ordinator on watch.
To reach this back door, just walk/run through the large half-domed corridor past the woman standing there and proceed forward up the steps and turn
left. Upon entering door you should be standing in the hallway, (click on local map) move forward to the middle section (you'll see on map 3 rows of entry)
take the middle path going left and walk forward to opening and turn left again and go upstairs. (local map w/your cursor will show High Fane entry).
===Talking with the Archcanon===
Once inside the Archcanon's office, you can talk with Tholer Saryoni. Choose "Temple's doctrine," and after a brief talk, you are given the choice to visit the god [[Morrowind:Vivec (god)|Vivec]], who will hopefully shed some more light on the current situation. When you say yes, you are given two keys: for the Archcanon's office and the [[Morrowind:Palace of Vivec|Palace of Vivec]]. You are warned that the Ordinators are still not under Tholer's control.
===Meet with Vivec===
The [[Morrowind:Palace of Vivec|Palace of Vivec]] can be found at the top of the puzzle canal, south of the [[Morrowind:Vivec Temple|Temple Canton]]. You can find [[Morrowind:Vivec (god)|Vivec]] just inside the entrance. Vivec goes over the plan for you to follow in the future (assuming you accept all the items and oaths). You receive the [[Morrowind:Wraithguard|Wraithguard]], a powerful right gauntlet needed to defeat [[Morrowind:Dagoth Ur (god)|Dagoth Ur]]. Vivec gives you his blessing and says that he will end the persecution of the [[Morrowind:Dissident Priests|Dissident Priests]] and the [[Morrowind:Nerevarine|Nerevarine]] by the [[Morrowind:Tribunal Temple|Tribunal Temple]] (After which the Temple ends its hostility and you can join the Temple or complete any open Temple quests). You receive detailed [[Morrowind:Plan_to_Defeat_Dagoth_Ur|plans]] on exactly how to go about defeating Dagoth Ur.
===Plan to Defeat Dagoth Ur===
The plan involves five basic steps:
#A series of aggressive raids within the Ghostfence.
#A series of aggressive raids to neutralize [[Morrowind:Dagoth Ur (god)|Dagoth Ur]]'s ash vampire kin and recover artifacts from the bodies of said kin.
#An assault of [[Morrowind:Vemynal|Gate Citadel Vemynal]] to neutralize Dagoth Vemyn and recover the artifact hammer [[Morrowind:Sunder|Sunder]].
#An assault of [[Morrowind:Odrosal|Gate Citadel Odrosal]], to neutralize Dagoth Odros and recover the artifact blade [[Morrowind:Keening|Keening]].
#An assault of [[Morrowind:Dagoth Ur (facility)|Citadel Dagoth Ur]] with the artifacts [[Morrowind:Wraithguard|Wraithguard]], Sunder, and Keening to sever Dagoth Ur's connection to the Heart of Lorkhan and thus to destroy Dagoth Ur.
The plans [[Morrowind:Vivec (god)|Vivec]] gives you are detailed and are of great aid, so read and use them.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=B8_MeetVivec
|1||Athyn Sarethi gave me a sealed package containing a message sent on behalf of Archcanon Saryoni, High Archcanon of Vivec. In the event that I become both Hortator of the three Great Houses and Nerevarine of the four Ashlander tribes, Saryoni invites me to a private meeting to consider my claims. Once I am Hortator and Nerevarine, I should speak with the healer of the High Fane of Vivec, Danso Indules, to arrange the meeting.
|5||The archcanon is in his private quarters, and he wants to speak with me, but I must avoid confrontations with the Ordinators at all costs, because spilling the blood of faithful servants of the Temple will make a reconciliation more difficult. The archcanon has spoken with the High Fane Ordinators, but if I am a wanted criminal, they may try to arrest me.
|20||The Ordinators guarding the High Fane know that I have come to meet with Saryoni. They warned me not to break the law, or they will take swift action.
|25||Archcanon Saryoni accepted my apology for killing the Ordinator guard at the High Fane. He said it was time to risk trusting one another.
|30||Archcanon Saryoni has suggested that the Temple's policy concerning the Nerevarine might change, and has arranged a private meeting with Lord Vivec. He gave me two keys: one to the private back entrance to his quarters, the other to a locked entrance to Lord Vivec's palace. He says the Ordinators are not under his control, and asks that I avoid them. Lord Vivec is expecting me, and perhaps I shouldn't keep him waiting.
|34||I refused to accept Wraithguard from Lord Vivec. He dismissed me, but told me to come back if I changed my mind.
|36||Lord Vivec asked me if I would accept Wraithguard, and he would not accept my answer of 'maybe.' He dismissed me, but told me to come back if I changed my mind.
|38||I refused to swear my oath, before all gods and men, before all spirits visible and invisible, before my honor and Vivec's honor, to dedicate myself and Wraithguard to the defeat and destruction of Dagoth Ur, and the preservation of Morrowind and its people. Vivec said I would not find Wraithguard useful, because without my oath, he wouldn't teach me its use. He dismissed me, but told me to come back if I changed my mind.
|40||Lord Vivec wouldn't accept a 'maybe' in answer to his demand that I swear an oath to dedicate myself and Wraithguard to the defeat and destruction of Dagoth Ur, and the preservation of Morrowind and its people. He said I would not find Wraithguard useful, because without my oath, he wouldn't teach me its use. He dismissed me, but told me to come back if I changed my mind.
|50|fin|I accepted Wraithguard from Lord Vivec, and I swore my oath, before all gods and men, before all spirits visible and invisible, before my honor and Vivec's honor, to dedicate myself and Wraithguard to the defeat and destruction of Dagoth Ur, and the preservation of Morrowind and its people. Vivec somehow taught me how to use Wraithguard. He then offered to give some explanations, or to let me go immediately, as I wished.
|55|fin|To defeat Dagoth Ur, Vivec says I must go to Red Mountain to recover the artifact hammer Sunder from Gate Citadel Vemynal, then the artifact blade Keening from Gate Citadel Odrosal. Then, with these artifacts and Wraithguard, if I destroy the enchantments on the Heart of Lorkhan in Dagoth Ur's citadel, Dagoth Ur will be destroyed, and the Blight ended. Vivec gave me 'The Plan to Defeat Dagoth Ur' to explain the details.
|!||B8_Nibani_2_Vivec
|1||Nibani Maesa says I must go to Vivec's high priest, Saryoni, and demand to speak with the false god Vivec. She says Kagrenac's tools are the keys to the riddle of the Sixth and Seventh Trials, and that I must get them from Vivec.
|!||B8_BackDoor1
|1||Athyn Sarethi was concerned that I had not fulfilled the Nerevarine prophecies. He says that Archcanon Saryoni hopes I will come speak with him at the High Fane in Vivec City.
|!||B8_BackDoor2
|1||Crassius Curio seemed concerned that I had not fulfilled the Nerevarine prophecies. He says that Archcanon Saryoni hopes I will come speak with him at the High Fane in Vivec City.
|!||B8_BackDoor3
|1||Divayth Fyr was surprised and disappointed that I had not fulfilled the Nerevarine prophecies. He says he has heard rumors that Archcanon Saryoni hopes I will come speak with him at the High Fane in Vivec City.
|!||B8_BackDoor4
|1||Mehra Milo was concerned that I had not fulfilled the Nerevarine prophecies. She says that Archcanon Tholer Saryoni, the high priest of the Temple, is desperate, and that he asks that I come speak with him at the High Fane in Vivec City. She begged me to go to Saryoni.
|!||B8_BackDoor5
|1||Gilvas Barelo was concerned that I had not fulfilled the Nerevarine prophecies. He says that Archcanon Tholer Saryoni, the high priest of the Temple, is desperate. Barelo asked me to go speak with Saryoni at the High Fane in Vivec City.
|!||B8_BackDoor6
|1||Nibani Maesa was concerned that I had not fulfilled the Nerevarine prophecies. She says she hears that a man named Tholer Saryoni, the leader of the Temple, is desperate. Nibani Maesa asked me to go speak with Saryoni at the High Fane in Vivec City.
|!||B8_Failed_Nerevarine
|1|fin|I have killed one of the leaders of the Ashlander tribes. Now there is no possibility that I could be accepted by the Ashlander tribes as the Nerevarine of prophecy.
|!||B8_All_Hortator
|50||I have been named Hortator of all three Great Houses, Redoran, Hlaalu, and Telvanni. Of the Seven Visions of Seven Trials of the Incarnate, I have now fulfilled the Fourth Trial.
|!||B8_All_Nerevarine
|50||I have been named Nerevarine by all four tribes of the Vvardenfell Ashlanders -- Urshilaku, Ahemmusa, Zainab, and Erabenimsun. Of the Seven Visions of Seven Trials of the Incarnate, I have now fulfilled the Fifth Trial.
}}
{{Quest Footer|Prev=[[Morrowind:Hlaalu Hortator|Hlaalu Hortator]]<br>[[Morrowind:Redoran Hortator|Redoran Hortator]]<br>[[Morrowind:Telvanni Hortator|Telvanni Hortator]]<br>[[Morrowind:Ahemmusa Nerevarine|Ahemmusa Nerevarine]]<br>[[Morrowind:Erabenimsun Nerevarine|Erabenimsun Nerevarine]]<br>[[Morrowind:Urshilaku Nerevarine|Urshilaku Nerevarine]]<br>[[Morrowind:Zainab Nerevarine|Zainab Nerevarine]]|Next=[[Morrowind:The Citadels of the Sixth House|The Citadels of the Sixth House]]<br>[[Morrowind:A Lucky Coin|A Lucky Coin]]|Up=[[Morrowind:Main Quest|Main Quest]]}}
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Quick Walkthrough
# Once the Fourth and Fifth Trials are completed, go to the Temple Canton in Vivec to meet with Archcanon Tholer Saryoni.
# Talk with Danso Indules near the entrance to the High Fane and arrange a meeting with the Archcanon.
# Enter the Archcanon's office from the locked back door in the Hall of Wisdom.
# Talk with Archcanon Tholer Saryoni to arrange a meeting with Vivec.
# Go south to the Palace of Vivec, and talk with the god.
# Receive the five step plan to defeat Dagoth Ur.
Detailed Walkthrough
:''If Vivec has already been defeated, refer to the Yagrum Bagarn and Wraithguard article to learn how to use the Wraithguard.
Overview of the Fourth and Fifth Trials
By now you should have either completed the Fourth and Fifth Trials (being named Hortator by the three Great Houses and Nerevarine by the four Ashlander Tribes), or bypassed them (by being at least level 20 and having 50 or more reputation). You will be told that you should meet with the Archcanon in Vivec High Fane, so head there now.
Finding the Archcanon
Meet with Danso Indules in the Temple Canton of Vivec, in the central exterior tunnel. Danso says that Archcanon Saryoni is waiting for you in his private quarters in the East Chapel of the High Fane. Once you enter the High Fane, you quickly discover that the Archcanon is actually behind a door. Unfortunately there's an Ordinator standing nearby which means that none but the most stealthy of characters may wish to try it. There is a back door from the Hall of Wisdom and, although the door is still , there's no Ordinator on watch.
To reach this back door, just walk/run through the large half-domed corridor past the woman standing there and proceed forward up the steps and turn
left. Upon entering door you should be standing in the hallway, (click on local map) move forward to the middle section (you'll see on map 3 rows of entry)
take the middle path going left and walk forward to opening and turn left again and go upstairs. (local map w/your cursor will show High Fane entry).
Talking with the Archcanon
Once inside the Archcanon's office, you can talk with Tholer Saryoni. Choose "Temple's doctrine," and after a brief talk, you are given the choice to visit the god Vivec, who will hopefully shed some more light on the current situation. When you say yes, you are given two keys: for the Archcanon's office and the Palace of Vivec. You are warned that the Ordinators are still not under Tholer's control.
Meet with Vivec
The Palace of Vivec can be found at the top of the puzzle canal, south of the Temple Canton. You can find Vivec just inside the entrance. Vivec goes over the plan for you to follow in the future (assuming you accept all the items and oaths). You receive the Wraithguard, a powerful right gauntlet needed to defeat Dagoth Ur. Vivec gives you his blessing and says that he will end the persecution of the Dissident Priests and the Nerevarine by the Tribunal Temple (After which the Temple ends its hostility and you can join the Temple or complete any open Temple quests). You receive detailed plans on exactly how to go about defeating Dagoth Ur.
Plan to Defeat Dagoth Ur
The plan involves five basic steps:
#A series of aggressive raids within the Ghostfence.
#A series of aggressive raids to neutralize Dagoth Ur's ash vampire kin and recover artifacts from the bodies of said kin.
#An assault of Gate Citadel Vemynal to neutralize Dagoth Vemyn and recover the artifact hammer Sunder.
#An assault of Gate Citadel Odrosal, to neutralize Dagoth Odros and recover the artifact blade Keening.
#An assault of Citadel Dagoth Ur with the artifacts Wraithguard, Sunder, and Keening to sever Dagoth Ur's connection to the Heart of Lorkhan and thus to destroy Dagoth Ur.
The plans Vivec gives you are detailed and are of great aid, so read and use them.
Quest Stages
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https://en.uesp.net/wiki/Morrowind:The_Citadels_of_the_Sixth_House
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Morrowind:The Citadels of the Sixth House
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<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Morrowind:Vivec (god)|Vivec]] in [[Morrowind:Vivec (city)|Vivec]]
|Reward=[[Morrowind:Sunder|Sunder]], [[Morrowind:Keening|Keening]], [[Morrowind:Belt of Heartfire|Belt of Heartfire]], [[Morrowind:Amulet of Heartthrum|Amulet of Heartthrum]], [[Morrowind:Amulet of Heartrime|Amulet of Heartrime]], [[Morrowind:Amulet of Heartheal|Amulet of Heartheal]], [[Morrowind:Amulet of Heartfire|Amulet of Heartfire]], [[Morrowind:Soul Ring|Soul Ring]], [[Morrowind:Blood Ring|Blood Ring]], [[Morrowind:Heart Ring|Heart Ring]], [[Morrowind:Ring of Azura|Ring of Azura]]
|Prev=[[Morrowind:Hortator and Nerevarine|Hortator and Nerevarine]]
|Loc=[[Morrowind:Kogoruhn|Kogoruhn]], [[Morrowind:Endusal|Endusal]], [[Morrowind:Tureynulal|Tureynulal]], [[Morrowind:Odrosal|Odrosal]], [[Morrowind:Vemynal|Vemynal]], [[Morrowind:Mamaea|Mamaea]], [[Morrowind:Dagoth Ur (facility)|Dagoth Ur's Citadel]]
|SuggItem=[[Morrowind:Levitate|Levitate]], [[Morrowind:Restore Attribute|Restore Attributes (all)]]
|ReqItem=Open lock (30), [[Morrowind:Wraithguard|Wraithguard]], [[Morrowind:Sunder|Sunder]], [[Morrowind:Keening|Keening]]
|Rep=+10
|Difficulty=Hard
|ID=C3_DestroyDagoth, C2_Sunder, C0_Act_C, C0_Act_C_Expo
|image=MW-quest-The Citadels of the Sixth House.jpg
|imgdesc=<center>[[Morrowind:Vemynal|Vemynal]], [[Morrowind:Kogoruhn|Kogoruhn]],<br>[[Morrowind:Mamaea|Mamaea]], [[Morrowind:Dagoth Ur (facility)|Dagoth Ur]], [[Morrowind:Tureynulal|Tureynulal]],<br>[[Morrowind:Endusal|Endusal]], [[Morrowind:Odrosal|Odrosal]]
|TOClimit=3
|description=Find the [[Morrowind:Ash Vampire|Ash Vampires]] to collect powerful artifacts and make your assault on [[Morrowind:Dagoth Ur (god)|Dagoth Ur]] himself.
}}
==Quick Walkthrough==
# Enter the [[Morrowind:Ghostgate|Ghostgate]] (east of [[Morrowind:Caldera|Caldera]] and [[Morrowind:Ald'ruhn|Ald'ruhn]]), get a [[Morrowind:Map of Red Mountain|map]] and explore the area.
# (Optional) Assault the seven Citadels of the [[Morrowind:Sixth House|Sixth House]] and kill the seven Ash Vampires, taking the magic items that each carries.
# Enter the Citadel of [[Morrowind:Vemynal|Vemynal]], defeat [[Morrowind:Dagoth Vemyn|Dagoth Vemyn]] to retrieve [[Morrowind:Sunder|Sunder]].
# Enter the Citadel of [[Morrowind:Odrosal|Odrosal]], defeat [[Morrowind:Dagoth Odros|Dagoth Odros]] to retrieve [[Morrowind:Keening|Keening]].
# Enter [[Morrowind:Dagoth Ur (facility)|Dagoth Ur]] in the crater of [[Morrowind:Red Mountain|Red Mountain]] and confront [[Morrowind:Dagoth Ur (god)|Dagoth Ur]] in the Facility Cavern.
# Attack the [[Morrowind:Heart of Lorkhan|Heart of Lorkhan]] with [[Morrowind:Wraithguard|Wraithguard]], Sunder, and Keening to destroy Dagoth Ur.
# Return to the Dagoth Ur Facility Caverns to meet [[Lore:Azura|Azura]], view a cut scene, and receive a reward.
==Detailed Walkthrough==
[[Morrowind:Vivec (god)|Vivec]] outlined a [[Morrowind:Plan to Defeat Dagoth Ur|five-step plan]] to eliminate [[Morrowind:Dagoth Ur (god)|Dagoth Ur]]: Raids inside the Ghostfence, Raids upon Ash Vampire Citadels, Assault on Gate Citadel Vemynal, Assault on Gate Citadel Odrosal, and Assault on Citadel Dagoth.
===Phase 1: Raids inside the Ghostfence===
Enter either tower at the [[Morrowind:Ghostgate|Ghostgate]] and ask a [[Morrowind:Buoyant Armiger|Buoyant Armiger]] for a [[Morrowind:Map of Red Mountain|Map of Red Mountain]] using the topic "inside the Ghostfence" (must be a Buoyant Armiger and not an Ordinator). Scout the Red Mountain region inside the Ghostfence to become familiar with the area's locations and monsters.<br/><br/>
===Phase 2: Raids upon Ash Vampire Citadels===
This phase is optional. However, the following artifacts can be obtained by defeating the seven [[Morrowind:Ash Vampire|Ash Vampire]]s: [[Morrowind:Belt of Heartfire|Belt of Heartfire]], [[Morrowind:Amulet of Heartthrum|Amulet of Heartthrum]], [[Morrowind:Amulet of Heartrime|Amulet of Heartrime]], [[Morrowind:Amulet of Heartheal|Amulet of Heartheal]], [[Morrowind:Amulet of Heartfire|Amulet of Heartfire]], [[Morrowind:Soul Ring|Soul Ring]], and [[Morrowind:Blood Ring|Blood Ring]]. The artifacts are not required to beat [[Morrowind:Dagoth Ur (god)|Dagoth Ur]], but can be of great use against his magic attacks.
====Ruins of Kogoruhn====
[[Image:MW-place-Kogoruhn.jpg|thumb|[[Morrowind:Kogoruhn|Kogoruhn]], one of the Ash Vampire Citadels]]
:''Main article: [[Morrowind:Kogoruhn|Kogoruhn]]''
The weakest Ash Vampire, [[Morrowind:Dagoth Uthol|Dagoth Uthol]], is in Kogoruhn. Other than the main entrance to the ruins, there is also a doorway inside the northwest area of the Ghostfence. Dagoth Uthol can be found in the Charma's Breath area, and holds the [[Morrowind:Belt of Heartfire|Belt of Heartfire]].
If Dagoth Uthol was previously defeated during [[Morrowind:The Path of the Incarnate|The Path of the Incarnate]] quest, then the journal stage will not be recorded.
====Citadel Vemynal====
:''See the [[Morrowind:The Citadels of the Sixth House#Dagoth Vemyn and the Sunder Artifact|Dagoth Vemyn and the Sunder Artifact]] section.''
====Citadel Endusal====
:''Main article: [[Morrowind:Endusal|Endusal]]''
[[Morrowind:Dagoth Endus|Dagoth Endus]] is in Endusal, located to the northwest of the [[Morrowind:Ghostgate|Ghostgate]]. He holds the [[Morrowind:Amulet of Heartrime|Amulet of Heartrime]].
====Citadel Odrosal====
[[Image:MW-place-Odrosal.jpg|thumb|[[Morrowind:Odrosal|Odrosal]]]]
:''See the [[Morrowind:The Citadels of the Sixth House#Dagoth Odros and the Keening Artifact|Dagoth Odros and the Keening Artifact]] section.''
====Citadel Tureynulal====
:''Main article: [[Morrowind:Tureynulal|Tureynulal]]''
[[Morrowind:Dagoth Tureynul|Dagoth Tureynul]] is in Tureynulal, located to the northeast of [[Morrowind:Dagoth Ur (facility)|Dagoth Ur]]. He can be found in Kagrenac's Library, and holds the [[Morrowind:Amulet of Heartthrum|Amulet of Heartthrum]].
If Dagoth Tureynul was previously defeated during the Tribunal Temple quest [[Morrowind:Cleaver of St. Felms|Cleaver of St. Felms]], then the journal stage will not be recorded.
====Citadel Dagoth====
:''See the [[Morrowind:The Citadels of the Sixth House#Dagoth Gilvoth|Dagoth Gilvoth]] section.''
====Mamaea====
:''Main article: [[Morrowind:Mamaea|Mamaea]]''
[[Morrowind:Dagoth Araynys|Dagoth Araynys]] is in Mamaea, located to the southeast of [[Morrowind:Gnisis|Gnisis]]. He can be found in the Sanctum of Black Hope, and holds the [[Morrowind:Soul Ring|Soul Ring]].
There is also some unique loot in the Shrine of Pitted Dreams bell chamber, including the [[Morrowind:Daedric Face of Inspiration|Daedric Face of Inspiration]] and the [[Morrowind:Fang of Haynekhtnamet|Fang of Haynekhtnamet]].<br/><br/>
===Phase 3: Assault on Gate Citadel Vemynal===
[[Morrowind:Vemynal|Vemynal]] is located to the northwest of [[Morrowind:Dagoth Ur (facility)|Dagoth Ur]]. Vivec marks the location of this citadel on the map after talking to him about the plan to defeat Dagoth Ur.
====Dagoth Vemyn and the Sunder Artifact====
[[File:MW-item-Sunder.jpg|thumb|[[Morrowind:Sunder|Sunder]]]]
[[Morrowind:Dagoth Vemyn|Dagoth Vemyn]] can be found in the Hall of Torque (lower level), and holds the [[Morrowind:Amulet of Heartheal|Amulet of Heartheal]] and [[Morrowind:Sunder|Sunder]] artifacts.<br/><br/>
===Phase 4: Assault on Gate Citadel Odrosal===
[[Morrowind:Odrosal|Odrosal]] is located to the southeast of [[Morrowind:Dagoth Ur (facility)|Dagoth Ur]]. Vivec marks the location of this citadel on the map after talking to him about the plan to defeat Dagoth Ur.
====Dagoth Odros and the Keening Artifact====
[[File:MW-item-Keening.jpg|thumb|[[Morrowind:Keening|Keening]]]]
[[Morrowind:Dagoth Odros|Dagoth Odros]] can be found in the Dwemer Training Academy (Level 2), and holds the [[Morrowind:Amulet of Heartfire|Amulet of Heartfire]] and [[Morrowind:Dagoth Odros's Key|Dagoth Odros's Key]].
The [[Morrowind:Keening|Keening]] artifact can be found in the Tower area of Odrosal. The door to the Tower can be unlocked with Dagoth Odros's Key.<br/><br/>
===Phase 5: Assault on Citadel Dagoth===
[[File:MW-map-Dagoth Ur.jpg|thumb|[[Morrowind:Dagoth Ur (facility)|Dagoth Ur]] Citadel]]
The [[Morrowind:Dagoth Ur (facility)|Dagoth Ur Facility]] is located in the center of [[Morrowind:Red Mountain|Red Mountain]]. Before assaulting the facility, three Dwemer artifacts are required: [[Morrowind:Wraithguard|Wraithguard]] (gauntlet received from [[Morrowind:Vivec (god)|Vivec]]), [[Morrowind:Sunder|Sunder]] (warhammer obtained in Citadel Vemynal), and [[Morrowind:Keening|Keening]] (short blade obtained in Citadel Odrosal).
The easiest path to the citadel is to the southeast, and runs between [[Morrowind:Odrosal|Odrosal]] and the [[Morrowind:Yanemus Mine|Yanemus Mine]]. The Outer Facilities entrance is blocked by a spherical door that can be opened with a hand crank found on a pipe to the south of the entrance).
====Dagoth Gilvoth====
[[Morrowind:Dagoth Gilvoth|Dagoth Gilvoth]] can be found in the Lower Facility of Dagoth Ur, and holds the [[Morrowind:Blood Ring|Blood Ring]].
====Dagoth Ur====
[[Morrowind:Dagoth Ur (god)|Dagoth Ur]] can be found in the Facility Cavern. He will not be hostile at first, and says it is up to you to make the first blow (although he may still attack first after a short period of time). Talk with him for a bit to gain some information, then attack when ready. There's no secret tactic to killing him the first time; just hit/cast hard and he should fall shortly. He will eventually disappear, leaving the [[Morrowind:Heart Ring|Heart Ring]] near the entrance to [[Morrowind:Dagoth Ur (facility)#Akulakhan.27s Chamber|Akulakhan's Chamber]].
====Akulakhan====
[[Image:MW-creature-Heart of Lorkhan.jpg|thumb|The [[Morrowind:Heart of Lorkhan|Heart of Lorkhan]]]]
Heal up and equip Wraithguard, then Sunder. Dagoth Ur and his minions will attack immediately after entering Akulakhan's Chamber. The goal here is to destroy the [[Morrowind:Heart of Lorkhan|Heart of Lorkhan]] in the center of the great Dwemer robot, [[Lore:Akulakhan|Akulakhan]]. It is possible to get Dagoth Ur out of the way by luring him off the cliff into the lava with [[Morrowind:Levitate|Levitate]].
It's best to use Levitate or [[Morrowind:Slowfall|Slowfall]] to reach the giant robot. Be aware that Dagoth Ur will teleport onto the bridge the first time you approach the heart. Strike the Heart of Lorkhan once with Sunder, then five times with Keening to destroy Akulakhan. You will then be able to kill Dagoth Ur as he can no longer regenerate. Run back across the bridge and watch the destruction of Akulakhan, thus ending Dagoth Ur's reign of terror.
====Azura's Reward====
[[Image:MW-place-Dagoth Ur 02.jpg|thumb|[[Morrowind:Dagoth Ur (facility)|Dagoth Ur]] after the blight]]
Follow the ledge back around to the top (or fly up) and open the door to the Facility Caverns using the crank on the pipes in front of it. Once you enter you will meet [[Lore:Azura|Azura]] and a cutscene will begin, outlining your accomplishments. She will leave the [[Morrowind:Ring of Azura|Ring of Azura]] on the ground, which will disappear after leaving the area). When the ring is picked up, a spell called ''Hand of Azura'' will be cast on you. This spell is a 100 pts [[Morrowind:Restore Attribute|Restore Attribute]]s spell (restores all attributes except Personality and Intelligence).
There will be no more blight or ash storms, though some creatures may still be affected. Any remaining Ash Vampires will perish in their lairs, leaving behind their unique artifacts. [[Morrowind:Sleepers Awake|Sleepers]] in towns will also wake from their nightmare.
Congratulations! You have finished Morrowind's [[Morrowind:Main Quest|Main Quest]]!
==Notes==
<!-- *You can use the lever on the pipe and the AI that moves Dagoth backwards if you get too close to trap him in the doorway. He will not teleport behind you when he is trapped, making the encounter a lot easier. (first sentence is incoherent - needs rewording) -->
*The quest [[Morrowind:A Lucky Coin|A Lucky Coin]] becomes available after completing [[Morrowind:Hortator and Nerevarine|Hortator and Nerevarine]]. The quest giver, [[Morrowind:Wulf|Wulf]], can be found in [[Morrowind:Ghostgate|Ghostgate]]'s [[Morrowind:Tower_of_Dusk|Tower of Dusk]].
*It is possible to complete this quest before any other part of the main quest, as Sunder and Keening are always available. However, it is very difficult, as you will take massive amounts of damage while wielding the two artifacts without Wraithguard.
*Once this quest is completed, selecting the conversation topic 'Nerevarine' with NPCs will increase their [[Morrowind:Disposition|disposition]] by 10. This can be repeated as long as their disposition is less than 60.
==Bugs==
{{Bug|Killing the Ash Vampires does not weaken Dagoth Ur like it is supposed to, as scripts cannot modify stats on NPCs or creatures that have not been loaded in-game. Further, due to a miscalculation, if the script ''did'' work, killing enough Ash Vampires would result in Dagoth Ur's health being reduced so far he would be killed before you ever meet him. You ''could'' visit the first form of Dagoth Ur before killing the Ash Vampires, so the script would work properly on him. The second incarnation is never affected, but after the Heart of Lorkhan is destroyed his health drops to 200 and his magicka to 0.|confirmed=1}}
**{{OpenMW}} However, since killing all six Ash Vampires would actually reduce Dagoth Ur's 300 health to zero if the script were to perform as intended, OpenMW has a hardcoded exception added to prevent this from happening.
{{Bug|Several journal entries from C0_Act_C do not show up in your journal, because the <code>ashvampire</code> script does not set them. This does not cause any problems, as this specific journal index is not used anywhere else in the game.|confirmed=1}}
{{Bug|When you kill the first incarnation of Dagoth Ur, his dead body stays accessible for a short while. If you quickly access his corpse and dispose of it, the door to the cavern will not open, since the script is attached to him (he doesn't carry anything, so don't bother).|confirmed=1}}
{{Bug|Both the second Dagoth Ur incarnation and the Heart of Lorkhan are not really immortal. Scripts reset their health every frame. If you manage to inflict enough damage with one blow (super human powers/[[Bloodmoon:Ebony Arrow of Slaying|weapons]], or just a lot of [[Morrowind:Sujamma|sujamma]]), they will die. If you do this to the Heart, this will break the script and the Main Quest can never be completed.|confirmed=1}}
{{Bug|The heart animations are run without proper parameters, so any hit animation will be delayed until the previous animation has run to its end. You can still hit the heart as fast as you wish and destroy it. You don't need to wait for the animations to display the damage.|confirmed=1}}
{{Bug|When you get your journal update after the destruction of the Heart of Lorkhan, teleport is enabled again. That is too early and you must not make use of that. Leave the chamber through the door you came in and meet Azura in the next room to complete the quest and receive her ring. Pick up the ring before you leave, or it will be gone.|confirmed=1}}
{{Bug|UMP has moved the command to enable teleporting from the <code>endgame</code> script into Azura's script, so you can not teleport before you've spoken to her. But there is an invisible teleport_enabler object in that room, which enables teleporting as soon as you enter, which is still too early. Just stay until Azura has given you her ring and everything is ok.|vn=1}}
{{Bug|After the destruction of the Heart of Lorkhan all Ash Vampires die. This is done in two places: the <code>endgame</code> script and the <code>ashvampire</code> script. Scripts can modify stats on NPCs or creatures that have been loaded before, so you need to be careful. If you have been to an Ash Vampire's cell without killing him, he will die from the <code>endgame</code> script and his body (and any valuables) may vanish before you get back to him. Ash Vampires you have not visited before will simply drop dead as soon as you enter their cell. Make sure to get their stuff since the bodies will vanish eventually.|confirmed=1}}
{{Bug|Even after completing the [[Morrowind:Main Quest|Main Quest]], some people may send you to speak to Archcanon Tholer Saryoni in [[Morrowind:Vivec (city)|Vivec]] to fulfill your destiny. The message occurs once you have visited the Cavern of the Incarnate, reached level 20+, and gained 50+ reputation, and is used only once per actor.|UMP}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=C0_Act_C_Expo
|1||Buoyant Armigers at Ghostgate told me that all their intelligence is old. No one has ventured far inside the fence for years. They gave me a map showing the locations of the citadels of the various ash vampires. Sixth House creatures have become more numerous and powerful, and the most powerful can conjure powerful daedra. There are no safe refuges or services inside the fence; I must return to Ghostgate to rest and heal.
|!||C0_Act_C
|1||In the ruins of Kogoruhn, I have slain Dagoth Uthol the Ash Vampire, chief lieutenant of the Sixth House and kin to Dagoth Ur.
|2||In Citadel Vemynal, I have slain Dagoth Vemyn the Ash Vampire, chief lieutenant of the Sixth House and kin to Dagoth Ur.
|3||In Citadel Endusal, I have slain Dagoth Endus the Ash Vampire, chief lieutenant of the Sixth House and kin to Dagoth Ur.
|4||In Citadel Odrosal, I have slain Dagoth Odros the Ash Vampire, chief lieutenant of the Sixth House and kin to Dagoth Ur.
|5||In Citadel Tureynulal, I have slain Dagoth Tureynul the Ash Vampire, chief lieutenant of the Sixth House and kin to Dagoth Ur.
|6||In Citadel Dagoth, I have slain Dagoth Gilvoth the Ash Vampire, chief lieutenant of the Sixth House and kin to Dagoth Ur.
|7||In Citadel Dagoth, I have slain Dagoth Araynys the Ash Vampire, chief lieutenant of the Sixth House and kin to Dagoth Ur.
|10||In Citadel Odrosal I discovered the artifact blade Keening, one of the enchanted tools created by the Dwemer Craftlord Kagrenac.
|15||In Citadel Vemynal I discovered the artifact hammer Sunder, one of the enchanted tools created by the Dwemer Craftlord Kagrenac.
|20||In Citadel Vemynal I discovered an enchanted hammer called Sunder. It appears to be one of the enchanted tools created by the Dwemer Craftlord Kagrenac. But I can handle it without injury when I don't have Wraithguard equipped, and that seems very wrong.
|!||C2_Sunder
|1||Dagoth Endus gave me a bottle of ancient Dagoth brandy.
|!||C3_DestroyDagoth
|5||I found Dagoth Ur, and spoke with him. He asked me questions, and let me answer questions in return. And when all the questions had been asked and answered, there was nothing left to say. The time for words is past. Now only deeds can resolve this matter between Dagoth Ur and I.
|10||I found Dagoth Ur, and fought with him, and defeated him, but I did not destroy him. He seems to have escaped in a spirit form, perhaps to return and restore from the Heart's power. I must pursue him, and find and destroy the enchantments on the Heart of Lorkhan.
|20||I found the Heart of Lorkhan within the giant artifact Akulakhan. I struck the Heart with Sunder, then struck it again and again with Keening until the enchantment was destroyed. Severed from the sustaining power of the Heart, Dagoth Ur was destroyed. But the disturbance triggered an earthquake, and I had to flee for my life.
|50|fin|As I fled from the destruction of the Chamber of Akulakhan, I encountered the presence of the Daedra Lord Azura. She told me I had achieved my destiny and was free. The prophecies are fulfilled, and the Blight gone. But now I am Hortator and Nerevarine, Protector of Morrowind, and must defend the people from monsters and villains. She gave me a ring as a token of thanks and blessing.
}}
;Notes
*Not all Journal Entries may appear in your journal; which entries appear and which entries do not depends on the manner in which the quest is done.
*Stages are not always in order of progress. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in random order.
*C0_Act_C stage 20 seems to be referring to the Fake Sunder object from the construction set. Dagoth Ur also has a voiceover regarding the fake copy of sunder as well that is never used.
;Hints
*Dagoth Ur can be easily killed if you drink a lot of strong reflect and restore health potions.
{{Quest Footer|Prev=[[Morrowind:Hortator and Nerevarine|Hortator and Nerevarine]]|Up=[[Morrowind:Main Quest|Main Quest]]}}
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Quick Walkthrough
# Enter the Ghostgate (east of Caldera and Ald'ruhn), get a map and explore the area.
# (Optional) Assault the seven Citadels of the Sixth House and kill the seven Ash Vampires, taking the magic items that each carries.
# Enter the Citadel of Vemynal, defeat Dagoth Vemyn to retrieve Sunder.
# Enter the Citadel of Odrosal, defeat Dagoth Odros to retrieve Keening.
# Enter Dagoth Ur in the crater of Red Mountain and confront Dagoth Ur in the Facility Cavern.
# Attack the Heart of Lorkhan with Wraithguard, Sunder, and Keening to destroy Dagoth Ur.
# Return to the Dagoth Ur Facility Caverns to meet Azura, view a cut scene, and receive a reward.
Detailed Walkthrough
Vivec outlined a five-step plan to eliminate Dagoth Ur: Raids inside the Ghostfence, Raids upon Ash Vampire Citadels, Assault on Gate Citadel Vemynal, Assault on Gate Citadel Odrosal, and Assault on Citadel Dagoth.
Phase 1: Raids inside the Ghostfence
Enter either tower at the Ghostgate and ask a Buoyant Armiger for a Map of Red Mountain using the topic "inside the Ghostfence" (must be a Buoyant Armiger and not an Ordinator). Scout the Red Mountain region inside the Ghostfence to become familiar with the area's locations and monsters.
Phase 2: Raids upon Ash Vampire Citadels
This phase is optional. However, the following artifacts can be obtained by defeating the seven Ash Vampires: Belt of Heartfire, Amulet of Heartthrum, Amulet of Heartrime, Amulet of Heartheal, Amulet of Heartfire, Soul Ring, and Blood Ring. The artifacts are not required to beat Dagoth Ur, but can be of great use against his magic attacks.
Ruins of Kogoruhn
thumb|Morrowind:Kogoruhn|Kogoruhn, one of the Ash Vampire Citadels
:Main article: Kogoruhn
The weakest Ash Vampire, Dagoth Uthol, is in Kogoruhn. Other than the main entrance to the ruins, there is also a doorway inside the northwest area of the Ghostfence. Dagoth Uthol can be found in the Charma's Breath area, and holds the Belt of Heartfire.
If Dagoth Uthol was previously defeated during The Path of the Incarnate quest, then the journal stage will not be recorded.
Citadel Vemynal
:See the Dagoth Vemyn and the Sunder Artifact section.
Citadel Endusal
:Main article: Endusal
Dagoth Endus is in Endusal, located to the northwest of the Ghostgate. He holds the Amulet of Heartrime.
Citadel Odrosal
thumb|Morrowind:Odrosal|Odrosal
:See the Dagoth Odros and the Keening Artifact section.
Citadel Tureynulal
:Main article: Tureynulal
Dagoth Tureynul is in Tureynulal, located to the northeast of Dagoth Ur. He can be found in Kagrenac's Library, and holds the Amulet of Heartthrum.
If Dagoth Tureynul was previously defeated during the Tribunal Temple quest Cleaver of St. Felms, then the journal stage will not be recorded.
Citadel Dagoth
:See the Dagoth Gilvoth section.
Mamaea
:Main article: Mamaea
Dagoth Araynys is in Mamaea, located to the southeast of Gnisis. He can be found in the Sanctum of Black Hope, and holds the Soul Ring.
There is also some unique loot in the Shrine of Pitted Dreams bell chamber, including the Daedric Face of Inspiration and the Fang of Haynekhtnamet.
Phase 3: Assault on Gate Citadel Vemynal
Vemynal is located to the northwest of Dagoth Ur. Vivec marks the location of this citadel on the map after talking to him about the plan to defeat Dagoth Ur.
Dagoth Vemyn and the Sunder Artifact
thumb|Morrowind:Sunder|Sunder
Dagoth Vemyn can be found in the Hall of Torque (lower level), and holds the Amulet of Heartheal and Sunder artifacts.
Phase 4: Assault on Gate Citadel Odrosal
Odrosal is located to the southeast of Dagoth Ur. Vivec marks the location of this citadel on the map after talking to him about the plan to defeat Dagoth Ur.
Dagoth Odros and the Keening Artifact
thumb|Morrowind:Keening|Keening
Dagoth Odros can be found in the Dwemer Training Academy (Level 2), and holds the Amulet of Heartfire and Dagoth Odros's Key.
The Keening artifact can be found in the Tower area of Odrosal. The door to the Tower can be unlocked with Dagoth Odros's Key.
Phase 5: Assault on Citadel Dagoth
thumb|Morrowind:Dagoth Ur (facility)|Dagoth Ur Citadel
The Dagoth Ur Facility is located in the center of Red Mountain. Before assaulting the facility, three Dwemer artifacts are required: Wraithguard (gauntlet received from Vivec), Sunder (warhammer obtained in Citadel Vemynal), and Keening (short blade obtained in Citadel Odrosal).
The easiest path to the citadel is to the southeast, and runs between Odrosal and the Yanemus Mine. The Outer Facilities entrance is blocked by a spherical door that can be opened with a hand crank found on a pipe to the south of the entrance).
Dagoth Gilvoth
Dagoth Gilvoth can be found in the Lower Facility of Dagoth Ur, and holds the Blood Ring.
Dagoth Ur
Dagoth Ur can be found in the Facility Cavern. He will not be hostile at first, and says it is up to you to make the first blow (although he may still attack first after a short period of time). Talk with him for a bit to gain some information, then attack when ready. There's no secret tactic to killing him the first time; just hit/cast hard and he should fall shortly. He will eventually disappear, leaving the Heart Ring near the entrance to Akulakhan's Chamber.
Akulakhan
thumb|The Morrowind:Heart of Lorkhan|Heart of Lorkhan
Heal up and equip Wraithguard, then Sunder. Dagoth Ur and his minions will attack immediately after entering Akulakhan's Chamber. The goal here is to destroy the Heart of Lorkhan in the center of the great Dwemer robot, Akulakhan. It is possible to get Dagoth Ur out of the way by luring him off the cliff into the lava with Levitate.
It's best to use Levitate or Slowfall to reach the giant robot. Be aware that Dagoth Ur will teleport onto the bridge the first time you approach the heart. Strike the Heart of Lorkhan once with Sunder, then five times with Keening to destroy Akulakhan. You will then be able to kill Dagoth Ur as he can no longer regenerate. Run back across the bridge and watch the destruction of Akulakhan, thus ending Dagoth Ur's reign of terror.
Azura's Reward
thumb|Morrowind:Dagoth Ur (facility)|Dagoth Ur after the blight
Follow the ledge back around to the top (or fly up) and open the door to the Facility Caverns using the crank on the pipes in front of it. Once you enter you will meet Azura and a cutscene will begin, outlining your accomplishments. She will leave the Ring of Azura on the ground, which will disappear after leaving the area). When the ring is picked up, a spell called Hand of Azura will be cast on you. This spell is a 100 pts Restore Attributes spell (restores all attributes except Personality and Intelligence).
There will be no more blight or ash storms, though some creatures may still be affected. Any remaining Ash Vampires will perish in their lairs, leaving behind their unique artifacts. Sleepers in towns will also wake from their nightmare.
Congratulations! You have finished Morrowind's Main Quest!
Notes
The quest A Lucky Coin becomes available after completing Hortator and Nerevarine. The quest giver, Wulf, can be found in Ghostgate's Tower of Dusk.
It is possible to complete this quest before any other part of the main quest, as Sunder and Keening are always available. However, it is very difficult, as you will take massive amounts of damage while wielding the two artifacts without Wraithguard.
Once this quest is completed, selecting the conversation topic 'Nerevarine' with NPCs will increase their disposition by 10. This can be repeated as long as their disposition is less than 60.
Bugs
However, since killing all six Ash Vampires would actually reduce Dagoth Ur's 300 health to zero if the script were to perform as intended, OpenMW has a hardcoded exception added to prevent this from happening.
Quest Stages
;Notes
Not all Journal Entries may appear in your journal; which entries appear and which entries do not depends on the manner in which the quest is done.
Stages are not always in order of progress. This is usually the case with quests that have multiple possible outcomes or quests where certain tasks may be done in random order.
C0_Act_C stage 20 seems to be referring to the Fake Sunder object from the construction set. Dagoth Ur also has a voiceover regarding the fake copy of sunder as well that is never used.
;Hints
Dagoth Ur can be easily killed if you drink a lot of strong reflect and restore health potions.
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https://en.uesp.net/wiki/Morrowind:Keening_Artifact_Quest
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Morrowind:Keening Artifact Quest
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#REDIRECT [[Morrowind:The Citadels of the Sixth House#Acquiring_Keening]] [[Category:Redirects to Broader Subjects]]
[[Category:Morrowind-Quests]]
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#REDIRECT
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110
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https://en.uesp.net/wiki/Morrowind:Sunder_Artifact_Quest
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Morrowind:Sunder Artifact Quest
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#REDIRECT [[Morrowind:The Citadels of the Sixth House#Acquiring_Sunder]] [[Category:Redirects to Broader Subjects|{{PAGENAME}}]]
[[Category:Morrowind-Quests-Main Quest]]
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2014-01-30T23:22:32Z
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Scrawl
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#REDIRECT
|
110
| 1,270
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https://en.uesp.net/wiki/Morrowind:Assault_on_Dagoth_Ur
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Morrowind:Assault on Dagoth Ur
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#REDIRECT [[Morrowind:The_Citadels_of_the_Sixth_House#Assault on Dagoth Ur]] [[Category:Redirects to Broader Subjects]]
[[Category:Morrowind-Quests-Main Quest]]
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2018-03-04T09:51:11Z
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Darklocq
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#REDIRECT
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3
| 1,282
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https://en.uesp.net/wiki/User_talk:Elanor
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User talk:Elanor
|
Leave a message at the sound of the quack ...
== LGNPC Seyda Neen ==
Thanks for your bug notes! My rough plan is to let them pile up and do a fix/release next weekend. BTW, I'm also responsible for Khuul corrections, so if you run into any problems there, I'll do Khuul release at about the same time. --[[User:Wrye|Wrye]] 01:07, 6 Mar 2005 (EST)
== AE and Enhanced Acrobatics ==
Interesting backgound. Could be useful... I expect to see a 3D adaptive grid computation based analysis of lift and drag coefficients applied to a female Bosmer (about 130 lb.) with fortified acrobatics (from 200 to 400) at the apex of a jump under average blight storm weather conditions in Ald'ruhn. Full Navier-Stokes equations should be applied. Extra points for Newtonian flow analysis covering the impact of particular matter carried by the blight storm on said Bosmera. By Monday. :) --[[User:Wrye|Wrye]] 19:31, 6 Mar 2005 (EST)
== Nice Work ==
It seems you've done most or a lot of the work on the modding function articles...looks great, thanks!
[[User:Daveh|DaveH]] 10:06, 30 Mar 2005 (EST)
| 5,653
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2005-03-30T15:06:13Z
|
Daveh
|
Leave a message at the sound of the quack ...
LGNPC Seyda Neen
Thanks for your bug notes! My rough plan is to let them pile up and do a fix/release next weekend. BTW, I'm also responsible for Khuul corrections, so if you run into any problems there, I'll do Khuul release at about the same time. --Wrye 01:07, 6 Mar 2005 (EST)
AE and Enhanced Acrobatics
Interesting backgound. Could be useful... I expect to see a 3D adaptive grid computation based analysis of lift and drag coefficients applied to a female Bosmer (about 130 lb.) with fortified acrobatics (from 200 to 400) at the apex of a jump under average blight storm weather conditions in Ald'ruhn. Full Navier-Stokes equations should be applied. Extra points for Newtonian flow analysis covering the impact of particular matter carried by the blight storm on said Bosmera. By Monday. :) --Wrye 19:31, 6 Mar 2005 (EST)
Nice Work
It seems you've done most or a lot of the work on the modding function articles...looks great, thanks!
DaveH 10:06, 30 Mar 2005 (EST)
|
2
| 1,283
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https://en.uesp.net/wiki/User:Elanor
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User:Elanor
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Quack!
| 5,654
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2005-06-14T23:49:22Z
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Elanor
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Quack!
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112
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https://en.uesp.net/wiki/Tribunal:Tribunal
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Tribunal:Tribunal
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[[Category:Tribunal]][[Category:Move Protection|{{PAGENAME}}]][[Category:Semi Protection|{{PAGENAME}}]]
{{Gameinfo
|Boxart1image=TR-cover-Tribunal Box Art.jpg|Boxart1name=Tribunal box art
|Setting=[[Tribunal:Mournhold|Mournhold]], [[Lore:Morrowind|Morrowind]]
|TimePer={{Year|3E 427}}
|Developer=[[General:Bethesda Softworks|Bethesda Softworks]]
|RD1Type=PC|RD1=6 November 2002
|RD2Type=Xbox (GotY)|RD2=31 October 2003
}}
'''Tribunal''' is the first of two [[Morrowind:Expansions|expansion packs]] for [[Morrowind:Morrowind|Morrowind]], taking place in [[Tribunal:Mournhold|Mournhold]], a Temple city inside the capital of the Dunmeri province of [[Morrowind:Morrowind|Morrowind]]. Two opposing forces seek to manipulate the [[Morrowind:Nerevarine|Nerevarine]] to their advantage. The ruthless, newly crowned [[Tribunal:King Hlaalu Helseth|King Hlaalu Helseth]] seeks to firmly establish his authority, while the divine [[Tribunal:Almalexia|Almalexia]] is desperate to retain her grasp on the people. The machinations and intrigues of both sides draw the Nerevarine deep into the sewers, caves and ruins under Mournhold, and to a place lost to Tamriel itself.
:''In Tribunal, a ruthless new king has taken the throne of Morrowind, while an aging god drifts deeper into madness. Into this chaos you are thrust, with deadly assassins close behind you and Morrowind's uncertain future ahead. Your journey will lead you to Mournhold, capital city of Morrowind, to the Clockwork City of Sotha Sil, and through massive, epic-sized dungeons. The fate of Morrowind is in your hands...again.'' —Official Summary
==Quest Information==
{{Bullet Link|Quests|All quests that can be embarked upon in the expansion}}
==Gameplay Information==
{{Bullet Link|Quick Info|Overview of the Tribunal expansion pack}}
{{Bullet Link|Hints|All sorts of game playing tips and hints to help you enjoy the game more}}
{{Bullet Link|Items|Details on all the new items added by the expansion}}
{{Bullet Link|Souls|A list of new souls to trap in Tribunal}}
{{Bullet Link|Spells|A list of new spells to learn in Tribunal}}
==World Information==
{{Bullet Link|Creatures|A list of the new creatures added by the expansion}}
{{Bullet Link|Factions|Information on the different factions of Tribunal}}
{{Bullet Link|Maps|A complete overview of Mournhold, and the sewers and ruins that lie beneath}}
{{Bullet Link|People|All of the named individuals in Mournhold}}
*{{Bullet Link|NPC Classes|Unique classes for NPCs in the expansion}}
{{Bullet Link|Places|The city of Mournhold, as well as sewers, ruins and other locations in Tribunal}}
{{Bullet Link|Services|Services offered by citizens of Mournhold}}
==Technical Information==
{{Bullet Link|[[Tribunal:Patch|Tribunal Patches]]|Official patches for Tribunal by Bethesda Softworks}}
==Miscellaneous Information==
{{Bullet Link|Easter Eggs|A list of easter eggs and other oddities in Tribunal}}
{{Bullet Link|Glitches|Known glitches and oversights in Tribunal}}
{{Bullet Link|[[General:Wallpapers#Tribunal|Wallpapers]]|Official wallpapers, available in various sizes}}
==See Also==
{{Bullet Link|{{forums|Morrowind Subforum|subpage=viewforum.php?f=18}}|A place on the UESP [[UESPWiki:Forums|forums]] where you can discuss the game}}
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Legoless
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Tribunal is the first of two expansion packs for Morrowind, taking place in Mournhold, a Temple city inside the capital of the Dunmeri province of Morrowind. Two opposing forces seek to manipulate the Nerevarine to their advantage. The ruthless, newly crowned King Hlaalu Helseth seeks to firmly establish his authority, while the divine Almalexia is desperate to retain her grasp on the people. The machinations and intrigues of both sides draw the Nerevarine deep into the sewers, caves and ruins under Mournhold, and to a place lost to Tamriel itself.
:''In Tribunal, a ruthless new king has taken the throne of Morrowind, while an aging god drifts deeper into madness. Into this chaos you are thrust, with deadly assassins close behind you and Morrowind's uncertain future ahead. Your journey will lead you to Mournhold, capital city of Morrowind, to the Clockwork City of Sotha Sil, and through massive, epic-sized dungeons. The fate of Morrowind is in your hands...again.'' —Official Summary
Quest Information
Gameplay Information
World Information
Technical Information
Miscellaneous Information
See Also
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Tribunal:Quests
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{{Trail}}
==[[Tribunal:Main Quest|Main Quest]]==
{{Tribunal:Main Quest}}
==Miscellaneous Quests==
{| class=wikitable
|-
! colspan=2 | [[Tribunal:Godsreach|Godsreach]]
|-
| WIDTH=50% |
*{{Quest Link|The Barbarian and the Book}}
*{{Quest Link|Bouncer}}
*{{Quest Link|The Champion of Clutter}}
*{{Quest Link|Dwemer Warbots}}
*{{Quest Link|Estate Sale}}
*{{Quest Link|Infidelities}}
| WIDTH=50% |
*{{Quest Link|The Museum}}
*{{Quest Link|Robot Arena}}
*{{Quest Link|The Smith's Apprentice}}
*{{Quest Link|The Thief}}
*{{Quest Link|The Warlords}}
*{{Quest Link|Wood Elf with a Grievance}}
|-
! colspan=2 | [[Tribunal:Great Bazaar|Great Bazaar]]
|-
|
*{{Quest Link|The Black Dart Gang}}
*{{Quest Link|The MatchMaker}}
*{{Quest Link|Scroll Sales}}
|
*{{Quest Link|A Star is Born}}
*{{Quest Link|The Summoner}}
|-
! colspan=2 | [[Tribunal:Temple Courtyard|Temple Courtyard]]
|-
|
*{{Quest Link|Crimson Plague}}
|
*{{Quest Link|The Natural}}
|}
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Main Quest
Miscellaneous Quests
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Tribunal:Main Quest
|
<noinclude>
{{Trail|Quests}}
===Quest Itinerary===
</noinclude>
{| class=wikitable
! colspan=2 | Starting Out
|-
|
:1. {{Quest Link|Dark Brotherhood Attacks}}
|
:2. {{Quest Link|Hunt the Dark Brotherhood}}
|-
! colspan=2 | Royal Palace Quests (Optional)
|-
| colspan=2|The Royal Palace Quests are optional and can be skipped if you speak with [[Tribunal:Fedris Hler|Fedris Hler]] in the [[Tribunal:Mournhold Temple|Temple]] after the Dark Brotherhood quest. You can do these quests at any time.
|-
|
:3. {{Quest Link|Speak to the People}}
:4. {{Quest Link|A Temple Informant}}
:5. {{Quest Link|Disloyalty Among the Guards}}
|
:6. {{Quest Link|Evidence of Conspiracy}}
:7. {{Quest Link|Muckraking Journalist}}
:8. {{Quest Link|Queen Barenziah}}
|-
! colspan=2 | Temple Quests
|-
|
:9. {{Quest Link|The Goblin Army}}
:10. {{Quest Link|The Shrine of the Dead}}
:11. {{Quest Link|Barilzar's Mazed Band}}
|
:12. {{Quest Link|An Attack on Mournhold}}
:13. {{Quest Link|Investigate Bamz-Amschend}}
|-
! colspan=2 | Royal Palace Quests (Optional)
|-
|
:14. {{Quest Link|An Assassination Attempt}}
|
:15. {{Quest Link|Helseth's Champion}}
|-
! colspan=2 | Temple Quests
|-
|
:16. {{Quest Link|A Show of Power}}
:17. {{Quest Link|The Missing Hand}}
|
:18. {{Quest Link|The Blade of Nerevar}}
:19. {{Quest Link|The Mad God}}
|}
===Quest Map===
{{Chart/start}}
{{Chart |Dark|
border=1 | boxstyle=background: #F5DEB3|
Dark='''[[Tribunal:Dark Brotherhood Attacks|Dark Brotherhood Attacks]]'''}}
{{Chart | |!}}
{{Chart |Hunt|
border=1 | boxstyle=background: #F5DEB3|
Hunt='''[[Tribunal:Hunt the Dark Brotherhood|Hunt the Dark Brotherhood]]'''}}
{{Chart | |D|~|~|Speak|-|Temple|-|Guard|
border=1 | boxstyle=background: #F5DEB3;border-style: dashed;width:20%|
Speak='''[[Tribunal:Speak to the People|Speak to the People]]''' |
Temple='''[[Tribunal:A Temple Informant|A Temple Informant]]'''|
Guard='''[[Tribunal:Disloyalty Among the Guards|Disloyalty Among the Guards]]'''}}
{{Chart | |:| | | |,|-|-|-|-|-|-|'}}
{{Chart | |:| | |Evid|-|Jour|-|Queen|
border=1 | boxstyle=background: #F5DEB3;border-style: dashed|
Evid='''[[Tribunal:Evidence of Conspiracy|Evidence of Conspiracy]]'''|
Jour='''[[Tribunal:Muckraking Journalist|Muckraking Journalist]]''' |
Queen='''[[Tribunal:Queen Barenziah|Queen Barenziah]]'''}}
{{Chart |Gob|~|~|~|~|~|~|~|~|~|J|
border=1 | boxstyle=background: #F5DEB3|
Gob='''[[Tribunal:Goblin Army|Goblin Army]]'''}}
{{Chart | |!}}
{{Chart |Dead|-|Band|-|Plaza|
border=1 | boxstyle=background: #F5DEB3|
Dead='''[[Tribunal:The Shrine of the Dead|The Shrine of the Dead]]'''|
Band='''[[Tribunal:Barilzar's Mazed Band|Barilzar's Mazed Band]]'''|
Plaza='''[[Tribunal:An Attack on Mournhold|An Attack on Mournhold]]'''}}
{{Chart| |,|-|-|-|-|-|-|-|'}}
{{Chart|IBA|
border=1 | boxstyle=background: #F5DEB3|
IBA='''[[Tribunal:Investigate Bamz-Amschend|Investigate Bamz-Amschend]]'''}}
{{Chart | |f|~|~|Plot|-|Karod|
border=1 | boxstyle=background: #F5DEB3;border-style: dashed|
Plot='''[[Tribunal:An Assassination Attempt|An Assassination Attempt]]'''|
Karod='''[[Tribunal:Helseth's Champion|Helseth's Champion]]'''}}
{{Chart|Attack|~|~|~|~|~|~|J|
border=1 | boxstyle=background: #F5DEB3|
Attack='''[[Tribunal:A Show of Power|A Show of Power]]'''}}
{{Chart| |!}}
{{Chart|Hand|-|Blade|-|God|
border=1 | boxstyle=background: #F5DEB3; width:20%|
Hand='''[[Tribunal:The Missing Hand|The Missing Hand]]'''|
Blade='''[[Tribunal:The Blade of Nerevar|The Blade of Nerevar]]''' |
God='''[[Tribunal:The Mad God|The Mad God]]'''}}
{{Chart/end}}
====Key====
{| style="float: left; margin-left: 1em;"
| style="border: 1px solid gray;" |<div style="margin-left: 0.5em; margin-right: 0.5em;">{{Chart/start}}{{Chart|-}}{{Chart/end}}</div>
| Denotes a required path. You must complete this before starting the subsequent quest.
|-
| style="border: 1px solid gray;" |<div style="margin-left: 0.5em; margin-right: 0.5em;">{{Chart/start}}{{Chart|~}}{{Chart/end}}</div>
| Denotes an optional path or quest.
|}
{{NewLeft}}
===Notes===
*You don't need to complete the [[Tribunal:Hunt the Dark Brotherhood|Hunt the Dark Brotherhood]] quest to start the [[Tribunal:Goblin Army|Goblin Army]] quest. After coming to [[Tribunal:Mournhold|Mournhold]] you can speak to [[Tribunal:Fedris Hler|Fedris Hler]] to get the Goblin Army quest immediately. You can start the Hunt the Dark Brotherhood quest at any given time by speaking to the people.
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Savor Valandros
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Quest Map
Key
Notes
You don't need to complete the Hunt the Dark Brotherhood quest to start the Goblin Army quest. After coming to Mournhold you can speak to Fedris Hler to get the Goblin Army quest immediately. You can start the Hunt the Dark Brotherhood quest at any given time by speaking to the people.
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Tribunal:Dark Brotherhood Attacks
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=169.139.19.152, et al.
|checkedBy=Darklocq
|objectivesChecked=Darklocq
|reward=169.139.19.152
|rewardChecked=Darklocq
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=Automatic, when using Rest
|Reward=None
|ID=TR_DBAttack
|Next=[[Tribunal:Hunt the Dark Brotherhood|Hunt the Dark Brotherhood]]
|Loc=[[Morrowind:Ebonheart|Ebonheart]], [[Tribunal:Mournhold|Mournhold]]
|ReqLevel=None (PC); 6 (Xbox)
|SuggLevel=6+<!-- Hard-coded in Xbox, and you're not likely to survive the assassin if low-level. -->
|Difficulty=Low
|Image=TR-quest-Dark_Brotherhood_Attacks.jpg
|imgdesc=A [[Tribunal:Dark Brotherhood Assassins|Dark Brotherhood Assassin]] strikes.
|description=Stop masked Assassins from attacking you in your sleep, and find out who they are
}}
==Quick Walkthrough==
#Sleep for any length of time, anywhere but the Seyda Neen Census and Excise Office, and there's a randomized chance of your sleep being interrupted by a [[Tribunal:Dark Brotherhood Assassins|Dark Brotherhood Assassin]] (possibly two, at higher levels).
#After at least one such attack, talk to any normal [[Morrowind:Guards|Guard]] to be directed to [[Tribunal:Apelles Matius|Apelles Matius]] in [[Morrowind:Ebonheart|Ebonheart]].
#Speak to Matius about the [[Tribunal:Dark Brotherhood|Dark Brotherhood]] to be directed to [[Tribunal:Asciene Rane|Asciene Rane]] in the Grand Council Chamber in Ebonheart.
#Mention ''Transport to Mournhold'' to Rane to be teleported to the [[Tribunal:Royal Palace|Royal Palace]] in [[Tribunal:Mournhold|Mournhold]].
#Talk to any [[Tribunal:Royal Guard|Royal Guard]] or [[Tribunal:High Ordinator|High Ordinator]] in Mournhold to complete the quest.
==Detailed Walkthrough==
===Interrupted Sleep===
To start the ''Tribunal'' expansion content, simply use Rest (not Wait) for any length of time, and your sleep may be interrupted by [[Tribunal:Dark Brotherhood Assassins|masked Assassin from the Dark Brotherhood]]. The attacks are randomized, and the likelihood of one (as well as the level and, eventually, number of assassins) increases as your level goes up. Don't underestimate this leveled opponent, as he will have a good weapon and a decent amount of health.
If you wish to sleep without being attacked and beginning this quest, use the bedroll in the basement of the [[Morrowind:Census and Excise Office|Census and Excise Office]] in [[Morrowind:Seyda Neen|Seyda Neen]]. The attack script excludes that interior cell to avoid breaking character generation, and continues to exclude it after character generation is complete. If you want to trigger such an attack on purpose, you can simply use Rest for 1 hour repeatedly, while in the wilderness or at an inn.
If you are too weak to kill the opponent (e.g., if you have just started the game but have also installed ''Tribunal''), you can use [[Morrowind:Almsivi Intervention|Almsivi Intervention]] or [[Morrowind:Divine Intervention|Divine Intervention]] (you can find these spells, and scrolls and other items that provide them, in many places, including Arrille's Tradehouse at the start of the game) to escape by teleporting to another place. [[Morrowind:Recall|Recall]]/[[Morrowind:Mark|Mark]] can also be used. Luring the Assassin to a town doesn't work, as the Guards won't help you fight him. The Assassin will remain where you left him, so it is advisable to sleep in a place you are not planning to frequent, as these attacks always come while sleeping (and will interrupt sleep, preventing [[Morrowind:Level|leveling]] and healing).
Each Assassin is armed with a short blade (see [[Tribunal:Dark Brotherhood Assassins#Gear|Dark Brotherhood Assassins § Gear]] for details), and wears a full suit of [[Tribunal:Dark Brotherhood Armor|Dark Brotherhood Armor]], the second-best Light-class armor in the game, the lightest, and worth a nice sum of gold. You may wish to keep a set indefinitely, for times when you need to haul a lot of loot. If you can manage to kill the Assassin before he can use it, you also find a [[Tribunal:Carved Ebony Dart|Carved Ebony Dart]] on his body (and get a Journal entry stating so). Getting or not getting the dart doesn't affect the ''Tribunal'' [[Tribunal:Main Quest|Main Quest]] in any way, and it is a poor weapon; the dart is simply a prize (worth 2,000 gold). The stronger Assassins (after you are level 20) may wield a [[Morrowind:Daedric#Tanto|Daedric Tanto]], [[Morrowind:Daedric#Wakizashi|Daedric Wakizashi]], or [[Tribunal:Generic Magic Items#Short Blade|Adamantium Jinkblade of Wounds]]. (This may be seen as a reason to long-delay the later stages of this quest, and thus the rest of ''Tribunal''. However, you'll get weapons at least this good much sooner from other opponents, e.g. at [[Morrowind:Daedric Shrines|Daedric shrines]], and you can get these exact weapons, when you are high enough level, from other Dark Brotherhood operatives later in the ''Tribunal'' expansion; they are not unique to your sleep-attackers.)
The Assassin may spawn in another room if you have an interior wall at your back, and will not become hostile towards you until he sees you. This is a good opportunity to prepare for the attack and more likely obtain the Carved Ebony Dart from the Assassin (e.g., by barging in and quickly using [[Morrowind:Paralyze|Paralyze]]). You will incur a [[Morrowind:Bounty|Bounty]] if you are witnessed somehow attacking the Assassin before he is in combat mode against you (usually by using a strong [[Morrowind:Chameleon|Chameleon]] effect). The Assassin is capable of opening doors, if already aware of your presence, other than those that are locked or which trigger a loading screen.
=== Report the Attack ===
Once you've killed the first such Assassin, you receive a Journal note to find a Guard and inform him about this attempt on your life. This must be a [[Morrowind:Guard|normal Guard]] (Imperial, Great House, or Ordinator); you cannot use a special guard such as the [[Morrowind:Guards#Duke's Guard|Duke's Guards]].
The Guard will be amazed that you survived the attack, and will advise you to speak with [[Tribunal:Apelles Matius|Apelles Matius]] in [[Morrowind:Ebonheart|Ebonheart]]. If you put off this visit, you may be attacked again and again when you sleep.
===Apelles Matius===
Once in Ebonheart (southeast of Seyda Neen and south of [[Morrowind:Vivec Hlaalu|Vivec's Hlaalu Canton]]), any normal Guard should be able to tell you that Apelles can be found "wandering the battlements" close to the main castle (he is actually on the stairway to the bridge from the outer buildings to the main keep). Find him and ask him about the [[Tribunal:Dark Brotherhood|Dark Brotherhood]] and the conversation will quickly lead towards the mainland of [[Lore:Morrowind|Morrowind]]. Apelles will tell you to speak with [[Tribunal:Asciene Rane|Asciene Rane]] about transport to [[Tribunal:Mournhold|Mournhold]], the capital of Morrowind.
[[File:TR-npc-Asciene_Rane.jpg|thumb|right|Asciene can transport you to Mournhold.]]
===Asciene Rane===
This mage can be found in the Grand Council Chamber in Ebonheart, just to the right of the front entrance in the main hall. Ask her about ''Transport to Mournhold'' and tell her that you've been "marked by the Dark Brotherhood" to be teleported to the [[Tribunal:Royal Palace|Royal Palace]] in Mournhold. To travel back to [[Lore:Vvardenfell|Vvardenfell]], speak to the Argonian [[Tribunal:Effe-Tei|Effe-Tei]] in the same entrance hall where you arrive. This fast travel is specially scripted, and is not the same as normal Guild Guide travel; it works on the player character only, and cannot be used with [[Morrowind:Followers|companions]] like [[Morrowind:Fjorgeir|Fjorgeir]], the [[Morrowind:Shock Centurion|Shock Centurion]], or [[Tribunal:Calvus Horatius|Calvus Horatius]].
===Closing the Quest in Mournhold===
Talk about the Dark Brotherhood to almost any Guard in Mournhold after your arrival there. Though the entry says you're supposed to talk to a [[Tribunal:Royal Guard|Royal Guard]], a [[Tribunal:High Ordinator|High Ordinator]] will also work (a [[Tribunal:Hands of Almalexia|Hand of Almalexia]] will not). Increase (if necessary) the Guard's disposition to at least 40. You'll get a new Journal entry, which completes this starter quest.
This does not finish your involvement with the Brotherhood. The Guard tipped you off that the Brotherhood may be hiding in the sewers under the Great Bazaar. This will set you on the path for the later quest [[Tribunal:Hunt the Dark Brotherhood|Hunt the Dark Brotherhood]], another part of the [[Tribunal:Main Quest|''Tribunal'' Main Quest]], which will lead you to their base and boss. You can begin it at any time, but completing it is challenging.
==Notes==
* The conditions for being attacked in your sleep differ between the PC and Xbox versions of the game. In the PC version, you can be attacked at any time, even when you sleep for the first time after starting a new game with ''Tribunal'' installed. In the Xbox version, you will only be attacked after you have reached level 6.
* The attacks will stop once Apelles Matius tells you to speak to Asciene Rane,{{verification needed|reason=Tester on talk page disputes this, and another reports that they can stop even when one has not talked to Matius. The scripting needs to be examined in the CS.}} though the quest will stay active in your Journal until you talk to a Mournhold guard.
<!-- Unrelated to this quest; move it to [[Tribunal:Hunt the Dark Brotherhood]]:
* [[Morrowind:Almsivi Intervention|Almsivi]]/[[Morrowind:Divine Intervention|Divine Intervention]] may also come in handy when dealing with the Dark Brotherhood base under Mournhold, where poison- and paralysis-armed Assassins will attack you in numbers. While there, Divine will teleport you to the [[Tribunal:Royal Palace|Royal Palace Courtyard]] and Almsivi to the [[Tribunal:Temple Courtyard|Temple Courtyard]].
-->
==Bugs==
{{Bug|Exploit: If you sleep in the [[Morrowind:Guild of Fighters (Balmora)|Balmora Guild of Fighters]] bedroom, between the bunkbeds and facing one of them, then the Assassin will spawn standing in the middle of the bunkbed behind you, unable to move or fight back. You may have to use an area-of-effect attack to kill him, if he spawns deep enough inside it that you cannot hit him with a weapon.|confirmed=y}}
{{Bug|After you have first traveled to Mournhold, Apelles Matius is no longer essential to any quests (and some players kill him for his [[Tribunal:Adamantium Armor|Adamantium Armor]]). Nevertheless, his death will still bring up the [[Morrowind:Essential NPCs|essential NPC]] warning message.|confirmed=1}}
{{Bug|On Xbox, after speaking with Apelles Matius in Ebonhart, it may be impossible to enter the Grand Council Chambers. Opening the door or using Recall will freeze the game once the "Loading Area" progress bar is full.|confirmed=0}}
** Saving the game after talking to Matius, restarting your console, then entering the Grand Council Chambers should fix the problem.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=TR_DBAttack
|10||An attempt was made on my life as I tried to rest. I do not know who wishes me dead, but the attack should probably be reported to a guard.
|20||One of the assassins had an odd dart on his body, the look of which I've never seen before.
|30||A guard has told me that my attackers were likely members of the Dark Brotherhood, and that I have been targeted for assassination. He suggests I speak with Apelles Matius in Ebonheart for more information.
|40||Apparently, the Dark Brotherhood does not have a large base of operations here on Vvardenfell, but has a very large contingent in Mournhold. Due to the Blight, no residents are allowed to travel to the capital city, and all visits are made only by the special order of Duke Dren.
|50||I've been told to speak to Asciene Rane in the Grand Council Chambers about transport to Mournhold.
|60||Asciene Rane has agreed to transport me to Mournhold. If I wish to return to the mainland, I should speak to Effe-Tei, an Argonian Mage in the Royal Palace. When I arrive, I should speak with one of the Royal Guard for more information about the Dark Brotherhood.
|100|fin|I've been told that the Dark Brotherhood is rumored to have a base in the ruins of Old Mournhold, accessible through the sewer system in the Great Bazaar. I've been warned that I enter there at my own peril.
}}
{{Quest Footer|Next=[[Tribunal:Hunt the Dark Brotherhood|Hunt the Dark Brotherhood]]|Up=[[Tribunal:Main_Quest|Main Quest Page]]}}
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Enobot
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Quick Walkthrough
#Sleep for any length of time, anywhere but the Seyda Neen Census and Excise Office, and there's a randomized chance of your sleep being interrupted by a Dark Brotherhood Assassin (possibly two, at higher levels).
#After at least one such attack, talk to any normal Guard to be directed to Apelles Matius in Ebonheart.
#Speak to Matius about the Dark Brotherhood to be directed to Asciene Rane in the Grand Council Chamber in Ebonheart.
#Mention Transport to Mournhold to Rane to be teleported to the Royal Palace in Mournhold.
#Talk to any Royal Guard or High Ordinator in Mournhold to complete the quest.
Detailed Walkthrough
Interrupted Sleep
To start the Tribunal expansion content, simply use Rest (not Wait) for any length of time, and your sleep may be interrupted by masked Assassin from the Dark Brotherhood. The attacks are randomized, and the likelihood of one (as well as the level and, eventually, number of assassins) increases as your level goes up. Don't underestimate this leveled opponent, as he will have a good weapon and a decent amount of health.
If you wish to sleep without being attacked and beginning this quest, use the bedroll in the basement of the Census and Excise Office in Seyda Neen. The attack script excludes that interior cell to avoid breaking character generation, and continues to exclude it after character generation is complete. If you want to trigger such an attack on purpose, you can simply use Rest for 1 hour repeatedly, while in the wilderness or at an inn.
If you are too weak to kill the opponent (e.g., if you have just started the game but have also installed Tribunal), you can use Almsivi Intervention or Divine Intervention (you can find these spells, and scrolls and other items that provide them, in many places, including Arrille's Tradehouse at the start of the game) to escape by teleporting to another place. Recall/Mark can also be used. Luring the Assassin to a town doesn't work, as the Guards won't help you fight him. The Assassin will remain where you left him, so it is advisable to sleep in a place you are not planning to frequent, as these attacks always come while sleeping (and will interrupt sleep, preventing leveling and healing).
Each Assassin is armed with a short blade (see Dark Brotherhood Assassins § Gear for details), and wears a full suit of Dark Brotherhood Armor, the second-best Light-class armor in the game, the lightest, and worth a nice sum of gold. You may wish to keep a set indefinitely, for times when you need to haul a lot of loot. If you can manage to kill the Assassin before he can use it, you also find a Carved Ebony Dart on his body (and get a Journal entry stating so). Getting or not getting the dart doesn't affect the Tribunal Main Quest in any way, and it is a poor weapon; the dart is simply a prize (worth 2,000 gold). The stronger Assassins (after you are level 20) may wield a Daedric Tanto, Daedric Wakizashi, or Adamantium Jinkblade of Wounds. (This may be seen as a reason to long-delay the later stages of this quest, and thus the rest of Tribunal. However, you'll get weapons at least this good much sooner from other opponents, e.g. at Daedric shrines, and you can get these exact weapons, when you are high enough level, from other Dark Brotherhood operatives later in the Tribunal expansion; they are not unique to your sleep-attackers.)
The Assassin may spawn in another room if you have an interior wall at your back, and will not become hostile towards you until he sees you. This is a good opportunity to prepare for the attack and more likely obtain the Carved Ebony Dart from the Assassin (e.g., by barging in and quickly using Paralyze). You will incur a Bounty if you are witnessed somehow attacking the Assassin before he is in combat mode against you (usually by using a strong Chameleon effect). The Assassin is capable of opening doors, if already aware of your presence, other than those that are locked or which trigger a loading screen.
Report the Attack
Once you've killed the first such Assassin, you receive a Journal note to find a Guard and inform him about this attempt on your life. This must be a normal Guard (Imperial, Great House, or Ordinator); you cannot use a special guard such as the Duke's Guards.
The Guard will be amazed that you survived the attack, and will advise you to speak with Apelles Matius in Ebonheart. If you put off this visit, you may be attacked again and again when you sleep.
Apelles Matius
Once in Ebonheart (southeast of Seyda Neen and south of Vivec's Hlaalu Canton), any normal Guard should be able to tell you that Apelles can be found "wandering the battlements" close to the main castle (he is actually on the stairway to the bridge from the outer buildings to the main keep). Find him and ask him about the Dark Brotherhood and the conversation will quickly lead towards the mainland of Morrowind. Apelles will tell you to speak with Asciene Rane about transport to Mournhold, the capital of Morrowind.
thumb|right|Asciene can transport you to Mournhold.
Asciene Rane
This mage can be found in the Grand Council Chamber in Ebonheart, just to the right of the front entrance in the main hall. Ask her about Transport to Mournhold and tell her that you've been "marked by the Dark Brotherhood" to be teleported to the Royal Palace in Mournhold. To travel back to Vvardenfell, speak to the Argonian Effe-Tei in the same entrance hall where you arrive. This fast travel is specially scripted, and is not the same as normal Guild Guide travel; it works on the player character only, and cannot be used with companions like Fjorgeir, the Shock Centurion, or Calvus Horatius.
Closing the Quest in Mournhold
Talk about the Dark Brotherhood to almost any Guard in Mournhold after your arrival there. Though the entry says you're supposed to talk to a Royal Guard, a High Ordinator will also work (a Hand of Almalexia will not). Increase (if necessary) the Guard's disposition to at least 40. You'll get a new Journal entry, which completes this starter quest.
This does not finish your involvement with the Brotherhood. The Guard tipped you off that the Brotherhood may be hiding in the sewers under the Great Bazaar. This will set you on the path for the later quest Hunt the Dark Brotherhood, another part of the Tribunal Main Quest, which will lead you to their base and boss. You can begin it at any time, but completing it is challenging.
Notes
The conditions for being attacked in your sleep differ between the PC and Xbox versions of the game. In the PC version, you can be attacked at any time, even when you sleep for the first time after starting a new game with Tribunal installed. In the Xbox version, you will only be attacked after you have reached level 6.
The attacks will stop once Apelles Matius tells you to speak to Asciene Rane, though the quest will stay active in your Journal until you talk to a Mournhold guard.
Bugs
Saving the game after talking to Matius, restarting your console, then entering the Grand Council Chambers should fix the problem.
Quest Stages
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https://en.uesp.net/wiki/Tribunal:Hunt_the_Dark_Brotherhood
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Tribunal:Hunt the Dark Brotherhood
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=Elanor, TheRealLurlock, et al.
|checkedBy=Darklocq
|objectivesChecked=Darklocq
|reward=Ratwar
|rewardChecked=Darklocq
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=Any [[Tribunal:Royal Guard|Royal Guard]] or [[Tribunal:High Ordinator|High Ordinator]]
|Reward=None (but much enemy loot will be gained)
|ID=TR_DBHunt
|Prev=[[Tribunal:Dark Brotherhood Attacks|Dark Brotherhood Attacks]]
|Next=[[Tribunal:The Goblin Army|The Goblin Army]] or [[Tribunal:Speak to the People|Speak to the People]]
|Loc=[[Tribunal:Mournhold|Mournhold]]: [[Tribunal:Bazaar Sewers|Bazaar Sewers]]; [[Tribunal:Manor District|Manor District]]; [[Tribunal:Royal Palace|Royal Palace]] and/or [[Tribunal:Mournhold Temple|Temple]] Reception Area
|SuggLevel=25+
|SuggItem=Cure Paralysis, Cure Poison, Restore Health; Invisibility or Chameleon
|Difficulty=Medium – some tough fights
|image=TR-quest-Hunt_the_Dark_Brotherhood.jpg
|imgdesc=Two [[Tribunal:Dark Brotherhood Assassins|Dark Brotherhood Assassins]] in their lair
|description=Follow the trail of clues leading to the [[Tribunal:Dark Brotherhood|Dark Brotherhood]] in the sewers and ruins beneath Mournhold
}}
==Quick Walkthrough==
#Enter the [[Tribunal:Manor District|Manor District]] of [[Tribunal:Old Mournhold|Old Mournhold]], from the [[Tribunal:Bazaar Sewers|Bazaar Sewers]].
#Enter the North Building of Moril Manor and kill [[Tribunal:Dandras Vules|Dandras Vules]], the leader of the Brotherhood.
#Search Dandras' corpse to find a clue about what's happening.
*Alternatively pickpocket the contract from Dandras. Killing him isn't mandatory.
==Detailed Walkthrough==
===Mournhold Palace===
In [[Tribunal:Dark Brotherhood Attacks|the opening quest]], you spoke with [[Tribunal:Asciene Rane|Asciene Rane]] about ''Transport to [[Tribunal:Mournhold|Mournhold]]'', and arrived in the [[Tribunal:Royal Palace|Royal Palace]], teleported next to the Argonian [[Tribunal:Effe-Tei|Effe-Tei]], who can teleport you back to Vvardenfell. Following Asciene's advice, you spoke to any [[Tribunal:Royal Guard|Royal Guard]] or [[Tribunal:High Ordinator|High Ordinator]] about the [[Tribunal:Dark Brotherhood|Dark Brotherhood]]. You were directed to the sewers underneath the [[Tribunal:Great Bazaar|Great Bazaar]] in the eastern section of town.
That closed the first Dark Brotherhood Quest, and you might have done so as early as level 1 (6 in the Xbox version). This second DB quest is ''much'' more difficult.
<div style="float:right">
{|
|[[File:TR-map-Bazaar Sewers.jpg|thumb|right|Map of the Bazaar Sewers]]
|-
|[[File:TR-npc-Dandras_Vules.jpg|thumb|right|Dandras has a contract on your life...]]
|}
</div>
===Finding the Great Bazaar===
Exit to the Royal Palace Courtyard from the door next to Effe-Tei and from there continue to [[Tribunal:Plaza Brindisi Dorom|Plaza Brindisi Dorom]]. Head left, following the wall, to find a doorway leading to the Great Bazaar. The entrance to the [[Tribunal:Bazaar Sewers|Bazaar Sewers]] is in the southeast corner of the Great Bazaar. (Mournhold has various sewers; this is the one you want.)
===Finding the Dark Brotherhood===
Explore the Bazaar Sewers, watching out for undead, [[Tribunal:Goblins|Goblins]], and [[Tribunal:Durzog|Durzogs]] that live down here, until you find one of the two entrances to [[Tribunal:Old Mournhold|Old Mournhold]]'s [[Tribunal:Manor District|Manor District]] ruins. '''Caution:''' Some of the Goblins are armed with the [[Tribunal:Goblin Club|Goblin Club]], one of the highest-base-damage weapons in the game, and can kill even many level 20ish PCs in one to two hits. Many also carry and use healing potions, and they have resistance to either fire or [[Morrowind:Normal Weapons|normal weapons]], depending on Goblin type.
As soon as you enter the Manor District, you will receive a Journal entry mentioning that you have found the Brotherhood's hideout (technically, this is the actual start of the quest). It won't be long until you find some masked [[Tribunal:Dark Brotherhood Assassins|Dark Brotherhood Assassins]] who would like nothing better than to kill you, and you'll encounter more the further you explore the area. They are typically armed with poisonous and/or paralyzing weapons. Aside from their boss, the Assassins respawn like generic Guards, and will continue to do so after his death. They are leveled opponents, so you will not encounter every variety when you are low level.
===Dandras Vules===
In the northern building of Moril Manor, you will find boss [[Tribunal:Dandras Vules|Dandras Vules]] (he's the one without the mask helm). He is a tough opponent (level 55, and over 400 health), with a bow as well as melee weapons, so ensure that you are fully prepared before you take him on. Once you kill him, you will find an interesting [[Tribunal:A Dark Brotherhood Contract|Dark Brotherhood Contract]] on his corpse. You receive another Journal entry, which suggests you go talk to another Guard to find out more about the contract. Any Royal Guard will direct you to speak with [[Tribunal:Tienius Delitian|Tienius Delitian]], while any High Ordinator should direct you to speak with [[Tribunal:Fedris Hler|Fedris Hler]], the Chief Steward of [[Tribunal:Almalexia|Almalexia]] in the Temple Reception Area.
You can also sneak past the assassins and steal the contract from Dandras. The game doesn't care which way you obtain it, but killing Dandras isn't required to advance the quest.
===The Dark Brotherhood Contract===
If you read the document, signed by "H.", you'll come to the conclusion that the client who hired the Dark Brotherhood to assassinate you is [[Tribunal:King Hlaalu Helseth|King Hlaalu Helseth]] himself (a new Journal entry will come to this conclusion, even if you did not as a player). If you go to Delitian, and give him the contract, he'll tell you frankly that it ''was'' Helseth who wanted to kill you, and he refuses to pay any more attention to that little matter.
===Next Quest Options===
Delitian will now have an optional [[Tribunal:Speak to the People|series of six side quests]] for the Royal Palace which will eventually lead you to Hler for the [[Tribunal:The Goblin Army|next phase]] of the Main Quests. You can choose to skip the Royal Palace quests and go to Hler directly. If you went to Hler first, you can go to Delitian for the side quests later, as long as [[Tribunal:Barilzar's Mazed Band|Barilzar's Mazed Band]] isn't completed yet.
==Notes==
* It is actually possible to skip closing the first Dark Brotherhood quest: If you do not speak to a Royal Guard or High Ordinator about the Dark Brotherhood, that quest will remain open, and this one will not open when you find the Brotherhood's lair on your own. Instead, it will open when you kill their boss. You can still close the first DB quest by later talking to one of those two Guard types about the Brotherhood.<!--Verified by Darklocq.-->
* This quest, and any of Delitian's up to the [[Tribunal:Queen Barenziah|Queen Barenziah]] quest, are optional if you speak to [[Tribunal:Fedris Hler|Fedris Hler]] right away when you arrive in Mournhold.
* Delitian will dismiss any attempt at dialogue with a chuckle, until you have completed this quest.
* For Dark Brotherhood ranks, see [[Tribunal:Dark Brotherhood|Dark Brotherhood]]; for DB Assassin stats and the player levels at which each variant appears, see [[Tribunal:Dark Brotherhood Assassins|Dark Brotherhood Assassins]].
* The Dark Brotherhood base is arguably the best [[Morrowind:Making Money#Looting Assassins|source of continuous income]] in the entire game, as the respawning Assassins there provide you with an unlimited supply of good gear to sell. Mournhold provides nearby vendors, many with larger amounts of money than most in Vvardenfell, and often with high-end items you may wish to trade for without draining your extant bankroll. The [[Tribunal:Dark Brotherhood Armor|Dark Brotherhood Armor]] is very light but relatively valuable, and the higher Assassin ranks also wield a [[Morrowind:Daedric Tanto|Daedric Tanto]], [[Morrowind:Daedric Wakizashi|Daedric Wakizashi]], or [[Tribunal:Adamantium Jinkblade of Wounds|Adamantium Jinkblade of Wounds]].
*The [[Morrowind:Alteration|Alteration]] [[Morrowind:Skill Books|skill book]] ''[[Morrowind:Sithis|Sithis]]'' can be found on a ledge outside the door to Moril Manor, North Building.
*Though this quest is recommended for level 25+, it can be started much sooner, especially if some techniques (e.g. [[Morrowind:Invisibility|Invisibility]], strong [[Morrowind:Chameleon|Chameleon]], or [[Morrowind:Calm|Calm Creature]]) are employed to avoid death-by-Goblin, and one also avoids taking on Dandras Vules or too many Assassins at once. The Assassins are leveled opponents, so you should be able to handle them one at a time. You can also hire the mercenary [[Tribunal:Calvus Horatius|Calvus Horatius]] and give him good gear, to increase your chances, though you're fairly likely to get him killed. If you can get a Goblin Club for him, this will even the odds a bit. He's not a spellcaster, so be prepared to [[Morrowind:Cure Poison|Cure Poison]] on him after or even during Assassin fights.
{{newLeft}}
==Bugs==
{{Bug|Sometimes when Vules dies, his face will disappear, his body can be seen through walls and in other cells, and he won't be lootable. This can break the quest.|confirmed=1}}
**A "brute force" way to prevent this is to avoid fighting him and use the Console to progress through the quest. If this does not appeal to you, simply savegame before entering Moril Manor and reload your save if this bug (or another of those documented here) is triggered.
{{Bug|Dandras Vules' death dialogue may loop. This is caused by [[Bloodmoon:Bloodmoon|''Bloodmoon'']] overriding certain things in [[Tribunal:Tribunal|''Tribunal'']].|confirmed=1}}
*{{Bug|In particular, if you kill Vules from anywhere outside his line of sight, such as by hitting him with an area-effect damage spell from where he can't see you, you will get a dialogue loop where he repeatedly says, "Who's there?"|confirmed=1}}
*This bug is fixed by the ''Bloodmoon'' patch and the GotY edition.
{{Bug|If you kill Vules while in werewolf form, he will still try to talk to you before dying. Since NPCs can't talk to werewolves, your game will instead freeze the second he dies and then crash.|confirmed=1}}
{{Bug|If Vules is backed up against a wall when he dies (which is likely if he's still using his bow), his body may fall in such a way that you cannot loot it. This will prevent you from picking up the contract which is required for the Journal entry to progress the quest.|confirmed=1}}
**Workaround: Use <code>TCL</code> in the Console to toggle off collision, enter the wall to access his corpse, back out of the wall, and toggle collision on again.
{{Bug|Vules' death and accompanying dialogue are actually scripted to occur under a certain Health threshold, not when his Health reaches 0. If his Health is above this threshold and you deal a strong enough blow to kill him outright, the game will crash.|confirmed=1}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=TR_DBHunt
|1||I have found the Dark Brotherhood's hideout in the ruins of Old Mournhold.
|100||I have killed Dandras Vules, the leader of the Dark Brotherhood in Mournhold. As he died, he spoke to me. "Tell my liege I have failed...." Of whom Vules was speaking, I have yet to determine. Perhaps there is some evidence in his chambers that might lead me to the one who wishes me dead.
|110|fin|I've found a Dark Brotherhood contract that marks me for execution. The contract was written on the order of "H." This should give me some clue as to who wants me dead. I should report my findings to a guard immediately.
}}
{{Quest Footer|Prev=[[Tribunal:Dark Brotherhood Attacks|Dark Brotherhood Attacks]]|Next=[[Tribunal:Speak to the People|Speak to the People]] or<br>[[Tribunal:Goblin Army|Goblin Army]]|Up=[[Tribunal:Main_Quest|Main Quest Page]]}}
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| null |
Quick Walkthrough
#Enter the Manor District of Old Mournhold, from the Bazaar Sewers.
#Enter the North Building of Moril Manor and kill Dandras Vules, the leader of the Brotherhood.
#Search Dandras' corpse to find a clue about what's happening.
Alternatively pickpocket the contract from Dandras. Killing him isn't mandatory.
Detailed Walkthrough
Mournhold Palace
In the opening quest, you spoke with Asciene Rane about Transport to Mournhold, and arrived in the Royal Palace, teleported next to the Argonian Effe-Tei, who can teleport you back to Vvardenfell. Following Asciene's advice, you spoke to any Royal Guard or High Ordinator about the Dark Brotherhood. You were directed to the sewers underneath the Great Bazaar in the eastern section of town.
That closed the first Dark Brotherhood Quest, and you might have done so as early as level 1 (6 in the Xbox version). This second DB quest is much more difficult.
Finding the Great Bazaar
Exit to the Royal Palace Courtyard from the door next to Effe-Tei and from there continue to Plaza Brindisi Dorom. Head left, following the wall, to find a doorway leading to the Great Bazaar. The entrance to the Bazaar Sewers is in the southeast corner of the Great Bazaar. (Mournhold has various sewers; this is the one you want.)
Finding the Dark Brotherhood
Explore the Bazaar Sewers, watching out for undead, Goblins, and Durzogs that live down here, until you find one of the two entrances to Old Mournhold's Manor District ruins. Caution: Some of the Goblins are armed with the Goblin Club, one of the highest-base-damage weapons in the game, and can kill even many level 20ish PCs in one to two hits. Many also carry and use healing potions, and they have resistance to either fire or normal weapons, depending on Goblin type.
As soon as you enter the Manor District, you will receive a Journal entry mentioning that you have found the Brotherhood's hideout (technically, this is the actual start of the quest). It won't be long until you find some masked Dark Brotherhood Assassins who would like nothing better than to kill you, and you'll encounter more the further you explore the area. They are typically armed with poisonous and/or paralyzing weapons. Aside from their boss, the Assassins respawn like generic Guards, and will continue to do so after his death. They are leveled opponents, so you will not encounter every variety when you are low level.
Dandras Vules
In the northern building of Moril Manor, you will find boss Dandras Vules (he's the one without the mask helm). He is a tough opponent (level 55, and over 400 health), with a bow as well as melee weapons, so ensure that you are fully prepared before you take him on. Once you kill him, you will find an interesting Dark Brotherhood Contract on his corpse. You receive another Journal entry, which suggests you go talk to another Guard to find out more about the contract. Any Royal Guard will direct you to speak with Tienius Delitian, while any High Ordinator should direct you to speak with Fedris Hler, the Chief Steward of Almalexia in the Temple Reception Area.
You can also sneak past the assassins and steal the contract from Dandras. The game doesn't care which way you obtain it, but killing Dandras isn't required to advance the quest.
The Dark Brotherhood Contract
If you read the document, signed by "H.", you'll come to the conclusion that the client who hired the Dark Brotherhood to assassinate you is King Hlaalu Helseth himself (a new Journal entry will come to this conclusion, even if you did not as a player). If you go to Delitian, and give him the contract, he'll tell you frankly that it was Helseth who wanted to kill you, and he refuses to pay any more attention to that little matter.
Next Quest Options
Delitian will now have an optional series of six side quests for the Royal Palace which will eventually lead you to Hler for the next phase of the Main Quests. You can choose to skip the Royal Palace quests and go to Hler directly. If you went to Hler first, you can go to Delitian for the side quests later, as long as Barilzar's Mazed Band isn't completed yet.
Notes
It is actually possible to skip closing the first Dark Brotherhood quest: If you do not speak to a Royal Guard or High Ordinator about the Dark Brotherhood, that quest will remain open, and this one will not open when you find the Brotherhood's lair on your own. Instead, it will open when you kill their boss. You can still close the first DB quest by later talking to one of those two Guard types about the Brotherhood.
This quest, and any of Delitian's up to the Queen Barenziah quest, are optional if you speak to Fedris Hler right away when you arrive in Mournhold.
Delitian will dismiss any attempt at dialogue with a chuckle, until you have completed this quest.
For Dark Brotherhood ranks, see Dark Brotherhood; for DB Assassin stats and the player levels at which each variant appears, see Dark Brotherhood Assassins.
The Dark Brotherhood base is arguably the best source of continuous income in the entire game, as the respawning Assassins there provide you with an unlimited supply of good gear to sell. Mournhold provides nearby vendors, many with larger amounts of money than most in Vvardenfell, and often with high-end items you may wish to trade for without draining your extant bankroll. The Dark Brotherhood Armor is very light but relatively valuable, and the higher Assassin ranks also wield a Daedric Tanto, Daedric Wakizashi, or Adamantium Jinkblade of Wounds.
The Alteration skill book Sithis can be found on a ledge outside the door to Moril Manor, North Building.
Though this quest is recommended for level 25+, it can be started much sooner, especially if some techniques (e.g. Invisibility, strong Chameleon, or Calm Creature) are employed to avoid death-by-Goblin, and one also avoids taking on Dandras Vules or too many Assassins at once. The Assassins are leveled opponents, so you should be able to handle them one at a time. You can also hire the mercenary Calvus Horatius and give him good gear, to increase your chances, though you're fairly likely to get him killed. If you can get a Goblin Club for him, this will even the odds a bit. He's not a spellcaster, so be prepared to Cure Poison on him after or even during Assassin fights.
Bugs
A "brute force" way to prevent this is to avoid fighting him and use the Console to progress through the quest. If this does not appeal to you, simply savegame before entering Moril Manor and reload your save if this bug (or another of those documented here) is triggered.
This bug is fixed by the Bloodmoon patch and the GotY edition.
Workaround: Use in the Console to toggle off collision, enter the wall to access his corpse, back out of the wall, and toggle collision on again.
Quest Stages
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14
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https://en.uesp.net/wiki/Category:Tribunal
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Category:Tribunal
|
[[Category:Morrowind| Tribunal]]
This is a listing of all the '''[[Tribunal:Tribunal|Tribunal]] related''' pages.
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|
Jeancey
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Tribunal
This is a listing of all the Tribunal related pages.
|
112
| 1,290
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https://en.uesp.net/wiki/Tribunal:Speak_to_the_People
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Tribunal:Speak to the People
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Tribunal:Tienius Delitian|Tienius Delitian]] at the [[Tribunal:Royal Palace|Royal Palace]]
|Reward=None
|ID=TR05_People (also: TR05_People_Ravani)
|Prev=[[Tribunal:Hunt the Dark Brotherhood|Hunt the Dark Brotherhood]]
|Next=[[Tribunal:A Temple Informant|A Temple Informant]]
|Loc=[[Tribunal:Royal_Palace|Royal Palace]], [[Tribunal:Great Bazaar|Great Bazaar]], [[Tribunal:Godsreach|Godsreach]]
|Difficulty=Low
|Disp=+10 ([[Tribunal:Tienius Delitian|Tienius Delitian]])
|image=TR-npc-Tienius Delitian.jpg
|imgdesc=Tienius is worried about what people think...
|description=Learn of the local rumors surrounding the recent death of the previous king.
}}
==Quick Walkthrough==
#Speak with [[Tribunal:Tienius Delitian|Tienius Delitian]] in the Royal Palace Throne Room after you kill the Dark Brotherhood leader.
#Agree to help find out the source of the rumors about the death of King Llethan.
#Talk to people and Guards in Mournhold until you receive the information related to Helseth's poisonings.
#Return to Tienius with the information.
#Retrieve a copy of ''[[Tribunal:The Common Tongue|The Common Tongue]]'' (there's one on the ground in the Great Bazaar).
#Return to Tienius with the paper.
==Detailed Walkthrough==
===Tienius Delitian===
Speak with [[Tribunal:Tienius Delitian|Tienius Delitian]] in the Royal Palace Throne Room upstairs from the Royal Palace Reception area. He'll ask you to help find out the recent rumors about the death of [[Lore:Llethan|King Llethan]]. You are to gain their trust, as he puts it, and see what they speak about (you may need as high as a 100 disposition in order to find out).
===Find Some Rumors===
Talk to people in [[Tribunal:Mournhold|Mournhold]] about ''King Llethan's Death''. Among a number of things you'll hear one related to King Helseth poisoning the former King. You should receive a journal entry telling you to report back to Tienius.
===Return to Tienius Delitian===
Returning to Tienius, he takes the information you have about the possible poisoning and wants more info. In particular, he wants you to find a copy of ''[[Tribunal:The Common Tongue|The Common Tongue]]'', a publication that recently has been circulating critical articles about the new King.
===The Common Tongue===
There are several copies of ''The Common Tongue''. You can find one lying on the ground next to a merchant stall in the [[Tribunal:Great Bazaar|Great Bazaar]], just northwest from the exit from the Plaza. Other two copies can be found at [[Tribunal:The_Winged_Guar|The Winged Guar]], the tavern in [[Tribunal:Godsreach|Godsreach]]. One is inside, on the counter, the other one is outside, on the second floor balcony. There are also many others in shops and houses throughout Mournhold.
[[Image:TR-quest-Speak to the People.jpg|thumb|An issue of The Common Tongue]]
===Tienius Again===
Return the paper to Tienius who will thank you and ask you for further assistance.
==Notes==
* If you try to talk to him before you have finished the [[Tribunal:Hunt the Dark Brotherhood|Hunt the Dark Brotherhood]] quest, Tienieus will just laugh at you.
* You can skip this series of quests by talking to [[Tribunal:Fedris Hler|Fedris Hler]] in the [[Tribunal:Temple Courtyard|Temple]] and performing Almalexia's quests instead. When you complete [[Tribunal:An Attack on Mournhold|An Attack on Mournhold]] any of the quests [[Tribunal:A Temple Informant|A Temple Informant]], [[Tribunal:Disloyalty Among the Guards|Disloyalty Among the Guards]], [[Tribunal:Evidence of Conspiracy|Evidence of Conspiracy]], [[Tribunal:Muckraking Journalist|Muckraking Journalist]] or [[Tribunal:Queen Barenziah|Queen Barenziah]] that you have not already completed will be forever inaccessible, as you will be directed to [[Tribunal:King Hlaalu Helseth|King Hlaalu Helseth]] who will start the [[Tribunal:An Assassination Attempt|An Assassination Attempt]] quest.
* The new King is pretty nonchalant about killing the opposition and using poison in particular. See ''[[Lore:A Game at Dinner|A Game at Dinner]]'' for an interesting story.
{{newLeft}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=TR05_People
|1||Tienius Delitian, Helseth's Captain of the Guards, wants to know the source of rumors about King Llethan's death. I will have to speak to people, and earn their trust, then see how they speak about King Llethan's death.
|50||Someone told me of reading in a broadside sheet called "The Common Tongue" that Helseth poisoned many people in the West. The suggestion seems to be that Helseth has poisoned Athyn Llethan. I should report this to Tienius Delitian.
|100||I told Tienius Delitian that a possible source of rumors about King Llethan's death was a broadside sheet called "The Common Tongue".
|110|fin|I gave Tienius Delitian a copy of "The Common Tongue", a possible source of rumors about King Llethan's death. Tienius Delitian seemed pleased with my work. He will mention my loyal services and exceptional qualities to King Helseth, and he says he might find further employment for me.
|!||TR05_People_Ravani
|1||Ravani Llethan, King Llethan's widow, told me she read in a broadside sheet called 'The Common Tongue' that Helseth poisoned many people in the West. From this the suggestion is that Helseth has poisoned her husband, Athyn Llethan.
}}
{{Quest Footer|Prev=[[Tribunal:Hunt the Dark Brotherhood|Hunt the Dark Brotherhood]] |Next=[[Tribunal:A Temple Informant|A Temple Informant]]|Up=[[Tribunal:Main_Quest|Main Quest Page]]}}
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Enobot
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Quick Walkthrough
#Speak with Tienius Delitian in the Royal Palace Throne Room after you kill the Dark Brotherhood leader.
#Agree to help find out the source of the rumors about the death of King Llethan.
#Talk to people and Guards in Mournhold until you receive the information related to Helseth's poisonings.
#Return to Tienius with the information.
#Retrieve a copy of The Common Tongue (there's one on the ground in the Great Bazaar).
#Return to Tienius with the paper.
Detailed Walkthrough
Tienius Delitian
Speak with Tienius Delitian in the Royal Palace Throne Room upstairs from the Royal Palace Reception area. He'll ask you to help find out the recent rumors about the death of King Llethan. You are to gain their trust, as he puts it, and see what they speak about (you may need as high as a 100 disposition in order to find out).
Find Some Rumors
Talk to people in Mournhold about ''King Llethan's Death''. Among a number of things you'll hear one related to King Helseth poisoning the former King. You should receive a journal entry telling you to report back to Tienius.
Return to Tienius Delitian
Returning to Tienius, he takes the information you have about the possible poisoning and wants more info. In particular, he wants you to find a copy of The Common Tongue, a publication that recently has been circulating critical articles about the new King.
The Common Tongue
There are several copies of The Common Tongue. You can find one lying on the ground next to a merchant stall in the Great Bazaar, just northwest from the exit from the Plaza. Other two copies can be found at The Winged Guar, the tavern in Godsreach. One is inside, on the counter, the other one is outside, on the second floor balcony. There are also many others in shops and houses throughout Mournhold.
thumb|An issue of The Common Tongue
Tienius Again
Return the paper to Tienius who will thank you and ask you for further assistance.
Notes
If you try to talk to him before you have finished the Hunt the Dark Brotherhood quest, Tienieus will just laugh at you.
You can skip this series of quests by talking to Fedris Hler in the Temple and performing Almalexia's quests instead. When you complete An Attack on Mournhold any of the quests A Temple Informant, Disloyalty Among the Guards, Evidence of Conspiracy, Muckraking Journalist or Queen Barenziah that you have not already completed will be forever inaccessible, as you will be directed to King Hlaalu Helseth who will start the An Assassination Attempt quest.
The new King is pretty nonchalant about killing the opposition and using poison in particular. See A Game at Dinner for an interesting story.
Quest Stages
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112
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https://en.uesp.net/wiki/Tribunal:A_Temple_Informant
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Tribunal:A Temple Informant
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Tribunal:Tienius Delitian|Tienius Delitian]] at the [[Tribunal:Royal Palace|Royal Palace]]
|Reward=None
|ID=TR06_Temple
|Prev=[[Tribunal:Speak to the People|Speak to the People]]
|Next=[[Tribunal:Disloyalty Among the Guards|Disloyalty Among the Guards]]
|Loc=[[Tribunal:Royal Palace|Royal Palace]], [[Tribunal:Temple Courtyard|Temple]]
|Difficulty=Low
|Disp=+10 ([[Tribunal:Tienius Delitian|Tienius Delitian]])
|image=TR-npc-Galsa_Andrano.jpg
|imgdesc=Galsa speaks her mind...
|description=Speak to people in the Temple to find out their true feelings about King Helseth.
}}
==Quick Walkthrough==
#Speak with Tienius Delitian in the Royal Palace Throne Room and agree to help him find out what the Temple thinks of [[Tribunal:King Hlaalu Helseth|King Helseth]].
#Speak with [[Tribunal:Galsa Andrano|Galsa Andrano]] in the Infirmary about ''discontent in the Temple''.
#Return to Tienius with the information.
==Detailed Walkthrough==
===Tienius Delitian===
Speak with Tienius Delitian in the Royal Palace Throne Room again and agree to help him further. This time he will ask you to find out what the Temple thinks of the new [[Tribunal:King Hlaalu Helseth|King Helseth]]. Specifically, Tienius wants to know whether they accept him as the new King or if the Temple is planning to act against him.
===The Temple===
Go pay a visit to the temple and ask people about ''discontent in the Temple''. Almost everyone will give you the same, stock answer. Head over to the temple Infirmary in the hall to the right as you enter the Temple and speak to [[Tribunal:Galsa Andrano|Galsa Andrano]]. Mention ''[[Morrowind:Mehra Milo|Mehra Milo]] and the Dissident Priests'', and she should be able to ''speak freely''. She expresses definite dislike of Helseth and says that the Temple and [[Lore:Almalexia|Almalexia]] will attempt to force him out (you receive a journal entry to this effect). Galsa also expresses a certain fear of Almalexia.
===Return to Tienius Delitian===
Return to Tienius with the information you gathered from Galsa Andrano.
==Notes==
* If you have not progressed far enough in Morrowind Main Quest to be acquainted to Mehra Milo then you will have to boost Galsa Andrano's disposition to above 90 and talk about ''discontent in the Temple'' and ''Ask about the Temple and King Helseth''.
{{newLeft}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=TR06_Temple
|1||Tienius Delitian, Helseth's Captain of the Guards, says there are rumors of discontent in the Temple. He wants me to go to Almalexia's Temple, look for someone discontented, listen sympathetically, and find out whether the Temple is willing to accept King Helseth -- or whether the Temple plans to act against him.
|50||Galsa Andrano, a healer at Almalexia's Temple, is the sort of Temple informant Tienius Delitian is looking for. She says that if Helseth seeks in earnest to be king, then Almalexia and the Temple are sworn to destroy him.
|100|fin|I told Tienius Delitian that I spoke with Galsa Andrano, a healer at Almalexia's Temple. From her I learned that Almalexia and the Temple are sworn to destroy King Helseth if he seeks in earnest to be king. Tienius Delitian seemed well-satisfied with my handling of the matter.
}}
{{Quest Footer|Prev=[[Tribunal:Speak to the People|Speak to the People]]|Next=[[Tribunal:Disloyalty Among the Guards|Disloyalty Among the Guards]]|Up=[[Tribunal:Main_Quest|Main Quest Page]]}}
| 2,381,095
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Enobot
|
Quick Walkthrough
#Speak with Tienius Delitian in the Royal Palace Throne Room and agree to help him find out what the Temple thinks of King Helseth.
#Speak with Galsa Andrano in the Infirmary about discontent in the Temple.
#Return to Tienius with the information.
Detailed Walkthrough
Tienius Delitian
Speak with Tienius Delitian in the Royal Palace Throne Room again and agree to help him further. This time he will ask you to find out what the Temple thinks of the new King Helseth. Specifically, Tienius wants to know whether they accept him as the new King or if the Temple is planning to act against him.
The Temple
Go pay a visit to the temple and ask people about discontent in the Temple. Almost everyone will give you the same, stock answer. Head over to the temple Infirmary in the hall to the right as you enter the Temple and speak to Galsa Andrano. Mention Mehra Milo and the Dissident Priests, and she should be able to speak freely. She expresses definite dislike of Helseth and says that the Temple and Almalexia will attempt to force him out (you receive a journal entry to this effect). Galsa also expresses a certain fear of Almalexia.
Return to Tienius Delitian
Return to Tienius with the information you gathered from Galsa Andrano.
Notes
If you have not progressed far enough in Morrowind Main Quest to be acquainted to Mehra Milo then you will have to boost Galsa Andrano's disposition to above 90 and talk about discontent in the Temple and Ask about the Temple and King Helseth.
Quest Stages
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112
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https://en.uesp.net/wiki/Tribunal:Disloyalty_Among_the_Guards
|
Tribunal:Disloyalty Among the Guards
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Tribunal:Tienius Delitian|Tienius Delitian]] at the [[Tribunal:Royal Palace|Royal Palace]]
|Reward=None
|ID=TR07_Guard
|Prev=[[Tribunal:A Temple Informant|A Temple Informant]]
|Next=[[Tribunal:Evidence of Conspiracy|Evidence of Conspiracy]]
|Loc=[[Tribunal:Royal Palace|Royal Palace]], Guard's Quarters
|Difficulty=Low
|Disp=+10 ([[Tribunal:Tienius Delitian|Tienius Delitian]])
|image=TR-quest-Disloyalty Among the Guards.jpg
|imgdesc=The incriminating note
|description=Investigate the [[Tribunal:Royal Guard|Royal Guards]] to search for evidence related to a possible plot against the King.
}}
==Quick Walkthrough==
#Speak with Tienius Delitian in the Royal Palace Throne Room and agree to help him find any disloyal Royal guards.
#Speak with [[Tribunal:Ivulen Irano|Ivulen Irano]] about the two kings.
#Speak with Tienius about Irano.
#Speak with Irano again, this time mentioning your connection with House Hlaalu.
#Speak with [[Tribunal:Aleri Aren|Aleri Aren]] in the Guard's Quarters about what Irano said.
#Speak with Tienius again.
#Search Irano's belongings in the top of the Guard's Quarters. Get the handwritten note.
#Return the note to Tienius.
==Detailed Walkthrough==
===Tienius Delitian===
Speak with Tienius Delitian in the Royal Palace Throne Room again and agree to help him further. He wants you to check out the loyalties of the [[Tribunal:Royal Guard|Royal Guard]]s currently in service. You are to pretend to be a new recruit wishing to join the Royal Guardsman. You are not to take any actions but merely return any information you find to Tienius. He also mentions not to speak of your connections to [[Morrowind:House_Hlaalu|House Hlaalu]], even if you have no connections to House Hlaalu at all.
[[Image:TR-npc-Ivulen Irano.jpg|thumb|right|Ivulen acts suspiciously...]]
===Royal Guards===
Speak to the Royal Guards in the same room as Tienius. You will want to boost their disposition before you ask about joining the Royal Guards. Again, don't mention any [[Morrowind:House Hlaalu|House Hlaalu]] connections, but keep the discussion on the topic of the two Kings. Most will give pretty good answers without any suspicions, but [[Tribunal:Ivulen Irano|Ivulen Irano]] will give a particularly weak response and you'll get a matching journal entry.
===Ivulen Irano===
If you return to Tienius now, he'll suggest that you keep looking for more information on Irano's loyalties. Return to Irano and tell him of your Hlaalu connections. Do this and he'll tell you to speak with Aleri Aren, and '''not''' to speak with Tienius Delitian. It seems like something a little suspicious is going on here.
===Aleri Aren===
[[Tribunal:Aleri Aren|Aleri]] is a Royal Guard who can be found on the second floor of the Guard's Quarters. Talk to her about joining the Royal Guards again and mention your Hlaalu connections. She is surprised that Irano directed you to her and told you not to speak with Tienius, and says she will speak with Irano further on the matter. Apparently he is not too bright and gets confused at times. At least that's what she says... as your journal entry for the matter says, Aleri may be covering up something that Irano shouldn't have said.
===Irano's Possessions===
Return to Tienius with this information, and he'll suggest that you look through Irano's possessions in the Guard's Quarters for any further evidence in the matter. He warns you not to be noticed or you will be charged with theft like a common criminal. You'll find a chest belonging to Irano at the top area of the Guard's Quarters (it is plainly labeled with a 50 level lock). There's nothing in the chest that seems suspicious, but a careful search of the floor around Irano's chest will reveal a small [[Tribunal:Handwritten note|handwritten note]] containing the Roster of Guards for the past few weeks. Be sure to watch out for the patrolling Guard so that he doesn't see you when you take the note. It suggests that Irano is planning something when only certain guards are in the throne room. Take this note back to Tienius.
===Return to Tienius===
Return to Tienius with the note and he will gladly accept it, saying he'll change the watch schedules to prevent anything bad from happening. Make sure you do not have a bounty on your head or else Tienius will fine you like any other guard.
==Notes==
* Underneath Irano's pillow is another note, a copy of The Common Tongue. Bringing this note to Tienius will not complete the quest.
{{newLeft}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=TR07_Guard
|1||Tienius Delitian has questions about the loyalties of some of the Royal Guards. I'm to pose as a candidate wanting to join the Guards as an excuse for talking to the guards, sounding them out, and looking for evidence of disloyalty. If I find any hint of treason or find evidence of disloyalty, I should bring it to Tienius Delitian. I should take no action against any guard, but should let Tienius Delitian decide what to do.
|5||When I asked Ivulen Irano about King Helseth, he delivered what sounded like a memorized and not-very-sincere sounding speech. Maybe he's just not very bright. But maybe he's just not a very good liar.
|10||Ivulen Irano made a special point of telling me to tell Aleri Aren about my Hlaalu connections. He also made a special point of my NOT telling Tienius Delitian.
|15||I spoke to Aleri Aren about my Hlaalu connections, like Ivulen Irano suggested. Aleri Aren acted like she didn't know what he was talking about. I suspect Ivulen Irano said something to me that he shouldn't have, and Aleri Aren was covering up for him.
|50||Near a chest owned by Ivulen Irano I found a handwritten copy of guard duty rosters for the past several weeks. The handwriting is tiny and almost illegible, with frequent misspellings. But three names are always correctly spelled -- Milvela Dralen, Ivulen Irano, and Aleri Aren -- and those watches when all three are the only guards in the Throne Room have been underlined twice. This is quite peculiar. I think it is what Tienius Delitian has been looking for.
|100|fin|After reading Ivulen Irano's handwritten notes on the watch schedules, Tienius Delitian agreed that I'd found clear evidence of disloyalty among the guards. He praised my work, and asked me for help with another official matter.
}}
{{Quest Footer|Prev=[[Tribunal:A Temple Informant|A Temple Informant]]|Next=[[Tribunal:Evidence of Conspiracy|Evidence of Conspiracy]]|Up=[[Tribunal:Main_Quest|Main Quest Page]]}}
| 2,528,733
|
2022-01-05T19:41:02Z
|
Jeancey
|
Quick Walkthrough
#Speak with Tienius Delitian in the Royal Palace Throne Room and agree to help him find any disloyal Royal guards.
#Speak with Ivulen Irano about the two kings.
#Speak with Tienius about Irano.
#Speak with Irano again, this time mentioning your connection with House Hlaalu.
#Speak with Aleri Aren in the Guard's Quarters about what Irano said.
#Speak with Tienius again.
#Search Irano's belongings in the top of the Guard's Quarters. Get the handwritten note.
#Return the note to Tienius.
Detailed Walkthrough
Tienius Delitian
Speak with Tienius Delitian in the Royal Palace Throne Room again and agree to help him further. He wants you to check out the loyalties of the Royal Guards currently in service. You are to pretend to be a new recruit wishing to join the Royal Guardsman. You are not to take any actions but merely return any information you find to Tienius. He also mentions not to speak of your connections to House Hlaalu, even if you have no connections to House Hlaalu at all.
thumb|right|Ivulen acts suspiciously...
Royal Guards
Speak to the Royal Guards in the same room as Tienius. You will want to boost their disposition before you ask about joining the Royal Guards. Again, don't mention any House Hlaalu connections, but keep the discussion on the topic of the two Kings. Most will give pretty good answers without any suspicions, but Ivulen Irano will give a particularly weak response and you'll get a matching journal entry.
Ivulen Irano
If you return to Tienius now, he'll suggest that you keep looking for more information on Irano's loyalties. Return to Irano and tell him of your Hlaalu connections. Do this and he'll tell you to speak with Aleri Aren, and not to speak with Tienius Delitian. It seems like something a little suspicious is going on here.
Aleri Aren
Aleri is a Royal Guard who can be found on the second floor of the Guard's Quarters. Talk to her about joining the Royal Guards again and mention your Hlaalu connections. She is surprised that Irano directed you to her and told you not to speak with Tienius, and says she will speak with Irano further on the matter. Apparently he is not too bright and gets confused at times. At least that's what she says... as your journal entry for the matter says, Aleri may be covering up something that Irano shouldn't have said.
Irano's Possessions
Return to Tienius with this information, and he'll suggest that you look through Irano's possessions in the Guard's Quarters for any further evidence in the matter. He warns you not to be noticed or you will be charged with theft like a common criminal. You'll find a chest belonging to Irano at the top area of the Guard's Quarters (it is plainly labeled with a 50 level lock). There's nothing in the chest that seems suspicious, but a careful search of the floor around Irano's chest will reveal a small handwritten note containing the Roster of Guards for the past few weeks. Be sure to watch out for the patrolling Guard so that he doesn't see you when you take the note. It suggests that Irano is planning something when only certain guards are in the throne room. Take this note back to Tienius.
Return to Tienius
Return to Tienius with the note and he will gladly accept it, saying he'll change the watch schedules to prevent anything bad from happening. Make sure you do not have a bounty on your head or else Tienius will fine you like any other guard.
Notes
Underneath Irano's pillow is another note, a copy of The Common Tongue. Bringing this note to Tienius will not complete the quest.
Quest Stages
|
112
| 1,293
|
https://en.uesp.net/wiki/Tribunal:Evidence_of_Conspiracy
|
Tribunal:Evidence of Conspiracy
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Tribunal:Tienius Delitian|Tienius Delitian]] at the [[Tribunal:Royal Palace|Royal Palace]]
|Reward=Depends on path, up to 3000 gold
|ID=TR08_Hlaalu (also TR08_Hlaalu_A, TR08_Hlaalu_Alen, TR08_Hlaalu_Alen_A, TR08_Hlaalu_Berano, TR08_Hlaalu_Berano_A, TR08_Hlaalu_Hloggar, TR08_Hlaalu_Hloggar_A, TR08_Hlaalu_Ravani)
|Prev=[[Tribunal:Disloyalty Among the Guards|Disloyalty Among the Guards]]
|Next=[[Tribunal:Muckraking Journalist|Muckraking Journalist]]
|Loc=[[Tribunal:Royal Palace|Royal Palace]], [[Tribunal:Godsreach|Godsreach]], [[Tribunal:Temple Courtyard|Temple]], [[Tribunal:West Sewers|West Sewers]], [[Tribunal:Great Bazaar|Great Bazaar]]
|Difficulty=Low
|image=TR-quest-Evidence of Conspiracy.jpg
|imgdesc=Another incriminating note
|description=Look into another possible plot against the king involving the former King Llethan's widow.
}}
==Quick Walkthrough==
#Speak with Tienius Delitian in the Royal Palace Throne Room.
#Go to Llethan Manor.
#Find a handwritten note on the desk.
#Return to Tienius.
#Find and kill Forven Berano.
#Find and kill Hloggar the Bloody.
#Find and kill Bedal Alen.
#Return to Tienius for your reward.
==Detailed Walkthrough==
===Tienius Delitian===
Speak with Tienius Delitian in the Royal Palace Throne Room again and agree to help him investigate a possible plot against [[Tribunal:King Hlaalu Helseth|King Helseth]]. You are to search the Llethan Manor in [[Tribunal:Godsreach|Godsreach]] for any possible documents that might provide evidence of such a conspiracy. Tienius warns that the widow of the dead king, [[Tribunal:Ravani Llethan|Ravani Llethan]], lives there and has a good number of guards, and he suggests you go there under the cover of offering your condolences to her.
===Llethan Manor===
The Llethan Manor is in the northwest corner of the Godsreach District in Mournhold. Ravani is on the ground floor if you wish to speak with her, though no one will bother you anyways. Although there are large safe areas where no one will witness your search, the document needed for this quest is a [[Tribunal:Handwritten Letter|handwritten letter]] lying on the desk in the same room as Ravani. Use [[Morrowind:Chameleon|chameleon]]/[[Morrowind:sneak|sneak]] or whatever you need to get away with taking the letter. If you are caught stealing, she and the other people in the building will attack.
===Return to Tienius===
Return the handwritten letter to Tienius and he will offer you the opportunity to kill three people involved in the plot to kill the King: [[Tribunal:Forven Berano|Forven Berano]], [[Tribunal:Hloggar the Bloody|Hloggar the Bloody]], and [[Tribunal:Bedal Alen|Bedal Alen]]. He gives you writs for all three and gives you some vague suggestions on where to start.
===Forven Berano===
Tienius suggests to look for him around the Temple area. Indeed, Forven is wandering the grounds at the north end of the Temple. If you confront him with the "Evidence of Conspiracy," you have the option of killing him or letting him escape.
===Hloggar the Bloody===
Tienius suggests looking for this Nord in the sewers. Speak to a [[Tribunal:High Ordinator|High Ordinator]] and they'll tell you to look for him in the West Sewers. Head to the northwest corner of Godsreach and go down the trapdoor into the [[Tribunal:Residential Sewers|Residential Sewers]]. From there, follow the tunnels east and south a short way until you find the ladder leading to the [[Tribunal:West Sewers|West Sewers]]. Head up the ladder and turn west, following the cave tunnel as it twists and heads back to the south. You will find Hloggar just as the caves emerge into sewer tunnels.
===Bedal Alen===
Unfortunately, Tienius has no idea where Bedal might be. Talk to a High Ordinator, however, and you might be told that he is a bookworm, so check at a bookseller. Check out the bookshop in the Great Bazaar and you'll find Bedal upstairs. Again, confront him with "Evidence of Conspiracy" and either kill him or let him escape.
===Return to Tienius===
Once the three are dealt with, return to Tienius to receive a maximum reward of 3,000 gold, minus 1,000 for each target you let go.
==Notes==
* If you are a member of House Hlaalu, be sure that nobody witnesses you killing any of the conspirators. All three targets are members of House Hlaalu and if anybody sees you kill them, you will be expelled.
* You can kill all three targets before the quest starts and Tienius will not object.
* TR08_Hlaalu_Ravani 1 and 5 cannot actually be obtained. There is no journal entry for those unlike the other three. You can still offer your condolences and swear to avenge their death but won't get a journal entry for it.
==Bugs==
{{Bug|If you do not use all three writs for this quest, you can use them like any other writ. Keep one of them in your inventory, and the other two in your house or stronghold. Even though they are specifically marked with the names of the three targets, if you are confronted by a guard for any crime, you can get away clean by giving them one of the writs. Your bounty will be zero, and you will keep all your stolen items.|UMP}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=TR08_Hlaalu
|1||Tienius Delitian has asked me to search Llethan Manor for documents, diaries or other tangible evidence of conspiracy by Hlaalu nobles.
|50||I found a letter in Llethan Manor that appears to refer to a conspiracy to assassinate King Helseth. If Tienius Delitian wants tangible evidence of a conspiracy, this letter should be sufficient.
|60||I gave Tienius Delitian the letter I found in Llethan Manor. He concluded that Forven Berano, Hloggar the Bloody, and Bedal Alen are conspiring to assassinate King Helseth. He will immediately draw up writs for their execution, and asked me to execute these traitors. I told him I wasn't interested.
|70||I gave Tienius Delitian the letter I found in Llethan Manor. He concluded that Forven Berano, Hloggar the Bloody, and Bedal Alen are conspiring to assassinate King Helseth. He gave me Royal Writs for their execution, and asked me to execute these traitors. I agreed, and will report back to him when the three traitors are dead.
|100|fin|I reported to Tienius Delitian that Forven Berano, Hloggar the Bloody, and Bedal Alen had escaped. He thanked me for trying.
|110|fin|I reported to Tienius Delitian that Forven Berano, and Hloggar the Bloody escaped, but that I executed Bedal Alen. He thanked me for my efforts, and paid me 1000 gold.
|120|fin|I reported to Tienius Delitian that Bedal Alen, and Hloggar the Bloody escaped, but that I executed Forven Berano. He thanked me for my efforts, and paid me 1000 gold.
|130|fin|I reported to Tienius Delitian that Bedal Alen, and Forven Berano escaped, but that I executed Hloggar the Bloody. He thanked me for my efforts, and paid me 1000 gold.
|140|fin|I reported to Tienius Delitian that Bedal Alen escaped, but that I executed Hloggar the Bloody and Forven Berano. He thanked me for my efforts, and paid me 2000 gold.
|150|fin|I reported to Tienius Delitian that Hloggar the Bloody escaped, but that I executed Bedal Alen and Forven Berano. He thanked me for my efforts, and paid me 2000 gold.
|160|fin|I reported to Tienius Delitian that Forven Berano escaped, but that I executed Bedal Alen and Hloggar the Bloody. He thanked me for my efforts, and paid me 2000 gold.
|170|fin|I reported to Tienius Delitian that I had executed Forven Berano, Hloggar the Bloody, and Bedal Alen. He thanked me for my efforts, and paid me 3000 gold.
}}
{| class="wikitable" style="margin: 0px 0px 0px 0px;" width="100%;"
|-
! width=8%| Quest ID
! width=2%| Index
! width=83%| Journal Entry
|-
|TR08_Hlaalu_A||5||Tienius Delitian has asked me to search Llethan Manor for documents, diaries or other tangible evidence of conspiracy by Hlaalu nobles. The widow of the dead king, Ravani Llethan, lives at Llethan Manor, and there may be guards. Delitian suggests I should offer my condolences to the widow, and have a look around.
|-
|TR08_Hlaalu_Alen||1||I warned Bedal Alen that Tienius Delitian had evidence of his conspiracy, and that a writ for his execution had been issued. Bedal Alen thanked me, and teleported away to safety. Now I'll have to persuade Delitian that someone in the Palace must have warned Bedal Alen and enabled him to escape.
|-
|rowspan=2|TR08_Hlaalu_Alen_A||1||Bedal Alen has been slain according to the writ for honorable execution in the name of King Hlaalu Helseth. The execution was reported as a crime.
|-
|5||Bedal Alen has been slain according to the writ for honorable execution in the name of King Hlaalu Helseth. No one has reported my actions.
|-
|TR08_Hlaalu_Berano||1||I warned Forven Berano that Tienius Delitian had evidence of his conspiracy, and that a writ for his execution had been issued. Forven Berano thanked me and used an Almsivi Intervention to transport himself to safety. Now I'll have to persuade Delitian that someone in the Palace must have warned Forven Berano and enabled him to escape.
|-
|rowspan=2|TR08_Hlaalu_Berano_A||1||Forven Berano has been slain according to the writ for honorable execution in the name of King Hlaalu Helseth. The execution was reported as a crime.
|-
|5||Forven Berano has been slain according to the writ for honorable execution in the name of King Hlaalu Helseth. No one has reported my actions.
|-
|TR08_Hlaalu_Hloggar||1||I warned Hloggar the Bloody that Tienius Delitian had evidence of his conspiracy, and that a writ for his execution had been issued. Hloggar the Bloody thanked me and teleported away to safety. Now I'll have to persuade Delitian that someone in the Palace must have warned Hloggar the Bloody and enabled him to escape.
|-
|rowspan=2|TR08_Hlaalu_Hloggar_A||1||Hloggar the Bloody has been slain according to the writ for honorable execution in the name of King Hlaalu Helseth. The execution was reported as a crime.
|-
|5||Hloggar the Bloody has been slain according to the writ for honorable execution in the name of King Hlaalu Helseth. No one has reported my actions.
|-
|rowspan=2|TR08_Hlaalu_Ravani||1||Ravani Llethan seemed grateful when I offered my condolences for the death of King Llethan.
|-
|5||When I swore to avenge King Llethan's death, Ravani Llethan blessed me, and said she would mention my name to those among her brother's friends who will not rest until justice is done.
|}
{{Quest Footer|Prev=[[Tribunal:Disloyalty Among the Guards|Disloyalty Among the Guards]]|Next=[[Tribunal:Muckraking Journalist|Muckraking Journalist]]|Up=[[Tribunal:Main Quest|Main Quest Page]]}}
| 2,381,097
|
2021-04-05T17:19:08Z
|
Enobot
|
Quick Walkthrough
#Speak with Tienius Delitian in the Royal Palace Throne Room.
#Go to Llethan Manor.
#Find a handwritten note on the desk.
#Return to Tienius.
#Find and kill Forven Berano.
#Find and kill Hloggar the Bloody.
#Find and kill Bedal Alen.
#Return to Tienius for your reward.
Detailed Walkthrough
Tienius Delitian
Speak with Tienius Delitian in the Royal Palace Throne Room again and agree to help him investigate a possible plot against King Helseth. You are to search the Llethan Manor in Godsreach for any possible documents that might provide evidence of such a conspiracy. Tienius warns that the widow of the dead king, Ravani Llethan, lives there and has a good number of guards, and he suggests you go there under the cover of offering your condolences to her.
Llethan Manor
The Llethan Manor is in the northwest corner of the Godsreach District in Mournhold. Ravani is on the ground floor if you wish to speak with her, though no one will bother you anyways. Although there are large safe areas where no one will witness your search, the document needed for this quest is a handwritten letter lying on the desk in the same room as Ravani. Use chameleon/sneak or whatever you need to get away with taking the letter. If you are caught stealing, she and the other people in the building will attack.
Return to Tienius
Return the handwritten letter to Tienius and he will offer you the opportunity to kill three people involved in the plot to kill the King: Forven Berano, Hloggar the Bloody, and Bedal Alen. He gives you writs for all three and gives you some vague suggestions on where to start.
Forven Berano
Tienius suggests to look for him around the Temple area. Indeed, Forven is wandering the grounds at the north end of the Temple. If you confront him with the "Evidence of Conspiracy," you have the option of killing him or letting him escape.
Hloggar the Bloody
Tienius suggests looking for this Nord in the sewers. Speak to a High Ordinator and they'll tell you to look for him in the West Sewers. Head to the northwest corner of Godsreach and go down the trapdoor into the Residential Sewers. From there, follow the tunnels east and south a short way until you find the ladder leading to the West Sewers. Head up the ladder and turn west, following the cave tunnel as it twists and heads back to the south. You will find Hloggar just as the caves emerge into sewer tunnels.
Bedal Alen
Unfortunately, Tienius has no idea where Bedal might be. Talk to a High Ordinator, however, and you might be told that he is a bookworm, so check at a bookseller. Check out the bookshop in the Great Bazaar and you'll find Bedal upstairs. Again, confront him with "Evidence of Conspiracy" and either kill him or let him escape.
Return to Tienius
Once the three are dealt with, return to Tienius to receive a maximum reward of 3,000 gold, minus 1,000 for each target you let go.
Notes
If you are a member of House Hlaalu, be sure that nobody witnesses you killing any of the conspirators. All three targets are members of House Hlaalu and if anybody sees you kill them, you will be expelled.
You can kill all three targets before the quest starts and Tienius will not object.
TR08_Hlaalu_Ravani 1 and 5 cannot actually be obtained. There is no journal entry for those unlike the other three. You can still offer your condolences and swear to avenge their death but won't get a journal entry for it.
Bugs
Quest Stages
|
112
| 1,294
|
https://en.uesp.net/wiki/Tribunal:Muckraking_Journalist
|
Tribunal:Muckraking Journalist
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Tribunal:Tienius Delitian|Tienius Delitian]] at the [[Tribunal:Royal Palace|Royal Palace]]
|Reward=[[Tribunal:King's Oath|King's Oath]] sword or 5000 gold, plus 3000 to cover expenses
|ID=TR09_Journalist (also: TR09_Gee-Pop, TR09_Granny, TR09_Varis)
|Prev=[[Tribunal:Evidence of Conspiracy|Evidence of Conspiracy]]
|Next=[[Tribunal:Queen Barenziah|Queen Barenziah]]
|Loc=[[Tribunal:Royal Palace|Royal Palace]], [[Tribunal:Godsreach|Godsreach]], [[Tribunal:Great Bazaar|Great Bazaar]]
|Difficulty=Low
|image=TR-quest-Muckraking Journalist.jpg
|imgdesc=The latest news, hot off the presses
|description=Learn the identity of the anonymous writer of ''The Common Tongue''.
}}
==Quick Walkthrough==
#Speak with Tienius Delitian in the Royal Palace Throne Room and agree to help him find the anonymous writer of ''[[Tribunal:The Common Tongue|The Common Tongue]]''.
#Speak with people to be directed to a bookshop or pawnshop.
#Talk with [[Tribunal:Ten-Tongues Weerhat|Ten-Tongues Weerhat]] in the Great Bazaar Pawnshop to learn of [[Tribunal:Trels Varis|Trels Varis]] in the Craftsmans Hall of Godsreach (high disposition needed).
#Find the locked door in the Craftsmen's Hall, which leads to a secret area with Trels Varis.
#Convince Trels to stop printing the Common Tongue.
#Return to Tienius.
==Detailed Walkthrough==
===Tienius Delitian===
Speak again with Tienius Delitian in the Throne Room and agree to help him stop the anonymous writer of ''[[Tribunal:The Common Tongue|The Common Tongue]]''. Tienius doesn't particularly care how you stop this author, which is a not so subtle hint that he would prefer you to kill whoever is involved.
===Rumors===
Speak to most anyone about the anonymous writings and, if their disposition is high enough, they'll tell you to speak with someone involved in writing (like a bookstore) or possibly a pawnshop. Head on over to the [[Tribunal:Great Bazaar|Great Bazaar]], which conveniently has both such stores. Talk to [[Tribunal:Sanaso Sarothran|Sanaso Sarothran]] in the bookshop to find out she will merely offer the same advice and has nothing new. Next check out [[Tribunal:Ten-Tongues Weerhat|Ten-Tongues Weerhat]] in the pawnshop across the way. With enough persuasion, he'll tell you that Trels Varis is the author and that he first heard about him in the Craftsmen's Hall in [[Tribunal:Godsreach|Godsreach]], which is where you should head next.
===Craftsmen's Hall===
Speak to people in the [[Tribunal:Godsreach#Craftsmen's Hall|Craftsmen's Hall]] in Godsreach about the anonymous writer, Trels Varis, and you'll hit a dead wall. Don't believe them for a second though, as they are far too adamant about things to be above suspicion. Investigate the area and find a locked door (70) named "Keep Out!" on the bottom level, which leads to a secret office. Confront Trels inside and ask him to stop printing the lies about King Helseth. You have several options to try and make him stop:
*'''Bribe him:''' Give him 3,000 gold. Tienius will cover your expenses and give you the [[Tribunal:King's Oath|King's Oath]] sword. (Note: if you try to do this and you don't ''have'' 3,000 gold, he will attack you, and you'll be forced to kill him, forfeiting the reward of the sword.)
*'''Blackmail him:''' If you've met his parents, [[Tribunal:Granny Varis|Granny Varis]] and [[Tribunal:Gee-Pop Varis|Gee-Pop Varis]], the caretaker and gardener at the Mournhold Temple, you can threaten to kill them, and he will agree to stop. Note that you must have discussed the Trels Varis subject with both parents to gain this option. Tienius will reward your efforts with 5,000 gold and [[Tribunal:King's Oath|King's Oath]].
*'''Flaunt your Reputation:''' If your [[Morrowind:Reputation|Reputation]] is over 40, you can get him to let you go, by promising to keep his secret. You will not get the sword this way, but you will still receive the 5,000 gold reward.
*'''Entertain him:''' Tell him you seek the Eye of Argonia. He'll appreciate the originality, and let you go. This will get you the same reward as flaunting.
*'''Give an Honest Lie:''' Tell him you were just coming to rob the place. He won't approve, but at least he'll let you go. This also gives the same reward as the previous two.
*'''Kill him:''' Tell him anything else, and he and his henchmen will attack you. Once they're dead, you can again receive the same 5,000 gold reward, but no sword. Nobody in the Craftsmen's Hall will talk to you if you take this option.
===Return to Tienius===
Return to Tienius who seems to know exactly what happened somehow. If you donated the 3,000 gold to the Orphan's Fund you can either tell Tienius it was a small sacrifice and receive 3,000 gold and [[Tribunal:King's Oath|King's Oath]] and 30 disposition award, otherwise, if your disposition with him is less than 70 and you expect your expenses will be covered, you will receive 8,000 gold, but not Kings Oath. If you did not donate the 3000 you will get 5,000 gold, and also King's Oath if Trels Varis is still alive. Tienius tells you to speak with Queen [[Tribunal:Barenziah|Barenziah]] for a last official matter.
==Notes==
* If you take the "Reputation", "Entertain" or "Lie" routes, Varis' disposition drops 20 points.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=TR09_Journalist
|1||Tienius Delitian has asked me to find the anonymous writer of 'The Common Tongue' and persuade him to stop printing such lies about King Helseth. Delitian thinks I may have better luck if I approach less-reputable citizens -- persons who place profit above honor. Apparently Delitian doesn't care HOW I take care of it, as long as it is taken care of in private. When I'm sure this anonymous writer will never print lies about King Helseth again, I'm to report back to Delitian.
|10||Someone suggested, if I am looking for an anonymous writer, that I should talk to someone who deals in writing -- books and scrolls, for example. Perhaps a person with a shady reputation -- like a pawnbroker.
|20||'Ten-Tongues' Weerhat says the guy who writes 'The Common Tongue' is named Trels Varis. He says he does not know Trels Varis personally, but he says the first place he heard about Trels Varis was in the Craftsmen's Hall.
|30||I'm told there's no one named Trels Varis in the Craftsmen's Hall. But the way it's being said, I am almost certain that Trels Varis is here somewhere, but that no one is going to admit it.
|40||I found Trels Varis. But now he is going to kill me to preserve the secret of his hidden office.
|50||I found Trels Varis. He wishes to keep his hidden office a secret, and threatened to kill me, but instead he decided to let me go. Since the location of his office is no longer a secret, he plans to relocate immediately. He warned me not to touch anything or interfere with him or his colleagues, or he will kill me.
|60||Trels Varis gave me his word that he would not discuss King Helseth in 'The Common Tongue'. In return, I gave him 3000 gold to contribute to the Widows and Orphans Fund. Now that the secret of the hidden office is spoiled, Trels Varis plans to relocate immediately. I should report to Tienius Delitian.
|70||After I threatened his aged parents, Trels Varis gave me his word that he would not discuss King Helseth in 'The Common Tongue'. Now that the secret of the hidden office is spoiled, Trels Varis plans to relocate immediately. I should report to Tienius Delitian.
|80||I have killed Trels Varis. That will certainly stop him from printing lies about King Helseth. I should report to Tienius Delitian.
|90||I have killed Trels Varis.
|95||'Ten-Tongues' Weerhat says the guy who writes 'The Common Tongue' is named Trels Varis. And I have killed Trels Varis. That should certainly stop him from printing lies about King Helseth. I should report to Tienius Delitian.
|100|fin|I reported to Tienius Delitian that Trels Varis had given me his word that he would not discuss King Helseth in 'The Common Tongue'. He gave me 3000 gold to cover my expenses, and an additional 5000 gold as a reward.
|110|fin|I reported to Tienius Delitian that Trels Varis had given me his word that he would not discuss King Helseth in 'The Common Tongue'. Tienius Delitian was very pleased with my service. He gave me 3000 gold to cover my expenses and a 'King's Oath' blade -- exactly like those used by the Royal Guard. Only those sworn to the king's service and tested by great trials may use them. They bear deadly curses that kill thieves and traitors.
|120|fin|I reported to Tienius Delitian that Trels Varis had given me his word that he would not discuss King Helseth in 'The Common Tongue'. Tienius Delitian was very pleased with my service. He gave me 5000 gold and a 'King's Oath' blade -- exactly like those used by the Royal Guard. Only those sworn to the king's service and tested by great trials may use them. They bear deadly curses that kill thieves and traitors.
|130|fin|I reported to Tienius Delitian that Trels Varis was dead, and that he could no longer print lies about King Helseth. Tienius Delitian was pleased with my service, and gave me 5000 gold as a reward.
}}
{| class="wikitable" style="margin: 0px 0px 0px 0px;" width="100%;"
|-
! width=8%| Quest ID
! width=2%| Index
! width=83%| Journal Entry
|-
|rowspan=2|TR09_Gee-Pop||10||Gee-Pop Varis says his son, Trels Varis, is a scholar in a private Temple school in Kragenmoor, out west near Cyrodiil.
|-
|20||Granny Varis says she has no idea where Trels Varis is right now, but Gee-Pop Varis says his son, Trels Varis, is a scholar in a private Temple school in Kragenmoor. It doesn't make sense that the father knows but the mother doesn't. I mentioned this peculiarity to Gee-Pop Varis, and he said Granny is getting old and forgetful. But I suspect they are not telling me the truth.
|-
|rowspan=2|TR09_Granny||10||Granny Varis says she has a son named Trels Varis, but she hasn't seen him recently and has no idea where he is right now.
|-
|20||Gee-Pop Varis says his son, Trels Varis, is a scholar in a private Temple school in Kragenmoor, but Granny Varis says she has no idea where Trels Varis is right now. It doesn't make sense that the father knows but the mother doesn't. I mentioned this peculiarity to Granny Varis, and she said Gee-Pop would forget his head if it weren't jammed tight on his neck. But I suspect they are not telling me the truth.
|-
|TR09_Varis||30||I suspect Granny and Gee-Pop Varis are not telling me the truth about their son, Trels Varis. But it gives me an idea. If I threaten to hurt Granny and Gee-Pop, it may persuade Trels Varis to stop printing lies about King Helseth in 'The Common Tongue'.
|}
{{Quest Footer|Prev=[[Tribunal:Evidence of Conspiracy|Evidence of Conspiracy]]|Next=[[Tribunal:Queen Barenziah|Queen Barenziah]]|Up=[[Tribunal:Main_Quest|Main Quest Page]]}}
| 2,381,098
|
2021-04-05T17:19:18Z
|
Enobot
|
Quick Walkthrough
#Speak with Tienius Delitian in the Royal Palace Throne Room and agree to help him find the anonymous writer of The Common Tongue.
#Speak with people to be directed to a bookshop or pawnshop.
#Talk with Ten-Tongues Weerhat in the Great Bazaar Pawnshop to learn of Trels Varis in the Craftsmans Hall of Godsreach (high disposition needed).
#Find the locked door in the Craftsmen's Hall, which leads to a secret area with Trels Varis.
#Convince Trels to stop printing the Common Tongue.
#Return to Tienius.
Detailed Walkthrough
Tienius Delitian
Speak again with Tienius Delitian in the Throne Room and agree to help him stop the anonymous writer of The Common Tongue. Tienius doesn't particularly care how you stop this author, which is a not so subtle hint that he would prefer you to kill whoever is involved.
Rumors
Speak to most anyone about the anonymous writings and, if their disposition is high enough, they'll tell you to speak with someone involved in writing (like a bookstore) or possibly a pawnshop. Head on over to the Great Bazaar, which conveniently has both such stores. Talk to Sanaso Sarothran in the bookshop to find out she will merely offer the same advice and has nothing new. Next check out Ten-Tongues Weerhat in the pawnshop across the way. With enough persuasion, he'll tell you that Trels Varis is the author and that he first heard about him in the Craftsmen's Hall in Godsreach, which is where you should head next.
Craftsmen's Hall
Speak to people in the Craftsmen's Hall in Godsreach about the anonymous writer, Trels Varis, and you'll hit a dead wall. Don't believe them for a second though, as they are far too adamant about things to be above suspicion. Investigate the area and find a locked door (70) named "Keep Out!" on the bottom level, which leads to a secret office. Confront Trels inside and ask him to stop printing the lies about King Helseth. You have several options to try and make him stop:
Bribe him: Give him 3,000 gold. Tienius will cover your expenses and give you the King's Oath sword. (Note: if you try to do this and you don't have 3,000 gold, he will attack you, and you'll be forced to kill him, forfeiting the reward of the sword.)
Blackmail him: If you've met his parents, Granny Varis and Gee-Pop Varis, the caretaker and gardener at the Mournhold Temple, you can threaten to kill them, and he will agree to stop. Note that you must have discussed the Trels Varis subject with both parents to gain this option. Tienius will reward your efforts with 5,000 gold and King's Oath.
Flaunt your Reputation: If your Reputation is over 40, you can get him to let you go, by promising to keep his secret. You will not get the sword this way, but you will still receive the 5,000 gold reward.
Entertain him: Tell him you seek the Eye of Argonia. He'll appreciate the originality, and let you go. This will get you the same reward as flaunting.
Give an Honest Lie: Tell him you were just coming to rob the place. He won't approve, but at least he'll let you go. This also gives the same reward as the previous two.
Kill him: Tell him anything else, and he and his henchmen will attack you. Once they're dead, you can again receive the same 5,000 gold reward, but no sword. Nobody in the Craftsmen's Hall will talk to you if you take this option.
Return to Tienius
Return to Tienius who seems to know exactly what happened somehow. If you donated the 3,000 gold to the Orphan's Fund you can either tell Tienius it was a small sacrifice and receive 3,000 gold and King's Oath and 30 disposition award, otherwise, if your disposition with him is less than 70 and you expect your expenses will be covered, you will receive 8,000 gold, but not Kings Oath. If you did not donate the 3000 you will get 5,000 gold, and also King's Oath if Trels Varis is still alive. Tienius tells you to speak with Queen Barenziah for a last official matter.
Notes
If you take the "Reputation", "Entertain" or "Lie" routes, Varis' disposition drops 20 points.
Quest Stages
|
112
| 1,295
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https://en.uesp.net/wiki/Tribunal:Queen_Barenziah
|
Tribunal:Queen Barenziah
|
{{about|the quest|the NPC|Barenziah}}
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Tribunal:Tienius Delitian|Tienius Delitian]] at the [[Tribunal:Royal Palace|Royal Palace]]
|Reward=None
|ID=(none)
|Prev=[[Tribunal:Muckraking Journalist|Muckraking Journalist]]
|Next=[[Tribunal:The Goblin Army|The Goblin Army]]
|Loc=[[Tribunal:Royal Palace|Royal Palace]], Imperial Cult, Palace Courtyard, [[Tribunal:Temple Courtyard|Temple]]
|Difficulty=Low
|image=TR-npc-Barenziah.jpg
|imgdesc=Queen Barenziah
|description=Speak with the Queen for further matters of state.
}}
==Quick Walkthrough==
#Speak with Tienius Delitian and be told to see Queen [[Tribunal:Barenziah|Barenziah]].
#Speak with [[Tribunal:Barenziah|Queen Barenziah]] in her chambers opposite the Throne Room.
#Have an optional chat with [[Tribunal:Plitinius Mero|Plitinius Mero]] about Morrowind lore and history.
#Speak with Fedris Hler in the Temple's Reception area for further quests.
==Detailed Walkthrough==
This quest is entirely optional. No entry appears in your Journal - you are being nudged towards the next quest-giver.
===Queen Barenziah===
Following the advice of Tienius Delitian after the last quest, speak with Queen [[Tribunal:Barenziah|Barenziah]] in her chambers opposite the Throne Room. She tells you to go and speak with Fedris Hler in the [[Tribunal:Temple Courtyard|Temple]] and learn what you can from him. She also suggests you speak with [[Tribunal:Plitinius Mero|Plitinius Mero]] in the Royal Palace Courtyard, who often has wisdom to dispense to those looking for it.
===Plitinius Mero===
Speak with Mero in the Royal Palace Courtyard to see what he has to say. He is the author of the widespread book, [[Morrowind:The Real Barenziah|''The Real Barenziah'']]. The book caused a great stir; he was almost executed for it, before being saved by the Queen herself. Plitinius Mero possesses a lot of knowledge and lore of the Empire and Morrowind which you might find interesting.
===Fedris Hler===
Speak with [[Tribunal:Fedris Hler|Fedris Hler]] in the Temple's Reception area for further quests. Note that you may skip all of the initial quests for Tienius and speak directly with Fedris when you first arrive in Mournhold.
{{Quest Footer|Prev=[[Tribunal:Muckraking Journalist|Muckraking Journalist]]|Next=[[Tribunal:The Goblin Army|The Goblin Army]]|Up=[[Tribunal:Main_Quest|Main Quest Page]]}}
| 2,381,099
|
2021-04-05T17:19:28Z
|
Enobot
|
Quick Walkthrough
#Speak with Tienius Delitian and be told to see Queen Barenziah.
#Speak with Queen Barenziah in her chambers opposite the Throne Room.
#Have an optional chat with Plitinius Mero about Morrowind lore and history.
#Speak with Fedris Hler in the Temple's Reception area for further quests.
Detailed Walkthrough
This quest is entirely optional. No entry appears in your Journal - you are being nudged towards the next quest-giver.
Queen Barenziah
Following the advice of Tienius Delitian after the last quest, speak with Queen Barenziah in her chambers opposite the Throne Room. She tells you to go and speak with Fedris Hler in the Temple and learn what you can from him. She also suggests you speak with Plitinius Mero in the Royal Palace Courtyard, who often has wisdom to dispense to those looking for it.
Plitinius Mero
Speak with Mero in the Royal Palace Courtyard to see what he has to say. He is the author of the widespread book, The Real Barenziah. The book caused a great stir; he was almost executed for it, before being saved by the Queen herself. Plitinius Mero possesses a lot of knowledge and lore of the Empire and Morrowind which you might find interesting.
Fedris Hler
Speak with Fedris Hler in the Temple's Reception area for further quests. Note that you may skip all of the initial quests for Tienius and speak directly with Fedris when you first arrive in Mournhold.
|
112
| 1,296
|
https://en.uesp.net/wiki/Tribunal:The_Goblin_Army
|
Tribunal:The Goblin Army
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Tribunal:Fedris Hler|Fedris Hler]] in the [[Tribunal:Temple Courtyard|Temple Courtyard]]
|Reward=15,000 gold (or less)
|ID=TR_KillGoblins
|Prev=[[Tribunal:Hunt the Dark Brotherhood|Hunt the Dark Brotherhood]] or [[Tribunal:Queen Barenziah|Queen Barenziah]]
|Next=[[Tribunal:The Shrine of the Dead|The Shrine of the Dead]]
|Loc=[[Tribunal:Temple Courtyard|Mournhold]], [[Tribunal:Residential Sewers|Godsreach Sewers and Dungeons]]
|SuggLevel=25+
|Difficulty=Medium
|image=TR-quest-The Goblin Army.jpg
|imgdesc=The two High Elf trainers
|description=Investigate the rumors of a Goblin army being gathered by Lord Helseth.
}}
==Quick Walkthrough==
# Speak with [[Tribunal:Fedris Hler|Fedris Hler]] in the Temple: Reception area and receive his orders to track down two [[Tribunal:Goblin Warchief|Goblin Warchief]]s and, optionally, two High Elf trainers.
# Speak to anyone in town about the Goblins to learn that they have been seen in the Godsreach Sewers.
# Explore the Sewers and connected Dungeons.
# Find the two Warchiefs in the Tears of Amun-Shae section.
# The two High Elves can be found in the bottom of Teran Hall, East Building.
# Return to Hler for your reward.
==Detailed Walkthrough==
===Fedris Hler===
You meet with [[Tribunal:Fedris Hler|Fedris Hler]] in the Temple Reception, following directions by any guard, after killing the leader of the [[Tribunal:Dark Brotherhood|Dark Brotherhood]]. Though you still don't know why you were targeted by the Brotherhood, Hler will ask you to help track down a Goblin army supposedly being prepared by [[Tribunal:King Hlaalu Helseth|King Hlaalu Helseth]], the newly crowned King of Morrowind. You must kill the two Goblin Warchiefs, and two [[Morrowind:High Elf|High Elf]] trainers if possible, and return to Hler.
===Finding the Army===
Hler suggested asking around town about the Goblins, so do just that. It shouldn't take too long, or too many gold pieces, to learn of rumors about some creatures in the sewers of Godsreach. The [[Tribunal:Godsreach|Godsreach]] district can be reached via the door in the southwest side of the Temple district. The Sewers can be entered through a trapdoor (labeled as the [[Tribunal:Old Mournhold|Old Mournhold]]: [[Tribunal:Residential Sewers|Residential Sewers]]) in the northwest corner of Godsreach. The approximate difficulty of [[Tribunal:Goblins|Goblin variants]] in increasing order is:
:#Goblin
:#Footsoldier
:#Handler
:#Bruiser
:#Officer
:#Warchief
The Goblins are armed with hard-hitting, yet brittle weapons and may use Restore Health potions when hit.
[[Image:TR-maps-battlefield.jpg|thumb|Combined map]]
===The Sewers and Dungeon===
The area you have to explore in order to find the two Warchiefs and High Elves is all underground in an expansive labyrinth of sewers and caves. There are 9 sections involved:
:#Old Mournhold: [[Tribunal:Residential Sewers|Residential Sewers]]
:#Old Mournhold: [[Tribunal:West Sewers|West Sewers]]
:#Old Mournhold: [[Tribunal:Battlefield|Battlefield]]
:#Old Mournhold: [[Tribunal:Tears of Amun-Shae|Tears of Amun-Shae]]
:#Old Mournhold: [[Tribunal:Armory Ruins|Armory Ruins]]
:#Old Mournhold: [[Tribunal:Abandoned Passageway|Abandoned Passageway]]
:#Old Mournhold: [[Tribunal:Residential Ruins|Residential Ruins]]
:#Old Mournhold: [[Tribunal:Teran Hall|Teran Hall]]
:#Old Mournhold: Teran Hall, East Building
Several areas can be reached from multiple paths so you don't necessarily need to explore all of the above, though there is no harm in doing so. The areas have a good number of various Goblins and those Durzogs which you must face. Many of the Goblins will use Restore Health magic which makes fights all the more interesting. Many of the creatures will respawn if you return later, so the safest bet is to completely clear an area before continuing on. Also as a warning, watch out for the invisible pit trap in Teran Hall, an interesting addition even if it does kill you.
===The Warchiefs===
You can reach the Tears of Amun-Shae via the Residential Ruins or the Armory Ruins. [[Tribunal:Warchief Durgoc|Warchief Durgoc]] is located in the southern portion of the Old Mournhold: Tears of Amun-Shae section of the expansive dungeon. Close by, [[Tribunal:Warchief Kurog|Warchief Kurog]] is wandering the tunnels. Durgoc carries [[Tribunal:Durgok's key|a key]] which opens a locked (80) chest next to his location containing 622 gold and a unique [[Tribunal:Goblin_Buckler_(unique)|Goblin Buckler]]. There is a good hoard of loot in the waterfall area (including an [[Tribunal:Adamantium Axe|Adamantium Axe]]), reached only by levitation.
===The High Elf Trainers===
The two High Elf trainers, [[Tribunal:Yarnar|Yarnar]] and [[Tribunal:Armion|Armion]], can be found in the bottom of Teran Hall, East Building in the Residential Ruins area. Alternatively, you can reach the area from the bottom of Teran Hall, behind a 100 pt. lock. They are relatively close together, but you might want to separate them in order to fight them one-on-one. They can be a handful if they attack you together.
===Return to Fedris Hler===
Report back to Hler in the Temple: Reception area. If you killed both Warchiefs and both High Elf trainers you will receive a whopping 15,000 gold as your reward. If you killed both warlords but only one trainer, Fedris Hler will comment "Shame you didn't get the other one" and reward you with 10,000 gold. If you only killed the Warchiefs, the reward will be even less, a meager 5,000 gold. Speak to Hler again and offer to be of further ''service to our Lady'' and you'll be directed to [[Tribunal:Gavas Drin|Gavas Drin]], the Lord Archcanon, in his office here at the Temple.
==Notes==
* The warchiefs are rather strong. A good strategy would be to trap them behind the many rocks jutting out from the walls, and then either paralyze and whack away, or cast ranged magic at them. Unfortunately for mages, the goblins are semi-resistant to magic.
* You don't need to complete the [[Tribunal:Hunt the Dark Brotherhood|Hunt the Dark Brotherhood]] quest to start this quest. After coming to [[Tribunal:Mournhold|Mournhold]] you can speak to [[Tribunal:Fedris Hler|Fedris Hler]] to get this quest immediately. At any given time, you can start the Hunt the Dark Brotherhood quest, just by speaking to the people.
* It is possible to start this quest before speaking to Fedris Hler. If you kill the two trainers and the two goblin warchiefs, and then speak to Fedris Hler, he will only ask for an update on the quest, as if he already gave the quest, skipping initiating the quest.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=TR_KillGoblins
|10||Fedris Hler, Almalexia's Chief Steward, has asked me to perform a service for the goddess. It seems that King Helseth is recruiting a troop of goblins to serve as footsoldiers for his army.
|20||According to Hler, Almalexia considers the goblins an abomination, and is horrified that Helseth would consider using the beasts as soldiers. The goddess worries that the temperamental Helseth will lose control of the creatures, and they will attack Mournhold. I am to kill the goblin warchiefs and report back to Hler. Although he did not know where the goblins were being trained, perhaps one of the locals has more information.
|30||In addition to the two goblin warchiefs, Hler mentioned that there are at least two Altmer in charge of training the goblins for Helseth. If I can also get rid of them, the goddess will be pleased.
|40||There have been reports of strange creatures in and around the sewers of the Godsreach area of Mournhold. It could be where the goblins are hiding.
|50||I've killed the two goblin warchiefs.
|57||I've killed the Altmer trainer Armion.
|58||I've killed the Altmer trainer Yarnar.
|100|fin|Fedris Hler has told me that the goddess Almalexia is very pleased to hear that the goblin menace has been taken care of. As a token of gratitude, I have been given a large sum of gold as a reward.
}}
{{Quest Footer|Prev=[[Tribunal:Hunt the Dark Brotherhood|Hunt the Dark Brotherhood]] ''or''<br>[[Tribunal:Queen_Barenziah|Queen Barenziah]]|Next=[[Tribunal:The Shrine of the Dead|The Shrine of the Dead]]|Up=[[Tribunal:Main_Quest|Main Quest Page]]}}
| 2,528,300
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2022-01-03T11:16:53Z
|
Henioo
|
Quick Walkthrough
# Speak with Fedris Hler in the Temple: Reception area and receive his orders to track down two Goblin Warchiefs and, optionally, two High Elf trainers.
# Speak to anyone in town about the Goblins to learn that they have been seen in the Godsreach Sewers.
# Explore the Sewers and connected Dungeons.
# Find the two Warchiefs in the Tears of Amun-Shae section.
# The two High Elves can be found in the bottom of Teran Hall, East Building.
# Return to Hler for your reward.
Detailed Walkthrough
Fedris Hler
You meet with Fedris Hler in the Temple Reception, following directions by any guard, after killing the leader of the Dark Brotherhood. Though you still don't know why you were targeted by the Brotherhood, Hler will ask you to help track down a Goblin army supposedly being prepared by King Hlaalu Helseth, the newly crowned King of Morrowind. You must kill the two Goblin Warchiefs, and two High Elf trainers if possible, and return to Hler.
Finding the Army
Hler suggested asking around town about the Goblins, so do just that. It shouldn't take too long, or too many gold pieces, to learn of rumors about some creatures in the sewers of Godsreach. The Godsreach district can be reached via the door in the southwest side of the Temple district. The Sewers can be entered through a trapdoor (labeled as the Old Mournhold: Residential Sewers) in the northwest corner of Godsreach. The approximate difficulty of Goblin variants in increasing order is:
:#Goblin
:#Footsoldier
:#Handler
:#Bruiser
:#Officer
:#Warchief
The Goblins are armed with hard-hitting, yet brittle weapons and may use Restore Health potions when hit.
thumb|Combined map
The Sewers and Dungeon
The area you have to explore in order to find the two Warchiefs and High Elves is all underground in an expansive labyrinth of sewers and caves. There are 9 sections involved:
:#Old Mournhold: Residential Sewers
:#Old Mournhold: West Sewers
:#Old Mournhold: Battlefield
:#Old Mournhold: Tears of Amun-Shae
:#Old Mournhold: Armory Ruins
:#Old Mournhold: Abandoned Passageway
:#Old Mournhold: Residential Ruins
:#Old Mournhold: Teran Hall
:#Old Mournhold: Teran Hall, East Building
Several areas can be reached from multiple paths so you don't necessarily need to explore all of the above, though there is no harm in doing so. The areas have a good number of various Goblins and those Durzogs which you must face. Many of the Goblins will use Restore Health magic which makes fights all the more interesting. Many of the creatures will respawn if you return later, so the safest bet is to completely clear an area before continuing on. Also as a warning, watch out for the invisible pit trap in Teran Hall, an interesting addition even if it does kill you.
The Warchiefs
You can reach the Tears of Amun-Shae via the Residential Ruins or the Armory Ruins. Warchief Durgoc is located in the southern portion of the Old Mournhold: Tears of Amun-Shae section of the expansive dungeon. Close by, Warchief Kurog is wandering the tunnels. Durgoc carries a key which opens a locked (80) chest next to his location containing 622 gold and a unique Goblin Buckler. There is a good hoard of loot in the waterfall area (including an Adamantium Axe), reached only by levitation.
The High Elf Trainers
The two High Elf trainers, Yarnar and Armion, can be found in the bottom of Teran Hall, East Building in the Residential Ruins area. Alternatively, you can reach the area from the bottom of Teran Hall, behind a 100 pt. lock. They are relatively close together, but you might want to separate them in order to fight them one-on-one. They can be a handful if they attack you together.
Return to Fedris Hler
Report back to Hler in the Temple: Reception area. If you killed both Warchiefs and both High Elf trainers you will receive a whopping 15,000 gold as your reward. If you killed both warlords but only one trainer, Fedris Hler will comment "Shame you didn't get the other one" and reward you with 10,000 gold. If you only killed the Warchiefs, the reward will be even less, a meager 5,000 gold. Speak to Hler again and offer to be of further service to our Lady and you'll be directed to Gavas Drin, the Lord Archcanon, in his office here at the Temple.
Notes
The warchiefs are rather strong. A good strategy would be to trap them behind the many rocks jutting out from the walls, and then either paralyze and whack away, or cast ranged magic at them. Unfortunately for mages, the goblins are semi-resistant to magic.
You don't need to complete the Hunt the Dark Brotherhood quest to start this quest. After coming to Mournhold you can speak to Fedris Hler to get this quest immediately. At any given time, you can start the Hunt the Dark Brotherhood quest, just by speaking to the people.
It is possible to start this quest before speaking to Fedris Hler. If you kill the two trainers and the two goblin warchiefs, and then speak to Fedris Hler, he will only ask for an update on the quest, as if he already gave the quest, skipping initiating the quest.
Quest Stages
|
112
| 1,297
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https://en.uesp.net/wiki/Tribunal:The_Shrine_of_the_Dead
|
Tribunal:The Shrine of the Dead
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Tribunal:Gavas Drin|Gavas Drin]] in the [[Tribunal:Temple Courtyard|Temple Courtyard]]
|Reward=[[Tribunal:Blessed Spear|Blessed Spear]]
|ID=TR_ShrineDead
|Prev=[[Tribunal:Goblin Army|Goblin Army]]
|Next=[[Tribunal:Barilzar's Mazed Band|Barilzar's Mazed Band]]
|Loc=[[Tribunal:Temple_Courtyard|Mournhold Temple]], [[Tribunal:Temple_Sewers|Temple Sewers]]
|SuggLevel=25+
|SuggItem=Lockpick (50 level lock), [[Morrowind:Restore Strength|Restore Strength]] & [[Morrowind:Restore Endurance|Restore Endurance]] (the [[Tribunal:Lich|Liches]] [[Morrowind:summon|summon]] [[Morrowind:Greater Bonewalker|Greater Bonewalkers]])
|Difficulty=Medium
|image=TR-quest-The Shrine of the Dead.jpg
|imgdesc=The Shrine is cleansed
|description=Explore the Temple Sewers to find and cleanse this forgotten shrine.
}}
==Quick Walkthrough==
# Speak with Lord Archcanon [[Tribunal:Gavas Drin|Gavas Drin]] in his office in the Temple. Agree to cleanse the Shrine of the Dead.
# Follow Drin's directions to the Shrine, from his office to the Halls of Ministry, Basement, [[Tribunal:Temple Sewers|Temple Sewers]], Temple Sewers East, Temple Gardens, and Temple Shrine.
# Kill all the [[Tribunal:Profane Acolyte|Profane Acolyte]]s surrounding the shrine (red light room).
# Return to the Temple and escort Urvel Dulni to the shrine and have him cleanse it.
# Return to Gavas to receive the Blessed Spear as your reward.
==Detailed Walkthrough==
===Archcanon Gavas Drin===
After your last quest from [[Tribunal:Fedris Hler|Fedris Hler]] in the Temple's Reception area, you are directed to see Lord Archcanon [[Tribunal:Gavas Drin|Gavas Drin]] in his office located close to Hler. Offer to provide ''service to our Lady'' and Gavas will tell you about the Shrine of the Dead found below in the Temple's sewer system. The Shrine has become corrupt with [[Tribunal:Undead|Undead]] over the years due to neglect and Drin would like you to cleanse it. Ask him about the ''Shrine of the Dead'' at least twice to receive directions to it and be sure to talk to him about the ''must be cleansed'' topic in order to learn that you will have to escort the [[Tribunal:Urvel Dulni|Priest Urvel Dulni]] and protect him until he can cleanse the shrine. Urvel is standing in the same room as Gavas and you must speak with him in order to arrange the escort. It is a good idea to explore and clear the way as much as possible, before you escort him though (unless you like the extra challenge).
[[Image:TR-place-Old_Mournhold%2C_Temple_Sewers.jpg|thumb|Old Mournhold, Temple Sewers]]
===Finding the Shrine of the Dead===
Following the directions given to you by Gavas, enter the Temple basement found north of the Temple's Hall of Ministry. From the basement, with all the Kwama Eggs you could possibly want, it's a short trip down into the Temple Sewers. You can explore the area and find a few things including [[Tribunal:Variner's Ghost|Variner's Ghost]], which is part of a miscellaneous quest. The four deadly members of the [[Tribunal:The Black Dart Gang|Black Dart Gang]] in the West Temple Sewers (and the one member in the East Temple Sewers) are part of this quest as well. The Abandoned Crypt entrance here appears to be a dead end; although, there is a much larger area beyond the path blocked with rocks (the rocks are cleared at the beginning of the next quest for [[Lore:Almalexia|Almalexia]].) There is a possible glitch here though, where by jumping at the rocks for a while, you can actually get into the main area. Once in, the rocks remove themselves so you can get out. When you've finished exploring, head on to the East Temple Sewers.
The East Temple Sewers contain a similar collection of Undead of varying levels, but nothing is as difficult as some of the Goblins that you've encountered previously. There are several areas that branch off from this area and some of them are quite interesting. In the Temple Catacombs for example you can find 3 samples of [[Tribunal:Adamantium Ore|Adamantium ore]]. Another 10 samples can be found in the Temple Crypt. Remember to save before to mine them, to be sure to get all the minerals. You can continue to the Temple Gardens from the north end of the East Temple Sewers and, from there, to the Temple Shrine at the south end of the Gardens. You can also reach the Shrine area from the Temple Catacombs. The areas involved in this dungeon are:
[[Image:TR-Map-TempleSewers.jpg|thumb|Map of the Temple Sewers]]
*[[Tribunal:Abandoned Crypt|Abandoned Crypt]]
*[[Tribunal:Gedna Relvel's Tomb|Gedna Relvel's Tomb]] (level 50 lock)
*[[Tribunal:Mournhold Temple|Temple Basement]]
*[[Tribunal:Temple Sewers|Temple Catacombs]]
*[[Tribunal:Temple Sewers|Temple Crypt]]
*[[Tribunal:Temple Sewers|Temple Gardens]]
*[[Tribunal:Temple Sewers|Temple Sewers]]
*[[Tribunal:Temple Sewers|Temple Sewers East]]
*[[Tribunal:Temple Sewers|Temple Sewers West]]
*[[Tribunal:Temple Shrine|Temple Shrine]]
[[Tribunal:Gedna Relvel's Tomb|Gedna Relvel's Tomb]] is an interesting area that has a closed stone door which is easily missed if you are not careful in your search. The secret doors are opened by standing on the stone in front of the doors, but you must be involved in the [[Tribunal:Crimson_Plague|Crimson Plague]] before they will activate.
===Temple Shrine===
The Shrine area is the one you were sent to clear. There are a number of [[Tribunal:Profane Acolyte|Profane Acolyte]]s guarding the 'red' light room which you must kill (you receive a journal entry when you kill them all). Be careful with them, because they almost always [[Morrowind:summon|summon]] [[Morrowind:Greater Bonewalker|Greater Bonewalkers]], which can [[Morrowind:Damage Attribute|Damage Strength and Endurance]]. If you left Priest Urvel Dulni back in the Temple, you will have to go and retrieve him in order to complete the cleansing of the shrine. Like most NPCs you may want to keep him in sight lest he get lost, trapped, or killed by any undead that reappears in the area. Once you get close to the shrine he will cleanse the shrine. You probably should be nice and escort him back to the temple.
===Return to Gavas Drin===
Return to Gavas Drin in his office. If the priest is still alive, you will be rewarded with the [[Tribunal:Blessed Spear|Blessed Spear]], whether or not you escorted him back. Offer your "service to our lady" once again to be directed back to Fedris Hler. Urvel will stop following you once you speak with Gavas to finish the quest.
==Notes==
*You can clear out the shrine before even taking Urvel through. Just be sure not to dispose of the corpses or they will regenerate. They will also regenerate after a few days so try not to rest too much.
*If Urvel dies after clearing the shrine, you receive 5,000 gold instead of the spear.
*It isn't actually necessary to escort Urvel back to the temple after he's cleansed the shrine. As long as he's still alive, the quest outcome will be the same.
*Sometimes, immediately after killing an enemy during the journey, Urvel may stop completely. This can be annoying if you continue to travel on, unaware that he has been left behind. To make him follow you again, simply talk to him.
*Sometimes, once he gets to the shrine, Urvel will seem to just pace back and forth in front of the stairs that lead up to the shrine. To fix this, just walk into him one way or the other. If that doesn't work, try leaving the zone through either door and immediately returning.
*This quest can be done concurrently with the Crimson Plague quest in a way that skips the tedious aspects of the latter; see [[Tribunal:Crimson Plague#Notes|the Crimson Plague quest]] for details.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=TR_ShrineDead
|10||Fedris Hler, apparently pleased with my efforts involving the goblin army, has another task for me. He has instructed me to speak with Gavas Drin, Almalexia's head priest.
|20||I've met with Gavas Drin, who would like me to perform a task for Almalexia. Deep in the ruins beneath the Temple is a shrine that has been untouched for many years. Apparently, the shrine has soured, and the entire area overrun by the undead.
|30||It is Almelexia's belief that the Shrine of the Dead can be reclaimed, and its power used for the good of Mournhold. Although traditional Temple doctrine disavows ancestor worship, the Lady believes that it has its place, and that the power to be gained from the ancestors is great.
|40||Drin asks that I escort one of Almalexia's young curates, Urvel Dulni, to this shrine to cleanse it and restore its power. I will first have to rid the area of all of the Profane, powerful liches who draw strength from the power of the Shrine of the Dead. When they are destroyed, Dulni will cleanse the shrine. I should enter the sewers from the Temple basement. Once there, I will need to head east through the old Temple Gardens, then south to find the Shrine of the Dead.
|50||I have killed the last of the Profane, the liches guarding the Shrine of the Dead.
|60||Urvel Dulni has succeeded in cleansing the shrine.
|70||Urvel Dulni has died.
|100|fin|Gavas Drin was pleased, and a bit surprised, at the news we were able to restore the shrine. He has presented me with a Blessed Spear, a gift from the Lady Almalexia.
|110|fin|Gavas Drin was disturbed that Urvel Dulni died on our journey, before the shrine could be cleansed.
|115||Gavas Drin was unhappy that Urvel Dulni was killed, but seemed a bit consoled in the fact that the Shrine had been cleansed. He gave me some gold as reward for my efforts.
|116||Gavas Drin was unhappy that Urvel Dulni was killed, and the Shrine of the Dead will never be cleansed.
|200|fin|I have been told that I will be granted an audience with the goddess Almalexia.
}}
{{Quest Footer|Prev=[[Tribunal:Goblin Army|Goblin Army]]|Next=[[Tribunal:Barilzar's Mazed Band|Barilzar's Mazed Band]]|Up=[[Tribunal:Main_Quest|Main Quest Page]]}}
| 2,561,921
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2022-01-28T20:43:21Z
|
Moony77Wolfy
|
Quick Walkthrough
# Speak with Lord Archcanon Gavas Drin in his office in the Temple. Agree to cleanse the Shrine of the Dead.
# Follow Drin's directions to the Shrine, from his office to the Halls of Ministry, Basement, Temple Sewers, Temple Sewers East, Temple Gardens, and Temple Shrine.
# Kill all the Profane Acolytes surrounding the shrine (red light room).
# Return to the Temple and escort Urvel Dulni to the shrine and have him cleanse it.
# Return to Gavas to receive the Blessed Spear as your reward.
Detailed Walkthrough
Archcanon Gavas Drin
After your last quest from Fedris Hler in the Temple's Reception area, you are directed to see Lord Archcanon Gavas Drin in his office located close to Hler. Offer to provide service to our Lady and Gavas will tell you about the Shrine of the Dead found below in the Temple's sewer system. The Shrine has become corrupt with Undead over the years due to neglect and Drin would like you to cleanse it. Ask him about the Shrine of the Dead at least twice to receive directions to it and be sure to talk to him about the must be cleansed topic in order to learn that you will have to escort the Priest Urvel Dulni and protect him until he can cleanse the shrine. Urvel is standing in the same room as Gavas and you must speak with him in order to arrange the escort. It is a good idea to explore and clear the way as much as possible, before you escort him though (unless you like the extra challenge).
thumb|Old Mournhold, Temple Sewers
Finding the Shrine of the Dead
Following the directions given to you by Gavas, enter the Temple basement found north of the Temple's Hall of Ministry. From the basement, with all the Kwama Eggs you could possibly want, it's a short trip down into the Temple Sewers. You can explore the area and find a few things including Variner's Ghost, which is part of a miscellaneous quest. The four deadly members of the Black Dart Gang in the West Temple Sewers (and the one member in the East Temple Sewers) are part of this quest as well. The Abandoned Crypt entrance here appears to be a dead end; although, there is a much larger area beyond the path blocked with rocks (the rocks are cleared at the beginning of the next quest for Almalexia.) There is a possible glitch here though, where by jumping at the rocks for a while, you can actually get into the main area. Once in, the rocks remove themselves so you can get out. When you've finished exploring, head on to the East Temple Sewers.
The East Temple Sewers contain a similar collection of Undead of varying levels, but nothing is as difficult as some of the Goblins that you've encountered previously. There are several areas that branch off from this area and some of them are quite interesting. In the Temple Catacombs for example you can find 3 samples of Adamantium ore. Another 10 samples can be found in the Temple Crypt. Remember to save before to mine them, to be sure to get all the minerals. You can continue to the Temple Gardens from the north end of the East Temple Sewers and, from there, to the Temple Shrine at the south end of the Gardens. You can also reach the Shrine area from the Temple Catacombs. The areas involved in this dungeon are:
thumb|Map of the Temple Sewers
Abandoned Crypt
Gedna Relvel's Tomb (level 50 lock)
Temple Basement
Temple Catacombs
Temple Crypt
Temple Gardens
Temple Sewers
Temple Sewers East
Temple Sewers West
Temple Shrine
Gedna Relvel's Tomb is an interesting area that has a closed stone door which is easily missed if you are not careful in your search. The secret doors are opened by standing on the stone in front of the doors, but you must be involved in the Crimson Plague before they will activate.
Temple Shrine
The Shrine area is the one you were sent to clear. There are a number of Profane Acolytes guarding the 'red' light room which you must kill (you receive a journal entry when you kill them all). Be careful with them, because they almost always summon Greater Bonewalkers, which can Damage Strength and Endurance. If you left Priest Urvel Dulni back in the Temple, you will have to go and retrieve him in order to complete the cleansing of the shrine. Like most NPCs you may want to keep him in sight lest he get lost, trapped, or killed by any undead that reappears in the area. Once you get close to the shrine he will cleanse the shrine. You probably should be nice and escort him back to the temple.
Return to Gavas Drin
Return to Gavas Drin in his office. If the priest is still alive, you will be rewarded with the Blessed Spear, whether or not you escorted him back. Offer your "service to our lady" once again to be directed back to Fedris Hler. Urvel will stop following you once you speak with Gavas to finish the quest.
Notes
You can clear out the shrine before even taking Urvel through. Just be sure not to dispose of the corpses or they will regenerate. They will also regenerate after a few days so try not to rest too much.
If Urvel dies after clearing the shrine, you receive 5,000 gold instead of the spear.
It isn't actually necessary to escort Urvel back to the temple after he's cleansed the shrine. As long as he's still alive, the quest outcome will be the same.
Sometimes, immediately after killing an enemy during the journey, Urvel may stop completely. This can be annoying if you continue to travel on, unaware that he has been left behind. To make him follow you again, simply talk to him.
Sometimes, once he gets to the shrine, Urvel will seem to just pace back and forth in front of the stairs that lead up to the shrine. To fix this, just walk into him one way or the other. If that doesn't work, try leaving the zone through either door and immediately returning.
This quest can be done concurrently with the Crimson Plague quest in a way that skips the tedious aspects of the latter; see the Crimson Plague quest for details.
Quest Stages
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112
| 1,298
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https://en.uesp.net/wiki/Tribunal:Barilzar's_Mazed_Band
|
Tribunal:Barilzar's Mazed Band
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Tribunal:Gavas Drin|Gavas Drin]] in the [[Tribunal:Temple Courtyard#Office of the Lord Archcanon|Office of the Lord Archcanon]]
|Reward=Almalexia's Light
|ID=TR_MazedBand
|Prev=[[Tribunal:The Shrine of the Dead|The Shrine of the Dead]]
|Next=[[Tribunal:An Attack on Mournhold|An Attack on Mournhold]]
|Loc=[[Tribunal:Mournhold Temple|Mournhold Temple]], [[Tribunal:Temple Sewers|Temple Sewers]], [[Tribunal:Abandoned Crypt|Abandoned Crypt]]
|SuggLevel=25+
|Difficulty=Medium
|image=TR-quest-Barilzar's Mazed Band.jpg
|imgdesc=Almalexia needs Barilzar's ring
|description=Find this powerful artifact hidden beneath the Temple and return it to Almalexia.
}}
==Quick Walkthrough==
#Speak with Gavas Drin in the Office of the Lord Archcanon, inside the Temple.
#Speak with Fedris Hler in the Temple Reception for your orders to find [[Tribunal:Barilzar's Mazed Band (item)|Barilzar's Mazed Band]].
#''(Optional)'' Talk to Gavas Drin, Plitinius Mero, Barenziah and Torasa Aram for more information about Barilzar's Mazed Band.
#Return to the [[Tribunal:Temple Sewers|Temple Sewers]] and find the Abandoned Crypt in the northwest corner.
#Explore the crypt and find the undead lich [[Tribunal:Barilzar|Barilzar]] in a room in the north.
#Kill Barilzar and loot the ring from his corpse.
#Return to Gavas Drin who will tell you to take the ring to Almalexia herself in the Temple's High Chapel.
#Give the ring to Almalexia to receive a new power.
==Detailed Walkthrough==
===Fedris Hler===
After your last quest for [[Tribunal:Gavas Drin|Archcanon Gavas Drin]], you are directed back to [[Tribunal:Fedris Hler|Fedris Hler]] in the Temple Reception area. Mention ''service to our Lady Almalexia'' and Hler will say that the Lady wishes you to retrieve a powerful artifact, [[Tribunal:Barilzar's Mazed Band (item)|Barilzar's Mazed Band]], although why she would need more power he can't possibly imagine. The band is somewhere in the Abandoned Crypt found in the sewers beneath the temple. The path was previously blocked by rocks (as you may have already discovered), but the Lady has been generous enough to remove them for you. Hler mentions that Gavas Drin can give you more details on the item, if you need it. You can question Gavas (first), [[Tribunal:Plitinius Mero|Plitinius Mero]], [[Tribunal:Barenziah|Barenziah]] and [[Tribunal:Torasa Aram|Torasa Aram]] about ''Barilzar's Mazed Band'' to get more information and journal entries. Gavas will answer only if you ask him before the others, but he doesn't know too much more, just that the band was created by the powerful mage Barilzar, sometime in the second era, soon afterwards disappearing. If you talk to [[Tribunal:Plitinius Mero|Plitinius Mero]], he will add that this ring was created as a teleportation/summoning device and was so evil that it was stripped of its power, so that only a god (or goddess) can use it now.
===The Abandoned Crypt===
Return to the [[Tribunal:Temple Sewers|Temple Sewers]] via the Halls of Ministry and Temple Basement. The crypt can be found in the northwest corner of this area and, indeed, the rocks blocking the entrance are now gone. The crypt has the usual selection of undead (liches) and numerous rats, but nothing that difficult that you haven't encountered so far.
[[File:TR-creature-BarilzarWSword.jpg|thumb|Barilzar]]
===Barilzar===
You will find the unique lich [[Tribunal:Barilzar|Barilzar]] in a cave in the north end of the crypt. When you approach, you will receive a short dialogue from him before combat is started. He will cast a variety of spells (one is 100 points of blind which he often casts at the beginning of the fight and lasts for several minutes) and he hits very hard (150 pts of damage) with his [[Morrowind:Daedric Claymore|Daedric claymore]], but doesn't have too much health. Loot the ring from his corpse (a regular ring, with no apparent enchantments).
===Meet Almalexia===
Take the ring back to Fedris and he will direct you to Gavas Drin instead. Take the ring to Drin and you will be rewarded with a meeting with [[Tribunal:Almalexia|Almalexia]] herself in the center of the Temple (High Chapel, which you couldn't enter beforehand). She will take the ring without much ado or explanation unfortunately. Neither Gavas nor Fedris will have any further tasks for you at this time. You are, however, granted a nice new power, Almalexia's Light, which allows you to restore all your attributes by 25 points once per day. After this, Plitinius Mero will call you a fool for retrieving the ring and giving it to Almalexia.
==Notes==
*Before completing this quest, it is recommended that you start the [[Tribunal:Crimson Plague|Crimson Plague]] quest, since it cannot be started after [[Tribunal:An Attack on Mournhold|An Attack on Mournhold]] begins. After turning this quest in, you will have 24 hours before the start of An Attack on Mournhold to complete the first two stages of the quest as described [[Tribunal:Crimson Plague#Quick Walkthrough|here]], after which you can complete the quest at your leisure.
*If you don't get the '''"I have retrieved Barilzar's Mazed Band"''' journal entry after disposing of Barilzar's corpse, drop the ring and pick it back up to get the quest update.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=TR_MazedBand
|10||Gavas Drin has told me that Fedris Hler would like to speak to me.
|20||I have spoken to Fedris Hler, and apparently Almalexia was pleased enough with the jobs I have done that she has a special assignment for me. I am to retrieve an artifact, Barilzar's Mazed Band, from the tombs beneath the Temple and return it at once. The band is supposed to be in an Abandoned Crypt, which I can reach through a passage in the northwest section of the Temple Sewers.
|30||Hler knows very little about Barilzar's Mazed Band, but suggests I speak with Gavas Drin, who may know a bit more about it.
|40||Drin tells me that the Mazed Band is a powerful ring created long ago by the wizard Barilzar. Drin says he does not know the {{sic|artifacts|artifact's}} purpose, or the extent of {{sic|it's|its}} powers, but only that the goddess wishes to retrieve it. He assumes that she will use it to better minister to her people here in Mournhold.
|50||I've asked Barenziah about the Mazed Band. She had heard of it, but did not know {{sic|it's|its}} true origin. She believed that it was a powerful artifact, but that it was dangerous.
|53||Plitinius Mero did not wish to speak to me about the Mazed Band. He believes it is an evil artifact, and something that is best left buried. It was an odd reaction from this rational scholar.
|55||I've spoken with Torasa Aram, the curator at the Museum of Artifacts in Mournhold. She had heard of the band, but was unsure whether it truly existed. The band is rumored to be very powerful, and only able to be worn and used by beings of divine power.
|60||I have encountered the ancient lich lord Barilzar, creator of the Mazed Band. He tells me that the band is never to be used again, and that he will defend it until his own death.
|70||I have retrieved Barilzar's Mazed Band.
|80||I've returned to Fedris Hler with the Mazed Band. He has told me to speak with Gavas Drin for further instructions.
|90||Gavas Drin tells me that the Mazed Band is to be given directly to Almalexia. I am to proceed to the High Chapel and speak directly with the goddess.
|100|fin|The goddess Almalexia has taken the Mazed Band and thanked me for my efforts. She has blessed me with a new ability, Almalexia's Light, and told me that I might be of further assistance to her one day.
}}
{{Quest Footer|Prev=[[Tribunal:The Shrine of the Dead|The Shrine of the Dead]]|Next=[[Tribunal:An Attack on Mournhold|An Attack on Mournhold]]|Up=[[Tribunal:Main_Quest|Main Quest Page]]}}
| 2,503,265
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2021-10-15T22:07:18Z
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Moony77Wolfy
|
Quick Walkthrough
#Speak with Gavas Drin in the Office of the Lord Archcanon, inside the Temple.
#Speak with Fedris Hler in the Temple Reception for your orders to find Barilzar's Mazed Band.
#(Optional) Talk to Gavas Drin, Plitinius Mero, Barenziah and Torasa Aram for more information about Barilzar's Mazed Band.
#Return to the Temple Sewers and find the Abandoned Crypt in the northwest corner.
#Explore the crypt and find the undead lich Barilzar in a room in the north.
#Kill Barilzar and loot the ring from his corpse.
#Return to Gavas Drin who will tell you to take the ring to Almalexia herself in the Temple's High Chapel.
#Give the ring to Almalexia to receive a new power.
Detailed Walkthrough
Fedris Hler
After your last quest for Archcanon Gavas Drin, you are directed back to Fedris Hler in the Temple Reception area. Mention service to our Lady Almalexia and Hler will say that the Lady wishes you to retrieve a powerful artifact, Barilzar's Mazed Band, although why she would need more power he can't possibly imagine. The band is somewhere in the Abandoned Crypt found in the sewers beneath the temple. The path was previously blocked by rocks (as you may have already discovered), but the Lady has been generous enough to remove them for you. Hler mentions that Gavas Drin can give you more details on the item, if you need it. You can question Gavas (first), Plitinius Mero, Barenziah and Torasa Aram about ''Barilzar's Mazed Band'' to get more information and journal entries. Gavas will answer only if you ask him before the others, but he doesn't know too much more, just that the band was created by the powerful mage Barilzar, sometime in the second era, soon afterwards disappearing. If you talk to Plitinius Mero, he will add that this ring was created as a teleportation/summoning device and was so evil that it was stripped of its power, so that only a god (or goddess) can use it now.
The Abandoned Crypt
Return to the Temple Sewers via the Halls of Ministry and Temple Basement. The crypt can be found in the northwest corner of this area and, indeed, the rocks blocking the entrance are now gone. The crypt has the usual selection of undead (liches) and numerous rats, but nothing that difficult that you haven't encountered so far.
thumb|Barilzar
Barilzar
You will find the unique lich Barilzar in a cave in the north end of the crypt. When you approach, you will receive a short dialogue from him before combat is started. He will cast a variety of spells (one is 100 points of blind which he often casts at the beginning of the fight and lasts for several minutes) and he hits very hard (150 pts of damage) with his Daedric claymore, but doesn't have too much health. Loot the ring from his corpse (a regular ring, with no apparent enchantments).
Meet Almalexia
Take the ring back to Fedris and he will direct you to Gavas Drin instead. Take the ring to Drin and you will be rewarded with a meeting with Almalexia herself in the center of the Temple (High Chapel, which you couldn't enter beforehand). She will take the ring without much ado or explanation unfortunately. Neither Gavas nor Fedris will have any further tasks for you at this time. You are, however, granted a nice new power, Almalexia's Light, which allows you to restore all your attributes by 25 points once per day. After this, Plitinius Mero will call you a fool for retrieving the ring and giving it to Almalexia.
Notes
Before completing this quest, it is recommended that you start the Crimson Plague quest, since it cannot be started after An Attack on Mournhold begins. After turning this quest in, you will have 24 hours before the start of An Attack on Mournhold to complete the first two stages of the quest as described here, after which you can complete the quest at your leisure.
If you don't get the '''"I have retrieved Barilzar's Mazed Band"''' journal entry after disposing of Barilzar's corpse, drop the ring and pick it back up to get the quest update.
Quest Stages
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112
| 1,299
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https://en.uesp.net/wiki/Tribunal:An_Attack_on_Mournhold
|
Tribunal:An Attack on Mournhold
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=Any [[Tribunal:Mournhold|Mournhold]] NPC
|Reward=None
|ID=TR_MHAttack
|Prev=[[Tribunal:Barilzar's Mazed Band|Barilzar's Mazed Band]]
|Next=[[Tribunal:Investigate Bamz-Amschend|Investigate Bamz-Amschend]]
|Loc=[[Tribunal:Mournhold|Mournhold]], [[Tribunal:Plaza_Brindisi_Dorom|Plaza Brindisi Dorom]], [[Tribunal:Bamz-Amschend|Bamz-Amschend]]
|SuggLevel=25+
|Difficulty=Low
|image=TR-quest-An Attack on Mournhold.jpg
|imgdesc=Fabricants attack the city
|description=Defend the Mournhold Plaza from a Fabricant attack.
}}
==Quick Walkthrough==
#Wait 24 hours after [[Tribunal:Barilzar's Mazed Band|Barilzar's Mazed Band]], then speak to anyone in Mournhold to learn the city is under attack.
#Help the guards defend [[Tribunal:Plaza Brindisi Dorom|Plaza Brindisi Dorom]] from the attack.
#'''Option A''' Talk to any [[Tribunal:Royal Guard|Royal Guard]] and be directed to [[Tribunal:Tienius Delitian|Tienius Delitian]] at the Royal Palace.
#'''Option B''' Talk to any [[Tribunal:High Ordinator|High Ordinator]] and be directed to [[Tribunal:Fedris Hler|Fedris Hler]] at the Temple
#Receive instruction from either Fedris Hler or Tienius Delitian to investigate the site of the attack.
==Detailed Walkthrough==
===What Next?===
After returning [[Tribunal:Barilzar's Mazed Band (item)|Barilzar's Band]] to [[Tribunal:Almalexia|Almalexia]], speaking with [[Tribunal:Fedris Hler|Fedris Hler]] or [[Tribunal:Gavas Drin|Gavas Drin]] will reveal that Almalexia does not have any further duties for you at this time. If you wait roughly 24 hours, speaking with any NPC will reveal that [[Tribunal:Plaza Brindisi Dorom|Plaza Brindisi Dorom]] is under attack by strange machines.
===Plaza Brindisi Dorom===
After arriving at the Plaza, both the [[Tribunal:Royal Guard|Royal Guards]] and [[Tribunal:High Ordinator|High Ordinators]] will ask for your help in battling the strange creatures, which are a mix of [[Tribunal:Hulking Fabricant|Hulking]] and [[Tribunal:Verminous Fabricant|Verminous Fabricants]]. Once the battle is over, the surviving Royal Guards will order you to report the attack to [[Tribunal:Tienius Delitian|Tienius Delitian]] at the Royal Palace, while the surviving High Ordinators will order you to report the attack to [[Tribunal:Fedris Hler|Fedris Hler]] at the Temple. The choice is up to you. However, it should be noted that the [[Tribunal:Quests#Quest_Map|Palace quests are optional]], same as before. Therefore, if you choose to side with the Temple at this stage by returning to Fedris Hler but would still like to complete the two remaining Palace quests, you '''must''' return to Tienius and King Hlaalu Helseth before speaking with Almalexia and beginning [[Tribunal:A Show of Power|A Show of Power]]. Aside from Tienius' disappointment and a remark from King Helseth that you should have brought your findings to them directly, the royals are still eager to work with you.
===Tienius Delitian===
Tienius can be found in the Royal Palace Throne Room. He will ask you to [[Tribunal:Investigate Bamz-Amschend|investigate the disturbance]], noting that the attack destroyed the Memorial statue in the Plaza and revealed Dwemer ruins hidden beneath. You are to explore the ruins and find out where the creatures originate from.
===Fedris Hler===
If you return to Fedris at the Temple, he will comment that the attacks are an affront to the city and its guardian, Almalexia. He will ask you to [[Tribunal:Investigate Bamz-Amschend|investigate the Dwemer ruins]] revealed by the destruction of the Memorial statue, surmising that the attacking creatures may have been of Dwemer origin as they were partly mechanical.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|10||Strange creatures have burst through the ground at the Plaza Brindisi Dorom, and the High Ordinators and Royal Guard are trying to protect the city.
|20||The Royal Guard have asked me to help defend the city against the attacking creatures.
|25||The High Ordinators have asked me to help defend the city against the attacking creatures.
|30||The creatures attacking the city have been defeated. The plaza is in ruins.
|100||The Royal Guard have ordered me to report the attack to Tienius Delitian at the Royal Palace.
|105||The High Ordinators have ordered me to report the attack to Fedris Hler at the Temple.
|110|fin|I have reported the attack on the city to Tienius Delitian.
|115|fin|I have reported the attack on the city to Fedris Hler.
}}
{{Quest Footer|Prev=[[Tribunal:Barilzar's Mazed Band|Barilzar's Mazed Band]]|Next=[[Tribunal:Investigate Bamz-Amschend|Investigate Bamz-Amschend]]|Up=[[Tribunal:Main_Quest|Main Quest Page]]}}
| 2,503,266
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2021-10-15T22:11:07Z
|
Moony77Wolfy
|
Quick Walkthrough
#Wait 24 hours after Barilzar's Mazed Band, then speak to anyone in Mournhold to learn the city is under attack.
#Help the guards defend Plaza Brindisi Dorom from the attack.
#Option A Talk to any Royal Guard and be directed to Tienius Delitian at the Royal Palace.
#Option B Talk to any High Ordinator and be directed to Fedris Hler at the Temple
#Receive instruction from either Fedris Hler or Tienius Delitian to investigate the site of the attack.
Detailed Walkthrough
What Next?
After returning Barilzar's Band to Almalexia, speaking with Fedris Hler or Gavas Drin will reveal that Almalexia does not have any further duties for you at this time. If you wait roughly 24 hours, speaking with any NPC will reveal that Plaza Brindisi Dorom is under attack by strange machines.
Plaza Brindisi Dorom
After arriving at the Plaza, both the Royal Guards and High Ordinators will ask for your help in battling the strange creatures, which are a mix of Hulking and Verminous Fabricants. Once the battle is over, the surviving Royal Guards will order you to report the attack to Tienius Delitian at the Royal Palace, while the surviving High Ordinators will order you to report the attack to Fedris Hler at the Temple. The choice is up to you. However, it should be noted that the Palace quests are optional, same as before. Therefore, if you choose to side with the Temple at this stage by returning to Fedris Hler but would still like to complete the two remaining Palace quests, you must return to Tienius and King Hlaalu Helseth before speaking with Almalexia and beginning A Show of Power. Aside from Tienius' disappointment and a remark from King Helseth that you should have brought your findings to them directly, the royals are still eager to work with you.
Tienius Delitian
Tienius can be found in the Royal Palace Throne Room. He will ask you to investigate the disturbance, noting that the attack destroyed the Memorial statue in the Plaza and revealed Dwemer ruins hidden beneath. You are to explore the ruins and find out where the creatures originate from.
Fedris Hler
If you return to Fedris at the Temple, he will comment that the attacks are an affront to the city and its guardian, Almalexia. He will ask you to investigate the Dwemer ruins revealed by the destruction of the Memorial statue, surmising that the attacking creatures may have been of Dwemer origin as they were partly mechanical.
Quest Stages
|
112
| 1,300
|
https://en.uesp.net/wiki/Tribunal:An_Assassination_Attempt
|
Tribunal:An Assassination Attempt
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Tribunal:King Hlaalu Helseth|King Helseth]] at the [[Tribunal:Royal Palace|Royal Palace]]
|Reward=[[Tribunal:Helseth's Collar|Helseth's Collar]]
|ID=TR_Assassins
|Prev=[[Tribunal:Investigate Bamz-Amschend|Investigate Bamz-Amschend]]
|Next=[[Tribunal:Helseth's Champion|Helseth's Champion]]
|Loc=[[Tribunal:Royal_Palace|Royal Palace]], [[Tribunal:Godsreach|Godsreach]]
|SuggLevel=25+
|Difficulty=Low
|image=TR-quest-An Assassination Attempt.jpg
|imgdesc=Three Dark Brotherhood members pay their respects
|description=Discover a possible plot to kill King Helseth.
}}
==Quick Walkthrough==
#Speak to [[Tribunal:King Hlaalu Helseth|King Helseth]] in the Royal Throne room to receive your orders to investigate an assassination plot.
#Talk to the Orc [[Tribunal:Bakh_gro-Sham|Bakh gro-Sham]] in the Winged Guar in the Godsreach area using the code phrase ''uncle's farm''.
#Return to Helseth with the news that [[Tribunal:Barenziah|Queen Barenziah]] is the plot's target.
#Travel to Barenziah's room at the top of the [[Morrowind:Imperial_Cult|Imperial Cult]] area within the Royal Courtyard.
#Close the door to Barenziah's bedroom and the door to Imperial Cult Services. Then hide behind the screens until around 9 p.m. the next evening.
#Intercept and kill the three Dark Brotherhood Assassins.
#Return to King Helseth for your reward of Helseth's Collar.
==Detailed Walkthrough==
===King Helseth===
After investigating the disturbance for [[Tribunal:Tienius Delitian|Tienius Delitian]], you are told to speak to King Helseth in the Royal Palace Throne room. He slothfully apologizes for the little incident with the [[Tribunal:Dark Brotherhood|Dark Brotherhood]] as it seems that someone mentioned that you were vying for the throne. The King certainly doesn't seem to take the threat of the Nerevarine lightly, but plays down the matter. After this little bit of unpleasantness Helseth will ask you to look into another possible assassination plot. You are to meet with an Orcish informant in the Winged Guar in Godsreach by using the code phrase ''uncle's farm''.
===Winged Guar===
The quickest way to the Godsreach area is through the Royal Courtyard, to the Plaza, and West to the Godsreach entrance. The Winged Guar is the Northern building in the center of the area. [[Tribunal:Bakh gro-Sham|Bakh gro-Sham]] is the only Orc in the place and will respond when you mention the code phrase, though you may need to raise his disposition a bit to get him to admit to recognizing the code. Although Bakh thinks that the king is paranoid, he believes to have found a plot on the Queen Mother Barenziah's life, without further information on who exactly is involved or why.
===Back to Helseth===
With this sparse bit of information, return to King Helseth, who says it confirms what he has heard from his other informants. He now wishes for you to protect the Queen from these assassins and goes on to tell you exactly how. Helseth doesn't want to station more guards around the Queen as this would alert the assassins. Further, some of the guards may even be involved in the plot so this might actually increase the danger to the Queen. Instead, you are to be the sole guard outside the Queen's chambers, hiding behind a screen and deal with the killers whenever they show up. Speaking with [[Tribunal:Plitinius Mero|Plitinius Mero]] at this time will give a quest update regarding his doubts to Helseth's true intentions.
===Queen Barenziah===
The Queen's chamber can be found through the Imperial Cult area at the back of the Royal Throne room. You may speak with the Queen though she is simply 'unconcerned' about the plot to kill her. The screen Helseth mentioned is just outside her chamber and is conveniently slightly transparent so you spot anyone who tries to enter the room.
===The Killers===
You most likely will not encounter anyone for some time as Helseth only mentioned to expect the assailants the next night. You also must make sure that the door to Barenziah's bedroom is closed and the other one is closed as well, as to not alert the killers. You will receive a journal entry when you are in the 'correct position' to intercept the assassins. The best bet is to save and then wait for a few hours for the killers to appear (they should come in around 9pm). The light will go out and you hear whispers and grasp that the real target is you. The door to the Queen's chambers is now magically sealed, leaving you trapped behind the screen. No matter, there are three Dark Brotherhood assassins who have a good deal of hit-points. They, however, don't hit very hard and are not magic resistant, so taking them out shouldn't be very difficult. You'll receive another journal entry when you've killed them all.
===Return to Helseth===
Return back to the King to report your success in "protecting the Queen". He seems surprised that you succeeded and rewards you with [[Tribunal:Helseth's Collar|Helseth's Collar]] and an offer to be of further service to your king.
==Notes==
*Don't be surprised if you do not initially receive the journal entry indicating you are in the correct position. If you are behind the screens and both doors are closed, then simply wait until the evening and your journal should update at the same time the assassins enter the room.
*It is revealed during the quest that the whole plot was a lie from the very beginning, and the assassins were sent not after the Queen Barenziah, but after the player character. Another test from paranoid Helseth, who obviously broke his promises not to use Dark Brotherhood against the player. When assassins appear, and you are still hiding, you can hear the whispering voice of one of them: ''he told us: in a Queen Mother's chambers...behind the screen...''
*Before you deal with the assassins, you can ask [[Tribunal:Plitinius Mero|Plitinius Mero]] about the plot, and he confirms that it is indeed a fake by saying ''"A plot against Barenziah? That's ridiculous! I can't think of anyone who would want to harm her. Take care with this friend. King Helseth is a wary one, and delights in testing the loyalty of his new friends. I do not believe the King would hesitate to put his own mother in danger in order to do so."''
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=TR_Assassins
|10||King Hlaalu Helseth has spoken to me about possible threats to his monarchy. He would like me to meet an informant of his at the Winged Guar, and ask the man about his "uncle's farm." His informant is an orc, and should be easy to find at the bar.
|20||I've spoken to Barenziah about the plot Helseth suspects. She finds the idea a bit farfetched. She suggests I speak with a friend of hers, Plitinius Mero, who can often be found wandering in the Palace Courtyard.
|30||Plitinius Mero tells me that Helseth is incredibly well protected, and any attempt on him would be unlikely to succeed. He suggests I speak with the informant, though. Also, Mero has told me I may return to him any time I am in need of information.
|40||I have found Helseth's informant in the Winged Guar. His name is Bakh gro-Sham.
|50||Bakh gro-Sham believes that Helseth is generally paranoid, but that this time there may be an assassination attempt planned. The attempt, however, will be on Barenziah's life.
|60||The Queen Mother is unconcerned about any attempt on her life. She believes it to be nothing more than a rumor, and if not, feels completely capable of defending herself.
|70||Plitinius Mero does not believe that an attempt on Barenziah's life makes any sense. He does say that Helseth could be using this as a sort of test, and wouldn't be above putting his mother in harm's way.
|80||I've relayed the information to King Helseth regarding the plot against his mother. He has asked me to wait in the room outside Barenziah's chambers tomorrow night and protect her from any attackers. I am to close both doors in the anteroom and hide behind the screens in the room, so as not to alert the attackers.
|85||I am in the position where King Helseth told me to wait outside of Barenziah's chambers, and I have closed the door to the room behind me.
|90||I have defeated the assassins.
|100|fin|I reported to Helseth after the assassination attempt. He was pleased, and perhaps a bit surprised, by my success. He rewarded me with a magical collar, a symbol of my loyalty to his throne.
}}
{{Quest Footer|Prev=[[Tribunal:Investigate Bamz-Amschend|Investigate Bamz-Amschend]]|Next=[[Tribunal:Helseth's Champion|Helseth's Champion]]|Up=[[Tribunal:Main_Quest|Main Quest Page]]}}
| 2,381,104
|
2021-04-05T17:20:18Z
|
Enobot
|
Quick Walkthrough
#Speak to King Helseth in the Royal Throne room to receive your orders to investigate an assassination plot.
#Talk to the Orc Bakh gro-Sham in the Winged Guar in the Godsreach area using the code phrase ''uncle's farm''.
#Return to Helseth with the news that Queen Barenziah is the plot's target.
#Travel to Barenziah's room at the top of the Imperial Cult area within the Royal Courtyard.
#Close the door to Barenziah's bedroom and the door to Imperial Cult Services. Then hide behind the screens until around 9 p.m. the next evening.
#Intercept and kill the three Dark Brotherhood Assassins.
#Return to King Helseth for your reward of Helseth's Collar.
Detailed Walkthrough
King Helseth
After investigating the disturbance for Tienius Delitian, you are told to speak to King Helseth in the Royal Palace Throne room. He slothfully apologizes for the little incident with the Dark Brotherhood as it seems that someone mentioned that you were vying for the throne. The King certainly doesn't seem to take the threat of the Nerevarine lightly, but plays down the matter. After this little bit of unpleasantness Helseth will ask you to look into another possible assassination plot. You are to meet with an Orcish informant in the Winged Guar in Godsreach by using the code phrase ''uncle's farm''.
Winged Guar
The quickest way to the Godsreach area is through the Royal Courtyard, to the Plaza, and West to the Godsreach entrance. The Winged Guar is the Northern building in the center of the area. Bakh gro-Sham is the only Orc in the place and will respond when you mention the code phrase, though you may need to raise his disposition a bit to get him to admit to recognizing the code. Although Bakh thinks that the king is paranoid, he believes to have found a plot on the Queen Mother Barenziah's life, without further information on who exactly is involved or why.
Back to Helseth
With this sparse bit of information, return to King Helseth, who says it confirms what he has heard from his other informants. He now wishes for you to protect the Queen from these assassins and goes on to tell you exactly how. Helseth doesn't want to station more guards around the Queen as this would alert the assassins. Further, some of the guards may even be involved in the plot so this might actually increase the danger to the Queen. Instead, you are to be the sole guard outside the Queen's chambers, hiding behind a screen and deal with the killers whenever they show up. Speaking with Plitinius Mero at this time will give a quest update regarding his doubts to Helseth's true intentions.
Queen Barenziah
The Queen's chamber can be found through the Imperial Cult area at the back of the Royal Throne room. You may speak with the Queen though she is simply 'unconcerned' about the plot to kill her. The screen Helseth mentioned is just outside her chamber and is conveniently slightly transparent so you spot anyone who tries to enter the room.
The Killers
You most likely will not encounter anyone for some time as Helseth only mentioned to expect the assailants the next night. You also must make sure that the door to Barenziah's bedroom is closed and the other one is closed as well, as to not alert the killers. You will receive a journal entry when you are in the 'correct position' to intercept the assassins. The best bet is to save and then wait for a few hours for the killers to appear (they should come in around 9pm). The light will go out and you hear whispers and grasp that the real target is you. The door to the Queen's chambers is now magically sealed, leaving you trapped behind the screen. No matter, there are three Dark Brotherhood assassins who have a good deal of hit-points. They, however, don't hit very hard and are not magic resistant, so taking them out shouldn't be very difficult. You'll receive another journal entry when you've killed them all.
Return to Helseth
Return back to the King to report your success in "protecting the Queen". He seems surprised that you succeeded and rewards you with Helseth's Collar and an offer to be of further service to your king.
Notes
Don't be surprised if you do not initially receive the journal entry indicating you are in the correct position. If you are behind the screens and both doors are closed, then simply wait until the evening and your journal should update at the same time the assassins enter the room.
It is revealed during the quest that the whole plot was a lie from the very beginning, and the assassins were sent not after the Queen Barenziah, but after the player character. Another test from paranoid Helseth, who obviously broke his promises not to use Dark Brotherhood against the player. When assassins appear, and you are still hiding, you can hear the whispering voice of one of them: ''he told us: in a Queen Mother's chambers...behind the screen...
Before you deal with the assassins, you can ask Plitinius Mero about the plot, and he confirms that it is indeed a fake by saying "A plot against Barenziah? That's ridiculous! I can't think of anyone who would want to harm her. Take care with this friend. King Helseth is a wary one, and delights in testing the loyalty of his new friends. I do not believe the King would hesitate to put his own mother in danger in order to do so."''
Quest Stages
|
112
| 1,301
|
https://en.uesp.net/wiki/Tribunal:Helseth's_Champion
|
Tribunal:Helseth's Champion
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Tribunal:King Hlaalu Helseth|King Helseth]] at the [[Tribunal:Royal Palace|Royal Palace]]
|Reward=[[Tribunal:Dagger of Symmachus|Dagger of Symmachus]]
|ID=TR_Champion
|Prev=[[Tribunal:An Assassination Attempt|An Assassination Attempt]]
|Next=[[Tribunal:A Show of Power|A Show of Power]]
|Loc=[[Tribunal:Royal Palace|Royal Palace]]
|SuggLevel=25+
|Difficulty=Low
|image=TR-npc-Karrod.jpg
|imgdesc=Karrod won't say a word
|description=Prove your worth to King Helseth by dueling his personal bodyguard.
}}
==Quick Walkthrough==
#Speak with [[Tribunal:King Hlaalu Helseth|King Helseth]] in the [[Tribunal:Royal Palace|Royal Palace]] Throne Room and agree to duel with [[Tribunal:Karrod|Karrod]].
#Loiter or leave for 24 hours and come back and talk to Helseth to arrange the fight.
#Fight with Karrod until he surrenders.
#Speak with Helseth again to receive the [[Tribunal:Dagger of Symmachus|Dagger of Symmachus]] as your reward.
==Detailed Walkthrough==
===King Helseth===
Return to [[Tribunal:King Hlaalu Helseth|King Helseth]] and offer your service to him once again. He will wish for you to prove your worth before he gives you any further tasks by fighting his personal bodyguard [[Tribunal:Karrod|Karrod]]. You are to return to the Throne room tomorrow for the duel. Since Karrod cannot speak you won't get anything further from him.
===The Art of War===
You have 24 hours to kill before the fight so use the time profitably by, for instance, stocking up on healing potions. It is also worthwhile visiting the Winged Guar tavern in Godsreach and speaking to the [[Tribunal:Ra'Tesh|bartender]]. He will offer to send one of his girls to Karrod to tire him out, so that he will be weaker for the fight the next day. Doing this will lower Karrod's [[Morrowind:Short Blade|Short Blade]], [[Morrowind:Block|Block]] and [[Morrowind:Medium Armor|Medium Armor]] by 20, his [[Morrowind:Strength|Strength]] by 40, his [[Morrowind:Speed|Speed]] by 30, and his [[Morrowind:Health|Health]] and [[Morrowind:Fatigue|Fatigue]] by 100. This will also remove his ability to regenerate health.
===The Fight===
The next morning, return to the throne room and speak with Helseth again to arrange the duel. Karrod has a large amount of health and has an impressive set of combat abilities, but interestingly enough he doesn't hit very hard. Once his health is lowered to around 10% he will surrender and Helseth will stop the fight. If you kill him by any means, Helseth will order the guards to attack you, so refrain from using spells with long-lasting effects as they will continue even after the forced dialogue is initiated.
===Speak with Helseth===
Speak with Helseth after the fight to receive his incredulous congratulations. Be sure to choose the fight my champion topic again to complete the quest. You receive the [[Tribunal:Dagger of Symmachus|Dagger of Symmachus]] as your reward.
Speak with Helseth again about his plans for you, recent events and learning more about the attacks for further instructions.
==Notes==
*It is possible to kill Karrod in one hit if you are using a powerful weapon with a cast-on-strike damage effect such as [[Morrowind:Goldbrand|Goldbrand]] or [[Morrowind:Eltonbrand|Eltonbrand]] and are highly skilled in its use. Consider changing weapons, if this is a possibility. However, killing him may not actually kill him as the text box popping up regarding his surrender will bring him back to life instantly. (Similar to how mortally damaging a guard and paying their fine may not kill them after the fine is paid.)
*If you kill Karrod without anyone noticing before the duel starts (and you ignored the warning about the death of an essential character), you'll find the [[Tribunal:Odd Dwemer Weapon|Odd Dwemer Weapon]] on Karrod's body, which is needed to complete the Main Quest. If you speak to Helseth, he will simply call all of his Royal Guards to kill you.
*If you just attack Karrod (outside the duel), a Royal Guard will arrest you stating that the King expected some treacherous actions, and will escort you to prison for one day. You can then talk to Helseth and resume the quest.
*If you taunt and kill Helseth at this point, he'll have the [[Tribunal:Dagger of Symmachus|Dagger of Symmachus]] on him, along with the extremely useful [[Tribunal:Royal Signet Ring|Royal Signet Ring]]. While you will receive the usual message about killing an essential character, you can continue the main quest without penalty, with not many bemoaning the death of the King, but you will also be unable to obtain the final journal entry for this quest, along with the full suit of [[Tribunal:Royal Guard Armor|Royal Guard Armor]] after you have completed [[Tribunal:The Mad God|The Mad God]].
*It is possible to disintegrate his weapon during the duel using the Disintegrate Weapon spell effect and then pickpocket it from his inventory after the duel is over.
*Right before the duel all NPCs in the room will move away to the corners of the room. However, unless you are invisible, they may stop to say their usual greeting and won't move on, in which case the duel will not begin, as the game expects the AI to finish the movements before turning Karrod hostile. If you wait long enough, they will continue their AI movement after some time, however, this interruption may be confusing to you at this point, as it is unclear why the duel is not initiated.
*Due to a bug, Karrod will take additional damage after the fight is over if you cast a health damaging spell on him that lasts for several seconds.
*If you have waited 24 hours in the throne room and King Helseth keeps telling you to come back later, try leaving the throne room and re-entering. Only when you enter the throne room 24 or more hours after Helseth has arranged the duel will the King let it begin.
*The quest actually ends when you come back to King Helseth after you finished the Main Quest (so, after [[Tribunal:The_Mad_God|The Mad God]] quest).
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=TR_Champion
|10||King Hlaalu Helseth would like me to fight his champion, Karrod.
|20||I am to return to the throne room tomorrow and face the mighty Redguard, Karrod, in personal combat. If I can defeat him, Helseth will take me into his confidence.
|30||Barenziah has mentioned that Karrod can often be found drinking in the Winged Guar.
|40||I have spoken with Ra'Tesh, the bartender at the Winged Guar. He has great admiration for Karrod, and does not wish to see him get hurt. He will help me defeat Karrod, if I promise not to mar the warrior's fine features.
|50||I have agreed not to hurt Karrod too badly in our fight. In exchange, Ra'Tesh will have one of his barmaids keep the Redguard occupied all night, and leave him unrested when it is time for our battle.
|60||I have told Ra'Tesh I cannot guarantee Karrod's safety in our duel.
|70||I have come to the throne room to face Karrod. Helseth tells me that it is to be a fair fight, and none are to interfere. I may use any spells or weapons at my disposal.
|80||I have defeated Karrod, and the duel has been stopped by King Helseth. He has given me the ceremonial blade of his father, the Dagger of Symmachus, as a token of his esteem.
|100||Now that I have gained the king's confidence, he would like me to gather what information I can about the Lady Almalexia. Helseth suspects the attack on Mournhold may have been orchestrated by one of the Tribunal. I should report to him only when I have learned all that I can. The King was explicit that, in order to keep Almalexia from suspecting we are working together, I should not be seen with him until this matter is resolved.
|110|fin|I have returned to King Helseth and reported the details of my encounter with Almalexia in the Clockwork City of Sotha Sil. The King did not seem displeased that the gods are dead, though he realizes it may take some time for the people of Morrowind to accept what has happened. Helseth believes that a new era has come to Morrowind, and that the Dunmer will thrive under his guidance. King Helseth has rewarded me with a full set of the armor of his Royal Guards.
}}
{{Quest Footer|Prev=[[Tribunal:An Assassination Attempt|An Assassination Attempt]]|Next=[[Tribunal:A Show of Power|A Show of Power]]|Up=[[Tribunal:Main Quest|Main Quest Page]]}}
| 2,381,105
|
2021-04-05T17:20:28Z
|
Enobot
|
Quick Walkthrough
#Speak with King Helseth in the Royal Palace Throne Room and agree to duel with Karrod.
#Loiter or leave for 24 hours and come back and talk to Helseth to arrange the fight.
#Fight with Karrod until he surrenders.
#Speak with Helseth again to receive the Dagger of Symmachus as your reward.
Detailed Walkthrough
King Helseth
Return to King Helseth and offer your service to him once again. He will wish for you to prove your worth before he gives you any further tasks by fighting his personal bodyguard Karrod. You are to return to the Throne room tomorrow for the duel. Since Karrod cannot speak you won't get anything further from him.
The Art of War
You have 24 hours to kill before the fight so use the time profitably by, for instance, stocking up on healing potions. It is also worthwhile visiting the Winged Guar tavern in Godsreach and speaking to the bartender. He will offer to send one of his girls to Karrod to tire him out, so that he will be weaker for the fight the next day. Doing this will lower Karrod's Short Blade, Block and Medium Armor by 20, his Strength by 40, his Speed by 30, and his Health and Fatigue by 100. This will also remove his ability to regenerate health.
The Fight
The next morning, return to the throne room and speak with Helseth again to arrange the duel. Karrod has a large amount of health and has an impressive set of combat abilities, but interestingly enough he doesn't hit very hard. Once his health is lowered to around 10% he will surrender and Helseth will stop the fight. If you kill him by any means, Helseth will order the guards to attack you, so refrain from using spells with long-lasting effects as they will continue even after the forced dialogue is initiated.
Speak with Helseth
Speak with Helseth after the fight to receive his incredulous congratulations. Be sure to choose the fight my champion topic again to complete the quest. You receive the Dagger of Symmachus as your reward.
Speak with Helseth again about his plans for you, recent events and learning more about the attacks for further instructions.
Notes
It is possible to kill Karrod in one hit if you are using a powerful weapon with a cast-on-strike damage effect such as Goldbrand or Eltonbrand and are highly skilled in its use. Consider changing weapons, if this is a possibility. However, killing him may not actually kill him as the text box popping up regarding his surrender will bring him back to life instantly. (Similar to how mortally damaging a guard and paying their fine may not kill them after the fine is paid.)
If you kill Karrod without anyone noticing before the duel starts (and you ignored the warning about the death of an essential character), you'll find the Odd Dwemer Weapon on Karrod's body, which is needed to complete the Main Quest. If you speak to Helseth, he will simply call all of his Royal Guards to kill you.
If you just attack Karrod (outside the duel), a Royal Guard will arrest you stating that the King expected some treacherous actions, and will escort you to prison for one day. You can then talk to Helseth and resume the quest.
If you taunt and kill Helseth at this point, he'll have the Dagger of Symmachus on him, along with the extremely useful Royal Signet Ring. While you will receive the usual message about killing an essential character, you can continue the main quest without penalty, with not many bemoaning the death of the King, but you will also be unable to obtain the final journal entry for this quest, along with the full suit of Royal Guard Armor after you have completed The Mad God.
It is possible to disintegrate his weapon during the duel using the Disintegrate Weapon spell effect and then pickpocket it from his inventory after the duel is over.
Right before the duel all NPCs in the room will move away to the corners of the room. However, unless you are invisible, they may stop to say their usual greeting and won't move on, in which case the duel will not begin, as the game expects the AI to finish the movements before turning Karrod hostile. If you wait long enough, they will continue their AI movement after some time, however, this interruption may be confusing to you at this point, as it is unclear why the duel is not initiated.
Due to a bug, Karrod will take additional damage after the fight is over if you cast a health damaging spell on him that lasts for several seconds.
If you have waited 24 hours in the throne room and King Helseth keeps telling you to come back later, try leaving the throne room and re-entering. Only when you enter the throne room 24 or more hours after Helseth has arranged the duel will the King let it begin.
The quest actually ends when you come back to King Helseth after you finished the Main Quest (so, after The Mad God quest).
Quest Stages
|
112
| 1,302
|
https://en.uesp.net/wiki/Tribunal:A_Show_of_Power
|
Tribunal:A Show of Power
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Tribunal:Almalexia|Almalexia]] in the [[Tribunal:Temple Courtyard|Temple Courtyard]]
|Reward=None
|ID=TR_ShowPower
|Prev=[[Tribunal:Investigate Bamz-Amschend|Investigate Bamz-Amschend]] or [[Tribunal:Helseth's Champion|Helseth's Champion]]
|Next=[[Tribunal:The Missing Hand|The Missing Hand]]
|Loc=[[Tribunal:Temple_Courtyard|Temple]], [[Tribunal:Great_Bazaar|Great Bazaar]], [[Tribunal:Godsreach|Godsreach]], [[Tribunal:Bamz-Amschend|Bamz-Amschend]]
|SuggLevel=25+
|Difficulty=Medium
|image=TR-quest-A Show of Power.jpg
|imgdesc=Ash storms move in from the north...
|description=Further investigate the Plaza attack for Helseth by working for [[Tribunal:Almalexia|Almalexia]].
}}
==Quick Walkthrough==
#Speak with Lady Almalexia about the End of Times cult.
#Find and speak to [[Tribunal:Meralyn Othan|Meralyn Othan]] in the [[Tribunal:Great Bazaar|Great Bazaar]] about the cult.
#Find and speak to [[Tribunal:Eno Romari|Eno Romari]] outside The Winged Guar in [[Tribunal:Godsreach|Godsreach]].
#Return to Lady Almalexia, talk about Ashstorms in Mournhold, and receive a [[Tribunal:Powered Dwemer Coherer|Powered Dwemer Coherer]].
#Enter the ruins of [[Tribunal:Bamz-Amschend|Bamz-Amschend]] in the statue in the center of the [[Tribunal:Plaza Brindisi Dorom|Plaza Brindisi Dorom]].
#Use the [[Tribunal:Dwemer Satchel Pack|Dwemer Satchel Pack]] to open a passage. Make your way to the Skybreak Gallery in the ruins.
#Once in the Skybreak Gallery, use the Powered Coherer to activate the device.
#Use the levers to change the weather until you receive a journal entry.
#Return to Almalexia to finish the quest.
==Detailed Walkthrough==
===Almalexia===
Return to the High Chapel and speak with the Lady Almalexia once again to be offered a task to perform. She tells news of a recently developed cult, End of Times, led by [[Tribunal:Eno Romari|Eno Romari]], which concerns the goddess. Many of the members of the cult have been recently found dead in their homes, possibly victims of strong poison, which no magic could cure. You are to speak with [[Tribunal:Meralyn Othan|Meralyn Othan]] at the [[Tribunal:Great Bazaar|Great Bazaar]] as her brother Sevil was one of the those killed. Almalexia warns you not to kill Eno, as she fears that he might become a martyr.
===Meralyn Othan===
Meralyn can be found at the top of the stairs on the East side of the Bazaar. She tells you that the cult is a suicide cult, with no constructive beliefs, and that they can be found often outside [[Tribunal:The Winged Guar|The Winged Guar]] in the [[Tribunal:Godsreach|Godsreach]] district. The cult believes that the Tribunal has lost their power and that the end times are near (hence their name). Meralyn believes that Eno is simply a lunatic, preaching to those that wish to listen.
===Eno Romari===
You'll find Eno wearing a white robe just outside the entrance to the Winged Guar. According to Eno, the cult is simply a peaceful group, teaching the path to enlightenment. Talk to him about the ''End of Times'' and ''the Cleansing'' to receive journal entries. Once you get this information, return to Almalexia.
===Return to Almalexia===
The Lady is just a little miffed over the arrogance displayed by Eno and seems very intent on making her true power visible. She tells you to travel to the ruins of [[Tribunal:Bamz-Amschend|Bamz-Amschend]] and activate the ''Karstangz-Bcharn'' within it. Once activated, this Dwemer weather machine will cause ash storms and give evidence of her continued power. She gives you a [[Tribunal:Powered Dwemer Coherer|Powered Dwemer Coherer]] to activate the device.
===The Dwemer Ruin===
Return to the [[Tribunal:Plaza Brindisi Dorom|Plaza Brindisi Dorom]] and the destroyed statue at the center of it. Climb up on it and you'll see a crack in the floor leading down to darkness as well as a ladder. Click the ladder to begin your exploration in Bamz-Amschend, Hearthfire Hall. There are 14 or so areas that you can explore in this dungeon (listed below) though you don't necessarily need to explore them all to complete this part of the quest:
:#Bamz-Amschend, Hearthfire Hall
:#Bamz-Amschend, Passage of Whispers
:#Bamz-Amschend, Hall of Winds
:#Bamz-Amschend, Hall of Wails
:#Bamz-Amschend, Radac's Forge
:#Bamz-Amschend, Passage of the Walker
:#Bamz-Amschend, Kings Walk
:#Bamz-Amschend, Skybreak Gallery
:#[[Tribunal:Norenen-dur|Norenen-dur]]
:#Norenen-dur, The Grand Stair
:#Norenen-dur, The Teeth that Gnash
:#Norenen-dur, Citadel of Myn Dhrur
:#Norenen-dur, The Wailingdelve
:#Norenen-dur, Basilica of Divine Whispers
:You'll find the usual assortment of Dwemer constructs that you'll have to deal with. The variants from the original game should prove no challenge, but watch out for the [[Tribunal:Centurion Archer|Centurion Archer]]s who pack quite a punch with their [[Tribunal:Dwarven Dart|Dwarven Dart]]s
===Radac's Forge and Blocked Passage===
There is a {{Hover|level 100|locked and trapped door}} which has a good amount of treasure locked up behind it in Radac's Forge, including two [[Tribunal:Dwemer Satchel Pack|Dwemer Satchel Pack]]s which you will need. The key to this door is in the room with the broken Dwemer robot, on the desk on the right side. The Passage of the Walker in the same area is not a usual door, but is blocked by a pile of rocks at the end of a corridor. Activate (click) the rocks and you'll be asked if you wish to place the Satchel Charge (if you don't have the satchels, nothing will happen). Place the charge and run while watching the countdown start at 5 seconds. The blast will clear the way and allow you to continue.
Once inside the Passage of the Walker you'll shortly find another pile of rocks that will ask you for a Satchel Charge, leading on to the Daedric shrine [[Tribunal:Norenen-dur|Norenen-dur]], which you have to explore during [[Tribunal:The Blade of Nerevar|The Blade of Nerevar]] quest. The only NPC of note located deep inside within the Citadel of Myn Dhrur is the powerful Dremora [[Tribunal:Khash-Ti Dhrur|Khash-Ti Dhrur]]. There is a [[Tribunal:Daedric Left Pauldron|Daedric Left Pauldron]] lying by the waterfall in the Wailingdelve area and a nice [[Morrowind:Dwemer Pneuma-Trap|Dwemer Pneuma-Trap]], a soultrap battleaxe hidden among the rocks and some mushrooms. There is also a [[Tribunal:Daedric Cuirass|Daedric Cuirass]] near the waterfall, on a rock above the Daedric Pauldron.
===Bamz-Amschend, Skybreak Gallery===
{{Weather|region="Normal" Mournhold|color=#3948CC
|clear=15
|cloudy=30
|foggy=15
|overcast=20
|rain=10
|thunder=10
}}
You'll enter this large round shaped room and on the center platform you will find three levers beside a pile of ash (start worrying now). Presumably the levers somehow control the large door-like structure in the North wall. If you try to activate the levers now, you'll receive a message that ''This lever cannot be used until the machine is powered on''. Turn around and you'll find a ''Dwemer Junction Box'' which has a strange hole shape, evidence of a missing piece of some sort. Perhaps that [[Tribunal:Powered Dwemer Coherer|Powered Dwemer Coherer]] that Almalexia gave you would come in handy here. You'll now have to fiddle with the levers behind you until you receive a journal entry about the machine causing ashstorms in Mournhold. Watch the pictures in on the wall in front of you. The correct combination is with the right lever towards you, and the other two away from you. The picture should be the one that looks like an erupting volcano and you get a message saying that this should cause ashstorms in Mournhold.
{{NewRight}}
{| class="wikitable" style="float:right; text-align: center; margin: 0 0 1em 1em"
! Levers !! Weather !! Levers !! Weather
|-
| ↑↑↑ || Normal
| ↑↑↓ || Ashstorm
|-
| ↓↑↑ || Clear
| ↓↑↓ || Foggy
|-
| ↓↓↑ || Cloudy
| ↓↓↓ || Overcast
|-
| ↑↓↑ || Thunderstorm
| ↑↓↓ || Rainy
|}
Each of the eight possible combination has an associated weather pattern, corresponding either to normal weather (which can change) or to a weather constantly fixed to a specific type. Blight storms, snow and blizzard are not possible. If the machine is used to restore the weather to normal, however, [[Tribunal:Mournhold|Mournhold]] will have a different weather pattern from what it initially had.
===Return to Almalexia===
Since her Lady's business is now complete, return to Almalexia in the Temple for her blessings. Talk to Almalexia again for your next quest.
==Notes==
* You will not be able to start the miscellaneous quest [[Tribunal:Estate Sale|Estate Sale]] after completing this quest and before completing [[Tribunal:The Mad God|The Mad God]] (i.e. while there are ashstorms in Mournhold) as [[Tribunal:Geon Auline|Geon Auline's]] greeting will be replaced with a generic one regarding the ashstorm.
* After activation of the Dwemer weather machine, the trees within [[Tribunal:Mournhold|Mournhold]] become wilted, and remain so until the final stage of [[Tribunal:The Mad God|The Mad God]].
==Bugs==
{{Bug|Bloodmoon without the patch interferes with some things in Tribunal, including script on the rocks - they won't blow up. The bug is not present in the Game of the Year edition.|confirmed=1}}
{{Bug|When you are looking for Meralyn Othan, other NPCs will tell you that she is "toward the ''West'' side of the Bazaar", but she is actually at the top of the stairs on the ''East'' side.|confirmed=1}}
{{Bug|The first rock pile in Radac's Forge sometimes won't be passable.|confirmed=1}}
**{{pc22}} This can be bypassed using the console command <code>[[Morrowind Mod:CenterOnCell|COC]] "Bamz-Amschend, Passage of the Walker"</code>.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=TR_ShowPower
|10||I have spoken with Almalexia about a cult that has formed in Mournhold under the direction of a dunmer named Eno Romari. They are called the End of Times, and Almalexia is troubled by them.
|20||Apparently, members of the End of Times cult have been found dead throughout the city
|30||The cult's followers all seem to have been poisoned, but it is not known by whom. Almelexia wishes me to find out more about this group and their leader. I should speak with Meralyn Othan in the Great Bazaar. Her brother was one of the dead cultists. Almalexia has also warned me to take care with Eno Romari, and not make him a martyr for his cause.
|40||I've spoken to Meralyn Othan. She is visibly upset about the death of her brother, who she says was a sort of a lost soul.
|50||Meralyn Othan tells me that the End of Times is a suicide cult. I should be able to find their members, and perhaps Eno Romari, in Godsreach, near the Winged Guar.
|55||I've spoken to Eno Romari about his End of Times cult. They believe the power of the Tribunal is faltering, and that a new and frightening age is coming to all of Tamriel.
|60||Eno Romari has told me more about his End of Time group. He tells me that many of his followers perform a ritual called the Cleansing, which is a form of ritual suicide. I should report this information to Almalexia immediately.
|70||I have reported my findings on the End of Time and Eno Romari to Almalexia. She was furious, and wishes for me to help her show this group that she is still a powerful goddess.
|80||Alamalexia would like to demonstrate her power by creating ashstorms throughout the city of Mournhold. Her powers, however, have been expended by caring for her people after the attack on the city. She would like me to travel to Bamz-Amschend and activate the Karstangz-Bcharn, an ancient Dwemer creation said to be able to control the weather.
|90||I have found the Karstangz-Bcharn, and I was able to activate it. From deep within these ruins, it will be difficult to tell what effect it has had on the city above.
|95||If I understand the Dwemer symbols on the Karstangz-Bcharn, I believe the machine is now causing ashstorms in Mournhold.
|100|fin|Almalexia is pleased with the ashstorms created by the Karstangz-Bcharn. The city of Mournhold is strangled by the harsh weather. The decorative trees lining the city streets are dying, and the people are frightened. I can only hope the goddess does not allow this to go on for long.
}}
{{Quest Footer|Prev=[[Tribunal:Helseth's Champion|Helseth's Champion]] ''or''<br/>[[Tribunal:Investigate Bamz-Amschend|Investigate Bamz-Amschend]]|Next=[[Tribunal:The Missing Hand|The Missing Hand]]|Up=[[Tribunal:Main_Quest|Main Quest Page]]}}
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2021-07-29T15:38:59Z
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Legoless
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Quick Walkthrough
#Speak with Lady Almalexia about the End of Times cult.
#Find and speak to Meralyn Othan in the Great Bazaar about the cult.
#Find and speak to Eno Romari outside The Winged Guar in Godsreach.
#Return to Lady Almalexia, talk about Ashstorms in Mournhold, and receive a Powered Dwemer Coherer.
#Enter the ruins of Bamz-Amschend in the statue in the center of the Plaza Brindisi Dorom.
#Use the Dwemer Satchel Pack to open a passage. Make your way to the Skybreak Gallery in the ruins.
#Once in the Skybreak Gallery, use the Powered Coherer to activate the device.
#Use the levers to change the weather until you receive a journal entry.
#Return to Almalexia to finish the quest.
Detailed Walkthrough
Almalexia
Return to the High Chapel and speak with the Lady Almalexia once again to be offered a task to perform. She tells news of a recently developed cult, End of Times, led by Eno Romari, which concerns the goddess. Many of the members of the cult have been recently found dead in their homes, possibly victims of strong poison, which no magic could cure. You are to speak with Meralyn Othan at the Great Bazaar as her brother Sevil was one of the those killed. Almalexia warns you not to kill Eno, as she fears that he might become a martyr.
Meralyn Othan
Meralyn can be found at the top of the stairs on the East side of the Bazaar. She tells you that the cult is a suicide cult, with no constructive beliefs, and that they can be found often outside The Winged Guar in the Godsreach district. The cult believes that the Tribunal has lost their power and that the end times are near (hence their name). Meralyn believes that Eno is simply a lunatic, preaching to those that wish to listen.
Eno Romari
You'll find Eno wearing a white robe just outside the entrance to the Winged Guar. According to Eno, the cult is simply a peaceful group, teaching the path to enlightenment. Talk to him about the End of Times and the Cleansing to receive journal entries. Once you get this information, return to Almalexia.
Return to Almalexia
The Lady is just a little miffed over the arrogance displayed by Eno and seems very intent on making her true power visible. She tells you to travel to the ruins of Bamz-Amschend and activate the Karstangz-Bcharn within it. Once activated, this Dwemer weather machine will cause ash storms and give evidence of her continued power. She gives you a Powered Dwemer Coherer to activate the device.
The Dwemer Ruin
Return to the Plaza Brindisi Dorom and the destroyed statue at the center of it. Climb up on it and you'll see a crack in the floor leading down to darkness as well as a ladder. Click the ladder to begin your exploration in Bamz-Amschend, Hearthfire Hall. There are 14 or so areas that you can explore in this dungeon (listed below) though you don't necessarily need to explore them all to complete this part of the quest:
:#Bamz-Amschend, Hearthfire Hall
:#Bamz-Amschend, Passage of Whispers
:#Bamz-Amschend, Hall of Winds
:#Bamz-Amschend, Hall of Wails
:#Bamz-Amschend, Radac's Forge
:#Bamz-Amschend, Passage of the Walker
:#Bamz-Amschend, Kings Walk
:#Bamz-Amschend, Skybreak Gallery
:#Norenen-dur
:#Norenen-dur, The Grand Stair
:#Norenen-dur, The Teeth that Gnash
:#Norenen-dur, Citadel of Myn Dhrur
:#Norenen-dur, The Wailingdelve
:#Norenen-dur, Basilica of Divine Whispers
:You'll find the usual assortment of Dwemer constructs that you'll have to deal with. The variants from the original game should prove no challenge, but watch out for the Centurion Archers who pack quite a punch with their Dwarven Darts
Radac's Forge and Blocked Passage
There is a which has a good amount of treasure locked up behind it in Radac's Forge, including two Dwemer Satchel Packs which you will need. The key to this door is in the room with the broken Dwemer robot, on the desk on the right side. The Passage of the Walker in the same area is not a usual door, but is blocked by a pile of rocks at the end of a corridor. Activate (click) the rocks and you'll be asked if you wish to place the Satchel Charge (if you don't have the satchels, nothing will happen). Place the charge and run while watching the countdown start at 5 seconds. The blast will clear the way and allow you to continue.
Once inside the Passage of the Walker you'll shortly find another pile of rocks that will ask you for a Satchel Charge, leading on to the Daedric shrine Norenen-dur, which you have to explore during The Blade of Nerevar quest. The only NPC of note located deep inside within the Citadel of Myn Dhrur is the powerful Dremora Khash-Ti Dhrur. There is a Daedric Left Pauldron lying by the waterfall in the Wailingdelve area and a nice Dwemer Pneuma-Trap, a soultrap battleaxe hidden among the rocks and some mushrooms. There is also a Daedric Cuirass near the waterfall, on a rock above the Daedric Pauldron.
Bamz-Amschend, Skybreak Gallery
You'll enter this large round shaped room and on the center platform you will find three levers beside a pile of ash (start worrying now). Presumably the levers somehow control the large door-like structure in the North wall. If you try to activate the levers now, you'll receive a message that This lever cannot be used until the machine is powered on. Turn around and you'll find a Dwemer Junction Box which has a strange hole shape, evidence of a missing piece of some sort. Perhaps that Powered Dwemer Coherer that Almalexia gave you would come in handy here. You'll now have to fiddle with the levers behind you until you receive a journal entry about the machine causing ashstorms in Mournhold. Watch the pictures in on the wall in front of you. The correct combination is with the right lever towards you, and the other two away from you. The picture should be the one that looks like an erupting volcano and you get a message saying that this should cause ashstorms in Mournhold.
Each of the eight possible combination has an associated weather pattern, corresponding either to normal weather (which can change) or to a weather constantly fixed to a specific type. Blight storms, snow and blizzard are not possible. If the machine is used to restore the weather to normal, however, Mournhold will have a different weather pattern from what it initially had.
Return to Almalexia
Since her Lady's business is now complete, return to Almalexia in the Temple for her blessings. Talk to Almalexia again for your next quest.
Notes
You will not be able to start the miscellaneous quest Estate Sale after completing this quest and before completing The Mad God (i.e. while there are ashstorms in Mournhold) as Geon Auline's greeting will be replaced with a generic one regarding the ashstorm.
After activation of the Dwemer weather machine, the trees within Mournhold become wilted, and remain so until the final stage of The Mad God.
Bugs
This can be bypassed using the console command .
Quest Stages
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https://en.uesp.net/wiki/Tribunal:The_Missing_Hand
|
Tribunal:The Missing Hand
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Tribunal:Almalexia|Almalexia]] in the [[Tribunal:Temple Courtyard|Temple Courtyard]]
|Reward=Your Choice of a permanent Divine blessing
|ID=TR_MissingHand_02 (also TR_MissingHand_01)
|Prev=[[Tribunal:A Show of Power|A Show of Power]]
|Next=[[Tribunal:The Blade of Nerevar|The Blade of Nerevar]]
|Loc=[[Tribunal:Temple_Courtyard|Temple]], [[Tribunal:Godsreach|Godsreach]]
|Disp=+10 ([[Tribunal:Almalexia|Almalexia]])
|SuggLevel=30+
|SuggItem=Healing Magic
|Difficulty=Hard
|image=TR-npc-Salas Valor.jpg
|imgdesc=Kill Salas Valor for Almalexia
|description=Take care of one of the Hands of Almalexia who has abandoned his post.
}}
==Quick Walkthrough==
#Speak with [[Tribunal:Almalexia|Almalexia]] who will tell you of [[Tribunal:Salas Valor|Salas Valor]].
#Find Salas Valor in the [[Tribunal:Godsreach|Godsreach]] district, dressed like a High Ordinator.
#Talk to Salas, which will cause him to initiate combat. Kill him, and loot his valuable gear.
#Return to Almalexia once Salas is dead to receive your additional reward.
==Detailed Walkthrough==
===Almalexia===
Speak once again to Lady [[Tribunal:Almalexia|Almalexia]] in the [[Morrowind:Tribunal Temple|Temple]] to receive your next task. It appears that one of [[Tribunal:Her Hands|Her Hands]] has abandoned her. [[Tribunal:Salas Valor|Salas Valor]] is now spreading slander and lies about the goddess to those who will listen, though Almalexia attributes this to madness caused by her very presence. Salas can currently be found somewhere in the streets and sewers of [[Tribunal:Mournhold|Mournhold]]. Your task is to stop him from slandering the goddess by any means necessary.
===Salas Valor===
If you ask [[Tribunal:Fedris_Hler|Fedris Hler]] about the Hands of Almalexia, he will tell you there's a frustrated Hand wandering around in Godsreach. He will look like an ordinary High Ordinator, but his equipment has the magical shine to it. Be well-prepared beforehand, as combat will start as soon as you finish speaking with him. Salas is one of the tougher fights in the game. (See [[#Strategies|Strategies]], below, for details.)
Once Salas is dead, feel free to loot the nice selection of enchanted items from his corpse. However, beware of equipping the cuirass or the helmet, since talking to a High Ordinator with either of these items equipped will cause them to attack you, just like equipping Indoril armor in Vvardenfell. The Hands of Almalexia will not attack however they will state that they restrain themselves at the command of their lady. Likewise, avoid wearing this armor near the regular Ordinators when you return to Vvardenfell.
Of course, you can learn why he has abandoned Almalexia by asking him about being an Ordinator. He will explain that his duties and the god's personality had driven him to leave.
===Return to Almalexia===
The deed done, return to Almalexia to report. She grieves for the loss of Salas (well, a little) and offers you several possible rewards:
:#'''Her Ironskin''': Constant 5 point bonus to [[Morrowind:Unarmored|Unarmored]], plus [[Morrowind:Light Armor|Light]], [[Morrowind:Medium Armor|Medium]] and [[Morrowind:Heavy Armor|Heavy Armor]]. This is implemented as an ability rather than a spell so it will boost skills above 100.
:#'''Her Guard Against Terror''': Constant [[Morrowind:Resist Paralysis|Resist Paralysis]] (20%)
:#'''Her Reflected Glory''': Constant [[Morrowind:Fortify Health|Fortify Health]] (10 points)
You may also decline a reward.
==Strategies==
*Salas Valor has a lot of Health, heals himself with potions, is magic-resistant (though not completely), and deals a decent blow with his sword (which drains your Strength). Healing potions, magical shields, and enchanted armors and items are highly recommended. So is nimble combat; as with [[Tribunal:Gaenor|Gaenor]], Salas is not someone you want to just stand still and trade blows with.
*During the fight, if you need some time to heal or regroup you can duck inside a building. When you come back outside, Salas will still be there, at the same health level, you left him, as long as you do not use Rest and do not delay (with Wait or by just letting the game run idly) for several game-days (many aspects of NPCs reset after 72 hours of the PC not being in the same cell). If you have completely run away from the fight, to try again after more leveling and training, you may have to reinitiate dialogue to trigger him to attack again, as he may have "forgotten" (and healed up).
*Those with a high [[Morrowind:Sneak|Sneak]] skill may find themselves able to make this fight a breeze by cautiously pickpocketing Valor's enchanted [[Tribunal:Ebony Scimitar|Ebony Scimitar]]. This is an extremely powerful weapon which is the major reason this battle is so difficult. By default, he has [[Tribunal:Her Dart|Her Darts]] equipped, which are also powerful (and can blind you) but this allows you to steal his more powerful melee weapon and keep it out of the fight (or at least his side of it), making the battle considerably easier. However, this is not a viable option unless your Sneak skill is in the 70+ range. Any lower and it will surely fail. Lower than 100 may still also fail. Fortunately, if you have started '''[[Tribunal:An Assassination Attempt|An Assassination Attempt]]''', a Sneak trainer does business at [[Tribunal:The Winged Guar|The Winged Guar]], up to level 87. Note that a very short-term (e.g., 5 or 10 second) [[Morrowind:Fortify Skill|Fortify Sneak]] +100 on Self spell has a low casting cost.
*An inventive but low-risk way to kill Salas is to use a spell or item of [[Morrowind:Jump|Jump]] (because [[Morrowind:Levitate|Levitate]] does not work in Mournhold), and a number of high-power missiles or ranged spells. [[Tribunal:Dwarven Dart|Dwarven Dart]]s from the Dwemer ruins in [[Tribunal:Bamz-Amschend|Bamz-Amschend]] are a good bet, as is firing the higher-end enchanted bolts with the Dwarven Crossbow. Cast the Jump spell and speak with Salas, then jump on top of the nearest building. Feel free to drop all of your armor first, because he won't be able to reach you, and the encumbrance reduction will help ensure that you can jump high enough. Once on top of a building, use your ranged attacks. Take your time lining up the shots, as there is no rush and you are safe. When he falls soon enough, you can jump (with high [[Morrowind:Acrobat|Acrobat]] skill) or [[Morrowind:Slowfall|Slowfall]] back down, unscathed, to pick up his and your armor. Note: Sometimes NPCs lapse into panic-and-run-around mode when the PC is far out of reach; it is good to have a strong, ranged, area-of-effect [[Morrowind:Rally|Rally Humanoid]] spell in case this happens (area because it can be remarkably difficult to hit a panicked moving target).
*If you are really having problems with this enemy, you can simply use the [[Morrowind:Hints#Melee_Combat_Hints|Sujamma trick]] which will make this fight really easy and closable in just a few hits.
==Notes==
*Be warned that even though Almalexia gave you this quest, if you attack Salas yourself, rather than triggering him to attack you through dialogue, the High Ordinators will come to his aid and you will have a [[Morrowind:Bounty|Bounty]]. (Technically, you could also cast [[Morrowind:Frenzy|Frenzy Humanoid]] on him, without initiating dialogue, but this is not worth the Magicka expenditure.)
*Be sure to take the enchanted [[Tribunal:Her Hand's Armor|Her Hand's Armor]] from Valor's corpse, either to wear (but see above about wearing the helm or cuirass around Ordinators) or to sell. It is one of the most valuable suits in the game and is also very effective armor, despite its weight.
*Using [[Morrowind:Calm|Calm Humanoid]] to talk to Salas Valor again is pointless. He will re-attack you after you talk to him, and if you strike him or cast a hostile spell while the Calm effect is still active, this will result in you getting a Bounty.
*If you refuse to take a reward from Almalexia, you miss out on a useful new ability or spell. It was originally also intended that Almalexia would be offended enough by the rejection that her [[Morrowind:Disposition|Disposition]] would drop by 30 points. In the released version of the game, however, Almalexia is technically a [[Morrowind:Creatures|Creature]] not an NPC, and thus does not have Disposition. (Some code-patching projects have made her, and some other important Creature-coded figures like Vivec, into NPCs, both to resolve this glitch and so that the living gods cannot be [[Morrowind:Soul Trap|soul-trapped]].)
* For almost all cases, the best of the available rewards is Her Ironskin, since it is useful for all players, and will raise your defensive skills above 100, a rare opportunity (and it will raise your [[Morrowind:Armor Rating|Armor Rating]] by more than +5). Her Guard Against Terror is trivial; you can create an enchanted Constant Effect item with much higher Resist Paralysis than 20% (and should strongly consider doing this with multiple items to have 100% resistance by the time you start regularly encountering [[Morrowind:Hunger|Hungers]], and higher-level [[Tribunal:Dark Brotherhood|Dark Brotherhood]] assassins with paralyzing jinkblades). The 10 points of Fortify Health provided by Her Reflected Glory is a low-end reward for the same do-it-better-yourself reason, and further because 10 points at a high character level is just a drop in the bucket.
*It is possible to start this quest without speaking to Almalexia. You may find Salas Valor in Godsreach, and you can kill him on your own, then speak to Almalexia for your reward. She will ''offer'' you an alternative (and also trivial) reward (and only one): '''Her Tamed Lightning''', Constant [[Morrowind:Lightning Shield|Lightning Shield]] (10 points). Due to a glitch, you will ''actually'' receive Her Guard Against Terror, Constant Resist Paralysis (20%), which is one of the two lesser of the rewards normally offered as options.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=TR_MissingHand_02
|1||Almalexia has sent me to deal with Salas Valor, one of Her elite guards, the Hands, who has gone mad, and who now presents a threat to Almalexia. She says She pities him, and knows that he is not responsible for his actions, but She says he is very dangerous, and I may not be able to spare his life.
|10||I went to speak with Salas Valor, but it is almost as though he had been waiting for me. He seemed to know that Almalexia had sent me, and that she wanted one or both of us dead. He told me to make my peace with the gods, then attacked me.
|90||Salas Valor is dead. Any threat he represented to the peace of Mournhold is now eliminated. I should report to Almalexia.
|100|fin|I reported to Almalexia that Salas Valor is dead, and that any threat he represented to the peace of Mournhold is now eliminated. She was pleased, and rewarded me with a special divine blessing.
|110|fin|I reported to Almalexia that Salas Valor is dead, and that any threat he represented to the peace of Mournhold is now eliminated. She was pleased, and offered to reward me with a special divine blessing. I declined her blessing, however, and I think she was less pleased by that.
|!||TR_MissingHand_01
|1||I encountered a Dunmer named Salas Valor dressed in splendid armor. He seemed very angry -- perhaps a little mad -- and more than a little dangerous.
|10||I encountered a Dunmer named Salas Valor dressed in splendid armor. He seemed very angry -- perhaps a little mad -- and more than a little dangerous. I asked him about his armor, and he said it is the armor of Almalexia's Hands, Her most loyal and trusted guards and followers. He says he was one of Her Hands, but no more.
|90||I have killed Salas Valor.
}}
{{Quest Footer|Prev=[[Tribunal:A Show of Power|A Show of Power]]|Next=[[Tribunal:The Blade of Nerevar|The Blade of Nerevar]]|Up=[[Tribunal:Main_Quest|Main Quest Page]]}}
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2021-04-05T17:20:48Z
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Enobot
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Quick Walkthrough
#Speak with Almalexia who will tell you of Salas Valor.
#Find Salas Valor in the Godsreach district, dressed like a High Ordinator.
#Talk to Salas, which will cause him to initiate combat. Kill him, and loot his valuable gear.
#Return to Almalexia once Salas is dead to receive your additional reward.
Detailed Walkthrough
Almalexia
Speak once again to Lady Almalexia in the Temple to receive your next task. It appears that one of Her Hands has abandoned her. Salas Valor is now spreading slander and lies about the goddess to those who will listen, though Almalexia attributes this to madness caused by her very presence. Salas can currently be found somewhere in the streets and sewers of Mournhold. Your task is to stop him from slandering the goddess by any means necessary.
Salas Valor
If you ask Fedris Hler about the Hands of Almalexia, he will tell you there's a frustrated Hand wandering around in Godsreach. He will look like an ordinary High Ordinator, but his equipment has the magical shine to it. Be well-prepared beforehand, as combat will start as soon as you finish speaking with him. Salas is one of the tougher fights in the game. (See Strategies, below, for details.)
Once Salas is dead, feel free to loot the nice selection of enchanted items from his corpse. However, beware of equipping the cuirass or the helmet, since talking to a High Ordinator with either of these items equipped will cause them to attack you, just like equipping Indoril armor in Vvardenfell. The Hands of Almalexia will not attack however they will state that they restrain themselves at the command of their lady. Likewise, avoid wearing this armor near the regular Ordinators when you return to Vvardenfell.
Of course, you can learn why he has abandoned Almalexia by asking him about being an Ordinator. He will explain that his duties and the god's personality had driven him to leave.
Return to Almalexia
The deed done, return to Almalexia to report. She grieves for the loss of Salas (well, a little) and offers you several possible rewards:
:#Her Ironskin: Constant 5 point bonus to Unarmored, plus Light, Medium and Heavy Armor. This is implemented as an ability rather than a spell so it will boost skills above 100.
:#Her Guard Against Terror: Constant Resist Paralysis (20%)
:#Her Reflected Glory: Constant Fortify Health (10 points)
You may also decline a reward.
Strategies
Salas Valor has a lot of Health, heals himself with potions, is magic-resistant (though not completely), and deals a decent blow with his sword (which drains your Strength). Healing potions, magical shields, and enchanted armors and items are highly recommended. So is nimble combat; as with Gaenor, Salas is not someone you want to just stand still and trade blows with.
During the fight, if you need some time to heal or regroup you can duck inside a building. When you come back outside, Salas will still be there, at the same health level, you left him, as long as you do not use Rest and do not delay (with Wait or by just letting the game run idly) for several game-days (many aspects of NPCs reset after 72 hours of the PC not being in the same cell). If you have completely run away from the fight, to try again after more leveling and training, you may have to reinitiate dialogue to trigger him to attack again, as he may have "forgotten" (and healed up).
Those with a high Sneak skill may find themselves able to make this fight a breeze by cautiously pickpocketing Valor's enchanted Ebony Scimitar. This is an extremely powerful weapon which is the major reason this battle is so difficult. By default, he has Her Darts equipped, which are also powerful (and can blind you) but this allows you to steal his more powerful melee weapon and keep it out of the fight (or at least his side of it), making the battle considerably easier. However, this is not a viable option unless your Sneak skill is in the 70+ range. Any lower and it will surely fail. Lower than 100 may still also fail. Fortunately, if you have started An Assassination Attempt, a Sneak trainer does business at The Winged Guar, up to level 87. Note that a very short-term (e.g., 5 or 10 second) Fortify Sneak +100 on Self spell has a low casting cost.
An inventive but low-risk way to kill Salas is to use a spell or item of Jump (because Levitate does not work in Mournhold), and a number of high-power missiles or ranged spells. Dwarven Darts from the Dwemer ruins in Bamz-Amschend are a good bet, as is firing the higher-end enchanted bolts with the Dwarven Crossbow. Cast the Jump spell and speak with Salas, then jump on top of the nearest building. Feel free to drop all of your armor first, because he won't be able to reach you, and the encumbrance reduction will help ensure that you can jump high enough. Once on top of a building, use your ranged attacks. Take your time lining up the shots, as there is no rush and you are safe. When he falls soon enough, you can jump (with high Acrobat skill) or Slowfall back down, unscathed, to pick up his and your armor. Note: Sometimes NPCs lapse into panic-and-run-around mode when the PC is far out of reach; it is good to have a strong, ranged, area-of-effect Rally Humanoid spell in case this happens (area because it can be remarkably difficult to hit a panicked moving target).
If you are really having problems with this enemy, you can simply use the Sujamma trick which will make this fight really easy and closable in just a few hits.
Notes
Be warned that even though Almalexia gave you this quest, if you attack Salas yourself, rather than triggering him to attack you through dialogue, the High Ordinators will come to his aid and you will have a Bounty. (Technically, you could also cast Frenzy Humanoid on him, without initiating dialogue, but this is not worth the Magicka expenditure.)
Be sure to take the enchanted Her Hand's Armor from Valor's corpse, either to wear (but see above about wearing the helm or cuirass around Ordinators) or to sell. It is one of the most valuable suits in the game and is also very effective armor, despite its weight.
Using Calm Humanoid to talk to Salas Valor again is pointless. He will re-attack you after you talk to him, and if you strike him or cast a hostile spell while the Calm effect is still active, this will result in you getting a Bounty.
If you refuse to take a reward from Almalexia, you miss out on a useful new ability or spell. It was originally also intended that Almalexia would be offended enough by the rejection that her Disposition would drop by 30 points. In the released version of the game, however, Almalexia is technically a Creature not an NPC, and thus does not have Disposition. (Some code-patching projects have made her, and some other important Creature-coded figures like Vivec, into NPCs, both to resolve this glitch and so that the living gods cannot be soul-trapped.)
For almost all cases, the best of the available rewards is Her Ironskin, since it is useful for all players, and will raise your defensive skills above 100, a rare opportunity (and it will raise your Armor Rating by more than +5). Her Guard Against Terror is trivial; you can create an enchanted Constant Effect item with much higher Resist Paralysis than 20% (and should strongly consider doing this with multiple items to have 100% resistance by the time you start regularly encountering Hungers, and higher-level Dark Brotherhood assassins with paralyzing jinkblades). The 10 points of Fortify Health provided by Her Reflected Glory is a low-end reward for the same do-it-better-yourself reason, and further because 10 points at a high character level is just a drop in the bucket.
It is possible to start this quest without speaking to Almalexia. You may find Salas Valor in Godsreach, and you can kill him on your own, then speak to Almalexia for your reward. She will offer you an alternative (and also trivial) reward (and only one): Her Tamed Lightning, Constant Lightning Shield (10 points). Due to a glitch, you will actually receive Her Guard Against Terror, Constant Resist Paralysis (20%), which is one of the two lesser of the rewards normally offered as options.
Quest Stages
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https://en.uesp.net/wiki/Tribunal:The_Blade_of_Nerevar
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Tribunal:The Blade of Nerevar
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Tribunal:Almalexia|Almalexia]] in the [[Tribunal:Temple Courtyard|Temple Courtyard]]
|Reward=[[Tribunal:Trueflame|Trueflame]]
|ID=TR_Blade
|Prev=[[Tribunal:The Missing Hand|The Missing Hand]]
|Next=[[Tribunal:The Mad God|The Mad God]]
|Loc=[[Tribunal:Royal Palace|Royal Palace]], [[Tribunal:Temple Courtyard|Temple]], [[Tribunal:Godsreach|Godsreach]], [[Tribunal:Bamz-Amschend|Bamz-Amschend]], [[Tribunal:Norenen-dur|Norenen-dur]]
|SuggLevel=25+
|ReqItem=Pyroil Tar (Received during the quest), two artifacts
|Difficulty=Medium
|image=TR-quest-The Blade of Nerevar.jpg
|imgdesc=The three pieces needed to forge Trueflame
|description=Gather the three broken pieces of this legendary blade to reforge it.
}}
==Quick Walkthrough==
#Speak to [[Tribunal:Almalexia|Almalexia]] to be told of the [[Tribunal:Trueflame|Trueflame]] blade and receive one of the three [[Tribunal:Broken Dwemer Blade Piece|broken pieces]].
#Speak with [[Tribunal:Barenziah|Barenziah]] about the blade, then with [[Tribunal:Karrod|Karrod]] who will give you the [[Tribunal:Odd Dwemer Weapon|second blade piece]].
#Speak with Torasa Aram in the [[Tribunal:Godsreach#Museum of Artifacts|Museum of Artifacts]] in the Godsreach district. Donate two artifacts and receive a [[Tribunal:Dwemer Battle Shield|Dwemer Battle Shield]].
#Bring the Battle shield to Yagak who will extract the third blade piece from it.
#Have Yagak forge the three blade pieces into the Trueflame (takes two days).
#Speak with Yagak about enchanting it and be directed to the [[Tribunal:Bamz-Amschend|Bamz-Amschend]] ruins once again.
#Travel to the Radac's Forge section of the ruins and talk to the ghost [[Tribunal:Radac Stungnthumz|Radac Stungnthumz]].
#Go to the Daedric [[Tribunal:Norenen-dur|Shrine of Norenen-dur]] in the Citadel of Myn Dhrur and recover a bottle of [[Tribunal:Pyroil Tar|Pyroil Tar]].
#Return to Radac with the tar to have him enchant the blade.
#Return to Almalexia to complete the quest.
==Detailed Walkthrough==
===Almalexia===
Speak once again to Lady Almalexia in the Temple who now believes that you are the Nerevarine (even if you haven't finished the main Morrowind quest). She tells you a story of two blades, [[Tribunal:Hopesfire|Hopesfire]] and [[Tribunal:Trueflame|Trueflame]]. Hopesfire has been kept safe with the goddess, however its twin blade was lost at the battle of [[Morrowind:Red Mountain|Red Mountain]]. The blade was shattered into three pieces, one of which Almalexia gives to you, and the other two which you must find in order to complete the blade. The goddess suggests asking around those knowledgeable in the city for further guidance in finding the blade pieces and having them reforged.
===Searching for a Craftsman===
Finding the craftsman to forge the three pieces is relatively easily. Most people will point you in the direction of [[Tribunal:Yagak gro-Gluk|Yagak gro-Gluk]] in the [[Tribunal:Godsreach#Craftsman's Hall|Craftsman's Hall]] of Godsreach. Yagak gladly volunteers to combine the pieces but has no information about the location of the remaining two.
===Searching for the Pieces===
[[Image:TR-creature-Radac Stungnthumz.jpg|thumb|Radac Stungnthumz can forge a shiny blade]]
Finding someone who knows about the pieces is difficult, but remember Almalexia's hint of speaking to people you've used for guidance before. [[Tribunal:Barenziah|Queen Barenziah]] is one of those people and directs you to speak with Karrod, [[Tribunal:King Hlaalu Helseth|Helseth's]] bodyguard which you defeated earlier in a duel. Indeed, speak with Karrod about the blade pieces and he'll actually give you one which his father handed down to him when he was young.
:'''Note:''' In order to speak to Karrod, you must have dueled with him in [[Tribunal:Helseth's Champion|Helseth's Champion]]. If you want to skip those quests, you'll find the [[Tribunal:Odd Dwemer Weapon|Odd Dwemer Weapon]] on Karrod's body, but attacking him will cause the whole Royal Guard to come to his defense.
:'''Note:''' There is a bug that prevents Karrod from giving you the piece if you do the main quest in strange order. If this happens, you can give yourself his piece with the console command player->additem "bladepiece_01" 1
===Artifact Museum===
Next, speak with [[Tribunal:Torasa Aram|Torasa Aram]] in the Museum of Artifacts in the Godsreach district. Though she says she doesn't have the third piece, she does have a shield from the same period which she can part with if you make some artifact donations to the museum. You will have to donate (not sell) two artifacts to the museum and you can read the [[Tribunal:Famed Artifacts of Tamriel|book]] lying on the bench on the south wall of the museum entrance to see which ones you can donate. Some items listed in the book, such as the [[Morrowind:Ring of Khajiit|Ring of Khajiit]] or the [[Morrowind:Masque of Clavicus Vile|Masque of Clavicus Vile]], cannot be sold despite being genuine artifacts.
{|
|-valign=top
|
{|class=wikitable
|-
!Item Name!!Item ID!!Variable Name
|-
|[[Morrowind:Auriel's Bow (artifact)|Auriel's Bow]]||{{Small|ebony_bow_auriel}}||aurielbow
|-
|[[Morrowind:Auriel's Shield|Auriel's Shield]]||{{Small|ebony_shield_auriel}}||aurielshield
|-
|[[Tribunal:BiPolar Blade|BiPolar Blade]]||{{Small|Bipolar Blade}}||bipolarblade
|-
|[[Morrowind:Bloodworm Helm|Bloodworm Helm]]||{{Small|bloodworm_helm_unique}}||helmbloodworm
|-
|[[Morrowind:Boots of the Apostle (artifact)|Boots of the Apostle]]||{{Small|boots_apostle_unique}}||bootsapostle
|-
|[[Morrowind:Boots of Blinding Speed|Boots of Blinding Speed]]||{{Small|boots of blinding speed[unique]}}||bootsblinding
|-
|[[Morrowind:Bow of Shadows|Bow of Shadows]]||{{Small|longbow_shadows_unique}}||bowshadows
|-
|[[Morrowind:Chrysamere|Chrysamere]]||{{Small|claymore_chrysamere_unique}}||chrysamere
|-
|[[Morrowind:Cuirass of the Savior's Hide|Cuirass of the Savior's Hide]]||{{Small|cuirass_savior_unique}}||saviorshide
|-
|[[Morrowind:Fang of Haynekhtnamet|Fang of Haynekhtnamet]]||{{Small|dagger_fang_unique}}||daggerfang
|-
|[[Tribunal:Dagger of Symmachus|Dagger of Symmachus]]||{{Small|glass dagger_symmachus_unique}}||dagsym
|-
|[[Morrowind:Skull Crusher|Skull Crusher]]||{{Small|warhammer_crusher_unique}}||skullcrusher
|-
|[[Morrowind:Spear of Bitter Mercy|Spear of Bitter Mercy]]||{{Small|spear_mercy_unique}}||bittermercy
|-
|[[Morrowind:Spell Breaker|Spell Breaker]]||{{Small|spell_breaker_unique}}||spellbreaker
|-
|[[Morrowind:Staff of Hasedoki|Staff of Hasedoki]]||{{Small|staff_hasedoki_unique}}||staffhasedoki
|-
|[[Morrowind:Staff of Magnus (artifact)|Staff of Magnus]]||{{Small|staff_magnus_unique}}||staffmagnus
|}
|
{|class=wikitable
|-
!Item Name!!Item ID!!Variable Name
|-
|[[Morrowind:Dragonbone cuirass|Dragonbone cuirass]]||{{Small|dragonbone_cuirass_unique}}||dragonbone
|-
|[[Morrowind:Ebony Mail (artifact)|Ebony Mail]]||{{Small|ebon_plate_cuirass_unique}}||ebonymail
|-
|[[Morrowind:Eleidon's Ward|Eleidon's Ward]]||{{Small|towershield_eleidon_unique}}||eleidonsward
|-
|[[Morrowind:Goldbrand|Goldbrand]]||{{Small|katana_goldbrand_unique}}||goldbrand
|-
|[[Morrowind:Helm of Oreyn Bearclaw|Helm of Oreyn Bearclaw]]||{{Small|helm_bearclaw_unique}}||helmbearclaw
|-
|[[Morrowind:Ice Blade of the Monarch (artifact)|Ice Blade of the Monarch]]||{{Small|claymore_iceblade_unique}}||iceblade
|-
|[[Morrowind:Lord's Mail (artifact)|Lord's Mail]]||{{Small|lords_cuirass_unique}}||lordsmail
|-
|[[Morrowind:Mace of Molag Bal|Mace of Molag Bal]]||{{Small|mace of molag bal_unique}}||macemolagbal
|-
|[[Tribunal:Mace of Slurring|Mace of Slurring]]||{{Small|Mace of Slurring}}||maceslurring
|-
|[[Morrowind:Ring of Phynaster|Ring of Phynaster]]||{{Small|ring_phynaster_unique}}||ringphynaster
|-
|[[Tribunal:Robe of the Lich|Robe of the Lich]]||{{Small|robe_lich_unique}}||robelich
|-
|[[Morrowind:Ten Pace Boots|Ten Pace Boots]]||{{Small|tenpaceboots}}||bootstenpace
|-
|[[Morrowind:Umbra Sword|Umbra Sword]]||{{Small|longsword_umbra_unique}}||umbrasword
|-
|[[Morrowind:Vampiric Ring|Vampiric Ring]]||{{Small|ring_vampiric_unique}}||ringvampiric
|-
|[[Morrowind:Veloth's Judgement|Veloth's Judgement]]||{{Small|daedric warhammer_ttgd}}||velothjudgment
|-
|[[Morrowind:Warlock's Ring (artifact)|Warlock's Ring]]||{{Small|ring_warlock_unique}}||ringwarlock
|}
|}
That is a large list, and you may have left or sold most of these back on the island of Vvardenfell, or if you do have any of them you are most likely using them. The Robe of the Lich, Mace of Slurring and the BiPolar Blade are items with fairly useless enchantments and are found in the expansion, making them ideal candidates for donation. Don't worry too much about it; if you are very stealthy, the items can be stolen directly off of their podiums later. If you choose to do this, do not attempt to sell/donate them back to Torasa, as she will recognize the stolen item and call for the guards, and never accept artifacts from you again.
With any two donations you receive the [[Tribunal:Dwemer Battle Shield|Dwemer Battle Shield]]. Torasa mentions that the spike on the front of the shield is loose but that most smiths would be able to repair it.
[[Image:TR-weapon-Trueflame_(unenchanted).jpg|thumb|Trueflame forged]]
===Forging the Blade===
Return to Yagak gro-Gluk in the Craftsman Hall of Godsreach with your three items (Odd Dwemer Weapon, Dwemer Battle Shield, and Broken Dwemer Blade Piece). Talk to him about the Dwemer Battle shield and he'll separate the third blade piece from the otherwise regular Dwemer shield. Then talk to him about forging the blade and he'll take the three broken blade pieces and tell you to come back in two days. Indeed, after two days he'll give you the finished blade though without any enchantments on it (he says to see a Dwemer if you want it enchanted).
===Enchanting the Blade===
Now you have to enchant the blade, as Yagak had mentioned. If you pester Yagak further and ask him about the talk to a Dwemer topic, he'll suggest that you return to [[Tribunal:Bamz-Amschend|Bamz-Amschend]]. If you return to Almalexia at this point, she will tell you to return to the one who forged the blade to get it enchanted. Follow Yagak's advice and re-enter the Dwemer ruins. You'll want to travel back to Radac's Forge and find the ghost of [[Tribunal:Radac Stungnthumz|Radac Stungnthumz]] now wandering the middle-East area next to the large robot. Radac will tell you to return to him some [[Tribunal:Pyroil Tar|Pyroil Tar]] in order to enchant the blade. The Tar can be found deep within the Daedric Shrine of [[Tribunal:Norenen-dur|Norenen-dur]] in the Citadel of Myn Dhrur. There are three Pyroil Tars that you can find and any will work.
:#One carried by the Dremora Lord, [[Tribunal:Khash-Ti Dhrur|Khash-Ti Dhrur]], in Norenen-dur, Citadel of Myn Dhrur.
:#Two sitting at the bottom of the waterfall in Norenen-dur, the Wailingdelve.
:Return to Radac with the Tar and he'll enchant the blade for you.
===Return to Almalexia===
Return to Almalexia to receive her congratulations for reforging the blade. Speak with her again to receive the next quest.
==Notes==
* If Karrod refuses to give you the piece after you have beaten him, you probably need to speak with Helseth again. Getting the dagger is not enough; only after Helseth tells you to investigate Almalexia and not to talk to him again will Karrod be triggered to hand over the blade. The Helseth's Champion quest will remain active until you finish the main quest.
* When you acquire the weapon from Karrod, the journal reports that it's ''a deadly shortblade'', while it's actually classified as long blade.
==Bugs==
{{bug|{{xbox22}} In the Xbox Game of the Year edition sometimes Torasa Aram will ask for three donations instead of two. It is unknown how this bug is triggered since it doesn't happen every time.(Also has occured on PC version)}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=TR_Blade
|10||Almalexia believes me to be the Nerevarine, the reincarnation of her former lover, Nerevar. She believes that together the two of us might be able to free Morrowind from Imperial rule.
|15||Almalexia has told me of Trueflame and Hopesfire, the blades of Nerevar and Almalexia. Trueflame was apparently lost at the Battle of Red Mountain.
|20||According to Almalexia, the pieces of the blade are all in Mournhold. She has given me the first, and when I find the other two, I am to find the craftsman who will best be able to forge the blade.
|25||Barenziah has suggested that Karrod, Helseth's champion, may have one of the pieces of the blade. I will need to duel him in order to have access to him, though, and I will first need to convince King Helseth to allow the duel to take place.
|30||Barenziah suggests that Karrod, Helseth's champion, may have a piece of the blade. As I have already bested him in combat, he may be willing to speak with me about these matters.
|35||Because I was able to defeat him, Karrod has given me the piece of the Blade of Nerevar he had. It is a weapon in its own right, a deadly shortblade.
|40||Torasa Aram does not believe she has any of the pieces of the blade, but she does have a unique shield from the same era. She will allow me the use of the item, but only if I make some donations to her museum.
|45||Because I have made substantial contributions to her museum, Torasa Aram has allowed me the use of the Dwemer Battle Shield. She also tells me that the spike attached to the front of the shield seems to be a bit loose, and I might have a competent smith fix it.
|50||After taking the shield to a smith, I've been told that the spike on the shield was not part of the original design, and that it looks like it belonged to a weapon. I believe it to be one of the missing pieces of the blade.
|55||I've been told that the best weaponsmith in town is Yagak gro-Gluk, who is located in the Craftmen's Hall.
|60||Yagak gro-Gluk has told me that he can remake the blade, but it will take him two days to complete it.
|65||I have received the blade from gro-Gluk. It is a beautiful weapon, but it is not a flaming blade, as Almalexia had suggested it would be.
|70||Yagak gro-Gluk says he cannot enchant the blade, but he suggests I visit the ruins of Bamz-Amschend and seek the writings of the Dwemer mystic, Radac Stungnthumz. If I can return with some of the writings, gro-Gluk believes he may be able to enchant the blade for me.
|75||I have spoken with the ghost of Radac Stungnthumz. He tells me that he is not a mystic, nor was he in life. However, if I wish to create a flaming blade, he can help. I am to retrieve the Pyroil Tar from the caves of Myn Dhrur, far beneath the ruins of Bamz-Amschend.
|77||The ghost of Radac Stungnthumz tells me that I can get into Norenen-dur, and the Citadel of Myn Dhrur, through a cave-in at the Passage of the Walker.
|80||I have returned the Pyroil Tar to Radac Stungnthumz, and he has applied it to the blade successfully. I should now return to Almalexia.
|100|fin|I returned to Almalexia with the newly forged Trueflame. She was excited and began to speak of greater things to come.
}}
{{Quest Footer|Prev=[[Tribunal:The Missing Hand|The Missing Hand]]|Next=[[Tribunal:The Mad God|The Mad God]]|Up=[[Tribunal:Main Quest|Main Quest Page]]}}
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Quick Walkthrough
#Speak to Almalexia to be told of the Trueflame blade and receive one of the three broken pieces.
#Speak with Barenziah about the blade, then with Karrod who will give you the second blade piece.
#Speak with Torasa Aram in the Museum of Artifacts in the Godsreach district. Donate two artifacts and receive a Dwemer Battle Shield.
#Bring the Battle shield to Yagak who will extract the third blade piece from it.
#Have Yagak forge the three blade pieces into the Trueflame (takes two days).
#Speak with Yagak about enchanting it and be directed to the Bamz-Amschend ruins once again.
#Travel to the Radac's Forge section of the ruins and talk to the ghost Radac Stungnthumz.
#Go to the Daedric Shrine of Norenen-dur in the Citadel of Myn Dhrur and recover a bottle of Pyroil Tar.
#Return to Radac with the tar to have him enchant the blade.
#Return to Almalexia to complete the quest.
Detailed Walkthrough
Almalexia
Speak once again to Lady Almalexia in the Temple who now believes that you are the Nerevarine (even if you haven't finished the main Morrowind quest). She tells you a story of two blades, Hopesfire and Trueflame. Hopesfire has been kept safe with the goddess, however its twin blade was lost at the battle of Red Mountain. The blade was shattered into three pieces, one of which Almalexia gives to you, and the other two which you must find in order to complete the blade. The goddess suggests asking around those knowledgeable in the city for further guidance in finding the blade pieces and having them reforged.
Searching for a Craftsman
Finding the craftsman to forge the three pieces is relatively easily. Most people will point you in the direction of Yagak gro-Gluk in the Craftsman's Hall of Godsreach. Yagak gladly volunteers to combine the pieces but has no information about the location of the remaining two.
Searching for the Pieces
thumb|Radac Stungnthumz can forge a shiny blade
Finding someone who knows about the pieces is difficult, but remember Almalexia's hint of speaking to people you've used for guidance before. Queen Barenziah is one of those people and directs you to speak with Karrod, Helseth's bodyguard which you defeated earlier in a duel. Indeed, speak with Karrod about the blade pieces and he'll actually give you one which his father handed down to him when he was young.
:Note: In order to speak to Karrod, you must have dueled with him in Helseth's Champion. If you want to skip those quests, you'll find the Odd Dwemer Weapon on Karrod's body, but attacking him will cause the whole Royal Guard to come to his defense.
:Note: There is a bug that prevents Karrod from giving you the piece if you do the main quest in strange order. If this happens, you can give yourself his piece with the console command player->additem "bladepiece_01" 1
Artifact Museum
Next, speak with Torasa Aram in the Museum of Artifacts in the Godsreach district. Though she says she doesn't have the third piece, she does have a shield from the same period which she can part with if you make some artifact donations to the museum. You will have to donate (not sell) two artifacts to the museum and you can read the book lying on the bench on the south wall of the museum entrance to see which ones you can donate. Some items listed in the book, such as the Ring of Khajiit or the Masque of Clavicus Vile, cannot be sold despite being genuine artifacts.
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That is a large list, and you may have left or sold most of these back on the island of Vvardenfell, or if you do have any of them you are most likely using them. The Robe of the Lich, Mace of Slurring and the BiPolar Blade are items with fairly useless enchantments and are found in the expansion, making them ideal candidates for donation. Don't worry too much about it; if you are very stealthy, the items can be stolen directly off of their podiums later. If you choose to do this, do not attempt to sell/donate them back to Torasa, as she will recognize the stolen item and call for the guards, and never accept artifacts from you again.
With any two donations you receive the Dwemer Battle Shield. Torasa mentions that the spike on the front of the shield is loose but that most smiths would be able to repair it.
thumb|Trueflame forged
Forging the Blade
Return to Yagak gro-Gluk in the Craftsman Hall of Godsreach with your three items (Odd Dwemer Weapon, Dwemer Battle Shield, and Broken Dwemer Blade Piece). Talk to him about the Dwemer Battle shield and he'll separate the third blade piece from the otherwise regular Dwemer shield. Then talk to him about forging the blade and he'll take the three broken blade pieces and tell you to come back in two days. Indeed, after two days he'll give you the finished blade though without any enchantments on it (he says to see a Dwemer if you want it enchanted).
Enchanting the Blade
Now you have to enchant the blade, as Yagak had mentioned. If you pester Yagak further and ask him about the talk to a Dwemer topic, he'll suggest that you return to Bamz-Amschend. If you return to Almalexia at this point, she will tell you to return to the one who forged the blade to get it enchanted. Follow Yagak's advice and re-enter the Dwemer ruins. You'll want to travel back to Radac's Forge and find the ghost of Radac Stungnthumz now wandering the middle-East area next to the large robot. Radac will tell you to return to him some Pyroil Tar in order to enchant the blade. The Tar can be found deep within the Daedric Shrine of Norenen-dur in the Citadel of Myn Dhrur. There are three Pyroil Tars that you can find and any will work.
:#One carried by the Dremora Lord, Khash-Ti Dhrur, in Norenen-dur, Citadel of Myn Dhrur.
:#Two sitting at the bottom of the waterfall in Norenen-dur, the Wailingdelve.
:Return to Radac with the Tar and he'll enchant the blade for you.
Return to Almalexia
Return to Almalexia to receive her congratulations for reforging the blade. Speak with her again to receive the next quest.
Notes
If Karrod refuses to give you the piece after you have beaten him, you probably need to speak with Helseth again. Getting the dagger is not enough; only after Helseth tells you to investigate Almalexia and not to talk to him again will Karrod be triggered to hand over the blade. The Helseth's Champion quest will remain active until you finish the main quest.
When you acquire the weapon from Karrod, the journal reports that it's a deadly shortblade, while it's actually classified as long blade.
Bugs
Quest Stages
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https://en.uesp.net/wiki/Tribunal:The_Mad_God
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Tribunal:The Mad God
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<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Tribunal:Almalexia|Almalexia]] in the [[Tribunal:Temple Courtyard|Temple Courtyard]]
|Reward=[[Tribunal:Hopesfire|Hopesfire]], [[Tribunal:Barilzar's Mazed Band (item)|Barilzar's Mazed Band]], [[Tribunal:Royal Guard Armor|Royal Guard Armor]]
|ID=TR_SothaSil
|Prev=[[Tribunal:The Blade of Nerevar|The Blade of Nerevar]]
|Loc=[[Tribunal:Temple_Courtyard|Temple]], [[Tribunal:The_Clockwork_City|Clockwork City]]
|SuggLevel=30+
|ReqItem=Speed Magic
|SuggItem=Health Potions, Empty [[Morrowind:Azura's Star|Azura's Star]], [[Morrowind:Soul Trap|Soul Trap]], [[Morrowind:Boots of Blinding Speed|Boots of Blinding Speed]] (this will fulfill the requirement for speed magic)
|Difficulty=Hard
|Image=TR-creature-Sotha Sil.jpg
|ImgDesc=The Mad God
|description=Find the supposedly mad Sotha Sil in his hidden Clockwork City for Almalexia.
}}
==Quick Walkthrough==
#Speak with [[Tribunal:Almalexia|Almalexia]] and she will teleport you to the [[Tribunal:The Clockwork City|Clockwork City]].
#Move through the Clockwork City, avoiding the variety of traps found there. Note that teleportation and levitation magic will not work in these areas.
#In the Dome of Serlyn, flip the right switch when the machine begins to make a Fabricant to pass through.
#Kill the [[Tribunal:Imperfect|large Fabricant]] in the Dome of the Imperfect.
#Find the body of Sotha Sil in his Dome. Encounter Almalexia when you try to leave.
#Fight Almalexia and kill her (don't forget to soultrap). Loot her body and equip the [[Tribunal:Barilzar's Mazed Band (item)|Mazed Band]] to teleport back to [[Tribunal:Mournhold|Mournhold]].
#Exit the Temple and speak with [[Lore:Azura|Azura]] to finish the [[Tribunal:Main Quest|Tribunal Main Quest]].
#(Optional) Report back to [[Tribunal:King Hlaalu Helseth|King Helseth]] for his thanks and a set of Royal Guard armor.
==Detailed Walkthrough==
===Almalexia===
Speak to Lady [[Tribunal:Almalexia|Almalexia]] in the High Chapel, once the [[Tribunal:Trueflame|Trueflame blade]] has been reforged and she will tell you of the third Tribunal god, [[Tribunal:Sotha Sil|Sotha Sil]]. Apparently, the god has become mad over the years tinkering in his [[Tribunal:The Clockwork City|Clockwork City]]. Almalexia believes that he must be stopped, as he is a danger to all of [[Lore:Morrowind|Morrowind]]. The Trueflame blade is capable of killing Sotha Sil and, of course, it is up to you to do so. When you are ready, the Lady will teleport you to the Clockwork City.
:'''Note:''' Once you go to the Clockwork City, you will be stuck there until completing the quest (recall and intervention spells will not work). Make sure that you have everything you need, before telling Almalexia that you're ready.
===Clockwork City===
[[File:TR-map-Clockwork City.jpg|thumb|300px|right|Map of the Clockwork City]] The first door you encounter can be opened by a small lever, located on a pillar in the center of the room (many of the doors are opened in this manner). The hallway beyond the door contains a couple of swinging blades, which you will want to avoid (they pack quite a punch to both you and your enemies). More traps await you in various areas. In the Hall of Delirium, watch out for the spike trap whenever you see a splotch of blood on the floor. As you explore the city, it is advisable that you take as many elixirs from the Fabricants you encounter as you can - you are likely to need them in order to progress through some of the later areas. The areas of the city are, in order of access:
:#Sotha Sil, Outer Flooded Halls
:#Sotha Sil, Inner Flooded Halls
:#Sotha Sil, Hall of Delirium
:#Sotha Sil, Central Gearworks
:#Sotha Sil, Chamber of Sohleh
:#Sotha Sil, Hall of Theuda
:#Sotha Sil, Dome of Kasia
:#Sotha Sil, Dome of Serlyn
:#Sotha Sil, Hall of Sallaemu
:#Sotha Sil, Dome of Udok
:#Sotha Sil, Hall of Mileitho
:#Sotha Sil, Dome of the Imperfect
:#Sotha Sil, Dome of Sotha Sil
===Dome of Kasia===
The Dome of Kasia contains a trap that requires quick feet to evade. If you look up, you will see a huge, rotating mechanical arm with a saw at its end. As soon as you step onto the balcony, from which you must access the door in order to progress, you are in danger of being hit by the saw, which will kill you instantly. In order to run around to the door quickly enough to avoid the saw, you will need to use [[Morrowind:Fortify Speed|Fortify Speed]] effects in order to increase your running speed. The elixirs dropped by [[Tribunal:Verminous Fabricant|Verminous Fabricants]] fortify speed, and you will probably have to drink several of them in order to beat the saw. Another way to get past this trap is to use a [[Morrowind:Jump|Jump]] or [[Morrowind:Fortify Skill|Fortify Acrobatics]] spell/potion (e.g. the [[Morrowind:Scroll of Icarian Flight|Scroll of Icarian Flight]]) and jump from the floor onto the ledge.
===Dome of Serlyn===
There's a short puzzle in this small area with two levers and a machine that makes the Verminous Fabricants. The left switch opens the front door and the right switch opens the back door; however, you cannot operate both at once. The trick here is to flip the right switch to open the back door, then flip it a second time to close it, then open and close the front door. When the machine starts making noises and the tubes overhead move, open the back door again. The front door then will open automatically to release the Fabricant, leaving both doors open, and you will have a few moments to pass before the front door closes again.
:'''Note:''' if you want to trap the soul of a [[Tribunal:Verminous_Fabricant|Verminous Fabricant]], this is the only moment you can. Only the Verminous Fabricants made by this machine have a soul that you can trap.
===Dome of Udok===
Upon entering this area, you will see a large chasm filled with lava separating you from the door. To your right is a 'rusted lever' which requires a [[Morrowind:Strength|Strength]] of at least 100 to operate. Unless your strength is already at maximum through leveling up, you will need to use [[Morrowind:Fortify Strength|Fortify Strength]] effects in order to push the handle down. Fortunately, the Hulking Fabricants carry an elixir which fortifies strength, but unless you have already obtained enough to increase your strength above 100, you will become trapped in this area, as there is no way back through the Dome of Serlyn. Once you have activated the lever, the bridge is constructed and the way to the door is cleared.
An alternative (though difficult) option is to run around the narrow rim towards the door. If you run around the side to the left of the way in (the side with the verminous fabricant), you should be able to jump onto the bridge. Alternatively, a spell or potion of jump can be used to jump across directly. From here, there is a small gap between the bridge and the wall, on the right-hand side. Through this, if you position yourself correctly, the door can be selected and traveled through.
===Dome of the Imperfect===
You will see two giant Dwemer-like statues guarding the exit in this small dome. While they both look static one of them is in fact active and will attack you when you move close enough (you can see the shadow of the active one if you have them enabled). The construct is called an [[Tribunal:Imperfect|Imperfect]] and it offers quite a fight in this confined space. Imperfect is magic resistant, casts a nasty shock spell and hits very hard. Use whatever strategy you like to defeat it. The Imperfect is quite slow so you could use spells from afar then move in for the final blow. Note that you will be unable to enter the Dome of Sotha Sil until the Imperfect has been killed. Now, take a little breather before entering the next room. The next fight is against the toughest single opponent in Tribunal, so make sure you are ready.
[[Image:TR-creature-Almalexia 03.jpg|thumb|right|Almalexia is getting serious]]
===Dome of Sotha Sil===
When you enter this Dome you'll find the lifeless body of [[Tribunal:Sotha Sil|Sotha Sil]]. Activating his remains will yield an onscreen message: ''"You have found the body of Sotha Sil, his lifeless hulk dangling from a contraption of his own making. Someone has obviously been here before you."'' Now that your job appears to have been done for you, all that's left to do is go back home and tell [[Tribunal:Almalexia|Almalexia]] that Sotha Sil is dead, right? Well, not quite: when you try to leave the Dome, Almalexia will appear before you and launch into a long speech.
From her ramblings, it appears that Almalexia really is the one who has gone mad from the loss of her divine powers, not the late Sotha Sil, and now it is your job to die as a martyr. She reveals that the Fabricant attack on Mournhold was in fact her doing, with the aim of appearing to save the city from the disaster which she in fact caused, thereby rekindling the love of her people. Once her speech is done, the fight is on. Almalexia is no pushover (she's a living god after all), since she has impressively powerful spells, magic resistance, speed, and [[Tribunal:Hopesfire|Hopesfire]], which packs a mighty melee punch.
Try to dodge most of her spells, although [[Morrowind:Spell Absorption|Spell Absorption]] and [[Morrowind:Reflect|Reflect]] spells/enchantments can make this less necessary. If you have [[Morrowind:Azura's Star|Azura's Star]] don't forget to cast [[Morrowind:Soultrap|Soultrap]] on her before delivering the final blow, since her soul has a whopping charge of 1500. Once Almalexia is dead, you'll receive another journal entry and you can recover from her corpse the Hopesfire Blade (similar to the [[Tribunal:Trueflame|Trueflame]] but with shock damage) and the [[Tribunal:Barilzar's Mazed Band (item)|Mazed Band]] which summons a Fabricant for 2 minutes as well as allowing to you to teleport to [[Morrowind:Vivec (city)|Vivec]], [[Tribunal:Mournhold|Mournhold]], or [[Tribunal:The Clockwork City|The Clockwork City]].
===Return to Mournhold===
Equip the Mazed Band and teleport back to Mournhold; you cannot teleport anywhere else at this time. Exit the Temple and you'll be once again greeted by [[Lore:Azura|Azura]]. She confirms what you already might know: it was Almalexia who was mad and not Sotha Sil. She also rids Mournhold of the ashstorms as her "gift to the Dunmer people". You can return to both [[Tribunal:King Hlaalu Helseth|King Helseth]], to let him know what you've discovered and receive a full set of Royal Guard armor (as part of his [[Tribunal:Helseth's_Champion|quest]]), and [[Morrowind:Vivec (god)|Vivec]], to hear his thoughts about the future of [[Lore:Morrowind|Morrowind]]. You can try to tell people what happened, but almost no one will believe you, and they will lose disposition points while shunning you or believing you to be insane.
==Notes==
* Azura will refer to you as the [[Lore:Nerevarine|Nerevarine]], even if you haven't progressed far enough in the [[Morrowind:Main Quest|Morrowind main quest]] to be declared the Nerevarine.
* If you've already completed the main quest, you can discuss [[Tribunal:Almalexia|Almalexia]]'s death with [[Morrowind:Vivec (god)|Vivec]].
* Almalexia's soul is the most valuable item in the game at 7,500,000 gold (next is Vivec's at 5,000,000). The soul has the highest Enchantment value in the game, making it useful for a cast-on-strike weapon.
* After this quest, the mysterious force locking the controls to the weather machine in [[Tribunal:Bamz-Amschend|Bamz-Amschend]] dissipates, allowing you to use the machine to control the weather in Mournhold.
* Almalexia will come out with a unique line of dialogue depending on whether or not you have killed [[Morrowind:Vivec (god)|Vivec]]:
** '''If he is dead''': ''"But I smell the blood of gods on your hands, Nerevarine. Vivec was a fool. I'm sorry I wasn't there to see his death. But Sotha Sil...he always thought himself our better, shunning us, locking himself in this hole. He spoke not a word as he died. Not a whisper. Even in death, he mocked me with his silence! But I think you will scream, mortal. For now, you face the one true god."'', or
** '''If he still lives''': ''"None may stand in my way. Not you, and certainly not Vivec. He is a poet, a fool. I will deal with him when I have finished with you. And Sotha Sil...he always thought himself our better, shunning us, locking himself in this hole. He spoke not a word as he died. Not a whisper. Even in death, he mocked me with his silence! But I think you will scream, mortal. For now, you face the one true god."''
* After the battle and the visit from Azura, you get the dialogue option of "Almalexia" with most people in the game where you can tell them that: "I found Sotha Sil dead, and killed Almalexia." or lie and say " I found Almalexia, Sotha Sil, and Vivec dead." or "I found Sotha Sil dead and killed Almalexia and Vivec." No matter which one you choose, most people will not believe you and their disposition towards you will drop. The only three who will take your word for it are [[Tribunal:King Hlaalu Helseth|King Helseth]], [[Tribunal:Barenziah|Barenziah]], and [[Morrowind:Vivec (god)|Vivec]]. [[Tribunal:Galsa Andrano|Galsa Andrano]] believes it plausible since she was doubtful from the beginning.
==Bugs==
{{Bug|The Dome of Serlyn may be pitch black. This 'darkness' cannot be counteracted with light/nighteye/resist or any type of spell. Use the editor to set the nif value to 1.0 for the fog, in order to solve the problem. This is likely due to a specific video card problem. Alternatively, you can open the console and enter "ts" (for "Toggle Sky"), which will 'switch' the lights back on when you close the console.|confirmed=1}}
{{Bug|The Verminous Fabricants may multiply to numbers exceeding ten and when the door opens they attack and kill you. This may be caused by 'fiddling' too much with the control switches, releasing and then trapping numerous creatures at once.|confirmed=1}}
{{Bug|In Almalexia's speech she talks about Sotha Sil being in "his hole" but the subtitles say "this hole".|confirmed=1}}
{{Bug|Though teleportation magic doesn't work, scripted teleportation items, such as the [[Morrowind:Unique_Clothing#Daedric_Sanctuary_Amulet|Daedric Sanctuary Amulet]], will function as normal.
**Almalexia's dialogue topic "must be stopped" becomes unavailable upon entering the dungeon, and since the player can't cast [[Morrowind:Mark|Mark]] in the Clockwork City, exiting in this manner makes it impossible to return unless the Mazed Band has already been taken from Almalexia's corpse.}}
{{Bug|Saving and loading after Almalexia has begun attacking will set her magicka to 200 instead of 1500. This gives her enough magicka to cast her spell only once.}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=TR_SothaSil
|10||Almalexia has one final mission for me--to stop Sotha Sil. She tells me that the god has gone mad, and that he is the creator of the Fabricants that attacked Mournhold. The goddess will transport me to Sotha Sil's Clockwork City. There, I should try to reason with Sotha Sil, though Almalexia believes he is beyond reason. If he will not be swayed, I am to use Trueflame to end his life.
|20||I have been transported to Sotha Sil's Clockwork City.
|50||I have found the corpse of Sotha Sil. The god's body has been ravaged by powerful forces.
|70||Almalexia has appeared in the Clockwork City, and revealed all. Using the dimension traveling powers of the Mazed Band, Almalexia traveled to the Clockwork City to slay Sotha Sil and to portal the Fabricants to Mournhold. She believes the time of the Tribunal is ended, and she alone may usher Morrowind into a new era as the one savior of her people. I fear it is Almalexia who has gone mad, and not Sotha Sil.
|100|fin|Almalexia is dead at my hand. The goddess hoped to leave me here dead, and make me a martyr to her new cause. Now, she and Sotha Sil both lie dead in what is left of the Clockwork City.
|110||I have returned to Mournhold and been visited by the spirit of the Daedra Azura. She has told me that the death of Almalexia was just, and that it was she, not Sotha Sil, who was mad. The time of the Tribunal, says Azura, is gone. As a sign of her love for the Dunmer, she has ended the ashstorms in Mournhold, and promised they will never return.
}}
{{Quest Footer|Prev=[[Tribunal:The Blade of Nerevar|The Blade of Nerevar]]|Up=[[Tribunal:Main_Quest|Main Quest Page]]}}
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2021-05-03T16:49:37Z
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Aegithalos
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Quick Walkthrough
#Speak with Almalexia and she will teleport you to the Clockwork City.
#Move through the Clockwork City, avoiding the variety of traps found there. Note that teleportation and levitation magic will not work in these areas.
#In the Dome of Serlyn, flip the right switch when the machine begins to make a Fabricant to pass through.
#Kill the large Fabricant in the Dome of the Imperfect.
#Find the body of Sotha Sil in his Dome. Encounter Almalexia when you try to leave.
#Fight Almalexia and kill her (don't forget to soultrap). Loot her body and equip the Mazed Band to teleport back to Mournhold.
#Exit the Temple and speak with Azura to finish the Tribunal Main Quest.
#(Optional) Report back to King Helseth for his thanks and a set of Royal Guard armor.
Detailed Walkthrough
Almalexia
Speak to Lady Almalexia in the High Chapel, once the Trueflame blade has been reforged and she will tell you of the third Tribunal god, Sotha Sil. Apparently, the god has become mad over the years tinkering in his Clockwork City. Almalexia believes that he must be stopped, as he is a danger to all of Morrowind. The Trueflame blade is capable of killing Sotha Sil and, of course, it is up to you to do so. When you are ready, the Lady will teleport you to the Clockwork City.
:Note: Once you go to the Clockwork City, you will be stuck there until completing the quest (recall and intervention spells will not work). Make sure that you have everything you need, before telling Almalexia that you're ready.
Clockwork City
thumb|300px|right|Map of the Clockwork City The first door you encounter can be opened by a small lever, located on a pillar in the center of the room (many of the doors are opened in this manner). The hallway beyond the door contains a couple of swinging blades, which you will want to avoid (they pack quite a punch to both you and your enemies). More traps await you in various areas. In the Hall of Delirium, watch out for the spike trap whenever you see a splotch of blood on the floor. As you explore the city, it is advisable that you take as many elixirs from the Fabricants you encounter as you can - you are likely to need them in order to progress through some of the later areas. The areas of the city are, in order of access:
:#Sotha Sil, Outer Flooded Halls
:#Sotha Sil, Inner Flooded Halls
:#Sotha Sil, Hall of Delirium
:#Sotha Sil, Central Gearworks
:#Sotha Sil, Chamber of Sohleh
:#Sotha Sil, Hall of Theuda
:#Sotha Sil, Dome of Kasia
:#Sotha Sil, Dome of Serlyn
:#Sotha Sil, Hall of Sallaemu
:#Sotha Sil, Dome of Udok
:#Sotha Sil, Hall of Mileitho
:#Sotha Sil, Dome of the Imperfect
:#Sotha Sil, Dome of Sotha Sil
Dome of Kasia
The Dome of Kasia contains a trap that requires quick feet to evade. If you look up, you will see a huge, rotating mechanical arm with a saw at its end. As soon as you step onto the balcony, from which you must access the door in order to progress, you are in danger of being hit by the saw, which will kill you instantly. In order to run around to the door quickly enough to avoid the saw, you will need to use Fortify Speed effects in order to increase your running speed. The elixirs dropped by Verminous Fabricants fortify speed, and you will probably have to drink several of them in order to beat the saw. Another way to get past this trap is to use a Jump or Fortify Acrobatics spell/potion (e.g. the Scroll of Icarian Flight) and jump from the floor onto the ledge.
Dome of Serlyn
There's a short puzzle in this small area with two levers and a machine that makes the Verminous Fabricants. The left switch opens the front door and the right switch opens the back door; however, you cannot operate both at once. The trick here is to flip the right switch to open the back door, then flip it a second time to close it, then open and close the front door. When the machine starts making noises and the tubes overhead move, open the back door again. The front door then will open automatically to release the Fabricant, leaving both doors open, and you will have a few moments to pass before the front door closes again.
:Note: if you want to trap the soul of a Verminous Fabricant, this is the only moment you can. Only the Verminous Fabricants made by this machine have a soul that you can trap.
Dome of Udok
Upon entering this area, you will see a large chasm filled with lava separating you from the door. To your right is a 'rusted lever' which requires a Strength of at least 100 to operate. Unless your strength is already at maximum through leveling up, you will need to use Fortify Strength effects in order to push the handle down. Fortunately, the Hulking Fabricants carry an elixir which fortifies strength, but unless you have already obtained enough to increase your strength above 100, you will become trapped in this area, as there is no way back through the Dome of Serlyn. Once you have activated the lever, the bridge is constructed and the way to the door is cleared.
An alternative (though difficult) option is to run around the narrow rim towards the door. If you run around the side to the left of the way in (the side with the verminous fabricant), you should be able to jump onto the bridge. Alternatively, a spell or potion of jump can be used to jump across directly. From here, there is a small gap between the bridge and the wall, on the right-hand side. Through this, if you position yourself correctly, the door can be selected and traveled through.
Dome of the Imperfect
You will see two giant Dwemer-like statues guarding the exit in this small dome. While they both look static one of them is in fact active and will attack you when you move close enough (you can see the shadow of the active one if you have them enabled). The construct is called an Imperfect and it offers quite a fight in this confined space. Imperfect is magic resistant, casts a nasty shock spell and hits very hard. Use whatever strategy you like to defeat it. The Imperfect is quite slow so you could use spells from afar then move in for the final blow. Note that you will be unable to enter the Dome of Sotha Sil until the Imperfect has been killed. Now, take a little breather before entering the next room. The next fight is against the toughest single opponent in Tribunal, so make sure you are ready.
thumb|right|Almalexia is getting serious
Dome of Sotha Sil
When you enter this Dome you'll find the lifeless body of Sotha Sil. Activating his remains will yield an onscreen message: "You have found the body of Sotha Sil, his lifeless hulk dangling from a contraption of his own making. Someone has obviously been here before you." Now that your job appears to have been done for you, all that's left to do is go back home and tell Almalexia that Sotha Sil is dead, right? Well, not quite: when you try to leave the Dome, Almalexia will appear before you and launch into a long speech.
From her ramblings, it appears that Almalexia really is the one who has gone mad from the loss of her divine powers, not the late Sotha Sil, and now it is your job to die as a martyr. She reveals that the Fabricant attack on Mournhold was in fact her doing, with the aim of appearing to save the city from the disaster which she in fact caused, thereby rekindling the love of her people. Once her speech is done, the fight is on. Almalexia is no pushover (she's a living god after all), since she has impressively powerful spells, magic resistance, speed, and Hopesfire, which packs a mighty melee punch.
Try to dodge most of her spells, although Spell Absorption and Reflect spells/enchantments can make this less necessary. If you have Azura's Star don't forget to cast Soultrap on her before delivering the final blow, since her soul has a whopping charge of 1500. Once Almalexia is dead, you'll receive another journal entry and you can recover from her corpse the Hopesfire Blade (similar to the Trueflame but with shock damage) and the Mazed Band which summons a Fabricant for 2 minutes as well as allowing to you to teleport to Vivec, Mournhold, or The Clockwork City.
Return to Mournhold
Equip the Mazed Band and teleport back to Mournhold; you cannot teleport anywhere else at this time. Exit the Temple and you'll be once again greeted by Azura. She confirms what you already might know: it was Almalexia who was mad and not Sotha Sil. She also rids Mournhold of the ashstorms as her "gift to the Dunmer people". You can return to both King Helseth, to let him know what you've discovered and receive a full set of Royal Guard armor (as part of his quest), and Vivec, to hear his thoughts about the future of Morrowind. You can try to tell people what happened, but almost no one will believe you, and they will lose disposition points while shunning you or believing you to be insane.
Notes
Azura will refer to you as the Nerevarine, even if you haven't progressed far enough in the Morrowind main quest to be declared the Nerevarine.
If you've already completed the main quest, you can discuss Almalexia's death with Vivec.
Almalexia's soul is the most valuable item in the game at 7,500,000 gold (next is Vivec's at 5,000,000). The soul has the highest Enchantment value in the game, making it useful for a cast-on-strike weapon.
After this quest, the mysterious force locking the controls to the weather machine in Bamz-Amschend dissipates, allowing you to use the machine to control the weather in Mournhold.
Almalexia will come out with a unique line of dialogue depending on whether or not you have killed Vivec:
If he is dead: ''"But I smell the blood of gods on your hands, Nerevarine. Vivec was a fool. I'm sorry I wasn't there to see his death. But Sotha Sil...he always thought himself our better, shunning us, locking himself in this hole. He spoke not a word as he died. Not a whisper. Even in death, he mocked me with his silence! But I think you will scream, mortal. For now, you face the one true god.", or
If he still lives: "None may stand in my way. Not you, and certainly not Vivec. He is a poet, a fool. I will deal with him when I have finished with you. And Sotha Sil...he always thought himself our better, shunning us, locking himself in this hole. He spoke not a word as he died. Not a whisper. Even in death, he mocked me with his silence! But I think you will scream, mortal. For now, you face the one true god."''
After the battle and the visit from Azura, you get the dialogue option of "Almalexia" with most people in the game where you can tell them that: "I found Sotha Sil dead, and killed Almalexia." or lie and say " I found Almalexia, Sotha Sil, and Vivec dead." or "I found Sotha Sil dead and killed Almalexia and Vivec." No matter which one you choose, most people will not believe you and their disposition towards you will drop. The only three who will take your word for it are King Helseth, Barenziah, and Vivec. Galsa Andrano believes it plausible since she was doubtful from the beginning.
Bugs
Quest Stages
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Tribunal:Miscellaneous Quests
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#REDIRECT [[Tribunal:Quests#Miscellaneous Quests]] [[Category:Redirects from Merges|{{PAGENAME}}]]
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#REDIRECT
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Category:Tribunal-Quests
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[[Category:Tribunal|Quests]]
This category contains a list of [[Tribunal:Tribunal|Tribunal]] '''[[Tribunal:quests|quests]]'''.
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RoBoT
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Quests
This category contains a list of Tribunal quests.
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Tribunal:Hints
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{{Trail}}
As usual, there are (or at least will be) always a large number of requests for hints and spoilers on lots of topics. This page will contain those various hints and spoilers compiled in some organized fashion. The various topics are sorted according to the date on which they were last updated or added.
'''Please Note:''' Many of these hints are based on the personal playing preferences of a wide variety of people and are included only as helpful suggestions.
==Difficulty==
Tribunal was designed to be a challenge for high-level players who had finished the [[Morrowind:Main Quest|Main Quest]] of [[Morrowind:Morrowind|Morrowind]]. As there is no level scaling, if you attempt Tribunal too early you will find yourself facing very difficult enemies and skill-specific quests. If you become sick of the [[Tribunal:Dark Brotherhood|Dark Brotherhood]] attacking you in your sleep, you could always just complete [[Tribunal:Dark Brotherhood Attacks|Dark Brotherhood Attacks]] (which requires you only to travel to [[Tribunal:Mournhold|Mournhold]] once) and then return to [[Morrowind:Vvardenfell|Vvardenfell]]. If you are determined to get into Tribunal early, you may wish to decrease the in-game difficulty in the options menu upon venturing into any combat in Mournhold, to mimic the kind of enemies you face in Morrowind.
==Useful spells==
Tribunal features some very long dungeons, and it can be a pain to backtrack all the way back up to the city once you have cleared them. It's therefore a good idea to cast [[Morrowind:Mark|Mark]] somewhere in Mournhold so you can easily [[Morrowind:Recall|Recall]] back once you're done, or keep scrolls, items or a spell of [[Morrowind:Almsivi Intervention|Almsivi Intervention]] (which will teleport you in front of the [[Tribunal:Mournhold Temple|Temple of Almalexia]]) handy.
==Infinite Grand soul gems==
Some merchants who have stacks of greater than or equal to 5 of any one item can be manipulated to exponentially increase said stack. Quantity possible is directly related to your wealth.
[[Tribunal:Elbert Nermarc|Elbert Nermarc]] in [[Tribunal:Godsreach|Godsreach]] of [[Tribunal:Mournhold|Mournhold]] is one such merchant. He sells Grand soul gems.
To perform this exploit:
# Have at least 30,000 gold.
# Travel to Mournhold -> Godsreach -> Craftsmen's Hall
# Proceed up the stairs, Elbert Nermarc is behind one of the doors.
# Buy all 5 Grand soul gems and close the barter menu.
# Choose to barter with him again and sell them back.
# He will now always have 10.
# Buy 10 Grand soul gems and close the barter window.
# Open the barter dialog once again, sell the soul gems and close the menu.
# He will now always have 20.
Repeat this process until you are pleased with his superfluous quantity of Grand soul gems, or are out of money.
==Loads of Money==
In [[Tribunal:Godsreach|Godsreach]], the [[Tribunal:Godsreach#Musuem of Artifacts|Museum of Artifacts]], if you have obtained [[:Morrowind:Goldbrand|Goldbrand]] from [[:Morrowind:Boethiah's Quest|Boethiah's Quest]], you can sell it to [[Tribunal:Torasa Aram|Torasa Aram]] for 30,000 gold (it's worth more, but that's the highest they can afford).
It will appear on a pillar on the top floor of the museum, on the right side of the room. If you are a good sneak, you should be able to position yourself in such a way that the High Ordinators cannot see you, and pick up the katana. If not, you could use an invisibility or chameleon spell. While you're at it, you can also try [[Tribunal:Stendarr's Hammer|Stendarr's Hammer]], but you will need a [[Morrowind:Fortify Strength|Fortify Strength]] effect to carry it.
==Easy Money==
#Find an Ordinator anywhere in Mournhold, for example Plaza Brindisi Dorum since they have the enchanted "Her Hand" blade, and kill him. (Note: Once you have killed an Ordinator all other Ordinators issue you a death sentence, same goes if you wear their armor, which they consider to be sacred)
#Take what you can off his body (as far as armor and weapons).
#Go to the smith in the Great Bazaar and sell him as much as you can without going over his price limit (his limit is 10,000 a day). Once you've got your 10,000 gold sleep 24 hours, sell the rest off and repeat as many times as you want. Ordinators are one of the NPCs that respawn so there's an unlimited amount of money in this little trick.
If you are going to be doing this frequently, purchase a spell or a lot of potions of marking and recall. This way you can mark the smith and quickly travel back to him each time without having to deal with troublesome Ordinators. If you have a high speechcraft skill, you may taunt the Ordinator. After you kill him, other Ordinators will remain friendly towards you.
You can also use a high level frenzy spell and they attack you incurring no bounty. The high ordinators with unenchanted armor and weapons also have the Ebony scimitar which has the second highest available enchantment points of all weapons in the game (it has 80 points and the only weapon that is better is the ebony staff which has 90).
==Her Hand Items==
[[Tribunal:Salas_Valor|Salas Valor]], a Dunmer crusader, is a former Hand of Almalexia who left her service for reasons that aren't exactly clear. He is found in Godsreach and will not stand around to talk. If your character is ready for a fight he'll give you one! Keep talking to him and he will attack you first. His sword will drain your strength so bring accommodations to help (Fortify Strength, Restore Strength exc). His armor reflects 5% of what you attack him with so beware of this. Once he is killed, you will have some of the best armor in the game, a new weapon and a future quest ([[Tribunal:The Missing Hand|The Missing Hand]]) done.
==Dark Brotherhood Hide-Out==
While plundering Daedric shrines and caves will give you a one-time amount of loot, attacking the hideout of the Dark Brotherhood in the Mournhold sewers will give you a large amount of quite valuable Dark Brotherhood armor (check the walkthrough for the [[Tribunal:Dark Brotherhood Attacks|Dark Brotherhood Attacks]] quest for specific instructions as to this lair's location). There are two important tricks here:
# Use a Lightning Bolt spell, which can kill off dozens of Dark Brotherhood members in a few hits
# Leave the area and return again until you can carry no more, since all of the Dark Brotherhood members respawn as soon as you leave the cell they are in.
While the Brotherhood can be a bit of a handful for many adventurers using other means of warfare, the Lightning Bolt spell allows low-level characters to slaughter them quickly, especially if positioned out of reach. Each of their pieces of armor is worth 100, 200, 500 or 1000 gold, and you can easily amass some 40 copies of each, even if you're unable to carry that much. Once you are high enough level you can sell the Daedric tantos that Dark Brotherhood Punishers use for 10k each to the armorer in the Great Bazaar.
| 2,184,785
|
2020-07-17T12:38:01Z
|
Fulano
|
As usual, there are (or at least will be) always a large number of requests for hints and spoilers on lots of topics. This page will contain those various hints and spoilers compiled in some organized fashion. The various topics are sorted according to the date on which they were last updated or added.
Please Note: Many of these hints are based on the personal playing preferences of a wide variety of people and are included only as helpful suggestions.
Difficulty
Tribunal was designed to be a challenge for high-level players who had finished the Main Quest of Morrowind. As there is no level scaling, if you attempt Tribunal too early you will find yourself facing very difficult enemies and skill-specific quests. If you become sick of the Dark Brotherhood attacking you in your sleep, you could always just complete Dark Brotherhood Attacks (which requires you only to travel to Mournhold once) and then return to Vvardenfell. If you are determined to get into Tribunal early, you may wish to decrease the in-game difficulty in the options menu upon venturing into any combat in Mournhold, to mimic the kind of enemies you face in Morrowind.
Useful spells
Tribunal features some very long dungeons, and it can be a pain to backtrack all the way back up to the city once you have cleared them. It's therefore a good idea to cast Mark somewhere in Mournhold so you can easily Recall back once you're done, or keep scrolls, items or a spell of Almsivi Intervention (which will teleport you in front of the Temple of Almalexia) handy.
Infinite Grand soul gems
Some merchants who have stacks of greater than or equal to 5 of any one item can be manipulated to exponentially increase said stack. Quantity possible is directly related to your wealth.
Elbert Nermarc in Godsreach of Mournhold is one such merchant. He sells Grand soul gems.
To perform this exploit:
# Have at least 30,000 gold.
# Travel to Mournhold -> Godsreach -> Craftsmen's Hall
# Proceed up the stairs, Elbert Nermarc is behind one of the doors.
# Buy all 5 Grand soul gems and close the barter menu.
# Choose to barter with him again and sell them back.
# He will now always have 10.
# Buy 10 Grand soul gems and close the barter window.
# Open the barter dialog once again, sell the soul gems and close the menu.
# He will now always have 20.
Repeat this process until you are pleased with his superfluous quantity of Grand soul gems, or are out of money.
Loads of Money
In Godsreach, the Museum of Artifacts, if you have obtained Goldbrand from Boethiah's Quest, you can sell it to Torasa Aram for 30,000 gold (it's worth more, but that's the highest they can afford).
It will appear on a pillar on the top floor of the museum, on the right side of the room. If you are a good sneak, you should be able to position yourself in such a way that the High Ordinators cannot see you, and pick up the katana. If not, you could use an invisibility or chameleon spell. While you're at it, you can also try Stendarr's Hammer, but you will need a Fortify Strength effect to carry it.
Easy Money
#Find an Ordinator anywhere in Mournhold, for example Plaza Brindisi Dorum since they have the enchanted "Her Hand" blade, and kill him. (Note: Once you have killed an Ordinator all other Ordinators issue you a death sentence, same goes if you wear their armor, which they consider to be sacred)
#Take what you can off his body (as far as armor and weapons).
#Go to the smith in the Great Bazaar and sell him as much as you can without going over his price limit (his limit is 10,000 a day). Once you've got your 10,000 gold sleep 24 hours, sell the rest off and repeat as many times as you want. Ordinators are one of the NPCs that respawn so there's an unlimited amount of money in this little trick.
If you are going to be doing this frequently, purchase a spell or a lot of potions of marking and recall. This way you can mark the smith and quickly travel back to him each time without having to deal with troublesome Ordinators. If you have a high speechcraft skill, you may taunt the Ordinator. After you kill him, other Ordinators will remain friendly towards you.
You can also use a high level frenzy spell and they attack you incurring no bounty. The high ordinators with unenchanted armor and weapons also have the Ebony scimitar which has the second highest available enchantment points of all weapons in the game (it has 80 points and the only weapon that is better is the ebony staff which has 90).
Her Hand Items
Salas Valor, a Dunmer crusader, is a former Hand of Almalexia who left her service for reasons that aren't exactly clear. He is found in Godsreach and will not stand around to talk. If your character is ready for a fight he'll give you one! Keep talking to him and he will attack you first. His sword will drain your strength so bring accommodations to help (Fortify Strength, Restore Strength exc). His armor reflects 5% of what you attack him with so beware of this. Once he is killed, you will have some of the best armor in the game, a new weapon and a future quest (The Missing Hand) done.
Dark Brotherhood Hide-Out
While plundering Daedric shrines and caves will give you a one-time amount of loot, attacking the hideout of the Dark Brotherhood in the Mournhold sewers will give you a large amount of quite valuable Dark Brotherhood armor (check the walkthrough for the Dark Brotherhood Attacks quest for specific instructions as to this lair's location). There are two important tricks here:
# Use a Lightning Bolt spell, which can kill off dozens of Dark Brotherhood members in a few hits
# Leave the area and return again until you can carry no more, since all of the Dark Brotherhood members respawn as soon as you leave the cell they are in.
While the Brotherhood can be a bit of a handful for many adventurers using other means of warfare, the Lightning Bolt spell allows low-level characters to slaughter them quickly, especially if positioned out of reach. Each of their pieces of armor is worth 100, 200, 500 or 1000 gold, and you can easily amass some 40 copies of each, even if you're unable to carry that much. Once you are high enough level you can sell the Daedric tantos that Dark Brotherhood Punishers use for 10k each to the armorer in the Great Bazaar.
|
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https://en.uesp.net/wiki/Category:Tribunal-Hints
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Category:Tribunal-Hints
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[[Category:Tribunal|Hints]]
[[Category:Hints|Tribunal]]
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Andux
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Hints
Tribunal
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https://en.uesp.net/wiki/Tribunal:Item_List
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Tribunal:Item List
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{{Trail|Items}}
This page lists all the items in the expansion of Tribunal, including the items' ID, weight, and value.
In order to add an item to the player's inventory (in the PC version), open the [[Morrowind:Console|console]] and enter the command: <code>player->additem, "item_ID", 1</code> where ''item_ID'' is one of the IDs listed below and 1 is the number of the item to add (1 to 32768). Item data was extracted directly from the Tribunal.ESM file under the latest patch.
'''Note:''' [[Morrowind:Morrowind|Morrowind]] items can be found [[Morrowind:Items|here]], and [[Bloodmoon:Bloodmoon|Bloodmoon]] items can be found [[Bloodmoon:Items|here]].
{|class="wikitable sortable"
|-
! ID !! Name !! Type !! Weight !! Value
|-
| p_Imperfect_Elixir || Elixir of the Imperfect || Alchemy || 1.00 || 661
|-
| hulking_fabricant_elixir || Hulking Fabricant Elixir || Alchemy || 5.00 || 100
|-
| Potion_Local_Brew_01 || Mazte || Alchemy || 5.00 || 10
|-
| pyroil_tar_unique || Pyroil Tar || Alchemy || 1.00 || 100
|-
| p_dwemer_lubricant00 || Spoiled Dwemer Oil || Alchemy || 2.00 || 200
|-
| verminous_fabricant_elixir || Verminous Fabricant Elixir || Alchemy || 5.00 || 100
|-
| adamantium boots || Adamantium Boots || Armor || 15.00 || 7000
|-
| adamantium_cuirass || Adamantium Cuirass || Armor || 25.00 || 10000
|-
| adamantium_greaves || Adamantium Greaves || Armor || 13.00 || 10000
|-
| adamantium_helm || Adamantium Helm || Armor || 4.00 || 5000
|-
| addamantium_helm || Adamantium Helm || Armor || 4.00 || 5000
|-
| adamantium_bracer_left || Adamantium Left Bracer || Armor || 4.00 || 1000
|-
| adamantium_pauldron_left || Adamantium Left Pauldron || Armor || 7.00 || 800
|-
| adamantium_bracer_right || Adamantium Right Bracer || Armor || 4.00 || 1000
|-
| adamantium_pauldron_right || Adamantium Right Pauldron || Armor || 7.00 || 800
|-
| ebony_shield_auriel_x || Auriel's Shield || Armor || 30.00 || 17000
|-
| bloodworm_helm_unique_x || Bloodworm Helm || Armor || 8.00 || 34000
|-
| bonemold_boots || Bonemold Boots || Armor || 16.00 || 100
|-
| bonemold_cuirass || Bonemold Cuirass || Armor || 24.00 || 350
|-
| bonemold_helm || Bonemold Helm || Armor || 4.00 || 150
|-
| bonemold_pauldron_r || Bonemold R Pauldron || Armor || 8.00 || 120
|-
| bonemold_shield || Bonemold Shield || Armor || 10.00 || 170
|-
| boots of blinding speed_x || Boots of Blinding Speed || Armor || 8.00 || 500
|-
| boots_apostle_unique_x || Boots of the Apostle || Armor || 10.00 || 55000
|-
| chitin boots || Chitin Boots || Armor || 6.00 || 13
|-
| chitin cuirass || Chitin Cuirass || Armor || 6.00 || 45
|-
| chitin greaves || Chitin Greaves || Armor || 5.40 || 29
|-
| chitin guantlet - left || Chitin Left Gauntlet || Armor || 1.00 || 9
|-
| cuirass_savior_unique_x || Cuirass of the Savior's Hide || Armor || 15.00 || 150000
|-
| DarkBrotherhood Boots || Dark Brotherhood Boots || Armor || 2.00 || 500
|-
| DarkBrotherhood Cuirass || Dark Brotherhood Cuirass || Armor || 6.00 || 1000
|-
| DarkBrotherhood greaves || Dark Brotherhood Greaves || Armor || 3.00 || 100
|-
| DarkBrotherhood Helm || Dark Brotherhood Helm || Armor || 1.00 || 200
|-
| DarkBrotherhood gauntlet_L || Dark Brotherhood Left Gauntlet || Armor || 1.00 || 200
|-
| DarkBrotherhood pauldron_L || Dark Brotherhood Left Pauldron || Armor || 1.00 || 500
|-
| DarkBrotherhood gauntlet_R || Dark Brotherhood Right Gauntlet || Armor || 1.00 || 200
|-
| DarkBrotherhood pauldron_R || Dark Brotherhood Right Pauldron || Armor || 1.00 || 500
|-
| dragonbone_cuirass_unique_x || Dragonbone cuirass || Armor || 50.00 || 180000
|-
| dreugh_shield || Dreugh Shield || Armor || 13.50 || 2550
|-
| dwemer_shield_battle_unique || Dwemer Battle Shield || Armor || 15.00 || 510
|-
| ebon_plate_cuirass_unique_x || Ebony Mail || Armor || 20.00 || 120000
|-
| towershield_eleidon_unique || Eleidon's Ward || Armor || 30.00 || 200000
|-
| towershield_eleidon_unique_x || Eleidon's Ward || Armor || 30.00 || 200000
|-
| goblin_shield || Goblin Buckler || Armor || 5.00 || 1000
|-
| goblin_shield_durgok_uni || Goblin Buckler || Armor || 5.00 || 1000
|-
| helm_bearclaw_unique_x || Helm of Oreyn Bearclaw || Armor || 10.00 || 125000
|-
| Indoril_Almalexia_boots || Her Hand's Boots || Armor || 60.00 || 15000
|-
| Indoril_MH_Guard_boots || Her Hand's Boots || Armor || 60.00 || 15000
|-
| Indoril_Almalexia_Cuirass || Her Hand's Cuirass || Armor || 90.00 || 50000
|-
| Indoril_MH_Guard_Cuirass || Her Hand's Cuirass || Armor || 90.00 || 50000
|-
| Indoril_Almalexia_Greaves || Her Hand's Greaves || Armor || 45.00 || 33000
|-
| Indoril_MH_Guard_Greaves || Her Hand's Greaves || Armor || 45.00 || 33000
|-
| Indoril_Almalexia_helmet || Her Hand's Helmet || Armor || 15.00 || 12000
|-
| Indoril_MH_Guard_helmet || Her Hand's Helmet || Armor || 15.00 || 12000
|-
| Indoril_Almalexia_gauntlet_L || Her Hand's Left Gauntlet || Armor || 15.00 || 13000
|-
| Indoril_MH_Guard_gauntlet_L || Her Hand's Left Gauntlet || Armor || 15.00 || 13000
|-
| Indoril_Almalexia_Pauldron_L || Her Hand's Left Pauldron || Armor || 30.00 || 20000
|-
| Indoril_MH_Guard_Pauldron_L || Her Hand's Left Pauldron || Armor || 30.00 || 20000
|-
| Indoril_Almalexia_gauntlet_R || Her Hand's Right Gauntlet || Armor || 15.00 || 13000
|-
| Indoril_MH_Guard_gauntlet_R || Her Hand's Right Gauntlet || Armor || 15.00 || 13000
|-
| Indoril_Almalexia_Pauldron_R || Her Hand's Right Pauldron || Armor || 30.00 || 20000
|-
| Indoril_MH_Guard_Pauldron_R || Her Hand's Right Pauldron || Armor || 30.00 || 20000
|-
| Indoril_Almalexia_shield || Her Hand's Shield || Armor || 17.00 || 2500
|-
| Indoril_MH_Guard_shield || Her Hand's Shield || Armor || 17.00 || 2500
|-
| imperial_chain_cuirass || Imperial Chain Cuirass || Armor || 21.00 || 90
|-
| imperial_chain_greaves || Imperial Chain Greaves || Armor || 10.00 || 50
|-
| imperial_chain_pauldron_left || Imperial Chain Left Pauldron || Armor || 10.00 || 28
|-
| imperial_chain_pauldron_right || Imperial Chain Right Pauldron || Armor || 10.00 || 28
|-
| silver_helm_uvenim || Imperial Silver Helm || Armor || 5.00 || 120
|-
| imperial cuirass_armor || Imperial Steel Cuirass || Armor || 29.00 || 150
|-
| imperial_studded_cuirass || Imperial Studded Leather Cuiras || Armor || 9.00 || 65
|-
| indoril helmet || Indoril Helmet || Armor || 4.50 || 3000
|-
| iron boots || Iron Boots || Armor || 19.00 || 20
|-
| iron_cuirass || Iron Cuirass || Armor || 30.00 || 70
|-
| iron_helmet || Iron Helmet || Armor || 5.00 || 30
|-
| lords_cuirass_unique_x || Lord's Mail || Armor || 30.00 || 190000
|-
| netch_leather_boots || Netch Leather Boots || Armor || 8.00 || 10
|-
| netch_leather_cuirass || Netch Leather Cuirass || Armor || 12.00 || 35
|-
| netch_leather_gauntlet_left || Netch Leather Left Gauntlet || Armor || 3.00 || 7
|-
| netch_leather_pauldron_left || Netch Leather Left Pauldron || Armor || 4.00 || 12
|-
| netch_leather_gauntlet_right || Netch Leather Right Gauntlet || Armor || 3.00 || 7
|-
| netch_leather_pauldron_right || Netch Leather Right Pauldron || Armor || 4.00 || 12
|-
| fur_boots || Nordic Fur Boots || Armor || 6.00 || 10
|-
| fur_helm || Nordic Fur Helm || Armor || 1.50 || 15
|-
| fur_pauldron_left || Nordic Fur Left Pauldron || Armor || 3.00 || 12
|-
| fur_pauldron_right || Nordic Fur Right Pauldron || Armor || 3.00 || 12
|-
| trollbone_helm || Nordic Trollbone Helm || Armor || 8.00 || 65
|-
| Helsethguard_boots || Royal Guard Boots || Armor || 18.00 || 2500
|-
| Helsethguard_cuirass || Royal Guard Cuirass || Armor || 27.00 || 8000
|-
| Helsethguard_greaves || Royal Guard Greaves || Armor || 12.00 || 2000
|-
| Helsethguard_Helmet || Royal Guard Helm || Armor || 4.00 || 550
|-
| Helsethguard_gauntlet_left || Royal Guard Left Gauntlet || Armor || 4.00 || 2000
|-
| Helsethguard_pauldron_left || Royal Guard Left Pauldron || Armor || 9.00 || 3000
|-
| Helsethguard_gauntlet_right || Royal Guard Right Gauntlet || Armor || 4.00 || 2000
|-
| Helsethguard_pauldron_right || Royal Guard Right Pauldron || Armor || 9.00 || 3000
|-
| ebony_cuirass_soscean || Soscean's Cuirass || Armor || 60.00 || 32000
|-
| spell_breaker_unique_x || Spell Breaker || Armor || 25.00 || 115000
|-
| steel_cuirass || Steel Cuirass || Armor || 30.00 || 150
|-
| steel_helm || Steel Helm || Armor || 5.00 || 60
|-
| steel_gauntlet_left || Steel Left Gauntlet || Armor || 5.00 || 28
|-
| steel_gauntlet_right || Steel Right Gauntlet || Armor || 5.00 || 28
|-
| tenpaceboots_x || Ten Pace Boots || Armor || 60.00 || 140000
|-
| bk_dbcontract || A Dark Brotherhood Contract || Book || 0.20 || 1
|-
| BookSkill_Alchemy1 || A Game at Dinner || Book || 3.00 || 200
|-
| bk_AncestorsAndTheDunmer || Ancestors and the Dunmer || Book || 3.00 || 25
|-
| bk_ChildrenOfTheSky || Children of the Sky || Book || 3.00 || 50
|-
| bk_ChroniclesNchuleft || Chronicles of Nchuleft || Book || 2.00 || 250
|-
| bk_custom_armor || Custom Armor Price List || Book || 0.20 || 0
|-
| bk_diary_sailor || Diary of a Lost Sailor || Book || 0.10 || 1
|-
| bk_Artifacts_Tamriel || Famed Artifacts of Tamriel || Book || 3.00 || 250
|-
| bk_suicidenote || For Shara, on my death || Book || 0.20 || 0
|-
| bk_graspingfortune || Grasping Fortune || Book || 3.00 || 30
|-
| bk_Alen_note || handwritten letter || Book || 0.20 || 100
|-
| bk_Irano_note || handwritten note || Book || 0.20 || 1
|-
| bk_bartendersguide || Hanin's Wake || Book || 6.00 || 10
|-
| bk_Teran_invoice || Invoice || Book || 0.20 || 10
|-
| bk_legionsofthedead || Legions of the Dead || Book || 1.00 || 0
|-
| bk_LivesOfTheSaints || Lives of the Saints || Book || 3.00 || 25
|-
| bk_MysteriousAkavir || Mysterious Akavir || Book || 4.00 || 50
|-
| bk_ahnia || Note to Ahnia || Book || 0.20 || 0
|-
| book_dwe_boom00 || Old Dwemer Book || Book || 3.00 || 100
|-
| book_dwe_cogs00 || Old Dwemer Book || Book || 3.00 || 100
|-
| book_dwe_mach00 || Old Dwemer Book || Book || 3.00 || 150
|-
| book_dwe_metal_fab00 || Old Dwemer Book || Book || 3.00 || 100
|-
| book_dwe_pipe00 || Old Dwemer Book || Book || 3.00 || 150
|-
| book_dwe_power_con00 || Old Dwemer Book || Book || 3.00 || 150
|-
| book_dwe_water00 || Old Dwemer Book || Book || 3.00 || 100
|-
| bk_nermarcnotes || Private Notes -- DO NOT READ || Book || 3.00 || 20
|-
| writ_Alen || Royal Writ of Execution || Book || 0.20 || 1
|-
| writ_Berano || Royal Writ of Execution || Book || 0.20 || 1
|-
| writ_Hloggar || Royal Writ of Execution || Book || 0.20 || 1
|-
| bk_SaryonisSermons || Saryoni's Sermons || Book || 3.00 || 50
|-
| sc_chridittepanacea || Scroll of Chriditte's Panacea || Book || 0.20 || 161
|-
| bk_Yagrum's_Book || Tamrielic Lore || Book || 3.00 || 250
|-
| bk_AlchemistsFormulary || The Alchemists Formulary || Book || 3.00 || 300
|-
| bk_AnnotatedAnuad || The Annotated Anuad || Book || 3.00 || 50
|-
| bk_ChildrensAnuad || The Annotated Anuad || Book || 3.00 || 50
|-
| bk_Anticipations || The Anticipations || Book || 3.00 || 50
|-
| bk_ArcturianHeresy || The Arcturian Heresy || Book || 2.00 || 25
|-
| bk_BookOfDaedra || The Book of Daedra || Book || 2.00 || 45
|-
| bk_BookDawnAndDusk || The Book of Dawn and Dusk || Book || 3.00 || 25
|-
| bk_commontongue || The Common Tongue || Book || 0.20 || 1
|-
| bk_commontongue_irano || The Common Tongue: Irano's copy || Book || 0.20 || 1
|-
| bk_ConsolationsOfPrayer || The Consolations of Prayer || Book || 3.00 || 25
|-
| bk_easternprovincesimpartial || The Eastern Provinces... || Book || 3.00 || 50
|-
| bk_firmament || The Firmament || Book || 3.00 || 40
|-
| bk_playscript || The Horror of Castle Xyr || Book || 3.00 || 250
|-
| bk_HouseOfTroubles_c || The House of Troubles || Book || 3.00 || 50
|-
| bk_tamrielicreligions || The Ruins of Kemel-Ze || Book || 2.00 || 40
|-
| bookskill_speechcraft2 || The Wolf Queen, Book V || Book || 3.00 || 250
|-
| bk_Adren || WARNING!!! || Book || 0.20 || 0
|-
| amulet of verbosity || Amulet of Verbosity || Clothing || 1.00 || 120
|-
| mazed_band || Barilzar's Mazed Band || Clothing || 0.10 || 30
|-
| mazed_band_end || Barilzar's Mazed Band || Clothing || 0.10 || 30
|-
| common_pants_06 || Common Pants || Clothing || 2.00 || 4
|-
| common_pants_07 || Common Pants || Clothing || 2.00 || 4
|-
| common_robe_EOT || Common Robe || Clothing || 3.00 || 2
|-
| common_shirt_06 || Common Shirt || Clothing || 2.00 || 4
|-
| common_shirt_07 || Common Shirt || Clothing || 2.00 || 4
|-
| common_shoes_06 || Common Shoes || Clothing || 3.00 || 2
|-
| common_shoes_07 || Common Shoes || Clothing || 3.00 || 2
|-
| common_skirt_06 || Common Skirt || Clothing || 2.00 || 4
|-
| common_skirt_07 || Common Skirt || Clothing || 2.00 || 4
|-
| extravagant_robe_02_elanande || Elanande's Robe || Clothing || 3.00 || 50
|-
| Expensive_pants_Mournhold || Expensive Pants || Clothing || 2.00 || 15
|-
| Expensive_shirt_Mournhold || Expensive Shirt || Clothing || 1.00 || 1
|-
| expensive_shoes_01 || Expensive Shoes || Clothing || 3.00 || 10
|-
| Expensive_shoes_Mournhold || Expensive Shoes || Clothing || 3.00 || 10
|-
| expensive_skirt_04 || Expensive Skirt || Clothing || 2.00 || 15
|-
| expensive_skirt_Mournhold || Expensive Skirt || Clothing || 2.00 || 15
|-
| Helseth's Robe || Frostguard Robe || Clothing || 3.00 || 78
|-
| amulet_gaenor || Gaenor's Amulet || Clothing || 1.00 || 2000
|-
| Helseth's Collar || Helseth's Collar || Clothing || 1.00 || 120
|-
| belt_goval || Ralen Family Belt || Clothing || 1.00 || 200
|-
| ring_phynaster_unique_x || Ring of Phynaster || Clothing || 0.10 || 18000
|-
| robe_lich_unique || Robe of the Lich || Clothing || 8.00 || 22000
|-
| robe_lich_unique_x || Robe of the Lich || Clothing || 8.00 || 22000
|-
| Helseth's Ring || Royal Signet Ring || Clothing || 0.10 || 10000
|-
| amulet_salandas || Suldreni's Amulet || Clothing || 1.00 || 130
|-
| ring_vampiric_unique_x || Vampiric Ring || Clothing || 0.10 || 32000
|-
| Variner's Ring || Variner's Ring || Clothing || 1.00 || 100
|-
| ring_warlock_unique_x || Warlock's Ring || Clothing || 0.10 || 22000
|-
| ingred_adamantium_ore_01 || Adamantium Ore || Ingredient || 50.00 || 300
|-
| ingred_durzog_meat_01 || Durzog Meat || Ingredient || 2.00 || 7
|-
| Ingred_golden_sedge_01 || Golden Sedge Flowers || Ingredient || 1.00 || 1
|-
| Ingred_horn_lily_bulb_01 || Horn Lily Bulb || Ingredient || 1.00 || 1
|-
| Ingred_lloramor_spines_01 || Lloramor Spines || Ingredient || 1.00 || 1
|-
| ingred_russula_01 || Luminous Russula || Ingredient || 0.20 || 1
|-
| Ingred_meadow_rye_01 || Meadow Rye || Ingredient || 1.00 || 1
|-
| Ingred_nirthfly_stalks_01 || Nirthfly Stalks || Ingredient || 1.00 || 1
|-
| Ingred_noble_sedge_01 || Noble Sedge Flowers || Ingredient || 1.00 || 1
|-
| Ingred_scrib_cabbage_01 || Scrib Cabbage || Ingredient || 1.00 || 1
|-
| Ingred_sweetpulp_01 || Sweetpulp || Ingredient || 1.00 || 1
|-
| Ingred_timsa-come-by_01 || Timsa-Come-By flowers || Ingredient || 1.00 || 1
|-
| Misc_Potion_Cheap_01 || (null) || Misc || 0.00 || 0
|-
| devote_Brinne_Dust_00 || Ashes of Lord Brinne || Misc || 1.00 || 0
|-
| ashes_Dwemer || Ash pile || Misc || 2.00 || 0
|-
| key_velas || A worn key || Misc || 0.00 || 300
|-
| artifact_bittercup_01 || Bittercup || Misc || 10.00 || 100000
|-
| misc_de_pot_blue_02 || Blue Clay Pot || Misc || 2.00 || 2
|-
| misc_de_pot_blue_01 || Blue Glass Pot || Misc || 2.50 || 3
|-
| misc_clothbolt_02_uni || Bolt of Cloth || Misc || 25.00 || 50
|-
| misc_com_bottle_02 || Bottle || Misc || 1.00 || 1
|-
| misc_com_bottle_09 || Bottle || Misc || 1.00 || 1
|-
| misc_com_bottle_10 || Bottle || Misc || 1.00 || 1
|-
| misc_com_bottle_11 || Bottle || Misc || 1.00 || 1
|-
| misc_com_bottle_13 || Bottle || Misc || 1.00 || 1
|-
| Misc_Com_Bottle_14 || Bottle || Misc || 1.00 || 1
|-
| misc_com_bottle_15 || Bottle || Misc || 1.00 || 1
|-
| misc_de_bowl_01 || Bowl || Misc || 3.00 || 8
|-
| misc_de_bowl_white_01 || Bowl || Misc || 3.00 || 2
|-
| bladepiece_02 || Broken Dwemer Blade Piece || Misc || 1.00 || 250
|-
| bladepiece_03 || Broken Dwemer Blade Piece || Misc || 1.00 || 250
|-
| Misc_Com_Redware_Cup || Cup || Misc || 2.00 || 5
|-
| misc_de_bowl_bugdesign_01 || Decorative Bowl || Misc || 5.00 || 5
|-
| key_durgok || Durgok's key || Misc || 0.00 || 300
|-
| key_trib_dwe00 || Dwemer key || Misc || 0.00 || 0
|-
| key_trib_dwe01 || Dwemer key || Misc || 0.00 || 0
|-
| key_trib_dwe02 || Dwemer key || Misc || 0.00 || 0
|-
| misc_dwrv_mug00_uni || Dwemer Mug || Misc || 2.00 || 10
|-
| dwemer_satchel00 || Dwemer Satchel Pack || Misc || 10.00 || 50
|-
| misc_de_foldedcloth00 || Folded Cloth || Misc || 0.50 || 1
|-
| misc_com_silverware_fork_uni || Fork || Misc || 1.00 || 6
|-
| Key_Gatekeeper || Gatekeeper's Key || Misc || 1.00 || 1
|-
| misc_de_goblet_02 || Goblet || Misc || 1.00 || 3
|-
| misc_de_goblet_04 || Goblet || Misc || 1.00 || 3
|-
| Misc_SoulGem_Greater || Greater Soul Gem || Misc || 1.50 || 60
|-
| key_Indalen || Indalen's Key || Misc || 0.00 || 0
|-
| Misc_flask_grease || Jar of grease || Misc || 2.00 || 15
|-
| misc_com_silverware_knife_uni || Knife || Misc || 1.00 || 6
|-
| misc_dwrv_bowl00_uni || Ornate Dwemer Bowl || Misc || 3.00 || 10
|-
| misc_dwrv_goblet00_uni || Ornate Dwemer Goblet || Misc || 4.00 || 20
|-
| misc_dwrv_goblet10_uni || Ornate Dwemer Goblet || Misc || 3.00 || 30
|-
| misc_dwrv_pitcher00_uni || Ornate Dwemer Pitcher || Misc || 8.00 || 40
|-
| misc_de_bowl_glass_peach_01 || Peach Glass Bowl || Misc || 8.00 || 4
|-
| misc_de_pot_glass_peach_02 || Peach Glass Pot || Misc || 1.50 || 2
|-
| misc_uni_pillow_01 || Pillow || Misc || 1.00 || 1
|-
| misc_de_pitcher_01 || Pitcher || Misc || 3.00 || 5
|-
| misc_com_metal_plate_03_uni || Plate || Misc || 1.00 || 2
|-
| misc_dwrv_weather || Powered Dwemer Coherer || Misc || 40.00 || 60
|-
| misc_dwrv_weather2 || Powered Dwemer Coherer || Misc || 40.00 || 60
|-
| misc_de_pot_redware_04_uni || Redware Pot || Misc || 2.00 || 2
|-
| key_dwe_satchel00 || Rusty Dwemer Key || Misc || 0.00 || 0
|-
| misc_imp_silverware_pitcher_uni || Silverware Pitcher || Misc || 7.00 || 30
|-
| misc_skull00 || Skull || Misc || 0.50 || 0
|-
| misc_com_silverware_spoon_uni || Spoon || Misc || 1.00 || 6
|-
| key_Bols || Standard Key || Misc || 0.00 || 300
|-
| key_thendas || Thendas key || Misc || 0.00 || 300
|-
| misc_com_redware_vase || Vase || Misc || 2.50 || 14
|-
| ebony dart_db_unique || A Carved Ebony Dart || Weapon || 0.40 || 2000
|-
| adamantium_claymore || Adamantium Claymore || Weapon || 50.00 || 10000
|-
| adamantium_shortsword_db || Adamantium Jinkblade of Wounds || Weapon || 20.00 || 1500
|-
| adamantium_mace || Adamantium Mace || Weapon || 23.00 || 1000
|-
| adamantium_shortsword || Adamantium Shortsword || Weapon || 20.00 || 1000
|-
| adamantium_spear || Adamantium Spear || Weapon || 25.00 || 5000
|-
| adamantium_axe || Admantium Axe || Weapon || 35.00 || 5000
|-
| ebony_bow_auriel_X || Auriel's Bow || Weapon || 16.00 || 30000
|-
| Bipolar Blade || BiPolar Blade || Weapon || 42.00 || 40000
|-
| Bipolar Blade_x || BiPolar Blade || Weapon || 42.00 || 20000
|-
| black dart || Black Dart || Weapon || 0.20 || 6
|-
| bleeder dart || Bleeder Dart || Weapon || 0.20 || 6
|-
| ebony spear_blessed_unique || Blessed Spear || Weapon || 28.00 || 10000
|-
| longbow_shadows_unique_x || Bow of Shadows || Weapon || 10.00 || 42000
|-
| carmine dart || Carmine Dart || Weapon || 0.20 || 6
|-
| claymore_chrysamere_unique_x || Chrysamere || Weapon || 60.00 || 95000
|-
| daedric dagger_bar || Daedric Dagger || Weapon || 9.00 || 10000
|-
| glass dagger_symmachus_unique || Dagger of Symmachus || Weapon || 1.40 || 20000
|-
| glass dagger_symmachus_unique_x || Dagger of Symmachus || Weapon || 1.40 || 9000
|-
| dire viperarrow || Dire Viperarrow || Weapon || 0.20 || 6
|-
| silver dagger_droth_unique || Droth Dagger || Weapon || 2.20 || 500
|-
| silver dagger_droth_unique_a || Droth Dagger || Weapon || 2.20 || 500
|-
| centurion_projectile_dart || Dwarven Dart || Weapon || 0.20 || 10
|-
| centurion_projectile_dart_shock || Dwarven Shock Dart || Weapon || 0.20 || 20
|-
| Ebony Scimitar || Ebony Scimitar || Weapon || 40.00 || 15000
|-
| ebony war axe_elanande || Elanande's War Axe || Weapon || 48.00 || 15000
|-
| dagger_fang_unique_x || Fang of Haynekhtnamet || Weapon || 5.00 || 32000
|-
| fine black dart || Fine Black Dart || Weapon || 0.20 || 6
|-
| fine bleeder dart || Fine Bleeder Dart || Weapon || 0.20 || 6
|-
| fine carmine dart || Fine Carmine Dart || Weapon || 0.20 || 6
|-
| fine spring dart || Fine Spring Dart || Weapon || 0.20 || 6
|-
| goblin_club || Goblin Club || Weapon || 25.00 || 3000
|-
| goblin_sword || Goblin Sword || Weapon || 20.00 || 100
|-
| katana_goldbrand_unique_x || Goldbrand || Weapon || 40.00 || 150000
|-
| Gravedigger || Gravedigger || Weapon || 60.00 || 120000
|-
| her dart || Her Dart || Weapon || 0.20 || 100
|-
| Ebony Scimitar_her || Her Ebony Scimitar || Weapon || 40.00 || 25000
|-
| Sword of Almalexia || Hopesfire || Weapon || 15.00 || 150000
|-
| claymore_iceblade_unique_x || Ice Blade of the Monarch || Weapon || 60.00 || 95000
|-
| imperial shortsword || Imperial Shortsword || Weapon || 9.00 || 30
|-
| iron broadsword || Iron Broadsword || Weapon || 12.00 || 30
|-
| iron mace || Iron Mace || Weapon || 15.00 || 24
|-
| silver dagger_iryon_unique || Iryon Dagger || Weapon || 2.20 || 500
|-
| King's_Oath || King's Oath || Weapon || 81.00 || 80000
|-
| King's_Oath_pc || King's Oath || Weapon || 81.00 || 80000
|-
| mace of molag bal_unique_x || Mace of Molag Bal || Weapon || 45.00 || 25000
|-
| Mace of Slurring || Mace of Slurring || Weapon || 23.00 || 20000
|-
| Mace of Slurring_x || Mace of Slurring || Weapon || 23.00 || 20000
|-
| bladepiece_01 || Odd Dwemer Weapon || Weapon || 35.00 || 600
|-
| silver dagger_othril_unique || Othril Dagger || Weapon || 2.20 || 500
|-
| ebony arrow_sadri || PoisonGrip Arrow || Weapon || 0.20 || 10
|-
| silver dagger_rathalas_unique || Rathalas Dagger || Weapon || 2.20 || 500
|-
| silver spear_uvenim || Silver Spear || Weapon || 11.20 || 80
|-
| silver staff || Silver Staff || Weapon || 6.40 || 56
|-
| silver war axe || Silver War Axe || Weapon || 19.20 || 120
|-
| warhammer_crusher_unique_x || Skull Crusher || Weapon || 15.00 || 48000
|-
| ebony shortsword_soscean || Soscean's Shortsword || Weapon || 16.00 || 11000
|-
| spear_mercy_unique_x || Spear of Bitter Mercy || Weapon || 20.00 || 130000
|-
| spite_dart || Spite Dart || Weapon || 0.20 || 60
|-
| spring dart || Spring Dart || Weapon || 0.20 || 6
|-
| staff_hasedoki_unique_x || Staff of Hasedoki || Weapon || 10.00 || 75000
|-
| staff_magnus_unique_x || Staff of Magnus || Weapon || 10.00 || 210000
|-
| steel battle axe || Steel Battle Axe || Weapon || 30.00 || 100
|-
| steel broadsword || Steel Broadsword || Weapon || 12.00 || 60
|-
| steel mace || Steel Mace || Weapon || 15.00 || 48
|-
| steel warhammer || Steel Warhammer || Weapon || 32.00 || 80
|-
| stendar_hammer_unique || Stendarr's Hammer || Weapon || 1000.00 || 130000
|-
| stendar_hammer_unique_x || Stendarr's Hammer || Weapon || 1000.00 || 130000
|-
| dwarven mace_salandas || Suldreni's Mace || Weapon || 15.00 || 360
|-
| nerevarblade_01 || Trueflame || Weapon || 20.00 || 15000
|-
| nerevarblade_01_flame || Trueflame || Weapon || 20.00 || 150000
|-
| longsword_umbra_unique || Umbra Sword || Weapon || 40.00 || 110000
|-
| longsword_umbra_unique_x || Umbra Sword || Weapon || 40.00 || 110000
|-
| daedric warhammer_ttgd_x || Veloth's Judgement || Weapon || 96.00 || 30000
|}
| 514,702
|
2009-12-30T21:01:31Z
|
RoBoT
|
This page lists all the items in the expansion of Tribunal, including the items' ID, weight, and value.
In order to add an item to the player's inventory (in the PC version), open the console and enter the command: where item_ID is one of the IDs listed below and 1 is the number of the item to add (1 to 32768). Item data was extracted directly from the Tribunal.ESM file under the latest patch.
Note: Morrowind items can be found here, and Bloodmoon items can be found here.
|
112
| 1,311
|
https://en.uesp.net/wiki/Tribunal:Artifacts
|
Tribunal:Artifacts
|
{{Trail|Items}} [[Category:Tribunal-Hints]] [[Category:Tribunal-Weapons]] [[Category:Tribunal-Armor]]
{{TOCright|limit=2}}
'''Artifacts''' are specifically defined as anything with a ''unique'' appearance. This is opposed to [[Tribunal:Unique Items|Unique items]], which are defined as those which there is only one of, but which have the same appearance as other ''generic'' items.
This is a list of artifacts that were added in the [[Tribunal:Tribunal|Tribunal]] expansion pack for [[Morrowind:Morrowind|Morrowind]]. See also the [[Morrowind:Artifacts|Morrowind]] and [[Bloodmoon:Artifacts|Bloodmoon]] artifact articles.
In addition to the artifacts listed on this page, there are a few other items encountered in-game which are considered artifacts in lore, but do no meet the criteria of having a unique appearance. These items include:
*[[Tribunal:Barilzar's Mazed Band (item)|Barilzar's Mazed Band]]- See its [[Lore:Barilzar's Mazed Band|lore page]] for more details.
*[[Tribunal:Dagger of Symmachus|Dagger of Symmachus]]- See its [[Lore:Dagger of Symmachus|lore page]] for more details.
;'''Notes'''
*'''''Armor Rating''''' is given for characters with 100 in the appropriate armor skill.
*'''''Speed''''' for weapons specifies how fast the weapon swings with higher values indicating a faster weapon.
*'''''Damage Ratio''''' gives the damage per time for the weapon with higher values indicating a more powerful item. Ratios are given for the base weapon and any magic based damage the weapon may have. This is calculated by multiplying the highest damage value by the weapon's speed. Weapons which do magical damage on strike have an additional value given, which is the average damage of the enchantment.
*'''''Cost Per Use''''' gives the amount of charge required to use the item at an Enchant skill of 1 and 100.
*Only the most exceptional magical items and artifacts are included here.
{{newLine}}
==Weapons==
===Blunt 1-hand===
{{Tribunal:Mace of Slurring}}
{{NewLine}}
===Blunt 2-hand===
{{Tribunal:Stendarr's Hammer}}
{{NewLine}}
===Long Blade 1-hand===
{{Tribunal:Hopesfire}}
{{NewLine}}
{{Tribunal:Odd Dwemer Weapon}}
{{NewLine}}
{{Tribunal:Trueflame}}
{{NewLine}}
===Long Blade 2-hand===
{{Tribunal:BiPolar Blade}}
{{NewLine}}
==Clothing==
===Robes===
{{Tribunal:Robe of the Lich}}
| 2,120,878
|
2020-03-11T06:41:02Z
|
Zebendal
|
Artifacts are specifically defined as anything with a unique appearance. This is opposed to Unique items, which are defined as those which there is only one of, but which have the same appearance as other generic items.
This is a list of artifacts that were added in the Tribunal expansion pack for Morrowind. See also the Morrowind and Bloodmoon artifact articles.
In addition to the artifacts listed on this page, there are a few other items encountered in-game which are considered artifacts in lore, but do no meet the criteria of having a unique appearance. These items include:
Barilzar's Mazed Band- See its lore page for more details.
Dagger of Symmachus- See its lore page for more details.
;Notes
''Armor Rating is given for characters with 100 in the appropriate armor skill.
Speed for weapons specifies how fast the weapon swings with higher values indicating a faster weapon.
Damage Ratio'' gives the damage per time for the weapon with higher values indicating a more powerful item. Ratios are given for the base weapon and any magic based damage the weapon may have. This is calculated by multiplying the highest damage value by the weapon's speed. Weapons which do magical damage on strike have an additional value given, which is the average damage of the enchantment.
''Cost Per Use'' gives the amount of charge required to use the item at an Enchant skill of 1 and 100.
Only the most exceptional magical items and artifacts are included here.
Weapons
Blunt 1-hand
Blunt 2-hand
Long Blade 1-hand
Long Blade 2-hand
Clothing
Robes
|
112
| 1,312
|
https://en.uesp.net/wiki/Tribunal:Quick_Info
|
Tribunal:Quick Info
|
{{Trail}}
{{TOCright}}
This page provides all the basic preview information about the ''Tribunal'' expansion pack at a quick glance as well as giving links to the best sites for more information.
==Basic Information==
#'''Title:''' The Elder Scrolls Chapter III: Tribunal, Morrowind Expansion Pack
#'''Genre:''' Role Playing Game (RPG)
#'''Produced by:''' [http://www.bethsoft.com Bethesda]
#'''Release Date:''' November 2002
#'''Status:''' RELEASED
==Game Information==
#'''Format:''' 1st & 3rd Person Perspectives (Optional in game)
#'''Display:''' 3D, designed for high end T&L 3D cards at end of 2001 (GeForce 3 is typically mentioned)
#'''System Requirements:''' Win ME/98 (128 MB RAM), Win XP/2000 (256 MB RAM), Windows Vista (512MB RAM) 500 MHz Intel Pentium III, Celeron, or AMD Athlon processor, 8x CD/DVD-ROM Drive, 1 GB free hard disk space, DirectX 8.1 (included), 32MB Direct3D Compatible video card with 32-bit color mode support and DirectX 8.1 compatible driver, DirectX 8.1 compatible sound card, Keyboard, Mouse
#'''Recommended System:''' 1.0GHz or faster Intel Pentium III or AMD Athlon processor, 512 MB RAM, NVIDIA GeForce2 GTS, or ATI Radeon 7500 or faster video card. Under Windows Vista, 1024MB (1GB) of RAM is recommended, as is a 2.0GHz Pentium 4 or eqivalent.
#'''Gameplay:''' Adds the large city of Mournhold, capital of Morrowind, to the game, in addition to the hidden city of Sotha Sil and a huge dungeon to explore. Several brand new creatures, armor, weapons and other items to be discovered, not to mention a new quest line involving the other two gods of the Tribunal (you met Vivec in the original game). There are no character requirements for you to start playing in the expansion; you don't have to finish the main quest although the quest line may be different if you do and the expansion is geared towards more advanced characters. The estimated play time is around 50 hours, though this can be greatly increased if you are more thorough in your exploration. As with all expansions, this requires the original Morrowind game to be played.
==Links==
#'''Official:''' [http://www.morrowind.com www.morrowind.com]
| 649,141
|
2011-03-12T14:54:16Z
|
Rpeh
|
This page provides all the basic preview information about the Tribunal expansion pack at a quick glance as well as giving links to the best sites for more information.
Basic Information
#Title: The Elder Scrolls Chapter III: Tribunal, Morrowind Expansion Pack
#Genre: Role Playing Game (RPG)
#Produced by: Bethesda
#Release Date: November 2002
#Status: RELEASED
Game Information
#Format: 1st & 3rd Person Perspectives (Optional in game)
#Display: 3D, designed for high end T&L 3D cards at end of 2001 (GeForce 3 is typically mentioned)
#System Requirements: Win ME/98 (128 MB RAM), Win XP/2000 (256 MB RAM), Windows Vista (512MB RAM) 500 MHz Intel Pentium III, Celeron, or AMD Athlon processor, 8x CD/DVD-ROM Drive, 1 GB free hard disk space, DirectX 8.1 (included), 32MB Direct3D Compatible video card with 32-bit color mode support and DirectX 8.1 compatible driver, DirectX 8.1 compatible sound card, Keyboard, Mouse
#Recommended System: 1.0GHz or faster Intel Pentium III or AMD Athlon processor, 512 MB RAM, NVIDIA GeForce2 GTS, or ATI Radeon 7500 or faster video card. Under Windows Vista, 1024MB (1GB) of RAM is recommended, as is a 2.0GHz Pentium 4 or eqivalent.
#Gameplay: Adds the large city of Mournhold, capital of Morrowind, to the game, in addition to the hidden city of Sotha Sil and a huge dungeon to explore. Several brand new creatures, armor, weapons and other items to be discovered, not to mention a new quest line involving the other two gods of the Tribunal (you met Vivec in the original game). There are no character requirements for you to start playing in the expansion; you don't have to finish the main quest although the quest line may be different if you do and the expansion is geared towards more advanced characters. The estimated play time is around 50 hours, though this can be greatly increased if you are more thorough in your exploration. As with all expansions, this requires the original Morrowind game to be played.
Links
#Official: www.morrowind.com
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https://en.uesp.net/wiki/Morrowind:Spell_Effects
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Morrowind:Spell Effects
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{{Trail|Magic}}[[Category:Morrowind-Hints|Spell Effects]]{{TOCright}}
The following table lists all of the spells in ''[[Morrowind:Morrowind|Morrowind]]''. The ''Base Cost'' indicates the minimum amount of Magicka required to successfully cast the spell.
==[[Morrowind:Alteration|Alteration]]==
Alteration spells involve manipulation of the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, opening locks, and shield barriers against physical damage.
{{newLine}}
{| class="wikitable sortable" width=100% style="text-align:center;"
|- style="background-color:#FFCCCC;"
! class=unsortable|Icon!!Title!!class=unsortable|Description!!Base Cost
|-
| [[File:MW-icon-effect-Burden.jpg]]
| [[Morrowind:Burden|{{Anchor|Burden}}]]
| Temporarily increases the weight carried by the victim, causing fatigue to be lost at a greater rate. The magnitude of the effect is the weight added. When the effect ends, the added weight disappears.
| 1
|-
| [[File:MW-icon-effect-Feather.jpg]]
| [[Morrowind:Feather|{{Anchor|Feather}}]]
| Reduces the target's encumbrance, resulting in a slower loss of fatigue. The magnitude is the units of weight removed from encumbrance.
| 1
|-
| [[File:MW-icon-effect-Fire Shield.jpg]]
| [[Morrowind:Fire Shield|{{Anchor|Fire Shield}}]]
| Creates a shield of elemental fire around the subject's entire body. The spell reduces damage from Fire attacks and damages nearby enemies. Note that despite the color of the icon being that for Destruction, it is actually Alteration.
| 3
|-
| [[File:MW-icon-effect-Frost Shield.jpg]]
| [[Morrowind:Frost Shield|{{Anchor|Frost Shield}}]]
| Creates a shield of elemental frost around the subject's entire body. The spell reduces damage from Frost attacks and damages nearby enemies
| 3
|-
| [[File:MW-icon-effect-Jump.jpg]]
| [[Morrowind:Jump|{{Anchor|Jump}}]]
| Increases the height and distance the target may jump. The magnitude is proportional to the increase in a jump's height and distance.
| 3
|-
| [[File:MW-icon-effect-Levitate.jpg]]
| [[Morrowind:Levitate|{{Anchor|Levitate}}]]
| Temporarily enables the target to levitate into the air, moving in the direction of their choice. The magnitude is the speed at which the subject can move through the air.
| 3
|-
| [[File:MW-icon-effect-Lightning Shield.jpg]]
| [[Morrowind:Lightning Shield|{{Anchor|Lightning Shield}}]]
| Creates a shield of elemental lightning around the subject's entire body. The spell reduces damage from Shock attacks and damages nearby enemies
| 3
|-
| [[File:MW-icon-effect-Lock.jpg]]
| [[Morrowind:Lock|{{Anchor|Lock}}]]
| Locks a container or door. The magnitude of the effect is the lock level placed on the container or door. The effect has no duration; the container or door remains locked until unlocked by key, pick, or spell.
| 2
|-
| [[File:MW-icon-effect-Open.jpg]]
| [[Morrowind:Open|{{Anchor|Open}}]]
| Opens a locked container or door. The effect's magnitude is the highest lock level that can be opened.
| 6
|-
| [[File:MW-icon-effect-Shield.jpg]]
| [[Morrowind:Shield|{{Anchor|Shield}}]]
| Creates a magical shield around the subject's entire body. The spell adds its magnitude to the subject's Armor Rating.
| 2
|-
| [[File:MW-icon-effect-Slowfall.jpg]]
| [[Morrowind:Slowfall|{{Anchor|Slowfall}}]]
| Slows the target's rate of descent, reducing damage received upon landing or falling from great heights.
| 3
|-
| [[File:MW-icon-effect-Swift Swim.jpg]]
| [[Morrowind:Swift Swim|{{Anchor|Swift Swim}}]]
| Temporarily increases the swimming speed of the subject.
| 2
|-
| [[File:MW-icon-effect-Water Breathing.jpg]]
| [[Morrowind:Water Breathing|{{Anchor|Water Breathing}}]]
| Permits the subject to breathe underwater for the duration of the spell.
| 3
|-
| [[File:MW-icon-effect-Water Walking.jpg]]
| [[Morrowind:Water Walking|{{Anchor|Water Walking}}]]
| Permits the subject to walk on the surface of any body of water for the duration of the spell.
| 3
|}
==[[Morrowind:Conjuration|Conjuration]]==
Conjuration spells summon magical items and beings from the outer realms to serve the caster. Conjuring effects include the mental domination of mundane and magical creatures, summoning of otherworldly weapons and armor, and summoning of Daedric servants and powers to serve and protect the caster.
'''Note:''' Yellow entries appear only in [[Tribunal:Tribunal|Tribunal]], and Blue only in [[Bloodmoon:Bloodmoon|Bloodmoon]].
{| class="wikitable sortable" width=100% style="text-align:center;"
|- style="background-color:#FFCCCC;"
! class=unsortable|Icon!!Title!!class=unsortable|Description!!Base Cost
|-
| [[File:MW-icon-effect-Bound Battle Axe.jpg]]
| [[Morrowind:Bound Items|{{Anchor|Bound Battle Axe}}]]
| Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric battle axe. The battle axe appears automatically equipped on the caster, displacing any currently equipped weapon to the inventory. When the effect ends, the battle axe disappears, and any previously equipped weapon is automatically re-equipped.
| 2
|-
| [[File:MW-icon-effect-Bound Boots.jpg]]
| [[Morrowind:Bound Items|{{Anchor|Bound Boots}}]]
| Conjures a lesser-Daedra bound in the form of a magical, wondrously light pair of Daedric boots. The boots appear automatically equipped on the caster, displacing any currently equipped foot armor to the inventory. When the effect ends, the boots disappear, and any previously equipped footwear is automatically re-equipped.
| 2
|-
| [[File:MW-icon-effect-Bound Cuirass.jpg]]
| [[Morrowind:Bound Items|{{Anchor|Bound Cuirass}}]]
| Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric cuirass. The cuirass appears automatically equipped on the caster, displacing any currently equipped chest armor to the inventory. When the effect ends, the cuirass disappears, and any previously equipped chest armor is automatically re-equipped.
| 2
|-
| [[File:MW-icon-effect-Bound Dagger.jpg]]
| [[Morrowind:Bound Items|{{Anchor|Bound Dagger}}]]
| Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric dagger. The dagger appears automatically equipped on the caster, displacing any currently equipped weapon to the inventory. When the effect ends, the dagger disappears, and any previously equipped weapon is automatically re-equipped.
| 2
|-
| [[File:MW-icon-effect-Bound Gloves.jpg]]
| [[Morrowind:Bound Items|{{Anchor|Bound Gloves}}]]
| Conjures a lesser-Daedra bound in the form of magical, wondrously light Daedric armored gloves. The armored gloves appear automatically equipped on the caster, displacing any currently equipped hand armor to the inventory. When the effect ends, the armored gloves disappear, and any previously equipped hand armor is automatically re-equipped.
| 2
|-
| [[File:MW-icon-effect-Bound Helm.jpg]]
| [[Morrowind:Bound Items|{{Anchor|Bound Helm}}]]
| Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric helm. The helm appears automatically equipped on the caster, displacing any currently equipped head armor to the inventory. When the effect ends, the helm disappears, and any previously equipped head armor is automatically re-equipped.
| 2
|-
| [[File:MW-icon-effect-Bound Longbow.jpg]]
| [[Morrowind:Bound Items|{{Anchor|Bound Longbow}}]]
| Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric longbow. The longbow appears automatically equipped on the caster, displacing any currently equipped weapon to the inventory. When the effect ends, the longbow disappears, and any previously equipped weapon is automatically re-equipped.
| 2
|-
| [[File:MW-icon-effect-Bound Longsword.jpg]]
| {{Anchor|[[Morrowind:Bound Items|Bound Longsword]]}}
| Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric longsword. The longsword appears automatically equipped on the caster, displacing any currently equipped weapon to the inventory. When the effect ends, the longsword disappears, and any previously equipped weapon is automatically re-equipped.
| 2
|-
| [[File:MW-icon-effect-Bound Mace.jpg]]
| [[Morrowind:Bound Items|{{Anchor|Bound Mace}}]]
| Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric mace. The mace appears automatically equipped on the caster, displacing any currently equipped weapon to the inventory. When the effect ends, the mace disappears, and any previously equipped weapon is automatically re-equipped.
| 2
|-
| [[File:MW-icon-effect-Bound Shield.jpg]]
| [[Morrowind:Bound Items|{{Anchor|Bound Shield}}]]
| Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric shield. The shield appears automatically equipped on the caster, displacing any currently equipped shield to the inventory. When the effect ends, the shield disappears, and any previously equipped shield is automatically re-equipped.
| 2
|-
| [[File:MW-icon-effect-Bound Spear.jpg]]
| [[Morrowind:Bound Items|{{Anchor|Bound Spear}}]]
| Conjures a lesser-Daedra bound in the form of a magical, wondrously light Daedric spear. The spear appears automatically equipped on the caster, displacing any currently equipped weapon to the inventory. When the effect ends, the spear disappears, and any previously equipped weapon is automatically re-equipped.
| 2
|- {{RES}}
| [[File:MW-icon-effect-Call Bear.jpg]]<sup>[[Bloodmoon:Bloodmoon|BM]]</sup>
| [[Morrowind:Summon|{{Anchor|Call Bear}}]]
| Summons a [[Bloodmoon:Bear|Bear]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight. ([[Bloodmoon:Bloodmoon|Bloodmoon]] only)
| 30
|- {{RES}}
| [[File:MW-icon-effect-Call Wolf.jpg]]<sup>[[Bloodmoon:Bloodmoon|BM]]</sup>
| [[Morrowind:Summon|{{Anchor|Call Wolf}}]]
| Summons a [[Bloodmoon:Wolf|Wolf]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight. ([[Bloodmoon:Bloodmoon|Bloodmoon]] only)
| 30
|-
| [[File:MW-icon-effect-Command Creature.jpg]]
| [[Morrowind:Command|{{Anchor|Command Creature}}]]
| Compels a creature to fight the caster's enemies for the duration of the spell. The magnitude is the level of the creature affected. When the effect ends, the creature returns to its normal behavior.
| 15
|-
| [[File:MW-icon-effect-Command Humanoid.jpg]]
| [[Morrowind:Command|{{Anchor|Command Humanoid}}]]
| Compels a humanoid to fight the caster's enemies for the duration of the spell. The magnitude is the level of humanoid affected. When the effect ends, the humanoid returns to its normal behavior.
| 15
|-
| [[File:MW-icon-effect-Summon Ancestral Ghost.jpg]]
| [[Morrowind:Summon|{{Anchor|Summon Ancestral Ghost}}]]
| Summons an [[Morrowind:Ancestor Ghost|Ancestral Ghost]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight.
| 7
|-
| [[File:MW-icon-effect-Summon Bonelord.jpg]]
| [[Morrowind:Summon|{{Anchor|Summon Bonelord}}]]
| Summons a [[Morrowind:Bonelord|Bonelord]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight.
| 25
|-
| [[File:MW-icon-effect-Summon Lesser Bonewalker.jpg]]
| [[Morrowind:Summon|{{Anchor|Summon Bonewalker}}]]
| Summons a [[Morrowind:Bonewalker|Bonewalker]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight.
| 13
|- {{RES}}
| [[File:MW-icon-effect-Summon Bonewolf.jpg]]<sup>[[Bloodmoon:Bloodmoon|BM]]</sup>
| [[Morrowind:Summon|{{Anchor|Summon Bonewolf}}]]
| Summons a [[Bloodmoon:Bonewolf|Bonewolf]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight. ([[Bloodmoon:Bloodmoon|Bloodmoon]] only)
| 30
|-
| [[File:MW-icon-effect-Summon Clannfear.jpg]]
| [[Morrowind:Summon|{{Anchor|Summon Centurion Sphere}}]]
| Summons a [[Morrowind:Centurion Sphere|Centurion Sphere]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight.
| 25
|-
| [[File:MW-icon-effect-Summon Clannfear.jpg]]
| [[Morrowind:Summon|{{Anchor|Summon Clannfear}}]]
| Summons a [[Morrowind:Clannfear|Clannfear]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight.
| 22
|-
| [[File:MW-icon-effect-Summon Daedroth.jpg]]
| [[Morrowind:Summon|{{Anchor|Summon Daedroth}}]]
| Summons a [[Morrowind:Daedroth|Daedroth]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight.
| 32
|-
| [[File:MW-icon-effect-Summon Dremora.jpg]]
| [[Morrowind:Summon|{{Anchor|Summon Dremora}}]]
| Summons a [[Morrowind:Dremora|Dremora]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight.
| 28
|- {{CON}}
| [[File:MW-icon-effect-Summon Fabricant.jpg]]<sup>[[Tribunal:Tribunal|TR]]</sup>
| [[Morrowind:Summon|{{Anchor|Summon Fabricant}}]]
| Summons a [[Tribunal:Verminous Fabricant|Fabricant]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight. ([[Tribunal:Tribunal|Tribunal]] only)
| 10
|-
| [[File:MW-icon-effect-Summon Flame Atronach.jpg]]
| [[Morrowind:Summon|{{Anchor|Summon Flame Atronach}}]]
| Summons a [[Morrowind:Flame Atronach|Flame Atronach]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight.
| 23
|-
| [[File:MW-icon-effect-Summon Frost Atronach.jpg]]
| [[Morrowind:Summon|{{Anchor|Summon Frost Atronach}}]]
| Summons a [[Morrowind:Frost Atronach|Frost Atronach]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight.
| 27
|-
| [[File:MW-icon-effect-Summon Golden Saint.jpg]]
| [[Morrowind:Summon|{{Anchor|Summon Golden Saint}}]]
| Summons a [[Morrowind:Golden Saint|Golden Saint]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight.
| 55
|-
| [[File:MW-icon-effect-Summon Greater Bonewalker.jpg]]
| [[Morrowind:Summon|{{Anchor|Summon Greater Bonewalker}}]]
| Summons a [[Morrowind:Greater Bonewalker|Greater Bonewalker]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight.
| 15
|-
| [[File:MW-icon-effect-Summon Hunger.jpg]]
| [[Morrowind:Summon|{{Anchor|Summon Hunger}}]]
| Summons a [[Morrowind:Hunger|Hunger]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight.
| 29
|-
| [[File:MW-icon-effect-Summon Scamp.jpg]]
| [[Morrowind:Summon|{{Anchor|Summon Scamp}}]]
| Summons a [[Morrowind:Scamp|Scamp]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight.
| 12
|-
| [[File:MW-icon-effect-Summon Skeletal Minion.jpg]]
| [[Morrowind:Summon|{{Anchor|Summon Skeletal Minion}}]]
| Summons a [[Morrowind:Skeleton|Skeleton]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight.
| 13
|-
| [[File:MW-icon-effect-Summon Storm Atronach.jpg]]
| [[Morrowind:Summon|{{Anchor|Summon Storm Atronach}}]]
| Summons a [[Morrowind:Storm Atronach|Storm Atronach]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight.
| 38
|-
| [[File:MW-icon-effect-Summon Winged Twilight.jpg]]
| [[Morrowind:Summon|{{Anchor|Summon Winged Twilight}}]]
| Summons a [[Morrowind:Winged Twilight|Winged Twilight]] to battle for the caster. It appears six feet in front of the caster and attacks any aggressive entity until the effect ends or the creature is killed. At death, or when the effect ends, the creature disappears. If summoned in town, guards will attack the caster and summoned creature on sight.
| 52
|-
| [[File:MW-icon-effect-Turn Undead.jpg]]
| [[Morrowind:Turn Undead|{{Anchor|Turn Undead}}]]
| Temporarily increases an undead creature's flee rating (its inclination to run from an attacker). The effect's magnitude is the value increase to the flee rating.
| 0.2
|}
==[[Morrowind:Destruction|Destruction]]==
Destruction spells harm living and undead creatures, and mages specializing in destruction are usually war wizards. There are many common variants of destruction spells, not to mention the countless custom versions created by ambitious spellcasters. There are so many different destruction spells that it helps to divide them into five different classes of effects: elemental damage, attribute-draining, attribute-damaging, vulnerability, and disintegration.
{| class="wikitable sortable" width=100% style="text-align:center;"
|- style="background-color:#FFCCCC;"
! class=unsortable|Icon!!Title!!class=unsortable|Description!!Base Cost
|-
| [[File:MW-icon-effect-Corprus.jpg]]
| [[Morrowind:Corprus|{{Anchor|Corprus}}]]
| Infects the victim with corprus disease. Corprus is a special disease with unique properties. The victim remains affected by the disease until it is cured.
| 2500
|-
| [[File:MW-icon-effect-Damage Attribute.jpg]]
| [[Morrowind:Damage Attribute|{{Anchor|Damage Attribute}}]]
| Lowers the value of one of the victim's base [[Morrowind:Attributes|Attributes]]. Any derived attributes are recalculated. Attributes do not return to their original values at the end of the spell's duration and may only be restored with the appropriate restore attribute spell or potion. The magnitude is the units of attribute lost each second of the spell's duration.
| 8
|-
| [[File:MW-icon-effect-Damage Fatigue.jpg]]
| [[Morrowind:Damage Fatigue|{{Anchor|Damage Fatigue}}]]
| Lowers the value of a victim's [[Morrowind:Fatigue|Fatigue]]. Fatigue does not return to its original value at the end of the spell's duration; it restores normally, or may be restored with a restore fatigue spell or potion. The magnitude is the units of fatigue lost each second of the spell's duration.
| 4
|-
| [[File:MW-icon-effect-Damage Health.jpg]]
| [[Morrowind:Damage Health|{{Anchor|Damage Health}}]]
| Lowers the value of a victim's [[Morrowind:Health|Health]]. Health does not return to its original value at the end of the spell's duration; it restores normally, or may be restored with a restore health spell or potion. The magnitude is the units of health lost each second of the spell's duration.
| 8
|-
| [[File:MW-icon-effect-Damage Magicka.jpg]]
| [[Morrowind:Damage Magicka|{{Anchor|Damage Magicka}}]]
| Lowers the value of a victim's [[Morrowind:Magicka|Magicka]]. Magicka does not return to its original value at the end of the spell's duration; it restores normally, or may be restored with a restore magicka spell or potion. The magnitude is the units of magicka lost each second of the spell's duration.
| 8
|-
| [[File:MW-icon-effect-Damage Skill.jpg]]
| [[Morrowind:Damage Skill|{{Anchor|Damage Skill}}]]
| Lowers the value of one of the victim's [[Morrowind:Skills|Skills]]. Skills do not return to their original values at the end of the spell's duration; they may only be restored with the appropriate restore skill spell or potion. The magnitude is the units of skill lost each second of the spell's duration.
| 8
|-
| [[File:MW-icon-effect-Disintegrate Armor.jpg]]
| [[Morrowind:Disintegrate Armor|{{Anchor|Disintegrate Armor}}]]
| Damages the health rating of an equipped piece of armor on a touched or ranged victim.
| 6
|-
| [[File:MW-icon-effect-Disintegrate Weapon.jpg]]
| [[Morrowind:Disintegrate Weapon|{{Anchor|Disintegrate Weapon}}]]
| Damages the health rating of an equipped weapon on a touched or ranged victim.
| 6
|-
| [[File:MW-icon-effect-Drain Attribute.jpg]]
| [[Morrowind:Drain Attribute|{{Anchor|Drain Attribute}}]]
| Temporarily lowers the value of one of a victim's base [[Morrowind:Attributes|Attributes]]. Any derived attributes are recalculated. Attributes return to their original values when the spell ends. The magnitude is the units of attribute reduced each second of the spell's duration.
| 1
|-
| [[File:MW-icon-effect-Drain Fatigue.jpg]]
| [[Morrowind:Drain Fatigue|{{Anchor|Drain Fatigue}}]]
| Temporarily lowers the value of the victim's [[Morrowind:Fatigue|Fatigue]]. Fatigue returns to its original value when the spell ends. The magnitude is the units of fatigue reduced each second of the spell's duration.
| 2
|-
| [[File:MW-icon-effect-Drain Health.jpg]]
| [[Morrowind:Drain Health|{{Anchor|Drain Health}}]]
| Temporarily lowers the value of the victim's [[Morrowind:Health|Health]]. Health returns to its original value when the spell ends. The magnitude is the units of health reduced each second of the spell's duration.
| 4
|-
| [[File:MW-icon-effect-Drain Magicka.jpg]]
| [[Morrowind:Drain Magicka|{{Anchor|Drain Magicka}}]]
| Temporarily lowers the value of a victim's [[Morrowind:Magicka|Magicka]]. Magicka returns to its original value when the spell ends. The magnitude is the units of magicka reduced each second of the spell's duration.
| 4
|-
| [[File:MW-icon-effect-Drain Skill.jpg]]
| [[Morrowind:Drain Skill|{{Anchor|Drain Skill}}]]
| Temporarily lowers the value of one of a victim's [[Morrowind:Skills|Skills]]. The skill returns to its original value when the spell ends. The magnitude is the units of skill reduced each second of the spell's duration.
| 1
|-
| [[File:MW-icon-effect-Fire Damage.jpg]]
| [[Morrowind:Fire Damage|{{Anchor|Fire Damage}}]]
| Produces a manifestation of elemental fire. Upon contact with an object, this manifestation explodes, causing damage.
| 5
|-
| [[File:MW-icon-effect-Frost Damage.jpg]]
| [[Morrowind:Frost Damage|{{Anchor|Frost Damage}}]]
| Produces a manifestation of elemental frost. Upon contact with an object, this manifestation causes frost damage over the area of the spell.
| 5
|-
| [[File:MW-icon-effect-Poison.jpg]]
| [[Morrowind:Poison|{{Anchor|Poison}}]]
| Creates a spray of poisonous acid that causes damage to the health of the victim. A victim continues to lose health from the poison effect for the duration of the spell, unless the effect is canceled by a cure poison spell or potion.
| 9
|-
| [[File:MW-icon-effect-Shock Damage.jpg]]
| [[Morrowind:Shock Damage|{{Anchor|Shock Damage}}]]
| Produces bolts of elemental lightning. The magnitude is the damage received by the first victim along a bolt's path.
| 7
|-
| [[File:MW-icon-effect-Damage Magicka.jpg]]
| [[Morrowind:Stunted Magicka|{{Anchor|Stunted Magicka}}]]
| Prevents the target from regenerating magicka while sleeping for the duration of the effect.
| 1
|-
| [[File:MW-icon-effect-Sun Damage.jpg]]
| [[Morrowind:Sun Damage|{{Anchor|Sun Damage}}]]
| Causes the victim's health to be damaged while out of doors when the sun is up. The magnitude is the amount of health damaged. Damage is modified by the relative height of the sun in the sky, with the least damage occurring at sunrise (6 A.M.) and sunset (8 P.M.).
| 1
|-
| [[File:MW-icon-effect-Vampirism.jpg]]
| [[Morrowind:Vampirism|{{Anchor|Vampirism}}]]
| Confers upon the subject all the abilities and weaknesses of the Porphyric Hemophilia disease.
| 5
|-
| [[File:MW-icon-effect-Weakness to Blight Disease.jpg]]
| [[Morrowind:Weakness to Blight Disease|{{Anchor|Weakness to Blight Disease}}]]
| Decreases the target's resistance to [[Morrowind:Diseases#Blight Diseases|blight diseases]].
| 4
|-
| [[File:MW-icon-effect-Weakness to Common Disease.jpg]]
| [[Morrowind:Weakness to Common Disease|{{Anchor|Weakness to Common Disease}}]]
| Decreases the target's resistance to [[Morrowind:Diseases#Common Diseases|common diseases]].
| 2
|-
| [[File:MW-icon-effect-Weakness to Corprus Disease.jpg]]
| [[Morrowind:Weakness to Corprus Disease|{{Anchor|Weakness to Corprus Disease}}]]
| Decreases the target's resistance to [[Morrowind:Corprus (disease)|Corprus disease]].
| 4
|-
| [[File:MW-icon-effect-Weakness to Fire.jpg]]
| [[Morrowind:Weakness to Fire|{{Anchor|Weakness to Fire}}]]
| Decreases the target's resistance to [[Morrowind:Fire Damage|Fire Damage]].
| 2
|-
| [[File:MW-icon-effect-Weakness to Frost.jpg]]
| [[Morrowind:Weakness to Frost|{{Anchor|Weakness to Frost}}]]
| Decreases the target's resistance to [[Morrowind:Frost Damage|Frost Damage]].
| 2
|-
| [[File:MW-icon-effect-Weakness to Magicka.jpg]]
| [[Morrowind:Weakness to Magicka|{{Anchor|Weakness to Magicka}}]]
| Decreases the target's resistance to damage from non-elemental magic attacks.
| 2
|-
| [[File:MW-icon-effect-Weakness to Normal Weapons.jpg]]
| [[Morrowind:Weakness to Normal Weapons|{{Anchor|Weakness to Normal Weapons}}]]
| Decreases the target's resistance to damage from normal weapons (non-enchanted or silver).
| 2
|-
| [[File:MW-icon-effect-Weakness to Poison.jpg]]
| [[Morrowind:Weakness to Poison|{{Anchor|Weakness to Poison}}]]
| Decreases the target's resistance to [[Morrowind:Poison|Poison]].
| 2
|-
| [[File:MW-icon-effect-Weakness to Shock.jpg]]
| [[Morrowind:Weakness to Shock|{{Anchor|Weakness to Shock}}]]
| Decreases the target's resistance to [[Morrowind:Shock Damage|Shock Damage]].
| 2
|}
==[[Morrowind:Illusion|Illusion]]==
Illusion spells affect the perception and mind of living subjects. Illusion effects include blinding, paralyzing, and silencing subjects, calming and enraging subjects, and distracting observers so they do not notice the caster -- the invisibility effect.
{| class="wikitable sortable" width=100% style="text-align:center;"
|- style="background-color:#FFCCCC;"
! class=unsortable|Icon!!Title!!class=unsortable|Description!!Base Cost
|-
| [[File:MW-icon-effect-Blind.jpg]]
| [[Morrowind:Blind|{{Anchor|Blind}}]]
| Obscures the vision of the victim, reducing their chance to strike an opponent with weapon or hand-to-hand attacks.
| 1
|-
| [[File:MW-icon-effect-Calm Creature.jpg]]
| [[Morrowind:Calm|{{Anchor|Calm Creature}}]]
| Temporarily reduces a creature's attack rating (its inclination to attack). The effect's magnitude is the value of the reduction of the attack rating. When the effect ends, the creature's attack rating returns to normal. Humanoids, undead, Daedra, and artifacts are not affected by this spell.
| 1
|-
| [[File:MW-icon-effect-Calm Humanoid.jpg]]
| [[Morrowind:Calm|{{Anchor|Calm Humanoid}}]]
| Temporarily reduces a humanoid's attack rating (its inclination to attack). The effect's magnitude is the value of the reduction of the attack rating. When the effect ends, the humanoid's attack rating returns to normal. Creatures, undead, Daedra, and artifacts are not affected by this spell.
| 1
|-
| [[File:MW-icon-effect-Chameleon.jpg]]
| [[Morrowind:Chameleon|{{Anchor|Chameleon}}]]
| Allows the target to blend into the surroundings and remain unseen. The target can attack and use objects without disrupting the effect. The spell ranges from 1% to 100% effectiveness, the magnitude being equal to the degree of concealment.
| 1
|-
| [[File:MW-icon-effect-Charm.jpg]]
| [[Morrowind:Charm|{{Anchor|Charm}}]]
| Temporarily increases the target's disposition towards the caster. When the effect ends, the target's disposition returns to its original value.
| 5
|-
| [[File:MW-icon-effect-Demoralize Creature.jpg]]
| [[Morrowind:Demoralize|{{Anchor|Demoralize Creature}}]]
| Temporarily increases a creature's flee rating (its inclination to run from an attacker). The effect's magnitude is the value of the increase of the flee rating. When the effect ends, the creature's flee rating returns to normal. Humanoids, undead, Daedra, and artifacts are not affected by this spell.
| 1
|-
| [[File:MW-icon-effect-Demoralize Humanoid.jpg]]
| [[Morrowind:Demoralize|{{Anchor|Demoralize Humanoid}}]]
| Temporarily increases a humanoid's flee rating (its inclination to flee from an attacker). The effect's magnitude is the value of the increase of the flee rating. When the effect ends, the humanoid's flee rating returns to normal. Creatures, undead, Daedra, and artifacts are not affected by this spell. '''Note:''' This effect is considered Mysticism, when it should clearly be Illusion.
| 1
|-
| [[File:MW-icon-effect-Frenzy Creature.jpg]]
| [[Morrowind:Frenzy|{{Anchor|Frenzy Creature}}]]
| Temporarily increases a creature's attack rating (its inclination to attack). The effect's magnitude is the value of the increase in the attack rating. When the effect ends, the creature's attack rating returns to normal. Humanoids, undead, Daedra, and artifacts are not affected by this spell.
| 1
|-
| [[File:MW-icon-effect-Frenzy Humanoid.jpg]]
| [[Morrowind:Frenzy|{{Anchor|Frenzy Humanoid}}]]
| Temporarily increases a humanoid's attack rating (its inclination to attack). The effect's magnitude is the value of the increase in the attack rating. When the effect ends, the humanoid's attack rating returns to normal. Creatures, undead, Daedra, and artifacts are not affected by this spell.
| 1
|-
| [[File:MW-icon-effect-Invisibility.jpg]]
| [[Morrowind:Invisibility|{{Anchor|Invisibility}}]]
| Conceals the presence of the subject from observers. If the subject attacks, speaks, or activates an object, the effect is dispelled. The magnitude of this effect is not variable; the subject is always 100% invisible.
| 20
|-
| [[File:MW-icon-effect-Light.jpg]]
| [[Morrowind:Light|{{Anchor|Light}}]]
| Creates a projectile of tangible light. Upon striking a target, the projectile illuminates the area for the duration of the effect. The projectile does not cause any damage.
| 0.2
|-
| [[File:MW-icon-effect-Night Eye.jpg]]
| [[Morrowind:Night Eye|{{Anchor|Night Eye}}]]
| Temporarily endows the subject with the ability to see in the dark. The effect's magnitude is the degree to which the ambient light level is raised.
| 0.2
|-
| [[File:MW-icon-effect-Paralyze.jpg]]
| [[Morrowind:Paralyze|{{Anchor|Paralyze}}]]
| Renders the target unable to move. This effect has no magnitude, only duration.
| 40
|-
| [[File:MW-icon-effect-Rally Creature.jpg]]
| [[Morrowind:Rally|{{Anchor|Rally Creature}}]]
| Temporarily decreases a creature's flee rating (its inclination to flee from an attacker). The effect's magnitude is the value of the decrease in the flee rating. When the effect ends, the creature's flee rating returns to normal. Humanoids, undead, Daedra, and artifacts are not affected by this spell.
| 0.2
|-
| [[File:MW-icon-effect-Rally Humanoid.jpg]]
| [[Morrowind:Rally|{{Anchor|Rally Humanoid}}]]
| Temporarily decreases a humanoid's flee rating (its inclination to flee from an attacker). The effect's magnitude is the value of the decrease in the flee rating. When the effect ends, the humanoid's flee rating returns to normal. Creatures, undead, Daedra, and artifacts are not affected by this spell.
| 0.2
|-
| [[File:MW-icon-effect-Sanctuary.jpg]]
| [[Morrowind:Sanctuary|{{Anchor|Sanctuary}}]]
| Causes the target to be harder to hit. The magnitude is the value that is added to the target's chance to dodge attacks.
| 1
|-
| [[File:MW-icon-effect-Silence.jpg]]
| [[Morrowind:Silence|{{Anchor|Silence}}]]
| Temporarily renders a victim unable to cast spells.
| 40
|-
| [[File:MW-icon-effect-Sound.jpg]]
| [[Morrowind:Sound|{{Anchor|Sound}}]]
| Produces a disorienting noise in the victim's mind. The magnitude is the reduction in the victim's chance to successfully cast spells.
| 3
|}
==[[Morrowind:Mysticism|Mysticism]]==
Mysticism spells involve the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world. These spells 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.
{| class="wikitable sortable" width=100% style="text-align:center;"
|- style="background-color:#FFCCCC;"
! class=unsortable|Icon!!Title!!class=unsortable|Description!!Base Cost
|-
| [[File:MW-icon-effect-Absorb Attribute.jpg]]
| [[Morrowind:Absorb Attribute|{{Anchor|Absorb Attribute}}]]
| Temporarily transfers a portion of one of the victim's [[Morrowind:Attributes|Attributes]] to the caster. The caster may exceed the attribute's maximum of 100 for the duration of the spell. When the effect ends, both caster and victim attributes return to their original values.
| 2
|-
| [[File:MW-icon-effect-Absorb Fatigue.jpg]]
| [[Morrowind:Absorb Fatigue|{{Anchor|Absorb Fatigue}}]]
| Permanently transfers [[Morrowind:Fatigue|Fatigue]] from the victim to the caster, wearying the victim and invigorating the caster. The caster may not exceed their own natural maximum Fatigue value, but even if the caster is at full Fatigue, casting this spell will still drain the target's Fatigue.
| 4
|-
| [[File:MW-icon-effect-Absorb Health.jpg]]
| [[Morrowind:Absorb Health|{{Anchor|Absorb Health}}]]
| Permanently transfers [[Morrowind:Health|Health]] from the victim to the caster, injuring the victim and vitalizing the caster. The caster may not exceed their own natural maximum Health value, but even if the caster is at full Health, casting this spell will still drain the target's Health.
| 8
|-
| [[File:MW-icon-effect-Absorb Magicka.jpg]]
| [[Morrowind:Absorb Magicka|{{Anchor|Absorb Magicka}}]]
| Transfers [[Morrowind:Magicka|Magicka]] from the victim to the caster, reducing the victim's spellcasting reservoirs and filling the caster's. The caster may not exceed their own natural maximum Magicka value, but even if the caster is at full Magicka, casting this spell will still drain the target's Magicka.
| 8
|-
| [[File:MW-icon-effect-Absorb Skill.jpg]]
| [[Morrowind:Absorb Skill|{{Anchor|Absorb Skill}}]]
| Temporarily reduces one of the victim's [[Morrowind:Skills|Skills]] and increases the caster's. When the effect ends, the caster loses the borrowed skill, and the victim regains all lost skill. Unused in the game, and only found on a developers' test item, [[Morrowind:Clutterbane|Clutterbane]].
| 2
|-
| [[File:MW-icon-effect-Almsivi Intervention.jpg]]
| [[Morrowind:Almsivi Intervention|{{Anchor|Almsivi Intervention}}]]
| The subject of this effect is transported instantaneously to the altar of the nearest shrine or edifice of the [[Morrowind:Tribunal Temple|Tribunal Temple]].
| 150
|-
| [[File:MW-icon-effect-Detect Animal.jpg]]
| [[Morrowind:Detect Animal|{{Anchor|Detect Animal}}]]
| Allows the caster of this effect to detect any entity animated by a spirit; said entities appear on the map as red-circle symbols. This effect includes all classes of monsters (creatures, undead, Daedra, Dwemer constructs). Humanoids are NOT detected by this spell. The magnitude is the range in feet from the caster that animals are detected.
| 0.75
|-
| [[File:MW-icon-effect-Detect Enchantment.jpg]]
| [[Morrowind:Detect Enchantment|{{Anchor|Detect Enchantment}}]]
| Allows the caster of this effect to detect enchanted items; said items appear on the map as blue-circle symbols. The effect's magnitude is the range in feet from the caster that enchanted items are detected.
| 1
|-
| [[File:MW-icon-effect-Detect Key.jpg]]
| [[Morrowind:Detect Key|{{Anchor|Detect Key}}]]
| Allows the caster of this effect to detect [[Morrowind:Keys|Keys]]; their locations appear on the map as green-circle symbols. The effect's magnitude is the range in feet from the caster that keys are detected.
| 1
|-
| [[File:MW-icon-effect-Dispel.jpg]]
| [[Morrowind:Dispel|{{Anchor|Dispel}}]]
| Removes magicka-based spell effects from the subject. Dispel does not affect abilities, disease, curses, or constant magic item effects. The magnitude is the chance an effect is removed.
| 5
|-
| [[File:MW-icon-effect-Divine Intervention.jpg]]
| [[Morrowind:Divine Intervention|{{Anchor|Divine Intervention}}]]
| Transports the subject of this effect instantaneously to the altar of the nearest shrine of the [[Morrowind:Imperial Cult|Imperial Cult]].
| 150
|-
| [[File:MW-icon-effect-Mark.jpg]]
| [[Morrowind:Mark|{{Anchor|Mark}}]]
| Establishes a target location for the [[Morrowind:Recall|Recall]] spell to act upon. The location is established directly at the position of the caster when the spell is used.
| 350
|-
| [[File:MW-icon-effect-Recall.jpg]]
| [[Morrowind:Recall|{{Anchor|Recall}}]]
| The subject is instantaneously transported to the point set by the [[Morrowind:Mark|Mark]] spell.
| 350
|-
| [[File:MW-icon-effect-Reflect.jpg]]
| [[Morrowind:Reflect|{{Anchor|Reflect}}]]
| Allows the subject to reflect spell effects back at an attacking caster. The effect's magnitude is the chance that a spell effect is reflected. If the reflect spell is successful, the opposing spells reflect back at the attacking caster. If the reflect spell fails, the opposing spells take effect normally.
| 10
|-
| [[File:MW-icon-effect-Soultrap.jpg]]
| [[Morrowind:Soultrap|{{Anchor|Soultrap}}]]
| Traps the soul of the targeted creature in the smallest empty soul gem in the caster's inventory, if the creature is killed during the spell's duration.
| 2
|-
| [[File:MW-icon-effect-Spell Absorption.jpg]]
| [[Morrowind:Spell Absorption|{{Anchor|Spell Absorption}}]]
| Allows the caster to absorb an attacking spell's power as an increase to their reservoir of magicka. The magnitude is the chance that an attacking spell will be absorbed. If successful, the caster absorbs the attacking spell's cost in spell points as increased magicka. The caster's magicka cannot be increased above the caster's standard magicka level. If failed, the attacking spell takes effect normally.
| 10
|-
| [[File:MW-icon-effect-Telekinesis.jpg]]
| [[Morrowind:Telekinesis|{{Anchor|Telekinesis}}]]
| Allows the subject to pick up items, open containers, and open interior doors from a distance. The magnitude is the number of feet the subject can reach.
| 1
|}
==[[Morrowind:Restoration|Restoration]]==
Restoration spells heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. The primary spells of this type heal wounds, cure disease, and restore lost vitality, but can also augment strength, endurance, intelligence, agility, and other bodily attributes.
{| class="wikitable sortable" width=100% style="text-align:center;"
|- style="background-color:#FFCCCC;"
! class=unsortable|Icon!!Title!!class=unsortable|Description!!Base Cost
|-
| [[File:MW-icon-effect-Cure Blight Disease.jpg]]
| [[Morrowind:Cure Blight Disease|{{Anchor|Cure Blight Disease}}]]
| Cures the subject of any and all [[Morrowind:Diseases#Blight Diseases|Blight Diseases]], and all associated traits.
| 2000
|-
| [[File:MW-icon-effect-Cure Common Disease.jpg]]
| [[Morrowind:Cure Common Disease|{{Anchor|Cure Common Disease}}]]
| Cures the subject of any and all [[Morrowind:Diseases#Common Diseases|Common Diseases]].
| 300
|-
| [[File:MW-icon-effect-Cure Corprus Disease.jpg]]
| [[Morrowind:Cure Corprus Disease|{{Anchor|Cure Corprus Disease}}]]
| Cures the subject of [[Morrowind:Corprus|Corprus]].
| 2500
|-
| [[File:MW-icon-effect-Cure Paralyzation.jpg]]
| [[Morrowind:Cure Paralyzation|{{Anchor|Cure Paralyzation}}]]
| Cures the subject of [[Morrowind:Paralyze|paralyzation]].
| 100
|-
| [[File:MW-icon-effect-Cure Poison.jpg]]
| [[Morrowind:Cure Poison|{{Anchor|Cure Poison}}]]
| Cures the subject of any [[Morrowind:Poison|Poison]] affecting them. The effect does not restore health lost to poisoning.
| 100
|-
| [[File:MW-icon-effect-Fortify Attack.jpg]]
| [[Morrowind:Fortify Attack|{{Anchor|Fortify Attack}}]]
| Raises the subject's chance of making a successful hit with a weapon or hand-to-hand attack.<br>This effect may be obtained only by completing the [[Morrowind:Threads of the Webspinner|Threads of the Webspinner]] quest for the [[Morrowind:Morag Tong|Morag Tong]].
| 1
|-
| [[File:MW-icon-effect-Fortify Attribute.jpg]]
| [[Morrowind:Fortify Attribute|{{Anchor|Fortify Attribute}}]]
| Temporarily increases the value of one of a subject's [[Morrowind:Attributes|Attributes]]. Any derived attributes are recalculated. Attributes return to their original values when the spell ends. The magnitude is the value of the increase of the attribute.
| 1
|-
| [[File:MW-icon-effect-Fortify Fatigue.jpg]]
| [[Morrowind:Fortify Fatigue|{{Anchor|Fortify Fatigue}}]]
| Temporarily increases the value of a subject's [[Morrowind:Fatigue|Fatigue]]. Fatigue returns to its original values when the spell ends. The magnitude is the value of the increase in fatigue.
| 0.5
|-
| [[File:MW-icon-effect-Fortify Health.jpg]]
| [[Morrowind:Fortify Health|{{Anchor|Fortify Health}}]]
| Temporarily increases the value of a subject's [[Morrowind:Health|Health]]. Health returns to its original values when the spell ends. The magnitude is the value of the increase in health.
| 1
|-
| [[File:MW-icon-effect-Fortify Magicka.jpg]]
| [[Morrowind:Fortify Magicka|{{Anchor|Fortify Magicka}}]]
| Temporarily increases the value of a subject's [[Morrowind:Magicka|Magicka]]. Magicka returns to its original values when the spell ends. The magnitude is the value of the increase in magicka.
| 1
|-
| [[File:MW-icon-effect-Fortify Maximum Magicka.jpg]]
| [[Morrowind:Fortify Maximum Magicka|{{Anchor|Fortify Maximum Magicka}}]]
| Modifies the multiplier used to derive the amount of magicka the subject currently retains. The magnitude is multiplied by the subject's [[Morrowind:Intelligence|Intelligence]] to derive the magicka. The standard multiplier is 0.5. This effect is only available from [[Morrowind:Birthsigns|Birthsigns]] or [[Morrowind:Races|Racial effects]].
| 4
|-
| [[File:MW-icon-effect-Fortify Skill.jpg]]
| [[Morrowind:Fortify Skill|{{Anchor|Fortify Skill}}]]
| Temporarily increases the value of one of the subject's [[Morrowind:Skills|Skills]]. The skill returns to its original value when the spell ends. The magnitude is the value of the increase in the skill. This spell may only be found by completing the [[Morrowind:Threads of the Webspinner|Threads of the Webspinner]] quest for the [[Morrowind:Morag Tong|Morag Tong]] in versions of [[Morrowind:Morrowind|Morrowind]] below 1.2. This spell may be purchased at the Temple of Almalexia in the [[Tribunal:Tribunal|Tribunal]] expansion pack.
| 1
|-
| [[File:MW-icon-effect-Remove Curse.jpg]]
| [[Morrowind:Remove Curse|{{Anchor|Remove Curse}}]]
| Removes the effect of a curse from the target. (Since there are no curses in the game, this is not available anywhere.)
| 15
|-
| [[File:MW-icon-effect-Resist Blight Disease.jpg]]
| [[Morrowind:Resist Blight Disease|{{Anchor|Resist Blight Disease}}]]
| Increases the subject's resistance to [[Morrowind:Diseases#Blight Diseases|Blight Diseases]]. The magnitude is the percentage of reduction in damage caused by blight disease effects.
| 5
|-
| [[File:MW-icon-effect-Resist Common Disease.jpg]]
| [[Morrowind:Resist Common Disease|{{Anchor|Resist Common Disease}}]]
| Increases the subject's resistance to [[Morrowind:Diseases#Common Diseases|Common Diseases]]. The magnitude is the percentage of reduction in damage caused by common disease effects.
| 2
|-
| [[File:MW-icon-effect-Resist Corprus Disease.jpg]]
| [[Morrowind:Resist Corprus Disease|{{Anchor|Resist Corprus Disease}}]]
| Increases the subject's resistance to [[Morrowind:Corprus|Corprus]] disease. The magnitude is the percentage of reduction in damage caused by corprus disease effects.
| 5
|-
| [[File:MW-icon-effect-Resist Fire.jpg]]
| [[Morrowind:Resist Fire|{{Anchor|Resist Fire}}]]
| Increases the target's resistance to [[Morrowind:Fire Damage|Fire Damage]]. The magnitude is the percentage of reduction in damage caused by elemental fire damage effects.
| 2
|-
| [[File:MW-icon-effect-Resist Frost.jpg]]
| [[Morrowind:Resist Frost|{{Anchor|Resist Frost}}]]
| Increases the target's resistance to [[Morrowind:Frost Damage|Frost Damage]]. The magnitude is the percentage of reduction in damage caused by elemental frost damage effects.
| 2
|-
| [[File:MW-icon-effect-Resist Magicka.jpg]]
| [[Morrowind:Resist Magicka|{{Anchor|Resist Magicka}}]]
| Increases the target's resistance to damage from magicka attacks not based on elemental forces. The magnitude is the percentage of reduction in damage caused by non-elemental magic attacks.
| 2
|-
| [[File:MW-icon-effect-Resist Normal Weapons.jpg]]
| [[Morrowind:Resist Normal Weapons|{{Anchor|Resist Normal Weapons}}]]
| Increases the target's resistance to damage caused by any non-enchanted or silver weapon. The magnitude is the percentage of reduction in damage caused by normal weapons.
| 5
|-
| [[File:MW-icon-effect-Resist Paralysis.jpg]]
| [[Morrowind:Resist Paralysis|{{Anchor|Resist Paralysis}}]]
| Increases the target's resistance to [[Morrowind:Paralyze|paralysis]]. The magnitude is the percentage added to the subject's standard resistance.
| 0.2
|-
| [[File:MW-icon-effect-Resist Poison.jpg]]
| [[Morrowind:Resist Poison|{{Anchor|Resist Poison}}]]
| Increases the target's resistance to [[Morrowind:Poison|Poison]]. The magnitude is the percentage of reduction in damage caused by poison effects.
| 2
|-
| [[File:MW-icon-effect-Resist Shock.jpg]]
| [[Morrowind:Resist Shock|{{Anchor|Resist Shock}}]]
| Increases the target's resistance to [[Morrowind:Shock Damage|Shock Damage]]. The magnitude is the percentage of reduction in damage caused by elemental shock damage effects.
| 2
|-
| [[File:MW-icon-effect-Restore Attribute.jpg]]
| [[Morrowind:Restore Attribute|{{Anchor|Restore Attribute}}]]
| Restores any of the subject's [[Morrowind:Attributes|Attributes]] that have been reduced by magical attack. The magnitude is the units of attribute restored for each second of the spell's duration.
| 1
|-
| [[File:MW-icon-effect-Restore Fatigue.jpg]]
| [[Morrowind:Restore Fatigue|{{Anchor|Restore Fatigue}}]]
| Restores the subject's [[Morrowind:Fatigue|Fatigue]] if it has been affected by magical attack or loss. The magnitude is the units of fatigue restored for each second of the spell's duration.
| 1
|-
| [[File:MW-icon-effect-Restore Health.jpg]]
| [[Morrowind:Restore Health|{{Anchor|Restore Health}}]]
| Restores the subject's [[Morrowind:Health|Health]] if it has been affected by magical or normal attack. The magnitude is the units of health restored for each second of the spell's duration.
| 5
|-
| [[File:MW-icon-effect-Restore Magicka.jpg]]
| [[Morrowind:Restore Magicka|{{Anchor|Restore Magicka}}]]
| Restores the subject's [[Morrowind:Magicka|Magicka]] to its original value if it has been affected by magical attack or use. The magnitude is the units of magicka restored for each second of the spell's duration.
| 5
|-
| [[File:MW-icon-effect-Restore Skill.jpg]]
| [[Morrowind:Restore Skill|{{Anchor|Restore Skill}}]]
| Restores the subject's [[Morrowind:Skills|Skills]] if they have been reduced by magical attack. The magnitude is the units of skill restored for each second of the spell's duration.
| 1
|}
| 1,973,738
|
2019-06-22T20:57:13Z
|
CyrusBot
|
Spell Effects
The following table lists all of the spells in Morrowind. The Base Cost indicates the minimum amount of Magicka required to successfully cast the spell.
Alteration
Alteration spells involve manipulation of the physical world and its natural properties. Alteration effects include water breathing and walking, jumping, levitating, opening locks, and shield barriers against physical damage.
Conjuration
Conjuration spells summon magical items and beings from the outer realms to serve the caster. Conjuring effects include the mental domination of mundane and magical creatures, summoning of otherworldly weapons and armor, and summoning of Daedric servants and powers to serve and protect the caster.
Note: Yellow entries appear only in Tribunal, and Blue only in Bloodmoon.
Destruction
Destruction spells harm living and undead creatures, and mages specializing in destruction are usually war wizards. There are many common variants of destruction spells, not to mention the countless custom versions created by ambitious spellcasters. There are so many different destruction spells that it helps to divide them into five different classes of effects: elemental damage, attribute-draining, attribute-damaging, vulnerability, and disintegration.
Illusion
Illusion spells affect the perception and mind of living subjects. Illusion effects include blinding, paralyzing, and silencing subjects, calming and enraging subjects, and distracting observers so they do not notice the caster -- the invisibility effect.
Mysticism
Mysticism spells involve the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world. These spells bind souls in gems, or teleport the caster's body, or manipulate the world with telekinesis, or absorb or reflect magical energies, or sense unseen objects at a distance.
Restoration
Restoration spells heal, restore, and fortify the body's attributes and abilities, cure disease, and protect it from other malign influences. The primary spells of this type heal wounds, cure disease, and restore lost vitality, but can also augment strength, endurance, intelligence, agility, and other bodily attributes.
|
114
| 1,314
|
https://en.uesp.net/wiki/Bloodmoon:Bloodmoon
|
Bloodmoon:Bloodmoon
|
[[Category:Bloodmoon]]{{protection|semi|move}}
{{Gameinfo
|Boxart1image=BM-cover-Bloodmoon Box Art.jpg|Boxart1name=Bloodmoon box art
|Setting=[[Lore:Solstheim|Solstheim]], [[Lore:Morrowind|Morrowind]]
|TimePer={{Year|3E 427}}
|Developer=[[General:Bethesda Softworks|Bethesda Softworks]]
|RD1Type=PC|RD1=3 June 2003
|RD2Type=Xbox (GotY)|RD2=31 October 2003
}}
'''Bloodmoon''' is the second [[Morrowind:Expansions|expansion pack]] for [[Morrowind:Morrowind|Morrowind]], set on the icy island of [[Bloodmoon:Solstheim|Solstheim]], northwest of [[Morrowind:Vvardenfell|Vvardenfell]]. As the [[Bloodmoon:East Empire Company|East Empire Company]] struggle to establish a new colony on the frozen shores, mysterious occurrences and the arrival of [[Bloodmoon:Werewolf|werewolves]] begin to transform the land. The native [[Bloodmoon:Skaal|Skaal]] tribe herald the changes as omens of the [[Lore:Bloodmoon Prophecy|Bloodmoon Prophecy]], and the start of the dreaded [[Lore:Great Hunt|Hunt]] of [[Bloodmoon:Hircine|Hircine]]. As the [[Morrowind:Nerevarine|Nerevarine]] is unwittingly drawn into the hunt, there is only one choice to be made: to become the predator, or the prey.
:''Bloodmoon takes you to the frozen Island of Solstheim where the Empire is establishing a new mining colony - a venture being threatened by the prophecy of the Bloodmoon and rumors of werewolves. Your journey north from Vvardenfell by ship will bring you to a whole new world, where the ashlands and rainy coasts of Morrowind give way to forests and hills covered with snow and ice. In the huge wilderness of Solstheim you will experience snow, blizzards, and new creatures, including frost trolls, ice minions, and wolves.'' —Official Summary
==Quest Information==
{{Bullet Link|Quests|All quests that can be embarked upon in the expansion}}
==Gameplay Information==
{{Bullet Link|Hints|All sorts of game playing tips and hints to help you enjoy the game more}}
{{Bullet Link|Items|All the items you can collect on your travels}}
{{Bullet Link|Souls|A list of new souls to trap in Bloodmoon}}
{{Bullet Link|[[Bloodmoon:Werewolf|Werewolves]]|Information on the werewolves of Bloodmoon, and how to become one}}
==World Information==
{{Bullet Link|Creatures|A listing of all creatures found in the Bloodmoon expansion}}
*{{Bullet Link|Undead|A listing of the new forms of undead}}
{{Bullet Link|Factions|A detailed description of Solstheim factions}}
{{Bullet Link|Maps|A bird's-eye view of the island of Solstheim}}
{{Bullet Link|People|A listing of all people added by the Bloodmoon expansion}}
*{{Bullet Link|NPC Classes|Unique classes introduced for NPCs in the expansion}}
{{Bullet Link|Places|Major places in the expansion pack}}
==Technical Information==
{{Bullet Link|[[Bloodmoon:Patch|Bloodmoon Patches]]|Official patches for Bloodmoon by Bethesda Softworks}}
{{Bullet Link|System Requirements|Minimum and recommended system requirements for the expansion}}
==Miscellaneous Information==
{{Bullet Link|Easter Eggs|Oddities and references found in the expansion}}
{{Bullet Link|Glitches|Known glitches and oversights in Bloodmoon}}
{{Bullet Link|[[General:Wallpapers#Bloodmoon|Wallpapers]]|Official wallpapers, available in various sizes}}
==See Also==
{{Bullet Link|{{forums|Morrowind Subforum|subpage=viewforum.php?f=18}}|A place on the UESP [[UESPWiki:Forums|forums]] where you can discuss the game}}
| 2,433,786
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|
Legoless
|
Bloodmoon is the second expansion pack for Morrowind, set on the icy island of Solstheim, northwest of Vvardenfell. As the East Empire Company struggle to establish a new colony on the frozen shores, mysterious occurrences and the arrival of werewolves begin to transform the land. The native Skaal tribe herald the changes as omens of the Bloodmoon Prophecy, and the start of the dreaded Hunt of Hircine. As the Nerevarine is unwittingly drawn into the hunt, there is only one choice to be made: to become the predator, or the prey.
:Bloodmoon takes you to the frozen Island of Solstheim where the Empire is establishing a new mining colony - a venture being threatened by the prophecy of the Bloodmoon and rumors of werewolves. Your journey north from Vvardenfell by ship will bring you to a whole new world, where the ashlands and rainy coasts of Morrowind give way to forests and hills covered with snow and ice. In the huge wilderness of Solstheim you will experience snow, blizzards, and new creatures, including frost trolls, ice minions, and wolves. —Official Summary
Quest Information
Gameplay Information
World Information
Technical Information
Miscellaneous Information
See Also
|
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Bloodmoon:Hints
|
{{Trail}}
[[category:Bloodmoon-Hints|Hints]]
As usual, there are always a large number of requests for hints and spoilers on lots of topics. This page contains some of those various hints in an organized fashion.
Please note: Many of these hints are based on the personal playing preferences of a wide variety of people and are included only as helpful suggestions.
==Divine Intervention==
It's a good idea to learn [[Morrowind:Divine Intervention|Divine Intervention]] before travelling to Solstheim, as it will transport you to [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]], the starting location for many quests both in the [[Bloodmoon:Main Quest|main questline]] and the [[Bloodmoon:East Empire Company Quests|East Empire Company questline]]. There is no [[Morrowind:Almsivi Intervention|Almsivi Intervention]] location on the island, but casting the spell is an easy method of returning to Vvardenfell instantly and for free, as it takes you to [[Morrowind:Gnisis|Gnisis]].
==Generic Loot==
Unlike on Vvardenfell or in Mournhold, containers such as cloth sacks, barrels and crates found in caves often contain large quantities of gold, armor, enchanted items and potions, especially at higher levels, so make sure not to ignore them during your travels.
==Great Item locations==
Great artifacts, magic weapons, armor, and clothes are listed in the [[Bloodmoon:Artifacts|Artifacts]] and [[Bloodmoon:Unique Items|Unique Items]] pages. Other helpful loot:
*Almost complete [[Morrowind:Glass Armor|Glass Armor]] set, Throwing knives, note granting a Security skill increase - Found on ''Thuraver'' in [[Bloodmoon:Sjobal|Sjobal]] which is slightly northeast of [[Bloodmoon:Thirsk|Thirsk]]. Unfortunately, Thuraver won't give up the items peacefully.
*Ten [[Bloodmoon:Scroll of Bodily Restoration|Scrolls of Bodily Restoration]] - These scrolls restore almost every attribute; they can be found in a submerged ''Leather-sealed Chest''. The chest is located in a hole in the ice of a y-shaped inlet on the west coast between [[Bloodmoon:Mortrag Glacier|Mortrag Glacier]] and [[Bloodmoon:Hrothmund's Bane|Hrothmund's Bane]] {{Map Link|place=Leather-Sealed Chest}}.
* A complete set of [[Bloodmoon:Nordic_Mail|Nordic Mail]] (10% better armor rating than [[Morrowind:Ebony Armor|Ebony Armor]] at half the weight) on the dead Honor Guard after [[Bloodmoon:The_Siege_of_the_Skaal_Village|The Siege of the Skaal Village]].
==Stalhrim Locations==
A full list of locations in which Stalhrim can be found is on the [[Bloodmoon:Raw Stalhrim|Raw Stalhrim]] page.
==Free Raw Ebony==
After escorting the new workers to [[Bloodmoon:Raven Rock|Raven Rock]] and reporting back to [[Bloodmoon:Carnius Magius|Carnius Magius]] with the four pieces of [[Morrowind:Raw Ebony|Raw Ebony]], you will receive the assignment to help ''Falco'' with some kind of disturbance at [[Bloodmoon:Raven Rock|Raven Rock]]. This disturbance happens to be [[Bloodmoon:Hroldar the Strange|Hroldar the Strange]]. Knock him about a bit and talk to ''Falco''.
As the mine is empty of people, you can use this to your advantage to steal all the Raw Ebony inside. There is a fair deal to be found inside, and the ebony can be sold for a good deal of gold. The ebony in the mine is owned by the Raven Rock Trader, who will be added later. Do not try to sell any of the ebony to him.
==Armorer==
If you use the [[Morrowind:Armorer|Armorer]] skill a lot, stock up on [[Morrowind:Repair Tools|hammers]] before travelling to Solstheim. There are very few hammers on the island; the two smiths, [[Bloodmoon:Zeno Faustus|Zeno Faustus]] and [[Bloodmoon:Snedbrir the Smith|Snedbrir the Smith]], sell one Apprentice's Hammer and one set of Repair Prongs between them. While the randomized loot in chests contains more hammers than usually found on [[Morrowind:Vvardenfell|Vvardenfell]], most have either 50 or 70 point locks on them - so if your [[Morrowind:Security|Security]] or [[Morrowind:Alteration|Alteration]] skill is low you will find very few hammers at all. In fact, because the loot is randomized, it will soon become obvious that this meager supply cannot keep up with your equipment's demands. Be prepared to pay through the nose for NPC repairs.
==Easy Money in Raven Rock==
At the point in the [[Bloodmoon:Raven Rock|Raven Rock]] quest in which Falco asks you to [[Bloodmoon:Making a Choice|take sides]] and [[Bloodmoon:Setting up Shop|decide which building]] should be constructed, choose the trader. [[Bloodmoon:Solstheim|Solstheim]] already has three smiths but no general merchants.
After leaving town for three days which allows for the trader to be built, enter the shop. When you access the barter menu, you will notice that the merchant has 10,000 gold, which is substantially more than most merchants, and a high disposition towards you. For those with high personality and speechcraft skills (or those who exploited the soultrap glitch) it is easy to sell most kinds of equipment for far more than what they are actually worth and make staggering sums of cash in very little time.
The proprietor of the smithy that can be constructed as an alternative also has 10,000 gold available for bartering, but she deals only in armor and weapons (though admittedly, the most expensive items in the game do tend to be armor or weapons, so it's not ''that'' much of a drawback).
==How to be a Stealthy Nord==
[[Morrowind:Nord|Nord]]s are not a race typically known for their subtlety, but there is an item added by Bloodmoon that makes them more suited for this than any other race - the [[Bloodmoon:Whitewalker|Whitewalker]] robe. Who can say no to [[Morrowind:Constant Effect|Constant Effect]] 50% [[Morrowind:Chameleon|Chameleon]]? As long as you wear the robe, you are half-invisible. Admittedly, the robe has its downsides: It constantly does [[Morrowind:Weakness to Frost|Weakness to Frost]], [[Morrowind:Frost Damage|Frost Damage]] and [[Morrowind:Drain Health|Drain Health]] while you're wearing it, which makes it of limited use – unless you've got a way to get 100% [[Morrowind:Resist Magicka|Resist Magicka]], even for just a second or two (if you're a user of the [[Morrowind:Boots of Blinding Speed|Boots of Blinding Speed]], you already know about this strategy). Just cast the spell or use the enchanted item, whatever, and immediately open your inventory and equip the robe. The Weakness and Drain effects will be canceled out, and since you're a Nord, you're immune to the Frost Damage. Non-Nords will also need a spell or enchantment to deal with that down-side of the robe when first putting it on. You'll need to do the same compensation trick(s) every time you put it on again. Robes, like other non-armor [[Morrowind:Base Clothing|clothing]] do not have to be repaired.
Note: If you kill [[Tribunal:King Hlaalu Helseth|King Helseth]] in the [[Tribunal:Tribunal|Tribunal]] expansion and acquire his [[Tribunal:Royal Signet Ring|magic ring]], it will give you 100% Resist Magicka, and [[Morrowind:Restore Health|Restore Health]] 10 points per second, both as a Constant Effect. Thus, it cancels out most of the negative effects of the Whitewalker robe. Also, if you enchant an Exquisite-level amulet or ring with Constant Effect Chameleon 24 points and wear that as well as the robe, you will be basically invisible while equipped with them, including when attacking or stealing.{{vn|That seems to add up to 74% Chameleon, often not enough to steal in front of people or get away with assaults; sometimes not even 100% will do it.}}
==Easy Werewolf Kills==
[[Bloodmoon:Werewolf|Werewolves]] are weak against silver weapons, which do extra damage to them. The formula for damage calculation is: (silver weapon damage × 2) + (sneak bonus × 4 (ranged × 1.5)). Using silver arrows against them while sneaking is a one-shot kill most of the time.
*The smugglers encountered during [[Bloodmoon:The Frostmoth Smugglers|The Frostmoth Smugglers]] carry enchanted silver weapons that are far more powerful than normal silver weapons.
| 1,623,111
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2017-04-27T08:45:10Z
|
Darklocq
|
Hints
As usual, there are always a large number of requests for hints and spoilers on lots of topics. This page contains some of those various hints in an organized fashion.
Please note: Many of these hints are based on the personal playing preferences of a wide variety of people and are included only as helpful suggestions.
Divine Intervention
It's a good idea to learn Divine Intervention before travelling to Solstheim, as it will transport you to Fort Frostmoth, the starting location for many quests both in the main questline and the East Empire Company questline. There is no Almsivi Intervention location on the island, but casting the spell is an easy method of returning to Vvardenfell instantly and for free, as it takes you to Gnisis.
Generic Loot
Unlike on Vvardenfell or in Mournhold, containers such as cloth sacks, barrels and crates found in caves often contain large quantities of gold, armor, enchanted items and potions, especially at higher levels, so make sure not to ignore them during your travels.
Great Item locations
Great artifacts, magic weapons, armor, and clothes are listed in the Artifacts and Unique Items pages. Other helpful loot:
Almost complete Glass Armor set, Throwing knives, note granting a Security skill increase - Found on Thuraver in Sjobal which is slightly northeast of Thirsk. Unfortunately, Thuraver won't give up the items peacefully.
Ten Scrolls of Bodily Restoration - These scrolls restore almost every attribute; they can be found in a submerged Leather-sealed Chest. The chest is located in a hole in the ice of a y-shaped inlet on the west coast between Mortrag Glacier and Hrothmund's Bane .
A complete set of Nordic Mail (10% better armor rating than Ebony Armor at half the weight) on the dead Honor Guard after The Siege of the Skaal Village.
Stalhrim Locations
A full list of locations in which Stalhrim can be found is on the Raw Stalhrim page.
Free Raw Ebony
After escorting the new workers to Raven Rock and reporting back to Carnius Magius with the four pieces of Raw Ebony, you will receive the assignment to help Falco with some kind of disturbance at Raven Rock. This disturbance happens to be Hroldar the Strange. Knock him about a bit and talk to Falco.
As the mine is empty of people, you can use this to your advantage to steal all the Raw Ebony inside. There is a fair deal to be found inside, and the ebony can be sold for a good deal of gold. The ebony in the mine is owned by the Raven Rock Trader, who will be added later. Do not try to sell any of the ebony to him.
Armorer
If you use the Armorer skill a lot, stock up on hammers before travelling to Solstheim. There are very few hammers on the island; the two smiths, Zeno Faustus and Snedbrir the Smith, sell one Apprentice's Hammer and one set of Repair Prongs between them. While the randomized loot in chests contains more hammers than usually found on Vvardenfell, most have either 50 or 70 point locks on them - so if your Security or Alteration skill is low you will find very few hammers at all. In fact, because the loot is randomized, it will soon become obvious that this meager supply cannot keep up with your equipment's demands. Be prepared to pay through the nose for NPC repairs.
Easy Money in Raven Rock
At the point in the Raven Rock quest in which Falco asks you to take sides and decide which building should be constructed, choose the trader. Solstheim already has three smiths but no general merchants.
After leaving town for three days which allows for the trader to be built, enter the shop. When you access the barter menu, you will notice that the merchant has 10,000 gold, which is substantially more than most merchants, and a high disposition towards you. For those with high personality and speechcraft skills (or those who exploited the soultrap glitch) it is easy to sell most kinds of equipment for far more than what they are actually worth and make staggering sums of cash in very little time.
The proprietor of the smithy that can be constructed as an alternative also has 10,000 gold available for bartering, but she deals only in armor and weapons (though admittedly, the most expensive items in the game do tend to be armor or weapons, so it's not that much of a drawback).
How to be a Stealthy Nord
Nords are not a race typically known for their subtlety, but there is an item added by Bloodmoon that makes them more suited for this than any other race - the Whitewalker robe. Who can say no to Constant Effect 50% Chameleon? As long as you wear the robe, you are half-invisible. Admittedly, the robe has its downsides: It constantly does Weakness to Frost, Frost Damage and Drain Health while you're wearing it, which makes it of limited use – unless you've got a way to get 100% Resist Magicka, even for just a second or two (if you're a user of the Boots of Blinding Speed, you already know about this strategy). Just cast the spell or use the enchanted item, whatever, and immediately open your inventory and equip the robe. The Weakness and Drain effects will be canceled out, and since you're a Nord, you're immune to the Frost Damage. Non-Nords will also need a spell or enchantment to deal with that down-side of the robe when first putting it on. You'll need to do the same compensation trick(s) every time you put it on again. Robes, like other non-armor clothing do not have to be repaired.
Note: If you kill King Helseth in the Tribunal expansion and acquire his magic ring, it will give you 100% Resist Magicka, and Restore Health 10 points per second, both as a Constant Effect. Thus, it cancels out most of the negative effects of the Whitewalker robe. Also, if you enchant an Exquisite-level amulet or ring with Constant Effect Chameleon 24 points and wear that as well as the robe, you will be basically invisible while equipped with them, including when attacking or stealing.
Easy Werewolf Kills
Werewolves are weak against silver weapons, which do extra damage to them. The formula for damage calculation is: (silver weapon damage × 2) + (sneak bonus × 4 (ranged × 1.5)). Using silver arrows against them while sneaking is a one-shot kill most of the time.
The smugglers encountered during The Frostmoth Smugglers carry enchanted silver weapons that are far more powerful than normal silver weapons.
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https://en.uesp.net/wiki/Category:Bloodmoon-Hints
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Category:Bloodmoon-Hints
|
[[Category:Bloodmoon|Hints]]
[[Category:Hints|Bloodmoon]]
This category contains a list of pages that provide '''hints''' for [[Bloodmoon:Bloodmoon|Bloodmoon]].
| 235,281
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RoBoT
|
Hints
Bloodmoon
This category contains a list of pages that provide hints for Bloodmoon.
|
14
| 1,318
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https://en.uesp.net/wiki/Category:Bloodmoon
|
Category:Bloodmoon
|
[[Category:Morrowind| Bloodmoon]]
This is a listing of all the '''[[Bloodmoon:Bloodmoon|Bloodmoon]]''' related pages.
| 1,114,137
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Jeancey
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Bloodmoon
This is a listing of all the Bloodmoon related pages.
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https://en.uesp.net/wiki/Bloodmoon:Quests
|
Bloodmoon:Quests
|
{{Trail}}[[Category:Bloodmoon-Quests|Quests]]
===[[Bloodmoon:Main Quest|Main Quest]]===
Walkthrough for the main quest required to complete the game.
{{Bloodmoon:Main Quest}}
===[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]===
Walkthrough for the intricate but entirely optional East Empire Company plotline.
{{Bloodmoon:East Empire Company Quests}}
===[[Bloodmoon:Miscellaneous Quests|Miscellaneous Quests]]===
Walkthroughs for all other quests.
{{Bloodmoon:Miscellaneous Quests}}
| 1,170,039
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2013-04-13T02:17:13Z
|
Jeancey
|
Quests
Main Quest
Walkthrough for the main quest required to complete the game.
East Empire Company Quests
Walkthrough for the intricate but entirely optional East Empire Company plotline.
Miscellaneous Quests
Walkthroughs for all other quests.
|
14
| 1,320
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https://en.uesp.net/wiki/Category:Bloodmoon-Quests
|
Category:Bloodmoon-Quests
|
[[Category:Bloodmoon|Quests]]
This category contains a list of [[Bloodmoon:Bloodmoon|Bloodmoon]] '''[[Bloodmoon:quests|quests]]'''.
| 235,282
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2008-01-26T01:52:59Z
|
RoBoT
|
Quests
This category contains a list of Bloodmoon quests.
|
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https://en.uesp.net/wiki/Bloodmoon:Artifacts
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Bloodmoon:Artifacts
|
{{Trail|Items}}{{TOCright|limit=2}}[[Category:Bloodmoon-Hints]] [[Category:Bloodmoon-Weapons]] [[Category:Bloodmoon-Armor]]
'''Artifacts''' are specifically defined as any exceptional item with a ''unique'' appearance. This is opposed to [[Bloodmoon:Unique Items|Unique items]], which are defined as those which there is only one of, but which use the same appearance as other ''generic'' items.
This is a list of artifacts that were added in the [[Bloodmoon:Bloodmoon|Bloodmoon]] expansion pack for [[Morrowind:Morrowind|Morrowind]].
*Although not listed here, technically the [[Bloodmoon:Unique_Items#Hunter.27s_Amulet_of_Speed|Hunter's Amulet of Speed]] and the [[Bloodmoon:Unique_Items#Hunter's Amulet of Strength|Hunter's Amulet of Strength]] are artifacts belonging to Hircine's aspects.
*The [[Bloodmoon:Quest_Items#Totem_of_Claw_and_Fang|Totem of Claw and Fang]] is [[Lore:Aspects of Lord Hircine|expanded]] in future installments of The Elder Scrolls series as being associated with [[Lore:Hircine|Hircine]]'s Bear aspect [[Lore:Hrokkibeg|Hrokkibeg]]. Please see the [[Lore:Totem of Claw and Fang|Lore Article]] for more information.
;'''Notes'''
*'''''Armor Rating:''''' given for characters with 100 in the appropriate armor skill.
*'''''Speed:''''' (for weapons) specifies how many times per second the weapon swings, with higher values indicating a faster weapon.
*'''''Dmg Ratio:''''' gives the maximum damage per second for the weapon, with higher values indicating a more powerful item. Ratios are given for the base weapon and any magic based damage the weapon may have.
*'''ID:''' shows the internal name for the item. This can also be used as a cheat code to add the item to the player's (or another's) inventory.
*Only the most exceptional magical items and artifacts are included here.
==Weapons==
{{Bloodmoon:Mace of Aevar Stone-Singer}}
{{newLine}}
{{Bloodmoon:Spear of the Hunter}}
{{newLine}}
==Clothing==
{{Bloodmoon:Hircine's Ring}}
| 2,226,356
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2020-10-08T07:25:19Z
|
Zebendal
|
Artifacts are specifically defined as any exceptional item with a unique appearance. This is opposed to Unique items, which are defined as those which there is only one of, but which use the same appearance as other generic items.
This is a list of artifacts that were added in the Bloodmoon expansion pack for Morrowind.
Although not listed here, technically the Hunter's Amulet of Speed and the Hunter's Amulet of Strength are artifacts belonging to Hircine's aspects.
The Totem of Claw and Fang is expanded in future installments of The Elder Scrolls series as being associated with Hircine's Bear aspect Hrokkibeg. Please see the Lore Article for more information.
;Notes
''Armor Rating: given for characters with 100 in the appropriate armor skill.
Speed: (for weapons) specifies how many times per second the weapon swings, with higher values indicating a faster weapon.
Dmg Ratio: gives the maximum damage per second for the weapon, with higher values indicating a more powerful item. Ratios are given for the base weapon and any magic based damage the weapon may have.
ID:''' shows the internal name for the item. This can also be used as a cheat code to add the item to the player's (or another's) inventory.
Only the most exceptional magical items and artifacts are included here.
Weapons
Clothing
|
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https://en.uesp.net/wiki/Bloodmoon:Miscellaneous_Quests
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Bloodmoon:Miscellaneous Quests
|
{{Trail|Quests}}
There are many miscellaneous quests in the expansion which can be found just about everywhere, and don't have any particular place within the main or faction quests.
{|class=wikitable
|+'''Bloodmoon Misc Quest Walkthrough'''
|-
!colspan=2 style=text-align:center|[[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|-
|width=50%|
:{{Quest Link|The Moon Sugar Mystery}}
|
:{{Quest Link|The Missing Missionary}}
|-
!style=text-align:center|[[Bloodmoon:Raven Rock|Raven Rock]]
!style=text-align:center|[[Bloodmoon:Skaal Village|Skaal Village]]
|-
|
:{{Quest Link|In Search of the Falmer}}
|
:{{Quest Link|Tymvaul in the Well}}
|-
!colspan=2 style=text-align:center|[[Bloodmoon:Thirsk|Thirsk]]
|-
|
:{{Quest Link|The Mead Hall Massacre}}
|
:{{Quest Link|Mead Hall Business}}
|-
!colspan=2 style=text-align:center|Wilderness
|-
|
:{{Quest Link|Betrayal at Brodir Grove}}
:{{Quest Link|The Sad Seer}}
:{{Quest Link|The Cursed Captain}}
:{{Quest Link|Ingmar in a Bind}}
|
:{{Quest Link|A Woman Scorned}}
:{{Quest Link|The Patchwork Airship}}
:{{Quest Link|A Wife's Retribution}}
|}
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Legoless
|
There are many miscellaneous quests in the expansion which can be found just about everywhere, and don't have any particular place within the main or faction quests.
|
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https://en.uesp.net/wiki/Bloodmoon:Main_Quest
|
Bloodmoon:Main Quest
|
{{Trail|Quests}}
[[Category:Bloodmoon-Quests-Main Quest|Main Quest]]
{| class="wikitable"
! colspan=2 | Act 1 - Fort Frostmoth
|-
| colspan=2 |
* {{Quest Link|An Island to the North}}
* {{Quest Link|Rebellion at Frostmoth}}
* {{Quest Link|The Frostmoth Smugglers}}
* {{Quest Link|The Disappearance of Captain Carius}}
|-
! colspan=2 | Act 2 - Befriending the Skaal
|-
| colspan=2 |
* {{Quest Link|The Skaal Test of Loyalty}}
* {{Quest Link|The Skaal Test of Wisdom}}
* {{Quest Link|The Skaal Test of Strength}}
* {{Quest Link|The Siege of the Skaal Village}}
|-
! width=50% | Act 3 - Blodskaal
! width=50% | Act 3 - Werewolf
|-
|
These quests are only available if you chose '''not''' to become a werewolf.
* {{Quest Link|The Totem of Claw and Fang}}
* {{Quest Link|The Ristaag}}
* {{Quest Link|The Castle Karstaag}}
|
These quests are only available if you chose '''to become''' a werewolf.
* {{Quest Link|Dream of Hircine}}
* {{Quest Link|Disrupt the Skaal Hunt}}
* {{Quest Link|Siege of Castle Karstaag}}
|-
! colspan=2 | Act 4 - The Hunt
|-
| colspan=2 |
* {{Quest Link|Hircine's Hunt}}
*(Optional) {{Quest Link|Rite of the Wolf Giver}}
|-
|}
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| null |
Main Quest
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https://en.uesp.net/wiki/Bloodmoon:An_Island_to_the_North
|
Bloodmoon:An Island to the North
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=Anyone in [[Morrowind:Vvardenfell|Vvardenfell]]
|ID=BM_Rumors
|Next=[[Bloodmoon:Rebellion at Frostmoth|Rebellion at Frostmoth]]
|Loc=[[Morrowind:Khuul|Khuul]], [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|Reward=
|Difficulty=Low
|Image=BM-quest-An Island to the North.jpg
|imgdesc=View of Fort Frostmoth from on board the transport
|description=Learn about Solstheim and how to get there.
}}
==Quick Walkthrough==
#Inquire about ''Solstheim'' to learn about the island and [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]].
#Travel to [[Morrowind:Khuul|Khuul]] and speak with the Khajiit [[Bloodmoon:S'virr|S'virr]] on the docks to travel to [[Bloodmoon:Places|Solstheim]].
#Speak with [[Bloodmoon:Basks-In-The-Sun|Basks-In-The-Sun]] on the Solstheim docks and be directed to Captain Carius and [[Bloodmoon:Carnius Magius|Carnius Magius]].
#Explore around the area as desired before finding the Captain.
==Detailed Walkthrough==
===Rumors of an Island===
When you first run the [[Bloodmoon:Bloodmoon|Bloodmoon]] expansion, there will not immediately be any obvious differences. You can see the new island of Solstheim on your world map (scroll by holding down the left-mouse button and dragging). If you ask around about ''Solstheim'', you'll hear rumors of an island to the north of [[Lore:Vvardenfell|Vvardenfell]] named [[Bloodmoon:Solstheim|Solstheim]], and about an Imperial fort named [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]. If you inquire a bit more, you'll also learn that there is now boat transport to the island from [[Morrowind:Khuul|Khuul]].
===Traveling to Solstheim===
To reach the new island, you can either take a long swim (or walk with Water Walking or a flight with Levitate), or you can simply travel to Khuul and speak with the Khajiit [[Bloodmoon:S'virr|S'virr]] on the docks. Select the travel option as with any other NPC who offers travel options, and select the one destination, Fort Frostmoth.
===Arriving on the Island===
The trip is short and uneventful, and you arrive on the docks at Fort Frostmoth. Speak with the Argonian [[Bloodmoon:Basks-In-The-Sun|Basks-In-The-Sun]] on the docks who will welcome you to the island and suggests that you speak with [[Bloodmoon:Captain Falx Carius|Captain Falx Carius]] in the General Quarters at the fort and with [[Bloodmoon:Carnius Magius|Carnius Magius]] at the [[Morrowind:Imperial Cult|Imperial Cult]] Shrine. You arrived at the docks on the southern end of the island and the fort is just in front of you. The Argonian will also give you some basic info on the island and warns you about the bears and wolves found about. Basks-In-The-Sun offers travel back to Khuul as well as to [[Bloodmoon:Raven Rock|Raven Rock]], a harbor west of the fort where the Empire wishes to build a new mining colony.
===Exploring===
Take your time and explore the area around the dock and the fort itself to become familiar with it. The three people near the dock have nothing useful to say or do, yet anyway. Likewise, the guards in the fort are all tight-lipped. The fort itself holds a few areas of interest such as the Prison, Armory, Imperial Cult Shrine and the General Quarters. The prison is small and empty but does contain an Evidence Chest should you ever need to reacquire certain items. The General Quarters leads to the Upper Quarters as well as Captain Carius' chambers and a supply room. Carnius Magius can be found upstairs in the Shrine area. Most people will not speak regularly to you until you visit the Captain or Magius.
==Notes==
* As usual, be careful when poking about in the various crates, chests, barrels, sacks, etc... Sometimes you can take things without people minding, and other times they will object.
* If you cannot seem to get the required information out of someone, try raising their disposition by persuasion or bribery. Some NPCs won't divulge important information unless they really like you.
* Captain Carius starts you on the [[Bloodmoon:Main Quest|''Bloodmoon'' Main Quest]]. Carnius Magius starts you on the independent side quests for the [[Bloodmoon:East Empire Company|East Empire Company]]; if you do not join this faction, you will skip a lot of the things to do on Solstheim.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=BM_Rumors
|10||I have heard rumors of an island to the north of Vvardenfell named Solstheim. There is apparently an Imperial fort named Fort Frostmoth.
|50||I have been told there is now a boat in Khuul that offers transport to the island of Solstheim.
|100|fin|I have arrived on the island of Solstheim. Captain Falx Carius is the commander at Fort Frostmoth, and I should speak with him. Captain Carius is likely in his chambers at Fort Frostmoth, which can be reached through the General Quarters, at the top of the south staircase. For matters dealing with the new colony, I should speak with Carnius Magius at the Imperial Cult Shrine.
}}
{{Quest Footer|Next=[[Bloodmoon:Rebellion at Frostmoth|Rebellion at Frostmoth]]|Up=[[Bloodmoon:Main Quest|Main Quest Page]]}}
| 2,525,398
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2021-12-18T12:36:36Z
| null |
Quick Walkthrough
#Inquire about Solstheim to learn about the island and Fort Frostmoth.
#Travel to Khuul and speak with the Khajiit S'virr on the docks to travel to Solstheim.
#Speak with Basks-In-The-Sun on the Solstheim docks and be directed to Captain Carius and Carnius Magius.
#Explore around the area as desired before finding the Captain.
Detailed Walkthrough
Rumors of an Island
When you first run the Bloodmoon expansion, there will not immediately be any obvious differences. You can see the new island of Solstheim on your world map (scroll by holding down the left-mouse button and dragging). If you ask around about Solstheim, you'll hear rumors of an island to the north of Vvardenfell named Solstheim, and about an Imperial fort named Fort Frostmoth. If you inquire a bit more, you'll also learn that there is now boat transport to the island from Khuul.
Traveling to Solstheim
To reach the new island, you can either take a long swim (or walk with Water Walking or a flight with Levitate), or you can simply travel to Khuul and speak with the Khajiit S'virr on the docks. Select the travel option as with any other NPC who offers travel options, and select the one destination, Fort Frostmoth.
Arriving on the Island
The trip is short and uneventful, and you arrive on the docks at Fort Frostmoth. Speak with the Argonian Basks-In-The-Sun on the docks who will welcome you to the island and suggests that you speak with Captain Falx Carius in the General Quarters at the fort and with Carnius Magius at the Imperial Cult Shrine. You arrived at the docks on the southern end of the island and the fort is just in front of you. The Argonian will also give you some basic info on the island and warns you about the bears and wolves found about. Basks-In-The-Sun offers travel back to Khuul as well as to Raven Rock, a harbor west of the fort where the Empire wishes to build a new mining colony.
Exploring
Take your time and explore the area around the dock and the fort itself to become familiar with it. The three people near the dock have nothing useful to say or do, yet anyway. Likewise, the guards in the fort are all tight-lipped. The fort itself holds a few areas of interest such as the Prison, Armory, Imperial Cult Shrine and the General Quarters. The prison is small and empty but does contain an Evidence Chest should you ever need to reacquire certain items. The General Quarters leads to the Upper Quarters as well as Captain Carius' chambers and a supply room. Carnius Magius can be found upstairs in the Shrine area. Most people will not speak regularly to you until you visit the Captain or Magius.
Notes
As usual, be careful when poking about in the various crates, chests, barrels, sacks, etc... Sometimes you can take things without people minding, and other times they will object.
If you cannot seem to get the required information out of someone, try raising their disposition by persuasion or bribery. Some NPCs won't divulge important information unless they really like you.
Captain Carius starts you on the Bloodmoon Main Quest. Carnius Magius starts you on the independent side quests for the East Empire Company; if you do not join this faction, you will skip a lot of the things to do on Solstheim.
Quest Stages
|
114
| 1,326
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https://en.uesp.net/wiki/Bloodmoon:Rebellion_at_Frostmoth
|
Bloodmoon:Rebellion at Frostmoth
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Bloodmoon:Falx Carius|Falx Carius]] at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|Reward=3 [[Morrowind:Cure Common Disease|Cure Common Disease]] potions
|ID=BM_Morale
|Prev=[[Bloodmoon:An Island to the North|An Island to the North]]
|Next=[[Bloodmoon:The Frostmoth Smugglers|The Frostmoth Smugglers]]
|Loc=[[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|ReqItem=Sujamma/Flin/Mazte/Greef/Shein,<br>lockpick or [[Morrowind:Open|Open]] spell (50) (key available also)
|Difficulty=Low
|Disp=-30/+30 ([[Bloodmoon:Antonius Nuncius|Antonius Nuncius]]),<br/>+40 (Guard)
|image=BM-quest-Rebellion at Frostmoth.jpg
|imgdesc=What secrets lie herein?
|description=Investigate the low morale of Fort Frostmoth for Captain Carius.
}}
==Quick Walkthrough==
#Find and speak to Captain Carius in his chambers within the General Quarters area of [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]].
#Find some booze and speak to a guard to learn about the fort becoming dry.
#Return and speak to the Captain about the dry fort matter.
#Find and speak to [[Bloodmoon:Antonius Nuncius|Antonius Nuncius]] on the ground floor of the [[Morrowind:Imperial Cult|Imperial Cult]] Shrine.
#Visit Nuncius' office in the second floor of the armory. Open his locked desk and take the alcohol inside.
#Confront Nuncius with the evidence.
#Visit the Captain with the information about Nuncius to complete the quest.
==Detailed Walkthrough==
===Captain Falx Carius===
The Captain can be found in his chambers in [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]], accessed via the General Quarters area at the top of the stairs. His office doesn't show up on the in-game map, as it is covered by the General Quarters, but it is in the staircase to the left when you enter the General Quarters. Speak with him about ''Fort Frostmoth'', being ''edgy'', ''disturbing trends'', and ''morale has been low''. The Captain basically tells you about the low morale of the troops at the fort lately and suspects that there is one person in particular that is causing this discontent.
===Investigation===
The obvious move would be to go around and have a chat with the various guards of the fort. Strangely enough, all guards seem to have come under a great thirst, complaining about how they could use a good drink. If you don't have any drinks on you, there appears to be very little or nothing to purchase in the fort itself. A quick [[Morrowind:Mark|Mark]] spell and an Almsivi Intervention will bring you to [[Morrowind:Gnisis|Gnisis]], and from there it's a quick trip to [[Morrowind:Ald'ruhn|Ald'ruhn]] or another town to buy some drinks. One bottle of [[Morrowind:sujamma|sujamma]], [[Morrowind:flin|flin]], [[Morrowind:mazte|mazte]], [[Morrowind:greef|greef]], [[Morrowind:shein|shein]] or [[Morrowind:Cyrodiilic Brandy|Cyrodiilic brandy]] is enough.
Of course, there is a much easier way. If you nose around the third floor of the Armory, you'll notice that Antonius Nuncius has a large number of bottles of assorted spirits in his room and desk (but better not check his desk or you will skip part of the quest). There is also booze scattered all over the fort if you look for it (like the Captain's quarters). Once you have some drinks, speak to one of the guards, who will gladly accept some alcohol from you. The guard will gladly inform you that the fort has become a ''dry fort'' by order of the Captain. Further questions on the matter will not yield you any more information.
===Dry Fort===
[[Image:BM-npc-Antonius_Nuncius.jpg|thumb|right|The Priest might be hiding something...]]
Return to Captain Carius and speak to him about the ''dry fort'' orders. He'll mention that it wasn't really his decision, as the alcohol shipments just "stopped" several months ago. He suspects the priest [[Bloodmoon:Antonius Nuncius|Antonius Nuncius]] as being the one truly interested in making the fort dry. Find Antonius Nuncius in the ground floor of the [[Morrowind:Imperial Cult|Imperial Cult]] Shrine. He will deny having anything to do with the fort becoming dry, and actually pin the blame on the Captain. Mention that the Captain never banned alcohol and the priest will confirm that the ''shipments stopped arriving'' on their own. He seems to get a little annoyed, claiming that you have no evidence that he was involved and asks to be left alone.
===Antonius Nuncius===
It seems that the priest is trying to hide his involvement in the lack of alcohol shipments, so some further investigation is required. Speak to any guard once again to learn that Nuncius' office is actually in the Armory. You can speak to [[Bloodmoon:Zeno Faustus|Zeno Faustus]] in the Armory to find that the priest's office is upstairs. Perhaps there will be some evidence up there. His office is on the right-hand side of the second floor and you'll find his locked (level 50) desk inside, but you'll only find a bunch of booze within (you need to open the desk if you want to continue, though). The key to the desk is hidden on a high ledge inside the office. If you are looking at the chair in the corner, it is to the right a little bit on the ledge above. You'll also find his closet, which appears to be locked with a unique and unpickable lock, so you'll have to find the key in order to open it. Return to Nuncius and speak to him about the ''dry fort'' and ''shipments stopped arriving'' again and he'll confront you about having peeked in his desk. He admits that he had been hiding the alcohol for the 'benefit' of the soldiers. You can choose to keep his secret safe or tell him that you will have to speak to the Captain about the matter.
===Back to the Captain===
Return to the Captain with the news. You don't have to talk to the Captain about the priest's involvement, but if you do the Captain will congratulate you and give you three Cure Disease potions and a [[Morrowind:Silver Sparkblade|Silver Sparkblade]] as a reward. If you kept Antonius Nuncius' secret, he'll give you the key to the unpickable closet which holds 60 alcoholic drinks (10 of each basic type) as well as 10 [[Morrowind:skooma|skoomas]]. If you tell the Captain it was just a misunderstanding, he congratulates you and hands over three Cure Disease potions.
==Notes==
* You may have to open Antonius' desk twice to get the required journal entry.
* The disposition of whichever guard you give the booze to jumps by 40 points, but if you offer drink without any in your inventory, the disposition drops ten points.
* Nuncius' disposition drops 30 if you rat him out, but increases by 30 if you keep his secret.
*If you say that you're going to tell Carius about Antonius' actions, he will not be carrying the key to his closet on his corpse, meaning that it will be impossible to open his closet. If you say that you'll keep his secret, he'll give you a key, and he'll also be carrying a second copy of the key if you kill him, but only if you still have the quest open (i.e., you didn't talk to Carius yet).
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=BM_Morale
|10||Captain Carius has told me a little about the situation here at Fort Frostmoth. Most of the soldiers are stationed here because they were unfit to serve in the more important forts. They are a normally restless bunch, and Carius believes that they are recently even more edgy than usual.
|20||Captain Carius would like me to investigate the unease he's feeling coming from the soldiers stationed here at Fort Frostmoth. He believes that there must be someone who is spreading ill will among his men. I should speak with the soldiers here and see what I might learn from them.
|30||The troops at Fort Frostmoth seemed at first to be unwilling to speak with me, perhaps upset at the recent ban on alcohol consumption at the fort. However, giving the soldier some alcohol has raised his spirits somewhat.
|40||A soldier has agreed to speak with me in exchange for some liquor I had with me. Apparently, Captain Carius has forbidden all alcohol consumption, and the soldiers are restless. They believe he has done it as a punishment for poor performance. I should report my findings to Carius.
|50||Carius tells me that although he and Antonius Nuncius discussed the effects of alcohol on the men, he never actually banned liquor consumption. The shipments, however, have stopped arriving. Captain Carius would like me to speak with the soldiers some more and find out where these rumors are being started.
|55||The soldiers seem willing to take the alcohol in my {{sic|posession|possession}} in exchange for information about what has become a dry fort. It seems that a bit of the drink makes them much more disposed to chatting.
|60||One of the soldiers has told me that it was Antonius Nuncius who told him that the alcohol ban was a punishment from Captain Carius. Of course, I'll need more proof of that before I can possibly report this information to Carius. I should be able to find Nuncius either in the Imperial Cult Shrine, or in his office, located above the Armory.
|70||Antonius Nuncius denies spreading rumors about Captain Carius or starting any trouble at all in the Fort. He claims to be a simple priest dedicated to serving his fellow man. He acts guilty, though, so perhaps it bears further investigation.
|80||I've found a large stash of alcohol in Antonius Nuncius' desk.
|90||Antonius Nuncius has admitted that he has been poisoning the minds of the soldiers here in Fort Frostmoth. His hope was that if the situation here got bad enough, he would be recalled to Vvardenfell.
|93||I have agreed to keep Antonius Nuncius' secret. In exchange, he has given me the key to his closet, which contains a great many bottles of Cyrodiilic Brandy, Flin, and Mazte.
|95||I told Antonius Nuncius that I would be unable to keep his actions a secret from Captain Carius.
|100|fin|Captain Carius has thanked me for finding the source of the low morale among his troops. In gratitude, he has given me some useful Cure Disease potions, as there are diseases on this island not common in Vvardenfell, and a silver sparkblade. Carius will also request that Nuncius' assignment at the Fort be extended indefinitely.
|110|fin|Although I did not reveal the source of the low morale of the Fort's troops, Captain Carius has noticed a change in their attitude, and has thanked me for my assistance. He gave me some Cure Disease potions, as he says there are diseases on this island that have never before been encountered.
|200|fin|Antonius Nuncius is dead, and Captain Carius has told me to stop searching for the source of the low morale.
}}
{{Quest Footer|Prev=[[Bloodmoon:An Island to the North|An Island to the North]]|Next=[[Bloodmoon:The Frostmoth Smugglers|The Frostmoth Smugglers]]|Up=[[Bloodmoon:Main Quest|Main Quest Page]]}}
| 2,381,112
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2021-04-05T17:21:28Z
|
Enobot
|
Quick Walkthrough
#Find and speak to Captain Carius in his chambers within the General Quarters area of Fort Frostmoth.
#Find some booze and speak to a guard to learn about the fort becoming dry.
#Return and speak to the Captain about the dry fort matter.
#Find and speak to Antonius Nuncius on the ground floor of the Imperial Cult Shrine.
#Visit Nuncius' office in the second floor of the armory. Open his locked desk and take the alcohol inside.
#Confront Nuncius with the evidence.
#Visit the Captain with the information about Nuncius to complete the quest.
Detailed Walkthrough
Captain Falx Carius
The Captain can be found in his chambers in Fort Frostmoth, accessed via the General Quarters area at the top of the stairs. His office doesn't show up on the in-game map, as it is covered by the General Quarters, but it is in the staircase to the left when you enter the General Quarters. Speak with him about Fort Frostmoth, being edgy, disturbing trends, and morale has been low. The Captain basically tells you about the low morale of the troops at the fort lately and suspects that there is one person in particular that is causing this discontent.
Investigation
The obvious move would be to go around and have a chat with the various guards of the fort. Strangely enough, all guards seem to have come under a great thirst, complaining about how they could use a good drink. If you don't have any drinks on you, there appears to be very little or nothing to purchase in the fort itself. A quick Mark spell and an Almsivi Intervention will bring you to Gnisis, and from there it's a quick trip to Ald'ruhn or another town to buy some drinks. One bottle of sujamma, flin, mazte, greef, shein or Cyrodiilic brandy is enough.
Of course, there is a much easier way. If you nose around the third floor of the Armory, you'll notice that Antonius Nuncius has a large number of bottles of assorted spirits in his room and desk (but better not check his desk or you will skip part of the quest). There is also booze scattered all over the fort if you look for it (like the Captain's quarters). Once you have some drinks, speak to one of the guards, who will gladly accept some alcohol from you. The guard will gladly inform you that the fort has become a dry fort by order of the Captain. Further questions on the matter will not yield you any more information.
Dry Fort
thumb|right|The Priest might be hiding something...
Return to Captain Carius and speak to him about the dry fort orders. He'll mention that it wasn't really his decision, as the alcohol shipments just "stopped" several months ago. He suspects the priest Antonius Nuncius as being the one truly interested in making the fort dry. Find Antonius Nuncius in the ground floor of the Imperial Cult Shrine. He will deny having anything to do with the fort becoming dry, and actually pin the blame on the Captain. Mention that the Captain never banned alcohol and the priest will confirm that the shipments stopped arriving on their own. He seems to get a little annoyed, claiming that you have no evidence that he was involved and asks to be left alone.
Antonius Nuncius
It seems that the priest is trying to hide his involvement in the lack of alcohol shipments, so some further investigation is required. Speak to any guard once again to learn that Nuncius' office is actually in the Armory. You can speak to Zeno Faustus in the Armory to find that the priest's office is upstairs. Perhaps there will be some evidence up there. His office is on the right-hand side of the second floor and you'll find his locked (level 50) desk inside, but you'll only find a bunch of booze within (you need to open the desk if you want to continue, though). The key to the desk is hidden on a high ledge inside the office. If you are looking at the chair in the corner, it is to the right a little bit on the ledge above. You'll also find his closet, which appears to be locked with a unique and unpickable lock, so you'll have to find the key in order to open it. Return to Nuncius and speak to him about the dry fort and shipments stopped arriving again and he'll confront you about having peeked in his desk. He admits that he had been hiding the alcohol for the 'benefit' of the soldiers. You can choose to keep his secret safe or tell him that you will have to speak to the Captain about the matter.
Back to the Captain
Return to the Captain with the news. You don't have to talk to the Captain about the priest's involvement, but if you do the Captain will congratulate you and give you three Cure Disease potions and a Silver Sparkblade as a reward. If you kept Antonius Nuncius' secret, he'll give you the key to the unpickable closet which holds 60 alcoholic drinks (10 of each basic type) as well as 10 skoomas. If you tell the Captain it was just a misunderstanding, he congratulates you and hands over three Cure Disease potions.
Notes
You may have to open Antonius' desk twice to get the required journal entry.
The disposition of whichever guard you give the booze to jumps by 40 points, but if you offer drink without any in your inventory, the disposition drops ten points.
Nuncius' disposition drops 30 if you rat him out, but increases by 30 if you keep his secret.
If you say that you're going to tell Carius about Antonius' actions, he will not be carrying the key to his closet on his corpse, meaning that it will be impossible to open his closet. If you say that you'll keep his secret, he'll give you a key, and he'll also be carrying a second copy of the key if you kill him, but only if you still have the quest open (i.e., you didn't talk to Carius yet).
Quest Stages
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114
| 1,327
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https://en.uesp.net/wiki/Bloodmoon:The_Frostmoth_Smugglers
|
Bloodmoon:The Frostmoth Smugglers
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Bloodmoon:Falx Carius|Falx Carius]] at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|ID=BM_Smugglers
|Prev=[[Bloodmoon:Rebellion at Frostmoth|Rebellion at Frostmoth]]
|Next=[[Bloodmoon:The Disappearance of Captain Carius|The Disappearance of Captain Carius]]
|Loc=[[Bloodmoon:Fort Frostmoth|Fort Frostmoth]], [[Bloodmoon:Gandrung Caverns|Gandrung Caverns]]
|SuggLevel=30
|SuggItem=[[Morrowind:Cure Paralyzation|Cure Paralyzation]], lockpick/[[Morrowind:Open|Open]] spell (90), [[Morrowind:Resist Paralysis|Resist Paralysis]], [[Morrowind:Fortify Willpower|Fortify Willpower]], [[Morrowind:Restore Health|healing potions/spells]] (both self and touch/target)
|Reward=[[Bloodmoon:Nordic Axe of Paralysis|Nordic Axe of Paralysis]]
|Difficulty=Medium
|image=BM-quest-The Frostmoth Smugglers.jpg
|imgdesc=The Orcish contingent of The Smugglers
|description=Help Captain Falx Carius find out who has been smuggling weapons out of the fort.
}}
==Quick Walkthrough==
#Speak to the [[Bloodmoon:Captain Falx Carius|Captain]] who will tell you to find out about weapon smuggling from the fort.
#Speak to [[Bloodmoon:Saenus Lusius|Saenus Lusius]] or [[Bloodmoon:Gaea Artoria|Gaea Artoria]], and arrange to travel with one of them.
#Talk to [[Bloodmoon:Zeno Faustus|Zeno Faustus]] to know about the [[Bloodmoon:Gandrung Caverns|Gandrung Caverns]].
#Find the Gandrung Caverns just northeast of the fort along the sea.
#Kill all 5 NPCs in the caverns, or, if you sided with Saenus, make a deal with the [[Bloodmoon:Gualtierus Spurius|leader]].
#Return to the fort with the news.
==Detailed Walkthrough==
===Captain Falx Carius===
Speak to the [[Bloodmoon:Captain Falx Carius|Captain]] about ''Fort Business'' after exposing the priest Nuncius relating to the missing shipments of alcohol. The Captain says that he fears that weapons are being smuggled out of the fort and being shipped and sold in [[Morrowind:Places|Vvardenfell]]. With a low supply of weapons, the fort's defense is lacking and morale is dropping further. The Captain asks that you cooperate with two of his soldiers on the matter, [[Bloodmoon:Saenus Lusius|Saenus Lusius]] (in the General Quarters) and [[Bloodmoon:Gaea Artoria|Gaea Artoria]] (in the General Quarters, Upper Level). Speak to them and choose one of them as your companion to investigate the matter.
===The Investigation===
Select one of the soldiers to be your companion by speaking to them. Lusius will find the smuggling ring quickly but is of little help in combat, while Artoria is an effective soldier but doesn't seem to know anything relevant about the smuggling. Either way, you will eventually be directed to [[Bloodmoon:Zeno Faustus|Zeno Faustus]] in the Armory. Choosing Lusius will directly take you to Zeno, while choosing Artoria will mean you have to speak to a guard. If you're with Lusius, Faustus' disposition towards you must be at least 60, but Artoria's straight-laced nature will require him to have a disposition of 80+. Eventually, Faustus will mention that he overheard two soldiers talking about the [[Bloodmoon:Gandrung Caverns|Gandrung Caverns]] and a weapon stash there.
===Gandrung Caverns===
[[Image:BM-place-Gandrung Caverns.jpg|thumb|right|Gandrung Caverns.]]
Faustus tells you that the caverns are a bit northeast of the fort so head out that way. The cavern entrance is not far from the fort - look for a rock spire at the north end of the closest inlet (check your local map if you cannot find it). If you are having trouble spotting it, try going east from the fort to the water and following the coastline around.
Once inside you'll encounter no immediate resistance (other than a few rats) but you'll soon find one [[Bloodmoon:Mus Roscius|Mus Roscius]] who will attack you on sight (be wary as he is tough even for high-level characters). Most opponents in the cave have a paralysis weapon so ranged attacks, [[Morrowind:Resist Paralysis|Resist Paralysis]] and/or [[Morrowind:Cure Paralyzation|Cure Paralyzation]] effects are recommended. Also, use your companion to your advantage. It is best to try and surround each opponent so both of you can attack at the same time. With this strategy you can hit your enemies so often that they rarely get a chance to swing at you. Note that you don't have to kill everyone if you take Saenus Lusius, you get the option to talk to the leader and work out an agreement for the smugglers to leave. Also, it is very important to get the companion back alive or the one you didn't take with you will attack you on sight, forcing you to kill him/her and breaking the [[Bloodmoon:Main Quest|Main Quest]],{{vn|fixed by latest patch?}} unless you use a [[Morrowind:Calm Humanoid|Calm Humanoid]] spell on them.
===Exploring the Cave===
Continue to explore the entire cave, killing anyone that you encounter. Once you kill them all (5 total) you will receive a journal entry to return and speak to the Captain. If you chose Saenus, you can also make a deal to let the [[Bloodmoon:Gualtierus Spurius|leader]] of the smugglers go if you wish (he will give you the unique [[Bloodmoon:Nordic Axe of Paralysis|Nordic Axe of Paralysis]], a very powerful axe that could come in handy especially against [[Bloodmoon:werewolves|werewolves]]). Don't forget to take all the loot lying around (nothing very exciting however). At the north end of the cave you will find a piece of [[Bloodmoon:Raw_Stalhrim|stalhrim]], which can be mined and used to create new armor or weapons (during the [[Bloodmoon:East Empire Company Quests|East Empire Company Quests]] you receive a pickaxe that can be used to mine stalhrim).
===Return to Captain Carius===
Return to Captain Carius at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]] with the news of the smugglers. This will automatically lead into the next quest, [[Bloodmoon:The Disappearance of Captain Carius|The Disappearance of Captain Carius]].
==Bugs==
{{Bug|The smugglers continue fighting when you make a deal with the leader Spurius.|UMP}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=BM_Smugglers
|10||Captain Carius mentioned that he believes there is a problem with smugglers at Fort Frostmoth. He has noticed that the weapons stores are dangerously low, and he believes that someone must be smuggling them off the island.
|20||I should speak with either Saenus Lusius or Gaea Artoria to help me ferret out the smugglers. Captain Carius tells me that Saenus Lusius is one of his brightest soldiers, and Gaea Artoria one of his strongest. I'll be able to find Lusius in the General Quarters, and Artoria in the General Quarters, Upper Level.
|30||I have chosen to work with Saenus Lusius to discover the smuggling ring here at Fort Frostmoth. He seems to be very knowledgeable, and should be a valuable companion. We are to find the smuggled goods and report to Captain Carius. We may deal with the smugglers as we see fit.
|35||I have chosen to work with Gaea Artoria to discover the smuggling ring here at Fort Frostmoth. From what I gather, there is no finer warrior at the garrison. We are to find the smuggled goods and report to Captain Carius. We may deal with the smugglers as we see fit.
|40||Saenus Lusius has suggested we speak with a few of the soldiers to see who may be involved in the smuggling ring. The first he suggests we speak with is Zeno Faustus, whom Lusius believes we may trust. He can be found in the Armory.
|45||Gaea Artoria believes we should start talking to other soldiers, but does not know with whom to speak. She suggests simply intimidating some of the soldiers into giving up information on the smuggling ring.
|50||One of the soldiers I've spoken with suggests that Zeno Faustus may have knowledge of the smuggling ring. I may be able to find him at the Armory here at the fort.
|60||Zeno Faustus seems willing to speak with me about the smuggling ring, as he trusts Saenus Lusius.
|65||Zeno Faustus seems reluctant to speak with me about the smuggling ring.
|70||Zeno Faustus has suggested that we investigate the Gandrung Caverns northeast of the fort. He believes that this area has been used as a storage area for the stolen goods. If we are to break up the smuggling ring, we will have to kill all the smugglers, or come to some other sort of arrangement with them.
|80||I have found the smugglers' cave that Zeno Faustus suggested we investigate.
|90||One of the smugglers, Gualtierus Spurius, has offered me a deal because he knows and trusts Saenus Lusius. In exchange for sparing his life, he will leave Solstheim and the stolen goods behind. In addition, he will give me an axe to keep silent about his whereabouts.
|93||I've accepted Gualtierus Spurius' offer, and will allow him to leave the island. He's given me a silver axe in return, and has suggested I can take whatever I like from his stash of stolen goods.
|95||I've declined Gualtierus Spurius' offer. He tells me that I will need to kill him and all of his companions to end this smuggling operation.
|97||All of the smugglers in the hideout have been defeated. I should report to Captain Carius.
|100|fin|I've returned to Fort Frostmoth to report to Captain Carius, but the Fort has been attacked in my absence.
}}
{{Quest Footer|Prev=[[Bloodmoon:Rebellion at Frostmoth|Rebellion at Frostmoth]]|Next=[[Bloodmoon:The Disappearance of Captain Carius|The Disappearance of Captain Carius]]|Up=[[Bloodmoon:Main Quest|Main Quest Page]]}}
| 2,526,405
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2021-12-24T13:41:42Z
| null |
Quick Walkthrough
#Speak to the Captain who will tell you to find out about weapon smuggling from the fort.
#Speak to Saenus Lusius or Gaea Artoria, and arrange to travel with one of them.
#Talk to Zeno Faustus to know about the Gandrung Caverns.
#Find the Gandrung Caverns just northeast of the fort along the sea.
#Kill all 5 NPCs in the caverns, or, if you sided with Saenus, make a deal with the leader.
#Return to the fort with the news.
Detailed Walkthrough
Captain Falx Carius
Speak to the Captain about Fort Business after exposing the priest Nuncius relating to the missing shipments of alcohol. The Captain says that he fears that weapons are being smuggled out of the fort and being shipped and sold in Vvardenfell. With a low supply of weapons, the fort's defense is lacking and morale is dropping further. The Captain asks that you cooperate with two of his soldiers on the matter, Saenus Lusius (in the General Quarters) and Gaea Artoria (in the General Quarters, Upper Level). Speak to them and choose one of them as your companion to investigate the matter.
The Investigation
Select one of the soldiers to be your companion by speaking to them. Lusius will find the smuggling ring quickly but is of little help in combat, while Artoria is an effective soldier but doesn't seem to know anything relevant about the smuggling. Either way, you will eventually be directed to Zeno Faustus in the Armory. Choosing Lusius will directly take you to Zeno, while choosing Artoria will mean you have to speak to a guard. If you're with Lusius, Faustus' disposition towards you must be at least 60, but Artoria's straight-laced nature will require him to have a disposition of 80+. Eventually, Faustus will mention that he overheard two soldiers talking about the Gandrung Caverns and a weapon stash there.
Gandrung Caverns
thumb|right|Gandrung Caverns.
Faustus tells you that the caverns are a bit northeast of the fort so head out that way. The cavern entrance is not far from the fort - look for a rock spire at the north end of the closest inlet (check your local map if you cannot find it). If you are having trouble spotting it, try going east from the fort to the water and following the coastline around.
Once inside you'll encounter no immediate resistance (other than a few rats) but you'll soon find one Mus Roscius who will attack you on sight (be wary as he is tough even for high-level characters). Most opponents in the cave have a paralysis weapon so ranged attacks, Resist Paralysis and/or Cure Paralyzation effects are recommended. Also, use your companion to your advantage. It is best to try and surround each opponent so both of you can attack at the same time. With this strategy you can hit your enemies so often that they rarely get a chance to swing at you. Note that you don't have to kill everyone if you take Saenus Lusius, you get the option to talk to the leader and work out an agreement for the smugglers to leave. Also, it is very important to get the companion back alive or the one you didn't take with you will attack you on sight, forcing you to kill him/her and breaking the Main Quest, unless you use a Calm Humanoid spell on them.
Exploring the Cave
Continue to explore the entire cave, killing anyone that you encounter. Once you kill them all (5 total) you will receive a journal entry to return and speak to the Captain. If you chose Saenus, you can also make a deal to let the leader of the smugglers go if you wish (he will give you the unique Nordic Axe of Paralysis, a very powerful axe that could come in handy especially against werewolves). Don't forget to take all the loot lying around (nothing very exciting however). At the north end of the cave you will find a piece of stalhrim, which can be mined and used to create new armor or weapons (during the East Empire Company Quests you receive a pickaxe that can be used to mine stalhrim).
Return to Captain Carius
Return to Captain Carius at Fort Frostmoth with the news of the smugglers. This will automatically lead into the next quest, The Disappearance of Captain Carius.
Bugs
Quest Stages
|
114
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https://en.uesp.net/wiki/Bloodmoon:The_Skaal_Test_of_Loyalty
|
Bloodmoon:The Skaal Test of Loyalty
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Bloodmoon:Tharsten Heart-Fang|Tharsten Heart-Fang]] in the [[Bloodmoon:Skaal Village|Skaal Village]]
|ID=BM_Stones
|Prev=[[Bloodmoon:The Disappearance of Captain Carius|The Disappearance of Captain Carius]]
|Conc=[[Bloodmoon:The Ritual of Water|The Ritual of Water]], [[Bloodmoon:The Ritual of Earth|The Ritual of Earth]], [[Bloodmoon:The Ritual of Beasts|The Ritual of Beasts]], [[Bloodmoon:The Ritual of Trees|The Ritual of Trees]], [[Bloodmoon:The Ritual of the Sun|The Ritual of the Sun]], [[Bloodmoon:The Ritual of the Winds|The Ritual of the Winds]]
|Next=[[Bloodmoon:The Skaal Test of Wisdom|The Skaal Test of Wisdom]]
|Loc=Many
|SuggLevel=30
|ReqItem=Skull of a Skaal warrior
|Reward=[[Bloodmoon:Mace_of_Aevar_Stone-Singer|Mace of Aevar Stone-Singer]]
|Difficulty=Hard
|image=BM-place-Earth Stone.jpg
|imgdesc=The Earth Stone, place of one of the rituals
|description=You must complete a ritual for the Skaal in order to gain their trust.
}}
==Quick Walkthrough==
# Talk to Tharsten Heart-Fang in the Greathall in [[Bloodmoon:Skaal Village|Skaal Village]] with the warrior skull in your inventory.
# Speak to Korst Wind-Eye in the Shaman's Hut to be told about the Ritual of the Gifts.
# Perform [[Bloodmoon:The Ritual of Water|The Ritual of Water]].
# Perform [[Bloodmoon:The Ritual of Earth|The Ritual of Earth]].
# Perform [[Bloodmoon:The Ritual of Beasts|The Ritual of Beasts]].
# Perform [[Bloodmoon:The Ritual of Trees|The Ritual of Trees]].
# Perform [[Bloodmoon:The Ritual of the Sun|The Ritual of the Sun]].
# Perform [[Bloodmoon:The Ritual of the Winds|The Ritual of the Winds]].
# Return to Tharsten in the Greathall to complete the ritual.
==Detailed Walkthrough==
[[image:BM-npc-Tharsten Heart-Fang.jpg|thumb|right| Tharsten has many quests for you.]]
===Tharsten Heart-Fang===
Talk to [[Bloodmoon:Tharsten Heart-Fang|Tharsten Heart-Fang]] in the Greathall of [[Bloodmoon:Skaal Village|Skaal Village]] and mention ''your business here'', and if you have the [[Bloodmoon:Skaal|Skaal]] warrior skull, Tharsten will accept it with some gratitude and welcome you to the village, for the moment at least. Tharsten goes on for a bit about how the [[Morrowind:Imperial|Imperial]]s are corrupting the land and eventually about how to ''restore the power of the Skaal''. Tharsten tells you to speak with [[Bloodmoon:Korst Wind-Eye|Korst Wind-Eye]] in the Shaman's Hut for more information.
If your partner in the previous [[Bloodmoon:The Frostmoth Smugglers|The Frostmoth Smugglers]] quest died, you may be attacked by the other warrior once you return to the fort, and thus be prevented from getting the skull.
===Skaal Shaman===
The Shaman's Hut is just west of the Greathall and Korst is just inside. Mention that you are looking to ''restore the power of the Skaal'' and he'll tell you that you must find the six Standing Stones somewhere on [[Bloodmoon:Places|Solstheim]] and complete a ritual at each one. Once this Ritual of the Gifts is completed, the Oneness should be restored to the Skaal. The Oneness is explained to you as the balance or harmony of all things in the world given by the All-Maker. This balance has been upset, in part by the presence of the Imperials, and thus the power of the Skaal has decreased.
===Ritual of the Gifts===
Ask Korst Wind-Eye about the rituals and he'll give you a copy of [[Bloodmoon:The Story of Aevar Stone-Singer|The Story of Aevar Stone-Singer]] as well as the [[Bloodmoon:Locations of the Stones|Locations of the Stones]] which is a map of the six stone locations. The map is particularly useful and the story of the ritual does give you more information than you get during the quests themselves from journal entries. The six steps in the ritual are listed below in the same order that they appear in the book, however you can perform the steps in any order you wish, and you do not have to complete one before starting another. Each ritual is entered into your journal as a separate quest, and they will require you to travel to a good deal of the island. The quests you must complete are:
[[Image:BM-place-Sun Stone.jpg|thumb|right|Perform the ''Ritual of the Sun'' here.]]
*[[Bloodmoon:The Ritual of Water|The Ritual of Water]]
*[[Bloodmoon:The Ritual of Earth|The Ritual of Earth]]
*[[Bloodmoon:The Ritual of Beasts|The Ritual of Beasts]]
*[[Bloodmoon:The Ritual of Trees|The Ritual of Trees]]
*[[Bloodmoon:The Ritual of the Sun|The Ritual of the Sun]]
*[[Bloodmoon:The Ritual of the Winds|The Ritual of the Winds]]
===Complete the Ritual===
Once you have completed all six portions of the Ritual of the Gifts, you will receive a journal entry to return to Heart-Fang in the Greathall of the Skaal Village. Tharsten Heart-Fang will reward you with the [[Bloodmoon:Mace_of_Aevar_Stone-Singer|Mace of Aevar Stone-Singer]] and tell you that you must still prove your wisdom to the Skaal.
==Notes==
* If you are a werewolf Korst will refuse to speak with you, making further progress in the quest impossible until you have been cured.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=BM_Stones
|10||Tharsten Heart-Fang seemed pleased with my gift of the Skaal skull, and was willing to allow me to remain with the Skaal for a time.
|20||Heart-Fang is clearly angry with the Imperials' presence on the island. He believes that they have no respect for the land or the creatures on it. He also believes that they are responsible for the dwindling power of the Skaal's powerful nature magic. He spoke of how the Imperials have disrupted the Oneness of the land, the balance that lies in all living things.
|30||Heart-Fang tells me that I will need to atone for the mistakes of the Imperials. He wishes for me to perform a ceremony to restore the Skaal's original power. I should speak with Korst Wind-Eye to learn more about this. Wind-Eye is in the Shaman's Hut.
|40||Wind-Eye tells me that there are six Standing Stones on the island of Solstheim, each representing one of the six gifts of the All-Maker. In order for me to perform the ceremony that Heart-Fang wishes, I will need to visit each of these stones and perform a ritual.
|50||Wind-Eye has given me a scroll that shows the location of each of the Standing Stones, as well as a book that gives the history of the Skaal's beliefs. I should investigate these Stones if I am to restore the power of the Skaal.
|60||I have completed the Gift of Water ritual.
|62||I have completed the Gift of Earth ritual.
|64||I have completed the Gift of Trees ritual.
|66||I have completed the Gift of Beasts ritual.
|68||I have completed the Gift of the Sun ritual.
|70||I have completed the Gift of Winds ritual.
|80||I have completed all the six rituals necessary, and should return to Heart-Fang.
|100|fin|Heart-Fang was pleased with my efforts in performing the six rituals. He has rewarded me with the Mace of Aevar Stonesinger, a prized Skaal weapon. Heart-Fang was reluctant to give me the weapon, as I am still an outsider to him. Still, tradition dictates that I be given the magnificent mace.
}}
{{Quest Footer|Prev=[[Bloodmoon:The Disappearance of Captain Carius|The Disappearance of Captain Carius]]|Next=[[Bloodmoon:The Skaal Test of Wisdom|The Skaal Test of Wisdom]]|Up=[[Bloodmoon:Main Quest|Main Quest Page]]}}
| 2,431,465
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2021-06-27T21:16:36Z
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Wolfborn
|
Quick Walkthrough
# Talk to Tharsten Heart-Fang in the Greathall in Skaal Village with the warrior skull in your inventory.
# Speak to Korst Wind-Eye in the Shaman's Hut to be told about the Ritual of the Gifts.
# Perform The Ritual of Water.
# Perform The Ritual of Earth.
# Perform The Ritual of Beasts.
# Perform The Ritual of Trees.
# Perform The Ritual of the Sun.
# Perform The Ritual of the Winds.
# Return to Tharsten in the Greathall to complete the ritual.
Detailed Walkthrough
thumb|right| Tharsten has many quests for you.
Tharsten Heart-Fang
Talk to Tharsten Heart-Fang in the Greathall of Skaal Village and mention your business here, and if you have the Skaal warrior skull, Tharsten will accept it with some gratitude and welcome you to the village, for the moment at least. Tharsten goes on for a bit about how the Imperials are corrupting the land and eventually about how to restore the power of the Skaal. Tharsten tells you to speak with Korst Wind-Eye in the Shaman's Hut for more information.
If your partner in the previous The Frostmoth Smugglers quest died, you may be attacked by the other warrior once you return to the fort, and thus be prevented from getting the skull.
Skaal Shaman
The Shaman's Hut is just west of the Greathall and Korst is just inside. Mention that you are looking to restore the power of the Skaal and he'll tell you that you must find the six Standing Stones somewhere on Solstheim and complete a ritual at each one. Once this Ritual of the Gifts is completed, the Oneness should be restored to the Skaal. The Oneness is explained to you as the balance or harmony of all things in the world given by the All-Maker. This balance has been upset, in part by the presence of the Imperials, and thus the power of the Skaal has decreased.
Ritual of the Gifts
Ask Korst Wind-Eye about the rituals and he'll give you a copy of The Story of Aevar Stone-Singer as well as the Locations of the Stones which is a map of the six stone locations. The map is particularly useful and the story of the ritual does give you more information than you get during the quests themselves from journal entries. The six steps in the ritual are listed below in the same order that they appear in the book, however you can perform the steps in any order you wish, and you do not have to complete one before starting another. Each ritual is entered into your journal as a separate quest, and they will require you to travel to a good deal of the island. The quests you must complete are:
thumb|right|Perform the Ritual of the Sun here.
The Ritual of Water
The Ritual of Earth
The Ritual of Beasts
The Ritual of Trees
The Ritual of the Sun
The Ritual of the Winds
Complete the Ritual
Once you have completed all six portions of the Ritual of the Gifts, you will receive a journal entry to return to Heart-Fang in the Greathall of the Skaal Village. Tharsten Heart-Fang will reward you with the Mace of Aevar Stone-Singer and tell you that you must still prove your wisdom to the Skaal.
Notes
If you are a werewolf Korst will refuse to speak with you, making further progress in the quest impossible until you have been cured.
Quest Stages
|
114
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https://en.uesp.net/wiki/Bloodmoon:The_Skaal_Test_of_Wisdom
|
Bloodmoon:The Skaal Test of Wisdom
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Bloodmoon:Tharsten Heart-Fang|Tharsten Heart-Fang]] in the [[Bloodmoon:Skaal Village|Skaal Village]]
|ID=BM_Trial
|Reward=[[Bloodmoon:Helm_of_the_Wolf's_Heart|Helm of the Wolf's Heart]], A house in the [[Bloodmoon:Skaal Village|Skaal Village]]
|Prev=[[Bloodmoon:The Skaal Test of Loyalty|The Skaal Test of Loyalty]]
|Next=[[Bloodmoon:The Skaal Test of Strength|The Skaal Test of Strength]]
|Loc=[[Bloodmoon:Skaal Village|Skaal Village]]
|Disp=+40 ([[Bloodmoon:Engar Ice-Mane|Engar Ice-Mane]]),<br/>+40 ([[Bloodmoon:Risi Ice-Mane|Risi Ice-Mane]])
|Difficulty=Easy
|image=BM-npc-Engar Ice-Mane.jpg
|imgdesc=Engar Ice-Mane is accused of theft
|description=Investigate a possible theft of furs within the Skaal Village to determine the fate of the accused.
}}
==Quick Walkthrough==
# Speak to Tharsten in the Greathall who will ask you to investigate a theft of furs supposedly taken by [[Bloodmoon:Engar Ice-Mane|Engar Ice-Mane]].
# Find and speak to the accuser, [[Bloodmoon:Rigmor Halfhand|Rigmor Halfhand]] in his house.
# Similarly speak to Engar outside and [[Bloodmoon:Risi Ice-Mane|Risi Ice-Mane]] inside their house.
# Find a [[Bloodmoon:Letter from Rigmor to Risi|Letter from Rigmor to Risi]] under a pillow in the Ice-Mane's house.
# Confront both Risi and Rigmor about the note.
# Tell Tharsten about the matter and choose to exile or sacrifice Rigmor.
==Detailed Walkthrough==
[[File:BM-quest-The Skaal Test of Wisdom 02.jpg|thumb|right|Evidence]]
[[File:BM-quest-The Skaal Test of Wisdom 03.jpg|thumb|right|Sacrifice to the wolves]]
===Tharsten Heart-Fang===
After completing the lengthy Ritual of the Gifts to prove your loyalty to the [[Bloodmoon:Skaal|Skaal]], [[Bloodmoon:Tharsten Heart-Fang|Tharsten Heart-Fang]] in the Greathall now wants you to prove your wisdom. He asks you to investigate a crime involving [[Bloodmoon:Engar Ice-Mane|Engar Ice-Mane]], who is accused of theft, and [[Bloodmoon:Rigmor Halfhand|Rigmor Halfhand]]. Tharsten explains that Rigmor claims to have had some furs stolen by Engar which were found in his home. If guilty, it is most likely that Engar will be sacrificed to the [[Bloodmoon:wolf|wolves]]. You are to investigate the matter and see who is telling the truth.
===The Investigation===
Both of the homes are close to the Greathall in the small village, so visit both of them to get their stories of the events. Rigmor has nothing much to add, other than he does not know why Ice-Mane stole anything from him. You'll get the same idea from talking to people around town who seem adamant that Ice-Mane is innocent of the crime. Engar is not home, but his wife, [[Bloodmoon:Risi Ice-Mane|Risi]], is, so talk to her about the crime. Risi further states that Engar is innocent and suggests that someone, possibly Rigmor, may have framed him to disgrace him. Engar can be found outside wandering just East of his house. He doesn't have much else to add to the information you've already uncovered.
===The Affair===
By this time you might have noticed the subtle hints from people that might indicate that Risi Ice-Mane and Rigmor Halfhand had a little intimate relationship, although no one will say that right out. If this were true, it may provide a motive for Rigmor to falsely accuse Engar of theft. Take a closer look around the Ice-Manes' house and under the pillow of one of the beds you'll find a telling [[Bloodmoon:Letter from Rigmor to Risi|Letter from Rigmor to Risi]].
Confront Risi about the note (ask her about ''Rigmor Halfhand'') and she will confirm that they had a short affair. Go and confront Rigmor about the affair who will confirm the entire thing.
===Return to Tharsten===
Return to Tharsten in the Greathall about the news you've learned and he'll leave the fate of Rigmor up to you, either exile or the wolves. You'll receive the [[Bloodmoon:Helm_of_the_Wolf's_Heart|Helm of the Wolf's Heart]] as your reward, no matter which punishment you choose. If you choose sacrifice, Tharsten will congratulate you on showing Halfhand mercy by letting him die with honor. You are asked to lead the accused to the wolf pen. You'll find Halfhand outside where you'll follow him to the wolf pen where he'll be attacked (the wolves disappear once he dies). It is possible for a very powerful character to kill the three [[Bloodmoon:Caenlorn Wolf|Caenlorn Wolves]] before they can kill Halfhand (it helps to run ahead and open the wolf pen before Halfhand enters it), but aside from a slightly different reaction from Tharsten, and Halfhand standing in the wolf pen for the rest of the game, it appears there is little point. One can also [[Morrowind:Soul Trap|Soul Trap]] two of them (each will fill a Common [[Morrowind:Soul Gems|Soul Gem]], rather than the Lesser type of the [[Bloodmoon:Creatures#Wolves|normal wolf varieties]]), then let the third do its job. Jumping the fence to do this may make the third wolf just stand there and not kill Halfhand; the gate must be opened before attacking the wolves for their scripting to work properly.
==Notes==
*Since Rigmor's hut is now empty you'd think it would make a great place to rest and store loot. Resting is fine, but at some point, you are rewarded with his house, only they change the name and thus the interior cell, meaning that anything you had stored there will disappear.
*Closing the wolf pen and locking the door using a [[Morrowind:Lock|Lock]] spell effect will prevent Halfhand from entering it, giving you plenty of time to kill the Caenlorn Wolves before they can kill Halfhand.
==Bugs==
{{Bug|If you choose exile as Rigmor's punishment, he will remain standing in the Greathall for the rest of the game.|confirmed=1}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=BM_Trial
|10||Tharsten Heart-Fang was pleased with the reactivation of standing stones, and tells me that I have passed the Test of Loyalty among the Skaal. Now I must pass the Test of Wisdom.
|20||Engar Ice-Mane has been accused of theft by Rigmor Halfhand. Apparently, theft is a grievous offense among the Skaal, as each is given according to his need. It is an offense punishable by death, or worse, exile from Skaal lands. Engar Ice-Mane has chosen death over exile. Heart-Fang would like me to investigate the accusation of theft, bring him proof of the crime, and make a decision based on my findings. I should speak with the people of the Skaal Village and find out what I can about the crime.
|30||I have been told that many people doubt that Engar would resort to any sort of thievery. He was a respected warrior, and was known to be an honorable man.
|40||Korst Wind-Eye believes that Engar Ice-Mane could not possibly be a thief. He says that the warrior is a much-honored and respected member of the tribe, and that it seems unbelievable that he would steal from another. He suggests I speak with Ice-Mane's wife, Risi.
|45||Risi has told me that she does not believe that her husband could possibly have done what he is accused of. She claims that Halfhand is merely jealous of her husband, and has trumped up these charges to disgrace him.
|50||I have found a note that suggests that Rigmor Halfhand and Risi Ice-Mane had recently had an affair. I should show this note to Risi Ice-Mane, and speak with her about this issue.
|55||Risi tells me it is true that she and Halfhand did have a brief affair. Although Risi ended their relationship, Halfhand has continued to pursue her affections. I should speak with Rigmor Halfhand about this situation.
|60||Confronted with the evidence I have gathered, Halfhand admitted to his prior relationship with Risi Ice-Mane, and also admitted that he accused Engar with the crime to force him out of the Skaal camp.
|70||I have reported my findings to Tharsten Heart-Fang. He was convinced by my evidence, and has declared that all charges against Ice-Mane are to be dropped. Additionally, he has told me that presenting a false accusation of a serious crime is in itself as serious a crime, and Halfhand must now be sentenced.
|80||Because Heart-Fang now trusts my judgment, I must decide what the punishment for Halfhand will be. I must choose between Halfhand being exiled from the Skaal community or being fed to the Skaal's ceremonial wolves. Apparently, being fed to the wolves is considered a more honorable way to die.
|100|fin|I have chosen exile as Halfhand's punishment. Heart-Fang was satisfied with my decision, and has rewarded me with the Helm of the Wolf's Heart.
|105|fin|I have chosen being fed to the ceremonial wolves as Halfhand's punishment. Heart-Fang was satisfied with my decision, and has rewarded me with the Helm of the Wolf's Heart. I am to lead Halfhand outside so he may accept his sentence.
|200|fin|Heart-Fang was not happy that Rigmor was dead before Skaal justice could be enforced.
}}
{{Quest Footer|Prev=[[Bloodmoon:The Skaal Test of Loyalty|The Skaal Test of Loyalty]]|Next=[[Bloodmoon:The Skaal Test of Strength|The Skaal Test of Strength]]|Up=[[Bloodmoon:Main Quest|Main Quest Page]]}}
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Quick Walkthrough
# Speak to Tharsten in the Greathall who will ask you to investigate a theft of furs supposedly taken by Engar Ice-Mane.
# Find and speak to the accuser, Rigmor Halfhand in his house.
# Similarly speak to Engar outside and Risi Ice-Mane inside their house.
# Find a Letter from Rigmor to Risi under a pillow in the Ice-Mane's house.
# Confront both Risi and Rigmor about the note.
# Tell Tharsten about the matter and choose to exile or sacrifice Rigmor.
Detailed Walkthrough
thumb|right|Evidence
thumb|right|Sacrifice to the wolves
Tharsten Heart-Fang
After completing the lengthy Ritual of the Gifts to prove your loyalty to the Skaal, Tharsten Heart-Fang in the Greathall now wants you to prove your wisdom. He asks you to investigate a crime involving Engar Ice-Mane, who is accused of theft, and Rigmor Halfhand. Tharsten explains that Rigmor claims to have had some furs stolen by Engar which were found in his home. If guilty, it is most likely that Engar will be sacrificed to the wolves. You are to investigate the matter and see who is telling the truth.
The Investigation
Both of the homes are close to the Greathall in the small village, so visit both of them to get their stories of the events. Rigmor has nothing much to add, other than he does not know why Ice-Mane stole anything from him. You'll get the same idea from talking to people around town who seem adamant that Ice-Mane is innocent of the crime. Engar is not home, but his wife, Risi, is, so talk to her about the crime. Risi further states that Engar is innocent and suggests that someone, possibly Rigmor, may have framed him to disgrace him. Engar can be found outside wandering just East of his house. He doesn't have much else to add to the information you've already uncovered.
The Affair
By this time you might have noticed the subtle hints from people that might indicate that Risi Ice-Mane and Rigmor Halfhand had a little intimate relationship, although no one will say that right out. If this were true, it may provide a motive for Rigmor to falsely accuse Engar of theft. Take a closer look around the Ice-Manes' house and under the pillow of one of the beds you'll find a telling Letter from Rigmor to Risi.
Confront Risi about the note (ask her about Rigmor Halfhand) and she will confirm that they had a short affair. Go and confront Rigmor about the affair who will confirm the entire thing.
Return to Tharsten
Return to Tharsten in the Greathall about the news you've learned and he'll leave the fate of Rigmor up to you, either exile or the wolves. You'll receive the Helm of the Wolf's Heart as your reward, no matter which punishment you choose. If you choose sacrifice, Tharsten will congratulate you on showing Halfhand mercy by letting him die with honor. You are asked to lead the accused to the wolf pen. You'll find Halfhand outside where you'll follow him to the wolf pen where he'll be attacked (the wolves disappear once he dies). It is possible for a very powerful character to kill the three Caenlorn Wolves before they can kill Halfhand (it helps to run ahead and open the wolf pen before Halfhand enters it), but aside from a slightly different reaction from Tharsten, and Halfhand standing in the wolf pen for the rest of the game, it appears there is little point. One can also Soul Trap two of them (each will fill a Common Soul Gem, rather than the Lesser type of the normal wolf varieties), then let the third do its job. Jumping the fence to do this may make the third wolf just stand there and not kill Halfhand; the gate must be opened before attacking the wolves for their scripting to work properly.
Notes
Since Rigmor's hut is now empty you'd think it would make a great place to rest and store loot. Resting is fine, but at some point, you are rewarded with his house, only they change the name and thus the interior cell, meaning that anything you had stored there will disappear.
Closing the wolf pen and locking the door using a Lock spell effect will prevent Halfhand from entering it, giving you plenty of time to kill the Caenlorn Wolves before they can kill Halfhand.
Bugs
Quest Stages
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114
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https://en.uesp.net/wiki/Bloodmoon:The_Skaal_Test_of_Strength
|
Bloodmoon:The Skaal Test of Strength
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Bloodmoon:Tharsten Heart-Fang|Tharsten Heart-Fang]] in the [[Bloodmoon:Skaal Village|Skaal Village]]
|ID=BM_Draugr
|Prev=[[Bloodmoon:The Skaal Test of Wisdom|The Skaal Test of Wisdom]]
|Next=[[Bloodmoon:The Siege of the Skaal Village|The Siege of the Skaal Village]]
|Loc=[[Bloodmoon:Lake Fjalding|Lake Fjalding]], [[Bloodmoon:Caves of Fjalding|Caves of Fjalding]]
|SuggLevel=30
|ReqItem=None
|SuggItem=Lockpick/[[Morrowind:Open|Open]] spell (60), [[Morrowind:Fire Damage|Fire Damage]] spell
|Reward=[[Bloodmoon:Aesliip's Ring|Aesliip's Ring]]
|Difficulty=Medium
|Image=BM-quest-The Skaal Test of Strength.jpg
|imgdesc=Strange disturbances on Lake Fjalding
|description=Prove your strength to the Skaal tribe by investigating the pillar of fire emanating from Lake Fjalding.
}}
==Quick Walkthrough==
# Speak to [[Bloodmoon:Tharsten Heart-Fang|Tharsten]] in the Greathall who will ask you to prove your strength and travel to meet the Shaman [[Bloodmoon:Korst Wind-Eye|Korst Wind-Eye]] on the North shore of [[Bloodmoon:Lake Fjalding|Lake Fjalding]].
# Find and speak to Korst on the Northeast corner of the lake.
# Swim to the bottom of the lake and enter the [[Bloodmoon:Caves of Fjalding|Caves of Fjalding]].
# Explore the caves and enter into Aesliip's Lair.
# Find and speak to the [[Bloodmoon:Draugr Lord Aesliip|Draugr Lord]].
# Agree to help him destroy all the Frost Daedra in the cavern or kill him to acquire [[Bloodmoon:Aesliip's Ring|his ring]].
# Return and speak to Korst.
==Detailed Walkthrough==
===Tharsten Heart-Fang===
In the Greathall, speak to [[Bloodmoon:Tharsten Heart-Fang|Tharsten Heart-Fang]], who congratulates you on proving your wisdom and loyalty but still asks that you prove your strength to the [[Bloodmoon:Skaal|Skaal]] (see [[#Bugs|bugs]]). You are to meet with the Shaman [[Bloodmoon:Korst Wind-Eye|Korst Wind-Eye]] on the Northern shore of [[Bloodmoon:Lake Fjalding|Lake Fjalding]]. Head South from the village to find and meet up with Korst.
===Korst Wind-Eye===
Korst is actually on the north end of the eastern shore. As you approach you should notice a giant fire rising from the center of the lake. Speak to Korst, who explains the strange disturbance on the lake. Apparently, Heart-Fang believes it was caused by a Draugr Lord, Aesliip, who lives underneath the lake. Korst is less certain, and believes it is a sign of the Bloodmoon Prophecy. Regardless, you are tasked with investigating the matter, taking care of Aesliip if required. Find a convenient hole in the ice to drop in and swim to the center of the lake to find the [[Bloodmoon:Caves of Fjalding|Caves of Fjalding]] at the bottom.
===Caves of Fjalding===
Fortunately, the cave is not underwater itself so no form of [[Morrowind:Water Breathing|Water Breathing]] is required. You'll encounter the regular forms of undead such as bonewolves and draugr which you've seen before. Continue on until you find the entrance to Aesliip's Lair, partially hidden in a small tunnel.
[[Image:BM-creature-Lord Aesliip.jpg|right|thumb|Draugr Lord Aesliip]]
As you explore about you'll find an area habited by the [[Bloodmoon:Draugr Lord Aesliip|Draugr Lord]] who will speak to you as you draw near. He will tell you the story of how he was once a mage who became draugr solely so that he could continue to support a barrier that prevents the invasion of Frost Daedra. The barrier has recently become weak and he asks for your help in driving back the daedra invaders. You can either choose to help or choose to attack Aesliip in hopes that he is merely deceiving you.
===Taking Care of Aesliip===
If you choose to help the Draugr Lord, he will follow you to the caverns just beyond where you first meet him. There are 10 Dire Frost Atronachs throughout the caverns; you shouldn't have too many problems taking them out with the help of Aesliip. Once the last atronach is dead, Aesliip will speak to you once again, thanking you for your help and giving you [[Bloodmoon:Aesliip's Ring|his ring]], and then die.
If you refuse to help Aesliip, he will attack you (his corpse will have the same ring that he would have given you). You can still kill all the atronachs, but you will not receive any journal entry about them when you are finished. It seems that Korst doesn't care which route you take.
===Return to Korst===
Return and speak to Korst along the shore of the lake who will congratulate you for taking care of Aesliip in the manner that you did. He will tell you to meet him later in the [[Bloodmoon:Skaal Village|Skaal Village]].
==Notes==
* Sometimes when you complete the trial, Wind-Eye may not be in the same place on the northern shore of the lake or found anywhere else. If you go back to Skaal Village and talk again to Heart-Fang at the Great Hall about the quest and get him to repeat where Wind-Eye is located, when you go back to the lake he should have returned to his previous position.
*If you accidentally attack Aesliip, he may not follow you to the caverns (or continue following you in them), and may fight you, but otherwise the quest proceeds normally. If you wish to continue with him as a temporary [[Morrowind:Followers|companion]], use [[Morrowind:Calm|Calm Creature]] and then open dialogue with him to reset him into follower mode again.
*If you fight with Aesliip, you will not be able to [[Morrowind:Soul Trap|Soul Trap]] him upon his voluntary demise, even if a Soul Trap spell is active on him at the time. If you wish to do so, and to also have his combat help up to that point, you'll need to kill him before killing the final atronach, or afterward but without initiating dialogue with Aesliip again.
*Aesliip is fairly strong, but will take significant damage from the atronachs; you may wish to heal him periodically along the way, with [[Morrowind:Restore Health|Restore Health]] on Touch or Target.
*As for most of the NPCs in Bloodmoon, Korst Wind-Eye's dialogue answers will change because of his new location. While he's next to the lake, if you ask him about ''Skaal'', he will answer as if he's not part of them.
*{{xbox22}} Because of the high number of enemies in ''Aesliip's Lair, Caverns'', the frame rate drops very low in the Xbox version of the game, especially if the player goes accompanied by the Draugr Lord Aesliip.
== Bugs ==
{{Bug|When receiving this quest from Heart-Fang, make sure to select "prove your strength" and receive the journal entry before speaking to Korst in his hut; otherwise Korst will not appear at the lake to complete the quest (remaining in his hut), and after the werewolf attack in the next quest, will disappear altogether.|confirmed=1}}
**{{Pc22}} You can make Korst spawn right where you're standing with the following console command <code>Placeatpc "Korst Wind-Eye",1,20,1</code>. Make sure you type this command when you are at the northern shore of Lake Fjalding. After he spawns, you will be able to continue the quest normally.
{{Bug|Very rarely, quest stage 85 won't trigger after Aesliip dies and all the Frost Atronachs have been killed. To fix this input "journal bm_draugr 85" into the console.}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=BM_Draugr
|10||Having completed a test of wisdom for Tharsten Heart-Fang of the Skaal, I am now to complete a third test--a test of strength.
|20||Heart-Fang would like me to travel to Lake Fjalding and speak with Korst Wind-Eye. Wind-Eye will tell me more about what I am required to do. I should be able to find him on the northern shore of the lake.
|30||I have found Wind-Eye by the shores of Lake Fjalding. Coming from the center of the lake is a gout of fire, rising through the ice high into the sky.
|40||Wind-Eye tells me that Heart-Fang believes that this flame is being created by the Draugr Lord Aesliip, a powerful creature who lives in the caves beneath the ice. Wind-Eye is not certain that this is the case, but would not speak more about it.
|50||I am to enter Lake Fjalding and search out the ice caves below. Once there, I should find Aesliip, a powerful Draugr Lord, and kill him.
|60||I have found the Draugr Lord Aesliip, and spoken to him. He tells me that he was once a powerful mage of the Skaal people, exiled for his research into the necromantic arts.
|62||Aesliip tells me that through his necromancy he learned of a powerful group of Frost Daedra that were planning to take the island of Solstheim for their own. The Skaal would not listen to his warnings, as he was dead to them. Through his magic, Aesliip was able to keep the Frost Daedra at bay.
|65||Knowing that eventually his life would end, and the Daedra would escape, Aesliip performed the rituals necessary to make himself one of the undead, and continue to keep the Frost Daedra imprisoned.
|67||Aesliip believes that together we might defeat the Daedra. He has asked for my help.
|70||I have agreed to fight with Aesliip.
|75||I am honor-bound to slaughter Aesliip, and cannot fight with him.
|80||Aesliip and I have defeated the last of the Frost Daedra.
|85||When the last of the Daedra fell, Aesliip realized that his task was finally complete, and he was relieved of his undead state. Before he died, he gave me a magical ring.
|90||Aesliip is dead.
|100|fin|I have returned to Wind-Eye and told him what transpired in the ice caves below Lake Fjalding. He suggests I return to the Skaal village, and he will meet me there later.
}}
{{Quest Footer|Prev=[[Bloodmoon:The Skaal Test of Wisdom|The Skaal Test of Wisdom]]|Next=[[Bloodmoon:The Siege of the Skaal Village|The Siege of the Skaal Village]]|Up=[[Bloodmoon:Main Quest|Main Quest Page]]}}
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Quick Walkthrough
# Speak to Tharsten in the Greathall who will ask you to prove your strength and travel to meet the Shaman Korst Wind-Eye on the North shore of Lake Fjalding.
# Find and speak to Korst on the Northeast corner of the lake.
# Swim to the bottom of the lake and enter the Caves of Fjalding.
# Explore the caves and enter into Aesliip's Lair.
# Find and speak to the Draugr Lord.
# Agree to help him destroy all the Frost Daedra in the cavern or kill him to acquire his ring.
# Return and speak to Korst.
Detailed Walkthrough
Tharsten Heart-Fang
In the Greathall, speak to Tharsten Heart-Fang, who congratulates you on proving your wisdom and loyalty but still asks that you prove your strength to the Skaal (see bugs). You are to meet with the Shaman Korst Wind-Eye on the Northern shore of Lake Fjalding. Head South from the village to find and meet up with Korst.
Korst Wind-Eye
Korst is actually on the north end of the eastern shore. As you approach you should notice a giant fire rising from the center of the lake. Speak to Korst, who explains the strange disturbance on the lake. Apparently, Heart-Fang believes it was caused by a Draugr Lord, Aesliip, who lives underneath the lake. Korst is less certain, and believes it is a sign of the Bloodmoon Prophecy. Regardless, you are tasked with investigating the matter, taking care of Aesliip if required. Find a convenient hole in the ice to drop in and swim to the center of the lake to find the Caves of Fjalding at the bottom.
Caves of Fjalding
Fortunately, the cave is not underwater itself so no form of Water Breathing is required. You'll encounter the regular forms of undead such as bonewolves and draugr which you've seen before. Continue on until you find the entrance to Aesliip's Lair, partially hidden in a small tunnel.
right|thumb|Draugr Lord Aesliip
As you explore about you'll find an area habited by the Draugr Lord who will speak to you as you draw near. He will tell you the story of how he was once a mage who became draugr solely so that he could continue to support a barrier that prevents the invasion of Frost Daedra. The barrier has recently become weak and he asks for your help in driving back the daedra invaders. You can either choose to help or choose to attack Aesliip in hopes that he is merely deceiving you.
Taking Care of Aesliip
If you choose to help the Draugr Lord, he will follow you to the caverns just beyond where you first meet him. There are 10 Dire Frost Atronachs throughout the caverns; you shouldn't have too many problems taking them out with the help of Aesliip. Once the last atronach is dead, Aesliip will speak to you once again, thanking you for your help and giving you his ring, and then die.
If you refuse to help Aesliip, he will attack you (his corpse will have the same ring that he would have given you). You can still kill all the atronachs, but you will not receive any journal entry about them when you are finished. It seems that Korst doesn't care which route you take.
Return to Korst
Return and speak to Korst along the shore of the lake who will congratulate you for taking care of Aesliip in the manner that you did. He will tell you to meet him later in the Skaal Village.
Notes
Sometimes when you complete the trial, Wind-Eye may not be in the same place on the northern shore of the lake or found anywhere else. If you go back to Skaal Village and talk again to Heart-Fang at the Great Hall about the quest and get him to repeat where Wind-Eye is located, when you go back to the lake he should have returned to his previous position.
If you accidentally attack Aesliip, he may not follow you to the caverns (or continue following you in them), and may fight you, but otherwise the quest proceeds normally. If you wish to continue with him as a temporary companion, use Calm Creature and then open dialogue with him to reset him into follower mode again.
If you fight with Aesliip, you will not be able to Soul Trap him upon his voluntary demise, even if a Soul Trap spell is active on him at the time. If you wish to do so, and to also have his combat help up to that point, you'll need to kill him before killing the final atronach, or afterward but without initiating dialogue with Aesliip again.
Aesliip is fairly strong, but will take significant damage from the atronachs; you may wish to heal him periodically along the way, with Restore Health on Touch or Target.
As for most of the NPCs in Bloodmoon, Korst Wind-Eye's dialogue answers will change because of his new location. While he's next to the lake, if you ask him about Skaal, he will answer as if he's not part of them.
Because of the high number of enemies in ''Aesliip's Lair, Caverns'', the frame rate drops very low in the Xbox version of the game, especially if the player goes accompanied by the Draugr Lord Aesliip.
Bugs
You can make Korst spawn right where you're standing with the following console command . Make sure you type this command when you are at the northern shore of Lake Fjalding. After he spawns, you will be able to continue the quest normally.
Quest Stages
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114
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https://en.uesp.net/wiki/Bloodmoon:The_Siege_of_the_Skaal_Village
|
Bloodmoon:The Siege of the Skaal Village
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Bloodmoon:Tharsten Heart-Fang|Tharsten Heart-Fang]] in the [[Bloodmoon:Skaal Village|Skaal Village]]
|Reward=''Either:'' Becoming blood friend of the Skaal and Rigmor Halfhand's former residence, ''or'' Lycanthropy.
|ID=BM_SkaalAttack
|Prev=[[Bloodmoon:The Skaal Test of Strength|The Skaal Test of Strength]]
|Next=[[Bloodmoon:The Totem of Claw and Fang|The Totem of Claw and Fang]] or [[Bloodmoon:Dream of Hircine|Dream of Hircine]]
|Loc=[[Bloodmoon:Skaal Village|Skaal Village]]
|SuggLevel=30
|Difficulty=Medium
|Image=BM-place-Skaal Village.jpg
|imgdesc=Skaal village is threatened by werewolves
|description=Defend the town against a vicious attack by werewolves and get infected by one of them.
}}
==Quick Walkthrough==
# Return to [[Bloodmoon:Skaal Village|Skaal Village]] and speak with Tharsten in the Great Hall. Before you exit the building you will be informed that werewolves are attacking the town.
# Exit the Great Hall and help the villagers kill the seven werewolves that attacked.
# Reenter the Great Hall and kill the two werewolves inside. Note that Tharsten is now missing. Upon killing the last werewolf you will be infected with Sanies Lupinus.
# Speak to the Shaman Korst who is now outside.
==Detailed Walkthrough==
===Return to Skaal Village===
After dealing with the Draugr Lord, [[Bloodmoon:Korst Wind-Eye|Korst Wind-Eye]] on the Northern shore of [[Bloodmoon:Lake Fjalding|Lake Fjalding]] tells you to meet up with him again in the village after a time. You can head up right away and enter into the Greathall to speak with Tharsten. Before you leave the hall, you are told that the town is under attack by [[Bloodmoon:werewolf|werewolves]] by the guard with Tharsten. Exit the Greathall and help out the villagers to kill the seven attacking werewolves (the guards do a pretty good job by themselves). After the seven are dead you will be told that some werewolves got into the Greathall. Enter and take care of the two in there to find that the Honor Guard is dead and Tharsten is missing (much like the Captain of the Fort, strangely enough).
===Korst Wind-Eye===
Exit the Greathall and you'll find the shaman has returned just outside. Korst thanks you for helping to protect the town, but informs you that not only is Heart-Fang missing, you've also contracted the lycanthropy disease (Sanies Lupinus). In three days you will turn into a werewolf yourself, unless you use a simple [[Morrowind:Cure Common Disease|Cure Common Disease]] effect during the three days to cure yourself. Until you are cured, you are banned from the village in order to prevent others from being infected. (You do not need to cure any of the villagers, though if you have a [[Morrowind:Followers|follower]] in tow, such as [[Morrowind:Fjorgeir|Fjorgeir]] or [[Tribunal:Calvus Horatius|Calvus Horatius]], it is advisable to cure them since such NPCs can contract diseases.)
At this point you have a major choice to make: use a disease-curing potion or spell (or visit a [[Morrowind:Shrines|shrine]] and get the appropriate blessing) within three days to cure your nascent lycanthropy, or do nothing and become a werewolf. Note that if you have [[Morrowind:Corprus Cure|cured your Corprus Disease]] and become immune to common diseases, this is the most convenient time to become a werewolf, as there is no avoiding becoming infected here despite that otherwise-effective immunity. If you later decide to become a werewolf, it is possible to counteract your resistance to disease with a spell of [[Morrowind:Weakness to Common Disease|Weakness to Common Disease]] 100% on Self, and contract Sanies Lupinus from fighting other werewolves or searching their corpses. (This also works for [[Morrowind:Vampires|vampirism]].)
This is a major turning point in the Main Quest of the ''Bloodmoon'' expansion. If you decided to cure yourself of the disease, you will continue on with the Main Quest helping out the Skaal. However, if you decide to let the disease take hold and transform you into a werewolf, there is no turning back. Upon your second transformation you will receive a dream vision from Hircine, after which you will be irrevocably involved with this Daedric Prince for the duration of the Main Quest. There is a [[Bloodmoon:Rite of the Wolf Giver|cure]] for your full-blown lycanthropy, but you will not be able to receive it until after you have completed Hircine's tasks.
For more information on how the path diverges as well as the differing rewards for each path, see the various quest pages of the [[Bloodmoon:Main Quest|Main Quest]] article.
===Become a Blood Friend of the Skaal===
If you decide to cure yourself, return and speak to Korst who names you a ''Blodskaal'' (a blood friend of the [[Bloodmoon:Skaal|Skaal]]). He also gives you [[Bloodmoon:Rigmor Halfhand|Rigmor Halfhand's]] former residence. If you became a werewolf but have finally managed to cure yourself, speak to Korst about having ''been infected'' to be rewarded with the same.
==Notes==
* The infection that takes place after completing this quest is scripted and it is impossible to avoid by any means, even with 100% resistance to Common Disease, or even by using only ranged attacks and spells and never getting within melee range of the werewolves. The infection is indicated by a red icon added to your Effects icon bar. Hovering over this icon shows "Drain Fatigue Sanies Lupinus: 1 pt".
* One seemingly logical but ill-fated way to handle this battle is to cast a mass-effect [[Morrowind:Calm Humanoid|Calm Humanoid]] spell on the werewolves. The spell will work, but if you then attack them before it wears off, you will, bizarrely, be charged with a crime for attacking a peaceful NPC in town and the guards will try to kill you. Also, you cannot enter the talk screen with the calmed werewolves, thus precluding taunting them into attacking so that you can legally kill them.
* If you wait until daylight hours and then enter the Greathall, you might find non-hostile werewolves inside.
* The Skaal guard in the Greathall gives the journal entry that spawns the wolves outside. If you have killed him, you will be stuck at that point in the quest. PC users can fix this by adding the journal entry <code>journal BM_SkaalAttack 10</code> .
* If there is something in the Greathall you find worth looting, this is a good time to do it as everyone inside is dead.
* All items inside Rigmor's Hut are lost once it becomes the Blodskaal's House. If you used Mark inside before you were given the house, you can still get there through Recall and all the items are there.
* The Werewolves are technically NPCs, not creatures. Because of this, they cannot be soultrapped.
==Bugs==
{{Bug|If you become a werewolf and decide to undergo the [[Bloodmoon:Rite of the Wolf Giver|Rite of the Wolf Giver]] to cure yourself before starting the first quest for Hircine, you will not be able to advance the main quest, because of a wrong check in Korst Wind-Eye's dialogue.|confirmed=1}}
**On PC versions of the game, this can be fixed by adding the journal entry <code>journal BM_SkaalAttack 105</code>.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=BM_SkaalAttack
|10||Creatures are attacking the Skaal village. I should go outside and help to defend these people.
|20||The werewolves attacking the Skaal Village have been defeated.
|25||I have been told that at least one werewolf was seen going into the Greathall. I should go make sure that those inside are safe.
|30||The werewolves inside the Greathall are defeated. The Skaal Guard that was inside is dead. Heart-Fang, however, is nowhere to be found.
|40||Residents of the Skaal Village have suggested I speak with Korst Wind-Eye, who has returned.
|50||Wind-Eye tells me that during the battle with the werewolves, he believes I was infected by one of them. A Cure Disease spell will rid me of the affliction, but if I do not do this within three days, I may become a werewolf myself. Until I have been cured, Wind-Eye cannot allow me to be a part of the Skaal community.
|95|fin|I have lived with the Lycanthropy disease too long, and the Skaal believe I am a werewolf. I am not welcome among them until I have found a cure.
|100|fin|I have been cured of the Lycanthropy disease, and may once again be a part of the Skaal. I have been named Blodskaal, a blood friend to the village. They will allow me to use Rigmor Halfhand's former house as my own.
|105|fin|I have cured myself of Lycanthropy, and have been welcomed back by the Skaal. I have been named Blodskaal, a blood friend to the village. They will allow me to use Rigmor Half-Hand's former house as my own.
}}
{{Quest Footer|Prev=[[Bloodmoon:The Skaal Test of Strength|The Skaal Test of Strength]]|Next=[[Bloodmoon:The Totem of Claw and Fang|The Totem of Claw and Fang (human)]] or<br>[[Bloodmoon:Dream of Hircine|Dream of Hircine (werewolf)]]|Up=[[Bloodmoon:Main Quest|Main Quest Page]]}}
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Enobot
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Quick Walkthrough
# Return to Skaal Village and speak with Tharsten in the Great Hall. Before you exit the building you will be informed that werewolves are attacking the town.
# Exit the Great Hall and help the villagers kill the seven werewolves that attacked.
# Reenter the Great Hall and kill the two werewolves inside. Note that Tharsten is now missing. Upon killing the last werewolf you will be infected with Sanies Lupinus.
# Speak to the Shaman Korst who is now outside.
Detailed Walkthrough
Return to Skaal Village
After dealing with the Draugr Lord, Korst Wind-Eye on the Northern shore of Lake Fjalding tells you to meet up with him again in the village after a time. You can head up right away and enter into the Greathall to speak with Tharsten. Before you leave the hall, you are told that the town is under attack by werewolves by the guard with Tharsten. Exit the Greathall and help out the villagers to kill the seven attacking werewolves (the guards do a pretty good job by themselves). After the seven are dead you will be told that some werewolves got into the Greathall. Enter and take care of the two in there to find that the Honor Guard is dead and Tharsten is missing (much like the Captain of the Fort, strangely enough).
Korst Wind-Eye
Exit the Greathall and you'll find the shaman has returned just outside. Korst thanks you for helping to protect the town, but informs you that not only is Heart-Fang missing, you've also contracted the lycanthropy disease (Sanies Lupinus). In three days you will turn into a werewolf yourself, unless you use a simple Cure Common Disease effect during the three days to cure yourself. Until you are cured, you are banned from the village in order to prevent others from being infected. (You do not need to cure any of the villagers, though if you have a follower in tow, such as Fjorgeir or Calvus Horatius, it is advisable to cure them since such NPCs can contract diseases.)
At this point you have a major choice to make: use a disease-curing potion or spell (or visit a shrine and get the appropriate blessing) within three days to cure your nascent lycanthropy, or do nothing and become a werewolf. Note that if you have cured your Corprus Disease and become immune to common diseases, this is the most convenient time to become a werewolf, as there is no avoiding becoming infected here despite that otherwise-effective immunity. If you later decide to become a werewolf, it is possible to counteract your resistance to disease with a spell of Weakness to Common Disease 100% on Self, and contract Sanies Lupinus from fighting other werewolves or searching their corpses. (This also works for vampirism.)
This is a major turning point in the Main Quest of the Bloodmoon expansion. If you decided to cure yourself of the disease, you will continue on with the Main Quest helping out the Skaal. However, if you decide to let the disease take hold and transform you into a werewolf, there is no turning back. Upon your second transformation you will receive a dream vision from Hircine, after which you will be irrevocably involved with this Daedric Prince for the duration of the Main Quest. There is a cure for your full-blown lycanthropy, but you will not be able to receive it until after you have completed Hircine's tasks.
For more information on how the path diverges as well as the differing rewards for each path, see the various quest pages of the Main Quest article.
Become a Blood Friend of the Skaal
If you decide to cure yourself, return and speak to Korst who names you a Blodskaal (a blood friend of the Skaal). He also gives you Rigmor Halfhand's former residence. If you became a werewolf but have finally managed to cure yourself, speak to Korst about having been infected to be rewarded with the same.
Notes
The infection that takes place after completing this quest is scripted and it is impossible to avoid by any means, even with 100% resistance to Common Disease, or even by using only ranged attacks and spells and never getting within melee range of the werewolves. The infection is indicated by a red icon added to your Effects icon bar. Hovering over this icon shows "Drain Fatigue Sanies Lupinus: 1 pt".
One seemingly logical but ill-fated way to handle this battle is to cast a mass-effect Calm Humanoid spell on the werewolves. The spell will work, but if you then attack them before it wears off, you will, bizarrely, be charged with a crime for attacking a peaceful NPC in town and the guards will try to kill you. Also, you cannot enter the talk screen with the calmed werewolves, thus precluding taunting them into attacking so that you can legally kill them.
If you wait until daylight hours and then enter the Greathall, you might find non-hostile werewolves inside.
The Skaal guard in the Greathall gives the journal entry that spawns the wolves outside. If you have killed him, you will be stuck at that point in the quest. PC users can fix this by adding the journal entry .
If there is something in the Greathall you find worth looting, this is a good time to do it as everyone inside is dead.
All items inside Rigmor's Hut are lost once it becomes the Blodskaal's House. If you used Mark inside before you were given the house, you can still get there through Recall and all the items are there.
The Werewolves are technically NPCs, not creatures. Because of this, they cannot be soultrapped.
Bugs
On PC versions of the game, this can be fixed by adding the journal entry .
Quest Stages
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114
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https://en.uesp.net/wiki/Bloodmoon:The_Totem_of_Claw_and_Fang
|
Bloodmoon:The Totem of Claw and Fang
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Bloodmoon:Korst Wind-Eye|Korst Wind-Eye]] in the [[Bloodmoon:Skaal Village|Skaal Village]]
|Reward=[[Morrowind:Spell Effects#Call Wolf|Call Wolf spell]]
|ID=BM_Ceremony1
|Prev=[[Bloodmoon:The Siege of the Skaal Village|The Siege of the Skaal Village]]
|Next=[[Bloodmoon:The Ristaag|The Ristaag]]
|Loc=[[Bloodmoon:Tombs of Skaalara|Tombs of Skaalara]]
|SuggLevel=35+
|ReqItem=Lockpick/[[Morrowind:Open|Open]] spell (30)
|Difficulty=Medium
|image=BM-place-Tombs of Skaalara.jpg
|imgdesc=Tombs of Skaalara
|description=Recover the Totem of Claw and Fang for the Skaal.
}}
==Quick Walkthrough==
# Speak to the shaman [[Bloodmoon:Korst Wind-Eye|Korst]] who will tell you to retrieve the [[Bloodmoon:Totem of Claw and Fang|Totem of Claw and Fang]] from the [[Bloodmoon:Tombs of Skaalara|Tombs of Skaalara]].
# Find the tombs far southeast from the village along the Eastern shore of [[Bloodmoon:Places|Solstheim]].
# Explore the tombs and find the totem inside a chest at the Southern end.
# Return the totem to Korst in the village.
==Detailed Walkthrough==
===Korst Wind-Eye===
[[Image:BM-Img-TotemOfClawAndFang.jpg|thumb|Return the Totem of Claw and Fang to Korst Wind-eye]]
Once you've been cured of Lycanthropy after the previous werewolf attack on the [[Bloodmoon:Skaal|Skaal]] you can return and speak to [[Bloodmoon:Korst Wind-Eye|Korst]] who will name you ''Blodskaal''. He will further inform you that you are to take part in the Ristaag, an important Skaal ceremony. In order to complete the rare ceremony, you must first find and retrieve the Totem of Claw and Fang, an artifact used to summon powerful beasts during the Ristaag. The totem was stolen some years ago and is rumored to be in the [[Bloodmoon:Tombs of Skaalara|Tombs of Skaalara]], to the southeast of the village.
===Tombs of Skaalara===
The tombs are near the coast, southeast or so from the village. Its entrance is composed of large black stones and is hard to miss. The inside of the tombs is full of werewolves, not surprisingly. The totem you were asked to find is in a chest, with a level 30 lock, at the southern end of the tomb.
===Return to Korst Wind-Eye===
Return to [[Bloodmoon:Skaal Village|Skaal Village]] and Korst with the totem, who will gladly accept it, rewarding you with the new ability to summon wolves to fight by your side (the Call Wolf spell).
{{NewLine}}
==Bugs==
{{Bug|Korst sometimes remains at his position by the lake from the previous quest. Simply find him there to get his updates.|confirmed=1}}
{{Bug|On the Steam version of the game, the reward spell for this quest, Call Wolf, will display as "sEffectSummonCreature01 for 45s on self", and will not actually summon anything. This can be fixed by using a mod editor to change the loading order of the base files so that Morrowind, Tribunal, and then Bloodmoon are loaded, in that order, as otherwise Steam will load the files in alphabetical order, which disrupts the ability for Call Wolf, and its subsequent spell, Call Bear, to function properly.|confirmed=1}}
==Notes==
*While the Skaal believe it to be related to the [[Bloodmoon:Spirit Bear|Spirit Bear]], in future installments of The Elder Scrolls series, the Totem of Claw and Fang is [[Lore:Aspects of Lord Hircine|specified]] to be associated with [[Lore:Hircine|Hircine]]'s Bear aspect [[Lore:Hrokkibeg|Hrokkibeg]]. Please see the [[Lore:Totem of Claw and Fang|Lore Article]] for more information.
*The Totem of Claw and Fang [[Online:The Symbol of Hrokkibeg|reappears]] in ESO.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=BM_Ceremony1
|10||Korst Wind-Eye has told me that he would like me to take part in a Skaal ceremony called Ristaag, in order to cleanse and bless the Skaal people. First, though, he would like me to retrieve the Totem of Claw and Fang.
|20||The Totem of Claw and Fang is located in the Tombs of Skaalara, located east and a bit south of the Skaal Village.
|30||I have retrieved the Totem of Claw and Fang.
|100|fin|Wind-Eye was pleased that I was able to return the Totem of Claw and Fang from the Tombs of Skaalara, and rewarded me with knowledge of the Skaal nature magic. He has taught me the Skaal ritual to summon a wolf to fight by my side.
}}
{{Quest Footer|Prev=[[Bloodmoon:The Siege of the Skaal Village|The Siege of the Skaal Village]]|Next=[[Bloodmoon:The Ristaag|The Ristaag]]|Up=[[Bloodmoon:Main Quest|Main Quest Page]]}}
| 2,435,566
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2021-07-06T01:41:23Z
|
Wolfborn
|
Quick Walkthrough
# Speak to the shaman Korst who will tell you to retrieve the Totem of Claw and Fang from the Tombs of Skaalara.
# Find the tombs far southeast from the village along the Eastern shore of Solstheim.
# Explore the tombs and find the totem inside a chest at the Southern end.
# Return the totem to Korst in the village.
Detailed Walkthrough
Korst Wind-Eye
thumb|Return the Totem of Claw and Fang to Korst Wind-eye
Once you've been cured of Lycanthropy after the previous werewolf attack on the Skaal you can return and speak to Korst who will name you Blodskaal. He will further inform you that you are to take part in the Ristaag, an important Skaal ceremony. In order to complete the rare ceremony, you must first find and retrieve the Totem of Claw and Fang, an artifact used to summon powerful beasts during the Ristaag. The totem was stolen some years ago and is rumored to be in the Tombs of Skaalara, to the southeast of the village.
Tombs of Skaalara
The tombs are near the coast, southeast or so from the village. Its entrance is composed of large black stones and is hard to miss. The inside of the tombs is full of werewolves, not surprisingly. The totem you were asked to find is in a chest, with a level 30 lock, at the southern end of the tomb.
Return to Korst Wind-Eye
Return to Skaal Village and Korst with the totem, who will gladly accept it, rewarding you with the new ability to summon wolves to fight by your side (the Call Wolf spell).
Bugs
Notes
While the Skaal believe it to be related to the Spirit Bear, in future installments of The Elder Scrolls series, the Totem of Claw and Fang is specified to be associated with Hircine's Bear aspect Hrokkibeg. Please see the Lore Article for more information.
The Totem of Claw and Fang reappears in ESO.
Quest Stages
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114
| 1,333
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https://en.uesp.net/wiki/Bloodmoon:The_Ristaag
|
Bloodmoon:The Ristaag
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Bloodmoon:Korst Wind-Eye|Korst Wind-Eye]] in the [[Bloodmoon:Skaal Village|Skaal Village]]
|Reward=[[Morrowind:Spell Effects#Call Bear|Call Bear spell]]
|ID=BM_BearHunt1
|Prev=[[Bloodmoon:The Totem of Claw and Fang|The Totem of Claw and Fang]]
|Next=[[Bloodmoon:The Castle Karstaag|The Castle Karstaag]]
|Loc=[[Bloodmoon:Lake Fjalding|Lake Fjalding]]
|SuggLevel=30
|Difficulty=Medium
|image=BM-quest-The Ristaag.jpg
|imgdesc=The three hunters ready to start The Ristaag
|description=Perform this Skaal ceremony by hunting the great Spirit Bear.
}}
==Quick Walkthrough==
# Speak with [[Bloodmoon:Korst Wind-Eye|Korst Wind-Eye]] in the [[Bloodmoon:Skaal Village|Skaal Village]] and agree to perform the Ristaag.
# After nightfall (around 10 pm) find [[Bloodmoon:Rolf Long-Tooth|Rolf Long-Tooth]] a little ways west from the northern tip of [[Bloodmoon:Lake Fjalding|Lake Fjalding]]. Speak to him to learn the details of the hunt.
# Wait by Rolf for a bit and investigate the disappearance of Sattir. Find his body behind some rocks just to the southwest.
# Follow Rolf for a bit and investigate the disappearance of Grerid when he asks. Find her body behind some rocks to the east.
# Follow Rolf some more and you will shortly be attacked by three werewolves. Kill them and speak with Rolf.
# Wander around until the [[Bloodmoon:Spirit Bear|Spirit Bear]] appears and kill it.
# Return with the heart of the Spirit Bear to Korst in the [[Bloodmoon:Skaal Village|Skaal Village]].
==Detailed Walkthrough==
===Return to Skaal Village===
After returning the totem, the Shaman [[Bloodmoon:Korst Wind-Eye|Korst Wind-Eye]] will ask you to perform the Ristaag, a ritual hunt that is meant to bring favor from the All-Maker on the [[Bloodmoon:Skaal|Skaal]]. You are to meet at night-fall, along with [[Bloodmoon:Rolf Long-Tooth|Rolf Long-Tooth]], who is on the western shore of [[Bloodmoon:Lake Fjalding|Lake Fjalding]]. The directions, again, are slightly deceiving, as Rolf is far west from the western shore at the very northern end of the lake (coordinates -172145, 196843, 1112; if you see a second river, you've already passed him). Around 8pm is the earliest time you are able to talk to him and go on with the quest. They are in a slightly elevated snowy forest area carrying torches, and Long-Tooth is in the middle.
===The Ristaag===
Rolf explains the ceremony which involves hunting the [[Bloodmoon:Spirit Bear|Spirit Bear]] summoned by the Totem of Claw and Fang you recovered. The bear must be slain and its heart returned to Korst before daybreak or the ceremony will not succeed. You are to follow and protect Rolf during the hunt. After this you will wait with Rolf for a short period before you hear a bone-rattling roar. Rolf will tell you that it came from [[Bloodmoon:Sattir the Bold|Sattir the Bold]]'s path and asks you to investigate it. Explore just to the Southwest of Rolf and you'll find Sattir dead behind some rocks (coordinates -173998, 194749, 677). Return to tell Rolf of the matter.
===The Hunt===
Rolf will now take off towards the south so follow him. After a short jaunt you'll hear another scream and Rolf will ask you to check on [[Bloodmoon:Grerid Axe-Wife|Grerid Axe-Wife]]. Turn to the east and check behind some rocks to find Grerid's corpse (look for her torch light) (coordinates -167780, 193467, 233). Return to Rolf with the bad news. He will lament the loss but continue on with the hunt. Seeing as you and Rolf are the last two on the hunt, you should be on your toes. After a short time you will be suddenly attacked by three werewolves so have your weapon and healing potions ready. Speak with Rolf after the attack and he'll be so impressed that he asks you to lead the hunt for the Spirit Bear.
===The Spirit Bear===
Since Rolf has now asked you to lead the hunt, its up to you to find the Bear, although you have been given no real hints on where to find it. Continue in the direction Rolf was walking, and after a short time the [[Bloodmoon:Spirit Bear|Spirit Bear]] (which is white) should appear near you. Kill it and take the heart from its corpse. Speak with Rolf again who will tell you to return the heart to Korst alone.
===Return to Korst Wind-Eye===
Return with the heart of the Spirit Bear to Korst in the [[Bloodmoon:Skaal Village|Skaal Village]]. Korst will congratulate you on the hunt and reward you with another spell to summon a bear to your side (Call Bear).
==Notes==
*If you don't speak with [[Bloodmoon:Rolf Long-Tooth|Rolf Long-Tooth]] before you return the heart to [[Bloodmoon:Korst Wind-Eye|Korst Wind-Eye]], he never stops following you (until he dies).
*After completing this quest, you'll start seeing Horkers dying on all the northern shores of Solstheim. This is related to the [[Bloodmoon:The Castle Karstaag|next quest]]. Technically, they should be already dead, but the mechanics of the game do not allow for that. So instead, you'll be treated to the sound of dozens of Horkers' dying moans every time you walk near the shores. This will continue to happen every time you enter these areas from now on.
*It is actually possible to start this quest at the same time as The Totem of Claw and Fang, however completing this quest first prevents you from getting the Summon Wolf spell.
*This quest can also fail. This will happen if you do not start in time to finish it (encounter the Spirit Bear) by sunrise. If this happens, you will receive only the Summon Wolf spell. There is no opportunity to repeat this quest.
==Bugs==
{{Bug|The Ristaag quest can be broken if you say goodbye to Rolf before doing the "ensure our success" topic, causing him to say ''"Shhh… we must hunt..."'' with no further options.|UMP}}
**{{pc22}}Using the [[Morrowind:Console|Console]] to set the quest stage to 25 may fix the problem.
{{Bug|After failing The Ristaag close to finishing, you may encounter the Spirit Bear, slay it, and get its journal updates even though the quest is already complete.}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=BM_BearHunt1
|10||Having returned the Totem of Claw and Fang to Korst Wind-Eye, he explained to me that soon the Skaal will perform the Ristaag, a ritual hunt that is meant to bring favor from the All-Maker on the Skaal.
|15||Because of my service to the Skaal, Wind-Eye believes it would be good for me to take part in the Ristaag. I am to meet with Rolf Long-Tooth, one of the Skaal hunters, by the western shores of Lake Fjalding after nightfall. He will then explain how the hunt will take place, and what my part in it will be.
|20||Long-Tooth tells me that during the Ristaag, we will seek out the Spirit Bear that Wind-Eye has conjured using the Totem of Claw and Fang. We are to slay it and bring its heart back to the shaman. If the hunt fails, or is not completed by daybreak, it is said that bad fortunes will fall on the Skaal people.
|25||I am to stay with Long-Tooth during the hunt, and to follow his instructions exactly.
|30||As I followed Long-Tooth, we heard screams and unearthly howls off to our right. Long-Tooth has told me to investigate them and return to him.
|40||I have found the corpse of Sattir the Bold, one of the other hunters involved with the Ristaag. I should return to Long-Tooth and let him know what has happened.
|45||Long-Tooth fears that there are werewolves in the woods, and that they will try to disrupt the Ristaag. I should continue following him.
|50||Again we heard screams, this time from our left side. Long-Tooth again would like me to investigate the disturbance, and return to him with my findings.
|55||Grerid Axe-Wife is dead as well. I must report this to Long-Tooth.
|60||Long-Tooth has decided we must continue the Ristaag. It will be up to us to find the Spirit Bear and return with its heart.
|70||Long-Tooth and I were attacked by werewolves, but were able to kill them. We must now find the Spirit Bear and return its heart to Wind-Eye.
|75||The Spirit Bear has been killed. I should now retrieve its heart to return to Wind-Eye.
|80||I have retrieved the heart of the Spirit Bear. It must be returned to Wind-Eye.
|100|fin|Wind-Eye was pleased that the Ristaag was successful. He has taught me more of the Skaal magic in return for my efforts. I am now able to call a bear to aid me in times of need.
|105|fin|The Ristaag has failed.
}}
{{Quest Footer|Prev=[[Bloodmoon:The Totem of Claw and Fang|The Totem of Claw and Fang]]|Next=[[Bloodmoon:The Castle Karstaag|The Castle Karstaag]]|Up=[[Bloodmoon:Main Quest|Main Quest Page]]}}
| 2,525,803
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2021-12-21T01:39:37Z
| null |
Quick Walkthrough
# Speak with Korst Wind-Eye in the Skaal Village and agree to perform the Ristaag.
# After nightfall (around 10 pm) find Rolf Long-Tooth a little ways west from the northern tip of Lake Fjalding. Speak to him to learn the details of the hunt.
# Wait by Rolf for a bit and investigate the disappearance of Sattir. Find his body behind some rocks just to the southwest.
# Follow Rolf for a bit and investigate the disappearance of Grerid when he asks. Find her body behind some rocks to the east.
# Follow Rolf some more and you will shortly be attacked by three werewolves. Kill them and speak with Rolf.
# Wander around until the Spirit Bear appears and kill it.
# Return with the heart of the Spirit Bear to Korst in the Skaal Village.
Detailed Walkthrough
Return to Skaal Village
After returning the totem, the Shaman Korst Wind-Eye will ask you to perform the Ristaag, a ritual hunt that is meant to bring favor from the All-Maker on the Skaal. You are to meet at night-fall, along with Rolf Long-Tooth, who is on the western shore of Lake Fjalding. The directions, again, are slightly deceiving, as Rolf is far west from the western shore at the very northern end of the lake (coordinates -172145, 196843, 1112; if you see a second river, you've already passed him). Around 8pm is the earliest time you are able to talk to him and go on with the quest. They are in a slightly elevated snowy forest area carrying torches, and Long-Tooth is in the middle.
The Ristaag
Rolf explains the ceremony which involves hunting the Spirit Bear summoned by the Totem of Claw and Fang you recovered. The bear must be slain and its heart returned to Korst before daybreak or the ceremony will not succeed. You are to follow and protect Rolf during the hunt. After this you will wait with Rolf for a short period before you hear a bone-rattling roar. Rolf will tell you that it came from Sattir the Bold's path and asks you to investigate it. Explore just to the Southwest of Rolf and you'll find Sattir dead behind some rocks (coordinates -173998, 194749, 677). Return to tell Rolf of the matter.
The Hunt
Rolf will now take off towards the south so follow him. After a short jaunt you'll hear another scream and Rolf will ask you to check on Grerid Axe-Wife. Turn to the east and check behind some rocks to find Grerid's corpse (look for her torch light) (coordinates -167780, 193467, 233). Return to Rolf with the bad news. He will lament the loss but continue on with the hunt. Seeing as you and Rolf are the last two on the hunt, you should be on your toes. After a short time you will be suddenly attacked by three werewolves so have your weapon and healing potions ready. Speak with Rolf after the attack and he'll be so impressed that he asks you to lead the hunt for the Spirit Bear.
The Spirit Bear
Since Rolf has now asked you to lead the hunt, its up to you to find the Bear, although you have been given no real hints on where to find it. Continue in the direction Rolf was walking, and after a short time the Spirit Bear (which is white) should appear near you. Kill it and take the heart from its corpse. Speak with Rolf again who will tell you to return the heart to Korst alone.
Return to Korst Wind-Eye
Return with the heart of the Spirit Bear to Korst in the Skaal Village. Korst will congratulate you on the hunt and reward you with another spell to summon a bear to your side (Call Bear).
Notes
If you don't speak with Rolf Long-Tooth before you return the heart to Korst Wind-Eye, he never stops following you (until he dies).
After completing this quest, you'll start seeing Horkers dying on all the northern shores of Solstheim. This is related to the next quest. Technically, they should be already dead, but the mechanics of the game do not allow for that. So instead, you'll be treated to the sound of dozens of Horkers' dying moans every time you walk near the shores. This will continue to happen every time you enter these areas from now on.
It is actually possible to start this quest at the same time as The Totem of Claw and Fang, however completing this quest first prevents you from getting the Summon Wolf spell.
This quest can also fail. This will happen if you do not start in time to finish it (encounter the Spirit Bear) by sunrise. If this happens, you will receive only the Summon Wolf spell. There is no opportunity to repeat this quest.
Bugs
Using the Console to set the quest stage to 25 may fix the problem.
Quest Stages
|
114
| 1,334
|
https://en.uesp.net/wiki/Bloodmoon:The_Castle_Karstaag
|
Bloodmoon:The Castle Karstaag
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Bloodmoon:Korst Wind-Eye|Korst Wind-Eye]] in the [[Bloodmoon:Skaal Village|Skaal Village]]
|Reward=[[Bloodmoon:Stalhrim_Longsword_of_Flame|Stalhrim Longsword of Flame]]
|ID=BM_FrostGiant1
|Prev=[[Bloodmoon:The Ristaag|The Ristaag]]
|Next=[[Bloodmoon:Hircine's Hunt|Hircine's Hunt]]
|Loc=[[Bloodmoon:Castle Karstaag|Castle Karstaag]]
|SuggLevel=30
|SuggItem=Lockpick/[[Morrowind:Open|Open]] spell (65)
|Difficulty=Medium
|Image=BM-quest-The Castle Karstaag 02.jpg
|ImgDesc=Castle Karstaag: Throne Room
|description=Investigate the ominous signs which have foretold the Bloodmoon Prophecy by investigating Castle Karstaag.
}}
==Quick Walkthrough==
# Speak to [[Bloodmoon:Korst Wind-Eye|Korst Wind-Eye]] again about the ominous signs and he'll tell you to travel to [[Bloodmoon:Castle Karstaag|Castle Karstaag]] to investigate the matter.
# Travel West and enter the underwater entrance to the castle near the shoreline.
# Encounter the [[Bloodmoon:Riekling|Riekling]] named [[Bloodmoon:Krish|Krish]] and agree to help him in exchange for access to the castle.
# Kill all the [[Bloodmoon:Grahl|grahls]] in the area.
# Escort Krish and enter to the Banquet Room.
# Continue to the Throne Room and speak with the Riekling leader [[Bloodmoon:Dulk|Dulk]] to learn that [[Bloodmoon:Werewolf|werewolves]] have taken the frost giant [[Bloodmoon:Karstaag|Karstaag]].
# Return to Korst in the village with the new information.
==Detailed Walkthrough==
[[File:BM-quest-The Castle Karstaag.jpg|The dead horkers along the northern coast|thumb|right]]
===Return to Skaal Village===
Talk to shaman [[Bloodmoon:Korst Wind-Eye|Korst Wind-Eye]] who will tell you about some ominous signs that have been appearing lately, such as the fire on the lake and, most lately, a [[Bloodmoon:horker|horker]] massacre on the northern shores of Solstheim. Such things are suggested by the Bloodmoon Prophecy. Korst asks you to travel to [[Bloodmoon:Castle Karstaag|Castle Karstaag]] to investigate the matter, as he suspects its denizens of the massacre. Karstaag is an ice castle to the northwest which is home to the frost giant Karstaag and the Rieklings who serve him. The [[Bloodmoon:Skaal|Skaal]] have lived in peace with Karstaag for some time but they have not heard from the giant recently.
===Castle Karstaag===
Travel to the castle which is at the far north of the island near the shore. It can be easily missed since it is an ice castle and looks like part of the landscape. Look for a tall pillar of ice near the shore and check your local map for the entrance locations. You can also follow the trail of dead horker carcasses along the shoreline. There are two entrances on the land (to the tower and to the throne room) and one underneath the water (to the Caverns of Karstaag). The underwater entrance was blocked previous to this quest. The tower entrance is accessible only with a levitation spell or equivalent (and does not provide access to the rest of the castle, but you can find the only piece of [[Bloodmoon:Daedric_Right_Pauldron|Daedric Right Pauldron]]), and the throne room entrance is blocked, so the underwater entrance is your only way in, as Korst suggested.
===Caverns of Karstaag===
You enter the underwater entrance to the caverns which, fortunately, is short enough that you don't need any form of water breathing. Shortly inside you'll encounter a non-hostile Riekling named Krish who speaks to you. He says that the horker massacre is not their doing, and that Karstaag has disappeared. A Riekling named Dulk has been running the place since. Krish has been trying to take over, with some Riekling allies and some hired grahls, but the latter turned and ate most of them, with Krish being the last of the rebels left. The path upstairs has since been blocked. Krish makes a deal with you to help him get back upstairs. He knows the way and he figures that you can take care of the grahls for him.
===Exploring the Caverns===
You are now exploring the caverns along with Krish. There are a number of grahls patrolling the place and, fortunately, they are less powerful than the one you met on [[Bloodmoon:The Ritual of the Sun|The Skaal Test of Loyalty]] quest to restore the Gift of Sun. Be warned that although Krish is relatively fast, he will not last particularly long in a fight, so guard him well. Alternatively, you can close the dialogue box as soon as you meet him and go kill the grahls on your own.
Once all the grahls are dead, return to Krish and you can then go directly to the Banquet Hall. Once you've killed all eight grahls, Krish will speak to you again, saying it is safe to enter. Continue into the Banquet Hall of the castle. It's important to keep Krish alive up to this point, as if he dies you will be unable to complete the quest normally.
===Exploring the Castle===
[[File:BM-interior-Karstaag Banquet Hall.jpg|thumb|right|Castle Karstaag: Banquet Hall]]
The Banquet Hall has a number of regular Rieklings in it, which can be confusing to fight since they look exactly like Krish (though his death at this point is of no consequence). Continue on to the Throne Room where you'll meet Dulk, another vocal non-hostile. Speak to him to learn that werewolves took Karstaag several days ago, and that the castle's residents had nothing to do with the horker massacre. Dulk seems unintelligent, but adamant that they know nothing of the horkers. Dulk dislikes Krish, and vice-versa, and Dulk even calls Krish evil. Dulk may be left alive, or not, after you've obtained this information from him, but it must be obtained before killing him or the quest will not be completable.
There are other rooms you can enter and loot without opposition; you'll find items laying around, in containers, and on skeletons of deceased Nords.
===Return to Korst===
Tell Korst Wind-Eye in Skaal Village the information you've discovered. He will thank you, but is perturbed. He will give you the powerful but heavy [[Bloodmoon:Stalhrim Longsword of Flame|Stalhrim Longsword of Flame]], which he says will be useful when fighting grahls.
{{NewRight}}
== Notes ==
* {{pc22}} If Krish has died early, you can use the [[Morrowind:Console|Console]] command <code>CenterOnCell "Solstheim, Castle Karstaag, Banquet Hall"</code> to teleport straight to that room. If you've killed Dulk early, you will need to set quest stage 90 manually with the Console (see below).
* For roleplay purposes, you can keep Krish alive and kill Dulk after extracting information from him, since you agreed to help Krish in his coup. Doing so or not has no effect on quest outcome.
* If you play as a werewolf, your relationship to Krish and Dulk is reversed; you are tasked by Hircine to help Dulk put down Krish's rebellion.
== Bugs ==
{{Bug|Krish may become stuck or frozen once the last grahl has been killed.|confirmed=1}}
**{{Pc22}} This can be fixed with the Console commands <code>BM_riekling_Krish_UNIQU->[[Morrowind Mod:SetPos|SetPos]], x, 370</code> then <code>BM_riekling_Krish_UNIQU->SetPos, y, -178</code> then <code>BM_riekling_Krish_UNIQU->SetPos, z, -117</code> (on separate lines), or the equivalent one-line <code>[[Morrowind Mod:PositionCell|PositionCell]]</code> command. Krish is sent just in front of the door.
{{Bug|The deaths of all eight grahls may not advance the quest, in which case Krish will still demand you help him kill the grahls, and will not open the Banquet Hall door. This problem is triggered by it being Krish who lands the death blow against one or more of the grahls, so it is best to fight them alone, or to run ahead of Krish if he is already following you.|confirmed=1}}
**{{Pc22}} This can be fixed with the command <code>[[Morrowind Mod:Set|Set]] trollsdead to 8</code> in the Console.
== Quest Stages ==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=BM_FrostGiant1
|10||The Ristaag is completed, but Wind-Eye has been getting reports from his sentries of ominous signs. He tells me that the shores are filled with dead horkers, and he knows of no reason why this would happen.
|20||Wind-Eye has told me more about the Bloodmoon Prophecy, an ancient {{sic|Skall|Skaal}} legend that tells of the signs that appear before a demon god begins to stalk the land. He fears now that these signs have begun to appear, but he would like me to investigate further.
|30||At the northwest end of the island stands an enormous castle of ice, home of the frost giant Karstaag. Wind-Eye tells me that he and the Skaal have lived in peace, but that this slaughter of the horkers could be the work of the Rieklings under his control. I should investigate Castle Karstaag and see what I can find out. Though I cannot go in the front door, there is an entrance under the water north of the castle that has recently been discovered.
|40||I have entered the Caverns of Karstaag, a network of caves that run below the castle.
|50||Inside the caverns I was greeted by a Riekling named Krish. He tells me that he knows nothing of the dead horkers, but he may know how I can find out more information.
|60||The master of the castle, Karstaag has been missing for days. While he has been gone, Krish and his band have attempted to wrest control of the castle from Dulk, another Riekling loyal to the giant Karstaag.
|70||Krish had entered into a pact with a band of grahl to help him secure the castle. The grahl however, have turned on the Riekling, slaughtered his troops, and now block the entrance to the castle above.
|75||The magic surrounding the castle allows none to enter without Karstaag's blessing. Krish will allow me to enter with him, if I am willing to help him fight his way past these trolls. Once inside, I will be able to question Dulk about the dead horkers.
|80||The ice-trolls are defeated. I should now be able to enter the castle with Krish.
|81||None may enter the castle itself without the giant Karstaag's blessing. However, since I killed the trolls, Krish will accompany me to the door and upstairs. There I can speak with Dulk.
|85|fail|Krish has been killed.<sup>[*]</sup>
|90|fin|Dulk knows nothing about the dead horkers. He tells me that his master Karstaag disappeared days ago, after werewolves appeared at his door. The rest of the giant's minions have been involved in the rebellion at the castle, and could not have caused the deaths of the horkers. I should report these findings to Wind-Eye.
|100|fin|I've reported my findings to Wind-Eye, who did not seem surprised that the slaughter wasn't performed by the Rieklings. He fears that there are terrible times ahead for Solstheim, and gave me sword that casts magical fire as a means to protect myself against the coming storm.
}}
<nowiki>*</nowiki> Quest stage 85 is only a quest failure if Krish dies before opening the door to the Banquet Hall. If it occurs later, his demise has no effect on the quest.
{{Quest Footer|Prev=[[Bloodmoon:The Ristaag|The Ristaag]]|Next=[[Bloodmoon:Hircine's Hunt|Hircine's Hunt]]|Up=[[Bloodmoon:Main Quest|Main Quest Page]]}}
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Giant Lizard
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Quick Walkthrough
# Speak to Korst Wind-Eye again about the ominous signs and he'll tell you to travel to Castle Karstaag to investigate the matter.
# Travel West and enter the underwater entrance to the castle near the shoreline.
# Encounter the Riekling named Krish and agree to help him in exchange for access to the castle.
# Kill all the grahls in the area.
# Escort Krish and enter to the Banquet Room.
# Continue to the Throne Room and speak with the Riekling leader Dulk to learn that werewolves have taken the frost giant Karstaag.
# Return to Korst in the village with the new information.
Detailed Walkthrough
The dead horkers along the northern coast|thumb|right
Return to Skaal Village
Talk to shaman Korst Wind-Eye who will tell you about some ominous signs that have been appearing lately, such as the fire on the lake and, most lately, a horker massacre on the northern shores of Solstheim. Such things are suggested by the Bloodmoon Prophecy. Korst asks you to travel to Castle Karstaag to investigate the matter, as he suspects its denizens of the massacre. Karstaag is an ice castle to the northwest which is home to the frost giant Karstaag and the Rieklings who serve him. The Skaal have lived in peace with Karstaag for some time but they have not heard from the giant recently.
Castle Karstaag
Travel to the castle which is at the far north of the island near the shore. It can be easily missed since it is an ice castle and looks like part of the landscape. Look for a tall pillar of ice near the shore and check your local map for the entrance locations. You can also follow the trail of dead horker carcasses along the shoreline. There are two entrances on the land (to the tower and to the throne room) and one underneath the water (to the Caverns of Karstaag). The underwater entrance was blocked previous to this quest. The tower entrance is accessible only with a levitation spell or equivalent (and does not provide access to the rest of the castle, but you can find the only piece of Daedric Right Pauldron), and the throne room entrance is blocked, so the underwater entrance is your only way in, as Korst suggested.
Caverns of Karstaag
You enter the underwater entrance to the caverns which, fortunately, is short enough that you don't need any form of water breathing. Shortly inside you'll encounter a non-hostile Riekling named Krish who speaks to you. He says that the horker massacre is not their doing, and that Karstaag has disappeared. A Riekling named Dulk has been running the place since. Krish has been trying to take over, with some Riekling allies and some hired grahls, but the latter turned and ate most of them, with Krish being the last of the rebels left. The path upstairs has since been blocked. Krish makes a deal with you to help him get back upstairs. He knows the way and he figures that you can take care of the grahls for him.
Exploring the Caverns
You are now exploring the caverns along with Krish. There are a number of grahls patrolling the place and, fortunately, they are less powerful than the one you met on The Skaal Test of Loyalty quest to restore the Gift of Sun. Be warned that although Krish is relatively fast, he will not last particularly long in a fight, so guard him well. Alternatively, you can close the dialogue box as soon as you meet him and go kill the grahls on your own.
Once all the grahls are dead, return to Krish and you can then go directly to the Banquet Hall. Once you've killed all eight grahls, Krish will speak to you again, saying it is safe to enter. Continue into the Banquet Hall of the castle. It's important to keep Krish alive up to this point, as if he dies you will be unable to complete the quest normally.
Exploring the Castle
thumb|right|Castle Karstaag: Banquet Hall
The Banquet Hall has a number of regular Rieklings in it, which can be confusing to fight since they look exactly like Krish (though his death at this point is of no consequence). Continue on to the Throne Room where you'll meet Dulk, another vocal non-hostile. Speak to him to learn that werewolves took Karstaag several days ago, and that the castle's residents had nothing to do with the horker massacre. Dulk seems unintelligent, but adamant that they know nothing of the horkers. Dulk dislikes Krish, and vice-versa, and Dulk even calls Krish evil. Dulk may be left alive, or not, after you've obtained this information from him, but it must be obtained before killing him or the quest will not be completable.
There are other rooms you can enter and loot without opposition; you'll find items laying around, in containers, and on skeletons of deceased Nords.
Return to Korst
Tell Korst Wind-Eye in Skaal Village the information you've discovered. He will thank you, but is perturbed. He will give you the powerful but heavy Stalhrim Longsword of Flame, which he says will be useful when fighting grahls.
Notes
If Krish has died early, you can use the Console command to teleport straight to that room. If you've killed Dulk early, you will need to set quest stage 90 manually with the Console (see below).
For roleplay purposes, you can keep Krish alive and kill Dulk after extracting information from him, since you agreed to help Krish in his coup. Doing so or not has no effect on quest outcome.
If you play as a werewolf, your relationship to Krish and Dulk is reversed; you are tasked by Hircine to help Dulk put down Krish's rebellion.
Bugs
This can be fixed with the Console commands then then (on separate lines), or the equivalent one-line command. Krish is sent just in front of the door.
This can be fixed with the command in the Console.
Quest Stages
Quest stage 85 is only a quest failure if Krish dies before opening the door to the Banquet Hall. If it occurs later, his demise has no effect on the quest.
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Bloodmoon:Hircine's Hunt
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<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Bloodmoon:Korst Wind-Eye|Korst Wind-Eye]] in the [[Bloodmoon:Skaal Village|Skaal Village]] and/or [[Bloodmoon:Hircine|Hircine]] while you are asleep
|Reward=[[Bloodmoon:Hircine's_Ring|Hircine's Ring]], one of the following: [[Bloodmoon:Spear of the Hunter|Spear of the Hunter]] (guile), the [[Bloodmoon:Hunter's Amulet of Strength|Hunter's Amulet of Strength]] (strength), the [[Bloodmoon:Hunter's Amulet of Speed|Hunter's Amulet of Speed]] (speed)
|ID=BM_WildHunt
|Prev=[[Bloodmoon:The Castle Karstaag|The Castle Karstaag]] or [[Bloodmoon:Siege of Castle Karstaag|Siege of Castle Karstaag]]
|Loc=[[Bloodmoon:Skaal Village|Skaal Village]], [[Bloodmoon:Mortrag Glacier|Mortrag Glacier]]
|SuggLevel=40
|SuggItem=Healing Potions, Heal Companion spell, a spare weapon or several armorer hammers (as equipment will be very degraded by the end of the quest)
|Difficulty=Hard
|Image=BM-quest-Hircine's Hunt.jpg
|ImgDesc=The Bloodmoon rises
|description=You are now irrevocably involved in the Hunter's Game and it's a fight for survival.
}}
==Quick Walkthrough==
# Speak to [[Bloodmoon:Korst Wind-Eye|Korst Wind-Eye]] to learn about the Bloodmoon Prophecy (if you aren't a werewolf).
# Rest somewhere for a while to be taken by the Hunter, [[Bloodmoon:Hircine|Hircine]]. Be ready, you cannot return to town until the end.
# Enter the Outer Circle of the [[Bloodmoon:Mortrag Glacier|Mortrag Glacier]] and find [[Bloodmoon:Captain Falx Carius|Captain Carius]]. Team up with him to kill werewolves and find the key to the central gate in a chest (just kill him if you're a werewolf).
# Leave Carius behind and enter the Inner Circle to find [[Bloodmoon:Tharsten Heart-Fang|Tharsten Heart-Fang]] inside.
# Team up with Tharsten and explore the area. Eventually he will turn into a werewolf and attack you. Kill him and get the key from his corpse (he will turn into a werewolf immediately if you are also a werewolf).
# Continue to the Huntsman's Hall where you'll meet, and kill, the frost giant [[Bloodmoon:Karstaag|Karstaag]].
# Move to the portal in the north where you'll meet Hircine once again.
# Select one of the three aspects that you wish to fight. Defeat it in battle.
# Loot the key from the corpse and exit via the portal.
# Watch a short cutscene. Return to Korst and [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]] to finish the main quest.
==Detailed Walkthrough==
This last quest is mostly the same whether you became a werewolf or not during the main quest. The minor differences will be mentioned in the walkthrough below.
Combat-wise, this is probably the most difficult quest in the entire game. You are teleported to what amounts to a combat arena, with no access to any supplies, nor any ability to use Rest to recuperate until fully clearing each area of enemies. You will thus need to be well-supplied for a long string of some of the most difficult fights the game ever presents. Recommended gear includes multiple powerful weapons; your best armor (do not be concerned about weight—this is not a looting quest—but do be concerned about items that break easily); a large stock of fortification and recovery potions and items; numerous repair hammers; filled, high-end soul gems sufficient to replenish magic gear several times over; and a weapon capable of [[Morrowind:Paralysis|Paralysis]] (the [[Morrowind:Steel Jinkblade of the Aegis|Steel Jinkblade of the Aegis]] is handy for its unusually lengthy 20 second effect—especially if you have more than one or have a lot of soul gems). Do not expect to rely on scrolls, as the combat will come frequently and fast, often with multiple simultaneous opponents. You'll mostly be fighting remarkably powerful werewolves who are strongly resistant to magic, so it may take multiple strikes to paralyze, followed by beating on them repeatedly with heavy weapons that have a "Weakness to" effect in addition to magical damage, or casting a "Weakness to" spell before casting the appropriate magical damage spell. These werewolves are unusually (though not perfectly) able to detect you despite use of [[Morrowind:Invisibility|Invisibility]], [[Morrowind:Chameleon|Chameleon]], or [[Morrowind:Sneak|Sneak]], and are hostile from a distance, reducing your ability to rely on both stealth and ranged attacks (you'll be lucky if you get to fire off one of the latter at all against many of these opponents, who are often are lurking right around corners).
If you are playing as a werewolf yourself, you are unlikely to succeed in that form at higher game difficulty settings, and may wish to use the Wait function until you are no longer in that form (at least while in the maze segments of the quest). The problems for you will be that you cannot use gear, and have the same attack and defense types as multiple werewolf opponents, while higher difficulty settings simultaneously raise the damage they do and reduce the damage you do; the numbers are badly against you.
===Learn of the Bloodmoon Prophecy===
If you are not a werewolf, talk to shaman [[Bloodmoon:Korst Wind-Eye|Korst Wind-Eye]] in the [[Bloodmoon:Skaal Village|Skaal Village]] and he'll tell you about the [[Lore:Bloodmoon Prophecy|Bloodmoon Prophecy]]. The prophecy speaks of a time that occurs once an era, when a demon god, the Hunter, will walk the land in the company of his Hounds, presumably these werewolves. This time is preceded by three signs: The first is the Fire from the Eye of Glass, which most likely relates to the plume of fire emanating from [[Bloodmoon:Lake Fjalding|Lake Fjalding]]. Second is the Tide of Woe, which probably is manifested by the many corpses of horkers found lately along the shore. The third and final sign is the Bloodmoon, which is when the moons turns red from the blood of the Hunter's Prey; just recently, the moons of Tamriel have indeed turned red.
After the three signs is something called the Hunter's Game, instituted by Hircine, and which seems to vary from era to era. The game might involve the hunting of an entire tribe, or just one man. After the hunt, the demon returns to his realm for another era. All that can be done is to await until the Hunter lets it be known who is to be the Prey this time. Ask about ''the Hunter's Plan'' to trigger the next step in this quest.
If you are a werewolf, skip this step and simply wait for [[Bloodmoon:Hircine|Hircine]] to contact you.
===The Hunter's Game===
[[File:BM-creature-Hircine.jpg|thumb|right|Hircine's first appearance in person]]
Since things are quiet for the moment, perhaps now would be a good time to have a nap, if you're not playing the werewolf path. You go to sleep in your house in the village (or anywhere else for that matter) but are awakened suddenly by several werewolves surrounding your bed. You are then teleported to [[Bloodmoon:Mortrag Glacier|Mortrag Glacier]] into the presence of a Daedric Prince named [[Lore:Hircine|Hircine]] (a.k.a. the Hunter) who explains what is happening. The Hunter's Game in this era will be a hunt of four individuals: You, along with the three people who have disappeared recently (Captain Carius, Tharsten Heart-Fang, and Karstaag), are to be the Prey. Only one of the four will survive their way through the glacier to face the Hunter in battle at the end of the quest. Hircine disappears and tells you to find the other three who have already gone ahead of you.
Your abduction by the werewolves is a special form of teleportation; unlike with fast travel, any [[Morrowind:Followers|follower NPCs]] you have in tow will ''not'' go with you to Hircine's glacial lair.
Leaving Mortrag Glacier via teleportation of any sort (and [[Morrowind:Recall|Recall]] is disabled here anyway), without first doing a [[Morrowind:Mark|Mark]], is quest-breaking: you can't otherwise get back in.
===Mortrag Glacier Maze===
Proceed forward through the Daedric door to the Outer Ring area. Your objective is to find the way to the center of the maze and the key that opens the gate at the center. Right inside, you'll talk to [[Bloodmoon:Captain Falx Carius|Captain Carius]] who suggests that you work together. Agree to travel together, as you could certainly use any help; heal him after each fight (or during, if necessary). The magic of his weapon will run out fairly quickly, so after a while his primary utility to you is as a distraction. If you are in your werewolf form, Carius will just attack you on sight, so simply kill him. If you are playing as a werewolf and want to ensure Carius survives, you must rest in the Entry area until you have transformed back; Carius will ally with you as long as you aren't in werewolf form.
The maze is populated with a number of powerful [[Bloodmoon:Werewolf|werewolves]], who are much stronger than those you've encountered previously (on 100 difficulty they can hit for 300 damage, shred your shield in no time, and have several hundred more Health points). The werewolf statues you find can also instantly turn into werewolves (if you have the key in your possession) so be careful as you approach them. Note that [[Morrowind:Levitate|Levitation]] is disabled while in the maze. However, [[Morrowind:Jump|Jump]] magic works, allowing you to reach the top of many ledges (this is about the only way to make much use of ranged attacks in this maze). The werewolves are not completely resistant to [[Morrowind:Paralyze|Paralyze]], making it a good spell to use, though it is better done with an item, to avoid the spell-casting delay (during which you can receive a great deal of damage if the werewolves can reach you).
One melee strategy for dealing with multiple werewolves is to Paralyze all of them you are faced with, start healing from the damage they've inflicted, single one out and work on killing it, then re-Paralyze as they all start to move again; keep at it one werewolf at a time until they're all dead in turn, then recover and repair before moving on to another part of the maze. You may wish to save your game after every successful werewolf kill. Attempting to just rush in and fight it out with them, as if they're like a band of Rieklings or Reavers, will get even very powerful characters killed quickly. Except on easier game settings, you are not likely to beat the werewolves if you are in werewolf form yourself. If you are normally reliant on summons, be aware that the maze is narrow (summoned allies behind you are mostly worthless), summoned creatures are slow (werewolves are not), the werewolves will kill most of the summoned in one to two blows, and they are resistant to most of the effects a summoned creature can dish out. Summons can still be useful as distractions, especially if you are trying to use Paralyze on more than one werewolf.
From the entrance, take the right-hand passage and, after the first werewolf, you will find a chest with a glowing key that will open the gate in the center. The maze is small enough that it won't take too long to find the exit, although you'll have to deal with at least 20 werewolves while making your way there. Once you reach the center, Captain Carius (if still alive) will volunteer to stay behind, while you face the Hunter. Use Rest if you are not at full capability, then step through the portal to the Inner Circle.
===The Inner Circle===
As you enter the Inner Circle—another maze—you will be greeted by [[Bloodmoon:Tharsten Heart-Fang|Tharsten Heart-Fang]], who already has the key to the next area, and who again suggests that you band together (against more these unusually strong werewolves, and again his magic weapon will only be effective for the first few opponents). You will have to fight him in the end—he is a werewolf himself—so you can choose to do that now without the presence of other werewolves, or choose to take him on later, trying to get him weakened (or outright killed) by attacks of other werewolves. If you are in werewolf form yourself, he will transform and attack you on sight. Just around the corner, be careful because as soon as you attack any of the werewolves you see, you will be swarmed by as many as seven werewolves at once—a very difficult fight if you are not ready for it. If you are fighting with Tharsten and he transforms during combat, you may have a one-time opportunity to back away from the ongoing fight, and hit both him and his opponent(s) with ranged, area-of-effect attacks, and use a bunch of recovery and fortification on yourself.
Continue on until you reach an area with a chest. The chest is empty, but at this point Tharsten (if he is with you) exposes his true self as a werewolf and attacks you—if he has not done so already, which he will do earlier if he takes enough damage. Once he dies, [[Bloodmoon:Hircine's_Ring|Hircine's Ring]] appears in your inventory. Don't forget to loot his corpse and get the key. Continue on, being careful of werewolves and come-alive statues of them, until you reach another portal—this one to Huntsman's Hall. Use Rest again as needed before entering. If you find that you are unable to Rest here because of nearby enemies, you will have space and opportunity to do so after entering the gate. See the [[Bloodmoon:Hircine's Hunt#Notes|Notes]] below about a possible workaround for Resting while enemies are around.
[[Image:BM-creature-Karstaag.jpg||thumb|Karstaag]]
===Huntsman's Hall===
The foyer here is the last safe place you'll have to prepare until the end of the quest. In the middle of the large hall you'll find the frost giant [[Bloodmoon:Karstaag|Karstaag]] awaiting the Hunter. When he sees you, however, he will attack; be prepared to defend yourself and kill him. You can sneak up on him and land the first, critical blow. The giant is tough, and has 50% Reflect, but is no more difficult than some of the beasts you've already encountered. Fire Damage will stop his Regenerate Health. Curiously, his soul only fills a paltry Common Soul Gem, which will not help you much if you didn't bring enough with you. If you have some fire-damage protection, since he Reflects a lot, Karstaag is most easily taken out by raining ranged fire attacks on him from the foyer (if you have difficulty seeing and aiming at him, use [[Morrowind:Night Eye|Night Eye]]). He seems to be confused for some time about where the attacks are coming from. After he figures it out and charges you, your best option is to keep out of his reach, either using more ranged attacks, or darting in for strikes (with regular melee weapons or as a werewolf) if you are fast, since he is not.
===Hircine===
After defeating Karstaag, approach the portal and Hircine will once again appear and go into a speech about you becoming his Prey. You are asked to choose the Hunter's most important attribute: strength, speed, or guile. Depending on the choice, Hircine may or may not transform into another creature, and regardless will have a great deal of resistance to most magic effects and to normal weapons. As soon as you select one, Hircine as narrating avatar will disappear and the fightable Hunter will appear in his place. Be ready.
*[[Bloodmoon:Hircine's Aspect of Strength|Aspect of Strength]]- is a powerful but slow bear form (and the easiest to deal with). Defeating it will reward you with the [[Bloodmoon:Hunter's Amulet of Strength|Hunter's Amulet of Strength]].
*[[Bloodmoon:Hircine's Aspect of Speed|Aspect of Speed]]- is a very fast wolf form with high luck, making it harder to hit. Defeating it will reward you with the [[Bloodmoon:Hunter's Amulet of Speed|Hunter's Amulet of Speed]].
*[[Bloodmoon:Hircine's Aspect of Guile|Aspect of Guile]]- resembles Hircine's humanoid form, but is significantly smaller. It wields the [[Bloodmoon:Spear of the Hunter|Spear of the Hunter]] [[Bloodmoon:Artifacts|artifact]] (the best spear in the game), casts [[Morrowind:Paralyze|Paralyze]] and [[Morrowind:Burden|Burden]], and has additional resistances. Defeating it will reward you with the Spear of the Hunter, which is worth 25,000 gold, which is 10,000 more gold than the other Aspect's amulets. Additionally, the spear has a unique appearance, unlike the amulets which share the same appearance as an [[Morrowind:Exquisite_Clothing|exquisite amulet]].
The fight is relatively easy compared to some of the previous combat in this quest, mostly due to the large space in which to run around. Use ranged attacks or the hit-and-run technique to your advantage. When the Hunter falls, don't forget to loot the corpse.
===Return to Skaal Village and Fort Frostmoth===
Exit the area from the portal in the northern end and view a nice cut scene. Hircine will be shocked that you've won and vows to return in force for another Hunt. Don't get excited; this doesn't mean you get to fight his other Aspects later in the game, it simply means he'll return in the next Age of Tamriel, as per his prophecy. You'll note that the Mortrag Glacier has partially broken up. (If you had been stashing piles of loot anywhere within the changed area, that loot will be gone, because the entire area has been replaced.)
Return to Korst in the [[Bloodmoon:Skaal Village|Skaal Village]] to tell him the good news of victory, and of the death of Tharsten. You can also return to [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]; if Captain Carius survived the werewolves with you, he will also have survived the glacial collapse just as you did, and is back at the fort.
This is the end of the Main Quest of the ''Bloodmoon'' expansion, but if you are a werewolf, you may wish to undertake the [[Bloodmoon:Rite of the Wolf Giver|Rite of the Wolf Giver]] quest to end your affliction. Having thwarted Hircine, he has no more quests for you, and being a werewolf is now mostly a handicap, especially if you have more game to play in the main game or the [[Tribunal:Tribunal|''Tribunal'']] expansion. Once your lycanthropy has been cured, you can return to Korst Wind-Eye and be named Blodskaal.
{{newLeft}}
==Notes==
*The Hunter's Game is the Skaal's name for the [[Lore:Great Hunt|Great Hunt]]. The Great Hunt has previously appeared in [[Battlespire:Level 5|Battlespire]]. It has also appeared in future installments of The Elder Scrolls series, in [[Skyrim:Ill Met By Moonlight|Skyrim]], and [[Online:The Great Hunt|ESO]].
*The werewolves are humanoids so you can use [[Morrowind:Calm Humanoid|Calm Humanoid]] for crowd control.
**A cheat is to use a weapon with a 1 pt. Calm Humanoid in 50 ft on Strike; in the unpatched game, 1 point of calm works regardless of target level. If you are using [[Morrowind Mod:Morrowind Code Patch|MCP]] or another code-patching project, or [[Morrowind Mod:OpenMW|OpenMW]], this exploit is not available, and you will need the proper level 70 effect.
*Silver weapons do double damage against werewolves, but they are weak weapons as a class, so it may still be less damage than that dealt by various higher-end weapons.
*With high [[Morrowind:Acrobatics|Acrobatics]] or a [[Morrowind:Jump|Jump]] effect, you can jump up to various ledges and platforms to either recover or engage the enemy with ranged weapons, spells, and summoned creatures from safety.
*Using [[Morrowind:Invisibility|Invisibility]] or [[Morrowind:Chameleon|Chameleon]] you may avoid most of enemies (unless they are close or have already seen you) and proceed to the portal with less combat.
**Invisibility, Chameleon, and [[Morrowind:Sneak|Sneak]] do not work once a werewolf has become aware of you.
*You can leave Carius early in the outer ring if you come too close to the center area (e.g. first werewolf statue on the right from entrance).
*Karstaag is a creature and susceptible to [[Morrowind:Calm Creature|Calm Creature]], if you need a breather or want to land another sneak attack. He also has very high [[Morrowind:Reflect|Reflect]]; be careful what you hit him with.
*When using Night Eye you can see an easy approach to the top of the wall behind the portal/doorway. Karstaag can’t reach you if you are shooting him from the top edge of the wall.
* After this quest, [[Bloodmoon:Easter Eggs#Blue Dev's ring of Viewing|Blue Dev's Ring of Viewing]] appears in the main hall of the Skaal Village, inside the mouth of the only [[Morrowind:Cliff Racer|Cliff Racer]] on Solstheim.
* The teleportation into the glacier that occurs during this quest is scripted, and will happen no matter where you happen to be the next time you rest at this point in the quest, even in locations where other forms of teleportation are disabled. One example of a way to use this to your advantage is the [[Morrowind:Magas Volar|Magas Volar]] shrine that you are transported to by the amulet found in [[Morrowind:Tel Fyr|Tel Fyr]]. Killing the Dremora there will automatically transport you back to Tel Fyr with a brand new Daedric Crescent. But if you cast a [[Morrowind:Mark|Mark]] spell there before, you can [[Morrowind:Recall|Recall]] yourself back in and get a second Crescent for free. Only problem is getting out - intervention spells won't work, and you've already used your only Mark to get in. Well, if you time this quest right, all you need to do is take a little nap, and you'll wake up in the glacier (with a nice new weapon to boot).
* Normal teleportation (i.e. [[Morrowind:Recall|Recall]]) does not work to get out of the glacier; if you happen to have finished the [[Morrowind:Tribunal|''Tribunal'']] expansion and possess [[Tribunal:Barilzar's Mazed Band (item)|Barilzar's Mazed Band]], or have one of the Vampire clan amulets, or the Daedric Sanctuary amulet from [[Morrowind:Tel Fyr|Tel Fyr]], you can equip them and be transported away. Doing so without casting [[Morrowind:Mark|Mark]] first will break this quest and thus the entire ''Bloodmoon'' Main Quest, because you have no way to get back in—other than via a [[Morrowind:Console|Console cheat]] such as <code>PositionCell</code> or <code>CenterOnCell</code>.
* If you are a werewolf, but don't want to kill Carius for whatever reason, you can rest until transforming back into a human before entering the glacier and do this quest as such. This might be a good idea if you rely on Restore Health, Silver weapons, Paralyze, Calm, etc., to deal with werewolves, and will probably be ''necessary'' at high difficulty settings. It is also possible to spare his life if you simply run from him and reach the gate before the other werewolves kill him.
* Before starting this quest, it may be a good idea to make yourself a lot of strong restore health and strong restore magicka potions. It may also help to consume plenty of fortify intelligence potions. This safety net and the use of flame-based Destruction spells will be useful against the many werewolves within the glacier.
* If you are trying to Rest when there are enemies nearby such as during the maze, you may cast Chameleon first to circumvent the game preventing you from Resting. Just be aware that your Chameleon may have worn off by the time you finish Resting and so you may wake up to a fight. (This workaround can be used in other locations and situations as well, not only here.)
==Bugs==
{{Bug|After defeating Karstaag, using "Dispose of Corpse" before his death animation completes will prevent Hircine from appearing.|confirmed=1}}
** The console command <code>Journal BM_WildHunt, 82</code> will correct the issue and allow Hircine to appear near the portal as expected.
{{Bug|If you don't take Tharsten Heart-Fang with you until you open the empty chest, then return to Tharsten and take him with you, his conversation and his ensuing transformation into a werewolf may not be triggered.|vn=1}}
{{Bug|It is possible to miss Hircine's Ring completely by not taking Tharsten with you.|confirmed=1}}
** This can be fixed by proceeding to the exit in human form, waiting until 9pm, turning into a werewolf and proceeding to the next area (the door will allow you to pass if you are a werewolf, you do not need Tharsten's key). Even if you cannot turn into a werewolf, because you cured the disease before (or due to being a vampire), you can simply pickpocket the key from Tharsten, in which case you again will not get Hircine's Ring.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=BM_WildHunt
|10||Korst Wind-Eye has told me more about the Bloodmoon Prophecy, and the signs that are foretold within. The fire from the lake of ice, the tide of dead horkers. Now the moon itself has turned blood red. He tells me that all that remains is the Hunter's Game.
|15||According to legend, the Hunter chooses his Prey from the ranks of Man. Who and how many he chooses varies by the era. Wind-Eye does not know what will happen in the coming days, but he fears the worst.
|20||I awoke from my sleep to see werewolves surrounding me, and then blacked out. When I came to my senses, I found myself in a chamber deep in the heart of the Mortrag Glacier, the Daedra Lord Hircine before me.
|25||I received a dream from Hircine calling me to join him for his Hunt. When I awoke, I was in the Mortrag Glacier.
|30||Hircine spoke to me, telling me that I was to be a part of his hunt. He has gathered the champions of Solstheim--Falx Carius from Fort Frostmoth, Tharsten Heart-Fang from the Skaal, and the frost giant Karstaag--to participate. All of us are to find our way through this glacier, though the others have gone ahead already. Only one of us will survive to face the Hunter in battle. I should continue ahead and see what awaits me.
|40||I've encountered Captain Falx Carius, who was brought here after the attack on Fort Frostmoth. He suggests we work together to escape Hircine's prison.
|42||I have chosen to work with Carius to escape this place.
|44||I have told Carius that only one of us can survive this test, and it must be me. I will have to fight the captain.
|49||Carius has died in the Mortrag Glacier.
|50||I have found the key that will allow me to proceed through the gate in the center of this maze.
|55||As we approached the gate, Carius told me that he can go no further. If I am to finish this fight, I will have to do so alone. He warned me to beware the giant Karstaag, as well as Heart-Fang, whom he does not trust. If I succeed, perhaps Carius will be able to find a way out of this place himself.
|60||In the next ring of the glacier, I was greeted by Tharsten Heart-Fang, who has also been brought here by the Daedra Lord Hircine. He believes we should work together to fight Hircine.
|62||I have chosen to work with Heart-Fang to defeat Hircine.
|64||I told Heart-Fang that, as there could only be one survivor in this deadly game, I could not work with him. He responded that he alone would survive this Hunt, and that it was his birthright to do so. Apparenty, Heart-Fang has the Ring of Hircine, and has used its magic to prolong his life and rule the Skaal for generations. Now, he claims I will have to face him in his "true form."
|65||After finding the chest empty, Heart-Fang spoke to me. He told me that he has the key to continue on in the Hunt, and he will do so alone. He also claims to have the Ring of Hircine, and to have had it for many generations. Heart-Fang seems ready to kill me, and claims I must now fight him in his "true form."
|66||As I entered the next ring of the glacier, I found Tharsten Heart-Fang. He told me that he alone will continue on in the Hunt, and that this is what he was born to do. He also claims to have the Ring of Hircine, and to have had it for many generations. Heart-Fang seems ready to kill me, and claims I must now fight him in his "true form."
|69||Heart-Fang is dead. As he died, the Ring of Hircine disappeared from his finger and appeared in my inventory.
|70||On the corpse of Heart-Fang, I have found the second key to allow me to proceed through this maze.
|80||I have entered what appears to be the center of the Mortrag Glacier. In it is the frost giant Karstaag, the final participant in Hircine's Hunt.
|82||The frost giant Karstaag is dead. I am now the only one that has made it to the final stage of Hircine's Hunt.
|85||Hircine has appeared and spoken to me. He says I have proven myself to be a worthy hunter, and that I now will receive the greatest honor he can bestow--to be his Prey. Hircine has also questioned me as to what the greatest strength of a hunter is: strength, speed, or guile. He says that I must choose one of these three.
|87||I have chosen Strength as a hunter's greatest asset.
|88||I have chosen Speed as a hunter's greatest asset.
|89||I have chosen Guile as a hunter's greatest asset.
|90||Hircine has accepted my choice, and tells me that for me to face the Daedra Lord himself in battle would not be sporting. Instead, I am to face one of Hircine's Aspects.
|92||I have defeated Hircine's Aspect of Strength. I should now try to leave the glacier through the gate.
|93||I have defeated Hircine's Aspect of Speed. I should now try to leave the glacier through the gate.
|94||I have defeated Hircine's Aspect of Guile. I should now try to leave the glacier through the gate.
|100|fin|As I left the glacier, I heard a loud rumbling sound, as if the entire structure were coming down around me. I found myself outside the fallen ice mountain, with Hircine's message echoing in my thoughts. The Hunter has been defeated, but he will return one day to hunt again.
}}
{{Quest Footer|Prev=[[Bloodmoon:The Castle Karstaag|The Castle Karstaag (human)]] or<br>[[Bloodmoon:Siege of Castle Karstaag|Siege of Castle Karstaag (werewolf)]]|Up=[[Bloodmoon:Main Quest|Main Quest Page]]}}
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Quick Walkthrough
# Speak to Korst Wind-Eye to learn about the Bloodmoon Prophecy (if you aren't a werewolf).
# Rest somewhere for a while to be taken by the Hunter, Hircine. Be ready, you cannot return to town until the end.
# Enter the Outer Circle of the Mortrag Glacier and find Captain Carius. Team up with him to kill werewolves and find the key to the central gate in a chest (just kill him if you're a werewolf).
# Leave Carius behind and enter the Inner Circle to find Tharsten Heart-Fang inside.
# Team up with Tharsten and explore the area. Eventually he will turn into a werewolf and attack you. Kill him and get the key from his corpse (he will turn into a werewolf immediately if you are also a werewolf).
# Continue to the Huntsman's Hall where you'll meet, and kill, the frost giant Karstaag.
# Move to the portal in the north where you'll meet Hircine once again.
# Select one of the three aspects that you wish to fight. Defeat it in battle.
# Loot the key from the corpse and exit via the portal.
# Watch a short cutscene. Return to Korst and Fort Frostmoth to finish the main quest.
Detailed Walkthrough
This last quest is mostly the same whether you became a werewolf or not during the main quest. The minor differences will be mentioned in the walkthrough below.
Combat-wise, this is probably the most difficult quest in the entire game. You are teleported to what amounts to a combat arena, with no access to any supplies, nor any ability to use Rest to recuperate until fully clearing each area of enemies. You will thus need to be well-supplied for a long string of some of the most difficult fights the game ever presents. Recommended gear includes multiple powerful weapons; your best armor (do not be concerned about weight—this is not a looting quest—but do be concerned about items that break easily); a large stock of fortification and recovery potions and items; numerous repair hammers; filled, high-end soul gems sufficient to replenish magic gear several times over; and a weapon capable of Paralysis (the Steel Jinkblade of the Aegis is handy for its unusually lengthy 20 second effect—especially if you have more than one or have a lot of soul gems). Do not expect to rely on scrolls, as the combat will come frequently and fast, often with multiple simultaneous opponents. You'll mostly be fighting remarkably powerful werewolves who are strongly resistant to magic, so it may take multiple strikes to paralyze, followed by beating on them repeatedly with heavy weapons that have a "Weakness to" effect in addition to magical damage, or casting a "Weakness to" spell before casting the appropriate magical damage spell. These werewolves are unusually (though not perfectly) able to detect you despite use of Invisibility, Chameleon, or Sneak, and are hostile from a distance, reducing your ability to rely on both stealth and ranged attacks (you'll be lucky if you get to fire off one of the latter at all against many of these opponents, who are often are lurking right around corners).
If you are playing as a werewolf yourself, you are unlikely to succeed in that form at higher game difficulty settings, and may wish to use the Wait function until you are no longer in that form (at least while in the maze segments of the quest). The problems for you will be that you cannot use gear, and have the same attack and defense types as multiple werewolf opponents, while higher difficulty settings simultaneously raise the damage they do and reduce the damage you do; the numbers are badly against you.
Learn of the Bloodmoon Prophecy
If you are not a werewolf, talk to shaman Korst Wind-Eye in the Skaal Village and he'll tell you about the Bloodmoon Prophecy. The prophecy speaks of a time that occurs once an era, when a demon god, the Hunter, will walk the land in the company of his Hounds, presumably these werewolves. This time is preceded by three signs: The first is the Fire from the Eye of Glass, which most likely relates to the plume of fire emanating from Lake Fjalding. Second is the Tide of Woe, which probably is manifested by the many corpses of horkers found lately along the shore. The third and final sign is the Bloodmoon, which is when the moons turns red from the blood of the Hunter's Prey; just recently, the moons of Tamriel have indeed turned red.
After the three signs is something called the Hunter's Game, instituted by Hircine, and which seems to vary from era to era. The game might involve the hunting of an entire tribe, or just one man. After the hunt, the demon returns to his realm for another era. All that can be done is to await until the Hunter lets it be known who is to be the Prey this time. Ask about ''the Hunter's Plan'' to trigger the next step in this quest.
If you are a werewolf, skip this step and simply wait for Hircine to contact you.
The Hunter's Game
thumb|right|Hircine's first appearance in person
Since things are quiet for the moment, perhaps now would be a good time to have a nap, if you're not playing the werewolf path. You go to sleep in your house in the village (or anywhere else for that matter) but are awakened suddenly by several werewolves surrounding your bed. You are then teleported to Mortrag Glacier into the presence of a Daedric Prince named Hircine (a.k.a. the Hunter) who explains what is happening. The Hunter's Game in this era will be a hunt of four individuals: You, along with the three people who have disappeared recently (Captain Carius, Tharsten Heart-Fang, and Karstaag), are to be the Prey. Only one of the four will survive their way through the glacier to face the Hunter in battle at the end of the quest. Hircine disappears and tells you to find the other three who have already gone ahead of you.
Your abduction by the werewolves is a special form of teleportation; unlike with fast travel, any follower NPCs you have in tow will not go with you to Hircine's glacial lair.
Leaving Mortrag Glacier via teleportation of any sort (and Recall is disabled here anyway), without first doing a Mark, is quest-breaking: you can't otherwise get back in.
Mortrag Glacier Maze
Proceed forward through the Daedric door to the Outer Ring area. Your objective is to find the way to the center of the maze and the key that opens the gate at the center. Right inside, you'll talk to Captain Carius who suggests that you work together. Agree to travel together, as you could certainly use any help; heal him after each fight (or during, if necessary). The magic of his weapon will run out fairly quickly, so after a while his primary utility to you is as a distraction. If you are in your werewolf form, Carius will just attack you on sight, so simply kill him. If you are playing as a werewolf and want to ensure Carius survives, you must rest in the Entry area until you have transformed back; Carius will ally with you as long as you aren't in werewolf form.
The maze is populated with a number of powerful werewolves, who are much stronger than those you've encountered previously (on 100 difficulty they can hit for 300 damage, shred your shield in no time, and have several hundred more Health points). The werewolf statues you find can also instantly turn into werewolves (if you have the key in your possession) so be careful as you approach them. Note that Levitation is disabled while in the maze. However, Jump magic works, allowing you to reach the top of many ledges (this is about the only way to make much use of ranged attacks in this maze). The werewolves are not completely resistant to Paralyze, making it a good spell to use, though it is better done with an item, to avoid the spell-casting delay (during which you can receive a great deal of damage if the werewolves can reach you).
One melee strategy for dealing with multiple werewolves is to Paralyze all of them you are faced with, start healing from the damage they've inflicted, single one out and work on killing it, then re-Paralyze as they all start to move again; keep at it one werewolf at a time until they're all dead in turn, then recover and repair before moving on to another part of the maze. You may wish to save your game after every successful werewolf kill. Attempting to just rush in and fight it out with them, as if they're like a band of Rieklings or Reavers, will get even very powerful characters killed quickly. Except on easier game settings, you are not likely to beat the werewolves if you are in werewolf form yourself. If you are normally reliant on summons, be aware that the maze is narrow (summoned allies behind you are mostly worthless), summoned creatures are slow (werewolves are not), the werewolves will kill most of the summoned in one to two blows, and they are resistant to most of the effects a summoned creature can dish out. Summons can still be useful as distractions, especially if you are trying to use Paralyze on more than one werewolf.
From the entrance, take the right-hand passage and, after the first werewolf, you will find a chest with a glowing key that will open the gate in the center. The maze is small enough that it won't take too long to find the exit, although you'll have to deal with at least 20 werewolves while making your way there. Once you reach the center, Captain Carius (if still alive) will volunteer to stay behind, while you face the Hunter. Use Rest if you are not at full capability, then step through the portal to the Inner Circle.
The Inner Circle
As you enter the Inner Circle—another maze—you will be greeted by Tharsten Heart-Fang, who already has the key to the next area, and who again suggests that you band together (against more these unusually strong werewolves, and again his magic weapon will only be effective for the first few opponents). You will have to fight him in the end—he is a werewolf himself—so you can choose to do that now without the presence of other werewolves, or choose to take him on later, trying to get him weakened (or outright killed) by attacks of other werewolves. If you are in werewolf form yourself, he will transform and attack you on sight. Just around the corner, be careful because as soon as you attack any of the werewolves you see, you will be swarmed by as many as seven werewolves at once—a very difficult fight if you are not ready for it. If you are fighting with Tharsten and he transforms during combat, you may have a one-time opportunity to back away from the ongoing fight, and hit both him and his opponent(s) with ranged, area-of-effect attacks, and use a bunch of recovery and fortification on yourself.
Continue on until you reach an area with a chest. The chest is empty, but at this point Tharsten (if he is with you) exposes his true self as a werewolf and attacks you—if he has not done so already, which he will do earlier if he takes enough damage. Once he dies, Hircine's Ring appears in your inventory. Don't forget to loot his corpse and get the key. Continue on, being careful of werewolves and come-alive statues of them, until you reach another portal—this one to Huntsman's Hall. Use Rest again as needed before entering. If you find that you are unable to Rest here because of nearby enemies, you will have space and opportunity to do so after entering the gate. See the Notes below about a possible workaround for Resting while enemies are around.
|thumb|Karstaag
Huntsman's Hall
The foyer here is the last safe place you'll have to prepare until the end of the quest. In the middle of the large hall you'll find the frost giant Karstaag awaiting the Hunter. When he sees you, however, he will attack; be prepared to defend yourself and kill him. You can sneak up on him and land the first, critical blow. The giant is tough, and has 50% Reflect, but is no more difficult than some of the beasts you've already encountered. Fire Damage will stop his Regenerate Health. Curiously, his soul only fills a paltry Common Soul Gem, which will not help you much if you didn't bring enough with you. If you have some fire-damage protection, since he Reflects a lot, Karstaag is most easily taken out by raining ranged fire attacks on him from the foyer (if you have difficulty seeing and aiming at him, use Night Eye). He seems to be confused for some time about where the attacks are coming from. After he figures it out and charges you, your best option is to keep out of his reach, either using more ranged attacks, or darting in for strikes (with regular melee weapons or as a werewolf) if you are fast, since he is not.
Hircine
After defeating Karstaag, approach the portal and Hircine will once again appear and go into a speech about you becoming his Prey. You are asked to choose the Hunter's most important attribute: strength, speed, or guile. Depending on the choice, Hircine may or may not transform into another creature, and regardless will have a great deal of resistance to most magic effects and to normal weapons. As soon as you select one, Hircine as narrating avatar will disappear and the fightable Hunter will appear in his place. Be ready.
Aspect of Strength- is a powerful but slow bear form (and the easiest to deal with). Defeating it will reward you with the Hunter's Amulet of Strength.
Aspect of Speed- is a very fast wolf form with high luck, making it harder to hit. Defeating it will reward you with the Hunter's Amulet of Speed.
Aspect of Guile- resembles Hircine's humanoid form, but is significantly smaller. It wields the Spear of the Hunter artifact (the best spear in the game), casts Paralyze and Burden, and has additional resistances. Defeating it will reward you with the Spear of the Hunter, which is worth 25,000 gold, which is 10,000 more gold than the other Aspect's amulets. Additionally, the spear has a unique appearance, unlike the amulets which share the same appearance as an exquisite amulet.
The fight is relatively easy compared to some of the previous combat in this quest, mostly due to the large space in which to run around. Use ranged attacks or the hit-and-run technique to your advantage. When the Hunter falls, don't forget to loot the corpse.
Return to Skaal Village and Fort Frostmoth
Exit the area from the portal in the northern end and view a nice cut scene. Hircine will be shocked that you've won and vows to return in force for another Hunt. Don't get excited; this doesn't mean you get to fight his other Aspects later in the game, it simply means he'll return in the next Age of Tamriel, as per his prophecy. You'll note that the Mortrag Glacier has partially broken up. (If you had been stashing piles of loot anywhere within the changed area, that loot will be gone, because the entire area has been replaced.)
Return to Korst in the Skaal Village to tell him the good news of victory, and of the death of Tharsten. You can also return to Fort Frostmoth; if Captain Carius survived the werewolves with you, he will also have survived the glacial collapse just as you did, and is back at the fort.
This is the end of the Main Quest of the Bloodmoon expansion, but if you are a werewolf, you may wish to undertake the Rite of the Wolf Giver quest to end your affliction. Having thwarted Hircine, he has no more quests for you, and being a werewolf is now mostly a handicap, especially if you have more game to play in the main game or the Tribunal expansion. Once your lycanthropy has been cured, you can return to Korst Wind-Eye and be named Blodskaal.
Notes
The Hunter's Game is the Skaal's name for the Great Hunt. The Great Hunt has previously appeared in Battlespire. It has also appeared in future installments of The Elder Scrolls series, in Skyrim, and ESO.
The werewolves are humanoids so you can use Calm Humanoid for crowd control.
A cheat is to use a weapon with a 1 pt. Calm Humanoid in 50 ft on Strike; in the unpatched game, 1 point of calm works regardless of target level. If you are using MCP or another code-patching project, or OpenMW, this exploit is not available, and you will need the proper level 70 effect.
Silver weapons do double damage against werewolves, but they are weak weapons as a class, so it may still be less damage than that dealt by various higher-end weapons.
With high Acrobatics or a Jump effect, you can jump up to various ledges and platforms to either recover or engage the enemy with ranged weapons, spells, and summoned creatures from safety.
Using Invisibility or Chameleon you may avoid most of enemies (unless they are close or have already seen you) and proceed to the portal with less combat.
Invisibility, Chameleon, and Sneak do not work once a werewolf has become aware of you.
You can leave Carius early in the outer ring if you come too close to the center area (e.g. first werewolf statue on the right from entrance).
Karstaag is a creature and susceptible to Calm Creature, if you need a breather or want to land another sneak attack. He also has very high Reflect; be careful what you hit him with.
When using Night Eye you can see an easy approach to the top of the wall behind the portal/doorway. Karstaag can’t reach you if you are shooting him from the top edge of the wall.
After this quest, Blue Dev's Ring of Viewing appears in the main hall of the Skaal Village, inside the mouth of the only Cliff Racer on Solstheim.
The teleportation into the glacier that occurs during this quest is scripted, and will happen no matter where you happen to be the next time you rest at this point in the quest, even in locations where other forms of teleportation are disabled. One example of a way to use this to your advantage is the Magas Volar shrine that you are transported to by the amulet found in Tel Fyr. Killing the Dremora there will automatically transport you back to Tel Fyr with a brand new Daedric Crescent. But if you cast a Mark spell there before, you can Recall yourself back in and get a second Crescent for free. Only problem is getting out - intervention spells won't work, and you've already used your only Mark to get in. Well, if you time this quest right, all you need to do is take a little nap, and you'll wake up in the glacier (with a nice new weapon to boot).
Normal teleportation (i.e. Recall) does not work to get out of the glacier; if you happen to have finished the Tribunal expansion and possess Barilzar's Mazed Band, or have one of the Vampire clan amulets, or the Daedric Sanctuary amulet from Tel Fyr, you can equip them and be transported away. Doing so without casting Mark first will break this quest and thus the entire Bloodmoon Main Quest, because you have no way to get back in—other than via a Console cheat such as or .
If you are a werewolf, but don't want to kill Carius for whatever reason, you can rest until transforming back into a human before entering the glacier and do this quest as such. This might be a good idea if you rely on Restore Health, Silver weapons, Paralyze, Calm, etc., to deal with werewolves, and will probably be necessary at high difficulty settings. It is also possible to spare his life if you simply run from him and reach the gate before the other werewolves kill him.
Before starting this quest, it may be a good idea to make yourself a lot of strong restore health and strong restore magicka potions. It may also help to consume plenty of fortify intelligence potions. This safety net and the use of flame-based Destruction spells will be useful against the many werewolves within the glacier.
If you are trying to Rest when there are enemies nearby such as during the maze, you may cast Chameleon first to circumvent the game preventing you from Resting. Just be aware that your Chameleon may have worn off by the time you finish Resting and so you may wake up to a fight. (This workaround can be used in other locations and situations as well, not only here.)
Bugs
The console command will correct the issue and allow Hircine to appear near the portal as expected.
This can be fixed by proceeding to the exit in human form, waiting until 9pm, turning into a werewolf and proceeding to the next area (the door will allow you to pass if you are a werewolf, you do not need Tharsten's key). Even if you cannot turn into a werewolf, because you cured the disease before (or due to being a vampire), you can simply pickpocket the key from Tharsten, in which case you again will not get Hircine's Ring.
Quest Stages
|
114
| 1,336
|
https://en.uesp.net/wiki/Bloodmoon:Siege_of_Castle_Karstaag
|
Bloodmoon:Siege of Castle Karstaag
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Bloodmoon:Hircine|Hircine]] while you are asleep
|Reward=Hunter's Wind (restores 1000 pts of health every day)
|ID=BM_FrostGiant2
|Prev=[[Bloodmoon:Disrupt the Skaal Hunt|Disrupt the Skaal Hunt]]
|Next=[[Bloodmoon:Hircine's Hunt|Hircine's Hunt]]
|Loc=[[Bloodmoon:Castle Karstaag|Castle Karstaag]]
|SuggLevel=30
|Difficulty=Medium
|image=BM-place-Castle Karstaag.jpg
|imgdesc=Protect the Castle from the Riekling Krish
|description=Stop a rebellion in this castle far to the north on the island.
}}
==Quick Walkthrough==
# Wait until Hircine contacts you again to tell you that [[Bloodmoon:Castle Karstaag|Castle Karstaag]] is under attack from within and he wants you to go help.
# Travel to Castle Karstaag on the western half of the northern shore of the island.
# Speak to [[BM:Dulk|Dulk]] just inside the castle to find out what has happened.
# Find the caverns beneath the castle and kill all eight grahls and the riekling in there.
# Return to Dulk for his thanks.
# Wait until Hircine contacts you again to receive the Hunter's Wind (Power - restore 1000 HP).
==Detailed Walkthrough==
===The Dream===
[[File:BM-creature-Grahl.jpg|thumb|right|Defeat the Grahls]]
Hircine will contact you soon after the last dream (when you next become a werewolf) to tell you about your next task. It seems that [[Bloodmoon:Castle Karstaag|Castle Karstaag]] has been taken over by rebels and Hircine wants you to go in and clear them out.
===Castle Karstaag===
The castle is far on west side of the northern shore of the island and is a large ice castle which can be easily missed if you aren't looking for it. You must enter the castle through the main door, and may only do so as a werewolf. As soon as you enter the castle, a [[Bloodmoon:Riekling|riekling]] named Dulk will tell you about the rebel Krish who has enlisted the help of several [[Bloodmoon:Grahl|grahl]]s in order to take over the castle. They are located in the caverns below the castle. To find the caverns, head down through the Banquet Hall. There are a number of rieklings in the hall that will attack you on sight.
===Karstaag Caverns===
There are eight grahls and the riekling Krish that you must kill in the caverns. All are well scattered throughout the cave so you should never have to worry about more than one at a time. You'll receive a journal entry once you've killed them all. You can return to Dulk if you wish who will just thank you for helping.
===Wait for Hircine===
The next time you turn into a werewolf, Hircine should contact you again to offer his congratulations. Your reward this time is the ''Hunter's Wind'' power, which restores your health up to 1000 points each day.
{{newLeft}}
==Notes==
*You may wish to transform out of werewolf form in order to loot the castle and obtain the [[Bloodmoon:Daedric_Right_Pauldron|Daedric Right Pauldron]] in Castle Karstaag, Tower.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=BM_FrostGiant2
|10||I have been sent another dream by the Daedra Lord Hircine. He has told me that Castle Karstaag, at the north shore of the island, is under siege by renegade servants. The owner of the castle is important to him, and Hircine would like me to enter the castle and kill the rebellious creatures.
|50||I have entered Castle Karstaag and spoken to a Riekling named Dulk. He tells me that another Riekling named Krish has enlisted the help of grahl to attempt to take control of the castle. I should enter the caverns below the castle and destroy the grahl and the Riekling Krish.
|70||I have killed all of the grahl and the Riekling Krish. Hircine will be pleased.
|100|fin|Hircine was pleased with my efforts, and has rewarded me with Hunter's Wind, the ability to completely restore my health once each day.
}}
{{Quest Footer|Prev=[[Bloodmoon:Disrupt the Skaal Hunt|Disrupt the Skaal Hunt]]|Next=[[Bloodmoon:Hircine's Hunt|Hircine's Hunt]]|Up=[[Bloodmoon:Main Quest|Main Quest Page]]}}
| 2,451,227
|
2021-08-04T11:52:32Z
|
Legoless
|
Quick Walkthrough
# Wait until Hircine contacts you again to tell you that Castle Karstaag is under attack from within and he wants you to go help.
# Travel to Castle Karstaag on the western half of the northern shore of the island.
# Speak to Dulk just inside the castle to find out what has happened.
# Find the caverns beneath the castle and kill all eight grahls and the riekling in there.
# Return to Dulk for his thanks.
# Wait until Hircine contacts you again to receive the Hunter's Wind (Power - restore 1000 HP).
Detailed Walkthrough
The Dream
thumb|right|Defeat the Grahls
Hircine will contact you soon after the last dream (when you next become a werewolf) to tell you about your next task. It seems that Castle Karstaag has been taken over by rebels and Hircine wants you to go in and clear them out.
Castle Karstaag
The castle is far on west side of the northern shore of the island and is a large ice castle which can be easily missed if you aren't looking for it. You must enter the castle through the main door, and may only do so as a werewolf. As soon as you enter the castle, a riekling named Dulk will tell you about the rebel Krish who has enlisted the help of several grahls in order to take over the castle. They are located in the caverns below the castle. To find the caverns, head down through the Banquet Hall. There are a number of rieklings in the hall that will attack you on sight.
Karstaag Caverns
There are eight grahls and the riekling Krish that you must kill in the caverns. All are well scattered throughout the cave so you should never have to worry about more than one at a time. You'll receive a journal entry once you've killed them all. You can return to Dulk if you wish who will just thank you for helping.
Wait for Hircine
The next time you turn into a werewolf, Hircine should contact you again to offer his congratulations. Your reward this time is the ''Hunter's Wind'' power, which restores your health up to 1000 points each day.
Notes
You may wish to transform out of werewolf form in order to loot the castle and obtain the Daedric Right Pauldron in Castle Karstaag, Tower.
Quest Stages
|
114
| 1,337
|
https://en.uesp.net/wiki/Bloodmoon:Disrupt_the_Skaal_Hunt
|
Bloodmoon:Disrupt the Skaal Hunt
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Bloodmoon:Hircine|Hircine]] while you are asleep
|Reward=[[Morrowind:Spell Effects#Summon Bonewolf|Summon Bonewolf spell]]
|ID=BM_BearHunt2
|Prev=[[Bloodmoon:Dream of Hircine|Dream of Hircine]]
|Next=[[Bloodmoon:Siege of Castle Karstaag|Siege of Castle Karstaag]]
|Loc=[[Bloodmoon:Lake Fjalding|Lake Fjalding]]
|SuggLevel=30
|Difficulty=Medium
|image=BM-quest-The_Ristaag.jpg
|imgdesc=Kill the Skaal hunters
|description=Interrupt a [[Bloodmoon:Skaal|Skaal]] ceremony by killing the participants and the Spirit Bear.
}}
==Quick Walkthrough==
# Wait until Hircine contacts you again to tell you about the ceremonial hunt for the [[Bloodmoon:Spirit Bear|Spirit Bear]].
# Travel to the western shore of [[Bloodmoon:Lake Fjalding|Lake Fjalding]] and find the three [[Bloodmoon:Skaal|Skaal]] campsites.
# Keep killing the Skaal trackers as they appear at the campsites.
# When all the trackers are dead, wait around for the Spirit Bear to appear Southeast from the camp sites.
# Kill the Spirit Bear.
# Wait again for Hircine to contact you to receive your reward (a Summon Bonewolf spell).
==Detailed Walkthrough==
===The Dream===
Wait a while (about a day or two after the previous dream) until Hircine contacts you again. He will tell you about a ceremonial hunt for the Spirit Bear being performed by the [[Bloodmoon:Skaal|Skaal]]. You are to kill all the Skaal as they track this Spirit Bear and then kill the bear yourself. The ceremony is being performed near the western shore of [[Bloodmoon:Lake Fjalding|Lake Fjalding]]. Once the dream ends you'll find yourself in werewolf form again.
===Skaal Trackers===
It might be challenging at first to find the [[Bloodmoon:Skaal Tracker|Skaal Trackers]], but they are all along the western coast of the lake as Hircine mentioned. You should easily see three campsites in the area, all well lit (Site 1: -173300, 191500; Site 2: -170900, 194100; Site 3: -174000, 195000; all just north of the [[Bloodmoon:Gronn|Gronn]] cave). The Trackers will appear one by one at each of the sites. Continue to kill them all as they appear (about 10 total). As a werewolf, you have the ability to see any creature/NPC on your local map as a red dot, which is very useful during this portion of the quest.
===Spirit Bear===
Once you've killed all the trackers and received the journal entry, you can wait around and hunt for the Spirit Bear. The bear is a large white bear and cannot be easily mistaken for the common bears in the area. It appears just to the southeast (within sight) of the southern-most tracker campsite shortly after the last tracker is killed (-172000, 189000). You'll receive a journal entry when you kill it.
===Reward Dream===
Once the Spirit Bear is dead, wait around a bit until Hircine contacts you again. You'll receive his praise and a spell to [[Morrowind:Summon|summon]] a [[Bloodmoon:Bonewolf|Bonewolf]] as your reward.
==Notes==
*You need not complete this quest in a single night in werewolf form; the Trackers will continue to be hostile towards you as non-werewolf. You can fight them and heal between attacks as normal.
**You can choose to kill the hunters during daylight hours, but more will only spawn at night. You are therefore better off hunting them at night to progress the quest.
*Conversely, if you desire to trap the [[Bloodmoon:Spirit Bear|Lesser soul of the Spirit Bear]] and receive its [[Bloodmoon:Heart of the Spirit Bear|Heart of the Spirit Bear]] item, you may rest until morning (6 a.m.) so that you are human and have regained the ability to soul trap and loot; because of the note above about the quest not proceeding unless you kill the trackers that spawn at night, it is recommended to work on soul trapping and looting the Spirit Bear after you have already completed the first half of the quest.
*After completing this quest, you'll start seeing [[Bloodmoon:Horker|Horkers]] dying on all the northern shores of Solstheim. This is related to the [[Bloodmoon:Siege of Castle Karstaag|next quest]]. Technically, they should be already dead, but the mechanics of the game do not allow for that. So instead, you'll be treated to the sound of dozens of Horkers' dying moans every time you walk near the shores. This will continue to happen every time you enter these areas from now on.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=BM_BearHunt2
|10||Hircine has come to me again in my dreams. I saw visions of the Skaal preparing a ceremonial hunt for the Spirit Bear. I must travel to the western shores of Lake Fjalding this night and kill these Skaal while they track the bear. Then I must kill the Spirit Bear as well.
|30||I have killed the Skaal trackers.
|50||I have killed the Spirit Bear.
|100|fin|Hircine is pleased with my obedience, and has granted me the ability to summon an undead Bonewolf to my side when I walk in the day.
}}
{{Quest Footer|Prev=[[Bloodmoon:Dream of Hircine|Dream of Hircine]]|Next=[[Bloodmoon:Siege of Castle Karstaag|Siege of Castle Karstaag]]|Up=[[Bloodmoon:Main Quest|Main Quest Page]]}}
| 2,525,804
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2021-12-21T01:41:48Z
| null |
Quick Walkthrough
# Wait until Hircine contacts you again to tell you about the ceremonial hunt for the Spirit Bear.
# Travel to the western shore of Lake Fjalding and find the three Skaal campsites.
# Keep killing the Skaal trackers as they appear at the campsites.
# When all the trackers are dead, wait around for the Spirit Bear to appear Southeast from the camp sites.
# Kill the Spirit Bear.
# Wait again for Hircine to contact you to receive your reward (a Summon Bonewolf spell).
Detailed Walkthrough
The Dream
Wait a while (about a day or two after the previous dream) until Hircine contacts you again. He will tell you about a ceremonial hunt for the Spirit Bear being performed by the Skaal. You are to kill all the Skaal as they track this Spirit Bear and then kill the bear yourself. The ceremony is being performed near the western shore of Lake Fjalding. Once the dream ends you'll find yourself in werewolf form again.
Skaal Trackers
It might be challenging at first to find the Skaal Trackers, but they are all along the western coast of the lake as Hircine mentioned. You should easily see three campsites in the area, all well lit (Site 1: -173300, 191500; Site 2: -170900, 194100; Site 3: -174000, 195000; all just north of the Gronn cave). The Trackers will appear one by one at each of the sites. Continue to kill them all as they appear (about 10 total). As a werewolf, you have the ability to see any creature/NPC on your local map as a red dot, which is very useful during this portion of the quest.
Spirit Bear
Once you've killed all the trackers and received the journal entry, you can wait around and hunt for the Spirit Bear. The bear is a large white bear and cannot be easily mistaken for the common bears in the area. It appears just to the southeast (within sight) of the southern-most tracker campsite shortly after the last tracker is killed (-172000, 189000). You'll receive a journal entry when you kill it.
Reward Dream
Once the Spirit Bear is dead, wait around a bit until Hircine contacts you again. You'll receive his praise and a spell to summon a Bonewolf as your reward.
Notes
You need not complete this quest in a single night in werewolf form; the Trackers will continue to be hostile towards you as non-werewolf. You can fight them and heal between attacks as normal.
You can choose to kill the hunters during daylight hours, but more will only spawn at night. You are therefore better off hunting them at night to progress the quest.
Conversely, if you desire to trap the Lesser soul of the Spirit Bear and receive its Heart of the Spirit Bear item, you may rest until morning (6 a.m.) so that you are human and have regained the ability to soul trap and loot; because of the note above about the quest not proceeding unless you kill the trackers that spawn at night, it is recommended to work on soul trapping and looting the Spirit Bear after you have already completed the first half of the quest.
After completing this quest, you'll start seeing Horkers dying on all the northern shores of Solstheim. This is related to the next quest. Technically, they should be already dead, but the mechanics of the game do not allow for that. So instead, you'll be treated to the sound of dozens of Horkers' dying moans every time you walk near the shores. This will continue to happen every time you enter these areas from now on.
Quest Stages
|
114
| 1,338
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https://en.uesp.net/wiki/Bloodmoon:Dream_of_Hircine
|
Bloodmoon:Dream of Hircine
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Bloodmoon:Hircine|Hircine]] while you are asleep
|Reward=Better Werewolf claws
|ID=BM_Ceremony2
|Prev=[[Bloodmoon:The Siege of the Skaal Village|The Siege of the Skaal Village]]
|Next=[[Bloodmoon:Disrupt the Skaal Hunt|Disrupt the Skaal Hunt]]
|Loc=[[Bloodmoon:Tombs of Skaalara|Tombs of Skaalara]]
|SuggLevel=30
|Difficulty=Medium
|image=BM-Img-TotemOfClawAndFang.jpg
|imgdesc=Guard the Totem of Claw and Fang
|description=Protect the Totem of Claw and Fang from the Skaal.
}}
==Quick Walkthrough==
# Waiting three days after being bitten.
# Get contacted by Hircine.
# Travel to the [[Bloodmoon:Tombs of Skaalara|Tombs of Skaalara]] on the [[Bloodmoon:Felsaad Coast|Felsaad Coast]] southeast of the [[Bloodmoon:Skaal Village|Skaal Village]].
# Kill all the [[Bloodmoon:Skaal|Skaal]] hunters.
# Wait to be contacted by Hircine for your reward.
==Detailed Walkthrough==
===So You're a Werewolf...===
During the werewolf attack on the [[Bloodmoon:Skaal Village|Skaal Village]] you were bitten by a werewolf and, because you didn't cure yourself within three days, you are now a full blooded werewolf yourself. You should have seen a short cutscene and are now in werewolf form for the first time. You do not have access to your inventory or spells but have increased abilities and skills (and a mean right hook). You will have to find and kill a person (creatures won't do, but the island is full of Nord [[Bloodmoon:Berserker|Berserker]]s, [[Bloodmoon:Fryse Hag|Fryse Hag]]s, and various other raiders) in order to quench your blood thirst, otherwise you will soon become very weak. Be careful who sees you as a wolf as they will not like you once you return to human form. Once you make a kill you can rest until 6am to return to human form. For more information, see the article on [[Bloodmoon:Werewolf|Werewolves]].
===Continuing the Quest===
At this point you might seem confused as to how to continue with the main quest. When you last left it you were trying to gain the confidence of the [[Bloodmoon:Skaal|Skaal]] in order to help find the Captain and those responsible for the attack on the fort. However, if you return to the Skaal now they will refuse to speak to you since you have the mark of the wolf.
Like many quests...when in doubt, rest a while. You should soon be shown another short cutscene where a mysterious figure (Hircine) tells you to guard an item called the Totem of Claw and Fang from the Skaal who are trying to find it. You awake from the dream in werewolf form again and are required to quench your blood thirst.
[[File:BM-place-Tombs of Skaalara.jpg|thumb|right|Entrance to the Tombs of Skaalara]]
===Tombs of Skaalara===
The totem lies in the [[Bloodmoon:Tombs of Skaalara|Tombs of Skaalara]] which is located on the [[Bloodmoon:Felsaad Coast|Felsaad Coast]], southeast from the [[Bloodmoon:Skaal Village|Skaal Village]]. The tombs have a large black stone entrance and are hard to miss. You will find a number of [[Bloodmoon:Skaal Hunter|Skaal hunters]] already in the tombs, so kill them carefully...depending on your level it can be a difficult fight if you get more than one hunter at a time. Also, some of the [[Bloodmoon:Skaal|Skaal]] will spawn as you explore the tomb.
When you find the chest next to the [[Bloodmoon:Raw Stalhrim|Stalhrim]] that you cannot open, you should stay relatively close to it as this is the item you are guarding. There will be several hunters that appear and will attempt to get the totem. If you are somewhere else in the tomb and a Skaal gets the totem, you will receive a message (but no journal entry). All is not yet lost as you still have a chance to kill the hunters before they escape the tombs. Once you kill the hunter with the totem, it will safely return to the chest. If you let the Skaal hunters reach the exit, you will fail the quest.
You will encounter about fifteen to twenty hunters total. Sometimes, more than half of them will spawn at once and attempt to take the totem. You will be notified via a journal entry when all of the Skaal have been defeated.
===Your Reward===
Once all the hunters are defeated and you've received the journal entry, rest for a bit and you'll soon see another short cutscene. Hircine thanks you for guarding the totem and says he will contact you soon with more tasks. He rewards you by sharpening your claws so you do more damage, which acts like repairing a weapon on your claws (when you first become a werewolf notice the claws aren't fully "repaired"). You wake up in werewolf form again.
==Notes==
* If you find this quest to be too hard to beat as a werewolf, you can also do it as a human. Wait outside the cave until the morning, turn human, then go in the cave and kill everybody.
*When you enter the tomb, all temporary magical effects on you will be dispelled automatically. Unless you have constant effect Chameleon items equipped, it is best to enter the tomb in sneak mode if you would like to buff yourself before the enemy sees you.
*If you wait too close to the chest containing the totem, the AI often fails to move the following waves of hunters to you and the chest's location. They will be spawned, but will not move towards the chest until you come closer. This is probably due to the fact that the game AI is only activated when you are within a certain distance to the respective object. It is best to wait at the passageway intersection in front of the room with the chest.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=BM_Ceremony2
|10||While sleeping, I had a strange dream. In it, the Daedra Prince Hircine spoke to me, telling me to journey to the Tombs of Skaalara. There, I am to keep the Skaal warriors from retrieving the Totem of Claw and Fang. I should kill any of the Skaal I meet in the Tombs. From what I saw in the dream, it appears the Tomb is located on the {{sic|Felstaad|Felsaad}} Coast, southeast of the Skaal Village.
|50||I have killed all of the Skaal warriors who came to retrieve the Totem of Claw and Fang.
|100|fin|Hircine came to me again in a dream. He was pleased that I had defended the Totem of Claw and Fang from the Skaal, and has blessed me with sharper claws to better tear the flesh of my enemies.
|105|fin|I have failed to protect the Totem of Claw and Fang.
}}
{{Quest Footer|Prev=[[Bloodmoon:The Siege of the Skaal Village|The Siege of the Skaal Village]]|Next=[[Bloodmoon:Disrupt the Skaal Hunt|Disrupt the Skaal Hunt]]|Up=[[Bloodmoon:Main Quest|Main Quest Page]]}}
| 2,381,127
|
2021-04-05T17:23:28Z
|
Enobot
|
Quick Walkthrough
# Waiting three days after being bitten.
# Get contacted by Hircine.
# Travel to the Tombs of Skaalara on the Felsaad Coast southeast of the Skaal Village.
# Kill all the Skaal hunters.
# Wait to be contacted by Hircine for your reward.
Detailed Walkthrough
So You're a Werewolf...
During the werewolf attack on the Skaal Village you were bitten by a werewolf and, because you didn't cure yourself within three days, you are now a full blooded werewolf yourself. You should have seen a short cutscene and are now in werewolf form for the first time. You do not have access to your inventory or spells but have increased abilities and skills (and a mean right hook). You will have to find and kill a person (creatures won't do, but the island is full of Nord Berserkers, Fryse Hags, and various other raiders) in order to quench your blood thirst, otherwise you will soon become very weak. Be careful who sees you as a wolf as they will not like you once you return to human form. Once you make a kill you can rest until 6am to return to human form. For more information, see the article on Werewolves.
Continuing the Quest
At this point you might seem confused as to how to continue with the main quest. When you last left it you were trying to gain the confidence of the Skaal in order to help find the Captain and those responsible for the attack on the fort. However, if you return to the Skaal now they will refuse to speak to you since you have the mark of the wolf.
Like many quests...when in doubt, rest a while. You should soon be shown another short cutscene where a mysterious figure (Hircine) tells you to guard an item called the Totem of Claw and Fang from the Skaal who are trying to find it. You awake from the dream in werewolf form again and are required to quench your blood thirst.
thumb|right|Entrance to the Tombs of Skaalara
Tombs of Skaalara
The totem lies in the Tombs of Skaalara which is located on the Felsaad Coast, southeast from the Skaal Village. The tombs have a large black stone entrance and are hard to miss. You will find a number of Skaal hunters already in the tombs, so kill them carefully...depending on your level it can be a difficult fight if you get more than one hunter at a time. Also, some of the Skaal will spawn as you explore the tomb.
When you find the chest next to the Stalhrim that you cannot open, you should stay relatively close to it as this is the item you are guarding. There will be several hunters that appear and will attempt to get the totem. If you are somewhere else in the tomb and a Skaal gets the totem, you will receive a message (but no journal entry). All is not yet lost as you still have a chance to kill the hunters before they escape the tombs. Once you kill the hunter with the totem, it will safely return to the chest. If you let the Skaal hunters reach the exit, you will fail the quest.
You will encounter about fifteen to twenty hunters total. Sometimes, more than half of them will spawn at once and attempt to take the totem. You will be notified via a journal entry when all of the Skaal have been defeated.
Your Reward
Once all the hunters are defeated and you've received the journal entry, rest for a bit and you'll soon see another short cutscene. Hircine thanks you for guarding the totem and says he will contact you soon with more tasks. He rewards you by sharpening your claws so you do more damage, which acts like repairing a weapon on your claws (when you first become a werewolf notice the claws aren't fully "repaired"). You wake up in werewolf form again.
Notes
If you find this quest to be too hard to beat as a werewolf, you can also do it as a human. Wait outside the cave until the morning, turn human, then go in the cave and kill everybody.
When you enter the tomb, all temporary magical effects on you will be dispelled automatically. Unless you have constant effect Chameleon items equipped, it is best to enter the tomb in sneak mode if you would like to buff yourself before the enemy sees you.
If you wait too close to the chest containing the totem, the AI often fails to move the following waves of hunters to you and the chest's location. They will be spawned, but will not move towards the chest until you come closer. This is probably due to the fact that the game AI is only activated when you are within a certain distance to the respective object. It is best to wait at the passageway intersection in front of the room with the chest.
Quest Stages
|
114
| 1,339
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https://en.uesp.net/wiki/Bloodmoon:Rite_of_the_Wolf_Giver
|
Bloodmoon:Rite of the Wolf Giver
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=Elanor
|checkedBy=MolagBallet
|objectivesChecked=MolagBallet
|reward=TheRealLurlock
|rewardChecked=MolagBallet
|notes=
}}</noinclude>{{Quest Header
|type=Main Quest
|Giver=[[Bloodmoon:Odd Rumor|Odd Rumor]] at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]] docks
|Reward=Cure for [[Lore:Lycanthropy|Lycanthropy]]
|ID=BM_WolfGiver, BM_WolfGiver_a
|Prev=[[Bloodmoon:The Siege of the Skaal Village|The Siege of the Skaal Village]]
|Loc=[[Bloodmoon:Fort Frostmoth|Fort Frostmoth]], [[Bloodmoon:Altar of Thrond|Altar of Thrond]], [[Bloodmoon:Gloomy Cave|Gloomy Cave]], [[Bloodmoon:Hvitkald Peak|Hvitkald Peak]]
|Difficulty=Medium
|SuggLevel=30
|image=BM-quest-Rite of the Wolf Giver.jpg
|imgdesc=Perform the Rite of the Wolf Giver and cure yourself of lycanthropy
|description=Permanently cure your lycanthropy.
}}
==Quick Walkthrough==
# Hear about the rumor of a large black raven at the [[Bloodmoon:Altar of Thrond|Altar of Thrond]].
# Talk to the raven, which is actually a witch of Glenmoril Wyrd, and accept its offering to cure your lycanthropy.
# Talk to the witches in the [[Bloodmoon:Gloomy Cave|Gloomy Cave]] and learn the steps of the Rite of the Wolf Giver.
# Get some petals of a wolfsbane flower from [[Bloodmoon:Hvitkald Peak|Hvitkald Peak]].
# Get some [[Bloodmoon:Belladonna Berries|ripened belladonna berries]] near a burial barrow or crypt, or from a [[Bloodmoon:spriggan|spriggan]].
# Go back to Gloomy Cave and give the witches their required components.
# Meet [[Bloodmoon:Ettiene of Glenmoril Wyrd|Ettiene]] back at the altar to complete the next steps.
# Sacrifice the [[Bloodmoon:Female Nord Innocent|innocent Nord]] on the altar and give her heart to Ettiene.
# Place the Heart of the Wolf back in the body of the innocent and talk again to Ettiene.
# Kill the [[Bloodmoon:werewolf|werewolf]] you just created and be cured of and immunized against lycanthropy.
==Detailed Walkthrough==
===Find the Rumor===
Once you've become a werewolf during the [[Bloodmoon:Main Quest|Main Quest]], it is possible to discover a cure which will cure you permanently. The first step in this quest is to find the note to get you started. You can find a note entitled ''[[Bloodmoon:Odd Rumor|Odd Rumor]]'' lying beside [[Bloodmoon:Basks-In-The-Sun|Basks-In-The-Sun]] down at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]] docks. The note mentions that a large black raven has been seen at the [[Bloodmoon:Altar of Thrond|Altar of Thrond]] and may be a sign that witches have come to the island.
===Altar of Thrond===
The altar is found outside roughly in the center of [[Bloodmoon:Solstheim|Solstheim]], north of the start of the Harstaad River and [[Bloodmoon:Isinfier Plains|Isinfier Plains]]. When you read the note the location should be marked on your world map. The altar is a small circle of stones and you should spot a large [[Bloodmoon:Ettiene of Glenmoril Wyrd|Raven]] standing in the entrance of it. The raven will speak to you as you approach it and offer you the choice to either keep or cure your lycanthropy. You can refuse her and come back later, or kill Ettiene of Glenmoril Wyrd, the woman into which the raven transforms, for a [[Bloodmoon:Note from a Glenmoril Witch|note]] that guides you to an icicle in the [[Bloodmoon:Gloomy Cave|Gloomy Cave]].
===Road to the Cure===
Once you choose to cure yourself of lycanthropy, you are teleported into the [[Bloodmoon:Gloomy Cave|Gloomy Cave]] with the Glenmoril Witches. The witches will tell you what to start with for the Rite of the Wolf Giver as you approach them. [[Bloodmoon:Fallaise of Glenmoril Wyrd|Fallaise]] will tell you your first task, that of finding some petals of the rare wolfsbane flower. The flower grows in only one place on the island, the top of [[Bloodmoon:Hvitkald Peak|Hvitkald Peak]]. The peak is to the west of the cave and altar and should be marked on your map (though the flower location is just west of that mark). You may need to use the [[Morrowind:Levitate|levitation]] potion the witches gave you in order to reach the peak as the slope is quite steep.
* A sample of [[Bloodmoon:Wolfsbane Petals|Wolfsbane Petals]] can also be found in [[Bloodmoon:Lassnr|Lassnr's House]] in the [[Bloodmoon:Skaal Village|Skaal Village]].
===Belladonna Berries===
Return the flower to Fallaise who will then tell you to speak to [[Bloodmoon:Isobel of Glenmoril Wyrd|Isobel]]. Isobel will simply tell you to acquire a single bunch of ripened belladonna berries. The berries are relatively common and can typically be found on [[Bloodmoon:Creatures#Spriggans|spriggans]] or next to barrows' entrance. Return the berry to Isobel who will direct you to Ettiene. Ettiene will tell you to meet her at the Altar of Thrond for the next steps.
===Innocent Sacrifice===
Back at the altar, Ettiene will tell you to kill the [[Bloodmoon:Female Nord Innocent|innocent Nord]] on the altar and take her heart. Since there seems to be no way around this, do what she asks and give the heart to Ettiene. Ettiene will perform a short ceremony on the heart and give you back the Heart of the Wolf which you are to place back into the corpse of the innocent Nord, so don't dispose of the corpse when you first get the heart. Once the heart is placed back into the corpse you'll receive a journal entry.
===End of the Curse===
[[File:BM-quest-Rite of the Wolf Giver 02.jpg|thumb|right|Defeat the werewolf]]
Speak to Ettiene at the altar again and she'll tell you that you have to kill the new werewolf you just created by giving the innocent Nord the Heart of the Wolf, and your lycanthropy with it. The corpse on the altar will turn into a werewolf and attack you, so kill it. Once you kill it and speak to Ettiene again she will tell you that you've been cured permanently. You will not be able to become a werewolf nor get infected by the disease again after this. Be warned, if you kill the new werewolf when you are a werewolf, then you will ''never'' transform back into a human, even in the day! That can be resolved, however, by typing <code>player->undowerewolf</code> into the [[MW:console|console]] if you are playing on PC.
===Alternate Method===
If you wish, you can simply kill the witches. They each carry a ''[[Bloodmoon:Note from a Glenmoril Witch|Note from a Glenmoril Witch]]'' which advises you that an emergency scroll to cure lycanthropy has been hidden in a hollowed out icicle hanging from the roof of the [[Bloodmoon:Gloomy Cave|Gloomy Cave]]. The icicle is disabled once you start Hircine's quests, but is enabled again after completing them. Levitate up to this scroll (''sc_lycanthropycure'') and use it in your inventory to cure yourself.
It is possible to spare the witches who are willing to help you by simply stealing the letter, reading it, and then proceeding as written above.
===Return to the Skaal===
If you have not yet begun Hircine's quests, you can return to [[Bloodmoon:Korst Wind-Eye|Korst Wind-Eye]] at the [[Bloodmoon:Skaal Village|Skaal Village]] and he will allow you to side with the Skaal and continue with the main quest. Note that you will need to cure yourself before your second werewolf transformation if you still wish to side with the Skaal.{{vn|needs testing}}
If you have already completed the main quest, you can return to Skaal Village and speak to Korst to be named Blodskaal. The Skaal will be happy to welcome you back, and you will be given [[Bloodmoon:The Blodskaal's House|the Bloodskaal's House]] for use as a player home.
==Notes==
* Ettiene will offer the use of the unique [[Bloodmoon:Quest Items#Wolfgiver Silver Dagger|Wolfgiver Silver Dagger]] on the altar to kill the werewolf. However, as she says, any weapon will do.
* If you lack the means to levitate you can also jump off the cauldron, but this may take a few tries as you get a split second to click the icicle. With a sufficiently high acrobatics level (around 70) you can jump from the floor high enough to reach it.
* If you decide to kill the witches, their bodies will become permanent corpses, making the Gloomy Cave an excellent storage cache.
* If you wish to acquire the Note from a Glenmoril Witch, the unique dagger mentioned above and still cure your lycanthropy by using the scroll and not by killing the innocent, you must steal the Note from a Glenmoril Witch from either Fallaise, Isobel or both any time prior to leaving the cave to meet Etienne at the altar as Etienne herself does not carry a copy of the note and the two sisters will disappear from the cave once you leave to go meet Etienne. Upon meeting Etienne at the altar, you may then take the dagger and leave, thereby condemning the innocent woman and Etienne to forever remain at the altar.
==Bugs==
{{Bug|If you are suffering from sun damage via the [[Bloodmoon:Mantle of Woe|Mantle of Woe]], you will be killed by taking up to 3345 points sun damage instantaneously as soon as the innocent Nord turns into a werewolf.|vn=1}}
** Unequipping the Mantle prior to this quest can fix this.
{{Bug|If you save the game after killing the innocent woman for the first time, but before she turns into a werewolf, restoring this savegame will prevent the innocent woman from being resurrected/turned into a werewolf.|vn=1}}
{{Bug|In the Xbox version, it is possible that when the raven transports you to the Gloomy Cave, all the witch sisters attack you instantly without having been provoked. This bug cuts the rest of this quest short, as it effectively forces you to kill them and use the hollow icicle method to cure your lycanthropy.|vn=1}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=BM_WolfGiver
|10||A large black raven has been seen at the Altar of Thrond. Some believe the bird is a sign that witches have come to Solstheim. It may be worth investigating.
|20||The raven turned out to be one of the Glenmoril Witches. She offered me a cure for lycanthropy, but I turned her down.
|30||The raven is actually a witch of Glenmoril Wyrd in animal form. She offered to cure my lycanthropy, and I accepted. I'm off to meet her sisters, and begin the "Rite of the Wolf Giver," whatever that may be....
|40||The witch Ettiene told me to talk to her sisters and complete whatever errands they may give. After I have done so, I am to talk to Ettiene again.
|50||I must retrieve the petals of a wolsfbane flower and return them to the witch named Fallaise. Wolfsbane only grows in one place on Solstheim -- at the top of Hvitkald Peak, at the southern end of the Moesring Mountains.
|60||For the witch named Isobel I must collect one bunch of ripened belladonna berries. Ripened belladonna berries grow only near burial barrows and crypts, and are sometimes carried by Spriggans. Unripened berries won't do.
|70||I delivered the wolsfbane petals and ripened belladonna berries to the Glenmoril Witches. I must now speak with Ettiene.
|80||I spoke once more with the witch Ettiene. The witches will use the ingredients I gathered in their lycanthropy cure, but the most difficult steps still lie ahead. I am to meet Etienne at the Altar of Thrond to complete the Rite of the Wolf Giver.
|90||I met Ettiene at the Altar of Thrond. She has "acquired" an innocent to serve as a human sacrifice. If I wish to never again become a werewolf, I must kill the innocent, take the heart from its body, and give it to Ettiene.
|100||Ettiene bathed the innocent's heart in the potion she and her sisters had brewed, and uttered a strange incantation. I must place this Heart of the Wolf back in the body of the innocent, and then talk to Ettiene again. I am almost cured of my lycanthropy....
|105||I placed the Heart of the Wolf in the body of the innocent. I must now talk to Etienne.
|110|fin|Ettiene muttered her final incantation. The innocent lives once more, and has been infected with my lycanthropy! I must kill this werewolf in order to rid myself of the curse once and for all.
|120|fin|The werewolf innocent is dead, and my lycanthropy has been cured. I will never become a werewolf again, and am now immune from the disease.
|!||BM_WolfGiver_a
|10|fin|I delivered the ripened belladonna berries to the witch Isobel.
}}
{{Journal Entries
|id=BM_Lycanthropycure
|name=The Scroll of Cure Lycanthropy
|10||I found a note on the body of one of the Glenmoril Witches. Apparently, there's a Scroll of Cure Lycanthropy in the witches' gloomy cave. The scroll is hidden in a hollowed-out icicle hanging from the roof of the cave. If I read the scroll, I will be instantly cured of my curse.
|20|fin|I read the Scroll of the Wolf Ender and have been stripped of my curse. It's strange, but I feel will never again turn into a wolf when the sun sets, and can never again be infected with lycanthropy. Hopefully the people I meet will realize I am no longer a blood-thirsty beast....}}
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| null |
Quick Walkthrough
# Hear about the rumor of a large black raven at the Altar of Thrond.
# Talk to the raven, which is actually a witch of Glenmoril Wyrd, and accept its offering to cure your lycanthropy.
# Talk to the witches in the Gloomy Cave and learn the steps of the Rite of the Wolf Giver.
# Get some petals of a wolfsbane flower from Hvitkald Peak.
# Get some ripened belladonna berries near a burial barrow or crypt, or from a spriggan.
# Go back to Gloomy Cave and give the witches their required components.
# Meet Ettiene back at the altar to complete the next steps.
# Sacrifice the innocent Nord on the altar and give her heart to Ettiene.
# Place the Heart of the Wolf back in the body of the innocent and talk again to Ettiene.
# Kill the werewolf you just created and be cured of and immunized against lycanthropy.
Detailed Walkthrough
Find the Rumor
Once you've become a werewolf during the Main Quest, it is possible to discover a cure which will cure you permanently. The first step in this quest is to find the note to get you started. You can find a note entitled Odd Rumor lying beside Basks-In-The-Sun down at Fort Frostmoth docks. The note mentions that a large black raven has been seen at the Altar of Thrond and may be a sign that witches have come to the island.
Altar of Thrond
The altar is found outside roughly in the center of Solstheim, north of the start of the Harstaad River and Isinfier Plains. When you read the note the location should be marked on your world map. The altar is a small circle of stones and you should spot a large Raven standing in the entrance of it. The raven will speak to you as you approach it and offer you the choice to either keep or cure your lycanthropy. You can refuse her and come back later, or kill Ettiene of Glenmoril Wyrd, the woman into which the raven transforms, for a note that guides you to an icicle in the Gloomy Cave.
Road to the Cure
Once you choose to cure yourself of lycanthropy, you are teleported into the Gloomy Cave with the Glenmoril Witches. The witches will tell you what to start with for the Rite of the Wolf Giver as you approach them. Fallaise will tell you your first task, that of finding some petals of the rare wolfsbane flower. The flower grows in only one place on the island, the top of Hvitkald Peak. The peak is to the west of the cave and altar and should be marked on your map (though the flower location is just west of that mark). You may need to use the levitation potion the witches gave you in order to reach the peak as the slope is quite steep.
A sample of Wolfsbane Petals can also be found in Lassnr's House in the Skaal Village.
Belladonna Berries
Return the flower to Fallaise who will then tell you to speak to Isobel. Isobel will simply tell you to acquire a single bunch of ripened belladonna berries. The berries are relatively common and can typically be found on spriggans or next to barrows' entrance. Return the berry to Isobel who will direct you to Ettiene. Ettiene will tell you to meet her at the Altar of Thrond for the next steps.
Innocent Sacrifice
Back at the altar, Ettiene will tell you to kill the innocent Nord on the altar and take her heart. Since there seems to be no way around this, do what she asks and give the heart to Ettiene. Ettiene will perform a short ceremony on the heart and give you back the Heart of the Wolf which you are to place back into the corpse of the innocent Nord, so don't dispose of the corpse when you first get the heart. Once the heart is placed back into the corpse you'll receive a journal entry.
End of the Curse
thumb|right|Defeat the werewolf
Speak to Ettiene at the altar again and she'll tell you that you have to kill the new werewolf you just created by giving the innocent Nord the Heart of the Wolf, and your lycanthropy with it. The corpse on the altar will turn into a werewolf and attack you, so kill it. Once you kill it and speak to Ettiene again she will tell you that you've been cured permanently. You will not be able to become a werewolf nor get infected by the disease again after this. Be warned, if you kill the new werewolf when you are a werewolf, then you will never transform back into a human, even in the day! That can be resolved, however, by typing into the console if you are playing on PC.
Alternate Method
If you wish, you can simply kill the witches. They each carry a Note from a Glenmoril Witch which advises you that an emergency scroll to cure lycanthropy has been hidden in a hollowed out icicle hanging from the roof of the Gloomy Cave. The icicle is disabled once you start Hircine's quests, but is enabled again after completing them. Levitate up to this scroll (sc_lycanthropycure) and use it in your inventory to cure yourself.
It is possible to spare the witches who are willing to help you by simply stealing the letter, reading it, and then proceeding as written above.
Return to the Skaal
If you have not yet begun Hircine's quests, you can return to Korst Wind-Eye at the Skaal Village and he will allow you to side with the Skaal and continue with the main quest. Note that you will need to cure yourself before your second werewolf transformation if you still wish to side with the Skaal.
If you have already completed the main quest, you can return to Skaal Village and speak to Korst to be named Blodskaal. The Skaal will be happy to welcome you back, and you will be given the Bloodskaal's House for use as a player home.
Notes
Ettiene will offer the use of the unique Wolfgiver Silver Dagger on the altar to kill the werewolf. However, as she says, any weapon will do.
If you lack the means to levitate you can also jump off the cauldron, but this may take a few tries as you get a split second to click the icicle. With a sufficiently high acrobatics level (around 70) you can jump from the floor high enough to reach it.
If you decide to kill the witches, their bodies will become permanent corpses, making the Gloomy Cave an excellent storage cache.
If you wish to acquire the Note from a Glenmoril Witch, the unique dagger mentioned above and still cure your lycanthropy by using the scroll and not by killing the innocent, you must steal the Note from a Glenmoril Witch from either Fallaise, Isobel or both any time prior to leaving the cave to meet Etienne at the altar as Etienne herself does not carry a copy of the note and the two sisters will disappear from the cave once you leave to go meet Etienne. Upon meeting Etienne at the altar, you may then take the dagger and leave, thereby condemning the innocent woman and Etienne to forever remain at the altar.
Bugs
Unequipping the Mantle prior to this quest can fix this.
Quest Stages
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Bloodmoon:East Empire Company Quests
|
{{Trail|Quests}}
[[Category:Bloodmoon-Quests-East Empire Company Quests|East Empire Company Quests]]
{| class=wikitable
!colspan=2 style=text-align:center; | Founding the Colony
|-valign=top
|colspan=2|
*{{Quest Link|Establish the Mine}}
*{{Quest Link|A Blocked Door}}
*{{Quest Link|Missing Supply Ship}}
*{{Quest Link|Making a Choice}}
|-
!width=50% style=text-align:center; | Aiming for Success
!width=50% style=text-align:center; | Trying to Fail
|-
|width=50% align=left valign=top|
Choosing to aid '''Falco''' will set you on this path. You'll receive the remainder of your assignments from him. Some quests are shared between both paths, and some are unique.
*{{Quest Link|Setting up Shop}}
*{{Quest Link|Supply Route Problems}}
*{{Quest Link|To Catch a Thief}}
*{{Quest Link|Bar Brawl}}
*{{Quest Link|Discovery in the Mine}}
*{{Quest Link|Race Against the Clock}}
*{{Quest Link|Razing the Forest}}
*{{Quest Link|Hiring Guards}}
*{{Quest Link|Protect Falco}}
*{{Quest Link|Under Siege}}
|width=50% align=left valign=top|
Choosing to aid '''Carnius''' will set you on this path. You'll receive the remainder of your assignments from him. Some quests are shared between both paths, and some are unique.
*{{Quest Link|Setting up Shop}}
*{{Quest Link|Supply Route Problems}}
*{{Quest Link|Aiding and Abetting}}
*{{Quest Link|Bar Brawl}}
*{{Quest Link|Discovery in the Mine}}
*{{Quest Link|Stop the Messenger}}
*{{Quest Link|Razing the Forest}}
*{{Quest Link|Hiring Guards}}
*{{Quest Link|The Assassin}}
*{{Quest Link|Drastic Measures}}
|-
!colspan=2 style=text-align:center; | Under New Management
|-
|colspan=2|
*{{Quest Link|The Factor's Estate}}
|}
The [[Bloodmoon:EEC Stock Certificate|EEC Stock Certificate]] you receive after the first quest will increase in value as quests are completed, but will decrease after a certain point.
If you side with [[Bloodmoon:Falco Galenus|Falco]], the most you'll get for the stock is 12,000 – in theory. If it were not for a game-crashing bug (see below), the time to exchange would be after the guards have been selected, during the several days it takes to get them equipped. If you exchange right after saving Falco from the assassination attempt, you'll get 10,000, and this is a practical time to do so, given the bug triggered by the 12,000 value. At the end, it's also worth 10,000 from [[Bloodmoon:Constans Atrius|Constans]] (after Carnius is dead), but only 9,000 once Falco has named you Factor.
If you side with [[Bloodmoon:Carnius Magius|Carnius]], the most you'll get for the stock is 6,000, after killing [[Bloodmoon:Graring|Graring]] and his smiths. Past that point, the value goes down. After stopping the messenger, you'll get 5,000. Exchanging after taking care of the Spriggans gets you 4,000. It's worth 2,000 after finding the guards. And after you've killed Falco, you'll only get 500. At the end (with Carnius dead), Constans will give you 5,000 for the certificate after he's named you Factor, and 500 if he hasn't yet.<noinclude>
==Bugs==
{{Bug|If you turn in the stock at its maximum value (12,000 - see above) the game tries to add an entry in a journal topic that doesn't exist, CO_Stock. This may crash the game.|confirmed=1}}
**To avoid this bug, wait until you have done one more EEC quest (stock value will be 10,000).
**{{pc22}} The bug is fixed by the [[Morrowind Mod:Morrowind Code Patch|Morrowind Code Patch]].
**{{pc22}} The bug is fixed in [[Morrowind Mod:OpenMW|OpenMW]].
{{bug|[[Bloodmoon:Jeleen|Jeleen]] may disappear from the Fort Frostmoth Imperial Cult Shrine building after you have been pursuing East Empire Company quests, which make changes to this area.}}
** As long as [[Bloodmoon:The Missing Missionary|The Missing Missionary]] quest is complete, this is of no actual consequence, since he has little to add to [[Bloodmoon:The Moon Sugar Mystery|The Moon Sugar Mystery]], the only later quest involving him. You can bring him back if you want, with a [[Morrowind:Console|Console]] command such as <code>Jeleen->PositionCell, 3844, 4249, 15873, 0, "Fort Frostmoth, Imperial Cult Shrine"</code>.
** [[Bloodmoon:Antonius Nuncius|Antonius Nuncius]] may also have disappeared, but he has no role to play in the game after the early [[Bloodmoon:Rebellion at Frostmoth|Rebellion at Frostmoth]] quest. He can be returned with a similar Console trick; the x, y, z coordinates to put him back in his office are <code>3753, 3626, 15873</code>.
* See more specific quest articles for additional bugs particular to certain EEC quests.
</noinclude>
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Legoless
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East Empire Company Quests
The EEC Stock Certificate you receive after the first quest will increase in value as quests are completed, but will decrease after a certain point.
If you side with Falco, the most you'll get for the stock is 12,000 – in theory. If it were not for a game-crashing bug (see below), the time to exchange would be after the guards have been selected, during the several days it takes to get them equipped. If you exchange right after saving Falco from the assassination attempt, you'll get 10,000, and this is a practical time to do so, given the bug triggered by the 12,000 value. At the end, it's also worth 10,000 from Constans (after Carnius is dead), but only 9,000 once Falco has named you Factor.
If you side with Carnius, the most you'll get for the stock is 6,000, after killing Graring and his smiths. Past that point, the value goes down. After stopping the messenger, you'll get 5,000. Exchanging after taking care of the Spriggans gets you 4,000. It's worth 2,000 after finding the guards. And after you've killed Falco, you'll only get 500. At the end (with Carnius dead), Constans will give you 5,000 for the certificate after he's named you Factor, and 500 if he hasn't yet.
Bugs
To avoid this bug, wait until you have done one more EEC quest (stock value will be 10,000).
The bug is fixed by the Morrowind Code Patch.
The bug is fixed in OpenMW.
As long as The Missing Missionary quest is complete, this is of no actual consequence, since he has little to add to The Moon Sugar Mystery, the only later quest involving him. You can bring him back if you want, with a Console command such as .
Antonius Nuncius may also have disappeared, but he has no role to play in the game after the early Rebellion at Frostmoth quest. He can be returned with a similar Console trick; the x, y, z coordinates to put him back in his office are .
See more specific quest articles for additional bugs particular to certain EEC quests.
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Bloodmoon:Establish the Mine
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Giver=[[Bloodmoon:Carnius Magius|Carnius Magius]] at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|Reward=100 Gold, [[Bloodmoon:EEC Stock Certificate|EEC Stock Certificate]]
|ID=CO_1
|Next=[[Bloodmoon:A Blocked Door|A Blocked Door]]
|Loc=[[Bloodmoon:Raven Rock|Raven Rock]]
|Difficulty=Low
|SuggItem=[[Morrowind:Restore Health|Restore Health]] on Touch/Target
|image=BM-quest-Establish the Mine.jpg
|imgdesc=Three new workers need an escort
|description=Starting out on the quest to build the Raven Rock colony.
|Rep=+12 ([[Bloodmoon:East Empire Company|East Empire Company]])
}}
==Quick Walkthrough==
#Find and speak to [[Bloodmoon:Carnius Magius|Carnius Magius]] at the top of the [[Morrowind:Imperial Cult|Imperial Cult]] Shrine in [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]].
#Join the [[Bloodmoon:East Empire Company|East Empire Company]] and get your first assignment to escort three workers to [[Bloodmoon:Raven Rock|Raven Rock]].
#Meet the workers on the docks south of the fort and speak to [[Bloodmoon:Gidar Verothan|Gidar Verothan]] to begin the escort.
#Escort the three workers to Raven Rock.
#Meet the workers near [[Bloodmoon:Falco Galenus|Falco Galenus]] in Raven Rock to finish the escort.
#Speak to Falco Galenus in Raven Rock who will give you a piece of [[Morrowind:Raw Ebony|raw ebony]] and ask you to find four more pieces.
#Find four pieces of ebony just north of Falco.
#Bring the five pieces to Carnius in the Imperial Cult shrine in Fort Frostmoth.
==Detailed Walkthrough==
===Carnius Magius===
To start out with the [[Bloodmoon:East Empire Company Quests|East Empire Company Quests]], find and speak to Carnius Magius at the top of the [[Morrowind:Imperial Cult|Imperial Cult]] shrine in [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]. Speak to him about the ''[[Bloodmoon:East Empire Company|East Empire Company]]'' and he offers to let you join up, assuming that you meet the requirements of 30 [[Morrowind:Personality|Personality]] and 30 [[Morrowind:Willpower|Willpower]].
===First Assignment===
Ask Carnius about your ''assignment'' to receive your first job. The first workers have apparently just arrived and need an escort to the work site. They know the way, but want safety, so you have to lead them and ensure that they all arrive. Speak with [[Bloodmoon:Gidar Verothan|Gidar Verothan]] on the docks south of the fort and escort him, [[Bloodmoon:Gamin Girith|Gamin Girith]], and [[Bloodmoon:Sabinus Oranius|Sabinus Oranius]] to [[Bloodmoon:Falco Galenus|Falco Galenus]] in [[Bloodmoon:Raven Rock|Raven Rock]].
===The Escort===
Find the workers down on the docks and speak with Gidar as you were told. Gidar will ask if you are ready and tell you to take the lead, marking the destination, Raven Rock, on your map. Raven Rock is in the [[Bloodmoon:Hirstaang Forest|Hirstaang Forest]], at the north end of a bay to the west of the fort. There aren't any roads to the area, but [[Bloodmoon:Basks-In-The-Sun|Basks-In-The-Sun]] (the [[Morrowind:Argonian|Argonian]] on the docks) provides fast travel to the shoreline there. If you really want to escort the NPCs over land, take your time and be sure you don't lose any of them. Also be careful when fighting enemies as the three will try to help you and will get in the way. When you see danger ahead, it is best to tell the workers to wait, and then you can do the fight. Then tell them again to follow you until they arrive.
===Falco Galenus===
After you get to Raven Rock, locate Falco Galenus (he'll be northeast of the torches along the shore). Once you get near Falco the three will stop following you. Talk to Falco and he asks you to retrieve four samples of [[Morrowind:Raw Ebony|ebony ore]] and gives you a piece as an example. Carnius needs the ore to convince investors to continue funding the construction of Raven Rock. Your task of finding four pieces isn't particularly hard as there are some ebony deposits within sight just to the north of Falco. You can find four pieces in the three deposits there. Once you have found four more pieces, bring them back to Carnius.
===Carnius Magius===
You can use [[Morrowind:Divine Intervention|Divine Intervention]] to return instantly to Fort Frostmoth—otherwise you'll have to walk back. Give Carnius the five pieces of ebony and he will reward you with 100 gold and an [[Bloodmoon:EEC Stock Certificate|EEC Stock Certificate]]. He asks you to return for your next assignment in three days. The certificate's value goes up during the course of the quest line, so after a few more East Empire Company quests, it will be worth more than 100 gold (see the [[Bloodmoon:Quests#East Empire Company Quests|quests page]] for more information).
==Notes==
* Don't talk to Carnius until you've completed everything listed in the walkthrough. Each time you do will cause his disposition towards you to drop five points.
* If any of the prospective miners die during their trip, you will be expelled from the East Empire Company when asking Falco or Carnius for an assignment. You can still get back in, though.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=CO_1
|10||Carnius has instructed me to escort several men to the mining site. I should find Gidar Verothan by the dock south of the fort.
|20||I have agreed to escort Gidar, Gamin, and Sabinus to the Raven Rock site.
|30||Gidar, Gamin, and Sabinus have arrived safely at the site. I should speak with Falco Galenus.
|40||I have checked in with Falco, and have been instructed to return five pieces of ebony ore to Carnius. Falco gave me one, so I need to find four more pieces.
|50|fin|I have delivered the ebony to Carnius and completed my assignment. I should return in three days' time for my next assignment.
|300||I have failed to keep the three miners alive on their trip to the colony site.
|310|fin|I've been fired from the East Empire Company for failing to keep the workers alive.
}}
{{Quest Footer|Next=[[Bloodmoon:A Blocked Door|A Blocked Door]]|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,381,130
|
2021-04-05T17:23:48Z
|
Enobot
|
Quick Walkthrough
#Find and speak to Carnius Magius at the top of the Imperial Cult Shrine in Fort Frostmoth.
#Join the East Empire Company and get your first assignment to escort three workers to Raven Rock.
#Meet the workers on the docks south of the fort and speak to Gidar Verothan to begin the escort.
#Escort the three workers to Raven Rock.
#Meet the workers near Falco Galenus in Raven Rock to finish the escort.
#Speak to Falco Galenus in Raven Rock who will give you a piece of raw ebony and ask you to find four more pieces.
#Find four pieces of ebony just north of Falco.
#Bring the five pieces to Carnius in the Imperial Cult shrine in Fort Frostmoth.
Detailed Walkthrough
Carnius Magius
To start out with the East Empire Company Quests, find and speak to Carnius Magius at the top of the Imperial Cult shrine in Fort Frostmoth. Speak to him about the East Empire Company and he offers to let you join up, assuming that you meet the requirements of 30 Personality and 30 Willpower.
First Assignment
Ask Carnius about your assignment to receive your first job. The first workers have apparently just arrived and need an escort to the work site. They know the way, but want safety, so you have to lead them and ensure that they all arrive. Speak with Gidar Verothan on the docks south of the fort and escort him, Gamin Girith, and Sabinus Oranius to Falco Galenus in Raven Rock.
The Escort
Find the workers down on the docks and speak with Gidar as you were told. Gidar will ask if you are ready and tell you to take the lead, marking the destination, Raven Rock, on your map. Raven Rock is in the Hirstaang Forest, at the north end of a bay to the west of the fort. There aren't any roads to the area, but Basks-In-The-Sun (the Argonian on the docks) provides fast travel to the shoreline there. If you really want to escort the NPCs over land, take your time and be sure you don't lose any of them. Also be careful when fighting enemies as the three will try to help you and will get in the way. When you see danger ahead, it is best to tell the workers to wait, and then you can do the fight. Then tell them again to follow you until they arrive.
Falco Galenus
After you get to Raven Rock, locate Falco Galenus (he'll be northeast of the torches along the shore). Once you get near Falco the three will stop following you. Talk to Falco and he asks you to retrieve four samples of ebony ore and gives you a piece as an example. Carnius needs the ore to convince investors to continue funding the construction of Raven Rock. Your task of finding four pieces isn't particularly hard as there are some ebony deposits within sight just to the north of Falco. You can find four pieces in the three deposits there. Once you have found four more pieces, bring them back to Carnius.
Carnius Magius
You can use Divine Intervention to return instantly to Fort Frostmoth—otherwise you'll have to walk back. Give Carnius the five pieces of ebony and he will reward you with 100 gold and an EEC Stock Certificate. He asks you to return for your next assignment in three days. The certificate's value goes up during the course of the quest line, so after a few more East Empire Company quests, it will be worth more than 100 gold (see the quests page for more information).
Notes
Don't talk to Carnius until you've completed everything listed in the walkthrough. Each time you do will cause his disposition towards you to drop five points.
If any of the prospective miners die during their trip, you will be expelled from the East Empire Company when asking Falco or Carnius for an assignment. You can still get back in, though.
Quest Stages
|
114
| 1,343
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https://en.uesp.net/wiki/Bloodmoon:A_Blocked_Door
|
Bloodmoon:A Blocked Door
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Giver=[[Bloodmoon:Carnius Magius|Carnius Magius]] at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|Reward=1000 gold
|ID=CO_2
|Prev=[[Bloodmoon:Establish the Mine|Establish the Mine]]
|Next=[[Bloodmoon:Missing Supply Ship|Missing Supply Ship]]
|Loc=[[Bloodmoon:Raven Rock|Raven Rock]]
|Difficulty=Low
|SuggItem=[[Morrowind:Drain Fatigue|Drain]]/[[Morrowind:Damage Fatigue|Damage Fatigue]],<br>or good [[Morrowind:Hand-to-hand|Hand-to-hand]] skill
|image=BM-npc-Hroldar the Strange.jpg
|imgdesc=Hroldar the Strange
|description=Get a crazy Nord to leave the villagers alone.
|Rep=+10 ([[Bloodmoon:East Empire Company|East Empire Company]])
}}
==Quick Walkthrough==
#Three days after the ebony ore quest, return to speak with Carnius Magius.
#Travel to [[Bloodmoon:Raven Rock|Raven Rock]] and talk to Falco Galenus.
#Speak to the crazy [[Morrowind:Nord|Nord]] Hroldar to try and get him to leave.
#Speak to Falco again about Hroldar.
#Beat up Hroldar with [[Morrowind:Hand-to-hand|Hand-To-Hand]] until he surrenders.
#Speak to Falco to receive your reward (1000 gold) and return to tell Carnius back in [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]].
==Detailed Walkthrough==
===Falco Galenus===
After three days from the ebony ore quest you'll receive a journal entry to speak to Carnius who, in turn, will tell you to speak to Falco Galenus in [[Bloodmoon:Raven Rock|Raven Rock]] about a problem. Once in Raven Rock, Falco will tell you about a crazy [[Morrowind:Nord|Nord]], [[Bloodmoon:Hroldar the Strange|Hroldar the Strange]], who has been hanging around ranting about how we're ruining the land. Falco wants you to get rid of him, though he doesn't want him killed if you can help it.
===Hroldar the Strange===
Go have a chat with Hroldar who is in front the building near to Falco. Unfortunately, the chat is brief, as he doesn't want to have anything to do with you. If you attack or punch Hroldar at this point, he'll fight to the death (or until you Calm or retreat), so make sure you return to Falco, who will then explicitly instruct you to knock Hroldar out in a hand-to-hand fight or with magic. You really shouldn't have to resort to magic on this quest. Just keep hitting him until he goes down, it might take a while, but he won't fight back, so there's really no reason to rush. However, if your [[Morrowind:Hand-to-hand|Hand-to-hand]] skill is ''very'' low, try using a [[Morrowind:Damage Fatigue|Damage Fatigue]] spell. Alternatively, you could use [[Morrowind:Scrolls#Fortify Attack|scrolls]], spells or items with a [[Morrowind:Fortify Attack|Fortify Attack]], [[Morrowind:Fortify Agility|Fortify Agility]] or [[Morrowind:Fortify Skill|Fortify Hand-to-Hand]] effect to increase your chances of hitting him. Once you get his fatigue low enough he will surrender and promptly leave.
===Return to Falco===
Return to Falco once you've defeated Hroldar for a reward of 1000 gold. Speak to Carnius as well to inform him that the problem has been solved.
===Alternate Ending===
If you get tired of trying to knock Hroldar down, you can just kill him. His body vanishes and you get a message that he has disappeared in a flash of light. If you speak to Falco now, he will be very angry with you and complain about people not being able to follow orders. He does not reward you, but sends you to report to Carnius. If you speak with Carnius, he will be happy and give you 1000 gold.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=CO_2
|10||Carnius has asked me to check on Falco at the site, since there is apparently some sort of problem.
|20||There is a strange man causing problems at the mining site. Falco has asked me to speak to Hroldar the Strange, and ask him to leave.
|30||I talked to Hroldar the Strange; he won't leave. I should speak to Falco to find out how to handle this.
|40||Falco has given me permission to teach Hroldar the Strange a lesson. I can punch him, but I'm not allowed to use weapons or spells, or hurt him in any other way. Hopefully, he'll get the point.
|50||I beat Hroldar the Strange into submission. He agreed to stop blocking the mine, and leave the colonists alone.
|60||I killed Hroldar the Strange. His body disappeared in a strange flash of light.
|70||Falco rewarded me for getting rid of Hroldar the Strange, and has asked me to inform Carnius that the situation has been resolved.
|80||Falco was upset that I had killed Hroldar the Strange. I need to let Carnius know that work can resume.
|90|fin|Carnius was satisfied that Hroldar the Strange was no longer causing problems at the mining site.
|100|fin|Carnius was thrilled to find out that Hroldar the Strange was dead, and thanked me for a job well done.
}}
{{Quest Footer|Prev=[[Bloodmoon:Establish the Mine|Establish the Mine]]|Next=[[Bloodmoon:Missing Supply Ship|Missing Supply Ship]]|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,394,093
|
2021-04-23T21:47:40Z
|
TheKRIS
|
Quick Walkthrough
#Three days after the ebony ore quest, return to speak with Carnius Magius.
#Travel to Raven Rock and talk to Falco Galenus.
#Speak to the crazy Nord Hroldar to try and get him to leave.
#Speak to Falco again about Hroldar.
#Beat up Hroldar with Hand-To-Hand until he surrenders.
#Speak to Falco to receive your reward (1000 gold) and return to tell Carnius back in Fort Frostmoth.
Detailed Walkthrough
Falco Galenus
After three days from the ebony ore quest you'll receive a journal entry to speak to Carnius who, in turn, will tell you to speak to Falco Galenus in Raven Rock about a problem. Once in Raven Rock, Falco will tell you about a crazy Nord, Hroldar the Strange, who has been hanging around ranting about how we're ruining the land. Falco wants you to get rid of him, though he doesn't want him killed if you can help it.
Hroldar the Strange
Go have a chat with Hroldar who is in front the building near to Falco. Unfortunately, the chat is brief, as he doesn't want to have anything to do with you. If you attack or punch Hroldar at this point, he'll fight to the death (or until you Calm or retreat), so make sure you return to Falco, who will then explicitly instruct you to knock Hroldar out in a hand-to-hand fight or with magic. You really shouldn't have to resort to magic on this quest. Just keep hitting him until he goes down, it might take a while, but he won't fight back, so there's really no reason to rush. However, if your Hand-to-hand skill is very low, try using a Damage Fatigue spell. Alternatively, you could use scrolls, spells or items with a Fortify Attack, Fortify Agility or Fortify Hand-to-Hand effect to increase your chances of hitting him. Once you get his fatigue low enough he will surrender and promptly leave.
Return to Falco
Return to Falco once you've defeated Hroldar for a reward of 1000 gold. Speak to Carnius as well to inform him that the problem has been solved.
Alternate Ending
If you get tired of trying to knock Hroldar down, you can just kill him. His body vanishes and you get a message that he has disappeared in a flash of light. If you speak to Falco now, he will be very angry with you and complain about people not being able to follow orders. He does not reward you, but sends you to report to Carnius. If you speak with Carnius, he will be happy and give you 1000 gold.
Quest Stages
|
114
| 1,344
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https://en.uesp.net/wiki/Bloodmoon:Missing_Supply_Ship
|
Bloodmoon:Missing Supply Ship
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Prev=[[Bloodmoon:A Blocked Door|A Blocked Door]]
|Next=[[Bloodmoon:Making a Choice|Making a Choice]]
|Loc=[[Bloodmoon:Raven Rock|Raven Rock]], Shipwreck
|Difficulty=Low
|ID=CO_3, CO_3a, CO_3b
|Reward=300 gold + up to 3000 gold
|Disp=
|Giver=[[Bloodmoon:Carnius Magius|Carnius Magius]] at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|image=BM-place-Supply Ship.jpg
|imgdesc=The wrecked Supply Ship
|Rep=+12 ([[Bloodmoon:East Empire Company|East Empire Company]])
|description=Search for a missing shipment scheduled to arrive at [[Bloodmoon:Raven Rock|Raven Rock]].
}}
==Quick Walkthrough==
#Talk to [[Bloodmoon:Carnius Magius|Carnius Magius]] again once you receive a journal message.
#Travel to [[Bloodmoon:Raven Rock|Raven Rock]] and speak to [[Bloodmoon:Falco Galenus|Falco Galenus]] about a missing shipment.
#Ask to [[Bloodmoon:Gamin Girith|Gamin Girith]] if he has ''seen anything'', then speak again to Falco.
#Travel northwest to the coast and find the shipwreck and the survivor, [[Bloodmoon:Apronia Alfena|Apronia Alfena]].
#Gather any Miner's Picks from the [[Bloodmoon:Supply Ship|shipwreck]].
#Escort the survivor back to Falco.
#Speak to Falco about the shipwreck, and sell him back the pick axes.
#Return to [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]] and tell Carius about the shipwreck.
==Detailed Walkthrough==
===Carnius Magius===
About three days after the previous quest, you'll receive a journal entry saying:
:''The first phase of construction at the colony has probably been completed; I should go see Carnius Magius.''
[[Bloodmoon:Carnius Magius|Carnius]] will ask you to simply retrieve a shipping manifest from [[Bloodmoon:Falco Galenus|Falco Galenus]] in [[Bloodmoon:Raven Rock|Raven Rock]].
===Falco Galenus===
Speak to Falco in Raven Rock who is surprised to have you ask about a ship, especially considering that the colony doesn't even have a dock yet. He suggests that you ask around town and see if anyone else knows anything.
Talk to people around town and see if they have ''seen anything''. Speaking with [[Bloodmoon:Gamin Girith|Gamin Girith]] you will find out that there was a light to the northwest a few nights ago, but no one has checked it out. Talk about the incident to Falco who will suggest that you go and check it out.
===Missing Ship===
Travel to the northwest and up the coast until you find a [[Bloodmoon:Supply Ship|shipwreck]] (about half-way up on the island's west coast) with three [[Bloodmoon:Undead#Draugr|Draugr]] nearby. You must kill all three Draugr before proceeding to rescue the sole survivor, [[Bloodmoon:Apronia Alfena|Apronia Alfena]], who is at the side of the shipwreck. She will want to be escorted to [[Bloodmoon:Raven Rock|Raven Rock]]. While you are there, you might want to rescue all the Miner's Picks you can find in the wreck.
===Return to Raven Rock===
Escort the lone survivor back to Falco in town. As usual, be careful that she doesn't get lost or attacked along the way. Once she is near Falco she will thank you and stop following you. Speak with Falco (''seen anything'') to tell him about the shipwreck. He will mention that he will buy any Miner's Picks from you for 500 gold each, although this isn't required for the quest (there are five in the hold and one in the cabin for six total; he will buy only six). Return to Carnius to inform him about the shipwreck and receive a 300 gold reward.
==Notes==
*When you receive the journal entry to speak to Carnius, you will now have access to a boat in [[Bloodmoon:Raven Rock|Raven Rock]], which allows quicker and safer travel back to [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]].
*If Apronia dies before returning to Raven Rock, be sure to remove [[Bloodmoon:Elberoth's_Saber|Elberoth's Saber]] from her body, as it will be needed for a future quest.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=CO_3
|10||Carnius has asked me to go to Raven Rock and see Falco. He wants me to get a copy of the shipping manifest from the first supply ship.
|20||The supply ship never showed up. Falco suggested I ask around, in case anyone has seen anything.
|30||Gamin Girith claims to have a seen a light off the coast to the northwest; perhaps it's the supply ship. I should get this information to Falco.
|35||The supply ship never showed up. A light was seen off the coast to the northwest; perhaps it's the ship. Falco has asked me to look into it.
|40||Falco has asked me to head to the northwest and look for the supply ship, as it carries mining equipment the colonists need.
|50||I have found the supply ship, wrecked on the coast.
|60||I've reported the loss of the ship to Falco. He has asked me to deliver the news to Carnius.
|70|fin|Carnius was furious at the news that the ship had been lost, and that money would have to be spent to arrange for another ship.
|!||CO_3a
|10||Falco has said that he will pay for any pick axes I can salvage from the shipwreck.
|20|fin|I've turned in several pick axes from the shipwreck; Falco doesn't need anymore. He thanked me for salvaging them.
|!||CO_3b
|10||Apronia Alfena survived the wreck of the supply ship, and has begged me to take her back to the colony. I should take her to see Falco.
|20|fin|I've delivered Apronia to Falco at the colony site. Perhaps he'll know what to do with her.
}}
{{Quest Footer|Prev=[[Bloodmoon:A Blocked Door|A Blocked Door]]|Next=[[Bloodmoon:Making a Choice|Making a Choice]]|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,449,144
|
2021-07-30T12:20:51Z
|
Legoless
|
Quick Walkthrough
#Talk to Carnius Magius again once you receive a journal message.
#Travel to Raven Rock and speak to Falco Galenus about a missing shipment.
#Ask to Gamin Girith if he has seen anything, then speak again to Falco.
#Travel northwest to the coast and find the shipwreck and the survivor, Apronia Alfena.
#Gather any Miner's Picks from the shipwreck.
#Escort the survivor back to Falco.
#Speak to Falco about the shipwreck, and sell him back the pick axes.
#Return to Fort Frostmoth and tell Carius about the shipwreck.
Detailed Walkthrough
Carnius Magius
About three days after the previous quest, you'll receive a journal entry saying:
:The first phase of construction at the colony has probably been completed; I should go see Carnius Magius.
Carnius will ask you to simply retrieve a shipping manifest from Falco Galenus in Raven Rock.
Falco Galenus
Speak to Falco in Raven Rock who is surprised to have you ask about a ship, especially considering that the colony doesn't even have a dock yet. He suggests that you ask around town and see if anyone else knows anything.
Talk to people around town and see if they have seen anything. Speaking with Gamin Girith you will find out that there was a light to the northwest a few nights ago, but no one has checked it out. Talk about the incident to Falco who will suggest that you go and check it out.
Missing Ship
Travel to the northwest and up the coast until you find a shipwreck (about half-way up on the island's west coast) with three Draugr nearby. You must kill all three Draugr before proceeding to rescue the sole survivor, Apronia Alfena, who is at the side of the shipwreck. She will want to be escorted to Raven Rock. While you are there, you might want to rescue all the Miner's Picks you can find in the wreck.
Return to Raven Rock
Escort the lone survivor back to Falco in town. As usual, be careful that she doesn't get lost or attacked along the way. Once she is near Falco she will thank you and stop following you. Speak with Falco (seen anything) to tell him about the shipwreck. He will mention that he will buy any Miner's Picks from you for 500 gold each, although this isn't required for the quest (there are five in the hold and one in the cabin for six total; he will buy only six). Return to Carnius to inform him about the shipwreck and receive a 300 gold reward.
Notes
When you receive the journal entry to speak to Carnius, you will now have access to a boat in Raven Rock, which allows quicker and safer travel back to Fort Frostmoth.
If Apronia dies before returning to Raven Rock, be sure to remove Elberoth's Saber from her body, as it will be needed for a future quest.
Quest Stages
|
114
| 1,345
|
https://en.uesp.net/wiki/Bloodmoon:Making_a_Choice
|
Bloodmoon:Making a Choice
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Giver=[[Bloodmoon:Falco Galenus|Falco Galenus]] at [[Bloodmoon:Raven Rock|Raven Rock]],<br>or [[Bloodmoon:Carnius Magius|Carnius Magius]] at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|ID=CO_Choice
|Prev=[[Bloodmoon:Missing Supply Ship|Missing Supply Ship]]
|Next=[[Bloodmoon:Setting up Shop|Setting up Shop]]
|Loc=[[Bloodmoon:Raven Rock|Raven Rock]], [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|Reward=
|Disp=See the [[Bloodmoon:Making a Choice#Notes|notes]] below
|Difficulty=Low
|image=BM-npc-Carnius Magius.jpg
|imgdesc=Carnius has personal goals...
|description=Take sides to either make the colony succeed or fail.
}}
==Quick Walkthrough==
#Check in with Falco in [[Bloodmoon:Raven Rock|Raven Rock]].
#Speak with Carnius and decide whose side to take.
#Talk to Falco/Carnius to let him know of your decision.
[[File:BM-npc-Falco Galenus.jpg|thumb|right|Falco follows the company line.]]
==Detailed Walkthrough==
===Falco or Carnius===
Several days after the previous quest, you will receive a journal entry to go and check in with Falco in [[Bloodmoon:Raven Rock|Raven Rock]]. Falco will ask you to help him keep Carnius in check as the colony grows. He tells you to be careful in taking sides.
If you go to [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]] and talk to Carnius, he will offer you power and wealth if you help him achieve his goals for the colony.
===Taking Sides===
You have a choice now to either take Carnius' side or Falco's depending on whether you want the colony to fail or succeed. Return to Falco or Carnius when you've made your decision to choose your path by selecting the topic ''aiding me'' with the one you've chosen. Whoever you choose will give you all your next quests.
==Pros/Cons==
Making the decision between who to side with can be a tricky one, as it will determine the course of all of the remainder of the quests in the East Empire Company plot. Here is a side-by-side comparison of the benefits and drawbacks to each side.
{|class=wikitable width=100%
!width=4%| !!width=48%|Falco!!width=48%|Carnius
|-
!Pros
|
*Generally these quests are the "good-guy" type quests, so you get that warm fuzzy feeling that comes from doing good things for a noble cause.
*If you're interested in Ice Armor and Stalhrim Weapons, working for Falco is the better choice, as you'll be able to make them for one piece of [[Bloodmoon:Raw Stalhrim|Raw Stalhrim]] each, while you'll need two to get them from Carnius.
*Your [[Bloodmoon:EEC Stock Certificate|EEC Stock Certificate]] will also be worth more money.
|
*Carnius's quests may appeal to those who like to play the darker side. Be ruthless and cunning, and get a sense of power from causing death and destruction.
*Carnius's quests tend to give you a greater monetary reward, though once you've reached the level where you can comfortably do Bloodmoon quests, these gold rewards will seem somewhat paltry either way.
|-
!Cons
|
*Less monetary reward
|
*You'll be disliked by many of the residents of [[Bloodmoon:Raven Rock|Raven Rock]].
*Many of his quests involve doing something illegal, for which you could get caught and arrested.
|}
==Notes==
*If you speak to either Falco or Carnius about choosing sides but refuse to choose their side, their disposition will go down by 10.
*After you have completed the quest, if you speak to whomever you didn't side with, his disposition will go down by 20.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=CO_Choice
|22||Falco has asked me to help him keep Carnius in check as the colony grows. I should be careful in taking sides, but he wants me to consider aiding him.
|25||Carnius has offered me power and wealth if I help him achieve his goals for the colony. I should be careful in taking sides.
|40|fin|I have agreed to help Falco. I should report to him for assignments from now on.
|50|fin|I have agreed to help Carnius. I should report to him for assignments from now on.
}}
{{Quest Footer|Prev=[[Bloodmoon:Missing Supply Ship|Missing Supply Ship]]|Next=[[Bloodmoon:Setting up Shop|Setting up Shop]]|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,381,134
|
2021-04-05T17:24:18Z
|
Enobot
|
Quick Walkthrough
#Check in with Falco in Raven Rock.
#Speak with Carnius and decide whose side to take.
#Talk to Falco/Carnius to let him know of your decision.
thumb|right|Falco follows the company line.
Detailed Walkthrough
Falco or Carnius
Several days after the previous quest, you will receive a journal entry to go and check in with Falco in Raven Rock. Falco will ask you to help him keep Carnius in check as the colony grows. He tells you to be careful in taking sides.
If you go to Fort Frostmoth and talk to Carnius, he will offer you power and wealth if you help him achieve his goals for the colony.
Taking Sides
You have a choice now to either take Carnius' side or Falco's depending on whether you want the colony to fail or succeed. Return to Falco or Carnius when you've made your decision to choose your path by selecting the topic aiding me with the one you've chosen. Whoever you choose will give you all your next quests.
Pros/Cons
Making the decision between who to side with can be a tricky one, as it will determine the course of all of the remainder of the quests in the East Empire Company plot. Here is a side-by-side comparison of the benefits and drawbacks to each side.
Notes
If you speak to either Falco or Carnius about choosing sides but refuse to choose their side, their disposition will go down by 10.
After you have completed the quest, if you speak to whomever you didn't side with, his disposition will go down by 20.
Quest Stages
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114
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https://en.uesp.net/wiki/Bloodmoon:Supply_Route_Problems
|
Bloodmoon:Supply Route Problems
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Giver=[[Bloodmoon:Carnius Magius|Carnius Magius]] at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|Reward=1000 gold, also 10 [[Morrowind:Cure Common Disease|Cure Common Disease]] potions (Carnius)
|ID=CO_5
|Prev=[[Bloodmoon:Setting up Shop|Setting up Shop]]
|Next=[[Bloodmoon:To Catch a Thief|To Catch a Thief]] or [[Bloodmoon:Aiding and Abetting|Aiding and Abetting]]
|Loc=[[Bloodmoon:Raven Rock|Raven Rock]]
|Difficulty=Low
|image=BM-quest-Supply Route Problems.jpg
|imgdesc=Baro and his ship
|description=Deal with a shipper who is demanding extra payments for delivering some ebony ore.
|Rep=+12 ([[Bloodmoon:East Empire Company|East Empire Company]])
|Disp=+10 (Falco Galenus)
}}
==Quick Walkthrough==
#Speak to Falco/Carnius about your next assignment (whoever you chose to side with).
#Talk to Falco to be informed about Baro Egnatius and his desire to receive extra payment for an ebony ore shipment.
#Meet and talk to Baro on the docks in [[Bloodmoon:Raven Rock|Raven Rock]].
#Return to Falco who will suggest to speak with [[Bloodmoon:Apronia Alfena|Apronia Alfena]].
#Speak with Apronia Alfena and receive [[Bloodmoon:Elberoth's_Saber|Elberoth's saber]].
#Speak with Falco again.
#Return and confront Baro with Elberoth's saber equipped and readied.
#Return to Falco once you've intimidated Baro to deliver the shipment without extra payment.
#Return to tell Carnius the news if you sided with him previously.
==Detailed Walkthrough==
===Carnius Magius===
If you sided with Carnius you'll get this quest from him in [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]. He'll complain about getting things done and tell you to go speak with Falco in [[Bloodmoon:Raven Rock|Raven Rock]] about problems in the construction. If you sided with Falco just go see him to start this quest.
===Falco Galenus===
Speak to Falco to learn about the current problems in construction. Apparently [[Bloodmoon:Baro Egnatius|Baro Egnatius]] has demanded a ludicrous amount of extra payment for the shipment of [[Morrowind:Raw Ebony|ebony ore]] he is supposed to deliver to the mainland. Falco wants you to have a talk with Baro in order to convince him otherwise.
===Baro Egnatius===
Baro is down by the new docks in [[Bloodmoon:Raven Rock|Raven Rock]] and seems quite adamant about being paid extra. Even a good deal of persuasion has no effect on him, but he will mention Elberoth, the late captain of the wrecked ship you found earlier in the [[Bloodmoon:Missing Supply Ship|Missing Supply Ship]] quest. Apparently, Baro doesn't know about his fellow captain's recent demise. Return to Falco with the news (ask him about ''extra payment'' again) and Falco will tell you to speak with [[Bloodmoon:Apronia Alfena|Apronia]] about the matter, suggesting there is some way to exploit Baro's connection to Elberoth.
===Apronia===
Apronia, the lady you previously rescued from the lost ship, is located near to Falco. Speak to her about Elberoth and you should be able to easily receive Elberoth's Saber from her. Note that if she died previously, it is still possible to finish this quest by retrieving this Saber from her corpse.
Return to Falco with the Saber and talk to him about Elberoth. He suggests that you confront Baro with the Saber since it doesn't appear that Baro knows of Elberoth's death.
===Confront Baro===
Back to Baro you go, but first equip and unsheathe your sword. If you don't Baro will mention something cryptic about the saber and Elberoth, hinting that you should equip it and unsheathe it. Once you do, Baro will immediately recognize the saber and rather ungracefully back down from his desire to receive extra payment.
===Return to Falco/Carnius===
Once you've intimidated Baro sufficiently, return with the news to Falco who will reward you with 1000 gold (if you sided with him). If you sided with Carnius, return to tell him the news after telling Falco, and you will receive the 1000 gold as well as 10 [[Morrowind:Cure Common Disease|Cure Common Disease]] potions.
==Notes==
* If you didn't rescue Apronia during the [[Bloodmoon:Missing Supply Ship|Missing Supply Ship]] quest, Falco will suggest you look around the shipwreck site and see if there's anything you missed. Apronia's corpse doesn't disappear, so the saber should still be on her body if she died.
* You can also kill or pickpocket Apronia to get the saber (if she has the sword equipped, you'll need to use a [[Morrowind:Disintegrate Weapon|Disintegrate Weapon]] spell to break it and then pickpocket her).
==Bugs==
{{Bug|Talking to Baro Egnatius with a weapon drawn (other than Elberoth's saber) or fists readied may make him unwilling to talk, so put your weapons away before approaching him.|confirmed=1}} This may also happen if your hands are readied for a spell, and may make him unwilling to talk, regardless what you do with your hands.
** {{Pc22}} You can use the Console code <code>Journal CO_5 30</code> to get past this and move on to the Apronia-related steps.
{{Bug|If Apronia dies for some reason after she arrives at Raven Rock, Falco will still suggest that you talk to her.|confirmed=1}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=CO_5
|10||There's some sort of problem with the new supply ship at the colony. Carnius has asked me to check in with Falco and deal with it.
|20||Falco has told me that the new supply ship has arrived, but the captain, Baro Egnatius, won't budge without some sort of extra payment. Falco has no intention of paying him, and instead wants me to talk sense into him. He should be at the dock in Raven Rock.
|30||Baro Egnatius was extremely rude to me, and demanded a large sum of money to transport the colony's goods. He won't budge until he has this extra payment.
|40||Falco suggested I ask Apronia about Elberoth, since Baro seems to know him.
|50||Apronia gave me Elberoth's saber, since she no longer needs it.
|55||Falco suggested I make a point of displaying Elberoth's saber in front of Baro Egnatius.
|60||Baro Egnatius recognized Elberoth's saber while I was holding it, and mistakenly thinks I killed Elberoth. This works in my favor, since he's now willing to transport the goods without any extra payment.
|65||The news of the supply ship needs to get back to Carnius.
|70|fin|Carnius was grateful that the situation with the supply ship had been resolved, and thanked me for dealing with it.
|80|fin|Falco thanked me for straightening out the situation with Baro.
|200||I killed Baro Egnatius.
|210|fin|Since Baro is dead, I've failed my assignment and receive no reward.
}}
{{Quest Footer|Prev=[[Bloodmoon:Setting up Shop|Setting up Shop]]|Next=[[Bloodmoon:To Catch a Thief|To Catch a Thief]] (Falco) or<br>[[Bloodmoon:Aiding and Abetting|Aiding and Abetting]] (Carnius)|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,381,135
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2021-04-05T17:24:28Z
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Enobot
|
Quick Walkthrough
#Speak to Falco/Carnius about your next assignment (whoever you chose to side with).
#Talk to Falco to be informed about Baro Egnatius and his desire to receive extra payment for an ebony ore shipment.
#Meet and talk to Baro on the docks in Raven Rock.
#Return to Falco who will suggest to speak with Apronia Alfena.
#Speak with Apronia Alfena and receive Elberoth's saber.
#Speak with Falco again.
#Return and confront Baro with Elberoth's saber equipped and readied.
#Return to Falco once you've intimidated Baro to deliver the shipment without extra payment.
#Return to tell Carnius the news if you sided with him previously.
Detailed Walkthrough
Carnius Magius
If you sided with Carnius you'll get this quest from him in Fort Frostmoth. He'll complain about getting things done and tell you to go speak with Falco in Raven Rock about problems in the construction. If you sided with Falco just go see him to start this quest.
Falco Galenus
Speak to Falco to learn about the current problems in construction. Apparently Baro Egnatius has demanded a ludicrous amount of extra payment for the shipment of ebony ore he is supposed to deliver to the mainland. Falco wants you to have a talk with Baro in order to convince him otherwise.
Baro Egnatius
Baro is down by the new docks in Raven Rock and seems quite adamant about being paid extra. Even a good deal of persuasion has no effect on him, but he will mention Elberoth, the late captain of the wrecked ship you found earlier in the Missing Supply Ship quest. Apparently, Baro doesn't know about his fellow captain's recent demise. Return to Falco with the news (ask him about extra payment again) and Falco will tell you to speak with Apronia about the matter, suggesting there is some way to exploit Baro's connection to Elberoth.
Apronia
Apronia, the lady you previously rescued from the lost ship, is located near to Falco. Speak to her about Elberoth and you should be able to easily receive Elberoth's Saber from her. Note that if she died previously, it is still possible to finish this quest by retrieving this Saber from her corpse.
Return to Falco with the Saber and talk to him about Elberoth. He suggests that you confront Baro with the Saber since it doesn't appear that Baro knows of Elberoth's death.
Confront Baro
Back to Baro you go, but first equip and unsheathe your sword. If you don't Baro will mention something cryptic about the saber and Elberoth, hinting that you should equip it and unsheathe it. Once you do, Baro will immediately recognize the saber and rather ungracefully back down from his desire to receive extra payment.
Return to Falco/Carnius
Once you've intimidated Baro sufficiently, return with the news to Falco who will reward you with 1000 gold (if you sided with him). If you sided with Carnius, return to tell him the news after telling Falco, and you will receive the 1000 gold as well as 10 Cure Common Disease potions.
Notes
If you didn't rescue Apronia during the Missing Supply Ship quest, Falco will suggest you look around the shipwreck site and see if there's anything you missed. Apronia's corpse doesn't disappear, so the saber should still be on her body if she died.
You can also kill or pickpocket Apronia to get the saber (if she has the sword equipped, you'll need to use a Disintegrate Weapon spell to break it and then pickpocket her).
Bugs
This may also happen if your hands are readied for a spell, and may make him unwilling to talk, regardless what you do with your hands.
You can use the Console code to get past this and move on to the Apronia-related steps.
Quest Stages
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114
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https://en.uesp.net/wiki/Bloodmoon:Bar_Brawl
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Bloodmoon:Bar Brawl
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Giver=[[Bloodmoon:Falco Galenus|Falco Galenus]] at [[Bloodmoon:Raven Rock|Raven Rock]],<br>or [[Bloodmoon:Carnius Magius|Carnius Magius]] at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|Reward=1500 Gold (Falco) or 2000 Gold (Carnius)
|ID=CO_7
|Prev=[[Bloodmoon:To Catch a Thief|To Catch a Thief]] or [[Bloodmoon:Aiding and Abetting|Aiding and Abetting]]
|Next=[[Bloodmoon:Discovery in the Mine|Discovery in the Mine]]
|Loc=[[Bloodmoon:Raven Rock|Raven Rock]]
|Difficulty=Low
|SuggItem=[[Morrowind:Restore Fatigue|Restore Fatigue]] (if your [[Morrowind:Fatigue|Fatigue]] is low)
|image=BM-npc-Seler Favelnim.jpg
|imgdesc=Seler wants to fight...
|description=Calm down an old man in the bar who is picking fights with everyone.
|Rep=+12 ([[Bloodmoon:East Empire Company|East Empire Company]]); see the [[Bloodmoon:Bar Brawl#Notes|notes]] below.
}}
==Quick Walkthrough==
#Speak to Falco/Carnius about your next assignment and learn about [[Bloodmoon:Seler Favelnim|Seler Favelnim]] picking fights in [[Bloodmoon:Raven Rock|Raven Rock]]'s bar.
#Approach the bar and be confronted by Seler's wife, [[Bloodmoon:Dralora Favelnim|Dralora]], who will plead with you not to kill him.
#Enter the bar and be attacked by Seler as you approach him.
#Don't fight back and wait for Seler to talk to you again.
#Convince Seler not to die and that life is worth living.
#Return to Falco/Carnius for your reward.
==Detailed Walkthrough==
===Falco Galenus or Carnius Magius===
You will have to wait three days from the previous quest until you receive a journal entry to see Falco/Carnius about the next quest (you will also have to leave [[Bloodmoon:Raven Rock|Raven Rock]] and return). Who you speak to depends on who you've chosen to side with previously. Speak to Falco/Carnius about your next assignment to learn that [[Bloodmoon:Seler Favelnim|Seler Favelnim]] recently has been picking fights with everyone at Raven Rock's tavern. He wants you to resolve the matter somehow.
===Seler Favelnim===
Find Seler in the tavern just northeast from Falco. As soon as you approach the entrance to the tavern, you will be greeted by [[Bloodmoon:Dralora Favelnim|Dralora Favelnim]], Seler's wife. She will plead with you not to hurt her husband, explaining that he has been sick and tired lately. She asks you not to fight with Seler even if he attacks you, as he can't fight for very long anyhow.
Indeed, as soon as you approach Seler, he will attack you. He uses only [[Morrowind:Hand-to-hand|Hand-to-hand]], fortunately, and it is safe to fight him back the same way to knock him down until he talks. Even at a high difficulty level he doesn't hit you for very long before he asks you to fight him back. He begs for you to just kill him, and you are given a choice to fight or ask why he wants to die. If you don't give in to killing him, and continue questioning him, then after a short pep talk you should be able to convince him to give up his "suicide by adventurer" efforts. He'll remain, peacefully, in the Raven Rock Bar for the remainder of the game.
Alternatively, you can kill him – at the cost of an unhappy widow perpetually at the tavern door, and no reward if playing the Falco side.
===Return to Falco/Carnius===
Return to Falco/Carnius with the news and he will be impressed and reward you with some gold (1,500 from Falco or 2,000 from Carnius). If you killed Seler, you won't receive any reward from Falco, but Carnius still gives you the 2,000 gold.
==Notes==
*If you are doing this quest for Falco, killing Seler will yield only a +6 Reputation gain for the East Empire Company.
==Bugs==
{{Bug|Seler may disappear when this quest is accepted.|confirmed=1}} This bug happens more often with MPP 1.6.5 because a syntax error that the ''Morrowind'' game engine and the Construction Set usually ignore was fixed. The issue resides in the <code>PositionCell</code> command in the script used in a wrong way. MPP 1.6.6 fixes this issue.
**{{Pc22}} This can be fixed by using the console command <code>PlaceAtPC "Seler Favelnim",1,20,1</code> inside the Raven Rock Bar.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=CO_7
|10||Falco needs me to deal with Seler Favelnim, who's on some sort of rampage at the Raven Rock bar.
|20||Seler Favelnim has apparently gone crazy, and is on some sort of rampage in the bar. Carnius wants me to deal with him immediately.
|30||Dralora Favelnim stopped me outside the bar, and begged me to not hurt her husband.
|40||Seler Favelnim challenged me to kill him before he kills me.
|50||Seler Favelnim stopped attacking me after he became too tired to fight.
|60||I convinced Seler Favelnim to calm down and return home, so that he may live out the few years he has left in comfort with his family.
|70||I have killed Seler Favelnim.
|80|fin|Falco was satisfied that Seler Favelnim had been taken care of.
|90|fin|Falco was disappointed to hear of Seler Favelnim's death, but does not hold it against me.
|100|fin|Carnius paid me for dealing with Seler Favelnim.
|110|fin|Carnius didn't mind that I'd killed Seler Favelnim, and thanked me for dealing with him.
}}
{{Quest Footer|Prev=[[Bloodmoon:To Catch a Thief|To Catch a Thief]] (Falco) or<br>[[Bloodmoon:Aiding and Abetting|Aiding and Abetting]] (Carnius)|Next=[[Bloodmoon:Discovery in the Mine|Discovery in the Mine]]|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,381,136
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2021-04-05T17:24:38Z
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Enobot
|
Quick Walkthrough
#Speak to Falco/Carnius about your next assignment and learn about Seler Favelnim picking fights in Raven Rock's bar.
#Approach the bar and be confronted by Seler's wife, Dralora, who will plead with you not to kill him.
#Enter the bar and be attacked by Seler as you approach him.
#Don't fight back and wait for Seler to talk to you again.
#Convince Seler not to die and that life is worth living.
#Return to Falco/Carnius for your reward.
Detailed Walkthrough
Falco Galenus or Carnius Magius
You will have to wait three days from the previous quest until you receive a journal entry to see Falco/Carnius about the next quest (you will also have to leave Raven Rock and return). Who you speak to depends on who you've chosen to side with previously. Speak to Falco/Carnius about your next assignment to learn that Seler Favelnim recently has been picking fights with everyone at Raven Rock's tavern. He wants you to resolve the matter somehow.
Seler Favelnim
Find Seler in the tavern just northeast from Falco. As soon as you approach the entrance to the tavern, you will be greeted by Dralora Favelnim, Seler's wife. She will plead with you not to hurt her husband, explaining that he has been sick and tired lately. She asks you not to fight with Seler even if he attacks you, as he can't fight for very long anyhow.
Indeed, as soon as you approach Seler, he will attack you. He uses only Hand-to-hand, fortunately, and it is safe to fight him back the same way to knock him down until he talks. Even at a high difficulty level he doesn't hit you for very long before he asks you to fight him back. He begs for you to just kill him, and you are given a choice to fight or ask why he wants to die. If you don't give in to killing him, and continue questioning him, then after a short pep talk you should be able to convince him to give up his "suicide by adventurer" efforts. He'll remain, peacefully, in the Raven Rock Bar for the remainder of the game.
Alternatively, you can kill him – at the cost of an unhappy widow perpetually at the tavern door, and no reward if playing the Falco side.
Return to Falco/Carnius
Return to Falco/Carnius with the news and he will be impressed and reward you with some gold (1,500 from Falco or 2,000 from Carnius). If you killed Seler, you won't receive any reward from Falco, but Carnius still gives you the 2,000 gold.
Notes
If you are doing this quest for Falco, killing Seler will yield only a +6 Reputation gain for the East Empire Company.
Bugs
This bug happens more often with MPP 1.6.5 because a syntax error that the Morrowind game engine and the Construction Set usually ignore was fixed. The issue resides in the command in the script used in a wrong way. MPP 1.6.6 fixes this issue.
This can be fixed by using the console command inside the Raven Rock Bar.
Quest Stages
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114
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https://en.uesp.net/wiki/Bloodmoon:Discovery_in_the_Mine
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Bloodmoon:Discovery in the Mine
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Giver=[[Bloodmoon:Falco Galenus|Falco Galenus]] at [[Bloodmoon:Raven Rock|Raven Rock]],<br>or [[Bloodmoon:Carnius Magius|Carnius Magius]] at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|Reward=1000 Gold (Falco) or 3000 Gold (Carnius),<br>Ability to acquire Ice Armor/Weapons
|ID=CO_8 or CO_8a
|Prev=[[Bloodmoon:Bar Brawl|Bar Brawl]]
|Next=[[Bloodmoon:Race Against the Clock|Race Against the Clock]] or [[Bloodmoon:Stop the Messenger|Stop the Messenger]]
|Loc=[[Bloodmoon:Raven Rock|Raven Rock]]
|Difficulty=Low
|image=BM-place-Raven Rock.jpg
|imgdesc=A special discovery has been made in the Raven Rock Mine
|description=Investigate a strange burial chamber just discovered deep within the ebony mine.
|Rep=+12 ([[Bloodmoon:East Empire Company|East Empire Company]])
}}
==Quick Walkthrough==
{|
|-valign="top"
|width=50%|
===Falco===
#Speak to [[Bloodmoon:Falco Galenus|Falco Galenus]] about your next assignment to learn about the burial chamber recently found inside the mine.
#Travel south of the junction of the two main rivers to find [[Bloodmoon:Graring|Graring]].
#Defend Graring from [[Bloodmoon:Coventina Celata|Coventina Celata]] (or find her to the east and kill her).
#Talk to Graring to learn about the Stalhrim and receive the [[Bloodmoon:Ancient Nordic Pick Axe|Ancient Nordic Pick Axe]].
#Return to the mine and harvest the [[Bloodmoon:Raw Stalhrim|Raw Stalhrim]] from the tomb.
#Return the Raw Stalhrim to Graring.
#Return to Falco with the information.
|width=50%|
===Carnius===
#Speak to [[Bloodmoon:Carnius Magius|Carnius Magius]] about your next assignment to learn about the burial chamber recently found inside the mine.
#Travel south of the junction of the two main rivers to find [[Bloodmoon:Graring|Graring]].
#Kill Graring and the other two [[Morrowind:Nord|Nord]]s and take the [[Bloodmoon:Ancient Nordic Pick Axe|Ancient Nordic Pick Axe]].
#Return to Carnius with the information.
|}
==Detailed Walkthrough==
{|
|-valign=top
|width=50%|
===Falco===
Speak to [[Bloodmoon:Falco Galenus|Falco Galenus]] about your next assignment. He'll tell you that they've uncovered some sort of burial chamber inside the mine with some kind of impenetrable ice. You are to find and speak to [[Bloodmoon:Graring|Graring]] to learn more about the chamber.
===Graring===
[[Bloodmoon:Graring|Graring]] can be found to the northeast of Raven Rock, near [[Bloodmoon:Lake Fjalding|Lake Fjalding]], at the confluence of the [[Bloodmoon:Harstrad River|Harstrad]] and [[Bloodmoon:Isild River|Isild]] Rivers. [[Bloodmoon:Graring's House|Graring's House]] is located just south of where the two rivers meet. Graring is outside his house, but you won't be able to have any dealings with him or his two companions. At this point, [[Bloodmoon:Coventina Celata|Coventina Celata]] is supposed to attack him.
===Graring Again===
Once Coventina is dead, speak to Graring again, who will thank you for helping him and offer you knowledge of the Stalhrim, those strange ice-encased corpses you may have found in tombs all around [[Bloodmoon:Solstheim|Solstheim]]. Graring explains that the Stalhrim can be forged like most metals. He then gives you an [[Bloodmoon:Ancient Nordic Pick Axe|Ancient Nordic Pick Axe]] and tells you to try and chip some of the [[Bloodmoon:Raw Stalhrim|Raw Stalhrim]] off and bring it back to him.
===Stalhrim===
Follow Graring's advice and return to the mine to find the Stalhrim. The mine is rather large, but it shouldn't take too long to find the newly discovered tomb area and the Stalhrim within. If you have the [[Bloodmoon:Ancient Nordic Pick Axe|Ancient Nordic Pick Axe]] in your inventory, you will be able to harvest the Stalhrim. You can also harvest the Stalhrim in any of the other tombs you may have previously found them in (at least 26 [[Bloodmoon:Raw Stalhrim|occurrences]] of it). Return with the Stalhrim to Graring and he will congratulate you and offer to make you armor and weapons with the material (speak to his companions [[Bloodmoon:Aenar|Aenar]] and [[Bloodmoon:Hidar|Hidar]] for this).
===Return to Falco===
With the mystery solved, return to Falco with the information and receive a gold reward (1,000 gold) and a 12-point boost to your faction reputation with the East Empire Company. If Graring and his companions were killed (either by your hand or Coventina's), the Raven Rock questline is immediately over and you will be locked out of all future quests involving Falco.
|width=50%|
===Carnius===
Speak to [[Bloodmoon:Carnius Magius|Carnius Magius]] about your next assignment. He'll tell you that they've uncovered some sort of burial chamber inside the mine with some kind of impenetrable ice. He'll further admit that the Stalhrim is the real reason he is here and tell you to kill [[Bloodmoon:Graring|Graring]] and his companions.
===Graring===
Graring can be found in the area far to the north, near [[Bloodmoon:Lake Fjalding|Lake Fjalding]], where the two main rivers join. Head northeast from [[Bloodmoon:Raven Rock|Raven Rock]] and follow the river north when you reach it. The directions are a bit confusing, but [[Bloodmoon:Graring's House|Graring's House]] can be found just south of where the two rivers meet. Kill the three [[Morrowind:Nord|Nord]]s and grab the [[Bloodmoon:Ancient Nordic Pick Axe|Ancient Nordic Pick Axe]].
===Harvest the Ice===
Return to Carnius with the ice pick and he'll tell you to retrieve one piece of the ice from the [[Bloodmoon:Raven Rock|Raven Rock]] mine. If you're carrying the pick axe with you, you will be able to harvest the ice from the Stalhrim in the mine and in various places around Solstheim.
===Return to Carnius===
With the mystery solved, return to Carnius with the information and receive a gold reward (3,000 gold). In addition, Carnius will mention that if you bring him more Stalhrim, he will be able to craft weapons and armor for you. Carnius will require two [[Bloodmoon:Raw Stalhrim|Raw Stalhrim]] pieces for each item, while Graring and his companions would have required only one.
[[Image:BM-item-Stalhrim Deposit.jpg|thumb|right|A Strange Discovery]]
|}
==Notes==
*Attacking Graring, Aenar, or Hidar will result in them becoming permanently hostile towards you. If all three are together, it's near impossible to calm them without an area of effect calm spell.
==Bugs==
{{Bug|Celata may not appear.|confirmed=1}}
**This can be fixed by finding and killing Celata yourself. She can be found behind a nearby boulder.
{{Bug|If you do this quest after you have built the second phase of your [[Morrowind:Stronghold (Redoran)|Redoran Stronghold]], you can speak to one of the miners about ''hire guards'', skipping both the tenth and eleventh East Empire Company quests. This is caused by both the Redoran and EEC quests having a topic with the same name.|confirmed=1}}
==Quest Stages==
{{MW Quest Stages Notes}}
===Falco===
{{Journal Entries
|id=CO_8
|10||Falco informed me of a strange block of ice found in a burial cavern discovered in the mine. He's asked me to go speak to Graring, one of the local Nords about it. He and his companions can be found at the junction of the Harstrad and Islid rivers to the northeast of here.
|20||I found Graring and his companions under attack, but the assailant has been defeated.
|30||Graring explained that the ice is called "Stalhrim", and is very valuable. He's given me a special pick axe to chip off some Stalhrim from the block in the mine.
|40||I've chipped off a piece of the Stalhrim, and should take it to Graring.
|50||Graring has agreed to construct weapons and armor out of the Stalhrim, if I bring him the raw materials. He's suggested that there is a finite amount of it on the island, so I should be careful of what I choose.
|60|fin|Falco is glad the Nords are willing to work with us, and has instructed me to bring Graring all the Stalhrim I can find.
|100|fin|Graring is dead, making it impossible to get any information about the Stalhrim.
|150|fin|I have killed Graring.
}}
===Carnius===
{{Journal Entries
|id=CO_8a
|10||Carnius has ordered me to find three Nords living just south of the fork between the Harstrad and Isild rivers. I'm to kill all of them, and retrieve the pick axe they should have.
|20||I've killed the Nords, and acquired the pick axe Carnius was talking about.
|30||Carnius has instructed me to make sure the pick axe works, chip off some of the Stalhrim in the newly discovered burial cavern, and deliver it to him.
|40||I've chipped off a piece of the Stalhrim, and should take it to Carnius.
|50|fin|Carnius thanked me for bringing him the Stalhrim. He has offered to give me weapons and armor in exchange for any more Stalhrim I bring him.
}}
{{Quest Footer|Prev=[[Bloodmoon:Bar Brawl|Bar Brawl]]|Next=[[Bloodmoon:Race Against the Clock|Race Against the Clock]] (Falco) or<br>[[Bloodmoon:Stop the Messenger|Stop the Messenger]] (Carnius)|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,381,137
|
2021-04-05T17:24:48Z
|
Enobot
|
Quick Walkthrough
Detailed Walkthrough
Notes
Attacking Graring, Aenar, or Hidar will result in them becoming permanently hostile towards you. If all three are together, it's near impossible to calm them without an area of effect calm spell.
Bugs
This can be fixed by finding and killing Celata yourself. She can be found behind a nearby boulder.
Quest Stages
Falco
Carnius
|
114
| 1,349
|
https://en.uesp.net/wiki/Bloodmoon:Razing_the_Forest
|
Bloodmoon:Razing the Forest
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Giver=[[Bloodmoon:Falco Galenus|Falco Galenus]] at [[Bloodmoon:Raven Rock|Raven Rock]],<br>or [[Bloodmoon:Carnius Magius|Carnius Magius]] at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|Reward=2000 gold (Falco), 1000 gold (Carnius)
|ID=CO_10
|Prev=[[Bloodmoon:Race Against the Clock|Race Against the Clock]] or [[Bloodmoon:Stop the Messenger|Stop the Messenger]]
|Next=[[Bloodmoon:Hiring Guards|Hiring Guards]]
|Loc=[[Bloodmoon:Raven Rock|Raven Rock]], [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]], [[Morrowind:Gnisis|Gnisis]]
|Difficulty=Medium
|Image=BM-quest-Razing the Forest.jpg
|imgdesc=The roots of conflict
|description=Take care of some Spriggans that have begun attacking the colony.
|Rep=+12 ([[Bloodmoon:East Empire Company|East Empire Company]]) (Carnius)<br>None (Falco)
}}
==Quick Walkthrough==
#Speak to Falco/Carnius about your next assignment to hear about the Spriggans that are attacking the town.
#Find and kill the four Spriggans near the colony.
#Speak to Unel Lloran once the four are dead.
#Search the mine looking for tree roots. Speak to the miners for some information.
#Return to Unel with the information. Escort Unel to see the roots.
#Find five bittergreen petals and bring them back to Unel.
#Return to Falco/Carnius to receive your reward.
==Detailed Walkthrough==
===Falco or Carnius===
Speak to Falco/Carnius about your next assignment to be told about the recent attacks by Spriggans, apparently concentrated on the East of [[Bloodmoon:Raven Rock|Raven Rock]] near a cluster of trees. Falco/Carnius wants you to investigate and clear up the matter and report back to Unel Lloran in the bar.
{{NewRight}}
[[File:BM-creature-Spriggan.jpg|thumb|right|One of the four Spriggans]]
===Spriggans===
The directions Falco/Carnius gave you for the Spriggans are quite misleading, as the four Spriggans you have to kill will actually spawn inside the colony. Two are at the back of a building just southeast from Falco. Another can be found among the new construction on the east end of town. The last one is located at the back of the round building beside the tavern. Kill all four Spriggans three times each. There will be a journal entry when you are finished.
===Unel Lloran===
Once the four Spriggans are taken care of, you can visit Unel in the bar (he'll dismiss you if you talk to him before the four are dead). He'll say that although you've taken care of the Spriggans, the trees still cannot be cut down, mumbling something or other about finding the roots. He suggests checking around in the mine to see if you can find the roots or anything else down there.
===The Mine===
Speak to anyone in the mine about ''roots'' to learn that, indeed, they encountered some nasty roots in the mine off of the northern passage. Explore the mine until you find a door to the Abandoned Mine Shaft. Enter and shortly inside you'll receive a journal entry telling you to inform Unel about what you've found.
===Return to Unel===
When you return to tell Unel of what you found about the roots, he'll want you to escort him down to the mine to see for himself. Once you've escorted him to the roots, an uneventful trip, he'll ask you to get him five [[Morrowind:Bittergreen Petals|Bittergreen Petals]] with which to poison the roots' water. He also mentions that the petals are unlikely to be found on [[Bloodmoon:Solstheim|Solstheim]] (which appears to be true). The quickest route might be to cast a [[Morrowind:Mark|Mark]] spell here, then [[Morrowind:Almsivi Intervention|Almsivi Intervention]] over to [[Morrowind:Gnisis|Gnisis]]. Just inside the Temple you'll find [[Morrowind:Zanmulk Sammalamus|Zanmulk Sammalamus]], who sells an infinite supply of Bittergreen Petals. If you don't use spells, you can also go to him by boat from Raven Rock to [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]], then to [[Morrowind:Khuul|Khuul]] and then taking the [[Morrowind:Silt Strider|Silt Strider]] to Gnisis. Once you have them, return and give them to Unel. He will thank you and tell you to go visit Falco/Carnius and tell him the news.
===Return to Falco/Carnius===
Return to Falco/Carnius with the news about the roots and receive a gold reward (2000 from Falco or 1000 from Carnius).
==Bugs==
{{Bug|The Spriggans may not spawn where they should be.|confirmed=1}}
**{{Pc22}} This can be fixed by spawning them manually via the Console.
**One non-Console strategy is to head southeast from Falco's location, just past the dock, until a Spriggan is encountered. She may be around [[Bloodmoon:Kolbjorn Barrow|Koljborn Barrow]]. After killing that Spriggan three times, head to the rock formation on the southeast part of town ([http://mwmap.uesp.net/?locx=-195312&locy=158256&zoom=17&showcells=true map link]). A second Spriggan should now spawn here if you keep walking around. You should save the game immediately when it is sighted. After killing this Spriggan once, one more will spawn at the rock formation, so you will fight two at once if you haven't drawn out the first one. After killing either Spriggan one more time, another will spawn immediately behind the Raven Rock Bar. If you're not careful, all three will be attacking you at the same time; you can avoid the wrath of all three Spriggans by drawing them out towards the water one at a time.
**A less programatic approach is to simply wander the environs of the colony and fight every encountered Spriggan (whether you think it quest-generated or not – they are visually indistinguishable), killing each three times in turn, and returning to the colony center between fights. Don't do Dispose of Corpse on them; you don't want any regular Spriggans to confusingly respawn if you are taking your time and transition from one cell to another. At some point, no Spriggans will be left anywhere near the colony. You can stop when you get a journal entry indicating that the job is done. (You can then remove the corpses if you want the regular Spriggans to respawn faster for their triple soul-trapping potential.)
{{Bug|Killing the last-spawning of the quest Spriggans before you despatch the other three may cause Unel to not speak with you.|confirmed=1}}
**{{Pc22}} This can be fixed by entering the Console command <code>Journal, CO_10, 30</code> after killing all the Spriggans.
{{Bug|One or more of the special Spriggans that spawn for this quest may leave an inaccessible, permanent corpse. This can be removed with the Console command <code>Disable</code> if it annoys you.}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=CO_10
|10||Carnius has gotten word of problems with Spriggans at the colony, and wants me to get rid of them. I should talk to Unel Lloran when the Spriggans have been dealt with.
|20||Falco is concerned about recent Spriggan activity at the colony. He wants me to get rid of any Spriggans near the grove of trees at the Eastern end of the colony. When I'm done, I need to let Unel Lloran know. Falco thinks he's probably in the bar.
|30||The Spriggans have been killed off for now.
|40||Unel Lloran has told me that the colonists have tried cutting down the trees to no avail. He guessed that something could be done if he had access to the roots, but believes them to be too far underground for him to dig down to them.
|50||The miners have mentioned that a cavern was discovered in the mine that was filled with tree roots too difficult to cut through, so they abandoned work on it. It's at the bottom level of the mine, in the passage to the north.
|55||I checked the passage and found the roots. I should let Unel Lloran know about them.
|60||I've agreed to show Unel Lloran the place in the mine that's overrun with tree roots.
|70||I've brought Unel Lloran to the abandoned mine shaft with the tree roots.
|80||Unel Lloran has said that if he can poison the tree roots, it may weaken them enough to cut down the trees. He'd like me to bring him five bittergreen petals, which I'll likely have to find someplace outside Solstheim.
|90||I've delivered the bittergreen petals to Unel Lloran, who will use them to poison the water and weaken the trees. There's nothing more I can do to help; I should relay what's happened.
|100|fin|Falco was glad to hear that the trees are being dealt with, and has asked me to keep an eye out for Spriggans in the future.
|110|fin|Carnius was relieved that the Spriggans would no longer pose a threat to the mining operation.
}}
{{Quest Footer|Prev=[[Bloodmoon:Race Against the Clock|Race Against the Clock]] (Falco) or<br>[[Bloodmoon:Stop the Messenger|Stop the Messenger]] (Carnius)|Next=[[Bloodmoon:Hiring Guards|Hiring Guards]]|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,490,487
|
2021-09-14T22:42:30Z
|
Giant Lizard
|
Quick Walkthrough
#Speak to Falco/Carnius about your next assignment to hear about the Spriggans that are attacking the town.
#Find and kill the four Spriggans near the colony.
#Speak to Unel Lloran once the four are dead.
#Search the mine looking for tree roots. Speak to the miners for some information.
#Return to Unel with the information. Escort Unel to see the roots.
#Find five bittergreen petals and bring them back to Unel.
#Return to Falco/Carnius to receive your reward.
Detailed Walkthrough
Falco or Carnius
Speak to Falco/Carnius about your next assignment to be told about the recent attacks by Spriggans, apparently concentrated on the East of Raven Rock near a cluster of trees. Falco/Carnius wants you to investigate and clear up the matter and report back to Unel Lloran in the bar.
thumb|right|One of the four Spriggans
Spriggans
The directions Falco/Carnius gave you for the Spriggans are quite misleading, as the four Spriggans you have to kill will actually spawn inside the colony. Two are at the back of a building just southeast from Falco. Another can be found among the new construction on the east end of town. The last one is located at the back of the round building beside the tavern. Kill all four Spriggans three times each. There will be a journal entry when you are finished.
Unel Lloran
Once the four Spriggans are taken care of, you can visit Unel in the bar (he'll dismiss you if you talk to him before the four are dead). He'll say that although you've taken care of the Spriggans, the trees still cannot be cut down, mumbling something or other about finding the roots. He suggests checking around in the mine to see if you can find the roots or anything else down there.
The Mine
Speak to anyone in the mine about roots to learn that, indeed, they encountered some nasty roots in the mine off of the northern passage. Explore the mine until you find a door to the Abandoned Mine Shaft. Enter and shortly inside you'll receive a journal entry telling you to inform Unel about what you've found.
Return to Unel
When you return to tell Unel of what you found about the roots, he'll want you to escort him down to the mine to see for himself. Once you've escorted him to the roots, an uneventful trip, he'll ask you to get him five Bittergreen Petals with which to poison the roots' water. He also mentions that the petals are unlikely to be found on Solstheim (which appears to be true). The quickest route might be to cast a Mark spell here, then Almsivi Intervention over to Gnisis. Just inside the Temple you'll find Zanmulk Sammalamus, who sells an infinite supply of Bittergreen Petals. If you don't use spells, you can also go to him by boat from Raven Rock to Fort Frostmoth, then to Khuul and then taking the Silt Strider to Gnisis. Once you have them, return and give them to Unel. He will thank you and tell you to go visit Falco/Carnius and tell him the news.
Return to Falco/Carnius
Return to Falco/Carnius with the news about the roots and receive a gold reward (2000 from Falco or 1000 from Carnius).
Bugs
This can be fixed by spawning them manually via the Console.
One non-Console strategy is to head southeast from Falco's location, just past the dock, until a Spriggan is encountered. She may be around Koljborn Barrow. After killing that Spriggan three times, head to the rock formation on the southeast part of town (map link). A second Spriggan should now spawn here if you keep walking around. You should save the game immediately when it is sighted. After killing this Spriggan once, one more will spawn at the rock formation, so you will fight two at once if you haven't drawn out the first one. After killing either Spriggan one more time, another will spawn immediately behind the Raven Rock Bar. If you're not careful, all three will be attacking you at the same time; you can avoid the wrath of all three Spriggans by drawing them out towards the water one at a time.
A less programatic approach is to simply wander the environs of the colony and fight every encountered Spriggan (whether you think it quest-generated or not – they are visually indistinguishable), killing each three times in turn, and returning to the colony center between fights. Don't do Dispose of Corpse on them; you don't want any regular Spriggans to confusingly respawn if you are taking your time and transition from one cell to another. At some point, no Spriggans will be left anywhere near the colony. You can stop when you get a journal entry indicating that the job is done. (You can then remove the corpses if you want the regular Spriggans to respawn faster for their triple soul-trapping potential.)
This can be fixed by entering the Console command after killing all the Spriggans.
Quest Stages
|
114
| 1,350
|
https://en.uesp.net/wiki/Bloodmoon:Hiring_Guards
|
Bloodmoon:Hiring Guards
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Giver=[[Bloodmoon:Falco Galenus|Falco Galenus]] at [[Bloodmoon:Raven Rock|Raven Rock]],<br>or [[Bloodmoon:Carnius Magius|Carnius Magius]] at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|Reward=500 gold for one guard (Carnius)<br>750 gold for two guards (Carnius)<br>1000 gold for three guards (Carnius)
|ID=CO_11
|Prev=[[Bloodmoon:Razing the Forest|Razing the Forest]]
|Next=[[Bloodmoon:Protect Falco|Protect Falco]] or [[Bloodmoon:The Assassin|The Assassin]]
|Loc=[[Bloodmoon:Raven Rock|Raven Rock]]
|Difficulty=Low
|image=BM-quest-Hiring Guards.jpg
|imgdesc=Don't mess with the guards
|description=Find some guards to protect the colony.
|Rep=+6 ([[Bloodmoon:East Empire Company|East Empire Company]]) for hiring 1 guard<br>+9 (East Empire Company) for hiring 2 guards<br>+12 (East Empire Company) for hiring 3 guards.
}}
==Quick Walkthrough==
#Speak to [[Bloodmoon:Falco Galenus|Falco]]/[[Bloodmoon:Carnius Magius|Carnius]] about your next assignment, finding some guards to protect the town.
#Speak to everyone in town and in the mine to find up to three volunteers.
#Return to Falco/Carnius to let him know who volunteered.
==Detailed Walkthrough==
===Falco or Carnius===
Speak to [[Bloodmoon:Falco Galenus|Falco]]/[[Bloodmoon:Carnius Magius|Carnius]] (depending on who you took sides with) about your next assignment to hire some guards to protect the colony. He suggests that you ask around town first to see if anyone volunteers for the position.
===Finding Guards===
You can talk to all the people in town about ''"hire guards"'', but you'll only find two people in town who are interested: [[Bloodmoon:Afer Flaccus|Afer Flaccus]] in the tavern and [[Bloodmoon:Garnas Uvalen|Garnas Uvalen]] east of the main town, near where you killed the Spriggans. Since that's everyone in town, the only other place to look would be inside the mine itself. Speak to everyone there and you'll find one more: [[Bloodmoon:Gratian Caerellius|Gratian Caerellius]].
===Return to Falco/Carnius===
Return to Falco/Carnius once you've got all the volunteers you can find. He'll say that he'll equip the guards for duty which should take a few days. If you get all three you are rewarded with 1000 gold. If you get two of them you are rewarded with 750 gold and if you get just one of them then you are rewarded with 500 gold.
==Notes==
* Upon completing this quest, your [[Bloodmoon:EEC_Stock_Certificate|East Empire Company stock certificate]] (obtained from the earlier quest [[Bloodmoon:Establish_the_Mine|Establishing the Mine]]) will reach its maximum value of 12000 gold (compared to a maximum of 6000 gold if you sided with Carnius). The few days it takes for the guards to be equipped is your window to cash in the stock certificate for its optimal sum; after the following two quests it will drop to 10000 gold and then 9000 gold once you are named Factor. However, the option to hand in the certificate at this time is [[#Bugs|bugged on PC]].
==Bugs==
{{Bug|{{pc22}} The game will crash if you try to cash in your stock certificate while it's worth 12,000 due to the game referencing a journal entry that doesn't exist.|MCP}}
**{{OpenMW}}
**To avoid this, do one more quest for the company and the stock will be worth 10,000, allowing you to hand it in.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=CO_11
|10||Carnius has asked me to find out if any of the colonists are willing to act as guards.
|20||Falco has asked me to check with the colonists, and see if any would be willing to accept the responsibility of being guards for the colony.
|30||Afer Flaccus has agreed to take on guard duty.
|40||Gratian Caerellius has agreed to take on guard duty.
|50||Garnas Uvalen has agreed to take on guard duty.
|60|fin|I've reported my findings to Falco, who will take over equipping the guards for the colony. It should take several days.
|70|fin|I've reported my findings to Carnius, who will take over equipping the guards for Raven Rock. It should take several days.
}}
{{Quest Footer|Prev=[[Bloodmoon:Razing the Forest|Razing the Forest]]|Next=[[Bloodmoon:Protect Falco|Protect Falco]] (Falco) or<br>[[Bloodmoon:The Assassin|The Assassin]] (Carnius)|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,490,767
|
2021-09-15T17:31:35Z
|
Giant Lizard
|
Quick Walkthrough
#Speak to Falco/Carnius about your next assignment, finding some guards to protect the town.
#Speak to everyone in town and in the mine to find up to three volunteers.
#Return to Falco/Carnius to let him know who volunteered.
Detailed Walkthrough
Falco or Carnius
Speak to Falco/Carnius (depending on who you took sides with) about your next assignment to hire some guards to protect the colony. He suggests that you ask around town first to see if anyone volunteers for the position.
Finding Guards
You can talk to all the people in town about "hire guards", but you'll only find two people in town who are interested: Afer Flaccus in the tavern and Garnas Uvalen east of the main town, near where you killed the Spriggans. Since that's everyone in town, the only other place to look would be inside the mine itself. Speak to everyone there and you'll find one more: Gratian Caerellius.
Return to Falco/Carnius
Return to Falco/Carnius once you've got all the volunteers you can find. He'll say that he'll equip the guards for duty which should take a few days. If you get all three you are rewarded with 1000 gold. If you get two of them you are rewarded with 750 gold and if you get just one of them then you are rewarded with 500 gold.
Notes
Upon completing this quest, your East Empire Company stock certificate (obtained from the earlier quest Establishing the Mine) will reach its maximum value of 12000 gold (compared to a maximum of 6000 gold if you sided with Carnius). The few days it takes for the guards to be equipped is your window to cash in the stock certificate for its optimal sum; after the following two quests it will drop to 10000 gold and then 9000 gold once you are named Factor. However, the option to hand in the certificate at this time is bugged on PC.
Bugs
To avoid this, do one more quest for the company and the stock will be worth 10,000, allowing you to hand it in.
Quest Stages
|
114
| 1,351
|
https://en.uesp.net/wiki/Bloodmoon:The_Factor's_Estate
|
Bloodmoon:The Factor's Estate
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=already written
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Giver=[[Bloodmoon:Falco Galenus|Falco Galenus]] at [[Bloodmoon:Raven Rock|Raven Rock]],<br>or [[Bloodmoon:Constans Atrius|Constans Atrius]] at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|Reward=Your own house in [[Bloodmoon:Raven Rock|Raven Rock]]
|ID=CO_Estate
|Prev=[[Bloodmoon:Under Siege|Under Siege]] or [[Bloodmoon:Drastic Measures|Drastic Measures]]
|Loc=[[Bloodmoon:Raven Rock|Raven Rock]]
|Difficulty=Low
|image=BM-quest-The Factor's Estate.jpg
|imgdesc=The torches mark the spot
|description=Build your estate as new Factor of the colony.
}}
==Quick Walkthrough==
#Speak to [[Bloodmoon:Falco Galenus|Falco]] (or [[Bloodmoon:Constans Atrius|Constans]]) about your next assignment to learn about the construction of your estate.
#Speak to Aldam Berendus who will ask you to lead him to where you want your estate built.
#Pick one of three locations in town marked by torches.
#Confirm with Aldam the location of your estate.
#Exit town and wait three to five days until you receive a journal entry on the completion of your estate.
==Detailed Walkthrough==
===Falco Galenus or Constans Atrius===
For the next series of quests wait for three days, and you will get a journal entry to see if anything needs to be done at Raven Rock. Speak to [[Bloodmoon:Falco Galenus|Falco]] (or [[Bloodmoon:Constans Atrius|Constans]] if Falco is dead) about your next assignment to hear about the plans for your estate. Falco directs you to speak to [[Bloodmoon:Aldam Berendus|Aldam Berendus]] who is leading the construction of the estate.
[[File:BM-quest-The Factor's Estate2.jpg|thumb|right|Aldam Berendus outside the finished estate]]
===Aldam Berendus===
Aldam can be found just east of Falco in [[Bloodmoon:Raven Rock|Raven Rock]]. He tells you that there are three possible locations where you can build your estate, each marked with torches. You are to lead Aldam to the desired location so he knows where to build it. Unfortunately, he fails to mention exactly where these torches are.
===Pick the Location===
One estate location is just northwest or so from the eastern entrance to the colony, well marked with a bright torch. Another location is south of that behind the row of houses. The third location is at the west end of town. The location you choose has no effect on how the estate will look.
{| class="wikitable"
|align="center"|[[File:BM-map-Raven Rock.jpg|thumb|right|500px]]
|-
!Map Key
|-
|
*2. Western location
*7. Northeastern location
*12. Southeastern location
|}
Once you've chosen the location, lead Aldam up to the torch and confirm that this is where you want your estate.
===Your Estate===
Exit town and wait three days until you receive a journal entry about the completion of your estate. It is a nicely designed little house with plenty of storage area.
==Notes==
*As with the Protect Falco quest, the estate will not appear if you wait three days in Raven Rock. You have to leave Raven Rock entirely before Aldam will build the estate.
==Bugs==
{{Bug|Sometimes after waiting three days, you will not get a journal entry that prompts you to speak with [[Bloodmoon:Falco Galenus|Falco]] or [[Bloodmoon:Constans Atrius|Constans]] (depending on your choice) about your next assignment to hear about the plans for your estate. You will still be able to advance if you did not get a journal update anyways if you have waited three days.|confirmed=1}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=CO_Estate
|10||I've been told that plans were included for an estate for the Factor, and I need to give instructions as to where it should be built. I need to find Aldam Berendus at the Raven Rock site.
|20||Aldam has told me that three torches have been placed at the potential building sites. When I've selected one, I should lead him to it and give the order to start construction.
|30||I need to lead Aldam Berendus to the spot the estate will be built on.
|40||I've selected a site for the Estate, and have given the order to start construction. Aldam says it should take several days to complete.
|50|fin|Construction of the Factor's Estate should be complete.
}}
{{Quest Footer|Prev=[[Bloodmoon:Under Siege|Under Siege]] (Falco) or<br>[[Bloodmoon:Drastic Measures|Drastic Measures]] (Carnius)|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,381,141
|
2021-04-05T17:25:18Z
|
Enobot
|
Quick Walkthrough
#Speak to Falco (or Constans) about your next assignment to learn about the construction of your estate.
#Speak to Aldam Berendus who will ask you to lead him to where you want your estate built.
#Pick one of three locations in town marked by torches.
#Confirm with Aldam the location of your estate.
#Exit town and wait three to five days until you receive a journal entry on the completion of your estate.
Detailed Walkthrough
Falco Galenus or Constans Atrius
For the next series of quests wait for three days, and you will get a journal entry to see if anything needs to be done at Raven Rock. Speak to Falco (or Constans if Falco is dead) about your next assignment to hear about the plans for your estate. Falco directs you to speak to Aldam Berendus who is leading the construction of the estate.
thumb|right|Aldam Berendus outside the finished estate
Aldam Berendus
Aldam can be found just east of Falco in Raven Rock. He tells you that there are three possible locations where you can build your estate, each marked with torches. You are to lead Aldam to the desired location so he knows where to build it. Unfortunately, he fails to mention exactly where these torches are.
Pick the Location
One estate location is just northwest or so from the eastern entrance to the colony, well marked with a bright torch. Another location is south of that behind the row of houses. The third location is at the west end of town. The location you choose has no effect on how the estate will look.
Once you've chosen the location, lead Aldam up to the torch and confirm that this is where you want your estate.
Your Estate
Exit town and wait three days until you receive a journal entry about the completion of your estate. It is a nicely designed little house with plenty of storage area.
Notes
As with the Protect Falco quest, the estate will not appear if you wait three days in Raven Rock. You have to leave Raven Rock entirely before Aldam will build the estate.
Bugs
Quest Stages
|
114
| 1,352
|
https://en.uesp.net/wiki/Bloodmoon:To_Catch_a_Thief
|
Bloodmoon:To Catch a Thief
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Giver=[[Bloodmoon:Falco Galenus|Falco Galenus]] at [[Bloodmoon:Raven Rock|Raven Rock]]
|Reward=500 gold
|ID=CO_6
|Prev=[[Bloodmoon:Supply Route Problems|Supply Route Problems]]
|Next=[[Bloodmoon:Bar Brawl|Bar Brawl]]
|Loc=[[Bloodmoon:Raven Rock|Raven Rock]], [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|Difficulty=Low
|image=BM-quest-To Catch a Thief.jpg
|imgdesc=Nothing to see here...
|description=Track down who is stealing ebony ore from the mine.
|Rep=+12 ([[Bloodmoon:East Empire Company|East Empire Company]])
}}
==Quick Walkthrough==
#Speak to [[Bloodmoon:Falco Galenus|Falco]] about your next assignment to learn about the theft of ebony ore.
#Search [[Bloodmoon:Uryn Maren|Uryn Maren]]'s house and open the locked chest inside to find it empty.
#Return to Falco with the news and he will tell you to follow Uryn inside the mine.
#Enter the mine and use [[Morrowind:Sneak|Sneak]]/[[Morrowind:Chameleon|Chameleon]]/[[Morrowind:Invisibility|Invisibility]] to remain hidden.
#Find and follow Uryn to the storage room until you receive a journal entry.
#Confront Uryn about the theft and he will tell you that Carnius told him to do it.
#Return to Falco with the news.
#Confront [[Bloodmoon:Carnius Magius|Carnius]] with the information and he will deny everything.
#Return to Falco to receive your reward and to learn that Uryn has been murdered.
==Detailed Walkthrough==
===Falco Galenus===
Speak to [[Bloodmoon:Falco Galenus|Falco]] in [[Bloodmoon:Raven Rock|Raven Rock]] about your next assignment to recover some ebony ore that has gone missing. He suspects that [[Bloodmoon:Uryn Maren|Uryn Maren]] is involved and has heard that the ore may be inside a chest in his house. He even gives you a key to Maren's house.
===Uryn Maren's House===
The house is right next to Falco and you have the key, so entry is relatively easy (it is a 100 level lock, if you want the challenge). The house is small and doesn't contain much. The chest is in the bedroom and is again locked (100 level). Open it to find that it is actually empty.
Return to Falco with the lack of evidence and he will suggest that you follow Uryn into the mine and see if you can catch him stealing ebony ore.
===Following Uryn===
The mine entrance is just north of Falco, head that way and get your sneaking skill or Invisibility spell ready. You won't encounter anyone immediately inside the Mine, but you'll find Uryn shortly inside, off to the east. As soon as you approach Uryn, he should take off, going deeper into the mine. Getting too close to Uryn will cause him to stop moving, until you disappear from sight again, and talking to him will result in him vanishing and cause the quest to fail. Do not worry about being spotted by Uryn, if he stops, just back away until he starts again.
Follow him deeper and after the sharp turn to the left you'll notice that he begins to sneak. Follow him into a storage room with some boxes until you receive a journal entry. At this point you can stop sneaking and confront Uryn. He will admit to stealing the ore but claim that Carnius threatened to kill him if he didn't steal from the mine.
===Return to Falco===
Return to Falco with the information, who says that he suspected as much, but needed confirmation that [[Bloodmoon:Carnius Magius|Carnius]] was involved. Falco suggests that you pay a visit to Carnius in [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]] to see what he has to say for himself. Speak with Carnius about Uryn and he'll deny everything, of course. Return to Falco once again who will inform you that Uryn has just been found dead, presumably murdered, although there is no evidence of the fact. You are rewarded with 500 gold.
{{newLine}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=CO_6
|10||Falco believes that Uryn Maren is stealing ore from the colony mine, and wants me to bring him proof of the theft.
|20||Falco has given me the key to Uryn Maren's house. I should look for a locked chest near the bed; the ore should be in it.
|30||The chest in Uryn Maren's house is empty.
|40||Falco has ordered me to follow Uryn Maren in the mines, to see if he's really stealing. I'm not supposed to be seen by anyone.
|50||I followed Uryn Maren to the storage room, where he has no business being.
|60||Uryn Maren confessed to stealing ore from the mines, but says that Carnius put him up to it.
|65||I informed Falco that I caught Uryn Maren in the mines. I now need to take the news to Carnius.
|70||Carnius denies having any involvement with Uryn's theft, and says Uryn Maren will be dealt with.
|80|fin|Uryn Maren was found dead in the store room where he was being held. With no evidence, and no witness, we'll have to find some other way to get Carnius.
|100|fin|I blew my cover, and ruined any chance of catching Uryn Maren red-handed.
|200|fin|I've been fired from the East Empire Company for killing Uryn Maren.
}}
{{Quest Footer|Prev=[[Bloodmoon:Supply Route Problems|Supply Route Problems]]|Next=[[Bloodmoon:Bar Brawl|Bar Brawl]]|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,381,142
|
2021-04-05T17:25:28Z
|
Enobot
|
Quick Walkthrough
#Speak to Falco about your next assignment to learn about the theft of ebony ore.
#Search Uryn Maren's house and open the locked chest inside to find it empty.
#Return to Falco with the news and he will tell you to follow Uryn inside the mine.
#Enter the mine and use Sneak/Chameleon/Invisibility to remain hidden.
#Find and follow Uryn to the storage room until you receive a journal entry.
#Confront Uryn about the theft and he will tell you that Carnius told him to do it.
#Return to Falco with the news.
#Confront Carnius with the information and he will deny everything.
#Return to Falco to receive your reward and to learn that Uryn has been murdered.
Detailed Walkthrough
Falco Galenus
Speak to Falco in Raven Rock about your next assignment to recover some ebony ore that has gone missing. He suspects that Uryn Maren is involved and has heard that the ore may be inside a chest in his house. He even gives you a key to Maren's house.
Uryn Maren's House
The house is right next to Falco and you have the key, so entry is relatively easy (it is a 100 level lock, if you want the challenge). The house is small and doesn't contain much. The chest is in the bedroom and is again locked (100 level). Open it to find that it is actually empty.
Return to Falco with the lack of evidence and he will suggest that you follow Uryn into the mine and see if you can catch him stealing ebony ore.
Following Uryn
The mine entrance is just north of Falco, head that way and get your sneaking skill or Invisibility spell ready. You won't encounter anyone immediately inside the Mine, but you'll find Uryn shortly inside, off to the east. As soon as you approach Uryn, he should take off, going deeper into the mine. Getting too close to Uryn will cause him to stop moving, until you disappear from sight again, and talking to him will result in him vanishing and cause the quest to fail. Do not worry about being spotted by Uryn, if he stops, just back away until he starts again.
Follow him deeper and after the sharp turn to the left you'll notice that he begins to sneak. Follow him into a storage room with some boxes until you receive a journal entry. At this point you can stop sneaking and confront Uryn. He will admit to stealing the ore but claim that Carnius threatened to kill him if he didn't steal from the mine.
Return to Falco
Return to Falco with the information, who says that he suspected as much, but needed confirmation that Carnius was involved. Falco suggests that you pay a visit to Carnius in Fort Frostmoth to see what he has to say for himself. Speak with Carnius about Uryn and he'll deny everything, of course. Return to Falco once again who will inform you that Uryn has just been found dead, presumably murdered, although there is no evidence of the fact. You are rewarded with 500 gold.
Quest Stages
|
114
| 1,353
|
https://en.uesp.net/wiki/Bloodmoon:Aiding_and_Abetting
|
Bloodmoon:Aiding and Abetting
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Giver=[[Bloodmoon:Carnius Magius|Carnius Magius]] at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|Reward=1000 gold
|ID=CO_6a
|Prev=[[Bloodmoon:Supply Route Problems|Supply Route Problems]]
|Next=[[Bloodmoon:Bar Brawl|Bar Brawl]]
|Loc=[[Bloodmoon:Raven Rock|Raven Rock]]
|Difficulty=Low
|image=BM-quest-Aiding and Abetting.jpg
|imgdesc=The storeroom is guarded
|description=Help Carnius and Uryn to smuggle ore out of the Raven Rock mine.
|Rep=+12 ([[Bloodmoon:East Empire Company|East Empire Company]])
}}
==Quick Walkthrough==
#Speak to Carnius about your next assignment assuming you've chosen to side with him.
#Learn about how he has been skimming ore with help from Uryn Maren.
#Recover all the ebony ore from Uryn's house in [[Bloodmoon:Raven Rock|Raven Rock]].
#Return the ore to Carnius and be told about the next part of the scam.
#Find Uryn in the mine and speak to him to be told how to distract the guard.
#Distract the guard with the [[Morrowind:Flin|Flin]] and follow him into the mine.
#Wait until Uryn tells you he's finished.
#Return to Carnius to tell him the news of your success.
==Detailed Walkthrough==
===Carnius Magius===
If you sided with [[Bloodmoon:Carnius Magius|Carnius Magius]] you'll get this quest from him in [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]. He'll tell you that he has had [[Bloodmoon:Uryn Maren|Uryn Maren]] stealing a little extra ore that he sells on the side. Unfortunately, [[Bloodmoon:Falco Galenus|Falco]] suspects what is going on and Carnius needs your help in taking care of things. Uryn has been storing the ore in a chest in his house and Falco may know about it. He gives you a key to get into Uryn's house and remove all the ore so there is no evidence.
===Uryn Maren's House===
Take a quick trip into [[Bloodmoon:Raven Rock|Raven Rock]] and find Uryn's house roughly in the center of the colony near to Falco. Enter the house using the key and find the chest in the bedroom, again opening it with the key. Take the five pieces of ebony ore in it and you'll receive a journal entry to go and speak with Carnius.
===Back To Carnius===
Return to Carnius with the ebony ore, and he'll tell you that Falco has now placed a guard at the storeroom in the mine, who is preventing Uryn from stealing any more ore. He wants you to go and distract the guard so Uryn can steal some more ore.
===Distracting the Guard===
Enter the mine in the colony and find Uryn Maren shortly inside the entrance. Speak to him and he'll describe the plan. Apparently, the guard, Aldam, has a fondness for whiskey so you are to give him some Flin, which Uryn gives to you. Find the guard and chat for a bit and offer him the drink which he'll gladly take. After a short bit, he'll take off down into the mine for some privacy to enjoy the Flin... and you should follow him. After another short wait, Uryn will walk in behind you. You can speak to him now, but he'll just tell you to wait. After another short bit you'll receive a journal entry to speak to Carnius and that the 'job' is done. Feel free to lighten the crates of ebony in the storeroom while you're at it.
===Back to Carnius===
Return to Carnius with the news and he'll reward you with 1000 gold.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=CO_6a
|10||Carnius has asked me to help cover up Uryn Maren's theft of ore from the mines. I need to find the locked chest in his house and get the ore out.
|20||I've taken all the ore out of the chest in Uryn Maren's house, and should report back to Carnius.
|30||Carnius is concerned that Uryn Maren is still under suspicion, but needs him to steal more ore. I've been tasked with distracting the guard in the mine so Uryn can sneak into the storeroom. I should find Uryn in the mine and come up with a plan.
|40||I've talked to Uryn Maren, who is going to sneak over near the storeroom. Once I've gotten the guard out of the way, he'll sneak in.
|50||Uryn Maren has completed his task. I should report back to Carnius.
|60|fin|Carnius was pleased that Uryn Maren was able to get the job done.
}}
{{Quest Footer|Prev=[[Bloodmoon:Supply Route Problems|Supply Route Problems]]|Next=[[Bloodmoon:Bar Brawl|Bar Brawl]]|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,381,143
|
2021-04-05T17:25:38Z
|
Enobot
|
Quick Walkthrough
#Speak to Carnius about your next assignment assuming you've chosen to side with him.
#Learn about how he has been skimming ore with help from Uryn Maren.
#Recover all the ebony ore from Uryn's house in Raven Rock.
#Return the ore to Carnius and be told about the next part of the scam.
#Find Uryn in the mine and speak to him to be told how to distract the guard.
#Distract the guard with the Flin and follow him into the mine.
#Wait until Uryn tells you he's finished.
#Return to Carnius to tell him the news of your success.
Detailed Walkthrough
Carnius Magius
If you sided with Carnius Magius you'll get this quest from him in Fort Frostmoth. He'll tell you that he has had Uryn Maren stealing a little extra ore that he sells on the side. Unfortunately, Falco suspects what is going on and Carnius needs your help in taking care of things. Uryn has been storing the ore in a chest in his house and Falco may know about it. He gives you a key to get into Uryn's house and remove all the ore so there is no evidence.
Uryn Maren's House
Take a quick trip into Raven Rock and find Uryn's house roughly in the center of the colony near to Falco. Enter the house using the key and find the chest in the bedroom, again opening it with the key. Take the five pieces of ebony ore in it and you'll receive a journal entry to go and speak with Carnius.
Back To Carnius
Return to Carnius with the ebony ore, and he'll tell you that Falco has now placed a guard at the storeroom in the mine, who is preventing Uryn from stealing any more ore. He wants you to go and distract the guard so Uryn can steal some more ore.
Distracting the Guard
Enter the mine in the colony and find Uryn Maren shortly inside the entrance. Speak to him and he'll describe the plan. Apparently, the guard, Aldam, has a fondness for whiskey so you are to give him some Flin, which Uryn gives to you. Find the guard and chat for a bit and offer him the drink which he'll gladly take. After a short bit, he'll take off down into the mine for some privacy to enjoy the Flin... and you should follow him. After another short wait, Uryn will walk in behind you. You can speak to him now, but he'll just tell you to wait. After another short bit you'll receive a journal entry to speak to Carnius and that the 'job' is done. Feel free to lighten the crates of ebony in the storeroom while you're at it.
Back to Carnius
Return to Carnius with the news and he'll reward you with 1000 gold.
Quest Stages
|
114
| 1,354
|
https://en.uesp.net/wiki/Bloodmoon:Race_Against_the_Clock
|
Bloodmoon:Race Against the Clock
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Giver=[[Bloodmoon:Falco Galenus|Falco Galenus]] at [[Bloodmoon:Raven Rock|Raven Rock]]
|Reward=1000 Gold
|ID=CO_9
|Prev=[[Bloodmoon:Discovery in the Mine|Discovery in the Mine]]
|Next=[[Bloodmoon:Razing the Forest|Razing the Forest]]
|Loc=[[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]; [[Bloodmoon:Felsaad Coast|Felsaad Coast]] / [[Bloodmoon:Brodir Grove|Brodir Grove]] / [[Bloodmoon:Supply Ship|Supply Ship]]
|Difficulty=Medium
|SuggItem=[[Morrowind:Fortify Speed|Speed-enchancing]] (e.g. [[Morrowind:Boots of Blinding Speed|Boots of Blinding Speed]]), [[Morrowind:Fortify Skill|Athletics-enchancing]], [[Morrowind:Restore Attribute|Restore Agility/Speed]], [[Morrowind:Divine Intervention|Divine Intervention]]
|image=BM-quest-Race Against the Clock.jpg
|imgdesc=Carnius awaits your report
|description=Deliver a report quickly to Carnius in [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]].
|Rep=+12 ([[Bloodmoon:East Empire Company|East Empire Company]])
}}
==Quick Walkthrough==
#Speak to Falco about your next assignment and be given a report to deliver to [[Bloodmoon:Carnius Magius|Carnius Magius]] in 5 hours.
#Travel to [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]] to find Carnius but discover he is gone.
#Speak to Constans to learn where Carnius has gone to.
#Run to find Carnius.
#Give the report to Carnius.
#Return to Falco for your reward.
==Detailed Walkthrough==
===Falco Galenus===
Speak to Falco about your next assignment, the delivery of a [[Bloodmoon:Colony Status Report|Colony Status Report]] to Carnius Magius within 5 hours (see important note below about the time allowed). Remember that this is five hours of game time, not real time (a fast character should be able to make it there in under 30 minutes). If the time expires, you'll receive a journal entry to that effect. You may find that with the short time requirement on the quest, you don't really have time to stop for exploring or fighting. It's best to use [[Morrowind:Fortify Speed|Speed-enhancing]] items and/or spells. Avoid using the ship between Raven Rock and Frostmoth; ship travel time is randomized, and may take much longer than you want in game time.
[[image:BM-npc-Constans Atrius.jpg|thumb|right|Constans acts innocently.]]
===Fort Frostmoth===
After a quick run (or a quicker [[Morrowind:Divine Intervention|Divine Intervention]]) to [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]] and up to Carnius' chambers, you find that he isn't there. Instead, you'll encounter his new assistant, [[Bloodmoon:Constans Atrius|Constans Atrius]], who will say that Carnius has just stepped out, possibly to inspect future expansion sites.
Carnius will be found in one of three random locations (determined when the quest is activated), as detailed below.
Once you speak to Constans, a trap will be activated, most likely set on purpose by Constans or Carnius to slow you down. The trap casts a spell called Trespasser's Bane that inflicts [[Morrowind:Drain Attribute|Drain Agility]] by 50–100 points for 600 seconds, Drain Speed by 20–80 points for 600 seconds, and [[Morrowind:Burden|Burden]] by 100–200 points for 300 seconds. The trap is set in the rug in the room, so [[Morrowind:Levitate|Levitate]] or [[Morrowind:Jump|Jump]] over it, use [[Morrowind:Resist Magicka|Resist Magicka]] spells or equipment, or step carefully around it. As these are drain effects, you cannot use the Imperial Cult Shrine to restore your attributes.
===Finding Carnius===
He is particularly easy to find at night due to the torches he and his guards are carrying. It will take at least 45 game minutes to reach him from the fort, at normal running speed.
:*Felsaad Coast: You may or may not have already run across the arch and tomb, [[Bloodmoon:Valbrandr Barrow|Valbrandr Barrow]]. If not, it is plainly visible on the paper map of the island, northeast from the fort. It is directly north from the [[Bloodmoon:Sun Stone|Sun Stone]], if you've done the [[Bloodmoon:The Skaal Test of Loyalty|Main Quest]]. Once you find the arch, head southeast towards the coast. Carnius will be wandering right along the coastline (location -151730, 165039).
:*[[Bloodmoon:Supply Ship|Supply Ship]] wreck: It is on the southwestern coast of the [[Bloodmoon:Hirstaang Forest|Hirstaang Forest]], where you found it [[Bloodmoon:Missing Supply Ship|previously]], northwest of [[Bloodmoon:Raven Rock|Raven Rock]].
:*[[Bloodmoon:Brodir Grove|Brodir Grove]]: It is northeast of [[Bloodmoon:Raven Rock|Raven Rock]]; just run directly from [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]].
Give the report to Carnius (use the dialogue topic ''report''), who will be rather "surprised" that it arrived on time and that you were able to find him at all.
===Return to Falco===
If you successfully deliver the report to Carnius in time, return to Falco for a 1000 gold reward and a 12 point boost to your faction reputation.
If you fail the quest for any reason, you will be expelled from the [[Bloodmoon:East Empire Company|East Empire Company]] faction when you return to Falco; you '''cannot''' get back in.
==Notes==
* Consider using the [[Morrowind:Unique_Armor#Boots_of_Blinding_Speed|Boots of Blinding Speed]] along with [[Morrowind:Levitate|levitation]] to make it in time.
* You should refrain from using [[Bloodmoon:Veresa Alver|Veresa Alver]]'s ship as a means of transport, as the trip can take much longer that way and may mean you won't be able to deliver the report on time.
* There are some weird things going on with the time period allowed for the quest. Although you are told you must deliver the report within 5 game hours, it seems a bug in the ''ColonyReportTimer'' script would let you have infinite time if you happened to start the quest during the hours of 6 to 9<!--AM or PM?--> (or so). Perhaps the developers were aware of this bug, so they also limited it in real time to 600 seconds (10 minutes). Thus, you must satisfy both deadlines: 5 game hours and 10 real minutes.
* If you happen to find Carnius before you talk to Constans, Carnius will be exploring but you cannot talk to him about the topic ''report''.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=CO_9
|10||Falco has told me I must deliver a report to Carnius at the fort within the next five hours.
|20||I have arrived at the fort, but Carnius is not here. I've been told he can be found at Brodir Grove, so I'll have to take the report there to get it to him on time.
|30||I have arrived at the fort, but Carnius is not here. I've been told he can be found at the shipwreck site on the West Coast of the island. I'll need to hurry to get the report to him in time.
|40||I have arrived at the fort, but Carnius is not here. I've been told he can be found along the coast, east of a large rock formation and burial tomb. I'll need to hurry if I'm to give him this report in time.
|50||I have delivered the report to Carnius on time, and should let Falco know.
|60|fin|Falco thanked me for being able to deliver the report on time.
|100||The five hours has expired; I have failed to deliver the report. I should let Falco know the bad news.
|110|fail|Falco fired me for not delivering the report on time.
}}
{{Quest Footer|Prev=[[Bloodmoon:Discovery in the Mine|Discovery in the Mine]]|Next=[[Bloodmoon:Razing the Forest|Razing the Forest]]|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,450,525
|
2021-08-02T14:17:45Z
|
Legoless
|
Quick Walkthrough
#Speak to Falco about your next assignment and be given a report to deliver to Carnius Magius in 5 hours.
#Travel to Fort Frostmoth to find Carnius but discover he is gone.
#Speak to Constans to learn where Carnius has gone to.
#Run to find Carnius.
#Give the report to Carnius.
#Return to Falco for your reward.
Detailed Walkthrough
Falco Galenus
Speak to Falco about your next assignment, the delivery of a Colony Status Report to Carnius Magius within 5 hours (see important note below about the time allowed). Remember that this is five hours of game time, not real time (a fast character should be able to make it there in under 30 minutes). If the time expires, you'll receive a journal entry to that effect. You may find that with the short time requirement on the quest, you don't really have time to stop for exploring or fighting. It's best to use Speed-enhancing items and/or spells. Avoid using the ship between Raven Rock and Frostmoth; ship travel time is randomized, and may take much longer than you want in game time.
thumb|right|Constans acts innocently.
Fort Frostmoth
After a quick run (or a quicker Divine Intervention) to Fort Frostmoth and up to Carnius' chambers, you find that he isn't there. Instead, you'll encounter his new assistant, Constans Atrius, who will say that Carnius has just stepped out, possibly to inspect future expansion sites.
Carnius will be found in one of three random locations (determined when the quest is activated), as detailed below.
Once you speak to Constans, a trap will be activated, most likely set on purpose by Constans or Carnius to slow you down. The trap casts a spell called Trespasser's Bane that inflicts Drain Agility by 50–100 points for 600 seconds, Drain Speed by 20–80 points for 600 seconds, and Burden by 100–200 points for 300 seconds. The trap is set in the rug in the room, so Levitate or Jump over it, use Resist Magicka spells or equipment, or step carefully around it. As these are drain effects, you cannot use the Imperial Cult Shrine to restore your attributes.
Finding Carnius
He is particularly easy to find at night due to the torches he and his guards are carrying. It will take at least 45 game minutes to reach him from the fort, at normal running speed.
:*Felsaad Coast: You may or may not have already run across the arch and tomb, Valbrandr Barrow. If not, it is plainly visible on the paper map of the island, northeast from the fort. It is directly north from the Sun Stone, if you've done the Main Quest. Once you find the arch, head southeast towards the coast. Carnius will be wandering right along the coastline (location -151730, 165039).
:*Supply Ship wreck: It is on the southwestern coast of the Hirstaang Forest, where you found it previously, northwest of Raven Rock.
:*Brodir Grove: It is northeast of Raven Rock; just run directly from Fort Frostmoth.
Give the report to Carnius (use the dialogue topic report), who will be rather "surprised" that it arrived on time and that you were able to find him at all.
Return to Falco
If you successfully deliver the report to Carnius in time, return to Falco for a 1000 gold reward and a 12 point boost to your faction reputation.
If you fail the quest for any reason, you will be expelled from the East Empire Company faction when you return to Falco; you cannot get back in.
Notes
Consider using the Boots of Blinding Speed along with levitation to make it in time.
You should refrain from using Veresa Alver's ship as a means of transport, as the trip can take much longer that way and may mean you won't be able to deliver the report on time.
There are some weird things going on with the time period allowed for the quest. Although you are told you must deliver the report within 5 game hours, it seems a bug in the ColonyReportTimer script would let you have infinite time if you happened to start the quest during the hours of 6 to 9 (or so). Perhaps the developers were aware of this bug, so they also limited it in real time to 600 seconds (10 minutes). Thus, you must satisfy both deadlines: 5 game hours and 10 real minutes.
If you happen to find Carnius before you talk to Constans, Carnius will be exploring but you cannot talk to him about the topic report.
Quest Stages
|
114
| 1,355
|
https://en.uesp.net/wiki/Bloodmoon:Stop_the_Messenger
|
Bloodmoon:Stop the Messenger
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Giver=[[Bloodmoon:Carnius Magius|Carnius Magius]] at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|Reward=1000 gold
|ID=CO_9a
|Prev=[[Bloodmoon:Discovery in the Mine|Discovery in the Mine]]
|Next=[[Bloodmoon:Razing the Forest|Razing the Forest]]
|Loc=[[Bloodmoon:Fort Frostmoth|Fort Frostmoth]], [[Bloodmoon:Raven Rock|Raven Rock]]
|Difficulty=Low
|image=BM-quest-Stop the Messenger.jpg
|imgdesc=The messenger must not reach his destination
|description=Intercept a report from Falco for Carnius with the help of Hroldar.
|Rep=+12 ([[Bloodmoon:East Empire Company|East Empire Company]])
}}
==Quick Walkthrough==
#Speak with Carnius to learn how he wants to intercept a status report from Falco.
#Meet up with Hroldar in [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]'s courtyard and follow him outside the fort.
#Travel to [[Bloodmoon:Raven Rock|Raven Rock]] and find the messenger, [[Bloodmoon:Tirvel Balen|Tirvel Balen]], on the East side of town.
#Escort Tirvel to Hroldar and he will be attacked by wolves.
#Read the [[Bloodmoon:Note from Carnius|letter]] that Hroldar gives you after Tirvel's death.
#Kill Hroldar as ordered to by Carnius' letter.
#Return to Carnius for your reward.
==Detailed Walkthrough==
===Carnius Magius===
[[Bloodmoon:Carnius Magius|Carnius]] will tell you that the crazy Nord you threw out of Raven Rock earlier, [[Bloodmoon:Hroldar the Strange|Hroldar the Strange]], is actually one of his men. Carnius needs you and Hroldar to intercept a [[Bloodmoon:Colony Status Report|report from Falco]]. You are to meet Hroldar in the courtyard of [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]], follow him and then go and deliver the messenger to Hroldar. It is important that the messenger never reach the fort alive and it must not be obvious that he was killed for the report. Instead, Hroldar will sic some wolves on him to make it look like an accident.
===Meet with Hroldar===
Hroldar is in the center of [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]'s courtyard in front of the well. Speak to him and he'll start off towards the west...follow him. He'll lead you a little way out of town and then tell you to go and fetch the messenger.
===Finding the Messenger===
Finding the messenger seems to be a little more difficult, however, as you are not given a clear indication where he might be found. The obvious guess would be to check around [[Bloodmoon:Raven Rock|Raven Rock]] for anyone around who might know something or for people leaving the colony in the direction of the fort. Fortunately, it won't take long as you'll find Tirvel Balen on the East end of the colony who will readily confess to having to deliver a report. In fact, he will actually ask if you'd help escort him to the fort...agree of course.
===Eliminating the Report===
Once you are escorting Tirvel make your way back to Hroldar. As soon as Tirvel gets near the two Black Wolves near Hroldar will attack the messenger (and you if you get too close). Wait until the messenger dies and then talk to Hroldar who will give you a [[Bloodmoon:Note from Carnius|Note from Carnius]] and three [[Bloodmoon:Scroll of Savage Tyranny|Scrolls of Savage Tyranny]]. Read the letter to learn that Carnius wants you to kill Hroldar for him. You can use the scrolls or not, but get rid of the Nord in any way you can.
===Back to Carnius===
Return to Carnius to report the 'good' news about the death of the messenger and Hroldar. Carnius will reward you with 1000 gold.
==Bugs==
{{Bug|Hroldar can die before you are told to kill him. In this case, Carnius tells you that you will receive no reward but in fact you receive the usual 1000 gold.|confirmed=1}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=CO_9a
|10||I've been tasked with eliminating a messenger sent from the colony, but I must make it appear that wolves overtook the man. I'm to follow Hroldar out into the wilderness, then lure the man to the location.
|20||Hroldar is going to take me to the spot where he'll wait until the messenger arrives.
|30||We've arrived at the location; I need to go find the messenger and make sure he gets to this point.
|40||I've agreed to escort the messenger to Fort Frostmoth; instead, I need to get him close to Hroldar so that Hroldar's wolves can take him down.
|50||The messenger has met with an "unfortunate accident". I should report to Carnius.
|60||I killed the messenger.
|70||Hroldar has given me a package from Carnius.
|80||Following Carnius' orders, I've killed Hroldar.
|90|fin|Carnius was happy to hear that both Hroldar and the messenger had been eliminated.
|100|fin|Carnius was unhappy that I had killed the messenger, but thanked me for taking care of Hroldar.
}}
{{Quest Footer|Prev=[[Bloodmoon:Discovery in the Mine|Discovery in the Mine]]|Next=[[Bloodmoon:Razing the Forest|Razing the Forest]]|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,381,145
|
2021-04-05T17:25:58Z
|
Enobot
|
Quick Walkthrough
#Speak with Carnius to learn how he wants to intercept a status report from Falco.
#Meet up with Hroldar in Fort Frostmoth's courtyard and follow him outside the fort.
#Travel to Raven Rock and find the messenger, Tirvel Balen, on the East side of town.
#Escort Tirvel to Hroldar and he will be attacked by wolves.
#Read the letter that Hroldar gives you after Tirvel's death.
#Kill Hroldar as ordered to by Carnius' letter.
#Return to Carnius for your reward.
Detailed Walkthrough
Carnius Magius
Carnius will tell you that the crazy Nord you threw out of Raven Rock earlier, Hroldar the Strange, is actually one of his men. Carnius needs you and Hroldar to intercept a report from Falco. You are to meet Hroldar in the courtyard of Fort Frostmoth, follow him and then go and deliver the messenger to Hroldar. It is important that the messenger never reach the fort alive and it must not be obvious that he was killed for the report. Instead, Hroldar will sic some wolves on him to make it look like an accident.
Meet with Hroldar
Hroldar is in the center of Fort Frostmoth's courtyard in front of the well. Speak to him and he'll start off towards the west...follow him. He'll lead you a little way out of town and then tell you to go and fetch the messenger.
Finding the Messenger
Finding the messenger seems to be a little more difficult, however, as you are not given a clear indication where he might be found. The obvious guess would be to check around Raven Rock for anyone around who might know something or for people leaving the colony in the direction of the fort. Fortunately, it won't take long as you'll find Tirvel Balen on the East end of the colony who will readily confess to having to deliver a report. In fact, he will actually ask if you'd help escort him to the fort...agree of course.
Eliminating the Report
Once you are escorting Tirvel make your way back to Hroldar. As soon as Tirvel gets near the two Black Wolves near Hroldar will attack the messenger (and you if you get too close). Wait until the messenger dies and then talk to Hroldar who will give you a Note from Carnius and three Scrolls of Savage Tyranny. Read the letter to learn that Carnius wants you to kill Hroldar for him. You can use the scrolls or not, but get rid of the Nord in any way you can.
Back to Carnius
Return to Carnius to report the 'good' news about the death of the messenger and Hroldar. Carnius will reward you with 1000 gold.
Bugs
Quest Stages
|
114
| 1,356
|
https://en.uesp.net/wiki/Bloodmoon:Protect_Falco
|
Bloodmoon:Protect Falco
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Giver=[[Bloodmoon:Falco Galenus|Falco Galenus]] at [[Bloodmoon:Raven Rock|Raven Rock]]
|Reward=1000 gold, 10 [[Morrowind:Restore Health|Restore Health]] potions, [[Bloodmoon:Ice Shield|Ice Shield]]
|ID=CO_12
|Prev=[[Bloodmoon:Hiring Guards|Hiring Guards]]
|Next=[[Bloodmoon:Under Siege|Under Siege]]
|Loc=[[Bloodmoon:Raven Rock|Raven Rock]]
|Difficulty=Medium
|image=BM-quest-Protect Falco.jpg
|imgdesc=Falco surrounded by his guards
|description=Someone wants Falco dead and you have to protect him.
|Rep=+12 ([[Bloodmoon:East Empire Company|East Empire Company]])
}}
==Quick Walkthrough==
#Speak to Falco about your next assignment to learn he might be assassinated shortly.
#Guard Falco and protect him from the three assassins.
#Speak to Falco again to receive your reward.
==Detailed Walkthrough==
===Falco Galenus===
For the next series of quests you'll have to leave town and wait for about 3 days until you receive a journal entry. Return and speak to Falco about your next assignment to have him tell you that he may be assassinated. He wants you to stick close to him for protection.
===Guard Duty===
Stick close to Falco for a short while until you are attacked and receive a journal entry (about 30 seconds or something). [[Bloodmoon:Baslod|Baslod]] and [[Bloodmoon:Cimber Valerius|Cimber Valerius]] attack using bows while [[Bloodmoon:Capiton Popillius|Capiton Popillius]] uses a longsword. The three guards and Falco should do fine by themselves, but feel free to lend a hand.
===Return to Falco===
Once the three are dead, return and speak to Falco and receive a reward of 1000 gold, 10 Restore Health potions and an Ice Shield (un-enchanted).
==Notes==
* The quest will not actually be offered until you leave Raven Rock; waiting in Raven Rock for three days will not give you the journal entry until you actually leave town.
==Bugs==
{{Bug|The Assassins may become passive towards you, Falco, and the colony guard(s).|confirmed=1}}
** Use [[Morrowind:Frenzy|Frenzy Humanoid]] or [[Morrowind:Persuasion|Taunt]] to reinitiate combat with them without a bounty, if all combat has stopped; they must be killed to complete the quest.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=CO_12
|10||Falco is concerned about a possible attempt on his life, and wants me to stay close to him.
|20||An assailant has attacked Falco and run off.
|100||The attackers have been killed, and Falco is safe.
|110|fin|Falco thanked me for keeping him safe.
|200|fail|I have failed to keep Falco safe from the attackers.
}}
{{Quest Footer|Prev=[[Bloodmoon:Hiring Guards|Hiring Guards]]|Next=[[Bloodmoon:Under Siege|Under Siege]]|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,381,146
|
2021-04-05T17:26:08Z
|
Enobot
|
Quick Walkthrough
#Speak to Falco about your next assignment to learn he might be assassinated shortly.
#Guard Falco and protect him from the three assassins.
#Speak to Falco again to receive your reward.
Detailed Walkthrough
Falco Galenus
For the next series of quests you'll have to leave town and wait for about 3 days until you receive a journal entry. Return and speak to Falco about your next assignment to have him tell you that he may be assassinated. He wants you to stick close to him for protection.
Guard Duty
Stick close to Falco for a short while until you are attacked and receive a journal entry (about 30 seconds or something). Baslod and Cimber Valerius attack using bows while Capiton Popillius uses a longsword. The three guards and Falco should do fine by themselves, but feel free to lend a hand.
Return to Falco
Once the three are dead, return and speak to Falco and receive a reward of 1000 gold, 10 Restore Health potions and an Ice Shield (un-enchanted).
Notes
The quest will not actually be offered until you leave Raven Rock; waiting in Raven Rock for three days will not give you the journal entry until you actually leave town.
Bugs
Use Frenzy Humanoid or Taunt to reinitiate combat with them without a bounty, if all combat has stopped; they must be killed to complete the quest.
Quest Stages
|
114
| 1,357
|
https://en.uesp.net/wiki/Bloodmoon:Under_Siege
|
Bloodmoon:Under Siege
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Giver=[[Bloodmoon:Falco Galenus|Falco Galenus]] at [[Bloodmoon:Raven Rock|Raven Rock]]
|Reward=2000 gold (Falco), Promotion
|ID=CO_13
|Prev=[[Bloodmoon:Protect Falco|Protect Falco]]
|Next=[[Bloodmoon:The Factor's Estate|The Factor's Estate]]
|Loc=[[Bloodmoon:Raven Rock|Raven Rock]], [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|Difficulty=Medium
|image=BM-quest-Under Siege.jpg
|imgdesc=Four "Skaal" in Raven Rock Mine
|description=Protect [[Bloodmoon:Raven Rock|Raven Rock]] from a fake Skaal attack.
}}
==Quick Walkthrough==
#Speak to [[Bloodmoon:Falco Galenus|Falco]] about your next assignment to retrieve a shipment of silver weapons from [[Bloodmoon:Constans Atrius|Constans Atrius]].
#Get the three silver longswords from Constans.
#Return to Falco who will inform you that the town was attacked by the Skaal.
#Enter the mine and kill all ten of the Skaal.
#Find and return the [[Bloodmoon:Tattered Note|Tattered Note]] on one of the Skaal to Falco.
#Confront [[Bloodmoon:Carnius Magius|Carnius]] about the note and the faked attack.
#Kill Carnius once he attacks you.
#Return to Falco to be named Factor of the colony.
==Detailed Walkthrough==
===Falco Galenus===
For the next series of quests you'll have to leave town and wait for about two days until you receive a journal entry. Return and speak to [[Bloodmoon:Falco Galenus|Falco]] about your next assignment to learn that [[Bloodmoon:Carnius Magius|Carnius]] has received a shipment of silver weapons but has refused to deliver any to the colony. Falco wants you to go and pay [[Bloodmoon:Constans Atrius|Constans Atrius]] a visit in [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]] and get the weapons to [[Bloodmoon:Raven Rock|Raven Rock]].
===Constans Atrius===
Speak to Constans at the top of the [[Morrowind:Imperial Cult|Imperial Cult]] hall to receive the three silver longswords.
===Skaal Attack!===
Return to Falco in Raven Rock to find out that the town has been attacked by the Skaal, almost immediately after you had left for the fort. Apparently they fled into the mine for refuge after being beaten back by Falco and the town guard(s). Falco wants you to go into the mine and rescue the miners.
You should find ten Nords ([[Bloodmoon:Alfbrand|Alfbrand]], [[Bloodmoon:Audmund|Audmund]], [[Bloodmoon:Balfring|Balfring]], [[Bloodmoon:Bryngrim|Bryngrim]], [[Bloodmoon:Eifid|Eifid]], [[Bloodmoon:Fjrokvar|Fjrokvar]], [[Bloodmoon:Ormvard|Ormvard]], [[Bloodmoon:Toralf|Toralf]], [[Bloodmoon:Valgeir|Valgeir]], and [[Bloodmoon:Vigunn|Vigunn]]) scattered about the mine, and they are far enough apart that you should be able to take them on one at a time. On Toralf, you'll find an incriminating [[Bloodmoon:Tattered Note|Tattered Note]] detailing the attack on the village, signed with a single "''C''" at the end.
===Return to Falco===
Return to Falco and give him the note that you found. He'll take a close look at it and discover that the so-called Skaal were actually mercenaries in disguise. Falco suspects Carnius was involved and tells you to confront him with the note.
===Confronting Carnius===
Confront Carnius about the Skaal attack and he'll immediately "confess" in a matter of words. He is furious because you ruined his attack on the colony. He'll attack you immediately so be cautious as he is a tougher than the average opponent. The guards and people in the area do not assist him, however.
===Return to Falco===
Return to Falco once Carnius is dead and he will promote you to the position of Factor of Raven Rock, effectively leaving you in charge of the entire operation.
==Notes==
*Not all the people in the mine are attackers. In particular, Aldam Berendus is also in the mine and is needed to construct the estate in the next mission.
*You are not required to actually bring the silver longswords back to Falco. While probably intended for the [up to] three colony guards, they already have weapons. Everyone just "forgets" about these swords, so you can sell them off.
==Bugs==
{{Bug|At the very end of the mine are Audmund and Toralf, together with one or two captive miners. If you sneak, your attack on the fake Skaal may be reported as a crime, resulting in a bounty, and possibly one of the workers will attack you.|confirmed=1}}
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=CO_13
|1||Falco has asked me to travel to Fort Frostmoth and collect several silver longswords from Constans Atrius.
|5||I've collected the swords, and should return them to Falco.
|10||The Skaal have apparently attacked the colony. Falco and the others were able to push the attacks into the mine, but there are now workers trapped in there. Falco wants me to go in, elminate the Skaal, and make sure the workers are safe.
|20||Falco has taken a note from me that was found on one of the Nords.
|30||Falco wants me to take the note and confront Carnius with it.
|40||I confronted Carnius with the evidence of his involvement in the attack on the colony. He flew into a rage and attacked me.
|60||I have killed Carnius Magius.
|70|fin|Falco has named me as the new Factor of the Raven Rock division of the East Empire Company.
}}
{{Quest Footer|Prev=[[Bloodmoon:Protect Falco|Protect Falco]]|Next=[[Bloodmoon:The Factor's Estate|The Factor's Estate]]|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,381,148
|
2021-04-05T17:26:18Z
|
Enobot
|
Quick Walkthrough
#Speak to Falco about your next assignment to retrieve a shipment of silver weapons from Constans Atrius.
#Get the three silver longswords from Constans.
#Return to Falco who will inform you that the town was attacked by the Skaal.
#Enter the mine and kill all ten of the Skaal.
#Find and return the Tattered Note on one of the Skaal to Falco.
#Confront Carnius about the note and the faked attack.
#Kill Carnius once he attacks you.
#Return to Falco to be named Factor of the colony.
Detailed Walkthrough
Falco Galenus
For the next series of quests you'll have to leave town and wait for about two days until you receive a journal entry. Return and speak to Falco about your next assignment to learn that Carnius has received a shipment of silver weapons but has refused to deliver any to the colony. Falco wants you to go and pay Constans Atrius a visit in Fort Frostmoth and get the weapons to Raven Rock.
Constans Atrius
Speak to Constans at the top of the Imperial Cult hall to receive the three silver longswords.
Skaal Attack!
Return to Falco in Raven Rock to find out that the town has been attacked by the Skaal, almost immediately after you had left for the fort. Apparently they fled into the mine for refuge after being beaten back by Falco and the town guard(s). Falco wants you to go into the mine and rescue the miners.
You should find ten Nords (Alfbrand, Audmund, Balfring, Bryngrim, Eifid, Fjrokvar, Ormvard, Toralf, Valgeir, and Vigunn) scattered about the mine, and they are far enough apart that you should be able to take them on one at a time. On Toralf, you'll find an incriminating Tattered Note detailing the attack on the village, signed with a single "C" at the end.
Return to Falco
Return to Falco and give him the note that you found. He'll take a close look at it and discover that the so-called Skaal were actually mercenaries in disguise. Falco suspects Carnius was involved and tells you to confront him with the note.
Confronting Carnius
Confront Carnius about the Skaal attack and he'll immediately "confess" in a matter of words. He is furious because you ruined his attack on the colony. He'll attack you immediately so be cautious as he is a tougher than the average opponent. The guards and people in the area do not assist him, however.
Return to Falco
Return to Falco once Carnius is dead and he will promote you to the position of Factor of Raven Rock, effectively leaving you in charge of the entire operation.
Notes
Not all the people in the mine are attackers. In particular, Aldam Berendus is also in the mine and is needed to construct the estate in the next mission.
You are not required to actually bring the silver longswords back to Falco. While probably intended for the [up to] three colony guards, they already have weapons. Everyone just "forgets" about these swords, so you can sell them off.
Bugs
Quest Stages
|
114
| 1,358
|
https://en.uesp.net/wiki/Bloodmoon:Drastic_Measures
|
Bloodmoon:Drastic Measures
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Giver=[[Bloodmoon:Carnius Magius|Carnius Magius]] at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|ID=CO_13a
|Prev=[[Bloodmoon:The Assassin|The Assassin]]
|Next=[[Bloodmoon:The Factor's Estate|The Factor's Estate]]
|Loc=[[Bloodmoon:Raven Rock|Raven Rock]], [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|Difficulty=Medium
|SuggLevel=40
|Reward=Promotion
|image=BM-quest-Drastic Measures.jpg
|imgdesc=The six killers await your instruction
|description=Help [[Bloodmoon:Carnius Magius|Carnius Magius]] plan an attack to slaughter the occupants of [[Bloodmoon:Raven Rock|Raven Rock]].
}}
==Quick Walkthrough==
#Speak to Carnius who will tell you that he wants to slaughter the colonists by using a band of hired killers dressed up as [[Morrowind:Nord|Nords]].
#Grab all the equipment in the two bags out in the hall.
#Travel to the place where you are to meet [[Bloodmoon:Toralf|Toralf]], east of the mouth of the [[Bloodmoon:Iggnir River|Iggnir River]] (by a small boat).
#Wait there till nightfall to meet Toralf and his five friends.
#Pass out all the equipment to the contract killers.
#Speak to Toralf and get attacked...kill them all.
#Return to Carnius who will attack you...kill him.
#You are now named Factor of the [[Bloodmoon:East Empire Company|East Empire Company]].
==Detailed Walkthrough==
===Carnius Magius===
Speak to Carnius who is disappointed in the investor's response to Falco's death. He is now planning something even more sinister to convince them that the colony should be abandoned...the slaughter of the Colonists by native [[Morrowind:Nord|Nords]]. Carnius explains that it won't actually be real native [[Morrowind:Nord|Nords]], just some hired killers, lead by a man named [[Bloodmoon:Toralf|Toralf]], disguised as [[Bloodmoon:Skaal|Skaal]] raiders. You are to take the two bags with axes, [[Bloodmoon:Bear Armor|Bear]] and [[Bloodmoon:Wolf Armor|Wolf Armor]] out from under the table in the hall and deliver them to Toralf. He and his gang are to arrive tonight near the Colony, just east of the [[Bloodmoon:Iggnir River|Iggnir River's]] mouth.
===Meeting Toralf===
Grab all the equipment and head out to find Toralf. Find the mouth of the Iggnir River and follow the southern coast of the island until you find a small, open boat. Wait there until nightfall when Toralf and his five henchmen ([[Bloodmoon:Alfbrand|Alfbrand]], [[Bloodmoon:Audmund|Audmund]], [[Bloodmoon:Bryngrim|Bryngrim]], [[Bloodmoon:Ormvard|Ormvard]], and [[Bloodmoon:Valgeir|Valgeir]]) arrive. Speak to Toralf who will tell you to pass out the Nordic armor and weapon to his men. Talk to each man, give them the equipment and then speak to Toralf again.
===Now It Gets Interesting...===
As soon as you are finished, he'll say that Carnius ordered them to attack and kill you...apparently Carnius doesn't need you anymore and wants you out of the way. Depending on your skill, this can be a tough fight, especially with all six of them attacking you at once. If all else fails, run away as best you can to heal up and plan an attack as you can manage.
===Return to Carnius===
Return to Carnius to have a brief word about what just happened. He'll be rather surprised to see you and then attack. He's a tough customer who can heal himself and hits very hard, so be careful. After killing him, speak to [[Bloodmoon:Constans Atrius|Constans Atrius]], and ask him for advancement. He will raise your rank in the [[Bloodmoon:East Empire Company|East Empire Company]] to Factor and put you in charge of operations.
After three days talk to Constans Atrius again and you will be able to start the construction of your estate.
==Notes==
*If you kill the mercenaries before Toralf reveals that Carnius ordered your death, you will be expelled from the East Empire Company upon returning to Carnius.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=CO_13a
|10||Carnius has asked me to deliver equipment to a group of Nords arriving on Solstheim. He's hired them to slaughter the colonists at Raven Rock, making it appear as if the natives did it.
|20||Toralf wants the weapons and armor handed out to his men. When I've finished that, I should let him know.
|25||I've passed out the equipment to everyone but Toralf; I should speak with him again.
|30||Toralf claimed Carnius had given orders to get rid of me, then attacked me.
|40||I killed Toralf and all of his companions.
|50||Carnius attacked me when I confronted him with what Toralf told me. I was forced to kill him.
|60|fin|Constans Atrius named me Factor of the Raven Rock division of the East Empire Company.
}}
{{Quest Footer|Prev=[[Bloodmoon:The Assassin|The Assassin]]|Next=[[Bloodmoon:The Factor's Estate|The Factor's Estate]]|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,381,149
|
2021-04-05T17:26:28Z
|
Enobot
|
Quick Walkthrough
#Speak to Carnius who will tell you that he wants to slaughter the colonists by using a band of hired killers dressed up as Nords.
#Grab all the equipment in the two bags out in the hall.
#Travel to the place where you are to meet Toralf, east of the mouth of the Iggnir River (by a small boat).
#Wait there till nightfall to meet Toralf and his five friends.
#Pass out all the equipment to the contract killers.
#Speak to Toralf and get attacked...kill them all.
#Return to Carnius who will attack you...kill him.
#You are now named Factor of the East Empire Company.
Detailed Walkthrough
Carnius Magius
Speak to Carnius who is disappointed in the investor's response to Falco's death. He is now planning something even more sinister to convince them that the colony should be abandoned...the slaughter of the Colonists by native Nords. Carnius explains that it won't actually be real native Nords, just some hired killers, lead by a man named Toralf, disguised as Skaal raiders. You are to take the two bags with axes, Bear and Wolf Armor out from under the table in the hall and deliver them to Toralf. He and his gang are to arrive tonight near the Colony, just east of the Iggnir River's mouth.
Meeting Toralf
Grab all the equipment and head out to find Toralf. Find the mouth of the Iggnir River and follow the southern coast of the island until you find a small, open boat. Wait there until nightfall when Toralf and his five henchmen (Alfbrand, Audmund, Bryngrim, Ormvard, and Valgeir) arrive. Speak to Toralf who will tell you to pass out the Nordic armor and weapon to his men. Talk to each man, give them the equipment and then speak to Toralf again.
Now It Gets Interesting...
As soon as you are finished, he'll say that Carnius ordered them to attack and kill you...apparently Carnius doesn't need you anymore and wants you out of the way. Depending on your skill, this can be a tough fight, especially with all six of them attacking you at once. If all else fails, run away as best you can to heal up and plan an attack as you can manage.
Return to Carnius
Return to Carnius to have a brief word about what just happened. He'll be rather surprised to see you and then attack. He's a tough customer who can heal himself and hits very hard, so be careful. After killing him, speak to Constans Atrius, and ask him for advancement. He will raise your rank in the East Empire Company to Factor and put you in charge of operations.
After three days talk to Constans Atrius again and you will be able to start the construction of your estate.
Notes
If you kill the mercenaries before Toralf reveals that Carnius ordered your death, you will be expelled from the East Empire Company upon returning to Carnius.
Quest Stages
|
114
| 1,359
|
https://en.uesp.net/wiki/Bloodmoon:The_Assassin
|
Bloodmoon:The Assassin
|
<noinclude>{{Cleanup-mwop-quest
|writtenBy=
|checkedBy=
|objectivesChecked=
|reward=
|rewardChecked=
|notes=
}}</noinclude>{{Quest Header
|type=East Empire Company Quests
|Giver=[[Bloodmoon:Carnius Magius|Carnius Magius]] at [[Bloodmoon:Fort Frostmoth|Fort Frostmoth]]
|Reward=4000 gold, [[Bloodmoon:Ice Shield|Ice Shield]]
|ID=CO_12a
|Prev=[[Bloodmoon:Hiring Guards|Hiring Guards]]
|Next=[[Bloodmoon:Drastic Measures|Drastic Measures]]
|Loc=[[Bloodmoon:Raven Rock|Raven Rock]]
|Difficulty=Medium
|image=BM-quest-The Assassin.jpg
|imgdesc=Falco must die
|description=Carnius requires your skills in the assassination of Falco.
|Rep=+12 ([[Bloodmoon:East Empire Company|East Empire Company]])
}}
==Quick Walkthrough==
#Speak to [[Bloodmoon:Carnius Magius|Carnius]] to learn about the assassination plot for [[Bloodmoon:Falco Galenus|Falco]].
#Travel to [[Bloodmoon:Raven Rock|Raven Rock]] and make your way up the mining tower.
#Take the bow, arrow, and scroll in the Tower. Equip the bow and arrow.
#Draw/ready the bow to signal [[Bloodmoon:Baslod|Baslod]] to attack and distract the guards.
#Fire the poison arrow at Falco once the guards have been drawn away, killing him.
#Return to Carnius for your reward.
==Detailed Walkthrough==
===Carnius Magius===
After two days, speak to [[Bloodmoon:Carnius Magius|Carnius]] to learn about a plot to assassinate [[Bloodmoon:Falco Galenus|Falco]] at the colony. Carnius wants to show that the colony is still unsafe despite all the recent efforts. He has arranged [[Bloodmoon:Baslod|Baslod]] to pose as a native [[Morrowind:Nord|Nord]] that will distract the guards and allow you to strike Falco with a poisoned arrow from the mining tower. Carnius warns you to ensure that no one sees you and he'll deny everything if you're caught.
===Setting Up===
Make your way to [[Bloodmoon:Raven Rock|Raven Rock]] to get setup for the assassination attempt. Make sure you have a bow and some extra arrows (a good marksman skill wouldn't hurt either). The mining tower is the tall wooden structure on the West side of town with the large ramp. The arrow, the bow and the scroll are up on the top waiting for you.
===Signaling Baslod===
According to the instructions, you have to draw the bow that has been provided (a Steel Bow) in order to signal Baslod to distract the guards. Indeed, once you equip and draw the bow, he will appear from around a building and get the guards out of the way, making it clear for your shot. The special arrow has a ranged poison spell so aim low so that even if you miss you'll probably kill Falco. Depending on your skill and shot, a direct hit should kill Falco instantly.
===Return to Carnius===
Return to Carnius with the news of Falco's death and receive 4000 gold and an Ice Shield (unenchanted) as a reward.
==Quest Stages==
{{MW Quest Stages Notes}}
{{Journal Entries
|id=CO_12a
|10||Carnius has instructed me to assassinate Falco. There will be someone waiting for me to be ready; I should go to the top of the mining office tower and draw the bow that has been left for me. That will signal to Baslod that he should proceed
|20||I am at the assigned point, and have drawn my bow to signal that I am ready.
|30||Baslod attacked Falco and ran off.
|40||I have killed Falco.
|50|fin|Carnius congratulated me on a job well done.
|100|fin|I've missed my window of opportunity. The guards have returned; I cannot kill Falco now.
|150|fin|I was spotted trying to kill Falco, and have failed my assignment.
}}
{{Quest Footer|Prev=[[Bloodmoon:Hiring Guards|Hiring Guards]]|Next=[[Bloodmoon:Drastic Measures|Drastic Measures]]|Up=[[Bloodmoon:East Empire Company Quests|East Empire Company Quests]]}}
| 2,381,150
|
2021-04-05T17:26:38Z
|
Enobot
|
Quick Walkthrough
#Speak to Carnius to learn about the assassination plot for Falco.
#Travel to Raven Rock and make your way up the mining tower.
#Take the bow, arrow, and scroll in the Tower. Equip the bow and arrow.
#Draw/ready the bow to signal Baslod to attack and distract the guards.
#Fire the poison arrow at Falco once the guards have been drawn away, killing him.
#Return to Carnius for your reward.
Detailed Walkthrough
Carnius Magius
After two days, speak to Carnius to learn about a plot to assassinate Falco at the colony. Carnius wants to show that the colony is still unsafe despite all the recent efforts. He has arranged Baslod to pose as a native Nord that will distract the guards and allow you to strike Falco with a poisoned arrow from the mining tower. Carnius warns you to ensure that no one sees you and he'll deny everything if you're caught.
Setting Up
Make your way to Raven Rock to get setup for the assassination attempt. Make sure you have a bow and some extra arrows (a good marksman skill wouldn't hurt either). The mining tower is the tall wooden structure on the West side of town with the large ramp. The arrow, the bow and the scroll are up on the top waiting for you.
Signaling Baslod
According to the instructions, you have to draw the bow that has been provided (a Steel Bow) in order to signal Baslod to distract the guards. Indeed, once you equip and draw the bow, he will appear from around a building and get the guards out of the way, making it clear for your shot. The special arrow has a ranged poison spell so aim low so that even if you miss you'll probably kill Falco. Depending on your skill and shot, a direct hit should kill Falco instantly.
Return to Carnius
Return to Carnius with the news of Falco's death and receive 4000 gold and an Ice Shield (unenchanted) as a reward.
Quest Stages
|
110
| 1,360
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https://en.uesp.net/wiki/Morrowind:Artifacts
|
Morrowind:Artifacts
|
{{Trail|Items}} [[Category:Morrowind-Hints]] [[Category:Morrowind-Weapons]] [[Category:Morrowind-Armor]] [[Category:Morrowind-Clothing]] [[Category:Morrowind-Jewelry]] __NOTOC__
'''Artifacts''' are specifically defined as any exceptional item with a ''unique'' appearance. There are a number of these special items that can be found throughout the game of [[Morrowind:Morrowind|Morrowind]]. For artifacts added by the expansions, see [[Tribunal:Artifacts|Tribunal]] and [[Bloodmoon:Artifacts|Bloodmoon]] artifact articles.
In addition to the artifacts listed on this page, there are a few other items encountered in-game which are considered artifacts in lore, but do no meet the criteria of having a unique appearance. These items include:
*[[Morrowind:Adamantium_Helm_of_Tohan|Adamantium Helm of Tohan]]- See its [[Lore:Adamantium Helm of Tohan|lore page]] for more details.
*[[Morrowind:Bloodworm_Helm|Bloodworm Helm]]- See its [[Lore:Bloodworm Helm|lore page]] for more details.
*[[Morrowind:Boots_of_Blinding_Speed|Boots of Blinding Speed]]- See its [[Lore:Boots of Blinding Speed|lore page]] for more details.
*[[Morrowind:Unique_Clothing#Necromancer's_Amulet|Necromancer's Amulet]]- See its [[Lore:Necromancer's_Amulet|lore page]] for more details.
*[[Morrowind:Veloth's_Judgement|Veloth's Judgement]]- See its [[Lore:Veloth's Judgement|lore page]] for more details.
*[[Morrowind:Ward of Akavir|Ward of Akavir]]- See its [[Lore:Ward of Akavir|lore page]] for more details.
For artifacts that are not [[Morrowind:Unused Content|normally obtainable]], please see the following links:
*[[Morrowind:Devourer|Devourer]]
*[[Morrowind:Ring of Namira|Ring of Namira]]
*[[Morrowind:Wings of the Queen of Bats|Wings of the Queen of Bats]]
{{Newline}}
{|class=wikitable width=50% style="text-align:center;" align=center
|'''[[Morrowind:Weapon Artifacts|Weapons]]'''||'''[[Morrowind:Armor Artifacts|Armor]]'''||'''[[Morrowind:Clothing Artifacts|Clothing]]'''
|-valign=top
|width=33%|
[[Morrowind:Weapon Artifacts#Axes, One-Hand|Axes, One-Hand]]<br>
[[Morrowind:Weapon Artifacts#Axes, Two-Hand|Axes, Two-Hand]]<br>
[[Morrowind:Weapon Artifacts#Blunt, One-Hand|Blunt, One-Hand]]<br>
[[Morrowind:Weapon Artifacts#Blunt, Two-Hand|Blunt, Two-Hand]]<br>
[[Morrowind:Weapon Artifacts#Bows|Bows]]<br>
[[Morrowind:Weapon Artifacts#Long Blades, One-Hand|Long Blades, One-Hand]]<br>
[[Morrowind:Weapon Artifacts#Long Blades, Two-Hand|Long Blades, Two-Hand]]<br>
[[Morrowind:Weapon Artifacts#Short Blades|Short Blades]]<br>
[[Morrowind:Weapon Artifacts#Spears|Spears]]
|width=33%|
[[Morrowind:Armor Artifacts#Boots|Boots]]<br>
[[Morrowind:Armor Artifacts#Cuirasses|Cuirasses]]<br>
[[Morrowind:Armor Artifacts#Gauntlets|Gauntlets]]<br>
[[Morrowind:Armor Artifacts#Helmets|Helmets]]<br>
[[Morrowind:Armor Artifacts#Shields|Shields]]
|width=33%|
[[Morrowind:Clothing Artifacts#Amulets|Amulets]]<br>
[[Morrowind:Clothing Artifacts#Belts|Belts]]<br>
[[Morrowind:Clothing Artifacts#Rings|Rings]]<br>
[[Morrowind:Clothing Artifacts#Shirts|Shirts]]<br>
[[Morrowind:Clothing Artifacts#Shoes|Shoes]]
|-
|colspan=3|'''[[Morrowind:Other Artifacts|Other]]'''
|}
| 2,144,623
|
2020-05-01T10:12:19Z
| null |
Artifacts are specifically defined as any exceptional item with a unique appearance. There are a number of these special items that can be found throughout the game of Morrowind. For artifacts added by the expansions, see Tribunal and Bloodmoon artifact articles.
In addition to the artifacts listed on this page, there are a few other items encountered in-game which are considered artifacts in lore, but do no meet the criteria of having a unique appearance. These items include:
Adamantium Helm of Tohan- See its lore page for more details.
Bloodworm Helm- See its lore page for more details.
Boots of Blinding Speed- See its lore page for more details.
Necromancer's Amulet- See its lore page for more details.
Veloth's Judgement- See its lore page for more details.
Ward of Akavir- See its lore page for more details.
For artifacts that are not normally obtainable, please see the following links:
Devourer
Ring of Namira
Wings of the Queen of Bats
|
110
| 1,361
|
https://en.uesp.net/wiki/Morrowind:Trainers
|
Morrowind:Trainers
|
{{Trail|Services}}__NOTOC__
{{MorrowindSkillsTOC}}
{{Morrowind Trainers Note}}
===Notes===
* Prices for training depend on both the player ''and'' trainer's [[Morrowind:Mercantile|Mercantile]]. Higher level trainers typically have higher Mercantile (and those that train Mercantile ''will'' by definition), so it may be cheaper to use less skilled trainers before higher level ones.
* You cannot train a skill higher than its governing attribute. For example, if both your Long Blade and Strength are at 50, then you will be unable to train Long Blade. However, the value of the attribute includes [[Morrowind:Fortify Attribute|Fortify]] potions and spells, so you can simply Fortify your strength temporarily to raise the limit to which you can train.
* A trainer's [[Morrowind:Disposition|Disposition]] toward you is a significant factor in price, and it should be raised to as close to 100 as possible to lower training costs. Trainers you have completed quests for and/or share a [[Morrowind:Factions|faction]] with will thus offer lower prices.
* If you want to barter with a trainer after paying them for training to get your training money back, you must open their barter window first before training, otherwise your training money will not be added to their available cash.
* Training takes 2 game hours per skill level trained.
* Unlike most formula, your [[Morrowind:Fatigue|Fatigue]] does ''not'' impact price. You may combine this with the above to repeatedly jump between sessions to also build [[Morrowind:Acrobatics|Acrobatics]].
* You can make use of hostile trainers by using the [[Morrowind:Calm Humanoid|Calm Humanoid]] effect on them (it only needs to last long enough to initiate the training, and will need to be re-used to train again even immediately afterward).
* If a Fortify Skill effect is cast on a trainer and makes that skill one of their three highest, it becomes one of the skills in which the trainer will offer training. Use this to make them train different skills and/or train to higher levels. For instance, casting a +100 Unarmored spell on any trainer will turn them into a master-level trainer in Unarmored for the duration of the spell.
* You can reduce training costs by 75% or more by creating a spell or enchantment of [[Morrowind:Fortify_Skill|Fortify Skill]] [[Morrowind:Mercantile|Mercantile]] 100 for 2-3 seconds, then casting it and immediately talking to the trainer.
* You can reduce training costs to 1gp per level by creating a spell or enchantment of [[Morrowind:Drain_Skill|Drain Skill]] of 100 for 2-3 seconds, however this can be inefficient as you have to create a separate spell or enchantment for each skill you want to train, and buying one from an enchanter will cost ~4000gp per second. If using the spellmaker instead of Enchant, Name these spells starting with a 'Z' to push them to the bottom of the list so as to not clog up the spell menu.
==[[File:MW-icon-skill-Acrobatics.jpg|middle|link=|alt=]] [[Morrowind:Acrobatics|Acrobatics]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Senyndie|Senyndie]]||[[Morrowind:Vivec Arena|Vivec, Arena]] Fighters Quarters
|{{Small|[[Morrowind:Sneak|Sneak]] (66)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (66)}}
|
|-
!79
|[[Morrowind:Aerin|Aerin]]||[[Morrowind:Maar Gan|Maar Gan]], Andus Tradehouse
|{{Small|''[[Morrowind:Light Armor|Light Armor]] (100)''}}||{{Small|[[Morrowind:Sneak|Sneak]] (84)}}
|
|-
!77
|[[Morrowind:Sugar-Lips Habasi|Sugar-Lips Habasi]]||[[Morrowind:Balmora|Balmora]], South Wall Cornerclub
|{{Small|[[Morrowind:Security|Security]] (67)}}||{{Small|[[Morrowind:Sneak|Sneak]] (67)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service
|-
!rowspan=2|71
|[[Morrowind:Ernse Llervu|Ernse Llervu]]||[[Morrowind:Vivec St. Delyn|Vivec]], The Abbey of St. Delyn the Wise
|{{Small|''[[Morrowind:Blunt Weapon|Blunt Weapon]] (100)''}}||{{Small|[[Morrowind:Sneak|Sneak]] (71)}}
|
|-
|[[Morrowind:Todwendy|Todwendy]]||[[Morrowind:Balmora|Balmora]], Lucky Lockup
|{{Small|''[[Morrowind:Short Blade|Short Blade]] (100)''}}||{{Small|[[Morrowind:Sneak|Sneak]] (71)}}
|
|-
!70
|[[Morrowind:Avus Belvilo|Avus Belvilo]]||[[Morrowind:Dren Plantation|Dren Plantation]], Storage Shack
|{{Small|[[Morrowind:Armorer|Armorer]] (70)}}||{{Small|[[Morrowind:Conjuration|Conjuration]] (70)}}
|
|-
!68
|[[Morrowind:Taren Omothan|Taren Omothan]]||[[Morrowind:Holamayan|Holamayan]] Monastery
|{{Small|''[[Morrowind:Hand-to-hand|Hand-to-hand]] (100)''}}||{{Small|[[Morrowind:Sneak|Sneak]] (68)}}
|
|-
!66
|[[Morrowind:Hecerinde|Hecerinde]]||[[Morrowind:Balmora|Balmora]], Hecerinde's House
|{{Small|''[[Morrowind:Security|Security]] (100)''}}||{{Small|[[Morrowind:Sneak|Sneak]] (66)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service
|-
!65
|[[Morrowind:Rogdul gro-Bularz|Rogdul gro-Bularz]]||[[Morrowind:Vivec Arena|Vivec, Arena]] Hidden Area
|{{Small|[[Morrowind:Sneak|Sneak]] (65)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (65)}}
|[[Morrowind:Morag Tong|Morag Tong]] Service
|-
!rowspan=2|64
|[[Morrowind:Faulgor|Faulgor]]||[[Morrowind:Vivec St. Olms|Vivec, St. Olms]] Yngling Manor
|{{Small|[[Morrowind:Sneak|Sneak]] (69)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (69)}}
|
|-
|[[Morrowind:Tharer Rotheloth|Tharer Rotheloth]]||[[Morrowind:Molag Mar|Molag Mar]], Temple
|{{Small|[[Morrowind:Sneak|Sneak]] (64)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (64)}}
|
|-
!rowspan=6|62
|[[Morrowind:Endryn Llethan|Endryn Llethan]]||[[Morrowind:Vivec Temple|Vivec]], High Fane
|{{Small|[[Morrowind:Sneak|Sneak]] (62)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (62)}}
|[[Morrowind:Tribunal Temple|Tribunal Temple]] Service, high rank only
|-
|[[Morrowind:Feldrelo Sadri|Feldrelo Sadri]]||[[Morrowind:Balmora|Balmora]], Temple
|{{Small|[[Morrowind:Sneak|Sneak]] (62)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (62)}}
|[[Morrowind:Tribunal Temple|Tribunal Temple]] Service, high rank only
|-
|[[Morrowind:Goren Andarys|Goren Andarys]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Morag Tong Guildhall
|{{Small|[[Morrowind:Sneak|Sneak]] (62)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (62)}}
|[[Morrowind:Morag Tong|Morag Tong]] Service
|-
|[[Morrowind:J'Zhirr|J'Zhirr]]||[[Morrowind:Ebonheart|Ebonheart]], East Empire Company Hall
|{{Small|[[Morrowind:Sneak|Sneak]] (52)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}
|
|-
|[[Morrowind:Mauhul gor-Burish|Mauhul gor-Burish]]||[[Morrowind:Ashunartes|Ashunartes]], Shrine
|{{Small|[[Morrowind:Sneak|Sneak]] (62)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (62)}}
|Hostile
|-
|[[Morrowind:Uvoo Llaren|Uvoo Llaren]]||[[Morrowind:Ghostgate|Ghostgate]], Temple
|{{Small|[[Morrowind:Sneak|Sneak]] (62)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (62)}}
|[[Morrowind:Tribunal Temple|Tribunal Temple]] Service, high rank only
|-
!60
|[[Morrowind:Glush gro-Dul|Glush gro-Dul]]||[[Morrowind:Shashpilamat|Shashpilamat]]
|{{Small|[[Morrowind:Sneak|Sneak]] (60)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (60)}}
|Hostile
|-
!rowspan=5|59
|[[Morrowind:Big Helende|Big Helende]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Dirty Muriel's Cornerclub
|{{Small|[[Morrowind:Security|Security]] (59)}}||{{Small|[[Morrowind:Sneak|Sneak]] (59)}}
|
|-
|[[Morrowind:Odral Helvi|Odral Helvi]]||[[Morrowind:Caldera|Caldera]], Governor's Hall
|{{Small|[[Morrowind:Sneak|Sneak]] (59)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (59)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service, high rank only
|-
|[[Morrowind:Serul Dathren|Serul Dathren]]||[[Morrowind:Vivec Arena|Vivec, Arena]] Hidden Area
|{{Small|[[Morrowind:Sneak|Sneak]] (59)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (59)}}
|
|-
|[[Morrowind:Tuls Valen|Tuls Valen]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Temple
|{{Small|[[Morrowind:Sneak|Sneak]] (59)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (59)}}
|[[Morrowind:Tribunal Temple|Tribunal Temple]] Service, high rank only
|-
|[[Morrowind:Uvren Tures|Uvren Tures]]||[[Morrowind:Rethan Manor|Rethan Manor]], Tures' House
|{{Small|[[Morrowind:Sneak|Sneak]] (59)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (59)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service
|-
!rowspan=5|58
|[[Morrowind:Ahnassi|Ahnassi]]||[[Morrowind:Pelagiad|Pelagiad]], Halfway Tavern
|{{Small|[[Morrowind:Sneak|Sneak]] (48)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (48)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service
|-
|[[Morrowind:Bogakh gro-Mar|Bogakh gro-Mar]]||[[Morrowind:Kaushtarari|Kaushtarari]], Shrine
|{{Small|[[Morrowind:Sneak|Sneak]] (58)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}
|Hostile
|-
|[[Morrowind:Godros|Godros]]||[[Morrowind:Tel Branora|Tel Branora]], Tower Guardpost
|{{Small|[[Morrowind:Sneak|Sneak]] (63)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (63)}}
|
|-
|[[Morrowind:Shakh gro-Durga|Shakh gro-Durga]]||[[Morrowind:Assurdirapal|Assurdirapal]], Shrine
|{{Small|[[Morrowind:Sneak|Sneak]] (58)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}
|Hostile
|-
|[[Morrowind:Ushug gra-Olurba|Ushug gra-Olurba]]||[[Morrowind:Ashurnibibi|Ashurnibibi]] (-7,-4)
|{{Small|[[Morrowind:Sneak|Sneak]] (58)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}
|Usually Hostile
|-
!57
|[[Morrowind:Ri'Shajirr|Ri'Shajirr]]||[[Morrowind:Caldera|Caldera]], Shenk's Shovel
|{{Small|''[[Morrowind:Sneak|Sneak]] (100)''}}||{{Small|[[Morrowind:Athletics|Athletics]] (43)}}
|
|-
!rowspan=3|56
|[[Morrowind:Chirranirr|Chirranirr]]||[[Morrowind:Balmora|Balmora]], South Wall Cornerclub
|{{Small|[[Morrowind:Security|Security]] (46)}}||{{Small|[[Morrowind:Sneak|Sneak]] (46)}}
|
|-
|[[Morrowind:Shamob gro-Shatub|Shamob gro-Shatub]]||[[Morrowind:Dushariran|Dushariran]], Shrine
|{{Small|[[Morrowind:Sneak|Sneak]] (56)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (56)}}
|Hostile
|-
|[[Morrowind:Shelur gra-Yargul|Shelur gra-Yargul]]||[[Morrowind:Zergonipal|Zergonipal]], Shrine
|{{Small|[[Morrowind:Sneak|Sneak]] (56)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (56)}}
|Hostile
|-
!rowspan=2|54
|[[Morrowind:Llirala Sendas|Llirala Sendas]]||[[Morrowind:Llirala's Shack|Llirala's Shack]]
|{{Small|[[Morrowind:Sneak|Sneak]] (54)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (54)}}
|
|-
|[[Morrowind:Socucius Ergalla|Socucius Ergalla]]||[[Morrowind:Seyda Neen|Seyda Neen]], Census and Excise Office
|{{Small|[[Morrowind:Sneak|Sneak]] (54)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (54)}}
|
|-
!rowspan=2|52
|[[Morrowind:Celegorn|Celegorn]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Dirty Muriel's Cornerclub
|{{Small|[[Morrowind:Sneak|Sneak]] (57)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (57)}}
|
|-
|[[Morrowind:Hoki|Hoki]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Morag Tong Guildhall
|{{Small|[[Morrowind:Sneak|Sneak]] (52)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}
|
|-
!rowspan=4|48
|[[Morrowind:Aurnie Vanne|Aurnie Vanne]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Sneak|Sneak]] (48)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (48)}}
|
|-
|[[Morrowind:Fara|Fara]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Fara's Hole in the Wall
|{{Small|[[Morrowind:Sneak|Sneak]] (54)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (54)}}
|
|-
|[[Morrowind:Hloris Farano|Hloris Farano]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Telvanni Council House, Chambers
|{{Small|[[Morrowind:Sneak|Sneak]] (48)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (48)}}
|
|-
|[[Morrowind:Nachael|Nachael]]||[[Morrowind:Balmora|Balmora]], Morag Tong Guild
|{{Small|[[Morrowind:Short Blade|Short Blade]] (54)}}||{{Small|[[Morrowind:Sneak|Sneak]] (48)}}
|
|-
!rowspan=5|47
|[[Morrowind:Muriel Sette|Muriel Sette]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Dirty Muriel's Cornerclub
|{{Small|[[Morrowind:Security|Security]] (47)}}||{{Small|[[Morrowind:Sneak|Sneak]] (47)}}
|
|-
|[[Morrowind:Nedhelorn|Nedhelorn]]||[[Morrowind:Ebonheart|Ebonheart]], Hawkmoth Legion Garrison
|{{Small|[[Morrowind:Block|Block]] (53)}}||{{Small|[[Morrowind:Athletics|Athletics]] (53)}}
|
|-
|[[Morrowind:Olumba gro-Boglar|Olumba gro-Boglar]]||[[Morrowind:Caldera|Caldera]], Governor's Hall
|{{Small|[[Morrowind:Sneak|Sneak]] (47)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (47)}}
|
|-
|[[Morrowind:Onasha|Onasha]]||[[Morrowind:Ebonheart|Ebonheart]], Argonian Mission
|{{Small|[[Morrowind:Sneak|Sneak]] (47)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (47)}}
|
|-
|[[Morrowind:Sarmosia Vant|Sarmosia Vant]]||[[Morrowind:Ebonheart|Ebonheart]], Imperial Chapels
|{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (52)}}||{{Small|[[Morrowind:Sneak|Sneak]] (47)}}
|
|-
!46
|[[Morrowind:Huleeya|Huleeya]]||[[Morrowind:Vivec Foreign|Vivec]], Black Shalk Cornerclub
|{{Small|[[Morrowind:Athletics|Athletics]] (75)}}||{{Small|[[Morrowind:Sneak|Sneak]] (46)}}
|
|-
!rowspan=6|44
|[[Morrowind:Alven Salas|Alven Salas]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Morag Tong Guild
|{{Small|[[Morrowind:Sneak|Sneak]] (44)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (44)}}
|
|-
|[[Morrowind:Balen Vendu|Balen Vendu]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Balen Vendu: Monk
|{{Small|[[Morrowind:Sneak|Sneak]] (44)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (44)}}
|
|-
|[[Morrowind:Golveso Senim|Golveso Senim]]||[[Morrowind:Vivec Telvanni|Vivec]], Telvanni Waistworks
|{{Small|[[Morrowind:Sneak|Sneak]] (44)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (44)}}
|
|-
|[[Morrowind:Hreirek the Lean|Hreirek the Lean]]||[[Morrowind:Dagon Fel|Dagon Fel]], End of the World Renter Rooms
|{{Small|[[Morrowind:Security|Security]] (44)}}||{{Small|[[Morrowind:Sneak|Sneak]] (44)}}
|
|-
|[[Morrowind:Mirvon Andrethi|Mirvon Andrethi]]||[[Morrowind:Tel Vos|Tel Vos]], Services Tower
|{{Small|[[Morrowind:Sneak|Sneak]] (44)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (44)}}
|
|-
|[[Morrowind:Shannat Pansamsi|Shannat Pansamsi]]||[[Morrowind:Balmora|Balmora]], Morag Tong Guild
|{{Small|[[Morrowind:Sneak|Sneak]] (44)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (44)}}
|-
!rowspan=3|42
|[[Morrowind:Hickim|Hickim]]||[[Morrowind:Balmora|Balmora]], Lucky Lockup
|{{Small|[[Morrowind:Short Blade|Short Blade]] (47)}}||{{Small|[[Morrowind:Sneak|Sneak]] (42)}}
|
|-
|[[Morrowind:Optio Bologra|Optio Bologra]]||[[Morrowind:Gnisis|Gnisis]], Barracks
|{{Small|[[Morrowind:Block|Block]] (58)}}||{{Small|[[Morrowind:Athletics|Athletics]] (48)}}
|
|-
|[[Morrowind:Snaglak gro-Yak|Snaglak gro-Yak]]||[[Morrowind:Valenvaryon|Valenvaryon]], Umug's Hut
|{{Small|[[Morrowind:Sneak|Sneak]] (42)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (42)}}
|Hostile
|-
!39
|[[Morrowind:Lirielle Stoine|Lirielle Stoine]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], The Rat In The Pot
|{{Small|[[Morrowind:Security|Security]] (39)}}||{{Small|[[Morrowind:Sneak|Sneak]] (39)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service
|-
!38
|[[Morrowind:Lambug gra-Lurn|Lambug gra-Lurn]]||[[Morrowind:Valenvaryon|Valenvaryon]], Lambug's Hut
|{{Small|[[Morrowind:Sneak|Sneak]] (38)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (38)}}
|Hostile
|}
==[[File:MW-icon-skill-Alchemy.jpg|middle|link=|alt=]] [[Morrowind:Alchemy|Alchemy]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Abelle Chriditte|Abelle Chriditte]]|||[[Morrowind:Valenvaryon|Valenvaryon]], Propylon Chamber
|{{Small|[[Morrowind:Conjuration|Conjuration]] (81)}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (81)}}
|
|-
!50
|[[Morrowind:Anarenen|Anarenen]]|||[[Morrowind:Ald'ruhn|Ald'ruhn]], Guild of Mages
|{{Small|[[Morrowind:Enchant|Enchant]] (50)}}||{{Small|[[Morrowind:Conjuration|Conjuration]] (50)}}
|
|-
!49
|[[Morrowind:Galbedir|Galbedir]]|||[[Morrowind:Balmora|Balmora]], Guild of Mages
|{{Small|[[Morrowind:Destruction|Destruction]] (48)}}||{{Small|[[Morrowind:Unarmored|Unarmored]] (48)}}
|
|-
!48
|[[Morrowind:Ajira|Ajira]]|||[[Morrowind:Balmora|Balmora]], Guild of Mages
|{{Small|[[Morrowind:Enchant|Enchant]] (48)}}||{{Small|[[Morrowind:Conjuration|Conjuration]] (48)}}
|
|-
!42
|[[Morrowind:Tongue-Toad|Tongue-Toad]]|||[[Morrowind:Ald'ruhn|Ald'ruhn]], The Rat In The Pot
|{{Small|[[Morrowind:Athletics|Athletics]] (52)}}||{{Small|[[Morrowind:Unarmored|Unarmored]] (42)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service
|-
!41
|[[Morrowind:Phane Rielle|Phane Rielle]]|||[[Morrowind:Balmora|Balmora]], South Wall Cornerclub
|{{Small|[[Morrowind:Mercantile|Mercantile]] (44)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (44)}}
|
|}
==[[File:MW-icon-skill-Alteration.jpg|middle|link=|alt=]] [[Morrowind:Alteration|Alteration]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Seryne Relas|Seryne Relas]]||[[Morrowind:Tel Branora|Tel Branora]], Seryne Relas's House
|{{Small|[[Morrowind:Destruction|Destruction]] (81)}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (76)}}
|
|-
!76
|[[Morrowind:Ardarume|Ardarume]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Gateway Inn: West Wing
|{{Small|''[[Morrowind:Mysticism|Mysticism]] (100)''}}||{{Small|[[Morrowind:Destruction|Destruction]] (81)}}
|
|-
!72
|[[Morrowind:Qorwynn|Qorwynn]]||[[Morrowind:Indoranyon|Indoranyon]]
|{{Small|''[[Morrowind:Enchant|Enchant]] (100)''}}||{{Small|[[Morrowind:Destruction|Destruction]] (78)}}
|Hostile
|-
!71
|[[Morrowind:Yakin Bael|Yakin Bael]]||[[Morrowind:Vos|Vos]], Vos Chapel
|{{Small|''[[Morrowind:Restoration|Restoration]] (100)''}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (76)}}
|
|-
!66
|[[Morrowind:Methal Seran|Methal Seran]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Temple
|{{Small|''[[Morrowind:Conjuration|Conjuration]] (100)''}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (71)}}
|[[Morrowind:Tribunal Temple|Tribunal Temple]] Service, high rank only
|-
!rowspan=2|58
|[[Morrowind:Arnand Liric|Arnand Liric]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Mysticism|Mysticism]] (62)}}||{{Small|[[Morrowind:Restoration|Restoration]] (62)}}
|
|-
|[[Morrowind:Procyon Nigilius|Procyon Nigilius]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Wolverine Hall: Mages Guild
|{{Small|[[Morrowind:Destruction|Destruction]] (58)}}||{{Small|[[Morrowind:Illusion|Illusion]] (58)}}
|[[Morrowind:Mages Guild|Mages Guild]] service, Evoker or above.
|-
!56
|[[Morrowind:Adusamsi Assurnarairan|Adusamsi Assurnarairan]]||[[Morrowind:Rotheran|Rotheran]], Arena
|{{Small|''[[Morrowind:Mysticism|Mysticism]] (60)''}}||{{Small|[[Morrowind:Restoration|Restoration]] (56)}}
|
|-
!rowspan=2|53
|[[Morrowind:Gildan|Gildan]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Gildan's House
|{{Small|[[Morrowind:Mysticism|Mysticism]] (53)}}||{{Small|[[Morrowind:Illusion|Illusion]] (50)}}
|[[Morrowind:Blades|Blades]] Service
|-
|[[Morrowind:Only-He-Stands-There|Only-He-Stands-There]]||[[Morrowind:Balmora|Balmora]], South Wall Cornerclub
|{{Small|[[Morrowind:Mysticism|Mysticism]] (58)}}||{{Small|[[Morrowind:Restoration|Restoration]] (53)}}
|Only after completing [[Morrowind: Unsanctioned Training|Unsanctioned Training]].
|-
!rowspan=2|52
|[[Morrowind:Barnand Erelie|Barnand Erelie]]||[[Morrowind:Tel Branora|Tel Branora]], Sethan's Tradehouse
|{{Small|[[Morrowind:Mysticism|Mysticism]] (57)}}||{{Small|[[Morrowind:Restoration|Restoration]] (57)}}
|
|-
|[[Morrowind:Emusette Bracques|Emusette Bracques]]||[[Morrowind:Tel Aruhn|Tel Aruhn]], Plot and Plaster
|{{Small|[[Morrowind:Restoration|Restoration]] (57)}}||{{Small|[[Morrowind:Destruction|Destruction]] (47)}}
|
|-
!50
|[[Morrowind:Letreius Muco|Letreius Muco]]||[[Morrowind:Vivec Foreign|Vivec]], Foreign Quarter Canalworks
|{{Small|[[Morrowind:Mysticism|Mysticism]] (50)}}||{{Small|[[Morrowind:Restoration|Restoration]] (50)}}
|
|-
!49
|[[Morrowind:Estirdalin|Estirdalin]]||[[Morrowind:Balmora|Balmora]], Guild of Mages
|{{Small|[[Morrowind:Destruction|Destruction]] (54)}}||{{Small|[[Morrowind:Illusion|Illusion]] (49)}}
|
|-
!rowspan=3|48
|[[Morrowind:Marayn Dren|Marayn Dren]]||[[Morrowind:Balmora|Balmora]], Guild of Mages
|{{Small|[[Morrowind:Destruction|Destruction]] (56)}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (50)}}
|
|-
|[[Morrowind:Medila Indaren|Medila Indaren]]||[[Morrowind:Caldera|Caldera]], Guild of Mages
|{{Small|[[Morrowind:Destruction|Destruction]] (54)}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (48)}}
|
|-
|[[Morrowind:Ranis Athrys|Ranis Athrys]]||[[Morrowind:Balmora|Balmora]], Guild of Mages
|{{Small|[[Morrowind:Mysticism|Mysticism]] (54)}}||{{Small|[[Morrowind:Illusion|Illusion]] (48)}}
|
|-
!rowspan=3|47
|[[Morrowind:An-Zaw|An-Zaw]]||[[Morrowind:Suran|Suran]], Suran Tradehouse
|{{Small|[[Morrowind:Illusion|Illusion]] (52)}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (52)}}
|
|-
|[[Morrowind:Arvyn Llerayn|Arvyn Llerayn]]||[[Morrowind:Vivec Telvanni|Vivec]], The Lizard's Head
|{{Small|[[Morrowind:Destruction|Destruction]] (57)}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (52)}}
|
|-
|[[Morrowind:Lauravenya|Lauravenya]]||[[Morrowind:Ald Velothi|Ald Velothi]], Outpost
|{{Small|[[Morrowind:Destruction|Destruction]] (57)}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (52)}}
|
|-
!44
|[[Morrowind:Sharn gra-Muzgob|Sharn gra-Muzgob]]||[[Morrowind:Balmora|Balmora]], Guild of Mages
|{{Small|[[Morrowind:Mysticism|Mysticism]] (44)}}||{{Small|[[Morrowind:Restoration|Restoration]] (44)}}
|
|-
!42
|[[Morrowind:Ulumpha gra-Sharob|Ulumpha gra-Sharob]]||[[Morrowind:Gnisis|Gnisis]], Fort Darius
|{{Small|[[Morrowind:Medium Armor|Medium Armor]] (45)}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (42)}}
|
|}
==[[File:MW-icon-skill-Armorer.jpg|middle|link=|alt=]] [[Morrowind:Armorer|Armorer]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Sirollus Saccus|Sirollus Saccus]]||[[Morrowind:Ebonheart|Ebonheart]], Hawkmoth Legion Garrison
|style=white-space:nowrap|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (76)}}||{{Small|[[Morrowind:Block|Block]] (71)}}
|Due to a bug, Sirollus does not actually offer training without the [[Morrowind:LeFemm Armor|LeFemm Armor]] [[Morrowind:Plugins|plugin]] installed.<br>{{UMP}}
|-
!70
|[[Morrowind:Avus Belvilo|Avus Belvilo]]||[[Morrowind:Dren Plantation|Dren Plantation]] , Storage Shack
|{{Small|[[Morrowind:Conjuration|Conjuration]] (70)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (70)}}
|
|-
!68
|[[Morrowind:Ababael Timsar-Dadisun|Ababael Timsar-Dadisun]]||[[Morrowind:Zainab Camp|Zainab Camp]], Ababael Timsar-Dadisun's Yurt
|{{Small|''[[Morrowind:Mercantile|Mercantile]] (100)''}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (58)}}
|
|-
!54
|[[Morrowind:Wayn|Wayn]]||[[Morrowind:Balmora|Balmora]], Guild of Fighters
|{{Small|[[Morrowind:Heavy Armor|Heavy Armor]] (54)}}||style=white-space:nowrap|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (54)}}
|
|}
==[[File:MW-icon-skill-Athletics.jpg|middle|link=|alt=]] [[Morrowind:Athletics|Athletics]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Adibael Hainnabibi|Adibael Hainnabibi]]||[[Morrowind:Kaushtababi Camp|Kaushtababi Camp]], Adibael's Yurt
|{{Small|[[Morrowind:Long Blade|Long Blade]] (72)}}||{{Small|[[Morrowind:Block|Block]] (68)}}
|
|-
!76
|[[Morrowind:Vampire (person)|Vampire]]
|[[Morrowind:Aralen Ancestral Tomb|Aralen Ancestral Tomb]], [[Morrowind:Dulo Ancestral Tomb|Dulo Ancestral Tomb]], [[Morrowind:Sarethi Ancestral Tomb|Sarethi Ancestral Tomb]]
|{{Small|''[[Morrowind:Restoration|Restoration]] (80)''}}||{{Small|[[Morrowind:Destruction|Destruction]] (65)}}
|Hostile
|-
!rowspan=2|75
|[[Morrowind:Delyna Mandas|Delyna Mandas]]||[[Morrowind:Tel Fyr|Tel Fyr]], Onyx Hall
|{{Small|[[Morrowind:Short Blade|Short Blade]] (64)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (60)}}
|
|-
|[[Morrowind:Huleeya|Huleeya]]||[[Morrowind:Vivec Foreign|Vivec Foreign]], Black Shalk Cornerclub
|{{Small|[[Morrowind:Sneak|Sneak]] (46)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (46)}}
|
|-
!72
|[[Morrowind:Missun Akin|Missun Akin]]||[[Morrowind:Falasmaryon|Falasmaryon]], Missun Akin's Hut
|{{Small|''[[Morrowind:Marksman|Marksman]] (100)''}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (72)}}
|
|-
!66
|[[Morrowind:Assurdan Serdimapal|Assurdan Serdimapal]]||[[Morrowind:Kaushtababi Camp|Kaushtababi Camp]], Adibael's Yurt
|{{Small|[[Morrowind:Long Blade|Long Blade]] (66)}}||{{Small|[[Morrowind:Block|Block]] (60)}}
|
|-
!64
|[[Morrowind:Mavis Nadram|Mavis Nadram]]||[[Morrowind:Indarys Manor|Indarys Manor]]
|{{Small|[[Morrowind:Block|Block]] (59)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (54)}}
|[[Morrowind:House Redoran|House Redoran]] Service
|-
!62
|[[Morrowind:Edryno Arethi|Edryno Arethi]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalu, Edryno Arethi's House
|{{Small|[[Morrowind:Long Blade|Long Blade]] (62)}}||{{Small|[[Morrowind:Block|Block]] (58)}}
|style=white-space:nowrap|[[Morrowind:House Hlaalu|House Hlaalu]] Service, high rank only
|-
!61
|[[Morrowind:Arver Rethul|Arver Rethul]]||[[Morrowind:Dren Plantation|Dren Plantation]] (2,-7)
|{{Small|[[Morrowind:Block|Block]] (56)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service
|-
!rowspan=5|60
|[[Morrowind:Assamma-Idan|Assamma-Idan]]||[[Morrowind:Ahemmusa Camp|Ahemmusa Camp]], Assamma-Idan's Yurt
|{{Small|[[Morrowind:Long Blade|Long Blade]] (60)}}||{{Small|[[Morrowind:Block|Block]] (54)}}
|
|-
|[[Morrowind:Danar Dalomo|Danar Dalomo]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Long Blade|Long Blade]] (60)}}||{{Small|[[Morrowind:Block|Block]] (54)}}
|
|-
|[[Morrowind:Suvryn Doves|Suvryn Doves]]||[[Morrowind:Dren Plantation|Dren Plantation]], Doves' Shack
|{{Small|[[Morrowind:Long Blade|Long Blade]] (60)}}||{{Small|[[Morrowind:Block|Block]] (54)}}
|Possibly Hostile, [[Morrowind:Thieves Guild|Thieves Guild]] Service
|-
|[[Morrowind:Theldyn Virith|Theldyn Virith]]||[[Morrowind:Ald Velothi|Ald Velothi]], Outpost
|{{Small|[[Morrowind:Long Blade|Long Blade]] (60)}}||{{Small|[[Morrowind:Block|Block]] (54)}}
|
|-
|[[Morrowind:Zanummu|Zanummu]]||[[Morrowind:Urshilaku Camp|Urshilaku Camp]], Zanummu's Yurt
|{{Small|[[Morrowind:Long Blade|Long Blade]] (60)}}||{{Small|[[Morrowind:Block|Block]] (54)}}
|
|-
!59
|[[Morrowind:Hides His Eyes|Hides His Eyes]]||[[Morrowind:Suran|Suran]], Suran Tradehouse
|{{Small|[[Morrowind:Medium Armor|Medium Armor]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
!rowspan=2|58
|[[Morrowind:Garila Vedas|Garila Vedas]]||[[Morrowind:Indarys Manor|Indarys Manor]]
|{{Small|[[Morrowind:Long Blade|Long Blade]] (58)}}||{{Small|[[Morrowind:Block|Block]] (53)}}
|
|-
|[[Morrowind:Tenaru Romoren|Tenaru Romoren]]||[[Morrowind:Vivec Redoran|Vivec Redoran]], Redoran Plaza
|{{Small|[[Morrowind:Long Blade|Long Blade]] (58)}}||{{Small|[[Morrowind:Block|Block]] (53)}}
|
|-
!rowspan=7|56
|[[Morrowind:Addarnat Assardidairan|Addarnat Assardidairan]]||[[Morrowind:Ashlands|Ashlands]] Region (6,9)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (56)}}||{{Small|[[Morrowind:Block|Block]] (52)}}
|Hostile
|-
|[[Morrowind:Brildraso Nethan|Brildraso Nethan]]||[[Morrowind:Vivec Redoran|Vivec]], Redoran, Redoran Scout & Drillmaster
|{{Small|[[Morrowind:Block|Block]] (52)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (42)}}
|
|-
|[[Morrowind:Dridas Salvani|Dridas Salvani]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Arenim Manor
|{{Small|[[Morrowind:Long Blade|Long Blade]] (56)}}||{{Small|[[Morrowind:Block|Block]] (52)}}
|
|-
|[[Morrowind:Elvas Savel|Elvas Savel]]||[[Morrowind:Molag Mar|Molag Mar]], Redoran Stronghold
|{{Small|[[Morrowind:Block|Block]] (52)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (42)}}
|
|-
|[[Morrowind:Mandran Indrano|Mandran Indrano]]||[[Morrowind:Ghostgate|Ghostgate]], Tower of Dusk Lower Level
|{{Small|[[Morrowind:Block|Block]] (52)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (42)}}
|
|-
|[[Morrowind:Mubdan Esurnadarpal|Mubdan Esurnadarpal]]||[[Morrowind:Ashlands|Ashlands]] Region (7,12)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (56)}}||{{Small|[[Morrowind:Block|Block]] (52)}}
|Hostile
|-
|[[Morrowind:Nuleno Tedas|Nuleno Tedas]]||[[Morrowind:Maar Gan|Maar Gan]], Outpost
|{{Small|[[Morrowind:Long Blade|Long Blade]] (56)}}||{{Small|[[Morrowind:Block|Block]] (52)}}
|
|-
!rowspan=2|55
|[[Morrowind:Assatlit Assudnilamat|Assatlit Assudnilamat]]||[[Morrowind:Azura's Coast|Azura's Coast]] Region (16,-2)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (55)}}||{{Small|[[Morrowind:Block|Block]] (50)}}
|Hostile
|-
|[[Morrowind:Yenammu|Yenammu]]||[[Morrowind:Ahemmusa Camp|Ahemmusa Camp]], Dutadalk's Yurt
|{{Small|[[Morrowind:Long Blade|Long Blade]] (55)}}||{{Small|[[Morrowind:Block|Block]] (50)}}
|
|-
!rowspan=5|54
|[[Morrowind:Avron Gols|Avron Gols]]||[[Morrowind:Rethan Manor|Rethan Manor]], Gols' House
|{{Small|[[Morrowind:Long Blade|Long Blade]] (54)}}||{{Small|[[Morrowind:Block|Block]] (50)}}
|
|-
|[[Morrowind:Esar-Don Dunsamsi|Esar-Don Dunsamsi]]||[[Morrowind:Tel Vos|Tel Vos]] (10,14)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (54)}}||{{Small|[[Morrowind:Block|Block]] (48)}}
|
|-
|[[Morrowind:Kund Assarnibani|Kund Assarnibani]]||[[Morrowind:West Gash|West Gash]] Region (-11,14)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (54)}}||{{Small|[[Morrowind:Block|Block]] (48)}}
|
|-
|[[Morrowind:Nine-Toes|Nine-Toes]]||[[Morrowind:Balmora|Balmora]], Nine Toes' House
|{{Small|[[Morrowind:Illusion|Illusion]] (50)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|[[Morrowind:Blades|Blades]] Service
|-
|[[Morrowind:Zelay Sobbinisun|Zelay Sobbinisun]]||[[Morrowind:Salit Camp|Salit Camp]], Zelay's Yurt
|{{Small|[[Morrowind:Long Blade|Long Blade]] (54)}}||{{Small|[[Morrowind:Block|Block]] (48)}}
|Hostile
|-
!53
|[[Morrowind:Nedhelorn|Nedhelorn]]||[[Morrowind:Ebonheart|Ebonheart]], Hawkmoth Legion Garrison
|{{Small|[[Morrowind:Block|Block]] (53)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (47)}}
|
|-
!rowspan=11|52
|[[Morrowind:Arvama Rathri|Arvama Rathri]]||[[Morrowind:Vivec Hlaalu|Vivec]], Elven Nations Cornerclub
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|
|-
|[[Morrowind:Elone|Elone]]||[[Morrowind:Seyda Neen|Seyda Neen]], Arrille's Tradehouse
|{{Small|[[Morrowind:Long Blade|Long Blade]] (62)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (52)}}
| [[Morrowind:Blades|Blades]] Service
|-
|[[Morrowind:Lliram Alvor|Lliram Alvor]]||[[Morrowind:Vivec Hlaalu|Vivec]], No Name Club
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|
|-
|[[Morrowind:Mevil Molor|Mevil Molor]]||[[Morrowind:Vivec Arena|Vivec]], Arena Fighters Training
|{{Small|[[Morrowind:Block|Block]] (47)}}||{{Small|[[Morrowind:Unarmored|Unarmored]] (38)}}
|
|-
|[[Morrowind:Nalasa Sarothren|Nalasa Sarothren]]||[[Morrowind:Vivec Hlaalu|Vivec]], Elven Nations Cornerclub
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|
|-
|[[Morrowind:Nevos Urns|Nevos Urns]]||[[Morrowind:Vivec Hlaalu|Vivec]], No Name Club
|{{Small|[[Morrowind:Block|Block]] (47)}}||{{Small|[[Morrowind:Unarmored|Unarmored]] (38)}}
|
|-
|[[Morrowind:Odairan Addaribantes|Odairan Addaribantes]]||[[Morrowind:Azura's Coast|Azura's Coast]] Region (15,-9)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|Hostile
|-
|[[Morrowind:Tongue-Toad|Tongue-Toad]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], The Rat In The Pot
|{{Small|[[Morrowind:Alchemy|Alchemy]] (42)}}||{{Small|[[Morrowind:Unarmored|Unarmored]] (42)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service
|-
|[[Morrowind:Ultis Salam|Ultis Salam]]||[[Morrowind:Vivec Arena|Vivec]], Arena Fighters Quarters
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|
|-
|[[Morrowind:Vadusa Sathryon|Vadusa Sathryon]]||[[Morrowind:Balmora|Balmora]], Council Club
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|
|-
|[[Morrowind:Zairan Enturnabaelul|Zairan Enturnabaelul]]||[[Morrowind:Ashlands|Ashlands]] Region (5,3)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|Hostile
|-
!rowspan=5|50
|[[Morrowind:Ainat Maessabibi|Ainat Maessabibi]]||[[Morrowind:West Gash|West Gash]] Region (-7,17)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (50)}}||{{Small|[[Morrowind:Block|Block]] (46)}}
|
|-
|[[Morrowind:Hairan Mannanalit|Hairan Mannanalit]]||[[Morrowind:Vos|Vos]], Varo Tradehouse
|{{Small|[[Morrowind:Long Blade|Long Blade]] (50)}}||{{Small|[[Morrowind:Block|Block]] (46)}}
|
|-
|[[Morrowind:Massour Asserrumusa|Massour Asserrumusa]]||[[Morrowind:West Gash|West Gash]] Region (-14,14)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (50)}}||{{Small|[[Morrowind:Block|Block]] (46)}}
|Hostile
|-
|[[Morrowind:Nind Dudnebisun|Nind Dudnebisun]]||[[Morrowind:Grazelands|Grazelands]] Region (10,12)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (50)}}||{{Small|[[Morrowind:Block|Block]] (46)}}
|Hostile
|-
|[[Morrowind:Zainat Ahalkalun|Zainat Ahalkalun]]||[[Morrowind:Grazelands|Grazelands]] Region (10,7)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (50)}}||{{Small|[[Morrowind:Block|Block]] (46)}}
|Hostile
|-
!rowspan=15|49
|[[Morrowind:Adairan Lalansour|Adairan Lalansour]]||[[Morrowind:West Gash|West Gash]] Region (-6,10)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|Potentially Hostile
|-
|[[Morrowind:Assemmus|Assemmus]]||[[Morrowind:Erabenimsun Camp|Erabenimsun Camp]], Assemmus' Yurt
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
|[[Morrowind:Balan|Balan]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Druegh-jigger's Rest
|{{Small|[[Morrowind:Long Blade|Long Blade]] (59)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (49)}}
|
|-
|[[Morrowind:Elms Llervu|Elms Llervu]]||[[Morrowind:Vivec Redoran|Vivec]], Redoran Waistworks
|{{Small|[[Morrowind:Mercantile|Mercantile]] (51)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (51)}}
|
|-
|[[Morrowind:Goras Andrelo|Goras Andrelo]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Goras Andrelo's House
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
|[[Morrowind:Hasell|Hasell]]||[[Morrowind:Wolverine Hall|Wolverine Hall]]: Fighters Guild
|{{Small|[[Morrowind:Block|Block]] (44)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (44)}}
|
|-
|[[Morrowind:Hirarend|Hirarend]]||[[Morrowind:Erabenimsun Camp|Erabenimsun Camp]] (13,-1)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
|[[Morrowind:Kummu|Kummu]]||[[Morrowind:Erabenimsun Camp|Erabenimsun Camp]] (13,-1)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
|[[Morrowind:Minisun Ulirbabi|Minisun Ulirbabi]]||[[Morrowind:West Gash|West Gash]] Region (-9,15)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|Hostile
|-
|[[Morrowind:Salay Yessur-Disadon|Salay Yessur-Disadon]]||[[Morrowind:Ashlands|Ashlands]] Region (5,4)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|Hostile
|-
|[[Morrowind:Sondryn Irathi|Sondryn Irathi]]||[[Morrowind:Wolverine Hall|Wolverine Hall]]: Fighters Guild
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
|[[Morrowind:Subenend Urshummarnamus|Subenend Urshummarnamus]]||[[Morrowind:Azura's Coast|Azura's Coast]] Region (14,1)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|Hostile
|-
|[[Morrowind:Yahaz Ashurnasaddas|Yahaz Ashurnasaddas]]||[[Morrowind:Grazelands|Grazelands]] Region (13,8)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
|[[Morrowind:Zallit Assattadaishah|Zallit Assattadaishah]]||[[Morrowind:Ghostgate|Ghostgate]] (2,4)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|Possibly Hostile
|-
|[[Morrowind:Zanat Assarnuridan|Zanat Assarnuridan]]||[[Morrowind:Ashlands|Ashlands]] Region (-2,11)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|Hostile
|-
!rowspan=4|48
|[[Morrowind:Kanat Assalatammis|Kanat Assalatammis]]||[[Morrowind:Ashlands|Ashlands]] Region (-2,13)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (48)}}||{{Small|[[Morrowind:Block|Block]] (42)}}
|Hostile
|-
|[[Morrowind:Optio Bologra|Optio Bologra]]||[[Morrowind:Gnisis|Gnisis]], Barracks
|{{Small|[[Morrowind:Block|Block]] (58)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (42)}}
|
|-
|[[Morrowind:Sharkub gro-Khashnar|Sharkub gro-Khashnar]]||[[Morrowind:Gnisis|Gnisis]], Fort Darius
|{{Small|[[Morrowind:Block|Block]] (58)}}||{{Small|[[Morrowind:Unarmored|Unarmored]] (39)}}
|
|-
|[[Morrowind:Sur Surishpi|Sur Surishpi]]||[[Morrowind:Vos|Vos]] (12,13)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (48)}}||{{Small|[[Morrowind:Block|Block]] (42)}}
|Hostile
|-
!rowspan=3|47
|[[Morrowind:Attelivupis Catius|Attelivupis Catius]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Block|Block]] (47)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (43)}}
|
|-
|[[Morrowind:Hasphat Antabolis|Hasphat Antabolis]]||[[Morrowind:Balmora|Balmora]], Guild of Fighters
|{{Small|[[Morrowind:Block|Block]] (47)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (43)}}
|
|-
|[[Morrowind:Talis Drurel|Talis Drurel]]||[[Morrowind:Vivec Redoran|Vivec]], The Flowers of Gold
|{{Small|[[Morrowind:Block|Block]] (42)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (42)}}
|
|-
!rowspan=9|46
|[[Morrowind:Asha-Ammu Kutebani|Asha-Ammu Kutebani]]||[[Morrowind:Gnisis|Gnisis]], Madach Tradehouse
|{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}||{{Small|[[Morrowind:Block|Block]] (41)}}
|
|-
|[[Morrowind:Assamanut Sonnerralit|Assamanut Sonnerralit]]||[[Morrowind:West Gash|West Gash]] Region (-13,12)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}||{{Small|[[Morrowind:Block|Block]] (41)}}
|Hostile
|-
|[[Morrowind:Maeonius Yentimilal|Maeonius Yentimilal]]||[[Morrowind:West Gash|West Gash]] Region (-8,13)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}||{{Small|[[Morrowind:Block|Block]] (41)}}
|Hostile
|-
|[[Morrowind:Mivanu Retheran|Mivanu Retheran]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Redoran Council Hall
|{{Small|[[Morrowind:Mercantile|Mercantile]] (52)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (52)}}
|
|-
|[[Morrowind:Musan Zaintashara|Musan Zaintashara]]||[[Morrowind:Grazelands|Grazelands]] Region (9,5)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}||{{Small|[[Morrowind:Block|Block]] (41)}}
|Hostile
|-
|[[Morrowind:Raviso Andalas|Raviso Andalas]]||[[Morrowind:Molag Mar|Molag Mar]], Redoran Stronghold
|{{Small|[[Morrowind:Mercantile|Mercantile]] (52)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (52)}}
|
|-
|[[Morrowind:Sal Pudashara|Sal Pudashara]]||[[Morrowind:Azura's Coast|Azura's Coast]] Region (17,0)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}||{{Small|[[Morrowind:Block|Block]] (41)}}
|Hostile
|-
|[[Morrowind:Shipal Zansatanit|Shipal Zansatanit]]||[[Morrowind:Grazelands|Grazelands]] Region (11,6)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}||{{Small|[[Morrowind:Block|Block]] (41)}}
|Hostile
|-
|[[Morrowind:Zenabi Samma|Zenabi Samma]]||[[Morrowind:Azura's Coast|Azura's Coast]] Region (16,5)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}||{{Small|[[Morrowind:Block|Block]] (41)}}
|Hostile
|-
!rowspan=2|44
|[[Morrowind:Flaenia Amiulusus|Flaenia Amiulusus]]||[[Morrowind:Balmora|Balmora]], Guild of Fighters
|{{Small|[[Morrowind:Block|Block]] (44)}}||{{Small|[[Morrowind:Spear|Spear]] (44)}}
|
|-
|[[Morrowind:Traldrisa Tervayn|Traldrisa Tervayn]]||[[Morrowind:Vivec Hlaalu|Vivec]], No Name Club
|{{Small|[[Morrowind:Mercantile|Mercantile]] (44)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (44)}}
|
|-
!rowspan=4|43
|[[Morrowind:Llevas Fels|Llevas Fels]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Nevrila Areloth's House
|{{Small|[[Morrowind:Mercantile|Mercantile]] (47)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (47)}}
|
|-
|[[Morrowind:Ri'Shajirr|Ri'Shajirr]]||[[Morrowind:Caldera|Caldera]], Shenk's Shovel
|{{Small|''[[Morrowind:Sneak|Sneak]] (100)''}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (57)}}
|
|-
|[[Morrowind:Sodrara Andalas|Sodrara Andalas]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Nadene Rotheran's Shack
|{{Small|[[Morrowind:Mercantile|Mercantile]] (47)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (47)}}
|Possibly Hostile
|-
|[[Morrowind:Sovor Trandel|Sovor Trandel]]||[[Morrowind:Balmora|Balmora]], Council Club
|{{Small|[[Morrowind:Mercantile|Mercantile]] (47)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (47)}}
|
|-
!rowspan=4|41
|[[Morrowind:Elo Arethan|Elo Arethan]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalu Waistworks
|{{Small|[[Morrowind:Mercantile|Mercantile]] (44)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (44)}}
|
|-
|[[Morrowind:Falvel Arenim|Falvel Arenim]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Mercantile|Mercantile]] (44)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (44)}}
|
|-
|[[Morrowind:Rissinia|Rissinia]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Dirty Muriel's Cornerclub
|{{Small|[[Morrowind:Mercantile|Mercantile]] (44)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (44)}}
|
|-
|[[Morrowind:Sevyni Saryon|Sevyni Saryon]]||[[Morrowind:Vivec Foreign|Vivec]], Foreign Quarter Lower Waistworks
|{{Small|[[Morrowind:Mercantile|Mercantile]] (44)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (44)}}
|
|-
!rowspan=2|38
|[[Morrowind:Iulus Truptor|Iulus Truptor]]||[[Morrowind:Ebonheart|Ebonheart]], Imperial Chapels
|{{Small|[[Morrowind:Mercantile|Mercantile]] (57)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (57)}}
|
|-
|[[Morrowind:Segunivus Mantedius|Segunivus Mantedius]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Mercantile|Mercantile]] (57)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (57)}}
|
|-
!36
|[[Morrowind:Ladia Flarugrius|Ladia Flarugrius]]||[[Morrowind:Pelagiad|Pelagiad]], Halfway Tavern
|{{Small|[[Morrowind:Mercantile|Mercantile]] (54)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (54)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service
|}
==[[File:MW-icon-skill-Axe.jpg|middle|link=|alt=]] [[Morrowind:Axe|Axe]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Alfhedil Elf-Hewer|Alfhedil Elf-Hewer]]||[[Morrowind:Falensarano|Falensarano]], Upper Level
|{{Small|[[Morrowind:Medium Armor|Medium Armor]] (78)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (78)}}
|
|-
!72
|[[Morrowind:Eydis Fire-Eye|Eydis Fire-Eye]]||[[Morrowind:Balmora|Balmora]], Guild of Fighters
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (72)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (67)}}
|[[Morrowind:Fighters_Guild|Fighters Guild]] Service, if Protector rank or higher
|-
!66
|[[Morrowind:Radd Hard-Heart|Radd Hard-Heart]]||[[Morrowind:Moonmoth Legion Fort|Moonmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (66)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (61)}}
|[[Morrowind:Imperial Legion|Imperial Legion]] Service
|-
!64
|[[Morrowind:Vonden Mano|Vonden Mano]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Practice Room
|{{Small|[[Morrowind:Long Blade|Long Blade]] (68)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (64)}}
|[[MW:House Redoran|House Redoran]] Service
|-
!63
|[[Morrowind:Aumsi|Aumsi]]||[[Morrowind:Ebonheart|Ebonheart]], Hawkmoth Legion Garrison
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (63)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (58)}}
|
|-
!rowspan=2|60
|[[Morrowind:Imsin the Dreamer|Imsin the Dreamer]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (60)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (55)}}
|[[Morrowind:Imperial Legion|Imperial Legion]] Service
|-
|[[Morrowind:Ivrosa Verethi|Ivrosa Verethi]]||[[Morrowind:Dren Plantation|Dren Plantation]], Verethi and Dralor
|{{Small|[[Morrowind:Long Blade|Long Blade]] (66)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (60)}}
|Possibly Hostile
|-
!59
|[[Morrowind:Mondros Balur|Mondros Balur]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Morvayn Quarters
|{{Small|[[Morrowind:Long Blade|Long Blade]] (64)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (59)}}
|
|-
!57
|[[Morrowind:Ondi|Ondi]]||[[Morrowind:Khuul|Khuul]], Thongar's Tradehouse
|{{Small|[[Morrowind:Heavy Armor|Heavy Armor]] (52)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}
|[[Morrowind:Imperial Legion|Imperial Legion]] Service
|-
!53
|[[Morrowind:Arvs Raram|Arvs Raram]]||[[Morrowind:Indarys Manor|Indarys Manor]], Raram's House
|{{Small|[[Morrowind:Long Blade|Long Blade]] (58)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (53)}}
|
|-
!rowspan=2|52
|[[Morrowind:Hylf the Harrier|Hylf the Harrier]]||[[Morrowind:Vivec Foreign|Vivec]], Black Shalk Cornerclub
|{{Small|[[Morrowind:Medium Armor|Medium Armor]] (52)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (52)}}
|
|-
|[[Morrowind:Taluro Athren|Taluro Athren]]||[[Morrowind:Ghostgate|Ghostgate]], Tower of Dusk Lower Level
|{{Small|[[Morrowind:Long Blade|Long Blade]] (56)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (52)}}
|
|-
!50
|[[Morrowind:Sjorvar Horse-Mouth|Sjorvar Horse-Mouth]]||[[Morrowind:West Gash|West Gash]] Region (-5,4)
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (50)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (50)}}
|[[Morrowind:Blades|Blades]] Service
|-
!rowspan=2|49
|[[Morrowind:Raig|Raig]]||[[Morrowind:Vivec Foreign|Vivec]], Guild of Fighters
|{{Small|[[Morrowind:Long Blade|Long Blade]] (59)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (49)}}
|
|-
|[[Morrowind:Tralan|Tralan]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Guild of Fighters
|{{Small|[[Morrowind:Long Blade|Long Blade]] (59)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (49)}}
|
|-
!48
|[[Morrowind:Iratian Albarnian|Iratian Albarnian]]||[[Morrowind:Caldera|Caldera]], Shenk's Shovel
|{{Small|[[Morrowind:Long Blade|Long Blade]] (58)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (54)}}
|
|-
!44
|[[Morrowind:Angoril|Angoril]]||[[Morrowind:Pelagiad|Pelagiad]], Fort Pelagiad
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (44)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (44)}}
|[[Morrowind:Imperial Legion|Imperial Legion]] Service, high rank trainer
|-
!42
|[[Morrowind:Traven Marvos|Traven Marvos]]||[[Morrowind:Balmora|Balmora]], Eight Plates
|{{Small|[[Morrowind:Short Blade|Short Blade]] (48)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (43)}}
|
|}
==[[File:MW-icon-skill-Block.jpg|middle|link=|alt=]] [[Morrowind:Block|Block]]==
{|class="wikitable sortable width=100%"
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Shardie|Shardie]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]] (-2,5)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (86)}}||{{Small|[[Morrowind:Heavy Armor|Heavy Armor]] (76)}}
|
|-
!82
|[[Morrowind:Khargol gro-Boguk|Khargol gro-Boguk]]||[[Morrowind:Dagon Fel|Dagon Fel]], Vacant Tower
|{{Small|''[[Morrowind:Unarmored|Unarmored]] (100)''}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (82)}}
|
|-
!71
|[[Morrowind:Sirollus Saccus|Sirollus Saccus]]||[[Morrowind:Ebonheart|Ebonheart]], Hawkmoth Legion Garrison
|style=white-space:nowrap|{{Small|[[Morrowind:Armorer|Armorer]] (100)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (76)}}
|Due to a glitch, Sirollus does not actually offer training as he should. Corrected by the [[Morrowind:LeFemm Armor|LeFemm Armor]] plugin.
|-
!71
|[[Morrowind:Ulms Drathen|Ulms Drathen]]||[[Morrowind:Molag Mar|Molag Mar]], Armigers Stronghold
|{{Small|''[[Morrowind:Long Blade|Long Blade]] (100)''}}||{{Small|[[Morrowind:Heavy Armor|Heavy Armor]] (71)}}
|
|-
!rowspan=2|68
|[[Morrowind:Adibael Hainnabibi|Adibael Hainnabibi]]||[[Morrowind:Kaushtababi Camp|Kaushtababi Camp]], Adibael's Yurt
|{{Small|''[[Morrowind:Athletics|Athletics]] (100)''}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (72)}}
|
|-
|[[Morrowind:Mertis Falandas|Mertis Falandas]]||[[Morrowind:Ghostgate|Ghostgate]], Tower of Dusk Lower Level
|{{Small|''[[Morrowind:Spear|Spear]] (100)''}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (72)}}
|
|-
!64
|[[Morrowind:Larrius Varro|Larrius Varro]]||[[Morrowind:Moonmoth Legion Fort|Moonmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Long Blade|Long Blade]] (74)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (64)}}
|
|-
!60
|[[Morrowind:Assurdan Serdimapal|Assurdan Serdimapal]]||[[Morrowind:Kaushtababi Camp|Kaushtababi Camp]], Adibael's Yurt
|{{Small|[[Morrowind:Long Blade|Long Blade]] (66)}}||{{Small|[[Morrowind:Athletics|Athletics]] (66)}}
|
|-
!59
|[[Morrowind:Mavis Nadram|Mavis Nadram]]||[[Morrowind:Indarys Manor|Indarys Manor]]
|{{Small|[[Morrowind:Athletics|Athletics]] (64)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (54)}}
|[[Morrowind:House Redoran|House Redoran]] Service
|-
!rowspan=4|58
|[[Morrowind:Aengoth the Jeweler|Aengoth the Jeweler]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], The Rat In The Pot
|{{Small|[[Morrowind:Medium Armor|Medium Armor]] (58)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (58)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service, high rank only
|-
|[[Morrowind:Edryno Arethi|Edryno Arethi]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalo, Edryno Arethi's House
|{{Small|[[Morrowind:Long Blade|Long Blade]] (62)}}||{{Small|[[Morrowind:Athletics|Athletics]] (62)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service, high rank only
|-
|[[Morrowind:Optio Bologra|Optio Bologra]]||[[Morrowind:Gnisis|Gnisis]], Barracks
|{{Small|[[Morrowind:Athletics|Athletics]] (48)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (42)}}
|
|-
|[[Morrowind:Sharkub gro-Khashnar|Sharkub gro-Khashnar]]||[[Morrowind:Gnisis|Gnisis]], Fort Darius
|{{Small|[[Morrowind:Athletics|Athletics]] (48)}}||{{Small|[[Morrowind:Unarmored|Unarmored]] (39)}}
|
|-
!56
|[[Morrowind:Arver Rethul|Arver Rethul]]||[[Morrowind:Dren Plantation|Dren Plantation]] (2,-7)
|{{Small|[[Morrowind:Athletics|Athletics]] (61)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}
|
|-
!rowspan=5|54
|[[Morrowind:Assamma-Idan|Assamma-Idan]]||[[Morrowind:Ahemmusa Camp|Ahemmusa Camp]], Assamma-Idan's Yurt
|{{Small|[[Morrowind:Long Blade|Long Blade]] (60)}}||{{Small|[[Morrowind:Athletics|Athletics]] (60)}}
|
|-
|[[Morrowind:Danar Dalomo|Danar Dalomo]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Long Blade|Long Blade]] (60)}}||{{Small|[[Morrowind:Athletics|Athletics]] (60)}}
|
|-
|[[Morrowind:Suvryn Doves|Suvryn Doves]]||[[Morrowind:Dren Plantation|Dren Plantation]], Doves' Shack
|{{Small|[[Morrowind:Long Blade|Long Blade]] (60)}}||{{Small|[[Morrowind:Athletics|Athletics]] (60)}}
|Possibly Hostile
|-
|[[Morrowind:Theldyn Virith|Theldyn Virith]]||[[Morrowind:Ald Velothi|Ald Velothi]], Outpost
|{{Small|[[Morrowind:Long Blade|Long Blade]] (60)}}||{{Small|[[Morrowind:Athletics|Athletics]] (60)}}
|
|-
|[[Morrowind:Zanummu|Zanummu]]||[[Morrowind:Urshilaku Camp|Urshilaku Camp]], Zanummu's Yurt
|{{Small|[[Morrowind:Long Blade|Long Blade]] (60)}}||{{Small|[[Morrowind:Athletics|Athletics]] (60)}}
|
|-
!rowspan=3|53
|[[Morrowind:Garila Vedas|Garila Vedas]]||[[Morrowind:Indarys Manor|Indarys Manor]]
|{{Small|[[Morrowind:Long Blade|Long Blade]] (58)}}||{{Small|[[Morrowind:Athletics|Athletics]] (58)}}
|
|-
|[[Morrowind:Nedhelorn|Nedhelorn]]||[[Morrowind:Ebonheart|Ebonheart]], Hawkmoth Legion Garrison
|{{Small|[[Morrowind:Athletics|Athletics]] (53)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (47)}}
|
|-
|[[Morrowind:Tenaru Romoren|Tenaru Romoren]]||[[Morrowind:Vivec Redoran|Vivec]], Redoran Plaza
|{{Small|[[Morrowind:Long Blade|Long Blade]] (58)}}||{{Small|[[Morrowind:Athletics|Athletics]] (58)}}
|
|-
!rowspan=8|52
|[[Morrowind:Addarnat Assardidairan|Addarnat Assardidairan]]||[[Morrowind:Ashlands|Ashlands]] Region (6,9)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (56)}}||{{Small|[[Morrowind:Athletics|Athletics]] (56)}}
|Hostile
|-
|[[Morrowind:Brildraso Nethan|Brildraso Nethan]]||[[Morrowind:Vivec Redoran|Vivec]], Redoran Scout & Drillmaster
|{{Small|[[Morrowind:Athletics|Athletics]] (56)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (42)}}
|
|-
|[[Morrowind:Bugdurash gra-Gashel|Bugdurash gra-Gashel]]||[[Morrowind:Maar Gan|Maar Gan]], Andus Tradehouse
|{{Small|[[Morrowind:Medium Armor|Medium Armor]] (52)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (42)}}
|
|-
|[[Morrowind:Dridas Salvani|Dridas Salvani]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Arenim Manor
|{{Small|[[Morrowind:Long Blade|Long Blade]] (56)}}||{{Small|[[Morrowind:Athletics|Athletics]] (56)}}
|
|-
|[[Morrowind:Elvas Savel|Elvas Savel]]||[[Morrowind:Molag Mar|Molag Mar]], Redoran Stronghold
|{{Small|[[Morrowind:Athletics|Athletics]] (56)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (42)}}
|
|-
|[[Morrowind:Mandran Indrano|Mandran Indrano]]||[[Morrowind:Ghostgate|Ghostgate]], Tower of Dusk Lower Level
|{{Small|[[Morrowind:Athletics|Athletics]] (56)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (42)}}
|
|-
|[[Morrowind:Mubdan Esurnadarpal|Mubdan Esurnadarpal]]||[[Morrowind:Ashlands|Ashlands]] Region (7,12)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (56)}}||{{Small|[[Morrowind:Athletics|Athletics]] (56)}}
|Hostile
|-
|[[Morrowind:Nuleno Tedas|Nuleno Tedas]]||[[Morrowind:Maar Gan|Maar Gan]], Outpost
|{{Small|[[Morrowind:Long Blade|Long Blade]] (56)}}||{{Small|[[Morrowind:Athletics|Athletics]] (56)}}
|
|-
!rowspan=4|50
|[[Morrowind:Assatlit Assudnilamat|Assatlit Assudnilamat]]||[[Morrowind:Azura's Coast|Azura's Coast]] Region (16,-2)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (55)}}||{{Small|[[Morrowind:Athletics|Athletics]] (55)}}
|Hostile
|-
|[[Morrowind:Avron Gols|Avron Gols]]||[[Morrowind:Rethan Manor|Rethan Manor]], Gols' House
|{{Small|[[Morrowind:Long Blade|Long Blade]] (54)}}||{{Small|[[Morrowind:Athletics|Athletics]] (54)}}
|
|-
|[[Morrowind:Rithleen|Rithleen]]||[[Morrowind:Balmora|Balmora]], Rithleen's House
|{{Small|[[Morrowind:Long Blade|Long Blade]] (58)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (50)}}
|[[Morrowind:Blades|Blades]] Service
|-
|[[Morrowind:Yenammu|Yenammu]]||[[Morrowind:Ahemmusa Camp|Ahemmusa Camp]], Dutadalk's Yurt
|{{Small|[[Morrowind:Long Blade|Long Blade]] (55)}}||{{Small|[[Morrowind:Athletics|Athletics]] (55)}}
|
|-
!rowspan=5|48
|[[Morrowind:Esar-Don Dunsamsi|Esar-Don Dunsamsi]]||[[Morrowind:Tel Vos|Tel Vos]] (10,14)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (54)}}||{{Small|[[Morrowind:Athletics|Athletics]] (54)}}
|
|-
|[[Morrowind:Kund Assarnibani|Kund Assarnibani]]||[[Morrowind:West Gash|West Gash]] Region (-11,14)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (54)}}||{{Small|[[Morrowind:Athletics|Athletics]] (54)}}
|
|-
|[[Morrowind:Minglos|Minglos]]||[[Morrowind:Vivec Redoran|Vivec]], Redoran Scout & Drillmaster
|{{Small|[[Morrowind:Sneak|Sneak]] (49)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (48)}}
|
|-
|[[Morrowind:Nilioniel|Nilioniel]]||[[Morrowind:Molag Mar|Molag Mar]], The Pilgrim's Rest
|{{Small|[[Morrowind:Sneak|Sneak]] (49)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (48)}}
|
|-
|[[Morrowind:Zelay Sobbinisun|Zelay Sobbinisun]]||[[Morrowind:Salit Camp|Salit Camp]], Zelay's Yurt
|{{Small|[[Morrowind:Long Blade|Long Blade]] (54)}}||{{Small|[[Morrowind:Athletics|Athletics]] (54)}}
|Hostile
|-
!rowspan=14|47
|[[Morrowind:Arvama Rathri|Arvama Rathri]]||[[Morrowind:Vivec Hlaalu|Vivec]], Elven Nations Cornerclub
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Athletics|Athletics]] (52)}}
|
|-
|[[Morrowind:Attelivupis Catius|Attelivupis Catius]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Athletics|Athletics]] (47)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (43)}}
|
|-
|[[Morrowind:Borwen|Borwen]]||[[Morrowind:Tel Mora|Tel Mora]], The Covenant
|{{Small|[[Morrowind:Sneak|Sneak]] (48)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (47)}}
|
|-
|[[Morrowind:Cirwedh|Cirwedh]]||[[Morrowind:Vivec Telvanni|Vivec]], Telvanni Tower
|{{Small|[[Morrowind:Sneak|Sneak]] (48)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (47)}}
|
|-
|[[Morrowind:Hasphat Antabolis|Hasphat Antabolis]]||[[Morrowind:Balmora|Balmora]], Guild of Fighters
|{{Small|[[Morrowind:Athletics|Athletics]] (47)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (43)}}
|
|-
|[[Morrowind:Hingor|Hingor]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Sneak|Sneak]] (48)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (47)}}
|
|-
|[[Morrowind:Lliram Alvor|Lliram Alvor]]||[[Morrowind:Vivec Hlaalu|Vivec]], No Name Club
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Athletics|Athletics]] (52)}}
|
|-
|[[Morrowind:Mevil Molor|Mevil Molor]]||[[Morrowind:Vivec Arena|Vivec]], Arena Fighters Training
|{{Small|[[Morrowind:Athletics|Athletics]] (52)}}||{{Small|[[Morrowind:Unarmored|Unarmored]] (38)}}
|
|-
|[[Morrowind:Nalasa Sarothren|Nalasa Sarothren]]||[[Morrowind:Vivec Hlaalu|Vivec]], Elven Nations Cornerclub
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Athletics|Athletics]] (52)}}
|
|-
|[[Morrowind:Nevos Urns|Nevos Urns]]||[[Morrowind:Vivec Hlaalu|Vivec]], No Name Club
|{{Small|[[Morrowind:Athletics|Athletics]] (52)}}||{{Small|[[Morrowind:Unarmored|Unarmored]] (38)}}
|
|-
|[[Morrowind:Odairan Addaribantes|Odairan Addaribantes]]||[[Morrowind:Azura's Coast|Azura's Coast]] Region (15,-9)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Athletics|Athletics]] (52)}}
|Hostile
|-
|[[Morrowind:Ultis Salam|Ultis Salam]]||[[Morrowind:Vivec Arena|Vivec]], Arena Fighters Quarters
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Athletics|Athletics]] (52)}}
|
|-
|[[Morrowind:Vadusa Sathryon|Vadusa Sathryon]]||[[Morrowind:Balmora|Balmora]], Council Club
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Athletics|Athletics]] (52)}}
|
|-
|[[Morrowind:Zairan Enturnabaelul|Zairan Enturnabaelul]]||[[Morrowind:Ashlands|Ashlands]] Region (5,3)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Athletics|Athletics]] (52)}}
|Hostile
|-
!rowspan=5|46
|[[Morrowind:Ainat Maessabibi|Ainat Maessabibi]]||[[Morrowind:West Gash|West Gash]] Region (-7,17)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (50)}}||{{Small|[[Morrowind:Athletics|Athletics]] (50)}}
|
|-
|[[Morrowind:Hairan Mannanalit|Hairan Mannanalit]]||[[Morrowind:Vos|Vos]], Varo Tradehouse
|{{Small|[[Morrowind:Long Blade|Long Blade]] (50)}}||{{Small|[[Morrowind:Athletics|Athletics]] (50)}}
|
|-
|[[Morrowind:Massour Asserrumusa|Massour Asserrumusa]]||[[Morrowind:West Gash|West Gash]] Region (-14,14)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (50)}}||{{Small|[[Morrowind:Athletics|Athletics]] (50)}}
|Hostile
|-
|[[Morrowind:Nind Dudnebisun|Nind Dudnebisun]]||[[Morrowind:Grazelands|Grazelands]] Region (10,12)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (50)}}||{{Small|[[Morrowind:Athletics|Athletics]] (50)}}
|Hostile
|-
|[[Morrowind:Zainat Ahalkalun|Zainat Ahalkalun]]||[[Morrowind:Grazelands|Grazelands]] Region (10,7)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (50)}}||{{Small|[[Morrowind:Athletics|Athletics]] (50)}}
|Hostile
|-
!rowspan=22|44
|[[Morrowind:Adairan Lalansour|Adairan Lalansour]]||[[Morrowind:West Gash|West Gash]] Region (-6,10)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Athletics|Athletics]] (49)}}
|Potentially Hostile
|-
|[[Morrowind:Arathor|Arathor]]||[[Morrowind:Balmora|Balmora]], South Wall Cornerclub
|{{Small|[[Morrowind:Sneak|Sneak]] (46)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (44)}}
|
|-
|[[Morrowind:Assemmus|Assemmus]]||[[Morrowind:Erabenimsun Camp|Erabenimsun Camp]], Assemmus' Yurt
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Athletics|Athletics]] (49)}}
|
|-
|[[Morrowind:Baradras|Baradras]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Guild of Fighters
|{{Small|[[Morrowind:Sneak|Sneak]] (46)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (44)}}
|
|-
|[[Morrowind:Baurin|Baurin]]||[[Morrowind:Vivec Foreign|Vivec]], Guild of Fighters
|{{Small|[[Morrowind:Sneak|Sneak]] (46)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (44)}}
|
|-
|[[Morrowind:Fandus Puruseius|Fandus Puruseius]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Dirty Muriel's Cornerclub
|{{Small|[[Morrowind:Long Blade|Long Blade]] (54)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (44)}}
|
|-
|[[Morrowind:Fasile Charascel|Fasile Charascel]]||[[Morrowind:Balmora|Balmora]], Guild of Fighters
|{{Small|[[Morrowind:Medium Armor|Medium Armor]] (44)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (44)}}
|
|-
|[[Morrowind:Flaenia Amiulusus|Flaenia Amiulusus]]||[[Morrowind:Balmora|Balmora]], Guild of Fighters
|{{Small|[[Morrowind:Spear|Spear]] (44)}}||{{Small|[[Morrowind:Athletics|Athletics]] (44)}}
|
|-
|[[Morrowind:Goras Andrelo|Goras Andrelo]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Goras Andrelo's House
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Athletics|Athletics]] (49)}}
|
|-
|[[Morrowind:Hasell|Hasell]]||[[Morrowind:Wolverine Hall|Wolverine Hall]]: Fighters Guild
|{{Small|[[Morrowind:Athletics|Athletics]] (49)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (44)}}
|
|-
|[[Morrowind:Hides His Eyes|Hides His Eyes]]||[[Morrowind:Suran|Suran]], Suran Tradehouse
|{{Small|[[Morrowind:Athletics|Athletics]] (59)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (49)}}
|
|-
|[[Morrowind:Hirarend|Hirarend]]||[[Morrowind:Erabenimsun Camp|Erabenimsun Camp]] (13,-1)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Athletics|Athletics]] (49)}}
|
|-
|[[Morrowind:Kummu|Kummu]]||[[Morrowind:Erabenimsun Camp|Erabenimsun Camp]] (13,-1)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Athletics|Athletics]] (49)}}
|
|-
|[[Morrowind:Minisun Ulirbabi|Minisun Ulirbabi]]||[[Morrowind:West Gash|West Gash]] Region (-9,15)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Athletics|Athletics]] (49)}}
|Hostile
|-
|[[Morrowind:Natesse|Natesse]]||[[Morrowind:Tel Mora|Tel Mora]], The Covenant
|{{Small|[[Morrowind:Sneak|Sneak]] (46)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (44)}}
|
|-
|[[Morrowind:Raflod the Braggart|Raflod the Braggart]]||[[Morrowind:Seyda Neen|Seyda Neen]], Arrille's Tradehouse
|{{Small|[[Morrowind:Medium Armor|Medium Armor]] (54)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}
|
|-
|[[Morrowind:Salay Yessur-Disadon|Salay Yessur-Disadon]]||[[Morrowind:Ashlands|Ashlands]] Region (5,4)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Athletics|Athletics]] (49)}}
|Hostile
|-
|[[Morrowind:Sondryn Irathi|Sondryn Irathi]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Wolverine Hall: Fighters Guild
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Athletics|Athletics]] (49)}}
|
|-
|[[Morrowind:Subenend Urshummarnamus|Subenend Urshummarnamus]]||[[Morrowind:Azura's Coast|Azura's Coast]] Region (14,1)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Athletics|Athletics]] (49)}}
|Hostile
|-
|[[Morrowind:Yahaz Ashurnasaddas|Yahaz Ashurnasaddas]]||[[Morrowind:Grazelands|Grazelands]] Region (13,8)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Athletics|Athletics]] (49)}}
|
|-
|[[Morrowind:Zallit Assattadaishah|Zallit Assattadaishah]]||[[Morrowind:Ghostgate|Ghostgate]] (2,4)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Athletics|Athletics]] (49)}}
|Possibly Hostile
|-
|[[Morrowind:Zanat Assarnuridan|Zanat Assarnuridan]]||[[Morrowind:Ashlands|Ashlands]] Region (-2,11)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Athletics|Athletics]] (49)}}
|Hostile
|-
!rowspan=3|42
|[[Morrowind:Kanat Assalatammis|Kanat Assalatammis]]||[[Morrowind:Ashlands|Ashlands]] Region (-2,13)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (48)}}||{{Small|[[Morrowind:Athletics|Athletics]] (48)}}
|Hostile
|-
|[[Morrowind:Sur Surishpi|Sur Surishpi]]||[[Morrowind:Vos|Vos]] (12,13)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (48)}}||{{Small|[[Morrowind:Athletics|Athletics]] (48)}}
|Hostile
|-
|[[Morrowind:Talis Drurel|Talis Drurel]]||[[Morrowind:Vivec Redoran|Vivec]], The Flowers of Gold
|{{Small|[[Morrowind:Athletics|Athletics]] (47)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (42)}}
|
|-
!rowspan=8|41
|[[Morrowind:Asha-Ammu Kutebani|Asha-Ammu Kutebani]]||[[Morrowind:Gnisis|Gnisis]], Madach Tradehouse
|{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}||{{Small|[[Morrowind:Athletics|Athletics]] (46)}}
|
|-
|[[Morrowind:Assamanut Sonnerralit|Assamanut Sonnerralit]]||[[Morrowind:West Gash|West Gash]] Region (-13,12)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}||{{Small|[[Morrowind:Athletics|Athletics]] (46)}}
|Hostile
|-
|[[Morrowind:Maeonius Yentimilal|Maeonius Yentimilal]]||[[Morrowind:West Gash|West Gash]] Region (-8,13)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}||{{Small|[[Morrowind:Athletics|Athletics]] (46)}}
|Hostile
|-
|[[Morrowind:Musan Zaintashara|Musan Zaintashara]]||[[Morrowind:Grazelands|Grazelands]] Region (9,5)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}||{{Small|[[Morrowind:Athletics|Athletics]] (46)}}
|Hostile
|-
|[[Morrowind:Sal Pudashara|Sal Pudashara]]||[[Morrowind:Azura's Coast|Azura's Coast]] Region (17,0)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}||{{Small|[[Morrowind:Athletics|Athletics]] (46)}}
|Hostile
|-
|[[Morrowind:Shipal Zansatanit|Shipal Zansatanit]]||[[Morrowind:Grazelands|Grazelands]] Region (11,6)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}||{{Small|[[Morrowind:Athletics|Athletics]] (46)}}
|Hostile
|-
|[[Morrowind:Vongvild|Vongvild]]||[[Morrowind:Dagon Fel|Dagon Fel]], The End of the World
|{{Small|[[Morrowind:Medium Armor|Medium Armor]] (51)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}
|
|-
|[[Morrowind:Zenabi Samma|Zenabi Samma]]||[[Morrowind:Azura's Coast|Azura's Coast]] Region (16,5)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}||{{Small|[[Morrowind:Athletics|Athletics]] (46)}}
|Hostile
|-
!38
|[[Morrowind:Alveleg|Alveleg]]||[[Morrowind:West Gash|West Gash]] Region (-3,2)
|{{Small|[[Morrowind:Marksman|Marksman]] (45)}}||{{Small|[[Morrowind:Sneak|Sneak]] (42)}}
|
|}
==[[File:MW-icon-skill-Blunt Weapon.jpg|middle|link=|alt=]] [[Morrowind:Blunt Weapon|Blunt Weapon]]==
{|class="wikitable sortable width=100%"
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Ernse Llervu|Ernse Llervu]]||[[Morrowind:Vivec (city)|Vivec]], [[Morrowind:The Abbey of St. Delyn the Wise|The Abbey of St. Delyn the Wise]]
|{{Small|[[Morrowind:Sneak|Sneak]] (71)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (71)}}
|
|-
!78
|[[Morrowind:Alfhedil Elf-Hewer|Alfhedil Elf-Hewer]]||[[Morrowind:Falensarano|Falensarano]], Upper Level
|{{Small|''[[Morrowind:Axe|Axe]] (100)''}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (78)}}
|
|-
!76
|[[Morrowind:Sirollus Saccus|Sirollus Saccus]]||[[Morrowind:Ebonheart|Ebonheart]], Hawkmoth Legion Garrison
|style=white-space:nowrap|{{Small|[[Morrowind:Armorer|Armorer]] (100)}}||{{Small|[[Morrowind:Block|Block]] (71)}}
|Due to a glitch, Sirollus does not actually offer training as he should. Corrected by the [[Morrowind:LeFemm_Armor|LeFemm Armor]] plugin.
|-
!72
|[[Morrowind:Eydis Fire-Eye|Eydis Fire-Eye]]||[[Morrowind:Balmora|Balmora]], Guild of Fighters
|{{Small|[[Morrowind:Axe|Axe]] (72)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (67)}}
||[[Morrowind:Fighters Guild|Fighters Guild]] Service
|-
!68
|[[Morrowind:Seanwen|Seanwen]]||[[Morrowind:Vivec Arena|Vivec]], Arena Fighters Training
|{{Small|''[[Morrowind:Heavy Armor|Heavy Armor]] (100)''}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (68)}}
|
|-
!rowspan=2|66
|[[Morrowind:Radd Hard-Heart|Radd Hard-Heart]]||[[Morrowind:Moonmoth Legion Fort|Moonmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Axe|Axe]] (66)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (61)}}
|
|-
|[[Morrowind:Wadarkhu|Wadarkhu]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Druegh-jigger's Rest
|{{Small|''[[Morrowind:Sneak|Sneak]] (100)''}}||{{Small|[[Morrowind:Short Blade|Short Blade]] (49)}}
|
|-
!64
|[[Morrowind:Vonden Mano|Vonden Mano]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Practice Room
|{{Small|[[Morrowind:Long Blade|Long Blade]] (68)}}||{{Small|[[Morrowind:Axe|Axe]] (64)}}
|[[Morrowind:House Redoran|House Redoran]] Service, mid rank only
|-
!63
|[[Morrowind:Aumsi|Aumsi]]||[[Morrowind:Ebonheart|Ebonheart]], Hawkmoth Legion Garrison
|{{Small|[[Morrowind:Axe|Axe]] (63)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (58)}}
|
|-
!rowspan=2|60
|[[Morrowind:Imsin the Dreamer|Imsin the Dreamer]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Axe|Axe]] (60)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (55)}}
|[[Morrowind:Imperial Legion|Imperial Legion]] Service
|-
|[[Morrowind:Ivrosa Verethi|Ivrosa Verethi]]||[[Morrowind:Dren Plantation|Dren Plantation]], Verethi and Dralor
|{{Small|[[Morrowind:Long Blade|Long Blade]] (66)}}||{{Small|[[Morrowind:Axe|Axe]] (60)}}
|Possibly Hostile
|-
!59
|[[Morrowind:Mondros Balur|Mondros Balur]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Morvayn Quarters
|{{Small|[[Morrowind:Long Blade|Long Blade]] (64)}}||{{Small|[[Morrowind:Axe|Axe]] (59)}}
|
|-
!rowspan=2|54
|[[Morrowind:Iratian Albarnian|Iratian Albarnian]]||[[Morrowind:Caldera|Caldera]], Shenk's Shovel
|{{Small|[[Morrowind:Long Blade|Long Blade]] (58)}}||{{Small|[[Morrowind:Axe|Axe]] (48)}}
|
|-
|[[Morrowind:Wayn|Wayn]]||[[Morrowind:Balmora|Balmora]], Guild of Fighters
|{{Small|[[Morrowind:Armorer|Armorer]] (54)}}||{{Small|[[Morrowind:Heavy Armor|Heavy Armor]] (54)}}
|
|-
!53
|[[Morrowind:Arvs Raram|Arvs Raram]]||[[Morrowind:Indarys Manor|Indarys Manor]], Raram's House
|{{Small|[[Morrowind:Long Blade|Long Blade]] (58)}}||{{Small|[[Morrowind:Axe|Axe]] (53)}}
|
|-
!rowspan=2|52
|[[Morrowind:Hylf the Harrier|Hylf the Harrier]]||[[Morrowind:Vivec Foreign|Vivec]], Black Shalk Cornerclub
|{{Small|[[Morrowind:Medium Armor|Medium Armor]] (52)}}||{{Small|[[Morrowind:Axe|Axe]] (52)}}
|
|-
|[[Morrowind:Taluro Athren|Taluro Athren]]||[[Morrowind:Ghostgate|Ghostgate]], Tower of Dusk Lower Level
|{{Small|[[Morrowind:Long Blade|Long Blade]] (56)}}||{{Small|[[Morrowind:Axe|Axe]] (52)}}
|
|-
!rowspan=2|50
|[[Morrowind:Galar Rothan|Galar Rothan]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Telvanni Council House, Entry
|{{Small|[[Morrowind:Enchant|Enchant]] (50)}}||{{Small|[[Morrowind:Unarmored|Unarmored]] (50)}}
|
|-
|[[Morrowind:Sjorvar Horse-Mouth|Sjorvar Horse-Mouth]]||[[Morrowind:West Gash|West Gash]] Region (-5,4)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (50)}}||{{Small|[[Morrowind:Axe|Axe]] (50)}}
|[[Morrowind:Blades|Blades]] Service
|-
!rowspan=2|49
|[[Morrowind:Raig|Raig]]||[[Morrowind:Vivec Foreign|Vivec]], Guild of Fighters
|{{Small|[[Morrowind:Long Blade|Long Blade]] (59)}}||{{Small|[[Morrowind:Axe|Axe]] (49)}}
|
|-
|[[Morrowind:Tralan|Tralan]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Guild of Fighters
|{{Small|[[Morrowind:Long Blade|Long Blade]] (59)}}||{{Small|[[Morrowind:Axe|Axe]] (49)}}
|
|-
!48
|[[Morrowind:Saryn Sarothril|Saryn Sarothril]]||[[Morrowind:Maar Gan|Maar Gan]], Outpost
|{{Small|[[Morrowind:Long Blade|Long Blade]] (54)}}||{{Small|[[Morrowind:Short Blade|Short Blade]] (49)}}
|
|-
!rowspan=2|47
|[[Morrowind:Llavesa Drom|Llavesa Drom]]||[[Morrowind:Vivec Hlaalu|Vivec]], No Name Club
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Short Blade|Short Blade]] (48)}}
|
|-
|[[Morrowind:Tedryn Brenur|Tedryn Brenur]]||[[Morrowind:Balmora|Balmora]] (-3,-3)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Short Blade|Short Blade]] (48)}}
|
|-
!rowspan=2|44
|[[Morrowind:Angoril|Angoril]]||[[Morrowind:Pelagiad|Pelagiad]], Fort Pelagiad
|{{Small|[[Morrowind:Long Blade|Long Blade]] (44)}}||{{Small|[[Morrowind:Axe|Axe]] (44)}}
|[[Morrowind:Imperial Legion|Imperial Legion]] Service, high rank only
|-
|[[Morrowind:Ulyno Uvirith|Ulyno Uvirith]]||[[Morrowind:Vivec Redoran|Vivec]], Redoran Scout & Drillmaster
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Short Blade|Short Blade]] (46)}}
|
|}
==[[File:MW-icon-skill-Conjuration.jpg|middle|link=|alt=]] [[Morrowind:Conjuration|Conjuration]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Methal Seran|Methal Seran]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Temple
|{{Small|[[Morrowind:Mysticism|Mysticism]] (71)}}||{{Small|[[Morrowind:Alteration|Alteration]] (66)}}
|[[Morrowind:Tribunal Temple|Tribunal Temple]] Service, high rank only
|-
!81
|[[Morrowind:Abelle Chriditte|Abelle Chriditte]]||[[Morrowind:Valenvaryon|Valenvaryon]], Propylon Chamber
|{{Small|''[[Morrowind:Alchemy|Alchemy]] (100)''}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (81)}}
|
|-
!70
|[[Morrowind:Avus Belvilo|Avus Belvilo]]||[[Morrowind:Dren Plantation|Dren Plantation]], Storage Shack
|{{Small|[[Morrowind:Armorer|Armorer]] (70)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (70)}}
|
|-
!50
|[[Morrowind:Anarenen|Anarenen]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Guild of Mages
|{{Small|[[Morrowind:Enchant|Enchant]] (50)}}||{{Small|[[Morrowind:Alchemy|Alchemy]] (50)}}
|
|-
!48
|[[Morrowind:Ajira|Ajira]]||[[Morrowind:Balmora|Balmora]], Guild of Mages
|{{Small|[[Morrowind:Enchant|Enchant]] (48)}}||{{Small|[[Morrowind:Alchemy|Alchemy]] (48)}}
|
|}
==[[File:MW-icon-skill-Destruction.jpg|middle|link=|alt=]] [[Morrowind:Destruction|Destruction]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Leles Birian|Leles Birian]]||[[Morrowind:Ascadian Isles|Ascadian Isles]] Region (4,-8)
|{{Small|[[Morrowind:Mysticism|Mysticism]] (81)}}||{{Small|[[Morrowind:Restoration|Restoration]] (81)}}
|
|-
!rowspan=3|81
|[[Morrowind:Ardarume|Ardarume]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Gateway Inn: West Wing
|{{Small|''[[Morrowind:Mysticism|Mysticism]] (100)''}}||{{Small|[[Morrowind:Alteration|Alteration]] (76)}}
|
|-
|[[Morrowind:Erer Darothril|Erer Darothril]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Dirty Muriel's Cornerclub
|{{Small|''[[Morrowind:Illusion|Illusion]] (100)''}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (76)}}
|
|-
|[[Morrowind:Seryne Relas|Seryne Relas]]||[[Morrowind:Tel Branora|Tel Branora]], Seryne Relas's House
|{{Small|''[[Morrowind:Alteration|Alteration]] (100)''}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (76)}}
|
|-
!78
|[[Morrowind:Qorwynn|Qorwynn]]||[[Morrowind:Indoranyon|Indoranyon]]
|{{Small|''[[Morrowind:Enchant|Enchant]] (100)''}}||{{Small|[[Morrowind:Alteration|Alteration]] (72)}}
|Hostile
|-
!65
|[[Morrowind:Vampire (person)|Vampire]]
|[[Morrowind:Aralen Ancestral Tomb|Aralen Ancestral Tomb]], [[Morrowind:Dulo Ancestral Tomb|Dulo Ancestral Tomb]], [[Morrowind:Sarethi Ancestral Tomb|Sarethi Ancestral Tomb]]
|{{Small|''[[Morrowind:Restoration|Restoration]] (80)''}}||{{Small|[[Morrowind:Athletics|Athletics]] (76)}}
|Hostile
|-
!59
|[[Morrowind:Procyon Nigilius|Procyon Nigilius]]||[[Morrowind:Wolverine Hall|Wolverine Hall]]: Mages Guild
|{{Small|[[Morrowind:Alteration|Alteration]] (59)}}||{{Small|[[Morrowind:Illusion|Illusion]] (59)}}
|[[Morrowind:Mages Guild|Mages Guild]] service, Evoker or above.
|-
!rowspan=2|57
|[[Morrowind:Arvyn Llerayn|Arvyn Llerayn]]||[[Morrowind:Vivec Telvanni|Vivec]], The Lizard's Head
|{{Small|[[Morrowind:Mysticism|Mysticism]] (52)}}||{{Small|[[Morrowind:Alteration|Alteration]] (47)}}
|
|-
|[[Morrowind:Lauravenya|Lauravenya]]||[[Morrowind:Ald Velothi|Ald Velothi]], Outpost
|{{Small|[[Morrowind:Mysticism|Mysticism]] (52)}}||{{Small|[[Morrowind:Alteration|Alteration]] (47)}}
|
|-
!56
|[[Morrowind:Marayn Dren|Marayn Dren]]||[[Morrowind:Balmora|Balmora]], Guild of Mages
|{{Small|[[Morrowind:Mysticism|Mysticism]] (50)}}||{{Small|[[Morrowind:Alteration|Alteration]] (48)}}
|
|-
!rowspan=2|54
|[[Morrowind:Estirdalin|Estirdalin]]||[[Morrowind:Balmora|Balmora]], Guild of Mages
|{{Small|[[Morrowind:Alteration|Alteration]] (49)}}||{{Small|[[Morrowind:Illusion|Illusion]] (49)}}
|
|-
|[[Morrowind:Medila Indaren|Medila Indaren]]||[[Morrowind:Caldera|Caldera]], Guild of Mages
|{{Small|[[Morrowind:Alteration|Alteration]] (48)}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (48)}}
|
|-
!50
|[[Morrowind:Surane Leoriane|Surane Leoriane]]||[[Morrowind:Caldera|Caldera]], Surane Leoriane's House
|{{Small|[[Morrowind:Mysticism|Mysticism]] (54)}}||{{Small|[[Morrowind:Restoration|Restoration]] (54)}}
|[[Morrowind:Blades|Blades]] Service
|-
!48
|[[Morrowind:Galbedir|Galbedir]]||[[Morrowind:Balmora|Balmora]], Guild of Mages
|{{Small|[[Morrowind:Alchemy|Alchemy]] (49)}}||{{Small|[[Morrowind:Unarmored|Unarmored]] (48)}}
|
|-
!47
|[[Morrowind:Emusette Bracques|Emusette Bracques]]||[[Morrowind:Tel Aruhn|Tel Aruhn]], Plot and Plaster
|{{Small|[[Morrowind:Restoration|Restoration]] (57)}}||{{Small|[[Morrowind:Alteration|Alteration]] (52)}}
|
|-
!42
|[[Morrowind:Chanil-Lee|Chanil-Lee]]||[[Morrowind:Ebonheart|Ebonheart]], Six Fishes
|{{Small|[[Morrowind:Mysticism|Mysticism]] (47)}}||{{Small|[[Morrowind:Enchant|Enchant]] (42)}}
|
|}
==[[File:MW-icon-skill-Enchant.jpg|middle|link=|alt=]] [[Morrowind:Enchant|Enchant]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Qorwynn|Qorwynn]]||[[Morrowind:Indoranyon|Indoranyon]]
|{{Small|[[Morrowind:Destruction|Destruction]] (78)}}||{{Small|[[Morrowind:Alteration|Alteration]] (72)}}
|Hostile
|-
!63
|[[Morrowind:Skink-in-Tree's-Shade|Skink-in-Tree's-Shade]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Wolverine Hall: Mages Guild
|{{Small|''[[Morrowind:Speechcraft|Speechcraft]] (100)''}}||{{Small|[[Morrowind:Mysticism |Mysticism]] (68)}}
|Mages Guild service, higher ranks only
|-
!rowspan=3|50
|[[Morrowind:Anarenen|Anarenen]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Guild of Mages
|{{Small|[[Morrowind:Conjuration|Conjuration]] (50)}}||{{Small|[[Morrowind:Alchemy|Alchemy]] (50)}}
|
|-
|[[Morrowind:Galar Rothan|Galar Rothan]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Telvanni Council House, Entry
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (50)}}||{{Small|[[Morrowind:Unarmored|Unarmored]] (50)}}
|
|-
|[[Morrowind:Tyermaillin|Tyermaillin]]||[[Morrowind:Balmora|Balmora]], Tyermaillin's House
|{{Small|[[Morrowind:Mysticism|Mysticism]] (50)}}||{{Small|[[Morrowind:Restoration|Restoration]] (50)}}
|[[Morrowind:Blades|Blades]] Service
|-
!48
|[[Morrowind:Ajira|Ajira]]||[[Morrowind:Balmora|Balmora]], Guild of Mages
|{{Small|[[Morrowind:Conjuration|Conjuration]] (48)}}||{{Small|[[Morrowind:Alchemy|Alchemy]] (48)}}
|
|-
!rowspan=2|42
|[[Morrowind:Chanil-Lee|Chanil-Lee]]||[[Morrowind:Ebonheart|Ebonheart]], Six Fishes
|{{Small|[[Morrowind:Mysticism|Mysticism]] (47)}}||{{Small|[[Morrowind:Destruction|Destruction]] (42)}}
|
|-
|[[Morrowind:Ridena Othren|Ridena Othren]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Fara's Hole in the Wall
|{{Small|[[Morrowind:Light Armor|Light Armor]] (43)}}||{{Small|[[Morrowind:Marksman|Marksman]] (43)}}
|
|}
==[[File:MW-icon-skill-Hand-to-hand.jpg|middle|link=|alt=]] [[Morrowind:Hand-to-hand|Hand-to-hand]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Taren Omothan|Taren Omothan]]||[[Morrowind:Holamayan|Holamayan]] Monastery
|{{Small|[[Morrowind:Sneak|Sneak]] (68)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (68)}}
|
|-
!70
|[[Morrowind:Caius Cosades|Caius Cosades]]||[[Morrowind:Balmora|Balmora]], Caius Cosades' House
|{{Small|[[Morrowind:Unarmored|Unarmored]] (70)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (70)}}
|[[Morrowind:Blades|Blades]] Service, disappears after starting [[Morrowind:Mehra Milo and the Lost Prophecies|Mehra Milo and the Lost Prophecies]]
|-
!66
|[[Morrowind:Senyndie|Senyndie]]||[[Morrowind:Vivec Arena|Vivec]], Arena Fighters Quarters
|{{Small|''[[Morrowind:Acrobatics|Acrobatics]] (100)''}}||{{Small|[[Morrowind:Sneak|Sneak]] (66)}}
|
|-
!64
|[[Morrowind:Tharer Rotheloth|Tharer Rotheloth]]||[[Morrowind:Molag Mar|Molag Mar]], Temple
|{{Small|[[Morrowind:Sneak|Sneak]] (64)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (64)}}
|[[Morrowind:Tribunal Temple|Tribunal Temple]] Service, high rank only
|-
!rowspan=4|62
|[[Morrowind:Endryn Llethan|Endryn Llethan]]||[[Morrowind:Vivec Temple|Vivec]], High Fane
|{{Small|[[Morrowind:Sneak|Sneak]] (62)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (62)}}
|[[Morrowind:Tribunal Temple|Tribunal Temple]] Service, high rank only
|-
|[[Morrowind:Feldrelo Sadri|Feldrelo Sadri]]||[[Morrowind:Balmora|Balmora]], Temple
|{{Small|[[Morrowind:Sneak|Sneak]] (62)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (62)}}
|[[Morrowind:Tribunal Temple|Tribunal Temple]] Service, high rank only
|-
|[[Morrowind:Goren Andarys|Goren Andarys]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Morag Tong Guildhall
|{{Small|[[Morrowind:Sneak|Sneak]] (62)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (62)}}
|[[Morrowind:Morag Tong|Morag Tong]] Service
|-
|[[Morrowind:Uvoo Llaren|Uvoo Llaren]]||[[Morrowind:Ghostgate|Ghostgate]], Temple
|{{Small|[[Morrowind:Sneak|Sneak]] (62)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (62)}}
|[[Morrowind:Tribunal Temple|Tribunal Temple]] Service, high rank only
|-
!rowspan=4|59
|[[Morrowind:Odral Helvi|Odral Helvi]]||[[Morrowind:Caldera|Caldera]], Governor's Hall
|{{Small|[[Morrowind:Sneak|Sneak]] (59)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (59)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service, high rank only
|-
|[[Morrowind:Serul Dathren|Serul Dathren]]||[[Morrowind:Vivec Arena|Vivec]], Arena Hidden Area
|{{Small|[[Morrowind:Sneak|Sneak]] (59)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (59)}}
|
|-
|[[Morrowind:Tuls Valen|Tuls Valen]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Temple
|{{Small|[[Morrowind:Sneak|Sneak]] (59)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (59)}}
|[[Morrowind:Tribunal Temple|Tribunal Temple]] Service, high rank only
|-
|[[Morrowind:Uvren Tures|Uvren Tures]]||[[Morrowind:Rethan Manor|Rethan Manor]], Tures' House
|{{Small|[[Morrowind:Sneak|Sneak]] (59)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (59)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service
|-
!54
|[[Morrowind:Llirala Sendas|Llirala Sendas]]||[[Morrowind:Llirala's Shack|Llirala's Shack]]
|{{Small|[[Morrowind:Sneak|Sneak]] (54)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (54)}}
|
|-
!52
|[[Morrowind:Sarmosia Vant|Sarmosia Vant]]||[[Morrowind:Ebonheart|Ebonheart]], Imperial Chapels
|{{Small|[[Morrowind:Sneak|Sneak]] (47)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (47)}}
|
|-
!rowspan=3|48
|[[Morrowind:Ahnassi|Ahnassi]]||[[Morrowind:Pelagiad|Pelagiad]], Halfway Tavern
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (58)}}||{{Small|[[Morrowind:Sneak|Sneak]] (48)}}
|
|-
|[[Morrowind:Aurnie Vanne|Aurnie Vanne]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Sneak|Sneak]] (48)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (48)}}
|
|-
|[[Morrowind:Hloris Farano|Hloris Farano]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Telvanni Council House, Chambers
|{{Small|[[Morrowind:Sneak|Sneak]] (48)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (48)}}
|
|-
!47
|[[Morrowind:Olumba gro-Boglar|Olumba gro-Boglar]]||[[Morrowind:Caldera|Caldera]], Governor's Hall
|{{Small|[[Morrowind:Sneak|Sneak]] (47)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (47)}}
|
|-
!rowspan=5|44
|[[Morrowind:Alven Salas|Alven Salas]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Morag Tong Guildhall
|{{Small|[[Morrowind:Sneak|Sneak]] (44)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (44)}}
|[[Morrowind:Morag Tong|Morag Tong]] Service
|-
|[[Morrowind:Balen Vendu|Balen Vendu]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Balen Vendu: Monk
|{{Small|[[Morrowind:Sneak|Sneak]] (44)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (44)}}
|
|-
|[[Morrowind:Golveso Senim|Golveso Senim]]||[[Morrowind:Vivec Telvanni|Vivec]], Telvanni Waistworks
|{{Small|[[Morrowind:Sneak|Sneak]] (44)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (44)}}
|
|-
|[[Morrowind:Mirvon Andrethi|Mirvon Andrethi]]||[[Morrowind:Tel Vos|Tel Vos]], Services Tower
|{{Small|[[Morrowind:Sneak|Sneak]] (44)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (44)}}
|
|-
|[[Morrowind:Shannat Pansamsi|Shannat Pansamsi]]||[[Morrowind:Balmora|Balmora]], Morag Tong Guildhall
|{{Small|[[Morrowind:Sneak|Sneak]] (44)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (44)}}
|[[Morrowind:Morag Tong|Morag Tong]] Service
|-
!rowspan=2|43
|[[Morrowind:Attelivupis Catius|Attelivupis Catius]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Block|Block]] (47)}}||{{Small|[[Morrowind:Athletics|Athletics]] (47)}}
|
|-
|[[Morrowind:Hasphat Antabolis|Hasphat Antabolis]]||[[Morrowind:Balmora|Balmora]], Guild of Fighters
|{{Small|[[Morrowind:Block|Block]] (47)}}||{{Small|[[Morrowind:Athletics|Athletics]] (47)}}
|
|}
==[[File:MW-icon-skill-Heavy Armor.jpg|middle|link=|alt=]] [[Morrowind:Heavy Armor|Heavy Armor]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Seanwen|Seanwen]]||[[Morrowind:Vivec Arena|Vivec]], Arena Fighters Training
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (68)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (68)}}
|
|-
!76
|[[Morrowind:Shardie|Shardie]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]] (-2,5)
|{{Small|''[[Morrowind:Block|Block]] (100)''}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (86)}}
|
|-
!71
|[[Morrowind:Ulms Drathen|Ulms Drathen]]||[[Morrowind:Molag Mar|Molag Mar]], Armigers Stronghold
|{{Small|''[[Morrowind:Long Blade|Long Blade]] (100)''}}||{{Small|[[Morrowind:Block|Block]] (71)}}
|
|-
!54
|[[Morrowind:Wayn|Wayn]]||[[Morrowind:Balmora|Balmora]], Guild of Fighters
|{{Small|[[Morrowind:Armorer|Armorer]] (54)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (54)}}
|
|-
!52
|[[Morrowind:Ondi|Ondi]]||[[Morrowind:Khuul|Khuul]], Thongar's Tradehouse
|{{Small|[[Morrowind:Axe|Axe]] (57)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}
|members of Imperial Legion only
|}
==[[File:MW-icon-skill-Illusion.jpg|middle|link=|alt=]] [[Morrowind:Illusion|Illusion]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Erer Darothril|Erer Darothril]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], [[Morrowind:Dirty_Muriel's_Cornerclub|Dirty Muriel's Cornerclub]]
|{{Small|[[Morrowind:Destruction|Destruction]] (81)}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (76)}}
|
|-
!58
|[[Morrowind:Procyon Nigilius|Procyon Nigilius]]||[[Morrowind:Wolverine Hall|Wolverine Hall]]: Mages Guild
|{{Small|[[Morrowind:Destruction|Destruction]] (58)}}||{{Small|[[Morrowind:Alteration|Alteration]] (58)}}
|[[Morrowind:Mages Guild|Mages Guild]] service, Evoker or above.
|-
!52
|[[Morrowind:An-Zaw|An-Zaw]]||[[Morrowind:Suran|Suran]], Suran Tradehouse
|{{Small|[[Morrowind:Mysticism|Mysticism]] (52)}}||{{Small|[[Morrowind:Alteration|Alteration]] (47)}}
|
|-
!rowspan=2|50
|[[Morrowind:Gildan|Gildan]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Gildan's House
|{{Small|[[Morrowind:Alteration|Alteration]] (53)}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (53)}}
|[[Morrowind:Blades|Blades]] Service
|-
|[[Morrowind:Nine-Toes|Nine-Toes]]||[[Morrowind:Balmora|Balmora]], Nine Toes' House
|{{Small|[[Morrowind:Athletics|Athletics]] (54)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|[[Morrowind:Blades|Blades]] Service
|-
!49
|[[Morrowind:Estirdalin|Estirdalin]]||[[Morrowind:Balmora|Balmora]], Guild of Mages
|{{Small|[[Morrowind:Destruction|Destruction]] (54)}}||{{Small|[[Morrowind:Alteration|Alteration]] (49)}}
|
|-
!48
|[[Morrowind:Ranis Athrys|Ranis Athrys]]||[[Morrowind:Balmora|Balmora]], Guild of Mages
|{{Small|[[Morrowind:Mysticism|Mysticism]] (54)}}||{{Small|[[Morrowind:Alteration|Alteration]] (48)}}
|
|}
==[[File:MW-icon-skill-Light Armor.jpg|middle|link=|alt=]] [[Morrowind:Light Armor|Light Armor]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Aerin|Aerin]]||[[Morrowind:Maar Gan|Maar Gan]], Andus Tradehouse
|{{Small|[[Morrowind:Sneak|Sneak]] (84)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (79)}}
|
|-
!70
|[[Morrowind:Ruccia Conician|Ruccia Conician]]||[[Morrowind:Ebonheart|Ebonheart]], Grand Council Chambers
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (75)}}||{{Small|[[Morrowind:Sneak|Sneak]] (65)}}
|[[Morrowind:Imperial Cult|Imperial Cult]] Service
|-
!69
|[[Morrowind:Faulgor|Faulgor]]||[[Morrowind:Vivec St. Olms|Vivec]], St. Olms Yngling Manor
|{{Small|[[Morrowind:Sneak|Sneak]] (69)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (64)}}
|[[Morrowind:House Hlaalu|House Hlaalu ]] Service
|-
!68
|[[Morrowind:Nileno Dorvayn|Nileno Dorvayn]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Short Blade|Short Blade]] (74)}}||{{Small|[[Morrowind:Security|Security]] (64)}}
|
|-
!67
|[[Morrowind:Mathyn Bemis|Mathyn Bemis]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalu Ancestral Vaults
|{{Small|[[Morrowind:Short Blade|Short Blade]] (72)}}||{{Small|[[Morrowind:Sneak|Sneak]] (62)}}
|Hostile
|-
!rowspan=5|66
|[[Morrowind:Athesie Andas|Athesie Andas]]||[[Morrowind:Andasreth|Andasreth]], Upper Level
|{{Small|[[Morrowind:Short Blade|Short Blade]] (70)}}||{{Small|[[Morrowind:Sneak|Sneak]] (60)}}
|Hostile
|-
|[[Morrowind:Athyn Sarethi|Athyn Sarethi]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Sarethi Manor
|{{Small|[[Morrowind:Short Blade|Short Blade]] (70)}}||{{Small|[[Morrowind:Sneak|Sneak]] (60)}}
|[[Morrowind:House Redoran|House Redoran]] Service
|-
|[[Morrowind:Avon Ravel|Avon Ravel]]||[[Morrowind:Hlormaren|Hlormaren]], Keep, Bottom Level
|{{Small|[[Morrowind:Short Blade|Short Blade]] (70)}}||{{Small|[[Morrowind:Sneak|Sneak]] (60)}}
|Hostile
|-
|[[Morrowind:Faral Retheran|Faral Retheran]]||[[Morrowind:Vivec Redoran|Vivec]], Redoran Treasury
|{{Small|[[Morrowind:Short Blade|Short Blade]] (70)}}||{{Small|[[Morrowind:Sneak|Sneak]] (60)}}
|[[Morrowind:House Redoran|House Redoran]] Service
|-
|[[Morrowind:Navil Ienith|Navil Ienith]]||[[Morrowind:Dren Plantation|Dren Plantation]], Dren's Villa
|{{Small|[[Morrowind:Short Blade|Short Blade]] (70)}}||{{Small|[[Morrowind:Sneak|Sneak]] (60)}}
|Hostile
|-
!65
|[[Morrowind:Rogdul gro-Bularz|Rogdul gro-Bularz]]||[[Morrowind:Vivec Arena|Vivec]], Arena Hidden Area
|{{Small|[[Morrowind:Sneak|Sneak]] (65)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (65)}}
|[[Morrowind:Morag Tong|Morag Tong]] Service
|-
!rowspan=4|64
|[[Morrowind:Depusanis Denian|Depusanis Denian]]||[[Morrowind:Maelkashishi|Maelkashishi]], Shrine
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (69)}}||{{Small|[[Morrowind:Sneak|Sneak]] (59)}}
|Hostile
|-
|[[Morrowind:Dunsalipal Dun-Ahhe|Dunsalipal Dun-Ahhe]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Morag Tong Guild
|{{Small|[[Morrowind:Short Blade|Short Blade]] (69)}}||{{Small|[[Morrowind:Marksman|Marksman]] (64)}}
|
|-
|[[Morrowind:Forvse Nerethi|Forvse Nerethi]]||[[Morrowind:Vivec Hlaalu|Vivec]], Curio Manor
|{{Small|[[Morrowind:Short Blade|Short Blade]] (69)}}||{{Small|[[Morrowind:Sneak|Sneak]] (59)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service, high rank only
|-
|[[Morrowind:Galasa Uvayn|Galasa Uvayn]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalu Treasury
|{{Small|[[Morrowind:Short Blade|Short Blade]] (69)}}||{{Small|[[Morrowind:Sneak|Sneak]] (59)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service, high rank only
|-
!63
|[[Morrowind:Godros|Godros]]||[[Morrowind:Tel Branora|Tel Branora]], Tower Guardpost
|{{Small|[[Morrowind:Sneak|Sneak]] (63)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (58)}}
|
|-
!rowspan=5|62
|[[Morrowind:Daldur Sarys|Daldur Sarys]]||[[Morrowind:Saturan|Saturan]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (68)}}||{{Small|[[Morrowind:Sneak|Sneak]] (58)}}
|Hostile
|-
|[[Morrowind:Mauhul gor-Burish|Mauhul gor-Burish]]||[[Morrowind:Ashunartes|Ashunartes]], Shrine
|{{Small|[[Morrowind:Sneak|Sneak]] (62)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (62)}}
|Hostile
|-
|[[Morrowind:Nidara Herandus|Nidara Herandus]]||[[Morrowind:Ald Sotha|Ald Sotha]], Upper Level
|{{Small|[[Morrowind:Short Blade|Short Blade]] (68)}}||{{Small|[[Morrowind:Sneak|Sneak]] (58)}}
|Hostile
|-
|[[Morrowind:Serjo Avon Oran|Serjo Avon Oran]]||[[Morrowind:Suran|Suran]], Oran Manor
|{{Small|[[Morrowind:Short Blade|Short Blade]] (68)}}||{{Small|[[Morrowind:Security|Security]] (58)}}
|
|-
|[[Morrowind:Stlubo Otiustiris|Stlubo Otiustiris]]||[[Morrowind:Almurbalarammi|Almurbalarammi]], Shrine
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (68)}}||{{Small|[[Morrowind:Sneak|Sneak]] (58)}}
|Hostile
|-
!rowspan=5|61
|[[Morrowind:Clecentor Aerius|Clecentor Aerius]]||[[Morrowind:Pinsun|Pinsun]]
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (66)}}||{{Small|[[Morrowind:Sneak|Sneak]] (56)}}
|Hostile
|-
|[[Morrowind:Folvalie Omalor|Folvalie Omalor]]||[[Morrowind:Andasreth|Andasreth]], Upper Level
|{{Small|[[Morrowind:Short Blade|Short Blade]] (66)}}||{{Small|[[Morrowind:Sneak|Sneak]] (56)}}
|Hostile
|-
|[[Morrowind:Levus Musilchiotus|Levus Musilchiotus]]||[[Morrowind:Assalkushalit|Assalkushalit]], Shrine
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (66)}}||{{Small|[[Morrowind:Sneak|Sneak]] (56)}}
|Hostile
|-
|[[Morrowind:Pelena Acicius|Pelena Acicius]]||[[Morrowind:Addadshashanammu|Addadshashanammu]], Shrine
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (66)}}||{{Small|[[Morrowind:Sneak|Sneak]] (56)}}
|Hostile
|-
|[[Morrowind:Ulmesi Baryon|Ulmesi Baryon]]||[[Morrowind:Vivec Arena|Vivec]], Arena Hidden Area
|{{Small|[[Morrowind:Short Blade|Short Blade]] (66)}}||{{Small|[[Morrowind:Sneak|Sneak]] (56)}}
|
|-
!rowspan=7|60
|[[Morrowind:Almse Arenim|Almse Arenim]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Arenim Manor
|{{Small|[[Morrowind:Short Blade|Short Blade]] (64)}}||{{Small|[[Morrowind:Sneak|Sneak]] (54)}}
|
|-
|[[Morrowind:Badala Velothren|Badala Velothren]]||[[Morrowind:Ashlands|Ashlands]] Region (0,17)
|{{Small|[[Morrowind:Short Blade|Short Blade]] (64)}}||{{Small|[[Morrowind:Sneak|Sneak]] (54)}}
|Hostile
|-
|[[Morrowind:Caccian Hers|Caccian Hers]]||[[Morrowind:Nund|Nund]]
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (64)}}||{{Small|[[Morrowind:Sneak|Sneak]] (54)}}
|Hostile
|-
|[[Morrowind:Delyna Mandas|Delyna Mandas]]||[[Morrowind:Tel Fyr|Tel Fyr]], Onyx Hall
|{{Small|[[Morrowind:Athletics|Athletics]] (75)}}||{{Small|[[Morrowind:Short Blade|Short Blade]] (64)}}
|
|-
|[[Morrowind:Glush gro-Dul|Glush gro-Dul]]||[[Morrowind:Shashpilamat|Shashpilamat]]
|{{Small|[[Morrowind:Sneak|Sneak]] (60)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (60)}}
|Hostile
|-
|[[Morrowind:Sovisa Adas|Sovisa Adas]]||[[Morrowind:Assernerairan|Assernerairan]], Shrine
|{{Small|[[Morrowind:Short Blade|Short Blade]] (64)}}||{{Small|[[Morrowind:Sneak|Sneak]] (54)}}
|Hostile
|-
|[[Morrowind:Thovasi Alen|Thovasi Alen]]||[[Morrowind:Assarnatamat|Assarnatamat]], Shrine
|{{Small|[[Morrowind:Short Blade|Short Blade]] (64)}}||{{Small|[[Morrowind:Sneak|Sneak]] (54)}}
|Hostile
|-
!rowspan=10|58
|[[Morrowind:Bogakh gro-Mar|Bogakh gro-Mar]]||[[Morrowind:Kaushtarari|Kaushtarari]], Shrine
|{{Small|[[Morrowind:Sneak|Sneak]] (58)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (58)}}
|Hostile
|-
|[[Morrowind:Duvianus Platorius|Duvianus Platorius]]||[[Morrowind:Vivec St. Olms|Vivec]], St. Olms Waistworks
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (63)}}||{{Small|[[Morrowind:Sneak|Sneak]] (53)}}
|
|-
|[[Morrowind:Esdrufus Harsinia|Esdrufus Harsinia]]||[[Morrowind:Ashinabi|Ashinabi]]
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (63)}}||{{Small|[[Morrowind:Sneak|Sneak]] (53)}}
|Hostile
|-
|[[Morrowind:Lassinia Mussillius|Lassinia Mussillius]]||[[Morrowind:Ebonheart|Ebonheart]], Six Fishes
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (63)}}||{{Small|[[Morrowind:Sneak|Sneak]] (53)}}
|
|-
|[[Morrowind:Lliryn Fendyn|Lliryn Fendyn]]||[[Morrowind:Rethan Manor|Rethan Manor]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (63)}}||{{Small|[[Morrowind:Security|Security]] (53)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service
|-
|[[Morrowind:Naris Selaren|Naris Selaren]]||[[Morrowind:Sha-Adnius|Sha-Adnius]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (63)}}||{{Small|[[Morrowind:Sneak|Sneak]] (53)}}
|Hostile
|-
|[[Morrowind:Rilas Arethan|Rilas Arethan]]||[[Morrowind:Pinsun|Pinsun]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (63)}}||{{Small|[[Morrowind:Sneak|Sneak]] (53)}}
|Hostile
|-
|[[Morrowind:Shakh gro-Durga|Shakh gro-Durga]]||[[Morrowind:Assurdirapal|Assurdirapal]], Shrine
|{{Small|[[Morrowind:Sneak|Sneak]] (58)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (58)}}
|Hostile
|-
|[[Morrowind:Tels Girano|Tels Girano]]||[[Morrowind:Hinnabi|Hinnabi]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (63)}}||{{Small|[[Morrowind:Sneak|Sneak]] (53)}}
|Hostile
|-
|[[Morrowind:Ushug gra-Olurba|Ushug gra-Olurba]]||[[Morrowind:Ashurnibibi|Ashurnibibi]] (-7,-4)
|{{Small|[[Morrowind:Sneak|Sneak]] (58)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (58)}}
|Hostile
|-
!57
|[[Morrowind:Celegorn|Celegorn]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Dirty Muriel's Cornerclub
|{{Small|[[Morrowind:Sneak|Sneak]] (57)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (52)}}
|
|-
!rowspan=7|56
|[[Morrowind:Cunius Pelelius|Cunius Pelelius]]||[[Morrowind:Caldera|Caldera]], Governor's Hall
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (62)}}||{{Small|[[Morrowind:Sneak|Sneak]] (52)}}
|
|-
|[[Morrowind:Garer Danoran|Garer Danoran]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalu Treasury
|{{Small|[[Morrowind:Short Blade|Short Blade]] (62)}}||{{Small|[[Morrowind:Sneak|Sneak]] (52)}}
|
|-
|[[Morrowind:Gilyan Sedas|Gilyan Sedas]]||[[Morrowind:Balmora|Balmora]], Morag Tong Guild
|{{Small|[[Morrowind:Short Blade|Short Blade]] (62)}}||{{Small|[[Morrowind:Marksman|Marksman]] (56)}}
|
|-
|[[Morrowind:Mervs Uvayn|Mervs Uvayn]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Short Blade|Short Blade]] (62)}}||{{Small|[[Morrowind:Sneak|Sneak]] (52)}}
|
|-
|[[Morrowind:Shamob gro-Shatub|Shamob gro-Shatub]]||[[Morrowind:Dushariran|Dushariran]], Shrine
|{{Small|[[Morrowind:Sneak|Sneak]] (56)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (56)}}
|Hostile
|-
|[[Morrowind:Shelur gra-Yargul|Shelur gra-Yargul]]||[[Morrowind:Zergonipal|Zergonipal]], Shrine
|{{Small|[[Morrowind:Sneak|Sneak]] (56)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (56)}}
|Hostile
|-
|[[Morrowind:Sovali Uvayn|Sovali Uvayn]]||[[Morrowind:Vivec Hlaalu|Vivec]], Elven Nations Cornerclub
|{{Small|[[Morrowind:Short Blade|Short Blade]] (62)}}||{{Small|[[Morrowind:Security|Security]] (52)}}
|
|-
!rowspan=9|55
|[[Morrowind:Bedenea Nethan|Bedenea Nethan]]||[[Morrowind:Minabi|Minabi]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (60)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|Hostile
|-
|[[Morrowind:Belas Othren|Belas Othren]]||[[Morrowind:Nund|Nund]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (60)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|Hostile
|-
|[[Morrowind:Crottus Cedus|Crottus Cedus]]||[[Morrowind:Shurinbaal (place)|Shurinbaal]]
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (60)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|Hostile
|-
|[[Morrowind:Folyni Dran|Folyni Dran]]||[[Morrowind:Habinbaes|Habinbaes]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (60)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|Hostile
|-
|[[Morrowind:Garyn Girith|Garyn Girith]]||[[Morrowind:Ald Velothi|Ald Velothi]] (-11,15)
|{{Small|[[Morrowind:Short Blade|Short Blade]] (60)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|
|-
|[[Morrowind:Nirtunus Crunus|Nirtunus Crunus]]||[[Morrowind:Beshara|Beshara]]
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (60)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|Hostile
|-
|[[Morrowind:Seliulus Laenius|Seliulus Laenius]]||[[Morrowind:Nammu|Nammu]]
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (60)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|Hostile
|-
|[[Morrowind:Thaden Ralas|Thaden Ralas]]||[[Morrowind:Ashinabi|Ashinabi]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (60)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|Hostile
|-
|[[Morrowind:Uradras Sadalas|Uradras Sadalas]]||[[Morrowind:Ularradallaku|Ularradallaku]], Shrine
|{{Small|[[Morrowind:Short Blade|Short Blade]] (60)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|Hostile
|-
!rowspan=6|54
|[[Morrowind:Arrinis Cerunia|Arrinis Cerunia]]||[[Morrowind:Esutanamus|Esutanamus]], Shrine
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (58)}}||{{Small|[[Morrowind:Sneak|Sneak]] (48)}}
|Hostile
|-
|[[Morrowind:Bolnor Andrani|Bolnor Andrani]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Short Blade|Short Blade]] (58)}}||{{Small|[[Morrowind:Marksman|Marksman]] (54)}}
|
|-
|[[Morrowind:Fara|Fara]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Fara's Hole in the Wall
|{{Small|[[Morrowind:Sneak|Sneak]] (54)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (48)}}
|
|-
|[[Morrowind:Hanarai Assutlanipal|Hanarai Assutlanipal]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Hanarai Assutlanipal's House
|{{Small|[[Morrowind:Short Blade|Short Blade]] (58)}}||{{Small|[[Morrowind:Sneak|Sneak]] (48)}}
|Attacks if you mention Ash Statue (oops)
|-
|[[Morrowind:Lassour Zenammu|Lassour Zenammu]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Morag Tong Guildhall
|{{Small|[[Morrowind:Short Blade|Short Blade]] (58)}}||{{Small|[[Morrowind:Marksman|Marksman]] (54)}}
|
|-
|[[Morrowind:Socucius Ergalla|Socucius Ergalla]]||[[Morrowind:Seyda Neen|Seyda Neen]], Census and Excise Office
|{{Small|[[Morrowind:Sneak|Sneak]] (54)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (54)}}
|
|-
!rowspan=12|52
|[[Morrowind:Anas Ulven|Anas Ulven]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Nadene Rotheran's Shack
|{{Small|[[Morrowind:Short Blade|Short Blade]] (57)}}||{{Small|[[Morrowind:Security|Security]] (47)}}
|
|-
|[[Morrowind:Belos Falos|Belos Falos]]||[[Morrowind:Vivec Hlaalu|Vivec]], No Name Club
|{{Small|[[Morrowind:Short Blade|Short Blade]] (57)}}||{{Small|[[Morrowind:Security|Security]] (47)}}
|
|-
|[[Morrowind:Foves Arenim|Foves Arenim]]||[[Morrowind:Caldera|Caldera]], Governor's Hall
|{{Small|[[Morrowind:Short Blade|Short Blade]] (57)}}||{{Small|[[Morrowind:Marksman|Marksman]] (52)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service
|-
|[[Morrowind:Hoki|Hoki]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Morag Tong Guildhall
|{{Small|[[Morrowind:Sneak|Sneak]] (52)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (52)}}
|
|-
|[[Morrowind:J'Zhirr|J'Zhirr]]||[[Morrowind:Ebonheart|Ebonheart]], East Empire Company Hall
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (62)}}||{{Small|[[Morrowind:Sneak|Sneak]] (52)}}
|
|-
|[[Morrowind:Llemisa Marys|Llemisa Marys]]||[[Morrowind:Hla Oad|Hla Oad]], Fatleg's Drop Off
|{{Small|[[Morrowind:Short Blade|Short Blade]] (57)}}||{{Small|[[Morrowind:Security|Security]] (47)}}
|
|-
|[[Morrowind:Madrale Thirith|Madrale Thirith]]||[[Morrowind:Balmora|Balmora]], Council Club
|{{Small|[[Morrowind:Short Blade|Short Blade]] (57)}}||{{Small|[[Morrowind:Security|Security]] (47)}}
|Possibly Hostile
|-
|[[Morrowind:Minasi Bavani|Minasi Bavani]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Nevrila Areloth's House
|{{Small|[[Morrowind:Short Blade|Short Blade]] (57)}}||{{Small|[[Morrowind:Security|Security]] (47)}}
|
|-
|[[Morrowind:Pallia Ceno|Pallia Ceno]]||[[Morrowind:Hla Oad|Hla Oad]] (-6,-5)
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (57)}}||{{Small|[[Morrowind:Sneak|Sneak]] (47)}}
|
|-
|[[Morrowind:Silius Fulcinius|Silius Fulcinius]]||[[Morrowind:Vivec Telvanni|Vivec]], Telvanni Tower
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (57)}}||{{Small|[[Morrowind:Sneak|Sneak]] (47)}}
|
|-
|[[Morrowind:Urnel Relas|Urnel Relas]]||[[Morrowind:Beshara|Beshara]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (57)}}||{{Small|[[Morrowind:Sneak|Sneak]] (47)}}
|Hostile
|-
|[[Morrowind:Vedran Balen|Vedran Balen]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalu (2,-11)
|{{Small|[[Morrowind:Short Blade|Short Blade]] (57)}}||{{Small|[[Morrowind:Marksman|Marksman]] (52)}}
|
|-
!50
|[[Morrowind:Adraria Vandacia|Adraria Vandacia]]||[[Morrowind:Seyda Neen|Seyda Neen]], Census and Excise Warehouse
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (55)}}||{{Small|[[Morrowind:Sneak|Sneak]] (45)}}
|
|-
!rowspan=2|49
|[[Morrowind:Boldrisa Andrano|Boldrisa Andrano]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Boldrisa Andrano's House
|{{Small|[[Morrowind:Short Blade|Short Blade]] (54)}}||{{Small|[[Morrowind:Sneak|Sneak]] (44)}}
|
|-
|[[Morrowind:Vaveli Dralas|Vaveli Dralas]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Morag Tong Guild
|{{Small|[[Morrowind:Short Blade|Short Blade]] (54)}}||{{Small|[[Morrowind:Sneak|Sneak]] (44)}}
|
|-
!rowspan=2|48
|[[Morrowind:Balis Sari|Balis Sari]]||[[Morrowind:Abernanit|Abernanit]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (52)}}||{{Small|[[Morrowind:Sneak|Sneak]] (42)}}
|Hostile
|-
|[[Morrowind:Terenu Uveran|Terenu Uveran]]||[[Morrowind:Ulummusa|Ulummusa]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (52)}}||{{Small|[[Morrowind:Sneak|Sneak]] (42)}}
|Hostile
|-
!47
|[[Morrowind:Onasha|Onasha]]||[[Morrowind:Ebonheart|Ebonheart]], Argonian Mission
|{{Small|[[Morrowind:Sneak|Sneak]] (47)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (47)}}
|
|-
!46
|[[Morrowind:Brothes Oran|Brothes Oran]]||[[Morrowind:Aharunartus|Aharunartus]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (51)}}||{{Small|[[Morrowind:Sneak|Sneak]] (41)}}
|Hostile
|-
!rowspan=2|43
|[[Morrowind:Ridena Othren|Ridena Othren]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Fara's Hole in the Wall
|{{Small|[[Morrowind:Marksman|Marksman]] (43)}}||{{Small|[[Morrowind:Enchant|Enchant]] (42)}}
|
|-
|[[Morrowind:Traven Marvos|Traven Marvos]]||[[Morrowind:Balmora|Balmora]], Eight Plates
|{{Small|[[Morrowind:Short Blade|Short Blade]] (48)}}||{{Small|[[Morrowind:Axe|Axe]] (42)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service
|-
!42
|[[Morrowind:Snaglak gro-Yak|Snaglak gro-Yak]]||[[Morrowind:Valenvaryon|Valenvaryon]], Umug's Hut
|{{Small|[[Morrowind:Sneak|Sneak]] (42)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (42)}}
|Hostile
|-
!38
|[[Morrowind:Lambug gra-Lurn|Lambug gra-Lurn]]||[[Morrowind:Valenvaryon|Valenvaryon]], Lambug's Hut
|{{Small|[[Morrowind:Sneak|Sneak]] (38)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (38)}}
|Hostile
|}
==[[File:MW-icon-skill-Long Blade.jpg|middle|link=|alt=]] [[Morrowind:Long Blade|Long Blade]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Ulms Drathen|Ulms Drathen]]||[[Morrowind:Molag Mar|Molag Mar]], Armigers Stronghold
|{{Small|[[Morrowind:Block|Block]] (71)}}||{{Small|[[Morrowind:Heavy Armor|Heavy Armor]] (71)}}
|
|-
!86
|[[Morrowind:Shardie|Shardie]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]] (-2,5)
|{{Small|''[[Morrowind:Block|Block]] (100)''}}||{{Small|[[Morrowind:Heavy Armor|Heavy Armor]] (76)}}
|
|-
!74
|[[Morrowind:Larrius Varro|Larrius Varro]]||[[Morrowind:Moonmoth Legion Fort|Moonmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Block|Block]] (64)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (64)}}
|
|-
!rowspan=3|72
|[[Morrowind:Adibael Hainnabibi|Adibael Hainnabibi]]||[[Morrowind:Kaushtababi Camp|Kaushtababi Camp]], Adibael's Yurt
|{{Small|''[[Morrowind:Athletics|Athletics]] (100)''}}||{{Small|[[Morrowind:Block|Block]] (68)}}
|
|-
|[[Morrowind:Mertis Falandas|Mertis Falandas]]||[[Morrowind:Ghostgate|Ghostgate]], Tower of Dusk Lower Level
|{{Small|''[[Morrowind:Spear|Spear]] (100)''}}||{{Small|[[Morrowind:Block|Block]] (68)}}
|
|-
|[[Morrowind:Missun Akin|Missun Akin]]||[[Morrowind:Falasmaryon|Falasmaryon]], Missun Akin's Hut
|{{Small|''[[Morrowind:Marksman|Marksman]] (100)''}}||{{Small|[[Morrowind:Athletics|Athletics]] (72)}}
|
|-
!rowspan=2|68
|[[Morrowind:Seanwen|Seanwen]]||[[Morrowind:Vivec Arena|Vivec]], Arena Fighters Training
|{{Small|''[[Morrowind:Heavy Armor|Heavy Armor]] (100)''}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (68)}}
|
|-
|[[Morrowind:Vonden Mano|Vonden Mano]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Practice Room
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (64)}}||{{Small|[[Morrowind:Axe|Axe]] (64)}}
|
|-
!67
|[[Morrowind:Eydis Fire-Eye|Eydis Fire-Eye]]||[[Morrowind:Balmora|Balmora]], Guild of Fighters
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (72)}}||{{Small|[[Morrowind:Axe|Axe]] (72)}}
|
|-
!rowspan=2|66
|[[Morrowind:Assurdan Serdimapal|Assurdan Serdimapal]]||[[Morrowind:Kaushtababi Camp|Kaushtababi Camp]], Adibael's Yurt
|{{Small|[[Morrowind:Athletics|Athletics]] (66)}}||{{Small|[[Morrowind:Block|Block]] (60)}}
|
|-
|[[Morrowind:Ivrosa Verethi|Ivrosa Verethi]]||[[Morrowind:Dren Plantation|Dren Plantation]], Verethi and Dralor
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (60)}}||{{Small|[[Morrowind:Axe|Axe]] (60)}}
|Possibly Hostile
|-
!64
|[[Morrowind:Mondros Balur|Mondros Balur]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Morvayn Quarters
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (59)}}||{{Small|[[Morrowind:Axe|Axe]] (59)}}
|
|-
!rowspan=2|62
|[[Morrowind:Edryno Arethi|Edryno Arethi]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalu Edryno Arethi's House
|{{Small|[[Morrowind:Athletics|Athletics]] (62)}}||{{Small|[[Morrowind:Block|Block]] (58)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service, high rank only
|-
|[[Morrowind:Elone|Elone]]||[[Morrowind:Seyda Neen|Seyda Neen]], Arrille's Tradehouse
|{{Small|[[Morrowind:Medium Armor|Medium Armor]] (52)}}||{{Small|[[Morrowind:Athletics|Athletics]] (52)}}
| [[Morrowind:Blades|Blades]] Service
|-
!61
|[[Morrowind:Radd Hard-Heart|Radd Hard-Heart]]||[[Morrowind:Moonmoth Legion Fort|Moonmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (66)}}||{{Small|[[Morrowind:Axe|Axe]] (66)}}
|
|-
!rowspan=5|60
|[[Morrowind:Assamma-Idan|Assamma-Idan]]||[[Morrowind:Ahemmusa Camp|Ahemmusa Camp]], Assamma-Idan's Yurt
|{{Small|[[Morrowind:Athletics|Athletics]] (60)}}||{{Small|[[Morrowind:Block|Block]] (54)}}
|
|-
|[[Morrowind:Danar Dalomo|Danar Dalomo]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Athletics|Athletics]] (60)}}||{{Small|[[Morrowind:Block|Block]] (54)}}
|
|-
|[[Morrowind:Suvryn Doves|Suvryn Doves]]||[[Morrowind:Dren Plantation|Dren Plantation]], Doves' Shack
|{{Small|[[Morrowind:Athletics|Athletics]] (60)}}||{{Small|[[Morrowind:Block|Block]] (54)}}
|Possibly Hostile
|-
|[[Morrowind:Theldyn Virith|Theldyn Virith]]||[[Morrowind:Ald Velothi|Ald Velothi]], Outpost
|{{Small|[[Morrowind:Athletics|Athletics]] (60)}}||{{Small|[[Morrowind:Block|Block]] (54)}}
|
|-
|[[Morrowind:Zanummu|Zanummu]]||[[Morrowind:Urshilaku Camp|Urshilaku Camp]], Zanummu's Yurt
|{{Small|[[Morrowind:Athletics|Athletics]] (60)}}||{{Small|[[Morrowind:Block|Block]] (54)}}
|
|-
!rowspan=3|59
|[[Morrowind:Balan|Balan]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Druegh-jigger's Rest
|{{Small|[[Morrowind:Medium Armor|Medium Armor]] (49)}}||{{Small|[[Morrowind:Athletics|Athletics]] (49)}}
|
|-
|[[Morrowind:Raig|Raig]]||[[Morrowind:Vivec Foreign|Vivec]], Guild of Fighters
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (49)}}||{{Small|[[Morrowind:Axe|Axe]] (49)}}
|
|-
|[[Morrowind:Tralan|Tralan]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Guild of Fighters
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (49)}}||{{Small|[[Morrowind:Axe|Axe]] (49)}}
|
|-
!rowspan=8|58
|[[Morrowind:Ababael Timsar-Dadisun|Ababael Timsar-Dadisun]]||[[Morrowind:Zainab Camp|Zainab Camp]], Ababael Timsar-Dadisun's Yurt
|{{Small|''[[Morrowind:Mercantile|Mercantile]] (100)''}}||{{Small|[[Morrowind:Armorer|Armorer]] (68)}}
|
|-
|[[Morrowind:Aengoth the Jeweler|Aengoth the Jeweler]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], The Rat In The Pot
|{{Small|[[Morrowind:Block|Block]] (58)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (58)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service, high rank only
|-
|[[Morrowind:Arvs Raram|Arvs Raram]]||[[Morrowind:Indarys Manor|Indarys Manor]], Raram's House
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (53)}}||{{Small|[[Morrowind:Axe|Axe]] (53)}}
|
|-
|[[Morrowind:Aumsi|Aumsi]]||[[Morrowind:Ebonheart|Ebonheart]], Hawkmoth Legion Garrison
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (63)}}||{{Small|[[Morrowind:Axe|Axe]] (63)}}
|
|-
|[[Morrowind:Garila Vedas|Garila Vedas]]||[[Morrowind:Indarys Manor|Indarys Manor]]
|{{Small|[[Morrowind:Athletics|Athletics]] (58)}}||{{Small|[[Morrowind:Block|Block]] (53)}}
|
|-
|[[Morrowind:Iratian Albarnian|Iratian Albarnian]]||[[Morrowind:Caldera|Caldera]], Shenk's Shovel
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (54)}}||{{Small|[[Morrowind:Axe|Axe]] (48)}}
|
|-
|[[Morrowind:Rithleen|Rithleen]]||[[Morrowind:Balmora|Balmora]], Rithleen's House
|{{Small|[[Morrowind:Block|Block]] (50)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (50)}}
|[[Morrowind:Blades|Blades]] Service
|-
|[[Morrowind:Tenaru Romoren|Tenaru Romoren]]||[[Morrowind:Vivec Redoran|Vivec]], Redoran Plaza
|{{Small|[[Morrowind:Athletics|Athletics]] (58)}}||{{Small|[[Morrowind:Block|Block]] (53)}}
|
|-
!rowspan=5|56
|[[Morrowind:Addarnat Assardidairan|Addarnat Assardidairan]]||[[Morrowind:Ashlands|Ashlands]] Region (6,9)
|{{Small|[[Morrowind:Athletics|Athletics]] (56)}}||{{Small|[[Morrowind:Block|Block]] (52)}}
|Hostile
|-
|[[Morrowind:Dridas Salvani|Dridas Salvani]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Arenim Manor
|{{Small|[[Morrowind:Athletics|Athletics]] (56)}}||{{Small|[[Morrowind:Block|Block]] (52)}}
|
|-
|[[Morrowind:Mubdan Esurnadarpal|Mubdan Esurnadarpal]]||[[Morrowind:Ashlands|Ashlands]] Region (7,12)
|{{Small|[[Morrowind:Athletics|Athletics]] (56)}}||{{Small|[[Morrowind:Block|Block]] (52)}}
|Hostile
|-
|[[Morrowind:Nuleno Tedas|Nuleno Tedas]]||[[Morrowind:Maar Gan|Maar Gan]], Outpost
|{{Small|[[Morrowind:Athletics|Athletics]] (56)}}||{{Small|[[Morrowind:Block|Block]] (52)}}
|
|-
|[[Morrowind:Taluro Athren|Taluro Athren]]||[[Morrowind:Ghostgate|Ghostgate]], Tower of Dusk Lower Level
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (52)}}||{{Small|[[Morrowind:Axe|Axe]] (52)}}
|
|-
!rowspan=3|55
|[[Morrowind:Assatlit Assudnilamat|Assatlit Assudnilamat]]||[[Morrowind:Azura's Coast|Azura's Coast]] Region (16,-2)
|{{Small|[[Morrowind:Athletics|Athletics]] (55)}}||{{Small|[[Morrowind:Block|Block]] (50)}}
|Hostile
|-
|[[Morrowind:Imsin the Dreamer|Imsin the Dreamer]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (60)}}||{{Small|[[Morrowind:Axe|Axe]] (60)}}
|[[Morrowind:Imperial Legion|Imperial Legion]] Service
|-
|[[Morrowind:Yenammu|Yenammu]]||[[Morrowind:Ahemmusa Camp|Ahemmusa Camp]], Dutadalk's Yurt
|{{Small|[[Morrowind:Athletics|Athletics]] (55)}}||{{Small|[[Morrowind:Block|Block]] (50)}}
|
|-
!rowspan=7|54
|[[Morrowind:Avron Gols|Avron Gols]]||[[Morrowind:Rethan Manor|Rethan Manor]], Gols' House
|{{Small|[[Morrowind:Athletics|Athletics]] (54)}}||{{Small|[[Morrowind:Block|Block]] (50)}}
|
|-
|[[Morrowind:Esar-Don Dunsamsi|Esar-Don Dunsamsi]]||[[Morrowind:Tel Vos|Tel Vos]] (10,14)
|{{Small|[[Morrowind:Athletics|Athletics]] (54)}}||{{Small|[[Morrowind:Block|Block]] (48)}}
|
|-
|[[Morrowind:Fandus Puruseius|Fandus Puruseius]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Dirty Muriel's Cornerclub
|{{Small|[[Morrowind:Block|Block]] (44)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (44)}}
|
|-
|[[Morrowind:Kund Assarnibani|Kund Assarnibani]]||[[Morrowind:West Gash|West Gash]] Region (-11,14)
|{{Small|[[Morrowind:Athletics|Athletics]] (54)}}||{{Small|[[Morrowind:Block|Block]] (48)}}
|
|-
|[[Morrowind:Mavis Nadram|Mavis Nadram]]||[[Morrowind:Indarys Manor|Indarys Manor]]
|{{Small|[[Morrowind:Athletics|Athletics]] (64)}}||{{Small|[[Morrowind:Block|Block]] (59)}}
|[[Morrowind:House Redoran|House Redoran]] Service
|-
|[[Morrowind:Saryn Sarothril|Saryn Sarothril]]||[[Morrowind:Maar Gan|Maar Gan]], Outpost
|{{Small|[[Morrowind:Short Blade|Short Blade]] (49)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (48)}}
|
|-
|[[Morrowind:Zelay Sobbinisun|Zelay Sobbinisun]]||[[Morrowind:Salit Camp|Salit Camp]], Zelay's Yurt
|{{Small|[[Morrowind:Athletics|Athletics]] (54)}}||{{Small|[[Morrowind:Block|Block]] (48)}}
|Hostile
|-
!rowspan=10|52
|[[Morrowind:Arvama Rathri|Arvama Rathri]]||[[Morrowind:Vivec Hlaalu|Vivec]], Elven Nations Cornerclub
|{{Small|[[Morrowind:Athletics|Athletics]] (52)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|
|-
|[[Morrowind:Llavesa Drom|Llavesa Drom]]||[[Morrowind:Vivec Hlaalu|Vivec]], No Name Club
|{{Small|[[Morrowind:Short Blade|Short Blade]] (48)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (47)}}
|
|-
|[[Morrowind:Lliram Alvor|Lliram Alvor]]||[[Morrowind:Vivec Hlaalu|Vivec]], No Name Club
|{{Small|[[Morrowind:Athletics|Athletics]] (52)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|
|-
|[[Morrowind:Nalasa Sarothren|Nalasa Sarothren]]||[[Morrowind:Vivec Hlaalu|Vivec]], Elven Nations Cornerclub
|{{Small|[[Morrowind:Athletics|Athletics]] (52)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|
|-
|[[Morrowind:Odairan Addaribantes|Odairan Addaribantes]]||[[Morrowind:Azura's Coast|Azura's Coast]] Region (15,-9)
|{{Small|[[Morrowind:Athletics|Athletics]] (52)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|Hostile
|-
|[[Morrowind:Ondi|Ondi]]||[[Morrowind:Khuul|Khuul]], Thongar's Tradehouse
|{{Small|[[Morrowind:Axe|Axe]] (57)}}||{{Small|[[Morrowind:Heavy Armor|Heavy Armor]] (52)}}
|
|-
|[[Morrowind:Tedryn Brenur|Tedryn Brenur]]||[[Morrowind:Balmora|Balmora]] (-3,-3)
|{{Small|[[Morrowind:Short Blade|Short Blade]] (48)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (47)}}
|
|-
|[[Morrowind:Ultis Salam|Ultis Salam]]||[[Morrowind:Vivec Arena|Vivec]], Arena Fighters Quarters
|{{Small|[[Morrowind:Athletics|Athletics]] (52)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|
|-
|[[Morrowind:Vadusa Sathryon|Vadusa Sathryon]]||[[Morrowind:Balmora|Balmora]], Council Club
|{{Small|[[Morrowind:Athletics|Athletics]] (52)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|
|-
|[[Morrowind:Zairan Enturnabaelul|Zairan Enturnabaelul]]||[[Morrowind:Ashlands|Ashlands]] Region (5,3)
|{{Small|[[Morrowind:Athletics|Athletics]] (52)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|Hostile
|-
!rowspan=6|50
|[[Morrowind:Ainat Maessabibi|Ainat Maessabibi]]||[[Morrowind:West Gash|West Gash]] Region (-7,17)
|{{Small|[[Morrowind:Athletics|Athletics]] (50)}}||{{Small|[[Morrowind:Block|Block]] (46)}}
|
|-
|[[Morrowind:Hairan Mannanalit|Hairan Mannanalit]]||[[Morrowind:Vos|Vos]], Varo Tradehouse
|{{Small|[[Morrowind:Athletics|Athletics]] (50)}}||{{Small|[[Morrowind:Block|Block]] (46)}}
|
|-
|[[Morrowind:Massour Asserrumusa|Massour Asserrumusa]]||[[Morrowind:West Gash|West Gash]] Region (-14,14)
|{{Small|[[Morrowind:Athletics|Athletics]] (50)}}||{{Small|[[Morrowind:Block|Block]] (46)}}
|Hostile
|-
|[[Morrowind:Nind Dudnebisun|Nind Dudnebisun]]||[[Morrowind:Grazelands|Grazelands]] Region (10,12)
|{{Small|[[Morrowind:Athletics|Athletics]] (50)}}||{{Small|[[Morrowind:Block|Block]] (46)}}
|Hostile
|-
|[[Morrowind:Sjorvar Horse-Mouth|Sjorvar Horse-Mouth]]||[[Morrowind:West Gash|West Gash]] Region (-5,4)
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (50)}}||{{Small|[[Morrowind:Axe|Axe]] (50)}}
|[[Morrowind:Blades|Blades]] Service
|-
|[[Morrowind:Zainat Ahalkalun|Zainat Ahalkalun]]||[[Morrowind:Grazelands|Grazelands]] Region (10,7)
|{{Small|[[Morrowind:Athletics|Athletics]] (50)}}||{{Small|[[Morrowind:Block|Block]] (46)}}
|Hostile
|-
!rowspan=14|49
|[[Morrowind:Adairan Lalansour|Adairan Lalansour]]||[[Morrowind:West Gash|West Gash]] Region (-6,10)
|{{Small|[[Morrowind:Athletics|Athletics]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|Possibly Hostile
|-
|[[Morrowind:Assemmus|Assemmus]]||[[Morrowind:Erabenimsun Camp|Erabenimsun Camp]], Assemmus' Yurt
|{{Small|[[Morrowind:Athletics|Athletics]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
|[[Morrowind:Goras Andrelo|Goras Andrelo]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Goras Andrelo's House
|{{Small|[[Morrowind:Athletics|Athletics]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
|[[Morrowind:Hirarend|Hirarend]]||[[Morrowind:Erabenimsun Camp|Erabenimsun Camp]] (13,-1)
|{{Small|[[Morrowind:Athletics|Athletics]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
|[[Morrowind:Kummu|Kummu]]||[[Morrowind:Erabenimsun Camp|Erabenimsun Camp]] (13,-1)
|{{Small|[[Morrowind:Athletics|Athletics]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
|[[Morrowind:Minisun Ulirbabi|Minisun Ulirbabi]]||[[Morrowind:West Gash|West Gash]] Region (-9,15)
|{{Small|[[Morrowind:Athletics|Athletics]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|Hostile
|-
|[[Morrowind:Raflod the Braggart|Raflod the Braggart]]||[[Morrowind:Seyda Neen|Seyda Neen]], Arrille's Tradehouse
|{{Small|[[Morrowind:Medium Armor|Medium Armor]] (54)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
|[[Morrowind:Salay Yessur-Disadon|Salay Yessur-Disadon]]||[[Morrowind:Ashlands|Ashlands]] Region (5,4)
|{{Small|[[Morrowind:Athletics|Athletics]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|Hostile
|-
|[[Morrowind:Sondryn Irathi|Sondryn Irathi]]||[[Morrowind:Wolverine Hall|Wolverine Hall]]: Fighters Guild
|{{Small|[[Morrowind:Athletics|Athletics]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
|[[Morrowind:Subenend Urshummarnamus|Subenend Urshummarnamus]]||[[Morrowind:Azura's Coast|Azura's Coast]] Region (14,1)
|{{Small|[[Morrowind:Athletics|Athletics]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|Hostile
|-
|[[Morrowind:Ulyno Uvirith|Ulyno Uvirith]]||[[Morrowind:Vivec Redoran|Vivec]], Redoran Scout & Drillmaster
|{{Small|[[Morrowind:Short Blade|Short Blade]] (46)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (44)}}
|
|-
|[[Morrowind:Yahaz Ashurnasaddas|Yahaz Ashurnasaddas]]||[[Morrowind:Grazelands|Grazelands]] Region (13,8)
|{{Small|[[Morrowind:Athletics|Athletics]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
|[[Morrowind:Zallit Assattadaishah|Zallit Assattadaishah]]||[[Morrowind:Ghostgate|Ghostgate]] (2,4)
|{{Small|[[Morrowind:Athletics|Athletics]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|Possibly Hostile
|-
|[[Morrowind:Zanat Assarnuridan|Zanat Assarnuridan]]||[[Morrowind:Ashlands|Ashlands]] Region (-2,11)
|{{Small|[[Morrowind:Athletics|Athletics]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|Hostile
|-
!rowspan=2|48
|[[Morrowind:Kanat Assalatammis|Kanat Assalatammis]]||[[Morrowind:Ashlands|Ashlands]] Region (-2,13)
|{{Small|[[Morrowind:Athletics|Athletics]] (48)}}||{{Small|[[Morrowind:Block|Block]] (42)}}
|Hostile
|-
|[[Morrowind:Sur Surishpi|Sur Surishpi]]||[[Morrowind:Vos|Vos]] (12,13)
|{{Small|[[Morrowind:Athletics|Athletics]] (48)}}||{{Small|[[Morrowind:Block|Block]] (42)}}
|Hostile
|-
!rowspan=9|46
|[[Morrowind:Arver Rethul|Arver Rethul]]||[[Morrowind:Dren Plantation|Dren Plantation]] (2,-7)
|{{Small|[[Morrowind:Athletics|Athletics]] (61)}}||{{Small|[[Morrowind:Block|Block]] (56)}}
|
|-
|[[Morrowind:Asha-Ammu Kutebani|Asha-Ammu Kutebani]]||[[Morrowind:Gnisis|Gnisis]], Madach Tradehouse
|{{Small|[[Morrowind:Athletics|Athletics]] (46)}}||{{Small|[[Morrowind:Block|Block]] (41)}}
|
|-
|[[Morrowind:Assamanut Sonnerralit|Assamanut Sonnerralit]]||[[Morrowind:West Gash|West Gash]] Region (-13,12)
|{{Small|[[Morrowind:Athletics|Athletics]] (46)}}||{{Small|[[Morrowind:Block|Block]] (41)}}
|Hostile
|-
|[[Morrowind:Maeonius Yentimilal|Maeonius Yentimilal]]||[[Morrowind:West Gash|West Gash]] Region (-8,13)
|{{Small|[[Morrowind:Athletics|Athletics]] (46)}}||{{Small|[[Morrowind:Block|Block]] (41)}}
|Hostile
|-
|[[Morrowind:Musan Zaintashara|Musan Zaintashara]]||[[Morrowind:Grazelands|Grazelands]] Region (9,5)
|{{Small|[[Morrowind:Athletics|Athletics]] (46)}}||{{Small|[[Morrowind:Block|Block]] (41)}}
|Hostile
|-
|[[Morrowind:Sal Pudashara|Sal Pudashara]]||[[Morrowind:Azura's Coast|Azura's Coast]] Region (17,0)
|{{Small|[[Morrowind:Athletics|Athletics]] (46)}}||{{Small|[[Morrowind:Block|Block]] (41)}}
|Hostile
|-
|[[Morrowind:Shipal Zansatanit|Shipal Zansatanit]]||[[Morrowind:Grazelands|Grazelands]] Region (11,6)
|{{Small|[[Morrowind:Athletics|Athletics]] (46)}}||{{Small|[[Morrowind:Block|Block]] (41)}}
|Hostile
|-
|[[Morrowind:Vongvild|Vongvild]]||[[Morrowind:Dagon Fel|Dagon Fel]], The End of the World
|{{Small|[[Morrowind:Medium Armor|Medium Armor]] (51)}}||{{Small|[[Morrowind:Block|Block]] (41)}}
|
|-
|[[Morrowind:Zenabi Samma|Zenabi Samma]]||[[Morrowind:Azura's Coast|Azura's Coast]] Region (16,5)
|{{Small|[[Morrowind:Athletics|Athletics]] (46)}}||{{Small|[[Morrowind:Block|Block]] (41)}}
|Hostile
|-
!rowspan=3|44
|[[Morrowind:Angoril|Angoril]]||[[Morrowind:Pelagiad|Pelagiad]], Fort Pelagiad
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (44)}}||{{Small|[[Morrowind:Axe|Axe]] (44)}}
|[[Morrowind:Imperial Legion|Imperial Legion]] Service, high rank only
|-
|[[Morrowind:Fasile Charascel|Fasile Charascel]]||[[Morrowind:Balmora|Balmora]], Guild of Fighters
|{{Small|[[Morrowind:Block|Block]] (44)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (44)}}
|
|-
|[[Morrowind:Hasell|Hasell]]||[[Morrowind:Wolverine Hall|Wolverine Hall]]: Fighters Guild
|{{Small|[[Morrowind:Athletics|Athletics]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
!rowspan=4|42
|[[Morrowind:Brildraso Nethan|Brildraso Nethan]]||[[Morrowind:Vivec Redoran|Vivec]], Redoran Scout & Drillmaster
|{{Small|[[Morrowind:Athletics|Athletics]] (56)}}||{{Small|[[Morrowind:Block|Block]] (52)}}
|
|-
|[[Morrowind:Bugdurash gra-Gashel|Bugdurash gra-Gashel]]||[[Morrowind:Maar Gan|Maar Gan]], Andus Tradehouse
|{{Small|[[Morrowind:Block|Block]] (52)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (52)}}
|
|-
|[[Morrowind:Elvas Savel|Elvas Savel]]||[[Morrowind:Molag Mar|Molag Mar]], Redoran Stronghold
|{{Small|[[Morrowind:Athletics|Athletics]] (56)}}||{{Small|[[Morrowind:Block|Block]] (52)}}
|
|-
|[[Morrowind:Mandran Indrano|Mandran Indrano]]||[[Morrowind:Ghostgate|Ghostgate]], Tower of Dusk Lower Level
|{{Small|[[Morrowind:Athletics|Athletics]] (56)}}||{{Small|[[Morrowind:Block|Block]] (52)}}
|
|}
==[[File:MW-icon-skill-Marksman.jpg|middle|link=|alt=]] [[Morrowind:Marksman|Marksman]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Missun Akin|Missun Akin]]||[[Morrowind:Falasmaryon|Falasmaryon]], Missun Akin's Hut
|{{Small|[[Morrowind:Long Blade|Long Blade]] (72)}}||{{Small|[[Morrowind:Athletics|Athletics]] (72)}}
|
|-
!75
|[[Morrowind:Aradraen|Aradraen]]||[[Morrowind:Vivec (city)|Vivec]], [[Morrowind:Foreign Quarter|Foreign Quarter]], Aradraen: Fletcher
|{{Small|[[Morrowind:Medium Armor|Medium Armor]] (56)}}||{{Small|[[Morrowind:Sneak|Sneak]] (54)}}
|Added by the [[Morrowind:Area Effect Arrows|Area Effect Arrows]] plugin.
|-
!64
|[[Morrowind:Dunsalipal Dun-Ahhe|Dunsalipal Dun-Ahhe]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Morag Tong Guild
|{{Small|[[Morrowind:Short Blade|Short Blade]] (69)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (64)}}
|[[Morrowind:Morag Tong|Morag Tong]] service.
|-
!56
|[[Morrowind:Gilyan Sedas|Gilyan Sedas]]||[[Morrowind:Balmora|Balmora]], Morag Tong Guild
|{{Small|[[Morrowind:Short Blade|Short Blade]] (62)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (56)}}
|
|-
!rowspan=2|54
|[[Morrowind:Bolnor Andrani|Bolnor Andrani]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Short Blade|Short Blade]] (58)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (54)}}
|
|-
|[[Morrowind:Lassour Zenammu|Lassour Zenammu]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Morag Tong Guildhall
|{{Small|[[Morrowind:Short Blade|Short Blade]] (58)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (54)}}
|
|-
!rowspan=2|52
|[[Morrowind:Foves Arenim|Foves Arenim]]||[[Morrowind:Caldera|Caldera]], Governor's Hall
|{{Small|[[Morrowind:Short Blade|Short Blade]] (57)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service
|-
|[[Morrowind:Vedran Balen|Vedran Balen]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalu (2,-11)
|{{Small|[[Morrowind:Short Blade|Short Blade]] (57)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}
|
|-
!45
|[[Morrowind:Alveleg|Alveleg]]||[[Morrowind:West Gash|West Gash]] Region (-3,2)
|{{Small|[[Morrowind:Sneak|Sneak]] (42)}}||{{Small|[[Morrowind:Block|Block]] (38)}}
|
|-
!43
|[[Morrowind:Ridena Othren|Ridena Othren]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Fara's Hole in the Wall
|{{Small|[[Morrowind:Light Armor|Light Armor]] (43)}}||{{Small|[[Morrowind:Enchant|Enchant]] (42)}}
|
|-
!42
|[[Morrowind:Vinnus Laecinnius|Vinnus Laecinnius]]||[[Morrowind:Ebonheart|Ebonheart]], Six Fishes
|{{Small|[[Morrowind:Mercantile|Mercantile]] (52)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (52)}}
|
|}
==[[File:MW-icon-skill-Medium Armor.jpg|middle|link=|alt=]] [[Morrowind:Medium Armor|Medium Armor]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Cinia Urtius|Cinia Urtius]]||[[Morrowind:Tel Fyr|Tel Fyr]], Docks
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (74)}}||{{Small|[[Morrowind:Sneak|Sneak]] (64)}}
|Only appears with [[Morrowind Mod:Morrowind Patch Project|Morrowind Patch Project]] due to spawn glitch
|-
!82
|[[Morrowind:Khargol gro-Boguk|Khargol gro-Boguk]]||[[Morrowind:Dagon Fel|Dagon Fel]], Vacant Tower
|{{Small|''[[Morrowind:Unarmored|Unarmored]] (100)''}}||{{Small|[[Morrowind:Block|Block]] (82)}}
|
|-
!78
|[[Morrowind:Alfhedil Elf-Hewer|Alfhedil Elf-Hewer]]||[[Morrowind:Falensarano|Falensarano]], Upper Level
|{{Small|''[[Morrowind:Axe|Axe]] (100)''}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (78)}}
|
|-
!64
|[[Morrowind:Larrius Varro|Larrius Varro]]||[[Morrowind:Moonmoth Legion Fort|Moonmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Long Blade|Long Blade]] (74)}}||{{Small|[[Morrowind:Block|Block]] (64)}}
|
|-
!58
|[[Morrowind:Aengoth the Jeweler|Aengoth the Jeweler]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], The Rat In The Pot
|{{Small|[[Morrowind:Block|Block]] (58)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (58)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service, high rank only
|-
!56
|[[Morrowind:Aradraen|Aradraen]]||[[Morrowind:Vivec (city)|Vivec]], [[Morrowind:Foreign Quarter|Foreign Quarter]], Aradraen: Fletcher
|{{Small|[[Morrowind:Marksman|Marksman]] (75)}}||{{Small|[[Morrowind:Sneak|Sneak]] (54)}}
|Added by the [[Morrowind:Area Effect Arrows|Area Effect Arrows]] plugin.
|-
!54
|[[Morrowind:Raflod the Braggart|Raflod the Braggart]]||[[Morrowind:Seyda Neen|Seyda Neen]], Arrille's Tradehouse
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
!rowspan=3|52
|[[Morrowind:Bugdurash gra-Gashel|Bugdurash gra-Gashel]]||[[Morrowind:Maar Gan|Maar Gan]], Andus Tradehouse
|{{Small|[[Morrowind:Block|Block]] (52)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (42)}}
|
|-
|[[Morrowind:Elone|Elone]]||[[Morrowind:Seyda Neen|Seyda Neen]], Arrille's Tradehouse
|{{Small|[[Morrowind:Long Blade|Long Blade]] (62)}}||{{Small|[[Morrowind:Athletics|Athletics]] (52)}}
| [[Morrowind:Blades|Blades]] Service
|-
|[[Morrowind:Hylf the Harrier|Hylf the Harrier]]||[[Morrowind:Vivec Foreign|Vivec]], Black Shalk Cornerclub
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (52)}}||{{Small|[[Morrowind:Axe|Axe]] (52)}}
|
|-
!51
|[[Morrowind:Vongvild|Vongvild]]||[[Morrowind:Dagon Fel|Dagon Fel]], The End of the World
|{{Small|[[Morrowind:Long Blade|Long Blade]] (46)}}||{{Small|[[Morrowind:Block|Block]] (41)}}
|
|-
!50
|[[Morrowind:Rithleen|Rithleen]]||[[Morrowind:Balmora|Balmora]], Rithleen's House
|{{Small|[[Morrowind:Long Blade|Long Blade]] (58)}}||{{Small|[[Morrowind:Block|Block]] (50)}}
|[[Morrowind:Blades|Blades]] Service
|-
!rowspan=2|49
|[[Morrowind:Balan|Balan]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Druegh-jigger's Rest
|{{Small|[[Morrowind:Long Blade|Long Blade]] (59)}}||{{Small|[[Morrowind:Athletics|Athletics]] (49)}}
|
|-
|[[Morrowind:Hides His Eyes|Hides His Eyes]]||[[Morrowind:Suran|Suran]], Suran Tradehouse
|{{Small|[[Morrowind:Athletics|Athletics]] (59)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
!rowspan=2|48
|[[Morrowind:Minglos|Minglos]]||[[Morrowind:Vivec Redoran|Vivec]], Redoran Scout & Drillmaster
|{{Small|[[Morrowind:Sneak|Sneak]] (49)}}||{{Small|[[Morrowind:Block|Block]] (48)}}
|
|-
|[[Morrowind:Nilioniel|Nilioniel]]||[[Morrowind:Molag Mar|Molag Mar]], The Pilgrim's Rest
|{{Small|[[Morrowind:Sneak|Sneak]] (49)}}||{{Small|[[Morrowind:Block|Block]] (48)}}
|
|-
!rowspan=3|47
|[[Morrowind:Borwen|Borwen]]||[[Morrowind:Tel Mora|Tel Mora]], The Covenant
|{{Small|[[Morrowind:Sneak|Sneak]] (48)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|
|-
|[[Morrowind:Cirwedh|Cirwedh]]||[[Morrowind:Vivec Telvanni|Vivec]], Telvanni Tower
|{{Small|[[Morrowind:Sneak|Sneak]] (48)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|
|-
|[[Morrowind:Hingor|Hingor]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Sneak|Sneak]] (48)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|
|-
!45
|[[Morrowind:Ulumpha gra-Sharob|Ulumpha gra-Sharob]]||[[Morrowind:Gnisis|Gnisis]], Fort Darius
|{{Small|[[Morrowind:Alteration|Alteration]] (42)}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (42)}}
|
|-
!rowspan=6|44
|[[Morrowind:Arathor|Arathor]]||[[Morrowind:Balmora|Balmora]], South Wall Cornerclub
|{{Small|[[Morrowind:Sneak|Sneak]] (46)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
|[[Morrowind:Baradras|Baradras]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Guild of Fighters
|{{Small|[[Morrowind:Sneak|Sneak]] (46)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
|[[Morrowind:Baurin|Baurin]]||[[Morrowind:Vivec Foreign|Vivec]], Guild of Fighters
|{{Small|[[Morrowind:Sneak|Sneak]] (46)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
|[[Morrowind:Fandus Puruseius|Fandus Puruseius]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Dirty Muriel's Cornerclub
|{{Small|[[Morrowind:Long Blade|Long Blade]] (54)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
|[[Morrowind:Fasile Charascel|Fasile Charascel]]||[[Morrowind:Balmora|Balmora]], Guild of Fighters
|{{Small|[[Morrowind:Block|Block]] (44)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (44)}}
|
|-
|[[Morrowind:Natesse|Natesse]]||[[Morrowind:Tel Mora|Tel Mora]], The Covenant
|{{Small|[[Morrowind:Sneak|Sneak]] (46)}}||{{Small|[[Morrowind:Block|Block]] (44)}}
|
|-
!42
|[[Morrowind:Talis Drurel|Talis Drurel]]||[[Morrowind:Vivec Redoran|Vivec]], The Flowers of Gold
|{{Small|[[Morrowind:Athletics|Athletics]] (47)}}||{{Small|[[Morrowind:Block|Block]] (42)}}
|
|}
==[[File:MW-icon-skill-Mercantile.jpg|middle|link=|alt=]] [[Morrowind:Mercantile|Mercantile]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Ababael Timsar-Dadisun|Ababael Timsar-Dadisun]]||[[Morrowind:Zainab Camp|Zainab Camp]], Ababael Timsar-Dadisun's Yurt
|{{Small|[[Morrowind:Armorer|Armorer]] (68)}}||{{Small|[[Morrowind:Long Blade|Long Blade]] (58)}}
|
|-
!59
|[[Morrowind:Hlodala Savel|Hlodala Savel]]||[[Morrowind:Rethan Manor|Rethan Manor]]
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (59)}}||{{Small|[[Morrowind:Short Blade|Short Blade]] (54)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service
|-
!rowspan=2|58
|[[Morrowind:Crazy-Legs Arantamo|Crazy-Legs Arantamo]]||[[Morrowind:Vivec Foreign|Vivec]], Simine Fralinie: Bookseller
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (58)}}||{{Small|[[Morrowind:Short Blade|Short Blade]] (52)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] service
|-
|[[Morrowind:Guldrise Dralor|Guldrise Dralor]]||[[Morrowind:Dren Plantation|Dren Plantation]], Verethi and Dralor
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (58)}}||{{Small|[[Morrowind:Short Blade|Short Blade]] (52)}}
|Possibly Hostile
|-
!rowspan=2|57
|[[Morrowind:Iulus Truptor|Iulus Truptor]]||[[Morrowind:Ebonheart|Ebonheart]], Imperial Chapels
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (57)}}||{{Small|[[Morrowind:Athletics|Athletics]] (38)}}
|
|-
|[[Morrowind:Segunivus Mantedius|Segunivus Mantedius]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (57)}}||{{Small|[[Morrowind:Athletics|Athletics]] (38)}}
|
|-
!rowspan=2|54
|[[Morrowind:Berela Andrano|Berela Andrano]]||[[Morrowind:Ghostgate|Ghostgate]], Tower of Dusk Lower Level
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (54)}}||{{Small|[[Morrowind:Short Blade|Short Blade]] (50)}}
|
|-
|[[Morrowind:Ladia Flarugrius|Ladia Flarugrius]]||[[Morrowind:Pelagiad|Pelagiad]], Halfway Tavern
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (54)}}||{{Small|[[Morrowind:Athletics|Athletics]] (36)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] service
|-
!rowspan=3|52
|[[Morrowind:Mivanu Retheran|Mivanu Retheran]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Redoran Council Hall
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (52)}}||{{Small|[[Morrowind:Athletics|Athletics]] (46)}}
|
|-
|[[Morrowind:Raviso Andalas|Raviso Andalas]]||[[Morrowind:Molag Mar|Molag Mar]], Redoran Stronghold
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (52)}}||{{Small|[[Morrowind:Athletics|Athletics]] (46)}}
|
|-
|[[Morrowind:Vinnus Laecinnius|Vinnus Laecinnius]]||[[Morrowind:Ebonheart|Ebonheart]], Six Fishes
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (52)}}||{{Small|[[Morrowind:Marksman|Marksman]] (42)}}
|
|-
!51
|[[Morrowind:Elms Llervu|Elms Llervu]]||[[Morrowind:Vivec Redoran|Vivec]], Redoran Waistworks
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (51)}}||{{Small|[[Morrowind:Athletics|Athletics]] (49)}}
|
|-
!rowspan=3|47
|[[Morrowind:Llevas Fels|Llevas Fels]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Nevrila Areloth's House
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (47)}}||{{Small|[[Morrowind:Athletics|Athletics]] (43)}}
|
|-
|[[Morrowind:Sodrara Andalas|Sodrara Andalas]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Nadene Rotheran's Shack
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (47)}}||{{Small|[[Morrowind:Athletics|Athletics]] (43)}}
|Possibly Hostile
|-
|[[Morrowind:Sovor Trandel|Sovor Trandel]]||[[Morrowind:Balmora|Balmora]], Council Club
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (47)}}||{{Small|[[Morrowind:Athletics|Athletics]] (43)}}
|
|-
!rowspan=6|44
|[[Morrowind:Elo Arethan|Elo Arethan]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalu Waistworks
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (44)}}||{{Small|[[Morrowind:Athletics|Athletics]] (41)}}
|
|-
|[[Morrowind:Falvel Arenim|Falvel Arenim]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (44)}}||{{Small|[[Morrowind:Athletics|Athletics]] (41)}}
|
|-
|[[Morrowind:Phane Rielle|Phane Rielle]]||[[Morrowind:Balmora|Balmora]], South Wall Cornerclub
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (44)}}||{{Small|[[Morrowind:Alchemy|Alchemy]] (41)}}
|
|-
|[[Morrowind:Rissinia|Rissinia]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Dirty Muriel's Cornerclub
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (44)}}||{{Small|[[Morrowind:Athletics|Athletics]] (41)}}
|
|-
|[[Morrowind:Sevyni Saryon|Sevyni Saryon]]||[[Morrowind:Vivec Foreign|Vivec]], Foreign Quarter Lower Waistworks
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (44)}}||{{Small|[[Morrowind:Athletics|Athletics]] (41)}}
|
|-
|[[Morrowind:Traldrisa Tervayn|Traldrisa Tervayn]]||[[Morrowind:Vivec Hlaalu|Vivec]], No Name Club
|{{Small|[[Morrowind:Athletics|Athletics]] (44)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (44)}}
|
|}
==[[File:MW-icon-skill-Mysticism.jpg|middle|link=|alt=]] [[Morrowind:Mysticism|Mysticism]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Ardarume|Ardarume]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Gateway Inn: West Wing
|{{Small|[[Morrowind:Destruction|Destruction]] (81)}}||{{Small|[[Morrowind:Alteration|Alteration]] (76)}}
|
|-
!rowspan=2|81
|[[Morrowind:Abelle Chriditte|Abelle Chriditte]]||[[Morrowind:Valenvaryon|Valenvaryon]], Propylon Chamber
|{{Small|''[[Morrowind:Alchemy|Alchemy]] (100)''}}||{{Small|[[Morrowind:Conjuration|Conjuration]] (81)}}
|
|-
|[[Morrowind:Leles Birian|Leles Birian]]||[[Morrowind:Ascadian Isles|Ascadian Isles]] Region (4,-8)
|{{Small|''[[Morrowind:Destruction|Destruction]] (100)''}}||{{Small|[[Morrowind:Restoration|Restoration]] (81)}}
|
|-
!rowspan=3|76
|[[Morrowind:Erer Darothril|Erer Darothril]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Dirty Muriel's Cornerclub
|{{Small|''[[Morrowind:Illusion|Illusion]] (100)''}}||{{Small|[[Morrowind:Destruction|Destruction]] (81)}}
|
|-
|[[Morrowind:Seryne Relas|Seryne Relas]]||[[Morrowind:Tel Branora|Tel Branora]], Seryne Relas's House
|{{Small|''[[Morrowind:Alteration|Alteration]] (100)''}}||{{Small|[[Morrowind:Destruction|Destruction]] (81)}}
|
|-
|[[Morrowind:Yakin Bael|Yakin Bael]]||[[Morrowind:Vos|Vos]], Vos Chapel
|{{Small|''[[Morrowind:Restoration|Restoration]] (100)''}}||{{Small|[[Morrowind:Alteration|Alteration]] (71)}}
|
|-
!71
|[[Morrowind:Methal Seran|Methal Seran]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Temple
|{{Small|''[[Morrowind:Conjuration|Conjuration]] (100)''}}||{{Small|[[Morrowind:Alteration|Alteration]] (66)}}
|[[Morrowind:Tribunal Temple|Tribunal Temple]] Service, high rank only
|-
!68
|[[Morrowind:Skink-in-Tree's-Shade|Skink-in-Tree's-Shade]]||[[Morrowind:Wolverine Hall|Wolverine Hall]]: Mages Guild
|{{Small|''[[Morrowind:Speechcraft|Speechcraft]] (100)''}}||{{Small|[[Morrowind:Enchant|Enchant]] (63)}}
|
|-
!62
|[[Morrowind:Arnand Liric|Arnand Liric]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Restoration|Restoration]] (62)}}||{{Small|[[Morrowind:Alteration|Alteration]] (58)}}
|
|-
!60
|[[Morrowind:Adusamsi Assurnarairan|Adusamsi Assurnarairan]]||[[Morrowind:Rotheran|Rotheran]], Arena
|{{Small|[[Morrowind:Alteration|Alteration]] (56)}}||{{Small|[[Morrowind:Restoration|Restoration]] (56)}}
|
|-
!58
|[[Morrowind:Only-He-Stands-There|Only-He-Stands-There]]||[[Morrowind:Balmora|Balmora]], South Wall Cornerclub
|{{Small|[[Morrowind:Alteration|Alteration]] (53)}}||{{Small|[[Morrowind:Restoration|Restoration]] (53)}}
|Only after the [[Morrowind:Unsanctioned Training|Unsanctioned Training]] quest
|-
!57
|[[Morrowind:Barnand Erelie|Barnand Erelie]]||[[Morrowind:Tel Branora|Tel Branora]], Sethan's Tradehouse
|{{Small|[[Morrowind:Restoration|Restoration]] (57)}}||{{Small|[[Morrowind:Alteration|Alteration]] (52)}}
|
|-
!rowspan=2|54
|[[Morrowind:Ranis Athrys|Ranis Athrys]]||[[Morrowind:Balmora|Balmora]], Guild of Mages
|{{Small|[[Morrowind:Alteration|Alteration]] (48)}}||{{Small|[[Morrowind:Illusion|Illusion]] (48)}}
|
|-
|[[Morrowind:Surane Leoriane|Surane Leoriane]]||[[Morrowind:Caldera|Caldera]], Surane Leoriane's House
|{{Small|[[Morrowind:Restoration|Restoration]] (54)}}||{{Small|[[Morrowind:Destruction|Destruction]] (50)}}
|[[Morrowind:Blades|Blades]] Service
|-
!53
|[[Morrowind:Gildan|Gildan]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Gildan's House
|{{Small|[[Morrowind:Alteration|Alteration]] (53)}}||{{Small|[[Morrowind:Illusion|Illusion]] (50)}}
|[[Morrowind:Blades|Blades]] Service
|-
!rowspan=3|52
|[[Morrowind:An-Zaw|An-Zaw]]||[[Morrowind:Suran|Suran]], Suran Tradehouse
|{{Small|[[Morrowind:Illusion|Illusion]] (52)}}||{{Small|[[Morrowind:Alteration|Alteration]] (47)}}
|
|-
|[[Morrowind:Arvyn Llerayn|Arvyn Llerayn]]||[[Morrowind:Vivec Telvanni|Vivec]], The Lizard's Head
|{{Small|[[Morrowind:Destruction|Destruction]] (57)}}||{{Small|[[Morrowind:Alteration|Alteration]] (47)}}
|
|-
|[[Morrowind:Lauravenya|Lauravenya]]||[[Morrowind:Ald Velothi|Ald Velothi]], Outpost
|{{Small|[[Morrowind:Destruction|Destruction]] (57)}}||{{Small|[[Morrowind:Alteration|Alteration]] (47)}}
|
|-
!rowspan=3|50
|[[Morrowind:Letreius Muco|Letreius Muco]]||[[Morrowind:Vivec Foreign|Vivec]], Foreign Quarter Canalworks
|{{Small|[[Morrowind:Alteration|Alteration]] (50)}}||{{Small|[[Morrowind:Restoration|Restoration]] (50)}}
|
|-
|[[Morrowind:Marayn Dren|Marayn Dren]]||[[Morrowind:Balmora|Balmora]], Guild of Mages
|{{Small|[[Morrowind:Destruction|Destruction]] (56)}}||{{Small|[[Morrowind:Alteration|Alteration]] (48)}}
|
|-
|[[Morrowind:Tyermaillin|Tyermaillin]]||[[Morrowind:Balmora|Balmora]], Tyermaillin's House
|{{Small|[[Morrowind:Enchant|Enchant]] (50)}}||{{Small|[[Morrowind:Restoration|Restoration]] (50)}}
|[[Morrowind:Blades|Blades]] Service
|-
!48
|[[Morrowind:Medila Indaren|Medila Indaren]]||[[Morrowind:Caldera|Caldera]], Guild of Mages
|{{Small|[[Morrowind:Destruction|Destruction]] (54)}}||{{Small|[[Morrowind:Alteration|Alteration]] (48)}}
|
|-
!47
|[[Morrowind:Chanil-Lee|Chanil-Lee]]||[[Morrowind:Ebonheart|Ebonheart]], Six Fishes
|{{Small|[[Morrowind:Enchant|Enchant]] (42)}}||{{Small|[[Morrowind:Destruction|Destruction]] (42)}}
|
|-
!44
|[[Morrowind:Sharn gra-Muzgob|Sharn gra-Muzgob]]||[[Morrowind:Balmora|Balmora]], Guild of Mages
|{{Small|[[Morrowind:Alteration|Alteration]] (44)}}||{{Small|[[Morrowind:Restoration|Restoration]] (44)}}
|
|-
!42
|[[Morrowind:Ulumpha gra-Sharob|Ulumpha gra-Sharob]]||[[Morrowind:Gnisis|Gnisis]], Fort Darius
|{{Small|[[Morrowind:Medium Armor|Medium Armor]] (45)}}||{{Small|[[Morrowind:Alteration|Alteration]] (42)}}
|
|}
==[[File:MW-icon-skill-Restoration.jpg|middle|link=|alt=]] [[Morrowind:Restoration|Restoration]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Yakin Bael|Yakin Bael]]||[[Morrowind:Vos|Vos]], Vos Chapel
|{{Small|[[Morrowind:Mysticism|Mysticism]] (76)}}||{{Small|[[Morrowind:Alteration|Alteration]] (71)}}
|
|-
!81
|[[Morrowind:Leles Birian|Leles Birian]]||[[Morrowind:Ascadian Isles|Ascadian Isles]] Region (4,-8)
|{{Small|''[[Morrowind:Destruction|Destruction]] (100)''}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (81)}}
|
|-
!80
|[[Morrowind:Vampire (person)|Vampire]]
|[[Morrowind:Aralen Ancestral Tomb|Aralen Ancestral Tomb]], [[Morrowind:Dulo Ancestral Tomb|Dulo Ancestral Tomb]], [[Morrowind:Sarethi Ancestral Tomb|Sarethi Ancestral Tomb]]
|{{Small|''[[Morrowind:Athletics|Athletics]] (76)''}}||{{Small|[[Morrowind:Destruction|Destruction]] (65)}}
|Hostile
|-
!62
|[[Morrowind:Arnand Liric|Arnand Liric]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Mysticism|Mysticism]] (62)}}||{{Small|[[Morrowind:Alteration|Alteration]] (58)}}
|
|-
!rowspan=2|57
|[[Morrowind:Barnand Erelie|Barnand Erelie]]||[[Morrowind:Tel Branora|Tel Branora]], Sethan's Tradehouse
|{{Small|[[Morrowind:Mysticism|Mysticism]] (57)}}||{{Small|[[Morrowind:Alteration|Alteration]] (52)}}
|
|-
|[[Morrowind:Emusette Bracques|Emusette Bracques]]||[[Morrowind:Tel Aruhn|Tel Aruhn]], Plot and Plaster
|{{Small|[[Morrowind:Alteration|Alteration]] (52)}}||{{Small|[[Morrowind:Destruction|Destruction]] (47)}}
|
|-
!56
|[[Morrowind:Adusamsi Assurnarairan|Adusamsi Assurnarairan]]||[[Morrowind:Rotheran|Rotheran]], Arena
|{{Small|[[Morrowind:Mysticism|Mysticism]] (60)}}||{{Small|[[Morrowind:Alteration|Alteration]] (56)}}
|
|-
!54
|[[Morrowind:Surane Leoriane|Surane Leoriane]]||[[Morrowind:Caldera|Caldera]], Surane Leoriane's House
|{{Small|[[Morrowind:Mysticism|Mysticism]] (54)}}||{{Small|[[Morrowind:Destruction|Destruction]] (50)}}
|[[Morrowind:Blades|Blades]] Service
|-
!53
|[[Morrowind:Only-He-Stands-There|Only-He-Stands-There]]||[[Morrowind:Balmora|Balmora]], South Wall Cornerclub
|{{Small|[[Morrowind:Mysticism|Mysticism]] (58)}}||{{Small|[[Morrowind:Alteration|Alteration]] (53)}}
|Only after the [[Morrowind:Unsanctioned Training|Unsanctioned Training]] quest
|-
!rowspan=2|50
|[[Morrowind:Letreius Muco|Letreius Muco]]||[[Morrowind:Vivec Foreign|Vivec]], Foreign Quarter Canalworks
|{{Small|[[Morrowind:Alteration|Alteration]] (50)}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (50)}}
|
|-
|[[Morrowind:Tyermaillin|Tyermaillin]]||[[Morrowind:Balmora|Balmora]], Tyermaillin's House
|{{Small|[[Morrowind:Enchant|Enchant]] (50)}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (50)}}
|[[Morrowind:Blades|Blades]] Service
|-
!44
|[[Morrowind:Sharn gra-Muzgob|Sharn gra-Muzgob]]||[[Morrowind:Balmora|Balmora]], Guild of Mages
|{{Small|[[Morrowind:Alteration|Alteration]] (44)}}||{{Small|[[Morrowind:Mysticism|Mysticism]] (44)}}
|
|}
==[[File:MW-icon-skill-Security.jpg|middle|link=|alt=]] [[Morrowind:Security|Security]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Hecerinde|Hecerinde]]||[[Morrowind:Balmora|Balmora]], Hecerinde's House
|{{Small|[[Morrowind:Sneak|Sneak]] (66)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (66)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service
|-
!67
|[[Morrowind:Sugar-Lips Habasi|Sugar-Lips Habasi]]||[[Morrowind:Balmora|Balmora]], South Wall Cornerclub
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (77)}}||{{Small|[[Morrowind:Sneak|Sneak]] (67)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service
|-
!64
|[[Morrowind:Nileno Dorvayn|Nileno Dorvayn]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Short Blade|Short Blade]] (74)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (68)}}
|
|-
!59
|[[Morrowind:Big Helende|Big Helende]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Dirty Muriel's Cornerclub
|{{Small|[[Morrowind:Sneak|Sneak]] (59)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (59)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service
|
|-
!58
|[[Morrowind:Serjo Avon Oran|Serjo Avon Oran]]||[[Morrowind:Suran|Suran]], Oran Manor
|{{Small|[[Morrowind:Short Blade|Short Blade]] (68)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (62)}}
|
|-
!53
|[[Morrowind:Lliryn Fendyn|Lliryn Fendyn]]||[[Morrowind:Rethan Manor|Rethan Manor]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (63)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service
|-
!52
|[[Morrowind:Sovali Uvayn|Sovali Uvayn]]||[[Morrowind:Vivec Foreign|Vivec]], Elven Nations Cornerclub
|{{Small|[[Morrowind:Short Blade|Short Blade]] (62)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (56)}}
|
|-
!rowspan=6|47
|[[Morrowind:Anas Ulven|Anas Ulven]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Nadene Rotheran's Shack
|{{Small|[[Morrowind:Short Blade|Short Blade]] (57)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}
|
|-
|[[Morrowind:Belos Falos|Belos Falos]]||[[Morrowind:Vivec Hlaalu|Vivec]], No Name Club
|{{Small|[[Morrowind:Short Blade|Short Blade]] (57)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}
|
|-
|[[Morrowind:Llemisa Marys|Llemisa Marys]]||[[Morrowind:Hla Oad|Hla Oad]], Fatleg's Drop Off
|{{Small|[[Morrowind:Short Blade|Short Blade]] (57)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}
|
|-
|[[Morrowind:Madrale Thirith|Madrale Thirith]]||[[Morrowind:Balmora|Balmora]], Council Club
|{{Small|[[Morrowind:Short Blade|Short Blade]] (57)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}
|Possibly Hostile
|-
|[[Morrowind:Minasi Bavani|Minasi Bavani]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Nevrila Areloth's House
|{{Small|[[Morrowind:Short Blade|Short Blade]] (57)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}
|
|-
|[[Morrowind:Muriel Sette|Muriel Sette]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Dirty Muriel's Cornerclub
|{{Small|[[Morrowind:Sneak|Sneak]] (47)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (47)}}
|
|-
!46
|[[Morrowind:Chirranirr|Chirranirr]]||[[Morrowind:Balmora|Balmora]], South Wall Cornerclub
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (56)}}||{{Small|[[Morrowind:Sneak|Sneak]] (46)}}
|
|-
!45
|[[Morrowind:Nels Llendo (person)|Nels Llendo]]||[[Morrowind:Ascadian Isles|Ascadian Isles]] Region (0,-9)
|{{Small|[[Morrowind:Short Blade|Short Blade]] (52)}}||{{Small|[[Morrowind:Sneak|Sneak]] (45)}}
|
|-
!44
|[[Morrowind:Hreirek the Lean|Hreirek the Lean]]||[[Morrowind:Dagon Fel|Dagon Fel]], End of the World Renter Rooms
|{{Small|[[Morrowind:Sneak|Sneak]] (44)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (44)}}
|
|-
!39
|[[Morrowind:Lirielle Stoine|Lirielle Stoine]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], The Rat In The Pot
|{{Small|[[Morrowind:Sneak|Sneak]] (39)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (39)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service
|}
==[[File:MW-icon-skill-Short Blade.jpg]] [[Morrowind:Short Blade|Short Blade]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Todwendy|Todwendy]]||[[Morrowind:Balmora|Balmora]], Lucky Lockup
|{{Small|[[Morrowind:Sneak|Sneak]] (71)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (71)}}
|
|-
!74
|[[Morrowind:Nileno Dorvayn|Nileno Dorvayn]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Light Armor|Light Armor]] (68)}}||{{Small|[[Morrowind:Security|Security]] (64)}}
|
|-
!72
|[[Morrowind:Mathyn Bemis|Mathyn Bemis]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalu Ancestral Vaults
|{{Small|[[Morrowind:Light Armor|Light Armor]] (67)}}||{{Small|[[Morrowind:Sneak|Sneak]] (62)}}
|Hostile
|-
!rowspan=5|70
|[[Morrowind:Athesie Andas|Athesie Andas]]||[[Morrowind:Andasreth|Andasreth]], Upper Level
|{{Small|[[Morrowind:Light Armor|Light Armor]] (66)}}||{{Small|[[Morrowind:Sneak|Sneak]] (60)}}
|Hostile
|-
|[[Morrowind:Athyn Sarethi|Athyn Sarethi]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Sarethi Manor
|{{Small|[[Morrowind:Light Armor|Light Armor]] (66)}}||{{Small|[[Morrowind:Sneak|Sneak]] (60)}}
|[[Morrowind:House Redoran|House Redoran]] Service
|-
|[[Morrowind:Avon Ravel|Avon Ravel]]||[[Morrowind:Hlormaren|Hlormaren]], Keep, Bottom Level
|{{Small|[[Morrowind:Light Armor|Light Armor]] (66)}}||{{Small|[[Morrowind:Sneak|Sneak]] (60)}}
|Hostile
|-
|[[Morrowind:Faral Retheran|Faral Retheran]]||[[Morrowind:Vivec Redoran|Vivec]], Redoran Treasury
|{{Small|[[Morrowind:Light Armor|Light Armor]] (66)}}||{{Small|[[Morrowind:Sneak|Sneak]] (60)}}
|[[Morrowind:House Redoran|House Redoran]] Service
|-
|[[Morrowind:Navil Ienith|Navil Ienith]]||[[Morrowind:Dren Plantation|Dren Plantation]], Dren's Villa
|{{Small|[[Morrowind:Light Armor|Light Armor]] (66)}}||{{Small|[[Morrowind:Sneak|Sneak]] (60)}}
|Hostile
|-
!rowspan=3|69
|[[Morrowind:Dunsalipal Dun-Ahhe|Dunsalipal Dun-Ahhe]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Morag Tong Guildhall
|{{Small|[[Morrowind:Light Armor|Light Armor]] (64)}}||{{Small|[[Morrowind:Marksman|Marksman]] (64)}}
|
|-
|[[Morrowind:Forvse Nerethi|Forvse Nerethi]]||[[Morrowind:Vivec Hlaalu|Vivec]], Curio Manor
|{{Small|[[Morrowind:Light Armor|Light Armor]] (64)}}||{{Small|[[Morrowind:Sneak|Sneak]] (59)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service, high rank only
|-
|[[Morrowind:Galasa Uvayn|Galasa Uvayn]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalu Treasury
|{{Small|[[Morrowind:Light Armor|Light Armor]] (64)}}||{{Small|[[Morrowind:Sneak|Sneak]] (59)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service, high rank only
|-
!rowspan=3|68
|[[Morrowind:Daldur Sarys|Daldur Sarys]]||[[Morrowind:Saturan|Saturan]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (62)}}||{{Small|[[Morrowind:Sneak|Sneak]] (58)}}
|Hostile
|-
|[[Morrowind:Nidara Herandus|Nidara Herandus]]||[[Morrowind:Ald Sotha|Ald Sotha]], Upper Level
|{{Small|[[Morrowind:Light Armor|Light Armor]] (62)}}||{{Small|[[Morrowind:Sneak|Sneak]] (58)}}
|Hostile
|-
|[[Morrowind:Serjo Avon Oran|Serjo Avon Oran]]||[[Morrowind:Suran|Suran]], Oran Manor
|{{Small|[[Morrowind:Light Armor|Light Armor]] (62)}}||{{Small|[[Morrowind:Security|Security]] (58)}}
|
|-
!rowspan=2|66
|[[Morrowind:Folvalie Omalor|Folvalie Omalor]]||[[Morrowind:Andasreth|Andasreth]], Upper Level
|{{Small|[[Morrowind:Light Armor|Light Armor]] (61)}}||{{Small|[[Morrowind:Sneak|Sneak]] (56)}}
|Hostile
|-
|[[Morrowind:Ulmesi Baryon|Ulmesi Baryon]]||[[Morrowind:Vivec Arena|Vivec]], Arena Hidden Area
|{{Small|[[Morrowind:Light Armor|Light Armor]] (61)}}||{{Small|[[Morrowind:Sneak|Sneak]] (56)}}
|
|-
!rowspan=5|64
|[[Morrowind:Almse Arenim|Almse Arenim]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Arenim Manor
|{{Small|[[Morrowind:Light Armor|Light Armor]] (60)}}||{{Small|[[Morrowind:Sneak|Sneak]] (54)}}
|
|-
|[[Morrowind:Badala Velothren|Badala Velothren]]||[[Morrowind:Ashlands|Ashlands]] Region (0,17)
|{{Small|[[Morrowind:Light Armor|Light Armor]] (60)}}||{{Small|[[Morrowind:Sneak|Sneak]] (54)}}
|Hostile
|-
|[[Morrowind:Delyna Mandas|Delyna Mandas]]||[[Morrowind:Tel Fyr|Tel Fyr]], Onyx Hall
|{{Small|[[Morrowind:Athletics|Athletics]] (75)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (60)}}
|
|-
|[[Morrowind:Sovisa Adas|Sovisa Adas]]||[[Morrowind:Assernerairan|Assernerairan]], Shrine
|{{Small|[[Morrowind:Light Armor|Light Armor]] (60)}}||{{Small|[[Morrowind:Sneak|Sneak]] (54)}}
|Hostile
|-
|[[Morrowind:Thovasi Alen|Thovasi Alen]]||[[Morrowind:Assarnatamat|Assarnatamat]], Shrine
|{{Small|[[Morrowind:Light Armor|Light Armor]] (60)}}||{{Small|[[Morrowind:Sneak|Sneak]] (54)}}
|Hostile
|-
!rowspan=4|63
|[[Morrowind:Lliryn Fendyn|Lliryn Fendyn]]||[[Morrowind:Rethan Manor|Rethan Manor]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}||{{Small|[[Morrowind:Security|Security]] (53)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service
|-
|[[Morrowind:Naris Selaren|Naris Selaren]]||[[Morrowind:Sha-Adnius|Sha-Adnius]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}||{{Small|[[Morrowind:Sneak|Sneak]] (53)}}
|Hostile
|-
|[[Morrowind:Rilas Arethan|Rilas Arethan]]||[[Morrowind:Pinsun|Pinsun]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}||{{Small|[[Morrowind:Sneak|Sneak]] (53)}}
|Hostile
|-
|[[Morrowind:Tels Girano|Tels Girano]]||[[Morrowind:Hinnabi|Hinnabi]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}||{{Small|[[Morrowind:Sneak|Sneak]] (53)}}
|Hostile
|-
!rowspan=4|62
|[[Morrowind:Garer Danoran|Garer Danoran]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalu Treasury
|{{Small|[[Morrowind:Light Armor|Light Armor]] (56)}}||{{Small|[[Morrowind:Sneak|Sneak]] (52)}}
|
|-
|[[Morrowind:Gilyan Sedas|Gilyan Sedas]]||[[Morrowind:Balmora|Balmora]], Morag Tong Guildhall
|{{Small|[[Morrowind:Light Armor|Light Armor]] (56)}}||{{Small|[[Morrowind:Marksman|Marksman]] (56)}}
|
|-
|[[Morrowind:Mervs Uvayn|Mervs Uvayn]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Light Armor|Light Armor]] (56)}}||{{Small|[[Morrowind:Sneak|Sneak]] (52)}}
|
|-
|[[Morrowind:Sovali Uvayn|Sovali Uvayn]]||[[Morrowind:Vivec Hlaalu|Vivec]], Elven Nations Cornerclub
|{{Small|[[Morrowind:Light Armor|Light Armor]] (56)}}||{{Small|[[Morrowind:Security|Security]] (52)}}
|
|-
!rowspan=6|60
|[[Morrowind:Bedenea Nethan|Bedenea Nethan]]||[[Morrowind:Minabi|Minabi]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|Hostile
|-
|[[Morrowind:Belas Othren|Belas Othren]]||[[Morrowind:Nund|Nund]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|Hostile
|-
|[[Morrowind:Folyni Dran|Folyni Dran]]||[[Morrowind:Habinbaes|Habinbaes]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|Hostile
|-
|[[Morrowind:Garyn Girith|Garyn Girith]]||[[Morrowind:Ald Velothi|Ald Velothi]] (-11,15)
|{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|
|-
|[[Morrowind:Thaden Ralas|Thaden Ralas]]||[[Morrowind:Ashinabi|Ashinabi]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|Hostile
|-
|[[Morrowind:Uradras Sadalas|Uradras Sadalas]]||[[Morrowind:Ularradallaku|Ularradallaku]], Shrine
|{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|Hostile
|-
!rowspan=3|58
|[[Morrowind:Bolnor Andrani|Bolnor Andrani]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Light Armor|Light Armor]] (54)}}||{{Small|[[Morrowind:Marksman|Marksman]] (54)}}
|
|-
|[[Morrowind:Hanarai Assutlanipal|Hanarai Assutlanipal]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Hanarai Assutlanipal's House
|{{Small|[[Morrowind:Light Armor|Light Armor]] (54)}}||{{Small|[[Morrowind:Sneak|Sneak]] (48)}}
|Attacks if you mention Ash Statue (oops)
|-
|[[Morrowind:Lassour Zenammu|Lassour Zenammu]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Morag Tong Guildhall
|{{Small|[[Morrowind:Light Armor|Light Armor]] (54)}}||{{Small|[[Morrowind:Marksman|Marksman]] (54)}}
|
|-
!rowspan=8|57
|[[Morrowind:Anas Ulven|Anas Ulven]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Nadene Rotheran's Shack
|{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}||{{Small|[[Morrowind:Security|Security]] (47)}}
|
|-
|[[Morrowind:Belos Falos|Belos Falos]]||[[Morrowind:Vivec Hlaalu|Vivec]], No Name Club
|{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}||{{Small|[[Morrowind:Security|Security]] (47)}}
|
|-
|[[Morrowind:Foves Arenim|Foves Arenim]]||[[Morrowind:Caldera|Caldera]], Governor's Hall
|{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}||{{Small|[[Morrowind:Marksman|Marksman]] (52)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service
|-
|[[Morrowind:Llemisa Marys|Llemisa Marys]]||[[Morrowind:Hla Oad|Hla Oad]], Fatleg's Drop Off
|{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}||{{Small|[[Morrowind:Security|Security]] (47)}}
|
|-
|[[Morrowind:Madrale Thirith|Madrale Thirith]]||[[Morrowind:Balmora|Balmora]], Council Club
|{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}||{{Small|[[Morrowind:Security|Security]] (47)}}
|Possibly Hostile
|-
|[[Morrowind:Minasi Bavani|Minasi Bavani]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Nevrila Areloth's House
|{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}||{{Small|[[Morrowind:Security|Security]] (47)}}
|
|-
|[[Morrowind:Urnel Relas|Urnel Relas]]||[[Morrowind:Beshara|Beshara]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}||{{Small|[[Morrowind:Sneak|Sneak]] (47)}}
|Hostile
|-
|[[Morrowind:Vedran Balen|Vedran Balen]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalu (2,-11)
|{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}||{{Small|[[Morrowind:Marksman|Marksman]] (52)}}
|
|-
!rowspan=4|54
|[[Morrowind:Boldrisa Andrano|Boldrisa Andrano]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Boldrisa Andrano's House
|{{Small|[[Morrowind:Light Armor|Light Armor]] (49)}}||{{Small|[[Morrowind:Sneak|Sneak]] (44)}}
|
|-
|[[Morrowind:Hlodala Savel|Hlodala Savel]]||[[Morrowind:Rethan Manor|Rethan Manor]]
|{{Small|[[Morrowind:Mercantile|Mercantile]] (59)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (59)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service
|-
|[[Morrowind:Nachael|Nachael]]||[[Morrowind:Balmora|Balmora]], Morag Tong Guildhall
|{{Small|[[Morrowind:Sneak|Sneak]] (48)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (48)}}
|
|-
|[[Morrowind:Vaveli Dralas|Vaveli Dralas]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Morag Tong Guildhall
|{{Small|[[Morrowind:Light Armor|Light Armor]] (49)}}||{{Small|[[Morrowind:Sneak|Sneak]] (44)}}
|
|-
!rowspan=5|52
|[[Morrowind:Balis Sari|Balis Sari]]||[[Morrowind:Abernanit|Abernanit]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (48)}}||{{Small|[[Morrowind:Sneak|Sneak]] (42)}}
|Hostile
|-
|[[Morrowind:Crazy-Legs Arantamo|Crazy-Legs Arantamo]]||[[Morrowind:Vivec Foreign|Vivec]], Simine Fralinie: Bookseller
|{{Small|[[Morrowind:Mercantile|Mercantile]] (58)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (58)}}
|
|-
|[[Morrowind:Guldrise Dralor|Guldrise Dralor]]||[[Morrowind:Dren Plantation|Dren Plantation]], Verethi and Dralor
|{{Small|[[Morrowind:Mercantile|Mercantile]] (58)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (58)}}
|Possibly Hostile
|-
|[[Morrowind:Nels Llendo (person)|Nels Llendo]]||[[Morrowind:Ascadian Isles|Ascadian Isles]] Region (0,-9)
|{{Small|[[Morrowind:Security|Security]] (45)}}||{{Small|[[Morrowind:Sneak|Sneak]] (45)}}
|
|-
|[[Morrowind:Terenu Uveran|Terenu Uveran]]||[[Morrowind:Ulummusa|Ulummusa]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (48)}}||{{Small|[[Morrowind:Sneak|Sneak]] (42)}}
|Hostile
|-
!51
|[[Morrowind:Brothes Oran|Brothes Oran]]||[[Morrowind:Aharunartus|Aharunartus]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (46)}}||{{Small|[[Morrowind:Sneak|Sneak]] (41)}}
|Hostile
|-
!50
|[[Morrowind:Berela Andrano|Berela Andrano]]||[[Morrowind:Ghostgate|Ghostgate]], Tower of Dusk Lower Level
|{{Small|[[Morrowind:Mercantile|Mercantile]] (54)}}||{{Small|[[Morrowind:Speechcraft|Speechcraft]] (54)}}
|
|-
!rowspan=2|49
|[[Morrowind:Saryn Sarothril|Saryn Sarothril]]||[[Morrowind:Maar Gan|Maar Gan]], Outpost
|{{Small|[[Morrowind:Long Blade|Long Blade]] (54)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (48)}}
|
|-
|[[Morrowind:Wadarkhu|Wadarkhu]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Druegh-jigger's Rest
|{{Small|''[[Morrowind:Sneak|Sneak]] (100)''}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (66)}}
|
|-
!rowspan=3|48
|[[Morrowind:Llavesa Drom|Llavesa Drom]]||[[Morrowind:Vivec Hlaalu|Vivec]], No Name Club
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (47)}}
|
|-
|[[Morrowind:Tedryn Brenur|Tedryn Brenur]]||[[Morrowind:Balmora|Balmora]] (-3,-3)
|{{Small|[[Morrowind:Long Blade|Long Blade]] (52)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (47)}}
|
|-
|[[Morrowind:Traven Marvos|Traven Marvos]]||[[Morrowind:Balmora|Balmora]], Eight Plates
|{{Small|[[Morrowind:Light Armor|Light Armor]] (43)}}||{{Small|[[Morrowind:Axe|Axe]] (42)}}
|
|-
!47
|[[Morrowind:Hickim|Hickim]]||[[Morrowind:Balmora|Balmora]], Lucky Lockup
|{{Small|[[Morrowind:Sneak|Sneak]] (42)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (42)}}
|
|-
!46
|[[Morrowind:Ulyno Uvirith|Ulyno Uvirith]]||[[Morrowind:Vivec Redoran|Vivec]], Redoran Scout & Drillmaster
|{{Small|[[Morrowind:Long Blade|Long Blade]] (49)}}||{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (44)}}
|
|}
==[[File:MW-icon-skill-Sneak.jpg|middle|link=|alt=]] [[Morrowind:Sneak|Sneak]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!rowspan=2|100
|[[Morrowind:Ri'Shajirr|Ri'Shajirr]]||[[Morrowind:Caldera|Caldera]], Shenk's Shovel
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (57)}}||{{Small|[[Morrowind:Athletics|Athletics]] (43)}}
|
|-
|[[Morrowind:Wadarkhu|Wadarkhu]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Druegh-jigger's Rest
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (66)}}||{{Small|[[Morrowind:Short Blade|Short Blade]] (49)}}
|
|-
!84
|[[Morrowind:Aerin|Aerin]]||[[Morrowind:Maar Gan|Maar Gan]], Andus Tradehouse
|{{Small|''[[Morrowind:Light Armor|Light Armor]] (100)''}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (79)}}
|
|-
!rowspan=2|71
|[[Morrowind:Ernse Llervu|Ernse Llervu]]||[[Morrowind:Vivec St. Delyn|Vivec]], The Abbey of St. Delyn the Wise
|{{Small|''[[Morrowind:Blunt Weapon|Blunt Weapon]] (100)''}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (71)}}
|
|-
|[[Morrowind:Todwendy|Todwendy]]||[[Morrowind:Balmora|Balmora]], Lucky Lockup
|{{Small|''[[Morrowind:Short Blade|Short Blade]] (100)''}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (71)}}
|
|-
!69
|[[Morrowind:Faulgor|Faulgor]]||[[Morrowind:Vivec St. Olms|Vivec]], St. Olms Yngling Manor
|{{Small|[[Morrowind:Light Armor|Light Armor]] (69)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (64)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service
|-
!68
|[[Morrowind:Taren Omothan|Taren Omothan]]||[[Morrowind:Holamayan|Holamayan]] Monastery
|{{Small|''[[Morrowind:Hand-to-hand|Hand-to-hand]] (100)''}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (68)}}
|
|-
!67
|[[Morrowind:Sugar-Lips Habasi|Sugar-Lips Habasi]]||[[Morrowind:Balmora|Balmora]], South Wall Cornerclub
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (77)}}||{{Small|[[Morrowind:Security|Security]] (67)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service
|-
!rowspan=2|66
|[[Morrowind:Hecerinde|Hecerinde]]||[[Morrowind:Balmora|Balmora]], Hecerinde's House
|{{Small|''[[Morrowind:Security|Security]] (100)''}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (66)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service
|-
|[[Morrowind:Senyndie|Senyndie]]||[[Morrowind:Vivec Arena|Vivec]], Arena Fighters Quarters
|{{Small|''[[Morrowind:Acrobatics|Acrobatics]] (100)''}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (66)}}
|
|-
!rowspan=2|65
|[[Morrowind:Rogdul gro-Bularz|Rogdul gro-Bularz]]||[[Morrowind:Vivec Arena|Vivec]], Arena Hidden Area
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (65)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (65)}}
|[[Morrowind:Morag Tong|Morag Tong]] Service
|-
|[[Morrowind:Ruccia Conician|Ruccia Conician]]||[[Morrowind:Ebonheart|Ebonheart]], Grand Council Chambers
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (75)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (70)}}
|[[Morrowind:Imperial Cult|Imperial Cult]] Service
|-
!64
|[[Morrowind:Tharer Rotheloth|Tharer Rotheloth]]||[[Morrowind:Molag Mar|Molag Mar]], Temple
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (64)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (64)}}
|
|-
!63
|[[Morrowind:Godros|Godros]]||[[Morrowind:Tel Branora|Tel Branora]], Tower Guardpost
|{{Small|[[Morrowind:Light Armor|Light Armor]] (63)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (58)}}
|
|-
!rowspan=6|62
|[[Morrowind:Endryn Llethan|Endryn Llethan]]||[[Morrowind:Vivec Temple|Vivec]], High Fane
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (62)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (62)}}
|[[Morrowind:Tribunal Temple|Tribunal Temple]] Service, high rank only
|-
|[[Morrowind:Feldrelo Sadri|Feldrelo Sadri]]||[[Morrowind:Balmora|Balmora]], Temple
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (62)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (62)}}
|[[Morrowind:Tribunal Temple|Tribunal Temple]] Service, high rank only
|-
|[[Morrowind:Goren Andarys|Goren Andarys]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Morag Tong Guildhall
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (62)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (62)}}
|[[Morrowind:Morag Tong|Morag Tong]] Service
|-
|[[Morrowind:Mathyn Bemis|Mathyn Bemis]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalu Ancestral Vaults
|{{Small|[[Morrowind:Short Blade|Short Blade]] (72)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (67)}}
|Hostile
|-
|[[Morrowind:Mauhul gor-Burish|Mauhul gor-Burish]]||[[Morrowind:Ashunartes|Ashunartes]], Shrine
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (62)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (62)}}
|Hostile
|-
|[[Morrowind:Uvoo Llaren|Uvoo Llaren]]||[[Morrowind:Ghostgate|Ghostgate]], Temple
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (62)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (62)}}
|[[Morrowind:Tribunal Temple|Tribunal Temple]] Service, high rank only
|-
!rowspan=6|60
|[[Morrowind:Athesie Andas|Athesie Andas]]||[[Morrowind:Andasreth|Andasreth]], Upper Level
|{{Small|[[Morrowind:Short Blade|Short Blade]] (70)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (66)}}
|Hostile
|-
|[[Morrowind:Athyn Sarethi|Athyn Sarethi]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Sarethi Manor
|{{Small|[[Morrowind:Short Blade|Short Blade]] (70)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (66)}}
|[[Morrowind:House Redoran|House Redoran]] Service, high rank only.
|-
|[[Morrowind:Avon Ravel|Avon Ravel]]||[[Morrowind:Hlormaren|Hlormaren]], Keep, Bottom Level
|{{Small|[[Morrowind:Short Blade|Short Blade]] (70)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (66)}}
|Hostile
|-
|[[Morrowind:Faral Retheran|Faral Retheran]]||[[Morrowind:Vivec Redoran|Vivec]], Redoran Treasury
|{{Small|[[Morrowind:Short Blade|Short Blade]] (70)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (66)}}
|[[Morrowind:House Redoran|House Redoran]] Service
|-
|[[Morrowind:Glush gro-Dul|Glush gro-Dul]]||[[Morrowind:Shashpilamat|Shashpilamat]]
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (60)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (60)}}
|Hostile
|-
|[[Morrowind:Navil Ienith|Navil Ienith]]||[[Morrowind:Dren Plantation|Dren Plantation]], Dren's Villa
|{{Small|[[Morrowind:Short Blade|Short Blade]] (70)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (66)}}
|Hostile
|-
!rowspan=8|59
|[[Morrowind:Big Helende|Big Helende]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Dirty Muriel's Cornerclub
|{{Small|[[Morrowind:Security|Security]] (59)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (59)}}
|
|-
|[[Morrowind:Depusanis Denian|Depusanis Denian]]||[[Morrowind:Maelkashishi|Maelkashishi]], Shrine
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (69)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (64)}}
|Hostile
|-
|[[Morrowind:Forvse Nerethi|Forvse Nerethi]]||[[Morrowind:Vivec Hlaalu|Vivec]], Curio Manor
|{{Small|[[Morrowind:Short Blade|Short Blade]] (69)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (64)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service, high rank only
|-
|[[Morrowind:Galasa Uvayn|Galasa Uvayn]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalu Treasury
|{{Small|[[Morrowind:Short Blade|Short Blade]] (69)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (64)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service, high rank only
|-
|[[Morrowind:Odral Helvi|Odral Helvi]]||[[Morrowind:Caldera|Caldera]], Governor's Hall
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (59)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (59)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service, high rank only
|-
|[[Morrowind:Serul Dathren|Serul Dathren]]||[[Morrowind:Vivec Arena|Vivec]], Arena Hidden Area
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (59)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (59)}}
|
|-
|[[Morrowind:Tuls Valen|Tuls Valen]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Temple
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (59)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (59)}}
|[[Morrowind:Tribunal Temple|Tribunal Temple]] Service, high rank only
|-
|[[Morrowind:Uvren Tures|Uvren Tures]]||[[Morrowind:Rethan Manor|Rethan Manor]], Tures' House
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (59)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (59)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service
|-
!rowspan=6|58
|[[Morrowind:Bogakh gro-Mar|Bogakh gro-Mar]]||[[Morrowind:Kaushtarari|Kaushtarari]], Shrine
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (58)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}
|Hostile
|-
|[[Morrowind:Daldur Sarys|Daldur Sarys]]||[[Morrowind:Saturan|Saturan]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (68)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (62)}}
|Hostile
|-
|[[Morrowind:Nidara Herandus|Nidara Herandus]]||[[Morrowind:Ald Sotha|Ald Sotha]], Upper Level
|{{Small|[[Morrowind:Short Blade|Short Blade]] (68)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (62)}}
|Hostile
|-
|[[Morrowind:Shakh gro-Durga|Shakh gro-Durga]]||[[Morrowind:Assurdirapal|Assurdirapal]], Shrine
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (58)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}
|Hostile
|-
|[[Morrowind:Stlubo Otiustiris|Stlubo Otiustiris]]||[[Morrowind:Almurbalarammi|Almurbalarammi]], Shrine
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (68)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (62)}}
|Hostile
|-
|[[Morrowind:Ushug gra-Olurba|Ushug gra-Olurba]]||[[Morrowind:Ashurnibibi|Ashurnibibi]] (-7,-4)
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (58)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}
|Hostile
|-
!57
|[[Morrowind:Celegorn|Celegorn]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Dirty Muriel's Cornerclub
|{{Small|[[Morrowind:Light Armor|Light Armor]] (57)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (52)}}
|
|-
!rowspan=7|56
|[[Morrowind:Clecentor Aerius|Clecentor Aerius]]||[[Morrowind:Pinsun|Pinsun]]
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (66)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (61)}}
|Hostile
|-
|[[Morrowind:Folvalie Omalor|Folvalie Omalor]]||[[Morrowind:Andasreth|Andasreth]], Upper Level
|{{Small|[[Morrowind:Short Blade|Short Blade]] (66)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (61)}}
|Hostile
|-
|[[Morrowind:Levus Musilchiotus|Levus Musilchiotus]]||[[Morrowind:Assalkushalit|Assalkushalit]], Shrine
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (66)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (61)}}
|Hostile
|-
|[[Morrowind:Pelena Acicius|Pelena Acicius]]||[[Morrowind:Addadshashanammu|Addadshashanammu]], Shrine
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (66)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (61)}}
|Hostile
|-
|[[Morrowind:Shamob gro-Shatub|Shamob gro-Shatub]]||[[Morrowind:Dushariran|Dushariran]], Shrine
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (56)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (56)}}
|Hostile
|-
|[[Morrowind:Shelur gra-Yargul|Shelur gra-Yargul]]||[[Morrowind:Zergonipal|Zergonipal]], Shrine
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (56)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (56)}}
|Hostile
|-
|[[Morrowind:Ulmesi Baryon|Ulmesi Baryon]]||[[Morrowind:Vivec Arena|Vivec]], Arena Hidden Area
|{{Small|[[Morrowind:Short Blade|Short Blade]] (66)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (61)}}
|
|-
!rowspan=9|54
|[[Morrowind:Almse Arenim|Almse Arenim]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Arenim Manor
|{{Small|[[Morrowind:Short Blade|Short Blade]] (64)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (60)}}
|
|-
|[[Morrowind:Aradraen|Aradraen]]||[[Morrowind:Vivec (city)|Vivec]], [[Morrowind:Foreign Quarter|Foreign Quarter]], Aradraen: Fletcher
|{{Small|[[Morrowind:Marksman|Marksman]] (75)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (56)}}
|Added by the [[Morrowind:Area Effect Arrows|Area Effect Arrows]] plugin.
|-
|[[Morrowind:Badala Velothren|Badala Velothren]]||[[Morrowind:Ashlands|Ashlands]] Region (0,17)
|{{Small|[[Morrowind:Short Blade|Short Blade]] (64)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (60)}}
|Hostile
|-
|[[Morrowind:Caccian Hers|Caccian Hers]]||[[Morrowind:Nund|Nund]]
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (64)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (60)}}
|Hostile
|-
|[[Morrowind:Fara|Fara]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Fara's Hole in the Wall
|{{Small|[[Morrowind:Light Armor|Light Armor]] (54)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (48)}}
|
|-
|[[Morrowind:Llirala Sendas|Llirala Sendas]]||[[Morrowind:Llirala's Shack|Llirala's Shack]]
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (54)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (54)}}
|
|-
|[[Morrowind:Socucius Ergalla|Socucius Ergalla]]||[[Morrowind:Seyda Neen|Seyda Neen]], Census and Excise Office
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (54)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (54)}}
|
|-
|[[Morrowind:Sovisa Adas|Sovisa Adas]]||[[Morrowind:Assernerairan|Assernerairan]], Shrine
|{{Small|[[Morrowind:Short Blade|Short Blade]] (64)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (60)}}
|Hostile
|-
|[[Morrowind:Thovasi Alen|Thovasi Alen]]||[[Morrowind:Assarnatamat|Assarnatamat]], Shrine
|{{Small|[[Morrowind:Short Blade|Short Blade]] (64)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (60)}}
|Hostile
|-
!rowspan=6|53
|[[Morrowind:Duvianus Platorius|Duvianus Platorius]]||[[Morrowind:Vivec St. Olms|Vivec]], St. Olms Waistworks
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (63)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}
|
|-
|[[Morrowind:Esdrufus Harsinia|Esdrufus Harsinia]]||[[Morrowind:Ashinabi|Ashinabi]]
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (63)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}
|Hostile
|-
|[[Morrowind:Lassinia Mussillius|Lassinia Mussillius]]||[[Morrowind:Ebonheart|Ebonheart]], Six Fishes
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (63)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}
|
|-
|[[Morrowind:Naris Selaren|Naris Selaren]]||[[Morrowind:Sha-Adnius|Sha-Adnius]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (63)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}
|Hostile
|-
|[[Morrowind:Rilas Arethan|Rilas Arethan]]||[[Morrowind:Pinsun|Pinsun]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (63)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}
|Hostile
|-
|[[Morrowind:Tels Girano|Tels Girano]]||[[Morrowind:Hinnabi|Hinnabi]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (63)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}
|Hostile
|-
!rowspan=5|52
|[[Morrowind:Cunius Pelelius|Cunius Pelelius]]||[[Morrowind:Caldera|Caldera]], Governor's Hall
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (62)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (56)}}
|
|-
|[[Morrowind:Garer Danoran|Garer Danoran]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalu Treasury
|{{Small|[[Morrowind:Short Blade|Short Blade]] (62)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (56)}}
|
|-
|[[Morrowind:Hoki|Hoki]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Morag Tong Guildhallhall
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (52)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}
|
|-
|[[Morrowind:J'Zhirr|J'Zhirr]]||[[Morrowind:Ebonheart|Ebonheart]], East Empire Company Hall
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (62)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}
|
|-
|[[Morrowind:Mervs Uvayn|Mervs Uvayn]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Short Blade|Short Blade]] (62)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (56)}}
|
|-
!rowspan=10|50
|[[Morrowind:Bedenea Nethan|Bedenea Nethan]]||[[Morrowind:Minabi|Minabi]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (60)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}
|Hostile
|-
|[[Morrowind:Belas Othren|Belas Othren]]||[[Morrowind:Nund|Nund]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (60)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}
|Hostile
|-
|[[Morrowind:Crottus Cedus|Crottus Cedus]]||[[Morrowind:Shurinbaal (place)|Shurinbaal]]
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (60)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}
|Hostile
|-
|[[Morrowind:Folyni Dran|Folyni Dran]]||[[Morrowind:Habinbaes|Habinbaes]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (60)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}
|Hostile
|-
|[[Morrowind:Garyn Girith|Garyn Girith]]||[[Morrowind:Ald Velothi|Ald Velothi]] (-11,15)
|{{Small|[[Morrowind:Short Blade|Short Blade]] (60)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}
|
|-
|[[Morrowind:Nine-Toes|Nine-Toes]]||[[Morrowind:Balmora|Balmora]], Nine Toes' House
|{{Small|[[Morrowind:Athletics|Athletics]] (54)}}||{{Small|[[Morrowind:Illusion|Illusion]] (50)}}
|[[Morrowind:Blades|Blades]] Service
|-
|[[Morrowind:Nirtunus Crunus|Nirtunus Crunus]]||[[Morrowind:Beshara|Beshara]]
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (60)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}
|Hostile
|-
|[[Morrowind:Seliulus Laenius|Seliulus Laenius]]||[[Morrowind:Nammu|Nammu]]
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (60)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}
|Hostile
|-
|[[Morrowind:Thaden Ralas|Thaden Ralas]]||[[Morrowind:Ashinabi|Ashinabi]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (60)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}
|Hostile
|-
|[[Morrowind:Uradras Sadalas|Uradras Sadalas]]||[[Morrowind:Ularradallaku|Ularradallaku]], Shrine
|{{Small|[[Morrowind:Short Blade|Short Blade]] (60)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}
|Hostile
|-
!rowspan=2|49
|[[Morrowind:Minglos|Minglos]]||[[Morrowind:Vivec Redoran|Vivec]], Redoran Scout & Drillmaster
|{{Small|[[Morrowind:Block|Block]] (48)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (48)}}
|
|-
|[[Morrowind:Nilioniel|Nilioniel]]||[[Morrowind:Molag Mar|Molag Mar]], The Pilgrim's Rest
|{{Small|[[Morrowind:Block|Block]] (48)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (48)}}
|
|-
!rowspan=9|48
|[[Morrowind:Ahnassi|Ahnassi]]||[[Morrowind:Pelagiad|Pelagiad]], Halfway Tavern
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (58)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (48)}}
|
|-
|[[Morrowind:Arrinis Cerunia|Arrinis Cerunia]]||[[Morrowind:Esutanamus|Esutanamus]], Shrine
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (58)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (54)}}
|Hostile
|-
|[[Morrowind:Aurnie Vanne|Aurnie Vanne]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (48)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (48)}}
|
|-
|[[Morrowind:Borwen|Borwen]]||[[Morrowind:Tel Mora|Tel Mora]], The Covenant
|{{Small|[[Morrowind:Block|Block]] (47)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (47)}}
|
|-
|[[Morrowind:Cirwedh|Cirwedh]]||[[Morrowind:Vivec Telvanni|Vivec]], Telvanni Tower
|{{Small|[[Morrowind:Block|Block]] (47)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (47)}}
|
|-
|[[Morrowind:Hanarai Assutlanipal|Hanarai Assutlanipal]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Hanarai Assutlanipal's House
|{{Small|[[Morrowind:Short Blade|Short Blade]] (58)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (54)}}
|Attacks if you mention Ash Statue (oops)
|-
|[[Morrowind:Hingor|Hingor]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Block|Block]] (47)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (47)}}
|
|-
|[[Morrowind:Hloris Farano|Hloris Farano]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Telvanni Council House, Chambers
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (48)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (48)}}
|
|-
|[[Morrowind:Nachael|Nachael]]||[[Morrowind:Balmora|Balmora]], Morag Tong Guildhall
|{{Small|[[Morrowind:Short Blade|Short Blade]] (54)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (48)}}
|
|-
!rowspan=7|47
|[[Morrowind:Muriel Sette|Muriel Sette]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Dirty Muriel's Cornerclub
|{{Small|[[Morrowind:Security|Security]] (47)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (47)}}
|
|-
|[[Morrowind:Olumba gro-Boglar|Olumba gro-Boglar]]||[[Morrowind:Caldera|Caldera]], Governor's Hall
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (47)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (47)}}
|
|-
|[[Morrowind:Onasha|Onasha]]||[[Morrowind:Ebonheart|Ebonheart]], Argonian Mission
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (47)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (47)}}
|
|-
|[[Morrowind:Pallia Ceno|Pallia Ceno]]||[[Morrowind:Hla Oad|Hla Oad]] (-6,-5)
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (57)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}
|
|-
|[[Morrowind:Sarmosia Vant|Sarmosia Vant]]||[[Morrowind:Ebonheart|Ebonheart]], Imperial Chapels
|{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (52)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (47)}}
|
|-
|[[Morrowind:Silius Fulcinius|Silius Fulcinius]]||[[Morrowind:Vivec Telvanni|Vivec]], Telvanni Tower
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (57)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}
|
|-
|[[Morrowind:Urnel Relas|Urnel Relas]]||[[Morrowind:Beshara|Beshara]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (57)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}
|Hostile
|-
!rowspan=6|46
|[[Morrowind:Arathor|Arathor]]||[[Morrowind:Balmora|Balmora]], South Wall Cornerclub
|{{Small|[[Morrowind:Block|Block]] (44)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (44)}}
|
|-
|[[Morrowind:Baradras|Baradras]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Guild of Fighters
|{{Small|[[Morrowind:Block|Block]] (44)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (44)}}
|
|-
|[[Morrowind:Baurin|Baurin]]||[[Morrowind:Vivec Foreign|Vivec]], Guild of Fighters
|{{Small|[[Morrowind:Block|Block]] (44)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (44)}}
|
|-
|[[Morrowind:Chirranirr|Chirranirr]]||[[Morrowind:Balmora|Balmora]], South Wall Cornerclub
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (56)}}||{{Small|[[Morrowind:Security|Security]] (46)}}
|
|-
|[[Morrowind:Huleeya|Huleeya]]||[[Morrowind:Vivec Foreign|Vivec]], Black Shalk Cornerclub
|{{Small|[[Morrowind:Athletics|Athletics]] (75)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (46)}}
|
|-
|[[Morrowind:Natesse|Natesse]]||[[Morrowind:Tel Mora|Tel Mora]], The Covenant
|{{Small|[[Morrowind:Block|Block]] (44)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (44)}}
|
|-
!rowspan=2|45
|[[Morrowind:Adraria Vandacia|Adraria Vandacia]]||[[Morrowind:Seyda Neen|Seyda Neen]], Census and Excise Warehouse
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (55)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (50)}}
|
|-
|[[Morrowind:Nels Llendo (person)|Nels Llendo]]||[[Morrowind:Ascadian Isles|Ascadian Isles]] Region (0,-9)
|{{Small|[[Morrowind:Short Blade|Short Blade]] (52)}}||{{Small|[[Morrowind:Security|Security]] (45)}}
|
|-
!rowspan=8|44
|[[Morrowind:Alven Salas|Alven Salas]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Morag Tong Guildhall
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (44)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (44)}}
|
|-
|[[Morrowind:Balen Vendu|Balen Vendu]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Balen Vendu: Monk
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (44)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (44)}}
|
|-
|[[Morrowind:Boldrisa Andrano|Boldrisa Andrano]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Boldrisa Andrano's House
|{{Small|[[Morrowind:Short Blade|Short Blade]] (54)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (49)}}
|
|-
|[[Morrowind:Golveso Senim|Golveso Senim]]||[[Morrowind:Vivec Telvanni|Vivec]], Telvanni Waistworks
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (44)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (44)}}
|
|-
|[[Morrowind:Hreirek the Lean|Hreirek the Lean]]||[[Morrowind:Dagon Fel|Dagon Fel]], End of the World Renter Rooms
|{{Small|[[Morrowind:Security|Security]] (44)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (44)}}
|
|-
|[[Morrowind:Mirvon Andrethi|Mirvon Andrethi]]||[[Morrowind:Tel Vos|Tel Vos]], Services Tower
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (44)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (44)}}
|
|-
|[[Morrowind:Shannat Pansamsi|Shannat Pansamsi]]||[[Morrowind:Balmora|Balmora]], Morag Tong Guildhall
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (44)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (44)}}
|
|-
|[[Morrowind:Vaveli Dralas|Vaveli Dralas]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Morag Tong Guildhall
|{{Small|[[Morrowind:Short Blade|Short Blade]] (54)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (49)}}
|
|-
!rowspan=5|42
|[[Morrowind:Alveleg|Alveleg]]||[[Morrowind:West Gash|West Gash]] Region (-3,2)
|{{Small|[[Morrowind:Marksman|Marksman]] (45)}}||{{Small|[[Morrowind:Block|Block]] (38)}}
|
|-
|[[Morrowind:Balis Sari|Balis Sari]]||[[Morrowind:Abernanit|Abernanit]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (52)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (48)}}
|Hostile
|-
|[[Morrowind:Hickim|Hickim]]||[[Morrowind:Balmora|Balmora]], Lucky Lockup
|{{Small|[[Morrowind:Short Blade|Short Blade]] (47)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (42)}}
|
|-
|[[Morrowind:Snaglak gro-Yak|Snaglak gro-Yak]]||[[Morrowind:Valenvaryon|Valenvaryon]], Umug's Hut
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (42)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (42)}}
|Hostile
|-
|[[Morrowind:Terenu Uveran|Terenu Uveran]]||[[Morrowind:Ulummusa|Ulummusa]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (52)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (48)}}
|Hostile
|-
!41
|[[Morrowind:Brothes Oran|Brothes Oran]]||[[Morrowind:Aharunartus|Aharunartus]]
|{{Small|[[Morrowind:Short Blade|Short Blade]] (51)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (46)}}
|Hostile
|-
!39
|[[Morrowind:Lirielle Stoine|Lirielle Stoine]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], The Rat In The Pot
|{{Small|[[Morrowind:Security|Security]] (39)}}||{{Small|[[Morrowind:Acrobatics|Acrobatics]] (39)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service
|-
!38
|[[Morrowind:Lambug gra-Lurn|Lambug gra-Lurn]]||[[Morrowind:Valenvaryon|Valenvaryon]], Lambug's Hut
|{{Small|[[Morrowind:Acrobatics|Acrobatics]] (38)}}||{{Small|[[Morrowind:Light Armor|Light Armor]] (38)}}
|Hostile
|}
==[[File:MW-icon-skill-Spear.jpg|middle|link=|alt=]] [[Morrowind:Spear|Spear]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Mertis Falandas|Mertis Falandas]]||[[Morrowind:Ghostgate|Ghostgate]], Tower of Dusk Lower Level
|{{Small|[[Morrowind:Long Blade|Long Blade]] (72)}}||{{Small|[[Morrowind:Block|Block]] (68)}}
|
|-
!44
|[[Morrowind:Flaenia Amiulusus|Flaenia Amiulusus]]||[[Morrowind:Balmora|Balmora]], Guild of Fighters
|{{Small|[[Morrowind:Block|Block]] (44)}}||{{Small|[[Morrowind:Athletics|Athletics]] (44)}}
|
|}
==[[File:MW-icon-skill-Speechcraft.jpg|middle|link=|alt=]] [[Morrowind:Speechcraft|Speechcraft]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Skink-in-Tree's-Shade|Skink-in-Tree's-Shade]]||[[Morrowind:Wolverine Hall|Wolverine Hall]]: Mages Guild
|{{Small|[[Morrowind:Mysticism|Mysticism]] (68)}}||{{Small|[[Morrowind:Enchant|Enchant]] (63)}}
|[[Morrowind:Mages Guild|Mages Guild]] Service
|-
!75
|[[Morrowind:Ruccia Conician|Ruccia Conician]]||[[Morrowind:Ebonheart|Ebonheart]], Grand Council Chambers
|{{Small|[[Morrowind:Light Armor|Light Armor]] (70)}}||{{Small|[[Morrowind:Sneak|Sneak]] (65)}}
|[[Morrowind:Imperial Cult|Imperial Cult]] Service
|-
!70
|[[Morrowind:Caius Cosades|Caius Cosades]]||[[Morrowind:Balmora|Balmora]], Caius Cosades' House
|{{Small|[[Morrowind:Unarmored|Unarmored]] (70)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (70)}}
|[[Morrowind:Blades|Blades]] Service, disappears after starting [[Morrowind:Mehra Milo and the Lost Prophecies|Mehra Milo and the Lost Prophecies]]
|-
!69
|[[Morrowind:Depusanis Denian|Depusanis Denian]]||[[Morrowind:Maelkashishi|Maelkashishi]], Shrine
|{{Small|[[Morrowind:Light Armor|Light Armor]] (64)}}||{{Small|[[Morrowind:Sneak|Sneak]] (59)}}
|Hostile
|-
!68
|[[Morrowind:Stlubo Otiustiris|Stlubo Otiustiris]]||[[Morrowind:Almurbalarammi|Almurbalarammi]], Shrine
|{{Small|[[Morrowind:Light Armor|Light Armor]] (62)}}||{{Small|[[Morrowind:Sneak|Sneak]] (58)}}
|Hostile
|-
!rowspan=3|66
|[[Morrowind:Clecentor Aerius|Clecentor Aerius]]||[[Morrowind:Pinsun|Pinsun]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (61)}}||{{Small|[[Morrowind:Sneak|Sneak]] (56)}}
|Hostile
|-
|[[Morrowind:Levus Musilchiotus|Levus Musilchiotus]]||[[Morrowind:Assalkushalit|Assalkushalit]], Shrine
|{{Small|[[Morrowind:Light Armor|Light Armor]] (61)}}||{{Small|[[Morrowind:Sneak|Sneak]] (56)}}
|Hostile
|-
|[[Morrowind:Pelena Acicius|Pelena Acicius]]||[[Morrowind:Addadshashanammu|Addadshashanammu]], Shrine
|{{Small|[[Morrowind:Light Armor|Light Armor]] (61)}}||{{Small|[[Morrowind:Sneak|Sneak]] (56)}}
|Hostile
|-
!64
|[[Morrowind:Caccian Hers|Caccian Hers]]||[[Morrowind:Nund|Nund]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (60)}}||{{Small|[[Morrowind:Sneak|Sneak]] (54)}}
|Hostile
|-
!rowspan=3|63
|[[Morrowind:Duvianus Platorius|Duvianus Platorius]]||[[Morrowind:Vivec St. Olms|Vivec]], St. Olms Waistworks
|{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}||{{Small|[[Morrowind:Sneak|Sneak]] (53)}}
|
|-
|[[Morrowind:Esdrufus Harsinia|Esdrufus Harsinia]]||[[Morrowind:Ashinabi|Ashinabi]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}||{{Small|[[Morrowind:Sneak|Sneak]] (53)}}
|Hostile
|-
|[[Morrowind:Lassinia Mussillius|Lassinia Mussillius]]||[[Morrowind:Ebonheart|Ebonheart]], Six Fishes
|{{Small|[[Morrowind:Light Armor|Light Armor]] (58)}}||{{Small|[[Morrowind:Sneak|Sneak]] (53)}}
|
|-
!62
|[[Morrowind:Cunius Pelelius|Cunius Pelelius]]||[[Morrowind:Caldera|Caldera]], Governor's Hall
|{{Small|[[Morrowind:Light Armor|Light Armor]] (56)}}||{{Small|[[Morrowind:Sneak|Sneak]] (52)}}
|
|-
!rowspan=3|60
|[[Morrowind:Crottus Cedus|Crottus Cedus]]||[[Morrowind:Shurinbaal (place)|Shurinbaal]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|Hostile
|-
|[[Morrowind:Nirtunus Crunus|Nirtunus Crunus]]||[[Morrowind:Beshara|Beshara]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|Hostile
|-
|[[Morrowind:Seliulus Laenius|Seliulus Laenius]]||[[Morrowind:Nammu|Nammu]]
|{{Small|[[Morrowind:Light Armor|Light Armor]] (55)}}||{{Small|[[Morrowind:Sneak|Sneak]] (50)}}
|Hostile
|-
!59
|[[Morrowind:Hlodala Savel|Hlodala Savel]]||[[Morrowind:Rethan Manor|Rethan Manor]]
|{{Small|[[Morrowind:Mercantile|Mercantile]] (59)}}||{{Small|[[Morrowind:Short Blade|Short Blade]] (54)}}
|[[Morrowind:House Hlaalu|House Hlaalu]] Service
|-
!rowspan=3|58
|[[Morrowind:Arrinis Cerunia|Arrinis Cerunia]]||[[Morrowind:Esutanamus|Esutanamus]], Shrine
|{{Small|[[Morrowind:Light Armor|Light Armor]] (54)}}||{{Small|[[Morrowind:Sneak|Sneak]] (48)}}
|Hostile
|-
|[[Morrowind:Crazy-Legs Arantamo|Crazy-Legs Arantamo]]||[[Morrowind:Vivec Foreign|Vivec]], Simine Fralinie: Bookseller
|{{Small|[[Morrowind:Mercantile|Mercantile]] (58)}}||{{Small|[[Morrowind:Short Blade|Short Blade]] (52)}}
|
|-
|[[Morrowind:Guldrise Dralor|Guldrise Dralor]]||[[Morrowind:Dren Plantation|Dren Plantation]], Verethi and Dralor
|{{Small|[[Morrowind:Mercantile|Mercantile]] (58)}}||{{Small|[[Morrowind:Short Blade|Short Blade]] (52)}}
|Possibly Hostile
|-
!rowspan=4|57
|[[Morrowind:Iulus Truptor|Iulus Truptor]]||[[Morrowind:Ebonheart|Ebonheart]], Imperial Chapels
|{{Small|[[Morrowind:Mercantile|Mercantile]] (57)}}||{{Small|[[Morrowind:Athletics|Athletics]] (38)}}
|
|-
|[[Morrowind:Pallia Ceno|Pallia Ceno]]||[[Morrowind:Hla Oad|Hla Oad]] (-6,-5)
|{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}||{{Small|[[Morrowind:Sneak|Sneak]] (47)}}
|
|-
|[[Morrowind:Segunivus Mantedius|Segunivus Mantedius]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|{{Small|[[Morrowind:Mercantile|Mercantile]] (57)}}||{{Small|[[Morrowind:Athletics|Athletics]] (38)}}
|
|-
|[[Morrowind:Silius Fulcinius|Silius Fulcinius]]||[[Morrowind:Vivec Telvanni|Vivec]], Telvanni Tower
|{{Small|[[Morrowind:Light Armor|Light Armor]] (52)}}||{{Small|[[Morrowind:Sneak|Sneak]] (47)}}
|
|-
!55
|[[Morrowind:Adraria Vandacia|Adraria Vandacia]]||[[Morrowind:Seyda Neen|Seyda Neen]], Census and Excise Warehouse
|{{Small|[[Morrowind:Light Armor|Light Armor]] (50)}}||{{Small|[[Morrowind:Sneak|Sneak]] (45)}}
|
|-
!rowspan=2|54
|[[Morrowind:Berela Andrano|Berela Andrano]]||[[Morrowind:Ghostgate|Ghostgate]], Tower of Dusk Lower Level
|{{Small|[[Morrowind:Mercantile|Mercantile]] (54)}}||{{Small|[[Morrowind:Short Blade|Short Blade]] (50)}}
|
|-
|[[Morrowind:Ladia Flarugrius|Ladia Flarugrius]]||[[Morrowind:Pelagiad|Pelagiad]], Halfway Tavern
|{{Small|[[Morrowind:Mercantile|Mercantile]] (54)}}||{{Small|[[Morrowind:Athletics|Athletics]] (36)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] service
|-
!rowspan=1|53
|[[Morrowind:Mivanu Retheran|Mivanu Retheran]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], Redoran Council Hall
|{{Small|[[Morrowind:Mercantile|Mercantile]] (52)}}||{{Small|[[Morrowind:Athletics|Athletics]] (46)}}
|
|-
!rowspan=2|52
|[[Morrowind:Raviso Andalas|Raviso Andalas]]||[[Morrowind:Molag Mar|Molag Mar]], Redoran Stronghold
|{{Small|[[Morrowind:Mercantile|Mercantile]] (52)}}||{{Small|[[Morrowind:Athletics|Athletics]] (46)}}
|
|-
|[[Morrowind:Vinnus Laecinnius|Vinnus Laecinnius]]||[[Morrowind:Ebonheart|Ebonheart]], Six Fishes
|{{Small|[[Morrowind:Mercantile|Mercantile]] (52)}}||{{Small|[[Morrowind:Marksman|Marksman]] (42)}}
|
|-
!51
|[[Morrowind:Elms Llervu|Elms Llervu]]||[[Morrowind:Vivec Redoran|Vivec]], Redoran Waistworks
|{{Small|[[Morrowind:Mercantile|Mercantile]] (51)}}||{{Small|[[Morrowind:Athletics|Athletics]] (49)}}
|
|-
!rowspan=3|47
|[[Morrowind:Llevas Fels|Llevas Fels]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Nevrila Areloth's House
|{{Small|[[Morrowind:Mercantile|Mercantile]] (47)}}||{{Small|[[Morrowind:Athletics|Athletics]] (43)}}
|
|-
|[[Morrowind:Sodrara Andalas|Sodrara Andalas]]||[[Morrowind:Gnaar Mok|Gnaar Mok]], Nadene Rotheran's Shack
|{{Small|[[Morrowind:Mercantile|Mercantile]] (47)}}||{{Small|[[Morrowind:Athletics|Athletics]] (43)}}
|Possibly Hostile
|-
|[[Morrowind:Sovor Trandel|Sovor Trandel]]||[[Morrowind:Balmora|Balmora]], Council Club
|{{Small|[[Morrowind:Mercantile|Mercantile]] (47)}}||{{Small|[[Morrowind:Athletics|Athletics]] (43)}}
|
|-
!rowspan=6|44
|[[Morrowind:Elo Arethan|Elo Arethan]]||[[Morrowind:Vivec Hlaalu|Vivec]], Hlaalu Waistworks
|{{Small|[[Morrowind:Mercantile|Mercantile]] (44)}}||{{Small|[[Morrowind:Athletics|Athletics]] (41)}}
|
|-
|[[Morrowind:Falvel Arenim|Falvel Arenim]]||[[Morrowind:Balmora|Balmora]], Hlaalu Council Manor
|{{Small|[[Morrowind:Mercantile|Mercantile]] (44)}}||{{Small|[[Morrowind:Athletics|Athletics]] (41)}}
|
|-
|[[Morrowind:Phane Rielle|Phane Rielle]]||[[Morrowind:Balmora|Balmora]], South Wall Cornerclub
|{{Small|[[Morrowind:Mercantile|Mercantile]] (44)}}||{{Small|[[Morrowind:Alchemy|Alchemy]] (41)}}
|
|-
|[[Morrowind:Rissinia|Rissinia]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], Dirty Muriel's Cornerclub
|{{Small|[[Morrowind:Mercantile|Mercantile]] (44)}}||{{Small|[[Morrowind:Athletics|Athletics]] (41)}}
|
|-
|[[Morrowind:Sevyni Saryon|Sevyni Saryon]]||[[Morrowind:Vivec Foreign|Vivec]], Foreign Quarter Lower Waistworks
|{{Small|[[Morrowind:Mercantile|Mercantile]] (44)}}||{{Small|[[Morrowind:Athletics|Athletics]] (41)}}
|
|-
|[[Morrowind:Traldrisa Tervayn|Traldrisa Tervayn]]||[[Morrowind:Vivec Hlaalu|Vivec]], No Name Club
|{{Small|[[Morrowind:Athletics|Athletics]] (44)}}||{{Small|[[Morrowind:Mercantile|Mercantile]] (44)}}
|
|}
==[[File:MW-icon-skill-Unarmored.jpg|middle|link=|alt=]] [[Morrowind:Unarmored|Unarmored]]==
{|class=wikitable width=100%
!Level!!Trainer!!Location!!colspan=2|Other Skills!!Notes
|-
!100
|[[Morrowind:Khargol gro-Boguk|Khargol gro-Boguk]]||[[Morrowind:Dagon Fel|Dagon Fel]], [[Morrowind:Vacant Tower|Vacant Tower]]
|{{Small|[[Morrowind:Block|Block]] (82)}}||{{Small|[[Morrowind:Medium Armor|Medium Armor]] (82)}}
|
|-
!70
|[[Morrowind:Caius Cosades|Caius Cosades]]||[[Morrowind:Balmora|Balmora]], {{Map Link|Caius Cosades' House|label=Caius Cosades' House|zoom=17|ns_base=Morrowind}}
|{{Small|[[Morrowind:Speechcraft|Speechcraft]] (70)}}||{{Small|[[Morrowind:Hand-to-hand|Hand-to-hand]] (70)}}
|[[Morrowind:Blades|Blades]] Service, disappears after starting [[Morrowind:Mehra Milo and the Lost Prophecies|Mehra Milo and the Lost Prophecies]]
|-
!50
|[[Morrowind:Galar Rothan|Galar Rothan]]||[[Morrowind:Sadrith Mora|Sadrith Mora]], [[Morrowind:Telvanni Council House|Telvanni Council House (Entry)]]
|{{Small|[[Morrowind:Blunt Weapon|Blunt Weapon]] (50)}}||{{Small|[[Morrowind:Enchant|Enchant]] (50)}}
|
|-
!48
|[[Morrowind:Galbedir|Galbedir]]||[[Morrowind:Balmora|Balmora]], [[Morrowind:Guild of Mages|Guild of Mages]]
|{{Small|[[Morrowind:Alchemy|Alchemy]] (49)}}||{{Small|[[Morrowind:Destruction|Destruction]] (48)}}
|
|-
!42
|[[Morrowind:Tongue-Toad|Tongue-Toad]]||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:The Rat In The Pot|The Rat In The Pot]]
|{{Small|[[Morrowind:Athletics|Athletics]] (52)}}||{{Small|[[Morrowind:Alchemy|Alchemy]] (42)}}
|[[Morrowind:Thieves Guild|Thieves Guild]] Service
|-
!39
|[[Morrowind:Sharkub gro-Khashnar|Sharkub gro-Khashnar]]||[[Morrowind:Gnisis|Gnisis]], [[Morrowind:Fort Darius|Fort Darius]]
|{{Small|[[Morrowind:Block|Block]] (58)}}||{{Small|[[Morrowind:Athletics|Athletics]] (48)}}
|
|-
!rowspan=2|38
|[[Morrowind:Mevil Molor|Mevil Molor]]||[[Morrowind:Vivec Arena|Vivec]], [[Morrowind:Arena#Maps|Arena Fighters Training]]
|{{Small|[[Morrowind:Athletics|Athletics]] (52)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|
|-
|[[Morrowind:Nevos Urns|Nevos Urns]]||[[Morrowind:Vivec Hlaalu|Vivec]], [[Morrowind:No Name Club|No Name Club]]
|{{Small|[[Morrowind:Athletics|Athletics]] (52)}}||{{Small|[[Morrowind:Block|Block]] (47)}}
|
|}
{{MorrowindSkillsTOC}}
[[Category:Morrowind-Trainers| ]]
| 2,512,878
|
2021-11-14T23:24:44Z
|
Agiletek
|
Notes
Prices for training depend on both the player and trainer's Mercantile. Higher level trainers typically have higher Mercantile (and those that train Mercantile will by definition), so it may be cheaper to use less skilled trainers before higher level ones.
You cannot train a skill higher than its governing attribute. For example, if both your Long Blade and Strength are at 50, then you will be unable to train Long Blade. However, the value of the attribute includes Fortify potions and spells, so you can simply Fortify your strength temporarily to raise the limit to which you can train.
A trainer's Disposition toward you is a significant factor in price, and it should be raised to as close to 100 as possible to lower training costs. Trainers you have completed quests for and/or share a faction with will thus offer lower prices.
If you want to barter with a trainer after paying them for training to get your training money back, you must open their barter window first before training, otherwise your training money will not be added to their available cash.
Training takes 2 game hours per skill level trained.
Unlike most formula, your Fatigue does not impact price. You may combine this with the above to repeatedly jump between sessions to also build Acrobatics.
You can make use of hostile trainers by using the Calm Humanoid effect on them (it only needs to last long enough to initiate the training, and will need to be re-used to train again even immediately afterward).
If a Fortify Skill effect is cast on a trainer and makes that skill one of their three highest, it becomes one of the skills in which the trainer will offer training. Use this to make them train different skills and/or train to higher levels. For instance, casting a +100 Unarmored spell on any trainer will turn them into a master-level trainer in Unarmored for the duration of the spell.
You can reduce training costs by 75% or more by creating a spell or enchantment of Fortify Skill Mercantile 100 for 2-3 seconds, then casting it and immediately talking to the trainer.
You can reduce training costs to 1gp per level by creating a spell or enchantment of Drain Skill of 100 for 2-3 seconds, however this can be inefficient as you have to create a separate spell or enchantment for each skill you want to train, and buying one from an enchanter will cost ~4000gp per second. If using the spellmaker instead of Enchant, Name these spells starting with a 'Z' to push them to the bottom of the list so as to not clog up the spell menu.
middle|link|alt= Acrobatics==
middle|link|alt= Alchemy==
middle|link|alt= Alteration==
middle|link|alt= Armorer==
middle|link|alt= Athletics==
middle|link|alt= Axe==
middle|link|alt= Block==
middle|link|alt= Blunt Weapon==
middle|link|alt= Conjuration==
middle|link|alt= Destruction==
middle|link|alt= Enchant==
middle|link|alt= Hand-to-hand==
middle|link|alt= Heavy Armor==
middle|link|alt= Illusion==
middle|link|alt= Light Armor==
middle|link|alt= Long Blade==
middle|link|alt= Marksman==
middle|link|alt= Medium Armor==
middle|link|alt= Mercantile==
middle|link|alt= Mysticism==
middle|link|alt= Restoration==
middle|link|alt= Security==
Short Blade
middle|link|alt= Sneak==
middle|link|alt= Spear==
middle|link|alt= Speechcraft==
middle|link|alt= Unarmored==
|
110
| 1,362
|
https://en.uesp.net/wiki/Morrowind:Master_Trainers
|
Morrowind:Master Trainers
|
{{Trail|Services}}
This page lists the various '''master skill trainers''' found in [[Morrowind:Morrowind|Morrowind]] that can train a skill
up to the maximum 100 (sorted by skill). A complete list of all trainers can be found on the [[Morrowind:Trainers|Trainers]] page.
For unlimited levels, fortify one of your attributes that one of your major or minor skills is governed by and then go to the master trainer for that skill. You will be able to train without limit. Your skill will not go above 100, but you will still gain the level up points (10/level). Leveling up increases every character's hit points.
{|class="wikitable sortable"
!Skill!!Town!!House/Location!!Trainer!!class=unsortable|Notes
|-
|[[Morrowind:Acrobatics|Acrobatics]]||[[Morrowind:Vivec (city)|Vivec]], [[Morrowind:Vivec Arena|Arena Canton]]||Waistworks, Fighter's Quarters||[[Morrowind:Senyndie|Senyndie]]||Mentioned in the book ''[[Morrowind:Realizations of Acrobacy|Realizations of Acrobacy]]''. Recommended by [[Morrowind:Ahnassi|Ahnassi]] during the [[Morrowind:Ahnassi, a Special Friend|Ahnassi, a Special Friend]] quest.
|-
|[[Morrowind:Alchemy|Alchemy]]||[[Morrowind:Valenvaryon|Valenvaryon]] Stronghold||Propylon Chamber||[[Morrowind:Abelle Chriditte|Abelle Chriditte]]||Mentioned in the book ''[[Morrowind:The Cake and the Diamond|The Cake and the Diamond]]''.
|-
|[[Morrowind:Alteration|Alteration]]||[[Morrowind:Tel Branora|Tel Branora]]||Seryne Relas's House||[[Morrowind:Seryne Relas|Seryne Relas]]||Mentioned in the book ''[[Morrowind:Breathing Water|Breathing Water]]''.
|-
|[[Morrowind:Armorer|Armorer]]||[[Morrowind:Ebonheart|Ebonheart]]||[[Morrowind:Hawkmoth Legion Garrison|Hawkmoth Legion Garrison]]||[[Morrowind:Sirollus Saccus|Sirollus Saccus]]||Mentioned in the book ''[[Morrowind:The Armorer's Challenge|The Armorer's Challenge]]''. Does not give the option to train unless you have the [[Morrowind:LeFemm Armor|LeFemm Armor]] [[Morrowind:Plugins|plugin]] installed.<br>{{UMP}}
|-
|[[Morrowind:Athletics|Athletics]]||[[Morrowind:Kaushtababi Camp|Kaushtababi Camp]]||Adibael's Yurt||[[Morrowind:Adibael Hainnabibi|Adibael Hainnabibi]]||
|-
|[[Morrowind:Axe|Axe]]||[[Morrowind:Falensarano|Falensarano]] Stronghold||Upper Level||[[Morrowind:Alfhedil Elf-Hewer|Alfhedil Elf-Hewer]]||Mentioned in the book ''[[Morrowind:The Third Door|The Third Door]]''.
|-
|[[Morrowind:Block|Block]]||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]]||Courtyard||[[Morrowind:Shardie|Shardie]]||Mentioned in the book ''[[Morrowind:The Hope of the Redoran|The Hope of the Redoran]]'', although this implies incorrectly that her specialty is Blunt Weapons rather than Block.
|-
|[[Morrowind:Blunt_Weapon|Blunt Weapon]]||[[Morrowind:Vivec St. Delyn|Vivec, St. Delyn Canton]]||Abbey of St. Delyn the Wise||[[Morrowind:Ernse Llervu|Ernse Llervu]]||Mentioned in the book ''[[Morrowind:Hallgerd's Tale|Hallgerd's Tale]]''. Downstairs in the locked (30) room.
|-
|[[Morrowind:Conjuration|Conjuration]]||[[Morrowind:Ald'ruhn|Ald'ruhn]]||Temple||[[Morrowind:Methal Seran|Methal Seran]]||Mentioned in the book ''[[Morrowind:Guide to Ald'ruhn|Guide to Ald'ruhn]]''. Requires a high rank in the [[Morrowind:Tribunal Temple|Tribunal Temple]].
|-
|[[Morrowind:Destruction|Destruction]]||[[Morrowind:Piernette's Farmhouse|Piernette's Farmhouse]]||Just east of the Farmhouse||[[Morrowind:Leles Birian|Leles Birian]]||Has a tendency to wander about a bit, even between training sessions if you want to train more than once in succession.
|-
|[[Morrowind:Enchant|Enchant]]||[[Morrowind:Indoranyon|Indoranyon]] Stronghold||Near Exit||[[Morrowind:Qorwynn|Qorwynn]]||May attack you on sight. Use a Calm Humanoid spell in order to talk with him and receive training, or use Chameleon and Invisibility to sneak up on him and talk before he attacks.
|-
|[[Morrowind:Hand-to-hand|Hand-to-hand]]||[[Morrowind:Holamayan|Holamayan]] Monastery||Lower Level, South-West Bedroom||[[Morrowind:Taren Omothan|Taren Omothan]]||Mentioned in the book ''[[Morrowind:Master Zoaraym's Tale|Master Zoaraym's Tale]]''.
|-
|[[Morrowind:Heavy_Armor|Heavy Armor]]||[[Morrowind:Vivec Arena|Vivec, Arena Canton]]||Fighter's Training||[[Morrowind:Seanwen|Seanwen]]||
|-
|[[Morrowind:Illusion|Illusion]]||[[Morrowind:Sadrith Mora|Sadrith Mora]]||[[Morrowind:Dirty Muriel's Cornerclub|Dirty Muriel's Cornerclub]]||[[Morrowind:Erer Darothril|Erer Darothril]]||Mentioned in the book ''[[Morrowind:Silence (book)|Silence]]''.
|-
|[[Morrowind:Light_Armor|Light Armor]]||[[Morrowind:Maar Gan|Maar Gan]]||Andus Tradehouse||[[Morrowind:Aerin|Aerin]]||Mentioned in the book ''[[Morrowind:The Rear Guard|The Rear Guard]]''.
|-
|[[Morrowind:Long_Blade|Long Blade]]||[[Morrowind:Molag Mar|Molag Mar]]||Armigers Stronghold||[[Morrowind:Ulms Drathen|Ulms Drathen]]||May allow you to overtrain to unlimited level.
|-
|[[Morrowind:Marksman|Marksman]]||[[Morrowind:Falasmaryon|Falasmaryon]] Stronghold||Missun Akin's Hut||[[Morrowind:Missun Akin|Missun Akin]]||Mentioned in the books ''[[Morrowind:The Black Arrow|The Black Arrow]]''.
|-
|[[Morrowind:Medium_Armor|Medium Armor]]||''nowhere'' (***[[Morrowind:Tel Fyr|Tel Fyr]])|| ''nowhere'' (***Outside, at the boat dock) ||[[Morrowind:Cinia Urtius|Cinia Urtius]]||No master trainer for Medium Armor appears in the game (Cinia Urtius is listed in the [[Morrowind Mod:Construction Set|Construction Set]] but [[Morrowind:Unused NPCs|does not exist in-game]]).<br>{{UMP}} She is placed at the docks in [[Morrowind:Tel Fyr|Tel Fyr]].
|-
|[[Morrowind:Mercantile|Mercantile]]||[[Morrowind:Zainab Camp|Zainab Camp]]||Ababael's Yurt||[[Morrowind:Ababael Timsar-Dadisun|Ababael Timsar-Dadisun]]||Author of the book ''[[Morrowind:The Buying Game|The Buying Game]]''. Oddly enough he is not even the designated trader of the Zainab tribe, a job he leaves to an apprentice.
|-
|[[Morrowind:Mysticism|Mysticism]]||[[Morrowind:Sadrith Mora|Sadrith Mora]]||[[Morrowind:Gateway Inn|Gateway Inn]]: West Wing||[[Morrowind:Ardarume|Ardarume]]||
|-
|[[Morrowind:Restoration|Restoration]]||[[Morrowind:Vos|Vos]]||Chapel||[[Morrowind:Yakin Bael|Yakin Bael]]||Mentioned in the book ''[[Morrowind:The Four Suitors of Benitah|The Four Suitors of Benitah]]''.
|-
|[[Morrowind:Security|Security]]||[[Morrowind:Balmora|Balmora]]||Hecerinde's House||[[Morrowind:Hecerinde|Hecerinde]]||[[Morrowind:Thieves Guild|Thieves Guild]], involved in the quest [[Morrowind:Master of Security|Master of Security]].
|-
|[[Morrowind:Short_Blade|Short Blade]]||[[Morrowind:Balmora|Balmora]]||Lucky Lockup Cornerclub||[[Morrowind:Todwendy|Todwendy]]||
|-
|[[Morrowind:Sneak|Sneak]]||[[Morrowind:Caldera|Caldera]]||[[Morrowind:Shenk's Shovel|Shenk's Shovel]]||[[Morrowind:Ri'Shajirr|Ri'Shajirr]]||
|-
|[[Morrowind:Sneak|Sneak]]||[[Morrowind:Gnaar Mok|Gnaar Mok]]||[[Morrowind:Druegh-jigger's Rest|Druegh-jigger's Rest]]||[[Morrowind:Wadarkhu|Wadarkhu]]||
|-
|[[Morrowind:Spear|Spear]]||[[Morrowind:Ghostgate|Ghostgate]]||Tower of Dusk, Lower Level||[[Morrowind:Mertis Falandas|Mertis Falandas]]||
|-
|[[Morrowind:Speechcraft|Speechcraft]]||[[Morrowind:Wolverine Hall|Wolverine Hall]]||Mages Guild||[[Morrowind:Skink-in-Tree's-Shade|Skink-in-Tree's-Shade]]||Requires 80+ disposition and magician rank in [[Morrowind:Mages Guild|Mages Guild]].
|-
|[[Morrowind:Unarmored|Unarmored]]||[[Morrowind:Dagon Fel|Dagon Fel]]||Vacant Tower||[[Morrowind:Khargol gro-Boguk|Khargol gro-Boguk]]||Mentioned in the book ''[[Morrowind:The Wraith's Wedding Dowry|The Wraith's Wedding Dowry]]''.
|}
| 2,466,528
|
2021-09-07T13:28:22Z
|
Legoless
|
This page lists the various master skill trainers found in Morrowind that can train a skill
up to the maximum 100 (sorted by skill). A complete list of all trainers can be found on the Trainers page.
For unlimited levels, fortify one of your attributes that one of your major or minor skills is governed by and then go to the master trainer for that skill. You will be able to train without limit. Your skill will not go above 100, but you will still gain the level up points (10/level). Leveling up increases every character's hit points.
|
110
| 1,363
|
https://en.uesp.net/wiki/Morrowind:Merchants
|
Morrowind:Merchants
|
{{Trail|Services}}
This table lists all of the '''merchants''' in [[Morrowind:Morrowind|Morrowind]], i.e., all of the people who will buy or sell you items. The table is sorted alphabetically, but clicking on the icon at the top of any column will resort the table. So, for example, to see the merchants with the most gold, click on the Gold column.
{|class=toc style="float:right; width:40%;"
!colspan=2|Key
|-
|
*[[File:CS Icon Armor.png|Armor]] Armor (A)
*[[File:CS Icon Clothing.png|Clothing]] Clothing (C)
*[[File:CS Icon Weapon.png|Weapons]] Weapons (W)
*[[File:CS Icon Ingredient.png|Ingredients]] Ingredients (I)
*[[File:CS Icon Potion.png|Potions]] Potions (P)
*[[File:CS Icon Book.png|Books]] Books (B)
|
*[[File:CS Icon Thief.png|Thieves Tools]] Thieves Tools (T)
*[[File:CS Icon Light.png|Lights]] Lights (L)
*[[File:CS Icon Apparatus.png|Apparatus]] Apparatus (a)
*[[File:CS Icon Repair.png|Repair Items]] Repair Items (R)
*[[File:CS Icon Misc.png|Miscellaneous]] Miscellaneous (M)
*[[File:CS Icon Enchant.png|Enchanted Items]] Enchanted Items (E)
|-
|colspan=2|
'''<nowiki>#</nowiki>''' provides the number of merchandise types bought/sold by merchant; clicking on this column will list merchants who buy all types of items at the top of the table.
|}
Several other articles also provide more specialized lists of the merchants in the game:
* [[Morrowind:Spell Merchants|Spell Merchants]] lists all people who sell spells (most of whom are not included in the merchants on this article)
* [[Morrowind:Services|Services]] lists merchants and other service-providers according to their class
* [[Morrowind:Alchemy Merchants|Alchemy Merchants]] lists the merchants who buy/sell potions and ingredients
** [[Morrowind:Restocking Alchemy Merchants|Restocking Alchemy Merchants]] lists the alchemy merchants who have restocking supplies
* [[Morrowind:Apparatus Merchants|Apparatus Merchants]] lists the merchants who buy/sell alchemy apparatus
* [[Morrowind:Magic Items Merchants|Magic Items Merchants]] lists the merchants who buy/sell enchanted items
* [[Morrowind:Miscellaneous Items Merchants|Miscellaneous Items Merchants]] lists the merchants who buy/sell miscellaneous items
* [[Morrowind:Repair Items Merchants|Repair Items Merchants]] lists the merchants who buy/sell repair items
* [[Morrowind:Thieves Tools Merchants|Thieves Tools Merchants]] lists the merchants who buy/sell thieves tools
* [[:Category:Morrowind-Services|Morrowind-Services]] category lists all service-related articles
{{NewLine}}
{|class="wikitable sortable"
!class=unsortable colspan=7|
!class=unsortable colspan=13|Buys
|-
!|Name
!|Race
!|Class
!|Faction
!class=sort_desc|Gold
!|Merc
!|Location
!class=sort_desc|#
!class=sort_desc|[[File:CS Icon Armor.png|Armor]]
!class=sort_desc|[[File:CS Icon Clothing.png|Clothing]]
!class=sort_desc|[[File:CS Icon Weapon.png|Weapons]]
!class=sort_desc|[[File:CS Icon Ingredient.png|Ingredients]]
!class=sort_desc|[[File:CS Icon Potion.png|Potions]]
!class=sort_desc|[[File:CS Icon Book.png|Books]]
!class=sort_desc|[[File:CS Icon Thief.png|Thieves Tools]]
!class=sort_desc|[[File:CS Icon Light.png|Lights]]
!class=sort_desc|[[File:CS Icon Apparatus.png|Apparatus]]
!class=sort_desc|[[File:CS Icon Repair.png|Repair Items]]
!class=sort_desc|[[File:CS Icon Misc.png|Miscellaneous]]
!class=sort_desc|[[File:CS Icon Enchant.png|Magic Items]]
|-
|[[Morrowind:Ababael Timsar-Dadisun|Ababael Timsar-Dadisun]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|Ashlanders|4|nocat=yes}}||{{Wealth|9000}}||'''<font color=red>100</font>'''||[[Morrowind:Zainab Camp|Zainab Camp]], Ababael Timsar-Dadisun's Yurt
|9||A||C||W||I||P|| || ||L|| ||R||M||E
|-
|[[Morrowind:Abelle Chriditte|Abelle Chriditte]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Alchemist Service|Alchemist Service]]|| ||{{Wealth|3000}}||40||[[Morrowind:Valenvaryon|Valenvaryon]]
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Addut-Lamanu|Addut-Lamanu]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Ashlanders|2|nocat=yes}}||{{Wealth|100}}||10||[[Morrowind:Erabenimsun Camp|Erabenimsun Camp]], Addut-Lamanu's Yurt
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Agning|Agning]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Publican|Publican]]|| ||{{Wealth|150}}||20||[[Morrowind:Ebonheart|Ebonheart]], [[Morrowind:Six Fishes|Six Fishes]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Agrippina Herennia|Agrippina Herennia]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Clothier|Clothier]]|| ||{{Wealth|350}}||57||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], Agrippina Herennia: Clothier
|1|| ||C|| || || || || || || || || ||
|-
|[[Morrowind:Ajira|Ajira]]||[[Morrowind:Khajiit|Khajiit]]||[[Morrowind:Alchemist Service|Alchemist Service]]||{{Faction|Mages Guild|0|nocat=yes}}||{{Wealth|800}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:Guild of Mages (Balmora)|Guild of Mages]]
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Alarvyne Indalas|Alarvyne Indalas]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|100}}||42||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec St. Delyn|St. Delyn Canton]], Glassworker's Hall
|1|| || || || || || || || || || ||M||
|-
|[[Morrowind:Alds Baro|Alds Baro]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Smith|Smith]]||{{Faction|House Redoran|4|nocat=yes}}||{{Wealth|1400}}||10||[[Morrowind:Maar Gan|Maar Gan]], [[Morrowind:Maar Gan Outpost|Outpost]]
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Alenus Vendu|Alenus Vendu]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Enchanter Service|Enchanter Service]]||{{Faction|House Telvanni|3|nocat=yes}}||{{Wealth|1300}}||10||[[Morrowind:Tel Vos|Tel Vos]], Services Tower
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Allding|Allding]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Pawnbroker|Pawnbroker]]||{{Faction|Thieves Guild|1|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:The Rat In The Pot|The Rat In The Pot]]
|10||A||C||W||I||P|| ||T||L|| ||R||M||E
|-
|[[Morrowind:Alusaron|Alusaron]]||[[Morrowind:Redguard|Redguard]]||[[Morrowind:Smith|Smith]]|| ||{{Wealth|2500}}||6||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], Alusaron: Smith
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Alveno Andules|Alveno Andules]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Pawnbroker|Pawnbroker]]||{{Faction|House Hlaalu|2|nocat=yes}}||{{Wealth|200}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Hlaalu|Hlaalu Canton]], Hlaalu Pawnbroker
|10||A||C||W||I||P|| ||T||L|| ||R||M||E
|-
|[[Morrowind:Amarie Charien|Amarie Charien]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Imperial Legion|2|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Moonmoth Legion Fort|Moonmoth Legion Fort]], Interior
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Anarenen|Anarenen]]||[[Morrowind:High Elf|High Elf]]||[[Morrowind:Alchemist Service|Alchemist Service]]||{{Faction|Mages Guild|0|nocat=yes}}||{{Wealth|400}}||10||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:Guild of Mages (Ald'ruhn)|Guild of Mages]]
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Anas Ulven|Anas Ulven]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Thief Service|Thief Service]]||{{Faction|Camonna Tong|2|nocat=yes}}||{{Wealth|100}}||10||[[Morrowind:Gnaar Mok|Gnaar Mok]], Nadene Rotheran's Shack
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Ancola|Ancola]]||[[Morrowind:Redguard|Redguard]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|House Telvanni|0|nocat=yes}}||{{Wealth|800}}||40||[[Morrowind:Sadrith Mora|Sadrith Mora]] (17,4)
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Andil|Andil]]||[[Morrowind:High Elf|High Elf]]||[[Morrowind:Apothecary Service|Apothecary Service]]||{{Faction|House Telvanni|3|nocat=yes}}||{{Wealth|400}}||10||[[Morrowind:Tel Vos|Tel Vos]], Services Tower
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Andilu Drothan|Andilu Drothan]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Alchemist Service|Alchemist Service]]||{{Faction|House Hlaalu|0|nocat=yes}}||{{Wealth|200}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], Andilu Drothan: Alchemist
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Anis Seloth|Anis Seloth]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Alchemist Service|Alchemist Service]]||{{Faction|House Telvanni|1|nocat=yes}}||{{Wealth|800}}||10||[[Morrowind:Sadrith Mora|Sadrith Mora]], Anis Seloth: Alchemist
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Anruin|Anruin]]||[[Morrowind:Wood Elf|Wood Elf]]||[[Morrowind:Smith|Smith]]||{{Faction|House Telvanni|1|nocat=yes}}||{{Wealth|800}}||10||[[Morrowind:Sadrith Mora|Sadrith Mora]] (17,4)
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Arangaer|Arangaer]]||[[Morrowind:Wood Elf|Wood Elf]]||[[Morrowind:Alchemist Service|Alchemist Service]]|| ||{{Wealth|500}}||12||[[Morrowind:Sadrith Mora|Sadrith Mora]] (17,4)
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Areas|Areas]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Barbarian|Barbarian]]||{{Faction|Quarra Clan|4|nocat=yes}}||{{Wealth|300}}||6||[[Morrowind:Druscashti|Druscashti]], Lower Level
|6||A||C||W|| ||P||B|| || || || ||M||
|-
|[[Morrowind:Arenara|Arenara]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Smith|Smith]]||{{Faction|Berne Clan|2|nocat=yes}}||{{Wealth|990}}||10||[[Morrowind:Galom Daeus|Galom Daeus]], Entry
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Arnand Liric|Arnand Liric]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Imperial Legion|3|nocat=yes}}||{{Wealth|250}}||10||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Arrille|Arrille]]||[[Morrowind:High Elf|High Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|800}}||20||[[Morrowind:Seyda Neen|Seyda Neen]], [[Morrowind:Arrille's Tradehouse|Arrille's Tradehouse]]
|12||A||C||W||I||P||B||T||L||a||R||M||E
|-
|[[Morrowind:Aryne Telnim|Aryne Telnim]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Smith|Smith]]|| ||{{Wealth|900}}||20||[[Morrowind:Tel Aruhn|Tel Aruhn]], Aryne Telnim: Smith
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Ashuma-Nud Matluberib|Ashuma-Nud Matluberib]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Smith|Smith]]|| ||{{Wealth|700}}||18||[[Morrowind:Gnisis|Gnisis]] (-11,11)
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Ashumanu Eraishah|Ashumanu Eraishah]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|75}}||15||[[Morrowind:Suran|Suran]], [[Morrowind:Suran Tradehouse|Suran Tradehouse]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Ashur-Dan|Ashur-Dan]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|Ashlanders|2|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Zainab Camp|Zainab Camp]], Ashur-Dan's Yurt
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Audenian Valius|Audenian Valius]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Enchanter Service|Enchanter Service]]||{{Faction|House Telvanni|3|nocat=yes}}||{{Wealth|850}}||16||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Telvanni|Telvanni Canton]], Telvanni Enchanter
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Aunius Autrus|Aunius Autrus]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|Imperial Cult|1|nocat=yes}}||{{Wealth|200}}||16||[[Morrowind:Wolverine Hall|Wolverine Hall]]: [[Morrowind:Imperial Shrine (Wolverine Hall)|Imperial Shrine]]
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Aurane Frernis|Aurane Frernis]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Apothecary Service|Apothecary Service]]|| ||{{Wealth|300}}||42||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], Aurane Frernis: Apothecary
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Bacola Closcius|Bacola Closcius]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Publican|Publican]]||{{Faction|Thieves Guild|2|nocat=yes}}||{{Wealth|500}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:South Wall Cornerclub|South Wall Cornerclub]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Baissa|Baissa]]||[[Morrowind:Khajiit|Khajiit]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|100}}||15||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], Upper Waistworks
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Balen Andrano|Balen Andrano]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|House Redoran|1|nocat=yes}}||{{Wealth|600}}||39||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Redoran|Redoran Canton]], Redoran Trader
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Banor Seran|Banor Seran]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Publican|Publican]]||{{Faction|Camonna Tong|1|nocat=yes}}||{{Wealth|350}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:Council Club (Balmora)|Council Club]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Baren Alen|Baren Alen]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Noble|Noble]]||{{Faction|House Hlaalu|2|nocat=yes}}||{{Wealth|0}}||55||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Hlaalu|Hlaalu Canton]], Hlaalu Vaults
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Barusi Venim|Barusi Venim]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Enchanter Service|Enchanter Service]]||{{Faction|House Telvanni|2|nocat=yes}}||{{Wealth|1200}}||10||[[Morrowind:Tel Aruhn|Tel Aruhn]], Tower Living Quarters
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Belos Falos|Belos Falos]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Thief Service|Thief Service]]||{{Faction|Camonna Tong|1|nocat=yes}}||{{Wealth|100}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Hlaalu|Hlaalu Canton]], [[Morrowind:No Name Club|No Name Club]]
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Benunius Agrudilius|Benunius Agrudilius]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Publican|Publican]]|| ||{{Wealth|300}}||20||[[Morrowind:Balmora|Balmora]], [[Morrowind:Lucky Lockup|Lucky Lockup]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Berela Andrano|Berela Andrano]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Savant Service|Savant Service]]||{{Faction|House Redoran|3|nocat=yes}}||{{Wealth|150}}||54||[[Morrowind:Ghostgate|Ghostgate]], [[Morrowind:Tower of Dusk|Tower of Dusk]] Lower Level
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Bervaso Thenim|Bervaso Thenim]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Apothecary Service|Apothecary Service]]||{{Faction|Tribunal Temple|1|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Molag Mar|Molag Mar]], [[Morrowind:Molag Mar Temple|Temple]]
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Bervyn Lleryn|Bervyn Lleryn]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|250}}||15||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec St. Olms|St. Olms Canton]], Waistworks
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Berwen|Berwen]]||[[Morrowind:Wood Elf|Wood Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|600}}||20||[[Morrowind:Tel Mora|Tel Mora]], Berwen: Trader
|11||A||C||W||I||P||B|| ||L||a||R||M||E
|-
|[[Morrowind:Bevene Releth|Bevene Releth]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Clothier|Clothier]]|| ||{{Wealth|200}}||18||[[Morrowind:Ald'ruhn|Ald'ruhn]], Bevene Releth: Clothier
|1|| ||C|| || || || || || || || || ||
|-
|[[Morrowind:Big Helende|Big Helende]]||[[Morrowind:High Elf|High Elf]]||[[Morrowind:Thief Service|Thief Service]]||{{Faction|Thieves Guild|8|nocat=yes}}||{{Wealth|100}}||44||[[Morrowind:Sadrith Mora|Sadrith Mora]], [[Morrowind:Dirty Muriel's Cornerclub|Dirty Muriel's Cornerclub]]
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Bildren Areleth|Bildren Areleth]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Apothecary Service|Apothecary Service]]|| ||{{Wealth|325}}||18||[[Morrowind:Tel Aruhn|Tel Aruhn]], Bildren Areleth: Apothecary
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Bivale Teneran|Bivale Teneran]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Clothier|Clothier]]|| ||{{Wealth|300}}||52||[[Morrowind:Ald'ruhn|Ald'ruhn]], Bivale Teneran: Clothier
|1|| ||C|| || || || || || || || || ||
|-
|[[Morrowind:Boderi Farano|Boderi Farano]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Publican|Publican]]|| ||{{Wealth|150}}||20||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:Ald Skar Inn|Ald Skar Inn]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Bolnor Andrani|Bolnor Andrani]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Assassin Service|Assassin Service]]||{{Faction|House Hlaalu|3|nocat=yes}}||{{Wealth|200}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:Hlaalu Council Manor|Hlaalu Council Manor]]
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Both gro-Durug|Both gro-Durug]]||[[Morrowind:Orc|Orc]]||[[Morrowind:Pawnbroker|Pawnbroker]]||{{Faction|Thieves Guild|2|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Sadrith Mora|Sadrith Mora]], [[Morrowind:Dirty Muriel's Cornerclub|Dirty Muriel's Cornerclub]]
|10||A||C||W||I||P|| ||T||L|| ||R||M||E
|-
|[[Morrowind:Brarayni Sarys|Brarayni Sarys]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Alchemist Service|Alchemist Service]]||{{Faction|House Telvanni|5|nocat=yes}}||{{Wealth|450}}||10||[[Morrowind:Tel Aruhn|Tel Aruhn]], Tower Entry
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Brathus Dals|Brathus Dals]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|75}}||15||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Hlaalu|Hlaalu Canton]], [[Morrowind:No Name Club|No Name Club]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Burcanius Varo|Burcanius Varo]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Publican|Publican]]|| ||{{Wealth|300}}||20||[[Morrowind:Vos|Vos]], [[Morrowind:Varo Tradehouse|Varo Tradehouse]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Chaplain Ogrul|Chaplain Ogrul]]||[[Morrowind:Orc|Orc]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Imperial Cult|3|nocat=yes}}||{{Wealth|250}}||10||[[Morrowind:Gnisis|Gnisis]], [[Morrowind:Fort Darius|Fort Darius]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Chirranirr|Chirranirr]]||[[Morrowind:Khajiit|Khajiit]]||[[Morrowind:Thief Service|Thief Service]]||{{Faction|Thieves Guild|1|nocat=yes}}||{{Wealth|0}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:South Wall Cornerclub|South Wall Cornerclub]]
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Cienne Sintieve|Cienne Sintieve]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Alchemist Service|Alchemist Service]]|| ||{{Wealth|300}}||12||[[Morrowind:Ald'ruhn|Ald'ruhn]], Cienne Sintieve: Alchemist
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Clagius Clanler|Clagius Clanler]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|800}}||12||[[Morrowind:Balmora|Balmora]], Clagius Clanler: Outfitter
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Cocistian Quaspus|Cocistian Quaspus]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Apothecary Service|Apothecary Service]]||{{Faction|Imperial Cult|2|nocat=yes}}||{{Wealth|200}}||10||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Codus Callonus|Codus Callonus]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Bookseller|Bookseller]]|| ||{{Wealth|600}}||20||[[Morrowind:Ald'ruhn|Ald'ruhn]], Codus Callonus: Bookseller
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Craetia Jullalian|Craetia Jullalian]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Alchemist Service|Alchemist Service]]||{{Faction|Mages Guild|1|nocat=yes}}||{{Wealth|400}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], [[Morrowind:Guild of Mages (Vivec)|Guild of Mages]]
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Crazy-Legs Arantamo|Crazy-Legs Arantamo]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Savant Service|Savant Service]]||{{Faction|Thieves Guild|7|nocat=yes}}||{{Wealth|300}}||58||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], Simine Fralinie: Bookseller
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Creeper|Creeper]]||[[Morrowind:Scamp|Scamp]]|| || ||{{Wealth|5000}}||0||[[Morrowind:Caldera|Caldera]], [[Morrowind:Ghorak Manor|Ghorak Manor]]
|5||A|| ||W|| ||P|| || || || || ||M||E
|-
|[[Morrowind:Crulius Pontanian|Crulius Pontanian]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Enchanter Service|Enchanter Service]]||{{Faction|Imperial Cult|3|nocat=yes}}||{{Wealth|1300}}||10||[[Morrowind:Moonmoth Legion Fort|Moonmoth Legion Fort]], Interior
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Dabienne Mornardl|Dabienne Mornardl]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Enchanter Service|Enchanter Service]]||{{Faction|Mages Guild|1|nocat=yes}}||{{Wealth|800}}||10||[[Morrowind:Wolverine Hall|Wolverine Hall]]: [[Morrowind:Mage's Guild (Wolverine Hall)|Mage's Guild]]
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Dalam Gavyn|Dalam Gavyn]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Smith|Smith]]||{{Faction|Camonna Tong|1|nocat=yes}}||{{Wealth|550}}||10||[[Morrowind:Hla Oad|Hla Oad]], [[Morrowind:Fatleg's Drop Off|Fatleg's Drop Off]]
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Dandera Selaro|Dandera Selaro]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Smith|Smith]]|| ||{{Wealth|750}}||15||[[Morrowind:Ald'ruhn|Ald'ruhn]] (-2,6)
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Danoso Andrano|Danoso Andrano]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Apothecary Service|Apothecary Service]]||{{Faction|Tribunal Temple|2|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:Ald'ruhn Temple|Temple]]
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Danso Indules|Danso Indules]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Tribunal Temple|4|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Temple|Temple Canton]] (4,-13)
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Daynali Dren|Daynali Dren]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Alchemist Service|Alchemist Service]]||{{Faction|House Telvanni|1|nocat=yes}}||{{Wealth|3999}}||10||[[Morrowind:Tel Mora|Tel Mora]], Lower Tower
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Daynes Redothril|Daynes Redothril]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Pawnbroker|Pawnbroker]]|| ||{{Wealth|500}}||25||[[Morrowind:Ald'ruhn|Ald'ruhn]], Daynes Redothril: Pawnbroker
|10||A||C||W||I||P|| ||T||L|| ||R||M||E
|-
|[[Morrowind:Dileno Lloran|Dileno Lloran]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|Tribunal Temple|6|nocat=yes}}||{{Wealth|500}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Temple|Temple Canton]], [[Morrowind:High Fane|High Fane]]
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Dolyn Rols|Dolyn Rols]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|75}}||15||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec St. Delyn|St. Delyn Canton]], Potter's Hall
|1|| || || || || || || || || || ||M||
|-
|[[Morrowind:Dorisa Darvel|Dorisa Darvel]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Bookseller|Bookseller]]|| ||{{Wealth|700}}||20||[[Morrowind:Balmora|Balmora]], Dorisa Darvel: Bookseller
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Dralasa Nithryon|Dralasa Nithryon]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Pawnbroker|Pawnbroker]]|| ||{{Wealth|700}}||25||[[Morrowind:Balmora|Balmora]], Dralasa Nithryon: Pawnbroker
|12||A||C||W||I||P||B||T||L||a||R||M||E
|-
|[[Morrowind:Dralval Andrano|Dralval Andrano]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Apothecary Service|Apothecary Service]]||{{Faction|Tribunal Temple|2|nocat=yes}}||{{Wealth|250}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:Balmora Temple|Temple]]
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Drarayne Girith|Drarayne Girith]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader|Trader]]|| ||{{Wealth|350}}||20||[[Morrowind:Tel Aruhn|Tel Aruhn]], [[Morrowind:Plot and Plaster|Plot and Plaster]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Drelasa Ramothran|Drelasa Ramothran]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Publican|Publican]]|| ||{{Wealth|400}}||20||[[Morrowind:Pelagiad|Pelagiad]], [[Morrowind:Halfway Tavern|Halfway Tavern]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Dronos Llervu|Dronos Llervu]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Smith|Smith]]||{{Faction|House Redoran|4|nocat=yes}}||{{Wealth|1050}}||10||[[Morrowind:Ghostgate|Ghostgate]], [[Morrowind:Tower of Dusk|Tower of Dusk]] Lower Level
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Dulian|Dulian]]||[[Morrowind:Redguard|Redguard]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|Imperial Legion|2|nocat=yes}}||{{Wealth|200}}||10||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Dulnea Ralaal|Dulnea Ralaal]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Publican|Publican]]|| ||{{Wealth|350}}||20||[[Morrowind:Balmora|Balmora]], [[Morrowind:Eight Plates|Eight Plates]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Dunel Saryon|Dunel Saryon]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|75}}||20||[[Morrowind:Molag Mar|Molag Mar]], [[Morrowind:The Pilgrim's Rest|The Pilgrim's Rest]]
|1|| || || ||I|| || || || || || || ||
|-
|[[Morrowind:Dunsalipal Dun-Ahhe|Dunsalipal Dun-Ahhe]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Assassin Service|Assassin Service]]||{{Faction|Morag Tong|7|nocat=yes}}||{{Wealth|400}}||10||[[Morrowind:Sadrith Mora|Sadrith Mora]], [[Morrowind:Morag Tong Guild (Sadrith Mora)|Morag Tong Guild]]
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Eldrilu Dalen|Eldrilu Dalen]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|Tribunal Temple|1|nocat=yes}}||{{Wealth|250}}||10||[[Morrowind:Vos|Vos]], [[Morrowind:Vos Chapel|Vos Chapel]]
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Elegal|Elegal]]||[[Morrowind:Wood Elf|Wood Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|500}}||20||[[Morrowind:Sadrith Mora|Sadrith Mora]] (17,4)
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Elegnan|Elegnan]]||[[Morrowind:Wood Elf|Wood Elf]]||[[Morrowind:Clothier|Clothier]]|| ||{{Wealth|300}}||18||[[Morrowind:Tel Mora|Tel Mora]], Elegnan: Clothier
|1|| ||C|| || || || || || || || || ||
|-
|[[Morrowind:Elo Arethan|Elo Arethan]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Savant Service|Savant Service]]||{{Faction|House Hlaalu|1|nocat=yes}}||{{Wealth|0}}||44||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Hlaalu|Hlaalu Canton]], Hlaalu Waistworks
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Elynu Saren|Elynu Saren]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|Tribunal Temple|1|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Suran|Suran]], [[Morrowind:Suran Temple|Suran Temple]]
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Ergnir|Ergnir]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Smith|Smith]]||{{Faction|Fighters Guild|1|nocat=yes}}||{{Wealth|1800}}||10||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:Guild of Fighters (Ald'ruhn)|Guild of Fighters]]
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Eris Telas|Eris Telas]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Apothecary Service|Apothecary Service]]||{{Faction|Tribunal Temple|3|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Temple|Temple Canton]], [[Morrowind:High Fane|High Fane]]
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Erla|Erla]]||[[Morrowind:Redguard|Redguard]]||[[Morrowind:Smith|Smith]]||{{Faction|Imperial Legion|2|nocat=yes}}||{{Wealth|650}}||10||[[Morrowind:Moonmoth Legion Fort|Moonmoth Legion Fort]], Interior
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Ernand Thierry|Ernand Thierry]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Alchemist Service|Alchemist Service]]||{{Faction|Mages Guild|2|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Caldera|Caldera]], [[Morrowind:Guild of Mages (Caldera)|Guild of Mages]]
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Ery|Ery]]||[[Morrowind:Redguard|Redguard]]||[[Morrowind:Publican|Publican]]|| ||{{Wealth|300}}||20||[[Morrowind:Sadrith Mora|Sadrith Mora]], [[Morrowind:Gateway Inn|Gateway Inn]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Fadase Selvayn|Fadase Selvayn]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|500}}||18||[[Morrowind:Tel Branora|Tel Branora]], Fadase Selvayn: Trader
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Falanaamo|Falanaamo]]||[[Morrowind:High Elf|High Elf]]||[[Morrowind:Clothier|Clothier]]|| ||{{Wealth|300}}||20||[[Morrowind:Caldera|Caldera]], Falanaamo: Clothier
|1|| ||C|| || || || || || || || || ||
|-
|[[Morrowind:Falvel Arenim|Falvel Arenim]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Savant Service|Savant Service]]||{{Faction|House Hlaalu|1|nocat=yes}}||{{Wealth|250}}||44||[[Morrowind:Balmora|Balmora]], [[Morrowind:Hlaalu Council Manor|Hlaalu Council Manor]]
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Fanildil|Fanildil]]||[[Morrowind:High Elf|High Elf]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Imperial Legion|2|nocat=yes}}||{{Wealth|500}}||10||[[Morrowind:Ebonheart|Ebonheart]], [[Morrowind:Hawkmoth Legion Garrison|Hawkmoth Legion Garrison]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Fara|Fara]]||[[Morrowind:Wood Elf|Wood Elf]]||[[Morrowind:Publican|Publican]]|| ||{{Wealth|600}}||25||[[Morrowind:Sadrith Mora|Sadrith Mora]], [[Morrowind:Fara's Hole in the Wall|Fara's Hole in the Wall]]
|3|| || || ||I||P|| ||T|| || || || ||
|-
|[[Morrowind:Faras Thirano|Faras Thirano]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Enchanter Service|Enchanter Service]]||{{Faction|Tribunal Temple|4|nocat=yes}}||{{Wealth|1400}}||10||[[Morrowind:Ghostgate|Ghostgate]], [[Morrowind:Tower of Dawn|Tower of Dawn]], Lower Level
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Felara Andrethi|Felara Andrethi]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|House Telvanni|3|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Tel Aruhn|Tel Aruhn]], Tower Living Quarters
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Felayn Andral|Felayn Andral]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Enchanter Service|Enchanter Service]]|| ||{{Wealth|1000}}||20||[[Morrowind:Holamayan Monastery|Holamayan Monastery]]
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Fenas Madach|Fenas Madach]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Thief|Thief]]||{{Faction|Thieves Guild|1|nocat=yes}}||{{Wealth|400}}||24||[[Morrowind:Gnisis|Gnisis]], [[Morrowind:Madach Tradehouse|Madach Tradehouse]]
|3|| || || ||I|| || ||T|| || || ||M||
|-
|[[Morrowind:Ferele Athram|Ferele Athram]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|400}}||15||[[Morrowind:Tel Aruhn|Tel Aruhn]], Ferele Athram: Trader
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Folms Mirel|Folms Mirel]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Enchanter Service|Enchanter Service]]||{{Faction|Mages Guild|7|nocat=yes}}||{{Wealth|1050}}||10||[[Morrowind:Caldera|Caldera]], [[Morrowind:Guild of Mages (Caldera)|Guild of Mages]]
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Folvys Andalor|Folvys Andalor]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Tribunal Temple|4|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:Ald'ruhn Temple|Temple]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Fonas Retheran|Fonas Retheran]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|House Redoran|5|nocat=yes}}||{{Wealth|1300}}||10||[[Morrowind:Ghostgate|Ghostgate]], [[Morrowind:Tower of Dusk|Tower of Dusk]]
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Foves Arenim|Foves Arenim]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Assassin Service|Assassin Service]]||{{Faction|House Hlaalu|2|nocat=yes}}||{{Wealth|125}}||10||[[Morrowind:Caldera|Caldera]], [[Morrowind:Governor's Hall|Governor's Hall]]
|2|| || ||W|| || || ||T|| || || || ||
|-
|[[Morrowind:Frik|Frik]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Apothecary Service|Apothecary Service]]||{{Faction|Imperial Cult|4|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Ebonheart|Ebonheart]], [[Morrowind:Imperial Chapels|Imperial Chapels]]
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Fryfnhild|Fryfnhild]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|150}}||15||[[Morrowind:Dagon Fel|Dagon Fel]], [[Morrowind:The End of the World|The End of the World]]
|11||A||C||W||I||P||B||T|| ||a||R||M||E
|-
|[[Morrowind:Gadayn Andarys|Gadayn Andarys]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|House Hlaalu|1|nocat=yes}}||{{Wealth|400}}||38||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Hlaalu|Hlaalu Canton]], Hlaalu General Goods
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Gadela Andus|Gadela Andus]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|50}}||20||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Hlaalu|Hlaalu Canton]], [[Morrowind:Elven Nations Cornerclub|Elven Nations Cornerclub]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Galar Rothan|Galar Rothan]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Enchanter Service|Enchanter Service]]||{{Faction|House Telvanni|3|nocat=yes}}||{{Wealth|900}}||10||[[Morrowind:Sadrith Mora|Sadrith Mora]], [[Morrowind:Telvanni Council House|Telvanni Council House]], Entry
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Galbedir|Galbedir]]||[[Morrowind:Wood Elf|Wood Elf]]||[[Morrowind:Enchanter Service|Enchanter Service]]||{{Faction|Mages Guild|2|nocat=yes}}||{{Wealth|900}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:Guild of Mages (Balmora)|Guild of Mages]]
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Galen Berer|Galen Berer]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Smith|Smith]]|| ||{{Wealth|900}}||17||[[Morrowind:Tel Branora|Tel Branora]], Galen Berer: Armorer
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Galero Andaram|Galero Andaram]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Tribunal Temple|5|nocat=yes}}||{{Wealth|700}}||10||[[Morrowind:Sadrith Mora|Sadrith Mora]], [[Morrowind:Telvanni Council House|Telvanni Council House]], Chambers
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Galore Salvi|Galore Salvi]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Publican|Publican]]||{{Faction|House Redoran|4|nocat=yes}}||{{Wealth|650}}||10||[[Morrowind:Ghostgate|Ghostgate]], [[Morrowind:Tower of Dusk|Tower of Dusk]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Galtis Guvron|Galtis Guvron]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Pawnbroker|Pawnbroker]]|| ||{{Wealth|600}}||25||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:The Rat In The Pot|The Rat In The Pot]]
|10||A||C||W||I||P|| ||T||L|| ||R||M||E
|-
|[[Morrowind:Galuro Belan|Galuro Belan]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Apothecary Service|Apothecary Service]]||{{Faction|House Telvanni|1|nocat=yes}}||{{Wealth|200}}||36||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Telvanni|Telvanni Canton]], Telvanni Apothecary
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Ganalyn Saram|Ganalyn Saram]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Alchemist Service|Alchemist Service]]||{{Faction|House Hlaalu|1|nocat=yes}}||{{Wealth|350}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Hlaalu|Hlaalu Canton]], Hlaalu Alchemist
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Garas Seloth|Garas Seloth]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Alchemist Service|Alchemist Service]]||{{Faction|House Telvanni|2|nocat=yes}}||{{Wealth|350}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Telvanni|Telvanni Canton]], Telvanni Alchemist
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Garothmuk gro-Muzgub|Garothmuk gro-Muzgub]]||[[Morrowind:Orc|Orc]]||[[Morrowind:Smith|Smith]]|| ||{{Wealth|900}}||21||[[Morrowind:Suran|Suran]], Garothmuk gro-Muzgub: Smith
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Germia|Germia]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Agent|Agent]]||{{Faction|Berne Clan|4|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Galom Daeus|Galom Daeus]], Entry
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Gilan Daynes|Gilan Daynes]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Smith|Smith]]||{{Faction|Camonna Tong|1|nocat=yes}}||{{Wealth|600}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Hlaalu|Hlaalu Canton]], [[Morrowind:No Name Club|No Name Club]]
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Gils Drelas|Gils Drelas]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Alchemist Service|Alchemist Service]]||{{Faction|House Telvanni|1|nocat=yes}}||{{Wealth|600}}||10||[[Morrowind:Tel Branora|Tel Branora]], Upper Tower: Therana's Chamber
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Gilyan Sedas|Gilyan Sedas]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Assassin Service|Assassin Service]]||{{Faction|Morag Tong|3|nocat=yes}}||{{Wealth|350}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:Morag Tong Guild (Balmora)|Morag Tong Guild]]
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Gilyne Omoren|Gilyne Omoren]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Smith|Smith]]||{{Faction|House Redoran|3|nocat=yes}}||{{Wealth|950}}||10||[[Morrowind:Indarys Manor|Indarys Manor]], [[Morrowind:Indarys Manor Services|Manor Services]]
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Gindas Ildram|Gindas Ildram]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|70}}||15||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec St. Olms|St. Olms Canton]], Farmers and Laborers Hall
|1|| || || ||I|| || || || || || || ||
|-
|[[Morrowind:Gladroon|Gladroon]]||[[Morrowind:High Elf|High Elf]]||[[Morrowind:Smith|Smith]]||{{Faction|Aundae Clan|4|nocat=yes}}||{{Wealth|1100}}||10||[[Morrowind:Ashmelech|Ashmelech]]
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Goldyn Belaram|Goldyn Belaram]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Pawnbroker|Pawnbroker]]|| ||{{Wealth|450}}||25||[[Morrowind:Suran|Suran]], Goldyn Belaram: Pawnbroker
|10||A||C||W||I||P|| ||T||L|| ||R||M||E
|-
|[[Morrowind:Gomeso Sarano|Gomeso Sarano]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|75}}||20||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec St. Delyn|St. Delyn Canton]], Potter's Hall
|1|| || || || || || || || || || ||M||
|-
|[[Morrowind:Gorven Menas|Gorven Menas]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Alchemist Service|Alchemist Service]]||{{Faction|House Telvanni|3|nocat=yes}}||{{Wealth|350}}||10||[[Morrowind:Tel Uvirith|Tel Uvirith]], Menas' House
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Guldrise Dralor|Guldrise Dralor]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Savant Service|Savant Service]]||{{Faction|Thieves Guild|5|nocat=yes}}||{{Wealth|300}}||58||[[Morrowind:Dren Plantation|Dren Plantation]], Verethi and Dralor
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Guls Llervu|Guls Llervu]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|House Redoran|3|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:Redoran Council Hall|Redoran Council Hall]], Guls Llervu's House
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Hakar the Candle|Hakar the Candle]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Smith|Smith]]|| ||{{Wealth|1300}}||23||[[Morrowind:Molag Mar|Molag Mar]], [[Morrowind:Redoran Stronghold|Redoran Stronghold]]
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Hannabi Zabynatus|Hannabi Zabynatus]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Smith|Smith]]|| ||{{Wealth|500}}||15||[[Morrowind:Gnisis|Gnisis]] (-11,11)
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Hecerinde|Hecerinde]]||[[Morrowind:High Elf|High Elf]]||[[Morrowind:Agent|Agent]]||{{Faction|Thieves Guild|6|nocat=yes}}||{{Wealth|1000}}||40||[[Morrowind:Balmora|Balmora]], Hecerinde's House
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Heifnir|Heifnir]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|700}}||18||[[Morrowind:Dagon Fel|Dagon Fel]], Heifnir: Trader
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Helviane Desele|Helviane Desele]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|75}}||25||[[Morrowind:Suran|Suran]], [[Morrowind:Desele's House of Earthly Delights|Desele's House of Earthly Delights]]
|1|| || || ||I|| || || || || || || ||
|-
|[[Morrowind:Hetman Abelmawia|Hetman Abelmawia]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Commoner|Commoner]]|| ||{{Wealth|100}}||44||[[Morrowind:Gnisis|Gnisis]], Abelmawia Hut
|2|| || || || || ||B|| || || || || ||E
|-
|[[Morrowind:Hickim|Hickim]]||[[Morrowind:Redguard|Redguard]]||[[Morrowind:Assassin Service|Assassin Service]]||{{Faction|Morag Tong|1|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:Lucky Lockup|Lucky Lockup]]
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Hinald|Hinald]]||[[Morrowind:Redguard|Redguard]]||[[Morrowind:Pawnbroker|Pawnbroker]]||{{Faction|Thieves Guild|1|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Gnaar Mok|Gnaar Mok]], [[Morrowind:Druegh-jigger's Rest|Druegh-jigger's Rest]]
|10||A||C||W||I||P|| ||T||L|| ||R||M||E
|-
|[[Morrowind:Hjotra the Peacock|Hjotra the Peacock]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Pawnbroker|Pawnbroker]]|| ||{{Wealth|500}}||20||[[Morrowind:Dagon Fel|Dagon Fel]], [[Morrowind:The End of the World|The End of the World]] Renter Rooms
|10||A||C||W||I||P|| ||T||L|| ||R||M||E
|-
|[[Morrowind:Hlendrisa Seleth|Hlendrisa Seleth]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Enchanter Service|Enchanter Service]]||{{Faction|House Telvanni|6|nocat=yes}}||{{Wealth|1700}}||10||[[Morrowind:Tel Uvirith|Tel Uvirith]], Seleth's House
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Hlodala Savel|Hlodala Savel]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Savant Service|Savant Service]]||{{Faction|House Hlaalu|5|nocat=yes}}||{{Wealth|400}}||59||[[Morrowind:Rethan Manor|Rethan Manor]]
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Hodlismod|Hodlismod]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Smith|Smith]]|| ||{{Wealth|1300}}||20||[[Morrowind:Caldera|Caldera]], [[Morrowind:Hodlismod: Armorer|Hodlismod: Armorer]]
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Hreirek the Lean|Hreirek the Lean]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Thief Service|Thief Service]]||{{Faction|Thieves Guild|1|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Dagon Fel|Dagon Fel]], [[Morrowind:The End of the World|The End of the World]] Renter Rooms
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Hrundi|Hrundi]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Smith|Smith]]||{{Faction|Fighters Guild|8|nocat=yes}}||{{Wealth|1700}}||7||[[Morrowind:Wolverine Hall|Wolverine Hall]]: [[Morrowind:Fighter's Guild (Wolverine Hall)|Fighter's Guild]]
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Huleeya|Huleeya]]||[[Morrowind:Argonian|Argonian]]||[[Morrowind:Assassin Service|Assassin Service]]||{{Faction|Morag Tong|2|nocat=yes}}||{{Wealth|100}}||14||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], [[Morrowind:Black Shalk Cornerclub|Black Shalk Cornerclub]]
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Ibarnadad Assirnarari|Ibarnadad Assirnarari]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Apothecary Service|Apothecary Service]]|| ||{{Wealth|500}}||15||[[Morrowind:Suran|Suran]], Ibarnadad Assirnarari: Apothecary
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Idonea Munia|Idonea Munia]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Healer Service|Healer Service]]|| ||{{Wealth|100}}||15||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], Upper Waistworks
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Ilen Faveran|Ilen Faveran]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Enchanter Service|Enchanter Service]]||{{Faction|Tribunal Temple|2|nocat=yes}}||{{Wealth|750}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:Balmora Temple|Temple]]
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Irgola|Irgola]]||[[Morrowind:Redguard|Redguard]]||[[Morrowind:Pawnbroker|Pawnbroker]]|| ||{{Wealth|500}}||25||[[Morrowind:Caldera|Caldera]], Irgola: Pawnbroker
|10||A||C||W||I||P|| ||T||L|| ||R||M||E
|-
|[[Morrowind:Irna Maryon|Irna Maryon]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Apothecary Service|Apothecary Service]]||{{Faction|House Telvanni|2|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Tel Aruhn|Tel Aruhn]], Tower Entry
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Iulus Truptor|Iulus Truptor]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Savant Service|Savant Service]]||{{Faction|Imperial Cult|2|nocat=yes}}||{{Wealth|200}}||57||[[Morrowind:Ebonheart|Ebonheart]], [[Morrowind:Imperial Chapels|Imperial Chapels]]
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:J'Rasha|J'Rasha]]||[[Morrowind:Khajiit|Khajiit]]||[[Morrowind:Healer Service|Healer Service]]|| ||{{Wealth|300}}||15||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], J'Rasha: Healer
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Janand Maulinie|Janand Maulinie]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Enchanter Service|Enchanter Service]]||{{Faction|Mages Guild|2|nocat=yes}}||{{Wealth|650}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], [[Morrowind:Guild of Mages (Vivec)|Guild of Mages]]
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Jeanne|Jeanne]]||[[Morrowind:Redguard|Redguard]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|300}}||38||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], Jeanne: Trader
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Jobasha|Jobasha]]||[[Morrowind:Khajiit|Khajiit]]||[[Morrowind:Bookseller|Bookseller]]|| ||{{Wealth|1000}}||30||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], Jobasha's Rare Books
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Jolda|Jolda]]||[[Morrowind:Redguard|Redguard]]||[[Morrowind:Apothecary Service|Apothecary Service]]|| ||{{Wealth|400}}||25||[[Morrowind:Tel Mora|Tel Mora]], Jolda: Apothecary
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Kaye|Kaye]]||[[Morrowind:Redguard|Redguard]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|Imperial Cult|4|nocat=yes}}||{{Wealth|500}}||10||[[Morrowind:Ebonheart|Ebonheart]], [[Morrowind:Imperial Chapels|Imperial Chapels]]
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Kjeld|Kjeld]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Smith|Smith]]||{{Faction|Quarra Clan|3|nocat=yes}}||{{Wealth|950}}||10||[[Morrowind:Druscashti|Druscashti]], Upper Level
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Kurapli|Kurapli]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|Ashlanders|3|nocat=yes}}||{{Wealth|200}}||10||[[Morrowind:Urshilaku Camp|Urshilaku Camp]], Kurapli's Yurt
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Ladia Flarugrius|Ladia Flarugrius]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Savant Service|Savant Service]]||{{Faction|Thieves Guild|2|nocat=yes}}||{{Wealth|250}}||54||[[Morrowind:Pelagiad|Pelagiad]], [[Morrowind:Halfway Tavern|Halfway Tavern]]
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Lalatia Varian|Lalatia Varian]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|Imperial Cult|6|nocat=yes}}||{{Wealth|500}}||10||[[Morrowind:Ebonheart|Ebonheart]], [[Morrowind:Imperial Chapels|Imperial Chapels]]
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Lanabi|Lanabi]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|Ashlanders|1|nocat=yes}}||{{Wealth|75}}||10||[[Morrowind:Ahemmusa Camp|Ahemmusa Camp]], Lanabi's Yurt
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Landorume|Landorume]]||[[Morrowind:High Elf|High Elf]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|Imperial Legion|3|nocat=yes}}||{{Wealth|350}}||10||[[Morrowind:Ebonheart|Ebonheart]], [[Morrowind:Hawkmoth Legion Garrison|Hawkmoth Legion Garrison]]
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Lassour Zenammu|Lassour Zenammu]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Assassin Service|Assassin Service]]||{{Faction|Morag Tong|3|nocat=yes}}||{{Wealth|250}}||10||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:Morag Tong Guildhall (Ald'ruhn)|Morag Tong Guildhall]]
|2|| || ||W|| || || ||T|| || || || ||
|-
|[[Morrowind:Letreius Muco|Letreius Muco]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Healer Service|Healer Service]]|| ||{{Wealth|300}}||15||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], Canalworks
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Lirielle Stoine|Lirielle Stoine]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Thief Service|Thief Service]]||{{Faction|Thieves Guild|1|nocat=yes}}||{{Wealth|250}}||10||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:The Rat In The Pot|The Rat In The Pot]]
|3|| || || ||I|| || ||T|| || || ||M||
|-
|[[Morrowind:Llandris Thirandus|Llandris Thirandus]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Enchanter Service|Enchanter Service]]||{{Faction|Tribunal Temple|2|nocat=yes}}||{{Wealth|900}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Temple|Temple Canton]], [[Morrowind:High Fane|High Fane]]
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Llarara Omayn|Llarara Omayn]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|Tribunal Temple|1|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:Balmora Temple|Temple]]
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Llathyno Hlaalu|Llathyno Hlaalu]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|Tribunal Temple|4|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:Balmora Temple|Temple]]
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Llemisa Marys|Llemisa Marys]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Thief Service|Thief Service]]||{{Faction|Camonna Tong|1|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Hla Oad|Hla Oad]], [[Morrowind:Fatleg's Drop Off|Fatleg's Drop Off]]
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Llether Vari|Llether Vari]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Enchanter Service|Enchanter Service]]|| ||{{Wealth|2000}}||10||[[Morrowind:Ald'ruhn|Ald'ruhn]], Llether Vari: Enchanter
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Llevas Fels|Llevas Fels]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Savant Service|Savant Service]]||{{Faction|Camonna Tong|2|nocat=yes}}||{{Wealth|250}}||47||[[Morrowind:Sadrith Mora|Sadrith Mora]], Nevrila Areloth's House
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Lliros Tures|Lliros Tures]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|House Redoran|5|nocat=yes}}||{{Wealth|1300}}||10||[[Morrowind:Indarys Manor|Indarys Manor]], [[Morrowind:Indarys Manor Services|Manor Services]]
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Lliryn Fendyn|Lliryn Fendyn]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Thief Service|Thief Service]]||{{Faction|House Hlaalu|2|nocat=yes}}||{{Wealth|100}}||10||[[Morrowind:Rethan Manor|Rethan Manor]]
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Llorayna Sethan|Llorayna Sethan]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Publican|Publican]]|| ||{{Wealth|300}}||20||[[Morrowind:Tel Branora|Tel Branora]], [[Morrowind:Sethan's Tradehouse|Sethan's Tradehouse]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Lloros Sarano|Lloros Sarano]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|House Redoran|4|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:Ald'ruhn Temple|Temple]]
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Lorbumol gro-Aglakh|Lorbumol gro-Aglakh]]||[[Morrowind:Orc|Orc]]||[[Morrowind:Smith|Smith]]||{{Faction|Fighters Guild|8|nocat=yes}}||{{Wealth|4000}}||7||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], [[Morrowind:Guild of Fighters (Vivec)|Guild of Fighters]]
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Lord Cluttermonkey|Lord Cluttermonkey]]||[[Morrowind:Argonian|Argonian]]||[[Morrowind:Farmer|Farmer]]|| ||{{Wealth|0}}||'''<font color=red>100</font>'''||[[Morrowind:Clutter Warehouse - Everything Must Go!|Clutter Warehouse - Everything Must Go!]]
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Lucretinaus Olcinius|Lucretinaus Olcinius]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|600}}||49||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec St. Delyn|St. Delyn Canton]], Lucretinaus Olcinius: Trader
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Madrale Thirith|Madrale Thirith]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Thief Service|Thief Service]]||{{Faction|Camonna Tong|1|nocat=yes}}||{{Wealth|85}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:Council Club (Balmora)|Council Club]]
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Malpenix Blonia|Malpenix Blonia]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|House Redoran|4|nocat=yes}}||{{Wealth|899}}||10||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:Redoran Council Hall|Redoran Council Hall]], Malpenix Blonia: Trader
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Mamaea (person)|Mamaea]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Ashlanders|2|nocat=yes}}||{{Wealth|75}}||10||[[Morrowind:Ahemmusa Camp|Ahemmusa Camp]], Mamaea's Yurt
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Manara Othan|Manara Othan]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Publican|Publican]]||{{Faction|House Telvanni|1|nocat=yes}}||{{Wealth|350}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Telvanni|Telvanni Canton]], [[Morrowind:The Lizard's Head|The Lizard's Head]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Mandur Omalen|Mandur Omalen]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|350}}||18||[[Morrowind:Molag Mar|Molag Mar]], [[Morrowind:Redoran Stronghold|Redoran Stronghold]]
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Manicky|Manicky]]||[[Morrowind:Redguard|Redguard]]||[[Morrowind:Smith|Smith]]||{{Faction|House Telvanni|0|nocat=yes}}||{{Wealth|1000}}||10||[[Morrowind:Sadrith Mora|Sadrith Mora]] (18,4)
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Manirai|Manirai]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Wise Woman Service|Wise Woman Service]]||{{Faction|Ashlanders|5|nocat=yes}}||{{Wealth|75}}||10||[[Morrowind:Erabenimsun Camp|Erabenimsun Camp]], Wise Woman's Yurt
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Manse Andus|Manse Andus]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Publican|Publican]]|| ||{{Wealth|300}}||20||[[Morrowind:Maar Gan|Maar Gan]], [[Morrowind:Andus Tradehouse|Andus Tradehouse]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Marasa Aren|Marasa Aren]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Pawnbroker|Pawnbroker]]||{{Faction|Camonna Tong|1|nocat=yes}}||{{Wealth|250}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:Council Club (Balmora)|Council Club]]
|10||A||C||W||I||P|| ||T||L|| ||R||M||E
|-
|[[Morrowind:Maren Uvaren|Maren Uvaren]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Enchanter Service|Enchanter Service]]|| ||{{Wealth|750}}||20||[[Morrowind:Tel Aruhn|Tel Aruhn]], Maren Uvaren: Enchanter
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Massarapal|Massarapal]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|Ashlanders|3|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Erabenimsun Camp|Erabenimsun Camp]], Massarapal's Yurt
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Mebestian Ence|Mebestian Ence]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|449}}||20||[[Morrowind:Pelagiad|Pelagiad]], Mebestien Ence: Trader
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Meder Nulen|Meder Nulen]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Pawnbroker|Pawnbroker]]||{{Faction|Camonna Tong|2|nocat=yes}}||{{Wealth|400}}||10||[[Morrowind:Sadrith Mora|Sadrith Mora]], Nevrila Areloth's House
|10||A||C||W||I||P|| ||T||L|| ||R||M||E
|-
|[[Morrowind:Mehra Drora|Mehra Drora]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Priest Service|Priest Service]]||{{Faction|Tribunal Temple|4|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Gnisis|Gnisis]], [[Morrowind:Gnisis Temple|Temple]]
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Meldor|Meldor]]||[[Morrowind:Wood Elf|Wood Elf]]||[[Morrowind:Smith|Smith]]|| ||{{Wealth|1500}}||30||[[Morrowind:Balmora|Balmora]], Meldor: Armorer
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Melie Frenck|Melie Frenck]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Tribunal Temple|1|nocat=yes}}||{{Wealth|100}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Telvanni|Telvanni Canton]], [[Morrowind:Telvanni Temple|Telvanni Temple]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Methal Seran|Methal Seran]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|Tribunal Temple|7|nocat=yes}}||{{Wealth|350}}||10||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:Ald'ruhn Temple|Temple]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Mevel Fererus|Mevel Fererus]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|400}}||20||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec St. Delyn|St. Delyn Canton]], Mevel Fererus: Trader
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Mevure Hlen|Mevure Hlen]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Clothier|Clothier]]|| ||{{Wealth|400}}||'''<font color=red>80</font>'''||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec St. Olms|St. Olms Canton]], Tailors and Dyers Hall
|1|| ||C|| || || || || || || || || ||
|-
|[[Morrowind:Milar Maryon|Milar Maryon]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|House Telvanni|1|nocat=yes}}||{{Wealth|499}}||10||[[Morrowind:Tel Vos|Tel Vos]], Services Tower
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Milie Hastien|Milie Hastien]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Clothier|Clothier]]|| ||{{Wealth|1200}}||35||[[Morrowind:Balmora|Balmora]], Milie Hastien: Fine Clothier
|1|| ||C|| || || || || || || || || ||
|-
|[[Morrowind:Minasi Bavani|Minasi Bavani]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Thief Service|Thief Service]]||{{Faction|Camonna Tong|2|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Sadrith Mora|Sadrith Mora]], Nevrila Areloth's House
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Miraso Seran|Miraso Seran]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Enchanter Service|Enchanter Service]]||{{Faction|Tribunal Temple|2|nocat=yes}}||{{Wealth|800}}||10||[[Morrowind:Sadrith Mora|Sadrith Mora]], [[Morrowind:Telvanni Council House|Telvanni Council House]], Entry
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Miun-Gei|Miun-Gei]]||[[Morrowind:Argonian|Argonian]]||[[Morrowind:Enchanter Service|Enchanter Service]]|| ||{{Wealth|1500}}||7||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], Miun-Gei: Enchanter
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Mivanu Retheran|Mivanu Retheran]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Savant Service|Savant Service]]||{{Faction|House Redoran|3|nocat=yes}}||{{Wealth|250}}||52||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:Redoran Council Hall|Redoran Council Hall]]
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Moroni Uvelas|Moroni Uvelas]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|60}}||36||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec St. Olms|St. Olms Canton]], Brewers and Fishmongers Hall
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Mororurg|Mororurg]]||[[Morrowind:High Elf|High Elf]]||[[Morrowind:Alchemist|Alchemist]]||{{Faction|Aundae Clan|4|nocat=yes}}||{{Wealth|250}}||6||[[Morrowind:Ashmelech|Ashmelech]]
|4|| || || ||I||P|| || || ||a|| || ||E
|-
|[[Morrowind:Mudcrab (merchant)|Mudcrab (merchant)]]||[[Morrowind:Mudcrab|Mudcrab]]|| || ||{{Wealth|10000}}||0||[[Morrowind:Azura's Coast|Azura's Coast]] Region, [9,-10]
|3||A|| ||W|| ||P|| || || || || || ||
|-
|[[Morrowind:Mug gro-Dulob|Mug gro-Dulob]]||[[Morrowind:Orc|Orc]]||[[Morrowind:Smith|Smith]]||{{Faction|Imperial Legion|1|nocat=yes}}||{{Wealth|700}}||10||[[Morrowind:Gnisis|Gnisis]], [[Morrowind:Fort Darius|Fort Darius]]
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Muriel Sette|Muriel Sette]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Thief Service|Thief Service]]||{{Faction|Thieves Guild|2|nocat=yes}}||{{Wealth|50}}||10||[[Morrowind:Sadrith Mora|Sadrith Mora]], [[Morrowind:Dirty Muriel's Cornerclub|Dirty Muriel's Cornerclub]]
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Nalcarya of White Haven|Nalcarya of White Haven]]||[[Morrowind:High Elf|High Elf]]||[[Morrowind:Alchemist Service|Alchemist Service]]|| ||{{Wealth|3000}}||15||[[Morrowind:Balmora|Balmora]], Nalcarya of White Haven: Fine Alchemist
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Nalis Gals|Nalis Gals]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|200}}||15||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec St. Olms|St. Olms Canton]], Waistworks
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Nalvilie Saren (person)|Nalvilie Saren]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Clothier|Clothier]]|| ||{{Wealth|150}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec St. Olms|St. Olms Canton]], Canal South-One
|1|| ||C|| || || || || || || || || ||
|-
|[[Morrowind:Naspis Apinia|Naspis Apinia]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|Imperial Cult|3|nocat=yes}}||{{Wealth|400}}||10||[[Morrowind:Moonmoth Legion Fort|Moonmoth Legion Fort]], Interior
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Nebia Amphia|Nebia Amphia]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|Imperial Legion|3|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Ebonheart|Ebonheart]], [[Morrowind:Hawkmoth Legion Garrison|Hawkmoth Legion Garrison]]
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Nibani Maesa|Nibani Maesa]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Wise Woman Service|Wise Woman Service]]||{{Faction|Ashlanders|8|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Urshilaku Camp|Urshilaku Camp]], Wise Woman's Yurt
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Nileno Dorvayn|Nileno Dorvayn]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Thief Service|Thief Service]]||{{Faction|House Hlaalu|4|nocat=yes}}||{{Wealth|200}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:Hlaalu Council Manor|Hlaalu Council Manor]]
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Nilvyn Drothan|Nilvyn Drothan]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|Tribunal Temple|2|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Ghostgate|Ghostgate]], [[Morrowind:Ghostgate Temple|Temple]]
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Niras Farys|Niras Farys]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|Tribunal Temple|2|nocat=yes}}||{{Wealth|0}}||10||[[Morrowind:Sadrith Mora|Sadrith Mora]], [[Morrowind:Telvanni Council House|Telvanni Council House]], Chambers
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Nivos Drivam|Nivos Drivam]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|350}}||20||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec St. Olms|St. Olms Canton]], Tanners and Miners Hall
|2||A|| || ||I|| || || || || || || ||
|-
|[[Morrowind:Only-He-Stands-There|Only-He-Stands-There]]||[[Morrowind:Argonian|Argonian]]||[[Morrowind:Healer Service|Healer Service]]|| ||{{Wealth|500}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:South Wall Cornerclub|South Wall Cornerclub]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Orero Omothan|Orero Omothan]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Smith|Smith]]||{{Faction|House Redoran|1|nocat=yes}}||{{Wealth|500}}||10||[[Morrowind:Ald Velothi|Ald Velothi]] (-11,15)
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Orns Omaren|Orns Omaren]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|50}}||25||[[Morrowind:Molag Mar|Molag Mar]], [[Morrowind:St. Veloth's Hostel|St. Veloth's Hostel]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Peragon|Peragon]]||[[Morrowind:Wood Elf|Wood Elf]]||[[Morrowind:Apothecary Service|Apothecary Service]]||{{Faction|Imperial Cult|2|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Moonmoth Legion Fort|Moonmoth Legion Fort]], Interior
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Perien Aurelie|Perien Aurelie]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Pawnbroker|Pawnbroker]]|| ||{{Wealth|150}}||44||[[Morrowind:Hla Oad|Hla Oad]], [[Morrowind:Fatleg's Drop Off|Fatleg's Drop Off]]
|12||A||C||W||I||P||B||T||L||a||R||M||E
|-
|[[Morrowind:Phane Rielle|Phane Rielle]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Savant Service|Savant Service]]||{{Faction|Thieves Guild|1|nocat=yes}}||{{Wealth|150}}||44||[[Morrowind:Balmora|Balmora]], [[Morrowind:South Wall Cornerclub|South Wall Cornerclub]]
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Pierlette Rostorard|Pierlette Rostorard]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Apothecary Service|Apothecary Service]]||{{Faction|House Telvanni|3|nocat=yes}}||{{Wealth|400}}||10||[[Morrowind:Sadrith Mora|Sadrith Mora]], Pierlette Rostorard: Apothecary
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Ra'Virr|Ra'Virr]]||[[Morrowind:Khajiit|Khajiit]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|600}}||20||[[Morrowind:Balmora|Balmora]], Ra'Virr: Trader
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Radras|Radras]]||[[Morrowind:Wood Elf|Wood Elf]]||[[Morrowind:Smith|Smith]]|| ||{{Wealth|750}}||20||[[Morrowind:Tel Mora|Tel Mora]], Radras: Smith
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Ralds Oril|Ralds Oril]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|400}}||20||[[Morrowind:Suran|Suran]], Ralds Oril: Trader
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Ralen Tilvur|Ralen Tilvur]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Smith|Smith]]||{{Faction|House Hlaalu|0|nocat=yes}}||{{Wealth|400}}||6||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], Ralen Tilvur: Smith
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Ranosa Gilvayn|Ranosa Gilvayn]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Spellsword|Spellsword]]|| ||{{Wealth|700}}||6||[[Morrowind:Suran|Suran]], Ranosa Gilvayn: Outfitter
|6||A||C||W|| ||P|| ||T|| || ||R|| ||
|-
|[[Morrowind:Raril Giral|Raril Giral]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Publican|Publican]]|| ||{{Wealth|250}}||20||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], [[Morrowind:Black Shalk Cornerclub|Black Shalk Cornerclub]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Rarvela Teran|Rarvela Teran]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Pawnbroker|Pawnbroker]]||{{Faction|Camonna Tong|1|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Hlaalu|Hlaalu Canton]], [[Morrowind:No Name Club|No Name Club]]
|10||A||C||W||I||P|| ||T||L|| ||R||M||E
|-
|[[Morrowind:Rathal Barus|Rathal Barus]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|100}}||15||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec St. Delyn|St. Delyn Canton]], Glassworker's Hall
|1|| || || || || || || || || || ||M||
|-
|[[Morrowind:Raviso Andalas|Raviso Andalas]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Savant Service|Savant Service]]|| ||{{Wealth|150}}||52||[[Morrowind:Molag Mar|Molag Mar]], [[Morrowind:Redoran Stronghold|Redoran Stronghold]]
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Ravoso Aryon|Ravoso Aryon]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Pawnbroker|Pawnbroker]]||{{Faction|House Hlaalu|1|nocat=yes}}||{{Wealth|400}}||10||[[Morrowind:Suran|Suran]], Oran Manor
|10||A||C||W||I||P|| ||T||L|| ||R||M||E
|-
|[[Morrowind:Relms Gilvilo|Relms Gilvilo]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|House Redoran|1|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Redoran|Redoran Canton]], [[Morrowind:Redoran Temple Shrine|Redoran Temple Shrine]]
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Rilvase Avani|Rilvase Avani]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Tribunal Temple|0|nocat=yes}}||{{Wealth|350}}||10||[[Morrowind:Ghostgate|Ghostgate]], [[Morrowind:Tower of Dawn|Tower of Dawn]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Rirnas Athren|Rirnas Athren]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|Tribunal Temple|1|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Hlaalu|Hlaalu Canton]], [[Morrowind:Hlaalu Temple|Hlaalu Temple]]
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Rissinia|Rissinia]]||[[Morrowind:Redguard|Redguard]]||[[Morrowind:Savant Service|Savant Service]]||{{Faction|Thieves Guild|1|nocat=yes}}||{{Wealth|200}}||44||[[Morrowind:Sadrith Mora|Sadrith Mora]], [[Morrowind:Dirty Muriel's Cornerclub|Dirty Muriel's Cornerclub]]
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Rogdul gro-Bularz|Rogdul gro-Bularz]]||[[Morrowind:Orc|Orc]]||[[Morrowind:Assassin Service|Assassin Service]]||{{Faction|Morag Tong|6|nocat=yes}}||{{Wealth|400}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Arena|Arena]], [[Morrowind:Morag Tong Guildhall (Vivec)|Hidden Area]]
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Rolasa Oren|Rolasa Oren]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Alchemist Service|Alchemist Service]]|| ||{{Wealth|150}}||15||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], Upper Waistworks
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Saetring|Saetring]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Smith|Smith]]|| ||{{Wealth|1200}}||20||[[Morrowind:Molag Mar|Molag Mar]], Saetring the Nord: Smith
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Salen Ravel|Salen Ravel]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|Tribunal Temple|1|nocat=yes}}||{{Wealth|200}}||10||[[Morrowind:Maar Gan|Maar Gan]], [[Morrowind:Maar Gan Shrine|Shrine]]
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Saras Orelu|Saras Orelu]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Healer Service|Healer Service]]|| ||{{Wealth|200}}||15||[[Morrowind:Molag Mar|Molag Mar]], [[Morrowind:Molag Mar Temple|Temple]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Sauleius Cullian|Sauleius Cullian]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Enchanter Service|Enchanter Service]]||{{Faction|Imperial Cult|1|nocat=yes}}||{{Wealth|750}}||10||[[Morrowind:Ebonheart|Ebonheart]], [[Morrowind:Imperial Chapels|Imperial Chapels]]
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Savard|Savard]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Smith|Smith]]||{{Faction|House Redoran|2|nocat=yes}}||{{Wealth|1000}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Redoran|Redoran Canton]], Redoran Smith
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Scelian Plebo|Scelian Plebo]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Imperial Cult|1|nocat=yes}}||{{Wealth|250}}||10||[[Morrowind:Wolverine Hall|Wolverine Hall]]: [[Morrowind:Imperial Shrine (Wolverine Hall)|Imperial Shrine]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Sedam Omalen|Sedam Omalen]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|House Redoran|2|nocat=yes}}||{{Wealth|400}}||10||[[Morrowind:Ald Velothi|Ald Velothi]], [[Morrowind:Ald Velothi Outpost|Outpost]]
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Sedris Omalen|Sedris Omalen]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|House Redoran|1|nocat=yes}}||{{Wealth|200}}||10||[[Morrowind:Maar Gan|Maar Gan]], [[Morrowind:Maar Gan Outpost|Outpost]]
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Segunivus Mantedius|Segunivus Mantedius]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Savant Service|Savant Service]]||{{Faction|Imperial Cult|2|nocat=yes}}||{{Wealth|300}}||57||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Selkirnemus|Selkirnemus]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|50}}||20||[[Morrowind:Molag Mar|Molag Mar]], [[Morrowind:The Pilgrim's Rest|The Pilgrim's Rest]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Selvura Andrano|Selvura Andrano]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Pawnbroker|Pawnbroker]]||{{Faction|Camonna Tong|2|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Gnaar Mok|Gnaar Mok]], Nadene Rotheran's Shack
|10||A||C||W||I||P|| ||T||L|| ||R||M||E
|-
|[[Morrowind:Serjo Avon Oran|Serjo Avon Oran]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Thief Service|Thief Service]]||{{Faction|House Hlaalu|4|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Suran|Suran]], Oran Manor
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Sernsi Drelas|Sernsi Drelas]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Pawnbroker|Pawnbroker]]||{{Faction|House Hlaalu|1|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Rethan Manor|Rethan Manor]], Drelas' House
|9||A||C||W||I|| || ||T|| ||a||R||M||E
|-
|[[Morrowind:Sevyni Saryon|Sevyni Saryon]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Savant Service|Savant Service]]|| ||{{Wealth|300}}||44||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], Lower Waistworks
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Shadbak gra-Burbug|Shadbak gra-Burbug]]||[[Morrowind:Orc|Orc]]||[[Morrowind:Smith|Smith]]||{{Faction|Imperial Legion|1|nocat=yes}}||{{Wealth|900}}||10||[[Morrowind:Pelagiad|Pelagiad]], [[Morrowind:Fort Pelagiad|Fort Pelagiad]]
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Sharn gra-Muzgob|Sharn gra-Muzgob]]||[[Morrowind:Orc|Orc]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Mages Guild|0|nocat=yes}}||{{Wealth|200}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:Guild of Mages (Balmora)|Guild of Mages]]
|3|| || || ||I||P|| || || || || || ||E
|-
|[[Morrowind:Shenk|Shenk]]||[[Morrowind:Redguard|Redguard]]||[[Morrowind:Publican|Publican]]|| ||{{Wealth|400}}||20||[[Morrowind:Caldera|Caldera]], [[Morrowind:Shenk's Shovel|Shenk's Shovel]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Shulki Ashunbabi|Shulki Ashunbabi]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|400}}||25||[[Morrowind:Gnisis|Gnisis]] (-11,11)
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Simine Fralinie|Simine Fralinie]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Bookseller|Bookseller]]|| ||{{Wealth|299}}||41||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Foreign|Foreign Quarter]], Simine Fralinie: Bookseller
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Sinnammu Mirpal|Sinnammu Mirpal]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Wise Woman Service|Wise Woman Service]]||{{Faction|Ashlanders|8|nocat=yes}}||{{Wealth|75}}||7||[[Morrowind:Ahemmusa Camp|Ahemmusa Camp]], Wise Woman's Yurt
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Sirollus Saccus|Sirollus Saccus]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Smith|Smith]]||{{Faction|Imperial Legion|4|nocat=yes}}||{{Wealth|3500}}||17||[[Morrowind:Ebonheart|Ebonheart]], [[Morrowind:Hawkmoth Legion Garrison|Hawkmoth Legion Garrison]]
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Skink-in-Tree's-Shade|Skink-in-Tree's-Shade]]||[[Morrowind:Argonian|Argonian]]||[[Morrowind:Sorcerer|Sorcerer]]||{{Faction|Mages Guild|8|nocat=yes}}||{{Wealth|700}}||40||[[Morrowind:Wolverine Hall|Wolverine Hall]]: [[Morrowind:Mage's Guild (Wolverine Hall)|Mage's Guild]]
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Sodrara Andalas|Sodrara Andalas]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Savant Service|Savant Service]]||{{Faction|Camonna Tong|2|nocat=yes}}||{{Wealth|199}}||47||[[Morrowind:Gnaar Mok|Gnaar Mok]], Nadene Rotheran's Shack
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Somutis Vunnis|Somutis Vunnis]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|Imperial Cult|4|nocat=yes}}||{{Wealth|150}}||16||[[Morrowind:Moonmoth Legion Fort|Moonmoth Legion Fort]], Interior
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Sonummu Zabamat|Sonummu Zabamat]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Wise Woman Service|Wise Woman Service]]||{{Faction|Ashlanders|4|nocat=yes}}||{{Wealth|200}}||10||[[Morrowind:Zainab Camp|Zainab Camp]], Wise Woman's Yurt
|1|| || || || ||P|| || || || || || ||
|-
|[[Morrowind:Sorosi Radobar|Sorosi Radobar]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Publican|Publican]]|| ||{{Wealth|500}}||20||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Redoran|Redoran Canton]], [[Morrowind:The Flowers of Gold|The Flowers of Gold]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Sottilde|Sottilde]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Pawnbroker|Pawnbroker]]||{{Faction|Thieves Guild|1|nocat=yes}}||{{Wealth|250}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:South Wall Cornerclub|South Wall Cornerclub]]
|10||A||C||W||I||P|| ||T||L|| ||R||M||E
|-
|[[Morrowind:Sovali Uvayn|Sovali Uvayn]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Thief Service|Thief Service]]||{{Faction|House Hlaalu|2|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Hlaalu|Hlaalu Canton]], [[Morrowind:Elven Nations Cornerclub|Elven Nations Cornerclub]]
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Sovor Trandel|Sovor Trandel]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Savant Service|Savant Service]]||{{Faction|Camonna Tong|1|nocat=yes}}||{{Wealth|200}}||47||[[Morrowind:Balmora|Balmora]], [[Morrowind:Council Club (Balmora)|Council Club]]
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Sugar-Lips Habasi|Sugar-Lips Habasi]]||[[Morrowind:Khajiit|Khajiit]]||[[Morrowind:Thief Service|Thief Service]]||{{Faction|Thieves Guild|8|nocat=yes}}||{{Wealth|300}}||47||[[Morrowind:Balmora|Balmora]], [[Morrowind:South Wall Cornerclub|South Wall Cornerclub]]
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Syloria Siruliulus|Syloria Siruliulus]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|Imperial Cult|4|nocat=yes}}||{{Wealth|325}}||10||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Synnolian Tunifus|Synnolian Tunifus]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Imperial Cult|1|nocat=yes}}||{{Wealth|500}}||10||[[Morrowind:Ebonheart|Ebonheart]], [[Morrowind:Imperial Chapels|Imperial Chapels]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Tanar Llervi|Tanar Llervi]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Enchanter Service|Enchanter Service]]||{{Faction|Mages Guild|0|nocat=yes}}||{{Wealth|800}}||10||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:Guild of Mages (Ald'ruhn)|Guild of Mages]]
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Tarhiel|Tarhiel]]||[[Morrowind:Wood Elf|Wood Elf]]||[[Morrowind:Enchanter|Enchanter]]|| ||{{Wealth|0}}||6||[[Morrowind:Bitter Coast|Bitter Coast]] Region (-3,-8)
|5|| || || ||I||P|| ||T|| || ||R|| ||E
|-
|[[Morrowind:Tarvyn Faren|Tarvyn Faren]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader|Trader]]||{{Faction|House Hlaalu|2|nocat=yes}}||{{Wealth|250}}||41||[[Morrowind:Vivec (city)|Vivec]] (3,-9)
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Telis Salvani|Telis Salvani]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Tribunal Temple|1|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:Balmora Temple|Temple]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Telvon Llethan|Telvon Llethan]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Smith|Smith]]||{{Faction|House Hlaalu|2|nocat=yes}}||{{Wealth|800}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Hlaalu|Hlaalu Canton]], Hlaalu Weaponsmith
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Tendris Vedran|Tendris Vedran]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Apothecary Service|Apothecary Service]]||{{Faction|Tribunal Temple|2|nocat=yes}}||{{Wealth|400}}||10||[[Morrowind:Sadrith Mora|Sadrith Mora]], [[Morrowind:Telvanni Council House|Telvanni Council House]], Entry
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Teril Savani|Teril Savani]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Apothecary Service|Apothecary Service]]||{{Faction|Tribunal Temple|2|nocat=yes}}||{{Wealth|200}}||10||[[Morrowind:Ghostgate|Ghostgate]], [[Morrowind:Tower of Dawn|Tower of Dawn]]
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Tervur Braven|Tervur Braven]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|400}}||15||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec St. Delyn|St. Delyn Canton]], Tervur Braven: Trader
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Thaeril|Thaeril]]||[[Morrowind:Wood Elf|Wood Elf]]||[[Morrowind:Publican|Publican]]|| ||{{Wealth|250}}||20||[[Morrowind:Tel Mora|Tel Mora]], [[Morrowind:The Covenant|The Covenant]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Thanelen Velas|Thanelen Velas]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Smith|Smith]]||{{Faction|Camonna Tong|1|nocat=yes}}||{{Wealth|500}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:Council Club (Balmora)|Council Club]]
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Thongar|Thongar]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|1200}}||25||[[Morrowind:Khuul|Khuul]], [[Morrowind:Thongar's Tradehouse|Thongar's Tradehouse]]
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Thorek|Thorek]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Smith|Smith]]|| ||{{Wealth|1000}}||25||[[Morrowind:Balmora|Balmora]], The Razor Hole
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Threvul Serethi|Threvul Serethi]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|House Telvanni|2|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Sadrith Mora|Sadrith Mora]], Thervul Serethi: Healer
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Tiras Sadus|Tiras Sadus]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|799}}||20||[[Morrowind:Ald'ruhn|Ald'ruhn]], Tiras Sadus: General Merchandise
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Tivam Sadri|Tivam Sadri]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Priest Service|Priest Service]] || ||{{Wealth|500}}||20||[[Morrowind:Holamayan Monastery|Holamayan Monastery]]
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Todd's Super Tester Guy|Todd's Super Tester Guy]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Guard|Guard]]||{{Faction|Blades|9|nocat=yes}}||{{Wealth|10000}}||8||[[Morrowind:ToddTest|ToddTest]]
|12||A||C||W||I||P||B||T||L||a||R||M||E
|-
|[[Morrowind:Tongue-Toad|Tongue-Toad]]||[[Morrowind:Argonian|Argonian]]||[[Morrowind:Savant Service|Savant Service]]||{{Faction|Thieves Guild|1|nocat=yes}}||{{Wealth|75}}||40||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:The Rat In The Pot|The Rat In The Pot]]
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Traldrisa Tervayn|Traldrisa Tervayn]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Savant Service|Savant Service]]||{{Faction|Camonna Tong|1|nocat=yes}}||{{Wealth|150}}||44||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Hlaalu|Hlaalu Canton]], [[Morrowind:No Name Club|No Name Club]]
|1|| || || || || ||B|| || || || || ||
|-
|[[Morrowind:Trasteve|Trasteve]]||[[Morrowind:Redguard|Redguard]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|250}}||38||[[Morrowind:Hla Oad|Hla Oad]], [[Morrowind:Fatleg's Drop Off|Fatleg's Drop Off]]
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Trivura Arenim|Trivura Arenim]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|House Redoran|0|nocat=yes}}||{{Wealth|75}}||10||[[Morrowind:Ald Velothi|Ald Velothi]], [[Morrowind:Ald Velothi Outpost|Outpost]]
|1|| || || ||I|| || || || || || || ||
|-
|[[Morrowind:Tunila Omavel|Tunila Omavel]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|House Telvanni|6|nocat=yes}}||{{Wealth|499}}||10||[[Morrowind:Tel Uvirith|Tel Uvirith]], Omavel's House
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Tusamircil|Tusamircil]]||[[Morrowind:High Elf|High Elf]]||[[Morrowind:Alchemist Service|Alchemist Service]]||{{Faction|Mages Guild|1|nocat=yes}}||{{Wealth|400}}||6||[[Morrowind:Wolverine Hall|Wolverine Hall]]: [[Morrowind:Mage's Guild (Wolverine Hall)|Mage's Guild]]
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Tussi|Tussi]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Ashlanders|2|nocat=yes}}||{{Wealth|75}}||10||[[Morrowind:Zainab Camp|Zainab Camp]], Tussi's Yurt
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Tuveso Beleth|Tuveso Beleth]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Smith|Smith]]||{{Faction|House Redoran|2|nocat=yes}}||{{Wealth|2200}}||10||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:Redoran Council Hall|Redoran Council Hall]], Tuveso Beleth: Smith
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Tyermaillin|Tyermaillin]]||[[Morrowind:High Elf|High Elf]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Blades|2|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Balmora|Balmora]], Tyermaillin's House
|3|| || || ||I||P|| || || || || || ||E
|-
|[[Morrowind:Ulmiso Maloren|Ulmiso Maloren]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Tribunal Temple|2|nocat=yes}}||{{Wealth|200}}||10||[[Morrowind:Ghostgate|Ghostgate]], [[Morrowind:Tower of Dawn|Tower of Dawn]] Lower Level
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Ulumpha gra-Sharob|Ulumpha gra-Sharob]]||[[Morrowind:Orc|Orc]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Imperial Legion|1|nocat=yes}}||{{Wealth|300}}||10||[[Morrowind:Gnisis|Gnisis]], [[Morrowind:Fort Darius|Fort Darius]]
|3|| || || ||I||P|| || || ||a|| || ||
|-
|[[Morrowind:Ureso Drath|Ureso Drath]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Enchanter Service|Enchanter Service]]||{{Faction|Tribunal Temple|1|nocat=yes}}||{{Wealth|775}}||10||[[Morrowind:Ald'ruhn|Ald'ruhn]], [[Morrowind:Ald'ruhn Temple|Temple]]
|6||A||C||W|| || ||B|| || || || ||M||E
|-
|[[Morrowind:Urfing|Urfing]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Trader Service|Trader Service]]||{{Faction|Imperial Legion|2|nocat=yes}}||{{Wealth|400}}||10||[[Morrowind:Moonmoth Legion Fort|Moonmoth Legion Fort]], Interior
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Used Clutter Salesman|Used Clutter Salesman]]||[[Morrowind:Wood Elf|Wood Elf]]||[[Morrowind:Smuggler|Smuggler]]|| ||{{Wealth|0}}||'''<font color=red>100</font>'''||[[Morrowind:Clutter Warehouse - Everything Must Go!|Clutter Warehouse - Everything Must Go!]]
|12||A||C||W||I||P||B||T||L||a||R||M||E
|-
|[[Morrowind:Uulernil|Uulernil]]||[[Morrowind:High Elf|High Elf]]||[[Morrowind:Smith|Smith]]|| ||{{Wealth|700}}||20||[[Morrowind:Pelagiad|Pelagiad]], Uulernil: Armorer
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Uvele Berendas|Uvele Berendas]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Priest Service|Priest Service]] ||{{Faction|House Redoran|5|nocat=yes}}||{{Wealth|400}}||10||[[Morrowind:Indarys Manor|Indarys Manor]], Berendas' House
|3|| || || ||I||P||B|| || || || || ||
|-
|[[Morrowind:Vasesius Viciulus|Vasesius Viciulus]]||[[Morrowind:Imperial|Imperial]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|1000}}||25||[[Morrowind:Molag Mar|Molag Mar]], Vasesius Viciulus: Trader
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Vaval Selas|Vaval Selas]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Healer Service|Healer Service]]|| ||{{Wealth|150}}||15||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec St. Olms|St. Olms Canton]], [[Morrowind:St. Olms Temple|St. Olms Temple]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Vedran Balen|Vedran Balen]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Assassin Service|Assassin Service]]||{{Faction|House Hlaalu|1|nocat=yes}}||{{Wealth|200}}||10||[[Morrowind:Vivec (city)|Vivec]] [[Morrowind:Vivec Hlaalu|Hlaalu Canton]] (2,-11)
|1|| || || || || || ||T|| || || || ||
|-
|[[Morrowind:Verara Rendo|Verara Rendo]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Clothier|Clothier]]|| ||{{Wealth|300}}||23||[[Morrowind:Suran|Suran]], Verara Rendo: Clothier
|1|| ||C|| || || || || || || || || ||
|-
|[[Morrowind:Verick Gemain|Verick Gemain]]||[[Morrowind:Breton|Breton]]||[[Morrowind:Trader Service|Trader Service]]|| ||{{Wealth|1100}}||20||[[Morrowind:Caldera|Caldera]], Verick Gemain: Trader
|10||A||C||W||I||P||B|| ||L|| ||R||M||E
|-
|[[Morrowind:Wayn|Wayn]]||[[Morrowind:Redguard|Redguard]]||[[Morrowind:Smith|Smith]]||{{Faction|Fighters Guild|1|nocat=yes}}||{{Wealth|2000}}||10||[[Morrowind:Balmora|Balmora]], [[Morrowind:Guild of Fighters (Balmora)|Guild of Fighters]]
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Yambagorn gor-Shulor|Yambagorn gor-Shulor]]||[[Morrowind:Orc|Orc]]||[[Morrowind:Smith|Smith]]||{{Faction|Imperial Legion|2|nocat=yes}}||{{Wealth|700}}||10||[[Morrowind:Buckmoth Legion Fort|Buckmoth Legion Fort]], Interior
|3||A|| ||W|| || || || || || ||R|| ||
|-
|[[Morrowind:Ygfa|Ygfa]]||[[Morrowind:Nord|Nord]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Imperial Cult|4|nocat=yes}}||{{Wealth|175}}||10||[[Morrowind:Pelagiad|Pelagiad]], [[Morrowind:Fort Pelagiad|Fort Pelagiad]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Zanmulk Sammalamus|Zanmulk Sammalamus]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Healer Service|Healer Service]]||{{Faction|Tribunal Temple|0|nocat=yes}}||{{Wealth|150}}||10||[[Morrowind:Gnisis|Gnisis]], [[Morrowind:Gnisis Temple|Temple]]
|2|| || || ||I||P|| || || || || || ||
|-
|[[Morrowind:Zebba Benamamat|Zebba Benamamat]]||[[Morrowind:Dark Elf|Dark Elf]]||[[Morrowind:Clothier|Clothier]]|| ||{{Wealth|250}}||13||[[Morrowind:Gnisis|Gnisis]] (-11,11)
|1|| ||C|| || || || || || || || || ||
|}
| 2,494,600
|
2021-09-23T16:50:25Z
|
Dcsg
|
This table lists all of the merchants in Morrowind, i.e., all of the people who will buy or sell you items. The table is sorted alphabetically, but clicking on the icon at the top of any column will resort the table. So, for example, to see the merchants with the most gold, click on the Gold column.
Several other articles also provide more specialized lists of the merchants in the game:
Spell Merchants lists all people who sell spells (most of whom are not included in the merchants on this article)
Services lists merchants and other service-providers according to their class
Alchemy Merchants lists the merchants who buy/sell potions and ingredients
Restocking Alchemy Merchants lists the alchemy merchants who have restocking supplies
Apparatus Merchants lists the merchants who buy/sell alchemy apparatus
Magic Items Merchants lists the merchants who buy/sell enchanted items
Miscellaneous Items Merchants lists the merchants who buy/sell miscellaneous items
Repair Items Merchants lists the merchants who buy/sell repair items
Thieves Tools Merchants lists the merchants who buy/sell thieves tools
Morrowind-Services category lists all service-related articles
|
110
| 1,365
|
https://en.uesp.net/wiki/Morrowind:Item_Materials_and_Styles
|
Morrowind:Item Materials and Styles
|
#REDIRECT [[Morrowind:Items#Materials and Styles]] [[Category:Redirects to Broader Subjects]]
| 378,307
|
2008-11-19T09:09:36Z
|
Nephele
|
#REDIRECT
|
110
| 1,366
|
https://en.uesp.net/wiki/Morrowind:Enchant
|
Morrowind:Enchant
|
{{Skills Summary
|Image=MW-icon-skill-Enchant.jpg
|Attrib=Intelligence
|Special=Magic
|Increase=Recharge Item: +5.0<br>Create Magic Item: +5.0<br>Use Magic Item: +0.1<br>Cast When Strikes: 0
|ExTrail=[[Morrowind:Magic|Magic]]
}} [[Category:Morrowind-Hints]][[Category:Morrowind-Magic]]
:''The enchant discipline concerns imbuing physical items with magical properties called enchantments. The simplest enchantment are magical scrolls with a single enchantment that are destroyed with one use. The most complex enchantments are enchanted artifacts, objects with one or more magical effects powered by built-in soul gems. Skilled enchanters also use enchanted items more efficiently, with less waste of the magicka trapped in the soul gems.''
'''Enchanting''' is the process of permanently applying a [[Morrowind:Spell Effects|magical effect]] to an item by harnessing the power of a creature's [[Morrowind:Souls|soul]]. This skill governs the creation, use, and recharging of enchanted items. Skilled enchanters are more likely to be successful at creating new items, their enchanted items use less power and are recharged more efficiently by [[#Soul Gems|soul gems]]. {{TOCright|limit=2}}
==Character Creation==
The following races receive bonuses to their Enchant skill:
*+10 Bonus: [[Morrowind:High Elf|High Elf]]
The following classes have Enchant as a Major skill:
*[[Morrowind:Sorcerer|Sorcerer]], [[Morrowind:Witchhunter|Witchhunter]]
The following classes have Enchant as a Minor skill:
*[[Morrowind:Bard|Bard]], [[Morrowind:Battlemage|Battlemage]], [[Morrowind:Knight|Knight]], [[Morrowind:Mage|Mage]], [[Morrowind:Spellsword|Spellsword]]
==Trainers==
The Master Trainer for Enchant is [[Morrowind:Qorwynn|Qorwynn]] in [[Morrowind:Indoranyon|Indoranyon]]. Be aware that Qorwynn is hostile, and will attack you on sight. Using a [[Morrowind:Calm|calm]] spell and bribing him up to the point that he doesn't attack you anymore is the simplest way to receive training from him, but alternatively you can use 100% [[Morrowind:Chameleon|chameleon]] and he will happily speak to you. Unfortunately, there are very few other trainers of this skill, and none of them train to a particularly high level. See [[Morrowind:Enchant Trainers|Enchant Trainers]] for the complete list.
You can practice yourself by creating enchanted items, by refilling them, or by using them. Wearing items with "Constant Effect" enchantments and using weapons with "Cast when Strike" effects won't train Enchant.
To train faster, create an enchanted item with the strongest soul and item possible, and a spell with a casting cost of 1. You will be able to cast said spell many times until charges are depleted, and your skill will improve significantly. Using multiple items and the Azura's Star to refill empty items will further help training.
When you have Azura's Star, you can also use three enchanted items to quickly summon a ghost, cast [[Morrowind:Soultrap|soultrap]] on it, kill it, and then use its soul to recharge one of the items. Quick-binding the three spells will help to cycle faster.
==Books==
The following books will increase your Enchant skill:
*''[[Morrowind:Feyfolken I|Feyfolken I]]''
*''[[Morrowind:The Wolf Queen, Book VIII|The Wolf Queen, Book VIII]]''
*''[[Morrowind:Palla, Book II|Palla, Book II]]''
*''[[Morrowind:36 Lessons of Vivec, Sermon 19|36 Lessons of Vivec, Sermon 19]]''
*''[[Morrowind:The Final Lesson|The Final Lesson]]''
==Factions==
The following factions include Enchant as one of their favored skills:
*[[Morrowind:House Telvanni|House Telvanni]]
*[[Morrowind:Imperial Cult|Imperial Cult]]
*[[Morrowind:Mages Guild|Mages Guild]]
==Recharging items==
You can recharge enchanted items by dragging a filled gem on your character in the inventory menu. Recharge efficiency depends on your skill and luck.
==Using Enchanted Items==
The amount of charge depleted by an activation of a magical item with a ''Cast When Used'' or ''Cast When Strike'' enchantment decreases as the Enchant skill increases. The effect is described by the following formula.
<code>effectiveCost = baseCost*(1.1 - enchant/100)</code>
Which means that at level 5 Enchant the charge depletion is actually more than the base cost, however, it then decreases at 1% per level increase. At level 110 Enchant, the above formula results in a zero cost, but the game enforces a 1 cost minimum.
=Enchanting items=
===Why Enchant?===
Enchanting items can be one of the most exciting - and powerful - features in the game. With the wide selection of spell effects and items to enchant, the possibilities are practically endless.
Enchanted items have multiple advantages :
* They serve as an extra reservoir of Magicka, allowing you to cast spells without spending Magicka.
* They recharge themselves slowly but constantly, even in city areas where you can't recover Magicka without accessing a bed, or around enemies where you aren't allowed to [[Morrowind:Rest|Rest]]. An item with a 1 point enchantment of Bound Weapon for 18 seconds will actually recharge that 1 point before the spell effect wears off, even with low Enchant skill. With a higher Enchant skill, you can use enchanted items more times before their charge is exhausted.
* They never fail and have a zero casting time, so you can stack damage or healing effects faster than by casting spells, which have a short but noticeable cool down. Since enchanted items have 100% casting rate, if you enchant items then your casting chance is effectively based on your Enchant skill, rather than your skill in the relevant spell school. For example, your [[Morrowind:Mysticism|Mysticism]] skill may be too low to predictably cast an [[Morrowind:Almsivi Intervention|Almsivi Intervention]] spell when you need one, but if you get an enchanted item with the spell, you can cast it without any skill in Mysticism whatsoever. Furthermore, you only make your skill check once - when you enchant the item - rather than whenever you cast a spell.
* You can create ''Constant Effect'' items, such that merely equipping them gives you the effect(s), without needing to cast anything. Note that Items with constant-effect enchantments must be manually equipped. Thus, if you normally wear a helm that provides constant-effect Waterbreathing and auto-equip another helm that does Drain Magicka on Target by selecting this item from the Magic menu, you will need to drag your Waterbreathing helm back onto your character "paper doll" in the Inventory window to use its effect again. Items are either enchanted as Constant Effect or not; CE cannot be mixed with temporary effects on the same item.
Although you are limited to wearing only one amulet, two rings, etc. at a time, the game allows you to use almost any magical item that you have in your inventory by automatically equipping it for you when you use it by selecting it from the Magic menu (items appear in that list below spells). Overall, once your Enchant skill becomes high enough, you might never cast a spell again.
==How to enchant==
To enchant an item, you will need:
#An enchanter, either a NPC or yourself
#A [[#Soul Gems|soul gem]] containing [[Morrowind:Souls|a soul]]
#An [[#Items|item]] to be enchanted
#A known spell effect you wish to apply
*'''Enchanting with a NPC'''<br>[[File:MW-Img-EnchantingMenu.jpg|thumb|right|The NPC enchanting menu]]NPC have a 100% success rate, but are extremely expensive. Find the local [[Morrowind:Mages Guild|Mages Guild]] or an [[Morrowind:Enchanter|enchanter]], and ask them about 'Enchanting' in the dialogue menu. An enchanting menu will prompt (see picture on the right), asking for spell effects, an item to enchant, a full gem to consume, the name of the enchanted item, and showing the price to pay.<br>They will notice if you ask them to enchant using a soul gem or an item you stole from them. Due to how the game defines "stolen", this really means any soul gem of the same type as one you have stolen from them. Stealing soulgems from a Mages Guild is particularly risky since they may have faction ownership, such that any Mages Guild enchanter will treat that soul gem type as stolen from them. Consequently, independent enchanters are safer for light-fingered characters to employ.<br>You can get all your money back from an NPC enchanter if they have the Barter option :
** BEFORE ENCHANTING, make sure the vendor isn't at either 0 or its max selling money. If it is, the money you spend on the enchant sometimes doesn't get added its purse.
** buy the enchantment
** sell them expensive items after getting something enchanted, and get your money back.
*'''Enchanting yourself'''<br>The cheapest way is also more risky. Just drop a filled soul gem onto your character's doll (like equipping it) to access the enchanting menu. You can either recharge a magic item or enchant a new one this way. Using this method costs no gold, but there is a pretty high rate of failure which will destroy the soul gem in the process. Even with a maxed out Enchant skill and [[Morrowind:Intelligence|Intelligence]], you can only successfully enchant relatively low level powers (up to 30 enchant points with a moderately high failure rate). Using [[Morrowind:Alchemy|Alchemy]] or other magical means to boost Intelligence into the hundreds or thousands will allow you to attempt more complex enchantments. An Intelligence fortified to 4900 or an Enchant skill fortified to 1225 will be enough to guarantee the success of any enchantment. See below for further details about enchanting mechanics.
===Enchanting success rate===
The percent chance to successfully self-enchant an item is <code>%Success = (8×Enchant + 2×Intelligence + Luck - 20×"Enchantment points"×(1 + "Effect is constant"))/8</code>
The formula in OpenMW is a bit different : <code>%Success = (0.75 + %Fatigue) × (1-0.4318×"Effect is constant") × (10×Enchant + 2×Intelligence + Luck - 30×"Enchantment points")/10</code>
where:
*Enchant is Enchant skill level.
*Intelligence and Luck are the respective Attribute levels.
*"Enchantment points" is the strength of the enchantment, covered below.
*"Effect is constant" is 1 when the effect is constant and 0 otherwise.
*%Fatigue = 0 when you're exhausted and 1 with rested.
This means the net enchantment difficulty (points combined with constancy, which ''doubles'' the difficulty) matters 2.5 times as much as Enchant skill, which matters 4 times as much as [[Morrowind:Intelligence|Intelligence]], which matters 2 times as much as [[Morrowind:Luck|Luck]]. Even at maximum values for skill and both attributes, you'll be subtracting the enchantment's difficulty from 137.5, meaning you can only succeed 100% of the time with effects with a points cost of 15 or less, or 7 or less for Constant Effect enchantments. At first, you will only be able to make the most basic of enchanted items successfully. You should practice first by using or recharging already-enchanted items.
Even after maxing your Enchant, Intelligence and Luck, the most advanced enchantments such as Constant Effect will still be out of reach for you. The only way to successfully create these higher end enchantments without paying large amounts of gold to professional enchanters is to use magical effects to artificially increase your [[MW:Fortify Skill|Enchant]], [[MW:Fortify Attribute|Intelligence]], or [[MW:Fortify Attribute|Luck]]. The most effective way to do this is via [[Morrowind:Alchemy#Creating Super Potions|Alchemy]].
You can also create an "enchanting suit", by creating items with Fortify Enchant, Intelligence, and/or Luck enchantments. You'll have to start with "Cast when Used" items, and with relatively low values, but if you keep at it, you'll be able to gradually build up a better and better Enchanting Suit, since each piece will increase your ability to make better pieces. (You can sell the weaker pieces that you're not using anymore.) Eventually, you can build a full suit of Fortify Intelligence clothing at the highest strength available, or even with Constant Effect enchantments (see below). From then on, simply wearing the suit whenever enchanting things will give you enough of a boost to create high level enchantments. (However, you still may have less than a 100% chance of succeeding.) Remember the relative weights above: boosting your skill is more effective than boosting your intelligence by a factor of 4 or your luck by a factor of 8, and boosting your intelligence is more effective than boosting your luck by a factor of 2.
If you have the [[Tribunal:Tribunal|Tribunal]] expansion, you can buy Fortify Skill spells from [[Tribunal:Nerile Andaren|Nerile Andaren]] in the Mournhold Temple's Halls of Ministry and from [[Tribunal:Laurina Maria|Laurina Maria]] in the Imperial Cult Services in the Royal Palace. With [[Bloodmoon:Bloodmoon|Bloodmoon]] installed you can also buy them from [[Bloodmoon:Bronrod the Roarer|Bronrod the Roarer]] in the Skaal Village on [[Bloodmoon:Solstheim|Solstheim]].
===Constant Effect Requirements===
You can only create an item with '''Constant Effect''' (CE) enchantment if the size of the soul in the gem is 400 or greater.
This means that only a few creatures, in a Grand Soul Gem or [[Morrowind:Azura's Star|Azura's Star]], provide souls large enough to create CE enchantments. These are: [[Morrowind:Golden Saint|Golden Saints]] (and [[Morrowind:Staada|Staada]], a unique Golden Saint), [[Morrowind:Ascended Sleeper|Ascended Sleepers]], [[Morrowind:Dahrk Mezalf (creature)|Dahrk Mezalf]] (a unique [[Morrowind:Dwarven Spectre|Dwarven Spectre]] in [[Morrowind:Bthungthumz|Bthungthumz]]), and the Tribunal gods, [[Morrowind:Vivec (god)|Vivec]] and [[Tribunal:Almalexia|Almalexia]] (in [[Tribunal:Tribunal|''Tribunal'']]).
Large and rare souls, such as those of Almalexia or Vivec, shouldn't be used in CE enchantments, because their extra charge cannot be put to use. This is because the item being enchanted is the limiting factor to a constant-effect enchantment, not the charge of the soul that is being used. Enchanting a Daedric Tower Shield (the item with the highest enchanting points) with a CE enchantment will have the same limitations if a Golden Saint's soul or Almalexia's soul is used. With other kinds of enchantments, these rare souls' high charge can be put to use. Thus, only 400-charge souls, the minimum for CE, should be used to make CE items.
You can [[Morrowind:Summon|summon Golden Saints]] to have an unlimited supply of strong souls, and trap them in [[Morrowind:Azura's Star|Azura's Star]] for an infinite number of constant effect items :
* Providing you're a member of the mage guild and have a sufficient rank, the [[Morrowind:Mages Guild|Mages Guild]] in [[Morrowind:Caldera|Caldera]] sells scrolls,
* Buy the spell from the only character who can teach you, [[Morrowind:Felen Maryon|Felen Maryon]] in [[Morrowind:Tel Branora|Tel Branora]],
* Once the spell is known, enchant an item to summon Golden Saints.
==Souls==
===Mining Souls===
You will need plenty of souls to effectively train your Enchant skill, and to create powerful items.
[[File:MW-item-Soul Gems.jpg|thumb|right|The six different types of soul gem, from left to right: petty, lesser, common, greater, grand and Azura's Star]]
There are different ways to acquire filled soul gems :
*rarely looting them in containers or in the world,
*buying them from [[Morrowind:Enchanter|enchanters]],
*filling empty gems yourself.
The last method is the cheapest. You must kill a creature affected by a [[Morrowind:Soultrap|Soultrap effect]], while having a big enough [[#Soul Gems|empty soul gem]] in your inventory.
More powerful creatures hold larger souls which can be used to create greater enchantments, and require higher-quality soul gems. If you have multiple empty soul gems of differing sizes in your inventory, the soul will go into the smallest one whose maximum capacity is equal to or greater than the value of that creature's soul.
It's a good idea to match the size of the gem to the strength of the creature's soul. For instance, trapping a [[Morrowind:Nix-Hound|Nix-Hound]]'s soul (10) in a Grand Soul Gem (whose maximum capacity is 600) is a waste of an uncommon and powerful soul gem which could be used to trap much more powerful souls. Carefully maintain your soul gem inventory so you do not waste any souls or gems in this way.
A list of ''Morrowind'' soul sizes can be found [[Morrowind:Souls|here]], [[Tribunal:Tribunal|''Tribunal'']] sizes [[Tribunal:Souls|here]], and [[Bloodmoon:Bloodmoon|''Bloodmoon'']] [[Bloodmoon:Souls|here]].
Summoned creatures can be soultrapped just like regular ones. One of the quickest and easiest methods is to simply obtain a magical item or spell that [[Morrowind:Summon|summons]] a creature for you, and an item that applies the Soultrap effect on touch or target(a weapon you can switch to is faster than spellcasting). Items can be enchanted with Summon and Soultrap spells at a reasonable cost by an Enchanter. Once you have these items, it's a simple matter to Summon, Soultrap, kill, and repeat as often as you need. The school of [[Morrowind:Conjuration|Conjuration]] contains many spells which summon powerful creatures, such as [[Morrowind:Golden Saint|Golden Saints]], who produce excellent souls (though they may also try to [[Morrowind:Dispel|Dispel]] the Soultrap effect, so it is best applied just before the final blow). Additionally, summoned creatures regard your first few attacks on them as unintentional, so they pose much less of a threat than the same creatures found elsewhere.
As a side note, filled gems are worth a lot more than empty ones. You can make a lot of money by filling empty soul gems and selling them.
===Soul Gems===
There are 6 Soul Gem sizes in the game. When you capture a soul, it will go into the smallest empty Soul Gem in your possession large enough to hold it. For a list of creatures sorted by soul size, see [[Morrowind:Souls|Souls]]. The sizes are:
{|class="wikitable vmid" {{Al|C}} align=center
! !!Name!!ID
![[File:OBWeightIcon_small.png|Weight]]
![[File:OBValueIcon_small.png|Value]]
!Max Soul
|-
![[File:MW-icon-tool-Petty Soul Gem.png|Petty Soul Gem]]
!{{Anchor|Petty Soul Gem}}
|{{Small|Misc_SoulGem_Petty}}
|0.2||10||30
|-
![[File:MW-icon-tool-Lesser Soul Gem.png|Lesser Soul Gem]]
!{{Anchor|Lesser Soul Gem}}
|{{Small|Misc_SoulGem_Lesser}}
|0.5||20||60
|-
![[File:MW-icon-tool-Common Soul Gem.png|Common Soul Gem]]
!{{Anchor|Common Soul Gem}}
|{{Small|Misc_SoulGem_Common}}
|1.0||40||120
|-
![[File:MW-icon-tool-Greater Soul Gem.png|Greater Soul Gem]]
!{{Anchor|Greater Soul Gem}}
|{{Small|Misc_SoulGem_Greater}}
|1.5||60||180
|-
![[File:MW-icon-tool-Grand Soul Gem.png|Grand Soul Gem]]
!{{Anchor|Grand Soul Gem}}
|{{Small|Misc_SoulGem_Grand}}
|2.0||200||600
|-
![[File:MW-icon-misc-Azura's Star.png|Azura's Star]]
![[Morrowind:Azura's Star|{{Anchor|Azura's Star}}]]*
|{{Small|Misc_SoulGem_Azura}}
|2.0||5,000||15,000
|}
<nowiki>*</nowiki> Azura's Star is a special Soul Gem, given as a reward for [[Morrowind:Azura's Quest|Azura's Quest]], and is fully described on the [[Morrowind:Azura's Star|Azura's Star]] article. Unlike other Soul Gems, it will not be destroyed after using, so you can use it again and again.
The Tribunal expansion adds a [[Tribunal:Elbert Nermarc|vendor]] in [[TR:Mournhold|Mournhold]] that restocks Grand soul gems.
===Finding Grand Soul Gems===
This list contains some locations in the game where you can find Grand Soul Gems. Unfortunately, a good number of places where you find them are random (such as crates in Smuggler's Caves).
{|
|-valign=top
|
*[[Morrowind:Ald Redaynia|Ald Redaynia]], Tower
*[[Morrowind:Ald Sotha|Ald Sotha]], Shrine
*[[Morrowind:Bal Fell|Bal Fell]], Inner Shrine
*[[Morrowind:Balmora|Balmora]], Guild of Mages [Winged Twilight]
*[[Morrowind:Derelict Shipwreck|Derelict Shipwreck]], Cabin
*[[Morrowind:Dren Plantation|Dren Plantation]], Dren's Villa (chest_small_dren)
*[[Morrowind:Dun-Ahhe|Dun-Ahhe]]
*[[Morrowind:Hanud|Hanud]]
*[[Morrowind:Kora-Dur|Kora-Dur]]
*[[Morrowind:Maelkashishi|Maelkashishi]], Shrine
*[[Morrowind:Sadrith Mora|Sadrith Mora]], Gateway Inn: West Wing [Hunger]
*[[Morrowind:Sadrith Mora|Sadrith Mora]], Tel Naga Great Hall [empty]
*[[Morrowind:Salmantu|Salmantu]], Shrine
|
*[[Morrowind:Tel Branora|Tel Branora]], Upper Tower: Therana's Chamber (Felen Maryon)
*[[Morrowind:Tel Fyr|Tel Fyr]], Tower of Tel Fyr: Hall of Fyr (2 of them)
*[[Morrowind:Tel Mora|Tel Mora]], Tower Services
*[[Morrowind:Tel Uvirith|Tel Uvirith]], Menas' House
*[[Morrowind:Tel Uvirith|Tel Uvirith]], Omavel's House
*[[Morrowind:Tel Uvirith|Tel Uvirith]], Seleth's House
*[[Morrowind:Tel Vos|Tel Vos]], Aryon's Chambers
*[[Morrowind:Ules Manor|Ules Manor]]: Nevena Ules
*[[Morrowind:Venim Ancestral Tomb|Venim Ancestral Tomb]]: Goris the Maggot King
*[[Morrowind:Vivec (city)|Vivec]], Redoran Trader
*[[Morrowind:Vivec (city)|Vivec]], Telvanni Vault
*[[Morrowind:Vivec (city)|Vivec]], Telvanni Canton (perform a quest for an enchanter)
*[[Morrowind:Zebabi|Zebabi]]
|}
===Random Loot===
One trick that helps with random loot is to know that the random items in a crate or barrel in a bandit cave are re-assigned every time you leave the cell and re-enter, provided that you've taken nothing out of that container yet (and it actually contains random loot, not special items, and not just ingredients).
To get loads of Grand Soul Gems, or Skooma bottles, or whatever random loot you happen to be after, it is merely a matter of entering the cave, finding and taking the Grand Soul Gems out of the crates that have them, and then exiting the cave. The easiest and fastest way to do this is to cast [[Morrowind:Mark|Mark]] just outside the cave, loot the Grand Soul Gems, cast Recall back to your Mark, and re-enter the cave. When you return, any random-loot container you didn't take stuff out of will have new stuff in it, and sometimes they'll have Grand Soul Gems that they didn't have before. To avoid wasting your time checking in a container you've already taken something out of, it helps to set something useless, like a bottle of Greef, on top to mark it.
===From Vendors===
[[Morrowind:Balen Andrano|Balen Andrano]] is the only vendor in the base game who sells just 1 empty Grand Soul Gem.
The [[Tribunal:Tribunal|Tribunal]] expansion alleviates the issue by introducing [[Tribunal:Elbert Nermarc|Elbert Nermarc]], a vendor who restocks 5 empty Grand Soul Gems and can [[Morrowind:Hints#Increasing_a_Seller.27s_Stock|increase stock]].
==Items==
[[File:MW-item-Enchant Comparison.jpg|thumb|right|Enchanted items have a metallic glint to their appearance]]
Almost any unenchanted and equippable item may be enchanted. Each item has an enchantment capacity ranging from 0 to 225, most often in the 1–20 range. The [[Morrowind:Daedric Tower Shield|Daedric Tower Shield]] has the largest enchantment capacity. Stronger spell effects will require larger enchantment capacities, which effectivly limits magic items' spell strength.
In addition to enchantment cost, all non-constant-effect enchantments have a casting cost, taken from the item's soul charge, which slowly replenishes over time (as long as the item is in inventory), or can be more rapidly recharged with soul gems (with a non-zero chance of failure which decreases with increased Enchant skill and Luck attribute).
There are several sorts of enchantments:
* ''Cast When Used'' enchantments can be applied to any equippable item and scrolls, and only trigger when casting the spell similarly to a known spell. Enchanted items spells are listed below known spells. Item casting is instant and does not have a spellcasting animation display. Each use consumes some amount of the item's charge, and each effect may be on self, touch, or target. Note a cast-when-used weapon does not cast its effect when you attack with it, and cast-when-used armor doesn't trigger its effects when struck.
*''Cast When Strikes'' enchantments apply only to weapons, with the exclusion of bows and crossbows, as detailed below. Each use consumes some amount of the item's charge, and each effect may be on self, touch, or target. Strike enchantments can be combined with when-used enchantments in the same item.
*''Constant Effect'' (CE) enchantments operate continuously, and can be applied to any equippable item. Items with CE enchantments do not have charges, and CE cannot be mixed with either of the "cast when" types. Only on-self effects can be enchanted as constant, though not all of them are immediately intuitive. For example, you can do Summon Flame Atronach as a CE effect; it does not keep resummoning atronachs constantly, but retains the same summon until it dies (and ''then'' summons another) or until you unequip the item.
===Weapons===
The best weapon in terms of enchanting is the [[Morrowind:Ebony Staff|Ebony Staff]], which has 90 enchantment points, more than ''four times'' the enchanting power of the next highest staff. Like most staves, it deals rather low damage, but it can carry a devastating amount of enchanted offensives. For example, the spell Fire/When Strikes/1-65 Points/for 11 seconds, represents a total of 14-731 damage.
The [[Tribunal:Ebony Scimitar|Ebony Scimitars]] from [[Tribunal:Tribunal|Tribunal]] have large pool of 80 enchantment points and are excellent one-handed swords, comparable to Daedric one-handed swords, and can be used in pair with an enchanted shield.
The [[Morrowind:Daedric Claymore|Daedric Claymore]] and [[Morrowind:Daedric Dai-katana|Daedric Dai-katana]] also have a viable balance between weapon damage and enchantability.
[[Morrowind:Daedric|Daedric]] weapons hold the top spots for most other weapon classes as well, the one other exception being [[Morrowind:Bows and Arrows|Bows]]. Surprisingly, the relatively common [[Morrowind:Bonemold Long Bow|Bonemold Long Bow]] has almost twice the enchantment value of the incredibly rare [[Morrowind:Daedric Long Bow|Daedric Long Bow]].
When enchanting bows and crossbows, notice you can choose "Cast when Strike" but the effect will never trigger, as you don't actually strike anything with a bow or crossbow. Choose either "Cast when Used" or "Constant Effect". [[Morrowind:Ammunition|Ammunition]] such as arrows and bolts cannot be enchanted, ({{OpenMW|icon=n}}) However, you can find already-enchanted versions of these for sale and when adventuring.
Thrown projectiles like stars and darts can be enchanted one at a time, but lose their stackability in the process : enchanting them manually is best reserved for special purposes. An exploit example: you can enchant [[Tribunal:A Carved Ebony Dart|Carved Ebony Dart]]s with magnitude 1-1, duration 19 Bound Armor+Calm Humanoid on Touch spells to steal armor pieces from NPCs without killing them, provided the game has not been modified to fix the bug where Calm magnitudes don't matter. You can hit an NPC, and attempt to pickpocket the item they de-equipped in favor of the Bound one. A more realistic example is using a short-term Soul Trap with a maximum area of effect, to flush enemies out of areas in which many may be lurking (though humanoids cannot be soul trapped, they react to the effect as a hostile spell), and get them to make a direct bee-line for the PC, often clustering enough for an area-effect attack to hit them all.
"Touch" is calculated relative to the PC, not the weapon, and has a reach of 1. With "Cast When Strikes", the enchantment will be fired when the weapon connects, but the enemy has to be within Touch range for the effect to hit them. ({{OpenMW|icon=n}}) To take advantage of the greater reach of spears and some staves and hammers, a Target, not Touch, effect should be used, although this will multiply the enchantment points cost by 1.5, meaning the effect's ''effective'' ((min+max)/2) magnitude has to be reduced to 2/3 to maintain its cost, assuming it has area 0. This restriction does not apply to arrows, bolts, or thrown projectiles.
===Armor===
[[Morrowind:Base Armor|Armor]] types have a wide range of enchantability, based on both the material and the type of armor. [[Morrowind:Shield (item)|Shields]] offer the best potential for enchantment by far, and you can still equip a shield with a two-handed weapon. The [[Morrowind:Daedric Tower Shield|Daedric Tower Shield]] is hard to find but has 225 points to enchant which is the largest of any item. [[Morrowind:Helmet|Helmet]]s are next, the best being the [[Morrowind:Telvanni Cephalopod Helm|Telvanni Cephalopod Helm]], which seems specifically made for the purpose. However, it is not very effective in terms of defense. The three Daedric helms are the next best, and far superior at protecting your head. [[Morrowind:Cuirass|Cuirasses]] and [[Morrowind:Gauntlet|Gauntlet]]s/[[Morrowind:Bracer|Bracer]]s are next, followed by [[Morrowind:Boots|Boots]], with [[Morrowind:Greaves|Greaves]] and [[Morrowind:Pauldron|Pauldron]]s being by far the worst. A notable exception being the [[Tribunal:Adamantium Right Pauldron|Adamantium Right Pauldron]] added by [[Tribunal:Tribunal|Tribunal]] or the [[Morrowind:Adamantium Armor|Adamantium Armor]] plugin. Be careful to never enchant any armor piece with a Constant Effect [[Morrowind:Bound Items|Bound Armor]] which replaces itself (e.g. a helmet with [[Morrowind:Bound Helm|Bound Helm]]), as this will cause problems, such as a permanent bound item in inventory that cannot be dropped or repaired.
===Clothing===
Jewelry is the best class of non-armor clothing to use for enchanting, exceeded only by shields for their ability to hold enchantments. [[Morrowind:Rings|Rings]] and [[Morrowind:Amulets|Amulets]] also have the advantage of being both very enchantable and very lightweight, unlike shields, so you'll probably want to carry a bunch of different enchanted jewelry items for use in different situations. [[Morrowind:Pants|Pants]], [[Morrowind:Shirts|Shirts]], and [[Morrowind:Skirts|Skirts]] are the next best. You can wear all three at once (regardless of gender), so they can be combined for the most effects. [[Morrowind:Robes|Robes]], [[Morrowind:Belts|Belts]], and [[Morrowind:Shoes|Shoes]] are next, [[Morrowind:Gloves|Gloves]] being the worst. Shoes and gloves are not the best to use generally, since they cannot be worn along with boots and gauntlets/bracers.
You can easily tell the quality of most pieces of clothing simply by the name. Exquisite-quality clothing items are the best, followed by Extravagant, Expensive, and Common, in descending order. (Gloves do not have an "Exquisite" version, so Extravagant Gloves are the best you can get.) One downside is that while there are many varieties of Common and Expensive clothing, there are fewer for Extravagant, and only one each for Exquisite, so any two characters wearing the best-quality clothing look pretty much the same. [[Morrowind:Base Clothing|Most clothing]] without these quality-indicating names (e.g. the Gondolier Shirt) are around Common quality, though there are exceptions, mostly [[Morrowind:Unique Clothing|unique items]] that are quest-related or pertain to particular NPCs.
===Paper===
One final class of enchantable items is almost anything made of paper. All notes and blank papers (but not books), can be enchanted with spells, provided they are not already enchanted. Unfortunately, most scrolls are already enchanted, and all other scrolls have an enchant value of 0. Just make sure not to do this with any items you might need for a quest, as there's nothing stopping you from ruining your game this way – enchanting them will change the items into entirely new items with different item IDs, which can cause quests to become impossible to complete. For paper, there is only one type of enchantment available: Cast Once. You can use an enchanted paper item exactly once, and it will be destroyed in the process. This is not the most popular method of enchanting, but it offers an alternative to [[Morrowind:Alchemy|Alchemy]] for zero-cost, instant-action spellcasting. Also, unlike Cast on Use or Cast on Strike enchantments, your Enchant skill at the time you use the item is irrelevant, since there is no casting cost. The only thing that matters is what your skill was at the time you created the item. (If you paid a professional to enchant it for you, even that is irrelevant, though this service is much more expensive than it should be.)
===Total Wearable Enchant Points===
The maximum total effect from constant enchantments is achieved by wearing items that hold the most enchant points in all equipment slots (there are alternatives to some of these with the same rating):
* Telvanni Cephalopod Helm (100 pts) or Adamantium Helm of Tohan (150 pts) from [[Morrowind:Helm of Tohan|the official plugin]]
* Daedric Cuirass (60 pts)
* Imperial Chain Pauldrons (2x7 pts) or Nordic Mail Pauldrons{{BM}} (2x10 pts)
* Daedric Gauntlets (2x60 pts)
* Glass Greaves (10 pts)
* Daedric Tower Shield (225 pts)
* Ebony Staff (90 pts)
* Exquisite Shirt, Pants, Skirt (3x60 pts)
* Exquisite Robe, Shoes, Belt (3x40 pts)
* Exquisite Amulet, Rings (3x120 pts)
Shoes and gauntlets have greater enchantment capacity than boots and gloves respectively. The total is 1279 or 1285{{BM}} enchant points (1335 with the [[Morrowind:Plugins|official plugins]]), which holds 255 or 257{{BM}} (or 267) points of an effect with base cost of 1 (such as Fortify Intelligence, increasing Magicka), and at most proportionally less for effects with greater cost (some items won't hold an integral number of effect points). Knowing the total is useful for making Enchant and Alchemy suits (Fortify Intelligence or Fortify Skill{{BM}}{{TR}} enchantments) when abstaining from stacking of effects of spells and potions, and for estimating maximum magnitude for more costly effects. It is also worth noting that for [[Morrowind:Argonian|Argonians]] and [[Morrowind:Khajiit|Khajiits]], the total will be lower, as beast races are unable to wear shoes or boots of any kind, or closed helms (preventing them from wearing the Telvanni Cephalopod Helm, but not the Helm of Tohan if it is available).
==Spells and Spell Effects==
There is a possibility of confusion between a ''spell'' and a ''spell effect''. For instance, the [[Morrowind:Hearth Heal|Hearth Heal]] spell you can buy (or start with if [[Morrowind:Restoration|Restoration]] is one of your Major skills) has the spell effect [[Morrowind:Restore Health|Restore Health]]. Once you have this spell, or any other spell with the Restore Health effect, you can enchant and create spells using this effect (for any target type). Note that some effects have multiple types. For example, learning any [[Morrowind:Fortify Attribute|Fortify Attribute]] spell gives you the ability to enchant an item which will fortify any of your eight attributes. If you buy a spell that increases Strength, you will be able to use that effect to create a spell or item to increase Endurance as well (you don't need to find eight different spells for all the attributes). The same applies to [[Morrowind:Absorb Attribute|Absorb]], [[Morrowind:Damage Attribute|Damage]], [[Morrowind:Drain Attribute|Drain]], and [[Morrowind:Restore Attribute|Restore]] Attribute effects, and also for [[Morrowind:Absorb Skill|Absorb]], [[Morrowind:Damage Skill|Damage]], [[Morrowind:Drain Skill|Drain]], [[Morrowind:Fortify Skill|Fortify]] and [[Morrowind:Restore Skill|Restore]] Skill effects.
===Enchantment Formulas===
Every item has a maximum enchantment capacity, represented by the number at the top-right of the enchant menu. The first number is the current level of enchantment, and the second is the maximum enchantment capacity. Enchantment cost is calculated as follows:
<!--<math>
\begin{align}
\begin{align}
\textbf{Touch/Self:}&\ \mathrm{
\left\lfloor base~cost \cdot \dfrac{(min + max) \cdot duration + area}{40}\right\rfloor
}\\
\textbf{Target:}&\ \mathrm{
\left\lfloor 1.5 \cdot base~cost \cdot \dfrac{(min + max) \cdot duration + area}{40}\right\rfloor
}\\
\textbf{Constant Effect:}&\ \mathrm{
\left\lfloor base~cost \cdot \dfrac{(min + max) \cdot 100 + area}{40}\right\rfloor
}\\
\end{align}</math>-->
[[File:MW-formula-enchantment-cost-corrected.png|600px]]
where the base cost is the minimal cost for each spell (see [[Morrowind:Spell_Effects|Spell Effects]] for the base cost).
A maximum of eight effects can be added to an item, but creating each additional spell will increase the cost of the prior enchantments in the list (see Compounding Effects below).
===Compounding Effects===
The formula for the total cost of an enchantment with compounded effects is as follows:
<!--<math>C = \sum_{i=1}^n C_i(n - i + 1)\,\!</math>-->[[File:MW-formula-enchantment-compounded-effects.png]]
where
*<var>C</var> is the total cost of the compounded enchantment effects,
*<var>n</var> is the number of effects in the enchantment, and
*<var>C</var> is what each effect would cost if it were the only one in the enchantment.
Every time you add an effect to an enchantment, the base cost of each effect already present is multiplied by the number of effects below it in the list, plus once more for itself.
For example, if an enchantment has 3 effects, the first effect's cost is 3 times what it would cost by itself, the second effect costs twice as much as it would alone, and the last one's cost is unchanged.
It also means the '''total enchantment cost varies with the order in which you add the effects'''.
As an example, let's say you want to enchant an [[Morrowind:Exquisite Shirt|Exquisite Shirt]] (60 enchant points) with a constant effect of Restore Health. If you experiment with different levels of that effect, you will find that a constant effect of "Restore Health 2-3pts on Self" costs 62 enchant points, more than you have. You can give it "Restore Health 2 pts. on Self" for 50 enchant points. However, this seems like a waste of a 60-enchant-point item. You might try throwing on another effect. Restore Fatigue sounds nice. You can give an item a constant effect of "Restore Fatigue 1 pt. on Self" for 5 enchant points. So here is where the above formula comes in. If you follow your instincts, put the Restore Health on first, and add the Restore Fatigue as an afterthought, it works like this:
<center>
<code>[[Morrowind:Restore Health|Restore Health]] 2 pts. on Self — 50 enchant points<br>
Add another effect — double existing enchant points to 100<br>
[[Morrowind:Restore Fatigue|Restore Fatigue]] 1 pt. on Self — 5 enchant points, for a total of {{FC|red|'''105'''}} (a lot more than you have)
</code></center>
The trick here is to do it the other way around:
<center>
<code>[[Morrowind:Restore Fatigue|Restore Fatigue]] 1 pt. on Self — 5 enchant points<br>
Add another effect — double existing enchant points to 10<br>
[[Morrowind:Restore Health|Restore Health]] 2 pts. on Self — 50 enchant points, for a total of {{FC|green|'''60'''}} (just right)
</code></center>
To sum up, put in the small effects first. Play around with the effect you really want, then if you have enchantment points left over, start over with some effect that uses up ''half'' of the remaining points, then put your original effect back. For items that already have two effects, choose an additional effect that uses half of the remaining space; use one-quarter for three effects, etc. If you don't get it right the first time you can, fortunately, adjust the strength of the effects without redoing the whole enchantment. It may not seem like much, but every little bit counts. In particular, multiple items with low-magnitude Light as a constant effect, and Levitate as cast when used, are helpful.
===Constant Effects===
When making an enchantment with Constant Effect, always set minimum magnitude to 1 (which costs the same as 0), eliminating the chance that you'll get 0 pts. You can create an item with a fixed magnitude (e.g. min/max 10), or one with a magnitude range (e.g., 1–20, or 5–15), for the same point cost as a fixed-magnitude enchantment at the median of that range. For example, when enchanting a Daedric Shield with a Constant Effect Fortify Strength you can make something like:
<center><code>[[Morrowind:Fortify Attribute|Fortify Strength]] 30-30 pts.</code></center>
A potentially better way to make it (depending on your gameplay style) is:
<center><code>[[Morrowind:Fortify Attribute|Fortify Strength]] 1-59 pts.</code></center>
If you equip it for the first time and the effect is only 16 points or so, you can unequip and then re-equip it repeatedly until the fortitude is at least in the high 50s. With higher Luck, it will take less time.{{citation needed}} This way, you can make enchantments with higher maximum magnitudes, for the cost of having to equip it a few times before you get it to apply a magnitude higher than the median value. This can have an annoyance factor, particularly with less durable armor, as you'll have to repeat the process every time your armor is broken and repaired. Thus, it's best to use this on either very durable armor and make sure to keep it in good repair, or to use it on clothing, which is indestructible. Also, it's best to use it on items you're not likely to want to change regularly. If you have a large collection of enchanted rings and amulets for different situations, you probably don't want to use jewelry for this, or you could spend half your time just constantly re-equipping items to get the best magnitude of effect out of them. Using a shield for a Strength fortification is safe; despite the fact that you can't literally hold it up while casting a spell or wielding a two-handed weapon, the game does not unequip it when you do so.
This form of enchantment is also undermined by Morrowind's attribute/skill calculation; if a stat is Damaged (not Drained), it cannot be restored until you unequip all items fortifying that stat. {{OpenMW}} If using the maximum number of enchanted items, (cuirass, greaves, glove/gauntlet/bracer 1, glove/gauntlet/bracer 2, pauldron 1, pauldron 2, helm, pants, skirt, shirt, robe, amulet, ring 1, ring 2, shield) this can become very tedious. For example, every Greater Bonewalker can damage Strength, which is typically one of the most-used stats for Constant Effect buffs.
The Restore enchantments (Restore Health, Restore Fatigue, etc.) are handled differently from other constant-effect enchantments and are not as predictable when provided a magnitude range. These magicks, if applied as a Constant Effect, will actually cast the effect on a character once per second and choose a different magnitude from the given range each time. If a ring is enchanted to Restore Health 4pts constantly, then it will apply the effect of Restore Health 4pts to the equipped character and they would heal by 4 health per second. If the same ring were enchanted to Restore Health 1-10pts constantly, then at the same interval it will apply the Restore Health 1-10pts effect which will choose a different magnitude each time it is applied, and the equipping character might heal by 4 health, then 1, then 3, then 9, in successive seconds. Repeatedly checking the magnitude of the Restore Health effect applied to a player character by the enchanted item will show different magnitudes without re-equipping the item. Over time, a CE Restore item with a range will average out to at least a slightly better benefit than one with a fixed enchantment in the center of that range, as long as the player character's Luck is over 50.
===Perils of Constant Effect===
Constant-effect enchantments may cause different problems :
*Constant [[Morrowind:Levitate|Levitate]] prevents you from sleeping anywhere besides beds/bedrolls/hammocks.
*Constant [[Morrowind:Water Walking|Water Walking]] makes it impossible to go underwater, which is required to get to certain areas or find certain items.
*Constant [[Morrowind:Water Breathing|Water Breathing]] and Constant [[Morrowind:Restore Health|Restore Health]] will cause problems for a [[Morrowind:Pilgrimages of the Seven Graces#Grace of Courtesy, The Puzzle Canal|certain quest]] for the Tribunal Temple.
==Bugs==
===Constant Effect Bound Item Troubles===
Do not enchant a [[Morrowind:Bound Items|Bound Item]] spell with Constant Effect on the same type of item (Bound Helm on a Helm for example). This will crash the game. Likewise, do not combine multiple Bound Items in such a way that they will cancel each other out, e.g.: Bound Helm on a Cuirass and Bound Cuirass on a Helm. If you wear both items at once, it will crash the game.
Another problem with constant-effect Bound Item enchantments is that Bound Items will take damage just like any other items, and they can be repaired just like any other items as well. If you repair any Bound Item (either by yourself or at a Smithy), you may end up with permanent copies of your Bound Item cluttering up your inventory. (This is a problem for non-constant-effect Bound Items as well, but generally those are more likely to expire before you do any repairs, so the issue doesn't come up as often as with Constant Effect enchantments.) See the note on the [[Morrowind:Bound Items|Bound Items]] page for instructions on how to remove these items. While using a constant-effect Bound Item, simply take off the enchanted item that gives you the Bound Item and then re-equip it. This will cause the damaged Bound Item to disappear and be replaced with a new one.
Constant-effect Bound Items also glitch a lot when you enter menu mode (right click) then un-equip and re-equip them without leaving menu mode in between. Sometimes they even glitch when you do leave menu mode between un- and re- equipping. These glitches mainly consist of keeping one or more bound items when the effect is removed. This can be solved by fully repairing the bound items and then using the Console command <span style="white-space: nowrap;"><code>player->RemoveItem "<var>item_ID</var>" <var>x</var></code>,</span> where <code><var>x</var></code> is the amount of excess items. Repairing the items beforehand is required, otherwise the game will crash. Though you can simply take off the offending item, if you used the glitch to get that constant effect, you may have problems.
===Constant Effect Without Grand Soul===
There's a bug in the original unpatched version of the game. If you select a 400 point or higher soul gem, select Constant Effect, and then switch to a lower-quality soul gem, the constant effect remains. This bug was, however, fixed in a patch for both PC and Xbox, and is not present in the most recent version of the game.
===Multiple Enchantments===
There are also some problems with multiple enchantments. For example, if you make an amulet that casts a 100 [[Morrowind:Open|Open]] spell at a distance and [[Morrowind:Telekinesis|Telekinesis]], you may end up with a permanent, unlimited-range telekinesis ability. This may have been fixed with later patches, however.
===1 Second Duration===
When enchanting items with Fortify Attribute or Fortify Skill, enchantments set to a duration of 1 second will occasionally (or always) fail to fortify the skill/attribute, but will play the correct sound and display the correct particles. To prevent this, set the duration to something other than 1 and then change it back again, before creating the item (assuming you really need an item with exactly a 1 second effect).
===Multiple Souls===
If you cast multiple Soultrap effects on a single creature (not the same spell more than once, but multiple different spells and/or effects from items), and they are all active when the creature is killed, you can receive as many souls from a single creature as the number of Soultrap effects currently active on it, provided you have enough soul gems of sufficient capacity to hold them all.
===Souls from Corpses===
In some unpatched versions of the game, you can cast Soultrap on a corpse to get as many souls as you want. This bug was, however, fixed in a patch, and is not present in the most recent version.
===110 Enchanting===
If you have a constant effect Fortify Skill to increase your enchanting to 110 or more, all activations of charged items cost only 1 charge, regardless of the effect.
==See Also==
*[[Morrowind:Useful Enchantments|Useful Enchantments]]
*[[Morrowind:Spell Effects|Spell Effects Base Cost]]
*[[Morrowind:Base Armor|Base Armor]]
*[[Morrowind:Base Weapons|Base Weapons]]
*[[Morrowind:Base Clothing|Base Clothing]]
*[[Morrowind:Souls|Souls]]
*[[Morrowind:Soul_Gems|Soul Gems]]
*[[:File:Kertaw48-Enchant Simulator.zip|Enchant Simulator]]
{{Skills in Morrowind}}
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:The enchant discipline concerns imbuing physical items with magical properties called enchantments. The simplest enchantment are magical scrolls with a single enchantment that are destroyed with one use. The most complex enchantments are enchanted artifacts, objects with one or more magical effects powered by built-in soul gems. Skilled enchanters also use enchanted items more efficiently, with less waste of the magicka trapped in the soul gems.
Enchanting is the process of permanently applying a magical effect to an item by harnessing the power of a creature's soul. This skill governs the creation, use, and recharging of enchanted items. Skilled enchanters are more likely to be successful at creating new items, their enchanted items use less power and are recharged more efficiently by soul gems.
Character Creation
The following races receive bonuses to their Enchant skill:
+10 Bonus: High Elf
The following classes have Enchant as a Major skill:
Sorcerer, Witchhunter
The following classes have Enchant as a Minor skill:
Bard, Battlemage, Knight, Mage, Spellsword
Trainers
The Master Trainer for Enchant is Qorwynn in Indoranyon. Be aware that Qorwynn is hostile, and will attack you on sight. Using a calm spell and bribing him up to the point that he doesn't attack you anymore is the simplest way to receive training from him, but alternatively you can use 100% chameleon and he will happily speak to you. Unfortunately, there are very few other trainers of this skill, and none of them train to a particularly high level. See Enchant Trainers for the complete list.
You can practice yourself by creating enchanted items, by refilling them, or by using them. Wearing items with "Constant Effect" enchantments and using weapons with "Cast when Strike" effects won't train Enchant.
To train faster, create an enchanted item with the strongest soul and item possible, and a spell with a casting cost of 1. You will be able to cast said spell many times until charges are depleted, and your skill will improve significantly. Using multiple items and the Azura's Star to refill empty items will further help training.
When you have Azura's Star, you can also use three enchanted items to quickly summon a ghost, cast soultrap on it, kill it, and then use its soul to recharge one of the items. Quick-binding the three spells will help to cycle faster.
Books
The following books will increase your Enchant skill:
Feyfolken I
The Wolf Queen, Book VIII
Palla, Book II
36 Lessons of Vivec, Sermon 19
The Final Lesson
Factions
The following factions include Enchant as one of their favored skills:
House Telvanni
Imperial Cult
Mages Guild
Recharging items
You can recharge enchanted items by dragging a filled gem on your character in the inventory menu. Recharge efficiency depends on your skill and luck.
Using Enchanted Items
The amount of charge depleted by an activation of a magical item with a Cast When Used or Cast When Strike enchantment decreases as the Enchant skill increases. The effect is described by the following formula.
Which means that at level 5 Enchant the charge depletion is actually more than the base cost, however, it then decreases at 1% per level increase. At level 110 Enchant, the above formula results in a zero cost, but the game enforces a 1 cost minimum.
Enchanting items
Why Enchant?
Enchanting items can be one of the most exciting - and powerful - features in the game. With the wide selection of spell effects and items to enchant, the possibilities are practically endless.
Enchanted items have multiple advantages :
They serve as an extra reservoir of Magicka, allowing you to cast spells without spending Magicka.
They recharge themselves slowly but constantly, even in city areas where you can't recover Magicka without accessing a bed, or around enemies where you aren't allowed to Rest. An item with a 1 point enchantment of Bound Weapon for 18 seconds will actually recharge that 1 point before the spell effect wears off, even with low Enchant skill. With a higher Enchant skill, you can use enchanted items more times before their charge is exhausted.
They never fail and have a zero casting time, so you can stack damage or healing effects faster than by casting spells, which have a short but noticeable cool down. Since enchanted items have 100% casting rate, if you enchant items then your casting chance is effectively based on your Enchant skill, rather than your skill in the relevant spell school. For example, your Mysticism skill may be too low to predictably cast an Almsivi Intervention spell when you need one, but if you get an enchanted item with the spell, you can cast it without any skill in Mysticism whatsoever. Furthermore, you only make your skill check once - when you enchant the item - rather than whenever you cast a spell.
You can create Constant Effect items, such that merely equipping them gives you the effect(s), without needing to cast anything. Note that Items with constant-effect enchantments must be manually equipped. Thus, if you normally wear a helm that provides constant-effect Waterbreathing and auto-equip another helm that does Drain Magicka on Target by selecting this item from the Magic menu, you will need to drag your Waterbreathing helm back onto your character "paper doll" in the Inventory window to use its effect again. Items are either enchanted as Constant Effect or not; CE cannot be mixed with temporary effects on the same item.
Although you are limited to wearing only one amulet, two rings, etc. at a time, the game allows you to use almost any magical item that you have in your inventory by automatically equipping it for you when you use it by selecting it from the Magic menu (items appear in that list below spells). Overall, once your Enchant skill becomes high enough, you might never cast a spell again.
How to enchant
To enchant an item, you will need:
#An enchanter, either a NPC or yourself
#A soul gem containing a soul
#An item to be enchanted
#A known spell effect you wish to apply
Enchanting with a NPC thumb|right|The NPC enchanting menuNPC have a 100% success rate, but are extremely expensive. Find the local Mages Guild or an enchanter, and ask them about 'Enchanting' in the dialogue menu. An enchanting menu will prompt (see picture on the right), asking for spell effects, an item to enchant, a full gem to consume, the name of the enchanted item, and showing the price to pay. They will notice if you ask them to enchant using a soul gem or an item you stole from them. Due to how the game defines "stolen", this really means any soul gem of the same type as one you have stolen from them. Stealing soulgems from a Mages Guild is particularly risky since they may have faction ownership, such that any Mages Guild enchanter will treat that soul gem type as stolen from them. Consequently, independent enchanters are safer for light-fingered characters to employ. You can get all your money back from an NPC enchanter if they have the Barter option :
BEFORE ENCHANTING, make sure the vendor isn't at either 0 or its max selling money. If it is, the money you spend on the enchant sometimes doesn't get added its purse.
buy the enchantment
sell them expensive items after getting something enchanted, and get your money back.
Enchanting yourself The cheapest way is also more risky. Just drop a filled soul gem onto your character's doll (like equipping it) to access the enchanting menu. You can either recharge a magic item or enchant a new one this way. Using this method costs no gold, but there is a pretty high rate of failure which will destroy the soul gem in the process. Even with a maxed out Enchant skill and Intelligence, you can only successfully enchant relatively low level powers (up to 30 enchant points with a moderately high failure rate). Using Alchemy or other magical means to boost Intelligence into the hundreds or thousands will allow you to attempt more complex enchantments. An Intelligence fortified to 4900 or an Enchant skill fortified to 1225 will be enough to guarantee the success of any enchantment. See below for further details about enchanting mechanics.
Enchanting success rate
The percent chance to successfully self-enchant an item is
The formula in OpenMW is a bit different :
where:
Enchant is Enchant skill level.
Intelligence and Luck are the respective Attribute levels.
"Enchantment points" is the strength of the enchantment, covered below.
"Effect is constant" is 1 when the effect is constant and 0 otherwise.
%Fatigue = 0 when you're exhausted and 1 with rested.
This means the net enchantment difficulty (points combined with constancy, which doubles the difficulty) matters 2.5 times as much as Enchant skill, which matters 4 times as much as Intelligence, which matters 2 times as much as Luck. Even at maximum values for skill and both attributes, you'll be subtracting the enchantment's difficulty from 137.5, meaning you can only succeed 100% of the time with effects with a points cost of 15 or less, or 7 or less for Constant Effect enchantments. At first, you will only be able to make the most basic of enchanted items successfully. You should practice first by using or recharging already-enchanted items.
Even after maxing your Enchant, Intelligence and Luck, the most advanced enchantments such as Constant Effect will still be out of reach for you. The only way to successfully create these higher end enchantments without paying large amounts of gold to professional enchanters is to use magical effects to artificially increase your Enchant, Intelligence, or Luck. The most effective way to do this is via Alchemy.
You can also create an "enchanting suit", by creating items with Fortify Enchant, Intelligence, and/or Luck enchantments. You'll have to start with "Cast when Used" items, and with relatively low values, but if you keep at it, you'll be able to gradually build up a better and better Enchanting Suit, since each piece will increase your ability to make better pieces. (You can sell the weaker pieces that you're not using anymore.) Eventually, you can build a full suit of Fortify Intelligence clothing at the highest strength available, or even with Constant Effect enchantments (see below). From then on, simply wearing the suit whenever enchanting things will give you enough of a boost to create high level enchantments. (However, you still may have less than a 100% chance of succeeding.) Remember the relative weights above: boosting your skill is more effective than boosting your intelligence by a factor of 4 or your luck by a factor of 8, and boosting your intelligence is more effective than boosting your luck by a factor of 2.
If you have the Tribunal expansion, you can buy Fortify Skill spells from Nerile Andaren in the Mournhold Temple's Halls of Ministry and from Laurina Maria in the Imperial Cult Services in the Royal Palace. With Bloodmoon installed you can also buy them from Bronrod the Roarer in the Skaal Village on Solstheim.
Constant Effect Requirements
You can only create an item with Constant Effect (CE) enchantment if the size of the soul in the gem is 400 or greater.
This means that only a few creatures, in a Grand Soul Gem or Azura's Star, provide souls large enough to create CE enchantments. These are: Golden Saints (and Staada, a unique Golden Saint), Ascended Sleepers, Dahrk Mezalf (a unique Dwarven Spectre in Bthungthumz), and the Tribunal gods, Vivec and Almalexia (in Tribunal).
Large and rare souls, such as those of Almalexia or Vivec, shouldn't be used in CE enchantments, because their extra charge cannot be put to use. This is because the item being enchanted is the limiting factor to a constant-effect enchantment, not the charge of the soul that is being used. Enchanting a Daedric Tower Shield (the item with the highest enchanting points) with a CE enchantment will have the same limitations if a Golden Saint's soul or Almalexia's soul is used. With other kinds of enchantments, these rare souls' high charge can be put to use. Thus, only 400-charge souls, the minimum for CE, should be used to make CE items.
You can summon Golden Saints to have an unlimited supply of strong souls, and trap them in Azura's Star for an infinite number of constant effect items :
Providing you're a member of the mage guild and have a sufficient rank, the Mages Guild in Caldera sells scrolls,
Buy the spell from the only character who can teach you, Felen Maryon in Tel Branora,
Once the spell is known, enchant an item to summon Golden Saints.
Souls
Mining Souls
You will need plenty of souls to effectively train your Enchant skill, and to create powerful items.
thumb|right|The six different types of soul gem, from left to right: petty, lesser, common, greater, grand and Azura's Star
There are different ways to acquire filled soul gems :
rarely looting them in containers or in the world,
buying them from enchanters,
filling empty gems yourself.
The last method is the cheapest. You must kill a creature affected by a Soultrap effect, while having a big enough empty soul gem in your inventory.
More powerful creatures hold larger souls which can be used to create greater enchantments, and require higher-quality soul gems. If you have multiple empty soul gems of differing sizes in your inventory, the soul will go into the smallest one whose maximum capacity is equal to or greater than the value of that creature's soul.
It's a good idea to match the size of the gem to the strength of the creature's soul. For instance, trapping a Nix-Hound's soul (10) in a Grand Soul Gem (whose maximum capacity is 600) is a waste of an uncommon and powerful soul gem which could be used to trap much more powerful souls. Carefully maintain your soul gem inventory so you do not waste any souls or gems in this way.
A list of Morrowind soul sizes can be found here, Tribunal sizes here, and Bloodmoon here.
Summoned creatures can be soultrapped just like regular ones. One of the quickest and easiest methods is to simply obtain a magical item or spell that summons a creature for you, and an item that applies the Soultrap effect on touch or target(a weapon you can switch to is faster than spellcasting). Items can be enchanted with Summon and Soultrap spells at a reasonable cost by an Enchanter. Once you have these items, it's a simple matter to Summon, Soultrap, kill, and repeat as often as you need. The school of Conjuration contains many spells which summon powerful creatures, such as Golden Saints, who produce excellent souls (though they may also try to Dispel the Soultrap effect, so it is best applied just before the final blow). Additionally, summoned creatures regard your first few attacks on them as unintentional, so they pose much less of a threat than the same creatures found elsewhere.
As a side note, filled gems are worth a lot more than empty ones. You can make a lot of money by filling empty soul gems and selling them.
Soul Gems
There are 6 Soul Gem sizes in the game. When you capture a soul, it will go into the smallest empty Soul Gem in your possession large enough to hold it. For a list of creatures sorted by soul size, see Souls. The sizes are:
Azura's Star is a special Soul Gem, given as a reward for Azura's Quest, and is fully described on the Azura's Star article. Unlike other Soul Gems, it will not be destroyed after using, so you can use it again and again.
The Tribunal expansion adds a vendor in Mournhold that restocks Grand soul gems.
Finding Grand Soul Gems
This list contains some locations in the game where you can find Grand Soul Gems. Unfortunately, a good number of places where you find them are random (such as crates in Smuggler's Caves).
Random Loot
One trick that helps with random loot is to know that the random items in a crate or barrel in a bandit cave are re-assigned every time you leave the cell and re-enter, provided that you've taken nothing out of that container yet (and it actually contains random loot, not special items, and not just ingredients).
To get loads of Grand Soul Gems, or Skooma bottles, or whatever random loot you happen to be after, it is merely a matter of entering the cave, finding and taking the Grand Soul Gems out of the crates that have them, and then exiting the cave. The easiest and fastest way to do this is to cast Mark just outside the cave, loot the Grand Soul Gems, cast Recall back to your Mark, and re-enter the cave. When you return, any random-loot container you didn't take stuff out of will have new stuff in it, and sometimes they'll have Grand Soul Gems that they didn't have before. To avoid wasting your time checking in a container you've already taken something out of, it helps to set something useless, like a bottle of Greef, on top to mark it.
From Vendors
Balen Andrano is the only vendor in the base game who sells just 1 empty Grand Soul Gem.
The Tribunal expansion alleviates the issue by introducing Elbert Nermarc, a vendor who restocks 5 empty Grand Soul Gems and can increase stock.
Items
thumb|right|Enchanted items have a metallic glint to their appearance
Almost any unenchanted and equippable item may be enchanted. Each item has an enchantment capacity ranging from 0 to 225, most often in the 1–20 range. The Daedric Tower Shield has the largest enchantment capacity. Stronger spell effects will require larger enchantment capacities, which effectivly limits magic items' spell strength.
In addition to enchantment cost, all non-constant-effect enchantments have a casting cost, taken from the item's soul charge, which slowly replenishes over time (as long as the item is in inventory), or can be more rapidly recharged with soul gems (with a non-zero chance of failure which decreases with increased Enchant skill and Luck attribute).
There are several sorts of enchantments:
Cast When Used enchantments can be applied to any equippable item and scrolls, and only trigger when casting the spell similarly to a known spell. Enchanted items spells are listed below known spells. Item casting is instant and does not have a spellcasting animation display. Each use consumes some amount of the item's charge, and each effect may be on self, touch, or target. Note a cast-when-used weapon does not cast its effect when you attack with it, and cast-when-used armor doesn't trigger its effects when struck.
Cast When Strikes enchantments apply only to weapons, with the exclusion of bows and crossbows, as detailed below. Each use consumes some amount of the item's charge, and each effect may be on self, touch, or target. Strike enchantments can be combined with when-used enchantments in the same item.
Constant Effect (CE) enchantments operate continuously, and can be applied to any equippable item. Items with CE enchantments do not have charges, and CE cannot be mixed with either of the "cast when" types. Only on-self effects can be enchanted as constant, though not all of them are immediately intuitive. For example, you can do Summon Flame Atronach as a CE effect; it does not keep resummoning atronachs constantly, but retains the same summon until it dies (and then summons another) or until you unequip the item.
Weapons
The best weapon in terms of enchanting is the Ebony Staff, which has 90 enchantment points, more than four times the enchanting power of the next highest staff. Like most staves, it deals rather low damage, but it can carry a devastating amount of enchanted offensives. For example, the spell Fire/When Strikes/1-65 Points/for 11 seconds, represents a total of 14-731 damage.
The Ebony Scimitars from Tribunal have large pool of 80 enchantment points and are excellent one-handed swords, comparable to Daedric one-handed swords, and can be used in pair with an enchanted shield.
The Daedric Claymore and Daedric Dai-katana also have a viable balance between weapon damage and enchantability.
Daedric weapons hold the top spots for most other weapon classes as well, the one other exception being Bows. Surprisingly, the relatively common Bonemold Long Bow has almost twice the enchantment value of the incredibly rare Daedric Long Bow.
When enchanting bows and crossbows, notice you can choose "Cast when Strike" but the effect will never trigger, as you don't actually strike anything with a bow or crossbow. Choose either "Cast when Used" or "Constant Effect". Ammunition such as arrows and bolts cannot be enchanted, ( ) However, you can find already-enchanted versions of these for sale and when adventuring.
Thrown projectiles like stars and darts can be enchanted one at a time, but lose their stackability in the process : enchanting them manually is best reserved for special purposes. An exploit example: you can enchant Carved Ebony Darts with magnitude 1-1, duration 19 Bound Armor+Calm Humanoid on Touch spells to steal armor pieces from NPCs without killing them, provided the game has not been modified to fix the bug where Calm magnitudes don't matter. You can hit an NPC, and attempt to pickpocket the item they de-equipped in favor of the Bound one. A more realistic example is using a short-term Soul Trap with a maximum area of effect, to flush enemies out of areas in which many may be lurking (though humanoids cannot be soul trapped, they react to the effect as a hostile spell), and get them to make a direct bee-line for the PC, often clustering enough for an area-effect attack to hit them all.
"Touch" is calculated relative to the PC, not the weapon, and has a reach of 1. With "Cast When Strikes", the enchantment will be fired when the weapon connects, but the enemy has to be within Touch range for the effect to hit them. ( ) To take advantage of the greater reach of spears and some staves and hammers, a Target, not Touch, effect should be used, although this will multiply the enchantment points cost by 1.5, meaning the effect's effective ((min+max)/2) magnitude has to be reduced to 2/3 to maintain its cost, assuming it has area 0. This restriction does not apply to arrows, bolts, or thrown projectiles.
Armor
Armor types have a wide range of enchantability, based on both the material and the type of armor. Shields offer the best potential for enchantment by far, and you can still equip a shield with a two-handed weapon. The Daedric Tower Shield is hard to find but has 225 points to enchant which is the largest of any item. Helmets are next, the best being the Telvanni Cephalopod Helm, which seems specifically made for the purpose. However, it is not very effective in terms of defense. The three Daedric helms are the next best, and far superior at protecting your head. Cuirasses and Gauntlets/Bracers are next, followed by Boots, with Greaves and Pauldrons being by far the worst. A notable exception being the Adamantium Right Pauldron added by Tribunal or the Adamantium Armor plugin. Be careful to never enchant any armor piece with a Constant Effect Bound Armor which replaces itself (e.g. a helmet with Bound Helm), as this will cause problems, such as a permanent bound item in inventory that cannot be dropped or repaired.
Clothing
Jewelry is the best class of non-armor clothing to use for enchanting, exceeded only by shields for their ability to hold enchantments. Rings and Amulets also have the advantage of being both very enchantable and very lightweight, unlike shields, so you'll probably want to carry a bunch of different enchanted jewelry items for use in different situations. Pants, Shirts, and Skirts are the next best. You can wear all three at once (regardless of gender), so they can be combined for the most effects. Robes, Belts, and Shoes are next, Gloves being the worst. Shoes and gloves are not the best to use generally, since they cannot be worn along with boots and gauntlets/bracers.
You can easily tell the quality of most pieces of clothing simply by the name. Exquisite-quality clothing items are the best, followed by Extravagant, Expensive, and Common, in descending order. (Gloves do not have an "Exquisite" version, so Extravagant Gloves are the best you can get.) One downside is that while there are many varieties of Common and Expensive clothing, there are fewer for Extravagant, and only one each for Exquisite, so any two characters wearing the best-quality clothing look pretty much the same. Most clothing without these quality-indicating names (e.g. the Gondolier Shirt) are around Common quality, though there are exceptions, mostly unique items that are quest-related or pertain to particular NPCs.
Paper
One final class of enchantable items is almost anything made of paper. All notes and blank papers (but not books), can be enchanted with spells, provided they are not already enchanted. Unfortunately, most scrolls are already enchanted, and all other scrolls have an enchant value of 0. Just make sure not to do this with any items you might need for a quest, as there's nothing stopping you from ruining your game this way – enchanting them will change the items into entirely new items with different item IDs, which can cause quests to become impossible to complete. For paper, there is only one type of enchantment available: Cast Once. You can use an enchanted paper item exactly once, and it will be destroyed in the process. This is not the most popular method of enchanting, but it offers an alternative to Alchemy for zero-cost, instant-action spellcasting. Also, unlike Cast on Use or Cast on Strike enchantments, your Enchant skill at the time you use the item is irrelevant, since there is no casting cost. The only thing that matters is what your skill was at the time you created the item. (If you paid a professional to enchant it for you, even that is irrelevant, though this service is much more expensive than it should be.)
Total Wearable Enchant Points
The maximum total effect from constant enchantments is achieved by wearing items that hold the most enchant points in all equipment slots (there are alternatives to some of these with the same rating):
Telvanni Cephalopod Helm (100 pts) or Adamantium Helm of Tohan (150 pts) from the official plugin
Daedric Cuirass (60 pts)
Imperial Chain Pauldrons (2x7 pts) or Nordic Mail Pauldrons (2x10 pts)
Daedric Gauntlets (2x60 pts)
Glass Greaves (10 pts)
Daedric Tower Shield (225 pts)
Ebony Staff (90 pts)
Exquisite Shirt, Pants, Skirt (3x60 pts)
Exquisite Robe, Shoes, Belt (3x40 pts)
Exquisite Amulet, Rings (3x120 pts)
Shoes and gauntlets have greater enchantment capacity than boots and gloves respectively. The total is 1279 or 1285 enchant points (1335 with the official plugins), which holds 255 or 257 (or 267) points of an effect with base cost of 1 (such as Fortify Intelligence, increasing Magicka), and at most proportionally less for effects with greater cost (some items won't hold an integral number of effect points). Knowing the total is useful for making Enchant and Alchemy suits (Fortify Intelligence or Fortify Skill enchantments) when abstaining from stacking of effects of spells and potions, and for estimating maximum magnitude for more costly effects. It is also worth noting that for Argonians and Khajiits, the total will be lower, as beast races are unable to wear shoes or boots of any kind, or closed helms (preventing them from wearing the Telvanni Cephalopod Helm, but not the Helm of Tohan if it is available).
Spells and Spell Effects
There is a possibility of confusion between a spell and a spell effect. For instance, the Hearth Heal spell you can buy (or start with if Restoration is one of your Major skills) has the spell effect Restore Health. Once you have this spell, or any other spell with the Restore Health effect, you can enchant and create spells using this effect (for any target type). Note that some effects have multiple types. For example, learning any Fortify Attribute spell gives you the ability to enchant an item which will fortify any of your eight attributes. If you buy a spell that increases Strength, you will be able to use that effect to create a spell or item to increase Endurance as well (you don't need to find eight different spells for all the attributes). The same applies to Absorb, Damage, Drain, and Restore Attribute effects, and also for Absorb, Damage, Drain, Fortify and Restore Skill effects.
Enchantment Formulas
Every item has a maximum enchantment capacity, represented by the number at the top-right of the enchant menu. The first number is the current level of enchantment, and the second is the maximum enchantment capacity. Enchantment cost is calculated as follows:
-->
600px
where the base cost is the minimal cost for each spell (see Spell Effects for the base cost).
A maximum of eight effects can be added to an item, but creating each additional spell will increase the cost of the prior enchantments in the list (see Compounding Effects below).
Compounding Effects
The formula for the total cost of an enchantment with compounded effects is as follows:
-->
where
is the total cost of the compounded enchantment effects,
is the number of effects in the enchantment, and
is what each effect would cost if it were the only one in the enchantment.
Every time you add an effect to an enchantment, the base cost of each effect already present is multiplied by the number of effects below it in the list, plus once more for itself.
For example, if an enchantment has 3 effects, the first effect's cost is 3 times what it would cost by itself, the second effect costs twice as much as it would alone, and the last one's cost is unchanged.
It also means the total enchantment cost varies with the order in which you add the effects.
As an example, let's say you want to enchant an Exquisite Shirt (60 enchant points) with a constant effect of Restore Health. If you experiment with different levels of that effect, you will find that a constant effect of "Restore Health 2-3pts on Self" costs 62 enchant points, more than you have. You can give it "Restore Health 2 pts. on Self" for 50 enchant points. However, this seems like a waste of a 60-enchant-point item. You might try throwing on another effect. Restore Fatigue sounds nice. You can give an item a constant effect of "Restore Fatigue 1 pt. on Self" for 5 enchant points. So here is where the above formula comes in. If you follow your instincts, put the Restore Health on first, and add the Restore Fatigue as an afterthought, it works like this:
Restore Health 2 pts. on Self — 50 enchant points
Add another effect — double existing enchant points to 100
The trick here is to do it the other way around:
Restore Fatigue 1 pt. on Self — 5 enchant points
Add another effect — double existing enchant points to 10
To sum up, put in the small effects first. Play around with the effect you really want, then if you have enchantment points left over, start over with some effect that uses up half of the remaining points, then put your original effect back. For items that already have two effects, choose an additional effect that uses half of the remaining space; use one-quarter for three effects, etc. If you don't get it right the first time you can, fortunately, adjust the strength of the effects without redoing the whole enchantment. It may not seem like much, but every little bit counts. In particular, multiple items with low-magnitude Light as a constant effect, and Levitate as cast when used, are helpful.
Constant Effects
When making an enchantment with Constant Effect, always set minimum magnitude to 1 (which costs the same as 0), eliminating the chance that you'll get 0 pts. You can create an item with a fixed magnitude (e.g. min/max 10), or one with a magnitude range (e.g., 1–20, or 5–15), for the same point cost as a fixed-magnitude enchantment at the median of that range. For example, when enchanting a Daedric Shield with a Constant Effect Fortify Strength you can make something like:
A potentially better way to make it (depending on your gameplay style) is:
If you equip it for the first time and the effect is only 16 points or so, you can unequip and then re-equip it repeatedly until the fortitude is at least in the high 50s. With higher Luck, it will take less time. This way, you can make enchantments with higher maximum magnitudes, for the cost of having to equip it a few times before you get it to apply a magnitude higher than the median value. This can have an annoyance factor, particularly with less durable armor, as you'll have to repeat the process every time your armor is broken and repaired. Thus, it's best to use this on either very durable armor and make sure to keep it in good repair, or to use it on clothing, which is indestructible. Also, it's best to use it on items you're not likely to want to change regularly. If you have a large collection of enchanted rings and amulets for different situations, you probably don't want to use jewelry for this, or you could spend half your time just constantly re-equipping items to get the best magnitude of effect out of them. Using a shield for a Strength fortification is safe; despite the fact that you can't literally hold it up while casting a spell or wielding a two-handed weapon, the game does not unequip it when you do so.
This form of enchantment is also undermined by Morrowind's attribute/skill calculation; if a stat is Damaged (not Drained), it cannot be restored until you unequip all items fortifying that stat. If using the maximum number of enchanted items, (cuirass, greaves, glove/gauntlet/bracer 1, glove/gauntlet/bracer 2, pauldron 1, pauldron 2, helm, pants, skirt, shirt, robe, amulet, ring 1, ring 2, shield) this can become very tedious. For example, every Greater Bonewalker can damage Strength, which is typically one of the most-used stats for Constant Effect buffs.
The Restore enchantments (Restore Health, Restore Fatigue, etc.) are handled differently from other constant-effect enchantments and are not as predictable when provided a magnitude range. These magicks, if applied as a Constant Effect, will actually cast the effect on a character once per second and choose a different magnitude from the given range each time. If a ring is enchanted to Restore Health 4pts constantly, then it will apply the effect of Restore Health 4pts to the equipped character and they would heal by 4 health per second. If the same ring were enchanted to Restore Health 1-10pts constantly, then at the same interval it will apply the Restore Health 1-10pts effect which will choose a different magnitude each time it is applied, and the equipping character might heal by 4 health, then 1, then 3, then 9, in successive seconds. Repeatedly checking the magnitude of the Restore Health effect applied to a player character by the enchanted item will show different magnitudes without re-equipping the item. Over time, a CE Restore item with a range will average out to at least a slightly better benefit than one with a fixed enchantment in the center of that range, as long as the player character's Luck is over 50.
Perils of Constant Effect
Constant-effect enchantments may cause different problems :
Constant Levitate prevents you from sleeping anywhere besides beds/bedrolls/hammocks.
Constant Water Walking makes it impossible to go underwater, which is required to get to certain areas or find certain items.
Constant Water Breathing and Constant Restore Health will cause problems for a certain quest for the Tribunal Temple.
Bugs
Constant Effect Bound Item Troubles
Do not enchant a Bound Item spell with Constant Effect on the same type of item (Bound Helm on a Helm for example). This will crash the game. Likewise, do not combine multiple Bound Items in such a way that they will cancel each other out, e.g.: Bound Helm on a Cuirass and Bound Cuirass on a Helm. If you wear both items at once, it will crash the game.
Another problem with constant-effect Bound Item enchantments is that Bound Items will take damage just like any other items, and they can be repaired just like any other items as well. If you repair any Bound Item (either by yourself or at a Smithy), you may end up with permanent copies of your Bound Item cluttering up your inventory. (This is a problem for non-constant-effect Bound Items as well, but generally those are more likely to expire before you do any repairs, so the issue doesn't come up as often as with Constant Effect enchantments.) See the note on the Bound Items page for instructions on how to remove these items. While using a constant-effect Bound Item, simply take off the enchanted item that gives you the Bound Item and then re-equip it. This will cause the damaged Bound Item to disappear and be replaced with a new one.
Constant-effect Bound Items also glitch a lot when you enter menu mode (right click) then un-equip and re-equip them without leaving menu mode in between. Sometimes they even glitch when you do leave menu mode between un- and re- equipping. These glitches mainly consist of keeping one or more bound items when the effect is removed. This can be solved by fully repairing the bound items and then using the Console command player->RemoveItem " " where is the amount of excess items. Repairing the items beforehand is required, otherwise the game will crash. Though you can simply take off the offending item, if you used the glitch to get that constant effect, you may have problems.
Constant Effect Without Grand Soul
There's a bug in the original unpatched version of the game. If you select a 400 point or higher soul gem, select Constant Effect, and then switch to a lower-quality soul gem, the constant effect remains. This bug was, however, fixed in a patch for both PC and Xbox, and is not present in the most recent version of the game.
Multiple Enchantments
There are also some problems with multiple enchantments. For example, if you make an amulet that casts a 100 Open spell at a distance and Telekinesis, you may end up with a permanent, unlimited-range telekinesis ability. This may have been fixed with later patches, however.
1 Second Duration
When enchanting items with Fortify Attribute or Fortify Skill, enchantments set to a duration of 1 second will occasionally (or always) fail to fortify the skill/attribute, but will play the correct sound and display the correct particles. To prevent this, set the duration to something other than 1 and then change it back again, before creating the item (assuming you really need an item with exactly a 1 second effect).
Multiple Souls
If you cast multiple Soultrap effects on a single creature (not the same spell more than once, but multiple different spells and/or effects from items), and they are all active when the creature is killed, you can receive as many souls from a single creature as the number of Soultrap effects currently active on it, provided you have enough soul gems of sufficient capacity to hold them all.
Souls from Corpses
In some unpatched versions of the game, you can cast Soultrap on a corpse to get as many souls as you want. This bug was, however, fixed in a patch, and is not present in the most recent version.
110 Enchanting
If you have a constant effect Fortify Skill to increase your enchanting to 110 or more, all activations of charged items cost only 1 charge, regardless of the effect.
See Also
Useful Enchantments
Spell Effects Base Cost
Base Armor
Base Weapons
Base Clothing
Souls
Soul Gems
Enchant Simulator
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https://en.uesp.net/wiki/Morrowind:Alchemy
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Morrowind:Alchemy
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{{Skills Summary
|Image=MW-icon-skill-Alchemy.jpg
|Attrib=Intelligence
|Special=Magic
|Increase=Create Potion: +2.0<br>Use Ingredient: +0.5
|ExTrail=[[Morrowind:Magic|Magic]]
}} __NOTOC__ [[Category:Morrowind-Hints]][[Category:Morrowind-Magic]]
'''Alchemy''' allows you to identify magical properties in [[Morrowind:Ingredients|ingredients]] and create [[Morrowind:Potions|potions]] to generate useful temporary or onetime [[Morrowind:Alchemy Effects|effects]], such as healing, curing disease, water-walking, magical shielding, and fortifying bodily attributes. A higher Alchemy skill allows you to see more effects of ingredients when you hover over them with the cursor, and therefore allows you to put these effects to use in potion-making.
Alchemy in Morrowind is a potentially powerful tool if properly used. This page contains information and tips on getting the most from this skill. In a nutshell: The higher your skill, the greater the chance of success when creating potions, the higher chance of receiving the first effect when eating an ingredient and the higher the magnitude and duration granted of that effect. To maximize the potency of your potions, you'll need to use the highest-class apparatus you can get, and to increase or [[Morrowind:Fortify Skill|Fortify your Alchemy skill]] or [[Morrowind:Fortify Attribute|Fortify Intelligence and/or Luck]] (all are contributing factors in effective Alchemy).
==Character Creation==
The following races receive bonuses to their Alchemy skill:
*+10 Bonus: [[Morrowind:High Elf|High Elf]]; +5 Bonus: [[Morrowind:Argonian|Argonian]], [[Morrowind:Breton|Breton]], [[Morrowind:Wood Elf|Wood Elf]]
The following classes have Alchemy as a Major skill:
*[[Morrowind:Bard|Bard]], [[Morrowind:Witchhunter|Witchhunter]]
The following classes have Alchemy as a Minor skill:
*[[Morrowind:Assassin|Assassin]], [[Morrowind:Battlemage|Battlemage]], [[Morrowind:Crusader|Crusader]], [[Morrowind:Healer (class)|Healer]], [[Morrowind:Mage (class)|Mage]], [[Morrowind:Pilgrim|Pilgrim]], [[Morrowind:Scout|Scout]], [[Morrowind:Spellsword|Spellsword]]
{|
|-valign=top
|width=50%|
==Trainers==
The Master Trainer of Alchemy is [[Morrowind:Abelle Chriditte|Abelle Chriditte]], who lives in the Propylon Chamber
at [[Morrowind:Valenvaryon|Valenvaryon]].
There are very few other trainers of this skill, and no others of note.
See [[Morrowind:Alchemy Trainers|Alchemy Trainers]] for the complete list.
|width=50% style="padding-left: 2em;"|
==Books==
The following books will increase your Alchemy skill:
*''[[Morrowind:A Game at Dinner|A Game at Dinner]]''
*''[[Morrowind:The Cake and the Diamond|The Cake and the Diamond]]''
*''[[Morrowind:Song of the Alchemists|Song of the Alchemists]]''
*''[[Morrowind:36 Lessons of Vivec, Sermon 2|36 Lessons of Vivec, Sermon 2]]''
*''[[Morrowind:36 Lessons of Vivec, Sermon 18|36 Lessons of Vivec, Sermon 18]]''
*''[[Bloodmoon:The Song of Uncle Sweetshare|The Song of Uncle Sweetshare]]''<sup>[[Bloodmoon:Bloodmoon|BM]]</sup>
|}
==Factions==
The following factions include Alchemy as one of their favored skills:
*[[Morrowind:Dark Brotherhood|Dark Brotherhood]] (not joinable)
*[[Morrowind:Mages Guild|Mages Guild]]
*[[Morrowind:Tribunal Temple|Tribunal Temple]]
==Apparatus Items==
<span id="Tools"></span><!--Old section name, using non-standard word.-->
You don't necessarily need any tools at all to begin practicing Alchemy. Simply eating ingredients raw will improve your skill. (Though at 1/4 the rate of mixing potions.) Doing so will give you a (usually very weak and short-lasting) dose of the first listed effect of the ingredient. The other three effects can only be accessed by mixing a potion, and for that you will need at the very least a mortar and pestle.
The price of a potion is not affected by the presence or absence of additional equipment such as an alembic, retort, or calcinator. Nor does the price reflect the type of effects a potion has; alchemy for profit can be done equally well with potions of Drain Strength as with potions of Reflect. The weight of a potion is an average of the weight of the ingredients, rounded down.
;Mortar and Pestle: This is the only tool that is required to create a potion. The quality of the Mortar and Pestle directly affects the quality of the potion produced.
;Alembic: Reduces the strength and duration of all negative effects. If the ingredients do not have any negative effects, then this apparatus will not be used.
;Calcinator: Increases the strength and duration of both positive and negative effects.
;Retort: Increases the strength and duration of all positive effects. If the ingredients do not have any positive effects, then this apparatus will not be used. (''Since potions can only ever affect the player, there is little reason to create a potion without positive effects, other than to sell it for profit - though the apparatus itself does not have any effect on potion price'').
{| class=wikitable style=display:inline-table
! Mortar and Pestle
! [[Image:OBWeightIcon_small.png|Weight]]
! [[Image:OBValueIcon_small.png|Value]]
! [[Image:OB-icon-Quality small.png|Quality]]
|-
! Apprentice's Mortar and Pestle<br>{{Small|apparatus_a_mortar_01}}
| 5|| 100|| 0.5
|-
! Journeyman's Mortar and Pestle<br>{{Small|apparatus_j_mortar_01}}
| 4|| 400|| 1
|-
! Master's Mortar and Pestle<br>{{Small|apparatus_m_mortar_01}}
| 3|| 2400|| 1.2
|-
! Grandmaster's Mortar and Pestle<br>{{Small|apparatus_g_mortar_01}}
| 2|| 4000|| 1.5
|-
! SecretMaster's Mortar and Pestle<br>{{Small|apparatus_sm_mortar_01}}
| 1|| 6000|| 2
|}
{| class=wikitable style=display:inline-table
! Alembic
! [[Image:OBWeightIcon_small.png|Weight]]
! [[Image:OBValueIcon_small.png|Value]]
! [[Image:OB-icon-Quality small.png|Quality]]
|-
! Apprentice's Alembic<br>{{Small|apparatus_a_alembic_01}}
| 10|| 50|| 0.5
|-
! Journeyman's Alembic<br>{{Small|apparatus_j_alembic_01}}
| 7|| 200|| 1
|-
! Master's Alembic<br>{{Small|apparatus_m_alembic_01}}
| 5|| 1200|| 1.2
|-
! Grandmaster's Alembic<br>{{Small|apparatus_g_alembic_01}}
| 3|| 4000|| 1.5
|-
! SecretMaster's Alembic<br>{{Small|apparatus_sm_alembic_01}}
| 3|| 1600|| 2
|}
{| class=wikitable style=display:inline-table
! Calcinator
! [[Image:OBWeightIcon_small.png|Weight]]
! [[Image:OBValueIcon_small.png|Value]]
! [[Image:OB-icon-Quality small.png|Quality]]
|-
! Apprentice's Calcinator<br>{{Small|apparatus_a_calcinator_01}}
| 25|| 10|| 0.5
|-
! Journeyman's Calcinator<br>{{Small|apparatus_j_calcinator_01}}
| 18|| 40|| 1
|-
! Master's Calcinator<br>{{Small|apparatus_m_calcinator_01}}
| 13|| 240|| 1.2
|-
! Grandmaster's Calcinator<br>{{Small|apparatus_g_calcinator_01}}
| 8|| 4000|| 1.5
|-
! SecretMaster's Calcinator<br>{{Small|apparatus_sm_calcinator_01}}
| 6|| 3200|| 2
|}
{| class=wikitable style=display:inline-table
! Retort
! [[Image:OBWeightIcon_small.png|Weight]]
! [[Image:OBValueIcon_small.png|Value]]
! [[Image:OB-icon-Quality small.png|Quality]]
|-
! Apprentice's Retort<br>{{Small|apparatus_a_retort_01}}
| 8|| 20|| 0.5
|-
! Journeyman's Retort<br>{{Small|apparatus_j_retort_01}}
| 6|| 80|| 1
|-
! Master's Retort<br>{{Small|apparatus_m_retort_01}}
| 4|| 480|| 1.2
|-
! Grandmaster's Retort<br>{{Small|apparatus_g_retort_01}}
| 3|| 1600|| 1.5
|-
! SecretMaster's Retort<br>{{Small|apparatus_sm_retort_01}}
| 2|| 1000|| 2
|}
Note that the SecretMaster apparatus items are only accessible on the PC version via the Console or the [[Morrowind Mod:Construction Set|Construction Set]] mod.
==Mixing Potions==
In order to mix a potion, you will need at least a Mortar and Pestle, and two ingredients which share at least 1 effect. You can use up to four ingredients in a potion. Any effects shared by two or more of these ingredients will be applied to the potion.
To begin the potion-mixing process, click and drop a Mortar and Pestle onto the character portrait. You will see a list of ingredients in the top section, and four boxes below for your apparatus, one of which will already contain your Mortar and Pestle. You can click these boxes to equip other apparatus, which will improve the quality of your potion in various ways (see "Tools" below). Below this is where the ingredients will appear, and to the right is a box showing you what the resulting effects (if any) of your potion will be. To add an ingredient, choose it from the top section. If you have a lot of ingredients, you may need to scroll the slider to see them all. You can also name your potion before mixing it. When you are ready to mix the potion, hit the "Create" button.
The success chance of creating a potion is decided by the following formula:
<var>SuccessChance</var> = Alchemy + (Intelligence / 10) + (Luck / 10)
A successful process will create a potion, a failed process will waste the ingredients. If you have multiples of all ingredients involved, you can hit "Create" repeatedly until you run out to make many potions of the same type.
==Effects==
Effects are displayed in the alchemy ingredient item description. Each ingredient has up to four effects, but how many of the effects are displayed is dependent on Alchemy level:
*0-14: No effects visible
*15-29: 1 effect visible
*30-44: 2 effects visible
*45-59: 3 effects visible
*60-100: All 4 effects visible
Some ingredients have fewer than 4 effects, and you can always tell how many effects an ingredient has, because unknown effects will be listed simply as "?". However, while you may not ''see'' all the effects listed, you can still make potions with these effects (a marked difference from [[Oblivion:Alchemy|Oblivion]]). If two ingredients you have chosen share an effect, even one that is hidden to you, the Alchemy screen will still show you what that effect will be on your potion. (This is one way to learn the later effects of ingredients even if your skill is very low.)
==Alchemy Formulas==
It is possible to determine the exact effects of the potion you are mixing by using the following formulas:
<var>BasePotionStrength</var> = (Alchemy + (Intelligence / 10) + (Luck / 10)) * <var>MortarQuality</var> / (3 * <var>EffectBaseCost</var>)
<var>BasePotionDuration</var> = <var>BasePotionStrength</var> * 3
The extra tools have various effects, depending on the combination of tools used and the type of potion being made. Retorts and Calcinators add a certain number of points of magnitude, and a certain number of seconds to the duration. Alembics reduce strength and duration by a percentage, and using an Alembic and Calcinator together significantly reduces the strength and duration of negative effects. To determine bonuses/penalties, use the following:
For positive effects, do the following with both <var>BasePotionDuration</var> and <var>BasePotionStrength</var>:
:If using Retort ''or'' Calcinator, round the <var>RetortQuality</var> or <var>CalcinatorQuality</var> (as applicable) to the nearest whole number (minimum 1) and add it.
:If using Retort ''and'' Calcinator, round both <var>RetortQuality</var> and <var>CalcinatorQuality</var>, then add <var>CalcinatorQuality</var> + (<var>RetortQuality</var> * 2).
Note that, because of the rounding of apparatus quality in these formulas, for positive effects there are only two effective <var>RetortQuality</var> and <var>CalcinatorQuality</var> values:
:Apprentice, Journeyman, Master (all round to 1), and
:Grandmaster and Secret Master (round to 2).
For negative effects, do the following to both <var>BasePotionDuration</var> and <var>BasePotionStrength</var>:
:If using Alembic only, divide by (<var>AlembicQuality</var> + 1).
:If using Calcinator only, round <var>CalcinatorQuality</var> to nearest whole number (minimum 1) and add it.
:Using an Alembic and Calcinator together has somewhat unpredictable results, but it will reduce (instead of increasing like the Calcinator is supposed to) both the <var>PotionStrength</var> and <var>PotionDuration</var> by a certain amount. The exact formula involved is rather complex and frustrating, so use the table below, based on the in-game tool qualities (multiply <var>PotionStrength</var> and <var>PotionDuration</var> by said number)
{| class="wikitable"
! !! App Calc !! Journ Calc !! Mast Calc !! GMast Calc !! SMast Calc
|-
| App Alem || 48/120 || 30/120 || 26/120 || 22/120 || 17/120
|-
| Journ Alem || 37/120 || 24/120 || 21/120 || 18/120 || 15/120
|-
| Mast Alem || 31/120 || 22/120 || 20/120 || 17/120 || 14/120
|-
| GMast Alem || 27/120 || 20/120 || 18/120 || 16/120 || 13/120
|-
| SMast Alem || 22/120 || 17/120 || 16/120 || 14/120 || 12/120
|}
'''Note:''' Some effects do not act like they're supposed to. For example, when making an invisibility potion, you'll receive a longer duration if you use ''either'' a Calcinator or Retort than if using both. The reasons for this are unknown.
Value: The nominal gold value of the resulting potion is
<var>BasePotionValue</var> = (Alchemy + (Intelligence / 10) + (Luck / 10)) * <var>MortarQuality</var>
==Creating Super-potions==
<span id="Creating Super Potions"></span><!--Old section name with bad grammar; preserved in case of any in-coming links.-->
A pair of potion and spell related exploits (or a combination of them) make it possible to create incredibly powerful and long-lasting potions. These techniques – which may seriously unbalance the game and even crash it – are detailed at [[Morrowind:Cheats#Super-potions|Cheats § Super-potions]].
==See Also:==
* [[Morrowind:Ingredients|Ingredients]] — Complete list of ingredients and their attributes.
** [[Tribunal:Ingredients|Tribunal]] — List of ingredients added by the [[Tribunal:Tribunal|Tribunal]] expansion.
** [[Bloodmoon:Ingredients|Bloodmoon]] — List of ingredients added by the [[Bloodmoon:Bloodmoon|Bloodmoon]] expansion.
* [[Morrowind:Alchemy Effects|Alchemy Effects]] — List of the alchemy effects and which ingredients have them.
* [[Morrowind:Alchemy Apparatus|Alchemy Apparatus]] — List of the tools used for alchemy, and where to find them.
* [[Morrowind:Cheats#Alchemical_Breakthrough|Alchemy Cheat]] — One way in which a player can make a lot of money out of Alchemy.
{{Skills in Morrowind}}
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Alchemy allows you to identify magical properties in ingredients and create potions to generate useful temporary or onetime effects, such as healing, curing disease, water-walking, magical shielding, and fortifying bodily attributes. A higher Alchemy skill allows you to see more effects of ingredients when you hover over them with the cursor, and therefore allows you to put these effects to use in potion-making.
Alchemy in Morrowind is a potentially powerful tool if properly used. This page contains information and tips on getting the most from this skill. In a nutshell: The higher your skill, the greater the chance of success when creating potions, the higher chance of receiving the first effect when eating an ingredient and the higher the magnitude and duration granted of that effect. To maximize the potency of your potions, you'll need to use the highest-class apparatus you can get, and to increase or Fortify your Alchemy skill or Fortify Intelligence and/or Luck (all are contributing factors in effective Alchemy).
Character Creation
The following races receive bonuses to their Alchemy skill:
+10 Bonus: High Elf; +5 Bonus: Argonian, Breton, Wood Elf
The following classes have Alchemy as a Major skill:
Bard, Witchhunter
The following classes have Alchemy as a Minor skill:
Assassin, Battlemage, Crusader, Healer, Mage, Pilgrim, Scout, Spellsword
Factions
The following factions include Alchemy as one of their favored skills:
Dark Brotherhood (not joinable)
Mages Guild
Tribunal Temple
Apparatus Items
You don't necessarily need any tools at all to begin practicing Alchemy. Simply eating ingredients raw will improve your skill. (Though at 1/4 the rate of mixing potions.) Doing so will give you a (usually very weak and short-lasting) dose of the first listed effect of the ingredient. The other three effects can only be accessed by mixing a potion, and for that you will need at the very least a mortar and pestle.
The price of a potion is not affected by the presence or absence of additional equipment such as an alembic, retort, or calcinator. Nor does the price reflect the type of effects a potion has; alchemy for profit can be done equally well with potions of Drain Strength as with potions of Reflect. The weight of a potion is an average of the weight of the ingredients, rounded down.
;Mortar and Pestle: This is the only tool that is required to create a potion. The quality of the Mortar and Pestle directly affects the quality of the potion produced.
;Alembic: Reduces the strength and duration of all negative effects. If the ingredients do not have any negative effects, then this apparatus will not be used.
;Calcinator: Increases the strength and duration of both positive and negative effects.
;Retort: Increases the strength and duration of all positive effects. If the ingredients do not have any positive effects, then this apparatus will not be used. (Since potions can only ever affect the player, there is little reason to create a potion without positive effects, other than to sell it for profit - though the apparatus itself does not have any effect on potion price).
Note that the SecretMaster apparatus items are only accessible on the PC version via the Console or the Construction Set mod.
Mixing Potions
In order to mix a potion, you will need at least a Mortar and Pestle, and two ingredients which share at least 1 effect. You can use up to four ingredients in a potion. Any effects shared by two or more of these ingredients will be applied to the potion.
To begin the potion-mixing process, click and drop a Mortar and Pestle onto the character portrait. You will see a list of ingredients in the top section, and four boxes below for your apparatus, one of which will already contain your Mortar and Pestle. You can click these boxes to equip other apparatus, which will improve the quality of your potion in various ways (see "Tools" below). Below this is where the ingredients will appear, and to the right is a box showing you what the resulting effects (if any) of your potion will be. To add an ingredient, choose it from the top section. If you have a lot of ingredients, you may need to scroll the slider to see them all. You can also name your potion before mixing it. When you are ready to mix the potion, hit the "Create" button.
The success chance of creating a potion is decided by the following formula:
= Alchemy + (Intelligence / 10) + (Luck / 10)
A successful process will create a potion, a failed process will waste the ingredients. If you have multiples of all ingredients involved, you can hit "Create" repeatedly until you run out to make many potions of the same type.
Effects
Effects are displayed in the alchemy ingredient item description. Each ingredient has up to four effects, but how many of the effects are displayed is dependent on Alchemy level:
0-14: No effects visible
15-29: 1 effect visible
30-44: 2 effects visible
45-59: 3 effects visible
60-100: All 4 effects visible
Some ingredients have fewer than 4 effects, and you can always tell how many effects an ingredient has, because unknown effects will be listed simply as "?". However, while you may not see all the effects listed, you can still make potions with these effects (a marked difference from Oblivion). If two ingredients you have chosen share an effect, even one that is hidden to you, the Alchemy screen will still show you what that effect will be on your potion. (This is one way to learn the later effects of ingredients even if your skill is very low.)
Alchemy Formulas
It is possible to determine the exact effects of the potion you are mixing by using the following formulas:
= (Alchemy + (Intelligence / 10) + (Luck / 10)) * / (3 * )
= * 3
The extra tools have various effects, depending on the combination of tools used and the type of potion being made. Retorts and Calcinators add a certain number of points of magnitude, and a certain number of seconds to the duration. Alembics reduce strength and duration by a percentage, and using an Alembic and Calcinator together significantly reduces the strength and duration of negative effects. To determine bonuses/penalties, use the following:
For positive effects, do the following with both and :
:If using Retort or Calcinator, round the or (as applicable) to the nearest whole number (minimum 1) and add it.
:If using Retort and Calcinator, round both and , then add + ( * 2).
Note that, because of the rounding of apparatus quality in these formulas, for positive effects there are only two effective and values:
:Apprentice, Journeyman, Master (all round to 1), and
:Grandmaster and Secret Master (round to 2).
For negative effects, do the following to both and :
:If using Alembic only, divide by ( + 1).
:If using Calcinator only, round to nearest whole number (minimum 1) and add it.
:Using an Alembic and Calcinator together has somewhat unpredictable results, but it will reduce (instead of increasing like the Calcinator is supposed to) both the and by a certain amount. The exact formula involved is rather complex and frustrating, so use the table below, based on the in-game tool qualities (multiply and by said number)
Note: Some effects do not act like they're supposed to. For example, when making an invisibility potion, you'll receive a longer duration if you use either a Calcinator or Retort than if using both. The reasons for this are unknown.
Value: The nominal gold value of the resulting potion is
= (Alchemy + (Intelligence / 10) + (Luck / 10)) *
Creating Super-potions
A pair of potion and spell related exploits (or a combination of them) make it possible to create incredibly powerful and long-lasting potions. These techniques – which may seriously unbalance the game and even crash it – are detailed at Cheats § Super-potions.
See Also:
Ingredients — Complete list of ingredients and their attributes.
Tribunal — List of ingredients added by the Tribunal expansion.
Bloodmoon — List of ingredients added by the Bloodmoon expansion.
Alchemy Effects — List of the alchemy effects and which ingredients have them.
Alchemy Apparatus — List of the tools used for alchemy, and where to find them.
Alchemy Cheat — One way in which a player can make a lot of money out of Alchemy.
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{{Trail|Mods}}{{TOCright}}
==What Goes Here==
{{Modspace Guidelines}}
This namespace is also used for articles on official Bethesda material primarily of interest to modders (e.g. [[Morrowind Mod:Construction Set|Construction Set]] and [[Morrowind Mod:Engine Bugs|Engine Bugs]]), and alternative game engines (e.g. [[Morrowind Mod:OpenMW|OpenMW]]).
==Alternative Game Engines==
* '''[[Morrowind Mod:OpenMW|OpenMW]]''' — A ground-up, open-source reimplementation of a ''Morrowind'' engine along modern principles, and usable on Mac OS and Linux as well as MS Windows. It requires the original ''Morrowind'' game files (but does not use its executables, and has its own configuration file). Is compatible with ''Tribunal'', ''Bloodmoon'', and all other official expansions and plugins. It is also compatible with most third-party mods, though not all of them (it has stricter code parsing than Bethesda's original engine, so script errors that <samp>Morrowind.exe</samp> would ignore may cause OpenMW to fail to compile a mod's scripts, or occasionally to crash). For known working and non-working mods, see [https://wiki.openmw.org/index.php?title=Mod_status the Mod Status page at the OpenMW wiki] for details on mod compatibility. OpenMW has its own mod file format, <samp>.omwaddon</samp>, though it also reads the original <samp>.esp</samp>, <samp>.esm</samp>, and <samp>.bsa</samp> formats. Also has its own savegame format; it cannot be used with vanilla savegames, though there is an importing process. As of 2017, it is in long-term beta testing, and is fully playable, including all quests, factions, classes, races, and birthsigns.
* '''[[Morrowind Mod:TES3MP|TES3MP]]''' — A fork of OpenMW that provides multiplayer functionality. It allows players to connect to public servers or set up their own servers. Just like the singleplayer game, TES3MP allows for various gameplay modifications that can be implemented through the enforcement of a loadout of clientside mods, or through serverside scripting or through a combination of both.
==Specific Mods==
;New Lands
{{Bullet Link|Main Page|A major work to create mainland Morrowind|ns_base=TR3|altname=Tamriel Rebuilt}}
{{Bullet Link|Main Page|A collection of mods working to complete the rest of Tamriel|ns_base=PT3|altname=Project Tamriel}}
*{{Bullet Link|[[Project Tamriel:Skyrim|Skyrim: Home of the Nords]]|A large project aiming to recreate the province of Skyrim in Morrowind, prioritizing old lore such as the [[Lore:Pocket Guide to the Empire, 1st Edition|First Pocket Guide]] over lore from [[Skyrim:Skyrim|TES V: Skyrim]]|ns_base=PT3}}
*{{Bullet Link|[[Project Tamriel:Cyrodiil|Province: Cyrodiil]]|A large project devoted to creating the province of Cyrodiil in Morrowind|ns_base=PT3}}
;Patches
{{Bullet Link|Morrowind Code Patch|Attempts to fix everything that can't be fixed by the Construction Set}}
{{Bullet Link|Morrowind Patch Project|A collaborative effort to fix many of the bugs, oversights, and annoyances in Morrowind and its expansions}}
{{Bullet Link|Patch for Purists|Another, actively developed bug fixing compilation, alternatively used instead of the above Morrowind Patch Project. These two patches are mutually incompatible.}}
;Other
{{Bullet Link|Developer Mods|Mods created by the games developers}}
{{Bullet Link|[http://lgnpc.org/downloads LGNPC]|A community-based project to add individuality to NPC dialogues}}
{{Bullet Link|Living Cities|Living Cities of Vvardenfell adds schedules to many of the NPCs in Vvardenfell. Project page for bug reports, proposals, and/or technical information.}}
{{Bullet Link|Morrowind Overhaul|A comprehensive compilation of many popular and "essential" mods that (as the name suggests) completely overhaul the graphics, sound, and gameplay of Morrowind. Planned to be released in two packages that affect graphics/sound and gameplay respectively. The first is already out, the second is currently being worked on. Fully compatible with Tamriel Rebuilt.}}
{{Bullet Link|Main Page|Morrowind Rebirth is a total overhaul for The Elder Scrolls III: Morrowind with the aim to enhance the gameplay by balancing certain aspects of the game, and by giving the player more to see and do. It is mostly compatible with Tamriel Rebuilt.|ns_base=MR3|altname=Morrowind Rebirth}}
==Lists and Comparisons==
{{Bullet Link|Better Bodies|Clothing for Better Bodies}}
{{Bullet Link|[[Morrowind:Recommended Mods|Recommended Mods]]|Lists of recommended mods by various authors}}
{{Bullet Link|Stronghold Additions|Aspect changes for the player strongholds}}
{{Bullet Link|World Replacers|Graphics replacers for: buildings, flora, terrain, sky}}
==See Also==
{{Bullet Link|Modification|Information about installation and management of player-created mods}}
{{Bullet Link|Modding|Technical information about creating your own mods for Morrowind}}
{{Bullet Link|{{forums|MOD-Morrowind Subforum|subpage=viewforum.php?f=9}}|A place on the UESP [[UESPWiki:Forums|forums]] for discussions and questions about the CS and mods for Morrowind}}
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What Goes Here
This namespace is also used for articles on official Bethesda material primarily of interest to modders (e.g. Construction Set and Engine Bugs), and alternative game engines (e.g. OpenMW).
Alternative Game Engines
OpenMW — A ground-up, open-source reimplementation of a Morrowind engine along modern principles, and usable on Mac OS and Linux as well as MS Windows. It requires the original Morrowind game files (but does not use its executables, and has its own configuration file). Is compatible with Tribunal, Bloodmoon, and all other official expansions and plugins. It is also compatible with most third-party mods, though not all of them (it has stricter code parsing than Bethesda's original engine, so script errors that would ignore may cause OpenMW to fail to compile a mod's scripts, or occasionally to crash). For known working and non-working mods, see the Mod Status page at the OpenMW wiki for details on mod compatibility. OpenMW has its own mod file format, , though it also reads the original , , and formats. Also has its own savegame format; it cannot be used with vanilla savegames, though there is an importing process. As of 2017, it is in long-term beta testing, and is fully playable, including all quests, factions, classes, races, and birthsigns.
TES3MP — A fork of OpenMW that provides multiplayer functionality. It allows players to connect to public servers or set up their own servers. Just like the singleplayer game, TES3MP allows for various gameplay modifications that can be implemented through the enforcement of a loadout of clientside mods, or through serverside scripting or through a combination of both.
Specific Mods
;New Lands
;Patches
;Other
Lists and Comparisons
See Also
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{{Morrowind Modding Functions Trail}}
'''Random'''
<pre>
Random, Value
Where: Value = One more than the maximum random number you want to generate
Type: Misc
Returns: float
Example: if ( Random, 10 == 5 )
set sValue to Random, 100 ; Random number between 0 and 99
Scripts: Main
ouch_sunder
</pre>
Generates a random whole number between 0 and (Value - 1).
'''Note:''' For notes on reliability of random numbers see the thread [http://www.elderscrolls.com/forums/index.php?showtopic=47151 Random value question, How do I set it up?] on {{BSForums|forum=13-the-elder-scrolls|The Elder Scrolls Forums}}. Summary of relevant info below.
: "I've checked the values in a number of different ways and these comments about bad random number generation don't seem to be significant in the Bloodmoon version. I do remember that original Morrowind random numbers were pretty bad in some cases." [http://www.elderscrolls.com/forums/index.php?showtopic=47151&view=findpost&p=769665 ''-cdcooley'']
: "Using the output of [Random, 1000] or [Random, 10000] and then dividing by an appropriate factor (say 100) to scale the number down to what you need, will produce more reliable random outcomes than using [Random, 100] or [Random, 10] directly." [http://www.elderscrolls.com/forums/index.php?showtopic=47151&view=findpost&p=775452 ''-cyran0'']
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Random
Generates a random whole number between 0 and (Value - 1).
Note: For notes on reliability of random numbers see the thread Random value question, How do I set it up? on . Summary of relevant info below.
: "I've checked the values in a number of different ways and these comments about bad random number generation don't seem to be significant in the Bloodmoon version. I do remember that original Morrowind random numbers were pretty bad in some cases." -cdcooley
: "Using the output of [Random, 1000] or [Random, 10000] and then dividing by an appropriate factor (say 100) to scale the number down to what you need, will produce more reliable random outcomes than using [Random, 100] or [Random, 10] directly." -cyran0
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{{Morrowind Modding Functions Trail}}
{| BORDER=0 CELLPADDING=2 CELLSPACING=0
| '''ModAcrobatics'''
| '''ModAgility'''
| '''ModAlarm'''
| '''ModAlchemy'''
| '''ModAlteration'''
| '''ModArmorBonus'''
|-
| '''ModArmorer'''
| '''ModAthletics'''
| '''ModAttackBonus'''
| '''ModAxe'''
| '''ModBlindness'''
| '''ModBlock'''
|-
| '''ModBluntWeapon'''
| '''ModCastPenalty'''
| '''ModChameleon'''
| '''ModConjuration'''
| '''ModCurrentFatigue'''
| '''ModCurrentHealth'''
|-
| '''ModCurrentMagicka'''
| '''ModDefendBonus'''
| '''ModDestruction'''
| '''ModDisposition'''
| '''ModEnchant'''
| '''ModEndurance'''
|-
| '''ModFatigue'''
| '''ModFight'''
| '''ModFlee'''
| '''ModFlying'''
| '''ModHandToHand'''
| '''ModHealth'''
|-
| '''ModHeavyArmor'''
| '''ModHello'''
| '''ModIllusion'''
| '''ModIntelligence'''
| '''ModInvisible'''
| '''ModLightArmor'''
|-
| '''ModLongBlade'''
| '''ModLuck'''
| '''ModMarksman'''
| '''ModMediumArmor'''
| '''ModMagicka'''
| '''ModMercantile'''
|-
| '''ModMysticism'''
| '''ModParalysis'''
| '''ModPCCrimeLevel'''
| '''ModPCVisionBonus'''
| '''ModPersonality'''
| '''ModReputation'''
|-
| '''ModResistBlight'''
| '''ModResistCorprus'''
| '''ModResistDisease'''
| '''ModResistFire'''
| '''ModResistFrost'''
| '''ModResistMagicka'''
|-
| '''ModResistNormalWeapons'''
| '''ModResistParalysis'''
| '''ModResistPoison'''
| '''ModResistShock'''
| '''ModRestoration'''
| '''ModScale'''
|-
| '''ModSecurity'''
| '''ModShortblade'''
| '''ModSilence'''
| '''ModSneak'''
| '''ModSpear'''
| '''ModSpeechcraft'''
|-
| '''ModSpeed'''
| '''ModStrength'''
| '''ModSuperJump'''
| '''ModSwimSpeed'''
| '''ModUnarmored'''
| '''ModWaterBreathing'''
|-
| '''ModWaterWalking'''
| '''ModWillpower'''
|}
<pre>
Mod____, Value
Where: Value = Value to modify the stat by. Can be a literal value or a
variable (float).
Type: Stats
Returns: none
Example: player->ModCurrentHealth, -10
ModSuperJump, LocalVar
Scripts: darksunScript
puzzlecanal
</pre>
These Mod____ functions will modify the actor's statistic by the given amount. The functions will also accept a float variable
instead of a literal number value. There are several special cases of the Mod___ functions as described below.
*'''ModScale''' - New in Tribunal
*'''ModPCCrimeLevel''' - Player only
*'''ModPCVisionBonus''' - Player only, Undocumented
*'''ModLevel''' - No such function, only [[Morrowind Mod:GetStat|GetLevel]] and [[Morrowind Mod:SetStat|SetLevel]].
*'''ModAlarm'''
*'''ModFight'''
*'''ModFlee'''
*'''ModHello''' - When you use these functions you change the AI settings for ALL references of the actor, not just the calling reference.
*'''ModCurrentHealth'''
*'''ModCurrentMagicka'''
*'''ModCurrentFatigue''' - Special Mod functions. There are no matching Get/Set functions for these.
Note that the ModInvisible was incorrectly spelled as ModInvisibile in the original Morrowind game (fixed in a later patch or Tribunal?).
See Also: [[Morrowind Mod:GetStat|GetStat]], [[Morrowind Mod:SetStat|SetStat]].
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These Mod____ functions will modify the actor's statistic by the given amount. The functions will also accept a float variable
instead of a literal number value. There are several special cases of the Mod___ functions as described below.
ModScale - New in Tribunal
ModPCCrimeLevel - Player only
ModPCVisionBonus - Player only, Undocumented
ModLevel - No such function, only GetLevel and SetLevel.
ModAlarm
ModFight
ModFlee
ModHello - When you use these functions you change the AI settings for ALL references of the actor, not just the calling reference.
ModCurrentHealth
ModCurrentMagicka
ModCurrentFatigue - Special Mod functions. There are no matching Get/Set functions for these.
Note that the ModInvisible was incorrectly spelled as ModInvisibile in the original Morrowind game (fixed in a later patch or Tribunal?).
See Also: GetStat, SetStat.
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{{Trail|Modding}}{{TOCright}}{{About|creating mods|information about using mods|Modification}}
==Basic Info==
{{Bullet Link|Acronyms|Common mod and mod tool acronyms}}
{{Bullet Link|BSA File Format|The media archive file (bsa) format used for Morrowind}}
{{Bullet Link|Cleaning Mods|Explanation of the different levels of 'clean'}}
{{Bullet Link|Mod File Format|The record-based format used in Morrowind data (esp, esm) files. Currently incomplete. See links on the page below for other sources.}}
{{Bullet Link|[[Morrowind Mod:Mod Conflicts|Resolving Mod Conflicts]]|Types of mod conflicts and how to avoid, repair, and reconcile them}}
{{Bullet Link|Runtime|What happens when Morrowind starts up, saves, and loads files}}
{{Bullet Link|Tool Features|Commonly used tool features}}
{{Bullet Link|World Map|The world (zoomed out) map. Problems with it and some solutions to them.}}
==Modder Info==
{{Bullet Link|Form Change|Change the player into an animal or another person}}
{{Bullet Link|Formatted MessageBoxes|Arrange the text put into a MessageBox}}
{{Bullet Link|GMST Contamination|What it is and how to avoid and/or repair it}}
{{Bullet Link|Id Standards|Standards for picking ids for globals, objects, factions, journal topics, etc.}}
{{Bullet Link|Licensing|How to license your mod}}
{{Bullet Link|Math Functions|Modulo, trig functions, etc.}}
{{Bullet Link|References|How references are defined and what can go wrong with them}}
{{Bullet Link|Text Defines|Text variables used in dialogue and message boxes}}
{{Bullet Link|ToggleMenus and HUD workarounds|Dealing with HUD problems after using ToggleMenus}}
==Tools==
===Official Toolset===
{| class="wikitable"
|-
! width=150|
!Focus
!Description
|-
| '''[[Morrowind Mod:Construction Set|TES Construction Set]]'''
| Modders
| This is still the primary utility for creating TES mods. However, other tools supersede and/or augment it for some functions.
|}
===Quickstart Tools===
Looking for a quick-fix tool that won't require hours of reading to ensure you don't break everything and have to do a re-install?
* This table contains a list of tools meant to help the player without having to acquire a modder's understanding to use them.
{| class="wikitable"
|-
! width=150 |Tools for Players
!Focus
!Description
|-
| '''[[Morrowind Mod:Exe Patches|Exe Patches]]'''
| Players
| These patches improve the in-game experience by fixing different aspects of the Morrowind.exe file.
|-
| '''[[Morrowind Mod:Co-executable|Co-Executables]]'''
| Players
| Utilities that enhance gameplay by interacting with Morrowind.exe as it runs. FPS Optimizer, MWE, MGE, MGE XE, MWSE.
|-
| '''[http://www.sitesled.com/members/aridalebelmont/Morrowind%20INI%20Switcher%20v09b.zip INI Switcher]'''
| Players
| Manage profiles on the same computer by switching between different versions of the Morrowind.ini file.
|-
| '''[http://planetelderscrolls.gamespy.com/View.php?view=utilities.detail&id=21 Savegame Editor]'''
| Players
| Edit various properties of the savegame file (.ess).
|-
| '''Load Order Management'''
| Players
|
* [http://code.google.com/p/mlox/wiki/Mlox Mlox] Utilizes a community-maintained database of mod conflicts to recommend optimum load order. Can then rearrange all mods accordingly at the click of a button. Note: this will redate '''all''' mods active in the load order.
* [http://planetelderscrolls.gamespy.com/View.php?view=utilities.detail&id=43 Reorder Mods] Allows the user to easily rearrange mods in the load order via a GUI. An alternative version not requiring .Net 2.0 is available [http://planetelderscrolls.gamespy.com/View.php?id=53&view=Utilities.Detail here]
|-
| '''[[Morrowind Mod:Wrye Mash|Wrye Mash FAQ]]'''
| Players
| Wrye Mash has an extensive suite of features associated with mod and savegame management, editing and repair.
|-
| '''[[Morrowind Mod:Ordenador|Ordenador]]'''
| Players
| Its main feature is the ability to scan a directory for bookart, icons, and textures to recompress utilizing NVCompress (links available at download site).
|}
===Modding===
To combine mods in order to make Morrowind as graphically appealing as Oblivion requires a lot of time, effort and research. This is a list of tools used by modders and advanced players.
* Most TES3 modders and players use multiple tools with overlapping functions. There is no one 'Quick-Fix' tool.
* For help interpreting the plugin data, see [[Morrowind Mod:Mod File Format|Mod File Format]].
{| class="wikitable"
|-
! width=150 | Tools for Modders
!Focus
!Description
|-
| '''[[Morrowind Mod:BSA Managers|BSA Managers]]'''
| Modders, Advanced Players
| Browse, pack and unpack [[Morrowind Mod:BSA File Format|Morrowind archive files]] (.bsa).
|-
| '''Mod Cleaning and Reconciliation'''
| Modders, Advanced Players
|
* [http://code.google.com/p/escog ESCog] Viewer/remover of GMSTs.
* {{Tesnexus|3870|ESP Cleaner}} Removes duplicate references.
* [http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=13 GMST Cleaner] Remove 'evil' GMSTs.
* [[Morrowind Mod:TES Plugin Conflict Detector|TESPCD]] Detects and helps repair conflicts between mods and delete unclean entries.
** Quickly search mods for strings, conflicts, warnings and global changes.
* [[Morrowind Mod:TESTool|TESTool]] A mod management, repair, and cleaning utility.
* [[Morrowind Mod:Tes3cmd|Tes3cmd]] A powerful command-line mod-cleaning and editing utility.
* [https://mw.modhistory.com/download-95-15058 SmartMerger] Primarily designed to merge whole mods, it also offers an objects merging function.
|-
| '''Mod Editing'''
Utilities that edit mods in various ways.
| Modders, Advanced Players
|
* [[Morrowind Mod:Enchanted Editor|Enchanted Editor]] Mod and savegame editing and repair. General purpose low level editor.
* [[Morrowind Mod:MWEdit|MWEdit]] Mod editor alternative to the Official CS.
* [http://code.google.com/p/mlox/wiki/Tes3lint Tes3lint] A powerful command-line tool for investigating the information within a plugin. Requires perl.
* [http://planetelderscrolls.gamespy.com/View.php?view=other.detail&id=53 TESAME] Browse and delete plugin records, import/export [[Morrowind Mod:Esd|data (.esd)]]. [http://www.tamriel-rebuilt.org/?p=modding_data/tutorials§ion=38054 Tutorial].
* [http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=663 TES Faith] Move and copy exterior cells, resolving landscape conflicts. A graphical version is available [http://timeslip.users.sourceforge.net/morrow.html/ here]
|-
| '''Mod Integration'''
Utilities that integrate esps with their dependent files, or modify that integration in some global way.
| Modders, Advanced Players
|
* {{Tesnexus|1717|Overunity}} Scan selected plugins for missing resources.
* [https://abitoftaste.altervista.org/morrowind/index.php?option=downloads&task=info&id=90&Itemid=50&-TESFiles-3-1 TESFiles] Allows user to scan for missing resources and remove all resources associated with a plugin.
* [http://web.archive.org/web/20040428231923/http://www34.brinkster.com/ghostwheel/ TESRename] Rename/move textures and update mesh paths.
* [http://straygenius.com/index.php?title=TESRespec TESRespec] Rename/move textures and update mesh paths.
|}
===Resources===
Tools used by modders for the creation and editing of resources for the game--everything except for the plugin file itself.
{| class="wikitable"
|-
! width=150 | Modelling
!Focus
!Description
|-
| '''[[Morrowind Mod:NIBLE|NIBLE FAQ]]'''
| Modellers
| Allows adding and editing of certain blocks to NIF-Files.
|-
| '''[http://niftools.sourceforge.net/wiki/NifSkope NifSkope]'''
| Modellers
| Lets you view and edit .nif files (3D meshes), assign new textures, etc.
|-
| '''[http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=14 NifTexture]'''
| Modellers, Modders
| Reassign mesh paths for Morrowind .nif files.
|-
| '''[http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=73 NIF Texture Stripper]'''
| Modellers, Modders
| Command line tool to shorten mesh paths.
|-
| '''[https://blender-morrowind.readthedocs.io/en/latest/ Morrowind Blender Plugin]'''
| Modellers, Modders || Plugin for Blender 2.82
|-
! Other
!Focus
!Description
|-
| '''[[Morrowind Mod:ESParser|ESParser]]'''
| Modders
| Automate some common dialogue-related tasks, such as spellchecking and NPC lists making.
|-
| [http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=11 BookGen]
| Modders
| Simplifies the task of introducing new text into in-game documents.
|}
===Outdated===
* This is a list of tools whose utility is surpassed by others.
{| class="wikitable"
!Obsolete
!Focus
!Solution
|-
|
* [[Morrowind Mod:TES Dependency Toolkit|TES Dependency Toolkit]] Master list editing for mods.
* [http://planetelderscrolls.gamespy.com/View.php?view=utilities.detail&id=25 TES Mod Utility] Installer package management.
* [[Morrowind Mod:Leveled List Resequencer|Leveled List Resequencer]] Fixes [[Morrowind Mod:Leveled Lists|leveled lists]] generated by TESTool.
* [http://mw.yacoby.net/Mods/MMFR.htm Morrowind Mod-File Remover] Deletes all mod-files in the game directory.
| Players
| Use '''[[Morrowind Mod:Wrye Mash|Wrye Mash]]''' instead.
|}
| 2,463,223
|
2021-08-31T02:36:59Z
|
Chemputer
|
Basic Info
Modder Info
Tools
Official Toolset
Quickstart Tools
Looking for a quick-fix tool that won't require hours of reading to ensure you don't break everything and have to do a re-install?
This table contains a list of tools meant to help the player without having to acquire a modder's understanding to use them.
Modding
To combine mods in order to make Morrowind as graphically appealing as Oblivion requires a lot of time, effort and research. This is a list of tools used by modders and advanced players.
Most TES3 modders and players use multiple tools with overlapping functions. There is no one 'Quick-Fix' tool.
For help interpreting the plugin data, see Mod File Format.
Resources
Tools used by modders for the creation and editing of resources for the game--everything except for the plugin file itself.
Outdated
This is a list of tools whose utility is surpassed by others.
|
122
| 1,381
|
https://en.uesp.net/wiki/Tes3Mod:Activate
|
Tes3Mod:Activate
|
{{Morrowind Modding Functions Trail}}
'''Activate'''
<pre>
Activate, [player]
Where: player = Optional player ID which forces the object to be activated by the
player no matter where the object/player is. Undocumented.
Type: Object
Returns: none
Example: If ( OnActivate == 1 )
Activate
endif
Scripts: Dagoth_doors
Bittercup
</pre>
This function tells the object to do its default activation.
<pre>
Object Type Activation
NPC Dialogue Works
Container Opens Works
Door Opens Doesn't Work?
Book/Scroll Reads Works
Weapon Picks Up Works
Armor Picks Up Works
Misc, etc... Picks Up Works
</pre>
There is an undocumented feature in the Activate function by specifying the player after the function, for example:
<pre>
begin RemoteContainer
short OnPCEquip
if ( OnPCEquip == 1 )
set OnPCEquip to 0
"dh_remote_chest_01"->Activate, player
endif
end
</pre>
If the container is persistant (references persist) this script should open the container wherever the player is. This
is a great way to create 'carryable' containers by attaching a script similar to the above to a ring or similar item.<br/>
'''Note:''' This only works if the container is flagged as persistant AND the container is currently loaded in memory (i.e., you've activated it or somehow forced it to load within the last 72 game hours).
| 531,559
|
2010-01-30T09:49:56Z
|
RoBoT
|
Activate
This function tells the object to do its default activation.
There is an undocumented feature in the Activate function by specifying the player after the function, for example:
If the container is persistant (references persist) this script should open the container wherever the player is. This
is a great way to create 'carryable' containers by attaching a script similar to the above to a ring or similar item.
Note: This only works if the container is flagged as persistant AND the container is currently loaded in memory (i.e., you've activated it or somehow forced it to load within the last 72 game hours).
|
122
| 1,382
|
https://en.uesp.net/wiki/Tes3Mod:Alphabetical_Function_List
|
Tes3Mod:Alphabetical Function List
|
{{Trail|Modding|Construction Set}}
{{LetterMenu|KNQVZ}}
<CENTER>
'''Note: ->, +, -, etc. are described in [[Morrowind Mod:Operators|Operators]]'''
See Also: [[Morrowind Mod:Categorical Function List|Categorical Function List]]
</CENTER>
==A==
:[[Morrowind Mod:Activate|Activate]]
:[[Morrowind Mod:AddItem|AddItem]]
:[[Morrowind Mod:AddSoulGem|AddSoulGem]]
:[[Morrowind Mod:AddSpell|AddSpell]]
:[[Morrowind Mod:AddToLev|AddToLevCreature]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:AddToLev|AddToLevItem]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:AddTopic|AddTopic]]
:[[Morrowind Mod:AIActivate|AIActivate]]
:[[Morrowind Mod:AIEscort|AIEscort]]
:[[Morrowind Mod:AIEscort|AIEscortCell]]
:[[Morrowind Mod:AIFollow|AIFollow]]
:[[Morrowind Mod:AIFollow|AIFollowCell]]
:[[Morrowind Mod:AITravel|AITravel]]
:[[Morrowind Mod:AIWander|AIWander]]
==B==
:[[Morrowind Mod:BecomeWerewolf|BecomeWerewolf]] <sup>[[Bloodmoon:Bloodmoon|BM]]</sup>
:[[Morrowind Mod:Begin|Begin]]
:[[Morrowind Mod:BetaComment|BetaComment (BC)]]
==C==
:[[Morrowind Mod:Cast|Cast]]
:[[Morrowind Mod:CellChanged|CellChanged]]
:[[Morrowind Mod:CellUpdate|CellUpdate]]
:[[Morrowind Mod:CenterOnCell|CenterOnCell (COC)]]
:[[Morrowind Mod:CenterOnExterior|CenterOnExterior (COE)]]
:[[Morrowind Mod:ChangeWeather|ChangeWeather]]
:[[Morrowind Mod:Choice|Choice]]
:[[Morrowind Mod:ClearForceJump|ClearForceJump]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:ClearForceMoveJump|ClearForceMoveJump]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:ClearForceRun|ClearForceRun]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:ClearForceSneak|ClearForceSneak]]
:[[Morrowind Mod:ClearInfoActor|ClearInfoActor]]
:[[Morrowind Mod:Companion|Companion]] {{Small|Variable}} {{Small|Undocumented}}
:[[Morrowind Mod:CreateMaps|CreateMaps]]
==D==
:[[Morrowind Mod:Day|Day]] {{Small|Global}}
:[[Morrowind Mod:DaysPassed|DaysPassed]] {{Small|Global}}<sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:EnableDisable|Disable]]
:[[Morrowind Mod:EnableDisableLevitation|DisableLevitation]] {{Small|Undocumented}}
:[[Morrowind Mod:DisableControls|DisablePlayerControls]]
:[[Morrowind Mod:DisableControls|DisablePlayerFighting]]
:[[Morrowind Mod:DisableControls|DisablePlayerJumping]]
:[[Morrowind Mod:DisableControls|DisablePlayerLooking]]
:[[Morrowind Mod:DisableControls|DisablePlayerMagic]]
:[[Morrowind Mod:DisableControls|DisablePlayerViewSwitch]]
:[[Morrowind Mod:EnableDisableTeleporting|DisableTeleporting]]
:[[Morrowind Mod:DisableControls|DisableVanityMode]]
:[[Morrowind Mod:DontSaveObject|DontSaveObject]]
:[[Morrowind Mod:Drop|Drop]]
:[[Morrowind Mod:DropSoulGem|DropSoulGem]]
==E==
:[[Morrowind Mod:If|Else]]
:[[Morrowind Mod:If|ElseIf]]
:[[Morrowind Mod:EnableDisable|Enable]]
:[[Morrowind Mod:EnableCharacterMenus|EnableBirthMenu]] {{Small|Undocumented}}
:[[Morrowind Mod:EnableCharacterMenus|EnableClassMenu]] {{Small|Undocumented}}
:[[Morrowind Mod:EnableControlsMenus|EnableInventoryMenu]] {{Small|Undocumented}}
:[[Morrowind Mod:EnableLevelUpRest|EnableLevelupMenu]] {{Small|Undocumented}}
:[[Morrowind Mod:EnableDisableLevitation|EnableLevitation]] {{Small|Undocumented}}
:[[Morrowind Mod:EnableControlsMenus|EnableMagicMenu]] {{Small|Undocumented}}
:[[Morrowind Mod:EnableControlsMenus|EnableMapMenu]] {{Small|Undocumented}}
:[[Morrowind Mod:EnableCharacterMenus|EnableNameMenu]] {{Small|Undocumented}}
:[[Morrowind Mod:EnableControls|EnablePlayerControls]]
:[[Morrowind Mod:EnableControls|EnablePlayerFighting]]
:[[Morrowind Mod:EnableControls|EnablePlayerJumping]]
:[[Morrowind Mod:EnableControls|EnablePlayerLooking]]
:[[Morrowind Mod:EnableControls|EnablePlayerMagic]]
:[[Morrowind Mod:EnableControls|EnablePlayerViewSwitch]]
:[[Morrowind Mod:EnableCharacterMenus|EnableRaceMenu]] {{Small|Undocumented}}
:[[Morrowind Mod:EnableLevelUpRest|EnableRest]]
:[[Morrowind Mod:EnableCharacterMenus|EnableStatReviewMenu]] {{Small|Undocumented}}
:[[Morrowind Mod:EnableControlsMenus|EnableStatsMenu]] {{Small|Undocumented}}
:[[Morrowind Mod:EnableDisableTeleporting|EnableTeleporting]]
:[[Morrowind Mod:EnableControls|EnableVanityMode]]
:[[Morrowind Mod:Begin|End]]
:[[Morrowind Mod:If|EndIf]]
:[[Morrowind Mod:While|EndWhile]]
:[[Morrowind Mod:Equip|Equip]]
:[[Morrowind Mod:ExplodeSpell|ExplodeSpell]] <sup>[[Tribunal:Tribunal|TR]]</sup>
==F==
:[[Morrowind Mod:Face|Face]] {{Small|Undocumented}}
:[[Morrowind Mod:FadeInOut|FadeIn]]
:[[Morrowind Mod:FadeInOut|FadeOut]]
:[[Morrowind Mod:FadeTo|FadeTo]]
:[[Morrowind Mod:Fall|Fall]] {{Small|Undocumented}}
:[[Morrowind Mod:FillJournal|FillJournal]]
:[[Morrowind Mod:FillMap|FillMap]]
:[[Morrowind Mod:FixMe|FixMe]]
:[[Morrowind Mod:Float|Float]]
:[[Morrowind Mod:ForceGreeting|ForceGreeting]]
:[[Morrowind Mod:ForceJump|ForceJump]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:ForceMoveJump|ForceMoveJump]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:ForceRun|ForceRun]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:ForceSneak|ForceSneak]]
==G==
:[[Morrowind Mod:GameHour|GameHour]] {{Small|Global}}
:[[Morrowind Mod:GetStat|GetAcrobatics]]
:[[Morrowind Mod:GetStat|GetAgility]]
:[[Morrowind Mod:GetAIPackageDone|GetAIPackageDone]]
:[[Morrowind Mod:GetStat|GetAlarm]]
:[[Morrowind Mod:GetStat|GetAlchemy]]
:[[Morrowind Mod:GetStat|GetAlteration]]
:[[Morrowind Mod:GetAngle|GetAngle]]
:[[Morrowind Mod:GetStat|GetArmorBonus]]
:[[Morrowind Mod:GetStat|GetArmorer]]
:[[Morrowind Mod:GetArmorType|GetArmorType]]
:[[Morrowind Mod:GetStat|GetAthletics]]
:[[Morrowind Mod:GetStat|GetAttackBonus]]
:[[Morrowind Mod:GetAttacked|GetAttacked]]
:[[Morrowind Mod:GetStat|GetAxe]]
:[[Morrowind Mod:GetDisease|GetBlightDisease]]
:[[Morrowind Mod:GetStat|GetBlindness]]
:[[Morrowind Mod:GetStat|GetBlock]]
:[[Morrowind Mod:GetStat|GetBluntWeapon]]
:[[Morrowind Mod:GetButtonPressed|GetButtonPressed]]
:[[Morrowind Mod:GetStat|GetCastPenalty]]
:[[Morrowind Mod:GetStat|GetChameleon]]
:[[Morrowind Mod:GetColliding|GetCollidingActor]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:GetColliding|GetCollidingPC]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:GetDisease|GetCommonDisease]]
:[[Morrowind Mod:GetStat|GetConjuration]]
:[[Morrowind Mod:GetCurrentAIPackage|GetCurrentAIPackage]]
:[[Morrowind Mod:GetCurrentTime|GetCurrentTime]]
:[[Morrowind Mod:GetCurrentWeather|GetCurrentWeather]]
:[[Morrowind Mod:GetDeadCount|GetDeadCount]]
:[[Morrowind Mod:GetStat|GetDefendBonus]]
:[[Morrowind Mod:GetStat|GetDestruction]]
:[[Morrowind Mod:GetDetected|GetDetected]]
:[[Morrowind Mod:GetDisabled|GetDisabled]]
:[[Morrowind Mod:GetStat|GetDisposition]]
:[[Morrowind Mod:GetDistance|GetDistance]]
:[[Morrowind Mod:GetEffect|GetEffect]]
:[[Morrowind Mod:GetStat|GetEnchant]]
:[[Morrowind Mod:GetStat|GetEndurance]]
:[[Morrowind Mod:GetFactionReaction|GetFactionReaction]]
:[[Morrowind Mod:GetStat|GetFatigue]]
:[[Morrowind Mod:GetStat|GetFight]]
:[[Morrowind Mod:GetStat|GetFlee]]
:[[Morrowind Mod:GetStat|GetFlying]]
:[[Morrowind Mod:GetForceJump|GetForceJump]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:GetForceMoveJump|GetForceMoveJump]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:GetForceRun|GetForceRun]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:GetForceSneak|GetForceSneak]]
:[[Morrowind Mod:GetStat|GetHandToHand]]
:[[Morrowind Mod:GetStat|GetHealth]]
:[[Morrowind Mod:GetHealthGetRatio|GetHealthGetRatio]] {{Small|Undocumented}}
:[[Morrowind Mod:GetStat|GetHeavyArmor]]
:[[Morrowind Mod:GetStat|GetHello]]
:[[Morrowind Mod:GetStat|GetIllusion]]
:[[Morrowind Mod:GetStat|GetIntelligence]]
:[[Morrowind Mod:GetInterior|GetInterior]] {{Small|Undocumented}}
:[[Morrowind Mod:GetStat|GetInvisible]]
:[[Morrowind Mod:GetItemCount|GetItemCount]]
:[[Morrowind Mod:GetJournalIndex|GetJournalIndex]]
:[[Morrowind Mod:GetStat|GetLevel]]
:[[Morrowind Mod:GetStat|GetLightArmor]]
:[[Morrowind Mod:GetLineOfSight|GetLineOfSight (GetLOS)]]
:[[Morrowind Mod:GetLocked|GetLocked]]
:[[Morrowind Mod:GetStat|GetLongBlade]]
:[[Morrowind Mod:GetStat|GetLuck]]
:[[Morrowind Mod:GetStat|GetMagicka]]
:[[Morrowind Mod:GetStat|GetMarksman]]
:[[Morrowind Mod:GetMoonPhase|GetMasserPhase]]
:[[Morrowind Mod:GetStat|GetMediumArmor]]
:[[Morrowind Mod:GetStat|GetMercantile]]
:[[Morrowind Mod:GetStat|GetMysticism]]
:[[Morrowind Mod:GetStat|GetParalysis]]
:[[Morrowind Mod:GetPCCell|GetPCCell]]
:[[Morrowind Mod:GetStat|GetPCCrimeLevel]]
:[[Morrowind Mod:GetPCFacRep|GetPCFacRep]]
:[[Morrowind Mod:GetPCInJail|GetPCInJail]] <sup>[[Bloodmoon:Bloodmoon|BM]]</sup>
:[[Morrowind Mod:GetPCJumping|GetPCJumping]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:GetPCRank|GetPCRank]]
:[[Morrowind Mod:GetPCRunning|GetPCRunning]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:GetPCSleep|GetPCSleep]]
:[[Morrowind Mod:GetPCSneaking|GetPCSneaking]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:GetPCTraveling|GetPCTraveling]] <sup>[[Bloodmoon:Bloodmoon|BM]]</sup>
:[[Morrowind Mod:GetStat|GetPCVisionBonus]] {{Small|Undocumented}}
:[[Morrowind Mod:GetStat|GetPersonality]]
:[[Morrowind Mod:GetControlsDisabled|GetPlayerControlsDisabled]]
:[[Morrowind Mod:GetControlsDisabled|GetPlayerFightingDisabled]]
:[[Morrowind Mod:GetControlsDisabled|GetPlayerJumpingDisabled]]
:[[Morrowind Mod:GetControlsDisabled|GetPlayerLookingDisabled]]
:[[Morrowind Mod:GetControlsDisabled|GetPlayerMagicDisabled]]
:[[Morrowind Mod:GetControlsDisabled|GetPlayerViewSwitch]] {{Small|Broken}}
:[[Morrowind Mod:GetPos|GetPos]]
:[[Morrowind Mod:GetRace|GetRace]]
:[[Morrowind Mod:GetStat|GetReputation]]
:[[Morrowind Mod:GetStat|GetResistBlight]]
:[[Morrowind Mod:GetStat|GetResistCorprus]]
:[[Morrowind Mod:GetStat|GetResistDisease]]
:[[Morrowind Mod:GetStat|GetResistFire]]
:[[Morrowind Mod:GetStat|GetResistFrost]]
:[[Morrowind Mod:GetStat|GetResistMagicka]]
:[[Morrowind Mod:GetStat|GetResistNormalWeapons]]
:[[Morrowind Mod:GetStat|GetResistParalysis]]
:[[Morrowind Mod:GetStat|GetResistPoison]]
:[[Morrowind Mod:GetStat|GetResistShock]]
:[[Morrowind Mod:GetStat|GetRestoration]]
:[[Morrowind Mod:GetStat|GetScale]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:GetSecondsPassed|GetSecondsPassed]]
:[[Morrowind Mod:GetMoonPhase|GetSecundaPhase]]
:[[Morrowind Mod:GetStat|GetSecurity]]
:[[Morrowind Mod:GetStat|GetShortBlade]]
:[[Morrowind Mod:GetStat|GetSilence]]
:[[Morrowind Mod:GetStat|GetSneak]]
:[[Morrowind Mod:GetSoundPlaying|GetSoundPlaying]]
:[[Morrowind Mod:GetStat|GetSpear]]
:[[Morrowind Mod:GetStat|GetSpeechcraft]]
:[[Morrowind Mod:GetStat|GetSpeed]]
:[[Morrowind Mod:GetSpell|GetSpell]]
:[[Morrowind Mod:GetSpellEffects|GetSpellEffects]]
:[[Morrowind Mod:GetSpellReadied|GetSpellReadied]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:GetSquareRoot|GetSquareRoot]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:GetStanding|GetStandingActor]]
:[[Morrowind Mod:GetStanding|GetStandingPC]]
:[[Morrowind Mod:GetStartingAngle|GetStartingAngle]]
:[[Morrowind Mod:GetStartingPos|GetStartingPos]]
:[[Morrowind Mod:GetStat|GetStrength]]
:[[Morrowind Mod:GetStat|GetSuperJump]]
:[[Morrowind Mod:GetStat|GetSwimSpeed]]
:[[Morrowind Mod:GetTarget|GetTarget]]
:[[Morrowind Mod:GetStat|GetUnarmored]]
:[[Morrowind Mod:GetControlsDisabled|GetVanityModeDisabled]]
:[[Morrowind Mod:GetStat|GetWaterBreathing]]
:[[Morrowind Mod:WaterLevel|GetWaterLevel]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:GetStat|GetWaterWalking]]
:[[Morrowind Mod:GetWeaponDrawn|GetWeaponDrawn]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:GetWeaponType|GetWeaponType]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:GetWerewolfKills|GetWerewolfKills]] <sup>[[Bloodmoon:Bloodmoon|BM]]</sup>
:[[Morrowind Mod:GetStat|GetWillpower]]
:[[Morrowind Mod:GetWindSpeed|GetWindSpeed]] {{Small|Undocumented}}
:[[Morrowind Mod:Goodbye|Goodbye]]
:[[Morrowind Mod:GoToJail|GoToJail]]
==H==
:[[Morrowind Mod:HasItemEquipped|HasItemEquipped]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:HasSoulGem|HasSoulGem]]
:[[Morrowind Mod:Help|Help]]
:[[Morrowind Mod:HitOnMe|HitAttemptOnMe]]
:[[Morrowind Mod:HitOnMe|HitOnMe]]
:[[Morrowind Mod:HurtCollidingActor|HurtCollidingActor]]
:[[Morrowind Mod:HurtStandingActor|HurtStandingActor]]
==I==
:[[Morrowind Mod:If|If]]
:[[Morrowind Mod:IsWerewolf|IsWerewolf]] <sup>[[Bloodmoon:Bloodmoon|BM]]</sup>
==J==
:[[Morrowind Mod:Journal|Journal]]
==L==
:[[Morrowind Mod:Lock|Lock]]
:[[Morrowind Mod:Long|Long]]
:[[Morrowind Mod:LoopGroup|LoopGroup]]
:[[Morrowind Mod:LowerRank|LowerRank]]
==M==
:[[Morrowind Mod:MenuMode|MenuMode]]
:[[Morrowind Mod:MenuTest|MenuTest]]
:[[Morrowind Mod:MessageBox|MessageBox]]
:[[Morrowind Mod:ModStat|ModAcrobatics]]
:[[Morrowind Mod:ModStat|ModAgility]]
:[[Morrowind Mod:ModStat|ModAlarm]]
:[[Morrowind Mod:ModStat|ModAlchemy]]
:[[Morrowind Mod:ModStat|ModAlteration]]
:[[Morrowind Mod:ModStat|ModArmorBonus]]
:[[Morrowind Mod:ModStat|ModArmorer]]
:[[Morrowind Mod:ModStat|ModAthletics]]
:[[Morrowind Mod:ModStat|ModAttackBonus]]
:[[Morrowind Mod:ModStat|ModAxe]]
:[[Morrowind Mod:ModStat|ModBlindness]]
:[[Morrowind Mod:ModStat|ModBlock]]
:[[Morrowind Mod:ModStat|ModBluntWeapon]]
:[[Morrowind Mod:ModStat|ModCastPenalty]]
:[[Morrowind Mod:ModStat|ModChameleon]]
:[[Morrowind Mod:ModStat|ModConjuration]]
:[[Morrowind Mod:ModStat|ModCurrentFatigue]]
:[[Morrowind Mod:ModStat|ModCurrentHealth]]
:[[Morrowind Mod:ModStat|ModCurrentMagicka]]
:[[Morrowind Mod:ModStat|ModDefendBonus]]
:[[Morrowind Mod:ModStat|ModDestruction]]
:[[Morrowind Mod:ModStat|ModDisposition]]
:[[Morrowind Mod:ModStat|ModEnchant]]
:[[Morrowind Mod:ModStat|ModEndurance]]
:[[Morrowind Mod:ModFactionReaction|ModFactionReaction]]
:[[Morrowind Mod:ModStat|ModFatigue]]
:[[Morrowind Mod:ModStat|ModFight]]
:[[Morrowind Mod:ModStat|ModFlee]]
:[[Morrowind Mod:ModStat|ModFlying]]
:[[Morrowind Mod:ModStat|ModHandToHand]]
:[[Morrowind Mod:ModStat|ModHealth]]
:[[Morrowind Mod:ModStat|ModHeavyArmor]]
:[[Morrowind Mod:ModStat|ModHello]]
:[[Morrowind Mod:ModStat|ModIllusion]]
:[[Morrowind Mod:ModStat|ModIntelligence]]
:[[Morrowind Mod:ModStat|ModInvisible]]
:[[Morrowind Mod:ModStat|ModLightArmor]]
:[[Morrowind Mod:ModStat|ModLongBlade]]
:[[Morrowind Mod:ModStat|ModLuck]]
:[[Morrowind Mod:ModStat|ModMagicka]]
:[[Morrowind Mod:ModStat|ModMarksman]]
:[[Morrowind Mod:ModStat|ModMediumArmor]]
:[[Morrowind Mod:ModStat|ModMercantile]]
:[[Morrowind Mod:ModStat|ModMysticism]]
:[[Morrowind Mod:ModStat|ModParalysis]]
:[[Morrowind Mod:ModStat|ModPCCrimeLevel]]
:[[Morrowind Mod:ModPCFacRep|ModPCFacRep]]
:[[Morrowind Mod:ModStat|ModPCVisionBonus]]
:[[Morrowind Mod:ModStat|ModPersonality]]
:[[Morrowind Mod:ModRegion|ModRegion]]
:[[Morrowind Mod:ModStat|ModReputation]]
:[[Morrowind Mod:ModStat|ModResistBlight]]
:[[Morrowind Mod:ModStat|ModResistCorprus]]
:[[Morrowind Mod:ModStat|ModResistDisease]]
:[[Morrowind Mod:ModStat|ModResistFire]]
:[[Morrowind Mod:ModStat|ModResistFrost]]
:[[Morrowind Mod:ModStat|ModResistMagicka]]
:[[Morrowind Mod:ModStat|ModResistNormalWeapons]]
:[[Morrowind Mod:ModStat|ModResistParalysis]]
:[[Morrowind Mod:ModStat|ModResistPoison]]
:[[Morrowind Mod:ModStat|ModResistShock]]
:[[Morrowind Mod:ModStat|ModRestoration]]
:[[Morrowind Mod:ModStat|ModScale]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:ModStat|ModSecurity]]
:[[Morrowind Mod:ModStat|ModShortBlade]]
:[[Morrowind Mod:ModStat|ModSilence]]
:[[Morrowind Mod:ModStat|ModSneak]]
:[[Morrowind Mod:ModStat|ModSpear]]
:[[Morrowind Mod:ModStat|ModSpeechcraft]]
:[[Morrowind Mod:ModStat|ModSpeed]]
:[[Morrowind Mod:ModStat|ModStrength]]
:[[Morrowind Mod:ModStat|ModSuperJump]]
:[[Morrowind Mod:ModStat|ModSwimSpeed]]
:[[Morrowind Mod:ModStat|ModUnarmored]]
:[[Morrowind Mod:ModStat|ModWaterBreathing]]
:[[Morrowind Mod:WaterLevel|ModWaterLevel]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:ModStat|ModWaterWalking]]
:[[Morrowind Mod:ModStat|ModWillpower]]
:[[Morrowind Mod:Month|Month]] {{Small|Global}}
:[[Morrowind Mod:Move|Move]]
:[[Morrowind Mod:MoveOneToOne|MoveOneToOne (MOTO)]]
:[[Morrowind Mod:Move|MoveWorld]]
==O==
:[[Morrowind Mod:OnActivate|OnActivate]]
:[[Morrowind Mod:OnDeath|OnDeath]]
:[[Morrowind Mod:OnKnockout|OnKnockout]]
:[[Morrowind Mod:OnMurder|OnMurder]]
:[[Morrowind Mod:OnPCAdd|OnPCAdd]] {{Small|Variable}}
:[[Morrowind Mod:OnPCDrop|OnPCDrop]] {{Small|Variable}}
:[[Morrowind Mod:OnPCEquip|OnPCEquip]] {{Small|Variable}}
:[[Morrowind Mod:OnPCHitMe|OnPCHitMe]] {{Small|Variable}}
:[[Morrowind Mod:OnPCRepair|OnPCRepair]] {{Small|Variable}}
:[[Morrowind Mod:OnPCSoulGemUse|OnPCSoulGemUse]] {{Small|Variable}}
:[[Morrowind Mod:OnRepair|OnRepair]] {{Small|Variable}}
:[[Morrowind Mod:Operators|Operators]] {{Small|Includes ->, +, -, etc.}}
:[[Morrowind Mod:Output|OutputObjCounts]] {{Small|Undocumented}}
:[[Morrowind Mod:Output|OutputRefCounts]] {{Small|Undocumented}}
:[[Morrowind Mod:Output|OutputRefInfo (ORI)]] {{Small|Undocumented}}
==P==
:[[Morrowind Mod:PayFine|PayFine]]
:[[Morrowind Mod:PayFine|PayFineThief]]
:[[Morrowind Mod:PCClearExpelled|PCClearExpelled]]
:[[Morrowind Mod:PCExpell|PCExpell]]
:[[Morrowind Mod:PCExpelled|PCExpelled]]
:[[Morrowind Mod:PCForce1stPerson|PCForce1stPerson]]
:[[Morrowind Mod:PCForce3rdPerson|PCForce3rdPerson]]
:[[Morrowind Mod:PCGet3rdPerson|PCGet3rdPerson]]
:[[Morrowind Mod:PCJoinFaction|PCJoinFaction]]
:[[Morrowind Mod:PCLowerRank|PCLowerRank]]
:[[Morrowind Mod:PCRace|PCRace]] {{Small|Global}}
:[[Morrowind Mod:PCRaiseRank|PCRaiseRank]]
:[[Morrowind Mod:PCSkipEquip|PCSkipEquip]] {{Small|Variable}}
:[[Morrowind Mod:PCVampire|PCVampire]] {{Small|Global}}
:[[Morrowind Mod:PCWerewolf|PCWerewolf]] {{Small|Global}}<sup>[[Bloodmoon:Bloodmoon|BM]]</sup>
:[[Morrowind Mod:PlaceAt|PlaceAtMe]] <sup>[[Bloodmoon:Bloodmoon|BM]]</sup>
:[[Morrowind Mod:PlaceAt|PlaceAtPC]]
:[[Morrowind Mod:PlaceItem|PlaceItem]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:PlaceItem|PlaceItemCell]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:PlayBink|PlayBink]]
:[[Morrowind Mod:PlayGroup|PlayGroup]]
:[[Morrowind Mod:PlaySound|PlayLoopSound3D]]
:[[Morrowind Mod:PlaySound|PlayLoopSound3DVP]]
:[[Morrowind Mod:PlaySound|PlaySound]]
:[[Morrowind Mod:PlaySound|PlaySound3D]]
:[[Morrowind Mod:PlaySound|PlaySound3DVP]]
:[[Morrowind Mod:PlaySound|PlaySoundVP]]
:[[Morrowind Mod:Position|Position]]
:[[Morrowind Mod:Position|PositionCell]]
:[[Morrowind Mod:PurgeTextures|PurgeTextures (PT)]] {{Small|Undocumented}}
==R==
:[[Morrowind Mod:RaiseRank|RaiseRank]]
:[[Morrowind Mod:Random|Random]]
:[[Morrowind Mod:RemoveEffects|RemoveEffects]]
:[[Morrowind Mod:RemoveFromLev|RemoveFromLevCreature]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:RemoveFromLev|RemoveFromLevItem]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:RemoveItem|RemoveItem]]
:[[Morrowind Mod:RemoveSoulGem|RemoveSoulGem]]
:[[Morrowind Mod:RemoveSpell|RemoveSpell]]
:[[Morrowind Mod:RemoveSpellEffects|RemoveSpellEffects]]
:[[Morrowind Mod:RepairedOnMe|RepairedOnMe]]
:[[Morrowind Mod:ResetActors|ResetActors (RA)]]
:[[Morrowind Mod:Resurrect|Resurrect]]
:[[Morrowind Mod:Return|Return]]
:[[Morrowind Mod:Rotate|Rotate]]
:[[Morrowind Mod:Rotate|RotateWorld]]
==S==
:[[Morrowind Mod:SameFaction|SameFaction]]
:[[Morrowind Mod:Say|Say]]
:[[Morrowind Mod:SayDone|SayDone]]
:[[Morrowind Mod:ScriptRunning|ScriptRunning]]
:[[Morrowind Mod:Set|Set]]
:[[Morrowind Mod:SetStat|SetAcrobatics]]
:[[Morrowind Mod:SetStat|SetAgility]]
:[[Morrowind Mod:SetStat|SetAlarm]]
:[[Morrowind Mod:SetStat|SetAlchemy]]
:[[Morrowind Mod:SetStat|SetAlteration]]
:[[Morrowind Mod:SetAngle|SetAngle]]
:[[Morrowind Mod:SetStat|SetArmorBonus]]
:[[Morrowind Mod:SetStat|SetArmorer]]
:[[Morrowind Mod:SetStat|SetAthletics]]
:[[Morrowind Mod:SetAtStart|SetAtStart]]
:[[Morrowind Mod:SetStat|SetAttackBonus]]
:[[Morrowind Mod:SetStat|SetAxe]]
:[[Morrowind Mod:SetStat|SetBlindness]]
:[[Morrowind Mod:SetStat|SetBlock]]
:[[Morrowind Mod:SetStat|SetBluntWeapon]]
:[[Morrowind Mod:SetStat|SetCastPenalty]]
:[[Morrowind Mod:SetStat|SetChameleon]]
:[[Morrowind Mod:SetStat|SetConjuration]]
:[[Morrowind Mod:SetStat|SetDefendBonus]]
:[[Morrowind Mod:SetDelete|SetDelete]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:SetStat|SetDestruction]]
:[[Morrowind Mod:SetStat|SetDisposition]]
:[[Morrowind Mod:SetStat|SetEnchant]]
:[[Morrowind Mod:SetStat|SetEndurance]]
:[[Morrowind Mod:SetFactionReaction|SetFactionReaction]]
:[[Morrowind Mod:SetStat|SetFatigue]]
:[[Morrowind Mod:SetStat|SetFight]]
:[[Morrowind Mod:SetStat|SetFlee]]
:[[Morrowind Mod:SetStat|SetFlying]]
:[[Morrowind Mod:SetStat|SetHandToHand]]
:[[Morrowind Mod:SetStat|SetHealth]]
:[[Morrowind Mod:SetStat|SetHeavyArmor]]
:[[Morrowind Mod:SetStat|SetHello]]
:[[Morrowind Mod:SetStat|SetIllusion]]
:[[Morrowind Mod:SetStat|SetIntelligence]]
:[[Morrowind Mod:SetStat|SetInvisible]]
:[[Morrowind Mod:SetJournalIndex|SetJournalIndex]]
:[[Morrowind Mod:SetStat|SetLevel]]
:[[Morrowind Mod:SetStat|SetLightArmor]]
:[[Morrowind Mod:SetStat|SetLongBlade]]
:[[Morrowind Mod:SetStat|SetLuck]]
:[[Morrowind Mod:SetStat|SetMagicka]]
:[[Morrowind Mod:SetStat|SetMarksman]]
:[[Morrowind Mod:SetStat|SetMediumArmor]]
:[[Morrowind Mod:SetStat|SetMercantile]]
:[[Morrowind Mod:SetStat|SetMysticism]]
:[[Morrowind Mod:SetStat|SetParalysis]]
:[[Morrowind Mod:SetStat|SetPCCrimeLevel]]
:[[Morrowind Mod:SetPCFacRep|SetPCFacRep]]
:[[Morrowind Mod:SetStat|SetPCVisionBonus]]
:[[Morrowind Mod:SetStat|SetPersonality]]
:[[Morrowind Mod:SetPos|SetPos]]
:[[Morrowind Mod:SetStat|SetReputation]]
:[[Morrowind Mod:SetStat|SetResistBlight]]
:[[Morrowind Mod:SetStat|SetResistCorprus]]
:[[Morrowind Mod:SetStat|SetResistDisease]]
:[[Morrowind Mod:SetStat|SetResistFire]]
:[[Morrowind Mod:SetStat|SetResistFrost]]
:[[Morrowind Mod:SetStat|SetResistMagicka]]
:[[Morrowind Mod:SetStat|SetResistNormalWeapons]]
:[[Morrowind Mod:SetStat|SetResistParalysis]]
:[[Morrowind Mod:SetStat|SetResistPoison]]
:[[Morrowind Mod:SetStat|SetResistShock]]
:[[Morrowind Mod:SetStat|SetRestoration]]
:[[Morrowind Mod:SetStat|SetScale]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:SetStat|SetSecurity]]
:[[Morrowind Mod:SetStat|SetShortBlade]]
:[[Morrowind Mod:SetStat|SetSilence]]
:[[Morrowind Mod:SetStat|SetSneak]]
:[[Morrowind Mod:SetStat|SetSpear]]
:[[Morrowind Mod:SetStat|SetSpeechcraft]]
:[[Morrowind Mod:SetStat|SetSpeed]]
:[[Morrowind Mod:SetStat|SetStrength]]
:[[Morrowind Mod:SetStat|SetSuperJump]]
:[[Morrowind Mod:SetStat|SetSwimSpeed]]
:[[Morrowind Mod:SetStat|SetUnarmored]]
:[[Morrowind Mod:SetStat|SetWaterBreathing]]
:[[Morrowind Mod:WaterLevel|SetWaterLevel]] <sup>[[Tribunal:Tribunal|TR]]</sup>
:[[Morrowind Mod:SetStat|SetWaterWalking]]
:[[Morrowind Mod:SetWerewolfAcrobatics|SetWerewolfAcrobatics]] <sup>[[Bloodmoon:Bloodmoon|BM]]</sup>
:[[Morrowind Mod:SetStat|SetWillpower]]
:[[Morrowind Mod:Short|Short]]
:[[Morrowind Mod:Show|Show]] {{Small|Undocumented}}
:[[Morrowind Mod:ShowAnim|ShowAnim (SA)]]
:[[Morrowind Mod:ShowGroup|ShowGroup (SG)]]
:[[Morrowind Mod:ShowMap|ShowMap]]
:[[Morrowind Mod:ShowRestMenu|ShowRestMenu]]
:[[Morrowind Mod:ShowSceneGraph|ShowScenegraph (SSG)]]
:[[Morrowind Mod:ShowTargets|ShowTargets (ST)]]
:[[Morrowind Mod:ShowVars|ShowVars (SV)]]
:[[Morrowind Mod:SkipAnim|SkipAnim]]
:[[Morrowind Mod:StartCombat|StartCombat]]
:[[Morrowind Mod:StartScript|StartScript]]
:[[Morrowind Mod:StayOutside|StayOutside]] {{Small|Variable}}<sup>[[Bloodmoon:Bloodmoon|BM]]</sup>
:[[Morrowind Mod:StopCellTest|StopCellTest (SCT)]]
:[[Morrowind Mod:StopCombat|StopCombat]]
:[[Morrowind Mod:StopScript|StopScript]]
:[[Morrowind Mod:StopSound|StopSound]]
:[[Morrowind Mod:StreamMusic|StreamMusic]]
==T==
:[[Morrowind Mod:TestCellsModels|TestCells]]
:[[Morrowind Mod:TestCellsModels|TestInteriorCells]]
:[[Morrowind Mod:TestCellsModels|TestModels (T3D)]]
:[[Morrowind Mod:TestCellsModels|TestThreadCells]] {{Small|Undocumented}}
:[[Morrowind Mod:ToggleModes|ToggleAI (TAI)]]
:[[Morrowind Mod:ToggleModes|ToggleBorders (TB)]]
:[[Morrowind Mod:ToggleModes|ToggleCollision (TCL)]]
:[[Morrowind Mod:ToggleModes|ToggleCollisionBoxes (TCB)]]
:[[Morrowind Mod:ToggleModes|ToggleCollisionGrid (TCG)]]
:[[Morrowind Mod:ToggleModes|ToggleCombatStats (TCS)]]
:[[Morrowind Mod:ToggleModes|ToggleDebugText (TDT)]]
:[[Morrowind Mod:ToggleModes|ToggleDialogueStats (TDS)]]
:[[Morrowind Mod:ToggleModes|ToggleFogOfWar (TFOW)]]
:[[Morrowind Mod:ToggleModes|ToggleFullHelp (TFH)]]
:[[Morrowind Mod:ToggleModes|ToggleGodMode (TGM)]]
:[[Morrowind Mod:ToggleModes|ToggleGrid (TG)]]
:[[Morrowind Mod:ToggleModes|ToggleKillStats (TKS)]]
:[[Morrowind Mod:ToggleModes|ToggleLights (TL)]]
:[[Morrowind Mod:ToggleModes|ToggleLoadFade (TLF)]]
:[[Morrowind Mod:ToggleModes|ToggleMagicStats (TMS)]]
:[[Morrowind Mod:ToggleModes|ToggleMenus (TM)]]
:[[Morrowind Mod:ToggleModes|TogglePathGrid (TPG)]]
:[[Morrowind Mod:ToggleModes|ToggleScriptOutput (TSO)]]
:[[Morrowind Mod:ToggleModes|ToggleScripts]]
:[[Morrowind Mod:ToggleModes|ToggleSky (TS)]]
:[[Morrowind Mod:ToggleModes|ToggleStats (TST)]]
:[[Morrowind Mod:ToggleModes|ToggleTextureString (TTS)]]
:[[Morrowind Mod:ToggleModes|ToggleVanityMode (TVM)]]
:[[Morrowind Mod:ToggleModes|ToggleWater (TWA)]]
:[[Morrowind Mod:ToggleModes|ToggleWireframe (TWF)]]
:[[Morrowind Mod:ToggleModes|ToggleWorld (TW)]]
:[[Morrowind Mod:TurnMoon|TurnMoonRed]] <sup>[[Bloodmoon:Bloodmoon|BM]]</sup>
:[[Morrowind Mod:TurnMoon|TurnMoonWhite]] <sup>[[Bloodmoon:Bloodmoon|BM]]</sup>
==U==
:[[Morrowind Mod:UndoWerewolf|UndoWerewolf]] <sup>[[Bloodmoon:Bloodmoon|BM]]</sup>
:[[Morrowind Mod:Unlock|Unlock]]
:[[Morrowind Mod:UsedOnMe|UsedOnMe]]
==W==
:[[Morrowind Mod:WakeUpPC|WakeUpPC]]
:[[Morrowind Mod:While|While]]
==X==
:[[Morrowind Mod:Xbox|XBox]]
==Y==
:[[Morrowind Mod:Year|Year]] {{Small|Global}}
__NOTOC__
{{LetterMenu|KNQVZ}}
| 2,307,009
|
2021-01-07T23:43:12Z
|
HoodBot
|
A
:Activate
:AddItem
:AddSoulGem
:AddSpell
:AddToLevCreature
:AddToLevItem
:AddTopic
:AIActivate
:AIEscort
:AIEscortCell
:AIFollow
:AIFollowCell
:AITravel
:AIWander
B
:BecomeWerewolf
:Begin
:BetaComment (BC)
C
:Cast
:CellChanged
:CellUpdate
:CenterOnCell (COC)
:CenterOnExterior (COE)
:ChangeWeather
:Choice
:ClearForceJump
:ClearForceMoveJump
:ClearForceRun
:ClearForceSneak
:ClearInfoActor
:Companion
:CreateMaps
D
:Day
:DaysPassed
:Disable
:DisableLevitation
:DisablePlayerControls
:DisablePlayerFighting
:DisablePlayerJumping
:DisablePlayerLooking
:DisablePlayerMagic
:DisablePlayerViewSwitch
:DisableTeleporting
:DisableVanityMode
:DontSaveObject
:Drop
:DropSoulGem
E
:Else
:ElseIf
:Enable
:EnableBirthMenu
:EnableClassMenu
:EnableInventoryMenu
:EnableLevelupMenu
:EnableLevitation
:EnableMagicMenu
:EnableMapMenu
:EnableNameMenu
:EnablePlayerControls
:EnablePlayerFighting
:EnablePlayerJumping
:EnablePlayerLooking
:EnablePlayerMagic
:EnablePlayerViewSwitch
:EnableRaceMenu
:EnableRest
:EnableStatReviewMenu
:EnableStatsMenu
:EnableTeleporting
:EnableVanityMode
:End
:EndIf
:EndWhile
:Equip
:ExplodeSpell
F
:Face
:FadeIn
:FadeOut
:FadeTo
:Fall
:FillJournal
:FillMap
:FixMe
:Float
:ForceGreeting
:ForceJump
:ForceMoveJump
:ForceRun
:ForceSneak
G
:GameHour
:GetAcrobatics
:GetAgility
:GetAIPackageDone
:GetAlarm
:GetAlchemy
:GetAlteration
:GetAngle
:GetArmorBonus
:GetArmorer
:GetArmorType
:GetAthletics
:GetAttackBonus
:GetAttacked
:GetAxe
:GetBlightDisease
:GetBlindness
:GetBlock
:GetBluntWeapon
:GetButtonPressed
:GetCastPenalty
:GetChameleon
:GetCollidingActor
:GetCollidingPC
:GetCommonDisease
:GetConjuration
:GetCurrentAIPackage
:GetCurrentTime
:GetCurrentWeather
:GetDeadCount
:GetDefendBonus
:GetDestruction
:GetDetected
:GetDisabled
:GetDisposition
:GetDistance
:GetEffect
:GetEnchant
:GetEndurance
:GetFactionReaction
:GetFatigue
:GetFight
:GetFlee
:GetFlying
:GetForceJump
:GetForceMoveJump
:GetForceRun
:GetForceSneak
:GetHandToHand
:GetHealth
:GetHealthGetRatio
:GetHeavyArmor
:GetHello
:GetIllusion
:GetIntelligence
:GetInterior
:GetInvisible
:GetItemCount
:GetJournalIndex
:GetLevel
:GetLightArmor
:GetLineOfSight (GetLOS)
:GetLocked
:GetLongBlade
:GetLuck
:GetMagicka
:GetMarksman
:GetMasserPhase
:GetMediumArmor
:GetMercantile
:GetMysticism
:GetParalysis
:GetPCCell
:GetPCCrimeLevel
:GetPCFacRep
:GetPCInJail
:GetPCJumping
:GetPCRank
:GetPCRunning
:GetPCSleep
:GetPCSneaking
:GetPCTraveling
:GetPCVisionBonus
:GetPersonality
:GetPlayerControlsDisabled
:GetPlayerFightingDisabled
:GetPlayerJumpingDisabled
:GetPlayerLookingDisabled
:GetPlayerMagicDisabled
:GetPlayerViewSwitch
:GetPos
:GetRace
:GetReputation
:GetResistBlight
:GetResistCorprus
:GetResistDisease
:GetResistFire
:GetResistFrost
:GetResistMagicka
:GetResistNormalWeapons
:GetResistParalysis
:GetResistPoison
:GetResistShock
:GetRestoration
:GetScale
:GetSecondsPassed
:GetSecundaPhase
:GetSecurity
:GetShortBlade
:GetSilence
:GetSneak
:GetSoundPlaying
:GetSpear
:GetSpeechcraft
:GetSpeed
:GetSpell
:GetSpellEffects
:GetSpellReadied
:GetSquareRoot
:GetStandingActor
:GetStandingPC
:GetStartingAngle
:GetStartingPos
:GetStrength
:GetSuperJump
:GetSwimSpeed
:GetTarget
:GetUnarmored
:GetVanityModeDisabled
:GetWaterBreathing
:GetWaterLevel
:GetWaterWalking
:GetWeaponDrawn
:GetWeaponType
:GetWerewolfKills
:GetWillpower
:GetWindSpeed
:Goodbye
:GoToJail
H
:HasItemEquipped
:HasSoulGem
:Help
:HitAttemptOnMe
:HitOnMe
:HurtCollidingActor
:HurtStandingActor
I
:If
:IsWerewolf
J
:Journal
L
:Lock
:Long
:LoopGroup
:LowerRank
M
:MenuMode
:MenuTest
:MessageBox
:ModAcrobatics
:ModAgility
:ModAlarm
:ModAlchemy
:ModAlteration
:ModArmorBonus
:ModArmorer
:ModAthletics
:ModAttackBonus
:ModAxe
:ModBlindness
:ModBlock
:ModBluntWeapon
:ModCastPenalty
:ModChameleon
:ModConjuration
:ModCurrentFatigue
:ModCurrentHealth
:ModCurrentMagicka
:ModDefendBonus
:ModDestruction
:ModDisposition
:ModEnchant
:ModEndurance
:ModFactionReaction
:ModFatigue
:ModFight
:ModFlee
:ModFlying
:ModHandToHand
:ModHealth
:ModHeavyArmor
:ModHello
:ModIllusion
:ModIntelligence
:ModInvisible
:ModLightArmor
:ModLongBlade
:ModLuck
:ModMagicka
:ModMarksman
:ModMediumArmor
:ModMercantile
:ModMysticism
:ModParalysis
:ModPCCrimeLevel
:ModPCFacRep
:ModPCVisionBonus
:ModPersonality
:ModRegion
:ModReputation
:ModResistBlight
:ModResistCorprus
:ModResistDisease
:ModResistFire
:ModResistFrost
:ModResistMagicka
:ModResistNormalWeapons
:ModResistParalysis
:ModResistPoison
:ModResistShock
:ModRestoration
:ModScale
:ModSecurity
:ModShortBlade
:ModSilence
:ModSneak
:ModSpear
:ModSpeechcraft
:ModSpeed
:ModStrength
:ModSuperJump
:ModSwimSpeed
:ModUnarmored
:ModWaterBreathing
:ModWaterLevel
:ModWaterWalking
:ModWillpower
:Month
:Move
:MoveOneToOne (MOTO)
:MoveWorld
O
:OnActivate
:OnDeath
:OnKnockout
:OnMurder
:OnPCAdd
:OnPCDrop
:OnPCEquip
:OnPCHitMe
:OnPCRepair
:OnPCSoulGemUse
:OnRepair
:Operators
:OutputObjCounts
:OutputRefCounts
:OutputRefInfo (ORI)
P
:PayFine
:PayFineThief
:PCClearExpelled
:PCExpell
:PCExpelled
:PCForce1stPerson
:PCForce3rdPerson
:PCGet3rdPerson
:PCJoinFaction
:PCLowerRank
:PCRace
:PCRaiseRank
:PCSkipEquip
:PCVampire
:PCWerewolf
:PlaceAtMe
:PlaceAtPC
:PlaceItem
:PlaceItemCell
:PlayBink
:PlayGroup
:PlayLoopSound3D
:PlayLoopSound3DVP
:PlaySound
:PlaySound3D
:PlaySound3DVP
:PlaySoundVP
:Position
:PositionCell
:PurgeTextures (PT)
R
:RaiseRank
:Random
:RemoveEffects
:RemoveFromLevCreature
:RemoveFromLevItem
:RemoveItem
:RemoveSoulGem
:RemoveSpell
:RemoveSpellEffects
:RepairedOnMe
:ResetActors (RA)
:Resurrect
:Return
:Rotate
:RotateWorld
S
:SameFaction
:Say
:SayDone
:ScriptRunning
:Set
:SetAcrobatics
:SetAgility
:SetAlarm
:SetAlchemy
:SetAlteration
:SetAngle
:SetArmorBonus
:SetArmorer
:SetAthletics
:SetAtStart
:SetAttackBonus
:SetAxe
:SetBlindness
:SetBlock
:SetBluntWeapon
:SetCastPenalty
:SetChameleon
:SetConjuration
:SetDefendBonus
:SetDelete
:SetDestruction
:SetDisposition
:SetEnchant
:SetEndurance
:SetFactionReaction
:SetFatigue
:SetFight
:SetFlee
:SetFlying
:SetHandToHand
:SetHealth
:SetHeavyArmor
:SetHello
:SetIllusion
:SetIntelligence
:SetInvisible
:SetJournalIndex
:SetLevel
:SetLightArmor
:SetLongBlade
:SetLuck
:SetMagicka
:SetMarksman
:SetMediumArmor
:SetMercantile
:SetMysticism
:SetParalysis
:SetPCCrimeLevel
:SetPCFacRep
:SetPCVisionBonus
:SetPersonality
:SetPos
:SetReputation
:SetResistBlight
:SetResistCorprus
:SetResistDisease
:SetResistFire
:SetResistFrost
:SetResistMagicka
:SetResistNormalWeapons
:SetResistParalysis
:SetResistPoison
:SetResistShock
:SetRestoration
:SetScale
:SetSecurity
:SetShortBlade
:SetSilence
:SetSneak
:SetSpear
:SetSpeechcraft
:SetSpeed
:SetStrength
:SetSuperJump
:SetSwimSpeed
:SetUnarmored
:SetWaterBreathing
:SetWaterLevel
:SetWaterWalking
:SetWerewolfAcrobatics
:SetWillpower
:Short
:Show
:ShowAnim (SA)
:ShowGroup (SG)
:ShowMap
:ShowRestMenu
:ShowScenegraph (SSG)
:ShowTargets (ST)
:ShowVars (SV)
:SkipAnim
:StartCombat
:StartScript
:StayOutside
:StopCellTest (SCT)
:StopCombat
:StopScript
:StopSound
:StreamMusic
T
:TestCells
:TestInteriorCells
:TestModels (T3D)
:TestThreadCells
:ToggleAI (TAI)
:ToggleBorders (TB)
:ToggleCollision (TCL)
:ToggleCollisionBoxes (TCB)
:ToggleCollisionGrid (TCG)
:ToggleCombatStats (TCS)
:ToggleDebugText (TDT)
:ToggleDialogueStats (TDS)
:ToggleFogOfWar (TFOW)
:ToggleFullHelp (TFH)
:ToggleGodMode (TGM)
:ToggleGrid (TG)
:ToggleKillStats (TKS)
:ToggleLights (TL)
:ToggleLoadFade (TLF)
:ToggleMagicStats (TMS)
:ToggleMenus (TM)
:TogglePathGrid (TPG)
:ToggleScriptOutput (TSO)
:ToggleScripts
:ToggleSky (TS)
:ToggleStats (TST)
:ToggleTextureString (TTS)
:ToggleVanityMode (TVM)
:ToggleWater (TWA)
:ToggleWireframe (TWF)
:ToggleWorld (TW)
:TurnMoonRed
:TurnMoonWhite
U
:UndoWerewolf
:Unlock
:UsedOnMe
W
:WakeUpPC
:While
X
:XBox
Y
:Year
|
122
| 1,383
|
https://en.uesp.net/wiki/Tes3Mod:SetStat
|
Tes3Mod:SetStat
|
{{Morrowind Modding Functions Trail}}
{| BORDER=0 CELLPADDING=2 CELLSPACING=0
| '''SetAcrobatics'''
| '''SetAgility'''
| '''SetAlarm'''
| '''SetAlchemy'''
| '''SetAlteration'''
| '''SetArmorBonus'''
|-
| '''SetArmorer'''
| '''SetAthletics'''
| '''SetAttackBonus'''
| '''SetAxe'''
| '''SetBlindness'''
| '''SetBlock'''
|-
| '''SetBluntWeapon'''
| '''SetCastPenalty'''
| '''SetChameleon'''
| '''SetConjuration'''
| '''SetDefendBonus'''
| '''SetDestruction'''
|-
| '''SetDisposition'''
| '''SetEnchant'''
| '''SetEndurance'''
| '''SetFatigue'''
| '''SetFight'''
| '''SetFlee'''
|-
| '''SetFlying'''
| '''SetHandToHand'''
| '''SetHealth'''
| '''SetHeavyArmor'''
| '''SetHello'''
| '''SetIllusion'''
|-
| '''SetIntelligence'''
| '''SetInvisible'''
| '''SetLevel'''
| '''SetLightArmor'''
| '''SetLongBlade'''
| '''SetLuck'''
|-
| '''SetMarksman'''
| '''SetMediumArmor'''
| '''SetMagicka'''
| '''SetMercantile'''
| '''SetMysticism'''
| '''SetParalysis'''
|-
| '''SetPCCrimeLevel'''
| '''SetPCVisionBonus'''
| '''SetPersonality'''
| '''SetReputation'''
| '''SetResistBlight'''
| '''SetResistCorprus'''
|-
| '''SetResistDisease'''
| '''SetResistFire'''
| '''SetResistFrost'''
| '''SetResistMagicka'''
| '''SetResistNormalWeapons'''
| '''SetResistParalysis'''
|-
| '''SetResistPoison'''
| '''SetResistShock'''
| '''SetRestoration'''
| '''SetScale'''
| '''SetSecurity'''
| '''SetShortblade'''
|-
| '''SetSilence'''
| '''SetSneak'''
| '''SetSpear'''
| '''SetSpeechcraft'''
| '''SetSpeed'''
| '''SetStrength'''
|-
| '''SetSuperJump'''
| '''SetSwimSpeed'''
| '''SetUnarmored'''
| '''SetWaterBreathing'''
| '''SetWaterWalking'''
| '''SetWillpower'''
|}
<pre>
Set____
Where: Value = Value to set the stat by. Can be a literal value or a
variable (float).
Type: Stats
Returns: none
Example: player->SetFatigue, 0
SetStrength, LocalVar
Scripts: ouch_keening
puzzlecanal
</pre>
These Set functions will set the exact value of the statistic. Most of these functions will also accept a float variable instead of a literal numeric value (SetLevel will not). There are several special cases of the Set___ functions as described below.
*'''SetScale''' - New in Tribunal
*'''SetPCCrimeLevel''' - Player only
*'''SetPCVisionBonus''' - Player only, Undocumented
*'''SetAlarm'''
*'''SetFight'''
*'''SetFlee'''
*'''SetHello''' - When you use these functions you change the AI settings for ALL references of the actor, not just the calling reference.
*'''SetScale''' - You can exceed the 0.5 to 2.0 scale limits imposed by the editor. You shouldn't call SetScale in every frame, at least not in exteriors or other FPS-critical situations. Keep in mind that the scale will be reset to the 0.5 - 2.0 range when you reload. Either call it regularly (about every 10 frames) or test for GetScale and reset the scale when it doesn't fit.
Note that the SetInvisible was incorrectly spelled as SetInvisibile in the original Morrowind game (fixed in a later patch or Tribunal?).
See Also: [[Morrowind Mod:GetStat|GetStat]], [[Morrowind Mod:ModStat|ModStat]]
| 2,307,532
|
2021-01-07T23:47:07Z
|
HoodBot
|
These Set functions will set the exact value of the statistic. Most of these functions will also accept a float variable instead of a literal numeric value (SetLevel will not). There are several special cases of the Set___ functions as described below.
SetScale - New in Tribunal
SetPCCrimeLevel - Player only
SetPCVisionBonus - Player only, Undocumented
SetAlarm
SetFight
SetFlee
SetHello - When you use these functions you change the AI settings for ALL references of the actor, not just the calling reference.
SetScale - You can exceed the 0.5 to 2.0 scale limits imposed by the editor. You shouldn't call SetScale in every frame, at least not in exteriors or other FPS-critical situations. Keep in mind that the scale will be reset to the 0.5 - 2.0 range when you reload. Either call it regularly (about every 10 frames) or test for GetScale and reset the scale when it doesn't fit.
Note that the SetInvisible was incorrectly spelled as SetInvisibile in the original Morrowind game (fixed in a later patch or Tribunal?).
See Also: GetStat, ModStat
|
122
| 1,384
|
https://en.uesp.net/wiki/Tes3Mod:GetStat
|
Tes3Mod:GetStat
|
{{Morrowind Modding Functions Trail}}
{| BORDER=0 CELLPADDING=2 CELLSPACING=0
| '''GetAcrobatics'''
| '''GetAgility'''
| '''GetAlarm'''
| '''GetAlchemy'''
| '''GetAlteration'''
| '''GetArmorBonus'''
|-
| '''GetArmorer'''
| '''GetAthletics'''
| '''GetAttackBonus'''
| '''GetAxe'''
| '''GetBlindness'''
| '''GetBlock'''
|-
| '''GetBluntWeapon'''
| '''GetCastPenalty'''
| '''GetChameleon'''
| '''GetConjuration'''
| '''GetDefendBonus'''
| '''GetDestruction'''
|-
| '''GetDisposition'''
| '''GetEnchant'''
| '''GetEndurance'''
| '''GetFatigue'''
| '''GetFight'''
| '''GetFlee'''
|-
| '''GetFlying'''
| '''GetHandToHand'''
| '''GetHealth'''
| '''GetHeavyArmor'''
| '''GetHello'''
| '''GetIllusion'''
|-
| '''GetIntelligence'''
| '''GetInvisible'''
| '''GetLevel'''
| '''GetLightArmor'''
| '''GetLongBlade'''
| '''GetLuck'''
|-
| '''GetMarksman'''
| '''GetMediumArmor'''
| '''GetMagicka'''
| '''GetMercantile'''
| '''GetMysticism'''
| '''GetParalysis'''
|-
| '''GetPCCrimeLevel'''
| '''GetPCVisionBonus'''
| '''GetPersonality'''
| '''GetReputation'''
| '''GetResistBlight'''
| '''GetResistCorprus'''
|-
| '''GetResistDisease'''
| '''GetResistFire'''
| '''GetResistFrost'''
| '''GetResistMagicka'''
| '''GetResistNormalWeapons'''
| '''GetResistParalysis'''
|-
| '''GetResistPoison'''
| '''GetResistShock'''
| '''GetRestoration'''
| '''GetScale'''
| '''GetSecurity'''
| '''GetShortblade'''
|-
| '''GetSilence'''
| '''GetSneak'''
| '''GetSpear'''
| '''GetSpeechcraft'''
| '''GetSpeed'''
| '''GetStrength'''
|-
| '''GetSuperJump'''
| '''GetSwimSpeed'''
| '''GetUnarmored'''
| '''GetWaterBreathing'''
| '''GetWaterWalking'''
| '''GetWillpower'''
|}
<pre>
Get____
Type: Stats
Returns: float
Example: if ( player->GetHealth < 10 )
set MyStr to GetStrength
Scripts: ouch_keening
puzzlecanal
</pre>
These functions are used to return the various statistics of the calling actor or player. There are several special cases of the Get___ functions as described below.
*'''GetScale''' - New in Tribunal
*'''GetPCCrimeLevel''' - Player only
*'''GetPCVisionBonus''' - Player only, Undocumented
Note that the GetInvisible was incorrectly spelled as GetInvisibile in the original Morrowind game (fixed in a later patch or Tribunal?).
See Also: [[Morrowind Mod:ModStat|ModStat]], [[Morrowind Mod:SetStat|SetStat]]
| 2,307,212
|
2021-01-07T23:44:37Z
|
HoodBot
|
Get____
Type: Stats
Returns: float
Example: if ( player->GetHealth
These functions are used to return the various statistics of the calling actor or player. There are several special cases of the Get___ functions as described below.
GetScale - New in Tribunal
GetPCCrimeLevel - Player only
GetPCVisionBonus - Player only, Undocumented
Note that the GetInvisible was incorrectly spelled as GetInvisibile in the original Morrowind game (fixed in a later patch or Tribunal?).
See Also: ModStat, SetStat
|
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