Walkthrough And FAQ - Guide for The Elder Scrolls III: Morrowind

Scroll down to read our guide named "Walkthrough And FAQ" for The Elder Scrolls III: Morrowind on Xbox (Xbox), or click the above links for more cheats.

        _____ _     _             _____                _ _       _____ 
       |  ___| |   | |           /  ___|              | | |     |____ |
       | |__ | | __| | ___ _ __  \ `--.  ___ _ __ ___ | | |___      / /
       |  __|| |/ _` |/ _ \ '__|  `--. \/ __| '__/ _ \| | / __|     \ \
       | |___| | (_| |  __/ |    /\__/ / (__| | | (_) | | \__ \ .___/ /
       \____/|_|\__,_|\___|_|    \____/ \___|_|  \___/|_|_|___/ \____/ 
                                                                
             ___  ___                             _           _ 
             |  \/  |                            (_)         | | 
             | .  . | ___  _ __ _ __ _____      ___ _ __   __| |
             | |\/| |/ _ \| '__| '__/ _ \ \ /\ / / | '_ \ / _` |
             | |  | | (_) | |  | | | (_) \ V  V /| | | | | (_| |
             \_|  |_/\___/|_|  |_|  \___/ \_/\_/ |_|_| |_|\__,_|
                                                   
                        Elder Scrolls 3: Morrowind
                   Walkthrough and FAQ V1.7 (Updated 12-17-02)
                               By Stevmill
      This file is Copyright (c)2002 Steve Miller. All rights reserved. 





=============================================================================
                          Table Of Contents
=============================================================================

Section 1    : Message From The Author

Section 2    : Walkthrough Version Description

Section 3    : Game Version Notes
        3.1  : Version 1.0
        3.2  : Version 1.1.0605 Additions
        3.3  : Version 1.1.0605 Bug Fixes
        3.4  : Version 1.1.0605 Quest Fixes
        3.5  : Version 1.2.0722 Additions
        3.6  : Version 1.2.0722 Bug Fixes
        3.7  : Version 1.2.0722 Quest Fixes

Section 4    : Blades Quest
        4.1  : Deliver a Package
        4.2  : Dwemer Puzzle Box
        4.3  : The Skull of Llewle
        4.4  : Vivec Interviews
        4.5  : Ashlander Informant
        4.6  : Urshilaku Camp
        4.7  : SixthHouse Base
        4.8  : Corprus Cure
        4.9  : Lost Prophecies
        4.10 : Third Trial
        4.11 : Fifth Trial Urshilku
        4.12 : Fifth Trial Ahemmusa
        4.13 : Fifth Trial Zainab
        4.14 : Fifth Trial Erabenimsum
        4.15 : Fourth Trial House Redoran
        4.16 : Fourth Trial Telvanni House
        4.17 : Fourth Trial Hlaalu House
        4.18 : The Archcanon, Vivec, And The Wraithguard
        4.19 : Ghostgate
        4.20 : First Vampire
        4.21 : Second Vampire
        4.22 : Third Vampire
        4.23 : Fourth Vampire and The Keening
        4.24 : Fifth Vampire and The Sunder
        4.25 : Sixth Vampire
        4.26 : Seventh Vampire and Dagoth Ur
        
Section 5    : Fighters Guild Quests
        5.1  : The Rats
        5.2  : Egg Poachers
        5.3  : Trouble at Caldera Mine
        5.4  : The Code Book
        5.5  : Debt Money
        5.6  : Orc Bounty
        5.7  : Ald-Ruhn Fighters Guild
        5.8  : Neromancers
        5.9  : Nerer Beneran The Outlaw
        5.10 : Suran Bandits
        5.11 : Delivering Flin
        5.12 : Sadrith Mora Fighters Guild
        5.13 : Dwemer Ruins Of Nchurdamz
        5.14 : Dissapla Mine
        5.15 : Corprus Stalker And Rels Tenim
        5.16 : Sujamma Courier
        5.17 : Escort Sondaale of Shimmerene
        5.18 : Engaer
        5.19 : Pudai Egg Mine And The Golden Eggs
        5.20 : Orcs At A Daedric Ruin
        5.21 : Verethi Gang
        5.22 : Sarano Tomb
        5.23 : Decision
        5.24 : Option 1 Save the Fighters Guild
        5.25 : Option 2 Vivec Fighters Guild
        5.26 : Option 2 The Thieves Guild Bosses
        5.27 : Option 2 The Theives Guild Master

Section 6    : Guide To Vvardenfell
        6.1  : Ascadian Isles
        6.2  : The Ashlands
        6.3  : Azura's Coast
        6.4  : The Bitter Coast
        6.5  : The Grazelands
        6.6  : Molag Amur
        6.7  : Red Mountain
        6.8  : West Gash
        6.9  : Sheogorad

Section 7    : Seyda Neen Quests and Notes
        7.1  : Fargoth's Ring
        7.2  : Fargoth's Hiding Place
        7.3  : The Dead Taxman
        7.4  : Cursed Ring Of Vodunius Nuccius
        7.5  : Seyda Neen Travel
        7.6  : Seyda Neen Trainers
        7.7  : Seyda Neen Merchants
        7.8  : Seyda Neen Notes

Section 8    : Pelagiad Quests and Notes
        8.1  : Pelagiad Quests
        8.2  : Pelagiad Trainers
        8.3  : Pelagiad Merchants
        8.4  : Pelagiad Notes

Section 9    : Hla Oad Quests And Notes
        9.1  : Slave Delivery
        9.2  : Hla Oad Travel
        9.3  : Hla Oad Trainers
        9.4  : Hla Oad Merchants
        9.5  : Hla Oad Notes 
          
Section 10   : Gnaar Mok Quests And Notes
        10.1 : Breeding Netch
        10.2 : Hla Oad Travel
        10.3 : Gnaar Mok Trainers
        10.4 : Gnaar Mok Merchants
        10.5 : Gnaar Mok Notes

Section 11   : FAQ
        11.1 : How Do I sell High Priced Items?
        11.2 : How Do I Use Vampire Dust To Make A Vampire Potion?
        11.3 : Can I Join More Than One Guild?
        11.4 : Why Do The Ordinators Attack Me?
        11.5 : Where Is Creeper, And What Is So Special About Him?
        11.6 : I Messed Up The Bonebitter Bow Quest, What Do I Do?
        11.7 : Where Are The Propolyon Index Stones
        11.8 : Why Are Some Of My Stats (or Skills) Listed In Red?
        11.9 : How Do I Get To The Puzzle Canal Temple Shrine?
        11.10: What Are All Of The "X's" On The Map That Came With The Game?
        11.11: Is It True That You Can Get Your Own House In This Game?
        11.12: I Killed Someone In The In The Corprusarium, What Do I Do?
        11.13: Where Can I Find Grand Soul Gems?
        11.14: What Is Leveled Loot?
        11.15: Where Do I Find The Morag Tong?
        11.16: All Of My Armor Skills Are Zero, What Happened?

Section 12:  : Stat and Skill Tips
        12.1 : Easy Acrobatics Skill
        12.2 : Another Easy Acrobatics
        12.3 : Ye Olde Breadbutt's Easy Athletics
        12.4 : Easy Mercantile
        12.5 : Easy Sneak skill
        12.6 : Another Easy Way To Raise Sneak Skill
        12.7 : Easy Security Skill
        12.8 : Easy Speechcraft
        12.9 : Stat Training Quirks
        12.10: Another Stat Training Quirk
        12.11: Raise A Stat And Make Money

Section 13   : Miscellaneous Tips
        13.1 : WarEagle's Easy Golden Saint Soultrap
        13.2 : The Thieves, The Fighters, And The Codebook
        13.3 : The Talking Mudcrab
        13.4 : Vampire Info
        13.5 : Good Souls
        13.6 : Easy Way Over Lava
        13.7 : The Wonders Of Sujamma
        13.8 : Permanent Bound Item (Non Bug)
        13.9 : M'Aiq the Liar
        13.10: Cheaper Constant Effect Enchantment
        13.11: High level Conjuration Spells
        13.12: Ordinator Armor
        13.13: Death to Ordinators!!!!!!! (Kwik Kash)
        13.14: Calm The Ordinator
        13.15: Daedric Quests
        13.16: Slave Key Locations
        13.17: free bounty removal
        13.18: Great Map Program
        13.19: The Taunt-Bribe Trick
        13.20: Good use of Mark and Recall

Section 14   : Reader Submitted Loot
        14.1 : Master Alchemy Equipment
        14.2 : Pelagiad Armor Ready To Be Stolen
        14.3 : The Sword of White Woe
        14.4 : Good Loot
        14.5 : More Good Loot
        14.6 : Azuras Servant Shield
        14.7 : Yagrums Book Of Great Arifacts Locations
        14.8 : Daedric Cressent
        14.9 : Daedric Dai Katana
        14.10: Ebony Armor Set Location
        14.11: Glass Armor Set
        14.12: Dragonbone Cuirass
        14.13: Indoril Armour
        14.14: Umbra Sword
        14.15: Super Gauntlets
        14.16: Amulet of Shadows
        14.17: Eleidon's Ward Shield
        14.18: Dengstagmer's Ring
        14.19: Ice Blade of Monarch, Skull Crusher
        14.20: Easy Daedric Weapons
        14.21: Grand Soul Gems
        14.22: Scroll of Golden Saint
        14.23: Grandmaster lockpicks
        14.24: Resistance Ring
        14.25: Ebony weapons
        14.26: Good Daedric shortsword and much more
        14.27: Fists of Randolf and More
        14.28: Glass Armor and Daedric Claymore
        14.29: Dwarven Claymore
        14.30: Chryshamere
        14.31: Lords Armor
        14.32: Bittergreen Cup

Section 15   : Reader Submitted X-Box Cheats
        15.1 : Xbox Weapon Skill Cheat
        15.2 : Xbox Enchanting Cheat
        15.3 : Permanent Fortify Stat or Skill
        15.4 : Morgans Instant Heal Trick

Section 16   : Magic Effects

Section 17   : Books
        17.1 : Books That Raise Skills        
        17.2 : Books That Have Other Effects

Section 18   : Races
        18.1 : Argonian
        18.2 : Breton
        18.3 : Dark Elf
        18.4 : High Elf
        18.5 : Imperial
        18.6 : Khajiit
        18.7 : Nord
        18.8 : Orc
        18.9 : Redguard
        18.10: Wood Elf

Section 19   : Classes
        19.1 : Acrobat
        19.2 : Agent
        19.3 : Archer
        19.4 : Assassin
        19.5 : Barbarian
        19.6 : Bard
        19.7 : Battlemage
        19.8 : Crusader
        19.9 : Healer
        19.10: Knight
        19.11: Mage
        19.12: Monk
        19.13: Nightblade
        19.14: Pilgrim
        19.15: Rogue
        19.16: Scout
        19.17: Sorcerer
        19.18: Spellsword
        19.19: Thief
        19.20: Warrior
        19.21: WitchHunter

Section 20   : Skills

Section 21   : Master Trainer Locations

Section 22   : Alchemy
        22.1 : Alchemy Equipment
        22.2 : Component List
        22.3 : Cure Potion Recipes
        22.4 : Restore Recipes
        22.5 : Fortify Recipes
        22.6 : Resist Recipes
        22.7 : Shield Recipes
        22.8 : Misc. Helpful Recipes
        22.9 : Drain Recipes
        22.10: Misc. Harmful Recipes
        22.11: Two Item Multiple Effect Potions
        22.12: Reader Submitted recipes
        22.13: Potion Creation Tips

Section 23   : Credits

Section 24 : Copyright Notice

Section 25 : Contact Info

=============================================================================
Section 1: Message From The Author 
=============================================================================

Welcome and thank you for reading my second FAQ: Elder Scrolls 3: Morrowind 
"The Walkthrough and FAQ". This is not a complete Walkthrough for every quest 
and side quest in the game (at least not yet), but at the moment just the 
main quest needed to finish the game, and the Fighters Guild. Later on I will 
add lists for the other guild quests and misc. quests found throughout the 
game. This FAQ was written using the PC version of this game. There might be 
some differences when I talk about things that have been added in a patch, or 
an official add-on for the PC, I will try to note when a difference is caused 
by a patch, but I am sure I will not get them all (if you are wondering what 
has changed in the patches take a look at the game version section of this 
FAQ). Official add-on references will always be noted.

Following revisions will be a little slower in being released, as College, 
work and my daughter take up 99.99% of my days.

If you have questions that are not covered in this FAQ a good place to get 
the answer is the Gamefaqs.com Morrowind Message board. As I am getting so 
much email asking questions about this game I need to state that I will no 
longer be answering questions that already covered in the FAQ, so be sure to 
carefully read the table of contents to see if what you need is in here, also 
make sure you read the FAQ section. The other types of questions I will not 
be answering are: questions about quests for factions not covered in my FAQ, 
where can I find a certain type of armor/weapon, what is the best 
armor/weapon, etc... This guide is not finished, and I do not know where 
everything is. Try looking for it in the editor. Sorry for the rant, but I 
need to thin out the email I receive.

If you like this FAQ, or have a comment you can send me a note to my 
email address found down below in the contact information section. If you 
contribute to this FAQ, I will give you due credit in this section in later 
revisions. I get many tips from readers, and when I receive the same tip from 
more than one reader I will only post the first received (unless there is 
some pertinent info that was missed.)

Please note, I get a lot of email regarding this game, so I might not be able 
to return every email, and when replying to an email that I send you please 
include the previous text, so I can remember who you are and what we were 
talking about.


=============================================================================
Section 2: Walkthrough Version Description
=============================================================================

05-31-02 V1.0: The initial offering

06-08-02 V1.1: Finished the Blades walkthrough, added some reader submissions
               Fixed a lot of spelling errors, re-formatted a bunch of stuff.

06-09-02 V1.2: Added some notes on Pelagiad, along with some Misc. book 
   to          notes. Added a few more Seyda Neen notes. Added a little
06-18-02       more to the Cavern of the Incarnate and Dwemer Puzzle box 
               sections. Added a reader Submission Section. Added a section
               for the Fighters Guild Quests. I also added a section for
               General Tips and a FAQ section to address some of the more
               frequently asked questions I have been receiving via Email.

06-20-02 V1.3  Was informed that part of section 3.26 got deleted, so I put 
   to          it back in. Added some more reader submitted hints. Finished
06-25-02       the Fighters Guild quests. Added a reader contribution
               for the code book quest, and one for the Urshilaku Camp.

06-29-02 V1.4  Added some more reader submissions. Added a reader submitted 
   to          Seyda Neen note. Fixed spelling of Pelagaid throughout the 
07-02-02       FAQ. Added the Guide to Vvardenfell section. Added Hla Oad
               and Gnaar Mok sections.

07-04-02 V1.5  Added some more reader submissions (Keep them coming, I will 
   to          keep adding them. If they are for a quest line I will probably
07-10-02       wait until I write a walkthrough for the whole quest line.)
               Added a note to the Gnaar Mok section. Added a note about the
               Secretmaster level alchemy equipment. Updated the FAQ section.
               Edited the Master Trainer Section a little. Fixed the Blunt
               Weapon Master Trainer. Updated the credits section. Added a 
               new section to the alchemy section: Two Item Multiple Effect 
               Potions. Added a missed quest in Seyda Neen, and a Seyda Neen
               Travel Section. Changed some of the town notes to reflect the
               fact that the boxes, barrels, etc.. contain Random loot, and 
               not necessarily the items I had listed. 

07-11-02 V1.6  Added tons more reader submissions, a section on races, a 
   to          section on classes, a section on magic effects and a section  
12-12-2002     on skills, changed the formatting, added a copyright and 
               authorized distribution site section. I updated my forward 
to           
               reflect some requests I am making to my readers. Changed the 
               reader submission sections into a few separate categories for 
               easier navigation, and removed the title "reader submitted" 
               and just have separate tips sections (the submitted tips are 
               still denoted with the credit at the end, and are still 
               unverified). Added some information to the books sections.

12-17-02 V1.7  Seems I deleted the book section when rebuilding V1.6, so I 
               put it back in.

=============================================================================
Section 3: Game Version Notes
=============================================================================

This game originally shipped with many bugs. If you are experiencing a 
problem that should not be happening, or would like to see what things are 
fixed within the newest patches, you can read the following section.


-----------------------------------------------------------------------------
3.1: Version 1.0
-----------------------------------------------------------------------------

Original release.


-----------------------------------------------------------------------------
3.2: Version 1.1.0605 Additions
-----------------------------------------------------------------------------

When a default cell is created, water creatures are added to the cell.  This 
means as you swim further and further away from the mainland, and new water 
cells are created, they will be populated by water creatures.

An auto run feature has been added.  You can now continue to run forward when 
you press the Q key on your keyboard once.  This will cause you to run 
forward until you press the autorun key a second time or the back or forward 
movement keys.

A version number has been added to main menu screen.

A health Bar for NPCs and creatures has been added for when you are in 
combat.  An orange health bar for the creature or NPC you are currently in 
combat with will now appear above your own health bar on the lower left part 
of the screen.  This health bar will only appear when you are attacking a 
creature or NPC and will slowly fade out if you stop attacking.  It will also 
update to a different creature or NPC's health if you switch targets in the 
middle of combat.

Added Difficulty slider to Preference menu under Options.  The Difficulty 
slider has 200 different settings that will either increase the amount of 
damage you deal and receive or reduce the amount of damage you deal or 
receive, depending on where you set the slider.

The user can now load multiple plug-ins without losing references when both 
plug-ins affect the same cell.  This means that if you have 2 or more plug-
ins that add or remove references from, for example, Fort Moonmoth, you will 
be able to keep all of the additions or removals from all the loaded plug-
ins.

Added a "DirectX Diagnostic" button in the Morrowind Launcher that allows you 
to run the DirectX Diagnostic tool directly from our interface.  This can be 
reached in the Morrowind launcher.  Click on Technical Support in the 
launcher and you will see a DirectX Diagnostic button that will run this 
handy tool.  The DirectX Diagnostic tool is very helpful for problem shooting 
any technical problems you may be having with the game. 

Added a sound quality button to the Options menu.  The two available choices 
are Hardware Acceleration and Software Mode.  Those of you that are still 
experiencing sound problems should set this Software Mode.


-----------------------------------------------------------------------------
3.3: Version 1.1.0605 Bug Fixes
-----------------------------------------------------------------------------

Fixed a crash bug involving the purchase and equipping of the Imperial Chain 
Cuirass.

Fixed several sound problems with several lower quality sound cards.  You 
should be able to play the game with your Hardware Acceleration set at full 
from now on.


Fixed a bug that was causing problems when you attempted to save with a 
container open.

Only guards marked as re-spawn will re-spawn now.

Plug-ins will no longer come up with a warning in the launcher saying that 
that plugin/save uses a different version of master file than is present when 
they do not.

Jumping up slopes will no longer cause you to float and glide.

Summoned bound items no longer give you infinite stats.

You will no longer crash to desktop if you press Enter while making potions.

You can no longer drop conjured weapons if they un-equip then equip them.

Health numbers for weapons in the quick keys menu pop up help will now 
display accurately.

Loading while the container menu is open will no longer create multiple 
cloned containers.

Fixed some menu bugs with saving a game by only allowing saves to occur if 
you have no other menus open.

Memory leak when summoning bound items has been fixed.

Fixed a crash when canceling barter.

Fixed a freeze that locked the game in a bad menu mode after Sleeper dreams.

Training skills will now add to level up bonus for misc. skills.

Armor weight will no longer shift between Heavy, Medium, or Light.

Restore and Drain abilities now affect the current value, not the base value, 
of attributes being modified.

Inventory change of pc during an attack no longer causes bad animations.

The frost atronach will now attack faster than before.

ALT, SHIFT, and CTRL keys were rarely getting stuck down in menu mode.  This 
will no longer happen.

Fixed a bug where you could gain money when buying something instead of 
paying money for it.

The launcher will not gray out options any longer.

Robe of St. Roris changed to Cast When Used.

Equipping a soul gem/apparatus, etc, during combat will no longer remove them 
from your inventory.

Fixed a crash when hitting F1 with the quick keys selection menus open.

Fixed a problem with sounds persisting after a cell change.

Fixed a bug in the Berserk ability that was draining all of your fatigue 
after its use.

Fixed a bug with beast races and the spell cycle function.  Now when a beast 
race has an item they cannot wear (full helm, boots), it will not show up in 
this menu.

Fixed a bug in the weapon cycle function that was allowing constant effect 
weapons to add bonuses to you permanently.

Corrected a bug that would cause an NPC to sometimes run inexplicably while 
wandering.

NPCs/Creatures, which bump into an obstacle while wandering without the 
presence of a pathgrid, will select a new point to go to rather than trying 
to work around the obstruction.

Corrected a bug where the vertical movement distance was not calculated for 
followers and they could lag behind excessively.

NPCs will no longer attempt to open trapped doors to reach you.

Fixed a bug where you could kill an NPC responding to a crime, with a single 
blow, and not receive a bounty for murder.

Fixed a bug where you, as a vampire with a high bounty, could commit 
additional crimes, and guards would fail to respond.

Corrected a bug where an NPC would fail to respond if you were in a crouch 
and hit them with a projectile weapon.

Fixed a bug concerning trying to equip multiple repair items during combat 
would cause a crash.

Fixed a bug with the way dispel worked in conjunction with good and bad 
effects on you.

Fixed a crash bug involving shooting a projectile at an actor that was far 
enough away that they were not active.

Fixed a missing art file with the Redas War Axe.


-----------------------------------------------------------------------------
3.4: Version 1.1.0605 Quest Fixes
-----------------------------------------------------------------------------

Fixed a bug in Cunius Pelelius' script that would cause a lock up if you 
clicked on the (evidence of corruption) topic.

Fixed a bug that prevented you from speaking to the Daedric Statue of 
Boethiah if you had spoken to M'Aiq the Liar about (Shrine of Boethiah).

Fixed a bug where you were falsely being recognized as Hortator of all 
houses.

If you kill Marcel Maurard, you no longer can get a reward from Miun-Gei over 
and over.

Fixed a House Telvanni quest that was not allowing you to complete Master 
Aryon's quest involving the collection of wizard spells.

Fixed a bug with Dwemer Puzzle box and Hasphat not giving you a key.

Bug in the CloudCleaver quest where you could take cloudcleaver from the 
witch before she dies (thus breaking the quest) has been fixed.

Fixed an infinite dialogue loop in Wine-Sot/Cloudcleaver quest.

You can no longer receive unlimited gold for solving the murder of Ralen 
Hlallo.

Fixed an infinite dialogue loop in (law in Morrowind) topic.

A confirmation box was added to the Magister topic in the Telvanni house 
quest line to ensure that you do not wish to continue any further in this 
line.


-----------------------------------------------------------------------------
3.5: Version 1.2.0722 Additions
-----------------------------------------------------------------------------

Saved games now know which language they are and the Save and Load menus will 
not display saves that do not match the current language.

Imperial Altars and Temple Shrines now restore damaged skills as well as 
attributes. [PCs with skills reduced by the 'Fury' weapon can visit Imperial 
Altars and Temple Shrines to restore their damaged skills.]


-----------------------------------------------------------------------------
3.6: Version 1.2.0722 Bug Fixes
-----------------------------------------------------------------------------

Fixed a bug involving Teleportation spells not extrapolating correct exterior 
location.

Running and jumping through a teleport door no longer damages player when 
they land on the other side.

Fixed a bug involving a crash when mousing over your Faction while in menu 
mode.

The weapon "Fury" now has a "Drain Skill" effect instead of a "Damage Skill" 
effect.

Imperial Altars and Temple Shrines now restore damaged skills as well as 
attributes. [PCs with skills reduced by the 'Fury' weapon can visit Imperial 
Altars and Temple Shrines to restore their damaged skills.]

The Bound Cuirass can no longer be dropped.

Fixed a bug involving a container disappearing if you had its contents menu 
open and then loaded a save game that would place you in the same room as the 
container.

Objects dropped, while you are swimming with no objects beneath you, will no 
longer disappear to the center of the world.

Stacks of repair objects will now show their quantity when moused over in the 
world.

You will no longer be able to right click out of the Silt Strider travel 
menu.  This was causing a bug that left the travel menu open after all other 
menus had been closed.

Fixed a bug that would allow you to place and remove alchemy objects multiple 
times in the alchemy menu and create copies of this object in your inventory.

Fixed a bug that was deleting alchemy objects if you had a container open at 
the same time you had the alchemy menu open.  If both menus contained the 
same object, the object was being removed from the world.  Opening an alchemy 
menu will now close any open container menus.

Fixed a crash bug involving the creation of new leveled creatures in a plug-
in.  If you saved your game with a new leveled creature in view from a custom 
plug-in, then chose to load your save without the plug-in, you would crash.  
Now if you load this save game you will no longer crash.

Fixed a bug involving mouse buttons not responding in menu mode.

Fixed the resurrect function to no longer resurrect disabled NPC's or 
creatures.

Fixed a small memory leak when summoning bound items.

Items stuck on your mouse pointer will no longer disappear if you click on a 
spell or magic item in the magic menu.

6th House Amulets no longer drain your fatigue.

NPCs now correctly report the presence of publicans and beds for rent in 
Seyda Neen, Suran, and Dagon Fel.

Fixed an art file problem with the Redas War Axe.

Script sealedtreasuryreport revised to permit scroll to be closed or picked 
up from the world if the seal has been broken.

Saved games now know which language they are and the Save and Load menus will 
not display saves that do not match the current language.

Fixed a crash bug that occurred when you selected a scroll as active magic 
then moused over the image of the scroll in the active magic slot on the 
multi menu.

Ingredients in Alchemy menu are sorted alphabetically by name, not ID.

Objects in inventory and containers are now sorted alphabetically.


-----------------------------------------------------------------------------
3.7: Version 1.2.0722 Quest Fixes
-----------------------------------------------------------------------------

Fixed a problem in an alternate path of the main quest involving an NPC named 
Addhiranhir.

Fixed a bug dealing with the killing of Bolvyn Venim.  Now if he is slain 
[except in a proper duel], an 'Essential NPC Killed' message warns the player 
he has broken the main quest.

Fixed a bug dealing with entering Sul-Matuul's yurt without permission before 
beginning his part of the main quest.  This made him hostile, preventing 
advancement in the main quest. Now when Zabamund first tells the PC to speak 
to Sul-Matuul, a hostile Sul-Matuul is reset to not be hostile.

Fixed a bug in script VivecArenaScript for NPCs transported to fight duels in 
the Arena which occasionally caused the NPC to appear below the Arena, 
breaking the duels and quests. Also added a check and fix to restore NPCs in 
saved games where dueling NPCs had fallen through the Arena floor and 
disappeared.

Fixed a bug concerning the killing of important NPC's and creatures to the 
building of your stronghold in House Hlaalu.  You should now receive a 
message saying you can no longer continue with your stronghold if you kill 
someone important to this quest line.

Completing the "Ice Blade of the Monarch" out of sequence for the Imperial 
Cult as a freeform activity no longer causes the player to lose the earlier 
'Ring in Darkness' and "Boots of the Apostle' quests in the faction sequence.

Improved directions to the cavern of Milk in dialog and journal for the Mad 
Lord of Milk quest.

Fixed a bug when Dram Bero's champion is slain, but not slain in an Arena 
duel, Dram Bero's greeting falsely implied that Dram Bero now had given his 
support for the PC on Hlaalu council. Now the greeting accurately indicates 
Dram Bero's anger, and other dialog topics indicate that Dram Bero will not 
support the PC for House Hlaalu council.

Residents of Sadrith Mora will now acknowledge when the PC has ended the 
Gateway hauntings.

Added condition 'Journal a2_3_corpruscure 50' to 'Dwemer piece' topic. 
Prevents giving misc_dwrv_artifact50 before quest has begun, preventing Caius 
from skipping quests.

Fixed a bug in Vedam Dren's dialogue options that was checking a journal 
without checking the player's faction. It allowed the non-Hlaalu player to be 
raised in rank in House Hlaalu by killing Orvis Dren, making the player a 
member of two of the Great Houses.

Fixed a bug in a Morag Tong quest that was causing Darys Adram to give quest 
dialogue to players not currently completing the quest.

Fixed a bug that allowed the VA_VampAmulet quest in the Quarra Vampire 
questline to be restarted after completion.

Added a condition to the Morag Tong greeting the player receives from faction 
members upon becoming Grandmaster. Because a Main Quest character was in the 
faction, she was not using her appropriate Main Quest greetings, stopping the 
Main Quest.



=============================================================================
                           Section 4: Blades Quest
=============================================================================

The Blades quests are the quests for the main story line of the game. There 
are many more quests throughout the game, but these are the quests that you 
need to complete to beat the game. There is no time limit, and you may 
complete other quests while doing these quests. 

Note: the areas that say you should be promoted in rank are assuming you meet 
the skill requirements for the promotion. 


-----------------------------------------------------------------------------
4.1: Deliver a Package
-----------------------------------------------------------------------------

After finishing your character, Socuelus Ergalla in the Census and Excise 
Office in Seyda Neen will ask you to deliver a package to a man named Caius 
Cosades in a town named Balmora. 

Go to the Silt Strider (the giant tick) and pay the operator to take you to 
Balmora. Caius is located in a house in the northeast corner of town on the 
east side of the river that divides the town. 

Upon delivering the package, Caius will induct you into the Blades and give 
you 200 gold to equip yourself before giving you your orders.


-----------------------------------------------------------------------------
4.2: Dwemer Puzzle Box
-----------------------------------------------------------------------------

After getting equipped, return to Caius and ask about your "orders". Caius 
will mention that he needs information from a man named Hasphat Antabolis in 
the Balmora Fighters Guild. Caius will also mention that you will most likely 
need to do a favor for Hasphat before he will tell you anything. Before you 
go, Caius will give you access to any books in his house.

To get to the Fighters Guild, cross the northernmost bridge to the west side 
of town, go up the first flight of stairs and turn south before you get to 
the second flight. The Fighters Guild is on the left, and Hasphat is 
downstairs in the lower level. Once you speak with Hasphat you will find out 
that he will be happy to give up the information.... For a price. He requests 
you to retrieve a Dwemer Puzzle Box from a ruin named Arkngthand.

To get to Arkngthand, head south out of town past the Silt Strider port, then 
cross the bridges east over the Odai River. At the signpost, head north 
towards Caldera. Immediately on the right you will see a signpost for Molag 
Mar, turn right and head uphill on an old road to cross an ancient Dwemer 
Bridge over Foyada Mamaca (note that a wizard will attack you the first time 
you cross this bridge, he will summon a skeleton, defeat the wizard and both 
will disappear). The entrance is on the east side of the foyada, south of the 
bridge. Turn a crank on a pipe nearby to open the door.

To find the cube, follow the rocks on the side of the wall all the way to the 
bottom floor of the room. There will be rocks in front of you, climb them 
until you are on the second floor on the west side of the cavern. Go through 
the door into the "Cells of Hollow Hand" (If you follow the above directions 
you should end up in the Cells of Hollow Hand near the beginning of the 
dungeon, not deep within the dungeon). Defeat the guy inside, his name is 
Boss Citra  (if he is not in the room, then you are in the wrong room.), the 
Puzzle Box is on the bottom shelf to the left of the door (as you enter, 
right if you are facing the door. I assure you that the box is in this room 
on one of the shelves, It is the size of a rubics cube. If you can't find it, 
check every shelf). Grab the box and backtrack out of the dungeon. 
Return the box to Hasphat in Balmora.

Note: Please read and follow the directions above before writing me asking 
      where the box is. Thank you.     

Hasphat will take the box and give you some notes to take back to Caius.


-----------------------------------------------------------------------------
4.3: The Skull of Llewle
-----------------------------------------------------------------------------

Caius will ask you to speak with Sharn gra-Muzgb in the Balmora Mages Guild 
and get some additional information. Again you will need to do a favor before 
the info will be given. The Mages Guild is one door south of the Fighters 
Guild. Sharn Gra-Muzgob is the Orc Wizard downstairs and to the left in the 
lower level of the Mage Guild.

Sharn will ask you to retrieve the skull of Llewle Andrano from the Andrano 
Ancestral Tomb. If you ask about the tomb, Sharn will give you a Fireblade, 2 
scrolls of Taldam's Scorcher, and 2 scrolls of Vitality.

The tomb is south of Pelagiad, just off the road, just before you reach the 
fork in the road that goes southwest towards Seyda Neen and southeast to 
Vivec.

To find the skull, go down the stairs, and then follow the hallway on the 
left until you come to a room with 2 skeletons. There is a door in the 
hallway on the other side of the room. Go through the door and follow the 
hallway down. The skull is in a room on the right side behind the door. Grab 
the skull and return to Sharn in Balmora. Give him the skull and ask about 
"Nerevarine" and Sharn will give you some notes to take back to Caius.

Upon returning the notes to Caius you will be promoted to Blades Apprentice 
and you will be given a few scrolls.


-----------------------------------------------------------------------------
4.4: Vivec Interviews
-----------------------------------------------------------------------------

Sleep on night, and you will have a strange dream. Go back and talk with 
Caius and get your next orders. There are 3 more people that he wants you to 
interview. 
Addhiranirr - a khajiit Thieves Guild member in the St. Olms section in 
Vivec, Huleeya - an argonian in the Morag Tong member in the Black Shalk Bar 
located in the lower waistworks of the Foreign Quarter section of Vivec, and 
Mehra Milo - a temple priestace in the library of the Hall of wisdom and 
Justice in Vivec (she has copper hair and eyes). Caius will give you a 
parchment with this info and 200 gold to aid you in your journey.

Take the Silt Strider to Vivec. When you get there you will be near the 
Foreign Quarter, so the first person to interview will be Huleeya. 

Huleeya - To get to the lower waistworks, take one of the four ramps up to 
the next level of the canton, and enter one of the doors labeled Lower 
Waistworks. The Black Shalk is in the middle hallway on the east side. 
Huleeya is the only Argonian in the place. When you speak with him, he will 
mention that he wants to go to his friends' bookstore, but some troublesome 
fools are preventing him. Ask him about each topic and you will learn that 
his friend's bookstore is Jobasha's Rare Books, but you need to persuade the 
troublesome fools to let him go. Talk to one of the fools and use bribes (or 
admiration if you are the opposite sex) to get a good rep with them, then ask 
about the filthy lizard. If they say, "they don't care" then you have done 
your job. Talk once again to Huleeya. He wants you to escort him to the 
bookstore. Jobasha's Bookstore is in the middle hallway on the west side of 
the Lower Waistworks. Once inside, talk to him about the Nerevarine Cult, and 
he will give you some notes to take to Caius.

Next we look for Addhirnirr. Leave the Lower Waistworks and go back 
downstairs and cross the bridge to the south to get to the Redoran canton. 
Now walk across the east bridge to the Arena canton, once again cross the 
south bridge to the St. Olms canton. Once there you will need to go to either 
the east or west side of the canton to go up to the Waistwork level and 
enter. Next go downstairs and into the Canal Works. Go down the stairs and 
you will see a trap door to the St. Olms Underworks and enter. Addhiranirr is 
on the northeast side of the canals. Talk to her and she will mention that 
she is in a little spot of trouble. Ask her about the Census and Excise 
Agent. She wants you to make this person go away before she will give up any 
info. The taxman is upstairs in the St. Olms Waistworks near where you came 
in. His name is Duvianus Platorius and he is on the north side. Talk to him 
and lie to him, saying, "she went to the mainland". Now go back and talk to 
Addhiranirr. Ask Addhiranirr about the Sixth House Cult. She will give you 
all the information that she knows. Since you are done with Addhiranirr you 
should leave and return to the outside of the St. Olms canton.

Now for the last interview.... Mehra Milo. Head to the southwest corner and 
cross the bridge to the Temple canton. Enter the Hall of Wisdom straight 
ahead. Go down the hallway about half way (next to an Ordinator), there are 
two ramps to your left and right that lead to the Library. Mehra is the woman 
with copper hair and eyes, talk with her and she will want to talk to you at 
the back of the Library. Follow her and talk with her again. Ask her about 
the Nerevarine Cult and the book "Progress of Truth". She tells you to get a 
copy of "Progress of Truth" for Caius. There is a copy on the top shelf in 
the southwest corner of the library, if you can steal it. If your thieving 
skills are not up to par, you can buy (or steal) a copy from Jobasha's Rare 
Bookstore in the Foreign Quarter.

Return to Caius. Upon talking with him you will be promoted to Journeyman of 
the Blades. You will also get 200 gold.


-----------------------------------------------------------------------------
4.5: Ashlander Informant
-----------------------------------------------------------------------------

Caius will tell you that you are in need of an Ashlander Informant, and 
someone by the name of Hassour Zainsubani fits the bill. Caius tells you that 
Hassour likes gifts, so Caius gives you 100 gold to get him a little 
something.
 
Take the Silt Strider to Ald-Ruhn. Hassour Zainsubani is in the Ald Kkar Inn. 
The inn is in the northwest corner of the city next to the Council Club. To 
find Hassour, go up the stairs to the bar, on the right side of the bar is a 
staircase down. Go downstairs and Hassour is in the back of the room.

Talk to Hassour about business. Ask about "Gift giving customs" (the other 
two options will offend him and lower your Rep), next ask about a "thoughtful 
gift" and if your speechcraft skill is good enough will take your earnest 
thought and effort as an acceptable gift. If your skill is not high enough, 
he will ask you to find him a book of poetry, if this is the case you can go 
to the local bookstore in the market district of Ald'Ruhn. You'll find 
several, there is Ashlander Hymns and some other books with 'Songs' in the 
title of it, if you've got the money buy all three if you want but you can 
just buy Ashlander Hymns. Return to Hassour and give him the book. Ask about 
the "Ashlanders", and he will give you some notes to take back to       
Caius.

Return to Caius and show him the notes. You will be promoted to Blades 
Finder, and told what was in the package that you delivered to Caius. He says 
that the Emperor feels that you might be the one to fulfill the Nerevarine 
prophecies. He will give you a decoded copy of the package and 200 gold.


-----------------------------------------------------------------------------
4.6: Urshilaku Camp
-----------------------------------------------------------------------------

Caius now wants you to go to the Urshilaku Camp to speak with some Ashlanders 
named Sul-Matuul and Nibani Maesa.

To get to the Urshilaku Camp, take the Silt Strider to Ald-Rhun, and then 
take a Silt Strider to Maar Gan. Leave Maar Gan due east, then take a trail 
north to the Foyada Bani-Dad. Follow the Foyada northwest to the sea. A 
shipwreck at the sea mouth of the ravine is a landmark. Swim east through the 
ruins of Assurnabitashpi Shrine. Avoid the Daedra here, as they are powerful 
and aggressive. Urshilaku Camp lies east of the ruins, inland in a low 
hollow.

When you get to the Urshilaku Camp you must speak with any of the wandering 
Ashlanders. Choose to "talk" with one then discuss the "Nerevarine 
Prophecies" Tell them that "you fulfill the prophecies, and wish to speak 
with Sul-Matuul and Nibani Maesa". They will send you to Zabamund to decide 
if there is truth to what you say. Zabamund's Yurt is the second Yurt from 
the right in the Large tent containing multiple Yurts to the south. Speak 
with Zabamund about the "Nerevarine Prophecies" and offer to pay a 200 gold 
tribute, and he will direct you to the Ashkhan's Yurt to speak with Sul-
Matuul.

Note: Reader Digisciple sent in the following:
I own Morrowind for the Xbox and I noticed a difference from your 
walkthrough. When you first get to the Urshilaku camp, I had to bribe the 
snot out of one of them (any will work) before they would even talk to me.  I 
think I spent around 300 or so before they would talk about the Nereveraine

The Ashkhan's Yurt is next door to the south. Speak with Sul-Matuul about the 
prophecies, next ask about the initiation rite. Sul-Matuul wants you to 
retrieve a family heirloom.... Sul-Senipul's Bonebiter Bow from the Urshilaku 
Burial Caverns, before he will let you speak with the wisewoman, Nibani 
Maesa.

The burial ground lies south- southeast of the camp, a north-facing door in a 
little hill halfway between the camp and the slopes of the Red Mountains. The 
easiest way to find the Burialground id to go north to the water, then turn 
east. At a rock carin (a little pile of rocks that looks like a pile of dog 
crap) on the beach, turn and walk directly south until you find the door to 
the cavern.

To find the bow once you are in the burialgrounds keep moving south and
go through the door. Follow the cave until you come to a large chamber
filled with water, then turn south and go through the door into the 
Laterus Burial Chamber. Navigate your way up the stone spiral to the 
top and through the door into the Juno Burial Chamber. At the end of
this chamber is a ghost, which you must kill. After you kill the ghost,
search it's remains to find the bow. Now backtrack out of the Cavern 
and return to Sul-Matuul. Upon returning and showing the bow to 
Sul-matuul, you will be initiated into the tribe, be named "Clanfriend 
of the Ashlanders", you will also be allowed to keep the bow. Since 
you are now part of the tribe, you will be allowed to see Nibani Maesa.

Nibani Maesa is located in the northernmost Yurt, called the Wise Woman's 
Yurt. Speak with her about the prophecies, you may then ask many questions to 
find out much history about the prophecies, but all you have to ask is if 
"you pass the test". She will tell you that you are not the Nerevarine, but 
you could be. She asks you to find a book called "The Lost Prophecies" and 
return it to her. She will give you to books to read, "The Seven Visions" and 
"The Stranger". 

For the time being, you have done enough to please Caius, so return and speak 
with him. Caius will send word to Mehra Milo to look for the "Lost 
Prophecies", and will give you a task to keep you busy until he gets an 
answer.


-----------------------------------------------------------------------------
4.7: SixthHouse Base
-----------------------------------------------------------------------------

Caius wants you to go to Fort Buckmoth and speak with Champion Raesa Pullia 
and find out about a SixthHouse Base. Once she tells you where it is, Caius 
wants you to go there and kill Dagoth Gares and return a full report. Before 
you go, Caius will give you 400 gold to get equipped.

Fort Buckmoth is a short walk south from the southern gate of Ald-Rhun. Once 
you are at the fort, enter the door to the interior and Raesa Pullia is 
straight ahead. Raesa tells you that a trooper came back from the SixthHouse 
Base with Corprus disease and died, but not before he talked about a cavern 
near Gnaar Mok called "Ilunibi", that is the SixthHouse Base. Gnaar Mok 
locals might have a better idea of where the cavern is.

To get to Gnaar Mok from Ald-Rhun, take the Balmora Road west, At the Gnisis-
Balmora-Ald-Rhun signpost go south, then immediately west on a side road to 
Drulene Falen's Cottage. Then head cross-country west to the coast, with the 
Dunmer stronghold at Andasreth as a landmark. When you hit the coast, turn 
south. Gnaar Mok is an island off the coast with a plank bridge connecting it 
to the mainland. Ilunibi is a little island on the north side of Gnaar Mok.

Once inside Ilunibi, walk straight ahead until the fork in the road; turn 
left and go through the door into Tainted Marrow. Continue straight past the 
crossroads until you reach the door into Marowak's Spine. Walk to the 
crossroad and turn right and go through the door into Blackened Heart.  
Follow the cavern and turn Left at the crossroad, and left again at the next 
crossroad, continue straight until you reach a door to Souls Rattle. Go 
through the door and continue to the second set of crossroads, and Dagoth 
Gares will comeout to meet you. After you kill him, you will get corprus 
(there is nothing you can do about this, it will happen no matter what). Loot 
his body. Now that you have killed Dagoth, you are finished here. Return to 
Balmora.

Once you talk with Caius, you will be promoted to Blades Traveler. 


-----------------------------------------------------------------------------
4.8: Corprus Cure
-----------------------------------------------------------------------------

Caius tells you that he has a lead on a Corprus cure. Divayth Fyr, an ancient 
Telvanni wizard, runs a Corprusarium. Caius will give you a Dwemer Artifact, 
1000 gold, and a few levitation potions before he sends you on your way.

To get to Tel Fyr, go to the Balmora Mage Guild and use the Guild Guide to 
travel to Sadrith Mora (actually Wolverine Hall), walk outside of the 
building, swim southwest until you see a large tower. You will need 
levitation potions or spells in the tower, because there are no stairs. The 
entrance to the tower is on the north side at water level. Enter the tower 
via the door marked Onynx Hall, turn to the right before you enter the room 
ahead of you, and follow the hall upstairs and through the door into the Hall 
of Fyr. Walk forward a few steps and look up. Use one of the levitation 
spells or potions to get up to the next level and go north to find Divayth 
Fyr. Talk with Divayth and offer the Dwemer piece as a gift. Ask about the 
"divine disease" and "corprus disease". He will mention that corprus makes 
you immune to disease...Just like the Nerevarine. Tell him "you may fulfill 
the prophecy", and he will send you to the Corprusarium to retrieve some 
boots from Yagrum Bagarn, and return them to him, before he will give you a 
potion that might cure you of your corprus disease.

To get to the Corprusarium you must go back to the Onynx Hall, follow the 
hallway downstairs until you come to a crossroad, turn right and the door to 
the Corprusarium is in the back of that room. DO NOT attack anyone in the 
corprusarium. Enter the Corprusarium and turn left at the crossroad, follow 
the hall and turn right at the next crossroad and go through to door into the 
Corprusairum Bowles. Turn left at the next crossroads and follow the path. 
Yagrum Bagarn will be the guy with the spider legs. Talk with him to get the 
boots.

Return the boots and Divayth Fyr will give you the potion on one condition, 
that you take the potion in front of him. Do so and you will no longer have 
any symptoms of Corprus, but retain all of the immunities that corprus 
provided.

Return to Caius in Balmora via the mage guide in Wolverine Hall near Sadrith 
Mora. Upon returning you will be promoted to Blades Operative and receive 750 
gold, magic black pants, magic black shirt, and Caius' Ring. Caius is giving 
you all of this stuff because he has been recalled to the Imperial City. He 
is leaving you in charge, and with full access to his house. He will give you 
one more set of instructions before he leaves.


-----------------------------------------------------------------------------
4.9: Lost Prophecies
-----------------------------------------------------------------------------

Now that you no longer have corprus, you need to finis finding the Lost
Prophecies. Caius tells you to go and talk with Mehra Miro back in 
Vivec City. She is being watched, so you might have to find her private 
quarters. She will leave you a message under the codeword "Amaya". Once you 
have the prophecies, take them back to Nibani Maesa. From that point on you 
will be following Nibani's direction in fulfilling the prophecy.

Take the Silt Strider back to Vivec, then go to the Hall of Wisdom. Go midway 
down the hall, and then take a few steps south and go down the hall to the 
right. Make a U-turn and go up the stairs, turn right, and Mehra's door is 
the last door on the right.  Pick the 20th level lock on the door and enter. 
The note is on the dresser. The note tells you that she went to see the 
Inquisitor in the Ministry of Truth. Meet her there and bring a couple of 
Divine Intervention Scrolls. (If you don't have 2, you can get them from 
Janad Maulinie at the Mage Guild in the northwest corner of the very top of 
the Foreign Quarter). Before you go to the Ministry of Truth, grab the 
levitation potions on the dresser.

The Ministry of Truth is the floating rock above the Temple Canton. Use a 
levitation potion and fly up to it. Speak with Alvela Saram, and tell him 
that you are going to visit someone, and he will give you his key and tell 
you where Mehra is. Go all the way around and in the back door into The 
Ministry of Truth. Once in you will have to sneak around, because if you are 
spotted the sentries will sound the alarm and you will be attacked. At the 
first crossroad turn left or right and follow the path up and around, the 
door to the prison keep is directly ahead. Go through the door, you will be 
spotted right away (I don't know what the penalty for killing the guard is, 
so I just avoided them), run past the guards and unlock the southern most 
holding cell. Mehra is inside. Talk with her and tell her you brought the 
scrolls. She will take one. She wants you to meet her in Holamayan. She tells 
you talk to a woman named Blatta Hatera on the east docks of Ebonheart and 
tell her "you want to go fishing" and you will be taken to Holamayn. She will 
meet you when you get there. When you get there you will be able to get the       
"Lost Prophecies" from Master Gilvas Barelo. Speak with Vevrana Aryon, a monk 
at the dock to find the entrance to Holamayn.

Use the Divine Intervention scroll to take you to Ebonheart. Go to the east 
docks, Blatta Hatera is on the northern dock. Tell her you want to go 
fishing, then travel to the Azura's Coast Region. Vevrana Aryon will be 
straight ahead. Vevrana will tell you how to get to the monastery and tell 
you that she can send  you back to Vivec when you are ready. To get to the 
monastery follow the path uphill until you come to the foot of the monastery. 
Wait until 6 am or 6 pm, and the monastery will open up for you. Once inside, 
take the stairs to the right down, you will find Mhera and Master Barelo in 
the room. Speak with master Barelo about the "Lost Prophecies" and he will 
give them to you. He will also give you "The Seven Curses" and "Kagrenae's 
Tools".

Return to Nibani Maesa in the Urshilaku Camp. Speak with her, and she will 
tell you to return in a while, so she can think about what you have told her.


-----------------------------------------------------------------------------
4.10: Third Trial
-----------------------------------------------------------------------------

Talk with Nibani again and ask her about "her judgment". She will tell you 
that you have passed the first and second trials. She sends you to Sul-Matuul 
to learn of the third trial, and return to her after it has been completed.

Speak with Sul-Matuul and ask about the third trial. Before he will tell you 
what the third trial is he wants you to prove yourself and bring back three 
tokens from Kogoruhn: some corprus weepings, a cup with the mark of the house 
of Dagoth, and the shadow shield.

To get to Kogoruhn, walk south out of camp until you come to a path going 
east-west to the foot of the mountains, follow this path east. Walk past 
Falasmaryon (it will be on your right), follow the path around the bend until 
the path forms a T, take the east path and Kogoruhn will be on your left. 
Enter the Dome of Pollock's Eye on the south east corner of Kogoruhn. Defeat 
the Dagoth Girer inside. You will find a Dagoth cup on one of the tables, 
along with some Corprus Weepings under an urn directly across from the door. 
Exit and go to the door marked Hall of Phisto and enter. Turn left and follow 
the hall  until you see stairs leading to the door to the Hall of Maki. Go 
through the door and walk straight, through the wooden door and into the 
large chamber, take the left walkway down and through the wooden door. Turn 
north and go through the door, go down to the lower level and continue north 
to the locked door into Nabith Waterway. Take the left side walkway around 
until you come to the tube on the left, and go into the tunnel and follow it 
until you come to the room, go around the room and through the door into 
Charma's Breath (in this chamber is a Vampire named Dagoth Uthol. You will 
have to kill him later in the quest, or you can kill him now if you want to. 
If you decide to kill him, loot his body and take the Belt of Heartfire). 
Follow the path around until the crossroads, turn right and go through the 
door marked Bleading Heart. Go forward and turn right at the crossroads, 
continue forward until you come to the next crossroad and turn right again. 
The Shadow shield is straight ahead. Grab it and return to Sul-Matuul. (

Ask Sul-Matuul about the third trial again, and he will reply with a riddle. 
Basically you must gain the moon and star and return it to Nibani. The third 
trial takes place in the Cavern Incarnate.

Leave the camp and head east along the coast until you come up to the 
mountains (it is a bit of a hike. I have recieved a few comments that these 
directions are not accurate, but they are, people have not been walking far 
enough, you have to walk about 1/3rd the way across the  continent, like I 
said it is a loooong hike. ;) - If you have the paper map that came with the 
game, look on the north coast, look where the crappy wasteland area meets up 
with the Grazelands. On the west side of that mountain range is a path, that 
is the path that leads to the Cavern.), when you get to the mountains there 
will be a  path going south, follow that path (if you see two large spikes 
of       
rock (they are huge compared to all the other rocks sticking up from the 
ground, like 3 times the size) flanking the path you are on the right path, 
if not the path is east of you). Follow this path until you come to the 
Cavern of the Incarnate. Wait until 6 am or 6 pm, and then the door will be 
able to be opened. Walk forward and take the Moon and Star, at this point a 
movie will play and describe the next two trials. You may speak with all of 
the failed Nerevarines and receive all of the various items they give you. 
(If you have better directions to the Cavern from the Camp, please email them 
to me, and I will add them to the FAQ and give you credit).

-Bloodrose's alternate diections to the cavern-
The Cavern of the Incarnate is a lot easier to find if you go west from Tel 
Vos. Take a boat from Sadrith Mora (teleport from any Mage Guild to the Mage 
Guild in Sadrith Mora) to Tel Aruhn, then from Tel Aruhn to Tel Mora. 
Alternative boat route - go to Gnisis (Almsivi Intervention from Urshilaku 
Camp) and walk north to Khuul. Take a boat to Dagon Fel, then a boat to Tel 
Mora. From there, go west until you reach Tel Vos. Continue going due west       
till you reach the mountains. If you have Levitation (easily gotten from a 
potion), fly over the mountains and land in the valley. Go south and you'll 
find the Cavern. If you don't have Levitation, follow the mountains north to 
the coast, and then swim around them (if you get back to land and find a     
Daedric ruin, you've gone too far west). You'll find a valley. Follow it 
south to the Cavern

Return to Nibani and ask her about the seven trials and she will acknowledge 
that you have passed the third trial.

She will also tell you about the Fourth and Fifth Trials. 

The Fourth Trial is to unite the three Great Houses: Redorian, Hlaalu, and 
Telvanni by having them all pronounce you Hortator. 

The Fifth Trial is to unite the four Ashlander Tribes: The Urshilaku, the 
Ahemmusa, the Zainab, and the Erabenimsum by pronouncing you Nerevarine.

You may complete these next two trials in any order you wish, but since we 
are already in an Ashlander camp, we will start with the  Fifth Trial first.


-----------------------------------------------------------------------------
4.11: Fifth Trial Urshilku
-----------------------------------------------------------------------------

Urshilaku - Speak with Sul-Matuul. Ask about being "Urshilaku Nerevarine" 
then ask about the "need" and "duty". Ask once more about being the Urshilaku 
Nerevarine. He will name you Nerevarine and give you the Teeth of the 
Urshilaku to prove that the tribe named you Nerevarine. Leave his yurt and 
speak with Nibani once more, and ask her about the three remaining tribes so 
she will mark there locations on your world map.


-----------------------------------------------------------------------------
4.12: Fifth Trial Ahemmusa
-----------------------------------------------------------------------------

Ahemmusa - To get to this camp, leave the Urshilaku camp to the north and 
walk to the coast, then follow the coast west to the city of Khuul (you may 
need to swim some of the way). Go to the docks in Khuul and speak with 
Talmeni Drethan and travel to Dagon Fel. Talk with Haema  Farseer on the dock 
and travel to Tel Mora. Then speak with Tonas Telvani on the dock and travel 
to Vos. Leave Vos and travel north along the coast until the coast starts to 
go west (near the underwater entrance to Eluba- Addon Grotto). From this 
point the camp is a short walk southwest.

Once you are in the camp speak with Sinnammu Mirpal in the Wise Woman's Yurt 
in the northwest corner of the camp. She wants you to speak with some people 
before she will speak with you, they are: Kausi, Dutadalk, and Yenammu. Kausi 
is in her yurt, which is the first yurt on the left of the big tent. Go in 
and ask her about the "Nerevarine". Next go next-door to Dutadalk's yurt and 
speak with both Dutadalk and Yenammu about the "Nerevarine". Now that you 
have spoken with these people, go back to Sinnammu and tell her you wish to 
be named Nerevarine. Ask her about the "safe place". She now wants you to      
go to Ald Daedroth and make it safe for the ashlander tribe to go, then come 
back and escort her to Ald Daedroth to prove it is safe. Once this is done 
she will name you Nerevarine.

To get to Ald Daedroth exit the camp heading north to the coast. Ald   
Daedroth is on an island directly north of the camp (a looong swim or     
waterwalk).

Once you get to the shrine you will watch a Ordinator named Drores Arvel 
engauge in a little fight, sit back and wait until he wins, then approach him 
and speak with him. Tell him that you have come to "Loot the Shrine" and he 
will tell you that the Ordinators inside will leave you alone. Enter the door 
to go into the Outer Shrine and kill the two people that will attack you (One 
of them has a sword that casts paralyze for 10 seconds, so be careful and be 
prepared with a couple of cure paralyzation potions). Go straight to the back 
of the room and through the door into the Inner Shrine. Inside you will 
find       
another Ordinator doing battle, leave him alone, but do kill the Golden 
Saint, and the Dremora Lord in this room. Once this is done you may exit the 
shrine and go back to Sinnammu and get her to follow you back to the shrine. 
you don't have to worry about her getting attacked on the swim to the shrine, 
as she waterwalks. Take her back to the Inner Shrine and go behind the large 
statue in the middle of the room. She will speak with you and offer to 
pronounce you Nerevarine of the Ahemmusa Tribe, and give you the Madstone of 
the Ahemmusa. Now return to the Ahemmusa Camp.


-----------------------------------------------------------------------------
4.13: Fifth Trial Zainab
-----------------------------------------------------------------------------

Zainab - From the Ahemmusa camp walk southwest to find a path. Follow the 
path southwest, you will walk past the Nerano Ancestral tomb (it will be on 
the left side "I think") enter the tomb and clear it out, it isn't very big 
and only has a Greater Bonebiter, two skeletons, an ancestral ghost, and 
Calvario who is a vampire. Make sure you kill the vampire, and exit the tomb. 
Continue down the path as it wraps around toward the east. When you come to 
the crossroad take the southeast fork, walk a few steps until you come to 
another fork in the road, continue on the southeast path. At the next 
crossroad take the south path, Follow the path until you come to a T, go west 
then take the south path at the next fork (you can check your world map if       
you get lost). Keep going south and you will end up in the camp.

Go to the Wise Woman's Yurt on the east side of the camp, and ask for her 
counsel. She will tell you to talk to the Ashkhan Kaushad. The Ashkhan's yurt 
is in the middle of the large tent. Speak with him and get your Rep with him 
up by bribing him. Tell him about the "Nerevarine" and then "tell your story 
and ask to be named Nerevarine".
He will scoff at your claims, so ask him to set you a task. He wants you to 
go to the Nerano Ancestral Tomb and kill a Vampire. Since you have already 
done that talk to him again and he will acknowledge that you killed the 
vampire, but before he names you Nerevarine he wants a gift from you..... A 
Telvanni Wife. Go and speak with Sunnammu to find out about his tastes. She 
will tell you to go to Tel Aruhn and by a slave from Savile Imayn and pass 
her off as a Telvanni Bride.

Tel Aruhn is southeast of the camp, but before we go there we will need to 
pick up an exquisite shirt, skirt, and shoes. So we will first travel 
northeast to Vos first. Leave the camp to the north and follow the signposts 
to Vos. Go to the docks and speak with Sedyni Veran to travel to Tel Mora. 
Got to Eleynan the Clothiers in the south side of town to buy the Exquisite 
shirt, skirt, and shoes. Return to the dock and speak with Tonas Telvanni to 
travel to Tel Aruhn. Find Bildren Areleth the Apothecary at the north end of 
town and buy some Telvanni Bug Musk. Now go and find Savile Imayn. She is in 
the northwest side of town near the underground entrance. Speak with her and 
ask for "something special", next talk about "exquisite clothes" and then      
about "something special" again. Now she wants you to buy some bug musk, but 
since we already got that, so ask for "something special" again and pay 1200 
gold to buy Falura Llervu. Falura is just to the left, speak with her and 
give her the gifts and have her follow you.

From Tel Aruhn travel northwest to get to the Zainab camp (you will have to 
protect her as you swim across the sea). Once you get into Kushad's Yurt, 
Falura Llervu will ask you if this is her bridegroom, then talk with Kushad 
about his "Telvanni Bride" and he will pronounce you Nerevarine and give you 
the Thong of Zainab.


-----------------------------------------------------------------------------
4.14: Fifth Trial Erabenimsum
-----------------------------------------------------------------------------

Erabenimsum - Go to Sadrith Mora via a boat ride from Vos, and then swim to 
Tel Fyr in the southwest. When you get to Tel Fyr swim west to the shore of 
the mainland. Erabenimsum is to the southwest (use your map to help guide the 
way).

Go to the wise woman's yurt in the center of the camp and speak with her 
about the "Nerevarine Prophecies". She wants you to kill Ulath-Pal, Ahaz, 
Ranabi, and Ashu-Ahhe, then convince Han-Ammu to be the next Ashkhan. First 
take out Ranabi, his yurt is the first on the left in the large tent. Go 
inside and kill him, then loot his body and take the Robe of Erur-Dan. Now go 
next-door to Ashu-Ahhe's yurt and kill him, Next go next-door to the 
Ashkhan's yurt and kill both men inside. Loot the bodies and take the War Axe 
of Airan Ammu from Ulath-Pal, and Saint-Kil's Heart of Fire from the body of 
Ahaz. Go back and talk with the wise woman again, she will ask you to 
convince Han-Ammu to be the next ashkhan. Han-Ammu is next-door to the 
Ashkhan's yurt. Speak with him about "want to be ashkhan". Give the robe to 
Han-Ammu and make a little speech, talk again about "want to be ashkhan" and 
give the Heart of fire and make another speech, finally speak again about 
"want to be ashkhan" and give the axe and give another speech. Now ask to be      
named Nerevarine. Go back and talk with the wise woman about the   
"Nerevarine Prophecies" then about the "Sizing of the Erabenimsum" and she 
will give you the magic belt. (note: if you have a high speechcraft or rep 
with Han-Ammu, you can just give the speech and keep the items.)

Now you have completed the Fifth Trial, now we are  going to unite the three 
Dunmer houses to complete the Fourth Trial.


-----------------------------------------------------------------------------
4.15: Fourth Trial House Redoran
-----------------------------------------------------------------------------
      
House Redoran - Travel to Ald-Ruhn by whatever means you choose. Once you are 
there travel to the Manor District (which is the huge building in the north 
of the city). Enter the Sarethi Mannor, which is on the upper level at the 9 
o'clock position. Speak with Athyn Sarethi (the guy in the red robe), and ask 
him about the "Redoran Hortator", then "tell him your story and ask to be 
named". Athyn will ask you to rescue his son before he will vote you as 
Hortator. * If you already belong to House Redoran, you will not have to 
rescue his son to get Athyn's vote.

Athyn's son is in the Venim Mannor, which is on the upper level of the Mannor 
district in the 5 o'clock position. Once you are in the main hall turn right 
and go into the door marked "right wing". Go down the stairs, to your right 
on a bench is a note and a key, steal the key if your sneak skill is high 
enough, if your sneaking skill isn't up to par you can just lockpick the door 
(50th lvl. lock). To the right of the staircase is a short hallway with a 
tapestry hanging at the end. Go to the tapestry and look behind it, you will 
find the door leading to the room with Athyn's son. Unlock the door (either 
with the key or lockpick) and go speak with Varvur Sarethi, Athyn's son, and 
tell him you want to travel together. Once you leave the room with Varvus       
following you, the guards will attack you. You can choose to run away from 
the guards or fight and kill them. If you want to kill them, DO NOT KILL 
BOLVYN. I usually choose to run away as you can usually make it to the door 
with Varvur before they do. Leave the Mannor the same way you came in and 
return to Sarethi Mannor. When you get close enough to Athyn with his son 
following he will thank you (without having to enter a conversation), once he 
thanks you speak with him about the "Redoran Hortator" and he will give you 
his vote.

For most of the other Redoran councilors all you have to do is ask them and 
they will give you there vote.

Miner Arobar - Arobar Mannor is in the Mannor District, upper level, in the 
2o'clock position. Enter the manor and walk straight back and into the Guard 
bedrooms, continue straight through into the private bedrooms, turn right and 
enter the manor bedrooms, go into the bedroom on the left Miner Arobar is 
inside, Speak with him about the "Redoran Hortator" to get his vote.

Garisa Llethri - Llethri Mannor is in the Mannor District, upper level, in 
the 11 o'clock position. Enter the Mannor and go downstairs and straight 
through to the manor bedrooms, follow the hallway and enter the first door on 
the right. Garisa is straight ahead. Speak with her about the "Redoran 
Hortator" to get her vote.

Barara Morvayn -  Barara is in the council Hall located in the Mannor 
District upper level, 12 o'clock position. It is the manor with three doors. 
Enter the manor and walk straight to the back and go through the doors into 
the Council Hall. Walk downstairs and to the northwest corner, there you will 
find the door to Morvayn's Quarters. Enter and go to the back room to find 
Barara. Speak with her about the "Redoran Hortator" to get her vote.

Hlaren Ramoren - Ramnren Mannor is in the Mannor District, upper level,in the 
7 o'clock position. Enter the manor and walk straight back into the private 
quarters. Hlaren is in the Bonemold Armor. Speak with him about the "Redoran 
Hortator" to receive his vote.

Bolvyn Venim - Venim Mannor is in the Mannor District, upper level, in the 5 
o'clock position. Walk straight to the back and enter the private quarters. 
Go down then up the stairs and turn to the left. Bolvyn is in the room 
straight ahead of you. Bolvyn will not give you his vote for Hortator, 
instead he wants to meet you in the Arena section of Vivec and engauge you in 
a duel to the death. He tells you that he will meet you there. Go to the 
Arena Section of Vivec via Stilt Strider and Gondola ride. When you get off 
of the Gondola in Arena, walk up the ramp to the upper level and enter the 
waistworks. Take the northern hallway and then go east or west, as there are 
stairs that wrap around going up, follow them and go to the door to the Arena 
Pit. (before you go in make sure you are ready for a fight, as Bolvyn will 
attack you as soon as you enter). Enter the door and Bolvyn will attack you 
(make sure you have plenty of healing spells, scrolls, potions because Bolvyn 
is strong and well armored). Defeat Bolvyn and loot his body. 

Return to Ald-Ruhn and speak with Athyn about the "Redoran Hortator" again, 
this time you will be named Hortator and given a public notice revealing you 
as an Imperial spy, a note from Archeanon, and the ring of the Hortator.

Now that we are Hortator of the Redoran House we are off to the Telvanni 
House


-----------------------------------------------------------------------------
4.16: Fourth Trial Telvanni House
-----------------------------------------------------------------------------

From Ald-Ruhn take the Silt Strider to Khuul, Then a boat from Khuul to Dagon 
Fel, then take the boat from Dagon Fel to Tel Mora, then take the boat from 
Tel Mora to Vos. Leave Vos heading northwest until you reach Tel Vos. (for 
this part of the quest you will need a good amount of Levitation scrolls or 
potions, or a levitation spell).

Master Aryon - Walk next the entrance to the south tower in Tel Vos, but do 
not enter, instead cast a levitation spell and fly up to the top of the 
tallest tower. The Entrance to Master Aryons room is facing south. Speak with 
Aryon and tell him why you want to be named Hortator, he will give you his 
vote. You can also talk with him about the other councilors if you want to. 
When you are finished speaking with him return to Tel Mora.

Mistress Dratha - When you are back in Tel Mora, walk up the spiral of the 
main tower and enter the door into the "upper tower". Walk up the staircase 
to your right and follow the hallway; Dratha is at the end of the hall.
*If your character is a woman, she will give you her vote without a problem.
*If your character is a man you must use persuasion (bribes, not admiration) 
to get your rep with her up really high, then "hurl yourself at her feet and 
beg" before she will give you her vote.
Once she gives you her vote she will also give you a Summon Golden Saint 
Scroll. Leave Tel Mora and take a boat to Tel Aruhn.

Gothren - When you are in the Tel Aruhn docks go toward Tel Aruhn and go 
through the underground passage into Tel Aruhn. Levitate to the top of the 
tower and enter the door to the upper tower. Walk up the stairs and Gothren 
is in the back with two Dremora guards. Speak with Gothren about being the 
"Telvanni Hortator" and he will tell you he needs more time to decide (no 
matter how long you wait he will always tell you this, so we have to kill 
him). keep insulting him until he attacks you (If your Rep is down to zero 
and he has not attacked you, bribe him to get your rep up again then insult 
him again. Once you kill him you will get your money back), Kill him and the 
Dremora guards (you will need a lot of healing and cure paralysis). Once he 
is dead leave Tel Aruhn and take a boat to Sadrith Mora.

Master Neloth - Once in Sadrith Mora docks, walk east and you will come to 
the Tel Naga Tower, levitate to the top and enter the "upper tower" door. 
Neltoh is straight ahead. Raise your rep with whim to ~70 and ask him to vote 
for you as "Telvanni Hortator", he will give you his vote. Leave the tower, 
and go back to the docks. Take a boat to Tel Branora.

Mistress Therana - After your boat ride to the Tel Branora docks head east to 
the tower. Walk up the spiral walkway and go through the door into the "upper 
tower". Go down the stairs and through the hall on your left, enter the door 
on your right into Therama's chamber. Levitate up the chute; go down the hall 
into the room on your left. Hopefully you have a speechcraft of 30, if not 
find a way to boost it and speak with Therama. Amuse her, then ask for her 
vote to be "Telvanni Hortator" and she will agree. You can also kill her if 
you don't have the necessary speeechcraft skill. Leave Tel Branora tower and 
go back to the docks and travel back to Vivec Foreign Quarter. Walk to the 
Silt Strider and take it to Balmora, then Ald-Ruhn, then Gnisis.

Master Baladas - When you get to Gnisis walk to Arvs-Drelen, just northwest 
of the Gnisis Temple. Enter Arvs- Drelen and go straight through the wooden 
door, turn left and follow the hall, turn left again and the hall will start 
to go up. Untrap and unlock the door (50th lvl.) and enter. Go to the back of 
the room and up the stairs, Baladas is in the room. Speak with him and get 
your Rep with him up, then ask for his vote to be "Telvanni Hortator", and he 
will give you his vote. Exit Arvs-Drelen and return to Tel Vos.

Now that we have all of the votes to be named Telvanni Hortator we need to 
return to Master Aryon. Speak with him and mention "Telvanni Hortator" again 
and he will pronounce you Hortator, and give you a robe to prove it.

Note: If you have any trouble getting any of the councilors to give you there 
vote you may kill them. The Telvanni don't seem to mind. The Only councilor 
you can't kill is Master Aryon, as he is the one to finally pronounce you 
Hortator.


-----------------------------------------------------------------------------
4.17: Fourth Trial Hlaalu House
-----------------------------------------------------------------------------

Convincing the Hlaalu House to name you Hortator can be costly, you will need 
about 3000 gold to help you plead your case. The Hlaalu councilors are in and 
around Vivec, so travel back to Vivec.

Crassius Curio - Take the gondola from the Foreign Quarter to the Hlaalu 
section of Vivec. Walk to the top of the canton and enter the Hlaalu Plaza. 
Enter the Curio manor on the mideast side of the plaza. Crassius is in a room 
downstairs and to the right and back. Speak with Crassius, tell him your 
story, and give him 1000 gold to get his vote for Hortator. Exit the canton 
and go back to the lowest level.

Yngling Half-Troll - Take the gondola to the Arena Section of Vivec. Walk 
from the  gondola east, then south across the bridge to the St. Olms Canton. 
Walk up to the top and enter the Plaza. Enter Yngling's Mannor on the midwest 
side of the plaza Yngling is behind the door on the left. Tell him your story 
and pay him off with 2000 gold (If you talk to all of the other councilors 
first, you can kill Yngling instead of paying him, but I just paid) to get 
his vote. Leave the Mannor.

Dram Bero - Go into the Haunted manor on the southeast corner of the plaza. 
Dram is locked away in the basement behind a locked door (50th lvl.). There 
are some lockpicks at the bottom of the table in the southwest corner of the 
room. Pick the lock and enter the basement. Dram is behind the door on the 
right, past the dining room.Talk with him and tell your story to get his vote 
for Hortator.   

Orvas Dren - Leave Vivec heading north, and head toward the Dren Plantation 
(the plantation is directly north of Vivec, use your world map to help guide 
you in case you get lost).Dren's Villa is in the southeast corner of the 
plantation. Enter the villa, turn left and follow the hallway, turn right and 
go up the stairs, follow the hall and you will see a desk in front of you. On 
the desk is a key to the villa and some gold. Back up a few steps and turn 
right, go up the stairs and Dren will be straight ahead. There are three ways 
to get Dren's vote for Hortator.
*Persuade him enough to get a 90 rep with him, and tell him you want to 
protect Morrowind from the EMPIRE (this is the option I choose)
*Tell him you wish to bring peace to Morrowind, let him attack you, then kill 
him.
*Use the key you found on the desk on the basement door, Kill the guards, 
then open the locked and trapped small chest on the shelves to the left. 
Inside there is a note (which you will use to blackmail Dren, 2 grand soul 
gems, and some other goodies. Then go and talk to Dren and use the note to 
blackmail him into giving you his vote.

Nevena - Leave the Dren Plantation on the east road heading north, follow the 
path until you come to a sign post pointing toward Suran. Follow the road 
toward Suran, when you come to  the bridge turn around and you will see Ules 
Mannor to the south, enter the manor. Go all the way upstairs to find Nevena 
and ask for her vote for Hortator and she will agree. Exit the manor and 
continue to Suran.

Velanda - Take the Suran Silt Strider back to Vivec, and then take the 
Foreign Quarter gondola to the Telvanni Canton. Then use the bridge to the 
east to leave Vivic. Continue east until you come to the road going north 
south. Take this road south, continue until you come to Omari Mannor, enter 
the manor. Go all the way upstairs to find Velanda, ask for her vote for 
Hortator and she will agree. Leave the manor and retrace your steps back to 
Vivec.

Go back to the Hlaalu Canton and speak with Crassius again about being named 
"Hlaalu Hortator", He will name you Hortator and give you the Belt of the 
Hortator.

Congratulations, you have fulfilled the Fourth Trial.


-----------------------------------------------------------------------------
4.18: The Archcanon, Vivec, And The Wraithguard 
-----------------------------------------------------------------------------

Now we have to see Lord Tholer Saryoni, Archpriest of the High Fane. Go to 
the Temple Canton, which is the southernmost canton. Speak with Danso Indules 
atop of the temple in front of the hallway through the middle of the canton, 
tell her you "wish to meet the Archcanon". She will tell you that the 
Archcanon wants to meet you, but you are wanted by the ordinators, so you 
should avoid them by magic or stealth. (as a side note, I spoke with many 
ordinators after I was told this, and they did nothing. Might be a little 
glitch.) 

Go to the Hall of Wisdom and walk a few paces south of the midpoint of the 
hallway, walk west toward the door to the Hall of Justice, then turn south 
and go up the stairs. Pick the lock to the High Fanes room (50th lvl.) Go 
inside and speak with Tholer Saryoni about the "Temple's Doctrine" and agree 
to meet Vivec. He will give you a key to Vivec's Temple, and a key to his 
back door (the door whose lock we just picked).

Leave the Hall of Wisdom and cross the south bridge to go to Vivec's Temple, 
go in and speak with Lord Vivec about business and accept the Wraithgaurd, 
now ask how to defeat Dagoth Ur and Vivec will give you a detailed plan. When 
you are done with Vivec it is time to head to Ghostgate. Leave Vivec and take 
the Silt Strider to Balmora.


-----------------------------------------------------------------------------
4.19: Ghostgate
-----------------------------------------------------------------------------

Leave Balmora south, and take the road going east. When you come to  the 
signpost take the road toward Caldera for a few feet then turn east and go 
uphill. Cross the Old Dwemer Bridge, then turn around and go down into the 
ravine. Follow the Ravine north past the Deadric Shrine. Eventually you will 
come to Ghostgate. Explore the two towers of Dawn and Dusk to stock up on 
supplies, such as restore health, and restore stat potions, Levitation 
scrolls or potions, and get armor fixed. Make sure you speak with one of the 
priests or Ordinator about the "Red Mountain" to get a map of the mountain, 
which will update your world map with the temple locations (very helpful for 
navigating since my directions for this area are really vague for this 
part).      
When you are done leave the towers and hit the switches to enter the Red 
Mountain area.


-----------------------------------------------------------------------------
4.20: First Vampire
-----------------------------------------------------------------------------

Killing this Vampire is optional, but it will make fighting Dagoth Ur much 
easier.

The First Vampire Dagoth Uthol is in the  Charmara's Breath section of the 
Kogoruhun Cavern, just east of Vemynal. Enter the cavern, and Dagoth Uthol 
will be right in front of you. The easiest way to kill him is run past him 
and jump over the lava, turn around and pick him off with arrows when he gats 
stuck in, or at the edge of the lava. Kill him and loot his body. Take the 
Belt of Heartfire and exit the cavern. (You might have killed him while doing 
the precursor to the Third Trial for Sul-Matuul)


-----------------------------------------------------------------------------
4.21: Second Vampire
-----------------------------------------------------------------------------

Killing this Vampire is optional, but it will make fighting Dagoth Ur much 
easier.

Walk Directly north from Ghostgate, when you reach the Yassu Mine turn 
northwest and follow the path, When you approach the wall turn north, then 
veer east at the fork. Continue following the path to reach Endusal, Enter 
the Temple. Walk straight through the door and turn left then go through the 
next door. Dagoth Endus is inside, kill him and take the Amulet of Heartrime 
from his body. Exit Endusal.


-----------------------------------------------------------------------------
4.22: Third Vampire
-----------------------------------------------------------------------------

Killing this Vampire is optional, but it will make fighting Dagoth Ur much 
easier.

The Third Vampire is Dagoth Tureynul, and he is located in Tureynulal, just 
northeast of Dagoth Ur's Citadel. Enter Kagrenac's Library in Tureynulal. 
Dagoth Tureynul is straight ahead, behind a couple of doors. Kill him and 
loot his body for the Amulet of Heartthrum. Leave the Temple.


-----------------------------------------------------------------------------
4.23: Fourth Vampire and The Keening
-----------------------------------------------------------------------------

The fourth Vampire, Dagoth Ordos, is in the Dwemer Training Academy in 
Odrosal. Enter the Academy, walk straight ahead through the door, and Dagoth 
Ordos is inside. Kill him and loot his body for the Amulet of Heartfire, and 
Ordos Key. Leave the room and go down the hall to the left. Unlock the door 
with Ordos' Key and enter the room. Go up the ladder on the left wall to find 
the Keening. Exit the Training Hall.


-----------------------------------------------------------------------------
4.24: Fifth Vampire and The Sunder 
-----------------------------------------------------------------------------

The next Vampire is Dagoth Vemyn located in Vemynal, which is northeast of 
Dagoth Ur's Citadel. Enter the outer Fortress and turn right, follow the hall 
around and turn down the first hallway on your right. Continue straight ahead 
and into the Hall of Torque. Turn right and follow the hall and turn into the 
first door on the right. Follow the stairs down and go through two sets of 
doors. Dagoth Vemyn is in this room, kill him and loot his body for The 
Sunder and the Amulet of Heartheal. Exit the Dungeon.


-----------------------------------------------------------------------------
4.25: Sixth Vampire
-----------------------------------------------------------------------------

Killing this Vampire is optional, but it will make fighting Dagoth Ur much 
easier.

The sixth vampire, Dagoth Araynys, is not in the Red Mountains; he is located 
near Berandas, which is southeast of Gnisis. You can get there by casting 
Almsivi Intervention which should place you in Ald-Ruhn, then taking a silt 
strider to Gnisis. Swim across the river to the southeast; continue going 
southeast until you come to Berandas (use your world map to help guide you). 
Now travel east, the place you are looking for is called Mamaca, Sanctum of 
Awakening, this cavern faces east and is before the Dusharian Shrine. Enter 
and walk straight ahead into the Sanctum of Black Hope. Turn right after 
going through the door and follow the hall, when you get to the locked door, 
go past and turn right again. Follow the path and Dagoth Araynys will be 
ahead, Kill him and loot his body for the Soul Ring. Leave the cavern and 
return to the Red Mountains.


-----------------------------------------------------------------------------
4.26: Seventh Vampire and Dagoth UR
-----------------------------------------------------------------------------

    
The best way to approach Dagoth Ur's Citidel (which is directly north of   
Ghostgate) is from the north. Drop down into the crater and you will see a 
door with a steel bubble around it (it looks like the door to the Dwemer 
Dungoen where you found the Puzzle Box), south of this door is a pipe with a 
crank on it, turn the crank to open the door, quickly return north and enter 
the door into the Citidel. Go down the stairs and through the door, walk 
around the hole in the floor and go through the door ahead. Jump down the 
hole in the floor and continue straight ahead into the inner facility. Go 
down the stairs and through the door on the right, continue straight through 
two doors, then turn right, before the third door. Go through the door on the 
right and go down the stairs and through the door into the lower facility. 
Dagoth Gilvoth is straight ahead, kill him and loot his body for the Blood 
Ring. Continue straight and stand in front of the door to the Facility 
cavern. Dagoth Ur is behind this door, so rest up, and fortify yourself whit 
as much magic, potions, and magic items as you want. Enter the door. Dagoth 
Ur is standing there. Speak with him. If you do not posses the Wraithsguard, 
The Keening, and The Sunder, Dagoth Ur will not fight you, if you do have all 
these items, end your conversation with Dagoth Ur and Kill him. When you 
defeat him he will just disappear and the door to Akulakhan's Chamber will 
open. As you walk to the door heal yourself again and prepare for another 
fight. In the entrance of the door there is a Heart Ring on the floor. Before 
you enter the door, equip the Wraithguard, then the Sunder. You must equip in 
this order or you will take damage. Also equip a levitate or slowfall spell 
or potion. once this is done, enter the chamber and immediately cast levitate 
or slowfall. Forget the enemies around and fly (if levitating) or run and 
jump (if you are using slowfall) toward the giant robot straight ahead. Jump 
or fly off the ledge and land on the bridge below. Run up to the heart and 
hit it once with The Sunder. Switch weapons to the Keening, and strike the 
heart five times. Once you do this all of the enemies will disappear. Run 
across the bridge then turn around to watch the robot blow up and crumble. 
Follow the ledge around the cavern until you are back where you started. Turn 
the crank on a pipe near the ledge to open the door back to the Facility 
Cavern, and then go through the door. As you try to leave the Facility cavern 
you will meet Azura, and the ending movie will play. When the movie is over 
Azura will give you a ring. Exit Dagoth Ur's Citadel and the sky will clear.

The world is safe from Dagoth Ur and his evil plans, but the game still 
continues. You can still go and finish (or start) any remaining quests.



=============================================================================
Section 5: Fighters Guild Quests
=============================================================================

    Go to Balmora via the Silt Strider, go down the ramp and go west, turn 
    north after the Lucky Lockup. The Fighters Guild is the Last building on
    the right. Enter and go up stairs and speak with Eydis Fire-Eye who is 
    the Guild steward, and ask about joining the Fighters Guild. Once you 
    have joined, you can ask for your first set of orders.

    Note: the areas that say you should be promoted in rank are assuming you
    meet the skill requirements for the promotion. 


-----------------------------------------------------------------------------
5.1: The Rats
-----------------------------------------------------------------------------

    For your first set of orders you will get to play exterminator. You are
    asked to get rid of the rats that have infested Drarayne Thelas' house. 
    Her house is along the river on the east side. Go there and speak with 
    Drarayne about the rats. She will tell you that the rats have taken over
    the storeroom upstairs and she will give you a key. Before you go 
    upstairs to kill the rats, there is a rat behind a closed door in this 
    room, kill it, then go upstairs and kill all of the remaining rats. Go 
    back downstairs and speak with Drarayns about the "cave rats", she will 
    give you 100 gold.

    Return to the Fighters Guild and speak with Fire-Eye about the rats. Ask 
    about advancement to be pronounced Fighters Guild Apprentice. Now ask for 
    your next orders.


-----------------------------------------------------------------------------
5.2: Egg Poachers
-----------------------------------------------------------------------------

    Fire-Eye wants you to go to the Shulk Egg Mine and Kill Sevilo Othan and 
    Daynila Valas, a couple of people that have been charged as being egg 
    poachers.

    Shulk Egg Mine is southwest of Balmora, on the west bank of the river. 
    Leave Balmora and follow the river south, when you see the suspension 
    bridge crossing the river, turn west and you will find the mine.

    Enter the mine and follow the cave all the way, until you find the door
    to the "Queens Lair" Enter the door and go west following the cave. 
    Somewhere along the line, Sevilo and daynila will attack you, kill them 
    and return to the Fighters Guild to speak with Fire-Eye.

    Speak with Fire-Eye about the poachers to receive 100 gold and four 
    potions of restore fatigue. Ask about advancement to be pronounced 
    Fighters Guild Journeyman. Get your next set of orders.


-----------------------------------------------------------------------------
5.3: Trouble at Caldera Mine
-----------------------------------------------------------------------------

Four Telvanni agents are causing trouble in the Calders Mines. They are 
Alynu Aralen, Sathasu Nerothren, Fothyna Herothran, and Alveleg. Kill them 
and return.

To get to the mine, exit the Fighters Guild, go south one door and enter
the mages guild. Go downstairs and speak with Masalinie Merian the mage 
guide to travel to Caldera. You will be transported to the Caldera Mages 
Guild. Leave the town from the northwest gate and follow the path until
you come to the signpost (near the naked guy). At the signpost take the 
southern path, then at the next split, take the southeast path. Before 
you get to the bridge to the Caldera Mining Post, turn to face northwest
and you should see a cave entrance with someone standing guard. Talk to
the person standing guard (Alveleg) about the Telvanni agents, once you
do, he will attack you, Kill him and enter the cave "Ashanammu". Follow
the cave until you come to three people standing around, these are the
remaining agents. Speak with on about the Telvanni Agents to get them to
attack, then kill them all.

Return to the Fighters Guild and speak with Fire-Eye about the agents 
and you will get 400 gold for your troubles. Ask about your next orders.


-----------------------------------------------------------------------------
5.4: The Code Book
-----------------------------------------------------------------------------

Fire-Eye wants you to retrieve a code book from Sottilde at the SouthWall 
Cornerclub. The cornerclub is in the southeast corner of town on the east 
side of the river. Go there and enter the club. Speak with Sottilde about the 
codebook, and if you have a good enough rep with her, she will hand the book 
over, use persuasion if needed.

Note: If you belong to both the Thieves Guild and the Fighters Guild at the 
same time when you attempt this mission, Sottilde will not give you the book 
at all. In this case you must taunt her until she attacks you, then kill her 
and take the book. When you do this you will be booted from the Thieves 
Guild. To rejoin the Thieves Guild you must pay 1000 gold.

Note: Reader Bojangles sent in a tip for when you are in both guilds. After a 
few days of playing, I arrived at the last leg of the Thieves' Guild quests, 
with Gentleman Jim Stacey in Vivec. He starts asking you to bribe the heads 
of the Fighter's Guild so they can protect the Thieves' Guild.  One of the 
people you bribe is Fire-Eye, the head of the Balmora Fighter's Guild.  After 
you bribe her with a certain sacred relic, she pledges to aid the Thieves' 
Guild -- thus she doesn't request you to do any jobs against the Thieves' 
Guild, and omits the quest for the codebook. Then you can ask her for the 
next job, because she called the one for the codebook a success even though 
you didn't finish it! This is a great solution to the quest if the Fighter's 
Guild isn't really your "thing" and you want to get stronger before you do 
the higher Fighter's Guild quests, because the Thieves' Guild quests are not    
real combat related.



Return to Fire-Eye and speak about the codebook, give her the code book and 
you will receive 50 gold. Ask about advancement to be proclaimed Fighters 
Guild Swordsman. Get your next orders.


-----------------------------------------------------------------------------
5.5: Debt Money
-----------------------------------------------------------------------------

Your next mission is to get 200 gold in debt money from Helviane Descle in 
Suran. Once you bring back the money, Fire-Eye will split the money with you.

Take the Silt Strider to Suran. Go to Desele's House of Earthly Delights (It 
is the building with the red porch light). Desele is behind the bar, speak 
with her, and if you have a high enough rep with her she will give you the 
money, you may have to persuade her.

Once you have the money return to the Fighters Guild and speak with Fire-Eye 
about it. Fire-Eye will give you 100 gold as your cut. Get your next orders.


-----------------------------------------------------------------------------
5.6: Orc Bounty
-----------------------------------------------------------------------------

Fire-Eye tells you of a 250 gold bounty to kill an orc named Dura gra-Bol. 
Dura gra-Bol lives on the east side of the river in Balmora, on the southern 
end. Enter the house and go upstairs to find Dura. Speak with him and taunt 
him until he attacks you, then kill him. 

Return to Fire-Eye and tell her that you have killed Dura to receive your 250 
gold bounty.

When you try to get some more orders, Fire-Eye will tell you that she has no 
more for anyone under the level of Fighters Guild Protector. She tells you to 
check with the Guild chapters in Ald-Ruhn, Sadrith Mora, or Vivec.


-----------------------------------------------------------------------------
5.7: Ald-Ruhn Fighters Guild
-----------------------------------------------------------------------------

The Fighters Guild is southeast of the Silt Strider. Enter the guild and 
speak with Percius Mercius down the left stairwell.


-----------------------------------------------------------------------------
                               5.8 Neromancers 
-----------------------------------------------------------------------------

Percius wants you to help Ulune Henim kill some necromancers in Vas. If you 
ask about Vas, percius will mark it on your map. Leave the guild and go to 
Khuul, then go to the docks and take a boat to Dagon Fel. Exit Dagon Fel to 
the west, go south when the path splits. At the next split go west (If you 
pass an orc named Bulak gra-Murug you are heading in the right direction). 
Continue west past a few forks in the road, you will pass Pudai Egg Mine on 
your right, keep going west until you get to the next fork (where the south 
path leads to the water). Go north, and then follow the path west at the next 
fork. Water-walk or swim west to Vas (use your world map to help guide you).
 
When you get there Ulyne Henim will be waiting in front of the entrance. 
Speak with her about fighting together, and enter the cave. (There are 
ancestral ghosts in here, to kill them you need to use magic, a magic weapon, 
or a silver weapon). Walk forward, and turn down the hallway on your left, 
then down the hall on your right, continue down to the lower level. Enter the 
door o your right into the Vas, Tower (there is a Dremora in here, so be 
careful). Turn to the right and follow the walkway leading up, go up the 
stairs and around the back of the room, and up the stairs again. Daris Alram 
(the necromancer that must be killed) is in this room. Get him to attack you, 
then kill him. Once he is dead Ulyne will thank you, now you must return to 
Ald-Ruhn and speak with Percius about the necromancers. Once you do you will 
be given 500 gold. Ask about advancement to be named Fighters Guild 
Protector. Ask for your next orders.


-----------------------------------------------------------------------------
5.9: Nerer Beneran The Outlaw
-----------------------------------------------------------------------------

Percius wants you to kill Nerer Beneran, an outlaw hiding in Sargon, north of 
Maar Gan. 

Leave the guild and travel to Khuul via Silt Strider, then to Dagon Fel via 
boat ride. Follow the same path to the coast as you did in the last mission, 
and swim to Vas again. Swim southwest to the island with the Onnissiralis 
Shrine on it, and then swim south to the large island, the Assurdirapal 
Shrine is on this island. Walk to the path and follow the path west (it will 
change direction, but will generally go west) and eventually Sargon will be 
on your right. 

Enter the cavern and follow the cave until you come to Milynea Andrethi, go 
through the door behind and to the left of her, go around the room to get to 
the top of the platform, and then walk across the wooden walkway into the 
next room. Walk up the ladder behind Varon Sadralo, turn right and cross the 
bridge. The next room you come to will have Nerer Beneran in it, get him to 
attack you, and then kill him (If you loot his body you will find an ebony 
cuirass). Return to the guild and speak with Percius about Nerer to receive 
your 500 gold reward. Ask about your next orders.


-----------------------------------------------------------------------------
5.10: Suran Bandits
-----------------------------------------------------------------------------

Avon Oran is having problems with bandits in Suran; ask about the "bandits". 
Leave the guild and travel to Balmora, and then go to Suran via the Sit 
Strider. Avon Oran's Manor is in the south of town, next to the temple. When 
you enter the courtyard, turn right and go up the stairs and enter the manor. 
Speak with Avon about the bandits. He wants you to kill Daldur Sarys in 
Saturan to end the raids, and then report back to him to collect a 1000 gold 
bounty. 

Leave the Manor courtyard from the southern exit, following the river. When 
you get to the driftwood on the ground turn and go to the northeast. There 
will be two paths branching off to the north, the first goes to the Inanius 
Egg Mines, we want to walk north along the second path. Walk north and the 
path will bend around a grove of dead trees and steam pits, and then come to 
a fork splitting north and west. Saturan is west. 

Enter the cavern and follow the cave until you reach the wooden walkway, go 
down the stairs, turn left and walk to the end of the walkway, Daldur Sarys 
is upstairs to the left. Get him to attack you, and then kill him. Return to 
Avon Oran in Suran to claim your bounty, and then return to Percius in Ald-
Ruhn and speak with him about the bandits and advancement to be proclaimed 
Fighters Guild Defender. Get your next orders.


-----------------------------------------------------------------------------
5.11: Delivering Flin
-----------------------------------------------------------------------------

Percius wants you to deliver 20 bottles of Flin to Dangor in the Elith-Pal 
Mine, near the Zainab camp. Leave the guild and take the Silt Strider to 
Khuul, then take a boat to Dagon Fel, and another boat to Tel Mora, and one 
more boat to Vos. Leave the docks using the path that goes west, when the 
path splits go southwest, continue southwest past the first signpost and you 
will come to another fork, go south, past the Yakaridan camp. When the path 
splits go west until the path splits again, this time go south. At the next 
fork, the south path will go to the Zainab Camp and the west path will lead 
to the Red Mountains, go toward the mountains. When the mountain path splits 
go south, and the Elith-Pal Mine will be on your right. 

Enter the mine and follow the path straight until you come to the first 
chamber. Climb the stairs; there is a small stone walkway that leads to the 
upper level, climb that and continue straight (the stone path is hard to see, 
a torch or light spell might help). Dangor is in the very back of the mine, 
speak with him about the Flin, and he will take it.

Return to Percius in Ald-Ruhn and speak with him about the mine. Percius will 
then offer you some brandy, accept it and you will receive some brandy and 
500 gold. When you ask for your next orders Percius will tell you that he has 
no orders for anyone under Guardian and to check in Sadrith Mora.


-----------------------------------------------------------------------------
5.12: Sadrith Mora Fighters Guild
-----------------------------------------------------------------------------

Take the Silt Strider to Khuul, then a boat to Dagon Fel, then another boat 
to Sadrith Mora. The Fighters Guild is in Wolverine Hall, just south of 
Sadrith Mora. Enter Wolverine Hall through the Imperial Shrine, walk forward 
a few steps and go through the door on your left. Go down the stairs one 
level and the Fighters Guild is on your left. Speak with Hrundi the guild 
steward.


-----------------------------------------------------------------------------
5.13: Dwemer Ruins Of Nchurdamz
-----------------------------------------------------------------------------

Hrundi wants you to help Larienna Macrina clear out the Nehurdamz ruins of 
necromancers, he will mark the ruins on your map.

Leave the guild and take a boat to Molag Mar. Leave Molag Mar swimming 
northeast, cross the strip of land to the east, when you get to the next body 
of water swim along the coast, keeping the land to your left. After a few 
twists and turns and a long swim you will eventually come to Nehurdamz (Use 
your world map to help guide you, as my directions are lacking). Note: There 
is another ruin nearby named Nehardumz, make sure you go to the right ruin.

Once at the ruin, speak with Larienna Macrina about exploring together and 
she will tell you that she wants your help to kill Hrelvesu, tell her you are 
ready and enter the ruin. Walk straight downstairs, then up the next flight 
of stairs, turn right and continue up the stairs. Go down the hall and 
through the door on your left. Go down the stairs and kill the Steam 
Centurion, untrap and open the ornate Dwemer chest in the room with the lava 
and take the key inside. (There is also a magic spear named Iiikurok in this 
room). Leave this room and go down the hall to the left. Unlock the door 
using the key and enter, Hrelvesu is inside. Kill him and Larienna will thank 
you and leave. Exit the ruin and return to Hrundi in the Fighters Guild, 
speak with him to get your 500 gold.  Get your next orders.


-----------------------------------------------------------------------------
5.14: Dissapla Mine
-----------------------------------------------------------------------------

Hrundi wants you to help Novor Drethan clear the Dissapla Mines, ask about 
the mines to find out that the mines are northeast of Falensarano, ask about 
Falensarano to have him mark it on your map.

Leave the guild and head to the docks, take a boat to Tel Mora, then a boat 
to Tel Aruhn. Jump off the docks and swim west, you will come to an island 
with a Daedric Ruin named Yansirramus on it, keep going west until you get to 
the mainland and a cavern called Nammu. Go north a little ways until you are 
back on land, turn west and walk until you come to a path in front to 
Falensarano. Follow the path north, when the path splits go north to the 
mine.

Enter the mine and walk into the first room and speak with Novor about the 
mine. Novor wants you to rescue Teres Arothan and kill all the Nix Hounds. 
Follow the cave until you come to a room with a ladder going up and a hall to 
your right. Go right and follow the cave, killing all the nix hounds that you 
come across. You will come to another ladder; Teres Arothan is above, talk 
with her and have her follow you back to Novor. Speak with Novor about the 
mines and he will give you four Raw Glass. Return to the Sadrith Mora 
Fighters Guild and speak with Hruidi about the mine and he will give you 250 
gold. Ask about advancement to be named Fighters Guild Warder. Get your next 
orders.


-----------------------------------------------------------------------------
5.15: Corprus Stalker And Rels Tenim
-----------------------------------------------------------------------------

Hrundi says he will pay you 200 gold to kill a corprus stalker in the Berwen 
Trader Shop of Tel Mora, and 200 gold to kill Rels Tenim near Tel Vos.

Leave the guild and take a boat to Tel Mora. The entrance to the trader shop 
is just east of the entrance to the Lower Tower. Enter the shop and speak 
with Berwen about the Corprus Stalker, go upstairs and kill the monster, then 
return to Berwen and talk about the Stalker again. Leave the shop and take a 
boat to Vos.

Leave Vos to the north and go to the coast past the Ahemmusa Camp, cross the 
water to the first island, from there travel northwest two more islands. On 
the second island go the north side; there you will find the entrance to 
Shallit at the waters edge in a small cove. Enter the cavern and walk forward 
until you come to a room with large rocks hanging from the ceiling (remember 
this room as you will need to come back to it). Note that there is a high 
ledge on the south wall; we need to get up there so we have to find a potion. 
Follow the cave around, past the barrel with the note and sword, and go up 
the flight of stairs. There is a bed roll and some boxes on the ground, mixed 
around the boxes are two potions of rising force, grab them and return to the 
large room with the ledge. Use on of the potions to fly up the south wall 
onto the ledge, and then follow the cave. Rels Tenim is a few rooms back, get 
him to attack you, and then kill him. Return to Hrundi in the Fighters Guild 
and speak with him about the Corprus Stalker and Rels Tenim to get your 
rewards. Get your Next orders.


-----------------------------------------------------------------------------
5.16: Sujamma Courier
-----------------------------------------------------------------------------

Hrundi wants you to deliver 20 bottles of Sujamma to Nelacar in the Dunirai 
Caverns, southeast of Ghostgte, between the Foyada Esannudan and Foyda Ashur-
Dan.

Leave the guild and take a boat to Ebonheart, then leave the town and walk to 
Seyda Neen. Take the Silt Strider to Balmora. Leave Balmora south, and take 
the road going east. When you come to the signpost take the road toward 
Caldera for a few feet then turn east and go uphill. Cross the Old Dwemer 
Bridge, then turn around and go down into the ravine. Follow the Ravine north 
past the Deadric Shrine. On your right, before Ghostgate there will be a path 
flanked by two large spires, turn east and when you get to the next two 
spires head east and continue past the first northern path. Take the next 
path north, and look for a path on your left that leads to the Denirar 
Caverns.

Enter the caverns and follow the cavern back and speak with Nelacar about the 
sujamma, give him the bottles. Return to Hrundi in the Fighters Guild and 
speak with him about the cavern to get your 500 gold. Get your next orders.


-----------------------------------------------------------------------------
5.17: Escort Sondaale of Shimmerene
-----------------------------------------------------------------------------

Hrundi wants you to help Sondaale of Shimmerene through the Temple of 
Telascro. 

To get there, take a boat to Tel Bramora, then a boat to Molag Mar. Leave 
Molag Mar to the west and follow the path until you come to Telascro.

When you get there, Sondaale is nowhere to be seen, but if you look on the 
smaller entrance door, you will see a note stating that she went in ahead of 
you and to meet her inside. Enter the door with the note and follow the halls 
until you get to the lower level. Go through the hall to the south, continue 
straight and enter the door to the lower level. Enter the first door on your 
left to find Sondale. Speak with her and she will ask you to escort her out 
of the temple. Have her follow you, and leave the temple.

Return to the Fighters Guild and speak with Hrundi about Sondaale to get your 
500 gold. Ask for your next orders.


-----------------------------------------------------------------------------
5.18: Engaer
-----------------------------------------------------------------------------

Hrundi wants you to kill Engaer, a Bosmer mercenary. Engaer is in the Tel 
Naga Tower in Sadrith Mora. Leave the guild and enter the Great Hall of the 
Tel Naga Tower at the center of town. Go down the stairs and steal a couple 
of Rising Force Potions on one of the desks in this room. Use one of the 
potions to levitate to the door to the Upper Tower on the east wall. Levitate 
up the shaft to the top level, and then go down the west hallway. There are 
three doors here, two locked and trapped golden doors and a door to Sadrith 
Mora. Engaer is behind the north door, so untrap and unlock it, go inside, 
close the door and get Engaer to attack you then kill him. (Loot his body to 
find a complete set of bonemould armor and a ring enchanted with the third 
barrier spell).

Return to the Fighters Guild and speak with Hrundi to receive your 1000 gold 
bounty. Ask about your next orders.


-----------------------------------------------------------------------------
5.19: Pudai Egg Mine And The Golden Eggs
-----------------------------------------------------------------------------

Hrundi wants you to retrieve seven golden eggs from the Pudai Egg Mine.

Leave the guild and take a boat to Dagon Fel. Exit Dagon Fel to the west; go 
south when the path splits. At the next split go west (If you pass an orc 
named Bulak gra-Murug you are heading in the right direction). Continue west 
past a few forks in the road, the Pudai Egg Mine will be on your right.

Enter the mine and follow the cave until you get to the main room, take the 
south branch and enter the Queens Lair. Go left and follow the cave until you 
reach the Queen but don't kill her. The golden eggs are behind the Queen, 
grab them all (they weigh 30 pounds each) and return to Hrundi in the 
Fighters Guild.

Give Hrundi the eggs and he will pay you a whopping 10,000 gold. Ask about 
advancement to be named Fighters Guild Guardian. When you try to get your 
next orders he will tell you that he doesn't have any for you, and that you 
should check in Ald-Ruhn, but since we know Fire-Eye in Balmora has more 
orders for us, we will return to the Balmora Fighters Guild.


-----------------------------------------------------------------------------
5.20: Orcs At A Daedric Ruin
-----------------------------------------------------------------------------

Speak with Fire-Eye about orders and she will tell you to visit Alof in his 
farm northwest of Pelagiad and just north of the Arvel Plantation to get more 
info about your mission. Leave the guild and take a Silt Strider to Seyda 
Neen, then walk to Pelagiad. Walk east past the Fort until you get to the 
Dren Plantation. Go north until you get to the Arvel Plantation, then swim 
across the lake to Alofs farm. Enter and talk to Alof about the Orcs. He will 
tell you that you have to kill the orc leader Burub gra-Bamog.

Leave the farm and go north along the path until you come to the crossroad, 
then go west. When you get to a clearing near the mountains with a signpost 
take the northeast path toward Molag Mar. The path will curve around quite a 
bit and you will pass a clearing in the mountains with a dead log on the 
ground, keep going north. At the next signpost go east, then southeast at the 
next crossroad and follow that path past a steam pit of two. At the next 
intersection go south, then west, pass the ruin and continue down the path 
(Yes I said pass the ruin). At the end of this path is a second entrance to 
the ruin, and Burub gra-Bamog is inside. Enter and get Burub to attack you, 
and then kill him. Return to Fire-eye and talk about the orcs to receive 500 
gold. Get your next orders.


-----------------------------------------------------------------------------
5.21: Verethi Gang
-----------------------------------------------------------------------------

    Fire-Eye wants you to kill Dovres Verethi, the head of the Verethi Gang.
    He is located in Mannammu, southeast of Pelagiad.

    Leave the guild and take the Silt Strider to Seyda Neen, then walk to 
    Pelagiad. Leave Pelagiad and walk south, you will find Mannammu near the
    pond across a mud walkway. Enter the cave. Follow the cave all the way 
    to the back. You will come to a room with a raised platform surrounded 
    by water, Dovres is on the platform. Get him to attack you, then kill 
    him. Return to Fire-Eye and speak about the gang to get a 1000 gold 
    reward. Get your next orders.


-----------------------------------------------------------------------------
                              5.22 Sarano Tomb
-----------------------------------------------------------------------------

    Fire-Eye tells you of a dangerous creature, a hunger, that has made a 
    home in the Sarano Tomb. She wants you to go and kill the beast and 
    return.

    Leave Balmora south and follow the path as it goes east across the 
    bridges, until you come to some signposts. Go southeast toward Pelagiad.
    You will walk down into the Foyda you will come to another signpost, 
    go southwest, then southeast at the next signpost. When you get back to 
    the lush area and the next signpost keep going southeast toward Suran. 
    Shortly after you pass the Fields of Kummu Shrine, you will come to 
    another crossroad, the tomb is north.

    Enter the tomb and go through the first door on your right, it is locked
    with a low level lock. Go down stairs and kill the hunger (Loot the body
    to find the Sarano Ebony Helm, a Drough shield is also in this room). 
    Return to Fire-Eye and talk about the tomb to collect your 1000 gold. 
    Fire-Eye has no more quests for you.

-----------------------------------------------------------------------------
                                5.23 Decision
-----------------------------------------------------------------------------

    Here is where you have a decision to make about the future of the 
    Fighters Guild. As it turns out the Fighters Guild is divided and has 
    two groups trying to take control. The Camanna Tong is influencing one 
    side, and the old Fighters Guild is the other. So you have two ways of 
    going. Option 1 is to help Percius end the Camonna Tong influence of the
    Fighters Guild, and option 2 is to ally with the Camonna Tong against 
    the Thieves Guild. At the end of both paths lies your spot as the Head
    of the Fighters Guild.


-----------------------------------------------------------------------------
                       5.24 Option 1 Save the Fighters Guild
-----------------------------------------------------------------------------

    Go to Ald-Ruhn and speak with Percius about orders. He will tell you 
    that the Fighters Guild is being influenced by the Camonna Tong, and 
    the only way to save it is to kill Sjoring Hard Heart the Guildmaster 
    and his supporters Fire-Eye and Lorbumol gro-Aglakh. If you do so, 
    Percius will name you the Fighters Guild Guildmaster.

    Go to the Balmora Fighters Guild and get Fire-Eye to attack you, then 
    kill her (loot her body for a Dwarven Mace).

    Next go the Vivec Fighters Guild by taking the Silt Strider to Vivec. 
    Walk to the Vivec Foreign Quarter Canton, then go to the top of the 
    canton and enter the Foreign Quarter Plaza. The Guild of Fighters is 
    in the Northeast corner of the plaza. Enter the guild and go through the
    doorway on the left, go down the stairs, turn to the right and follow 
    the hall. In this room is Lorbumol gro-Aglakh, and behind the door at 
    the other end of the room is Sjoring Hard Heart. Get them to attack you
    then kill them both (If you loot Hard Hearts body, you will find a magic
    hammer).

    Return to Percius in Ald-Ruhn and talk to him about each of the people 
    you just killed, and he will name you the Fighters Guild Guildmaster.


-----------------------------------------------------------------------------
                       5.25 Option 2 Vivec Fighters Guild
-----------------------------------------------------------------------------

    Leave Balmora by taking the Silt Strider to Vivec. Walk to the Vivec 
    Foreign Quarter Canton, then go to the top of the canton and enter the 
    Foreign Quarter Plaza. The Guild of Fighters is in the Northeast corner 
    of the plaza. Enter the guild and go through the doorway on the left, go 
    down the stairs, turn to the right and follow the hall. Sjoring Hard 
    Heart is behind the door at the other end of this room. Speak with Hard
    Heart about orders.


-----------------------------------------------------------------------------
                    5.26 Option 2 The Thieves Guild Bosses
-----------------------------------------------------------------------------

    Hard Heart tells you that he has allied the Fighters Guild with the 
    Camonna Tong, and that he wants you to kill the Thieves Guild bosses.
    Helende in the Dirty Mureils Cornerclub at Sadrith Mora ..... Dead
    Habasi in the Southwall Cornerclub at Balmora ...... Dead
    Aengoth in The Rat In The Pot at Ald-Ruhn...... Dead
    Heard Heart gives you 5000 gold to pay off guards as needed.

    Take the Silt Strider to Balmora, go down the stairs and turn right, 
    cross the bridge, then go down the ally to the left of Dura gra-Bols
    House. The Southwall Cornerclub is to the right of the stairs. Enter the
    club and Sugar Lips Habasi is around the corner. Get him to attack you,
    then kill him (loot his body for a bunch of picks and probes, and a 
    glass dagger).

    Take the Silt Strider to Ald-Ruhn. The Rat in the Pot is one door east 
    of the Fighters Guild, enter the guild and go upstairs to the bar. Near 
    the wall across the bar is a stairway down, go down and Aengoth the 
    Jeweler is down here, get him to attack you, then kill him.

    Take the Silt Strider to Khuul, then take a boat to Dagon Fel, then a 
    boat to Sadrith Mora. Dirty Mureils Cornerclub is across from the bridge
    leading to the Wolverine Hall. Enter the club and go upstairs and find
    Big Helende, get her to attack you, then kill her (you can loot her body
    for more picks and probes).

    Return to Sjoring Hard Heart in Vivec and talk to him about the bosses
    and he will make you his second in command Fighters Guild Champion.

    Note: Once you are Champion, Lorbumol gro-Aglakh will attack you when
    you try to speak with him.


-----------------------------------------------------------------------------
                    5.27 Option 2 The Thieves Guild Master
-----------------------------------------------------------------------------

    Now Hard Heart wants you to kill Gentelman Jim the Thieves Guild Master
    and his flunky Crazy Legs. Ask about this and he will tell you that they
    can be found in Fralinie's Bookstore.

    Leave the guild and the Foreign Quarter Plaza and head down to the 
    Foreign Quarter Lower Waistworks, then use the eastern entrance to the
    Foreign Quarter Canalworks. go to the Simine Fralinie Bookseller shop on
    the south end. Enter the shop and go the back and pick the 65 level lock
    on the door. In this room are Gentleman Jim and Crazy Legs. Get them to 
    attack you, then kill them both (loot Jim's body for a Daedric 
    shortsword, a skeleton key, and a set of exquisite clothes).

    Return to Hard Heart to tell him of your achievements, he will be happy,
    but will then double-cross you and attack you. Kill him to become the 
    Fighters Guild Guildmaster.


=============================================================================
                        Section 6: Guide To Vvardenfell
=============================================================================

    Morrowind is the northeastmost province of the Tamrielic Empire, bounded
    on the north and east by the Sea of Ghosts, on the west by Skyrim, on the
    southwest by Cyrodiil (also known as the Imperial Province), and on the 
    south by Black Marsh (also known as Argonia). Vvardenfell District 
    encompasses Vvardefell Island, a great land mass dominated by the giant 
    volcano Red Mountain and cut off from mainland Morrowind by the 
    surrounding Inner Sea.

    Only recently open to settlement and trade, most of the island's 
    population is confined to the relatively hospitable west and southwest 
    coast, centered on the ancient city of Vivec and the old Great House 
    district centers at Balmora, Ald'ruhn, and Sadrith Mora. The rest of the
    island is covered by hostile desert wastes, arid grasslands, and 
    volcanic badlands, and thinly populated by the nomadic Ashlander tribes.

    Vvardenfell has nine basic geographic regions, each with their own 
    distinctive plants and terrain features. Scholars have based their 
    classifications on the different types of land described by the native 
    Ashlanders, so the designations are recognized by most local traders, 
    travelers, and adventurers. These geographic regions are called: the 
    Ascadian Isles, the Ashlands, Azura's Coast, the Bitter Coast, the 
    Grazelands, Molag Amur, Red Mountain, the West Gash, and Sheogorad.


-----------------------------------------------------------------------------
                             6.1 Ascadian Isles
-----------------------------------------------------------------------------

    The Ascadian Isles is a region of lush, green, well-watered southern 
    lowlands where most of Vvardenfell's agriculture is found. The area 
    includes Pelagiad, Suran, Vivec City, and Ald Sotha along with the inland
    lakes and waterways of the Ascadian Isles proper. The urban areas of 
    Vivec and Ebonheart of the southern coast are densely populated; the 
    inland Ascadian Isles are dotted with small farms and large plantations.
    The climate is temperate and comfortable, with moderate rainfall.

                                -Ebonheart-

    The seat of the Imperial government for Vvardenfell district, 
    and a busy center of maritime trade. Castle Ebonheart is the home of Duke
    Vedam Dren, the district's ruler and Emperor's representative. Also 
    located at Castle Ebonheart are the Vvardenfell District Council chambers
    and the Hawk Moth Legion garrison. The officers, docks, and warehouses 
    of the East Empire Company are also found in Ebonheart.

                                -Vivec City-

    The largest settlement on Vvardenfell, and one of the largest 
    cities in the East. Each of the great cantons is the size of a complete 
    town. The High Fane and the palace of Vivec are visited by hundreds of 
    tourists and pilgrims daily. Citizens flock to the Arena for 
    entertainments and war games. Outlanders mostly confine themselves to the
    Foreign Canton, while natives live, work, and shop in the Great House 
    compounds and residential cantons.

                                -Ald Sotha-

    A splendid Daedric ruin within sight of Vivec City. Though exotic and   
    picturesque, it is a dangerous site, haunted by old magics, dark 
    cultists, and their Daedric summonings, and not recommended for 
    Sightseers.

                                 -Suran-

    An agricultural village in the northeastern corner of the fertile 
    Ascadian Isles region. Two popular pilgrimage sites are nearby -- the 
    Fields of Kummu and the Shrine of Molag Bal.

                                -Pelagiad-

    A newly chartered Imperial village between Balmora and Vivec City on the 
    western edge of the Ascadian Isles region. The village is right outside 
    the Imperial Legion garrison at Fort Pelagiad. The houses and shops are 
    built in the Western Imperial style, and Pelagiad looks more like a 
    village in the western Empire than a Morrowind settlement.


-----------------------------------------------------------------------------
                              6.2 The Ashlands
-----------------------------------------------------------------------------

    The Ashlands are the dry, inhospitable wastelands surrounding the lower 
    slopes of Red Mountain. The Ashlands extend to the Sea of Ghosts in the 
    north, and elsewhere form a wide margin between the blighted Red Mountain
    region and other geographic regions. The village of Maar Gan is the only 
    sizable permanent Ashlands settlement; Ald'ruhn, the district seat of 
    House Redoran, is on the margin of the region. Ashlanders hunt for game 
    here, and their herds find sparse grazing. It rains rarely, and suffers 
    frequent ash storms.

                                 -Maar Gan-

    A small isolated village in a remote region north of Ald'ruhn. The Maar 
    Gan shrine is an important Temple pilgrimage site.

                       -The Ashlander Urshilaku Tribe-

    Has a permanent settlement at Urshilaku camp in the Ashlands region north  
    of Maar Gan village.


-----------------------------------------------------------------------------
                             6.3 Azura's Coast
-----------------------------------------------------------------------------

    The rugged coast and islands of northern and eastern Vvardenfell are 
    called Azura's Coast. The region is rocky, infertile, and largely 
    uninhabited, except for the outpost at Molag Mar, the Telvanni 
    settlements at Sadrith Mora, the wizard towers at Tel Aruhn, Tel Mora, 
    and Tel Branora, and Ahemmusa camp and the remote fishing villages of 
    Ald Redaynia and Dagon Fel on the north coast. There are no roads; most
    travel is by boat. Despite the rocky terrain, a variety of plants thrive
    on the regular rainfall.

                               -Sadrith Mora-

    The district seat of House Telvanni, and home of the Telvanni Council, 
    though only one Telvanni councilor actually lives in Sadrith Mora. 
    Sadrith Mora is an island settlement, and accessible only by sea and 
    teleportation. The town is large, with many services, but it is open only 
    to Telvanni retainers; outsiders must confine themselves to the Gateway 
    Inn.

                               -Tel Branora-

    The tower and seat of the eccentric Telvanni wizard named Mistress 
    Therana. The tower and its tiny village are located on a rocky  
    promontory at the southeasternmost tip of Azura's Coast.

                                -Tel Fyr-

    The Telvanni tower of Sorcerer-Lord Divayth Fyr. Beneath the tower
    is the Corprusarium, a refuge-prison where the deranged, distorted 
    victims of the deadly corprus disease are housed and tended.

                               -Tel Aruhn-
    
    The Telvanni tower of Archmagister Gothren, Telvanni Sorcerer-Lord and  
    head of the Telvanni Council. The associated settlement is a sizable 
    village, and the site of the Festival Slave Market, the largest slave   
    market on Vvardenfell.

                                -Tel Mora-
    
    The Telvanni tower of Mistress Dratha, an ancient wizard of the    
    Telvanni Council. The small settlement includes a few craftsfolk and a 
    tradehouse.

                                -Tel Vos-

    The tower of Telvanni wizard and council member Master Aryon. 
    Tel Vos is a peculiar blend of Telvanni and Western architectural styles,
    and is close to Vos village.

                                -Bal Fell-

    The "City of Stone," an ancient First Era ruin in the southeastern 
    islands and promontories of Azura's Coast. The site has a nasty 
    reputation, and several Telvanni wizards currently have competing camps 
    of hirelings and adventurers exploring and looting there. Legend says  
    that Bal Fell was built on the site of an ancient Daedric worship  
    center.

                       -The Ashlander Ahemmusa Tribe-

    A permanent settlement at Ahemmusa camp on a rocky promontory at the  
    northeastern tip of the Vvardenfell mainland in the Azura's Coast region.


-----------------------------------------------------------------------------
                             6.4 The Bitter Coast
-----------------------------------------------------------------------------

    The western coast of Vvardenfell from Seyda Neen north to Gnaar Mok is 
    called the Bitter Coast. The salt marshes and humid swamps of this region
    are uninhabited, with the only settlements found at the good harbors of 
    Gnaar Mok, Hla Oad, and Seyda Neen. Also called the Smuggler's Coast, the
    region's secluded coves and islands provide refuge for criminal trade, 
    and the frequent rain and fog hides small boats from Excise cutters.

                                -Seyda Neen-

    The piercing light of the Grand Pharos at the mouth of the harbor of the 
    port village of Seyda Neen is a beacon to mariners throughout the Inner  
    Sea. Most visitors from the Empire make landfall at the port of  Seyda 
    Neen, where they are processed by the Imperial Census and Excise 
    Commission agents of the Coastguard station. The Coastguard cutters 
    docked here control smuggling and piracy on the Inner Sea.

                                -Hla Oad-

    A tiny isolated fishing village on western Vvardenfell in the Bitter 
    Coast region. A rough track along the River Odai connects Hla Oad with  
    the town of Balmora.

                               -Gnaar Mok-

    A tiny island fishing village in the Bitter Coast region of 
    western Vvardenfell.


-----------------------------------------------------------------------------
                             6.5 The Grazelands
-----------------------------------------------------------------------------

    The regular rain and dark soils of the Grazelands produce the rich 
    grazing for Ashlander herds that give the region its name. The region 
    lies in the northeast of Vvardenfell, sandwiched between the Ashlands and
    Azura's Coast. Permanent settlements include Vos village and the towers 
    of Tel Vos and Tel Fyr. The Ashlanders of Zainab camp move their herds 
    across the plains in search of fresh grazing. There are no roads or 
    tracks, but travel is easy across the open plains.

                         -The Ashlander Zainab Tribe-

    A permanent settlement at Zainab camp, near the village of Vos in the  
    Grazelands region.


-----------------------------------------------------------------------------
                                6.6 Molag Amur
-----------------------------------------------------------------------------

    Located inland in the southeast of Vvardenfell, Molag Amur is an 
    uninhabited wasteland of rocky hills, steep-sided ravines, lava pools, 
    and barren ash pavements. Pathfinding and travel is extremely difficult 
    in this trackless wilderness, and is complicated by frequent ash storms.
    The Ashlanders of Erabenimsun camp hunt game here, but few others venture
    into this region. The worst part of Molag Amur, called the Great Scathes,
    is considered impassible even by the Ashlanders.

                            -The outpost at Molag Mar-

    A fortified stronghold on the southeastern edge of the desolate Molag   
    Amur region. Pilgrims bound for the nearby pilgrimage sites at Mount 
    Assarnibibi and Mount Kand take refuge at the outpost's hostels, 
    comforted by the garrison of Redoran and Buoyant Armiger crusaders  
    stationed at the stronghold.

                         -The Ashlander Erabenimsun Tribe-

    A permanent settlement at Erabenimsun camp, an isolated hut settlement in  
    the middle of the desolate Molag Amur region.


-----------------------------------------------------------------------------
                              6.7 Red Mountain
-----------------------------------------------------------------------------

    The dominant feature of Vvardenfell, Red Mountain, is a vast volcano in 
    the center of Vvardenfell. The outer slopes are steep and rugged, and the
    crater is deep and dotted with surface lava. The Ghostfence, a magical
    barrier which blocks travel as well as seals in the harmful, 
    disease-laden weather called 'blight,' rings the volcano's outer slopes,
    and is broken only at Ghostgate. Within the Ghostfence, rain never falls
    and the sun never shines; the only weather is the red and deadly 
    ash-blight.

                                 -Ghostgate-

    The gate citadel of the Ghostfence Ordinator and Buoyant Armiger  
    garrisons. Ghostgate sits astride the only gap through which the  
    monstrous hosts of Dagoth Ur might emerge from Red Mountain to threaten 
    the rest of Morrowind. The Ghostfence itself is a colossal magical 
    artifact that completely encircles Red Mountain and prevents the Blight 
    from spilling its corruption across the rest of Vvardenfell.


-----------------------------------------------------------------------------
                               6.8 West Gash
-----------------------------------------------------------------------------

    The western highlands of Vvardefell are called the West Gash. The region 
    extends from the Sea of Ghosts on the northwest coast to the inland town
    of Balmora, where the region is sandwiched between the Bitter Coast and 
    the Ashlands. The trading village of Gnisis is north of Ald'ruhn, and the
    fishing villages of Ald Veloth and Khuul lie on the north coast. The town
    of Caldera lies near Balmora. The herds of the Ashlanders of Urshilaku 
    camp graze on the sparse but hardy highland vegetation.

                                 -Balmora-

    The district seat of House Hlaalu, and the largest settlement on 
    Vvardenfell after Vivec City. Good roads lead north to Ald'ruhn and south
    to Caldera, Seyda Neen, and Vivec City. The Imperial Legion garrison of 
    Fort Moonmoth lies south of Balmora.

                                 -Caldera-

    A recently chartered Imperial town and mining corporation. The Caldera 
    Mining Company has been granted an Imperial monopoly to remove raw ebony 
    from the rich deposits here. Caldera has the appearance and flavor of a 
    Western Imperial town.

                                 -Ald'ruhn-

    The district seat of House Redoran, and a large settlement. The Redoran 
    Council chambers are located inside the shell of an ancient extinct giant 
    crab. Tracks lead north to Maar Gan and Gnisis villages and south to 
    Balmora.

                                  -Gnisis-

    A small mining and trade village astride the silt strider caravan route 
    between the northwest West Gash and Ald'ruhn.

                          -Ald Velothi and Khuul-

    Tiny fishing villages on the northern coast of the West Gash.


-----------------------------------------------------------------------------
                               6.9 Sheogorad
-----------------------------------------------------------------------------

    The large island of Sheogorad lies north of Vvardenfell. This island and
    its associated lesser islands are a maritime wilderness extending north
    from Vvardenfell into the Sea of Ghosts. The region is largely hostile 
    and uninhabited, with two small villages at Ald Redaynia and Dagon Fel.
    Only Dagon Fel is reached by ship services; all other island-to-island 
    transport must be provided by the traveler.



=============================================================================
                     Section 7: Seyda Neen Quests and Notes
=============================================================================

The piercing light of the Grand Pharos at the mouth of the harbor of the port
village of Seyda Neen is a beacon to mariners throughout the Inner Sea. Most
visitors from the Empire make landfall at the port of Seyda Neen, where they
are processed by the Imperial Census and Excise Commission agents of the 
Coastguard station. The Coastguard cutters docked here control smuggling and
piracy on the Inner Sea.


-----------------------------------------------------------------------------
                            7.1 Fargoth's Ring Quest
-----------------------------------------------------------------------------

      Fargoth wants you to find his magic ring, it is a Engraved ring of 
      healing which restores 1-5 pts. of health on self.

      The ring is located in a barrel in the courtyard of the Census and 
      Excise Office (before you enter the building with Sellus Gravius).

      *If you return it your Rep with both Fargoth and Arrill in the 
      tradehouse will go up. 

      *You can also decide not to return the ring, (but it if you do return 
      it, you have another chance of getting it back when you find Fargoth's 
      Hiding place).


-----------------------------------------------------------------------------
                           7.2 Fargoth's Hiding Place
-----------------------------------------------------------------------------

      Hrisskar Flat-Foot has A quest for you. He is located at the top of 
      the stairs in Arrille's' Tradehouse. He wants you to find Fargoth's 
      Hiding place, and he will split any money you find.

      To find the hiding place go to the top of the Lighthouse, look toward 
      the middle of town and wait until 11pm, Fargoth will move from the 
      town center toward the lighthouse then double back to a stump in the 
      middle of a pond north of the lighthouse. After he leaves go to the 
      stump and look inside. You will find Fargoth's Ring (If you gave it 
      back to him), a journeyman's lockpick, and 300 gold.

      *If you return to Hrisskar Flat-Foot and give him the gold, he will 
      give you back 100 gold and anything else you found in the stump as 
      your cut, He will also tell you where you can find Fargoth's ring.

      *Or you can not talk to Hrisskar again, leave that quest unfinished 
      and keep the 300 Gold (my favored Option).


-----------------------------------------------------------------------------
                             7.3 The Dead Taxman
-----------------------------------------------------------------------------

     You will hear rumors of a dead taxman. To find the body, follow the 
     road out of Seyda Neen to the north, then follow the signs toward 
     Gnaar Mok and Hla Oad. The path will bend toward the west, you will 
     see a tree directly in front of you, go off the path past the tree 
     until you come to the pond. When you get to the pond turn south and
     walk. There two piles of rocks with a space between them going 
     southwest. Go between the rocks and you will see the corps on the 
     left. Loot the body to get 200 gold, and the tax record.

     Return to Sedya Neen and go to the Census and Excise Office and talk 
     to Socucius Ergalla (the guy who gave you your class and birthsign) 
     about the murder of Processus Vitellius. he will ask you if you found
     the money.

     *If you say you found the money you will lose 200 gold and he will send 
     you to find the murderer with a reward of 500 gold.

     *If you tell him that you found nothing (and keep the gold) he will not 
     offer the reward (but if you find the murderer, he will still pay the 
     reward. Possible game bug).

     The murderer is Foryn Gilnith in one of the shacks west of Arrille's 
     Tradehouse. He will freely admit that he Killed Processus Vitellius.

     *If you tell him that you believe him and don't punish him he will 
     give you Processus' Ring

     *If you tell him that he needs to be punished, he will attack you. Kill 
     him (since he attacked you, you will not receive a bounty on your head) 
     and loot the body. You will find Processus' Ring.

     Return to Socueius Ergalla an he will reward you 500 gold (regardless 
     of weather you gave him the original 200 in gold)

     Now you can do one of three things with Processus' Ring:
     *You can sell it (it has a value of 240 gold)
     *You can keep it to enchant later (It is an Exquisite ring)
     *You can return it to Thavere Vedrano in the lighthouse. She will give 
     you 2 standard restore health potions (which restore 10 pts of health  
     for 5 sec.)


-----------------------------------------------------------------------------
                        7.4 Cursed Ring Of Vodunius Nuccius
-----------------------------------------------------------------------------

    Speak with Vodunis Nuccius (he is walking around in front of the Cencus
    and Excise Office) about a "Little Advice". He will tell you to Check out
    the Silt Strider, and to tell Darvame Heleran the Silt Strider operator
    that Vodunius sent you.

    Go to the Silt Strider just outside of town and speak with Darvame, 
    select "Vodunius Nuccius" from the dialog options, and Darvame will tell
    you that he often steers business his way, but he seems unhappy here.

    Return to Vodunius and ask about "Vodunis Nuccius" to lear that he is 
    indeed unhappy here, but has no money to leave, all he has ia a cursed 
    ring. He will then offer to sell you his ring for 100 gold. You may buy
    the ring if you want.

    The Ring will fortify your speed 5 points for 60 seconds, but will also
    damage your health 10 points.


---------------------------------------------------------------------------- 
                            7.5 Seyda Neen Travel
-----------------------------------------------------------------------------

Speak with Darvame Heleran at the Silt Strider to travel to the following 
places.

    Balmora                11 gold
    Vivec                  8  gold
    Suran                  14 gold
    Gnisis                 39 gold


-----------------------------------------------------------------------------
                           7.6 Seyda Neen Trainers
-----------------------------------------------------------------------------

Raflod the Braggart
Faction: Thieves Guild
Upstairs in Arrille's Tradehouse

Skill      | to Level
-----------+---------
Med. Armor | 54
Long Blade | 49
Block      | 44



Elone
Faction: Blades
Upstairs in Arrillo's Tradehouse

Skill      | to Level
-----------+---------
Athletics  | 52
Med. Armor | 52
Long Blade | 62
(Must be a member of the Blades for her to train you)



Adraria Vandacia
Faction: Census & Excise
Upstairs in Census & Excise Wherehouse

Skill       | to Level
------------+---------
Speechcraft | 55
Light Armor | 50
Sneak       | 45



Socucius Ergalla
Faction: Census & Excise
Census & Excise Office

Skill       | to Level
------------+---------
Sneak       | 54
Acrobatics  | 54
Light Armor | 54


-----------------------------------------------------------------------------
                           7.7 Seyda Neen Merchants
-----------------------------------------------------------------------------

Arrille
Faction: None
Downstairs in Arrillo's Tradehouse
Barter gold - 800
Buys: Everything
Notes: 


-----------------------------------------------------------------------------
                             7.8 Seyda Neen Notes
-----------------------------------------------------------------------------

** Evidence chest in Census & Excise Office, in the same room as Socucius
   Ergallas.

** 25 gold and silverware cup in the top of a tree stump next to the 
   lighthouse walkway

** There is a copy of "The Wraith's Wedding Day" (a book that will raise 
   your Unarmored skill level by 1) located upstairs in the lighthouse.

** There is an Imperial Newcastle Cuiras under the bed in the room upstairs 
   of Arilles Tradehouse.

** There is 100 gold on a table upstairs in the Census & Excise Wherehouse.

** 31 gold in a small locked chest in the first Census & Excise bldg.

** 31 gold in a small locked chest on Socucius Ergallas desk

** Big stash of weapons and armor in the locked room under Arrille's 
   Tradehouse

** The Locked chest in Draren Thiralas house has a Journeyman's lockpick and 
   probe in it.

** Copy of the book "Notes on Racial Phylogeny" (Restoration skill +1) on bed
   in Eldafires House.

** Silver Longsword in a locked chest in Eldafires House.

** There is an enchanted iron axe in a watered tree stump near the 
   lighthouse... You have to jump on it to access it! (nice weapon for 
   beginner warrior!) -Jumping Jack

** There is 100 gold in a cloth sack in a tree stump on the coast just before
   the wrecked ship! -Jumping Jack

** In ariells room (spelling?) under the pillow there is an echanted dagger
   as well. –Mark



=============================================================================
                       Section 8: Pelagiad Quests and Notes
=============================================================================

Pelagiad is a newly chartered Imperial village between Balmora and Vivec 
City on the western edge of the Ascadian Isles region. The village is right 
outside the Imperial Legion garrison at Fort Pelagiad. The houses and shops 
are built in the Western Imperial style, and Pelagiad looks more like a 
village in the western Empire than a Morrowind settlement.


-----------------------------------------------------------------------------
                              8.1 Pelagiad Quests
-----------------------------------------------------------------------------

Will be updated soon...


-----------------------------------------------------------------------------
                             8.2 Pelagiad Trainers
-----------------------------------------------------------------------------

Ahnassi
Faction: Thieves Guild
Halfway Tavern Downstairs

Skill       | to Level
------------+---------
Hand to Hand| 48
Sneak       | 48
Acrobatics  | 58



Ladia Flarugrius
Faction: Thieves Guild
Halfway Tavern Upstairs

Skill       | to Level
------------+---------
Athletics   | 36
Speechcraft | 54
Merchantile | 54



Angoril
Faction: Imperial Legion
Fort Pelagiad Upstairs

Skill       | to Level
------------+---------
Axe         | 44
Longblade   | 44
Blunt Weapon| 44


-----------------------------------------------------------------------------
                              8.3 Pelagiad Merchants
-----------------------------------------------------------------------------

Drelassa Ramothran
Faction: None
Downstairs Halfway Tavern
Barter gold: 400
Buys: Ingredients
Notes: She also rent's rooms


Ladia Flarugrius
Faction: Thieves Guild
Halfway Tavern Upstairs
Barter gold: 250
Buys: Books
Notes:


Mebestian Ence
Faction: None
Mebestian Ence: Trader shop
Barter gold: 449
Buys: Weapons, Armor, Books, Clothing, Ingredients, Lights, Repair Items
      Misc., Magic Items, Potions
Notes:


UUlernil
Faction: None
UUlernil: Armorer shop
Barter gold: 700
Buys: Weapons, Armor, Repair Items
Notes: Offers repair services


Shadbak Gra-Burbug
Faction: Imperial Legion
Fort Pelagiad
Barter gold: 900
Buys: Weapons, Armor, Repair Items
Notes: Offers repair services


Ygfa
Faction: Imperial Cult
Fort Pelagiad
Barter gold: 175
Buys: Ingredients, Potions, Spells
Notes: Will let you join the Imperial Cult for 50 gold


-----------------------------------------------------------------------------
                               8.4 Pelagiad Notes
-----------------------------------------------------------------------------

** Evidence Chest is in the Jail area of Fort Pelagiad in the south wall

** Journeyman's probe and lockpick in a locked chest (30 lvl.) under the trap
   door in Junal-Lei's house.

** Journeyman's probe and lockpick in locked chest (60 lvl.) in Farusea 
   Sala's house.

** Random Loot in a box in front of the Halfway Tavern

** Ahnassi in the Halfway Tavern talks about "smooth moves" then 
   "Theives Guild", then she will give you a copy of Honor Among Thieves 
   ($100 value)

** Iron Tanto behind the bed in the northernmost locked room upstairs in the 
   Halfway Tavern.

** Quality restore health on lower right wine rack in the basement of the 
   Halfway Tavern.

** Random Loot in the basket next to the wine rack in the basement of the 
   Halfway Tavern.

** Black Arrow Vol. 1 (+1 Acrobatics) is on the table in Madres Navur's House

** Random Loot in boxes under the trap door in Madres Navur's House.

** Repair Tongs on box under the trap door in Madres Navur's House.

** The books Poison Song V and Poison Song VI are in the basement of 
   Adanja's House.

** A copy of Pilgrims Path (which will add Gnisis, Vivec, Ghostgate, Koal 
   Cave Entrance, and Fields of Kummu to your map) is located upstairs in 
   Mebestien Ence: Trader shop.

** A Dwemer Coherer is in a small locked chest (50 lvl.) upstairs in 
   Mebestian Ence: Trader Shop.

** Random loot is in a box behind Vulernil: Armorer shop.

** Random loot is upstairs in the Vulernil: Armorer Shop in a locked 
   chest at the foot of the bed.

** 50 gold in a locked chest on the desk of Vulernil: Armorer.

** There is a Pelagiad Gusrd Tower Key on the table behind some bottles in 
   the downstairs of the Pelagiad Guard Tower.

** There are many weapons and Armor laving about and in boxes (waiting to be 
   stolen) in the Pelagiad Guard Tower.

** Random loot located in a box to the right of the Fort Pelagiad main 
   entrance.

** 30 gold in an offering plate on the ground in front of the Imperial Cult 
   Altair in Fort Pelagiad.

** Two Steel Bows and some Steel Arrows are in the West side of the South 
   Wall section of Fort Pelagiad.

** Hrodis in one of the rooms upstsirs in the halfway Taven has the 
   Sanguine belt of Fleetness, which has a constant effect of Fortify
   athletics by 5 points.

** Imperial Steel Curiass and Pauldrins on a bed downstairs of south wall
   section of Frot Pelagiad.

** Imperial Steel Helm on table downstairs in Guard Tower.



=============================================================================
                       Section 9 Hla Oad Quests And Notes
=============================================================================

Hla Oad is a tiny isolated fishing village on western Vvardenfell in the 
Bitter Coast region. A rough track along the River Odai connects Hla Oad 
with the town of Balmora.


-----------------------------------------------------------------------------
                            9.1 Slave Delivery
-----------------------------------------------------------------------------

    Speak with Relam Arinith under Fat Leg's Dropoff about "doing some 
    business". He wants you to deliver a slave to someone named Vorar Helas
    in Balmora. Tell him that you will deliver the slave, then have Rabbina 
    follow you. Leave Fat Leg's Dropoff and head to Balmora. Vorar Helas is 
    in a house just south of Caius' house on the far east side of Balmora. 
    Pick the lock to the house. As soon as you enter Vorar will start to 
    attack Rabbina. You have a choice to make. Either help Vorar or Rabina, 
    no matter which option you choose the quest can be completed.

    If you choose to help Vorar then you should help to kill Rabbina. Once 
    you do this Vorar will thank you, then tell you that Rabbina was full of
    Moon Sugar and he needed to kill her to get it out. Ask him about Rabbina
    to get your reward, a Medusa's Gaze Ring, and 400 gold.

    If you choose to help Rabbina, you should help kill Vorar. Once you do 
    this speak to Rabbina about her "hope to escape". She will then ask you
    to escort her to Im-Kilaya at the ArgonianMission in Ebonheart. Take the
    Silt Strider to Vivec, then walk southeast to Ebonheart. Once there go to
    the southernmost building on the central island of Ebonheart, this is the
    Argonian Mission. Enter  and Rabbina will thank you. Speak with Im-Kilaya
    about Rabbina to get you 400 gold reward.
  

-----------------------------------------------------------------------------
                              9.2 Hla Oad Travel
-----------------------------------------------------------------------------

    Speak with Baleni Salavel at the docks to travel to the following places.

    Ebonheart              19 gold
    Gnaar Mok              13 gold
    Vivec, Foreign Quarter 19 gold
    Molag Mar              34 gold


-----------------------------------------------------------------------------
                              9.3 Hla Oad Trainers
-----------------------------------------------------------------------------

Llemisa Marys
Faction: Camonna Tong
Under Fat Leg's Dropoff

Skill       | to Level
------------+---------
Security    | 47
Light Armor | 52
Short Blade | 57


Pallia Geno
Faction: Imperial Cult
Hla Oad Outside

Skill       | to Level
------------+---------
Sneak       | 47
Speechcraft | 57
Light Armor | 52


-----------------------------------------------------------------------------
                            9.4 Hla Oad Merchants
-----------------------------------------------------------------------------

Perien Aurelie
Faction: None
Under Fat Leg's Dropoff Southwest corner
Barter gold: 150
Buys: Everything
Notes:


Perien Aurelie
Faction: Camonna Tong
Under Fat Leg's Dropoff Southwest corner
Barter gold: 550
Buys: Weapons, Armor
Notes: Has Repair service


Llemisa Marys
Faction: Camonna Tong
Under Fat Leg's Dropoff 
Barter gold: 150
Buys: Picks, Probes
Notes: Sells Picks and Probes


Trasteve
Faction: None
Fat Leg's Dropoff 
Barter gold: 250
Buys: Weapons, Armor, Books, Clothing, Ingredients, Lights, Repair Items,
Misc., Magic Items and Potions
Notes: 


-----------------------------------------------------------------------------
                              9.5 Hla Oad Notes
-----------------------------------------------------------------------------

** Book Charwich-Koniinge, Vol. 2 (+1 Hand to Hand) on table in Murudius
   Flacus's House.

** Book Dance In The Fire Chapter 1 (+1 Acrobatics) on table in Fadila 
   Balvel's house.

** Book Lives of the Saints in Okur's house

** Ask Pallia Geno about joining the Imperial Cult to recieve a copy of the 
   book For My Gods And Emperor.



=============================================================================
                     Section 10 Gnaar Mok Quests And Notes
=============================================================================

Gnaar Mok is a tiny island fishing village in the Bitter Coast region of 
western Vvardenfell.


-----------------------------------------------------------------------------
                             10.1 Gnaar Mok Travel
-----------------------------------------------------------------------------

Speak with Valveli Ares at the docks to travel to the following places.

    Khuul                  25 gold
    Hla Oad                13 gold
   

-----------------------------------------------------------------------------
                            10.2 Gnaar Mok Trainers
-----------------------------------------------------------------------------

Anas Ulven
Faction: Camonna Tong
Nadene Rotheran's Shack
Skill       | to Level
------------+---------
Security    | 47
Light Armor | 52
Short Blade | 57


Sodrara Andalas
Faction: Camonna Tong
Nadene Rotheran's Shack
Skill       | to Level
------------+---------
Athletics   | 43
Speechcraft | 47
Mercantile  | 47


Balan
Faction: Thieves Guild
Druegh-Jigger's Rest
Skill       | to Level
------------+---------
Athletics   | 49
Med. Armor  | 49
Long Blade  | 59


Wadarkhu
Faction: Thieves Guild
Druegh-Jigger's Rest
Skill       | to Level
------------+---------
Short Blade | 59
Blunt Weapon| 66
Sneak       | 100


Dridas Salvani
Faction: Hlaalu
Arenim Manor
Skill       | to Level
------------+---------
Block       | 52
Athletics   | 56
Long Blade  | 56


Almse Arenim
Faction: Hlaalu
Arenim Manor Basement
Skill       | to Level
------------+---------
Sneak       | 54
Light Armor | 60
Short Blade | 64


-----------------------------------------------------------------------------
                            10.3 Gnaar Mok Merchants
-----------------------------------------------------------------------------

Anas Ulven
Faction: Camonna Tong
Nadene Rotheran's Shack
Barter gold: 100
Buys: Picks, Probes
Notes: Sells Picks and Probes


Sodrara Andalas
Faction: Camonna Tong
Nadene Rotheran's Shack
Barter gold: 199
Buys: Books
Notes: 


Selvura Andrano
Faction: Camonna Tong
Nadene Rotheran's Shack
Barter gold: 150
Buys: Weapons, Armor, Clothing, Ingredients, Lights, Repair Items, Picks,
Probes, Repair Items, Misc., Magic Items and Potions
Notes: 


Hinald
Faction: Thieves Guild
Druegh-Jigger's Rest
Barter gold: 150
Buys: Weapons, Armor, Clothing, Ingredients, Lights, Repair Items, Picks,
Probes, Repair Items, Misc., Magic Items and Potions
Notes: 


-----------------------------------------------------------------------------
                             10.4 Gnaar Mok Notes 
-----------------------------------------------------------------------------

** In the bow of the boat at the docks, in a locked chest (10 lvl.) is a 
   Journeymans Pick and Probe.

** In the bow of the boat at the docks, are seven bolts of cloth, they weigh
   25lbs. each and are worth 50 gold.

** Book 2920, First Seed (+1 Spear) is on the table in Mush-Mere's Shack.

** Exqusite shoes, robe, ring and amulet in the closet of the Arenim Manor
   basement.

** Book Rear Guard (+1 Light Armor) on a box in Anglalos's Shack.

** Random loot in a barrel by the table in Rostlogi's Shack.



=============================================================================
                                Section 11: FAQ
=============================================================================

-----------------------------------------------------------------------------
                        11.1 How Do I sell High Priced Items?
-----------------------------------------------------------------------------

Q- I've read a lot about selling things to a fellow named Creeper. Somebody 
   mentioned that Ordinator's Maces go for about 12k, but I have yet to find 
   anybody with more money than Creeper. I am baffled. I have located 
   Creeper, but he has only 5000 gold. I attempted to sell a Fiend Katana 
   to him, but he said it was too expensive. When I bought a few things from
   him, he still only had 5000 gold. I am ever so baffled! How do I sell 
   expensive things to him without having to sell them for 4000 less than
   they are worth?

A- Try some creative selling, Sell him an expensive item and buy some things
   from him so that you get some items and his 5000 gold. Wait untill the 
   next day, and sell the items you bought back to him for another 5000
   gold. wait another day and repeat the process. And for those that don't
   know, Creeper is a merchant that buys items for full price despite your
   Merchant skill.


-----------------------------------------------------------------------------
           11.2 How Do I Use Vampire Dust To Make A Vampire Potion?
-----------------------------------------------------------------------------

Q- What do I do with the vampire dust to become a vampire?

A- As far as anyone can tell, vampire dust does not make you a vampire. At
   least not yet, there might be a further official addon that adds another
   item that has the vampire effect.


-----------------------------------------------------------------------------
                      11.3 Can I Join More Than One Guild?
-----------------------------------------------------------------------------

Q- Can I join more then one Guild?

A- Yes, you can, but some guilds have quests that conflict with eachother.


-----------------------------------------------------------------------------
                    11.4 Why Do The Ordinators Attack Me?
-----------------------------------------------------------------------------

Q- I have no bounty on my head, but every ordinator I see attacks me, why?

A- If you have ever equopped a piece of Ordinator armor, the Ordinators feel
   like you have disgraced them, and will from then on attack you on sight. 
   Even if you remove the armor and get rid of it, they will still attack 
   you. The only way to get them to stop is to use a console cheat command.
   These commands are found in the Reader Submitted Tips Section.


-----------------------------------------------------------------------------
          11.5 Where Is Creeper, And What Is So Special About Him?
-----------------------------------------------------------------------------

Q- Where can I find Creeper the scamp? And why does everyone tell me to sell
   my stuff to him?

A- Creeper is Located in Caldera, Ghorak Manor, 2nd floor. The thing that 
   makes him special is the fact that he will buy all of your items at full
   value, although you will still need to do some creative selling.


-----------------------------------------------------------------------------
         11.6 I Messed Up The Bonebitter Bow Quest, What Do I Do?
-----------------------------------------------------------------------------

Q- I went into the tomb like I was supposed to, but I didn't search the 
   remains of the Ancestor Ghost, then I left the tomb. When I came back, the
   remains are gone, how do I get the bow?

A- I don't know if the bow is gone for good, but if you have the PC version
   of the game, you can enter the console by typing the ~ key, then typing
   the following:

   player->additem bonebiter_bow_unique 1


-----------------------------------------------------------------------------  
                11.7 Where Are The Propolyon Index Stones?
-----------------------------------------------------------------------------

Q- What are the locations of the Propolyon Index Stones?

A- Hlormaren, Dome
   Gnisis, Arvs-Drelen
   Maar Gan, Shrine
   Maelkashishi, Shrine, Forgotten Galleries
   Caldera, Irgola, Pawnbroker
   Tower of Tel Fyr, Hall of Fyr
   Vivec, St. Olms Temple
   Rols Ienith, In the Rotheran, Communal Hut
   Telasero, Lower Level
   Urshilaku Camp, Wise Womans Yurt 


-----------------------------------------------------------------------------
         11.8 Why Are Some Of My Stats (or Skills) Listed In Red?
-----------------------------------------------------------------------------

Q- Some of my stats (or skills) are listed in red, what does this mean and  
   how do I fix it?

A- If a skill or stat is listed in red, this means that it has been affected
   and reduced by some form of magic or disease. To return it to its normal
   value you might try curing the disease, or using a restore attribute (or
   skill) spell or potion.


-----------------------------------------------------------------------------
          11.9 How Do I Get To The Puzzle Canal Temple Shrine?
-----------------------------------------------------------------------------

Q- How in the heck do I get to the temple shrine in the canal puzzle?

A- First, don't enter the maze unless you are on the third level. Then, 
   simply go inside. In the middle of the "H" shaped room, there is a door to  
   the inner canal. Go inside and you will find a room full of water, and a 
   stone telling you to breathe in the waters. Do it. Simply sit in the water 
   until you run out of breath and life. Your life will be restored, and the 
   bridge will appear. Don't have a silver longsword? Don't worry; there is 
   one in the chest next to the shrine. Simply hand it over and the shrine is 
   all yours.

   -Warpedtpf


-----------------------------------------------------------------------------
     11.10 What Are All Of The "X's" On The Map That Came With The Game?
-----------------------------------------------------------------------------

Q- What are all of the little "X's" on the map that came with the game?

A- The "X's" are the locations of shipwrecks. They usually hold some sort of 
   treasure, the value of this treasure varies. There are also some   
   shipwrecks that are not marked on the map, these usually have better  
   treasure.


-----------------------------------------------------------------------------
       11.11 Is It True That You Can Get Your Own House In This Game?
-----------------------------------------------------------------------------

Q- I have heard that you can get your own house in this game, is it true?

A- Yes, there are a few ways that you can get a house of your own.  First
   you can kill someone and take over his or her house as your own, or you  
   can earn a stronghold. To earn a stronghold, you must join on of the 
   Great Dunmer Houses and work your way through their quests. As you 
   advance through the quests you will receive the stronghold, as well as  
   have it upgraded.


-----------------------------------------------------------------------------
      11.12 I Killed Someone In The In The Corprusarium, What Do I Do?
-----------------------------------------------------------------------------

Q- I killed on of the guys in the Corprusarium, now Fyr will not cure me of 
   the Corprus disease, what can I do?

A- Find a spell merchant that sells a Charm spell, then visit a spell maker 
   and have him create a version of the spell that has a 70 to 100 point 
   magnitude. Use this spell on Fyr, then talk to him again. If you do not 
   have enough magic to cast a spell of that magnitude, you can have a spell 
   made with a lesser magnatude and cast it multiple times for the same 
   effect.


-----------------------------------------------------------------------------
                  11.13 Where Can I Find Grand Soul Gems?
-----------------------------------------------------------------------------

Q- Where is the best place to find Grand soul gems?

A- Grand soul gems are leveled loot, often found in bandit caves.


-----------------------------------------------------------------------------
                     11.14 What Is Leveled Loot?
-----------------------------------------------------------------------------

Q- What is leveled loot?

A- Leveled loot is random loot that you can find that changes depending on  
   what level your character is. For example: As a level 1 character you 
   might find a petty soul gem in a chest in a cave, but if you were level 15 
   you might find a grand soul gem instead.


-----------------------------------------------------------------------------
                 11.15 Where Do I Find The Morag Tong?
-----------------------------------------------------------------------------

Q- Where do I find the entrance to the Morag Tong Guildhouse?

A- It's in the storage area of the Arena canalworks in Vivec. The  
   canalworks you should be looking for is nearest to the Fighter's 
   Training Area with the little banners with a circle and three swords 
   around it. Go through the door leading to the canalworks and when 
   you head down the steps you should see a door on the other end of 
   the hallway go through that door. The next door is locked, I think, 
   so unlock it. A rat is behind the door so kill it, now there are 
   three doors in this room one on the right side and two on the left. 
   The door on the left nearest to you has a sleeping bag you can sleep 
   in, the door on the left farthest from you has a rat in it, the door 
   on the right has another rat but this room has a trapdoor that's 
   locked, kill the rat then get past the locked trapdoor. You're in 
   the Morag Tong Guildhouse now.


-----------------------------------------------------------------------------
           11.16 All Of My Armor Skills Are Zero, What Happened?
-----------------------------------------------------------------------------

Q- Something happened to turn all of my armor skills to zero, I have tried 
   everything to get them back to their original level, but nothing works. 
   What happened, and how do I fix it?

A- Most likely you have picked up and equipped the Sword of Fury. This sword  
   damages all of your armor skills. In the original version of the game 
   there was a bug that caused these skills to be incapable of being 
   restored. 

   If you have the Xbox version of the game, the only thing you can do is 
   rebuild the skills manually.

   If you have the PC version of the game you can do a few different things.
   -You can use the console to fix the skill levels.
   -If you have the 1.2.0722 patch installed, you can use Imperial Altars and 
   Temple Shrines to restore the skills. I believe this only works if you 
   equip the sword after you have installed the patch. If you equipped the 
   sword before the patch was installed you should use the first option to 
   restore your skills, then the shrines and alters will work from that point 
   on.



=============================================================================
Section 12: Stat and Skill Tips
=============================================================================

This section contains some reader submitted emails that inform about Stat and 
Skill tips (the ones with a credit at the end). I did not write the submitted 
information, nor have I verified the information. These may contain some 
duplicate information, which I will revise at a later time. Many people 
emailed me about some of the same items, I tried to include the first 
submissions, and so you may not see your name here. But I would still like to 
say thank you for sending the info even if it did not make it to the FAQ.


-----------------------------------------------------------------------------
12.1 Easy Acrobatics Skill
-----------------------------------------------------------------------------

The fastest way to raise this skill is to "bunny-hop" everywhere you go.
This has the added benefit of being a fairly speedy way to travel. Just keep 
an eye on your fatigue level if you know a fight is coming up.


-----------------------------------------------------------------------------
12.2 Another Easy Acrobatics
-----------------------------------------------------------------------------

I figured out a small trick for really jacking up acrobatics quickly. Instead 
of simply jumping everywhere you go, find yourself a nice large hill that you 
wouldn't have any trouble walking up and then start slowly walking up the 
hill.  As you move up the hill hit the jump key as fast as you can and you'll 
usually be able to rattle off about 3 or 4 jumps per second.  I want to be 
like Mike.

-emeraldvale


-----------------------------------------------------------------------------
12.3 Ye Olde Breadbutt's Easy Athletics
-----------------------------------------------------------------------------

This is halfway between a cheat and just really cheap play, but it works.

Swimming is supposed to be the fastest way to raise athletics, right? 
so go to Balmora hop in the river and swim in deep enough water that you're
defiantly swimming and not just walking. Swim directly into one of the bridge
columns so that you're at a right angle to the columns flat side and still
swimming but not going anywhere. if you aim yourself properly, you should
just be able to hold down the forward key/button and swim indefinitely. I
play Morrowind on the Xbox, so I used a rubber band to hold the analog stick
forward, but I'm sure you can use something weighted to hold down the
appropriate PC key. anyway, get this set up and SAVE your game. then you can
go make a sandwich, watch a movie or whatever while your character builds up
that athletic skill. I actually watched a movie and went to bed. when I got
up the next morning, my athletic skill had raised from 28 to 46. Not the
most amazing change, but I didn't have to wait for it to happen. Also and
obviously, it's important to save before doing this, your char. could slip
off of the column and run out into a monster or off of a cliff  or you slip
and dive and stay down and drown, computer/Xbox crashes...

Anyway, VERY cheap play but it works.

-Ye Olde Breadbutt


-----------------------------------------------------------------------------
12.4 Easy Mercantile
-----------------------------------------------------------------------------

You can get infinite gold and raise your mercantile skill from The Creeper. 
He will barter at 1% in your favor. For example, sell him 5000 base price 
worth of stuff, he'll buy it for 5050 gold. And you can buy it back at 4951 
gold giving you a profit of 99 gold. I know its cheap and tedious, but it 
does work and if you have the time, you can have as much gold as you want and 
buy anything. Just takes a while.

-War123


-----------------------------------------------------------------------------
12.5 Easy Sneak skill
-----------------------------------------------------------------------------

Find a NPC that does not walk around or have anyone else around. A good 
example would be one of the NPCs in the shacks at Seyda Neen. Walk up to
them and they will address you, now back away and quickly run behind them.
Hit the sneak key (you will know when you are sneaking because there will
be a small icon on the lower left of your screen) and hold it. You can put
something on your keyboard if you want, then leave and return later.


-----------------------------------------------------------------------------
12.6 Another Easy Way To Raise Sneak Skill
-----------------------------------------------------------------------------

Go into one of the bodies of water around the first town. You will get 
attacked by some fish.  (I can't remember exactly what their name is.)  
Walk barely out of the water far enough so the fish isn't attacking you and 
put your character in sneak mode.  It will flicker in and out of sneak mode.
Try to find a spot of land where you are surrounded by rocks or trees so you
don't get attacked by mudcrabs or anything else.  

Save your game and go do something else for a while.  When you come back your
stealth skill will have increased drastically.  I went from a 40 in stealth
to 100 in about 6 hours.

-dogami 


-----------------------------------------------------------------------------
12.7 Easy Security Skill
-----------------------------------------------------------------------------

Buy a lock spell and a bunch of low-level lock picks. Once you have bought      
the spell, use a spell maker and make a lock spell with a magnitude of 1. 
Now lock any chest, then open, and repeat. Since the lock level is so low, 
you should always be able to open it, and this will raise your security 
skill.


-----------------------------------------------------------------------------
12.8 Easy Speechcraft
-----------------------------------------------------------------------------

To raise your Speech-Craft like crazy, go up to someone, and keep admiring 
him or her nonstop. I did this for 2 hours and got my speechcraft to level 
100

-Morgan Weiner


-----------------------------------------------------------------------------
12.9 Stat Training Quirks
-----------------------------------------------------------------------------

If you wear the boots of blinding speed and have a major or minor skill 
based on speed, then you can increase it to the maximum level with a master 
trainer, and then, since the masters don't have a limit to how high a level 
they can train you (or something like that), and since your speed attribute 
will not prevent it from being trained further, you can constantly train it 
ten points with the master. The result? The skill will always stay at 100, 
but since your speed is more than 100, you can gain levels infinitely this 
way WITHOUT going to jail. This works with any item which enhances stats 
permanently (or with a temporary stat-enhancer, if you talk to them during 
the effect's duration, but you'll need to reapply the effect before every 
session).

-Demens Ignis 


-----------------------------------------------------------------------------
12.10 Another Stat Training Quirk
-----------------------------------------------------------------------------

The female trainer in one of the rooms at the top of the stairs in the Lucky 
Lockup in Balmora is able to train your shortblade skill to 100.....and then 
some.  If shortblade is one of your major or minor skills when you continue 
to train past 100 your skill will not go up but you will get the skill 
points counted toward your level.  If you have enough money, you could 
theoretically max out all your stats, hp, etc.  It will cost a ton of money 
to train but it is worth it for leveling if you advanced all your other 
major and minors to 100 and still have some stats below 100.

-Senaldun


-----------------------------------------------------------------------------
12.11 Raise A Stat And Make Money
-----------------------------------------------------------------------------

To raise athletics and make good money fairly easily ..swim around Seyda Neen
and look for kollops! They have a chance to hold a pearl! 100 gold per pearl 
and all that swimming will raise your athletics quickly!
 
-SpaceLord



=============================================================================
                        Section 13: Miscellaneous Tips
=============================================================================

This section contains some reader submitted emails that inform about 
Miscellaneous Tips (the ones with a credit at the end). I did not write the 
submitted information, nor have I verified the information. These may contain 
some duplicate information, which I will revise at a later time. Many people 
emailed me about some of the same items, I tried to include the first 
submissions, and so you may not see your name here. But I would still like to 
say thank you for sending the info even if it did not make it to the FAQ.


-----------------------------------------------------------------------------
                   13.1 WarEagle's Easy Golden Saint Soultrap
-----------------------------------------------------------------------------

While playing Morrowind I spoke SoulTrap on nearly everything because I 
wanted to see what happens. By doing this I found a way how you can trap  
Golden Saints Soul very easy. The only thing you need is a Scroll of Summon 
Golden Saint. Please don't ask where I had it from, but I found two of them 
in my backpack. Summon the scroll and then cast SoulTrap on the Golden Saint.
Although it's a summoned being, you trap its soul when it dies. This also 
works with the other summon-spells I've tried. By doing this, you can easily 
get many souls for enchanting.

-WarEagle


-----------------------------------------------------------------------------
               13.2 The Thieves, The Fighters, And The Codebook
-----------------------------------------------------------------------------

This is a bit lengthy, and if the Fighter's Guild isn't your thing, then it 
shouldn't be a problem.  Also, there is a bit of a Thieves' Guild spoiler in 
this tip as well, but here goes.  When I did this quest, I ended up joining 
the Thieves' Guild and not getting the codebook at all. I soon found out that 
my abilities for my character were actually better suited fora thief then a 
fighter, so I progressed through all of the Thieves' Guild missions.  

*Spoiler* After a few days of playing, I arrived at the last leg of the 
Thieves' Guild quests, with Gentleman Jim Stacey in Vivec. He starts asking 
you to bribe the heads of the Fighter's Guild so they can protect the 
Thieves' Guild. One of the people you bribe is Fire-Eye, the head of the 
Balmora Fighter's Guild. After you bribe her with a certain sacred relic, she 
pledges to aid the Thieves' Guild -- thus she doesn't request you to do any 
jobs against the Thieves' Guild, and omits the quest for the codebook. Then 
you can ask her for the next job, because she called the one for the codebook 
a success even though you didn't finish it!  This is a great solution to the 
quest if the Fighter's Guild isn't really your "thing" and you want to get 
stronger before you do the higher Fighter's Guild quests, because the 
Thieves' Guild quests are not real combat related.

-Bojangles


-----------------------------------------------------------------------------
                           13.3 The Talking Mudcrab
-----------------------------------------------------------------------------

There's a talking Mudcrab with 10K on an island just southeast of Mzahnch
northeast of Vivec, east of Ald Sotha, north of Bal Fel southeast of Suran.

My Note: I have heard that this crab will buy anything, and you can barter
with it to raise your merchant skill.

-Robin Sequira

My Note: He is on the island under the "H" in Mzahnch on your paper map.


-----------------------------------------------------------------------------
                              13.4 Vampire Info
-----------------------------------------------------------------------------

There are three clans. Berne, Aunde, and Quarra. To become a vampire, fight 
one, don't kill it, and become diseased. Rest three days and you will belong 
to the clan of whatever vampire bit you. 20-point boosts to strength, speed 
and willpower and 30-point boosts to sneak, athletics, acrobatics, hand-to-
hand, unarmored, mysticism, illusion, and destruction. Each clan also gives a 
20-point boost to skills according to the clan. Very awesome. 
You can do quests for the clans you joined, the mages guild and house 
Telvanni only, anyone else will attack you. Oh all three clans are enemies to 
the others.

To cure Vampirism in those three days before you become a vampire you can use 
a common cure to cure it and still be able to become one again. But after the 
final cure you cant become a vampire again. Go to Bal Ur. It's located north 
of the mountains of Suran. Talk to the man in the shrine then to the statue. 
Bal gives you a quest. Complete the quest and the vampirism will be gone for 
good.

My note: I you are in the sunlight you take a low level of constant damage. 

-Josh Aldrich


-----------------------------------------------------------------------------
                                13.5 Good Souls
-----------------------------------------------------------------------------
Only ascended sleepers and golden saints can give you constant effect when 
enchanting items.

-Josh Aldrich


-----------------------------------------------------------------------------
                            13.6 Easy Way Over Lava
-----------------------------------------------------------------------------

Try making stepping-stones over lava with books.

-Josh Aldrich


-----------------------------------------------------------------------------
                          13.7 The Wonders Of Sujamma
-----------------------------------------------------------------------------

Sujamma can be consumed in huge quantities with negligible side effects 
(Only temporary loss of int., sometimes minor draining effects), allowing 
ANY character to kill just about anything at any level (think of the effects 
of around 300-700 strength with nearly ANY weapon)

-Demens Ignis


-----------------------------------------------------------------------------
                       13.8 Permanent Bound Item (Non Bug)
-----------------------------------------------------------------------------

I got a permanent bound axe by enchanting a ring with a bound axe spell, with 
constant effect, it was about 11,000 septims, and I wasn't even on good 
standards with the enchanter. You need a golden saint, which I got from a 
scroll. 

-Victor


-----------------------------------------------------------------------------
                             13.9 M'Aiq the Liar
-----------------------------------------------------------------------------

This is cool, another surreal Morrowind character. In between Dagon 
Fel and Ald Daedroth (SE of DF, NW of AD) is a tiny island. Actually, it's 
more of a large rock. It's off the mainland where Dragon Fel is. On it is a 
Khajiit (and a chair and a fishing pole), M'Aiq the Liar. You can ask him 
about many things, including the talking mudcrab, rope climbing, multiplayer, 
and nudity. But be sure to ask about the Shrine of Boethial.



...Okay, he might be really hard to find, so I'll give that one away for 
those who want to find it. "You seek the shrine that is no longer there? ... 
Looks to the seas to the West... take a deep breath and search". 
Remember that woman is Sedya Neen who said her cousin saw a city in the water 
near Gnaar Mok? According to my journal, though, it's closer to Hla Oad.

-God Magnus


-----------------------------------------------------------------------------
                    13.10 Cheaper Constant Effect Enchantment
-----------------------------------------------------------------------------

When you enchant an item with a constant effect, instead of making the 
magnitude go from 30-30 for example, you can make it go from 1-59.... that 
way you can just keep equipping the item until you get something close to the 
59, thus increasing the power dramatically.  Be warned however that this can 
take a very long time because you have to equip the item, check the effect, 
then if you don't like it, unequip then equip, etc.  Just keep doing this 
until you get a high number and don't take off the item after that point.  
I hope that wasn't too confusing.  

-Blue99BMW


-----------------------------------------------------------------------------
                     13.11 High level Conjuration Spells
-----------------------------------------------------------------------------

An easy place to get great conjuration spells is in Tel Branora. To get 
there take a boat from Ebonheart or Vivec. Once there, ask around to find 
where the Telvanni councilor is. You need to levitate to Upper Tower About 
half way up the strange spiraling thing. Once there, go into her chambers 
and levitate up. One of the people there will teach you almost every high 
level conjuration spell. They have Summon Dremora, Hunger, and even GOLDEN 
SAINT.
*spoiler*For easy trapping of Golden Saints, make a spell after buying the 
summon where the duration is equal to 10 or 15 seconds and just make sure you
have a Grand Soul Gem handy.

-P3ss1m15t


-----------------------------------------------------------------------------
                              13.12 Ordinator Armor
-----------------------------------------------------------------------------

Don't wear ordinator armor in front of ordinators. They will attack you 
from that point on even if you take it off.
 
-Josh Aldrich


-----------------------------------------------------------------------------
                   13.13 Death to Ordinators!!!!!!! (Kwik Kash)
-----------------------------------------------------------------------------

In the foreign quarter plaza there are 2 spots where nobody can touch you. 
They are behind 2 flower things and it forms a right angle.  Jump behind it
and whip out your bow and arrow.  Shoot the ordinator.  Sometimes the game 
glitches and the ordinator comes running towards you and goes straight 
through the wall.  Just resist arrest and jump to the other side. Anyway 
when he doesn't go through the wall which is most of the time, just whip out
your sword, axe, staff whatever and hack away.  he will eventually die.  
take all his crap and use the mages guild to warp to caldera.  go outside 
and drop al your stolen stuff.  Pay your bounty of 40 (yes its still 40 I 
don't know why) after you do that pick everything up and go sell it to the 
Scamp, Creeper.  This is real easy to do if you're low level too.  I did it
when I was level 1.  Yes 1.

-The Great Gerstacker


-----------------------------------------------------------------------------
                             13.14 Calm The Ordinator
-----------------------------------------------------------------------------

To calm the ordinators type the following into the console.
--
"ordinator stationary"->SetFight 30
"ordinator wander"->SetFight 30
"ordinator wander_hp"->SetFight 30
"ordinator_high fane"->SetFight 30
"ordinator_wander_hvault"->SetFight 30
"ordinator_wander_tvault"->SetFight 30
--
circumstances:
 -must be typed exactly as above
 -must be in Vivec <-(My note: I don't think this is true)
 -must not be in the sight of an Ordinator
 -must not be in combat

-shock_ZERO and giznot


-----------------------------------------------------------------------------
                              13.15 Daedric Quests
-----------------------------------------------------------------------------

There are seven of them at certain shrines: Azuras, Boethiah (under water, 
west of Hla Oad), Malacath, Mehrunes Dagon, Mephala (sensitive matters 
in the Morag Tong), Molag Bal, Sheogorath (under St. Delyn in Vivec). 
All give you good items. I know that Azura gives you a soul gem that is both 
huge and reusable. Boetiah gives you a golden sword, Mephala the ring 
of Khajiit, and Sheogorath gives you the spear of bitter mercy.

-Josh Aldrich


-----------------------------------------------------------------------------
                            13.16 Slave Key Locations
-----------------------------------------------------------------------------

Ok, here it is. You can find keys to free slaves ONLY at the following 
locations (Arvel Plantation is NOT one of them. They may ask you for a key, 
but I assure you it doesn't exist.):

Abebaal Egg Mine, Addamasartus, Aharunartus, the Caldera mine, Dren 
Plantation, Habinbaes, Hinnabi, Assarnud, strongholds Hlormaren and Rotheran, 
Minabi, Panat, Kudanat, Sha-Adnius, Shushan, Shushishi, Saturan, Sinsibadon, 
Zainsipilu, Zebabi, and Yakanalit.

So, there are no keys for Arvel plantation, Sadrith Mora or Suran slaves, and 
no vampire cattle. You CAN, however, buy slaves in Tel Aruhn and then release 
them. 

-DoubleAction


-----------------------------------------------------------------------------
                            13.17 free bounty removal
-----------------------------------------------------------------------------

In Balmora, if you are joined with the thieves' guild, whenever you have a 
bounty on your head, get to the thieves' guild without getting killed, and 
talk to the old guy downstairs.  He can remove the bounty off your head for 
half the price of the bounty, but, before you talk to him, drop all you money 
on the ground in the same room.  Then when you talk to him, he will take the 
bounty off of your head. The message will say that the amount has been taken 
off. Now go get your money you dropped, and it is all there. Free bounty 
removal

-Dan Blocker- ruptionx


-----------------------------------------------------------------------------
                            13.18 Great Map Program
-----------------------------------------------------------------------------

http://www.m0use.net/~uesp/morrow/map/mw_map.shtml#notes

-Spacelord


-----------------------------------------------------------------------------
                          13.19 The Taunt-Bribe Trick
-----------------------------------------------------------------------------

To kill someone without recieving a bounty on your head, you must get them
to attack you first. The easiest way to do this is to use Persuasion-Taunt.
If your rep with the NPC gets to zero before they attack you, you can 
bribe them, then taunt again. Eventually they will attack you, and once 
you kill them, check their bodies to retrieve the money that you bribed
them with. (A note from reader Blue99BMW let me know that taunting when
the disposition is 0 still works.)


-----------------------------------------------------------------------------
                       13.20 Good use of Mark and Recall
-----------------------------------------------------------------------------

Having the Mark and Recall spell makes doing guild quests much faster. Cast
Mark near the person giving you the quest, that way when you complete the
mission you can cast Recall to get back instead of walking all that way.




=============================================================================
                        Section 14 Reader Submitted Loot
=============================================================================

This section contains reader submitted emails that inform about loot 
locations. I did not write these, nor have I verified the information. There 
may contain some duplicate information, which I will revise at a later time. 
Many people emailed me about some of the same items, I tried to include the 
first submissions, and so you may not see your name here. But I would still 
like to say thank you for sending the info even if  it did not make it to the 
FAQ.

-----------------------------------------------------------------------------
                        14.1 Master Alchemy Equipment
-----------------------------------------------------------------------------

There are master-level of all the alchemical tools in the caldera mage's 
guild.  They are up a twisting staircase through a wood door.  there is no 
one there to see you take the stuff.

-sam

-----------------------------------------------------------------------------
                   14.2  Pelagiad Armor Ready To Be Stolen
-----------------------------------------------------------------------------

In pelagiad fort, there is a table with plate mail armor and chain mail on
it, right behind the orc smith and near a patrolling guard.  when the smith
turns away and the guard is walking the other way, you can quietly take all
the stuff except the imperial broadsword (i dont know why, but they'll 
always see you take it).  but don't sell it to the orc, she'll reconize it 
and call the guard.

-sam

My Note: You can steal any shopkeepers inventory, but if the merchant was
set to have unlimited inventory of an item, and you steal it, it will no 
longer be unlimited.

-----------------------------------------------------------------------------
                          14.3 The Sword of White Woe
-----------------------------------------------------------------------------

...In Balmora, i found this super sword. I found the same sword in Suran, 
but the one in Balmora is really easy to get. In the East Guard tower (i 
think it's east....but it's the only building named a guard tower in Balmora)
on the top floor is a guard who won't move. There is a bed, closet and on 
top of the closet is this sword called the White Woe sword. I mean it may 
not seem all that impressive, but seeing as I got it pretty soon in the game
(and i'm not that far in the game either due to just working on guild quests
more), it's a kick ass sword to me. The way to get it is right before you go
up the last set of steps, go into first person view, then become invisible 
(whether you have the spell or potion), and work quickly. Go right behind 
the guard use the crosshairs to target the sword. Grab it and run down the 
steps and the guard won't even know the sword is gone.

-JABIGDODS2000 

-----------------------------------------------------------------------------
                                14.4 Good Loot
-----------------------------------------------------------------------------

Not sure if you are including notable items or not, but after you kill Dagoth
Gares (section 3.7 in your faq), look behind (not in) one of the trough-like
things in his room.  You will find a most excellent set of bracers. One 
boosts strength by 20 (continual!), the other agility.  Plus they have an
armor factor of over 100.

-Scott Kelley

-----------------------------------------------------------------------------
                              14.5 More Good Loot
-----------------------------------------------------------------------------

Another random thing, If you want to find some of the craziest armor in 
the game go to Tel Fyr in the upper study and look for a level 100 
locked cabinet that is also trapped. Open it and find some Insane light 
armor that gives 60% resit magika as a constant effect. Just in 
reference at that point glass armor had 93 armor rating and this armor 
had 147... It's that good...

-Jesus

-----------------------------------------------------------------------------
                         14.6 Azuras Servant Shield
-----------------------------------------------------------------------------

In Tel Vos in the northeastern tower behind a hidden door there is a 
trap door go down use invisibility or kill the dremora and take the Azuras 
Servant Shield. Its Daedric and enchanted.

-Josh Aldrich

-----------------------------------------------------------------------------
                  14.7 Yagrums Book Of Great Arifacts Locations
-----------------------------------------------------------------------------

Bloodworm helm: Owner Crazy Batou found in Maren Ancestral Tomb west 
of Erabenimsun Ashlander Camp.

Bow of Shadows: In the Venim Ancestral Tomb north of Zianab Ashlander 
Camp.

Cuirass of Saviors Hide: In a locked closet in the Hall of Fyr in Tel 
Fyr Tower.

Daedric Scourge: In a chest in the Hall of Fyr.

Denstagmer's Ring: In a trapped cremation urn marked D. Bryant in 
lowest chamber of the Falas Ancestral Tomb east of Gnisis.

Eleidon's Ward: Mounted on a wall in Ibar-Dad west of the Urshilaku 
Ashlander Camp.

Fang of Haynekhtnamet: Found in the Shrine of Pitted Dreams in the 
Sixth House base in Mamaea north of the stronghold Berandas.

Fists of Randagulf: Both are in souls rattle the innermost recess of 
the Sixth House base Ilunibi.

Masque of Clavicus Vile: In possession of Sorkvild the Raven who is in 
a tower east of Dagon Fel. You can pick-pocket it.

The Mentor's Ring:  In Samarys Ancestral Tomb southeast of Hla Oad in 
an urn marked Lord Brinne.

The Ring of Phynaster: In the Senim Ancestral Tomb southeast of Dagon 
Fel.

Staff of Hasedoki: In possession of Koffutto Gilgar in Gimothran 
Ancestral Tomb in mountains south of the stronghold Falensarano.

Vampiric Ring: On the skeletal wizard who rules the Velothi dome in Ald 
Redaynia in western Sheogorad.

-Josh Aldrich

-----------------------------------------------------------------------------
                             14.8 Daedric Cressent
-----------------------------------------------------------------------------

There is a hidden boss like person, Dregas Volar, who, if you beat 
him, gets you his weapon the daedric crescent. Go to Tel Fyr. Levitate up 
to Fyr's chamber get the key on his table (he wont fight you). Don't kill 
the corprus people. Go down into the corprusarium and turn left at the 
first intersection you will see a lockk 100 chest. Open it to get the 
678 key. Head back the way you came and keep straight. You will come to a 
pool on the right, dive in to open the 2nd chest. Get the 738 key, 
backtrack and go through the gate on your left. In the shallow pool is the 
third chest and the 802 key. Head back to the first chest but turn left. 
The left corner is where the 4th chest is. Go back to the onyx hall and 
at the golden door turn right. behind the pillar is the 1008 key.now go 
to the bowels of the corium through the door straight infront. Keep 
going to the 1092 key. Go back up to Fyrs chamber and open the small chest 
on the bookshelf to get 50 dwemer coins, 1155 key and that amulet.
To fight Volar equip the amulet and choose yes. He can paralyze you, 
blind you and over encumber you, or just stand there and take a 
beating.

-Josh Aldrich

-----------------------------------------------------------------------------
                            14.9 Daedric Dai Katana
-----------------------------------------------------------------------------

In an egg mine north of molag mar( go towards mt. ass.)is a daedric dai 
katana worth 120000 gold. Its on the dead hero over some rocks to the 
right.

-Josh Aldrich

-----------------------------------------------------------------------------
                        14.10 Ebony Armor Set Location
-----------------------------------------------------------------------------

The daedric ruins which I BELIEVE are southwest of Khuul have an area called 
the "Sunken Vaults", in which a guy whose name and existence are completely 
meaningless lives. He happens to have all of the ebony armor pieces except 
the helmet, and although he can summon daedroths and has a daedric war axe, 
if you can buy around 10-15 jugs of sujamma and get three hits off, then 
he'll die, and you'll get a full suit of ebony armor and the axe.

-Demens Ignis 

-----------------------------------------------------------------------------
                            14.11 Glass Armor Set
-----------------------------------------------------------------------------

if you're a theif...a great place to go is the ghostgate tower of dusk(on 
left when facing ghostgate from south) go in there and find the guy who does
blacksmithing, when i was there i was only on level three or four, i found 
an entire set of glass armor stuff...each of which are worth a few thousand 
bucks a piece, so you could sell'em for cash, or you could wear'em like i am,
considering the armor rating on them is upper 70's to late 80's...i know the
glass towershield i stole was a whopping 99 in armor class, when i wear the
entire set my armor class is just about 90, before i stole that i had stuff
on that was only armor rating of 10...so it was very helpful, the dude also 
has a glass jinkblade(shortsword) which has 200 paralyze charges, or a glass 
sword(longsword) and that's a sweet weapon as well 

-Alex

-----------------------------------------------------------------------------
                            14.12 Dragonbone Cuirass
-----------------------------------------------------------------------------

Southwest of Vivec on one of the small islands there is a place called Mudan
grotto, swimming through the grotto will bring you to Mudan: Lost Dwemer
Checkpoint, once inside, you must continuie swimming to reach the Mudan 
vault, which is protected by a steam guardian.  Deafeat it and open the 
closet to get the Dragonbone cuirass, heavy armor with a 330+ AR and
a 100% resist fire.  Make sure to bring along a scroll of ekash's lock 
splitter and some potions of water breathing, it will be a long swim and the
door to the vault is level 100 and trapped.

-Jerome

-----------------------------------------------------------------------------
                             14.13 Indoril Armour
-----------------------------------------------------------------------------

I found a great way to get a set of Indoril Armour and 2 ebony pauldrons and
an ebony shield. First go into the tower of Dawn at Ghostgate. Then Go 
downstairs and enter a door with some chests. Sneak and steal some indoril 
pauldrons and helm. Next go into the room with and ordinator and a key to the
vault. DO NOT TALK TO THE ORDINATOR. Wait till he leaves the room or sneak
and take the key. Enter the door and talk to the ordinator in that room. He
will attack you. Kill him. Its no crime but you get his full set of armour 
to sell or wear, plus the ebony stuff on the table and whatever else is in 
the room. Dont worry if you dont have a high sneak skill. Mine is 5 and i 
could do it.

-Dave Marchetti

-----------------------------------------------------------------------------
                              14.14 Umbra Sword
-----------------------------------------------------------------------------

Umbra Sword
The sword that I am using now I got by killing an orc named Umbra who is 
standing on a path east of Suran over the mountains. Had to use a crossbow 
and stay away to kill him. His two handed sword has an attack of approx. 10-
45, also auto casts soultrap for 60 sec. It's worth 
110,000.

-Podmage

-----------------------------------------------------------------------------
                            14.15 Super Gauntlets
-----------------------------------------------------------------------------

Super Gauntlets
I also just found an amazing pair of gloves in the cavern just north of Gnaar 
Mok. They both have an armour rating of 210, they are worth 35 000, one adds 
30 points to strenght, the other 20 points to agility. They are hidden behind 
one of the tubs of loot at the very bottom of the cavern.

-Podmage

-----------------------------------------------------------------------------
                          14.16 Amulet of Shadows
-----------------------------------------------------------------------------

80% Chemeolon for 60 seconds!
This means you would be invisible to pretty much every character in the 
game! Plus because its not actually an "invisible" spell, you can still use 
any item like a weapon or lockpick or you can pick pocket people, you can 
even open doors and the spell won't be disturbed.

Heres how you find it:

Travel to Gnisis anyway you can, then exit Gnisis by the east side and 
follow the signs to Khuul. Keep following those until you find a woman 
next to a pond ( if you talk to her she will ask you to find her ring in the 
pond but the amulet doesn't deal with this)Stand next to the woman and wait. 
you will hear footsteps but you nor the woman will make them, look around and 
you will just barely see a person using the amulet. Kill the person and the 
amulet is all yours! Good luck!

-----------------------------------------------------------------------------
                         14.17 Eleidon's Ward Shield
-----------------------------------------------------------------------------

I was on my way to Urshilaku camp when i ran by the Ibar-Dad Tomb ( just 
South-east of the ashurnubitashpi ruins ). If you Open the rusty gate and 
swim your way in the water tunnel you will find another tunnel guarded by two 
dremora lord and then a golden saint, Kill them and open the giant door ( you 
need good lockpick skill  or open lock spell/scroll ) beyond the door is a 
tomb! Look around the corpse to find a Daedric helmet and shield. BUT if you 
look up a bit you will notice a glowing shield! drink up a levitation potion 
and grab it. its a Eleidon's ward shield! SL 320 with Restore health spell ( 
When Used )

-Spacelord

-----------------------------------------------------------------------------
                          14.18 Dengstagmer's Ring
-----------------------------------------------------------------------------

I found dengstagmer's ring! resist 30% shock , Fire and Frost CONSTANT! its 
in The Falas ancestral Tomb its right in the middle of gnisis/berandas ..Its 
guarded by a Fire and frost atronach.

-Spacelord

-----------------------------------------------------------------------------
                   14.19 Ice Blade of Monarch, Skull Crusher
-----------------------------------------------------------------------------

If you can spare some time on side quest, get these weapons. It will help you 
a lot in adventure (whole lot better than daedric or dwemer weapons). All of 
them is involved in Imperial cult's Oracle quest, but you can get it at any 
time. but you better have ability to take out some tough mobs. First is in 
Rotheran (fortress, south of Dagon Fel) go there and enter hut called 
'Arena', kill all guards, some daedra mobs and mage with robe. (don't kill 
slaves.. they are harmless) After major fire fight, loot the mage. He have 
magical ring, magical robe and superb 2 hand sword called 'Ice blade of 
Monarch' which is awesome in damage and enchant(frost damage when strikes). 
Give the ring to darkelf slave in cell if you wish to finish one of Oracle's 
quest. Second is the 'Skull-Crusher', best 1 hand hammer I ever seen in this 
game (best cause you can use shield :P, ok.. actualy this hammer have awesome 
damage plus constant Feather and Fortify Attack enchantment). To get this you 
need to goto north east from Sadrith Mora, there is Daedric ruin but its 
entrance is sealed (don't hang around near ruin cause mob there are not 
friendly), to go in there you need to find ancestor tomb which is located 
little island north from ruin, this tomb is connected to ruin in underground, 
little warning: there is lots of Daedra mobs so use invisiblity or prepare 
for fight. Deep in dungeon, you will see little volcano and forge and hanging 
(levitated) chest in very big cave with stone structure, you need to pick or 
cast spell to open chest to get 'Skull-Crusher'. There is some magical items 
if you can fly around.

-opfer_gv

-----------------------------------------------------------------------------
                          14.20 Easy Daedric Weapons
----------------------------------------------------------------------------

This is a little trick I call "Easy Daedric Weapons". If you have a weapon 
(like the Scourge gotten from the tower in Tel Fyr)or a spell that summons a 
Dremora, cast the spell or use the item to summon him. Keep summoning until 
the Dremora is holding a weapon you would like to have, say a Daedric axe or 
staff, etc. Once you summon one with a weapon you would like, proceed to 
pummel the crap out of him. Since you summoned him, he won't attack you. 
Here's the trick, though: as soon as you deliver the death blow, mash on the 
"A" button to gain access to his inventory, much like looting a body. If done 
quickly enough, you can take his Daedric weapon for your own before it and 
the body dissappears. About two minutes of practicing this trick, and you're 
loaded to the gills with a Daedric arsenal. It's how I got my Daedric 
Warhammer and Battle Axe. Happy Hunting, 

-BigDumbStriker

-----------------------------------------------------------------------------
                            14.21 Grand Soul Gems
-----------------------------------------------------------------------------

In Tel Fyr (the same place where you get the Cuirass of the Saviors Hide, 
some really awesome light armor, there are two empty grand soul gems just 
laying on a bookcase shelf.

-Jagoros

-----------------------------------------------------------------------------
                         14.22 Scroll of Golden Saint
-----------------------------------------------------------------------------

In the Urshilaku burial tomb, there is a scroll of Golden Saint. I recommend 
waiting until you actually have to go here as part of the Blades quest due to 
the glitchiness related to the bone-biter bow, but obviously you can go there 
at any time. The tomb is located s/se of the Urshilaku camp which is listed 
on the map. Once inside the tomb, get into the room with the large 
mountainous structure that has the little water falls on it. Once there, 
climb up the path until you're at the very top. Walk towards the door and 
then turn fully around. In the upper right hand corner of the screen you'll 
see a large boulder ledge that's relatively far away. You'll need a 
levitation potion to reach it. The scroll is inside of the urn/pot. 
Note: There is also a pretty awesome staff up there.

-Jagoros
 
-----------------------------------------------------------------------------
                           14.23 Grandmaster lockpicks
-----------------------------------------------------------------------------

In Balmora, there is a Grandmaster lockpick on the top floor of Lucky's 
Lockup. It is in TodWendy's room. Just jump on top of her bed so that she 
talks to you and faces away from the pick, and then walk around, sneak and 
swipe it. Might wanna save before you try, just in case. 

There is also another grandmasters pick that's a bit harder to get in the 
Urshilaku burial tomb. In the room where you have to jump from platform to 
platform to avoid falling into the shallow water, there is a corpse of a 
"Dead Adventurer" on one of the platforms. Save BEFORE you go inside the 
tomb, and go search the body. It is a randomly generated item, so sometimes 
his body will have just a plain ol' Journeymans Lockpick or a Masters 
lockpick. Once again, save BEFORE you enter the tomb at all, and if he 
doesn't have the grandmaster, just reload your save and try again. 

Note: He also has a pretty decent set of light armor for the beginning of the 
game, and if nothing more it's worth 5250. There is also another set of it in 
the bottom of a lake in one of the rooms in the tomb. Look into the water and 
you'll see air bubbles coming from below, dive in, and the armor is on the 
bottom. 

-Jagoros

-----------------------------------------------------------------------------
                            14.24 Resistance Ring
-----------------------------------------------------------------------------

There is a pretty nice ring that has a constant effect of 30% resist elements 
(frost, fire, lightning) in a tomb near Gnisis. It is right next to Fort 
Darius off to the side of the town. Walk outside of the gate towards the 
signpost, then turn to your right side (south on the map). Cross the river 
and there is a door to the tomb. There is a hunger in here as well as some 
Dremora guys, so watch it if you can't kill them. Go through the first door 
on your left and down a bit and you'll see an urn. Inside the urn is the 
ring. 

-Jagoros

-----------------------------------------------------------------------------
                              14.25 Ebony weapons
-----------------------------------------------------------------------------

In the tower of Dawn which is 'in' Ghostgate there is a chest with a 75 lock 
that has a random ebony weapon inside of it. It is a big room just upstairs 
of the place where you can rent the bed. Spend the 10 gold, she'll tell you 
where the bed is (like, straight ahead towards your right) and you'll see a 
ramp leading upstairs. That's the room with the chest. Once inside you'll 
have three guards there. Have them talk to you so that their back is towards 
the chest and then walk over and save before trying anything. Once you save, 
try to open the lock (either pick it, or use a scroll or enchanted item.. 
etc. ) Open it and see if it's the weapon you want. It will either be an 
ebony staff, an ebony mace, an ebony longsword, an ebony shortsword or some 
other ebony weapon. I kept doing it until I got an ebony shortsword. The 
weapon does 10-20 damage (10-25 thrust) and weighs 16 pounds. Once you get 
this item, head on down into the basement and grab the full set of glass 
armor that was all ready mentioned in the tips section of the FAQ. You'll 
need it for the next set of broken stuff I found :-). 

-Jagoros

-----------------------------------------------------------------------------
                   14.26 Good Daedric shortsword and much more
-----------------------------------------------------------------------------

Okay. Here's the big one. Make sure you have healing potions, and a scroll of 
divine intervention or the mark/recall spell because you're gonna get a lot 
of stuff here. First, go to Khuul. You can get there by taking the Silt 
Strider in Balmora to Ald'ruhn and then taking that to Khuul. Once there, 
turn your back to the silt-strider, and then head directly straight until you 
see a little mound of rocks that has a Kwamma warrior guarding it. From 
there, continue to go straight ahead and you'll see a small fire with a bunch 
of random hostile NPC's around it. Kill them, and continue to head straight. 

Once you hit the mountain, stray to your left a bit and hug the coastline. 
You'll eventually come to an abandoned ship named "derelict ship", go ahead 
and clean that place out if you want and then come out and head towards the 
main path right in front of it. Walk just a bit until you feel you can cross 
the mountain to your left. Once over it, walk around a bit until you see a 
worn cavern door to "Ibar-dad". Save your game.
Walk inside and kill two scamps, and two mage women (one is behind a door). 
Read the journal on the table and you'll find out that this is actually a 
tomb of some ancient guy (hey, I can't remember his name, give me a break :-) 
). You'll see a locked wooden gate and a pool of water. Dive into the water 
and resurface and you'll be greeted by two daedric guards (they're not too 
hard if you got the Ebony shortsword I mentioned in my previous tip). The 
first one I killed had a Daedric shortsword which is actually 'better' in my 
opinion than the ebony one, you decide. Now kill the second guy and he had a 
daedric spear for me. Stop (trust me). Take your loot and go bring it back to 
town or to your house or sell it to the creeper, whatever you want. Now, get 
a grand soul gem, and a spell or scroll of soul trap, you're gonna need it. 

Go back to Ibar-dad and head back into the same room the daedric guards were 
in. You'll see a big door that has a like -70 or -100 lock on it and it's 
also trapped. Save your game. Disarm it, pick it, whatever. Open the door. 
Inside is a Golden Saint with a Glass Claymore. Big and beefy. Have your soul 
trap spell ready, cast it and try to kill it before the duration expires. If 
you're successful, you now have a soul of Golden Saint which allows you to 
put Constant Effects onto your enchanted items (ooohh, ahhh). Now, you're far 
from done here. I recommend saving, because, hell you just got one of the 
best items in the game. Okay, head on into the room. Lots of chests, lots of 
items. I'll leave you to sort through it all, but they include scrolls of 
locksplitter and a Daedric battle axe, daedric helm, daedric shield, daedric 
armor, daedric staff, and in the chest to the right an ebony longsword. Now, 
you better hope you have some mark and recall stuff because each one of those 
items range from 16-90 pounds. 

I'm almost done, really. Now, from here there are 4 skulls on either side of 
you with daggers stuck into them. They are pretty good fast dagger weapons 
with a poison effect of 10-20 points of damage. However, when you remove one, 
an ancestral ghost will appear behind you. So, be aware and don't take them 
all at once unless you happen to like fighting a room full of undead beasts. 
Now, after you're done (or so you thought) you'll notice two books on either 
side of the dead body. Each one teaches you something (I believe Axe and 
spear, but I don't recall). Look up on the wall, notice something shiny? 
Well, that is an amazing shield you might want to get. Jump up onto the 
corpse, then jump in the air, quickly press spacebar (or whatever your action 
button may be) and get it. You now have an amazing shield that is heavy armor 
class, heals 50-100 health per use, and is worth a WHOPPING 200,000 gold. 

-Jagoros

-----------------------------------------------------------------------------
                        14.27 Fists of Randolf and More
-----------------------------------------------------------------------------

I found the fists of Randolf in the Urshilaku Burial ground BEHIND the chests 
in the room with the Bonebiter Bow in it. THere is a ton of stuff in that 
burial ground...also, one of the Mummies that you can levitate up to has a 
glass Claymore called the Megabone which is pretty awesome.

-Austin Pearl

-----------------------------------------------------------------------------
                     14.28 Glass Armor and Daedric Claymore
-----------------------------------------------------------------------------

If you kill Ulms Drathanat the Armigers Stronghold in Molag Mar (he is the 
same person the can teach you Long Blade to level 100, and you loot his body 
you can find glass curass,greaves,and boots and also a Daedric claymore that 
is worth 80,000 drakes and does 1-60 damage. (the downside is that it weighs 
81 pounds).

-Zeezoo

-----------------------------------------------------------------------------
                          14.29 Dwarven Claymore
-----------------------------------------------------------------------------

You can buy a Dwarven Claymore(1-33 damage and worth 1200 drakes and weighs 
27 pounds), from the guild steward in Sadrith Mora,Wolverine Hall but you 
have to be a high ranking guild member. 

-Zeezoo

-----------------------------------------------------------------------------
                              14.30 Chryshamere
-----------------------------------------------------------------------------

Chryshamere resides in "Cave Abanabi" on an island south, south-west from 
Sadith Mora. Cave entrance is north on the island at a very small beach. (5-
70,5-60,5-40 demage. Restore 5-20 health, reflect 5-20%, resist fire 5-20 in 
30 sec when cast.)

-Bjarne

-----------------------------------------------------------------------------
                              14.31 Lords Armor
-----------------------------------------------------------------------------

Lords armor (or something like that) can be find in a hidden cave under 
Ebonheart. the caves can be entered through a door in the base of the plateau 
on which the counsel building is built or through a secret door inside the 
castle. It is worth 100000 or something.

-Cerial Killa

-----------------------------------------------------------------------------
                            14.32  Bittergreen Cup
-----------------------------------------------------------------------------

Bittergreen golden cup can be found in a ruin on the biggest island to the 
west of dagon fel on the westernmost tip of the island. it's a really cool 
artifact that raises your best attribute and lowers your worst (one time use, 
permanent).

-Cerial Killa



=============================================================================
                  Section 15 Reader Submitted X-Box Cheats
=============================================================================

This Section contains X-Box Cheats that were emailed to me from readers of 
the FAQ. I did not write these, nor have I verified the information, as I do 
not own an X-Box. I have received multiple emails about the same cheats, but 
have only posted the first received, unless there was some additional 
information not contained in an earlier submission. If you sent me a hint and 
do not see it posted, it is most likely because it was not the first, but I 
would still like to thank you for sending the information. 


-----------------------------------------------------------------------------
                          15.1 Xbox Weapon Skill Cheat
-----------------------------------------------------------------------------

I don't know if you know about this trick but I thought I'd send it to 
you. It's for the XBox version of Morrowind.

First, You need to bind a weapon, nothing else will work but a weapon. 
I used Bound Longsword. Equip the weapon, Hold X+L trigger+R Trigger for a 
while.  The L and R Trigger buttons have to be pressed at the same time. If 
Done correctly You should here the sound of your weapon switch but it won't. 
The skill for the type of weapon, (i.e. Long Blade, Axe) will increase 
rapidly. I'm am a level 6 imperial with a level 197 Long Blade Skill. I Never 
paid a single gold piece in training. This trick is AWESOME! 

-Carcanel
-DemonicSavior

Note Added:
This trick does work; however I found that one does not need to hold
down the left and right trigger.  I unequipped all my weapons except 
for
a long sword, then I cast Bound Longsword.  Hold X then the Right
Trigger, and it will attempt to cycle through your weapons.  Once it
starts making the swooshing sound, you know the weapon level is going
up.  You just keep holding both buttons down until it turns off on its
own due to having reached the "maximum level".  There is no need to 
hold
down the left trigger whatsoever ever.

I tried this with the Long Sword (Major Skill), and tried it with a
Dagger (Miscellaneous Skill).  There is opinion out there that it can't
be a major or minor skill with the above trick.  Hogwash...

-Raddogz

Note Added:
I realized that the points go up every time that you switch back to that 
bound weapon... not necessarily when you pull the triggers @ the same time. 
when you pull the triggers at the same time, it switches from and back to the 
bound weapon quickly... however it is hard to do that fast and 
consistently... it is WAY easier to alternate pulling the L then R triggers 
as fast as possible, cycling from and back to the bound weapon rapidly... 
works best with only one (non-bound) weapon in the inventory so that it's 
just one cycle away from the bound weapon...

The object isn't to physically alternate the triggers as fast as possible... 
but to alternate as fast as the game will allow you to cycle... I found that 
I was alternating triggers faster than the game would allow me to switch 
which was inefficient as far as amount on cycles per second... I had to slow 
my pace down to match how fast the game allowed me to switch... 

-Jamily Gray


-----------------------------------------------------------------------------
                           15.2 Xbox Enchanting Cheat
-----------------------------------------------------------------------------

I have found out a way to cheat on the game Morrowind for the Xbox. It allows
you to enchant items with a very low grade soul. First you must have a Golden
Saint (or something higher, I am not that far in the game). On the enchant 
item screen, choose an item and select the golden saint.  Then change the 
effect to either constant effect or cast when strikes. Now change the gem to
a lesser soul gem, as long as you never change the effect it will stay as 
constant effect allowing you to enchant many items with a constant effect 
with only one Golden Saint.

-MaconBacon


-----------------------------------------------------------------------------
                      15.3 Permanent Fortify Stat or Skill
-----------------------------------------------------------------------------

If you have a constant effect weapon and another weapon take out one and keep 
switching between them the constant effect will become permanent.  I only
tested it on Xbox I don't know about pc.  Sunder and Keening work the best.

-Bryan DeVore


-----------------------------------------------------------------------------
                         15.4 Morgans Instant Heal Trick
-----------------------------------------------------------------------------

To Restore Magicka, Highlight your magicka at the stat screen, and press the 
following buttons. Black, White, White, Black, White. Then hold A. this will 
completely restore you magicka. 

To Restore Health height light it at the stat screen, Press Black, White, 
Black, Black, Black. Then Hold A. This will completely restore your health. 

To restore fatigue high light it at the stat screen press, Black, Black, 
White, White, Black. Then Hold A. This will completely restore your fatigue.

-Morgan Weiner



=============================================================================
Section 16: Magic Effects
=============================================================================

This section explains the magic effects found in the game. This is not a list
Of spells.


+----------+---------------------------------+---------+----+-------+-------+
|  Spell   |           Description           | School  |Base|Useable|Usable |
|  Name    |                                 |         |cost|  in   |  in   |
|          |                                 |         |    | spell |enchant|
|          |                                 |         |    |making |       |
+----------+---------------------------------+---------+----+-------+-------+
|          |                                 |         |    |       |       |
|Absorb    | This effect temporarily         |Mysticism| 2  |   X   |   X   |
|Attribute | transfers a portion of the      |         |    |       |       |
|          | victim's attribute to the       |         |    |       |       |
|          | caster. Only Strength,          |         |    |       |       |
|          | Intelligence, Willpower,        |         |    |       |       |
|          | Agility, Speed, Endurance,      |         |    |       |       |
|          | Personality, and Luck are       |         |    |       |       |
|          | affected. The caster may exceed |         |    |       |       |
|          | the attribute's maximum for the |         |    |       |       |
|          | duration. When the effect ends, |         |    |       |       |
|          | both caster and victim          |         |    |       |       |
|          | attributes return to original   |         |    |       |       |
|          | values.                         |         |    |       |       |
|          |                                 |         |    |       |       |
|          |                                 |         |    |       |       |
|Absorb    | This effect transfers fatigue   |Mysticism| 4  |   X   |   X   |
|Fatigue   | from the victim to the caster,  |         |    |       |       |
|          | wearying the victim and         |         |    |       |       |
|          | invigorating the caster. The    |         |    |       |       |
|          | caster may exceed his maximum   |         |    |       |       |
|          | fatigue for the duration. When  |         |    |       |       |
|          | the effect ends, the caster     |         |    |       |       |
|          | loses the borrowed fatigue, and |         |    |       |       |
|          | the victim regains drained      |         |    |       |       |
|          | fatigue.                        |         |    |       |       |
|          |                                 |         |    |       |       |
|Absorb    | This effect transfers health    |Mysticism| 8  |   X   |   X   |
|Health    | from the victim to the caster,  |         |    |       |       |
|          | injuring the victim and         |         |    |       |       |
|          | vitalizing the caster. The      |         |    |       |       |
|          | caster may exceed his maximum   |         |    |       |       |
|          | health for the duration. When   |         |    |       |       |
|          | the effect ends, the caster     |         |    |       |       |
|          | loses the borrowed health, and  |         |    |       |       |
|          | the victim regains lost health. |         |    |       |       |
|          |                                 |         |    |       |       |
|Absorb    | This effect transfers magicka   |Mysticism| 8  |   X   |   X   |
|Magicka   | from the victim to the caster,  |         |    |       |       |
|          | reducing the victim's           |         |    |       |       |
|          | spellcasting reservoirs and     |         |    |       |       |
|          | filling the caster's. The       |         |    |       |       |
|          | caster may exceed his maximum   |         |    |       |       |
|          | magicka for the duration. When  |         |    |       |       |
|          | the effect ends, the caster     |         |    |       |       |
|          | loses the borrowed magicka, and |         |    |       |       |
|          | the victim regains lost         |         |    |       |       |
|          | magicka.                        |         |    |       |       |
|          |                                 |         |    |       |       |
|Absorb    | This effect temporarily reduces |Mysticism| 2  |   X   |   X   |
|Skill     | the victim's skill and          |         |    |       |       |
|          | increases the caster's. When    |         |    |       |       |
|          | the effect ends, the caster     |         |    |       |       |
|          | loses the borrowed skill, and   |         |    |       |       |
|          | the victim regains lost skill.  |         |    |       |       |
|          |                                 |         |    |       |       |
|Almsivi   | The subject of this effect is   |Mysticism|150 |   X   |   X   |
|Interven- | transported instantaneously to  |         |    |       |       |
|tion      | the altar of the nearest shrine |         |    |       |       |
|          | or temple of the Tribunal       |         |    |       |       |
|          | Temple.                         |         |    |       |       |
|          |                                 |         |    |       |       |
|Blind     | This effect obscures the vision |Illusion | 1  |   X   |   X   |
|          | of the victim, reducing his     |         |    |       |       |
|          | chance to hit an opponent with  |         |    |       |       |
|          | weapon or hand-to-hand attacks. |         |    |       |       |
|          |                                 |         |    |       |       |
|Bound     | The spell effect conjures a     |Conjurat-| 2  |   X   |   X   |
|Battle    | lesser Daedra bound in the form |  ion    |    |       |       |
|Axe       | of a magical, wondrously light  |         |    |       |       |
|          | Daedric battle axe. The battle  |         |    |       |       |
|          | axe appears automatically       |         |    |       |       |
|          | equipped on the caster,         |         |    |       |       |
|          | displacing any currently        |         |    |       |       |
|          | equipped weapon to inventory.   |         |    |       |       |
|          | When the effect ends, the       |         |    |       |       |
|          | battle axe disappears, and any  |         |    |       |       |
|          | previously equipped weapon is   |         |    |       |       |
|          | automatically re-equipped.      |         |    |       |       |
|          |                                 |         |    |       |       |
|Bound     | The spell effect conjures a     |Conjurat-| 2  |   X   |   X   |
|Boots     | lesser Daedra bound in the form |  ion    |    |       |       |
|          | of a magical, wondrously light  |         |    |       |       |
|          | pair of Daedric boots. The      |         |    |       |       |
|          | boots appear automatically      |         |    |       |       |
|          | equipped on the caster,         |         |    |       |       |
|          | displacing any currently        |         |    |       |       |
|          | equipped foot armor to          |         |    |       |       |
|          | inventory.  When the effect     |         |    |       |       |
|          | ends, the boots disappear, and  |         |    |       |       |
|          | any previously equipped foot    |         |    |       |       |
|          | armor is automatically          |         |    |       |       |
|          | re-equipped.                    |         |    |       |       |
|          |                                 |         |    |       |       |
|Bound     | The spell effect conjures a     |Conjurat-| 2  |   X   |   X   |
|Cuirass   | lesser Daedra bound in the form |  ion    |    |       |       |
|          | of a magical, wondrously light  |         |    |       |       |
|          | Daedric cuirass. The cuirass    |         |    |       |       |
|          | appears automatically equipped  |         |    |       |       |
|          | on the caster, displacing any   |         |    |       |       |
|          | currently equipped chest armor  |         |    |       |       |
|          | to inventory.  When the effect  |         |    |       |       |
|          | ends, the cuirass disappears,   |         |    |       |       |
|          | and any previously equipped     |         |    |       |       |
|          | chest armor is automatically    |         |    |       |       |
|          | re-equipped.                    |         |    |       |       |
|          |                                 |         |    |       |       |
|Bound     | The spell effect conjures a     |Conjurat-| 2  |   X   |   X   |
|Dagger    | lesser Daedra bound in the form |  ion    |    |       |       |
|          | of a magical, wondrously light  |         |    |       |       |
|          | Daedric dagger. The dagger      |         |    |       |       |
|          | appears automatically equipped  |         |    |       |       |
|          | on the caster, displacing any   |         |    |       |       |
|          | currently equipped weapon to    |         |    |       |       |
|          | inventory.  When the effect     |         |    |       |       |
|          | ends, the dagger disappears,    |         |    |       |       |
|          | and any previously equipped     |         |    |       |       |
|          | weapon is automatically         |         |    |       |       |
|          | re-equipped.                    |         |    |       |       |
|          |                                 |         |    |       |       |
|Bound     | The spell effect conjures a     |Conjurat-| 2  |   X   |   X   |
|Gloves    | lesser Daedra bound in the form |  ion    |    |       |       |
|          | of magical, wondrously light    |         |    |       |       |
|          | Daedric armored gloves. The     |         |    |       |       |
|          | armored gloves appear           |         |    |       |       |
|          | automatically equipped on the   |         |    |       |       |
|          | caster, displacing any          |         |    |       |       |
|          | currently equipped hand armor   |         |    |       |       |
|          | to inventory.  When the effect  |         |    |       |       |
|          | ends, the armored gloves        |         |    |       |       |
|          | disappear, and any previously   |         |    |       |       |
|          | equipped hand armor is          |         |    |       |       |
|          | automatically re-equipped.      |         |    |       |       |
|          |                                 |         |    |       |       |
|Bound     | The spell effect conjures a     |Conjurat-| 2  |   X   |   X   |
|Helm      | lesser Daedra bound in the form |  ion    |    |       |       |
|          | of a magical, wondrously light  |         |    |       |       |
|          | Daedric helm. The helm appears  |         |    |       |       |
|          | automatically equipped on the   |         |    |       |       |
|          | caster, displacing any          |         |    |       |       |
|          | currently equipped head armor   |         |    |       |       |
|          | to inventory.  When the effect  |         |    |       |       |
|          | ends, the helm disappears, and  |         |    |       |       |
|          | any previously equipped head    |         |    |       |       |
|          | armor is automatically          |         |    |       |       |
|          | re-equipped.                    |         |    |       |       |
|          |                                 |         |    |       |       |
|Bound     | The spell effect conjures a     |Conjurat-| 2  |   X   |   X   |
|Longbow   | lesser Daedra bound in the form |  ion    |    |       |       |
|          | of a magical, wondrously light  |         |    |       |       |
|          | Daedric longbow. The longbow    |         |    |       |       |
|          | appears automatically equipped  |         |    |       |       |
|          | on the caster, displacing any   |         |    |       |       |
|          | currently equipped weapon to    |         |    |       |       |
|          | inventory.  When the effect     |         |    |       |       |
|          | ends, the longbow disappears,   |         |    |       |       |
|          | and any previously equipped     |         |    |       |       |
|          | weapon is automatically         |         |    |       |       |
|          | re-equipped.                    |         |    |       |       |
|          |                                 |         |    |       |       |
|Bound     | The spell effect conjures a     |Conjurat-| 2  |   X   |   X   |
|Longsword | lesser Daedra bound in the form |  ion    |    |       |       |
|          | of a magical, wondrously light  |         |    |       |       |
|          | Daedric longsword. The          |         |    |       |       |
|          | longsword appears automatically |         |    |       |       |
|          | equipped on the caster,         |         |    |       |       |
|          | displacing any currently        |         |    |       |       |
|          | equipped weapon to inventory.   |         |    |       |       |
|          | When the effect ends, the       |         |    |       |       |
|          | longsword disappears, and any   |         |    |       |       |
|          | previously equipped weapon is   |         |    |       |       |
|          | automatically re-equipped.      |         |    |       |       |
|          |                                 |         |    |       |       |
|Bound     | The spell effect conjures a     |Conjurat-| 2  |   X   |   X   |
|Mace      | lesser Daedra bound in the form |  ion    |    |       |       |
|          | of a magical, wondrously light  |         |    |       |       |
|          | Daedric mace. The mace appears  |         |    |       |       |
|          | automatically equipped on the   |         |    |       |       |
|          | caster, displacing any          |         |    |       |       |
|          | currently equipped weapon to    |         |    |       |       |
|          | inventory.  When the effect     |         |    |       |       |
|          | ends, the mace disappears, and  |         |    |       |       |
|          | any previously equipped weapon  |         |    |       |       |
|          | is automatically re-equipped.   |         |    |       |       |
|          |                                 |         |    |       |       |
|Bound     | The spell effect conjures a     |Conjurat-| 2  |   X   |   X   |
|Shield    | lesser Daedra bound in the form |  ion    |    |       |       |
|          | of a magical, wondrously light  |         |    |       |       |
|          | Daedric shield. The shield      |         |    |       |       |
|          | appears automatically equipped  |         |    |       |       |
|          | on the caster, displacing any   |         |    |       |       |
|          | currently equipped shield to    |         |    |       |       |
|          | inventory.  When the effect     |         |    |       |       |
|          | ends, the shield disappears,    |         |    |       |       |
|          | and any previously equipped     |         |    |       |       |
|          | shield is automatically         |         |    |       |       |
|          | re-equipped.                    |         |    |       |       |
|          |                                 |         |    |       |       |
|Bound     | The spell effect conjures a     |Conjurat-| 2  |   X   |   X   |
|Spear     | lesser Daedra bound in the form |  ion    |    |       |       |
|          | of a magical, wondrously light  |         |    |       |       |
|          | Daedric spear. The spear        |         |    |       |       |
|          | appears automatically equipped  |         |    |       |       |
|          | on the caster, displacing any   |         |    |       |       |
|          | currently equipped weapon to    |         |    |       |       |
|          | inventory.  When the effect     |         |    |       |       |
|          | ends, the spear disappears, and |         |    |       |       |
|          | any previously equipped weapon  |         |    |       |       |
|          | is automatically re-equipped.   |         |    |       |       |
|          |                                 |         |    |       |       |
|Burden    | This effect temporarily         |Alterati-| 1  |   X   |   X   |
|          | increases the weight carried by |   on    |    |       |       |
|          | the victim, causing faster      |         |    |       |       |
|          | fatigue loss. The magnitude of  |         |    |       |       |
|          | the effect is the weight added. |         |    |       |       |
|          | When the effect ends, the added |         |    |       |       |
|          | weight disappears.              |         |    |       |       |
|          |                                 |         |    |       |       |
|Calm      | This effect temporarily reduces |Illusion | 1  |   X   |   X   |
|Creature  | a creature's attack rating      |         |    |       |       |
|          | (i.e., its inclination to       |         |    |       |       |
|          | Attack). The effect's magnitude |         |    |       |       |
|          | is the value of the reduction   |         |    |       |       |
|          | of the attack rating. When the  |         |    |       |       |
|          | effect ends, the creature's     |         |    |       |       |
|          | attack rating returns to        |         |    |       |       |
|          | normal. Humanoids, undead,      |         |    |       |       |
|          | Daedra, and artifacts are not   |         |    |       |       |
|          | affected.                       |         |    |       |       |
|          |                                 |         |    |       |       |
|Calm      | This effect temporarily reduces |Illusion | 1  |   X   |   X   |
|Humanoid  | a humanoid's attack rating      |         |    |       |       |
|          | (i.e., its inclination to       |         |    |       |       |
|          | attack). The effect's magnitude |         |    |       |       |
|          | is the value of the reduction   |         |    |       |       |
|          | of the attack rating. When the  |         |    |       |       |
|          | effect ends, the humanoid's     |         |    |       |       |
|          | attack rating returns to        |         |    |       |       |
|          | normal. Creatures, undead,      |         |    |       |       |
|          | Daedra, and artifacts are not   |         |    |       |       |
|          | affected.                       |         |    |       |       |
|          |                                 |         |    |       |       |
|Chameleon | This effect lets the target     |Illusion | 1  |   X   |   X   |
|          | blend into the surroundings so  |         |    |       |       |
|          | no one can see him. The target  |         |    |       |       |
|          | can attack and use objects      |         |    |       |       |
|          | without disrupting the effect,  |         |    |       |       |
|          | but chameleon may range from 1% |         |    |       |       |
|          | to 100% effectiveness. The      |         |    |       |       |
|          | effect's magnitude is the       |         |    |       |       |
|          | degree of concealment.          |         |    |       |       |
|          |                                 |         |    |       |       |
|Charm     | This effect temporarily         |Illusion | 5  |   X   |   X   |
|          | increases the target's          |         |    |       |       |
|          | disposition towards the caster. |         |    |       |       |
|          | When the effect ends, the       |         |    |       |       |
|          | target's disposition returns to |         |    |       |       |
|          | its original value.             |         |    |       |       |
|          |                                 |         |    |       |       |
|Command   | This effect compels a creature  |Conjurat-| 15 |   X   |   X   |
|Creature  | to fight the caster's enemies   |  ion    |    |       |       |
|          | for the duration of the effect. |         |    |       |       |
|          | The magnitude is the level of   |         |    |       |       |
|          | creature affected. When the     |         |    |       |       |
|          | effect ends, the creature       |         |    |       |       |
|          | returns to its normal behavior. |         |    |       |       |
|          |                                 |         |    |       |       |
|Command   | This effect compels a humanoid  |Conjurat-| 15 |   X   |   X   |
|Humanoid  | to fight the caster's enemies   |  ion    |    |       |       |
|          | for the duration of the effect. |         |    |       |       |
|          | The magnitude is the level of   |         |    |       |       |
|          | humanoid affected. When the     |         |    |       |       |
|          | effect ends, the humanoid       |         |    |       |       |
|          | returns to its normal behavior. |         |    |       |       |
|          |                                 |         |    |       |       |
|Corprus   | This effect gives the victim    |Destruct-|2500|   X   |   X   |
|          | corprus disease. Corpus is a    |  ion    |    |       |       |
|          | special disease with unique     |         |    |       |       |
|          | properties. The victim remains  |         |    |       |       |
|          | affected by the disease until   |         |    |       |       |
|          | it is cured.                    |         |    |       |       |
|          |                                 |         |    |       |       |
|Cure      | This effect cures the subject   |Restorat-|2000|   X   |   X   |
|Blight    | of any and all blight diseases. |  ion    |    |       |       |
|Disease   |                                 |         |    |       |       |
|          |                                 |         |    |       |       |
|Cure      | This effect cures the subject   |Restorat-|300 |   X   |   X   |
|Common    | of any and all common diseases. |  ion    |    |       |       |
|Disease   |                                 |         |    |       |       |
|          |                                 |         |    |       |       |
|Cure      | This effect cures the subject   |Restorat-|2500|       |       |
|Corprus   | of corprus disease.             |  ion    |    |       |       |
|Disease   |                                 |         |    |       |       |
|          |                                 |         |    |       |       |
|Cure      | This effect cures the subject   |Restorat-|100 |   X   |   X   |
|Paralyza- | of paralyzation.                |  ion    |    |       |       |
|tion      |                                 |         |    |       |       |
|          |                                 |         |    |       |       |
|Cure      | This effect cures the subject   |Restorat-|100 |   X   |   X   |
|Poison    | of poisons affecting the        |  ion    |    |       |       |
|          | subject. The effect does not    |         |    |       |       |
|          | restore health lost to poisons. |         |    |       |       |
|          |                                 |         |    |       |       |
|Damage    | This effect lowers the value of |Destruct-| 8  |   X   |   X   |
|Attribute | one of a victim's attributes.   |  ion    |    |       |       |
|          | Only Strength, Intelligence,    |         |    |       |       |
|          | Willpower, Agility, Speed,      |         |    |       |       |
|          | Endurance, Personality, and     |         |    |       |       |
|          | Luck are affected. Any derived  |         |    |       |       |
|          | attributes are recalculated.    |         |    |       |       |
|          |  Attributes do not return to    |         |    |       |       |
|          | their original values at the    |         |    |       |       |
|          | end of the spell's duration;    |         |    |       |       |
|          | they can only be restored with  |         |    |       |       |
|          | the appropriate restore         |         |    |       |       |
|          | attribute spell or potion. The  |         |    |       |       |
|          | magnitude is the units of       |         |    |       |       |
|          | attribute lost each second of   |         |    |       |       |
|          | duration.                       |         |    |       |       |
|          |                                 |         |    |       |       |
|Damage    | This effect lowers the value of |Destruct-| 4  |   X   |   X   |
|Fatigue   | a victim's fatigue. Any derived |  ion    |    |       |       |
|          | attributes are recalculated.    |         |    |       |       |
|          | Fatigue does not return to its  |         |    |       |       |
|          | original value at the end of    |         |    |       |       |
|          | the spell's duration; it        |         |    |       |       |
|          | restores normally, or may be    |         |    |       |       |
|          | restored with a restore fatigue |         |    |       |       |
|          | spell or potion. The magnitude  |         |    |       |       |
|          | is the units of fatigue lost    |         |    |       |       |
|          | each second of duration.        |         |    |       |       |
|          |                                 |         |    |       |       |
|Damage    | This effect lowers the value of |Destruct-| 8  |   X   |   X   |
|Health    | a victim's health. Any derived  |  ion    |    |       |       |
|          | attributes are recalculated.    |         |    |       |       |
|          | Health does not return to its   |         |    |       |       |
|          | original value at the end of    |         |    |       |       |
|          | the spell's duration; it        |         |    |       |       |
|          | restores normally, or may be    |         |    |       |       |
|          | restored with a restore health  |         |    |       |       |
|          | spell or potion. The magnitude  |         |    |       |       |
|          | is the units of health lost     |         |    |       |       |
|          | each second of duration.        |         |    |       |       |
|          |                                 |         |    |       |       |
|Damage    | This effect lowers the value of |Destruct-| 8  |   X   |   X   |
|Magicka   | a victim's magicka. Any derived |  ion    |    |       |       |
|          | attributes are recalculated.    |         |    |       |       |
|          | Magicka does not return to its  |         |    |       |       |
|          | original value at the end of    |         |    |       |       |
|          | the spell's duration; it        |         |    |       |       |
|          | restores normally, or may be    |         |    |       |       |
|          | restored with a restore magicka |         |    |       |       |
|          | spell or potion. The magnitude  |         |    |       |       |
|          | is the units of magicka lost    |         |    |       |       |
|          | each second of duration.        |         |    |       |       |
|          |                                 |         |    |       |       |
|Damage    | This effect lowers the value of |Destruct-| 8  |   X   |   X   |
|Skill     | one of a victim's skills.       |  ion    |    |       |       |
|          | Skills do not return to their   |         |    |       |       |
|          | original values at the end of   |         |    |       |       |
|          | the spell's duration; they can  |         |    |       |       |
|          | only be restored with the       |         |    |       |       |
|          | appropriate restore skill spell |         |    |       |       |
|          | or potion. The magnitude is the |         |    |       |       |
|          | units of skill lost each second |         |    |       |       |
|          | of duration.                    |         |    |       |       |
|          |                                 |         |    |       |       |
|Demoralize| This effect temporarily         |Illusion | 1  |   X   |   X   |
|Creature  | increases a creature's flee     |         |    |       |       |
|          | rating (i.e., its inclination   |         |    |       |       |
|          | to flee from an attacker). The  |         |    |       |       |
|          | effect's magnitude is the value |         |    |       |       |
|          | of the increase of the flee     |         |    |       |       |
|          | rating. When the effect ends,   |         |    |       |       |
|          |  the creature's flee rating     |         |    |       |       |
|          | returns to normal. Humanoids,   |         |    |       |       |
|          | undead, Daedra, and artifacts   |         |    |       |       |
|          | are not affected.               |         |    |       |       |
|          |                                 |         |    |       |       |
|Demoralize| This effect temporarily         |Mysticism| 1  |   X   |   X   |
|Humanoid  | increases a humanoid's flee     |         |    |       |       |
|          | rating (i.e., its inclination   |         |    |       |       |
|          | to flee from an attacker). The  |         |    |       |       |
|          | effect's magnitude is the value |         |    |       |       |
|          | of the increase of the flee     |         |    |       |       |
|          | rating. When the effect ends,   |         |    |       |       |
|          | the humanoid's flee rating      |         |    |       |       |
|          | returns to normal. Creatures,   |         |    |       |       |
|          | undead, Daedra, and artifacts   |         |    |       |       |
|          | are not affected.               |         |    |       |       |
|          |                                 |         |    |       |       |
|Detect    | The caster of this effect can   |Mysticism|0.75|   X   |   X   |
|Animal    | detect any entity animated by a |         |    |       |       |
|          | spirit; they appear on the map  |         |    |       |       |
|          | as symbols. This effect         |         |    |       |       |
|          | includes all characters and all |         |    |       |       |
|          | classes of monsters (creatures, |         |    |       |       |
|          | humanoids, elementals, Daedra,  |         |    |       |       |
|          | undead, artifacts, plants,      |         |    |       |       |
|          | vampires). The effect's         |         |    |       |       |
|          | magnitude is the range in feet  |         |    |       |       |
|          | from the caster that animals    |         |    |       |       |
|          | are detected.                   |         |    |       |       |
|          |                                 |         |    |       |       |
|Detect    | The caster of this effect can   |Mysticism| 1  |   X   |   X   |
|Enchantme-| detect enchanted items; they    |         |    |       |       |
|nt        | appear on the map as symbols.   |         |    |       |       |
|          | The effect's magnitude is the   |         |    |       |       |
|          | range in feet from the caster   |         |    |       |       |
|          | that enchanted items are        |         |    |       |       |
|          | detected.                       |         |    |       |       |
|          |                                 |         |    |       |       |
|Detect    | The caster of this effect can   |Mysticism| 1  |   X   |   X   |
|Key       | detect keys; their locations    |         |    |       |       |
|          | appear on the map as symbols.   |         |    |       |       |
|          | The effect's magnitude is the   |         |    |       |       |
|          | range in feet from the caster   |         |    |       |       |
|          | that keys are detected.         |         |    |       |       |
|          |                                 |         |    |       |       |
|Disintegr-| This effect damages the health  |Destruct-| 6  |   X   |   X   |
|ate       | rating of an equipped piece of  |  ion    |    |       |       |
|Armor     | armor on a touched or ranged    |         |    |       |       |
|          | victim.                         |         |    |       |       |
|          |                                 |         |    |       |       |
|Disintegr-| This effect damages the health  |Destruct-| 6  |   X   |   X   |
|ate       | rating of an equipped weapon on |  ion    |    |       |       |
|Weapon    | a touched or ranged victim.     |         |    |       |       |
|          |                                 |         |    |       |       |
|Dispel    | This effect removes             |Mysticism| 5  |   X   |   X   |
|          | magicka-based spell effects     |         |    |       |       |
|          | from the subject. It does not   |         |    |       |       |
|          | affect abilities, disease,      |         |    |       |       |
|          | curses, or constant magic item  |         |    |       |       |
|          | effects. The magnitude is the   |         |    |       |       |
|          | chance an effect is removed.    |         |    |       |       |
|          |                                 |         |    |       |       |
|Divine    | The subject of this effect is   |Mysticism|150 |   X   |   X   |
|Intervent-| transported instantaneously to  |         |    |       |       |
|ion       | the altar of the nearest shrine |         |    |       |       |
|          | of the Imperial cult.           |         |    |       |       |
|          |                                 |         |    |       |       |
|Drain     | This effect temporarily lowers  |Destruct-| 1  |   X   |   X   |
|Attribute | the value of one of a victim's  |  ion    |    |       |       |
|          | attributes. Only Strength,      |         |    |       |       |
|          | Intelligence, Willpower,        |         |    |       |       |
|          | Agility, Speed, Endurance,      |         |    |       |       |
|          | Personality, and Luck are       |         |    |       |       |
|          | affected. Any derived           |         |    |       |       |
|          | attributes are recalculated.    |         |    |       |       |
|          | Attributes return to their      |         |    |       |       |
|          | original values when the spell  |         |    |       |       |
|          | ends. The magnitude is the      |         |    |       |       |
|          | units of attribute reduced each |         |    |       |       |
|          | second of duration.             |         |    |       |       |
|          |                                 |         |    |       |       |
|Drain     | This effect temporarily lowers  |Destruct-| 2  |   X   |   X   |
|Fatigue   | the value of a victim's         |  ion    |    |       |       |
|          | fatigue. Any derived attributes |         |    |       |       |
|          | are recalculated. Fatigue       |         |    |       |       |
|          | returns to its original value   |         |    |       |       |
|          | when the spell ends. The        |         |    |       |       |
|          | magnitude is the units of       |         |    |       |       |
|          | fatigue reduced each second of  |         |    |       |       |
|          | duration.                       |         |    |       |       |
|          |                                 |         |    |       |       |
|Drain     | This effect temporarily lowers  |Destruct-| 4  |   X   |   X   |
|Health    | the value of a victim's health. |  ion    |    |       |       |
|          | Any derived attributes are      |         |    |       |       |
|          | recalculated. Health returns to |         |    |       |       |
|          | its original value when the     |         |    |       |       |
|          | spell ends. The magnitude is    |         |    |       |       |
|          | the units of health reduced     |         |    |       |       |
|          | each second of duration.        |         |    |       |       |
|          |                                 |         |    |       |       |
|Drain     | This effect temporarily lowers  |Destruct-| 4  |   X   |   X   |
|Magicka   | the value of a victim's         |  ion    |    |       |       |
|          | magicka. Any derived attributes |         |    |       |       |
|          | are recalculated. Magicka       |         |    |       |       |
|          | returns to its original value   |         |    |       |       |
|          | when the spell ends. The        |         |    |       |       |
|          | magnitude is the units of       |         |    |       |       |
|          | magicka reduced each second of  |         |    |       |       |
|          | duration.                       |         |    |       |       |
|          |                                 |         |    |       |       |
|Drain     | This effect temporarily lowers  |Destruct-| 1  |   X   |   X   |
|Skill     | the value of a victim's skill.  |  ion    |    |       |       |
|          | The skill returns to its        |         |    |       |       |
|          | original value when the spell   |         |    |       |       |
|          | ends. The magnitude is the      |         |    |       |       |
|          | units of skill reduced each     |         |    |       |       |
|          | second of duration.             |         |    |       |       |
|          |                                 |         |    |       |       |
|EXTRA     |               N/A               |  N/A    | 0  |       |       |
|SPELL     |                                 |         |    |       |       |
|          |                                 |         |    |       |       |
|Feather   | This effect temporarily reduces |Alterati-| 1  |   X   |   X   |
|          | the target's encumbrance,       |   on    |    |       |       |
|          | resulting in a slower loss of   |         |    |       |       |
|          | fatigue. The magnitude is the   |         |    |       |       |
|          | units of weight removed from    |         |    |       |       |
|          | encumbrance.                    |         |    |       |       |
|          |                                 |         |    |       |       |
|Fire      | This spell effect produces a    |Destruct-| 5  |   X   |   X   |
|Damage    | manifestation of elemental      |  ion    |    |       |       |
|          | fire. Upon contact with an      |         |    |       |       |
|          | object, this manifestation      |         |    |       |       |
|          | explodes, causing damage.       |         |    |       |       |
|          |                                 |         |    |       |       |
|Fire      | This effect creates a shield of |Alterati-| 3  |   X   |   X   |
|Shield    | elemental fire around the       |   on    |    |       |       |
|          | subject's entire body. The      |         |    |       |       |
|          | spell adds its magnitude to the |         |    |       |       |
|          | subject's Armor Rating, and     |         |    |       |       |
|          | also greatly reduces damage     |         |    |       |       |
|          | from fire attacks.              |         |    |       |       |
|          |                                 |         |    |       |       |
|Fortify   | This effect raises the          |Restorat-| 1  |   X   |   X   |
|Attack    | subject's chance of making a    |   ion   |    |       |       |
|          | successful attack with a weapon |         |    |       |       |
|          | or hand-to-hand attack.         |         |    |       |       |
|          |                                 |         |    |       |       |
|Fortify   | This effect temporarily         |Restorat-| 1  |   X   |   X   |
|Attribute | increases the value of one of a |   ion   |    |       |       |
|          | subject's attributes. Only      |         |    |       |       |
|          | Strength, Intelligence,         |         |    |       |       |
|          | Willpower, Agility, Speed,      |         |    |       |       |
|          | Endurance, Personality, and     |         |    |       |       |
|          | Luck are affected. Any derived  |         |    |       |       |
|          | attributes are recalculated.    |         |    |       |       |
|          | Attributes return to their      |         |    |       |       |
|          | original values when the spell  |         |    |       |       |
|          | ends. The magnitude is the      |         |    |       |       |
|          | value of the increase of the    |         |    |       |       |
|          | attribute.                      |         |    |       |       |
|          |                                 |         |    |       |       |
|Fortify   | This effect temporarily         |Restorat-|0.5 |   X   |   X   |
|Fatigue   | increases the value of a        |   ion   |    |       |       |
|          | subject's fatigue. Any derived  |         |    |       |       |
|          | attributes are recalculated.    |         |    |       |       |
|          | Fatigue returns to its original |         |    |       |       |
|          | values when the spell ends. The |         |    |       |       |
|          | magnitude is the value of the   |         |    |       |       |
|          | increase in fatigue.            |         |    |       |       |
|          |                                 |         |    |       |       |
|Fortify   | This effect temporarily         |Restorat-| 1  |   X   |   X   |
|Health    | increases the value of a        |   ion   |    |       |       |
|          | subject's health. Any derived   |         |    |       |       |
|          | attributes are recalculated.    |         |    |       |       |
|          | Health returns to its original  |         |    |       |       |
|          | values when the spell ends. The |         |    |       |       |
|          | magnitude is the value of the   |         |    |       |       |
|          | increase in health.             |         |    |       |       |
|          |                                 |         |    |       |       |
|Fortify   | This effect temporarily         |Restorat-| 1  |   X   |   X   |
|Magicka   | increases the value of a        |   ion   |    |       |       |
|          | subject's magicka. Any derived  |         |    |       |       |
|          | attributes are recalculated.    |         |    |       |       |
|          | Magicka returns to its original |         |    |       |       |
|          | values when the spell ends. The |         |    |       |       |
|          | magnitude is the value of the   |         |    |       |       |
|          | increase in magicka.            |         |    |       |       |
|          |                                 |         |    |       |       |
|Fortify   | This effect temporarily         |Restorat-| 4  |       |       |
|Maximum   | modifies the multiplier used to |   ion   |    |       |       |
|Magicka   | derive the amount of magicka a  |         |    |       |       |
|          | character has.  The magnitude   |         |    |       |       |
|          | is multiplied by a character's  |         |    |       |       |
|          | Intelligence to derive magicka. |         |    |       |       |
|          | The standard multiplier is 0.5  |         |    |       |       |
|          | (Intelligence * 0.5).  A        |         |    |       |       |
|          | magnitude of 2 produces magicka |         |    |       |       |
|          | equal to the character's        |         |    |       |       |
|          | Intelligence * 2.               |         |    |       |       |
|          |                                 |         |    |       |       |
|Fortify   | This effect temporarily         |Restorat-| 1  |   X   |   X   |
|Skill     | increases the value of one of a |   ion   |    |       |       |
|          | subject's skills. The skill     |         |    |       |       |
|          | returns to its original value   |         |    |       |       |
|          | when the spell ends. The        |         |    |       |       |
|          | magnitude is the value of the   |         |    |       |       |
|          | increase in the skill.          |         |    |       |       |
|          |                                 |         |    |       |       |
|Frenzy    | This effect temporarily         |Illusion | 1  |   X   |   X   |
|Creature  | increases a creature's attack   |         |    |       |       |
|          | rating (i.e., its inclination   |         |    |       |       |
|          | to attack). The effect's        |         |    |       |       |
|          | magnitude is the value of the   |         |    |       |       |
|          | increase in the attack rating.  |         |    |       |       |
|          | When the effect ends, the       |         |    |       |       |
|          | creature's attack rating        |         |    |       |       |
|          | returns to normal. Humanoids,   |         |    |       |       |
|          | undead, Daedra, and artifacts   |         |    |       |       |
|          | are not affected.               |         |    |       |       |
|          |                                 |         |    |       |       |
|Frenzy    | This effect temporarily         |Illusion | 1  |   X   |   X   |
|Humanoid  | increases a humanoid's attack   |         |    |       |       |
|          | rating (i.e., its inclination   |         |    |       |       |
|          | to attack). The effect's        |         |    |       |       |
|          | magnitude is the value of the   |         |    |       |       |
|          | increase in the attack rating.  |         |    |       |       |
|          | When the effect ends, the       |         |    |       |       |
|          | humanoid's attack rating        |         |    |       |       |
|          | returns to normal. Creatures,   |         |    |       |       |
|          | undead, Daedra, and artifacts   |         |    |       |       |
|          | are not affected.               |         |    |       |       |
|          |                                 |         |    |       |       |
|Frost     | This spell effect produces a    |Destruct-| 5  |   X   |   X   |
|Damage    | manifestation of elemental      |  ion    |    |       |       |
|          | frost. Upon contact with an     |         |    |       |       |
|          | object, this manifestation      |         |    |       |       |
|          | causes frost damage over the    |         |    |       |       |
|          | area of the spell.              |         |    |       |       |
|          |                                 |         |    |       |       |
|Frost     | This effect creates a shield of |Alterati-| 3  |   X   |   X   |
|Shield    | elemental frost around the      |   on    |    |       |       |
|          | subject's entire body. The      |         |    |       |       |
|          | spell adds its magnitude to the |         |    |       |       |
|          | subject's Armor Rating, and     |         |    |       |       |
|          | also greatly reduces damage     |         |    |       |       |
|          | from frost attacks.             |         |    |       |       |
|          |                                 |         |    |       |       |
|Invisibil-| This effect conceals the        |Illusion | 20 |   X   |   X   |
|ity       | presence of the subject from    |         |    |       |       |
|          | observers. If the subject       |         |    |       |       |
|          | attacks, speaks, or activates   |         |    |       |       |
|          | an object, the effect is        |         |    |       |       |
|          | dispelled. This magnitude of    |         |    |       |       |
|          | this effect is not variable;    |         |    |       |       |
|          | the subject is always 100%      |         |    |       |       |
|          | invisible.                      |         |    |       |       |
|          |                                 |         |    |       |       |
|Jump      | This effect increases the       |Alterati-| 3  |   X   |   X   |
|          | height and distance of the      |   on    |    |       |       |
|          | target's jumps.  The magnitude  |         |    |       |       |
|          | is proportional to the increase |         |    |       |       |
|          | in a jump's height and          |         |    |       |       |
|          | distance.                       |         |    |       |       |
|          |                                 |         |    |       |       |
|Levitate  | This effect temporarily enables |Alterati-| 3  |   X   |   X   |
|          | the target to levitate into the |   on    |    |       |       |
|          | air.  The magnitude is the      |         |    |       |       |
|          | speed at which the subject can  |         |    |       |       |
|          | move through the air.           |         |    |       |       |
|          |                                 |         |    |       |       |
|Light     | This effect creates a           |Illusion |0.2 |   X   |   X   |
|          | projectile of coherent light.   |         |    |       |       |
|          | Upon striking a target, the     |         |    |       |       |
|          | projectile illuminates the area |         |    |       |       |
|          | for the duration of the effect. |         |    |       |       |
|          | The light projectile does not   |         |    |       |       |
|          | cause any damage.               |         |    |       |       |
|          |                                 |         |    |       |       |
|Lightning | This effect creates a shield of |Alterati-| 3  |   X   |   X   |
|Shield    | elemental shock around the      |   on    |    |       |       |
|          | subject's entire body. The      |         |    |       |       |
|          | spell adds its magnitude to the |         |    |       |       |
|          | subject's Armor Rating, and     |         |    |       |       |
|          | also greatly reduces damage     |         |    |       |       |
|          | from shock attacks.             |         |    |       |       |
|          |                                 |         |    |       |       |
|Lock      | This effect locks a container   |Alterati-| 2  |   X   |   X   |
|          | or door. The magnitude of the   |   on    |    |       |       |
|          | effect is the lock level placed |         |    |       |       |
|          | on the container or door. The   |         |    |       |       |
|          | effect has no duration; the     |         |    |       |       |
|          | container or door remains       |         |    |       |       |
|          | locked until unlocked by key,   |         |    |       |       |
|          | pick, or spell.                 |         |    |       |       |
|          |                                 |         |    |       |       |
|Mark      | This effect establishes a       |Mysticism|350 |   X   |   X   |
|          | target location for the recall  |         |    |       |       |
|          | spell. The location is          |         |    |       |       |
|          | established directly at the     |         |    |       |       |
|          | position of the caster when the |         |    |       |       |
|          |         spell is cast.          |         |    |       |       |
|          |                                 |         |    |       |       |
|Night Eye | This spell temporarily endows   |Illusion |0.2 |   X   |   X   |
|          | the subject with infravision,   |         |    |       |       |
|          | or the ability to see in the    |         |    |       |       |
|          | dark. The effect's magnitude is |         |    |       |       |
|          | how much the ambient light      |         |    |       |       |
|          | level is raised.                |         |    |       |       |
|          |                                 |         |    |       |       |
|Open      | This effect opens a locked      |Alterati-| 6  |   X   |   X   |
|          | container or door. The effect's |   on    |    |       |       |
|          | magnitude is the highest lock   |         |    |       |       |
|          | level that can be opened.       |         |    |       |       |
|          |                                 |         |    |       |       |
|Paralyze  | This effect renders the target  |Illusion | 40 |   X   |   X   |
|          | unable to move.  This effect    |         |    |       |       |
|          | has no magnitude, only          |         |    |       |       |
|          | duration.                       |         |    |       |       |
|          |                                 |         |    |       |       |
|Poison    | This spell creates a poison     |Destruct-| 9  |   X   |   X   |
|          | spray of acid that causes       |  ion    |    |       |       |
|          | damage to the health of the     |         |    |       |       |
|          | victim. A victim continues to   |         |    |       |       |
|          | lose health from the poison     |         |    |       |       |
|          | effect for the duration of the  |         |    |       |       |
|          | spell, unless the poison effect |         |    |       |       |
|          | is canceled by a cure poison    |         |    |       |       |
|          | spell or potion.                |         |    |       |       |
|          |                                 |         |    |       |       |
|Rally     | This effect temporarily         |Illusion |0.2 |   X   |   X   |
|Creature  | decreases a creature's flee     |         |    |       |       |
|          | rating (i.e., its inclination   |         |    |       |       |
|          | to flee from an attacker). The  |         |    |       |       |
|          | effect's magnitude is the value |         |    |       |       |
|          | of the decrease in the flee     |         |    |       |       |
|          | rating. When the effect ends,   |         |    |       |       |
|          | the creature's flee rating      |         |    |       |       |
|          | returns to normal. Humanoids,   |         |    |       |       |
|          | undead, Daedra, and artifacts   |         |    |       |       |
|          | are not affected.               |         |    |       |       |
|          |                                 |         |    |       |       |
|Rally     | This effect temporarily         |Illusion |0.2 |   X   |   X   |
|Humanoid  | decreases a humanoid's flee     |         |    |       |       |
|          | rating (i.e., its inclination   |         |    |       |       |
|          | to flee from an attacker). The  |         |    |       |       |
|          | effect's magnitude is the value |         |    |       |       |
|          | of the decrease in the flee     |         |    |       |       |
|          | rating. When the effect ends,   |         |    |       |       |
|          | the humanoid's flee rating      |         |    |       |       |
|          | returns to normal. Creatures,   |         |    |       |       |
|          | undead, Daedra, and artifacts   |         |    |       |       |
|          | are not affected.               |         |    |       |       |
|          |                                 |         |    |       |       |
|Recall    | The subject of this spell is    |Mysticism|350 |   X   |   X   |
|          | instantaneously transported to  |         |    |       |       |
|          | the recall marker set by the    |         |    |       |       |
|          | Mark spell effect.              |         |    |       |       |
|          |                                 |         |    |       |       |
|Reflect   | This effect allows the subject  |Mysticism| 10 |   X   |   X   |
|          | to reflect spell effects back   |         |    |       |       |
|          | at an attacking caster.  The    |         |    |       |       |
|          | effect's magnitude is the       |         |    |       |       |
|          | percent chance that spell       |         |    |       |       |
|          | effect is reflected.  If the    |         |    |       |       |
|          | reflect spell is successful,    |         |    |       |       |
|          | the opposing spells reflect     |         |    |       |       |
|          | back at the attacking caster.   |         |    |       |       |
|          | If the reflect spell fails, the |         |    |       |       |
|          | opposing spells take effect     |         |    |       |       |
|          | normally.                       |         |    |       |       |
|          |                                 |         |    |       |       |
|Remove    | This effect will remove the     |Restorat-| 15 |       |       |
|Curse     | effects of a curse from the     |  ion    |    |       |       |
|          | target.                         |         |    |       |       |
|          |                                 |         |    |       |       |
|Resist    | This effect increases the       |Restorat-| 5  |   X   |   X   |
|Blight    | subject's resistance to blight  |  ion    |    |       |       |
|Disease   | disease. The magnitude is       |         |    |       |       |
|          | percentage reduction in damage  |         |    |       |       |
|          | caused by blight disease        |         |    |       |       |
|          | effects.                        |         |    |       |       |
|          |                                 |         |    |       |       |
|Resist    | This effect increases the       |Restorat-| 2  |   X   |   X   |
|Common    | subject's resistance to common  |  ion    |    |       |       |
|Disease   | disease. The magnitude is       |         |    |       |       |
|          | percentage reduction in damage  |         |    |       |       |
|          | caused by common disease        |         |    |       |       |
|          | effects.                        |         |    |       |       |
|          |                                 |         |    |       |       |
|Resist    | This effect increases the       |Restorat-| 5  |   X   |   X   |
|Corprus   | subject's resistance to corprus |  ion    |    |       |       |
|Disease   | disease. The magnitude is       |         |    |       |       |
|          | percentage reduction in damage  |         |    |       |       |
|          | caused by corprus disease       |         |    |       |       |
|          | effects.                        |         |    |       |       |
|          |                                 |         |    |       |       |
|Resist    | This effect increases the       |Restorat-| 2  |   X   |   X   |
|Fire      | target's resistance to damage   |  ion    |    |       |       |
|          | from elemental fire. The        |         |    |       |       |
|          | magnitude is percentage         |         |    |       |       |
|          | reduction in damage caused by   |         |    |       |       |
|          | elemental fire damage effects.  |         |    |       |       |
|          |                                 |         |    |       |       |
|Resist    | This effect increases the       |Restorat-| 2  |   X   |   X   |
|Frost     | target's resistance to damage   |  ion    |    |       |       |
|          | from elemental frost. The       |         |    |       |       |
|          | magnitude is percentage         |         |    |       |       |
|          | reduction in damage caused by   |         |    |       |       |
|          | elemental frost damage effects. |         |    |       |       |
|          |                                 |         |    |       |       |
|Resist    | This effect increases the       |Restorat-| 2  |   X   |   X   |
|Magicka   | target's resistance to damage   |  ion    |    |       |       |
|          | from magicka-based attacks      |         |    |       |       |
|          | (i.e., magical attacks not      |         |    |       |       |
|          | based on elemental forces). The |         |    |       |       |
|          | magnitude is percentage         |         |    |       |       |
|          | reduction in damage caused by   |         |    |       |       |
|          | non-elemental magical damage    |         |    |       |       |
|          | effects.                        |         |    |       |       |
|          |                                 |         |    |       |       |
|Resist    | This effect increases the       |Restorat-| 5  |   X   |   X   |
|Normal    | target's resistance to damage   |  ion    |    |       |       |
|Weapons   | caused by normal (i.e., not     |         |    |       |       |
|          | enchanted or silvered) weapons. |         |    |       |       |
|          | The magnitude is percentage     |         |    |       |       |
|          | reduction in damage caused by   |         |    |       |       |
|          | normal weapons.                 |         |    |       |       |
|          |                                 |         |    |       |       |
|Resist    | This effect increases the       |Restorat-|0.2 |   X   |   X   |
|Paralysis | target's resistance to          |  ion    |    |       |       |
|          | paralysis. The magnitude is the |         |    |       |       |
|          | percentage added to the         |         |    |       |       |
|          | subject's standard resistance.  |         |    |       |       |
|          |                                 |         |    |       |       |
|Resist    | This effect increases the       |Restorat-| 2  |   X   |   X   |
|Poison    | target's resistance to damage   |  ion    |    |       |       |
|          | from poison. The magnitude is   |         |    |       |       |
|          | percentage reduction in damage  |         |    |       |       |
|          | caused by poison damage         |         |    |       |       |
|          | effects.                        |         |    |       |       |
|          |                                 |         |    |       |       |
|Resist    | This effect increases the       |Restorat-| 2  |   X   |   X   |
|Shock     | target's resistance to damage   |  ion    |    |       |       |
|          | from elemental shock. The       |         |    |       |       |
|          | magnitude is percentage         |         |    |       |       |
|          | reduction in damage caused by   |         |    |       |       |
|          | elemental shock damage effects. |         |    |       |       |
|          |                                 |         |    |       |       |
|Restore   | If one of a subject's           |Restorat-| 1  |   X   |   X   |
|Attribute | attributes has been reduced by  |  ion    |    |       |       |
|          | magical attack, the effect can  |         |    |       |       |
|          | restore the attribute to its    |         |    |       |       |
|          | original value. Only Strength,  |         |    |       |       |
|          | Intelligence, Willpower,        |         |    |       |       |
|          | Agility, Speed, Endurance,      |         |    |       |       |
|          | Personality, and Luck are       |         |    |       |       |
|          | affected. The magnitude is the  |         |    |       |       |
|          | units of attribute restored for |         |    |       |       |
|          | each second of duration.        |         |    |       |       |
|          |                                 |         |    |       |       |
|Restore   | If a subject's fatigue has been |Restorat-| 1  |   X   |   X   |
|Fatigue   | reduced by magical attack, the  |  ion    |    |       |       |
|          | effect can restore fatigue to   |         |    |       |       |
|          | its original value. The         |         |    |       |       |
|          | magnitude is the units of       |         |    |       |       |
|          | fatigue restored for each       |         |    |       |       |
|          | second of duration.             |         |    |       |       |
|          |                                 |         |    |       |       |
|Restore   | If a subject's health has been  |Restorat-| 5  |   X   |   X   |
|Health    | reduced by magical attack, the  |  ion    |    |       |       |
|          | effect can restore health to    |         |    |       |       |
|          | its original value. The         |         |    |       |       |
|          | magnitude is the units of       |         |    |       |       |
|          | health restored for each second |         |    |       |       |
|          | of duration.                    |         |    |       |       |
|          |                                 |         |    |       |       |
|Restore   | If a subject's magicka has been |Restorat-| 5  |       |       |
|Magicka   | reduced by magical attack, the  |  ion    |    |       |       |
|          | effect can restore magicka to   |         |    |       |       |
|          | its original value. The         |         |    |       |       |
|          | magnitude is the units of       |         |    |       |       |
|          | magicka restored for each       |         |    |       |       |
|          | second of duration.             |         |    |       |       |
|          |                                 |         |    |       |       |
|Restore   | If one of a subject's skills    |Restorat-| 1  |   X   |   X   |
|Skill     | has been reduced by magical     |  ion    |    |       |       |
|          | attack, the effect can restore  |         |    |       |       |
|          | that skill to its original      |         |    |       |       |
|          | value. The magnitude is the     |         |    |       |       |
|          | units of skill restored for     |         |    |       |       |
|          | each second of duration.        |         |    |       |       |
|          |                                 |         |    |       |       |
|Sanctuary | This effect causes the target   |Illusion | 1  |   X   |   X   |
|          | to be harder to hit. The        |         |    |       |       |
|          | magnitude is the value that is  |         |    |       |       |
|          | added to the the target's       |         |    |       |       |
|          | chance to dodge attacks.        |         |    |       |       |
|          |                                 |         |    |       |       |
|Shield    | This effect creates a magical   |Alterati-| 2  |   X   |   X   |
|          | shield around the subject's     |   on    |    |       |       |
|          | entire body. The spell adds its |         |    |       |       |
|          | magnitude to the subject's      |         |    |       |       |
|          | Armor Rating.                   |         |    |       |       |
|          |                                 |         |    |       |       |
|Shock     | This spell effect produces      |Destruct-| 7  |   X   |   X   |
|Damage    | bolts of elemental lightning.   |  ion    |    |       |       |
|          | The magnitude is the damage     |         |    |       |       |
|          | received by the first victim    |         |    |       |       |
|          | along a bolt's path.            |         |    |       |       |
|          |                                 |         |    |       |       |
|Silence   | The effect temporarily renders  |Illusion | 40 |   X   |   X   |
|          | a victim unable to cast spells. |         |    |       |       |
|          |                                 |         |    |       |       |
|SlowFall  | The effects slow the rate of    |Alterati-| 3  |   X   |   X   |
|          | descent of the target, reducing |   on    |    |       |       |
|          | damage received upon landing.   |         |    |       |       |
|          |                                 |         |    |       |       |
|Soultrap  | Traps the soul of the target    |Mysticism| 2  |   X   |   X   |
|          | creature in the smallest empty  |         |    |       |       |
|          | soul gem in the caster's        |         |    |       |       |
|          | inventory, if the creature is   |         |    |       |       |
|          | killed during the effect's      |         |    |       |       |
|          | duration.                       |         |    |       |       |
|          |                                 |         |    |       |       |
|Sound     | This effect produces a          |Illusion | 3  |   X   |   X   |
|          | disorienting noise in the       |         |    |       |       |
|          | victim's mind. The magnitude is |         |    |       |       |
|          | the reduction in the victim's   |         |    |       |       |
|          | chance to successfully cast     |         |    |       |       |
|          | spells (and the relative        |         |    |       |       |
|          | magnitude of the sound's        |         |    |       |       |
|          | volume).                        |         |    |       |       |
|          |                                 |         |    |       |       |
|Spell     | This effect allows the caster   |Mysticism| 10 |   X   |   X   |
|Absorption| to absorb an attacking spell's  |         |    |       |       |
|          | power as an increase to his     |         |    |       |       |
|          | reservoir of magicka. The       |         |    |       |       |
|          | magnitude is the percentage     |         |    |       |       |
|          | chance that an attacking spell  |         |    |       |       |
|          | is absorbed. If successful, the |         |    |       |       |
|          | caster absorbs the attacking    |         |    |       |       |
|          | spell's cost in spell points as |         |    |       |       |
|          | increased magicka. (The         |         |    |       |       |
|          | caster's magicka cannot be      |         |    |       |       |
|          | increased above the caster's    |         |    |       |       |
|          | standard magicka score.) If     |         |    |       |       |
|          | failed, the attacking spell     |         |    |       |       |
|          | takes effect normally.          |         |    |       |       |
|          |                                 |         |    |       |       |
|Stunted   | Prevents the target from        |Destruct-| 1  |       |       |
|Magicka   | regenerating Magicka while      |  ion    |    |       |       |
|          | sleeping for the duration of    |         |    |       |       |
|          | the effect.                     |         |    |       |       |
|          |                                 |         |    |       |       |
|Summon    | This effect summons an          |Conjurat-| 7  |   X   |   X   |
|Ancestral | ancestral ghost from the Outer  |  ion    |    |       |       |
|Ghost     | Realms. It appears six feet in  |         |    |       |       |
|          | front of the caster and attacks |         |    |       |       |
|          | any entity that attacks the     |         |    |       |       |
|          | caster until the effect ends or |         |    |       |       |
|          | the summoning is killed. At     |         |    |       |       |
|          | death, or when the effect ends, |         |    |       |       |
|          | the summoning disappears,       |         |    |       |       |
|          | returning to the Outer Realms.  |         |    |       |       |
|          | If summoned in town, the guards |         |    |       |       |
|          | will attack you and the         |         |    |       |       |
|          | summoning on sight.             |         |    |       |       |
|          |                                 |         |    |       |       |
|Summon    | This effect summons a bonelord  |Conjurat-| 25 |   X   |   X   |
|Bonelord  | from the Outer Realms. It       |  ion    |    |       |       |
|          | appears six feet in front of    |         |    |       |       |
|          | the caster and attacks any      |         |    |       |       |
|          | entity that attacks the caster  |         |    |       |       |
|          | until the effect ends or the    |         |    |       |       |
|          | summoning is killed. At death,  |         |    |       |       |
|          | or when the effect ends, the    |         |    |       |       |
|          | summoning disappears, returning |         |    |       |       |
|          | to the Outer Realms. If         |         |    |       |       |
|          | summoned in town, the guards    |         |    |       |       |
|          | will attack you and the         |         |    |       |       |
|          | summoning on sight.             |         |    |       |       |
|          |                                 |         |    |       |       |
|Summon    | This effect summons a lesser    |Conjurat-| 13 |   X   |   X   |
|Bonewalker| bonewalker from the Outer       |  ion    |    |       |       |
|          | Realms. It appears six feet in  |         |    |       |       |
|          | front of the caster and attacks |         |    |       |       |
|          | any entity that attacks the     |         |    |       |       |
|          | caster until the effect ends or |         |    |       |       |
|          | the summoning is killed. At     |         |    |       |       |
|          | death, or when the effect ends, |         |    |       |       |
|          | the summoning disappears,       |         |    |       |       |
|          | returning to the Outer Realms.  |         |    |       |       |
|          | If summoned in town, the guards |         |    |       |       |
|          | will attack you and the         |         |    |       |       |
|          | summoning on sight.             |         |    |       |       |
|          |                                 |         |    |       |       |
|Summon    | This effect summons a centurion |Conjurat-| 25 |       |       |
|Centurion | sphere from Oblivion. It        |  ion    |    |       |       |
|Sphere    | appears six feet in front of    |         |    |       |       |
|          | the caster and attacks any      |         |    |       |       |
|          | entity that attacks the caster  |         |    |       |       |
|          | until the effect ends or the    |         |    |       |       |
|          | summoning is killed. At death,  |         |    |       |       |
|          | or when the effect ends, the    |         |    |       |       |
|          | summoning disappears, returning |         |    |       |       |
|          | to Oblivion. If summoned in     |         |    |       |       |
|          | town, the guards will attack    |         |    |       |       |
|          | you and the summoning on sight. |         |    |       |       |
|          |                                 |         |    |       |       |
|Summon    | This effect summons a clannfear |Conjurat-| 22 |   X   |   X   |
|Clannfear | from Oblivion. It appears six   |  ion    |    |       |       |
|          | feet in front of the caster and |         |    |       |       |
|          | attacks any entity that attacks |         |    |       |       |
|          | the caster until the effect     |         |    |       |       |
|          | ends or the summoning is        |         |    |       |       |
|          | killed. At death, or when the   |         |    |       |       |
|          | effect ends, the summoning      |         |    |       |       |
|          | disappears, returning to        |         |    |       |       |
|          | Oblivion. If summoned in town,  |         |    |       |       |
|          | the guards will attack you and  |         |    |       |       |
|          | the summoning on sight.         |         |    |       |       |
|          |                                 |         |    |       |       |
|Summon    | This effect summons a daedroth  |Conjurat-| 32 |   X   |   X   |
|Daedroth  | from Oblivion. It appears six   |  ion    |    |       |       |
|          | feet in front of the caster and |         |    |       |       |
|          | attacks any entity that attacks |         |    |       |       |
|          | the caster until the effect     |         |    |       |       |
|          | ends or the summoning is        |         |    |       |       |
|          | killed. At death, or when the   |         |    |       |       |
|          | effect ends, the summoning      |         |    |       |       |
|          | disappears, returning to        |         |    |       |       |
|          | Oblivion. If summoned in town,  |         |    |       |       |
|          | the guards will attack you and  |         |    |       |       |
|          | the summoning on sight.         |         |    |       |       |
|          |                                 |         |    |       |       |
|Summon    |  This effect summons a dremora  |Conjurat-| 28 |   X   |   X   |
|Dremora   | from Oblivion. It appears six   |  ion    |    |       |       |
|          | feet in front of the caster and |         |    |       |       |
|          | attacks any entity that attacks |         |    |       |       |
|          | the caster until the effect     |         |    |       |       |
|          | ends or the summoning is        |         |    |       |       |
|          | killed. At death, or when the   |         |    |       |       |
|          | effect ends, the summoning      |         |    |       |       |
|          | disappears, returning to        |         |    |       |       |
|          | Oblivion. If summoned in town,  |         |    |       |       |
|          | the guards will attack you and  |         |    |       |       |
|          | the summoning on sight.         |         |    |       |       |
|          |                                 |         |    |       |       |
|Summon    | This effect summons a flame     |Conjurat-| 23 |   X   |   X   |
|Flame     | atronach from Oblivion. It      |  ion    |    |       |       |
|Atronach  | appears six feet in front of    |         |    |       |       |
|          | the caster and attacks any      |         |    |       |       |
|          | entity that attacks the caster  |         |    |       |       |
|          | until the effect ends or the    |         |    |       |       |
|          | summoning is killed. At death,  |         |    |       |       |
|          | or when the effect ends, the    |         |    |       |       |
|          | summoning disappears, returning |         |    |       |       |
|          | to Oblivion. If summoned in     |         |    |       |       |
|          | town, the guards will attack    |         |    |       |       |
|          | you and the summoning on sight. |         |    |       |       |
|          |                                 |         |    |       |       |
|Summon    | This effect summons a frost     |Conjurat-| 27 |   X   |   X   |
|Frost     | atronach from Oblivion. It      |  ion    |    |       |       |
|Atronach  | appears six feet in front of    |         |    |       |       |
|          | the caster and attacks any      |         |    |       |       |
|          | entity that attacks the caster  |         |    |       |       |
|          | until the effect ends or the    |         |    |       |       |
|          | summoning is killed. At death,  |         |    |       |       |
|          | or when the effect ends, the    |         |    |       |       |
|          | summoning disappears, returning |         |    |       |       |
|          | to Oblivion. If summoned in     |         |    |       |       |
|          | town, the guards will attack    |         |    |       |       |
|          | you and the summoning on sight. |         |    |       |       |
|          |                                 |         |    |       |       |
|Summon    | This effect summons a golden    |Conjurat-| 55 |   X   |   X   |
|Golden    | saint from Oblivion. It appears |  ion    |    |       |       |
|Saint     | six feet in front of the caster |         |    |       |       |
|          | and attacks any entity that     |         |    |       |       |
|          | attacks the caster until the    |         |    |       |       |
|          | effect ends or the summoning is |         |    |       |       |
|          | killed. At death, or when the   |         |    |       |       |
|          | effect ends, the summoning      |         |    |       |       |
|          | disappears, returning to        |         |    |       |       |
|          | Oblivion. If summoned in town,  |         |    |       |       |
|          | the guards will attack you and  |         |    |       |       |
|          | the summoning on sight.         |         |    |       |       |
|          |                                 |         |    |       |       |
|Summon    | This effect summons a greater   |Conjurat-| 15 |   X   |   X   |
|Greater   | bonewalker from Oblivion. It    |  ion    |    |       |       |
|Bonewalker| appears six feet in front of    |         |    |       |       |
|          | the caster and attacks any      |         |    |       |       |
|          | entity that attacks the caster  |         |    |       |       |
|          | until the effect ends or the    |         |    |       |       |
|          | summoning is killed. At death,  |         |    |       |       |
|          | or when the effect ends, the    |         |    |       |       |
|          | summoning disappears, returning |         |    |       |       |
|          | to Oblivion. If summoned in     |         |    |       |       |
|          | town, the guards will attack    |         |    |       |       |
|          | you and the summoning on sight. |         |    |       |       |
|          |                                 |         |    |       |       |
|Summon    | This effect summons a hunger    |Conjurat-| 29 |   X   |   X   |
|Hunger    | from Oblivion. It appears six   |  ion    |    |       |       |
|          | feet in front of the caster and |         |    |       |       |
|          | attacks any entity that attacks |         |    |       |       |
|          | the caster until the effect     |         |    |       |       |
|          | ends or the summoning is        |         |    |       |       |
|          | killed. At death, or when the   |         |    |       |       |
|          | effect ends, the summoning      |         |    |       |       |
|          | disappears, returning to        |         |    |       |       |
|          | Oblivion. If summoned in town,  |         |    |       |       |
|          | the guards will attack you and  |         |    |       |       |
|          | the summoning on sight.         |         |    |       |       |
|          |                                 |         |    |       |       |
|Summon    | This effect summons a scamp     |Conjurat-| 12 |   X   |   X   |
|Scamp     | from Oblivion. It appears six   |  ion    |    |       |       |
|          | feet in front of the caster and |         |    |       |       |
|          | attacks any entity that attacks |         |    |       |       |
|          | the caster until the effect     |         |    |       |       |
|          | ends or the summoning is        |         |    |       |       |
|          | killed. At death, or when the   |         |    |       |       |
|          | effect ends, the summoning      |         |    |       |       |
|          | disappears, returning to        |         |    |       |       |
|          | Oblivion. If summoned in town,  |         |    |       |       |
|          | the guards will attack you and  |         |    |       |       |
|          | the summoning on sight.         |         |    |       |       |
|          |                                 |         |    |       |       |
|Summon    | This effect summons a skeletal  |Conjurat-| 13 |   X   |   X   |
|Skeletal  | minion from Oblivion. It        |  ion    |    |       |       |
|Minion    | appears six feet in front of    |         |    |       |       |
|          | the caster and attacks any      |         |    |       |       |
|          | entity that attacks the caster  |         |    |       |       |
|          | until the effect ends or the    |         |    |       |       |
|          | summoning is killed. At death,  |         |    |       |       |
|          | or when the effect ends, the    |         |    |       |       |
|          | summoning disappears, returning |         |    |       |       |
|          | to Oblivion. If summoned in     |         |    |       |       |
|          | town, the guards will attack    |         |    |       |       |
|          | you and the summoning on sight. |         |    |       |       |
|          |                                 |         |    |       |       |
|Summon    | This effect summons a storm     |Conjurat-| 38 |   X   |   X   |
|Storm     | atronach from Oblivion. It      |  ion    |    |       |       |
|Atronach  | appears six feet in front of    |         |    |       |       |
|          | the caster and attacks any      |         |    |       |       |
|          | entity that attacks the caster  |         |    |       |       |
|          | until the effect ends or the    |         |    |       |       |
|          | summoning is killed. At death,  |         |    |       |       |
|          | or when the effect ends, the    |         |    |       |       |
|          | summoning disappears, returning |         |    |       |       |
|          | to Oblivion. If summoned in     |         |    |       |       |
|          | town, the guards will attack    |         |    |       |       |
|          | you and the summoning on sight. |         |    |       |       |
|          |                                 |         |    |       |       |
|Summon    | This effect summons a winged    |Conjurat-| 52 |   X   |   X   |
|Winged    | twilight from Oblivion. It      |  ion    |    |       |       |
|Twilight  | appears six feet in front of    |         |    |       |       |
|          | the caster and attacks any      |         |    |       |       |
|          | entity that attacks the caster  |         |    |       |       |
|          | until the effect ends or the    |         |    |       |       |
|          | summoning is killed. At death,  |         |    |       |       |
|          | or when the effect ends, the    |         |    |       |       |
|          | summoning disappears, returning |         |    |       |       |
|          | to Oblivion. If summoned in     |         |    |       |       |
|          | town, the guards will attack    |         |    |       |       |
|          | you and the summoning on sight. |         |    |       |       |
|          |                                 |         |    |       |       |
|Sun       | This effect causes the victim's |Destruct-| 1  |       |       |
|Damage    | health to be damaged while out  |  ion    |    |       |       |
|          | of doors when the sun is up.    |         |    |       |       |
|          | The magnitude is the amount of  |         |    |       |       |
|          | health damaged. Damage is       |         |    |       |       |
|          | modified by the amount by the   |         |    |       |       |
|          | relative height of the sun in   |         |    |       |       |
|          | the sky, with the least damage  |         |    |       |       |
|          | at sunrise or sunset.           |         |    |       |       |
|          |                                 |         |    |       |       |
|Swift     | This effect temporarily         |Alterati-| 2  |   X   |   X   |
|Swim      | increases the swimming speed of |   on    |    |       |       |
|          | the subject.                    |         |    |       |       |
|          |                                 |         |    |       |       |
|Telekines-| This effect allows the subject  |Mysticism| 1  |   X   |   X   |
|is        | to pick up items, open          |         |    |       |       |
|          | containers, or open interior    |         |    |       |       |
|          | doors from a distance. The      |         |    |       |       |
|          | magnitude is the increased      |         |    |       |       |
|          | number of feet the subject can  |         |    |       |       |
|          | reach.                          |         |    |       |       |
|          |                                 |         |    |       |       |
|Turn      | This effect temporarily         |Conjurat-|0.2 |   X   |   X   |
|Undead    | increases an undead creature's  |  ion    |    |       |       |
|          | flee rating (i.e., its          |         |    |       |       |
|          | inclination to flee from an     |         |    |       |       |
|          | attacker). The effect's         |         |    |       |       |
|          | magnitude is the value of the   |         |    |       |       |
|          | increase of the flee rating.    |         |    |       |       |
|          |                                 |         |    |       |       |
|Vampirism | This effect confers upon a      |Destruct-| 5  |       |       |
|          | subject all the abilities and   |  ion    |    |       |       |
|          | weaknesses of the disease       |         |    |       |       |
|          | called vampirism.               |         |    |       |       |
|          |                                 |         |    |       |       |
|Water     | This effect permits the subject |Alterati-| 3  |   X   |   X   |
|Breathing | to breathe underwater for the   |   on    |    |       |       |
|          | duration.                       |         |    |       |       |
|          |                                 |         |    |       |       |
|Water     | This effect permits the subject |Alterati-| 3  |   X   |   X   |
|Walking   | to walk on the surface of water |   on    |    |       |       |
|          | for the duration.               |         |    |       |       |
|          |                                 |         |    |       |       |
|Weakness  | This effect decreases the       |Destruct-| 4  |   X   |   X   |
|to Blight | target's resistance to blight   |  ion    |    |       |       |
|Disease   | disease.                        |         |    |       |       |
|          |                                 |         |    |       |       |
|Weakness  | This effect decreases the       |Destruct-| 2  |   X   |   X   |
|to Common | target's resistance to Common   |  ion    |    |       |       |
|Disease   |            Disease.             |         |    |       |       |
|          |                                 |         |    |       |       |
|Weakness  | This effect decreases the       |Destruct-| 4  |   X   |   X   |
|to Corprus| target's resistance to corprus  |  ion    |    |       |       |
| Disease  | disease.                        |         |    |       |       |
|          |                                 |         |    |       |       |
|          |                                 |         |    |       |       |
|Weakness  | This effect decreases the       |Destruct-| 2  |   X   |   X   |
|to Fire   | target's resistance to damage   |  ion    |    |       |       |
|          | from elemental fire.            |         |    |       |       |
|          |                                 |         |    |       |       |
|Weakness  | This effect decreases the       |Destruct-| 2  |   X   |   X   |
|to Frost  | target's resistance to damage   |  ion    |    |       |       |
|          | from elemental frost.           |         |    |       |       |
|          |                                 |         |    |       |       |
|Waekness  | This effect decreases the       |Destruct-| 2  |   X   |   X   |
|to Magicka| target's resistance to damage   |  ion    |    |       |       |
|          | from non-elemental magical      |         |    |       |       |
|          | effects.                        |         |    |       |       |
|          |                                 |         |    |       |       |
|Weakness  | This effect decreases the       |Destruct-| 2  |   X   |   X   |
|to Normal | target's resistance to damage   |  ion    |    |       |       |
|Weapon    | from normal weapons (i.e.,      |         |    |       |       |
|          | weapons not enchanted or        |         |    |       |       |
|          | silvered).                      |         |    |       |       |
|          |                                 |         |    |       |       |
|Weakness  | This effect decreases the       |Destruct-| 2  |   X   |   X   |
|to Poison | target's resistance to damage   |  ion    |    |       |       |
|          | from poison.                    |         |    |       |       |
|          |                                 |         |    |       |       |
|Weakness  | This effect decreases the       |Destruct-| 2  |   X   |   X   |
|to Shock  | target's resistance to damage   |  ion    |    |       |       |
|          | from elemental shock.           |         |    |       |       |
+----------+---------------------------------+---------+----+-------+-------+



=============================================================================
Section 17: Books
=============================================================================

-----------------------------------------------------------------------------
17.1: Books That Raise Skills
-----------------------------------------------------------------------------

There are certain books across the world that when read will raise one of your 
skills by one point. There are five books for each skill, and multiple copies of 
those books. Reading a particular title that will raise your skill, will do so 
only once, For example if you read “A Game At Dinner” twice, or two copies of 
that book you will only gain one point of alchemy, but if you read “A Game At 
Dinner” and “The Cake And The Diamond” you will get two points in alchemy.

-------------------------------+---------------+-----------------------------
                               |               |# IN
NAME OF BOOK                   |SKILL RAISED   |WORLD
-------------------------------+---------------+-----------------------------
Realizations of Acrobacy        Acrobatics      5
A Dance in Fire, Chapter 1      Acrobatics      6
A Dance in Fire, Chapter 4      Acrobatics      6
The Black Arrow, Volume I       Acrobatics      4
Mystery of Talara, Part 1       Acrobatics      4
A Game at Dinner                Alchemy         8
The Cake and the Diamond        Alchemy         5
Song of the Alchemists          Alchemy         6
36 Lessons of Vivec, Sermon 2   Alchemy         5
36 Lessons of Vivec, Sermon 18  Alchemy         4
Breathing Water                 Alteration      5
The Dragon Break Re-Examined    Alteration      5
Sithis                          Alteration      5
36 Lessons of Vivec, Sermon 13  Alteration      4
The Lunar Lorkhan               Alteration      5
The Armorer's Challenge         Armorer         5
Last Scabbard of Akrash         Armorer         6
36 Lessons of Vivec, Sermon 6   Armorer         5
36 Lessons of Vivec, Sermon 25  Armorer         5
36 Lessons of Vivec, Sermon 29  Armorer         4
The Ransom of Zarek             Athletics       6
A Dance in Fire, Chapter 3      Athletics       6
36 Lessons of Vivec, Sermon 1   Athletics       4
36 Lessons of Vivec, Sermon 8   Athletics       3
36 Lessons of Vivec, Sermon 29  Athletics       4
The Third Door                  Axe             7
The Axe Man                     Axe             6
The Seed                        Axe             6
36 Lessons of Vivec, Sermon 5   Axe             4
36 Lessons of Vivec, Sermon 16  Axe             3
Death Blow of Abernanit         Block           4
The Mirror                      Block           5
A Dance in Fire, Chapter 2      Block           5
36 Lessons of Vivec, Sermon 7   Block           4
36 Lessons of Vivec, Sermon 32  Block           4
The Hope of the Redoran         Blunt Weapon    6
The Importance of Where         Blunt Weapon    5
Night Falls On Sentinel         Blunt Weapon    3
36 Lessons of Vivec, Sermon 3   Blunt Weapon    5
36 Lessons of Vivec, Sermon 9   Blunt Weapon    3
Feyfolken II                    Conjuration     5
Feyfolken III                   Conjuration     6
2920, Hearth Fire               Conjuration     5
2920, FrostFall                 Conjuration     5
The Warrior's Charge            Conjuration     3
The Horror of Castle Xyr        Destruction     6
Response to Bero's Speech       Destruction     5
A Hypothetical Treachery        Destruction     5
The Art of War Magic            Destruction     5
Mystery of Talara, Part 3       Destruction     3
Feyfolken I                     Enchant         6
The Wolf Queen, Book VIII       Enchant         5
Palla, Book II                  Enchant         6
36 Lessons of Vivec, Sermon 19  Enchant         4
The Final Lesson                Enchant         5
The Prayers of Baranat          Hand-to-Hand    5
The Wolf Queen, Book II         Hand-to-Hand    5
Charwich-Koniinge, Volume 2     Hand-to-Hand    4
Charwich-Koniinge, Volume 4     Hand-to-Hand    3
Master Zoaraym's Tale           Hand-to-Hand    3
Hallgerd's Tale                 Heavy Armor     6
2920, MidYear                   Heavy Armor     4
Chimarvamidium                  Heavy Armor     3
How Orsinium Passed to the Orcs Heavy Armor     5
36 Lessons of Vivec, Sermon 12  Heavy Armor     4
The Wolf Queen, Book III        Illusion        4
Silence                         Illusion        4
Incident in Necrom              Illusion        4
Palla, Book I                   Illusion        4
Mystery of Talara, Part 4       Illusion        4
The Rear Guard                  Light Armor     5
Ice and Chilton                 Light Armor     5
Lord Jornibret's Last Dance     Light Armor     4
36 Lessons of Vivec, Sermon 21  Light Armor     3
36 Lessons of Vivec, Sermon 28  Light Armor     5
Words and Philosophy            Long Blade      6
2920, Morning Star              Long Blade      4
36 Lessons of Vivec, Sermon 17  Long Blade      5
36 Lessons of Vivec, Sermon 20  Long Blade      4
36 Lessons of Vivec, Sermon 23  Long Blade      3
The Gold Ribbon of Merrit       Marksman        4
A Dance in Fire, Chapter 5      Marksman        5
Vernaccus and Bourlor           Marksman        4
The Marksmanship Lesson         Marksman        5
The Black Arrow, Volume II      Marksman        3
Cherim's Heart of Anequina      Medium Armor    5
Bone, Part One                  Medium Armor    4
Bone, Part Two                  Medium Armor    4
36 Lessons of Vivec, Sermon 22  Medium Armor    4
36 Lessons of Vivec, Sermon 33  Medium Armor    4
The Buying Game                 Mercantile      5
The Wolf Queen, Book IV         Mercantile      5
2920, Sun's Height              Mercantile      4
36 Lessons of Vivec, Sermon 6   Mercantile      5
36 Lessons of Vivec, Sermon 7   Mercantile      4
Mystery of Talara, Part 5       Unknown         3
The Firsthold Revolt            Mysticism       5
2920, Sun's Dawn                Mysticism       5
36 Lessons of Vivec, Sermon 4   Mysticism       5
36 Lessons of Vivec, Sermon 36  Mysticism       5
Charwich-Koniinge, Volume 3     Mysticism       4
Withershins                     Restorations    6
Notes on Racial Phylogeny       Restorations    5
The Four Suitors of Benitah     Restorations    5
2920, Rain's Hand               Restorations    5
Mystery of Talara, Part 2       Restorations    3
The Locked Room                 Security        5
The Wolf Queen, Book I          Security        5
The Dowry                       Security        5
Chance's Folly                  Security        5
Surfeit of Thieves              Security        4
Unnamed Book                    Short Blade     5
2920, Sun's Dusk                Short Blade     4
2920, Evening Star              Short Blade     4
36 Lessons of Vivec, Sermon 10  Short Blade     5
36 Lessons of Vivec, Sermon 30  Short Blade     4
The Wolf Queen, Book VI         Sneak           4
2920, Last Seed                 Sneak           4
Azura and the Box               Sneak           5
Trap                            Sneak           3
36 Lessons of Vivec, Sermon 26  Sneak           5
Smuggler's Island               Spear           4
2920, First Seed                Spear           4
36 Lessons of Vivec, Sermon 14  Spear           3
36 Lessons of Vivec, Sermon 24  Spear           5
36 Lessons of Vivec, Sermon 35  Spear           4
Biography of the Wolf Queen     Speechcraft     5
The Wolf Queen, Book V          Speechcraft     5
2920, Second Seed               Speechcraft     4
The Wolf Queen, Book VII        Speechcraft     5
36 Lessons of Vivec, Sermon 27  Speechcraft     6
The Wraith's Wedding Dowry      Unarmored       5
Charwich-Koniinge, Volume I     Unarmored       3
36 Lessons of Vivec, Sermon 11  Unarmored       5
36 Lessons of Vivec, Sermon 15  Unarmored       3
36 Lessons of Vivec, Sermon 34  Unarmored       3


-----------------------------------------------------------------------------
17.2: Books That Have Other Effects
-----------------------------------------------------------------------------

While reading these books will not give you a stat boost, they will give you some 
other benefit.
-------------------------------+---------------------------------------------
Book                           |Effect
-------------------------------+---------------------------------------------

The Pilgrims Path              Adds the following places on your map: Gnisis,
                               Vivec, Ghostgate, Koal Cave Entrance, and the
                               Fields of Kummu
Devine Metaphysics             Adds the topic "Devine Metaphysics" as a 
                               conversation topic.
The Egg of Time                Adds the topic  "The Egg of Time" as a
                               conversation topic.
Secrets of Dwemer Animunculi   Gives you the spell "Summon Centurian"



=============================================================================
Section 18: Races
=============================================================================

This section a list of races and their starting attributes for a given class. 
If you know what race you want to be then this guide will help you choose a 
class that will best use your skills.

The format is as follows:

Race name:

Description:   A brief overview of the races history

Skill bonuses: A list of the bonuses to skills that are added to the 
classes             
               base stats

Specials:      A list of special spells and powers that the race gets

Class list:    A chart of the stats the race gets in every class


-----------------------------------------------------------------------------
18.1 Argonian
-----------------------------------------------------------------------------

Little known and less is understood about the reptilian denizens of Black 
Marsh. Years of defending their borders have made the Argonians experts in 
guerilla warfare, and their natural abilities make them equally at home in 
water or on land. They are well suited for the treacherous swamps of their 
homeland, and have developed natural immunities to the diseases and poisons 
that have doomed many would-be explorers of the region.


Skill Bonuses: Alchemy    +5
               Athletics  +15
               Illusion   +5
               Med. Armor +5
               Mysticism  +5
               Spear      +5
               Unarmored  +5

Specials:      Resist Disease 75 Points
               Immune to Poison
               Water Breathing


+--------------+---------+---------+---------+----------+-----------+
|              | Acrobat |  Agent  | Archer  | Assassin | Barbarian |
+--------------+---------+---------+---------+----------+-----------+
|              |         |         |         |          |           |
|   Strength   |   40    |   40    |   50    |   40     |    50     |
| Intelligence | 40/50*  | 40/50*  | 40/50*  | 50/60*   |  40/50*   |
|  Willpower   | 40/50*  | 30/40*  | 30/40*  | 30/40*   |  30/40*   |
|   Agility    | 60/50*  | 60/50*  | 60/50*  | 50/40*   |  50/40*   |
|    Speed     | 50/40*  |   50    | 50/40*  | 60/50*   |  60/50*   |
|  Endurance   |   30    |   30    |   30    |   30     |    30     |
| Personality  |   30    |   40    |   30    |   30     |    30     |
|     Luck     |   40    |   40    |   40    |   40     |    40     |
|              |         |         |         |          |           |
|    Block     |    5    |    5    |   35    |   15     |    35     |
|   Armorer    |    5    |    5    |   10    |    5     |    20     |
| Medium Armor |   10    |   10    |   25    |   10     |    40     |
| Heavy Armor  |    5    |    5    |   10    |    5     |    10     |
| Blunt Weapon |    5    |    5    |   10    |    5     |    35     |
|  Long Blade  |    5    |    5    |   35    |   15     |    10     |
|     Axe      |    5    |    5    |   10    |    5     |    35     |
|    Spear     |   20    |   20    |   25    |   10     |    15     |
|  Athletics   |   45    |   45    |   50    |   30     |    50     |
|              |         |         |         |          |           |
|   Enchant    |    5    |    5    |    5    |    5     |     5     |
| Destruction  |    5    |    5    |    5    |    5     |     5     |
| Alternation  |   15    |   15    |    5    |    5     |     5     |
|   Illusion   |   10    |   10    |   10    |   10     |    10     |
| Conjuration  |    5    |    5    |    5    |    5     |     5     |
|  Mysticism   |   10    |   10    |   10    |   10     |    10     |
| Restoration  |    5    |    5    |   15    |    5     |     5     |
|   Alchemy    |   10    |   10    |   10    |   20     |    10     |
|  Unarmored   |   35    |   35    |   20    |   10     |    20     |
|              |         |         |         |          |           |
|   Security   |   10    |   10    |    5    |   20     |     5     |
|    Sneak     |   35    |   35    |   15    |   35     |     5     |
|  Acrobatics  |   35    |   35    |    5    |   35     |    15     |
| Light Armor  |   20    |   20    |   30    |   35     |    15     |
| Short Blade  |   10    |   10    |    5    |   35     |     5     |
|   Marksman   |   35    |   35    |   30    |   35     |    15     |
|  Mercantile  |   10    |   10    |    5    |   10     |     5     |
| Speechcraft  |   20    |   20    |    5    |   10     |     5     |
| Hand-to-Hand |   20    |   20    |    5    |   10     |     5     |
+--------------+---------+---------+---------+----------+-----------+
* Male/Female

+--------------+---------+------------+----------+--------+---------+
|              |  Bard   | Battlemage | Crusader | Healer | Knight  |
+--------------+---------+------------+----------+--------+---------+
|              |         |            |          |        |         |
|   Strength   |   40    |     50     |    50    |   40   |   50    |
| Intelligence | 50/60*  |   50/60*   |  40/50*  | 40/50* | 40/50*  |
|  Willpower   | 30/40*  |   30/40*   |  30/40*  | 40/50* | 30/40*  |
|   Agility    | 50/40*  |   50/40*   |  60/50*  | 50/40* | 50/40*  |
|    Speed     | 50/40*  |   50/40*   |  50/40*  | 50/40* | 50/40*  |
|  Endurance   |   30    |     30     |    30    |   30   |   30    |
| Personality  |   40    |     30     |    30    |   40   |   40    |
|     Luck     |   40    |     40     |    40    |   40   |   40    |
|              |         |            |          |        |         |
|    Block     |   30    |      5     |    35    |    5   |   35    |
|   Armorer    |    5    |      5     |    20    |    5   |   20    |
| Medium Armor |   20    |     10     |    25    |   10   |   25    |
| Heavy Armor  |    5    |     30     |    35    |    5   |   35    |
| Blunt Weapon |    5    |      5     |    35    |   15   |   10    |
|  Long Blade  |   30    |     15     |    35    |    5   |   35    |
|     Axe      |    5    |     30     |    10    |    5   |   35    |
|    Spear     |   10    |     10     |    15    |   10   |   15    |
|  Athletics   |   20    |     20     |    25    |   20   |   25    |
|              |         |            |          |        |         |
|   Enchant    |   15    |     20     |     5    |   10   |   15    |
| Destruction  |    5    |     35     |    30    |   10   |    5    |
| Alternation  |    5    |     35     |     5    |   35   |    5    |
|   Illusion   |   20    |     15     |    10    |   25   |   10    |
| Conjuration  |    5    |     35     |     5    |   10   |    5    |
|  Mysticism   |   10    |     25     |    10    |   40   |   10    |
| Restoration  |    5    |     10     |    15    |   35   |   15    |
|   Alchemy    |   35    |     25     |    20    |   25   |   10    |
|  Unarmored   |   10    |     15     |    10    |   25   |   10    |
|              |         |            |          |        |         |
|   Security   |   20    |      5     |     5    |    5   |    5    |
|    Sneak     |   10    |      5     |     5    |    5   |    5    |
|  Acrobatics  |   35    |      5     |     5    |    5   |    5    |
| Light Armor  |   10    |      5     |     5    |   15   |    5    |
| Short Blade  |   10    |      5     |     5    |    5   |    5    |
|   Marksman   |   10    |     15     |     5    |    5   |    5    |
|  Mercantile  |   20    |      5     |     5    |    5   |   15    |
| Speechcraft  |   10    |      5     |     5    |   30   |   30    |
| Hand-to-Hand |   35    |      5     |    15    |   30   |    5    |
+--------------+---------+------------+----------+--------+---------+
* Male/Female
         
+--------------+---------+---------+------------+----------+--------+
|              |  Mage   |  Monk   | Nightblade | Pilgrim  | Rogue  |
+--------------+---------+---------+------------+----------+--------+
|              |         |         |            |          |        |
|   Strength   |   40    |   40    |     40     |    40    |   40   |
| Intelligence | 50/60*  | 40/50*  |   40/50*   |  40/50*  | 40/50* |
|  Willpower   | 40/50*  | 40/50*  |   40/50*   |  30/40*  | 30/40* |
|   Agility    | 50/40*  | 60/50*  |   50/40*   |  50/40*  | 50/40* |
|    Speed     | 50/40*  | 50/40*  |   60/50*   |  50/40*  | 60/50* |
|  Endurance   |   30    |   30    |     30     |    40    |   30   |
| Personality  |   30    |   30    |     30     |    40    |   40   |
|     Luck     |   40    |   40    |     40     |    40    |   40   |
|              |         |         |            |          |        |
|    Block     |    5    |   15    |      5     |    15    |   15   |
|   Armorer    |    5    |    5    |      5     |     5    |    5   |
| Medium Armor |   10    |   10    |     10     |    35    |   20   |
| Heavy Armor  |    5    |    5    |      5     |     5    |    5   |
| Blunt Weapon |    5    |   15    |      5     |     5    |    5   |
|  Long Blade  |    5    |    5    |      5     |     5    |   15   |
|     Axe      |    5    |    5    |      5     |     5    |   30   |
|    Spear     |   10    |   10    |     10     |    10    |   10   |
|  Athletics   |   20    |   45    |     20     |    20    |   30   |
|              |         |         |            |          |        |
|   Enchant    |   20    |    5    |     10     |     5    |    5   |
| Destruction  |   35    |    5    |     20     |     5    |    5   |
| Alternation  |   35    |    5    |     35     |     5    |    5   |
|   Illusion   |   40    |   10    |     40     |    20    |   10   |
| Conjuration  |   20    |    5    |     10     |     5    |    5   |
|  Mysticism   |   40    |   10    |     40     |    10    |   10   |
| Restoration  |   35    |   15    |     10     |    30    |   5    |
|   Alchemy    |   25    |   10    |     15     |    20    |   10   |
|  Unarmored   |   25    |   35    |     25     |    10    |   10   |
|              |         |         |            |          |        |
|   Security   |    5    |   10    |     15     |    10    |   10   |
|    Sneak     |    5    |   35    |     30     |    10    |   10   |
|  Acrobatics  |    5    |   35    |      5     |    10    |   10   |
| Light Armor  |    5    |   20    |     15     |    10    |   35   |
| Short Blade  |   15    |   10    |     30     |    20    |   35   |
|   Marksman   |    5    |   20    |     15     |    35    |   10   |
|  Mercantile  |    5    |   10    |      5     |    35    |   35   |
| Speechcraft  |    5    |   10    |      5     |    35    |   20   |
| Hand-to-Hand |    5    |   35    |      5     |    20    |   35   |
+--------------+---------+---------+------------+----------+--------+
* Male/Female
         
+--------------+--------+----------+------------+---------+---------+
|              | Scout  | Sorcerer | Spellsword |  Thief  | Warrior |
+--------------+--------+----------+------------+---------+---------+
|              |        |          |            |         |         |
|   Strength   |   40   |    40    |     40     |   40    |   50    |
| Intelligence | 40/50* |  50/60*  |   40/50*   | 40/50*  | 40/50*  |
|  Willpower   | 30/40* |  30/40*  |   40/50*   | 30/40*  | 30/40*  |
|   Agility    | 50/40* |  50/40*  |   50/40*   | 60/50*  | 50/40*  |
|    Speed     | 60/50* |    50    |   50/40*   | 60/50*  | 50/40*  |
|  Endurance   |   40   |    40    |     40     |   30    |   40    |
| Personality  |   30   |    30    |     30     |   30    |   30    |
|     Luck     |   40   |    40    |     40     |   40    |   40    |
|              |        |          |            |         |         |
|    Block     |   35   |     5    |     30     |    5    |   35    |
|   Armorer    |   10   |     5    |      5     |    5    |   20    |
| Medium Armor |   40   |    20    |     20     |   10    |   40    |
| Heavy Armor  |   10   |    15    |      5     |    5    |   35    |
| Blunt Weapon |   10   |     5    |     15     |    5    |   20    |
|  Long Blade  |   35   |     5    |     30     |    5    |   35    |
|     Axe      |   10   |     5    |     15     |    5    |   20    |
|    Spear     |   15   |    10    |     10     |   10    |   25    |
|  Athletics   |   50   |    20    |     20     |   30    |   50    |
|              |        |          |            |         |         |
|   Enchant    |    5   |    35    |     20     |    5    |    5    |
| Destruction  |    5   |    35    |     35     |    5    |    5    |
| Alternation  |   15   |    35    |     35     |    5    |    5    |
|   Illusion   |   10   |    25    |     15     |   10    |   10    |
| Conjuration  |    5   |    35    |     10     |    5    |    5    |
|  Mysticism   |   10   |    40    |     15     |   10    |   10    |
| Restoration  |    5   |    10    |     35     |    5    |    5    |
|   Alchemy    |   20   |    15    |     25     |   10    |   10    |
|  Unarmored   |   20   |    15    |     15     |   10    |   10    |
|              |        |          |            |         |         |
|   Security   |    5   |     5    |      5     |   35    |    5    |
|    Sneak     |   30   |     5    |      5     |   35    |    5    |
|  Acrobatics  |    5   |     5    |      5     |   35    |    5    |
| Light Armor  |   15   |     5    |      5     |   35    |    5    |
| Short Blade  |    5   |    15    |      5     |   35    |    5    |
|   Marksman   |   15   |    15    |      5     |   20    |   15    |
|  Mercantile  |    5   |     5    |      5     |   20    |    5    |
| Speechcraft  |    5   |     5    |      5     |   20    |    5    |
| Hand-to-Hand |    5   |     5    |      5     |   20    |    5    |
+--------------+--------+----------+------------+---------+---------+
* Male/Female

+--------------+--------------+
|              | Witchhunter  |
+--------------+--------------+
|              |              |
|   Strength   |      40      |
| Intelligence |    50/60*    |
|  Willpower   |    30/40*    |
|   Agility    |    60/50*    |
|    Speed     |    50/40*    |
|  Endurance   |      30      |
| Personality  |      30      |
|     Luck     |      40      |
|              |              |
|    Block     |      15      |
|   Armorer    |       5      |
| Medium Armor |      10      |
| Heavy Armor  |       5      |
| Blunt Weapon |      15      |
|  Long Blade  |       5      |
|     Axe      |       5      |
|    Spear     |      10      |
|  Athletics   |      20      |
|              |              |
|   Enchant    |      35      |
| Destruction  |      10      |
| Alternation  |      10      |
|   Illusion   |      15      |
| Conjuration  |      35      |
|  Mysticism   |      25      |
| Restoration  |      10      |
|   Alchemy    |      40      |
|  Unarmored   |      25      |
|              |              |
|   Security   |       5      |
|    Sneak     |      15      |
|  Acrobatics  |       5      |
| Light Armor  |      30      |
| Short Blade  |       5      |
|   Marksman   |      30      |
|  Mercantile  |       5      |
| Speechcraft  |       5      |
| Hand-to-Hand |       5      |
+--------------+--------------+
* Male/Female


-----------------------------------------------------------------------------
18.2 Breton
-----------------------------------------------------------------------------

Passionate and eccentric, poetic and flamboyant, intelligent and willful, the 
Bretons feel an inborn, instinctive bond with the mercurial forces of magic 
and the supernatural. Many great sorcerers have come out of their home 
province of High Rock, and in addition to their quick and perceptive grasp of 
spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast 
a high resistance to destructive and dominating magical energies.

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

Specials:      Fortified Maximum Magicka (Fortify Magic 5 Points)
               Dragon Skin (Shield 50 Points for 60 Seconds)
               Resist Magicka (50 Points)

+--------------+---------+---------+---------+----------+-----------+
|              | Acrobat |  Agent  | Archer  | Assassin | Barbarian |
+--------------+---------+---------+---------+----------+-----------+
|              |         |         |         |          |           |
|   Strength   | 40/30*  | 40/30*  | 50/40*  | 40/30*   |  50/40*   |
| Intelligence |   50    |   50    |   50    |   60     |    50     |
|  Willpower   |   50    |   50    |   50    |   50     |    50     |
|   Agility    |   40    |   40    |   40    |   30     |    30     |
|    Speed     | 30/40*  | 30/40*  | 30/40*  | 40/50*   |  40/50*   |
|  Endurance   |   40    |   30    |   30    |   30     |    30     |
| Personality  |   40    |   50    |   40    |   40     |    40     |
|     Luck     |   40    |   40    |   40    |   40     |    40     |
|              |         |         |         |          |           |
|    Block     |    5    |    5    |   35    |   15     |    35     |
|   Armorer    |    5    |    5    |   10    |    5     |    20     |
| Medium Armor |    5    |    5    |   20    |    5     |    35     |
| Heavy Armor  |    5    |    5    |   10    |    5     |    10     |
| Blunt Weapon |    5    |    5    |   10    |    5     |    35     |
|  Long Blade  |    5    |    5    |   35    |   15     |    10     |
|     Axe      |    5    |    5    |   10    |    5     |    35     |
|    Spear     |   15    |   15    |   20    |    5     |    10     |
|  Athletics   |   30    |   30    |   35    |   15     |    35     |
|              |         |         |         |          |           |
|   Enchant    |    5    |    5    |    5    |    5     |     5     |
| Destruction  |    5    |    5    |    5    |    5     |     5     |
| Alternation  |   20    |   20    |   10    |   10     |    10     |
|   Illusion   |   10    |   10    |   10    |   10     |    10     |
| Conjuration  |   15    |   15    |   15    |   15     |    15     |
|  Mysticism   |   15    |   15    |   15    |   15     |    15     |
| Restoration  |   15    |   15    |   25    |   15     |    15     |
|   Alchemy    |   10    |   10    |   10    |   20     |    10     |
|  Unarmored   |   30    |   30    |   15    |    5     |    15     |
|              |         |         |         |          |           |
|   Security   |   10    |   10    |    5    |   20     |     5     |
|    Sneak     |   35    |   35    |   15    |   35     |     5     |
|  Acrobatics  |   35    |   35    |    5    |   35     |    15     |
| Light Armor  |   20    |   20    |   30    |   35     |    15     |
| Short Blade  |   10    |   10    |    5    |   35     |     5     |
|   Marksman   |   35    |   35    |   30    |   35     |    15     |
|  Mercantile  |   10    |   10    |    5    |   10     |     5     |
| Speechcraft  |   20    |   20    |    5    |   10     |     5     |
| Hand-to-Hand |   20    |   20    |    5    |   10     |     5     |
+--------------+---------+---------+---------+----------+-----------+
* Male/Female

+--------------+---------+------------+----------+--------+---------+
|              |  Bard   | Battlemage | Crusader | Healer | Knight  |
+--------------+---------+------------+----------+--------+---------+
|              |         |            |          |        |         |
|   Strength   | 40/30*  |   50/40*   |  50/40*  | 40/30* | 50/40*  |
| Intelligence |   60    |     60     |    50    |   50   |   50    |
|  Willpower   |   50    |     50     |    50    |   60   |   50    |
|   Agility    |   30    |     30     |    40    |   30   |   30    |
|    Speed     | 30/40*  |   30/40*   |  30/40*  | 30/40* | 30/40*  |
|  Endurance   |   30    |     30     |    30    |   30   |   30    |
| Personality  |   50    |     40     |    40    |   50   |   50    |
|     Luck     |   40    |     40     |    40    |   40   |   40    |
|              |         |            |          |        |         |
|    Block     |   30    |      5     |    35    |    5   |   35    |
|   Armorer    |    5    |      5     |    20    |    5   |   20    |
| Medium Armor |   15    |      5     |    20    |    5   |   20    |
| Heavy Armor  |    5    |     30     |    35    |    5   |   35    |
| Blunt Weapon |    5    |      5     |    35    |   15   |   10    |
|  Long Blade  |   30    |     15     |    35    |    5   |   35    |
|     Axe      |    5    |     30     |    10    |    5   |   35    |
|    Spear     |    5    |      5     |    10    |    5   |   10    |
|  Athletics   |    5    |      5     |    10    |    5   |   10    |
|              |         |            |          |        |         |
|   Enchant    |   15    |     20     |     5    |   10   |   15    |
| Destruction  |    5    |     35     |    30    |   10   |    5    |
| Alternation  |   10    |     40     |    10    |   40   |   10    |
|   Illusion   |   20    |     15     |    10    |   25   |   10    |
| Conjuration  |   15    |     45     |    15    |   20   |   15    |
|  Mysticism   |   15    |     30     |    15    |   45   |   15    |
| Restoration  |   15    |     20     |    25    |   45   |   25    |
|   Alchemy    |   35    |     25     |    20    |   25   |   10    |
|  Unarmored   |    5    |     10     |     5    |   20   |    5    |
|              |         |            |          |        |         |
|   Security   |   20    |      5     |     5    |    5   |    5    |
|    Sneak     |   10    |      5     |     5    |    5   |    5    |
|  Acrobatics  |   35    |      5     |     5    |    5   |    5    |
| Light Armor  |   10    |      5     |     5    |   15   |    5    |
| Short Blade  |   10    |      5     |     5    |    5   |    5    |
|   Marksman   |   10    |     15     |     5    |    5   |    5    |
|  Mercantile  |   20    |      5     |     5    |    5   |   15    |
| Speechcraft  |   10    |      5     |     5    |   30   |   30    |
| Hand-to-Hand |   35    |      5     |    15    |   30   |    5    |
+--------------+---------+------------+----------+--------+---------+
* Male/Female

+--------------+--------+---------+-------------+----------+--------+
|              |  Mage  |  Monc   | Nightblade  | Pilgrim  | Rogue  |
+--------------+--------+---------+-------------+----------+--------+
|              |        |         |             |          |        |
|   Strength   | 40/30* | 40/30*  |   40/30*    |  40/30*  | 40/30* |
| Intelligence |   60   |   50    |     50      |    50    |   50   |
|  Willpower   |   60   |   60    |     60      |    50    |   50   |
|   Agility    |   30   |   40    |     30      |    30    |   30   |
|    Speed     | 30/40* | 30/40*  |   40/50*    |  30/40*  | 40/50* |
|  Endurance   |   30   |   30    |     30      |    40    |   30   |
| Personality  |   40   |   40    |     40      |    50    |   50   |
|     Luck     |   40   |   40    |     40      |    40    |   40   |
|              |        |         |             |          |        |
|    Block     |    5   |   15    |      5      |    15    |   15   |
|   Armorer    |    5   |    5    |      5      |     5    |    5   |
| Medium Armor |    5   |    5    |      5      |    30    |   15   |
| Heavy Armor  |    5   |    5    |      5      |     5    |    5   |
| Blunt Weapon |    5   |   15    |      5      |     5    |    5   |
|  Long Blade  |    5   |    5    |      5      |     5    |   15   |
|     Axe      |    5   |    5    |      5      |     5    |   30   |
|    Spear     |    5   |    5    |      5      |     5    |    5   |
|  Athletics   |    5   |   30    |      5      |     5    |   15   |
|              |        |         |             |          |        |
|   Enchant    |   20   |    5    |     10      |     5    |    5   |
| Destruction  |   35   |    5    |     20      |     5    |    5   |
| Alternation  |   40   |   10    |     40      |    10    |   10   |
|   Illusion   |   40   |   10    |     40      |    20    |   10   |
| Conjuration  |   30   |   15    |     20      |    15    |   15   |
|  Mysticism   |   45   |   15    |     45      |    15    |   15   |
| Restoration  |   45   |   25    |     20      |    40    |   15   |
|   Alchemy    |   25   |   10    |     15      |    20    |   10   |
|  Unarmored   |   20   |   30    |     20      |     5    |    5   |
|              |        |         |             |          |        |
|   Security   |    5   |   10    |     15      |    10    |   10   |
|    Sneak     |    5   |   35    |     30      |    10    |   10   |
|  Acrobatics  |    5   |   35    |      5      |    10    |   10   |
| Light Armor  |    5   |   20    |     15      |    10    |   35   |
| Short Blade  |   15   |   10    |     30      |    20    |   35   |
|   Marksman   |    5   |   20    |     15      |    35    |   10   |
|  Mercantile  |    5   |   10    |      5      |    35    |   35   |
| Speechcraft  |    5   |   10    |      5      |    35    |   20   |
| Hand-to-Hand |    5   |   35    |      5      |    20    |   35   |
+--------------+--------+---------+-------------+----------+--------+
* Male/Female
         
+--------------+--------+----------+------------+---------+---------+
|              | Scout  | Sorcerer | Spellsword |  Thief  | Warrior |
+--------------+--------+----------+------------+---------+---------+
|              |        |          |            |         |         |
|   Strength   | 40/30* |  40/30*  |   40/30*   | 40/30*  | 50/40*  |
| Intelligence |   50   |    60    |     50     |   50    |   50    |
|  Willpower   |   50   |    50    |     60     |   50    |   50    |
|   Agility    |   30   |    30    |     30     |   40    |   30    |
|    Speed     | 40/50* |  30/40*  |   30/40*   | 40/50*  | 30/40*  |
|  Endurance   |   40   |    40    |     40     |   30    |   40    |
| Personality  |   40   |    40    |     40     |   40    |   40    |
|     Luck     |   40   |    40    |     40     |   40    |   40    |
|              |        |          |            |         |         |
|    Block     |   35   |     5    |     30     |    5    |   35    |
|   Armorer    |   10   |     5    |      5     |    5    |   20    |
| Medium Armor |   35   |    15    |     15     |    5    |   35    |
| Heavy Armor  |   10   |    15    |      5     |    5    |   35    |
| Blunt Weapon |   10   |     5    |     15     |    5    |   20    |
|  Long Blade  |   35   |     5    |     30     |    5    |   35    |
|     Axe      |   10   |     5    |     15     |    5    |   20    |
|    Spear     |   10   |     5    |      5     |    5    |   20    |
|  Athletics   |   35   |     5    |      5     |   15    |   35    |
|              |        |          |            |         |         |
|   Enchant    |    5   |    35    |     20     |    5    |    5    |
| Destruction  |    5   |    35    |     35     |    5    |    5    |
| Alternation  |   20   |    40    |     40     |   10    |   10    |
|   Illusion   |   10   |    25    |     15     |   10    |   10    |
| Conjuration  |   15   |    45    |     20     |   15    |   15    |
|  Mysticism   |   15   |    45    |     20     |   15    |   15    |
| Restoration  |   15   |    20    |     45     |   15    |   15    |
|   Alchemy    |   20   |    15    |     25     |   10    |   10    |
|  Unarmored   |   15   |    10    |     10     |    5    |    5    |
|              |        |          |            |         |         |
|   Security   |    5   |     5    |      5     |   35    |    5    |
|    Sneak     |   30   |     5    |      5     |   35    |    5    |
|  Acrobatics  |    5   |     5    |      5     |   35    |    5    |
| Light Armor  |   15   |     5    |      5     |   35    |    5    |
| Short Blade  |    5   |    15    |      5     |   35    |    5    |
|   Marksman   |   15   |    15    |      5     |   20    |   15    |
|  Mercantile  |    5   |     5    |      5     |   20    |    5    |
| Speechcraft  |    5   |     5    |      5     |   20    |    5    |
| Hand-to-Hand |    5   |     5    |      5     |   20    |    5    |
+--------------+--------+----------+------------+---------+---------+
* Male/Female

+--------------+-------------+
|              | Witchhunter |
+--------------+-------------+
|              |             |
|   Strength   |   40/30*    |
| Intelligence |     60      |
|  Willpower   |     50      |
|   Agility    |     40      |
|    Speed     |   30/40*    |
|  Endurance   |     30      |
| Personality  |     40      |
|     Luck     |     40      |
|              |             |
|    Block     |     15      |
|   Armorer    |      5      |
| Medium Armor |      5      |
| Heavy Armor  |      5      |
| Blunt Weapon |     15      |
|  Long Blade  |      5      |
|     Axe      |      5      |
|    Spear     |      5      |
|  Athletics   |      5      |
|              |             |
|   Enchant    |     35      |
| Destruction  |     10      |
| Alternation  |     15      |
|   Illusion   |     15      |
| Conjuration  |     45      |
|  Mysticism   |     30      |
| Restoration  |     20      |
|   Alchemy    |     40      |
|  Unarmored   |     20      |
|              |             |
|   Security   |      5      |
|    Sneak     |     15      |
|  Acrobatics  |      5      |
| Light Armor  |     30      |
| Short Blade  |      5      |
|   Marksman   |     30      |
|  Mercantile  |      5      |
| Speechcraft  |      5      |
| Hand-to-Hand |      5      |
+--------------+-------------+
* Male/Female


-----------------------------------------------------------------------------
18.3 Dark Elf
-----------------------------------------------------------------------------

In the Empire, "Dark Elves" is the common usage, but in their Morrowind 
homeland, they call themselves the "Dunmer". The dark-skinned, red-eyed Dark 
Elves combine powerful intellect with strong and agile physiques, producing 
superior warriors and sorcerers. On the battlefield, Dark Elves are noted for 
their skilled and balanced integration of swordsmen, marksmen, and war 
wizards. In character, they are grim, distrusting, and disdainful of other 
races.

Skill Bonuses: Destruction +10
               Short Blade +10
               Long Blade  + 5
               Light Armor + 5
               Athletics   + 5
               Mysticism   + 5
               Marksman    + 5

Specials:      Ancestor Guardian (Sanctuary 50 Points for 60 Seconds)
               Resistant to Fire (75 Points)

+--------------+---------+---------+---------+----------+-----------+
|              | Acrobat |  Agent  | Archer  | Assassin | Barbarian |
+--------------+---------+---------+---------+----------+-----------+
|              |         |         |         |          |           |
|   Strength   |   40    |   40    |   50    |   40     |    50     |
| Intelligence |   40    |   40    |   40    |   50     |    40     |
|  Willpower   |   30    |   30    |   30    |   30     |    30     |
|   Agility    |   50    |   50    |   50    |   40     |    40     |
|    Speed     |   50    |   50    |   50    |   60     |    60     |
|  Endurance   | 50/40*  | 40/30*  | 40/30*  | 40/30*   |  40/30*   |
| Personality  | 30/40*  | 40/50*  | 30/40*  | 30/40*   |  30/40*   |
|     Luck     |   40    |   40    |   40    |   40     |    40     |
|              |         |         |         |          |           |
|    Block     |    5    |    5    |   35    |   15     |    35     |
|   Armorer    |    5    |    5    |   10    |    5     |    20     |
| Medium Armor |    5    |    5    |   20    |    5     |    35     |
| Heavy Armor  |    5    |    5    |   10    |    5     |    10     |
| Blunt Weapon |    5    |    5    |   10    |    5     |    35     |
|  Long Blade  |   10    |   10    |   40    |   20     |    15     |
|     Axe      |    5    |    5    |   10    |    5     |    35     |
|    Spear     |   15    |   15    |   20    |    5     |    10     |
|  Athletics   |   35    |   35    |   40    |   20     |    40     |
|              |         |         |         |          |           |
|   Enchant    |    5    |    5    |    5    |    5     |     5     |
| Destruction  |   15    |   15    |   15    |   15     |    15     |
| Alternation  |   15    |   15    |    5    |    5     |     5     |
|   Illusion   |    5    |    5    |    5    |    5     |     5     |
| Conjuration  |    5    |    5    |    5    |    5     |     5     |
|  Mysticism   |   10    |   10    |   10    |   10     |    10     |
| Restoration  |    5    |    5    |   15    |    5     |     5     |
|   Alchemy    |    5    |    5    |    5    |   15     |     5     |
|  Unarmored   |   30    |   30    |   15    |    5     |    15     |
|              |         |         |         |          |           |
|   Security   |   10    |   10    |    5    |   20     |     5     |
|    Sneak     |   35    |   35    |   15    |   35     |     5     |
|  Acrobatics  |   35    |   35    |    5    |   35     |    15     |
| Light Armor  |   25    |   25    |   35    |   40     |    20     |
| Short Blade  |   20    |   20    |   15    |   45     |    15     |
|   Marksman   |   40    |   40    |   35    |   40     |    20     |
|  Mercantile  |   10    |   10    |    5    |   10     |     5     |
| Speechcraft  |   20    |   20    |    5    |   10     |     5     |
| Hand-to-Hand |   20    |   20    |    5    |   10     |     5     |
+--------------+---------+---------+---------+----------+-----------+
* Male/Female

+--------------+---------+------------+----------+---------+--------+
|              |  Bard   | Battlemage | Crusader | Healer  | Knight |
+--------------+---------+------------+----------+---------+--------+
|              |         |            |          |         |        |
|   Strength   |   40    |     50     |    50    |   40    |   50   |
| Intelligence |   50    |     50     |    40    |   40    |   40   |
|  Willpower   |   30    |     30     |    30    |   40    |   30   |
|   Agility    |   40    |     40     |    50    |   40    |   40   |
|    Speed     |   50    |     50     |    50    |   50    |   50   |
|  Endurance   | 40/30*  |   40/30*   |  40/30*  | 40/30*  | 40/30* |
| Personality  | 40/50*  |   30/40*   |  30/40*  | 40/50*  | 40/50* |
|     Luck     |   40    |     40     |    40    |   40    |   40   |
|              |         |            |          |         |        |
|    Block     |   30    |      5     |    35    |    5    |   35   |
|   Armorer    |    5    |      5     |    20    |    5    |   20   |
| Medium Armor |   15    |      5     |    20    |    5    |   20   |
| Heavy Armor  |    5    |     30     |    35    |    5    |   35   |
| Blunt Weapon |    5    |      5     |    35    |   15    |   10   |
|  Long Blade  |   35    |     20     |    40    |   10    |   40   |
|     Axe      |    5    |     30     |    10    |    5    |   35   |
|    Spear     |    5    |      5     |    10    |    5    |   10   |
|  Athletics   |   10    |     10     |    15    |   10    |   15   |
|              |         |            |          |         |        |
|   Enchant    |   15    |     20     |     5    |   10    |   15   |
| Destruction  |   15    |     45     |    40    |   20    |   15   |
| Alternation  |    5    |     35     |     5    |   35    |    5   |
|   Illusion   |   15    |     10     |     5    |   20    |    5   |
| Conjuration  |    5    |     35     |     5    |   10    |    5   |
|  Mysticism   |   10    |     25     |    10    |   40    |   10   |
| Restoration  |    5    |     10     |    15    |   35    |   15   |
|   Alchemy    |   30    |     20     |    15    |   20    |    5   |
|  Unarmored   |    5    |     10     |     5    |   20    |    5   |
|              |         |            |          |         |        |
|   Security   |   20    |      5     |     5    |    5    |    5   |
|    Sneak     |   10    |      5     |     5    |    5    |    5   |
|  Acrobatics  |   35    |      5     |     5    |    5    |    5   |
| Light Armor  |   15    |     10     |    10    |   20    |   10   |
| Short Blade  |   20    |     15     |    15    |   15    |   15   |
|   Marksman   |   15    |     20     |    10    |   10    |   10   |
|  Mercantile  |   20    |      5     |     5    |    5    |   15   |
| Speechcraft  |   10    |      5     |     5    |   30    |   30   |
| Hand-to-Hand |   35    |      5     |    15    |   30    |    5   |
+--------------+---------+------------+----------+---------+--------+
* Male/Female
        
+--------------+---------+--------+------------+----------+---------+
|              |  Mage   |  Monk  | Nightblade | Pilgrim  |  Rogue  |
+--------------+---------+--------+------------+----------+---------+
|              |         |        |            |          |         |
|   Strength   |   40    |   40   |     40     |    40    |   40    |
| Intelligence |   50    |   40   |     40     |    40    |   40    |
|  Willpower   |   40    |   40   |     40     |    30    |   30    |
|   Agility    |   40    |   50   |     40     |    40    |   40    |
|    Speed     |   50    |   50   |     60     |    50    |   60    |
|  Endurance   | 40/30*  | 40/30* |   40/30*   |  50/40*  | 40/30*  |
| Personality  | 30/40*  | 30/40* |   30/40*   |  40/50*  | 40/50*  |
|     Luck     |   40    |   40   |     40     |    40    |   40    |
|              |         |        |            |          |         |
|    Block     |    5    |   15   |      5     |    15    |   15    |
|   Armorer    |    5    |    5   |      5     |     5    |    5    |
| Medium Armor |    5    |    5   |      5     |    30    |   15    |
| Heavy Armor  |    5    |    5   |      5     |     5    |    5    |
| Blunt Weapon |    5    |   15   |      5     |     5    |    5    |
|  Long Blade  |   10    |   10   |     10     |    10    |   20    |
|     Axe      |    5    |    5   |      5     |     5    |   30    |
|    Spear     |    5    |    5   |      5     |     5    |    5    |
|  Athletics   |   10    |   35   |     10     |    10    |   20    |
|              |         |        |            |          |         |
|   Enchant    |   20    |    5   |     10     |     5    |    5    |
| Destruction  |   45    |   15   |     30     |    15    |   15    |
| Alternation  |   35    |    5   |     35     |     5    |    5    |
|   Illusion   |   35    |    5   |     35     |    15    |    5    |
| Conjuration  |   20    |    5   |     10     |     5    |    5    |
|  Mysticism   |   40    |   10   |     40     |    10    |   10    |
| Restoration  |   35    |   15   |     10     |    30    |    5    |
|   Alchemy    |   20    |    5   |     10     |    15    |    5    |
|  Unarmored   |   20    |   30   |     20     |     5    |    5    |
|              |         |        |            |          |         |
|   Security   |    5    |   10   |     15     |    10    |   10    |
|    Sneak     |    5    |   35   |     30     |    10    |   10    |
|  Acrobatics  |    5    |   35   |      5     |    10    |   10    |
| Light Armor  |   10    |   25   |     20     |    15    |   40    |
| Short Blade  |   25    |   20   |     40     |    30    |   45    |
|   Marksman   |   10    |   25   |     20     |    40    |   15    |
|  Mercantile  |    5    |   10   |      5     |    35    |   35    |
| Speechcraft  |    5    |   10   |      5     |    35    |   20    |
| Hand-to-Hand |    5    |   35   |      5     |    20    |   35    |
+--------------+---------+--------+------------+----------+---------+        
* Male/Female

+--------------+---------+----------+------------+--------+---------+
|              |  Scout  | Sorcerer | Spellsword | Thief  | Warrior |
+--------------+---------+----------+------------+--------+---------+
|              |         |          |            |        |         |
|   Strength   |   40    |    40    |     40     |   40   |   50    |
| Intelligence |   40    |    50    |     40     |   40   |   40    |
|  Willpower   |   30    |    30    |     40     |   30   |   30    |
|   Agility    |   40    |    40    |     40     |   50   |   40    |
|    Speed     |   60    |    50    |     50     |   60   |   50    |
|  Endurance   | 50/40*  |  50/40*  |   50/40*   | 40/30* | 50/40*  |
| Personality  | 30/40*  |  30/40*  |   30/40*   | 30/40* | 30/40*  |
|     Luck     |   40    |    40    |     40     |   40   |   40    |
|              |         |          |            |        |         |
|    Block     |   35    |     5    |     30     |    5   |   35    |
|   Armorer    |   10    |     5    |      5     |    5   |   20    |
| Medium Armor |   35    |    15    |     15     |    5   |   35    |
| Heavy Armor  |   10    |    15    |      5     |    5   |   35    |
| Blunt Weapon |   10    |     5    |     15     |    5   |   20    |
|  Long Blade  |   40    |    10    |     35     |   10   |   40    |
|     Axe      |   10    |     5    |     15     |    5   |   20    |
|    Spear     |   10    |     5    |      5     |    5   |   20    |
|  Athletics   |   40    |    10    |     10     |   20   |   40    |
|              |         |          |            |        |         |
|   Enchant    |    5    |    35    |     20     |    5   |    5    |
| Destruction  |   15    |    45    |     45     |   15   |   15    |
| Alternation  |   15    |    35    |     35     |    5   |    5    |
|   Illusion   |    5    |    20    |     10     |    5   |    5    |
| Conjuration  |    5    |    35    |     10     |    5   |    5    |
|  Mysticism   |   10    |    40    |     15     |   10   |   10    |
| Restoration  |    5    |    10    |     35     |    5   |    5    |
|   Alchemy    |   15    |    10    |     20     |    5   |    5    |
|  Unarmored   |   15    |    10    |     10     |    5   |    5    |
|              |         |          |            |        |         |
|   Security   |    5    |     5    |      5     |   35   |    5    |
|    Sneak     |   30    |     5    |      5     |   35   |    5    |
|  Acrobatics  |    5    |     5    |      5     |   35   |    5    |
| Light Armor  |   20    |    10    |     10     |   40   |   10    |
| Short Blade  |   15    |    25    |     15     |   45   |   15    |
|   Marksman   |   20    |    20    |     10     |   25   |   20    |
|  Mercantile  |    5    |     5    |      5     |   20   |    5    |
| Speechcraft  |    5    |     5    |      5     |   20   |    5    |
| Hand-to-Hand |    5    |     5    |      5     |   20   |    5    |
+--------------+---------+----------+------------+--------+---------+
* Male/Female

+--------------+-------------+
|              | Witchhunter |
+--------------+-------------+
|              |             |
|   Strength   |     40      |
| Intelligence |     50      |
|  Willpower   |     30      |
|   Agility    |     50      |
|    Speed     |     50      |
|  Endurance   |   40/30*    |
| Personality  |   30/40*    |
|     Luck     |     40      |
|              |             |
|    Block     |     15      |
|   Armorer    |      5      |
| Medium Armor |      5      |
| Heavy Armor  |      5      |
| Blunt Weapon |     15      |
|  Long Blade  |     10      |
|     Axe      |      5      |
|    Spear     |      5      |
|  Athletics   |     10      |
|              |             |
|   Enchant    |     35      |
| Destruction  |     20      |
| Alternation  |     10      |
|   Illusion   |     10      |
| Conjuration  |     35      |
|  Mysticism   |     25      |
| Restoration  |     10      |
|   Alchemy    |     35      |
|  Unarmored   |     20      |
|              |             |
|   Security   |      5      |
|    Sneak     |     15      |
|  Acrobatics  |      5      |
| Light Armor  |     35      |
| Short Blade  |     15      |
|   Marksman   |     35      |
|  Mercantile  |      5      |
| Speechcraft  |      5      |
| Hand-to-Hand |      5      |
+--------------+-------------+
* Male/Female


-----------------------------------------------------------------------------
18.4 High Elf
-----------------------------------------------------------------------------

The High Elves consider themselves the most civilized culture of Tamriel; the 
common tongue of the Empire, Tamrielic, is based on Altmer speech and 
writing, and most of the Empire's arts, crafts, and sciences derive from High 
Elven traditions. Deft, intelligent, and strong-willed, High Elves are often 
gifted in the arcane arts, and High Elves boast that their sublime physical 
natures make them far more resistant to disease than the "lesser races."

Skill Bonuses: Destruction +10
               Enchant     +10
               Alchemy     +10
               Alteration  + 5
               Conjuration + 5
               Illusion    + 5
               

Specials:      Fortified Maximum Magicka 15 Points
               Resistant to Disease 75 Points
               Weakness to Magicka 50 Points
               Weakness to Fire 50 Points
               Weakness to Frost 25 Points
               Weakness to Shock 25 Points

+--------------+---------+---------+---------+----------+-----------+
|              | Acrobat |  Agent  | Archer  | Assassin | Barbarian |
+--------------+---------+---------+---------+----------+-----------+
|              |         |         |         |          |           |
|   Strength   |   30    |   30    |   40    |   30     |    40     |
| Intelligence |   50    |   50    |   50    |   60     |    50     |
|  Willpower   |   40    |   40    |   40    |   40     |    40     |
|   Agility    |   50    |   50    |   50    |   40     |    40     |
|    Speed     | 30/40*  | 30/40*  | 30/40*  | 40/50*   |  40/50*   |
|  Endurance   | 50/40*  | 40/30*  | 40/30*  | 40/30*   |  40/30*   |
| Personality  |   40    |   50    |   40    |   40     |    40     |
|     Luck     |   40    |   40    |   40    |   40     |    40     |
|              |         |         |         |          |           |
|    Block     |    5    |    5    |   35    |   15     |    35     |
|   Armorer    |    5    |    5    |   10    |    5     |    20     |
| Medium Armor |    5    |    5    |   20    |    5     |    35     |
| Heavy Armor  |    5    |    5    |   10    |    5     |    10     |
| Blunt Weapon |    5    |    5    |   10    |    5     |    35     |
|  Long Blade  |    5    |    5    |   35    |   15     |    10     |
|     Axe      |    5    |    5    |   10    |    5     |    35     |
|    Spear     |   15    |   15    |   20    |    5     |    10     |
|  Athletics   |   30    |   30    |   35    |   15     |    35     |
|              |         |         |         |          |           |
|   Enchant    |   15    |   15    |   15    |   15     |    15     |
| Destruction  |   15    |   15    |   15    |   15     |    15     |
| Alternation  |   20    |   20    |   10    |   10     |    10     |
|   Illusion   |   10    |   10    |   10    |   10     |    10     |
| Conjuration  |   10    |   10    |   10    |   10     |    10     |
|  Mysticism   |    5    |    5    |    5    |    5     |     5     |
| Restoration  |    5    |    5    |   15    |    5     |     5     |
|   Alchemy    |   15    |   15    |   15    |   25     |    15     |
|  Unarmored   |   30    |   30    |   15    |    5     |    15     |
|              |         |         |         |          |           |
|   Security   |   10    |   10    |    5    |   20     |     5     |
|    Sneak     |   35    |   35    |   15    |   35     |     5     |
|  Acrobatics  |   35    |   35    |    5    |   35     |    15     |
| Light Armor  |   20    |   20    |   30    |   35     |    15     |
| Short Blade  |   10    |   10    |    5    |   35     |     5     |
|   Marksman   |   35    |   35    |   30    |   35     |    15     |
|  Mercantile  |   10    |   10    |    5    |   10     |     5     |
| Speechcraft  |   20    |   20    |    5    |   10     |     5     |
| Hand-to-Hand |   20    |   20    |    5    |   10     |     5     |
+--------------+---------+---------+---------+----------+-----------+
* Male/Female

+--------------+---------+------------+-----------+--------+--------+
|              |  Bard   | Battlemage | Crusader  | Healer | Knight |
+--------------+---------+------------+-----------+--------+--------+
|              |         |            |           |        |        |
|   Strength   |   30    |     40     |    40     |   30   |   40   |
| Intelligence |   60    |     60     |    50     |   50   |   50   |
|  Willpower   |   40    |     40     |    40     |   50   |   40   |
|   Agility    |   40    |     40     |    50     |   40   |   40   |
|    Speed     | 30/40*  |   30/40*   |  30/40*   | 30/40* | 30/40* |
|  Endurance   | 40/30*  |   40/30*   |  40/30*   | 40/30* | 40/30* |
| Personality  |   50    |     40     |    40     |   50   |   50   |
|     Luck     |   40    |     40     |    40     |   40   |   40   |
|              |         |            |           |        |        |
|    Block     |   30    |      5     |    35     |    5   |   35   |
|   Armorer    |    5    |      5     |    20     |    5   |   20   |
| Medium Armor |   15    |      5     |    20     |    5   |   20   |
| Heavy Armor  |    5    |     30     |    35     |    5   |   35   |
| Blunt Weapon |    5    |      5     |    35     |   15   |   10   |
|  Long Blade  |   30    |     15     |    35     |    5   |   35   |
|     Axe      |    5    |     30     |    10     |    5   |   35   |
|    Spear     |    5    |      5     |    10     |    5   |   10   |
|  Athletics   |    5    |      5     |    10     |    5   |   10   |
|              |         |            |           |        |        |
|   Enchant    |   25    |     30     |    15     |   20   |   25   |
| Destruction  |   15    |     45     |    40     |   20   |   15   |
| Alternation  |   10    |     40     |    10     |   40   |   10   |
|   Illusion   |   20    |     15     |    10     |   25   |   10   |
| Conjuration  |   10    |     40     |    10     |   15   |   10   |
|  Mysticism   |    5    |     20     |     5     |   35   |    5   |
| Restoration  |    5    |     10     |    15     |   35   |   15   |
|   Alchemy    |   40    |     30     |    25     |   30   |   15   |
|  Unarmored   |    5    |     10     |     5     |   20   |    5   |
|              |         |            |           |        |        |
|   Security   |   20    |      5     |     5     |    5   |    5   |
|    Sneak     |   10    |      5     |     5     |    5   |    5   |
|  Acrobatics  |   35    |      5     |     5     |    5   |    5   |
| Light Armor  |   10    |      5     |     5     |   15   |    5   |
| Short Blade  |   10    |      5     |     5     |    5   |    5   |
|   Marksman   |   10    |     15     |     5     |    5   |    5   |
|  Mercantile  |   20    |      5     |     5     |    5   |   15   |
| Speechcraft  |   10    |      5     |     5     |   30   |   30   |
| Hand-to-Hand |   35    |      5     |    15     |   30   |    5   |
+--------------+---------+------------+-----------+--------+--------+
* Male/Female

+--------------+---------+--------+------------+-----------+--------+
|              |  Mage   |  Monk  | Nightblade | Pilgrim   | Rogue  |
+--------------+---------+--------+------------+-----------+--------+
|              |         |        |            |           |        |
|   Strength   |   30    |   30   |     30     |    30     |   30   |
| Intelligence |   60    |   50   |     50     |    50     |   50   |
|  Willpower   |   50    |   50   |     50     |    40     |   40   |
|   Agility    |   40    |   50   |     40     |    40     |   40   |
|    Speed     | 30/40*  | 30/40* |   40/50*   |  30/40*   | 40/50* |
|  Endurance   | 40/30*  | 40/30* |   40/30*   |  50/40*   | 40/30* |
| Personality  |   40    |   40   |     40     |    50     |   50   |
|     Luck     |   40    |   40   |     40     |    40     |   40   |
|              |         |        |            |           |        |
|    Block     |    5    |   15   |      5     |    15     |   15   |
|   Armorer    |    5    |    5   |      5     |     5     |    5   |
| Medium Armor |    5    |    5   |      5     |    30     |   15   |
| Heavy Armor  |    5    |    5   |      5     |     5     |    5   |
| Blunt Weapon |    5    |   15   |      5     |     5     |    5   |
|  Long Blade  |    5    |    5   |      5     |     5     |   15   |
|     Axe      |    5    |    5   |      5     |     5     |   30   |
|    Spear     |    5    |    5   |      5     |     5     |    5   |
|  Athletics   |    5    |   30   |      5     |     5     |   15   |
|              |         |        |            |           |        |
|   Enchant    |   30    |   15   |     20     |    15     |   15   |
| Destruction  |   45    |   15   |     30     |    15     |   15   |
| Alternation  |   40    |   10   |     40     |    10     |   10   |
|   Illusion   |   40    |   10   |     40     |    20     |   10   |
| Conjuration  |   25    |   10   |     15     |    10     |   10   |
|  Mysticism   |   35    |    5   |     35     |     5     |    5   |
| Restoration  |   35    |   15   |     10     |    30     |    5   |
|   Alchemy    |   30    |   15   |     20     |    25     |   15   |
|  Unarmored   |   20    |   30   |     20     |     5     |    5   |
|              |         |        |            |           |        |
|   Security   |    5    |   10   |     15     |    10     |   10   |
|    Sneak     |    5    |   35   |     30     |    10     |   10   |
|  Acrobatics  |    5    |   35   |      5     |    10     |   10   |
| Light Armor  |    5    |   20   |     15     |    10     |   35   |
| Short Blade  |   15    |   10   |     30     |    20     |   35   |
|   Marksman   |    5    |   20   |     15     |    35     |   10   |
|  Mercantile  |    5    |   10   |      5     |    35     |   35   |
| Speechcraft  |    5    |   10   |      5     |    35     |   20   |
| Hand-to-Hand |    5    |   35   |      5     |    20     |   35   |
+--------------+---------+--------+------------+-----------+--------+
* Male/Female

+--------------+--------+----------+------------+---------+---------+
|              | Scout  | Sorcerer | Spellsword |  Thief  | Warrior |
+--------------+--------+----------+------------+---------+---------+
|              |        |          |            |         |         |
|   Strength   |   30   |    30    |     30     |   30    |   40    |
| Intelligence |   50   |    60    |     50     |   50    |   50    |
|  Willpower   |   40   |    40    |     50     |   40    |   40    |
|   Agility    |   40   |    40    |     40     |   50    |   40    |
|    Speed     | 40/50* |  30/40*  |   30/40*   | 40/50*  | 30/40*  |
|  Endurance   | 50/40* |  50/40*  |   50/40*   | 40/30*  | 50/40*  |
| Personality  |   40   |    40    |     40     |   40    |   40    |
|     Luck     |   40   |    40    |     40     |   40    |   40    |
|              |        |          |            |         |         |
|    Block     |   35   |     5    |     30     |    5    |   35    |
|   Armorer    |   10   |     5    |      5     |    5    |   20    |
| Medium Armor |   35   |    15    |     15     |    5    |   35    |
| Heavy Armor  |   10   |    15    |      5     |    5    |   35    |
| Blunt Weapon |   10   |     5    |     15     |    5    |   20    |
|  Long Blade  |   35   |     5    |     30     |    5    |   35    |
|     Axe      |   10   |     5    |     15     |    5    |   20    |
|    Spear     |   10   |     5    |      5     |    5    |   20    |
|  Athletics   |   35   |     5    |      5     |   15    |   35    |
|              |        |          |            |         |         |
|   Enchant    |   15   |    45    |     30     |   15    |   15    |
| Destruction  |   15   |    45    |     45     |   15    |   15    |
| Alternation  |   20   |    40    |     40     |   10    |   10    |
|   Illusion   |   10   |    25    |     15     |   10    |   10    |
| Conjuration  |   10   |    40    |     15     |   10    |   10    |
|  Mysticism   |    5   |    35    |     10     |    5    |    5    |
| Restoration  |    5   |    10    |     35     |    5    |    5    |
|   Alchemy    |   25   |    20    |     30     |   15    |   15    |
|  Unarmored   |   15   |    10    |     10     |    5    |    5    |
|              |        |          |            |         |         |
|   Security   |    5   |     5    |      5     |   35    |    5    |
|    Sneak     |   30   |     5    |      5     |   35    |    5    |
|  Acrobatics  |    5   |     5    |      5     |   35    |    5    |
| Light Armor  |   15   |     5    |      5     |   35    |    5    |
| Short Blade  |    5   |    15    |      5     |   35    |    5    |
|   Marksman   |   15   |    15    |      5     |   20    |   15    |
|  Mercantile  |    5   |     5    |      5     |   20    |    5    |
| Speechcraft  |    5   |     5    |      5     |   20    |    5    |
| Hand-to-Hand |    5   |     5    |      5     |   20    |    5    |
+--------------+--------+----------+------------+---------+---------+
* Male/Female

+--------------+-------------+
|              | Witchhunter |
+--------------+-------------+
|              |             |
|   Strength   |     30      |
| Intelligence |     60      |
|  Willpower   |     40      |
|   Agility    |     50      |
|    Speed     |   30/40*    |
|  Endurance   |   40/30*    |
| Personality  |     40      |
|     Luck     |     40      |
|              |             |
|    Block     |     15      |
|   Armorer    |      5      |
| Medium Armor |      5      |
| Heavy Armor  |      5      |
| Blunt Weapon |     15      |
|  Long Blade  |      5      |
|     Axe      |      5      |
|    Spear     |      5      |
|  Athletics   |      5      |
|              |             |
|   Enchant    |     45      |
| Destruction  |     20      |
| Alternation  |     15      |
|   Illusion   |     15      |
| Conjuration  |     40      |
|  Mysticism   |     20      |
| Restoration  |     10      |
|   Alchemy    |     45      |
|  Unarmored   |     20      |
|              |             |
|   Security   |      5      |
|    Sneak     |     15      |
|  Acrobatics  |      5      |
| Light Armor  |     30      |
| Short Blade  |      5      |
|   Marksman   |     30      |
|  Mercantile  |      5      |
| Speechcraft  |      5      |
| Hand-to-Hand |      5      |
+--------------+-------------+
* Male/Female


-----------------------------------------------------------------------------
18.5 Imperial
-----------------------------------------------------------------------------

The well-educated and well-spoken native of Cyrodiil are known for the 
discipline and training of their citizen armies. Though physically less 
imposing than the other races, Imperials are shrewd diplomats and traders, 
and these traits, along with their remarkable skill and training as light 
infantry, have enabled them to subdue all the other nations and races, and to 
have erected the monument to peace and prosperity that comprises the Glorious 
Empire.

Skill Bonuses: Speechcraft  +10
               Mercantile   +10
               Long Blade   +10
               Blunt Weapon + 5
               Light Armor  + 5
               Hand to Hand + 5

Specials:      Star of the West (Absorb Fatigue 200 Points From Target)
               Voice of the Emperor (Charm 25-50 Points for 15 Seconds)

+--------------+---------+---------+---------+----------+-----------+
|              | Acrobat |  Agent  | Archer  | Assassin | Barbarian |
+--------------+---------+---------+---------+----------+-----------+
|              |         |         |         |          |           |
|   Strength   |   40    |   40    |   50    |   40     |    50     |
| Intelligence |   40    |   40    |   40    |   50     |    40     |
|  Willpower   | 30/40*  | 30/40*  | 30/40*  | 30/40*   |  30/40*   |
|   Agility    |   40    |   40    |   40    |   30     |    30     |
|    Speed     | 40/30*  | 40/30*  | 40/30*  | 50/40*   |  50/40*   |
|  Endurance   |   50    |   40    |   40    |   40     |    40     |
| Personality  |   50    |   60    |   50    |   50     |    50     |
|     Luck     |   40    |   40    |   40    |   40     |    40     |
|              |         |         |         |          |           |
|    Block     |    5    |    5    |   35    |   15     |    35     |
|   Armorer    |    5    |    5    |   10    |    5     |    20     |
| Medium Armor |    5    |    5    |   20    |    5     |    35     |
| Heavy Armor  |    5    |    5    |   10    |    5     |    10     |
| Blunt Weapon |   10    |   10    |   15    |   10     |    40     |
|  Long Blade  |   15    |   15    |   45    |   25     |    20     |
|     Axe      |    5    |    5    |   10    |    5     |    35     |
|    Spear     |   15    |   15    |   20    |    5     |    10     |
|  Athletics   |   30    |   30    |   35    |   15     |    35     |
|              |         |         |         |          |           |
|   Enchant    |    5    |    5    |    5    |    5     |     5     |
| Destruction  |    5    |    5    |    5    |    5     |     5     |
| Alternation  |   15    |   15    |    5    |    5     |     5     |
|   Illusion   |    5    |    5    |    5    |    5     |     5     |
| Conjuration  |    5    |    5    |    5    |    5     |     5     |
|  Mysticism   |    5    |    5    |    5    |    5     |     5     |
| Restoration  |    5    |    5    |   15    |    5     |     5     |
|   Alchemy    |    5    |    5    |    5    |   15     |     5     |
|  Unarmored   |   30    |   30    |   15    |    5     |    15     |
|              |         |         |         |          |           |
|   Security   |   10    |   10    |    5    |   20     |     5     |
|    Sneak     |   35    |   35    |   15    |   35     |     5     |
|  Acrobatics  |   35    |   35    |    5    |   35     |    15     |
| Light Armor  |   25    |   25    |   35    |   40     |    20     |
| Short Blade  |   10    |   10    |    5    |   35     |     5     |
|   Marksman   |   35    |   35    |   30    |   35     |    15     |
|  Mercantile  |   20    |   20    |   15    |   20     |    15     |
| Speechcraft  |   30    |   30    |   15    |   20     |    15     |
| Hand-to-Hand |   25    |   25    |   10    |   15     |    10     |
+--------------+---------+---------+---------+----------+-----------+
* Male/Female

+--------------+---------+------------+----------+---------+--------+
|              |  Bard   | Battlemage | Crusader | Healer  | Knight |
+--------------+---------+------------+----------+---------+--------+
|              |         |            |          |         |        |
|   Strength   |   40    |     50     |    50    |   40    |   50   |
| Intelligence |   50    |     50     |    40    |   40    |   40   |
|  Willpower   | 30/40*  |   30/40*   |  30/40*  | 40/50*  | 30/40* |
|   Agility    |   30    |     30     |    40    |   30    |   30   |
|    Speed     | 40/30*  |   40/30*   |  40/30*  | 40/30*  | 40/30* |
|  Endurance   |   40    |     40     |    40    |   40    |   40   |
| Personality  |   60    |     50     |    50    |   60    |   60   |
|     Luck     |   40    |     40     |    40    |   40    |   40   |
|              |         |            |          |         |        |
|    Block     |   30    |      5     |    35    |    5    |   35   |
|   Armorer    |    5    |      5     |    20    |    5    |   20   |
| Medium Armor |   15    |      5     |    20    |    5    |   20   |
| Heavy Armor  |    5    |     30     |    35    |    5    |   35   |
| Blunt Weapon |   10    |     10     |    40    |   20    |   15   |
|  Long Blade  |   40    |     25     |    45    |   15    |   45   |
|     Axe      |    5    |     30     |    10    |    5    |   35   |
|    Spear     |    5    |      5     |    10    |    5    |   10   |
|  Athletics   |    5    |      5     |    10    |    5    |   10   |
|              |         |            |          |         |        |
|   Enchant    |   15    |     20     |     5    |   10    |   15   |
| Destruction  |    5    |     35     |    30    |   10    |    5   |
| Alternation  |    5    |     35     |     5    |   35    |    5   |
|   Illusion   |   15    |     10     |     5    |   20    |    5   |
| Conjuration  |    5    |     35     |     5    |   10    |    5   |
|  Mysticism   |    5    |     20     |     5    |   35    |    5   |
| Restoration  |    5    |     10     |    15    |   35    |   15   |
|   Alchemy    |   30    |     20     |    15    |   20    |    5   |
|  Unarmored   |    5    |     10     |     5    |   20    |    5   |
|              |         |            |          |         |        |
|   Security   |   20    |      5     |     5    |    5    |    5   |
|    Sneak     |   10    |      5     |     5    |    5    |    5   |
|  Acrobatics  |   35    |      5     |     5    |    5    |    5   |
| Light Armor  |   15    |     10     |    10    |   20    |   10   |
| Short Blade  |   10    |      5     |     5    |    5    |    5   |
|   Marksman   |   10    |     15     |     5    |    5    |    5   |
|  Mercantile  |   30    |     15     |    15    |   15    |   25   |
| Speechcraft  |   20    |     15     |    15    |   40    |   40   |
| Hand-to-Hand |   40    |     10     |    20    |   35    |   10   |
+--------------+---------+------------+----------+---------+--------+
* Male/Female

+--------------+---------+--------+------------+-----------+--------+
|              |  Mage   |  Monk  | Nightblade | Pilgrim   |  Rogue |
+--------------+---------+--------+------------+-----------+--------+
|              |         |        |            |           |        |
|   Strength   |   40    |   40   |     40     |    40     |   40   |
| Intelligence |   50    |   40   |     40     |    40     |   40   |
|  Willpower   | 40/50*  | 40/50* |   40/50*   |  30/40*   | 30/40* |
|   Agility    |   30    |   40   |     30     |    30     |   30   |
|    Speed     | 40/30*  | 40/30* |   50/40*   |  40/30*   | 50/40* |
|  Endurance   |   40    |   40   |     40     |    50     |   40   |
| Personality  |   50    |   50   |     50     |    60     |   60   |
|     Luck     |   40    |   40   |     40     |    40     |   40   |
|              |         |        |            |           |        |
|    Block     |    5    |   15   |      5     |    15     |   15   |
|   Armorer    |    5    |    5   |      5     |     5     |    5   |
| Medium Armor |    5    |    5   |      5     |    30     |   15   |
| Heavy Armor  |    5    |    5   |      5     |     5     |    5   |
| Blunt Weapon |   10    |   20   |     10     |    10     |   10   |
|  Long Blade  |   15    |   15   |     15     |    15     |   25   |
|     Axe      |    5    |    5   |      5     |     5     |   30   |
|    Spear     |    5    |    5   |      5     |     5     |    5   |
|  Athletics   |    5    |   30   |      5     |     5     |   15   |
|              |         |        |            |           |        |
|   Enchant    |   20    |    5   |     10     |     5     |    5   |
| Destruction  |   35    |    5   |     20     |     5     |    5   |
| Alternation  |   35    |    5   |     35     |     5     |    5   |
|   Illusion   |   35    |    5   |     35     |    15     |    5   |
| Conjuration  |   20    |    5   |     10     |     5     |    5   |
|  Mysticism   |   35    |    5   |     35     |     5     |    5   |
| Restoration  |   35    |   15   |     10     |    30     |    5   |
|   Alchemy    |   20    |    5   |     10     |    15     |    5   |
|  Unarmored   |   20    |   30   |     20     |     5     |    5   |
|              |         |        |            |           |        |
|   Security   |    5    |   10   |     15     |    10     |   10   |
|    Sneak     |    5    |   35   |     30     |    10     |   10   |
|  Acrobatics  |    5    |   35   |      5     |    10     |   10   |
| Light Armor  |   10    |   25   |     20     |    15     |   40   |
| Short Blade  |   15    |   10   |     30     |    20     |   35   |
|   Marksman   |    5    |   20   |     15     |    35     |   10   |
|  Mercantile  |   15    |   20   |     15     |    45     |   45   |
| Speechcraft  |   15    |   20   |     15     |    45     |   30   |
| Hand-to-Hand |   10    |   40   |     10     |    25     |   40   |
+--------------+---------+--------+------------+-----------+--------+         
* Male/Female

+--------------+---------+----------+------------+--------+---------+
|              |  Scout  | Sorcerer | Spellsword | Thief  | Warrior |
+--------------+---------+----------+------------+--------+---------+
|              |         |          |            |        |         |
|   Strength   |   40    |    40    |     40     |   40   |   50    |
| Intelligence |   40    |    50    |     40     |   40   |   40    |
|  Willpower   | 30/40*  |  30/40*  |   40/50*   | 30/40* | 30/40*  |
|   Agility    |   30    |    30    |     30     |   40   |   30    |
|    Speed     | 50/40*  |  40/30*  |   40/30*   | 50/40* | 40/30*  |
|  Endurance   |   50    |    50    |     50     |   40   |   50    |
| Personality  |   50    |    50    |     50     |   50   |   50    |
|     Luck     |   40    |    40    |     40     |   40   |   40    |
|              |         |          |            |        |         |
|    Block     |   35    |     5    |     30     |    5   |   35    |
|   Armorer    |   10    |     5    |      5     |    5   |   20    |
| Medium Armor |   35    |    15    |     15     |    5   |   35    |
| Heavy Armor  |   10    |    15    |     5      |    5   |   35    |
| Blunt Weapon |   15    |    10    |     20     |   10   |   25    |
|  Long Blade  |   45    |    15    |     40     |   15   |   45    |
|     Axe      |   10    |     5    |     15     |    5   |   20    |
|    Spear     |   10    |     5    |      5     |    5   |   20    |
|  Athletics   |   35    |     5    |      5     |   15   |   35    |
|              |         |          |            |        |         |
|   Enchant    |    5    |    35    |     20     |    5   |    5    |
| Destruction  |    5    |    35    |     35     |    5   |    5    |
| Alternation  |   15    |    35    |     35     |    5   |    5    |
|   Illusion   |    5    |    20    |     10     |    5   |    5    |
| Conjuration  |    5    |    35    |     10     |    5   |    5    |
|  Mysticism   |    5    |    35    |     10     |    5   |    5    |
| Restoration  |    5    |    10    |     35     |    5   |    5    |
|   Alchemy    |   15    |    10    |     20     |    5   |    5    |
|  Unarmored   |   15    |    10    |     10     |    5   |    5    |
|              |         |          |            |        |         |
|   Security   |    5    |     5    |      5     |   35   |    5    |
|    Sneak     |   30    |     5    |      5     |   35   |    5    |
|  Acrobatics  |    5    |     5    |      5     |   35   |    5    |
| Light Armor  |   20    |    10    |     10     |   40   |   10    |
| Short Blade  |    5    |    15    |      5     |   35   |    5    |
|   Marksman   |   15    |    15    |      5     |   20   |   15    |
|  Mercantile  |   15    |    15    |     15     |   30   |   15    |
| Speechcraft  |   15    |    15    |     15     |   30   |   15    |
| Hand-to-Hand |   10    |    10    |     10     |   25   |   10    |
+--------------+---------+----------+------------+--------+---------+
* Male/Female

+--------------+-------------+
|              | Witchhunter |
+--------------+-------------+
|              |             |
|   Strength   |     40      |
| Intelligence |     50      |
|  Willpower   |   30/40*    |
|   Agility    |     40      |
|    Speed     |   40/30*    |
|  Endurance   |     40      |
| Personality  |     50      |
|     Luck     |     40      |
|              |             |
|    Block     |     15      |
|   Armorer    |      5      |
| Medium Armor |      5      |
| Heavy Armor  |      5      |
| Blunt Weapon |     20      |
|  Long Blade  |     15      |
|     Axe      |      5      |
|    Spear     |      5      |
|  Athletics   |      5      |
|              |             |
|   Enchant    |     35      |
| Destruction  |     10      |
| Alternation  |     10      |
|   Illusion   |     10      |
| Conjuration  |     35      |
|  Mysticism   |     20      |
| Restoration  |     10      |
|   Alchemy    |     35      |
|  Unarmored   |     20      |
|              |             |
|   Security   |      5      |
|    Sneak     |     15      |
|  Acrobatics  |      5      |
| Light Armor  |     35      |
| Short Blade  |      5      |
|   Marksman   |     30      |
|  Mercantile  |     15      |
| Speechcraft  |     15      |
| Hand-to-Hand |     10      |
+--------------+-------------+
* Male/Female


-----------------------------------------------------------------------------
18.6 Khajiit
-----------------------------------------------------------------------------

The Khajiit of Elsweyr can vary in appearance from nearly Elven to the 
cathay-raht "jaguar men" to the great Senche-Tiger. The most common breed 
found in Morrowind, the suthay-raht, is intelligent, quick, and agile. 
Khajiit of all breeds have a weakness for sweets, especially the drug known 
as skooma. Many Khajiit disdain weapons in favor of their natural claws. They 
make excellent thieves due to their natural agility and unmatched acrobatics 
ability.

Skill Bonuses: Acrobatics   +15
               Athletics    +5
               Hand to Hand +5
               Light Armor  +5
               Security     +5
               Short Blade  +5
               Sneak        +5

Specials:      Eye of Fear  (Demoralize Humanoid 100 Points for 30 
                             seconds)
               Eye of Night (Night Eye 50 Points for 30 Seconds)


         
+--------------+---------+---------+---------+----------+-----------+
|              | Acrobat |  Agent  | Archer  | Assassin | Barbarian |
+--------------+---------+---------+---------+----------+-----------+
|              |         |         |         |          |           |
|   Strength   | 40/30*  | 40/30*  | 50/40*  | 40/30*   |  50/40*   |
| Intelligence |   40    |   40    |   40    |   50     |    40     |
|  Willpower   |   30    |   30    |   30    |   30     |    30     |
|   Agility    |   60    |   60    |   60    |   50     |    50     |
|    Speed     |   40    |   40    |   40    |   50     |    50     |
|  Endurance   | 40/50*  | 30/40*  | 30/40*  | 30/40*   |  30/40*   |
| Personality  |   40    |   50    |   40    |   40     |    40     |
|     Luck     |   40    |   40    |   40    |   40     |    40     |
|              |         |         |         |          |           |
|    Block     |    5    |    5    |   35    |   15     |    35     |
|   Armorer    |    5    |    5    |   10    |    5     |    20     |
| Medium Armor |    5    |    5    |   20    |    5     |    35     |
| Heavy Armor  |    5    |    5    |   10    |    5     |    10     |
| Blunt Weapon |    5    |    5    |   10    |    5     |    35     |
|  Long Blade  |    5    |    5    |   35    |   15     |    10     |
|     Axe      |    5    |    5    |   10    |    5     |    35     |
|    Spear     |   15    |   15    |   20    |    5     |    10     |
|  Athletics   |   35    |   35    |   40    |   20     |    40     |
|              |         |         |         |          |           |
|   Enchant    |    5    |    5    |    5    |    5     |     5     |
| Destruction  |    5    |    5    |    5    |    5     |     5     |
| Alternation  |   15    |   15    |    5    |    5     |     5     |
|   Illusion   |    5    |    5    |    5    |    5     |     5     |
| Conjuration  |    5    |    5    |    5    |    5     |     5     |
|  Mysticism   |    5    |    5    |    5    |    5     |     5     |
| Restoration  |    5    |    5    |   15    |    5     |     5     |
|   Alchemy    |    5    |    5    |    5    |   15     |     5     |
|  Unarmored   |   30    |   30    |   15    |    5     |    15     |
|              |         |         |         |          |           |
|   Security   |   15    |   15    |   10    |   25     |    10     |
|    Sneak     |   40    |   40    |   20    |   40     |    10     |
|  Acrobatics  |   50    |   50    |   20    |   50     |    30     |
| Light Armor  |   25    |   25    |   35    |   40     |    20     |
| Short Blade  |   15    |   15    |   10    |   40     |    10     |
|   Marksman   |   35    |   35    |   30    |   35     |    15     |
|  Mercantile  |   10    |   10    |    5    |   10     |     5     |
| Speechcraft  |   20    |   20    |    5    |   10     |     5     |
| Hand-to-Hand |   25    |   25    |   10    |   15     |    10     |
+--------------+---------+---------+---------+----------+-----------+
* Male/Female

+--------------+--------+------------+-----------+---------+--------+
|              |  Bard  | Battlemage | Crusader  | Healer  | Knight |
+--------------+--------+------------+-----------+---------+--------+
|              |        |            |           |         |        |
|   Strength   | 40/30* |   50/40*   |  50/40*   | 40/30*  | 50/40* |
| Intelligence |   50   |     50     |    40     |   40    |   40   |
|  Willpower   |   30   |     30     |    30     |   40    |   30   |
|   Agility    |   50   |     50     |    60     |   50    |   50   |
|    Speed     |   40   |     40     |    40     |   40    |   40   |
|  Endurance   | 30/40* |   30/40*   |  30/40*   | 30/40*  | 30/40* |
| Personality  |   50   |     40     |    40     |   50    |   50   |
|     Luck     |   40   |     40     |    40     |   40    |   40   |
|              |        |            |           |         |        |
|    Block     |   30   |      5     |    35     |    5    |   35   |
|   Armorer    |    5   |      5     |    20     |    5    |   20   |
| Medium Armor |   15   |      5     |    20     |    5    |   20   |
| Heavy Armor  |    5   |     30     |    35     |    5    |   35   |
| Blunt Weapon |    5   |      5     |    35     |   15    |   10   |
|  Long Blade  |   30   |     15     |    35     |    5    |   35   |
|     Axe      |    5   |     30     |    10     |    5    |   35   |
|    Spear     |    5   |      5     |    10     |    5    |   10   |
|  Athletics   |   10   |     10     |    15     |   10    |   15   |
|              |        |            |           |         |        |
|   Enchant    |   15   |     20     |     5     |   10    |   15   |
| Destruction  |    5   |     35     |    30     |   10    |    5   |
| Alternation  |    5   |     35     |     5     |   35    |    5   |
|   Illusion   |   15   |     10     |     5     |   20    |    5   |
| Conjuration  |    5   |     35     |     5     |   10    |    5   |
|  Mysticism   |    5   |     20     |     5     |   35    |    5   |
| Restoration  |    5   |     10     |    15     |   35    |   15   |
|   Alchemy    |   30   |     20     |    15     |   20    |    5   |
|  Unarmored   |    5   |     10     |     5     |   20    |    5   |
|              |        |            |           |         |        |
|   Security   |   25   |     10     |    10     |   10    |   10   |
|    Sneak     |   15   |     10     |    10     |   10    |   10   |
|  Acrobatics  |   50   |     20     |    20     |   20    |   20   |
| Light Armor  |   15   |     10     |    10     |   20    |   10   |
| Short Blade  |   15   |     10     |    10     |   10    |   10   |
|   Marksman   |   10   |     15     |     5     |    5    |    5   |
|  Mercantile  |   20   |      5     |     5     |    5    |   15   |
| Speechcraft  |   10   |      5     |     5     |   30    |   30   |
| Hand-to-Hand |   40   |     10     |    20     |   35    |   10   |
+--------------+--------+------------+-----------+---------+--------+
* Male/Female

+--------------+--------+---------+------------+----------+---------+
|              |  Mage  |  Monk   | Nightblade | Pilgrim  |  Rogue  |
+--------------+--------+---------+------------+----------+---------+
|              |        |         |            |          |         |
|   Strength   | 40/30* | 40/30*  |   40/30*   |  40/30*  | 40/30*  |
| Intelligence |   50   |   40    |     40     |    40    |   40    |
|  Willpower   |   40   |   40    |     40     |    30    |   30    |
|   Agility    |   50   |   60    |     50     |    50    |   50    |
|    Speed     |   40   |   40    |     50     |    40    |   50    |
|  Endurance   | 30/40* | 30/40*  |   30/40*   |  40/50*  | 30/40*  |
| Personality  |   40   |   40    |     40     |    50    |   50    |
|     Luck     |   40   |   40    |     40     |    40    |   40    |
|              |        |         |            |          |         |
|    Block     |    5   |   15    |      5     |    15    |   15    |
|   Armorer    |    5   |    5    |      5     |     5    |    5    |
| Medium Armor |    5   |    5    |      5     |    30    |   15    |
| Heavy Armor  |    5   |    5    |      5     |     5    |    5    |
| Blunt Weapon |    5   |   15    |      5     |     5    |    5    |
|  Long Blade  |    5   |    5    |      5     |     5    |   15    |
|     Axe      |    5   |    5    |      5     |     5    |   30    |
|    Spear     |    5   |    5    |      5     |     5    |    5    |
|  Athletics   |   10   |   35    |     10     |    10    |   20    |
|              |        |         |            |          |         |
|   Enchant    |   20   |    5    |     10     |     5    |    5    |
| Destruction  |   35   |    5    |     20     |     5    |    5    |
| Alternation  |   35   |    5    |     35     |     5    |    5    |
|   Illusion   |   35   |    5    |     35     |    15    |    5    |
| Conjuration  |   20   |    5    |     10     |     5    |    5    |
|  Mysticism   |   35   |    5    |     35     |     5    |    5    |
| Restoration  |   35   |   15    |     10     |    30    |    5    |
|   Alchemy    |   20   |    5    |     10     |    15    |    5    |
|  Unarmored   |   20   |   30    |     20     |     5    |    5    |
|              |        |         |            |          |         |
|   Security   |   10   |   15    |     20     |    15    |   15    |
|    Sneak     |   10   |   40    |     35     |    15    |   15    |
|  Acrobatics  |   20   |   50    |     20     |    25    |   25    |
| Light Armor  |   10   |   25    |     20     |    15    |   40    |
| Short Blade  |   20   |   15    |     35     |    25    |   40    |
|   Marksman   |    5   |   20    |     15     |    35    |   10    |
|  Mercantile  |    5   |   10    |      5     |    35    |   35    |
| Speechcraft  |    5   |   10    |      5     |    35    |   20    |
| Hand-to-Hand |   10   |   40    |     10     |    25    |   40    |
+--------------+--------+---------+------------+----------+---------+
* Male/Female

+--------------+--------+----------+------------+---------+---------+
|              | Scout  | Sorcerer | Spellsword |  Thief  | Warrior |
+--------------+--------+----------+------------+---------+---------+
|              |        |          |            |         |         |
|   Strength   | 40/30* |  40/30*  |   40/30*   | 40/30*  | 50/40*  |
| Intelligence |   40   |    50    |     40     |   40    |   40    |
|  Willpower   |   30   |    30    |     40     |   30    |   30    |
|   Agility    |   60   |    50    |     50     |   60    |   50    |
|    Speed     |   40   |    40    |     40     |   50    |   40    |
|  Endurance   | 40/50* |  40/50*  |   40/50*   | 30/40*  | 40/50*  |
| Personality  |   40   |    40    |     40     |   40    |   40    |
|     Luck     |   40   |    40    |     40     |   40    |   40    |
|              |        |          |            |         |         |
|    Block     |   35   |     5    |     30     |    5    |   35    |
|   Armorer    |   10   |     5    |      5     |    5    |   20    |
| Medium Armor |   35   |    15    |     15     |    5    |   35    |
| Heavy Armor  |   10   |    15    |      5     |    5    |   35    |
| Blunt Weapon |   10   |     5    |     15     |    5    |   20    |
|  Long Blade  |   35   |     5    |     30     |    5    |   35    |
|     Axe      |   10   |     5    |     15     |    5    |   20    |
|    Spear     |   10   |     5    |      5     |    5    |   20    |
|  Athletics   |   40   |    10    |     10     |   20    |   40    |
|              |        |          |            |         |         |
|   Enchant    |    5   |    35    |     20     |    5    |    5    |
| Destruction  |    5   |    35    |     35     |    5    |    5    |
| Alternation  |   15   |    35    |     35     |    5    |    5    |
|   Illusion   |    5   |    20    |     10     |    5    |    5    |
| Conjuration  |    5   |    35    |     10     |    5    |    5    |
|  Mysticism   |    5   |    35    |     10     |    5    |    5    |
| Restoration  |    5   |    10    |     35     |    5    |    5    |
|   Alchemy    |   15   |    10    |     20     |    5    |    5    |
|  Unarmored   |   15   |    10    |     10     |    5    |    5    |
|              |        |          |            |         |         |
|   Security   |   10   |    10    |     10     |   40    |   10    |
|    Sneak     |   35   |    10    |     10     |   40    |   10    |
|  Acrobatics  |   20   |    20    |     20     |   50    |   20    |
| Light Armor  |   20   |    10    |     10     |   40    |   10    |
| Short Blade  |   10   |    20    |     10     |   40    |   10    |
|   Marksman   |   15   |    15    |      5     |   20    |   15    |
|  Mercantile  |    5   |     5    |      5     |   20    |    5    |
| Speechcraft  |    5   |     5    |      5     |   20    |    5    |
| Hand-to-Hand |   10   |    10    |     10     |   25    |   10    |
+--------------+--------+----------+------------+---------+---------+
* Male/Female

+--------------+--------------+
|              | Witchhunter  |
+--------------+--------------+
|              |              |
|   Strength   |    40/30*    |
| Intelligence |      50      |
|  Willpower   |      30      |
|   Agility    |      60      |
|    Speed     |      40      |
|  Endurance   |    30/40*    |
| Personality  |      40      |
|     Luck     |      40      |
|              |              |
|    Block     |      15      |
|   Armorer    |       5      |
| Medium Armor |       5      |
| Heavy Armor  |       5      |
| Blunt Weapon |      15      |
|  Long Blade  |       5      |
|     Axe      |       5      |
|    Spear     |       5      |
|  Athletics   |      10      |
|              |              |
|   Enchant    |      35      |
| Destruction  |      10      |
| Alternation  |      10      |
|   Illusion   |      10      |
| Conjuration  |      35      |
|  Mysticism   |      20      |
| Restoration  |      10      |
|   Alchemy    |      35      |
|  Unarmored   |      20      |
|              |              |
|   Security   |      10      |
|    Sneak     |      20      |
|  Acrobatics  |      20      |
| Light Armor  |      35      |
| Short Blade  |      10      |
|   Marksman   |      30      |
|  Mercantile  |       5      |
| Speechcraft  |       5      |
| Hand-to-Hand |      10      |
+--------------+--------------+
* Male/Female


-----------------------------------------------------------------------------
18.7 Nord
-----------------------------------------------------------------------------

The citizens of Skyrim are aggressive and fearless in war, industrious and 
enterprising in trade and exploration. Strong, stubborn, and hardy, Nords are 
famous for their resistance to cold, even magical frost. Violence is an 
accepted and comfortable aspect of Nord culture; Nords of all classes are 
skilled with a variety of weapon and armor styles, and they cheerfully face 
battle with an ecstatic ferocity that shocks and appalls their enemies.

Skill Bonuses: Axe          +10
               Blunt Weapon +10
               Med. Armor   +10
               Long Blade   + 5
               Spear        + 5 
               Heavy Armor  + 5

Specials:      Thunder Fist (25 Points of Frost damage on touch.)
               Woad         (30 Points Shield on self for 60 Seconds.)
               Resist Shock 50 Points
               Immune to Frost


+--------------+---------+---------+---------+----------+-----------+
|              | Acrobat |  Agent  | Archer  | Assassin | Barbarian |
+--------------+---------+---------+---------+----------+-----------+
|              |         |         |         |          |           |
|   Strength   | 40/30*  | 40/30*  | 50/40*  | 40/30*   |  50/40*   |
| Intelligence |   40    |   40    |   40    |   50     |    40     |
|  Willpower   |   30    |   30    |   30    |   30     |    30     |
|   Agility    |   60    |   60    |   60    |   50     |    50     |
|    Speed     |   40    |   40    |   40    |   50     |    50     |
|  Endurance   | 40/50*  | 30/40*  | 30/40*  | 30/40*   |  30/40*   |
| Personality  |   40    |   50    |   40    |   40     |    40     |
|     Luck     |   40    |   40    |   40    |   40     |    40     |
|              |         |         |         |          |           |
|    Block     |    5    |    5    |   35    |   15     |    35     |
|   Armorer    |    5    |    5    |   10    |    5     |    20     |
| Medium Armor |    5    |    5    |   20    |    5     |    35     |
| Heavy Armor  |    5    |    5    |   10    |    5     |    10     |
| Blunt Weapon |    5    |    5    |   10    |    5     |    35     |
|  Long Blade  |    5    |    5    |   35    |   15     |    10     |
|     Axe      |    5    |    5    |   10    |    5     |    35     |
|    Spear     |   15    |   15    |   20    |    5     |    10     |
|  Athletics   |   35    |   35    |   40    |   20     |    40     |
|              |         |         |         |          |           |
|   Enchant    |    5    |    5    |    5    |    5     |     5     |
| Destruction  |    5    |    5    |    5    |    5     |     5     |
| Alternation  |   15    |   15    |    5    |    5     |     5     |
|   Illusion   |    5    |    5    |    5    |    5     |     5     |
| Conjuration  |    5    |    5    |    5    |    5     |     5     |
|  Mysticism   |    5    |    5    |    5    |    5     |     5     |
| Restoration  |    5    |    5    |   15    |    5     |     5     |
|   Alchemy    |    5    |    5    |    5    |   15     |     5     |
|  Unarmored   |   30    |   30    |   15    |    5     |    15     |
|              |         |         |         |          |           |
|   Security   |   15    |   15    |   10    |   25     |    10     |
|    Sneak     |   40    |   40    |   20    |   40     |    10     |
|  Acrobatics  |   50    |   50    |   20    |   50     |    30     |
| Light Armor  |   25    |   25    |   35    |   40     |    20     |
| Short Blade  |   15    |   15    |   10    |   40     |    10     |
|   Marksman   |   35    |   35    |   30    |   35     |    15     |
|  Mercantile  |   10    |   10    |    5    |   10     |     5     |
| Speechcraft  |   20    |   20    |    5    |   10     |     5     |
| Hand-to-Hand |   25    |   25    |   10    |   15     |    10     |
+--------------+---------+---------+---------+----------+-----------+
* Male/Female

+--------------+---------+------------+----------+--------+--------+
|              |  Bard   | Battlemage | Crusader | Healer | Knight |
+--------------+---------+------------+----------+--------+--------+
|              |         |            |          |        |        |
|   Strength   | 40/30*  |   50/40*   |  50/40*  | 40/30* | 50/40* |
| Intelligence |   50    |     50     |    40    |   40   |   40   |
|  Willpower   |   30    |     30     |    30    |   40   |   30   |
|   Agility    |   50    |     50     |    60    |   50   |   50   |
|    Speed     |   40    |     40     |    40    |   40   |   40   |
|  Endurance   | 30/40*  |   30/40*   |  30/40*  | 30/40* | 30/40* |
| Personality  |   50    |     40     |    40    |   50   |   50   |
|     Luck     |   40    |     40     |    40    |   40   |   40   |
|              |         |            |          |        |        |
|    Block     |   30    |      5     |    35    |    5   |   35   |
|   Armorer    |    5    |      5     |    20    |    5   |   20   |
| Medium Armor |   15    |      5     |    20    |    5   |   20   |
| Heavy Armor  |    5    |     30     |    35    |    5   |   35   |
| Blunt Weapon |    5    |      5     |    35    |   15   |   10   |
|  Long Blade  |   30    |     15     |    35    |    5   |   35   |
|     Axe      |    5    |     30     |    10    |    5   |   35   |
|    Spear     |    5    |      5     |    10    |    5   |   10   |
|  Athletics   |   10    |     10     |    15    |   10   |   15   |
|              |         |            |          |        |        |
|   Enchant    |   15    |     20     |     5    |   10   |   15   |
| Destruction  |    5    |     35     |    30    |   10   |    5   |
| Alternation  |    5    |     35     |     5    |   35   |    5   |
|   Illusion   |   15    |     10     |     5    |   20   |    5   |
| Conjuration  |    5    |     35     |     5    |   10   |    5   |
|  Mysticism   |    5    |     20     |     5    |   35   |    5   |
| Restoration  |    5    |     10     |    15    |   35   |   15   |
|   Alchemy    |   30    |     20     |    15    |   20   |    5   |
|  Unarmored   |    5    |     10     |     5    |   20   |    5   |
|              |         |            |          |        |        |
|   Security   |   25    |     10     |    10    |   10   |   10   |
|    Sneak     |   15    |     10     |    10    |   10   |   10   |
|  Acrobatics  |   50    |     20     |    20    |   20   |   20   |
| Light Armor  |   15    |     10     |    10    |   20   |   10   |
| Short Blade  |   15    |     10     |    10    |   10   |   10   |
|   Marksman   |   10    |     15     |     5    |    5   |    5   |
|  Mercantile  |   20    |      5     |     5    |    5   |   15   |
| Speechcraft  |   10    |      5     |     5    |   30   |   30   |
| Hand-to-Hand |   40    |     10     |    20    |   35   |   10   |
+--------------+---------+------------+----------+--------+--------+
* Male/Female
         
+--------------+---------+---------+------------+---------+--------+
|              |  Mage   |  Monc   | Nightblade | Pilgrim | Rogue  |
+--------------+---------+---------+------------+---------+--------+
|              |         |         |            |         |        |
|   Strength   | 40/30*  | 40/30*  |   40/30*   |  40/30* | 40/30* |
| Intelligence |   50    |   40    |     40     |    40   |   40   |
|  Willpower   |   40    |   40    |     40     |    30   |   30   |
|   Agility    |   50    |   60    |     50     |    50   |   50   |
|    Speed     |   40    |   40    |     50     |    40   |   50   |
|  Endurance   | 30/40*  | 30/40*  |   30/40*   |  40/50* | 30/40* |
| Personality  |   40    |   40    |     40     |    50   |   50   |
|     Luck     |   40    |   40    |     40     |    40   |   40   |
|              |         |         |            |         |        |
|    Block     |    5    |   15    |      5     |    15   |   15   |
|   Armorer    |    5    |    5    |      5     |     5   |    5   |
| Medium Armor |    5    |    5    |      5     |    30   |   15   |
| Heavy Armor  |    5    |    5    |      5     |     5   |    5   |
| Blunt Weapon |    5    |   15    |      5     |     5   |    5   |
|  Long Blade  |    5    |    5    |      5     |     5   |   15   |
|     Axe      |    5    |    5    |      5     |     5   |   30   |
|    Spear     |    5    |    5    |      5     |     5   |    5   |
|  Athletics   |   10    |   35    |     10     |    10   |   20   |
|              |         |         |            |         |        |
|   Enchant    |   20    |    5    |     10     |     5   |    5   |
| Destruction  |   35    |    5    |     20     |     5   |    5   |
| Alternation  |   35    |    5    |     35     |     5   |    5   |
|   Illusion   |   35    |    5    |     35     |    15   |    5   |
| Conjuration  |   20    |    5    |     10     |     5   |    5   |
|  Mysticism   |   35    |    5    |     35     |     5   |    5   |
| Restoration  |   35    |   15    |     10     |    30   |    5   |
|   Alchemy    |   20    |    5    |     10     |    15   |    5   |
|  Unarmored   |   20    |   30    |     20     |     5   |    5   |
|              |         |         |            |         |        |
|   Security   |   10    |   15    |     20     |    15   |   15   |
|    Sneak     |   10    |   40    |     35     |    15   |   15   |
|  Acrobatics  |   20    |   50    |     20     |    25   |   25   |
| Light Armor  |   10    |   25    |     20     |    15   |   40   |
| Short Blade  |   20    |   15    |     35     |    25   |   40   |
|   Marksman   |    5    |   20    |     15     |    35   |   10   |
|  Mercantile  |    5    |   10    |      5     |    35   |   35   |
| Speechcraft  |    5    |   10    |      5     |    35   |   20   |
| Hand-to-Hand |   10    |   40    |     10     |    25   |   40   |
+--------------+---------+---------+------------+---------+--------+
* Male/Female

+--------------+--------+----------+------------+--------+---------+
|              | Scout  | Sorcerer | Spellsword | Thief  | Warrior |
+--------------+--------+----------+------------+--------+---------+
|              |        |          |            |        |         |
|   Strength   | 40/30* |  40/30*  |   40/30*   | 40/30* | 50/40*  |
| Intelligence |   40   |    50    |     40     |   40   |   40    |
|  Willpower   |   30   |    30    |     40     |   30   |   30    |
|   Agility    |   60   |    50    |     50     |   60   |   50    |
|    Speed     |   40   |    40    |     40     |   50   |   40    |
|  Endurance   | 40/50* |  40/50*  |   40/50*   | 30/40* | 40/50*  |
| Personality  |   40   |    40    |     40     |   40   |   40    |
|     Luck     |   40   |    40    |     40     |   40   |   40    |
|              |        |          |            |        |         |
|    Block     |   35   |     5    |     30     |    5   |   35    |
|   Armorer    |   10   |     5    |      5     |    5   |   20    |
| Medium Armor |   35   |    15    |     15     |    5   |   35    |
| Heavy Armor  |   10   |    15    |      5     |    5   |   35    |
| Blunt Weapon |   10   |     5    |     15     |    5   |   20    |
|  Long Blade  |   35   |     5    |     30     |    5   |   35    |
|     Axe      |   10   |     5    |     15     |    5   |   20    |
|    Spear     |   10   |     5    |      5     |    5   |   20    |
|  Athletics   |   40   |    10    |     10     |   20   |   40    |
|              |        |          |            |        |         |
|   Enchant    |    5   |    35    |     20     |    5   |    5    |
| Destruction  |    5   |    35    |     35     |    5   |    5    |
| Alternation  |   15   |    35    |     35     |    5   |    5    |
|   Illusion   |    5   |    20    |     10     |    5   |    5    |
| Conjuration  |    5   |    35    |     10     |    5   |    5    |
|  Mysticism   |    5   |    35    |     10     |    5   |    5    |
| Restoration  |    5   |    10    |     35     |    5   |    5    |
|   Alchemy    |   15   |    10    |     20     |    5   |    5    |
|  Unarmored   |   15   |    10    |     10     |    5   |    5    |
|              |        |          |            |        |         |
|   Security   |   10   |    10    |     10     |   40   |   10    |
|    Sneak     |   35   |    10    |     10     |   40   |   10    |
|  Acrobatics  |   20   |    20    |     20     |   50   |   20    |
| Light Armor  |   20   |    10    |     10     |   40   |   10    |
| Short Blade  |   10   |    20    |     10     |   40   |   10    |
|   Marksman   |   15   |    15    |      5     |   20   |   15    |
|  Mercantile  |    5   |     5    |      5     |   20   |    5    |
| Speechcraft  |    5   |     5    |      5     |   20   |    5    |
| Hand-to-Hand |   10   |    10    |     10     |   25   |   10    |
+--------------+--------+----------+------------+--------+---------+
* Male/Female

+--------------+-------------+
|              | Witchhunter |
+--------------+-------------+
|              |             |
|   Strength   |   40/30*    |
| Intelligence |     50      |
|  Willpower   |     30      |
|   Agility    |     60      |
|    Speed     |     40      |
|  Endurance   |   30/40*    |
| Personality  |     40      |
|     Luck     |     40      |
|              |             |
|    Block     |     15      |
|   Armorer    |      5      |
| Medium Armor |      5      |
| Heavy Armor  |      5      |
| Blunt Weapon |     15      |
|  Long Blade  |      5      |
|     Axe      |      5      |
|    Spear     |      5      |
|  Athletics   |     10      |
|              |             |
|   Enchant    |     35      |
| Destruction  |     10      |
| Alternation  |     10      |
|   Illusion   |     10      |
| Conjuration  |     35      |
|  Mysticism   |     20      |
| Restoration  |     10      |
|   Alchemy    |     35      |
|  Unarmored   |     20      |
|              |             |
|   Security   |     10      |
|    Sneak     |     20      |
|  Acrobatics  |     20      |
| Light Armor  |     35      |
| Short Blade  |     10      |
|   Marksman   |     30      |
|  Mercantile  |      5      |
| Speechcraft  |      5      |
| Hand-to-Hand |     10      |
+--------------+-------------+
* Male/Female


-----------------------------------------------------------------------------
         
18.8 Orc
-----------------------------------------------------------------------------

These sophisticated barbarian beast peoples of the Wrothgarian and
Dragontail Mountains are noted for their unshakeable courage in war 
and their unflinching endurance of hardships. Orc warriors in heavy
armor are among the finest front-line troops in the Empire. Most 
Imperial citizens regard Orc society as rough and cruel, but there 
is much to admire in their fierce tribal loyalties and generous 
equality of rank and respect among the sexes.

Skill Bonuses: Armorer:      +10
               Axe:          + 5
               Heavy Armor:  +10
               Medium Armor: +10
               Block:        +10

Specials:      Resistant to Magicka 25 points
               Berserk (Fortify Health, Fatigue, Attack and Drain Agility 
                        for one minute.)
               

+--------------+---------+---------+---------+----------+-----------+
|              | Acrobat |  Agent  | Archer  | Assassin | Barbarian |
+--------------+---------+---------+---------+----------+-----------+
|              |         |         |         |          |           |
|   Strength   |   45    |   45    |   55    |   45     |    55     |
| Intelligence | 30/40*  | 30/40*  | 30/40*  | 40/50*   |  30/40*   |
|  Willpower   | 50/45*  | 50/45*  | 50/45*  | 50/45*   |  50/45*   |
|   Agility    |   45    |   45    |   45    |   35     |    35     |
|    Speed     |   30    |   30    |   30    |   40     |    40     |
|  Endurance   |   60    |   50    |   50    |   50     |    50     |
| Personality  | 30/25*  | 40/35*  | 30/25*  | 30/25*   |  30/25*   |
|     Luck     |   40    |   40    |   40    |   40     |    40     |
|              |         |         |         |          |           |
|    Block     |   15    |   15    |   45    |   25     |    45     |
|   Armorer    |   15    |   15    |   20    |   15     |    30     |
| Medium Armor |   15    |   15    |   30    |   15     |    45     |
| Heavy Armor  |   15    |   15    |   20    |   15     |    20     |
| Blunt Weapon |    5    |    5    |   10    |    5     |    35     |
|  Long Blade  |    5    |    5    |   35    |   15     |    10     |
|     Axe      |   10    |   10    |   15    |   10     |    40     |
|    Spear     |   15    |   15    |   20    |    5     |    10     |
|  Athletics   |   30    |   30    |   35    |   15     |    35     |
|              |         |         |         |          |           |
|   Enchant    |    5    |    5    |    5    |    5     |     5     |
| Destruction  |    5    |    5    |    5    |    5     |     5     |
| Alternation  |   15    |   15    |    5    |    5     |     5     |
|   Illusion   |    5    |    5    |    5    |    5     |     5     |
| Conjuration  |    5    |    5    |    5    |    5     |     5     |
|  Mysticism   |    5    |    5    |    5    |    5     |     5     |
| Restoration  |    5    |    5    |   15    |    5     |     5     |
|   Alchemy    |    5    |    5    |    5    |   15     |     5     |
|  Unarmored   |   30    |   30    |   15    |    5     |    15     |
|              |         |         |         |          |           |
|   Security   |   10    |   10    |    5    |   20     |     5     |
|    Sneak     |   35    |   35    |   15    |   35     |     5     |
|  Acrobatics  |   35    |   35    |    5    |   35     |    15     |
| Light Armor  |   20    |   20    |   30    |   35     |    15     |
| Short Blade  |   10    |   10    |    5    |   35     |     5     |
|   Marksman   |   35    |   35    |   30    |   35     |    15     |
|  Mercantile  |   10    |   10    |    5    |   10     |     5     |
| Speechcraft  |   20    |   20    |    5    |   10     |     5     |
| Hand-to-Hand |   20    |   20    |    5    |   10     |     5     |
+--------------+---------+---------+---------+----------+-----------+
* Male/Female

+--------------+---------+------------+----------+--------+---------+
|              |  Bard   | Battlemage | Crusader | Healer | Knight  |
+--------------+---------+------------+----------+--------+---------+
|              |         |            |          |        |         |
|   Strength   |   45    |     55     |    55    |   45   |   55    |
| Intelligence | 40/50*  |   40/50*   |  30/40*  | 30/40* | 30/40*  |
|  Willpower   | 50/45*  |   50/45*   |  50/45*  | 60/55* | 50/45*  |
|   Agility    |   35    |     35     |    45    |   35   |   35    |
|    Speed     |   30    |     30     |    30    |   30   |   30    |
|  Endurance   |   50    |     50     |    50    |   50   |   50    |
| Personality  | 40/35*  |   30/25*   |  30/25*  | 40/35* | 40/35*  |
|     Luck     |   40    |     40     |    40    |   40   |   40    |
|              |         |            |          |        |         |
|    Block     |   40    |     15     |    45    |   15   |   45    |
|   Armorer    |   15    |     15     |    30    |   15   |   30    |
| Medium Armor |   25    |     15     |    30    |   15   |   30    |
| Heavy Armor  |   15    |     40     |    45    |   15   |   45    |
| Blunt Weapon |    5    |      5     |    35    |   15   |   10    |
|  Long Blade  |   30    |     15     |    35    |    5   |   35    |
|     Axe      |   10    |     35     |    15    |   10   |   40    |
|    Spear     |    5    |      5     |    10    |    5   |   10    |
|  Athletics   |    5    |      5     |    10    |    5   |   10    |
|              |         |            |          |        |         |
|   Enchant    |   15    |     20     |     5    |   10   |   15    |
| Destruction  |    5    |     35     |    30    |   10   |    5    |
| Alternation  |    5    |     35     |     5    |   35   |    5    |
|   Illusion   |   15    |     10     |     5    |   20   |    5    |
| Conjuration  |    5    |     35     |     5    |   10   |    5    |
|  Mysticism   |    5    |     20     |     5    |   35   |    5    |
| Restoration  |    5    |     10     |    15    |   35   |   15    |
|   Alchemy    |   30    |     20     |    15    |   20   |    5    |
|  Unarmored   |    5    |     10     |     5    |   20   |    5    |
|              |         |            |          |        |         |
|   Security   |   20    |      5     |     5    |    5   |    5    |
|    Sneak     |   10    |      5     |     5    |    5   |    5    |
|  Acrobatics  |   35    |      5     |     5    |    5   |    5    |
| Light Armor  |   10    |      5     |     5    |   15   |    5    |
| Short Blade  |   10    |      5     |     5    |    5   |    5    |
|   Marksman   |   10    |     15     |     5    |    5   |    5    |
|  Mercantile  |   20    |      5     |     5    |    5   |   15    |
| Speechcraft  |   10    |      5     |     5    |   30   |   30    |
| Hand-to-Hand |   35    |      5     |    15    |   30   |    5    |
+--------------+---------+------------+----------+--------+---------+
* Male/Female
         
+--------------+---------+---------+------------+----------+--------+
|              |  Mage   |  Monk   | Nightblade | Pilgrim  | Rogue  |
+--------------+---------+---------+------------+----------+--------+
|              |         |         |            |          |        |
|   Strength   |   45    |   45    |     45     |    45    |   45   |
| Intelligence | 40/50*  | 30/40*  |   30/40*   |  30/40*  | 30/40* |
|  Willpower   | 60/55*  | 60/55*  |   60/55*   |  50/45*  | 50/45* |
|   Agility    |   35    |   45    |     35     |    35    |   35   |
|    Speed     |   30    |   30    |     40     |    30    |   40   |
|  Endurance   |   50    |   50    |     50     |    60    |   50   |
| Personality  | 30/25*  | 30/25*  |   30/25*   |  40/35*  | 40/35* |
|     Luck     |   40    |   40    |     40     |    40    |   40   |
|              |         |         |            |          |        |
|    Block     |   15    |   25    |     15     |    25    |   25   |
|   Armorer    |   15    |   15    |     15     |    15    |   15   |
| Medium Armor |   15    |   15    |     15     |    40    |   25   |
| Heavy Armor  |   15    |   15    |     15     |    15    |   15   |
| Blunt Weapon |    5    |   15    |      5     |     5    |    5   |
|  Long Blade  |    5    |    5    |      5     |     5    |   15   |
|     Axe      |   10    |   10    |     10     |    10    |   35   |
|    Spear     |    5    |    5    |      5     |     5    |    5   |
|  Athletics   |    5    |   30    |      5     |     5    |   15   |
|              |         |         |            |          |        |
|   Enchant    |   20    |    5    |     10     |     5    |    5   |
| Destruction  |   35    |    5    |     20     |     5    |    5   |
| Alternation  |   35    |    5    |     35     |     5    |    5   |
|   Illusion   |   35    |    5    |     35     |    15    |    5   |
| Conjuration  |   20    |    5    |     10     |     5    |    5   |
|  Mysticism   |   35    |    5    |     35     |     5    |    5   |
| Restoration  |   35    |   15    |     10     |    30    |    5   |
|   Alchemy    |   20    |    5    |     10     |    15    |    5   |
|  Unarmored   |   20    |   30    |     20     |     5    |    5   |
|              |         |         |            |          |        |
|   Security   |    5    |   10    |     15     |    10    |   10   |
|    Sneak     |    5    |   35    |     30     |    10    |   10   |
|  Acrobatics  |    5    |   35    |      5     |    10    |   10   |
| Light Armor  |    5    |   20    |     15     |    10    |   35   |
| Short Blade  |   15    |   10    |     30     |    20    |   35   |
|   Marksman   |    5    |   20    |     15     |    35    |   10   |
|  Mercantile  |    5    |   10    |      5     |    35    |   35   |
| Speechcraft  |    5    |   10    |      5     |    35    |   20   |
| Hand-to-Hand |    5    |   35    |      5     |    20    |   35   |
+--------------+---------+---------+------------+----------+--------+
* Male/Female
         
+--------------+--------+----------+------------+--------+----------+
|              | Scout  | Sorcerer | Spellsword | Thief  | Warrior  |
+--------------+--------+----------+------------+--------+----------+
|              |        |          |            |        |          |
|   Strength   |   45   |    45    |     45     |   45   |    55    |
| Intelligence | 30/40* |  40/50*  |   30/40*   | 30/40* |  30/40*  |
|  Willpower   | 50/45* |  50/45*  |   60/55*   | 50/45* |  50/45*  |
|   Agility    |   35   |    35    |     35     |   45   |    35    |
|    Speed     |   40   |    30    |     30     |   40   |    30    |
|  Endurance   |   60   |    60    |     60     |   50   |    60    |
| Personality  | 30/25* |  30/25*  |   30/25*   | 30/25* |  30/25*  |
|     Luck     |   40   |    40    |     40     |   40   |    40    |
|              |        |          |            |        |          |
|    Block     |   45   |    15    |     40     |   15   |    45    |
|   Armorer    |   20   |    15    |     15     |   15   |    30    |
| Medium Armor |   45   |    25    |     25     |   15   |    45    |
| Heavy Armor  |   20   |    25    |     15     |   15   |    45    |
| Blunt Weapon |   10   |     5    |     15     |    5   |    20    |
|  Long Blade  |   35   |     5    |     30     |    5   |    35    |
|     Axe      |   15   |    10    |     20     |   10   |    25    |
|    Spear     |   10   |     5    |      5     |    5   |    20    |
|  Athletics   |   35   |     5    |      5     |   15   |    35    |
|              |        |          |            |        |          |
|   Enchant    |    5   |    35    |     20     |    5   |     5    |
| Destruction  |    5   |    35    |     35     |    5   |     5    |
| Alternation  |   15   |    35    |     35     |    5   |     5    |
|   Illusion   |    5   |    20    |     10     |    5   |     5    |
| Conjuration  |    5   |    35    |     10     |    5   |     5    |
|  Mysticism   |    5   |    35    |     10     |    5   |     5    |
| Restoration  |    5   |    10    |     35     |    5   |     5    |
|   Alchemy    |   15   |    10    |     20     |    5   |     5    |
|  Unarmored   |   15   |    10    |     10     |    5   |     5    |
|              |        |          |            |        |          |
|   Security   |    5   |     5    |      5     |   35   |     5    |
|    Sneak     |   30   |     5    |      5     |   35   |     5    |
|  Acrobatics  |    5   |     5    |      5     |   35   |     5    |
| Light Armor  |   15   |     5    |      5     |   35   |     5    |
| Short Blade  |    5   |    15    |      5     |   35   |     5    |
|   Marksman   |   15   |    15    |      5     |   20   |    15    |
|  Mercantile  |    5   |     5    |      5     |   20   |     5    |
| Speechcraft  |    5   |     5    |      5     |   20   |     5    |
| Hand-to-Hand |    5   |     5    |      5     |   20   |     5    |
+--------------+--------+----------+------------+--------+----------+
* Male/Female

+--------------+--------------+
|              | Witchhunter  |
+--------------+--------------+
|              |              |
|   Strength   |      45      |
| Intelligence |    40/50*    |
|   Willpower  |    50/45*    |
|    Agility   |      45      |
|     Speed    |      30      |
|   Endurance  |      50      |
|  Personality |    30/25*    |
|     Luck     |      40      |
|              |              |
|     Block    |      25      |
|    Armorer   |      15      |
| Medium Armor |      15      |
|  Heavy Armor |      15      |
| Blunt Weapon |      15      |
|  Long Blade  |       5      |
|      Axe     |      10      |
|     Spear    |       5      |
|   Athletics  |       5      |
|              |              |
|    Enchant   |      35      |
|  Destruction |      10      |
|  Alternation |      10      |
|   Illusion   |      10      |
|  Conjuration |      35      |
|   Mysticism  |      20      |
|  Restoration |      10      |
|    Alchemy   |      35      |
|   Unarmored  |      20      |
|              |              |
|   Security   |       5      |
|     Sneak    |      15      |
|  Acrobatics  |       5      |
|  Light Armor |      30      |
|  Short Blade |       5      |
|   Marksman   |      30      |
|  Mercantile  |       5      |
|  Speechcraft |       5      |
| Hand-to-Hand |       5      |
+--------------+--------------+
* Male/Female


-----------------------------------------------------------------------------
18.9 Redguard
-----------------------------------------------------------------------------

The most naturally talented warriors in Tamriel, the dark-skinned, wiry-
haired Redguards of Hammerfell seem born to battle, though their pride and 
fierce independence of spirit makes them more suitable as scouts or 
skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file 
soldiers. In addition to their cultural affinities for many weapon and armor 
styles, Redguards are also physically blessed with hardy constitutions and 
quickness of foot.

Skill Bonuses: Long Blade   +15
               Short Blade  + 5
               Heavy Armor  + 5
               Med. Armor   + 5
               Axe          + 5
               Blunt Weapon + 5
               Athletics    + 5

Specials:      Adrenalin Rush (Fortify Health 25 Points, Agility 
50                   
                               Points, Strength 50 Points, Speed 50 
                               Points, and Endurance 50 Points for 60 
                               Seconds)
               Resist Poison  (75 Points)
               Resist Disease (75 Points)  

+--------------+---------+---------+---------+----------+-----------+
|              | Acrobat |  Agent  | Archer  | Assassin | Barbarian |
+--------------+---------+---------+---------+----------+-----------+
|              |         |         |         |          |           |
|   Strength   | 50/40*  | 50/40*  | 60/50*  | 50/40*   |  60/50*   |
| Intelligence |   30    |   30    |   30    |   40     |    30     |
|  Willpower   |   30    |   30    |   30    |   30     |    30     |
|   Agility    |   50    |   50    |   50    |   40     |    40     |
|    Speed     |   40    |   40    |   40    |   50     |    50     |
|  Endurance   |   60    |   50    |   50    |   50     |    50     |
| Personality  | 30/40*  | 40/50*  | 30/40*  | 30/40*   |  30/40*   |
|     Luck     |   40    |   40    |   40    |   40     |    40     |
|              |         |         |         |          |           |
|    Block     |    5    |    5    |   35    |   15     |    35     |
|   Armorer    |    5    |    5    |   10    |    5     |    20     |
| Medium Armor |   10    |   10    |   25    |   10     |    40     |
| Heavy Armor  |   10    |   10    |   15    |   10     |    15     |
| Blunt Weapon |   10    |   10    |   15    |   10     |    40     |
|  Long Blade  |   20    |   20    |   50    |   30     |    25     |
|     Axe      |   10    |   10    |   15    |   10     |    40     |
|    Spear     |   15    |   15    |   20    |    5     |    10     |
|  Athletics   |   35    |   35    |   40    |   20     |    40     |
|              |         |         |         |          |           |
|   Enchant    |    5    |    5    |    5    |    5     |     5     |
| Destruction  |    5    |    5    |    5    |    5     |     5     |
| Alternation  |   15    |   15    |    5    |    5     |     5     |
|   Illusion   |    5    |    5    |    5    |    5     |     5     |
| Conjuration  |    5    |    5    |    5    |    5     |     5     |
|  Mysticism   |    5    |    5    |    5    |    5     |     5     |
| Restoration  |    5    |    5    |   15    |    5     |     5     |
|   Alchemy    |    5    |    5    |    5    |   15     |     5     |
|  Unarmored   |   30    |   30    |   15    |    5     |    15     |
|              |         |         |         |          |           |
|   Security   |   10    |   10    |    5    |   20     |     5     |
|    Sneak     |   35    |   35    |   15    |   35     |     5     |
|  Acrobatics  |   35    |   35    |    5    |   35     |    15     |
| Light Armor  |   20    |   20    |   30    |   35     |    15     |
| Short Blade  |   15    |   15    |   10    |   40     |    10     |
|   Marksman   |   35    |   35    |   30    |   35     |    15     |
|  Mercantile  |   10    |   10    |    5    |   10     |     5     |
| Speechcraft  |   20    |   20    |    5    |   10     |     5     |
| Hand-to-Hand |   20    |   20    |    5    |   10     |     5     |
+--------------+---------+---------+---------+----------+-----------+
* Male/Female

+--------------+---------+------------+----------+--------+---------+
|              |  Bard   | Battlemage | Crusader | Healer | Knight  |
+--------------+---------+------------+----------+--------+---------+
|              |         |            |          |        |         |
|   Strength   | 50/40*  |   60/50*   |  60/50*  | 50/40* | 60/50*  |
| Intelligence |   40    |     40     |    30    |   30   |   30    |
|  Willpower   |   30    |     30     |    30    |   40   |   30    |
|   Agility    |   40    |     40     |    50    |   40   |   40    |
|    Speed     |   40    |     40     |    40    |   40   |   40    |
|  Endurance   |   50    |     50     |    50    |   50   |   50    |
| Personality  | 40/50*  |   30/40*   |  30/40*  | 40/50* | 40/50*  |
|     Luck     |   40    |     40     |    40    |   40   |   40    |
|              |         |            |          |        |         |
|    Block     |   30    |      5     |    35    |    5   |   35    |
|   Armorer    |    5    |      5     |    20    |    5   |   20    |
| Medium Armor |   20    |     10     |    25    |   10   |   25    |
| Heavy Armor  |   10    |     35     |    40    |   10   |   40    |
| Blunt Weapon |   10    |     10     |    40    |   20   |   15    |
|  Long Blade  |   45    |     30     |    50    |   20   |   50    |
|     Axe      |   10    |     35     |    15    |   10   |   40    |
|    Spear     |    5    |      5     |    10    |    5   |   10    |
|  Athletics   |   10    |     10     |    15    |   10   |   15    |
|              |         |            |          |        |         |
|   Enchant    |   15    |     20     |     5    |   10   |   15    |
| Destruction  |    5    |     35     |    30    |   10   |    5    |
| Alternation  |    5    |     35     |     5    |   35   |    5    |
|   Illusion   |   15    |     10     |     5    |   20   |    5    |
| Conjuration  |    5    |     35     |     5    |   10   |    5    |
|  Mysticism   |    5    |     20     |     5    |   35   |    5    |
| Restoration  |    5    |     10     |    15    |   35   |   15    |
|   Alchemy    |   30    |     20     |    15    |   20   |    5    |
|  Unarmored   |    5    |     10     |     5    |   20   |    5    |
|              |         |            |          |        |         |
|   Security   |   20    |      5     |     5    |    5   |    5    |
|    Sneak     |   10    |      5     |     5    |    5   |    5    |
|  Acrobatics  |   35    |      5     |     5    |    5   |    5    |
| Light Armor  |   10    |      5     |     5    |   15   |    5    |
| Short Blade  |   15    |     10     |    10    |   10   |   10    |
|   Marksman   |   10    |     15     |     5    |    5   |    5    |
|  Mercantile  |   20    |      5     |     5    |    5   |   15    |
| Speechcraft  |   10    |      5     |     5    |   30   |   30    |
| Hand-to-Hand |   35    |      5     |    15    |   30   |    5    |
+--------------+---------+------------+----------+--------+---------+
* Male/Female

+--------------+---------+---------+------------+----------+--------+
|              |  Mage   |  Monk   | Nightblade | Pilgrim  | Rogue  |
+--------------+---------+---------+------------+----------+--------+
|              |         |         |            |          |        |
|   Strength   | 50/40*  | 50/40*  |   50/40*   |  50/40*  | 50/40* |
| Intelligence |   40    |   30    |     30     |    30    |   30   |
|  Willpower   |   40    |   40    |     40     |    30    |   30   |
|   Agility    |   40    |   50    |     40     |    40    |   40   |
|    Speed     |   40    |   40    |     50     |    40    |   50   |
|  Endurance   |   50    |   50    |     50     |    60    |   50   |
| Personality  | 30/40*  | 30/40*  |   30/40*   |  40/50*  | 40/50* |
|     Luck     |   40    |   40    |     40     |    40    |   40   |
|              |         |         |            |          |        |
|    Block     |    5    |   15    |      5     |    15    |   15   |
|   Armorer    |    5    |    5    |      5     |     5    |    5   |
| Medium Armor |   10    |   10    |     10     |    35    |   20   |
| Heavy Armor  |   10    |   10    |     10     |    10    |   10   |
| Blunt Weapon |   10    |   20    |     10     |    10    |   10   |
|  Long Blade  |   20    |   20    |     20     |    20    |   30   |
|     Axe      |   10    |   10    |     10     |    10    |   35   |
|    Spear     |    5    |    5    |      5     |     5    |    5   |
|  Athletics   |   10    |   35    |     10     |    10    |   20   |
|              |         |         |            |          |        |
|   Enchant    |   20    |    5    |     10     |     5    |    5   |
| Destruction  |   35    |    5    |     20     |     5    |    5   |
| Alternation  |   35    |    5    |     35     |     5    |    5   |
|   Illusion   |   35    |    5    |     35     |    15    |    5   |
| Conjuration  |   20    |    5    |     10     |     5    |    5   |
|  Mysticism   |   35    |    5    |     35     |     5    |    5   |
| Restoration  |   35    |   15    |     10     |    30    |    5   |
|   Alchemy    |   20    |    5    |     10     |    15    |    5   |
|  Unarmored   |   20    |   30    |     20     |     5    |    5   |
|              |         |         |            |          |        |
|   Security   |    5    |   10    |     15     |    10    |   10   |
|    Sneak     |    5    |   35    |     30     |    10    |   10   |
|  Acrobatics  |    5    |   35    |      5     |    10    |   10   |
| Light Armor  |    5    |   20    |     15     |    10    |   35   |
| Short Blade  |   20    |   15    |     35     |    25    |   40   |
|   Marksman   |    5    |   20    |     15     |    35    |   10   |
|  Mercantile  |    5    |   10    |      5     |    35    |   35   |
| Speechcraft  |    5    |   10    |      5     |    35    |   20   |
| Hand-to-Hand |    5    |   35    |      5     |    20    |   35   |
+--------------+---------+---------+------------+----------+--------+        
* Male/Female

+--------------+---------+----------+------------+--------+---------+
|              |  Scout  | Sorcerer | Spellsword | Thief  | Warrior |
+--------------+---------+----------+------------+--------+---------+
|              |         |          |            |        |         |
|   Strength   | 50/40*  |  50/40*  |   50/40*   | 50/40* | 60/50*  |
| Intelligence |   30    |    40    |     30     |   30   |   30    |
|  Willpower   |   30    |    30    |     40     |   30   |   30    |
|   Agility    |   40    |    40    |     40     |   50   |   40    |
|    Speed     |   50    |    40    |     40     |   50   |   40    |
|  Endurance   |   60    |    60    |     60     |   50   |   60    |
| Personality  | 30/40*  |  30/40*  |   30/40*   | 30/40* | 30/40*  |
|     Luck     |   40    |    40    |     40     |   40   |   40    |
|              |         |          |            |        |         |
|    Block     |   35    |     5    |     30     |    5   |   35    |
|   Armorer    |   10    |     5    |      5     |    5   |   20    |
| Medium Armor |   40    |    20    |     20     |   10   |   40    |
| Heavy Armor  |   15    |    20    |     10     |   10   |   40    |
| Blunt Weapon |   15    |    10    |     20     |   10   |   25    |
|  Long Blade  |   50    |    20    |     45     |   20   |   50    |
|     Axe      |   15    |    10    |     20     |   10   |   25    |
|    Spear     |   10    |     5    |      5     |    5   |   20    |
|  Athletics   |   40    |    10    |     10     |   20   |   40    |
|              |         |          |            |        |         |
|   Enchant    |    5    |    35    |     20     |    5   |    5    |
| Destruction  |    5    |    35    |     35     |    5   |    5    |
| Alternation  |   15    |    35    |     35     |    5   |    5    |
|   Illusion   |    5    |    20    |     10     |    5   |    5    |
| Conjuration  |    5    |    35    |     10     |    5   |    5    |
|  Mysticism   |    5    |    35    |     10     |    5   |    5    |
| Restoration  |    5    |    10    |     35     |    5   |    5    |
|   Alchemy    |   15    |    10    |     20     |    5   |    5    |
|  Unarmored   |   15    |    10    |     10     |    5   |    5    |
|              |         |          |            |        |         |
|   Security   |    5    |     5    |      5     |   35   |    5    |
|    Sneak     |   30    |     5    |      5     |   35   |    5    |
|  Acrobatics  |    5    |     5    |      5     |   35   |    5    |
| Light Armor  |   15    |     5    |      5     |   35   |    5    |
| Short Blade  |   10    |    20    |     10     |   40   |   10    |
|   Marksman   |   15    |    15    |      5     |   20   |   15    |
|  Mercantile  |    5    |     5    |      5     |   20   |    5    |
| Speechcraft  |    5    |     5    |      5     |   20   |    5    |
| Hand-to-Hand |    5    |     5    |      5     |   20   |    5    |
+--------------+---------+----------+------------+--------+---------+
* Male/Female

+--------------+-------------+
|              | Witchhunter |
+--------------+-------------+
|              |             |
|   Strength   |   50/40*    |
| Intelligence |     40      |
|  Willpower   |     30      |
|   Agility    |     50      |
|    Speed     |     40      |
|  Endurance   |     50      |
| Personality  |   30/40*    |
|     Luck     |     40      |
|              |             |
|    Block     |     15      |
|   Armorer    |      5      |
| Medium Armor |     10      |
| Heavy Armor  |     10      |
| Blunt Weapon |     20      |
|  Long Blade  |     20      |
|     Axe      |     10      |
|    Spear     |      5      |
|  Athletics   |     10      |
|              |             |
|   Enchant    |     35      |
| Destruction  |     10      |
| Alternation  |     10      |
|   Illusion   |     10      |
| Conjuration  |     35      |
|  Mysticism   |     20      |
| Restoration  |     10      |
|   Alchemy    |     35      |
|  Unarmored   |     20      |
|              |             |
|   Security   |      5      |
|    Sneak     |     15      |
|  Acrobatics  |      5      |
| Light Armor  |     30      |
| Short Blade  |     10      |
|   Marksman   |     30      |
|  Mercantile  |      5      |
| Speechcraft  |      5      |
| Hand-to-Hand |      5      |
+--------------+-------------+
* Male/Female


-----------------------------------------------------------------------------
18.10 Wood Elf
-----------------------------------------------------------------------------

The Wood Elves are the various barbarian Elven clanfolk of the Western 
Valenwood forests. These country cousins of the High Elves and Dark Elves are 
nimble and quick in body and wit, and because of their curious natures and 
natural agility, Wood Elves are especially suitable as scouts, agents, and 
thieves. But most of all, the Wood Elves are known for their skills with 
bows; there are no finer archers in all of Tamriel.

Skill Bonuses: Marksman    +15
               Sneak       +10
               Light Armor +10
               Alchemy     + 5
               Acrobatics  + 5

Specials:      Beast Tongue (Command Creature 5 Points for 600 Seconds.)
               Resist Disease 75 Points

+--------------+----------+--------+---------+----------+-----------+
|              | Acrobat  | Agent  | Archer  | Assassin | Barbarian |
+--------------+----------+--------+---------+----------+-----------+
|              |          |        |         |          |           |
|   Strength   |    30    |   30   |   40    |   30     |    40     |
| Intelligence |    40    |   40   |   40    |   50     |    40     |
|  Willpower   |    30    |   30   |   30    |   30     |    30     |
|   Agility    |    60    |   60   |   60    |   50     |    50     |
|    Speed     |    50    |   50   |   50    |   60     |    60     |
|  Endurance   |    40    |   30   |   30    |   30     |    30     |
| Personality  |    40    |   50   |   40    |   40     |    40     |
|     Luck     |    40    |   40   |   40    |   40     |    40     |
|              |          |        |         |          |           |
|    Block     |     5    |    5   |   35    |   15     |    35     |
|   Armorer    |     5    |    5   |   10    |    5     |    20     |
| Medium Armor |     5    |    5   |   20    |    5     |    35     |
| Heavy Armor  |     5    |    5   |   10    |    5     |    10     |
| Blunt Weapon |     5    |    5   |   10    |    5     |    35     |
|  Long Blade  |     5    |    5   |   35    |   15     |    10     |
|     Axe      |     5    |    5   |   10    |    5     |    35     |
|    Spear     |    15    |   15   |   20    |    5     |    10     |
|  Athletics   |    30    |   30   |   35    |   15     |    35     |
|              |          |        |         |          |           |
|   Enchant    |     5    |    5   |    5    |    5     |     5     |
| Destruction  |     5    |    5   |    5    |    5     |     5     |
| Alternation  |    15    |   15   |    5    |    5     |     5     |
|   Illusion   |     5    |    5   |    5    |    5     |     5     |
| Conjuration  |     5    |    5   |    5    |    5     |     5     |
|  Mysticism   |     5    |    5   |    5    |    5     |     5     |
| Restoration  |     5    |    5   |   15    |    5     |     5     |
|   Alchemy    |    10    |   10   |   10    |   20     |    10     |
|  Unarmored   |    30    |   30   |   15    |    5     |    15     |
|              |          |        |         |          |           |
|   Security   |    10    |   10   |    5    |   20     |     5     |
|    Sneak     |    45    |   45   |   25    |   45     |    15     |
|  Acrobatics  |    40    |   40   |   10    |   40     |    20     |
| Light Armor  |    30    |   30   |   40    |   45     |    25     |
| Short Blade  |    10    |   10   |    5    |   35     |     5     |
|   Marksman   |    50    |   50   |   45    |   50     |    30     |
|  Mercantile  |    10    |   10   |    5    |   10     |     5     |
| Speechcraft  |    20    |   20   |    5    |   10     |     5     |
| Hand-to-Hand |    20    |   20   |    5    |   10     |     5     |
+--------------+----------+--------+---------+----------+-----------+
* Male/Female

+--------------+-------+------------+-----------+---------+---------+
|              | Bard  | Battlemage | Crusader  | Healer  | Knight  |
+--------------+-------+------------+-----------+---------+---------+
|              |       |            |           |         |         |
|   Strength   |  30   |     40     |    40     |   30    |   40    |
| Intelligence |  50   |     50     |    40     |   40    |   40    |
|  Willpower   |  30   |     30     |    30     |   40    |   30    |
|   Agility    |  50   |     50     |    60     |   50    |   50    |
|    Speed     |  50   |     50     |    50     |   50    |   50    |
|  Endurance   |  30   |     30     |    30     |   30    |   40    |
| Personality  |  50   |     40     |    40     |   50    |   40    |
|     Luck     |  40   |     40     |    40     |   40    |   40    |
|              |       |            |           |         |         |
|    Block     |  30   |      5     |    35     |    5    |   35    |
|   Armorer    |   5   |      5     |    20     |    5    |   20    |
| Medium Armor |  15   |      5     |    20     |    5    |   20    |
| Heavy Armor  |   5   |     30     |    35     |    5    |   35    |
| Blunt Weapon |   5   |      5     |    35     |   15    |   10    |
|  Long Blade  |  30   |     15     |    35     |    5    |   35    |
|     Axe      |   5   |     30     |    10     |    5    |   35    |
|    Spear     |   5   |      5     |    10     |    5    |   10    |
|  Athletics   |   5   |      5     |    10     |    5    |   10    |
|              |       |            |           |         |         |
|   Enchant    |  15   |     20     |     5     |   10    |   15    |
| Destruction  |   5   |     35     |    30     |   10    |    5    |
| Alternation  |   5   |     35     |     5     |   35    |    5    |
|   Illusion   |  15   |     10     |     5     |   20    |    5    |
| Conjuration  |   5   |     35     |     5     |   10    |    5    |
|  Mysticism   |   5   |     20     |     5     |   35    |    5    |
| Restoration  |   5   |     10     |    15     |   35    |   15    |
|   Alchemy    |  35   |     25     |    20     |   25    |   10    |
|  Unarmored   |   5   |     10     |     5     |   20    |    5    |
|              |       |            |           |         |         |
|   Security   |  20   |      5     |     5     |    5    |    5    |
|    Sneak     |  20   |     15     |    15     |   15    |   15    |
|  Acrobatics  |  40   |     10     |    10     |   10    |   10    |
| Light Armor  |  20   |     15     |    15     |   25    |   15    |
| Short Blade  |  10   |      5     |     5     |    5    |    5    |
|   Marksman   |  25   |     30     |    20     |   20    |   20    |
|  Mercantile  |  20   |      5     |     5     |    5    |   15    |
| Speechcraft  |  10   |      5     |     5     |   30    |   30    |
| Hand-to-Hand |  35   |      5     |    15     |   30    |    5    |
+--------------+-------+------------+-----------+---------+---------+
* Male/Female
         
+--------------+-------+-------+-------------+------------+---------+
|              | Mage  | Monk  | Nightblade  | Pilgrim    |  Rogue  |
+--------------+-------+-------+-------------+------------+---------+
|              |       |       |             |            |         |
|   Strength   |  30   |  30   |     30      |    30      |   30    |
| Intelligence |  50   |  40   |     40      |    40      |   40    |
|  Willpower   |  40   |  40   |     40      |    30      |   30    |
|   Agility    |  50   |  60   |     50      |    50      |   50    |
|    Speed     |  50   |  50   |     60      |    50      |   60    |
|  Endurance   |  30   |  30   |     30      |    40      |   30    |
| Personality  |  40   |  40   |     40      |    50      |   50    |
|     Luck     |  40   |  40   |     40      |    40      |   40    |
|              |       |       |             |            |         |
|    Block     |   5   |  15   |      5      |    15      |   15    |
|   Armorer    |   5   |   5   |      5      |     5      |    5    |
| Medium Armor |   5   |   5   |      5      |    30      |   15    |
| Heavy Armor  |   5   |   5   |      5      |     5      |    5    |
| Blunt Weapon |   5   |  15   |      5      |     5      |    5    |
|  Long Blade  |   5   |   5   |      5      |     5      |   15    |
|     Axe      |   5   |   5   |      5      |     5      |   30    |
|    Spear     |   5   |   5   |      5      |     5      |    5    |
|  Athletics   |   5   |  30   |      5      |     5      |   15    |
|              |       |       |             |            |         |
|   Enchant    |  20   |   5   |     10      |     5      |    5    |
| Destruction  |  35   |   5   |     20      |     5      |    5    |
| Alternation  |  35   |   5   |     35      |     5      |    5    |
|   Illusion   |  35   |   5   |     35      |    15      |    5    |
| Conjuration  |  20   |   5   |     10      |     5      |    5    |
|  Mysticism   |  35   |   5   |     35      |     5      |    5    |
| Restoration  |  35   |  15   |     10      |    30      |    5    |
|   Alchemy    |  25   |  10   |     15      |    20      |   10    |
|  Unarmored   |  20   |  30   |     20      |     5      |    5    |
|              |       |       |             |            |         |
|   Security   |   5   |  10   |     15      |    10      |   10    |
|    Sneak     |  15   |  45   |     40      |    20      |   20    |
|  Acrobatics  |  10   |  40   |     10      |    15      |   15    |
| Light Armor  |  15   |  30   |     25      |    20      |   45    |
| Short Blade  |  15   |  10   |     30      |    20      |   35    |
|   Marksman   |  20   |  35   |     30      |    50      |   25    |
|  Mercantile  |   5   |  10   |      5      |    35      |   35    |
| Speechcraft  |   5   |  10   |      5      |    35      |   20    |
| Hand-to-Hand |   5   |  35   |      5      |    20      |   35    |
+--------------+-------+-------+-------------+------------+---------+
* Male/Female

+--------------+-------+-----------+-------------+-------+----------+
|              | Scout | Sorcerer  | Spellsword  | Thief | Warrior  |
+--------------+-------+-----------+-------------+-------+----------+
|              |       |           |             |       |          |
|   Strength   |  30   |    30     |     30      |  30   |    40    |
| Intelligence |  40   |    50     |     40      |  40   |    40    |
|  Willpower   |  30   |    30     |     40      |  30   |    30    |
|   Agility    |  50   |    50     |     50      |  60   |    50    |
|    Speed     |  60   |    50     |     50      |  60   |    50    |
|  Endurance   |  40   |    40     |     40      |  30   |    40    |
| Personality  |  40   |    40     |     40      |  40   |    40    |
|     Luck     |  40   |    40     |     40      |  40   |    40    |
|              |       |           |             |       |          |
|    Block     |  35   |     5     |     30      |   5   |    35    |
|   Armorer    |  10   |     5     |      5      |   5   |    20    |
| Medium Armor |  35   |    15     |     15      |   5   |    35    |
| Heavy Armor  |  10   |    15     |      5      |   5   |    35    |
| Blunt Weapon |  10   |     5     |     15      |   5   |    20    |
|  Long Blade  |  35   |     5     |     30      |   5   |    35    |
|     Axe      |  10   |     5     |     15      |   5   |    20    |
|    Spear     |  10   |     5     |      5      |   5   |    20    |
|  Athletics   |  35   |     5     |      5      |  15   |    35    |
|              |       |           |             |       |          |
|   Enchant    |   5   |    35     |     20      |   5   |     5    |
| Destruction  |   5   |    35     |     35      |   5   |     5    |
| Alternation  |  15   |    35     |     35      |   5   |     5    |
|   Illusion   |   5   |    20     |     10      |   5   |     5    |
| Conjuration  |   5   |    35     |     10      |   5   |     5    |
|  Mysticism   |   5   |    35     |     10      |   5   |     5    |
| Restoration  |   5   |    10     |     35      |   5   |     5    |
|   Alchemy    |  20   |    15     |     25      |  10   |    10    |
|  Unarmored   |  15   |    10     |     10      |   5   |     5    |
|              |       |           |             |       |          |
|   Security   |   5   |     5     |      5      |  35   |     5    |
|    Sneak     |  40   |    15     |     15      |  45   |    15    |
|  Acrobatics  |  10   |    10     |     10      |  40   |    10    |
| Light Armor  |  25   |    15     |     15      |  45   |    15    |
| Short Blade  |   5   |    15     |      5      |  35   |     5    |
|   Marksman   |  30   |    30     |     20      |  35   |    30    |
|  Mercantile  |   5   |     5     |      5      |  20   |     5    |
| Speechcraft  |   5   |     5     |      5      |  20   |     5    |
| Hand-to-Hand |   5   |     5     |      5      |  20   |     5    |
+--------------+-------+-----------+-------------+-------+----------+
* Male/Female

+--------------+-------------+
|              | Witchhunter |
+--------------+-------------+
|              |             |
|   Strength   |     30      |
| Intelligence |     50      |
|  Willpower   |     30      |
|   Agility    |     60      |
|    Speed     |     50      |
|  Endurance   |     30      |
| Personality  |     40      |
|     Luck     |     40      |
|              |             |
|    Block     |     15      |
|   Armorer    |      5      |
| Medium Armor |      5      |
| Heavy Armor  |      5      |
| Blunt Weapon |     15      |
|  Long Blade  |      5      |
|     Axe      |      5      |
|    Spear     |      5      |
|  Athletics   |      5      |
|              |             |
|   Enchant    |     35      |
| Destruction  |     10      |
| Alternation  |     10      |
|   Illusion   |     10      |
| Conjuration  |     35      |
|  Mysticism   |     20      |
| Restoration  |     10      |
|   Alchemy    |     40      |
|  Unarmored   |     20      |
|              |             |
|   Security   |      5      |
|    Sneak     |     25      |
|  Acrobatics  |     10      |
| Light Armor  |     40      |
| Short Blade  |      5      |
|   Marksman   |     45      |
|  Mercantile  |      5      |
| Speechcraft  |      5      |
| Hand-to-Hand |      5      |
+--------------+-------------+
* Male/Female



=============================================================================
=
Section 19: CLASSES
=============================================================================
=

The following is a list of pre-created classes in the game along with a 
chart that shows the skill points that each race gets if they pick it. 
I created this as a way to compare which race is best suited for each 
particular class.

The format is as follows:

-Class Name

-Description

-Primary Attributes: The attributes which most effect this classes skills

-Specialization: Which skill group dominates this class

-Major Skills: Skills that get a 0.25 bonus on leveling up

-Minor Skills: Skills that get a 0 bonus on leveling up

Race Chart


-----------------------------------------------------------------------------
-
19.1: Acrobat
-----------------------------------------------------------------------------
-

'Acrobat' is a polite euphemism for agile burglars and second-story 
men. These thieves avoid detection by stealth, and rely on mobility and 
cunning to avoid capture.

Primary Attributes: Agility, Endurance

Specialization:     Stealth

Major Skills:       Acrobatics, Athletics, Marksman, Sneak, Unarmored

Minor Skills:       Speechcraft, Light Armor, Hand to Hand, 
Alteration,            
                    Spear


+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    40    | 40/30* |    40    |    30    |    40    |
| Intelligence |  40/50*  |   50   |    40    |    50    |    40    |
|  Willpower   |  40/50*  |   50   |    30    |    40    |  30/40*  |
|   Agility    |  60/50*  |   40   |    50    |    50    |    40    |
|    Speed     |  50/40*  | 30/40* |    50    |  30/40*  |  40/30*  |
|  Endurance   |    30    |   40   |  50/40*  |  50/40*  |    50    |
| Personality  |    30    |   40   |  30/40*  |    40    |    50    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |     5    |    5   |     5    |     5    |     5    |
|   Armorer    |     5    |    5   |     5    |     5    |     5    |
|  Med. Armor  |    10    |    5   |     5    |     5    |     5    |
| Heavy Armor  |     5    |    5   |     5    |     5    |     5    |
| Blunt Weapon |     5    |    5   |     5    |     5    |    10    |
|  Long Blade  |     5    |    5   |    10    |     5    |    15    |
|     Axe      |     5    |    5   |     5    |     5    |     5    |
|    Spear     |    20    |   15   |    15    |    15    |    15    |
|  Athletics   |    45    |   30   |    35    |    30    |    30    |
|              |          |        |          |          |          |
|   Enchant    |     5    |    5   |     5    |    15    |     5    |
| Destruction  |     5    |    5   |    15    |    15    |     5    |
| Alternation  |    15    |   20   |    15    |    20    |    15    |
|   Illusion   |    10    |   10   |     5    |    10    |     5    |
| Conjuration  |     5    |   15   |     5    |    10    |     5    |
|  Mysticism   |    10    |   15   |    10    |     5    |     5    |
| Restoration  |     5    |   15   |     5    |     5    |     5    |
|   Alchemy    |    10    |   10   |     5    |    15    |     5    |
|  Unarmored   |    35    |   30   |    30    |    30    |    30    |
|              |          |        |          |          |          |
|   Security   |    10    |   10   |    10    |    10    |    10    |
|    Sneak     |    35    |   35   |    35    |    35    |    35    |
|  Acrobatics  |    35    |   35   |    35    |    35    |    35    |
| Light Armor  |    20    |   20   |    25    |    20    |    25    |
| Short Blade  |    10    |   10   |    20    |    10    |    10    |
|   Marksman   |    35    |   35   |    40    |    35    |    35    |
|  Mercantile  |    10    |   10   |    10    |    10    |    20    |
| Speechcraft  |    20    |   20   |    20    |    20    |    30    |
| Hand-to-Hand |    20    |   20   |    20    |    20    |    25    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 40/30*  |   50    |   45    |  50/40*   |    30    |
| Intelligence |   40    |   30    | 30/40*  |    30     |    40    |
|  Willpower   |   30    | 40/50*  | 50/45*  |    30     |    30    |
|   Agility    |   60    |   40    |   45    |    50     |    60    |
|    Speed     |   40    |   40    |   30    |    40     |    50    |
|  Endurance   | 40/50*  | 60/50*  |   60    |    60     |    40    |
| Personality  |   40    |   30    | 30/25*  |  30/40*   |    40    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |    5    |    5    |   15    |     5     |     5    |
|   Armorer    |    5    |    5    |   15    |     5     |     5    |
|  Med. Armor  |    5    |   15    |   15    |    10     |     5    |
| Heavy Armor  |    5    |   10    |   15    |    10     |     5    |
| Blunt Weapon |    5    |   15    |    5    |    10     |     5    |
|  Long Blade  |    5    |   10    |    5    |    20     |     5    |
|     Axe      |    5    |   15    |   10    |    10     |     5    |
|    Spear     |   15    |   20    |   15    |    15     |    15    |
|  Athletics   |   35    |   30    |   30    |    35     |    30    |
|              |         |         |         |           |          |
|   Enchant    |    5    |    5    |    5    |     5     |     5    |
| Destruction  |    5    |    5    |    5    |     5     |     5    |
| Alternation  |   15    |   15    |   15    |    15     |    15    |
|   Illusion   |    5    |    5    |    5    |     5     |     5    |
| Conjuration  |    5    |    5    |    5    |     5     |     5    |
|  Mysticism   |    5    |    5    |    5    |     5     |     5    |
| Restoration  |    5    |    5    |    5    |     5     |     5    |
|   Alchemy    |    5    |    5    |    5    |     5     |    10    |
|  Unarmored   |   30    |   30    |   30    |    30     |    30    |
|              |         |         |         |           |          |
|   Security   |   15    |   10    |   10    |    10     |    10    |
|    Sneak     |   40    |   35    |   35    |    35     |    45    |
|  Acrobatics  |   50    |   35    |   35    |    35     |    40    |
| Light Armor  |   25    |   20    |   20    |    20     |    30    |
| Short Blade  |   15    |   10    |   10    |    15     |    10    |
|   Marksman   |   35    |   35    |   35    |    35     |    50    |
|  Mercantile  |   10    |   10    |   10    |    10     |    10    |
| Speechcraft  |   20    |   20    |   20    |    20     |    20    |
| Hand-to-Hand |   25    |   20    |   20    |    20     |    20    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.2 Agent
-----------------------------------------------------------------------------
-

Agents are operatives skilled in deception and avoidance, but trained 
in self-defense and the use of deadly force. Self-reliant and 
independent, agents devote themselves to personal goals, or to various 
patrons or causes.

Primary Attributes: Agility, Personality 

Specialization:     Stealth

Major Skills:       Speechcraft, Sneak, Acorbatics, Light Armor, 
                    Short Blade

Minor Skills:       Mercantile, Illusion, Unarmored, Conjuration, Block

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    40    | 40/30* |    40    |    30    |    40    |
| Intelligence |  40/50*  |   50   |    40    |    50    |    40    |
|  Willpower   |  30/40*  |   50   |    30    |    40    |  30/40*  |
|   Agility    |  60/50*  |   40   |    50    |    50    |    40    |
|    Speed     |    50    | 30/40* |    50    |  30/40*  |  40/30*  |
|  Endurance   |    30    |   30   |  40/30*  |  40/30*  |    40    |
| Personality  |    40    |   50   |  40/50*  |    50    |    60    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |     5    |    5   |     5    |     5    |     5    |
|   Armorer    |     5    |    5   |     5    |     5    |     5    |
|  Med. Armor  |    10    |    5   |     5    |     5    |     5    |
| Heavy Armor  |     5    |    5   |     5    |     5    |     5    |
| Blunt Weapon |     5    |    5   |     5    |     5    |    10    |
|  Long Blade  |     5    |    5   |    10    |     5    |    15    |
|     Axe      |     5    |    5   |     5    |     5    |     5    |
|    Spear     |    20    |   15   |    15    |    15    |    15    |
|  Athletics   |    45    |   30   |    35    |    30    |    30    |
|              |          |        |          |          |          |
|   Enchant    |     5    |    5   |     5    |    15    |     5    |
| Destruction  |     5    |    5   |    15    |    15    |     5    |
| Alternation  |    15    |   20   |    15    |    20    |    15    |
|   Illusion   |    10    |   10   |     5    |    10    |     5    |
| Conjuration  |     5    |   15   |     5    |    10    |     5    |
|  Mysticism   |    10    |   15   |    10    |     5    |     5    |
| Restoration  |     5    |   15   |     5    |     5    |     5    |
|   Alchemy    |    10    |   10   |     5    |    15    |     5    |
|  Unarmored   |    35    |   30   |    30    |    30    |    30    |
|              |          |        |          |          |          |
|   Security   |    10    |   10   |    10    |    10    |    10    |
|    Sneak     |    35    |   35   |    35    |    35    |    35    |
|  Acrobatics  |    35    |   35   |    35    |    35    |    35    |
| Light Armor  |    20    |   20   |    25    |    20    |    25    |
| Short Blade  |    10    |   10   |    20    |    10    |    10    |
|   Marksman   |    35    |   35   |    40    |    35    |    35    |
|  Mercantile  |    10    |   10   |    10    |    10    |    20    |
| Speechcraft  |    20    |   20   |    20    |    20    |    30    |
| Hand-to-Hand |    20    |   20   |    20    |    20    |    25    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 40/30*  |   50    |   45    |  50/40*   |    30    |
| Intelligence |   40    |   30    | 30/40*  |    30     |    40    |
|  Willpower   |   30    | 40/50*  | 50/45*  |    30     |    30    |
|   Agility    |   60    |   40    |   45    |    50     |    60    |
|    Speed     |   40    |   40    |   30    |    40     |    50    |
|  Endurance   | 30/40*  | 50/40*  |   60    |    50     |    30    |
| Personality  |   50    |   40    | 30/25*  |  40/50*   |    50    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |    5    |    5    |   15    |     5     |     5    |
|   Armorer    |    5    |    5    |   15    |     5     |     5    |
|  Med. Armor  |    5    |   15    |   15    |    10     |     5    |
| Heavy Armor  |    5    |   10    |   15    |    10     |     5    |
| Blunt Weapon |    5    |   15    |    5    |    10     |     5    |
|  Long Blade  |    5    |   10    |    5    |    20     |     5    |
|     Axe      |    5    |   15    |   10    |    10     |     5    |
|    Spear     |   15    |   20    |   15    |    15     |    15    |
|  Athletics   |   35    |   30    |   30    |    35     |    30    |
|              |         |         |         |           |          |
|   Enchant    |    5    |    5    |    5    |     5     |     5    |
| Destruction  |    5    |    5    |    5    |     5     |     5    |
| Alternation  |   15    |   15    |   15    |    15     |    15    |
|   Illusion   |    5    |    5    |    5    |     5     |     5    |
| Conjuration  |    5    |    5    |    5    |     5     |     5    |
|  Mysticism   |    5    |    5    |    5    |     5     |     5    |
| Restoration  |    5    |    5    |    5    |     5     |     5    |
|   Alchemy    |    5    |    5    |    5    |     5     |    10    |
|  Unarmored   |   30    |   30    |   30    |    30     |    30    |
|              |         |         |         |           |          |
|   Security   |   15    |   10    |   10    |    10     |    10    |
|    Sneak     |   40    |   35    |   35    |    35     |    45    |
|  Acrobatics  |   50    |   35    |   35    |    35     |    40    |
| Light Armor  |   25    |   20    |   20    |    20     |    30    |
| Short Blade  |   15    |   10    |   10    |    15     |    10    |
|   Marksman   |   35    |   35    |   35    |    35     |    50    |
|  Mercantile  |   10    |   10    |   10    |    10     |    10    |
| Speechcraft  |   20    |   20    |   20    |    20     |    20    |
| Hand-to-Hand |   25    |   20    |   20    |    20     |    20    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.3 Archer
-----------------------------------------------------------------------------
-

Archers are fighters specializing in long-range combat and rapid 
movement. Opponents are kept at distance by ranged weapons and swift 
maneuver, and engaged in melee with sword and shield after the enemy is 
wounded and weary.

Primary Attributes: Agility, Strength

Specialization:     Combat

Major Skills:       Marksman, Long Blade, Block, Athletics, Light Armor

Minor Skills:       Unarmored, Medium Armor, Sneak, Spear, Restoration

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    50    | 50/40* |    50    |    40    |    50    |
| Intelligence |  40/50*  |   50   |    40    |    50    |    40    |
|  Willpower   |  30/40*  |   50   |    30    |    40    |  30/40*  |
|   Agility    |  60/50*  |   40   |    50    |    50    |    40    |
|    Speed     |  50/40*  | 30/40* |    50    |  30/40*  |  40/30*  |
|  Endurance   |    30    |   30   |  40/30*  |  40/30*  |    40    |
| Personality  |    30    |   40   |  30/40*  |    40    |    50    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |    35    |   35   |    35    |    35    |    35    |
|   Armorer    |    10    |   10   |    10    |    10    |    10    |
|  Med. Armor  |    25    |   20   |    20    |    20    |    20    |
| Heavy Armor  |    10    |   10   |    10    |    10    |    10    |
| Blunt Weapon |    10    |   10   |    10    |    10    |    15    |
|  Long Blade  |    35    |   35   |    40    |    35    |    45    |
|     Axe      |    10    |   10   |    10    |    10    |    10    |
|    Spear     |    25    |   20   |    20    |    20    |    20    |
|  Athletics   |    50    |   35   |    40    |    35    |    35    |
|              |          |        |          |          |          |
|   Enchant    |     5    |    5   |     5    |    15    |     5    |
| Destruction  |     5    |    5   |    15    |    15    |     5    |
| Alternation  |     5    |   10   |     5    |    10    |     5    |
|   Illusion   |    10    |   10   |     5    |    10    |     5    |
| Conjuration  |     5    |   15   |     5    |    10    |     5    |
|  Mysticism   |    10    |   15   |    10    |     5    |     5    |
| Restoration  |    15    |   25   |    15    |    15    |    15    |
|   Alchemy    |    10    |   10   |     5    |    15    |     5    |
|  Unarmored   |    20    |   15   |    15    |    15    |    15    |
|              |          |        |          |          |          |
|   Security   |     5    |    5   |     5    |     5    |     5    |
|    Sneak     |    15    |   15   |    15    |    15    |    15    |
|  Acrobatics  |     5    |    5   |     5    |     5    |     5    |
| Light Armor  |    30    |   30   |    35    |    30    |    35    |
| Short Blade  |     5    |    5   |    15    |     5    |     5    |
|   Marksman   |    30    |   30   |    35    |    30    |    30    |
|  Mercantile  |     5    |    5   |     5    |     5    |    15    |
| Speechcraft  |     5    |    5   |     5    |     5    |    15    |
| Hand-to-Hand |     5    |    5   |     5    |     5    |    10    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 50/40*  |   60    |   55    |  60/50*   |    40    |
| Intelligence |   40    |   30    | 30/40*  |    30     |    40    |
|  Willpower   |   30    | 40/50*  | 50/45*  |    30     |    30    |
|   Agility    |   60    |   40    |   45    |    50     |    60    |
|    Speed     |   40    |   40    |   30    |    40     |    50    |
|  Endurance   | 30/40*  | 50/40*  |   50    |    50     |    30    |
| Personality  |   40    |   30    | 30/25*  |  30/40*   |    40    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |   35    |   35    |   45    |    35     |    35    |
|   Armorer    |   10    |   10    |   20    |    10     |    10    |
|  Med. Armor  |   20    |   30    |   30    |    25     |    20    |
| Heavy Armor  |   10    |   15    |   20    |    15     |    10    |
| Blunt Weapon |   10    |   20    |   10    |    15     |    10    |
|  Long Blade  |   35    |   40    |   35    |    50     |    35    |
|     Axe      |   10    |   20    |   15    |    15     |    10    |
|    Spear     |   20    |   25    |   20    |    20     |    20    |
|  Athletics   |   40    |   35    |   35    |    40     |    35    |
|              |         |         |         |           |          |
|   Enchant    |    5    |    5    |    5    |     5     |     5    |
| Destruction  |    5    |    5    |    5    |     5     |     5    |
| Alternation  |    5    |    5    |    5    |     5     |     5    |
|   Illusion   |    5    |    5    |    5    |     5     |     5    |
| Conjuration  |    5    |    5    |    5    |     5     |     5    |
|  Mysticism   |    5    |    5    |    5    |     5     |     5    |
| Restoration  |   15    |   15    |   15    |    15     |    15    |
|   Alchemy    |    5    |    5    |    5    |     5     |    10    |
|  Unarmored   |   15    |   15    |   15    |    15     |    15    |
|              |         |         |         |           |          |
|   Security   |   10    |    5    |    5    |     5     |     5    |
|    Sneak     |   20    |   15    |   15    |    15     |    25    |
|  Acrobatics  |   20    |    5    |    5    |     5     |    10    |
| Light Armor  |   35    |   30    |   30    |    30     |    40    |
| Short Blade  |   10    |    5    |    5    |    10     |     5    |
|   Marksman   |   30    |   30    |   30    |    30     |    45    |
|  Mercantile  |    5    |    5    |    5    |     5     |     5    |
| Speechcraft  |    5    |    5    |    5    |     5     |     5    |
| Hand-to-Hand |   10    |    5    |    5    |     5     |     5    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.4 Assassin
-----------------------------------------------------------------------------
-

Assassins are killers who rely on stealth and mobility to approach 
victims undetected. Execution is with ranged weapons or with short 
blades for close work. Assassins include ruthless murderers and 
principled agents of noble causes.

Primary Attributes: Speed, Intelligence

Specialization:     Stealth

Major Skills:       Sneak, Marksman, Light Armor, Short Blade,              
                    Acrobatics

Minor Skills:       Security, Athletics, Block, Long Blade, Alchemy

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    40    | 40/30* |    40    |    30    |    40    |
| Intelligence |  50/60*  |   60   |    50    |    60    |    50    |
|  Willpower   |  30/40*  |   50   |    30    |    40    |  30/40*  |
|   Agility    |  50/40*  |   30   |    40    |    40    |    30    |
|    Speed     |  60/50*  | 40/50* |    60    |  40/50*  |  50/40*  |
|  Endurance   |    30    |   30   |  40/30*  |  40/30*  |    40    |
| Personality  |    30    |   40   |  30/40*  |    40    |    50    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |    15    |   15   |    15    |    15    |    15    |
|   Armorer    |     5    |    5   |     5    |     5    |     5    |
|  Med. Armor  |    10    |    5   |     5    |     5    |     5    |
| Heavy Armor  |     5    |    5   |     5    |     5    |     5    |
| Blunt Weapon |     5    |    5   |     5    |     5    |    10    |
|  Long Blade  |    15    |   15   |    20    |    15    |    25    |
|     Axe      |     5    |    5   |     5    |     5    |     5    |
|    Spear     |    10    |    5   |     5    |     5    |     5    |
|  Athletics   |    30    |   15   |    20    |    15    |    15    |
|              |          |        |          |          |          |
|   Enchant    |     5    |    5   |     5    |    15    |     5    |
| Destruction  |     5    |    5   |    15    |    15    |     5    |
| Alternation  |     5    |   10   |     5    |    10    |     5    |
|   Illusion   |    10    |   10   |     5    |    10    |     5    |
| Conjuration  |     5    |   15   |     5    |    10    |     5    |
|  Mysticism   |    10    |   15   |    10    |     5    |     5    |
| Restoration  |     5    |   15   |     5    |     5    |     5    |
|   Alchemy    |    20    |   20   |    15    |    25    |    15    |
|  Unarmored   |    10    |    5   |     5    |     5    |     5    |
|              |          |        |          |          |          |
|   Security   |    20    |   20   |    20    |    20    |    20    |
|    Sneak     |    35    |   35   |    35    |    35    |    35    |
|  Acrobatics  |    35    |   35   |    35    |    35    |    35    |
| Light Armor  |    35    |   35   |    40    |    35    |    40    |
| Short Blade  |    35    |   35   |    45    |    35    |    35    |
|   Marksman   |    35    |   35   |    40    |    35    |    35    |
|  Mercantile  |    10    |   10   |    10    |    10    |    20    |
| Speechcraft  |    10    |   10   |    10    |    10    |    20    |
| Hand-to-Hand |    10    |   10   |    10    |    10    |    15    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 40/30*  |   50    |   45    |  50/40*   |    30    |
| Intelligence |   50    |   40    | 40/50*  |    40     |    50    |
|  Willpower   |   30    | 40/50*  | 50/45*  |    30     |    30    |
|   Agility    |   50    |   30    |   35    |    40     |    50    |
|    Speed     |   50    |   50    |   40    |    50     |    60    |
|  Endurance   | 30/40*  | 50/40*  |   50    |    50     |    30    |
| Personality  |   40    |   30    | 30/25*  |  30/40*   |    40    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |   15    |   15    |   25    |    15     |    15    |
|   Armorer    |    5    |    5    |   15    |     5     |     5    |
|  Med. Armor  |    5    |   15    |   15    |    10     |     5    |
| Heavy Armor  |    5    |   10    |   15    |    10     |     5    |
| Blunt Weapon |    5    |   15    |    5    |    10     |     5    |
|  Long Blade  |   15    |   20    |   15    |    30     |    15    |
|     Axe      |    5    |   15    |   10    |    10     |     5    |
|    Spear     |    5    |   10    |    5    |     5     |     5    |
|  Athletics   |   20    |   15    |   15    |    20     |    15    |
|              |         |         |         |           |          |
|   Enchant    |    5    |    5    |    5    |     5     |     5    |
| Destruction  |    5    |    5    |    5    |     5     |     5    |
| Alternation  |    5    |    5    |    5    |     5     |     5    |
|   Illusion   |    5    |    5    |    5    |     5     |     5    |
| Conjuration  |    5    |    5    |    5    |     5     |     5    |
|  Mysticism   |    5    |    5    |    5    |     5     |     5    |
| Restoration  |    5    |    5    |    5    |     5     |     5    |
|   Alchemy    |   15    |   15    |   15    |    15     |    20    |
|  Unarmored   |    5    |    5    |    5    |     5     |     5    |
|              |         |         |         |           |          |
|   Security   |   25    |   20    |   20    |    20     |    20    |
|    Sneak     |   40    |   35    |   35    |    35     |    45    |
|  Acrobatics  |   50    |   35    |   35    |    35     |    40    |
| Light Armor  |   40    |   35    |   35    |    35     |    45    |
| Short Blade  |   40    |   35    |   35    |    40     |    35    |
|   Marksman   |   35    |   35    |   35    |    35     |    50    |
|  Mercantile  |   10    |   10    |   10    |    10     |    10    |
| Speechcraft  |   10    |   10    |   10    |    10     |    10    |
| Hand-to-Hand |   15    |   10    |   10    |    10     |    10    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.5 Barbarian
-----------------------------------------------------------------------------
-

Barbarians are the proud, savage warrior elite of the plains nomads, 
mountain tribes, and sea reavers. They tend to be brutal and direct, 
lacking civilized graces, but they glory in heroic feats, and excel in 
fierce, frenzied single combat.

Primary Attributes: Strength, Speed

Specialization:     Combat

Major Skills:       Axe, Med. Armor, Blunt Weapon, Athletics, Block

Minor Skills:       Acrobatics, Unarmored, Marksman, Light Armor, 
                                Armorer

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    50    | 50/40* |    50    |    40    |    50    |
| Intelligence |  40/50*  |   50   |    40    |    50    |    40    |
|  Willpower   |  30/40*  |   50   |    30    |    40    |  30/40*  |
|   Agility    |  50/40*  |   30   |    40    |    40    |    30    |
|    Speed     |  60/50*  | 40/50* |    60    |  40/50*  |  50/40*  |
|  Endurance   |    30    |   30   |  40/30*  |  40/30*  |    40    |
| Personality  |    30    |   40   |  30/40*  |    40    |    50    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |    35    |   35   |    35    |    35    |    35    |
|   Armorer    |    20    |   20   |    20    |    20    |    20    |
|  Med. Armor  |    40    |   35   |    35    |    35    |    35    |
| Heavy Armor  |    10    |   10   |    10    |    10    |    10    |
| Blunt Weapon |    35    |   35   |    35    |    35    |    40    |
|  Long Blade  |    10    |   10   |    15    |    10    |    20    |
|     Axe      |    35    |   35   |    35    |    35    |    35    |
|    Spear     |    15    |   10   |    10    |    10    |    10    |
|  Athletics   |    50    |   35   |    40    |    35    |    35    |
|              |          |        |          |          |          |
|   Enchant    |     5    |    5   |     5    |    15    |     5    |
| Destruction  |     5    |    5   |    15    |    15    |     5    |
| Alternation  |     5    |   10   |     5    |    10    |     5    |
|   Illusion   |    10    |   10   |     5    |    10    |     5    |
| Conjuration  |     5    |   15   |     5    |    10    |     5    |
|  Mysticism   |    10    |   15   |    10    |     5    |     5    |
| Restoration  |     5    |   15   |     5    |     5    |     5    |
|   Alchemy    |    10    |   10   |     5    |    15    |     5    |
|  Unarmored   |    20    |   15   |    15    |    15    |    15    |
|              |          |        |          |          |          |
|   Security   |     5    |    5   |     5    |     5    |     5    |
|    Sneak     |     5    |    5   |     5    |     5    |     5    |
|  Acrobatics  |    15    |   15   |    15    |    15    |    15    |
| Light Armor  |    15    |   15   |    20    |    15    |    20    |
| Short Blade  |     5    |    5   |    15    |     5    |     5    |
|   Marksman   |    15    |   15   |    20    |    15    |    15    |
|  Mercantile  |     5    |    5   |     5    |     5    |    15    |
| Speechcraft  |     5    |    5   |     5    |     5    |    15    |
| Hand-to-Hand |     5    |    5   |     5    |     5    |    10    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 50/40*  |   60    |   55    |  60/50*   |    40    |
| Intelligence |   40    |   30    | 30/40*  |    30     |    40    |
|  Willpower   |   30    | 40/50*  | 50/45*  |    30     |    30    |
|   Agility    |   50    |   30    |   35    |    40     |    50    |
|    Speed     |   50    |   50    |   40    |    50     |    60    |
|  Endurance   | 30/40*  | 50/40*  |   50    |    50     |    30    |
| Personality  |   40    |   30    | 30/25*  |  30/40*   |    40    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |   35    |   35    |   45    |    35     |    35    |
|   Armorer    |   20    |   20    |   30    |    20     |    20    |
|  Med. Armor  |   35    |   45    |   45    |    40     |    35    |
| Heavy Armor  |   10    |   15    |   20    |    15     |    10    |
| Blunt Weapon |   35    |   45    |   35    |    40     |    35    |
|  Long Blade  |   10    |   15    |   10    |    25     |    10    |
|     Axe      |   35    |   45    |   40    |    40     |    35    |
|    Spear     |   10    |   15    |   10    |    10     |    10    |
|  Athletics   |   40    |   35    |   35    |    40     |    35    |
|              |         |         |         |           |          |
|   Enchant    |    5    |    5    |    5    |     5     |     5    |
| Destruction  |    5    |    5    |    5    |     5     |     5    |
| Alternation  |    5    |    5    |    5    |     5     |     5    |
|   Illusion   |    5    |    5    |    5    |     5     |     5    |
| Conjuration  |    5    |    5    |    5    |     5     |     5    |
|  Mysticism   |    5    |    5    |    5    |     5     |     5    |
| Restoration  |    5    |    5    |    5    |     5     |     5    |
|   Alchemy    |    5    |    5    |    5    |     5     |    10    |
|  Unarmored   |   15    |   15    |   15    |    15     |    15    |
|              |         |         |         |           |          |
|   Security   |   10    |    5    |    5    |     5     |     5    |
|    Sneak     |   10    |    5    |    5    |     5     |    15    |
|  Acrobatics  |   30    |   15    |   15    |    15     |    20    |
| Light Armor  |   20    |   15    |   15    |    15     |    25    |
| Short Blade  |   10    |    5    |    5    |    10     |     5    |
|   Marksman   |   15    |   15    |   15    |    15     |    30    |
|  Mercantile  |    5    |    5    |    5    |     5     |     5    |
| Speechcraft  |    5    |    5    |    5    |     5     |     5    |
| Hand-to-Hand |   10    |    5    |    5    |     5     |     5    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.6 Bard
-----------------------------------------------------------------------------
-

Bards are loremasters and storytellers. They crave adventure for the 
wisdom and insight to be gained, and must depend on sword, shield, 
spell, and enchantment to preserve them from the perils of their 
educational experiences.

Primary Attributes: Personality, Intelligence

Specialization:     Stealth

Major Skills:       Speechcraft, Alchemy, Acrobatics, Long Blade, Block

Minor Skills:       Mercantile, Security, Enchant, Illusion, Med. Armor

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    40    | 40/30* |    40    |    30    |    40    |
| Intelligence |  50/60*  |   60   |    50    |    60    |    50    |
|  Willpower   |  30/40*  |   50   |    30    |    40    |  30/40*  |
|   Agility    |  50/40*  |   30   |    40    |    40    |    30    |
|    Speed     |  50/40*  | 30/40* |    50    |  30/40*  |  40/30*  |
|  Endurance   |    30    |   30   |  40/30*  |  40/30*  |    40    |
| Personality  |    40    |   50   |  40/50*  |    50    |    60    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |    30    |   30   |    30    |    30    |    30    |
|   Armorer    |     5    |    5   |     5    |     5    |     5    |
|  Med. Armor  |    20    |   15   |    15    |    15    |    15    |
| Heavy Armor  |     5    |    5   |     5    |     5    |     5    |
| Blunt Weapon |     5    |    5   |     5    |     5    |    10    |
|  Long Blade  |    30    |   30   |    35    |    30    |    40    |
|     Axe      |     5    |    5   |     5    |     5    |     5    |
|    Spear     |    10    |    5   |     5    |     5    |     5    |
|  Athletics   |    20    |    5   |    10    |     5    |     5    |
|              |          |        |          |          |          |
|   Enchant    |    15    |   15   |    15    |    25    |    15    |
| Destruction  |     5    |    5   |    15    |    15    |     5    |
| Alternation  |     5    |   10   |     5    |    10    |     5    |
|   Illusion   |    20    |   20   |    15    |    20    |    15    |
| Conjuration  |     5    |   15   |     5    |    10    |     5    |
|  Mysticism   |    10    |   15   |    10    |     5    |     5    |
| Restoration  |     5    |   15   |     5    |     5    |     5    |
|   Alchemy    |    35    |   35   |    30    |    40    |    30    |
|  Unarmored   |    10    |    5   |     5    |     5    |     5    |
|              |          |        |          |          |          |
|   Security   |    20    |   20   |    20    |    20    |    20    |
|    Sneak     |    10    |   10   |    10    |    10    |    10    |
|  Acrobatics  |    35    |   35   |    35    |    35    |    35    |
| Light Armor  |    10    |   10   |    15    |    10    |    15    |
| Short Blade  |    10    |   10   |    20    |    10    |    10    |
|   Marksman   |    10    |   10   |    15    |    10    |    10    |
|  Mercantile  |    20    |   20   |    20    |    20    |    30    |
| Speechcraft  |    10    |   10   |    10    |    10    |    20    |
| Hand-to-Hand |    35    |   35   |    35    |    35    |    40    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 40/30*  |   50    |   45    |  50/40*   |    30    |
| Intelligence |   50    |   40    | 40/50*  |    40     |    50    |
|  Willpower   |   30    | 40/50*  | 50/45*  |    30     |    30    |
|   Agility    |   50    |   30    |   35    |    40     |    50    |
|    Speed     |   40    |   40    |   30    |    40     |    50    |
|  Endurance   | 30/40*  | 50/40*  |   50    |    50     |    30    |
| Personality  |   50    |   40    | 40/35*  |  40/50*   |    50    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |   30    |   30    |   40    |    30     |    30    |
|   Armorer    |    5    |    5    |   15    |     5     |     5    |
|  Med. Armor  |   15    |   25    |   25    |    20     |    15    |
| Heavy Armor  |    5    |   10    |   15    |    10     |     5    |
| Blunt Weapon |    5    |   15    |    5    |    10     |     5    |
|  Long Blade  |   30    |   35    |   30    |    45     |    30    |
|     Axe      |    5    |   15    |   10    |    10     |     5    |
|    Spear     |    5    |   10    |    5    |     5     |     5    |
|  Athletics   |   10    |    5    |    5    |    10     |     5    |
|              |         |         |         |           |          |
|   Enchant    |   15    |   15    |   15    |    15     |    15    |
| Destruction  |    5    |    5    |    5    |     5     |     5    |
| Alternation  |    5    |    5    |    5    |     5     |     5    |
|   Illusion   |   15    |   15    |   15    |    15     |    15    |
| Conjuration  |    5    |    5    |    5    |     5     |     5    |
|  Mysticism   |    5    |    5    |    5    |     5     |     5    |
| Restoration  |    5    |    5    |    5    |     5     |     5    |
|   Alchemy    |   30    |   30    |   30    |    30     |    35    |
|  Unarmored   |    5    |    5    |    5    |     5     |     5    |
|              |         |         |         |           |          |
|   Security   |   25    |   20    |   20    |    20     |    20    |
|    Sneak     |   15    |   10    |   10    |    10     |    20    |
|  Acrobatics  |   50    |   35    |   35    |    35     |    40    |
| Light Armor  |   15    |   10    |   10    |    10     |    20    |
| Short Blade  |   15    |   10    |   10    |    15     |    10    |
|   Marksman   |   10    |   10    |   10    |    10     |    25    |
|  Mercantile  |   20    |   20    |   20    |    20     |    20    |
| Speechcraft  |   10    |   10    |   10    |    10     |    10    |
| Hand-to-Hand |   40    |   35    |   35    |    35     |    35    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.7 Battlemage
-----------------------------------------------------------------------------
-

Battlemages are wizard-warriors, trained in both lethal spellcasting 
and heavily armored combat. They sacrifice mobility and versatility for 
the ability to supplement melee and ranged attacks with elemental 
damage and summoned creatures.

Primary Attributes: Intelligence, Strength

Specialization:     Magic

Major Skills:       Alteration, Destruction, Conjuration, Axe, 
                    Heavy Armor

Minor Skills:       Mysticism, Alchemy, Enchant, Long Blade, Marksman

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    50    | 50/40* |    50    |    40    |    50    |
| Intelligence |  50/60*  |   60   |    50    |    60    |    50    |
|  Willpower   |  30/40*  |   50   |    30    |    40    |  30/40*  |
|   Agility    |  50/40*  |   30   |    40    |    40    |    30    |
|    Speed     |  50/40*  | 30/40* |    50    |  30/40*  |  40/30*  |
|  Endurance   |    30    |   30   |  40/30*  |  40/30*  |    40    |
| Personality  |    30    |   40   |  30/40*  |    40    |    50    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |     5    |    5   |     5    |     5    |     5    |
|   Armorer    |     5    |    5   |     5    |     5    |     5    |
| Medium Armor |    10    |    5   |     5    |     5    |     5    |
| Heavy Armor  |    30    |   30   |    30    |    30    |    30    |
| Blunt Weapon |     5    |    5   |     5    |     5    |    10    |
|  Long Blade  |    15    |   15   |    20    |    15    |    25    |
|     Axe      |    30    |   30   |    30    |    30    |    30    |
|    Spear     |    10    |    5   |     5    |     5    |     5    |
|  Athletics   |    20    |    5   |    10    |     5    |     5    |
|              |          |        |          |          |          |
|   Enchant    |    20    |   20   |    20    |    30    |    20    |
| Destruction  |    35    |   35   |    45    |    45    |    35    |
| Alternation  |    35    |   40   |    35    |    40    |    35    |
|   Illusion   |    15    |   15   |    10    |    15    |    10    |
| Conjuration  |    35    |   45   |    35    |    40    |    35    |
|  Mysticism   |    25    |   30   |    25    |    20    |    20    |
| Restoration  |    10    |   20   |    10    |    10    |    10    |
|   Alchemy    |    25    |   25   |    20    |    30    |    20    |
|  Unarmored   |    15    |   10   |    10    |    10    |    10    |
|              |          |        |          |          |          |
|   Security   |     5    |    5   |     5    |     5    |     5    |
|    Sneak     |     5    |    5   |     5    |     5    |     5    |
|  Acrobatics  |     5    |    5   |     5    |     5    |     5    |
| Light Armor  |     5    |    5   |    10    |     5    |    10    |
| Short Blade  |     5    |    5   |    15    |     5    |     5    |
|   Marksman   |    15    |   15   |    20    |    15    |    15    |
|  Mercantile  |     5    |    5   |     5    |     5    |    15    |
| Speechcraft  |     5    |    5   |     5    |     5    |    15    |
| Hand-to-Hand |     5    |    5   |     5    |     5    |    10    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 50/40*  |   60    |   55    |  60/50*   |    40    |
| Intelligence |   50    |   40    | 40/50*  |    40     |    50    |
|  Willpower   |   30    | 40/50*  | 50/45*  |    30     |    30    |
|   Agility    |   50    |   30    |   35    |    40     |    50    |
|    Speed     |   40    |   40    |   30    |    40     |    50    |
|  Endurance   | 30/40*  | 50/40*  |   50    |    50     |    30    |
| Personality  |   40    |   30    | 30/25*  |  30/40*   |    40    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |    5    |    5    |   15    |     5     |     5    |
|   Armorer    |    5    |    5    |   15    |     5     |     5    |
| Medium Armor |    5    |   15    |   15    |    10     |     5    |
| Heavy Armor  |   30    |   35    |   40    |    35     |    30    |
| Blunt Weapon |    5    |   15    |    5    |    10     |     5    |
|  Long Blade  |   15    |   20    |   15    |    30     |    15    |
|     Axe      |   30    |   40    |   35    |    35     |    30    |
|    Spear     |    5    |   10    |    5    |     5     |     5    |
|  Athletics   |   10    |    5    |    5    |    10     |     5    |
|              |         |         |         |           |          |
|   Enchant    |   20    |   20    |   20    |    20     |    20    |
| Destruction  |   35    |   35    |   35    |    35     |    35    |
| Alternation  |   35    |   35    |   35    |    35     |    35    |
|   Illusion   |   10    |   10    |   10    |    10     |    10    |
| Conjuration  |   35    |   35    |   35    |    35     |    35    |
|  Mysticism   |   20    |   20    |   20    |    20     |    20    |
| Restoration  |   10    |   10    |   10    |    10     |    10    |
|   Alchemy    |   20    |   20    |   20    |    20     |    25    |
|  Unarmored   |   10    |   10    |   10    |    10     |    10    |
|              |         |         |         |           |          |
|   Security   |   10    |    5    |    5    |     5     |     5    |
|    Sneak     |   10    |    5    |    5    |     5     |    15    |
|  Acrobatics  |   20    |    5    |    5    |     5     |    10    |
| Light Armor  |   10    |    5    |    5    |     5     |    15    |
| Short Blade  |   10    |    5    |    5    |    10     |     5    |
|   Marksman   |   15    |   15    |   15    |    15     |    30    |
|  Mercantile  |    5    |    5    |    5    |     5     |     5    |
| Speechcraft  |    5    |    5    |    5    |     5     |     5    |
| Hand-to-Hand |   10    |    5    |    5    |     5     |     5    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.8 Crusader
-----------------------------------------------------------------------------
-

Any heavily armored warrior with spellcasting powers and a good cause 
may call himself a crusader. Crusaders do well by doing good. They hunt 
monsters and villains, making themselves rich by plunder as they rid 
the world of evil.

Primary Attributes: Agility, Strength

Specialization:     Combat

Major Skills:       Blunt Weapon, Long Blade, Destruction, Heavy Armor, 
                    Block

Minor Skills:       Restoration, Alchemy, Medium Armor, Armorer, 
                    Hand to Hand

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    50    | 50/40* |    50    |    40    |    50    |
| Intelligence |  40/50*  |   50   |    40    |    50    |    40    |
|  Willpower   |  30/40*  |   50   |    30    |    40    |  30/40*  |
|   Agility    |  60/50*  |   40   |    50    |    50    |    40    |
|    Speed     |  50/40*  | 30/40* |    50    |  30/40*  |  40/30*  |
|  Endurance   |    30    |   30   |  40/30*  |  40/30*  |    40    |
| Personality  |    30    |   40   |  30/40*  |    40    |    50    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |    35    |   35   |    35    |    35    |    35    |
|   Armorer    |    20    |   20   |    20    |    20    |    20    |
|  Med. Armor  |    25    |   20   |    20    |    20    |    20    |
| Heavy Armor  |    35    |   35   |    35    |    35    |    35    |
| Blunt Weapon |    35    |   35   |    35    |    35    |    40    |
|  Long Blade  |    35    |   35   |    40    |    35    |    45    |
|     Axe      |    10    |   10   |    10    |    10    |    10    |
|    Spear     |    15    |   10   |    10    |    10    |    10    |
|  Athletics   |    25    |   10   |    15    |    10    |    10    |
|              |          |        |          |          |          |
|   Enchant    |     5    |    5   |     5    |    15    |     5    |
| Destruction  |    30    |   30   |    40    |    40    |    30    |
| Alternation  |     5    |   10   |     5    |    10    |     5    |
|   Illusion   |    10    |   10   |     5    |    10    |     5    |
| Conjuration  |     5    |   15   |     5    |    10    |     5    |
|  Mysticism   |    10    |   15   |    10    |     5    |     5    |
| Restoration  |    15    |   25   |    15    |    15    |    15    |
|   Alchemy    |    20    |   20   |    15    |    25    |    15    |
|  Unarmored   |    10    |    5   |     5    |     5    |     5    |
|              |          |        |          |          |          |
|   Security   |     5    |    5   |     5    |     5    |     5    |
|    Sneak     |     5    |    5   |     5    |     5    |     5    |
|  Acrobatics  |     5    |    5   |     5    |     5    |     5    |
| Light Armor  |     5    |    5   |    10    |     5    |    10    |
| Short Blade  |     5    |    5   |    15    |     5    |     5    |
|   Marksman   |     5    |    5   |    10    |     5    |     5    |
|  Mercantile  |     5    |    5   |     5    |     5    |    15    |
| Speechcraft  |     5    |    5   |     5    |     5    |    15    |
| Hand-to-Hand |    15    |   15   |    15    |    15    |    20    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 50/40*  |   60    |   55    |  60/50*   |    40    |
| Intelligence |   40    |   30    | 30/40*  |    30     |    40    |
|  Willpower   |   30    | 40/50*  | 50/45*  |    30     |    30    |
|   Agility    |   60    |   40    |   45    |    50     |    60    |
|    Speed     |   40    |   40    |   30    |    40     |    50    |
|  Endurance   | 30/40*  | 50/40*  |   50    |    50     |    30    |
| Personality  |   40    |   30    | 30/25*  |  30/40*   |    40    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |   35    |   35    |   45    |    35     |    35    |
|   Armorer    |   20    |   20    |   30    |    20     |    20    |
|  Med. Armor  |   20    |   30    |   30    |    25     |    20    |
| Heavy Armor  |   35    |   40    |   45    |    40     |    35    |
| Blunt Weapon |   35    |   45    |   35    |    40     |    35    |
|  Long Blade  |   35    |   40    |   35    |    50     |    35    |
|     Axe      |   10    |   20    |   15    |    15     |    10    |
|    Spear     |   10    |   15    |   10    |    10     |    10    |
|  Athletics   |   15    |   10    |   10    |    15     |    10    |
|              |         |         |         |           |          |
|   Enchant    |    5    |    5    |    5    |     5     |     5    |
| Destruction  |   30    |   30    |   30    |    30     |    30    |
| Alternation  |    5    |    5    |    5    |     5     |     5    |
|   Illusion   |    5    |    5    |    5    |     5     |     5    |
| Conjuration  |    5    |    5    |    5    |     5     |     5    |
|  Mysticism   |    5    |    5    |    5    |     5     |     5    |
| Restoration  |   15    |   15    |   15    |    15     |    15    |
|   Alchemy    |   15    |   15    |   15    |    15     |    20    |
|  Unarmored   |    5    |    5    |    5    |     5     |     5    |
|              |         |         |         |           |          |
|   Security   |   10    |    5    |    5    |     5     |     5    |
|    Sneak     |   10    |    5    |    5    |     5     |    15    |
|  Acrobatics  |   20    |    5    |    5    |     5     |    10    |
| Light Armor  |   10    |    5    |    5    |     5     |    15    |
| Short Blade  |   10    |    5    |    5    |    10     |     5    |
|   Marksman   |    5    |    5    |    5    |     5     |    20    |
|  Mercantile  |    5    |    5    |    5    |     5     |     5    |
| Speechcraft  |    5    |    5    |    5    |     5     |     5    |
| Hand-to-Hand |   20    |   15    |   15    |    15     |    15    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.9 Healer
-----------------------------------------------------------------------------
-

Healers are spellcasters who swear solemn oaths to heal the afflicted 
and cure the diseased. When threatened, they defend themselves with 
reason and disabling attacks and magic, relying on deadly force only in 
extremity.

Primary Attributes: Willpower, Personality

Specialization:     Magic

Major Skills:       Restoration, Mysticism, Alteration, Hand to Hand, 
                    Speechcraft

Minor Skills:       Illusion, Blunt Weapon, Light Armor, Alchemy,
                    Unarmored

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    40    | 40/30* |    40    |    30    |    40    |
| Intelligence |  40/50*  |   50   |    40    |    50    |    40    |
|  Willpower   |  40/50*  |   60   |    40    |    50    |  40/50*  |
|   Agility    |  50/40*  |   30   |    40    |    40    |    30    |
|    Speed     |  50/40*  | 30/40* |    50    |  30/40*  |  40/30*  |
|  Endurance   |    30    |   30   |  40/30*  |  40/30*  |    40    |
| Personality  |    40    |   50   |  40/50*  |    50    |    60    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |     5    |    5   |     5    |     5    |     5    |
|   Armorer    |     5    |    5   |     5    |     5    |     5    |
|  Med. Armor  |    10    |    5   |     5    |     5    |     5    |
| Heavy Armor  |     5    |    5   |     5    |     5    |     5    |
| Blunt Weapon |    15    |   15   |    15    |    15    |    20    |
|  Long Blade  |     5    |    5   |    10    |     5    |    15    |
|     Axe      |     5    |    5   |     5    |     5    |     5    |
|    Spear     |    10    |    5   |     5    |     5    |     5    |
|  Athletics   |    20    |    5   |    10    |     5    |     5    |
|              |          |        |          |          |          |
|   Enchant    |    10    |   10   |    10    |    20    |    10    |
| Destruction  |    10    |   10   |    20    |    20    |    10    |
| Alternation  |    35    |   40   |    35    |    40    |    35    |
|   Illusion   |    25    |   25   |    20    |    25    |    20    |
| Conjuration  |    10    |   20   |    10    |    15    |    10    |
|  Mysticism   |    40    |   45   |    40    |    35    |    35    |
| Restoration  |    35    |   45   |    35    |    35    |    35    |
|   Alchemy    |    25    |   25   |    20    |    30    |    20    |
|  Unarmored   |    25    |   20   |    20    |    20    |    20    |
|              |          |        |          |          |          |
|   Security   |     5    |    5   |     5    |     5    |     5    |
|    Sneak     |     5    |    5   |     5    |     5    |     5    |
|  Acrobatics  |     5    |    5   |     5    |     5    |     5    |
| Light Armor  |    15    |   15   |    20    |    15    |    20    |
| Short Blade  |     5    |    5   |    15    |     5    |     5    |
|   Marksman   |     5    |    5   |    10    |     5    |     5    |
|  Mercantile  |     5    |    5   |     5    |     5    |    15    |
| Speechcraft  |    30    |   30   |    30    |    30    |    40    |
| Hand-to-Hand |    30    |   30   |    30    |    30    |    35    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 40/30*  |   50    |   45    |  50/40*   |    30    |
| Intelligence |   40    |   30    | 30/40*  |    30     |    40    |
|  Willpower   |   40    | 50/60*  | 60/55*  |    40     |    40    |
|   Agility    |   50    |   30    |   35    |    40     |    50    |
|    Speed     |   40    |   40    |   30    |    40     |    50    |
|  Endurance   | 30/40*  | 50/40*  |   50    |    50     |    30    |
| Personality  |   50    |   40    | 40/35*  |  40/50*   |    50    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |    5    |    5    |   15    |     5     |     5    |
|   Armorer    |    5    |    5    |   15    |     5     |     5    |
|  Med. Armor  |    5    |   15    |   15    |    10     |     5    |
| Heavy Armor  |    5    |   10    |   15    |    10     |     5    |
| Blunt Weapon |   15    |   25    |   15    |    20     |    15    |
|  Long Blade  |    5    |   10    |    5    |    20     |     5    |
|     Axe      |    5    |   15    |   10    |    10     |     5    |
|    Spear     |    5    |   10    |    5    |     5     |     5    |
|  Athletics   |   10    |    5    |    5    |    10     |     5    |
|              |         |         |         |           |          |
|   Enchant    |   10    |   10    |   10    |    10     |    10    |
| Destruction  |   10    |   10    |   10    |    10     |    10    |
| Alternation  |   35    |   35    |   35    |    35     |    35    |
|   Illusion   |   20    |   20    |   20    |    20     |    20    |
| Conjuration  |   10    |   10    |   10    |    10     |    10    |
|  Mysticism   |   35    |   35    |   35    |    35     |    35    |
| Restoration  |   35    |   35    |   35    |    35     |    35    |
|   Alchemy    |   20    |   20    |   20    |    20     |    25    |
|  Unarmored   |   20    |   20    |   20    |    20     |    20    |
|              |         |         |         |           |          |
|   Security   |   10    |    5    |    5    |     5     |     5    |
|    Sneak     |   10    |    5    |    5    |     5     |    15    |
|  Acrobatics  |   20    |    5    |    5    |     5     |    10    |
| Light Armor  |   20    |   15    |   15    |    15     |    25    |
| Short Blade  |   10    |    5    |    5    |    10     |     5    |
|   Marksman   |    5    |    5    |    5    |     5     |    20    |
|  Mercantile  |    5    |    5    |    5    |     5     |     5    |
| Speechcraft  |   30    |   30    |   30    |    30     |    30    |
| Hand-to-Hand |   35    |   30    |   30    |    30     |    30    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.10 Knight
-----------------------------------------------------------------------------
-

Of noble birth, or distinguished in battle or tourney, knights are 
civilized warriors, schooled in letters and courtesy, governed by the 
codes of chivalry. In addition to the arts of war, knights study the 
lore of healing and enchantment.

Primary Attributes: Strength, Personality

Specialization:     Combat

Major Skills:       Long Blade, Axe, Speechcraft, Heavy Armorm Block

Minor Skills:       Restoration, Armorer, Enchant, Mercantile, 
                    Med. Armor

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    50    | 50/40* |    50    |    40    |    50    |
| Intelligence |  40/50*  |   50   |    40    |    50    |    40    |
|  Willpower   |  30/40*  |   50   |    30    |    40    |  30/40*  |
|   Agility    |  50/40*  |   30   |    40    |    40    |    30    |
|    Speed     |  50/40*  | 30/40* |    50    |  30/40*  |  40/30*  |
|  Endurance   |    30    |   30   |  40/30*  |  40/30*  |    40    |
| Personality  |    40    |   50   |  40/50*  |    50    |    60    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |    35    |   35   |    35    |    35    |    35    |
|   Armorer    |    20    |   20   |    20    |    20    |    20    |
|  Med. Armor  |    25    |   20   |    20    |    20    |    20    |
| Heavy Armor  |    35    |   35   |    35    |    35    |    35    |
| Blunt Weapon |    10    |   10   |    10    |    10    |    15    |
|  Long Blade  |    35    |   35   |    40    |    35    |    45    |
|     Axe      |    35    |   35   |    35    |    35    |    35    |
|    Spear     |    15    |   10   |    10    |    10    |    10    |
|  Athletics   |    25    |   10   |    15    |    10    |    10    |
|              |          |        |          |          |          |
|   Enchant    |    15    |   15   |    15    |    25    |    15    |
| Destruction  |     5    |    5   |    15    |    15    |     5    |
| Alternation  |     5    |   10   |     5    |    10    |     5    |
|   Illusion   |    10    |   10   |     5    |    10    |     5    |
| Conjuration  |     5    |   15   |     5    |    10    |     5    |
|  Mysticism   |    10    |   15   |    10    |     5    |     5    |
| Restoration  |    15    |   25   |    15    |    15    |    15    |
|   Alchemy    |    10    |   10   |     5    |    15    |     5    |
|  Unarmored   |    10    |    5   |     5    |     5    |     5    |
|              |          |        |          |          |          |
|   Security   |     5    |    5   |     5    |     5    |     5    |
|    Sneak     |     5    |    5   |     5    |     5    |     5    |
|  Acrobatics  |     5    |    5   |     5    |     5    |     5    |
| Light Armor  |     5    |    5   |    10    |     5    |    10    |
| Short Blade  |     5    |    5   |    15    |     5    |     5    |
|   Marksman   |     5    |    5   |    10    |     5    |     5    |
|  Mercantile  |    15    |   15   |    15    |    15    |    25    |
| Speechcraft  |    30    |   30   |    30    |    30    |    40    |
| Hand-to-Hand |     5    |    5   |     5    |     5    |    10    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 50/40*  |   60    |   55    |  60/50*   |    40    |
| Intelligence |   40    |   30    | 30/40*  |    30     |    40    |
|  Willpower   |   30    | 40/50*  | 50/45*  |    30     |    30    |
|   Agility    |   50    |   30    |   35    |    40     |    50    |
|    Speed     |   40    |   40    |   30    |    40     |    50    |
|  Endurance   | 30/40*  | 50/40*  |   50    |    50     |    40    |
| Personality  |   50    |   40    | 40/35*  |  40/50*   |    40    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |   35    |   35    |   45    |    35     |    35    |
|   Armorer    |   20    |   20    |   30    |    20     |    20    |
|  Med. Armor  |   20    |   30    |   30    |    25     |    20    |
| Heavy Armor  |   35    |   40    |   45    |    40     |    35    |
| Blunt Weapon |   10    |   20    |   10    |    15     |    10    |
|  Long Blade  |   35    |   40    |   35    |    50     |    35    |
|     Axe      |   35    |   45    |   40    |    40     |    35    |
|    Spear     |   10    |   15    |   10    |    10     |    10    |
|  Athletics   |   15    |   10    |   10    |    15     |    10    |
|              |         |         |         |           |          |
|   Enchant    |   15    |   15    |   15    |    15     |    15    |
| Destruction  |    5    |    5    |    5    |     5     |     5    |
| Alternation  |    5    |    5    |    5    |     5     |     5    |
|   Illusion   |    5    |    5    |    5    |     5     |     5    |
| Conjuration  |    5    |    5    |    5    |     5     |     5    |
|  Mysticism   |    5    |    5    |    5    |     5     |     5    |
| Restoration  |   15    |   15    |   15    |    15     |    15    |
|   Alchemy    |    5    |    5    |    5    |     5     |    10    |
|  Unarmored   |    5    |    5    |    5    |     5     |     5    |
|              |         |         |         |           |          |
|   Security   |   10    |    5    |    5    |     5     |     5    |
|    Sneak     |   10    |    5    |    5    |     5     |    15    |
|  Acrobatics  |   20    |    5    |    5    |     5     |    10    |
| Light Armor  |   10    |    5    |    5    |     5     |    15    |
| Short Blade  |   10    |    5    |    5    |    10     |     5    |
|   Marksman   |    5    |    5    |    5    |     5     |    20    |
|  Mercantile  |   15    |   15    |   15    |    15     |    15    |
| Speechcraft  |   30    |   30    |   30    |    30     |    30    |
| Hand-to-Hand |   10    |    5    |    5    |     5     |     5    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.11 Mage
-----------------------------------------------------------------------------
-

Most mages claim to study magic for its intellectual rewards, but they 
also often profit from its practical applications. Varying widely in 
temperament and motivation, mages share but one thing in common: an 
avid love of spellcasting.

Primary Attributes: Intelligence, Willpower

Specialization:     Magic

Major Skills:       Mysticism, Destruction, Alteration, Illusion,    
                    Restoration

Minor Skills:       Enchant, Conjuration, Short Blade, Alchemy, 
                    Unarmored

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    40    | 40/30* |    40    |    30    |    40    |
| Intelligence |  50/60*  |   60   |    50    |    60    |    50    |
|  Willpower   |  40/50*  |   60   |    40    |    50    |  40/50*  |
|   Agility    |  50/40*  |   30   |    40    |    40    |    30    |
|    Speed     |  50/40*  | 30/40* |    50    |  30/40*  |  40/30*  |
|  Endurance   |    30    |   30   |  40/30*  |  40/30*  |    40    |
| Personality  |    30    |   40   |  30/40*  |    40    |    50    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |     5    |    5   |     5    |     5    |     5    |
|   Armorer    |     5    |    5   |     5    |     5    |     5    |
|  Med. Armor  |    10    |    5   |     5    |     5    |     5    |
| Heavy Armor  |     5    |    5   |     5    |     5    |     5    |
| Blunt Weapon |     5    |    5   |     5    |     5    |    10    |
|  Long Blade  |     5    |    5   |    10    |     5    |    15    |
|     Axe      |     5    |    5   |     5    |     5    |     5    |
|    Spear     |    10    |    5   |     5    |     5    |     5    |
|  Athletics   |    20    |    5   |    10    |     5    |     5    |
|              |          |        |          |          |          |
|   Enchant    |    20    |   20   |    20    |    30    |    20    |
| Destruction  |    35    |   35   |    45    |    45    |    35    |
| Alternation  |    35    |   40   |    35    |    40    |    35    |
|   Illusion   |    40    |   40   |    35    |    40    |    35    |
| Conjuration  |    20    |   30   |    20    |    25    |    20    |
|  Mysticism   |    40    |   45   |    40    |    35    |    35    |
| Restoration  |    35    |   45   |    35    |    35    |    35    |
|   Alchemy    |    25    |   25   |    20    |    30    |    20    |
|  Unarmored   |    25    |   20   |    20    |    20    |    20    |
|              |          |        |          |          |          |
|   Security   |     5    |    5   |     5    |     5    |     5    |
|    Sneak     |     5    |    5   |     5    |     5    |     5    |
|  Acrobatics  |     5    |    5   |     5    |     5    |     5    |
| Light Armor  |     5    |    5   |    10    |     5    |    10    |
| Short Blade  |    15    |   15   |    25    |    15    |    15    |
|   Marksman   |     5    |    5   |    10    |     5    |     5    |
|  Mercantile  |     5    |    5   |     5    |     5    |    15    |
| Speechcraft  |     5    |    5   |     5    |     5    |    15    |
| Hand-to-Hand |     5    |    5   |     5    |     5    |    10    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 40/30*  |   50    |   45    |  50/40*   |    30    |
| Intelligence |   50    |   40    | 40/50*  |    40     |    50    |
|  Willpower   |   40    | 50/60*  | 60/55*  |    40     |    40    |
|   Agility    |   50    |   30    |   35    |    40     |    50    |
|    Speed     |   40    |   40    |   30    |    40     |    50    |
|  Endurance   | 30/40*  | 50/40*  |   50    |    50     |    30    |
| Personality  |   40    |   30    | 30/25*  |  30/40*   |    40    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |    5    |    5    |   15    |     5     |     5    |
|   Armorer    |    5    |    5    |   15    |     5     |     5    |
|  Med. Armor  |    5    |   15    |   15    |    10     |     5    |
| Heavy Armor  |    5    |   10    |   15    |    10     |     5    |
| Blunt Weapon |    5    |   15    |    5    |    10     |     5    |
|  Long Blade  |    5    |   10    |    5    |    20     |     5    |
|     Axe      |    5    |   15    |   10    |    10     |     5    |
|    Spear     |    5    |   10    |    5    |     5     |     5    |
|  Athletics   |   10    |    5    |    5    |    10     |     5    |
|              |         |         |         |           |          |
|   Enchant    |   20    |   20    |   20    |    20     |    20    |
| Destruction  |   35    |   35    |   35    |    35     |    35    |
| Alternation  |   35    |   35    |   35    |    35     |    35    |
|   Illusion   |   35    |   35    |   35    |    35     |    35    |
| Conjuration  |   20    |   20    |   20    |    20     |    20    |
|  Mysticism   |   35    |   35    |   35    |    35     |    35    |
| Restoration  |   35    |   35    |   35    |    35     |    35    |
|   Alchemy    |   20    |   20    |   20    |    20     |    25    |
|  Unarmored   |   20    |   20    |   20    |    20     |    20    |
|              |         |         |         |           |          |
|   Security   |   10    |    5    |    5    |     5     |     5    |
|    Sneak     |   10    |    5    |    5    |     5     |    15    |
|  Acrobatics  |   20    |    5    |    5    |     5     |    10    |
| Light Armor  |   10    |    5    |    5    |     5     |    15    |
| Short Blade  |   20    |   15    |   15    |    20     |    15    |
|   Marksman   |    5    |    5    |    5    |     5     |    20    |
|  Mercantile  |    5    |    5    |    5    |     5     |     5    |
| Speechcraft  |    5    |    5    |    5    |     5     |     5    |
| Hand-to-Hand |   10    |    5    |    5    |     5     |     5    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.12 Monk
-----------------------------------------------------------------------------
-

Monks are students of the ancient martial arts of hand-to-hand combat 
and unarmored self-defense. Monks avoid detection by stealth, mobility, 
and agility, and are skilled with a variety of ranged and close-combat 
weapons.

Primary attributes: Agility, Willpower

Specialization:     Stealth

Major Skills:       Hand to Hand, Unarmored, Athletics, Acrobatics,
                    Sneak

Minor Skills:       Block, Blunt Weapon, Restoration, Marksman, 
                    Light Armor

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    40    | 40/30* |    40    |    30    |    40    |
| Intelligence |  40/50*  |   50   |    40    |    50    |    40    |
|  Willpower   |  40/50*  |   60   |    40    |    50    |  40/50*  |
|   Agility    |  60/50*  |   40   |    50    |    50    |    40    |
|    Speed     |  50/40*  | 30/40* |    50    |  30/40*  |  40/30*  |
|  Endurance   |    30    |   30   |  40/30*  |  40/30*  |    40    |
| Personality  |    30    |   40   |  30/40*  |    40    |    50    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |    15    |   15   |    15    |    15    |    15    |
|   Armorer    |     5    |    5   |     5    |     5    |     5    |
|  Med. Armor  |    10    |    5   |     5    |     5    |     5    |
| Heavy Armor  |     5    |    5   |     5    |     5    |     5    |
| Blunt Weapon |    15    |   15   |    15    |    15    |    20    |
|  Long Blade  |     5    |    5   |    10    |     5    |    15    |
|     Axe      |     5    |    5   |     5    |     5    |     5    |
|    Spear     |    10    |    5   |     5    |     5    |     5    |
|  Athletics   |    45    |   30   |    35    |    30    |    30    |
|              |          |        |          |          |          |
|   Enchant    |     5    |    5   |     5    |    15    |     5    |
| Destruction  |     5    |    5   |    15    |    15    |     5    |
| Alternation  |     5    |   10   |     5    |    10    |     5    |
|   Illusion   |    10    |   10   |     5    |    10    |     5    |
| Conjuration  |     5    |   15   |     5    |    10    |     5    |
|  Mysticism   |    10    |   15   |    10    |     5    |     5    |
| Restoration  |    15    |   25   |    15    |    15    |    15    |
|   Alchemy    |    10    |   10   |     5    |    15    |     5    |
|  Unarmored   |    35    |   30   |    30    |    30    |    30    |
|              |          |        |          |          |          |
|   Security   |    10    |   10   |    10    |    10    |    10    |
|    Sneak     |    35    |   35   |    35    |    35    |    35    |
|  Acrobatics  |    35    |   35   |    35    |    35    |    35    |
| Light Armor  |    20    |   20   |    25    |    20    |    25    |
| Short Blade  |    10    |   10   |    20    |    10    |    10    |
|   Marksman   |    20    |   20   |    25    |    20    |    20    |
|  Mercantile  |    10    |   10   |    10    |    10    |    20    |
| Speechcraft  |    10    |   10   |    10    |    10    |    20    |
| Hand-to-Hand |    35    |   35   |    35    |    35    |    40    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 40/30*  |   50    |   45    |  50/40*   |    30    |
| Intelligence |   40    |   30    | 30/40*  |    30     |    40    |
|  Willpower   |   40    | 50/60*  | 60/55*  |    40     |    40    |
|   Agility    |   60    |   40    |   45    |    50     |    60    |
|    Speed     |   40    |   40    |   30    |    40     |    50    |
|  Endurance   | 30/40*  | 50/40*  |   50    |    50     |    30    |
| Personality  |   40    |   30    | 30/25*  |  30/40*   |    40    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |   15    |   15    |   25    |    15     |    15    |
|   Armorer    |    5    |    5    |   15    |     5     |     5    |
|  Med. Armor  |    5    |   15    |   15    |    10     |     5    |
| Heavy Armor  |    5    |   10    |   15    |    10     |     5    |
| Blunt Weapon |   15    |   25    |   15    |    20     |    15    |
|  Long Blade  |    5    |   10    |    5    |    20     |     5    |
|     Axe      |    5    |   15    |   10    |    10     |     5    |
|    Spear     |    5    |   10    |    5    |     5     |     5    |
|  Athletics   |   35    |   30    |   30    |    35     |    30    |
|              |         |         |         |           |          |
|   Enchant    |    5    |    5    |    5    |     5     |     5    |
| Destruction  |    5    |    5    |    5    |     5     |     5    |
| Alternation  |    5    |    5    |    5    |     5     |     5    |
|   Illusion   |    5    |    5    |    5    |     5     |     5    |
| Conjuration  |    5    |    5    |    5    |     5     |     5    |
|  Mysticism   |    5    |    5    |    5    |     5     |     5    |
| Restoration  |   15    |   15    |   15    |    15     |    15    |
|   Alchemy    |    5    |    5    |    5    |     5     |    10    |
|  Unarmored   |   30    |   30    |   30    |    30     |    30    |
|              |         |         |         |           |          |
|   Security   |   15    |   10    |   10    |    10     |    10    |
|    Sneak     |   40    |   35    |   35    |    35     |    45    |
|  Acrobatics  |   50    |   35    |   35    |    35     |    40    |
| Light Armor  |   25    |   20    |   20    |    20     |    30    |
| Short Blade  |   15    |   10    |   10    |    15     |    10    |
|   Marksman   |   20    |   20    |   20    |    20     |    35    |
|  Mercantile  |   10    |   10    |   10    |    10     |    10    |
| Speechcraft  |   10    |   10    |   10    |    10     |    10    |
| Hand-to-Hand |   40    |   35    |   35    |    35     |    35    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.13 Nightblade
-----------------------------------------------------------------------------
-

Nightblades are spellcasters who use their magics to enhance mobility, 
concealment, and stealthy close combat. They have a sinister 
reputation, since many nightblades are thieves, enforcers, assassins, 
or covert agents.

Primary Attributes: Willpower, Speed

Specialization:     Magic

Major Skills:       Mysticism, Illusion, Alteration, Sneak, Short Blade

Minor Skills:       Light Armor, Security, Marksman, unarmored, 
                    Destruction

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    40    | 40/30* |    40    |    30    |    40    |
| Intelligence |  40/50*  |   50   |    40    |    50    |    40    |
|  Willpower   |  40/50*  |   60   |    40    |    50    |  40/50*  |
|   Agility    |  50/40*  |   30   |    40    |    40    |    30    |
|    Speed     |  60/50*  | 40/50* |    60    |  40/50*  |  50/40*  |
|  Endurance   |    30    |   30   |  40/30*  |  40/30*  |    40    |
| Personality  |    30    |   40   |  30/40*  |    40    |    50    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |     5    |    5   |     5    |     5    |     5    |
|   Armorer    |     5    |    5   |     5    |     5    |     5    |
|  Med. Armor  |    10    |    5   |     5    |     5    |     5    |
| Heavy Armor  |     5    |    5   |     5    |     5    |     5    |
| Blunt Weapon |     5    |    5   |     5    |     5    |    10    |
|  Long Blade  |     5    |    5   |    10    |     5    |    15    |
|     Axe      |     5    |    5   |     5    |     5    |     5    |
|    Spear     |    10    |    5   |     5    |     5    |     5    |
|  Athletics   |    20    |    5   |    10    |     5    |     5    |
|              |          |        |          |          |          |
|   Enchant    |    10    |   10   |    10    |    20    |    10    |
| Destruction  |    20    |   20   |    30    |    30    |    20    |
| Alternation  |    35    |   40   |    35    |    40    |    35    |
|   Illusion   |    40    |   40   |    35    |    40    |    35    |
| Conjuration  |    10    |   20   |    10    |    15    |    10    |
|  Mysticism   |    40    |   45   |    40    |    35    |    35    |
| Restoration  |    10    |   20   |    10    |    10    |    10    |
|   Alchemy    |    15    |   15   |    10    |    20    |    10    |
|  Unarmored   |    25    |   20   |    20    |    20    |    20    |
|              |          |        |          |          |          |
|   Security   |    15    |   15   |    15    |    15    |    15    |
|    Sneak     |    30    |   30   |    30    |    30    |    30    |
|  Acrobatics  |     5    |    5   |     5    |     5    |     5    |
| Light Armor  |    15    |   15   |    20    |    15    |    20    |
| Short Blade  |    30    |   30   |    40    |    30    |    30    |
|   Marksman   |    15    |   15   |    20    |    15    |    15    |
|  Mercantile  |     5    |    5   |     5    |     5    |    15    |
| Speechcraft  |     5    |    5   |     5    |     5    |    15    |
| Hand-to-Hand |     5    |    5   |     5    |     5    |    10    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 40/30*  |   50    |   45    |  50/40*   |    30    |
| Intelligence |   40    |   30    | 30/40*  |    30     |    40    |
|  Willpower   |   40    | 50/60*  | 60/55*  |    40     |    40    |
|   Agility    |   50    |   30    |   35    |    40     |    50    |
|    Speed     |   50    |   50    |   40    |    50     |    60    |
|  Endurance   | 30/40*  | 50/40*  |   50    |    50     |    30    |
| Personality  |   40    |   30    | 30/25*  |  30/40*   |    40    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |    5    |    5    |   15    |     5     |     5    |
|   Armorer    |    5    |    5    |   15    |     5     |     5    |
|  Med. Armor  |    5    |   15    |   15    |    10     |     5    |
| Heavy Armor  |    5    |   10    |   15    |    10     |     5    |
| Blunt Weapon |    5    |   15    |    5    |    10     |     5    |
|  Long Blade  |    5    |   10    |    5    |    20     |     5    |
|     Axe      |    5    |   15    |   10    |    10     |     5    |
|    Spear     |    5    |   10    |    5    |     5     |     5    |
|  Athletics   |   10    |    5    |    5    |    10     |     5    |
|              |         |         |         |           |          |
|   Enchant    |   10    |   10    |   10    |    10     |    10    |
| Destruction  |   20    |   20    |   20    |    20     |    20    |
| Alternation  |   35    |   35    |   35    |    35     |    35    |
|   Illusion   |   35    |   35    |   35    |    35     |    35    |
| Conjuration  |   10    |   10    |   10    |    10     |    10    |
|  Mysticism   |   35    |   35    |   35    |    35     |    35    |
| Restoration  |   10    |   10    |   10    |    10     |    10    |
|   Alchemy    |   10    |   10    |   10    |    10     |    15    |
|  Unarmored   |   20    |   20    |   20    |    20     |    20    |
|              |         |         |         |           |          |
|   Security   |   20    |   15    |   15    |    15     |    15    |
|    Sneak     |   35    |   30    |   30    |    30     |    40    |
|  Acrobatics  |   20    |    5    |    5    |     5     |    10    |
| Light Armor  |   20    |   15    |   15    |    15     |    25    |
| Short Blade  |   35    |   30    |   30    |    35     |    30    |
|   Marksman   |   15    |   15    |   15    |    15     |    30    |
|  Mercantile  |    5    |    5    |    5    |     5     |     5    |
| Speechcraft  |    5    |    5    |    5    |     5     |     5    |
| Hand-to-Hand |   10    |    5    |    5    |     5     |     5    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.14 Pilgrim
-----------------------------------------------------------------------------
-

Pilgrims are travelers, seekers of truth and enlightenment. They 
fortify themselves for road and wilderness with arms, armor, and magic, 
and through wide experience of the world, they become shrewd in 
commerce and persuasion.

Primary Attributes: Personality, Endurance

Specialization:     Stealth

Major Skills:       Speechcraft, Mercantile, Marksman, Restoration, 
                    Med. Armor 

Minor Skills:       Illusion, Alchemy, Block, Hand to Hand, Short Blade

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    40    | 40/30* |    40    |    30    |    40    |
| Intelligence |  40/50*  |   50   |    40    |    50    |    40    |
|  Willpower   |  30/40*  |   50   |    30    |    40    |  30/40*  |
|   Agility    |  50/40*  |   30   |    40    |    40    |    30    |
|    Speed     |  50/40*  | 30/40* |    50    |  30/40*  |  40/30*  |
|  Endurance   |    40    |   40   |  50/40*  |  50/40*  |    50    |
| Personality  |    40    |   50   |  40/50*  |    50    |    60    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |    15    |   15   |    15    |    15    |    15    |
|   Armorer    |     5    |    5   |     5    |     5    |     5    |
|  Med. Armor  |    35    |   30   |    30    |    30    |    30    |
| Heavy Armor  |     5    |    5   |     5    |     5    |     5    |
| Blunt Weapon |     5    |    5   |     5    |     5    |    10    |
|  Long Blade  |     5    |    5   |    10    |     5    |    15    |
|     Axe      |     5    |    5   |     5    |     5    |     5    |
|    Spear     |    10    |    5   |     5    |     5    |     5    |
|  Athletics   |    20    |    5   |    10    |     5    |     5    |
|              |          |        |          |          |          |
|   Enchant    |     5    |    5   |     5    |    15    |     5    |
| Destruction  |     5    |    5   |    15    |    15    |     5    |
| Alternation  |     5    |   10   |     5    |    10    |     5    |
|   Illusion   |    20    |   20   |    15    |    20    |    15    |
| Conjuration  |     5    |   15   |     5    |    10    |     5    |
|  Mysticism   |    10    |   15   |    10    |     5    |     5    |
| Restoration  |    30    |   40   |    30    |    30    |    30    |
|   Alchemy    |    20    |   20   |    15    |    25    |    15    |
|  Unarmored   |    10    |    5   |     5    |     5    |     5    |
|              |          |        |          |          |          |
|   Security   |    10    |   10   |    10    |    10    |    10    |
|    Sneak     |    10    |   10   |    10    |    10    |    10    |
|  Acrobatics  |    10    |   10   |    10    |    10    |    10    |
| Light Armor  |    10    |   10   |    15    |    10    |    15    |
| Short Blade  |    20    |   20   |    30    |    20    |    20    |
|   Marksman   |    35    |   35   |    40    |    35    |    35    |
|  Mercantile  |    35    |   35   |    35    |    35    |    45    |
| Speechcraft  |    35    |   35   |    35    |    35    |    45    |
| Hand-to-Hand |    20    |   20   |    20    |    20    |    25    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 40/30*  |   50    |   45    |  50/40*   |    30    |
| Intelligence |   40    |   30    | 30/40*  |    30     |    40    |
|  Willpower   |   30    | 40/50*  | 50/45*  |    30     |    30    |
|   Agility    |   50    |   30    |   35    |    40     |    50    |
|    Speed     |   40    |   40    |   30    |    40     |    50    |
|  Endurance   | 40/50*  | 60/50*  |   60    |    60     |    40    |
| Personality  |   50    |   40    | 40/35*  |  40/50*   |    50    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |   15    |   15    |   25    |    15     |    15    |
|   Armorer    |    5    |    5    |   15    |     5     |     5    |
|  Med. Armor  |   30    |   40    |   40    |    35     |    30    |
| Heavy Armor  |    5    |   10    |   15    |    10     |     5    |
| Blunt Weapon |    5    |   15    |    5    |    10     |     5    |
|  Long Blade  |    5    |   10    |    5    |    20     |     5    |
|     Axe      |    5    |   15    |   10    |    10     |     5    |
|    Spear     |    5    |   10    |    5    |     5     |     5    |
|  Athletics   |   10    |    5    |    5    |    10     |     5    |
|              |         |         |         |           |          |
|   Enchant    |    5    |    5    |    5    |     5     |     5    |
| Destruction  |    5    |    5    |    5    |     5     |     5    |
| Alternation  |    5    |    5    |    5    |     5     |     5    |
|   Illusion   |   15    |   15    |   15    |    15     |    15    |
| Conjuration  |    5    |    5    |    5    |     5     |     5    |
|  Mysticism   |    5    |    5    |    5    |     5     |     5    |
| Restoration  |   30    |   30    |   30    |    30     |    30    |
|   Alchemy    |   15    |   15    |   15    |    15     |    20    |
|  Unarmored   |    5    |    5    |    5    |     5     |     5    |
|              |         |         |         |           |          |
|   Security   |   15    |   10    |   10    |    10     |    10    |
|    Sneak     |   15    |   10    |   10    |    10     |    20    |
|  Acrobatics  |   25    |   10    |   10    |    10     |    15    |
| Light Armor  |   15    |   10    |   10    |    10     |    20    |
| Short Blade  |   25    |   20    |   20    |    25     |    20    |
|   Marksman   |   35    |   35    |   35    |    35     |    50    |
|  Mercantile  |   35    |   35    |   35    |    35     |    35    |
| Speechcraft  |   35    |   35    |   35    |    35     |    35    |
| Hand-to-Hand |   25    |   20    |   20    |    20     |    20    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.15 Rogue
-----------------------------------------------------------------------------
-

Rogues are adventurers and opportunists with a gift for getting into 
and out of trouble. Relying variously on charm and dash, blades and 
business sense, they thrive on conflict and misfortune, trusting to 
their luck and cunning to survive.

Primary Attributes: Speed, Personality

Specialization:     Combat

Major Skills:       Short Blade, Mercantile, Axe, Light Armor, 
                    Hand to Hand

Minor Skills:       Block, Long Blade, Athletics, Med. Armor, 
                    Speechcraft

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    40    | 40/30* |    40    |    30    |    40    |
| Intelligence |  40/50*  |   50   |    40    |    50    |    40    |
|  Willpower   |  30/40*  |   50   |    30    |    40    |  30/40*  |
|   Agility    |  50/40*  |   30   |    40    |    40    |    30    |
|    Speed     |  60/50*  | 40/50* |    60    |  40/50*  |  50/40*  |
|  Endurance   |    30    |   30   |  40/30*  |  40/30*  |    40    |
| Personality  |    40    |   50   |  40/50*  |    50    |    60    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |    15    |   15   |    15    |    15    |    15    |
|   Armorer    |     5    |    5   |     5    |     5    |     5    |
|  Med. Armor  |    20    |   15   |    15    |    15    |    15    |
| Heavy Armor  |     5    |    5   |     5    |     5    |     5    |
| Blunt Weapon |     5    |    5   |     5    |     5    |    10    |
|  Long Blade  |    15    |   15   |    20    |    15    |    25    |
|     Axe      |    30    |   30   |    30    |    30    |    30    |
|    Spear     |    10    |    5   |     5    |     5    |     5    |
|  Athletics   |    30    |   15   |    20    |    15    |    15    |
|              |          |        |          |          |          |
|   Enchant    |     5    |    5   |     5    |    15    |     5    |
| Destruction  |     5    |    5   |    15    |    15    |     5    |
| Alternation  |     5    |   10   |     5    |    10    |     5    |
|   Illusion   |    10    |   10   |     5    |    10    |     5    |
| Conjuration  |     5    |   15   |     5    |    10    |     5    |
|  Mysticism   |    10    |   15   |    10    |     5    |     5    |
| Restoration  |     5    |   15   |     5    |     5    |     5    |
|   Alchemy    |    10    |   10   |     5    |    15    |     5    |
|  Unarmored   |    10    |    5   |     5    |     5    |     5    |
|              |          |        |          |          |          |
|   Security   |    10    |   10   |    10    |    10    |    10    |
|    Sneak     |    10    |   10   |    10    |    10    |    10    |
|  Acrobatics  |    10    |   10   |    10    |    10    |    10    |
| Light Armor  |    35    |   35   |    40    |    35    |    40    |
| Short Blade  |    35    |   35   |    45    |    35    |    35    |
|   Marksman   |    10    |   10   |    15    |    10    |    10    |
|  Mercantile  |    35    |   35   |    35    |    35    |    45    |
| Speechcraft  |    20    |   20   |    20    |    20    |    30    |
| Hand-to-Hand |    35    |   35   |    35    |    35    |    40    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 40/30*  |   50    |   45    |  50/40*   |    30    |
| Intelligence |   40    |   30    | 30/40*  |    30     |    40    |
|  Willpower   |   30    | 40/50*  | 50/45*  |    30     |    30    |
|   Agility    |   50    |   30    |   35    |    40     |    50    |
|    Speed     |   50    |   50    |   40    |    50     |    60    |
|  Endurance   | 30/40*  | 50/40*  |   50    |    50     |    30    |
| Personality  |   50    |   40    | 40/35*  |  40/50*   |    50    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |   15    |   15    |   25    |    15     |    15    |
|   Armorer    |    5    |    5    |   15    |     5     |     5    |
|  Med. Armor  |   15    |   25    |   25    |    20     |    15    |
| Heavy Armor  |    5    |   10    |   15    |    10     |     5    |
| Blunt Weapon |    5    |   15    |    5    |    10     |     5    |
|  Long Blade  |   15    |   20    |   15    |    30     |    15    |
|     Axe      |   30    |   40    |   35    |    35     |    30    |
|    Spear     |    5    |   10    |    5    |     5     |     5    |
|  Athletics   |   20    |   15    |   15    |    20     |    15    |
|              |         |         |         |           |          |
|   Enchant    |    5    |    5    |    5    |     5     |     5    |
| Destruction  |    5    |    5    |    5    |     5     |     5    |
| Alternation  |    5    |    5    |    5    |     5     |     5    |
|   Illusion   |    5    |    5    |    5    |     5     |     5    |
| Conjuration  |    5    |    5    |    5    |     5     |     5    |
|  Mysticism   |    5    |    5    |    5    |     5     |     5    |
| Restoration  |    5    |    5    |    5    |     5     |     5    |
|   Alchemy    |    5    |    5    |    5    |     5     |    10    |
|  Unarmored   |    5    |    5    |    5    |     5     |     5    |
|              |         |         |         |           |          |
|   Security   |   15    |   10    |   10    |    10     |    10    |
|    Sneak     |   15    |   10    |   10    |    10     |    20    |
|  Acrobatics  |   25    |   10    |   10    |    10     |    15    |
| Light Armor  |   40    |   35    |   35    |    35     |    45    |
| Short Blade  |   40    |   35    |   35    |    40     |    35    |
|   Marksman   |   10    |   10    |   10    |    10     |    25    |
|  Mercantile  |   35    |   35    |   35    |    35     |    35    |
| Speechcraft  |   20    |   20    |   20    |    20     |    20    |
| Hand-to-Hand |   40    |   35    |   35    |    35     |    35    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.16 Scout
-----------------------------------------------------------------------------
-

Scouts rely on stealth to survey routes and opponents, using ranged 
weapons and skirmish tactics when forced to fight. By contrast with 
barbarians, in combat scouts tend to be cautious and methodical, rather 
than impulsive.

Primary Attributes: Speed, Endurance

Specialization:     Combat

Major Skills:       Sneak, Long Blade, Med. Armor, Athletics, Block

Minor Skills:       Marksman, Unarmored, Light Armor, Alchemy, 
                    Alteration

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    40    | 40/30* |    40    |    30    |    40    |
| Intelligence |  40/50*  |   50   |    40    |    50    |    40    |
|  Willpower   |  30/40*  |   50   |    30    |    40    |  30/40*  |
|   Agility    |  50/40*  |   30   |    40    |    40    |    30    |
|    Speed     |  60/50*  | 40/50* |    60    |  40/50*  |  50/40*  |
|  Endurance   |    40    |   40   |  50/40*  |  50/40*  |    50    |
| Personality  |    30    |   40   |  30/40*  |    40    |    50    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |    35    |   35   |    35    |    35    |    35    |
|   Armorer    |    10    |   10   |    10    |    10    |    10    |
|  Med. Armor  |    40    |   35   |    35    |    35    |    35    |
| Heavy Armor  |    10    |   10   |    10    |    10    |    10    |
| Blunt Weapon |    10    |   10   |    10    |    10    |    15    |
|  Long Blade  |    35    |   35   |    40    |    35    |    45    |
|     Axe      |    10    |   10   |    10    |    10    |    10    |
|    Spear     |    15    |   10   |    10    |    10    |    10    |
|  Athletics   |    50    |   35   |    40    |    35    |    35    |
|              |          |        |          |          |          |
|   Enchant    |     5    |    5   |     5    |    15    |     5    |
| Destruction  |     5    |    5   |    15    |    15    |     5    |
| Alternation  |    15    |   20   |    15    |    20    |    15    |
|   Illusion   |    10    |   10   |     5    |    10    |     5    |
| Conjuration  |     5    |   15   |     5    |    10    |     5    |
|  Mysticism   |    10    |   15   |    10    |     5    |     5    |
| Restoration  |     5    |   15   |     5    |     5    |     5    |
|   Alchemy    |    20    |   20   |    15    |    25    |    15    |
|  Unarmored   |    20    |   15   |    15    |    15    |    15    |
|              |          |        |          |          |          |
|   Security   |     5    |    5   |     5    |     5    |     5    |
|    Sneak     |    30    |   30   |    30    |    30    |    30    |
|  Acrobatics  |     5    |    5   |     5    |     5    |     5    |
| Light Armor  |    15    |   15   |    20    |    15    |    20    |
| Short Blade  |     5    |    5   |    15    |     5    |     5    |
|   Marksman   |    15    |   15   |    20    |    15    |    15    |
|  Mercantile  |     5    |    5   |     5    |     5    |    15    |
| Speechcraft  |     5    |    5   |     5    |     5    |    15    |
| Hand-to-Hand |     5    |    5   |     5    |     5    |    10    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 40/30*  |   50    |   45    |  50/40*   |    30    |
| Intelligence |   40    |   30    | 30/40*  |    30     |    40    |
|  Willpower   |   30    | 40/50*  | 50/45*  |    30     |    30    |
|   Agility    |   60    |   30    |   35    |    40     |    50    |
|    Speed     |   40    |   50    |   40    |    50     |    60    |
|  Endurance   | 40/50*  | 60/50*  |   60    |    60     |    40    |
| Personality  |   40    |   30    | 30/25*  |  30/40*   |    40    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |   35    |   35    |   45    |    35     |    35    |
|   Armorer    |   10    |   10    |   20    |    10     |    10    |
|  Med. Armor  |   35    |   45    |   45    |    40     |    35    |
| Heavy Armor  |   10    |   15    |   20    |    15     |    10    |
| Blunt Weapon |   10    |   20    |   10    |    15     |    10    |
|  Long Blade  |   35    |   40    |   35    |    50     |    35    |
|     Axe      |   10    |   20    |   15    |    15     |    10    |
|    Spear     |   10    |   15    |   10    |    10     |    10    |
|  Athletics   |   40    |   35    |   35    |    40     |    35    |
|              |         |         |         |           |          |
|   Enchant    |    5    |    5    |    5    |     5     |     5    |
| Destruction  |    5    |    5    |    5    |     5     |     5    |
| Alternation  |   15    |   15    |   15    |    15     |    15    |
|   Illusion   |    5    |    5    |    5    |     5     |     5    |
| Conjuration  |    5    |    5    |    5    |     5     |     5    |
|  Mysticism   |    5    |    5    |    5    |     5     |     5    |
| Restoration  |    5    |    5    |    5    |     5     |     5    |
|   Alchemy    |   15    |   15    |   15    |    15     |    20    |
|  Unarmored   |   15    |   15    |   15    |    15     |    15    |
|              |         |         |         |           |          |
|   Security   |   10    |    5    |    5    |     5     |     5    |
|    Sneak     |   35    |   30    |   30    |    30     |    40    |
|  Acrobatics  |   20    |    5    |    5    |     5     |    10    |
| Light Armor  |   20    |   15    |   15    |    15     |    25    |
| Short Blade  |   10    |    5    |    5    |    10     |     5    |
|   Marksman   |   15    |   15    |   15    |    15     |    30    |
|  Mercantile  |    5    |    5    |    5    |     5     |     5    |
| Speechcraft  |    5    |    5    |    5    |     5     |     5    |
| Hand-to-Hand |   10    |    5    |    5    |     5     |     5    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.17 Sorcerer
-----------------------------------------------------------------------------
-

Though spellcasters by vocation, sorcerers rely most on summonings and 
enchantments. They are greedy for magic scrolls, rings, armor, and 
weapons, and commanding undead and Daedric servants gratifies their 
egos.

Primary Attributes: Intelligence, Endurance

Specialization:     Magic

Major Skills:       Enchant, Conjuration, Mysticism, Destruction, 
                    Alteration

Minor Skills:       Illusion, Short Blade, Marksman, Med. Armor, 
                    Heavy Armor

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    40    | 40/30* |    40    |    30    |    40    |
| Intelligence |  50/60*  |   60   |    50    |    60    |    50    |
|  Willpower   |  30/40*  |   50   |    30    |    40    |  30/40*  |
|   Agility    |  50/40*  |   30   |    40    |    40    |    30    |
|    Speed     |    50    | 30/40* |    50    |  30/40*  |  40/30*  |
|  Endurance   |    40    |   40   |  50/40*  |  50/40*  |    50    |
| Personality  |    30    |   40   |  30/40*  |    40    |    50    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |     5    |    5   |     5    |     5    |     5    |
|   Armorer    |     5    |    5   |     5    |     5    |     5    |
|  Med. Armor  |    20    |   15   |    15    |    15    |    15    |
| Heavy Armor  |    15    |   15   |    15    |    15    |    15    |
| Blunt Weapon |     5    |    5   |     5    |     5    |    10    |
|  Long Blade  |     5    |    5   |    10    |     5    |    15    |
|     Axe      |     5    |    5   |     5    |     5    |     5    |
|    Spear     |    10    |    5   |     5    |     5    |     5    |
|  Athletics   |    20    |    5   |    10    |     5    |     5    |
|              |          |        |          |          |          |
|   Enchant    |    35    |   35   |    35    |    45    |    35    |
| Destruction  |    35    |   35   |    45    |    45    |    35    |
| Alternation  |    35    |   40   |    35    |    40    |    35    |
|   Illusion   |    25    |   25   |    20    |    25    |    20    |
| Conjuration  |    35    |   45   |    35    |    40    |    35    |
|  Mysticism   |    40    |   45   |    40    |    35    |    35    |
| Restoration  |    10    |   20   |    10    |    10    |    10    |
|   Alchemy    |    15    |   15   |    10    |    20    |    10    |
|  Unarmored   |    15    |   10   |    10    |    10    |    10    |
|              |          |        |          |          |          |
|   Security   |     5    |    5   |     5    |     5    |     5    |
|    Sneak     |     5    |    5   |     5    |     5    |     5    |
|  Acrobatics  |     5    |    5   |     5    |     5    |     5    |
| Light Armor  |     5    |    5   |    10    |     5    |    10    |
| Short Blade  |    15    |   15   |    25    |    15    |    15    |
|   Marksman   |    15    |   15   |    20    |    15    |    15    |
|  Mercantile  |     5    |    5   |     5    |     5    |    15    |
| Speechcraft  |     5    |    5   |     5    |     5    |    15    |
| Hand-to-Hand |     5    |    5   |     5    |     5    |    10    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 40/30*  |   50    |   45    |  50/40*   |    30    |
| Intelligence |   50    |   30    | 40/50*  |    40     |    50    |
|  Willpower   |   30    | 50/60*  | 50/45*  |    30     |    30    |
|   Agility    |   50    |   30    |   35    |    40     |    50    |
|    Speed     |   40    |   40    |   30    |    40     |    50    |
|  Endurance   | 40/50*  | 60/50*  |   60    |    60     |    40    |
| Personality  |   40    |   30    | 30/25*  |  30/40*   |    40    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |    5    |    5    |   15    |     5     |     5    |
|   Armorer    |    5    |    5    |   15    |     5     |     5    |
|  Med. Armor  |   15    |   25    |   25    |    20     |    15    |
| Heavy Armor  |   15    |   20    |   25    |    20     |    15    |
| Blunt Weapon |    5    |   15    |    5    |    10     |     5    |
|  Long Blade  |    5    |   10    |    5    |    20     |     5    |
|     Axe      |    5    |   15    |   10    |    10     |     5    |
|    Spear     |    5    |   10    |    5    |     5     |     5    |
|  Athletics   |   10    |    5    |    5    |    10     |     5    |
|              |         |         |         |           |          |
|   Enchant    |   35    |   35    |   35    |    35     |    35    |
| Destruction  |   35    |   35    |   35    |    35     |    35    |
| Alternation  |   35    |   35    |   35    |    35     |    35    |
|   Illusion   |   20    |   20    |   20    |    20     |    20    |
| Conjuration  |   35    |   35    |   35    |    35     |    35    |
|  Mysticism   |   35    |   35    |   35    |    35     |    35    |
| Restoration  |   10    |   10    |   10    |    10     |    10    |
|   Alchemy    |   10    |   10    |   10    |    10     |    15    |
|  Unarmored   |   10    |   10    |   10    |    10     |    10    |
|              |         |         |         |           |          |
|   Security   |   10    |    5    |    5    |     5     |     5    |
|    Sneak     |   10    |    5    |    5    |     5     |    15    |
|  Acrobatics  |   20    |    5    |    5    |     5     |    10    |
| Light Armor  |   10    |    5    |    5    |     5     |    15    |
| Short Blade  |   20    |   15    |   15    |    20     |    15    |
|   Marksman   |   15    |   15    |   15    |    15     |    30    |
|  Mercantile  |    5    |    5    |    5    |     5     |     5    |
| Speechcraft  |    5    |    5    |    5    |     5     |     5    |
| Hand-to-Hand |   10    |    5    |    5    |     5     |     5    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.18 Spellsword
-----------------------------------------------------------------------------
-

Spellswords are spellcasting specialists trained to support Imperial 
troops in skirmish and battle. Veteran spellswords are prized as 
mercenaries, and well suited for careers as adventurers and soldiers-
of-fortune.

Primary Attributes: Willpower, Endurance

Specialization:     Magic

Major Skills:       Block, Restoration, Long Blade, Destruction, 
                    Alteration

Minor Skills:       Blunt Weapon, Axe, Med. Armor, Enchant, Alchemy

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    40    | 40/30* |    40    |    30    |    40    |
| Intelligence |  40/50*  |   50   |    40    |    50    |    40    |
|  Willpower   |  40/50*  |   60   |    40    |    50    |  40/50*  |
|   Agility    |  50/40*  |   30   |    40    |    40    |    30    |
|    Speed     |  50/40*  | 30/40* |    50    |  30/40*  |  40/30*  |
|  Endurance   |    40    |   40   |  50/40*  |  50/40*  |    50    |
| Personality  |    30    |   40   |  30/40*  |    40    |    50    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |    30    |   30   |    30    |    30    |    30    |
|   Armorer    |     5    |    5   |     5    |     5    |     5    |
|  Med. Armor  |    20    |   15   |    15    |    15    |    15    |
| Heavy Armor  |     5    |    5   |     5    |     5    |     5    |
| Blunt Weapon |    15    |   15   |    15    |    15    |    20    |
|  Long Blade  |    30    |   30   |    35    |    30    |    40    |
|     Axe      |    15    |   15   |    15    |    15    |    15    |
|    Spear     |    10    |    5   |     5    |     5    |     5    |
|  Athletics   |    20    |    5   |    10    |     5    |     5    |
|              |          |        |          |          |          |
|   Enchant    |    20    |   20   |    20    |    30    |    20    |
| Destruction  |    35    |   35   |    45    |    45    |    35    |
| Alternation  |    35    |   40   |    35    |    40    |    35    |
|   Illusion   |    15    |   15   |    10    |    15    |    10    |
| Conjuration  |    10    |   20   |    10    |    15    |    10    |
|  Mysticism   |    15    |   20   |    15    |    10    |    10    |
| Restoration  |    35    |   45   |    35    |    35    |    35    |
|   Alchemy    |    25    |   25   |    20    |    30    |    20    |
|  Unarmored   |    15    |   10   |    10    |    10    |    10    |
|              |          |        |          |          |          |
|   Security   |     5    |    5   |     5    |     5    |     5    |
|    Sneak     |     5    |    5   |     5    |     5    |     5    |
|  Acrobatics  |     5    |    5   |     5    |     5    |     5    |
| Light Armor  |     5    |    5   |    10    |     5    |    10    |
| Short Blade  |     5    |    5   |    15    |     5    |     5    |
|   Marksman   |     5    |    5   |    10    |     5    |     5    |
|  Mercantile  |     5    |    5   |     5    |     5    |    15    |
| Speechcraft  |     5    |    5   |     5    |     5    |    15    |
| Hand-to-Hand |     5    |    5   |     5    |     5    |    10    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 40/30*  |   50    |   45    |  50/40*   |    30    |
| Intelligence |   40    |   30    | 30/40*  |    30     |    40    |
|  Willpower   |   40    | 50/60*  | 60/55*  |    40     |    40    |
|   Agility    |   50    |   30    |   35    |    40     |    50    |
|    Speed     |   40    |   40    |   30    |    40     |    50    |
|  Endurance   | 40/50*  | 60/50*  |   60    |    60     |    40    |
| Personality  |   40    |   30    | 30/25*  |  30/40*   |    40    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |   30    |   30    |   40    |    30     |    30    |
|   Armorer    |    5    |    5    |   15    |     5     |     5    |
|  Med. Armor  |   15    |   25    |   25    |    20     |    15    |
| Heavy Armor  |    5    |   10    |   15    |    10     |     5    |
| Blunt Weapon |   15    |   25    |   15    |    20     |    15    |
|  Long Blade  |   30    |   35    |   30    |    45     |    30    |
|     Axe      |   15    |   25    |   20    |    20     |    15    |
|    Spear     |    5    |   10    |    5    |     5     |     5    |
|  Athletics   |   10    |    5    |    5    |    10     |     5    |
|              |         |         |         |           |          |
|   Enchant    |   20    |   20    |   20    |    20     |    20    |
| Destruction  |   35    |   35    |   35    |    35     |    35    |
| Alternation  |   35    |   35    |   35    |    35     |    35    |
|   Illusion   |   10    |   10    |   10    |    10     |    10    |
| Conjuration  |   10    |   10    |   10    |    10     |    10    |
|  Mysticism   |   10    |   10    |   10    |    10     |    10    |
| Restoration  |   35    |   35    |   35    |    35     |    35    |
|   Alchemy    |   20    |   20    |   20    |    20     |    25    |
|  Unarmored   |   10    |   10    |   10    |    10     |    10    |
|              |         |         |         |           |          |
|   Security   |   10    |    5    |    5    |     5     |     5    |
|    Sneak     |   10    |    5    |    5    |     5     |    15    |
|  Acrobatics  |   20    |    5    |    5    |     5     |    10    |
| Light Armor  |   10    |    5    |    5    |     5     |    15    |
| Short Blade  |   10    |    5    |    5    |    10     |     5    |
|   Marksman   |    5    |    5    |    5    |     5     |    20    |
|  Mercantile  |    5    |    5    |    5    |     5     |     5    |
| Speechcraft  |    5    |    5    |    5    |     5     |     5    |
| Hand-to-Hand |   10    |    5    |    5    |     5     |     5    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.19 Thief
-----------------------------------------------------------------------------
-

Thieves are pickpockets and pilferers. Unlike robbers, who kill and 
loot, thieves typically choose stealth and subterfuge over violence, 
and often entertain romantic notions of their charm and cleverness in 
their acquisitive activities.

Primary Attributes: Speed, Agility

Specialization:     Stealth

Major Skills:       Security, Sneak, Acrobatics, Light Armor, 
                    Short Blade

Minor Skills:       Marksman, Athletics, Mercantile, Speechcraft, 
                    Hand to Hand

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    40    | 40/30* |    40    |    30    |    40    |
| Intelligence |  40/50*  |   50   |    40    |    50    |    40    |
|  Willpower   |  30/40*  |   50   |    30    |    40    |  30/40*  |
|   Agility    |  60/50*  |   40   |    50    |    50    |    40    |
|    Speed     |  60/50*  | 40/50* |    60    |  40/50*  |  50/40*  |
|  Endurance   |    30    |   30   |  40/30*  |  40/30*  |    40    |
| Personality  |    30    |   40   |  30/40*  |    40    |    50    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |     5    |    5   |     5    |     5    |     5    |
|   Armorer    |     5    |    5   |     5    |     5    |     5    |
|  Med. Armor  |    10    |    5   |     5    |     5    |     5    |
| Heavy Armor  |     5    |    5   |     5    |     5    |     5    |
| Blunt Weapon |     5    |    5   |     5    |     5    |    10    |
|  Long Blade  |     5    |    5   |    10    |     5    |    15    |
|     Axe      |     5    |    5   |     5    |     5    |     5    |
|    Spear     |    10    |    5   |     5    |     5    |     5    |
|  Athletics   |    30    |   15   |    20    |    15    |    15    |
|              |          |        |          |          |          |
|   Enchant    |     5    |    5   |     5    |    15    |     5    |
| Destruction  |     5    |    5   |    15    |    15    |     5    |
| Alternation  |     5    |   10   |     5    |    10    |     5    |
|   Illusion   |    10    |   10   |     5    |    10    |     5    |
| Conjuration  |     5    |   15   |     5    |    10    |     5    |
|  Mysticism   |    10    |   15   |    10    |     5    |     5    |
| Restoration  |     5    |   15   |     5    |     5    |     5    |
|   Alchemy    |    10    |   10   |     5    |    15    |     5    |
|  Unarmored   |    10    |    5   |     5    |     5    |     5    |
|              |          |        |          |          |          |
|   Security   |    35    |   35   |    35    |    35    |    35    |
|    Sneak     |    35    |   35   |    35    |    35    |    35    |
|  Acrobatics  |    35    |   35   |    35    |    35    |    35    |
| Light Armor  |    35    |   35   |    40    |    35    |    40    |
| Short Blade  |    35    |   35   |    45    |    35    |    35    |
|   Marksman   |    20    |   20   |    25    |    20    |    20    |
|  Mercantile  |    20    |   20   |    20    |    20    |    30    |
| Speechcraft  |    20    |   20   |    20    |    20    |    30    |
| Hand-to-Hand |    20    |   20   |    20    |    20    |    25    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 40/30*  |   50    |   45    |  50/40*   |    30    |
| Intelligence |   40    |   30    | 30/40*  |    30     |    40    |
|  Willpower   |   30    | 40/50*  | 50/45*  |    30     |    30    |
|   Agility    |   60    |   40    |   45    |    50     |    60    |
|    Speed     |   50    |   50    |   40    |    50     |    60    |
|  Endurance   | 30/40*  | 50/40*  |   50    |    50     |    30    |
| Personality  |   40    |   30    | 30/25*  |  30/40*   |    40    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |    5    |    5    |   15    |     5     |     5    |
|   Armorer    |    5    |    5    |   15    |     5     |     5    |
|  Med. Armor  |    5    |   15    |   15    |    10     |     5    |
| Heavy Armor  |    5    |   10    |   15    |    10     |     5    |
| Blunt Weapon |    5    |   15    |    5    |    10     |     5    |
|  Long Blade  |    5    |   10    |    5    |    20     |     5    |
|     Axe      |    5    |   15    |   10    |    10     |     5    |
|    Spear     |    5    |   10    |    5    |     5     |     5    |
|  Athletics   |   20    |   15    |   15    |    20     |    15    |
|              |         |         |         |           |          |
|   Enchant    |    5    |    5    |    5    |     5     |     5    |
| Destruction  |    5    |    5    |    5    |     5     |     5    |
| Alternation  |    5    |    5    |    5    |     5     |     5    |
|   Illusion   |    5    |    5    |    5    |     5     |     5    |
| Conjuration  |    5    |    5    |    5    |     5     |     5    |
|  Mysticism   |    5    |    5    |    5    |     5     |     5    |
| Restoration  |    5    |    5    |    5    |     5     |     5    |
|   Alchemy    |    5    |    5    |    5    |     5     |    10    |
|  Unarmored   |    5    |    5    |    5    |     5     |     5    |
|              |         |         |         |           |          |
|   Security   |   40    |   35    |   35    |    35     |    35    |
|    Sneak     |   40    |   35    |   35    |    35     |    45    |
|  Acrobatics  |   50    |   35    |   35    |    35     |    40    |
| Light Armor  |   40    |   35    |   35    |    35     |    45    |
| Short Blade  |   40    |   35    |   35    |    40     |    35    |
|   Marksman   |   20    |   20    |   20    |    20     |    35    |
|  Mercantile  |   20    |   20    |   20    |    20     |    20    |
| Speechcraft  |   20    |   20    |   20    |    20     |    20    |
| Hand-to-Hand |   25    |   20    |   20    |    20     |    20    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.20 Warrior
-----------------------------------------------------------------------------
-

Warriors are the professional men-at-arms, soldiers, mercenaries, and 
adventurers of the Empire, trained with various weapon and armor 
styles, conditioned by long marches, and hardened by ambush, skirmish, 
and battle.

Primary Attributes: Strength, Endurance

Specialization:     Combat

Major Skills:       Long Blade, Med. Armor, Heaby Armor, Athletics, 
                    Block

Minor Skills:       Armorer, Blunt Weapon, Axe, Spear, Marksman

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    50    | 50/40* |    50    |    40    |    50    |
| Intelligence |  40/50*  |   50   |    40    |    50    |    40    |
|  Willpower   |  30/40*  |   50   |    30    |    40    |  30/40*  |
|   Agility    |  50/40*  |   30   |    40    |    40    |    30    |
|    Speed     |  50/40*  | 30/40* |    50    |  30/40*  |  40/30*  |
|  Endurance   |    40    |   40   |  50/40*  |  50/40*  |    50    |
| Personality  |    30    |   40   |  30/40*  |    40    |    50    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |    35    |   35   |    35    |    35    |    35    |
|   Armorer    |    20    |   20   |    20    |    20    |    20    |
|  Med. Armor  |    40    |   35   |    35    |    35    |    35    |
| Heavy Armor  |    35    |   35   |    35    |    35    |    35    |
| Blunt Weapon |    20    |   20   |    20    |    20    |    25    |
|  Long Blade  |    35    |   35   |    40    |    35    |    45    |
|     Axe      |    20    |   20   |    20    |    20    |    20    |
|    Spear     |    25    |   20   |    20    |    20    |    20    |
|  Athletics   |    50    |   35   |    40    |    35    |    35    |
|              |          |        |          |          |          |
|   Enchant    |     5    |    5   |     5    |    15    |     5    |
| Destruction  |     5    |    5   |    15    |    15    |     5    |
| Alternation  |     5    |   10   |     5    |    10    |     5    |
|   Illusion   |    10    |   10   |     5    |    10    |     5    |
| Conjuration  |     5    |   15   |     5    |    10    |     5    |
|  Mysticism   |    10    |   15   |    10    |     5    |     5    |
| Restoration  |     5    |   15   |     5    |     5    |     5    |
|   Alchemy    |    10    |   10   |     5    |    15    |     5    |
|  Unarmored   |    10    |    5   |    5     |     5    |     5    |
|              |          |        |          |          |          |
|   Security   |     5    |    5   |     5    |     5    |     5    |
|    Sneak     |     5    |    5   |     5    |     5    |     5    |
|  Acrobatics  |     5    |    5   |     5    |     5    |     5    |
| Light Armor  |     5    |    5   |    10    |     5    |    10    |
| Short Blade  |     5    |    5   |    15    |     5    |     5    |
|   Marksman   |    15    |   15   |    20    |    15    |    15    |
|  Mercantile  |     5    |    5   |     5    |     5    |    15    |
| Speechcraft  |     5    |    5   |     5    |     5    |    15    |
| Hand-to-Hand |     5    |    5   |     5    |     5    |    10    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 50/40*  |   60    |   55    |  60/50*   |    40    |
| Intelligence |   40    |   30    | 30/40*  |    30     |    40    |
|  Willpower   |   30    | 40/50*  | 50/45*  |    30     |    30    |
|   Agility    |   50    |   30    |   35    |    40     |    50    |
|    Speed     |   40    |   40    |   30    |    40     |    50    |
|  Endurance   | 40/50*  | 60/50*  |   60    |    60     |    40    |
| Personality  |   40    |   30    | 30/25*  |  30/40*   |    40    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |   35    |   35    |   45    |    35     |    35    |
|   Armorer    |   20    |   20    |   30    |    20     |    20    |
|  Med. Armor  |   35    |   45    |   45    |    40     |    35    |
| Heavy Armor  |   35    |   40    |   45    |    40     |    35    |
| Blunt Weapon |   20    |   30    |   20    |    25     |    20    |
|  Long Blade  |   35    |   40    |   35    |    50     |    35    |
|     Axe      |   20    |   30    |   25    |    25     |    20    |
|    Spear     |   20    |   25    |   20    |    20     |    20    |
|  Athletics   |   40    |   35    |   35    |    40     |    35    |
|              |         |         |         |           |          |
|   Enchant    |    5    |    5    |    5    |     5     |     5    |
| Destruction  |    5    |    5    |    5    |     5     |     5    |
| Alternation  |    5    |    5    |    5    |     5     |     5    |
|   Illusion   |    5    |    5    |    5    |     5     |     5    |
| Conjuration  |    5    |    5    |    5    |     5     |     5    |
|  Mysticism   |    5    |    5    |    5    |     5     |     5    |
| Restoration  |    5    |    5    |    5    |     5     |     5    |
|   Alchemy    |    5    |    5    |    5    |     5     |    10    |
|  Unarmored   |    5    |    5    |    5    |     5     |     5    |
|              |         |         |         |           |          |
|   Security   |   10    |    5    |    5    |     5     |     5    |
|    Sneak     |   10    |    5    |    5    |     5     |    15    |
|  Acrobatics  |   20    |    5    |    5    |     5     |    10    |
| Light Armor  |   10    |    5    |    5    |     5     |    15    |
| Short Blade  |   10    |    5    |    5    |    10     |     5    |
|   Marksman   |   15    |   15    |   15    |    15     |    30    |
|  Mercantile  |    5    |    5    |    5    |     5     |     5    |
| Speechcraft  |    5    |    5    |    5    |     5     |     5    |
| Hand-to-Hand |   10    |    5    |    5    |     5     |     5    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female


-----------------------------------------------------------------------------
-
19.21 WitchHunter
-----------------------------------------------------------------------------
-

Witchhunters are dedicated to rooting out and destroying the perverted 
practices of dark cults and profane sorcery. They train for martial, 
magical, and stealthy war against vampires, witches, warlocks, and 
necromancers.

Primary Attributes: Intelligence, Agility

Specialization:     Magic

Major Skills:       Conjuration, Enchant, Alchemy, Light Armor, 
                    Marksman

Minor Skills:       Unarmored, Mysticism, Sneak, Block, Blunt Weapon

+--------------+----------+--------+----------+----------+----------+
|              | Argonian | Breton | Dark Elf | High Elf | Imperial |
+--------------+----------+--------+----------+----------+----------+
|              |          |        |          |          |          |
|   Strength   |    40    | 40/30* |    40    |    30    |    40    |
| Intelligence |  50/60*  |   60   |    50    |    60    |    50    |
|  Willpower   |  30/40*  |   50   |    30    |    40    |  30/40*  |
|   Agility    |  60/50*  |   40   |    50    |    50    |    40    |
|    Speed     |  50/40*  | 30/40* |    50    |  30/40*  |  40/30*  |
|  Endurance   |    30    |   30   |  40/30*  |  40/30*  |    40    |
| Personality  |    30    |   40   |  30/40*  |    40    |    50    |
|     Luck     |    40    |   40   |    40    |    40    |    40    |
|              |          |        |          |          |          |
|    Block     |    15    |   15   |    15    |    15    |    15    |
|   Armorer    |     5    |    5   |     5    |     5    |     5    |
|  Med. Armor  |    10    |    5   |     5    |     5    |     5    |
| Heavy Armor  |     5    |    5   |     5    |     5    |     5    |
| Blunt Weapon |    15    |   15   |    15    |    15    |    20    |
|  Long Blade  |     5    |    5   |    10    |     5    |    15    |
|     Axe      |     5    |    5   |     5    |     5    |     5    |
|    Spear     |    10    |    5   |     5    |     5    |     5    |
|  Athletics   |    20    |    5   |    10    |     5    |     5    |
|              |          |        |          |          |          |
|   Enchant    |    35    |   35   |    35    |    45    |    35    |
| Destruction  |    10    |   10   |    20    |    20    |    10    |
| Alternation  |    10    |   15   |    10    |    15    |    10    |
|   Illusion   |    15    |   15   |    10    |    15    |    10    |
| Conjuration  |    35    |   45   |    35    |    40    |    35    |
|  Mysticism   |    25    |   30   |    25    |    20    |    20    |
| Restoration  |    10    |   20   |    10    |    10    |    10    |
|   Alchemy    |    40    |   40   |    35    |    45    |    35    |
|  Unarmored   |    25    |   20   |    20    |    20    |    20    |
|              |          |        |          |          |          |
|   Security   |     5    |    5   |     5    |     5    |     5    |
|    Sneak     |    15    |   15   |    15    |    15    |    15    |
|  Acrobatics  |     5    |    5   |     5    |     5    |     5    |
| Light Armor  |    30    |   30   |    35    |    30    |    35    |
| Short Blade  |     5    |    5   |    15    |     5    |     5    |
|   Marksman   |    30    |   30   |    35    |    30    |    30    |
|  Mercantile  |     5    |    5   |     5    |     5    |    15    |
| Speechcraft  |     5    |    5   |     5    |     5    |    15    |
| Hand-to-Hand |     5    |    5   |     5    |     5    |    10    |
+--------------+----------+--------+----------+----------+----------+
* Male/Female

+--------------+---------+---------+---------+-----------+----------+
|              | Khajiit |  Nord   |   Orc   | Redguard  | Wood Elf |
+--------------+---------+---------+---------+-----------+----------+
|              |         |         |         |           |          |
|   Strength   | 40/30*  |   50    |   45    |  50/40*   |    30    |
| Intelligence |   50    |   40    | 40/50*  |    40     |    50    |
|  Willpower   |   30    | 40/50*  | 50/45*  |    30     |    30    |
|   Agility    |   60    |   40    |   45    |    50     |    60    |
|    Speed     |   40    |   40    |   30    |    40     |    50    |
|  Endurance   | 30/40*  | 50/40*  |   50    |    50     |    30    |
| Personality  |   40    |   30    | 30/25*  |  30/40*   |    40    |
|     Luck     |   40    |   40    |   40    |    40     |    40    |
|              |         |         |         |           |          |
|    Block     |   15    |   15    |   25    |    15     |    15    |
|   Armorer    |    5    |    5    |   15    |     5     |     5    |
|  Med. Armor  |    5    |   15    |   15    |    10     |     5    |
| Heavy Armor  |    5    |   10    |   15    |    10     |     5    |
| Blunt Weapon |   15    |   25    |   15    |    20     |    15    |
|  Long Blade  |    5    |   10    |    5    |    20     |     5    |
|     Axe      |    5    |   15    |   10    |    10     |     5    |
|    Spear     |    5    |   10    |    5    |     5     |     5    |
|  Athletics   |   10    |    5    |    5    |    10     |     5    |
|              |         |         |         |           |          |
|   Enchant    |   35    |   35    |   35    |    35     |    35    |
| Destruction  |   10    |   10    |   10    |    10     |    10    |
| Alternation  |   10    |   10    |   10    |    10     |    10    |
|   Illusion   |   10    |   10    |   10    |    10     |    10    |
| Conjuration  |   35    |   35    |   35    |    35     |    35    |
|  Mysticism   |   20    |   20    |   20    |    20     |    20    |
| Restoration  |   10    |   10    |   10    |    10     |    10    |
|   Alchemy    |   35    |   35    |   35    |    35     |    40    |
|  Unarmored   |   20    |   20    |   20    |    20     |    20    |
|              |         |         |         |           |          |
|   Security   |   10    |    5    |    5    |     5     |     5    |
|    Sneak     |   20    |   15    |   15    |    15     |    25    |
|  Acrobatics  |   20    |    5    |    5    |     5     |    10    |
| Light Armor  |   35    |   30    |   30    |    30     |    40    |
| Short Blade  |   10    |    5    |    5    |    10     |     5    |
|   Marksman   |   30    |   30    |   30    |    30     |    45    |
|  Mercantile  |    5    |    5    |    5    |     5     |     5    |
| Speechcraft  |    5    |    5    |    5    |     5     |     5    |
| Hand-to-Hand |   10    |    5    |    5    |     5     |     5    |
+--------------+---------+---------+---------+-----------+----------+
* Male/Female




=============================================================================
Section 20: Skills
=============================================================================


Skill Name:          The name of the skill.

Description:         A brief description of the skill and it's uses.

Governing Attribute: This is the attribute that will receive the 
multiplier                
                     at level up.

Raising Action:      What you can do (other than train) to raise this skill.
   
Use Value:           The value of that raising action to raising your 
level                   
                     in the skill.

Note: There is also a bonus to raising your skill based on if the skill is a 
Major, Minor or Misc. skills.

Major skills have a 0.25 bonus applied to the raising actions.
Minor skills have a 0 bonus applied to the raising actions.
Misc. skills have a 0.25 penalty applied to the raising actions.


+-----------+--------------------------------+---------+------------+-------+
|  Skill    |          Description           |Governing|  Raising   |  Use  |
|   Name    |                                |Attribute|   Action   | Value |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Acrobatics | Acrobatics skill enables one   |  Str.   | Jump       | 0.15  |
|           | to jump long distances and to  |         |            |       |
|           | avoid damage when falling from |         | Fall       | 3.00  |
|           | great heights. Nimble acrobats |         |            |       |
|           | can reach areas others cannot  |         |            |       |
|           | get to and can direct their    |         |            |       |
|           | paths while falling.           |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Alchemy    | Alchemy identifies magical     |  Int.   | Potion     | 2.00  |
|           | properties in mundane          |         | Creation   |       |
|           | substances. Substances are     |         |            |       |
|           | consumed directly, or prepared |         | Ingredient | 0.50  |
|           | as potions to provide          |         | Use        |       |
|           | long-lasting benefits like     |         |            |       |
|           | healing and curing disease,    |         |            |       |
|           | water-walking, magical         |         |            |       |
|           | shielding, and fortifying      |         |            |       |
|           | bodily attributes.             |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Alteration | Students of the College of     |  Wil.   | Successful | 1.00  |
|           | Alteration manipulate the      |         | Cast       |       |
|           | physical world and its natural |         |            |       |
|           | properties. Alteration effects |         |            |       |
|           | include water breathing and    |         |            |       |
|           | walking, jumping, levitating,  |         |            |       |
|           | burdening, opening and         |         |            |       |
|           | locking, and creating shield   |         |            |       |
|           | barriers against physical      |         |            |       |
|           | damage.                        |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Armorer    | Armorer skill is used to       |  Str.   | Successful | 0.40  |
|           | maintain weapons and armor at  |         | Repair     |       |
|           | top effectiveness. Worn        |         |            |       |
|           | weapons do less damage. Worn   |         |            |       |
|           | armor provides less protection |         |            |       |
|           | against attacks. As wear       |         |            |       |
|           | increases, the diminishing     |         |            |       |
|           | effectiveness of weapons and   |         |            |       |
|           | armor is dramatic.             |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Athletics  | Athletics skill trains and     |  Speed  | Second of  | 0.02  |
|           | conditions one for running and |         | Running    |       |
|           | swimming. Skilled athletes     |         |            |       |
|           | move short and long distances  |         | Second of  | 0.03  |
|           | over land with speed and       |         | Swimming   |       |
|           | efficiency, and they also swim |         |            |       |
|           | swiftly underwater.            |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Axe        | Axe skill helps a user wield   |  Str.   | Successful | 1.20  |
|           | heavy chopping weapons like    |         | Attack     |       |
|           | war axes and battleaxes more   |         |            |       |
|           | effectively.                   |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Block      | Block skill allows one to use  |  Str.   | Successful | 2.50  |
|           | shields to block any melee     |         | Block      |       |
|           | attack. A successful block     |         |            |       |
|           | removes all damage from the    |         |            |       |
|           | attack.                        |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Blunt      | Blunt Weapon skill makes you   |  Str.   | Successful | 1.00  |
|Weapon     | more effective when using      |         | Attack     |       |
|           | heavy bashing weapons like     |         |            |       |
|           | maces, hammers, clubs, or      |         |            |       |
|           | staves.                        |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Conjuration| The spell effects of the       |  Int    | Successful | 1.00  |
|           | College of Conjuration include |         | Cast       |       |
|           | the mental domination of       |         |            |       |
|           | mundane and magical creatures, |         |            |       |
|           | summonation of otherworldly    |         |            |       |
|           | weapons and armor, and         |         |            |       |
|           | summonation of Daedric or      |         |            |       |
|           | undead servants and powers to  |         |            |       |
|           | serve and protect the caster.  |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Destruction| The destruction skill is the   |  Wil.   | Successful | 1.00  |
|           | mastery of the spell effects   |         | Cast       |       |
|           | of the College of Destruction. |         |            |       |
|           | Their spells harm living and   |         |            |       |
|           | unliving things, and include   |         |            |       |
|           | elemental damage, draining,    |         |            |       |
|           | damaging, vulnerability, and   |         |            |       |
|           | disintegration magical         |         |            |       |
|           | effects.                       |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Enchant    | This skill governs the         |  Int.   | Recharge   | 5.00  |
|           | creation, use, and recharging  |         | Item       |       |
|           | of enchanted items. Skilled    |         |            |       |
|           | enchanters are more successful |         | Use Magic  | 0.10  |
|           | at creating new items.         |         | Item       |       |
|           | Enchanted items burn less      |         |            |       |
|           | power, and are recharged more  |         | Create     | 5.00  |
|           | efficiently from soul gems,    |         | Magic Item |       |
|           | for a trained user.            |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            | ----- |
|Hand to    | Hand-to-hand skill is the      |  Speed  | Successful | 1.00  |
|Hand       | martial art of unarmed combat. |         | Attack     |       |
|           | Hand-to-hand attacks damage    |         |            |       |
|           | only the fatigue of a standing |         |            |       |
|           | opponent, but hand-to-hand     |         |            |       |
|           | attacks damage health when a   |         |            |       |
|           | target has been knocked        |         |            |       |
|           | unconscious by fatigue loss.   |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Heavy      | Heavy Armor skill is used to   |  End.   | Hit by     | 1.00  |
|Armor      | move and defend while wearing  |         | Opponent   |       |
|           | massive and rigid armors like  |         |            |       |
|           | iron, steel, silver, Dwemer,   |         |            |       |
|           | ebony, and Daedric armor. To   |         |            |       |
|           | use any style of armor         |         |            |       |
|           | effectively, the wearer must   |         |            |       |
|           | be trained, conditioned, and   |         |            |       |
|           | skilled in its use.            |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Illusion   | Spell effects of the College   |  Per.   | Successful | 1.00  |
|           | of Illusion alter the          |         | Cast       |       |
|           | perceptions and thoughts of    |         |            |       |
|           | living subjects. Illusion      |         |            |       |
|           | effects blind, illuminate,     |         |            |       |
|           | paralyze, and silence, calm or |         |            |       |
|           | enrage, charm, distract and    |         |            |       |
|           | camouflage, and render         |         |            |       |
|           | invisible.                     |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Light      | Light armor skill lets one     |  Agi.   | Hit by     | 1.00  |
|Armor      | move and defend while wearing  |         | Opponent   |       |
|           | light-weight, flexible armors  |         |            |       |
|           | like leather, boiled leather,  |         |            |       |
|           | fur, chitin, and glass armor.  |         |            |       |
|           | To use any style of armor      |         |            |       |
|           | effectively, the wearer must   |         |            |       |
|           | be trained, conditioned, and   |         |            |       |
|           | skilled in its use.            |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Long       | Long Blade skill lets one use  |  Str.   | Successful | 1.00  |
|Blade      | broadswords, sabers,           |         | Attack     |       |
|           | longswords, claymores,         |         |            |       |
|           | katanas, and dai-katanas       |         |            |       |
|           | effectively.                   |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Marksman   | With the marksman skill, one   |  Agi.   | Successful | 1.00  |
|           | is more effective with ranged  |         | Attack     |       |
|           | weapons like the short bow,    |         |            |       |
|           | long bow, crossbow, throwing   |         |            |       |
|           | star, and throwing knife.      |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Medium     | Medium Armor skill lets one    |  End.   | Hit by     | 1.00  |
|Armor      | move and defend while wearing  |         | Opponent   |       |
|           | durable but flexible armors    |         |            |       |
|           | like chain, scale, bonemold,   |         |            |       |
|           | and Orcish armor. To use any   |         |            |       |
|           | style of armor effectively,    |         |            |       |
|           | the wearer must be trained,    |         |            |       |
|           | conditioned, and skilled in    |         |            |       |
|           | its use.                       |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Mercantile | Mercantile skill is the art of |  Per.   | Successful | 0.30  |
|           | buying low and selling high.   |         | Bargain    |       |
|           | This skill guarantees lower    |         |            |       |
|           | initial prices for goods,      |         | Successful | 1.00  |
|           | equipment, and services, and   |         | Bribe      |       |
|           | improves chances of getting    |         |            |       |
|           | better deals by bargaining.    |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Mysticism  | The spells of the College of   |  Wil.   | Successful | 1.00  |
|           | Mysticism shape and focus      |         | Cast       |       |
|           | otherworldly forces to bind    |         |            |       |
|           | souls in gems, or teleport the |         |            |       |
|           | caster's body, or manipulate   |         |            |       |
|           | the world with telekinesis, or |         |            |       |
|           | absorb or reflect magical      |         |            |       |
|           | energies, or sense unseen      |         |            |       |
|           | objects at a distance.         |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Restoration| Adepts of the College of       |  Wil.   | Successful | 1.00  |
|           | Restoration heal, restore, and |         | Cast       |       |
|           | fortify the body's attributes  |         |            |       |
|           | and abilities, cure disease,   |         |            |       |
|           | and protect it from other      |         |            |       |
|           | malign influences. Restoration |         |            |       |
|           | spells can also augment or     |         |            |       |
|           | absorb strength, endurance,    |         |            |       |
|           | intelligence, agility, and     |         |            |       |
|           | other bodily attributes.       |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Security   | Security skill lets one open   |  Int.   | Defeat     | 3.00  |
|           | locked doors and containers    |         | Trap       |       |
|           | with lock-picks or disarm      |         |            |       |
|           | traps with probes. This skill  |         | Pick Lock  | 2.00  |
|           | is essential for agents and    |         |            |       |
|           | thieves alike.                 |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Short      | Characters with great          |  Agi.   | Successful | 1.00  |
|Blade      | short-blade skill are more     |         | Attack     |       |
|           | effective with short, quick,   |         |            |       |
|           | thrusting weapons like         |         |            |       |
|           | daggers, tantos, short swords, |         |            |       |
|           | and wakazashis.                |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Sneak      | The Sneak discipline is the    |  Agi.   | Avoid      | 0.25  |
|           | art of moving unseen and       |         | Notice     |       |
|           | unheard. Skilled sneaks are    |         |            |       |
|           | also adept pickpockets.        |         | Successful | 2.00  |
|           |                                |         | Pickpocket |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Spear      | Spear skill permits effective  |  End.   | Successful | 1.00  |
|           | use of long-hafted thrusting   |         | Attack     |       |
|           | weapons like spears and        |         |            |       |
|           | halberds.                      |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Speechcraft| Those skilled in speechcraft   |  Per.   | Successful | 1.00  |
|           | influence others by admiring,  |         | Persuasion |       |
|           | intimidating, and taunting     |         |            |       |
|           | them. Listeners are more       |         |            |       |
|           | willing to divulge information |         |            |       |
|           | or to entrust important tasks  |         |            |       |
|           | to the skilled speaker.        |         |            |       |
|           |                                |         |            |       |
+-----------+--------------------------------+---------+------------+-------+
|           |                                |         |            |       |
|Unarmored  | Unarmored skill lets one avoid |  Speed  | Hit by     | 1.00  |
|           | or reduce injury during combat |         | Opponent   |       |
|           | while not wearing any armor by |         |            |       |
|           | evading, deflecting, or        |         |            |       |
|           | absorbing blows. Those versed  |         |            |       |
|           | in this skill are better       |         |            |       |
|           | defended wearing no armor at   |         |            |       |
|           | all than they are when wearing |         |            |       |
|           | armor.                         |         |            |       |
+-----------+--------------------------------+---------+------------+-------+



=============================================================================
Section 21: Master Trainer Locations
=============================================================================

The following list was taken from the Official Strategy Guide, with the
exception of the Faction Info and the notes.

The Format for the Master Trainers is as follows:
Skill:
Name:
Faction:
Location:
Notes:


Acrobatics: 
Senyndie
None
Fighters guild on the waistworks level of the Vivec Arena canton


Alchemy: 
Abelle Chriditte
None
In the Propylon Chamber at the stronghold Valenvaryon


Alteration: 
Seryne Relas
None
At her home in Tel Branora


Armorer: 
Sirollus Saccus
Imperial Legion
On the lower level of the Hawkmoth Legion Garrison in Ebonheart 
Note: In the editor, the training check box is unchecked, you will need to 
      fix this in order to have him train you.


Athletics: 
Adibael Hainnabibi
None
In Adibael's yurt at the kaushtababi camp, south of Molag Mor.


Axe: 
Alfhedil Elf-Hewer
None
On the upper level of the stronghold Falensarano.


Block: 
Shardie
Imperial Legion
In the courtyard of the Buckmoth Legion Fort outside Ald'ruhn


Blunt Weapon: 
Ernse Llervu 
None
Vivec, The Abbey of St. Delyn the Wise 


Conjuration: 
Methal Seran
Temple
On the lowest level of the Ald-Ruhn Temple.


Destruction: 
Leles Birian
None
East of Piernette's Farmhouse (located east of Pelagiad)


Enchant: 
Qorwynn
None
Near the exit from the stronghold Indoranyon


Hand-to-Hand: 
Taren Omothan
None
In the soutwestern bedroom on the lowest level of the Holamayan monastery


Heavy Armor: 
Seanwen
None
At Arena Fighters training in Vivec


Illusion: 
Erer Darothril
None
At Dirty Muriel's Cornerclub in Sadrith Mora


Light Armor: 
Aerin
None
In the Andus Tradehouse in Maar Gan


Long Blade: 
Ulms Drathan
None
At the Armigers Stronghold in Molag Mar


Marksman: 
Missun Akin
None
In Missun Akins Hut atop the stronghold Falasmaryon.


Medium Armored Defense: 
Cinia Urtius
None
On the deck of the boat at the Tel Fyre dock
Note: Bethesda forgot to place him in the game


Mercantile: 
Ababael Timsar-Dadisun
Ashlanders
In a yurt in the Zainab Ashlander Camp


Mysticism: 
Ardarume
None
In the west wing of the Gateway Inn in Sadrith Mora


Restoration: 
Yakin Bael
None
At the Vos chapel


Security: 
Heccerinde
Thieves Guild
At his house in Balmora


Short Blade: 
Todwendy
None
At the Lucky Lockup Cornerclub in Balmora


Sneak: 
Wadarkhu
Theives Guild
At the Druegh-jigger's Rest in Gnaar Mok


Spear: 
Mertis Falandas
None
On the lower level of the Tower of Dusk at Ghostgate

Speechcraft: 
Skink-in-Tree's-Shade
Mage Guild
At the Mages Guild in Wolverine Hall at Sadrith Mora


Unarmored: 
Khargol gro-Boguk
None
In the Vacant Tower in Dragon Fel.



=============================================================================
Section 22: Alchemy
=============================================================================

-----------------------------------------------------------------------------
22.1 Alchemy Equipment
-----------------------------------------------------------------------------

There are 4 types of equipment that are used in creating Alchemy potions.
(Descriptions are from the manual)
1: Mortar and Pestle - Required to mix a potion, and determines the 
                       initial potion strength. 
2: Retort            - Increases the magnitude and duration of all 
                       positive effects in a potion.
3: Alembic           - Decreases the magnitude and duration of all 
                       negative effects in a potion.
4: Calcaiator        - Increases the magnitude and duration of all 
                       effects in a potion
Not: you only need the Mortar and pestle, the other items just 
increase the effectiveness of the potion.

There are also different levels of Quality of these items, they are:
1: Apprentice
2: Journeyman
3: Master
4: Grandmaster
5: SecretMaster ( I don't think this is avail. in the game, but it is listed
                  because it is in the editor.)

The higher the quality of the apparatus the more it effects the 
outcome of your potion.

The format for the Equipment is as follows:

--Equipment Name--
Wt=weight each   V=value each  Q=Quality

*Mortar and Pestle*


--Apprentice's Mortar and Pestle--
Wt=5 V=100 Q=0.5

--Journeyman's Mortar and Pestle--
Wt=4 V=400 Q=1

--Master's Mortar and Pestle--
Wt=3 V=2400 Q=1.2

--Grandmaster's Mortar and Pestle--
Wt=2 V=4000 Q=1.5

--SecretMaster's Mortar and Pestle--
Wt=1 V=6000 Q=5


*Retort*


--Apprentice's Retort--
Wt=8 V=20 Q=0.5

--Journeyman's Retort--
Wt=6 V=80 Q=1

--Master's Retort--
Wt=4 V=480 Q=1.2

--Grandmaster's Retort--
Wt=3 V=1600 Q=1.5

--SecretMaster's Retort--
Wt=2 V=100 Q=2


*Alembic* 
Note: Skooma pipes work as an Alembic apparatus

--Tsiya's Skooma pipe--
Wt=2 V=30 Q=0.15

--Good Skooma Pipe--
Wt=2 V=50 Q=0.15

--Apprentice's Alembic--
Wt=10 V=50 Q=0.5

--Journeyman's Alembic--
Wt=7 V=200 Q=1

--Master's Alembic--
Wt=5 V=1200 Q=1.2

--Grandmaster's Alembic--
Wt=3 V=4000 Q=1.5

--SecretMaster's Alembic--
Wt=3 V=1600 Q=2


*Calcinator*


--Apprentice's Calcinator--
Wt=25 V=10 Q=0.5

--Journeyman's Calcinator--
Wt=18 V=40 Q=1

--Master's Calcinator--
Wt=13 V=240 Q=1.2

--Grandmaster's Calcinator--
Wt=8 V=4000 Q=1.5

--SecretMaster's Calcinator--
Wt=6 V=3200 Q=2


-----------------------------------------------------------------------------
22.2 Component List
-----------------------------------------------------------------------------

The format for the components is as follows:

--Component Name--
Wt=weight each   V=value each

Note: the value listed is the base value, not what you will pay or 
      sell for. Purchase and sell prices are set by a combination 
      of your merchant skill and the Merchants disposition toward
      you.



--Alit Hide--
Wt=1 V=1 
Drain Intelligence - Resist Poison - Telekinesis - Detect Animal

--Ampoule Pod--
Wt=1 V=5
Water Walking - Paralyze - Detect Animal - Drain Willpower

--Ash Salts--
Wt=0.1 V=2
Drain Agility - Resist Magicka - Cure Blight Disease
Resist Magicka (wonder why it's listed twice.. maybe twice as powerful?)

--Ash Yam--
Wt=0.5 V=1
Fortify Intelligence - Fortify Strength - Resist Common Disease
Detect Key

--Bittergreen Petals--
Wt=0.1 V=5
Restore Intelligence - Invisibility - Drain Endurance - Drain Magicka

--Black Anther--
Wt=0.1 V=2
Drain Agility - Resist Fire - Drain Endurance - Light

--Black Lichen--
Wt=0.1 V=2
Drain Strength - Resist Frost - Drain Speed - Cure Poison

--Bloat--
Wt=0.1 V=5
Drain Magicka - Fortify Intelligence - Fortify Willpower - Detect Animal

--Bonemeal--
Wt=0.2 V=2
Restore Agility - Telekinesis - Drain Fatigue - Drain Personality

--Bread--
Wt=0.2 V=1
Restore Fatigue

--Bungler's Bane--
Wt=0.5 V=1
Drain Speed - Drain Endurance - Dispel - Drain Strength

--Chokeweed--
Wt=0.1 V=1
Drain Luck - Restore Fatigue - Cure Common Disease - Drain Willpower

--Coda Flower--
Wt=0.1 V=23
Drain Personality - Levitate - Drain Intelligence - Drain Health

--Comberry--
Wt=0.1 V=2
Drain Fatigue - Restore Magicka - Fire Shield - Reflect

--Corkbulb Root--
Wt=0.1 V=5
Cure Paralyzation - Restore Health - Lightning Shield - Fortify Luck

--Corprus weepings--
Wt=0.1 V=50
Drain Fatigue - Fortify Luck - Drain Willpower - Restore Health

--Crab Meat--
Wt=0.5 V=1
Restore Fatigue - Resist Shock - Lightning shield - Restore Luck

--Daedra Skin--
Wt=0.2 V=200
Fortify Strength - Cure Common Disease - Paralyze - Swift Swim

--Daedra's Heart--
Wt=1 V=200
Restore Magicka - Fortify Endurance - Drain Agility - Night Eye

--Diamond--
Wt=0.2 V=250
Drain Agility - Invisibility - Reflect - Detect Key

--Dreugh Wax--
Wt=0.2 V=100
Fortify Strength - Restore Str - Drain Luck - Drain Willpower

--Ectoplasm--
Wt=0.1 V=10
Fortify Agility - Detect Animal - Drain Str - Drain Health

--Emerald--
Wt=0.2 V=150
Fortify Magicka - Restore Health - Drain Agility - Drain Endurance

--Fire Petal--
Wt=0.1 V=2
Resist Fire - Drain Health - Spell Absorption - Paralyze

--Fire Salts--
Wt=0.1 V=100
Drain Health - Fortify Agility - Resist Frost - Fire Shield

--Frost Salts--
Wt=0.1 V=75
Drain Speed - Restore Magicka - Frost Shield - Resist Fire

--Ghoul Heart--
Wt=0.5 V=150
Paralyze - Cure Poison - Fortify attack

--Girith's Guar Hide-- (treat as Guar Hide for recipe)
Wt=1 V=5
Drain Fatigue - Fortify Endurance - Restore Personality - Fortify Luck

--Gold Kanet--
Wt=0.1 V=5
Drain Health - Burden - Drain Luck - Restore Strength

--Gravedust--
Wt=0.1 V=1
Drain Intelligence - Cure Common Disease - Drain Magicka
Restore Endurance

--Green Lichen--
Wt=0.1 V=1
Fortify Personality - Cure Common Disease - Drain Str - Drain Health

--Guar Hide-- 
Wt=1 V=5
Drain Fatigue - Fortify Endurance - Restore Personality - Fortify Luck

--Hackle-Lo Leaf--
Wt=0.1 V=30
Restore Fatigue - Paralyze - Water Breathing - Restore Luck

--Heather--
Wt=0.1 V=1
Restore Personality - Feather - Drain Speed - Drain Personality

--Hound Meat--
Wt=1 V=2
Restore Fatigue - Fortify Fatigue - Reflect - Detect Enchantment

--Human Flesh--
Wt=1 V=1
Fortify Health - Drain Intelligence - Drain Personality

--Hypha Facia--
Wt=0.1 V=1
Drain Luck - Drain Agility - Drain Fatigue - Detect Enchantment

--Kagouti Hide--
Wt=1 V=2
Drain Fatigue - Fortify speed - Resist Common Disease - Night Eye

--Kresh Fiber--
Wt=0.1 V=1
Restore Luck - Fortify Personality - Drain Magicka - Drain Speed

--Kwama Cuttle--
Wt=0.1 V=2
Resist Poison - Drain Fatigue - Water Walking - Water Breathing

--Large Corprusmeat Hunk--
Wt=1 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Large Kwama Egg--
Wt=2 V=2
Restore Fatigue - Paralyze - Frost Shield - Fortify Health

--Large Wrapped Corprusmeat--
Wt=1 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Luminous Russula--
Wt=0.2 V=1
Water Breathing - Drain Fatigue - Poison

--Marshmerrow--
Wt=0.1 V=1
Restore Health - Detect Enchantment - Drain Willpower - Drain Fatigue

--Marsus'Guar Hide-- (treat as Guar Hide for recipe)
Wt=1 V=5
Drain Fatigue - Fortify Endurance - Restore Personality - Fortify Luck

--Medium Corprusmeat Hunk--
Wt=0.5 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Medium Wrapped Corprusmeat Hunk--
Wt=0.5 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Meteor Slime--
Wt=0.1 V=10
Fortify Willpower - Cure Poison - Cure Blight Disease - Restore Willpower

--Moon Sugar--
Wt=0.1 V=50
Fortify Speed - Dispel - Drain Endurance - Drain Luck

--Muck--
Wt=0.1 V=1
Drain Intelligence - Detect Key - Drain Personality - Cure Common Disease

--Muffin--
Wt=0.2 V=1
Restore Fatigue

--Netch Leather--
Wt=1 V=1
Fortify Endurance - Fortify Intelligence - Drain Personality
Cure Paralyzation

--Pearl--
Wt=0.2 V=100
Drain Agility - Dispel - Water Breathing - Resist Common Disease

--Poison--
Wt=0.1 V=0
Weakness to Poison - Damage Health - Damage Fatigue - Poison

--Racer Plumes--
Wt=0.1 V=20
Drain Willpower - Levitate

--Rat Meat--
Wt=1 V=1
Drain Magicka - Paralyze - Cure Poison - Resist Poison

--Raw Ebony--
Wt=10 V=200
Drain Agility - Cure Poison - Frost Shield - Restore Speed

--Raw Glass--
Wt=2 V=200
Drain Intelligence - Drain Strength - Drain Speed - Fire Shield

--Red Lichen--
Wt=0.1 V=25
Drain Speed - Light - Cure Common Disease - Drain Magicka

--Resin--
Wt=0.1 V=10
Restore Health - Restore Speed - Burden - Resist Common Disease

--Roland's Tear--
Wt=0.1 V=5
Drain Health - Burden - Drain Luck - Restore Strength

--Roobrush--
Wt=0.1 V=1
Drain Willpower - Fortify Agility - Drain Health - Cure Poison

--Ruby--
Wt=0.2 V=200
Drain Health - Feather - Restore Intelligence - Drain Agility

--Saltrice--
Wt=0.1 V=1
Restore Fatigue - Fortify Magicka - Drain Str - Restore Health

--Scales--
Wt=0.2 V=2
Drain Personality - Water Walking - Restore Endurance - Swift Swim

--Scamp Skin--
Wt=0.1 V=10
Drain Magicka - Cure Paralyzation - Restore Personality - Restore Strength

--Scathecraw--
Wt=0.1 V=2
Drain Str - Cure Poison - Drain Health - Restore Willpower

--Scrap Metal--
Wt=10 V=20
Drain Health - Lightning Shield - Resist Shock - Restore Intelligence

--Scrib Jelly--
Wt=0.1 V=10
Fortify Willpower - Cure Poison - Cure Blight Disease - Restore Willpower

--Scrib Jerky--
Wt=0.2 V=5
Restore Fatigue - Fortify Fatigue - Burden - Swift Swim

--Scuttle--
Wt=0.1 V=10
Restore Fatigue - Fortify Fatigue - Feather - Telekinesis

--Shalk Resin--
Wt=0.1 V=50
Drain Fatigue - Fortify Health - Drain Personality - Fortify Speed

--Sload Soap--
Wt=0.1 V=50
Drain Personality - Fortify Agility - Fire Shield - Restore Agility

--Small Corprusmeat Hunk--
Wt=0.2 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Small Kwama Egg--
Wt=0.5 V=1
Restore Fatigue

--Small Wrapped Corprusmeat--
Wt=0.2 V=0
Drain Fatigue - Drain Health - Drain Magicka

--Spore Pod--
Wt=0.1 V=1
Drain Str - Drain Fatigue - Detect Key - Paralyze

--Stoneflower Petals--
Wt=0.1 V=1
Restore Strength - Fortify Magicka - Drain Luck - Fortify Personality

--Trama Root--
Wt=0.1 V=10
Restore Willpower - Levitate - Drain Magicka - Drain Speed

--Treated Bittergreen Petals--
Wt=0.1 V=10
Restore Intelligence - Drain Magicka - Drain Endurance - Invisibility

--Vampire Dust--
Wt=0.1 V=500
Fortify Health - Fortify Strength - Spell Absorption
Vampirism (hmm.. only ingredient that has it.. wonder how you make a 
vampire potion)

--Violet Coprinus--
Wt=0.5 V=1
Water Walking - Drain Fatigue - Poison

--Void Salts--
Wt=0.1 V=100
Restore Magicka - Spell Absorption - Paralyze - Drain Endurance

--Wickwheat--
Wt=0.1 V=1
Restore Health - Fortify Willpower- Paralyze - Damage Intelligence

--Willow Anther--
Wt=0.1 V=10
Drain Personality - Frost Shield - Cure common Disease - Cure Paralyzation

--Wrapped Corprusmeat Hunk--
Wt=0.0 V=0
Drain Fatigue - Drain Health - Drain Magicka


-----------------------------------------------------------------------------
22.3 Cure Potion Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.



--CURE BLIGHT DISEASE--					
Ash Salts       Meteor Slime    Scrib Jelly
			
--CURE COMMON DISEASE--					
Chokeweed       Daedra Skin     Gravedust       Green Lichen    Muck	
Red Lichen      Willow Anther
					
--CURE PARALYZATION--					
Corkbulb Root   Netch Leather   Scamp Skin      Willow Anther
		
--CURE POISON--					
Black Lichen    Ghoul Heart     Meteor Slime    Rat Meat        Raw Ebony
Roobrush        Scathecraw      Scrib Jelly				
					
	
-----------------------------------------------------------------------------
22.4 Restore Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.



--RESTORE AGILITY--				
Bonemeal        Sload Soap
			
--RESTORE ENDURANCE--				
Gravedust       Scales	
		
--RESTORE FATIGUE--				
Bread           Chokeweed       Crab Meat       Hack-Lo Leaf    Hound Meat
Lg. Kwama Egg   Muffin          Saltrice        Scrib Jerky     Scuttle
Sm. Kwama Egg	
			
R--ESTORE HEALTH--				
Corkbulb Root   Emerald	        Marshmerrow     Resin           Saltrice
Whickwheat      Corprus Weepings
			
--RESTORE INTELLIGENCE--				
Ruby	        Scrap Metal	Treated Bittergreen Petals
Bittergreen Petals
	
--RESTORE LUCK--				
Crab Meat       Hack-Lo Leaf    Kresh Fiber
		
--RESTORE MAGICKA--				
Comberry        Daedra's Heart  Frost Salts     Void Salts
	
--RESTORE PRESONALITY--				
Guar Hide       Heather         Scamp Skin	
	
--RESTORE STRENGTH--				
Dreugh Wax      Gold Kanet      Roland's Tear   Scamp Skin	
Stoneflower Petals

--RESTORE WILLPOWER--				
Meteor slime    Scathecraw      Scrib Jelly     Trama Root
	
--RESTORE SPEED	--			
Raw Ebony       Resin			


-----------------------------------------------------------------------------
22.5 Fortify Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.



--FORTIFY AGILITY--			
Ectoplasm       Fire salts      Roobrush        Sload Soap

--FORTIFY ENDURANCE--			
Deadra's Heart  Guar Hide       Netch Leather	

--FORTIFY FATIGUE--			
Hound Meat      Scrib Jerky     Scuttle	

--FORTIFY HEALTH--			
Human Flesh     Lg. Kwamma Egg  Shalk Resin     Vampire Dust

--FORTIFY INTELLIGENCE--		
Ash Yam         Bloat           Netch Leather
	
--FORTIFY LUCK--			
Corkbulb Root   Corprus Weepings                Guar Hide
	
--FORTIFY MAGICKA--			
Emerald         Saltrice        Stoneflower Petals
	
--FORTIFY PERSONALITY--			
Green Lichen    Kresh Fiber     Stoneflower Petals
	
--FORTIFY SPEED--			
Kagouti Hide    Moon Sugar      Shalk Resin
	
--FORTIFY STRENGTH--			
Ash Yam        Daedra Skin      Dreugh Wax       Vampire Dust

--FORTIFY WILLPOWER--			
Bloat          Meteor Slime     Scrib Jelly      Whickwheat

--FORTIFY ATTACK--			
Ghoul Heart	


-----------------------------------------------------------------------------
22.6 Resist Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.
	


--RESIST COMMON DISEASE--		
Ash Yam         Kagouti Hide    pearl         Resin

--RESIST FIRE--			
Black Anther    Fire Petal      Frost Salts
	
--RESIST FROST--			
Black Lichen    Fire Salts
		
--RESIST MAJICK--			
Ash Salt
			
--RESIST POISON--			
Alit Hide       Kwama Cuttle    Rat Meat
	
--RESIST SHOCK--			
Crab Meat       Scrap Metal

			
-----------------------------------------------------------------------------
22.7 Shield Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.



--FIRE SHIELD--			
Comberry        Fire Salts      Raw Glass       Slaod Soap

--FROST SHIELD--			
Frost Salts     Lg. Kwama Egg   Raw Ebony       Willow Anther

--LIGHTNING SHIELD--			
Corkbulb Root   Crab Meat       Scrap Metal

	
-----------------------------------------------------------------------------
22.8 Misc. Helpful Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.



--DETECT ANIMAL--			
Alit Hide       Ampoule Pod     Bloat    Ectoplasm

--DETECT ENCHANTMENT--			
Hound Meat      Hypha Facia     Marshmerrow
	
--DETECT KEY--			
Ash Yam         Diamond         Muck     Spore Pod

--DISPEL--			
Bungler's Bane  Moon Sugar      Pearl
	
--FEATHER--			
Heather         Ruby            Scuttle	

--INVISIBILITY--			
Bittergreen Petals              Diamond	    Treated Bittergreen Petals
	
--LEVITATE--			
Coda Flower     Racer Plume     Trama Root
	
--LIGHT--			
Black Anther    Red Lichen
		
--NIGHT EYE--			
Daedra's Heart  Kagouti Hide
		
--REFLECT--			
Comberry        Diamond         Hound Meat
	
--SPELL ABSORBTION--			
Fire Petal      Vampire Dust    Void Salts
	
--SWIFT SWIM--			
Daedra Skin     Scales          Scrib Jerky
	
--TELEKINESIS--			
Alit Hide       Bonemeal        Scuttle	

--WATER BREATHING--			
Hack-Lo Leaf    Kwama Cuttle    Luminous Russula         Pearl

--WATER WALKING--			
Ampoule Pod     Kwama Cuttle    Scales         Violet Coprinus


-----------------------------------------------------------------------------
22.9 Drain Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.



--DRAIN AGILITY--			
Ash Salts       Black Anther    Daedra's Heart  Diamond
Emerald         Hypha Facia     Pearl           Raw Ebony
Ruby	
		
--DRAIN ENDURANCE--			
Bittergreen Petals              Black Anther    Bunglers Bane    Emerald
Moon Sugar      Treated Bittergreen             Petals           Void Salts

--DRAIN FATIGUE--			
Bonemeal        Comberry        Corprus Weepings        Guar Hide
Hypha Facia     Kagouti Hide    Kwama Cuttle    Luminous Russula
Lg. Corprusmeat Hunk    Wrapped Lg. Corprusmeat Hunk
Med. Corprusmeat Hunk   Wrapped Med Corprusmeat Hunk
Wrapped Sm. Corprusmeat Hunk    Sm. Corprusmeat Hunk    Spore Pod
Violet Coprinus         Wrapped Corprusmeat Hunk
Marshmerrow             Shalk Resin
	
--DRAIN HEALTH--			
Coda Flower     Ectoplasm       Fire Petal      Fire Salts
Gold Kanet      Green Lichen    Rolands Tear    Roobrush
Lg. Corprusmeat Hunk    Wrapped Lg. Corprusmeat Hunk
Med. Corprusmeat Hunk   Ruby    Scathecraw
Wrapped Sm. Corprusmeat Hunk    Sm. Corprusmeat Hunk    Scrap Metal
Wrapped Corprusmeat Hunk        Wrapped Med Corprusmeat Hunk
		
--DRAIN INTELLIGENCE--			
Alit Hide       Coda Flower     Gravedust       Human Flesh
Muck            Raw Glass	
	
--DRAIN LUCK--			
Chokeweed       Dreugh Wax      Gold Kanet      Hypha Facia
Rolands tear    Stoneflower Petals              Moon Sugar
	
--DRAIN MAGICKA--			
Bittergreen Petals      Bloat           Gravedust       Kresh Fiber
Lg. Corprusmeat Hunk    Wrapped Lg. Corprusmeat Hunk
Med. Corprusmeat Hunk   Rat Meat        Red Lichen
Wrapped Sm. Corprusmeat Hunk    Sm. Corprusmeat Hunk    Scamp Skin
Trama Root              Wrapped Corprusmeat Hunk
Treated Bittergreen Petals      Wrapped Med Corprusmeat Hunk

--DRAIN PERSONALITY--			
Bonemeal        Coda Flower     Heather         Human Flesh
Muck            Netch Leather   Scales          Shalk Resin
Sload Soap      Willow Anther
	
--DRAIN SPEED--			
Black Lichen    Frost Salts     Heather         Kresh Fiber
Raw Glass       Red Lichen      Trama Root      Bunglers Bane

--DRAIN STRENGTH--			
Black Lichen    Bunglers Bane   Ectoplasm       Green Lichen
Raw Glass       Saltrice        Scathecraw      Spore Pod

--DRAIN WILLPOWER--			
Ampoule Pod     Chokeweed       Corprus Weepings        Dreugh Wax
Marshmerrow     Racer Plumes    Roobrush


-----------------------------------------------------------------------------
22.10 Misc. Harmful Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.



--BURDEN--					
Gold Kanet      Resin          Roland's Tear    Scrib Jerky
		
--DAMAGE FATIGUE--					
Poison
Note: Since there is only one item with Damage Fatigue effect, this spell can 
      NOT be made
			
--DAMAGE HEALTH--					
Poison
Note: Since there is only one item with Damage Health effect, this spell can 
      NOT be made
			
--DAMAGE INTELLIGENCE--					
Wickwheat
Note: Since there is only one item with Damage Intelligence effect, this 
      spell can NOT be made
				
--PARALYZE--					
Ampoule Pod     Daedra Skin     Fire Petal      Ghoul Heart
Hackle-Lo Leaf  Lg. Kwama Egg   Rat Meat        Spore Pod
Void Salts      Wickwheat
		
--POISON--					
Luminous Russula                Poison          Violet Coprinus
			
--WEAKNESS TO POISON--					
Poison
Note: Since there is only one item with Weakness to Poison effect, this spell  
      can NOT be made
			
--VAMPIRISM--					
Vampire Dust
Note: Since there is only one item with vampirism effect, this spell can NOT 
      be made


-----------------------------------------------------------------------------
22.11 Two Item Multiple Effect Potions
-----------------------------------------------------------------------------

This section was submitted by Mad Marduk.

The format for the Recipes is as follows:

--Potion Effect--
ingredients needed

Note: you only need any two of the ingredients listed to make one of the 
potions.


--Cure Common Disease, Drain Intelligence--
Grave Dust         Muck

--Cure Common Disease, Drain Magicka--
Grave Dust         Red Lichen

--Cure Common Disease, Drain Personality--
Muck               Willow Anther

--Cure Paralyzation, Drain Personality--
Netch Leather      Willow Anther

--Cure Poison, Drain Health--
Roobrush           Scathecraw

--Cure Poison, Drain Strength--
Black Lichen       Scathecraw

--Cure Poison, Paralyze--
Rat Meat           Scathecraw         Scrib Jelly

--Detect Enchantment, Drain Fatigue--
Hypha Facia        Marshmerrow

--Dispel, Drain Endurance--
Bungler's Bane     Moon Sugar

--Fortify Agility, Drain Health--
Ectoplasm          Fire Salts         Roobrush

--Fortify Agility, Fire Shield--
Fire Salts         Sload Soap

--Fortify Fatigue, Restore Fatigue--
Hound Meat         Scrib Jerkey       Scuttle

--Fortify Health, Drain Personality--
Shalk Resin        Human Flesh

--Fortify Luck, Drain Fatigue--
Corprus Weepings   Guar Hide

--Fortify Luck, Restore Health--
Corkbulb Root      Corprus Weepings

--Fortify Magicka, Restore Health--
Emerald            Saltrice

--Fortify Speed, Drain Fatigue--
Kagouti Hide       Shalk Resin

--Lightning Shield, Resist Shock--
Crab Meat          Scrap Metal

--Fire Shield, Fortify Agility--
Fire Salts         Sload Soap

--Restore Health, Fortify Luck--
Corkbulb Root      Corprus Weepings

--Restore health, Fortify Magicka--
Emerald            Saltrice

--Restore Intelligence, Drain Health--
Ruby               Scrap Metal

--Restore Agility, Drain Personality--
Bonemeal           Sload Soap

--Restore Fatigue, Paralyze--
Hackle-Lo Leaf     Large Kwamma Egg

--Restore Fatigue, Restore Luck--
Hackle-Lo Leaf     Crab Meat
--Restore Strength, Drain Luck--
Dreguh Wax         Stoneflower Petals

--Spell Absorbtion, Paralyze--
Fire Petal         Void Salts

--Water Breathing, Drain Fatigue--
Kwamma Cuttle      Luminous Russula

--Water Walking, Drain Fatigue--
Kwamma Cuttle      Violet Coprinus

--Burden, Drain Health, Drain Luck, Restore Strength--
Gold Kanet         Roland's Tear

--Restore Health, Drain Fatigue, Drain Willpower--
Marshmerrow        Corprus Weepings

--Cure Blight Disease, Cure Poison, Fortify Willpower, Restore Willpower--
Metor Slime        Scrib Jelly

--Invisibility, Drain Endurance, Drain Magicka, Restore Intellighence--
Bittergreen Petals     Tainted Bittergreen Petals


-----------------------------------------------------------------------------
22.12 Reader Submitted Recipes
-----------------------------------------------------------------------------

The format for the Recipes is as follows:

**Potion Name**
--Potion Effect—
Weight  Value (If provided)
Ingredients needed
Description (if any)
Submitted by

**Gift of Speed**
--Fortify Speed, Restore Fatigue--
Use Moon Sugar and Kagouti Hide, Hackle-Lo Leaf and Saltrice (or Crab Meat)
This potion lets you run at an accelerated rate without tiring

Submitted by Eevle


**Comeback Kid**
--Lightning Shield, Fortify Mana, Restore Health, Restore, Fatigue--
Use Corkbulb Root, Crab Meat, Saltrice, and Stoneflower Petals.
This potion will put you back in fighting shape in a hurry, and 
protects you from further injury with a lightning shield.

Submitted by Eevle


**Iron Man**
--Fortify Health, Fortify Strength--
Use Ash Yam, Dreugh Wax, Shalk Resin, and a Large Kwama Egg.  
This potion will make you stronger and tougher, perfect for tough brawls.

Submitted by Eevle


**Lead Wall**
--Absorb, Reflect, Restore Mana, Paralyze--
Use Void Salts, Comberry, Fire Petal, and Hound Meat.  
Intended for magic duels, this potion protects you with both absorb and 
reflect, and also recharges your own magicka.  Be sure to use an alembic
when preparing this potion though, as it does have the unfortunate side 
effect of briefly paralyzing the user.

Submitted by Eevle


**Protector**
--Fortify Agility, Fire Shield, Lightning Shield--
Use Sload Soap, Fire Salts, Crab Meat, and Corkbulb Root.
This potion makes you harder to hit three different ways, and offers 
resistance to fire and lightning as well.  (Note that it is possible to 
replace the lightning shield with a frost shield, by substituting the 
corkbulb root and crab meat with willow anther and a large kwama egg).

Submitted by Eevle


**Eevle's Elixer**
--Fortify Health, Restore Health, Restore Fatigue, Fortify Magicka--
Use Emerald, Shalk Resin, Saltrice, and a Large Kwama Egg.
By combining the effects of fortify health and restore health, your health 
will rise rapidly enough to survive most close calls.  This potion also 
restores fatigue and provides a magicka boost.

Submitted by Eevle


**Torpedo Juice**
--Swift Swim, Water Breathing, Restore Fatigue--
Use Scales, Scrib Jerky, Luminous Russula, and Hackle-Lo Leaf.
This potion will speed you through the water.

Submitted by Eevle


**Jacques Cousteau**
--Light, Water Breathing--
Use Hackle-Lo Leaf, Red Lichen, Luminous Russula, and Black Anther.
This potion is ideal for exploring shipwrecks, grottos and other dark
underwater areas.

Submitted by Eevle


**Cure Blight & Poison**
--Cure Blight Disease, Cure Posion, Restore Willpower, Fortify Willpower--
Wt=0.1  V=15   
Scrib Jelly, Ash Salts, Scathecraw, Wickwheat

Submitted by Aanar


**Cure Disease & Paralyzation**
--Cure Common Disease, Cure Paralyzation, Restore Health, Restore Fatigue—
Wt= 0.1  V=17
Willow Anther, Corkbulb Root, Saltrice, Chokeweed

Submitted by Aanar


Note From Aanar:
Between those two you can pack all four cures into 2 stacks of 0.1 weight 
potions, they have other sidebenifits, and all the ingrediants are cheap.


**Cheap Restore**
--Restore Health, Restore Fatigue—
Wt=0.1  V-3
Saltrice, Chokeweed, Wickwheat
Cheap potion and easy to make sine all ingredients are available at the 
Balmora temple.

Submitted by Aanar


**Water Special**
--Water Breathing, Water Walking, Restore Fatigue, Swift Swim—
Wt=0.1  V=39
Hackle-Lo Leaf, Scrib Jerky, Scales, Kwamma Cuttle
If you drink it out of water, you get the water walking, if you're already 
under it says something about "you can't cast this now" (the water walking 
part of the potion). I like this since the same potion stack has multiple 
uses.

Submitted by Aanar


**Rejuvination**
--Restore Magicka, Fortify Magicka, Restore Health—
Wt=0.1  V228
Frost Salts, Comberry, Emerald, Saltrice
A bit pricey, but useful if money isn't a problem 

Submitted by Aanar


**Runner's Food**
--Restore Fatigue, Fortify Fatigue, Feather—
Wt=0.1  V=16
Scrib Jerky, Scuttle, Heather
Fortifying speed may be more useful for travel, but this is cheap and uses 
easy to find ingrediants.

Submitted by Aanar


**Mage's Buff**
--Fortify Intelligence, Fortify Willpower, Restore Health—
Wt=0.2  V=8
Wickwheat, Bloat, Ash Yam, Saltrice

Submitted by Aanar


--Lightning Shield, Fortify Willpower, Restore Health, Restore Fatigue—-
Wt=0.2  V=12
Crab Meat, Corkbulb Root, Wickweat, Bloat

Submitted by Aanar


--Fire Shield, Fortify Agility, Restore Health, Fortify Magicka—-
WT=0.1  V=301
Emerald, Fire Salts, Sload Soap, Saltrice

Submitted by Aanar


--Frost Shield, Fire Shield, Restore Magicka—-
Wt=0.1  V=187
Fire Salts, Frost Salts, Willow Anther, Comberry

Submitted by Aanar


--Frost Shield, Resist Fire, Restore Magicka-- 
Wt=0.1  V87
Frost Salts, Willow Anther, Comberrry, Fire Petals

Submitted by Aanar


--Frost Shield, Lightning Shield, Cure Paralyzation--
WT-0.2  V=91
Crab Meat, Corkbulb Root, Willow Anther, Frost Salts

Submitted by Aanar

 
--Lightning Shield, Restore Health, Restore Ftigue, Fortify Magicka-- 
Wt=0.2  V=8
Crab Meat, Corkbulb Root, Saltrice, Stoneflower Petals
(Think someone used this combo already, just listed here for comparison, 
since it is the cheapest shield.)

Submitted by Aanar


-----------------------------------------------------------------------------
22.13 Potion Creation Tips
-----------------------------------------------------------------------------

The weight of a homemade potion is the mean of the ingredients you mixed, so 
ingredients like Scrap Metal and Raw Ebony gives very heavy potions. To 
obtain lighter potions, you have to mix some light "neutral" ingredients to 
your potion, this way you can almost obtain a half-weighting potion. For 
example, mix Cormberry and raw glass and you obtain a fire shield potion 
weighting about 1. Add racer plumes and bittergreen petals, and you obtain 
the exact same potion but weighting 0.6.

-Silk




=============================================================================
Section 23: Credits
=============================================================================

I would like to thank and give credit to the following people:

Credit to Skedar Janitor from gamefaqs.com for giving a Critique of this FAQ, 
which has led to many changes for the (hopefully) better.


Credit for the component list of the Alchemy section goes to Tito13KFM 
and Randomer for giving Tito13KFM the inspiration to create the list in 
the first place.

Credit for the reader submitted potion recipes goes to Eevle and Aanar.

Credit to Cilobaid from the Gamefaqs Morrowind message board for the master
trainer locations.

Credit to furball and JMooney for letting me know how to get Elone to 
admit she trains.

Credit to Jumping Jack and Mark for some of the Seyda Neen notes.

Credit to Digisciple for sending me a possible X-Box difference in the 
Urehilaku Camp.

Credit to Karen for informing me about the Breeding Netches being part of
the imperial legion quests.

Credit to WarEagle, Ye Olde Breadbutt, Sam, Scott Kelley, Bojangles, Jesus,
Robin Sequira, Josh Aldrich, Carcanel, DemonicSavior, Demens Ignis, Senaldun,
Alex, Victor, God Magnus, SpaceLord, The Great Gerstacker, Jerome, Blue99BMW,
dogami, shock_ZERO, giznot, MaconBacon, Dave Marchetti, Podmage, opfer_gv, 
BigDumbStriker, Jagoros, P3ss1m15t, War123, Morgan Weiner, Robin Sequira, 
DoubleAction, Dan Blocker- ruptionx, Austin Pearl, Zeezoo, Bjarne, Cerial 
Killa, Raddogz, Jamily Gray, Bryan DeVore,  and JABIGDOGS2000 for contributing 
to the Reader Submission Sections.

Credit to Bloodrose from the Gamefaqs forum for sending in a few alternate
directions to the Cavern of the Incarnate

Credit to LordMagus on the gamefaqs.com message board for helping me fix the
Blunt Weapons Master Trainer.

Credit to Mad Marduk for the Two Item Multiple Effect Potions part of the
Alchemy Section, and to Silk for the potion mixing tip.

Credit to BETHESDA for the guide to Vvardenfell, as it came directly from the 
in game scroll, as well as the game version note which came with the patches.

Thanks go to BETHESDA for making such a great game.

Thanks toGameFaqs.com and all the people who post on the Morrowind message 
board for giving me the inspiration to write this FAQ.

Thanks to my girlfriend and daughter for letting me spend so much time 
playing this game. 




=============================================================================
Section 24: Copyright Notice
=============================================================================

This file is Copyright (c)2002 Steve Miller. All rights reserved. This file 
was entirely written by me, unless otherwise noted in the Credits section of 
this file. This file may NOT be posted, or sold (complete or in part), on ANY 
website or media without express written consent from myself. This file May 
not be altered in any way by anyone other than myself without express written 
consent. If this copyright is broken, action will be taken.

                   

=============================================================================
Section 25: Contact Info
=============================================================================

If you want to send me any ideas, congrats, or anything else, you can Email
me at [email protected]. Thank you

If you email me, please include which version of the FAQ you are referring to 
(even if you are sending in a submission, as it might already be in a newer 
release), where you read the FAQ, and what platform you are using. If you use 
the PC it would also be helpful if you tell me what patch version you are 
using.


Top 25 Hottest Video Game Girls of All Time
Grand Theft Auto V Top 10 Best Cheats
Grand Theft Auto V Full Vehicle List

Show CheatCodes.com some Love!