The Elder Scrolls IV: Oblivion FAQ/Walkthrough v0.8
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: : : : The Elder Scrolls IV: Oblivion FAQ/Walkthrough

The Elder Scrolls IV: Oblivion FAQ/Walkthrough

by Misfit119   Updated to v0.8 on
This walkthrough was originally written for The Elder Scrolls IV: Oblivion on the PS3, but the walkthrough is still applicable to the PC version of the game.
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Elder Scrolls 4: Oblivion - Version 0.8 - 7/11/2007
=========================================================
This FAQ may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed 
publicly without advance written permission. Use of this guide on any other 
web site or as a part of any public display is strictly prohibited, and a 
violation of copyright.

All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

Written by: Daniel Acaba 
GameFAQS ID: Misfit119
Contact me at: eternalmisery718@yahoo.com
System: Playstation 3
Version 0.8 - 7/11/2007

This FAQ Copyright 2007 Daniel Acaba

Lists of sites that may host this FAQ:
www.GameFAQS.com
www.cheatcc.com
www.neoseeker.com


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=========================================================
Index
=========================================================
1 - Update History

2 - About This FAQ

3 - Controls

4 - Player Stats
  4.01 - Vital Statistics
  4.02 - Stats
  4.03 - Skills
    4.03.01 - Combat Skills
    4.03.02 - Magic Skills
    4.03.03 - Stealth Skills
    4.03.04 - Skill Trainers
  4.04 - The Races
  4.05 - The Birthsigns

5 - General Tips
  5.01 - Character Creation
  5.02 - Combat
    5.02.01 - Melee Combat
    5.02.02 - Ranged Combat
    5.02.03 - Stealth Combat
    5.02.04 - Hand-To-Hand Combat
    5.02.05 - Magical Combat
  5.03 - Stealth
    5.03.01 - Sneaking
    5.03.02 - Security
    5.03.03 - Picking Pockets
  5.04 - Commerce
  5.05 - Making Friends
  5.06 - Levelling Up
    5.06.01 - Basics of Levelling Up
    5.06.02 - How to Level Well
    5.06.03 - How to Cheese Level

6 - Main Quest Walkthrough
  6.01 - Tutorial
  6.02 - Deliver the Amulet
  6.03 - Find the Heir
  6.04 - Breaking the Siege of Kvatch
  6.05 - Weynon Priory
  6.06 - The Path of Dawn
  6.07 - Dagon Shrine
  6.08 - Spies
  6.09 - Blood of the Daedra
  6.10 - Blood of the Divine
  6.11 - Miscarcand
  6.12 - Bruma Gate
  6.13 - Allies for Bruma
  6.14 - Defense of Bruma
  6.15 - Great Gate
  6.16 - Paradise
  6.17 - Light the Dragonfires
  6.18 - Imperial Dragon Armor

7 - Guild Quests Walkthrough
  7.01 - Dark Brotherhood
    7.01.01 - Getting in to The Dark Brotherhood
    7.01.02 - A Knife in the Dark
----Vicente Valtieri's Quests----
    7.01.03 - A Watery Grave
    7.01.04 - Accidents Happen
    7.01.05 - Scheduled Execution
    7.01.06 - The Assassinated Man
----Teinaava's Quests----
    7.01.07 - The Renegade Shadowscale
----Ocheeva's Quests----
    7.01.08 - The Lonely Wanderer
    7.01.09 - Bad Medicine
    7.01.10 - Whodunit?
    7.01.11 - Permanent Retirement
    7.01.12 - Of Secret And Shadow
----Lucien Lachance's Quests----
    7.01.13 - The Purification
    7.01.14 - Affairs of a Wizard
    7.01.15 - Next of Kin
    7.01.16 - Broken Vows
    7.01.17 - Final Justice
    7.01.18 - A Matter of Honor
    7.01.19 - The Coldest Sleep
    7.01.20 - A Kiss Before Dying
    7.01.21 - Following a Lead
----The Black Hand's Quests----
    7.01.22 - Honor Thy Mother

  7.02 - Fighters Guild
    7.02.01 - Getting in to the Fighters Guild
    7.02.02 - Azzan: A Rat Problem
    7.02.03 - Azzan: The Unforntunate Shopkeeper
    7.02.04 - Burz: The Desolate Mine
    7.02.05 - Burz: Unfinished Buisness
    7.02.06 - Mordryn: Drunk and Disorderly
    7.02.07 - Azzan: Den of Thieves
    7.02.08 - Burz: Amelion's Debt
    7.02.09 - Modryn: The Master's Son
    7.02.10 - Modryn: More Unfinished Buisness
    7.02.11 - Modryn: Azani Blackheart
    7.02.12 - Azzan: The Wandering Scholar
    7.02.13 - Burz: The Fugitives
    7.02.14 - Modryn: Trolls of Forsaken Mine
    7.02.15 - Azzan: The Stone of St. Alessia
    7.02.16 - Burz: The Noble's Daughter
    7.02.17 - Burz: Mystery at Harlum's Watch
    7.02.18 - Modryn: Information Gathering
    7.02.19 - Modryn: Infiltration
    7.02.20 - Modryn: The Hist

  7.03 - Knights of the Nine

  7.04 - Mages Guild
    7.04.01 - Getting in to the Mages Guild
    7.04.02 - Bravil Recommendation
    7.04.03 - Leyawiin Recommendation
    7.04.04 - Cheydinhal Recommendation
    7.04.05 - Chorrol Recommendation
    7.04.06 - Bruma Recommendation
    7.04.07 - Skingrad Recommendation
    7.04.08 - Anvil Recommendation
----Raminus Polus's Quests----
    7.04.09 - A Mage's Staff
    7.04.10 - Ulterior Motives
    7.04.11 - Vahtacen's Secret
    7.04.12 - Necromancer's Moon
----Hannibal Traven's Quests----
    7.04.13 - Liberation or Apprehension?
    7.04.14 - Information at a Price
    7.04.15 - A Plot Revealed
    7.04.16 - The Bloodworm Helm and the Necromancer's Amulet
    7.04.17 - Ambush
    7.04.18 - Confront the King
    7.04.19 - Alchemy Acquisitions

  7.05 - Thieves Guild
    7.05.01 - Getting in to the Thieves Guild
---Armand Christphe's Quests---
    7.05.02 - May the Best Thief Win
    7.05.03 - Untaxing the Poor
    7.05.04 - The Elven Maiden
---S'krivva's Quests---
    7.05.05 - Ahdarji's Heirloom
    7.05.06 - Misdirection
    7.05.07 - Lost Histories
    7.05.08 - Taking Care of Lex
---The Gray Fox's Quests---
    7.05.09 - Turn a Blind Eye
    7.05.10 - Arrow of Extrication
    7.05.11 - Boots of Springheel Jak
    7.05.12 -  The Ultimate Heist

8 - Town Quests
  8.01 - Anvil
    8.01.01 - Dunbarrow Cave
    8.01.02 - The Ghost Ship of Anvil
    8.01.03 - Newheim's Flagon
    8.01.04 - The Siren's Deception
    8.01.05 - Where Spirits Have Lease
  8.02 - Bravil
    8.02.01 - Buying a House in Bravil
    8.02.02 - Caught in the Hunt
    8.02.03 - The Forlorn Watchman
    8.02.04 - Through a Nightmare, Darkly
  8.03 - Bruma
    8.03.01 - A Brotherhood Betrayed
    8.03.02 - Buying a House in Bruma
    8.03.03 - Lifting the Vale
    8.03.04 - Two Sides of the Coin
  8.04 - Cheydinhal
    8.04.01 - A Brush With Death
    8.04.02 - Buying a House in Chorrol
    8.04.03 - Corruption and Conscience
    8.04.04 - The Wayward Knight
  8.05 - Chorrol
    8.05.01 - Buying a House in Chorrol
    8.05.02 - Canvas the Castle
    8.05.03 - The Killing Field
    8.05.04 - Shadow over Hackdirt
    8.05.05 - Seperated at Birth
    8.05.06 - Legacy Lost
    8.05.07 - Sins of the Father
  8.06 - Imperial City
    8.06.01 - The Arena
      8.06.01.01 - The Pit Dogs
      8.06.01.02 - Brawlers
      8.06.01.03 - Bloodletters
      8.06.01.04 - Myrmidons
      8.06.01.05 - Warriors
      8.06.01.06 - Gladiators
      8.06.01.07 - Hero
      8.06.01.08 - Grand Championship
    8.06.02 - Buying a House in the Imperial City
    8.06.03 - Imperial Corruption
    8.06.04 - Order of the Virtuous Blood
    8.06.05 - Origin of the Gray Prince
    8.06.06 - An Unexpected Voyage
    8.06.07 - Unfriendly Competition
    8.06.08 - The Collector
    8.06.09 - Nothing You Can Possess
    8.06.10 - Secrets of the Ayleids
  8.07 - Kvatch
      8.07.01 - The Battle for Castle Kvatch
  8.08 - Leyawiin
      8.08.01 - Buying a House in Leyawiin
      8.08.02 - Knights of the White Stallion
      8.08.03 - Mazoga the Org
      8.08.04 - Tears of the Savior
      8.08.05 - Whom Gods Annoy
  8.09 - Skingrad
      8.09.01 - Buying a House in Skingrad
      8.09.02 - The Rosethorn Cache
      8.09.03 - Paranoia
      8.09.04 - Seeking Your Roots

9 - Daedric Quests
  9.01 - Azura's Quest
  9.02 - Boethia's Quest
  9.03 - Clavicus Vile's Quest
  9.04 - Hircine's Quest
  9.05 - Malacath's Quest
  9.06 - Mephala's Quest
  9.07 - Meridia's Quest
  9.08 - Molag Bal's Quest
  9.09 - Namira's Quest
  9.10 - Nocturnal's Quest
  9.11 - Peryite's Quest
  9.12 - Sanguine's Quest
  9.13 - Sheogorath's Quest
  9.14 - Vaermina's Quest
  9.15 - Hermaeus Mora's Quest

10 - Out in the Wilderness
  10.01 - Treasure Caverns
  10.02 - Old Forts
  10.03 - Oblivion Gates
  10.04 – Ruins
  10.05 - Other Quests
    10.05.01 - Goblin Trouble
    10.05.02 - Key to Key
    10.05.03 - Zero Visibility
    10.05.04 - A Cure for Vampirism

11 - Beastiary

12 - Equipment

13 - Downloadable Content Mini-FAQs (coming whenever they are released!)

14 - About the Author

=========================================================
1. Update History
=========================================================
Ver.0.5 - 4/29/2007 - FAQ is initially posted. The basics of the FAQ have been
posted. The walkthrough itself is still in the works. Still need to add a few
weapons and armor pieces to complete those sections as well as Volderung and
a whole slew of magic items.

Ver.0.8 - 7/11/2007 - Updated the FAQ finally with some previous work. Due to
some problems, I havent played Oblivion again yet. I intend to do so soon and
finally finish this monster.

=========================================================
2. About This FAQ
=========================================================
I was initially going to do a minor FAQ, but I decided that in my spare time I
wanted to embark on a quest of my own to do a true FAQ for this game. This has
taken me some time to compile, but in the end it was so worth it. All comments,
questions or suggestions are totally welcome, so feel free to e-mail me at the
address listed above. Please dont send me dumb e-mails or I will ignore you and
sign you on a bunch of spam websites. :-D

=========================================================
Introduction
=========================================================
The story of Oblivion follows your character, a nameless prisoner whom you will
give an identity to, who must fulfill the last wishes of his Emperor. You must
close shut the gaping jaws of Oblivion and save Cyrodil from the clutches of
Mehrunes Dagon, a fearsome Daedric Prince, a lord of the demonic hordes. They
have masterminded a conspiracy to see the Empire destroyed. Only you can stand
before them and save an empire from destruction.

=========================================================
3. Controls
=========================================================
Directional Buttons - Quick Slots (up to 8)
Left Analog Stick - Move Character
Right Analog Stick - Look
Select - Wait Mode
Start - Pause Menu
Square - Ready Weapon / Shield / Torch
Triangle - Jump
X - Use
Circle - Journal
L1 - Block
L2 - Grab
R1 - Attack
R2 - Cast
L3 - Toggle Sneak Mode on/off
R3 - Toggle Between 1st and 3rd person camera

=========================================================
4. Player Stats
=========================================================
4.01 - Vital Statistics
=========================================================
Health - This stat determines how much damage your character can take before
dying. Enemy attacks, hostile magics and poisons can reduce your health as can
traps and certain environmental hazards you will come across. You can only
recover your health by resting (not waiting) or through the use of certain
potions and spells.

- Your starting health is determined by your endurance. You gain one-tenth of
your endurance to your total health per level.

- If you are playing a character with a low amount of health, then you are best
off getting your hands on equipment and potions to enhance your health. By
fortifying your health or your endurance with a few of these items, you can
health to match even the most hardy Orc warrior.

-------------------------------------

Magicka - This is simply the measure of how deep your magicka reserves are. The
more magicka you have the more often you can use magic and you can also use
bigger and more powerful spells. Using magics or being hit by certain poisons,
enchanted items or spells can drain your magicka. You can recover magicka by
standing around (see magicka regeneration below), 

- Your starting magicka is determined by your intelligence. You start with an
amount of magicka equal to double your intelligence. Unlike your health, your
magicka doesnt increase as you go up in levels. To increase your magicka, you
will need to increase your intelligence or fortify your magicka.

- Your magicka regeneration rate is determined by your willpower. The higher
you get your willpower, the faster your magicka will return. If you use the
wait option, then you will recover your magicka pretty much to maximum even if
you only rest for one hour.

-------------------------------------

Fatigue - Your fatigue measures how tired your character is. As you get more
and more tired, you will do less damage with attacks and some of your skills
will begin to work less efficiently. Fatigue will drain from attacking, jumping
and using certain novice skills. It will recover when standing still, resting
or sleeping but it recovers slowly while walking and yet slower while running.

- Your starting fatigue is the combined values of your strength, endurance,
agility and willpower.

- If your fatigue falls to zero or below through a spell effect or unarmed
attack, then you will be knocked down. Like this you take extra damage from all
attacks.

=========================================================
4.02 - Stats
=========================================================
These are the basic stats that make up every facet of your character. Carrying
capacity, health, magicka, fatigue and the ability to use your skills all stem
from these traits. It is of the utmost importance that you are aware of what
each of your stats do for you. Even the bulkiest warrior needs willpower and
personality or they will suffer.

----------------------

Strength - This is the measure of exactly how physically powerful your
character is. Strength determines how much damage you do in melee, how much
weight you can carry as well as your fatigue.

- The related skills are Blade, Blunt and Hand-to-Hand.

Endurance - This is the measure of just how healthy, and hardy, your character
is. Endurance determines how much fatigue you have, your starting health and
how much health you will gain upon each level up.

- The related skills are Block, Armorer and Heavy Armor.

Agility - This is the measure of how nimble and accurate your character is.
Agility determines how much fatigue you have and how much damage you can do
with ranged attacks.

- The related skills are Marksman, Security and Sneak.

Speed - This is the measure of exactly how fast your character can move. The
higher your speed rating, the faster you move around the world.

- The related skills are Acrobatics, Athletics and Light Armor.

Intelligence - This is the measure of how smart, and creative, your character
is. Intelligence determines your total magicka and how well you use certain
magic colleges.

- The related skills are Alchemy, Conjuration and Mysticism.

Willpower - This is the measure of how powerful your characters mental
fortitude is. Willpower determines how much fatigue you have and how quickly
your magicka regenerates.

- The related skills are Alteration, Destruction and Restoration.

Personality - This is the measure of your characters charm and ability to
communicate with others. Personality determines how much people like you as
well as initial disposition ratings.

- The related skills are Illusion, Mercantile and Speechcraft.

Luck - This is the measure of how often things go in your characters favor.
While it has no concrete effects, nor any related skills, luck affects just
about every thing that your character does in some small way. 

=========================================================
4.03 - Skills
=========================================================
Skills have remained mostly the same in their function since the earlier games
in the series. The better the stat, the better you are with the skill that is
in question. However, in this game, when you reach certain milestone points in
the skill level you will reach a new skill rank. With each rank comes a Skill
Perk that grants you new abilities (such as being able to disarm people with a
special attack). The milestones are as such:

=================================
|| Mastery Lvl || Skill Scores ||
=================================
|| Novice      ||    0 - 24    ||
=================================
|| Apprentice  ||   25 - 49    ||
=================================
|| Journeyman  ||   50 - 74    ||
=================================
|| Expert      ||   75 - 99    ||
=================================
|| Master      ||     100      ||
=================================

*****************************
4.03.01 - Combat Skills
*****************************
Armorer - Related Stat: Endurance
As this skill gets higher your character gains more use from each repair
hammer that he uses. This gets better as you gain skill perks.

This is definitely a skill that near everyone should invest in at least a small
amount. Do not make this a major skill unless you wish to not be able to have
good control of your levelling up. Any character will have some equipment that
needs to be repaired sometime and so it makes sense for you to carry a few of
the repair hammers on you at all times. When a weapon or piece of armor begins
to deteriorate, it also begins to lose effectiveness which can be a seriously
dangerous situation in Oblivion gates.

For the most part, it is vital for any character to have at least some measure
of skill in armorer. Everybody can benefit from this skill, so it is important
that even the most non-combat oriented mages carry around at least a few repair
hammers to repair their equipment. I will repeat it again, do NOT make this a
major skill unless you plan to repair all your items at a shop. This is a very
hard to control skill as far as increasing it goes.

Novice: You cannot repair magic items.
Apprentice: Repair hammers last twice as long.
Journeyman: You can now repair magic items.
Expert: Gain the ability to enhance items; this allows you to repair items up
to 125% which grants weapons more damage and armor more protection.
Master: You never break your hammers.

*****************************

Athletics - Related Stat: Speed
The higher this skill gets, the faster your character can run and swim. It also
allows you to regenerate your fatigue faster, especially when moving.

While one could easily be inclined to ignore athletics as a negligable skill,
there are numerous advantages to having a high athletics. Forgetting the simple
fact that it helps you regenerate fatigue faster while still moving, it also
effects your capability to swim effectively. That may be irrelevant to mages
who can water breathe, but it helps those who dont have that skill just yet.

I would never suggest making this a major skill, but it gives you a good reason
to run around as much as possible and to not ride a horse all the time. This
skill is also hard to control how it levels due to it going up while you are
walking or running around. So it could go up pretty much at any point while you
are moving around. Thus, this is another skill you should keep away from being
a major skill.

Novice: You will regenerate fatigue slowly while running.
Apprentice: You will regenerate fatigue 25% faster while running.
Journeyman: You will regenerate fatigue 50% faster while running.
Expert: You will regenerate fatigue 75% faster while running.
Master: Running never reduces your fatigue.

*****************************

Blade - Related Stat: Strength
Blade is a pretty simple skill. The higher your rating in it is, the more
damage you do with swords and daggers (but not axes for some odd reason). Thats
about all there is to say on it really.

I would suggest that when making a melee oriented character that you do not
take this as a major skill if you are planning on using it often. You should
not take whatever weapon you are using most often as a major skill, unless you
are a combat avoidance type or magic user type character.

Novice: You can do power attacks in all directions that have a damage bonus.
Apprentice: Your standing power attack does yet more damage.
Journeyman: Left and right power attacks do more damage and may disarm foes.
Expert: Backwards power attacks do more damage and may knock down foes.
Master: Foward power attack does more damage and may paralyze foes.

*****************************

Block - Related Stat: Endurance
This skill is the measure of how effective your character is at blocking enemy
attacks. While it can be done with a weapon, it is better off being done when
using a shield.

Depending on how high your skill is, you will be able to block more damage when
an attack comes at you. Between your armor class and the ability to block, you
can seriously dampen how much damage you take from an enemy attack. When you
use a shield, the damage is lessened by an even greater degree. Also, when you
use your weapon to block at a lower level, it will be damaged. So between you
attacking and blocking, you can damage your weapon quickly, so I suggest that
you use a shield, especially at low levels.

This is a good thing to take for a major skill. You can simply choose to not
block the enemy attacks and hack away, so you can control how quickly it will
level up. This is especially good for a non-melee warrior type.

Novice: You can do power attacks in all directions that have a damage bonus.
Apprentice: Your standing power attack does yet more damage.
Journeyman: Left and right power attacks do more damage and may disarm foes.
Expert: Backwards power attacks do more damage and may knock down foes.
Master: Foward power attack does more damage and may paralyze foes.

*****************************

Blunt - Related Stat: Strength
Blunt is another very simple skill. The higher your rating in it is, the more
damage you do with maces and hammers (and axes too, for some odd reason). Its
nothing more complicated than that honestly.

I would suggest that when making a melee oriented character that you do not
take this as a major skill if you are planning on using it often. You should
not take whatever weapon you are using most often as a major skill, unless you
are a combat avoidance type or magic user type character.

Novice: You can do power attacks in all directions that have a damage bonus.
Apprentice: Your standing power attack does yet more damage.
Journeyman: Left and right power attacks do more damage and may disarm foes.
Expert: Backwards power attacks do more damage and may knock down foes.
Master: Foward power attack does more damage and may paralyze foes.

*****************************

Hand-To-Hand - Related Stat: Strength
This skill measures how effectively your character can fight with his hands. As
you advance in this skill you will be able to do more damage with punches. The
perks that you get will make it much easier for you to fight in melee much more
effectively without a weapon.

However, there is one major thing to consider. You will not be doing all that
much damage with your strikes, so it is very important that you have a high
strength score as soon as possible to maximize the damage you take. You will do
fatigue damage as well as health damage, so it is possible that if you use some
fatigue draining attacks you can make people pass out. Using this tactic, you
dont need to have a high strength.

I would suggest that when making a melee oriented character that you do not
take this as a major skill if you are planning on using it often. You should
not take whatever weapon you are using most often as a major skill, unless you
are a combat avoidance type or magic user type character.

Novice: You can do power attacks in all directions that have a damage bonus.
Apprentice: Your standing power attack does yet more damage.
Journeyman: Left and right power attacks do more damage and may disarm foes.
Expert: Backwards power attacks do more damage and may knock down foes. Also,
while blocking there is a chance of a knockback attack.
Master: Foward power attack does more damage and may paralyze foes. You now
gain a chance to disarm foes on a knockback attack.

*****************************

Heavy Armor - Related Stat: Endurance
As you gain points in this skill you will be able to wear the heavier armors
more efficiently. This types include Iron, Steel, Orcish, Ebony, Dwarven and
Daedric armor.

The main advantage to heavy armor is that it protects you better than light
armor does. The armor class of ebony and daedric armor compared to mithril 
or elven armor(on an average) is far better. However, this trade off comes at
the cost of just how freaking heavy the armor itself actually. It really is a
trade off that becomes more of a matter of taste if you ask me. Dont get into
the habit of using heavy armor if you arent going to be able to carry at least
100+ pounds of armor and then the rest of your equipment.

Novice: Due to lack of skill, armor degrades at 150% of the normal rate.
Apprentice: Armor degrades at the normal rate.
Journeyman: Armor now degrades at 50% of the speed.
Expert: Equipped heavy armor only encumbers you by 50%
Master: Equipped heavy armor doesnt encumber you at all.


*****************************
4.03.02 - Magic Skills
*****************************
Alchemy - Related Stat: Intelligence
As this skill gets higher, you can make better potions and you gain more
information on each of the alchemical ingredients you pick up. You can make not
only potions to aide you, but poisons to harm your foes.

This skill is one of the most powerful ones in the game if you know how to use
it properly. There are few things more useful than being down in a dungeon and
low on healing items and pulling out your alchemy set and just making a few
more healing items. Need a potion of water breathing? If you have the necessary
components just make one.

This skill should never be a major skill, due to the fact that it will start to
go up super fast if you begin using it too often. If it is a major skill you
will indeed raise it up super fast, so keep away from it. However, it is most
definitely a good skill for almost all characters to invest in, carrying around
at least a mortar & pestle. With these items, you can make basic potions that
can still be useful.

Novice: You will recognize only the first of four properties of an ingredient.
Apprentice: You will recognize the second of four properties of an ingredient.
Journeyman: You will recognize the third of four properties of an ingredient.
Expert: You will recognize all four properties of an ingredient.
Master: You can make potions out of only one ingredient.

*****************************

Alteration - Related Stat: Willpower
The higher this skill gets, the more advanced spells you can use from the
school of Alteration.

Alteration isnt the most powerful of magic skills, but it is one of the most
useful of magical skills. From waterwalking, to water breathing, to feather
effects and a spell to shield you from damage, this college is kind of a jack-
of-all-trades sort of thing. It does alot of things that are very useful but
not necessary for even a pure mage to use.

Novice: Can cast Novice level spells.
Apprentice: Can cast Apprentice level spells.
Journeyman: Can cast Journeyman level spells.
Expert: Can cast Expert level spells.
Master: Can cast Master level spells.

*****************************

Conjuration - Related Stat: Intelligence
The higher this skill gets, the more advanced spells you can use from the
school of Conjuration.

Conjuration is probably one of the most powerful of the magic skills in the
game. Not only does it allow you to summon in powerful, weightless daedric
weapons and armor but you can summon in the powerful daedra themselves with
time and training. You can do some pretty serious damage with these creatures
in addition to being able to do this from the shadows. You could hide yourself
in a corner and constantly summon in powerful monsters to fight your enemies
for you while you hide. If you are going to be using this as your primary
method of fighting, keep it as a minor skill and then train it up.

Novice: Can cast Novice level spells.
Apprentice: Can cast Apprentice level spells.
Journeyman: Can cast Journeyman level spells.
Expert: Can cast Expert level spells.
Master: Can cast Master level spells.

*****************************

Destruction - Related Stat: Willpower
The higher this skill gets, the more advanced spells you can use from the
school of Destruction.

This is the prototypical mages skill, letting you hurl fireballs and lightning
bolts to reduce your opponents to ash. It also lets you control ice magics,
damage health magics (which do damage to an opponents health without bothering
to be an elemental type) and it also gives you access to magics that will
reduce the enemies resistances to elemental attacks. This isnt a really good
idea for a combat mage to take due to the workout that it will be getting. You
should definitely be leaving this as a minor skill if it is going to be used
all of the time.

Novice: Can cast Novice level spells.
Apprentice: Can cast Apprentice level spells.
Journeyman: Can cast Journeyman level spells.
Expert: Can cast Expert level spells.
Master: Can cast Master level spells.

*****************************

Illusion - Related Stat: Personality
The higher this skill gets, the more advanced spells you can use from the
school of Illusion.

This is an easily overlooked spell college, but it is still powerful if you
know what you are doing with it. The most useful parts of this college are the
ability to turn yourself invisible, great for sneak attacks, or the ability to
use your magic to temporarily increase others dispositions towards you. This is
a very easily controllable skill, so it makes a great major skill for either
thieves or mages to take.

Novice: Can cast Novice level spells.
Apprentice: Can cast Apprentice level spells.
Journeyman: Can cast Journeyman level spells.
Expert: Can cast Expert level spells.
Master: Can cast Master level spells.

*****************************

Mysticism - Related Stat: Intelligence
The higher this skill gets, the more advanced spells you can use from the
school of Mysticism.

Mysticism is more of a niche use magical skill and while it has some spells
that make the game much easier to play (such as soul trap), overall it isnt the
greatest of spell colleges. This is a good choice for a mage to take as a major
skill as it wont see enough use to force level you (and you dont need it to be
that high to use soul trap anyways).

Novice: Can cast Novice level spells.
Apprentice: Can cast Apprentice level spells.
Journeyman: Can cast Journeyman level spells.
Expert: Can cast Expert level spells.
Master: Can cast Master level spells.: 

*****************************

Restoration - Related Stat: Willpower
The higher this skill gets, the more advanced spells you can use from the
school of Restoration.

Restoration magic is useful for healing yourself and others as well as for
fortifying your attributes and skills. This makes it an incredibly useful skill
and one that even the least magically oriented characters will find themselves
using quite often, to spare potions if nothing else. This is a poor choice for
a major skill due to this constant use factor.

Novice: Can cast Novice level spells.
Apprentice: Can cast Apprentice level spells.
Journeyman: Can cast Journeyman level spells.
Expert: Can cast Expert level spells.
Master: Can cast Master level spells.


*****************************
4.03.03 - Stealth Skills
*****************************
Acrobatics - Related Stat: Speed
The higher this skill is, the higher your character can jump and how far he can
fall without taking damage. While this skill doesnt really sound like anything
all that special, it most definitely is useful when traveling around the game
world and exploring dungeons.

This skill is better to take as a major skill, much moreso than athletics. You
can simply choose to not jump around if you dont want to level it up, although
this isnt really always possible. You may be inclined to take this as a major
skill simply to help you get to the dodge ability quicker, which is very useful
I will admit, but overall it isnt the greatest of choices.

Novice: Cannot attack while jumping or falling.
Apprentice: Can make normal attacks, but not power attacks, while they are
jumping or falling.
Journeyman: Gain the dodge ability; this is done by holding down block and then
jumping in a direction. You will do a quick evade in said direction.
Expert: Fatigue loss for jumping is reduced by 50%
Master: Gain the water jump ability; with expert timing you can leap off of the
surface of water, allowing you to walk on water.

*****************************

Light Armor - Related Stat: Speed
As you gain points in this skill you will be able to wear the light armors more
efficiently. This includes Leather, Fur, Glass, Mithril and Chaimail armor.

You must remember that for the most part, light armor isnt as good at defense
as the heavier armors. But in that trade-off, the best light armor weighs quite
considerably less than the best heavy armors (about 40 or so pounds for glass
armor and over 120 for daedric). And if you get yourself to the highest points
in the light armor skill, you will actually start to get a comparable defense
rating to even the best heavy armors, it just requires some work. The perks you
gain, very quickly get to the point that your armor stops weighing anything at
all when you are wearing it. This is very useful, especially if you are using
a bow as well and need to carry lots of arrows, or even repair hammers.

Novice: Due to lack of skill, armor degrades at 150% of the normal rate.
Apprentice: Armor degrades at the normal rate.
Journeyman: Armor now degrades at 50% of the speed.
Expert: Equipped light armor doesnt encumber you at all.
Master: When wearing only light armor, you gain a 50% bonus to your rating.

*****************************

Marksman - Related Stat: Agility
This skill measures your ability to wield a bow effectively. At lower levels
you are a pretty pathetic archer. Even drawing back an arrow can drain your
fatigue super fast which will make your arrows do really low damage whenever
you actually do get around to firing it.

I would suggest that when making a ranged attack type character that you do not
take this as a major skill if you are planning on using it often. You should
not take whatever weapon you are using most often as a major skill, unless you
are a combat avoidance type or magic user type character.

This actually works great as a mage back up weapon skill. If you take it as a
major skill, you can get it up to Journeyman rank quickly and get the zoom
ability really quickly. This will let you snipe enemies from a range to weaken
them and then use summons or magic to kill them.

Novice: You become fatigued while holding an arrow at the ready.
Apprentice: You no longer become fatigued while holding an arrow at the ready.
Journeyman: Gain the Zoom ability; by holding block with an arrow ready you can
zoom in on your target for a more accurate shot.
Expert: Your arrows have a chance to knockdown targets.
Master: Your arrows have a chance of paralyzing targets.

*****************************

Mercantile - Related Stat: Personality
As you get better in this skill you will be able to get better deals out of the
merchants you deal with, in addition to letting you sell items for more than
the shop would normally have. It is a key skill if you intend on being able to
afford all of the homes and horses in the game. Without a decent mercantile
skill, you will never be able to haggle down the merchants to a more realistic
price when you are buying and sellig goods.

A great way to increase this skill is to buy a bunch of iron arrows and then
sell them back one by one. You can do this over and over and get your skill up
as quickly as possible. This skill isnt as good as you might think to take as
a major skill due to it going up whenever you sell enough goods. I suggest you
take speechcraft over this one as a major skill if you want a social skill to
be up higher than normal.

Novice: Item value is reduced by the condition of the item.
Apprentice: Item value is no longer affected by the items condition.
Journeyman: You can now sell any item to any vendor, even if they normally do
not deal in that item.
Expert: Can now invest in a shop, giving the merchant money to permanently
increase their shop gold by 500.
Master: All shops in the world now have 500 more gold to barter with.

*****************************

Security - Related Stat: Agility
This skill measures your ability to break into treasure chests and locked doors
that you come across. You will likely need plenty of lockpicks to get this
skill higher up. Take note that the only time you use the actual skill itself
is when you auto-attempt to open a door, but whenever you try the mini-game you
can get Security experience.

I would suggest against taking this skill with most character types. You are
going to need to increase it if you want to open the tougher chests without the
frustration of the mini-game. Also, there is a very good item, the Skeleton Key
given to you by Nocturnal, which nullifies this skill entirely. Due to its
infinite uses and unbreakable nature, you never need to use the actual security
mini-game ever again.

Novice: Up to four tumblers can fall when you fail in the mini-game.
Apprentice: Up to three tumblers can fall when you fail in the mini-game.
Journeyman: Up to two tumblers can fall when you fail in the mini-game.
Expert: Only one tumbler will fall when you fail in the mini-game.
Master: N/A

*****************************

Sneak - Related Stat: Agility
As you get better in this skill you will be able to sneak around more and more
effectively. While at first you must wear light shoes and move slowly, by the
time you get to higher levels all these restrictions will be lifted.

You can take this skill as a major skill if you are willing to forget about
sneaking around when you want to control your leveling up. However it is tough
to do this if you are playing a thief type character since sneak attacks will
be your primary means of damage dealing. However, the magical boosts to your
weapon damage will not be multiplied, so if you have a weapon that deals nice
magic damage, you can afford to not have it multiplied.

Novice: You gain a 4x bonus for one-handed and hand-to-hand attacks and a 2x
bonus to ranged attacks when attacking an enemy unaware of your presence.
Apprentice: You gain a 6x bonus for one-handed and hand-to-hand attacks and a 
3x bonus to ranged attacks when attacking an enemy unaware of your presence.
Journeyman: You recieve no penalties to sneaking for the weight of your boots.
Expert: You recieve no penalties to sneaking based on how fast you move.
Master: Your attacks now ignore an opponents armor rating while sneaking.

*****************************

Speechcraft - Related Stat: Personality
This skill measures your characters ability to talk to people and to make
friends with them easier. This is very useful for getting information from the
citizens of Cyrodil without having to spend money on bribes all the time.

The major effect of a high speechcraft skill is that you will gain alot on a
positive response during the Persuasion mini-game and a lessened drain when you
hit negative responses. You can quickly get up other peoples disposition with
the mini-game, sparing you from hearing their responses dozens of times over
and over.

This is an excellent skill to take as a major skill. You can choose to not use
it and to simply bribe up dispositions if you need the increase. Also, you can
get it up very quickly by using it over and over when interacting with people.

Novice: You can offer bribes to increase peoples disposition.
Apprentice: You gain a free rotation of the wedges in the persuasion mini-game.
Journeyman: The rate that disposition falls in the mini-game is slowed 50%
Expert: The loss for the "Hate it" result drops from 150% to 100%
Master: Bribes cost half as much.

*****************************
4.03.04 - Skill Trainers
*****************************
Acrobatics
---------
Novice Trainers: Quill-Weave, Anvil; Ida Vlinorman, Wanders the Imperial City 
Elven Gardens District 
Journeymen Trainers: Ganredhel, Cheydinhal; Tsrava, Leyawiin (J'bari's house)
Master Trainer: Torbern, Aerin's Camp (NE of Cheydinhal)

---------
Alchemy
---------
Novice Trainers: Felen Relas, Anvil Mages Guild; S'drassa, Leyawiin Mages Guild
Journeymen Trainers: Ardaline, Bravil Mages Guild; Brotch Calus, Bruma (House)
Master Trainer: Sinderion, Skingrad (West Weald Inn basement)

---------
Alteration
---------
Novice Trainers: Deetsan, Cheydinhal Mages Guild; Dovyn Aren, Wanders the 
Imperial City Elven Gardens District
Journeymen Trainers: Abhuki, Faregyl Inn; Athragar, Chorrol Mages Guild
Master Trainer: Tooth-in-the-Sea, Swimming around north of Bravil

---------
Armorer
---------
Novice Trainers: Eitar, Leyawiin; Tadrose Helas, Bravil Fighters Guild
Journeymen Trainers: Rasheda, Chorrol (Fire and Steel); Rohssan, Imperial City
Market Distict (A Fighting Chance)
Master Trainer: Gin-Wulm, Imperial City Market District (The Best Defense)

---------
Athletics
---------
Novice Trainers: Mahei, Leyawiin; Uuras the Shephard, Skingrad 
Journeymen Trainers: Hauls-Ropes-Faster, Anvil (The Fo'c'sle), Honditar, 
Chorrol (wanders around near the Great Oak)
Master Trainer: Rusia Bradus, Anvil

---------
Blade
---------
Novice Trainers: Naspia Cosma, Castle Cheydinhal; Right-Wind, Bruma Fighters
Guild
Journeymen Trainers: Rhano, Anvil Fighters Guild; Sherina, Leyawiin Fighters
Guild
Master Trainer: Alix Lencolia, Faregyl Inn

---------
Block
---------
Novice Trainers: Fadus Calidius, Skingrad Fighters Guild; Huurwen, Anvil
Fighters Guild
Journeymen Trainers: Ambroise Canne, Skingrad; Lum gro-Baroth, Chorrol Fighters
Guild
Master Trainer: Andragail, Bravil (House)

---------
Blunt
---------
Novice Trainers: Bugrak gro-Bol, Leyawiin (Southern Books); Vigdis, Anvil
Fighters Guild
Journeymen Trainers: Christophe Marane, Brina Cross Inn; Azzan, Anvil Fighters
Guild 
Master Trainer: Irene Metrick, Imperial City Elven Gardens District

---------
Conjuration
---------
Novice Trainers: Fathis Aren, Castle Bravil; Sulinus Vassinus, Skingrad Mages
Guild
Journeymen Trainers: Alberic Litte, Chorrol Mages Guild; Arentus Falvius, Bruma
(Great Chapel of Talos)
Master Trainer: Olyn Seran, Molag Bal's Shrine

---------
Destruction---------
Novice Trainers: Chanel, Castle Chorrol; J'skar, Bruma Mages Guild
Journeymen Trainers: Delphine Jend, Bravil Mages Guild; Mar Gulitte, Anvil
Mages Guild
Master Trainer: Bralsa Andaren, Wandering near the Wayshrine of Kynareth

---------
Hand-to-Hand
---------
Novice Trainers: Mashi, Bravil Fighters Guild; Rufrius Vinicius, Anvil Fighters
Guild
Journeymen Trainers: Davela Hlaren, Imperial Bridge Inn; Ra'qanar; Castle
Cheydinhal
Master Trainer: Helvius Cecia, Bruma

---------
Heavy Armor
---------
Novice Trainers: Brodras, Leyawiin Fighters Guild; Bumph gra-Gash, Bruma
Fighters Guild
Journeymen Trainers: Valus Odiil, Chorrol; Varnado; Imperial City Market
District (The Best Defense)
Master Trainer: Pranal, Roxey Inn

---------
Illusion
---------
Novice Trainers: Hil the Tall, Cheydinhal (Great Chapel of Arkay); Jantus
Brolus, Bruma (House)
Journeymen Trainers: Carahil, Anvil Mages Guild; Kud-Ei, Bravil Mages Guild
Master Trainer: Martina Floria, Imperial City Arcane University

---------
Light Armor
---------
Novice Trainers: Dul gro-Shug, Wanders Imperial City Elven Gardens District;
Olfand, Bruma (Nord Winds)
Journeymen Trainers: Ahdarji, Leyawiin; Luciana Galena, Bravil
Master Trainer: J'bari, Leyawiin

---------
Marksman
---------
Novice Trainers: Edla Dark-Heart, Bruma (Regner's House); Shameer, Skingrad
(Great Chapel of Julianos)
Journeymen Trainers: Pinarus Inventius, Anvil; Reman Broder, Skingrad
Master Trainer: Alawen, Troll Candle Camp

---------
Mercantile
---------
Novice Trainers: Foroch, Gottshaw Inn; Mach-Na, Cheydinhal (Mach-Na Books)
Journeymen Trainers: Margarte, Leyawiin; Seed-Neeus, Chorrol (Northern Goods
and Trade)
Master Trainer: Palonirya, Imperial City Market District (Divine Elegance)

---------
Mysticism
---------
Novice Trainers: Angalmo, Chorrol Mages Guild; Druja, Skingrad Mages Guild
Journeymen Trainers: Boderi Farano, Imperial City Arcane University (Mystic
Archives); Ita Rienus, Bravil Mages Guild
Master Trainer: Dagail, Leyawiin Mages Guild

---------
Restoration
---------
Novice Trainers: Cirroc, Bruma (Great Chapel of Talos); Marie Palielle,
Skingrad (Great Chapel of Julianos)
Journeymen Trainers: Beem-Kiurz, Bravil (Great Chapel of Mara); Marz, Bravil
(Great Chapel of Mara); Ohtesse, Cheydinhal (Great Chapel of Arkay)
Master Trainer: Oleta, Kvatch (Chapel of Akatosh)

---------
Security
---------
Novice Trainers: Malintus Ancrus, Chorrol; Samuel Bantien, Imperial City Talos
Plaza District
Journeymen Trainers: Dro'shanji, Bravil (Andragail's House); Mandil, Imperial
City Elven Gardens District
Master Trainer: J'banna, Imperial City Imperial Prison Area

---------
Sneak
---------
Novice Trainers: City-Swimmer, Bravil (House); Glistel, Chorrol
Journeymen Trainers: Mirabelle Monet, Anvil Waterfront Area (The Fo'c's'le);
Othrelos, Imperial City Elven Gardens District
Master Trainer: Marana Rian, Imperial City Temple District

---------
Speechcraft
---------
Novice Trainers: Alga, Bruma (Honmund's House); Uravasa Othrelos, Bravil (Great
Chapel of Mara)
Journeymen Trainers: Gruiand Garrana, Cheydinhal (Great Chapel of Arkay); Varon
Vamori, Bravil (House)
Master Trainer: Tandilwe, Imperial City Temple District (Temple of the One)


=========================================================
4.04 - The Races
=========================================================
The following charts list the base stats for each race as well as what skills
they gain bonuses in and what special abilities they possess. Take note of the 
fact that the different sexes do indeed have different stats.

----------------
Argonian
----------------
Argonians do best with thief based classes. If you are playing a thief, their
alchemy bonus allows them to make poisons which can assist them with dealing
damage. Sneak attack with a poisoned, magic weapon and you can wreck enemies. 
The mysticism bonus can help you with trapping souls to recharge your magic
items. However, Argonians are not designed for combat, neither by their stats
or by their abilities. They can use a blade or even their hands if they must
but their strength is fairly low, so they cant hit too hard, and due to their
low endurance, they cant take too much damage. I would suggest a custom class
for them, giving them a bow as their main weapon. This lets them take advantage
of their high agility and speed. Take note that Argonians cannot wear boots and
this leaves them missing out on a piece of armor they could make use of.

****************
Stats
****************
Strength - M:40 / F:40
Endurance - M:30 / F:30
Agility - M:50 / F:40
Speed - M:50 / F:40
Intelligence - M:40 / F:50
Willpower - M:30 / F:40
Personality - M:30 / F:30
Luck - M:50 / F:50

****************
Skill Bonuses
****************
Alchemy +5
Athletics +10
Blade +5
Hand-To-Hand +5
Mysticism +5
Security +10

****************
Special Abilities
****************
Resist Disease (Mag. 75, Constant)
Resist Poison (Mag. 100, Constant)
Water Breathing (Constant)

----------------
Breton
----------------
The Breton are obviously suited for magic user classes. If you wish to play a
warrior-mage, then play a male. If you instead choose to play as more of a
mage-thief, then you should play as a female. However, it does bear note that
Bretons lack a Destruction bonus, which leads to them not having as high a
destruction skill as they do any other skills. This lends itself to them being
more likely to use Conjuration magics to summon creatures to fight for them.
Some will use Conjuration magic to summon weapons and armor and to Fortify
their stats and skills with Restoration magic and end up fighting melee. Due to
their shield ability and their resistance to magicka, they are actually very
well defended and can stand up to alot of punishment, even for mages.

****************
Stats
****************
Strength - M:40 / F:30
Endurance - M:30 / F:30
Agility - M:30 / F:30
Speed - M:30 / F:40
Intelligence - M:50 / F:50
Willpower - M:50 / F:50
Personality - M:40 / F:40
Luck - M:50 / F:50

****************
Skill Bonuses
****************
Alchemy +5
Alteration +5
Conjuration +10
Illusion +5
Mysticism +10
Restoration +10

****************
Special Abilities
****************
Fortified Magicka - Increase Max Magicka (Mag. 50, Constant)
Resist Magicka (Mag. 50, Constant)
Dragon Skin - Shield (Mag. 50, Dur. 60, 1x per day)

----------------
Dark Elf
----------------
The Dark Elves find themselves in a very peculiar position as far as their
class choices go. They have the ability to play either a fighter, mage or a
thief class with both abilities and stats to back it up. Each sex makes for a
better character. If you play as more of a melee oriented character, then the
bonus to Endurance as a male is better. But if you are going to be using alot
of ranged attacks, either via bow or destruction magic, then I believe the
female to be better. The loss of endurance should be negligable in exchange for
the better personality, which helps with mercantile. Better prices for keeping
up with your bad arrow usage habit. Ancestor Guardian is like a built in 
conjuration spell that will help you keep enemies at bay. Resist Fire is really
nice for dealing with all those Scamps, Dremora and Fire Atronach's too.

****************
Stats
****************
Strength - M:40 / F:40
Endurance - M:40 / F:30
Agility - M:40 / F:40
Speed - M:50 / F:50
Intelligence - M:40 / F:40
Willpower - M:30 / F:30
Personality - M:30 / F:40
Luck - M:50 / F:50

****************
Skill Bonuses
****************
Athletics +5
Blade +10
Blunt +5
Destruction +10
Light Armor +5
Marksman +5
Mysticism +5

****************
Special Abilities
****************
Resist Fire (Mag. 75, Constant)
Ancestor Guardian - Summon Ghost (Dur. 60, 1x per day)

----------------
High Elf
----------------
High Elves are mostly suited to magical classes, but yet their stats also aide
them with being thief types if they want, especially as females. It is highly
suggested that you take a very serious interest in spells that will protect you
from your natural weaknesses. Also note, that with a small boost to Disease
Resistance you will be able to make yourself immune to diseases. To be honest,
I feel that High Elves are the best offensive magicka users. They suffer from 
a nasty drawback, but they get more magicka than Bretons which comes in handy
when fighting with alot of spells like you will when spellcasting in fights.
Also, they have a nice bonus to Destruction that, when paired to a proper
custom class, can get you a nice starting boost to the skill. As an aside, a
nice way to skirt their racial weaknesses is to give them the Atronach sign.
This allows them to possibly absorb all of the spells that might otherwise hurt
them badly to fuel their own reserves.

****************
Stats
****************
Strength - M:30 / F:30
Endurance - M:40 / F:30
Agility - M:40 / F:40
Speed - M:30 / F:40
Intelligence - M:50 / F:50
Willpower - M:40 / F:40
Personality - M:40 / F:40
Luck - M:50 / F:50

****************
Skill Bonuses
****************
Alchemy +5
Alteration +10
Conjuration +5
Destruction +10
Illusion +5
Mysticism +10

****************
Special Abilities
****************
Fortified Magicka - Increase max magicka (Mag. 100, Constant)
Resist Disease (Mag. 75, Constant)
Weakness to Fire (Mag. 25, Constant)
Weakness to Frost (Mag. 25, Constant)
Weakness to Shock (Mag. 25, Constant)

****************
Imperial
****************
Imperials are mostly suited to warrior classes, with a serious leaning on
Speechcraft and Mercantile. They are very good at making friends out of people.
It does bear noting that if you wish to play as an unarmed character, then they
are probably your best choice, due to their Hand-To-Hand boost, their fairly
high Strength and their innate ability to absorb fatigue. Other than this, they
are usually the "safe" character choice, with no real drawbacks and few widly
outrageous powers to help them.

****************
Stats****************
Strength - M:40 / F:40
Endurance - M:40 / F:40
Agility - M:30 / F:30
Speed - M:40 / F:30
Intelligence - M:40 / F:40
Willpower - M:30 / F:40
Personality - M:50 / F:50
Luck - M:50 / F:50

****************
Skill Bonuses
****************
Blade +5
Blunt +5
Hand-To-Hand +5
Mercantile +10
Speechcraft +10

****************
Special Abilities
****************
Star of the West - Absorb Fatigue (Mag. 100, 1x per day)
Voice of the Emperor - Charm (Mag. 30, 1x per day)

****************
Khajit
****************
The Khajit are very much designed to be uber thieves. However, their major
problem is that they cant wear boots. So thieves end up missing out on the
ability to wear another piece of equipment that could be enchanted. That aside,
they are able to run and jump and manuver, very well. This, plus their innate
skill boosts make them a very good choice for a pure thief. They will not be
the best when it comes to actually having to finally fight, but with their Eye
of Night power they can sneak around without needing torches and if they do get
caught by someone too strong to fight, they can use Eyes of Fear to chase them
off long enough for you to escape.

****************
Stats
****************
Strength - M:40 / F:30
Endurance - M:30 / F:40
Agility - M:50 / F:50
Speed - M:40 / F:40
Intelligence - M:40 / F:40
Willpower - M:30 / F:30
Personality - M:40 / F:40
Luck - M:50 / F:50

****************
Skill Bonuses
****************
Acrobatics +10
Athletics +5
Blade +5
Security +5
Sneak +5
Hand-To-Hand +10
Light Armor +5

****************
Special Abilities
****************
Eye of Fear - Demoralize (Mag. 100, 1x per day)
Eye of Night - Night Eye (Dur. 30, Infinite uses per day)

****************
Nord
****************
Nords are the uber-warriors of this game. Not only do they have a very high
strength and endurance, especially the guys, but they also have their innate
frost damage ability and a resistance to frost spells. They have the highest
starting strength of all characters and the guys are tied for highest endurance
with orcs. Top that off with some good armor and their shield ability and they
can take a beating. Unlike Orcs, they get a boost to both Blade and Blunt which
is nice. Based on stats and skills alone, Id have to say they make the best
pure warriors, with a nice boost to agility and speed at that (which doesnt
entirely rule out using thief skills later on). They have an very interesting
dichotomy where their stats/skills and their special abilities are concerned.
Their stats and abilities scream "great offense" but almost all of their
special abilities are very useful for defense.

****************
Stats
****************
Strength - M:50 / F:50
Endurance - M:50 / F:40
Agility - M:40 / F:40
Speed - M:40 / F:40
Intelligence - M:30 / F:30
Willpower - M:30 / F:40
Personality - M:30 / F:30
Luck - M:50 / F:50

****************
Skill Bonuses
****************
Armorer +5
Blade +5
Block +5
Blunt +10
Heavy Armor +10
Restoration +5

****************
Special Abilities
****************
Nordic Frost - Frost Damage (Mag. 50, Range: Touch, 1x per day)
Resist Frost (Mag. 50, 1x per day)
Woad - Shield (Mag. 30, Dur. 60, 1x per day)

****************
Orc
****************
The Orcs are kind of like the Nords, but with more of an emphasis on offense
in their abilities. Their rage ability is really good for when you are being
surrounded by enemies and you really need to thin them out fast. Sure, you lose
your agility, but you gain some really good ability to dish out damage and a
health and fatigue boost. They are almost like an inverse of the Nords. Whereas
the Nords seem geared towards offense in skills and defense in abilities, the
orcs are almost the exact opposite, with an emphasis on defense in skills/stats
and a really killer offensive ability. Just be ready to have to dish out alot
of money to make friends, the males personality score is way low and the female
somehow manages to be yet lower. Thats yuck territory right there. They are
also gimped without a bonus to blades, and they dont get bonuses in too many
different skills, getting bigger bonuses into a fewer amount of skills.

****************
Stats
****************
Strength - M:45 / F:45
Endurance - M:50 / F:50
Agility - M:35 / F:35
Speed - M:30 / F:30
Intelligence - M:30 / F:40
Willpower - M:50 / F:45
Personality - M:30 / F:25
Luck - M:50 / F:50

****************
Skill Bonuses
****************
Armorer +10
Block +10
Blunt +10
Hand-To-Hand +5
Heavy Armor +10

****************
Special Abilities
****************
Berserk (Fortify Health: 20, Fortify Fatigue: 200, Fortify Strength: 50, Drain
Agility: 100, Dur: 60, 1x per day)
Resist Magicka (Mag. 25, Constant)

****************
Redguard
****************
The Redguards are also designed to be killer warriors although Adrenaline Rush
is a far more versatile ability than the Orcs berserk. Their stats, the light
armor skill bonus and adrenline rush can all help with being a warrior or a
theif. So while many are quick to peg them as warriors, dont let it decieve
you. They are actually quite capable of being effective thieves. With a proper
custom class, you can make either a very effective redguard warrior of thief
without much of a problem. With a bit of care, you could have a very dangerous
assasin type on your hands just as easily as you could have a monster hack and
slasher. Their ability to resist disease is also nice, as it can help you avoid
constantly needing a potion after every boar or vampire you knock off.

****************
Stats****************
Strength - M:50 / F:40
Endurance - M:50 / F:50
Agility - M:40 / F:40
Speed - M:40 / F:40
Intelligence - M:30 / F:30
Willpower - M:30 / F:30
Personality - M:30 / F:40
Luck - M:50 / F:50

****************
Skill Bonuses
****************
Athletics +10
Blade +10
Blunt +10
Light Armor +5
Heavy Armor +5
Mercantile +5

****************
Special Abilities
****************
Adrenaline Rush (Fortify Agility: 50, Fortify Speed: 50, Fortify Strength: 50,
Fortify Endurance: 50, Fortify Health: 25, Dur: 60, 1x per day)
Resist Poison (Mag. 75, Constant)
Resist Disease (Mag. 75, Constant)

****************
Wood Elf
****************
Typical elves anyone? These guys seem mostly geared to be either straight up
thieves or fighter-thieves, focusing on bows. And they can do this with ease.
They are the most skilled stealth warriors in the game. A bonus to sneak, light
armor and marksman give you all of the bonuses you need to be able to make a
great stealth fighter, especially considering their stats. I honestly think the
female is better than the male, due to the females lower endurance but higher
personality. That becomes far more important for a stealth character than a
higher endurance does.

****************
Stats
****************
Strength - M:30 / F:30
Endurance - M:40 / F:30
Agility - M:50 / F:50
Speed - M:50 / F:50
Intelligence - M:40 / F:40
Willpower - M:30 / F:30
Personality - M:30 / F:40
Luck - M:50/F:50

****************
Skill Bonuses
****************
Acrobatics +5
Alchemy +10
Alteration +5
Light Armor +5
Marksman +10
Sneak +10

****************
Special Abilities
****************
Beast Tongue - Command Creature (Mag. 20, Dur: 60, 1x per day)
Resist Disease (Mag. 75, Constant)

=========================================================
4.05 - The Birthsigns
=========================================================
- Abilities are cast much like you would any other spell, except they cost no
magicka to use and they can only be cast once per day. So it is very important
that you only cast the spells when you 

- If it isnt listed as an ability, then that means it is a constant effect.
These will operate at all times, cannot be dispelled and require no effort on
your part to keep them working.

****************
The Apprentice
****************
Magicka +100
Weakness to Magicka 100%

Note: This is best used on a spellcaster who is going to be using alot of
magicka but you will need enchanted items to protect yourself from hostile
magic users. For a properly endangered high elf, take this sign. Have fun. :-)

****************
The Atronach
****************
Magicka +150
Spell Absorption 50%
No Magicka Regeneration

Note: This is best for spellcasters who are willing to put themselves in the
line of fire to recharge their magics. You get alot of Magicka and the absorb
ability is very useful, but the loss of regeneration is painful. I honestly
like to take this sign for my non-warriors. It gives a nice boost of magicka
which helps you work with your lesser amount of magicka warriors start with.
The spell absorption is just icing on the cake. Carry alot of potions.

****************
The Lady
****************
Willpower +10
Endurance +10

Note: This birthsign is one of the weaker ones in my opinion. This is only
useful for Battlemage sorts: those who need both an increase to health and to
their magicka. Even still there are better signs.

****************
The Lord
****************
Restore Health (Spell - 50 Magicka - Mag. 6, Dur: 15)
Weakness to Fire 25%

Note: This birthsign is totally useless. The ability does nothing to offset the
negative side effect of the weakness. Most of the Scamps, Dremora and
(quite obviously) the Fire Atronachs are all going to use fire attacks. So for
the occasional healing of 90 points or so, you are going to take +25% damage to
every attack these guys throw at you. Not worth it.

****************
The Lover
****************
Paralyze (Ability - Dur: 10, Touch)
Lose 120 Points of Fatigue on Use

Note: Another useless birthsign. While the paralyzation is nice at first, it
stops working as often in the later parts of the game. There are better signs
to take and you can make a paralyzing weapon later in the game.

****************
The Mage
****************
Magicka +50

Note: This is a nice, and safe, one for mages. It has no drawbacks and the boon
that it gives is an okay one. Its probably the best one for High Elves as they
already have a mean weakness.

****************
The Ritual
****************
Restore Health (Ability - Mag. 200)
Turn Undead (Ability - Mag. 100, Dur: 30)

Note: This is a nice, if somewhat specialized sign. The turn undead ability is
useful for awhile, but the restore health is very nice. As soon as you use it,
bam! 200 health healed. I actually prefer this sign for my warriors as it makes
for a really nice emergency use sign.

****************
The Serpent
****************
Ability - Done all at once on self and target
 - Damage Health (Mag. 3, Dur: 20, Range: Touch)
 - Dispel (Mag. 90, Range: Self)
 - Cure Poison (Range: Self)
 - Damage Fatigue (Mag. 100, Range: Self)

Note: This ability is weird. The damage health is okay, but the rest of this
sign stinks. Most poisons wont last long enough for that to matter and I have
never used dispel on myself for any reason, so a little damage to health is not
worth the fatigue cost.

****************
The Shadow
****************
Invisibility (Dur: 60)

Note: This is basically only useful for pure stealth characters. Dont bother if
you are going to be throwing in some illusion skill into your thief character.
Its a waste otherwise. Warrior armor is too heavy to make this ability all too
useful for them.

****************
The Steed
****************
Speed +20

Note: This isnt all that useful unless you are that hellbent on your character
moving faster. It can be useful for an archer if you want to be able to outpace
your foes while you shoot.

****************
The Thief
****************
Agility +10
Speed +10
Luck +10

Note: This is a major thief ability. Ignoring the speed and agility boost, this
is one of the few ways to start with a luck higher than 50. Its hard to raise
luck, so the boost is nice. The agility and speed boosts just help matters.

****************
The Tower
****************
Open Average Lock (Ability)
Reflect Damage (Mag. 5, Dur: 120)

Note: This is a nice sign for warriors. The ability to pick locks will help you
with getting into chests and doors that bar you from treasure or doing a few
thieves guild quests if you want to be able to use fences. For thieves and
mages it is entirely useless.

****************
The Warrior
****************
Strength +10
Endurance +10

Note: This is a default sign for warriors. If you take it you are getting some
more health, carrying capacity and damage. This is also useful for thief and
mage types who dont intend to use any skills to raise these stats up. 


=========================================================
5. General Tips
=========================================================
This section details information that will assist you in making your way
through this game. They will cover a variety of areas of the game. Hopefully
you will find them helpful.

===================
5.01 - Character Creation
===================
- Never make athletics or acrobatics major skills, unless you intend to ride
horses everywhere you go. Should you find yourself walking too often, then
these two skills will go up at an unpredictable rate.

- Another bad idea is to make alchemy a major skill. If you use it even a small
amount of time it will go up super fast. My warrior had his alchemy at about
a 45 before his blade skill reached 75. Id hate to see how fast it would go up
for a character who was reliant on alchemy overmuch.

- I highly suggest that you only take two skills with the same primary stat as
major skills. This way, if you need to increase that stat desperately, you can
train that skill four or five times which will increase your multiplier for
when you level up. If you have all three skills as Major skills then you will
never be able to get the 5x multiplier to your skill when you level up.

- If you pick the right race, birthsign and class then you can actually max out
the primary skills you are using for your class (ie. Strength and Endurance for
warriors or Agility and Speed for thieves) by the time you reach level ten or
even eight. Once you do this, you can actually move away from what you made
your character to be, giving your warrior advanced magics or your thief some
skill with even heavy armor.

===================
5.02 - Combat
===================
5.02.01 - Melee Combat
===================
There are a few issues when it comes to melee combat that need to be touched
upon. Notably, there are a few differences when you are using a shield and
when you are using a two handed weapon.

- When using a small weapon and a shield, you are at your most defensive but
you are not invincible. What is important is that you find a good rhthym with
blocking and counter-attacking your enemies. I prefer to wait for someone to
attack me, get deflected off my shield and then hit them twice. If they happen
to get staggered by my attacks, I will swing once or twice more and then block.
If they dont get staggered, I will simply block and wait.

- Remember one thing: when you are blocking with a shield or weapon, you will
still take a decent amount of damage. It does get reduced, but if you have no
health left you cannot rely on it to keep you alive.

- When youre using a two-handed weapon it is very important that you learn the
differences in how you attack and how they are different than with a one handed
weapon. A regular power attack with a long sword is a sideways sweep that does
alot of damage. When you use a regular power attack with a two-handed sword you
will do a vicious overhead cleave. The ranges are a bit different and you dont
have as much leeway with aiming it, so be careful.

- If you are planning on fighting melee as your predominant method of combat,
then it is best that you seriously invest in the block skill. Until you get
better at blocking, your weapon or shield will take damage whenever you parry.
This can cause it to break unexpectedly. Also, it can help if you get to your
master rank with block because then you will knockback the enemy with a shield
bash manuver every so often when you block an attack. This staggers them and it
gives you a nice opening to do some damage.

-------
Each weapon type has its own advantages and I will address them here. 

- When using a dagger, you have little range but you can swing very fast. This
means you can run in and take three or four swings real fast before backing up.
However, if someone has a larger weapon, you will likely get hit while trying
to close the distance. You may need enchanted daggers to actually enable you to
do enough damage to actually effect the larger creatures.

- Conversely, when using a two handed weapon, you have range and power but
absolutely no speed. You are at a distinct disadvantage when fighting off large
groups of creatures as they will keep hitting you and staggering you. However,
when you are fighting more powerful singular creatures, then you have a very
serious boon on your side. Charged attacks will stagger people through their
blocks far more often. This applies to two-handed swords and axes.

- When using a longsword or mace you are at the safe median between the two.
You dont have speed, but you are also more powerful than a dagger. You dont
have range, but you are still quicker than a two-handed weapon. The major
advantage is that should you use a shield, you can block and attack quite
effectively. Plus, your lack of range is compensated for by the shield. Get in
close and then swing away.

===================
5.02.02 - Ranged Combat
===================
When using a bow, there are several points that are of importance. The most
obvious things to be said are to carry enough arrows to allow you to fight
enemies effectively. Since most enemies can take a good 8 hits to kill and bows
do a bit less damage than most melee weapons, you will likely need a good 12
arrow hits to kill most enemies later on if you fight them with only the bow.

- It is of the utmost importance that you get some silver arrows as soon as you
possibly can, making them your primary arrows after awhile. Ghosts and certain
other creatures can only be hurt with magical or silver arrows.

- When figuring out how many arrows to take with you, take a few factors into
account: First, think about how many arrows you would like to carry. Second,
take into account your carrying capacity (minus other weapons and armor of
course. Third, figure in how often you miss your attacks. Lastly, figure out
how much space you want to leave for treasure you pick up.

- You will not see alot of magic arrows early on in the game, nor too many
magic bows. My suggestion would be to wait until you get a dwarven or elven bow
and then to use a Sigil stone to enchant it. By enchanting a bow, you empower
every arrow fired from it with a magical effect. Later in the game you will get
magic arrows and they are cumulative in effect. I used my custom Bow of Hush 
(Silence - 7 seconds) and a few Arrows of Jinxing (Drain Magicka - 20 points)
to silence a boss spellcaster and slowly steal away all of his magicka.

- It can get very expensive to keep up the charges on a magical bow. I would
suggest doing the Azura's Star mission early on and to enchant a magical dagger
with a soul trap ability (use a Sigil stone if you can). Kill the weaker
enemies in the game with a melee weapon or non-enchanted bow and stockpile
Petty and Lesser Soul Gems. This will prevent you from running out of charges
in the middle of say... an Oblivion gate. 

===================
5.02.03 - Stealth Combat
===================
When fighting using stealth as your major tool, it is of the utmost importance
that you dress and fight accordingly. Most of the above applies to those who
use stealth as their major means of combat. For those who use magic or are
regular warriors, this is more of a nice boon than a necessity. If you are a
huge Nordic berserker, then it really doesnt matter if your enemy notices you.
You just lose out on the sneak attack multiplier which makes your life a bit
easier, but it isnt a matter of life and death for you.


- When you sneak attack someone, only the base damage of the weapon is going to
be multiplied. So if you have a weapon that is poisoned to do 20 extra damage
and it normally adds in 30 points of fire damage, none of that is going to be
multiplied. Bear that in mind when choosing which weapon to use to attack the
enemies. It is sometimes better to abandon your favorite dagger to use a more
powerful silver longsword for example.

- When there are multiple enemies in a room, it is best that you remain out of
sight and wait to see if one of them walks off. If one does walk off, then you
might be able to sneak attack the enemy with a melee strike. If one does not
walk off, then you will either have to avoid them entirely or you sneak attack
one of them and hope that weakening the first target gives you an edge.

- If you are absolutely forced to face off against a group of enemies, then it
will definitely help you if you prioritize your attacks. You want to attack
those who look like mages and thieves before you attack the warriors. The best
way to try and identify characters is by their armor and weapon. If they are
wearing no armor, they are likely a mage. Light armor will probably be a thief.

- Until you reach the Journeyman rank, you are best off taking off your boots
when you are sneaking around. If you have boots with incredible magical effects
on it and you are hellbent on leaving them on, make sure that they are light
and not heavy. The more they weigh, the better chance that an enemy will be
able to detect you.

- Two-handed weapons cannot be used for sneak attacks. You will lose out on the
bonus multiplier if you do this, so even if a two handed weapon is your primary
weapon, switch to a longsword or some other fairly large one handed weapon.
This way, you get a powerful weapon with a nice multiplier on it.

- When attacking enemies while hidden it is important that you consider the
situation at hand. If there is one enemy ahead of you, and he is paying you no
mind watch him for a bit to see if he patrols. If he mostly stands around, then
you can sneak up on him and whack him with a melee attack. However, if he is
moving around alot, then you are probably better off hitting him with a bow. It
may do less damage, but if you lose out on your chance to sneak attack him,
then you get no damage bonus so it evens out.

===================
5.02.04 - Hand-To-Hand Combat
===================
Finally, an Elder Scrolls game has made it a bit easier to fight enemies with
your bare hands. When you strike foes with your fists, you will do them a small
amount of damage and take some of their fatigue.

- The main advantage to fighting with your hands is the ability to drain all
of a foes fatigue and to cause them to fall to the floor. While they are down
on the ground, all of your attacks will do extra damage. This is key to making
an unarmed character.

- While making a pure unarmed character is more fun, one of the best things to
do when trying to make a succesful one, is to get your hands on a spell or a
magic weapon to drain fatigue. Hit an enemy with the spell or magic weapon and
then begin beating on them with your hands. They will fall in no time and you
can then kill them easier.

- Getting your Hand-to-Hand skill high enough can protect you from enemy
attacks very well, especially since you can disarm enemies by blocking their
attacks with your hands. Once the weapon is knocked out of their hand, pick it
up and then they will have to fight you bare handed as well. You should have an
edge in this situation.

- Since you will have no weapons to enchant to aide you with dealing damage, it
is very important that you pick enchantments for your armor that will assist
you to the max. You may have to forgo the basic resistances, such as to fire or
magic in favor of boosts to your strength and hand-to-hand. Things to reflect
damage are also of high benefit.

Suggested enchantments for your equipment for a pure HtH character:
- Reflect Damage
- Fortify Strength
- Fortify Hand-to-Hand
- Fortify Speed
- Fortify Luck

===================
5.02.05 - Magical Combat
===================
There are numerous approaches to magical combat, but the two main ones for a
pure mage are the Destruction route and the Conjuration route. Should you take
the first path, you will be using and relying upon Destruction magics to do the
brunt of your fighting. Going the Conjuration path means you will be using the
summoned creatures to do the lions share of your fighting for you.The last, and
still very useful route, is that of status effect magic. Each has benefits of
its own that I will discuss further. 

------------
Destruction
------------
- First and foremost, there is one very big reminder to you: Keep alot of
Restore Magicka potions!! These are your lifeline. Since your magicka recovers
slowly over time, you can wait it out after battles. But during battles
themselves, should you run low on magicka (and you will) you will need them.

- The next important issue is that you must constantly seek to upgrade your
spells to more damaging ones. As your enemies get tougher, you will need better
spells to take them out more efficiently. 

- When using bigger spells for more damage, you must keep in mind how much
damage these spells do in relevance to how much magicka they cost. If you have
140 magicka, a spell that does 100 damage is nice, but if it costs 90 magicka
it isnt worth using. You can only cast it once and then you would need a refill
from a potion. It would be best if you used a slightly weaker spell that you
could use more often. 

A good way to figure out a spells usefulness is to do this:
-Figure out how many uses you can get out of a spell with your base magicka.
-Then take in mind how much damage that spell does.
-Now multiply the damage by the number of times it is useable.
Example: Spell does 40 damage and can be used 3 times on a full bar = 150 dmg.

- There are a few differences to be kept in mind when you are using spells that
deal damage over time as opposed to ones that do damage in one hit. The spells
that deal damage over time tend to inflict more damage for the magicka cost but
you trade that off with the fact that you have to wait for it to do its full
damage. Obviously these are best done when the enemy is at a distance.

- If you are going to use damage over time spells, then you are going to really
want to invest in the Weakness to... line of spells. If you hit someone with a
Weakness to Fire spell and then hit them with a couple of damage over time
spells, you can cause some serious damage to them. With a strong enough
application of one of these weakness spells, you could even use fire spells to
beat a Fire Atronach. Its a silly idea, but you COULD concievably do it.

------------
Conjuration
------------
- When using Conjuration magic, it is very important that you realize your
basic weaknesses. Your summoned creatures can be turned against you if you hit
them with magical attacks. So you are going to want to use non-radius spells to
help you fight off your enemies.

- A good idea when you are using a summoned monster to fight for you is to get
paralyzing spells. With these, you can stun a creature into immobility and then
you and your creature can engage in melee with your foe. 

- You will always want to have a number of spells to choose from, but you are
going to need to remember how the creatures you can summon fight. Scamps tend
to throw about five fireballs before moving into melee while Flame Atronachs
are very likely to use fireballs even in melee combat. However, the delay in
them entering melee means that an enemy will very likely get into your face.
Skeletons and Daedroth dont do this, so it is better to use them if you are
expecting to get attacked in melee.

- Do not forget that you can also conjure weapons and armor to help you out, so
if you find yourself in melee alot you can save yourself some pain by using
these spells.

===================
5.03 - Stealth
===================
5.03.01 - Sneaking
===================
If you are playing a pure thief or even just a character who relies heavily
upon sneak attacks to weaken enemies, sneaking is obviously going to be very
important to you. The ability to have a four or even six times multiplier to
your attacks can mean the difference between a near impossible fight and a
slightly difficult fight, even for a warrior in full combat regalia.

 - When you are lower level you want every advantage you can have on your side
when you are trying to sneak up on enemies. This means sticking to the darkest
corners as much as possible, only sneaking around when enemies are facing away
from you, moving as slow as you realistically can and taking off your shoes so
that you make the least amount of noise possible when you are moving around.

 - A high agility is a great boon to help you with sneaking around as you may
have guessed. Even if you dont have a naturally high agility, you can balance
this out via the use of magical items.

 - Even characters with a low agility and sneak skill can still sneak aroud
successfully if they are using chameleon or invisibility spells. Both work just
about as well to assist you in sneaking about. Take note though, that chameleon
spells have a percentage based effect, meaning that a 10% chameleon effect is
going to be less effective than a 50% effect. It is still more foolproof than
invisibility, which runs out as soon as you take an action, be it speaking to
someone, attacking someone or opening something.

 - Take note that even if you are sneaking around, using an invisibily spell
and have 100% chameleon going all at once you can still be noticed by the sound
of your footsteps. You must move slowly and carefully if you have any hope of
remaining undetected to all others.

 - Obviously, you are going to want to wear lighter armor if you are going to
be sneaking about, but take note of one thing. In all my experiences with this
game, only the weight of your boots makes any real difference when you are
sneaking, not any other part of your armor. This means that even if you are a
huge bruiser in a full set of Daedric armor, you can simply take off your boots
and you will be able to sneak just fine. Even this becomes irrelevant after you
get a high enough skill in sneak and get the perk that lets you ignore the
weight of your boots.

 - A very important note is that there will sometimes be things on the floor
that will make noise if you step on them. Foliage, skeletons and wooden boards
can all make alot of noise and give away your position. Always be mindful of
what is underfoot.

 - When you are in a brightly lit area, you can avoid detection simply by
making sure that nobody is looking in your direction. No matter even if you are
standing right near a torch, they need to look at you to know youre there. If
you are unsure whether you are hidden or not, then take out your weapon and 
watch to see how dark your hand is. The darker your hand gets, the less light
is shining on you and the better hidden you are.

- Your movement speed also increases the likelihood that you get detected. I
suggest having your weapon out whenever you are sneaking around. This slows you
down a bit, so that even if you accidently run you dont run as fast as normal.
If you can move slowly through areas where you believe enemies to lurk, you can
usually get the drop on them.

 - Some items that will help you with being a sneaky little bugger:
  * The Shrouded Armor set you get from joining the Dark Brotherhood as well as
some of the items you get for getting the bonuses during their quests.
  * The Ring of Khaijit that you get for completing a specific quest.

===================
5.03.02 - Security
===================
This is the art of picking locks and as you get better at it, you wont have to
play the security mini-game as much. You will need this skill quite often to
open locks and get to some of the better treasure in the game. You do have the
alternate option to use magical spells to open locks, but if you are no mage
then you will be using alot of lockpicks in this game.

 - To explain the mini-game itself: You will have your lockpick on the screen
and you must tap up the tumblers to open the lock. Once they are high up, you
must then click the action button to lock that tumbler in place. Do this to all
of the tumblers and the lock opens. The complication is that if you press the
action button too soon or too early, then it will fall back into place and
break the pick. So you must repeatedly tap the tumbler and wait for it to go up
as slow as it will. Once that is done, then you will be able to lock it into
place easier. Its that simple, but easier said than done.

 - In the mini-game, the lock strength determines how many tumblers you must
move to open the lock:
 Very Easy: 1 tumbler
 Easy: 2 tumblers
 Medium: 3 tumblers
 Hard: 4 tumblers
 Very Hard: 5 tumblers

 - If you are going to be doing the lockpicking manually, then the game will
check up your lockpicking skill versus the difficulty of the lock itself. Then
it will determine whether you succeed or fail. You will likely fail more than
you would expect to, even if you have a 90+ higher skill level.

 - Carry around alot of lockpicks. They weigh nothing and you will be needing
as many of them as you can get if you hope to open doors and chests. This is
especially true if you are either bad at the mini-game or going to be trying to
do it the automatic way. You can buy them from any of the Thieves Guild doyens
and the fences will usually have a few.

 - If that doesnt do it for you, then you can get your hands on the Skeleton
Key pretty early in the game if you simply pick up a bunch of invisibility
potions. Simply head straight to Leyawiin, get the location of the shrine, run
there and make the offering. Use the potions to easily complete the quest and
you will have an unbreakable lockpick to abuse the rest of the game. Just keep
on hitting square and eventually the door will open.

===================
5.03.03 - Picking Pockets
===================
Generally, there isnt much purpose to picking pockets in this game. If you need
to fence a certain amount of goods and you arent good at security, you can
swipe things from people walking around the cities. There are a few things to
make note of when doing this though, as well as a few cool uses for picking the
pockets of people who earn your ire.

 - The heavier, more numerous and more expensive the item then the better the
chance you get caught doing it. So if you are looking to steal something, keep
it small. Dont steal 200 gold at once, steal it in sets of a smaller number.

 - If you are trying to kill someone and you dont want to have to fight them,
then steal all of the food items around you and then pickpocket them. Place a
poisoned apple on their person and then just wait a few hours. If they eat the
apple, then they will get killed and nobody will have any idea that it was you
who did it. This is especially useful during some of the Dark Brotherhood
quests that you will come across.

===================
5.04 - Commerce
===================
The Ways of Trade
===================
When you want to sell goods, you will need to make your way to a merchant of
the appropriate type. Once you get to one, you can then interact with them and
try to sell your goods to them. This is all pretty basic and simple, but there
are a few things that you have to take note of if you want to make the best of
the trade interactions.

 - Obviously, having a high personality and mercantile skill will help you out
when it comes to selling your goods. The better these two stats are, the better
chance that you will be able to sell items for a good amount of gold.

 - By default, merchants will sell items for a lot of gold and buy them from
you at a significantly smaller amount. You will need to open up the haggle menu
with the triangle button and then try to haggle your way into a much more
agreeable gold amount.

 - The more that a merchant likes you, the better the chance you can haggle up
the price of your sellable goods. Therefore it is highly adviseable that you
enter into the Persuasion mini-game (see below) and try to raise their
disposition. Or, if you have low personality/speechcraft totals, and you plan 
on using the merchant a fair amount, you can always bribe them. However, this
can only take it up so high, usually a mid to high 80.

 - A merchants disposition will go up every two or three high value trades you
successfully make with them. It will also go down whenever they reject an offer
you make (via haggling). This can even be used to raise it up past whatever you
were able to raise it to using persuasion or bribes. Also, whenever you raise
up their disposition, you can then try to haggle for a better amount of gold on
transactions with them.

 - The best way to sell to a merchant is to follow this procedure:
 * Persuade / Bribe up their disposition to the max you can get it.
 * Go into sell mode and open up the haggle menu.
 * Look at what their lowest gold amount is and their highest and then set it
 to the middle of the bar or so.
 * Attempt a small scale interaction. If it fails, then try to lower it by two
 points and then try again. Repeat this until you succeed. If it succeeds, then
 you can raise up the haggle bar by two points and then sell another item. 
 * You can repeat this until you figure out the highest amount you can sell
 items for to that merchant. The bar will stay at that point until you change 
 it yourself at some later point.

=================== 
5.06 - Leveling Up
===================
5.06.01 - Basics of Leveling Up
===================
The leveling up system in Oblivion is unlike any level up system in any other
game. Rather than leveling up when you gain a certain amount of experience, you
only level up when you raise your major skills by at least 10 points. This can
come from any combination of raising up the skills. You could raise one skill
ten times or all ten skills once each. In either case, once you do this, you
must go to sleep even if only for an hour. Once you sleep, you will be able to
increase three stats, changed by their multipliers (see below) and you will
gain 1/10th your endurance as a bonus to your health.

 - When you level up a skill, you gain a multiplier to that skills related
attribute. For every two times you increase a skill you gain a 1x multiplier.
These can be any two skills that use the same attribute. So if you increase
blunt three times and blade once, you will have a 2x multiplier. You can gain
up to a 5x multiplier for each skill.

 - When you level up you gain three stat point increases. These increases can
be applied to any of your stats and it will raise it by one point by default.
However if you have a 5x multiplier to your abilities, then you can increase
your stats at a rapid pace (except for luck, which has no related ability).
If you are smart with how you level yourself up, then you will have no problems
as you raise in level. See my section below for tips on this.

===================
5.06.02 - How to Level Well
===================
If you want to level well, then you are best off making a custom class and then
keeping several things in mind. What is most important is that you never level
up unless you are going to be getting AT LEAST a 3x multiplier. Otherwise, it
you are going to be left behind by the power of the enemies as they level up
alongside you. Since enemies level with you, it is important that you remain
at least one step ahead of them. 

Here are a few important tips to keep in mind to make this easier:

 - When making a custom class, then you should only ever have a maximum of two
skills from each related stat as major skills. So, for example, if you take
blade as a major skill, then dont take both blunt and hand-to-hand. If you have
one skill that is a minor skill, then what you can do is train that skill as
much as possible and then when you level up it will have the 5x multiplier.

 - If you are making a melee character, do NOT take the weapon skill you will
be using as a major skill. So if you are making a wild Nordic axe wielder, then
do not take blunt as a major skill. It will level up very quickly during times
when you are doing alot of fighting, so it may force you to level up when you
do not want to.

 - You may not want to take your preferred armor type as a major skill either.
If you are getting attacked by a horde of enemies, then you will likely level
up faster than you want to. And if you dont level up fast, then your armor
skill will end up being low and not up to dealing with higher level enemies. So
it is best if you leave it as a minor skill and then train it up as much as you
can. This also has the benefit of giving you a nice multiplier at level ups.

 - Never take armorer or alchemy as a major skill unless you plan on only using
them rarely. Due to their natures, armorer and alchemy are skills that you can
use at almost all times when you use them, they can be used alot. For example,
if you go into a dungeon and fight even a dozen enemies, then both your weapons
and armor will need to be repaired a fair amount. And if you are picking up
alot of stuff, then you will gain many points in alchemy quickly. Its a problem
if it ends up being a major skill.

 - Example - This is a sample warrior who will use a blade:
  * Races: Imperial, Orc, Redguard
  * Birthsign: Warrior, Atronach
  * Blunt
  * Block
  * Restoration (For post battle healing)
  * Heavy Armor
  * Security
  * Mercantile
  * Any other relevant skill

===================
5.06.03 - How to Cheese Level
===================
If you really want to cheese the game, then it is very possible to beat the
game as a level 2 character. It is very simple to do this although I believe it
to take the fun out of the game. The basics of it, is that if you level up only
the skills that you are going to be using and never your major skills you will
get powerful, but the enemies wont. For example, if you are a level 1 character
with a 100 blade skill, you will be able to do alot of damage with each hit and
the enemies will not be too strong. You would be able to walk over all that you
fight. This is especially true when it comes to mages due to them having access
to all their magicka at 1st level as opposed to gaining more when you level. I
have personally seen level 1 characters who could summon Dremora Lords and
Xivali without much of a problem.

 - Beware that you will make the game far too easy and it will kill most of the
fun to be had with this game. It really is a killjoy to be honest.

 - You would need to be level 2 in the least to beat the game, since you need
to be level 2 to complete a daedric quest and get the item you need to complete
the main quest. The fact that the game is leveled only makes this much easier
to do, since most Daedra you will fight due to following the storyline will be
weak types due to your low level.

 - Example - This is an unarmored mage who will only fight using spells:
  * Races: Breton, High Elf
  * Birthsign: Apprentice, Mage
  * Blunt
  * Heavy Armor
  * Hand-to-Hand
  * Security
  * Marksman
  * Light Armor
  * Illusion (for whenever you decide to level up)

=========================================================
6 - Main Quest Walkthrough
=========================================================
This details the main quest of the game and will be replete with spoilers so
I suggest you only read on if you are actually working on that section of the
game at the moment and need aid. 

*****************************
6..01 - Tutorial
*****************************
Tutorial: Imperial Prison
*****************************
Quest Giver: None

Watch the cutscene that plays and you will enter a character creation screen.
You will be able to pick your name and race and then you can customize the very
minutia of your characters appearance. This thing is pretty deep, and very time
consuming if you get sucked into it like I did. Each race, and sex, has its own
ability bonuses, special abilities and bonuses to skills. Consult the race
chart in the appropriate section if you wish to use that to help you choose the
race you will play.

*****************************
Tutorial: Imperial Substructure
*****************************

*****************************
Tutorial: Natural Caverns
*****************************

*****************************
Tutorial: Imperial Subterranean
*****************************

*****************************
Tutorial: The Sanctum
*****************************

*****************************
Tutorial: The Sewers
*****************************

*****************************
6.02 - Deliver the Amulet
*****************************
Quest Giver: Uriel Septim

*****************************
6.03 - Find the Heir
*****************************
Quest Giver: Jauffre

*****************************
6.04 - Breaking the Siege of Kvatch
*****************************
Quest Giver: Jauffre

*****************************
6.06 - The Path of Dawn
*****************************
Quest Giver: Martin

*****************************
6.07 - Dagon Shrine
*****************************
Quest Giver: Martin

*****************************
6.08 - Spies
*****************************
Quest Giver: Jauffre

*****************************
6.09 - Blood of the Daedra
*****************************
Quest Giver: Martin

*****************************
6.10 - Blood of the Divine
*****************************
Quest Giver: Martin

*****************************
6.11 - Miscarcand
*****************************
Quest Giver: Martin

*****************************
6.12 - Bruma Gate
*****************************
Quest Giver: Jauffre

*****************************
6.13 - Allies for Bruma
*****************************
Quest Giver: Jauffre

If you havent completed this quest, and you have completed the Miscarcand and
Bruma gate quests, do not accidently talk to Martin about Defense of Bruma.
Without completing this quest, that mission gets significantly harder. Just
spare yourself the headache and do this one first.

*****************************
6.14 - Defense of Bruma
*****************************
Quest Giver: Martin

This mission seems simple enough, but it can be a doozy depending on the type
of character you are playing and what level you are. Fighters will usually do
best and thief types will likely be the worst off here.

Now that you have convinced everyone, except the Elder Council, to come to the
aide of Bruma, its time to play bait with the city. It seems that Martin needs
a Great Sigil Stone to act as the opposite of the Great Welkynd stone in the
ritual to open up a gate to Paradise. Well, its time to use Bruma as the bait
to get this stone by allowing the Mythic Dawn to open a Great Gate outside of
the city so that you ca go inside the gate and retrieve the Great Sigil Stone
and Martin himself is going to lead the defense of the city.

Go with Martin to Bruma and then go to speak to the Countess. You must tell her
to meet Martin in the Chapel of Talos, explain to her the need to retrieve the
Amulet of Kings and then follow her to the chapel. Once inside the chapel,
listen to Martin and her speak. After that conversation you will be able to
start this fight by speaking to the Countess. Take note that this quest leads
right into a second one, so I advise you to prepare yourself. Get all the
repair hammers, alchemical ingredients, potions and scrolls you are going to
need and make sure to recharge all of your magic items.

Once you are ready, tell the Countess so and she will order her commander to
ready the gathered armies. When you head out, Martin will follow and the
villagers will line the streets, cheering for their new Emperor, Martin. Head
outside the city and follow Martin. He will lead the gathered soldiers towards
a march on the Oblivion gate that has opened. Martin will give a speech once
you get to the gate, but he will be interrupted by a second gate opening.

You must protect Martin here, so attack the Daedra with everything you have got
but do your best not to hit those who are on your side. Basically all that you
need to do is to kill the Daedra who emerge from the second and third gates.

After you have repelled the attacks of the enemies from the gates, or while you
are doing so if you havent been killing enemies quickly enough, the Great
Oblivion Gate will open. Stop what you are doing, charge the gate and enter it.
Once you are "safely" inside the gate, Martin is safe from the enemies, so you
want to get inside before he gets himself killed.
*****************************
This segues straight into the Great Gate quest.

*****************************
6.15 - Great Gate
*****************************
Quest Giver: Martin

This quest starts once you enter the Great Gate outside of Bruma. This isnt
much harder than most other Oblivion gates you have used thusfar, but it lasts
longer. Also, by this point you will probably be encountering Xivali and Spider
Daedra. When they come in groups, they can swarm you with Spiderlings and
Clannfears, which can leave you paralyzed and staggered... this isnt fun.

Once you enter the gate, the large metal gates will open in front of you. But
they arent opening for you, theyre opening for the giant Siege Engine that is
going to start making its way towards the Oblivion gate. You will now recieve
a countdown timer that shows how long you have until the device makes its way
out of the gate and levels Brumas defenses.

Head through the now opened gate and head into the World Breaker Guard Door. I
dont think it needs to be said, but you are going to fight Daedra of all types
in here and there is going to be alot of them, so be careful but dont slow down
your moving. In either case, go inside the World Breaker door and ride the lift
up. Go up the tower and leave through the door at the peak. Now cross the
bridge here, getting attacked by Dremora all the while, and go into the the
next tower. Exit via the door to your left and head across this bridge as well.

In this tower, go down the ramps as quickly as you can and go out through the
door here, dont bother with the lift. Now youre outside again and you can make
your way towards the actual tower containing the Great Sigil Stone. For the
most part, this is all pretty straight forward from this point.

Head north, making your way past the fireball towers and make your way towards
the caves here (the name seems to change each time you play). Follow the cave
system until you make your way to an exit. You will need to activate the gate
switch all the way at the top of the next tower you enter before exiting the
tower from the middle level. From here it is going to be a straight run to the
Sigil stone, it feels exactly a normal Oblivion gate once you get into this
tower. You will need to make your way to the top as normal. The only difference
is that you will either need to pick the lock to get into the Sigil room or to
find and kill the Sigil Keeper. You can usually find him at the top of the
ramps leading to the Sigil Stone.

In either case, now you can enter the Sigil chamber. Go inside and if you feel
like fighting the enemies in here do so. But the opposition is pretty fierce
here. If you would rather not fight, you can simply make a break for the Sigil
stone and snatch it up. This will end the mission and get you right out of the
Oblivion gate. With the gate closed, you will find yourself back outside of
Bruma, with the Daedric Siege Engine collapsing right next to you. Make your
way over to Martin and give him the Great Sigil Stone. He will make his way
back to Cloud Ruler Temple to enact the spell to let you reach Paradise.
*****************************
As a note, I can never seem to get Jauffre and Baurus through this quest. They
always seem to die while I am inside the Oblivion gate. Perhaps the trick is to
do this quest while at a lower level so the two poor little SOB's dont get
themselves dead. In either case, youre getting into the last legs of the main
quest, so now is the time to start powering up for the final encounters.


*****************************
6.16 - Paradise
*****************************
Quest Giver: Martin

Okay, so here we have another fairly long and arduous quest, so grab whatever
items you need to help you get through it. Once you go through into Mankar
Camoran's Paradise, the only way home is to kill the man himself. This is going
to take awhile, so be prepared.

Once you are finished preparing yourself, head back to Cloud Ruler Temple and
let Martin know youre all set. He will open up a portal and give you a few
warnings. Head on through the portal and be prepared to see... a pretty sight?
Well, it might be a nice change from the usual hellish worlds that the portals
in this game take you to, but it is incredibly dangerous nonetheless.

Pretty much as soon as you get there, you will be spoken to by Mankar Camoran
himself. Its actually kind of creepy, with him talking to you almost like a god
of some sort. I suppose he is, considering that this is his realm, but its a
bit intimidating.

As you move around this realm you will see two things: a) a fair amount of
Daedra to fight, and B) Ascended Immortals, humans who run around in just their
pants and seem to be running from the Daedra. The Daedra will attack you on
sight, but they will also go after the Ascended Immortals, so this place can
get a little chaotic at times.

What you want to do, is to make your way foward along the path in front of you
until you see a large gazebo looking thing, made out of white pillars. Go into
it and there will be an Ascended Immmortal that you can talk to. Milk her for
information and then feel free to knock her off if you like. This can get you
background information on the Paradise and just who these Ascended Immortals
are and why they seem to be running all over like chickens with their heads cut
off. Once done with her, continue heading along the path, to the south east. If
you get turned around, just look for the bridge across the water.

Mankar Camoran will talk to you as you are moving along the path, explaining to
you where him and his followers are and taunting you a bit. After a bit of
walking and stomping out Daedra, you will see a Dremora walking towards you,
but do not attack him. This Dremora, named Kathutet, will praise you for the
wrathful vengeance you extracted upon those who destroyed Kvatch.

He will approach you and explain to you that he has the Bands of the Chosen,
the items that you need to get into the Forbidden Grotto, the only way to get
to the where Mankar Camoran is hiding. After some talking, he gives you the
option to hear him out and do him a service or fight him like a philistine. If
you hear him out, he will give you the option to serve him to acquire the bands
without a fight. If you arent so good with handling very strong NPCs going all
melee on your face, then I would suggest serving him. Or you could serve him,
get the bands and then just kill him.

If you simply go to fight him, take note that he is actually a fairly powerful
creature to fight. He doesnt tend to use as many magical attacks as the other
Dremora do, but he can pound the living crud out of you with his attacks. You
can also skip the next two paragrahs, simply heading into the Flooded Grotto
and going forward from there.

Should you choose to serve him, he will ask that you free a captive Daedra who
has been captured by a couple of Ascended Immortals. Head to the northeast and
fight the Daedra along the way, but keep your eyes on your mini-map and compass
so as to find the door to the Lair of Anaxes. It can be found along the shore
hidden by the rocks there.

When you go inside, you will find three Ascended Immortals, asking you not to
release Anaxes. Ignore them and find the boulder that is blocking in Anaxes. It
will have two logs blocking it, so activate them to move them out of the way.
Anaxes will move the boulder himself and extract his vengeance on those who
imprisoned him. You can uh... head on out now and go back to Kathutet, no more
trouble you can cause here.

Head back to where you encountered Kathutet and head across the bridge and into
the cave, going into the Flooded Grotto. Any of you muscleheads who killed him,
you can join us again here!

Continue making your way through the cave to the south, killing off any and all
Daedra you come across. Heck, knock off the Ascended Immortals if you should so
inclined. If youre serving him, you will see Kathutet outside of the door to
the Forbidden Grotto. He will give you the Bands of the Chosen as a reward for
aiding him and tell you that none have made it out of the grotto alive.

Walk towards the door to the Forbidden Grotto and listen to Mankar Camoran.
Then equip the Bands of the Chosen (notice how they are cursed not enchanted,
giving you a 50% weakness to fire... some "gift"...) and go on inside. You may
want to make sure that you have something to offset this as you cannot take
these bands off once you put them on.

Now that you are inside, cross the rock bridge, fight off the enemies and then
take the northeastern tunnel to continue forward. You will encounter a reformed
Mythic Dawn agent, named Eldamil, who explains the details of this place. It
seems that to enter this place you need to be wearing the Bands of the Chosen,
but that this place is actually a torture chamber for those who have begun
thinking too much to be a true member of the cult. To escape this place you
actually need to get the bands off. He can do so, but you will have to trust
him and let him assist. you.

He explains that Orthe, Kathutets brother, will be coming to check up on
Eldamil, since the fallen cultist is being punished by making him torture the
others who come here. Eldamil explains that you must act like a prisoner and do
exactly what he tells you. If you dont do this, you will have to fight Orthe,
who is even stronger than Kathutet is, so be careful in what you choose to do.
I would suggest saving before trying to fight him.

If you do as Eldamil suggests, he will direct you into a cage and act like he
is going to dip you into the lava as torture. Dont freak out though, he wont
actually dip you in, just make it look like he is. When he raises you up and
lets you out, he will tell you that he will distract the Daedra as long as he
can and then he will meet up with you later on.

Head on east through the last passage and then go south at the next
intersection. Enter the next section and begin killing all who stand in your
path. If you feel like being cruel, you can play with the levers near the cages
and then watch them be tortured in the lava. Head on south and go through that
door and you will be greeted by Eldamil in this next section of tunnels. 

He will remove your bands and then ask you to let him come along, wanting to
redeem himself for helping Mankar Camoran in the first place. Let him help you
as he will distract enemies, can deal okay damage and you can basically let
him die, since he will be ressurected shortly thereafter. Once youre done
talking to him, Mankar Camora will begin talking to you again. Listen to him
and then head south with your new buddy.

Go east and then north, killig off the enemies and ignoring / torturing the
imprisoned immortals. Eventually you will come across a named Daedra called
Medrike. Dont worry too much about him, hes not that hard especially since you
have Eldamil to act as bait. Go to the west and through the door at the end. If
you havent taken off the bands, you will blow up. Otherwise you end up outside.

Follow the stone path and go up the stairs, following your quest marker on your
compass. Enter the temple area and listen to what Mankar Camoran's son and
daughter have to say before following them into Carac Agaialor. When you walk
forward, Mankar Camoran himself will speak to you face to face. However, now
that he is talking, and his kids are standing there, you will have some time to
place yourself for the fight.

At first you will only have to fight his kids, Raven will come after you and
Ruma will fight with Eldamil. Personally, I prefer to get in position behind
Raven and then sneak attack him as soon as the fight begins. This will weaken
him, letting you kill him quickly. Move to rapidly take out Ruma who is fairly
weak against melee combat.

Once they are down, Mankar Camoran will talk more crap and then stand up to
fight you himself. If you dont defeat him quickly, he will start summoning in
serious amounts of Daedra, in addition to his kids coming back from the dead.
It is imperative that you move quickly to take him out, using the strongest
attacks that you have. Spare nothing here.

If you want to be really cheesy, dont even wait for him to get up out of his
seat before you start attacking him. Get him as soon as his kids are dead and
start beating on him while he gets up. You might be able to kill him before he
even starts fighting back.

In either case, wait for him to die and then pillage his body for the Amulet of
Kings and whatever magical stuff you want off of it. If you can do so before
the paradise begins to fall apart, pillage his kids bodies too. Shortly after
you take the amulet, you will be teleported right back to Cloud Ruler Temple.

Speak to Martin, giving him the Amulet and letting him know what happened to
Mankar Camoran. He will thank you and then explain what is to come next.
*****************************
Now that Mankar Camoran and his family are dead, and Martin has the Amulet of
Kings, this quest is almost nearing its fateful end.

Be careful now, if you wish to explore any of the Oblivin gates marring the
beauty of the world, now is the time to do it. Should you wish to actually go
on and explore these gates and get the Sigil Stones, then you must not do the
next mission.

*****************************
6.17 - Light the Dragonfires
*****************************
Quest Giver: Martin

Whenever you are ready, Speak to Martin and tell him to follow you. Once he is
doing so he will be basically treated as any other follow, so go ahead and fast
travel Green Emperor Way in the Imperial City. Head for the Imperial Palace
entrance with Martin and you will be greeted by Captain Steffan. Since Ocato
is waiting for you, head on inside with Martin and go into the Elder Council
Chambers.

Once Martin is inside, there will be a cutscene with him and Chancelor Ocato
talking, but it will be interrupted by a guard rushing in. Ocato is obviously
annoyed at his attempt to name Martin the true Emperor, but it seems as if the
Daedra are invading the city itself. Oblivion gates are opening all over city
and the Imperial City is in danger of being wiped out.

This part is hard, so be careful.

After a bit more talking, its time to take Martin to the Temple of the One in
the Imperial City Temple District. This is going to be easier said than done
and to show you this fact, two Daedra come rushing into the Imperial Palace.
Yeah, this city is going to the dogs. You need to help Martin and the Guards
take out the Daedra and take Martin to the south western exit from Green
Emperor Way. This goes straight to the Imperial City Temple District.

Once you get to the Temple district, prepare for a huge fight. All sorts of
Daedra are going to be pouring in from all sides as the Imperial Legion, and
you, try valiently to fight them off. Do your best to survive and if you have
any potions you were holding for an emergency, use them now. After you fight
off the Daedra for awhile get ready for a surprise.

You see that big red guy coming through one of the Oblivion gates, yeah that
is Dagon himself. It seems that it is a bit too late to simply light the
Dragonfires again as Oblivion itself is literally pouring into our world, so
find Martin amidst the chaos and speak to him. If you cant find him or he
doesnt come speak to you after a bit, he may be stuck in Green Emperor Way. In
either case, find him and speak to him. It seems that he has an idea on how to
handle this situation, so stop fighting and just run with him. 

Go to the Temple entrance with him, usually right near Dagons foot (oye!). So
head on into the Temple with him and listen to what Martin has to say. After a
couple impressive cutscenes, the quest is over and both Martin and Dagon are
now gone.

Chancelor Ocato will come running into the room, so speak to him and let him
know what has happened. Once that is done, make sure to speak to him about all
gold conversation opetions, especially Champion of Cyrodil. You will be given
the really rare title, Champion of Cyrodil and he has commisioned a suit of
Imperial Dragon Armor for you (see the below quest for more info).
*****************************
Congratulations! For all intents and purposes, you have completed the main
quest. All Oblivion gates across the land will now be closed, although the
changes they made on the landscape will remain, as well as some of the plants
that grew outside of the gates. However, many of the Daedra that were roving
around nearby the gates are gone.

*****************************
6.18 - Imperial Dragon Armor
*****************************
Quest Giver; Chancellor Ocato

The previous conversation with Ocato will lead into this quasi-quest.

All you need to do is wait for two weeks, get the quest update and then you
can heap towards the Imperial Prison. Once you get there, head to the right and
go on through the iron gate and head inside the Armory. Along the wall you will
see your Imperial Dragon Armor laid out on a table. Snatch it up!

Essentially, this armor basically looks like the Imperial Legion armor, but it
is black and gold instead of brown. Plus each piece of it has a moderate
resistance to some sort of magical attack.

Also, since you are now considered to be a hero to the Empire, you can pick up
pretty much whatever you want from the armory and use it for yourself... or
to decorate your homes. Im sure Ocato wont mind, right? So take whatever you
so please and head on out. Quest is done once you have the suit of armor.
*****************************
There you have it, the main quest is done! Now you can wander the world and
try to complete the remaining 140 or so quests. It might sound daunting, but
if you have gotten this far you have likely completed some of the others by now
so dont worry. Get to it and milk this game for all its worth. Afterall, the
main quest is only half the point of this game.

=========================================================
7 - Guild Quests Walkthrough
=========================================================
Listed below are the names of all the towns and the quests to be had in them.
Also, I will list the names of the various trainers within each guild, as well
as where to find them. As a note, remember that once you are a member of a
guild you can take almost anything you want from their guild hall. This even
goes so far as to mean you can pick open their display cases. Just save before
you do so, so that just in case the one you are trying to open is protected.

=========================================================
7.01 - Dark Brotherhood
=========================================================
Out of all of the guilds out there, the Dark Brotherhood is the foulest of all
the guilds. Youre joining up with a bunch of cutthroats, killers and hired
assassins when you get in here, so these arent the nicest of people.

*****************************
7.01.01 - Getting into The Dark Brotherhood
*****************************

*****************************
7.01.02 - A Knife in the Dark
*****************************

*****************************
----Vicente Valtieri's Quests----
*****************************
7.01.03 - A Watery Grave
*****************************

*****************************
7.01.04 - Accidents Happen
*****************************

*****************************
7.01.05 - Scheduled Execution
*****************************

*****************************
7.01.06 - The Assassinated Man
*****************************

*****************************
----Teinaava's Quests----
*****************************
7.01.07 - The Renegade Shadowscale
*****************************

*****************************
----Ocheeva's Quests----
*****************************
7.01.08 - The Lonely Wanderer
*****************************

*****************************
7.01.09 - Bad Medicine
*****************************

*****************************
7.01.10 - Whodunit?
*****************************

*****************************
7.01.11 - Permanent Retirement
*****************************

*****************************
7.01.12 - Of Secret And Shadow
*****************************

*****************************
----Lucien Lachance's Quests----
*****************************
7.01.13 - The Purification
*****************************

*****************************
7.01.14 - Affairs of a Wizard
*****************************

*****************************
7.01.15 - Next of Kin
*****************************

*****************************
7.01.16 - Broken Vows
*****************************

*****************************
7.01.17 - Final Justice
*****************************

*****************************
7.01.18 - A Matter of Honor
*****************************

*****************************
7.01.19 - The Coldest Sleep
*****************************

*****************************
7.01.20 - A Kiss Before Dying
*****************************

*****************************
7.01.21 - Following a Lead
*****************************

*****************************
----The Black Hand's Quests----
*****************************
7.01.22 - Honor Thy Mother
*****************************

=========================================================
7.02 - Fighters Guild
=========================================================

*****************************
7.02.01 - Getting into the Fighters Guild
*****************************

*****************************
7.02.02 - A Rat Problem
*****************************
Quest Giver: Azzan

*****************************
7.02.03 - The Unforntunate Shopkeeper
*****************************
Quest Giver: Azzan

*****************************
7.02.04 - The Desolate Mine
*****************************
Quest Giver: Burz gro-Khash

*****************************
7.02.05 - Unfinished Buisness
*****************************
Quest Giver: Burz gro-Khash

*****************************
7.02.06 - Drunk and Disorderly
*****************************
Quest Giver: Modryn Oreyn

*****************************
7.02.07 - Den of Thieves
*****************************
Quest Giver: Azzan

*****************************
7.02.08 - Amelion's Debt
*****************************
Quest Giver: Burz gro-Khash

*****************************
7.02.09 - The Master's Son
*****************************
Quest Giver: Modryn Oreyn

*****************************
7.02.10 - More Unfinished Buisness
*****************************
Quest Giver: Modryn Oreyn

*****************************
7.02.11 - Azani Blackheart
*****************************
Quest Giver: Modryn Oreyn

*****************************
7.02.12 - The Wandering Scholar
*****************************
Quest Giver: Azzan

*****************************
7.02.13 - The Fugitives
*****************************
Quest Giver: Burz gro-Khash

*****************************
7.02.14 - Trolls of Forsaken Mine
*****************************
Quest Giver: Modryn Oreyn

*****************************
7.02.15 - The Stone of St. Alessia
*****************************
Quest Giver: Azzan

*****************************
7.02.16 - The Noble's Daughter
*****************************
Quest Giver: Burz gro-Khash

*****************************
7.02.17 - Mystery at Harlum's Watch
*****************************
Quest Giver: Burz gro-Khash

*****************************
7.02.18 - Information Gathering
*****************************
Quest Giver: Modryn Oreyn

*****************************
7.02.19 - Infiltration
*****************************
Quest Giver: Modryn

*****************************
7.02.20 - The Hist
*****************************
Quest Giver: Modryn Oreyn

=========================================================
7.03 - Knights of the Nine
=========================================================
The Knights of the Nine are a holy order that has long been lost. They were
once dedicated to fighting evil and protecting the Relics of the Crusader, 
ancient artifacts of one of the most holy knights to have ever lived. However,
they dissolved long ago due to infighting and self-serving knights seeking
glory over faith. If you take up this quest line, you will be seeking to find
these lost Relics and reclaim them, as well as restarting this most holy order.

As you acquire and equip more pieces of this holy armor, you will gain abilites
that are best described as paladin like in function. The ability to heal and
protect others comes easily to the bearer of the Relics. Keep this in mind when
you decide if you wish to bother with these quests.

*****************************
Restarting the Order
*****************************
To even start along the quest to renew the Knights of the Nine, you must either
head to Anvil or talk to people in the other cities. If you are talking to
people, someone will eventually tell you about the Chapel of Diabella in Anvil
being assaulted. All of the priests have been murdered and nobody knows who or
what could have done it. In the aftermath of this, a prophet has appeared who
preaches near the chapel, rain or shine. You are going to need to make your way
to this man and speak to him.

*****************************
Pilgrimage
*****************************

*****************************
The Shrine of the Crusader
*****************************

*****************************
Priory of the Nine
*****************************

*****************************

You can go after these next relics in any order you choose, except for the fact
that you need the boots to get the mace. I would suggest going by the below
listed order. It saves you some trouble and it also avoids you getting a fairly
nasty curse earlier than you absolutely need to.

*****************************
Nature's Fury
*****************************
This mission is simple enough and it honestly only requires you to travel a
little bit to get the item. There isnt even a real fight to be had here. You
must head to the location that was marked on your map by Sir Juncan. Once there
speak to Avita Vesnia and she will inform you as to what you must do to gain
possession of the boots. Agree to take the trial and then head to the new quest
marker on your map.

Once you arrive where the marker was directing you, you will find yourself in
a grove and a new quest update will appear on your screen. Wait for a short
while but keep looking around as there will be a giant bear coming towards you
called "Forest Guardian" and you want to see it coming. This bad boy can do
alot of damage with each hit, but DO NOT ATTACK HIM! You are here to show your
respect to Kynareth and if you truly wish to do so, do not harm her creations.
Raise up your shield or weapon and block his attacks. If you back up just as he
goes to attack you, you can keep him from hitting you.

After the bear takes a few swings at you, with you not attacking it back you
will recieve another quest update and the bear will walk towards a rock face.
It will open up revealing a door to you. Head inside and go down the tunnel.
You can ignore everything in there, as there are no hostile creatures in there
and simply pick up the Boots of the Crusader. Now slap those bad boys on and
you will recieve a blessing from Kynareth. As long as you wear these boots,
natural animals and spriggans will no longer attack you. Very sweet. Now head
on out and onwards to the next relic! 

*****************************
Keep in mind that although the Boots of the Crusader make it so that natural
animals will not attack you, they WILL attack your horse or followers if you
have either of them with you. So these boots are most useful if you are moving
around on foot.

*****************************
The Path of the Righteous
*****************************
Sir Ralvas will tell you of where to get to the Mace, but he doesnt understand
why he couldnt acquire it for himself. Every time he tried to get to the mace,
he would fall down and fail. Now it is up to you to figure it out and to pass
this test where he failed all those years ago. You cannot complete this quest
without the Boots of the Crusader, so if you do not have them, then turn 
around and go retrieve them.

Now head to the chapel in ***** while wearing the raiment of the Crusader. Go
down into the undercroft in the chapel and pray before the tomb. You will be
teleported to another place where you will see the Mace across a chasm into
nothingness. If you do not have the boots, you cannot reach the mace and you
will simply fall into the space and reappear in the chapel undercroft.

But if you do have the boots, a glowing path across the chasm will appear. All
you need to do is walk across the glowing path and pick up the mace. You will
then be taken back to the chapel undercroft with the mace in hand. As soon as
you get back into the undercroft save your game. The next part of this quest
can be a bit problematic.

When you go to leave the undercroft, the chapel will be besieged by yellow
Daedra known as Aurorans. These creatures wield enchanted Ayleid weapons, while
having the typical Daedra strengths and weaknesses. These guys can be tough,
but with the Mace of the Crusader or a powerful sword, they are fairly easy to
handle. They are vulnerable to shock, so make use of that.

However, do be careful of the priests from the chapel who will be running
around and fighting the Aurorans with you. If you hit them too many times, you
will get attacked by all of the priests when the fight is over. This is bad
news and you will also usually net a bounty. Should you hit them too much, here
is hoping that you have a save set previously as you will need to go back to
that point. You will gain infamy if you kill them and this prevents you from
using the Crusaders Relics.



*****************************
Wisdom of the Ages
*****************************

There will be two enemies in the next room, both Conjurer Adepts. If you can
sneak attack one of them, you will spare yourself them both summoning in Daedra
to fight for them. Get rid of them and you will have to solve a little puzzle
to get into the next area. If you spoke to the imprisoned knight from earlier
then you will have some clue as to what to do here, if not... well then thats
what a walkthrough is for, no?

It is actually pretty simple to get past this puzzle. You should see a small
icon on the middle of the floor between the four statues and in front of the
big statue of Julianos. Your goal here is to turn the four statues so that they
all face the middle where the icon is located. To do so, you will need to go
to the base of each statue and pull the lever there. Some will require more
than one pull, so wait and see how they end up facing before pulling it again.
Once they are all facing each other, the lights will flare and then die out and
you will see a door to the left of the statue appear. Follow it and go through
the door at the end of the tunnel.

After you enter this new area, follow the tunnels until you reach another old
door. Dont worry about enemies, there arent any more for you to fight now,
unless you left some alive in previous areas. Open the door and you will see a
large stairwell and as you approach it you will get a quest update.

---------------
Rodgar's Puzzle
---------------
This is a simple puzzle, but it can be time consuming. Go up the stairs and
step on the raised panel and then open the chest. There will be one of a number
of items bearing Rodgar's name. Your goal is to take the item and put it into
one of the chests in front of the statues on each side of the room. When you
step on the panel one of the statues will show an item in front of it, this is
what you must put inside of it. It starts along the left wall with the statue
that is furthest from the door and works its way towards the door and then
onto the right wall. This is your tip on how to complete this. You will know
when you have put the right into into the right chest as the chest will glow
blue and the statue will turn to face the room instead of looking at the wall.

You can figure it out through trial and error or look at the chart below for
a the solution to it. This is a cruddy little map of the room.


S1   |   |    S8
     |   |
S2   |   |    S7
     |   |
S3   |   |    S6

  S4  Door  S5

S1 - Rodgar's Gem
S2 - Rodgar's Skull
S3 - Rodgar's Hammer
S4 - Rodgar's Book
S5 - Rodgar's Sword
S6 - Rodgar's Goblet
S7 - Rodgar's Helm
S2 - Rodgar's Stone

Once you complete this, the lights in the room will flare and then go out. Head
into the now opened door at the top of the stairs and simply continue forward
to find the Shield of the Crusader. Grab it and whatever items on the altar
that appeal to you. Once you have it, the two doors on either side of the room
will open. Head down one of those halls, to the door and go through it to find
yourself back in the first area of this dungeon. Make your way to the exit and
you are done.

*****************************
Now, the only thing that is left to get is the gauntlets of the Crusader. Since
you have no idea where any of the other relics are located, head on over to the
chapel of Stendarr and lets get going.

*****************************
Stendarr's Mercy
*****************************

Now that you have collected all of the known Crusader's Relics, you are told to
head back to the Priory of the Nine to see if anyone has any information on the
remaining relics. So get yourself over there. As a note, you will likely find
that the Priory is now in much better repair and there will be a number of
people looking to become Knights of the Nine. Do as you will with them, its up
to you, but I chose to let them join me.

Lathon will speak to you when you enter the actual Priory building itself. This
will start up your next quest. I like to speak to the spirits to learn a bit
more about whats going on before I continue going anywhere.

*****************************
The Faithful Squire
*****************************
Lathon will give you the Greaves of the Crusaders and explain the fate of his
master, Sir Roderic. Apparently Lathon was the squire to a holy knight, much
like yourself. When the two of them were questing for the last two relics, they
came across the ghost of Lord Vilandrel, the missing ghost of the old knights,
Sir Berich. The ghost killed Sir Roderic with the Sword of the Crusader, which
has become tainted due to the ghosts unholy use of it. Lathon will give you the
Greaves of the Crusader and ask you to knight him and let him come with you to
avenge Sir Roderic.

I suggest that you knight Lathon and let him aide you, he will be incredibly
useful when you get into the actual dungeons. He is a decent fighter to have
helping you out and you can heal / protect him with the abilities given to you
by the Relics of the Crusader. Also, he can tell you which ways him and Sir
Roderic went and he will spare you alot of wandering if you arent interesting
in clearing this whole dungeon.

In either case, get on a horse with him and travel to Underpall cave, which is
up towards Bruma. I snatched one of the horses from the Priory's stable and
fast traveled with him to Applewatch, near Bruma, and just rode to the caves
from there. Its not that far a trip from this point, but if you dont have the
Applewatch farm on your map, then just travel to Bruma and go from there.


DO NOT EQUIP THE SWORD! Until you get it reconsecreated equipping the sword
will only end up getting you slapped with a fairly nasty curse.

Now head on out of the dungeon unless you are going to explore it. There isnt
really much to be found in here, a few undead and some leveled equipment. That
is about all there is to this place.

*****************************
The Sword of the Crusader
*****************************


*****************************
The Blessing of Talos
*****************************
This is barely even a quest. Head to the Priory of the Nine and you will be
greeted by one of the knights, for me it was Thedrehel. They will tell you that
the Prophet is preaching to the gathered knights in the Priory Chapel. Go into
the Chapel and listen to his preaching and once he is done he will talk to you.

He explains the truth behind Umaril and how he must be defeated, and where 
the ninth Divine, Talos once known as Tiber Septim, fits into all this. He will
grant you a new ability, the Blessing of Talos. This is the key to defeating
Umaril once and for all. 

Once you are done talking to him, the gathered knights will charge out of the
chapel, heading over to Garlas Malatar to defeat Umaril once and for all

Quest done! Now wasnt that simple for a change.

As a note, you seem to shed the curse you obtained to get the Gauntlets of the
Crusader at this point, although sometimes it hasnt happened until I completed
the final quest.

*****************************

You can wait and do other quests, or you can simply head straight to Garlas
Malatar for the final battle. The knights will wait there for you to order them
to the assault on Umaril's haven.

*****************************
Umaril the Unfeathered
*****************************


=========================================================
7.04 - Mages Guild
=========================================================
7.04.01 - Getting in to the Mages Guild
*****************************

*****************************
7.04.02 - Bravil Recommendation
*****************************

*****************************
7.04.03 - Leyawiin Recommendation
*****************************

*****************************
7.04.04 - Cheydinhal Recommendation
*****************************

*****************************
7.04.05 - Chorrol Recommendation
*****************************

*****************************
7.04.06 - Bruma Recommendation
*****************************

*****************************
7.04.07 - Skingrad Recommendation
*****************************

*****************************
7.04.08 - Anvil Recommendation
*****************************

*****************************
----Raminus Polus's Quests----
*****************************
7.04.09 - A Mage's Staff
*****************************

*****************************
7.04.10 - Ulterior Motives
*****************************

*****************************
7.04.11 - Vahtacen's Secret
*****************************

*****************************
7.04.12 - Necromancer's Moon
*****************************

*****************************
----Hannibal Traven's Quests----
*****************************

*****************************
7.04.13 - Liberation or Apprehension?
*****************************

*****************************
7.04.14 - Information at a Price
*****************************

*****************************
7.04.15 - A Plot Revealed
*****************************

*****************************
7.04.16 - The Bloodworm Helm and the Necromancer's Amulet
*****************************

*****************************
7.04.17 - Ambush
*****************************

*****************************
7.04.18 - Confront the King
*****************************

*****************************
7.04.19 - Alchemy Acquisitions
*****************************

=========================================================
7.05 - Thieves Guild
=========================================================
7.05.01 - Getting into the Thieves Guild
*****************************

*****************************
---Armand Christphe's Quests---
*****************************
7.05.02 - May the Best Thief Win
*****************************

*****************************
7.05.03 - Untaxing the Poor
*****************************

*****************************
7.05.04 - The Elven Maiden
*****************************

*****************************
---S'krivva's Quests---
*****************************
7.05.05 - Ahdarji's Heirloom
*****************************

*****************************
7.05.06 - Misdirection
*****************************

*****************************
7.05.07 - Lost Histories
*****************************

*****************************
7.05.08 - Taking Care of Lex
*****************************

*****************************
---The Gray Fox's Quests---
*****************************
7.05.09 - Turn a Blind Eye
*****************************

*****************************
7.05.10 - Arrow of Extrication
*****************************

*****************************
7.05.11 - Boots of Springheel Jak
*****************************

*****************************
7.05.12 -  The Ultimate Heist
*****************************


=========================================================
8 - Town Quests Walkthrough
=========================================================
Listed below are the names of all the towns and the quests to be had in them.

=========================================================
8.01 - Anvil
=========================================================
8.01.01 - Dunbarrow Cave
*****************************

*****************************
8.01.02 - The Ghost Ship of Anvil
*****************************

*****************************
8.01.03 - Newheim's Flagon
*****************************

*****************************
8.01.04 - The Siren's Deception
*****************************

*****************************
8.01.05 - Where Spirits Have Lease
*****************************

=========================================================
8.02 - Bravil
=========================================================
8.03.01 - A Brotherhood Betrayed
*****************************

*****************************
8.03.02 - Buying a House in Bruma
*****************************

*****************************
8.03.03 - Lifting the Vale
*****************************

*****************************
8.03.04 - Two Sides of the Coin
*****************************

=========================================================
8.03 - Bruma
=========================================================

*****************************
8.04.01 - A Brotherhood Betrayed
*****************************

*****************************
8.04.02 - Buying a House in Chorrol
*****************************

*****************************
8.04.03 - Lifting the Vale
*****************************

*****************************
8.04.04 - Two Sides of the Coin
*****************************

=========================================================
8.04 - Cheydinhal
=========================================================
These are all of the quests that are located in the city of Cheydinhal itself.
This does not include any of the main quests or guild quests to be had.

*****************************
8.04.01 - A Brush With Death
*****************************

*****************************
8.04.02 - Buying a House in Chorrol
*****************************

*****************************
8.04.03 - Corruption and Conscience
*****************************

*****************************
8.04.04 - The Wayward Knight
*****************************

=========================================================
8.05 - Chorrol
=========================================================
These are all of the quests that are located in the city of Chorrel itself.
This does not include any of the main quests or guild quests to be had there.

*****************************
8.05.01 - Buying a House in Chorrol
*****************************
Costs 20,000
Must have some level of fame before allowed to purchase.

*****************************
8.05.02 - Canvas the Castle
*****************************

*****************************
8.05.03 - The Killing Field
*****************************
Quest Giver: Valus Odiil, Grey Mare
Meet his sons at Weynon Priory
Fight off three waves of goblins:
1st wave: from the south, 3 goblins
2nd wave: from the south, 3 goblins
3rd wave: from the north, 3 goblins, 1 skirmisher
Reward: Chillrend

*****************************
8.05.04 - Shadow over Hackdirt
*****************************

*****************************
8.05.05 - Seperated at Birth
*****************************

*****************************
8.05.06 - Legacy Lost
*****************************
This mission directly follows the previous mission, Seperated at Birth. Thus,
you must complete that one before you can start this one.

*****************************
8.05.07 - Sins of the Father
*****************************
This mission directly follows the previous mission, Legacy Lost. Thus, you must
complete that one before you can start this one.

=========================================================
8.06 - Imperial City
=========================================================
These are all of the quests that are located in the Imperial City itself. This
does not include any of the main quests or guild quests to be had there. For
the main city, it does include the Arena quests.

*****************************
8.06.01 - The Arena
*****************************
This is actually a series of missions that all work towards the same end of
taking the Grand Championship of the Arena from the old champion, The Grey
Prince.

-----------------------------
8.06.01.01 - The Pit Dogs
-----------------------------

-----------------------------
8.06.01.02 - Brawlers
-----------------------------

-----------------------------
8.06.01.03 - Bloodletters
-----------------------------

-----------------------------
8.06.01.04 - Myrmidons
-----------------------------

-----------------------------
8.06.01.05 - Warriors
-----------------------------

-----------------------------
8.06.01.06 - Gladiators
-----------------------------

-----------------------------
8.06.01.07 - Hero
-----------------------------

-----------------------------
8.06.01.08 - Grand Championship
-----------------------------

*****************************
8.06.02 - Buying a House in the Imperial City
*****************************

*****************************
8.06.03 - Imperial Corruption
*****************************

*****************************
8.06.04 - Order of the Virtuous Blood
*****************************

*****************************
8.06.05 - Origin of the Gray Prince
*****************************

*****************************
8.06.06 - An Unexpected Voyage
*****************************

*****************************
8.06.07 - Unfriendly Competition
*****************************

*****************************
8.06.08 - The Collector
*****************************

*****************************
8.06.09 - Nothing You Can Possess
*****************************

*****************************
8.06.10 - Secrets of the Ayleids
*****************************

=========================================================
8.07 - Kvatch
=========================================================
*****************************
The Battle for Castle Kvatch
*****************************

=========================================================
8.08 - Leyawiin
=========================================================
      8.08.01 - Buying a House in Leyawiin
      8.08.02 - Knights of the White Stallion
      8.08.03 - Mazoga the Org
      8.08.04 - Tears of the Savior
      8.08.05 - Whom Gods Annoy

=========================================================
8.09 - Skingrad
=========================================================
      8.09.01 - Buying a House in Skingrad
      8.09.02 - The Rosethorn Cache
      8.09.03 - Paranoia
      8.09.04 - Seeking Your Roots

=========================================================
9 - Daedric Quests
=========================================================
 - A note about Daedric Quests: They all have some osrt of sacrifice 

*****************************
9.01 - Azura's Quest
*****************************

*****************************
9.02 - Boethia's Quest
*****************************

*****************************
9.03 - Clavicus Vile's Quest
*****************************

*****************************
9.04 - Hircine's Quest
*****************************

*****************************
9.05 - Malacath's Quest
*****************************

*****************************
9.06 - Mephala's Quest
*****************************

*****************************
9.07 - Meridia's Quest
*****************************

*****************************
9.08 - Molag Bal's Quest
*****************************

*****************************
9.09 - Namira's Quest
*****************************

*****************************
9.10 - Nocturnal's Quest
*****************************

*****************************
9.11 - Peryite's Quest
*****************************

*****************************
9.12 - Sanguine's Quest
*****************************

*****************************
9.13 - Sheogorath's Quest
*****************************

*****************************
9.14 - Vaermina's Quest
*****************************

*****************************
9.15 - Hermaeus Mora's Quest
*****************************

=========================================================
10 - Out in the Wilderness
=========================================================
This section includes the random locations that you will come across in the
wilderness, as well as telling you a little about what you will find inside of
them. Take note that if the cavern is part of a quest, I will refer you to that
section of the guide and then leave it at that.

=========================================================
10.01 - Treasure Caverns
=========================================================
These caves are the most unpredictable of all the places you can go into. There
is no real way to predict what you will be fighting when you get inside. It can
be bandits, undead, trolls or wild animals. You dont usually have to worry
about traps in here, but if there are bandits around then you will usually come
across one or two traps.

- Some of these caverns have underwater sections, so it is a good idea to carry
a potion of water-breathing on you at all times. Should you enter the rare
cavern with some treasure under the water and your athletics and strength are
too low to get through the water fast enough, the potion can save you.

============
Locations
============
Rockmilk Cavern - North of Leyawiin on the west side of the river.

=========================================================
10.02 - Old Forts
=========================================================
These ruined buildings are mostly the havens of bandits and brigands. You will
sometimes find creatures like trolls or undead in here, but for the most part
you will be dealing with humans. One thing to beware of is that these locations
are usually trapped. Be careful that you dont get caught by these things as
some of them do some pretty mean damage.

- If you see a trip wire, you can walk up to it and set it off by clicking on
it with the action button. By doing this from the side of the wire, you will be
able to avoid whatever trap that this sets off.

- In many of these forts, you will usually have grates and iron bars blocking
your path. These are usually opened by levers, but you can actually shoot the
enemies through these with arrows and spells.

============
Locations
============

=========================================================
10.03 - Oblivion Gates
=========================================================
All Oblivion Gates take you to the Wastes of Oblivion. From there you will find
a number of treasure towers to explore in addition to one main tower. Your goal
in each one of these areas is to make your way to the main tower and to take
the Sigil Stone from the highest room in this tower, the Sigillum Sanguinus. As
soon as you do this, the portal between Cyrodil and Oblivion will begin to
collapse in on itself. Once this is done you will be punted from the realm,
back into Cyrodil and with the Sigil Stone in hand. 

- Sigil Stones are awesome. You can use one to enchant a weapon or armor 
without having to be part of the mages guild. You simply click on the Sigil
Stone and choose which of your weapons or armor to put it in. It will provide
one effect if put into a weapon and one if put into armor.

- A slight exploit that I suggest using is to save before you enter the
Sigillum Sanguinus. Then, after you defeat the enemies inside of it and get the
Sigil Stone, you can see what effects the Sigil Stone you pick up provides.
If you dont like what it is, simply reload and try it again.

- There are a few traps to be aware of when entering any Oblivion gate. You
will come across large towers with rotating tops. After spinning a few times,
they will launch a weak fireball at you. This doesnt really inflict much damage
to you, but it can get painful after too many hits. Also, you will find odd
circular shaped mines on the floor. When you get too close to these, they will
fly into the air, spinning rapidly at about eye level. After a moment of this,
they will explode into a fairly damaging fireball. These can be destroyed by a
single arrow, so do so from a distance. 

- The "sea" here is actually a lava field, which is doubly bad. Not only do you
take a fair amount of damage for every second you are in it, but you can also
drown in it like it were regular water. If you should need to enter it for any
reason whatsoever, then resist fire is a must or you will probably die very
quickly. My level 20 Orc with near 400 hit points couldnt take it for more than
about 30 seconds. Take that for what you will.

- In any particular game, you will find 60 Oblivion gates to be explored. There
are 50 random gates, 9 gates with set locations and then 1 great Oblivion gate.
The random gates can appear in any of 90 different locations, but there will
only be 50 in the actual game.

============
Locations
============

=========================================================
10.04 - Ruins
=========================================================
Ruins are basically the haven of undead. When you get into one of them, you are
basically guaranteed to be fighting off a bunch of skeletons, ghosts and the
always fun, zombies. Blunt weapons and fire are of much help inside these
places, but your equipment will take a beating.

============
Locations
============
Vilverin - Nothing too special, lots of undead. Plenty of Welkyn stones as well
as a Varla stone. There is an Ayleid Statue here.
Rielle - Nothing too special, lots of undead. Alot of Welkyn stones.

=========================================================
10.05 - Other Quests
=========================================================
This section will include all quests that either have multiple starting points
or are located in the smaller hamlets, inns and settlements you may encounter 
over the course of the game.

=========================================================
10.05.01 - Goblin Trouble
=========================================================

=========================================================
10.05.02 - Key to Key
=========================================================

=========================================================
10.05.03 - Zero Visibility
=========================================================

=========================================================
10.05.04 - A Cure for Vampirism
=========================================================


=========================================================
11. Beastiary
=========================================================
When fighting enemies, you have to keep in mind their resistances, immunities
and their weaknesses. By exploiting these, you can make hard fights alot easier
than they would normally be. Also, keep in mind that many enemies carry nasty
diseases, so be ready with a potion or spell to cure this.

- When dealing with leveled enemies, keep in mind that you will not usually
fight them until you are sufficiently leveled to do so (this is why it is so
important to level carefully). If the enemies are forced to appear due to a
quest you are on they may actually be very weak, so dont make assumptions
about an enemies difficulty until you fight them regularly.

===================
Animals
===================
For the most part, animals are very simple enemies to fight. Bears and boars
are the major pains to fight and this is due to their ability to stagger you
time and again. One thing you must be aware of is that most animals carry some
sort of disease, so even if you are blocking them you may catch it.
===================
Bear, Black - Resists: Frost; Drops: Bear pelt; Carries: Yellow Tick
 - The weaker of the two bears. Not as hard as they are agressive.

Bear, Brown - Resists: Frost; Drops: Bear pelt; Carries: Yellow Tick
 - Very powerful and the stronger of the two bears. They will very often
stagger you when they hit you even if you block.

Boar - Resists: Frost; Drops: Boar meat; Carries: Chanthrax Blight
 - These guys are super agressive and hard to defend againt. They will very
often stagger you when they hit you even if you block.

Deer - Resists:  N/A; Drops: Venison; Carries:  N/A
 - These guys are non-hostile and will run if they see you. You need a bow if
you want to take them down for their meat.

Dogs - Resists: N/A; Drops: N/A; Carries: N/A
 - Most dogs are non-hostile. I have only fought two in my 200 hours of gaming.
 - They will attack you if they see you have a weapon out, so be careful.

Horses - Resists: N/A; Drops: N/A; Carries: N/A
 - Horses do not attack you, they are more prone to run than fight if you end
up attacking them. They are meant to be ridden, not fought.

Lion, Mountain - Resists: Frost; Drops: Lion pelt; Carries: Wither
 - These guys move super fast and will do their best to get behind you. I would
suggest using the third person camera to fight them or they will very quickly
outmanuver you, especially if there are more than one.

Lion, Starving - Resists: Frost; Drops: Lion pelt; Carries: Wither
 - These are very weak lions and only encounted at a few specific spots in the
game. I have encountered them twice outside of the quest they are in.

Mud Crab - Resist: N/A; Drops: Crab meat; Carries: Swamp Fever
 - These guys are weak and slow. They should present no problem at all.

Rat - Resist: N/A; Drops: Rat meat; Carries: Blood Lung, Brain Rot, Shakes
 - These guys are quick, but very weak and should present no real threat.

Sheep - Resist: N/A; Drops: Mutton; Carries: N/A
 - Sheep are harmless and attacking them is a crime (5 gold bounty) and their
shepherd will likely attack you if he sees it.

Slaughterfish - Resist: N/A; Drops: Scales; Carries: N/A
 - For fish, these guys are very agressive and hard to hit. They dont do too
much damage though.

Wolf - Resist: Frost; Drops: Wolf pelt; Carries: Helljoint
 - The weaker of the two wolves, they wont present much of a threat to you.

Wolf, Timber - Resist: Frost; Drops: Wolf pelt; Carries: Helljoint
 - These are stronger and faster wolves who can be a serious problem. They do
fair amount of damage and are just a bit slower than mountain lions.

===================
Daedra
===================
Clannfear - Resist: Fire; Weak: Shock; Drops: Claws; Note: Reflect Damage
 - These little guys are a serious pain. They do fairly weak headbutt and claw
attacks, but their jumping attack does alot of damage and it can keep you
staggered for quite awhile if they keep doing it.

Clannfear Runt - Resist: Fire; Weak: Shock; Drops: N/A; Note: Reflect Damage
 - Smaller, and weaker, versions of the Clannfear, they present little threat.

Daedroth - Resist: Fire; Weak: Shock; Drops: Daedroth Teeth; Note: See Below
 - A very big threat when you first fight them, Daedroths do alot of damage and
are hard to hurt. They will often stagger you with their bite attack. Once they
see you, they will cast a shield spell. Also, if you keep too far away from
them, then they will spit a fireball at you from their mouth. 

Flame Atronach - Immune: Poison, Fire; Weak: Frost; Drops: Fire Salts; 
 Note: Reflects Damage
 - These are the weakest of the Atronachs but they can do some mean damage when
you first encounter them. They use touch based and ranged fire spells to do
damage. They will melee attack though, so have your block ready.

Frost Atronach - Immune: Poison, Frost; Weak: Fire; Drops: Frost Salts; 
 Note: Reflects Damage, Can cast Restore Health on self
 - These are the moderate strength Atronatchs and are a scary sight, but they
arent that big a threat by the time you fight them. They fight exactly the same
as the flame atronach, but use ice attacks. Since fire enchanted weapons
are pretty common, simply use one to make ice cubes out of them.

Scamp - Resist: Fire; Weak: Shock; Drops: Scamp Skin; Note: Cast Reflect Spell
 - Scamps will either be a problem or a breeze depending on how long you wait
to start dealing with Oblivion areas. Their ranged fire attacks can do alot of
damage to low level, low health characters but otherwise, they shouldnt be too
much of a problem.

Scamp, Stunted - Resist: Fire; Weak: Shock; Drops: Scamp Skin
 - These smaller, weaker scamps are a joke and quite easy to defeat. They will
pose little threat to even lower level characters so long as you fight smart.

Spider Daedra - Immune: Paralysis; Resists: Fire; Weak: Frost, Shock; 
 Drops: Daedra Silk, Daedra Venin
 - I hate these Daedra. They are strong, fast and their spells do alot of 
damage. They are late encounter enemies, but they will be tough to handle no
matter how strong you get. You will need good equipment to make them easy.
 - They move about as erratically as a troll, and somewhat quicker, but their
attacks are far more deadly. She can use shock damage spells, as well as
Damage Health and Damage Agility spells. She can also cast a healing spell on
herself, seemingly only once a day.
 - Can summon a Spiderling which can paralyze you.

Storm Atronach - Immune: Shock, Poison, Paralysis; Drops: Void Salts; 
 Note: Reflects Damage
 - These are the hardest varieties of Atronach. They are strong, fast and they
can do some mean damage in melee and at a distance with hand to hand attacks,
ranged spells and touch spells of the shock variety. Take note that they have
no weakness like the other two types do.

Xivilai - Resist: Fire; Weak: Shock; Drops: Daedra Heart; Note: Absorb Spells
 - These are the hardest Daedra you will fight in this game. They are vicious,
agressive and strong, fighting using two handed Daedric and Ebony weapons to
great effect. They can throw fire and shock spells and will absorb your magic
attacks should you try to use them.
 - These enemies level with you, getting harder as you get stronger.

========
Dremora
========
 - Dremora are a sub-species all to themselves as far as Daedra go. They come
in a variety of types and may be a warrior or mage of that type.
 - Dremora are treated as NPC's instead of creatures. This is most important
when it comes to soul trapping them. You need black soul gems, nothing else will
suffice as only they can hold NPC souls.
 - All Dremora have the ability to cast spells at you, usually fire or shock
damage spells. Some will drain fatigue or health as well. It depends on the
type you are fighting, but the spells get stronger as the Dremora does.
 - The mages may sometimes throw status effect spells at you but they usually
stick to using the spells in their staffs instead. However, they will also drop
these staffs when they die, as well as a number of scrolls and potions and very
likely an enchanted weapon or two.
 - All Dremora are aggressive and will switch up between melee attacks and
spells, even when in melee range of you. This is especially true if you stand
around blocking all day.
 - Dremora fight using their own maces, swords and shields. However, they are
not very good weapons and armor, more like very weak daedric items. They dont
do too much damage, and their value to weight ratio stinks really hardcore.
Even the enchanted versions of these items arent all that good.

========================================
Dremora Listed From Weakest to Strongest
========================================
Churl - Resist: Fire; Weak: Shock; Drops: Daedra Heart
 - The weakest Dremora, the Churl uses a single mace to fight, mostly of the
unenchanted type. They are dangerous when first encountered, but will become
little threat in due time. Use a shock weapon to make your fights easier. The
mages will summon in either stunted or regular scamps to help them.

Caitiff - Resist: Fire; Weak: Shock; Drops: Daedra Heart
 - The next step up in the Dremora ladder, most Caitiff you will fight are of
the warriors. They arent much more dangerous than Churls, but they will fight
with longswords and shields, as well as the maces. They are a problem for melee
types due to this. Between their melee strikes, spells and constant blocking
they will be a serious issue for close combat types. They are more likely to
use enchanted weapons, but it is still not that common. Much like the Churls,
the mages will summon in stunted or regular scamps.

Kynval - Resist: Fire; Weak: Shock; Drops: Daedra Heart
 - This is the point where they will more often than not be using enchanted
weapons to fight. This is where they start being a problem to handle especially
when they come in groups. They will almost always have an enchanted weapon,
though some are more dangerous than others (personality drain isnt a big deal
in Oblivion realms). The mages will summon in Clannfears to help them.

Kynreeve - Resist: Fire; Weak: Shock; Drops: Daedra Heart
 - I hate fighting these guys. They are quick, agressive and they will often
use two handed weapons, like Claymores, to fight you. Their spells are also
fairly damaging. The mages are nire of a threat than the warriors, especially
if you dont kill them quickly. I have seen then summon in Atronachs. That is
some really bad news. They will mostly always have enchanted weapons.

Kynmarcher - Resist: Fire; Weak: Shock; Drops: Daedra Heart
 - The Kynmarchers are the most agressive and vicious of the melee Dremora. The
mages can summon in Daedroths, but since they die fairly quickly it is mostly
irrelevant. However, if there are melee Dremora around at the same time it can
be a problem due to their use of enchanted weapons.

Markynaz - Resist: Fire; Weak: Shock; Drops: Daedra Heart
 - I have actually never seen a melee Markynaz, although I am sure that they
exist. The mages are a serious issue though, throwing out damage spells as well
as Weakness to... spells which can wear down your health really fast. They can
summon in Storm Atronachs at times, but mostly summon in Daedroths.

There is a final type of Dremora, the Valkynaz, that is the most powerful of
all Dremora, but I have never fought them. Thus I have no suggestions on how to
deal with them.


===================
Monsters
===================
The monsters are one of the hardest categories of enemies to fight, second only
to the Daedra. While none of these guys are complicated to fight, except for
the Will-o-the-Wisp, they all are fairly dangerous and can do damage. Even Imps
can be a problem when you first encounter them.
===================
Imp - Resist: N/A; Drops: Imp Gall; Attack: Ranged elemental spells
 - Imps start out kind of tough, but they are a mere nusiance later on. As a
note, they try to stay at long range, so melee fighters have to charge.

Land Dreugh - Resist: Normal Weapon, Magic; Drops: Dreugh Wax; Attack: N/A
 - These guys are very hard and when they hit you in melee, they do shock
damage as well. I suggest ranged attacks for fighting them due to this.

Minotaur - Resist: N/A; Drops: Minotaur Horn; Attack: Head Butt
 - Minotaurs are tough, but slow. You need to stay on your toes to beat them.
I would suggest a hit and run method of attacking or sticking to long range.
 - Some will attack you with warhammers.
 - Head Butt - This attack Damages Health and Disintegrates Armor on you. 

Minotaur of the Grove - Resist: N/A; Drop: Minotaur Horn; Attack: Head Butt
 - Encountered only at Harcane Grove, they will try to attack in a group if you
arent careful about how you move in. The Unicorn will probably attack you at
the same time. You need to stay on your toes to beat them. I would suggest a
hit and run method of attacking or sticking to long range.
 - Some will attack you with warhammers.
 - Head Butt - This attack Damages Health and Disintegrates Armor on you.  

Minotaur Lord - Resist: Magic; Drops: Minotaur horn; Attack: Head Butt
 - Tougher than minotaurs, you must be very careful when fighting them. You 
need to stay on your toes to beat them. I would suggest a hit and run method
of attacking or sticking to long range. Due to how much damage these guys do,
I definitely suggest using summoned monsters or paralyzing spells if you are
a mage, otherwise you might get killed before you realize it.
 - These enemies level with you, getting harder as you get stronger.
 - Some will attack you with warhammers.
 - Head Butt - This attack Damages Health and Disintegrates Armor on you.

Minotaur, Savage - Resist: N/A; Drops: Minotaur Horn; Attack: Head Butt
 - Minotaurs are tough, but slow. You need to stay on your toes to beat them.
I would suggest a hit and run method of attacking or sticking to long range.
 - Some will attack you with warhammers.
 - Head Butt - This attack Damages Health and Disintegrates Armor on you.
 - These guys are mostly leveled when you fight them, so they may actually end
up being easier than normal Minotaurs. 

Spriggan - Resist: Shock; Weak: Fire; Drops: Taproot; Attack: See below
 - These forest spirits are tough to fight. If you dont kill them quickly, then
they will heal themselves to full health, but with their ability to damage you
and drain your luck you will find this hard. Its best to ignore the bear that
they summon and charge them.
 - Can Summon a Black Bear to fight for her.
 - Attacks with Spriggan's Curse (Damages Health and Drains Luck).
 - Can heal themselves to full health.

Will-o-the-Wisp - Immune: Normal Weapon, Paralysis, Poison; Drops: Glow Dust;
  Attack: Absorb Health and Magicka on touch.
 - These guys are very hard to fight and can drain your health and magicka
very fast. Ranged attacks and spells are the best way to fight them. If you
are a melee warrior, you cant actually block their attacks due to it being a
spell type attack, so just attack them all out.
 - As a tip, use Detect Life when fighting them as they turn invisible a
fair amount, especially when at a distance from their target.

===================
Monstrous Humanoids
===================
Most of these guys are actually very upfront fights. There are usually very few
surprises when fighting them, beyond the basic hacking and slashing.
===================
Goblin - Resist: N/A; Drops: Special; Attack: Some use a bow.
 - Goblins are very weak enemies and easy to defeat. They will use mostly maces
and short swords to fight, usually of the rusted kind.
 - Drops: Some carry only their weapons, but most carry lockpicks.

Goblin, Berserker - Resist: N/A; Drops: Special; Attack: Some use a bow.
 - These are the real goblin warriors. They can be tough to beat. Much like the
slightly weaker Skirmishers, they will carry shields some of the time.
 - Drops: Same as goblins, but very few let you take their armor.

Goblin, Savage - Resist: N/A; Drops: Special; Attack: Some use a bow.
 - These guys are harder than regular goblins, but thats not saying much.
 - Drops: Some carry only their weapons, but most carry lockpicks.

Goblin, Shaman - Resist: N/A; Drops: Special; Attack: See Below.
 - These are the goblin magic users. They are a serious pain in the butt to
fight. They will usually start by summoning a Headless Zombie, thats bad. They
can cast Shock and Frost attacks and can Paralyze you as well. Last but not
least, they can cast healing spells on themselves.
 - Will usually have a magic staff that they use to fight.
 - These enemies level with you, getting harder as you get stronger.
 - Drops: The staff is lootable and they usually have potions as well.

Goblin, Skirmisher - Resist: N/A; Drops: Special; Attack: Some use a bow.
 - Just a bit harder than regular goblins, they can be a threat when you are 
still low level. They wear more armor than normal goblins and some use a
shield, so be careful of them blocking.
 - Drops: Same as goblins, but very few let you take their armor.

Goblin War Chief - Resist: Magic; Drops: Special; Attack: Some use a bow.
 - These are the leader of the goblin tribes and as such are the strongest and
hardest to defeat of the lot. They carry shields and use very good weapons and
armor. They are a serious threat so be careful.
 - These enemies level with you, getting harder as you get stronger.
 - Drops: Same as goblins, but very few let you take their armor.

Ogre - Weak: Poison; Drops: Ogre's Teeth; Attack: N/A
 - Ogres are fairly quick and they do alot of damage with their fists. They are
a match for even the best warriors, so be careful when fighting them.
 - These enemies level with you, getting harder as you get stronger.

Ogre, Savage - Weak: Poison; Drops: Ogre's Teeth; Attack: N/A
 - These guys are slightly stronger versions of regular ogres.
 - These guys are mostly leveled when you fight them, so they may actually end
up being easier than normal ogre.

Troll - Weak: Fire; Drops: Troll Fat; Special: Regenerate health
 - Trolls are very fast and they attack totally erratically. It is very hard to
outrun them due to this, and also hard to tell where they will be attacking
from. Thankfully they only use melee attacks.
 - These enemies level with you, getting harder as you get stronger.

Troll, Savage - Weak: Fire; Drops: Troll Fat; Special: Regenerate health
 - These guys are slightly stronger than regular trolls but they fight the
exact same, so use the same strategy to take them out.
 - These guys are mostly leveled when you fight them, so they may actually end
up being easier than normal trolls.

===================
Undead
===================
Undead come in two varieties, the corporeal and ethereal dead. The corporeal
dead, skeletons and zombies, can be fought with whatever weapons you choose.
However, the ethereal undead require silver or magical weapons to fight them.
It is important to keep these weapons at the ready when exploring Ayleid ruins
and certain caves. Archers, you will need alot of silver arrows.
===================
Ghost - Immune: Normal Weapons, Frost, Poison; Drops: Ectoplasm; 
  Attacks: Frost Damage and Damage Fatigue
 - Ghosts are the weakest ethereal undead. They are not pushovers though so
dont take them too lightly.

Ghost, Ancient - Immune: Normal Weapons, Frost, Poison; Drops: Ectoplasm; 
  Attacks: Frost Damage and Damage Fatigue; Notes: Can turn invisible
 - These are the stronger ghosts, and they are most certainly a pain to fight.
Detect Life is useful to have for when they go invisible.

Lich - Immune: Frost, Poison; Resists: Magic, Weak: Fire; Drops; Bonemeal;
  Attacks: SEE BELOW; Notes: They can reflect and absorb spells
 - These are the strongest of the corporeal undead and some of the hardest
enemies to fight. They are nigh impossible to hurt with direct attack spells
and they are strong enough to survive many melee attacks. They will usually
summon in a Dread zombie to run interference for them. Add that with the
status effect spells they cast at you and whatever effects the staff they are
using may have, they can be very troublesome.
 - They can cast a variety of spells, summon other undead (usually headless
 zombies) and they are always armed with a magic staff of a random variety.
 - These enemies level with you, getting harder as you get stronger.

Lich, Nether - Immune: Frost, Poison; Resists: Magic, Weak: Fire; 
   Drops; Bonemeal; Attacks: SEE BELOW; Notes: They can absorb spells
 - The weaker of the two Lich types, they are still very tough. They wont knock
your spells back at you, but they can still be hard to get through that way.
Add that with the status effect spells they cast at you and whatever effects
the staff they are using may have, they can be very troublesome. They will
summon in a Headless zombie to fight for them.
 - They can cast a variety of spells, summon other undead (usually headless
 zombies) and they are always armed with a magic staff of a random variety.

Skeleton - Immune: Poison, Paralysis; Resists: Frost; Drops: Bonemeal
 - These are the weakest skeletons and once you get used to fighting them, they
are very much pushovers.
 - They will either be weilding a war axe or bow, which is their only weapon.

Skeleton Champion - Immune: Poison, Paralysis; Resists: Frost; Drops: Bonemeal
 - These are the strongest of the Skeletons. They are very dangerous and they
do alot of damage plus, they can summon a skeleton guardian to fight for them.
They are agressive and, with the guardian they summon, can put you on the
defensive near indefinitely.
 - They will either be weilding a claymore or bow, which is their only weapon.

Skeleton Guardian - Immune: Poison, Paralysis; Resists: Frost; Drops: Bonemeal
 - The guardians are, frankly, a big pain in the *** to fight. They tend to be
very defensive, blocking alot and counter attacking. When they are in groups
this is a serious problem.
 - They will either be weilding a mace and shield or bow.

Skeleton Hero - Immune: Poison, Paralysis; Resists: Frost; Drops: Bonemeal
 - These are the second strongest skeletons you will fight. They usually arent
that big of a problem, but in groups they can keep you staggered due to the
serious damage that battle axes hands out.
 - They will either be weilding a battle axe or bow.

Wraith - Immune: Normal Weapons, Frost and Poison; Drops: Ectoplasm;
  Attacks: Frost Damage, Silence, Drain Endurance, Damage Strength
 - Regular wraiths are the moderate power level wraith. They are a serious
danger to all characters, due to being able to silence mages and drain the
strength of a fighter. Carry potions to counter this or use staves to fight.
Remember that the strength drain is only temporary, so you may not need the
potions if you arent too encumbered.
 - Many will be armed with longswords.

Wraith, Faded - Immune: Normal Weapons, Frost and Poison; Drops: Ectoplasm;
  Attacks: Frost Damage, Silence, Drain Strength, Drain Endurance
 - These guys are the weakest wraiths. They are a serious danger to all
characters, due to being able to silence mages and drain the strength of a
fighter. Carry potions to counter this or use staves to fight. Their drain on
your strength and endurance will need to be healed.
 - Many will be armed with shortswords, usually elven or dwarven.

Wraith, Gloom - Immune: Normal Weapons, Frost and Poison; Drops: Ectoplasm;
  Attacks: Frost Damage, Silence, Absorb Health, Damage Willpower, Burden
 - These are the strongest wraiths. Moreso than the other wraiths, these guys
are a serious problem. They will Burden you badly, which can leave you unable
to move or dodge their attacks. They can also drain your health to themselves
which will heal them. They are bad news, so fight carefully.
 - Many will be armed with longswords, typically elven or dwarven.
 - These enemies level with you, getting harder as you get stronger.

Zombie - Immune: poison: Resist: Frost, Magic; Weak: Fire, Drops: Mort Flesh;
 Carries: Ataxia, Brown Rot, Helljoint, Rockjoint, Rust Chancre
 - These guys are strong and fast so be careful. They can transfer diseases
even if you block, so it is best to move in, hit and then retreat quickly.

Zombie, Dread - Immune: poison: Resist: Frost, Magic; Weak: Fire, Drops: Mort
 Flesh; Carries: Astral Vapors; Notes; Regenerates Health
 - As far as zombies go, these guys are the toughest ones. They are very fast
and very strong, able to deal serious damage quickly. You have to beat them
quickly, since they regenerate damage. Fire is preferable.

Zombie, Headless - Immune: poison: Resist: Frost, Magic; Weak: Fire, 
  Drops: Mort Flesh; Carries: Chills, Collywobbles, Rattles, Yellow Tick
 - While these guys can be tough, they are a serious nuisance due to the fact
that Necromancers and some other enemies will summon them.

=========================================================
12. Equipment
=========================================================
12.01 - Armor
=====================
Heavy Armor
==============
Blackwood Boots - Gold: 130, Weight: 14, AC: 4

Blackwood Cuirass - Gold: 480, Weight: 44, AC: 12

Blackwood Gauntlets - Gold: 130, Weight: 10, AC: 4

Blackwood Greaves - Gold: 240, Weight: 26, AC: 7

Blackwood Helmet - Gold: 130, Weight: 10, AC: 4

Blackwood Shield - Gold: 240, Weight: 20, AC: 14

Blades Boots - Gold: 0, Weight: 10, AC: 3

Blades Cuirass - Gold: 0, Weight: 35, AC: 9

Blades Gauntlets - Gold: 0, Weight: 7, AC: 3

Blades Greaves - Gold: 0, Weight: 21, AC: 5

Blades Helmet - Gold: 0, Weight: 7, AC: 3

Blades Shield - Gold: 0, Weight: 14, AC: 12

Daedric Boots - Gold: 1350, Weight: 18, AC: 8

Daedric Cuirass - Gold: 4800, Weight: 60, AC: 17

Daedric Gauntlets - Gold: 1350, Weight: 12, AC: 6

Daedric Greaves - Gold: 2500, Weight: 36, AC: 10

Daedric Helmet

Daedric Shield - Gold: 2500, Weight: 24, AC: 20

Dremora Caitiff Shield - Gold: 48, Weight: 24, AC: 11

Dremora Kynvat Shield

Dremora Kynreeve Shield - Gold: 230, Weight: 24, AC: 13

Dwarven Boots - Gold: 115, Weight: 12, AC: 4

Dwarven Cuirass - Gold: 400, Weight: 40, AC: 10

Dwarven Gauntlets - Gold: 115, Weight: 8, AC: 4

Dwarven Greaves - Gold: 210, Weight: 24, AC: 6

Dwarven Helmet

Dwarven Shield - Gold: 210, Weight: 16, AC: 14

Ebony Boots - Gold: 550, Weight: 15, AC: 8

Ebony Cuirass - Gold: 1900, Weight: 52, AC: 13

Ebony Gauntlets - Gold: 550, Weight: 10, AC: 8

Ebony Greaves - Gold: 1000, Weight: 31, AC: 12

Ebony Helmet - Gold: 550, Weight: 10, AC: 7

Ebony Shield - Gold: 1000, Weight: 21, AC: 23

Imperial Horsemane Helmet - Gold: 60, Weight: 7, AC: 1

Imperial Watch Shield - Gold: 120, Weight: 14, AC: 12

Iron Boots - Gold: 25, Weight: 9, AC: 3

Iron Cuirass - Gold: 85, Weight: 30, AC: 9

Iron Gauntlets - Gold: 25, Weight: 6, AC: 3

Iron Greaves - Gold: 45, Weight: 18, AC: 5

Iron Helmet - Gold: 25, Weight: 6, AC: 3

Iron Shield - Gold: 45, Weight: 12, AC: 11

Legion Boots - Gold: 50, Weight: 7, AC: 2

Legion Cuirass - Gold: 180, Weight: 35, AC: 9

Legion Gauntlets - Gold: 50, Weight: 7, AC: 3

Legion Greaves - Gold: 95, Weight: 21, AC: 5

Legion Helmet - Gold: 50, Weight: 7, AC: 5

Legion Shield - Gold: 95, Weight: 14, AC: 11

Orcish Boots - Gold: 250, Weight: 13, AC: 4

Orcish Cuirass - Gold: 940, Weight: 45, AC: 11

Orcish Gauntlets - Gold: 341, Weight: 9, AC: 5

Orcish Greaves - Gold: 460, Weight: 27, AC: 8

Orcish Helmet - Gold: 250, Weight: 9, AC: 7
 
Orcish Shield - Gold: 460, Weight: 18, AC: 16

Steel Boots - Gold: 50, Weight: 10, AC: 3

Steel Cuirass - Gold: 180, Weight: 35, AC: 10

Steel Gauntlets - Gold: 50, Weight: 7, AC: 3

Steel Greaves - Gold: 95, Weight: 21, AC: 5

Steel Helmet - Gold: 50, Weight: 7, AC: 3

Steel Shield - Gold: 95, Weight: 14, AC: 11

Umbra's Ebony Boots - Gold: 550, Weight: 15, AC: 4

Umbra's Ebony Curiass - Gold: 1900, Weight: 52, AC: 9

Umbra's Ebony Gauntlets - Gold: 550, Weight: 10, AC: 5

Umbra's Ebony Greaves - Gold: 1000, Weight: 31, AC: 7

Umbra's Ebony Helmet - Gold: 550, Weight: 10, AC: 4

Umbra's Ebony Shield - Gold: 1000, Weight: 21, AC: 16


==============
Light Armor
==============
Anvil Cuirass - Gold: 90, Weight: 9, AC: 3

Anvil Shield - Gold: 45, Weight: 3, AC: 4

Chainmail Boots - Gold: 25, Weight: 2, AC: 1, 

Chainmail Cuirass - Gold: 90, Weight: 9, AC: 3

Chainmail Gauntlets - Gold: 25, Weight: 1, AC: 1

Chainmail Greaves - Gold: 45, Weight: 5, AC: 1

Chainmail Helmet - Gold: 42, Weight: 1, AC: 1

Bravil Cuirass - Gold: 90, Weight: 9, AC: 3 

Bravil Shield - Gold: 45, Weight: 3, AC: 4

Bruma Cuirass - Gold: 90, Weight: 9, AC: 3

Bruma Shield - Gold: 45, Weight: 3, AC: 4

Cheydinhal Cuirass - Gold: 90, Weight: 9, AC: 3 

Cheydinhal Shield - Gold: 45, Weight: 3, AC: 4

Chorrol Cuirass - Gold: 90, Weight: 9, AC: 3 

Chorrol Shield - Gold: 45, Weight: 3, AC: 4

Bruma Cuirass - Gold: 90, Weight: 9, AC: 3

Bruma Shield - Gold: 45, Weight: 3, AC: 4

Elven Boots - Gold: 170, Weight: 3, AC: 1

Elven Cuirass - Gold: 600, Weight: 13, AC: 4

Elven Gauntlets - Gold: 170, Weight: 2, AC: 1

Elven Greaves - Gold: 315, Weight: 7, AC: 3

Elven Helmet

Elven Shield - Gold: 315, Weight: 5, AC: 5

Fur Boots - Gold: 4, Weight: 1, AC: 1

Fur Cuirass - Gold: 15, Weight: 5, AC: 2

Fur Gauntlets - Gold: 4, Weight: 1, AC: 1

Fur Greaves - Gold: 8, Weight: 3, AC: 1

Fur Helmet - Gold: 4, Weight: 1, AC: 1

Fur Shield - Gold: 8, Weight: 2, 1

Glass Helmet - Gold: 500, Weight: 3, AC: 4

Glass Boots - Gold: 500, Weight: 4, AC: 3

Glass Cuirass - Gold: 1800, Weight: 15, AC: 8

Glass Gauntlets - Gold: 500, Weight: 3, AC: 3

Glass Greaves - Gold: 1000, Weight: 9, AC: 4

Glass Helmet - Gold: 500, Weight: 3, AC: 4

Glass Shield - Gold: 1000, Weight: 6, AC: 10

Guard Helmet - Gold: 25, Weight: 1, AC: 1

Knights of the Nine Cuirass - Gold: 90, Weight: 9, AC: 3 

Knights of the Nine Shield - Gold: 45, Weight: 3, AC: 4

Kvatch Cuirass - Gold: 90, Weight: 9, AC: 3 

Kvatch Shield - Gold: 45, Weight: 3, AC: 4

Leather Boots - Gold: 10, Weight: 1, AC: 1

Leather Cuirass - Gold: 35, Weight: 7, AC: 3

Leather Gauntlets - Gold: 10, Weight: 1, AC: 1

Leather Greaves - Gold: 20, Weight: 4, AC: 1

Leather Helmet - Gold: 10, Weight: 1, AC: 1

Leather Shield - Gold: 20, Weight: 3, AC: 4

Leyawiin Cuirass - Gold: 90, Weight: 9, AC: 4

Leyawiin Shield - Gold: 45, Weight: 3, AC: 4

Light Iron Shield - Gold: 45, Weight: 3, AC: 4

Mithril Boots - Gold: 65, Weight: 3, AC: 1

Mithril Cuirass - Gold: 225, Weight: 11, AC: 3

Mithril Gauntlets - Gold: 115, Weight: 6, AC: 3

Mithril Greaves - Gold: 115, Weight: 6, AC: 2

Mithril Helmet - Gold: 65, Weight: 2, AC: 1

Mithril Shield - Gold: 115, Weight: 4, AC: 4

Skingrad Cuirass - Gold: 90, Weight: 9, AC: 1

Skingrad Shield - Gold: 45, Weight: 3, AC: 4


=====================
12.02 - Clothes
=====================
Ancotar's Ring of Protection - Gold: 0, Weight: 1
 - Relevent item to quest "Zero Visibility" 

Arch-Mage's Hood - Gold: 0, Weight: 1
 - Obtained by completing all mages guild quests.

Arch-Mage's Robe - Gold: 0, Weight: 3
 - Obtained by completing all mages guild quests.

Arnora's True Amulet - Gold: 150, Weight: 0.5
 - Relevant item to quest "Two Sides of the Coin" in Bruma

Belted Braies - Gold: 1, Weight: 1

Belted Vest - Gold: 1, Weight: 1

Black and Burgundy Outfit - Gold: 6, Weight: 1

Blacksmith's Apron - Gold: 1, Weight: 1

Blacksmith's Pants - Gold: 1, Weight: 1

Blue and Green Outfit - Gold: 2, Weight: 1

Blue Suede Shoes - Gold: 4, Weight: 2

Blue Velvet Outfit - Gold: 6, Weight: 1

Braided Leather Sandals - Gold: 1, Weight: 2

Brass Ring - Gold: 5, Weight: 0.1

Brass Topaz Ring - Gold; 30, Weight: 0.1

Bronze Amulet - Gold: 20, Weight: 0.1

Bronze Necklace - Gold: 10, Weight: 0.3

Brown Shirt - Gold: 2, Weight: 1

Buckled Shoes - Gold: 1, Weight: 2

Burgundy Linen Shirt - Gold: 2, Weight: 1

Burgundy Linens - Gold: 2, Weight: 1

Burlap Vest - Gold: 1, Weight: 1

Clogs - Gold: 1, Weight: 2

Coarse Linen Shirt - Gold: 1, Weight: 1

Coarse Linens - Gold: 1, Weight: 1

Dark Green Shirt - Gold: 1, Weight: 1

Doeskin Shoes - Gold: 1, Weight: 2

Ebony Diamond Ring - Gold: 200, Weight: 0.2

Ebony Emerald Ring - Gold: 180, Weight: 0.2

Ebony Ring - Gold: 50, Weight: 0.2

Gold Amulet - Gold: 150, Weight: 0.4

Gold Diamond Ring - Gold: 180, Weight: 0.1

Gold Emerald Ring - Gold: 103, Weight: 0.1

Gold Ring - Gold: 40, Weight: 0.1

Gold Trimmed Shoes - Gold: 4, Weight: 2

Green Brocade Doublet - Gold: 4, Weight: 2

Green Silk Garment - Gold: 5, Weight: 1

Green Velvet Shoes - Gold: 4, Weight: 2

Green Wool Vest - Gold: 1, Weight: 1

Huntsman Leather Pants - Gold: 1, Weight: 1

Huntsman Moccasin - Gold: 1, Weight: 2

Jeweled Amulet - Gold: 129, Weight: 0.6

Jeweled Necklace - Gold: 200, Weight: 0.5

King of Worms' Robes' - Gold: 8, Weight: 4
 - Obtained by killing Mannimarco, the King of Worms.

Laced Leather Pants - Gold: 1, Weight: 1

Light Brown Linens - Gold: 2, Weight: 1

Oiled Linen Shoes - Gold: 1, Weight: 2

Patched Vest - Gold: 1, Weight: 1

Pigskin Shoes - Gold: 1, Weight: 2

Quilted Doublet - Gold: 2, Weight: 1

Quilted Shoes - Gold: 1, Weight: 2

Red Velvet Blouse - Gold: 6, Weight: 1

Red Velvet Garment - Gold: 5, Weight: 1

Russet Felt Outfit - Gold: 2, Weight: 1

Russet Felt Shoes - Gold: 1, Weight: 2

Sack Cloth Sandals - Gold: 1, Weight: 2

Shirt with Suspenders - Gold: 1, Weight: 1

Sir Amiels Ring - Gold: 100, Weight: 1
 - Part of the Knights of the Nine questline.

Stitched Leather Shoes - Gold: 1, Weight: 2 

Tan Linens - Gold: 2, Weight: 1

Thick Cowhide Shoes - Gold: 1, Weight: 2

White Monk Robe - Gold: 1, Weight: 2

=====================
12.03 - Weapons
=====================
Akaviri Dai-Katana - Gold: 150, Weight: 24, Damage: 17

Akaviri Katana - Gold: 120, Weight: 20, Damage: 15

Black Bow - Gold: 70, Weight: 8, Damage: 4 - See quest "Mazoga the Orc"

Daedric Arrow - Gold: 35, Weight: 0.3, Damage: 11

Daedric Battle Axe (2 handed) - Gold: 5293, Weight: 76, Damage: 20

Daedric Bow - Gold: 3200, Weight: 22, Damage: 13

Daedric Claymore (2 handed) - Gold: 4000, Weight: 62, Damage: 27

Daedric Dagger - Gold: 2700, Weight: 10, Damage: 20

Daedric Longsword - Gold: 3100, Weight: 48, Damage: 26

Daedric Mace - Gold: 4393, Weight: 43, Damage: 17

Daedric Shortsword

Daedric Warhammer - Gold: 5000, Weight: 93, Damage: 19

Daedric War Axe - Gold: 3100, Weight: 40, Damage: 17

Dremora Claymore - Gold: 575, Weight: 62, Damage: 23

Dremora Field Arrow

Dremora Mace - Gold: 40, Weight: 43, Damage: 7

Dremora Longsword - Gold: 100, Weight: 48, Damage: 15

Dwarven Arrow - Gold: 5, Weight: 0.2, Damage: 5

Dwarven Battle Axe (2 handed)

Dwarven Bow - Gold: 155, Weight: 14, Damage: 8

Dwarven Claymore (2 handed) - Gold: 426, Weight: 38, Damage: 19

Dwarven Dagger - Gold: 110, Weight: 6, Damage: 11

Dwarven Longsword - Gold: 200, Weight: 32, Damage: 17

Dwarven Mace - Gold: 180, Weight: 27, Damage: 11

Dwarven Shortsword

Dwarven War Axe - Gold: 165, Weight: 24, Damage: 8

Dwarven Warhammer (2 handed) - Gold: 430, Weight: 57, Damage: 13

Ebony Arrow - Gold: 20, Weight: 0.2, Damage: 6

Ebony Battle Axe (2 handed) - Gold: 2100, Weight: 69, Damage: 18

Ebony Bow - Gold: 1550, Weight: 20, Damage: 12 

Ebony Claymore (2 handed) - Gold: 2200, Weight: 56, Damage: 25

Ebony Dagger - Gold: 1250, Weight: 9, Damage: 17

Ebony Longsword - Gold: 1700, Weight: 44, Damage: 23

Ebony Mace - Gold: 2060, Weight: 39, Damage: 15

Ebony Shortsword - Gold: 1400, Weight: 20, Damage: 20 

Ebony War Axe - Gold: 1450, Weight: 36, Damage: 15

Ebony Warhammer

Elven Arrow - Gold: 8, Weight: 0.1, Damage: 5

Elven Battle Axe (2 handed) - Gold: 550, Weight: 55, Damage: 12

Elven Bow - Gold: 360, Weight: 16, Damage: 6

Elven Claymore (2 handed) - Gold: 600, Weight: 44, Damage: 21

Elven Dagger - Gold: 260, Weight: 7, Damage: 12

Elven Longsword - Gold: 420, Weight: 36, Damage: 18

Elven Mace - Gold: 522, Weight: 31, Damage: 13

Elven Shortsword - Gold: 320, Weight: 16, Damage: 16

Elven  War Axe - Gold: 345, Weight: 28, Damage: 10

Elven Warhammer (2 handed) - Gold: 800, Weight: 66, Damage: 15

Fine Iron Dagger - Gold: 12, Weight: 2, Damage: 6

Fine Iron Longsword - Gold: 40, Weight: 18, Damage: 12

Fine Steel Bow - Gold: 60, Weight: 9, Damage: 4

Glass Arrow - Gold: 12, Weight: 0.1, Damage: 6

Glass Battle Axe (2 handed) - Gold: 1050, Weight: 62, Damage: 13

Glass Bow - Gold: 735, Weight: 18, Damage: 7

Glass Claymore (2 handed) - Gold: 1150, Weight: 50, Weight: 23

Glass Dagger - Gold: 570, Weight: 8, Damage: 16

Glass Longsword - Gold: 840, Weight: 40, Damage: 21

Glass Mace - Gold: 750, Weight: 35, Damage: 15

Glass Shortsword - Gold: 670, Weight: 18, Damage: 18

Glass War Axe - Gold: 1100, Weight: 32, Damage: 11

Glass Warhammer - Gold: 1500, Weight: 75m Damage: 16

Iron Arrow - Gold: 1, Weight: 0.1, Damage: 4

Iron Battle Axe (2 handed)

Iron Bow - Gold: 11, Weight: 8, Damage: 6

Iron Claymore (2 handed) - Gold: 40, Weight: 22, Damage: 12

Iron Dagger - Gold: 6, Weight: 3, Damage: 5

Iron Longsword - Gold: 20, Weight: 20, Damage: 10

Iron Mace - Gold: 17, Weight: 15, Damage: 6

Iron Shortsword - Gold: 10, Weight: 8, Damage: 7

Iron War Axe - Gold: 13, Weight: 12, Damage: 6

Iron Warhammer - Gold: 60, Weight: 30, Damage: 9

Rusty Iron Mace - Gold: 6, Weight: 15, Damage: 4

Silver Arrow - Gold: 3, Weight: 0.1, Damage: 4

Silver Battle Axe (2 handed) - Gold: 125, Weight: 41, Damage: 11

Silver Bow - Gold: 55, Weight: 12, Damage: 6

Silver Claymore (2 handed) - Gold: 130, Weight: 38, Damage: 17

Silver Dagger - Gold: 40, Weight: 5, Damage: 10

Silver Longsword - Gold: 125, Weight: 28, Damage: 14

Silver Mace - Gold: 70, Weight: 23, Damage: 9

Silver Shortsword

Silver War Axe - Gold: 60, Weight: 20, Damage: 7

Silver Warhammer

Steel Arrow - Gold: 3, Weight: 0.1, Damage: 6

Steel Battle Axe (2 handed) - Gold: 75, Weight: 35, Damage: 10

Steel Bow - Gold: 30, Weight: 10, Damage: 4

Steel Claymore (2 handed) - Gold: 80, Weight: 26, Damage: 15

Steel Dagger - Gold: 20, Weight: 4, Damage: 7

Steel Longsword - Gold: 45, Weight: 24, Damage: 13

Steel Mace - Gold: 40, Weight: 19, Damage: 7

Steel Shortsword - Gold: 14, Weight: 10, Damage: 4

Steel War Axe - Gold: 49, Weight: 16, Damage: 7

Steel Warhammer - Gold: 125, Weight: 39, Damage: 11


=====================
12.04 - Items
=====================
Ascendant Sigil Stone - Gold: 0, Weight: 1
 - When these are picked up from Oblivion realms, they are randomly generated
with two leveled magical abilities, one when they are used to enchant weapons
and one for when they are used on armor.

Bear Pelt - Gold: 30, Weight: 8
 - Gotten from Brown or Black bears.

Cheap Wine - Gold: 2, Weight: 1 - Potion
 - Restore Fatigue (20 pts on self), Drain Agilty (5 pts on self for 120 sec),
   Drain Intelligence (5 pts on self for 120 sec), Drain Personality 
   (10 pts on self for 120 sec) 

Common Soul Gem - Gold: 50, Weight: 0.3 
 - Used to capture a Common or weaker soul. Up to 800 charge for magic items.

Expert Calcinator - Gold: 500, Weight: 5, Quality: 75
 - Increases the effectiveness of created potions.

Expert Mortar & Pestle - Gold: 500, Weight: 1, Quality: 75
 - Required to make potions.

Grand Soul Gem - Gold: 200, Weight: 0.5
 - Used to capture a Grand or weaker soul. Up to 1500 charge for magic items.

Greater Soul Gem - Gold: 100, Weight: 0.4
 - Used to capture a Greater or weaker soul. Up to 1200 charge for magic items.

Lesser Soul Gem - Gold: 25, Weight: 0.2
 - Used to capture a Lesser or weaker soul. 300 charge for magic items.
 - You need one of these to do Sheogorath's Daedric quest.

Lion's Pelt - Gold: 10, Weight: 5
 - Gotten from Starving Lions or Mountain Lions.
 - Required to do Molag Bal's Daedric quest.

Lockpick - Gold: 3, Weight: 0
 - At least one is required to attempt the lockpicking mini-game.

Master Mortar & Pestle - Gold: 1000, Weight: 2, Quality: 100
 - Required to make potions.

Petty Soul Gem - 
 - This can be used to capture a Petty soul. 150 charge for magic items.

Repair Hammer - Gold: 10, Weight: 1
 - These are used to repair your damaged weapons and armor.

Silver Glass - Gold: 3, Weight: 1

Silver Pitcher - Gold: 4, Weight: 2

Transcendant Sigil Stone - Gold: 0, Weight: 1
 - When these are picked up from Oblivion realms, they are randomly generated
with two leveled magical abilities, one when they are used to enchant weapons
and one for when they are used on armor.

Varla Stones - Gold: 1000, Weight: 1
 - These invaluable items are very powerful, recharging all of your magical
items to full charge at the same time. Hold onto these at all costs.

Welkynd Stones - Gold: 50, Weight: 1
 - These can be used to replenish your magicka to full regardless of how large
or small your magicka meter is.

Wolf Pelt - Gold: 10, Weight: 1
 - Gotten from Wolves or Timber Wolves.

Yarn - Gold: 0, Weight: 1
 - One of the items needed to start Sheogorath's Daedric quest.

=====================
12.05 - Daedric Items
=====================
Azura's Star  - Gold: 2500, Weight: 0.7
 - This is a refillable Greater Soul Gem. It isnt destroyed when it is used.
 - Obtained by completing Azura's Daedric quest.

Ebony Blade - Gold: 6512, Weight: 46, Damage: 24 - Blade
 - Silence (10 sec on strike), Absorb Health (8pts on strike)
 - Obtained by completing Mephala's Daedric quest.

Goldbrand - Gold: 6615, Weight: 52, Damage: 27
 - Fire Damage (22 pts on strike)
 - Obtained by completing Boethia's Daedric quest.

Mace of Molag Bal - Gold: 4900, Weight: 45, Damage: 15 - Blunt
 - Absorb Strength (5 pts on strike), Absorb Magicka (5 pts on strike)
 - Obtained by completing Molag Bal's Daedric quest.

Masque of Clavicus Vile - Gold: 3400, Weight: 15, AC: 5 - Heavy Armor
 - Fortify Personality (20 pts on self)
 - Obtained by completing Clavicus Vile's Daedric quest.

Oghma Infinium - Gold: 0, Weight: 0 - Book
 - Grants you skill and stat boosts depending on how you read it:
 * Path of Steel: Blade, Blunt, Heavy Armor & Strength +10. 
 * Path of Shadow: Sneak, Security, Light Armor, Agility +10. 
 * Path of Spirit: Destruction, Conjuration, Restoration & Intelligence +10. 
 - Obtained by completing Hermaeus Mora's Daedric quest.

Ring of Khaijiti - Gold: 4775, Weight: 1 - Ring
 - Fortify Speed (10 pts on self), Chameleon (35% on self)
 - Obtained by completing Meridia's Daedric quest.

Ring of Namira - Gold: 103000, Weight: 1 - Ring
 - Reflect Damage (12% on self), Reflect Spell (10% on self)
 - Obtained by completing Namira's Daedric quest.

Sanguine Rose - Gold: 1330, Weight: 10 - Staff
 - Sanguine Rose on Target (Summons a random Daedra to attack the target)
 - Obtained by completing Sanguine's Daedric quest.

Saviour's Hide - Gold: 6250, Weight: 3, AC: 5 - Light Armor
 - Resist Magic (25% on self)
 - Obtained by completing Hircine's Daedric quest.

Skeleton Key - Gold: 5000, Weight: 0
 - This is, for all intents and purposes, a unbreakable lock-pick. It also
   grants you a +40 to your Security skill.
 - Obtained by completing Nocturnal's Daedric quest.

Skull of Corruption - Gold: 1270, Weight: 10 - Staff
 - Corruption - Creates a duplicate of the target that attacks the original.
 - Obtained by completing Vaermina's Daedric quest.

Spell Breaker - Gold: 16500, Weight: 18, AC: 19 - Heavy Armor
 - Reflect Spell (30% on self)
 - Obtained by completing Periyite's Daedric quest.

Volderung - Gold: , Weight: , Damage: - Blunt
 - Paralyze ( on strike), Damage Health ( pts on strike)
 - Obtained by completing Malacath's Daedric quest.

Wabbajack - Gold: 1350, Weight: 10, - Staff
 - Casts Wabbajack (changes target into another random creature)
 - Obtained by completing Sheogorath's Daedric quest.

=====================
12.06 - Magic Armor
=====================
As a note, many of these items that you recieve from quests are leveled items,
which means that they may be weaker or stronger than described here.
=====================
Black Hand Hood - Gold: 0, Weight: 1 - Hood
 - Fortify Sneak (4 pts on self), Fortify Illusion (4 pts on self), Fortify
 Marksman (4 pts on self), Fortify Blade (4 pts on self), Fortify Speechcraft
 (4 pts on self)
 - Obtained by completing all Dark Brotherhood quests and looting the bodies.

Black Hand Robe - Gold: 0, Weight: 4 - Clothing
 - Fortify Sneak (11 pts on self), Fortify Illusion (11 pts on self), Fortify
 Marksman (11 pts on self), Fortify Blade (11 pts on self), Fortify Speechcraft
 (11 pts on self)
 - Obtained by completing all Dark Brotherhood quests and looting the bodies.

Black Marsh Helmet - Gold: 2025, Weight: 6, AC: 3 - Heavy Armor
 - Water Breathing on Self (Constant Effect)

Boots of Bloody Bounding - Gold: 2015, Weight: 7, AC: 2 - Light Armor
 - Fortify Acrobatics (10 pts on self), Fortify Blade (10 pts on self)
 - A bonus from one of the Dark Brotherhood quests.

Boots of the Thrall - Gold: 3975, Weight: 18, AC: 8 - Heavy Armor
 - Feather (105 pts on self)

Escutcheon of Chorrol - Gold: 6695, Weight: 16, AC: 11 - Heavy Armor
 - Fortify Endurance (6 pts on self), Reflect Damage (15% on self)
 - This item, plus a few others are a key to making yourself invincible.

Gauntlets of the North - Gold: 1329, Weight: 7, AC: 3 - Heavy Armor
 - Resist Frost (15% on self)
 - Bought from Hammer & Tong in Skingrad.

Hands of Midnight - Gold: 4660, Weight: 1, AC: 1 - Light Armor
 - Fortify Hand-to-Hand (10 pts on self), Chameleon (10% on self), Resist
 Normal Weapons (10% on self), Sun Damage (30 pts on self)
 - Bought from Ra'ziir in Cheydinhal's Dark Brotherhood Sanctuary

Heavy Arena Raiment - Gold: 0, Weight: 72, AC: 14
 - Fortify Personality (2 pts on self), Fortify Athletics (5 pts on self)
 - Obtained by joining the arena as a competitor.

Heavy Raiment of Valor - Gold: 3850, Weight: 72, AC: 20 - Heavy Armor
 - Fortify Personality (10 pts on self), Fortify Athletics (10 pts on self),
 Fortify Fatigue (10 pts on self), Fortify Health (10 pts on self)
 - You must defeat the Grey Prince in the Arena quest line to obtain this.

Imperial Dragon Boots - Gold: 1120, Weight: 12, AC: 9 - Heavy Armor
 - Resist  Frost (20% on self)
 - Obtained by completing the main quest and waiting two weeks.

Imperial Dragon Cuirass - Gold: 2070, Weight: 40, AC: 11 - Heavy Armor
 - Resist Magic (11% on self)
 - Obtained by completing the main quest and waiting two weeks.

Imperial Dragon Gauntlets - Gold: 285, Weight: 8, AC: 4 - Heavy Armor
 - Resist Poison (11% on self)
 - Obtained by completing the main quest and waiting two weeks.

Imperial Dragon Greaves - Gold: 1220, Weight: 24, AC: 6 - Heavy Armor
 - Resist Fire (20% on self)
 - Obtained by completing the main quest and waiting two weeks.

Imperial Dragon Helmet - Gold: 1120, Weight: 8, AC: 4 - Heavy Armor
 - Resist Shock (20% on self)
 - Obtained by completing the main quest and waiting two weeks.

Light Arena Raiment - Gold: 0, Weight: 13, AC: 6
 - Fortify Personality (2 pts on self), Fortify Athletics (5 pts on self)
 - Obtained by joining the arena as a competitor.

=====================
12.07 - Magic Weapons
=====================
As a note, many of these items that you recieve from quests are leveled items,
which means that they may be weaker or stronger than described here.
=====================
Ayleid Battle Axe - Gold: 421, Weight: 50, Damage: 17
 - Shock Damage (20 pts on strike)
 - Obtained by killing an Auroran in the Knights of the Nine quest line.

Apotheosis - Gold: 3500, Weight: 10 - Staff
 - Fire Damage (33 pts on target), Frost Damage (33 pts on target) and Shock
 Damage (33 pts on target) all at once.
 - This incredible staff is a must for mages and can be gotten at Rindir's
 Staffs in the Market District of the Imperial City.

Blade of Woe - Gold: 20, Weight: 0, Damage: 7
 - This is given to you by the Dark Brotherhood upon agreeing to join.

Blade of Woe (Awakened) - Gold: 8774, Weight: 8, Damage: 7
 - Damage Willpower (25 pts on strike), Damage Health (25 pts on strike),
 Demoralize (up to level 7 on strike), Damage Magicka (25 pts on strike)
 - This is given to you by completing the Dark Brothood quests.

Crude Ayleid Axe - Gold: 195, Weight: 37, Damage: 13
 - Shock Damage (20 pts on strike)
 - Obtained by killing an Auroran in the Knights of the Nine quest line.

Cursed Mace - Gold: 320, Weight: 43, Damage: 6
 - This is part of Molag Bal's quest.

Hrormir's Icestaff - Gold: 1239, Weight: 12
 - Frost Damage (10 pts in 30 ft. on target), Light (15 ft for 30 secs on
 target), Chameleon (1% for 30 sec on target)
 - Obtained from Arch-Mage Traven's bedchamber.

Shadowhunt - Gold: 1429, Weight: 8, Damage: 8 - Bow
 - Turn Undead (Up to level 22 for 60 secs), Damage Magicka (15 pts on 
 strike), Drain Health (15 pts on strike), Weakness to Poison (15 %)
 - A bonus from completing one of the Dark Brotherhood quests.

Sufferthorn - Gold: 1253, Weight: 5, Damage: 11 - Blade
 - Drain Strength (10 pts on strike), Damage Health (20 pts on strike)
 - A bonus from completing one of the Dark Brotherhood quests.

Staff of Worms - Gold: 0, Weight: 10 - Staff
 - Reanimate for 30 secs on target
 - Obtained by defeating Mannimarco, the King of Worms.

Umaril's Sword - Gold: 1108, Weight: 48, Damage: 20
 - Shock Damage (10 pts on strike), Damage Fatigue (9 pts on strike).
 - Weapon is gotten by defeating Umaril the Unfeathered.

=====================
12.08 - Other Magic Items
=====================
As a note, many of these items that you recieve from quests are leveled items,
which means that they may be weaker or stronger than described here.
=====================
Base Amulet of Luck - Gold: 650, Weight: 0.4
 - Fortify Luck (6 pts on self)

Black Band - Gold: 3700, Weight: 1
 - Fortify Light Armor (10 pts on self), Fortify Security (10 pts on self),
   Resist Magic (10 pts on self)
 - A bonus from completing one of the Dark Brotherhood quests.

Cruelty's Heart - Gold: 3000, Weight: 1 - Amulet
 - Fortify Willpower (10 pts on self), Fortify Strength (10 pts on self)
 - A bonus from completing one of the Dark Brotherhood quests.

The Deceivers Finery - Gold: , Weight: 1 - Clothes
 - Fortify Personality (10 pts on self), Fortify Speechcraft (10 pts on self)
 - A bonus from completing one of the Dark Brotherhood quests.

Feather Shoes - Gold: 627, Weight: 2 - Clothing
 - Feather (25 pts on self)

Fortify Magicka Pants - Gold: 2002, Weight: 1 - Clothing
 - Fortify Magicka (20 pts on self)

Resist Cold Pants - Gold: 1002, Weight: 1 - Clothing
 - Resist Frost (20% on self)

Resist Fire Burgundy Linens - Gold: 502, Weight: 1 - Clothing
 - Resist Fire (10% on self)

Resist Poison Blue and Green - Gold: 107, Weight: 1 - Clothing
 - Resist Poison (7% on self)

Ring of Eidolon's Rage - Gold: 2200, Weight: 0.5
 - Fortify Block (9 pts on self), Fortify Blade (9 pts on self)

Ring of Perfection - Gold: 8100, Weight: 1
 - Fortify Agility (10 pts on self),Fortify Endurance (10 pts on self),Fortify
 Intelligence (10 pts on self), Fortify Luck (10 pts on self), Fortify
 Personality (10 pts on self), Fortify Speed (10 pts on self), Fortify Strength
 (10 pts on self), Fortify Willpower (10 pts on self) 

Ring of Retribution  - Gold: 4140, Weight: 0.1
 - Reflect Damage (10% on self)

Ring of the Gray - Gold: 4250, Weight: 0.5
 - Fortify Sneak(5 pts on self), Fortify Security (5 pts. on self), Fortify 
   Marksman (5 pts on self), Fortify Acrobatics (5 pts on self), 
   Detect Life (50 ft on self), Resist Poison (50% on self)

Ring of the Vipereye - Gold: 2000, Weight: 0.5
 - Fortify Agility (6 pts on self), Resist Magic (8% on self)
 - Obtained by completing the "Lifting the Vale) quest.

Robe of the Apprentice - Gold: 0, Weight: 3 - Clothing
 - Fortify Willpower (6 pts on self)
 - Obtained by completing all recommendation quests for the Mages Guild.

Robe of the Conjurer - Gold: 0, Weight: 3 - Clothing
 - Fortify Intelligence (6 pts on self), Fortify Willpower (6 pts on self),
 Fortify Conjuration (8 pts on self), Fortify Destruction (8 pts on self)
 - Obtained by completing enough mages guild quests to reach conjurer rank.

Scales of Pitiless Justice - Gold: 100, Weight: 4
 - Strength, Agility & Intelligence +2, Personality -2 as long as it's carried.
 - A bonus from one of the Dark Brotherhood quests.

=====================
12.09 - Magical Sets
=====================
The Crusader's Relics
=====================
How to Get: Pieces are obtained by completing the Knights of the Nine quests.
 - As a note, the entire set is leveled, as are the abilities granted so it is
 important that when you level up a substantial amount (3 - 5 levels) that you
 go back to the Priory of the Nine and place it on the armor stand. When you
 remove it, all the pieces will be repaired, recharged and changed to suit your
 new level.
 - Also, the armor will be of whatever type you are using most. So if you use
heavy armor more than light, it will be heavy and vice versa.
=====================
Boots of the Crusader - Gold: 450, Weight: 13, AC: 4 - Heavy / Light Armor
 - Fortify Restoration (4 pts on self), Woodland Grace

Cuirass of the Crusader - Gold: 8700, Weight: 52, AC: 12 - Heavy / Light Armor
 - Fortify Restoration (5 pts on self), Fortify Health (24 pts. on self),
   Resist Normal Weapons (15% on self)

Gauntlets of the Crusader - Gold: 1650, Weight: 10, AC: 5 - Heavy / Light Armor
 - Fortify Restoration (8 pts on self), Resist Disease (50% on self)

Greaves of the Crusader - Gold: 1400, Weight: 31, AC: 7 - Heavy / Light Armor
 - Fortify Restoration (5 pts on self), Fortify Destruction (8 pts on self)

Helm of the Crusader - Gold: 3050, Weight: 10, AC: 5 - Heavy / Light Armor
 - Fortify Restoration (5 pts on self), Fortify Personality (25 pts on self)

Shield of the Crusader - Gold: 6500, Weight: 21, AC: 15 - Heavy / Light Armor
 - Reflect Spell (15% on self)

Mace of the Crusader - Gold: 1261, Weight: 34, Damage: 13 - Blunt Weapon
 - Fire Damage (10 pts on strike), Turn Undead (Up to level 9 for 5 sec on
   strike), Crusader's Arm

Sword of the Crusader - Gold: 1347, Weight: 34, Damage: 22 - Blade Weapon
 - Fire Damage (10 pts on strike), Damage Magicka (30 pts on strike),
   Crusader's Arm

------------------

Explanation of the Constant Abilities granted by the Crusaders Relics: 
Crusader's Arm (Mace) - Fortify Blunt (20 pts on self)
Crusader's Arm (Sword) - Fortify Blade (20 pts on self)
Holy Aura - Shield (5% on self)
Umaril's Bane - Ability: Holy Aura- Gained by equipping entire suit of armor.
Woodland Grace - Ability - Natural animals will no longer attack the wearer.

------------------
Explanation of the Lesser Powers granted by wearing the Crusader Relics:

Blessing of the Eight - 25 Magicka - Shield 20% for 60 sec on Touch
 - Granted by equipping the Greaves of the Crusader.

Merciful Touch - 25 Magicka - Restore Health 50 pts on Touch
 - Granted by equipping the Gauntlets of the Crusader.

Serene Beauty - 25 Magicka - Calm up to level 25 for 10 secs on Touch
 - Granted by equipping the Helm of the Crusader.

------------------

Getting the whole set and then doing the Knights of the Nine quest, gets you
the following Lesser Power:

Blessing of Talos - 0 magicka - Foritfy Strength (20 pts for 30 sec on self),
Fortify Endurance (20 pts for 30 sec on self), Drain Speed  (15 pts for 60
sec on self), Drain Agility (15 pts for 60 sec on self)

=====================
The Shrouded Armor
=====================
How to Get: Assasinate Rufio to join the Dark Brotherhood and talk to Ocheeva.
=====================
Shrouded Armor - Gold: 0, Weight: 2, AC: 7 - Light Armor - Full Body Suit
 - Fortify Sneak (8 pts on self), Fortify Illusion (8 pts on self), Fortify
   Marksman (8 pts on self), Fortify Blade (8 pts on self), Fortify 
   Acrobatics (8 pts on self)

Shrouded Hood - Gold: 0, Weight: 0.5, AC: 1 - Light Armor
 - Fortify Sneak (2 pts on self), Fortify Illusion (2 pts on self), Fortify
   Marksman (2 pts on self), Fortify Blade (2 pts on self), Fortify 
   Acrobatics (2 pts on self)

=========================================================
13. Downloadable Content Mini-FAQs
=========================================================
Coming as soon as Bethesda releases them onto the Playstation Network. Here is
hoping that Sony doesnt act like a bunch of spazs and not let them do this for
some ungodly reason.

=========================================================
14. About the Author
=========================================================
My name is Daniel Acaba, I live in New London, Connecticut and I am 24 years 
old. Im a huge video game fan, although I dont have the time to play as much 
anymore. I love writing reviews, but Im going to start trying to do more FAQs
as well.

So far Ive written the following FAQs: 
Genji: Days of the Blade - PS3
Untold Legends: Dark Kingdom - PS3
Bloodrayne 2 - PS2/X-Box
Sims 2 Career FAQ - PC
TES IV: Oblivion - PS3
Resistance: Fall of Man - PS3

Working on:
The Darkness - PS3
Puzzle Quest: Challenge of the Warlords - PSP

(0.0972/d/web8)